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    FAQ/Walkthrough by Shdwwrym

    Version: 4.0 | Updated: 03/06/02 | Printable Version | Search Guide | Bookmark Guide

    DRAGON WARRIOR 7 WALKTHROUGH Version 4.0 3/6/2002
    by Mike Mawhinney (Shdwwrym@uymail.com)
    The latest version of this FAQ can always be found at GameFAQs.com!
    1. Updates
    2. Disk 1 Walkthrough
       A. A Beginning in Fishbel
       B. The City of Estard
       C. Fanes and Shards
       D. When Are We?
       E. The God of Flame
       F. Solid When Wet
       G. The White Wolf of Orph
       H. Eri the MechSoldier
       I. Love's Labors, Lost and Found
       J. A Guardian's Decision
       K. Classes Are In Session
       L. The Sphinx, the Demon Lord, and the Dark Contact Lenses
       M. The Sacred Tree of Krage
       N. Time Repeats Time Repeats
       O. Cold Flood, HotStone
       P. The Priest and the Goddess Statue
       Q. The Many Trials of Loomin
       R. The Ultimate Magic
       S. Spirit Statues and BlissRocks
       T. The Truth About Lies
       U. The Great Lighthouse of Coastal
       V. God Verses the Demon Lord
    3. Disk 2 Walkthrough
       A. God's Revival *NEW*
       B. The Sealing of Fishbel *NEW*
       C. The Flame Spirit *NEW*
       D. The Terra Spirit *NEW*
       E. The Wind Spirit *NEW*
       F. The Aqua Spirit and the Fall of the Demon Lord *NEW*
       G. Wrath of God: The First Bonus Dungeon *INCOMPLETE*
    4. Lists
       A. Weapons *UPDATED*
       B. Armor *UPDATED*
       C. Shields *UPDATED*
       D. Helmets *UPDATED*
       E. Accessories *UPDATED*
       F. Items *UPDATED*
       G. Shops *UPDATED*
       H. Monsters *UPDATED*
       I. Experience Tables *UPDATED*
       J. Human Classes *UPDATED*
       K. Monster Classes *UPDATED*
    5. Extras
       A. Shards *UPDATED*
       B. TinyMedals *UPDATED*
       C. Casinos
       D. Immigrant Town *UPDATED*
       E. Monster Park *UPDATED*
    6. Credits *UPDATED*
    7. Contact Information
    8. Copyright Information
    1. Updates
    4.0 - 3/6/2002.   Birthday update! Beaten the game, and left the guide at the
                      end of the first bonus dungeon. More revisions in several
                      areas, as well as updating nearly every part of the guide.
    3.0 - 1/23/2002.  Completed the guide up to the start of disk 2. Lots more
                      revisions, and I added sections on Human and Monster Classes,
                      as well as a Monster Park section, and a Credits section.
    2.0 - 11/16/2001. Completed the guide up to heading for the present Dharma.
                      Lots of general revision work, added a TinyMedal section,
                      added a Casino section, added a section for the Immigrant
                      Town, and updated all other areas.
    1.0 - 11/4/2001.  Started this guide! Completed up to the northwest Red
                      Pedestal being successfully put together.
    2. Disk 1 Walkthrough
    2A. A Beginning in Fishbel
    Items: 1G, 2G x 2, 3G x 2, 4G, 5G, 10G x 2, 110G, AmitDonut, AmitSnack x 2,
           Antidote, Cloth, DEFseed, Fish Sub, FishPaste, HairBand, Herb x 6,
           Leather Hat.
    "Phew... Let's call it a day and head back to the castle. Where's that exit...?
    Oh, here it is. Push up on your side. Remember, this is our secret! My father
    mustn't find out!" As the game starts out, and after the opening scene, you
    will find the character you have just named, on the beach with a girl named
    Maribel. She'll bug you to tell her where you've been sneaking off, and already
    you'll hit the game's first Yes/No prompt. Pretty fast for a Dragon Warrior
    game. ^^; She can't stay long, so either answer is okay. As she goes, she will
    remind you about tomorrow's Amitt Harvest, and that you should head back home.
    The two of you snuck out, after all, and you just might get in trouble for it.
    First though, let's explore the town of Fishbel as much as we can at night!
    While you can, and are infact encouraged to rotate your camera in this game, to
    see all around you, any directions given will be from the camera's initial
    position, which you can restore by pressing the Start button. Let's test this
    o  quick, so that we aren't getting all confused when we need to go from
    one part to another. Head west, from where you start, and you should walk right
    into a boat, with a house above you. This's your house, but we don't want to go
    inside it yet! Head to the southwest, then northeast around the mountains in
    your way, and you should then see a cave to your east! See, that wasn't so hard,
    and you can hit Start anytime to recenter your camera.
    We can't go in this cave yet, so let's explore behind our house instead! You'll
    see three barrels, which you can pick up and throw with the Triangle button.
    The contents are fixed, and once you get them, you can't get them again, so
    bear that in mind. You'll find 3G, but nothing else just yet. East of the net
    behind your house, you'll see some steps going up. Move up both of them, then
    go west, to find some stairs leading up to a dirt path. This's the village's
    exit, and we can't go this way just yet. Head back outside and east afterwards,
    and behind the Temple, you'll see two vases, which you can also throw. They're
    empty, but it's still good practice. Head up the ladder on the eastern wall of
    the Temple, then walk along the platform to the west of the bell, before
    searching the ground for 10G. Every little bit helps!
    Now, go back down all the stairs, and walk inside of the Temple, which's still
    open at this hour. If you talk to the Priest inside, you'll hear an odd story;
    this island, that your village is on, is the only village in the entire world!
    That just doesn't seem right somehow, that there could be lots of ocean and
    just one island in it... Back outside, head east, and go through the barrels
    outside the house here, to find an Herb. Lastly, go southeast to the dock, and
    go behind the large building that is to the east, and toss some barrels around
    to find 5G. We're all set, so let's head back home! Inside, check the hanging
    sacks on the wall for another Herb, then check the dresser for 10G. Your
    parents, Mollie and Borkano, are here sleeping, as you should be too! Go to
    the ladder in the northwest of the house, and go up, to reach your room. Grab
    a Leather Hat from your dresser, and 110G from the treasure chest, then go to
    bed. Don't forget to equip your Leather Hat!
    The next morning, you'll be woken up to discover you've overslept. Your mom
    will ask you to bring your father a Fish Sub for lunch, and tells you to hurry
    to the harbor! Rather than do that, let's explore a bit. Return to the cave we
    saw last night, and walk inside to find many barrels and vases. Toss around the
    barrels to find 2G and an Herb, then break all the vases to find 1G. There's a
    heavy stone lid here, but we just can't open it alone. Go back outside, then go
    to the house that we found to the east of ours. While we do see a treasure
    chest, it's locked, so we just can't get inside. Walk over to the harbor, and
    enter the large building you'll find here. You can meet Maribel's mother here,
    and find out that she has run off. The kitchen on the first floor has a barrel
    with an Herb inside, and the eastern room has a dresser with 2G inside.
    Upstairs, you can check the eastern room for a HairBand inside the cabinets,
    and you can also examine the mirror for some funny text each time. ^^
    Back outside, talk to the man in green, and he'll try to sell you an AmitDonut,
    and an AmitSnack. Try to, and he'll just hand them over for free. Great! ^^
    Walk onto the boat, and talk to Amitt, to hear about the plans that're being
    made for this voyage. You'll give your dad his Fish Sub, and be asked to head
    down to clean out the cabin while they finish up. If you don't talk to Amitt or
    your dad, you can keep the Fish Sub, but your poor dad'll be hungry on his
    trip! ^^; Down below, you can break some barrels for 4G, then check the
    dressers out in the center room for an Herb and an Antidote. Continue
    downstairs, and you'll find some barrels and... Maribel? After you speak to
    her, the Head Cook'll discover that she's trying to stow away again, and will
    chase her off, but not before she threatens to get us in trouble for the place
    we go to explore. Great... x.x
    Toss around the vases in the kitchen for an AmitSnack, then talk to the Head
    Cook, who'll save us from the drudgery of potato-peeling. Head back up to the
    top of the ship, to see that this cruise's finally going to get underway! We
    can't go along on this one, so just wave bye to your dad as the boat sails off.
    Time to go home to another boring day... or so you would think. Before we even
    leave the harbor, we're intercepted by a soldier, who tells us the King of
    Estard wants to speak to us. To make matters worse, Maribel wants to tag along
    with us! Tell her yes, and she'll join the party. Hurry to your house, and talk
    to Mollie to get some advice about your manners, and a package of FishPaste.
    Head to the exit out of Fishbel, but go south first, and enter the building
    there. Go downstairs, and open the chest for a DEFseed, which's a good item to
    have. ^^ Now go back out and leave the village, to make your first appearance
    on the World Map.
    World Maps don't rotate, so the directions're easier to follow. Head west,
    following the dirt path as it moves a little southwest, to find a Woodsman's
    House. Enter, and search the cabinets for some Cloth. There're some stairs in
    the southeast corner of the room, going downstairs, where you can find 3G in
    the vases, and an Herb inside the barrels. You'll also find another locked
    chest. Back outside, check the barrels for 3G, and you can also check the well
    to go inside, even though nothing seems to be inside. Behind the house, you'll
    find an odd woodsman, who seems like he can communicate with and understand
    animals! He warns you about someone named Hondara, and how he is causing
    trouble around here. He also suggests you should return time to time, so that
    you can hear the latest news. Leave, and head north of this cottage on the
    World Map, and before you know it, you'll arrive at the city of Estard.
    2B. The City of Estard
    Items: 1G, 2G x 3, 5G, 6G, AmitDonut, Antidote, Dung, Herb, INTseed, Spectacle,
    As you arrive, Maribel runs off so that she can check out some dresses, and she
    leaves us to explore the city on our own. To the east as we walk into Estard,
    is an Inn, where we find that Hondara, which the game reminds us is our uncle,
    has a big tab, and likes causing trouble. ^^; You'll also see the game's first
    bunny-girl, wai! ^^ Upstairs, check the dresser in the western room for a
    Stick, which can be used as a weapon. Outside the Inn, and to the north of it,
    you'll find a Shop where you can buy some better equipment to protect yourself
    if you choose. Upstairs, you can talk to Orka and Maribel, who denies that the
    two're dating, like the rumors going around Estard suggest. Go back outside,
    and go into the shop from the back door, then check out the chests to the
    sides of the merchant. Locked! Go upstairs now, and break the barrels for 2G.
    To the northeast of the Shop, you'll find a very cluttered room, which's being
    rented out to Hondara. He's still there, actually, though he's in deep sleep.
    Behind this house, you'll find a barrel with Dung, which isn't the greatest
    treat you could find. ^^; There is also some stairs leading underground, with a
    locked door in the way. Head north instead, down these stairs, and follow the
    tunnel until it comes outside, on a cliff with a house. Take out the barrels to
    find an INTseed, and go inside the house to break a vase with 2G inside. If you
    go down the stairs inside the house, you will find the Crazy Old Man on the
    Cliff! Nothing is really happening here, so retrace your steps back to outside
    of Hondara's house.
    Help yourself to the 1G from the vase behind the Temple, and the 6G from a vase
    behind the house north of the Temple, then walk north past the soldier to
    Estard Castle. Walk north across the bridge, and note both the Item Shop, and
    the Bank, which'll hold money in increments of 1000G for you. Walk up the
    stairs, and you'll immediately hear King Burns trying to find the Prince,
    Kiefer, who isn't known for his good behavior. You'll be lead upstairs, and
    King Burns will sit you down on his throne, and try to talk to you about his
    son. Prince Kiefer has taken a ring that the deceased Queen used to have, with
    a SunStone mounted on it. He asks that you take care of Kiefer, and keep him
    safe. Back down on the second floor, ransack the dressers in the western room
    for 5G, then return to the first floor. Pass through the dining room, and west
    into the kitchen, then break the vases to find an AmitDonut. Talk to the cooks
    here, and hand the FishPaste over, so that Kiefer'll get his favorite meal
    tonight. ^^ Head north finally, and down the stairs, to find a room with vases
    and barrels. The vases have an Antidote, Herb, and the Spectacle inside.
    Return the Spectacle to the old man in the room, and he'll tell you about how
    God and the Demon Lord once fought a large battle, before God finally won.
    With that all done, it's time to leave the Castle. Head back to Fisbel, noting
    the Shop that's now open in town, and visit the harbor, to find a person with a
    note for you from Prince Kiefer. The note says that he'll be waiting for us at
    the usual place... but where's that? Judging from Kiefer's actions lately, and
    from the game's opening scene, could the usual place be the old Estard Ruins,
    located to the northeast of Fishbel? It's a forbidden area, but Kiefer isn't
    exactly the most sensible person. Let's head towards there, and see if we can
    find him. Follow the path east and north, west, and northeast through the hills
    and forests, until you arrive at the Estard Ruins.
    2C. Fanes and Shards
    Items: 10G, Ancient Key, Ancient Scroll, HotStone, LandShard x 3, LifeAcorn,
           Pearl Orb, Saint's Armor, Saint's Helmet, Saint's Shield, Saint's Sword,
           World Map.
    As we enter, thankfully, we can see Prince Kiefer towards the west of us. Make
    your way over to him, then talk to him. He'll hand over the Ancient Scroll, and
    asks us to read it. Inside, there's a picture of a wizard, which Kiefer thinks
    matches the statue nearby. He places the Sunstone Ring ontop of the wizard's
    staff, but nothing happens! Dejectedly, Kiefer will head back to the Castle,
    and tells us to let him know if we come up with any ideas. He also lets us hold
    onto the Ancient Scroll. Head back to Fishbel, then go inside the big house by
    the harbor, to talk to Maribel. Show her the Scroll, and she'll recommend
    bringing it to the man at the town's Item Shop. He shouldn't be hard to find!
    When we do find him, he's of no actual help to us. ^^; He just doesn't know how
    to appraise old books stolen from castle treasuries. At least he's honest. ^^;
    He does recommend the Crazy Old Man on the Cliff, though! You knew he had to be
    there for a reason, and he is good with books, as all his bookcases show.
    Return to Estard, and make your way to see this Crazy Old Man, then show him the
    book, after explaining that you're not trying to sell it to him. He asks to
    examine it for a while, so head outside and back to the Inn in Estard.
    Look, there's Hondara, and he's hitting on the bunny-girl! He'll wander off,
    once his attempt to convince the girl to date him because of his HotStone
    fails, and you should follow him back to his house. Talk to him, and then pick
    up the HotStone once it falls from his pocket. Yay! Now, go to the well behind
    the Inn, and talk to the old woman north of it. She'll comment on the sun, and
    then you'll see a sparkle down in the well. Examine the well to climb inside,
    then search the ground on the sparkly spot to get a Pearl Orb! Now, go back to
    the Estard Ruins, and use the HotStone on the statue, to do... nothing. x.x You
    will find a note from Kiefer, though, which asks that you go back to Estard
    Castle and talk to him. If you use the Pearl Orb instead, the same thing
    happens. I've just listed both of them, for the perfectionists out there. ^^
    Hurry back to the second floor of Estard Castle, and talk to Kiefer, who will
    then join the party! If you want, you can bring him to the chef you gave the
    FishPaste to, to get some compliments on your mom's cooking. ^^
    Once you've returned to the Crazy Old Man on the Cliff, he'll have deciphered
    the text in the Scroll. We don't need Sunstones or HeatStones, to enter the
    Estard Ruins, but the passion and good-heartedness of the Chosen One. This
    Chosen One just needs to stand infront of the statue and wish for the doors to
    open, more or less. ^^; Head back through the tunnels, and before you can leave
    for the Estard Ruins, you'll be intercepted by two Soldiers. They'll beg,
    plead, and whimper for the Prince to go with them to see King Burns, and he
    finally agrees. He tells you to head home, and that he'll be by when he can.
    The lackey insult was a bit harsh, though. ^^;
    Early the next morning, Kiefer will wake you up. The two of you should head to
    the Estard Ruins now, and walk over to the strange statue. As you and Kiefer
    pray, the statue starts to glow with a purple light, and it rotates on its
    base, before firing a beam at the locked door ahead of it. Now open, you can
    head inside to explore the fane! Kiefer will mention some odd writing by a
    ladder, that you can't read, before you're able to climb down to the next
    floor. Follow the snaking tunnel as it heads south, then move down the stairs.
    Head northwest in the big cavern you reach, to find more stairs leading
    downward. Go south, east, and south, to walk outside of the Ruins onto a cliff.
    Cross over the bridge, and examine the odd tablet you find here. You will
    suddenly gain the understanding to read it, to hear a cryptic message about
    fire and a helmet of some sort. Kiefer throws a small fit, but the two of you
    will continue on into the door above the tablet.
    Head north in this room, too, then you will find four statues with cauldrons of
    fire in their hand, plus a central torch. Whenever you put the torch out, the
    statue across from you will move to relight it. Extinguish the fire from the
    west, and notice the odd tile where the eastern statue was. Run over to it,
    and step on it, to open a small door. On the other side, you'll find the
    Saint's Helmet! Go back out to the torch room, then exit to the north. The next
    room has a large waterfall, and four statues of Saints, as well as a locked
    door. Head down the stairs you'll see here, then move west and north to some
    more stairs leading down.
    You'll see an odd scale in this room, to the west. Ignore it for now, and go
    down the stairs to the south, then move west, and north up the other stairs
    you'll see, to find a staircase going down. Move down, then down again, to find
    a room with a tablet on a pedestal, which details the Legends of the Four
    Saints. Each Saint seems to have its own element, and each seems to also have
    an item that'll restrain it. We have the Saint's Helmet, which seems to be used
    with the Third Saint, which represents Fire. Now, go back to the scale room,
    and move so that you're next to the scale itself, in the northeast. Step on it,
    and you'll be lowered into a smaller room. First, go inside the door here and
    get the chest with 10G inside, then go back out. Move the gray box onto the
    purple tile, and one of the doors will remain open! Next, move the box in the
    corridor to the west, to cover another purple tile. Walk inside this second
    door, and push the first box two spaces west, then south until it's to the east
    of the box out in the corridor. Move that box to the west, until it covers a
    purple tile, then go back and move the other gray box onto the second purple
    tile. Now, enter the small western room, and move the box so that it covers the
    purple tile here. Move east, and back up the stairs so you can reach the scale
    again, then stand on it. Run west and into the room there, to get through the
    gate that the scale raised for us. Thanks! ^^
    Here, you'll find a locked door, and another path with stairs going up. Move
    up, then inside the door here, to find yet more stairs. Just how many floors
    do these old ruins have, anyways? Once you've gone up, head west and then
    follow the torches north to a statue of a lion's head, with an open mouth. Do
    you dare place your hand inside? Well, you have to! Do so, and you'll get the
    Ancient Key! Move back down the stairs to the room with the locked door, and
    walk inside. You will see a smaller tablet here, with a story about how trees
    must sprout their leaves towards the sun. The mural in the center of the room
    shows some trees. What does this mean? Look carefully at the mural, and you
    will see four leaf-like shapes, one on each tree. The order is west, east, west,
    and west. Go north into the next room, and you'll reach a fork. Follow the path
    that the mural showed us, and as you come to each fork, pick the appropriate
    path: first west, then east, then west, and west again. If you do this, you'll
    reach the end of the maze! Climb up the little stairs here, to reach the door,
    and go inside.
    Will this place ever end? Head north, and east across the bridge, before going
    south along the upper platform until you reach a chest, with a LifeAcorn
    inside. Now, go back north, and inside the door here, before going up a ladder
    in the next room. Move west, then north and up the stairs, passing by a crystal
    as we go east over a bridge, to read a tablet here. It mentions the very
    crystal we just passed, so go back over to it, pick it up, and place it on the
    stand south of the tablet. The dragons that were blocking the water on each
    side now change positions, so the lower floors must be flooded now! Head down
    the stairs, west, and then back down the ladder to the lower room. Hop on the
    raft, then move south to the nearby staircase leading down.
    Move down the stairs to the west, and then go north to yet another staircase.
    The tablet here mentions placing the images in the proper places, to reveal a
    path. Go down another floor, and you'll be in a room with four pyramid-like
    switches. Whenever you step on a pyramid, two pillars will appear, and you can
    look through each of the colored pillars, to see a monster. Remember them, and
    head back out, sailing your raft to the platform, then go east across the
    nearby bridge, then south down the stairs and north to a room. You'll see three
    statues of monsters on each side of the room, and two colored switches. This
    isn't a hard puzzle; each tile clicks when it's covered by the right statue,
    and you saw pictures of each in the previous room! If you're still confused,
    then number the statues in each room, from north to south, one, two, and three.
    In the west room, put statue 2 on the yellow tile. Put statue three on the
    green tile. In the eastern room, put statue three on the red tile, and statue
    one on the blue tile. The doors will open, and you'll get the Saint's Armor,
    which involves the First Saint, of Earth.
    Leave this room, and get back on the raft. Sail south to a door, to reach a
    room with a staircase, and a chest! Open the chest to get the Saint's Sword,
    which involves the Fourth Saint, of Water. Now, sail over to the stairs, and go
    up. Sail south, east, and south some more, until you reach another staircase
    going up. After moving up, sail further south, to reach a chest with the
    Saint's Shield, which involves the Second Saint, of Air. Sail to the southern
    platform, and go upstairs to be back in the room with the four Saints statues!
    Face each statue, and place the appropriate item on them. The proper order to
    the items is, from west to east, Saint's Armor, Saint's Shield, Saint's Helmet,
    and Saint's Sword. Once all four're placed, the door north of you will open.
    Continue north in the next room, and you will find an Adventure Journal ahead
    of you, on an altar. This's like a save point, so make use of it if you want!
    Further north, in the next room, you'll find a blue and red torch, as well as
    many empty braizers, and two large statues north of you. The one to the west
    has a red jewel infront, which means you need to use the red torch to light its
    brazier; the eastern statue, with the blue jewel infront, needs the blue torch
    to light its brazier. With each statue you light, they will show you which of
    the nine braziers in the lower room need to be lit, and with what color fire.
    The easy solution, if the braziers are in the same order as a touch-tone phone,
    is that one, three, and eight need to be lit with red fire. Five, seven, and
    nine must be lit with blue fire. That leaves two, four, and six unlit. Once you
    do this, and return the torches to their spots, the door ahead will open for
    you. Past this door is the Ancient Fane!
    Straight ahead in the next room, this tablet will tell you an amazing fact: the
    world was split into four pieces! No wonder the island seems like the entire
    world, all the other lands have been sealed and removed! Right next to that
    very tablet, you will find a LandShard! Are these the artifacts that the tablet
    mentioned? In any case, move west, and you'll find a room of greenish
    pedestals. North, is a room of red ones, and east of here, you'll find a room
    with four odd doorways, which're sealed, and a locked door to the north. Oddly,
    the southwest door here doesn't look green to me, except maybe from the back...
    Here in the Fane Dome, pick up the World Map on the floor, and move east.
    This's a room of yellow pedestals, and you'll see another LandShard here! Pick
    it up, and examine the northwestern pedestal. Place the first LandShard you got
    in the northeast corner of the pedestal, then rotate the second piece so that
    it can be placed into the southwest corner.
    Observant Kiefer will mention that we're still missing a piece, so head out of
    the Ancient Fane, and once you're outside, you'll find it's daylight. Kiefer
    will return to the castle, to do some research on the Shards, and he asks for
    you to find whatever information you can, as well. He'll run off, and you
    should run on home. Back in Fishbel, the Amitt Harvest is concluded. Go over to
    the docks, and talk to the sailor wandering around on the dock. He'll mention
    how your father's brought back lots of fish on his new fishing route. He also
    mentions that your dad found something unusual. Go home, and chat with your
    dad, to hear some interesting details about yourself. You're not quite an
    average kid, as you were born in just five short months! Among all the fish,
    Borkano also found an odd slab... it's a LandShard! Leave your house, and head
    back to Estard Castle. If you picked up the HotStone earlier, your drunk uncle
    Hondara will take it back now.
    Head up to the second floor of the Estard Castle, and talk to Kiefer, to
    mention the LandShard you picked up from your dad. He'll join you, and the two
    of you should head over to the Ancient Fane. Once you have, start inside, only
    to be stopped by Maribel! She's followed you, and if you don't let her go with
    you, she's tattling! Agree to let her go with you, and she'll join your party.
    Next stop, the Yellow Pedestal Room! Return to the northwest pedestal, and
    place your LandShard in the southeast corner. Light will begin to billow up
    from the pedestal, and after some odd blue light swirls around, you will awaken
    with the others in an unfamiliar clearing.
    2D. When Are We?
    Items: 5G, 12G, 13G, 20G, 40G, 80G, AGLseed x 2, Antidote x 2, Bronze Knife,
           Cloth Suit, DEFseed, FireShard x 3, Green Orb, Herb x 3, HolyWater,
           Leather Hat, Leather Shield, MysticNut, STRseed, WindShard x 2, Wood
    While you and your party-members don't recognize where you are, you all agree
    that you must be somewhere on the island you've just not seen before. Maribel,
    a little annoyed by this "adventure," starts off for home, only to be
    interrupted by... monsters! Wherever you are, now, there're monsters here, and
    three jiggling blue Slimes attack! After fending them off, and after Kiefer
    gets over his battle-adrenaline, Maribel demands to be escorted home safely.
    The only way we can find home, is if we leave this area, and see what lies
    outside it. Head north off the next screen, then follow this path until you
    find someone!
    After introductions are exchanged, you'll meet Matilda. She is here to visit
    the graves, and can only place weeds over them, since there're no flowers here.
    Maribel will hand over some flower seeds she has, and Matilda will plant them.
    She offers to escort you to a place nearby where you can rest, though she
    avoids answering why she feels we can't return to Escard and Fishbel right now.
    Move north and out of the Odd Forest, before going east to an unfamiliar
    The moment you arrive, Matilda will have left. ^^; She did escort us here, but
    that didn't mean she stayed very long afterwards. The only thing we can do
    right now, is explore this village. Rexwood, as the citizens call it, seems
    like an odd place. The citizens're willingly destroying their houses! Monsters
    have appeared recently, and they kidnapped the children and wives of the people
    living here, telling them to take down their village, or their loved ones would
    die. That's why all these people're destroying their only shelter... On the
    center island is an Inn, where you can heal up if you took damage from the
    Slimes earlier. If you go through the eastern door of the Inn, you can get a
    Cloth Suit from the dressers. Northeast of the Inn, you'll find a man who's
    borrowing this house from someone named Hank. This man also owns a Weapon Shop,
    and you can browse his wares for any items that may help. We're going up
    against monsters, afterall, so offense and defense're important. You can get
    12G from the vase in this house, as well.
    You'll notice a small building in the woods north of the Shop. Maneuver your
    way over to there, and go inside. A small boy, named Patrick, is trying to help
    his father, Hank, get well. He knows that a green colorstone, from the Mine
    southeast of the village, is just what is needed to heal him. He wishes to ask
    Matilda, who helps protect their village from monsters, to go and find this
    colorstone for him. He asks us to let her know if we see her, and goes back to
    nursing Hank's wounds.
    Leave Rexwood, and head to the southeast, where you'll see a cave. This's the
    Colorstone Mine that Patrick mentioned. Inside, smash the barrels south of the
    building to find an Herb, then head inside the mine itself. There are random
    enemies in here, just like out on the World Map, but the fights here are a
    little more difficult. Be careful! Take the path west at the fork, and follow
    the tunnel north to find Matilda. She's here to check on the local monsters.
    After being told about Patrick's problem, though, she says that her concerns
    can't rest on just one person, and she leaves. Your party's determined to help
    Patrick now that Matilda isn't. Continue along the tunnel, and go west again,
    breaking the barrels for a STRseed, and 40G, before heading east and taking
    these stairs down.
    Head west, then south as you reach the large room. The path will split, with
    one part going west, and the other part going east. You want to go east, where
    you'll see two red crystals, and stairs going down. If you push the two red
    crystals together, they'll shatter. This's a clue for the puzzle on the next
    floor. ^^ There'll be a path of red crystals going west, and a lower path of
    yellow crystals leading in the same direction. Walk west against the yellow
    crystals, and they'll shatter. Now, just go north and push the two blue
    crystals together, and you can reach the stairs going down to the next floor.
    Head north, and follow this tunnel to the next set of stairs heading down. You
    can ignore the yellow and blue crystals here.
    On this floor, avoid touching the red crystals, and stand to the east of the
    blue crystal. Walk west, so the blue crystals shatter, then look at the red
    crystal east of you. Walk around to the eastern side of it, pushing it west
    until it is lined up under another red crystal, causing them to shatter. Walk
    over to the eastern yellow crystal, and push it west until it shatters. Now, go
    east to the red crystal there, and push it west until it breaks. More stairs!
    This floor has a more complicated-looking puzzle, but it's actually rather
    easy. Push the blue crystal that's by the stairs, west, until it shatters.
    Next, move the center red crystal, to the west, so that it shatters also. Move
    the northern red crystal a space to the east, then walk east, north, west, and
    south, so you can push the yellow crystal south. It should be touching the red
    crystal we haven't touched yet, in the middle. Circle back around to the east
    of this yellow crystal, and push it west until it breaks. Easy! ^^ Head
    downstairs after this.
    Move around to the eastern side of the room, then go down the stairs, and walk
    over to the green, glowing crystal. This's what we were looking for! But we
    can't just drag it out of the place with us. Luckily, Matilda will show up, and
    aid us in getting a piece of the colorstone! She will also give us a Wood Doll,
    which was given to her by her big brother many years ago. Bring the Green Orb
    with you out of the Colorstone Mine, and head back to Rexwood.
    At Patrick's, he'll use the Green Orb to try to heal his father. He'll mention
    how Hank went to try to rescue the women who were taken to the tower, and that
    it was because of Matilda that Hank was still alive now. He'll ask that you get
    some rest at the Inn, prepayed of course. ^^ This means that there'll be a
    scene, as it always does in games. Maribel will try to talk to you about how
    scared she is that you might not get back to Fishbel, but then she'll try to
    cover it up with making fun of your hat. ^^ After this, you'll see a flashback.
    You'll see Matilda's brother heading off to attack monsters, so that the
    villagers can back him up. Wait, isn't that the village's legend, about how
    Rex tried to fend off the monsters, but the cowardly villagers didn't help?
    This means that Rex must have been Matilda's brother!
    The next morning, visit Patrick, and you'll find out that Hank's all better
    now! You'll explain everything that's happened, including how you're trapped
    here, and the stronger-than-a-Golem Hank decides to come with us, to try to
    take on the monsters at the Eastern Tower again. Hank isn't an actual character
    you can control, but a Non-Player Character, or NPC. He'll tag along, and get
    his own blows in during battles, along with a few Sap and Heal spells. ^^ When
    you're set, head out for the tower, and walk inside the main enterance. Take
    the western path, and climb up the stairs when you reach them. Throw the pot
    here for 20G, then go back downstairs, taking the eastern path this time. Up
    the stairs here, you'll get an Herb. Now, head back outside.
    Climb up either of the staircases that're outside the Tower, then walk over to
    the ladder in the center, and climb up to a Golem standing guard over a door.
    The Golem recognizes Hank, and vows to kill him, and us too! Golem isn't very
    hard, as he can only physically attack, but he can take some damage. Have
    Maribel cat a Sap spell or two if she has it, then have her switch to Blaze.
    Your hero and Kiefer should attack, with a Heal spell thrown in when necessary.
    Not very long after it's started, the battle will end, and Golem will drop a
    WindShard! Now we just need to get back to the Ancient Fane... ^^;
    You may wish to return to Rexwood, to heal and save. Golem will be gone
    permanently, so don't worry about that. Return, and walk inside the unguarded
    door. Move north, and go down the stairs, then go south and down the next set.
    On this floor, you guessed it, move north. You'll see two treasure chests here,
    though. The one to the east has a Bronze Knife, and the one on the right has a
    FireShard! Head up the stairs to the east, and then go up the stairs again. In
    this room, smash the vase for 5G, and open the chest to get a Leather Shield!
    There's lots more items in here than there were in the Colorstone Mine! Go back
    down to where we found the two chests, and take the stairs west of them. Head
    upstairs again, and then again.
    Move south, and go upstairs here. On this floor, you'll see there's no outer
    wall around the edge of the Tower. You can jump off, without being hurt, incase
    you need to leave quickly for healing or saving. ^^ Walk south, and east,
    before going down the stairs here. Then go up the northern stairs, and you'll
    be back on the previous floor. Follow the path west, then south, before going
    up some more stairs. Take the north path, then go east and south when you see
    the pillars. You'll see some stairs going down, to a room with two chests north
    of you. Help yourself to the DEFseed and 80G, then move south to another
    Infront of you, a crab-like monster lies in wait. Calling you a coward for
    attacking when the leader isn't here, the Clawser starts a battle. He's faster
    than your party, so try to be careful. Have Maribel use Sap, and then Blaze.
    Kiefer should attack, as should your hero, but make sure to use a Heal spell on
    whoever the Clawser hurt last round. When the Clawser says he's ready to take
    an attack, any successful attacks or spells will hardly do any damage. He can't
    attack during that round, though, so it's just delaying the inevitible.
    Eventually, you'll win!
    After the fight, Matilda will appear, and slay the Clawser, after he says she's
    the boss. It was Matilda all along who was in control of the monsters here, all
    because of her hate for the cowardly villagers for allowing her brother Rex to
    die all those years ago. Patrick reminded her of her human emotions, and so she
    didn't want anyone else to die. Hank doesn't want to kill her, either, but if
    he doesn't, the villagers cannot return. A fight scene'll occur, and you'll
    have a descision to make. Should you kill Matilda? If you attack, she'll only
    defend herself, and not attack you. You can complete the battle for some EXP
    and Gold, or just run away. In either case, you will have to decide if you
    should stop Hank from killing Matilda. Whichever choice you make, Matilda will
    fade away, but not before telling you that you should return to the clearing
    you met her at.
    Outside, the sky's darkness lifts, and the sun shines down again. Back at the
    village, you'll find Matilda was telling the truth, as all of the people have
    been returned! Hank will tell Patrick that he thanked Matilda for her help
    before, but he won't tell him about Matilda being the boss of the tower. After
    commenting on the trophy he was given, Patrick wanders off, and Hank will give
    you some encouraging words inside the house. It looks like your adventure's
    earned you a friend for life. ^^
    Return to the Odd Forest, and you'll see Patrick by the graves. The flowers
    Matilda planted have all blossomed, too! Patrick wants to show them to Matilda,
    but he doesn't know that he'll never be able to. You can give Patrick the Wood
    Doll Matilda gave you, though, which'll make him happy. Continue back to the
    screen where you woke up here, and you'll see a swirling portal of blue energy.
    Enter it, and you'll be back at the fane! You'll all decide to return to your
    homes, then Kiefer will leave for Estard, which leaves you and Maribel. You may
    want to fit the WindShard and the FireShard that you've collected onto their
    pedestals now, before you leave. If so, the WindShard fits on the northwest
    pedestal in the Green Pedestal Room, in the northwest corner. The FireShard
    fits on the northwest pedestal in the Red Pedestal Room, as well, on the
    western edge.
    Return home to Fishbel, and Maribel will head her seperate way. Go talk to your
    mom, to find that Amitt and your father're talking to King Burns about a new
    island being discovered near yours. There's something else out there! Hurry to
    Estard, and try to enter the castle. You'll see that the drawbridge's up,
    which's extremely unusual for the King to order. Speak to the guard to the
    east, and you'll find that Prince Kiefer has left, to visit his grandfather.
    Who could he mean? Perhaps it's the Crazy Old Man on the Cliff? Indeed, Kiefer
    is sitting there, waiting for us to show up. He mentions how everyone's already
    left to visit the island, everyone but him of course. This makes Kiefer decide
    that you and him should use your Secret Weapon! Walk back to Fishbel, and go to
    the dark cave with all the barrels and vases, to meet up with Maribel and
    Kiefer. Together, you move the stone lid, and descend the stairs.
    It seems that you and Kiefer have a ship! Don't you just love finding out
    something new? ^^ It's actually the boat Maribel's family used to own, but they
    took it out of service because it was too old and untrustworthy. I hope Kiefer
    is a good ship-repairer... Luckily, the ship sails without a hitch, and you
    should try to go north of Estard. It's not long before you'll spot an island, a
    very familiar one at that. Get off of your boat, and walk into the village, to
    find a very very familiar village, Rexwood!
    The citizens seem to think that they've always been here, even though your dad
    sailed right through where this island is, during the Amitt Festival. Let's
    explore the town a bit, to see what's going on here. Straight ahead of you is
    the Inn, where you can rest and heal up. The man in the turban west of the Inn
    is actually a Weapon Shop, and you can buy some things that're even better than
    those from the other Rexwood we were at. The barrels east of the Inn contain an
    AGLseed, so don't pass it up. Further east, you'll find the Church, which has
    an Herb inside one of the breakible vases. Patrick's house doesn't seem to be
    here, but there are some fields here instead, and a small shack further west,
    that will give you 25G.
    South of the shack, you'll find a house. Inside, the people will mention that
    they have no idea why the village's named Rexwood. This's rather strange...
    Stranger still, is the Shard that's sitting on a table! The woman here lets us
    have it for free, which's a rather sweet deal. Pocket the WindShard, then cross
    the bridge to the town's central area, and talk to the old man standing by some
    rocks. He mentions that if we like our stone, that we should check the
    colorstone mine, as that's where he found his. We know our next destination,
    once we're done with the town that is.
    Enter the large building where the Inn was in the other Rexwood, and climb the
    stairs up to the third floor. Break a vase for an Antidote, then head up to the
    top of the building, to speak to the man here. Hey, he's talking about Hank!
    But how could that've happened a long long time ago? We just participated in
    it! As we ponder this over, wander over to where the Weapon Shop was in the
    other Rexwood, and search the dressers here for a Leather Hat.
    Lead your confused party to the Colorstone Mine, and break the barrels outside
    of the house here for 13G. The barrel west of the house has an Antidote inside.
    After that, talk to the man infront of the mine, and since you found the
    WindShard in Rexwood, he'll let you by. The layout of the Mine is identical to
    how the other colorstone mine was. Maybe you really did go to the past somehow.
    In any event, head west at the split, then move north, passing the room you met
    Matilda in, so long ago. Literally, if we really did go to the past. ^^; Turn
    west at the branch, then break the barrels for a MysticNut. Head back east, and
    go down the stairs here.
    Move south through this large room, turning east when you can and walking down
    the stairs. This's where the layout gets to be a little different, as the
    puzzles are back, though different than before. First, move the red crystal all
    the way to the west, so it breaks, then go south and move the blue crystal west
    until it breaks, too. Push the yellow crystal all the way north so that it
    shatters, then circle around and push the east blue crystal, all the way west.
    Now you can safely go down the stairs! On the next floor, push the red crystal
    that's above you, a space to the east, then five spaces north, so it's on the
    corner. Now, push it east, and it should shatter along with another red
    crystal. Push the blue crystal a space east, then a space south, before push it
    all the way east so that it breaks. Now you can run over to the stairs leading
    further down.
    When you're in the narrow passage, move the blue crystal a space to the west,
    then take a step north and walk to the west, pushing the yellow crystals as you
    come to them, and breaking them as well. Go downstairs, then head south, moving
    west so that you're at the southwest corner of the room, and below a red
    crystal. Push this crystal north until it shatters, then circle back around the
    outside of the room so that you're above the red crystal in the northwest
    corner. Push it south five spaces, then push it all the way east, so that it
    breaks and frees a blue crystal. Circle around again, and push this blue
    crystal all the way to the west, then go downstairs.
    There are some monsters on this floor, so don't lower your guard. Walk around
    the edge of the room, then walk down the stairs to the east, so you can reach
    the center of the room. There is no green colorstone here, but there is a
    staircase tht we haven't seen before, which you should move down. You'll be in
    a fourway intersection, with only one blue crystal to push. You want to push
    the blue crystal north, so that it shatters, and then push the yellow crystals
    out of your way. At the end of this room, you'll find a FireShard on the
    ground! Kiefer suggests that you should go back to the castle now, but first
    you need to leave the Mine. 
    Return to Estard Castle, and talk to the western guard, to lower the drawbridge
    again. Go up to the second floor, then enter the door next to Prince Kiefer's
    room, and take the stairs there leading up. Head east, and move south at the
    swordsman, entering the door you'll see to the east. Move downstairs, and then
    downstairs again, to find the Crazy Old Man on the Cliff, by the jail. He wants
    to go down to see his friend, but the guard isn't allowing visitors. Talk to
    him, and Kiefer will order him to open the door, so that the Crazy Old Man on
    the Cliff can go downstairs, and so can you. ^^ Downstairs, the Old Man will
    talk to his friend vaguely about "it," and how he needs to find it again.
    You'll tell him about the events in the Ancient Fain and at Rexwood, and he'll
    allow you to search for "it" as well. Talk to the captain to make him move,
    then hop on the raft and sail out into the moat.
    Sail south, west beneath the drawbridge, and north, to dock your raft and
    explore this area of Estard Castle. Move to the southwest corner of the Castle,
    and walk inside. The guard will mention that they've had maps showing the new
    land, and others too, in the treasury, but they couldn't believe them until
    now. Leave, and walk around behind the Castle, to the door beneath Princess
    Leesa's balcony. Move east, down the stairs, then down the next flight of
    stairs. Smash the vases in this room for an AGLseed, then search the bookshelf.
    Move it aside when you're given the option, and open the chest for a FireShard!
    Back at the Old Man, he'll encourage you to try this Shard out in the Ancient
    Fane, to see if a new land will infact emerge. It seems that he used to have
    this Shard himself, but a previous King confiscated it. He says he'll cover for
    you, and to run off to the Ancient Fain! On the way out, though, talk to
    Hondara at his house. He says that he'll give you some HolyWater, if you can
    answer his question. While Hondara normally causes problems, that HotStone of
    his did help us find Kiefer's note earlier, if nothing else. When he asks if
    your father and Amitt were invited to the Castle, tell him yes, and he'll hand
    over the HolyWater. Now, make tracks to that Ancient Fane!
    Rather than go directly to the Red Pedestal Room, make a detour to the Fane
    Dome, where we found the World Map. Walk inside the blue door with the flame
    above it, then walk inside the blue swirling energy here. I wonder if these're
    Traveler's Gates? ^^ You'll emerge in a completely different room, and you can
    exit through the southern door. You'll be underground, in a room with vines
    overhead and water infront of you. While we don't need to be here yet, this
    does open the door permanently, so you can use this route as a shortcut back
    into the Ancient Fane. If you leave the room to the southwest, and follow the
    tunnels, you'll emerge outside the stone lid you might have seen around the
    Estard Ruins. In any case, walk back into the energy swirl, then walk into the
    Red Pedestal Room, and set your FireShard in its place on the northwest
    pedestal, to the east. Here we go again!
    2E. The God of Flame
    Items: 6G, 7G, 10G, 60G, 80G, 350G, Antidote x 5, AquaShard x 2, Boxer Shorts,
           Button, Cloth, Cloth Suit, DEFseed, Herb x 2, Horned Hat, Knife,
           LifeAcorn, Potion, RainbwDew, STRseed, TinyMedal, WindShard.
    As you party travels through the Gate, you will see a vision involving two
    people throwing a torch inside a volcano. They flee, as the lava rushes up and
    causes a volcanic eruption. You will appear outside of a small fane, with the
    blue swirl of a Gate already there. Unlike the first world, you just need to
    walk back here to hop between the past and the present, incase you've
    forgotten something, or incase you want equipment you can't get here. In any
    event, walk east, ignoring the path south of you for now, then following the
    mountains south when you reach the coastline. Eventually, you will see a
    village, which you should enter of course. ^^;
    This's Engow, a rather sandy place. Directly infront of us is the Inn, which I
    am sure you need after the long walk here. Back outside, east of the Inn,
    you'll find a lone vase with 10G inside. There's 6G in another vase, if you
    enter the little house north of you. The house above this one has a mother
    faking an illness, so that her son will not leave Engow and get hurt. A woman
    named Pamela is supposedly a fortune-teller of sorts for this village. Her son
    will run off to get some medicine after you talk to him. Nab the Cloth Suit,
    then go back outside. The next house to the northwest is actually a Church.
    Behind it, you'll find a little boy who found something after having asked
    Pamela where to look. Maybe she really is a fortune-teller.
    West of the Church, is the Village Elder's house. Break the barrel by the stove
    for an Antidote, then move upstairs. You can pick up a Horned Hat from a
    dresser, and one of the books on the bookshelf, "The Analects of Granaly,"
    which says that hiding behind a shield does not make you a coward. That's nice
    to know. ^^ Talk to the Elder, and an earthquake will occur. You'll tell him
    about your vision, but he doesn't believe that their God of Flame would kill
    them all like this. He invites you to stay at the Inn until the Festival
    starts, which we should do once we've explored the rest of Engow.
    Break the vase west of the Elder's house, and pocket the LifeAcorn you find.
    There's never enough stat-boosting seeds! ^^ South of there, you'll find the
    local Shop, as well as Pamela. She seems rather preoccupied right now, and
    scolds us for bothering her. Nab the Antidote from the vase south of the shop,
    and go back to the Inn for a rest when you're ready. I wonder what all the
    noise outside is about?
    Pamela's seen the same vision we have, about Mt. Flame erupting at the very end
    of the Festival. The townspeople refuse to believe her, their beliefs about the
    God of Flame are much stronger than their belief in her predictions. The Mayor
    and Pamela walk off to talk privately, with a small cutscene describing how the
    citizens just refuse to believe. Afterwards, you'll be inside the Elder's
    house. Go upstairs, and listen in to the conversation that's going on. The
    Elder doesn't seem like he believes Pamela, either, or perhaps he's following
    the book on his desk, about the villagers' livelihood being more important than
    anything else. Whatever the reason, the Elder's going to start the Festival
    tonight, and Pamela's in a panic. She asks for you to visit her at her room the
    first moment you can, so that you can do the heroic thing and save Engow. ^^v
    Standing by her crystal ball, Pamela says that her predicitions always come
    true if nothing is done. The future can be shaped and changed, since it hasn't
    happened yet, and that your party may be the ones who can help change this one.
    The plan is to sneak into Mt. Flame at night, when the Festival's going on, to
    see if some being has taken control of the mountain, to try to make it erupt.
    Spend some time at the Inn, but only when you're ready to start the Festival.
    You might want to save beforehand, just incase!
    Walk around the village, talking to the people and the Elder, taking in the
    sights. The turbaned man west of the Inn is a dealer, and he's selling a
    Leather Dress that would look nice on Maribel, as well as some Scale Shields.
    ^^ Visit Pamela when you're ready to save the day, and after you go outside,
    everyone will be holding torches. Walk to the northwest part of the village,
    and speak to the Elder, to get your torches. Tell him you're ready, and the
    Procession of Flame will start. After the opening ritual, the citizens will
    start to walk towards Mt. Flame, as should you. Go a little northwest of the
    village, then move north until you arrive.
    Wander up the trail, talking to people as you go, until you reach the man
    standing at the front of the line. The Elder will come out, to announce the
    Procession of Fire, and then he'll allow us to be first afterall. ^^ He will
    lead you to the top of Mt. Flame, and toss your torches into the volcano.
    Rather than leave, circle south around the crater, to find Pamela by a door.
    She asks us to hurry and go inside, to see what the problem is, and tells us to
    talk to her for any healing or saving needs. Let's get to work!
    Head downstairs, and then move east, to reach another staircase going down.
    Follow the tunnel as it goes northeast to some stairs, then north and west to
    another staircase. After you go down, a scene will play, showing another
    villager throwing his torch into the volcano. If all the torches get thrown in,
    the volcano will erupt! If that does happen, don't worry, the game allows it to
    be a 'bad dream' and you'll just start the Festival over again. If you take too
    long going down or up each floor, another torch will be thrown in, until they
    all have been eventually. This isn't a large problem, though. Head east and
    down the stairs, then move south to descend the final staircase. Grab the
    STRseed from the chest, then run back up all the stairs and go west past the
    stairs we originally came down. Move north, then down the stairs here. The next
    staircase you want is to the north again.
    Follow the tunnel southwest and south, walking east when the path turns, and
    going down the stairs. Take the northwest path here, following it until you
    reach a chest with a DEFseed in it. Run back the way you came, and head
    northeast, opening the chest you see for an Herb. Head west, down the next
    staircase, then move south and east to some more stairs. On this floor, exit
    the room from the southern door, to be on a cliff with a chest, and a Knife.
    You can also see just how many villagers are left in line before the volcano
    will explode. ^^; Run back inside, and up the stairs, before going up another
    One more set of stairs going up, and there's nowhere to go but down anymore.
    Literally. Head south, and when you see the fiery crater, jump into it! You
    won't get burnt, but just land on a lower floor. Jump down again, then walk
    into the green pillar of light to the northeast, to get all of your HP and MP
    restored to full. Wai! In the southwest corner of the room, you'll find two
    chests, with 110G and an Antidote inside them. Once you have them, jump into
    the crater twice, to land on the bottom floor.
    Some weird red face is down here, with a large jar of darkish fire. Because
    he's oblivious to us and talking in the traditional villain way of revealing
    his entire plan for no real reason, we learn that he's trying to awaken the
    Flame of Darkness, which's what will cause an eruption if it's not stopped!
    He'll turn around suddenly, and attack! Being a creature of fire, FireGiant is
    thus immune to Kiefer's FireSlash, and Maribel's Blaze spell, so this'll be
    more of a physical slug match. Have Maribel use a Sap spell, then have everyone
    attack with their weapons, having your hero Heal when people are starting to
    take some damage. FireGiant has three attacks to torment your party with. He
    has a move where he can breathe flames, to damage everyone in your party at
    once. Another one of his moves also hits the entire party, though it's a
    physical attack rather than a fire-based one. His most frequent attack, other
    than a normal physical blow, is when he uses up a turn to ChargeUp. You should
    have your party Parry for that round, as his blows will do extra damage, and
    the Parry will reduce it. All in all, it's not a difficult battle, just keep
    your HP up. ^^ He'll drop an AquaShard once he's defeated.
    With the FireGiant's passing, the large jar will vanish, but the Flame of
    Darkness will rise. Run past where the jar was, and drop down the hole you'll
    find back here, to retrace your steps to where you found the STRseed earlier.
    Make your way back up, and outside to the crater. The Flame of Darkness has
    grown huge already, hovering and getting ready to cause unknowible destruction.
    Speak to Pamela, and tell her everything that you found inside the volcano.
    Even with death and destruction posed infront of her, Pamela cracks a rather
    bad joke at the Elder's expense, and uses her fortune-telling powers to
    determine that the answer to this problem, lies in a really messy room with a
    drunkard inside. That has to be Hondara! A liquid in a jar he has can fix this
    problem. Aren't you glad we already found the HolyWater? Stand between Pamela
    and the Elder, face the Flame of Darkness, and use your HolyWater. The day is
    saved! In celebration, in words the Elder can sum up better than I can, you all
    return to the village to celebrate.
    The next morning, return to Pamela's house, and talk to her. She'll reward your
    help with an AquaShard! It seems your hard work here has payed off, and another
    land is safe. Make your way back to the Gate we came here from, and step
    through, to reach the Ancient Fane. Eager to see if a new land has indeed
    appeared here, Kiefer suggests that you should go to Estard Castle to find out.
    Sure enough, the King and everyone else, it seems, are waiting for you to
    report. The King, while happy that you've restored another land, suddenly
    forbids that Prince Kiefer should participate in this. Amitt, Maribel's dad,
    feels the same way, and drags her off. Your father seems a bit more sensible,
    and just brings you home for a private talk. Tell him that you wish to
    continue, even without your friends if need be, and your parents will give
    their permission, and send you off to bed to rest before you go exploring
    anywhere else.
    Right outside of your house, Maribel's waiting for you! She's managed to
    convince her dad to let her go! Maribel knows that Kiefer has his princely
    duties, wheither or not he likes to admit it, so she says that you and her
    should go off to see the new volcanic island that was discovered. Return to the
    cave, and try to lift the stone lid to get to your boat, but you just can't
    manage it with two people alone. Leave the cave, and thankfully, there's
    Kiefer! He slipped away from the castle, yet again, and now the three of you
    can head to the new island, which's north of Rexwood.
    Your first stop is the vase east of the Inn, where you can pick up an Antidote.
    The house north of here also has an Antidote inside a vase. The next house to
    the north has a small tavern, but there's not much to do there other than watch
    the dancer. You'll see a little boy outside the tavern, who's looking for his
    button. He's considering asking Auntie Pamela to find it, but that costs money.
    If the Engow we were in, was in the past, how can Pamela still be alive? She
    was pretty old then, afterall. ^^; Not much's going on in the Chief's house,
    either, though he asks you to tell people about the village. The barrel down in
    the kitchen has 7G, while an upstairs dresser has a Cloth you can put in your
    Get a Potion from the vase west of the Chief's house, then head south to the
    shop. Meet Pamela, or at least this generation's Pamela. It seems that ever
    since Pamela originally helped to save this village at Mt. Flame, along with
    the servant of the God of Flame (that's you ^^;), every fortune-teller in that
    family was given the name of Pamela. She'll tell you to look around a sign
    infront of the Inn, and then she'll take her 5G fee from you. ^^; Go to the
    sign, and examine it, to find a Button! Return it to the boy who lost it, to be
    rewarded with a TinyMedal! You'll definitely want to hold onto this.
    Walk over to the village's well, and talk to the people around it. It seems
    that it is now a natural hot-spring. Climb down, and raid the dressers for a
    pair of Boxer Shorts. Once you're done with this, you can leave the village,
    and head to our next stop, Mt. Flame. Walk up the trail leading inside the
    mountain, and enter the crater area. People don't respect the God of Flame
    anymore, and just come here for treasure-hunting. Ignore the Gate that's here
    for now, and walk through the southern door leading inside the volcano.
    Move downstairs, then head east and down the stairs, just like we did in the
    past. Go northeast, down the stairs, then north and west to some more stairs.
    Go east and down those stairs, then south and down a final flight of stairs.
    Open the chest here to get a WindShard! Head back up to the stairs we came down
    from originally, then go west and north to stairs leading down. Move north, and
    down the stairs, then travel south and east to another staircase. Take the
    northwest path here, to a chest with 80G, then go back to the stairs and move
    northeast to get to a chest with an Herb. Walk northwest and west, down the
    stairs, then south and east to some stairs leading up. Move south and outside
    to the cliff, pillage the chest for 350G, then go back inside and up the next
    three flights of stairs. Walking west and south will get you to the central
    crater area again. Hop down twice, then deprive the chests in the southwest
    corner of an Antidote and 60G. Touch the pillar of light to the northeast if
    you need to heal your HP and MP, then jump into the crater twice more. Walk
    north and jump into the hole in the ground, to arrive at the WindShard chest
    again. You should be able to get out of here now. ^^
    Back out at the crater, use that Gate we left alone until now. When you arrive,
    you'll find that you've arrived back at the Ancient Fane, in the Fane Dome.
    Before rushing off to place your Shards, take a detour to the blue door with
    the flame above it, in the Fane Dome. When you arrive, leave the room by the
    southern door, then go east. Face the water of the Rainbow Cove, and fill your
    empty Bottle with some RainbwDew! ^^ This might come in handy later. Now, go
    back to the Green Pedestal Room, and place your WindShard on the northwest
    pedestal, on the eastern part. Now, go to the Blue Pedestal Room, and place
    your second AquaShard on the northeast pedestal, on the southern part. One
    Shard to go! Walk over to the northwest pedestal, and place your last remaining
    AquaShard on the east side. This pedestal's completed, and it's time to explore
    another land!
    2F. Solid When Wet
    Items: 5G, 7G, 10G, AngelTear, Cloth Suit, Herb, LandShard, Leather Hat,
    After arriving in the past, if you can't find the nearest village, you should
    give your game away. ^^; It's the only other object on this tiny, tiny bit of
    land in the middle of the ocean. Walk inside, and you'll soon see that the
    entire village of Dialac is dead silent, and that the only things you can see,
    are stone statues. After examining a few, Maribel realizes that these must be
    real people that've turned to stone! How horrible! Let's look for clues as to
    why this happened...
    Both the Church and Inn are deserted, but you can save and heal for free. You
    can find a Leather Hat inside a dresser, which's in a house north of the
    Church. North of the Inn, you'll see a gigantic block of stone, and north of
    there is a house. Help yourself to the Cloth Suit which's inside the dressers
    here. West of the Inn, you can walk up some stairs to get to the upper ledge.
    The first house to the north has 7G inside, hidden within a barrel. A little
    further north, you'll find 10G inside a vase, and you'll see a statue standing
    infront of a house, so that we can't enter. You'll also see an Old Man! He's
    not a statue, so walk over to him and say hello.
    The Old Man is very upset about Dialac's condition, and is sitting here,
    waiting for the end. He says there's no way to cure the citizens back to their
    previous state, and he advises us to leave. When you try to, he'll stop you,
    and give you a bottle containing AngelTear, which can cure people that've been
    turned to stone. AngelTear can't help the citizens here, though, because their
    bodies have been weathered too long, and they can't be restored to healthy,
    living human beings again. Looking as if he is suffering from paranoid thoughts
    of the citizens of the village, he tells you not to venture out of any
    buildings at night, but he won't say why. Well, we need to find out, don't we?
    Rest at the Inn, and in the middle of the night, your hero'll hear a mournful
    cry, which wakes him up. Maribel and Kiefer are still asleep, so walk out of
    the Inn, to see all of the statues glowing white. Inspect the statue of the
    young lady, that's by the Water God statue, to see a vision of the woman's last
    few moments. Dialac hasn't had rain in a long time, and their village will die
    out soon if they don't get any. A warrior named Claymore heads off for some
    supplies, and hopes to be back intime for the rain prayers.
    Next, talk to the farmer that's northeast of the woman. He worries about his
    crops, but after a young boy bumps into him, he can smile, and knows that the
    next generation will have a happy, bright future. Unfortunately, it looks like
    he was wrong, as even the young girl east of him is a statue as well. Rena, the
    little girl, sneaks up on Joseph to find out he's been writing on walls, for
    guide markers, and even found a secret base of sorts. They make plans to visit
    it after the rain prayers... whatever happened, must have happened before or a
    short time after those prayers.
    Examine the priest, and you'll receive a vision of a young woman, Millie,
    praying that Clayman will return safely from his supply journey. However, it
    seems a jealous young man doesn't want Clayman to return intime for his
    wedding, so that he can marry Millie instead. Could he have caused this statue
    problem? The next statue to examine, is the one of a woman by the stairs north
    of the Church. This's Millie, and the scene that appears is from before Clayman
    goes off to get supplies for the village. The monsters outside are a problem,
    and it seems Clayman is the only warrior in Dialac. The two kiss, and make
    plans to be married once Clayman returns, before the vision ends.
    The old woman infront of the large stone is praying to the Boulder God. The
    priest walks up to her, and asks why she is praying to the Boulder God, rather
    than the Water God. It's much harder for Boulder Gods to get water than it is
    for Water Gods, afterall. ^^; The old woman gives the priest a quick lesson on
    why she believes as she does, and the priest can't help but see her side of the
    issue. The woman west of the old woman, seems to be Joseph's mother, and she
    wants him to stick around and get ready for the water prayer. He's wandered
    off, but Rena seems reluctant to mention where he went to. Hmm...
    North of Joseph's mom, is the man who's tying to marry Millie for himself. He's
    shown examining the statue of the Water God, hoping that it'll rain a lot this
    year finally. Head west of the inn, up the stairs, and talk to the middle-aged
    man's statue. It's the local barkeeper, and you can listen in on a conversation
    between Joseph and his dad, Keene. This town used to be a battlefield, and was
    later rebuilt. Maybe that's why there's so little crops growing, because of the
    blood that was spilled here. Further north, talk to the statue that's infront
    of the house, to see Keene's talk with the barkeeper. He'll walk out of the
    house, and towards his own, commenting on the oddity of prayers creating rain.
    But suddenly, it does begin to rain! A muddy rain, which is turning people into
    stone! He tries to go inside his house to warn his family, but never makes it
    through the door...
    After the vision, Keene's statue will crumble away, leaving nothing in his
    place. Inside his house, on the western bookcase, you can find a note in
    Joseph's handwriting, just like in the vision. He mentions one base is near a
    pointed tree, where he made markings on a cliff, and that a second base is
    beneath the bar. Walk north of Millie's house, now, and speak to the Old Man.
    He saw the gray rain fifty years ago, but he didn't get turned to stone because
    he was not inside the village. This must be Clayman! He feels as if this's his
    fault, and that being alive is why the statues glow, because they hate him.
    While we've seen almost everyone here, we have not seen where Joseph's statue
    is. None of the visions we saw happened to show where he went, but from Rena's
    shyness in telling Joseph's mom, and from the note we found, perhaps he's in
    his secret base? If you go over towards the bar, you'll see white writing on
    the wall. This's Joseph's guide marker, so the pointed tree must be the one
    nearby? Search the ground a little north of the tree, and you'll hear that
    there's a hollow sound. We can't go in at night, though, so go back to the Inn
    and rest until morning.
    Now that it's morning (how can you tell? ^^;), go back outside and search the
    hollow-sounding ground to find a staircase! Enter, then walk down the stairs
    here, to find a small room that could have been used for sleep-overs or the
    like. Move down the next flight of stairs, then go east. After going
    downstairs, you'll see a note on the wall, saying that this's the second secret
    base. Take the Herb and 5G from the vases here, then go up a flight of stairs,
    before heading south, east and north to a rope. We'll be ontop of the Boulder
    God once we climb up to the top. Use the AngelTear here, and daylight will
    return to Dialac. You'll also see a staircase open, and Joseph will walk out!
    Hurry outside and talk to him!
    To Joseph, a few seconds have passed since he was moving around, but to the
    real world, fifty long years have passed. He doesn't believe us at first, but
    asks that we help him find out what happened, and he tags along with us. Walk
    over to the well to talk to Clayman, and he'll recognize Joseph's voice, even
    if he can't see him so well. The two will realize that they're all that's left,
    and that they should take care of each other. The next morning, Joseph and
    Clayman decide to warn other places of this gray rain, and to try to find a
    cure for the rest of the people, even though they may not find it. Where does
    our party go from here, though? Well, there is one barrel we've not looked at
    yet, in Joseph's first secret base. Sure enough, we've found a LandShard! Let's
    return to our time first, so we can plan our next move.
    At the Ancient Fane, go to the Yellow Pedestal Room, and set your LandShard on
    the central pedestal, on the southern part. Now, walk outside, and get in your
    boat. Sail south of Fishbel, until you can't see any land, then sail east, and
    you should arrive at the island where Dialac was in the past. Enter the
    temple-like area, and you'll find yourself at an empty field, with a large
    boulder, an Old Man, and... a WindShard!
    This man is Sim, and he wanted to live by the Boulder God's stone, but when he
    came here, Dialac had long since been gone. He asks that you send people here
    if they're interested in finding a new place to live! This'll be like creating
    our own town. This'll all be covered in its own section, so just return to the
    Ancient Fane, and the Green Pedestal Room, then set your WindShard on the
    northwest pedestal, in the northern part. Next stop... who knows? ^^;
    2G. The White Wolf of Orph
    Items: 5G x 3, 15G x 2, 30G, 120G x 2, DEFseed, Antidote, AquaShard x 3, Bone
           Knife, Bunny Tiara, Copper Sword, DEFseed, Dung, Herb x 2, LifeAcorn,
           Monster Book, MysticNut, Stone Claw, STRseed, TinyMedal x 2, WindShard.
    Once you arrive in the past, head directly north, to find a new village. This
    village is hardly a normal one, though: it seems there're tons of animals here!
    The few people that're here do not seem like they can speak, either. While we
    probably can't get many clues from living creatures here, we can search the
    town, to see what we dig up. First, go west, and enter the Item Shop. Despite
    the owner being a chicken, you can buy and sell items normally here. Walk
    around to the back of the Shop, and search the hanging sacks on the wall for a
    DEFseed. Break the vases for an Herb, then get a HairBand from the dresser
    upstairs. Don't forget the chest in the southeast corner, with a LifeAcorn
    East of the Item Shop, enter the house and raid the dresser for 5G. Directly
    north of this house, past the Church, you can find a Weapon Shop, with another
    chicken as the merchant. In the back of the shop, you can get a chest with a
    Copper Sword, as well. West of the Church, is the Inn, where you can stay for
    free. Don't forget to check the dressers here for a TinyMedal! Break the
    barrels outside of the Inn for some Dung, then go north to another house. A
    vase here contains a Bone Knife, which none of your party-members can use.
    That's definitely odd... East of this house, you'll find two more, in their own
    walled area. The westernmost of the two houses has vases you can break for 5G,
    and an Antidote, while the eastern shed has... a kid chained to a wall??
    The collar's too tight for us to free, so we're going to have to find some
    help. The cow here seems panic-striken, mooing loudly. Kiefer mentions that the
    cow probably knows the entire story, as does the rest of the animals in town.
    Wasn't there a person in a House west of Fishbel, that could talk to animals?
    Yup! Return to the Ancient Fane, and visit the Woodsman's House. The place is
    slightly different, as the woodsman isn't by the bonfire he has in his
    backyard. There is a squirrel, though, which offers you a MysticNut. Accept! ^^
    Inside the house, the woodsman will be trying to help a cat get confidence in
    asking a female cat out. While he thinks you're joking about a town full of
    animals, the woodsman will be convinced to join your party by the cat. ^^;
    Back in the village, the woodsman won't be able to talk to any of the animals.
    Is he a fraud afterall? This has never happened to him, he says. Wander inside
    the Item Shop, and go to the second floor, to talk to the woman here. The
    woodsman will be surprised suddenly. This isn't a person; it's a cat trapped in
    a human body! You'll be able to get the story now. There was a monster that
    tried to cause problems in this village. The white wolves were the defenders of
    the village, and they tried to stop the monster. But one by one, they were
    getting killed off.
    Enter the house east of the Shop, and talk to the old man, I mean horse, in the
    backyard to hear more of the tale. The wolves lured the monster away inside a
    cave, which was in Mt. Ceide. The monster was sealed, and one female wolf
    lived, who happened to be pregnant. Now talk to the man, or dog, behind the
    Church. Recently, a monster came by to cause problems, and all the animals were
    turned into people, and people were turned into animals. Back in the shed, the
    woodsman helps you free the boy who's been chained to the wall. Rather than
    stay, the boy quickly runs off! Maybe to go back home? Now that he's rescued,
    we can find the last animal-turned-human, in the house west of the shed, who'll
    tell us that the monster that did this came from the Mountain of God, Mt.
    Ceide. That's where the white wolves sealed a monster up before, too. The
    woodsman will offer to summarize the entire story, incase you've forgotten. ^^;
    Leave the village, then head west and northwest, until you arrive at Mt. Ceide.
    Very shortly, you'll find a wolf. Follow it up the trail, and into the cave it
    enters. Once inside, head north, taking the first path east that you reach, to
    get to a chest with 120G inside. Go back went, and further north, until the
    path splits again. Take the path that leads east, then follow it south to a
    staircase leading up. This next area is like a maze. Move south, then west,
    ignoring the cave enterance here before moving south, east, south and west to
    another cave. Note this one, but don't go inside of it yet. Head south, east,
    and south to a chest with a STRseed, then go back to the other cave.
