______________________________________
Breath of Fire 2
Walkthrough
Alucard188 Productions
Ver. 1.7
November 20, 2002
________________________________
===========================
TABLE OF CONTENTS
===========================
~ Legal Stuff
~ News and notes
~ Introduction
~ Version info
~ Frequently Asked Questions
~ Character descriptions
~ Character Bios for Japanese version
~ Walkthrough
1: Prologue
2: The beginning, or the pet hunt
3: 10 years later...
4: Hero and the Katt
5: The princess' fans are Jokers
6: Well...that's a deep subject
7: Awakening
8: The Frog, the Witch, and the Impostor
9: A-thiefing we will go...again
10: From Trout to Whale Cave
11: World Tour
12: The little Carnival of horrors
13: Sten's 'happy' homecoming
14: Save the Queen!
15: Gandaroof's Memory
16: Namanda, Namanda
17: Heathen! Blasphemer!
18: Gate: The final Frontier
19: Flashback ***DISCLAIMER NOTE~SPOILERS***
20: The Final Area
~ Township
A: Carpenters
B: Tenant locations <coming soon>
~ Shamans and Fusions
A: Shaman list
B: Shaman Combinations
~ Hunting and Fishing
A. Hunting Overview <coming soon>
B. Fishing Overview <coming soon>
C. Fishing for Treasure <Coming Soon>
D. Manillo <Coming Soon>
~ Secrets and Sidequests
A. Getting Chop Chop
B. Getting Boombada
C. Getting Bleu
D: Flying Township
E: Monster Island
F: The Endings
G: The church that gives?!
~ Character spells
~ Weapon, Armor, Item, and Spell lists <Coming soon>
~ Town Shop Lists <Coming Soon>
~ Acknowledgements
~ FINAL NOTE
***LEGAL STUFF***
This Walkthrough is copywrited by me, Alucard188. Reproduction of this
document in whole or partial is not endorsed, unless explicit
permission is granted. Use of this document for personal use is
permissable.
Breath of Fire 2, and the Breath of Fire logo is a registered trademark
of Capcom U.S.A, INC, (c) 1994, 2001. All rights reserved.
***END LEGAL STUFF***
***************************
News and Notes
***************************
Mwehehehe, me again. Finally completed the walkthrough. Took a long
time. Could have been done a lot earlier, but I lost my motivation.
This weekend, I picked up my motivation, and unto you, I deliver this
document. This MAY be my final update, unless I find something more
worthwhile to add to it. Thank you for reading.
---
If you ever had the urge to do a walkthrough, but could never muster up
the determination to follow through with it, then how about the next
best thing? If you would like to contribute to this walkthrough with
alternate boss strategies, Weapon/Armor/Magic listings, or anything
else that you may be of some help on, then send it to me with the
Subject header 'BoF2 Contribute'. I will give you notable recognition,
which will give you a warm, fuzzy feeling inside.
===========================
INTRODUCTION
===========================
Welcome, I am Alucard188, and this is my walkthrough for Breath of
Fire 2. When I am done with this, I hope the walkthrough meets your
expectations. Feel free to contact me at Alucard188@Gmail.com with
the subject heading 'BoF2' if you have any questions or concerns.
Please, only legitimate mailing. No 'OMG U SUX0RZ F00'. Now, on to
the Walkthrough!
===========================
VERSION HISTORY
===========================
Ver. 1.7
November 20th, 2002
~ COMPLETED the walkthrough
~ Added some to the rumors section and added a Bugs section
~ Added Endings section under secrets and sidequests
~ Added the Character spells section
Ver. 1.6
August 4th, 2002
~ Made a correction to Spar's nature ability
~ Recieved confirmation on the CharmSH in Upacave
Ver. 1.5
June 10th, 2002
~ Finished walkthrough to the end of Skytower
Ver. 1.4
June 1st, 2002
~ Added a few new areas to the document *boy am I ambitious*
~ Completed walkthrough to the end of Highfort
~ Started on the town shop lists
~ Changed notices to News and Notes
~ Added a Final Note section
~ Added a Rumors Section
Ver. 1.3
May 26th, 2002
~ Added a notices area
~ Added Bleu's age
~ Finished Walkthrough to the aquisition of Spar
~ Made a correction to Rand's character profile
~ Revised a bit of Hero's character profile
~ Made a correction to Jean's character profile
~ Changed the titles of some of the chapters
~ Changed 'Outroduction' to 'Acknowledgements'
~ Added a Hunting and Fishing area
~ Changed the layout a bit more
Ver. 1.2
May 18, 2002
~ Rearranged the layout a bit
~ Finished walkthrough to the end of Trout scenario
~ Added a Frequently Asked Questions area
~ Added info on Carpenters, Shaman locations
Ver. 1.1
May 12th, 2002
~ Completed walkthrough to the beginning of Simafort
~ Put Chop Chop up in the Secrets area
~ Added info on how to get Bleu
~ Added Flying Township info
Ver. 1.0
May 1st, 2002
~Started the Walkthrough
~Did character descriptions
===========================
FREQUENTLY ASKED QUESTIONS
===========================
Q: How does this game differ from the SNES version?
A: Well, not a whole lot has been altered. The game's basically the
same, poor translation and all. However, the first thing you should
notice is the battle interface. It's much cleaner than the Snes
version. Also the experience and gold given after a battle have been
doubled and tripled respectfully, making it easier for people to get
through the game. A dash feature, trading option, weapon, armor, item
and spell icons beside the item name, and cut scene pictures finish up
the package of 'what's new'.
Q: How does this game measure up to BoF GBA? Is it worth buying?
A: I, and many others find this game better than BoF. If you liked the
first one, you'll love this one. It features a deeper story, although
marred by the poor translation, crisper graphics and animations, a
decent dragon system, and a great soundtrack. You should buy this game
at all costs, unless you find games without graphics like Golden sun
unappealing, have played the game to death, or have the SNES version.
Q: Who do you think I should invite to Township?
A: Everyone has their own preference, but I tend to like this combo.
House 1: Hekkeller, House 2: MacClean, House 3: Baretta, House 4:
Barose, House 5: Hanz, House 6: Daiye. This setup is best used with
the regular carpenter, as you can exploit a money trick with the
cooking option that the regular carpenter brings.
===========================
CHARACTERS
===========================
------------------------
Main Characters
------------------------
Subnote: If anyone can come up with definate answers to the
character's ages, then email me at the email address above.
Hero
Age: 16
Weapon: Sword
Special ability: Guts
Magic specialty: Dragon magic
Field Action: Fishing
The Hero, or Ryu as his default name is, is exactly that, the hero,
or main protragonist of BoF2. Having lived in Gate as a child with is
Father, Ganer and his sister, Yua, he was mysteriously orphaned at 6
years old. Having taken his sister's advice, he fell asleep under the
guardian dragon. When he awoke, he found that his father and sister
were missing, and no one remembered him. Shaken and scared, he took up
shelter in the church, under the care of Father Hulk. There, he meets
his best buddy, Bow.
Hero's special ability is guts, the ability to call upon his inner
strength and spirit to heal his wounds. Of course, if you don't use
this ability often, its healing power is greater. This ability is best
used in a bad situation, when you need a quick boost.
His magic specialty is Dragon magic. Like the first BoF, Hero can
summon his strength, as a result of his human/dragon hybrid, to change
into a powerful dragon form. However, unlike the other BoFs, it's a
one shot deal, as it eats up all your AP, or Ability points. You can
restore his AP during battles for repeated use of the Dragon magic,
making this a powerful attack. The basis for damage total is the
difference between the MAX AP and the Current AP. The bigger the gap
between the numbers, the less powerful the Transformations are. A
42/50AP attack won't do as much damage as a 24/25AP attack, as the AP
is closer to Max.
The Hero's field action is fishing. Upon exiting a fight, you may
happen across a fishing spot, designated as a little fish hopping in
and out of the water. Hero must be in the lead, and have fishing gear,
rod and bait. More on fishing later.
BOW
Age: 16?
Weapon: Crossbow
Special Ability: Shot
Magic specialty: Healing Magic
Field Action: Hunting
Bow's past is mysterious... well, as mysterious as a walking, talking
dog can be. He met the Hero in Gate, and has been travelling ever
since. They made their way to Hometown, and have secured a job as
Rangers at the local Ranger's guild, a group of people who hire
themselves out for odd jobs.
Bow's special ability is Shot, an attack that is sometimes an instant
kill on the enemy. Although the chances are very slim, it still is
useful. You'll find out later on how useful. Bow is also in command
of very potent Healing magic, learning the most powerful healing spells
in a relatively short time, making him a prominent member of your
group.
Bow's field action is hunting. After exiting a battle, you may
happen upon a little tuft of grass that is twitching. This is easy to
spot, and signifies the hunting field. Upon entering, Bow can use his
bow to take aim at the game in the hunting ground. Having long range,
he can nail animals without having to chase them, but his shot is slow,
often giving the game a chance to escape. Hunting is an excellent way
of acquiring healing items without having to buy them.
KATT
Age: 17?
Weapon: Staff
Special Ability: Dare
Magic Ability: Critical Magic
Field Action: Hunting
Katt's originally from Cotland, as far as I can guess. Her race is
Woren, a fierce cat like race, who has a natural ability for fighting.
She originally meets the Hero under unique circumstances at the
Coliseum in Coursair. After a bit of trial and whacking, she joins up
with Hero on his quest.
Katt's special ability is Dare, which when used makes the enemy more
likely to attack her. Dare also gives her a better chance at a counter
attack. Unfortunately, with her lower defense, this can also kill her.
Use with wise consideration. Oddly enough, her magic is very potent,
as she learns it at an extremely low level. The downside? She doesn't
gain AP fast enough to use it effectively, or at all. Still, when
she's shamanized (you'll find out about that later), she has enough AP
to cast it, but you'll have 2 potent magic users at the time, so why
bother? Just use her for her fast attacks.
Her field action is hunting. Like Bow, she can also hunt in the
Hunting grounds, but she has to be right next to the animal, sometimes
making it difficult to hunt with her. But, she can attack in rapid
succession, making it easier to kill the animals.
RAND
Age: 23?
Weapon: Knuckles
Special Ability: Wake
Magic Ability: Misc.
Field Action: Expeditious movement
Rand is from Farmtown, a farming community, as the name implies. He
was a farmer, but got bored, and traveled to Coursair to work at the
Coliseum. He meets the Hero there, and upon certain events, joins the
Hero in fixing the Hideout, then joins his party.
Rand's special ability is Wake. It's purpose is to revive a fallen
party member with 1 hp, but I have yet to get it to work. Well, it's
good at the beginning of the game, when you have neither the spell or
the money to buy life items. But you only get Rand for a short time
before Capitan, and by that time, you get enough money to buy life
items, thus negating the use of Wake.
*sigh* Oh well, no sleep lost because of it. Rand's magic ability is
rather general, a little attack, and a little healing, but he seems
more dominant in Healing. It would be a handy thing, if he weren't so
damn slow! Anyways, use him for his strength in battle, as his hp is
extremely high, but balances out with his inability to equip most
armor.
His field action is Expeditious movement, but the game manual calls
it something stupid. In this action, Rand rolls up in a ball and can
move at great speed across the land, but will stop when he hits an
obstacle. He doesn't enter fights while rolling, but almost every time
he hits something, he'll enter a battle. Unfortunately, this is the
only way to stop rolling, so what can you do?
NINA
Age: 19?
Weapon: Magic Ring
Special Ability: Will
Magic Ability: Attack
Field Action: Float
Nina is the fallen princess of Windia, a town of winged people who
once had the ability to change into birds and fly. Nina was born with
black wings, which raised cause for concern, as an old legend states
that when a child with dark wings is born into the royal family, a
great doom will occur. The Windians made their voices heard, and the
king and queen gravely gave Nina away. She ended up in Hometown,
studying under a wizened mage master at the Magic School. She meets
the Hero during a rescue operation, and joins his party soon after.
Nina's special ability is Will, which regenerates her AP. Like
Hero's Guts action, it's best used in moderation for maximum effects.
Her magic ability is attack magic. She has the ability to learn
devastating magical attacks, making her a very good ally in battle.
Unfortunately, she hasn't the ability to learn Missile naturally, so
you must look to other methods to acquire this potent spell.
Nina's field action is float, which allows the party to escape
pitfalls, as long as she's in the lead.
STEN
Age: 21?
Weapon: Knife
Special Ability: R.I.P
Magic Ability: explosive magic
Field Action: crossing gaps
Sten's originally from Highfort, a militaristic community. They are
mercenaries at heart, selling their services to others for money, as
long as it's in their beliefs. Sten last fought in the Battle of
Goonheim, where he rushed the enemy and was supposedly killed, but
wasn't. He escaped and started touring the world as a magician,
appearing in Windia when the Companions (Hero and friends) are at the
castle. Sten ropes Hero into a magic act, then makes him disappear. A
rather humorous scene and ass beating by Katt later, Sten pledges his
allegiance to the group, and joins.
Sten's rather useless ability is R.I.P, where Sten 'plays dead' to
minimize his chances of getting hit. While in this attack, his defense
is lowered, but his chance for critical attack is higher. His magic
ability is explosive magic, which is fire based. He learns flame at a
relatively low level, and can become a good person to use, as his speed
is high.
His field action, as a result of Highlander's overly long arms (he's
a monkey), he can cross small gaps by reaching across with his arms.
JEAN
Age: 20?
