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LOOPY'S IN-DEPTH SEIKEN DENSETSU 3 (SNES) FAQ/WALKTHRU/STRATEGY GUIDE
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Version 1.3
(Released: October 2006)
(The latest version of this FAQ and other useful information can always be
found on my web page: http://www.kigurumi.co.uk)
*(For the latest changes, see the Version History at the end of this FAQ)*
*****************************************************************************
Disclaimer
*****************************************************************************
First things first, let's get the legal stuff out of the way:
Seiken Densetsu, Secret of Mana and all its related names are Registered
Trademarks (TM) and Copyright (C) Squaresoft/Square/Square Enix. This
Walkthrough, FAQ and all other information contained herein are Copyright
(C) Loopy 2000 - 2006. I expressly forbid, prohibit and deny permission to
all persons who wish to duplicate this document in any form, paper or
electronic -- that includes magazines, web sites and shops, EXCEPT those that
DO have my permission. This document is FREELY copyable to your OWN
machine(s) and to machines belonging to OTHER game players for PERSONAL
GAME-PLAYING PURPOSES ONLY. To put it simply, if you want to distribute this
FAQ, profitably or not you need to ask. If you want to distribute it
commercially or profitably, I reserve the right to claim royalties (call me
greedy if you want.) If you want to copy it from one game player to another,
you don't need to ask, you can do it without my permission, provided you
don't make no profit out of it. Comprendez?
Remember, downloading this FAQ means this paragraph is legally binding so if
you do copy this without my permission or I find you selling this document or
you include it in your next magazine and I didn't give you permission, I WILL
sue and I *WILL* win. I have spent MONTHS away on this thing and the last
thing I need is for you to pass it off as your own. YOU HAVE BEEN WARNED. If
you do not agree with the above terms, delete this file immediately.
(Hey, I know you don't like reading this. Hell, I don't even like writing it,
but I have to. Someone's gotta do the job, even though it's a lousy one.)
Anyway, enough of the lecture, let's get back to the FAQ (which is why you're
reading this thing, right?)
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Prologue
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SD3 is, IMHO, probably SquareSoft's best RPG ever, but when I looked for FAQs
and walkthrus, I could only find specialised docs (like "FAQ for Kevin" or
"FAQ for Angela".) And most of them were a bit vague as to where to go. So,
what I've decided to do is to write an in-depth FAQ/Walkthru that holds for
_ALL_ characters with _CLEAR_ descriptions as to where to go and what to do.
(At the time I started this FAQ, there were little or no FAQs that did this.)
I won't say "go here" or "go there" because it's very easy to get lost en
route. Believe me, I know. Because I'll be writing this FAQ for all
characters, the FAQ will end up both being very large and long and some of
the walkthru will NOT be relevant to you, depending on who your main
character is. For example, when you look for Zable Fahr (the Dark God-Beast),
he will be in different places in the game depending on who your main
character is. At this point, I'll split my walkthru into three parts. This
is because there are three different possible routes through the game, each
determined by the main character (from hereon known as "the hero.") The routes
are Duran/Angela, Carlie/Kevin and Lise/Hawk. The characters in each of the
pairs have stories that overlap (i.e. interconnect.) For example, Angela lives
in Althena which is going to try and invade Duran's home town of Forcena, so
their stories will connect. Carlie and Kevin are the same age (15), and both
have had bad experiences with the Death Jester (see the walkthru for further
information). Hawk lives in the Navarre Fortress and they are trying to invade
Lise's home, the Wind Kingdom Rolante, so their stories will also connect.
Once I have split the walkthru, I will independently explain how to get to
Zable for your chosen team. This "splitting" will increase the size of the FAQ
even more, sorry. There's no other way.
Also, I will ONLY put stuff in the walkthru that will benefit your game. My
motto is "You don't want it? You don't need it? You don't get it."
CONTENTS
========
* Characters
* Class Changing
* Classes
* Walkthrough
* Hints & Tips } Only read these sections AFTER you've clocked the
* Cheats } entire game AT LEAST ONCE -- and with no cheats.
* Class Breaking Items
* The Black Rabite
* Types
* Teams
* Good Places To Level Up
* Credits
* Things I need to check on/do
* Version History
* FAQ Locations
Characters
----------
There are six different characters you can choose from in this game. They are
(in no particular order) as follows:
Duran: a Swordsman from Forcena.
Kevin: a Grappler from the Beast Kingdom.
Lise (aka Rise, Riesez and Riese): an Amazon from the Wind Kingdon Rolante.
Carlie (aka Charlotte): a Cleric from the Holy City Wendel. She is half
Fairy (Faerie for the Americans among you), half
human.
Hawk (aka Hawkeye): a Thief from Navarre.
Angela: a Magician from the Magic Kingdom Altena.
Each of the characters have strengths and weaknesses:
Duran: A hard hitter, but slow to recover.
Kevin: The hardest hitter in the game, but only at night (when he turns into
a werewolf.)
Lise: A good all rounder, but the attack strength is not too high.
Carlie: The best healer in the game, but lousy attack strength.
Hawk: Very fast, but attack strength not massively high. Hits twice per go.
Angela: The BEST offensive magic user, but has low attack strength,
although it's higher than Carlie's.
* Kevin and Hawk can cancel their standard attacks into their B-button
attacks (or BAs.) When I say "cancel", I mean that when the character
attacks, they will attack and then IMMEDIATELY perform their BA. BAs are
unblockable.
Cancelling is like cancelling moves in the Street Fighter series in which
you can enter the motion of a special move as the animation of a standard
punch or kick is still on screen. This causes an unbreakable combo from the
standard punch or kick to the special move. The same is true in here.
Cancelling only usually works if you've held down A (attack) for a bit and
your on-screen character has been attacking for a bit beforehand. I'm not
sure, but if you let the CPU control your character for a while, they will
perform a slightly different attack. For example, Angela jumps in the air
and smacks downwards, Kevin uppercuts and Hawk spins around (taking out
everyone around him.) Lise, Duran and Carlie, I'm not entirely sure about.
But the important thing about these special moves is that THESE are the
ones you can cancel from. They usually have a slight delay in execution, so
you should be able to spot one coming, and once you do, smack the B button.
I may consider making a "Cancelling Attacks" movie when I next have some
free time.
Cancelling works with all BAs, Level 1 through to Level 3, and with all
characters, but is easiest to do with Kevin and Hawk since they hit more
than once. Plus, cancelling causes a lot of damage, since the enemy can't
heal in between. The damage can be increased if you use the correct Saber
type against the enemy. Remember, that, since Level 1 BAs don't freeze the
action, enemies CAN still move on-screen so they CAN heal. *
Class Changing
--------------
This is the high point of the game. Twice through the game, you have the
option of altering the looks and colours of each member of your team by
"Class-Changing" them. Think of it as evolving them to a higher level where
they are more powerful and learn better spells and moves. There are four ways
you can change each of your team members, determined by Light and Dark. In
other words, you can send each of your team down four different paths:
Starting (BAs: Level 1 only)
|
|--Light (BAs: Level 1, Level 2)
| |--Light+Light (BAs: Level 1, Level 2, Level 3)
| \--Light+Dark (BAs: Level 1, Level 2, Level 3)
|
\--Dark (BAs: Level 1, Level 2)
|--Dark+Light (BAs: Level 1, Level 2, Level 3)
\--Dark+Dark (BAs: Level 1, Level 2, Level 3)
*NOTE: Dark+Light is NOT the same as Light+Dark*
As you can see, each time you class change, you gain a new BA. So to begin
with, you have 1 BA. After the first class change, you have 2 and after the
second class change, you have 3. The only exception to this rule is Kevin,
who gains two BAs after each class change, making a total of 3 BAs after the
first class change and 5 after the second.
The Dark classes mostly learn destructive and stat down (i.e. lowering
enemies' stats) spells, whilst the Light classes learn mostly healing and stat
up spells (i.e. increasing your team mate's stats.) You can combine classes
so a Light+Dark or a Dark+Light class will have both Light spells AND Dark
spells. Classes as such are not dependent on other team members so you could
put Duran as Light+Light, Kevin as Light+Dark and Hawk as Dark+Dark or you
could put all your team as Light+Light - it's up to you. All classes have
good and bad points. For example, Duran's Light classes can equip shields,
thereby making them have a higher defence than his Dark classes. However, the
Dark classes have a better attack strength, even if they have a slightly
poorer defense. See further down this section for a more in-depth look at the
classes.
The first class change is available at Level 18 and it done simply by talking
to a Mana Stone. Choose your path carefully as once you've chosen the first
class type, you can't go back.
The second class change is more tricky. You must obtain several "??? Seeds"
(sic) and then plant them at an inn. There, they will grow into items that
will break the seal of the second class change. By the time you reach the
required Level (38), the Mana Stones have been destroyed (see walkthru) so
you need to talk to the Goddess Statue in the Mana Holy Land in order to
class change your team. I'll explain this part in the walkthru (which is
later on in this document.) It's VERY unlikely that you'll manage to get to
L38 before the Stones break (unless you've got loads of hours to kill and
have no social life.)
Avery Lee (yes, _that_ Avery Lee -- the author of the brilliant VirtualDub)
e-mailed me about the above paragraph so I think I'd better clarify it
further:
Another important thing to realise is that the game will not give you ???
Seeds until later on in the game when it _expects_ you to be about L38 so you
can spend as much time as you like levelling up to L38 if you want to, but
without ??? Seeds, you'll never be able to do the second class change and
you'll probably never get these until the Stones break and you release the
God-Beasts.
I've noticed that the game expects this to happen after the scene where you
surrender the Sword of Mana -- this is also when the final and sub-boss go
off and release the God-Beasts (see the walkthru for more details.) So, in
theory, according to Pierre-Hugues Goyet, killing some monsters after this
scene should potentially net you some ??? Seeds.
(And you wondered why VirtualDub releases were always late.... :)
* Before you e-mail me about class changing: YOU CAN PERFORM THE FIRST CLASS
CHANGE AT LEVEL 18 AND THE SECOND AT LEVEL 38. YOU DO _NOT_ HAVE TO CLASS
CHANGE AT THOSE LEVELS. THEY ARE THE _MINIMUM_ LEVELS YOU NEED TO BE AT TO
CLASS CHANGE. YOU COULD PERFORM THE FIRST CLASS CHANGE AT 50 AND THE SECOND
AT 75 IF YOU WANTED (though I don't know why you'd want to do that...) *
On the topic of seeds, there are many types of seeds. These need to be taken
to an Inn and planted. There, they will grow in various items. What you get
varies depending on the seed type you plant:
1. Item Seeds (grows into items like Round Drops and Puipui Grasses.)
2. Magic Seeds (grows into items which cast Magic Spells. Namely Oils,
Scales and Claws.)
3. Flying Item Seeds (grows into items you can throw in battle like Darts and
Bombs.)
3. Weapon/Armor Seeds (grows into weapons and armor that you can equip on
your team. The items you get from these seeds are MUCH better than the
armour and weapons you can buy from the shops. You should always use these
when you get one.)
4. Mysterious Seeds (grows into recovery items like Angel Grails, Magic
Walnuts and Honey Drinks.)
5. ??? Seeds (which grow into class-breaking items. You can see what class
they will break by selecting them in or out of battle. The description of
the seed is the class they will break.) MAKE SURE YOU SAVE AT THE INN
BEFORE USING THESE SEEDS! (See Part 0: Getting The Last Class Change later
for details of why.) As for WHEN you can get these seeds, refer to the
paragraph further up.
*All* seeds, regardless of type can be used in or out of battle. They will
heal one member of your team by 50HPs, regardless of level. In general, don't
do this. Growing the seed in an inn is far more constructive. I mean, which
is better? 50HPs or a class change breaking item? You decide... Not much of a
choice is it?
When you level up in preparation for your class changing (this requires exp
points which you get from killing enemies), you're presented with a list of
options. At level up, you are allowed to increase ONE of these options. To
help you decide, here's what each does:
Strength - Lets you hit harder. You'll do more damage with standard
attacks and with BAs.
Agility - Your evade rate increases. Enemy attacks and some level 1 BAs
will miss. By "level 1", I mean the BA that involves the enemy
flashing white as they perform it. Level 1 BAs don't usually
freeze the action while they are performed. Level 2 and 3 BAs
usually do, plus they actually have the name of the BA pop up
on the screen. Few enemies have a Level 1 BA. The Werewolves in
the Moonlight Forest do, but they don't usually use them.
Vitality - Your defence increases and max HP goes up (increase depends on
character, level and current Vitality level.)
Intelligence - Magic evade rate increases so opponent's magic spells may now
miss. Magic defence and offense levels also increase.
Spirit - The effect of any known non-offensive magic (such as Healing,
Stat, Saber and Summon magic) increases.
Luck - Critical hits are more common (you see a big yellow star when
you hit your opponent.) There are also less traps in the
"Wheel of Misfortune" (as I like to call it) which appears in
certain booby-trapped item boxes. BTW: If you get a critical
with a Sabered weapon, the colour of the star will change to
that of the Saber in question (Ice = dark blue, Thunder =
light blue, Diamond = grey, etc.) I once scored a critical
hit against Tzenker with a Diamond Sabered weapon. The usual
damage was 22HPs with the Saber, but a Critical Hit scored
55HPs, over double the damage -- this was quite early in the
game, so three-digit damage was out of the question. Critical
hits whilst sabered are quite common, especially when you're
Sabered with the enemy's weakness -- in this example,
Thunder.)
I recommend that you try and keep all these the same level unless you need to
raise a certain option to learn a move (e.g. Intelligence for Angela/Carlie,
Agility for Hawk, Spirit for Duran and Strength/Intelligence/Spirit for
Kevin -- depending on what class you choose.) Remember, sometimes, one stat
will be maxed out until another stat is raised. For example, your Strength
stat may max out at 17 (example) until you raise, say Intelligence by one,
in which case Strength can then be raised another 3. I'm inventing numbers
here, but you get the general idea.