    To the northwest in this room, you can find a chest with an AquaShard inside.
    Every little Shard helps! ^^ Exit this room to the south, then head north along
    the path. Go upstairs, and walk north, following the tunnel east and south.
    When the tunnel forks, follow it southwest and up the stairs. On this floor,
    walk south and east, then exit out the southern door, onto a cliff outside.
    Walk clockwise around the mountain, over the bridge, and to a cave enterance,
    which looks like it was uncovered recently. Instead of going in, continue up
    the cliff, until you reach another doorway. Inside, you'll find a chest with an
    AquaShard inside!
    Go back down the mountain, and stop outside the unsealed cave. Magic will not
    work inside here, so you should use all your MP to heal yourself up now, and
    stockpile lots of Herbs in your inventory for each character. When you think
    you're ready, walk inside. Avoid the poisonous areas, and go upstairs, to find
    the wolf you met earlier. As you walk towards it, the boy from earlier will
    knock you aside, to stand by the wolf, looking around carefully and warily. The
    woodsman will feel a monster's presence, and as you walk by the huge coffin, a
    monster'll drop from the ceiling! The boy'll suddenly rush and attack the
    monster, Deathpal, and you'll hurry over to defend him!
    This is one of the harder fights you've had so far in the game. Deathpal can
    use two actions a turn, and all of your magic's sealed as well. Skills still
    work, though, as do items. The woodsman will help you in this fight, and while
    he's weak in physical attacks, he'll use his Herbs to help cure you. Don't
    depend on them, and heal anyone who's HP are starting to get low. When she's
    not healing, you may want Maribel to use Retaliate, to copy any moves that
    she's hit with. Deathpal's special attacks are WindBeast, which can do a decent
    amount of damage both to one of your party-members, and to Deathpal himself if
    it's Retaliated, and Flash, which lowers your hit percentage. Since this's an
    all-physical fight, that's bad! Of course, if Deathpal's hit with it, his
    physical attacks can be penalized too. The most important advice, is just to
    keep HP up above all else, and to kill him before you run out of Herbs.
    After the fight, Deathpal starts to turn you into animals as well, before the
    boy lunges forward and bites him! Slowly, Deathpal's body loses control, and he
    is forcibly flown above his coffin. Deathpal realizes suddenly that a white
    wolf can do that, and this boy must've been in the village when he switched
    animals into people. With a last curse to seal the boy in a human body, he
    falls inside the coffin, and with the woodsman's help, you can close the lid.
    This restores daylight outside, and turns the people back into animals, or
    animals back into people, depending on which they originally are. All except
    for the boy, that is.
    The woodsman explains that the boy, Gabo,  must be the last white wolf cub, and
    this other wolf helped to raise him before the curse hit. With questions about
    who could have released Deathpal, your party returns to the village. Gabo and
    the wolf will run off, while we're left to talk to the citizens. Now that
    they're human again, we can finally learn the name of their village: Orph!
    Enter the house west of the shed, and talk to the Mayor, to learn that
    Deathpal's cave couldn't have been unsealed from the inside. Someone must've
    unsealed it on purpose, someone bad. Walk inside the shed, and talk to the
    farmer here, to learn all about why Gabo was in there in the first place. When
    you leave, Gabo and the wolf'll be there waiting for you.
    The woodsman decides that both Gabo and the wolf need a home, now, and he
    offers his own to them. Gabo accepts, and the three of them leave town ahead of
    you. Follow them outside, and back to the Ancient Fane. It's here that Gabo,
    with the help of the wolf, explains his feelings: he wants to help stop whoever
    unsealed Deathpal! The woodsman will agree, and you'll gain a new party-member!
    ^^ Gabo starts off at Level 1, so you may want to beat up some monsters to help
    build up his stats, and to afford to buy him some equipment. Before leaving,
    don't forget to visit the Blue Pedestal Room, and set your two AquaShards on
    the northeast pedestal, to the north and southwest.
    Sail west of the Woodsman's Cottage, and you'll arrive at the new land. The
    village of Orph is right where it was before, so you shouldn't have trouble
    finding it. In the village square, you'll see a lot of animals going in a
    circle. Did Deathpal come back and curse everyone? Hurry to the Elder's house,
    and you'll quickly learn why many people like bunny-girls. >"< You'll also hear
    an explanation for all the animals. Put on the offered costumes, and you can
    take part in the festival! ^^ We should also start exploring houses, so let's
    start with this one. Break the vases in this house for a DEFseed, then go to
    the shed, and get 30G from a barrel in there. The house west of the Elder's
    house has 5G in a vase, and the barrels outside the inn south of there has 15G
    in a barrel. In the back room of the Weapon Shop, raid the treasure chest for a
    WindShard! ^^ Last but not least, go into the Item Shop's backroom, and search
    the hanging sacks on the wall for an Herb. Grab a Cloth Suit from the upstairs
    dresser, then have fun opening the empty treasure chest.
    At the square, a game of sorts seems to be underway. Talk to the man here, and
    agree to give it a try! You need to figure out which three of the people
    dressed as animals are women. Of course, since you're reading this guide, it
    won't be so hard to win. ^^ The horse, dog, and one of the cows are the women.
    You should pick the cow first, as once you've picked the right one, you won't
    accidently pick the wrong one. When you get all three correct, the Elder will
    come out with Mimi, and award you with the Monster Book! When you're outside,
    you can now see what monsters you've beaten, how many, what items they drop as
    random treasures, and just how much EXP and Gold you've won from them. Plus,
    you can press the X Button to see the monster animations. You can see one at
    first, then a second one for every twenty monsters of that kind that you kill,
    until you can see all the animations. ^^ This's a great prize! 
    Northwest of Orph, you'll see something new, a place for boats to sail back and
    forth from someone's mansion. Walk inside the nearby house, and break a barrel
    for 15G, then try to talk to the soldier here. He just doesn't know who lives
    inside that mansion. That's rather odd... We can't sail over and investigate
    this spot just yet, but maybe we can later. Walk over to Mt. Ceide, and go up
    the trail inside the mountain. Head north, east and north to a chest with the
    Stone Claw inside. Move back south, west, and then north, until the tunnel
    splits. Head east and south to some stairs, then go up them. Wander south,
    west, south, east, south, west, south, east, and south to a chest, which
    contains 120G. Move north and west to a cave opening, and go through, opening
    the chest northwest of you for a TinyMedal. Walk south, outside the opening,
    and then move north to more stairs. Move north, east, then south, taking the
    southwest tunnel to a staircase when you're given the chance. Travel south,
    then east, before moving out the cave exit and onto the outer cliff.
    Walk across the bridge and continue to follow the trail in a clockwise manner,
    moving past the sealed cave, until you reach the end of the trail. Walk inside,
    and search the chest for a Bunny Tiara, then go back outside to the sealed
    cave. The stone infront of the enterance will move as you touch it, and you can
    walk inside and up the stairs. Approach the coffin, and despite the many
    prompts trying to scare you off, awaken Deathpal from his sleep, and remove the
    lid from ontop. After his years of imprisonment, Deathpal's turned human! He's
    sorry for the trouble he caused, and tries to cure Gabo's curse. He botches it,
    though, and rather than a cure, he's enabled Gabo to talk in Human! Don't
    forget to pocket the AquaShard he offers to you! I bet you know where to go
    now. Return to the Ancient Fane, and the Blue Pedestal Room, then set your
    AquaShard on the northeast pedestal, in the southeast part.
    2H. Eri the MechSoldier
    Items: 2G x 2, 3G x 2, 5G x 2, 8G, 10G, 15G, 21G, 100G, 250G, 1200G, Bone
           Knife, Bronze Knife, Bug Knife, DEFseed, FireShard x 4, HairBand, Herb x
           2, Iron Claw, Iron Shield, Leather Armor, Leather Shield, MechParts,
           Noble Robe, Scale Armor x 2, SeaShell Hat, STRseed x 3, Tights,
           TinyMedal x 6, WindShard, Wooden Hat.
    When you appear in the past, start walking east, and note that oddly, the
    island isn't shrouded in darkness. You will soon reach a broken bridge, which
    you cannot cross. Start to walk southwest, now, and you'll see an unusual area,
    like a small cliff, on the map. Walk into it, and you'll be infront of a cave
    leading underground, guarded by swarms of what look like robots. Walk around to
    the northeast side, and try to climb down, to get stopped by a guard, who'll
    pull you aside to tell you the story. These creatures are MechSoldiers, and
    this is the MechSoldier Base. The soldier mentions a place called Falrish, west
    of here, that you should go to first.
    Sure enough, you'll find the village of Falrish to the west. This city has
    certainly seen better days, with soldiers in the streets and deactivated
    MechSoldiers all around. You'll probably need to use the Inn, especially if
    you've been in fights with the local Clockmech enemies. Go over to the guard
    building in the southeast corner of the city, and go inside. The man with a
    turban here is a small Item Shop, and the barrels near him hide a TinyMedal! On
    the roof, the guard will mention Falrod Castle, to the southwest, and how it
    feels like forever since he's been here defending Falrish. North of this
    building, is the Weapon Shop, which's selling some pretty good weapons and
    Enter the door northwest of the Shop, to see a little boy crying over the
    MechSoldier that killed his father. You can find some Leather Armor in the
    chest here, and 10G in a vase. Next, go west of the Inn, and there should be a
    little doorway hidden by the stairs leading ontop of the fortification. You can
    gain 15G from the barrels, an Herb and a STRseed from the vases, and a
    FireShard from the chest! Go back outside, and up the stairs, to find a guarded
    Church. If you go downstairs, which you should, you'll stumble on a meeting of
    the city's guards, who are discussing strategy about what to do while the
    Captain returns to Falrod Castle for a report. Hopefully they'll be ready if
    there's an attack! You can exit from the southern door in this area, to smash a
    barrel with 3G inside.
    Directly southwest of Falrish is Falrod Castle, where you'll see some of the
    local guards sparring. Enter the building to the west, and speak to the guards
    here. One of them, named Hanes, says that he hasn't seen the Captain come back
    yet, and he's getting worried. In the eastern building, search the dressers for
    a Leather Shield, then talk to the guard here and sign up as mercenaries! We
    want to help, anyways, and maybe we can take out a MechSoldier or two. Agree to
    a demonstration, and you'll be lead outside to battle a Falroider. This isn't a
    difficult battle, really, and is a good test of your abilities at this point.
    If you had trouble with the Falroider, then you should try to gain a level or
    two, as well as upgrade your equipment. After the battle, you'll be told that
    there's no current emergency occuring, so you should go inside the castle to
    visit the King. Let's do that, shall we?
    Enter the castle, and head upstairs to the second floor. Search the King's room
    to the east, and get the Scale Armor from the dresser. Then, walk up to the
    King's throne and speak to him. After the introductions, Captain Trad will
    arrive, to tell the King about the battle in Falrish, and then will ask you to
    report to the guardhouse. Let's do a little exploration first! Exit through the
    door to the south of the stairs, noting the behavior of the cleaning-mech that
    is attacking a pillar. They do malfunction sometimes, the local people say.
    Head east, and down the stairs here, to arrive outside the Royal Family's
    bunker. You can use the lever to open the door, and go down the stairs. Raid
    the room at the end of the tunnel, to find 5G in a vase, and a DEFseed from the
    chest. Head back upstairs, and move west through the door, then north through
    another door, to have a chat with the Princess. After that, go back inside the
    castle, walking west, then north over the bridge to two vases. One has a
    TinyMedal, so don't miss it! Check out the southeast guard tower, to find a
    vase with a STRseed inside, then go over to the southwest guard tower. Drop
    down the hole here, and we can get this tactics meeting started.
    Captain Trad is trying to find some strategy that'll work, but nobody's sure
    exactly what to do. You can't starve them, and they're stronger physically than
    most people, plus they have sheer numbers. One soldier will mention Zebbot, a
    mechanical engineer, who lives west of the castle. Talk to Hanes, and tell him
    you'll go visit Zebbot and ask him, as your first mercenary mission. It's
    directly west of the castle, a white house with a blue roof, so start walking!
    Head around to the back of Zebbot's house, and break the barrels here for 2G.
    If you enter the shed, you'll find a chest with a Bronze Knife inside. You'll
    also see one of the many cleaning robots you've seen in Falrish and Falrod, the
    Zebbot III. There's a note on this one, though, saying that they're defective
    and undergoing remodeling. Why're so many still in use, then? Go inside the
    house, and inside the west room, searching this dresser for a SeaShell Hat. Now
    head east, and talk to Zebbot here. He doesn't seem to care at all, not about
    Captain Trad, and not about Falrish or Falrod! He asks us to leave, but don't
    leave yet. Smash the vase in his room for a Bone Knife, then inspect the robot
    he's working on. He tells you to get your hands off of Eri. Examine the
    southern bookcase to find a note. Trad and Zebbot're brothers, and it seems
    that something happened to a girl named Eri. Is Zebbot trying to honor her
    memory by naming his newest creation after her?
    Return to Falrod Castle, and talk to Hanes in the western guardhouse. Tell him
    that Zebbot won't cooperate, and Trad will walk into the room, agreeing. You'll
    be assigned to the guard towers, so climb up to the top of the southwest tower.
    The moment you do, an injured guard, from Falrish, will collapse outside. Run
    downstairs, and jump down the hole, to find out that Falrish has been
    partially-overrun by the MechSoldiers! While the other mercenaries assemble,
    Trad decides on a desperate plan, and joins your group. Your mission is to
    return to Zebbot's house and get some last-second information to save Falrish!
    When you get there, Zebbot will have partially finished his Eri robot, which
    can stand and wave its arms around. ^^; Trad will try to talk sense into
    Zebbot, but he still doesn't care about anything, sine the original Eri's
    passing. Deciding the castle should be protected if nothing else, your party
    should start back for the castle.
    Outside, a singular MechSoldier waits for you. Before it can attack, though, it
    breaks down from the damage that has been inflicted to it. Zebbot comes outside
    to yell at you, but notices the MechSoldier, and is a little fascinated by it.
    Trad decides to help him bring it inside the house, so Zebbot can study it, and
    asks you to return to the castle without him. When you return to Falrod Castle,
    it'll be under attack! Run to the west, and you'll see a singular MechSoldier
    running around. Talk to it, and it'll start a battle with a Clockmech. Defeat
    it, then head towards the castle gates, defeating the Clockmech running around
    there too. Run inside the castle, talk to the guard defending the stairs, then
    run back outside to see two of the guards driven back! The enemy will attack
    you, so defeat these two Clockmechs before they can do any more damage.
    A next wave of three MechSoldiers will run at you, but a sudden loud noise
    causes them to walk around erraticly, their artificial intelligence scrambled.
    Zebbot and Trad have come to the rescue! The captured MechSoldier has been
    reprogrammed to emit a signal that jams the one controling the MechSoldiers at
    the castle. A strategy session is planned for the next morning, which gives you
    a chance to get your HP and MP restored. Walk down to the southeast guardhouse,
    which has been slightly remodeled. Trad and Zebbot are here, working on a
    MechSoldier. Zebbot feels an evil power must've made these, and Trad asks you
    to tell Hanes to get a strategy session going. Don't forget to look in the
    dresser here for a Wooden Hat first!
    Talk to Hanes, then Captain Trad, then go to the southwest guardhouse to start
    the strategy session. The plan is for a small group, composed of your party,
    Trad, and the reprogrammed MechSoldier, to attack the main MechSoldier base!
    When you're ready to go, walk to the southeast guardhouse, and tell Trad,
    who'll leave with Zebbot. Zebbot just can't let this MechSoldier, who he's
    taken to calling Eri, go off by itself. Outside, talk to Trad, and his group
    will depart ahead of you to Falrish.
    Falrish hardly exists anymore. The main buildings stand, but many people do
    not. Many more MechSoldiers are deactivated around the town, but that can't
    make up for all the lives lost. Walk into the Church, saving if you need to,
    then walk downstairs to find Trad reassuring another soldier. Talk to Trad, and
    we'll finally leave for the main MechSoldier encampment we saw so long ago.
    Return to the northeast side of the surrounding cliff, and the guard stationed
    here will mention how many more MechSoldiers lie in wait below. Trad, Zebbot
    and Eri will arrive, and we're set to begin the final assault. Eri will start
    the disruption noise, which allows you to walk down into the cave without being
    challenged. We can't be sure if anything inside is hearing this noise,
    Follow the metallic grey path on the floor as it goes to the northeast, and
    step on the little platform to discover it is an elevator leading down a floor.
    Follow the grey path here as well, to the southwest, where it stops at another
    elevator. Don't use this one, though, and go northwest, getting on this
    elevator to go back up a floor. The chest to the west has 250G inside, but the
    chest to the east is a Cannibox! These guys can be tricky, so if you do plan on
    fighting it, make sure to heal your party up first. After you kill or avoid the
    Cannibox, head back down the elevator, moving southeast until you get to the
    elevator we avoided. Avoid it again, and move south, to another elevator. After
    moving down, open the two chests here, to get a STRseed and an Iron Shield.
    Talk to the MechSoldier standing here to reactivate the elevator, and go back
    upstairs. Now you can go back to the elevator we were avoiding, and take it
    Follow the grey path to the northeast, where two MechSoldiers/Clockmechs are
    standing guard. Why didn't they just call them one or the other? ;_; Defeat
    them, like you have all the other ones so far in this land, and in the next
    room, ahead of you, you'll see a giant MechSoldier waiting for you. Ignore him
    for now, and walk around the east edge of this area, breaking a vase for 100G,
    and opening a chest to find a FireShard! Now, approach the central MechSoldier.
    He'll send a group of three Clockmechs to attack you. Due to the disruption
    outside, though, they'll often stand still and unsure of what to do during
    their turn. Their boss, Machinoid, is not so confused, and he'll attack you
    immediately after the Clockmechs're taken care of. This battle isn't very hard,
    other than Machinoid's ability to call for Clockmechs to help. Either focus
    your attacks on Machinoid, then deal with the Clockmechs afterwards, or use
    Gabo's Bark to distract Machinoid, then take out the Clockmechs and the big guy
    Once you win, Machinoid will rant about the Dark World, and how the Demon Lord
    told him to spread chaos through this world. Now that he's damaged beyond
    repair, Machinoid doesn't care, and calls for his biggest MechSoldier,
    EvilMech, to appear and take care of you. It's another boss-fight! And a real
    one at that, compared to the last two battles we've had. EvilMech, who looks
    surprisingly like Esterk from Dragon Warrior 4, has a variety of attacks.
    Besides breathing fire, and using Flash on us, he also uses 2EdgeHit often,
    which damages you, but causes 1/4th of that damage to hurt him as well. He
    literally cares more about killing you than he does about surviving. Add to
    all this the fact that he can act twice a turn, and has high defense, plus your
    HP are probably below maximum from the last two fights, this's going to be a
    great fight! ^^ A good idea would be for Maribel to hit EvilMech with Sap, so
    you can actually deal good damage physically, and then have your hero use Upper
    on each party-member. PsycheUp, then attacking with Kiefer is a good idea too,
    as you'll do slightly more damage than if you made two seperate attacks. And if
    you manage a critical hit, you'll be wracking up the damage! Gabo can get his
    hits in, and use Herbs on party-members when necessary.
    Yes, eventually, you will survive this fight, and come out victorious. Trad and
    Zebbot appear immediately after the fight, coincidently too slow to help us, to
    find that we've defeated the leaders of the MechSoldiers. Falrish and Falrod
    Castle should be safe now! Use Outside to escape the base, if you have MP left
    for it, because even while the leaders have been defeated, there're still
    random battles here. Return to Falrish, and talk to the happy citizens. As you
    do, Zebbot and Eri will appear, only to be driven off by the citizens. They're
    scared, rightfully so, about any MechSoldiers, and about Zebbot's tendancy to
    have less than perfect experiments. Hopefully one day, the citizens will be
    able to relax again, and put this pain behind them.
    Back at Falrod Castle, Hanes decides to discharge you of your mercenary duties,
    and asks that you return to see him after visiting the King. The citizens of
    Falrod are gathered up infront of the castle, and eager to see you as you walk
    inside. Up in the throne room, you are rewarded a Bug Knife for your victory,
    but Zebbot is upset, and walks out, followed by the Princess. If you go
    downstairs to where the Princess sits to look at the flowers, you'll here her
    talking to Zebbot, about Eri, both the real and the fake one. Zebbot and Eri
    walk away, leaving the Princess to wonder if MechSoldiers really could have
    souls. Visit Hanes now, and he'll reward you 1200G for your hard work! ^^
    Back in our world, sail southeast of Fishbel, and a little east of Your City.
    This's where the new land is, and this'll put you around where Zebbot's house
    was. Follow the coastline south until you can land, then walk northwest to the
    house. Behind the house, you'll see the cleaning robot's rusted solid, never to
    run again. Get a TinyMedal from a barrel here, then look in the shed. Get the
    FireShard from this chest, then walk inside the house. In the western room, you
    will find a horrific scene: Zebbot, the man obsessed with letting his lost love
    live forever, has achieved that in naming his MechSoldier Eri. Eri is still
    running, while Zebbot has long since turned to bones, having decomposed on his
    very bed. Eri has spent unnamed years checking on him daily, and trying to cook
    him soup to make him feel better... Take the HairBand from the dresser here,
    and quietly part the house.
    At Falrod Castle, it seems that scientists are trying to use technology to make
    robots too. They've improved on Zebbot's old cleaning robots, but not much
    else. They feel that robots may be a faraway dream, and don't seem to know that
    their country almost lost to that very dream before. Don't forget the Scale
    Armor from the dresser in here. Upstairs, the King will be speaking to his
    scientists, having tried to get research advanced on robots. They won't have
    any real progress, but it's not long before someone runs in to report that to
    the west, they've found a legendary MechSoldier. That must be Eri! The King
    will ready an expedition and rush off, but don't forget to get the Noble Robe
    from the King's dresser first.
    Downstairs, Armand, an advisor for the King, pleads with him not to go, but he
    is ignored. He asks us to go and stop the King for him, and we will, once we've
    explored a bit more. Back up on the second floor, exit through the southern
    door, then go down the stairs to the east. Open the gate by using the lever,
    and take a tour of the castle's former bunker, now a dungeon without any
    prisoners. One vase here has 5G inside, one barrel has an Herb, and the only
    chest here has a WindShard. Go back upstairs, and move west to the castle's
    kitchen, smashing the barrel here for a TinyMedal. Back upstairs, explore the
    southeastern guardtower, and break a vase in here for 8G. The southwest tower
    has 2G inside a barrel.
    Walk to Zebbot's house, and then walk outside, to see that the King has
    arrived. They careflly drag Eri off with them, as she tries to continue making
    soup for Zebbot. At the castle, they try to remove a balancing device from Eri,
    which makes her fall down. Armand seems to know Eri's name, and the King calls
    for the guards on grounds of suspicion. Eri lies on the ground, sadly looking
    at you, while Armand is brought to the unlocked dungeon. Visit him there, and
    you'll learn that he saw Eri at the cabin before, and just like the writer of
    the FAQ you're reading now, felt that Eri should be left alone. He asks that
    you go to Falrish, and find his granddaughter, who should have parts that'll
    work on Eri, so she can return to the cabin. Of course we will! We were going
    to go there anyways. ^^
    Falrish's still a little bit to the northeast, just like it used to be. Inside
    the Inn, check the dresser in the eastern room for some Tights. West of the
    Inn, in the little door hidden on the wall, you'll find 21G in one of the
    vases. The southwest vase is an EvilPot, and it'll attack you when you throw
    it! You can fight it or avoid it, your choice, but the chest here has a
    TinyMedal inside, that you should pick up. East of the Inn is the old
    guardtower, and inside it is a little girl. This's Armand's granddaughter, and
    she says that the parts are underground, by the barrel near the water. In this
    room, though, is a barrel with 3G. What is with all the small amounts of money
    in barrels and vases, anyways? ^^;
    Make your way to the Church, and go down the stairs, then exit out the southern
    door. Throw the barrel here, and search the ground under it to find the
    MechParts! Bring these back to Armand, who is speaking to his son, the Captain
    of the guards here at the castle. After an assisted escape, walk to where the
    southeast guardhouse used to be, which is now a laboratory. For a scientist,
    the one working here is rather stupid, and just leaves us alone to carry out
    our plan. Once repaired, Eri will confuse Armand for Zebbot, and will try to
    bring him home. The guards will come in, and thinking that Eri's gone berserk,
    they'll attack. The King sees this, and yells for them to stop. He realizes the
    error of his ways, and agrees that Eri should be returned. Repaired, and
    cooking again, everyone will leave. Before you go, say goodbye to Eri, and
    she'll tell you that she's happy here, thanks to you. ^^
    Visit Armand's house in Falrish, and he'll thank you again for helping Eri.
    Talk to his granddaughter, and she'll hand over a FireShard to us. ^^ Now, we
    are not quite ready for the next area yet, as we still have some things to wrap
    up. Head east of Falrish, and return to the MechSoldier Base. You'll see a
    fortune-teller here, who can tell you where to find Shards that you may have
    missed, or haven't received yet. She's good to talk to if you're lost. Walk
    inside the base, following the grey path to the northeast and going down the
    elevator. Follow the next path southwest to another elevator, but ignore it,
    and walk to the northwest instead. Take this elevator up, and help yourself to
    the STRseed in the western chest. The eastern chest is a Cannibox! Return to
    the elevator we ignored, and ignore it again, moving south and using this
    elevator. The north chest is empty, but the south one contains a TinyMedal.
    Go back up the elevator, and go down the elevator we kept ignoring. Follow the
    path north to the next room, and walk around the water's eastern edge. The vase
    is an EvilPot, while the chest has an Iron Claw.
    Leave the Base behind, and move east over the now-fixed bridge. You'll see a
    place by the water, Coral Lake, which you should enter. The information you
    find here is about God, and that while he is gone, he is gone only physically.
    The rebirth of the world that was mentioned must be what we're doing with the
    lands. If we come back later perhaps, we'll be able to do something of
    importance here? For now, though, we have a new world to explore. Return to the
    Ancient Fane, and the Green Pedestal Room. Set the one WindShard you have on
    the southwest pedestal, in the southwest area. With that done, walk to the Red
    Pedestal Room, and the southeast pedestal, setting FireShard pieces on the
    southwest, east, north, and southeast areas. What sort of situation will we be
    in the middle of this time?
    2I. Love's Labors, Lost and Found
    Items: 3G, 5G, 25G, 50G, 100G, 250G, Bunny Tiara, DEFseed, Dung, Fur Hat,
           Garter, Glam Robe, Horned Hat, LandShard, Mila Drug, Slime Earrings,
           TinyMedal x 4, Traveler Suit, WindShard x 3, Wooden Hat.
    When you appear in the darkened past, start to walk to the northeast, and
    you'll see a village. This village, Verdham according to the sign, is rather
    empty right now. If you enter any of the buildings, you'll see why: the people
    here have been turned into stone! This happened very recently, though, so
    perhaps whatever is causing it is still here. Head directly north of the
    enterance, then walk west of the sign. You'll se a house with stairs going up
    to a door. You can't go inside that door, or the ones beneath it, but you will
    see a monster on the roof. Is that what's causing all this? Enter the third
    door here, and walk inside, taking the stairs up to the second floor.
    Rather than go up the next stairs, head west first, entering the first room you
    come to. A dresser in here has a Glam Robe, but the chest is locked. Now you
    can go up two flights of stairs, and fight the Rainmaker here. This isn't a
    difficult fight, as Rainmaker often just attacks physically. He can go twice a
    round, though, and the SickLicks attack he uses also lowers your defense. Cast
    Upper on individuals that lose a turn from this move, and keep your HP up. The
    only other attack he uses can blow frigid breath over everyone in your party.
    Take him out fast enough, and he won't have a chance to use HealMore, let alone
    kill anyone in your party. ^^
    With the Rainmaker's death, the town still stands as statues. However, you
    still have the AngelTear from Dialac, and you are at a high elevation. Use the
    potion that Clayman gave you, and daylight will return, and the people of the
    town will be restored to their normal selves! Walk downstairs, to see someone
    named Iwan looking through a window. He thinks that Pepe has attacked a girl he
    likes, named Linda, and is laying right ontop of her! He rushes off, and you
    can head down the stairs. Make a little detour south for the kitchen, and break
    a barrel here for 25G. When you go outside, you'll hear that there's trouble in
    the herb garden, but there're too many people in the way to walk over and
    check. Go around the west side of the house, to the back door, to see Iwan. It
    seems Iwan and Linda're engaged to be married. When you go over to the three of
    them in the herb garden, you'll hear the story. Pepe didn't attack Linda, but
    covered her so he'd get hit by more of the rain than she did. That must be why
    he's still stiff now, even though he's not stone.
    After a scene with Iwan and Linda, walk downstairs to get a Wooden Hat from the
    dresser. Behind the bed where Pepe is, you can search the bookcase for a love
    letter that Porta, Pepe's brother, was writing, but it's not finished. Back in
    the mansion, Borlock will chew Iwan out for caring more about the marriage than
    about Linda's feelings. Upstairs, you'll find a maid, Kaya, talking to Iwan
    about Linda. Kaya seems like she likes Iwan, and she says that Linda's so upset
    about Pepe, because she'd want to kiss him as well! Let's explore the town,
    while we figure out what to do. The house west of Borlock's has a vase with 3G
    inside. South of that house, you can go upstairs to find a Bunny Tiara in the
    dresser. A little east of there, is the Item Shop, where you'll find that Iwan
    just got yelled at. ^^
    Upstairs is Linda's room, where a man tries to help her out by giving her money
    towards the debt her parents owed. She refuses it, but once he hears about the
    wedding, the man leaves it as a wedding gift. Linda just feels so confused and
    unsure of herself. If you read the diary on the table, though, it seems like
    she may be talking about Pepe. The moment you leave the house, Linda will go
    rushing off! Before going anywhere, enter the east side door of the Item Shop,
    and help yourself to a TinyMedal from the chest. East of here is the Inn, where
    there is a priest availible for any priestly duties other than saving. There's
    an Adventure Journal on the table, though, so it's not something to worry
    about. Upstairs, you can get a Traveler Suit from the dresser. Don't complain,
    you can always sell it if you don't have a use for it. ^^; Make sure to check
    out the local Weapon Shop while you're there!
    Walk to Pepe's shed in the herb garden, and you'll see Linda talking to Pepe's
    dad. They'll talk about a secret potion, that can cure ailments like this,
    somewhere east  of here. From all the clues the townspeople say, from Mt. Flame
    and fortune-tellers who aren't good with medicine, you can figure out that you
    need to return to Engow, the past one, to talk to Pamela. She's at the Elder's
    house, and if you tell her about Pepe, she'll run back to her place to get some
    medicine. Go there, and she'll hand you the Mila Drug. Run back to Verdham, and
    Pepe's dad will meet you there. He runs off to tell Linda, and you should
    return to the shed. The Mila Drug works wonders on Pepe, and he's healed within
    seconds. Iwan decides they should throw a party tonight in honor of Pepe, and
    you're invited!
    Later that night, the party will start. While many people are attending,
    including two people that sound like they're Nara and Mara from Dragon Warrior
    4, Pepe doesn't seem to be here. Talk to Borlock, who tells us that he'll make
    an announcement shortly, then head out of the herb garden, and west, towards a
    tree stump in the northwest of the town. Pepe and Kaya are here, and Pepe
    doesn't seem happy. Kaya's trying to make him elope with Linda, and just ignore
    his family here. Kaya definitely seems to be the scheming sort, doesn't she?
    Pepe walks away angrily, while Kaya stays there, and even makes a poison joke
    to you! Not the best person. ^^;
    Pepe will be outside Borlock's house, saying he doesn't feel good, so go back
    to the garden and talk to Borlock. Before he can announce the wedding, it
    starts to rain. Someone shouts that it's gray rain, and they all panic! It's
    normal rain, though, so ignore it, and go back to the tree stump to hear Linda
    and Pepe. Pepe refuses to marry Linda, because he feels it'll hurt a lot of
    people. Linda wants him to think about himself, and not everyone else, but he
    won't listen. He walks off, as Linda yells at him. When you reach the exit to
    the town, though, Pepe will be waiting for you. He's decided to leave everyone
    here, and just to go out by himself. He realizes that Linda and him could have
    payed the debt off together, since Borlock's not a cruel man, but it's much too
    late for that...
    The next morning, the town's a bit shaken by Pepe's leaving. Some citizens do
    mention a merchant, however, who collected Shards. We are here to collect those
    things, afterall, so this's a good clue. The merchant was going after a
    treasure that supposedly is in a cave to the west, so get your things together
    and start walking! The Swamp Cave is north of Verdham, then west after you pass
    through the mountains. It's surrounded by swamp, appropriately enough, so it's
    hard to miss. Inside, do not head north, as the floor up ahead is weak, and
    you'll fall. Move east instead, then north, northwest, northeast, and west,
    then go down the stairs you'll see.
    Walk east, then south when you reach the room with the rocks sticking out of
    the floor. Head downstairs, then move to the southeast when you can, until the
    path splits to the northeast and to the south. Move northeast, walking
    southeast when you can, then north to stairs going down. Travel south, then
    west, moving northwest when you reach the pit to find some stairs leading down.
    Tred over the swamps and north up the stairs, then walk clockwise around the
    corner and up another flight of stairs. The chest here contains a WindShard! Go
    back down two flights of stairs, and back up one, to reach the room we were at
    originally. Move south and east, then walk down the stairs that you'll find
    West of you, you'll find two chests, one of which is empty. The unopened chest
    is a Cannibox, so be prepared! Back at the stairs, move north, and you'll be in
    a room with a waterfall. Climb up the ramps, and enter the room past the
    waterfall. Head east, then heal up before moving down the ramp. It seems the
    rumors of treasure were just that, rumors. Cavemon and two JewelBags were
    luring people here, then killing them for fun. Let's teach them a lesson! These
    guys attack as a team. If you have weapons that'll attack multiple enemies,
    like boomerangs or whips, then you've got it made. Focus any single-target
    weapons against Cavemon, as his Firebane spell can hit you rather hard. The
    JewelBags are more of an annoyance than anything else, so you can ignore them
    until Cavemon's gone down.
    After the fight, heal up, and open the western chest for 50G. Watch out for the
    chests east of here! While the one that's a little bit lower and to the west is
    safe, with a TinyMedal inside, the other chest has a Cannibox ready to eat you.
    Head southwest, and out the door here, to find a WindShard on the ground, next
    to some skeletons. This must be what happened to that merchant who came in
    here. It's safe to go outside now, and return to the Ancient Fane. It wouldn't
    hurt to place your Shards now while we're here, either. Both go on the
    southwest pedestal in the Green Pedestal Room, with one piece fitting in the
    northwest part, and the other fitting in the northeast part.
    Return to Engow, and start walking north, between the mountains, then west
    towards where the Gate in the past used to be. Head south when you see a break
    in the mountains, then west through the hills until you reach a village where
    none was in the past. The sign here says this is the Mentare Herb Garden, and
    that the town west of here used to be famous for its herbs, but it's just a
    ruin now. Could that have been Verdham? Before running off to check, let's
    explore the town. If you talk to the turban-wearing man north of the house to
    your west, you'll find he's a merchant, and he's selling a diverse amount of
    items. Also, enter the house south of the merchant, to break a vase for 3G. The
    big house to the northeast is where the current boss of Mentare lives, so walk
    inside the first floor. Go inside the storage area, and pillage the chests for
    a pair of Slime Earrings, and 250G. Go up to the second floor, and search the
    dresser in the room with a mirror for a Garter. Up on the third floor, break
    the vases for 5G, then open the chests here to find a LandShard!
    Walk out of Mentare to the north, following the path towards the Geionne
    Monastery. You'll have to pass through some cliffs to get there, and you'll see
    an old, fallen-down house. Could this be where Pepe lived? Poor guy... he left
    a TinyMedal in a vase for us, so be sure not to miss it. Continue climbing the
    path, and move north to the next screen. Here, pass northwest under the bridge,
    and walk clockwise around the pond, to find a chest with 100G inside. Move back
    south, and climb the trail here to cross over the bridge. Walk around to the
    northeast side of the lake, to find a locked chest, then move to the southeast
    edge, descending the ladder here and walking inside the cave. Inside, you will
    find a very strange herb, with glowing petals, as well as a dresser with a
    Horned Hat inside. You can get some Dung from the vases, if you really want to.
    Leave the cave, and exit the screen to the north again, to reach the Monastary.
    This's mainly a small little place, without much going on, but you can save and
    heal for free here. Up on the second floor, you can break a vase for a DEFseed,
    and get a Fur Hat from a dresser here. Before starting back to Mentare, examine
    the two tombstones in the northeast, by the cliff. One of them has the name
    Linda on it, and the other, Pepe. Perhaps in the end, they found each other at
    last. Start walking west of Mentare, now, and you'll come across where what's
    left of Verdham is. The only thing that's really still here, is Pepe's old herb
    garden, the rest is lost. Pick up the WindShard from the ground here, and put
    it in your pocket.
    Our last goal is to go north of the ruins of Verdham, and then west, towards
    where the cave we fought Cavemon in, used to be. In its place, you'll find a
    rather expensive Inn. Downstairs, though, you'll find an old man who mentions
    Orgodemir, the Demon Lord, and how he caused the world to be split up like this
    during his war with God. So, if we restore all the lands, then we'll have wiped
    out the terrible deeds of the Demon Lord! ^^ Great! Get the TinyMedal from the
    barrels here, then return to the Ancient Fane, placing the LandShard on the
    center pedestal in the Yellow Pedestal Room, to the southwest. Enter the Green
    Pedestal Room, and place your WindShard on the southwest pedestal, in the
    empty southeast position, to begin the next step of our quest to restore the
    2J. A Guardian's Decision
    Items: 3G, 5G x 2, 13G, 15G x 2, 17G, 20G x 2, AGLseed x 2, AquaShard x 3, Bug
           Knife, DEFseed x 2, Fur Robe, Herb, INTseed, Kiefer's Letter, LandShard,
           Leather Hat, MysticNut, Potion, TinyMedal x 4, Viva Grape, Wizard Ring.
    On the other side of the Gate, head west, until you hit a mountain range, then
    start to walk to the southwest. You'll find a tent here, where some travelers
    must be camping. Enter their little settlement, and talk to the man infront of
    the big tent you come to. This's the Deja Tribe, and they travel around
    nomadicly. Right now they're having a ceremony, so he asks that we talk to him
    later. Break the vases west of here for 13G, then enter the nearby tent. You
    can find 20G and a TinyMedal inside the baskets here, which look remarkibly
    like chests. ^^; The tent to the east has a basket with a Leather Hat inside.
    The girl here mentions that the festival is for their tribal dancer, Layla, and
    that she has something called a Terra Spirit in her.
    The tent to the east has a little boy in it, who says that someone named Jann
    is going to marry Layla. The large tent directly southwest of that one has a
    basket with an important AquaShard inside! The people here will talk about the
    Terra Spirit, and how it's one of four others, that God released when he was
    sealed. Wait, sealed? Everyone else we've talked to said God was dead, not
    locked up. The tent northwest of here has people mentioning the Deja Tribe's
    quest: try to ressurrect the sealed God, with the help of the Terra Spirit.
    Back at the main tent, the ceremony will complete itself, and you'll see Layla
    and Jann, as well as meet the Chief and his wife, Beretta. The Chief functions
    as the Tribe's priest, in that you can save and such with him. Don't forget the
    baskets here, so help yourself to 5G and a DEFseed. The other two baskets're
    locked up tight, so curious adventurers can't get to them. ^^;
    Outside the tent, everyone will split off to explore, so you'll be left all
    alone. Go inside Layla's tent, and talk to her, to find that she's in deep
    thought over her new responsibilities. Leave the tent, and go to the southeast
    part of the encampment, after talking with Kiefer, to get a bottle of Viva
    Grape, the tribe's wine. Bring it back to Kiefer, and he'll talk to Layla
    inside her tent about his responsibilities and avoiding them. Jann will walk
    in, misinterpreting the scene, and nearly attacks Kiefer before you can help to
    put a stop to it. You'll drink heavily, and nod off later that evening.
    You'll be awoken by the sounds of a struggle, and when you leave the tent,
    you'll see Kiefer trying to defend Layla from a ManEater monster. He drives it
    away, then explains to you what happened. Beretta will cure Datz, Layla's
    father, but he's going to need some bedrest still. Tomorrow's the big day for
    the Deja Tribe, though, because they're going to ressurrect God. A plan's made
    and agreed upon: Kiefer will stay here to protect Layla and Datz, while
    Maribel, Gabo, and you go off to help the Tribe reach their destination, the
    Temple of God, to the west.
    Leave the camp by the southwest exit, then move west and north, passing east
    across a bridge. The monsters aren't tough, thankfully, and many of them are
    familiar. We're one party-member short, though, so you're going to be killing
    the monsters off slower than normal. Head north after crossing the bridge, and
    you'll see a lone Church. This isn't the one we want, but you can go inside to
    save and all that, plus talking to the cat here will restore all your HP and
    MP! Nice kitty. ^^ Southwest of the Church is the bridge we want to cross,
    leading inside a cave. The layout's rather simple: move north, west, and north
    to the stairs on the first floor, then west, north, northeast, and a bit north
    and west to some more stairs. Northwest and west will bring us to a door out of
    the cave, where the Deja Tribe is already waiting.
    Smash the vases northwest of the campfire for an AGLseed, then talk to the
    people here. Jann loves Layla, but they can't marry, because they both have
    divine marks on them. That's against a tribal custom, it seems. Enter the
    western tent and talk to the woman here to rest for the night. By the time you
    wake back up, the Deja Tribe's all packed up, and they've headed south to a
    spot by their sunked Temple. Here, at the Lake Altar, you'll find that the
    Chief was wrong; the two relics needed to get into the Temple, are within the
    Temple itself. So how do you get in to get the relics that're needed to go
    inside? ^^; Beretta says that this will take a bit, so after talking to all the
    people on the carpet, enter the tent north of you and have a nap.
    Outside, Jann decides to join the party, since he has a TerraBell that may help
    drain the water here. Move north and enter the cave that's in the grassy hill,
    the Lake Altar Cave, then walk northwest and start climbing the steps. Move
    west, and when you find steps leading down, take them, moving west and
    southwest to find an empty chest. Jann'll be mad, both at the monsters being
    here and the empty chest, wondering if the contents have been stolen, and how
    monsters could be here so close to God. Go back up the steps, and walk west and
    south, down the last few steps, and south to the next room of the cave.
    This room looks partially flooded, and there are some steps and chests you just
    can't access right now. There's also an odd stone door to the southwest, that
    won't open either. There are stairs going down a floor, though, so move down
    those steps and to the next floor. Move east of the stairs here, through the
    wall, and north to exit by the eastern torches, opening the chests here for a
    TinyMedal and a Bug Knife. Go back to the stairs, then move west, between the
    two torches there, and through the opening in the wall. Move north, being
    careful not to fall into the pits just yet, and open the two chests here to
    find that they're empty too. Now fall down a pit, and move north to find a
    tablet. Jann will translate it for you: "May the brave one be guided by the
    flame of God. The Flame of Bravery to the East, Flame of Wisdom to the West."
    Speaking of east, walk east and open the chest here for a Fur Robe. Now, go
    back towards the steps south of the tablet, and walk west through the wall to
    find a hidden chest with an AGLseed! This one took me a while to find, so don't
    feel bad if you missed it. ^^; Go back east and south to the room you fell
    into, and go up the stairs here.
    Back north, you'll reach the room with the pit. Head east, and through the
    opening in the wall between the two torches. Maneuver your way over to the
    torches east and north of you, then head north and west until you find a room
    south of you with a staircase. Go down two flights,  and Jann will happily read
    the tablet you'll find there: "Ascenticism may lead you to the path of God."
    Your mysterious ability to read ancient writing will kick in as well, to Jann's
    surprise. Move north, east, and south to the next room, then south to a chest
    with 5G. If you exit to the south, you'll find yourself in the same room, even
    down to the opened chest. Odd... Move east and south instead, and you'll reach
    another room, with two chests to the east, with 15G and 20G inside.
    Exit to the southwest, and move west, to open the chests with an Herb, 3G, and
    an INTseed. Head west, to grab a Potion, then go back east, past the chests.
    Move south, then west, taking the northwest path to reach a chest with a
    MysticNut. Go back around, and take the southwest path, moving west to find
    some stairs and, a Healer? Talk to it, and it'll tell you that it's a friend of
    the Dejans, and the TerraBell will help to drain the lake. Downstairs, move
    west and read the tablet here: "You possess both wisdom and bravery. Prove
    yourself to be a child of God, and let him show you the way." Jann will ring
    the TerraBell, and a shimmering platform will appear! You can cross it to the
    other side, then move north and east to the next platform. You should move
    north next, then west, and south to find another platform, with a chest on the
    other side containing a Wizard Ring.
    Walk back north, and west across the platform here, then down the stairs. Walk
    north, and Jann will ring the TerraBell, which does infact drain the water
    here. Exit through the southern door, and climb north up the stairs, opening
    the chest you come to for a LandShard. Climb further up and out the door, to
    find yourself back at the stone door that wouldn't open before. Walk around to
    where the lake was, and walk down the steps, getting the chests here for a
    DEFseed, 15G, and a TinyMedal. Exit to the south, and we'll reach the Temple!
    Layla isn't here yet, nor her father or Kiefer, but everyone else is waiting.
    Talk to Beretta to have her move out of the way, then read the plaque on the
    wall: "When the ancient TerraTula shines like a golden fire, the dawning of a
    new age is nigh!" The stairs will move aside, and Jann will hurry inside. He
    feels that once this's accomplished, his mission will be over, and he'll be
    free to marry Layla. He'll take the TerraTula and the Sacred Gown that're here,
    then Kiefer and Layla will arrive! She's sprained her ankle on the way here,
    but should be okay for the dancing.
    Outside, an incensed Jann will demand that they revive God now, even though the
    TerraTula isn't shining. Layla slowly follows him, and after a scene, nothing
    will have happened. He'll reveal to the citizens that he does have a divine
    mark, like Layla, and that he's been deceiving them all this time. Handing the
    TerraTula back, he'll run off, saying that he's leaving the tribe. The Chief
    decrees that the lake should be resealed, and Datz will go with you to do that.
    Kiefer seems a little sweet on Layla, too. ^^ Head off inside the cave, and one
    cutscene later, the lake is refilled, and you're back at the main Deja Tribe
    camp. You'll have a feast, which's unfortunately not shown, and Kiefer will
    speak to you in the middle of the night, even though you're asleep. You'll
    learn about your birthmark, which for some odd reason, never came up into
    conversation before now. ^^; Kiefer will also mention how he wants to do
    something special, like he knows you will, and being a Prince or King just
    isn't one of those things.
    The next morning, Maribel, Gabo, and you will wake up, walking outside the tent
    to find Kiefer and Datz fighting! It seems that Kiefer wants to remain here as
    the Deja's Guardian, so that he can be with Layla, and also do something that
    he feels he can accomplish. Kiefer will win, and gain his title, before he
    escorts you to the Gate leading back to the Ancient Fane. He asks that you tell
    his father his descision, that he's found his dream, and he suddenly pushes you
    back through the Gate so you can't stop him. On the other side, you'll find a
    bag with his belongings, and a letter. Before leaving, set the AquaShard on the
    southwest pedestal in the Blue Pedestal Room, to the northwest, then set the
    LandShard in the Yellow Pedestal Room, in the northeast part.
    The new continent is fused with the one where Orph is. The exact area we want
    to revisit is southwest of Engow, where we will find a dusty cliff area in the
    middle of the hills east of where the Deja Tribe's camp used to be. There's
    no trace of their camp, actually, nor the region where the Temple of God was.
    Perhaps we'll only restore them after assembling more of the Shards? In any
    case, enter the cliff area, and you'll hear someone trying to attract people to
    see a horned creature from the prehistoric past. Walk over to the man infront
    of the tent, and agree to pay 5G to get in. He'll let us in ahead of the crowd,
    too. Inside, break the barrels to find 17G. We've already made up for the fee
    to get inside! ^^ Exit the tent to the west, and climb down into the well. You
    can find an AquaShard and a TinyMedal in the dressers here.
    We can't avoid this any longer... return to Estard Castle, and tell King Burns
    about Kiefer. The King is upset, of course, and needs some time alone,
    especially since he was about to let Kiefer know that he was going to allow him
    to go on this journey. He hands you an AquaShard, and asks that you go. Return
    to the Ancient Fane, and the Blue Pedestal Room, placing your AquaShards in the
    southeast and northeast positions. We're going to need something to make up for
    Kiefer leading the party, or eventually these stronger monsters we've been
    facing will overpower us for sure.
    2K. Classes Are In Session
    Items: 3G x 3, 5G x 2, 6G, 7G x 2, 15G, 20G, 30G, 35G, 50G x 3, 100G, 130G,
           200G, 210G, 350G, 500G, AGLseed x 2, Antidote x 5, Bandit Key, Bone
           Knife, BunnyTail, Carpet, Cloth Suit, DEFseed x 3, Dharma Key, Dung x 5,
           Healer Heart, Herb x 9, Horned Hat x 2, Iron Shield x 3, Iron Spear,
           IronMask, Kitten Shield, LandShard x 5, Leather Armor, Leather Hat,
           LifeAcorn x 2, LifeRock, MysticNut x 3, Pirate Suit, Potion, Repellent,
           Scale Armor, Sickle, SilkRobe, STRseed x 4, TinyMedal x 11, Traveler
           Suit, WizardRing, WondeRock, WorldLeaf x 3.
    Northeast of the Gate, you'll find the Last Inn, the last stop between here and
    Dharma Temple, from what the people here say. Lots of people go to Dharma
    Temple to change their classes, and to gain more abilities and spells. This
    place is certainly stocked for a pitstop, with both Weapon and Item Shops, as
    well as renting out rooms for healing, and a priest onhand for saving. Break
    the vases by the Item Shop for 3G, and you can get an AGLseed in the vase
    behind the Innkeeper's desk. Be careful examining the bookcases in the Inn's
    room, as the southernmost bookcase is hiding an EvilBook! Down in the basement,
    you'll hear that fewer and fewer people go to Dharma anymore, and that the ones
    who do, almost never seem to visit the Last Inn on the way back. Out back, the
    purple-toned Warrior here will mention his dream of becoming a Hero, and he'll
    wander off. There's just one more thing to do here before leaving, and that is
    to go down the well, to visit the Last Inn's Casino! ^^
    As much as the allure of a new class or two probably has on you, you'll want to
    spend some time down here! You can pay Gold to get Tokens, which're used to
    play the games here, as well as redeeming them for prizes. There's Poker, which
    is pretty faithful to the actual game. You'll get a payoff for something
    involving Slimes in your hand, though, which's new compared to the original
    game. Jokers are wild, and when you do win a hand, you can choose to double-up
    your winnings. If you do, you'll have to decide if a card is higher or lower
    than the one that's already shown. Each time you win, you'll get double your
    tokens, which can be a good thing, but losing costs you all of the ones you've
    won so far! It's best to know when to take your winnings and leave.
    The slot machines here take either 1 or 5 Tokens at a time, and you can bet up
    to five times that per pull of the lever. It is all about luck, though, so
    you'll either win big, or lose horribly. ^^; When you get the first two slots
    to match, two bunny-girls will be at the bottom of the screen, with a "Good
    Luck!" message for you. Sometimes when this occurs, Hondara will walk across
    the bottom of the screen after them. I've noticed that if he trips, the third
    slot will get advanced one spot, which can either help or hinder you. ^^; I've
    also seen a King with some soldiers appear, looking happy, and the third slot
    started glowing, which gives you a better chance of getting the third slime to
    match. ^^ Other possibilities include a Queen appearing, and kissing the slots
    to make the first two 7's, as well as a Warrior who appears and slices the
    third slot repeatedly to make it change.
    The game I love most, though, has to be Lucky Panel. You can win various items
    from it, some you can't get up to this point in the game! You flip over six
    cards to begin, trying to find matching pairs. After the first six flips, the
    cards turn back over, and you have three turns to find everything. The card
    with the pointing finger is good, as it'll give you an extra turn! The hand
    card is terrible, because it'll shuffle all the cards around, and it's really
    hard to win that way. If you see the hand card during the initial six cards,
    remember where it is, and don't flip it! You don't have to, to finish the game
    anyways. Some scrap paper and something to write with really helps in
    "remembering" card locations. ^^
    One strategy for gaining Gold, rather than Tokens, was suggested to me by a
    nice reader, named Joe. His suggestion is to step up to the five Token Slot
    Machine, with about 200 Tokens in your pocket, and keep playing until you
    manage to get a lot of Tokens, or three 7's, whichever occurs first. Save some
    of these for your future gaming, but buy a lot of Tights from the prize
    counter, and turn around and sell them for 1100G each. For their price, they
    give you the most Gold back with each sale, and over some time, youy can get
    very rich indeed! Another good strategy is to play Lucky Panel, and just sell
    the items you get that you don't need. Some of the items you do find'll be
    better than any of the things you could buy, so make sure not to ditch the
    wrong items!
    Once you're richer, in both Gold and Tokens, and you're carrying some better
    equipment, head to the northwest, west, then south, and enter the temple you'll
    see. This's Dharma Temple! There isn't much activity going on here, oddly
    enough. To the northeast, you'll find a person who functions as a priest, and
    north of him, stairs leading down. Enter the room east of you after you
    descend, and open the southern chest for 130G. The north chest is securely
    locked, so you can't open it yet. Move down the steps, and then go west and
    inside the door you'll see there, next to the steps. Pick up the STRseed here,
    then go up the steps, and inside the next room. You can get 50G from one of the
    vases here.
    Back upstairs, talk to the High Priest, and you'll be able to pick a new class!
    Which should you be? At this point, it actually doesn't matter, so pick one,
    and the High Priest will ask you to bath in the waters behind him. But it's a
    trap! When you do that, you'll actually have your spells and skills sealed, and
    you'll be thrown down into an area that's unfamiliar to us, the village of
    Penal. It seems we're not the only people who fell for this, as this entire
    town is full of similarly-sealed people. Break the vases nearby for a Bone
    Knife and some lovely Dung, then enter the house west of us, and break a vase
    for an Herb. North of us're the weapon and armor shops, which you should buy
    from if you see anything that's stronger than what you have. You don't even
    have Heal spells here, so you'll need to be able to dish out and take more
    North of the Weapon Shop is a house, where Suifu lives. He's the current boss
    of this town, and he sounds strong, so maybe he can help us escape? Break the
    vases in here, and you can get an Antidote. Also, nab a rare WorldLeaf from the
    treasure chest. This'll revive someone who's died, but only once, so hold onto
    it! Up on the second floor, break a barrel for a LifeAcorn, then get a Horned
    Hat from the dressers. Back outside, to the southwest, you'll see a guard of
    some sort trying to mug someone. If you try to interfere, you'll have to fight
    off an EvilArmor. It's not the most complex fight, since all you can do is
    attack or use items. Watch out when he BackFlips, as that can hit everyone in
    your group at once. The cleric you rescue will thank you, appoligizing for
    being so weak. Normally, Clerics would be a great asset to have, but in a place
    where their healing magics are all blocked, their value does decrease.
    Get an Herb from the barrels west of you, then move down the stairs to visit an
    Inn. Chances are, you'll need it! The guard north of you mentions something
    called the SoulSword, and mentions that the local boss, Suifu, made using this
    sword the only real rule here that cannot be broken. Suifu doesn't want the
    weaker people being soul-shattered, afterall. Maybe he's not such a bad guy
    afterall. The Item Shop nearby is rather important, as you can buy a Thief Key
    here! This'll help you get into many locked doors and chests that we couldn't
    get to so far in the game, so make sure to buy it while you're here! Walk
    around behind the bar, breaking a barrel for 3G, then go down the stairs here.
    Break the barrels again, to get an Antidote, then nab 5G from a vase.
    Visit the Temple if you need to, then walk along the wall behind it, and break
    the barrels here. One of them contains a TinyMedal to add to your pocket. Enter
    the house west of the well, and you'll find the World Bank, to store your money
    in if you've found yourself with a few thousand in your pocket. Further east,
    you'll find the pink Warrior from back at the Last Inn. He's stuck here too,
    the poor guy. Break the vases, and collect an Herb, and 20G, then continue
    south to see a man, Kasim, speaking to someone named Flower. Flower was
    mentioned before as the best person in town to buy unusual items from, at a
    good price of course. Flower seems to want to be a Guard at Dharma, but he
    can't achieve that staying here, of course. Break the vases for an Herb, and
    the barrel for some more Dung, then say hello to Flower. Downstairs is a bar,
    with someone who claims to be a Priest from Dharma, but nobody believes him.
    Break the vase behind the bar, and you can gain another TinyMedal.
    Leave the alley, and you'll see three monsters appear, daring people to take up
    the SoulSword. Anyone who kills five people with the SoulSword gets their
    abilities back, but the local people refuse to let soul-shatterers, as they've
    come to be called, get away with this alive. The monsters will mention Lord
    Antolia, who seems to be in charge here. After appearing to drive the monsters
    off, Suifu will decide it's time to pummel you. And pummel you he will, he's
    not the boss here for no reason. While you might be able to defeat him alone,
    he has two friends with him, and in your state, relying only on Herbs, it
    doesn't seem like a fight you can win. I couldn't, at least. ^^; After coming
    to, you'll meet Neris, who rescued you, and Zaji, her brother. Kasim will
    arrive, and give Neris the potion he bought earlier, which happens to be
    WorldDew. Break the vase here for 30G, and talk to Neris, who'll go lie down.
    Outside, Flower will try again to ask Kasim to be a Temple-guard, but will be
    told that there's no way to become one until the High Priestess Fosse is
    rescued. Flower will ask that you accompany him to the western cave, and defeat
    the monsters there. To seal the deal, he'll have over the WondeRock, which
    works like a once-a-turn Heal spell, whenever you use it. This's great! ^^
    Flower'll do some damage in battles, and also pass around Herbs when you need
    them. Now, leave the town, and head west, to the nearby West Cave. Enter it,
    and start going north, then north again when the path splits west and north.
    Head east, and north across the poisonous swamp, then northwest to some stairs
    leading up.
    Head up the ramp to the west of you, then walk east, and north, maneuvering up
    the ramps as you come to them. Follow the tunnel northwest, then up the stairs.
    Walk northeast on the next floor, then north to the little pond. Move west and
    north through the swamp, and walk down the stairs here. Move northeast, and up
    the next set of stairs you'll see, then head west and up another flight. Walk
    north, moving west to where two monsters are standing guard. Flower will try to
    distract them, but it won't succeed, and they'll both attack your party
    anyways! Again, this doesn't seem like a battle you can actually win. I've
    managed to deal lots of damage to these guys without perishing, but eventually
    they use strong attacks, like Hurricane and Infermore, and they take me out.
    That's okay, though, because you'll wake up in Neris's house after this
    happens. Zaji and Neris will go outside to talk, about Kasim, and they'll go
    running off.
    It's night-time, and people seem to be worried and tense, especially the pink
    Warrior we met earlier. Neris is by the well, and asks that you go down the
    alley to find her brother for her. Zaji is down in the bar, chewing Kasim out.
    Seems like this's turning out to be a rather bad night... Head back west of the
    well, and you'll suddenly hear a loud piercing scream. The townspeople say that
    anyone who gets soul-shattered always screams like that! Run down by the shops,
    and you'll see that the pink Warrior has gone crazy and soul-shattered the guy
    we stopped from robbing the Cleric earlier! He goes running away as Suifu
    appears, and two more people fall before we can catch up to them. A fourth goes
    down, which means there's just one more needed before he completes his grim
    task. Suifu and Kasim rush the Warrior, and after he's driven back, he tries to
    take Neris's soul. Zaji gets in the way, though, and is partially cut.
    After the monster's escape with the Warrior and the five fallen people, Neris
    and Kasim decide to rescue Zaji from the monsters. Their plan is to meet us in
    the western cave, back where Inopp and Gonz defeated us before, so return to
    the West Cave and make your way to that floor. Head north past where the two
    monsters were guarding, and move east, to catch up with Kasim and Neris. Kasim
    will give her a hair ornament, and suddenly get defensive when he finds we're
    there. Inopp and Gonz weren't defeated, they just happened to not be guarding
    this floor. Continue south to the next screen, to reach a village full of
    Dharma priests and soul-shattered people, known as Mountain Hut. It seems that
    once soul-shattering happens to a person, they can be directly controlled by
    the monsters. The priests here can't harm people, but the monster-controlled
    people can and have killed the priests before. Move west, and pay your respects
    to the departed here, at the graveyard. While you're there, search the back of
    the tombstone that's the furthest to the west, and you'll find a TinyMedal!
    Inside the blue house to the east, break a vase for an Herb, and talk to the
    woman here to buy some items if you want.
    Up ahead, you'll see that Flower's made it here, but he can't rescue the High
    Priestess by himself. Head to the east, and you'll find another house, and a
    well. There's a WellLure in the well, so be careful! After defeating it,
    though, you can search a dresser down in the well to gain a TinyMedal. The
    house here has a priest to help you save your game, and you can get a Horned
    Hat from the dressers. There's 35G in a vase, and you can also have a free rest
    in this house to restore your HP and MP, not that your MP is any help right
    now. ^^; Now, go back and chat with Flower, who'll run off after admiting he
    abandoned us. Walk inside the house, and you'll find out that the High
    Priestess isn't in this place. You'll be forced to help Kasim out wheither or
    not you want to, so nab the Leather Armor from the dresser, and head outside.
    Don't forget to check out the room below this house, to get an Antidote from a
    Follow Flower and Kasim east, and you'll have to walk into the Cave to Prison
    harming or waking up the guards here. A soul-shattered Cleric will run off,
    possibly to spread the alarm about us, so we need to move fast! Inside, move
    north and then take the northwest path, following it until it splits again,
    then move northwest again, towards where the cave merges with the Temple. Move
    west and down the ladder to the stairs, then go west to the next set of stairs.
    Move north and, when you're lined up a little below the chests east of you,
    walk through the wall, opening them for a DEFseed and a Sickle. Go back out to
    the passage and walk north, going up the stairs, then heading east. Descend the
    stairs, then move south, and when you're halfway down the wall, walk east and
    through a passage here, to reach stairs going up. Move south, down the stairs,
    then west past the next set, to find a chest with a TinyMedal inside.
    Head back east and up the stairs, then move north, east, south, and west to
    some stairs going down. Head northeast, and down another flight of stairs, to
    reach some prison cells. The northwest room has some Dung in a vase, while the
    northeast one has a STRseed. There's a MysticNut in the southwest room's vase.
    Move east, and go all the way south when you can, then east to a chest with an
    Iron Shield inside. Walk back north, then east, hopping off the edge here. It's
    faster than walking around. ^^; Fall down the next pit, from the south, and
    walk south and west to a chest with a WorldLeaf inside. Go back east and north,
    then west, smashing the vase along the way for 50G, then move north. Circle
    around the wall and continue north, following the path until you reach another
    jail cell. Break the vase here for a TinyMedal, then continue east, until you
    can leave the cells and move north to another screen.
    Here, you'll find High Priestess Fosse! There's a magical barrier trapping her,
    so let's go down the stairs behind her to try to find a way to destroy it.
    You'll see three blocks here, and crystals down below that're helping to keep
    Fosse contained. If we push the blocks off the ledge, surely we can rescue her!
    Push the eastern block seven spaces south, and then circle around so that you
    can push it three spaces east. Next, push the block four spaces north, and then
    one space west. There goes one of the generators! Now, go to the western block,
    and push it seven spaces south. Move the block three spaces west, one space
    north, then one space east, and both generators will be gone! Upstairs, High
    Priestess Fosse will be safe, but Inopp and Goz will show up to try to change
    that! Fosse will remove their stolen power, and restore your HP, before the
    fight begins.
    This fight is much easier than before, especially with Kasim here to soak up
    some damage for you. Use the WondeRock each round to heal whoever's the most
    damaged, and keep focusing your attacks on Inopp, since his attacks are
    stronger. It won't be long before you've taken them out once and for all! Kasim
    and Flower run back to the village, and it's your duty to escort Fosse out of
    this place. So, go south to the previous screen, and walk west, snaking through
    the cells, then following the path south, west, and south some more. Circle
    around the wall, then walk south, until you jump off the ledge and up the
    stairs. Run east, north, west, and north, then go east and north, to find the
    stairs leading back up to the west. Walk southwest and west, then upstairs,
    before hurrying east, north, west, and north, until you're back on the floor
    with the large wall around the stairs. Walk west and north to go up the stairs,
    then travel west, south, and east, taking these stairs up. Now all you have to
    do is go up the ladder, move east, then just run south and out of the cave.
    After you regain control of your party, go heal up and save! Then return to the
    Head Priest's house, where we left Neris. Zaji has suddenly appeared here, it
    seems, and Neris doesn't have her hair ornament. She also says she feels fine,
    which is wrong, because Neris has been sick from childhood... Talk to Fosse, to
    receive the Dharma Key, then your party will split up again. Return to the
    cave, and move northwest, then northeast to another room. Inside, you'll find
    Neris, Kasim, Zaji, and Flower waiting for you. Neris will ask for your key,
    even though there's no reason she'd need it right now. Tell her no, and Kasim
    will support your descision. Sure enough, Neris's really a monster! The monster
    will have Zaji distract Kasim by trying to use the SoulSword on him, while you
    get to fend the monster off. The Maneater isn't hard, especially if you got a
    Magic Robe or two from the Last Inn's Casino. Just dish out the damage, heal
    once or twice, and the Maneater'll die. Afterwards, You'll see Zaji and Kasim
    dueling still. After being disarmed, Kasim will take away Zaji's SoulSword, and
    impale him with it. People who've been soul-shattered can be healed, it seems,
    by being hit with the SoulSword! 
    Run back off to save and heal if you want, then open the doors into Dharma,
    following the path east and going up the steps you'll see here. Enter the door
    when you reach the top, then go upstairs. Move west, south, and west when you
    can, being careful of the center vase as it contains an EvilPot. The west vase
    has an Antidote, though, and the east vase has an Herb. Go back to the center
    tile before we first went west, and go east instead, moving south and breaking
    the barrels here for 15G. Go back to the center area, then go north, taking the
    path east when you can for chests with a DEFseed and TinyMedal inside. Go back
    west, then north, before going west and south to some stairs leading up. On
    this floor, follow the path, then go up the steps and stand beneath the giant
    glowing ball of energy, to regain your sealed abilities! Fosse will tell you
    to go west now, and through the door. Follow the corridor, then go up another
    flight of stairs.
    In this room, move west and through the door here. Head west, and north through
    another door, then north into the room with lots of vases. Break them all to
    get two more bags of Dung, a STRseed, and 100G. The vase one space west and
    north of the southeast corner is an EvilPot. Move east, and north through the
    next door, then go east and south through another. Go south again, and you'll
    be back at the stairs, which you can go down to reset the puzzle. Back
    upstairs, go west and north through the door, then west and south through
    another one. Follow the corridor north, then north through the door, to get a
    WorldLeaf. Move east through a door, then south, then go east through another
    door and north to the stairs. On this floor, move counter-clockwise around the
    platform, moving up the ladder to get an AGLseed and a Kitten Shield, then go
    straight west and through the wall. Go north, then west to leave the wall,
    following the path until you go up the steps.
    Head east, through the opening in the wall, then go west to climb up the steps.
