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LUFIA: THE RUINS OF LORE, for the GameBoy Advance
------------------------------------------------------------------------
FAQ/Walkthrough, rev. 1.05, September 8th, 2003
(c) Phoenix 1911 <regentor@gmail.com>
------------------------------------------------------------------------

Hi, and hello, and welcome to my Lufia: The Ruins of Lore FAQ!  This FAQ
covers the GameBoy Advance version of the US-release, and should be
complete with game basics, a walkthrough, and supplementary information
such as charts and appendices.  This document is best viewed in a fixed-
width font, such as Courier New.  Also, I've made use of the "overscore"
character: Ż (if this character does not look like an upside-down
underscore, many section headers will look like crap).  In any event,
enjoy!

Before we start, please take these three points in mind:

1.  This FAQ is copyrighted.  Don't gain any profit of it--reproduction
    and modification are prohibited, except for personal, private use.
    If you're a FAQ author and wish to use parts of my FAQ in any way,
    please contact me first.
2.  The latest version of this FAQ can always be found at GameFAQs.
    Wanna host this file?  Great!  You have to drop me a line requesting
    permission, and most likely you will get it.  I especially encourage
    fan-sites to list this document.
3.  I get almost no e-mail concerning this game, so I'll probably reply
    if you drop me a line.  Make sure to see section 5 first before
    contacting me!

Thanks for your courtesy, and have fun.

Note that I changed e-mail addresses; everything sent to my @hccnet.nl
after September 2004 was not received by me.  See above for my new
address, and sorry for any inconvenience.


  Table o' Contents:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    1.  THE GAME BASICS
          1-A:  Introduction
          1-B:  Cast of Characters
          1-C:  Getting Acquainted
          1-D:  Combat
          1-E:  The Other Stuff

    2.  WALKTHROUGH
          2-A:  Licensed to Hunt
          2-B:  Gruberik
          2-C:  The Black Auction
          2-D:  Over the Hills
          2-E:  Beauty and the Beast
          2-F:  The Ancient Ruins
          2-G:  Curses!
          2-H:  Through the Sewers
          2-I:  Gruberik Revisited
          2-J:  Ordens
          2-K:  The Tower's Treasure
          2-L:  The Almighty Swordsman
          2-M:  The Nimona Mines
          2-N:  Family Reunion
          2-O:  The Wind Stone
          2-P:  The Exorcist
          2-Q:  The Girl's Spirit
          2-R:  Gratze
          2-S:  The Royal Ring
          2-T:  The Time Portal
          2-U:  Inside the Behemoth
          2-V:  The Last Stone
          2-W:  Save the Townspeople!
          2-X:  A New Tower...
          2-Y:  To the Holy Land
          2-Z:  Goldiark and Ragule

    3.  APPENDICES
          3-A:  The Ancient Cave
          3-B:  Jobs and Skills
          3-C:  Disc Monsters
          3-D:  Blacksmiths and Alchemists

    4.  CHARTS
          4-A:  Items
          4-B:  Skills
          4-C:  Monsters
          4-D:  Shops and Inns

    5.  FREQUENTLY-ASKED QUESTIONS

    6.  THE FAQ'S REAR BUTT


  What's New?!:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻ
   - Submitted info was added.  Keep those corrections comin', guys!
   - Small (miniscule) changes in the layout.


========================================================================
PART 1:  THE GAME BASICS
========================================================================

------------------------------------------------------------------------
1-A:  Introduction
------------------------------------------------------------------------

  The kingdom of Gratze attacks neighboring countries, while in search
  of the Beast.  It appears that the Beast is quite a powerful hunk,
  seeing as he is sought after for reasons not hard to make up: someone
  wants complete control of the world.  That someone is Ragule, a
  mysterious stranger who managed to get Gratze on his side.  Finding
  the Beast is no easy job; soul and body are separated, and it is said
  that one part is sealed away in the holy land.  Who can stop Ragule?

  You take the role of a kid named Eldin.  Although he appears to be a
  simple kid, something's different about him...  While he travels
  around the world, he meets a priestess, who is in search of shards and
  stones.  Those are needed to enter the holy land, and it so happens
  that that place is on Ragule's list of locations to visit.  During the
  game, Eldin, and his friends Torma and Rami, meet people, visit
  places, and are drawn into the historic sequence of events.
  Confrontation with Ragule is inevitable.  So in the end, it all comes
  down to saving the world from some evil bastard... how original.

  For the interested: Lufia: The Ruins of Lore takes place twenty years
  after Lufia II: Rise of the Sinistrals.  It takes place in the same
  world (i.e. a different world from the first Lufia or the third one),
  so you'll no doubt find some references to that game.

  You've played Lufia II, right?  That wonderful game on the Super
  Nintendo (which actually appeared in Europe, which I thank Taito for),
  which many people believe to be one of the best role-playing games on
  that console?  The third in the series appeared on the GameBoy Color
  and wasn't _that_ of a success, and this game, the fourth, should do
  something about that.


------------------------------------------------------------------------
1-B:  Cast of Characters
------------------------------------------------------------------------

  You see, I was supposed to give biopics for these characters, but they
  aren't exactly detailed throughout the game like other games.  So,
  here is a breakdown of their B-button skills and their battle
  usefulness.  Whee!

  Eldin:
  ŻŻŻŻŻŻ
   - Eldin's B-button skill is a knife, with which he can cut away vines
     on the walls and bushes, and other stuff that can be hacked down.
   - In battle, compared to Lufia II, Eldin is Maxim.  All-around, not
     too shabby in the magic department, and okay when you need physical
     strength, but not the number one choice when pure muscles or an IQ
     of 200 is required.

  Torma:
  ŻŻŻŻŻŻ
   - Torma's B-button skill is a rope.  This is similar to Lufia II's
     hook or Zelda's Hookshot; you can cross chasms when a pole/stake is
     on the other side.
   - In battle, Torma is between Eldin and Bau; his magic is lower than
     average and the size of his muscles more than average.  He's a
     little slow, however.

  Rami:
  ŻŻŻŻŻ
   - Rami's B-button skill is fire; she's good at lighting up candles
     and the like, and burning away stuff, like bushes, tree stumps, or
     spider webs.  Pyromania forever!
   - In battle, compared to Lufia II, Rami is Tia.  A giant bucket of
     SUCK when talking about weapon and using them, but with powerful
     magic to her potential.  I'm not talking about pulling a rabbit out
     of your ass, but summoning a firebird and roasting your foes' butts
     to coal.  She's also good as a healer, because her AGL is the
     highest of the four main characters.

  Bau:
  ŻŻŻŻ
   - Bau's B-button skill is a hammer, with which you can smash any
     breakable object to a hundred pieces.  Or something like that.
     Skulls and barrels break when bashed upon, but oddly enough, pots
     that fracture by knives are able to resist the hammer.
   - In battle, compared to Lufia II, Bau is Guy.  Can't learn magic
     (Bau isn't able to get a job), but powerful with his weapon.  Also
     seems quick in battle.  He however seems to miss many attacks,
     which sucks.


------------------------------------------------------------------------
1-C:  Getting Acquainted
------------------------------------------------------------------------

  ...also known as "role-playing games for dummies"; or "a beginner's
  guide to RPGs"; but most likely "the crap you can skip".  The "The
  Nuts 'n Bolts" section is copied from my other FAQs, because they just
  happened to be for RPGs as well.  Listen up!


  CONTROLS -------------------------------------------------------------

  Here is a quick rundown of the buttons and their functions.

    A      -- Confirm, interact, examine, etc.
    B      -- Cancel.
    L      -- On the field, you can switch characters with this button.
              Each personage has a unique ability, such as Eldin with
              his knife (to cut away stuff).
    R      -- Hold this button, and use the directional buttons to turn,
              without actually moving.
    Start  -- Save your game (GameBoy Advance-style: if you load your
              savegame, it is deleted upon reinitiating the game).
    Select -- Opens up the menu, from where you can configure, etc.

  Resetting the game software-wise can be done by simultaneously
  pressing and holding A, B, Start and Select.


  THE NUTS 'N BOLTS ----------------------------------------------------

  RPG.  That's role-playing game, I guess, and this genre involves
  gazing at your television screen or PC monitor while controlling a
  bunch of people.  The A-B-C is simple: your goal is to walk around and
  visit wacky places, slapping together a team of super-skilled
  personages, and accomplishing a certain goal (which is most likely
  saving the world for the thirty-seventh time).

  But wait; that's not all!  While doing this, you have to explore
  dungeons and slay monsters the monsters inside.  By doing this, you
  will get better (a.k.a. gaining experience), so that you can slay more
  monsters, so that you can slay the boss of the monsters (who usually
  resides near the end of a dungeon), and so that you can eventually
  slay the boss of the bosses.  Isn't that fun?!  To be frank, it's not.
  Fortunately, there is a storyline that makes you forget most of this
  essential RPG-element.

  A bit more on that gaining experience: another typical RPG-element is
  leveling up; fighting monsters willingly to get stronger, making
  future enemies a breeze.  In this game, as long as you don't escape
  from most battles, it's not absolutely necessary to spend hours of
  leveling up, but staying ahead a couple of levels DOES make the game a
  tad easier.  Of course, not only your experience level determines your
  strength in battle--you'll have to equip your characters with weapons
  as well.

  Besides dungeons, RPGs contain places where special events occur, and
  towns.  If you wanna save the world, it doesn't help much to stay in
  the same place the whole game, eh?  Therefore, you have to move on.
  Towns consist mostly of houses, shops and inns.  Shops make it
  possible to buy and sell things, and inns are sowed just about
  everywhere to recover every single lost bit of HP and AP.  EVEN if
  you've been roasted to a pile of nothingness, or attacked brutally by
  a madman, or just lost a few limbs... an inn instantly cures ANYTHING.
  The price of an inn, contrary to equipment, varies from town to town.
  It's mostly not much, trust me.

  You will also have to buy new armor and upgrade your weapons; like I
  said above, leveling up alone won't be enough to sustain the damage
  you take from newer enemies.  Stronger equipment is acquired as you
  go; a handful is hidden in chests, and there are always shops that put
  these things up for sale.  These stores are your main source of
  equipment, and monsters will be your main source of income (as well as
  selling your older gear).  Defeating them will result in the
  acquisition of G (gold; currency in the game), to reimburse the costs,
  or to sleep at inns to recover your health.  There you go.


  FEATURES UNIQUE TO LUFIA ---------------------------------------------

  Of course, not entirely "unique", but unique in such a way that not
  99% of all RPGs tackle the system in a similar way.

  In Lufia, there are no random battles.  It's more like Chrono Trigger,
  where you could see the monsters on the map and choose to fight them
  or not.  Since the game works with "tiles" (one step is one tile, or
  block), you can only touch a monster by standing in one of the four
  tiles surrounding one.  This is when combat initiates.  If you catch
  them in the back or in the side, you will gain an extra round of
  attacking.  If it's vice-versa, on the other hand, _you_ will have to
  bear with an extra black eye.

  Whereas in Lufia II the emphasis was on puzzles, that's not the case
  in this installment of the series.  Still, there are a few switches
  and pots to be found, and mini-puzzles.  Don't expect something to the
  effect of Lufia II, however.  Each character has been given a unique
  skill for usage in the field.  Torma, for example, has a rope.  With
  it, he can grab a hold of a stake on the other side and get the entire
  party there.  You can switch characters by using the L-button, and
  using skills is done by pressing B.  Sometimes, B-button abilities are
  crucial to continue.  In a few cases, they're optional (cutting away
  bushes to reveal items).

  Also, there are Disc Monsters (similar to Pokémon) you can capture.
  You can let them fight for you in battle; they'll be a new party
  member, so to say.  There's also the job system; you can switch to a
  certain class, and learn skills unique to that job, as well as getting
  stat-modifications particular to that it.  Although it is not crucial
  to know, section 1-E is a recommended read before you play the game.

  Conventionally, Lufia has four types of screens, which are the field,
  the battle screen, the world map, and the menu.  They are separately
  explicated below, except the battle information, which has been moved
  down to section 1-D.


  THE FIELD SCREEN -----------------------------------------------------

  You can walk around, talk to people, get items, see monsters, etc.
  Here are brief breakdowns of dungeon and town elements, i.e. well,
  everything that is not the ground:

  Dungeons:
  ŻŻŻŻŻŻŻŻŻ
   + LADDERS, DOORS:  Self-explanatory.  ...I hope.

   + BUTTONS AND SWITCHES:  Appear as, well, buttons on the ground.
     Most are connected to doors; they open when you step on the button.
     In some cases, this isn't enough, as you'll need something to hold
     down the button forever.

   + BUSHES, VINES:  Cut away with Eldin's B-button technique.  You
     might find some obscure thing under it, and in some cases you
     _have_ to mow down in order to continue.  Some vines on the wall
     give cover to secret passageways, so keep a close eye on them...

   + POTS, BARRELS, AND OTHER THINGS YOU CAN MOVE:  Push or grab them,
     and most likely place them on a button.  Pots can be grabbed and
     placed freely (use the R-button technique if you need to), but the
     heavier stuff is limited to being pushed.  That means you must NOT
     push them against a wall, for they can't be *pulled*.

   + HAZARD:  Needless to say, don't step into the lava!  Or anything
     hazardous for that matter--HP is lost with every step.

  Towns:
  ŻŻŻŻŻŻ
   + RESIDENCES:  Just your regular buildings, housing people to talk
     to.  I have yet to see an RPG with people that *do* bother about
     strange people wandering inside.

   + CHURCH:  Inside, you can save your game (for free), cure status
     ailments (for 100G), and remove cursed items (for 150G)--you can't
     remove the curse from the item itself.

