Seiken Densetsu -- The Holy Sword Legend
                                Volume 4
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                            Legend  of  Mana                       v 1.0
________________________________________________________________________

North America release Information and Encyclopedias
Compiled and written by Vulpes Mundi (c) 2000

Email:   vulpesmundi@hotmail.com           Website:   http://etl.fly.to/
VCL Art Archives:   http://velar.ctrl-c.liu.se/vcl/Artists/Vulpes-Mundi/
________________________________________________________________________
    _______________________
___/ Table of Contents     \____________________________________________

 --- SECTION I   - FAQ Information
A.   Revision History
B.   About this FAQ
 --- SECTION II  - LoM Information
C.   Flow of Time
D.   Heads-Up Display
E.   Controller Notes
F.   Quests/Cactus Diaries
G.   Dudbear Language
H.   SS Buccaneer Sea Chart
 --- SECTION III - Encyclopedias
I.   Characters
J.   Lands
K.   Artifacts
L.   Items
M.   Equipment
N.   Monsters
O.   Produce
P.   World History
Q.   Basic Golemology
R.   Techniques
S.   Forbidden Tome
 --- SECTION IV  - End of an Era
T.   Closure

________________________________________________________________________
                                             _______________________
____________________________________________/ I.    FAQ Information \___
    _______________________
___/ A.   Revision History \____________________________________________

1.   FAQ VERSIONS AND EDITS - newest to oldest
date completed    version

July 20, 2000  -  1.0
     Added a sea chart and repaired any errata or missing information.
All the necessary information for the FAQ is now complete.  Yay!

July 07, 2000  -  0.9a
     Just a simple update adding notice for all the sites allowed to
post this FAQ.  There's no new information in the FAQ itself.

June 23, 2000  -  0.9
     Second release.  Added the Forbidden Tome and every section is
complete except for the Quests/Cactus Diaries and the Monsters
Encyclopedia.  Just missing two quests and two monsters.  D'oh!

June 18, 2000  -  0.8
     First official release.  The majority of the information is
available, but it's not quite complete.  It will be soon, though, when I
get around to finishing the game.  =^,^=

June 13, 2000  -  0.1
     Officially began working on the FAQ.  This is going to be fun.

2.   FUTURE PLANS
     Given the time and the drive to do so, I wish to expound upon the
information already available.  For example, I'd like to add item drops
to the monster encyclopedia, as well as which monsters appear in what
lands, and effectiveness descriptions to each of the abilities and
special techniques.  Time will tell if and when that happens, though.

    _______________________
___/ B.   About this FAQ   \____________________________________________

1.   THE GYST OF IT
     If you're looking for a walkthrough that'll give you a free ride
through an interesting and occasionally challenging game, well then
you've come to the wrong place.  This FAQ is merely a compilation of
information about Legend of Mana (a hefty chunk read directly from the
TV screen and typed up onto the computer) intended for quick reference.
There's a LOT of information and it took a LOT of time to put it all
together, being as I've taken it upon myself to do this all by myself.
Granted this isn't my first FAQ (I did a Killer Instinct FAQ back in
'95-'96 and a Castlevania: Symphony of the Night FAQ in '98, neither of
which are at GameFAQs, VGStrategies, or ClassicGaming), but it IS the
most I've ever worked on a single one.  Let's just say my fingers are
REALLY tired after all this typing.  Whew.  Anyway, I think I've
yammered on long enough.  I hope you find this FAQ useful.  I wish you
well in your endeavors.  =^,^=

2.   COPYRIGHT NOTICE
     This document was compiled (typed up) in its entirety by the
author, Vulpes Mundi.  Hours of painstaking work was done to not only
type this document, but also to complete the entire game inside and out
so to collect the information herein.  As the author, Vulpes Mundi holds
all rights and priviledges to this document.  As the viewer, you have
the right to view this document for your own personal use granted you do
NOT alter it, take credit for it, give it to other people (please send
them to GameFAQs, VGStrategies, ClassicGaming, and/or Vulpes Mundi's
website instead), send it in to any publications, or attempt to
financially gain from it.  Also note that this FAQ should appear ONLY on
GameFAQs, VGStrategies, ClassicGaming, and the author's personal
website.  *insert Robocop*  "Thank you for your cooperation."

3.   WARNING, or DANGER, WILL ROBINSON, DANGER
     This FAQ is intended for the purpose of reference.  There is
information included within that could possibly spoil contents of the
game, including story, for those that have not already completed it and
wish to do so.  In viewing this FAQ you comply with this and agree not
to hold the author, GameFAQs, VGStrategies, ClassicGaming responsible
for any spoilers viewed in using this document.

________________________________________________________________________
                                             _______________________
____________________________________________/ II.   LoM Information \___
    _______________________
___/ C.   Flow of Time     \____________________________________________

Legend of Mana has days of the week, not unlike the real world.
However, it differs in that there are only six days instead of seven.
Using my best judgment, I think the days of the week flow in order shown
below.  Why do I believe this is correct?  Well if you look on the Land
screen you'll notice that Undine and Dryad are at opposite ends of the
mana scale.  Granted the days of the week don't follow the order of the
mana scale, not to mention that Shade and Wisp are not days of the week
at all, it still seems to make some amount of sense.  You're welcome to
argue it if you like - only the creators of the game could really
solidify what day begins and what day ends the week.

Week progression = Undine, Salamander, Aura, Gnome, Jinn, Dryad

    _______________________
___/ D.   Heads-Up Display \____________________________________________

During battle sequences a display will appear at the top of the screen
to represent the status of each character currently in your party.  It's
fairly simple to understand, but I figured I'd go over it anyway just
for the heck of it.  Following is a basic ASCII representation.
      _____                       _____
     |     |  <>   80%           |     |SYNC   HP%
     |     |/========--/         |PHOTO|/ HP METER /
     |_____/===---/              |_____ST METER

PHOTO    = A tiny portrait to represent the character
SYNC     = When electricity flows, characters are synchronized
HP%      = Shows what percentage of maximum HP the character has left
HP METER = Displays remaining HP in a colorful meter
ST METER = Displays the energy charge for Special Techniques and magic

Of special note is the HP Meter, which uses colors to represent how much
HP there is.  Following is a color scale.

     Red      =   1 - 100          Blue     = 501 - 600
     Yellow   = 101 - 200          Green    = 601 - 700
     Green    = 201 - 300          Blue     = 701 - 800
     Blue     = 301 - 400          Green    = 801 - 900
     Green    = 401 - 500          Blue     = 901 - 999

Enemies can have more than 999 HP, but the meters follow the same color
pattern.  As an estimate, the bosses have the same HP measurements
multiplied by 5.  So if a boss has half a green meter over yellow, it's
likely to have approximately 1250 HP left.

    _______________________
___/ E.   Controller Notes \____________________________________________

1.   QUICK ATTACKS - default to the EKS button
     Quick Attacks are basic, fast attacks that only do minor damage.
However, depending upon which weapon type your character is equipped
with, you can perform a few Quick Attacks (between 3 and 5 attacks - see
section K. EQUIPMENT for more details) in succession for a basic combo.
Be careful though, because should you tap the Quick Attack button more
times than the weapon can combo you'll fatigue your character and be
frozen for about two seconds.  You can also perform one Power Attack
anywhere within the combo chain if you choose, as well as either adding
Plunge Attacks after the Power Attack or any time in the combo chain.

2.   POWER ATTACKS - default to the SQUARE button
     Much more powerful than Quick Attacks, but one Power Attack will
cause fatigue, freezing your character for about two seconds.  There is
a way to avoid fatigue, though.  If you perform a Plunge Attack
immediately following a Power Attack, there's a good chance your
character will not be fatigued.  One exception to this is the Bow Plunge
Attack SHOT.  Your character will still fatigue even if you use this
move (unless you do another Plunge Attack afterwards).  Experiment to
see what works.

3.   PLUNGE ATTACKS - default to the SQUARE button
     Each weapon in Legend of Mana has three special attacks referred to
as Plunge Attacks.  These are fairly powerful attacks that will knock
away an opponent that is struck.  Anybody who's played a fighting game
within the last decade will instantly be familiar with how to
effectively use these moves.  But for those who haven't, I'll be as
specific and helpful as possible.  All of the weapons use the same
controller functions for their Plunge Attacks, though not every weapon
has the same Plunge Attacks.  This is especially noted with the Bows vs.
most melee weapons.  Following is a summary of how to do each of the
Plunge Attacks.  Please note that the following descriptions assume your
character is facing to the right.  Simply reverse the directions
horizontally if your character is facing to the left.

a.   Tap the direction you wish to
attack twice, holding the second press,                   ->  ->>  Power
and press the Power Attack button.

b.   Press Down and then circle the controller             .  ->>
to the direction you wish to attack, holding             |  \      Power
it, then press the Power Attack button.                  v

c.   Rock the controller from the opposite
direction to the direction you wish to attack,            <-  ->>  Power
holding it, and press the Power Attack button.

4.   COMBINATION ATTACKS
     For the most part, combos consist of mere chained button presses.
However, it is possible to add Abilities and Plunge Attacks into the
combo at almost any point, the majority of which will avoid fatiguing
your character.  Following is an example of a combo that can be
performed with any weapon.  Let's assume the character has a Sword
equipped.  This would perform three Quick Attacks, one Power Attack, and
one Plunge Attack, ending the combo with no fatigue.  This combo would
be described: slice, stab, slice, power-slice, lunging-thrust.

eg.  Quick  Quick  Quick  Power  ->  ->>  Power

Remember that the majority of melee weapons will basically be the same,
though they'll vary in how many Quick Attacks they can perform.  Be sure
to experiment with each weapon and see what works for you.

Also, if you can perform an extended combo (add an ability to the combo
and keep it running with more Quick Attacks), you might be rewarded with
a free candy to revive HP.  Though random, it generally takes anywhere
from three to twelve hits to be rewarded.

    _______________________
___/ F.   Quests/Cactus D. \____________________________________________

1.   NIC'S BUSINESS - Rid the highway of bandits!
     My master beat banditos with a creature called Niccolo.  Niccolo
was scared of the banditos, but I'm scared to know what Niccolo is.
What could he possibly be?

2.   TINY SORCERERS - Stop the rampant pumpkins!
     Today I heard a story about two little sorcerers trying to become
the kings of this world.  But pumpkins?  They used pumpkins?  I hope
they're still yummy.

3.   GAEUS'S WISDOM - Go with Daena to meet Gaeus!
     A big face on a mountain?  It's hard to believe, but my master saw
it, so I guess it's true.  It knows and doesn't know lots of things.
What an amazing world.

4.   WHERE'S PUTTY? - Rescue Putty from the Penguins!
     Today I heard about a scary macho man trying to find his doggie.  I
like doggies' pointy noses and their wagging tails.  Doggies are so much
cuter than macho men.