    Move up the ladder, and north through the trees to reach a chest with 350G,
    before moving west and down the steps. Move north and east once you're under
    the floor to find a chest with 200G, then go back west and follow the path to a
    staircase going up. The monster you'll see here says that this's the Arena, and
    the man inside the shop sells equipment. To the north, is a much-needed Inn,
    with an Herb in the vase beside her. Now, enter the Arena, and talk to the nun
    you see here to save your game. You can get 50G and an Antidote from the vases
    here. Move north, then west, entering the door by the bunny-girl here. Grab yet
    another Herb from the vases here, then open the dresser for some Scale Armor.
    You'll find that Neris is determined to avenge her brother's soul, and wants to
    kill the pink Warrior with her SoulSword. But she's already in pain, and we
    can't be sure how long she'll last if she keeps fighting like this.
    Head out the door, and back east, to see a frusterated Zaji run off. Talk to
    him, and he'll join you in entering the tournament. He'll be a good helper,
    with a decent physical attack, along with Upper, HealMore, and Bang as spells.
    Talk to the monsters to join the competition, and walk out onto the arena floor
    for your first match, Nepro and three DrakSlimes. The only challenge this fight
    has, is Nepro's occasional PanicAll spells, which actually only panic one. ^^;
    You can hit a confused person to snap them out of it, or just continue the
    fight and leave them as they are. The next match is Garcia, and three BoltRats.
    Garcia fights like the EvilArmor we beat up a little while ago, with a HealMore
    spell at his disposal. The BoltRats are mostly an annoyance with their Blinding
    Light. If you think Garcia's about to fall, have Gabo use Bark to distract him,
    and you won't have to worry about him healing.
    The following fight is Thompson and three Goopis. This battle is easier than
    the other two, in my opinion, because the Goopis couldn't even lay their clay
    hands on me. ^^; Focus your attacks on Thompson, if you don't have
    multiple-hitting weapons like a Blade Boomerang, because the worst thing the
    Goopis can do is call for another Goopi, and they're wimps to begin with. After
    you win, and have probably taken the time to WondeRock yourself to full HP, you
    will have to fight Naputo, and his three Smoochers. Take out the Smoochers
    first, because their SleepAir can put your party to sleep. Naputo gets two
    turns, and his Roundhous attack can hit your entire party. As long as you're
    not asleep on your feet, you should win without a problem. The fifth and final
    qualifying battle, is DonJose, and his three BeakRats. DonJose has SleepHit at
    his disposal, as well as a SandStorm, while the BeakRats can call for help too.
    Boomerangs and Whips do come in handy here, but you should be able to manage
    without them. Again, focus your attacks on the human opponent, as the monsters
    are easily dispatched once you're done. You should try to be at full HP and MP
    by the final blow.
    The last fight, to escape the Arena, is against Neris and three SlimeNites. I
    would personally recommend that you take out the three SlimeNites first, as
    their Heal spells can prolonge the fight, and Neris's hard enough as it is!
    She's hardly a weak girl at all, attacking twice a turn, and using a variety of
    ice-based attacks. Keep your HP high, and be thankful that Zaji is there for
    emergency healing, as well as taking a lot of Neris's blows without complaint.
    When you manage to win, Zaji will grab the SoulSword, slashing Neris with it,
    and hopefully healing her. We're not sure just yet, because the monsters force
    us away from the Arena, and towards the stairs leading up to the next floor.
    Zaji will thank you, then suddenly run back towards the Arena, the guarding
    monsters in pursuit. If you head back, you'll find many people attacking the
    monsters, trying to defeat them so they can escape too. You can grab 7G from a
    barrel before you reenter the main Arena area itself, south of the door. You
    can defeat two Mantipions, two SlimeNites, two PigDemons, an Armorpion, a
    MagJaguar, and an ApeBat if you go towards the Arena area, and talk to the
    monsters you see. This's optional, though, so don't kill yourself doing this.
    You'll find that Kasim started this riot, and that he's guarding Neris from the
    You can rest up, and save too, before going on to liberate Dharma Temple, and I
    would recommend it. Try to go up the stairs, and Fosse will appear, joining the
    party for the fight against the imposter High Priest. You'll find yourself in
    Dharma Temple's basement, just a floor down from where we had our powers
    sealed. If you bought the Thief Key, and you should've, we can now go inside
    the locked doors and chests here. Head north, and go west inside the door
    you'll see, then exit out of the door in that room. Cross the damaging tiles,
    and you can get a MysticNut and a TinyMedal from the chests here. Go back out
    to the central room, and move east, entering the door here, and exiting the
    room from the other door. The chests here have a LandShard, and a LifeAcorn!
    Back out in the central room, move up the eastern steps, and open the chest
    with your Thief Key to get a Wizard Ring.
    Upstairs, you'll notice the second floor stairs are no longer blocked, but we
    should save Dharma before exploring more, since we're almost done! Up on the
    dais, we'll find the fake High Priest destroying one of the tournament winners.
    The monsters won't let anyone out, even the ones who did win six fights. This
    has got to stop! Challenge Antoria, and the battle will start. Antoria's
    attacks are mostly spells, though his physical attacks aren't pathetic either.
    His strongest attack is when he fires two energy balls at your party.
    Basically, if they hit the same person, say goodbye to them, because they won't
    live through it. Fosse's attack spells will help you out, and you should work
    on slashing away non-stop, pausing only to heal. Once Antoria goes down, Dharma
    will be saved!
    You'll wake up a few days later, with your energy restored and any deceased
    party-members revived for free. Rummage through the local dressers for a
    Leather Hat, then leave the room. Flower will decide not to become a guard, and
    will wander off. Zaji's here, too, and he's changed his class to Warrior, so
    that he can protect his sister better. Follow him down the stairs, then north,
    and you'll see that Zaji will get in an arguement with Neris, over trying to
    protect her. Neris doesn't like being a burden, and doesn't want Zaji hurt.
    Zaji isn't going to buy a sword, though, but go on an adventure to try to clear
    his mind, and let Neris and Kasim get together if that's what they choose. Now,
    hurry over to Fosse, and choose a class! You won't get tricked this time, and
    class-changing can only help you, never hinder. Once you've changed, talk to
    the person who looks like Pamela, in the northeast area of this floor, and
    you'll learn how many battles you need to do, at a level comparible to yours,
    to advance in your class.
    In any case, it's time to start back, and see what Dharma's like in the
    present. First, make a quick stop in Penal, and go to the building where the
    World Bank was. You can open the chests that've been abandoned, to find a
    STRseed and a LandShard! Now walk to the Last Inn, and open the locked chest
    next to the Item Shop for a BunnyTail, and open the chest next to the Weapon
    Shop for an Iron Shield. Enter the Gate, and return to the Ancient Fane,
    walking to the Yellow Pedestal Room and setting the two LandShards we have into
    place, one on the southwest pedestal, in the northeast spot, and the other on
    the southeast pedestal, in the southwest spot. Now's the time when we should
    retrace our steps, and go back to find any locked chests we weren't able to
    open until now. If you go to the Woodsman's House, west of Fishbel, and go down
    to the basement, you can unlock a chest here for a MysticNut. Head back to
    Falrish, and you can enter the room northwest of the Weapon Shop, to find a
    chest with 210G. Return to Mentare, and start on the path to Geionne Monastary.
    On the screen right before the Monastary, walk around to the northeast side of
    the lake, and you can get a LifeAcorn from the chest here. Finally, back in the
    past at Verdham, go to the second floor of Borlock's Mansion, and open the
    chest there for 500G.
    Dharma in the present, is located southwest of Fishbel. People here speak about
    bandits preying on people that venture south, though there's more people
    worrying over it than any real mentioned attacks. Up on the second floor, you
    can find a SilkRobe in a dresser by the Inn, and down in the basement, you can
    find a priest who offers to change the names of your party-members. In the room
    east of that priest, you can get 5G from a vase, and a LandShard from the
    chest! In the western room, you can break a vase to find a TinyMedal. Now leave
    Dharma, and head south to where Penal used to be. Now, all you see are some
    ruins, and a priest laying on the ground. After talking to him a few times,
    you'll quickly see that this isn't a priest, but a bandit ambush!
    It seems these enemies have learned a skill or two themselves, from living so
    close to Dharma, but they're nothing compared to you! Go for all-enemy attacks,
    especially spells, and you'll whittle these guys down to nothing rather
    quickly. If you found yourself getting beaten up, you may want to level a bit,
    around Dharma in the past, and gain some class abilities at the same time. It
    couldn't hurt! ^^ Exit the ruins south, and pursue the fleeing bandit to the
    local cave, which is now the Bandit Lair. And I mean pursue, don't lollygag and
    take your time. If you take too long following the bandit, then you'll be in
    some light trouble. At the enterance, if you got there fast enough, you'll see
    the bandit speaking the password to the guards. If you took too long, you won't
    see it, and you'll have to go back to the ruins of Penal to talk to the bandit
    and make him run again. Repeat what the bandit said, and you'll be admitted
    inside the Bandit Lair. Remember, it's the third option! Once inside, note the
    gate blocking some treasure chests, and walk east, to find a Cloth Suit inside
    a dresser. Head west, north past Epong, and then east past a magic-user. Move
    north, smashing the barrels for a helping of Dung, then move inside the room.
    You can get the Bandit Key from the dresser here, and you will also meet the
    slightly-short leader of the local Bandits, BanditWig.
    This guy's physical blows will surprise you, as will his Boom spells if you
    don't keep your HP up. He may try to throw in an Ultrahit, but he doesn't have
    enough MP for it, so don't worry. Afterwards, he'll give you a LandShard, and
    warn you about the dangers of the Demon Lord. After this, go to the locked
    center room, and open it with your Bandit Key. Get the TinyMedal from one of
    the vases, then help yourself to an Iron Shield and an Iron Spear, if you have
    a Thief Key with you. You're all set to go onto the next world if you so
    choose, but there're still things to do in the present first! For instance, the
    Last Inn is still in business, and after you walk inside, you can get a Potion
    from the locked chest near the Item Shop. North of the resident priest, you can
    gain an IronMask from the locked chest here. Don't forget the DEFseed in a vase
    behind the Innkeeper's desk! Down in the bar, a broken barrel can help you gain
    Far west, or east, of Dharma Temple, across the sea, you'll find the village of
    Mezar, where a person is rumored to hang out magical flying carpets. Enter the
    bar just north of town, and you'll see Nicola talking to someone, about the
    Great Hero. Nicola will run off when his beliefs are thrashed, as the townsfolk
    are content to just let the Great Hero rest. West of the bar, you'll find a
    well, with an EvilWell inside. After defeating it, descend into the well, and
    wade west through the water, to find a LandShard! Infront of the well is a
    house, and inside a barrel in that house, is 6G. Upstairs, a vase contains 7G.
    North of this house is the Inn, with a Pirate Suit inside a dresser there.
    There's just one more spot in town to check, and that's the building west of
    the Inn. Inside the house is Nicola, who asks you to follow him. First, take a
    Traveler Suit from the dresser inside the house, then walk outside.
    Walk to the western edge of the city, then follow Nicola through the trees to a
    hidden staircase. You'll be inside the well, and Nicola will open the door
    here. Follow him up the rope ladder, then up the stairs, to talk to Nicola in
    his storeroom. Right before he hands you a Magic Carpet, though, he's
    interrupted by a maid, which makes us question just how intelligent this man
    is. None the less, you will be handed the Carpet, and will be left to pillage
    the storeroom. Take out the vases for some Repellent, then break the barrels for
    an Herb. Lastly, open the chests to find a TinyMedal, a LifeRock, two empty
    chests, and a Healer Heart, which you can use at Dharma to become a Healer!
    Try as you might outside, the Carpet will not fly. Return to Nicola's house,
    and tell him so, then he'll take it back from you, and walk off to the Treasury
    to mope. The maid appoligizes, saying that this has happened before, and that
    Nicola's not a bad guy. In the Treasury, you'll see why Nicola won't leave the
    village himself: he promised his father that he'd never leave, and he can't
    break his word. Talk to the maid again, and she'll explain what's going on: she
    switched the carpets, and the real one is tucked away. She'll give it to us if
    we ever find and show her the Merm Moon. We don't happen to have that in our
    pockets, so don't worry about it for now.
    Boy, that was a long adventure! But this one is finished, and a new one can
    begin. Return to the Ancient Fane, and enter the Yellow Pedestal Room. Place a
    LandShard on the southeast pedestal, in the east part, then approach the center
    pedestal. Set a LandShard in the northwest section, then one in the north area,
    and we're off to the next land!
    2L. The Sphinx, the Demon Lord, and the Dark Contact Lenses
    Items: 7G, 15G, 210G, 350G, AmitSnack, Antidote, Black Key, Dancer Suit,
           DEFseed x 2, DuneCharm, Dung, FireShard, Fossil, Golden Ring, Graceherb,
           Herb x 2, LandShard x 3, Leather Whip, LifeAcorn, MysticNut, Noble Robe,
           Silk Corset, SilkRobe x 2, Silver Plate, Silver Tiara, Speed Ring,
           STRseed, TinyMedal x 5, TyranBone.
    When you arrive, set off east across the desert sands, and you'll soon find a
    village. If you try to enter it, though, you'll be quickly tossed out. The
    people seem to be scared of monsters and travelers both. Walk back west towards
    your Gate, then walk north of it to find a castle. This is the Palace of Dune,
    and it looks pretty run down. The monsters wandering around aren't helping,
    either. While the western door is locked, there's a door to the east we can
    enter. Inside, other than fallen pillars, the only things of note are the black
    dog-like statues guarding stairs that lead downwards, which you should follow.
    There's blood everywhere, and more destruction, as well as more stairs. Leave
    them alone for now, to go west and north inside one of the rooms, to get a
    SilkRobe from the dresser. 
    Downstairs, enter the southern room, and read the monument here to hear a
    lengthy inscription: "Those who live must be strong. Those who are strong
    should also be kind. Live long, kind souls. Those who live long should obtain
    knowledge. Those who use their knowledge wisely will follow the correct path.
    Eventually, death shall overcome all who live. Follow the correct path to
    gracefully rest in peace when the time comes." What could this mean? Leave the
    room, and move west, north, and east, so that you can enter the central room.
    There's seemingly nothing here but skulls and bones... A passerby tells us not
    to stay here, and that we should go to a nearby village. Could that be the one
    we were thrown out of already? He says to tell the doorman that Hadeed said you
    could pass, and mentions that the dead here're because of the Queen. What's
    going on here?
    Back at the village, you'll see someone limping away, before we're allowed in.
    This is the village of Dune, and it certainly doesn't seem like a good place to
    live! Walk by the house to the west, and break the vases here for a DEFseed. To
    the north, you'll find a house with 7G inside another vase. Inside the house
    east of the enterance, you can find a TinyMedal inside yet another vase! The
    man infront of the large jar in the center of Dune functions as a priest. Now,
    walk inside the northern house, and talk to the Chief, who seems to be as ill
    as everyone else here. He'll let us spend the night for free, though, so get
    the Antidote from a vase, and speak to the person infront of the ladder to have
    them move. Ignore the bed, and go inside the next room to find that Hadeed is
    the Chief's son, then go ahead and take the offered bed. Free healing is good!
    The next morning, the Chief will explain that their efforts to make a statue of
    a Sphinx was stopped, and the monsters are making a Demon Lord statue instead.
    They've also taken the Queen as a sacrifice, and they've destroyed the Palace.
    He tells you not to go and enter the Palace, but we're going to anyways. ^^
    Back on the floor where we found all the skulls, a monster will be lurking
    about. If you talk to it, it'll get ready to attack us, but Hadeed will appear.
    Happy about another victim, the monster will attack! He is not a very hard
    monster, even though Hadeed seems to stay in the back and watch, occasionally
    tossing in a FalconCut or two. This boss's attacks are physical, so some
    defensive abilities can help if you're struggling. After the fight, Hadeed will
    find a necklace that the BoneRider was wearing, which was the Queen's. He'll
    offer you an escort back to Dune, even though we don't really need it.
    Upstairs, though, you'll find that a sandstorm is preventing you from leaving.
    You'll all go back downstairs, and proceed to bury the dead who were left here.
    The storm will pass, and you can go to Dune with Hadeem. It seems he was on a
    mission to find an ancient dragon named Tyrannos. Follow Hadeem inside the
    Chief's house, and you'll hear that Hadeed hasn't found him yet. They'll find a
    piece of paper inside the necklace, from Queen Fedel, telling about how she's
    trying to find a way to destroy the Evil Statue so the people'll be safe.
    Hadeed decides to look harder for Tyrannos, and he leaves. Speak to the Chief,
    and he'll thank you for the help you've given, as well as hand you the
    DuneCharm. This means you're a friend of the people here, and that they'll help
    you further. Speak to the citizens, showing them the DuneCharm, and learning
    more information, such as Tyrannos having a large golden horn. You can also
    talk to the old man guarding one of the houses, and descend downstairs to get
    an Herb from inside a vase.
    West and a little north of the Palace of Dune, you'll see Hadeed entering the
    Nila River area. It seems all the fish're gone, with not even a dragon in
    sight. Hadeed will wander off in search again, asking if you know anything
    about where he could find the missing Tyrannos. We've seen a skull with a
    golden horn before, at the Excavation Site, haven't we? Return there, and we
    can even get in for free this time. ^^ Talk to the Scholar, and mention all
    that's happened in Dune, to be told that you must be lying. Try to speak to him
    again, and show him the DuneCharm, to make him believe you. Agree to take him
    with you to Dune, and he'll shrink the Fossil down into a simple space in your
    inventory. What a clever guy that Scholar is! You'll return automatically to
    the past once you leave the Excavation Site, so just head north to the Palace
    of Dune.
    After a small fit of happiness, the Scholar will happily remain at the Palace,
    trying to study its various features, and he'll let us keep the Fossil. Back at
    Dune, it seems the Chief has fallen ill, and Hadeed is nowhere to be found.
    Visit him up in his room, then as you leave the building, Hadeed will return.
    Follow him upstairs, to find him talking to his father, who'll awaken shortly
    after. Show them the Fossil, and the Chief will pass his position over to
    Hadeed, and ask that both him and the TyranBone are returned to the Nila River.
    After you leave as you've been asked, Hadeed will come and tell you that his
    father, Zarathustra, has passed away. The next morning, the village will travel
    to the Nila River with you, to hold the deceased Chief's funeral. 
    After the ceremony, place the TyranBone into the water, to make Tyrannos revive
    infront of you. He'll bring you to where the Sphinx was turned into the Evil
    Statue, so that we can rescue Queen Febel! Hadeed will temporarily relinquish
    his duties so that he can accompany you on this trip. Leave the opposite shore
    of the Nila, and hurry northwest to the Evil Statue. Outside, you'll see one of
    the captured women trying to make an escape, who reports that the Queen's in
    danger, from refusing to pray to the Demon Lord. Hadeed runs off, and two
    Pigmons appear, with the intent of killing you. Take these wimps out, and the
    thankful girl will manage to restore your HP. Enter the Evil Statue, walking
    north so you can read the monument here: "If you desire to meet with the great
    Spirit of the Earth, you must first prove your worthiness before him. Show
    yourself to be a friend to his people, and follow the same righteous path that
    they follow. Place the statues on their respective pedestals, and you may pass.
    Give the correct answer, and the path will open wide." This may sound
    difficult, but from the clue we saw inside the Palace of Dune, and after
    talking to the citizens of Dune, we know exactly what to do.
    To prove you're a friend of the people of Dune, use the DuneCharm on the
    monument. This'll make a door open inside of the room. Now, we need to place
    these statues properly. We know that these people feel a living thing should be
    strong, which's represented by the Lion Statue, the one in the northeast. They
    also feel that those who're strong and kind will live a long time, which's
    represented by the southwest Turtle Statue. Once a person does die, they meet
    the Phoenix, which's the statue in the northwest, before being reincarnated
    into a new body, like a Snake shedding its skin. So, grab the Lion Statue,
    setting it on the pedestal in the southwest room on this floor. The Turtle
    Statue fits on a pedestal in the northeast, and the Phoenix Statue should be
    placed on the pedestal in the southeast room. This leaves the Snake Statue,
    which goes on the pedestal in a room to the northwest.
    Before rushing upstairs, descend the stairs that are by the enterance to the
    Evil Statue, to find a small jail area. The only real thing of note here is the
    vase in the room where a helmeted man is laying on the floor, which has an
    EvilPot inside. Now you can go back upstairs, and enter the northern room which
    was previously locked, getting the STRseed and DEFseed from the vases before
    walking up the stairs. Here, you'll see three Pigmons talking about Lord Seto,
    and how he's responsible for this development. Follow them west, then north and
    a bit east to a staircase going up, which you should take. Move south and
    downstairs, hitting the switch on the floor to take out the spiked floors here.
    Walk around to where the stairs are, and head up a floor. It's here that we'll
    find Queen Fedel, safe it seems, and be given the Black Key, which'll help us
    get through some doors here. You'll also get your HP back! Walk south, then
    east, to find a snake-like path of damage tiles. There're lots of pitfalls
    here, so the safest route is actually over the damage tiles. The chest near the
    end is a Cannibox, so avoid it or kill it, depending on what you normally do.
    Upstairs on 5F, you'll see a treasure room, with four chests just sitting
    there. The south chest has a Speed Ring, the west chest has 350G, and the east
    chest has a TinyMedal. The north chest is a hungry, hungry Cannibox. On the
    next floor, you'll see two of the women stalling, as they try to avoid praying
    to the Demon Lord's statue. Straight to the east of where you come up the
    stairs, is a vase with an EvilPot inside. Move south, avoiding the steps for
    now, then walk west and open the chest here for a Silver Plate. Now, go back
    east and then south, under the bridge, and out the door. Follow the platform
    around to the western door, and enter, to start dispatching the lone Pigmon.
    Hurry upstairs, then follow the curling corridor until you can go upstairs
    again, making sure to heal up before exiting the room to the south. Here,
    you'll see Hadeed losing terribly to Seto, who boasts about how his powers're
    so much stronger now thanks to the energy the Demon Lord's gained. That sort of
    talk won't work with us, though, so attack! Despite his boasts about his
    magical abilities, he mainly slashes your party repeatedly, so use an ability
    that raises your defense if you're taking too much damage. Use your strongest
    abilities on him, and don't feel bad if you take him out in just a few turns.
    After the fight, Queen Fedel will appear, and ask for your help in tugging the
    Dark Rubies from the Statue's eyes. Once both're pulled free, the Statue will
    start to rumble and break, and send us for a swim down the Nila River. A few
    spells later, and we're as good as new! Hadeed, though, didn't make it. Fedel
    will pray to the Terra Spirit, and in an earth-colored pulse of magic, Hadeed
    will be revived. You'll be treated to another cut-scene party, then awaken
    inside the spare room at Dune's Chief's house. Out on the landing, the Queen
    promises to one day repay you for all you've done, but not until things are
    back to normal. Downstairs, Hadeed says you can take whatever you'd like from
    the village's storehouse, and he mentions how he plans on rebuilding the Palace
    sometime soon. An Item Shop opens in town, inside the house west of the
    enterance, and it carries LifeRocks! In the storehouse, you can find a Leather
    Whip inside one of the chests, and a LandShard in the other.
    Stop by the Palace of Dune, and talk to the Scholar there, to get a Package. He
    wants to remain back here, and study the ruins further. Let's do that, then see
    what Dune's future amounts to. ^^ Back at the Ancient Fane, set your LandShard
    on the southwest pedestal, in the west position, then go back to the Excavation
    Site. Not only is the fee up to 10G to enter, but they have a fake Tyrannos
    Skull inside, too. ^^; Ignore the man inside the tent, and give the Package to
    the man guarding the ladder outside. Explore the area down here, to find a
    TinyMedal in the vase, and a LandShard from the chest. We're all set here now!
    The continent where Dune is, is northeast of Rexwood. If you follow the coast
    around Dune as it moves east, you'll find a cave, with a waterfall nearby.
    Inside the cave at the top of the waterfall, you'll find an odd ship, inside a
    lot of frozen ice! This's a very odd thing, but there's nothing we can do right
    now, so we should come back later. Leave, and continue to follow the coast
    until you can land, walking southwest to the village of Dune.
    Dune seems more prosperous now, as well as more sand-covered! Inside the house
    west of the enterance, you can get an Herb from a barrel, as well as find a
    Dancer Suit upstairs in a dresser. Outside of the Inn, you can get some Dung
    from the barrels. The large northern house is the Chief's, of course, so break
    the vases outside of it for 15G, then enter the front door, and help yourself
    to the MysticNut inside of the vases here. There's an AmitSnack inside of the
    vase in the kitchen, too, strangely enough. If you try to talk to the fourth of
    the Chief's sons, in his house in the back of the Chief's, you'll be swiftly
    driven away. The eastern house, with the three doors, has a LifeAcorn inside
    the center room. The last building to check, is the one with an Item Shop
    outside. If you go behind it, you can find a TinyMedal inside of a barrel. The
    giant jar in the center of town is something you'll want to climb into, to see
    a man sandfishing, but more importantly, you'll also see another LandShard.
    West of Dune, is a small, almost entirely-empty Oasis. There is a lone Gate
    here, though, which leads back to the Fane Dome. You should go through it at
    least once, to open this shortcut up incase you ever need to use it again
    later. Northwest of the Oasis, you'll find the Palace of Dune, where you'll be
    greeted by a warm reception. It seems that they've told tales of your party,
    and how you saved the desert, for many ages, all in an effort to keep their old
    promise of one day repaying you for your help. While Queen Nepthys only speaks
    through her interpreters, that won't prevent us from having a grand, though
    cut-scened, banquet. We'll appear downstairs in the Palace of Dune after this,
    so that we can talk to the people. In the room west of the throne room, raid
    the dressers to find a Silver Tiara, a Noble Robe, and a Silk Corset. Don't
    forget to look at the Weapon and Item Shops, either! Down the stairs, you'll
    see that the graves you once helped dig, have been turned into a large and
    fancy graveyard, to honor all of the dead. Down the new flight of stairs,
    you'll find a lot of water inside of their Temple. It's for praying to the
    Terra Spirit and to God, as well as where their treasury is kept. Not that
    we're going to be allowed to rummage through it, Great Saviors or not.
    Back in your boat, continue to follow the coast north and west, until you reach
    the reef-blocked mouth of the Nila. Park your boat on the western shore, and
    enter the house you'll see. This's Rose's House, and we can find a Graceherb
    inside of a barrel on the first floor, plus a SilkRobe on the second floor, in
    a dresser. There isn't much left to do here at Rose's, or in the present for
    that matter. Head back to the Ancient Fane, and before going anywhere else,
    return to past Dune. Head towards the Nila River, and you'll find Hadeed on a
    raft. When he asks, go with him on his raft to the ruined Sphinx. The Sphinx,
    which hardly has anything left, is to the northwest like before. Talk to Hadeed
    here, and he'll run off. He hasn't gone far, though, as he seems to be arguing
    and fighting with the Scholar we brought to this time! Hadeed has been looking
    for the DuneCharm all this time, and the Scholar found it. Explain to him what
    is going on, and he'll grudgingly hand it over. A black scene later, Hadeed
    will return the necklace to the Queen, in a gesture of appoligy. The Queen will
    thank him, and your hard work, as well as hand over a Dark Ruby, from the Evil
    Statue. She asks that you protect it, and never allow monsters to get a hold of
    them again! She'll keep the second one, so that they remain seperated
    permanently. Head inside the Palace, and down the stairs to B1. Walk north into
    the Queen's bedroom, and exit from the northern room, moving east to push the
    dog-like statue aside to find a hidden staircase! Walk west, south, and east,
    before you search the chests for a Golden Ring, a TinyMedal, a FireShard, and
    210G. Yay! ^^
    Now, walk back to the Ancient Fane, and place the FireShard on the northeast
    pedestal in the Red Pedestal Room, in the eastern part. Then, place one of your
    LandShards on the southeast pedestal in the Yellow Pedestal Room, in the
    western position. Go over to the southwest pedestal, and place your remaining
    LandShard in its proper position in the south. Let's hope this next world's a
    little less sandy than Dune!
    2M. The Sacred Tree of Krage
    Items: 3G, 5G, 13G, AmitDonut, Bless Wand, Cloth Suit, Elven Jar, FireShard x
           3, HolyDew, INTseed, INTSpecs, Leather Hat, Silk Hat, TinyMedal x 3,
           Traveler Suit.
    On the other side of the Gate, you'll immediately see a building to the
    southwest. This's a quaint little Inn you can rest at. It seems that the people
    in nearby Krage, though, are having troubles of some sort. There's mention of a
    nearby Sacred Tree, that's rumored to be cursed. Leave the Inn, and start
    walking west, so we can investigate these rumors. It won't be long before you
    can see the village of Krage, which you should enter. What happened here? The
    entire town has a weird mist overhead, and people are acting strangely...
    Inside the first house you come to, you can get 3G from a nearby barrel, and a
    Cloth Suit from the house east of the well. Speaking of the well, if you
    investigate it, you'll find that there's a purple cloud of smoke down there.
    Everyone's mentioning drinking, and how they can feel themselves turning evil.
    Could the well be poisoned? A man in a black cloak, north of the well, is
    certainly acting more rationally than the local people are, but not by much.
    He's trying to persuade them that chopping down the Sacred Tree would help them
    prove their Demon Lord powers. If you go west, and enter the house here, you'll
    find Krage's Mayor, laying in bed. Break the vases inside for a TinyMedal, and
    ransack the dresser for a Leather Hat, before speaking to the hair-conscious
    Mayor. He'll try to tell you to leave, so that you won't be harmed by the
    poison here in town, but as you go, he'll ask that you tell the girl by the
    Sacred Tree about the village's condition. Agree, and set off north of Krage,
    for the very short walk to the Sacred Tree. 
    Climb up the ladder to the little house here, and you'll find a girl, deep
    asleep. You can't quite wake her up, even with the noise of Gabo and Maribel
    insulting each other, so your party decides to go to Krage to ask the Mayor.
    Things are never that easy, though, and you'll see the black cloaked man
    leading the three citizens off to chop down the Sacred Tree. Hurry back there,
    and you'll see the girl from before now awake, and cruelly knocked aside. Talk
    to the man in red, and challenge his omnipotent Demon Lord powers, as the three
    townspeople unleash all sorts of damaging spells at you! Of course, their
    spells are as fake as their Demon Lord abilities, so nothing happens. The
    cloaked man decides to attack you next, which's an actual battle. He's not a
    difficult or interesting foe, just throwing lamps at you and hitting you a few
    times. You probably won't even need to heal during this fight, so don't worry.
    Afterwards, the "Demon Lords" will run off to spare your lives, and you can
    carry the girl inside of her house. She mentions that the local water supply is
    poisoned, and that without the Sacred Tree being here, both the forest and
    herself would have died by now. The next morning, she asks that you take the
    nearby Elven Jar, and collect some HolyDew from the Sacred Tree. Just stand
    under the blue drips outside by the tree, and then use the Elven Jar to fill
    it. Bring the HolyDew inside, and use it on the purple-haired girl to heal her.
    She'll thank you, and suggest using the HolyDew to cure the people of Krage,
    which would be easy if the HolyDew could be put into the water. Walk back to
    Krage, and first use the HolyDew on the Mayor. He'll be healed almost
    instantly, and mention how the only water people in Krage drink, is from the
    well. Try to pour the HolyDew in the well, though, and we'll be stopped by the
    black-cloaked man. Now what?
    The Mayor mentions an underground water vein, that the well gets its water
    from. Didn't the girl near the Sacred Tree mention that the Tree was connected
    to that water vein? Sure enough, if you ask her, she'll reveal a path through
    some of the roots of the Sacred Tree, that'll lead right to the well. Enter the
    path that was revealed to you, then go down the ladder and south to the next
    room. We'll have to navigate over and through the roots to get to the end!
    Continue south, ignoring the turns west and east, then heading southeast at the
    fork. Walk south, and down the ladder, to be inside the root. Move north, then
    west at the split, following that by taking the north passage. Scale the ladder
    so that you are back ontop of the root, then follow the west path. Continue
    past the thorny, spiked area, then go down the ladder you'll soon see. Travel
    northeast, then southeast, climbing down the ladder to reach a purple-misted
    area beneath the Tree. Head south, taking the east path when possible, then
    the southeast one. Move south when you can, then take the southeast and south
    branches to a ladder.
    Walk north along the inside of the root, then go up the next ladder you see.
    Head along the top of the root until you see a spot where it looks scraped and
    white, facing east. Jump down from here, then move east, taking the southeast
    path to, you guessed it, a ladder. We seem to be in a cave now, and out of the
    tree. Hurry south, up the next ladder, and then walk over to the side of the
    water you'll find here. There're lots of monsters around the well, with some
    evil creature inside the well itself! Climb up the nearby ladder, then jump
    down the pit to get the drop on these guys. While the EvilWell you need to
    fight looks like, and is named the same as, the EvilWell we found in Mezar,
    this one is a lot tougher. Try to keep your HP up throughout the fight, and
    conserve your MP, because after this guy's toast, we'll need to fight another
    battle soon after. Once you're healed, add the HolyDew to the well's water
    supply. In a light-colored swirl, we've saved the citizens! It also seems like
    we've really harmed the black-cloaked man. We soon find he's not a man at all,
    but a blood-thirsty WolfDevil! Use all of your strongest-hitting attacks,
    because he can't really take the punishment. Try not to let him use TwinHits
    and QuadHits!
    With the day saved, go to the Mayor's for some free beds for the night. The
    Mayor will tell us that the girl by the Sacred Tree wants to talk to us. First,
    talk to the farmer who's farming in the field near the well. He'll offer you an
    odd-looking rock, which's a FireShard! Now, go visit the girl by the Sacred
    Tree. She'll explain about the curse-rumors, and that this Sacred Tree will one
    day become a World Tree. She'll also give us the Bless Wand, which works like a
    free HealMore spell in battle. Thank her, then return to the present. Krage is
    located east of where Dune is, so hop on your boat and check it out! The city's
    grown since we were here last. Inside the Inn, take the Traveler Suit from the
    dresser, then help yourself to a TinyMedal from the second floor's dresser.
    East of the Inn is a Weapon Shop, and east of there, is a shop specializing in
    WorldDew! You can only buy one if you have none in your possession, and they're
    1000G each, but they're still a good bargain. 
    Enter the house two houses north of the WorldDew Shop, and you can walk inside
    to find 13G in a barrel. From there, head west to the well that's outside of
    the Church, and climb down inside of it, to get a TinyMedal from the dresser.
    The house north of the Church is the Mayor's house, and you can find that this
    generation's Mayor is just as bald as his ancestors. The western bookcase has
    an EvilBook inside of it, just waiting to attack you, and there's a Fur Hat
    inside the dresser in the room south of you. The last house in Krage is a
    vacation home, owned by a man named Brugeo. Maybe he owns the big fancy mansion
    near Orph? In either case, nobody's ever seen him here, and the house itself is
    locked. This won't prevent you from trying the unlocked back door, though.
    As you enter, descend the staircase next to you, to reach the basement. The
    maid here asks if we can clean the place up, but instead, we want to clean it
    out! The eastern chest has a FireShard inside, while the two western chests
    need the Thief Key, and contain INTSpecs, and an INTseed. On the ground floor
    of Brugeo's vacation home, you'll find an AmitDonut in a barrel in the kitchen.
    If you talk to the maid by the stairs, she'll give you 50G for your services in
    cleaning up the basement, even though we just threw some jars around. ^^; Check
    the dresser in the northeast room on the second floor for a Silk Hat, then
    examine the dresser in the northwest room for 5G. This hardly seems like a rich
    man's pocket money...
    Our last stop before we go to another sealed land, is to check out the World
    Tree. The Sacred Tree's successfully grown into a World Tree, and from what the
    people here say, there's a bluebird that lives in it. Maybe this's the elven
    girl from back in the past? She's left us a present, so be sure to pick up the
    FireShard from infront of the World Tree's trunk. If you ever find that you are
    completely out of WorldLeafs, you can return here, and a little blue bird will
    give you a WorldLeaf! ^^ But only if you do not have any. Now, when you're
    ready, return to the Ancient Fane, and the Red Pedestal Room, placing your
    FireShards on the center pedestal, in the west, south, and east positions. This
    part should be familiar to you by now. ^^
    2N. Time Repeats Time Repeats
    Items: 2G, 3G, 5G x 2, 6G, 15G x 2, 50G, 350G, 500G, AGLseed, Bow Tie,
           Clock Key, Cloth Suit, Dark Ruby, DEFseed x 3, DragonEye, Emily's
           Letter, Glam Robe, GlassShoe, Graceherb x 3, Herb x 5, Horned Hat x 2,
           INTseed x 3, INTSpecs, LandShard x 2, Leather Hat, LifeRock, MysticNut,
           Potion, PurpleJar, Repellent x 2, Rose's Letter, Scarf, SeaShell Hat,
           Silk Hat, SilkRobe x 2, SilkTux Robe, Silver Tiara, Speed Ring, STR
           Ring, STRseed, Tights, Time Sand, TinyMedal x 9, Traveler Suit, Turban,
           WarpWing, WindShard x 2.
    To the north, you'll soon find Litorud, a village where a famous architect
    named Baloch has made a clock tower. A Church is to the west as you enter the
    town, and to the north is the Item Shop. Further north, you'll find the Inn. A
    dresser in the northeast room has a Traveler Suit in it, while in the bar, you
    can break a barrel for 15G. Down in the basement, a dresser has a Horned Hat
    inside, for you to take and keep or sell, depending on what you normally do.
    West of the Inn, you'll find some vases outside of the Weapon and Armor Shop,
    one of which has an Herb inside. Don't forget to break the barrels ontop of the
    Weapon and Armor Shop, since there's a TinyMedal inside one of them!
    The house south of the Shop is where a doctor by the name of Creyney works.
    He's currently treating Aimy, who is a clumsy maid that works at the Inn. There
    is a Turban in the dresser, as well as some Repellent in the vases by the
    stairs, that you can add to your collection. Downstairs, you can fight an
    EvilBook that's hiding in the southern bookcase, and see an odd-feeling picture
    of the clock tower on the wall. There're two Herbs in the vases here, and the
    chest has a LifeRock. Northwest of this building, you'll find a little girl,
    who's lost her money. You can find it by the northern wall of the nearby house,
    though, and hand her back her 10G. ^^ The Mayor's house is north of here, and
    you can find a free Silk Hat in a dresser on the second floor. The nearby clock
    tower certainly looks odd. If you go inside, from the back door, you'll find a
    locked door where the machinery would be, and a guy who's missing his date.
    He'll then hurry outside to get yelled at. ^^ East of there, you'll find a man
    fiddling with a weird sculpture, before he ends up breaking it. Don't forget to
    go through the back door of the bar, and get a MysticNut from a barrel back
    Listen to Gabo and Maribel's suggestions, and take a nap at the Inn. You'll
    wake up the next morning by the front counter, in time to see Aimy fall down
    the stairs. Luckily, we catch her, so she doesn't break her ankle again. But
    wasn't she supposed to stay at Creyney's for a few days? If you talk to the
    people in town, you'll hear the same things you did the day before. You'll see
    them, too, such as the man in the clock tower missing his date, and the man
    breaking one of Baloch's sculptures. The only thing different seems to be
    Creyney, who hasn't heard that Aimy was injured at all, and he doesn't
    recognize us. Just what's going on here? If you leave town, and head to the
    northwest to the bridge, you'll find that it isn't open today like it should
    be. The opening is tomorrow, just like everyone said yesterday. While we're
    here, we might as well explore. If you try and do that, explore the well I
    mean, you'll need to fend off a WellLure. Inside, a mage will mention Time
    Sand, and its ability to reset time back a few moments whenever it's used.
    There's also another oft-found Leather Hat inside the dresser. Can you remember
    back when these things were useful, and you didn't have all the ones you
    needed? It's sure been a long time, hasn't it?
    The house by the well is a workshop, where people have been working on the
    bridge's plans for a while. There's a SeaShell Hat in the dresser for you, and
    a man who's sleeping in bed will mumble something about the ceremony never
    happening, and he'll mention the clock tower. Is this a clue? The man on the
    red carpet outside is selling items, and there is 6G in a vase next to him.
    After you have talked to everyone, especially the guard blocking the bridge,
    you can leave. We need to go find this Baloch guy, and get to the bottom of
    this puzzle. You'll find his house east of Litorud, tucked away by the
    mountains. Enter the building, and climb up to the second floor, breaking the
    lone vase for an INTseed. Baloch doesn't seem to like to talk, so he won't
    even listen to us. Nothing else to do but return to Litorud, and have a night's
    Wake up, catch Aimy, and Maribel'll notice something's odd. Run back to the
    bridge, and the guard will deny anything being different, and that he didn't
    say yesterday that the bridge would open tomorrow. He asks rhetorically if you
    are saying that the same day's repeating over and over, and you should tell him
    yes. He'll pause for a moment, and mention that Baloch has said odd things
    about time before. Return to his house, and talk to the self-proclaimed genius.
    He'll say that he was starting to suspect the same thing, and he'll give you
    the Clock Key, so we can explore the insides of the clock tower and see for
    ourselves. Once you get through the door, go upstairs, and pull the lever to
    stop the clock, before heading outside.
    Everyone's frozen in time! Hurry to Creyney's house, and to his basement, to
    find him frozen with a letter in his hand. Read it, then inspect the picture of
    the clock tower, to find it's got a glowing purple vortex of energy around it,
    just like a Gate. Enter it, and you'll be transported to the Time Vortex, a
    strange region with floating objects. Start off west, getting a Speed Ring from
    the east vase, noting the EvilPot in the west one. Move back east, to the start
    of this area, and go south. Walk west, taking the path further west to a
    Cannibox if you like fighting these things. Move south when you're ready,
    following the path until you reach a ramp leading up to a glowing circle. Step
    on this, then take the path on the next screen west, north, and east to a chest
    with a TinyMedal inside. How'd that get here? ^^; Go back west, south and east,
    to return to the previous screen via the circle.
    Walk west, then jump off the bridge, walking north to the chest for an AGLseed.
    Start walking south, and step on the glowing circle you'll see here, to reach
    an area full of these circles. Nooo! Luckily, I've done all the hard work for
    you. Move north, and take the east circle, to arrive on a platform with three
    similar circles. Take the circle directly east of you, and you'll arrive at a
    four-way intersection, with a healing point in the center. Heal, then take the
    east circle, before moving east and south to yet another circle. Grab the chest
    here for 350G, then go back into the circle, now moving north, east, and south
    to a new circle. Move west and south, and on the next platform, take the
    southern circle, to arrive by a circle on a platform of some sort. Walk inside
    the circle, and now we're in an entirely different area!
    Here, read the monolith for a clue: "When time runs backwards, a new path will
    appear." The outer ring of platforms resembles a clock, even down to the roman
    numerals on the ground, at three, six, nine, and twelve. There's a chest with a
    Cannibox, where one would be on a clock, and a chest with a Potion inside at
    seven. Now, return to the central area, and walk north to where twelve is,
    before walking counterclockwise around the outer edge, passing the nine, the
    six, the three, and reaching the twelve again. When you do, a circle will
    appear on the twelve, which brings us to the end of this Vortex. You'll see a
    large monster, with two henchmen, gloating over an hourglass they've rigged up
    to cause this time-problem. I bet you know what we need to do now, right? The
    Makimakis are just there to try to distract you, and sprinkle Time Sand to
    start the fight over from the start, so don't let them! Focus your attacks on
    them, then the TimeSage, unless you have multiple-target attacks. TimeSage
    doesn't take much damage from spells, especially after using MagicWall, so
    this'll end up being a physical fight. It's not too difficult, though, and
    you'll surely win in time. ^^ When you win, you'll gain a LandShard.
    After the battle, thanks to the TimeSage's idiocy, you'll know to break the
    hourglass to save the people of Litorud. You'll get the Time Sand for doing so,
    and be teleported outside of the Time Vortex permanently. It's safe to heal up
    at the Inn now, even though Aimy almost gives us a scare. ^^; Save if you
    haven't recently, or if you want to, then head towards the bridge. Talk your
    way to the front of the line to get the ceremony started, then walk west to
    find Baloch and Creyney talking. It seems that Aimy is Baloch's daughter, who
    Creyney promised to look over, since Emily didn't want to tell Aimy. Another
    party follows, and you'll wake up inside the workshop, with the bridge able to
    be crossed. Across the bridge, to the north, you'll soon come across...
    It seems that this past Verdham is a few years beyond when we visited last. The
    Weapon Shop has some new items in stock, and lots of gossip is over Linda,
    Pepe, Iwan, and Kaya. First check out the well behind the Weapon Shop, and get
    the TinyMedal from a dresser inside. Enter the side door of the Item Shop, and
    get the chest with 50G inside, then enter the next house to the west, and get
    the Cloth Suit from the second floor's dressers. The next house to the north
    has 3G inside a vase. Now, enter the herb garden, and talk to Porta, who
    recognizes you, but doesn't think you're the same heros that saved Pepe. You'll
    see Iwan toiling in the garden, and his son by Linda, Eppe, making sure he
    doesn't slack off. As you leave, Iwan will throw a fit, and go back to his
    house. Enter the little door under the stairs, to see another scene, where
    Cherri runs off to feed Kopan, a dog, the leftover food Mistress Kaya made,
    because it doesn't taste exactly right. How'd Kaya get to own this place?
    Break the nearby barrels for a TinyMedal, then go up to the second floor. Open
    the chest here with your Thief Key to get 500G, then get a SilkRobe from the
    dresser. It seems that Kaya married Kasadol, after Iwan lost ownership of the
    house. He doesn't seem in good shape, though. Nab the Tights from the nearby
    room, and go outside, to where Pepe used to live. You'll hear from Pepe's niece
    that he's rather successful now, and lives in a large mansion. Downstairs, you
    can find a DEFseed in the dresser, and a letter on the desk you can read. If
    you go to the house south of the Church, you'll find Iwan at home, talking to
    Kaya! She seems like she's got something in mind, that Iwan just doesn't want
    to go along with. She'll walk out in anger afterwards.
    Back in the herb garden, Cherri will be trying to call Kopan over, but he'll
    suddenly collapse. Cherri'll be frightened and scared, so help Porta carry the
    dog to his house. It seems that Kaya's joke about poison, way back when, wasn't
    so off the mark. She's slowly poisoning her husband, to kill him! Cherri runs
    off to the mansion to see if she can find out if this's true or not. Follow
    after her, to hear Cherri accusing Kaya, who tries to deny it. After being sent
    away, you can find Cherri on the third floor, trying to figure out how to get
    evidence, when Kaya's so suspicious of her now. Leave the mansion, and then try
    to go back inside the main door, to bump into Kaya. She'll walk off towards
    Iwan's house again, after dropping a bottle. Take the PurpleJar back inside,
    and show it to Cherri, who'll run downstairs to check on it. Kasadol's up and
    out of bed, though, and heading downstairs too. Kaya's noticed her missing
    bottle, and she's getting ready to serve dinner...
    Cherri is talking to Porta, who confirms the contents of the PurpleJar are
    infact poison. Run back inside the mansion, put aside your beter judgement, and
    agree on having dinner with Kasadol. Kaya tries to stop him, but he refuses.
    Cherri'll come to your aid and mention the poison, which Kaya again denies.
    Kasadol suggests that, if it's not poison, then Kaya wouldn't mind drinking it
    all down at once. She slowly starts towards Cherri, before Iwan appears, saying
    he poisoned Kasadol under Kaya's orders. The two of them are ordered to leave
    and not return, as the scene fades away. In the garden, Kopan and Cherri're all
    set, before the other maid drags Cherri back into the kitchen to make up for
    all the work she's missed, at least. In Iwan's house, you'll see he's left a
    letter for Eppe, and you'll be shown a flashback, to see Eppe's feelings for
    his father.
    That's that, again, for Verdham. The Swamp Cave hasn't changed at all since the
    last time we cleared it out in the past, so we don't have to return there.
    Let's go east now, to Mentare. When you enter, you'll hear someone calling to
    Linda not to run way. This isn't the Linda we know, but the name of a young
    girl, chasing after her pet RedSlime, Bicki. You'll find out this man is Pepe,
    and this's thirty years after the last time we visited the area. Mentare's
    doing rather well! Walk around, admire the flowers, and tell Bicki no, to hear
    Bicki's opinion on blue slimes. If you enter the house west of the enterance,
    you can get an AGLseed from a vase. Inside Pepe's Mansion, you'll hear about
    how Linda showed up one day, and the old woman here will offer you a place to
    sleep for the night. A vase on this floor has 2G, and you can get a TinyMedal
    and Silver Tiara from the chests here. Up on the third floor, you can open some
    chests for a DEFseed and a STRseed. Out on the third floor balcony, you can buy
    from a small Item Shop, which's selling AGL Scarfs, as well as Herbs and
    Start walking towards Geionne Monastery, passing the Abandoned Shack Pepe used
    to live in, and continuing to the next screen. Move north, then northwest,
    circling around the pond here to reach a chest with a TinyMedal inside. Walk
    back south, up the ledge, and across the bridge, continuing to the northeast
    side of the pond to open a locked chest, with a STR Ring inside. Now head
    south, down the ladder, and inside the cave. Take 15G from the vase here, and
    talk to the Sister, who mentions Sister Bessia. This glowing herb is her work,
    and from her diary in the dresser, she must have been Linda.
    North of here is Geionne Monastery, where we can discover the answer to the
    question we had last time we were here: Linda is buried on the edge of the
    cliff, because she could see the old Herb Garden from there. The Sisters
    confirm this if you talk to them inside, saying how they wish they could tell
    her family, but they weren't sure where they were. Upstairs, you can take 5G
    from the vase, and find a SilkRobe in the dresser. Walk back to Mentare, then
    tell Pepe about Linda. He'll ask that you walk him back up to her grave, and
    he'll join your party. Start back up towards Geionne Monastery, stopping by the
    Abandoned House first. He'll explain Mentare's beginnings, before you continue
    the trek up to the Monastery. At first, a Sister will be mad at Pepe, and he'll
    be in denial, but he'll finally see just how much Linda loved him, and how much
    he loved Linda.
    Start the long walk back to the Ancient Fane, and place the LandShard you got
    from TimeSage on the southeast pedestal in the Yellow Pedestal Room, in the
    northwest position. Then, Return to Mentare, and walk west, turning south at
    the ruins of Verdham, to reach the Baloch Bridge, which's still here. The
    barrels outside the Herbal Tea Shop, on the south bank, have a TinyMedal
    inside. You can also get a Graceherb from a vase inside the Herbal Tea Shop
    itself. Don't forget to check the well, as you can find another TinyMedal and
    some INTSpecs inside the dressers there.  The building to the west has a shop
    where only people in the Style Rankings can shop. What're those? We'll have to
    go and check out Litorud to find out.
    Litorud's not much different than it was last time we were here, with an
    exception or two. One of these is behind the Church, where the World Ranking
    Federation has its headquarters. You can win prizes and become famous by being
    at the top of the charts in Power, Style, or Intelligence. It can't hurt, and
    it can even be benefitial, such as being able to shop at the shop by Baloch
    Bridge. Just be sure to re-register if you've raised yourself up high in a
    particular stat, and equip items that'll benefit the categories you want! On
    the roof of the Weapon and Armor Shop, you can find a WarpWing inside a barrel,
    and behind Creyney's old house, you'll find 5G inside another barrel. Inside
    Creyney's old house itself, you can get a Horned Hat from the dresser, and meet
    a scholar who's studying Aimy. If you go downstairs, and check the bookcases,
    you'll find Emily's Letter, which you can give to the scholar for a quick
    INTseed. Don't forget the two Herbs and the Repellent from the vases
    downstairs, and the WindShard from the chest, while we're here.
    At the Inn, raid a dresser for a Graceherb, then grab the Scarf from the
    dresser in the basement. If you go around to the back of the Inn, and enter the
    door that leads behind the bar, you can find another Graceherb from inside a
    barrel. The boards by the fountain are the World Ranking Federation charts,
    where you can see if you're on them. The house where the Mayor used to live, in
    the northwest corner of town, is another one of Brugeo's vacation homes. He's
    not home, but you can get a Glam Robe from a dresser up on the second floor.
    Now, make sure your party's all set, because we need to explore the Baloch
    Tower next, which is full of monsters and traps. You'll find it east of
    Litorud, right where Baloch's house used to be.
    When you arrive, walk right inside, heading west, then north over the damage
    tiles. Help yourself to the Bow Tie from the chest, then move back south, and
    walk east onto the purple floor tile. This will make the door open. When you
    walk off the second purple tile, it makes the door close, just like a pressure
    plate. To the north, push the statue westward, onto the purple tile, then walk
    further west, moving the statue you see here, east onto the tile. The door to
    the second floor will remain opened now, so head on upstairs. On the second
    floor, move east, then walk south against the conveyor belt, until you reach
    two vases. One of them has a DEFseed for you to add to your pocket. Now go back
    to the stairs, and go west this time. Moving carefully south as the conveyor
    belt tugs you down. Don't fall into the pit up ahead, but go across the small
    bridge-like section of floor, then turn west and north. The second row of
    pillars will tilt down, and try to kill you! You should be able to handle them
    okay, especially since you know they're going to attack in advance. The first
    pillars you reach on the other side, as the corridor heads south, will attack
    in the same fashion, before you're able to go outside, take the western door,
    and jump down the pit.
    You will land on a metal turtle, which has a blue switch on its back. Hit the
    switch, then you'll ascend to the third floor. Walk past the dragon, and read
    the monolith here, to learn that if the dragons don't have an eye, then they
    breathe fire on everyone. Pluck out the DragonEye from the nearby dragon, to
    see that it does indeed make flames appear. Head east, place the DragonEye in
    the empty socket, and move north, to find a chest with a SilkTux Robe, and a
    rock. Push the rock one space east, then south past the dragon, taking back the
    DragonEye. Push the rock west, past the dragon by the turtle, then north, until
    you find a purple pressure plate. Leave the rock ontop, and walk past it,
    heading east to place the DragonEye in another dragon, or just walk through the
    flames without it, and leave it in your pocket. ^^ Move west, south, and west,
    to reach an outside staircase leading up to another floor. This floor's all
    spinny! You should be able to get out of here easily enough, but if you're
    stuck, just follow the western wall as you enter the room, and eventually it'll
    lead you to the exit.
    Back outside, move up the stairs, and pull the lever at the top of the tower.
    There's a hole you can drop down from, in the southeast corner of the now-empty
    pod, so go ahead and jump. You'll land in some water, which's okay. Head west,
    through the opening on the wall, and step on the blue switch inside here to
    make a statue in the previous room vanish. Move back out there, then up the
    steps to reach a monolith. It says that you need to step on four signs, to make
    the treasure room accessible. We've stepped on one, and another switch's right
    behind the monolith itself. Walk over to the east side of the floor, and you'll
    see some damage tiles, with two vases and a switch on the other side. The vases
    are empty, but you'll want to stand on the switch, which makes a third statue
    vanish. There is a gold switch under the third statue, so hurry over and step
    on it! Inside of the treasure room, Baloch will ask that you not take his
    paintings, but just his treasure. There is a LandShard and a WindShard in the
    chests, as well as a TinyMedal and an INTseed. You can examine the paintings,
    but you can't take them with you, since you're good kind-hearted adventurers.
    Now, before going anywhere else, head back to the WRF, and talk to Modina, the
    WRF Style Judge. She'll mention how the top of the charts hasn't changed in her
    category for decades, and that she's curious what the champion has been doing
    lately. If you check the boards, you'll see that Rose, who lives near Dune, is
    still at the top. Go back to her house to pay her a visit, and when she hears
    she is still in first place, she'll give you Rose's Letter, to bring back to
    the WRF. Talk to the register, and he'll bring Modina the letter, and Rose'll
    be taken off the list. Now, you can finally have a shot at winning it! ^^ If
    you go back to tell Rose that she's off the list, she'll give you a GlassShoe
    as a reward, too.
    Back at the Ancient Fane, head to the Green Pedestal Room, and place your two
    WindShards on the northeast pedestal, in the east and southwest positions, then
    go back to the Yellow Pedestal Room. Approach the southeast pedestal when
    you're ready, and place the LandShard on the southeast part of the pedestal, to
    see what the Demon Lord is going to try throwing at us next.
    2O. Cold Flood, HotStone
    Items: 5G, 20G, 30G, 50G, 120G, 370G, AGL Scarf, AmitDonut, AquaShard, Berserkr
           Heart, BluePrint, Bounce Sword, Bow Tie, Carpet, Dung x 2, FireShard x
           5, GuardRuby, Herb, Hork Heart, HotStone, INTseed, Iron Spear,
           LandShard, Leather Hat, LifeAcorn x 4, Lore Hat, Magic Key, Merm Moon,
           MoonHerb x 2, MysticNut x 2, Pirate Suit, Shell Suit, Slime Heart,
           SpiderWeb, STRseed, TinyMedal x 11, WindShard x 3, Wizard Ring,
           WorldLeaf, ? Shard.
    On the other side of the Gate, move south to the village of Avon. The citizens
    here all talk about a musician who was here just the other day, who played the
    most wonderful music they have ever heard. He's already moved on, though. Walk
    over to the first northern house you see, breaking the barrels outside it for
    20G, before moving south to the bonfire, and breaking the vase by the well for
    an Herb. Northeast of the bonfire, you'll find the Chieftain's house, where
    she'll invite you to stay the night if you're done exploring the town. When you
    do accept, you'll hear strange music during the night, and you'll awaken
    upstairs. Get the TinyMedal from the dresser, then go outside, to find that the
    the entire town is empty of people and animals!
    Nobody's here, so maybe they've gone inside of the nearby now-unguarded tunnel?
    Walk down the stairs, ignoring the two chests here for now, and descend further
    under the ground. Move south, then east, and north into a small room with two
    vases and a chest. There's a MoonHerb in the vase, and another TinyMedal inside
    the chest! Now head south, and up the stairs you'll reach, to be on the other
    side of the mountain range. You'll see the Shrine Temple to the southeast of
    you, where you can save and do all the other usual Church activities in, but
    nothing else of real note. South of the Church, on the other side of the
    mountains and by the water, is the village of Huzu. Other than having an
    excellent Weapon and Armor Shop, Huzu is also where the elderly musician who
    visited Avon was last seen. If you inquire at the Inn, you'll hear that he's
    already headed to Hamelia, in the northeast. Downstairs in the bar, you can
    find a TinyMedal in the barrels, as well.
    South of the Inn, you'll find a house with some barrels outside it, one of
    which contains an Antidote. A dresser in the house has a Leather Hat inside,
    and the boathouse east of here, once you go back outside that is, has a
    LifeAcorn in the barrels. Once you've nabbed these, feel free to go back to the
    Inn and rest for the night. Much like in Avon, the entire village has
    disappeared. Is it that musician's fault, or did the monsters cause it? The
    only way we can find out, is to head northeast to the village of Hamelia. As
    you enter, the Church is to the east, and an Item Shop is west of you. North of
    the Item Shop is the Weapon and Armor Shop, which has a vase with 30G outside
    of it. More importantly, in the center of town, you'll find the musician
    everyone's been talking about. After he plays his song, he'll try to leave the
    village, mentioning that he has something else he needs to do. You can block
    his route as long as you'd like, but you have to let him walk out of town
    There's a locked chest in the back of the Weapon and Armor Shop that we can
    reach now, which has an Iron Spear inside. North of the Weapon and Armor Shop,
    you'll find a large tower belonging to Hamelia's Mayor. Once inside, move down
    to the basement, and help yourself to the STRseed inside one of the barrels. Up
    on the second floor, we'll learn about someone named Gracos, and how he
    condemned an entire city to rest under the ocean. Nobody's sure where the Sea
    Demon went to after that, though, so he very well may still exist. Now head
    east of here to the Inn, where we can stay for half of the normal price. Will
    everyone be gone when we wake up again? Take a nap, and we'll see for
    It seems like the bard has, for some reason, been luring people into a Gate,
    and taking them away. When you follow him through the Gate, you'll arrive on
    the first floor of the Mountain Tower. It's rather damaged from lack of use, so
    not all the pathways're easy to navigate. Head south out of the room with the
    gate, then move west and south to the next room. Along the northwest corner,
    you'll find a small doorway to the outer ring of the Tower. Follow it north and
    east, to find a chest with a MysticNut inside, and then hurry back to the Gate
    room. Rather than enter the room, though, continue east, moving north through
    the broken wall there, then walking west to a staircase leading up. Walk east,
    continuing past the broken wall, then start south, making sure not to fall into
    the side pit here. Start west, then go through the break in the wall here, and
    over to the lever, which you should move. This'll open the door so you can have
    a shortcut to the Gate room whenever you need it. Walk through the wall
    southwest of the lever, and drop down into the pit here. Downstairs, you'll
    find a cute little Slime, hiding inside a vase when it sees you're here. It'll
    mention that a lot of people're suddenly up in a locked room on the third
    floor. Go back upstairs, then exit the Tower and walk back inside, moving west
    and then northeast to the Gate room.
    Back upstairs, move through the break in the wall southwest of the lever, then
    go west and up the stairs here. The door is indeed locked, but the lever nearby
    can fix that! All the people from the towns are here, and they seem safe, with
    food and provisions too. What's going on? Directly north of the enterance, you
    can find 5G inside some barrels, as well as a SpiderWeb. East of you, you can
    find an area for healing and saving, as well as find some Dung inside one of
    the vases here. South of here, on the other side of the central room, you'll
    find a traveling merchant, who sells some basic items, as well as a Pixy Sword.
    East of the area you can heal in, you'll find a boy, who'll go through a hole
    in the wall and open the gate up to the fourth floor for you. On this floor,
    move west, then south, taking the east path south. Next, move east, then north,
    and pull the lever here to open the gate. Move west, then south, and take the
    stairs up to the fifth floor.
    We've found the bard! Hurry over to him, to find the reason why he kidnapped
    everyone: he knew that the continent would suddenly flood, and this was the
    only safe place to take them! All the water has reached the second floor of the
    tower, which leaves us to wonder what became of that poor little Slime. Oh, and
    who could've caused this too, of course. ^^; It surely must be Gracos's doing!
    The bard can't help us defeat him, but he will tell us about the raft he
    stashed on the first floor of the tower, so that we can sail the new ocean with
    it. If you piece the clues together, you'll also recall who the bard is: Jann,
    the former tula player for the Dejan Tribe that Kiefer stayed with! He'll also
    give us a WindShard, for good luck, and for plot-advancement. ^^
    Back on the second floor, we'll find that the Slime's safe and sound. If you
    remember, there's a hole on the eastern side of this floor, which the water has
    risen up to. Walk over to there, and you'll find the raft waiting for you. They
    float, afterall, or they'd be a useless invention. ^^; Hop on the raft, and
    sail out of the tower, and head to Hamelia. The people who fled to here seem
    okay, but they mention the people who returned to Huzu, and how they're not
    sure if they're okay or not. Sail on your merry way southwest to Huzu, to find
    out. The people here seem to be okay, and one of them mentions where we need to
    go next: the Sunken City. Sail west of Huzu, and when you hit the reefs, move
    south. You'll see the Sunken City, and a Gate outside of it, to help us enter
    once your hero's birthmark mysteriously helps.
    Head east first, entering the building here, and talk to the ghostly spirit you
    see, to make him fade away. There's a TinyMedal inside the chest behind him.
    Next, go north to another building, and circle around behind it. You'll find a
    chest back here, which contains a TinyMedal. Move back south to the previous
    building, then walk west, where you'll find another small building, with a
    hanging sack on the wall you can examine, to fight a JewelBag. This isn't the
    same as the cute cuddly JewelBags that were with Cavemon a long time ago; this
    JewelBag is a lot meaner! Avoid it or kill it, your choice, but then proceed to
    the room north of this building. Head east, and up the stairs, before going
    west, north, and west along the rooftop, and south down the steps. Enter the
    nearby door if you would like to fight the Mimic hiding here, or just continue
    north, to where another doorway is. The ghost here mentions that you should
    examine the center monument, in the initial area near the Gate outside. Move
    back to it, and push it aside, to find a hidden staircase leading down.
    Walk west, north, then head back east to the second jail cell we see, and cross
    the floor here. The vase on the other side contains a Hork Heart! Head back
    west, and north, to find some stairs that lead outside. Even though it's hard
    to see, move north and over the narrow stone bridge, to the collection of
    vases. The southeast and southwest vases are MadPots, while the north center
    vase is a TinyMedal. Now, move east, and north to the first doorway you see, to
    recover a MoonHerb from the vases here. Go back outside, and continue east to
    another doorway, entering it. Walk west over the swampy floor, then south and
    out the door, before heading east and up the steps to a new door. Inside, move
    to the northwest, and press the switch to make a bridge appear to the nearby
    lever. Move it, and the water will drain away. Go back across the bridge, and
    follow the red carpet to the large statue of some sea monster, possibly Glacos
    himself. Climb down the ladder here, and walk east, climbing up the next ladder
    before going down the stairs.
    On this floor, grab one of the vases, and walk west, throwing it north at the
    switch to raise the bridge. Grab another vase, then walk west, throwing the
    vase at the western switch. Cross over, grab a vase, then move south, throwing
    it at the eastern switch. Grab another vase before you cross, and throw it east
    to hit another switch. Move the lever here to lower the water, then move east,
    nabbing another vase along the way as you move south and east to another
    switch. Cross the bridge, then move south and west, before nailing the switch
    north of you with a vase. Pick up a vase, cross over the bridge, and hit a
    switch west of you to raise another bridge. Cross it, make sure not to hit the
    north switch, then throw a vase west to hit another switch. Move west, up the
    stairs, and then outside, to find a chest with the Bounce Sword inside.
    Walk back inside, and walk east for two bridges, then move south over another.
    Grab a vase, then move north and west over the bridge, making sure to throw
    your vase east to lower the bridge you just crossed. Move west, north, and
    east, lowering the bridge here, and then climbing down the ladder. Follow the
    path west, south, east, south over the lowered bridge, then west over another
    lowered bridge, continuing west until we can climb a ladder and move
    downstairs. On this floor, move north, east past a bridge area, then move the
    switch further east to lower the water. Move back west, and down the ladder,
    climbing the ladder that's a little south of you. On this platform, hit the
    east switch, get the WorldLeaf from the chest across the east bridge, then go
    down the ladder and move east, moving south over a lowered bridge, then up the
    ladder nearby. Hit the switch, then go east, north, and back west, descending
    the ladder and climbing up the nearby one to hit the north switch. Cross the
    north bridge and move east to raise the water level, then go back west, south
    over two bridges, and hit the switch to continue right to find a LifeAcorn in
    a chest. Return to the water switch, and cross the bridge below it, walking
    south over a final bridge, and down the stairs.
    Straight ahead, on his throne, awaits the Sea Demon Gracos. He chuckles over
    your attempts to confront him, and summons the spirits of the departed citizens
    of this city. He uses his powers to transform them into monsters, and sends
    them to kill you! These SeaGrudges are not very strong, thankfully, so feel
    free to use up all your MP in defeating them, as we'll have it restored
    shortly. A round or two of strong attacks, and they'll move on to the next
    life. Afterwards, Gracos will taunt you, since he can sit back and send more
    spirits after you constantly. Maribel refuses to fight them, feeling that it's
    cruel, but before the next wave hits, Jann will rush in. He'll use his tula to
    let the deceased people pass on finally, and he'll restore your party's HP and
    MP to full. Now energized for the upcoming fight, it's time to take on the Sea
    Demon! This won't be the easiest battle. Make sure to take advantage of any
    Blaze, Bang, or Infernos-type attacks you may have, and stay away from attacks
    with an ice or water element to them. Set up Barrier or WoolGuard, if you have
    them, to reduce the damage that his cold air and Tsunami will do to you, and
    using Upper or Increase if you have them, to reduce the damage of his physical
    attacks. He takes advantage of being able to hit hard twice a round, so when in
    doubt, heal!
