[DewPrism / Threads of Fate Secrets FAQ]
               [version 1.1 / released: 02.11.2001]

                   written by D. Engel [d0wner]
             :email: d0wner451 (at) hotmail (dot) com



//=-=-=-=-=-=-=-=-=-=-=-=-=\\
      table of contents
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
01> intro
02> magic colors/effects
03> rue's sidequests
04> legendary stuff
05> rod the blade star
06> useless/useful items
     -coins
     -stones
     -rare wine
     -brooch
     -mysterious statue
07> the dream sequence
08> unsolved mysteries
09> credits/legal BS
\\=-=-=-=-=-=-=-=-=-=-=-=-=//


//-=-=-=-=-=-=-\\
    01> INTRO
\\-=-=-=-=-=-=-//

This guide exists to help you achieve the few but all-important
secrets in Square's latest outing Dewprism, also known this side
of the Pacific as Threads of Fate.  It also serves the purpose of
pointing out the subtle hidden messages that some obviously bored
Square programmers have placed in the game.  It is not a walkthru,
contains no boss strategy, etc.  This game doesn't really need it
either, but if you must there are plenty of such guides out there.
However, here's a tip on puzzles: any puzzle in Rue's quest is
solved by transforming into an enemy and/or using one of their
abilities, and any puzzle in Mint's game is solved by using her
various magic spells.  This should take care of at least ninety
percent of the puzzles.  For the ones it dosn't solve, as well as
walkthru and strategy info, there are a number of excellent guides
already posted, and there's no sense beating a dead horse.

However if you want to finish the game 100%, look no further.  And
if you were foolish enough to pay for this game, then you are
probably a little miffed about its length, and would like to get a
little something more out of it.  Hence the guide.

Also take note that despite the title this guide is made entirely
with and for the North American version of the game, somewhat
ridiculously re-named Threads of Fate.  That might be a good name
for a message board sim (hey, new genre), but not this game.  To
ensure maximum Yank confusion, refer to the game as DewPrism at
all times, especially when speaking to the chumps at EB.

*A note on treasure chests*
Although it is true that the hovering neon pink diamond / clam
shell things that contain items in no way resemble a treasure
chest, such is their function, and so they shall be called.

Suggested Soundtrack: Far - Water & Solutions

>>Where to find this guide:
  *www.gamefaqs.com - surefire way to get the latest version
  *www.gamewinners.com - most likely up to date
  *www.consoledomain.co.uk & gamesdomain.co.uk - should be up to
   date as well, but you never can trust those brits

>>Where NOT to find this guide:
  *www.rpgamer.com - rpgamer is currently not hosting this guide,
   nor will they ever be.  so don't look for the guide there, cuz
   you won't find it.  while you're at it, do yourself a favor and
   boycott their site, as it might give you VD.


//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\\
    02> MAGIC COLORS / EFFECTS
\\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=//

This section will help you to find all the spell effects in Mint's
quest, allowing you to cast ridiculously powerful spells that will
waste all your MP in one fell swoop.  These spells are, for the
most part, completely useless; but fun, in a demented sort of way.
Without further ado, here's how to indulge yourself.

=[Colors]=

There are a total of seven colors of magic, which work very much
unlike most other Square games.  You will start the game with
White and Blue magic.  Forget what you know about magic, because
almost every spell in this game is offensive, or on occasion
protective.  There is only one healing spell, which you
won't get until the end of the game (and it isn't white magic).
Anyways, the other colors are Red, Green, Black, Yellow and Gold,
in the order you get them.  None of the colors are hidden in any
way, you will automatically get them as the story advances.

=[Effects]=

The spell effects, on the other hand, are a completely different
story.  Again there are seven total and you will start with two.
Aside from the two you start with tho, most of the others are
devilishly hard to obtain.  Finding the spell effects is both one
of the game's greatest challenges and greatest rewards, which is
yet another reason why it is more fun to play as Mint.  The
effects are listed here in order of when you can first pick them
up, here's the breakdown:

>>Normal & Wide >
You will start the game with these two effects.