Classes
-------
Every character has six classes, seven if you count the starting class (from
the first, there are two possible after the first class change and then two
for each of the two possible classes after that.) Here, I'll take each class
in turn and evaluate it's usefulness. I'll also describe all the BAs that
I've seen. I'll describe what the spells _do_, but not what the spells _look_
like. I won't describe the starting class BAs as you can see those clearly
yourself.
Duran's Classes:
Fighter (Starting)
Boring, just fights. Knows Cross-Slash as a B-button attack.
Knight (Light)
As a Knight, Duran isn't much better than the Fighter. He learns Heal Light
(restores HPs -- the amount depends on level and if you're casting on one or
all of your team. Casting Heal Light on more than one team member will lower
the overal healing effect per person) and can equip a shield which increases
his evade rate, but that's about it. However, the Paladin and the Lord are
VERY powerful light classes. Knows the 3-Step Cut as his BA, but it only hits
one enemy and does average damage (he slashes through, up and then turns
around and slashes down.) He can't multi-target (i.e. cast one spell on more
than one target) his Heal Light (yet.) Forcena will sell Shields for Duran
once he starts off down this path.
Paladin (Light+Light)
Probably Duran's best Light class, the Paladin learns Saint Saber (boosts
weapon's damage with the power of Light.) Saint Saber causes big damage to
evil or dark-type enemies (of which there are plenty.) He can't multi-target
Saint Saber and still can't multi-target his Heal Light. If you choose Duran,
I recommend the Sword Master as his best overall class -- unless you're
_really_ desperate for Saint Saber -- which _is_ quite handy later on in the
game. The Paladin or the Lord are both acceptable Light classes. He knows
Flashing Sword as his BA and it hits all enemies -- Duran runs to the middle
of the screen, waves his sword and lifts it up into the air. The sword
sparkles with light and explosions rock the screen. Big damage, especially
against Dark or Evil enemies like Zombies, Ghosts, etc. Use the Paladin's
Proof to unlock this class. I personally prefer this Light class to the Lord,
even though I can't use multi-target Heal Light.
Lord (Light+Dark)
The Lord class can multi-target Heal Light and learns Tinkle Rain (heals all
status ailments like Poison and Silence, but NOT any MAGIC effects like
Sabers or stat-lowering effects.) Tinkle Rain can't be multi-targetted. The
Lord learns Magic Circle as his BA which only hits one enemy, but can be
extremely powerful at higher levels (a Magic Circle flashes behind the victim
as Duran jumps and slashes downwards.) Use the Lord's Proof to unlock this
class.
Gladiator (Dark)
Duran's first Dark class and one of the more offensive. He knows all the
elemental Saber moves (Thunder, Diamond, Fire & Ice) which all boost the
power of the castee's weapon with the relevant element, but be careful when
using it, as you may _heal_ an enemy by using the wrong Saber. For example,
if you use a character whose weapon has been Ice Sabered on a Frost Dragon,
you'll end up _healing_ the dragon, not damaging it. This is the same with
Saint and Holy enemies and Dark and Evil enemies. The Gladiator can't multi-
target his Sabers, nor can he use a shield (and neither can any of Duran's
other Dark classes), but he does have a powerful full-screen, multi-hitting
BA (Whirlwind Sword -- sends Duran spinning around like a tornado) and a much
higher attack strength than the Knight.
Sword Master (Dark+Light)
Duran's best Dark class and probably his best overall (IMHO.) The SM can
multi-target all his Saber spells (VERY useful.) He learns Moon and Leaf
Saber (which drains HPs and MPs from the enemy respectively.) And although he
can't multi-target these new spells, having them in one class is pretty neat.
In fact, the Sword Master is the ONLY class that learns both Moon and Leaf
Saber at the same time (as far as I know -- correct me if I'm wrong) so it's
very useful. The SM knows Vacuum Blade as his BA and it's even more powerful
than the Eruption Sword! You're looking at close to 600+ HP damage at later
levels! (Duran runs into the middle of the screen and spins his sword around,
creating an animation similar to Valkyrie Lise's Vacuum Wave Spear. The only
Sabers the SM doesn't learn are Saint and Dark Saber. The Dark one sucks
anyway, so it's not a big loss. Use the Master's Proof for this class.
Duelist (Dark+Dark)
The Duelist is Duran's most powerful class, but it really sucks in the magic
department. The Duelist knows Eruption Sword as his BA and it's bloody
powerful too (Duran's sword glows with fire. He then jumps into the air and
plunges his sword into the ground. A wall of fire (think of the Blaze Wall
animation) erupts around all of the enemies on the screen.) The Duelist can't
multitarget any of his Sabers and learns only one new spell: Dark Saber. This
move sucks big time. It boosts the weapon with a Dark attribute and it only
works on Holy enemies of which the Potos (the guys that have a nasty habit of
licking you and then casting Saint Beam and the Saber spells) are the only
one I can think of. It doesn't work on the bosses (with the exception of
Lightgazer -- the Light God-Beast) because they are usually Dark type. If you
want to use a Dark class, go for the Sword Master. To unlock this class, use
the Duelist's Proof. I don't really recommend you go for this class.
Kevin's Classes:
Kevin is the ONLY person who can use two _DIFFERENT_ BAs. In any one class.
One is the standard BA and the other is a grappling move (hey, he _is_ a
Grappler after all, right?) So after the second class change, Kevin will end
up with 5 BAs: one from the starting class, two from the second and two from
the last class change. You're spoilt for choice when deciding which one to
use, eh? To perform the Grapple BA, hold B with a charged BA bar. To perform
the other BA, _TAP_ B with a charged BA bar. It's tricky to perform and even
harder to do at will. I still sometimes pull off the wrong BA when I mean to
pull off the other. There has also been discussion on the GameFAQs message
boards about this. Some say that if Kevin has "locked on" (e.g. he keeps
watching one particular enemy), then he will perform the grapple BA. If not,
he will perform the standard one. I haven't been able to confirm this yet.
Kevin transforms into a werewolf at night making him almost twice as
powerful and depending on which class you choose, he will change into various
wolves, each with different stats, but ALL with good attack strength.
Anyway, his classes:
Grappler (Starting):
Nothing new here, just fights. Boring. Knows the Ashura Dream Fist as his BA
but that's it (the ADF can hit up to 5 times if you position Kevin
correctly.) The Grappler only knows _one_ BA. Turns into a werewolf at night.
Monk (Light):
Turns into a standard werewolf and learns Pressure Point which ups Kev's
attack power to that of a werewolf so that he can do as much damage during
the day as if he was a werewolf at night. This is very useful, as it only
costs 1MP and cancels any Power Down effects. The downside is that it can
only be used on Kevin himself. The Monk learns Whirlwind Kick (multi --
identical to Gladiator Duran's Whirlwind Sword, but uses his leg like Ryu &
Ken's Hurricane Kick from Street Fighter 2) and Tornado Throw (single -- Kev
throws his victim high into the air) as his BAs. I recommend this path if you
want to turn Kev into a healer or if you don't have Carlie on your team.
Learns Heal Light (single.)
God-Hand (Light+Light):
A strong hitter, but pales in comparison to Kev's Dark classes. He can't
multi-target Heal Light, but gets the Aura Wave spell (when cast, maxes out
the person's BA bar so they can immediately perform their BA.) Some say the
Aura Wave is pointless and some disagree. You decide. The G-H turns into a
Golden Werewolf at night. He learns Byakko Shockwave (multi -- sends a ball
of lightning at all enemies. Think of Dangaard's (the Wind God-Beast)
Thunderball and you'll know what I mean. This move has BIG damage properties,
especially on Ground type enemies such as Mole Bears and bosses like Land
Umber and Jewel Eater, since Ground is weak against Wind) and Stardust Bomb
(single -- Grabs an enemy, jumps up, spinning around and then turns around,
sending his opponent into the ground head first like a giant drill bit. This
_isn't_ like Zangief's Spinning Pile Driver as Kev is always pushing his
opponent ahead of him) as his BAs. A good Light class, but if you really want
a Light class, I really recommend you go with the Warrior Monk. Use the Gold
Wolf Soul for this class.
Warrior Monk (Light+Dark):
Kev's best Light class. He can multi-target Heal Light and learns Leaf Saber
(drains MPs -- always useful, especially if you use Heal Light a lot.) The WM
learns the Genbu 100-Kick (Think of two Chun Li's doing her trademark Hundred
Foot Kick on each side of one enemy and you'll get a good idea of what this
look like) and Blow Impact (uppercuts his victim into the air, follows them
up, then smashes them down to the ground) as his BAs. A good attack strength,
but both his BAs only hit one person. Turns into a Silver Wolf at night. Use
the Silver Wolf Soul for this class. I tend to choose this class solely for
the multi-target Heal Light (and if I don't have Carlie on my team.)
Bashkar (Dark):
Kev's first Dark class. He learns no new spells (pity), but does learn
Water-Moon Slice (A punching Hyper Combo followed by a SF2 Guile-Style Flash
Kick) and Bastard Slam (Grabs his opponent, jumps up into the air with them
and then throws them down to the ground from mid-air) which both hurt and
both only hit one enemy (like the Warrior Monk.) His attack strength is very
high and the two subsequent classes have even higher attack strength. Turns
into a Black Fang at night.
Dervish (Dark+Dark):
Kev's second strongest class. He learns Moon Saber and, uhm... that's it. Yup,
Kev's gone and sacrificed abilities for attack power -- and damn high it is
too. The Dervish can't multitarget Moon Saber, but learns the Suzaku Sky Dance
(multi -- Kev runs to the bottom of the screen, jumps up, the screen fades to
white as the screen splits into three horizontal strips) and Veritubach (single
-- Kev grabs his opponent, jumps up and suplexes them into the ground. Think of
SSF2 Zangief) as BAs -- and only the Sky Dance hits multiple enemies but both
do a helluva chunk of damage. The Dervish turns into a Bloody Wolf at night.
Use the Demon Wolf Soul for this class. This class is acceptable as a final
class, but if you REALLY want to cause damage, go for the Death Hand.
Death Hand (Dark+Light):
Kev's ultimate class. He learns Energy Ball as his only spell (boosts the
castee's chances of critical hits. Times out after a while, and it's hard to
tell when.) He also learns both the Seiyu Death Fist (multi -- runs to the
bottom of the screen, jumps up as the background splits into three strips and
the background fades to black) and Dead Crush (single -- looks suspiciously
like Zangief's Spinning Pile Driver) as his BAs. At a high level, the SDF can
cause 800+ damage. Against the Masked Mage (Kev's end boss), I had Lise (as a
Fenrir Knight) cast Protect Down and then I got Kev to do the SDF. The result?
989 HPs damage on a critical! Had I upped Kev's levels a few more, I may even
have made 999 max damage mark. The DH becomes a Wolf Devil (the most powerful)
at night. This is THE class if you are going to use Kev. If you don't have a
healer in your group, go for the Warrior Monk. Use the Death Wolf Soul for
this class.
Hawk's Classes:
Hawk's classes will rarely fill in all 12 of the available spell slots on the
Spells section of the stats (Y) menu.
Thief (Starting):
Same as Duran's and Kev's starting classes - boring. Knows Back Slash as his
BA and, um, that's it.
Ranger (Light):
Not a great class and neither are Hawk's other Light classes (although they
do have a lot of variety.) He learns the Flying Swallow Toss (multi -- a
little lame, all he does is throws three daggers at each of the enemies on
the screen.) The Ranger learns Sleep Flower (causes sleep), Body Change
(miniturises enemy by turning him/her/it into a Shell Hunter and makes them
give you 0 exp when they die. Pointless IMHO, but useful as a desperation
move. When transformed, the enemies will miss every hit and will not be able
to use any special abilities like magic or BAs), Spike and Arrow (yes, they
are the same as the traps you get in those annoying booby-trapped boxes.) All
are single-cast. Hawk's Light classes use mostly traps for damage. His Dark
classes use stat-lowering ninja-type skills which are more effective, but
Hawk doesn't seem to learn as much as the Light classes. The Ranger's attack
is pretty bad.
Wanderer (Light+Light):
Not an all too bad class. Learns the Dance of Roses as his BA which is a
single enemy attack and is a bit of a laugh. Hawk jumps away from his enemy,
goes through the spell-cast animation and then throws a single rose at his
chosen enemy. Hawk chases after the rose, shadow trails following and slashes
away like a psycho, whilst the rose petals fly everywhere. Can cause 300HPs+
damage after Class Changing. The Wanderer has one hell of an inventory: Body
Change, Sleep Flower and Arrow/Spike -- all the same as the Ranger, and Body
Change can now be multi-targetted. Learns Half Vanish (takes off 50% of the
enemy's life if successful), TransShape (makes one team mate flicker like a
ghost. Evade increases for a short time), Life Booster (increases maximum HPs
of one team mate), Aura Wave (maxes out one team mate's BA meter so they can
perform their BA immediately), Poison Bubble (damages and can cause Poison
status), Counter Magic (reverses all offensive magic -- doesn't work against
Stat, Saber, Summon magic and some very powerful spells like Ancient and
Gigaflare. Counter magic is also ineffective against any Dark or Shade-taught
spells like Evil Gate or Dark Force. Thanks to Don Clark for bringing that to
my attention), Energy Ball (single -- increases chance of critical hits for a
short time), Lunatic (single -- lowers maximum HPs of one enemy.) If you want
variety, this is the class to use. Lunatic is _very_ useful against some of
the bosses, especially those who know how to heal. In case you don't know,
Lunatic reduces the maximum HPs the enemy can heal to. Even if the enemy
heals, they won't get any higher than the new maximum. If someone casts
Lunatic on you, cancel it with Life Booster and Heal Light (Life Booster will
boost the max HPs but the current HPs will stay the same. Heal Light will
push the current HPs back up.) Use the Good Luck Die for this class. A low
attack power, but speed makes up for it. It's _VERY_ easy to cancel BAs with
this class. Counter Magic, Lunatic and Life Booster _can_ be cancelled using
AntiMagic and/or Stardust Herbs, so be alert.