   + INN:  The supplement to the church; recovering HP and AP.  Contrary
     to what the church asks in return, here the price varies from town
     to town.  And no; the trick from Lufia II (sleep for free if you
     don't have the money) doesn't work here.

   + SHOPS:  And of course, these can't be left unmentioned.  Buy all
     kinds of crap here, varying from items to cure your party to
     equipment that protects your characters and slaughters any
     opponents.  Unlike the inn, the price of everything is the same
     everywhere.  You can select to buy stuff, but for equipment, it's
     possible to equip what you want instantly.


  THE WORLD MAP --------------------------------------------------------

  Lufia's world map is different from those in other games in that you
  don't need to walk through the overworld.  Instead, you can just
  select the place you wish to visit and the game will take you there.
  This takes away the need of a boat and an airship, _and_ the need of
  the Warp-spell that was one of the most-used skills in Lufia II.  The
  positive side of this is that it makes the game easier, but the
  negative effect is that it, well, makes the game easier.  The
  developers presumably chose for this type in order to not have to give
  access to the entire world; e.g. Elcid, Sundletan and many other
  places that made appearance in Lufia II are not accessible in Lufia:
  The Ruins of Lore.

  Anyway, the overview of the entire world is the world map, and from
  there you can select parts, move to the area map.  Different locations
  are unlocked by progressing with the game, and different area maps are
  revealed by unlocking new places.  Red spots on the map indicate zones
  inhabited by monsters (dungeons, caves, etc.), while blue is a
  friendly color and thus specifies a town or village.


  THE MENU SCREEN ------------------------------------------------------

  Heh, this would be simple.  Press Select to bring it up when you're
  not busy in battle, and a few letters and numbers pop up.  The above
  bar is the status of your characters, in the lower-left corner you'll
  see your playing-time and the amount of cash you're carrying, and
  eight choices are found to the right of that box:

  Items:
  ŻŻŻŻŻŻ
    Selecting this brings up a list of your items, from where you can
    Use those items or Discard them.  It's all straightforward, really;
    select an item and employ it on the person of preference, if
    applicable.  Most of what you see here are curative items, and
    battle-only stuff, equipment and some accessories are listed in
    grey.  This means that you can't use them from here.  Hit Select
    while hovering above an item to create a box with the description of
    that item.

  Special:
  ŻŻŻŻŻŻŻŻ
    Similar to Items above, 'cept that this houses your--guess this--
    *special* items.  Some can be used, and some not.  Sometimes, you
    will need to use them in the field; the Stone Fragment, for
    instance, has to be placed in a hole.  This can be done by facing
    the hole and selecting the item in the Special menu.

  Skills:
  ŻŻŻŻŻŻŻ
    Select this and the person whose skills you wish to see, and your
    wish is granted.  Skills are like magic in Lufia II or techs in
    Chrono Trigger; see section 3-B on how to learn them and 4-B for a
    list of the skills.  And skills aren't the same as the dungeon
    skills in Lufia II, such as the arrow and the bomb, so keep that in
    mind.

  Monsters:
  ŻŻŻŻŻŻŻŻŻ
    Only available if you have captured a Disc Monster.  Simply a status
    screen with HP, AP, stats, etc. of the monster you select.  For more
    info, check out section 3-C.  Press L and R to switch between
    monsters quickly.

  Status:
  ŻŻŻŻŻŻŻ
    The same as the Monsters menu, only this concerns yourself.  You
    will find your name, level, HP, AP, job, B-button technique,
    equipment, and much more here.  Again, press L and R for a handy
    shortcut to switch to other characters in your party.

  Equip:
  ŻŻŻŻŻŻ
    Straightforward, really.  Select the character you wish to change
    the equipment of, then select which equipment to change, then select
    which equipment you want him or her to wear.  Note that some people
    can't equip this and that, and make sure to keep an eye on the stats
    to the left, which show the pros and cons of the equipment you
    select.

  Change:
  ŻŻŻŻŻŻŻ
    This puts characters in the front or back row, or switches their
    position horizontally.  People in the back row (can't be done in the
    very beginning of the game, until you get five or more in your team)
    do not participate in battle, although you can switch them--during
    the fight--with other party members.

  Options:
  ŻŻŻŻŻŻŻŻ
    The message speed can be configured here, as well as the cursor
    position (changing it to memory saves the position of the cursor
    when selecting options in battle and menus).  Furthermore, your
    Compendiums are located here; all your acquired items, captured
    monsters and much more are recorded in these books.


------------------------------------------------------------------------
1-D:  Combat
------------------------------------------------------------------------

  THE SCREEN -----------------------------------------------------------

  For starters, you have three important statistics in battle:

   + HP (HIT POINTS):  Determines your health; if it's zero, you're as
     good as dead.  A game-over is scored when everyone (Disc Monsters
     not counted) has kicked the bucket.

   + AP (ABILITY POINTS):  Allows the use of skills (a.k.a. magic).

   + IP (INSTALLATION POINTS):  IP is a special gauge unique to the
     series.  Basically, when you get hit, the gauge increases (think of
     it of a fury-meter).  When it's full, you can install with a
     monster you have captured, in order to become a stronger monster
     (even though you can't control it).  See below for more.

  Those stats are listed below, in the boxes.  On the screen are the
  monsters (your targets), and the weird characters below are your party
  members, which you control.


  THE OPTIONS ----------------------------------------------------------

  The battle system of the game works with rounds.  When it's your turn,
  you'll get to choose from three different options once they pop up:

   + SWITCH:  Change positions of your party members.  Although you have
     a party of four characters that actively hack and slash, in reality
     you've got actually eight; at any time, you can switch them with an
     active person.  Use this strategically; low-HP characters should be
     put in the back row, etc.  And remember _that_ this is possible in
     the first place (I didn't know 'til I've completed half of the
     game).  If you switch, everything's reset when the battle is over.

   + ATTACK:  This brings you to the actions sub-menu, from where you
     can choose from a variety of options, such as using an item,
     attacking, or defending.  See below for more details.

   + RUN:  Attempts to escape from battle.  This is different from Lufia
     II in the sense that you can assign this to your party members
     individually.  When one fails to escape, the battle just resumes.
     So if you really need to get away, set everyone to run.

  A note on those rounds and turns--it's not _entirely_ turn-based,
  because the AGL-stat (speed) is factored in a few cases.  If you
  surprise the enemy, you will get the first round (or vice-versa) no
  matter what.  Then it goes according to the AGL of the characters and
  monsters--the fastest attacks first.  If the AGL of someone is twice
  as much as another, then that person gets to attack twice as much.  I
  believe the mechanics work like this.


  THE ACTIONS ----------------------------------------------------------

  If you select Attack, then the following options appear:

   + ATTACK:  Physically attack the opponent(s).  This does damage based
     on the ATK-stat of the performer, and that stat is based on the
     character's strength and his or her weapon.

   + SKILL:  Opens up a menu with the spells the character in question
     has, and using them if you wish.  Press Select in this menu to see
     descriptions of the skills.

   + ITEM:  Use an item.  Well, duh.  You can choose healing Potions
     from here, or special balls to attack the enemy, or whatever you
     have collected.  Only items that can be used while fighting are
     listed, so you won't need to scroll through equipment and all of
     that useless crap.

   + DEFEND:  If you manage to defend before your foe attacks you,
     damage is decreased (how much is something I've yet to figure out).
     You cannot attack if you defend, though.

   + INSTALL:  Fuse with your monster--if you have one, that is.  This
     requires a full IP-bar.  When you fuse, you'll lose control over
     your character (and monster); for three rounds, the newly-created
     creature will attack on its own.  Of course, attack is pumped up,
     and you are immune for your opponent's attacks.

  Basically, you fight and get hit back, and because of the latter, you
  will need to sacrifice a few healing Potions or some AP to restore
  your health.  Always keep your HP high!


  TYPES OF ATTACKS -----------------------------------------------------

  Physical Attacks:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Physical attacks (the default option in battle) do damage according
    to the target's defense and the ATK-stat of the performer.  This
    kind of melee attacks is best reserved for use by the hard hitters;
    the weaker characters (Rami) are better off in the magic department.

    If you use a physical attack, there's a slight chance that your
    damage is doubled--this is called a critical hit, and it's indicated
    by a zoom-in of the camera and a flash.  Unfortunately, there's a
    possibility that you miss an attack, obviously doing no damage.

  Skills:
  ŻŻŻŻŻŻŻ
    Skills cost AP (ability points), and they are usually stronger than
    just physical attacks.  We have physical skills, such as Knuckler,
    an ability of the fighter.  Magical attacks are there as well, like
    Cinder, which does fire-based damage.  All monsters are of a certain
    preset type, like Lava Dragons, which are fire.  Fire is
    extinguished by water, and so the obvious thing is to use water-
    based magic on this kind of monsters.  Furthermore, we have curative
    (heal HP, cure status effects) and supportive skills (stat-up
    spells, etc.), and a bunch of miscellaneous stuff (steal items,
    random damage, etc.).

    You learn skills according to the job you have (priests learn
    curative skills, etc.), and by defeating monsters.  The more
    experience they give out, the faster you learn them.

      Note:  Maximum damage, be it physical or magical, doesn't cap at
             an effective level of 999--the game calculates past that,
             although it doesn't show more.


  STATS ----------------------------------------------------------------

  Each character and monster has specific stats that determine his or
  her strength in specific things and all.  I think you've figured out
  already that some people are stronger physically, but others have
  absolutely no muscles but cast away with immensely powerful magic.
  Lufia doesn't have fifteen different types of stats, which makes it
  all the easier:

    HP  -- Hit points.  Your basic stat in battle.  See above.
    AP  -- And ability points would be your second basic stat.
    ATK -- ATK obviously stands for attack, and this is the indicator of
           physical strength--i.e. the higher this stat is, the more
           damage you do when using the default attacking option during
           combat.
    DEF -- Defense determines your resistance versus physical punches
           and kicks your stomach gets to endure.
    AGL -- Agility is your speed.  With your experience with other turn-
           based RPGs, you should know by now that speed is taken into
           account when deciding who attacks first and who last.
    INT -- Intelligence is the factor that decides how much damage your
           magical abilities do; makes sense, right?  Dumb people
           completely suck when it comes to this, so reserve the magical
           jobs to the smart.
    MGR -- Magic resistance is basically equal to the defense stat, with
           the only difference that MGR applies to _magical_ attacks.


  STATUS EFFECTS -------------------------------------------------------

  Like any other RPG, your character and your opponents can catch a
  negative status effect, like sleep; the inability to do something.  In
  order to negate these effects, use the appropriate skills or items--
  sleep, for example, is countered by using a Wake-Up Call.  Here's the
  list of the most-important (most-occurring) status effects:

    Burns            -- Similar to poison, see below.
    Confusion        -- You lose control over the character and it will
                        attack by itself, both ally and foe (including
                        him-/herself).  Cure this with a Sanity Pill.
    Deadly Poison    -- See "poison" below; replace "bit" with "bunch".
    Paralysis        -- Unable to act.  Cure with a Mysterious Pin or
                        the Release-spell.
    Poison           -- When a poisoned character acts, he or she will
                        lose a bit of HP.  Cure this with an Antidote.
                        If you're afflicted after battle, you will lose
                        1 HP with every step you do!
    Sleep            -- Unable to act.  Cure with a Wake-Up Call or with
                        the Wake-spell.  If you're hit by an attack, you
                        are usually woken up as well (*punch*  "Wake up,
                        you!")


------------------------------------------------------------------------
1-E:  The Other Stuff
------------------------------------------------------------------------

  THE JOB SYSTEM -------------------------------------------------------

  New to the Lufia series is the job system.  Once you reach Gruberik
  (somewhere in the beginning of the game), you can change the job of
  your characters (Eldin, Torma and Rami only).  Jobs are similar to
  "classes"--you can talk to people that accept you as their apprentices
  and switch to their style, if you accept their offer.

  So what does this do?  Stats are modified for one thing; should you
  become a swordsman, your ATP (attack power; how much damage you do
  physically) will rise significantly, or if you become a thief, your
  AGL (agility) goes up.  The downsides are not to be left unmentioned
  as well: becoming a swordsman results in a drop of the INT- and MGR-
  stats (intelligence and magic resistance respectively), and so on, and
  so forth.

  Not only are stats affected by the jobs; you will acquire special
  attacks or skills unique to that job.  Wizards get offensive magic,
  priests cure the party, and fighters learn how to teach opponents what
  melee fighting is.

  Furthermore, jobs are divided by rank.  You are a novice in the
  beginning, and via the apprentice-, expert-, and teacher-rank, your
  ultimate goal is becoming a master.  Jobs are assigned individually.
  That means that if you assign your main character to be a swordsman,
  the other people in your party are not (unless you opt to switch them
  to one as well).

  For the rest, see section 3-B.


  DISC MONSTERS --------------------------------------------------------

  Disc Monsters, many times abbreviated to DM in the game, are similar
  to Capsule Monsters (from Lufia II), but more alike to the monsters
  you catch in Pokémon.  Rather than letting them fight for you, you
  fight yourself, of course, but with their help.  You cannot control
  them; only statistic information is available.  Other differences are
  that Disc Monsters can be equipped with weapons and armor, and that
  you can teach them skills, plus a lot more.

  The pro of having Disc Monsters is that you stand better in battle.
  Disc Monsters attack, and they can deliver the final blow you just
  need.  They also take a few hits, so that you don't have to bear with
  the black eye yourself.  If Disc Monsters are killed, they are revived
  the next fight with just a little HP left; this contrary to the human
  part of the party, which stays dead when a new battle is entered.  The
  cons of having monsters with you are that they become a new addition
  to the party, and that they thus eat up your experience points;
  experience gain is divided among all party members, and if you have a
  Disc Monster for nothing, make sure you get rid of it.