    Eventually, you will win, and Gracos will set off an explosion so that you
    can't escape from the Sunken City alive. After pretending to be scared, Jann
    will just make a temporary Gate from the Sunken City to the Mountain Tower, and
    you'll escape to safety as the flood waters receed. This experience has shown
    the old bard that he's not young enough to do this anymore, and that he should
    train a successor to take up his quest. He'll ask that you go off and return to
    the towns, which should be safe now, though they'll probably be tasting a bit
    salty for a while. ^^ A guard will run off after seeing you're okay on the
    third floor, so continue downstairs, attempt to walk through the gate, and say
    your goodbyes to Jann one last time. He'll toss you a Wizard Ring before you
    pass through the gate, which closes behind you.
    The people of Hamelia are feeling... well, soggy. Enter the tower, and talk to
    the Mayor on the second floor balcony, and he'll give you permission to take
    the town's treasures. Behind the tower, you'll find a raft, which you can use
    to sail west and south over the water, and inside a room under the bar. Talk to
    the guard here to make him move aside, then open the chests for a WindShard and
    the Merm Moon! Now we can show the maid in Mezar this, to get the real Carpet!
    There's nothing else to do in Hamelia right now, so leave the city, and walk
    southwest to Huzu if you like. The people here're happy, and also a bit
    soggy, though they're okay. Head back through the tunnel to Avon, and the guard
    will move aside so you can pass. Walk to the Chieftan's house, and talk to her,
    to be granted permission to take the chests in their storeroom. You'll find two
    chests there, with a Berserkr Heart and a Pirate Suit.
    Back in the present, Return to Mezar, and show the maid in Nicola's house the
    Merm Moon. Meet her behind the Church in town, and she'll say how she's not
    sure where she buried the Carpet, since it's been so long. Search the ground
    about three steps north of the Church, in the center, and you'll find the
    stairs. Down below, open the chest, and you'll receive the real Carpet!
    Finally! Nicola will stumble upon the scene, and he'll be told about what
    happened all these years. Rather than be mad, he'll be happy that his father
    worried about him so much. What an odd fellow. ^^; Walk outside of Mezar, and
    test your carpet out! It'll fly now, so sail east, and enter the Great Hero's
    Shrine. A spirit here will tell you what God said, about the Great Hero Melvin,
    though it's not really any sort of clue that we can use right now. A hot stone?
    Maybe it's the HotStone that Hondara has! Make sure to get the LifeAcorn and
    WindShard from here before you leave.
    Before going insearch of Melvin, there's some other places we need to visit,
    and items to collect. ^^ If you Return to Dune, and hop on your Carpet, you can
    fly west to the Sphinx. It took many hundreds of years, but the Sphinx was
    repaired after the incident with the Evil Statue. It's changed a lot since we
    were here in the past, so enter the main doors, and walk down the steps to the
    lower level, going up the stairs here. Climb up the ladder, and exit the room
    through the southern door. Walk clockwise around the landing, and enter the
    Sphinx again through the western door. You'll meet a Scholar here, probably a
    descendant of the Scholar we brought to Dune's past before, who's found a
    remarkible fossil. Even better, there's an AquaShard on the ground here, to add
    to our collection. There's nothing else here to interest us right now, so make
    your way outside, and Return to Krage.
    Sail partially southeast of Krage, and move down the river until you find a
    region of trees and hills to the west. Land here, and west of you, you'll find
    a castle. This's the Medal King's Castle, where you bring all those TinyMedals
    you have been collecting for a while now, and redeem them for prizes. Inside
    the small Castle, you'll see the Medal King himself, who'll take all the
    TinyMedals you've been holding so far. If you don't have enough for some
    prizes, then come back later when you do. Down in the basement is a small
    library, with some important information. One book mentions that a tower west
    of this Castle reaches up to the heavens. Is this the tall tower that was
    mentioned by the ghost? Rather than find out right now, get back on your boat,
    and sail south, anchoring the boat as you reach land, to find Hamelia.
    Cross the bridge to reach the central part of town, and enter the house south
    of the well. Help yourself to the INTseed inside the vase, then move west and
    inside the Weapon and Armor Shop, to find an empty chest. North of the town
    square, you'll find Dr. Azmov, who's currently on the WRF boards as the most
    intelligent person, talking to a man named Beck. They're fishing, and manage to
    retrieve a Shard from the water! If you ask for it, Azmov will request that you
    visit his house a little later. Azmov lives in the house where we picked up an
    INTseed not too long ago. Talk to the famous thinker, and agree to his
    challenge: get rid of the monsters in the nearby tower, so that Azmov can
    research what the tower has to do with the Great Flood. You know what to do,
    heal up and save if need be, then hoof it north and across the bridge, to enter
    the Mountain Tower.
    From the enterance, move west, moving south through the break in the wall,
    before continuing west and down the stairs. Here, you'll find a KingSlime
    laying in wait for you! This isn't an ordinary KingSlime of course, but another
    monster that's a tweaked member of its species. All of its attacks are
    physical, so don't waste time with magic prevention, and use DEF-raising skills
    to reduce the damage you will take. When you win, the KingSlime will drop a
    BluePrint. After the battle, the KingSlime will split into four smaller slimes.
    One of them, Slachi, offers to help lead the way up to where the monster who's
    taken over their tower lives. Accept, and he'll join the party! You can break
    the east vase here to fight a MadPot, if you're in the mood to. Walk back
    upstairs, east, north through the wall, and then west, taking the small doorway
    to the outer edge of the Tower. Walk north, then east, and you'll find a chest
    with a FireShard inside! Yay!
    The easiest thing to do now, is walk north so you exit the Tower, then walk
    back inside. Slachi'll rejoin the party, and you can walk north. Turn west when
    you can, continuing until you see the stairs leading up to the second floor.
    Upstairs, move east, and south through the break in the wall. Walk west, then
    south, before moving the nearby lever to open the door for us. Move southwest,
    and up the stairs you'll find here, to reach the third floor. Directly north of
    the door here, you'll find a room full of barrels, which contain 50G and some
    Dung. To the east, you can retrieve a TinyMedal from the vases. Head east, and
    when you try to go through the door, Slachi will open the way for you. On the
    next floor, move west, then south, taking the east path south. Rather than move
    east, walk south through the break in the wall, and then move east and north.
    Push the lever here, then break the west vase for a Slime Heart. The east vase
    is a MadPot. Move west, then south, and go up the stairs.
    Wander over to the southern half of this floor, and Slachi will make fun of the
    missing monster. It won't take him long to run and hide behind you once the
    monster appears, though! GigaMute loves using cold attacks, so WoolGuard or
    Barrier can really help. Try to hit GigaMute with strong, physical attacks,
    preferibly ones that hit hard or multiple times. A good old Stampede never
    hurts! A happy Slachi will hop off the edge of the tower once you win, and
    you've collected your victory FireShard. Slimes're okay falling from heights,
    don't worry. Start on the way back to Hamelia, and let Azmov know that you've
    gotten rid of the monsters. Azmov and Beck will run off to check the Tower
    themselves, but they've not yet given us the Shard. Follow them, to see Slachi
    having some fun with the humans. ^^ When Azmov and Beck run off, walk up to the
    third floor and talk to Azmov. He'll give you permission to loot his storeroom,
    which's located where the Merm Moon was in the past. Run back to Hamelia, get
    on the raft, and sail to the storeroom, where you'll find a LifeAcorn and
    another FireShard.
    Now, let's start the quest for Melvin! Head to Estard, and the Inn, where we'll
    find Hondara. He's still trying to hit on that bunny-girl... he doesn't have
    the HotStone, though, as he's sold it to Brugeo, the world's richest man. We
    need to find him, and convince him to give it to us! Return to Orph, and using
    your carpet, cross the water and visit the mansion on the other side. Sure
    enough, this's Brugeo's main mansion, where he normally lives day to day. You
    can examine the well to fight an EvilWell, but there's no treasure inside. Once
    you enter the main mansion, to the east, go down the stairs in the kitchen, to
    the basement. You can get 120G from a barrel, as well as a Shell Suit and a
    LandShard. Go back upstairs, then climb the stairs to the second floor. Take
    the Bow Tie from the dresser here, then open the chests with your Thief Key to
    find a TinyMedal and the Magic Key! Great! ^^ You can also take a Silk Hat from
    a dresser upstairs.
    Brugeo isn't here, though. So, cast Return, and visit his Mansion in Litorud.
    While you can visit the mansions in other orders, this's the order I'm covering
    them. The man inside will mention how Brugeo was here, but that he's already
    left, and might be in Krage now. Go to Krage using your favorite means of
    transportation, but whichever one you pick, isn't fast enough: Brugeo's left
    already! Return to Orph, and sail over to Brugeo's Mansion, in the hopes that
    he's there now. Sure enough, up on the second floor, Brugeo'll be admiring his
    latest addition to his collection, the HotStone. He's no fool, though, he knows
    all about the legend involving this HotStone. Try as you might, he'll refuse to
    hand it over. When you're leaving, though, he'll run out of his Mansion, and
    ask to accompany you to this tower. He's curious if the legends're true, and if
    so, he'll gladly hand the HotStone over. Accept, and we can finally be on our
    Return to the Medal King's Castle, and walk southwest of it, where you'll find
    some water. Hop on your Carpet, and sail west across it, to find a tower
    nearby. This's the World's Tallest Tower, which does sound rather high. As you
    walk towards the door, the HotStone'll shine brightly, and unsealing the front
    door. Guess the HotStone's authentic, hmm Brugeo? Once inside, move north until
    you can't move any further, then east, taking the stairs you'll find here up to
    the second floor. Move south, east, north, and west, then south, west and
    north, to find a chest with an AGL Scarf inside. Go back downstairs, then move
    back west and south, towards the enterance. Move east, and follow the snaking
    path as it leads north, then moving west down the steps. Head north up the
    other steps, then go upstairs to the second floor. Walk south, west, south,
    then east, walking up the stairs. On this floor, head east, making your way
    counter-clockwise around the floor, then up some more stairs.
    Walk east and between the pillars, helping yourself to 370G from the chest.
    Start your ascent up the steps, until you finally reach a staircase at the top.
    This next floor is a maze! It's made to look trickier than it is, though. All
    you have to do, is walk around the outer edge of the maze, until you're by the
    southeast corner. There's an opening in the wall here, so enter it, and move
    west, north, west all the way, then south to the stairs. ^^ Climb up the long
    steps to the next staircase, and you'll find yourself in another maze. Move
    south, then east, before going north and east again. Move south and east, then
    north, east, south and west, to get a TinyMedal. Start back east, north, west,
    south, west, then north all the way. All you need to do now is walk east,
    south, east, north, east, and all the way south, to reach the stairs.
    Rather than steps, this floor has ladders. The east center ladder leads up to
    an empty chest, while the west center ladder leads right up to the stairs. You
    will reach another maze, which also requires that we use the outer edge of the
    tower for a bit. Don't fall, you wouldn't want to repeat this all again, would
    you? ^^; Move east, then south, walking west through the break in the wall.
    Head all the way south, then west and north, moving west, south, then west and
    north all the way. Finally, travel west, south, west, north, and east to the
    stairs. We're at the top! Brugeo'll give you the HotStone, which you should
    take to the top of the dais before using it. In a glow of light, the HotStone
    opens, and a figure, as well as a FireShard, appear. Pick up the FireShard, and
    talk to the man, who'll identify himself as Melvin! He's unsure what's happened
    to this world and God, and asks to join the party. Don't turn him down, accept!
    Talk to Brugeo, to have him rejoin the party, then walk down to the previous
    floor, and jump off the edge! On your way out, Brugeo says farewell, a little
    disappointed at not having a beautiful woman hero to hire as a servant. ^^;
    If you head to Mezar, to show Nicola Melvin, you'll find that the townspeople
    seem to already know. They even seem to think the Great Hero's already at
    Nicola's house. When you go there to investigate, you'll see someone named
    Ragley impersonating Melvin, who is doing a rather bad job of it. Agree not to
    blow his cover, so you won't hurt Nicola's feelings. It seems the only benefit
    for reviving Melvin, other than a Shard, was to get him in our party. I'm not
    complaining. ^^ Now, head back to Hamelia, and pay Azmov a visit, making sure
    you've registered for the Intelligence Rankings in Litorud first. He should be
    back from his visit to the Mountain Tower by now, right? You'll see that Beck's
    really worried about something when you arrive. It seems Azmov's Lore Hat is
    missing, stolen by some unknown individual. Beck's really concerned, so talk to
    him about it, and follow him outside when he runs off. He'll mention how
    important he feels it is that Azmov's given credit for being intelligent, and
    bemoans the fact that Azmov's ranking on the World Ranking Federation boards is
    now lower. Since this's our only clue, go to Litorud and look at the
    Intelligence Board. Someone named Epong seems to be at the top now. Epong? The
    zombie-bandit Epong?
    If you return to the Bandit Lair, all the bandits will mention how Epong's
    changed recently, and gotten smarter. One bandit will even mention Epong's new,
    sophisticated hat. If you go to BanditWig's room, sure enough, you'll find the
    culprit who stole the Lore Hat. BanditWig orders Epong to give the Lore Hat
    back to you, since the only rule of his bandit group is that you cannot steal
    for personal gain. Epong's sorry he did this, and willingly returns the Lore
    Hat, as well as leaving for Litorud to take his name down from the WRF boards.
    Return to Hamelia, and try to give the Lore Hat back to Azmov. He's realized
    that he likes to try to achieve greater heights of intelligence without it,
    though, and to try to rely on his own mental powers. He'll tell us that we can
    keep it, and use it however we see fit. Yay! ^^
    There's just one last thing to do before we bring the large number of Shards
    we've collected to the Ancient Fane, and that is revisiting the Sunken City. If
    you fly southwest of Hamelia on your Carpet, you'll see where the Sunken City
    is, but you'll need to sail to it on your boat to actually enter it. The Sunken
    City seems to be in good shape for being submerged all this time since we last
    visited, and there're even intelligent monsters walking around. First, head
    east and inside the building there, opening the chest to find a FireShard. 
    Next, head north, and go around behind the back of the building here to find a
    chest with a TinyMedal inside. Go back towards the enterance, then head
    northwest, entering the door here and moving east to go upstairs. Walk west,
    north, west, and south down the stairs, before entering the door here to find a
    GuardRuby. Walk back to the enterance of the Sunken City, and examine the
    center statue. Just like before, this'll reveal a set of stairs going down.
    Walk west, then north, before entering the first room you'll find to the east.
    Break the vase here for an AmitDonut, then go back west and north, before
    moving a little east to some stairs. You'll be by the water, so walk north and
    across the stone bridge to six vases. The southwest vase has a MysticNut, but
    the north center vase and the southeast vases both contain MadPots, and they're
    only too happy to attack the party. Now, head all the way easy across the stone
    bridges, and then north to a door. Walk west through the swamp, then exit to
    the south, and climb up the eastern steps to a door. Here, you'll find that
    Gracos V, or Gracos the Fifth, is the Sea Demon in charge here. They mention a
    strange-looking rock of some sort, which's probably a Shard, that was recovered
    from the bottom of the sea and given to him. If you walk west and out the south
    door here, you'll find a ledge with a chest, and a TinyMedal inside. Back
    inside the room, descend the stairs to arrive at Gracos V's throneroom.
    The Gracos family line seems to have grown up hating humans, ever since a
    not-so-random party of adventurers killed the first Gracos. He's determined to
    avenge his family line, and he'll quickly start a battle. This is not going to
    be an easy fight. Melvin'll be good help, both as an extra attacker, and with
    Guardian and HealMore. You'll need to be able to boost your defense, as well as
    reduce the damage you'll take when he spews cold air, or casts SnowStorm.
    Gracos V can't use Tsunami like his ancestor could, but he can use PoisonFog,
    so it helps to have Antidote ready to use or cast. Hopefully, you should be
    able to defeat him. If not, come back later, after you've gained some
    experience, as far as levels and classes go. When you do manage to win, he'll
    surrender, as he's not willing to die like his ancestor did. He won't harbor
    resentment towards humans anymore, and compliments your race. He'll also open
    one of his chests and reward you with the ? Shard, an odd Shard that doesn't
    seem to go with any of the pedestals we've yet encountered in the Ancient Fane.
    Are there other pedestals, somewhere else?
    We're all set to move onto the next world now. At the Ancient Fane, head to the
    Blue Pedestal Room and set the AquaShard on the southeast pedestal, in the
    southeast position. Next, go to the Yellow Pedestal Room, and set the LandShard
    on the northwest pedestal, in the west position. In the Green Pedestal Room,
    set a WindShard on the southeast pedestal, in the east position, and then place
    two more WindShards on the northeast pedestal, in the center and northwest
    positions. In the Red Pedestal Room, set two FireShards on the northeast
    pedestal, in the south and west positions, then place the remaining three
    FireShards on the southwest pedestal, in the west, southeast, and northeast
    positions. As you're doing all this, you'll notice that you've unsealed not
    just one land, but three of them! While you can do these in any order, the
    order I am going to do them in this guide is the following: the northeast
    pedestal in the Green Pedestal Room, the northeast pedestal in the Red Pedestal
    Room, and the southwest pedestal in the Red Pedestal Room. We can't use the ?
    Shard right now, so just put it in the Bag and hold onto it. Pick the pedestal
    of your choice, and see you in the next land!
    2P. The Priest and the Goddess Statue
    Items: 37G, 340G, 530G, Boxer Shorts, Cloth Suit, Dung, Florajay Heart,
           GoddesPic, Herb x 2, IronMask, LandShard, Leather Armor, Legs,
           LifeAcorn, Lipsy Heart, MoonHerb, Platinum Sword, Potion, Priest Key,
           Repellent, Steel Sword, TinyMedal x 3, Torso, WindShard.
    Once you've passed through the northeast green pedestal, you'll find yourself
    in the past again. To the east is a bridge, which we'll want to cross. On the
    other side, you'll find a man in hiding, and a sign that mentions Probina, a
    nearby city. Continue east, past a small forest and the northern mountains,
    before heading north to Probina. The moment you enter, people will ask if
    you're with some group named Raguraz. You'll find it's a country in the south,
    which is an uncivilized place of barbarians. Something is definitely unusual
    here, as we're being asked to leave the moment our business here is concluded.
    First, head north to the Weapon Shop, where you can get a Potion and a Steel
    Sword from the locked chests. You can also get an Herb from the hanging sack on
    the wall. To the south of the Weapon Shop is the Inn, where you can rest up if
    you need to. Southeast of the Inn, you'll find a house, with a TinyMedal inside
    of a barrel. Northeast of this house is the Armor Shop, for all your protection
    needs. Upstairs, help yourself to some Leather Armor from the dresser, then go
    outside and north to Elder Ordeux's house. A woman outside the stable here
    tells about a letter Ordeux was reading, and how it mentions that King Raguraz
    wants to take the town's protective Goddess Statue away, or he'll burn the town
    down to have it! Ordeux isn't home, though, as he's left with his son Razuel to
    visit the temple where the Goddess Statue is kept. Help yourself to the 37G
    inside the vase here, then leave the house and walk north to the next screen.
    Head north, and inside the cave. Walk north, though not up the steps, and
    follow the path west to a chest with a Florajay Heart inside. Now walk back
    outside the cave, and move west up the hill, to find a second cave enterance.
    Enter, and head north up the steps, then east and north to the stairs here.
    Upstairs, move north, east, north at the split, then west and south to the
    stairs. Next, move north, then follow the west tunnel until you find a chest
    with 530G inside. Walk back northeast, then east, before going slightly south
    and further east down a tunnel. The chest you'll find further south in this
    tunnel contains a Cannibox. Move back north, then west, south, west and south,
    before traveling east and up the stairs. Walk to the northwest, around the
    center of the room to find some more stairs, then exit to the southwest. We've
    made it up Mt. Prob! You can talk to the farmer here to hear about the local
    priest, or you can just walk inside the Temple.
    Once inside, enter the east door, and you'll find some Sisters who can save
    your game. There's free healing on the bed, and a treasure chest we can't open
    now. We can grab some Repellent from a vase, though. Back out in the main room
    of the Temple, you'll see Elder Ordeux talking with Razuel about the Goddess
    Statue. Suddenly, a citizen will appear, announcing that Raguraz's army has
    amassed at the bridge leading to Probina. Razuel will quickly grab the Goddess
    Statue and run off to surrender it, leaving the priest and Ordeux unsure of
    what to do. Hurry back down the mountain, all the way back to Probina, and
    start to head out of the town's west exit. You'll see a dog walk off to the
    Weapon Shop, which you should do as well. Talk to the merchant here, and tell
    him you plan on fighting, to be rewarded with a Platinum Sword, which's a nice
    weapon indeed. Now it's time to go to the bridge, and see if we can stop
    Razuel would rather be killed by monsters, than kill another human, and thinks
    breaking the Goddess Statue will make Raguraz's army go away. However, we
    quickly find that the army is actually composed of monsters, and they're more
    than happy to start slaughtering all the humans they can find. They'll fly over
    the bridge, and rush off to attack Probina! Once you arrive, you'll see that
    battles're springing up all over the place. Our friend in the Weapon Shop fends
    one monster off, but is knocked unconscious in the process. All around town,
    people are doing their best to fend the monsters off, but they're having a
    rough time. Razuel takes two of them out, but his legs're paralysed in the
    attempt. He asks us to hurry to the Temple and tell the priest about what's
    going on, and that he should hide. Cows're being slaughtered, and humans are
    having their souls shattered, we need to stop this!
    Run through the Mt. Prob Cave, and talk to Ordeux on the second floor. He
    encourages us to help the priest, too. At the Mt. Prob Temple, tell the priest
    all that's happened, and he'll rush outside to see it himself. His memory will
    come back, at least partially, to remember that he's had problems with monsters
    before. He asks Razuel, who limps up the mountain, to walk into the cellar and
    retrieve something, then asks that we help. Enter the cellar, and break the
    barrels for a MoonHerb, before opening the chest for a LifeAcorn. Try to help
    Razuel, and you'll suddenly be locked in the basement! The priest doesn't want
    us to be hurt because of him, and thinks he may be able to help. By the time we
    make it back outside, the entire Temple has been destroyed. By the enterance to
    the Mt. Prob Cave, you'll see a soul-shattered Sister, who's still holding an
    Adventure Journal for us...
    Razuel is distraught back at Probina, where even the animals have had their
    souls shattered. He walks off dejectedly, dropping the chest that the priest
    used to own back at the Temple. Open it, to find the Priest Key and GoddesPic,
    which shows a wounded Goddess healing herself at a spring. Show this to Razeul
    by the western exit, and he'll regain a bit of hope: maybe we can repair the
    Statue, and save the people? Exit town, and walk back to the bridge, where you
    will find the Legs and Torso of the Goddess Statue laying on the bridge. But
    where's the head? Maybe, if the spring works, we won't need it! Show the parts
    to Razuel, then climb the mountain, making sure to save before entering the
    spring. Inside, DragonMan waits to ambush us, and prevent us from fixing the
    Statue. DragonMan is fierce, and his attacks can deal out a lot of damage,
    while ours seem to do little. We don't need to win this fight, but survive it:
    after a few rounds, it'll end, and Razuel will rush in the room. He'll throw
    the Goddess Statue into the water, which will weaken DragonMan and restore your
    party's HP and MP. Now we can fight for real! DragonMan's a shallow version of
    his previous self, and should now be nothing that your party can't handle. ^^
    DragonMan is dead, but the statue is destroyed. Razuel starts to get depressed,
    before Melvin tries to shock him out of his senses. Outside, we'll see that the
    souls of the citizens of Probina are returning to their bodies! Now, they just
    need to repair their homes, and life will be safer and better than ever. Walk
    around town, talk to the people, and when you're set, make your way over the
    bridge. Razuel will appear to say his goodbyes, before we return to the Ancient
    Fane and the present. Probina in the present is southwest of Orph, so float on
    over there with your Carpet. ^^ Let's start at the Weapon Shop. Open the chests
    with your Thief Key to get an IronMask and 340G, then enter the nearby well.
    Search the water at the bottom of the well for a hidden TinyMedal! There's also
    a Cloth Suit in the back room of the Inn, inside the dresser.
    The house south of the Inn has a barrel outside with an Herb. There's also a
    man who can talk to cows, probably because of the two misplaced souls we saw in
    the past. The house east of here has a vase inside with a LifeAcorn. The former
    Elder's house is now a home for the elderly, with some Dung inside a vase, and
    a pair of Boxer Shorts in a dresser. Head north to the next screen, and go
    straight ahead inside the cave, circling counter-clockwise around the room to
    find a chest with a Lipsy Heart! Walk back outside, and use the west enterance,
    climbing up the steps inside and going upstairs. Move north, east, north, west,
    and south to the stairs leading up to the third floor. On this floor, move
    north, then west, opening the chest at the end of this path for a LandShard!
    Walk back northeast, then move east and a little bit south before going east
    again, to find a chest with a Cannibox inside, if you want to fight it. Now,
    just travel back west, then south, west, south, and east to reach the stairs to
    the fourth floor.
    Be a kind hero, and offer to help the old man here walk to the top of the
    mountain. Take the upper path west, then go up the stairs, and out the south
    door, to find yourself at the mountain top. Walk inside the Temple, and you'll
    find the old man was infact the resident priest. ^^; Enter the east door, and
    use the Priest Key you received in the past to finally open the priest's chest.
    Inside, you'll pick up a WindShard! While you're in the area, don't forget to
    check out the Temple's cellar, where you'll find a TinyMedal inside a chest.
    We're all set to go back to the Ancient Fane now, so cast Return, and place the
    LandShard you have on the northeast pedestal in the Yellow Pedestal Room, in
    the southern spot, before heading to the Green Pedestal Room. Toss the
    WindShard on the southeast pedestal, in the southeast spot, then walk inside
    the Red Pedestal Room. For the purposes of this guide, the next completed
    pedestal I want to explore will be the northeastern one. If you've already done
    it, or want to complete another pedestal first, go ahead, and I'll see you in a
    little bit. ^^
    2Q. The Many Trials of Loomin
    Items: 120G, 280G, 550G, 630G, BeefJerky, Copper Sword, DEFseed, Devil Armor,
           HairBand, Herb, Horned Hat, Iron Axe, IronMask, LandShard, Leather
           Dress, Lipsy Heart, Potion, Repellent x 2, SilkTux Robe, Slime Suit,
           Steel Sword, Tempt Sword, Tights, TinyMedal x 3, Tower Key, Traveler
           Suit, WindShard.
    It seems like the more lands we free, the smaller the remaining ones are. Start
    walking west, and enter the small cliff-like area you'll see as you go. This is
    the East Hill, which seems to be mainly an open area. You'll find a LandShard
    if you look around, as well as what seems like the remains of a rotted plant.
    Back on the world map, walk further west, and you'll soon come to the village
    of Loomin. The moment you try to enter, two Babygoyles stop you, and happily
    talk about killing you so that Borunga will give them a reward or two. Of
    course, you're not going to let them get away with that, HP-boosted Babygoyles
    or not. Fight them off, then start to explore the town, which's known as
    The house east of town has a vase inside, with an Herb inside. To the north of
    this house, you'll find a Church, but you can't actually save there, as there
    isn't a priest there. West of the Church, you can find a HairBand in the
    dresser, and you'll find the Weapon Shop west of there. The man can't sell you
    anything because of the monsters, but if you enter the house from the back
    enterance, you can fight the PinkOrc that's watching him. He has more HP than
    normal PinkOrcs, but he shouldn't be a problem for you. The two chests here are
    locked, but you can use your Thief Key to open them and receive an IronMask,
    and an Iron Axe. Upstairs, a Babygoyle has a Mini-Mini Shop, but the items are
    not good at all. South of the Weapon Shop, you'll find the Inn, where you can
    find a Horned Hat in a dresser.
    There's a Bombcrag guarding the enterance to the central building, but you can
    go behind it and continue west to an old woman by a well. Down in the well, you
    can save if you need to, and find Repellent and a DEFseed inside the dressers.
    You'll also hear about DarkDraco, and how he's caused the problems here. His
    home's the western tower, but you need to save Loomin before you can chase
    after him. Now that you've found this out, the Bombcrag isn't infront of
    Loomin's central mansion, and you can go inside. The vase in the northwest
    corner has a TinyMedal! The old man here is a disguised PinkOrc, of the
    stronger variety, which you can avoid or fight. Upstairs, you'll find Borunga,
    who isn't happy to see humans during his bathtime. Despite his cold, he'll
    happily threaten you, and the fight will start. He's entirely a physical
    attacker, so Defense-raising spells and skills will help your party keep their
    HP up. Afterwards, raid the northwest dresser, and you'll find the Tower Key.
    The townspeople're happy that the monsters have been fended off, but DarkDraco
    makes his presence known by roaring, and everyone's still scared of what may
    happen to them. Head west, and enter DarkDraco's Tower, moving up the steps and
    inside. A PinkOrc'll try to fend you off inside, but he won't win, right? ^^
    Move straight ahead, and up the stairs, then move outside. Move west, then step
    on the trigger, and move north down the stairs. The chest here contains a
    TinyMedal! Back upstairs, move east, and step on this trigger, then move south
    and down the stairs. Step on the switch on the ground, to cause a door to open.
    Go north through it, then west, before exiting out the northern door. Outside,
    head east, then open the chest here for 120G. Go back inside, and up the stairs
    to the second floor, before moving west, and going up the stairs you'll find
    here. Head east, and north following the damage tiles, before moving east and
    up the stairs. Here, move south, then west over the bridge, before going south
    and east until you can move north. Travel west, down the stairs, and open the
    chest to find the Tempt Sword.
    Back upstairs, move east, and south, before going east and up the stairs. The
    chest in the northwest part of this room has a Potion inside. Go up the
    northeast stairs, then move south and step on the switch. Go back north, then
    west, and step on the switch here. Move south through the now-open door, and
    step on this switch as well, before moving back north, east, and south to a new
    switch. Walk north, east, then south two rooms, before moving west and up the
    stairs. You'll find DarkDraco here, who does not seem happy. If you're in dire
    straits, you can go south and jump off the Tower to land on the ground floor.
    Otherwise, advance forward, and fend off the two strong Babygoyles. Keep your
    HP up, because immediately after you defeat them, you'll have to face
    DarkDraco. He infrequently uses Scorching, which can hit everyone for a lot of
    fire-based damage, but he generally attacks one party-member at a time
    physically. It isn't too hard a battle, and afterwards, you'll see the land
    restored to its light state.
    The people of Loomin are all happy and amazed at the light now, and almost all
    the monsters are gone from the city. The Bombcrag is still peacefully living
    inside the mansion, but the evil priest from the church is now in the well.
    He's plotting on taking over the town, so attack! Other than a Beat spell, he
    doesn't have anything amazing to throw at you. After that, you're all set with
    the past, and you can go to the present. Place the LandShard you found on the
    northeast pedestal in the Yellow Pedestal Room, in the east position, then go
    find Loomin. Loomin's present location is northeast of Engow, and there's quite
    a lot on this small island. Let's start with Loomin itself. The moment you
    enter, you'll notice that something's wrong. The entire town's destroyed, and
    it looks like it has been for years. The party suggests that you should go back
    to the past, to see what may've happened to Loomin once you left. Before going,
    head to the well in town, and search the dresser for a TinyMedal.
    Before going to the past again, though, let's check the surrounding areas.
    Directly north of Loomin, you'll find the Monster Park. The man inside the
    house here, Mr. Monster, gives your party some BeefJerky, and ask that you try
    to befriend monsters to stay here. This's an optional part of the game, like
    the Immigrant Town, but it is fun. ^^ Search the dressers here to get a Slime
    Suit, then leave and come back when you've caught a monster. After that, you
    can return, and the assistant will be by the Monster House. You can also hand
    over your BluePrints, and new areas will be added onto the park bit by bit. ^^
    Now, let's explore DarkDraco's Tower in the present. Walk up and through the
    front door, then up the stairs to the second floor. Exit through the southern
    door, then move west and press the switch, before going north and down the
    stairs. Take the TinyMedal from the chest here, then go back upstairs and
    walking east to another switch. Step on it, then go down the stairs, and hit
    the switch to the north. Walk north, west, and out the door here, before
    getting the Lipsy Heart from the chest to the east. Back inside, go up the
    stairs, then travel west and south, before going up the stairs to 3F. Walk
    south, follow the damage tiles north, then move up the stairs to the east. Move
    south, west over a bridge, south, and east, before walking north and west to
    the stairs. Grab 280G from the chest there, then go back upstairs, east, south,
    and east up the stairs. The northwest chest on this floor is a Mimic, so be
    careful! Walk up the stairs east of the Mimic, then move south and step on the
    switch here. Head back north, then west to another switch, before going south
    and stepping on another one. Go north, east, south to another switch, then back
    north. Walk east one room, south two rooms, then west to the stairs, to arrive
    at the top floor. On the dais where DarkDraco was in the past, you'll find a ?
    Shard! Better hold onto it!
    Now, return to Loomin in the past, and you'll see... a big plant infestation!
    It seems that with the light returning to this world, the HellVine has revived,
    and it's picking back where it started here in town. To save the villagers,
    you'll have to attack each lone vine before it can attack anyone else. There're
    so many though! I'll try to cover them all in my particular order, so you won't
    miss any. Start by trying to attack the one which is holding a bard, only to
    see him pulled underground. Vent your frusteration out on the VineRoot south of
    him, and the one south of the eastern house. Inside the house, you'll find two
    of them, which you should also dispatch. Attack the VineRoots that're to the
    east and west of the old woman outside the Church, then take out the one that's
    inside of the Church. After you fend it off, the priest here can do his normal
    duties, like saving your game! ^^
    Attack the VineRoot on the path towards the Inn, and the two that're behind it.
    There is a lone VineRoot inside the Inn itself, and the thankful innkeeper
    mentions that we need to kill the HellVine itself, not its roots, to stop it
    permanently. Take out two VineRoots by the old man north of the Inn, then run
    around to the back of the Weapon Shop, and go inside, to save the owner from
    two more evil plants. Back outside, take out the three VineRoots that're south
    of the house east of the Shop, and then go inside to find you are a little too
    late to save an elderly woman. Clear out the four VineRoots by the center of
    town, then head towards the mansion, taking out two VineRoots on the way to the
    front door. Weed the western VineRoot, then the three to the east, before
    entering the mansion and taking out the eight VineRoots that're here. Could
    this be the place where the HellVine is lurking?
    Run upstairs, and you'll find the mansion's owner and Rocky, the Bombcrag from
    before. Three more VineRoots try to attack, but Rocky valiantly explodes to
    take them out. The man mentions that the HellVine used to be at the East Hill,
    but it's moved since then, and is trying to take the town out from underground.
    Where's the lowest spot in this village? The well! Sure enough, the moment you
    head down the well, four more VineRoots will appear, to try to stop you from
    entering the suspicious cave enterance here. Fight them off, and run inside,
    moving north and east, to see a VineRoot wiggle back in from a cave it's poking
    out of. Walk inside after it, and examine the sword you find on the ground
    here, to get a Steel Sword. Attack the VineRoot, and enter the new cave you
    find there. Move north, east down a ramp, then south and down a ramp, to see a
    VineRoot retreating inside a cave. Inside, you'll see a ramp leading down to a
    new floor below the earth, and another VineRoot sticking out of a cave. Move
    north instead at first, taking 630G from the chest here, then pursue the
    twisted vegetable further inside the caves.
    Walk north, then a little east and north, opening the chest here to find a suit
    of Devil Armor. It's cursed, so don't put it on! Move south, then east, and
    you'll find a VineRoot guarding a ramp leading up. Move south and out the door,
    then down the ramps, entering the room that's decorated with human bones.
    Guarded by eight more VineRoots, is the HellVine itself! With a roar, it
    attacks, with two VineRoots helping to defend it. The HellVine can be really
    cheap, using various status-attacks, which all add up after a while. Take out
    the two VineRoots with multiple target attacks, so they won't add even more
    damage onto your party. When you win, you'll find a WindShard! Make your way
    out of the well, by walking or an Outside spell, and talk to the happy thankful
    people again. It seems like the man inside the mansion has gained a new pet, a
    small bug he found stuck on one of the VineRoots, and so he's decided to call
    it Chibi. ^^ Chibi can sure hop!
    Head back to the Ancient Fane, and place the WindShard on the southeast
    pedestal in the Green Pedestal Room, in the northwest position. Then, return to
    Loomin, to find... that it's still in ruins! What is wrong with this town,
    seriously? Hurry back to Loomin in the past, to see what is causing the problem
    this time. It seems the townspeople are complaining about Chibi, and how
    quickly he seems to be growing. Visit Sieble, and you'll see that Chibi's doing
    well, and Sieble can't understand why people don't trust Chibi. Start outside,
    and a few villagers will appear to talk to Sieble. The talk will come to blows,
    and Chibi will try to defend his master, only to frighten everyone away. The
    people outside feel that Chibi should be killed, and you have the option of
    doing the task for them. The man gives you three chances to back away from it,
    which is a large hint that killing Chibi isn't a good idea. The choice is
    yours, though.
    If you accept, you'll rest until nightfall. After the encouragement of the
    townspeople, you can leave, and head to Sieble's house. Chibi is walking
    around, and seems to know that you're here to murder him. Chibi puts up a good
    battle, with pretty high defense, as well as SleepAir and sticky threads he'll
    spew at you to prevent you from acting. But it's not long before Chibi dies at
    your hands, to the immense sadness of Sieble. You've killed his pet, and even
    if you've done as the citizens asked, it's still cruel. 
    If you decline, then you should hurry to Sieble's house, and tell him of the
    plot to kill Chibi. He'll decide that he should set Chibi free, so he won't
    get murdered. He'll wait until nightfall, and head to the East Hill. Follow
    him there, then he'll bid Chibi goodbye, with the same sadness that we all
    feel when we abandoned a beloved pet. Afterwards, you will return to Sieble's
    house, with the deed done.
    No matter the option you chose, by now you'll hear a scream from outside the
    house. Immediately, a HellWorm will attack your group. This creature uses 
    sticky threads to make you stuck in place, and a blast of PoisonGas as well.
    It's not really difficult, as long as you treat it as a potential threat.
    Afterwards, you'll find that there're several HellWorms in town, making a mess
    of things. One of them is attacking an old man behind the Weapon Shop, one
    attacking a Sister outside of the Church, one attacking a man in the center of
    town, and one attacking Torii by the Inn. There's also one by the enterance,
    though it's not attacking anyone. After defeating those five, your party
    suggests checking on Sieble, who should still be in his mansion. There're two
    more HellWorms, by the graveyard, if you want to kill them for the EXP.
    Inside the mansion, Sieble's being attacked by another HellWorm! Kill it, and
    Sieble ponders wheither Chibi caused this. He refuses to believe that, though,
    as four more HellWorms run into the room. A small platoon of HellWorms await
    outside to take you out! If you spared Chibi's life, he'll rush onto the scene,
    and try to scare off the HellWorms. When that doesn't work, he'll try to kill
    them himself, slaughtering three of them before the rest run off and out of the
    city. He'll die doing this, but the city will be saved. Sieble asks that you
    visit Chibi's grave before you leave Loomin, as he would've wanted it that way.
    What happens if you did not save Chibi? Sieble and your party will flee from
    the HellWorms, and hide in the well. The next morning, you'll find that Loomin
    is destroyed, permanently, and that it was your own actions that brought about
    this town's downfall.
    Loomin finally exists in the present! ^^ If you spared Chibi, that is.
    Otherwise, it won't exist at all. In the Inn, help yourself to a Traveler Suit
    from one of the dressers, then go in the back of the Weapon Shop, and take a
    Copper Sword and 550G from the locked chests. The house nearby has a Leather
    Dress in a dresser, appropriately enough, that you can pocket. The house east
    of the enterance has some Tights in a dresser on the second floor. The
    mansion's second floor has a MadBook in the bookcase, and a SilkTux Robe in the
    dresser. Last, but not least, you can pick up a Repellent from a dresser in the
    well. That's all there is to Loomin, finally, so move back to the Ancient Fane,
    and take the southwest pedestal in the Red Pedestal Room. We're almost done
    freeing all the lands, just four more to go!
    2R. The Ultimate Magic
    Items: 5G, 6G, 13G, 60G, 250G, 310G, Bolt Wand, Bow Tie, DEFseef, Empress's
           Letter, Evade Suit, Horned Hat, LifeAcorn x 2, LightAqua, Magic Shield,
           MysticNut x 3, Party Dress, Potion x 2, Priest's Letter, Rib, SeaShell
           Hat, StarShard, STRseed, TerraTula, TinyMedal x 6, WindShard x 2.
    As you appear in the past, move east, and you'll come across several things on
    this small-seeming island. There's two castles, for instance, one with a town
    south of it. Enter the castle without a town first, to find Raguraz Castle. The
    country seems to have lost a war a year ago, and they're still recovering. Walk
    up the steps, and inside the castle, before going upstairs again to the roof.
    There're small Item and Armor Shops here, just incase you're missing some
    equipment. Back downstairs, move north and down another set of stairs. You'll
    find a Battle Arena here, which isn't in use, and the King of Raguraz. He
    mentions how Mardra and Raguraz had a minor battle years ago, and Mardra
    eventually came to beat them last year. He wishes he could've seen the young
    King without any actual fighting happening, as he's rather skilled.
    Make your way out of the castle, and head towards the other castle with a
    village infront of it, known as Mardra. Inside, you'll find an Inn to the east,
    which you can use for all the healing you need. There's a vase outside of the
    Inn, with 5G inside, for you to help yourself to. Inside the Church, you'll
    hear all about how the King has been increasing the size of his army, and that
    he's even dismissed his childhood friend, Dino, from helping as an advisor.
    There's even talk of demons! The next shop to the east is the Weapon Shop, and
    you can find a chest here that needs the Magic Key to open it, which contains
    a Magic Shield. The shop owner's wife is down in the basement, and mentions
    something called Ultimate Magic. Something bad seems to be happening, in this
    Back near Mardra's enterance, you'll find the Royal Magic Research Institute,
    which is being guarded. We're not authorized to get in here, so we're not able
    to sneak in. While there is a northern enterance, that one is also guarded on
    the inside, so it won't help us very much. The building east of the Royal Magic
    Research Institute is an Item Shop, with some pretty basic items for sale. To
    the northeast, you'll find another house, which has a Horned Hat on the second
    floor, inside a dresser. Search the nearby well, and you can get a MysticNut
    and a Bow Tie from the dressers. MysticNuts are always fun to get! ^^ The house
    to the west has two barrels outside, and one of them has a Potion inside. If
    you like fighting hidden enemies, you can examine the bookshelves inside this
    house, to take on a MadBook.
    If you continue north, you'll reach Mardra Bridge. On the other side, you'll
    find Mardra Castle. Speak to the western guard, and tell him you're the
    messenger, to be allowed in to snoop around. ^^ Enter, then move east, and use
    your Magic Key to open the two chests to get 310G and an Evade Suit. Go
    upstairs, and you'll see a chest sitting in the middle of four doors. The man
    here gives you a clue as to how to unlock the chest: "Through the statue and
    cross the T." See the statue in this room? All you have to do, is enter the
    little chest room from the western door, and go right out the eastern door. Go
    around to the northern door, then out the southern one. There should be a
    click, and the chest will open, giving you a LightAqua. The man in the room
    runs over, and asks that you hand it over to him. He'll thank you, and ask that
    you see him later on in Fire Tower later. Yay! ^^
    Head through the northern door, and across the castle walls to the northeast
    tower. Continue out the west door, past the floating tower, and inside the
    northwest tower. Walk downstairs, and a man here will explain that each tower
    has a name; the southeast tower is the Water Spire, the northeast tower is the
    Earth Spire, the northwest tower is the Wind Spire, and the southwest tower is
    the Fire Spire. If you use your Magic Key on the locked chest in this room,
    you'll find another MysticNut to add to your collection. Back upstairs, go up
    another floor, and you'll find the current King's father. He's worried about
    his son, as is the former Empress. She says that her son has severed all ties
    to the Great Fane, in the south. She asks that you deliver a letter there,
    which you should say yes to. Hold onto the Empress's Letter for now, and go
    back downstairs, to see that the floating tower has settled, and a guard has
    hurried inside. Are we going to get caught for fibbing now? ^^;
    Walk further south, and enter the Fire Spire. Take 13G from one of the vases
    here, then move downstairs, and raid the two chests here for a STRseed and
    250G. The man here thanks you for your help earlier, and asks that you come
    back later, since he can't reward you now. Walk east, and talk to the guard who
    is guarding the door, to see a small scene where you're tossed out of the
    castle. We know where we're going now, though, so let's head out of Mardra
    anyways! West of Mardra, you'll find the Checkpoint, where the road to the
    Great Fane has been blocked. Speak to the eastern guard, and show him the
    Empress's Letter, to be allowed through the Checkpoint. It's not a far walk
    south to the Great Fane from here. ^^
    Once at the Great Fane, speak to the merchant here if you want some items, then
    head through the central doors and inside. Walk west along the outer corridors
    of the Great Fane, then head north, and west through the door by the wizard
    statue. Continue east, then out the east door, before walking north and west
    around the outer corridors, passing through the northern door, and exiting
    through the southern one. This's just like the puzzle at Mardra Castle! If you
    do it correctly, a platform will appear, so that you can go down the stairs in
    the center of the room. Downstairs, open the chests for a Potion and a
    MysticNut, then walk through the southern door. This room seems to be a burial
    area for deceased priests of the Great Fane. Take the TinyMedal from the vases
    here, then continue south, and through the door. Break the vases here for 6G,
    then go up the stairs here to find yourself right outside the Great Fane. Run
    back in, then go upstairs to the second floor. ^^
    To the south, you can save your game if need be, and the woman outside the
    eastern room will allow you to rest for free. Enter the western room, and talk
    to the High Priest, to find out he's trying to devise a new spell. He asks if
    you can find a StarShard, in the cave northwest of the Great Fane, so that he
    can complete his research. That shouldn't be too hard for your party of
    adventurers. ^^ This cave is the Basin Cave, and you should first move north
    between the rocks. Walk west, then north, and you should find a bridge over the
    water. Go up the ramp to the east, then down the ramps further east, before
    moving south and west to a cave enterance. Inside, walk north and northeast,
    before moving further northwest around the center of the room, and north
    through another door.
    Go down the stairs in this room, then travel east to a small pond. Walk south,
    then follow the path west and north, ignoring the stairs to the east, then move
    north and east to a new set of stairs leading up. Cross the bridge to the west,
    then walk through the door, to find yourself outside. Walk up the ramps to your
    east, then cross the bridge and walk north past the fishing line. There's a
    fish in the bucket up here, so someone must've been here recently. Further
    north, you'll find a house built into the mountainside, and to the west, a
    waterfall you cannot cross. Help yourself to the Herb in the vase, inside the
    house, then speak to the people here to find out about the StarShard. There's a
    very small margin of time where you can grab it, but they're willing to let you
    spend the night to try. Agree, and run outside and past the waterfall. You'll
    barely make it, so that means you should hurry inside, and try to scale the
    mountain before the StarShard vanishes.
    Walk north, and up the stairs, then move up the next set of stairs. Move up two
    more sets, and you'll reach the top of the mountain. Walk south, and across the
    bridge, staying on the path as it leads north and west, to where a sparkling
    spot is by some flowers. Examine it, and you'll get the StarShard! ^^v Walk
    back down the stairs leading back inside the mountain, then cast Outside, and
    you'll be free of the Basin Cave. Return to the Great Fane, and talk to the
    High Priest, to learn about the Ultimate Magic, a spell that can help take out
    continents easily. He's almost ready with a counterspell, though. He gives you
    the Priest's Letter, which will help you past the Checkpoint, and asks you to
    slow the King down any way you can. Return to Mardra, and show the guard
    outside of the Magic Research Institute the Priest's Letter. He'll let you in,
    even though he may get in trouble.
    Oogle at the floating ball, and talk to the people here, to get a few more bits
    of information about the Ultimate Magic. Make sure you speak to the director,
    on the roof, if nothing else. ^^ Walk out of the Magic Research Institute, and
    start towards the Castle. Mikwa, a young girl who hopes to someday be a mage,
    loses control of a Blaze spell accidently, and hits a black-cloaked man. He
    isn't happy, and fires off a Blazemost spell in retort, which Dino thankfully
    blocks. The man continues onto towards Mardra Castle, while your party goes to
    the Church with Dino. A flashback later, you'll hear all about King Zeppel's
    past, and a girl named Lucia. It'll also show why Zeppel was obsessed with
    beating Raguraz, and why he only killed the enemy Captain. Dino begs for you to
    stop King Zeppel from unlocking the Ultimate Magic, before it's too late.
    Continue on back to Mardra Castle, using the Priest's Letter to get inside.
    Continue past the inner doors, and up to the guard blocking the way to the
    King's throneroom. You'll see the black-cloaked man talking to Zeppel, and
    handing him something that does not sound good. The man will leave, and King
    Zeppel will deny any wrong doing. Go down the nearby stairs, and take the
    TinyMedal from the dressers you'll find there. There's nothing else to do here,
    so walk out of the Castle, and back to Mardra. A messanger from the Great Fane
    will be waiting for you, and tells you to hurry back to the High Priest. Once
    there, he'll try out the counterspell, only to find he's goofed. x.x Now, go
    back to Mardra Castle, to see what King Zeppel is up to.
    You won't get that far, though, without the black-cloaked man stopping you, to
    tell you what the Ultimate Magic really does. He feels you should know because
    you'll soon die anyways, but let's prove him wrong! The ZoeMage uses lots of
    spells, so any protection you can get against magic will help you immensely.
    The damaging spells he throws around are Blazemore and Infermost, so most of
    the time, you'll only have to worry about one person hurt at a time. It's the
    Infermosts that can catch you off guard, so be careful, and take him out!
    Afterwards, run inside the Magic Research Institute, and you'll see Dino trying
    to get inside. He barges his way past, and unlocks a door here, which is where
    we should go next. Enter, then move downstairs, and you'll find King Zeppel
    above a massive pot, and Dino trying to talk some sense into him. When that
    fails, and the spell starts, even Dino's spell-casting doesn't seem to work.
    Zeppel rushes off, and your party should pursue him to Mardra Bridge.
    You're too late to stop the spell from working, and the God of Destruction has
    returned. You can't defeat Zeppel yourself, but you can have fun seeing how
    long you can survive his powerful attacks. ^^; The High Priest will come along
    to revive you, though, so you can hurry inside the Castle, after a scene, and
    move east to another room. Go upstairs, then exit through the western door, to
    find the High Priest readying his Majustis spell. The spell works, but not all
    the way, which leaves your group the task of finishing him off for good! He is
    much weaker than he was before, though he still retains the Blazemost spell.
    There's no worry about Explodet spells, and his breath attacks have been toned
    down extremely. It'll still be a tough battle, but if you've gotten this far,
    then you should know exactly where your party is weakest, and be able to make
    up a strategy of your own. ^^
    After the fight, it seems things will be going back to normal. King Zeppel
    understands where he went wrong, and promises you nothing but peace for his
    kingdom from now on. On your way out, stop by the Fire Spire, and talk to the
    Staff Maker's assistant, to get the Bolt Wand. A good deed's rewarded with
    another. ^^ Walk back to the Great Fane, and talk to the High Priest, who
    mentions that he wishes to teach you Majustis, but he still has some work that
    needs to be done with it, before it'd be useful to us. He asks that we come
    back later, and he should have the spell done then. Now, head back towards the
    Ancient Fane, but don't return to there yet. If you have completed the events
    in Probina, Loomin, and Mardra, then make sure that you take any items that you
    may want, out of Maribel's inventory. This may be some equipment you like, or
    even something good like a few TinyMedals. In either case, don't go back to the
    present until you're all set! If you left out one of those pedestals, then go
    to that section of the guide, and just wait until you've completed everything
    there before doing this step.
    Once you've stepped back into the present, Maribel will mention how tired she
    is. The rest of the group agrees they've earned some rest, and you'll be forced
    out of the Ancient Fane, to see someone from Fishbel nearby. He quickly informs
    you that Amitt, Maribel's father, isn't feeling good, and she runs back to
    town. Now you know why you took things out of her inventory first, since you
    didn't get a chance here. ^^; Head to Maribel's house by the dock, and you'll
    see her whole family on the second floor. Maribel needs to stay here, and
    comfort her father, so there'll be no more adventuring with her, at least for
    now. Head back to your house, and speak to your dad, Borkano. He mentions that,
    to the northwest, he found a party of nomadic people, who were in tents. This
    sounds a lot like the Dejan Tribe! Sail southwest of Engow, and you'll reach
    the continent which has the Excavation Site. To the west, just like it existed
    in the past, you'll find the camp of the Deja Tribe.
    Right as you enter, you'll see that a man is blocking the main tent, because a
    sacred ritual is underway. This seems just like it was in the past, too, when
    your party first met this clan of people. You still can't enter the main tent,
    so break the vases by the house southwest of it, to find a LifeAcorn. Inside
    the house, you can find two empty chests. To the east, you'll find another
    tent, which also has an empty chest inside. Move two tents south, and break the
    vases here to find a TinyMedal! Enter the southernmost, larger tent, and get
    the Rib from the vase. Yet again, the treasure chest here is empty. Once you've
    talked to everyone in the camp, speak to the man guarding the main tent again.
    The ritual will be finished, and you'll see Aira, who definitely doesn't
    resemble the kind of dancers we've seen in this tribe. ^^; Enter the main tent,
    and open the chests you'll find inside, for 60G, another LifeAcorn, and two
    more locked chests, that you shouldn't worry about.
    Walk to the southern end of the camp, and leave, then move west and north on
    the world map. You should see a cliff-like area, known as the West Shore, that
    you should enter. Here, you'll find Aira, looking at a gravestone. Tell her
    that you're there to check on her, because the Chief asked, and she repeats
    that she just doesn't want to be the Deja Tribe's dancer. She wanders off,
    leaving you to check the gravestone, and find that it's the grave of the Holy
    Dancer and Holy Guardian.
    Back at the Deja Tribe's Camp, and the Chief's tent, Aira is saying her
    goodbyes, determined to leave the Tribe until she can find a tula player that's
    good enough to help them. The Chief will hand over the TerraTula, for her to
    guard, before she joins your party officially. Afterwards, she walks out of the
    Deja Tribe Camp quietly, and makes a stop at the West Shore, She takes up the
    sword of the Guardians before her, and you all fall asleep watching the stars.
    ^^ The next morning, one party-member, one Deja Sword, and one WindShard
    richer, we're all set to leave and continue our journey. Aira is an experienced
    Dancer, as well as a decent Warrior, so she's far from unexperienced.
    Back at your house in Fishbel, your dad mentions that he's decided to pay off
    Hondara's debts, to try to convince him to change. Mom doesn't think this is a
    good idea, though. Amitt seems to be doing better, and Maribel thinks she'll be
    able to go with us on our adventures again really soon. In Estard's Inn, it
    seems Hondara is already thinking of a new scheme to get rich. He plans on
    trying to find and salvage the frozen ship in the cave near Dune, and is
    already begging people for cash. Not the kindest man, that Hondara. If you
    visit the castle, Aira seems to recognize it, even though she's sure she's
    never been here. The King seems to faintly recognize her, as do some of the
    guards and Princess Leesa. I'll let you draw your own conclusions from all
    this. ^^
    Now, we need to see how Mardra's doing in the present. If you sail or fly west
    of Loomin, you should reach the island soon enough. Once there, land by Mardra,
    and check out the city. You'll quickly find that, after the events with the
    Ultimate Magic, they gave up magic and wars, and became a peaceful nation of
    music-lovers. This's just what Aira wanted to find. ^^ Inside the Inn, you can
    find a SilkRobe, and you can hear about Johann, who some people seem to love or
    hate, in the Church. North of the Inn, you can join the Princess Michaele
    Fanclub, to learn exciting things about omelettes, and other obscure facts.
    Some people are just obsessed with celebrites. ^^ To the north, an EvilWell
    guards the well that leads down to the Washroom. If you go down there, and
    search the dressers, you can pocket a new TinyMedal, so it's worth the fight.
    In the house east of the well, you'll find a SeaShell Hat in a dresser on the
    second floor. You'll also find Johann, who seems like he wants to abandon the
    tula, since he played the wrong song at the funeral. There's some mention of a
    contest, as well. Outside of the house to the west, you can find another
    TinyMedal inside of a barrel. This's also the house of Johann's teacher, who
    mentions that Johann needs to shape up, or he won't teach him anything else
    about the tula. The old Royal Magic Research Institute is now the Night Club,
    and has the normal Weapon, Armor, and Item Shops you've come to expect in towns
    by now. 
    Next, head across Mardra Bridge, and enter Mardra Castle. Go inside the door
    straight ahead of you, and continue inside to Princess Michaela's throneroom.
    When you talk to her, she'll figure out how you can find the legendary tula
    player for the Deja Tribe: a music contest! It'll take a while for it to start,
    though, so this means we should continue our journey, with Aira's help, until
    it can begin. First, we need to finish checking out the rest of the Castle! Go
    back towards the front of Mardra Castle, then head west to a room full of
    musical research. Upstairs, head north and across the top of the wall to the
    northwest tower, then move downstairs to find a DEFseed inside of a chest.
    Back upstairs, move east to the northeast tower, then south to the southeast
    tower. This room should look familiar to you, as does its solution: move from
    the west door inside the smaller room, and out the east door, before moving
    from the north door back out the south door. The chest'll open, and you can get
    a Party Dress. Downstairs, open the western chest to find nother, and a hungry
    Mimic in the east chest. That's all Mardra has to offer us, so let's go south
    to the Great Fane next. They're getting ready to host the contest here, so the
    only real thing we have to do, is get to the central staircase in the center of
    the Great Fane. As before, walk from the west door to the east door, then from
    the north door to the south door, and a platform to the stairs will appear.
    Downstairs, you'll find two chests, with a TinyMedal and a WindShard inside!
    In the southern room, check the vases for a MysticNut, then examine the large
    tombstone you'll find here. It seems the High Priest was as good as his word,
    since your hero will learn Majustis! It gets better, though. Return to the
    Great Fane in the past, and show the High Priest his own spell. At first, he
    won't believe you, but after a practical demonstration, he'll find that you
    were telling the truth, and somehow surpassed his spell research already. He
    will thank you, and try to make his spell even better now. If you return to his
    grave in the present, you'll find that your demonstration helped: rather than
    Majustis, the spell that's inscribed there is improved, and called Gigastis.
    You'll learn it just like Majustis, and be that much more prepared for the rest
    of your adventure. ^^ Now, go back to the Ancient Fane, and the Green Pedestal
    Room, placing your two WindShards on the southeast pedestal, in the west and
    northwest positions. This's the last green pedestal, so let's save the day
    2S. Spirit Statues and BlissRocks
    Items: 3G, 10G, 20G, 210G, 320G, 350G, 540G, AGL Scarf, AquaShard, BlissRock,
           BluePrint x 2, Bolt Wand, Boomerang, DEFseed x 2, Glam Robe, Innocent
           Dress, LandShard, LifeAcorn x 3, Pot Lid Shield, Rib x 2, TinyMedal x 5,
           Tray Shield, Wizard Ring, WorldLeaf, Wyvern Heart, ? Shard.
    From the Gate, head northwest, and north between the mountain range. Enter the
    town here, which is known as Gorges, and follow the path to some stairs leading
    down. Move down the ramps, and exit to the south, to reach the actual town. The
    people here have wings, as they're members of the Lefa Tribe. Move west, past
    the church, and up the ramp to a house. Break the barrels to the east of the
    house, to find a BluePrint for your Monster Park. Inside the house, you'll hear
    someone named Pendragon mentioning a BlissRock, and how it's important to the
    Lefa Tribe. After the person he's speaking to leaves, talk to him, and agree to
    help him out. There's a fane to the north where the BlissRock is stored, but
    monsters from a grey cloud came and took it over. Sound familiar? Maybe we can
    finally stop that cloud! Don't forget to check the dressers for a TinyMedal!
    Enter the nearby Inn, and use your Magic Key on the locked chest to get 210G.
    Head back outside, then east, before starting across the bridge. On the other
    side, you'll see three children talking together, about why Firia can't fly.
    Scare the kids off when they start teasing her, and she'll start the walk back
    home to Pendragon's house. Enter the nearby door, then go up the stairs inside,
    then head south and enter the Armor Shop. Open the chests here to find a Pot
    Lid Shield, nothing, and 20G inside. The room to the west is a Weapon Shop, and
    you can get a Boomerang from the chest there. To the north of the stairs,
    you'll find three vases, one of which has 3G inside, and a chest with a Rib
    inside. Walk up the steps, then move further west and north to some stairs
    leading up. Head up another flight of stairs, then walk north to the World Map.
    Walk north and northeas over the hills between the mountain ranges, until you
    find a town to the north, called the Guardian Village. Straight ahead in the
    well, you'll find an EvilWell. Once it's gone, down inside the well you can
    find a DEFseed from a dresser. As you approach the central building, a woman
    will fly down, and walk inside to report. Follow her in, and you'll hear that
    the fane is still covered by the cloud. While there's some talk of an area we
    can't get into without a member of the Lefa Tribe with us, the BlissRock itself
    should be before that door. So, walk out of the Guardian Village, and north to
    the cave, known as the Dark Cloud Maze. 
    Walk inside, and climb up the ladder, to get a Potion from the chest. Climb
    back down, then head west, north, east, north, and west to a chest with a
    TinyMedal inside. Walk east, north, and east up the steps, before moving north
    and west, to find a door to the north leading further inside the maze. Move
    west, then west again, going north and down the stairs. The western chest is a
    Mimic, but the eastern chest is a Bolt Wand. Go back south, and east, then go
    north, east and north, then hop down inside one of the holes. Move south, then
    east and open the chest for a WorldLeaf, before going back upstairs. Head
    north, and you'll see the door to the next part of the maze infront of you. ^^
    Walk up to the statue in this room, and examine it so it faces west, then walk
    to the east and another statue. Examine it to make it face south, then travel
    north to another statue. Examine this one, and it'll spin around to face the
    southeast. Walk northwest to a new statue, examine it, then walk south once it
    faces north. Examine the statue so it faces east, then walk west. You should
    know what to do by now, so examine the statue, make it face south, then hurry
    north to a new statue. When it faces southwest, walk northeast, then make the
    next statue face west before you start to walk east. Make this last statue face
    south, then walk north and through the doorway. Heal up, then walk up the
    stairs, and you'll fight the HellGenie! While he's immune to wind-based
    attacks, like Infernos, WindBeast and Vacuum, he's quite easily smacked around
    with swords, whips, whatever you're currently equipped with. ^^ He has a few
    attacks that can hit the entire party, but just keep your HP up, and you'll win
    the battle eventually.
    Once he's defeated, the door behind him opens, and you can exit the Dark Cloud
    Maze to reach the Wind Fane. To the east of the enterance, you can find an
    empty chest. Gee, they shouldn't have... ^^; Walk inside the Wind Fane, and
    circle around the outside of the room, then exit through the northern door.
    Move up the corridor, and enter the eastern door, to reach a room with many
    barrels inside. You can get a LifeAcorn and a TinyMedal inside them, so break
    them all! ^^ The room to the south has three chests, with 350G, a Mimic in the
    center chest, and a Wyvern Heart in the last one.
    Go back out to the central room, then take the east stairs up to the next
    floor. Move north all the way, then west all the way, before moving south and
    east to some stairs leading further up. Walk south, east, and north to a door
    that leads west. Examine the switch and press it, then continue west and south,
    taking a quick detour east to a chest with a DEFseed inside. Go back west and
    north, and go up the first steps you find. Go through the east door, then exit
    to the south, and walk down the steps as you head east, up more steps, and
    through the door. You'll notice that wind seems to be blowing in here, too.
    Walk north, west, and north through the door, to find awind circling the
    BlissRock. Take it, and the wind will die out. Start back out of the Wind Fane,
    and head towards Pendragon's house in Gorges. Firia and her grandmother're
    discussing matters about when the wind stops, and it seems like she's worried
    about the other Lefa Tribe members if that ever happens. They'll finish their
    talk, so talk to the grandmother, and Pendragon'll return. Hand over the
    BlissRock, and it's festival time! ^^v
    The next morning, start back to Pendragon's place, to see him arguing with his
    mother. It seems Firia was given the BlissRock and told to throw it in the
    river, but she'd never do that, would she? Talk to Pendragon, and he'll hand
    over an AGL Scarf. A reward's a reward, I guess, so it's better than nothing.
    Cross over the river, and enter the door on the other side, to hear that the
    wind is fading. Suddenly, all the members of the Lefa Tribe will collapse,
    unable to move without the wind. Climb up to the top of the area, and you'll
    see Firia, who's trying to not plummet to her doom from the cliff. Walk east,
    and jump down to the building's roof, only to find you're too late to save her.
    Rather than fall, she floats to a safe landing. Talk to her, and she'll mention
    how the BlissRock saved her from falling to her doom. She'll run back to
    Pendragon's house to check on her family, and you should too. 
    Once there, the grandmother will ask you to help them out. She's known all
    along that the valley's problem is not with the BlissRock, but the Spirit
    Statue, and how the black cloud is still engulfing it. She says to take Lifia
    to the Wind Fane to open the locked door for you, because she's not an orphan
    at all, but Pendragon's actual wingless daughter! Despite the years of lies,
    Firia puts them aside for now, and agrees to help you save the village, and her
    people. She joins the party, and hands the BlissRock back to you, so you can
    start off for the Wind Fane together. Once you're back at the Wind Fane, make
    your way to the chamber where you found the BlissRock, and place it back on its
    stand, before trying the locked door. Firia manages to open it, and you can now
    progress past it and down the stairs.
    Move south, then east, ignoring the first staircase, and going up the second
    one. Walk back inside the Wind Fane, and hit the first switch you see to the
    north. What we need to do, is move the walls so that the wind from the
    BlissRock goes outside to the Spirit Statue. To do this, hit the switch to the
    west of the walls, right outside the BlissRock room. Press the switch to the
    west of that twice, then move down and press the switch here once. The switch
    to the south of that, by the southwest corner of the room, you should push
    twice. Lastly, hit the switch east of here twice, and you should see the wind
    from the BlissRock getting rid of the dark cloud. Looks like there's someone
    out there now, though! Firia runs off to get the BlissRock, so when you're
    healed and ready, hit the switch you're standing on once, and go out the
    southern door to see who's causing this problem.
    HellCloud is waiting for you, and if you drag the fight out, he will beat you.