Rogue (Light+Dark):
Like the Wanderer, his BA (Thousand Slash) only hits one enemy. When he does
his BA, he jumps on top his victim and slashes away. He has a great variety
of moves: Body Change, Sleep Flower (multi), Arrow/Spike (same as Ranger)
Rock Fall (single -- a pile of rocks tumble onto enemy), Land Mine (single --
the ground beneath the enemy explodes), Silver Dart (single -- throws a Dart.
Does more damage than a standard Dart and does even more against Dark
enemies), Cutter Missile (single -- throws an axe at a single enemy which
cuts up the enemy in a similar way to Grand Devina Angela's Spiral Rod BA.
However, unlike Spiral Rod, the axe doesn't return to Hawk), Crescent (single
-- similar to Cutter Missile, but does Dark damage. Useful against Holy or
Light-typed enemies), Rocket Launcher (single, fires several Rockets (which
all look suspiciously like Darts) which cause Fire-type damage), Axe Bomber
(Similar to Cutter Missile, but does more damage and uses up more MPs),
Grenade Bomb (single -- more powerful than a Pumpkin Bomb and causes Grass
damage) -- most of them are Level 2-type traps so they don't do much damage.
For this reason, I'd rather you didn't use this class. If you must, use the
Bad Luck Die to gain access.
Ninja (Dark):
The Ninja rocks, plain and simple! He knows Silhouette Slice (single -- jumps
back and then towards, slashing twice as he goes, shadow trails following.)
He learns Shuriken (ninja stars pierce the enemy), Earth Jutsu (the ground
spins underneath the enemy), Thunder Jutsu (electric bolts x-strike the
enemy), Water Jutsu (a waterfall cascades onto the enemy) and Fire Jutsu
(fire flows from Hawk to the enemy who then goes through the Flame Saber
animation, although his weapon doesn't get Flame Sabered.) All these moves
reduce various stats after casting (e.g. Shuriken lowers hit rate, Water
Jutsu lowers attack Strength, Earth Jutsu reduces Speed/Evade Fire Jutsu
lowers Magic Effectiveness and Thunder Jutsu reduces Defence.) His attack
strength is better than the Ranger. A better path to go down. All moves are
single enemy cast. Unlike spells, Jutsus are NOT taught by spirits.
Nightblade (Dark+Dark):
The best class for Hawk. Learns the Split-Image Slice as his BA (which REALLY
hurts _and_ hits all enemies on-screen. Hawk splits into one, two or three
(depending on the number of enemies on the screen) and each slashes a
different enemy a total of three times before merging back into one) His
inventory is: Shuriken, Earth Jutsu, Thunder Jutsu, Water Jutsu, Fire Jutsu,
Poison Breath, Fire Breath, Blow Needles, Deadly Weapon and Black Rain. All
are single-enemy cast except for Black Rain. Blow Needles pummels the enemy
with needles. It can also silence the enemy (useful.) Deadly Weapon throws a
spanner at the enemy :) and lowers their max HP, a la Lunatic. Black Rain
causes an oil-like rainstorm to fall on the enemy. It's a Dark-type spell and
damages all enemies. It doesn't lower any stats. Poison Breath blows a cloud
of poison towards an enemy. It damages and can poison. Fire Breath damages
only (but does hurt a lot.) Use the Nighteye Die for this class.
Ninja Master (Dark+Light):
A good class, but it's not as good as the Nightblade. The NM learns no new
spells, but gains the ability to multi-target all the Ninja's spells. His
BA is the Shadow Dive which only attacks one enemy (Hawk sinks into the
ground, moves over to his enemy and floats up, slashing away at his enemy.)
His inventory is: Shuriken, Earth Jutsu, Thunder Jutsu, Water Jutsu, Fire
Jutsu (all multi-targettable.) He has the highest attack strength of all
Hawk's classes, but has very little variety. Use the Bullseye Die for this
class.
Angela's Classes:
Angela is the _best_ offensive magic user. If you want to use magic early,
choose Angie. ANY of her final classes will fill all 12 of the available 12
spell slots (thanks go to ". ." for confirming that.) Her classes are:
Magician (Starting):
Like Duran & Co. This only fights. She knows Double Attack as her BA _BUT_
she also gets to learn some offensive magic early. _PLUS_ they're all
multi-targettable. She learns Holy Ball (balls of Holy Light damage
enemy/enemies), Evil Gate (a gate to the Dark Side opens, sucking
enemy/enemies in), Gem Missile (hard diamonds are used as projectiles), Air
Blast (gale-force winds used to damage enemy/enemies), Fireball (balls of
fire hit enemy/enemies) and Ice Smash (balls of ice strike enemy/enemies.)
All are taught by different spirits and all are multi-targettable. Angela
will only learn magic after you pick up the spirit that teaches it. For
example, Angela won't learn Gem Missile if you haven't picked up Gnome yet.
Likewise she won't learn Fireball until you've picked up Salamando. Increase
Angie's Intelligence to learn the new magic. If you've maxed out the
Intelligence, increase something else and she'll still learn the new spell.
Apart from this new magic, the Magician is not too brilliant.
Sorceress (Light):
Recommended Angela path. She learns Pink Typhoon (jiggles her chest !!@__@!!
and blows a pink-shaped heart at her opponent) as her BA plus Saint Beam (a
beam of blue light fries a single enemy or multiple beams of white light
shine from the sky if all enemies are to be affected), Earthquake (a single
rock crashes onto a single enemy or the ground opens up if all enemies are to
be affected), Thunderstorm (a bolt of lightning strikes a single enemy or
four bolts strike various parts of the screen if all enemies are to be
affected), Explode (the enemy is the victim of several explosions. If all
enemies are to be affected, then the whole screen is rocked by several
explosions) and Mega Splash (drops of water fall on enemy who gets poked by
several icicles. If all enemies are to be affected, lots of water drops and
lots of icicles rise up from the ground.) Angela learns these spells on top
of the spells she learnt as a Magician. She can't multi-target these new
spells, though. A pretty poor class, but the Devina and the Mage can more
than make up for this.
Grand Devina (Light+Light):
As a GD, Angie can multi-target the extra spells learnt as a Sorceress (Saint
Beam, Earthquake, Thunderstorm, Explode and Mega Splash) and learns Double
Spell which casts Thunderstorm, Ice Smash and Lava Wave in quick succession.
(Angela doesn't actually _learn_ Lava Wave. When cast, Lava Wave causes a
small puddle of bubbling lava to form over the team. This causes powerful
Fire damage.) Useful, but annoying to wait for. She doesn't have the best
attack power out of all Angie's classes, but the ability to multi-target
EVERY spell is pretty damn useful. She knows Spiral Rod as her BA (spins her
rod like those parade leaders, tosses it up in the air and it lands on her
victim, cutting into him/her/it. The rod bounces back to Angie after doing
its job.) Use the Arcane Book for this class.
Arch Mage (Light+Dark):
This or the Grand Devina are Angie's recommended classes. Basically, the Arch
Mage is IDENTICAL to the Grand Devina with two differences. Firstly, she
learns Dancing Rod as her BA (waves her hand over the rod as it dances and
sends it flying at an opponent, who catches fire) and instead of learning
Double Spell, she learns Rainbow Dust which calls the four main elemental
spirits (Gnome, Undine, Salamando & Jinn) in quick succession to deliver
powerful magic damage (a lot of colours flash about the screen in a circle
when you use this spell.) Use the Book of Secrets for this class.
Delvar (Dark):
Angie's first Dark class. Although the Delvar only learns one extra spell
(Dark Force -- many rods of Dark fire jab the enemy), the subsequent classes
(Magus & Rune Master) are extremely powerful. Dark Force cannot be multi-
targetted -- yet. The Delvar learns Star Attack as her BA (probably one of
her more flashier BAs. She sends three stars at a single opponent.)
Magus (Dark+Dark):
Ah yes, the Magus. This is the class you want if you want mass magic damage.
The Magus learns Ancient -- the most powerful and MP costly spell in the
entire game at 12MPs per go. It's basically the same as the Meteo spell from
the Final Fantasy series (tonnes of rocks fall from the sky) and it does
basically the same damage (i.e. a lot.) Like the final Light Classes, the
Magus learns all the Level 2 spells (Earthquake, Thunderstorm, Explode and
Mega Splash -- all single cast.) She doesn't learn Saint Beam because her
path is so Dark. Instead of this, she learns Ancient. She learns Hot Shot as
her BA. Angela takes her rod and fires cannon balls out of it, smacking her
opponent for six. Her attack is above average so if you want a spell-caster
who can cause headaches with both spells and physical attacks, this is the
class you want. Use the Forbidden Book for this class. I think that the
Intelligence level must be 20 before Angela will learn this spell. She learns
it LAST so you must know Dark Force, Earthquake, Thunderstorm, Explode and
Mega Splash BEFORE she will learn Ancient.
Rune Master (Dark+Light):
The RM is THE class to choose if you want an offensive magic user. Whilst the
Magus has only the Ancient spell and the multi-target Level 2 magic, the RM
gets tonnes of new spells which, like Hawk's Ninja abilities, lowers stats
too. The RM's complete inventory is: Holy Ball (multi), Evil Gate (multi),
Gem Missile (multi), Air Blast (multi), Fireball (multi), Ice Smash (multi),
Dark Force (multi -- a black dome expands and explodes), Death Spell (single
-- a purple cloud covers the enemy and causes 999HPs damage if successful.
Usually only works on enemies at a lower level than yourself), Stone Cloud
(single -- a cloud of rocks covers the enemy. Can petrify a single enemy),
Stun Wind (single -- damages by using a vortex of wind. Can silence a single
enemy), Blaze Wall (single -- a wall of fire erupts around a single enemy),
Cold Blaze (single -- snow falls and ice solidifies around enemy. Can freeze
one enemy.) In general, it's the option of having Ancient, the single most
powerful spell in the game (Magus), or having tonnes of new and more
effect-altering spells (Rune Master.) You decide. If you can't, use a coin
toss, I did! :) You need to use the Book of Rune for this class. The RM
learns "10t" as her BA -- Angela throws her rod up and a massive 10 ton
weight squashes the victim! :) Hmmm... I wonder how she gets her rod back?
Carlie's Classes:
Carlie is probably the worst physical attacker in the game, but she is the
BEST healer. Although Duran and Kevin can double up as healers, Carlie is,
hands down, the best. She can heal from her starting class (Cleric) and the
Cleric's Heal Light is cast very quickly. Her classes are:
Cleric (Starting):
Just like the others, does nothing more than fight. She learns (like Angela)
some magic before the first class change (Heal Light & Tinkle Rain.) This
can't be multi-targetted. Knows Bonkle as her BA. It's useful to have Carlie
in your team simply because of the early healing magic! Problem is, after
class changing, Carlie outlives her usefulness and becomes a burden on the
team.
Priestess (Light):
Carlie's first Light class and, although she has lousy attack strength, she
makes up for it with the magic. Learns all four elemental Sabers like
Gladiator Duran does (Diamond Saber, Thunder Saber, Flame Saber and Ice
Saber.) Like him, she can only single-cast them. The Priestess also learns
Holy Ball and can now multi-target Heal Light, but her BA (Jump) is only a
one-enemy BA. Not a brilliant class, but having both multi-cast Heal Light
_and_ the Sabers in one class is REALLY useful. This class is also necessary
if you want to use the Bishop class later on.
Bishop (Light+Light):
Can multi-target Tinkle Rain as well as Heal Light and learns a few new
spells: Saint Saber, Magic Shield (protects against magic -- this is like
Mind Up, but without the increase in Magic Effectiveness) and Turn Undead.
Only the Undead spell is multi-targettable. Basically, it destroys all undead
enemies like Zombies and Ghosts. This is Carlie's best Light class because of
this. Use the Holy Water Vial for this class. Most people, including myself,
only choose the Bishop for the Turn Undead spell. Learns ChopChop as her BA.
Sage (Light+Dark):
Whatever you do, do NOT (I repeat _NOT_) choose this class. It sucks big
time. The only thing the Sage learns is multi-targetting of the Priestess's
spells. The BA is only one-enemy hitting so it sucks too. The BA? It's called
"BoomBoom." Probably Carlie's worst class and the worst class in the entire
game. Stay away from this class at all costs.
Enchantress (Dark):
The Enchantress is not brilliant either. She gets few Summon spells, can now
multi-target Heal Light and that's about it. But the Necromancer and the
Shaman more than make up for it. Her complete inventory is: Heal Light
(multi), Tinkle Rain (single), Machine Golem (single -- calls three Golems to
knock over the enemy), Unicorn Head (single -- calls two Unicorn Heads who
send the enemy into the air.) She knows Dash as her BA. Basically, it's
Bonkle, but with a run-up.
Evil Shaman (Dark+Dark):
The Shaman learns some pretty powerful Summon magic and learns Demon Breath
which is pretty useful later on (think of Poison Breath but with a Dark
property and slightly different animation and you'll see what I mean.) The
Shaman has the highest attack strength of all Carlie's classes. Her new
spells are: AntiMagic (resets super meter and/or removes all magic effects --
like using a Stardust Herb on the enemy), Gremlin/Great Demon (summons
relevant monster to cause damage) and Demon Breath (see earlier.) All are
single-enemy casts except Demon Breath which is multi-targettable. Use the
Bottle of Blood for this class. Her BA is HugeHuge (her flail increases in
size and with great effort, she smasks her opponent with it. This HugeHuge
isn't the same move as the Rabites' version in the Jungle of Illusion near
Pedan.)