>>Super >
Found in the Underground Ruins.  In the second segment of the
dungeon, you must collect six tokens to advance.  The room with
the last token will be side view instead of top down, and you
must use fire magic to melt the ice block in the way.  Past that
there are two more ice blocks, which you must melt to get the
Super effect.  To liquefy all three blocks your MP must be around
110, it is possible with as little as 106 but if you miss once
you'll have to start over.  The 2D/3D physics are somewhat odd,
so it helps to use the D-pad to stay in a perfectly straight line.
When you get through, you will be rewarded with the Super effect
as well as the all-important Rare Wine, see the items section for
details on how to use this.

>>Power >
This is also found in the Underground Ruins, and is easier to get,
but takes some time.  It is found on the body of the boss you
fight named Skull Beast, the master of breathing fire and
jumping on platforms.  However, after you run from him on the
spiral staircase, you automatically go back to town.  So you must
go back to the Underground Ruins and make your way to the bottom
of the spiral staircase, and search Skull Beast's body for the
Power effect.  There is a talking green potted plant just past the
spot where you first fought Skull Beast which will send you back
to town real quick-like.

>>Circle >
This one is a, um, bitch to get.  The first thing you have to do
is get Black magic, which you will find on Raging Mountain.  After
you've got it return to Carona Forrest.  Now return to the part
where you scale down the rock cliffs.  Very soon you will get to a
small ledge; from here you can jump to the right to land on
another longer ledge with a rock at the end.  This particular rock
is only useful in Rue's quest, so instead from the small ledge you
started on fall off to the left.  You should land on a piece of
cliff that you probably missed before, with a Mandola on it.  To
the left is a gap and then another small ledge with a rock on it.
This is your target.  Here's the easy part: shoot the rock with
the spell 'Graviton' (black + power), it may take a few tries,
just keep inching closer.  Eventually you will blow the rock up,
revealing a chest.  Now here's the hard part.  You must jump the
gap to get the chest, and there is _just_ enough space to do it,
with a very small margin of error.  If you successfully make the
jump, you will probably land on top of the chest, that's how close
it is.  If you fall, there is no way back to that point without
going all the way through Carona Forrest again.  Have fun.

>>Hyper >
This one is pretty easy to pick up.  To get it, you must go back
to Raging Mountain after you finish the Tower of Maya and before
you head off to Valen's Fortress.  When you reach the top you will
find Rue, who has been having tea and crumpets with Wygraf.  The
aged dragon will challenge you to another fight, and when you win,
he gives you the Hyper effect and his blessings.

>>Cosmos >
When the time comes you will receive this spell effect.  Don't
worry, you can't miss it.


//-=-=-=-=-=-=-=-=-=-=-=-=\\
    03> RUE'S SIDEQUESTS
\\-=-=-=-=-=-=-=-=-=-=-=-=//

One of the major differences between Rue and Mint's quests, at
least as far as secret hunting goes, is that while Mint has to
search for many of her abilities (effects), all of Rue's abilities
are out in the open, without exception.  There is not one monster
in the game that is hidden or difficult for Rue to find, although
they may be hard to find at the right time, due to the very poor
system used to decide which you keep.  As a way to compensate for
this, there are a few quests that have been added in so the Rue
players can now too feel the frustration of hunting down those
pesky spell effects, except they are now replaced with useless
items.  Onward.

>>The Other Rock in Carona Forrest >

Remember the circle spell effect?  Now remember the other rock to
the right that was useless in Mint's quest?  Well that rock's days
are numbered now.  If you don't know where it is, go to the steep
cliff in Carona Forrest and when you get to the first ledge that
appears to drop off, jump right, the rock is at the end of the
path.  So to smash it, you'll need to transform into 'Bubba', the
big guy on Raging Mountain with the hammer.  You also need the
monster 'Stinger', the little porcupine guy found on the very
cliff in question.  Once you've got them, smash the rock and use
the Stinger to climb into the small hole behind it.  Inside you
will find yourself in a small cave with a new enemy which I think
is called 'Little Bat', pretty self-explanatory.  Once you kill
all the Little Bats that come at you a treasure chest drops down
from above, containing a lone Star Stone.  Now if this seems like
a completely lame reward, it is; there could be another yet to be
discovered purpose to this.  Or maybe not.

>>Ootang in Carona Forrest >

While passing through Carona Forrest, you may have noticed an
Ootang (monkey) jumping on the stone ruins.  You also may have
walked over to him, causing him to jump away and you to follow.
If the last two statements are true, you probably also noticed
when you reached the large tree trunk that you are not a Ootang
and you cannot jump up it.  So here's what to do: make sure you
can transform into the 'Mandola' enemy (the plant in Carona
Forrest).  Then approach the Ootang as he is jumping in place and
become the Mandola.  Hit triangle to use the bloom ability.  The
Ootang will be aroused by the flower's pleasant aroma and begin
walking around you.  Now use the plant's one weak attack to shoot
seeds at the monkey and grab his coin.  Now you can become the
Ootang and climb up the tree.

Above you will find another small area above the trees where you
fight some Stingers and Ootangs.  There is one branch in this area
that acts like a trampoline; it dosn't move but when you stand on
it you will bounce up and down.  As an Ootang, jump off this
branch and it will spring you to the top where you can find a
chest with <gasp> a single oh-so-valuble Moon Stone.  Besides the
satisfaction of finding and navigating this area, this is the only
reward you get...at least in the final version of the game.
Someone has kindly pointed out to me that in a guide for this game
done by PSM magazine (written from a beta copy of the game), they
said that this route led to a shortcut to Klaus' house.  Which,
like the Moon Stone, is pretty damn useless.  So there you have
it.  In the final version of the game, at the end of the area  you
drop down on the rocky cliffs, on a new ledge just to the left
of the rock Mint needs to destroy to get her 'Circle' effect.  For
the curious, if you transofm into Bubba and smash the rock, there
is nothing under it.

>>Mysterious Wall in the Ghost Temple >

This isn't really a side quest, but a few people had written in
asking about it, so I thought I'd clear it up.  When you first are
allowed to enter the left-hand door in the Ghost Temple, walk
straight down the first hallway and into the wall in front of you.
The camera will zoom in on what looks like a door, but you can't
enter it for now.  This is the door that you escape through with
Duke and Elle at the end of the Ghost Temple.  For proof, go back
through the Ghost Temple a second time, and go though the small
door on the left-hand side of the room where you fought Duke.


//-=-=-=-=-=-=-=-=-=-=-=-\\
    04> LEGENDARY STUFF
\\-=-=-=-=-=-=-=-=-=-=-=-//

This quasi-side quest involves collecting the three 'Legendary'
items and bringing them to the bartender Jargen at the pub in
Carona.  Once this is accomplished a fourth option, 'Today's
Special', will be added to the somewhat odd selection of drinks
the bar serves.  Before we get into what this does tho, you'll
need the 3 Legendary items.  It is worth noting that this is
probably a jab at that _other_, very similar action RPG from
Square, Brave Fencer Musashi.  Brave Fencer also contained a
number of items which were prefixed 'Legendary', and were very
powerful, unlike the mockeries found here.  For shame.

>>Legendary Sword >
The first item can be found in the Underground Ruins. In the room
right after you run from the boulder, where you must jump on the
flashing platforms, there is a ledge opposite from the entrance
with a chest containing the sword.

>>Legendary Shield >
This is found on Raging Mountain, right after fighting with Belle
and Duke.  Jump across the three pillars above the Bubba, the
first two will have Fire Blobs on them and the third has a chest,
containing none other than the Legendary Shield.

>>Legendary Helmet >
Found in the Tower of Maya, at the end of the room containing the
Wabbit enemies and moving platforms (get to the one in the upper
left and it will take you to the other side).  Once you're across
you will find an HP restore and the Legendary Helmet by the door.

After you round all three up, head into the back alley of Carona
and up the steps that lead to the pub.  Speak with Jargon behind
the counter, and he will make the shocking revelation that the
items you are carrying are not Legendary weapons and armor, but
kitchenware!  Jargon explains that he could really make use of
such items, and you are given the option to donate them to him
(do it).  You have now opened up the elusive 'Today's Special',
select it and Jargon will cook you one of his four delectable
dishes (bad to drink on an empty stomach, you know?).  Jargon
won't charge you anything for his meals, but it's a kill your own
cow kind of steakhouse.  You have to bring him the skins/internal
organs/carcasses/souls (like Raziel?) of the monsters you kill,
whatever those things are that you sell for cash.  Each dish will
raise one of your for basic stats.  Here's what the multi-talented
fellow can cook, and the ingredients you'll need:

=[Pollywog Souffle]=
50 Pollywogs, max Strength +2
(Found in Carona Forrest, among other places)

=[Gudon's Liver Soup]=
30 Gudons, max Defense +2
(Gudons are the red lizards in the Underground Ruins)

=[Minced Fire Blob]=
50 Fire blobs, max HP +10
(Fire Blobs are found all over Raging Mountain)

=[Mushroom Soup]=
60 Fungies, max MP +10
(Found in one of the games at Mel's place, play the game which
involves 'big balls and lots of fun')

After about a dozen meals/upgrades, Jargon will sadly inform you
that the utensils you gave him broke.  He gives you a Platinum
Coin to raise your spirits.

*A Note on Mushroom Soup*
For those who have trouble reading between the pixels, Square is
obviously promoting the use of psychedelics to increase magical
aptitude.  So if you want to be able to cast spells just like
Cloud, you'd better put some magic mushrooms on your Wheaties.


//-=-=-=-=-=-=-=-=-=-=-=-=-=\\
    05> ROD THE BLADE STAR
\\-=-=-=-=-=-=-=-=-=-=-=-=-=//

Just between the Inn and the Klatus residence lies the grassy
feilds of Carona, home to a fellow named Rod the Blade Star.  Rod
is a vagabond of sorts (see: bum), and also makes his own weapons
and tests them in battle.  For the privilege of having him beat
you up, you must pay 100G.  If you win, however, he pays you 10
to 1, so your actual take is 900G.  While this may seem like a
simple training exercise, if you see it through to the end it is
one of the most challenging parts of the game.

When you first fight Rod, he will use a weapon called the 'Silver
Breeze'.  After winning five battles against him, he tells you
that he's taking a break to work on a new weapon.  Rod has a total
of four weapons, and he will fight you five times with each one.
Also, when he stops to make a new weapon he will usually give you
a gold or platinum coin after the last battle.  His four weapons
are the Silver Breeze (two short swords), Golden Gale (two gold
scythe-shaped blades), Black Tornado (a ginormous hammer like an
Acme mallet that can lower your defense) and the Dark Hurricane
(a huge double-bladed sword that can shoot out like a chain
weapon, as well as assault you with deadly balls of salt water).

If you are playing for the first time through, beating Rod with
his Dark Hurricane ain't no joke.  My suggestion is to stay away
from magic, unless you have lots of MP and some burly spells.
If you're playing as Rue, don't even think about transforming.
Don't try to rush him, because Rod will attack continuously.
Watch his patterns and dodge his attacks, then hit him when he
is vulnerable (ie: jump kick him after he thrusts forward).  If he
walks over to the water and kneels down he is charging his blade,
quickly kick him in the back of the head.  If you are playing
through again as Mint with a clear save, you should have the spell
Valiant, which is a very good (if not cheap) way to end the battle
in a few seconds.

If you can beat Rod five times with his Dark Hurricane, give
yourself a pat on the back.  There is no real reward for this,
other than the 2 Platinum Coins Rod gives you (one after 'Black
Tornado' fights, one after 'Dark Hurricane' fights).  Together
these are worth 30,000G, go buy yourself six upgrades.  The other
little bonus you get is you can continue to fight Rod after this
point, and now before every battle he will tell you his stats.


//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\\
    06> USELESS / USEFUL ITEMS
\\-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=//

=[Coins]=

Coins are used in Threads of Fate as a means of continuing your
game after you die.  There four types - Bronze, Silver, Gold, and
Platinum; each allowing you to continue with more MP.  The
Platinum coin also adds a permanent +1 to each your base attack and
defense stats.

These coins can also be bought at the church.  Enter the church
and approach the alter, and say you would like to pray.  After a
few seconds you will be politely interrupted asking if you would
like to give a donation.  Since how much money you are willing to
donate is obviously a direct reflection of your faith in god, you
get better coins:

1,000  - 10 Bronze Coins
5,000  - 5 Silver Coins
10,000 - 2 Gold Coins
30,000 - 1 Platinum Coin

While this feature seems innocent enough, Square may be trying to
say something more.  The purpose of the coins, bought at the
church, is to continue your game.  Now it could be said that
continuing is to videogames what reincarnation is to life.  With
that in mind, could Square be making a comment about Western
religion?  I wonder.

=[Stones]=

The Stones in Threads of Fate would definitely fall into the
'useless' category of items.  There are four types, and as any
seasoned adventurer knows, the only dignified thing to do with
priceless stones is pawn them for cash.  Here's how much you get:

Night Stone - 500G
Moon Stone  - 1000G
Dream Stone - 2000G
Star Stone  - 3000G

The exception would be the Dream Stone, which has a purpose.  See
the section 'The Dream Sequence' below for details.

=[Rare Wine]=

To Obtain the Rare Wine, look in the magic section above under the
'Super' spell effect - the wine is in the same place.  Once you've
got it, _do not_ sell it to that dirty trader guy Marcum.  Go
into the back alley of Carona and enter Hobbs' shop (to the right
of the pub).  If you came here before you may have noticed Hobbs
will sell you upgrades for your Strength, Defense, HP & MP, at the
insane price of 30,000G an upgrade.  Talk to Hobbs, who will ask
you to do an old man a favor and hook him up with your liquor.
Give it to him, and as a token of his appreciation Hobbs will
give you a discount on everything in his store.  Each upgrade will
now cost 5,000G; much more reasonable, don't you think?

=[Brooch]=

The Brooch you can only get as Mint, because it is in Gamul
Village.  When you get the first lever, hit it so it points left.
Also hit the next lever you come to.  When you get back to the
first lever, don't hit it, just jump on the platform.  Next you
will come to an area with two levers, only hit the one on the
left, so they face each other.  When you get back to the first
lever again don't hit it.  Hit the lever in the next area.
Finally make your way back to the first lever and hit it so it
points right, and jump on.  This should take you to the Brooch.

Now that you've got it, you have two chioces.  You can sell it to
Marcum in Carona; he will offer 4,000G and then 6,000G if you turn
him down the first time.  Your other option is to go talk to that
hottie waitress Annette in the pub, who will ask if she can have
the Brooch.  Give it to her, and she will give you a discount on
all the drinks: Milk will now cost 10G, Rootbeer 30G, and Tropical
Delight 50G.  If you think about it tho, this is pretty useless -
it doesn't save you much cash, and most people don't use the
drinks anyways because it is so easy to restore MP in the field.
If it were me I'd take the 6,000G and run, but it's your call.

=[Mysterious Statue]=

The Mysterious Statue can only be obtained as Rue.  After clearing
the Ghost Temple, return to it and enter the left door.  Make your
way to the end, there is a door shortly before the room where you
fought Duke that was previously blocked by a wall, which is now
open.  Enter to find 3 Dolls and 3 chests which contain, among
other things, the Mysterious Statue.  Now return to Carona.  If
you talk to Marcum, he will offer to buy the statue from you for
4,000G, turn him down and he'll offer you 6,000G (he won't go any
higher).  Your other option is to take it to Klaus, who will give
you MP +10 in exchange for it.


//-=-=-=-=-=-=-=-=-=-=-=-=-=\\
    07> THE DREAM SEQUENCE
\\-=-=-=-=-=-=-=-=-=-=-=-=-=//

The Dream Sequence is a relatively quick little sidequest that
will reward you with a permanent Strength +4.  Go to the hotel in
Carona (red banner in front) and stay the night (500G). Search the
corner of the room to find the Dream Stone.  Now go to sleep, and
you will have a short dream of an Ootang in Carona Forrest jumping
into a hollow tree stump.  Leave the hotel and go to the forrest.
You can now jump into that tree stump, landing in a cave below.
About halfway through you will come across a small Mandola.  Upon
examining it you get the message that it is wilted.  Now you need
a water spell: if you're playing as Mint just use your Blue
magic.  However, if you're playing as Rue you will need to be able
to transform into a Spectre (found in the Ghost Temple) who has a
water spell.  So give the plant some water and it will grow to
full size.  Now jump on top of the flower and onto the ledge to
the left.  There you will find a chest containing a book, aptly
titled 'The Last Hero'.

Now that you've got the book, head back to Carona and over to
Rod's place.  He will tell you that he's always wanted to read the
book, and asks if you'll give it to him.  Do so, and in exchange
he will give you the Strength +4.  What a guy.


//-=-=-=-=-=-=-=-=-=-=-=-=-=\\
    08> UNSOLVED MYSTERIES
\\-=-=-=-=-=-=-=-=-=-=-=-=-=//

This section includes 'they-might-be-secrets', things that seem
odd or out of place but haven't been figured out yet.  You are
hereby encouraged to try and solve these mysteries, and if you
send in a solution it will be added to the guide and you'll get
full credit for finding it.  Take a moment to read the disclaimer
below, and happy hunting.

*Disclaimer*
Attempting to apprehend these crafty secrets on your own may
result in insomnia, developing a lolita complex as a result of
hanging around Mint too much, and conspiracy theories against the
church.  You have been warned.

=[Locked Door Under the Church]=

Most players will notice the first time exploring Carona that
there are a few door that appear to be locked.  The first two are
the large black doors on either side of the church.  At first they
look very much like doors, but they _could_ be passed off as just
very strange architecture.  The third door, however, is much more
blatant.  Under the church is a brown wooden door, with two boards
across the front horizontally, barring the entrance.  It is also
set back into the wall a bit, making it very stand out.  As you
know if you've been inside, the entire church is contained on the
upper story, and the first floor is by no means accessible from
the second.  Since this building/room is probably part of the
church, and in very plain view, yet there is never so much as a
mention of it, Square may be trying to say that the church has
something to hide.  This would tie into their previous message
regarding the coins.  Makes sense, don't you think?

Another possibility would be that this room is connected to the
locked door in Klatus' house.  Right before you walk down the
stairs into his workshop there is a door directly in front of you.
On the door is a piece of paper with a red circle pained on it(?).
Your guess is as good as mine.

=[Blue & Black Dream Stones]=

Thanks to the wonders of modern technology (aka my gameshark), it
is now known that there are, in addition to the regular Dream
Stone, also blue and black versions.  The name in your inventory
is still 'Dream Stone', but the crystal ball that is usually white
is turned to blue or black.  It is unknown how these are obtained
without the use of a gameshark, or what their purpose is.  In
addition to the obvious possibility that these have some as of yet
undiscovered use, there is also the possibility that they were
part of a feature removed or never completed before the game's
release, and have no real use.  Just something to keep in mind.
It should be noted that they cannot be sold at any shop.

After much debate and wasted time, the conclusion has been reached
that the Blue and Black Dream Stones had a purpose in the Japanese
version of the game, which was removed from the American version.
Thus you can get them with a gameshark but can't do anything with
'em.  Oh well.  If anyone discovers a way to get these without a
gameshark, please send it in.

This just in, we have a report of a possible legit Black Dream
Stone.  On Sunday, October 8th, 2000 at 13:01:22 EDT, our
intelligence intercepted the following cryptic message:

"at the Hotel Near the Crate thing theres a Black Stone"

Nothing has been confirmed at this point, as we are still working
on deciphering and interpreting the message. Proceed with caution.


//-=-=-=-=-=-=-=-=-=-=-=-=-=\\
    09> CREDITS / LEGAL BS
\\-=-=-=-=-=-=-=-=-=-=-=-=-=//

=[Legal BS]=

This guide is copyright 2000 D. Engel.  It is intended for free
distribution in any form or medium as long as it remains free.
This is the point of the internet - to be able to exchange
knowledge.  It should be illegal to charge money for anything that
is not tangible, and it is especially bad to charge money for
something like a videogame guide (I won't name names, because
everyone and their mother is affiliated with them, but you know
who I'm talking about).  So, you may use and distribute this
guide any way and any where you choose, as long as you leave it in
its original form and give credit to the author. Also, if you post
this guide on your page I would request that you just drop me a
line and let me know, but this is not necessary.  You _may not_
charge anyone money for any part of this document, or seek to
profit from it in any way whatsoever.  You also may not use any
portion of this document in any new document or take credit for
this work.  This is only the second FAQ I've written and somebody
already tried to take credit for the first one I wrote, so I'll be
watching for this.  It is illegal, I will find you and press
charges if this happens.  Basically respect the work others do,
and use this FAQ any way you please.

Also, you should be advised that the man at the wheel is my
attorney.  He's not just some digbat I found on the strip.  I
think he's Samoan.  But that doesn't matter - are you prejudiced?

=[Props]=

Threads of Fate & DewPrism, as well as all names from the game
contained within are copyright 2000 Squaresoft.  As is your soul.

The word 'ginormous' is copyright 2000 S. Simons, 'the Enforcer'.

Thanks to Square (Xenogears team) for making 'filler' games like
this one to keep us distracted between more important events in
out lives, like Final Fantasies and Chrono Cross.

Thanks to Junya Nakano for composing the soundtrack.  Although it
is my personal opinion that the music works well in the game but
not alone, if you like the music and want to purchase the OST, you
can try here: [www.gamemusic.com].

Thanks to JTKauffman and Sim Yee Chiang both for creating their
wonderfully written guides to the Japanese version.  If you need
a full walkthough, I suggest JTKauffman's.  Oh yeah, and read the
GIA, it's good for you [www.thegia.com].

=[Contributors]=

Thanks to Womb Raider for doing what Womb Raider does best.
...moving right along.

Thanks to Randeler for finding the Moon Stone in Carona Forrest.

Thanks to Richard Ryley for pancakes on Sunday.

Thanks to Julius Cheah, Kelv C. & Bilbo Baggins for all the
backstage passes, Prarie Oysters and good times.  But I'll tell
you guys somethin - you don't know a damn thing about fly fishin.

=[Freefall]=

Wonder how Square came up with these great character designs?
                ...glad you asked.  Well...
Dosn't Mint look kinda like Asuka?  And isn't Rod just a bit
like Kaji?  Rue is a shoe-in for Shinji, as is DollMaster for
Gendo and PsycoMaster for Fuyutsuki.  So where's Rei?

The first version of this FAQ was released 8.11.00.  It is
written in max 66 characters per line format, because 66 is my
second favorite number.

Send questions, comments, contributions and flame mail to:
[d0wner451 (at) hotmail (dot) com], & that's a zer0 in d0wner.

>>PSO: SavageHenry

This FAQ was brought to you by the letter 'H' and the number 33.

Check out my Einhander FAQ.

It ain't the young DB.

youspeakrealfastandyoudontknowme.