5.   THE LOST PRINCESS - To the cave in search of Pearl!
     Fighting a monkey in the caverns and saving a girl!  Wow, that
sounds like something out of a movie.  But the girl was really shy and
turned red, and I guess that was too much for my master.

6.   DIDDLE'S LETTER - To where did Pelican take Diddle?
     A pelican kidnapped a little boy?!  And it threw the boy away
somewhere?  That's just not right.  What are the people at the child
protection agency doing?

7.   TWO TORCHES - The case of Matilda in Gato...
     A cat-eared woman and a long-haired man had a fight, and a grandma
was kidnapped.  And then the two found the grandma.  I think this kind
of story is getting old.

8.   HUNTIN' DU'CATE - Hunt for Du'Cate in the jungle!
     Today my master saw a really big tree-hanging monkey and a really
BIG red animal with really BIG attitude.  Why can't they be like me?

9.   MURMURING FOREST - Foil the Faeries' scheme!
     Today's adventure was in the Jungle where lots of Faeries live.
The long-haired man was there again.  Is it just me, or is there trouble
brewing?  I think I'm psychic.

10.  GORGON'S EYE - War between Faeries and Penguins.
     Lots of penguins fell into the lake and their cap'n was thrown in
there by a turtle after being changed into stone!  Penguins can swim,
but stone can't!  Was the cap'n okay?  What a scary, scary story.

11.  SEEKING FAERIES - Find Daena and tell Matilda!
     Today's story was about a woman who disappeared when she went to
the lake to look for a demon.  I say she should've been catching fish
instead of any demons.

12.  TEATIME - Rescue Teapo from the ruins!
     It sounds like today's adventure was about opening and closing the
Flowerlings' gates.  And today's monster kept sucking out my master's
blood.  Stop bothering my master!

13.  STAR-CROSSED - To the ruins to meet Irwin!
     Escad and Daena are always fighting.  Why do people keep fighting
each other?  I wish for world peace.

14.  MINING BUSINESS - Take Watts back to his shop.
     The birdman says Watts doesn't have any heroic stories to tell.  I
wish someone will come up with a story about ME.  He moves like
lightning!  He kicks monster butt!  I think I like that.

15.  DREAM TELLER - Ask Pokiehl about Escad's past.
     My master went to a place that might have been a dream.  What does
that mean?  Maybe I can sneak in there when nobody is watching.

16.  DIDDLE KIDNAPPED - Rescue Diddle from the forest!
     A little boy named Diddle was kidnapped.  Diddle had a friend named
Capella who found him.  Wish I could be somebody's help.  No, seriously.

17.  HEAVEN'S GATE - To Lucemia to vanquish Irwin!
     A big big big big snake snake snake!  My master walked inside a
snake and went up to its head to fight a demon.  Do you think I believe
that kind of story?

18.  DADDY'S BROOM - Find Lisa's special broom!
     I threw away an old broom, and that made Bud and Lisa mad.  They
went and got it back, and fixed where it was broken.  I guess everything
is just hunky-dory now.

19.  INFERNAL DOLL - The dolls' hatred towards man.
     The junk at the Junkyard really wasn't junk!  They were the
leftovers of the artifacts used in wars long long ago.  Wow...  That
makes me like them a little.  Only a little bit.

20.  DIDDLE HAD IT! - Diddle's had enough of his job.
     What's the difference between people who like doing the same thing
everyday and the ones who don't?  I like being a cactus everyday, but
maybe I'm not supposed to.  Did I get that right?

21.  GLASS TOWER - Get to know Pearl at the tower.
     A girl went up a tower to see her past, or something like that.
I'm losing track of what's going on, and getting a little bit tired of
keeping my diary lately.

22.  TWO PEARLS - Search for Pearl in the tower!
     Pearl disappeared, and then Elazul found her.  But Blackpearl was
there too and wouldn't give Pearl back to Elazul.  We need more love in
this world.

23.  FLAME OF HOPE - Solve the unsolvable in Gato!
     Popo bug is reeaaally long, with lots and lots of knobs, and it's
easy to break one Popo bug to make two Popo bugs.  Who gets hurt when a
Popo bug is in someone's tummy?  The Popo bug?

24.  COSMO - Search for the kidnapped Pearl!
     Pearl disappeared again, so Elazul went and looked for her again.
Sandra and Lord Jewels and lots of people were in today's story.  It
made me sleepy.

25.  CAN'T LOOK BACK - Learn of Mephianse's past...
     I remember the part about a sorcerer named Mephianse, but I don't
remember anything else, because I sort of fell asleep.  I hope my master
didn't see me sleeping.

26.  A SIREN'S SONG - The Siren was persecuted.
     A birdgirl was trapped in a birdcage, and a fishgirl guarded the
birdcage for the birdgirl.  I want a friend who guards my cactus pot.

27.  SUMMER LOVIN' - David and Valerie's Endless Summer.
     Clobbering crabs at the beach!  That sounds like fun, but I feel
bad for the crabs.  Surprise lesson of the day: penguins can fall in
love!

28.  DROWNED DREAMS - Ghosts in Polpota Harbor!?
     I hear that Basket Fish is a weirdo and has attitude problems.  He
should try harder, if he wants to become human.  I think I'll try harder
too.

29.  FLOURITE - Into Florina's nightmare!
     Today it was about going to a desert and seeing desert people, or
something like that.  It was a bit difficult for me to understand.
Desert troopers?  Hurricane fighters?

30.  FAERIES' LIGHT - Help Monique sell some lamps.
     Learned Dudbear words to sell lamps to Dudbears!  Just what is
master up to?  But it's neat that master comes by to tell me funny
stories like that.

31.  LUCKY CLOVER - Adventure in Geo with Esmeralda!
     Another friend in my master's life.  She was a pile of dirt?  Did I
get that right?  I didn't know what to say to that, so I couldn't look
straight into my master's eyes.  Sorry.

32.  ALEXANDRITE - Escort Pearl to Diana of Geo!
     Hey, what does a Jumi say when he sees his people after a long
time?  "Jumis me?"  Get it?  "Ju-miss me?"  Wait, what's the matter?
You can't take the "pun"ishment?

33.  TEARDROP STONE - To the Jumi's Bejeweled City!
     I guess there is a place called the Bejeweled City in this world,
but that name sounds flakey.  I think my master was making up this
story.

34.  QUIET SEA - The Buccaneer's sails fell slack.
     A penguin reeled-in a bottled ghost, and all the penguins on the
ship ended up collapsing!  That is really scary!  But I wonder how the
ghost fit inside a bottle?

35.  TREASURE MAP - A treasure map in Mekiv Caverns?
     Today my master joined a fight between the penguins and the
Dudbears.  Why?  I don't understand humans at all.

36.  REACH FOR THE STARS - Stop Mephianse's desert rampage!
     A sorcerer did a little old magic in the desert.  I was watching
it, too, and it was really cool!  I guess the ancient people thought
better things back then.

37.  DRAGON PRINCESS - Now for the third dragon!
     Larc is working for his Boss because he wants to get out of there.
But I think he is enjoying it.  I've got to see him to learn the truth.

38.  WIND GUARDIAN - Slay a dragon in the mountains!
     So my master fought lots of birds today.  I wonder if it hurts to
be poked around by their beaks?

39.  BONE DRAGON - Hunt the second dragon!
     Was it fun going up and down in the fort made of bones?  Or was it
scary?  I wouldn't know, because I'm only a cactus in a pot.

40.  CRIMSON DRAGON - On to Drakonis with Sierra!
     The Underworld went upside down and a burning castle came out.  And
there was a big dragon that master had to fight.  Cuz my master came
back, I guess the dragon is no more, right?

41.  FALLEN EMPEROR - To the depths of the Underworld!
     A dog-faced dragoon came out and took my master downstairs when
master touched a tombstone.  How am I supposed to picture this?  It's
really tough.

42.  BLESSED ELIXIR - Draw water from the oasis.
     The barrel in my master's soul had a blast at the desert.  Ah, the
desert!  Home of my soul, desert!  The hot, scorching sun and the dry,
dry air.  I need to go there.

43.  SEEING DOUBLE - A supernatural sighting in Domina.
     A tiny weirdo did all sorts of bad things today, and now a lot of
people got scratches on their hearts.  Little scratches on people's
hearts will be gone if they pat them from behind, but the humans don't
know that.

44.  CAGE OF DREAMS - The Sproutling outside is gone!
     Grandpa sorcerer hid a Sproutling in his dream!  Wow, that grandpa
can really do amazing things.  I wonder if I can do that?

45.  NIC'S BUSINESS 2 - To the waterfall to pick Greenballs!
     Greenballs look like locusts without their wings.  They don't look
that yummy to me.  I'd rather have fish for dinner.

46.  NIC'S BUSINESS 3 - Flowerlings in the ruins?
     Niccolo tried to catch the psychokinetic Flowerling to make himself
filthy rich, but it got away.  I wish I was psychic, because I would use
that power to write my diaries.

47.  NIC'S BUSINESS 4 - Showing Watt's how to make a sale.
     Watt's tried to make a new wallet just like his old one, but I
think he made a mistake somewhere.  Maybe it's the width, or maybe it's
the crooked edge.

48.  FINAL BUSINESS? - Show Kristie the ultimate deal!
     Niccolo lost his memories and then got them back.  My master didn't
tell me where and how they found the lost memories, so I guess it's top
secret.  I will keep my mouth shut.

49.  LI'L CACTUS - Li'l Cactus off to cure Bud?
     Finally I got to go on an adventure on my own.  Greenballs, Tako
bugs, I will never forget your smiles.  I feel like I saved the world
today.  Just feeling like that is enough for me.

50.  RACHEL - Rachel ran away from home!
     Rachel went to the witch of reincarnation and was turned into a
blue jiggly.  I wonder what kind of life the green wiggly was having,
but am I the only one thinking about this?

51.  NORDIC FIELD - From the ship to the snow...
     Faeries can be and can't be seen by people.  I guess seeing a
Faerie is just like dreaming.  Wait, do I actually see a dream?  Or is
it something that really happens?

52.  BURIED TREASURE - From the ship to the beach...
     Today my master bribed the Dudbears to get some treasure.  Oh, so
that's how the treasure-hunters get what they want.  I see.

53.  BLACKSMITHING - Learn how to hammer from Watts.
     There's a new room in the backyard workshop.  It's to make weapons
and armors for my master to be able to whack some more little monsters.
That's not nice.  We should all be friends.

54.  INSTRUMENTS 101 - Help a student make instruments.
     Now my master can make more instruments in the backyard workshop.
Wow, master is really learning how to pick on those monsters!

55.  GOLEM WORKSHOP - Take over Prof. Bomb's research.
     I can put some stuff together and make my own Golem!  My master
should add that to the resume for future job-hunting.

56.  MANA ORCHARDS - Weeds are all over your home.
     Mr. Grandpa tree is so big and scary, it makes me want to hide by
his roots.  His roots look like the best place to hide.