Necromancer (Dark+Light):
Not Carlie's best class, but the most useful. She has Black Curse which is
possibly the best stat-lowering spell in the game. Basically, it's Power
Down, Speed Down, Mind Down and Protect Down in one spell. It costs 6MP which
is less than if you had used Lise's stat-down spells. The only downside is
that it's a single-enemy spell, not a multi-target. When cast, Black Curse
surrounds the enemy with triangles while a black cloud gets to work lowering
their stats. She also learns Dark Saber (which sucks) and can multi-target
Heal Light and Tinkle Rain. She only learns two new Summons: Ghost and Ghoul
(summons Ghosts or Ghouls to damage a single enemy.) Her BA is a one-enemy
Craaaazy attack. It's called "Craaaazy", by the way - and yes, she does go
crazy. Just think of a psychopath with a flail and you'll know what I mean.
Lise's Classes:
Lise is a good all-round fighter. She is really useful when you want to lower
enemy stats and you don't have Carlie's Black Curse spell. Lise can also
boost your stats as well. If you want to lower enemies' stats, go Dark, to
boost your team's stats, go Light. Lise's classes are as follows:
Amazoness (Starting):
Nothing special. Knows Whirlwind Lance as her BA and that's it.
Valkyrie (Light):
Lise's first Light class. She learns the stat-up spells and they're not
multi-targettable (the spells she learns are Protect Up (balls of light flash
around team member which then pop), Speed Up (a yellow ring rolls around team
member for a bit. It disappears after a while), Power Up (team member gets
surrounded by a red column as blocks of energy go inside him/her), and Mind
Up (a ball of light appears above team mate and drops powder into team mate.)
Her BA attacks all enemies and does fairly decent damage (Vacuum Wave Spear
-- identical to Sword Master Duran's Vacuum Sword, but less powerful, since
this is only the first class change.) Not a brilliant class, but the
subsequent Light classes gotten through this class can be quite powerful in
stat-raising.
Vanadies (Light+Light):
Vanadies is pretty cool, but not as much as the Star Lancer. Vanadies can't
multi-target the stat spells, but does have a flashy Summon (Freya.) Freya
may look flashy (she rides around in a chariot for a bit), but (IMHO) is
pretty pointless. When summoned, Freya will damage and then minimise the
enemies on the screen, giving you 0 exp when you kill them. She learns the
Light Ball Spear as her BA this does SERIOUS damage to all on-screen enemies.
Apart from this, Vanadies isn't too great. Use the Briesingamen (uhm....) to
unlock this class.
Star Lancer (Light+Dark):
Lise's recommended class. She can multi-target all her stat spells and has a
decent summon (Marduke) which damages and SILENCES the enemy so they can't
counter with a spell or their own BA. Marduke flies in (he's got wings) and
throws some kind of ray at the camera. Marduke and all Lise's stat spells are
multi-targettable (Marduke and Lise's other Summons are always multi-target.)
If you choose Lise, this is where to go if you want to raise your team's
stats. The SL's BA only attacks one enemy, but is capable of causing a lot of
damage, especially if you've cast Attack Up on yourself before doing the BA.
Lise splits into three, one shooting up, the other two criss-crossing across
the victim who then criss-cross across again and then the final Lise plunges
down from the sky. The Shooting Star Spear, this is called. To unlock this
class, you need to use the Morning Star Chain.
Rune Maiden (Dark):
Lise's first Dark class. The RM learns all the stat-down spells like Lise's
Light class, but it uses less MP so you may probably choose this over Lise's
Light classes. She learns Protect Down (enemy glows green for a bit), Speed
Down (a clock appears over the enemy that slows down), Power Down (a cloud of
blue gas cloaks the enemy as blocks of energy are removed from them) and Mind
Down (a green cloud cloaks the enemy whilst small white balls float away from
them.) The RMs BA is the Falling Heaven Spear which attacks all enemies on
the screen and does fairly decent damage as well, especially after casting
Protect Down on the enemies. Lise bounces on the heads of her opponents as if
she's on a pogo stick.
Fenrir Knight (Dark+Dark):
Like the Star Lancer, the Knight can multi-target all her stat spells. Her
Summon isn't too brilliant. It's called Lamia Naga (looks like a medusa but
without the face) and does Dark damage (I think.) It doesn't cause any status
changes. Pity. Still, her multi-targetting does make up for it. Her BA is the
Hundred Flower Dance (she dices up her victim with her spear and hits one
enemy only. To unlock this class, use the Gleipnir.
Dragon Master (Dark+Light):
The DM is like Vanadies, not brilliant. She can't multi-target the stat
spells and has a poor Summon (Iormundgand -- a snake which bounces around the
screen for a bit whilst casting Poison Breath with the Demon Breath
animation.) Iormundgand damages and poisons all enemies. The only possible
good thing about this class is the BA (Dragon Tooth Spear) which both looks
cool and does average damage (Lise jumps out of the screen and flies through
her victim whilst a Fire Dragon Head follows her.) Single-hitting, flashy,
but I recommend that you don't choose this class if you can possibly help it.
That's all the classes. Be warned that which classes you choose will
drastically affect how you play the game. If you have a team with a low
defense but a high attack, you may end up healing a lot but if you have a
powerful healing team but a poor physical attack, the battles will a) last
longer and b) end with you dying because you've run out of MPs. It's usually
a good idea to have a mixed team. Make sure you've got at least one healer
on your team and one person who knows fairly decent magic. A good team would
be Kevin, Duran and either Angela or Lise. Kevin can become a healer, Duran
likewise and Angela knows all the offensive magic. Lise can be handy in
altering the stats of enemies or your team. In my opinion, the best offensive
team would be Kevin, Angela and Duran. Kevin as a Death Hand can wipe out all
resistance, Angela as any of her final classes can whip ass and Duran's Heal
Light as a Paladin or a Lord would come in handy. Remember, these are only
suggestions, guidelines. You don't have to take these as mandatory teams. You
can "Pick 'n Mix" teams as you like. It's up to _you_, not me, to decide your
team and remember to choose carefully and to choose even more carefully when
you do your class changing. FYI, when I first clocked the game, I chose Kev,
Angela and Lise with Kev as a Warrior Monk, Angela as an Arch Mage (and the
heroine) and Lise as a Star Lancer. You might want to try these classes
first. Oh, and BTW, I didn't use any cheats! ;)
Class Changing -- Some Notes
----------------------------
NOTE 1: The BA at the first level (before you've class changed) can be
performed even when silenced (a speech bubble with "..." follows your
character around.) However, after class changing, the new BA CAN'T be
performed if you're silenced. You CAN perform the Level 1 BA (the first one),
but not the subsequent ones (Level 2 or Level 3.) Example: Kevin's Death Hand
class has five BAs: Ashura Dream Fist (Grappler), Water-Moon Slice & Bastard
Slam (Bashkar), Dead Crush & Seiyu Death Fist (Death Hand). Only the Dream
Fist (Grappler) can be performed when silenced. The other four cannot.
NOTE 2: When you use the item to break the seal of the second class change,
you KEEP the item, it's never actually used up. Think of the item as a
catalyst, which (for those of you know familiar with the term) is a material
that speed up a reaction but is never physically changed in the process. You
can use the item during battles and each item has a different effect. The
result of using an item varies depending on the class it breaks. For example,
using the Paladin's Proof casts Saint Saber on your team, whilst using
Duelist's Proof will cast Dark Saber on your team. Try each of the items out
once you've done the second class change and see what happens! You can always
sell off the items, they fetch a helluva lot of luc! If you want a full list
of what the items do when used, refer to the chapter "Class Breaking Items"
near the end of the FAQ.
NOTE 3: When you class change, you can STILL perform the BAs from the
previous class. So a Death-Hand can perform the Ashura Dream Fist, Water-
Moon Slice, Bastard Slam, Dead Crush AND Seiyu Death Fist, and not just the
last two. If you charge the meter till it flashes green, you can perform the
Level 1 BA. If you charge the meter till it flashes yellow, you can perform
the Level 2 BA. If you charge the meter till it flashes red, you can perform
the Level 3 BA. Also bear in mind that the Level 1 is a standard physical
attack and damage will vary depending on Saber status. BA Level 2 and BA
Level 3 are not dependent on Saber types.
NOTE 4: If you miss a move in one class and you class change to the next. You
will NOT be able to learn that move EVER. If the class you're changing to
"upgrades" the spells you have (for example, upgrading Diamond Saber (single)
to Diamond Saber (multi)), you'll learn both the multi and single-target
version of the move. If you don't learn the lower level spells, you will not
learn them ever. For example, Duran learns Heal Light at his Light class and
upgrades it to multi-target at Light+Dark. At Light+Light, he doesn't
upgrade it at all. So if Duran doesn't learn Heal Light at his Light class
and you class change him Light+Light, you'll NEVER learn Heal Light -- single
OR multi.
*****************************************************************************
W A L K T H R O U G H
*****************************************************************************
This is the main heart of the FAQ, the walkthru. This walkthru has several
chapters because each of the characters have slightly different stories.
Chapter 1: The Beginning
Chapter 2: The Guardian Spirits
Chapter 3: The Mana Holy Land
Chapter 4: Rescuing the Fairy
Part I: Angela/Duran's Quest
Part II: Carlie/Kevin's Quest
Part III: Lise/Hawk's Quest
Chapter 5: The God Beasts
Part I: The Wind God-Beast
Part II: The Fire God-Beast
Part III: The Water God-Beast
Part IV: The Wood God-Beast
Part V: The Moon God-Beast
Part VI: The Earth God-Beast
Part VII: The Light God-Beast
Chapter 6: The Final God Beast -- The Dark God-Beast (Zable-Fahr)
Part 0: Getting the last Class Change
Part I: Angela/Duran's Quest
Part II: Carlie/Kevin's Quest
Part III: Lise/Hawk's Quest
Chapter 7: The Final Battle -- Sub Bosses
Part I: Angela/Duran's Quest
Part II: Carlie/Kevin's Quest
Part III: Lise/Hawk's Quest
Chapter 8: The Final Battle -- Boss
Part I: Angela/Duran's Quest
Part II: Carlie/Kevin's Quest
Part III: Lise/Hawk's Quest
Part IV: The Ending
*****************************************************************************
Chapter 1: The Beginning
*****************************************************************************
Everyone has slighly different beginning stories so I'll take each of the
characters in turn and explain what you must do to complete their beginning.
All main characters (the first character you chose) end up in Astoria and
that will be where Chapter 2 will begin.
**Duran's Beginning**
Duran's story begins with him facing off against a L1 Armor Knight called
Bruiser in the finals of a sword-fighting competition. To beat Bruiser, wait
till Duran's ready to hit (his sword sparkles), walk in, hit him then retreat
until Duran's ready again. Keep doing this until the knight yields. Then,
talk to the King. Remember, when you've hit Bruiser four times, you get a
flashing green bar under your HP meter. Press B to perform your B-Button
Attack Move (BA for short.) After talking to the King, you'll get some brief
info on Duran's background. Duran then finds himself on the turrets of the
castle, taking night watch. He's having difficulty staying awake. He dozes
off and we see into Duran's past again. We see Loki (Duran's dad) leaving to
fight the Dragon Emporor, King Richard breaking the news to Duran's mum
(Simeone) that Loki died whilst trying to save him and finally Simeone dying.
We learn, again, that Stella (Duran's Aunt) then took both Duran and Wendy
(his sister) in and raised them both on her own.
Duran wakes up to the sounds of an invasion. You're now in control. Talk to
one of the passed-out guards and you'll see a Red Robed Wizard. This is Koren
and you'll battle him much later on. When you finally talk to him, you'll
fight him (well, kind of.) Try to hit him with your sword. He'll laugh, taunt
you and teleport around. Repeat and after a while, Koren will cast Fireball
and Ice Smash on you, leaving you with a tiny amount of energy left (8 HPs I
think.) He would finish you off, but the soldiers start shouting and looking
for him. Koren leaves and you pass out. The next day, King Richard discusses
the incident with some Knights of Gold. The knights think an invasion would
be a good idea, but Richard doesn't agree. He decides on increasing castle
security and sending an operative (e.g. spy) into Altena (Angela's place and
home of Koren.)
You resume the game in the pub. Wendy runs in and talks to Duran. He doesn't
respond (unsurprisingly.) Wendy shouts at him and runs out. Now you're in
control. Leave the pub (it's night time) and go to the Fortune Teller on the
floor above the library (it's to the west of Forcena.) Talk to him and then
leave. You'll decide to go to Wendel to speak with the Priest of Light about
class changing. Go to Duran's house (it's the same building as the
Weapon/Armour shop.) Once inside go to the first floor and open up the box
there. Duran will start packing for his journey. Once done, leave the room.
Duran will take one last look at Stella and Wendy and then put you in
control. Leave the house. It's day time. Stella catches up with Duran as he
leaves. She explains that Richard is waiting to speak with him, as he knew
Duran would be planning on doing such a thing. She also gives him a sword
that Loki used when he was younger. Now you're back in control. Make your way
north into the castle and speak with the King. By the way, to get to the
Throne Room just keep going north, you'll have to make your way around a
sleeping guard along your way. When you finally get to the King, talk to him
and Duran will explain his plans. When he finishes, leave the castle and the
village (if you can talk to the guard at the exit, he'll give you some brief
instructions on how to get to Wendel.) After leaving the village, you'll
enter the Molebear Highlands. Now we can get down to business!
Duran's first task is to get to Wendel, but to get there, you must travel via
Astoria. To get to Astoria go south, southeast, south and you'll enter the
Cleft of The Earth. Make your way through the cave and you'll come across a
canyon with a bridge. Make your way across the bridge and Duran will take
over. After a lot of narration, Duran ends up catching a boat bound for Jad.
Duran arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
talking with Angela - she's also sleeping in the inn. You'll get a funny
scene!) It's free because the inn keeper can't make a profit with the beast
men around. Ask him to wake you up at night. When you get up, exit via the
southern gate of the castle (it's a little tricky to find to begin with.)
Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.
**Hawk's Beginning**
Hawk is a thief and makes his living by robbing from the rich and giving it
to the poor -- a little like Robin Hood if you ask me. Anyway, his beginning
starts during the night in the Sand City Sultan. He's with a feline friend
called Nikita and two Navarre Guards. They come to a house and Hawk says he's
going to go in. He creeps upstairs and puts you in control. Open up the box.
The sleeping man wakes up. It turns out that the man had "stepped on many
toes" to get the money that was in the box (as Hawk says.) Hawk leaves the
building, waves at his colleagues and makes a quick getaway.
The team head to the Sand Fortress and Hawk speaks with King Flamekhan and
Isabella (her real name is Bigieu by the way, but you'll find this out later
on in the game.) We learn that the Thieves Guild that Hawk is a part of has
been disbanded and is now part of the Navarre Kingdom which will be under the
rule of Flamekhan. Isabella reveals their plans of an invasion -- of the Wind
Kingom Rolante (home of Lise.) After the discussion, you meet Jessica, a
close friend of Hawk's, sister of Eagle, Hawk's best friend and daughter of
the King. Hawk and Jessica discuss the recent chain of events and eventually,
Jessica leaves. Now you're in control. Follow these directions carefully,
it's easy to get lost in this place. From the window where you met Jessica,
go north into your room. Leave your room by going north again. Now, follow
the blue carpet until you reach the Throne Room. Now, take either the left
door or go up the stairs on the right -- either way, you'll end up in the
same place -- a corridor with two guards blocking a door. You can't get in,
but there's an opening opposite them. Walk through the opening. You're in the
dining room -- pity the dinner party's over... :) Anyway, go south out of the
room and you'll reach a bar. Leave by going south and go to Eagle's room by
going down the stairs to the right of the screen (you need to walk south a
bit to see them.) Talk to him. When he asks if you think his dad (the King)
is acting weird, answer "Yes." Eagle reveals that he thinks Isabella did
something to his dad whilst they were in the desert. Eagle decides to go off
and try to figure out what's going on. Eagle leaves. Follow him and go back
to the door that was blocked by the two guards. They're not blocking the door
now so you can go through. Once inside the room, Hawk takes control. Isabella
is talking to a dracula-type guy. This is Jagan and you'll meet him later on.
After some discussion, Isabella pits Eagle against you. You must fight him.
The way to defeat Eagle is much the same way as Duran. Run in, hit, retreat,
repeat. Remember the B-button attack when you get four hits in a row. Even
though you win, and you didn't kill Eagle, he is killed by Isabella's
Fireball spell. And if that wasn't bad enough, a guard called Bill comes in
and thinks HAWK killed Eagle.
Hawk gets put in jail awaiting execution. Isabella reveals that if he tells
Jessica about what happened, she will die because of a cursed necklace.
Isabella leaves. Talk to the bars several times. Weird things will happen and
then you'll see Jessica. Jessica asks who killed Eagle and Hawk is about to
tell her when he remembers about the necklace. He doesn't tell her so she is
led to believe that Hawk did kill Eagle -- sheesh, what a bad day! Jessica
leaves. Now, go to the back of the cell and talk to the dark patch of stone
in the wall. Nikita breaks you out of jail. Follow the tunnel through several
screens. You'll end up in Nikita's store. Nikita explains that the Priest of
Light in the Holy City Wendel may be able to break the curse. Hawk agrees to
go but Nikita refuses to go so no suspicions would be raised. After the
conversation, talk to Nikita again and you'll be able to save your game.
After this, leave via the back door. Damn! It appears that you've been found
out. The soldiers have worked out that you've escaped and are on your tail.
Better beat it quick! From where you exited Nikita's store, go round to the
front and up the path on the right of the building to get to the top of the
store. Go across the bridge and into the cave to the south. Inside, head
right and down the stairs. Finally, go through the opening in the southern
wall to leave the fortress. After this, Hawk will leave Navarre and catch a
boat to Jad.
Hawk arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
talking with Angela - she's also sleeping in the inn. You'll get a funny
scene!) It's free because the inn keeper can't make a profit with the beast
men around. Ask him to wake you up at night. When you get up, exit via the
southern gate of the castle (it's a little tricky to find to begin with.)
Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.
**Angela's Beginning**
To begin with, you'll get some background info on Altena. It turns out that
the Kingdom lies in a cold wasteland and Altena is kept warm by the Queen's
magic. Koren speaks with the wizards (yep, it's the same Koren as in Duran's
story) and decides on invading the other cities of the world in order to get
their Mana Stones. With all the Mana Stones they can open the gate to the
Mana Holy Land and get the Sword of Mana. With the sword, they can alter the
Altenian climate and rule the world (hmmm, where have I heard that before?)
You find Angela talking to her magic teacher Jose but no matter how hard she
tries, she just can't get the hang of magic. She storms out and puts you in
control. Walk across the platform and Angela will wave hi to Victor, a friend
of hers. After a short discussion (and more background info, this time on
Angela), walk into the opening on the far right of the platform. Inside the
building, take the exit on the bottom-left of the screen and you'll reach the
courtyard. Go south twice and you'll enter another part of the building. Go
south to save the game at the Grey Statue and then come back and go down the
steps. Go south again. You'll be in the lobby of the castle. Go east, north
and then enter the door directly in front of you. From here, go up and left,
following the path. You'll enter the dormatory. Talk to the woman standing by
the desk -- the one to the left of the sleeping woman. She'll comment on how
tough Koren's training is getting and tells Angela that she thinks Koren is
almost as powerful as the Queen herself. At this moment, Victor appears and
explains that the Queen and Koren wish to speak to Angela. So retrace your
steps back to the courtyard (that's east, south, south, west, north through
the arch, up the stairs, out the door and then north twice. You'll be in the
courtyard and you should be able to find Victor. Talk to him and he'll follow
you. Now, talk to either the left or right wizards guarding the doors and
enter the Throne Room. The ensuing scene is quite dramatic. Koren explains
that to open the gate to the Mana Holy Land, a cursed spell must be used to
release the energy of the Mana Stones. However, the spell was cursed so that
it would kill the person casting it. They want ANGELA to cast it. Angela's
mum says that she's "the shame of the Royal Family" for not being able to use
magic. Angela can't believe it and then, _somehow_, suddenly finds herself
outside the castle gates in the Sub-Zero Snowfield. Angela can't go back
because she could get killed so she's got no choice but to run. You're in
control now. Go south, south, east and then southeast. Angela, bitten so much
by the cold, collapses. When she comes round, she's in Elrand. Talk to the
woman and she'll explain that she and her daughter (ChiChi) found Angela in
the snow-field, passed out. Go down the stairs and make your way out of the
house. Go to the inn and talk to the Fortune Teller. She advises Angela to go
and see the Priest of Light in Wendel. Now, go and sleep at the inn (if you
want to) and then leave when you're ready. Angela decides to follow the
Fortune Teller's advice and leaves for Wendel. She catches a boat bound for
Jad.
Duran arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet (you'll see why.) Go and sleep in the inn (no
Angela this time! :-) It's free because the inn keeper can't make a profit
with the beast men around. Ask him to wake you up at night. When you get up,
exit via the southern gate of the castle (it's a little tricky to find to
begin with.)
Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.
**Lise's Beginning**
The beginning starts with Lise on a routine patrol with the rest of the
Amazon warriors. After taking control, you must fight the L1 Needle-Bird. If
you die, don't worry, you'll be resurrected by another Amazon. After you win,
Lise will comment on how the monsters are getting more numerous and more
powerful. She's also worried about the wind -- it seems to be... crying.
After this, we get background info about Rolante. After this, Lise explains
that she needs to find Eliott. So go north into the Throne Room and take the
top-right door. This will take you to two doors. The one on the left is
Lise's room and the one on the right is Eliott's room. There's no-one in
Eliott's room. Go down the stairs and go all the way south and then all the
way east. Now, go north and you'll see an Amazon guard. Talk to her and
she'll say that she hasn't seen Eliott but Alma might know and Alma's in
Eliott's room. So, retrace your steps back to Eliott's room (that's south,
west, north, up and the door on the right, by the way.) Talk to Alma and
you'll get some info on Lise and Eliott. Lise then starts to look for Eliott
again. Eliott is approached by two ninjas (Bill & Ben) and takes them to the
basement. Take the opening to the right of where you came out and make your
way down the stairs. Go through the opening in the southern wall and take the
stairs to the right. Notice something familiar? This is where Eliott was
approached by the two ninjas. Now we're getting warm! Go down the steps and
follow the path into the the opening. There's a Gold Statue here (which
restores your MPs and HPs. It also saves your game.) Go down the steps
(there's a lot of them.) And when you get to the bottom, Lise takes over. A
scene ensues with Bill and Ben tricking Eliott into stopping the wind
protecting Rolante. Lise is about to fight when she learns that the King, her
father is in danger. She rushes to help but Eliott doesn't make it and is
taken by Bill & Ben. Lise reaches the top of the steps before she realises
that Eliott isn't following. You're in control. Don't bother going back for
Eliott, he isn't there. Make your way to the Throne Room by going out of the
room with the Gold Statue, up the stairs, into the opening and up the steps
to the north-east (take the steps facing east, not the steps facing north.)
From here, take the opening in the southern wall and enter the Throne Room.
Approach the King and Lise takes over. The King has been fatally wounded and
dies in front of Lise. We see the whole castle burn and who's responsible?
Bigieu! Lise flees the castle, vowing to find Eliott and avenge her father's
death. Lise explains that her father spoke of the Priest of Light in Wendel
and that's where she's heading. She takes a boat bound for Jad.
Lise arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
talking with Angela - she's also sleeping in the inn. You'll get a funny
scene!) It's free because the inn keeper can't make a profit with the beast
men around. Ask him to wake you up at night. When you get up, exit via the
southern gate of the castle (it's a little tricky to find to begin with.)
Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.
**Kevin's Beginning**
Before Kev's intro starts, you see the meeting of the Beast King and the
Deathjester (this is the guy who kidnaps Heath in Carlie's intro.) Now we
meet Kev in the Moonlight Forest where it's always night time. Kev is playing
with a friend, Karl the wolf cub. He's trying to teach him how to howl but
Karl just keeps yapping instead. Never mind! When you get control, save at
the Gold Statue and go east. Karl follows. Go east again and then north.
Follow the path for a bit and Karl growls. The next thing you know, he turns
into a Bound Wolf! Kev's gotta fight for his life! You're in control. Fight
Karl, but don't worry about your hit points (HPs), they _will_ hit zero. When
they do, Kev will find out he can turn into a werewolf. Attack Karl again and
this time you'll win. (Don't forget about the BA after four hits -- press B
to perform the Ashura Dream Fist.) Karl is dead, killed at the hands of the
person who wanted to protect him. Kev buries him in the screen with the Gold
Statue and puts you in control. BTW: When you come back to the Moonlight
Forest later on, you can detour back to here a pay your respects. If you want
to, that is...
After some narration, Kev returns back to the kingdom. What you need to do
now is to get Kev to speak with the Beast King so follow these directions:
From where you first get control, go south out of the opening (the unblocked
one) and then south twice. Go into the other door (the one on the other side
of the arch) and then head north. You'll hear Lugar talking about invading
Wendel. Once he's finished, go south twice so that you're back outside and
then go up through the arch between the doors. There's a guard blocking the
way into the Throne Room. He explains the King isn't in -- he went to talk to
some foreign-looking guy (the Deathjester, I'm guessing.) Go down the steps
and Kev will notice a coversation on the platform next to the one he's on.
It's the Beast King and the Deathjester! The King tells the Jester that now
Kev can turn into a werewolf, his job is done. Kev is furious! The Beast
King, his father, used Deathjester's magic to make Karl attack him! He turned
Kev into what he is now! He smashes through a wall and puts you in control.
Go up to the King and after a short conversation, try to hit him. The King
boots you clear out of the castle and asks the Deathjester to take care of
Kevin.
Kevin comes to in the same place where we first met him -- namely the place
with the Gold Statue. Use the Statue (Kev's only got 1HP) and then make your
way out of the forest. To do this, go west and then north. You'll see the
Deathjester here. Approach him and he will explain that he's only here to
help. The Deathjester explains that the Priest of Light in Wendel may be able
to help bring Karl back to life and since Lugar is on his way to invade
Wendel, Kev better hurry and get to Wendel first. The Deathjester opens a
path for Kev. Head east through the path and then take the north-western
path. Kev will take over and make his way to Jad. I'm not sure how he gets to
Jad -- he doesn't take a boat, that's for sure. Can he _really_ swim all that
way? Maybe...
Kevin arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
talking with Angela - she's also sleeping in the inn. You'll get a funny
scene!) It's free because the inn keeper can't make a profit with the beast
men around. Ask him to wake you up at night. When you get up, exit via the
southern gate of the castle (it's a little tricky to find to begin with.)
Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.
**Carlie's Beginning**
Carlie's beginning is slightly different to the other five in that she
doesn't go to Jad, she ends up straight in Astoria. Here's her beginning:
Carlie is out playing the flowers, her parents watching. They walk away after
a while and Carlie runs after them, they now FLY away and leave Carlie alone,
she starts crying and... wakes up. Yep, it was a dream. Carlie leaves her
room and bumps into Heath (literally.) After a short conversation, Carlie
waves goodbye to him and runs away. Heath speaks with the Priest about
Carlie, the change in the Mana energy and the mysterious light in Astoria.
The Priest asks Heath to go and investigate the light and he goes off. Carlie
overhears this and thinks to herself that she must go and protect Heath in
case he gets into any trouble -- obviously she thinks highly of him! The only
problem is, each time she tries to leave the Temple, she gets pulled back
inside so she's going to need to find some help. The first thing to do is to
find another friend, Mick. If you want to, go and talk to the Priest and get
your game saved first. Anyway, to find Mick, follow these directions from the
moment you get control. Go south, up the stairs to the left, through the door
on your left and then the left door. Talk to the little boy, this is Mick.