    Because of what he is, wind-based attacks won't work, so put aside your Vacuums
    and Infernos spells, and use different attacks. HellCloud loves calling for
    help, so that BabyClouds can appear to aid him. He gets two turns, so that
    means he could get a lot of reinforcements if he wanted. If they're bogging you
    down, use abilities that can cause sleep, and they'll sleep soundly as you bash
    HellCloud up. He's the important target, so only kill the BabyClouds if it's
    convienient, such as if you're using a spell that hits everything on the
    screen, or if you're throwing around Boomerangs or similar weapons. Once he's
    been defeated, the light will return to this world, and you can grab a Wizard
    Ring if you examine the Spirit Statue before starting back outside to the
    Guardian Village.
    Once there, talk to the people, and they'll realize that the Wind Fane is safe
    again. They'll vacate the village, and leave you to hoof it back to Gorges
    by yourselves. When you arrive, start hopping down the cliff, and you'll see
    the two boys who always pick on Firia, and one of them deciding not to tease
    her anymore. At Pendragon's house, Firia has learned that she's happy with her
    family, and after going outside to try flying again, she's also learned that
    she's happy just the way she is. She'll give you the BlissRock, just incase it
    can help you on your journey, and asks you to come back and say hello again
    sometime. ^^
    Now in the present, return to Dharma, and start to head to the west. You should
    see a tower on a finger of land here, which is known as the Wind Tower. We
    can't go inside, and the people here think that this tower has always existed.
    We know for a fact that it hasn't. ^^; To the far northwest, right where it was
    in the past, you'll find Gorges. The citizens no longer have wings, but there
    is a Pendragon still. She seems to be in her house, and ill, because nobody has
    seen her in a while. In the Inn, you can use your Magic Key to get 540G from a
    chest. Across the bridge, you'll find two boys who're goofing off, just like in
    the past, but they aren't causing the girl near them any problems. Inside the
    building, you can find a merchant who's selling some minor items. Upstairs,
    move south and check out the Armor Shop, as well as the three locked chests,
    which contain a Glam Robe, Tray Shield, and 320G. The chest in the Weapon Shop
    has 10G, and the chest by the stairs has a LifeAcorn.
    Make your way out of Gorges, and head to the Wind Fane, now known as the Lefa
    Fane. The chest outside has a TinyMedal for you to add to your collection, so
    pick it up before going inside. Inside the room to the north, you'll hear all
    sorts of things about the BlissRock, floating castles, and a Robe of Wind. The
    northwestern bookcase in the southwest room has a MadBook, as does the south
    central bookcase, incase you want to fight them. The barrels in the northeast
    room contain a Rib, and the chests south of them contain an AquaShard, a
    LifeAcorn, and a TinyMedal. Go back out to the main corridor, then go up the
    stairs to enter a room with a small pond, and some stairs leading up. The floor
    here should be familiar now, so move south, east, north, and west through the
    door, before hitting the switch and continuing west through another door. Walk
    north and up the stairs, then east inside the building. Just walk a little
    east, and a little south, and you'll be back outside.
    Move down the steps to the east, then up another set of steps before walking
    inside the building. Follow the corridor north, west and north, then walk
    inside the room that once held the BlissRock. In its place, you'll find a
    LandShard on the ground. Talk to the Sister here to have her open the door for
    you, then go down the stairs, and east to the first set of stairs you find.
    Climb up the ladder, then pass between the columns to find a room with a Gate.
    Guess where this leads to? You got it, the Fane Dome! Walk through the Gate, so
    that you can use it as a shortcut back here if necessary, then return to the
    Lefa Fane. You should have all four of these Gates opened now, so if you don't,
    go open the others! Go back down the stairs, then head east to another
    staircase, and walk up them and west inside the building. All you need to do
    here, is hit the switch to the north of you, then walk all the way south and
    out the door to see Firia, the Spirit Statue of the Lefa Tribe.
    Do you remember Coral Lake, the place east of Falrish, and north of Mezar? If
    you go back there now, and go up to the second floor, you can show the guard
    the BlissRock. Go back downstairs, and through the door, before moving across
    the lilypads and onto the large flower you'll find there. It'll transport you
    underwater, to Coral Cave B2, where you can breathe normally. Walk east, then
    north and west, before going southwest, then south, to find a chest with a
    BluePrint inside. Continue north, then go up the stairs, then north again, to
    reach the Seaside Meadow. Walk off the screen, and you'll find yourself in the
    area near Hamelia, where you could not get to before. Walk north, between the
    mountains, until you reach the second Seaside Meadow, then go downstairs and
    into the water once more. Follow the path north, down the stairs, before moving
    east and south. Walk east, then talk to the monster here, to find out he wants
    to be changed into a different form by the Undersea King. Agree to help him,
    and remember where he is.
    Continue south, then go down the stairs, and open the chest here for a ? Shard.
    Back upstairs, move north and west, then down the stairs. Walk south, through
    the arches, then go up the stairs you find. Advance up the next set of stairs,
    then walk south and up another set of stairs. You'll appear at the Lost Ruins.
    Walk south, and step on the BlissRock symbol on the ground, before using it. A
    platform will descend from the sky, and when you step on it, you'll be taken
    up to the Sky Fane. Inside, you will hear about the fallen fanes, and that
    there is a Pedestal of Ressurrection that we need to complete. Walk downstairs
    if you need to heal, then go upstairs, where a dancer will give you the
    Innocent Dress. It's an important dress, the same kind of dress that Layla used
    to try to revive God long ago. Walk back outside, and step on the platform that
    brought you here, then move north. You'll be taken to one of the other floating
    fanes, where the Revival Pedestal is.
    Step on the central tile, then walk forward, and place the ? Shard you've been
    carrying around since DarkDraco's Tower in Loomin, in the southeast. The ?
    Shards we received from Gracos V, and from the Coral Cave, don't seem to match
    this pedestal. We don't have enough Shards to resurrect God yet, but we're
    getting close. We are also very close to freeing all the other lands, so return
    to the Ancient Fane, to place the AquaShard on the southeast pedestal, in the
    north position. When you're ready to liberate the land past the last yellow
    pedestal, walk into the Yellow Pedestal Room, and place your LandShard on the
    northeast pedestal, in the north position.
    2T. The Truth About Lies
    Items: BluePrint, Bunny Tiara, DEFseed, Monolith, MysticNut x 2, Rib x 2,
           STRseed, TinyMedal x 7.
    As you appear in the darkened past, move north to the town of Labres. There is
    all sorts of fog all over the place, and the villagers are starting to lose
    hope. A man by the town's enterance says that his brother wandered off into the
    fog to the south, and he asks that you try to help him come back safe and
    sound. Before that, though, let's explore the rest of the town. To the east of
    the enterance, you'll find the Inn, and to the north you'll find some steps
    leading down to the central square. The people all mention a monster who's
    taken over the village's Temple, and that while he hasn't done anything wrong
    himself, that he has to be causing the problems around here. The Prefect of the
    village lives in the northeast corner of Labres, so maybe we should pay him a
    Once there, you'll find that the Prefect's too busy to talk to us. People're
    unsure exactly what to do next, as the monster in the temple seems to have
    beaten their best warriors already. Search the barrels in the northeast room
    for a TinyMedal, then go upstairs and talk to the Sisters if you need to save.
    If you enter the central house that's north of the pond, you'll find something
    you might recognize: a golden Goddess Statue! It's not driving any monsters
    away from here, though. To the north of this house, you'll find the Temple, but
    the monster inside has the doors to his room locked. We'll just have to come
    back later, after rescuing the villager's brother.
    Exit Labres, and move south to the Forest Path. You'll see a man lost here, who
    claims the fog here will keep returning you to this enterance if you try to
    pass through it. As you're talking to him, three monsters will appear. You can
    read the sign for a belated monster-warning, and talk to the monsters to learn
    that the monster priest doesn't want any humans hurt, for some odd reason. The
    monsters, really two HP-boosted TreeGuards, will attack anyways, but they
    shouldn't hurt you much by this point in the game. The man will walk back
    towards Labres, confident he can tell the Prefect that you'll cure their
    monster problem. Back at the Prefect's House, talk to him and he'll get the
    whole story from you. He'll ask that you help defeat the monster, after
    everyone's gathered together tonight.
    It seems a pretty simple request, and one we've done before in various ways,
    but what if this's another Loomin? Chibi wasn't bad, but people thought he was.
    Head towards the cemetary by the Temple, and you'll find Lukas, who is praying
    for his deceased parents. You'll see the monster priest walk out, and after
    yelling bravely at him, Lukas runs away. The monster goes back inside his room,
    and you can follow him to get a MysticNut. The monster does not attack you, but
    he does look sad, and doesn't say much. Next, go back to the central house
    where you found the Goddess Statue, to find Lukas in his house. He's wondering
    if the monster priest is really a bad guy or not, and he's counting on the
    Goddess Statue to protect the village. All the trouble here seems to revolve
    around Mt. Tor, relatively to the northeast, as that's where the fog and this
    priest came from. But the path to it is locked up tight, and we can't get in.
    Talk to every villager in the town, then return to the Prefect's House, to have
    the meeting start. Lukas will ask that you talk to him privately, and he'll
    voice his doubts over the monster being evil. The meeting will end, with the
    general opinion that the monster should be horribly slaughtered before he can
    do any real harm. When you're ready to continue, let the Prefect know, and give
    him your opinion. If you refuse to kill the monster, you'll be knocked out and
    locked in the nearby shed, at least until you promise to behave. ^^ After that,
    you should go with Lukas to the Temple, for a slightly different, but still
    similar scene. If you agreed to kill the monster, you can just leave the house
    and head towards the Temple. The monster just looks sad while the villagers
    cheer you on, but each time you examine him, he just looks too sad to fight.
    The villagers will push you aside, where you can now talk to Lukas, who isn't
    participating. He asks that you help stop the villagers from fighting the
    monster, but they all decide you must be in league with him, and they quickly
    knock you out. This would've happened if you had just said no to begin with,
    too. ^^; Don't worry about a bunch of farmers with hoes taking out your very
    powerful and experienced party, plot points always happen like this. ^^;
    You'll wake up inside the Path To Mt. Tor, the locked area where the monsters
    and fog originated from. The door behind you is locked, so the only option is
    to continue on. Walk north, then climb up the nearby ladder and open the chest
    to the west if you want to fight a Mimic. Walk inside the cave, moving north
    before turning east, south, and west to a chest with a STRseed inside. Travel
    back east, north, west, north, and east, so you can walk south out of the
    caves. You will want to walk east, then north up two ladders, before heading
    west towards another cave. Enter it, then walk east and south out of the cave,
    to find a chest with a BluePrint inside. ^^ Your monsters will thank you for
    Leave the cave, then climb the nearby ladder, before walking east and climbing
    down and up the next ladders you reach. Climb the western ladder, climbing up
    the next ladder and entering the cave you find here. Walk west, north and east,
    and grab the TinyMedal from the chest. Walk all the way back west, then south,
    east and south to a new cave exit. Climb down the southern ladder, enter the
    cave, and walk east, passing the first bridge you come to, and taking the
    second bridge north. Cross the next bridge to the north, then walk west and
    south over a bridge to reach a chest containing a Rib. Walk back north over the
    bridge, then move a little west before going south to the exit.
    Outside, you guessed it, climb the nearby ladder and enter a new cave. Move
    north, then north again, before going east to a chest with 650G inside. Walk
    back west and south, then east, south, east, and north to a set of stairs
    leading up. Finally, something new! ^^ On the next floor, simply walk south and
    out of the cave, before walking east, up another ladder, then make your way
    west, going down two ladders on the way. You'll reach a long ladder which leads
    to the Top of Mt. Tor, which is a welcome sight indeed. Once there, you'll see
    six monsters spinning around inside of a foggy spiral, which is causing the fog
    that's covering the land. You'll find the Priest from the village here, though
    it seems that this's really Botok, a monster who switched forms with Labres's
    real priest. If the villagers kill him off, then Botok's free to attack them!
    Let's put a stop to this Botok now, since he doesn't plan on letting us leave
    alive anyways. Botok always takes advantage of his two turns to get in some
    damage, either using PoisonFog to cause consistant damage to your group, or
    slapping on StopSpell to hinder your healing and reviving efforts. This's why
    there are a large number of skills which can do what many of the game's spells
    can, and you should take advantage of them to heal, reduce the damage you're
    taking in battle, and dish out some pain to Botok before he can use HealMore to
    try to get it back. Your party is probably a strong one by now, as you've
    learned to use the game's classes efficiently, so just do what you've been
    doing all along, bosses should be a fun challenge for you by now. ^^ When Botok
    dies, the fog-producing monsters leave, and you as well as Lukas should start
    back towards Labres, before the real priest is killed.
    As you reach Labres, the townspeople will be about to crucify the real priest,
    and set him on fire. Lukas stops them, just intime for the spell on the priest
    to vanish, and reveal who he really is. The townspeople will help Lukas take
    him to the Temple, and Lukas will try to get the golden Goddess Statue to help
    save him. The priest is still badly hurt, so let's leave him to rest as we
    return to the Prefect's House. Explain to the slow Prefect what happened, and
    he'll ask that you visit Lukas, since he's too ashamed to do it himself. As you
    walk back to the Temple, you'll find the priest is back on his feet, and wants
    your help in leaving the town. He knows the townspeople will continue to blaim
    themselves, and that'll just end up hurting them in the long run. As he starts
    out of the village, Lukas comes by, and after talking to him, hands over the
    gold Goddess Statue. Could this be the priest we met on Mt. Prob, a few
    pedestals ago? It sure seems like it, and his amnesia explains why he did not
    recognize us.
    The next morning, the citizens have started work on a monument so that nobody
    will forget what happened here, and as an example of the way the priest lived
    his life, with goodwill to all, and no wish for violence. Many of the villagers
    blaim themselves for what happened, but they're determined to make the best of
    things, and to be ready incase the priest ever does return. With the fog clear,
    you can pass through the Forest Path to reach the Palace of Dune! They're still
    undergoing renovations, and because of our earlier visit, we actually have no
    reason to come back and visit. The opportunity's there just incase, though. ^^
    Labres in the present, is still north of the Palace of Dune. When you walk into
    the village, you find that a child named Leif is being teased by the other
    children, who are calling him a liar. The house to the west of us has a
    MysticNut outside of it, in a barrel, and if you look in the central square,
    you'll see a large monument. If you examine it, though, you'll find that over
    the course of the years, someone has decided to cover up that the villagers
    were the ones who almost killed the priest, not some mysterious traveler. It's
    a cover-up!
    Go talk to the village's Prefect, to hear that he's as misguided as everyone
    else. Swipe a Bunny Tiara from the dresser here, then talk to the kids outside,
    who are guarding the way to the village's junk pile. They won't let us in, so
    just leave them where they are, and enter the house southwest of the false
    monument, to get a Rib. Also, don't forget to check the Item Shop, as there is
    a chest there which contains an AquaShard, the last one we need actually. ^^
    To the north, you'll find the house where Leif lives. If you talk to him there,
    you'll find that his version of the story is the true one, and that everyone
    here disbelieves it. Promise you'll come back and talk to him more, then go to
    the Temple, and break a vase there for a DEFseed. Before going anywhere else,
    search the western tombstone in the graveyard, to find the grave of Colin the
    Adventurer, who you may have read about in some books. He really wanted to
    visit the Medal King, but died before he could find him. If you search his
    grave twice, you'll find a stockpile of TinyMedals, five to be exact. If I
    hadn't searched the grave a second time to make sure I spelled his name right,
    then I probably would have totally missed this! Very tricky, Enix. ^^
    Go back to the Prefect, and try to convince him that your true version of what
    happened is, well, the truth. He refuses to believe it possible, so leave, and
    talk to the kid blocking the door. We can go in, if we let Sazamu boss us
    around. ^^; Agree, and walk inside, to be put to hard labor. You want to
    examine the hole in the ground, and try to dig up up the Monolith hidden
    inside. It'll come out easily enough, and Sazamu and the other children will
    realize that Leif's been telling the truth, and it's been the adults who have
    lied. When you try to show the Prefect this, he shows off his axe-skills to
    devastating effect, chopping the Monolith into pieces.
    The children in the Junk Pile are all recounting the problems they've gone
    through from their parents not believing them. They finally understand what
    Leif feels like, and while they can't change anything today, they know that
    they can keep trying, and if nothing else, teach their own children the real
    truth about what happened here. With the day patched up, rather than completely
    saved, leave Labres and walk to the east, where the enterance to Mt. Tor was.
    In its place, you'll find the Mountain Store, where you can make some simple
    purchases. You'll also find someone who says the four elemental spirits made a
    set of equipment, but he's not sure where to get it. In any case, return to the
    Ancient Fane, and the southeast pedestal in the Blue Pedestal Room, and place
    your last remaining AquaShard in the center of the pedestal. There's just this,
    then the Revival Pedestal, and it seems like we're done with the entire
    adventure! ^^
    2U. The Great Lighthouse of Coastal
    Items: 16G, 30G, 50G, 120G, AmitDonut, AmitSnack, Antidote, Aquagon Sword,
           BluePrint, Captain Hat, Coastal Letter, Devil Armor, Dung, EvlTurtl
           Heart, Glim Moss, Herb x 2, ID Card, LifeAcorn x 2, MysticNut,
           PinkPearl, PilotFire, Pirate Suit, Potion x 2, Rib x 2, Scarf, Sea Roar
           Wand, STRseed x 2, TinyMedal x 5, Trendy Robe, Viking Helmet, WorldDew x
           2, ? Shard x 4.
    We arrive at another sealed world, already in blackness. Start walking north of
    the Gate, and you'll soon come to a castle on a penninsula. This is Coastal
    Castle, which has a pretty neat design. Enter, and walk inside the main
    building, then walk west and up the stairs. Walk to the east, past the Temple,
    and outside, to find yourself on a dock-like path around the city. The
    black-cloaked man you'll find seems to work for the monsters, but he'll vanish
    without a fight. Back inside the Temple, move downstairs, then go east and
    north through the doorway. The center of the city seems pretty deserted, but
    the Inn is unlocked. Downstairs in the bar, you'll hear about the Marle de
    Dragonne, Captain Sharkeye, and how he and his ship were imprisoned in ice.
    Could this be the ship we found in the cave near Dune?
    Upstairs in the Inn, help yourself to a Pirate Suit, then walk east of the Inn,
    moving south and then breaking the barrels around this house for a TinyMedal.
    Walk back north, west, and north, and enter the main Castle. Wander over to the
    east, and you'll see the Minister talking to the King. You'll get the
    brush-off, so continue east, down the stairs, then follow the passage clockwise
    until you go through the one way door. Continue west, up the stairs, and talk
    to the woman at the Temple to find the innkeeper. We can't stay here unless the
    King says so, so walk back to see His Majesty. The Minister will try to ditch
    you, but the King feels that you may be what's needed to free the land. Duh! ^^
    Once the King's permission is granted, the Innkeeper will let you sleep on the
    second floor, free of charge. She warns you not to go out at night, and you'll
    soon learn why, as you're awoken then to the sond of screaming, and evil roars.
    Outside, you'll find that Sierra's baby has turned into a monster, and that
    this's a common occurance here! No wonder everyone was so upset and worried
    about the full moon. Walk to the castle, and go up the stairs in the
    throne room, and walk outside the southern door and speak to the bard. You'll
    find lots of information about Sharkeye in a flashback sequence, and have a
    better understanding of Coastal's legendary pirate. Grab the Captain Hat from
    the dresser, then try to go upstairs. Anise is still here, after all these
    years, and she seems to have confused you with her husband.
    The only other thing of note for now is the Lighthouse, and the mention of the
    PilotFire in the Great Lighthouse, which was borrowed from Engow. That's where
    the God of Fire is, after all, so that light may very well be part of what's
    needed to save things here. Return to the Inn, and you'll wake up to a soldier
    telling you that you have an audience with the King. The Weapon Shop is open,
    if you want to visit it, but you can also go to the house east of the Inn, and
    inspect the bookcase there. Push it aside, and you can go outside and open a
    chest, to add a ? Shard to our collection.
    Go and talk to the King of Coastal, to find your mission. You need the Glim
    Moss from the cave of Halflings nearby, so that you can follow the children
    who're turned into monsters, to the Great Lighthouse. Pack up your things, head
    out of Coastal Castle, then walk a little east before following the mountain
    range north, east past the Great Lighthouse, then south to eventually find the
    Halfling's Cave. Walk north from the enterance, then move east, north down a
    ramp, northwest, then west. Move south, then east, and down the ladder you'll
    find there. On the next floor, move south, east, and north through the cave
    opening to the other side. To the east and south, you'll find a chest with a
    TinyMedal, which you'll no doubt want to get. Walk back west and south through
    the cave opening, then go back west, and move south to another tunnel. Move
    east, then north to a ladder leading down to the next floor.
    The route you want to take on this floor, is east, south, east, and down the
    stairs to B3. You'll find a small room, where a monster has seemingly killed
    some people. Tell him you have a problem with him, and he'll fade without a
    fight. There's a WorldDew in the vases, and you can use your Magic Key to open
    the chests and get a BluePrint, and a Viking Helmet. Back upstairs, move south
    and west, past the water, then south and west to another set of stairs going
    down a floor. We've reached the Halflings' Village! However, they don't seem to
    like humans at all. Enter the room north of the bonfire, and the Grand Halfling
    will allow you in to see him. It seems the King's wife was a halfling! >"<
    Leave the room, climb up the steps in the east, then move north to the halfling
    who is blocking your way. He moves aside, so you can start down further into
    the caves. Start walking all the way west, and you'll find a chest with a
    STRseed inside. Walk a bit east, then south, moving west and south to go down
    the ladder to B5 of the Halfling's Cave. Walk south, then you can move either
    west or east, because the Glim Moss is in the center, guarded by three
    monsters. They'll decide to feast on you instead of the Glim Moss, just this
    once. This fight can be tough if you're not expecting it. The Seahorser behaves
    like a normal monster of its name, but has more HP for this fight. The
    SeaDragon is a lot harder, and besides a HealMore spell, can use Scorching, a
    very powerful kind of fire-breath. Add to this the fact that Gamadius can
    poison you, as well as cast Revive to bring his friends back to life, it can be
    a long drawn-out fight. You know your abilities better than I do, so just try
    your hardest!
    When the battle's won, scrape some Glim Moss off the wall, and head back to
    Coastal Castle. The halflings don't exactly love humans, but they're
    appreciative of your help. ^^ When you arrive at Coastal, head towards the
    castle, and you'll see Sierra's baby is back. Use the Glim Moss on it, and then
    after a short nap, you'll be all set to go to the Great Lighthouse. There is
    mention of a Dark Flame, and how you will need RainbwDew to extinguish it. If
    you've been following this guide, then you have already been carrying RainbwDew
    for a great deal of the game. ^^ For those of you just reading now, go back to
    the Ancient Fane, and to the Rainbow Cove there, and fill your empty Bottle
    with RainbwDew, then return here. The Great Lighthouse is north of Coastal
    Castle, and we passed it on the way to the Halfling's Cave.
    Once you've entered the Great Lighthouse, follow the glowing path north, west,
    north, east, and north again. Walk east and off the path, into a room with a
    skeleton, and get the TinyMedal from the dresser here. Walk back west, then
    north into another room, where you can get a Potion from the barrel to the
    east. One of the vases has a MadPot too, so be careful. ^^ Move west, south,
    and west again, to get back on the glowing footprint path, then move west,
    north, and west up the stairs to the second floor. On this floor, follow the
    path east, south, west, south, west, south, east, south, and east. It's a
    twisty path! ^^; Walk north, a little east, then north to the stairs again.
    On the third floor, you'll want to move south, west, and then north through a
    door. To the east, you'll find a whole set of moving platforms, which aren't as
    tricky as they may look. Step on the first platform when it floats near you,
    then step north onto the second platform as it passes you. Wait for the third
    platform, and instead of heading east, let it float to the west, where a chest
    of Devil Armor waits for you. Grab it, then float to the east, and up the
    stairs. On this floor, walk south, west, north, west, south, west, and south
    again, staying on the footprint trail the entire time. Move east, then start
    south, off of the trail, and west to a chest with a Mimic, but only if you like
    killing them. Travel east, north to get back on the path, then east, south,
    east, and north to go up the stairs to 5F.
    Head south, west, and north inside of the room. There are two chests to the
    north, with the southern one containing a Scarf, and the northern one
    containing another Mimic. Move back south, through the door and then go west,
    north, east, south, and north to go up yet another staircase. Walk to the
    southwest corner of the room, and up the stairs again, to find more floating
    platforms. Walk to the east, at the edge of the glowing trail, then step onto
    the nearest platform, waiting for it to float over to the nearby chest to the
    east, to find... nothing. Get back on the platform, then wait for the nearest
    platform to touch yours, and step across. Wait for the third platform, step on
    it, then walk over to the chest to get a LifeAcorn. Get back on your platform,
    and you'll reach the northern side of the room, where you can move east, and up
    the final staircase.
    Walk up to the Dark Flame, and sprinkle the RainbwDew on it. The flame will go
    out, but not before a Gate swirls into existance, and sends us to a Mysterious
    World. There doesn't seem to be enemies in this room, but the footprints are
    still here, so walk north and through the door you'll find here. Walk north up
    the chain here, and you'll find BeliMawr, who seems to be the Demon Lord's
    helper in this land. How he got this position is a mystery to me, as I honestly
    had a harder time beating Gamadius than this guy. Other than a stomp which can
    damage your entire party, he only hits once, and it's always a physical attack.
    He's a wimp, so pay him back for making you climb up the dumb Great Lighthouse!
    When he dies, he'll drop a ? Shard, which at least makes the battle worthwhile.
    The nearby monsters will slowly fade away, back into their former baby forms,
    and vanish. The Mysterious World vanishes, too, and you'll be back ontop of the
    Great Lighthouse.
    Make your way back to Coastal Castle, and you'll find the people seem a lot
    happier and more hopeful. Talk to the King, to find that Anise has disappeared,
    and that you need to go to Engow and get a PilotFire, to use for their
    Lighthouse. You'll be given the Coastal Letter, which explains the problem in
    more detail, and be asked to give this to the Chief of Engow. Now, despite it
    making no sense, you can visit present Engow just as easily as the past Engow,
    and talk to the Chief for the PilotFire. Shouldn't the Chief suspect a letter
    from an ancient King to be a fake one? Ah well... Talk to the Chief when you
    get there, hand over the Coastal Letter, and go back downstairs to get a bottle
    of PilotFire. Head back to past Coastal, return to the top of the Great
    Lighthouse, and let the PilotFire burn away the black sky.
    You'll be lead back to Coastal Castle, and given a torch with the Holy Flame on
    it, to light up the Lighthouse here. The King and the other people are
    extremely happy, and you're given Sharkeye's old sword, the Aquagon Sword, as a
    reward for saving their land. After that, a small interruption occurs, about
    the old man being the Undersea King, the servant of the Aqua Spirit. After a
    cryptic comment about Anise's child possibly having a spiritual marking on it,
    and being given to a later time, the Undersea King vanishes. The next morning,
    after the King has thanked you for visiting, and saving the day, as well as
    befriending the Halflings, he asks that you visit him anytime, and also says
    that you should talk to the Halflings before you leave.
    Down in the home of the Grand Halfling, he says their treasure is worth a lot
    more to us on our journey than some sword, and allows us to raid the treasure
    room. Inside, you'll find a Rib among the vases, and a Sea Roar Wand, ? Shard,
    and EvlTurtl Heart from the treasure chests. Thank you, Grand Halfling! ^^ The
    only thing left to do now, is tour Coastal Castle in the present, and make sure
    we're all set before the next task ahead of us. Coastal Castle's location is
    directly south of the Immigrant Town, so let's explore it! ^^ Walk inside, and
    right through the doors leading to the center of town. The Weapon and Armor
    shops are just like they were before, and there's still the Item Shop in the
    Inn. The house east of the Inn has a treasure chest outside, and you get to it
    the same way: entering the house, tossing the vases aside, and pushing the
    bookcase. Get the TinyMedal from the chest, then go back in the house, outside,
    and walk south to break the barrels outside this house, for an AmitSnack.
    Where the castle used to be, is now a huge casino! They have several different
    kinds of slot machines, one poker table, and two Lucky Panel tables, as well as
    some very good prizes to redeem your tokens for. There's a BluePrint, and even
    a ? Shard! It can't hurt to spend some time here, even if you just get those
    items. ^^ Before you're done and ready to leave, talk to the casino-bunny near
    the Exchange Booth, and she'll mention how one of the casino's regulars just
    left with one of the top prizes. Go up two flights of stairs, and talk to the
    old man by the Lucky Panel game, and you'll hear a Shard being mentioned. Run
    back downstairs, and down the stairs near the casino-bunny who you talked to a
    moment ago, and speak with the man you'll find here. He'll mention that he sold
    the Shard to the Armorer in town. If you talk to his wife, you'll find out that
    he went to the Great Lighthouse.
    The Great Lighthouse is still north of Coastal Castle. Enter, then walk north
    to the wall, before moving west, north, east, north, east, and north through a
    door. To the east, you can find an Antidote and an Herb from the barrels. Head
    back west, south, west, north, and west to the stairs leading up. On the second
    floor, walk east, then move south, east, south, west, south, west, south, and
    east to a warrior. I bet you wish those glowing footprints were still here,
    don't you? ^^; He'll mention the Aqua Spirit Statue, before you should head
    north and up the stairs.
    Travel south, then west, before going out the southern doors. We can visit the
    Aqua Spirit here, but that's not why we've come here, either. Walk back inside,
    then move west, north, east, and make your way across the floating platforms as
    you did before, getting the WorldDew from the chest before going up to the next
    floor. Start off walking a little south, before going west, north, west, south,
    west, south, then walking around the southern wall so you can get the LifeAcorn
    from the chest. Move back north through the door, east, and south through
    another door, before going east and up the stairs. Don't worry, we're almost
    done. ^^
    On the fifth floor, walk south and west, moving north inside the room to find a
    chest with a TinyMedal, and an Herb. Go back south, then head west, north, and
    east, before going a little south, east, and north to the stairs. Head to the
    southwest corner of this floor, move up some more stairs, then walk east and
    maneuver yourself across the platforms, getting a Potion and a MysticNut for
    your trouble. Move to the northern side of the room, walk east and up the
    stairs, and you'll reach the Great Lighthouse Altar. You'll meet the husband of
    the lady who runs the Armor Shop up here. He mentions that the priest in town
    has the Shard now, and that you should be able to get it from him.
    Back in Coastal Castle, enter the casino, then walk west and down the stairs
    here. Talk to the priest, and he'll nervously run away when you ask him about
    the Shard. Follow him back to the Temple, then go up the stairs, and you'll see
    him in bed, complaining that he can't remember anything. The Sister in the room
    mentions how he's been acting oddly, and always rummaging around under his
    desk. Walk back downstairs, and examine the table the Sister is by, to find a ?
    Now, let's visit the Halfling's Cave, where the King of Coastal has relocated
    himself to. Walk inside, going north, east, north, northwest, west, south,
    east, and down the ladder to B1. Move south, but go east and north through the
    wall first, getting 30G from the nearby chest. Move back through the wall, then
    west and south through the next wall, before heading east and north to a ladder
    leading down. Move east, south, east, and down the stairs, making sure to get a
    Rib from the vases, as well as 120G and a TinyMedal from the chests. Go back up
    the stairs, then walk south, west until you reach the other side of the water,
    then walk south to find the stairs to the Halflings' Village.
    Other than the humans and halflings living together in harmony, not much is
    different here. Enter the room near the western steps, and break the vases for
    an AmitDonut. These things get around, don't they? ^^ North of the bonfire in
    the middle of the town, you'll find the Grand Halfling's House, which has some
    new treasure. They're not as good as in the past, though, as you'll find 16G
    and some Dung in the vases, and 50G, a STRseed, and a PinkPearl from the
    chests. Up the eastern steps, you'll find a new room along the eastern wall,
    where you can find a Trendy Robe from a dresser, and the King of Coastal
    himself. If you talk to him, you'll get an ID Card, for a special membership at
    the casino. 
    To the north of the King's room, you'll find some Weapon and Armor Shops, and a
    scholar who's still trying to figure out why Sharkeye's ship hasn't unfrozen
    yet, if the Demon Lord was successfully killed. Before leaving the cave, go
    down the ladder, and move south before walking all the way west to a chest with
    a MysticNut inside. You can try your ID Card out at the Coastal Castle Casino
    now if you like, on the second floor balcony. All that happens, is you're given
    a PuffPuff (if you don't know what it is, I'm not going to tell you here! ^^;),
    which supposedly improves your odds of winning here. Couldn't hurt to try, at
    least. ^^
    Once you've gotten everything you think you will need, Return to the Sky Fane,
    and to the Revival Pedestal. Place the ? Shard you got from the chest in
    Coastal Castle, in the northwest corner of the pedestal, then put the ? Shard
    you found in the chest in the Grand Halfling's House in the northeast position.
    The completed pedestal will take us into the past, so we can find out what we
    are supposed to be doing now that we've freed the world.
    2V. God Verses the Demon Lord
    Items: TinyMedal x 2, ? Shard.
    The area you appear in, seems to be across the bridge east of Falrish, but in
    the past. The enemies around here're just as weak as if we had made a trip back
    to Falrish, so ignore them and start walking to the northeast, before moving
    north to Coral Lake. Upstairs, talk to the old man here, and you'll find that
    you just may be able to restore things to their intended state! Walk back
    downstairs, then out the door and onto the large flower here, to be taken to
    the Coral Cave. The path we want to take is east, north, west, and north to the
    stairs, before moving up the next flight of stairs. Leave the Seaside Meadow,
    walking north to the other Seaside Meadow, and down the stairs.
    To the north, you'll find another set of stairs leading down. Start heading
    east, then south, walking west when you can and going down the stairs you find
    here. In this area, as you move south, you'll find two ghosts running around
    one of the arches, begging you to return the world to peace. Remember where
    they are, and continue south, up three flights of stairs, until you reach the
    Altar. Stand on the BlissRock symbol, and use the BlissRock, to cause two of
    the old fanes to rise back into the sky once more. Fight your way back through
    the Coral Cave, to where the Gate back to the present is, and step through.
    Things seem normal, as you return to the present, but they're changed. Step on
    the floating rock, and step west to float over to a new area. Here, you can do
    some shopping if you feel you need to. They have some good stuff, so if you can
    afford them, and they're improvements to what you have, there's no reason not
    to buy them. ^^ Go back on the platform, and step south, to float to another
    new area, where you'll find two doors leading inside. Walk in, up the stairs,
    then talk to the Elder Priest. A small scene will occur, and you can now go
    outside and step on the Sky Stone. It's now possible to go anywhere in the
    world! So, where should we go? There's the Unknown Shrine, north of Hamelia,
    enclosed in the mountains, that we could not reach until now. The Sky Stone can
    just float over them, so let's go there. ^^
    When you arrive, walk east, and you'll see two rows of tombstones. Search the
    southern row, right infront of the center tombstone, and you'll get a
    TinyMedal. Move inside of the Unknown Shrine, and a man there will tell you
    that your journey was no meer coincidence, but that it was meant to happen. He
    will give you a ? Shard, and tell you that the place to bring the Shards to, to
    see what happened between God and the Demon Lord, is in the Excavation Site.
    Make sure you have anything you may need, and walk, sail, or fly to the
    Excavation Site.
    Once there, walk through the tent to the north, and move down the ladder.
    You'll see a staircase leading underground, right by the vase that once had a
    TinyMedal inside of it, so descend into the Excavated Cave. Climb down another
    staircase, or jump into the pit, then move north and fall down into the large
    hole here. Walk south, climbing down the rope until it finally reaches a
    staircase leading further down. Walk south, then east and south, climbing down
    the wall you come to, and open the chest you come to, to get a TinyMedal. Don't
    step in the Gate unless you want a shortcut back to the first floor, instead
    climbing back up the wall, and walking west until you can go south again. At
    the bottom of this wall, you'll be able to walk west and down the stairs.
    Walk north, and you'll find another pedestal, which I'll call the Excavated
    Pedestal, which has one piece in the northwest corner. Place the ? Shard you
    found in the Coral Cave, in the southeast position, then place the ? Shard you
    received from the BeliMawr, in the northeast position. Finally, take the ?
    Shard you were given in the Unknown Shrine, and place it in the southwest
    position. The pedestal will be complete, and you'll be brought to the time when
    God and the Demon Lord fought each other. You'll see Melvin get sealed, and
    God's apparent death, before you find yourself standing infront of the Demon
    Lord's Lair.
    Walk inside, then move east, north, and west, until you can move south inside
    the center room. Don't walk down the stairs, but move south to where the
    torches are, and maneuver yourself south, west, south, east, north, east, and
    south over the flashing bridge. Walk up the stairs, then move north and go up
    the stairs you'll find here. Head south, and up another staircase, before
    moving north, west, north, west, and north to some stairs leading up. Fall in
    the pit, then climb up the stairs, before moving east and south, then east to a
    chest with a Mimic inside. Continue south, then east, south, east, south and up
    the stairs. Walk west, up another flight of stairs, then go east, north, west
    all of the way, then south, west, south, west, and down the stairs. Just walk
    north, up another staircase, then north and up the final set of stairs.
    Travel north across the bridge, then west, north, and east across three more.
    Run north, west, and north across the final bridges, then if you're all healed
    and ready, talk to the resting Demon Lord, Orgodemir. He has a lot of attacks,
    and sometimes can use three of them a turn, so being healthy is one of the most
    important things to do. Summons, SageRocks, and Hustle can help your group out,
    and don't hold back any of your strong attacks. You'll know you're doing well
    when Orgodemir changes forms, since the fight's half over then. It'll be a
    longer boss fight than you've had recently, so just get in hits when you can,
    and keep everyone alive! Eventually, thankfully, you'll defeat Orgodemir, and
    he'll vanish, saying that as long as his soul lives, he cannot be defeated.
    Make your way across the bridges, to the Gate where the stairs are, and you'll
    hear the following: "Even though I die, may the next god of this world rain his
    blessings upon these humans." With these words in your ears, a familiar place
    will be restored, and it's finally time to move on to disk 2. Congratulations!
    3. Disk 2 Walkthrough
    3A. God's Revival
    Items: Herb, TerraBell, ? Shard.
    Once you've saved, and switched disks finally, you'll find yourself in the Sky
    Fane. The Elder Priest will thank you for your long, world-saving quest, and
    for defeating the Demon Lord. We're not done yet, though, as you may've guessed
    from there being two disks. Our new task is to revive God, with the help of the
    Deja Tribe. Move downstairs, and step into the waiting Gate, to find yourself
    back at the Estard Ruins. Aira's mission to find the legendary tula player now
    makes sense, but the contest isn't quite ready yet, so let's go on a bit of a
    trip. Return to the Sky Fane, and the Revivial Pedestal, and go to the past.
    Make your way through Coral Cave, until you reach B3, and talk to the two ghost
    children you met before. With the Demon Lord being defeated, they can both rest
    in peace now, and you'll be given a ? Shard. ^^ Now, go back to the present,
    and Return to Estard Castle.
    On the first floor of the Castle, talk to the maid who's infront of the dining
    room doors, and you'll have an audience with King Burns. He asks about your
    adventures, wheither or not they're completed, and he says that the country in
    the northeast is known for its musical expertise. This seems to be a typo,
    though, since Mardra and its Great Fane're directly to the northwest via Sky
    Stone. ^^; Once at the Great Fane, walk up the steps and talk to Princess
    Michaela, to have the Great Tula Contest begin. You'll hand over the TerraTula,
    and various musicians will compete on it. Everyone feels Johann will win, but
    he surprisingly does just as bad as everyone else! After a cut scene, it seems
    that everyone has failed. Princess Michaela is very ticked off, and even orders
    the TerraTula's destruction! However, Johann's teacher speaks up, and asks him
    to try again. He offers to lose his life if Johann fails, and the Princess's
    temper cools enough to let him have a try. He succeeds perfectly, and it seems
    like we can finally revive God!
    Back in Mardra Castle, Johann picks his reward. He just wants his master to be
    okay financially from now on. The Princess wishes you all luck, and Johann asks
    to see his master as you start to leave. Do so, and they'll talk about the
    funeral incident, as well as how he can expand his talents. Now, leave Mardra,
    and start to fly to the south. You'll see the lake where the Altar of God is 
    submerged, and you should land here. You don't have to go in the nearby cave,
    but you can fight monsters in there, such as Goldmen and MadPots. At the Lake
    Altar, you'll be brought over to the Chief of the Deja Tribe. You'll be asked
    to take a nap in the nearby tent, which you should do. This part seems very
    familiar: we need to drain the lake, so that we can get to the Altar of God.
    And to do that, we'll need the TerraBell, which we'll receive. Walk back
    inside of the Lake Altar Cave, moving northwest and up the steps. Walk up the
    steps to the north, then move west, south, down the two series of steps, and
    south to the next room. Here, travel west down the steps, past a submerged set
    of steps, then south and down the steps to the stairs.
    On the next floor, walk west through the wall, then north to the pit room.
    Don't fall down any of them, but move east instead, and through the wall. Keep
    going east, then south, east, and north to reach the next room. Walk west down
    the steps, up the next set of steps, and then move south through the wall when
    you can to find more stairs. Walk down the next flight, then move north, east,
    and south to the chest maze we navigated before. Walk east, south to the next
    room, then south, west a bit, and south again. In the last room, just walk
    south, southeast, south, west, then take the northwest path to reach a chest
    with a Cannibox inside. Beat it up, then go back and take the western path, and
    go down the stairs there.
    This's the floor that had those invisible bridges to walk over. You can't see
    them this time, but it's pretty obvious where they are still. Walk west, over
    the bridge, then move north, east, northeast, and north over another bridge.
    Move a lil west, then north, and west to another bridge. You'll have to walk
    west, south, and and west to get over it, but then you'll be by the last set of
    stairs. Set the TerraBell on the northern wall, and the water'll lower once
    more. Walk south and out of the room, then move north up all the steps, and
    enter the next room. Here, go down the submerged steps, grab an Herb from the
    chest here, and then talk to the person to the south, to get to the Temple of
    Talk to the Chief, and you can start the Revival Ceremony, hopefully for the
    last time. He'll try to give you the Innocent Robe, but you already have yours
    from the Sky Fane. ^^ The secret behind the TerraTula, and when to play it, is
    mentioned, so let the dancing begin! At first, nothing happens, and then the
    crystal in the center of the Temple shatters, as a large immaterial image
    appears. It looks like God's back! He's ready to start getting rid of the evil
    that's left in the world, as well, and asks that you all go home and enjoy the
    end of your journey. This includes Aira, who the Chief says is a part of our
    group already. ^^ He'll send you off to the Estard Ruins, along with Johann,
    who takes his leave. Now, walk to Estard, as our Return spell seems to not be
    working. Odd...
    The guard here mentions that surely it was you who revived God, and he tells
    you not to worry, and to head to Fishbel for a celebration. He tells you that
    he'll let us know if anything goes on, so don't worry. Go back home, and talk
    to your very happy parents, as well as some of the villagers to see what they
    say. Even Maribel's proud of you! When you're ready to have the festival start,
    go on the boat in the harbor, and speak to the Head Chef. Outside, we'll be
    able to attend a party that's not cut-scened for once! ^^ Walk around, talk to
    the people, and when you're ready to go on, talk to the old man that's by the
    exit to Fishbel. Johann will appear, and tell you that he was sent to give you
    a message from King Burns, asking you to come to Estard Castle.
    Estard seems pretty deserted, and there is a person who says they are a
    Messenger of God. They're recruiting people to help build God a palace, and a
    fancy one at that. ^^ Talk to King Burns, and you'll receive his thanks, as
    well as see the people of the world celebrating God's return. Gabo will go off
    to visit his mother at the woodsman's house, Melvin will go back to God's side,
    and Aira will stay at Estard Castle to help out. And your hero'll return to
    Fishbel to live his life as a fisherman. It seems everything's back in order!
    3B. The Sealing of Fishbel
    Items: Berserkr Helmet, Final Key, Fish Sub, Kings Sword, LifeAcorn x 2,
           MysticNut, Platinum Shield, Repellent, Silk Corset, STRseed x 2,
           TinyMedal x 2.
    A few months later, you'll wake up late, just like at the game's beginning.
    You'll be asked to take a Fish Sub to your father, which you can avoid doing by
    heading inside the boat and talking to the Head Chef if you want. It's not an
    important item, but you will want to talk to the Head Chef eventually. ^^ Even
    Johann's hitching a ride! When you go back outside, a sailor will report that
    Messengers of God have sailed onto the beach, and wish to talk to everyone.
    Your father will sail on, after he asks you to speak to them yourself. Maribel
    runs by to go with you to see the boat the Messengers of God came in, but
    they've already left for Estard, as Amitt will tell you. Next stop, Estard!
    The townspeople're in a buzz over the news, and the Castle's guards have been
    called out to make the place look important. King Burns is speaking to the
    Messengers in the dining room, but you can't get in unless you get permission
    from someone important. But aren't we importance since we brought God back to
    life? ^^; The Princess isn't important enough to talk to for this, but the
    Minister is. Talk to him in the throne room, and while he can't sneak us in,
    he'll be given a message saying we should go to see the King immediately.
    That's convienient! Take a seat next to the King, and one of the Messengers,
    Nebira, will allow you and Aira to go with King Burns to the Crystal Palace.
    This's God's new home, and while there's not enough boats to bring everyone in,
    we can use the Sky Stone. ^^ Gabo will follow, too! ^^ 
    The Sky Stone follows the ship to a new island, where the Crystal Palace has
    been built. It's very big, and looks impressive enough. But isn't it a bit
    materialistic? Nebira will lead the group inside, through the Palace, and
    eventually to a set of stairs we're not allowed to pass. King Burns can,
    though, and we'll be left to explore freely. Walk downstairs, then down the
    steps past the two guards, before walking south two screens and outside of the
    Palace. You can get free Repellents from talking to the Sister to the northeast
    of the enterance, and find another door inside the Palace if you enter from the
    rear doors. This's just a resting room for the holy warriors of God, though, so
    go back inside, into the large central room, and go through the northeast door.
    Upstairs, take the northwest door out onto a landing, and walk across to the
    next door. Go down the stairs in this room, then down another set of stairs.
    Here, you'll find a room shaped like a six-pointed star, with a guard guarding
    the treasure room in the north. Walk right by him and through the doors, then
    take the treasure in the chests for the Final Key, and a Berserkr Helmet. Now
    you can open jail doors! ^^ Open the one to the east, and break the vase for a
    MysticNut, then open the door to the south of that and get a STRseed from the
    vase. There's a LifeAcorn in the southernmost room, too.
    Walk back upstairs, then take the southern door out to the landing, entering
    the center room this time. You'll find Beck talking to Ike here, about the
    Intelligence Rankings. Don't they care about anything else? ^^; Raid the
    dresser for a Silk Corset, then go back outside, and through the other door.
    We'll find Pamela here, who still remembers us, and we can walk past her to
    reach another landing, with another center door leading to the kitchen area.
    Take the TinyMedal and LifeAcorn from the vases here, then go back to the room
    where Beck and Ike were, and take a nap in one of the beds.
    When you wake up, go back up to the stairs we can't pass, and talk to the
    guards. Melvin will appear, and lead the guards outside, to attend to some
    matter. He talks pleasantly to us for a bit, but he rushes off as soon as he
    can, asking us to guard the stairs. Surely we won't get in trouble if we sneak
    a peek, will we? ^^ The guards on this next floor're much nicer, and if you
    tell them who you are, they'll let you pass. There're leaders from all over the
    place here, and many many familiar faces. When you're ready to meet God, talk
    to King Burns, then try to leave, and the deity of the world will appear. He
    seems a bit preoccupied, even ignoring a false Great Hero to give his decree:
    dispose of all weapons, and keep all life precious, even that of monsters. God
    will take the Dark Ruby away from you, due to its evil nature. He also says to
    worship only him among all gods. But isn't God just that, the only god?
    Walk back towards the exit of the Crystal Palace, and you'll meet up with King
    Burns. On the way out, you'll see Melvin trying to keep Hondara calm. It looks
    like he was just here for another scheme, as always. The guy's total scum, his
    only use is on the casino game. ^^ Nebira leads Melvin off for a private talk
    with God, as your party leaves to go home. Suddenly, we see Melvin being
    persued by guards, and even jumping from the side of the Crystal Palace, to
    escape the charge of treason that's been placed on his head! This's crazy! We
    can't help him, though, as we're heading back to Estard on the Sky Stone
    already. A large storm hits, and you can see blackness welling all over the
    island, just like all those other lands we've saved. What's going on?
    After an abrupt landing, and Aira chewing Gabo out, we find that the King seems
    to be injured. He'll be taken to the throne room, which we should go to as
    well. The King is still unconscious, and the Minister tells us to go to Fishbel
    to check on our home. First, go to the first floor of the Castle, and go around
    behind the stairs to find some leading down to Estard Castle's treasure room.
    Now that we have the Final Key, we can open the door and raid the chests, to
    get a TinyMedal, STRseed, Kings Sword, and Platinum Shield. Now, continue out
    of Estard. We can't even make it outside before finding there are monsters
    reported around the town. Infact, the whole of the island outside is covered in
    monsters now, something that's never happened here before. When you reach
    Fishbel, you'll find a calamity has happened: Bornako was thrown off the boat,
    and lost at sea! The ship made it back, but he hasn't. Your mom at the harbor
    feels that he'll come back safe and sound, but many others are giving him up
    for gone. If you go to Maribel's room, she'll be worried about the seal as
    well, and, finally, rejoin the party. As you start out of town, she'll mention
    that maybe you should investigate the Estard Ruins for a clue.
    When you arrive at the Ruins, you'll hear someone calling your name. Head
    towards the statue, and examine it, to find that Melvin is talking to you!
    Looks like the old guy has a few tricks he hasn't used yet, like MindSpeak. It
    seems God started to seal continents he thought were full of evil, and Estard
    was among them. Melvin asked why, and was labeled a traitor, forcing him to
    flee to Coastal. He mentions the Elemental Spirits, which you might have
    recalled seeing fighting with God against the Demon Lord, and that the lands
    that were sealed seem to have these Spirits living there. He has to run, but
    he'll try to help us out. What a nice guy! ^^
    Enter the Ruins, and make your way inside to the Fane Dome. You'll see the map
    of the world on the floor just shows Estard again, and that the elemental
    flames on the shrines for the Traveler's Gates are all out. Does that mean the
    Spirits're trapped or the like? Before doing anything, walk north, and through
    the locked door, before going downstairs. It seems there's another pedestal
    here, as well on the floor below it, but the pedestals aren't working right
    now. Don't worry, just remember where they are. ^^ Now, go back upstairs, and
    enter any of the Traveler's Gate Shrines, and try to walk into them despite the
    lack of an energy swirl. As your party discusses what to do, Melvin starts to
    talk again. He thinks he can help get the flame working again, since the
    PilotFire from the Great Lighthouse in Coastal did come from Engow and the God
    of Flame, which might be an Elemental Spirit. You'll soon be controlling Melvin
    by himself, in an effort to help your group out. ^^
    Walk over to the Great Lighthouse, and talk to the guard infront of it. Melvin
    won't be allowed in until we get permission from the King of Coastal, who is in
    the Halflings' Cave still. There are monsters in there, but not many, as the
    game has taken into account that you're just a party of one right now. As
    this's your third visit, you should know where you're going. ^^ Speak to the
    King, and tell him that you're not there on behalf of God, and he'll tell you
    how worried he really is, and grant permission for you to enter the Great
    Lighthouse. It's your third visit there, too, so speak to the guard to enter,
    and make your way to the top. Examine the PilotFire, and Melvin will talk to
    your party back at the Ancient Fane. He's managed to send the PilotFire,
    somehow, to light the red shrine. Now we can go to Engow, and find out how to
    fix the world's new problem.
    3C. The Flame Spirit
    Items: Flame Key, FlameAqua, FlameChrm, Lava Wand, STRseed, TinyMedal,
    Mt. Flame seems pretty dark for a volcano. The magma is faded, and the guards
    here are very worried. Make your way outside, and across the monster-infested
    land to Engow. When you arrive, walk west, and talk to the person by the
    extinguished torch. Something's happening to the fire around here, and possibly
    to the God of Flame. Suddenly, two MageImps swoop down to do battle! They're
    normal MageImps, thankfully, so they shouldn't be hard to take out. Talk to the
    man by the northwest torch, and more monsters will attack, this time two
    WhiteFugas and a LizardMan. The southeast torch will also be attacked by
    monsters, a LizardMan, MageImp, and WhiteFuga. Once you've beaten back the
    three attacks, hurry to the Chief's house, talking to the old man so he'll move
    aside to let you upstairs.
    You'll find that Pamela's talking to the Chief, trying to find a reason as to
    what is going on. The Chief is having trouble keeping hope alive, though. Tell
    Pamela about the monster attacks, and the vanishing lava from Mt. Flame, and
    she'll ask you to take her there personally. On the way out, she'll ask you to
    go to her assistant, Ilma, who is in her fortune-telling shop. Pamela will
    crypticly tell Ilma to start looking for something, and that it's important.
    ^^; Why can't she just tell us? Hurry out of the village, and back to Mt.
    Flame, and the crater. Pamela comments that she can just barely see some fire
    still in the crater. Talk to the guard, and enter the volcano, moving down the
    stairs. Walk west, north, and down the stairs, then walk north and northeast to
    go downstairs again. On this floor, you'll want to travel west, southwest,
    south, east, and down the stairs.
    We're almost done, don't worry. ^^; Move northeast, then north, west, north,
    west, and down another set of stairs. Travel south, then east, and up the
    stairs here. Go up the stairs in this room, then up the next set of stairs.
    Walk north and up yet another flight of stairs, then go west, south to the
    crater area, and hop in. Jump in a second time, moving east to touch the HP/MP
    restoring light pillar if necessary, then jump down twice more. This's where we
    fought the FireGiant in Engow's past, but there's no fire here anymore! Walk
    north through a now-open passage, to have Pamela warn you about something
    beyond. Walk past the villager who's here (no, this isn't the force Pamela
    felt! ^^;), and down the stairs, to reach a small lake. Odd... Go down the
    stairs here, then walk south, turning east at the magma, and descend the
    Now it gets interesting, as there're jets of flames shooting out of the ground.
    They can cause damage if you're standing next to them when they flare up, so
    carefully walk southeast and open the chest for a Lava Wand. Make your way
    south, either by maneuvering safely through the flames, or just running through
    without worry. Start west, then head north and west, opening the flame-proof
    chest for a TinyMedal. It's not like you can really redeem them right now, but
    maybe we can later. ^^ Walk back east, south, then west to another one of those
    nifty light pillars. Wai! When you're all set, go back east, then south and
    down the latest flight of stairs. Travel west, then south, getting the STRseed
    from the chest before going back north. Follow the parth west, then south, east
    under the bridge, then south under another bridge, grabbing the WorldDew from
    the chest. Walk back north, passing under two bridges, then going up a ramp,
    moving west past a lava waterfall, then north and inside of a cave.
    Down a corridor surrounded by flames, you'll find a big door that's sealed
    tight. Pamela says the power-source is through this door, and that she might
    have a way to pass way through it. She'll fill you in on the story behind the
    God of Flame, if you want her to. When God lost the battle against the Demon
    Lord, he created and sent away the four Elemental Spirits, known as the Terra,
    Wind, Flame, and Aqua Spirits. Ilma will appear then, with a guard, having
    brought the Flame Key and FlameAqua with her. She hands them to you, so you can
    progress to the next room, which's why you came here in the first place. ^^;
    Walk right up to the finger of land facing the lava in this room, and you'll
    hear the God of Flame. He's feeling very weak, from the damage dealt to him
    from the land's sealing, and Pamela recommends tossing in the FlameAqua. A
    molten mound of lava will emerge, flaring into existance before revealing the
    Flame Spirit. However, he's a rash Spirit, just as tempermental and hot-headed
    as his element, and refuses to lift the darkness here unless we can prove our
    worth. Time to fight! The Flame Spirit uses almost nothing but fire-based
    attacks, with a rare WarCry thrown in for good effect, so be sure to use
    Barrier if you have it, or fire-reducing equipment. Ice attacks're great, of
    course, and it'd be unwise to use fire attacks against this Elemental Spirit.
    When you win, the Flame Spirit will congratulate you, and try to fight back the
    darkness with a large flaming blast. He says his power is ineffective, though,
    and he seems to know instinctively who's behind everything. He mentions that
    the other three Elemental Spirits need to help, or this darkness just will not
    lift. He vanishes in a gout of flame, to stay at an abandoned fane until the
    other three're free. He does leave behind a FlameChrm, though, which may be of
    use later.
    Make your way out of Mt. Flame, and return to Engow. While the darkness isn't
    lifted, it is lighter. Pamela wishes you well, and tells you to do your best,
    since the world's relying on you! Go back to the Traveler's Gate, and return to
    the Ancient Fane, before making your way towards Fishbel. The darkness's
    cracking, at least, so maybe once the other Spirits are found, we can find out
    from God just what is going on.
    3D. The Terra Spirit
    Items: 20G, AmitSnack, BluePrint, Captain Hat, Heart Gem, King's Key, Mimic
           Heart, Nose Gem, PierceGem, Pirate Suit x 2, Potion, Rouge Gem,
           Seer'sGem, STRseed, TerraChrm, TinyMedal x 2, Turban, Wizard Ring.
    Once you arrive at Fishbel, you'll find that a large boat seems to be near,
    observing the town. Talk to your mom at the harbor, to hear her hopes that
    Borkano might have been rescued by them, then speak to Amitt to go with him to
    check the ship out. Follow Amitt below deck, and when you're set to go, tell
    him, to make the boat start sail. You'll follow the Flame Spirit's trail of
    fire to a huge boat. It looks oddly familiar, too. Your boarding attempt won't
    succeed, at least at first. This's Sharkeye's ship, the ship of the Marle de
    Dragonne! You'll see part of the flashback the bard in past Coastal showed us,
    with Sharkeye's descision to leave. You'll also see scenes of what happened
    after that, especially mention of the Aqua Spirit, and Sharkeye's birthmark of
    part of the Water Crest.
    You'll wake up inside of Sharkeye's ship afterward, and be asked to an audience
    to see him. He'll have heard the entire story so far, and ask to see the
    Aquagon Sword you have. Show it to him, and he'll ask to speak to you
    privately. Outside, he'll wonder just what to do, and ask to see the sword
    again. He'll notice your own birthmark, and identify it as the other part of
    the Water Crest. Between your crests and the Aquagon Sword, a blue light will
    appear, relighting two of the shrines for the Traveler's Gates in the Ancient
    Fane, before starting to speak to you. It's the Aqua Spirit! It tells you that
    to awaken it, you must first find the Terra and Wind Spirits, then go to the
    Rainbow Cove with the Aquagon Sword. This's the last step to restoring the
    world from darkness, it says. The light'll fade, and you'll get your sword
    back, though Sharkeye's now lost his marking, which is now on your arm.
    Sharkeye's sure that you should follow the flame path to the next area, and
    tells you to get some rest.
    The next morning, you'll hear Sharkeye has put the support of the entire Marle
    de Dragonne behind your cause! Before going anywhere, examine the cabins you're
    in, collecting a Captain Hat and a Pirate Suit from the dressers. Walk up the
    southern stairs, then go through the door you'll find nearby on deck. Here,
    you'll find several Weapon, Armor, and Item Shops, and the dresser in the
    northwest room has another Pirate Suit. Don't forget the TinyMedal in the vases
    in the northeast room! Walk out the northern doors, then go down the stairs to
    the east, getting a Turban from the dresser in the prisoner's cell, as well as
    20G from the vases south of the vegetable garden. You can get a BluePrint from
    the chest here, though we can't really use it yet. To the south, break the
    barrels for a STRseed, then talk to the cat. When you get a yes/no prompt, say
    yes, and the cat will hand, or paw really, you a TinyMedal!
    Walk upstairs, and talk to the man to the east to be let off the boat, first
    going up the stairs to break some barrels and get an AmitSnack. You'll find
    that you're near Dharma Temple, which is to the southeast. Class changes again!
    ^^ If you walk downstairs to the basement, you'll see the Head Priest talking
    to a couple who wish to go back to their homes. It seems everyone's starting to
    lose patience here, too. The Flame Spirit is here, intangibly though, trying to
    protect the people here and make them feel safe. Nothing else is going on
    around here, so go back to Sharkeye's boat, and talk to him in his cabin. The
    man standing to the east of Sharkeye mentions that Caddell will sail the ship
    if you want him to. He's by the wheel, so tell him to sail back to Fishbel.
    Once on land, walk towards the Estard Ruins, and the Fane Dome far below the
    surface. Two of the Traveler's Gate shrines are lit up, letting us have a
    choice of what to do next. For this guide, I've picked the northeast shrine,
    which leads to Dune and the Terra Spirit, since you originally visit here
    before you visit Gorges. ^^ It's your choice, though, so feel free to skip
    ahead if you want. If you're playing along with me, then go through the Gate to
    arrive at the Oasis, walking northwest to the Palace of Dune, and entering.
    When you arrive, you'll find that there're many guards patroling here, and that
    once they recognize who you are, that you're allowed to enter. 
    Walk into the Queen's throne room, and speak to her attendants. She seems
    worried enough that she actually wants to speak physically to you, alone,
    rather than through her interpreters! She mentions a dream where God talked to
    her in an evil-sounding voice, and that monsters then attacked and stole the
    Dark Ruby from the treasury. She seems to know that ours was taken as well, and
    says that the Terra Spirit might be the only one who can help right now. The
    Queen says the Shaman in Dune knows how to wake him, so start to head to Dune.
    She stops you, and asks that you take one of the four sons of the Chief of
    Dune, with you to help you out. Not these guys... ^^;
    In the Chief's house, you quickly find that the lazy brothers are competing
    again, this time to come up with excuses so that they don't have to help you
    out. ^^; Speak to the Chief, and while three of the brothers don't want to
    worry about helping, the youngest brother, Saide, will eagerly volunteer to
    help you. He lives in the small house behind the Chief's house, so be sure to
    talk to him there so he can join the party. Now, to find the Shaman! While
    there is one who can help us save our game and such, by the large pot in the
    center of town, the Shaman we want is inside the pot, fishing. Ignore the Gate
    for now, and talk to him. Despite trying to catch fish from the desert sand, he
    knows all about the Terra Spirit, and offers to summon him for you. Follow him
    out of Dune, and to the Oasis, where he'll begin the summoning ritual.
    Umm... well, that didn't work so well. The Shaman's unsure how to finish the
    rest of the ritual. ^^; He needs help of some sort to help him recall how to
    finish the picture, so the Terra Spirit can save the desert! Leave him here,
    and go back to the Palace of Dune to speak to the Queen. She understands the
    situation, and says that we should look for clues down below in the Dune Palace
    Fane, but to be careful of the monsters. Walk downstairs, then south, talking
    to the guards to make them pass, then moving downstairs again. There's a
    commotion down here, as Saide's brothers have managed to bribe their way down
    here before us, and have found an important object. The brothers start to brag
    loudly about their accomplishment, so loudly that they attract three monsters!
    Serves them right, but guess who has to kill them? ^^;
    After you've beaten up the monsters one by one, the brothers offer you the
    treasure they've found, on a condition: Saide has to forfeit his chance of
    becoming the village Chief. Saide never wanted to be Chief, though, so things
    work out for the best. Now that you have the King's Key, go to the Queen and
    show it to her, to find that it's used to get to a room in the Sphinx. It also
    seems that Hadeed became King! ^^ Now, hurry back to Dune, and the large pot in
    the center of town, entering the Gate you find there to be transported near the
    Sphinx. Go ahead and enter! ^^
    Walk down the steps, continuing north, and speak to the woman guarding the way
    to a door in the northern part of the floor. When she sees the King's Key, she
    will move aside, and let you enter. On the other side, you'll find four tiles
    with different clues written down on them, so be sure to examine each one.
    Saide will even hint that you should write them down, but I'll do that here for
    you! ^^ "The eyes shine brightly through the deep darkness." "The lips are
    closed tightly. Only time may part them." "The ears are born of a broken
    heart." And, finally, "The nose is in the lowest place, and in the highest." As
    always, I'm here to help you through the puzzles even if you don't understand
    the clues just yet. So, move forward, and descend the stairs, before moving
    east and down another set of stairs.
    You'll notice a river and a raft here, so board the raft, and float east,
    pausing to get a Mimic Heart from the chest. Sail into the nearby tunnel,
    sailing north and east until you find a ledge you can dock at, with the nearby
    water blocked. Walk north to the next screen, then across the bridge to the
    inverted pyramid, entering it carefully. From this point on, we need to worry
    about monster attacks, so be careful. Now, move west, north, east, south, west,
    south, east, north, east, south, east, north, west, north, and east to the
    stairs leading up. ^^ On this floor, walk west, then south into a room with six
    caskets, with six torches inside of each. Remember the first clue? Simply close
    the caskets, so that the room starts to dim more and more, until all six are
    closed. Once you've done that, you'll see that some gems have appeared on the
    floor. It's the Seer'sGem!
    Move through the southern door, then walk east, north, east, north, east again,
    and down the stairs. Here, walk south, and down another set of stairs, to find
    yourself on a floor with many doors. Walk west through the first door, then
    north through two more, then moving one door west. Move north, all the way
    west, then all the way south, before moving one last space east and down the
    stairs. Start going north on this floor, then east, and you'll find a monster's
    face carved on the wall. After examining it, just sit and wait. Eventually, the
    mouth will open, just like the clue said, and let you get the Rouge Gem behind
    it. ^^ That's two! Walk back south, then east and south again, taking these
    stairs down a floor.
    This floor's pretty easy, just travel west, north, east, and south to a set of
    stairs. Go down them, then move north through the door, walking west and down
    the stairs. On the next floor, walk east and south, moving downstairs, then
    examining the triangle here to get the Nose Gem! Walk back upstairs, hurrying
    north, west, south, east, and up the stairs here, before moving the short
    distance west to find the Heart Gem. But, we need gems to help the Shaman
    remember the face of the Terra Spirit, not its heart. If you remember the clue
    about ears being born from a broken heart, then you know you should use the
    Heart Gem, and break it into two. You'll get the PierceGem, and we can leave!
    ^^v One Outside later, walk back into the Gate, and climb out of the pot in
    Dune, and head to the Oasis.
    The Shaman will take your gems, and use them to complete the ritual to summon
    the Terra Spirit. After you fill him in on what has been going on, the Terra
    Spirit will help you without a battle, causing a large earthquake to rock the
    desert, before announcing that the citizens are no longer in danger. He'll
    repeat what the other Spirits have, that it'll take all four to save the sealed
    lands totally, and he'll give you the TerraChrm to use if you need him. He
    vanishes, heading to Dharma Temple, as Saide leads the Shaman back to Dune. At
    the Palace of Dune, the Queen is very thankful that you helped her people
    again, and she wishes you luck on your journey. Before going, walk back down to
    the Dune Palace Fane, and search the sparkling spots in the east and northwest
    areas of the floor to get a Potion and a Wizard Ring!
    We've awakened two of the Spirits now. All we need to do, is to awaken the Wind
    Spirit, then go to Rainbow Cove to get the Aqua Spirit's help. That doesn't
    sound too hard! ^^ So, go back to the Oasis, and use the Gate to return to the
    Fane Dome. Enter the southwest shrine, and use the Traveler's Gate to reach the
    Lefa Fane, and the next chapter. ^^
    3E. The Wind Spirit
    Items: 7G, 1200G, AGL Scarf, AGLseed x 2, Blade Boomerang, DEFseed, Halo Orb,
           Light Dress, Seal Key, Silver Tiara, Speed Ring, TinyMedal x 3, Wind
           Hat, Wind Robe, WindCharm.