57.  MONSTER CORRAL - Find a fledgling in Domina.
     Now my master can bring back eggs of other animals to raise them as
pets!  I can't pet them because I'm all spikey, but humans will be okay
because they aren't spikey like me.

58.  SCHOOL AMOUR - Back to school for kids of Geo.
     They all didn't want to go back, but when my master talked to them
they decided to go back.  What did master say to them?  It must be magic.

59.  RESUME FOR LOVE - Can anyone re-fleshify Gilbert?
     Gilbert got to travel to a lot of places because he was a stone
statue and was sold to those many places.  Hey, I think he saved a lot
on travel expenses.

60.  PROF. BOMB - Search for Prof. Bomb's golem.
     There was a big chase to catch a pile of junk that ran away from a
professor.  How could a pile of junk run away on its own?  I don't think
I get it.  Master, you need a rest.

61.  WATTS'S HAMMER - Search for Watts's lost hammer!
     Watts lost his hammer, but my master found it for him.  Doesn't it
feel good to do good things?  It would be nice if master could read me a
story once in a while.  Please?

62.  SEVEN WISDOMS - Help Bud meet the six Wisdoms.
     The little boy got to find six of the Seven Wisdoms.  There are
only six Wisdoms?  Did they pick that name because it sounds good?
Maybe they can't do math.

63.  THE FIELD TRIP - Find reagents at the fortress.
     Picking up stuff from the ground, mixing them and making 'em go
boom!  Isn't that a little bit childish?  Didn't your mommy tell you not
to do things like that?

64.  CATCHIN' LILIPEAS - In search of the Lilipeas.
     I wonder how the Lilipeas sing songs about peas?  Peas!  Peas!  I'm
a teeny-beany pea!  Peas!  Peas!  I'm an itsy-bitsy pea!  This could be
a never-ending song.

65.  LOVE IS BLIND - Elle and Gilbert run away.
     My master went to the sea and tried sinking a ship by singing.  The
ship didn't sink, but if they really believed that the ship would sink
that way, I'd need to make them see a doctor.

66.  WIMPY THUGLING - Defeat Kima!
     Another friend in my master's life.  Found Kima and fought it and
beat it.  More fights and victories for my master to tell me about.
Sigh.

67.  PEE-WEE BIRDIE - Save Pee-Wee, Miss Yuka's pet.
     What kind of bird is Yuka?  There are too many things and people
not involved in my life out there.  That doesn't sound like a good thing
at all.  It's okay with me, but is everybody okay with it?

---  LEGEND OF MANA - The Mana Tree is rotten with evil.
     (The final quest)

    _______________________
___/ G.   Dudbear Language \____________________________________________

1.   DUB      = YES, a greeting, acknowledgment, appreciation

2.   DUD      = NO, a farewell

3.   DUBA     = YOU

4.   DUDA     = ME

5.   DUBBA    = FRIENDS

6.   BUBU     = DUDBEARS

7.   GUGU     = any species other than Dudbears

8.   DA       = LIGHT, STARS

9.   BA       = NIGHT

10.  DADDA    = LAMP

11.  DUBABABA = MANY, VERY

12.  DU       = LITTLE, FEW

13.  BABA     = MUSIC

14.  DADA     = PLEASE, THANKS

15.  GAK      = shows displeasure or hatred

16.  BUB?     = shows uncertainty

17.  NOTE
     All caps is a specific, or similarly defined, word.  Lower case is
for reference to an unspecific word (ie. a greeting could be hello, hi,
hey, yo, etc.).

    _______________________
___/ H.   Sea Chart        \____________________________________________

    1   2   3   4   5
   ---N--O--R--T--H---      @ = Starting point
A | @ |   |   |   |   |
  W---+---+---+---+---E     X = Monster location
B |   |   | 1 |   | X |
  E---+---+---+---+---A     1 = Quest: Quiet Sea
C | X |   |   |   | 3 |
  S---+---+---+---+---S     2 = Quest: Treasure Map
D |   | 2 |   |   | X |
  T---+---+---+---+---T     3 = Quest: Nordic Field
E |   | X |   | 4 |   |
   ---S--O--U--T--H---      4 = Quest: Buried Treasure


RAMTIEGER QUOTES: Ain't it great?  (insert location quote)

A-1: Crab legs are great, too!

A-2: Ain't it...oh, I said that already.

A-3: The sea knows everything, okay?

A-4: The sea makes your dreams come true!

A-5: I wonder how far the sea goes?

B-1: The sea lets you eat all you want!

B-2: I can keep going on like this!

B-3: It's makin' me feel all philosophical about life!

B-4: All creatures were born here!!

B-5: Woka'woka tastes as good as caviar!

C-1: Ding ding ding!  Di-di-di-ding!

C-2: Helloooo there, miss mermaid!

C-3: Ancient history's under there!

C-4: Fresh fish just jumpin' around!

C-5: Of course it's great!

D-1: Tezzle-Mozzles and Kasspans!

D-2: Even the salty sea air smells good!

D-3: There's so much freedom!

D-4: Seagulls be a-flyin'!

D-5: The wind gives you a good feeling!

E-1: The rockin' won't make me seasick!

E-2: Sea serpents and sea urchins...

E-3: You've fallen in love before, right?

E-4: The sea makes you forget bad things!

E-5: I have some really good memories here!


NOTE: Don't forget that you can loop the map.  For instance, if you go
north from A-3, you'll reappear at location E-3.  Also note that the
quest `Buried Treasure` is only available after crushing at least 20
crabs at Madora Beach.

________________________________________________________________________
                                             _______________________
____________________________________________/ III.  Encyclopedias   \___
    _______________________
___/ I.   Characters       \____________________________________________

1.   NICCOLO - Glove
     He believes that he brings happiness to his customers with his
transactions, but he sometimes plays dirty tricks on them.  Dislikes
the Sproutlings and the Flowerlings.

2.   ESCAD - 2-Handed Sword
     Born into the Liotte family of Holy Knights.  He fights for the
cause of justice with an overbearing sense of righteousness.

3.   DAENA - Flail
     A monk-soldier who protects Gato's temple.  She grew up with Escad,
Matilda, and Irwin, but especially adores Matilda like her own sister.

4.   LARC - Axe
     A beast-warrior who once was a famous hero.  He became Drakonis's
dragoon after he died.

5.   SIERRA - Knife
     A beast-warrior who is Vadise's dragoon.  Never compromises, and
always hard on herself as well as on others.

6.   PEARL - none (she's a target, defend her!)
     Elazul's partner.  She sometimes has a tough time speaking clearly,
and is also very shy.  Has a tendency to wander off and get lost while
thinking.

7.   LADY BLACKPEARL - Hammer
     A Jumi knight who devotes herself to leading the Jumi through the
threat of extinction.  A very logical and level-headed individual.

8.   ELAZUL - Sword
     Pearl's knight, and one of the youngest Jumi.  He speaks and acts
in a rough manner and thus starts the occasional fight.

9.   ELLE - none (she is strictly a spellcaster)
     A siren who refuses to sing as a result of an accident.  Friends
with Flameshe and Monique.

10.  BUD - Frying Pan (equal to 2-Handed Sword)
     Lisa's twin brother.  He thinks that he is a great sorcerer, though
he still has much to learn.  He was run out of the Academy of Magic
because he was too mischievous.  His magic frying-pan was once his
mother's.

11.  LISA - Broom (equal to Staff)
     A better sorcerer than her twin brother.  She carries around her
father's broomstick.

12.  IRWIN
     A half-demon who is a childhood friend of Daena, Escad, and is
particularly close to Matilda.

13.  MATILDA
     Born into a family of priests in Gato, she began to question the
life that awaited her.  Matilda became attracted to Irwin and his free
way of life.

14.  INSPECTOR BOYD
     A little man with a really loud voice that could even reach a
nearby "land."  He might be the most honest and kind-hearted man you
will ever meet.

15.  SANDRA
     The notorious jewel hunter who steals only the most brilliant
jewels.  Her daring thefts resulted in secret admirers of her work.

16.  ALEX
     A mild-mannered geologist who also has a shop in Geo.  He only
keeps the shop for income to fund his research.

17.  FLORINA
     A Guardian who was the Clarius in the Bejeweled City of Jumi.  The
burden of healing all the wounded cores of the Jumi has caused her own
core to fall apart.

18.  FLAMESHE
     A teenage mermaid who is sometimes a little hard to deal with.  She
sneaked out of her family one day and went to the beach, where she met
and befriended Elle.

19.  PELICAN
     The mail carrier who delivers practically everything.  She often
makes mistakes, and is not always on time, but she does not seem to
care.

20.  LI'L CACTUS
     A shy little cactus.  He is a cactus of few words, but he happens
to be thinking about many things.

21.  POKIEHL
     The poet of Truth.  He is one of the Seven Wisdoms, and was a hero
who was called "the Messenger of the Cosmic Truth."

22.  TOTE
     An ancient turtle who is one of the Seven Wisdoms.  He only
introduces himself as "Turtle," and always speaks in a mild manner.

23.  OLBOHN
     The keeper of the Underworld and one of the Seven Wisdoms.  In the
era of the Faeries' War, he went to the Underworld to defeat the
Faeries' leader.

24.  GILBERT
     The poet of love who even sings during regular conversation.  He
travels in search of love everywhere.

25.  WATTS
     A master blacksmith who becomes so absorbed when working that he
often forgets things.

26.  ROSIOTTI
     One of the Seven Wisdoms, he was once a hero.  Rosiotti now quietly
resides in the Jungle as the guardian of the creatures there.

27.  DUELLE
     An onion warrior.  He likes everything straight-forward, and hates
people like Niccolo with a passion.

28.  MISS YUKA
     The owner of Domina's only inn.  She insists that she is a canary,
but there are rumors that she is really a Chocobo.  Addressing her as
"Miss Yuka" is a must.

29.  THE MANAGER
     The bar manager in the town of Lumina.  He is a gentleman who feels
joy in communicating with people.

30.  BARTENDER
     A young man who has a tendency to feel the blues a bit too often.
Sharing sob stories with the Manager seems to make him feel a bit
better.

31.  MARK
     The owner of Domina's item shop and also Rachel's father.  He
really loves his family, but they seem to be a little sick of his
overdose of love.

32.  JENNIFER
     Mark's wife, who likes spending time outside his shop.  She says
anything that crosses her mind.

33.  RACHEL
     The daughter of Mark and Jennifer.  She hardly talks, and does not
become too friendly with anyone.  She is sick of her Faerie-like
appearance and the room decor.

34.  REV. NOUVELLE
     The caretaker of the church on Domina's outskirts.  He is a kind-
earted man who is full of knowledge, from how to catch Rabites to the
history of this world.

35.  MEIMEI
     A glamorous fortune teller.  She led a luxurious and exciting life,
but now she seems to be saving money for her old age.