He'll explain that he'll show Carlie how to get out of the Temple if she
meets him on the second floor terrace at night. So now we need to kill time
until it's night. No problem, back to bed. Leave Mick's room by taking the
back door (you have to walk a little to the left to see it.) Now, walk all
the way across the corridor until you find the last opening (it's very close
to the end wall.) Enter here. This is Carlie's room. Go into bed and say
"Yes" to sleep until night. Once Carlie's up, leave by nearest exit (right in
front of you) and go south out of that room. From here, you can see two
openings in the wall, a left one and a right one. Enter either one and you'll
see Mick. Go talk to him and he'll launch Carlie to Astoria. He immediately
knows he's fallen short of his target and runs away before anyone can find
out.
Carlie flies through the air and lands on top of your second team mate (who
doesn't join you yet.) He or she will take you to Astoria and put you up for
the night. You sleep for the night in the Astorian inn.
The next part of this walkthru is in the next chapter, so go there now.
Carlie's walkthru for Astoria is slightly different to the others so make
sure you read Chapter 2 carefully.
*****************************************************************************
Chapter 2: The Guardian Spirits
*****************************************************************************
Your character should, by now, be in Astoria. If you aren't, make sure you've
followed the Chapter 1 walkthru properly.
Anyway, back to the story. There are nine (9) spirits you must collect. They
are (in the order you'll be picking them up):
Fairy (Guardian of the Mana Tree)
Wisp (Guardian of the Light Mana Stone)
Gnome (Guardian of the Earth Mana Stone)
Jinn (Guardian of the Wind Mana Stone)
Shade (Guardian of the Dark Mana Stone)
Undine (Guardian of the Ice Mana Stone)
Salamando (Guardian of the Fire Mana Stone)
Luna (Guardian of the Moon Mana Stone)
Dryad (Guardian of the Grass Mana Stone)
A short note about the order: the spirits can be obtained in ANY order, but
you need to get Luna before you can get Dryad. The others can be obtained in
any order you like.
Another note: the levels I recommend are for newcomers to the game. If you're
experienced and have clocked the game several times, then feel free to lower
the levels I recommend -- halve them if you really want to. The levels I give
are simply "comfortable" recommendations. If you are at the recommended
levels, you should be able to complete the next section without too many
complications. But remember, _you don't have to take my advice._
Anyway, back to the story:
If you are _NOT_ playing with Carlie as your lead character (e.g. you chose
Duran, Kevin, Angela, Lise or Hawk as your main character), then there are
two different things you need to do in Astoria. If you ARE playing with
Carlie as your main character, you've also got two things to do, but they're
slightly different.
If your lead character *IS NOT* Carlie do this:
Talk to the boy and his dog (inside a house), the guy looking out to sea and
finally, the woman with a hood (looks like a shower cap.) Now, if you've done
this right, when you go back to sleep at the inn, you should be woken up by a
blue-green light. You need to follow it and I'll detail this in a moment.
If your lead character *IS* Carlie, do this:
After sleeping at the inn, head north three times to find Heath. Heath is
being attacked by some Beast Men. Carlie confronts them and Heath takes the
chance and casts Holy Ball, knocking the Beast Men out. However, Heath
senses another person coming. Try to return the Astoria (make your way east.)
Heath knocks Carlie away and gets caught by someone's Black Curse spell. The
person emerges as the Deathjester (from Kevin's intro), although you don't
know his name yet. Carlie tries to fight, but gets knocked away. The
Deathjester casts Evil Gate on Heath and the two of them disappear. Carlie
cries again. Carlie will automatically return to Astoria once this is over.
Talk to the boy and his dog inside a building, the guy looking out to sea
and the woman with the shower cap hood (as with the other version of the
walkthru.) Now, sleep at the inn. You'll see the blue-green light as
well. Again you need to follow it.
*All Characters*
To follow the light (it can be quite tricky to follow), go north, north,
west, south, southwest (up the steps), save at the Gold Statue and then go
south, southwest, east and you'll find the light. It turns out to be a Fairy.
The Fairy falls to the ground. Approach it and you'll get a scene. The
"chooses" you and asks for you to take her to Wendel -- which is where you
are going anyway so you agree to take her with you. The Fairy and you then
notice an explosion coming from Astoria. You decide to go back and
investigate. The Fairy takes a rest (inside YOUR HEAD!) And together, you
must return to Astoria. To return to Astoria, retrace your steps you took to
get here (in other words, west, north, northeast (save here), east, northeast
(down the steps first), east, south, south and you'll find Astoria in ruins.
It seems Lugar got here as well. Better hurry to Wendel. To get to Wendel,
you must go via the Cave of Waterfalls. If you've been doing a bit of
exploring by yourself, you know that the cave has a barrier around it and you
can't get in. So go to the cave by going north then east and you'll find your
first team mate (if you're playing as Carlie, you'll have already seen
him/her.) After some discussion in which he/she explains his/her story,
he/she will join you. Now, try to go into the cave and the Fairy will remove
the barrier. You're free to enter now so go in. Remember, you've now got two
characters. You can switch the lead character by pressing SELECT and
temporarily change the lead character by holding down either the L or R
button (L will switch with the person on the left of the screen and R will
switch with the person on the right of the screen. As long as you hold the
button, that person will stay leading. When you let go, whoever is supposed
to be leading will resume leading the team.)
**IMPORTANT NOTE: You can use the SELECT key in several other places in the
game. This includes the equipment screen and the Battle Behaviour page. Each
time, it will switch to the next character in the team and if you SELECT on
the last character, it will return to the first character. Using the SELECT
key on the equipment page is very important, since you will need to setup
your team to hold better weapons and armour at later stages in the game and
if you don't use the SELECT button, you'll have a _VERY_ hard time beating
the game.**
Anyway, to get through the Cave of Waterfalls, this is what you must do:
follow the cave to the right until you get to some steps. Go down these steps
and save at the Gold Statue. When you're done, continue south and then go
southeast. There's an opening in the southern wall there. Go through the
opening. You'll see another opening in the southern wall here, don't go here,
it's a trap. Go west and you'll reach a bridge. You'll see Carlie dangling
over the edge (you only get this if you're not playing with Carlie as the
main character.) Go up to her and talk to her. You'll help her out. She
explains that she's on her way to Wendel and on her way to find Heath. She
explains her story and asks if she can come along. If you chose Carlie to be
in your team, she'll join, otherwise, she'll storm off. NOTE: If you chose
Carlie as a partner (not as the main character), you'll end up with three
characters taking on the first boss, and not just two. We'll come back to
this later on. Anyway, cross the bridge and go west, finally, head through
the opening in the southern wall (you need to go left a bit to find it) and
you'll end up outside the cave. Follow the path west and you'll soon reach
Wendel. Once you get there, go to the inn (if you need to) and think about
forking out on new weapons and armour. Stock up on Round Drops and Puipui
Grasses (you'll need them against the first boss.)
Once you've stocked up and equipped all your new stuff, go north through the
city and into the Temple of Light. If you've chosen Carlie as a partner, she
will temporarily leave your team and wait for you at the exit. Go inside and
talk to the Priest (keep heading straight up to get to the Throne Room.) Your
team mates will also speak with the Priest for a short while. The Fairy
emerges, much to the Priest's surprise (and horror, if you chose Carlie as
the main character.) She speaks with the Priest about the problem in the Mana
Holy Land -- the Mana is disappearing and the Mana Tree is dying. The Priest
explains that to save the world from losing Mana entirely, the Sword of Mana
must be pulled out from the Mana Tree and only the person who was chosen by
the Fairy can do this -- namely your main character. If you chose Carlie as
the main character, the Priest expresses his disbelief at Carlie being
chosen. Anyway, Legend has it that once the Sword is removed, the Goddess
will awaken and she can then save the world and grant the team their wishes.
The Fairy reveals that she is too weak and therefore cannot open the gate to
the Holy Land on her own, but, if they could find the eight Guardian Spirits
who protect the Mana Stones, their combined energy along with hers could,
perhaps, open the gate. The Priest agrees that this might work and suggests
that you try to find the Spirit of Light, Wisp first, as he is the nearest.
He lives in the Cave of Waterfalls (the place you just came from) and that
you should go there ASAP. Leave the Temple and pick up Carlie (if she split
before you went in) by talking to her on your way out. She'll rejoin you.)
Okay, so now we have to find Wisp. Firstly, make sure you're stocked up and
ready for action and make sure your team is at least level 4, the higher, the
better. If not, don't worry, you can make at least two more levels inside the
cave.
Leave the city of Wendel and make your way back into the Cave of Waterfalls.
Just outside the cave is Carlie (you'll see her only if you didn't choose for
her to be on your team.) Talk to her (use Kevin if you have him -- it's
funny) and watch the scene. When it's over, go inside. Once inside the cave,
go east, east (down the steps first) and watch. The Fairy notices some energy
from the opening further up. It could be Wisp, we don't know. We need to get
up there. So once the Fairy returns, go east, northeast, west (northwest is
the Gold Statue where you first saved when you came in and you can save here
again if you want to.) You can now see the opening, but there's no bridge.
How are you going to get across? When the pop-up screen appears. Opt to use
the Fairy. She'll focus some energy from the waterfall and help you across.
Go west now, up the steps, west, north up the steps. Here, you'll find two
exits from the room. To the west is a Gold Statue. Save here then go east
when you're ready. After going east, follow the path to the east and then go
north. Now, go through the opening to face the first boss of the game:
**Boss: Full Metal Hugger**
This guy is annoying. He heals himself constantly. Go for his eyes and make
sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
status. Only use the Drops when your HPs flash yellow (warning.) When he
shuts his eyes, you can't damage him with physical attacks. His attacks are
all Light-based. An easy boss, hit, hit, heal, hit, hit, heal, etc. If any
of your team has learnt any magic (unlikely), then use it. Since (virtually)
all of FMHs attacks are Light-Based, a lot of them are all taught by Wisp.
After you win, Wisp will appear and join your team. You now have two spirits:
Fairy and Wisp. Your main character will notice that there's another opening.
Go through here and you'll end up in the room with the steps. Go down the
steps, east and cross the gap using the Fairy, like last time. Hey! It's
Lugar. What the-? HEY!! He pushes you and your team off the edge and you go
plunging to the bottom of the waterfall. The Fairy can't do anything about
it.
During the intermission, we look into how the Fairy got to this world. There
were four fairies guarding the tree and all decided to go and see the Priest.
However, along the way, only one made it through.
You and your team wake up in Castle City Jad (you came here en route to
Astoria, remember? Unless you're playing as Carlie, that is.) Hey! You've all
only got 1 HP! Go to the bars and talk to them. You ask to be let out and the
person in the next cell talks to you. Go up and walk into the wall. The two
of you will talk. If you haven't got your second team mate, this will be
him/her. If you have already got all three members, it will be someone you
didn't choose to be on your team. A Beast Man appears and orders you all to
be quiet. The person in the other cell will get the Beast Man's attention
(with various ways: Hawk shows him how to pick the lock, Angela asks for help
changing her clothes (@__@), Duran insults the Beast Man, Kevin threatens to
tell the Beast King, and Lise says she thinks she can hear digging. You'll
never get Carlie here.) Once the person's got the Beast Man's attention,
they'll lock him in the cell and let you out. If you didn't choose Carlie as
a partner, this person will join you, otherwise, he/she will bid you farewell
and leave. Now, top up your HPs and MPs and save your game using the Gold
Statue between the cells. Now, to get outta here: climb up the steps to the
left. Keep going south until you get out of the building. It's night-time
and the place is deserted. Go to the pier and get on the boat (it's free.) If
the other person joined you, nothing extra will happen. If you had a team of
three when you were captured (e.g. you had Carlie on your team as a partner),
then the person in the other cell will be left behind (unfortunately.)
As the three of you sail away from Jad, the new team mate (if someone did
join) will explain his/her story. It turns out he/she has already spoken to
the Priest and was told about you. Ironic you should bump into him/her, eh?
Our next task is to find Gnome, the Guardian Spirit of the Earth Mana Stone.
By now, Angela and Carlie (if they're on your team) should have started to
learn their magic spells. To use the magic (you can use spells in and out
of battle, but Sabering your team when there's no-one around is near enough
pointless....), press X to bring up the Item/Magic Ring. If you have the
Item Ring, press either Up or Down (doesn't matter which) to switch to the
Magic Ring. You can use Up/Down to switch back and forth between the two
Rings. Once you have the Magic Ring in front of you, use Left and Right to
select the Spell you want to use. Now, press A and select a target or targets
(keep pressing Left or Right) and press A again. Your character will start
chanting and then let rip. The time between chanting and casting varies on
the power of the spell (e.g. Heal Light is cast much faster than Ancient)
and Intelligence (you cast faster if you have 12 Intelligence rather than 1
Intelligence. )You can use the same technique with the Item Ring. Using
spells is very useful just before you go up against a boss or before entering
an unexplored part of a dungeon for example, since you can cast Heal Light
on yourself or the team before facing a boss.
Anyway, enough of the lecture, let's get back to the story. The boat you
jumped on arrives at its destination: Free City Maia. The sailor explains
that he can't go back home to Jad for some time because of the Beast Men so
he decides to remain here for a while. Anyway, head into town and rest at the
inn if you need to. Fork out on some weapons, armour and items. Talk to the
sailor blocking the northeastern exit and he'll explain that he escaped from
Jad on the same boat as you. He also tells you that the Priest of Light in
Wendel has but up a very powerful Magic Barrier around the city and the spell
has made him ill. Only Heath, it seems, can save him and he's missing. If
Carlie is on your team, she immediately wants to go back, but one of your
team mates explains that it would be too dangerous. The sailor now moves out
of the way so you can leave if you want to. Anyway, back to the task in
hand. Talk to the old man near the exit, he's a little south of the inn. He
explains that you should speak with King Richard -- he knows a lot about
the Mana Stones. Make sure you're ready and go west onto the Golden Road.