    You either picked to awaken the Terra Spirit, and then came here afterwards, or
    you came straight here. Either way, our goal is to awaken the Wind Spirit, so
    that we can help save the world! ^^ On the other side of the southwest shrine
    in the Fane Dome, we'll arrive at Lefa Fane. Leave the Gate chamber, then speak
    to the people standing on the balcony, to find that a stray SnowBat has decided
    to try to kill the people here. Fend off this stronger version of the normal
    monster, then climb down the ladder and down the stairs. Go up the stairs to
    the southeast, then walk inside, and hit the nearby switch so that you can get
    to the statue of Firia. The Sister here mentions that restoring what's missing
    to the Spirit Statue will make the Spirit awaken. But, she doesn't know how.
    Back inside, hit the switch to the northwest of you, so that you can exit to
    the west. Go downstairs, then all the way south, to get the WorldDew from the
    eastern chest. Walk back north, east into the center room, then hit the switch
    in the middle so you can go down the center stairs. Leave this room to the
    south, then enter the central door here, to either the east or west, depending
    if you took the west or east steps. Enter the first room to the west, and
    you'll find some scholars that believe the cure to the problems here is
    somewhere in the Wind Tower, at the Altar of Wind. Of course, they can't just
    ask anyone to visit the Wind Tower, and they need to tell the Pendragon at
    Gorges. Start to leave the Lefa Fane, talking to the maid as you walk outside.
    It seems that monsters're everywhere here, too, but then we already knew that.
    Walk south to Gorges, cross the bridge in town, and walk over to the crowd
    infront of the Pendragon's house. She's going to give a public announcement to
    everyone, and in a few moments you see why she was hiding. She has wings, like
    the old Lefans! She introduces herself as Sefana, and asks the villagers to
    stay inside. She also asks that any warriors talk to her after everyone's left,
    and of course, that means us. Inside her house, she goes into much more detail,
    saying she plans on exploring the Wind Tower in the southeast. Agree to guard
    her passage there, and to departing now, but make sure to get the Silver Tiara
    from the dresser, and 7G from the vases in the kitchen before trying to leave
    town. After reassuring a citizen, Sefana will tell you to lead the way to the
    Wind Tower, which you should. ^^
    You remember where the Wind Tower is, right? If not, you want to start walking
    south, between the hills, before walking east, continuing to follow the
    mountains. When the mountains end, continue walking to the southeast, where you
    will find the Wind Tower. Stroll right inside, moving east and up the steps
    here, before going a bit north and then west over three more steps. Walk north,
    east up the steps, then north and west to more steps leading to a chest with a
    TinyMedal inside. Walk back up the steps, going north of the chest to reach a
    pair of steps going east, taking the first one. Walk all the way east, then
    south, before going up the steps and north to the stairs. ^^
    On this floor, walk south, west, then north through an opening in the wall to
    reach a chest with a Miracle Sword inside. Continue all the way west, then
    north to the stairs in the northwest corner of this floor, and ascend them. On
    the next floor, walk east, south, east, and south, going upstairs and moving
    out the door onto a ledge outside the Wind Tower. Take the Blade Boomerang from
    the vase here, then go back inside and downstairs, moving north, east, and
    north to take the stairs here. Walk south on the next floor, then west,
    climbing up the steps before scaling the ladder to the fifth floor. Move west,
    south, all the way east, all the way north, and up the latest staircase. It's
    just a short trek east, south, and west of here to the next staircase. 
    From the stairs, you first want to go east, and open the chest here for an AGL
    Scarf. If you go back west to the stairs, and continue past it, you'll reach a
    vase with a MadPot hiding inside! Move a little east, then north, west, north,
    east, north, and all the way east, to find two chests. The eastern chest is a
    Mimic, but the west one has 1200G inside! Once you've set, walk back west, and
    jump down the hole in the middle of the floor. Raid the chests for a DEFseed
    and an AGLseed, then climb up two sets of stairs to F8. Travel west, north and
    up the ladder here, being careful not to fall off the ledge until you want to.
    ^^ Move all the way east, falling down, then climbing up the middle ladder.
    Walk east, climb the ladder to the top, then carefully fall off the east edge
    of the ledge so that you fall on the low ledge in the east. Then just climb
    this ladder, skip the nearby stairs, and climb the stairs to the west.
    We're almost at the top! Travel south, through the door to the outside ledge of
    the Tower, then go through the east door. Enter the middle room, walking past
    the winged statue and going up another flight of stairs, before walking south
    and up one more flight, to the top of the Wind Tower, and the Altar of Wind.
    There's a hole in the center of the altar, and a powerful wind suddenly springs
    up from it. It's soon found that the voice Sefana has been hearing, is no one
    else but Firia! She says that her ungrown wings were the last wings the Lefa
    Tribe was to get, and thus she's saved them for Sefana, to save the world now.
    The Wind Robe should awaken the Wind Spirit, and its location is right up in
    the air! ^^
    You'll be in a very odd place here, SkyTown, a square of land which flips
    around as you walk on it. You won't fall off, but it can be a bit confusing!
    It's best to pick a direction or two to move in, so we can explore everything.
    Start west, and enter the building you'll see, to find the Inn. The barrel here
    hides a TinyMedal, and one of the citizens mentions that a monster took the
    Wind Robe a long time ago. To the west of the Inn, you'll find a mysterious
    locked building, which we can't enter now. To the north of there, you'll find a
    house with lots of litter, and an AGLseed in a vase. The man in this building
    refuses to listen to us, since his house is so messy, and he hints heavily that
    help would be appreciated. Toss all the trash in the waste basket, then talk to
    the man to find out he's the local Pendragon! For your help, he gives you the
    Seal Key to the locked door we passed just a moment ago, so we can try to get
    the Wind Robe back. We'll also receive the Halo Orb as we're leaving, so we can
    go to the lower world and back if need be.
    Before going to the locked door, we have one last place to go. From the front
    doors of the Pendragon's house, cross the bridge and move two screens south, to
    a Temple with a bell outside. You can save here if you need to, which may be a
    really good idea. ^^; To the south of the Temple, you'll find the locked
    Shrine, which we can now enter, stepping on the symbol on the ground to enter
    the Wind Maze Area 1. This place can be just as confusing as SkyTown! ^^; While
    you can start walking in different directions, it's best to keep it simple.
    Because of this, and due to Start not recentering things exactly the same each
    time, due to the last few flips you might've made determining what's north and
    so on, I will give all directions as they will look on that particular screen,
    with north still remaining towards the top of your screen.
    Ready? Walk north two screens, then step on the symbol on the ground, to be
    taken to Area 2. Walk east, down the step-like block to make the screen flip,
    then walk south. Move north along the blocks until the screen flips, then walk
    east for another flip, before walking west along the blocks until the screen
    flips again. Now, walk south, then position yourself against the northern step
    before walking east for the flip, then north for another flip, west for another
    flip, then all the way east, but don't flip the screen yet! See the two blocks
    sticking out to the north? Walk onto the western block, then walk west, falling
    through the hole once the screen flips, moving north and stepping on the symbol
    to reach Wind Maze Area 3.
    Walk east, and open the chest for a TinyMedal, before walking three flips west,
    continuing west on the path, but moving north for a screen flip. Move all the
    way north, then east for a flip, followed by moving north again for a flip, so
    we can go west and open the chest here for a Light Dress. Walk all the way
    east, north for a flip, then a little east, south, west, and south along the
    platforms. At the end, walk south for a flip, opening the chest for a Speed
    Ring, then walk east a little, so you're near the hole, but don't jump in.
    Instead, walk south for two flips, then fall down the hole. After falling, walk
    east for a flip, then follow the platform north and west, until you find two
    small platforms pointing west. Walk north of the southern platform, so the
    screen flips, then jump down the hole here. Follow the top of the platform a
    bit north, all the way west, north, west, and south to the wall. All you need
    to do now, is go east for a screen flip, south for another screen flip, then
    walk west before walking north for the last flip, and the symbol leading to
    Wind Maze Area 4.
    We're just about done here. ^^ So, walk south for four screen flips, to find a
    chest infront of a statue. Open the chest, only to find that it is empty. It
    does cause a monster to appear suddenly, though, named Nengal. He has the Wind
    Robe, and he won't let us go without a fight, so let's kill him and get out of
    this scary maze! Nengal is, well, a wimp. He will either charge a character, or
    use SwordDanc. Since it's a random-target attack, chances are it won't hit a
    character enough times to kill them, and you can always use your SageRock to
    heal, or any other spells you might have. Set up a spell or skill to raise your
    DEF, and you shouldn't have a problem ripping through him by this point of the
    game! ^^ You'll get the Wind Robe when you win, and the statue will turn into a
    symbol on the ground, to allow you to return to SkyTown safely.
    Make your way to the Pendragon's house, and speak to him. His house's trashed
    again, and he needs it clean before he can reward you for all you've done. Toss
    the trash in the garbage, then speak to the Pendragon to get the Wind Hat!
    We're all set to return to the world below, so step outside and use the Halo
    Orb to return to the Wind Tower, walking back to Gorges, then crossing over the
    river and entering the Lefa Fane. Make your way to the Spirit Statue, and place
    the Wind Robe on it, to awaken the Wind Spirit.
    The Wind Spirit is... well, an air-head, it seems. ^^; After hearing her
    request for five years' worth of cute guys, and explaining to her what's going
    on, she gives you the WindCharm, and after hitting on Gabo, heads off to Dharma
    Temple. Start back towards the Traveler's Gate to the Fane Dome, and you'll
    find that Sefana wishes to stay behind, to pray for her people. She'll wish you
    well on your quest, though. Now, go back to the Traveler's Gate, and Dharma's
    Temple, so we can complete the last bit of our quest.
    3F. The Aqua Spirit and the Fall of the Demon Lord
    Items: 1250G, AmitDonut, AquaCharm, BluePrint, Demon Spear, FishSub x 2, Fuego
           Helmet, Gaiala Armor, LarMirror, Life Ring, LostShard, Oceano Sword,
           Sorrow Shield, TinyMedal x 4, Tornado Shield, WorldLeaf, ? Shard x 2.
    Now, we've awakened three of the four Elemental Spirits, as we were asked to
    do by the Aqua Spirit. We're almost done! Walk out of the Ancient Fane, and
    board Sharkeye's Ship. We're quickly greeted, and brought to Sharkeye. It seems
    he other three Spirits are waiting for us, and use their powers to help the
    Aquagon Sword point the way to the Aqua Spirit. The Aqua Spirit has been in
    Rainbow Cove all this time! The Aquagon Sword falls into the water, awakening
    the Aqua Spirit and breaking the seals on all the lands in the world. ^^ She
    gives you the AquaCharm, before all four Spirits head to the Crystal Palace, to
    ask God themselves what is really going on. 
    Wow. >"< The four Spirits have successfully unmasked the false God, and
    revealed him to be the Demon Lord, but they've been defeated and driven back
    after using all their power to do so. The Crystal Palace is transformed to its
    true state, and we're reunited with Melvin now, who says to go to Estard Castle
    to get the Sky Stone. King Burns is okay now, too, and asks that you kill the
    Demon Lord once and for all! Maribel will run back to Fishbel (that traitor!),
    since you can only have four characters in your party at any one time. However,
    you can go to her house in Fishbel to change your party around, so feel free to
    pick a final party! ^^ If you go home, you should find that your dad was
    rescued from the sea by Sharkeye, and he'll be okay. Yay!
    Don't forget to turn in your TinyMedals, tend to the Immigrant Town and the
    Monster Park, and update your WRF rankings. ^^ There is a lot we can do right
    now, we have the entire world to visit, past or present again. It's best to
    clear up the loose ends first, though, before progressing. Get on Sharkeye's
    Boat, and sail it to the Sunken City, so we can talk to Gracos V. He's troubled
    about the Demon Lord, and doesn't want to force his people to do any
    conquesting. He doesn't think you can kill the Demon Lord, but offers you some
    treasure. If you didn't beat him in Disk 1, you can open both chests, though
    your Monster Book won't be complete. If you did beat him in Disk 1, you can
    finally open this chest to get a Demon Spear. ^^
    Now, north of the Immigrant Town, and a bit southeast of Fishbel, you'll find a
    Gate. If you sail into it, and walk north, you will find the Undersea King,
    assistant to the Aqua Spirit and guardian of the sea's creatures. He mentions
    Anise, and seems to remember you from past Coastal still. Talk to him a second
    time, and mention the monster you found in the Coral Cave. He'll be more than
    happy to help, and tells you to tell the monster this. Go back to the Coral
    Cave, and the monster there, to pass on the news, and get our reward: a ?
    Now, go back to the Ancient Fane, and the jail door in the Fane Dome. Move
    downstairs and examining the pedestal here, which is now active. Place the ?
    Shard you received from Gracos V in the southwest corner of the pedestal, the ?
    Shard from the ghosts in the Coral Cave in the northeast position, and the ?
    Shard from the Medal King, if you've gotten it, in the northwest position.
    Continue downstairs to the second pedestal, placing the ? Shard from under the
    altar in Coastal Castle in the north position, then placing the ? Shard from
    the Coastal Castle Casino in the southwest position. Lastly, place the ? Shard
    you received from the monster in the Coral Cave in the center position. While
    we can't complete these pedestals right now, the ? Shards are out of the
    inventory at least. ^^
    All set for the last bout with the Demon Lord? Hop on the Sky Stone, and start
    flying to the Crystal Palace, now the Dark Palace. Fly over it, and you'll end
    up on the top of the Palace, by a hole in the floor. Don't jump down the hole,
    but instead walk north and over the side of the tower, walking west and through
    the doorway. Here, go down the stairs, then the next flight of stairs, heading
    to the basement where we picked the Final Key up earlier. In the center of the
    floor, though, we'll find a large hole, and we can fight three MadPots here,
    past the jail doors in the south, southeast, and northeast corners of the room.
    Fight them or avoid them (though you have no real reason to avoid them, this
    late in the game), then jump down the hole in the floor to descend into
    unexplored territory.
    Walk down the steps of the platform you land on, and enter one of the nearby
    doors, moving down the stairs you find inside. Travel to the north, grabbing
    the chest here and the LarMirror inside, before going back south and down the
    ladder. Wade north through the swamp, down the stairs, then go southeast and
    south to the steps. Descend them, and head towards the center door, avoiding
    the glowing circle on the floor as you do. Walk west, south, and east in a
    counter-clockwise way, continuing north past the stairs to reach a chest with a
    TinyMedal inside, then go back and down the stairs. On the next floor, walk
    around to the west side of the throne room, and descend the steps to reach the
    Rather than walk down the ramp into the hole to the east, walk southeast to a
    set of stairs. Open the chest down here only if you want a good fight, as this
    is a DorasBox, a stronger form of the Cannibox and Mimic. Much harder than a
    MadPot! ^^ Walk back upstairs, down the ramp, then walk to the northeast,
    moving east to a chest with another TinyMedal inside. Head back west, then move
    south past the ramp, then west a bit more to another set of stairs leading
    down. This floor is... creepy. Walk west, down the stairs, then take a moment
    to look at the spiky object to the south. This object is alive, and if you get
    close enough, it will swallow you, spitting you out in another area of the
    dungeon. Avoid the mouth to the south by walking further west, until you're
    lined up with the last of the pulsating columns, then walk south to another
    From here, walk all the way east, then all the way south, just avoiding the
    nearby mouth. Walk west now, letting the mouth swallow you, then open this
    chest for the Life Ring. Go west, all the way south, then up the stairs. Moving
    north will get us eaten, so walk west instead, going north to reach a chest
    with 1250G inside. Step east to get eaten, then open the chest in the northeast
    for a WorldLeaf. Enter the cave, escaping this creepy floor momentarily, then
    descending two flights of stairs. This area has plant-like chambers we can
    enter, much like a normal room. The room to the east has a Sorrow Shield in the
    purple swamp, but don't equip this cursed item! Leave the chamber, walking
    northwest to another chamber, where we'll find a weird egg-like object. These
    contain a single monster each, of the kinds you'd fight in this castle, so
    never examine one without being ready for a fight! Leave, moving east to
    another chamber, but don't enter, moving north to the next one. Enter here and
    walk east if you want to break more eggs, otherwise do not enter and continue
    north to another lone chamber. Move north, and you'll soon find many eggs. The
    only ones you need to break are to the east, where they're blocking off a door.
    Move through the door, and continue north, to reach another one. Walk all the
    way easy before starting north, entering the cave inbetween the glowing moving
    paths. About three steps north, and two steps east, of the skull in this room,
    you can find a TinyMedal on the ground. Back outside, walk on the glowing path
    to the west, walking west once we reach the top of the wall, and taking the
    westernmost path of the three to the south. Climb down the wall here, then open
    the chest for a BluePrint, then go back up the wall and east using the glowing
    path again. Walk all the way east, then go north to the path, letting it take
    you north and west. When you stop moving, continue west, using the rocks on the
    wall to climb south, then move west to another glowing path. Move a few steps
    east, taking the eastern of the two north glowing paths to the top of the
    ledge, then take the path to the east, south. From here, just walk west, climb
    down the wall, then enter the door here.
    It seems like we're stuck at first. There're a few paths we could enter, but
    not without help. Walk up the steps, onto the dais here. This's where we use
    the Charms we've gotten from the Spirits, but we need to choose which one to
    use, as we only need to make use of one. To get all the good treasure, though,
    we'll want to go through each one, using Outside after we've cleared it, then
    come back inside and use a different one. I'll cover each charm in turn,
    starting with the FlameChrm. The plant in the east will explode, and we'll be
    swept right into the chamber there. From where we end up, start walking east,
    until we hit a large rock, then walk south to a chest with a Fuego Helmet
    inside. Move back north and west to where we started, then walk northwest,
    west, southwest, all the way north, all the way east, southeast a bit, then all
    the way south, and east to a set of stairs. Walk west across the burning
    bridge, down the ramps, and then down the stairs for two floors. Walk down the
    steps, then move south out of the room, across the bridge, then stop before
    touching the purple energy swirl. If you wanted to go back out of the Dark
    Palace, you should do so now, as touching the energy swirl will bring you to
    the final boss, and you can't Outside there.
    Upon using the TerraChrm, the stone picture infront of you shatters, revealing
    a path that you will be transported to. Start towards the northwest, moving
    further north and down the stairs you find here. Move east, and when you see
    the small room to the north, that you seemingly can't get into, press against
    the center of the wall. The wall will break, letting you inside. Move north
    through three more walls, then east through one wall, and get the chests here
    for the Gaiala Armor, and a TinyMedal. Retrace your steps back to the stairs,
    going up them, then going directly north and through the wall. Walk through the
    eastern wall all the way to the north, then walk north and east through another
    wall, going all the way east before moving south through the wall. Move south
    to the southern wall, east and south through another wall, and go down the
    stairs here. On this next floor, walk east, then north to the wall, moving
    through either the west or east wall, your choice, before walking through the
    center of the northern wall. Cast Outside if you need to, or step on the purple
    energy swirl to proceed.
    Once you raise the WindCharm, a tornado will appear above the water, and sweep
    your party to the door. You will soon find yourself in another one of those odd
    gravity mazes! No! ;_; As before, all directions will be from that perspective
    onscreen, not those given by pressing the Start button as normal. From the
    start, walk south inside of the square so the screen flips, but do this from
    the southern side. Walk all the way north, west so the screen flips, then make
    your way east and north along the platform. When you hit the northern wall,
    walk west so the screen flips, then move north for another flip. Walk a little
    north, then walk east for two screen flips, and open the chest for the Tornado
    Shield. ^^ Move back two screens west, for two flips, then walk south for
    another flip. After making the screen flip as you walk west, move further west
    along the platform until you see a hole. Move north for a screen flip, jump
    down the hole, then move west and fall down this next hole, to land inside of a
    building. Travel to the northern part of this building, through the air lock,
    and you'll land in another maze. It's much smaller, thankfully. So, move north,
    let the screen flip, then walk off the west side of the plus-shaped platforms,
    for another screen flip, then take a step south for another flip. Move all the
    way west along the platforms, and flip the screen south. Maneuver yourself
    south, west, south, and south for a screen flip, then walk west to the center
    of the large platform, and just move north for two flips to reach the purple
    energy swirl. Remember, if you want to leave with your Tornado Shield, you need
    to use Outside before touching the purple energy.
    This's the path for the AquaCharm. When you use it, the water receeds beneath
    you, and you're brought into a pond of shallow water. Start to walk to the
    northwest, out of the rock circle you're in, then head north as you reach the
    next rock. Maneuver through the few rocks in your way, and go straight north
    through the door. In this next room, walk west, then move to the west of the
    nearby steps and continue north until you see a set of stairs to the west that
    we can't reach yet. Move east, up the steps to the north, then go southeast,
    west, and down the stairs. Head west, up the next set of stairs, then walk
    south to the chest, which contains a ? Shard. Neat! Retrace your steps back
    north, down the stairs, and east through the small underground area, before
    going south to another set of stairs. Move downstairs again on the next floor,
    but don't step on the purple energy swirl. Walk instead to the north of it, and
    you will spot a door underneath the waterfall. There's a chest in this room,
    where you can find the Oceano Sword. Wai! ^^ Now, remember, if you want to save
    these items, you need to Outside now, before stepping on the energy swirl. 
    Here we are, the final room of the Dark Palace. Keep walking north, stepping on
    the switches to raise the floor, then step on the final block to be brought up
    to Orgodemir's throne. After telling you of the futility of challenging him,
    and telling about what he'll do to your corpses, combat will begin! Orgodemir
    will be in his monster form at first, using his tail to smack you, and spitting
    cold and fire breath attacks. Barrier would help, as will your stronger
    attacks. After enough damage, Orgodemir will be in his winged humanoid form,
    and combat will resume. His attacks pick up in variety and strength, the Demon
    Lord certainly not being hesitant to slay any party-members will low HP, so try
    to stay healed above all else. As the battle continues, Orgodemir's body will
    twist and rot, ending up in a combination of his two prior forms. This form can
    use ConfuHit, which can be a royal pain if you can't cure it. Also beware of
    his terrifying cry, which hits everyone for a good amount of damage. This isn't
    Orgodemir's final form, though, he has a fourth one as well, which is like a
    melted monster form. He can hurl pieces of his flesh, which is a fancy term for
    calling a Bulbose or a Dagorlach to help him, and surprise you with a blast of
    MegaMagic! Just do your best, and you'll triumph! Just don't use Time Sand,
    unless you want to start over from the first form. ^^;
    Orgodemir is finally dead, and the Dark Palace has crumbled. Yay, good for you!
    ^^ You will ride the floating platform all of the way up to the Sky Fane,
    convieniently enough, and have an audience with the Great Priest. After the
    thanks, walk downstairs, and talk to the soldier here before going outside.
    Climb on the floating platform, and Melvin will take his leave, if he's with
    you. This's where he belongs, he feels, and hopes you understand. The Sky Stone
    will fly to Dharma Temple next, where everyone's overjoyed over the news. Even
    Brugeo's here, planning on trying to buy the Dark Palace. ^^; Once you're done
    talking to the happy people, head outside and visit Gorges. Across the bridge
    and inside the mountain on the other side, you'll find a wingless Sefana
    waiting for you. Her wings returned to Firia now that the Demon Lord has been
    defeated, and the people here feel blessed to have both you and the Wind Spirit
    watching over them.
    The next Sky Stone stop is Mezar, where many citizens wonder why Ragley isn't
    with you. Talk to Nicola in his house, and sure enough, Ragley will wander in
    wounded, mentioning how he is back from killing the Demon Lord. He asks that
    you fib a bit and say he was with you, and if you do, he will at least credit
    you with giving the Demon Lord the death blow. ^^ After this, fly to the Palace
    of Dune, and you'll find that Saide is all ready to start his own adventure,
    thanks to us. The local Priest is going to be a disciple of a cat, it seems,
    since the Shaman has told him to be, and the three egotistical sons of the Dune
    Chief are ready to try to seduce the Queen. She's very happy that you've proven
    your worth, both as Saviors of the Desert, and of the world, and she promises
    that her people will never forget you.
    In Engow, the Chief will realize that he's focused too much on making the city
    bigger, and too little on the Flame Spirit. There will be a Fire Festival that
    night, and you'll be invited to throw your torches in first. Maybe now people
    will make sure the Flame Spirit will never weaken so much again. ^^ The next
    stop is Mardra, where Princess Michaela greets you happily. She even invites
    you down to her bedroom, to sneak a kiss and the offer to be her boyfriend.
    Ooo! ^^ The Halflings' Village is the next stop, where you'll get a marriage
    offer from a female warrior, and the King will try to hit on all your female
    party-members. Poor Queen! ^^; The Sky Stone floats over to Sharkeye's Ship
    once you are done here, with Bolonga leading you to Sharkeye. You'll be given a
    job offer, and among the flash of fireworks, you'll be on the way to your
    triumphant return to Estard.
    Instead of talking to the people in the Castle, turn around and walk out,
    heading to the well where we found the Pearl Orb before. At the bottom of the
    well, you'll find the LostShard, which definitely seems misplaced. Walk down
    the stairs in Estard that leads to the Crazy Old Man on the Cliff, but instead
    of going towards his house, pass through the jail doors, and down the southern
    path. Move south, east, south, east, and south to reach a ledge outside with a
    lone chest. The chest's empty, but we can put something inside if we want.
    Place the LostShard we found in the chest, and let the game save to your Memory
    Card. Why? You'll see later. ^^ Return to the Castle, where your spare
    party-member will rejoin, and King Burns will thank you all, including Kiefer,
    marveling at how such a simple event as taking the Queen's ring resulted in
    unsealing the world and slaying the Demon Lord. The entire world celebrates
    with parties and festivals, and soon it's time for sleep.
    It's time for the Amitt Harvest again! Your mother says you are now accepted as
    a man in this village, and that you're allowed to sail with your dad finally.
    Take the two Fish Subs, and head to the harbor, getting a free AmitDonut from
    merchant there. Wave to Gabo, and speak to your father, who seems to feel that
    your slaying of the Demon Lord isn't as hard as sailing on a boat, before
    sending you below deck. Guess who's stowing away again? That's right, Maribel!
    Before she gets thrown off, though, Borkano makes an exception and lets her
    accompany the crew. When you're ready to see the ending, walk up to the deck,
    and the boat will set sail for the high seas, and more adventures! And, one
    last message after the credits...
    3G. Wrath of God: The First Bonus Dungeon
    Items: Life Ring, Magic Hat, SageRock, Slime Suit, STRseed x 2, TinyMedal x 3,
           ? Shard.
    Well, you've done it. The game's beaten, and you've got the Demon Lord to kick
    around whenever you feel like it. But is there more to the game? Yes, there's
    still two pedestals to complete, that we could not do until now. ^^ Remember
    that chest we put the LostShard in? Go back there using the file you saved to,
    and rather than a LostShard, you will get a ? Shard. Take this to the Ancient
    Fane, and the first pedestal underneath the Fane Dome, and place the ? Shard in
    the southeast position. If you have gotten the ? Shard from beating Gracos V,
    received the ? Shard from the ghost children in the past Coral Cave, and
    redeemed 100 TinyMedals for another ? Shard, this pedestal should be complete.
    While you're here, you may as well place the ? Shard from the Aqua Cave, if you
    found it, on the second pedestal under the Fane Dome, in the southeast
    On the other side of the first bonus pedestal, you will find a large island
    with a cave at its center. This's our destination, so walk inside, and start
    moving north, continuing north when the path splits, then going east to a chest
    with a STRseed inside. Walk back west, south, then east, south, east, and north
    to some stairs leading up. Next, go southeast, then up another flight of
    stairs, before moving west to a pool of water. Move north of it, northeast,
    north, and west to another flight of stairs. Incase you've not noticed yet,
    many of the rooms in this cave are replications of previous dungeons. with this
    latest floor one of the mazes from the World's Tallest Tower. Fortunately, it's
    the easy maze, so move a bit north, all the way east, all the way south, then
    go into the break in the wall to the west. Walk west, north, all the way west,
    south, west, south, and west to go up the stairs again.
    Now it looks like the Crazy Old Man on the Cliff's house! The eastern bookcase
    has a MadBook in it, and the vase to the east has a TinyMedal. Outside, break
    the barrels to the east for another STRseed, then enter the nearby cave. It's
    much like the Hobbit's Cave, so move north, east, north, northwest, west,
    south, east, north and down the ladder, to reach a different cave. Go all the
    way to the south, then west all of the way, before walking north and east to
    some stairs leading back down. On this next floor, which is a level from Mt.
    Flame, walk south to the lava pool, then east to a set of stairs going down.
    Now, walk west, north under the bridge, then west down the stairs, to arrive
    at a place very similar to the Coral Cave.
    The hard monsters we've been fighting have been replaced by weak StarFish and
    similar water monsters, so feel free to Slumber to recover anything you might
    have used up getting here as you head east. Move north when you can, then west,
    going up the stairs to find an area reminiscent of the Time Vortex. Take the
    path west, dropping down from the ledge before going north, and getting the
    Life Ring from the chest. Walk all the way south, step on the circle on the
    floor to be teleported, then go west along the path, north to some empty vases,
    then east until you find a door. Remember it, but don't go in yet, instead
    taking the southern path, well, south, and walking all the way west along the
    snaking path to reach a chest with a SageRock! ^^ Now you may go back to the
    door, and go through it.
    In this newest cave, walk north, northeast, east, north and through the door,
    continuing north between the rocks. Start moving west, north and then east over
    a bridge, going up a ramp and down two others, before walking south and west
    inside the doorway. Here, you'll want to walk north, northwest under the
    bridge, then circle clockwise around the pond and open the chest here to find
    nothing. ^^; Go back under the bridge to the southeast, then walk south and
    west so you can scale the ramps here, and cross northeast over the bridge. When
    you reach the water, open the chest in the northeast corner for a Magic Hat,
    then go to the southern edge of the lake and climb down the ladder here, and
    enter the cave. Walk north, east, and north to find a chest with a TinyMedal
    inside. Yay! Go back south and west, then south out the door, climbing up the
    ladder and leaving the screen to the north.
    In this small little room, go northwest, up the ramp, then east and through the
    door behind the waterfall. This dungeon now looks like the Mountain Hut where
    the priests of Dharma were being held at one time. Walk east past the first
    building, then climb up the steps and in the door. Here, you'll find a monster
    who is acting as a priest, and can even save your game. That's service! ^^ Back
    out the door, walk down and up the steps to the east, and examine the well to
    fight a WellGhost if you want to. Inside the nearby house, you can get a Slime
    Suit from the dresser, and a TinyMedal from the barrel. The two pots contain
    MadPots, too, if you want to kill another one. Now, go back outside, enter the
    cave, and cross the bridge to the east, so we can go inside of the next door we
    than God. Not a fake one, this time, but the actual God. He explains that at
    the end of the battle with the Demon Lord, he made it so that humans could
    repair and reshape the world again, and thus no longer need his help. He makes
    an offer to allow you to fight him, though, to test your abilities. Accept,
    because that's why we came here! He kindly heals you up to full, before getting
    ready to release the Wrath of God on you. ^^ Don't let his features, which
    remind me of a cross between Noah and Ziggy, fool you, as he's a very tough
    fight, and he'll quickly dispatch you if you don't treat him as one. For now, I
    am going to let you formulate your own strategies against him, but you'll want
    to have a speedy victory. ^^ Good luck!
    4A. Weapons
    Weapons're what help you destroy all the monsters! Your character has natural
    strength, STR, which is added to the weapon's ATK power, to get your final ATK
    stat. Certain people can only equip certain weapons. Here're the abbreviations:
    H = Hero, K = Kiefer, M = Maribel, G = Gabo, E = Melvin, A = Aira. If there's
    an O, that person can use the weapon. If there's an X, that person can't use
    the weapon. Note, Gabo will actually lose ATK for using some weapons, even
    though he can equip them.
    Name            | Buy    | Sell   | Stats            | HKMGEA | Notes
    2Edged Sword    | N/A    | 2500G  | +117 ATK,        | OXXXXO | Part of the
                    |        |        | +13 APR          |        | damage dealt
                    |        |        |                  |        | hits the user.
                    |        |        |                  |        | Cursed.
    Aquagon Sword   | N/A    | N/A    | +125 ATK,        | OXXXXX | Uses Tsunami
                    |        |        | +52 APR          |        | when used in
                    |        |        |                  |        | battle.
    Bastard Sword   | 31000G | 15500G | +109 ATK,        | OXXXXO | None
                    |        |        | +32 APR          |        |
    Battle Axe      | 6500G  | 3250G  | +49 ATK, +15 APR | OXXXXO | None
    Blade Boomerang | 2300G  | 1150G  | +26 ATK, +19 APR | OXXOXX | Attacks all
                    |        |        |                  |        | enemies.
    Bless Wand      | N/A    | 315G   | +15 ATK, +16 APR | XXOXOX | Casts HealMore
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Bone Knife      | 110G   | 55G    | +6 ATK, +3 APR   | XXXOXX | None
    Bolt Wand       | N/A    | 1650G  | +28 ATK, +24 APR | XXOXOX | Casts Firebane
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Boomerang       | 650G   | 325G   | +15 ATK, +5 APR  | OXXOXX | Attacks all
                    |        |        |                  |        | enemies.
    Bounce Sword    | 6200G  | 3100G  | +55 ATK, +35 APR | OXXXXO | Casts Bounce
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Bronze Knife    | N/A    | 75G    | +9 ATK, +8 APR   | XXOOOO | None
    Bug Knife       | N/A    | 475G   | +23 ATK, +13 APR | XXOXOX | Paralyzes
                    |        |        |                  |        | enemies.
    Chain Whip      | 2500G  | 1250G  | +33 ATK, +18 APR | XXOXOO | Attacks an
                    |        |        |                  |        | enemy group.
    Club            | 110G   | 55G    | +8 ATK, +5 APR   | OOXOOO | None
    Copper Sword    | 220G   | 110G   | +11 ATK, +9 APR  | OOXOOO | None
    Dagger          | 1500G  | 750G   | +30 ATK, +11 APR | XXOXXX | Randomly kills
                    |        |        |                  |        | in one hit.
    Deja Sword      | N/A    | N/A    | +90 ATK, +45 APR | OXXXOO | Randomly causes
                    |        |        |                  |        | LureDance.
    Demon Hammer    | N/A    | 7500G  | +115 ATK,        | OXXXXO | Criticals each
                    |        |        | +33 APR          |        | hit, but misses
                    |        |        |                  |        | often. Cursed.
    Demon Spear     | N/A    | 12500G | +99 ATK, +19 APR | XXOXOO | Randomly kills
                    |        |        |                  |        | in one hit.
    Destruct Sword  | 5400G  | 2700G  | +42 ATK, +23 APR | OXXXOO | Casts Firebal
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Devil Claw      | 35000G | 17500G | +90 ATK, +29 APR | XXXOXX | Badly poisons
                    |        |        |                  |        | enemies.
    Dragon Claw     | 21000G | 10500G | +85 ATK, +35 APR | XXXOXX | None
    Dragon Sword    | 20000G | 10000G | +83 ATK, +35 APR | OXXXXO | Deals more
                    |        |        |                  |        | damage to
                    |        |        |                  |        | Dragons.
    Dragon Whip     | 7500G  | 3750G  | +52 ATK, +33 APR | OXXXOO | Attacks an
                    |        |        |                  |        | enemy group.
    Falcon Sword    | 10000T | 12500G | +67 ATK, +32 APR | OXXXOO | Attacks twice a
                    |        |        |                  |        | turn.
    Flame Boomerang | 13000G | 6500G  | +65 ATK, +25 APR | OXXOXX | Attacks all
                    |        |        |                  |        | enemies.
    Flame Claw      | 7700G  | 3850G  | +53 ATK, +21 APR | XXXOXX | Hits with a
                    |        |        |                  |        | secondary
                    |        |        |                  |        | attack that
                    |        |        |                  |        | looks like a
                    |        |        |                  |        | non-magical
                    |        |        |                  |        | Blaze. Casts
                    |        |        |                  |        | Blazemore when
                    |        |        |                  |        | used in battle.
    Flame Sword     | 22500G | 11250G | +87 ATK, +33 APR | OXXXXO | Hits with a
                    |        |        |                  |        | secondary
                    |        |        |                  |        | attack that
                    |        |        |                  |        | looks like a
                    |        |        |                  |        | non-magical
                    |        |        |                  |        | Blaze. Casts
                    |        |        |                  |        | Bang when used
                    |        |        |                  |        | in battle.
    Godeus Sword    | 23000G | 11500G | +97 ATK, +45 APR | OXXXXO | Casts Defense
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Hacksaw Sword   | 8800G  | 4400G  | +54 ATK, -2 APR  | OXXXXO | None
    Hammer          | 2100G  | 1050G  | +31 ATK, +6 APR  | XXXXXO | None
    Hero Wand       | 18500G | 9250G  | +103 ATK,        | XXXXOX | Casts Barrier
                    |        |        | +60 APR          |        | when used in
                    |        |        |                  |        | battle.
    Holy Spear      | 3300G  | 1650G  | +36 ATK, +17 APR | OXXXOO | None
    Ice Claw        | 9000G  | 4500G  | +62 ATK, +31 APR | XXXOXX | Hits with a
                    |        |        |                  |        | secondary
                    |        |        |                  |        | attack that
                    |        |        |                  |        | looks like a
                    |        |        |                  |        | non-magical
                    |        |        |                  |        | IceBolt. Casts
                    |        |        |                  |        | SnowStorm when
                    |        |        |                  |        | used in battle.
    Iron Axe        | 4000G  | 2000G  | +38 ATK, +6 APR  | OOXOXO | None
    Iron Claw       | 920G   | 460G   | +21 ATK, +15 APR | XXXOXX | None
    Iron Spear      | 1000G  | 500G   | +23 ATK, +8 APR  | OOXOOO | None
    Judge Wand      | N/A    | ?G     | +? ATK, +? APR   | ?X???? | Casts Infernos
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Kings Sword     | N/A    | 22500G | +120 ATK,        | OXXXXO | None
                    |        |        | +55 APR          |        |
    Knife           | 200G   | 100G   | +14 ATK, +7 APR  | OOOOOO | None
    Lava Wand       | N/A    | 4750G  | +63 ATK, +30 APR | XXOXOO | Uses Magma when
                    |        |        |                  |        | used in battle.
    Leather Whip    | 1300G  | 650G   | +25 ATK, +13 APR | XXOXXO | Attacks an
                    |        |        |                  |        | enemy group.
    Lune Fan        | 7700G  | 3850G  | +60 ATK, +30 APR | XXOXXO | None
    Mace            | 5500G  | 2750G  | +43 ATK, +14 APR | XXOXOO | Attacks an
                    |        |        |                  |        | enemy group.
    Mallet          | 410G   | 205G   | +14 ATK, -5 APR  | XOXXXO | None
    Miracle Sword   | N/A    | 1000G  | +100 ATK,        | OXXXOO | Restores some
                    |        |        | +38 APR          |        | HP when you
                    |        |        |                  |        | physically
                    |        |        |                  |        | attack.
    Mist Wand       | 6800G  | 3400G  | +40 ATK, +18 APR | XXOXOX | Casts StopSpell
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Monster Claw    | 17000G | 8500G  | +73 ATK, +25 APR | XXXOXX | Paralyses
                    |        |        |                  |        | enemies.
    Needle          | 11000G | 5500G  | +45 ATK, +32 APR | XXOXXO | Attacks twice a
                    |        |        |                  |        | turn.
    Oceano Sword    | N/A    | N/A    | +140 ATK,        | OXXXOO | Hits with a
                    |        |        | +60 APR          |        | secondary
                    |        |        |                  |        | attack that
                    |        |        |                  |        | looks like a
                    |        |        |                  |        | non-magical ?.
                    |        |        |                  |        | Casts TwinHits
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Pixy Sword      | 8500G  | 4250G  | +58 ATK, +30 APR | OXXXOO | Casts Upper
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Platinum Sword  | N/A    | 1500G  | +60 ATK, +45 APR | OXXXOO | None
    Poison Dagger   | N/A    | 1450G  | +1 ATK, +15 APR  | XXOOOX | Randomly kills
                    |        |        |                  |        | in one hit.
    Pole            | 50G    | 25G    | +5 ATK, +1 APR   | OOOOOO | None
    Power Claw      | 7100G  | 3550G  | +40 ATK, +20 APR | OXXOXO | None
    Rock Axe        | 810G   | 405G   | +19 ATK, +4 APR  | XOXOXO | None
    Rosevine Whip   | 770G   | 385G   | +18 ATK, +7 APR  | XXOXXO | Attacks an
                    |        |        |                  |        | enemy group.
    Sage Wand       | 15000G | 7500G  | +50 ATK, +12 APR | XXOXOX | Casts HealMore
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Sea Roar Wand   | 14000G | 7000G  | +74 ATK, +42 APR | OXOXOX | Uses Tsunami
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Seduce Sword    | 9800G  | 4900G  | +70 ATK, +51 APR | XXOXXO | Confuses
                    |        |        |                  |        | enemies.
    Shears          | 6000G  | 3000G  | +47 ATK, -1 APR  | XXXXXO | None
    Sickle          | 1700G  | 850G   | +27 ATK, +13 APR | XXXOOO | None
    Sleep Wand      | 4200G  | 2100G  | +32 ATK, +15 APR | XXOXOX | Casts Sleep
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Steel Claw      | 4200G  | 2100G  | +35 ATK, +8 APR  | XXXOXX | None
    Steel Sword     | 2800G  | 1400G  | +33 ATK, +16 APR | OXXOOO | None
    Steel Whip      | 9500G  | 4750G  | +65 ATK, +22 APR | XXOXXO | Attacks an
                    |        |        |                  |        | enemy group.
    Stick           | 10G    | 5G     | +2 ATK           | OOOOOO | None
    Stone Claw      | 340G   | 170G   | +12 ATK, +3 APR  | XXXOXX | None
    Tempt Sword     | 7300G  | 3650G  | +65 ATK, +28 APR | OXXXOO | Randomly causes
                    |        |        |                  |        | Sleep.
    Thunder Sword   | 24000G | 12000G | +95 ATK, +40 APR | OXXXOO | Casts Zap when
                    |        |        |                  |        | used in battle.
    Ultimate Whip   | N/A    | 5000G  | +145 ATK,        | OXOXOO | Attacks an
                    |        |        | +57 APR          |        | enemy group.
    War Hammer      | 12000G | 6000G  | +64 ATK, +19 APR | OXXXXO | None
    Wind Wand       | N/A    | 500G   | +35 ATK, +20 APR | XXOXOX | Casts Infermore
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Wizard Wand     | 1500G  | 750G   | +15 ATK, +11 APR | XXOXOX | Casts Blaze
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Zombie Sword    | 15000G | 7500G  | +75 ATK, +5 APR  | OXXXOO | Deals more
                    |        |        |                  |        | damage to
                    |        |        |                  |        | Zombies.
    4B. Armor
    Armor's what helps you block all the hits those monsters will dish out. Armor
    adds to your final DEF stat. Certain people can only equip certain armor.
    Here're the abbreviations: H = Hero, K = Kiefer, M = Maribel, G = Gabo, E =
    Melvin, A = Aira. If there's an O, that person can use the armor. If there's an
    X, that person can't use the armor.
    Name           | Buy    | Sell   | Stats            | HKMGEA | Notes
    Angel Bikini   | N/A    | 10500G | +93 DEF, +72 APR | XXOXXO | Reduces the
                   |        |        |                  |        | chance of a
                   |        |        |                  |        | successful
                   |        |        |                  |        | instant death
                   |        |        |                  |        | attack.
    Angel Robe     | 11000G | 5500G  | +55 DEF, +55 APR | XXOXOO | Reduces the
                   |        |        |                  |        | chance of a
                   |        |        |                  |        | successful
                   |        |        |                  |        | instant death
                   |        |        |                  |        | attack.
    Blade Armor    | 6500G  | 3250G  | +55 DEF, +15 APR | OXXXXO | Reflects some of
                   |        |        |                  |        | the damage
                   |        |        |                  |        | received in
                   |        |        |                  |        | battle.
    Bolero Robe    | N/A    | 5000G  | +40 DEF, -50 APR | OXOOOO | ???
    Boxer Shorts   | 100G   | 50G    | +8 DEF, -100 APR | OOXOOX | None
    Bronze Armor   | 1350G  | 675G   | +23 DEF, +12 APR | OOXXXO | None
    Bunny Dress    | 3300G  | 1650G  | +17 DEF, +38 APR | XXOXXO | None
    Chain Armor    | 1050G  | 525G   | +20 DEF, +23 APR | OOXXOO | None
    Cloth          | 25G    | 12G    | +3 DEF           | XXOOXX | None
    Cloth Suit     | 30G    | 15G    | +4 DEF, +2 APR   | OOOOOO | None
    Dancer Suit    | 1500G  | 750G   | +20 DEF, +25 APR | XXOXXO | None
    Demon Armor    | N/A    | 4500G  | +85 DEF, +12 APR | OXXXXO | Cursed.
    Devil Armor    | N/A    | 3500G  | +65 DEF, +15 APR | OXXXXO | Paralyses the
                   |        |        |                  |        | wearer in
                   |        |        |                  |        | battle. Cursed.
    Dragon Armor   | 15000G | 7500G  | +60 DEF, +37 APR | OXXXXO | Reduces damage
                   |        |        |                  |        | from fire.
    Dragon Robe    | 40000G | 20000G | +95 DEF, +60 APR | OXOXOX | Reduces damage
                   |        |        |                  |        | from many
                   |        |        |                  |        | sources.
    Evade Suit     | 3000G  | 1500G  | +28 DEF, +11 APR | XXOOOX | Dodge attacks
                   |        |        |                  |        | more often.
    Flame Armor    | 21000G | 10500G | +70 DEF, +33 APR | OXXXXO | Reduces damage
                   |        |        |                  |        | from cold and
                   |        |        |                  |        | magic attacks.
    Fur Robe       | 900G   | 450G   | +18 DEF, +18 APR | XXOOXO | None
    Gaiala Armor   | N/A    | N/A    | +125 DEF,        | OXXXOX | Reduces damage
                   |        |        | +55 APR          |        | from fire and
                   |        |        |                  |        | magic attacks.
    Gigant Armor   | 35000G | 17500G | +92 DEF, +15 APR | OXXXXO | Reduces damage
                   |        |        |                  |        | from fire and
                   |        |        |                  |        | cold.
    Glam Robe      | 2500G  | 1250G  | +28 DEF, +35 APR | OOXOOX | None
    Heavy Armor    | 9500G  | 4750G  | +50 DEF, -30 APR | OXXOOO | Reduces damage
                   |        |        |                  |        | from fire and
                   |        |        |                  |        | cold attacks.
    Innocent Dress | N/A    | N/A    | +30 DEF, +45 APR | XXXXXO | Reduces damage
                   |        |        |                  |        | from spells.
    Iron Plate     | 2000G  | 1000G  | +26 DEF, +4 APR  | OXXXOO | None
    Iron Armor     | 3300G  | 1650G  | +30 DEF, +19 APR | OXXXXO | None
    King's Dress   | N/A    | 14000G | +105 DEF,        | XXXXXO | None
                   |        |        | +60 APR          |        |
    Leather Armor  | 180G   | 90G    | +11 DEF, +15 APR | OOXXOO | None
    Leather Dress  | 680G   | 340G   | +17 DEF, +15 APR | XXOXXO | None
    Leather Pants  | 310G   | 155G   | +11 DEF, -20 APR | XOXOOX | None
    Light Dress    | N/A    | 4400G  | +75 DEF, +61 APR | XXOXXO | Will sometimes
                   |        |        |                  |        | Bounce spells
                   |        |        |                  |        | while worn.
    Magic Armor    | 11000G | 5500G  | +47 DEF, +38 APR | OXXXOO | Reduces damage
                   |        |        |                  |        | from spells.
    Magic Robe     | 4000G  | 2000G  | +30 DEF, +20 APR | XXOOOX | Reduces damage
                   | 1000T  |        |                  |        | from spells.
    Mirror Armor   | 38000G | 19000G | +95 DEF, +50 APR | OXXXXO | Will sometimes
                   |        |        |                  |        | Bounce spells
                   |        |        |                  |        | while worn.
    Noble Robe     | N/A    | 600G   | +21 DEF, +28 APR | XOXXOO | None
    Party Dress    | N/A    | 5900G  | +40 DEF, +48 APR | XXOXXO | None
    Pirate Suit    | 4200G  | 2100G  | +32 DEF, +30 APR | OXXXOX | None
    Princess Dress | 20000G | 10000G | +85 DEF, +72 APR | XXOXXO | Reduces damage
                   |        |        |                  |        | from spells.
    Sacred Armor   | 20000T | 5000G  | +75 DEF, +55 APR | OXOXOO | Restores some HP
                   |        |        |                  |        | after every
                   |        |        |                  |        | turn.
    Scale Armor    | 450G   | 225G   | +15 DEF, +9 APR  | OOXXOO | None
    Shell Armor    | 880G   | 440G   | +18 DEF, -25 APR | OOXXOO | None
    Shell Suit     | 3800G  | 1900G  | +33 DEF, -15 APR | XXXOXX | None
    Silk Corset    | 7800G  | 3900G  | +38 DEF, +45 APR | XXOXXO | None
    SilkRobe       | 600G   | 300G   | +13 DEF, +28 APR | XXOXOO | None
    SilkTux Robe   | N/A    | 1750G  | +10 DEF, +40 APR | OXXXOX | None
    Silver Armor   | 9100G  | 4550G  | +43 DEF, +40 APR | OXXXXO | Reduces damage
                   |        |        |                  |        | from spells.
    Silver Plate   | 6000G  | 3000G  | +36 DEF, +30 APR | OXXXXO | None
    Skirt          | 8700G  | 4350G  | +45 DEF, +35 APR | XXOXXO | Reduces damage
                   |        |        |                  |        | from spells.
    Slime Armor    | 15000G | 7500G  | +67 DEF, +30 APR | OXXOOX | None
    Slime Suit     | 1200G  | 600G   | +20 DEF, 13 APR  | OXXOXX | None
    Spangle Dress  | N/A    | 5750G  | +50 DEF, +52 APR | XXOXXO | None
    Spirit Armor   | 12000G | 6000G  | +55 DEF, +35 APR | OXXXOO | Reduces damage
                   |        |        |                  |        | from spells.
    Steel Armor    | 5000G  | 2500G  | +34 DEF, +27 APR | OXXXXO | None
    Traveler Suit  | 70G    | 35G    | +7 DEF, +6 APR   | OOOOOO | None
    Trendy Robe    | N/A    | 6600G  | +40 DEF, +47 APR | OXXXOX | None
    Viking Armor   | 7000G  | 3500G  | +38 DEF, +20 APR | OXXXXO | None
    Water Robe     | 16800G | 8400G  | +65 DEF, +42 APR | XXOOOX | Reduces damage
                   |        |        |                  |        | from fire and
                   |        |        |                  |        | magic attacks.
    Wind Robe      | N/A    | N/A    | +38 DEF, +48 APR | XXOOOX | None
    Wizard Robe    | 4200G  | 2100G  | +37 DEF, +10 APR | XXOXOX | Reduces damage
                   |        |        |                  |        | from spells.
    4C. Shields
    Shields work just like armor, with points added to your DEF stat. They let you
    get a higher DEF than you could with just Levels and your armor. Certain people
    can only equip certain shields. Here're the abbreviations: H = Hero, K =
    Kiefer, M = Maribel, G = Gabo, E = Melvin, A = Aira. If there's an O, that
    person can use the shield. If there's an X, that person can't use the shield.
    Name            | Buy    | Sell   | Stats            | HKMGEA | Notes
    Bronze Shield   | 470G   | 235G   | +11 DEF, +7 APR  | OOXXOO | None
    Dolphin Shield  | 5000T  | 600G   | +28 DEF, +28 APR | OXXXXO | Reduces damage
                    |        |        |                  |        | from water
                    |        |        |                  |        | attacks.
    Dragon Shield   | 7100G  | 3550G  | +26 DEF, +25 APR | OXXXXO | Reduces damage
                    |        |        |                  |        | from fire and
                    |        |        |                  |        | cold attacks.
    Expel Shield    | 11000G | 5500G  | +32 DEF, +18 APR | OXXXXO | Casts Expel
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Flame Shield    | 17000G | 8500G  | +36 DEF, +22 APR | OXXXXO | Reduces damage
                    |        |        |                  |        | from cold and
                    |        |        |                  |        | magic attacks.
    Heal Shield     | 25000G | 12500G | +40 DEF, +33 APR | OXOOXO | Casts HealMore
                    |        |        |                  |        | when used in
                    |        |        |                  |        | battle.
    Ice Shield      | 3800G  | 1900G  | +24 DEF, +17 APR | OXXOXO | Reduces damage
                    |        |        |                  |        | from fire and
                    |        |        |                  |        | magic attacks.
    Iron Shield     | 920G   | 460G   | +13 DEF, +12 APR | OOXXXO | Reduces damage
                    |        |        |                  |        | from fire and
                    |        |        |                  |        | cold attacks.
    Kitten Shield   | 310G   | 155G   | +9 DEF, +8 APR   | XXOOXX | None
    Leather Shield  | 70G    | 35G    | +4 DEF, +2 APR   | OOXXXO | None
    Magic Shield    | 5000G  | 2500G  | +18 DEF, +21 APR | OXOXOO | Reduces damage
                    |        |        |                  |        | from magic
                    |        |        |                  |        | attacks.
    MetlKing Shield | N/A    | 5000G  | +70 DEF, +40 APR | OXXOOO | Reduces damage
                    |        |        |                  |        | from many
                    |        |        |                  |        | sources.
    Platinum Shield | 3500G  | 1750G  | +25 DEF, +40 APR | OXXXXO | Reduces damage
                    |        |        |                  |        | from spells and
                    |        |        |                  |        | fire.
    Pot Lid Shield  | 40G    | 20G    | +2 DEF, -20 APR  | OXOOOX | None
    Scale Shield    | 180G   | 90G    | +7 DEF, +4 APR.  | OOXXOO | None
    Silver Shield   | 33000G | 16500G | +50 DEF, +38 APR | OXOOOO | Reduces damage
                    |        |        |                  |        | from spells and
                    |        |        |                  |        | fire.
    Sorrow Shield   | N/A    | 90G    | +42 DEF, -5 APR  | OXXXXO | Half the damage
                    |        |        |                  |        | from physical
                    |        |        |                  |        | attacks hit a
                    |        |        |                  |        | party-member.
                    |        |        |                  |        | Cursed.
    Tornado Shield  | N/A    | N/A    | +60 DEF, +30 APR | OXXXOO | Reduces damage
                    |        |        |                  |        | from cold and
                    |        |        |                  |        | magic attacks.
    Tray Shield     | 1000G  | 500G   | +15 DEF, +23 APR | XXOXXO | None
    White Shield    | 2000G  | 1000G  | +16 DEF, +15 APR | OXOXOO | None
    4D. Helmets
    Helmets works just like armor, with points added to your DEF stat. They let you
    get a higher DEF than you could with just Levels and your armor. Many helmets
    also have bonus uses. Certain people can only use certain helmets. Here're the
    abbreviations: H = Hero, K = Kiefer, M = Maribel, G = Gabo, E = Melvin, A =
    Aira. If there's an O, that person can use the helmet. If there's an X, that
    person can't use the helmet.
    Name            | Buy    | Sell   | Stats            | HKMGEA | Notes
    Berserkr Helmet | N/A    | 900G   | +42 DEF, +8 APR  | XXXOXO | Confuses the
                    |        |        |                  |        | wearer. Cursed.
    Bunny Tiara     | 750G   | 375G   | +15 DEF, +15 APR | XXOXXO | None
    Captain Hat     | 2800G  | 1400G  | +19 DEF, +21 APR | OXXOOX | None
    Dugon Helmet    | 26500G | 13250G | +40 DEF, +26 APR | OXXOXO | Reduces damage
                    |        |        |                  |        | from magic.
    Fuego Helmet    | N/A    | N/A    | +53 DEF, +33 APR | OXXXXO | Reduces damage
                    |        |        |                  |        | from magic.
    Fur Hat         | 500G   | 250G   | +11 DEF, +13 APR | XXOOXO | None
    Great Helmet    | 30000G | 15000G | +45 DEF, +30 APR | OXXXXO | None
    HairBand        | 100G   | 50G    | +4 DEF, +10 APR  | XXOXXO | None
    Horned Hat      | 70G    | 35G    | +5 DEF, -2 APR   | OOXOXX | None
    Intelli Helmet  | N/A    | 10500G | +37 DEF, +21 APR | OXXXOO | +15 to
                    |        |        |                  |        | Intelligence.
    Iron Helmet     | 1100G  | 550G   | +16 DEF, +15 APR | OOXXOO | None
    IronMask        | 3500G  | 1750G  | +22 DEF, +15 APR | OXXXXO | None
    Joy Hat         | N/A    | 10000G | +37 DEF, -17 APR | OXOOOX | Restores MP
                    |        |        |                  |        | every few
                    |        |        |                  |        | steps.
    Leather Hat     | 65G    | 32G    | +3 DEF, +2 APR   | OOOOOO | None
    Lore Hat        | N/A    | N/A    | +0 DEF, +33 APR  | OXOOOO | +30 to
                    |        |        |                  |        | Intelligence.
    Magic Hat       | N/A    | 4G     | +8 DEF, +5 APR   | OXOOOO | Lowers the MP
                    |        |        |                  |        | costs for
                    |        |        |                  |        | Spells and
                    |        |        |                  |        | Skills.
    MetlKing Helmet | 50000T | 10000G | +60 DEF, +38 APR | OXXOOO | Reduces the
                    |        |        |                  |        | chances of a
                    |        |        |                  |        | successful
                    |        |        |                  |        | negative status
                    |        |        |                  |        | spell.
    Mythril Helmet  | 10000G | 5000G  | +32 DEF, +17 APR | OXOXOO | None
    Platinum Helmet | 6100G  | 3050G  | +28 DEF, +42 APR | OXXXXO | None
    SeaShell Hat    | N/A    | 125G   | +8 DEF, +3 APR   | OOOOXX | None
    Silk Hat        | 1200G  | 600G   | +17 DEF, +15 APR | OXXXOX | None
    Silver Tiara    | 450G   | 225G   | +14 DEF, +25 APR | XXOXXO | None
    Tiara           | N/A    | 8500G  | +43 DEF, +50 APR | XXOXXO | Reduces the
                    |        |        |                  |        | chances of a
                    |        |        |                  |        | successful
                    |        |        |                  |        | negative status
                    |        |        |                  |        | spell.
    Turban          | 410G   | 205G   | +12 DEF, +2 APR  | OOXOOO | None
    Viking Helmet   | 4500G  | 2250G  | +25 DEF, +15 APR | OXXOXO | None
    Wind Hat        | N/A    | 2500G  | +24 DEF, +8 APR  | OXOOOX | Casts Return
                    |        |        |                  |        | when used.
    Wooden Hat      | 120G   | 60G    | +6 DEF, -15 APR  | OOXXOO | None
    4E. Accessories
    Accessories're optional items you can equip, that often have different and
    unusual effects. Many of them improve stats, while others also have special
    effects. Certain people can only equip certain accessories. Here're the
    abbreviations: H = Hero, K = Kiefer, M = Maribel, G = Gabo, E = Melvin, A =
    Aira. If there's an O, that person can use the accessory. If there's an X, that
    person can't use the accessory.
    Name           | Buy   | Sell  | Stats            | HKMGEA | Notes
    AGL Scarf      | 970G  | 485G  | +30 AGL, +10 APR | OXOOOO | None
    AquaCharm      | N/A   | N/A   | +30 DEF, +20 APR | OXOOOO | Casts Sleep when
                   |       |       |                  |        | used in battle.
                   |       |       |                  |        | Also used to speak
                   |       |       |                  |        | to the Aqua
                   |       |       |                  |        | Spirit.
    Bow Tie        | N/A   | 1200G | +2 DEF, +15 APR  | OXXOOX | None
    BunnyTail      | 270G  | 135G  | +2 APR           | OOOOOO | None
    Garter         | N/A   | 1650G | +3 DEF, +15 APR  | XXOXXO | None
    FlameChrm      | N/A   | N/A   | +25 ATK, +10 APR | OXOOOO | Casts Blazemore
                   |       |       |                  |        | when used in
                   |       |       |                  |        | battle. Also used
                   |       |       |                  |        | to speak to the
                   |       |       |                  |        | Flame Spirit.
    GlassShoe      | N/A   | 400G  | +30 APR          | XXOXXO | None
    Golden Ring    | 2000G | 1000G | +5 DEF, +15 APR  | OXOXOO | None
    GuardRuby      | 3500G | 1750G | +10 DEF, +5 APR  | OXOOOO | None
    INTSpecs       | N/A   | 850G  | +15 INT          | OXOXOO | None
    Life Ring      | N/A   | 1200G | +5 DEF, +8 APR   | OXOOOO | Restores HP every
                   |       |       |                  |        | few steps.
    Merm Moon      | N/A   | N/A   | +5 APR           | OXOOOO | Cures confusion
                   |       |       |                  |        | when used in
                   |       |       |                  |        | battle.
    PinkPearl      | 1500G | 750G  | +7 APR           | XXOXXO | None
    Sacrific Ring  | N/A   | 5000G | +10 DEF, +7 APR  | OXOOOO | Casts Sacrifice in
                   |       |       |                  |        | battle if the
                   |       |       |                  |        | wearer dies,
                   |       |       |                  |        | before breaking.
    Scarf          | 100T  | 250G  | +5 DEF, +17 APR  | OXOOOO | None
    Slime Earrings | 850G  | 425G  | +1 ATK, +8 APR   | OOOOOO | None
    Spectacle      | N/A   | N/A   | None             | OO???? | Give this to the
                   |       |       |                  |        | old man in Estard
                   |       |       |                  |        | Castle to be told
                   |       |       |                  |        | a myth.
    Speed Ring     | N/A   | 1550G | +15 AGL, +15 APR | OXOOOO | None
    Star Ort       | 500G  | 250G  | +10 APR          | XXOXXO | Casts PanicAll
                   |       |       |                  |        | when used in
                   |       |       |                  |        | battle.
    STR Ring       | N/A   | 1250G | +7 ATK, +3 APR   | OXOOOO | None
    TerraChrm      | N/A   | N/A   | +20 DEF, +10 APR | OXOOOO | Uses ? when used
                   |       |       |                  |        | in battle. Also
                   |       |       |                  |        | used to speak to
                   |       |       |                  |        | the Terra Spirit.
    Tights         | 400T  | 1100G | +5 DEF, +10 APR  | XXOXXO | None
    Valiant Ring   | N/A   | 2250G | +15 ATK, +10 APR | OXXOOO | None
    WindCharm      | N/A   | N/A   | +50 AGL, +15 APR | OXOOOO | Casts Infermore
                   |       |       |                  |        | when used in
                   |       |       |                  |        | battle. Also used
                   |       |       |                  |        | to speak to the
                   |       |       |                  |        | Wind Spirit.
    Wizard Ring    | 3000T | 1500G | +5 DEF, +3 APR   | OXOOOO | Use this to
                   |       |       |                  |        | restore MP. Has a
                   |       |       |                  |        | chance of
                   |       |       |                  |        | breaking.
    4F. Items
    Items are welcome parts of your inventory. Some can be used in battle, and
    others outside of it. Always try to stock up on some for a rainy day! ^^
    Name             | Buy   | Sell | Effect
    AGLseed          | N/A   | 12G  | Raises one party-member's Agility,
                     |       |      | permanently.
    AmitDonut        | N/A   | N/A  | Restores some HP when used.
    AmitSnack        | N/A   | N/A  | Restores some HP when used.
    Ancient Key      | N/A   | N/A  | Opens locked doors in the Estard Ruins.
    Ancient Scroll   | N/A   | N/A  | An old book written in an old language. Bring
                     |       |      | this to the Crazy Old Man on the Cliff in
                     |       |      | Estard.
    AngelTear        | N/A   | N/A  | A potion said to be able to cure people who
                     |       |      | have been turned to stone.
    Antidote         | 10G   | 5G   | Cures poison from one party-member.
    APR Award        | N/A   | N/A  | This proves you are the best on the World
                     |       |      | Ranking Federation's Style Ranking!
    AquaShard        | N/A   | N/A  | A fragment of a part of the sealed lands in
                     |       |      | your world. Bring these to the blue pedestals
                     |       |      | in the Ancient Fane.
    Bandit Key       | N/A   | N/A  | Opens a locked door in the Bandit Lair.
    BeefJerky        | N/A   | N/A  | Once you have this, monsters can start going
                     |       |      | to the Monster Park.
    Berserkr Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | Berserker monster class.
    Black Key        | N/A   | N/A  | Opens locked doors in the Evil Statue.
    BlissRock        | N/A   | N/A  | A rock said to be capable of helping people
                     |       |      | fly, and creating wind. It is stored inside
                     |       |      | of the Wind Fane, and can help you reach the
                     |       |      | Sky Fane.
    BluePrint        | N/A   | N/A  | A memo on monster habitats. Bring this to the
                     |       |      | Monster Guru!
    Bombcrag Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | Bombcrag monster class.
    Bottle           | N/A   | N/A  | An empty bottle. Use this to get some rainbow
                     |       |      | water from the Rainbow Cove at the Ancient
                     |       |      | Fane.
    BugPowder        | 310G  | 155G | Use this on an enemy to make them lose a
                     |       |      | turn.
    Button           | N/A   | N/A  | A round button found in present Engow, after
                     |       |      | you ask Pamela for some help.
    Carpet           | N/A   | N/A  | A flying carpet? At first, it proves to be a
                     |       |      | fake, but the real Carpet can fly over water,
                     |       |      | desert, and grass.
    Clock Key        | N/A   | N/A  | Opens the locked door of the Clock Tower.
    Coastal Letter   | N/A   | N/A  | A letter from the past King of Coastal, to
                     |       |      | the past Chief of Engow, asking for the
                     |       |      | PilotFire.
    CursLamp Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | CurseLamp monster class.
    Dark Ruby        | N/A   | N/A  | One of the two gems used to convert the
                     |       |      | Sphinx into the Evil Statue.
    DEFseed          | N/A   | 15G  | Raises one party-member's Guard, permanently.
    Dharma Key       | N/A   | N/A  | Opens locked doors in Dharma Temple.
    DragonEye        | N/A   | N/A  | This gem can make stone dragons stop
                     |       |      | breathing fire.
    DrakSlim Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | DrakSlime monster class.
    DuneCharm        | N/A   | N/A  | This charm shows you're a friend of the people
                     |       |      | of Dune.
    Dung             | N/A   | 1G   | No effect.
    Elven Jar        | N/A   | N/A  | This's a jar in the possession of the
                     |       |      | purple-haired girl near Krage's Sacred Tree.
    Emily's Letter   | N/A   | N/A  | A letter from Emily to Creyney, about Aimy.
    Empress's Letter | N/A   | N/A  | A letter from the former Empress of Mardra,
                     |       |      | to the High Priest of the Great Fane.
    EvilWell Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | EvilWell monster class.
    EvlTurtl Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | EvlTurtle monster class.