Weapon: Rapier
Special Ability: Jab
Magic Ability: Support
Field Action: Giant Frog
Jean's the prince of Simafort, a waterland kingdom, where everyone is
an amphibian. Light hearted and carefree, he journeys the land at
whim, often causing his sister, Petape distress. On his latest caper
though, he got changed to a...frog, by the witch Nimufu. The party
stumbles upon him, and after a brief visit to Nimufu's tower, they
restore the prince. After another storyline, Jean officially joins the
party.
Jean's special ability is Jab. While it attacks all the enemies on
the screen, it will subtract 30 offense for each addition enemy
beyond the first enemy it hits. Jean's magic is mostly supportive,
causing stat raising effects. He also learns warp, which is a good
thing to have.
Jean's field action involves him turning into a giant frog. When in
the frog form, he can move over inland lakes, gaps, ledges, and some
trees. He can only jump 2 spaces though, and you can still get into
fights in the frog form, but the fights are minimized.
SPAR
Age: ??
Weapon: whip
Special ability: Nature
Magic Ability: Misc
Field Action: Walk through forests
Spar's origins are a mystery, but he has the uncanny ability to
communicate with nature, often abiding it to his will. Of course, he's
a walking plant, so that might have something to do with it. He became
a main attraction at the Carnival, until the master decided to be done
with the grass man. After a little distraction involving beating down
the master of the carnival, Spar joins.
Spar's special ability is Nature, in which Spar calls to the forest
to answer his call. His magic will have multiple effects.
A tree falls or something and does about 180 damage to all enemies.
Flowers will bloom, and the defense of all enemies will be cut in half.
You can use Def.Dn. too for a cumulative effect! However, it only works
one time per battle.
The cactus will explode, and do about 90 damage to all enemies.
Everyone gets healed 32 HP.
Failure.
His magic affinity is like Rand's, only more towards supportive. He
has one or two attack spells, a couple of healing spells, and a few
stat boosting and lowering spells. He also learns exit and warp, which
is good to have in a pinch.
Spar can walk through forests...uh, how much explanation do you need?
BLEU
Age: 10,000
Weapon: Magic Ring
Special Ability: Shed
Magic Ability: Attack
Field Action: Hunting!
Bleu's origin's are a bit of a mystery, but she was in the first BoF
game. She's a serpentine sorceress, one of a kind. She's rather
pushy, but commands powerful magic. She's not integral to the story
line, so you won't find her on your travels, unless you do some
searching, or I'll tell you later.
Bleu's special ability is Shed, which when used, heals Bleu's hp
completely. An extremely useful ability. She also wields potent
magic, having almost all her spells when she joins up with you. She
only learns 4 more spells, Fireball, Hail, Missile, and Bolt X.
Powerful stuff, indeed.
Her field action is Hunting!. I call it Hunting!, because like Bow
and Katt, she can hunt in the hunting grounds, but with one vast
difference. With a wave of her wand, she obliterates all the game in
the hunting ground, turning them into Charcoal! ^_^ I find this funny,
as Bleu's somewhat of an extremist.
===================================
CHARACTER BIOS FOR JAPANESE VERSION
===================================
NAME: RYU Bateson
AKA: "Ryu" "Hero"
CLAN: Dragon Clan (sub-division: Light)
AGE: 16
BIRTHDAY: 05/01
HEIGHT: 167 cm.
WEIGHT: 57 kg.
BLOOD TYPE: A
3 SIZE: 90 - 64 - 70
NAME: BOCHE Doggy
AKA: "Bow"
CLAN: Grass Runner
AGE: 15
BIRTHDAY: 12/16
HEIGHT: 156 cm.
WEIGHT: 60 kg.
BLOOD TYPE: B
3 SIZE: 93 - 80 - 92
NAME: RINPOO Chuan
AKA: "Katt"
CLAN: Fullen
AGE: 15
BIRTHDAY: 04/19
HEIGHT: 154 cm.
WEIGHT: 42 kg.
BLOOD TYPE: O
3 SIZE: 74 - 48 - 76
NAME: RAND Marks
AKA: "Rand"
CLAN: Armor-Shelled Clan
AGE: 31
BIRTHDAY: 03/14
HEIGHT: 218 cm.
WEIGHT: 140 kg.
BLOOD TYPE: A
3 SIZE: 198 - 141 - 178
NAME: NINA Windia
AKA: "Nina"
CLAN: Winged Clan
AGE: 17
BIRTHDAY: 10/09
HEIGHT: 160 cm.
WEIGHT: 34 kg. (due to the nature of her hollow bones)
BLOOD TYPE: AB
3 SIZE: 83 - 54 - 80
NAME: STEN Legacy
AKA: "Sten"
CLAN: Highlander
AGE: 19
BIRTHDAY: 07/15
HEIGHT: 169 cm.
WEIGHT: 60 kg.
BLOOD TYPE: B
3 SIZE: 88 - 61 - 69
NAME: Ekal Hopper de pe TAPETA
AKA: "Jean"
CLAN: Crawler
AGE: 17
BIRTHDAY: 03/03
HEIGHT: 160 cm.
WEIGHT: 88 kg.
BLOOD TYPE: O
3 SIZE: 151 - 134 - 145
NAME: ASPARA (pronounced "Aspar" in the game) Gas
AKA: "Spar"
CLAN: Grass Man
AGE: 111 (16, in human years)
BIRTHDAY: 02/02
HEIGHT: 181 cm.
WEIGHT: 58 kg.
BLOOD TYPE: ?
3 SIZE: 72 - 57 - 60
===================================
WALKTHROUGH
===================================
---------------------------
Prologue
---------------------------
Gate
----
Items: Treepole, Herb x2
Level: 1
The game opens with a giant eye in the middle of the screen. He
mutters some stuff about God, and then dozes off again. In the church
in Gate, father Ganer is trying to get Yua down for her nap, when Yua
leaves the church. Ganer calls Hero to find Yua. Before you do
anything though, search the dresser for the Treepole, then head
downstairs. Talk to Ganer, and say you'll go find Yua. Head out of
the Church, and talk to the two women that are chatting outside of a
house, and one'll say that Yua's always playing in the back of the
village. Go around the houses to the back of the village, and you'll
see a moving bush. Pushing the action button'll remove the bush,
allowing access to the back of the village. Follow the path, and
you'll enter another area of the back forest(it's in color!!).
Continue, and you'll find Yua, standing outside of a giant dragon.
Then, a monster attacks Hero.
There's nothing much you can do here, but attack. When your hp drops
to critical, Ganer comes and kills the Beak. They chat for a bit, and
you're given an option, choose whichever one you want, then they chat
some more. Then Ganer and Yua leave, but Yua tells you to sleep under
the dragon for a while.
You can follow Yua's advice to see another picture of the eye, or you
can say no, and continue back to the village. When you get back, no
one remembers you, or Ganer or Yua. Someone tells you that the pastor
of the St. Eva church has alwyas been Father Hulk. Search the northern
most house's book case on the first floor for a herb, and the dresser
on the second floor of the house to the south of the first one for
another herb. Go to the church, and talk to the father, and he'll let
you sleep in the church. During the night, the other person in the
room wakes up, and steals the candle. You stop him, and he tells you
his motive, and what he'd like to do. You're given the option to join
him, so do so. His name is Bow, and he joins you.
Exit the town, and go west. Bow will sense rain, and caution for
shelter. Head to the cave to to the north and west of your location.
It's really dark in the cave, so Bow'll suggest to use the candle.
Follow the path, and you'll see something sliding along the path.
Follow, and you'll reach a giant of a monster. He'll knock Bow away,
and you'll fight him.
BOSS FIGHT
----------
The big demon's Baubary, and he'll defeat the hero easliy. Then a
screen pops up that explains some stuff, and now, we're on to the game.
---------------------------
Ten years later...
---------------------------
Hometown
--------
Items: LifePI, Herb, Antdt
Level: 1
The scene, 10 years later in Hometown, Bow and Hero are Rangers at
the rangers guild. They get their first job, finding a lost pet. Bow
scoffs at this, but his opinion is quickly changed as he sees that the
owner of the lost pet is the beautiful winged princess of Windia, Mina.
She pleads for you to find her precious Suzy, then leaves for the inn.
Bow's really excited now, and they head off right away. Search the
bookcase behind the Elder of the Ranger's guild for a LifePI. Search
the book cases in the duplex near the Ranger's guild for some herbs and
an Antdt, then change your formation to scramble and put Bow in the
lead. Buy some equipment, and maybe a few herbs, although with a few
hunting grounds, you can have a few roasts to use, which are good money
for equipment (Roasts sell for 200 Zenny). Head to mount Fubi, to the
south east of Hometown.
Mt. Fubi
--------
Items: Saladbwl, Firerock
Level: 4
Head in the first cave, and straight up, there's a healing spot
there. Level up to 6 or 7 there, and continue along the path.
Eventually, you'll fight a boss, the Harpy Sisters.
BOSS FIGHT
----------
Level: 7
Harpy Sisters: There are three of them, Peach, Palo, and Puti, and
they'll concentrate on Hero. They want to eat him, and will attack
each other for a round. Heal when necessary, and keep pounding on
them. They go down rather well. Congratulations, you've won.
Now continue up the path, and push the little stone out of the way of
another cave, which will bounce into a larger stone, which'll roll down
the mountain and flatten the first cave, and almost flatten the
travelling maniro too. Bow will make a comment, then continue into the
cave. Follow it down, and head past the cave on the left, and get the
chest there for a Saladbowl. Follow back up, and enter the cave you
passed earlier. Follow that down, and after getting the Firerock in
the chest there, continue until you see a pit, then drop in the pit.
You'll meet Azuza the hunter here, but he's not important now. Exit
the cave, and you'll notice that with the destruction the rolling
boulder did, you can now go across Mt. Fubi that way. Now, head out of
Mt. Fubi and head west to the building there.
Hideout
-------
Items: one pet
Level: 8
Save at the Dragon Statue you see on the left of the house, and enter
the house. You'll see an old man there, who's screeching about the
roaches that are there. Enter into a fight between the cockroaches
(there are six), and beat them easily. The old man takes a step
forward, then scream. A huge roach'll attack you, and it's time for
a...
BOSS FIGHT
----------
Roach: He'll only attack, so attack back. heal when necessary. You
could use the firerock that you got at Mt. Fubi, but you'll need it for
later.
After the fight, you'll talk to the old man(Niro), and he'll thank
you for saving him, and will offer you a piece of the pig he found,
which he wants to eat. But, he had to take off the collar first. Bow
asks to see the collar, and it says Suzy!! Bow panicks, and they get
Suzy out of the pot. Happy, they take Suzy and put her in a bag, to
which Niro laments. Head back to Hometown, and see the elder. He'll
congradulate you, and give you 500 coins. Once you exit the Guild, Bow
says he's tired, so picking yes to the option will take you straight to
your house. Sleep, as you will. In the middle of the night, Bow gets
woken up by a guy named Kilgore, and he accepts a job from him to steal
the 'magic hood' from Trout.
In the morning, head outside and talk to the guard by the front gate,
who says that Bow was stealing from Trout's place. Go to Trouts place.
On the way there, you'll bump into a woman who's running. She'll say
excuse me, then make off past the Magic School. Once you get to
Trout's place, the guard'll say that Bow will be found, no matter how
long. Head left to the other mansion. Talk to the guy out front
(Kilgore), and he'll appologize for getting Bow into this.
Head back to your house, and Bow'll be in the room. He'll tell you
his story (pick that you believe he didn't steal anything). According
to Bow, the girl that bumped into you was the real thief. Then, a
knock at the door. Panicked, Bow hides in a garbage can. The guard at
the door searches the room, and leaves. Bow then wants you to take him
to Niro, at the ruins to the south of Hometown. Head to the gate, and
the guard'll ask you what's in the garbage can. Pick any of the three
(Comic books, Trash, Bow), and he'll let you through anyways. Go and
drop Bow off at the Ruins, and he asks you to find the thief, who has
wings on her back. Seems easy enough, right?
---------------------------
Hero and the Katt
---------------------------
Niro suggests that you ask around for clues at Hometown, or Coursair,
a town to the east of Hometown. You could ask around Hometown, but we
know better, right? So instead, head to Coursair. From Mt. Fubi, head
east, across the bridge. The enemies are tougher here, but if you're
lv 8 or 9, shouldn't be too much of a problem. Just watch out for
those flies. Go across the bridge to the north (take note of that
cavern to the left in the cliff wall), then continue north.
Coursair
--------
Items: Smoke, BumsCL, Herb x2
Level: 9
In Coursair, search the upstairs dressers in the pub for a smoke.
You'll also see Poo here, and he's being a whiny little brat, so ignore
him for now. Macotti is in the bathroom, but he lives there for 1 coin
a month. Search the upstairs dressers in the Inn for a Bum's Clothes
and a Herb, then go to the church on the west side of town. Search the
dresser on the second level for another Herb. You'll also notice that
Kay is here. For now though, Head back to the pub. If it's daytime,
talk to the bartender to fast forward it to nighttime.
Talk to the big guy at the counter(Rand), and he'll tell you that a
strange girl's fighting in the first battle, but the guy that fights
her is Baba. Another person says that Baba lives in Tagwoods, to the
north of Coursair. So, buy some new equipment from the weapons shop,
some healing items if you need them, then put the rest of your money in
the bank. Trust me, you'll know why later.
Head to Tagwoods. *note* If you go past Tagwoods on the right, you'll
come to a gap with a wooden pole on each side. You can't do anything
here, but at the cliff is a fishing spot, and on the other side of the
gap is a house where you can find Surfy.
TagWoods
--------
Items: Herb x2, Gold, Smoke, 100Coins x2, Baba Axe
In Tagwoods, head up to the first intersection, and head left to open
a chest containing a Herb, then head back to the intersection, and head
up. Grab the chest on the right (100Coins), then head up, around the
bend of trees and down to the right to another chest containing a herb.
Head back up and around to the left, and continue left. Climb the
ladder of the house on poles to use the gondola to travel across the
trees to the next area. Head right to the next gondola, but head down
and left from it to another chest containing gold. Go back up to the
second gondola, and enter it.
When you exit the last gondola, head left, and behind the gondola to
a chest for a smoke, and head down from the gondola, all the way to a
chest with another 100Coins, then head back up, but stick to the left
of the path. Head left to enter a narrow path that leads to Baba.
He'll taunt you, then you're in a...
BOSS FIGHT
----------
Baba: He's a little more challenging. If you're lv 9-10, you shouldn't
have too much problem. Just heal when necessary, but never let your HP
fall below 25, as one critical hit from him can take more than 20 HP
away from you. Hit, heal and beat him into the ground. After the
fight, he'll give you his axe so you can fight in his place. Go back
to Coursair now.
If it's night time, head to the pub and talk to Rand. If it's
daytime, talk to the bartender again to fast foward to night. Rand'll
notice you have Baba's axe, and will think you're Baba. Now you have
your foot in the door. *Note* If you noticed, Hero's name has changed
to Baba for the time being in the party menu screen. Save if
necessary, then head to the Coliseum.
Coliseum
--------
Items: 1000Coin
Lv: 11
The guards there'll tell you to go to the right room. Talk to the
secretary behind the desk, and she'll send you into the first room to
get 'interviewed' by the Dir. HR. This provokes a....
BOSS FIGHT
----------
Dir. HR. Pretty easy, just beat him down, and don't forget to heal.
When you beat him, he'll give you the thumbs up, and the secretary'll
tell you to go see the Manager of the Coliseum, Augus. He's a pretty
shady character, and will reveal the darker side of the first bout that
Baba'll be in. Hero's pretty unsettled, but after the interview, go to
your dressing room. *note* Go into the opponent's dressing room and
touch the unopened chest for a bit of funny. In your dressing room, a
chest there contains 1000C.
Immediately head back to the bank and deposit all your money in
there. You'll see why in a bit. Save if you feel uncertain about the
outcome of the fight, then head back to your dressing room. Talk to
the Guard, then check the door at the back of the room. Rand'll show
up in your room. Hero tells Rand about Augus, but Rand's dubious.
Hero wins Rand over, and Rand suggests that you give him all your
money! Select yes (glad you put it in the bank, eh?), and he'll buy
two Antidotes. He'll try to give one to the female fighter(Katt), but
she rejects it. Rand calls her ferocious like Biruburu, then suggests
that you take both, and protect her. You'll have to knock her out
first though. Rand'll leave, and the guard'll come back in announcing
that it's your turn now in the ring. Head through the door, and out
into the arena. *Note* We see a cutscene with Augus discussing the
outcome of the fight with a few guards.
The fans'll taunt you, and Katt seems to be the crowd favourite.
Undaunted, Katt'll denounce the warning you give her, and will attack
ferociously.
BOSS FIGHT
----------
Katt: She's a good fighter, but not too tough. Attack, heal, etc.
She'll sometimes taunt you, causing you to lose your strength for the
round. Soon, you'll beat her.
Rand'll warn you of the danger after you beat her. Quickly run up,
and pust Katt into the corner, where she'll be safe. If you don't, it
determines how tough the next battle'll be. If you didn't save her,
Rand'll be there with you, with Ray, a St. Eva Priest. Ray'll be
tending Katt, and Rand'll join you to fight Augus. If you saved her,
Katt'll be pacing around in the hotel room. She'll appologize, and
join you to beat up Augus. Rand'll join up before you fight Augus
though, so don't worry. Get equipment for Katt, and level her up a
bit, then head to Augus' room in the Coliseum. Rand'll be there, and
Augus'll transform into a monster.
BOSS FIGHT
----------
Augus: He's difficult. Attack with everyone. Heal with Katt, because
she's the fastest. You can heal with Hero and Rand as well, seeing
that they have cure spells, but they'll heal after Augus attacks.
Augus attacks twice in a round. Sometimes he'll conserve strength,
which makes his next attack a critical. If you need too, it would be a
good time to use the Firerock that you got in Mt. Fubi. With a bit of
pounding, you'll get him for a sizeable amount of exp.
After the fight, Augus'll spout some stuff about his god's world
coming, and Rand'll wonder what this is about. Hero mentions the
hiding place, and Rand want's to go there to help out. Katt wants to
go too. Now, head back to the Hideout.
(*Note* To speed things up, use Rand's special ability to get back to
Mt. Fubi quicker.)
---------------------------
The Princess' fans are
Jokers!
---------------------------
Bow'll welcome you back to the hideout when you get there, and will
wonder who Rand and Katt are. Katt learns Hero's real name, and
comments that both names are weird. Bow is worried that Katt isn't
very smart, and thinks that Katt will break many things instead of
fixing them. Katt comes over and asks what you're talking about. Bow
tells Katt to go with Hero, as he and Rand can handle the repairs. She
agrees, then drags Hero out the door.
Fresh out of ideas, head to Hometown. Heading up from the entrance,
you'll notice a blast from the gates of Magic School. A female with
black wings is there, being confronted by 3 guys. Her name is Nina,
and apparently, she's being persisted by these people called the Joker
gang. She chases the guys off with magic, then goes back inside.
Katt's all kittenish now, and wants to learn magic. Select yes to her
question (if you select no, she becomes all demanding and whiny), and
head into the school.
Go up the stairs, and over to the right classroom on the top floor.
Nina's there with her teacher, Yoji. They talk, and Katt comes forward
with a proposition; teach her magic, and she'll beat up the Joker Gang
for her. Yoji says this isn't possible, as the Joker's won't wait that
long. A Joker is standing at the door as Yoji's saying this, and he
tells Nina that if she doesn't come with him to the Joker hideout,
she'll never see her little sister, Mina again. She agrees to this,
and they leave. Yoji explains the situation, and Katt decides to punch
their lights out. So, head back on the way to Coursair, but at the
sign that says 'look out for hoodlums', head west. In a mountain
overlooking a lake, is the Joker Gang Hideout. If you wish, head to
Capitan to buy supplies and save, then head to the Hideout.
Joker Gang Hideout
------------------
Items: LuckCndy, SilverDR, 1100Coins
Level: 10
Upon entering the hideout, you'll fight the Hood at the guardpoint
first. He goes down rather easily, and now you're free to explore.
Talk to all the people in the cave, and you'll find something peculiar.
As one guy puts it, 'it's all relatives'. Everyone in here is related.
Oh, and Win is in the first cave on the left. You'll also notice
someone guarding a chest. Ignore that for now, and head to the right
most cave. There's a guard standing by a rock, and he'll ask you a
question, Who is the boss's nephew. The correct answer is pain, and
he'll let you through. The next gate has a guy that tells you that the
switch to open the gate is in the hole on your right. It's a trap
though, as your hand gets bitten by a poisonous spider. The hood
attacks you with the Spider.
BOSS FIGHT
----------
P. Spider and Hood: Concentrate on the Hood first, then attack the
Spider. Hero's poisoned from the start of the battle, but pay that no
heed, as P. Spider can poison you again. Just keep beating him. Lv.
10-11 should be fine to lay a good thwacking.
Head up to the stairs, then head right, and down into the area below
the stairs for a LuckCandy, then head all the way right, ignoring the
door in the middle, and open the chest at the end for a Silver Dagger.
Equip it on Hero, and head back to that door and enter it. In the next
area, head to the right, along the wall, and you'll see a chest
containing 100C, then head left to the stairs. Head up, and you'll
come to a open room. Head to the right, and down the ladder. Talk to
the hood to initiate a fight with him. Katt and Hero see Nina over in
the main room talking to Joker, the leader. After the scene, head to
the left, and follow the path. Katt'll creep forward, and knock out
the hood guarding Mina, and you'll be attacked by 6 hood. There can
only be 4 enemies on the battle screen at one time, so the other two
will switch in once two are defeated. Once you win, Nina'll bury Joker
under rock, but Joker turns into a monster and attacks.
BOSS FIGHT
----------
Joker: He's not that tough. Attack with Hero and Katt, healing with
Katt when necessary, and cast cold with Nina. He'll go down with few
problems.
Now that he's done, Nina joins you to take Mina home to Windia. Now
that everyone's gone, head back to the guarded chest on the top level,
and open it for 1000C!!! Go to Coursair to heal and save if needed,
then head to Windia.
---------------------------
Well...
that's a deep subject!
---------------------------
Windia's to the west of Coursair, just make like you're going to
Tagwoods, but don't go up the ramp by the sign. Instead, head west
from there and you can't miss it. Just cross the bridge, and you're in
the basement of Windia Castle.
Windia Basement
---------------
Items: None
There's a guard behind the gate, and he'll recognize Mina, letting
you through. Travel through the maze, (*note* You'll know you're on
the right track when Mina says something) and you'll reach the a set of
stairs up. Up the stairs, and you're in Windia castle, surrounded by
guards. Mina will run to her mother, and Nina acts non-chalant about
it. Mina wonders what's going on, and the Queen asks the guard to
escort the party out to the town.
Windia
------
Items: 100Coins, TreeST
Out in the town, the guard tells you to cross the cliffs where the
distance isn't that much if you want to pass between lands. Katt is
confused, and Nina explains. After the scene, head down into the
square where there's a monkey standing beside a box. He announces that
it's a magic show, and people gather. Monkey boy(Sten), offers to make
Hero disappear, and does so. After the magic show, Katt asks Sten to
bring Hero back, but Sten says that Hero is gone to another dimension.
Katt demands Hero back(*note* during this scene, we see
hero...somewhere, but it's all black around him). Sten want's a date
with Nina and Katt, or else they'll never see Hero again, but Hero
appears out of a hole in the ground, which prompts a thumping by Katt.
Sten appologizes, and joins the party. Now, buy new equipment, and
give your SilverDR to Sten, as it's better than the WoodenDR that's
sold in the shop. Baretta's in the weapon's shop here, and Daiye is in
the second floor of the Inn. Also, search the dressers for 100C and a
TreeST. Now, if you feel like it, raise a few levels, and head to
Capitan, to the west. Along the way, you'll notice a cabin nestled in
a valley between two cliffs, and a forest behind it. This is the
Hunter's cabin. Head there for a bit of side info on a Uparupa. One
of the Hunters asks how much you want to sell Katt for, also, search
the chest for a HelpBL.
Capitan
-------
Items: SuedeAR, Tolen, Wfruit
In Capitan, one of the villagers laments about the dried up well, and
how a kid fell into it. Now, some people are looking for the child.
Leminton's in the Inn on the second level. Also, search the drawers
for a SuedeAR, and a Tolen(*note* You'll find out what these are
later). Locker is in the house next to the Inn, and a Wfruit is in the
cabinet in the house that Locker's in.
Well
----
Items: Van.Ext, Charm
Level: 14
If you feel like you're ready, head to the well up behind the item
shop and enter. At the bottom, you'll run into a monster, but some guy
comes out of the door on the left and kills the monster. It's Ray, and
he's trying to help the villagers in the well, but before he can
explain more, a monster attacks you. Defeat it easily (use Nina's Cold
spell), and Ray'll explain more. Agree too help the villagers, and
he'll lead you into another room. When he enters the long room, a
monster attacks him. He tells you to save the villagers, and he begins
to fight the monster. Walk up and out into a big room. There are
turtles swimming back and forth between the islands. There's a guy on
one of the islands who's searching for his son. The island up from the
guy, take the left turtle to a Van.ext, then continue all the way up,
past the boy on the right, and get the charm in the chest. Head back
down to the boy, and talk to him. He'll tell you about playing with a
turtle, then a monster appears out of the water.
BOSS FIGHT
----------
Terapin: He's a trifle difficult, but not unbeatable. Just be around
lv's 13-14. Have Nina cast her magic, and Hero Attack. Katt can use
items to heal and attack as well. Use Sten's bomb magic until his AP
is depleted, then have him heal and attack. Terapin has an attack
called Brainwave that confuses one of your group and has them attack a
party member once. He can also cast an earthquake that deals 28
damage, and attack singular people for mid 30 damage.
After defeating Terapin, the area'll start to shake. Head back down
into the other room, and you'll meat Ray there. The water'll start
out, and Ray'll stop it with magic. Now you have to save the
villagers. *Note* How many villagers you save determine certain things
in the near future.
Head back one room, and enter the door next to the one you came out
of. Talk to that villager to save him, then go back to the last room,
and enter the door on the left. There's a guy standing between two
doors. Talk to him, and you'll fight him. Don't choose auto attack,
or else the party will kill the villager. Instead attack the monster
on his face to save the villager. Once you beat the Chiroru, enter the
right room, and beat the Creon on the other side. Another villager is
in the room, and he's possessed by the demon as well. Beat the Chiroru
and another villager is saved. Head back to the stairs, and enter the
other door beside it. Beat the demon on the villager in the next room,
and head into the door on the right. Follow the path, save the other
villager ahead, and enter the last door at the end of the path. Talk
to the last villager, then head back to Ray. He'll ask if the
villagers are saved. Select yes, and he'll let the barrier fall. Run
back to the door, and you'll be outside.
Ray'll thank you, and wants to give you magic. But, he wants to go
to where the party gathers, a rather obscure way of saying he wants to
go to Hideout. Take him there. Once there, Ray'll ask you to talk to
the party members and decide who to give St. Eva's blessings to. What
spell you get is determined by how many villagers you saved. If you
saved all 6 of them, you get Renew, a spell to revive fallen party
members. If you don't save all of them, you'll get Cure2 instead. I
recommend you give Renew to Bow, or if you get Cure2, give it to Nina.
After being blessed, Ray'll leave.
---------------------------
Awakening
---------------------------
Now, go back to Capitan. Between the Inn and house, there's a girl
dressed in red there. Put Hero in the front, and she'll take him away
from the group for a while. The scene reopens in a cabin. There are
three weird circles on the floor, two smaller, and one larger. The old
woman there, Granny, will explain what this is, and that the young girl
dressed in red is Sana, the Shaman of Fire. *note* An explanation
about fusing and shamans will be later. Granny tells you to stand in
the middle circle, but search the dresser for a LifePI, then go stand
in the circle. Sana tries to join with you, but something goes wrong.
The joining doesn't work, but they inadvertedly release your latent
dragon powers, in the process burning down the forest and their
cottage. Granny's a little disturbed, and wants Hero to find them a
house, because he burnt down their old one. Go back to Capitan, and
there's a guy standing where Sana was. He tells you that the party
left, and you'll automatically be back in Hideout.
Granny and Sana will commandier the room that Bow built for Hero and
him, but they say that it's not complete. They ask Bow to fix the
room, but he takes off in a huff. In Bow's room, Bow complains, but
sees that Hero was right in doing what he did. Granny and Sana make
some demands, and ask that you go to Capitan to find a carpenter. Now,
here's where the villager saving thing comes in. There are three
carpenters, one that builds the ordinary houses, one that builds the
houses on poles, and the one that builds the fancy houses. If you
saved only the minimum villagers, 2, you only get carpenter 1, if you
saved either 3 or 4 villagers, you get carpenters 1 and 2. If you
saved all of the villagers, you get all 3 carpenters. More
information will be covered in the Township area of the walkthrough.
Now, choose your carpenter. Once he's gone to Hideout, the people in
behind of the fancy house will have moved. There's talk that the thief
went west in a boat from this point, so follow the path out to get in a
boat and go to the next land.
---------------------------
The Frog, the Witch and
the Impostor
---------------------------
The party docks in the next land, so follow the path to the
overworld. Head up, and you'll enter a forest. Follow the path, and
you'll see a bunch of frogs there. One of them will speak to you as
you pass it!!! It appears in the pool, and tells you that it's been
placed under a curse by a witch in the nearby area. He asks that you
go to the Witch's tower and get her to remove the spell. Simple
enough.
Head out of the forest, and along west. You'll see an encampment by
a dock in the lake. You can rest here and save if you want. *Note*
You can now change your party members at any dragon shrine you come to,
unless for special reasons. You can do one of two things now. You can
go to the Wild Cat Restaurant, to the west of the encampment, on the
other side of the waterfall there, or you can head up north to the
witch's tower. Either way, level up to around lv. 15 or 16. *note* If
you wish to go to Wildcat Restaurant first, see the Secrets part of the
Walkthrough. From the encampment, head west a bit, then follow the
trail up, and at the lake on the top of the hill, head east to Witch's
Tower.
Witch's Tower
-------------------
Items: CureAl, Herb, SilkGL, WizardRG, WiseRB, WiseBL, Wisehoop, 1503
Coins
Level: 16-17
Party: Rand, Nina, Katt
Enter Witches tower, and with Hero in the lead, Step on the switch.
Nimufu'll talk to you, and you'll fight some enemies. After the
battle, do it again. She'll eventually let you in, because Hero's
cute. Now that you're in, don't grab the chest on the dais, as that
seals the door, preventing excape. Head to the left door, and up the
stairs for a chest with a CureAl, then head back to the main room, and
through the right door, and up the stairs.
At the top of the stairs, follow the path up and left, and note the
statue by the door. If you walk up to it and press the action button,
Hero'll note that the statue looks almost alive. There's a reason for
this, explained later. For now, head through the door on the left.
Follow the path down (take note of the chests in the other room), and
head up the stairs to the next level. Head up from the stairs, and
you'll see that there are 5 moving platforms, linked by chains. In the
Snes version, you could see where each platform would take you, but the
screen's too small in the GBA Version, so I'll tell you where to go.
Hop on the second one from the right to head to an enclave with stairs
leading down. There are many chests here, but as you open some of
them, pitfalls open up. Be careful. Once you've opened them all, head
back up the stairs, and ride the platform back to the beginning, and
hop on the far left one to ride it to the right side of the room.
Go up the stairs at the end of the hallway, noting the statues of men
there. They're strewn about this place, and they're mostly men. At
the top of the stairs, head down the path, and note the female statue
here. This is a statue of Nimufu, and she'll take you to the bottom of
the tower if you want to. Grab the chest near Nimufu for a Herb, then
head left. In this next room, there are buttons on the floor that are
pressed when you walk on them. These alternate the gates that open and
close when you step on the buttons. Step on a button as you make your
way up the left side of the hall, towards the first set of gates.
There's a room with a chest to your left, but you need to lower the
gate. There are three buttons placed in a pseudo triangle by a
pitfall, so step on the front most one(don't step on the other two),
and head back to the chest for a SilkGL, then head back past the
pitfall. The hallway after the pitfall is one space wide, but the
hallway running left and right is two spaces wide. Walk through the
hallway, but stay to the bottom of the hallway running left and right,
to miss that button there. Now there's another set of gates here, and
the left one leading to the stairs should be down, while the right one
with a chest is up. Head through the door just down from the stairs,
then back into the last room.
Hit the first button you see there to close the left gate and open
the right one. Get the WizardRG and the WiseRB there, then press
buttons until the left gate opens. Head up the stairs. You'll come to
a room with 4 moving plaforms, and two chests, each on an island. ride
the first platform to the first island to get a Wisehoop, then head
back and ride the next platform for a WiseBL. *note* There's a door to
the right of the last platform, but that leads outside. Ride the
platform from the island to the other side of the room, and enter the
stairs.
At the top of the stairs, hit the button to open up the way, and
proceed to Nimufu's room. She'll be glad that you made it, and wants
to play with hero. Hero mentions the frog, and if Hero plays with her,
she'll tell you how to remove the curse. Hero walks forward, and
Nimufu wants to make Hero her pet. He panicks, and she becomes upset.
She'll attack you now.
BOSS FIGHT
----------
Nimufu: She's rather easy. Just use your dragon transformation, while
Nina uses S.Boom. Have Katt and Rand heal when necessary with items
and Cure. Another tactic you can use is to have Katt and Rand use
Wfruit on Hero to replenish his AP and have him keep using his Dragon
forms. Nimufu casts Thunder, Spark, and attacks regularly. Two Dragon
attacks will be sufficient to do her in.
Nimufu cries after beating her, and will tell you how to release the
curse on the frog. Head back down the tower, but don't exit by falling
out the window in the room with the 4 moving platforms. Instead, head
back down to the 5 platforms on chains, and ride the far right one over
to the left side of the room, and through the door. Go up the stairs
and you'll find Seso, the Water Shaman. Talk to her, and she'll warp
back to Granny. Now exit, and head back to the forest where the frog
is.
Put either Katt or Nina in the front of the party and talk to the
frog. After the scene, the frog will have changed back...to a frog!?
The frog's name is Ekaru Hoppe de pe Jean, the prince of Simafort, and
he wants to thank you by showing you his castle. After he joins,
change your party to include him, then exit the forest. After exiting
the forest, the game'll say 'around that time', and will show you
Township. The first 3 houses are built, and the carpenter rejoices,
but insults you first.
Now, instead of heading to Simafort, put Jean in front, and change to
a frog. Head up to the lake on top of the hill, and swim down the
waterfalls to enter a hidden cave.
Hidden Cave
-----------
Items: SkoletAR, KmikzeBL
Here, there is an old man in the cave. Grab the two chests for a
SkoletAR, and a KmikzeBL, and talk to the old man with Hero in the
lead. The old man will give Hero his second set of dragon
transformations. Now leave.
You can do one of two things now. You can either go to Simafort to
continue the story, or head back and recruit people for your Township.
I'd recommend the latter, as you can get some weapons to help you in
Simafort.
*note* For a list of Tenants, see the Township section of the
walkthrough.
*extra note* for my recommendations, see the FAQ.
Now that you've done that, put Jean at the front of the party, and
after changing into the giant frog, head to Simafort, located in the
middle of the lake, south of Nimufu's tower.
Simafort
--------
Items: Dluxrod, HelpBL, GutsBT, SoleSD, BreathAR, IronSH, RoyalHT, 1000
Coins
Party Level: 18-19
Party: Rand, Nina, Katt
Enter Simafort, and Jean'll welcome you to his castle. *note* All the
people of Simafort are frogs. The people around him are all surprised
at this show, and two guards come to carry Jean off, calling him an
imposter. Now, the 'real' prince comes down and appologizes for Jean's
actions, and asks you to leave immediately. You have no choice, so
comply. He then thanks you, and tells you that a boat with money in it
is waiting out front for you, so exit the castle.
Out on the pier, you see a girl pulling a giant rock around. She
struggles to lift it, and with a mighty throw, sinks your boat!!! She
explains that she's the princess of Simafort, Petape, and tells you the
story about who the imposter really is, and begs you to help. Before
she can explain furthur, two guards come out to the pier, investigating
a noise. Petape quickly dunks the party in the drink, and hides
herself. After they leave, Petape fumes at the guard's lack of doing
anything to remedy the situation. The party then announces that
they're drowning, and Petape saves them.
Hero then re-awakens in a bedroom, with the other two people in your
party, as well as Petape. If Nina's there, she'll be relieved that
you're alright. Rand'll say you were muttering about flowers, and Katt
would ask if you want her to hit Petape now. :) Petape appologizes,
then explains the situation further. Select yes, or more info, if you
feel you need it. Then she gives you the gills, allowing you to
breathe in shallow water. After the scene, check the bookcase in the
room for a Dluxrod. Buy items or equipment if you need them, then head
out to the pier.
Notice the grate on the pier, with a door underwater directly beneath
it? Enter this grate to go to the walkway underneath the water, then
follow the walkway. It branches off to the right, surfacing on a
separate pier with a boat there, allowing you to go back to the
Campsite. Do so now, and get another party member at the dragon
shrine. Then, head back to Simafort on the boat, and follow the
underwater pass back, but at the junction, head north. Enter an
underwater room, and following it will lead you into the castle food
stores.
Head up between the large grates where the live food is kept(note the
guy standing in the entranceway leading to the stairs, to the right of
the grates.), and go down the stairs at the end of the hall. This will
take you to the jail, where the guard leader is looking in on Jean.
He'll finish, then notice you. He'll say some stuff, and present a
choice to you. Select yes to fight him. He's rather easy, and goes
down with one dragon attack. Petape will appear after the battle, and
go to Jean. Jean says some stuff that makes Petape mad, and she
wonders how they'll prove that Jean's the real prince. Then the Royal
ring comes into the conversation. But, Jean gave it to Nimufu, so
Petape asks you to find her and give it back. So, we're off to Wildcat
Restaurant.
It appears that there's a witches reunion at the Wildcat Restaurant
right now. One of them will tell you that Nimufu's worshiping the
porcelain god, and another one will fight you if you talk to her. Go
to the right door, and you'll see Nimufu hovering over the toilet bowl.
She'll cry at not being popular, and will tell you that she doesn't
have the ring, and it might've gone down the toilet. Proceed to jump
in.
From the stairs, head left, and you'll see something sparkle in the
water. Go over to it and press A. The ring'll slip, carrying it away.
Go north, through the pass just left of the stairs up, and you can grab
the ring there. Head back, and Nimufu's grossed out that you jumped in
the toilet for the ring. She hears that it's the royal ring, and she
denounces you as a liar, as no one could give her such a precious
gift. Now you have the ring, so go back to the Jail in Simafort.
Jean and Petape are happy to see the ring, and rush off to the throne
room right away. They confront the 'real' prince and present the royal
ring. Then the 'prince' shows that he has the royal ring!! Petape is
flabergasted, but has a stroke of genius. She challenges him to a
cooking contest between Jean and the 'prince'. The 'prince' is
delighted, and says that the penalty for losing is death for Jean and
the party. Petape promises that they won't lose, and are taken to the
kitchen. Jean and Petape discuss their dinner plans, and decide on a
'cockroach *Hi automod ^_^* and green onion salad', 'worm with caramel
sauce', and 'gold fly pudding'. Petape asks you to find the
ingredients, which can be found in the castle basement.
Exit the kitchen from the north, and go through the banquet hall to
go to the courtyard. There are a lot of people here, but one female
between the well and the pond asks where her boyfriend, Tata, is. Head
up the stairs to the north, and enter the right door on the side of the
King's chair. Up the stairs will lead to the royal bedroom, and by the
picture of the king is a lever, with a down arrow above it. Pressing
the lever will move the picture, revealing a staircase leading up to
the roof. Tata's on the roof, and he's dying. Untie him, and head
back down to see Fiolina, his girlfriend. Say yes to her question and
she'll take off to save him. Go back to the roof, and talk to Tata.
He'll thank you, and tell you about the windmill and the buckets there
that you can use to get to the basement. He'll give you the storage
key as well.
Open the left door on the roof, and grab the chest inside for 1000
Coins, then open the center door to access the buckets in the windmill.
Take them down to the basement, and follow the path. A fly is
attacking a soldier, and will attack you after taunting you.
BOSS FIGHT
----------
Gold Fly: He's difficult. Hit him with everything you have. Have
Hero use his dragon transformation. Have Rand use a Wfruit on Hero,
Katt attack, and Nina use S.boom. Next round, have Hero use dragon
transformation again, Rand heal Hero, Katt use a Wfruit, and Nina use
S.boom or heal if neccessary. Next round, have Hero attack, Rand and
Katt use a Wfruit on Hero, and Nina use S.boom. Repeat this pattern
until goldfly runs away.
After the fight, the Soldier will die. If you need to, and you
probably do, head back to the inn at the entrance to Simafort to heal,
and buy some items if you need to, preferably Wfruit and LifePL, then
head back to where the soldier died. There are two paths you can take
from here, left, or right. Take the left door. There are two guards
in this room, but ignore them and enter the door to come out on a
walkway. The gold fly is hovering a few steps from you, and when you
get close, he'll taunt you, and run away furthur into the room. Follow
the path, and you'll come to a bridge. The bridge will break apart,
and a giant worm will come out and fight you.
BOSS FIGHT
----------
J.Worm: He's really annoying. Basically, follow the same attack
strategy for the gold fly. He has an annoying sleep attack that'll put
your party to sleep 75% of the time, often leaving only one party
member up. You can wait until he hits your party members to wake them
up, or you can hit them yourself. He uses quite a few special hits,
and counter attacks, so heal when necessary. He'll go down before
long.
After the fight, gold fly will come down, taunt both you and the
fallen worm, then leave again. You now have one of the ingredients.
If you need to, head back to the inn to rest, and save at the dragon
shrine at the campsite. Head back to the basement after you're done in
the castle, and this time, take the right path. Go up through the
door, then go back through the door to the left for 2 chests containing
a HelpBL and a GutsBT. Head back through the door, and take the only
other door in the room to lead to a maze-like room with a bunch of blue
cockroaches in it. Gold fly will taunt you some more, then fly away.
From here, make your way over to the left door, then enter it, and
through the other door to find a chest containing a Stamina, then go
back to the maze room, and make your way up to the door to enter
another maze-like room. *note* The cockroach's will only battle if
your lead character touches the roach. If you don't want to fight,
then take a step forward, then a step back to protect your lead
character from being attacked.
Here, the gold fly will taunt you again, then leave. make your way
to the door and enter it. Gold fly will taunt you some more, then fly
past a giant red roach. Heal yourself if needed, then go up to the
roach and fight it.
BOSS FIGHT
----------
G.Roach: He's not as annoying as the worm, as he doesn't have sleep
attacks. Use the Gold fly strategy to put this guy down.
You're awarded with another ingredient after beating the G.roach.
Head up through the door(heal first) to fight the gold fly.
BOSS FIGHT
----------
Gold Fly: One dragon attack will put him under. *note* The ammount of
damage you delt Gold fly in the last battle will determine how much Hp
he has for this fight.
You now have all 3 ingredients, so go back to see Jean in the
kitchen. *note* Now that the gold fly's been defeated, there aren't
any roaches in the two maze rooms anymore. Petape thanks you, and
tells you to wait in the dining room. Go up the stairs, and talk to
the guy blocking the door at the other end of the dining room to start
the contest.
After a scene, the king declares 'prince' Jean the winner, although
the tasters took a double taste of the 'gold fly pudding' that Jean
made. Petape goes balistic, and promises to blow up the castle.
'Prince' Jean panics, then bolts after. The master chef appologizes,
and explains the situation, then asks you to save Master Jean and
Petape.
Head back down to the kitchen, but enter the door that has the WC by
it. Press the lever underneath the down arrow to go back to the
basement. From here, head right, and follow the path. You'll find
Jean here, and past the other door, you'll find a pedistal. The real
imposter will explain a few things, then change into a demon and attack
you.
BOSS FIGHT
----------
Kuwadora: He's a pain in the rear. Make sure you bring your lifePIs
and Wfruits for Hero. He has the ability to stop the round before it's
finished, often wasting attacks, and an attack that'll hit everyone for
regular damage, between 30-45 HP. He also casts death, which succeeds
quite often, and casts curse. After a long battle, he'll go down.
Kuwadora will complain about losing, then will press the button on
the pedestal. The castle will begin to shake, then Kuwadora dies. Jean
enters and tells you the button's real use. Then a door will open up
at the other end of the room, and a walkway will appear. Petape will
wonder what's going on, and Jean explains. Then the two of them leave.
Walk up past the pillar, and grab the SoleSD in the stone, then exit
the room. You'll appear in the King's room, and after a scene Jean
will rejoin your party.
Now that you're done that, head back through the kitchen to the food
stores area, near the stairs that lead to the jail. There's someone in
the right grate, and the guys watching over the person don't like how
she whines, so they offer to give her to you. It's the thief from
Trout's house! Grab her, then head through the door that the guy was
guarding, and up the stairs to get 3 chests containing a RoyalHT,
BreathAR, and IronSH. Now you're on your way back to Hometown.
---------------------------
A-thiefing we will go...
Again
---------------------------
Hometown
--------
Items: Antdt, cake, Magic Hood
Level: 19-20 Bow: 10
Once in Hometown, head to Trout's place, and the guard'll let you in
once you mention the real thief. Trout will thank you, but Patty, the
thief, will raise suspicion about Trout, so to prove his innocence,
Trout wants you to inspect his house to see if you can find what Patty
mentions, which is supposedly in the basement. Go up past the tabke
and go into the kitchen. Search the cupboard for an Antdt, then go to
the storeroom on the other side of the house, and open the chest inside
for a cake, then go into the next room over and down the stairs.
*note* Up from this room is another staircase, but you can't access
it...yet.
After entering the basement, go back up and Trout'll meet you there,
then escort you off the property. Kilgore will meet you outside, and
asks you what happened. He's relieved that the real thief was found,
and he'll ask you to go get Bow, so he can apologize. Go to the Dragon
Shrine next to the weapon shop and switch out someone for Bow, then go
to Kilgore's place.
Kilgore will welcome you in his study, then invite you to a feast.
Kilgore apologizes, then they discuss the current events. Then,
Kilgore asks Bow to steal again. Bow agrees, then asks if Hero wants
to come or not. If you're feeling unsure, then take Hero. If you're
feeling bold, then go alone.
The scene begins with a battle with a guard. Put him down easily,
then head to the basement that you were at before. Go down to the
basement, then come back up. Bow'll notice a noise, then he'll hide.
A hidden panel opens, and Trout steps out. After he leaves, go in
through the hidden door, and down the stairs. Here's what Patty's
talking about. At the end of the jail is Patty. Talk to her, and
Trout'll come back down. Trout notices Bow near Patty, then makes an
offer to Patty, which she refuses. Trout then turns into a monster and
attacks you.
BOSS FIGHT
----------
Trout: If you have Hero with you, the fight's easy. Just use the
Dragon transformation to beat him. If you don't have Hero, then just
keep hitting Trout, and healing when your HP runs low. Trout steals
money from you when he attacks, but you get it back when you win.
Afterwards, Trout cries a bit, then dies. Patty compliments you,
then gives you the Magic Hood, which Kilgore wants. She leaves, and
Bow heads back to Kilgore's place. Bow explains things, then tries to
give the Magic hood back to Kilgore, but Kilgore wants you to have it.
Bow then has a premonition, and offers Hero a choice. Select whichever
you want, then after a cut scene, you're outside of Kilgore's place.
Head back down, and you'll see Silvia there, who asks you to go to the
Ranger guild.
In the elder's room, the veteran Rangers are talking about something
that happened to the forest in Gate. They talk about it, then say they
don't want to do it. Bow and Hero come forward, saying that they know
what the Rangers saw in Gate, and Elder sends them to investigate Gate.
He then says for you to find the Grass man.
---------------------------
From Trout to Whale Cave
---------------------------
Items: SteelAR, PwrFood, GoldAR, 100 Coins, Whale Bell
Party: Bow, Katt, Rand
Level: 19-20
From Hometown, head back towards Simafort, but instead of entering
Simafort, follow the river south til it reaches the little lake at the
end. A sign is to the right, and a beach is nearby, where you can get
MacClean, who is another possible candidate for your town. Continue
east from there, and you'll see a house nearby. This is W.cave. Near
the house is a Dragon Statue. Make sure you have Katt with you, then
enter the house. There's a few kids inside the house, and a man
blocking a path out to the backyard. You can buy cakes at the counter
if you want, then talk to the man. He thanks you for saving him at
Trout's place, then rewards you with a visit to W.cave.
Follow the path, and climb down the ladder. Oddly enough, the walls
seem to be pulsating. At the bottom of the ladder, there's another
ladder to the right of it, with a fence around it. As you walk around,
you'll hear voices from below. Switch to Katt, then have her hit
either the north or the south plank on the fence to knock it down, then
go down the ladder. You'll land with a thud, suprising an old man at
the bottom. He tells you a few things, and introduces a pair of
dolphin children. Apparently, this cave's a real whale, and has been
asleep for a long time. The dolphins speak of a stone doll in the
Whale, then Tree and Ton argue with the old man, then pretend to deny
him passage on them. He panics, then apologizes, then leaves. From
there, head up through the door to the next room, and notice the large
appendage in this room. This is Grandpa's adams apple. Katt can hit
it, but it won't do any good right now. Instead, head past it into the
body of Grandpa.
Head up and to the right from the door, hugging the wall until you
come to a chest with a SteelAR, then head back down, and go left
through the bubbles, and back up. Follow the path to the top, and when
you clear the last of the bubbles in this room, head left and swing
down to get another chest with 100 Coins, then go back up and exit into
the next room.
Head up (ignore the path to the right, it leads to a dead end) and
take the path leading to the right into the next room. Follow the path
all the way up, into the next room, and grab the chest there(PwrFood),
then head back to the fork, then take the center path up to the next
room. Follow the path, ignoring the left path, as it leads to yet
another dead end, and continue to the next room.
From the door, hug the wall as you go up and left, ignoring the door
leading back to the last room, and enter the door you see in the top
left corner for GoldAR. (*note* Use Katt to open the doors that are
closed. She'll hit them with her staff.) Go back to the last room,
and head right, across the top of the room, and enter the door there.
Notice the two converging paths in this room. Follow the path, and
continue up. (*note* Going down the right path leads to a dead end)
Hit the door at the end with Katt's staff, and enter the next room. Go
straight up, and enter the last room. In this room is the stone doll
that Tree and Ton were talking about. He'll wake up, mumble some
stuff, then try to kill you.
BOSS FIGHT
----------
Munmar: He's rather easy. He has a sleep attack that puts your
characters to sleep. Use a dragon transformation, then attack for a
couple of rounds to beat him.
He'll be relieved that he can sleep now, then will disappear. Go
back to the Adams Apple, and hit it with Katt's staff. Grandpa will
wake up, and be glad that he's awake. Tree and Ton come by and thank
you, as well as tell you that there's a _carnival_ at Tunlan. Grandpa
tells you to go grab the whale bell from the old man on the beach, and
you'll automatically go there. Enter the cave here, and talk to the
old man. He's happy that Grandpa's awake, and gives you the bell.
Check his shelf for a Herb, then go to the water and press A button to
ring the bell. Grandpa will come here and pick you up.
---------------------------
World Tour
---------------------------
Items: Tolen x2, Cond. Up
Level: 20-21
Party: Rand, Katt, Bow
Now that you have suitable transportation, I recommend you take time
to complete the map, it'll make things easier in the long run. Follow
the coastline all the way around, periodically checking the map for
it's completeness. From the pennisula directly south of W.cave(there's
a sign near the tip of it), go east. The island here is where Guntz is
located. Step in and complete the next part of Flying township, and
buy the BrassSD for Hero. Go up to the last house on the path, and
check the right shelf on the first row of shelves for a Tolen.
Karashinikofu is here too, and will join your town if you let him. I
don't recommend this, as he takes house #4, where you can get the
powerful Barose. Eichichi's in the basement. Read my 'Flying
Township' area of this document for more information.
The island that Tunlan's on is directly north of Guntz, but don't go
there yet. Make sure to circle the island north west from Hometown,
there's signifigance to this island, as there's a mountain on here.
From the southern tip of the western continent, head directly east, and
you should see an island here with really high cliffs and no beach.
There are two buildings on this island. There's a smaller island to
the east of the other island with no beach. there's a single house on
here. Complete the eastern continent from the small island, noting the
castle on top of a plateau, as you come up the east side of the eastern
continent. You have one more thing to complete, getting Bleu. Go read
the Secrets area to learn how to get Bleu, then once you've done that,
go to Tunlan.
---------------------------
The little Carnival of
Horrors
---------------------------
You can't really do anything right now in Tunlan, as they speak with
musical tones, and can't understand you. Buy some equipment if you
need it(preferably the twinBW for Bow), then head to the carnival just
outside of town.
Carnival
--------
Items: none
Level: 22
Party: Bow, Katt, Bleu
In the carnival, talk to the guy to buy tickets. He mentions that
the grass man's going to be fodder for a demon, and they've raised the
prices on the tickets as well. After buying tickets, head through to
the back and talk to the Chief. He mocks the grass man(Spar), and is
surprised that Spar can talk. He asks a question. Select no, and
he'll ask you another question. Select yes, and he'll make an offer,
Spar for either an Uparupa, or 900,000 coins!!! After that, head out
the back door to go to the world map.
From here, you can go either straight to the Uparupa cave, or go to
the Hunter's shack between Capitan and Windia first. I'd recommend
you'd go to the hunter's shack first. From the beach near Tunlan, head
around to the left, and go up the left side of the island, and dock at
the beach to the left of Gate. Head north east, and you'll see the
hunter's shack nestled between two cliffs, and a forest in behind.
Hunter's Shack/forest
---------------------
Items: Owl Fruit
Level: 22
Party: Bow, Katt, Bleu
In the hunter's shack, read the diary on the table to learn what
happened to the hunter's, then head out the back door, and through to
the forest behind.
In the forest, follow the path. At times, you'll hear someone
singing. At the end, you'll see a girl standing infront of the Owl
Fruit. She'll change then attack you.
BOSS FIGHT
----------
Algernon, Danielle, Suiky: Algernon's the head of this trio. Danielle
heals Algernon with Cure2, while Suiky attacks with thunder. Have Hero
use his dragon magic, while Bleu can use Freeze. Bow can heal and cast
Defup, while Katt can heal and attack as well, seeing that she's the
fastest. Bring your Wfruit to replenish AP. It doesn't take much to
down Danielle and Suiky, but they get revived, so concentrate the
majority of your attacks on Algernon. 2 dragon spells, and a few magic
attacks will do in Algernon, so just heal and attack.
She tells you not to tease her, then dies. Pick one owlfruit, as
that's all you'll need. Then exit the forest, and warp to Hometown.
Sleep at hero's room there to replenish your hp and ap, then board
grandpa at the beach to the south of Hometown. Follow the coastline
around to the north of hometown, and at the north/south bridge by
Capitan, you'll see a cave in the rockwall by the bridge. Enter it
with Grandpa, and you're in the Uparupa cave.
UpaCave
-------
Items: QuartrST, Gold, OceanRB, BusterSD, CharmSH
Level: 23
Party: Bow, Nina, Bleu
Notice that you're underwater in this cave. Fortunately, you can
breathe here, thanks to the gills from Petape. I'd recommend you have
some fire weapons for this cave, like the HeatST for Katt, if you have
her. Head up, pass the island on the right, and continue up. Go up
the ramp and enter the cave to find a chest with a QuartrST for Katt.
It isn't as powerful as the HeatST though. Go back down the ramp, and
go to the right. Ignore the path leading up, as it leads to a dead
end, and continue right. Go up the ramp to get the chest on the land
for a Gold, then go back down the ramp, and head up the path just to
the right of the ramp to exit into the next area.
Head up through the path, out of the water, then after the bend,
you'll see a door leading into the next area. Go in the door to the
opposite of the other door, and open the chest there for a OceanRB,
then go back through the door, and through the other one to get to the
next area.
There are a bunch of Maniro here. One'll tell you how to catch
Uparupa for 200 coins, and another one will sell an OwlFruit for 1000
coins. Say no to them, and proceed to the final area. Here are a
number of holes in the rock walls, with sparkling eyes in them. These
are the Uparupa holes. Ignore all the holes, and go up the stairs to
the left of the river running through the cave. Go up the other ladder
here, ignoring the rest of the Uparupa holes, and proceed to the last
Uparupa hole. To capture the Uparupa, place an owlfruit infront of
their cave, then back off a distance. The Uparupa'll come out of it's
cave to eat the owlfruit. When it eats it and begins to go back to
it's hole, run forward and press A. The Uparupa'll squawk, then attack
you.
BOSS FIGHT
----------
Uparupa: He's rather easy. Don't use regular attacks on him, as he
will counter attack you everytime. Just use a dragon attack, then have
Nina and Bleu cast their most powerful attack magic. Bow will heal.
Uparupa will go down without much struggle.
After the fight, Uparupa will whine. You now have a choice, either
keep Uparupa, or let it go. Choose let it go. It'll be so happy, that
he'l leave you a chest containing the BusterSD. Now exit the Uparupa
room, but then re-enter it. There is a CharmSH in the room. Now,
leave the Upacave. With Grandpa, swim to Hometown to heal, and change
your party at the dragon shrine if neccessary, then go to the Carnival.
Carnival
--------
Party: Katt, Bow, Bleu
At the Carnival, pay another 100 Coins, then head through to Spar's
inclosure. Talk to the Chief, and he'll ask if you brought the money,
or Uparupa. Choosing 'I'll give you nothing!!' will prompt a boss
battle.
BOSS FIGHT
----------
M.C. Tusk: He looks daunting, but isn't that tough. Hero uses his
dragon magic, Katt attack the first round, then use Wfruits on Hero to
replenish his AP for as long as necessary. Bleu use Freeze, and Bow
cast Def-up, and heal when necessary. He'll go down without much of a
fight.
Chief threatens you, then dies. Hero looks for an opening, but can't
figure it out. Then Spar shows you where it is. He talks to you for a
bit, then suggests what to do next. Then he joins you. Change your
party to include him, then you'll exit the carnival. Go to Tunlan and
buy some equipment for Spar, then board Grandpa and head west, then
follow the coastline north until you come to the old man's beach.
Disembark there, then exit the beach and head west. When you enter the
great forest, make for south west, and you should notice a giant tree,
surrounded by littler trees. This is the great tree, Gandaroof. Enter
from the bottom, and Spar will talk to Gandaroof. Gandaroof complains
of amnesia, and blames Spar. He then tells you to get the Therapy
Pillow from Tunlan.
---------------------------
Sten's 'happy' homecoming
---------------------------
In Tunlan, talk to the guy by the main stairs at the entrance to
Tunlan to learn that they won't understand you unless you bring a
musical instrument of high caliber. He then mentions the Famous Flute,
from Highfort. Ok, go to the beach near Guntz, directly below Tunlan,
and follow that east, following the islands until you come to a
pennisula with a house on the end. Follow the south shore of the
pennisula, and there's a beach here. Disembark, and head east,
following the coastline to the south. Once you are between the sea and
an inland body of water, head east, over the top of the lake, and
you'll see a ramp here. Go up, then back west to another ramp. Go up
the ramp, then go back east until you reach a castle, overlooking the
sea. This is Highfort.
Highfort
--------
Items: MothDR, QuickCL, Extract, Tolen x2, NinjaDR, MoonMask, Collar,
2000C, Famous Flute
Level: 20-23
Party: Sten, Bleu/Bow, Katt
If it's night time, there'll be a guard at the gate who'll deny you
access to Highfort. So, just use Hero's Timewarp spell to fastforward
it to day, then enter.
Walk across the bridge until you come to a gap. Put Sten in the
lead, and press A. Sten'll raise a concern, and will mention that this
is his hometown. Select yes to Sten's question, and he'll relent.
Now, press A to cross the gap and enter the castle.
The guard near the door will notice you, but then notices Sten, who
he welcomes back with open arms. They talk for a bit, then the guard,
Gayne, will mention that Trubo is looking forward to see him. This
surprises Sten for some reason, having to do with Goonheim. Sten then
walks away. The party follows, but Sten tells them to get the flute
without him, as he has business to take care of. (*note* the Dragon
Statue here won't let you change your party, so you're stuck with the
party you have currently) Save if you need, then go through the door
to the left of the dragon statue. Follow the path all the way up, and
enter the door that's being guarded by two people.
You'll walk in on a war meeting. A lady called Shupkay is making
plans with the Division Commander, Chief of Staff, and an Army Corp
Commander. She then talks about the hidden power of Highfort, and with
it, they'll take over the world. The Division Commander object, but
she slaps him out and sends them off. The party comes forward, and
Shupkay drops them into a pit.
The scene goes back to Sten, who's pacing in a lobby of some sorts.
He's getting worried, and decides to go look for them. One of the
guards warns him about Shupkay, and Sten wonders who she is. The guard
explains. From here, head down the stairs to the right. Go down the
other set of stairs in the room to find three chests containing
QuickCL, MothDR, and an Extract. Equip the MothDR on Sten, and raise a
level or two if you feel inadequate, then go back up to the main room.
Save, and buy some healing items, as Sten will be alone for a while.
Make sure you have at least 5 lifePLs. Then once you're done that,
deposit all your money in the bank, and save again. Head through the
door to the right of the dragon statue, and head across the bridge.
Someone will interrupt Sten at about half way, and they'll talk. It
turns out to be Trubo. He'll bluster at Sten, then attack.
BOSS FIGHT
----------
Trubo: He's a little difficult, especially if you're at low levels.
Just attack and heal when neccessary. The battle will end without
victor.
Trubo will talk with Sten a bit, then will break the bridge apart,
plunging them down.
BOSS FIGHT
----------
Trubo: You have 3 turns to beat him. Open up on his ass. If you gave
Chop Chop to Sten, use it. If not, use flame, or attack. You'll beat
him in 3 turns, hopefully.
After the fight, Sten and Trubo will land in the water. Sten will
save him. Trubo will wake up, then they reminisce about the past.
Trubo will fill Sten in on current events, then they devise a plan to
get rid of Shupkay and save the Princess. After Sten and Trubo
separate, head in the door that Trubo goes into. Use the healing pool
here, and save. Then go back out the door, and head left along the
path to the road that Trubo mentioned.
Follow the path up the stairs and through the door to enter to a
larger room. Head up to the wall, then right, and then up the first
hallway to enter a door with a chest for a Tolen, then go back to the
large room, and head right again. Go up the last path and enter the
door there for a chest containing a D. Earing, then go back to the
walkway in the large room, and head down the last path you see to
advance to the next room.
Follow the path to enter a room with a bridge over a pit. There's a
fork in the bridge's path. Head left first to a chest with 1000 Coins,
then go back to the fork and take the other path to advance. Follow
the path here, using Sten's arms to pass the gaps, and continue to the
next room.
In this next room, there are two ways you can take, left and right.
Left just loops you around, so head right, and up the first path you
come across to advance to the next room. *note* if you look to the
left of the stairs, you'll see the other party members there. Continue
up the stairs to enter another bridge room. You can go up or down from
here, but go down, as heading up leads to a dead end. Follow the path
and ignoring the first door you see, continue on the path to the right
of the door to find another door. Then, step on the warp pad in the
next room.
From the connecting warp pad, follow the path, and you'll be behind
the throne room. Head left, and down the stairs, then step on the
other warp pad you see here. In the next room, you'll see 3 doors, one
to the left, one in the middle, and the last to the right. The ones on
the left and right are set up closer than the one in the middle. Head
in the left door first, and go through the door at the end for a chest
with a NinjaDR. Equip it, then head back two rooms, then enter the
right door. Go through the door at the end of the door and open the
chest for a CloakKN, then go back to the main room, and finally,
through the middle door.
Continue up the path to a room with two short hallways in it, side by
side. At the end of each hallway is a door. Enter the door on the
left, and get a chest for another 1000 Coins, then go back, and through
the right door. Follow the hallway up to find Shupkay and the Princess
talking to each other. Sten joins the conversation, and Princess is
happy. Sten takes a step foward after a bold proclimation ('This
monkey is going to give you a spanking, Shupkay!'), and falls through a
pit.
Sten lands in the room where the party is being held, and they get
annoyed with him. Then they join up again. Change your formation, if
necessary, then head up, and use sten's arms to cross the gap here to
advance. Now here comes the fun part. A really big bridge maze room.
From the beginning, head left, and follow the path all the way around,
then at the next fork, head left. Follow the path left, then turn
south. Ignore the paths to the right, as they loop around, and turn
right, then at the first junction there, head up. Follow the path to
reach a square platform with 2 more ways to go, left, and down. Head
down, and follow the path to reach the stairs.
You are in another maze room now. Follow the path up, right, then
down a short ways to come to another 2 way. Head down, then to the
left. Ignore the first path leading up, and take the second one.
Follow it, and enter the door at the end. In this room, there's a
healing pool, and a warp pad. Take the warp pad to a chest with a
MoonMask. Heal if necessary, then go back to the maze room.
Follow the path back to the other path leading up, and take that one.
Turn right at the first path, and follow it all the way to reach the
stairs. In the next room, there are 3 warp pads here. Taking the
right one will lead you back into the castle, thus starting you back at
the beginning! Taking the left one will lead you back to the room with
the MoonMask. So, take the center one to go forward. You'll find
Trubo there on the floor. Trubo will start getting mad, so Sten'll
knock him out. Then walk up to the door and press A to face a boss.
BOSS FIGHT
----------
Portal: Do not use attack magic, as it heals Portal. So have Bleu heal
and use WFruits on Hero. Hero can use his Dragon magic, while Katt can
heal and attack. Sten attack as well. You can beat him easily using
this strategy.
After the fight, the door will open up fully, and Trubo will wake up.
He'll talk to you, and then you decide on a plan, you fight Shupkay and
get Princess back, and he stops the machine. Follow the path all the
way up, and in the last room, you'll see a staircase. Going past the
staircase will lead you to a warp pad which leads to where Sten dropped
through the floor. Head up the stairs instead.
In this next room, you can see 2 stair cases from where you stand,
one to your right, and another to your upper left. Take the upper left
one to reach 2 treasure chests containing Collar and another Tolen,
then go back to the last room, and take the right staircase. Follow the
path to the last set of stairs to reach the top level where Shupkay and
the Princess are. After the scene, Shupkay turns into a monster and
attacks the party.
BOSS FIGHT
----------
Shupkay: Make sure to heal Hero's AP for this battle. Shupkay has the
ability to cast Hush on your party members, and is also capable of
counter attacking. She casts Thunder, and Drain. Heal with Katt and
Sten, and have Bleu cast her most powerful magic. Hero can use his
Dragon magic, then attack, or just heal his AP with Katt and Sten, and
use it again. She'll go down with little difficulty.
Afterwards, the game will take control and you make your escape from
the tower. Sten then makes a noble move to stay behind and lower the
party and the Princess down the elevator, because they're manually
propelled. In the throne room afterwards, Princess will thank you, and
give you the Famous Flute, and will give you a final note for Sten.
