FAQ/Walkthrough by Moogle_Warrior

Version: 0.5 | Updated: 07/17/06 | Printable Version

|                          Tales of Phantasia                                  |
|                           GBA - US Version                                   |
|                              0.5 7/17/06                                     |
|                        Guide by Moogle_Warrior                               |
This guide is still very much in progress. A lot of it isn't finished yet. It
will be. Really.
To find something specific, use CTRL+F and paste in the shortcut (with brackets)
    0. Introduction [INTR]
    1. Version History [VERS]
    2. Characters [CHAR]
    3. Game Systems [GAME]
        a. Battle [BATL]
        b. Strategy Settings [STRA]
        c. Titles [TITL]
        d. Cooking [CHEF]
        e. Minigames [MINI]
    4. Walkthrough [TALE]
    5. Extras [EXTR]
        a. Item List [ITEM]
        b. Spell List [SPEL]
        c. Misc [JUNK]
    6. Frequently Asked Questions [IFAQ]
    7. Contact Me [KUPO]
    8. Legal Stuff [LEGL]
    9. Thanks [TTFN]
[INTR] Introduction\____________________________________________________________
Hello, my name, for all intents and purposes, is Moogle_Warrior. This is my
first guide for GameFAQs. I will try to be as detailed as possible while still
leaving some of the fun in the game. Please forgive me if I post actual 
strategies for bosses, not just the 'be overleveled' strategies I've seen, 
though I usually beat these bosses at lower levels than I should be. If you're
having trouble at my reccomended underlevel, level up a bit. Please excuse my PG
rated narrations and the overabundance of spoilers. If I don't list treasures,
it's because they don't advance the plot in any way and you'll probably find
them while stumbling around confused in the dungeon's anyways. It's not like
they're hard to find.

The Game:
Tales of Phantasia was released in 1994 by (obviously) Namco for the Super 
Famicom (SFC, SNES stateside). It is the first in a rather short series of games
(called the 'Tales of' series by most people, but I just call them 'Tales' 
games). It has entirely too many similarities to another game, released earlier,
called 'Star Ocean', you may have heard of it, minus the horrible cliches. (I'm
biased, can you tell?)

The Game Boy Advance version was released in Japan in 2003, and it took a 
whopping 3 years to translate into English, making it over 10 years after the 
original game was released. (I doubt they were even trying until Symphonia made 
Player's Choice). It is slightly dumbed down compared to the fan-translation of 
the SFC version you can find online (which was a tad exaggerated dialogue-wise 
anyway). It does, however, contain all of the updates added to the PSX version, 
except (in the US case) the vocal theme song from either of the earlier 
versions. The names are also slightly different in the official english version,
compared to the translation that has already sunk into the minds of fans.

The biggest difference would be the Health and Safety Warning after the BIOS...
[VERS] Version History\_________________________________________________________

7/17/06 - 0.5
-An entire Act has been added to the walkthrough.
-One side quest has been added. Until I complete more, it'll be in the main 
Once again it has taken me quite a while to update, but this one's a biggie.

4/21/06 - 0.45
-Added something to the FAQ section. I've been FA'd a Q! Section IFAQ , as
 always, put it in brackets.
-Someone has decrypted Chester's battle quote. W00t!
The teensiest of updates, but one I figured was necessary.

4/20/06 - 0.4
-Version History section added.
-Finished another whole segment of the walkthrough. Go me.
-Added some miscilaneous info to random sections of the guide, including an
 infallible guide to ishitori.
Yes, it's a bit of a skip, but the version number is what I think is my basic
completion of the game. At 1.0 it should be possible to beat the game start to
finish with the guide, side quests not included.

3/25/06 - 0.1
-FAQ posted. No changes made in the initial release (for obvious reasons)
[CHAR] Characters\______________________________________________________________
English name (DeJap name, if major difference)
*in progress*

Cress Albane (Cless Alvein)

-The hero and only *playable* character in your party. To add to the mess, he's
your only fighter-type character, meaning he spends much of the game taking 
blows for three low-defense characters.

Victory Quote: "I did it."

Chester Burklight (Barklight)
-Cress' best friend from Toltus, an archer who leaves the party for various and
sundry spoilers.

Victory Quote: "I never miss."

Mint Adenade
-The healer in the group. She can't use "magic", but she can still weild holy 
power, and to great effect.

Victory Quote: "Please don't hate me." Or so it's been reported. I still can't
               make it out. She rarely get's the last blow, anyways.

Claus (Klarth) F. Lester
-A man who studies the summoning arts. He's basically useless until you start 
getting Summon Spirits.

Victory Quote: "So long."

Arche Klein

-You'r party's invaluable magic-user, a half-elf with a fiery attitude, though 
she also has a girly-girl side. Despite her appearance, she's 17.

Victory Quote: "I won, I won!"

Suzu Fujibayashi

-A once NPC upgraded to a party member for the PSX (and GBA) version. Suzu's an
optional character as far as the story's concerned.

Victory Quote: Don't have her yet.

[GAME] Game Systems\____________________________________________________________

What would a good, solid RPG be without confusing battle and menu systems? 
Martel only knows.

Battle System_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
ToP's battle system has often been compared to a 2D fighting game. That's
because combat takes place in real-time on a 2D plane, where you can move about
and pull off simple button combos to do special attacks. Hovever, you also have
three AI controlled party members that do stupid things when you aren't 
watching, so you'll have to keep an eye on their actions, too. You can use 
'form' to switch to other party members, but there is little point, as Cress is 
the only one designed for player control.

Bosses are the most annoying part of any Tales game, because the way they're
programmed allows them to execute multi-hit attacks in rapid succession given
the right circumstances. Then everyone in your party dies and you reload from
your last save.

Anyway, the standard battle field looks a little like this:

|                                                              |
|                                                              |
|            (                 )                               |
|            (                 )                               |

 |  = edge. Hold the D-Pad in the same direction while against it to escape.
 _  = the ground, where the party walks.
(_) = Default neutral area for the party. Where Cress runs back to after a    
      combo. Also where the AI party members stand. This area is moved with the
      D-Pad. Pressing the D-Pad in a direction right after an attack combo
      and without pressing A or B makes the neutral Area jump to Cress' side,
      the party will automatically walk up to him, and whatever enmies he's
( ) = Where Arche floats a s a default. Same rules for neutral are apply.

      Everywhere else is enemy territory, even behind the party.

Extra stuff you should know:

The ground the characters walk on is actually rendered in 3D on the GBA. The 
original had just a 2D image.

Strategy Settings_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Yes, your loose reins on the AI. You can tell them how often to use their techs,
as well as a few other little tweaks. You can also tell them specifically which
spells not to use. Party members can be told spells to cast manually in battle
as well, and shortcuts have been added for the GBA version, a la Symphonia.

I'll compile a list of options once I have all possible party members.

Titles_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Not much to say on titles, if they do have any special function the game
adamantly refuses to say. Mostly they just keep trck of progress, and let you
learn a little more about charcters' characters.

Cooking_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Why did they have to turn this game into a GBA Symphonia? They didn't even
bother to change what food items you get in chests, so up until you reach a food
store you get nothing but cheese!

I'll list recipies once I have enough to list. Feel free to submit recipies and
locations here: KUPO. (use Ctrl + F and put it in brackets [])

Minigames_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
*still in progress*

(Past, Alvanista)

Talk to the Ishitori Master in Alvanista Castle to play. The object is to not
take the last stone from the pile, and you start with any number of stones each
game. Yes, it's random. Highest I've gotten thus far is 66.

Each turn, you can take 1, 2, or 3 stones. As for strategy, try not to let the 
pile hit these numbers on your turn: 

1 (obviously), 5, 9, 13, 17, 21, 25, 29, 33, 37, 41, 45, 49, 53, 57, 61, 65...