  So how do you get them?  I'm sure you've given Pokémon a try--Lufia's
  way of capturing monsters is similar.  If you thought you were too old
  for Pokémon, here's how you do it: you weaken the monster first in
  order to reduce the chance of the capture failing, and you throw the
  monster a disc (Pokéball).  If you're successful, the disc is lost,
  but you have a new disc Monster to attack with.  If you've failed, the
  disc is lost and the monster resumes attacking your party.

  For the rest, see section 3-C.


========================================================================
PART 2:  WALKTHROUGH
========================================================================

  A few notes; your schoolwork for the next minute, before you, well,
  start walking (after all, this IS a walkthrough).  Read and learn.  Or
  something to that extent.  Whatever.

   * I've used some ASCII-drawings to explain a couple things in the
     game.  For them to line up correctly, you need to view this
     document in a fixed-width font, e.g. Courier New.  If you look at
     it in anything else, my FAQ will look more like utter crap than it
     does already.  It's also suggested to use a Windows 1250-compatible
     font, or the character Ż may not be an upside-down underscore (I
     use this to underline a few headers).

   * Preceding each chapter is a list of items and monsters, as well as
     a recommended level (usually a range).  Sometimes, the levels are
     off, so don't depend on them TOO much.

   * Remember!  North is up, west is left, east is right, and south is
     down.  I use this quite often throughout the FAQ.

   * And finally, by reading further, you agree that you shall *not*
     send me e-mails consisting of roughly 3/4 of any abusive words-
     dictionary because I have ruined your gaming experience.
     Obviously, this is a walkthrough full of SPOILERS.  I have not made
     an effort in excluding every plot-revealing bit of text--something
     happens, I tell you what.  Remember that a solution to a problem is
     a spoiler as well; always try by yourself before you resort this or
     other guides.  Just don't read more than what you need and you'll
     be fine.


------------------------------------------------------------------------
2-A:  Licensed to Hunt
------------------------------------------------------------------------

    Items:     Clothes, Clothes, 100G, Potion, 10G, Potion, 5G, Potion,
               Potion, Potion; Monster Book, Weapon Book, Shield Book,
               Armor Book, Helmet Book, Accessory Book, Potion;
               Sharp Bone, 5G, Stone Fragment, Charred Newt, Cave Disc,
               5G, Cave Disc, Earth Fruit, Potion; Hunter's License

    Monsters:  Red Jelly, Puny Moth, Newt, Bat, Blue Jelly, Death Moth,
               Goblin

    Recommended Level:  1-3


  PARCELYTE ------------------------------------------------------------

  As you begin, press through the cut-scenes.  You'll acquire Clothes
  for your friend (Torma) and you (Eldin).  There will be a convo or
  two, the last of which is with an old guy (the major), about Priphea
  flowers being stepped on and stuff.  You know those old guys--just
  promise them you'll be good and everything's the tops.  In this case
  you really should, 'cuz you will have to pay 50G otherwise; although
  it has to be forked over eventually, you need it more at this moment.
  When you gain control over Eldin, you can talk to the guy again for
  some information.

  Odds and Ends:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
   - Go to the right and enter the house.  There's a closet to the left
     (right of the bookshelf); open it to get 100G.  I'm sure grandma
     doesn't mind.
   - Head down.  Below the inn are three trees and five bushes; cut away
     the second one with the B-button to reveal a Potion.
   - Head inside the inn.  A girl says that the pots break easily, and
     it just *so* happens that there are pots here.  Fortunately, "you
     break it, you pay it!" does not apply here; break the second you
     find and you will _get_ 10G.  Not a bad deal.
   - Now go left for a shop.  You can go inside to, well, shop.
     However, it appears that it is enterable via the back; do so, and
     open the closet to receive a Potion.
   - You can also interact with the bed here to make it up, and get 5G
     from the shopkeeper as a reward.
   - Now get outside.  You see a mailbox there, right?  Under it is a
     bush, right?  Cut it away, then walk through the newly-created
     path.  Find yourself another bush and cut it away for another
     Potion.
   - Enter the house nearest to said mailbox.  Open the closet here for
     a Potion.  Potions potions potions.  They're supposed to cure you,
     but I get sick of them instead.
   - And your own house has a Potion as well.  Check the upper-left
     corner of the first floor; a bottle that is breakable.
   - And finally, there's some guy in your house.  Next to your bed is a
     Red Jelly; interacting with it reveals an alchemist.  He says that
     to make a Rune Ring, you'll need to get 150G and a Sacred Branch.
     The latter is not in your hands for the moment, so ignore this for
     now.

  I guess that's enough for now.  Remember you can sleep at an inn
  anytime (here for 20G) to recover health, and that saving or curing
  negative status is done at the church.  See section 4-D for a listing
  of what the shops sell.


  PARCELYTE CASTLE -----------------------------------------------------

  Your next goal is Parcelyte Castle, of which the entrance to is left
  of Parcelyte.  Enter it.  Apparently, there's a Hunter's test or
  anything like that, and it seems our hero gets to sign up for it.
  Upon entering, your buddy Torma joins your party.  Your new team has a
  talk with a soldier while waiting in line (learning that the new test
  is no cookie), and once it's their turn, they'll sign up.  You can
  name your first character (default: "Eldin") and choose an outfit for
  them.

    Note:  The outfit you choose has no effect on anything, except the
           way you look.  Remember you'll be stuck with it for the rest
           of the game!

  The soldier explains that there's a Lukie Cave around here and that
  your test is to go down it and find an old grave, read the inscription
  on it, and that's that.  Sounds simple, of course, but they say
  nobody's been down there for a hundred years.  You will lastly get the
  Compendiums, which are books that will fill up with info as you
  progress (sort of like a Pokédex, you know?).  Check "Options" in the
  menu to see 'em.

  Before we set out to the cave, let's dig an item: go up the upper-
  left stair set and open the second cabinet for a Potion.  The one to
  the left is empty.  You can reach Lukie Cave by taking the path in the
  lower-left corner.  Get there, whip out your sword, and prepare to
  kick some butt.


  LUKIE CAVE / PART ONE ------------------------------------------------

  In this cave, you will meet a variety of monsters that should not be
  unfamiliar to you if you've played Lufia II; Red Jellies, Puny Moths,
  Newts...  Same counts for the battle system; it's basically almost
  exactly the same.

  Go north until you find a lamp; head left through a hidden path before
  going north.  Ignore the Red Jelly and go on until you see a formation
  of bushes; the uppermost of the 3x3 formation has a Potion and the
  lone one left of it gives containment to a Sharp Bone.  That Sharp
  Bone (*bone*?  Looks more like a sword to me...) is a weapon;
  unfortunately, Eldin is already equipped with it and Torma has a
  stronger weapon.  Uselessness.

  Go back to the lamp and head north.  The guy says that he gives you a
  hint if you cut all the bushes in front of him... if you do so and
  talk to him, he'll say that monsters move when you do, and... yeah.
  Useless tip to veterans of the Lufia series.  Head north to the next
  area and you'll find what seems like a gravestone; unfortunately, it
  is not The Gravestone With The Inscription (tm), but as pointed out by
  Torma, there seems to be some empty space in it... wonder what's that
  for?  Perhaps it's got something to do with the weird door in the
  back...

  In any case, nothing can be done with it now, so let's move on.  Go to
  the upper-right corner and up the stairs, and have a chat with the
  guy.  He'll mention the Ancient Cave, which must means that the
  Ancient Cave is in this game.  YAY!  Head up to the plus-formation of
  bushes and cut away the bottommost one for 5G.  Yay again.  Don't go
  up, as nothing interesting is there unless dead ends interest you.  Go
  right instead, down, and the door closes behind you!  Oh no!  Also,
  there is one other door in this room.  However, it's closed as well.
  Oh no no!

  Your experience from Lufia II kicks in here (or this guide, if you
  didn't play it ^_^;)--you will need to defeat all monsters in this
  room (Red Jelly, Newt, Puny Moth) for the next area to become
  accessible.  Do so and enter a new room.

  Kill the Red Jelly; it seems to follow you, and that's fairly
  annoying.  Cut away the bush in the upper-right corner to reveal a
  button--step on it to open a door.  However, if you leave the button,
  the door closes!  Luckily, there's a pot in this room that you can
  place on the button, holding down it and allowing you to go through
  the door.  Simple stuff, really.  Pick it up with the A-button, and
  make sure to take note of the R-button technique that the guy in this
  room talks about.  Go to the next area.

  In here, move north till you reach a rectangular-shaped formation of
  bushes with a chest in the middle.  Open the chest for a Stone
  Fragment, and cut away the upper-right bush for a Charred Newt.  That
  Stone Fragment probably fits in the previously-visited grave!  Also,
  remember that room with the dead end I spoke of earlier?  To the left
  is that dead end, but seeing as you're on the other side, it's no
  longer a dead end.  Cut a bush and push a crate forward to make
  yourself a path, go through the entrance, then south one screen, then
  south one screen again.  Go to that mysterious grave.


  LUKIE CAVE / PART TWO ------------------------------------------------

    Note:  It is recommended to head back to Parcelyte and save, before
           continuing.  While you're at it, make sure you have enough
           Potions!

  Torma will mention that Stone Fragment, which apparently fits in
  there.  Press Select and choose "Special" in the menu (make sure to
  face the grave); select the Stone Fragment and you will put it in the
  empty spot.  A light emits and the door behind unlocks... go through.
  Or not and head back to Parcelyte first to save; you're roughly
  halfway done with this dungeon.  Inside, tell the guy to scram
  himself, and go up for your first puzzle!  ...and last, it seems.
  Damn.

  I'm an idiot who likes to draw ASCII-thingies, but I won't bother you
  with an ASCII-drawing of the situation this time, for the puzzle is
  really simple.  Blocks can be pushed, but not pulled; push the block
  in the middle all the way forwards against the stairs, and then cut
  away all bushes.  You can now push a block left or right; whatever you
  wish.  Doing so allows you to go down the stairs.

  As you enter, a guy comes to you and leaves; he's scared to hell.  We,
  of course, are not.  Head down and you'll see a switch; cut away the
  other bush to find another switch.  Left are four bottles.  However,
  only one of them can be picked up and put on the switch; the other
  three are just there to get broken.  Upon entering this room, you've
  seen a barrel; move this to the second switch (remember not to push it
  against a wall!).  The door opens.  Enter; the three chests you'll
  find here are empty, but there's a fourth!  Cut one of the bushes to
  reveal it; the Cave Disc is inside it.  Backtrack back to the room.
  Cave Discs can be used to capture monsters--see section 1-E.

  And go down.  As a small note, there's a new monster introduced here,
  the Death Moth.  Its name indicates the monster's friendliness against
  you, but dealing with it should be not a problem at all.  In the next
  room, go to the pole and Torma says this is a job for him; press L to
  switch to him and press B while facing the other pole.  He will cross
  the chasm with his, uh, fishing rod.  Like in Secret of Mana with the
  Whip, or, more appropriately, in Lufia II with the Hook.  In any case,
  you're on the other side, and that's all that matters.

  Defeat the Bat (recommended catching!  Use the Cave Disc) over there
  and pick up the bottle below.  Bring it up and place it on the switch
  in order for a pole on the other side to go up.  Use Torma's mad
  fishing skills to get to the other cliff and head up.  Make sure to
  surprise the next Bat; stand against the wall above, face left, and
  when the Bat comes down (he comes to you), make sure you're facing
  him.  The Bat should face down, and this leads to a surprise attack in
  your favor.  After defeating him, go left.  Get rid of the Newt in
  here, and cut away the plus-formation of bushes.  Grab the 5G that is
  revealed, and resume south.

  Here's a bunch of chests (only one of them is still unopened, though).
  Open the last one for a Cave Disc, and sequentially cut the lone bush
  left.  That one contains an Earth Fruit, which you should take with
  you as well.  Next, there seem no other entrances, meaning you'll need
  to cut away the rest of the bushes.  Start below; one of the lower
  ones holds a Potion.  Second, kill the Death Moth.  And thirdly, cut
  one of those bushes in the upper-left corner to reveal a hole.  Fall
  down it.

  Circle south through the path, and make your way to a vine.  As a
  small note, I see a *red* monster there, and when I fight it I get
  *Blue* Jellies down my throat.  What madness is this?  Anyway, that
  vine is not something to climb yet--it's a shortcut to go BACK, thus a
  longcut for now.  Instead, make your way north.  Beat the Bat in the
  next room and the door opens.  Before you continue, heal yourself!
  Use those Potions; you should've gotten plenty of them back in
  Parcelyte.  When you're ready, interact with the grave.  You'll open
  it--bad idea indeed, as a Goblin pops up, not even being grateful for
  being released.  It even attacks you!

  Boss Strategy -- Goblin:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
             155    200   31    6     20    20    11    250     100

    Goblin's main attack is Tackle, but it rarely reaches the double
    digits if you've leveled up even the slightest bit.  Fumble disables
    your character for one round.  In battle, the Goblin is nothing
    tough.  Seeing as this is the beginning of the game, and that you're
    only with two characters, and that there's no magic to your
    potential, this is just a simple attack-attack-heal-and-repeat
    fight.  So, just attack him until your health gets below 10 HP, when
    you need to kick in a Potion.

  After the fight, Torma reads what's on the grave: "When the ancient
  sunken city awakens from its long slumber, the path to the holy land
  will appear."  Torma's question remains unanswered for this moment,
  and he's right about returning.  You're finished here, so let's report
  back to the soldier and become a Hunter!  Make sure to use the vine,
  for that's a shortcut to go back.  I'm sure you know the rest of the
  path.


  PARCELYTE CASTLE -----------------------------------------------------

  You will be brought to the King and you'll need to say what you've
  read on the inscription.  Rather, _he_ will say it and you'll need to
  fill in the blanks.  The correct answers are as follows: "City"
  (second option), "Slumber" (second option), and "Will appear" (first
  option).  By choosing the correct answers, you will acquire the
  Hunter's License--if you fail, video game voodoo kicks in and you can
  just try again.


  PARCELYTE ------------------------------------------------------------

  Once you have the license, let's head to Gruberik--home of the Ancient
  Cave and the Hunter's Guild.  Back in Parcelyte, there was a guy that
  was blocking the path leading south, right?  He isn't anymore,
  allowing you to go down that road.  Before you leave, though, go to
  the church (north in the village).  Save your game.  You might also
  want to visit the inn and rest the night for 20G, if you're low on
  health.  When you're done, pack your stuff, and go down.


------------------------------------------------------------------------
2-B:  Gruberik
------------------------------------------------------------------------

    Items:     Potion, Antidote, Field Disc, Pot, Field Disc,
               Field Disc, Insect Egg, Chopping Board; Katyusha,
               Cloth Tunic, Insect Egg, Antidote, Simple Ring,
               Sanity Pill, 100G, Cave Disc, Mysterious Pin, Sharp Bone,
               Field Disc, Potion, Vitamins, 50G, 100G, Simple Ring,
               Hi-Potion, Hi-Potion, Revive

    Monsters:  Red Jelly, Pupa, Baby Frog, Mosquito, Blue Jelly,
               Mousse S, Spider, Beetle, Green Jelly, King Spider

    Recommended Level:  2-4


  ROAD TO GRUBERIK / SOUTH ---------------------------------------------

  Go down, then left.  Don't worry about the formations of four bushes;
  there's a bunch of them on this road, but none of them contain items.
  Ignore the Red Jelly and just go left until you reach the next screen.
  Here's a Pupa--an enemy that looks like Kakuna in the Pokémon games.
  As it did in Pokémon, it poses no threat here.  After defeating it,
  head north.  Never mind the chickens; they're there just to *be* and
  you can't do that Legend of Zelda trick on them.  Unfortunately.
  Instead, see those bushes over there?  Cut all of them away; the last
  of them contains a Potion.  Pick it up and go left.  When the path
  goes to a lower level, go down that lower level.

  Head north and meet up with a Mosquito.  Beat it up, then cut away the
  bushes that lead to a small area inhabited by chickens and a Baby
  Frog.  There's a lone bush in here, which holds an Antidote for you to
  pick.  Get it, then head right.  Circle around the path (you will
  probably need to fight a Mosquito that crosses your path) and enter
  the next area.  The previous part of the road didn't require any
  brains, but that changes here.  A little.

  Switch to Torma by pressing L; you're gonna need his mad fishing
  skills again.  Go up and press the barrel to the left.  Walk up to the
  flower; you should see a pole at the far side of the screen.  Press B
  to get your ass there, and repeat the process with the pole left of
  you.  Defeat the Baby Frog and pick up the bottle.  Bring it north to
  an odd patch of ground--this is, well, a switch.  I know it's stupid.
  Place the pot there and the on-screen pole goes down.  Now go south,
  whip yourself to the right, then up, then go up; the pole you've used
  at first is now down, allowing you to go through the path.  Of course,
  you could've just hacked away that flower... but the game doesn't
  allow that.  Too bad.

  Anyway, head north.  Never mind the barrel with the switch; they're
  just there and I can't seem to find a true purpose behind them.  Walk
  past the jelly and you'll find a weird scum-like monster (looks
  similar to Jelze...); they're easy to get rid of and like to run away.
  Cut the four bushes for a Field Disc.  Great!  Now you can catch
  monsters from the field.  See the game basics for more info.  Cross
  the bridge and you'll eventually come to a fork (you can go up and
  right); if you head north, you'll get to a cave that you can't enter
  (spider web is blocking the entrance).  Which means, of course, that
  you'll need to take a right.  There's a house here, which you can
  enter.


  OPTIONAL / BLACKSMITH'S HOUSE ----------------------------------------

  Talk to the old hag and she says that the path to Gruberik is blocked
  by spider webs.  You can also break the uppermost pot to reveal a,
  well, a Pot.  o_O;  This Pot is a helmet--I know, it's really stupid
  (sort of like the OzziePants from Chrono Trigger).  But hey--whatever.
  Have any of your party members wear it and go through the entrance.
  You'll arrive in the basement, in which is a blacksmith.  Break the
  pot for a Field Disc and have a talk with the man; he says that he's a
  once-popular blacksmith and that he needs an apprentice--one whose
  best friend is the hammer.  Unfortunately, you know of nobody with a
  hammer, and thus you can't help him out yet.  Head out and let's
  continue.


  ROAD TO GRUBERIK / NORTH ---------------------------------------------

  Go right.  You'll see a fence with an opening; don't go through it
  (there's only a cave blocked by spider webs).  Instead, go right, and
  beat the Spider if you can't avoid it.  When the path forks, take the
  upper path; below is nothing of interest.  You'll find a Beetle and a
  vine on the wall; this is the first vine that covers a hidden
  entrance!  Cut it away and enter a secret cave.  Work your way through
  it (it's a super-small one), and after defeating the Pupa, open the
  chest to acquire a Field Disc.

  Exit the cave and head right, then up.  You can see a bag of cash in
  the lower-right corner of the screen; ignore it for the time being,
  because it remains inaccessible for the moment.  Instead, walk up and
  work your behind all the way to the left.  Ignore the vine as well; it
  _does_ lead to that bag of cash, but a stump will be blocking your
  path.  So go left; you will eventually find a well.  You can go down
  it, but something will be blocking your path all the way to the
  bottom.  Damn those things.  (If you avoid monsters and they're
  following you now, enter and exit the well.  They'll reset to their
  original places.)  Left of the well is a plus-shaped formation of
  bushes, the middle bush of which contains an Insect Egg.  Pick it up
  (don't use it yet; no need for that).  When you have it, take the path
  to the north.

  The path forks here.  A sign denotes that Gruberik is east (right),
  and to the east is a path blocked by a spider web.  Damn!  If you
  examine it, Torma says that it's different from the others (...spider-
  sense... tingling!).  It's still blocking your path, and you can't do
  anything with it yet.  Take the western path instead.  Take note of
  the monsters blocking your path: a Green Jelly and some more of that
  scum.  Crush them and resume, finding a Spider.  Crush that one as
  well, and enter the next area.  Here's a path, blocked again.  Not by
  spider web, but by vines--and vines can be cut away.  Do so, and enter
  the cave.

  Upon entering, you'll see a bunch of webs... a BUNCH of webs that is.
  Torma exactly sums up my thoughts.  Head north through the entrance
  and, well... crap.  That's quite a big spider over there, and it's the
  head honcho of the area.  And of course, he's not too keen on letting
  you kill him that easily.

  Boss Strategy -- King Spider:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
             188    60    33    5     25    2     8     365     400

    King Spider's behavior in battle is the same as the Goblin, whose
    ass you've kicked earlier, except that Fumble is now replaced by
    "Toxic Cloud"--this hits all two of you and inflicts the more
    dangerous poison-status.  Use Antidotes when you are struck.
    Essentially, this fight is also similar to the one with Goblin: it's
    just trading hits and healing when needed, until you emerge
    victorious.  Basically, see the Goblin's strategy; heal, attack,
    repeat.

  After the fight, Torma points out the obvious.  The webs in the entire
  cave promptly disappeared upon defeating King Spider (stupid name),
  and that must mean that the webs everywhere else are bye-bye as well.
  Let's find out!  Exit the cave.

  Go down, then right, then up.  The path that leads to Gruberik that
  was blocked first isn't blocked anymore!  However, _only_ this path is
  unlocked.  The other two web-blocked paths are still there (the two
  near that house), however... go check it for yourself if you don't
  believe me.  In any case, you're on this road to find a way to
  Gruberik, so those aside.  Go through the path.  On your way is a
  bush; be sure to cut it away to get a Chopping Board (although no one
  can equip it yet).  Head north, bust some Mosquitoes, go north again,
  and finally, we're done here.


  GRUBERIK -------------------------------------------------------------

    Note:  From now on, the world map is available (accessible).  Just
           exit the town for a moment.  You won't enter the road, but
           instead a map appears on-screen; now you don't have to walk
           all the way to Parcelyte, but you just select it.  Handy!
           Also, there's a location left uncleared--this is the Old Well
           just below Gruberik and it's not needed to go through there
           now.

  Holy crap!  This place is BIG.  First, head all the way north.  Torma
  will say he'll visit his grandpa, and leaves your party.  You can
  visit the town now, but you might as well get Torma back now.  Head up
  the stairs and take a right when you can.  Go to the far right and
  walk south; you should see a small house.  Enter it.  Inside, you'll
  overhear a not-so-friendly conversation between Torma and his grandpa;
  grandpa is not best pleased with Torma and Torma is not best pleased
  with grandpa.  So Torma leaves, and Eldin as well.  Outside, Torma
  rejoins your team.  (Torma also rejoins when you go to the path to the
  Ancient Cave.  "Don't leave me behind!")

  Everything below until the next section is optional.  First I'll give
  you a rough summary of the place, then I'll discuss any hidden items
  I've found so far.  Roughly, Gruberik is divided into two parts, both
  of which have a screen for themselves: the village-part and the
  marketplace.

  First, the village.  Left of the entrance is a school of some sorts.
  If you talk to the teacher, you'll have to solve a puzzle--any math
  freak can easily solve this.  If you choose the wrong answer, you'll
  have to attend class for a sec or so, and I've no idea if this has
  effect on anything later on.  Also in this school (in the northern
  area) is a bookshelf.  Go check it for some info about Torma...  And
  other residences in this place are either empty of people or just for
  information.

  As for the marketplace, there is an item shop in the lower left
  corner, a weapon shop in the house above there (upstairs), and an
  armor shop in the same house (downstairs).  Scroll down to section 4-D
  for the lists.  Right of the item shop is a bar; everyone's talking
  about the hot dancer dancing here.  Visit the chick (Marin) upstairs,
  if you wanna.  Also, a blacksmith is in the lower-right corner of the
  map.  Check section 3-D for info on this special "shop".  And there's
  a fortune teller around; she costs 10G, and stays that you are
  boarding a pirate ship, stealing something.  Hmmm?

  Furthermore, you can stay in the inn for 50G.  Right of the inn is a
  huge house that says "Antique".  This is the Hunter's Guild (which you
  came for); check out below for the details.  And right of the guild is
  a small residence, housing a church.  Save if need be.  Right of THAT
  building is the path to Mr Cashwell's mansion.  ("So go away!!")  And
  in that manor is, well, a rich guy with enough $$$ to spend, as well
  as a members-only area.  I wonder what's there...  Left of the
  marketplace is a path leading to the Ancient Cave.  But... the cave is
  closed.  Too bad.  Right of the marketplace is the path leading to the
  dock; you can find a pirate ship, sailors, and a few more things here.
  Nothing exorbitantly interesting.

  Odds and Ends:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
   - Go to that school again.  Right of the entrance to it is a stair
     set leading up; get on the roof and walk all the way to the left.
     Somewhere, there's a spot where you can drop down.  Do so, head
     north, and cut away the bush for a Katyusha.
   - Now enter the school--there's a back entrance directly south of the
     just-cut bush.  Slash the pot left of you to reveal a Cloth Tunic.
   - While you're in the school, talk to the monkey attending class.  It
     is in fact an alchemist, and it teaches you that in order to make
     Hi-Magic, you'll need to mix a Magic Jar with a Hi-Potion.
   - And lastly, open the cabinet near the teacher to get an Insect Egg.
   - Go north of the school.  Three houses are here; enter the uppermost
     one.  Two bottles are on your left; below them (you can barely see
     it) is an Antidote.  Pick it up.
   - North of Torma's grandfather's house is a house.  Enter it, head up
     the stairs, and open the cabinet to receive a Simple Ring.
   - West of Torma's grandfather's house is a house.  In there is a
     cabinet also, this time containing a Sanity Pill.
   - South of Torma's grandfather's house is a house.  An old hag
     inhabits it; check out what she reads!  A NAUGHTY PICTURE BOOK in
     the bookshelf!  Go read it too.  You're of course very interested
     in that book and check it again--you'll find 100G if you do so.
     And of course, pictures aren't shown on-screen... but oh well.
   - Finally, head to the marketplace.  On your way is a kid that wants
     a Charred Newt; give it and he'll give you a Cave Disc.

    Note:  The following portion below applies to the second part of
           Gruberik (the marketplace).

   - In the bar, go upstairs and visit Marin.  Open the cabinet to get a
     Mysterious Pin.  ("Yeah, I ought to visit your cabinet more
     often.")
   - In the weapon shop, go upstairs.  Push the crate forward and get a
     Sharp Bone out of the first cabinet.
   - Go to the inn (upper-left corner of the screen).  Don't enter it,
     but instead walk around it via the left side.  There's a pot, which
     has a Field Disc.
   - Inside the inn, go straight ahead through the entrance.  You will
     arrive in the suites.  One of the closets contains a Potion, and
     the other one Vitamins.
   - There's another suite (deluxe suite) in the inn with a locked
     cabinet.  I'm sure there's something good in there, but I know of
     no way yet to open it...
   - Right of the path to Mr Cashwell's mansion is a small house, in
     which there are two cabinets, one of which has 50G, which is some
     more to spend, which you can do at shops, which are elsewhere.
   - Two items are in the Cashwell Manor.  The first can be acquired by
     examining the bookshelf; someone was generous enough to put 100G
     between the pages of a romance novel.  Erm.
   - The other treasure, a Simple Ring, is in the cabinet.
   - Now, head to the docks--a path to them is right of the market.  You
     can see a Hi-Potion over there; get it by either passing the sailor
     to the left or via the house to the right.
   - Go to the Hunter's Guild via the big entrance, go through the
     entrance to the right, and find a cabinet that contains a Hi-
     Potion.
   - While you're still here, go upstairs to the job switching room.
     The first ad to the left (left of the stair set) says that you can
     buy a Revive from one Nick at the docks.  Head to the docks and
     talk to the first guy--the Revive costs 400G, but Revives are rare
     and not buyable (only one-time opportunity here).

  And MAN--this is one big place to cover.  I'm not even finished yet;
  that big building, the Hunter's Guild, is left uncovered.


  THE HUNTER'S GUILD ---------------------------------------------------

  The Hunter's Guild is a place from where you can do a variety of
  things.

  Keepers Assoc.:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    First, go straight ahead from the big entrance; you'll enter the
    Keepers Assoc., from where you can do all kinds of stuff with Disc
    Monsters.  There are bookshelves here; read them if you're new to
    the game.  Talk to the left guy to assign, teach skills, or set free
    monsters, or to the right guy to buy discs.  If you haven't captured
    any monsters yet, you can't do anything here, though.

  Bandino:
  ŻŻŻŻŻŻŻŻ
    Take the flight of stairs in the western part of the building.  Talk
    to Bandino for a job--getting Iris Water out of the Ancient Cave for
    a reward of 100G.  Take it or not; you will have to wait anyway
    since the cave is closed for the moment.  Also, you can buy goods
    from him; first say no, then choose yes.  For more information, see
    section 3-A (and scroll down a bit from there).

  Jobs:
  ŻŻŻŻŻ
    And lastly, jobs and all of that stuff.  You can change jobs here by
    talking to the people behind counters upstairs (follow the red
    carpet to reach the room) and becoming their apprentices.  You can
    choose to become a fighter, mage, priest, swordsman, thief, or
    wizard.

    You will learn skills and magic unique to the job you choose; if you
    become a wizard, for instance, you'll learn many offensive magic-
    spells, but changing into a fighter will result into learning a few
    martial arts-attacks.  Choose a job for both of your characters; I'd
    suggest (but that's my suggestion) to make Eldin a thief (stealing
    stuff, learn Escape, learn Sonar!) and Torma a swordsman (kill kill
    kill!).  Leave.

      Note:  It's possible to become a knight here, but being a master
             swordsman is a prerequisite for that.  Find the knight by
             going outside, up the stairs, then through the door, then
             through another door, upstairs to the roof, falling down
             one level, then entering a small room.  You can't become
             his apprentice just yet, though, unless you've mastered the
             swordsman already.  Unless you're a terribly obsessed
             FREAK, you haven't done so yet.


------------------------------------------------------------------------
2-C:  The Black Auction
------------------------------------------------------------------------

    Items:     Terror Ball, Antidote, Potion, Wind Fruit, Gold Shard,
               Priphea Flowers, Love Letter, Member's Card, 500G,
               Moon Stone

    Monsters:  (none)

    Recommended Level:  3-5


  CHASE THE THIEF! -----------------------------------------------------

  Head to the Ancient Cave (directly opposite to the docks).  The guys
  in front of the entrance to it say that the entrance has collapsed,
  meaning you'll have to wait till it gets fixed.  Also, there's an
  alchemist here; talk to the guy in the lower-right corner and he'll
  reveal to be one.  He says that in order to create a Cinder Ring, 150G
  and a Fire Ore is needed.  Which is great... if you had a Fire Ore.
  But you don't... so it's not great.

  Return; upon getting back to the marketplace, the camera pans over to
  a thief!  He steals some stuff from some lady, and of course, our
  party comes for the rescue.  Torma takes the lady to the inn and you
  have to chase the thief.  Run to the right and he bolts.  And the
  music changes to an unbelievably happy tone--this sounds like a mini-
  game, but it's not.  Chase the thief around a few times (just go in
  his direction, and if you lose him, walk around until you see him
  again).  Eventually, he will go to the docks; resume giving chase.  Go
  all the way north to the pirate ship; the music tones down again and
  the thief appears to be gone...  Now, talk to the bald sailor, and he
  says that the thief probably entered the ship.

  Oh well.  Return to the inn; there's nothing you can do for the
  moment.  Go to the suites and find Torma and the girl; near them and
  Barger joins in.  There's a short conversation; basically, the thief
  went on the pirate ship and the items _need_ to be returned.  And,
  well, you are the two victims that need to retrieve it.  The party
  seems a little hesitant, but immediately takes the job after learning
  that the gal is loaded with cash.


  PIRATE SHIP ----------------------------------------------------------

  Okay--you need to retrieve a stone with ancient lettering and a Gold
  Shard used to read it.  Head outside the inn and go to the docks;
  there is a spot on the docks where Torma asks you to board the ship.
  Get there and agree with him, and it's time for some Metal Gear Solid.

  Basically, there are chests, obstacles, and pirates.  Chests can be
  opened for items, and pirates may not see you.  If they see you, you
  will need to start all over again.  Which means, of course, that you
  have to try not to be seen.  That's what the obstacles are for; stand
  behind crates and that sort of stuff--basically, if you can't walk
  over it, the pirates can't see you through it.  There are some crates
  and pots that can be moved; this can be used to your advantage.
  Here's a mini-guide on getting all items and staying unseen.

   - Enter the ship and go down the stairs.
   - Go left and face the pot; you should see two guards left of it.
     One guard is in your horizontal range; the other can't see you.
     When the above guard turns left, pick up the pot, move two spaces
     to the left, and quickly place the pot.  That pot should be under
     the crate.
   - You can now safely open the chest for a Terror Ball.
   - Now go up, around the barrels, and open the other chest for an
     Antidote.  Don't open the chest from below--the pirate may see you.
   - Go to the right, back to the stairs.
   - You can see a pirate walking up and down, and a pot somewhere in
     that area.  Pick up that pot and walk two spaces to the right; make
     sure that the pirate walking in a circle is not seeing you.
   - Walk around the obstacle thing, using the pot if needed.
   - There's a pirate between two barrels and a wall; if you still have
     the pot, put that in his sight and go to the next part.
   - Circle south of the stack and push the crate ONE spot above; make
     sure the pirates don't see you.
   - And go down the stairs.

  And that's that.  You will now overhear a conversation; one of the
  items is sold, the other is still on the ship.  You'll also learn that
  the thief is to the casino in Daros, but save that tidbit for later.
  After a while, you'll regain control over Eldin and Torma; you see
  that crate over there?  Push it ALL THE WAY to the left 'til you lock
  in a pirate.  Once that's done, go in the room directly south of him,
  and break the pot for a Potion.  The pot in the other room is empty.
  Make sure the other pirate doesn't see you as well (there's a movable
  pot), and head left.

  Two chests are here!  Make sure to open the lower-right one FIRST; you
  will get a Wind Fruit.  Sequentially open the other chest to retrieve
  the Gold Shard.  You are automatically returned outside; and that
  "automatically" is the reason to open the other chest first.


  GETTING THE MEMBERSHIP CARD ------------------------------------------

  Barger notes that you know the son of Mr Cashwell, and perhaps he can
  provide you with what you need.  He'll be your next goal; Torma is
  unfortunately not happy with it.  You'll learn that Rubius is the name
  of the girl, and your new job starts now.

  Go to the bar (where Marin, the dancer, is).  Upon entering, you'll
  see Marin doing a dance and returning to her room.  Now, talk to the
  son of Cashwell--he's the guy with the glasses, at the bar.  He'll
  agree on helping you, but it's not like "Hey, you!  With the face!  I
  need a card!" and getting it immediately.  Rather, you'll need to get
  the guy a present to give to Marin... blargh you, kid.

  And what in the world would be that present for Marin, eh?  Let's ask
  the fortune teller.  She says, "You have flowers...  It's a present...
  Hmmm?  An old man?"  And that's enough for a hint.  Do you remember
  the major of Parcelyte?  That old guy is your next stop--leave the
  town to enter the world map.  Select Parcelyte to get there instantly,
  and find the major.  Talk to him and he'll be glad to give you a bunch
  of Priphea Flowers... for free!  Give him a thank and return to
  Gruberik.  (Note: it costs 50G if you didn't pay it in the beginning
  of the game.)

  Talk to Cashwell's son again (I still don't know his name... might his
  name be "Cashwell's son"?  Everyone calls him so...).  The gift you
  have is perfect--however, he's a bit wimpy, and you need to bring it
  yourself.  Torma's urge to destroy him rises... but he doesn't.  Go
  upstairs and give Marin the present, and return to Cashwell's son.
  The next thing he wants you to do is giving him the Love Letter he
  wrote.  This is too much for pansy-ass Torma and he decides to quit.
  Without him in your party, bring Marin the letter, and Marin will in
  turn get you the Member's Card.  Whee!

  She says that the auction starts in a few moments.  Let's bid some.
  Oh, and take note that Torma will join your party later on; don't
  worry about him.


  CASHWELL MANOR -------------------------------------------------------

  Go to Mr Cashwell's mansion (the path to it is right of the Hunter's
  Guild) and Rubius joins your party.  She'll not really *join* you in
  the sense of willing to take part in fights; she just trails your ass
  until she has what she needs.  She gives you 500G, which you need
  while bidding.  Go into the mansion and go down the stairs; the guy
  that used to guard it stands no longer in front of it, allowing you to
  enter the auction.

  "Next up... catalog number 25...  Here we have an ancient stone,
  straight from Nazare."  The bid starts at 100G; now, you can choose to
  either bid 50G more, or wait.  The most efficient way of bidding is by
  waiting TWICE and then bidding 400G--you should get the stone for 400G
  and you can put those 100 bucks in your own pocket.  If you bid from
  the start and don't wait, the guy to the left will constantly bid
  higher, and you'll have to fork over 550G eventually; this is a bad
  choice indeed.  Just wait, wait again, and then bid, and you'll get
  the Moon Stone for 400G.

  Alright then.  Outside, Rubius tells you that she's going to the Tower
  of Guidance by Karnack--say yes when she asks you to join her.
  Well... if you say no, she just asks it again.  And again.  And again.
  I hate video games.  In any case, Karnack is not far from Mera
  Volcano, and that volcano is your next stop.  Notice "Mera Volcano -
  East" on the map.

  If you use the Gold Shard on the Moon Stone, you will read, "WHEN THE
  DOORS OPEN"--this is part of an ancient script, I guess.  Wonder what
  it means?  And, before going, head back to the auction part.  There's
  an alchemist here; reveal him and learn that in order to create a Fire
  Ore, you'll need to mix a Fire Sand with Iris Water.  And the Ancient
  Cave is open right now--go have a look!  See section 3-A for info.


------------------------------------------------------------------------
2-D:  Over the Hills
------------------------------------------------------------------------

    Items:     Flame Fruit, Charred Newt, Antidote, Magic Guard,
               Iron Beak, Flame Fruit, Speed Source, Insect Crush,
               Potion, Potion, Charred Newt, Power Source

    Monsters:  Killer Bee, Newt, Lizard Mage, Windona, Pucci, Red Selph,
               King Lizard, Light Essence

    Recommended Level:  3-6


  MERA VOLCANO / EAST --------------------------------------------------

  For starters, Rubius sucks in battle.  You know why?  She doesn't even
  participate.  That means you're all on your own, unless you've
  captured monsters.  If not, go capture one now!  Make sure you have
  some Mountain Discs and Cave Discs; you can buy then in Gruberik in
  the Hunter's Guild.  Disc Monsters really help you here.  Make sure
  you have a lot of Potions as well.  AND be sure you're wearing a
  decent weapon!  The first time I went through the place I was armed
  with my initial equipment, and even though I managed to get to the
  end, that was something I regretted.

  Cross the path to the next screen.  You'll see a trio of bushes; take
  note of that.  Kill the Killer Bee; note that you can go left off the
  screen to get to the three bushes.  They contain a Flame Fruit and a
  Charred Newt.  Return and go up.  Defeat the Newt here and go all the
  way to the right; here is a lone bush that contains an Antidote.  Pick
  it up and go up.  There's a Killer Bee here--go to the right.  Left is
  a path also, but you'll only find a crack in the wall.  I suppose
  we'll get to that later.  To the right is a cave entrance, which you
  need to go through.

  Go up two vines and fight the Lizard Mage.  Kill it, and go down the
  entrance.  Outside, head up to the next screen, in which you'll find a
  mountain with climbable vines and a cave entrance.  There's no need to
  enter the cave--it leads to a dead end and is probably a shortcut
  while backtracking back.  Instead, climb the vines--you can climb on
  the wall from the vines.  If you look closely, you can see white steps
  on the wall--this indicates climbability.  (I just invented a new
  word!)

  Okay!  First go up the second vine.  Go all the way up 'til you can't
  go any further, then left, up, etc.  Make your way above until you
  find a cliff with a cave entrance.  Go inside and open the chest for a
  Magic Guard.  Kill the Lizard Mage if you wish, and return.  On the
  cliff again, press Down until you fall off... how you can survive that
  is beyond me.  Ignore the third vine and go up number four; again,
  find your way above and enter a cave.  In there, circle around the
  path, encounter a Lizard Mage, and end up on another cliff.  From
  here, don't go up yet.  Drop down first and enter the cave.  Push the
  blocks out of your way and follow the path to a chest--it contains an
  Iron Beak.  Go down and take route four again, and go up to the top of
  the mountain.  Don't go to the right, as there's nothing of interest.
  Instead, head up to the next screen, which is all foggy.

  Find a vine to climb and go up a level.  Left is a Windona (if you are
  interested in capturing), and up is another vine.  Go up another level
  and go to the right.  Climb a vine yet again, and cut away the bushes
  for a Flame Fruit.  Head back down and go left and up.  Here, meet up
  with a duck (Pucci).  Beat it up, then go to the next screen to repeat
  the process with a Windona.  Then go up for another one of those Pucci
  dudes.  Finally, head up and you're on the non-shroudy part of the
  mountain.

  Pass the monsters and follow the path.  Midway, the screen rumbles; a
  rock falls from way above and lands right in your path, disabling you
  from returning.  Yes.  Exactly THAT rock falls on exactly THAT place
  on exactly THAT moment.  In any case, we entered this mountain to
  continue and not to go back, so resume to the next screen.  And things
  aren't looking good for the team, as the bridge we need to cross is
  broken.  But fortunately, this is a video game, and video games are
  notorious for having alternate paths when the main path is
  inaccessible; this time it's a hole to the right.  Cut away the bushes
  and drop down the hole (it's hard to see because of the smoke but it
  IS there).


  MERA VOLCANO / WEST --------------------------------------------------

  As you might have guessed, that red substance in the area is lava, and
  lava is hot.  Video game power kicks in here; you can walk over the
  lava, though not safely--1 HP is lost with every step made in it
  (until you have 1 HP left, in which case you lose no HP ^_^;).
  There's enough normal land to walk on, so it's not necessary to go
  through the lava.  First, there's a Red Selph enemy over there; attack
  and defeat it.  Next, you see a chest in the corner there, right?  It
  is inaccessible, unless you can bear with the loss of 4 HP; the Speed
  Source inside instantly makes up for it.  Once you have it, go up,
  through the passage.

  In the next area, there are ultra-weak bridges that you can step over
  only once.  If you go over the tiles one more time, you're dropped
  down into the lava, meaning you'll have to walk through it all the way
  back to the beginning of the room--and that's a loss of a lot of HP.
  So make sure to be careful on those bridges--if you fail, re-enter the
  room for the bridge to reappear.  And speaking of bridges, there are
  two of them in this room; one is a 4x4 bridge, the other a 1x3.  Cross
  the 4x4 first, and enter a small room.  In here, defeat the King
  Lizard (capture it if you have no monster and a Cave Disc left), and
  sequentially get the Insect Crush out of the chest.  And equip that
  weapon, if it's better than what you're armed with now!

  Now go back and go over the other bridge.  Deal with the Lizard Mage
  if he stands in your way, then go left to the next area.  And this
  next area, let me tell you, sucks.  There's one long bridge and three
  enemies; you have to cross that bridge using a particular method and
  those three Pugs (probably plus companions) need to be fought.  Worst
  of all, two fight are surprise attacks, in favor of THEM.  Make sure
  you've got lots of Potions, that you're wearing the best stuff, then
  cross the bridge like this: at the first path-split go left, at the
  second down, third up, and fourth up again.  If you deviate from given
  route, you'll need to go back through the lava and re-enter.  Ugh!

  Anyway, if you've successfully crossed the route (hope you leveled up
  prior to entering), go through the next.  It's a Z-shaped (sorta)
  path, with a King Lizard and Red Selph on your way.  Resume the road
  and make sure to pick up the two Potions on your way.  With those two
  items in the bag, enter the final room.  Cross the bridge, and three
  Red Jelly-like substances are up ahead.  It's an inevitable fight.

  Boss Strategy -- Light Essence (x3):
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
             95     200   28    4     10    5     5     500     200

    A fairly annoying fight; you're only with one character (your Disc
    Monster isn't _too_ much of a help...) and there are three of them
    to deal with.  It, again, is an attack-heal-repeat kind of fight.
    The fight's difficulty is hard in the beginning, and this decreases
    to medium once you kill off one of them, and it's a piece of cake
    when it's a one-on-one.  You'll probably use up a bunch of Potions--
    don't worry about this, as there's no other way of winning unless by
    leveling up.  The attacks of your foes are just about regular enemy-
    strength, and need only be feared in the beginning, when you get
    three down your throat every turn.

  One of the jellies manages to get away... but I suppose he'll be no
  trouble for you anymore.  Get out of the cave via the entrances.

  You're now on the other side of the broken bridge, which must mean
  we're close to the end.  Go down and find a long bush enclosed by dead
  trees; hack it away to reveal a Charred Newt.  Continue going down,
  and cut away the bush in the middle of the plus-shaped formation for a
  Power Source.  With that, go back and take the other path.  Climb down
  the wall, pass a Red Selph, resume going south, and you're FINALLY
  done here.


------------------------------------------------------------------------
2-E:  Beauty and the Beast
------------------------------------------------------------------------

    Items:     10G, Dried Meat, Aqua Fruit, 10G (x3); Potion, Earth Sap,
               Magic Source, Earth Fruit, Revive; Hi-Potion

    Monsters:  Goblin

    Recommended Level:  4-7


  KARNACK / DRY SEASON -------------------------------------------------

  Enter.  And, well, leave.  Upon heading out to the desert, Rubius
  faints.  Fortunately, some woman comes for the rescue and helps
  bringing Rubius to her house.  There, you'll learn her name (Aira),
  that she's blind, and that she needs to bring some water to Karnack.
  Your two party members will escort her there in return for helping
  Rubius.

  In Karnack, some guy tells you that another girl has been taken; this
  doesn't appear to be good.  Aira is asked to visit the Elder, and
  Eldin and Rubius decide to follow the villagers that head out to bring
  the girl to safety.  Go up and then right to the next screen; a
  signpost says that a rock cave is ahead.  But not a rock cave only; a
  beast is there as well, and this fellow appears to be the one having
  captured the girls.

  You'll discover that this monster actually talks, and the three people
  that were supposed to rescue the girl bolt away.  Which leaves you and
  Aira left; it ends up with a battle with him.  The enemy this time is
  a Goblin; exactly the same Goblin you've fought in Lukie Cave, with
  the only difference that you are stronger (but with only a single
  party member) now.  Defeat him.

  Aira appears to know this guy--he's Sando, whom she mentioned in her
  tent earlier.  Sando opens the cave in the back; his motives for
  kidnapping the girls is to let Aira see again, but the party warns him
  that she doesn't really know that he's a monster.  Sando passes away,
  to Aira's disappointment.  The good thing is that the girls are
  rescued; this includes some little brat by the name of Rami.  She will
  join your party now, which is a good thing, because she actually
  _helps_ fighting in battle.  (And saying no to her doesn't help.  "I
  won't take no for an answer!")

  With Rami in your team, you're finished in this town and the next goal
  is the Tower of Guidance (which you actually came for).  There is a
  number of random bits you might want to take note of (albeit totally
  optional).

  Odds and Ends:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
   - From the entrance, take a left.  You'll see a person lying on the
     ground and two bottles; break the bottommost one to reveal 10G.
   - And talk to that person to reveal that he's in fact an alchemist!
     Learn that to make a Water Ore, you'll need Iris Water and a
     Crystal.
   - Of the tents "in the back", enter the first one (all the way to the
     left).  One of the pots inside contains Dried Meat.
   - The second tent has nothing but two youngsters in love (how cute).
     To enter the third, tell the beast that you have business with his
     master, which is a chemist.  If you feel the need to become her
     apprentice (400G), have a chat with her.
   - Next to her is a bottle that contains Aqua Fruit.
   - And in the fourth tent are four pots; if you're in need of cash,
     grab 10G out of one of them.  Well... if you're *desperately* in
     need of cash.
   - Exit the tent and go down; you'll find four other pots.  Cut away
     all of them.  One contains 10G, and another one has 10G as well.
     WOW.

  As for equipping and buying, I recommend equipping the Katyusha from
  Gruberik on Rami.  She can wear it.  If you don't have it yet... well,
  get it.  You should have a Chopping Board for her as well.  If you
  have some money, but her a Toga as well.  For Eldin, I suggest giving
  him some defensive items, if you didn't do so before.  A weapon is not
  absolutely necessary if you've acquired the Insect Crush in Mera
  Volcano.

  And get Rami a job!  Physically, she isn't worth a bean in battle, and
  thus I recommend making her anything that uses magic.  A chemist is
  okay (gains the ability to stop enemy movement for 10 steps in the
  field--useful), or a priest to heal your sluggish party.


  OPTIONAL / ROAD TO GRUBERIK ------------------------------------------

  Also, now you've got Rami, you can burn down bushes (rather than
  cutting them away), small tree stumps, and those spider webs.  Yeah!
  You might want some items, so head to the Road to Gruberik (North).
  Switch to Rami by pressing L.  Go down one screen and walk on until
  you see two stumps close together; burn them, and you'll gain access
  to a lone bush with a Potion.  Now go back and head down until you get
  to the fork (one path goes south, the other leads to King Spider's
  cave).  Go down.

  In this screen, immediately take a right, and burn the stump.  Do the
  same with the bush thereafter to reveal Earth Sap, and then circle
  around the ledge all the way while burning everything that crosses
  your path (which includes a Beetle).  Eventually, you will gain access
  to a bag of cash, which contains 200G.  Return when you have it, and
  head all the way to the entrance (of this screen).  Go down from there
  and you'll see an arrow leading down from the ledge (it's close to the
  well).  Drop down and burn the web.  Enter, avoid the Mad Bulb (he's
  tough), and find a chest with a Magic Source down the cave.  Go back.

  The other spider web is, unfortunately, inaccessible for now.  You
  need Torma to get there (chasm), and, well, you don't have Torma now.
  See the end of the chapter for more.  Go south from the fork (where
  north leads to said spider web), and find a tree stump enclosed by
  four bushes.  Under that stump is an Earth Fruit.

  Also, if you've changed to a chemist (which you should do, for the
  Tear Gas-skill) go to Gruberik.  Go to the room with all the jobs in
  the Hunter's Guild and read the second ad right of the stair set.
  Bacchus the blacksmith needs a healer (not a priest, but a chemist).
  After reading it, go to the blacksmith (lower-right corner of the
  marketplace-part of Gruberik) and talk to Bacchus (lower-left guy).
  He wants you to get some Aspirin from Sedel at the Hunter's Guild.  Go
  back to the jobs-room and find Sedel, the ex-chemist, in the lower-
  left corner.  Get the Aspirin, give it to Bacchus, and you will
  receive a Hi-Magic as a reward.  Yay...

  I think that's all the noteworthy stuff.  When you're done, leave
  whatever place you are in and head for the Tower of Guidance.


------------------------------------------------------------------------
2-F:  The Ancient Ruins
------------------------------------------------------------------------

    Items:     Escape Ball, Ice Ball, Fire Ball, Revive, Magic Jar,
               Tower Disc, Potion, Thin Cape, Camu Armor

    Monsters:  Armored Horse, Mini Dragon, Spinner, Baby Frog,
               Blood Bat, Poison Toad, Snail

    Recommended Level:  4-7


  TOWER OF GUIDANCE ----------------------------------------------------

  Go one step forward.  Rami says that this is one of the Ancient Ruins,
  and then you'll regain control over your team.  Head forward, read the
  stone with Rubius if you wish, and to the next area.  Cross down the
  hall.  In the next room is a broken bridge, thus creating a chasm--
  seeing as going down the abyss isn't of preference, there's no way to
  continue.  Or is there?  If you examine the gray pillar-like things,
  Rami says that they're stone lamps... and that she can light them up.
  Let's try so; press L to switch to her, and hit B to create a fire.
  Lo and behold: a bridge pops up.  Convenient, eh?  I love those
  programmers.

  In the sequent chamber is a number of monsters (the first four of the
  list on top), as well as a crack in the wall in the upper-left corner
  (which you can't do anything with yet) and a chest in the upper-right
  corner (open it for an Escape Ball).  When you're done, head straight
  up to an elevator, and lift yourself up.  The next area is a maze-like
  room.

  Two steps down and you're confronted by two ways you can take; left or
  right.  If you're an item collection freak, take the left path first;
  push away the blocks and trail down the paths.  Skip the dead ends and
  you will eventually find a chest with an Ice Ball (and a Buffalo
  guarding it).  When you take the remaining path, you will again get to
  a fork; going down here brings you to a chest with a Fire Ball (and
  Buffalo), leaving the other to continue.  Take the ball if you wish
  and go up.  Push away the blocks, read the stone if you wish, give the
  Baby Dragon a beating if you feel like it, then head down.  Get past
  the Platypus in the way of your preference, and go down to the next
  screen.

  Step on the switch to open up an entrance, then go through it.  In
  here is a trio of King Frogs, and the frogs' chaotic movements make it
  hard to get past them unscathed.  Still, it's possible... but of
  course, collecting the experience should be done as well.  You will
  get to some formation of blocks, two of which are movable.  Move one
  of them two blocks up, then push it all the way to the left or right
  (on a button).  Repeat with the other, and both doors should be open.
  You can opt to take the left door first to land in a trap, filled with
  monsters (Neo Bats, Baby Dragons, and T-Rexes) and chests (Revive and
  Magic Jar).  Push the four blocks on the switches to create a path to
  return, if you enter.  Take the other path when you're finished.

  Here are more blocks and switches; you need to push all blocks on the
  switches to lower the stakes in the room.  This opens up a path, but
  also releases two Buffaloes, who are obviously blood-thirsty and ready
  to kick your butt.  If you wish to avoid them, push the lower blocks
  last to gain a head-start.  When you're done, follow the path to a
  stone--read it if you want--and two paths to take.  Skip the lower,
  and go up the stairs.

  Beat up the Baby Dragon (which you can't avoid), and then drop down
  the gap in the middle.  There are nine weak spots on the ground; you
  can walk over them once, and the second time you do so you'll land in
  the floor below you.  So, walk over the weak spot in the middle, then
  return over it.  You should land exactly on a switch, which creates a
  path to the north.  Go through it.  Use your sword to hack your way
  through the two Platypuses, and go up a floor.  Pick up the Tower Disc
  in this room (below), and go through the entrance.

  Again, there are two doors.  Two switches are there as well, and one
  block.  The door to the right is a trap (two Armored Horses), so push
  the block on the left switch.  Go through the door.  This chamber is
  plus-shaped; north and west lead to a dead end, leaving only south
  left.  Go there.  What awaits you here is another of those
  pathetically-easy puzzles.  There are four switches and three bottles;
  pick up the top-left (or -right) pot and place it near the buttons,
  then pick up the other and put it on the upper right button.  This
  reveals a fourth pot, allowing you to complete the puzzle.  Do so and
  a door opens up.  Go through.

  Pick up a Potion from the chest and go up the stairs after dealing
  with the Baby Dragon and other monsters.  Go south before going up the
  stairs and acquire a Thin Cape from another chest (Rami can equip it,
  but doesn't need it if you bought her a Toga).  What's left is going
  up a few floors and walking through a door, arriving outside.

  As for hostile bother, there is an Armored Horse here, as well as a
  King Frog.  If you manage to pass them, you can access a lift and two
  entrances.  The lift leads to a chest, giving containment to the all-
  popular Camu Armor.  There's also a stone inscription here.  Be sure
  to grab the armor (unfortunately, nobody you have now can equip it),
  and go back down.  Of the two entrances you can take, you might want
  to take the second (the left one) first, as the other was only
  inserted to annoy you--only a Platypus and stone inscription are found
  inside.

  The other entrance leads inside as well, and it's another stair set.
  Follow it all the way to the top of the tower.  Outside, find some
  more stairs, go up them, and the game takes over.  If you carefully
  attended the inscriptions, you can deduce that this place is the
  portal to the holy land (four dragons around you).  If you didn't,
  well, Rubius will do.  She will also inform you of the stones and
  shards you retrieved from the pirates, and ends with a did-you-
  understand question.  Say yes when you're sick of her lecture, and
  then you'll get to deal with something confusing for importers.

  But now it's all clear: your objective is putting the stone in one of
  the four holes and then standing in the middle to see if it works.
  The solution is facing the lower-left hole (the one with the
  yellow/orange/gold dragon), going to Special in the menu, and
  selecting either the Moon Stone or the Gold Shard.  Select its
  counterpart to read the stone.  Press Start to translate, then turn
  around with the shard until you read text (one turn clockwise to read,
  "When the doors open").  Lastly, press A to confirm and place it in
  the hole.  Now stand in the middle.  If nothing happens, you either
  didn't rotate the translator correctly or the stone wasn't put in the
  right hole.  And if something DOES happen, well, you're screwed as
  well.  A lightning bolt strikes Eldin as he inspects the stone, Rami
  gets help, and the screen fades black...


  PARCELYTE ------------------------------------------------------------

  Eldin awakes in his own bed, with the team plus Torma around him.  You
  will learn about Rubius, the tower, that a curse fell upon you, and
  about the Northeastern War.  Apparently, some Ragule guy entered the
  kingdom of Gratze, resurrected an ancient Beast, and let the King of
  the kingdom conquer the world.  That Beast is now split in two, a body
  and a spirit, and Gratze is presently invading other lands to get the
  Beast back.  The soul is in the holy land, to which the portal was on
  the just-visited tower, and yes, you need to find it.  And save the
  world.  Again.

  Anyway, this curse is your priority for the time being, and the Elder
  of Nazare might know a way to do away with it.  Nazare is behind Mt.
  Ruhie, a mountain now accessible on the world map.  Torma rejoins your
  party, which is great, of course, as strolling around with a two-
  member party isn't the tops.

  Stuff To Do:
  ŻŻŻŻŻŻŻŻŻŻŻŻ
   - Get Torma a job!  If you haven't done so already, of course.
     Personally, I'd make him an ass-kicker, so make him a swordsman or
     fighter.  Forget about the mages or wizards; Torma doesn't like
     them.
   - Get a job from Bandino (in the Hunter's Guild), if you haven't done
     so before.
   - Equip Torma with some better items.  If you have the money, my
     recommendations are a Slingshot and Leather Shield (Gruberik) and a
     Scale Plate (Karnack).
   - You can now reach the other spider web and burn it with Rami's
     super powers.  Go there, beat the enemies (Blood Bat, Poison Toad,
     Snail) and receive a Revive.  If you didn't take the trip to the
     Road to Gruberik before with Rami, go get the other stuff as well!
     See the start of this chapter.
   - Make sure to sleep at the inn before moving on.


------------------------------------------------------------------------
2-G:  Curses!
------------------------------------------------------------------------

    Items:     Escape Ball, Ice Ball, Magic Source, Aqua Fruit,
               Dried Bread, Smoke Ball, Earth Fruit, Lak Cheese,
               Ice Ball, Mountain Disc, Sanity Pill, Light Tattoo,
               Victory Bandanna, 20G, Ice Ball; Mysterious Pin,
               Magic Jar, 10G, Wind Fruit, Revive

    Monsters:  Wondy, Mad Bulb, Goblin, Bolt Fish, Blue Selph, Wyvern,
               Stone Hawk, Elpasar

    Recommended Level:  5-8


  MT. RUHIE / EAST -----------------------------------------------------

  Head up.  There's a Wondy to your left and four bushes, but those
  bushes don't contain nice items, so there's no need to go there and
  the enemy can be safely skipped.  The Mad Bulb next ahead is a little
  harder to avoid, as it's right in your way, but it's not impossible.
  Take the path to the next screen--two obstacles will be in your way.
  Melt the ice with Rami and then hack away the revealed bottles in
  order to make yourself a path.  In the middle of the road is a
  whatever-it-is that pushes you back.  It's weird.  Avoid it by just
  walking around it... I've no idea what's the use of this, other than
  to annoy you.  In the next screen, Eldin will lose control for a
  second, and Rubius says that the village is just ahead.  JUST AHEAD,
  she says, and if there's a twelve-paragraphed walkthrough for this
  mountain, something's not right about those two words.

  Immediately take a left, and go through a secret passageway.  Head
  down, then left, and so on, until you meet up with a Wondy.  Beat it
  up, have Rami get fiery on the two bottles, and let Eldin finish up
  with his blade.  An Escape Ball and Ice Ball are revealed by doing
  this.  Take them both and return.  If you're in for more items, go all
  the way to the right.  At the four bushes, go down, and circle around
  until you see a chest partially covered in ice.  Rami is your girl
  here; a Magic Source can be found inside it.  Two Bolt Fish are near
  this chest, but they can be avoided.  Go back.

  Apparently, there are certain holes in the ice; when you walk over
  them, you fall in and you can't move.  To get out, you'll need to
  press the directional buttons eight times.  These holes are on the way
  north, and if you're prepared to fight a bunch of monsters, go there.
  Beat the various enemies, climb the vine, assault the Blue Selph, then
  light the lower-left bottle and break it for the item.  Return, and
  take the left path (which you should've taken in the beginning,
  actually).

  Resume going left and don't bother with the ice bottle (it's empty).
  Fight or skip the Mad Bulb, and go left.  The four bushes contain no
  items as well, so don't cut them if you don't feel like fighting the
  Goblin behind them.  A Mad Bulb is up ahead, as well as a few of those
  annoying holes; when you pass them, you'll be at a T-split.  Take a
  right and cut the plus-formation of bushes on your way.  A Dried Bread
  is hidden beneath one of them, and your next obstacle is a Wyvern
  (which is unavoidable).  Behind it is a Wondy; beat both of them, then
  find your way around those pesky holes (just damn those things) to get
  to the bottles.  Light and break the first to reveal an Earth Fruit.

  Head back to the T-split and go left.  Skip the two ice bottles at the
  west side of the road and make your way past the Mad Bulb and Stone
  Hawk.  As the bushes contain nothing of use, head to the next area.
  Rubius notes here that the exit lies west, and that means you must go
  east first.  Kill the Blue Selph and continue until you see six bushes
  with a Goblin behind them.  The bush in front of him has a Smoke Ball,
  which you can freely take; the Goblin doesn't attack until you opt to
  touch him.


  MT. RUHIE / WEST -----------------------------------------------------

  Return, and there are again two paths you can take.  I would suggest
  the upper road if you're in for some Lak Cheese and fighting a few
  monsters (and falling in those friggin' holes).  Jump down via the
  arrow on the ledge and continue.  At a certain point, there'll be a
  narrow path, but it cannot be passed because you're blown to a hole if
  you walk in a certain spot.  The solution to your problem is Torma;
  see that pole on the other side?  Whip yourself there and resume left.
  When you reach the end of the path, Rubius says we're close.  A bird
  flies by at this moment, however, and catches Rubius.  Which sucks, as
  you're obliged to save her ass now.

  Go left.  Forget about the Wyvern and head up.  See those white steps
  on the wall?  They're hard to see, but they're there.  Climb them and
  mow down the quartet of bushes--an Ice Ball is under them.  Jump down
  the steps, go right, fight the Stone Hawk, and seek for more steps.
  Go up them.  This... is getting repetitive.  Once you arrive in the
  next part of the mountain, a skull drops down from high above--how
  utterly depressing.  There are a few monsters here, and again, paths
  on the walls.  The previous time I covered a place like this, I found
  a step-by-step guide worked best, so I'll bother you with that crap
  again.

   - Firstly, do a Rami/Eldin combo on the ice bottle close to you and
     grab a Mountain Disc out of it.
   - Now, from the skull that dropped down, walk to the left until you
     see another skull.  Look for steps on the wall and climb up.
   - Get on the first "platform" with a pole, and use Torma to whip to
     the platform right of it.
   - Climb up the steps to another platform, whip to the right again,
     climb up, and you will find a bottle and a half-frozen chest,
     respectively containing a Sanity Pill and a Light Tattoo.
   - Climb down and whip left.  Two paths of steps are on the wall; one
     was used to get here a moment earlier, and the other is the one
     you'll need to use now.
   - The next platform has three paths.  Take the leftmost one.
   - Whip left, go up, and whip right.  You can now go up via the wall,
     but opt to fall down (arrows on the ledge allow you to do so)
     instead.  You will land near a bottle with a Victory Bandanna.
   - Fall down again (well... you *have* to).  Follow the path to the
     platform you chose to drop down from and climb the wall instead.
     Whip to the right and climb up again.

  Make your way to the left and you'll fortunately see Rubius.  She
  appears unconscious, and upon trying to get to her, the bird that took
  off with her pops out and rears his butt for you to kick it.

  Boss Strategy -- Elpasar:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
             478    320   55    60    30    1     11    2000    550

    Not too tough; Elpasar appears to use Relentless over and over doing
    not too much damage to you, especially if you leveled up and/or
    equipped the best armor yet, as well as a Frost-attack, dealing even
    less damage.  Eldin and Torma are your attackers, and Rami stays on
    the defensive side.  What your Disc Monster does is up to him or
    her; you don't really need him.  The basic strategy is having Eldin
    and Torma use Cinder Slash repeatedly, until they run out of MP, in
    which case they should resume with physical attacks.  If they don't
    have Cinder Slash, use Blaze.  If they don't have Blaze, use Cinder.
    Cinder Slash stays preferred, though (compared to Cinder, it's less
    MP and you get a free physical attack extra).  Have Rami heal when
    it's needed, and that should be, like, once or twice.  Repeat until
    you win.

  Rubius is okay, and rejoins the team.  Find your way back down again;
  video game physics say that jumping down from insane heights deals
  zero damage in many occasions; use that to your advantage and go left
  to the next screen.  Here was a skull at first, but it is now removed,
  allowing you to continue.  Beat the monsters and head to the next
  area; take note that there are two paths you can take--take the narrow
  one and cut the bushes for 20G.  Go back and resume trudging through
  the field of snow and ice, and cut away the middle of a formation of
  eight bushes (Ice Ball).

  From here, all that's left is going down a stair set, and you'll
  appear on the World Map.  A new village is accessible, and that is the
  village of Nazare.


  NAZARE VILLAGE -------------------------------------------------------

  Welcome to Rubius's home.  I am unfortunately one of those guys who
  like to find all items.  I am also unfortunately one of those guys who
  like to list that kind of stuff down.

  Odds and Ends:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
   - First thing is an alchemist.  Take a left from the entrance to find
     a dog; talk to it, reveal him, and learn that Bright Gem + Star
     Quartz = Bright Ore.
   - Head into the house directly above you and go down a floor.  Take
     it to the right part of this bedroom and cut the bottle for a
     Mysterious Pin.
   - Exit and go to the right.  Enter the item shop (see below for a
     list), take the ladder downstairs, and open the closet.  You can
     steal a Magic Jar out of it unseen.
   - Head north and enter the inn (in which you can rest for 80 bucks).
     Go downstairs and make the bed; the lady will reward you with 10G
     for this.  I really don't know why I include these small
     unimportant things.
   - Next of the inn is another house, although I didn't find anything
     of use inside.  Instead, head into the cave north of it--this is
     the Nazare bazaar.  There's a guy selling stuff (see below for a
     list).  Behind him are two chests, containing a Wind Fruit and a
     Revive.
   - While you're still in the bazaar, head upstairs to the Training
     Hall--doesn't seem much of a "training hall" though...  In any
     event, go upstairs and through the entrance.  Talk to the guy
     (don't fall off!), who says he's matured into a bishop.  If you
     have mastered the job of a priest, you can change to a bishop too.
   - There's a woman in front of the Elder's house, who wants a tea of
     some sorts (Ordens Blue Tea).

  We also have shops down here; items are found in the house somewhat
  south of the inn, and equipment is sold by the guy in the Nazare
  bazaar (behind the inn).  Check section 4-D for a reprint of the list.


  THE ELDER ------------------------------------------------------------

  And now it's time to see the Elder!  He's in the big fat tent.  Have a
  talk to him; you'll learn that the curse can't be broken by him, and
  that the answer may lie in the holy land.  In order to get there,
  though, you'll have to continue traveling with Rubius and getting the
  other stones required to access it.  The old guy wonders if Eldin is
  actually a descendant of the Ancients.  He says that the town of
  Narbick is your place to go for more info on reaching the holy land.

  However!  Some messenger guy pops in and tells the Elder that Gratze
  has captured Gruberik (*panicky music*).  Our party wants to go there
  and kick some sorry asses, and since the front door is closed, we'll
  have to bring a visit to Jida (apparently close to Gruberik), the home
  of the hobbits, first.  Perhaps they know a way inside.  Head out of
  the town; the closest area to Gruberik is the Old Well, and since it
  is yet to be visited, let's enter it.


------------------------------------------------------------------------
2-H:  Through the Sewers
------------------------------------------------------------------------

    Items:     Moldy Bread, Revive, Power Source, Moldy Bread,
               Insect Egg, Lizard Shield, Jelly Shield, Rotten Meat,
               Poison Claw, Poison Needle; 10G x7, Life Source,
               Hi-Potion

    Monsters:  Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
               Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
               Ice Lizard

    Recommended Level:  6-9


  OLD WELL -------------------------------------------------------------

  Just before the entrance to this place is a white bird lying near the
  trees to the left.  Have a chat with it and you will discover that it
  is in fact an alchemist.  He'll tell you that in order to create a
  Flash Ring, 150G and an Earth Ore are needed.  When he disappears, go
  north and jump inside the well, despite its dark, slimy interior.  Bon
  appetit!


  SEWERS ---------------------------------------------------------------

  Climb all the way down and place the bottle elsewhere.  Jump down the
  hole you make, and watch the conversation.  When it's over, make a
  right.  See that bridge there?  Cross it, then go in the water via the
  steps.  Go left and then down, then on the normal path again.  First
  go down and crush the four bottles you see for a Moldy Bread, then
  head north until you reach a chest that contains a Revive.  Get it,
  then let Torma get the party to the other side with his hook, avoiding
  the Snail in the water.  Walk back to the bridge you went over
  earlier, cross it again, and go to the right (don't go in the water,
  this time).

  Move on.  When you come across a pole, let Torma do his thing.  Walk
  up, kill the Small Crab, whip to the left, and let Eldin break the pot
  for a Power Source.  Pull yourself back, go to the right, and cross
  the ravine to the right.  Go in the water and make damn sure you don't
  touch the streaming water--it takes you back to the start.  Go to the
  right instead, get past the Snails, and make your way to the next
  screen.

  Take the upper path first, get the Moldy Bread out of the chest, and
  then take the lower path--otherwise you only find a Lizardman (which
  is only good for being captured, if you need a Disc Monster).  Go back
  and take the lower path.  When your feet get wet again, go up, past
  the Shadowfly and Snail, and through a small gate.  You will
  eventually find a nice formation of bushes and pots; only hack away
  the upper-left bush, for it is the only one with an item (an Insect
  Egg).  A new enemy is found here as well (Blood Bat).  Lastly, use
  Torma to whip yourself to the right.  Go in the water, and beat the
  Shell Fiend if you wish (fire-magic works best).  Go with the stream,
  and you will arrive near a chest, which contains a Lizard Shield.
  Unfortunately, none of your human party members are able to equip it,
  as it's meant for Disc Monsters.

  In any case, head back to where you entered this water, and go to the
  right (the path that is yet to be explored).  Continue down the path,
  whip yourself to the other side at the end, kill the Blood Bat, and
  notice a path behind that vine... a little too obvious, right?  Get
  inside the secret room, and it is treasure-time: a Jelly Shield in the
  chest, and Rotten Meat in the bush up-left of it.  If you're wondering
  what the hell you're supposed to do with Rotten Meat--it's for Disc
  Monster of shadow-types, which are damaged by healing potions etc.;
  this then is what they need for a HP boost.  Don't go back; that path
  leads to a dead end.  Instead, take a right and have Torma do
  something witty with his rope.

  You'll witness two Lizardmen and some snake just ahead.  The fights
  with the two lizards are inevitable; make sure to surprise them for an
  extra round.  Once they're done with, free the Corydoras; heal and
  make sure you surprise them, and when you fight, don't hesitate to
  unload a good dose of fiery whoop-ass.  Don't walk around if you're
  poisoned; immediately pop out an Antidote in that case.  The door
  opens by clearing the room of monsters, so continue.

  Again, make your way through a stream, end up somewhere south, etc.
  I'm sure you know the deal.  When you can choose between crossing a
  river with Torma's rope, and jumping in the river and returning to the
  beginning, do the former.  Head up and pull the switch, and voila!
  Something happens and the water isn't streaming anymore, meaning it
  won't take you to random locations every time you just want to take a
  swim.  Unfortunately, this means an invitation for a bunch more
  monsters...  Anyway, whip to the pole and head south all the way.
  There are Poison Toads on your way, but they are easily avoided.

  Follow the path.  When you get the chance to get out of the water,
  don't and continue heading east.  Eventually, you'll get to an upside-
  down T-split; head north, fight two Poison Toads, and to the next
  screen.  Upon entering, the party witnesses a creature being attacked
  by a snake!  Heal your party, make sure to have some AP left, and talk
  to the unconscious creature.  The snake that attacked returns and
  assaults you.

  Boss Strategy -- Ice Lizard:
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
             428    255   65    50    22    20    16    2500    1300

    Ice Lizard is relatively easy, compared to some of the bosses you've
    butt-kicked earlier.  He either comes alone or with a Lizardman, and
    if that ally of his kicks the bucket, Ice Lizard calls for help--
    sometimes, this is good, for it occasionally fails, giving you an
    extra round to attack.  In case it wasn't already obvious, Ice
    Lizard is of the ice-element, and ice melts when it comes in contact
    with fire.  Have each of your party members use Cinder Slash or
    Cinder, if they've learned it, and let anyone heal the party when
    they take hits.  It's not that hard.  When a Lizardman joins the
    fight, make sure you kill it as soon as possible, though.

  After the battle, the creature (it's a fox) (or a dog?) awakens,
  thanks you, and faints again.  It appears he was a human that fused
  with a monster, and can't revert to his original form again.  Rubius
  suggests carrying him somewhere safe, and then you'll regain control
  over the party.  In the upper-left corner of the room are two chests,
  containing a Poison Claw and a Poison Needle.  When you have those in
  your inventory, use Torma to swing to the right.  Pull the switch
  there to put the water to rest.

  Walk back to the previous screen.  From the T-split, head left and get
  out of the water.  Now make your way to the right, cross the fence-
  bridge, cross the other fence-bridge, and climb the short ladder.
  Cross ravines with Torma's rope, and enter the water (which you told
  to stay quiet earlier).  Head all the way north and beat up any
  enemies you encounter, follow the path, and you'll meet up with a
  hobbit.  Jida Village is near, and he lets you pass--he won't if you
  haven't brought Bau (the dog), though.


  JIDA VILLAGE ---------------------------------------------------------

  Apparently, the hobbits hold a grudge against humans, meaning you
  don't need to expect hospitality anytime soon.  Anyway, when you
  enter, there's a bunch of paths to take; to your left is the church
  (make sure to save), and a path leading to a cave with 70G (10G x7).
  Go show these fellows another reason to hate humans (a.k.a. get the
  cash), and head back.  The path to the north has a ladder leading to a
  hobbit making dinner, while the other stairs bring you to a floor
  below.

  Go down and to the right; keep holding Right and you will walk in a
  green sort of thing.  Have a chat with the fish to reveal an
  alchemist, who in turn reveals that an Earth Ore requires Iris Water
  and Lake Sand.  Skip the weapon shop (go away!), head south instead,
  and enter the Treasure Room.  Three chests can be found here, one of
  which is empty, another of which contains a Life Source, and the last
  of which has a Hi-Potion.  Head all the way back to the first room,
  where one cave is still unexplored; it's the Chief's Dwelling, and
  your next stop.

  Chat up with the oldest guy around.  While he doesn't hate you like
  the rest in this place does, he unfortunately isn't too helpful once
  you request his help to get in Gruberik--you need a guide for that,
  and he wants to keep his gang together.  So then the obvious solution
  is to send Bau; apparently, the dog-human isn't too welcome here
  either, and we're all set.  The party rests the night (HP and AP
  restored), and you can leave.  You might want to bring a visit to the
  weapon shop first, though (it's open now).

  If you can afford it and want optimal defense, Bark Shields and Bark
  Helmets are your number one choice; keep an eye on your wallet,
  though, and distribute equipment evenly.  Don't buy the Stone Horn for
  Bau, as we'll get something almost as good in a moment.  When you're
  finished, leave.


------------------------------------------------------------------------
2-I:  Gruberik Revisited
------------------------------------------------------------------------

    Items:     Wooden Mallet, Dark Fruit, Tail Ring, Bitter Cheese,
               Life Source, Aqua Fruit, Sea Disc, Revive, 200G, 30G,
               Escape Ball, Iron Box, Moldy Bread, Insect Egg,
               Rotten Meat; Wake-Up Call, Potion, Mountain Disc,
               Fire Ball, 100G

    Monsters:  Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
               Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
               Baby Hydra, Shell Snake

    Recommended Level:  7-10


  SEWERS / CONTINUED ---------------------------------------------------

  Instead of going to the right, return left first.  Stand directly
  under the hobbit you are "offending" (hahaha), and swing south.
  Switch to Bau and use his B-button skill, which is to smash down stuff
  with his hammer.  By breaking the barrels, you'll gain access to a
  chest, which contains a Wooden Mallet.  Have Bau equip it, and if he
  isn't already in your team, make him a member.  Return via the water,
  and take the previously-ignored path leading east.  Enter the water,
  walk to the right, and exit the water.

  Barrels are blocking your way, and the party has an argument regarding
  that blockade--which is a pretty stupid thing if you just acquired the
  Wooden Mallet.  In any event, head right, and cross the bridge.  In
  the water, head south to the next screen.  Here, resume south, then
  east, then north.  Go over the bridge and don't use Torma's rope when
  the opportunity arises; head left first and pull the switch.  Go back,
  swing, get out of the water and enter the land north; get to the end
  and smash the bottle in order to receive Dark Fruit.

  Go back in the water and walk left to the T-split.  Go south until you
  find something weird-looking on the wall; here is where the
  programmers went wrong with sprites, and this is supposed to be a
  crack in the wall.  Bau saves the day here; switch to him and bust the
  place open.  There's a lotta treasure to be found here, although three
  Blood Bats dwell around the area.  Open the treasure chest for a Tail
  Ring.  The bottle in the third column has a Bitter Cheese, and the
  uppermost bottle in the seventh column has a Life Source.  Head
  outside and go up, to the aforementioned T-split.  Go left to the next
  screen.

  Go left, and you'll find yourself in the screen to the right of Jida
  Village, except that the water isn't running like hell anymore,
  allowing you to continue through a passage (first fork, go up).  Do
  so.  Head north and then walk to the right, and from there go south to
  reach a chest with 200G, as well as a Lizardman (which doesn't appear
  to attack unless you touch him).  Now, go back and walk up.  When you
  get the chance to step out of the water, do so and resume going to the
  right--go all the way to the right until you can't anymore.

  Here you might want to opt taking the southern path, if you're
  interested in a Dark Fruit.  Get it out of a bottle and return, and
  choose the steps to the right.  Walk up and enter the water.  From
  here, you have two choices; either take a side-trip to the right,
  which is a dead-end (although there are some items to be found), or
  continue left.  Skip the next paragraph if you don't want to bother.

  Or not, of course.  I would suggest healing the party.  Go right and
  up.  Bau denotes that you're going the wrong way, so tell him to shut
  up and continue.  Cross the bridge and beat the Lizardman, and go to
  the left (to the right leads back to the beginning).  When you see a
  stake, use Torma to get there, and go up.  One of the bushes there has
  Aqua Fruit.  Head back south and follow the path (you will step in and
  out of the water once).  At the end, you will find a Sea Disc and a
  Revive.  The other side is inaccessible as of yet, so go back in the
  water, and walk all the way to the right.

  Back at the fork.  See those four bushes over there?  One of them
  contains 30G, if you're interested.  Now, head south; there's a
  stream, and you can "enter" it via the left or the right; hug the wall
  left (of the screen) and you'll wind up near a door.  A Baby Hydra is
  here as well.  Defeat it, and get the Escape Ball out of the chest.
  Do not use Torma to swing to the left, unless you wish to go back.
  Rather, utilize his rope in the next room.  Go through the door and
  defeat each monster you find, and another door opens up.
  Additionally, open the chest for an