Head back to the entranceway of the castle, where the shops are, and
exit the door to find Sten standing there, moping. He rejoins the
party. Now that you have the Famous Flute, head back to Tunlan.
===========================
Save the Queen!
===========================
Now that you have the Famous flute, you can understand the people of
Tunlan now. Talk to the residents to learn of the plight facing the
queen. Go up to the castle, and follow the stairs up to the queen's
room. Apparently, she's turned into a real food hound, eating 10
servings of food a day!!! She's really fat now, and the old lady
beside her says that if she doesn't lose the weight, she'll die. There
are two others in the room that speak of an old magician who can help
her, but was banished from Tunlan for his temper and disrespect of
woman. He was banished to an island, but that's all the info they give
you. But don't worry, that's what I'm here for.
If you have Bleu or someone else who can warp, then warp to Hometown.
If not, then just board Grandpa and swim to Hometown. From there, head
just north and a bit west, and you'll notice an island there with a
beach on the south side and a mountain on it. This is where Gedd is.
Mt. Maori
---------
Items: MoonDrop, ThornWP, CureAl, FlameSD, FlameSH, MagmaAR,
Level: 26-27
Party: Katt/Nina, Sten, Your call
Enter, and ignore the post you see here, and follow the path right to
enter a cave. There's a healing spring here, and you can heal your
wounds if you need to, then head into the next room to find Gedd. If
you step on the platform with anyone but Nina, Katt, or Spar shamanized
as the girl, then he won't speak to you. Put either Nina or Katt in
the front, and he'll take notice of her. He'll then gloat about being
the best in the world, and can cure anyone, then asks who the patient
is. He frets at the queen, and doesn't want to go back...unless the
'little girls' kiss him. After the following scene, he'll agree to
help you. Go back to Tunlan now.
Enter the queen's room in the castle, and Granny's fretting that you
aren't back yet. Gedd walks in the room, and they 'debate' for a bit,
until Gedd turns the attention back to the queen. Gedd tries a spell,
but she fattens right back up again. He makes his diagnosis; the
queen's been infected with a demon. He sends you with a letter to see
his assistant on Mount Maori, so head back there immediately.
Return there to see Gedd's assistant engaging in aerobics. He then
takes the letter, and tells you what to do; head to the top of the
mountain, and get a mushroom from the top that looks like what he shows
you. Take a good long look at the mushroom, and remember the placement
and size of the dots on the mushroom cap. Then head out and with Sten,
cross the small gaps, ignoring the first door you see, and enter the
other door. Get the chest with the MoonDrop in it, then go back to the
first door and enter it.
Follow the path up all the stairs, and ignoring the path to the
right, head back down another path adjacent to the first one to claim a
chest with a ThornWP for Spar. Now head back up, and follow the path
leading to the right. Go up the stairs, and head left for a chest with
a CureAl in it, then head back right, and exit the door.
Head right, cross the gap behind the waterfall, and enter the other
door there. From the door, head up and in the first door you see to
get the FlameSD in the chest, then go out the door, and continue up the
path. At the fork, head right, and up the stairs to the upper level,
then head right. Follow this to a chest with a FlameSH, then back down
the stairs and head left. Exit the door to appear on a ledge behind
the waterfall. Walk left to the edge, then press down to fall down to
another ledge with a chest containing a HushRG, then go back through
the door at the bottom, but this time, go up the stairs to the upper
level, and head left.
Go in the first door you see, and follow the path. Ignore the upper
path, and keep heading right to get a chest with a MagmaAR in it, then
up to the upper path, and follow it all the way right, and exit the
door at the end to appear at the summit. Here you can find your
mushroom, but as you look, notice that there are a few different
mushrooms here, all with different white dot placements on the mushroom
cap. Go around the pond at the summit to the posts on the left of the
pond, and cross to the island in the middle. There are three mushrooms
here. Pick the furthest one from the post, and you'll automatically go
back to the Assistant. He'll thank you, then give you the equipment
you need...a Mirror. O...k. o_O Anyways, now that you've completed
that, head back to Tunlan.
Tunlan
------
Items: none
Level: 26-27
Party: Sten, Katt, Bow
Return to the queen's room and talk to Gedd. He'll thank you, then
tell you how to use the Mirror. He'll give you final instructions,
then shrinks you and puts you in the queen's body. This part can take
as little as 10 minutes, or 1 hour, depending on if you know how to do
it properly. The queen's body is divided into 4 areas; Upr. Right,
Lwr. Right, and their respective parteners, Upr. Left and Lwr. Left.
In the body, you'll notice some weird things floating across the
screen, which signifies her blood. The left side of her body is
coloured blue, while the right side is red. You start out in the right
side of her body. I strongly recommend you defeat all the enemies in
one room before proceeding to the next. Use the little dancing monster
in your party menu screen to tell if the room is still occupied. It'll
dance if there's enemy in the room, and sleep if the room's clear.
During this process, the game'll cut out to a picture of Gedd, who'll
tell you how you're doing. Also, if you need to get out of the body
for any reason, just use the mirror.
From where you start, go up through the door, then through the other
door in that room. In the next room, head right a bit, then through
the door leading down, as the one leading up will take you to the
queen's arm, and there aren't any monsters in there. Then head down a
little bit, and take the left fork, making sure to clear the area of
monsters, before heading into the next room. Clear that room, and
Gedd'll tell you that the Upr. Right part is good to go, so head to the
Lwr. Right area. Head back to the last room and go back to the fork,
and head down the right path to reach the lower right area.
From the door, head down and into the first door you see. Fight
there at the entrance to clear that room, and head back through the
door. Head down the right path this time, ignoring the second door,
and head in the last one. Clear this room to clear the whole right
side. Follow the path through the room, and there are two paths you
can take at the fork, one that leads up and to the left, and one that
leads straight left. There are two doors on the upper-left path, and
one on the straight left path, but all three lead to the lower left
area. But anyways, head down the straight left path, and enter the
door to proceed to the lower left area.
Something to point out, there are enemies here called 'fatty'. They
are swift to run, but yield a lot of experience, so seek them out and
defeat them first in battle. Occasionally, you'll fight 3 of them. In
this situation, use the dragon magic to quickly take them out. Ok,
from the door, follow the path, and at the fork, take the left path up,
as the right path will lead you to the two doors leading to the upper-
left path of the last room. Go through the door to the next room.
Go through the room, and enter the first door you see. Defeat the
monsters in here, then go back to the last room, and continue up.
There are two doors at the end, one leading up, and another leading
down. Head through the door leading down, and defeat the monsters
there. There are two doors on the other side of the room, but both
lead into the lower right area, and we don't want to go there. Once
you've cleaned out the monsters in this room, and you'll get a message
saying you've cleared out the whole area. Now, head back to the last
room, and enter the door leading up.
From the door, head up and enter the door at the top. There are two
doors in this room, one on the left, and one one the right. The one on
the left leads to the arm, and the one on the right leads to another
room you want to go to. Clear the monsters out in here, and ignore the
other door in here. Head back to the last room you were in, and go in
the door leading back down. Back in this room, head back down, and
when you come to the fork, take the right path and enter the door at
the end. Now head right, and enter the first door you see to enter the
last room you need to enter. Clear this room to clean out the queen
entirely. Gedd'll now warp you back out of the queen's body.
Gedd'll thank you for a job well done. Granny'll be so grateful,
she'll let Gedd come back to live in Tunlan. He's happy about this,
but the queen's miserable that she's so thin, and can't move. They
laugh at this, then Gedd thinks he's forgetting something. As reward,
the old lady will let you take the bolst...uh, therapy pillow. :) Exit
the queen's room, and go back down the stairs outside of the throne
room. But, instead of going down the set of stairs to go out of the
castle, head left past it, and enter the door where the Highlander is
standing guard outside of. This is the treasury, where the Therapy
pillow is, but it's gone!!! Actually, the girl outside of the safe
doors has it, and will give it to you when you talk to her. Take it,
then go back to Gandaroof. Make sure you have Spar with you, and that
you have decent levels for him. If you need to, take him to monster
island, but be careful up there, as the monsters are immensely strong.
Once you're at Gandaroof, he'll thank you, then will ask if you're
ready to go into his mind to retrieve his memory. Select yes to begin.
===========================
Gandaroof's Memory
===========================
You'll start out beside a town. Enter it, and talk to ALL the
inhabitants. Notice that they're all old men in this town, and each
town is shaped EXACTLY alike, save for the people. In the town, find
the item shop and buy some upgrades for your party, if they need them.
After you talk to all the people in the town, exit the town, and head
south a bit, then east over the bridge, and continue east until you
reach the next town. This town is filled with young men. Talk to all
of them, then exit the town, and walk west a bit, then north. You
should see a path leading up the cliffs. You'll see a third town
situated beside a lake. Enter it, and talk with all the inhabitants,
who are all children. The kid by the main stairs will be surprised
that there are 3 towns, and mentions that there should only be two.
This Item shop has items, so stock up on what you need. The kid behind
the next counter, where the banker should be, will offer to take you
out of the mind, if you talk to him. In the inn, there is an old man
in here named Barose. He's one of the appliciable tenants you can get
in the game. I strongly suggest that you take him, as he can teach you
powerful magic. Once you're done here, go back to the first town.
Enter it, and you'll be in the Memory Tower.
Memory Tower
------------
Items: AutoBW, EarthAR, MisoSoup, HeroBT, BlndedML, 1000 Coins
Level: 28-29
Party: Spar, Bow, Bleu
This place can be difficult to navigate, as there's a giant circle
around you, removing the immediate layout of the tower around you.
from the entrance, go up til you can go further, then head left a bit,
then up all the way. Go right, and talk to the old man, who'll offer
to escort you to the entrance for 100 Coins. Take it, and he'll bring
you to the ladder in the middle of the room. Talk to him again, and
pay 100 coins to go to the exit. He'll actually take you to the two
chests above the ladder that you couldn't reach otherwise. Take them
for an AutoBW and EarthAR. Talk to him again, and he'll take you out
of the tower. Go back in, and talk to him one last time, and this
time, walk one space right, and head up to go up the ladder.
From where you end up, make your way over to the old man standing in
the corner of the room. He'll offer to transport you to a place.
Don't accept. Instead, walk down three steps from the old man, then 2
left, then go up to advance. Then from the top of the ladder, walk one
left, then down all the way, then left all the way for a chest with a
MisoSoup, then walk back 7 steps, and go up until you can go up any
further, then left 5 steps, then up all the way, then right 7 steps,
then up all the way, then left all the way, down all the way, then left
two steps, then up to advance.
From the ladder, walk right one step, then down 2 steps, then right
two steps, then up to advance. Then, walk left one step, then down all
the way, left one step, up one step, then left all the way to get a
chest with 1000 Coins in it, then retrace your steps back to the
ladder. From one space up from the ladder, head left all the way, then
up, right, up, and right all the way, then down two steps, right two
steps, up 6 steps, and left all the way for a chest with a HeroBT.
Then, go down one step, right all the way, then down all the way.
Then, 6 steps right, down 3, and left 2 for a chest with a BlndedML.
Then, go right 2, up 3, left 6, and up 7. Then, right 2, and up 5.
Right 2, and up 3. Left 2, down 1, right 3, down 1, right 1, and down
6. Left 2, down 4, right 2, and up all the way to advance.
From the ladder, right 1, down 2, right 2, and up all the way to
advance. In this next room, there'll be 3 old men, one on the left
side, and two on the right. From the ladder, walk right 1 step, and up
all the way to talk to the two old men on the right of the room. Then
go back down all the way, left all the way, up all the way, and right 1
step, then up all the way to talk to the third old man. Then back
down, and right all the way, then up all the way, left one step, and up
into the door. Make sure you have everything at max, and are suitably
equipped, as you will face the boss now. From the door, walk straight
up. Talk to the old man, and he'll reveal himself as the one who
destroyed the minds of everyone in gate, and is doing the same to
Gandaroof. He changes, and you fight him.
BOSS FIGHT
----------
Aruhamel: He's a tough cookie. One of his most annoying attacks is
the ability to lock your character's spells, starting from the ones
that you most recently got. He casts this over all your party, for
extra annoyance. Have Hero use Dragon magic, Bow use Defup X and Cure
after that if needed, Spar use Freeze, and Bleu use her most powerful
magic. If Aruhamel locks her most powerful magic, have Bleu use
restorative items. If he locks all your important magic, use
restorative items and attack regularly. He'll go down after a bit.
After the fight, Aruhamel dies. Walk out of the room, and make your
way to the old men again. They remember a bit more, but not too much.
Now use exit and make for the third town. Go to the item shop, and
talk to the kid behind the bank counter to exit the mind. Gandaroof
thanks you. Walk up to him, and talk to him to find some stuff out.
Choose all the options to learn it all. Now exit Gandaroof's grove,
and make for south. Cross the bridge to come to a valley. Talk to the
guy at the entrance to the valley, and he'll wonder if something
happened in Skytower. Warp to Capitan, sleep, buy items, and save, if
you need to. Change your party too, if you want. Exit Capitan, and
walk south to the beach. Board Grandpa, and make for Skytower. You
can't miss it, just sail straight south, and it'll be to the left of
Grandpa. It's round, and has a green top. Enter it with Grandpa.
Skytower
--------
Items: GutsBL, IceSH, FrozenAR, NorthDR, 1000 Coins
Level: 35-36
Party: your choice
You'll be on the roof. Walk left, and go down the stairs. There are
two manillo here. Talk to the one above the small square hole, and
he'll make point that something's wrong with skytower. Talk to him a
second time to gain admittance to the tower. Now, be careful here, as
you're underwater. You have a 3 minute time limit. If you exceed
this, you'll pass out, and will reawaken at the top level where the
manillo are. Fortunately, there are rooms with air in them, so you can
take a breather there before continuing.
From the elevator, head through the left door. Ignore the door you
see, and continue past it. Enter the door at the end, and get the
chest for 1000C, then head back through the hall, and enter the door
you passed earlier. Go up the stairs, and through the door at the top
of the stairs. Follow the path, open the first chest for a GutsBL, and
continue down the hall. Enter the door, and go through the door at the
top of the stairs. Follow the path and you'll enter a large room with
a cross-like support beam in the middle. There are steps there, but
reaching them is difficult. as the currents of the room will sweep you
around. Make your way to the bottom of the room, and stand directly
underneath the down current, and walk straight up until you're right
next to the stairs, then go up them.
Grab the IchSH in the chest just at the top of the stairs, the
FrozenAR in the chest up from the stairs, and the NorthDR in the last
chest, then go around the room and enter the other set of stairs.
Follow the rest of the stairs to reach the cause of the problem, Spoor,
the wind shaman. She'll appologize, and will leave to go to granny.
If you have it, use exit, but you're not done yet. Go back to the main
room you first entered, and enter the right door this time.
There are swift currents in this room, so run to the right to the
first door, and enter. There's a manillo in this room who'll sell you
armaments. Buy what you need, and head out the door again. You'll be
swept back to the beginning of the room. Make your way around to the
last door in the room, being careful to push the button in one
direction. If you change directions, the currents'll take you back to
the beginning of the room. Make to the end of the room, and enter the
door. There'll be a door to the left of you, so enter that one. Go
through the hallway, and enter the door at the end. A manillo will
caution you to the lack of air when going down the set of stairs there,
but enter it anyways. You'll be in a room full of grass. Step left 2,
then up all the way. Ignore the door at the top of the room, and go
all the way right to enter that door.
You'll be in a hall now with fast currents. Run all the way right to
advance. You'll be in another room with grass. Make your way to the
door at the top of the room, and continue. This is another room with
fast currents. Follow the hallway, making sure you're at the top-right
corner before heading left, and enter the first door there for a
goblinSD, then go back. You'll be pushed back to the beginning, so
make your way across the hall. Grab the chest there for a SpiritRB.
You're now done the SkyTower. You can't use exit here, so go back to
the room with the manillo, and exit from there.
You can go back to Township to fiddle with your new shaman, or can
continue through the valley.
===========================
Namanda, Namanda
===========================
Now that the fog is cleared in the valley south of Gandaroof, you can
now venture through it and get to Farmtown. In the valley, just head
straight south. There is a fork to the right somewhere around the
middle of the valley, but ignore that, and keep heading south to reach
the exit. Now head straight south to reach Farmtown.
Farmtown
--------
Items: HelpBL, Gold, Plate
Level: 37
Party: Rand, Your preference
Once you enter, you realize that there are a bunch of people who look
like Rand here!! This is Rand's hometown. Talk to the people with
other party members, then with Rand to get different messages. Go to
the Inn, right at the entrance, and on the second floor of the inn,
search the dresser in the upper room for a HelpBL. The house you want
is the one at the top of the town. There are 3 doors here; the one on
the left, middle, and right. The one on the left is a completely
different house, while the other two doors belong to one house. The
middle and right doors are seperated by a fence. Walk up the steps to
the house, but enter the door on the left.
Go up the stairs in this house and check the drawers for a Gold, then
return to the middle door, and attempt to go in. The screen will
darken, and someone will yell, causing the party to step outside in a
hurry. A man comes out of the house, pleading with the owner of the
house, Daisy. He's an emmisary from the St. Eva church, and want to
build a church on Daisy's land. Daisy announces her faith in Namanda,
and chases the emmisary off, then re-enters her house. You should do
the same.
Explore Daisy's house a bit, then enter the door on the lower level
to talk to Daisy. It appears that Daisy is Rand's mother, and she
belts him with a ladle, demanding that Rand explain himself. She hits
Rand again, and puts him to work plowing the fields. She makes the
rest of the party do it too, first thing tomorrow. In the morning, she
gives you a final piece of advice, then you scoot off to the back
field.
Now, the game's version of plowing the field is walking up to
everything and pressing the action button to get into a fight. You'll
fight stones, stumps, and bushes. There are two of each in the field.
Also, don't use magic against these things. You'll find out why later.
The only one that offers any challenge is the last thing you face. If
you face the stone last, it's an S. Golem. If someone can tell me what
the other two are, then let me know. After defeating these, return to
Daisy. Don't talk to her yet. Instead, go through the door to the
kitchen, and check the shelves by the 'oven' for a plate. What, no
utensils?
Go back and talk to Daisy now to rest. In the morning, Rand'll
appologize to you for Daisy's actions. Daisy will be in the backyard,
so go talk to her. She tells you to go west to Namanda and pray for a
good harvest, so do so. Head west, and on a plateau to the north you
should see a cave. Continue west a bit, then turn north, go up the
ramp at the end, then turn right and head back down south to reach
Namanda.
Namanda
-------
Items: Tolen
Level: 37
Party: Rand, your preference
At the entrance, you'll see a guy standing between two poles, and a
building. Enter the building, and talk to the guy if you want. Then
search the shelves on the back wall for a Tolen. Exit the building,
and head up, past the guy between the two poles, and talk to the guy
guarding the door at the top of the stairs. He'll let you pass.
Continue up through the path, past the guy fighting the monster, and
enter the first cave you see. In this room are a bunch of circular
pods, some with people laying on them, and at the front, are two guys
standing near a bell. Talk to the one on the left, and he'll ring the
bell with his partner. Exit the room, and continue up the path, and
through the door. In this last room, there is a basket in the middle
of the room, and when you examine it, you can put money in it, at 100C
a time. Donate 20 times, then go back to Farmtown. It _MUST_ be at
least 20 times, no less.
Back in Farmtown, go back to the backyard, and you'll see someone
standing there, but it isn't Daisy. He hands Rand a letter from Daisy,
which says that Daisy endorsed the building of the St. Eva church.
Rand won't have that, and fights the Emissary.
BOSS FIGHT
----------
Paladin: Not much strategy here, just keep plugging him, and healing.
Be at least lv 27. He casts defupX on himself, so it leads to a
protracted battle. Not too difficult.
After the fight, Ray will show up, and the emissary will whine to
Ray. Ray'll threaten you, then Rand will call St. Eva dumb, and tells
them to leave. Rand'll question the St. Evites, and ask your oppinion
as to weither Daisy was taken by force or not. Select yes. Rand
wonders how to get there, and then wishes they could fly. If you don't
have Nina and someone with warp in your party, change your party at the
dragon shrine and head to Windia.
Windia
------
Items: HelpBL, Tolen, MoonDrop, BumCL
Level: Nina(30)
Party: Nina, your preference
Walk up to the castle in Windia, and with Nina at the lead, talk to
the guard. She pleads with the guard to tell the king that she has
returned. The queen, Hina makes her appearance at the door and tells
the guard to let them through. In the castle, a scene happens where
Hina explains about the Black wings. She then implores you to go see
the king.
From where you can control the party, go through the door to the left
of the main stairs, then right a bit, then up through the door. You
should recognize this room from the first time you were here. There's
a set of stairs leading down near the center of the room, a door to the
right of the stairs, and a path up, across the small moat that leads to
another door. Go through the north door, and follow the path to lead to
Yozo, another person that can join your town. Go back to the last
room, and go in the door to the right of the stairs to reach the castle
kitchen. There are stairs right near the door as you enter the room,
and another door to the right of you that you can reach by circling
around the wall in the middle of the room. Search the shelves at the
back of the wall to find a HelpBL and Tolen, then exit the room the
same way you came in.
Go back to the room with the two guards in the right room, and the
guard infront of the door that leads to some chests, and at the split,
go into the right door to appear to the right of the main stairs. The
door to the right of your location leads to the basement, and you can't
go in there right now. Now, go up the main stairs behind Hina. In
this room, you'll see a giant door just up from you that leads to the
throne room. There are paths to the left and right. Head to the
right, and you'll see stairs leading up, a door near the stairs, and
another door on the opposite wall of the first one. Go left from the
throne room entrance to see a guard standing by a gate on the south
wall, barracading a staircase leading to the cerimonial chamber, and
another set of stairs on the opposite wall. Now, go up the stairs to
the right of the door to the throne room, and search the dresser for
BumCL, then go back to the throne room door, and head up the stairs to
the left to reach the bedroom of the king.
First thing you do is raid his dresser for a MoonDrop, then as Nina,
talk to the king in the bed. The king'll recognize Nina's voice, then
a flashback occurs. He explains his actions, then begins to tremble.
A man in the room, an Emissary from the St. Eva chruch, promises that
the king'll get better if he spreads the teachings of St. Eva, which
causes the party concern. The king turns down the Emissary's offer,
and he threatens the king before he leaves. Nina then asks Gramps, who
was standing beside the king's bed, to open the basement so she can go
through the trials. He protests, but Nina wins him over.
Nina explains about the power of the great bird, and how she can
transport them to the St. Eva Chruch in Evrai. From here, go back to
the very first room you were in, the one with Hina. Go into the far
right door, and down the stairs to reach the Skycave.
SkyCave
-------
Items: StormRG, WindBR, WindRB
Level: 37
Party: Nina, Bow, your preference
Follow the path from the stairs. At the fork, you'll notice that to
the left is a staircase leading down, and a path leading up. Take the
path leading up. Follow the path to another set of stairs, and go
down. Follow the path right, and down another set of stairs. Here,
you'll notice two paths leading up, one just to the left of the stairs,
and one to the right. Head up the left path leading up, and you'll see
3 paths leading right, one at the top, one at the middle, and one at
the bottom. Take the one in the middle, and follow it to reach another
fork. You can continue straight down, or left. Go left, and follow
that path to reach the stairs leading up. In this next room, there's
another set of stairs in here. Go up them to reach another set of
stairs leading up. Going up them leads to a chest in the castle
containing a StormRG, then head all the way back to the first fork you
ever took in the SkyCave. This time, head left and down the stairs.
Keep going down the stairs, and at the bottom, go up through the door
you see. Go up through the room, and on a dais at the end of the room
is a stone guardian. Go up the stairs and talk to the guardian. He
asks if Nina wants to undergo the test. Select yes, and Nina'll
seperate from the party, and appear in a different room. In this room,
there are several platforms, each with it's own guardian. Traversing
the narrow passages of the room are stone like things that block your
path, so work your way around them. Talk to all the statues to hear
what they have to say. They will denounce what you're going to do, but
don't listen to them, you know what you have to do. Oh, you'll still
fight enemies here, so run from them, as they're very difficult to beat
with Nina alone.
Make your way to the south-east corner of the room, and head up the
wall, then go up the platform (the guardian calls you cocky for going
for the great wings), and continue up past the guardian to get a chest
with a WindBR, then work your way left to the left wall, then go up it
to reach another chest with a WindRB. Notice the door to the right?
You need to get there. You can get there by going down, then going up
the platform just to the right, the top-right one, and following it up
all the way to get to the door. (the guardian on the platform tells you
that you can't be human again) At the end is a guardian. Talk to him,
and go into the door behind him to get to the final chamber. A final
guardian questions Nina's intentions, then fights you.
BOSS FIGHT
----------
Guardian: He's not too tough. Make sure she's at full health and
magic, and wail on him with your most powerful attack magic, and heal
when your hp gets below half. He casts Hush, which seals your magic.
If that happens, just attack and you'll beat him after a bit.
The guardian congratulates you after the battle, and gives you the
Mark of the Wing, then changes into...NINA? Well, Nina from BoF1. She
announces herself as her great great great great grandmother, and
explains how the clan lost the ability to fly. After talking to her,
Nina-guardian will fly away, then asks your forgiveness for her
actions. Select yes, and she'll thank you. Now head back to the last
room, and to the guardian on the upper-middle platform. Talk to him to
return to the rest of the party, then exit the SkyCave.
Upon exiting the cave, go talk to the king again, with Nina at the
head of the party. After the scene, Nina's standing beside a bed with
the other party members sleeping. Check the left side of the dresser
to find that someone took the Mark of the Wing. Nina guesses that Mina
must have it, and follows in pursuit. Exit the room, and head left
past the stairs leading to the King's room, to the previously barred
staircase.
Ascend the stairs, and you'll meet Mina, who runs away. Follow her
to the cerimonial chamber, but she's barred the door. Nina pleads with
her, but Mina decides to do it anyways. She uses the Mark of the Wing
on herself, sacrificing her life to become the Great Bird. Tragic,
yes, but necessary. Now you have wings, and are treated to a nice cg
pic of Mina as well! Remember, only Nina can call the Great bird, so
make sure she's in your party.
There are a few places you can go first. There's an island to the
east of Evrai with a solitary house on it. This is an Armoury, and has
some extremely potent items for sale. Definately check it out. Also,
now that you have wings, you can fully do the fishing for treasures,
now that you can get the strongest fishing rod, the Charm Rod. First,
go to the island that Evrai's on, which is south of Guntz island, and
enter the smaller house on the island. This is an inn.
Inn on Evrai Island
-------------------
Items: CharmRod
Enter the building, and go up the stairs. Search the dresser in the
top room for the CharmRod. Now, you're set for fishing, just grab some
bait and go. See 'Fishing for Treasure' under the Hunting and Fishing
area. Do some fishing if you want, and enjo