See a pattern? If the pile hits *any* of those numbers, you lose, becuase he 
can easily manipulate it down to 1, and you can't do anything about it. Just 
make sure that you can get the pile down to one of those numbers on his turn 
when you start, and don't choose to go first if it's already any of those 
numbers. Once he gets one of those numbers, make sure your number plus the one 
he chooses is always equal to four, and you can't lose. Here are the prizes:

First time: Mircle Gel
Second time: Spirit Ring (recover 1 TP at a fixed rate in battle. Awesome.)
             and title for Cress: "Ishitori Master"

After winning a second time you can no longer play against him. Sore loser.
[TALE] Walkthrough\_____________________________________________________________
*very much in progress*
   Act One [ACT1]
	0. Opening [STRT]
	1. Toltus Village [TRTL]
	2. South Forest [PIGS]
	3. Toltus Revisited [TRTS]
	4. Mountain Pass [MNTN]
	5. Euclid [PLAT]
	6. Prison [JAIL]
	7. Aqueducts [SEWR]
	8. Morrison's House [TRNX]
	9. Cave [CAVE]
     10. Catacombs [DEAD]
   Act Two [ACT2]
	0. Belladem [NTRT]
	1. Mountain Pass [PASS]
	2. Euclid [MATH]
	3. Valley of Grief [SLPH]
	4. Hamel [VILG]
	5. Valley of Grief [VALI]
	6. Forest of Spirits [SPRT]
      7. Hamel [GONE]
	8. Venezia [PORT]
	9. Isolated Island of the West [LONG]
     10. Venezia [TROP]
     11. Boat to Alvanista [BOAT]
     12. Alvanista [CASL]
   Act Three [ACT3]
      1. Efreet, Spirit of Fire [FIRE]
         a. South Harbor [SHRT]
         b. Olive [HOTT]
         c. Cave of Burning Sand [LAVA]
      2. Undine, Spirit of Water [WATR]
         a. Venezia
         b. Limestone Cavern [WETR]
      3. Gnome, Spirit of Earth [ERTH]
         a. Alvanista [EWLO]
         b. Belladem [LION]
         c. Cave of Spirits [GNME]
      4. Maxwell, Lord of Elements [RSWL]
         a. Alvanista
         b. Morlia Gallery [LOTR]
   Act Four [ACT4]
      1. Alvanista [RUNE]
      2. Edward's House [ELRC]
      3. Olive [NOPE]
         a. Southeast Oasis [NTHG]
         b. Northern Oasis [NADA]
         c. Othernorth Oasis [STOP]
         d. Olive [HNRJ]
      4. Alvanista Castle [GLOM]
      5. Ymir Forest [YMIR]
      6. Heimdall [NATR]
      7. Ymir Forest [MLKJ]
     SQ. Side Quest: The Master Craftsman [QST1]
      8. Tower of the Zodiac [FRBA]
      9. Midgards [ODIN]
     10. Arche's House [DADI]
     11. Midgards [BATL]
     12. Valhalla Plains [FIGT] 
     13. Midgards [VALK]
     14. Dhaos' Castle [DHOS]
   Act Five [ACT5]
      In Progress...
__________________________________________________________________/[ACT1] Act 1\
The Quest Begins

Opening_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Watch the battle's conclusion as four warriors get their collective assi handed 
to them by a really tall mage guy, Dhaos. The last standing member will cast 
Indignation, end of story. Next watch the sparkle float through space where the 
opening credits used to be in the Japanese version. Dhaos will be sealed within 
two pendants. End of scene.

Toltus_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Meet Cress. He's a great guy, son of a sword master. His dad wants to talk with 
him about the pendant he gave Cress on his 15th birthday. Meet Chester. He's a 
great guy, lives alone with his younger sister, Ami. Today he and Cress going 

First, go to the items shop and talk with the shopkeeper. He'll give you an 
apple for Ami. Now go bak to Chester's hous and give Ami the apple. She'll give 
you a Cress pushie. How... sweet. Now you can leave. Master Tristan will stop 
you by the exit, and say nothing that is terribly important.

South Forest_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Chase the Boar through the forest, south, east, then north. You'll lose track of
it again and Chester will go off looking for it. Cress will look at the dead 
tree, and see a vision of it alive, with someone saying not to defile it. That 
won't last too long, as then the Boar will show up in the direction Chester 
didn't check.

-Sub-Boss: Boar, 3x Baby Boar                -
-Music: Take Up the Cross                    -
-My Level: 2                                 -
-Boar                                        -
-HP: 175                                     -
-TP:   0                                     -
-Baby Boar                                   -
-HP: 30                                      -
-TP:  0                                      -

Not too hard, just keep smacking the boar until it dies, then kill the three 
babies, you fiend. If you have trouble here, put the game down.

After your victory, you'll hear the alarm bells from Toltus. Run back quickly!

Toltus_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Toltus... has been razed. Everyone's dead. Run over to Cress' house for a scene
where Miguel and Maria talk briefly about the pendant and tell you to go north 
to Euclid before dying as well. Chester will discover the similar fate of his 
little sister.

Chester will stay behind, leaving you on your own to head for Euclid. You can
find a Knight's Saber upstairs in Cress' house, that apparently belongs to
whoever killed everybody. It'll help you as you go solo.
Leave town and go north. Enter the valley there.

Mountain Pass_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
After buying supplies from the merchant, you can either go west and bypass all 
the enemies, or just pull the statue out of the way and follow the pass north 
to reach a tree, some items, and another exit to the world map. Head north from 
there to Euclid. Please note that the north path gets you a lot more experience.

Euclid_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Don't bother buying new weapons here. You'll see in a minute. That being said,
you should still buy new armor and stock up on healing items.

Whae you're done, go to the house in the northwest part of town and go inside to
meet Cress' uncle. Stay the night and watch the scene. Cress will be taken
prisoner, you'll lose the pendant to some possessed guy, and you'll end up in...

Prison_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Look around your cozy cell, being sure to notice the nice hole in the wall.
After deciding that there's no way out, a woman in the cell behind yours will 
give you an earring, which you will somehow use to get through the wall. On the
other side, thank the woman's corpse and pull word from her. You'll use it to

Look around, grab the chests in the northeast, and then talk to the girl in the 
easternmost cell. He name is Mint, she's a healer, and she will be in your party
for the rest of the game.

Escape through the grate in the east to enter the sewers.

Aqueducts_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
This level's pretty straightforward. Most forks are dead ends with treasure 
chests, but the main ones will lead you straigh to the end. I won't put a path 
to take because a) the monsters aren't that hard and you'll go to most of the 
dead ends anyway, and b) I just can't remember. Mint will introduce you to 
memory glyphs, where you can save your game. Do so. When you reach stairs up and
a monster guarding them, take the left fork and snag the 2000 Gald in the chest,
then save, heal up, and prepare for a boss.

-Boss: Spined Devil, 2x Giant Slug           -
-Music: Overcoming Difficulties              -
-My Level: 5                                 -
-Spined Devil                                -
-HP: 220                                     -
-TP:   0                                     -
-Giant Slug                                  -
-HP: 100                                     -
-TP:   0                                     -
-Reward: (none)                              -
This guy flies, so he can fly right over you and harass Mint. Just make sure
that she's protected, so use Cress as a shield if absolutely necessary, and set 
your formation so she's standing back at all times. Keep knocking the Devil out 
of the sky with upward attacks, and he'll fall eventually. Afterwards, clean up 
an slugs that didn't die in the crossfire.

After beatin that first boss, don't waste time backtracking to the memory glyph,
just heal up and leave this stinking place.

Morrison's House_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
You'll find yourselves in a foresty area. A slug will ambush you, Cress will 
pass out, and everything will seem like it's going all to hell, but somehow 
Cress and Mint will wind up safely at the house (mansion) of Trinicus D. 

A few reunions will happen. Chester is still alive and well and a party member.
Master Tristan is also alive, having conveniently stepped out for tea before
Toltus was destroyed. Cress will explain what happened, and Morrison will go off
to stop the bad guys from reviving Dhaos. After some general disobedience,
Albane, party of 3, will go off as well. After stocking up on healing items, 
specially Panacea Bottles, head southeast to reach the cave.

Cave_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Master Tristan will greet you here and teach Cress his first Combo skill and
give him the 'Swordsman' title. Go through the short cave level to reach the 

Catacombs_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Each small door on the side has a ghast, for easy EXP and items. When your reach
the big double-doors, you'll find out that they're sealed with some sort of 
energy. Ignore them and keep going down until you find a large golem statue.
It's not a statue.

-Sub-Boss: Golem                             -
-Music: Take Up the Cross                    -
-My Level: 6                                 -
-Golem                                       -
-HP: 400                                     -
-TP:   0                                     -
-Reward: Holy Bottle                         -

Just keep pounding away on this guy. Try not to get the neutral position too 
close to it, as it can repeatedly punch for massive amounts of stun damage. In 
short: Hit, stunned, hit again, again, again... Just stay back and run up, hit 
it, run back.