    Final Key        | N/A   | N/A  | This key will open any jail doors you find.
    FireShard        | N/A   | N/A  | A fragment of a part of the sealed lands in
                     |       |      | your world. Bring these to the red pedestals
                     |       |      | in the Ancient Fane.
    Fish Sub         | N/A   | N/A  | Yum, anchovies! Bring this to your father in
                     |       |      | Fishbel harbor.
    FishPaste        | N/A   | N/A  | Anchovy paste! Creamy and pastey, this's
                     |       |      | Prince Kiefer's favorite food.
    Flame Key        | N/A   | N/A  | Given to you by Pamela, this'll let you open
                     |       |      | the door in Mt. Flame leading to the Flame
                     |       |      | Spirit.
    FlameAqua        | N/A   | N/A  | Also given to you by Pamela, using this will
                     |       |      | help the Flame Spirit regain his strength.
    Florajay Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | Florajay monster class.
    Fossil           | N/A   | N/A  | This's a fossil found at the Excavation Site.
    Glim Moss        | N/A   | N/A  | Harvested from the Halfling's Cave, this can
                     |       |      | help you see in the Great Lighthouse.
    GoddesPic        | N/A   | N/A  | A picture of a wounded Goddess, healing
                     |       |      | herself inside a sacred spring.
    Graceherb        | N/A   | 25G  | Raises one party-member's Appearance,
                     |       |      | permanently.
    Green Orb        | N/A   | N/A  | Found deep in the Colorstone Mine. Give this
                     |       |      | to Patrick so he can heal Hank.
    Halo Orb         | N/A   | N/A  | Given to you by the Pendragon of SkyTown,
                     |       |      | this item lets you go back and forth between
                     |       |      | the lower land and SkyTown.
    Healer Heart     | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | Healer monster class.
    Heart Gem        | N/A   | N/A  | A gem recovered from the Sphinx. Will it help
                     |       |      | awaken the Terra Spirit? Unlike the others,
                     |       |      | it's cracked.
    Herb             | 8G    | 4G   | Restores some HP when used.
    HolyDew          | N/A   | N/A  | Filled with dew from the Sacred Tree, it can
                     |       |      | cure many ailments.
    HolyWater        | N/A   | N/A  | A gift from Hondara. Use this to put out the
                     |       |      | Flame of Darkness.
    Hork Heart       | N/A   | 200G | Bring this to Dharma Temple to join the Hork
                     |       |      | monster class.
    HotStone         | N/A   | N/A  | A stone Hondara found. Use it on the statue
                     |       |      | in the Estard Ruins. Later, you'll find it's
                     |       |      | used to free the Great Hero Melvin.
    ID Card          | N/A   | N/A  | A gift from the present King of Coastal, and
                     |       |      | good for PuffPuffs at his casino. Do they
                     |       |      | improve your odds of winning? They don't feel
                     |       |      | bad at least. ^^
    INT Award        | N/A   | N/A  | This proves you are the best on the World
                     |       |      | Ranking Federation's Intelligence Ranking!
    INTseed          | N/A   | 10G  | Raises one party-member's Intelligence,
                     |       |      | permanently.
    Kiefer's Letter  | N/A   | N/A  | A letter from your dear friend, Prince
                     |       |      | Kiefer.
    King's Key       | N/A   | N/A  | Handed down in the Royal Family of Dune, this
                     |       |      | will let you open the locked door in the
                     |       |      | Sphinx.
    LandShard        | N/A   | N/A  | A fragment of a part of the sealed lands in
                     |       |      | your world. Bring these to the yellow
                     |       |      | pedestals in the Ancient Fane.
    LarMirror        | N/A   | N/A  | A very special mirror. Using this will cancel
                     |       |      | a monster's Transformed status.
    Legs             | N/A   | N/A  | The lower third of the gold Goddess Statue.
    LifeAcorn        | N/A   | 17G  | Raises one party-member's Max HP,
                     |       |      | permanently.
    LifeRock         | 800G  | 400G | This will save you from one successful
                     |       |      | instant death attack.
    LightAqua        | N/A   | N/A  | Found inside a magically locked chest in
                     |       |      | Mardra Castle, give this to the Staff Maker's
                     |       |      | assistant to get rewarded later.
    Lipsy Heart      | N/A   | 200G | Bring this to Dharma Temple to join the Lipsy
                     |       |      | monster class.
    LizrdMan Heart   | N/A   | ?G   | Bring this to Dharma Temple to join the
                     |       |      | LizardMan monster class.
    LostShard        | N/A   | N/A  | A very special Shard. Put this in the chest
                     |       |      | under Estard, then come back after a reset to
                     |       |      | see what's happened.
    Magic Key        | N/A   | N/A  | This will open some chests that the Thief Key
                     |       |      | couldn't open.
    MechParts        | N/A   | N/A  | Some old parts to a MechSoldier. Use these to
                     |       |      | help repair Eri.
    Mila Drug        | N/A   | N/A  | Pamela's strongest potion. You can use this
                     |       |      | to save Pepe.
    Mimic Heart      | N/A   | 200G | Bring this to Dharma Temple to join the Mimic
                     |       |      | monster class.
    Monolith         | N/A   | N/A  | Found buried in a junk pile, this tells the
                     |       |      | true story of Labres.
    MoonHerb         | 30G   | 15G  | Cures paralysis from one party-member.
    MysticNut        | N/A   | 20G  | Raises one party-member's Max MP,
                     |       |      | permanently.
    Nose Gem         | N/A   | N/A  | A gem recovered from the Sphinx. Will it help
                     |       |      | awaken the Terra Spirit?
    Package          | N/A   | N/A  | A gift from the Scholar, to the man at the
                     |       |      | Excavation Site.
    Pearl Orb        | N/A   | N/A  | A pearl retrieved from a well. Use it on the
                     |       |      | statue in the Estard Ruins.
    PierceGem        | N/A   | N/A  | A pair of broken gems that resemble ears.
                     |       |      | Will it help awaken the Terra Spirit?
    PilotFire        | N/A   | N/A  | A gift from the God of Fire to the people of
                     |       |      | Engow, this sacred flame can do great things.
    PlatKing Heart   | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | PlatKing monster class.
    Potion           | 200T  | 100G | Restores some MP when it is used.
    Priest Key       | N/A   | N/A  | Opens a locked chest and door in Mt. Prob
                     |       |      | Temple, in the present.
    Priest's Letter  | N/A   | N/A  | A letter from the High Priest, allowing you
                     |       |      | into the Magic Research Institute in Mardra,
                     |       |      | in the past, among other locations.
    PurpleJar        | N/A   | N/A  | Show this to Cherri as proof of Kaya's
                     |       |      | poisonings.
    RainbwDew        | N/A   | N/A  | A Bottle full of rainbow water from the
                     |       |      | Rainbow Cove at the Ancient Fane.
    Repellent        | 20G   | 10G  | Keeps weak enemies at bay.
    Rib              | N/A   | 347G | Use this to help tame monsters for the
                     |       |      | Monster Park.
    Rogue Gem        | N/A   | N/A  | A gem recovered from the Sphinx. Will it help
                     |       |      | awaken the Terra Spirit?
    Rose's Letter    | N/A   | N/A  | A letter from Rose, the WRF Style Champion,
                     |       |      | to Modina, the WRF Style Judge.
    SageRock         | N/A   | N/A  | Use this in battle for a free HealUs spell,
                     |       |      | whenever you want it.
    Saint's Armor    | N/A   | N/A  | Some molded armor. Give this to the First
                     |       |      | Saint statue in the Saint's Room.
    Saint's Helmet   | N/A   | N/A  | A molded helmet. Give this to the Third Saint
                     |       |      | statue in the Saint's Room.
    Saint's Shield   | N/A   | N/A  | A molded shield. Give this to the Second
                     |       |      | Saint statue in the Saint's Room.
    Saint's Sword    | N/A   | N/A  | A molded sword. Give this to the Fourth Saint
                     |       |      | statue in the Saint's Room.
    Seal Key         | N/A   | N/A  | Given to you by the Pendragon of SkyTown,
                     |       |      | this lets you enter the Wind Maze.
    Seer'sGem        | N/A   | N/A  | A gem recovered from the Sphinx. Will it help
                     |       |      | awaken the Terra Spirit?
    Slime Heart      | N/A   | 200G | Bring this to Dharma Temple to join the Slime
                     |       |      | monster class.
    SpiderWeb        | 35G   | 17G  | Use this on an enemy to confuse them.
    StarShard        | N/A   | N/A  | An ingrediant necessary to create Majustis,
                     |       |      | the counterspell to the Ultimate Magic.
    STR Award        | N/A   | N/A  | This proves you are the best on the World
                     |       |      | Ranking Federation's Power Ranking!
    STRseed          | N/A   | 15G  | Raises one party-member's Strength,
                     |       |      | permanently.
    TerraTula        | N/A   | N/A  | A musical instrument that's thought to help
                     |       |      | revive God.
    Thief Key        | 470G  | N/A  | This will open some chests that you couldn't
                     |       |      | open before.
    Time Sand        | N/A   | N/A  | Use this to start any battle from the
                     |       |      | beginning again, as often as you want.
    TinyMedal        | N/A   | N/A  | Rare little medals. Throw them at friends for
                     |       |      | fun! Trade them for prizes! Collect them all!
    Torso            | N/A   | N/A  | The middle third of the gold Goddess Statue.
    Tower Key        | N/A   | N/A  | Opens the front door of DarkDraco's Tower.
    TyranBone        | N/A   | N/A  | The skeletal head of the deceased Tyrannos.
    Viva Grape       | N/A   | N/A  | The Deja Tribe's special wine.
    WarpWing         | 25G   | 12G  | This will allow you to Return to other towns,
                     |       |      | one time only.
    WindShard        | N/A   | N/A  | A fragment of part of the sealed lands in
                     |       |      | your world. Bring these to the green
                     |       |      | pedestals in the Ancient Fane.
    WondeRock        | N/A   | N/A  | Use this in battle for a free Heal spell,
                     |       |      | whenever you want it.
    Wood Doll        | N/A   | 1G   | A gift from Matilda, which she got from her
                     |       |      | big brother. You can give this to Patrick at
                     |       |      | the Odd Forest once Rexwood is rescued.
    WorldLeaf        | N/A   | N/A  | Use this once to revive a party-member.
    World Map        | N/A   | N/A  | You'll find this useful item in the Fane
                     |       |      | Dome. Use this out on the World Map, to see a
                     |       |      | map of the world!
    WorldDew         | 1000G | N/A  | Use this to restore everyone's HP to full.
    Wyvern Heart     | N/A   | 200G | Bring this to Dharma Temple to join the
                     |       |      | Wyvern monster class.
    ? Shard          | N/A   | N/A  | A mysterious Shard. What pedestal does this
                     |       |      | go on?
    4G. Shops
    This's a list of the towns in the game, as well as other locations, and what
    each carries. Any Accessories being sold are listed with the Items. The prices
    listed for the Inns are per party-member, so a party of four in Estard will
    cost 40G, not 10G.
    Name            | Inn  | Weapons           | Armor           | Items
    Avon            | None | None              | None            | Antidote, Herb,
                    |      |                   |                 | MoonHerb,
                    |      |                   |                 | Repellent.
    Baloch Bridge   | None | None              | None            | Antidote,
    (Past)          |      |                   |                 | BugPowder, Herb,
                    |      |                   |                 | MoonHerb,
                    |      |                   |                 | SpiderWeb.
    Baloch Bridge   | None | Blade Boomerang,  | Boxer Shorts,   | Golden Ring.
    (Present)       |      | Dagger.           | Bunny Dress,    |
                    |      |                   | Bunny Tiara,    |
                    |      |                   | Dancer Suit,    |
                    |      |                   | SilkRobe,       |
                    |      |                   | Silver Tiara,   |
                    |      |                   | Tray Shield.    |
    Coastal Castle  | 60G  | Bounce Sword,     | Captain Hat,    | Antidote, Herb,
    (Past)          |      | Dragon Sword,     | Dragon Armor,   | MoonHerb,
                    |      | Lune Fan, Monster | Expel Shield,   | Repellent.
                    |      | Claw, Steel Whip, | Ice Shield,     |
                    |      | Tempt Sword.      | Viking Helmet,  |
                    |      |                   | Water Robe.     |
    Coastal Castle* | 60G  | Bounce Sword,     | Captain Hat,    | Antidote, Herb,
    (Present)       |      | Dragon Sword,     | Dragon Armor,   | MoonHerb,
                    |      | Flame Boomerang,  | Expel Shield,   | Repellent.
                    |      | Lune Fan, Monster | Ice Shield,     |
                    |      | Fan, Seduce       | Viking Armor,   |
                    |      | Sword.            | Viking Helmet,  |
                    |      |                   | Water Robe.     |
    Dharma Arena    | 2G   | Chain Whip, Steel | Captain Hat,    | None
                    |      | Claw, Steel       | Evade Suit,     |
                    |      | Sword.            | Iron Armor,     |
                    |      |                   | Tray Shield.    |
    Dharma Temple*  | 10G  | Blade Boomerang,  | Bronze Armor,   | Antidote,
    (Past)          |      | Iron Spear,       | Chain Armor,    | BugPowder, Herb,
                    |      | Mallet, Sickle,   | Iron Helmet,    | MoonHerb,
                    |      | Wizard Wand.      | Iron Plate,     | SpiderWeb.
                    |      |                   | Iron Shield.    |
    Dharma Temple*  | 2G   | Blade Boomerang,  | Evade Suit,     | Antidote, Herb,
    (Present)       |      | Chain Whip, Iron  | Iron Armor,     | MoonHerb,
                    |      | Axe, Mist Wand,   | Magic Robe,     | Repellent.
                    |      | Sleep Wand, Steel | Steel Armor,    |
                    |      | Claw, Steel       | White Shield.   |
                    |      | Sword.            |                 |
    Dialac          | Free | None              | None            | None
    Dune (Past)     | Free | None              | None            | Antidote,
                    |      |                   |                 | BunnyTail, Herb,
                    |      |                   |                 | LifeRock,
                    |      |                   |                 | Repellent, Star
                    |      |                   |                 | Ort.
    Dune (Present)  | 25G  | None              | None            | Antidote,
                    |      |                   |                 | BunnyTail, Herb,
                    |      |                   |                 | LifeRock,
                    |      |                   |                 | MoonHerb,
                    |      |                   |                 | Repellent.
    Dune (Disk 2)   | 30G  | Devil Claw.       | Heal Shield,    | Antidote, Herb,
                    |      |                   | Mythril Helmet. | Repellent.
    Engow           | 5G   | Copper Sword,     | Horned Hat,     | Herb.
    (Past)          |      | Mallet, Rosevine  | Leather Shield, |
                    |      | Whip.             | Traveler Suit.  |
    Engow           | None | Mallet, Rosevine  | Leather Dress,  | Antidote, Herb.
    (Fire Festival) |      | Whip.             | Scale Shield,   |
                    |      |                   | Traveler Suit.  |
    Engow           | 7G   | Mallet, Rosevine  | Leather Dress,  | None
    (Present)       |      | Whip.             | Leather Shield, |
                    |      |                   | Scale Armor,    |
                    |      |                   | Scale Shield,   |
                    |      |                   | Wooden Hat.     |
    Estard          | 10G  | None              | Cloth Suit,     | Herb.
                    |      |                   | HairBand,       |
                    |      |                   | Leather Hat,    |
                    |      |                   | Pot Lid Shield, |
                    |      |                   | Traveler Suit.  |
    Estard Castle*  | None | Pole, Stick.      | Leather Shield, | Antidote.
                    |      |                   | Traveler Suit.  |
    Falrish         | 10G  | Boomerang, Iron   | Bronze Shield,  | Antidote, Herb,
    (Past)          |      | Spear, Mallet,    | Iron Helmet,    | MoonHerb,
                    |      | Rock Axe, Stone   | Kitten Shield,  | Repellent.
                    |      | Claw.             | Leather Dress,  |
                    |      |                   | Scale Armor,    |
                    |      |                   | Shell Armor,    |
                    |      |                   | Silver Tiara.   |
    Falrish         | 10G  | Boomerang, Copper | Bronze Shield,  | None
    (Present)       |      | Sword, Iron       | Chain Armor,    |
                    |      | Spear, Mallet,    | Iron Helmet,    |
                    |      | Rock Axe,         | Iron Shield,    |
                    |      | Rosevine Whip,    | Leather Dress,  |
                    |      | Stone Claw.       | Scale Armor,    |
                    |      |                   | Shell Armor.    |
    Fishbel         | None | Stick.            | Cloth Suit,     | Antidote, Herb.
                    |      |                   | Pot Lid Shield. |
    Gorges (Past}   | 50G  | Dragon Whip,      | Angel Robe,     | None
                    |      | Flame Boomerang,  | Expel Shield,   |
                    |      | Flame Claw, Pixy  | Magic Armor,    |
                    |      | Sword, War        | Magic Shield,   |
                    |      | Hammer.           | Skirt, Spirit   |
                    |      |                   | Armor, White    |
                    |      |                   | Shield.         |
    Gorges          | 50G  | Dragon Whip,      | Angel Robe,     | Antidote, Herb,
    (Present)       |      | Flame Boomerang,  | Expel Shield,   | Repellent,
                    |      | Flame Claw, Pixy  | Magic Armor,    | WarpWing.
                    |      | Sword, War        | Magic Shield,   |
                    |      | Hammer.           | Skirt, Spirit   |
                    |      |                   | Armor, White    |
                    |      |                   | Shield.         |
    Great Fane      | Free | None              | None            | Antidote,
    (Past)          |      |                   |                 | BunnyTail,
                    |      |                   |                 | GuardRuby, Herb,
                    |      |                   |                 | MoonHerb,
                    |      |                   |                 | Repellent,
                    |      |                   |                 | SpiderWeb.
    Halflings'      | None | Dragon Sword,     | Flame Shield,   | None
    Village         |      | Flame Sword, Sea  | Platinum        |
    (Present)       |      | Roar Wand.        | Helmet, Slime   |
                    |      |                   | Armor.          |
    Hamelia (Past)  | 15G  | Battle Axe,       | Captain Hat,    | Antidote, Herb,
                    |      | Destruct Sword,   | Platinum        | MoonHerb,
                    |      | Dragon Whip,      | Shield, Skirt,  | PinkPearl,
                    |      | Flame Claw, Mace, | Viking Armor,   | Repellent.
                    |      | Shears.           | Viking Helmet.  |
    Hamelia         | 15G  | Battle Axe,       | Captain Hat,    | Antidote, Herb,
    (Present)       |      | Dragon Whip,      | Pirate Suit,    | MoonHerb,
                    |      | Flame Claw,       | Platinum        | PinkPearl,
                    |      | Hacksaw Sword,    | Shield, Silver  | WarpWing.
                    |      | Lune Fan, Mace,   | Armor, Skirt,   |
                    |      | Shears.           | Viking Armor,   |
                    |      |                   | Viking Helmet.  |
    Huzu            | 15G  | Battle Axe, Mace, | Captain Hat,    | None
                    |      | Mist Wand, Power  | Magic Shield,   |
                    |      | Claw, Shears.     | Platinum        |
                    |      |                   | Shield, Silk    |
                    |      |                   | Corset, Viking  |
                    |      |                   | Armor, Viking   |
                    |      |                   | Helmet, Wizard  |
                    |      |                   | Robe.           |
    Krage (Past)    | None | None              | None            | None
    Krage (Present) | 15G  | Blade Boomerang,  | Glam Robe,      | WorldDew.
                    |      | Dagger, Steel     | Shell Suit,     |
                    |      | Claw, Steel       | Silk Hat.       |
                    |      | Sword.            |                 |
    Labres (Past)   | 40G  | Flame Boomerang,  | White Shield.   | Antidote, Herb.
                    |      | Seduce Sword, War |                 |
                    |      | Hammer.           |                 |
    Labres          | 40G  | Flame Boomerang,  | Dragon Armor,   | Antidote, Herb.
    (Present)       |      | Seduce Sword,     | Expel Shield.   |
                    |      | War Hammer.       |                 |
    Last Inn (Past) | 10G  | Blade Boomerang,  | Chain Armor,    | Antidote,
                    |      | Iron Spear,       | Fur Robe, Slime | BunnyTail, Herb,
                    |      | Leather Whip,     | Suit.           | Repellent, Slime
                    |      | Sickle.           |                 | Earrings.
    Last Inn        | 10G  | None              | Bunny Dress,    | Antidote, Herb,
    (Present)       |      |                   | Bunny Tiara.    | Slime Earrings.
    Litorud (Past)  | 15G  | Chain Whip,       | Iron Armor,     | Antidote, Herb,
                    |      | Hammer, Holy      | IronMask,       | MoonHerb,
                    |      | Spear, Iron Axe,  | Magic Robe,     | Repellent.
                    |      | Steel Claw, Steel | Magic Shield,   |
                    |      | Sword.            | Shell Suit,     |
                    |      |                   | Steel Armor,    |
                    |      |                   | White Shield.   |
    Litorud         | 20G  | Chain Whip,       | Captain Hat,    | Antidote, Herb,
    (Present)       |      | Destruct Sword,   | Evade Suit,     | MoonHerb,
                    |      | Hammer, Iron Axe, | IronMask        | Repellent.
                    |      | Power Claw, Steel | Helmet, Magic   |
                    |      | Claw, Steel       | Shield,         |
                    |      | Sword.            | Platinum        |
                    |      |                   | Shield, Silver  |
                    |      |                   | Plate, Wizard   |
                    |      |                   | Robe.           |
    Loomin (Past,   | 25G  | None              | Pot Lid Shield. | Antidote, Herb.
    Borunga In      |      |                   |                 |
    Town)           |      |                   |                 |
    Loomin (Past,   | Free | Flame Claw,       | Dragon Shield,  | None
    After HellWorms |      | Hacksaw Sword,    | Heavy Armor,    |
    Attack)         |      | Ice Claw, War     | IronMask,       |
                    |      | Hammer.           | Silver Armor,   |
                    |      |                   | Wizard Robe.    |
    Loomin          | 25G  | Flame Claw,       | Dragon Shield,  | None
    (Present)       |      | Hacksaw Sword,    | Expel Shield,   |
                    |      | Ice Claw, War     | Heavy Armor,    |
                    |      | Hammer.           | IronMask,       |
                    |      |                   | Silver Armor,   |
                    |      |                   | Wizard Robe.    |
    Mardra (Past)   | 30G  | Ice Claw, Lune    | Magic Armor,    | Antidote,
                    |      | Fan, Pixy Sword.  | Magic Shield,   | BunnyTail, Herb,
                    |      |                   | Silver Tiara,   | MoonHerb,
                    |      |                   | Skirt.          | Repellent,
                    |      |                   |                 | SpiderWeb.
    Mardra          | 40G  | Destruct Sword,   | Dragon Shield,  | Antidote, Herb,
    (Present)       |      | Ice Claw, Lune    | Magic Armor,    | MoonHerb,
                    |      | Fan, Pixy Sword,  | Magic Shield,   | Repellent,
                    |      | Steel Whip, Tempt | Silver Armor,   | SpiderWeb.
                    |      | Sword.            | Silver Tiara,   |
                    |      |                   | Skirt, Spirit   |
                    |      |                   | Armor.          |
    Mentare (Past)  | Free | None              | None            | AGL Scarf,
                    |      |                   |                 | Antidote, Herb.
    Mentare         | None | None              | None            | Antidote,
    (Present)       |      |                   |                 | BugPowder,
                    |      |                   |                 | Bunnytail, Herb,
                    |      |                   |                 | MoonHerb,
                    |      |                   |                 | Repellent,
                    |      |                   |                 | SpiderWeb.
    Mezar           | 20G  | Chain Whip,       | Iron Armor,     | None
                    |      | Dagger.           | IronMask        |
                    |      |                   | Helmet, Magic   |
                    |      |                   | Shield, Shell   |
                    |      |                   | Suit, White     |
                    |      |                   | Shield.         |
    Mountain Hut    | Free | None              | None            | Antidote, Herb,
                    |      |                   |                 | MoonHerb, Star
                    |      |                   |                 | Ort.
    Mountain Store  | None | Flame Claw, Ice   | Angel Robe,     | None
                    |      | Claw, Lune Fan,   | Magic Armor,    |
                    |      | Pixy Sword.       | Magic Shield,   |
                    |      |                   | Skirt, White    |
                    |      |                   | Shield.         |
    Mountain Tower  | Free | Pixy Sword.       | None            | Antidote, Herb,
    (Past, Before   |      |                   |                 | MoonHerb,
    Flood)          |      |                   |                 | PinkPearl.
    Orph            | 8G   | Bone Knife,       | Cloth, Kitten   | Antidote, Herb, 
    (Past)          |      | Mallet, Rosevine  | Shield, Leather | MoonHerb,
                    |      | Whip.             | Pants, Scale    | Repellent.
                    |      |                   | Armor, Wooden   |
                    |      |                   | Hat.            |
    Orph            | 8G   | Knife, Rosevine   | Cloth, Fur Hat, | Antidote, Herb,
    (Present)       |      | Whip, Stone Claw. | Kitten Shield,  | MoonHerb,
                    |      |                   | Leather Pants,  | Repellent.
                    |      |                   | Turban.         |
    Palace of Dune  | None | Blade Boomerang,  | IronMask        | Antidote, Herb,
    (Present)       |      | Chain Whip, Steel | Helmet, Magic   | Repellent,
                    |      | Claw.             | Shield, Shell   | WarpWing.
                    |      |                   | Suit, Steel     |
                    |      |                   | Armor.          |
    Palace of Dune  | None | Dragon Whip, Ice  | None            | Antidote, Herb,
    (Disk 2)        |      | Claw, Lune Fan,   |                 | Repellent,
                    |      | Sage Wand, War    |                 | WarpWing.
                    |      | Hammer.           |                 |
    Penal*          | 12G  | Hammer, Iron      | Bunny Tiara,    | Antidote, Herb,
                    |      | Claw, Sickle,     | Dancer Suit,    | MoonHerb,
                    |      | Sleep Wand, Steel | Evade Suit, Fur | Repellent, Thief
                    |      | Sword.            | Robe, Iron      | Key.
                    |      |                   | Plate, Iron     |
                    |      |                   | Shield, Tray    |
                    |      |                   | Shield.         |
    Probina (Past)  | 20G  | Dragon Whip,      | Dragon Shield,  | Antidote, Herb.
                    |      | Flame Claw,       | Heavy Armor,    |
                    |      | Hacksaw Sword,    | IronMask        |
                    |      | Ice Claw, Mace.   | Helmet,         |
                    |      |                   | Platinum        |
                    |      |                   | Shield, Silver  |
                    |      |                   | Armor, Skirt,   |
                    |      |                   | Wizard Robe.    |
    Probina         | 20G  | Dragon Whip,      | Dragon Shield,  | None
    (Present)       |      | Fire Claw,        | IronMask        |
                    |      | Hacksaw Sword,    | Helmet, Magic   |
                    |      | Ice Claw, Mace,   | Armor, Silver   |
                    |      | Sage Wand.        | Armor, Skirt,   |
                    |      |                   | Viking Helmet,  |
                    |      |                   | Wizard Robe.    |
    Raguraz Castle  | 30G  | None              | Heavy Armor,    | Antidote, Herb,
                    |      |                   | Iron Helmet,    | MoonHerb.
                    |      |                   | IronMask, Iron  |
                    |      |                   | Shield, Silver  |
                    |      |                   | Plate, Steel    |
                    |      |                   | Armor, White    |
                    |      |                   | Shield.         |
    Rexwood         | 3G   | Club, Copper      | Horned Hat,     | Herb.
    (Past)          |      | Sword, Pole.      | Leather Armor,  |
                    |      |                   | Leather Shield. |
    Rexwood         | 3G   | Copper Sword,     | Horned Hat,     | Antidote.
    (Present)       |      | Mallet.           | Leather Armor,  |
                    |      |                   | Leather Shield, |
                    |      |                   | Traveler Suit.  |
    Sharkeye's Ship | Free | Bastard Sword,    | Captain Hat,    | Antidote, Herb,
                    |      | Dagger, Devil     | Dragon Robe,    | MoonHerb,
                    |      | Claw, Dragon      | Dugon Helmet,   | SpiderWeb.
                    |      | Sword, Godeus     | Flame Armor,    |
                    |      | Sword, Needle,    | Gigant Armor,   |
                    |      | Power Claw, Sea   | Heal Shield,    |
                    |      | Roar Wand,        | Mythril Helmet, |
                    |      | Thunder Sword,    | Silver Shield,  |
                    |      | Zombie Sword.     | Viking Armor,   |
                    |      |                   | Viking Helmet,  |
                    |      |                   | Water Robe.     |
    Sky Fane        | None | Dragon Claw,      | Expel Shield,   | Antidote, Herb,
                    |      | Thunder Sword,    | Flame Armor,    | Repellent,
                    |      | Zombie Sword.     | Heal Shield,    | WarpWing.
                    |      |                   | Mythril Helmet, |
                    |      |                   | Princess Dress, |
                    |      |                   | Water Robe.     |
    SkyTown         | 20G  | None              | None            | None
    Verdham (Past)  | 10G  | Blade Boomerang,  | Bronze Armor,   | Antidote, Herb,
                    |      | Boomerang, Iron   | Iron Helmet,    | MoonHerb,
                    |      | Spear, Leather    | Iron Shield.    | Repellent.
                    |      | Whip.             |                 |
    Verdham (Past,  | 15G  | Chain Whip,       | IronMask        | Antidote, Herb,
    Revisited)      |      | Destruct Sword,   | Helmet, Silver  | MoonHerb,
                    |      | Holy Spear, Power | Plate, Wizard   | Repellent.
                    |      | Claw.             | Robe.           |
    Immigrant Town  | None | Club.             | Leather Hat,    | Antidote, Herb.
    (15-19 People)  |      |                   | Traveler Suit.  |
                    |      |                   |                 |
    Immigrant Town  | 10G  | Club, Stick,      | None            | Antidote, Herb.
    (20-24 People)  |      | Mallet.           |                 |
    Immigrant Town  | 20G  | Hammer, Sickle,   | Chain Armor,    | Antidote, Herb,
    (25-29 People)  |      | Leather Whip.     | Leather Pants,  | Repellent.
                    |      |                   | Shell Armor.    |
    Immigrant Town* | 30G  | Battle Axe, Pixy  | Blade Armor,    | Antidote, Herb,
    (30-34 People)  |      | Sword, Sage Wand, | Ice Shield,     | MoonHerb,
                    |      | Steel Sword.      | Iron Armor,     | Repellent,
                    |      |                   | IronMask,       | SpiderWeb.
                    |      |                   | Silver Armor,   |
                    |      |                   | White Shield.   |
    Immigrant Town* | 40G  | Destruct Sword,   | Dragon Shield,  | Antidote, Herb,
    (35-?? People,) |      | Dragon Whip,      | Great Helmet,   | MoonHerb,
    Final Town)     |      | Flame Claw, Hero  | Magic Armor,    | Repellent,
                    |      | Wand, Lune Fan,   | Mirror Armor,   | SpiderWeb,
                    |      | War Hammer.       | Platinum        | WarpWing.
                    |      |                   | Helmet, Steel   |
                    |      |                   | Armor, Wizard   |
                    |      |                   | Robe.           |
    *: This means that location has a World Bank for you to store Gold in.
    4H. Monsters
    This section shows the monsters that're attacking the reviving world! I've
    listed their name, HP as accurately as I could get it, the Experience Points
    you get from slaying them, and the Gold you'll pick up. I've included the
    special attacks or spells these monsters can dish out as well, along with any
    notes; physical attacks don't count here. They might have some attacks I
    haven't seen, so be careful!
    Name      | HP   | EXP   | Gold  | Attacks/Spells/Skills/Notes
    Andreal   | 336  | 190   | 119G  | Calls for Healer, Cold air, Spews fire,
              |      |       |       | Scorching
    AnkHorn   | 256  | 140   | 104G  | Spews fire, Flash
    Antoria   | 702  | 687   | 743G  | Energy balls, Two turns, Bang, Firebane,
              |      |       |       | FireSlash, MagicWall
    ApeBat    | 74   | 28    | 14G   | QuadHits
    Armorgon  | 124  | 46    | 20G   | Calls for IronTurt, BlazeAir
    Armorpion | 41   | 24    | 9G    | Brutal hit
    Babble    | 24   | 7     | 4G    | Poison hit, Carries Antidote
    Babbleoon | 80   | 23    | 10G   | Spaces out, Infernos
    BabyCloud | 181  | 105   | 65G   | Infermore, Sleep, Carries Leather Hat
    BabyDevil | 118  | 48    | 34G   | Firebane, Carries Pot Lid Shield
    Babydrak  | 81   | 62    | 32G   | FrigidAir
    Babygoyle | 47   | 19    | 7G    | IceBolt, Carries MysticNuts
    Babygoyle2| 253  | 130   | 110G  | None. These are the Babygoyles you fight in
              |      |       |       | Loomin and DarkDraco's Tower, in the past.
    Bandit    | 190  | 772   | 30G   | Uses BugPowder, CragThrow. EXP and Gold
              |      |       |       | listed are the total for the fight with
              |      |       |       | Brigand, ShrubMage, Bandit, and Epong, in
              |      |       |       | the ruins of Penal.
    BanditWig | 507  | 731   | 637G  | Slashes violently, Two turns, Boom, Ultrahit
    Banegaroo | 83   | 40    | 25G   | Jump attack, FalconCut, Sap
    Barbarian | 327  | 280   | 92G   | Brutal hit
    Baskervil | 389  | 385   | 132G  | Bites violently, Two turns
    BeakRat   | 43   | 22    | 9G    | Calls for help, SickLicks
    Behemoth  | 353  | 295   | 110G  | Spews cold air, HealUs
    BeliMawr  | 1599 | 2750  | 724G  | Stomps everyone, Carries ? Shard
    Berserker | 166  | 72    | 32G   | Swings furiously
    Boarenger | 231  | 58    | 39G   | PsycheUp, SandStorm
    Blaster   | 561  | 418   | 87G   | Two turns, BoltSlash, SwordDanc
    Bludbeast | 513  | 360   | 82G   | Stomps
    BoltDevil | 236  | 180   | 95G   | Lightning
    BoltRat   | 75   | 31    | 20G   | Flash, Carries Horned Hat
    BoltWorm  | 148  | 96    | 37G   | Spews thread, PoisonFog
    Bombcrag  | 182  | 80    | 50G   | Sacrifice
    BoneFish  | 1514 | 350   | 0G    | Blizzard, Tsunami
    BoneRider | 291  | 155   | 93G   | Calls for Healer, Spews cold air, SnowStorm
    BoneRider2| 532  | 100   | 270G  | Smiles oddly, Two turns, Defense. This is
              |      |       |       | the BoneRider you fight in the Palace of
              |      |       |       | Dune, in the past.
    Borunga   | 1002 | 280   | 1240G | Stomps
    Botok     | 2516 | 2150  | 200G  | Two turns, HealMore, PoisonFog, StopSpell
    Brigand   | 203  | 772   | 30G   | ChargeUp, FireSlash, Flash, ThiefHit. EXP
              |      |       |       | and Gold listed are the total for the fight
              |      |       |       | with Brigand, ShrubMage, Bandit, and Epong,
              |      |       |       | in the ruins of Penal.
    Broadaxer | 78   | 43    | 25G   | Brutal hit, JockDance
    Budoo     | 592  | 510   | 310G  | Charges party, Wicked smile, Infermost
    BudooLamp | 464  | 380   | 210G  | Calls for Budoo, Retaliate, TwinHits
    Bugbear   | 86   | 42    | 18G   | Watches, Bang, Heal
    Bulbose   | 589  | 0     | 0G    | Defense, LushLicks, Upper
    ButchMan  | 161  | 83    | 57G   | IceBolt, Flash
    CactiBall | 13   | 4     | 5G    | Carries Herb
    CancerMan | 24   | 14    | 6G    | None
    Cannibox  | 106  | 65    | 100G  | Brutal hit, Firebal, SleepAir, Carries
              |      |       |       | STRseed
    CatMage   | 15   | 8     | 7G    | Blaze, Carries Stick
    Cavemon   | 458  | 652   | 823G  | Two turns, Firebal, Firebane, Flash. EXP and
              |      |       |       | Gold listed are the total for the fight with
              |      |       |       | Cavemon and two JewelBag2s, inside the Swamp
              |      |       |       | Cave.
    Centbeast | 8    | 3     | 3G    | Carries Herb
    Cerabus   | 289  | 218   | 111G  | Bites violently, Sharp fangs
    Chargon   | 94   | 38    | 15G   | FrigidAir, KnockDown
    Chibi     | 1319 | 375   | 0G    | Spews thread, Two turns, SleepAir
    ClawBeast | 104  | 57    | 18G   | Spews cold air, Carries Iron Claw
    ClawBeast2| 1874 | 480   | 0G    | Paralyse hit, Smiles oddly, PoisonGas. This
              |      |       |       | is the ClawBeast you fight in the Dune
              |      |       |       | Palace Fane.
    Clawser   | 135  | 81    | 45G   | Calls for help, ParryPass
    Clawser2  | 312  | 80    | 90G   | Blaze, StrongD, Carries DEFseed. This's the
              |      |       |       | Clawser you fight in the Eastern Tower.
    ClayNite  | 281  | 182   | 120G  | Defense, TwinHits, VacuSlash
    Clockmech | 52   | 62    | 20G   | Two turns, RainSlash, Carries Iron Axe
    CloudKing | 377  | 170   | 120G  | Calls for BabyCloud
    ColumnMan | 82   | 41    | 31G   | Blaze
    ColumnMan2| 184  | 150   | 51G   | Blaze. This is the ColumnMan found in
              |      |       |       | Baloch's Tower.
    Confupeng | 87   | 70    | 42G   | Calls for help, PanicAll
    CosmoBog  | 298  | 147   | 107G  | Blazemore, Flash
    Crestpent | 31   | 17    | 7G    | Coils, Sap
    Curer     | 84   | 40    | 23G   | Calls for help, Watches, HealAll
    CureSlime | 263  | 120   | 85G   | Charges, Smother, HealUsAll
    Dagorlach | 664  | 0     | 0G    | Spews fire
    DarkArmor | 200  | 130   | 92G   | BackFlip, StopSpell, Carries Steel Armor
    DarkDraco | 1390 | 1330  | 950G  | Scorching
    DarkDwarf | 47   | 20    | 8G    | StopSpell
    Darksanta | 301  | 200   | 125G  | Steals Gold, Throws object
    DarkSnail | 176  | 125   | 83G   | Charges, StopSpell
    DarkThief | 137  | 40    | 18G   | Steals Gold
    DeadNoble | 355  | 205   | 72G   | Spews cold air, SnowStorm
    DeathCrab | 93   | 73    | 56G   | Calls for help, Calls for IronTurt, Watches
    DeathGron | 267  | 230   | 70G   | Watches, Beat, Chance, SickLick
    Deathpal  | 521  | 200   | 250G  | Two turns, Flash, WindBeast
    DemonToad | 221  | 160   | 90G   | LushLicks, PoisonGas
    Demranger | 304  | 235   | 132G  | Swings furiously, SnowStorm, StopSpell
    Devilash  | 657  | 515   | 190G  | Brutal hit, Increase, Meditate
    Devilite  | 116  | 70    | 48G   | Bang, StopSpell
    Disguiser | 265  | 268   | 92G   | Brutal hit, Transform
    DonJose   | 336  | 300   | 80G   | Sleep hit, SandStorm
    DorasBox  | 913  | 630   | 280G  | Brutal hit, Two turns, Defeat, RobMagic,
              |      |       |       | SleepAir
    Dragon    | 184  | 50    | 32G   | Calls for Healer, IceAir
    Dragoner  | 428  | 227   | 103G  | Claw seize, Spews fire, Stomps violently,
              |      |       |       | Carries Needle
    DragonKid | 176  | 124   | 73G   | Spews cold air
    DragonMan | 79   | 50    | 32G   | Calls for help, Slashes violently
    DragonMan2| 1265 | 850   | 1500G | None. This is the DragonMan you fight on the
              |      |       |       | top of Mt. Prob, in the past.
    DrakMetal | 84   | 2500  | 50G   | Spews cold, Spews fire
    Drakorpse | 445  | 280   | 73G   | Spews cold air
    DrakSlime | 50   | 22    | 9G    | FireAir, Carries Cloth Suit
    Druinlord | 454  | 410   | 150G  | Scorching, WhiteFire, Explodet, Revive
    DumbiKing | 177  | 74    | 62G   | TwinHits
    Dumbira   | 104  | 42    | 22G   | Charges, TwinHits, Carries Copper Sword
    Earwinger | 13   | 5     | 5G    | None
    Eggeron   | 136  | 30    | 28G   | Hatches in four rounds
    Eggplaton | 8    | 2     | 2G    | LureDance, Carries Herb
    Enchanter | 91   | 40    | 12G   | Firebal, StopSpell
    Epong     | 261  | 772   | 30G   | CragThrow, PoisonGas, RobDance. EXP and Gold
              |      |       |       | listed are the total for the fight with
              |      |       |       | Brigand, ShrubMage, Bandit, and Epong, in
              |      |       |       | the ruins of Penal.
    EvilArmor | 111  | 68    | 52G   | BackFlip
    EvilBeast | 258  | 222   | 122G  | Spews cold air, Flash, K.O.Dance
    EvilBook  | 86   | 58    | 40G   | Beat, RobMagic
    EvilClown | 153  | 110   | 110G  | Blazemore, Firebane, Vivify
    EvilClown2| 431  | 100   | 120G  | Beat. This is the EvilClown you fight in
              |      |       |       | Loomin's well, in the past.
    EvilDiver | 238  | 105   | 93G   | BlazeAir, SnowStorm, Carries Angel Bikini
    EvilMech  | 393  | 300   | 200G  | Two turns, 2EdgeHit, FireAir, Flash,
              |      |       |       | MagicWall
    EvilPot   | 102  | 120   | 180G  | Wicked Smile, Firebal, IceBolt, Sleep
    EvilViper | 124  | 94    | 65G   | Coils, PoisonGas
    EvilWell  | 224  | 250   | 67G   | Blazemore, CragThrow, HealMore, SleepAll,
              |      |       |       | WarCry
    EvilWell2 | 614  | 370   | 40G   | CragThrow, IceBolt, Sleep. This's the
              |      |       |       | EvilWell you fight inside of Krage's well,
              |      |       |       | in the past.
    EvlAnchor | 80   | 77    | 61G   | SnowStorm
    EvlMantis | 55   | 33    | 17G   | Sharp claws, Carries MoonHerb
    EvlStatue | 238  | 138   | 72G   | Jump attack, Spews cold air, Two turns,
              |      |       |       | JockDance, Upper, Carries Dagger
    EvlTurtle | 92   | 90    | 53G   | BackFlip, Carries EvlTurtle Heart
    EvlVulgar | 291  | 248   | 124G  | Defense
    FairyRat  | 33   | 17    | 8G    | Sleep hit, Carries Herb
    Falroider | 377  | 160   | 100G  | Slashes violently, Heal
    FireGiant | 313  | 120   | 150G  | Charges party, ChargeUp, FireAir, Carries
              |      |       |       | AquaShard
    Flame     | 5031 | 3700  | 800G  | Blazemore, Blazemost, FireTower, Magma,
    Spirit    |      |       |       | Scorching, WarCry
    FlameToad | 177  | 85    | 42G   | Spews fire
    Flamzard  | 70   | 30    | 20G   | Spews fire, Blaze, Carries Herb
    FloatTree | 81   | 30    | 18G   | PanicAll
    Florajay  | 18   | 9     | 4G    | Carries Florajay Heart
    FoFighter | 159  | 70    | 22G   | None
    FoggyPot  | 70   | 30    | 20G   | SandStorm, Sleep
    FooHero   | 146  | 72    | 50G   | Heal, UltraHit
    FooMage   | 136  | 68    | 40G   | Bang, Firebal
    FooPriest | 131  | 75    | 33G   | HealMore, HealUsAll
    Forester  | 24   | 11    | 5G    | SandStorm
    FrogKing  | 384  | 210   | 110G  | Spews cold air, Firebolt, Whirlpool
    Fuga      | 40   | 20    | 7G    | Sharp claws
    Gamadius  | 1306 | 1410  | 850G  | Spews cold air, PoisonFog, Revive. EXP and
              |      |       |       | Gold listed are the total for the fight with
              |      |       |       | Seahorser2, Gamadius, and SeaDragon, at the
              |      |       |       | bottom of the Halfling's Cave.
    Garcia    | 365  | 250   | 50G   | BackFlip, HealMore
    General   | 319  | 188   | 108G  | Brutal hit, Firebane, Meditate, StopSpell
    Gerion    | 377  | 210   | 102G  | Brutal hit, Infermore
    GigaDraco | 480  | 330   | 130G  | Stomps violently, WhiteFire, Infermost,
              |      |       |       | Carries Demon Armor
    Gigagoner | 542  | 450   | 165G  | Claw seize, Stomps violently, WhiteFire
    GigaMute  | 393  | 240   | 125G  | Spews cold air
    GigaMute2 | 1059 | 1230  | 125G  | Two turns, FrigidAir, IceAir, Carries
              |      |       |       | FireShard. This is the GigaMute you fight in
              |      |       |       | the Mountain Tower, in the present.
    GnuDevil  | 309  | 233   | 121G  | Stomps, Boom, Infermore
    GoldKid   | 225  | 155   | 210G  | Spews fire
    Goldman   | 225  | 80    | 650G  | Brutal hit, Stomps, ChargeUp
    GoldSlime | 327  | 350   | 3000G | Charges party, HealMore
    Golem     | 282  | 60    | 70G   | Carries WindShard
    Golemuga  | 515  | 345   | 175G  | Brutal hit, Stomps, ChargeUp
    Gonz      | 424  | 572   | 630   | Sharp claws, Tail whip. EXP and Gold listed
              |      |       |       | are the total for the fight with Inopp and
              |      |       |       | Gonz, after you rescue High Priestess Fosse.
    Goopi     | 45   | 11    | 5G    | Calls for help
    Gracos    | 1405 | 1320  | 720G  | Beat down, Two turns, IceAir, Tsunami
    Gracos V  | 1519 | 1950  | 940G  | Beat down, Two turns, IceAir, PoisonFog,
              |      |       |       | SnowStorm
    Gragoopi  | 191  | 141   | 50G   | Calls for help, Calls for WellGhost,
              |      |       |       | IceBolt
    GreatMerm | 564  | 215   | 130G  | Spews cold air, Swings furiously, Blizzard,
              |      |       |       | PoisonFog
    Gron      | 137  | 71    | 25G   | Defense, SickLick
    GuardDog  | 342  | 195   | 95G   | Bites violently
    HangedApe | 90   | 28    | 20G   | CragThrow
    Healer    | 35   | 15    | 8G    | Calls for help, Heal
    HelKaiser | 445  | 340   | 118G  | EerieLite
    Hellbane  | 327  | 141   | 93G   | Charges, Spews fire
    HellCloud | 3079 | 2160  | 604G  | Calls for BabyCloud, Two turns, Vacuum,
              |      |       |       | WindBeast
    HellClown | 177  | 88    | 66G   | Blazemore
    HellGenie | 2575 | 1760  | 575G  | Charges party, Smiles oddly, Two turns,
              |      |       |       | Wicked smile, WindBeast
    HellGiant | 373  | 300   | 175G  | EerieLite, Blazemore, Explodet, Scorching,
              |      |       |       | Carries Judge Wand
    HellGuard | 184  | 110   | 80G   | Throws lamp
    HellHawk  | 741  | 1250  | 185G  | HellFlame, PanicAll, WhiteFire
    HellVine  | 1304 | 1650  | 2100G | Two turns, Flash, PoisonFog, SleepAir,
              |      |       |       | StopSpell. Carries WindShard.
    HellWorm  | 500  | 223   | 123G  | Spews thread, Two turns, PoisonGas
    Hork      | 69   | 18    | 5G    | Poison hit, Carries Antidote
    HornBeast | 279  | 242   | 150G  | Brutal hit, Stomps, Blazemore, Zap
    HornRush  | 90   | 27    | 12G   | ChargeUp, KnockDown
    HornSnail | 26   | 12    | 8G    | Charges, IceBolt
    Horseman  | 82   | 33    | 26G   | Charges
    Hulkagon  | 381  | 220   | 150G  | Claw seize, Stomps violently
    Hunter    | 49   | 21    | 10    | Swings furiously
    Imp       | 26   | 12    | 6G    | Heal, Carries Herb
    Inopp     | 444  | 572   | 630   | Swings furiously. EXP and Gold listed are
              |      |       |       | the total for the fight with Inopp and Gonz,
              |      |       |       | after you rescue High Priestess Fosse.
    IronKid   | 250  | 142   | 82G   | Calls for help, Frigid breath
    IronTurt  | 85   | 36    | 15G   | Charges, Scapegoat, StrongD
    JellyMan  | 284  | 105   | 100G  | Transform
    JewelBag  | 206  | 90    | 350G  | Calls for Healer, Odd smile, Beat, LureDance
    JewelBag2 | 110  | 652   | 823G  | Defense, LureDance, OddDance. EXP and Gold
              |      |       |       | listed are the total for the fight with
              |      |       |       | Cavemon and two JewelBag2s, inside the Swamp
              |      |       |       | Cave.
    JunkMech  | 117  | 60    | 25G   | Brutal hit
    KilStar   | 110  | 51    | 47G   | Explodes, Bounce
    KingSlime | 128  | 120   | 77G   | Smother, HealUs
    KingSlime2| 680  | 120   | 77G   | Charges, Smother, Two turns, HealMore,
              |      |       |       | Carries BluePrint. This is the KingSlime you
              |      |       |       | fight inside of the Mountain Tower, in the
              |      |       |       | present.
    LampGenie | 322  | 200   | 117G  | FairWind, Smothers, Wicked smile, WindBeast
    Lipsy     | 12   | 2     | 4G    | LushLicks, Carries Herb, Carries Lipsy Heart
    Lithohead | 681  | 650   | 90G   | Charges party, EerieLite, RockThrow
    LizardMan | 170  | 128   | 90G   | Defense, Carries Steel Sword, Carries
              |      |       |       | LizrdMan Heart
    LizrdBird | 85   | 47    | 23G   | Sharp claws, PaniDance
    Machinoid | 255  | 180   | 70G   | Calls for Clockmech, Swings furiously, Sap
    MadBook   | 278  | 163   | 43G   | Beat, BlazeAir, IceAir, SleepAll
    MadFalcon | 252  | 170   | 110G  | Spews fire, PanicAll
    MadPot    | 255  | 250   | 110G  | Two turns, Infermore, Sleep
    MageImp   | 197  | 120   | 60G   | HealMore, SnowStorm
    MageLipsy | 105  | 60    | 20G   | LushLicks, SleepAir
    MagicPost | 191  | 123   | 95G   | Increase, OddDance
    MagJaguar | 37   | 23    | 12G   | Blaze, Surround
    Magmaron  | 309  | 125   | 82G   | Calls for help, Boom
    MagWyvern | 91   | 65    | 51G   | Carries WarpWing
    Makainite | 435  | 360   | 123G  | Slashes violently, Defense
    Makimaki  | 235  | 904   | 362G  | Uses Time Sand. EXP and Gold listed are the
              |      |       |       | total for the fight with TimeSage and two
              |      |       |       | Makimakis, in the Time Vortex.
    Maneater  | 409  | 419   | ?G    | Bang, Firebane
    Mantipion | 47   | 23    | 11G   | Sharp claws
    Matilda   | 255  | 20    | 30G   | Won't attack, StrongD
    Meranza   | 35   | 19    | 8G    | Calls for Eggplaton, LureDance
    Metabble  | 4    | 10500 | 20G   | Flees frequently, Firebal
    MetalKing | 18   | 33000 | 100G  | Charges, Flees frequently, Infermore
    Metaly    | 3    | 1000  | 65G   | Flees frequently, Blaze
    MetalyS   | 29   | 1050  | 120G  | Calls for lots of help, 8 MetalySs merge
              |      |       |       | into a MetalKing
    MetlRider | 98   | 230   | 40G   | Brutal hit, Jump attack, Heal, Carries
              |      |       |       | Copper Sword
    Mimic     | 275  | 210   | 130G  | Two turns, Beat, OddDance, SleepAir
    Moai      | 380  | 230   | 140G  | Charges party, Flash, RockThrow
    Moosedon  | 257  | 92    | 70G   | Brutal hit, Stomps, ChargeUp
    MudDoll   | 44   | 22    | 4G    | OddDance, Carries Cloth Suit
    MuddyMan  | 137  | 35    | 15G   | Giggles strangely, Spaces out, Increase,
              |      |       |       | Carries Dung
    MultiEyes | 163  | 81    | 45G   | Suspicious glint, Defense
    NailMan   | 63   | 31    | 15G   | Carries Dagger
    Naputo    | 282  | 280   | 70G   | Two turns, Punch, Roundhous
    Necrobal  | 416  | 310   | 142G  | Brutal hit, TwinHits, Zap, Carries Sorrow
              |      |       |       | Shield
    Needlon   | 63   | 30    | 18G   | Berserker, LureDance, Carries Poison Dagger
    Nengal    | 4664 | 3690  | 1009G | Charges, SwordDanc
    Nepro     | 326  | 200   | 50G   | Firebal, IceBolt, PanicAll, StopSpell,
              |      |       |       | Surround
    Neris     | 466  | 267   | 0G    | Two turns, IceBolt, IceSlash, MagicBack,
              |      |       |       | SnowStorm
    Niterich  | 342  | 400   | 140G  | Brutal hit, Deep breath, Freezing blizzard
    NumbSlime | 222  | 160   | 58G   | Calls for help, Paralyse hit, PalsyAir
    Octogon   | 367  | 180   | 98G   | Charges party, Dubious mist, Hustle
    OgreKing  | 315  | 270   | 200G  | Spews cold air, Suspicious glint, StrongD
    Ogreling  | 211  | 82    | 50G   | Brutal hit
    OrcDevil  | 190  | 88    | 66G   | SandStorm
    Orgodemir | 3014 | 0     | 0G    | Suspicious glint, Three turns, Blazemost,
              |      |       |       | DeMagic, Explodet, Lightning, Magma,
              |      |       |       | WindBeast. This is Orgodemir's first form,
              |      |       |       | at the end of disk 1.
    Orgodemir2| 4203 | 0     | 0G    | Charges, Spews cold air, Two turns, DeMagic,
              |      |       |       | Scorching, Vacuum. This is Orgodemir's
              |      |       |       | second form, at the end of disk 1.
    Orgodemir3| 3585 | 0     | 0G    | Freezing blizzard, Tail whip, WhiteFire.
              |      |       |       | This is Orgodemir's first form, at the end
              |      |       |       | of disk 2.
    Orgodemir4| 3304 | 0     | 0G    | Energy balls, Hurled intense flames,
              |      |       |       | Suspicious glint, Three turns, Blazemost,
              |      |       |       | DeMagic, Explodet, Punch, WindBeast. This is
              |      |       |       | Orgodemir's second form, at the end of disk
              |      |       |       | 2.
    Orgodemir5| 3074 | 0     | 0G    | Claw grasp, Terrifying cry, Two turns,
              |      |       |       | ConfuHit, Magma, PoisonFog. This is
              |      |       |       | Orgodemir's third form, at the end of disk
              |      |       |       | 2.
    Orgodemir6| 5052 | 0     | 0G    | Charges party, Coils, Evil force, Freezing
              |      |       |       | cold, Hurls pieces of flesh, Paralyse hit,
              |      |       |       | DeMagic, Meditate, MegaMagic, Sleep,
              |      |       |       | WhiteFire. This is Orgodemir's fourth form,
              |      |       |       | at the end of disk 2.
    Panickle  | 314  | 180   | 70G   | Sharp claws, PanicAll
    Panther   | 178  | 130   | 83G   | Surround
    Parasnail | 127  | 73    | 30G   | Charges, Paralysis hit, StopSpell
    Pigady    | 159  | 75    | 61G   | Spews cold air
    PigDemon  | 72   | 24    | 13G   | Defense, FrigidAir, Carries Leather Armor
    Pigmon    | 201  | 108   | 58G   | Spews cold air, PalsyAir, Carries Leather
              |      |       |       | Pants
    Pigmon2   | 423  | 100   | 50G   | Giggles strangely, FireAir, Heal. These are
              |      |       |       | the Pigmons you fight in the Evil Statue.
    PinkOrc   | 75   | 45    | 31G   | FrigidAir
    PinkOrc2  | 304  | 145   | 110G  | BlazeAir. These are the PinkOrcs you fight
              |      |       |       | in Loomin and DarkDraco's Tower, in the
              |      |       |       | past.
    Piranhan  | 94   | 65    | 61G   | Charges, Bang
    Plesiodon | 185  | 115   | 80G   | Spews cold air, Spews fire, Defense, Carries
              |      |       |       | Leather Whip
    PodFightr | 41   | 24    | 9G    | None
    PodHero   | 50   | 25    | 25G   | Thordain, Upper
    PodMage   | 30   | 23    | 18G   | Blaze, Carries SpiderWeb
    PodPriest | 32   | 22    | 12G   | Heal, HealUsAll, Carries Repellent
    PomPomBom | 380  | 285   | 135G  | LifeDance, PaniDance
    Poucher   | 134  | 79    | 35G   | HealMore, LifeDance, Carries Silver Plate
    ProtoMech | 203  | 95    | 58G   | Brutal hit
    Pummeler  | 65   | 25    | 16G   | Explodes
    PuppetMan | 106  | 65    | 32G   | Increase, SideStep, RobDance, Carries Wooden
              |      |       |       | Hat
    Putrbeast | 568  | 420   | 50G   | Scorching, WhiteFire
    PutreFish | 70   | 60    | 52G   | BackFlip
    PutreMan  | 96   | 43    | 11G   | Paralyse hit, Slashes violently
    Quixotron | 89   | 61    | 48G   | ChargeUp
    RainHawk  | 482  | 300   | 155G  | Scorching, Firebolt
    Rainmaker | 454  | 350   | 310G  | FrigidAir, SickLicks, Two turns, HealMore
    Red Sting | 100  | 53    | 23G   | Brutal hit, Tail whip. Carries Iron Helmet
    RedGrunt  | 364  | 175   | 95G   | Boom, Flash
    RedSlime  | 22   | 10    | 4G    | Carries Herb
    Revirock  | 352  | 262   | 107G  | Wicked smile, ChargeUp, Farewell
    RhinoKing | 74   | 49    | 42G   | Charges
    RockGolem | 115  | 45    | 35G   | Brutal hit, Stomps, ChargeUp, Carries
              |      |       |       | LifeRock
    Rosevine  | 320  | 160   | 101G  | PoisonFog, Sleep
    Runger    | 332  | 297   | 160G  | Two turns, BackFlip, Bounce
    RushFish  | 18   | 8     | 5G    | Charges, Sap
    Satanmail | 374  | 420   | 140G  | Brutal hit, Starts Bounced, Two turns,
              |      |       |       | BackFlip, DrakSlash, FireSlash, VacuSlash
    Savagemon | 339  | 250   | 142G  | Boom, Giggle, SleepAll
    SeaGrudge | 157  | 95    | 0G    | None
    Seahorser | 80   | 72    | 70G   | FrigidAir, Heal, SleepAir
    Seahorser2| 270  | 1410  | 850G  | Spews cold air, SleepAir. EXP and Gold
              |      |       |       | listed are the total for the fight with
              |      |       |       | Seahorser2, Gamadius, and SeaDragon, at the
              |      |       |       | bottom of the Halfling's Cave.
    SeaDragon | 293  | 173   | 105G  | HealMore, PalsyAir, Scorching
    SeaDragon2| 323  | 1410  | 850G  | HealMore, PalsyAir, Scorching. EXP and Gold
              |      |       |       | listed are the total for the fight with
              |      |       |       | Seahorser2, Gamadius, and SeaDragon, at the
              |      |       |       | bottom of the Halfling's Cave.
    SeaLipsy  | 33   | 10    | 4G    | FrigidAir, Carries Antidote
    Seto      | 920  | 650   | 250G  | Swings furiously, Two turns, ChargeUp, Sap
    ShadeNite | 72   | 47    | 22G   | Slashes violently
    SheepBird | 96   | 40    | 23G   | None
    SheepDuck | 206  | 90    | 77G   | Reverse kick
    Shelgator | 153  | 145   | 77G   | Tsunami
    ShieldOgr | 276  | 180   | 120G  | Spews cold air, Guardian, StrongD
    ShrubMage | 153  | 772   | 30G   | ThiefHit. EXP and Gold listed are the total
              |      |       |       | for the fight with Brigand, ShrubMage,
              |      |       |       | Bandit, and Epong, in the ruins of Penal.
    SkulBlade | 204  | 138   | 62G   | SwordDanc
    SkyDevil  | 357  | 175   | 105G  | BackFlip, Blazemore
    SkyFrog   | 81   | 35    | 14G   | LushLicks
    SkyHunter | 34   | 13    | 9G    | None
    Slemperor | 310  | 410   | 300G  | Charges party, MagicBack, Vivify
    Slime     | 6    | 1     | 1G    | Carries Slime Heart
    SlimeLv8  | 120  | 150   | 50G   | Calls for lots of help, 8 SlimeLv8s merge
              |      |       |       | into a KingSlime
    SlimeNite | 83   | 25    | 15G   | Jump Attack, Heal, Carries Copper Sword
    SlimeWing | 147  | 64    | 50G   | Spews fire
    SmileRock | 110  | 34    | 18G   | ChargeUp, Watches, Wicked Smile
    Smoocher  | 48   | 22    | 8G    | SleepAir
    SnowBat   | 139  | 66    | 31G   | IceBolt, SnowStorm
    SnowBat2  | 831  | 320   | 108G  | Blizzard, SnowStorm. This is the SnowBat you
              |      |       |       | fight at the Lefa Fane.
    Stalker   | 94   | 42    | 10G   | None
    Starfish  | 21   | 9     | 6G    | Blaze, OddDance
    Starfish2 | 1312 | 320   | 0G    | Bounce, Upper. This is the Starfish you
              |      |       |       | fight in the Dune Palace Fane.
    StelDemon | 299  | 290   | 155G  | Brutal hit, Spews fire, Upper
    Swordaroo | 24   | 10    | 6G    | Jump Attack
    Swordbane | 264  | 266   | 133G  | Paralyse hit, SwordDanc, Carries 2Edged
              |      |       |       | Sword
    TailApe   | 41   | 18    | 9G    | None
    Thompson  | 292  | 260   | 60G   | Swings furiously, Infermore
    Thornmole | 22   | 8     | 7G    | None
    Thunderat | 69   | 45    | 21G   | Lightning
    TigerMage | 150  | 78    | 28G   | PanicAll, Surround
    TimeSage  | 791  | 904   | 362G  | BlazeMore, Flash, MagicWall. EXP and Gold
              |      |       |       | listed are the total for the fight with
              |      |       |       | TimeSage and two Makimakis, in the Time
              |      |       |       | Vortex.
    TongueRat | 18   | 6     | 3G    | LushLicks, Carries Repellent
    TreeGuard | 104  | 55    | 32G   | Draw bow, Shoots arrows
    TreeGuard2| 631  | 205   | 70G   | Draw bow, Shoots arrows. These are the
              |      |       |       | TreeGuards you fight in the Forest Path
              |      |       |       | south of Labres, in the past.
    TrickBag  | 57   | 50    | 50G   | Calls for FloatTree, Giggles strangely,
              |      |       |       | Blaze, OddDance
    Tyranodon | 209  | 90    | 80G   | Charges
    Varanus   | 382  | 240   | 150G  | Spews cold air
    VenomBird | 39   | 26    | 8G    | Poison hit, Upper
    VenomHork | 114  | 45    | 10G   | Paralyse hit, Poison hit, PoisonGas
    Venomworm | 40   | 17    | 6G    | Carries Antidote
    VineRoot  | 200  | 80    | 20G   | None
    Vulgarian | 98   | 59    | 35G   | Flash
    WarBoar   | 361  | 173   | 104G  | Spews fire, ChargeUp, SandStorm
    WarTiger  | 76   | 32    | 26G   | FireAir, Heal
    WeirdGuy  | 379  | 72    | 75G   | Throws lamps, Two turns
    WellGhost | 484  | 510   | 162G  | Two turns, ChargeUp, CragThrow, Surround,
              |      |       |       | WarCry
    WellLure  | 127  | 150   | 100G  | CragThrow, Flash, WarCry, Carries STRseed
    WhiteFuga | 211  | 125   | 88G   | Sharp claws, Lightning, PaniDance
    WingDraco | 287  | 158   | 98G   | Spews fire, MagicBack
    WingTiger | 168  | 80    | 40G   | Bounce, Infermore
    WoeBottle | 205  | 135   | 103G  | Calls for EvlStatue, Two turns, Beat,
              |      |       |       | PoisonFog, Carries INTseed
    WoePriest | 339  | 257   | 148G  | Infermore, Lightning
    WolfDevil | 128  | 86    | 60G   | QuadHits
    WolfDevil2| 652  | 400   | 210G  | QuadHits, TwinHits. This is the WolfDevil
              |      |       |       | you fight in Krage, in the past.
    WonderEgg | 151  | 62    | 28G   | Hatches, Ironize, Upper
    WoodyEye  | 144  | 84    | 45G   | SleepAll
    WreckMan  | 314  | 180   | 80G   | Brutal hit, Swings furiously
    Wyvern    | 51   | 29    | 18G   | FireAir
    Zeppel    | 2203 | 2260  | 710G  | Two turns, Blazemost, IceAir
    ZoeMage   | 1421 | 740   | 920G  | Two turns, Blazemore, Bounce, Infermost,
              |      |       |       | SleepAll, StopSpell
    ZombieEye | 48   | 20    | 6G    | LushLicks, Carries Graceherb
    Zombie    | 287  | 173   | 93G   | Claw seize, PoisonGas
    Zombier   | 355  | 163   | 72G   | Defense
    4I. Experience Tables
    This area will show the Experience total you need to get, to achieve each
    level, arranged per person. Spells and skills that're gained per level are also
    noted. ^^
    Level | EXP     | Spells/Skills
    1     | 0       | None
    2     | 15      | None
    3     | 47      | Heal
    4     | 117     | None
    5     | 270     | None
    6     | 499     | Upper
    7     | 842     | None
    8     | 1356    | Return
    9     | 2127    | None
    10    | 3283    | None
    11    | 4800    | None
    12    | 6791    | HealMore
    13    | 9404    | None
    14    | 12833   | None
    15    | 17333   | None
    16    | 22254   | None
    17    | 27636   | None
    18    | 33522   | None
    19    | 39959   | None
    20    | 46999   | None
    21    | 54919   | None
    22    | 63829   | None
    23    | 73852   | None
    24    | 85127   | None
    25    | 97811   | None
    26    | 112080  | None
    27    | 128132  | None
    28    | 146190  | Outside
    29    | 166505  | None
    30    | 189359  | None
    31    | 215069  | None
    32    | 243992  | None
    33    | 276530  | None
    34    | 313135  | None
    35    | 354315  | None
    36    | 400642  | None
    37    | 452759  | None
    38    | 511390  | None
    39    | 577149  | None
    40    | 651552  | None
    41    | 735030  | None
    42    | 828942  | None
    43    | 934593  | None
    44    | 1053450 | ?