Follow the Golden Road until you see a cave. Leave the road and enter the
cave. This is the Cleft of The Earth (from Duran's intro.) Follow the cave
and save at the Grey Statue (this one doesn't restore your HPs and MPs.) Go
east and south and, before you cross the bridge, check your level. I
recommend a bare minimum of L5 and preferably L8 or L10. If you are not
anywhere near these levels, spend some time levelling up your team, it's well
worth it. When you are ready, come back here and cross the bridge. After a
lot of conversation (in which Angela starts crying if she's on your team),
you'll go up against:
**Bosses: Machine Golem x2**
These suckers can be difficult to beat. They don't attack often, but when
they do, their moves can do a lot of damage, especially the Rocket Launcher
and Drill Missile. The old hit, retreat, hit method works here. Use the Round
Drops, Pakkun Chocolates (if you've picked up any) and Carlie's Heal Light to
help you out (she HAS learnt it, right?) It's probably a good idea just to
keep Carlie away from the action and making her heal the team members when
they're low. When you win, one of the Golems self-destructs, taking out the
bridge. Looks like you can't get to Forcena now.
Make your way back to Maia (north, east, follow the cave, east, follow the
Golden Road) and go into the house with the boy standing outside (it's on the
east side of the city.) Speak with the guy there. This is Bon Voyage and he's
invented a cannon that will send you to Forcena. Go out back and talk to BV
when he appears. He explains that he needs gunpowder for the cannon to work.
You need to get it for him. Leave the house and the three of you will discuss
where to get gunpowder. None of you know. Talk to the old man in front of the
inn. He'll suggest you try the dwarves village which is near the Cleft of The
Earth. Stock up on supplies and sleep at the inn if you need to. When you're
ready, follow the Golden Road back to the Grey Statue just before you fought
the Machine Golems. Talk to it and use Wisp (Spirit of Light) -- much like
when you used the Fairy in the Cave of Waterfalls earlier on. He'll explain
that the dwarves are using light to create illusions. Wisp will open up a
hidden path. Go down the steps, through the opening to the right of the steps
and straight up through the opening to enter the Dwarves' Village.
The dwarves have a _lot_ of very good armour and weapons. It's worth forking
out on everything you can afford. I recommend levelling up to L10 or higher
here. You can do this next section at L7, but I wouldn't recommend it. Go to
the Item Shop (it can be tricky to find, BTW) and talk to the guy there.
He'll explain that Watts is in the tunnels checking out something weird. Ask
around and you'll learn that Watts is also the guy who has the gunpowder so
you'll need to find him. Since you're in the item shop, make sure you've got
full slots (x9) of Round Drops, Angel Grails and Pakkun Chocolates. Full slots
of Puipui Grasses and Honey Drinks wouldn't hurt. You can't buy any Honey
Drinks yet, but chances are you may have picked some up along the way. Leave
the Item Shop and the village. Once you leave the village, go east and talk
to the dwarf. He'll open up a tunnel for you. Go inside. The enemies are
hard, which is why I recommend such a high level. By the way, I was at L15
when I defeated the boss and it took be ABSOLUTELY AGES to level up this
much. Once inside the Dwarf Tunnels, prepare to get lost. This place is like
a maze. Make sure you follow these directions or you _will_ end up lost. Go
northeast, up the steps and west. See that guy above you? That's Watts. We
need to speak with him. Go west, northeast, east and you'll see Watts. Talk
to him. He'll offer to sell you the gunpowder for 5000 luc. Say "No" and
he'll lower the price to 3000 luc. Say no again and he'll walk off. Don't
worry, you'll get it for free later on. After Watts leaves, go east, east,
southwest (down the steps), west, west, southwest (again down the steps),
northwest up the steps (this is a large room), east, east, north (up the
steps), east, east, up the steps, west and west. Go south to save your game
at the Grey Statue and come back to this room and go west, west, down the
steps, south and then northwest. You'll find Watts again. He's trying to
work out why this hole is here, he's never seen it before. Suddenly, the
place shakes and Watts runs out. Now you've got to face the second boss:
**Boss: Jewel Eater**
This guy is tough. He knows a lot of magic which you can't avoid and all his
moves do a lot of damage. This is why I reminded you to get full slots of
everything. Chances are you're going to need it. Use any offensive magic if
you've got any (Angela's Holy Ball works OK -- remember to use the walnuts if
you've got them.) If you've got Kevin, make sure it's night time so he turns
into a werewolf. The only strategy for this SOAB is hit, retreat, HEAL,
repeat. The JE is like the Full Metal Hugger boss from earlier on, he can
block, thereby taking no damage. If you die, resume from the save game and
build up another 5 or so levels. I was at L15 before I could comfortably beat
this guy. A lot of JE's spells are taught by Gnome. Good luck!
Some advice from Sean Windley:
> Im not sure if you still care about this game and the walkthru you made.
> I just wanted to say that it's a kick ass walkthru. If you leveled your
> people up to level 15 before the jewel eater tho, that must have took a
> hell of a lot of time. I'd also like to point out that when fighting the
> jewel eater. I had each of my three people at level 8. And I beat him with
> no problem.
>
> Here is how i did it.
>
> I have Angela, Hawkeye and Claire on my team Claire knows light heal and
> angela knows the holy ball spell. I had Angela repeatedly cast her spell
> while claire and hawkeye fight. When the team was low on hps I had claire
> heal them. When Angela ran out of Mp's, I switched to controlling claire
> and let hawkeye and angela fight the JE. If they got low on hps I healed
> them. When Claire was low on hp, but not out, I waited for all three folks
> to be low on hps and only healed Hawkeye. Claire and Angela both died
> during the next set of JE attacks but I had hawkeye bring them back to
> life with that one item. And they came back with full hps and mps. So I
> started the cycle over. Hawkeye always fighting and claire and angela
> using magic.
>
> It went smooth. You should have been able to beat the JE with level 10
> people...
After beating Jewel Eater, Gnome and Watts will appear and chat briefly. Talk
Gnome agrees to help you and joins the team. After this, talk to Watts and
he'll give you some gunpowder for free. He also offers to warp you out of the
tunnels using the Magic Rope. You decide if you want to take him up on his
offer. If you want to level up some more, say "No" and fight your way out.
If you decide to take up Watts' offer, you'll be teleported to the place in
the Cleft of The Earth with the Grey Statue, the place where Wisp opened up
the entrance for you. FYI Magic Ropes will take you to the entrance of the
dungeon or cavern you are currently at. In this case, the entrance to the
Dwarves' Village.
We've now got three spirits: Fairy, Wisp and Gnome. Who's next? We're not
sure. We need to ask King Richard of Forcena, he's the most knowledgable.
But the only problem is the bridge was messed up when we tried to get there
last time (remember with the Machine Golems?) We're going to have to use a
different form of transport, Bon Voyage's cannon. Leave the CoTE and return
to Maia like you did after fighting the Machine Golems. Talk to Bon Voyage
again and go to the cannon out back. Talk to BV again and he'll send you to
Forcena. Well, kind of. He misses and you land in the Molebear Highlands
(from Duran's intro.) Anyway, we've gotta get to Forcena. From where you
land, go north twice, save your game at the Grey Statue, jump into the hole,
then into the hole on the left of where you come out. You'll find Duran here
(unless he's on your team already.) He'll explain that Altena have begun to
invade Forcena and he's on his way back. He hurries away. If you have Angela
on your team, she'll feel really bad about this. Apparently, if you bought
the Gunpowder from Watts and you use the Gunpowder here, you'll get sent to
the hole where the Jewel Eater lies. In other words, this is a shortcut to
face him if you didn't get Gnome. On the other hand, if you have already
beaten Jewel Eater (which I'll assume you have), you'll want to continue with
the story, so let's push on. From here, go southeast, east, south, east, into
the hole, northeast (ignore the other holes), north, into the hole, north,
east and finally north to reach Forcena. You've just walked right into the
middle of an invasion! And look who it is: Koren! Better check the King to
make sure he's alright. To do this, go up and take either the left or the
right door. Save and refresh your HP/MP at the Gold Statue here (there's two,
one in the room on the left and one in the room on the right. So it doesn't
really matter which path you choose to go down.) Go through the door in the
back wall, and then keep going north until you reach the courtyard. Here,
enter via the arch at the top of the screen, keep going north till you get to
the throne room and then watch the scene. (You'll stumble across Duran again
if he's not on your team.) When you face off against Koren, just go up and hit
him once with your main chracter. He'll taunt Duran or Angela (depending on
who's on your team. If Angela only, he'll taunt Angela. If Duran only, he'll
taunt Duran and Duran will call him a coward. If both are on your team, he'll
taunt Angela and Duran will call him a coward.)
After Koren leaves, talk to Richard and watch the scene. Richard will tell
you where the other Mana Stones lie and suggests you find Jinn (The Wind
Spirit) first. It lies in Rolante, in the Corridor of Wind. So that's we need
to go.
Leave Forcena (this time, you can go south all the way, the monsters have now
gone. Hey! Isn't that Bon Voyage? Nope, it's Bon Jour, Bon Voyage's brother.
He'll send you to Maia, but he hasn't set up the cannon yet. We'll have to
come back later. Leave the castle and enter the main city. Buy new weapons
and armour if you can afford it. Sleep at the inn if you need to. Forcena
also has a library which is very useful for later on. The Library lies
underneath the fortune teller's house. Go inside and read all the books --
there's an "X-Rated Book" there as well! :) I won't tell you what they all
detail, but they're worth reading.
When you're ready, go to the house in the south/southwest of the city and
talk to the woman at the table. She'll explain a cannon has been set up in
the castle and she's wondering what it's for. This is Bon Jour's cannon and
this means he's ready to send us back to Maia. Go back, talk to him and get
him to send you back. Bon Jour gets his aiming right, unlike his brother! ;)
If the woman isn't there, then it must be night so sleep at the inn until day
and then try again.
Once you're back at Maia, we need to get to Byzel. Remember that cave you
went into twice (once to fight the Machine Golems, the other to get to the
Dwarves Village)? Go back there, but this time, go straight past it and
follow the Golden Road all the way. You'll end up in the Merchant City Byzel.
Byzel is a wicked place. It has a Black Market that sells loads of stuff.The
Black Market is like a giant item shop. If you ever want to buy items, this
is the place to go. The only problem is, this place if only open AT NIGHT.
Pay a visit to the Weapon and Armour Shops here as well. When ready, go to
the port (southeast.) The boat takes you to Palo which is where you want to
go, anyway. I STRONGLY recommend you spend some time beating up enemies so
you can buy as much of the items here as you can't buy a lot of the items
elsewhere. The major ones are the Claws & Scales (left salesman) and the Oils
(right salesman.)
When you get to Palo, you'll notice something's wrong (listen to the music),
it turns out that Navarre has taken over Palo. Damn. They're already ahead of
you. Sleep at the inn if you need to (you shouldn't need to, but you _should_
save your game here.) If you haven't got all your armour and weapons yet, buy
them here. Stock up on all the items you've got money for. Now, we need to
get to the Corridor of Wind. We can't get in there yet (it's blocked), so we
need to talk to the Amazon soldiers first. Leave Palo by going west and then
go northwest, east, northeast twice, east (make sure you don't climb the
stairs), east across the bridge, east, save at the Grey Statue, south and
you'll be outside. Follow the path until it exits north and then follow the
path again. You'll stumble on a patch of flowers that make you fall asleep.
You wake up in the Amazon Hideout. Lise will wake first if she's on your team
otherwise it will be your main character. If Lise isn't on your team, then
the first person to greet you when you wake will be Lise herself. If Lise is
on your team, an Amazon soldier will greet Lise when she wakes up. Once
you've woken up, leave the room. There is a meeting taking place in the rear
room to discuss how the soldiers will retake Rolante Castle. If Lise is on
your team, the meeting will not be in progress yet. If she isn't on your
team, she will be here. The back room is to the top-right of the hideout. Go
in and you should automatically see the scene. The Elder explains that he's
not a strategist so he can't really help, but they could look for Don
Perignon who lives in the Corobokkle Village (everyone here is tiny.) If you
have been doing some exploring, you'll find out that the Corridor of Wind is
blocked and you can't get to the Mana Stone because of the blockage. Until
you've spoken to Don Perignon (I'll explain later on), the blockage will
remain. To get to the forest, we need to find the Chibikko Hammer (aka the
Midget Hammer by some.) There's someone in Byzel who is selling it. So what
we need to do is go back there. But it's a very long way, isn't it? Never
fear, we've got a friend nearby. After leaving the meeting room, go up the
nearby steps, leave the hideout (you'll end up near the Sleeping Flowers.
Once you've been affected by the flowers, they won't affect you again.) Talk
to the Amazon blocking your way, she'll ask you to follow her. Do so. You'll
find... another cannon? Talk to the Amazon again -- it's Bon Voyage's cousin,
Merci (what the heck is the deal with all these French words???) and she'll
offer to send you to Byzel. Take up the offer. And she gets her aiming right
too!
Once you get to Byzel you need to wait until night. Of course, you can just
sleep at the inn until nightfall, or you can go an fight some Rabites and
Myconids and maybe get a few levels until nightfall, it's up to you.
Whichever way you choose, go into the market when it's night time. If you
want, talk to all the merchants and buy stuff. There's another merchant, who
looks different to the others. He's standing in front of the barrels. Talk
to this guy (?) and he'll give you the Chibikko Hammer for free. With this
baby, you can miniturise your team. Now, to find the Corobokkle Forest. Go to
the port and instruct the sailor to sail to Jad. Once in Jad, it's time to
find the Corobokkle Forest & Village! To get to the village from Jad, this is
what you must do: go south out of Jad then go south, southwest, west, south,
east, south, southwest (use the steps), save at the Gold Statue, south, go
east a bit and you'll see a Gargoyle Statue and a midget guy running away.
This is the entrance to the Corobokkle Forest, but we're too big. Use the
Chibikko Hammer on all your team (if the hammer comes up as one person, press
left and right until it says "All Allies" and then press A.) Once all of your
team are miniturised, talk to the Statue. A path will open to the top-left of
the Statue (it's hard to see, but it's there.) Go through the path (a little
tricky since you're now so small) and you'll end up in the Corobokkle
Village. An old man will talk to you automatically. You ask for Don Perignon,
but the old man doesn't know where he is. You have to look around. Enter all
the tree houses and talk to the midgets in there. After a while, one will say
"Hang on, wasn't there someone outside?" At which point you need to go back
and talk to the old man again. This time, he'll reveal himself. _HE_ is Don
Perignon. You explain the problem (in slightly different terms) and he tells
you how to get rid of the Navarre Raiders -- he knew all along! Anyway, he
instructs you to find Jinn in the Corridor of Wind (which has been opened
now) and use his powers to spread the pollen from the Sleeping Flowers (the
ones your team fell asleep on) into the castle where you can then take the
castle back.
So now you know what to do. We now need to find Jinn. Back to Palo! After the
conversation is finished, leave the village (south) and then retrace your
steps back to Jad (northeast, east, northwest, north, west, north, east,
northeast, north, north) and grab a boat back to Byzel. From Byzel, grab a
boat to Palo again (just like before.) From Palo, go to the Corridor of Wind
(in other words, go west out of Palo and then go northeast, east, northeast
twice, up the stairs (you went east here last time), northeast, northeast and
northwest. You'll end up inside the mountain. Go north and then west and
you'll end up in the Corridor of Wind. The directions here can be confusing,
so don't be surprised if you get lost or end up trapped. If you do, find your
own way out of the mountain, turn around and go back in.
To get through the Corridor of Wind, do this: after entering the Corridor, go
up and press the button there. Go left, down, press the button on the right
and then go west. You'll emerge outside. Go left and you'll find two openings
in the wall. Enter the first opening you come across (the second is a short
cut back once you've got Jinn.) Inside, go left and press the button. Now go
up and push the button at the junction. Now, take the left fork and exit
west. From the next room, exit south. You'll find yourself outside. Work your
way down the steps until you find an opening (there's only one way to go.)
Head inside the opening.
This next part is tricky. Head down-right and go down the wind column. Next,
loop up-right up the stairs and push the button there. Now, go up-left so you
have just done a complete 360 circle. Now, go down (into the wall) and then
go left. If you do this right, you'll end up in another room. Go right then
down and push the button there. Head up then left to go back to where you
came from and you can now go down. Before you leave the room, press the
button. You're now outside. This place curves like a crescent moon shape.
Half way around, there's an opening. DO NOT GO HERE YET! Follow the path all
the way around and you'll find another opening. Head inside here and you'll
find a Gold Statue. Refresh and save here. You can spend some time levelling
up here. I strongly recommend a minimum of L10 for the next boss. Ideally
L15, but L12 is OK. Go back and into the opening I said not to go into yet.
Inside is the Mana Stone of Wind. The Fairy talks to you about it and your
second partner (the last one you found) notices footprints and suggests you
follow them. Do so and you'll stumble across Jinn. He's being held hostage by
the Darkshine Knight (you'll see more of him later on, especially if you're
playing Duran or Angela's quest.) He casts AntiMagic on him and disappears.
Go talk to him. Something's not right. The next thing you know, Jinn vanishes
and you face the third boss:
**Boss: Tzenker**
Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
She flies around a helluva lot and it's difficult to hit her. Use magic a
lot. Carlie and Angela are very useful against her. If you've bought the
Sahagin's Scale from the Black Market in Byzel (which casts Mind Up on one
team mate) use it and then use Angela in abundance. The best you can do is
hit, hit, retreat, heal, repeat since you haven't class changed yet. Tzenker
isn't too hard, just heal when anyone's HPs go yellow. Try not to let anyone's
HPs go below 80, her Supersonic spell can kill them. I hope you've stocked up
on the items. I used up four walnuts on Angela in my fight against Tzenker.
Use any magic you have in this battle. I find rotating Angela's magic (e.g.
Holy Ball, Gem Missile, Holy Ball, Gem Missile, etc.) does good damage.
Tzenker can cast Speed Up, Protect Down and Protect Up on herself or on you.
She has a nasty habit of picking up your team mates and throwing them around,
sending them off to la-la land. Her most powerful spell is Supersonic and it
does around 80 to 90 HPs damage. She has a habit of firing her feathers at
you too. You'll need a lot of healing items against Tzenker. Tzenker CAN
block -- kind of. She will wrap herself with her wings and then open them up.
If she doesn't do anything (e.g. doesn't cast a spell or fire a feather),
she is in "block" mode and won't take any damage for a while. If you look
carefully, she will not move whilst in this mode. Once she does, you can hit
her again. All Tzenker's attacks are Wind-Based and a lot of them are taught
by Jinn.
Once Tzenker dies, Jinn will appear, drained of energy. The Fairy casts Heal
Light and Jinn revives. He agrees to help you, after all, you saved his life!
Now we have four spirits: Fairy, Wisp, Gnome and Jinn. What's next? Back to
Forcena to ask Richard methinks! But first, we need to sort out the Navarre
Raiders and retake Rolante Castle.
Getting out of the Corridor of Wind is a hell of a lot easier than getting
into it. Here's what to do: from where you beat Tzenker, go west, south and
follow the path to the Gold Statue (remember, it's at the southwestern end)
refresh and save here. Now, go east and follow the path all the way round to
the top and go into the opening there. Remember this place? Now we've got to
deal with all the buttons again. Press the button right in front of you. Head
up, into the wind path of one of the Statues (you'll slide right into a cage)
and head north. Now, head up slightly and then right, slide down the wind
path and curve up-right, like you did on the way in. Enter the opening on
the right (don't worry about the button this time.) Once inside, head right,
sliding across the wind path. Exit through the opening on the right wall.
You'll end up on the bridge with the two openings. Remember? I told you to go
into the one on the right and I mentioned that the one on the left was a
shortcut coming back? Anyway, once outside, head right and into the opening
there. Inside, head up into the wind path of the Statue (if you can't go up,
press the button on the right, this will change the direction of the path),
you'll slide right. Now head down and right, out of the opening and make your
way downwards out of the mountain (you should recognise this place, it was
the first room you entered when you came into the Corridor of Wind.) You are
now back on the Path To The Heavens. You must now make your way back to Palo.
In case you've forgotten, it's southwest, southwest, southwest, down the
steps, southwest, southwest, west, southwest and east back into Palo. Save
at the inn and rest. Now we need to go back to the field with the Sleeping
Flowers (remember from before?) You CAN go straight there without passing
through Palo, but I prefer to go back to stock on supplies and heal up first.
Once you're ready, make your way to the Sleeping Flowers. It's the same as
before and in case you've forgotten, it's: west, northeast, east, northeast
twice, east (make sure you don't climb the stairs), east across the bridge,
east, save at the Grey Statue, south and you'll be outside. Follow the path
until it exits north and then follow the path again. When you get to the
flowers, you'll find some of the Amazon solders and the Elder waiting for
you. After a short talk, you'll be asked what to do. Use Jinn and he'll send
the pollen from the Sleeping Flowers (uses the animation to Sleep Flower
(multi) by the way) into Rolante Castle, knocking out the Navarre Raiders --
just like Don Perignon said!
You resume control just outside the castle. The Amazon by the barrels will
tell you that the barrels contains supplies and you can take them. Do so (you
may need to press START and shift some of your items into storage) and go
inside the castle.
Now, before I continue any further, you should make note of the following.
By now, you should have picked up quite a few items like Round Drops, Pakkun
Chocolates, Honey Drinks, etc. and your inventory is probably filling up so
some of your items may be put into storage automatically. The question is,
how do you access the storage? This is how:
Press START to access the storage screen. Now press A and move the arrow to
the item you want to move (it can be from your backpack on the left or the
storage on the right.) Press A again and the arrow will stick. Move the
duplicate arrow to an empty slot in your backpack or storage and press A
again. The item will move to that slot.
You cannot use the storage option in battle, so make sure you move your items
BEFORE entering a boss fight.
Now, back to the story:
Once inside Rolante Castle, head north (when you reach a room with two north
doors, pick one, it doesn't matter which one) until you reach the Throne
Room. Take the right door and then go down the steps. Head south all the way
then east all the way and go north through the last door. If you're playing
as Lise, you'll remember this from her intro -- this is the place where you
spoke to the Amazon soldier when you were looking for Eliott. Go through the
door and take the steps just below you. At the top you'll find Hawk who'll
explain his story (you won't get Hawk here if he's on your team.) Talk to him
and if you have Lise on your team, watch the scene, it's very funny!
Make your way through the castle (it's not too hard), when you come outside,
head west and you'll find a door. Don't go inside, it's a dead end. Take the
path to the RIGHT of the door and follow the path into the side of the tower.
You'll go into a hidden door.
When you reach a balcony with two doors, enter the left door and look for a
door a little on the right of the centre of the screen. Inside here is a Gold
Statue. Refresh and save here. Follow the path around and down and you'll end
up outside the building. Follow the path and you'll stumble across Lise (she
won't be here if she's already on your team.) Talk to her and continue on the
path. If you're playing Hawk's quest, you'll also see Bill & Ben here. When
ready, go through the door and face the next boss:
**Boss: Genova**
Genova is tough, make no mistake about it. He spits out Shape Shifters which
morph into various monsters. They won't do any magic, but they DO have the
attack strength of the monster they are imitating so if they morph into a
powerful monster (Death Machine, Wolf Devil, etc.), kill them quick. I tend
to go for Genova whilst the team mates go for the Shape Shifters. If you've
got Kevin, use the Dreamsee Herb to make sure it's night time first. You can
get away with only healing when your energy flashes yellow. Make sure you've
got full slots of healing items and Walnuts (if you have Angela and/or Carlie
on your team.) Use magic and physical attacks as much as possible. Genova's
magic can be powerful and annoying (he can cast Power Up on the shifters and
on himself.) A large majority of Genova's attacks are Fire-Based and are
taught by Salamando.
This fight isn't over yet. Once you win, you'll be healed, but can't escape.
Head north and meet:
**Bosses: Bill & Ben**
Hawk will attempt to reason with them (he knows them) but they still fight.
Bill & Ben (BB for short) will fuse into one body. Strangely, this is when
they are the weakest. Use any multi-targettable magic like Holy Ball or Gem
Missile. There's no real strategy here: hit, hit, heal, hit. Heal when
anyone's HPs go below 70, 80 for safety. BB are not as hard as Genova as they
have less HPs. When you win, they'll disappear. Head up and talk to Bigieu.
She'll give back the castle and leave. If you're playing as Hawk, she also
reveals that her name is really Bigieu and not Isabella and that she serves
the Dark Prince, Jagan. Hawk, really mad, gets ready to kill her when she
reminds him of the curse -- if Hawk kills Bigieu then Jessica dies too. Hawk
doesn't kill Bigieu because of this. After some chatting with the Amazons,
you'll end up outside the castle again. If you're playing as Hawk, you'll say
farewell to Lise here. Your first team mate will decide to go back to Forcena
because we need to decide which spirit to find next. Head east, south, east
and you should recognise where you are. The opening above your head is the
Corridor of Wind. Make your way back to Palo like last time. Its southwest,
southwest, southwest, down the steps, southwest, southwest, west, southwest
and east in case you've forgotten.
When you reach Palo, you'll get a scene involving Nikita and Hawk (he'll
split from your team temporarily.) The two will chat about what has happened
since Hawk left Navarre. Nikita was given the task of looking after Jessica
(see Hawk's intro) but he couldn't fulfill it. He apologises to Hawk. Hawk
forgives him and asks that he doesn't go back for her -- it's too dangerous.
You'll end up in the inn and after a bit more talking, Nikita will leave.
Hawk will leave with him if he's not part of your team. Rest and stock up.
The Navarre raiders have gone and they've left some great weapons and armour
behind. Stock up and buy all the weapons and armour you can afford. Level up
to L12 or L14 if you have the time (and the will.) Now, we need to take a
ship to Byzel. The ship in port is a free ride, but something's not right --
who'd be giving free rides? You're right. This isn't a normal ship, it's a
_Ghost_ Ship. Before you go on, I STRONGLY recommend a team of AT LEAST L10.
L9 WILL NOT DO. The enemies on the ship are very strong and the boss even
stronger. The next spirit you will pick up is Shade (Spirit of Darkness) and
you'll pick him up here. If you can level up higher than L14, then that's a
bonus. You can beat the boss on L12 (I did), but you need a lot of healing
items. Anyway, when you think you're ready, (>L10, L12 preferably), get on.
Remember, it's a free ride so you don't pay anything for it! :) After a long
time, you'll wake up and wonder why you haven't reached Byzel yet. The team
wakes up and puts you in control.
Exit out of the sleeping quarters. This ship is weird, it's like a maze and
it has lots of dark monsters (Saint Saber comes in VERY handy here, if you've
class changed already, which you probably haven't.) There are plenty of
saleszombies around but you need to beat the guys in the room for it. Plus,
you will LOSE one member of your team (you get to choose which one, though.)
You'll get that member back later on, though, so don't worry.
Anyway, one you get out of the sleeping quarters, head east and you'll hear
a sound. Head up the stairs and out the southern opening. Now, follow these
directions CAREFULLY, this place is worse than the Corridor of Wind!
Walk to the left of the corridor and you'll hear another sound. Your lead
character will get scared and the Fa