After it's taken care of, you'll be able to drag the statue to a switch. Go 
through the now opened door to get the Raise Ruby, which will open the sealed 
door for you.

Once that door's open, you'll warp to a room with moving platforms. Take the one
on the left for some chests and a switch, which let's you get on the one on the

On this platform, Cress will drop the Raise Ruby and it'll fall to the platform 
below. Run down to get it, but it'll fall even further. Now, step on the weird 
symbol on the center of the upper platform to start floating. Go back the moving
platform to the entrance to this room and float down the stairs, over the 
damaging floor, to retrieve the Ruby. Go through the next sealed door to reach a
memory glyph, and another miniboss.

-Sub-Boss: 2x Golem                          -
-Music: Take Up the Cross                    -
-My Level: 7                                 -
-Golem                                       -
-HP: 400                                     -
-TP:   0                                     -
-Reward: Holy Bottle                         -

Two of them, one one eiter side. Damn, this is hard. Set Mint between Chester on
the left and Cress on the right. Have Cress go overboard on the right one while 
Chester's AI is set to go mostly overboard on the one on the left. When that one
gets too close, run and smack it back before resuming your assaault on the right
one. Eventually, after lots of healing and reviving, they'll fall.

Go into the next room for a scene. Dhaos will be revived, and Cress and Mint 
will be telported elsewhere. Dhaos will then procede to interrogate Morrison.
__________________________________________________________________/[ACT2] Act 2\
A Distant Time

Cress and Mint will land on a cliff with Chester's bow. They will read 
Morrison's book and learn about Dhaos' role in history, and how their parents 
sealed him. Cress will swear revenge, and you'll be on a different overworld.

Belladem_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Head into Toltus, er, Belladem and meet the villagers. They will talk to you 
about Magic, you'll learn more about Dhaos, and you'll deduce that you've been 
sent back in time 100 years, which explains why you've just met Lenios. When
all's said and done, leave town to head north to Euclid, again.

Mountain Pass_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Just head west through here. This time I don't reccomend taking the north path.
Once again, it's your choice.

Euclid_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
This place is a lot smaller than it will be. Go into the large house in the
northeast to meet Claus, a summoner. After a short scene, Mint will earn the 
'Snob' title and Claus will be in your party.

Now, head east to Lone Valley.

Valley of Grief_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Enter the house and talk with the man inside. He'll give you a pact ring and ask
you to look for his daughter, Arche, who wears her hair in a ponytail. Leave the
house and head north. There is a rock in your way, so you'll need to find a way 
to break it.

Hamel_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Enter this calm and peaceful town. Make sure to upgrade Cress' weapon to 
something expensive and buy a pickaxe and some rope from the item shop. Now you
can go back to the valley.

Valley of Grief_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Press A on the rock to break it with the pickaxe. Head north to a save point and
a lot of wind. Approach the northeast group of spirits, and prepare for a boss.

-Boss: 2x Sylph, 2x Sylph 2                  -
-Music: Overcoming Difficulties              -
-My Level: 7                                 -
-Sylph                                       -
-HP: 100                                     -
-TP:   0                                     -
-Sylph 2                                     -
-HP:  150                                    -
-TP: 6000                                    -
-Reward: 2x Rune Bottle                      -

Just smack them with your new, high-powered weapon and they'll go down easily. 
Try to keep your party formation spread out, as Sylph 2s can do area-effect 

When they're gone, They'll explain their situation. The Miasma from Daemonium is
making them go crazy and homicidal. Fun. You'll have to stop the miasma if you 
want to meet the Spirit, so get to it. Go north. You'll see tall whirlwinds
coming out of the ground, please try not to step in them. They hurt. Go into the
cave to the north, and press A on the post behind the pit to drop a rope into

Here, you can press A to break the solid rock walls that look suspiciously
breakable. Go south and west and climb up the rope that just happens to be
dropped down. Fight another group of sylphs.

-Boss: 2x Sylph, Sylph 2                     -
-Music: Overcoming Difficulties              -
-My Level: 7                                 -
-Sylph                                       -
-HP: 100                                     -
-TP:   0                                     -
-Sylph 2                                     -
-HP:  150                                    -
-TP: 6000                                    -
-Reward: Rune Bottle                         -

Same as before, only there's one less Sylph 2. They're still easy.

Go east and up and look at all the pretty poison gas. You have no choice but 
to walk through it. Look around for a large boulder, which Cress can pull to 
plug the hole down here. By all means, plug it.

Head east and south to rach another hole. This area has so much miasma that
it's turning into Daemonium. You need to find two rocks here.

Please listen when they say to avoid Demons. They mean it.

-Random Enemy: Hell Master                   -
-Music: Take Up the Cross                    -
-My Level: n/a                               -
-Hell Master                                 -
-HP: 4700                                    -
-TP: 2500                                    -
-Reward: about 12 EXP                        -

See what I mean? If you do run into one, immediately go for the left edge of the
screen and run. They're tougher than the next few bosses, so stay away!

Go east to find another hole. Keep going east then south to find a rock. Put the
rock in the hole. It's not rocket surgery.

The next rock is int the center of the area. Push it south, west, then north to 
plug the second hole. That will get rid of the miasma, free the sylphs, and get
rid of encounters for this area. There's an Emerald ring (1/3 TP consumption)
around here somewhere. Conveniently, chests disappear after you snag them, so I
can't remember where.

Now go up and out the second entrance to the cave. Go northeast to the next
area and cross the two bridges to reach a tree. Go up to the tree to meet Sylph.
Sylph will tell you that the tree of life, Yggdrassil (sound familiar, Tales
fans?), is dying. They will give you the Element Orb and a pact. You now have 
your first Summon Spirit. Leave and go back to the house by the entrance. Then 
go back to Belladem and to the forest south of it.

Forest of Spirits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Wow, it hasn't changed a bit. Go back to the withered tree, except it's not
dead in the past. Talk to it, and Martel will tell you all about magic, and how
something is draining its power.

When that's over with, hed back to Harmel.

Hamel_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Welcome to the ruins of Hamel. Head to the north exit and talk with a 
pink-haired girl who will reveal herself to be Rhea Scarlet. She wasn't revenge 
against Demitel for destroying the town and killing her parents. Claus won't 
want to get sidetracked, but guess who does.

I love the way this town is placed, you can't not pass it on your way to or from

Exit the town and trek north to Venezia, the first proper city you've found in 
this backwater time.

Venezia_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Explore the town, talk to people, by equipment, etc. You'll need to use the 
canals to get to the weapons and armor shops.You can buy two useful spells for 
Arche from a half-elf who lives in the house by the fountain.After finding out 
that Demitel has moved to the "Isolated Island of the West", talk to the captain
of the northernmost ship, pay 400 Gald a head, then head off to Demitel's 

Isolated Island_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Head up to Demitel's mansion and waltz on in through the front door. The next 
are has no enemy encounters, lucky you. Examine the large prisms in the room, 
you can only rotate them, but it isn't necessary yet.

Head east and south to two rooms, on is unlocked and has a key tucked away in 
the top-left corner. The other is the bathroom, which you can't use for ratings 

Now go west to two more rooms, one with some nice loot, the other to a 
courtyard. Examine conspicuous tree in front of the window. It's just a tree. 
Examine it three more times and it will open it's eyes and attack.

-Boss: 2x Orcrot                             -
-Music: Overcoming Difficulties              -
-My Level: 12                                -
-Orcrot                                      -
-HP: 2050                                    -
-TP:    0                                    -
-Reward: 2x Apple                            -

Somehow you end up fighting two trees, but they really aren't so bad. Just turn 
your mages loose and attack and skil with whatever weapon you have. Watch out 
for the un-dogeable roots that they shoot up under you, and the acorns can stun

Defeating these two (?) trees to remove the tree blocking the window. Head back 
inside and open the curtains. Let there be light. Rotate the center prism to 
split the beam, then rotate the other two prisms towards the orbs on the 

Go down the stairs that appear and explore around (There are enmies here) for a 
few chests and head north past a save point to find Demitel. Cress and co. will 
accuse him of kiling Rhea's parents. Demitel will retaliate by saying that Rhea 
died in the same 'accident.' Now for a boss.

-Boss: Demitel, Golem, Lilite                -
-Music: Overcoming Difficulties              -
-My Level: 13                                -
-Demitel                                     -
-HP: 2700                                    -
-TP: 1200                                    -
-Golem                                       -
-HP: 400                                     -
-TP:   0                                     -
-Lilite                                      -
-HP: 600                                     -
-TP:  20                                     -
-Reward: ? Book                              -

The Golem, seriously, should die after one Sword Rain. The Lilite will take a 
little more work, but after a bunch of spells, attacking, and skills, it, too, 
should die. Demitel is a little different. He completely resists all elements, 
so turn off your spells once the first two enemies are dead anmd just keep 
attacking with Cress. He also can rapid-fire fireball spells, meaning that if
Mint isn't keeping the healing spells coming, you can die quite easily.

Once he's disposed of, Rhea will talk gibberish about how she can join her 
parents, and will fall over dead. Not. 'Rhea' will get up and give her name 
as..... Arche! You will automatically return to Arche's house, and Mint will 
drag Cress away from the tearful reunion. Arche will join. Now head back to the 
world map, and return to Venezia. You can also trek back to Claus' haouse to
get a spell book for Arche: Ice Tornado.

Venezia_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Go around to the other ship in port and ask the captain for a ride. Pay his 
exorbitant fare and head on to Alvanista.

Boat to Alvanista_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Now for the funniest scene in the game. Claus will ask Cress to take his pick 
between Arche and Mint. Cress will indecisively choose Mint, then ask about 
Milard when Claus decides on Arche, who will then want to know what the talk's 
about. Afterwards, you will have an all-you-can-eat dinner with Meia. Arche will
pass out at the table, and Meia will fill you in on the situation in Alvanista.
Arche will interject every now and then with a cry of "No, Cress, we mustn't!"
Claus will wonder what she's dreaming about.

The next morning, Meia will go berserk and Cress will be forced into a solo 
battle. While in the cabin, talk with Arche, who's passed out, to net her the
'Delicate Flower' title.

-Boss: Meia                                  -
-Music: Overcoming Difficulties              -
-My Level: 14                                -
-Meia                                        -
-HP: 2400                                    -
-TP:    0                                    -
-Reward: ? Sword                             -

Poor Meia was possesed by one of Dhaos' minions. Since you only have Cress here,
go ballistic with Sword Rain and keep yourself Gelled at all times. Try to avoid
getting backed into a corner.

After killing poor, possesed Meia, your party will mourn for all of five seconds
before arriving in Alvanista and deciding to save the prince.

Alvanista_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
First off you can use Rune Bottles to transform your ? weapons into Fame Face 
(for Cress) and Amber Kings (for Claus). Both are worth it for the upcoming 
area. Yo can go onto the lower level and around to a blue chest with 
Lavender. Next, shop around for necessary supplies, being sure to save enough 
for an  inn. When you're ready, stay at the inn and answer yes when prompted to 
sneak into the castle at night.

Once inside the castle, wait for the guard to be completely offscreen, then dash
to the right and wait in the U-shaped section of hallway. Wait for the next 
guard to pass, then head into the door on the right for the usual "Guards!" 
scene, the accusation of a parrot, and

-Boss: Jahmir, 2x Ares                       -
-Music: Overcoming Difficulties              -
-My Level: 14                                -
-Jahmir                                      -
-HP: 3400                                    -
-TP: 1500                                    -
-Ares                                        -
-HP: 2000                                    -
-TP:    0                                    -
-Reward: Black Onyx                          -
If you have Fame Face equipped, Lightning Tiger Blade is your best bet for 
taking on the two Ares. Make sure Claus and Arche are going berserk with spells 
to make your life easier, then after the Aresare done, turn your attention to 
Jahmir. Jahmir will attack and cast nasty spells, so hit her whenever she starts
casting. When you get her down to around 800 HP, she'll perpetually put up a 
barrier to ward off physical attacks and damage anything that gets close. Just 
keep your mages well Gelled and attack when she's stunned.

After breaking and entering and killing the prince's parrot, you will be 
captured and imprisoned. Shucks. Afterwards, this nice mage will come and take 
you to the king, who will listen to your story and allow you acces to...
Morlia Mineshaft. Just go to the Adventurers Guild in town to get the pass. As 
an added bonus, you will get a Serano Fragment for Claus and Gungnir for Cress.

__________________________________________________________________/[ACT3] Act 3\
The Quest for Spirits

Okay, so this isn't tecnically where the game divides acts 2 and 3, but it's
valid in this case, as there's three places that you can do in any order right
now. Make sure to talk to the researchers in the Alvanista Casle Laboratory for 
the locations of the four Spirits you can grab right now. Efreet is in the
Cave of Burning Sand, Gnome is in a cave east of Belladem, Undine is on an
islanin the north sea, and Maxwell is rumored to be in Morlia.

Do Maxwell last, as you just can't get him now. You'll need the Sorcerer's Ring
from the Cave of Burning Sands. After you get it, though, it wouldn't hurt to
level up as you clear Morlia down to the seventh floor. Your choice.

Side note: you can buy some spells from a woman in the first room of the lab.
Thunder blade is only a mere 12,000 Gald, but it's worth it.

Section 1: Efreet, Spirit of Fire                                         [FIRE]

South Harbor_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Talk to the captain and head to Freyland, a mere 80 gald per person.

Head east across the desert to Olive.

Olive_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
This place, is hot. Really sweltering hot. Enjoy the weather.

The shops here are okay at best, nothing you don't already have, even the NPCs 
know it. You can, however, get Arche a new broom, seeing as witches ride into 
town every day. There's 2600 gald just lying between the two buildings in the
north. Head east when you're ready.

Cave of Burning Sand_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Once here, head east and down the stairs. At the end of the hall, you'll find
the all-important Sorcerer's Ring. You can actually do Morlia now, but I
wouldn't reccomend it.

Go back up the way you came, going west from the entrance. Equip the Sorcerer's
Ring (henceforth the SR) on someone and stand in front of the target looking
thing over the lava. Press L. Sparks fly owut and trip the switch. Simple, isn't

Go through the now open door and head through the hall. Lot's of treasure here,
but the only one you'll really need is the Lava Key, found in the third group of
chests you'll find as you go. Go through the next door to be back where you
found the SR. Head back up the stairs and north from the entrance to a Memory
Glyph and a locked door. If you need more items, get them now with your newly
acquired wealth, or just head west to a chest and the switch for the door. Go
through it and use the Lava Key on the door immediately behind it...? Nice
design, Wolfteam.

Once through the weird doors, shoot down the conveniently placed pillars with
the SR to clear a path through. Prepare to face Efreet!

-Boss: Efreet                                -
-Music: Fighting of the Spirit               -
-My Level: 15                                -
-Reccomended Level: 20                       -
-Efreet                                      -
-HP: 5500                                    -
-TP: 2000                                    -
-Reward: Flare Cape                          -

Owwwwww... Prepare to meet one of many reasons this game never reached the US
the first time. Efreet is friggin HARD. Awesome music, but HARD! He'll cast
Fireball and that annoying spell the mages in this level abused, Eruption.
He'll also materialize behind Cress and take out all your mages in a few hits.
Nice guy. Just heal lots, tell your mages to go crazy with spells, and make sure
Cress is the one taking damage. He'll live. It also helps if Mint has a Reverse
Doll equipped. Of course, it all goes to hell after the second time he casts
Eruption, when everybody dies. Then, just have Cress lure him away and revive
Mint when she's not going to be in immediate danger.

After you finally manage to beat him, get the pact and the Eruption spell book
and hightail it out of there before you die from an enemy encounter. It also
wouldn't hurt to immediately disable the two new toys you got your mages so they
don't use them on EVERY SINGLE ENEMY.
(Holy Bottle immediately)

You can do a bit of Morlia now if you want to. The levels are good, but it's a
little hard. Don't pass floor 6.

Section 2: Undine, Spirit of Water                                        [WATR]

In Venezia, talk to the captain of the ship that took you to Demitel's little 
island, and have him take you to the Isolated Island of the North Sea. 

Limestone Cave_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
At the docks, go around and loot. There's a nice Mystic Symbol here that halves
spell casting time. You've got three mages, but I'd say to give it to Mint, for
obvious ass-saving reasons.

The enemies here are exclusively water-type. Translation: Thunder Blade does
over 1000 damage to anything it hits.

Once you're inside the cave head east and around to stairs down. Go west to find
a lever. Pull it to seal the door you came in but drain a pool of water in the
next room. The north door in the room with the switch is a dead end, but the
stairs south of it lead to the drained pool and... drumroll... more stairs down.

Pull the switch in that room to do... nothing. Go back to the first switch and
unflip it to fill the first pool but empty the one to the north. Go through
that drained pool to reach another drained pool. Down the stairs in that one is
another switch-that-does-nothing. Pull it anyway.

Go back upstairs and through the hall to the north to a Memory Glyph and another
drained pool. Flip the switch on the other side to fill it up, but you don't
want to do that yet. Flip the switch behind it to swap the water in the pools
in the room before. Go down the newly-emptied pool to another switch in a room
eerily similar to the one next to it. Flip that one, to open a hole in the pool 
by the Glyph, then return to that room, save, heal up, and flip the switch to
flood the pool when you've prepared. A short scene will ensue, followed by:

-Boss: Undine, Squid                         -
-Music: Fighting of the Spirit               -
-My Level: 21                                -
-Undine                                      -
-HP: 6850                                    -
-TP: 3000                                    -
-Reward: ? Book                              -

History lesson: when I fought her in ToP, she kicked my @ hard, hence my six 
level difference. (That, and getting stupidly lost in Morlia, which I srongly
reccomend after you've gotten Efreet). At that level though, she's less of a 
challenge. Also, I think her attack script is a little nicer in this one, as she
seems more inclined to spells than her 6 foot sword. Just have your two mages go
berserk with spells, Claus with Efreet and Arche with Thunder Blade (1100
damage!). Keep her busy by pelting her with Sword Rain whenever possible. Once
her Squid is gone, she'll leap into the fray with her sword, and shoot a nice
little shockwave that put's your Demon Fang to shame. She'll fall easily if you
gave Arche Thunder Blade.

Afterwards, she'll apologize for attcking suddenly and you'll get a new pact.
It takes a tiny bit of pool manipulation to leave: just flip the switch in the
second room of the area (with the door that locks behind you). A Holy Bottle
wouldn't hurt, either. The ? Book is Lavor Ionis.

Section 3: Gnome, Spirit of Earth                                         [ERTH]

Alvanista_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Go to the Adventurer's Guild and talk to a blue-haired guy by the bar. His name
is Sakuraba. Probably doesn't mean anything to you unless you've played Golden
Sun, Baten Kaitos, or Star Ocean. He's the main composer for the game making a
cameo. Subtle. Another musical cameo in the Japanese version would be Yukari 
Yoshida walking around in Alvanista Castle. She'd sing the theme song for you,
but only once.

Anyway, he'll sell you a password: "kikurin". Memorize it or write it down, then
sail for Belladem.

Belladem_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Here, you can buy supplies and talk to Lenios, who will give Arche the Cyclone
spell. Watch as his name briefly changes to Leonis, then back to Lenios when you
talk to him again... Also be sure to rest in the beds in his house.

If you can't afford anything, it doesn't matter, you'll be fully healed when you
fight Gnome anyway.

After all that, head northeast over a bridge to a cave.

Cave of Spirits_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
In the first area, you should disable Arch and Claus' magic, as all the enemies 
die in one hit from Gungnir anyway. Heald tho the northeast corner for a talking
door. Enter the password you bought from Sakuraba (you remember what it is, 
right?) and head down the stairs.

In this area, talk to the lost Gnomelette and agree to let him follow you. Keep
in mind that he walks at his own pace. Walk over to the stairs and go down WHEN
HE'S ON THEM. Otherwise, you'll have to go back for him.

-Enemy Encounter: 4x Clay Idol               -
-Music:Take up the Cross                     -
-My Level: n/a                               -
-Clay Idol                                   -
-HP: 1                                       -
-TP: 1                                       -
-Reward: none                                -

You don't want to fight these guys, they're invincible. As in: they don't take 
damage. They hit for only about 50 damage, but there's four of them and they 
don't even get stunned by hits. Basically, they walk all over you.

In this room, head to the south wall and let your Gnomelette catch up, then dash
past the guy standing guard. Head west to another doorway. Here you want to walk
carefully in, then dash through the next doorway and out of range of the guard
behind there. Wait for your Gnomelette to catch up, as usual.

In the next room, talk to the circle of four Gnomelettes and the one with you 
will join them and run off. Head east and down the stairs, then in the next
room cross the bridge and go north to a room with a Memory Glyph. Save.

North of the Glyph are two guards who you can fight. If you choose to, refer to
the above boss guide. East of the Glyph is a switch. Flip it and Cress will run
to hide. The Gnomelettes on guard will abandon their posts to see what the
problem is. That's your cue to go through the north door. SInce you probably
haven't been damaged this level, you won't need to heal up, but...

-Boss: Gnome                                 -
-Music: Fighting of the Spirit               -
-My Level: 22                                -
-Gnome                                       -
-HP: 3400                                    -
-TP:    0                                    -
-Reward: ? Book, 13000 Gald                  -

Okay, so he's not the adorable mole from Symphonia. Instead, he's a bunch of...
Fingers? Rockets? Actually, he looks astonishingly like Dugtrio from Pokemon.
Don't pretend you didn't notice. Anyway, he'll start off with his main attack:
He'll split into rockets that shoot out of the ground at you. After a bit of
that, he'll reform and you can put the hurt on for a while. After one hit, he'll
split into rockets again. Solution: Order Arche to cast Cyclone as he's about to
reform (when all the fingertips merge), he'll pop up as the spell hits, once 
more for about 1000 damage. Walk your party out of the way if he get's you 
against the edge of the screen. After about 3 or 4 Cyclone's, he'll be defeated.

Afterwards, Gnome will be pissed, you'll get the pact, and Arche will get Glaive
from the chest there. Just walk your way out of the level, it's now empty except
on the first floor.

The ? Book is a Glossy Magazine. Just look at the cover...

Section 4: Maxwell, Lord of Elements                                      [RSWL]

Head back to Alvanista, stock up on more junk to weigh you down, then head for
Morlia Mineshaft. Make sure you have all four Spirits: Sylph, Efreet, Undine,
and Gnome. Oh, and the pass.

Morlia Mineshaft_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Yes, this is its real name, and yes, it is a quite obvious reference to that
certain obscure fantasy epic and 9.5 hour movie. I doubt you know what I'm
talking about. Not. If you don't, I'm impressed you made it to GameFAQs from a
cave with no internet. Anyway, this place has nicer enemies than the last area, 
because you were supposed to go here until you reached the dead end, but that
just seemed sort of stupid to me.

Once inside, do not go west and down thew stairs that seemingly take you down
pretty far, because there's a locked door at the end. Instead, head east and go
down the stairs there to Level 2.

On level 2, go west and south to find a statue, which you can drag onto a switch
to open a treasure room. go east and to the end to find more stairs down, to
level 3.

On level 3, go east and north to find a platform that will make you hover. Hover
back to the entrance and north-west, over the switches and through the door.
Head to the back and de-hover yourself, then go through the east door, move the
statue off the switch, and head south-east to the stairs down.

On level 4, you'll pass an unlit torch. The obvous answer, shoot it with the 
Sorcerer's Ring... doesn't work. Go further in and talk with the man, who 
insists there's a hidden passage. Go back to the torch and pull it. It's a 
lever. It'll open the wall next to you. Take the door on the left and head to
the end of the hall, to the west. The switch order is UUDDLRLR. Hit a wrong
switch and you'll need to leave the room and come back. That'll open a door
south of the sign with the button combo. Go through and save, then hit both
switches and save again. Do not go down the stairs, they lead to another room
like the one you're in, locked from the inside. Go back to the buttons and drag 
the statue through the door to the switch. You can go down those stairs.

Whew, now for level 5. Feel your way west, north, than east through the darkness
until you find a door in the corner. Go through it and hit the switch with the
SR, which you wouldn't have had had you done this area first. Then go west and
south to a door and stairs down. They're to the right of the hallway furthest 

Level 6, finally. FInd your way east without touching the spikes to a better lit
room. Do not step on the symbol in front of the treasure chest. just ignore it
for now. Go instead through the door. Pull the switch behind the third statue, 
then go south to the chest and the symbol, which you may now step on. Warp.
Back to the earlier part of the floor. Just run east over the spikes and get 
back to the room with the symbol. Go south, navigate through the spikes, and 
head to level 7.

Level 7 at last. The unlit torch in this room is actually an unlit torch. How's
that for mesing with you? Step on the warp to reach a short hallway, follow it 
to the end, grab the chest, and go back down. Do this 3 times, save, and step 
on the warp one last time.

In this area, light all the torches. Go through the next long dark hallway to 
reach another room with torches and (dear God I hope you didn't sell your 
pickaxe) a breakable wall. Go light the torch then head down to level 8.

Gahhhhhhhhhh. This place is ENDLESS! (Peter Jackson would be proud) The torch
here isn't one, it's a switch. Torches are switches, switches are torches.
GRRRRARGHHH! Sick of this place yet? Hit the switch here, then go to the room
you were in before for a levitate pad. How sweet. Float over the spikes. 
There's also an Agalloch Incense here, but I have no clue what it does yet. 
Keep floating over the spikes until you reach another room. Go west here, then 
south and around to a door.

Ahhhh... Level 9 at last. Don't pull this lever, either, just walk east then 
north, hit the switch, and go through the door there. Go west to open another
quick route to the top. I even reccomend going up just to save, then returning 
to floor 9. Go through the other door to another room.

Here is where the random encounters keep killing me! It ^%&$&$^*&$ &$&$$&*&$
^%%#&$&&$##$&$# *&%&%^&%&%$&$*^ *^%&$^$&%*^&%&%* &^$$^$! This floor marks the
triumphant return of the Aza, those loveable sorcerers from Efreet's place, with
the high evade and limitless supply of Eruptions...

In here, go west and around, following the path north to another room, with a
Combo Counter in a chest on a switch, grab the counter and hit the switch. This
opens that first locked door on the floor, only now there's flames blocking the
way. Just run through and go down the stairs that have opened. (If someone knows
a better way, enlighten me.)

Level 10 at last. This is the end. Grab the Turquoise RIng from the chest, then
examine the switches. The two switches open two warps: one goes to a room that 
describes the locations of the four elemental Spirits, the other leads to a 
summon tablet. Arche will interpret the Elven on it and gain the title 
'True Scholar'. Now go back to the other warp.

The reason I use north, east, west, and south instead uf up, down, etc. is right
here. In the north, place Efreet, bringer of destruction. Fire destroys, right?
Undine, as the only maiden, goes west. Sylph, AOL keyword wind, goes east, and
Gnome, spirit of life-giving mother earth, goes south. Afterwards, a voice will
call you to the tablet. Heal up, save, and go forth.

The voice? Maxwell, your next Spirit, which means...

-Boss: Maxwell                               -
-Music: Fighting of the Spirit               -
-My Level: 24                                -
-Maxwell                                     -
-HP: 7500                                    -
-TP:  400                                    -
-Reward: Gravity Stone (Whee...)             -

Maxwell really isn't so bad. He'll just fly around, occasionally bouncing around
in a ball and doing medium damage to whoever he hits. When I fought him, he
never actually got in a spell. Just have your mages cut loose, and let Cress
use Rising Phoenix (the only tech that hits Maxwell).

Afterwards, though you only expected to get a pact ring, you'll get a pact with
Maxwell as a bonus. Arche will call him Gramps, and Claus will get the title
'Subduer'. Gungnir, which you should be using anyway, will become Gungnir 2.

The treasure room in back has 2 ? Clothing (Mythril Mesh, subtle Namco, subtle),
1 ? Rod (Rune Rod), 1 Black Onyx, some miscilaneous treasure, and a broken pact 

Holy Bottle and head for Alvanista. As always, save frequently.
__________________________________________________________________/[ACT4] Act 4\
The War Against Dhaos

Alvanista Castle_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Fight your way up (just kidding) to the lab on the third floor. Talk with 
Lundgrom, who will redirect your call to Edward, a Magic User, who can 
supposedly fix Luna's pact ring.

"Hey Swordsman! You carry that which is far beyond your standing!" sayeth the
ringing in Cress' ear...

Leave town and head west to a house by a lake.

Edward's House_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Knock on the door to talk with Lilith (what a name), Edward's wife, wo will pull
a Lundgrom and send you to Freyland, where he seeks someone who can defeat 
Dhaos in the coming war...

Head to South Harbor and pay for passage to Freyland. Once there, head to Olive.

Olive_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Once in Olive, Cress will assault a random NPC for information. Well, not 
assault per se, but he'll tell you that Edward just left...

Head southeast to an oasis.

Southeast Oasis_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Guess what... Edward's not here either. Head to the oasis to the northeast.

Northern Oasis_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Talk with the old fart who pretends to be hard of hearing, who will say that
Edward went north to another oasis... Talk to the chef if you want to and head
still further north.

Othernorth Oasis_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Here you can find a blue chest with a Spirit Ring hiding behind some trees.
Although, seeing as the characters don't see life from a top-down angle, they 
could probably find it easily... I digress.

A traveler will tell you that Edward went to... drumroll... Olive Village!......
You will warp there automatically.

Olive_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Back in Olive... Talk to the same NPC, who will say that Edward's at the Inn...
But he's not, you need five Basilisk Scales to help him with a medicine he's 
working on, the inkeeper will tell you so. Go out and Hunt Baslisks, and come 
back with the scales. The mnost are found in the southeast chunk of desert on
the continent.

Head back to the inn once you have 5, though you may want to stock up on them 
since they're so easy to get on the GBA. They cure paralysis, K.O., and fully 
heal HP. Nice.

You'll stay a night, and meet Edward in the morning. His family name: Morrison,
and you'll see the resemblance. The intro quote's from him, but not in-game.

He'll tell you to go to Ymir Forest, but you'll need a letter of introduction
from Alvanista. He'll also ask you to come to Midgards later, if you're
interested. Cress will chase him down when he leaves and show him the book
Trinicus Morrison gave him. How's that for mesing with the time stream?

Mint will drop a similar bomb for Arche, thus making sure that everyone knows
that time is being actively f----d with. Edward will get the wrong impression
from why Cress was sent back in time, and run off to do something he thinks may
be futile. If you don't get it, he thinks that Dhaos has taken over the world 
in Cress' time... Idjit.

Head back to Alvanista to get your pass.

Alvanista Castle_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Talk with Lundgrom, who will take a day to process your request.

Stay at the in then confront him again to get a Royal Crest, which will ley you
into Ymir. By the way, half-elves are forbidden, as usual. Sorry, Arche.

Arche will stay at the inn, theoretically. Head south to the usual 
forest-surrounded-by-a-lake. Ymir.

Ymir, Forest of Mirror Water_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
From the gate, head northeast until you reach that corner, then head northwest
over a concealed bridge. From the Memory Glyph, head northwest to a third zone.
Once there, head north then fart to the east to a path north into the Elf 

More flashing of the shiny badge will get you in to see Brambert, Lord of the 
Elves. He'll ask to meet you north of the village. Go meet him. He'll give you
an ambiguous clue as to the location of the Blak Stone with magical powers that
can fix the ring.

Heimdall_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Basically, what you need to do here is stick to the paths with bush babies on 
them. Those are thos brown lemur looking things that walk around here.

Head north until yopu reach a larger area where the path forks. Head east there,
and keep going until you find a chest with Savory in it. Then head north until
you can't anymore, then east again. Keep going until you find three chests in a
row, then head south until you reach a pond. Go east again until you find a
Memory Glyph.

North of there you will find the Black Stone Brambert was talking about. It's
another Summon Tablet. Origin's tablet. Brambert will also call the final
battle... Kangaroo? What the hell? Perhaps it's a R>J>R mistrans of Ragnarok?
Watch for a brief flash of Origin as the two rings are repaired: Moonstone and

Cress will show Brambert Chester's bow afterwards to see if it can be fixed as
well. He'll say to take it to the bowsmith in town.

Ymir, Forest of Mirror Water_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Once back in town, you'll find out that Arche has been detained and tied up. 
She'll say she's not into that kind of thing 0_0. Since the punishment for a 
half-elf coming into the village is death, a woman will ask to take Arche's
place. Arche will realize that she's her mother, but it's too late.

Head to South Harbor, then Olive, then those Oases, and go northeast to a tower 
by the mountains. You'll find Luna here.
The Master Craftsman|[QST1]|____________________________________________________
Time Period: Past
Starting Point: Heimdall
Prerequisites: Chester's Bow (obtained automatically)
               Repaired Moonstone and Topaz Rings
Go back into town after leaving and go through complicated events to learn of
a woodcarver, Arsia, who lives to the east and can fix it. Head east from the
forest to a house.

After a short scene, go up to the door and knock. You'll meet Arsia, who will
fix the bow if you bring Brambert to see her. She'll tourn one of your party
members into a statue as collateral. Not Arche this time... Mint. However, Arche
will cuss her out and knock Mint out of the spell. Now Arche is conveniently
out of the party for another trip to Ymir.

Once back at the Colony, head to where you met Brambert to discuss Arsia. He'll
be shocked that you actually met with her... Concerned yet? Take Brambert to
see Arsia now...

As it turns out, they *were* lovers. Except she's a half-elf and he's a racist 
pig. Brambert will become a statue to stay with his former love, Arche will be
freed, and you'll leave without taking the bow back. Oh well.


Tower of the Zodiac_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
This level's based around music. The currently playing background music, which
you can change as you progress, will open the door to the next floor. After the
first floor, each floor's basic layout is exactly the same except for what lies
behind each door. You'll figure it oput soon.

1st Floor:
Just go up both flights of stairs to reach floor 2.

2nd Floor:
Go north and read the tablet. A melancholy song is needed, and someone not human
sings. The current background music is what you need, just go north through the 
door and up the stairs.

3rd Floor:
This floor, a mirthful song is needed. Take the south path and go through the 
westernmost door. Hit the switch in the statue to play Arche's theme, then head
north, through the door to the 4th floor.

4th Floor:
Take the west path on this floor and follow it to the end for the statue that
plays a "serene song". You'll recognize it. Go through the door to the fifth

5th Floor:
You need a melancholy song again on this floor. Go south and through the
easternmost door to find the statue that plays it.

6th Floor:
This time around, you need a gallant song. Guess, what. You'll also need to take
the one path you haven't taken yet. Take the East path to the end and hit that
switch to play a song you haven't heard before. Head through the door to be
ambushed by a fairy, Artemis, who protects Luna.

The price to pass to the next floor. Arce (poor Arce) has to give someone a 
kiss. Just to let you know, Kosuke Fujishima did work on this game. Somebody
will know what I mean. Arche will go after, you guessed it, Cress, but Mint will
intervene, and an unknown voice will make Artemis give Arche a new spell: Ray.

Head on up to meet Luna. She'll join you without a fight.

Leave the tower and head north to Midgards. Make sure to save.

Midgards_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Midgards is at war. The inn is packed, the streets are deserted. You can buy new
armor, but the weapons all suck.

Head north up to a gate. You'll wave the Royal Emblem around some more, and be
allowed through. You'll wait around for a while then be greeted by Edward and
Reisen, captain of the guard. Cress will immediately ask to joinf forces to
crush Dhaos' "evil designs". Arche will ask "What evil designs?" (Which IS a
good question...) and be answered by Reisen, who will say he's trying to destroy
the world. Please don't be angry at the cliche, it's not what you think.

In any case, you'll be asked to report to the king. Do so after exploring a 
little. Head east then north to eavesdrop on Reisen. Something about Dhaos 
wanting them to stop their research... You'll then be at the throne room. After
talking about Dhos' forces for a while, you'll be taken to the Magitech Lab.

Talk around. Yuu'll hear stuff you already knew, along with some more tidbits on
magitach and a weapon of unspeakable power. This is all optional, you may leave
the castle at any time. When you do, Arche will express her doubts.

Arche will wonder why Dhaos, as powerful as he is, hasn't attacked any large
cities except Midgards. Cress will swear, a little, and bring up Hamel. Arche
will decide that there must be a connection between Midgards and Rhea's parents,
since only Hamel was attacked. You'll soon be prompted to go back to Arche's
house either immediately or by walking there yourself.

The choice is yours.

Arche's House_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
Arche will immediately confront her dad about how he lied about her mother. A
discussion will ensue. As it turns out Luti, Arche's mother, and Arche's dad,
Bart, were forcibly separated. Apparently, the elves thought that humans were 
doing some pretty stupid things so sealed themselves off from the world.

Extra tidbits: the Scarlets moved to Hamel from Midgards after doing some 
research on.... Magitech! Are you seeing a connection? Arche is...

Once again you can jump or walk.

Midgards_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Something will be going on at the castle entrance. Go there.

It's Morrison! A demon is holding a kid hostage, but Morrison will save the day
warping him in time, somewhere. Arche's doubts about Dhaos will be bound and

Next there'll be a war briefing. They'll point out some minor details, like how
close they are to Dhaos' castle, and how much time they have to stop his army.

Claus, who will be appointed one of four group leaders, will leave the party and
stay at a classified briefing. Cress and co. will be kicked out, so go off and
explore the town.

There is a guy in the northern part of town who will sell Cress a skill book for
a mere 18,000 Gald.

Head back (you might have to stay at the inn) when you've prepared for battle.
Hint: Have petrification protection.

Valhalla Plains_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
This area is a little different from the rest of the game. Time passes, and
enemy encounters are visible in the field. Your objective is to defeat the enemy
commander as soon as possible. The time limit is five days.

Navigate your way to the northeast, it isn't very easy to get lost: as long as 
the forks you take go north or east you'll be fine. It'll start snowing as you 
get closer to the northeast corner, and you'll se a save point when you reach 
it. Go east for a boss fight.
-Boss: Ishrantu, 2x Drake                    -
-Music: Overcoming Difficulties              -
-My Level: 28                                -
-Ishrantu                                    -
-HP: 5000                                    -
-TP:  500                                    -
-Drake                                       -
-HP: 1500                                    -
-TP:    0                                    -
-Reward: Poison Charm                        -
This guy quite readily casts Thunder Blade. Mercifully, he's not as powerful as 
Arche is. His Drakes aren't much of a problem at all. Now is the time to let the
mages cut loose with powerful magic. This guy is much easier than Maxwell, but
his resistance to most elements is irking.

After beating him, you'll be back in Midgards.

Midgards_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
Head for the castle. Sir Cress and co. will be taken to the throne room. The
king will award you 10,000 Gald. I'm not sure if this changes based on your
actions in the Valhalla Plains. E-mail me if you know something I don't.

Shortly after, a sentry will alert the king that they are under attack. Dhaos
has launched an aerial attack. Oh, crisis. Guess now's the time for them to use
their magitech weapon, eh?

The party will decide to help somehow. If you head towards the entrance of the
castle, the merchants gave gathered. How nice. Buy what you need, then leave the
castle. Don't feel shy about filling your inventory with Gels.

A voice, the same voice from earlier, will harass Cress again, and he will be
sucked into a dimensional rift. Mint will pass out and Claus will be dragged off
to battle.

You'll regain control of Cress. Equip your best, and head into the next room.
You'll meet Valkyrie, servant of Odin. She's the one who's been bothering Cress,
and she wants Gugnir, as someone of low standing like Cress doesn't deserve it.

Meanwhile, the Magitech Cannon will be fired, and Mana will begin to fade from
the world. Oh, crap. They'll try to fire it again, but it'll break down.

Cress will reappear with Pegasus, and he and Arche will go off to battle in the 

-Battle: 2x Werevulture                      -
-Music: Threatening Sky                      -
-My Level: 28                                -
-Werevulture                                 -
-HP: 1800                                    -
-TP:    0                                    -

You'll be on pegasus for these battles, and you can only use regular attacks.
Thankfully, Cress attacks faster on horseback now than he did on the SFC. Arche
will provide support, so the enemies will fall easily.

-Battle: 3x Charon                           -
-Music: Threatening Sky                      -
-My Level: 29                                -
-Charon                                      -
-HP: 2000                                    -
-TP:   60                                    -

Once again, easy pickings.

-Battle: Clay Demon, Charon, Werevulture     -
-Music: Threatening Sky                      -
-My Level: 28                                -
-Clay Demon                                  -
-HP: 1150                                    -
-TP:  800                                    -

Slightly harder, but still not terribly difficult.

-Battle: 2x Clay Demon, Charon               -
-Music: Threatening Sky                      -
-My Level: 28                                -

More enemies!

-Boss: Ishrantu, Clay Demon, Charon          -
-Music: Overcoming Difficulties              -
-My Level: 28                                -
-Ishrantu                                    -
-HP: 5000                                    -
-TP:  500                                    -
-Reward: Poison Charm, Life Bottle           -
The two enemies with Ishrantu this time should fall preetty easily with Arche's 
spells. Once they're out of the way, disable all spells but Ray and Debris Fall
an cut loose with Cress' attacks so Ishrantu can't get a hit in.

Afterwards, Pegasus will take Gungnir and leave. Everyone will thank Cress and
Arche, and Arche will get a certain spell... Indignation!

Now you'll have to head off to Dhaos' Castle. Save and head back through
Valhalla. There's no encounters now, and the only point of interest is a
swordsman along the north path that will sell you a skill book for only 50k.

Dhaos' Castle_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
General notes:
The enemies here suck big time. Your brand new spell that you've been itching to
try out, Indignation: use it, especially when you've got craploads of enemies
surrounding you. And avoid Holy Bottles here, warding off weak enemies means you
only fight the strong ones... The Dragoknights here drop two types of ? Sword, 
the common one being a standard Long Sword, the rarer one being Moon Falx, a 
really awesome weapon.

1st Floor:
Go up into the castle and take the dore to the left of the mirror. Examine the
gargoyle for a mystic symbol. That's all you really need in this part, so go 
back out and take the east door. 

Follow the path east and you'll step on a switch that opens the locked doors. Go
through the door north of it for the extremely impressive Fire Storm spell. 

Go through the south door in the large room to be back where you were, go step 
on the switch again to toggle the locks and open the northwest door. GO through
that door and up the stairs to the second floor.

2nd Floor:
Go through the first door to an extremely easy switch puzzle. Step on them in
the order indicated by the sign. This unlocks the second door. Go through that
and the hallway behind it.

Walk through the hallway until Cress sees the reflection of a ghost. The sign 
next to it says "two mirrors reflecting shall open the way". Head into the next 
room, and head up the stairs again to even more doors. Ignore them and head up 
the stairs. Enter the east room here.

At the far end of the table is a sign. After deciphering it, a minigame will 
ensue. You have to press the switches at the same time as Arche, of course,
she's too hyperactive to make it easy for you. After ten misses, Claus and Mint 
will do it for you, in perfect unison. Arche... Go through the door for a Memory
Glyph and the stairs to the next 

3rd Floor:
Immediately head to the next room. Head up the stairs to a room with a hole in 
the floor. Head south and pull the statue to the hole and push it in. Head back
down and push it onto the switch. Go through the door.

Guess what, another switch. You were probably thinking with the first one, "Why
not just have someone stand on it?" Now you get your chance. I left Claus.

4th Floor:
Head west down the hallway and up the stairs. Head east now, through tw doors, 
to reach a save point and a locked door. You need four people. Backtrack to the
room with curtains and head north.

-Mini-Boss: Evil Lord, 2x Dragoknight        -
-Music: Take up the Cross                    -
-My Level: 33                                -
-Evil Lord                                   -
-HP: 10500                                   -
-TP:   250                                   -
-Reward: Rune Bottle                         -
The Evil Lord has this one nasty spell that does about 1200 damage to all party
members, but he uses it rarely. The only other things to watch out for are the
two Dragoknights that surround you. Have Arche cast Indignation on the 
Dragoknights to clear them away, then go for the Evil Lord and keep him from
using spells.

Take the Mysterious Hand Mirror from the chest after beating him. Baktrack to

2nd Floor:
Go back to a mirror where you saw a weird reflection.

-Mini-Boss: Evil Lord, 2x Dragoknight        -
-Music: Take up the Cross                    -
-My Level: 33                                -
-Evil Lord                                   -
-HP: 10500                                   -
-TP:   250                                   -
-Reward: Rune Bottle                         -
Same battle only now you have Claus (or Arche, whoever you left). Same rules 

Defeat the enemies in any mirror to warp to another room. Handy, huh. The two 
mirrors on opposite ends of the room with the stairs up lead to a bunch of loot
and another spell for Arche, Distortion (which is an instant kill or nothing).
Go to the first mirror to warp to another section of the castle.

Go south and east until you reach a room with four switches. Press them in the 
reverse order from the other four-switch room. Leave the room and snag the Gold
Key from the chest. Head back to the mirror and this time go west. You'll find 
some items, including a powerful new broom for Arche. Go back through the 
mirror, and back up a floor.

3rd Floor:
Leave Arche on the switch and head up.

4th Floor:
Head east to the locked door and open it with your new key. Go through and and
Cress will examine the hole, and Arche will fly up and rejoin the party. Now
head back to the farthest save point in and, save. Your party of four will
unlock the door. Through it, you'll fight the same miniboss group you fought at 
least two times before. Go back and save then head to the next room. You'll talk
with a certain villain character, who has no reason to fight you. He'll also 
call you pawns of Midgards.

-Boss: Dhaos, 2x Evil Lord                   -
-Music: Decisive                             -
-My Level: 35                                -
-Dhaos                                       -
-HP: 30000                                   -
-TP:  5000                                   -
-Reward:                                     -
Have your mages blast away with their best spells (Luna and Indignation) and
take out the Evil Lords as quickly as possible. Then turn your attention to 
Dhaos, who attacks, that's right, attacks, with fire, ice, and lightning spells,
as well as really fast hand-swooshes. He'll also cast Fires Storm, which 
explains why he had the book in his castle. Instead to the spazzing he did 
whenever Arche cast Indignation in the SNES version, he'll just taunt you with 
lines like "Is that all you've got?" Ouch, corny, Namco, corny.

Ths is it, the end, right? Nope, he just ran away. 
__________________________________________________________________/[ACT5] Act 5\
The Heroes and the Sacred Tree

Coming soon-ish, once I get back to this point in the game. Stupid corrupt save 
[EXTR] Extra Stuff\_____________________________________________________________

Item List_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _______
*in progress*

Spell List_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
*in progress*

Misc_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ______
*in progress*

[IFAQ] Frequently Asked Questions\______________________________________________
Please, Frequently Ask me Questions so this section can expand!

Q: How do I use [Whatever Combo Tech]? I've learned it but I can't use it yet.
A: When you learn a combo tech, that just means that Cress knows which skills
he needs to combine. To actually use a combo tech, check it in the Skills menu
what two skills it combines, then use those two skills in battle like they're 
going out of style. A sound wil play when you've mastered a skill. Master both
(about 100 uses each, have lots Orange Gels) to be able to use the combo tech.

Q: Why do you say Cress is the only *playable* character, I like using [...]?
A: The original version of the game did not let you swithch which charcter you 
controlled, so only one character was balanced for control by you, the player. 
The GBA version, riding on the overwhelming sucess of Symphonia, mixed in more 
of those game systems, including changing which cahracter is controlled, though
Cress is still the only one with a combo and close-quarters combat abilities.
[KUPO] Contact Me\______________________________________________________________

...If you feel it absolutely necessary. E-mail me if you have questions, would 
like to submit any extra info I may have glossed over, or if I just plain 
screwed up. I won't be offended. Do not send me the locations of treasure chests
I ignored in the guide unless it's something *really* good.

Do not send me spelling corrections or offers for free medication. Violators 
will be dealt with in the most severe manner possible, most probably involving 
chicken feathers, cod liver oil, and a very, very depraved walrus.*

E-mail: MoogleWarriorVII@yahoo.com

Put 'ToP Guide' or somthing of the sort in the header or I toss it as spam.

Include a screename to be added to the contributors list.


The Hurricane
Melchor Mateo

and that's it for now...

*Okay, that's from Excel Saga, you caught me...
[LEGL]Legal Stuff\______________________________________________________________

Tales of Phantasia and the entire Tales series, are (c)1995-2006 Namco, Ltd.
This guide is (c)2006 Moogle_Warrior, exclusively for GameFAQs. Do not use any
part of it elsewhere. You may print a copy as long as you don't use it for 
kindling later.

Really, I'm no good with the legal stuff.
[TTFN] Thanks\__________________________________________________________________

Thanks to... GameFAQs. I never would have beaten FF8 without it.
Oh, and for hosting this guide...

Kosuke Fujishima, for teaching all other RPGs how character design is done.

Very special thanks to Namco, for getting some other company to devleop this 
game. Thanks to Wolfteam for being the other company.

Thanks to my 7th grade teacher for always believing in me, my 12 cats, 16 dogs,
29 parrots, 351 Pokemon... Kidding.

Extremely special thanks to whoever read this far into the thanks section. Have
a cookie.