    Level | EXP   | Spells/Skills
    1     | 0     | None
    2     | 20    | None
    3     | 53    | None
    4     | 107   | None
    5     | 196   | FireSlash
    6     | 340   | None
    7     | 574   | None
    8     | 954   | None
    9     | 1571  | ParryPass
    10    | 2573  | None
    11    | 3919  | None
    12    | 5727  | PsycheUp
    13    | 8156  | None
    14    | 11416 | None
    15    | 15803 | ZombieCut
    16    | 20598 | ?
    Level | EXP    | Spells/Skills
    1     | 0      | None
    2     | 25     | None
    3     | 66     | Blaze
    4     | 133    | Sap
    5     | 243    | Retaliate
    6     | 414    | None
    7     | 681    | Sleep
    8     | 1098   | None
    9     | 1749   | Outside
    10    | 2766   | Heal
    11    | 4132   | Surround
    12    | 5967   | None
    13    | 8432   | None
    14    | 11744  | None
    15    | 16194  | None
    16    | 21061  | None
    17    | 26384  | None
    18    | 32206  | None
    19    | 38573  | None
    20    | 45536  | None
    21    | 53369  | None
    22    | 62181  | None
    23    | 72094  | None
    24    | 83246  | None
    25    | 95792  | None
    26    | 109906 | None
    27    | 125784 | None
    28    | 143646 | None
    29    | 163740 | None
    30    | 186345 | None
    31    | 211775 | None
    32    | 240383 | None
    33    | 272567 | None
    34    | 308774 | None
    35    | 349506 | ?
    Level | EXP     | Spells/Skills
    1     | 0       | None
    2     | 5       | Bark
    3     | 45      | None
    4     | 370     | Bite
    5     | 3010    | None
    6     | 4990    | Tackle
    7     | 6475    | None
    8     | 7588    | Rip
    9     | 8422    | None
    10    | 9047    | None
    11    | 9906    | None
    12    | 11087   | None
    13    | 12710   | Howl
    14    | 14941   | None
    15    | 18008   | None
    16    | 21937   | None
    17    | 26971   | None
    18    | 33420   | None
    19    | 41682   | None
    20    | 52267   | None
    21    | 63844   | None
    22    | 76506   | None
    23    | 90355   | None
    24    | 105502  | None
    25    | 122069  | None
    26    | 140189  | None
    27    | 160007  | None
    28    | 181682  | None
    29    | 205389  | None
    30    | 231318  | None
    31    | 260488  | None
    32    | 293304  | None
    33    | 330222  | None
    34    | 371754  | None
    35    | 418477  | None
    36    | 471040  | None
    37    | 530173  | None
    38    | 596697  | None
    39    | 671536  | None
    40    | 755729  | None
    41    | 850446  | None
    42    | 957002  | None
    43    | 1076877 | ?
    Level | EXP    | Spells/Skills
    19    | 43439  | Bang, BoxerDanc, Expel,
          |        | Guardian, HealMore,
          |        | Infermore, Outside, Return
    20    | 51881  | Vivify
    21    | 61378  | None
    22    | 72062  | None
    23    | 84081  | None
    24    | 97602  | None
    25    | 112813 | None
    26    | 129925 | None
    27    | 149176 | None
    28    | 170833 | None
    29    | 195197 | None
    30    | 222606 | None
    31    | 253441 | None
    32    | 288130 | None
    33    | 327155 | None
    34    | 371058 | None
    35    | 420448 | None
    36    | 476011 | None
    37    | 538519 | None
    38    | 608840 | None
    39    | 687951 | None
    40    | 776950 | None
    41    | 877073 | ?
    Level | EXP    | Spells/Skills
    21    | 51912  | DanceShut, Firebal,
          |        | FireSlash, K.O.Dance,
          |        | LureDance, OddDance,
          |        | PaniDance, ParryPass,
          |        | PsycheUp, RobDance,
          |        | SideStep. Aira starts off
          |        | as a Soldier Warrior, and
          |        | a TruTalent Dancer.
    22    | 62020  | None
    23    | 73391  | LifeSong
    24    | 86183  | None
    25    | 100574 | None
    26    | 116763 | None
    27    | 134975 | None
    28    | 155463 | None
    29    | 178512 | None
    30    | 204442 | None
    31    | 233613 | None
    32    | 266430 | None
    33    | 303349 | None
    34    | 344882 | None
    35    | 391606 | None
    36    | 444170 | None
    37    | 503304 | None
    38    | 569829 | None
    39    | 644669 | None
    40    | 728864 | None
    41    | 823583 | ?
    4J. Human Classes
    While your characters have their own natural abilities, strengths, and choices
    in equipment, sometimes you just need something more to help drive back the
    Demon Lord's forces. Once you have freed Dharma Temple, you'll find out exactly
    what you've been missing: classes! Besides the initial class each person has,
    there are twenty human classes you can train under. You only have ten to choose
    from as you start, and upon mastering different combinations of classes, you'll
    gain the option to try out the other ten. Each of the classes have eight Skill
    Levels, represented by stars in your Info screen. To go up a Skill Level, you
    need to get in fights with monsters that're around your party's levels. For
    instance, for a Warrior to go from a Beginner to a Novice, you need to fight
    ten battles. Then, to go from Novice to Soldier, you need to fight ten more
    battles. Any spells or skills you learn, are permanent, and you can use them no
    matter the class you're in. Classes also do not have equipment restrictions,
    other than the ones your characters already have.
    Some classes have bonuses you only enjoy while you are a member of that class,
    such as the Sage's ability to reduce the MP cost of spells and skills. You
    can't turn into a Shepherd afterwards, and expect to enjoy the same benefits.
    Also, the later classes often have Mastery Bonuses, which are a stat increase
    as long as you are a member of the class. ^^ Lastly, there are Combination
    Skills, which are skills you learn from learning one class until your character
    is maturing in it (this happens at the fifth Skill Level), or better, then
    switching to the second class until that class is also matured. Don't forget,
    you have to do them in order! If you have worked on these classes in a
    different order, all you need to do is switch back to one of the classes for
    thirty fights, until you see a notice that your character is making up the
    class. These fights could be against Slimes if you wanted, they don't have to
    be against enemies around your level. Then just switch to the second class, and
    you're all set! ^^
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    10      | Novice      | PsycheUp
    10      | Soldier     | None
    15      | Guardsman   | SquallHit
    20      | Veteran     | None
    20      | Warmonger   | DrakSlash
    30      | Elite       | None
    25      | General     | EvilSlash
    Mastery Bonus: None
    Fighter: (Increased critical hit rate)
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    16      | Novice      | LegSweep
    16      | Grappler    | JumpKick
    18      | BlackBelt   | Roundhous
    20      | Assassin    | Suplex
    35      | Ninja       | WarCry
    25      | Sensei      | Punch
    30      | Master      | WindBeast
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | Firebal
    13      | Novice      | Sleep
    15      | Dabbler     | Return
    15      | Magician    | Sap, Outside
    27      | Sorcerer    | Blazemore
    35      | Wizard      | Surround, Boom
    30      | Warlock     | Firebane
    35      | ArchMage    | SnowStorm
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | Heal, Expel
    19      | Novice      | Infernos
    18      | Acolyte     | Upper
    13      | Prelate     | StopSpell
    30      | Clergyman   | HealMore
    20      | Priest      | Infermore
    30      | Bishop      | HealAll
    50      | HiPriest    | Vivify
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Novice      | None
    5       | Apprentce   | LureDance
    13      | ToeTapper   | ParryPass
    20      | Dervish     | OddDance
    15      | Amateur     | SideStep
    29      | Prancer     | DanceShut
    15      | Bounder     | PaniDance
    23      | TruTalent   | K.O.Dance
    Mastery Bonus: None
    Thief: (Randomly steals)
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    8       | Novice      | SandStorm
    9       | CutPurse    | KnockDown
    13      | Pilferer    | CragThrow
    18      | Brigand     | ChargeUp
    22      | Rogue       | Location
    40      | Scoundrel   | Tiptoe
    30      | Big Boss    | Smell
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    13      | Novice      | EagleEye
    14      | Poet        | X-Ray
    13      | Lyricist    | SleepSong
    15      | Warbler     | Repel
    20      | Crooner     | WakeSong
    35      | Songster    | MistSong
    30      | Minstrel    | AngelSong
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    14      | Novice      | FishNet
    11      | DeckHand    | Ramming
    18      | Seafarer    | BirdEye
    17      | Navigator   | None
    15      | Helmsman    | NumbOff
    20      | Captain     | Infermore
    40      | Admiral     | Tsunami
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    8       | Novice      | Antidote
    9       | FarmHand    | Heal
    16      | SlopFeed    | Slumber
    19      | Swain       | Whistle
    18      | Fleecer     | None
    20      | Herder      | WoolGuard
    45      | SheepLord   | Stampede
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Beginner    | None
    7       | Novice      | PuffPuff
    8       | Goof Off    | Silliness
    15      | Buffoon     | PointOut
    28      | Stand Up    | QuickJoke
    22      | Comedian    | LushLicks
    20      | Joker       | SickLick
    33      | Fool        | Tickle
    Mastery Bonus:  None
    Dragoon (Warrior + Fighter):
    Battles | Skill Level | Spells/Skills
    0       | Gladiator   | None
    15      | Fencer      | VacuSlash
    20      | Swordsman   | ZombieCut
    25      | Ronin       | 2EdgeHit
    30      | Mercenary   | Massacre
    30      | Duelist     | FalconCut
    30      | Champion    | None
    50      | Avenger     | QuadHits
    Mastery Bonus: +15 STR as a Dragoon
    Ranger (Warrior + Mage):
    Battles | Skill Level | Spells/Skills
    0       | Bouncer     | Bounce
    12      | Wanderer    | FireSlash
    12      | Scout       | BoltSlash
    26      | Battler     | TwinHits
    30      | Enchanter   | IceSlash
    50      | BladeMage   | Disperse
    40      | Conqueror   | Firebolt
    50      | Faust       | Blazemost
    Mastery Bonus: +20 MP as a Ranger
    Sage (Mage + Cleric): (MP costs lower as Skill Level increases)
    Battles | Skill Level | Spells/Skills
    0       | Student     | Defeat
    15      | Counsel     | Barrier
    23      | Arbiter     | Blizzard
    27      | Seer        | MagicWall
    45      | Oracle      | HealUs
    40      | Wise One    | Revive
    50      | Elder       | Summon
    50      | Prophet     | Explodet
    Mastery Bonus: +20 INT as a Sage
    TeenIdol (Dancer + Bard + Jester): (Randomly distracts an enemy)
    Battles | Skill Level | Spells/Skills
    0       | Fan         | None
    10      | Groupie     | Flash
    15      | Rebel       | Ironize
    15      | Performer   | EerieLite
    25      | Star        | Hustle
    35      | Artist      | BackFlip
    40      | Sellout     | FireTower
    40      | Icon        | LifeSong
    Mastery Bonus: +20 APR as a TeenIdol
    Tamer (Shepherd + Thief): (Increases odds of taming monsters)
    Battles | Skill Level | Spells/Skills
    0       | PetOwner    | Tamer, PoisonGas
    18      | Groomer     | None
    15      | RanchHand   | SleepAir
    25      | Tracker     | FrigidAir
    19      | Hunter      | PalsyAir
    16      | Handler     | BlazeAir
    32      | Trainer     | PoisonFog
    40      | BeastLord   | BeDragon
    Mastery Bonus: +15 GRD as a Tamer
    Pirate (Thief + Mariner): (Randomly steals)
    Battles | Skill Level | Spells/Skills
    0       | ShipWreck   | None
    20      | Barnacle    | FairWind
    30      | Swab        | Hurricane
    30      | Cutthroat   | StepGuard
    30      | Buccaneer   | MapMagic
    30      | Smuggler    | StrongD
    30      | Marauder    | CoralRain
    30      | Sea Dog     | Whirlpool
    Mastery Bonus: +15 AGL as a Pirate
    Paladin (Fighter + Cleric): (Randomly kills in one hit)
    Battles | Skill Level | Spells/Skills
    0       | Page        | Scapegoat
    25      | Squire      | Vacuum
    25      | Knight      | Berserker
    30      | Zealot      | Infermost
    35      | Crusader    | MagicWall
    30      | Templar     | Guardian
    45      | HolyKnght   | Farewell
    50      | Martyr      | MultiCut
    Mastery Bonus: +20 HP as a Paladin
    Godhand (Dragoon + Paladin):
    Battles | Skill Level | Spells/Skills
    0       | Saint       | None
    20      | Angel       | MetalCut
    20      | Archangel   | HealUs
    40      | Throne      | RockThrow
    40      | Cherubin    | Sacrifice
    30      | Seraphim    | GigaSlash
    30      | Celestial   | Revive
    60      | Demigod     | UltraHit
    Mastery Bonus: +25 STR as a GodHand
    Summoner (Sage + TeenIdol): (MP costs lower as Skill Level increases)
    Battles | Skill Level | Spells/Skills
    0       | Theurgist   | Meditate
    30      | Conjuror    | DefeatMax
    30      | Geomancer   | Magma
    30      | Elemental   | Tremor
    30      | Maelstrom   | HellFlame
    30      | Tempest     | DeMagic
    50      | Fury        | Hellblast
    50      | Ragnarok    | Summoner
    Mastery Bonus: +30 MP as a Summoner
    Hero (Master any three non-initial human classes): (Some HP restored each turn)
    Battles | Skill Level | Spells/Skills
    0       | Archetype   | None
    8       | Defender    | Ironize
    12      | Paragon     | Revive
    30      | Savior      | Zap
    30      | Guardian    | DeMagic
    30      | Avatar      | Thordain
    40      | Legend      | GigaSlash
    50      | ChosenOne   | Alldain
    Mastery Bonus: +31 MP as a Hero
    4K. Monster Classes
    Monster Classes are almost identical to the Human Classes. You still train in
    them the same way, and sometimes a combination of Monster Classes let you reach
    a new, stronger Class. But, there doesn't seem to be any Combination Skills,
    and you can't start out as any of the Monster Classes. To become one, you need
    to find a Monster Heart, from a chest, a game of Lucky Panel, or having a
    monster of that type drop one. Once you have an appropriate Heart, and want to
    start a Monster Class, just put the Heart in that person's inventory, and talk
    to the High Priest at Dharma Temple. ^^ Please note, I haven't tried out all
    the Monster Classes yet, and there might've been some spells/skills overlapping
    from the Human Classes, so I'll try to improve and correct these as soon as
    Battles | Skill Level | Spells/Skills
    0       | Globule     | None
    7       | Moist       | None
    8       | Wiggly      | SideStep
    18      | Jiggly      | None
    17      | Slurry      | ConfuHit
    22      | SlimeNite   | None
    18      | SlimeHero   | None
    30      | KingSlime   | Retaliate
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Rotten      | None
    9       | Rancid      | None
    7       | Carcass     | None
    18      | DeadFlesh   | PoisonGas
    18      | WormFood    | None
    23      | Maggoty     | CurseSong
    24      | Undead      | None
    31      | EvilDead    | K.O.Dance
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | SlowPoke    | None
    10      | SoftShell   | None
    ?       | Snapper     | None
    22      | HardShell   | Increase
    20      | ShellHead   | None
    25      | DarkTurtl   | None
    15      | ShellShoc   | None
    ?       | HellShell   | BackFlip
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    0       | SeedWing    | None
    11      | WingRoot    | Heal
    11      | SproutWng   | None
    12      | WingStem    | None
    21      | PlantWing   | SleepAir
    25      | FlyTrap     | None
    40      | BloomWing   | None
    20      | WitherWng   | HealSong
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Hatchling   | None
    13      | Fledgling   | Blaze
    17      | Scavenger   | None
    15      | Ravenous    | FireAir
    17      | DiveBomb    | None
    28      | BeakDuel    | Blazemore
    35      | HiWyvern    | None
    25      | WyverNite   | BlazeAir
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | KindHeart   | None
    8       | PickMeUp    | Heal
    20      | Altruist    | None
    14      | Curer       | HealMore
    28      | HealAll     | None
    22      | GoldenOne   | HealAll
    41      | Truehart    | None
    27      | Phoenix     | HealUs
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Slitherer   | None
    14      | LizardKid   | None
    25      | Reptilian   | None
    11      | ScalyHero   | Defense
    18      | Draconian   | None
    25      | ScalyLord   | None
    34      | ScalyKing   | None
    18      | ColdBlood   | RainSlash
    Mastery Bonus: None
    Bombcrag: (Randomly frightens an enemy)
    Battles | Skill Level | Spells/Skills
    0       | Pebble      | None
    16      | Shrapnel    | None
    16      | Boulder     | Giggle
    16      | Bombadier   | None
    27      | ShortFuse   | None
    24      | GreatRock   | None
    24      | BigBlast    | None
    29      | Armagedon   | Meditate
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Chapped     | None
    13      | Moist       | LushLicks
    17      | Pouty       | None
    11      | Wet         | SickLick
    22      | Sweet       | None
    25      | Jiggly      | SleepAir
    27      | Sultry      | None
    17      | Sexy        | OddDance
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    0       | TrashCan    | None
    18      | Hamper      | SleepAir
    18      | Container   | None
    14      | ItemBox     | SandStorm
    30      | Coffer      | None
    25      | MagicBox    | Beat
    32      | Dopplgang   | None
    42      | Pandora     | Defeat
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    0       | Crusher     | None
    15      | Smasher     | SquallHit
    19      | Rampager    | None
    18      | Destroyer   | FireSlash
    20      | Juggernot   | None
    28      | Gilgamash   | RainSlash
    35      | Titan       | None
    15      | Marcolara   | Massacre
    Mastery Bonus: None
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    CurseLamp (Hork + Mimic):
    Battles | Skill Level | Spells/Skills
    0       | Oilpot      | StopSpell
    15      | LampRust    | None
    20      | BrassLamp   | PaniDance
    25      | CopporPot   | None
    20      | CurLamp     | SnowStorm
    40      | DamnLamp    | None
    25      | LampChamp   | None
    45      | SoulEater   | None
    Mastery Bonus: +15 AGL as a CurseLamp
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    DrakSlime (Slime + LizardMan):
    Battles | Skill Level | Spells/Skills
    0       | DrakSpit    | None
    10      | Drakling    | FireAir
    13      | MoistDrak   | FrigidAir
    17      | HornyBlob   | Ironize
    30      | HornSlime   | None
    30      | SoarSlime   | BlazeAir
    30      | Slagoneer   | IceAir
    20      | Drakon      | BeDragon
    Mastery Bonus: +10 AGL as a DrakSlime
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    EvilWell: (Randomly surprises enemies)
    Battles | Skill Level | Spells/Skills
    0       | WellDreck   | None
    19      | HoleDig     | None
    22      | WaterHole   | BoxerDanc
    22      | WellLure    | ParryPass
    30      | WishWell    | None
    30      | StenchPit   | None
    27      | HellWell    | None
    25      | WellDone    | Magma
    Mastery Bonus: +10 GRD as an EvilWell
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    0       | Slug        | Ironize
    28      | Nugget      | HealUs
    20      | Ingot       | Ramming
    35      | GoldRush    | Revive
    42      | SlimeMite   | HealUsAll
    45      | EvilAlloy   | None
    80      | GoldBlob    | Change
    100     | SlimeIdol   | BigBang
    Mastery Bonus: +255 GRD as a PlatKing
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    Battles | Skill Level | Spells/Skills
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    ?       | ?           | ?
    Mastery Bonus: ?
    5. Extras
    5A. Shards
    An important part of Dragon Warrior 7, Shards are fragments of the sealed lands
    in your world. When you can complete the Shards on their pedestals in the fane,
    you'll revive one of those sealed worlds. This's a quick little list of which
    Shards you can get, in order, their color, the pedestal they go on, and where
    on each pedestal they fit.
    #  | Color  | Pedestal  | Position  | Details
    1  | Yellow | Northwest | Northeast | This is the first LandShard you find,
       |        |           |           | east of the tablet that mentions the
       |        |           |           | sealed lands in the Ancient Fane.
    2  | Yellow | Northwest | Southwest | This is the LandShard you find in the
       |        |           |           | Ancient Fane, inside the Yellow Pedestal
       |        |           |           | Room itself.
    3  | Yellow | Northwest | Southeast | This is the LandShard that your father,
       |        |           |           | Borkano gives you after the Amitt
       |        |           |           | Festival in Fishbel.
    4  | Green  | Northwest | Northwest | This is the first WindShard you find,
       |        |           |           | after slaying the Golem guarding the
       |        |           |           | Eastern Tower in the past.
    5  | Red    | Northwest | West      | This is the first FireShard you find,
       |        |           |           | from a chest on F1 of the Eastern Tower.
    6  | Green  | Northwest | Southwest | This is the WindShard you find in the
       |        |           |           | present Rexwood, on a table in the
       |        |           |           | southwest house.
    7  | Red    | Northwest | South     | This is the FireShard you find in the
       |        |           |           | present Colorstone Mine on B7.
    8  | Red    | Northwest | East      | This is the FireShard you recover from B2
       |        |           |           | of Escard Castle, after you get the raft.
    9  | Blue   | Northeast | South     | This is the first AquaShard you find,
       |        |           |           | after slaying the FireGiant in Mt. Flame,
       |        |           |           | in the past.
    10 | Blue   | Northwest | East      | This is the AquaShard you receive from
       |        |           |           | Pamela, the day after the events at Mt.
       |        |           |           | Flame, also in the past.
    11 | Green  | Northwest | East      | This is the WindShard you find in a chest
       |        |           |           | on B1 of Mt. Flame, in the present.
    12 | Yellow | Center    | South     | This is the LandShard you find in a
       |        |           |           | barrel inside Joseph's first secret base,
       |        |           |           | in the village of Dialac.
    13 | Green  | Northwest | North     | This is the WindShard you find next to
       |        |           |           | Sim and the Boulder God stone at Your
       |        |           |           | Town.
    14 | Blue   | Northeast | North     | This is the AquaShard you find inside
       |        |           |           | past Mt. Ceide, from a chest in the room
       |        |           |           | beyond the maze on 2F, with some water
       |        |           |           | inside.
    15 | Blue   | Northeast | Southwest | This is the AquaShard you find inside a
       |        |           |           | chest, on 5F, at the very top of past Mt.
       |        |           |           | Ceide.
    16 | Green  | Southwest | North     | This is the WindShard you find in the
       |        |           |           | back room of present Orph's Weapon Shop,
       |        |           |           | in a chest.
    17 | Blue   | Northeast | Southeast | This is the AquaShard you receive from
       |        |           |           | Deathpal, after visiting him at present
       |        |           |           | Mt. Ceide.
    18 | Red    | Southeast | Southwest | This is the FireShard you receive from
       |        |           |           | a chest in past Falrish, inside a door in
       |        |           |           | the wall west of the Inn.
    19 | Red    | Southeast | East      | This is the FireShard you find in a chest
       |        |           |           | inside the MechSoldier Base, on B2, in
       |        |           |           | Machinoid's room in the past.
    20 | Red    | Southeast | North     | This is the FireShard you find in a chest
       |        |           |           | in Zebbot's shed, in the present.
    21 | Green  | Southwest | Southwest | This is the WindShard you find in a chest
       |        |           |           | in Falrod Castle's former bunker, in the
       |        |           |           | present.
    22 | Red    | Southeast | Southeast | This is the FireShard you receive from
       |        |           |           | Armand's granddaughter, after helping to
       |        |           |           | rescue and repair Eri in the present.
    23 | Green  | Southwest | Northwest | This is the WindShard you find in a chest
       |        |           |           | inside the Swamp Cave, on B2, in the
       |        |           |           | past.
    24 | Green  | Southwest | Northeast | This is the WindShard you find after
       |        |           |           | defeating Cavemon and the two JewelBags
       |        |           |           | inside the Swamp Cave, in the past.
    25 | Yellow | Center    | Southwest | This is the LandShard you find in a chest
       |        |           |           | inside the mansion in Mentare in the
       |        |           |           | present, on the third floor.
    26 | Green  | Southwest | Southeast | This is the WindShard you find at the
       |        |           |           | ruins of Verdham, in the present.
    27 | Blue   | Southwest | Northwest | This is the AquaShard you find inside a
       |        |           |           | tent at the Deja Tribe's camp.
    28 | Yellow | Center    | Northeast | This is the LandShard you find in the
       |        |           |           | Lake Altar Cave B1, in the past, after
       |        |           |           | draining the lake.
    29 | Blue   | Southwest | Southeast | This is the AquaShard you find in a
       |        |           |           | dresser in the well of the Excavation
       |        |           |           | Site, southwest of Engow, in the present.
    30 | Blue   | Southwest | Northeast | This is the AquaShard you receive from
       |        |           |           | King Burns, after telling him of the
       |        |           |           | events with the Deja Tribe.
    31 | Yellow | Southwest | Northeast | This is the LandShard you find in Dharma
       |        |           |           | Temple B1, in the past. Enter the eastern
       |        |           |           | room, walk east, then exit through the
       |        |           |           | southern door. Cross the damage tiles and
       |        |           |           | open the chests there.
    32 | Yellow | Southeast | Southwest | This is the LandShard you can find in the
       |        |           |           | town of Penal's former World Bank, in a
       |        |           |           | chest, after Dhama Temple is liberated.
    33 | Yellow | Center    | Northwest | This is the LandShard you find inside a
       |        |           |           | chest in Dharma Temple B1, in the
       |        |           |           | present.
    34 | Yellow | Center    | North     | This is the LandShard you get from
       |        |           |           | defeating the bandit leader, BanditWig,
       |        |           |           | inside the Bandit Lair.
    35 | Yellow | Southeast | East      | This is the LandShard you find inside
       |        |           |           | Mezar's well, after defeating an
       |        |           |           | EvilWell.
    36 | Yellow | Southwest | West      | This is the LandShard you find inside
       |        |           |           | Dune's storehouse in the past, after
       |        |           |           | destroying the Evil Statue.
    37 | Yellow | Southeast | West      | This is the LandShard you find inside a
       |        |           |           | chest at the Excavation Site, after you
       |        |           |           | give the man guarding the ladder the
       |        |           |           | Scholar's Package.
    38 | Yellow | Southwest | South     | This is the LandShard you find inside the
       |        |           |           | giant jar in the center of Dune, in the
       |        |           |           | present.
    39 | Red    | Northeast | East      | This is the FireShard you find on B2 of
       |        |           |           | the Palace of Dune in the past, after
       |        |           |           | Hadeed returns the DuneCharm to the
       |        |           |           | Queen, and you receive the Dark Ruby. You
       |        |           |           | will have to use the hidden stairs on B1
       |        |           |           | to get to this Shard.
    40 | Red    | Center    | West      | This is the FireShard you can get from a
       |        |           |           | farmer near Krage's well in the past,
       |        |           |           | after you've saved the town.
    41 | Red    | Center    | South     | This is the FireShard you find inside a
       |        |           |           | chest in the basement of Brugeo's
       |        |           |           | vacation home, in present Krage.
    42 | Red    | Center    | East      | This is the FireShard you find on the
       |        |           |           | ground next to the World Tree, north of
       |        |           |           | Krage in the present.
    43 | Yellow | Southeast | Northwest | This is the LandShard you receive after
       |        |           |           | defeating TimeMage in the Time Vortex.
    44 | Green  | Northeast | East      | This is the WindShard you find inside a
       |        |           |           | chest in the basement of Creyney's old
       |        |           |           | house in Litorud, in the present.
    45 | Yellow | Southeast | Southeast | This is the LandShard you find inside the
       |        |           |           | treasure room on 5F of Baloch's Tower.
    46 | Green  | Northeast | Southwest | This is the WindShard you find inside the
       |        |           |           | treasure room on 5F of Baloch's Tower.
    47 | Green  | Northeast | Center    | This is the WindShard you receive from
       |        |           |           | the old bard, Jann, ontop of the Mountain
       |        |           |           | Tower in the past, after the flood.
    48 | Green  | Northeast | Northwest | This is the WindShard you find inside a
       |        |           |           | chest in Hamelia's treasure room, right
       |        |           |           | next to the Merm Moon.
    49 | Green  | Southeast | East      | This is the WindShard you find inside the
       |        |           |           | Great Hero Shrine east of Mezar, once you
       |        |           |           | have the real Carpet.
    50 | Blue   | Southeast | Southeast | This is the AquaShard you find inside the
       |        |           |           | Sphinx in the present, on 5F, where the
       |        |           |           | Scholar is showing off his fossil.
    51 | Red    | Southwest | West      | This is the FireShard you find on 1F of
       |        |           |           | the Mountain Tower, in the present, after
       |        |           |           | circling around the Tower's base.
    52 | Red    | Northeast | South     | This is the FireShard you receive from
       |        |           |           | defeating GigaMute on 5F of the Mountain
       |        |           |           | Tower, in the present.
    53 | Red    | Northeast | West      | This is the FireShard you find in the
       |        |           |           | storeroom in Hamelia during the present,
       |        |           |           | once Azmov says you can open the chests.
    54 | Yellow | Northeast | West      | This is the LandShard you find in a chest
       |        |           |           | in Brugeo's Mansion B1.
    55 | Red    | Southwest | Southeast | This is the FireShard you receive once
       |        |           |           | you free Melvin from the HotStone, on the
       |        |           |           | top floor of the World's Tallest Tower.
    56 | Red    | Southwest | Northeast | This is the FireShard you find in a chest
       |        |           |           | inside the room east of the enterance to
       |        |           |           | the Sunken City, in the present.
    57 | ?      | First     | Southwest | This is the ? Shard you receive after
       |        | Bonus     |           | defeating Gracos V, in the Sunken City
       |        | Dungeon   |           | during the present. If you go there in
       |        | Pedestal  |           | disk 2, you can get it without a fight,
       |        |           |           | but you'll miss a Monster Book entry.
    58 | Yellow | Northeast | South     | This is the LandShard you find in a chest
       |        |           |           | on Mt. Prob 3F, in the present. From the
       |        |           |           | stairs leading up to this floor, move
       |        |           |           | north, then west, and open the chest at
       |        |           |           | the end of this path.
    59 | Green  | Southeast | Southeast | This is the WindShard you find inside the
       |        |           |           | locked chest in the Temple ontop of Mt.
       |        |           |           | Prob, in the present, after you use the
       |        |           |           | Priest Key to unlock it.
    60 | Yellow | Northeast | East      | This is the LandShard you find laying on
       |        |           |           | the ground at the East Hill, near Loomin
       |        |           |           | in the past.
    61 | ?      | Revival   | Southeast | This is the ? Shard you find on the dais
       |        | Pedestal  |           | on the Top of DarkDraco's Tower, in the
       |        |           |           | present.
    62 | Green  | Southeast | Northwest | This is the WindShard you receive after
       |        |           |           | defeating the HellVine.
    63 | Green  | Southeast | West      | This is the WindShard you receive from
       |        |           |           | Aira at the West Shore, after she joins
       |        |           |           | the party.
    64 | Green  | Southeast | Northeast | This is the WindShard you find inside a
       |        |           |           | chest inside the Hidden Storage of the
       |        |           |           | Great Fane, in the present.
    65 | Blue   | Southeast | North     | This is the AquaShard you find inside a
       |        |           |           | chest, in the back room of the Lefa Fane.
    66 | Yellow | Northeast | North     | This is the LandShard you find laying on
       |        |           |           | 4F of the Lefa Fane, in the room where
       |        |           |           | the BlissRock was in the past.
    67 | ?      | Excavated | Southeast | This is the ? Shard you find in a chest
       |        | Pedestal  |           | in B3 of the Coral Cave, in either the
       |        |           |           | past or present. You'll be able to find
       |        |           |           | it in the present sooner, though.
    68 | Blue   | Southeast | Center    | This is the AquaShard you find in a chest
       |        |           |           | in the Item Shop of Labres, in the
       |        |           |           | present.
    69 | ?      | Revival   | Northwest | This is the ? Shard you find in Coastal
       |        | Pedestal  |           | Castle, in the past. You need to enter
       |        |           |           | the house east of the Inn, and push the
       |        |           |           | bookcase, to reach the chest that's
       |        |           |           | outside.
    70 | ?      | Excavated | Northeast | This is the ? Shard you receive from
       |        | Pedestal  |           | defeating BeliMawr, in the Mysterious
       |        |           |           | World accessed from the top of the Great
       |        |           |           | Lighthouse in the past.
    71 | ?      | Revival   | Northeast | This is the ? Shard you find inside a
       |        | Pedestal  |           | chest, inside the Grand Halfling's
       |        |           |           | treasure room in the past.
    72 | ?      | Second    | North     | This is the ? Shard you find under the
       |        | Bonus     |           | table in the Temple in Coastal Castle, in
       |        | Dungeon   |           | the present. You'll have to first hear
       |        | Pedestal  |           | about it in the Casino, then from the man
       |        |           |           | who sold it to the Armorer, then hear
       |        |           |           | about how the Armorer gave it to the
       |        |           |           | priest. Finally, you'll have to confront
       |        |           |           | the priest, then talk to the Sister who
       |        |           |           | tells you to look under the table. ^^;
    73 | ?      | Second    | Southwest | This is the ? Shard you can purchase for
       |        | Bonus     |           | 2000T at Coastal Castle's casino, which
       |        | Dungeon   |           | exists in the present. It's not that hard
       |        | Pedestal  |           | to get, so just keep trying! ^^
    74 | ?      | Excavated | Southwest | This is the ? Shard given to you by the
       |        | Pedestal  |           | man in the Unknown Shrine, which you can
       |        |           |           | reach with the Sky Stone.
    75 | ?      | First     | Northeast | This is the ? Shard given to you by the
       |        | Bonus     |           | ghost children in Coral Cave B3, in the
       |        | Dungeon   |           | past. Once you're on Disk 2, come back
       |        | Pedestal  |           | and talk to the both of them.
    76 | ?      | First     | Northwest | This is the ? Shard given to you by the
       |        | Bonus     |           | Medal King after you manage to find 100
       |        | Dungeon   |           | TinyMedals. There's more than enough
       |        | Pedestal  |           | TinyMedals in the game, so you'll get it
       |        |           |           | eventually.
    77 | ?      | Second    | Center    | This is the ? Shard given to you by the
       |        | Bonus     |           | monster in Coral Cave B2, in the present.
       |        | Dungeon   |           | Agree to help him, then talk to the
       |        | Pedestal  |           | Undersea King near the end of Disk 2. Go
       |        |           |           | back to the monster afterwards for your
       |        |           |           | reward.
    78 | ?      | Second    | Southeast | This is the ? Shard you find in the
       |        | Bonus     |           | second room of the Aqua Cave 1F. You will
       |        | Dungeon   |           | have to go down the stairs to the east,
       |        | Pedestal  |           | west through an underground area, up
       |        |           |           | another set of stairs, and then south to
       |        |           |           | the chest.
    79 | ?      | First     | Southeast | This is the ? Shard you get after the
       |        | Bonus     |           | game's ending sequence. After the death
       |        | Dungeon   |           | of the Demon Lord, go through the various
       |        | Pedestal  |           | towns until you reach Estard Castle.
       |        |           |           | Immediately head back to town, and go
       |        |           |           | down the well where you found the Pearl
       |        |           |           | Orb before, to get the LostShard. Place
       |        |           |           | this in the chest past the jail door on
       |        |           |           | the way to the Crazy Old Man on the
       |        |           |           | Cliff, and save the game. Then, reload
       |        |           |           | your save, and get the ? Shard from the
       |        |           |           | chest!
    80 | ?      | Second    | Northeast | This is the ? Shard you get from the
       |        | Bonus     |           | Immigrant Town, after you have 35 or more
       |        | Dungeon   |           | people, and the town is in the Final Town
       |        | Pedestal  |           | form. Climb up the tower in the northeast
       |        |           |           | of the town, then jump jump down from the
       |        |           |           | roof. Walk west behind the buildings,
       |        |           |           | then go down the stairs you find, and use
       |        |           |           | your Final Key to enter the room with
       |        |           |           | three chests. The ? Shard is in the
       |        |           |           | northeast chest.
    5B. TinyMedals
    These items are often hard to find, scattered around the world both past and
    present. If you can collect enough of them, you can redeem these for some
    pretty rare prizes! You'd have to search pretty hard to get them all normally,
    but I've done that work for you! ^^ I've listed the prizes you can get for
    redeeming your TinyMedals at the Medal King's Castle, and I've also listed all
    the TinyMedals I've found up to the current point in my guide.
    #   | Prizes
    45  | Poison Dagger
    50  | Wind Wand
    58  | Sacrific Ring
    65  | Miracle Sword
    75  | BluePrint
    83  | SageRock
    90  | MetlKing Shield
    95  | Bolero Robe
    100 | ? Shard
    105 | Ultimate Whip
    110 | PlatKing Heart
    #   | Location         | Details
    001 | Engow            | Talk to a boy outside of Engow's tavern, and he'll
        | (Present)        | mention his missing Button. Pay Pamela 5G for some
        |                  | information, then search the sign infront of the Inn.
        |                  | Return the Button to the little boy, to be given this
        |                  | TinyMedal.
    002 | Orph (Past)      | Check the dressers in the Inn for this TinyMedal.
    003 | Mt. Ceide 2F     | You can find this TinyMedal in the second room of this
        | (Present)        | floor. There will be some water in here, and the chest
        |                  | itself is in the northwest part of the room.
    004 | Falrish          | This TinyMedal is in a barrel inside the southeast
        | (Past)           | guardhouse, on the first floor.
    005 | Falrod Castle 1F | You can find a TinyMedal in a vase north of the
        | (Past)           | Castle's kitchen.
    006 | Zebbot's House   | Break the barrels behind Zebbot's house to find this
        | (Present)        | TinyMedal.
    007 | Falrod Castle 1F | Break a barrel in the Castle's kitchen for another
        | (Present)        | TinyMedal.
    008 | Falrish          | West of the Inn, you'll find a door on the wall.
        | (Present)        | Inside, open the chest to add another TinyMedal to
        |                  | your inventory.
    009 | MechSoldier Base | On B1, ignore the elevator in the center, and go south
        | B2 (Present)     | to another elevator. Take it down into a room on B2,
        |                  | with two chests. The southern chest has a TinyMedal
        |                  | for you.
    010 | Verdham (Past)   | Enter the eastern side door of the Item Shop, and open
        |                  | the chest here for your TinyMedal.
    011 | Swamp Cave B4    | After defeating Cavemon and the two JewelBags, walk
        | (Past)           | over to the two chests to the east. The western chest,
        |                  | which's a little lower than the other one, has a
        |                  | TinyMedal inside.
    012 | Mentare          | Walk towards the Geionne Monastary, and stop in the
        | (Present)        | Abandoned Shack on the way. Break one of the vases
        |                  | here to receive a TinyMedal.
    013 | Inn West of      | Go downstairs to the bar, and break the barrels here
        | Verdham B1       | for another TinyMedal.
        | (Present)        |
    014 | Deja Tribe Camp  | Enter the northwest tent, and open the baskets to find
        | (Past)           | a TinyMedal.
    015 | Lake Altar Cave  | As you move down to this floor, move east and through
        | B1 (Past)        | through the wall, maneuvering yourself north and east
        |                  | to a room with two chests. Open them to find a
        |                  | TinyMedal.
    016 | Lake Altar Cave  | After draining the lake, return to the room with the
        | 1F (Past)        | large stone door and the previously-flooded stairs.
        |                  | There are three chests on a ledge here, one of them
        |                  | containing a TinyMedal.
    017 | Excavation Site  | After paying the admission price of 5G, exit the tent
        |                  | to the west, and climb down the well. Search the
        |                  | dressers here to get a TinyMedal.
    018 | Penal            | Behind the Temple in this town, and west of it, you'll
        |                  | find three barrels. The center barrel contains a
        |                  | TinyMedal.
    019 | Penal            | Go past the alley and down into the bar. Break the
        |                  | vase behind the bar for a TinyMedal.
    020 | Mountain Hut     | Walk west to the tombstones, and search the back of
        |                  | the tombstone furthest west, to find this TinyMedal.
    021 | Mountain Hut     | After defeating the WellLure in the well here, climb
        |                  | down and search the dresser for a TinyMedal.
    022 | Cave to Prison   | After walking through the large wall on B2 to reach
        | B2 (Past)        | stairs leading up to B1, move south and take these
        |                  | stairs down, then move west past the staircase here.
        |                  | The chest here has a TinyMedal for you.
    023 | Cave to Prison   | This's the floor with the destroyed cells and water.
        | B4 (Past)        | Right before you reach the room where High Priestess
        |                  | Fosse is, break one of the vases along the way for a
        |                  | TinyMedal.
    024 | Under Dharma B4  | On the floor you enter after climbing up the spiral
        | (Past)           | staircase, move north past the center tile, then go
        |                  | east to find two chests. One of them has the
        |                  | TinyMedal.
    025 | Dharma Temple B1 | Enter the western room, walk west, then exit south
        | (Past)           | through the door here. Cross the damage tiles, then
        |                  | open a chest to get this TinyMedal.
    026 | Dharma Temple B1 | Climb the western steps, and enter the small room of
        | (Present)        | vases and barrels. One of these barrels has a
        |                  | TinyMedal.
    027 | Bandit Lair      | After getting the Bandit Key from inside BanditWig's
        |                  | dresser, open the locked door inside the Bandit Lair,
        |                  | then smash a vase for this TinyMedal.
    028 | Mezar Treasury   | After Nicola leads you to his treasury, open the
        |                  | chests here to find a TinyMedal.
    029 | Dune (Past)      | As you enter the village, move east, and enter the
        |                  | house here. One of the vases has a TinyMedal.
    030 | Evil Statue 5F   | This is the floor where you'll find four treasure
        |                  | chests inside of a room. The east chest has this
        |                  | TinyMedal inside.
    031 | Excavation Site  | After handing the man by the ladder the Package, he
        |                  | will move aside. Break the vase in this new area for a
        |                  | TinyMedal.
    032 | Dune (Present)   | Look behind the house to the east of the village's
        |                  | enterance, and break the barrels here for a TinyMedal.
    033 | Palace of Dune   | After revisiting the ruined Sphinx, and after Hadeed
        | B2 (Past)        | returns the DuneCharm to Queen Fedel, enter the
        |                  | Queen's bedroom on B1. Walk north out of the room, and
        |                  | push aside the eastern dog statue to find some stairs.
        |                  | Go down, and pocket this TinyMedal after opening a
        |                  | chest.
    034 | Krage (Past)     | If you enter the Mayor's house, break the vases inside
        |                  | and you'll gain a TinyMedal.
    035 | Krage (Present)  | On the second floor of the Inn, check the dresser for
        |                  | this TinyMedal.
    036 | Krage (Present)  | Climb down the well infront of the Church, then look
        |                  | inside the dresser to receive a TinyMedal.
    037 | Litorud (Past)   | Ontop of the Weapon and Armor Shop, you'll find two
        |                  | barrels. Inside one of them is a TinyMedal.
    038 | Time Vortex      | From the start of this area, move south, then west,
        |                  | moving south again when given a chance, until you go
        |                  | up a ramp to a glowing circle on the ground. Step on
        |                  | this, then open the chest in the middle of this area
        |                  | for a TinyMedal.
    039 | Verdham          | When you revisit past Verdham, after crossing the
        | (Revisited)      | Baloch Bridge, climb down the well behind the Weapon
        |                  | Shop to get this TinyMedal from a dresser.
    040 | Verdham          | Again while you're revisiting past Verdham, enter
        | (Revisited)      | Kasadol's Mansion, and break the barrels on the first
        |                  | floor for a TinyMedal.
    041 | Mentare (Past)   | Inside of Pepe's Mansion, open the chests on the first
        |                  | floor. One of them has a TinyMedal inside of it.
    042 | Mentare (Past)   | On the route to Geionne Monastery, you'll come to a
        |                  | pond on the other side of a bridge. Circle around to
        |                  | the northeast corner of the pond, and open the chest
        |                  | there for a TinyMedal.
    043 | Baloch Bridge    | Break the barrels outside of the Herbal Tea Shop for
        | (Present)        | another TinyMedal to add to your collection.
    044 | Baloch Bridge    | Right outside of the Herbal Tea Shop, you'll find a
        | (Present)        | well. Climb down inside, and raid the dressers here
        |                  | for a TinyMedal.
    045 | Baloch Tower 5F  | Inside the treasure room, open one of the chests for a
        |                  | TinyMedal.
    046 | Avon             | On the second floor of the Chieftain's house, search
        |                  | the dressers for a TinyMedal.
    047 | Avon Tunnel B2   | When you first reach this floor, move south, east, and
        |                  | then north, to find a room with a chest inside it. The
        |                  | chest's holding on to your newest TinyMedal for you.
    048 | Huzu             | If you go inside the Inn, and downstairs to the bar,
        |                  | you can get a TinyMedal from one of the barrels.
    049 | Sunken City      | From the enterance, enter the east building, and open
        | (Past)           | the chest here for a TinyMedal.
    050 | Sunken City      | Move north of the building where we found the last
        | (Past)           | TinyMedal, and go behind the building you'll find
        |                  | there, to find a lone chest with another one of these
        |                  | shiny little trinkets inside.
    051 | Sunken City      | Examine the center statue in the enterance area, and
        | (Past)           | go down the stairs. Move west, north, and up the
        |                  | stairs here, then go north and over the water to six
        |                  | vases. The north center vase has a TinyMedal.
    052 | Mountain Tower   | If you walk east of the barrel room on this floor,
        | 3F (Present)     | you'll find two vases. One of them has your TinyMedal.
    053 | Brugeo's Mansion | This's the mansion that's north of Orph, which you
        | 2F               | reach by using the Carpet. Open the chests here with
        |                  | the Thief Key to collect this TinyMedal.
    054 | World's Tallest  | From the stairs leading up to this floor, move south,
        | Tower 7F         | east, north, east, south, east, north, east, south,
        |                  | and west, to reach the chest with the TinyMedal.
    055 | Sunken City      | From the enterance, walk northeast to a building. Go
        | (Present)        | behind it, and you'll find a path to a chest with a
        |                  | TinyMedal inside.
    056 | Sunken City      | In the room before Gracos V's throneroom, exit by the
        | (Present)        | southwest door to find a ledge with a chest on it.
        |                  | There's a TinyMedal on that chest, too.
    057 | Probina (Past)   | There's a house southeast of the Inn in this town,
        |                  | where you can find a TinyMedal inside of a barrel.
    058 | Probina          | East of the Weapon Shop, you'll find a well. At the
        | (Present)        | bottom of the well, search the water for a TinyMedal.
    059 | Mt. Prob         | At the very top of the mountain, look behind the
        | (Present)        | Temple to find an enterance to the cellar. Open the
        |                  | chest here for a TinyMedal.
    060 | Loomin (Past)    | Inside the first floor of Loomin's mansion, you can
        |                  | find a TinyMedal inside the northwest vase.
    061 | DarkDraco's      | Move up to the second floor of the tower, then exit to
        | Tower 1F (Past)  | the south. Move west, and hit the switch here, then go
        |                  | down the nearby stairs and you'll find a chest with a
        |                  | TinyMedal.
    062 | Loomin (Present) | Enter the well in town, and search the dresser for a
        |                  | TinyMedal.
    063 | DarkDraco's      | This TinyMedal's in the exact same spot as the one in
        | Tower 1F         | the past. Go up to the second floor, exit through the
        | (Present)        | southern door, then hit the trigger to reach the
        |                  | stairs leading down to the proper chest.
    064 | Great Fane       | Enter the Great Fane, and walk through the west, east,
        | (Past)           | north, and south doors of the central area, to allow
        |                  | yourself to walk downstairs. Move south through the
        |                  | door, then break the vases by the graves for a
        |                  | TinyMedal.
    065 | Mardra Castle    | In Mardra Castle, walk down the stairs in the throne
        | (Past)           | room, to reach King Zeppel's Room. Search the dressers
        |                  | you'll find here to get another TinyMedal.
    066 | Deja Tribe Camp  | In the southeast part of camp, you'll find a colored
        | (Present)        | carpet, along with many colored jars and few vases.
        |                  | Break the vases to get a TinyMedal.
    067 | Mardra (Present) | Defeat the EvilWell guarding the well in Mardra, then
        |                  | go inside and search the dressers you'll find there
        |                  | for this TinyMedal.
    068 | Mardra (Present) | Outside the house of Johann's tula teacher, you'll
        |                  | find a TinyMedal inside a barrel.
    069 | Great Fane       | Inside the Hidden Storage room, which's down the
        | (Present)        | central stairs inside the Great Fane, you'll find a
        |                  | chest with a TinyMedal inside.
    070 | Gorges (Past)    | Enter Pendragon's house, north of the Inn, and check
        |                  | the dressers for a TinyMedal.
    071 | Dark Cloud Maze  | From the enterance, walk west, then north, east,
        |                  | north, and open the chest to the west for a TinyMedal.
    072 | Wind Fane        | Enter the Wind Fane, and walk around the outside of
        |                  | the room and through the central door. Enter the
        |                  | eastern door, and break the barrels here for a
        |                  | TinyMedal.
    073 | Lefa Fane        | The chest to the east of the enterance to the Lefa
        |                  | Fane contains a TinyMedal you can cash in.
    074 | Lefa Fane 1F     | Inside the back room of the Lefa Fane, open the
        |                  | chest to the east in the room with three chests, to
        |                  | get this TinyMedal.
    075 | Lebras (Past)    | In the Prefect's House, break the barrels in the
        |                  | northeast room on the first floor to get a TinyMedal.
    076 | Mt. Tor 7F       | As you're climbing through the caves of Mt. Tor,
        |                  | you'll find an area where there are two ladders in
        |                  | opposite directions. Take the western ladder, and
        |                  | enter the cave up the next ladder to find a chest with
        |                  | this TinyMedal.
    077 | Lebras (Present) | To the west of the Temple in town, you can search the
     to |                  | grave all the way to the west, to find Colin the
    081 |                  | Adventurer's burial place. If you search the spot
        |                  | twice, then you'll find a very sneakily-hidden horde
        |                  | of TinyMedals, five to be exact.
    082 | Coastal Castle   | East and south of the Inn, you'll find a house with
        | (Past)           | barrels outside of it. Break these barrels for another
        |                  | TinyMedal.
    083 | Halfling's Cave  | As you climb down the ladder to this floor, move
        | B1 (Past)        | south, east, and north through the cave opening. Walk
        |                  | east and south, and that is the chest with your
        |                  | TinyMedal.
    084 | Great Lighthouse | From the enterance, follow the glowing trail of
        | 1F (Past)        | footprints north, west, north, east, and north, before
        |                  | walking east off the path into another room with a
        |                  | skeleton. The TinyMedal's in a dresser here.
    085 | Coastal Castle   | Enter the house east of the Inn, and push the bookcase
        | (Present)        | aside to find a door. Walk through the door, and open
        |                  | the chest for a TinyMedal.
    086 | Great Lighthouse | As you reach this floor, walk south, west, and north
        | 5F (Present)     | inside a room with two chests. The southern chest has
        |                  | this TinyMedal.
    087 | Halfling's Cave  | Open the southern chest you find on this small floor,
        | B3 (Present)     | and pocket another TinyMedal.
    088 | Unknown Shrine   | To the east as you enter, you'll find some tombstones.
        |                  | Search the center tombstone in the southern row to get
        |                  | this TinyMedal.
    089 | Excavated Cave   | From the start of this floor, walk south, east, south
        | B5               | down a wall, and open the chest you find near the Gate
        |                  | to get a TinyMedal.
    090 | Crystal Palace   | While you're visiting the Crystal Palace with King
        |                  | Burns, be sure to explore the kitchen, where you can
        |                  | get a TinyMedal from one of the vases.
    091 | Estard Treasury  | After you go behind the stairs on the first floor of
        |                  | Estard Castle, you'll find the stairs down to the
        |                  | Treasury. Open the door with the Final Key, then open
        |                  | the northwest chest for your TinyMedal.
    092 | Mt. Flame B4     | This's the floor in Mt. Flame right after the flame
        |                  | jets. From the stairs, walk west, north, then west,
        |                  | and open the chest here for this TinyMedal.
    093 | Sharkeye's Ship  | In the central cabin area, with all the shops, visit
        |                  | the northeast room, and break the vases here for a
        |                  | TinyMedal.
    094 | Sharkeye's Ship  | Below deck, in the area where you find a vegetable
        |                  | garden, and get a BluePrint from a chest, you can
        |                  | speak to a cat. When you see the yes/no prompt, say
        |                  | yes, and the cat will give you a TinyMedal!
    095 | Wind Tower 1F    | Right inside the first room of the Wind Tower, in the
        |                  | lone chest, you'll find another TinyMedal. ^^
    096 | SkyTown          | Inside the Inn, which's directly west of where you
        |                  | enter SkyTown, you can break a barrel on the first
        |                  | floor for a TinyMedal.
    097 | Wind Maze Area 3 | Right from the start of this area, walk east, and open
        |                  | the chest for a TinyMedal.
    098 | Dark Palace 2F   | After passing the room with the glowing magic circle
        |                  | on the floor, walk counter-clockwise until you reach
        |                  | some stairs leading down. Move a bit further north and
        |                  | open the chest here for a TinyMedal.
    099 | Dark Palace B2   | Walk down the ramp in B1, and then move to the
        |                  | northeast, traveling east to the chest with this
        |                  | TinyMedal.
    100 | Dark Palace B6   | Once you've reached the area where there are the white
        |                  | glowing paths that move you around, walk all the way
        |                  | east and enter the cave here. There is a TinyMedal
        |                  | hidden on the ground in this room, about three steps
        |                  | north and two steps east of the skull.
    101 | Terra Cave B1    | This is the area you reach after using the TerraChrm.
        |                  | From the start, move northwest and north, down the
        |                  | stairs, then east before breaking through the northern
        |                  | wall. Break through three more, then break the wall to
        |                  | the east, to find a chest with a TinyMedal inside.
    102 | First Bonus      | The TinyMedal is in the vase inside the replica of the
        | Dungeon House    | Crazy Old Man on the Cliff's house in the First Bonus
        |                  | Dungeon.
    103 | First Bonus      | This TinyMedal's in the area that looks like part of
        | Dungeon Cave     | Mt. Ceide, right after climbing down the rope ladder
        |                  | in the part of the cave that resembles to path to
        |                  | Geionne Monastary.
    104 | First Bonus      | This section looks like the Mountain Hut from Dharma
        | Dungeon Strange  | Temple's past. Inside of the house by the well, you
        | Town             | can break the lone barrel for another TinyMedal.
    105 | Immigrant Town   | After 5-9 people migrate to the Immigrant Town, enter
        |                  | the tent here and break the vase inside for a
        |                  | TinyMedal.
    106 | Sim's House      | After 5-9 people migrate to the Immigrant Town, visit
        |                  | it so that Sim will make his house nearby. Look inside
        |                  | the well there, and defeat the WellLure guarding it.
        |                  | Search the water at the bottom of the well, and you'll
        |                  | get a TinyMedal.
    107 | Immigrant Town   | After 15-19 people migrate to the Immigrant Town,
        |                  | break the vase by the Item Shop to get this TinyMedal.
    108 | Immigrant Town   | After 20-24 people migrate to the Immigrant Town, open
        |                  | the chest inside the white house for a TinyMedal.
    109 | Immigrant Town   | After 25-29 people migrate to the Immigrant Town,
        |                  | enter the Weapon and Armor Shop, and break the vase in
        |                  | the northwest corner for a TinyMedal.
    110 | Immigrant Town   | After 30-34 people migrate to the Immigrant Town, go
        |                  | to the jail area, and using your Final Key, open the
        |                  | west door, breaking the vase here for a TinyMedal.
    111 | Immigrant Town   | After 30-34 people migrate to the Immigrant Town, go
        |                  | in the large area of rooms inside the door north of
        |                  | the large rock in the center of town. Cross the bridge
        |                  | to the east, and break the southernmost vase for a
        |                  | TinyMedal.
    112 | Immigrant Town   | After 35-?? people migrate to the Immigrant Town, and
        |                  | it's in the Final Town form, you can go up the steps
        |                  | north of the large rock in the center of town, then go
        |                  | in the door to the east. Walk down the stairs you find
        |                  | here, then break the nearby barrels for a TinyMedal.
    5C. Casinos
    There're a few Casinos in the Dragon Warrior 7 world, and all of them pretty
    addicting! You can play the Slot Machines, Poker, or some of the prize-awarding
    Lucky Panel. I've only been to two Casinos so far in this guide, so I'll list
    the prizes you can win there! ^^
    Last Inn Casino Prizes:
    Scarf: 100T
    Potion: 200T
    Tights: 400T
    Magic Robe: 1000T
    Wizard Ring: 3000T
    Dolphin Shield: 5000T
    Coastal Castle Casino Prizes:
    WorldLeaf: 1000T
    ? Shard: 2000T (Only one in stock)
    BluePrint: 5000T (Only one in stock)
    Falcon Sword: 10000T
    Sacred Armor: 20000T
    MetlKing Helmet: 50000T
    5D. Immigrant Town
    When you sail to where Dialac was in the past, all you will find is an empty
    field, and a man named Sim. This humble plot of land will one day be a thriving
    city, your thriving city! ^^ After talking to Sim, you can start to send some
    people who're in search of a place to stay, to the Immigrant Town, and before
    long it'll grow and prosper. It doesn't cost you a thing, and you can get some
    great rewards, as well as fun, from doing this. ^^ I haven't learned all there
    is to learn about the town yet, so I'm just going to list what I do know, and
    I'll fix it up as I find out how it works. I appoligize for the sloppy look.
    There're various people you can invite to the Immigrant Town, but you need to
    know where to find them first! Here's a list of places where I have seen people
    so far, and all of them are only in the present. Note, that while you can enter
    and leave that area to make more people appear if you accept them, if you
    reject them, you'll need to turn the game off and back on before they'll appear
    at that location again. You can only gain so many people per point that you've
    reached in the game. So, if nobody's appearing, come back later and try again.
    Places to find citizens:
    Estard: Inn, Second Floor
    Rexwood: Inn
    Engow: Inn
    Orph: Inn
    Orph: Item Shop
    Falrish: Inn
    Falrish: Church
    Mentare: Abandoned Shack
    Verdham Ruins: West of the fountain
    Dharma Temple: Second Floor
    Last Inn: Bar
    Mezar: North of the bar
    Krage: Inn
    Litorud: Inn
    Litorud: Church
    Hamelia: Bar
    There are several different types of people, to boot, so you're not forced to
    just pick from common townspeople repeatedly. While my own town is way too
    small to notice an actual difference between each kind of person, I do know that
    they all have their own random names, and they'll remember the town you found
    them from originally. Here're just the ones I've found so far, I doubt that the
    town is limited to them.
    Kinds of citizens:
    Lastly, there are events that happen when you hit a certain number of people.
    I've listed the ones I've seen below here, and I'm sure there are many more to
    1-4 People: Nothing happens, really. The people hang around the empty field,
    talking about how they're already happy here, and ready to start their new
    5-9 People: Once you hit this level and return to the village, Sim will be
    estatic, and offer to help name your village. They're not the most creative
    names, mearly vile, burg, and gard added onto your hero's name, but if you
    refuse all three, then you can pick your own. ^^ Sim'll then leave the village,
    and make his own house nearby. First, though, break the barrel that's outside
    of the tent, to get 3G, then go inside the house itself to get a TinyMedal from
    a vase. At Sim's House, search his well to fight a WellLure, then search the
    bottom of the well for another TinyMedal. Inside the house itself, you can get
    6G from a vase, and the dresser here has a pair of Slime Earrings.
    10-14 People: At this time, the tent becomes a house, and another house's being
    built. If you look inside the new well, you'll find some dressers, one of which
    has Leather Pants inside. If you search the house, you can find a Leather Hat
    inside a dresser here.
    15-19 People: Your town expands again, and you gain an Item Shop. You can enter
    the new door of the first house, and receive 23G from a barrel there. The vase
    south of the chests has an EvilPot inside! One chest here is empty, and the
    other requires the Thief Key to open. Inside of the locked chest is a Speed
    Ring. North of the house, break the barrels for 7G, then go to the Item Shop,
    and break the vase there for a TinyMedal. Inside the new well, search the
    dressers for a Fur Hat, then break the barrels outside of the new house to get
    a LifeAcorn. Lastly, go inside the new house, and use the Thief Key to open the
    chest and pocket a Glam Robe.
    20-24 People: Your town gets much bigger, with many residents. An Inn is built,
    too. In the back room of your original house, you can break the vases to fight
    an EvilPot, and you can get a LifeAcorn from a locked chest. You can find a
    TinyMedal inside the white house to the north, and a STRseed in a barrel next
    to the incomplete Temple. Break the barrels to the west for 6G, then go inside
    the house to find a SeaShell Hat in the dresser. Lastly, you can find a Bow Tie
    in the dresser inside the Inn. At Sim's house, you can talk to him to look at
    your residents, exchange them with another Dragon Warrior 7 Save File, or help
    choose from people who want to move away.
    25-29 People: Your town gets some water, and an enterance bridge too! You can
    find some Tights inside a dresser in the white house east of the enterance, and
    there is now a Weapon and Armor Shop in the building northwest of here. The
    goods are not that great yet, but you can find a TinyMedal inside the vase in
    the northwest corner of the shop. The vase south of it has a MadPot inside.
    Last, but not least, your town now has a Temple, which handles everything but
    saving. Note, this is the last form of the town you can get by the end of the
    second disk.
    30-34 People: The town's got a lot changes! In the house north of the
    enterance, you can find a chest that requires the Magic Key, with INTSpecs
    inside. The house to the east has an AmitSnack in the vase, and if you cross
    the bridge northeast of here, and go down the stairs, you'll find a jail. If
    you have the Final Key, open the west jail door and break the vase here for a
    TinyMedal, then open the east door and break the west vase if you want to fight
    a MadPot. The east vase has a STRseed, the west chest has a CursLamp Heart, and
    the east chest has a STR Ring. Back above ground, the door to the west leads to
    a locked chest that needs a Magic Key, with 2570G inside. To the west, in the
    door above the large rock in the center of town, you can find all sorts of
    people, including the Weapon and Armor Shops. In the southeast corner of the
    area, you can get a Leather Dress from the dresser, and there is a TinyMedal in
    the southern vase. A MadPot is predictibly in the other vase. In the Item Shop,
    break the barrel behind the counter for an Antidote, the west vase for a
    MadPot, and the east vase for a Rib. Lastly, in the Church in the northwest of
    town, you can get a MysticNut from the vase here.
    35-?? People: Final Town. Ahh, at last! Your Immigrant Town is completed.
    However, depending on the residents you've invited here, the town will be very
    different. If you've just been going after random people, then chances are this
    is the town you'll have, as it's the easiest to get. Full of large buildings
    and pretty waterways, it's worth the effort you put into it. Enter the tower in
    the northeast corner of town, climbing up to the third floor before jumping off
    the northern edge. Walk west around the back of the building, down the stairs
    you see here, then use your Final Key to get through the jail door in the east,
    opening the chests for King's Armor, a ? Shard, and if you open the southern
    chest, a fight with a DorasBox. Go back upstairs, and walk out of town, before
    coming right back in. ^^ Upstairs in the Inn, west of the enterance, you can
    get a Traveler Suit from one of the dressers. Go up the steps north of the
    large rock in the center of town, through the door to the east, then down the
    stairs, and break the barrels here for a TinyMedal. Move back upstairs,
    outside, and through the door to the west if you want to find the World Bank.
    Lastly, out the west door is the Temple, though there's still no saving here.
    5E. Monster Park
    Found north of Loomin in the present, the Monster Park is a fun place to go in
    your spare time. ^^ Once you've received the BeefJerky, you can tame monsters
    to live here, and see them in various environments. You'll get one Monster
    House to begin with, and a Meadow. The more monsters you find, the more Monster
    Houses you'll get. To get new environments, you'll have to find BluePrints to
    redeem. Once you have a BluePrint turned in, and have caught some monsters that
    would live there, then that habitat'll be constructed. ^^ Here is a small list
    of monsters, habitats, and BluePrints. It's not a complete list, and I plan on
    later mentioning where each monster was found, but for now, this's better than
    PARK GRAVEYARD: (First BluePrint, from KingSlime2)
    PARK MOUNTAIN: (Second BluePrint, from Gorges Past)
    Red Sting
    PARK TOWER: (Third BluePrint, from Medal King)
    PARK SEA: (Fourth BluePrint, from Coral Cave B2)
    PARK PLATEAU: (Fifth BluePrint, from Mt. Tor)
    PARK FOREST: (Sixth BluePrint, from Halfling's Cave B3)
    PARK DESERT: (Seventh BluePrint, from Coastal Castle's casino)
    PARK SWAMP: (Eighth BluePrint, from Sharkeye's Ship)
    PARK CAVE ENTERANCE: (Ninth BluePrint, from Dark Palace B6)
    PARK CAVE 1F: (Part of the Ninth BluePrint)
    PARK CAVE 2F: (Part of the Ninth BluePrint)
    6. Credits
    Again, thanks go to Adrian for putting up with me during my writing, for being
    a good friend, and for all the town-based hardships I've put him through. ^^
    Thank you for everything you've done!
    Another friend, Ruto, has helped me get one of those annoying ClockMechs to
    drop an Iron Axe, and confirmed that Kiefer can use it. ^^
    Joe Gere (Vandal092@hotmail.com) suggested that selling Tights from the Last
    Inn's casino would be a quick way of getting Gold, since they give the most
    profit in Gold out of the other items to sell. Just be sure to win those
    Tokens, don't spend all your Gold buying more Tokens, or you might lose out.
    Kumada3@aol.com helped me figure out what Babygoyles, CatMages, Plesiodens,
    PodMages, TongueRats, and VenomWorms carry. I didn't exactly ask for the
    information, but it is right, so why not? ^^
    Sylvie Delgado (cuquid@hotmail.com) also found out that you definitely need
    to be registered in the Intelligence Contest in Litorud before you can try
    to get the Lore Hat. ^^; Oops! Makes sense, though.
    7. Contact Information
    If you would like to contribute to this FAQ, comment, help me with a correction
    (as always, you'll get credited,) compliment me on my work, or ask me for
    permission to use this FAQ on your website, you can email me! Feel free to
    email me at Shdwwrym@uymail.com, but please put a relevant subject line on the
    email, for instance, "Dragon Warrior 7", as well as telling me what version of
    the guide you were reading, and where you found it! Thanks!
    *PLEASE NOTE*: I do not want any emails currently about any information or
    areas I might not have in the guide yet. If it is not in the guide, I've not
    gotten to there yet, so it's not such a good idea. ^^; If I happen to miss
    something in an area I have mentioned, or that information is a little off,
    definitely tell me! ^^
    8. Copyright Information
    Copyright: (c) Copyright 2002 Shdwwrym. If you want to use this FAQ on your
    site, please contact me via email. Please do not change, steal, sell my FAQ for
    profit, or use it in any way, shape, or form other than its primary purpose,
    without receiving express written permission from myself. Please try to
    remember that plagiarism sucks, is against the law, and only demeans yourself.
    If you would like to contribute to this FAQ (you will receive credit, as
    always,) ask permission to use it in one of the above stated ways, or if you
    have any questions, corrections, or nice comments, feel free to email me at the
    address above. 
    As of this date, 3/6/2002, the only places allowed to use this FAQ are: