-------------------------------------------------------------------------------
Children of Mana
Guide/Walkthrough by Kassidy (Kassidy (at) gmail (dot) com).
-------------------------------------------------------------------------------
-Children of Mana
--[VERSION] Version control
--[THANKS] Thanks
--[STORY-INTRO] Storyline (Intro sequence from the game text)
--[FAQ] Frequently Asked Questions
--[CONTROLS] Controls and Gameplay
--[RANKING] Let's see how good you are!
--[CHAR-MAIN] Characters
--[CHAR-2ND] Secondary characters
--[STORES] Stores at the Illusia Town Centre
--[ITEMS] Available Recovery Items
--[WEAPONS] Your arsenal for destruction
---[SWORDS] Swords
---[FLAILS] Flails
---[BOWS] Bow and Arrow
---[HAMMERS] Hammers
--[ARMOURS] Armours
--[ACCESSORIES] Accessories
--[ULT] The Ultimate Weaponry
--[MAGIC] The Eight Elementals
--[GEMS] Gems
---[RED] Red Gems
---[BLUE] Blue Gems
---[YELLOW] Yellow Gems
---[PURPLE] Purple Gems
---[GREEN] Green Gems
---[ORANGE] Orange Gems
---[IMPURE] Impure Gems
--[LEVELS] Level recommendations before starting a chapter
--[WALKTHROUGH] The Walkthrough
---[FLICK] The Determination of a Young Warrior
---[TUMBLE] The Kindness of a Young Maiden
---[POP] The Curiosity of a Young Boy
---[WANDERER] The Diligence of a Wandering Niccolo
---[CHAP0] The beginning of our tale
---[CHAP1] The Mana Tower
----[BOSS1] Boss Battle : Xangar
---[CHAP2] Star Lake, Topple
----[BOSS2] Boss Battle : Galem
---[CHAP3] The Fiery Sands of Jadd
----[BOSS3] Boss Battle : Thaydol
---[CHAP4] The Ice Citadel of Lorimar
----[BOSS4] Boss Battle : Landmund
---[CHAP5] The Brightwood forest in Wendal
----[BOSS5] Boss Battle : Mana Storm
---[CHAP6] The Ruins of Illusia Isle
----[BOSS6] Boss Battle : Revenants
---[CHAP7] The Path of Life
----[BOSS7] Boss Battle : The Mana Lord
---[CHAP8] The Cosmic Rift
----[BOSS8-1] Boss Battle : Doppelgangers
----[BOSS8-2] Boss Battle : The Scion of Mana
---[END] The Beginning of a New Legend
--[SUBQUESTS] Subquests
--[BENEVODON] The Elemental Knowledge
--[OST] The Soundtrack - Breath of Mana
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[VERSION] Version Control
0.90 Expanded detail for Ultimate Weapon locations.
0.89 Completed weapons level requirements. Added approximate point requirements
to ranking.
0.88 Added detail for the Ultimate Flail location. Added last Yellow gem! Gems
complete! Added more info in armour and accessories. Added [LEVELS] section and
several more Frequently Asked Questions. At recommendation of Syl, added a note
at the end of each chapter to indicate exactly what subquests become
available). Weapon lists completed, though missing some names and descriptions.
Armours, robes and accessories next in line to be updated.
0.87 Added SEVERAL note on the importance of a better bow for the Jadd Boss.
Corrected information on 3 Skull in Fury Slots. Added all multiplayer obtained
gems, and completed Impure gems section. Only missing one Yellow gem now!
Started correcting typo and ortographical errors.
0.86 Specified exactly who gives the Tess' Whereabouts quest. Added notes on
breaking ice in Lorimar with charged hammer. Added two more ULT weapons and two
more Impure gems.
0.85 More items added, added a subquest that was missed during playthrough and
the information for the Fury Reels gem has been expanded. Completed Benevodons
Knowledge section. Added note on coloured spikes thanks to Syl. I have re-
written the Weapons section almost completely to better describe and layout the
effects of each weapon and their focused attacks, as well as provide an
introduction as to what gems can do to improve these weapons. Moved the Gems
section to before the Walkthrough.
0.84 Added Wanderer's unique subquest information, and relating items in the
walkthrough and gem list. Added Ranking information and started work on
Ultimate Weapon information.
0.83 Amended a note regarding the EXP gain after an e-mail received from a
fellow gamer. Added note to thanks section also. Added lots of LevelReq's for
Wanderer's weapons.
0.82 Moved note on accessing the Haunted House from Chapter 4 to end of Chapter
2. Thanks to KillerRoy70 for confirming this. Added information to the Gems
section on how to upgrade the Gem Frame (for quick reference, as it is already
in the main walkthrough). Expanded FAQ section. Added Boss Battles to the main
menu for easier access.
0.81 Added note on requirements to advance to Chapter 3.
0.80 Completed the walkthrough for the main storyline, as well as added the
details for the ending and some other bits and bobs here and there. Upgraded to
Complete Walkthrough on GameFAQs now that the main walkthrough section is
complete, and all that remains is to flesh out details such as weaponry, the
remaining subquest, gems and also character specific details.
0.75 Added more LevelReqs for Flick, thanks to Sheexy.
0.74 A couple of people have pointed out to me that the level requirements for
weapons/armour vary from character to character, and since I have only played
through so far with Tumble these are the stats I have. I've rearranged the
layout to accommodate the new details as I obtain them. Any contributions
welcome. :)
0.73 Corrected Flick losing his sister rather than brother. Thanks to
WarWizardRichardRahl for this correction.
0.72 Completed information on Tumble's unique subquest, updated gem lists.
Preparing for Chapter 8 to be completed.
0.71 Added more detail to the subquests after Chapter 7, amended information
about the elemental subquests with regards to their availability at the end of
each chapter, as some were available earlier than I had anticipated.
0.70 Completed the Path of Life, may need to revisit and clear up some minor
details. Weapons section mostly up to date (again, minor details missing).
Added three new subquests now available (need to complete details on these).
Added Game-Revolution to list of permitted sites. Refined some details on gems
and fusion. Added some details to Soundtrack section.
0.61 Added FAQ section, since there are questions going around that have been
repeatedly answered. Amended availability of elemental subquests note. Added
SuperCheats, GamesRadar, SuperCheats, Cheat Code Central and CheatPlanet to
list of permitted sites.
0.60 Chapter 6 completed, preparing for next chapter started. Still need to
complete details on the subquests newly available and the level requirements
for new equipment. Also amended some minor notes to the Soundtrack.
0.53 6 Elemental subquests complete, missing Wisp and Shade. Appears one can
only do up to 6 at this point in the game. Completed missing details in
weapons.
0.52 Added section [BENEVODONS] with information provided by the Benevodons on
their subquests.
0.51 Completed Recovery Item details (oopsy). Weapons list requires some
tweaking, but is up to speed with game (missing required levels on some items).
Working on Elemental Subquests next.
0.5 Completed Brightwood and brought gem lists up to speed. Preparation for
next chapter pretty much ready.
0.44 Orange and Green Gems list now complete. Subquests now up to date with
game progress. Next step is to move on and do Brightwood.
0.43 Added details for each characters game introduction, up to meeting Tess,
where all stories converge and follow the same line.
0.42 Added details of the Soundtrack, added gems and fusions to list, added
detail for weapons. Need to clarify beginning of the game more. Added more
subquests and their respective item rewards' details.
0.41 Chapter 4 added, still working on post mission details. Expanded blue gem
list considerably, and brought weapons up to speed. Missing some level
requirements, but should have that shortly. More little niggly bits here and
there improved.
0.4 Improved detail on the game mechanics and controls. Clarified details in
Fiery Sands and added notes on the nature of quests after obtaining the Hammer.
Next update to include Chapter 3.
0.3 Chapter 3 added, expanded gem lists, weapons etc up to date, some blanks
filled. Added benevodos information to first quests.
0.2 Chapter 2 added, expanded other lists. Submitted to GameFaqs
0.1 Initial layout, chapters 0 and 1, and other lists started.
You may copy no part of this guide or the guide in its entirety without my
express permission, and currently this information is only to be hosted at the
following sites:
http://www.seikens.com
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.gamesradar.com
http://www.cheatplanet.com
http://www.cheatcc.com
http://www.supercheats.com
http://www.game-revolution.com
If you want to publish this guide, please contact me at the e-mail address
above. Sometimes I take a couple of days to reply, but I do get there. ;)
[THANKS]
A huge thank you to Clayton Brooks for some information regarding EXP gain from
enemies and also for providing almost all Wanderer's level requirements and the
details for Wanderer's unique subquest, unique items for Flick and Wanderer, a
subquest that I had missed, information on Fury Reels (since I'd completely
skipped putting this anywhere in the guide, soppy me).
A big thank you also to Ysne58 for information on all the multiplayer unique
gems.
Shadow00X: for pointing out some information regarding elemental subquest
availability times.
DavidV and Sheexy for providing some of Flick's levels for weapons.
VGMusicFreak for confirming that Tess' Subquest is a requirement to continue on
to Chapter 3.
Nick Matthews for picking up on a mistake in gems, and providing info for a
couple of new ones I didn't have yet, including Pop's unique gem.
J-V for info on multiplay gem.
Syl for additional Hammer information regarding spikes.
JonLeung for information provided by the benevodons on the Scion of Mana.
Aldiyen for pointing out who to talk to to get the Tess' Whereabouts subquest.
Efylan Krislad for additional gems and item.
Volante for an additional armour.
Alex McLees for additional gems and weapons for Wanderer.
Mark Kempers for checking some information on Fury Slots for me.
Benjamin Gemmel for the last impure gem missing.
Lisa Hathaway for information on the location of Ultimate Flail.
Steve Jankowski for additional armour/accessory information.
Eric for another way to get past bails.
Mech Gouki for providing information (nJoy japanese website) contributing to
the completion of the level requirements in weapon and armour sections.
ds01253 for confirming a couple of the suspected ultimate locations.
Also, with regards to the Gem Guide, I am using the same ordering as a previous
Gem Guide (by eyedunno11), but the information is taken from the game as I go
through, not copied from the other guide. However, the numbering is of great
help so I can keep a steady order going as I move through the game.
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[STORY-INTRO] Storyline (Intro sequence from the game text)
'Tis a tale of long ago,
when the Mana Tree
was newly born.
Illusia Isle located in
the middle of a sea in
the center of the world.
Above it towered the
great Mana Tree.
I'm sure you've heard
many stories about
the Mana Tree and
the Sword of Mana.
The story you're about
to hear tells of the
only time the holy
sword ever dared to
defy Mana.
This is how it all
began...
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[FAQ] Frequently Asked Questions
Q. What is this game like? How does it compare to other Seiken Densetsu games?
A. It bears little similarity to previous games in that it is more of a dungeon
crawler (think Diablo) than an Action RPG. The storyline doesn't feel quite as
deep as the previous games either, but there are shimmers of the former games'
style in there. Graphically it has quite the feel of Legend of Mana. The ring
menus are use quite a lot, but not as much as SoM, and magic is quite similar
to Sword of Mana.
Q. Does this game have Wifi or multiplayer?
A. This game does NOT have Wifi, but does have DS to DS multiplayer to do
cooperative play. Each player has to own the game, this is not a download play
option. Also multiplayer will allow you to access gems that normal play does
not.
Q. Is this game difficult?
A. No, the game is not all that difficult. You'll find that depending on the
character you'll need to adapt to a certain style of play, but overall you'll
find that if you keep up to date with levels and weapons, the game is
relatively easy.
Q. What's the music like? Do any old Seiken Densetsu tunes return?
A. The music follows the style of Legend of Mana or Sword of Mana. There is a
full list of composers and tracks in the soundtrack section. It sees the return
of Rising Sun, the title theme from Final Fantasy Adventure (Seiken Densetsu 1,
if you wish).
Q. Can I delete save-games?
A. No, you can overwrite them with new game data though.
Q. How do I change spirits?
A. Talk either to Tess, or when she is unavailable talk to Nana in the Silver
Mermaid (girl in the green dress).
Q. Are there classes in this game like in Seiken Densetsu 3?
A. No.
Q. I can't access X mission even though I've followed what the guide says.
A. If part of the guide states, for example, to talk to someone to access the
next mission, and that does not trigger the event, then either e-mail me or
post a message on the GameFAQs board, stating what character you are using, and
that you have tried what it says in the walkthrough. Also if you find the
answer is talking to someone else, say, let me know of that also so I can
amend the necessary notes on the matter. The more background information you
provide, the easier it will be for us to make sense of what is happening.
Q. Is the touch-screen used?
A. Only for menu navigation, not in the actual gameplay itself. The menu
navigation can also be done with the pad, so it is not strictly necessary to
use the touch screen at all, although for things like the Gem Frame you will
find it easier to use the touchscreen.
Q. How do I extend my Gem Frame?
A. The three expansions are listed in the [GEMS] section.
Q. How do I open the Haunted House?
A. After Star Lake, go to Moti's house and look for the shining object near the
fireplace. Pick it up and take it to Moti. Then use that object to open the
door to the Haunted House.
Q. Where does this game fit in with the rest of Mana games with regards to
timeline?
A. The events of Children of Mana occur 10 years after the events of Dawn of
Mana (which is yet to be released while writing this FAQ).
Q. What are the elemental sidequests for?
A. Once you have finished all the sidequests and completed the game, you will
be able to access a final sidequest by touching the Mana Stone in the village.
The reward for this is the Mystic Blessing gem. See the [SUBQUESTS] section for
more details.
Q. How do I get past the bails of hay/floating blocks/box obstacle in certain
areas that follow my movements?
A. There are several ways of doing so. First off, you can bash the heck out of
it, though this will take you ages. Secondly you can put an object such as a
barrel in its path using the knock-back strike of the sword, the flail, etc.
Thirdly, you can use the flail diagonally to pull yourself across just above or
just below it. It takes some practice, but the block can't follow you quickly
enough when you're pulled by the flail, so you can normally get past it this
way.
Eric has also contributed the possibility of using a focused Fury Sword attack
in diagonal to get past them. So give that a go if you don't have a Flail yet
or aren't having any luck.
Q. How do I get past the fast-moving quick-sand in Fiery Sands?
A. You can either flail yourself across by diagonally aiming and latching on to
a wall, which will work pretty much every time in the subquests but won't get
you all the way in the main mission, or you can equip a Virtue of Balance gem
to walk on sand and ice normally (check the [GEMS] section with regards to how
to obtain said gem).
Q. Do you get penalized for dying on a level?
A. You are returned to the Mana Village but you do not lose (as far as I have
seen) any Lucre, EXP or items. You do lose your progress in the level, of
course. While this may not be a pain in the first levels, if you die on the
16th zone of a 17 zone level, you'll be kicking yourself.
Q. Do all enemies give the same EXP?
A. Enemies start out by giving you a certain amount of EXP, but as you gain
levels you will find that this will reduce down to the minimum of 2EXP per
monster. If you follow through this guide with the level suggestions, you'll
find that most monsters will indeed give you only 2 EXP. However, you
can increase the amount of EXP received using gems like Heart of Progress or
Courage to Learn.
Q. How do I defeat the boss in Jadd?
A. Use your bow. Now, you may say "but I AM using my bow and I only do 1
damage", which is quite possible. If you're using the default Bow that you
receive from Moti you will indeed only do 1 damage. Make sure you equip an Iron
Bow, and you'll find that you'll do around the 20 mark at least.
Q. Do the effects of experience gems stack?
A. The effects of EXP boosting gems (such as Heart of Progress and Courage to
Learn) accumulate side by side, so if you have two Heart of Progress, you
double your EXP, as opposed to them accumulating exponentially, which would
give you (100 * 1.5) * 1.5 = 225%
Q. What do the Benevodon sidequests do? How do I access them?
A. To access the benevodos sidequests, you must equip one of the elemental
spirits and then Chat to one of their instances in the town (ie. equip
Salamando then talk to the Salamando spirit in Moti's house next to the
fireplace). They will give you the sidequest and details. After completing all
the sidequests, you will be able to access a final area, after you have
completed the game, by touching the Mana Stone in the town. This mission takes
place in the Cosmic Rift. The reward at the end of this quest is Mystic
Blessing - Restores 6 HP and 6 MP every 3 seconds. Check the Subquest section
for information as to when these subquests become available throughout the
game.
Q. What are the sparkly items in my inventory?
A. These are new items since you last looked at your inventory.
Q. What level do you suggest I do X mission on?
A. The level recommendations are mentioned throughout the guide, however there
is a list of them as shown in the guide under [LEVELS] as the question comes up
so often.
Q. If my game is a different region from the person's whom I wish to multiplay
with, will it work?
A. As far as I have seen, yes.
Q. Where do I get the Ultimate Equpment?
A. See the [ULT] section.
Q. Is there any point in choosing ??? as a reward for a mission?
A. There is one Yellow Gem, Lore of Artificers, that is ONLY obtainable through
this option, and appears randomly. Other than that, no.
Q. My question isn't covered here or by the walkthrough / I think there is
something wrong in your walkthrough / I have a suggestion to make for your
walkthrough / I have some details that are missing from your guide.
A. I'm very happy to receive e-mails regarding this guide, and I will endeavour
to answer all e-mails received as quickly as possible. I am very grateful for
any feedback, and will take suggestions on board. If you have information that
is not reflected in this guide (like a subquest I do not have listed, a weapon
not listed, etc), please e-mail me as many details as you can, and I will
credit you for providing this information when I update the guide. You can find
my e-mail address at the top of this guide.
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[CONTROLS] Controls and Gameplay
The button configuration and menus are well designed when it comes to doing the
levels.
L - Ring Menu to select item (press Y to assign)
R - Ring Menu to select weapons (press button to assign, X or A depending)
A and X - Primary and secondary weapons, hold to do focused attack
Y - Use Item
B - Cancel in menu, hold to use magic
Start - Bring up option to use Magic Rope to return to the Mana Village.
Select - Activate Fury (see below)
And in town, well, it's the basic Start for menu, use A to talk, B to cancel.
As you get hit or hit others, you gain Fury meter. When the Fury meter hits
it's max, you can hit SELECT to activate it. Your attack rate is faster until
the meter runs down again, and your focused attacks are modified to do more
power and have different effects (see the Weapons section for greater detail).
You will also gain the effects of any purple gems you have equipped in your gem
frame.
The bottom screen will display stats while in the town and during levels, but
in the levels will also show the following info:
- An overhead map of the level, pinpointing the Gleamdrop and Gleampool and
live enemies.
- Information on where to find the gleamdrop and pool (ie, "in a vase")
- Experience points til next level and current level.
- Equipped elemental and the magic spells it provides.
Also when in the Mana Village, your next step to advance in the game will be
displayed below.
The touch system is used only for the menu systems that involve
equipping items and gems, dialogue options when talking to people, and if you
really want, choosing weapons and items during combat, but this is pointless
because you'd do it much faster with the ring system displayed in the main
screen. You can even skip using the touch screen altogether by navigating the
menus with the D-pad and A/B.
Levels are obtained by killing, simple as. You don't have to level up swords in
the way SoM did, just the level of your main character. Each enemy will award a
minimum 2 EXP points, though there are gems to modify this to gain more.
Enemies will give you more EXP the less level you have, and depending on what
level the enemies are (so for example the Rabites at the beginning of the game
will start off giving you 6 EXP, and dwindle down to 2 as you gain more
levels).
Your centre of operations for the game will be the Mana Village on the Illusia
Isle. You'll be given missions by Moti to progress along the game, and return
here after the mission is complete. You can also obtain subquests to gain items
and levels by visiting Dud Services, talking to villagers or talking to
elementals. The Dud Services subquests are randomly generated, and the villager
and elemental subquests are detailed in the [SUBQUESTS] section.
When you visit a site for a mission, you'll go straight in unless you've
already completed the main mission previously. If the latter is the case,
you'll be given the option to carry out the subquest that you have picked up
(you can only do one at a time), or to return to the site via a space-time
rupture to redo the level and pick up items you missed, improve your level,
beat your previous ranking, etc.
Missions are divided up into Zones, and to pass to the next zone you must find
the GleamDrop and take it to the GleamPool. This is explained in more detail
during your first mission. Also note that your HP is mostly restored between
zones, so no need to waste items recovering at the end of a zone before you
move on to the next. Each 4 zones, you will have a chance to re-arrange your
equipment, save and review your Status.
Another thing to note is that the number of enemies displayed on screen will be
limited as it was in previous Mana games, although this time it is not fixed at
three enemies. It will start out as such, but as you advance in the game and
improve your level things will start getting tougher. This can be used to your
advantage in some levels, as you can leave a harmless number of monsters alive
while you scout the rest of the level killing off the monsters one at a time,
then go back for the remaining swarm. A cowardly tactic, but when you're in a
pickle the rules of chivalry not only get thrown out of the window, but are
tied to a cannon and propelled out faster than the Black Hole ride at Alton
Towers.
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[RANKING] Let's see how good you are!
At the end of every 4 zones on a main storyline mission you will receive a
score for how well you are doing in the level, and at the end of the level in
total, after the boss, these scores will be added up and you will receive a
ranking according to how well you did. Depending on your ranking, you will
receive certain rewards, and the better the ranking the better the prizes. You
also will have the option to choose a random item (marked by "???"). Generally
this will not be a good choice, HOWEVER, there is at least one item (a Yellow
Gem) that can ONLY be received via this choice.
You ranking scores are determined by three factors:
-Kills: The number of enemies you killed during the level, or the boss.
-Chests: The number of treasure chests you discovered during the level. This
includes trap chests that you defeat, NOT ones that explode. Also, you don't
HAVE to pick up the contents of the chest.
-Time: The amount of time it has taken for you to complete the set of zones
being ranked. This will not gain you points, but a multiplier that will take
effect on the previously mentioned scores (the maximum is 3x).
Even if you don't get all items or kills, you'll find that getting through a
level quickly will make up for that fact.
Note on Trap Chests: Depending on the colour of the chest, and maybe the
location of it (I'm still trying this), the chest has to be defeated with a
different weapon, so if it doesn't go down with a hit from one weapon, switch
to another.
These are some approximate point requirements for Silver and Gold ranks
throughout the game (these are estimations based on scores achieved, so are by
no means exact... if you find out otherwise let me know).
1. Mana Tower - Gold:2400 Silver:800
2. Star Lake - Gold:3000 Silver:1000
3. Fiery Sands - Gold:4500 Silver:1500
4. Ice Citadel - Gold:4000 Silver:1500
5. Brightwood - Gold:4500 Silver:1500
6. Ruins - Gold:4500 Silver:1500
7. Path of Life - Gold:6000 Silver:2000
8. Cosmic Rift - Gold:12000 Silver:4000
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[CHAR-MAIN] Characters
-Flick (J) Ferrik (U)
A fifteen-year-old boy who lost his parents and sister in the great disaster.
Was saved by a knight and has since been training in the arts of sword
fighting. He's a good all-round character, being quite strong in all areas.
"Versatile in offence, defence, and magic. Effective at any distance."
Hair colours: Orange, green, blue and silver.
-Tumble (J) Tamber (U)
A sixteen-year-old girl who lost her parents and little brother Toby in the
great disaster. She is mature and seeks truth and justice. Her attack is weak,
but she's fast, and is skilled in the use of magic.
"A dancer with magical talents. Though not powerful, her attacks are swift."
Dress colours: Red, white, pink and blue.
-Pop (J) Poppen (U)
A fearless nine-year-old boy who lost his mother at birth and was left an
orphan during the great disaster after the death of his father. Not a great
fighter and weak when it comes to defence, he specializes in offensive magic.
"A mage specializing in attack spells. Low defence. Unskilled in close combat."
Style colours: Yellow, white, blue, red.
-Wanderer (J & U)
A travelling merchant and member of the Nikita tribe. A strong fighter,
especially at close range, but weak when it comes to magic.
"Strong attack and defence. Specializes in close combat. Unskilled in magic."
Hat colours: Green, blue, emerald and brown.
Note: Whatever colour you choose, the avatar of your character when you are
talking to people and in the Status screen will show the default colours
always. This only changes the colour of the attribute on the sprite itself.
-------------------------------------------------------------------------------
[CHAR-2ND] Secondary characters.
-Granny Hannah.
She took care of Tumble after her parents died. She was attacked by a beast
during the cataclysm ten years ago, and the wounds sometimes still hurt. She
will hang around next to Dud Services in the Silver Mermaid.
-Tess.
A member of the village who conducts research using plants. She offers prayers
to the Tree of Mana, giving thanks to the Mana Goddess for all she has done.
She can be found sitting in front of the Mana Stone, or in the Haunted House
after you have unlocked it.
-Grampa Tony.
An old man who you can find standing at the entrance of the village.
-Moti
Moti is the mayor of the town. He lead an expedition to the island, and when
the research was over the members of the expedition made the island their home.
They asked him to become their mayor. You'll find him in his house at the top
right hand corner of the village.
-Seamoon
Receptionist for the Silver Mermaid, the town's mall. She can fill you in on
anything you need to know about the game.
-Millionaire
Runs the Golden Goods Store on the island. He lost everything during the
catastrophe ten years ago. He'll buy and sell weapons, items and accessories.
-Watts
Known as the king of the mines.
-Bomb Brothers
Balbo, Belbo, Bulbo.
They've come from Ishe to do research on gems on the Island of Illusia. They
run the Bomb Bros. R&D store at the town that sells gems and will perform gem
Fusion for you.
-Pete and Nana
Two villagers who walk around inside the Silver Mermaid. Later in the game Nana
will also have the function of changing your accompanying spirit.
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[STORES] Stores at the Illusia Town Centre
-Golden Goods
Run by Millionaire, you can buy and sell weapons, accessories and items. Also
he will give you the option to buy a bigger knapsack, which will allow you to
hold more of each item. They come at a price though.
Basic Knapsack - Holds 12 of each item - 2500L
Large Knapsack - Holds 18 of each item - 10000L
Jumbo Knapsack - Holds 24 of each item - 30000L
Note also, items sell back for a tenth of their price, so don't expect to make
a huge amount from items found on your quests.
-Bomb Bros R&D
Run by the Bomb Brothers, you can buy and sell gems here, and fuse them. For
more details on the properties of gems, their types and gem fusion, see the
[GEMS] section.
Note that gems you sell will obtain a 5th of the price you'd pay to buy them,
which is slightly farer than Millionaire's deal (which is why he's a
millionaire, I guess).
-Dud Services
Run by the Dudbears, they collect job requests from all over the world and post
them here to find help. You can only take one quest at a time, and have to pay
a service fee when you take it. When the request is completed, come back to the
store to receive the reward.
The rewards will increase in value as you complete main quests in the game.
Also, from what I have observed, you won't be provided with a new set of 6 jobs
until you complete either one of the current jobs, or a main mission in the
game.
-------------------------------------------------------------------------------
[ITEMS] Available Recovery Items
-Gumdrop - 100L - Recover 30HP
-Chocochomp - 200L - Recover 100HP
-Magic Walnut - 150L - Recover 80MP
-Pep Root - 80L - Cures all ailments but poison and ghost
-Stardust Herb - 40L - Cures poison
-Angel's Grail - 1000L - Recover all statuses, revive secondary party member in
multiplayer games.
There are gems that can affect the effects of these items by increasing their
restorative properties (2x or 5x), how many members of your party in
multiplayer they affect, and also have the game automatically use them on your
character when required (for example, to use a Pep Root when you are set on
fire). These are all detailed in the Gems section.
-------------------------------------------------------------------------------
[WEAPONS] Your arsenal for destruction
You have 4 weapons to choose from, which you gain over the first 4 missions.
Each has its own form of attack, focused attack, and focused attack during
Fury, and are described in the sections below. Charging a focused attack only
takes a second.
Weapons are acquired randomly from enemies as you go along, or from
Millionaires store, and you equip your weapon level only in towns, or after
every 4 zones within a mission.
Each weapon has a level requirement depending on the character, and you will
have to have that level or above in order to equip it.
Note that there are also Gems that will modify the attributes of certain
weapons, like allow you to do three consecutive spins with the Flail. These are
detailed in the Gems section, although I have mentioned some of the effects in
the sections below.
When fully equipped, you'll have (of which two weapons can be wielded at one
time, but switched using the R button during play):
1 Sword
1 Flail
1 Bow
1 Hammer
1 Body Armour
1 Accessory
Note, the appearance of the character's sprite does not change when equipped
with different armour or weapons, aside from the fact that the weapon it is
wielding will change depending on what weapon you have selected (Sword, Flail,
Bow or Hammer). So any sword you equip, the spite of the sword itself will
still be the same. Another difference between this and Secret of Mana.
[SWORDS] Swords
The Sword is gained before your first mission to the Mana Tower. The basic
attack for the sword is to perform up to three consecutive slashes, the last
one of which will knock enemies over. This can cause damage to enemies behind
them and in turn knock them over, etc etc. The sword will also be greatly used
to mow down small obstacles such as pots, grass and bushes, to allow you to
advance in the level, reveal the Gleamdrop and open chests. Certain gems will
cause this last strike to send out a shock wave to increase its range, and also
allow for cutting down small obstacles at a distance.
A focused attack for the sword is called a parry, and by the nature of such
will deflect missiles and reduce the damage of physical attacks. The basic
parry will only last 5 hits before failing and requiring regeneration. Certain
gems will increase the number of hits the parry can take, or the damage reduced
on physical attacks, or both.
A focused attack during Fury will cause the character to launch forward with
the sword glowing in front of them, causing quite considerable damage. Enemies
that are stationary (like vortexes) will receive up to three hits. Certain gems
can increase the level of this attack, which increases the distance the charge
lasts and the damage caused.
1. Short Sword - ATK 32 - Free - A small sword used for practice
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Bronze Sword - ATK 38 - 150L - A common sword wrought of bronze
LevelReq - Flick:4 Tumble:5 Pop:5 Wanderer:4
3. Iron Sword - ATK 47 - 500L - A thin, versatile sword made of iron
LevelReq - Flick:8 Tumble:8 Pop:9 Wanderer:7
4. Broadsword - ATK 53 - 1000L - A sword with an unusually wide blade.
LevelReq - Flick:11 Tumble:11 Pop:12 Wanderer:10
5. Long Sword - ATK 59 - 1400L - A sword with an extremely long blade.
LevelReq - Flick:14 Tumble:14 Pop:15 Wanderer:13
6. Saber - ATK 66 - 1800L - A curved sword wielded in one hand.
LevelReq - Flick:17 Tumble:18 Pop:19 Wanderer:16
7. Steel Sword - ATK 72 - 2000L - A simple yet sturdy sword of steel
LevelReq - Flick:20 Tumble:21 Pop:22 Wanderer:19
8. Falchion - ATK 78 - 2300L - A sword able to split a foe in two
LevelReq - Flick:23 Tumble:24 Pop:25 Wanderer:22
9. Bastard Sword - ATK 83 - 2500L - A balanced blade with a long handle
LevelReq - Flick:25 Tumble:26 Pop:27 Wanderer:24
10. Estoc - ATK 89 - 3200L - A pointed blade chiefly for thrusting.
LevelReq - Flick:28 Tumble:29 Pop:30 Wanderer:27
11. Flamberge - ATK 95 - 4000L - A large sword with a curved blade.
LevelReq - Flick:31 Tumble:32 Pop:33 Wanderer:30
12. Muramasa Blade - ATK 100 - GoldRank at Brightwood - A steel sword forged by
a master. Only Flick can equip.
LevelReq - Flick:28 Tumble:N/A Pop:N/A Wanderer:N/A
13. Winged Sword - ATK 106 - 5000L - A light sword decorated with wings.
LevelReq - Flick:36 Tumble:38 Pop:39 Wanderer:34
14. Silver Blade - ATK 114 - 6000L - A sharp sword wrought of fine silver.
LevelReq - Flick:40 Tumble:42 Pop:43 Wanderer:38
15. Shamshir - ATK 125 - 7500L - A beautiful sword with a curved blade.
LevelReq - Flick:45 Tumble:47 Pop:48 Wanderer:43
16. Balmung - ATK 130 - Subquest - The favorite sword of a fallen hero.
LevelReq - Flick:40
17. Mythril Sword - ATK 133 - 8500L - A sword wrought of magical mythril.
LevelReq - Flick:49 Tumble:51 Pop:52 Wanderer:47
18. Diamond Sword - ATK 144 - 12500L - A sword made with a blade of diamond.
LevelReq - Flick:54 Tumble:56 Pop:57 Wanderer:52
19. Dragon Sword - ATK 153 - 25000L - A sword crafter from a dragon's scale.
LevelReq - Flick:58 Tumble:60 Pop:61 Wanderer:56
20. Crystal Sword - ATK 164 - See [ULT] - A sword imbued with mystic power.
LevelReq - Flick:60 Tumble:62 Pop:63 Wanderer:58
21. Sigmund - ATK 170 - See [ULT] - A sword named for a tragic hero.
LevelReq - Flick:62
22. Excalibur - ATK 170 - See [ULT] - A fabled blade only the brave may bear.
LevelReq - Tumble:64
23. (COMPLETE) - ATK 170 - See [ULT] - ?Description?
LevelReq - Pop:65
24. Ragnarok - ATK 170 - See [ULT] - ?Description?
LevelReq - Wanderer:60
[FLAILS] Flails
The Flail is gained after completing your first mission. The basic attack for
the flail consist of twirling it in a circle around you, and knocking enemies
back with it, quite useful if you get surrounded. The number of times you can
twirl it round can be increased using certain gems.
The focused attack will throw the flail out in a straight line and allow you to
retrieve items that are out of reach, pull enemies toward you, pull you toward
walls or heavier enemies or obstacles, and to pull items and enemies out of
bushes that are hidden. Certain gems will allow this attack to pierce through
enemies, or steal items from them.
The focused attack during Fury causes the flail to be twirled in the same way
as a normal attack, but with greater range and a more powerful hit, the flail
glowing brightly as you do so. Certain gems increase the level of this, and by
doing so increase the number of times the flail is twirled during one attack.
1. Light Flail - ATK 49 - Free - A lightweight flail with a small head
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Wood Flail - ATK 60 - 1000L - A flail with a wooden head at the end.
LevelReq - Flick:10 Tumble:10 Pop:11 Wanderer:9
3. Spiked Flail - ATK 68 - 1400L - A flail dotted with many sharp thorns.
LevelReq - Flick:15 Tumble:15 Pop:16 Wanderer:14
4. Chain Flail - ATK 75 - 1800L - A flail of solid interlocking rings.
LevelReq - Flick:18 Tumble:19 Pop:20 Wanderer:17
5. Steel Flail - ATK 82 - 2000L - A flail with a steel head at the end.
LevelReq - Flick:21 Tumble:22 Pop:23 Wanderer:20
6. Ball and Chain - ATK 89 - 2300L - A flail with a metal ball at the end.
LevelReq - Flick:24 Tumble:25 Pop:26 Wanderer:23
7. Heavy Flail - ATK 94 - 2500L - A flail sporting a heavy metal head.
LevelReq - Flick:26 Tumble:27 Pop:28 Wanderer:25
8. Morning Star - ATK 101 - 3200L - A unique flail with a star-shaped head.
LevelReq - Flick:29 Tumble: Pop:31 Wanderer:28
9. Bonecrusher - ATK 110 - 4000L - Amighty flail able to penetrate armor.
LevelReq - Flick:32 Tumble:33 Pop:34 Wanderer:31
10. Scorpion - ATK 114 - GoldRank at Brightwood - A flail with a sharp wedged
head. - Only Pop can equip
LevelReq - Pop:31
11. Runic Flail - ATK 120 - 5000L - A flail engraved with strange glyphs.
LevelReq - Flick:37 Tumble:39 Pop:40 Wanderer:35
12. Silver Flail - ATK 130 - 6000L - A reliable flail made of finest silver.
LevelReq - Flick:41 Tumble:43 Pop:44 Wanderer:39
13. Holy Flail - ATK 142 - 7500L - A flail tempered in holy water.
LevelReq - Flick: Tumble:48 Pop:49 Wanderer:44
14. Meteor Flail - ATK 146 - Subquest - ?Description?
LevelReq - Pop:44
15. Mythril Flail - ATK 151 - 8500L - A flail made of magical mythril silver.
LevelReq - Flick:50 Tumble:52 Pop:53 Wanderer:48
16. Diamond Flail - ATK 163 - 12500 - A flail made of mardest diamonds.
LevelReq - Flick:55 Tumble:57 Pop:58 Wanderer:53
17. Dragon Flail - ATK 172 - 25000L - A flail formed from a dragon's scale.
LevelReq - Flick:59 Tumble:61 Pop:62 Wanderer:57
18. Crystal Flail - ATK 184 - See [ULT] - A flail imbued with mystic power.
LevelReq - Flick:61 Tumble:63 Pop:64 Wanderer:59
19. Judgementica - ATK 190 - See [ULT] - A flail imbued with divine discernment
LevelReq - Flick:63
20. Gravity Flail - ATK 190 - See [ULT] - A quality flail of immense density.
LevelReq - Tumble:65
21. Altena Flail - ATK 190 - See [ULT] - A special flail made of altena alloy.
LevelReq - Pop:66
22. Juggernaut - ATK 190 - See [ULT] - ?Description?
LevelReq - Wanderer:61
[BOWS] Bow and Arrow
The Bow is obtained after completing your second mission. Its basic attack
allows you to fire two arrows a second more or less at enemies at a distance.
You will be provided with a crosshair to indicate the direction you are aiming,
which within a certain distance will lock on to enemies and allow you to
bullseye them without having to aim much. This crosshair will also lock on to
trap chests. Certain gems will allow you to fire three arrows in different
directions at the same time (one forward, one on each diagonal adjacent to
it).
The focused attack will pluck the string of the bow as if it were a harp, and
send a musical note flying out that dazes the enemies nearby momentarily to get
an attack or two in. This attack leaves one very vulnerable to attack, so use
it wisely. Certain gems allow for this musical note to have different effects,
such as sending the enemies to sleep, thus increasing the time you have to
inflict greater damage.
The focused attack during Fury sends several arrows flying outward in different
directions with greater damage capabilities. Certain gems increase the level of
this attack, and by doing so increase the number of arrows fired up to about 11
(I tried counting them, but couldn't).
1. Short Bow - ATK 52 - Free - A small bow, light and easy to use.
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Iron Bow - ATK 58 - 1800L - A thin, versatile bow made of iron.
LevelReq - Flick:16 Tumble:17 Pop:18 Wanderer:15
3. Steel Bow - ATK 63 - 2000L - A simple yet sturdy bow of steel.
LevelReq - Flick:22 Tumble:23 Pop:24 Wanderer:21
4. Ankh Bow - ATK 69 - 2300L - A bow shaped like a hieroglyph.
LevelReq - Flick:25 Tumble:26 Pop:27 Wanderer:24
5. Longbow - ATK 72 - 2500L - A tall bow made for powerful arrows.
LevelReq - Flick:27 Tumble:28 Pop:29 Wanderer:26
6. Marble Bow - ATK 78 - 3200L - A bow delicately chiseled from marble.
LevelReq - Flick:30 Tumble:31 Pop:32 Wanderer:29
7. Great Bow - ATK 83 - 4000L - A master crafted this bow for accuracy.
LevelReq - Flick:33 Tumble:34 Pop:35 Wanderer:32
8. Artemis' Bow - ATK 88 - GoldRank at Brightwood - A bow only skilled hunters
can use.
LevelReq - Tumble:29
9. Winged Bow - ATK 92 - 5000L - A bow hailed as a masterpiece.
LevelReq - Flick:38 Tumble:40 Pop:41 Wanderer:36
10. Silver Bow - ATK 100 - 6000L - A reliable bow made of finest silver.
LevelReq - Flick:42 Tumble:44 Pop:45 Wanderer:40
11. Ivory Bow - ATK 109 - 7500L - A beautiful bow carved from ivory.
LevelReq - Flick:48 Tumble:49 Pop:50 Wanderer:45
12. Elven Bow - ATK 112 - Tess Subquest - A bow once owned by an elven knight.
LevelReq - Tumble:44
13. Mythril Bow - ATK 116 - 8500L - A bow made of magical mythril silver.
LevelReq - Flick: Tumble:53 Pop:54 Wanderer:
14. Diamond Bow - ATK 126 - 12500L - A bow made of hardest diamonds.
LevelReq - Flick:56 Tumble:58 Pop:59 Wanderer:54
15. Dragon Bow - ATK 133 - 25000L - A bow formed from a dragon's scale.
LevelReq - Flick:60 Tumble:62 Pop:63 Wanderer:58
16. Crystal Bow - ATK 139 - See [ULT] - A bow imbued with mystic power.
LevelReq - Flick:62 Tumble:64 Pop:65 Wanderer:60
17. Fabled Bow - ATK 147 - See [ULT] - A bow used by a legendary master.
LevelReq - Flick:63
18. Ares' Bow - ATK 147 - See [ULT] - ?Description?
LevelReq - Tumble:66
19. (COMPLETE) - ATK 147 - See [ULT] - ?Description?
LevelReq - Pop:67
20. Altena Bow - ATK 147 - See [ULT] - A bow made of special Altena alloy.
LevelReq - Wanderer:62
[HAMMERS] Hammers
The Hammer is obtained after you complete the third mission. Its basic attack
has a greater recovery time required than other weapons, and leaves you open to
attack. It is powerful, however, and will knock enemies back quite a distances,
which can be useful to send them into obstacles the mow them down, or into
other enemies. The standard attack also allows you to break large obstacles
such as pots and vines that the sword cannot, and will be greatly used to
reveal the Gleampool in later levels. Certain gems allow you to reduce the
recovery time and increase the distance that enemies and obstacles are launched
backward.
The focused attack for the hammer will pound into the ground, allowing you to
knock back enemies with the quake, hit pegs into the ground to reveal paths,
knock spikes into the ground temporarily, and break summoning circles in later
levels to reveal items and chests. You can also use the hammer to break the
dark patches of ice in Lorimar to allow for safe passage across them, making
this weapon one of the most useful in the game. The range of the shockwave can
be increased using certain gems.
The focused attack during Fury will send your character spinning round and
round wielding the glowing hammer, turning you into a movable and powerful
tornado that can inflict several hits on enemies without knocking them back.
There are gems to increase the level of this attack, and by doing so will
increase the duration of the tornado attack.
1. Mallet - ATK 82 - Free - A small and versatile hammer.
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Steel Hammer - ATK89 - 2300L - A strong hammer made of steel.
LevelReq - Flick:22 Tumble:23 Pop:24 Wanderer:21
3. Smith's Hammer - ATK 94 - 2500L - A large hammer used by blacksmiths.
LevelReq - Flick:28 Tumble:29 Pop:30 Wanderer:27
4. Magical Hammer - ATK 101 - 3200L - A mysterious hammer made by a mage.
LevelReq - Flick:31 Tumble:32 Pop:33 Wanderer:30
5. War Hammer - ATK 108 - 4000L - This hammer looks ready for battle.
LevelReq - Flick:34 Tumble:35 Pop:36 Wanderer:33
6. Viper Hammer - ATK 111 - GoldRank at Brightwood - A hammer adorned with
sharp spikes - Only Wanderer can equip
LevelReq - Wanderer:30
7. Great Hammer - ATK 115 - 5000L - A huge hammer, powerful and heavy.
LevelReq - Flick:39 Tumble:41 Pop:42 Wanderer:37
8. Silver Hammer - ATK 130 - 6000L - A solid hammer made of finest silver.
LevelReq - Flick:43 Tumble:45 Pop:46 Wanderer:41
9. Ivory Hammer - ATK 142 - 7500L - A beautiful hammer carved from ivory.
LevelReq - Flick:48 Tumble:50 Pop:51 Wanderer:46
10. (COMPLETE) - ATK 147 - Subquest - ?Description?
LevelReq - Wanderer:41
11. Mythril Hammer - ATK 151 - 8500L - A hammer of magical mythril silver.
LevelReq - Flick:52 Tumble:54 Pop:55 Wanderer:
12. Diamond Hammer - ATK 163 - 12500L - A hammer made of hardest diamonds.
LevelReq - Flick:57 Tumble:59 Pop:60 Wanderer:55
13. Dragon Hammer - ATK 172 - 25000L - A hammer made from a dragon's scale.
LevelReq - Flick:61 Tumble:63 Pop:64 Wanderer:59
14. Crystal Hammer - ATK 183 - See [ULT] - A hammer imbued with mystic power.
LevelReq - Flick:63 Tumble:65 Pop:66 Wanderer:61
15. Altena Hammer - ATK 195 - See [ULT] - A hammer made of Altena alloy.
LevelReq - Flick:65
16. Runic Hammer - ATK 195 - See [ULT] - A hammer etched with illegible spells.
LevelReq - Tumble:67
17. (Complete) - ATK 195 - See [ULT] - ?Description?
LevelReq - Pop:67
18. Mjollnir - ATK 195 - See [ULT] - The cherished hammer of a great hero.
LevelReq - Wanderer:63
[ARMOURS] Armours and Robes
Armour, as the term implies, increases your physical defense. There are two
types of armour which are Robes (can be equipped by Tumble or Pop) and Armour
(can be equipped by Flick or Wanderer). There are also certain ones that are
character unique. As with weapons, each has a level requirement.
1. Cotton Kilt - DEF 29 - Free -
LevelReq - Tumble:1 Pop:1
2. Felt Robe - DEF 33 - 150L - A robe made of thickly layered felt.
LevelReq - Tumble:3 Pop:
3. Leather Armor - DEF 34 - 150L - Armor made of multilayered leather.
LevelReq - Flick:3 Wanderer:3
4. Hemp Robe - DEF 39 - 500L - A robe constructed of flax fibers.
LevelReq - Tumble:7 Pop:
5. Lamellar Armor - DEF 41 - 500L - Metal armor bound by leather laces.
LevelReq - Flick:7 Wanderer:7
6. Silk Robe - DEF 46 - 1000L - A robe sewn with magical silk thread.
LevelReq - Tumble:10 Pop:
7. Banded Armor - DEF 49 - 1000L - Armor reinforced by metal strips.
LevelReq - Flick:10 Wanderer:10
8. Spark Robe - DEF 53 - 1400L - A robe made of cloth as light as wind.
LevelReq - Tumble:13 Pop:
9. Chain Mail - DEF 56 - 1400L - Armor of interlocking metal hoops
LevelReq - Flick:13 Wanderer:13
10. Leather Robe - DEF 60 - 1800L - A robe made of many leather strips.
LevelReq - Tumble:16 Pop:
11. Scale Mail - DEF 63 - 1800L - Armor of small layered metal plates.
LevelReq - Flick:16 Wanderer:16
12. Shell Robe - DEF 66 - 2000L - A sturdy robe woven with shells.
LevelReq - Tumble:19 Pop:
13. Steel Armor - DEF 70 - 2000L - A simple yet sturdy suit of steel.
LevelReq - Flick:19 Wanderer:19
14. Scale Robe - DEF 73 - 2300L - A sturdy robe woven with scales.
LevelReq - Tumble:22 Pop:
15. Swordman's Vest - DEF 77 - 2300L - Body armor refined by an alchemist.
LevelReq - Flick:22 Wanderer:22
16. Ebony Robe - DEF 80 - 2500L - A robe made with ebony tree thread.
LevelReq - Tumble:25 Pop:
17. Quipao - DEF 83 - Subquest - A dress high-cut for greater mobility.
LevelReq - Tumble:26
18. Magic Plate - DEF 84 - 2500L - Plated armour strengthened by magic.
LevelReq - Flick:25 Wanderer:25
19. Ash Robe - DEF 86 - 3200L - A robe made with ash tree thread.
LevelReq - Tumble:28 Pop:
20. Knight's Armor - DEF 91 - 3200L - Armor worn only by brave knights.
LevelReq - Flick:28 Wanderer:28
21. Dion Robe - DEF 93 - 4000L - A robe made with dios tree thread.
LevelReq - Tumble:31 Pop:
22. Half-Plate Armor - DEF 95 - Subquest - Plate mail tempered by magical fire.
LevelReq - Flick:26
22. Cloaking Mantle - DEF 95 - Subquest - A mantle that obscures the wearer.
LevelReq - Wanderer:26
23. Dark Armor - DEF 98 - 4000L - Magic armor that emits a black aura.
LevelReq - Flick:31 Wanderer:31
24. Magical Robe - DEF 104 - 5000L - A robe enhanced by a protective spell.
LevelReq - Tumble: Pop:
25. Winged Armor - DEF 110 - 5000L - Armor adorned with winged shoulders.
LevelReq - Flick:36 Wanderer:36
26. Silver Robe - DEF 113 - 6000L - A robe sewn with pure silver thread.
LevelReq - Tumble:40 Pop:
27. Silver Armor - DEF 119 - 6000L - Effective armor made of finest silver.
LevelReq - Flick:40 Wanderer:40
28. Bunny Dress - DEF 120 - Subquest - A charming dress with a rabbit's tail.
LevelReq - Tumble:44 Pop:
29. Jet Black Robe - DEF 124 - 7500L - An evil robe made of black silk.
LevelReq - Tumble:45 Pop:
30. Gold Armor - DEF 131 - 7500L - Armor that gleams with a holy light.
LevelReq - Flick:45 Wanderer:45
31. Pure White Robe - DEF 133 - 8500L - A robe of white silk and mythril cloth.
LevelReq - Tumble:49 Pop:
32. Mani's Plate - DEF 135 - Subquest - Plated mail strengthened by moonlight.
LevelReq - Flick:44 Wanderer:
33. Mythril Armor - DEF 140 - 8500L - Armor wrought of magical mythril.
LevelReq - Flick:49 Wanderer:49
34. Holly Robe - DEF 144 - 12500L - A robe of unsurpassed quality.
LevelReq - Tumble: Pop:
35. Diamond Armor - DEF 152 - 12500L - Armor crafted from diamonds.
LevelReq - Flick:54 Wanderer:54
36. Dragon Robe - DEF 153 - 25000L - A robe sewn from a dragon's hide.
LevelReq - Tumble:60 Pop:
37. Aurora Dress - DEF 160 - ????? - A robe made of thickly layered felt.
LevelReq - Tumble:53
37. Dragon Armor - DEF 161 - 25000L - Armor wrought of dragon scales.
LevelReq - Flick:60 Wanderer:60
38. Crystal Robe - DEF 164 - See [ULT] - A robe imbued with mystic power.
LevelReq - Tumble:66 Pop:
39. Crystal Armor - DEF 172 - See [ULT] - Armor imbued with mystic power.
LevelReq - Flick:66 Wanderer:66
[ACCESSORIES] Accessories
Accessories will increase your Intelligence (your Magical Attack power). As
thus they are rather useless, since the magic system in the game is seldom
useful. However, if you are a magic user, you will want to keep these up to
date. Again, these have a level requirement, and there are some items that are
character specific.
1. Bead Ring - INT 32 - Free - A child's ring set with a glass bead
LevelReq - Flick:1 Tumble:1 Pop:1 Wanderer:1
2. Jeweled Ring - INT 39 - 150L - A ring with a jewel of limited power.
LevelReq - Flick: Tumble:4 Pop: Wanderer:5
3. Sensory Ring - INT 46 - 500L - A ring able to enhance the 5 senses.
LevelReq - Flick: Tumble:8 Pop: Wanderer:9
4. Knight's Medallion - INT 50 - Quest - A medal given by a king for bravery.
LevelReq - Flick:5
5. Moonstone Tiara - INT 50 - Subquest - A tiara colored by rays of moonlight.
LevelReq - Tumble:4
6. (COMPLETE) Pop's Reward for Tess Subquest
7. Mage's Gloves - INT 50 - Subquest - Gloves embroidered with magic spells.
LevelReq Wanderer:5
8. Ring of Memory - INT 54 - 1000L - A ring containing a mage's memories.
LevelReq - Flick: Tumble:11 Pop: Wanderer:12
9. Beholder Ring - INT 61 - 1400L - A ring set with a stone like an eye.
LevelReq - Flick: Tumble:14 Pop: Wanderer:15
10. Ring of Radiance - INT 68 - 1800L - A pearl ring that reflects pure light.
LevelReq - Flick: Tumble:17 Pop: Wanderer:19
11. Ring of Gloom - INT 75 - 2000L - A black pearl ring with shady patches.
LevelReq - Flick: Tumble:20 Pop: Wanderer:22
12. Giant's Ring - INT 82 - 2300L - A ring thought to hold a giant's power.
LevelReq - Flick: Tumble:23 Pop: Wanderer:25
13. Demon Ring - INT 89 - 2500L - A creepy ring with monster carvings.
LevelReq - Flick: Tumble:25 Pop: Wanderer:27
14. Ring of the Tree - INT 96 - 3200L - A ring woven from ancient tree vines.
LevelReq - Flick: Tumble:28 Pop: Wanderer:30
15. Dryad's Ring - INT 103 - 4000L - A ring set with a seed from an old tree.
LevelReq - Flick: Tumble:31 Pop: Wanderer:33
16. Ancient Ring - INT 112 - 5000L - A ring engraved with forgotten spells.
LevelReq - Flick: Tumble:36 Pop: Wanderer:39
17. Hero's Medallion - INT 120 - Subquest - A medal worn by lauded heroes.
LevelReq - Flick:32
18. Ancient Tiara - INT 120 - Subquest - A tiara engraved with forgotten spells
LevelReq - Tumble:36
17. Shimmering Ring - INT 124 - 6000L - A gold ring that shines brilliantly.
LevelReq - Flick:42 Tumble:40 Pop: Wanderer:43
18. Soul Ring - INT 134 - 7500L - A ring that reveals its owner's soul.
LevelReq - Flick:47 Tumble:45 Pop: Wanderer:48
19. Mythril Ring - INT 145 - 8500L - A ring made of magical mythril silver.
LevelReq - Flick:51 Tumble:49 Pop: Wanderer:52
20. Elemental Ring - INT 159 - 12500L - A rind empowered by spirits' magic.
LevelReq - Flick:56 Tumble: Pop: Wanderer:57
21. Dragonfang Ring - INT 168 - 25000L - A ring honed from a dragon's tooth.
LevelReq - Flick:60 Tumble:58 Pop: Wanderer:61
22. Crystal Ring - INT 179 - Chests - A ring imbued with mystic powers.
LevelReq - Flick:65 Tumble:63 Pop: Wanderer:66
23. Conqueror's Medal - INT 185 -See [ULT]- A legendary medal promising victory
LevelReq - Flick:66
24. Princess' Tiara - ING 185 - See [ULT] - A tiara worn by one of high birth.
LevelReq - Tumble:65
[ULT] The Ultimate Weaponry
Note: Section heavily under construction.
There are a series of weapons, armours and items that can be found at certain
points during subquests to certain levels later on in the game, and are the
most powerful items in their class. They can be found in small zones that have
"Kill a certain enemy" for the Gleamdrop location and have a set of chests.
-Sword
This can be found sometimes in Star Lake, in one of the chests in a small X
shaped room that requires you to defeat a furry slug-like creature to obtain
the Gleamdrop. The chests are behind some large vines, and can sometimes
contain this weapon. The room is the same as the 4th zone when playing through
Star Lake's main quest.
-Flail
This can be found in the Fiery Sands. The area is a large quicksand pit,
pulling sand toward the centre where a large beetle awaits. There are chests on
the outer edges of this area, and one of these may contain the weapon. Same as
4th zone of Fiery Sands mission.
-Bow
This can be found in Lorimar. The area is full of pots, so time to do some
"bull in a chine shop" work. There will be a walking armour in the top left
hand corner of the level. Same as 4th zone of Lorimar mission.
-Hammer
This can be found in Brightwood. The area is a small one with some enemies in
the centre. A bridge must be extended to reach them. One of the chests on the
outside area contains the weapon. Same as 4th zone of Brightwood.
-Armour
This can be found in the Ruins. There will be a lot of plants here to knock
down, and you should have some shells to do so with the hammer. The chest is
normally in the top left corner of the level. Same as 8th zone of Ruins
mission.
-Accessory
Found in a small room with 4 red dragons and some tomatomen in the centre in
the Path of Life. Further details need confirming, but I believe this is the
4th zone of the Path of Life mission.
There are also Crystal items, which are the highest non-rare items in their
categories, and can be found during the Cosmic Rift levels, or as Dud Services
rewards for subquests that take place on this level. They are abundant after
completing the game and going back to do a subquest there, in particular under
the summoning circles (you can break them with a charged hammer attack). Also
note that the crystal armours and robes are actually BETTER than the character
unique items.
-------------------------------------------------------------------------------
[MAGIC] The Eight Elementals
The system for casting is similar to Sword of Mana. Hold down the B button. The
elemental will appear. If you walk into it, it grants either the status ailment
of X Sword (ie flame, ice, etc) or other status enhancements, or if you let it
be, it will blink and then cast it's magic in the nearby space (create a small
tornado, fire flames, that sort of thing). You can press B again you'll send
the elemental in the direction you're facing until it hits something
to cast it's magic there.
An Elemental's level can be raised to 2 or 3 by equipping Gems. This will cause
status aids to last longer or cure more, and attack magic to have a greater
reach.
-Salamander - Fire
Attack - Explode: A fiery explosion blazes outward from the spirit.
Support - Flamestrike: Imbues weapons with the power to set foes ablaze.
-Undine - Water
Attack - Ice Crush: Ice blasts outward from the spirit on four sides.
Support - Froststrike: Imbues weapons with the power to freeze foes in their
tracks.
-Gnome - Earth
Attack - Earth Spikes: Sharp rocks errupt from the earth beneath the spirit.
Support - Stonestrike: Imbues weapons with the power to prevent foes from
attacking.
-Jinn - Air
Attack - Cyclone: The spirit summons a tornado that spiral outward
counterclockwise.
Support - Lighteningstrike: Imbues weapons with the power to paralyze foes.
-Dryad - Trees
Attack - Thorny Tendrils: Thorny vines lash out from the spirit on four sides.
Support - Nature's Aura: Cures an ally's status ailments and gives temporary
immunity.
-Luna - Moon
Attack - Moonbeams: Rays of light emanate diagonally from the spirit
Support - Lunar Radiance: Gradually restores an ally's HP.
-Wisp - Light
Attack - Holy Orb: The spirit summons an orb of light that whirls out
clockwise.
Support - Healing Light: Restores an ally's HP.
-Shade - Dark
Attack - Dark Vortex: A vortex of darkness spirals outward from the spirit.
Support - Invisibility: Makes an ally invisible to enemies.
-------------------------------------------------------------------------------
[GEMS] Gems
Gems have the power to alter the escense of living things, and their power can
be harnessed by a Gem Frame that is given to you by Watts at the beginning of
the game.
This frame can be accessed via the "Gems" option in the characters menu. It
will show up as a grid in which stones can be placed to make their effects
active on your character. The effects of each stone vary, and can both increase
your stats and give you additional abilities.
The Gem Frame starts off as a 2x2 grid, and can be upgraded 3 times during the
game. These are pointed out during the walkthrough, however for quick reference
here are the points where you upgrade your Frame.
-1st Upgrade (4x2)
Talk to Balbo of the Bomb Brothers Store after completing Star Lake of Topple.
-2nd Upgrade (cross formation, 2,4,4,2)
Talk to Balbo after finishing Brightwood of Wendal.
-3rd Upgrade (4x4)
After completing the Path of Life, Chat to the Dudbear at Dud Services to
access the subquest that will reward you with the Smelting Rock. Give this to
the Bomb Brothers so they can make the final expansion.
There are 7 types of Gem.
-Red Gems - The affect ATK and attack type. There are 42.
-Blue Gems - These affect INT, MP, and spell levels. There are 33.
-Yellow Gems - These affect MND, DEF and recovery. There are 32.
-Purple Gems - These affect Fury and special attacks. There are 15.
-Orange Gems - These affect items and EXP gained. There are 7.
-Green Gems - These nullify status ailments & spikes. There are 12.
-Impure Gems - Impure gems with unstable effects. There are 35.
Impure gems will greatly increase some stats or abilities while reducing
others. So, for example, they can give you a great boost in strength at a cost
of your total HP.
There are also two gem complexities as it were. The unrefined gems (for
example, those that the Bomb Brothers sell you) and refined gems (which you can
get from subquests, for example, and show a much more polished look). You can
fuse unrefined gems together at the Bomb Bros store to create new gems with
even greater abilities, but you can't fuse refined gems as they are in their
most perfect state. You will see in the gem list the gems that can be obtained
by fusion, what unrefined gems are needed to make them, and also what price the
Bomb Bros will charge for the fusion.
Each character also has an extra gem that can only be accessed by them via a
subquest (Flick a Red Gem, Pop a Blue, Wanderer a Yellow and Tumble a Purple).
Regarding recommended gems and gem combinations, it comes a lot down to the
situation you are going to enter. A few that I would recommend obtaining and
learning when to use are gems such as Sword Expertise, Heart of Progress,
Virtue of Balance, Ultimate Protection (this one is particularily useful for
Path of Life and Cosmic Rift, as the minor obstacles can inflict random status
ailments) and Soul of the Gemma.
Blue gems are not particularily useful to me, as I have found magic to be
hardly an asset, so you really want to focus more on using those extra slots to
add more ATK or DEF, and maybe even boost the sword specifically a bit more.
Another thing to consider is a Green gem that protects you from the status
ailments that minor obstacles can inflict (for example, poisoning in
Brightwood). It will come in handy for levels that require you to search
through the minor obstacles for the Gleamdrop.
Also the effects of EXP boosting gems (such as Heart of Progress and Courage to
Learn) accumulate side by side, so if you have two Heart of Progress, you
double your EXP, as opposed to them accumulating exponentially, which would
give you (100 * 1.5) * 1.5 = 225%
I recommend reading the walkthrough section at the beginning of each level for
an idea of what terrain you will be facing, and hopefully this will allow you
to prepare better gem combinations for each level as required.
[RED] Red Gems
01. Crystal of Strength - ATK (weapon attack power) +4 - 1x1
Purchase 750L
02. Unusual Life - Higher max HP the more you complete areas in multiplayer.1x1
Talk to Moti after hosting a multiplayer game.
03. Unusual Strength - Higher ATK the more you complete areas in multiplayer.
1x1 - Talk to Moti after completing 50 multiplayer levels.
04. Feral Soul - ATK +8 - 1x1
Reward from the Bomb Brothers Subquest
05. Steal Hook - Enables theft of items from monsters with a flick of the
flail. 1x1 - Purchase 1000L
06. Unstoppable Hook - Enables the flail to penetrate foes with a pull strike.
1x1 - Fusion (3000L, Steal Hook + Crystal of Strength)
07. Light on a Boy - Sword ATK +20, DEF and DEX +10. - 1x1
Flick only subquest.
08. Crystal of Life - Maximum HP +30. - 2x1
Fusion (1000L, 2x Crystal of Strength)
09. Sonic Wave - Cause the third sword slash to unleash a shock wave. - 2x1
Purchase 3000L
10. Multiple swings - Enables up to 3 consecutive swings with the flail. 2x1
Purchase 3000L
11. Triple Shot - Each bow attack fires arros in three directions. 2x1
Purchase 8000L
12. Heavy Swing - Hammer strikes knock monster even farther back. 2x1
Purchase 3000L
13. Double Slash - Deal double damage when striking with a sword. 2x1
Fusion (8000L, Sonic Wave + Crystal of Strength)
14. Double Sonic Wave - Deal double damage with sword. Third strike unleashes
shock waves. 2x1 - Fusion (10000L, 2x Sonic Wave)
15. Swift Rotation - Swing your flail faster. 2x1
Fusion (3000L, Multiple swings + Crystal of Strength)
16. Multiple Rotations - Enables up to 3 faster consecutive swings with the
flail. 2x1 - Fusion (10000L, 2x Multiple Swings)
17. Strong Arrows - Shots penetrate monsters. 2x1
Fusion (8000L, Triple Shot + Crystal of Strength)
18. Strong Triple Shot - Each bow attack fires penetrating arrows in three
directions. 2x1 - Fusion (15000L, 2x Triple Shot)
19. Swift Recovery - Quickes recovery time after hammer swings. 2x1
Fusion (8000L, Heavy Swing + Crystal of Strength)
20. Swift Heavy Swing - Quickens hammer swing recovery time. Knock enemies
back. 2x1 - Fusion (4000L, 2x Heavy Swing)
21. Sword Expertise - Sword ATK + 8. Double damage. Third strike unleashes
shock waves. 2x1 - Fusion (12000L, Sonic Wave + Mighty Defense)
22. Flail Expertise - Flail ATK +8. Enables up to three flail swings. 2x1
Fusion (12000L, Multiple Swings + Steal Hook)
23. Box Expertise - Bow ATK +8. Fire penetrating arrows in three directions.
2x1 - Fusion (12000L, Triple Shot + String Resonance)
24. Hammer Expertise - Hammer ATK +8. Quickens hammer recovery. Knock enemies
back. 2x1 - Fusion (12000L, Heavy Swing + Great Tremor)
25. Soul of the Dragon - ATK +12. 2x1
Subquest "Find the dragon mentioned in the diary"
26. Mighty Defense - Raises maximum number of parries to 10. - 1x2
Purchase 1000L
27. String Resonance - Extends range of bow's music. 1x2
Pruchase 1000L
28. Great Tremor - Extends range of hammer ground strikes. 1x2
Purchase 1000L
29. Total Parry - Nullifies all damage when you parry with your sword. - 1x2
Fusion (5000L, Mighty Defense + Crystal of Strength)
30. Unstoppable Claw - Enables the flail to penetrate foes and steal items with
a pull strike. 1x2 - Fusion (4000L, 2x Steal Hook)
31. Lullaby - The bow's music puts enemies to sleep. 1x2
Fusion (6000L, String Resonance + Crystal of Strength)
32. Requiem - Extends range of bow's music and puts foes to sleep. 1x2
Fusion (8000L, 2x String Resonance)
33. Meteor Shock Wave - Hammer ground strikes stun nearby monsters. 1x2
Fusion (6000L, Great Tremor + Crystal of Strength)
34. Sword Training - ATK +10 when striking with a sword. - 1x2
Dud Services job reward
35. Flail Training - ATK +10 when striking with a flail. - 1x2
Dud Services job reward
36. Bow Training - ATK +10 when shooting a bow. - 1x2
Dud Services job reward
37. Hammer Training - ATK +10 when striking with a hammer. - 1x2
Dud Services job reward
38. Fountain of Life - Raises maximum HP by 50. 1x2
Dud Services reward.
39. Flawless Parry - Raises maximum no. of parries to 10. Nullifies all
damage.- 2x2
Fusion (8000L, Mighty Defense x2)
40. Wide Shock Wave - Hammer ground strikes gain range and stun nearby foes.
2x2 - Fusion (8000L, 2x Great Tremor)
41. Might of Gemmas - ATK + 20. 2x2
Fusion (8000L, Multiple Swings + Sonic Wave, other combinations of red gems)
42. Soul of the Gemma - ATK +25, DEF + 10. 3x2
Fusion (10000L, Multiple Seings + Mighty Defense, other combos of red gems)
43. Pride of Gemmas - ATK +10, DEF +25. 3x2
Fusion (10000L, Steal Hook + Mighty Defence, other red gems combos)
[BLUE] Blue Gems
01. Crystal of Lore - INT (spell damage) +4 - 1x1
Purchase 750L
02. Unusual Power - Higher max MP the more you complete areas in multiplayer.
1x1 - Talk to Moti after completing 20 multiplayer levels.
03. Unusual Lore - Higher INT the more you complete areas in multiplayer. 1x1
Talk to Moti after completing 30 multiplayer levels.
04. Light on a Child - Flail ATK +20, INT and MND +10. 1x1
Pop only subquest.
05. Salamander's Favor - Salamander's spells reach level 2. - 2x1
Purchase 5000L
06. Undine's Favor - Undine's spells reach level 2. - 2x1
Purchase 5000L
07. Gnome's Favor - Gnome's spells reach level 2. - 2x1
Purchase 4000L
08. Jinn's Favor - Jinn's spells reach level 2. - 2x1
Purchase 4000L
09. Pride of the Spirits - All elemental spells reach level 2. 2x1
Fusion (12000L, 2x 4000L Elemental favors)
10. Crystal of Power - Raises max MP by 30 - 1x2
Fusion (1000L, 2x Crystal of Lore
11. Dryad's Favor - Dryad's spells reach level 2. - 2x1
Purchase 5000L
12. Luna's Favor - Luna's spells reach level 2. - 2x1
Purchase 5000L
13. Wisp's Favor - Wisp's spells reach level 2. - 2x1
Purchase 4000L
14. Shade's Favor - Shade's spells reach level 2. - 2x1
Purchase 4000L
15. Might of the Spirits - All elemental spells reach level 2. 2x1
Fusion (12000L, 2x 5000L Elemental Favor)
16. Bond of Salamander - Salamander's spells reach level 3. 2x2
Fusion (11000L, 2x Salamander's Favor)
17. Zeal of Salamander - Salamander's spells consume 40% less MP. 2x2
Fusion (8000L, Salamander's Favor + Crystal of Lore)
18. Bond of Undine - Undine's spells reach level 3. 2x2
Fusion (11000L, 2x Undine's Favor)
19. Zeal of Undine - Undine's spells consume 40% less MP. 2x2
Fusion (8000L, Undine's Favor + Crystal of Lore)
20. Bond of Gnome - Gnome's spells reach level 3. 2x2
Fusion (11000L, 2x Gnome's Favor)
21. Zeal of Gnome - Gnome's spells consume 40% less MP. 2x2
Fusion (8000L, Gnome's Favor + Crystal of Lore)
22. Bond of Jinn - Jinn's spells reach level 3. 2x2
Fusion (11000L, 2x Jinn's Favor)
23. Zeal of Jinn - Jinn's spells consume 40% less MP. 2x2
Fusion (8000L, Jinn's Favor + Crystal of Lore)
24. Bond of Dryad - Dryad's spells reach level 3. 2x2
Fusion (11000L, 2x Dryad's Favor)
25. Zeal of Dryad - Dryad's spells consume 40% less MP. 2x2
Fusion (8000L, Dryad's Favor + Crystal of Lore)
26. Bond of Luna - Luna's spells reach level 3. 2x2
Fusion (11000L, 2x Luna's Favor)
27. Zeal of Luna - Luna's spells consume 40% less MP. 2x2
Fusion (8000L, Luna's Favor + Crystal of Lore)
28. Bond of Wisp - Wisp's spells reach level 3. 2x2
Fusion (11000L, 2x Wisp's Favor)
29. Zeal of Wisp - Wisp's spells consume 40% less MP. 2x2
Fusion (8000L, Wisp's Favor + Crystal of Lore)
30. Bond of Shade - Shade's spells reach level 3. 2x2
Fusion (11000L, 2x Shade's Favor)
31. Zeal of Shade - Shade's spells consume 40% less MP. 2x2
Fusion (8000L, Shade's Favor + Crystal of Lore)
32. Soul of the Spirits - All elemental spells consume 10% less MP. 2x2
Fusion (4000L, a 4000L Elemental favor + a 5000L Elemental favor)
33. Zeal of the Spirits - All elemental spells consume 30% less MP. 2x2
Gold Rank on Path of Life level.
34. Bond of the Spirits - All elemental spell reach level 3. 2x2
Gold Rank on Ruins of Illusia level.
[YELLOW] Yellow Gems
01. Crystal of Defense - DEF (physical defense) +4 - 1x1
Purchase 750L
02. Crystal of Thought - MND (magic defense) +4 - 1x1
Purchase 750L
03. Unusual Defense - Higher DEF the more you complete areas in multiplayer.1x1
Talk to Moti after completing 5 multiplayer levels.
04. Unusual Heart - Higher MND the more you complete areas in multiplayer. 1x1
Talk to Moti after completing 10 multiplayer levels.
05. Millennicite - Restores 2 MP every 3 seconds. 1x1
Subquest "Find the Mysterious Stone for Tess"
06. Herbal Miracle - The effects of pep root aply to all party members. 1x1
Purchase 2000L
07. Stardust Miracle - The effects of stardust herb apply to all party members
1x1 - Purchase 1000L
08. Light on a Nomad - Hammer ATK +20, DEF +10 and MND +10. 1x1
Wanderer only subquest
09. Lore of Healers - Doubles effects of HP recovery items. 2x1
Purchase 6000L
10. Courage to Endure - Automatically use stardust herb when needed. 2x1
Fusion (3000L, 2x Stardust Miracle)
11. Lore of Mages - Doubles the effects of MP recovery items. 1x2
Purchase 6000L
12. Courage to Fight - Automatically use pep root when needed. 1x2
Fusion (4000L, 2x Herbal Miracle)
13. Lore of Angels - Restores to full HP anyone you revive with an angel's
grail. 1x2 - Purchase 12000L
14. Courage to Prevail - Automatically use restorative items when needed. 1x2
Fusion (4000L, Herbal Miracle + Stardust Miracle)
15. Healer's Miracle - The effects of HP recovery items apply to all party
members. 1x2 - Fusion (3000L, Lore of Healers + Herbal/Stardust Miracle)
16. Lore of Warlocks - Quintuples the effects of MP recovery items. 1x2
Fusion (5000L, 2x Lore of Mages)
17. Mage's Miracle - The effects of MP recovery ites apply to all party
members. 1x2 - Fusion (3000L, Lore of Mages + Herbal/Stardust Miracle)
18. Angel's Miracle - The effects of angel's grail apply to all party members.
1x2 - Fusion (6000L, Lore of Angels + Herbal/Stardust Miracle)
19. Druid's Miracle - Effects of HP and MP recovery items apply to all party
members. 1x2 - Fusion (11000L, Stardust Miracle + Crystal of Thought)
20. Cantrip - Restores 2 MP every 3 seconds. 2x2
Fusion (10000L, Lore of Mages + Crystal of Defense)
21. Meditation - Restores 2HP every 3 seconds. 2x2
Fusion (10000L, Lore of Healers + Crystal of Defense)
22. Lore of Alchemists - Quintuples the effects of HP recovery items. 2x2
Fusion (30000L, 2x Lore of Healers)
23. Lore of Druids - Doubles the effect of HP and MP recovery items. 2x2
Fusion (5000L, Lore of Mages + Lore of Healers)
24. Ultimate Miracle - The effects of all recoery items apply to all party
members. 2x2 - Fusion (6000L, Stardust Miracle + Crystal of Defense)
25. Deep Meditation - Restores 4 HP every 3 seconds. 3x2
Fusion (17000L, Lore of Healers + Crystal of Thought)
26. Powerful Cantrip - Restores 4 MP every 3 seconds. 2x2
Fusion (10000L, Lore of Mages + Crystal of Thought)
27. Blessing - Restores 3 HP and MP every 3 seconds. 3x2
Fusion (30000L, Lore of Angels + Crystal of Defense)
28. Mystic Blessing - Restores 6 HP and 6 MP every 3 seconds. 3x2
Complete all Elemental Sidequests, the game, and then the final subquest.
29. Courage to Return - Automatically uses an angel's grail when your HP
reaches zero. - 3x2
Fusion (5000L, 2x Crystal of Thought, or Thought + Defense)
30. Lore of Artificers - Quintuples the effect of HP and MP recovery items. 2x3
Random reward from choosing ??? at the end of a main storyline mission.
31. Glorious Blessing - Restores 6 HP and MP every 3 seconds. 3x3
Fusion (30000L, Lore of Angels + Crystal of Thought)
32. Alchemist's Miracle - Doubles the effect of party's HP recovery items. 3x3
Fusion (6000L, Lore of Healers + Lore of Angels)
33. Warlock's Miracle - Doubles the effect of party's MP recovery items. 3x3
Fusion (6000L, Lore of Angels + Lore of Mages)
[PURPLE] Purple Gems
01. Light on a Maiden - Bow ATK +20, INT +10, and DEX +10. 1x1
Tumble's Subquest from Seamoon after Path of Life.
02. Glittering Crystal - DEX (critical hit probability +10 - 1x1
Fusion (1000L, Crystal of Strength + Crystal of Lore)
03. Unusual Shimmer - Higher DEX the more you complete areas in multiplayer.1x1
Talk to Moti after completing 99 multiplayer levels or more.
04. Cruel Sword - When you are in Fury, your focused sword attacks reach
level 2. 1x1 - Gold Rank Reward from Mana Tower
05. Cruel Flail - When you are in Fury, your focused flail attacks reach
level 2. 1x1 - Gold Rank Reward from Star Lake
06. Cruel Bow - When you are in Fury, your focused bow attacks reach level 2.
1x1 - Gold Rank Reward from Fiery Sands
07. Cruel Hammer - When you are in Fury, your focused hammer attacks reach
level 2. 1x1 - Gold Rank Reward from Ice Citadel
08. Fury Reels - Enables Fury Reels when you enter Fury. - 2x1
Gift from Bomb Brothers after first Mission. (*)
09. Ruthless Sword - When you are in Fury, your focused sword attacks reach
level 3. 2x1 - Fusion (4000L, An Elemental Favor + Crystal of Strength or
other red gems)
10. Ruthless Flail - When you are in Fury, your focused flail attacks reach
level 3. 2x1 - Fusion (4000L, An Elemental Favor + Crystal of Strength or
other red gems)
11. Ruthless Bow - When you are in Fury, your focused bow attacks reach
level 3. 2x1 - Fusion (4000L, An Elemental Favor + String Resonance or
other red gems)
12. Ruthless Hammer - When you are in Fury, your focused hammer attacks reach
level 3. 2x1 - Fusion (3000L, An Elemental Favor + Great Tremor/Heavy Swing)
13. Morale Boost - Makes the Fury gauge fill faster. 1x2
Fusion (4000L, Salamander's Favor + some weapon affecting red gems)
14. Spirit of the Hero - Doubles duration of Fury. - 2x2
Fusion (5000L, Mighty Defense + Crystal of Lore)
15. Ruthless Gemma - When you are in Fury, all focused attachs reach level 3.
Size 2x2. - Gold Rank reward for Cosmic Rift
16. Double Fury - Doubles experience earned while you are in Fury. 3x2
Gold Rank reward for Brightwood.
(*) A full description of the extent of the powers of this gem should be
provided at this point. The Fury Reels (Fever Slots in the Japanese version)
change your Fury meter into a slot machine when you activate your Fury. The
combination of the 3 pictures in the slots will give you a specific bonus when
you use Fury, and are explained here:
-Three Swords: Berserk - Every hit is critical during Fury
-Three Armors: Aegis - Invincibility during Fury
-Three Skull: Bad Luck - You lose your Fury.
-Three Lucre: Jackpot - Large Lucre drops from enemies during Fury.
-Three Gumdrop: Full HP - HP is restored to full.
-Two of a kind: HP Up - 50% of your total HP is restored.
-All different: Nothing - Fury acts as normal.
[ORANGE] Orange Gems
01. Lore of Thieves - Makes fake treasure chests appear as monsters on radar.
1x1 - Fusion (1000L, Crystal of Defense + Crystal of Strength)
02. Drain Life - Converts 3% of damage inflicted on monsters into HP. 2x1
Fusion (30000L, Lore of Healers + weapon effect Red Gem (ie String Reson.))
03. Drain Will - Converts 3% of damage inflicted on monsters into MP. 1x2
Fusion (15000L, Lore of Mages + weapon effect red gem (ie Sonic Wave))
04. Drain Soul - Converts 3% of damage inflicted on monsters into HP and MP.
2x1 - Fusion (35000L, Lore of Angels + weapon effect Red Gem (ie TripShot)
05. Heart of Progress - Inreases experience gain by 50% - 2x2
Fusion (10000L, Crystal of Strength + Crystal of Thought, Mighty Defense +
Crystal of Defense or Crystal of Thought)
06. Lore of Niccolos - Adds 10% bonus to lucre gained. 2x2
Fusion (4000L, Stardust Miracle + Mighty Defense)
07. Double Drop - Double the chance that monsters will drop items and lucre.
2x2 - Fusion (5000L, A Miracle gem + Crystal of Strength)
[GREEN] Green Gems
01. Flame's Shelter - Prevents you from catching fire. 2x1
Fusion (4000L, Salamanders Favor + Stardust Miracle)
02. Water's Shelter - Prevents you from being turned into a snowman. 2x1
Fusion (4000L, Undine's Favor + Stardust Miracle)
03. Earth's Shelter - Prevents you from being disarmed. 2x1
Fusion (4000L, Gnome's Favor + Stardust Miracle)
04. Wind's Shelter - Prevents you from being paralyzed. 2x1
Fusion (4000L, Jinn's Favor + Stardust Miracle)
05. Forest's Shelter - Prevents you from being put to sleep. 2x1
Fusion (4000L, Dryad's Favor + Stardust Miracle)
06. Moon's Shelter - Prevents you from being confused. 2x1
Fusion (4000L, Luna's Favor + Stardust Miracle)
07. Light's Shelter - Prevents you from being stunned. 2x1
Fusion (4000L, Wisp's Favor + Stardust Miracle)
08. Shadow's Shelter - Prevents you from being blinded. 2x1
Fusion (4000L, Shade's Favor + Stardust Miracle)
09. Purity's Shelter - Prevents you from being poisoned - 1x2
Fusion (8000L, Crystal of Defense + Crystal of Lore)
10. Virtue of Balance - Enables steady travel over sand and ice. 2x2
Fusion (6000L, Any elemental Favor + Crystal of Thought)
11. Virtue of Safety - Enables safe travel over spikes. 2x2
Fusion (6000L, Any elemental Favor + Crystal of Defense)
12. Ultimate Protection - Prevents all ailments - 3x2
Fusion (12000L, Crystal of Lore + Crustal of Thought)
[IMPURE] Impure Gems
(note, all are found either in chests, dropped by enemies, Dud Services reward)
01. Life's Thirst - Converts 3% of damage inflicted on mosnters into HP.
ATK -10.
02. Mind's Thirst - Converts 3% of damage inflicted on monsters into MP.
INT -10. 1x1
03. Soul's Thirst - Converts 3% of damage inflicted into MP and MP. ATK -10,
INT -10. 1x1
04. Meager Resistance - Automatically uses stardust herb. Increases risk of
ailments. - 1x1
05. Meager Courage - Autmaically use pep root. Increases risk of ailments. 1x1
06. Chivalry - DEF +20, MND -20. 1x1
07. Asceticism - MND +20, DEF -20. 1x1
08. Good and Bad Luck - Increases Lucre gain by 20%. Items drop less often. 1x1
09. Planted Feet - Enables steady travel over sand and ice. Increases risk of
ailments. 2x1
10. Berserking - ATK +15, DEL -10 - 2x1
11. Wizardry - INT +15, MND -10. 2x1
12. Clouded Vivicite - Raises maximum HP by 50. DEF -10. 2x1
13. Clouded Magicite - Raises maximum MP by 30. MND -5. 2x1
14. Evil Spirits' Favor - All elemental spells reach level 2. ATK -10 2x1
15. Cautious Feet - Enables steady travel over spikes. Increases risk of
ailments. 1x2
16. Meager Hope - Automatically use angel's grail, but you will catch on
fire.1x2
17. Uneasy Meditation - Restores 3 HP every 3 seconds. DEX -5. 2x2
18. Budding Warlock - Doubles effect of MP recovery items. Increases risk of
ailments. 2x2
19. Budding Alchemist - Doubles effect of HP recovery items. Increases risk of
ailments. 2x2
20. Courage to Learn - Increases experience gain by 75%. DEF -20. 2x2
21. Fire & Water Flaw - Raises risk of burning & freezing. Lowers risk of
others. 2x2
22. Earth & Wind Flaw - Raises risk of paralysis & disarmament. Lowers risk of
others. 2x2
23. Moon & Wood Flaw - Raises risk of confusion & sleep. Lowers risk of others.
2x2
24. Light & Dark Flaw - Raises risk of stunning & blindness. Lowers risk of
others. 2x2
25. Poison Flaw - Raises risk of poison. Lowers risk of all other ailments. 2x2
26. Soul of Progress - Increases experience gain by 75%. Items drop less
often. 2x2
27. Academia - INT and MND +12. ATK and DEF -5. 2x2
28. Barbarism - ATK and DEF +12. INT and MND -5. 2x2
29. Budding Artificer - Quintuples effect of recovery items. Increases risk of
ailments. 2x2
30. Bond of Demons - All elemental magic reaches level 3. ATK -50. 2x2
31. Zeal of Demons - All elemental spells consume 30% less MP. ATK -50. 2x2
32. Uneasy Blessing - Restores 8 HP and 8 MP every 3 seconds. ATK and INT -10.
Size 2x3
33. Witch's Cantrip - Restores 5mp every 3 seconds. MND -10. - 3x2
34. Witch's Meditation - Restores 5 HP every 3 seconds. Def -10. - 3x2
35. Witch's Blessing - Restores 10HP and 10MP every 2 seconds. ATK and INT -50.
3x3.
-------------------------------------------------------------------------------
[LEVELS] Recommended levels before starting a chapter
Many questions float about regarding what level I recommend people should be at
before starting a chapter. Now, throughout the guide these recommendations are
provided in the paragraphs before a new Chapter starts, but to make things
easier, I have included here a list of my recommendations as shown throughout
the walkthrough.
-Mana Tower: Level 1 (because you don't have any other option really)
-Star Lake: Level 10
-Fiery Sands: Level 19 or 20
-Ice Citadel: Level 30
-Brightwood: Level 40
-Ruins: Level 45-50
-Path of Life: 55-60
-Cosmic Rift: 65-70
And, of course, the corresponding equipment for those levels is a bonus. You
may want to add a couple of levels to these recommendations if you are playing
as Pop, or tackle the levels earlier if you're using Wanderer. Your call.
-------------------------------------------------------------------------------
[WALKTHROUGH]
Now you know all there is to know about how the game work, it's probably time
you started.
Go to the character section for the character you have chosen to start. [FLICK]
[TUMBLE] [POP] [WANDERER]
Note: I use the Japanese names out of convenience. Flick, Tumble and Pop are
clearly onomatopeic and inter-related style-wise, and Ferrik, Tamber and Poppen
sounds like they are transliterations of how the aforementioned names would be
pronounced and written in Kanji (Feriku, Tamburu, Poppu).
[FLICK] The Determination of a Young Warrior
Flick stands before Moti, the leader of the Mana Village, in his home. They
have just finished training for the day, but Flick is eager to learn more soon.
The fire in his eyes and determination remind Moti of Flick's father, who was a
captain in the Holy Infantry of Wendel, and a fearless swordsman. Flik wants to
become just like him as soon as possible.
Moti goes on to explain that monsters swarmed the land ten years ago during the
cataclysm, but times have changed now, there's no rush to get stronger. Flick
gives up, and says he'll go visit Tess. Moti comments that she's about to offer
prayers, son he mustn't detain her or make her late. Flick doesn't appear to
understand just how important the ritual is. Flick agrees to not bother her,
but drops by to see her anyway quickly. Goto [CHAP0].
[TUMBLE] The Kindness of a Young Maiden
Tumble returns to the town and is greeted by Granny Hannah, who asked her to go
into the woods for her to collect some herbs to soothe her old wounds. Tumble
explains it is the least she can do for her, after the good care she always
receives from Granny.
Granny was attacked ten years ago by a beast during the great cataclysm, and
the pain still returns at times. Tumble asks Granny to let her know if the pain
comes back, as she wants her to live the long life her parents couldn't. Granny
offers Tumble to come to her place for tea, but she has to go see Tess.
Tess had asked you to collect some plants for her research. You take these to
her, sitting in front of the Mana Stone at the top of the village, who feels
bad for having you go out to get them. It is also nearly time for her to offer
her prayers to the Mana Goddess. Goto [CHAP0].
[POP] The Curiosity of a Young Boy
Pop stands before the famous haunted house of the Mana Village. No one is ever
seen going in or out of the house, and it is permanently locked. He wonders if
the tales really are true. As he approaches, Grampa Tony calls to him from
behind and asks him what he's doing. Doesn't he know that the place is haunted?
Pop reasons that if the ghosts are people who died in the cataclysm ten years
ago, he might be able to talk to his mother, who died in the war. It was so
long ago that Pop doesn't remember what she looks like. But Grampa Tony
reasures him that only bad ghosts live in the house, and gives him some candy
before telling him to run along and forget about the house.
Pop decides to go share his candy with Tess, but Grampa Tony warns him not to
keep her from her duties of offering up prayers to the Mana Goddess, as it is
thanks to maidens like her that we can all live in peace. He goes running up to
Tess, who is sitting in front of the Mana Stone at the top of the town, and
tells her how Grampa Tony gave him candy and wants her to have some, and also
asks what she is researching in front of the Mana Stone. Goto [CHAP0].
[WANDERER] The Diligence of a Wandering Niccolo
Wanderer reports back to the Golden Goods store that everything has been taken
to the port storage. Millionaire commends him for his hard work, but tells him
not to take it lightly: no hard work, no eating. But Wanderer knows well that
he has to work, and he is grateful to Millionaire for taking care of him after
they both lost everything in the cataclysm ten years ago.
Millionaire wonders if maybe it's time for Wanderer to settle down on the
island. He likes it here, it makes sense, so he'll give it some thought.
Millionaire invites him round for dinner that night, but Wanderer declines, as
he has to go see Tess and give her a pretty seashell he found at the port.
Millionaire reminds him that Tess will be heading out for her prayers about
now, so best not to bother her more than giving her the shell. And don't be
late for work tomorrow!
Wanderer heads to the Mana Stone at the top of the town, where Tess is sitting
doing her research. He gives her the seashell, which she comments on being a
lovely gift. Wanderer then asks her about her research. Goto [CHAP0]
[CHAP0] The beginning of our tale
Lately Tess has noticed something strange happenning with the flora and fauna
of the area, as if they're afraid. After explaining this, she gives some Notes
to you to take to Moti which she can't take herself lest she be late for
prayers at the Mana Tower.
Tumble then goes to Moti in the town hall (top right house) and gives him the
notes, which relate to some abnormal growth in plants. As you are about to
leave, Watts enters the house (who incidently talks like a scot). After some
friendly chatter, Watts hands over a geode he's worried about, and is trying to
find answers about here in Illucia, where he thinks something strange may be
happenning. One of his lads found it. He explains they can alter the essence of
any living thing, according to Professor Bomb.
This worries Moti, who suspects that the evil spirits, the power of Mavolia,
have returned. Ten years ago they were contained when the Mana Goddess herself
sealed the gates to Mavolia.
An earthquake then strikes and Pete, a villager, runs in exclaiming something
has happenned to The Stone. The three rush out to the Mana Stone, a great lapid
at the back of the town with an engraving of the Mana Tree and the eight
elementals, which is currently glowing, and then cracks, leaving everyone
bafflingly philosophical.
A girl, Nana, then rushes in crying for help. The Mana Tower has been swallowed
by a white light! Nana escaped, but Tess is still inside. You offer to go
and rescue her, at which point Watts tell her to take Professor Bomb's latest
invention with her: the Gem Frame (see [GEMS] for details). Moti also provides
you with the Magic Rope, that will return you to the village should you see
yourself in trouble.
As you head out of the village, onward toward your first quest, a voice calls
to you urging you to stop. The eight elementals appear and offer their
services. You can only choose one to take with you, and since you're going to
be up against fire, either take Undine or Shade.
And now, young traveller, it is time to face the music and dance. Onward to...
[CHAP1] The Mana Tower
-1st Zone
Gleamdrop: Hidden by a pot
Gleamwell: --------
As you approach the Mana Tower you see that it has changed completely. As you
enter, the elemental will explain to you that the force engulfing the tower is
ripping it's fabric apart, and is bringing monster into the world.
You'll then receive an explination from your character that you use A to attack
and can perform up to a 3 hit combo. Take out the nearby Rabites and open the
chest in this first room to receive a Gumdrop. Break the small jars in the room
in case any have any items, and then move on to the next room.
Here you'll be confronted by some Chobin Hoods. Pause for another explanation.
This time you're reminded that Moti taught you to deflect arrows with your
sword by holding down the A button. Give the skill a try, and combine it with
your previous knowledge to take out the archers.
The next room will prompt another tutorial, this time about the Fury bar. Wen
you strike an enemy or are hit, the bar will fill up. When full, use SELECT to
release the power. This will make your attacks faster, and holding A will
unleash powerful attacks.
But that's not all. Now some Slimes will appear, and your elemental will step
up to the challenge. They'll explain that to summon them, you must hold and
release the B button, and they will blast everyone with magic that's nearby.
Alternatively you can touch them and receive their support power (see notes on
[MAGIC] for more details on these powers). Personally, I don't use magic much,
but I suggest practicing the skill so you have all your options open to you and
are well versed in them, so press down B until you hear the sound effect for
summon complete, run up to the slimes, and release next to them, then leg it
while they do the dirty work for you.
Moving on to the fourth room here sees our character startled at the lack of
stairs. Cue another tutorial. YOur elemental will explain that due to changes
in the fabric of space, stairs are no longer here (trekkies rejoice!). The
spirit will feel the Mana Goddess' power coming from nearby, where you will see
a glowing spot on the floor. This is the Gleampool, and you'll need to find the
Gleamdrop to amplify its power and transport you to the next level.
Fight off slimes and break pots until you find, in one pot just below the
Gleamwell, the Gleamdrop. Your elemental will explain this is a crystalized
form of the Mana Tree's power, and will amplify the light of the Gleamwell
enough to let us proceed. Use th A button to pick it up and carry it to the
Gleamwell. Press A once you hear asparkly sound effect to move on to the next
floor. But remember, while carrying the Gleamdrop you CANNOT attack and are
rather susceptible to getting slaughtered, so get all your bottom prodding out
of the way first.
-2nd Zone
Gleamdrop: Hidden by a pot
Gleamwell: --------
Your instruction isn't over yet. Now you learn about using your items by
pressing the Y button. Since you have some Gumdrops, this will be the item in
question, which restores 30HP if you have received any damage. Once you have
more, you can switch between them using the L button. You can see which is
equipped in the top left hand corner of your screen. You'll also learn about
selecting Multiplayer from the menu screen when you're in the town if you want
to invite a friend to play.
That done with, let's get back to business. You're now going to receive a
rather swift lesson in recoil. There are barrels lying about the place just
before you enter each room and your enemies appear (which now include some nice
zombies, by the by). If you hit these with your third combo hit, they'll jump
up in the air same way enemies do, and when they land on an enemy will do some
considerable damage. Of course, enemies have this property too, so if you're in
a narrow passage with lots of enemies, launching the first back toward the
others will weaken them for the kill afterwards. But beware, recoil can affect
you too, so watch out for falling enemies coming toward you.
Work your way through the stage until you reach the end, where are rather nasty
floating sword will greet you. He can pack a nasty jab, so don't take him
lightly. This is where the barrels will come in handy, as he can't attack
through them, so stand behind one and lob it at him a couple of times before
working your way round and finishing him off. Now do some bull in a china shop
work on those pots to find the Gleamdrop. Don't pick it up yet though, there's
a surprise waiting for you next to the Gleampool, and that's 3 more swords a-
slashing. You may want to consider using some magic on them if you have any MP
left. The reward lies behind them in the form of a Golden Cest, containing a
Crystal of Thought.
Now head back, and use that Gleamdrop to get to the next zone.
-3rd Zone
Gleamdrop: Hidden by a pot
Gleamwell: --------
First thing you'll see is some treasure chests guarded by an almost
indestructable floating block. You can get past it by beating it senseless, but
don't bother trying, and least of all attack the barrel. You'll knock it back
in to the chests, they'll open, and their contents will disappear before you
can say "tie me kangaroo down, skip". So ignore them for now, and deal with the
enemies to the left of this room. You should be at level 3 by now, so they
shouldn't pose much of a threat.
Work your way round the back, dealing with more enemies on the way, and you'll
find another barrel, some pots, and the same chests from before. Watch out for
the blue ones, they have spiked underneath that will inflict damage on you if
you walk over them. Your reward should be two Crystals of Lore.
Work your way round to the bottom of the screen where the Gleampool is and
prepare for an ambush to the left, comprised of some swords and Chobins. This
means close and distance attacks, so you may want to lead the swords out of the
archers' reach. You'll be rewarded with both the Gleamdrop under one of the
nearby pots, and if you follow round to the left you'll see another chest you
couldn't reach before, containing a Bronze Sword. You should get to Level 4
defeating these enemies too, meaning that you'll actually be able to use that
sword when you gain your next level. Take the Drop to the Pool and advance to
the next zone.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
The enemies in the centre of this level, four flying swords, have the Drop
hidden upon their person, so head on in there and beat the snot out of them. Be
aware that on the rebound they tend to hit jars around them, so careful with
losing items here. The chest contains anoter Bronze Sword.
Once you have the drop, take it round to the Pool and drop it nearby, there is
more work to be done. The moving objects that block your path from reaching the
bottom of the level can be defeated, but they have 90 hit points, so prepare
for some button bashing. Alternatively you can sometimes block them with
barrels, but that'll take some practice.
Now you have added a Crystal of Strength and 100L to your loot, head back the
pool and use the drop on it.
-Save point
You'll now have the option to save you progress and do some equiping, 'cause
it's not over yet (in spite of the really happy music). So Open the Main Menu
and get yourself ready, by putting some Crystals in your frame and equiping any
armour enemies may have dropped.
After this, continue on.
- [BOSS1] Boss Battle : Xangar -
You find Tess in a clearing, who explains she was praying when suddenly
everything lit up and she was transported here, away from the Tower. But
really, it IS the tower, but space has been changed.
At this point our fiery friend appears and Tess is told to run for cover,
leaving us to deal with the nasty little beastie. Don't touh him, he can set
you alight!
The beast will fly at your horizontally, or attack from the top of the screen,
launching small heat seeking flames that dissipate after a while, or if he
forms a tornado around him he'll launch a towering flame that circles the
centre of the screen a few times, before he then flies downward off the screen.
Watch out for these flames, as they set you on fire, and render you rather
useless, running around like a lost chicken. If you're feeling confident, use a
Parry on these, but remember, you can only deflect 5 times at the moment.
Any attacks at this point are utterly and absolutly useless. He has a shield
protecting him from harm. You may want to take the opportunity to break jars if
you have space for some Gumdrops.
You do have to land some blows to him though to continue, so once you've got an
idea of how he moves, land a few hits. After a while, your character will
realize the futility of this situation. Then suddenly, a sword falls from the
sky and sticks itself in the ground near the beast. A light emanates from it
and suddenly the protection the beast had is gone. Now the battle will start
again, but the odds are looking a bit more promising.
He now has some more attacks though, so you're back to square one. He can stay
at the top of the screen and launch two shurikens at you (these inflict
confusion as well as the damage), or just fly downward in the same way he did
horizontally before (which is anounced by a distant squawk). The only way
you'll avoid the shurikens is to go right to the bottom of the screen or to
deflect them back by parrying with your sword. They move faster than you can,
so you can't out-run them once they're launched.
Your best bet is going to be waiting 'til he flies by and trying to land a blow
then. Once you've weakened him a bit he'll start to fly much faster though, so
watch out. Else wait for his tornado attack and get behind him, that'll give
you a good chance at hitting him 6 or 9 times.
Once you've defeated him you'll receive your mission tally, and receive a
reward depending on your ranking. This can be in the form of items, armor,
accessories, etc. Once you've chosen your reward, you'll see the beast split in
to two essences (Fire and Wind) known as benevodons and vanish.
Tess and your character will now head over to the sword and be blinded by a new
light from the sword. Tess seems troubled, but says she's alright.
But we're not the only ones on the scene. A Man's Voice comes from a distance,
intrigued at a human defeating a malevodon. A dark clad man walks on, asking if
this sword is the Goddess' solution, and tells them they have no business with
it. But the sword will not let him take it.
"So, mother goddess, you have some power here. Still, it is of no consequence.
The Mana Tree is dormant and powerless to interfere. Now, no one can stand in
my way!"
He claims a new force is rising, that the lost shall return as the world
withers, and will soon cease to exist. Then, as mysteriously as he arrived, he
vanishes. An earthquake then strikes, and the two look out over a scene whereby
three cities are engulfed by sky-scraping towers of light.
The two return to Moti's house, with the Holy Sword now in your posession. They
explain the appearance of the sword, the strange man, and how he reveled in all
the strange happennings of late. Moti fears the horrors of ten years ago
repeating themselves: the gates of Mavolia opening again!
It is decided that something has to be done. Watts heads back to Ishe to put
togehter an expedition, while Moti contacts other nations to seek aid. Our
task, meanwhile, as chosen ones of the sword, is to investigate the towers of
light that have appeared in Lorimar, Jadd and Topple. As the ones in Topple
seem to be causing the most grief right now, this will be our first stop. To
help is on our way, Moti gives us the Light Flail, and explains its various
uses to us, as well as now giving us the option to train in his back garden
should we want to.
When we're ready, he asks us to see him at the upstairs balcony of the Silver
Mermaid. Before that, I'd suggest taking a few subquests from the recently
opened Dud Services, as well as the subquest you receive from chatting to Tess
at the Mana Stone. You will also have available the elemental subquest for
Jinn. See the [SUBQUEST] section for details on how to access the elemental
subquests.
Also make sure you visit the Bomb Brothers to receive a Purple Gem and learn
about gem fusion.
Subquests available: A Maiden's Prayer (Tess), Benevodon of Wind (Jinn)
[CHAP2] Star Lake, Topple
When you're finished doing some subquests (I really can't recommend this
enough, 'cause not only will you gain levels, but gems, recovery items, armours
and weapons from enemies... you'll hardly need to shop, if at all, which at
this point is a really good thing because you're probably rather poor at the
moment) and stocking up on any material if necessary, head for the upstairs
balcony of the Silver Mermaid and talk to Moti there.
To get to your next mission, Moti will give you a Spin Drum, which was
entrusted to him by the spirits to call upon the guardian spirit Flammie. You
take this, go to the balcony, and spin it. One nice FMV sequence later, and
you'll be flying around over the Mana Village on top of Flammie. Click on the
More button at the bottom of your screen to leave Illusia Isle and head for
other lands, then go for the Star Lake on the Isle of Topple. Now we've landed
and taken a nice long look at the lovely waterfall, time to enter the cave.
-1st Zone
Gleamdrop: Hidden in a chest
Gleamwell: --------
Now at this point I'm going to give you a heads up on some new things to do
within the level relating to item finding and general navigation. First off,
the bushes in Star Lake often hide items and bags of money in them. To reveal
them, charge up your flail as if to draw an object near, aim at the bush and
see what happens. If there is an item, it will be brought out to you and
pickedup. If there isn't, you'll be pulled toward the bush. Also be careful of
monsters hiding in the bushes.
The second thing is the small pink plants that appear to be substituting the
barrels. You can push these around, and they will come in handy for the next
type of plant, which is the grabbing grass. This grass will move in the wind,
and when you step on it, will tangle you up for a few seconds, making you
susceptible to attacks and stopping you from doing ANYTHING about it. You just
have to keep running until it lets go. But, they are weak to being cut down
when in this state, and also trap enemies and pink plants... So, either lure an
enemy in, or push a pink plant on to them, then take one hack with your sword,
and you can clear a path through.
You will also see some large vines blocking your way often enough, same as the
big blue jars in the Mana Tower. These can be broken either by a falling enemy,
or you'll have to wait until you get a hammer later on.
That done and dusted, on with the level. You'll get to practice all of the
above here with little enemy hinderence, so try out your new skills and get
used to how this level works. You'll find the GleamDrop in the first chest you
encounter to the left of where you start the level, so pick it up after
defeating the nearby beasties and drop it further down the level as you go
along, and keep doing this, leaving it behind until you've cleared yourself a
path. This'll save you going all the way back afterwards.
-2nd Zone
Gleamdrop: Hidden in a chest
Gleamwell: --------
Now the fun begins, we see the return of the Mad Mallard. He packs a punch, so
watch out. If you followed m advice on the subquests, you should AT LEAST be at
level 10 by now. The Drop is in a chest on the far right hand side of the zone,
but make sure you drop by the left hand side. There are three chests huddled
together across to pits of spikes. To get across, use the Flail to hook on to
the bushes in between and pull yourself along. There are also another two
chests near the drop, at the bottom of the level. To get to these, push the
nearest pick flower you find down and Sword Combo it into them to break them. A
gem and money are in store. Another gem is located just above these on an
island. Use your Flail to open the chest and pull the gem back.
This will be your first encounter with impure gems. If you've read the Gem
Guide you'll already know, but just in case, these gems grant powerful boosts
but are unstable, and so will reduce other stats. Careful using them.
Once you've done some more exploring, take the drop to the pool
-3rd Zone
Gleamdrop: Hidden in a chest
Gleamwell: --------
As if Tonpoles weren't enough nostalgia for you, now you get Snap Dragons too.
An they'll gobble you up just like the old days, so proceed with caution. On
your left there will be a golden chest behind a pit of spikes, guarded by two
fake chests. Take these out with your flail to avoid any trouble from them.
At the top of this level there is a grouping of four, yes four, heavily guarded
golden chests with some nice rewards in them. To get to them, push one of the
pink plants up to the grabbing grass at the top right corner of the zone and
hack own the grass, then use the same plant to kill knock down the vines. Do
this twice, and prepare to kick some buttock to get at the golden booty.
You'll find other passages with the same properties. Same technique applies. If
you run out of pink flowers, you can always come back to the level again using
the space-time distortion.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
This one's pretty simple, take out the enemies, and the slithery one will give
you the drop. Make sure you check out everything in this room before moving on,
you'll be up for a challenge next..
- [BOSS2] Boss Battle : Galem -
Now this one is an interesting boss battle, so get your equipment and gems up
to speed with what you've found on your way. The beast is a huge bush,
basically. You character will use the Holy Sword to strip away it's protective
aura.
The boss will launch his orbiting mini-bushes, and there is no way of hurting
him. To get around this, you have to use a charged flail to pull the bushes
away, defeat them, and once you've done them all attack the core. Careful when
he glows, he will send out vines that rise from the ground and knock you out
temporarily.
Once the mini bushes are defeated, start pummeling the centre, but watch out,
he'll regenerate the orbiters, and if you're standing right next to him you
will die almost imediatly from multiple hits.
Give him two or three rounds worth of beating and he should be yours.
The boss will again split in to two benevodons (Light and Wood) and disappear.
In his place, the face of a tree will float in the air. He will introduce
himself as Treant, patriarch of the trees. He explains that the power warping
the world is not that of Mavolia, but of Mana. He doesn't know why, but it's
surging out of control and may destroy the world. To avoid the world being torn
apart, he entrusts you the task of quelling the Mana collumns spurting over the
world.
To help you, he will give you one of his branches, which will open the way to
other places. You then make your way back to Moti's place and give him and Tess
the low-down. Moti will now give you a new weapon, the Short Bow. You can now
attack enemies at a distance, and charm those nearby by charging and plucking
the bowstring.
Now go and visit the Bomb Brothers. Balbo has just been given some ore which
he'll use to expand your gem frame. Now you have a 4x2 grid, meaning double the
gem capacity you had before.
Your next course of action will be to talk to the villagers and find out some
more details about recent incidents. But first, I'd suggest doing some more
subquests to prepare yourself for the upcoming stages, they only get harder.
I'd recommend at this point that you get your level up to 19 or 20, and equip
the weapons apropriate for said level. Gem-wise, taking in to account that I
don't use magic, I've decided to invest in a "Soul of the Gemma" and add that
to my "Sword Training" gem. Other combinations you can try are things such as
two "Berserking" with as much defense as you can fit in to compensate for the
defense loss (if you don't, you're a sitting duck, and I cannot stress this
enough, you WILL die VERY quickly). Also beore questing too much, get rid of
some of your duplicate items, and maybe even increase your knapsack to hold 12
of each, so you can stuff your bag full of even more goodies to sell later. You
can't sell things for much, but to be honest, this game really makes you save
up the pennies, so you might as well. Otherwise, you're going to find yourself
revealing items that you can't pick up because your inventory is full, which is
a waste. I was able to pull together an extra 20000L pretty much this way on
top of what I was getting from the quests themselves.
You'll also notice in Moti's place, right next to the fireplace, a shining
object. It's a Rusty Key. Take it over to Moti and he'll reveal that it is the
key to the haunted house, which is in fact where the village stores all its
records, studies of the tree. He had intented to give it to you or Tess, but he
misplaced it. He tells you to keep it. Now take it to the door of the haunted
house, below his, and open the door. You'll go in and have a rummage through
the books in there, finally finding what looks like a Journal. It is entitled
the Adventurer's Log I. It talks of the adventurers quest into the Star Lake at
Topple, and how he heard a dragon's roar. He went to investigate and indeed
found a dragon, which enquired whether he had come to be eaten. When he said he
came to slay the dragon, it laughed and attacked. The adventurer vanquished the
dragon with two slashes of his blade. Astonished you finish reading the tome,
and Tess walks in. She reads the journal too, and asks if you're planning on
going to Topple. If you say yes you'll take this on as a subquest.
Now with this extra money, and seeing as we're going into Jadd, you may want to
invest in getting one of the Elemental Friend Gems and fusing it with a Crystal
of Thought. This will give you a gem, Virtue of Balance, that will allow you to
walk on quicksand as if it were normal ground, and you'll see as we go through
that it can prove tremendously useful to access certain chests in the desert.
You can of course always revist the level later with the gem if you don't want
to invest in it now and would rather hack your way through the first time
round. You'll get the low-down of what the chests have ahead, so judge if you
want the items or not.
Subquests available: A Valuable Watch (Millionaire), The Bomb Brother's
Discovery (Bomb Bros), The Dragon in the Journal (Tess, open Haunted House)
[CHAP3] The Fiery Sands of Jadd
Go round talking to the villagers, in particular make sure you talk to Nana in
the Silver Mermaid, as she will reveal Moti's worry for his homeland of Jadd.
(IMPORTANT NOTE: If you have NOT completed Tess' quest to rid the Mana Tower of
monsters as suggested at the end of the first chapter, this trigger will not
occur, so make sure you do this subquest.)
Next head over to Moti's and you'll find that Nana's suspicions are correct, he
is troubled by word reaching him that monsters are attacking the desert land of
Jadd. Which means that you now have a new mission to head out on: head to Jadd
and find out why monsters are inexplicably on the rise.
Get your armour, weapons (invest in a better bow if available!) and gems
equipped and ready, Save, and call Flammie. Ah that soothing music... Just as
before, a new location will show up on the map, the Fiery Sands of Jadd.
Your feet firmly on the ground, you'll find that the wind is making it
impossible to go any further. Good job we have that branch from Treant to use
as a wind-break. The wind will stop, and the level will now start, with some
rather funky racy music, I might add, that has my head bopping as I play.
Now, some quick notes on new game physics here. New land, new dangers to face.
First off, bushes. The red ones are safe as a sausage to cut down, but if you
hit a green one, you'll find yourself siled with paralysis, meaning your
character will hesitate every now and then and won't be able to move. Also, the
enemies are going to start getting really nasty. Bees are very versatile in
long and short distance combat, the rolling green armadillos can spin a rock
formation toward you causing you to not be able to attack, and the walking
skeletons will resist your hits while their shields glow. Aren't you glad you
levelled up?
Another quick note. This time, barrels are substituted for small round cacti
with pink flowers, and these can be used to knock down the rather large cacti.
However, unlike previous instances of these items, they will hurt you if you
touch them. But they also hurt enemies, which means that some monsters will die
simply by insisting to walk into a cactus over and over. Let one do it, 'tis
very funny indeed. So how do we move these small cacti ourselves? Have I not
taught you the wonders of the Flail? Stand where you want the cacti to be,
pretty much, the pull it towards you. Sometimes it will damage you, sometimes
it won't, but you stand a better chance of avoiding tooth-rot this way.
-1st Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
There's nothing particularily note worthy in this zone. It will get you used to
the enemies and dangers of this level, as well as reward you with an impure gem
or two along the way, so take your time to study how the enemies move, swarm,
and attack. You'll also find that rushing in to things in this level won't get
you far, as the maximum number of enemies on screen has now increased, so
diving in head first could get you into a LOT of trouble.
-2nd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
A few new enemies here, but nothing that you can't handle by now. At the
topmost left hand corner and the bottom right hand corner of the level you will
find two unpassable chasms with a skeletal rat and a chest. Defeat the rat with
your Bow and then reap the rewards, including the Gleamdrop which you will get
from defeating the rat. You should also receive a Steel Sword and an Impure
Gem.
-3rd Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
Now first off, to the right of where you start you will find a chest guarded by
snakes (I hate snakes!). This should pose you any problem, so deal with them as
you normally would. Now, don't attack the snakes on the other side of the
chasms, you don't want one knocking that chest open. Instead, head back to
where you started, and go up and then right. They only have Lucre in them, so
nothing terribly exciting. Now the chests above, that's something different! To
get to these we need to have created a Gem called Virtue of Balance (as
mentioned before). The chests contain two impure gems, a yello, and some Lucre,
so nothing too special. There are also two trap chests, so watch out.
Other than that, this zone has little to offer, so make your way over to the
left and defeat the skeletal rat to get the Gleamdrop, right next to the
Gleampool.
-4th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
Well now, almost a mini-boss, you could say. First off, get some distance, he
can't follow you out of the sandpit, so quite calmly collect the Lucre in the
chests and when you're ready hit him with a few arrows from outside the running
sand Then go in, collect the drop and get to your save point.
Now, if you happen to have collected any new items or gems that you're
interested in, and have the level to use them, equip as per normal, Save, and
get ready to move along.
-5th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
Again, the rat has the Gleamdrop, and there's nothing terribly exciting in the
zone. Hack your way through, collect an impure gem in the golden chest at the
top middle, and move along to the next level. You may want to have bow equipped
for those bees, and get some practice in.
-6th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
Same as before, I'm afraid. Lots of monsters, not many goodies, and the rat has
swalloed the key.
-7th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
Same old same old, except we do have some more quick quicksand to deal with.
Now, if you have the gem, it's easy. If not, you can at least get two of the
chests. The chest on the left you can get by flailing yourself diagonally over
the first batch of quicksand, then flailing the chest. Only gets you a Crystal
of thought though. So head round to the other, which you can reach easily, for
a Saber. You CAN get across the first lot of sand with the Flail, but it'll
only get you far enough to set off the trapped chest. The other two remain out
of reach. One of them contains an impure gem, the other a piece of armour (this
can vary).
The drop is right over the far left, and again it seems the rats got to it.
-8th Zone
Gleamdrop: Defeat a certain monster
Gleamwell: --------
It's the same cockroach as before, except now there's no chests to keep us
happy. Same tactic as before really, and head for the exit.
Now, it's your last chance to save and equip before the boss, so make sure
you're up to scratch. If you used the gem to stabilize yourself over the
quicksand, you may want to switch to something more useful now, although it
could still be useful on the boss' quicksand, but personally I don't think
you'll need it.
IMPORTANT: EQUIP A BETTER BOW! I can't stress how important this is, as the
question has arisen countless times. If you use the default bow given to you by
Moti you will do 1 point worth of damage per arrow, so you'll defeat him but
your thumb will hate you.
- [BOSS3] Boss Battle : Thaydol -
Well your character knew what was coming, and I'm sure you did. Yep, it's
another big beastie with a barrier that needs some Holy Sword intervention. And
doesn't he remin you of something from Seiken Densetsu 3?
Anyway, on to the fight, you're on uneasy ground sliding toward the boss all
the time, but don't worry about falling into the pit, that's not going to
happen.
This is probably the easiest boss you'll face in the game! While in his back
position, he'll lunge at you with his claws and knock you back. Now, if you
stand right in the middle and pummel him with arrows, he doesn't do any damage
to you with this side swipe, just knock you back (or at least that's what
happenned to me, if you find out otherwise let me know and I shall ammend).
When he leans forward, that's a different story altogether. Run like hellfire
toward the far right or far left. He'll either set some blue flames ablazing at
different parts of the quicksand, or lunge at you with both paws straight down
the middle. Either way, if you keep far to either side, you'll miss those.
Then just run back and keep hitting him with arrows. I defeated him in around 2
minutes, and that's while writting this, so you can probably do it in much less
than that.
After your ranking and prize, we see the beast split into two spirits once more
(the benevodons of Moon and Shadow), and are now greeted by Gaia as the heir to
the holy sword of Mana. He is the face of the earth who has been sleeping for
ten years also (holy hibernation, Batman!). He explains that evil forces flowed
through the creature turning it into a malevodon, and the sword restored it to
its true form, through the rebirth as a benevodon, of which six are already
born (the ones corresponding to the beasts you've defeated... all starting to
make sense now, eh?). Your sword has the power to restore the world to its
proper state.
He also states that you must stop the man you saw before at any costs, even if
he defies the will of the planet. Gaia then hands over a stone of his being
that should break his spell, together with the branch from Treant. With that,
he vanishes, leaving you to return and explain it all to Moti.
You show the stone to Moti, but he is equally puzzled about who the man is and
what his spell is. What Moti can do is to give you another weapon, that Watts
crafted himself and sent as a gift: the Mallet! You can knock enemies back with
these hammers, and send shock waves through the ground to knock them over or
hit pegs into the ground. And, quite importantly, break the big pots, cacti and
vines we've been having such a hard time doing so before! Now, this does have a
down side to it... Unfortunatly, this now means that in pretty much every quest
and zone, the Gleampool is going to be hidden by one of these large objects,
which means not only do we have to find the Gleamdrop, but the pool as well,
and with the recoil time the hammer has, that makes it a long task. So all I
can say is...
IT'S HAMMER TIME!
Well, not really, it's actually time to save, and do some more subquesting, as
well as checking out new stocks at the stores. You may want to revisit some of
the levels you've already done as well if there were things you couldn't get
before (like the chests guarded by quicksand). Also make sure that you Chat
with Balbo of Bomb Brothers to receive their subquest. You will now also have
available the elemental subquests for Salamando and Luna.
If you want some good levelling, I'd recommend Fiery Sands subquests that
mention eliminating all the monsters, specifically those stating "overgrown
insects". These large cockroaches award 14 EXP each (as opposed to the rather
meager 2 that most enemies are awarding), and when you've got a whole batch of
20 or so of these bugs, that means almost a level in itself. Or half, at least.
And if you REALLY want to get the best out of them, you may want to consider
investing in a Heart of Progress gem. It'll only increase the gain of EXP by
50%, and it takes up 2x2, but an EXP saved is an EXP earned.
Another suggestion is that you take the time at this point to revisit old
stages as their original missions, and try to better your ranking to Gold if
you didn't manage it first time through. This will give you some rare Purple
Gems to increase the level of your focused attacks during Fury, so they're
worth getting your grubby mits on.
My recommendation level wise is to get your character up to level 30, and kit
them