36.  CAPELLA
     An itinerant performer.  He was inspired by Pokiehl's verses and
decided to go on a journey to send his audiences a message of some sort.

37.  DIDDLE
     Plays music for his performing partner, Capella.  A kind-hearted,
sensitive boy who speaks very slowly.

38.  RUBENS
     A man who has given up everything.  He is hiding the fact that he
is the Jumi of Ruby.

39.  PROF. BOMB
     The leading pioneer of Golem development, who toils in a small
laboratory in the Junkyard.  Also a woman-chaser.

40.  ROGER
     He met his true fate when he found divinity within his pet dog,
Putty, while working as a miner with Dudbears.  Since then he has become
a man of faith.

41.  PUTTY
     Roger's pet dog.  He was made into a religious icon, but he is just
a dog.

42.  COUNT DOVULA
     Guardian of the ruins, he is also the leader of the Succubus clan.

43.  BASKET FISH
     One of the nouveau-riche who looks down on everyone, but in reality
he is the one who is looked down upon by everyone else.  He LOOOOOVES
Revanshe the dancer.

44.  CAP'N TUSK
     The dandy captain of the SS Buccaneer.  He leads the Pirate
Penguins with his gentlemanly seaman philosophy.  Ladies, he is a real
catch!

45.  REVANSHE
     The dancer at Polpota's Seaside Hotel.  She's always dancing,
because dancing is her passion, her life.

46.  SELVA
     One of the Seven Wisdoms.  He always knows what is happening in
Fa'Diel, since he is always gathering information from the Lilipeas and
birds.

47.  TEAPO
     A magical life-form with a kind heart.  She thinks she is a jewelry
collector, but most of them are glass fakes that Niccolo sold to her.

48.  BELLE
     A spirit of dreams who is in charge of managing all creatures'
dreams.  A little too pushy at times, but she is only doing her job.

49.  ESMERALDA - none (she's a target, defend her!)
     A very charming and sometimes childish student at Geo's Academy of
Magic.  There are rumors that she may be Nunuzac's magical monster, or a
ghost.

50.  MAGNOLIA
     A doll with a Fire Stone core which Anuella the Witch made a
thousand years ago.  She lives at the Junkyard, without any hope or
will.

51.  THESENIS
     A professor at Geo's Academy of Magic who is also a witch of
reincarnation.  She is the most avoided person there, perhaps because
of her creepy behavior and appearance.

52.  NUNUZAC
     Back in the day, he was a conjuror who fought in many wars.  Now
he is a professor at the Academy of Magic, though his body is
represented by a magic circle since his body was trapped in another
dimension.

53.  KATHINJA
     The most popular professor at the Academy of Magic, she has the
power to explode things by staring at them.  She always looks out for
people, and is friends with Thesenis.

54.  LOUIE
     The caretaker of the magical creatures at the Junkyard.  He is an
old magical creature himself, and he understands the anger and the
sorrow they feel.

55.  MEPHIANSE
     A professor at Geo's Academy of Magic who has a strong passion for
magic.

56.  SKIPPIE
     A sly little man who is a really fast runner.  He sees through
everything, and is sometimes cunning.  Works at Kristie's palace with
Hamson.

57.  HAMSON
     A big man who has the muscles, but not the mind for fighting.
Stupidly honest and can't seem to see the obvious.

58.  MR. MOTI
     He is everywhere doing everything.

59.  DIANA
     The leader of the Jumi, and a Jumi of Diamond herself.  She tried
to keep the Jumi from extinction, but her hard-headed dictatorship
caused her to lose support.

60.  CRYSTALLE
     The beautiful snow Faerie who guards the Garden of Icicle Flowers.

61.  SOTHERBEE
     Madame Kristie's butler.  He does everything perfectly, but inside
he is still a little child.  His nickname is "Mr. Fuddy-duddy."

62.  KRISTIE
     The owner of Geo's palace, which is also an art gallery.  Deeply
loves art, money, herself, and everything else.

63.  MONIQUE
     A siren who works at Lumina's lamp shop.  She sings to the spirits
and asks them to light the lamps in return, then later sells the lamps.

64.  STUDENTS
     Students at Geo's Academy of Magic.  The color of their robes
differ by class.

65.  THOMA
     A soldier belonging to the Deathbringer's army.  His mind is being
controlled by the Deathbringer, and he would do anything for his lord.

66.  THONA
     One of Deathbringer's skeletal soldiers.  His body has died, but
his soul is still controlled by the Deathbringer.

67.  SPROUTLINGS
     Little creatures that seem to appear out of nowhere and end up
living in any town.  They all share the same mind with each other.

68.  GAEUS
     A huge face on a mountainside that is also one of the Seven
Wisdoms.  He always has answers to any questions.

69.  CANCUN BIRD
     A huge and mysterious bird that is said to have been living in Gato
over the past several centuries.

70.  FLOWERLINGS
     When a flower blooms on a Sproutling's head, it becomes a
Flowerling.  There are males and females, but the only difference
between the two seems to be appearance.

71.  LILIPEAS
     Small, strange creatures with tiny bird nests on their heads.  They
multiply by rolling some mud in to Lilipea shapes.

72.  PIRATE PENGUINS
     Penguins that have the tendency to tell silly jokes a little too
often.  Extremely proud of the fact that they are pirates, though they
don't seem to act like pirates that often.

73.  FAERIES
     Deeply love nature and dislike humans.  But they are still
interested in what humans are up to.

74.  DUDBEARS
     Diggers who work for Roger's mining business.  Now they are forced
to join his new religious activities, with a dog as their lord.

75.  SHADOLES
     Shadows of all living creatures and inhabitants of the Underworld.
They share the same consciousness.

76.  NUNS
     Women who are in the process of spiritual training at Gato's
temple.

77.  WINDCALLERS
     The clan that serves Akravator as his dragoons.  They are open-
hearted to those who respect their traditions, but reject all others.

78.  TRENT
     The ancient tree that lives in the backyard at Home.  He swallows
seeds to produce fruits and vegetables on his branches.

79.  BOINK
     A strange creature that knows the links between dimensions.  Those
who touch it will immediately fly to where its tail is.

    _______________________
___/ J.   Lands            \____________________________________________

1.   HOME - see Artifacts MAILBOX
     Home sweet home!  Your home is comfortably located near a great
tree, surrounded by nature.  Many visitors come and go.

2.   DOMINA - see Artifacts COLORBLOCKS
     A lively town frequented by traveling merchants and entertainers.
The outskirts boast a church with a fabulous view of the countryside.

3.   LUON HIGHWAY - see Artifacts WHEEL
     This highway was once traversed by merchants and entertainers, but
the highwaymen have stopped all traffic.  Some say that one of the Seven
Wisdoms lives nearby.

4.   MEKIV CAVERNS - see Artifacts JADE EGG
     This limestone cavern was created by underground currents.  Over
the centuries it was hollowed out, and pillars were created.  The cavern
is made up of many levels.

5.   LAKE KILMA - see Artifacts STONE EYE
     This sizeable lake is surrounded by quiet, forested mountains.
Faeries, servants of the lake, are often witnessed there.  Some say that
incredible treasure lies under the lake.

6.   GATO GROTTOES - see Artifacts FLAME
     A town protected by divine winds.  It is always windy on the
dangerous precipices.  The temple of healing there is dedicated to the
Spirits of Air and Fire.

7.   JUNGLE - see Artifacts MEDALLION
     Due to the thick vegetation, many become lost in this jungle.
Others claim to have witnessed Faeries, while some say one of the
Wisdoms resides here.

8.   LUMINA - see Artifacts FIREFLY LAMP
     The town of endless night.  The town is always bathed in the light
of the full moon, so it never becomes completely dark.  There is a
tavern where Dudbears frolic.

9.   DUMA DESERT - see Artifacts SAND ROSE
     Only cactus grows in this wasteland.  Great fossils litter the
landscape, and flowing sands hinder each step.  It could be the ideal
site to conduct a colossal experiment.

10.  THE UNDERWORLD - see Artifacts TREMBLING SPOON
     Souls who have departed their earthly vessels are judged by the
King of the Underworld.  His vassals, the Shadoles, bring the departed
to the Underworld.

11.  MINDAS RUINS - see Artifacts ANCIENT TABLET
     These ruins are all that is left of a city which prospered around a
tower, built by mages during the end of the Faerie War.

12.  MADORA BEACH - see Artifacts TORCH OF CORAL
     Come to Madora Beach for the best sun-bathing and finest sand
anywhere.  Explore our many caverns!  While you're here, why not try
some crab-hunting?

13.  JUNKYARD - see Artifacts BROKEN DOLL
     This trash-heap is home to discarded items, mass-produced to fight
in long-forgotten war.  Some of the objects still bear a grudge towards
humanity, and cling to their warrior past.

14.  NORN PEAKS - see Artifacts SKULL LANTERN
     Strong winds howl through the treacherous mountain passes.  The
foothills are home to a settlement of Wind-Callers, and their Guardian
Spirit is said to reside on the highest peak.

15.  POLPOTA HARBOR - see Artifacts RUSTY ANCHOR
     A tropical resort, home to soft breezes and sun-kissed surf.  The
Seaside Hotel provides lodging in the center of town.

16.  TOWER OF LEIRES - see Artifacts MOON'S MIRROR
     Looming in the night sky, the Tower of Leires was constructed by
magicians during the Faerie Wars to increase their supply of Mana.
Nowadays, the tower is nothing but a stone testament to the power of its
builders.

17.  GEO - see Artifacts TOME OF MAGIC
     A castle-town with an acedemic atmosphere.  Kristie's palace
occupies the center.  The instructors at the Academy of Magic have a lot
of personality.

18.  BONE FORTRESS - see Artifacts DRAGONBONE
     A tiny Flowerling village rests atop a gentle slope.  Towering above
them looms the Bone Fortress.  It is said that the foliage around the
walls holds huge amounts of Mana.

19.  ULKAN MINES - see Artifacts BOTTLED SPIRIT
     The Ulkan Mines have been abandoned for ages.  Now, only curious
weaponsmiths hunt for ore, for a suspicious gang is based here.

20.  SS BUCCANEER - see Artifacts PIRATE'S HOOK
     The good ship of the famed Cap'n Tusk, leader of a band of pirates.
They have sailed north, south, east, and west in search of buried
treasure.

21.  FIEG SNOWFIELDS - see Artifacts FROZEN HEART
     A frozen land buried in snow.  Some say Faeries' treasure is hidden
here, but none have laid eyes upon it.  There are reports of abominable
snowmen here.

22.  THE WHITE FOREST - see Artifacts GREEN CANE
     A dense forest, home of the White Dragon.  Legend has it that the
forest is populated by an extremely rare folk.

23.  ORCHARD - see Artifacts GOLDEN SEED
     A tree with a striking resemblance to the one in your backyard.
Perhaps mankind will never understand the connection which all plant
life shares.

24.  LUCEMIA - see Artifacts BROOCH OF LOVE
     Irwin has resurrected this legendary beast, who came from beyond
the stars during the ancient wars.  The wingless dragon split the earth
asunder and razed entire cities, only to swallow a volcano and burn
himself up.

25.  BEJEWELED CITY - see Artifacts JUMI's STAFF
     This is the home of the Jumi.  Boulder-sized jewels comprise every
part of the city, and now, even after the fall of the Jumi, it still
shines with an everlasting glow.

26.  THE FLAMES
     The castle of Drakonis.  He has raised his domain from the depths
of the Underworld to return to the land of mortals.

27.  TREE OF MANA - see Artifacts SWORD OF MANA
     The ultimate source of all things.  Everything within the Sanctuary
exists in an eternally immovable, absolute state.

    _______________________
___/ K.   Artifacts        \____________________________________________

1.   MAILBOX - see Lands HOME
     A few letters a month can mean a lot to a lonely, far-off home.

2.   COLORBLOCKS - see Lands DOMINA
     The town changes through the ages according to its citizens.  It
doesn't change to accommodate a new age.  It changes to bring about a
new age.

3.   WHEEL - see Lands LUON HIGHWAY
     Even the longest roads are rutted by the hundreds of wagons which
traverse them.  Roads remember their travelers, and wagon wheels are
reflections of those memories.

4.   JADE EGG - see Lands MEKIV CAVERNS
     By taking a stone formed through the ages inside the earth and
shaping it into the source of all things, the earth's creative power was
captured inside.

5.   STONE EYE - see Lands LAKE KILMA
     This artifact uses the power of the Master of the Lake to turn to
stone those who harm the lake.  However, the power does not respond to
the will of mankind.

6.   FLAME - see Lands GATO GROTTOES
     That which illuminated the shrine was but a small flame.  Before
long, mankind ceased to notice the fire, but its significance continued
to grow.

7.   MEDALLION - see Lands JUNGLE
     The beasts who followed a wise man were eaten by an invading beast.
It then gained wisdom and became a wise man itself.

8.   FIREFLY LAMP - see Lands LUMINA
     One poet wrote that all of history comes from lovers' whispers.  It
was a poem of lovers talking of love and the future, under the cool
light of fireflies in the midsummer night sky.

9.   SAND ROSE - see Lands DUMA DESERT
     An image of a rose in the Sanctuary of Mana; it never became a true
rose.  It turned into crystal, its powers trapped inside for all
eternity.

10.  TREMBLING SPOON - see Lands THE UNDERWORLD
     A silver spoon for scooping up flames to baptize departed souls
into the underworld.  Sometimes a soul who resists death becomes trapped
inside; then the spoon begins to tremble and must be discarded.

11.  ANCIENT TABLET - see Lands MINDAS RUINS
     Long ago, in a civilization very different from our own,
unimaginable scientific advances were made, and are recorded on this
tablet.  However, mankind has lost the ability to decipher it.

12.  TORCH OF CORAL - see Lands MANDORA BEACH
     The Mermen appear on the shore using a flame from this torch.  It
gives off light invisible to human eyes, and so they remain hidden.

13.  BROKEN DOLL - see Lands JUNKYARD
     This doll was a servant of mankind when artifacts were used as
instruments of war.

14.  SKULL LANTERN - see Lands NORN PEAKS
     Mages, searching for a gem guarded by a dragon, crafted a skull of
a fallen comrade into a lantern.  It glows of its own accord.

15.  RUSTY ANCHOR - see Lands POLPOTA HARBOR
     Even large anchors are small compared to their ships.  These very
anchors are what hold the ships firmly to the harbor, not unlike
mankind's role on earth.

16.  MOON'S MIRROR - see Lands TOWER OF LEIRES
     The mages of antiquity would pout water onto the mirror and reflect
the moon and stars to learn of mankind's fate from the heavens.

17.  TOME OF MAGIC - see Lands GEO
     In ages past, many tried to explain the works of the gods, spending
much time and making incredible sacrifices.  The secrets they have
uncovered are small, but hold enough power to destroy a continent.

18.  DRAGONBONE - see Lands BONE FORTRESS
     Ages ago, bones from dragons were used by alchemists.  The Dragons
of Wisdom lived the longest and had unbelievable powers.  Their bones
were the hardest to find.

19.  BOTTLED SPIRIT - see Lands ULKAN MINES
     Once, a foolish mage tried to seize the powers of a spirit by
imprisoning it in a bottle.  The mage was immediately slain by the
spirit's curse, but the bottle containing a powerful spirit remained.

20.  PIRATE'S HOOK - see Lands SS BUCCANEER
     When a land-dweller first sets out to sea, he is faced with dangers
unknown.  Even after replacing a lost hand with a hook, pirates continue
to challenge these dangers everyday.

21.  FROZEN HEART - see Lands FIEG SNOWFIELDS
     Once a gem hardens into a core, it grows swiftly, not unlike the
hardness in one's heart.  If the core grows large, it may remain despite
its owner's death.

22.  GREEN CANE - see Lands THE WHITE FOREST
     This cane is capable of drawing power from the earth, converting it
to Mana, and releasing it into the atmosphere.  It is said that by
sticking it into the ground, and entire forest shall grow overnight.

23.  GOLDEN SEED - see Lands ORCHARD
     Seeds contain everything.  Everything starts from a seed.  Each
generation of seeds produces another.

24.  BROOCH OF LOVE - see Lands LUCEMIA
     This was given to a mage who promised to acknowledge all and
understand all.  Whoever wears this brooch is charged with overcoming
any ordeal through love.

25.  JUMI'S STAFF - see Lands BEJEWELED CITY
     A staff replete with the power of gems of every color.  The jewels
draw in and store the waves of various kinds of Mana.  They can then be
released.

26.  SWORD OF MANA - see Lands TREE OF MANA
     This sword has the will to shape its own destiny.  It is said that
a disruption of air follows this blade, and if you listen closely, you
can hear the air around it hum.

    _______________________
___/ L.   Items            \____________________________________________

1.   METAL - Primary Material
     Metallurgy has been the barometer of a civilization's technology
level.  Different types of metals in Fa'Diel are named after the areas
where they were mined.

2.   WOOD - Primary Material
     Trees of Fa'Diel distribute the Mana energy as air for the
creatures in this world.  Tools and simple buildings have been made with
wood since the ancient times.

3.   STONE - Primary Material
     Stones have been used since the beginning of time as tools,
decorations, and in architecture.

4.   HIDE - Primary Material
     Armor can be made from softer materials such as hide, but one
should be aware of the compatibility between the material and the item.

5.   SCALES - Primary Material
     Scales of some monsters and dragons can be used to make armor and
weapons.  The materials used to create such items are reflected in their
effects and parameters.

6.   BONE - Primary Material
     The world of Fa'Diel uses bones from the monsters living there.
When making armor, pay specific attention to the materials' defense
levels for effective compositions.

7.   FABRIC - Primary Material
     Fabric can be used to strengthen equipment as well as being the
primary material for armor.  Those with mysterious patterns or colorful
designs may have magical properties.

8.   AEROLITE - Primary Material
     Aerolites are rocks that fall from the sky.  They tend to have
unusual and useful properties when used to make equipment.

9.   MANA STONE - Secondary Material
     Mana Stones contain a high concentration of Mana energy.  There are
Mana Stones of Fire, Earth, Wind, and Water.

10.  MANA CRYSTAL - Secondary Material
     When pure Mana energy becomes crystallized, Mana Crystals are made.
Most of them glow with the energy, but some that absorb light have been
found.

11.  COINS - Secondary Material
     These coins represent the energy of each elemental spirit.
Sometimes the spirits give them to mortals they favor.

12.  SEEDS - Secondary Material
     Each seed has a different color, and, like mixing paint, one can
grow wider varieties of produce by planting two different seeds together
at the same time.

13.  PRODUCE - Secondary Material
     The produce that grows in the orchards varies by the seed
combinations, the day of the week they were planted, and by luck.  Used
to feed pets and to color Golems.

14.  MEAT - Secondary Material
     Meat can be acquired by defeating different types of monsters, and
then it can be used along with produce to catch monster eggs.

15.  FANGS & CLAWS - Secondary Material
     The most powerful parts of monsters.  Fangs and claws are often
used to make protective and magical items such as talismans.

16.  EYES - Secondary Material
     Some stones look like eyeballs of monsters, and they also have
magical properties.  Eyes are divided into groups by their appearance.

17.  FEATHERS - Secondary Material
     Usually the Aerial monsters' feathers are sold on the market, but
sometimes beautiful Arthropod monsters' wings are considered useful.

18.  BOTTLES - Secondary Material
     There are all sorts of liquids in many different bottles.  Some
seem to contain liquids you cannot drink, and others you couldn't even
guess when they were last opened.

19.  VIALS - Secondary Material
     Even the most unthinkable things could be sealed in these vials.
There could be whispers, curses, or maybe even some stinky breath.

20.  URNS - Secondary Material
     No one can guess what these urns contain, or what they are for.
What could be inside the urns you find in this story?

21.  PELLETS - Secondary Material
     Little medicine pills made of material you would not normally eat.
Those that are known to be effective have a higher price tag.

22.  POWDERS - Secondary Material
     Some are mere dirt and some are blends of materials with creepy
effects.  Keep out of the reach of children.

23.  POUCHES - Secondary Material
     These pouches could contain some really unusual and exciting items.
On the other hand, the items may be quite normal and plain.

    _______________________
___/ M.   Equipment        \____________________________________________

1.   KNIFE - 3 Quick Attacks
     A dagger.  It comes in many different styles, and much work goes
into crafting the handle and blade.  Most are designed to be practical.
A shield cannot be used with a knife.  Although it has the shortest
reach, the rate of movement is the fastest.

2.   SWORD - 3 Quick Attacks
     A long sword.  Most are double-edged and have sharp tips.  The
sword is considered a holy weapon due to the precious metals it is made
from.  Is is weilded in one hand, so the rate of movement is average.

3.   AXE - 3 Quick Attacks
     Also known as the hand-axe or hatchet, the axe is a single-bladed
weapon wielded in one hand.  Often thought of as primitive, the rate of
its movement is slower than the sword.

4.   2-HANDED SWORD - 3 Quick Attacks
     The ultimate in swords requires two hands.  Yields epic damage when
swung in a wide arc.  Cannot be used with a shield.  It's quite heavy,
so the rate of your movement is slower.

5.   2-HANDED AXE - 3 Quick Attacks
     The two-handed axe is used for embedding a cold piece of steel in
you enemies.  With an axe like this, who needs a shield?  Unfortunately,
the sheer weight of this weapon will slow your movement to a snail's
pace.

6.   HAMMER - 3 Quick Attacks
     Knock some sense into your opponents with this huge two-handed
hammer.  But don't complain about the slowest movement rate and being
unable to use a shield.

7.   SPEAR - 4 Quick Attacks
     A great way to keep uglies at a distance.  However, in actual
combat the spear is used in a variety of ways.  Of course, a shield is
out of the question, and the shape of the weapon precludes fast
movement.

8.   STAFF - 4 Quick Attacks
     Long staves such as these have multiple uses, and can hit an enemy
both up close and far away.  Since they require both hands, a shield
cannot be used, and the rate of movement is slower than when wielding a
spear.

9.   GLOVE - 5 Quick Attacks
     Nothing beats pummeling the enemy with these reinforced punching
gloves.  Of course, proper boxing stance precludes the use of a shield.
Even though the attack range is short, the rate of its movement is very
fast.

10.  FLAIL - 5 Quick Attacks
     Incredible power is gained when two or more staves are connected
with a chain.  The rate of its movement is quite good, but it is
impossible to use a shield while wielding a flail.

11.  BOW - 3 Quick Attacks
     With a bow, one can lay waste to enemies from afar, and thwack them
when up close, as well.  Scoring a direct hit, however, requires much
practice.  A shield cannot be equipped with a bow.

12.  SHIELD
     The smart sword or axe-wielder will always keep a shield handy.
From large, bejeweled shields to the familiar frying-pan lid, shields
vary greatly in size and strength.

13.  HELM
     Providing ample protection for the head, helms come in all shapes
and sizes, from great steel helms to upside-down pots.  The round shape
of the helm helps deflect incoming blows.

14.  HAT
     Unlike helms, hats are often worn for the enchantments contained
within, rather than for physical defense.  They often grace the heads of
well-known mages and priests.

15.  HAUBERK
     There is a wide range of hauberk types, from highly-decorated
ceremonial hauberk to hauberk that is too heavy for practical use.

16.  ROBE
     Oft worn by mages and clergymen, robes are often designed for other
purposes than mere physical protection, and are decorated with holy
symbols or arcane patterns.

17.  GAUNTLETS
     Guantlets come in many shapes and sizes, but all of them help
protect the arms and hands from nasty cuts and bruises.

18.  RING
     Even a small ring can help protect the finger.  Some are plain,
while others are works of art, worn by those wise in the ways of magic.
Some rings are said to hold incredible power.

19.  BOOTS
     Heavy footwear for the combat enthusiast, boots give protection to
the feet, ankles, and shins from common nicks and scratches, where
needed most.

20.  SANDALS
     Light footwear for the fashion-conscious warrior, sandals afford
less physical protection than boots, but they do seem to protect best
against magic.

21.  ARMOR
     Completely protecting the head, torso, arms, and legs, armor gives
outstanding protection.  However, very little additional armor can be
worn, because armor covers the whole body.

22.  MANTLE
     Mantles are worn over the shoulders, and can be worn over any kind
of armor.  Most protect against magical attacks.

23.  PENDANT
     An accessory that can be worn under all types of armor, pendants
are used for their protective properties.

24.  HARP
     Harps are stringed instruments that can be used to perform magic
with an Elemental Coin.  Such coins are gained by negotiating with a
Spirit.

25.  MARIMBA
     The marimba is a percussion instrument that can be used to play
magic with an Elemental Coin.  The cycles of magic are determined by the
type of instrument, its main material, and the property of the Elemental
Coin used.

26.  FLUTE
     The flute is a wind instrument which can be used to play magic by
using an Elemental Coin.  Elemental Coins are important because they
help determine the type and cycle of magic that will be played.

27.  DRUM
     The drum is a percussion instrument which can be used to play magic
with an Elemental Coin.  During negotiations with a Spirit, it is
important to play tunes that the Spirit enjoys listening to.

    _______________________
___/ N.   Monsters         \____________________________________________

1.   RABITE - Beast
     A round bunny-like monster.  Watch out for its biting attacks!
STRONG: Wisp, Dryad
WEAKEN: Shade, Aura

2.   MOLEBEAR - Beast
     It attacks with its long, sharp claws, and likes hiding
underground.
STRONG: Aura, Gnome
WEAKEN: Dryad, Salamander

3.   TEEDIE - Beast
     Attacks enemies by throwing rocks and feathers.
STRONG: Jinn, Undine
WEAKEN: Gnome

4.   HOWLER - Beast
     Attacks by jump-kicking with its strong hindlegs.
STRONG: Jinn
WEAKEN: Gnome

5.   GRAY OX - Beast
     It attacks enemies by headbutting with its horns or by licking
them.
STRONG: Aura, Undine
WEAKEN: Dryad, Jinn

6.   LULLABUD - Plant
     Spews toxic pollen to poison its enemies.
STRONG: Wisp, Dryad
WEAKEN: Shade, Aura

7.   MUSHBOOM - Plant
     A cute mushroom that attacks by kicking, and by thowing its own
cap.
STRONG: Shade, Dryad
WEAKEN: Wisp, Aura

8.   SHRIEKNIP - Plant
     A giant radish that shoots its leaves and seeds like missiles.
STRONG: Dryad, Gnome
WEAKEN: Aura, Salamander

9.   MALBORO - Plant
     All it can do is punch anything in front of it and exhale really
stinky breath.
STRONG: Aura, Gnome
WEAKEN: Dryad

10.  WOODING - Plant
     A tree that became possessed by evil spirits.  Attacks with its
arm-like branches.
STRONG: Wisp, Dryad
WEAKEN: Shade, Aura

11.  STINGER BUG - Arthropod
     Attacks with its scythe-like forearms, and with its huge needle in
back.
STRONG: Wisp, Dryad, Jinn
WEAKEN: Shade, Aura, Gnome

12.  HOPPIN' TICK - Arthropod
     It jumps on enemies to suck out blood.
STRONG: Aura, Salamander
WEAKEN: Dryad, Undine

13.  SILKSPITTER - Arthropod
     Instead of making a cocoon for itself, it spews out fiber to attack
enemies.  Maybe it doesn't want to grow up.
STRONG: Dryad
WEAKEN: Aura

14.  SAND SCORPION - Arthropod
     Watch out for its gigantic pinchers and tail!
STRONG: Dryad, Gnome
WEAKEN: Aura, Salamander

15.  GLOOMOTH - Arthropod
     Spews poisonous scale-powder on enemies.  It can also shoot out
lethal eye-beams.
STRONG: Salamander, Jinn
WEAKEN: Gnome, Undine

16.  TONPOLE - Reptile
     A cute little tadpole that is trying its best to be a good monster.
STRONG: Wisp, Undine
WEAKEN: Shade, Jinn

17.  LIZARDON - Reptile
     It swallows the enemies by using its tongue, whether it's hungry or
not.
STRONG: Undine
WEAKEN: Jinn

18.  RATTLER BOA - Reptile
     A rattlesnake that wraps around its enemies to cause great damage.
STRONG: Dryad
WEAKEN: Aura

19.  BASILISK - Reptile
     Its eye beams cause petrification in a flash!
STRONG: Jinn, Undine
WEAKEN: Gnome

20.  TYRRANOS - Reptile
     It chomps on any enemies with its huge jaws.
STRONG: Gnome
WEAKEN: Salamander

21.  IFFISH - Aquatic
     A colorful spiny fish.  Attacks with its water-bubble cannon.
STRONG: Undine
WEAKEN: Jinn

22.  PINCHER CRAB - Aquatic
     A grumpy crab.  Shoots out its huge pinchers to attack enemies.
STRONG: Undine
WEAKEN: Jinn

23.  SEAJACK - Aquatic
     A shark with a gigantic saw-like nose.  Watch for its lethal body
blow!
STRONG: Undine
WEAKEN: Jinn

24.  SEADRAGON - Aquatic
     A sleepy-looking monster.  Attacks with water while floating in the
air.
STRONG: Undine
WEAKEN: Jinn

25.  BIG BABY - Aquatic
     An adorable-looking monster with big eyes.  Spits out water
bubbles.
STRONG: Undine
WEAKEN: Jinn

26.  NEEDLEBEAK - Aerial
     A ball-like bird which attacks with its sharp beak.
STRONG: Wisp, Jinn
WEAKEN: Shade, Gnome

27.  BLOODSUCKER - Aerial
     Attacks with ultrasonic waves.  For some strange reason it belongs
to the Aerial group.
STRONG: Shade, Jinn
WEAKEN: Wisp, Gnome

28.  COCKATRICE - Aerial
     A chubby, bird-like monster.  Its tail is a snake that can bite and
petrify enemies.
STRONG: Dryad, Gnome
WEAKEN: Aura, Salamander

29.  CHOCOBO - Aerial
     Nope, not the same Chocobo you know!
STRONG: Wisp, Jinn
WEAKEN: Shade, Gnome

30.  GARUDA - Aerial
     A large, bird-like monster that attacks with its sharp beak and
claws.
STRONG: Wisp, Jinn
WEAKEN: Shade, Gnome

31.  SHADOW ZERO - Morph
     A quick-moving shadow with big attacks.
STRONG: Shade
WEAKEN: Wisp

32.  SLIME - Morph
     A gooey drop with two eyeballs.
STRONG: Gnome
WEAKEN: Salamander

33.  TEZLA - Morph
     Generates an electric field to zap anything around it.
STRONG: Wisp
WEAKEN: Shade

34.  DENDEN - Morph
     A winged snail that can move faster than its ground-crawling kin.
STRONG: Dryad
WEAKEN: Aura

35.  MOLDY GOO - Morph
     A big lump of mold with dead soldiers' weapons stuck to it.
STRONG: Aura, Undine
WEAKEN: Dryad, Jinn

36.  SKULL BEAST - Undead
     Just a bunch of animal bones with a funny walk
STRONG: Gnome
WEAKEN: Salamander

37.  ZOMBINE - Undead
     They happen to be born this way.
STRONG: Gnome, Undine
WEAKEN: Salamander, Jinn

38.  SPECTER - Undead
     A monster that attacks enemies by slapping them with its big hands.
STRONG: Gnome, Undine
WEAKEN: Salamander, Jinn

39.  SKELETON - Undead
     A fancily-clad skeleton knight.
STRONG: Shade, Dryad, Gnome
WEAKEN: Wisp, Aura, Salamander

40.  APE MUMMY - Undead
     A large mummified ape.  It charges towards enemies to attack.
STRONG: Shade, Gnome
WEAKEN: Wisp, Salamander

41.  IMP - Demonic
     A tiny demon with a tiny spear.  It can use some magic, too.
STRONG: Shade, Jinn
WEAKEN: Wisp, Gnome

42.  FIERCE FACE - Demonic
     A flaming monster-head that floats in the air.
STRONG: Salamander
WEAKEN: Undine

43.  PUNKSTER - Demonic
     A fun-loving demon that likes to start cyclones.
STRONG: Shade, Jinn
WEAKEN: Wisp, Gnome

44.  DARK STALKER - Demonic
     A knight of shadow, clad in heavy armor.  It summons other
monsters.
STRONG: Shade
WEAKEN: Wisp

45.  CHIMERA BEAST - Demonic
     A huge chimera that petrifies enemies with its eyebeams.
STRONG: Wisp, Undine
WEAKEN: Shade, Jinn

46.  KID DRAGON - Dragon
     A half-pint dragon that could spit out some fire.
STRONG: Salamander, Jinn
WEAKEN: Gnome, Undine

47.  SKY DRAGON - Dragon
     An aerial dragon with a glide attack.
STRONG: Jinn
WEAKEN: Gnome

48.  LAND DRAGON - Dragon
     A dragon with tough skin.  It has a tendency to go berserk.
STRONG: Aura, Gnome
WEAKEN: Dryad, Salamander

49.  EYE SPY - Oddity
     Attacks with eyebeams, and can disappear to hide from enemies.
STRONG: Wisp, Gnome
WEAKEN: Shade, Salamander

50.  SPINY CONE - Oddity
     A shadowy creature.  Shoots out thorns and poisonous air.
STRONG: Dryad, Jinn
WEAKEN: Aura, Gnome

51.  POTO - Oddity
     A really sleepy-looking monster that attacks enemies by licking
them.
STRONG: Undine
WEAKEN: Jinn

52.  BEHOLDER - Oddity
     A huge eyeball that floats in the air.
STRONG: Aura, Salamander
WEAKEN: Dryad, Undine

53.  SPRINGBALL - Oddity
     Attacks enemies by using its springy neck.
STRONG: Aura
WEAKEN: Dryad

54.  CURSED DOLL - Poltergeist
     A doll that was given a mind.  Their existence is meaningful only
when they fight.
STRONG: Shade
WEAKEN: Wisp

55.  POLTER BOX - Poltergeist
     It preys upon unaware treasure-hunters with surprise attacks.
STRONG: Aura, Gnome
WEAKEN: Dryad, Salamander

56.  CHESS KNIGHT - Poltergeist
     Its overwhelming wish to fight turned it into a monster
STRONG: Shade, Gnome
WEAKEN: Wisp, Salamander

57.  DAINSLAIF - Poltergeist
     A possessed weapon that exists to fight.
STRONG: Shade, Aura
WEAKEN: Wisp, Dryad

58.  MACHINE GOLEM - Poltergeist
     A man-made Golem.  It was not supposed to have its own mind.
STRONG: Aura
WEAKEN: Dryad

59.  CHOBIN HOOD - Demi-human
     A master bow-hunter species.  They look cute, but they could be
pretty mean.
STRONG: Dryad
WEAKEN: Aura

60.  GOBLIN - Demi-human
     It firmly believes that evil doing is the true meaning of life
STRONG: Shade, Dryad
WEAKEN: Wisp, Aura

61.  TOMATO MAN - Demi-human
     A clan of black-magic priests.  It is said that they never leave
their pots.
STRONG: Aura, Salamander
WEAKEN: Dryad, Undine

62.  SAHAGIN - Demi-human
     It became a demi-human as it began living ashore.
STRONG: Undine
WEAKEN: Jinn

63.  SUCCUBUS - Demi-human
     One of the vampire clans.  They tend to look down on the other
clans.
STRONG: Shade, Jinn
WEAKEN: Wisp, Gnome

64.  NARCISSOS - Demi-human
     This clan is obsessed with staying in shape by practicing their own
martial arts.
STRONG: Aura, Gnome
WEAKEN: Dryad, Salamander

65.  MAD MALLARD - Demi-human
     Loaded with attitude, these ducks pop out egg-bombs.
STRONG: Wisp, Salamander
WEAKEN: Shade, Undine

66.  AXEBEAK
     A bird-like creature that lives in the deserts.

67.  CHIMERA LORD
     A demonic creature with a fierce appearance.

68.  PUNKMASTER
     A small creature with an evil mind.

69.  GREMLIN
     A mischievous little demonic creature.

70.  SHADOW ZERO-ONE
     A shadow that loves grabbing people's attention.

71.  SKELETAL SOLDIER
     Soldiers of the Deathbringer's army.

72.  WINDCALLERS
     The entire clan serves Akravator as his dragoons.

73.  COUNT DOVULA
     The leader of the Succubus clan.

74.  MANTIS ANT
     Boss creature.

75.  HEGS ANT
     Boss creature.

76.  DU'INKE
     Boss creature.

77.  DU'CATE
     Boss creature.

78.  DU'MERE
     Boss creature.

79.  GORGON'S EYE
     Boss creature.

80.  BOREAL HOUND
     Boss creature.

81.  GOVA
     Boss creature.

82.  SPRIGGAN
     Boss creature.

83.  LABANNE
     Boss creature.

84.  TROPICALLO
     Boss creature.

85.  FULLMETAL HAGGAR
     Boss creature.

86.  ORC
     Boss creature.

87.  JEWEL BEAST
     Boss creature.

88.  JEWEL BEAST II
     Boss creature.

89.  JEWEL BEAST III
     Boss creature.

90.  JEWEL BEAST IV
     Boss creature.

91.  IRON CENTAUR
     Boss creature.

92.  LARC THE CENTAUR
     Boss creature.

93.  ZENOA
     Boss creature.

94.  THE DEATHBRINGER
     Boss creature.

95.  THE DEATHBRINGER II
     Boss creature.

96.  KIMA
     Boss creature.

97.  HITODAMA
     Boss creature.

98.  AKRAVATOR
     Boss creature.

99.  JAJARA
     Boss creature.

100. VADISE
     Boss creature.

101. DRAKONIS
     Boss creature.

102. LORD OF JEWELS 999
     Boss creature.

103. IRWIN
     Boss creature.

104. THE MANA GODDESS
     Just wait and see...

105. NOTE
     Following is a basic key for monsters (excludes pets):

STRONG = lists which Mana Spirit influence will strengthen the monster
WEAKEN = lists which Mana Spirit influence will weaken the monster

EXAMPLE
     STRONG: Wisp, Dryad
     WEAKEN: Shade, Aura

The example above shows that the monster becomes stronger in lands with
more Wisp and Dryad influence, and weaker in Shade and Aura lands.

    _______________________
___/ O.   Produce          \____________________________________________

1.   GARLICROWN - White family
     A crown-shaped garlic clove that might make you feel like royalty!
Positive effects: CHM
Negative effects: ARR

2.   CONCHURNIP - White family
     A turnip shaped like a conch shell.
Positive effects: PWR, DEF, AGR, ARR
Negative effects: MGC

3.   SWEET MOAI - Purple family
     A sweet potato shaped like a Moai.  It's pretty tasty, actually.
Positive effects: DEF, MGC, LCK, LAZ
Negative effects: SKL

4.   PEAR O'HEELS - White family
     A pear shaped like a high-heeled shoe.
Positive effects: PWR, DEF, CHM, ARR
Negative effects: SPR

5.   MANGOLEPHANT - White family
     A mango that even has a pair of tusk-like knobs.
Positive effects: PWR, HP, AGR, ARR
Negative effects: none

6.   APRICAT - Red family
     An apricot with whiskers and ears that makes it look like a cat.
Positive effects: DEF, CLM
Negative effects: none

7.   DICEBERRY - Red family
     The ones with seeds placed like an actual dice are very rare.
Positive effects: PWR, AGR
Negative effects: none

8.   PEACH PUPPY - Red family
     A peach with a dog-like face, and ear-like flaps.
Positive effects: PWR, SKL, FRD
Negative effects: SCH

9.   APPLESOCKS - Red family
     An apple that looks like a Christmas stocking.
Positive effects: SKL, CHM, CLM, IND
Negative effects: none

10.  WHALAMATO - Red family
     A whale-shaped tomato with a stem that looks like a water spout.
Positive effects: MGC, HP, CHM
Negative effects: DEF, AGR

11.  SPINY CARROT - Orange family
     A carrot with knobs like those on spiny shells.
Positive effects: MGC, SPR, CLM, IND
Negative effects: SKL

12.  LOQUAT-SHOES - Orange family
     It has a hole that is big enough to fit a baby's foot.
Positive effects: SKL, CHM, SCH, LAZ
Negative effects: HP

13.  BUMPKIN - Orange family
     A pumpkin with a scary face.  There are some with sad faces, too.
Positive effects: PWR, SPR, AGR, ARR, SCH, LAZ
Negative effects: none

14.  HONEY ONION - Orange family
     An onion with honey stuffed inside.
Positive effects: SKL, HP, SPR, IND
Negative effects: PWR

15.  ORANGE'OPUS - Orange family
     An orange with tentacle-like projections.
Positive effects: DEF, HP, SCH, LAZ
Negative effects: none

16.  CITRISQUID - Yellow family
     A lemon with a sharp top and tentacle-like projections.
Positive effects: MGC, SCH
Negative effects: none

17.  SPRINGANANA - Yellow family
     A coily banana that is rather hard to eat.
Positive effects: HP
Negative effects: IND

18.  CORNFLOWER - Yellow family
     Is it a sunflower with corn kernels, or corn that looks like a
sunflower?
Positive effects: MGC, CHM, AGR
Negative effects: CLM

19.  FISHY FRUIT - Yellow family
     It has fin-like bumps that make it look like a fish.
Positive effects: SKL, MGC, CLM
Negative effects: HP, SCH

20.  ROCKET PAPAYA - Orange family
     A papaya with projections like a rocket.
Positive effects: MGC, CHM, CLM
Negative effects: AGR

21.  CABBADILLO - Green family
     A cabbage that looks like a friendly armadillo.
Positive effects: DEF, SPR, FRD, LON
Negative effects: CHM

22.  SQUALPHIN - Green family
     A squash that is shaped like a dolphin.
Positive effects: MGC, LCK, FRD, LON
Negative effects: PWR

23.  NEEDLETTUCE - Green family
     A lettuce with leaves shaped like porcupine needles.  It's edible.
Positive effects: DEF, CHM, CLM
Negative effects: AGR

24.  BOARMELON - Green family
     A watermelon that has stripes and tusks like a young boar.
Positive effects: PWR, SKL, SPR, LON
Negative effects: CHM

25.  DIALAUREL - Green family
     An herb that was named "Diamond" after its leaves' shape.
Positive effects: PWR, LCK, AGR
Negative effects: CLM

26.  HEART MINT - Blue family
     This species of mint grows heart-shaped leaves.
Positive effects: CHM
Negative effects: LAZ

27.  SPADE BASIL - Blue family
     An herb with a slightly bitter flavor to it.
Positive effects: SPR
Negative effects: LON

28.  PINE O'CLOCK - Blue family
     A very functional pineapple that works as an alarm clock.
Positive effects: PWR, SKL, DEF, MGC, HP, SPR, CHM, LCK
Negative effects: AGR, CLM, SCH, FRD

29.  GOLD CLOVER - Blue family
     You will be really lucky if you find one with four leaves!
Positive effects: SKL, LCK, FRD
Negative effects: SCH

30.  RHINOLOUPE - Blue family
     The skin is very tough and thick.
Positive effects: PWR, HP, SPR
Negative effects: MGC, CLM

31.  LILIPODS - Purple family
     This lily has peas inside it!
Positive effects: SKL, HP, CLM, IND, FRD, LON
Negative effects: MGC

32.  CHERRY BOMBS - Purple family
     Cherries with clear, glass-like flesh around the seed.
Positive effects: HP, FRD
Negative effects: none

33.  ORCAPLANT - Purple family
     An eggplant that looks like a killer whale.
Positive effects: DEF, MGC, SCH
Negative effects: FRD

34.  MASKED POTATO - White family
     A potato with colorful designs on it, making it look like a mask.
Positive effects: DEF, HP, SPR
Negative effects: LCK, FRD

35.  BELLGRAPES - Purple family
     The grape is covered with a tough skin.  When shaken, it sounds
like a bell.
Positive effects: MGC, SPR, SCH
Negative effects: FRD

36.  MUSH-IN-A-BOX - Black family
     The insides pop out when touched.  Its taste could be surprising,
too.
Positive effects: LCK
Negative effects: none

37.  TOADSTOOLSHED - Black family
     A mushroom shaped like a house.  Those with two chimneys are rare!
Positive effects: PWR, SKL, DEF, MGC, HP, SPR, CHM, LCK
Negative effects: none

38.  NOTE
     Following is a basic key for produce effects:

POSITIVE EFFECTS = Increases Abilities or Personality Traits
NEGATIVE EFFECTS = Decreases Abilities or Personality Traits
ABILITIES                              PERSONALITY TRAITS
     PWR = Power                            AGR = Aggressive
     SKL = Skill                            ARR = Arrogant
     DEF = Defense                          CLM = Calm
     MGC = Magic                            IND = Indecisive
     HP  = HP (constitution)                SCH = Scheming
     SPR = Spirit                           LAZ = Lazy
     CHM = Charm                            FRD = Friendly
     LCK = Luck                             LON = Lonely

    _______________________
___/ P.   World History    \____________________________________________

1.   THE BEGINNING
     A twinkling consciousness became a star which sparkled in the night
and banished the darkness.  The Mana Goddess aquired consciousness by
gazing into the light of that sun.  She made Fa'Diel, a great land, but
so far an empty one.

2.   THE MOON GODS
     The Mana Goddess drew beams of six colors from the sun.  They
became the six moons, each hiding a small diety within.  When those gods
awoke, they played beautiful music and brought fortune to the land of
Fa'Diel.

3.   THE NAMES OF STONES
     The six dieties became the Moon Gods and demanded that the Mana
Goddess name them.  So the Mana Goddess gave each of them a shining
stone, which filled the air with music: "Stars, follow me!  Moons, walk
with me!  And we shall celebrate your names!"

4.   THE MOON'S NAMES
     Tryne, merciful god of water.  Zea, passionate god of fire.
Barlen, selfish god of gold.  Libleyt, hopeful god of wood.  Morphes,
wealthy god of earth.  Ghazel, whimsical god of wind.  The Moon Gods
rejoiced, and the Mana Goddess returned to her slumber, becoming the
great Mana Tree.  Fa'Diel was left to the whims of the Moon Gods.

5.   THE CREATION
     The Moon Gods created land and ocean, trees and flowers, and gave
them light and the power to determine their fate.  The light became the
Elemental Spirits, riding in the sky.  They released bountiful light,
and were full of desire to serve the Moon Gods' will.  The Moon Gods
then finally returned to slumber.

6.   FLAMMIES
     Then, a beautiful yet powerful beast appeared, awakening the Moon
Gods.  The Moon Gods named this beast of strength and beauty Flammy.
Whenever one of the Moon Gods would fall asleep, another Flammy would
appear.  Eventually, Flammies of all six colors came to populate all the
land.

7.   DARK CLOUDS
     The Moon Gods tried to outdo each other in creating beauty.
Sometimes they argued trying to follow the Mana Goddess's will and
create many beasts.  But dark clouds came to Fa'Diel, and the Moon Gods
created greater beasts, and set them loose upon the land.  The Flammies
often quarrelled, and the cycle of creation and destruction repeated
endlessly.

8.   THE HOLE
     The trees withered, and the Elemental Spirits lost their luster.
The land dried up, and soon thereafter, wars began.  As the wars dragged
on, the powers of the Moon Gods were lost.  The land of Fa'Diel was
scarred, and pits to other worlds opened in the wounds.  The Moon Gods
peeked into the other worlds, and came to know fear, envy, and desire.

9.   REBIRTH
     Cracks appeared in the Mana Tree.  Waves of chaos from other worlds
came and tried to envelop all of Fa'Diel.  Each Moon God chose a Flammy
and gave it a stone.  The Flammies rode into the sky.  They were born of
the earth to ride in the sky and return to the earth.  They became a
flying river of Mana.

10.  THE THOUGHTS
     Fa'Diel was filled with the power of Mana.  It healed itself and
shut away the other worlds.  The Flammies returned to the Moon Gods, but
could not find them.  The Moon Gods had lost their memories and became
beasts.  The six remaining Flammies cried in anguish and despair.  The
waves in the air settled, and created many thought forms.

11.  THE REVELATION
     The Flammies turned their backs on the Moon Gods and flew into the
air.  The Moon Gods turned into stars, and the Flammies never came back
down.  New concepts came about after the Flammies and the Moon Gods
departed, but the Elemental Spirits were afraid and prayed to the Mana
Tree, who responded with soft pulses.

12.  THE PROPHECY
     These formless beings will eventually be given form so that they
might live.  They will be given the task of creating this world.  The
thoughts they think will shape the landscape.  They will be born into
this world in fear and sadness.  Sometimes their thoughts may hurt this
world, but you must help them build it.

13.  MAN AND FAERIE
     Soon many new beings were born, such as men and Faeries.  Man used
Mana to power his creations.  Faeries amplified the power of Mana with
song and dance.  Then, from beyond the heavens, six colored beams of
light shone down upon the land.  Six Flammies gazed upon Fa'Diel, and
all life there prospered.  A new age had begun.

14.  THE DARK ONE
     The Flammies of legend never returned from their heavenly climb.
Below, many similar creatures came into being.  For example, dragons
reflected the Flammies' divinity, becoming a race of deep introspection.
They took it upon themselves to protect Fa'Diel from its many foes.

15.  THE FALLEN
     Wyrms are rumored to be Flammies who have fallen into another
world.  Powerful mages summoned them into this world.  Wyrms possess the
incredible powers of the Flammies, but they lack their nobility and
grandeur.  True Flammies are said to appear regal and divine, unlike
dragons and wyrms, but no man can truthfully claim to have seen them.

16.  THE WORK OF MAN
     Humans were destined to reproduce and populate the land, and they
developed the technology to build.  Soon they gained dominance over all
physical things.  The humans who live in this world come in different
forms, but they are all humans.  Some inherit their forms from their
parents, while others are shaped through their experiences.

17.  THE WORK OF FAERIE
     Faeries have transparent wings, which are not used for flying, and
are shed during growth.  Only young Faeries are visible to humans, and
their bodies fade as time goes on.  Eventually, they become completely
invisible to the human eye.

18.  THE MANA TREE
     The Mana Tree sustained the bond between the world of humans and of
Faeries.  Plants exist in both the human and Faerie dimensions.  They
absorb the Mana of Fa'Diel and release it into the atmosphere.  Humans
use trees for fuel and tools, harnessing their power within inanimate
objects.  Faeries use the Mana released by plants to make Fa'Diel a
better place.

19.  SORCERERS
     Although not on par with the Faeries, all human could once harness
the power of Mana.  The ability to draw on the power of Mana was
originally given to all humans equally, but many lost that ability by
relying on machines, and losing touch with the natural world.  Later,
those with the power to draw Mana were called mages.

20.  ANISE
     The Great Witch Anise was the first mage to go down in history.
Anise bored a hole into the Mana Tree and built her laboratory there.
The flow of Mana into both human and Faerie worlds was diverted.  Anise
constructed a jewel called the Eye of Flame using the vast amounts of
Mana in her laboratory.  The Firestone brought out the evil in whoever
it touched.

21.  UNKNOWN STONES
     In the Age of Myth, the stones that the Mana Goddess gave to the
Moon Gods were the most powerful source of magic known.  However, some
powerful magic users born in later ages possessed similar stones.  Anise
tried to obtain such a stone when she created the Eye of Flame, but it
was difficult to control, and very dangerous.

22.  GOLDEN AGE ENDS
     Soon, many others learned how to construct their own Eyes of Flame.
The waves of Mana became chaotic, and shadows clouded the hearts of man.
These pulses tore rifts within the dimensions and sent waves of evil
into the hearts of man.  No longer was all life on the planet descended
from the spirits.  An age had ended.  A world had fallen from its
original purity.

23.  URAKLIUS AEON
     Evil ruled the land thereafter through men who could control the
waves of chaos.  Those of truth cried in anguish, but mages, who
rejoiced in obtaining new powers, firmly believed that this was the
world they wanted.  The mages declared the beginning of a new thousand
year kingdom and called it the Aeon of Uraklius.

24.  THE HOLY WAR
     Aion, the leader of the Faeries, sent an army to conquer Anise.
There, hundreds of Anise's mages battled thousands of Faerie warriors.
The battle was fought overnight, and almost all of the Faeries were
slain.  The few remaining Faeries continued their lives in the land of
men.

25.  THE HIDDEN
    Although the Faeries thought that all humans were enemies, they soon
discovered that there were those in the land of men who could understand
the Faeries.  With the help of the humans, they were again able to
battle Anise and her mages.  Eventually they rose victorious.
Unfortunately, during the fight, the Mana Tree burned to the ground. 

26.  EYES OF FLAME
     Although it was thought that many Eyes of Flame would be recovered
from the ashes, only three were found.  Aion was banished to the
Underworld.  He refused to be reincarnated, and became the Lord of the
Underworld.

27.  THE UNDERWORLD
     Aion, leader of the Faeries, created his new servants, the
Shadoles.  Shadoles were born from the thoughts of Aion, and they
brought the newly departed to the Underworld.  From this time on, all
departed souls are brought to the Underworld to receive the judgment of
its Lord.

28.  SEVENTH MOON
     Anise was killed by a stone called the "Seventh Moon."  Legend has
it that the Faerie warrior who fought against Anise, a master of the Eye
of Flame in her own right, bested her using this mysterious object.

29.  A BRIEF PEACE
     After the Holy War of the Mana Tree, the flow of Mana to the world
resumed.  Before, mages would steal from others, using dangerous magic,
but now the land produced enough for all.  However, the surviving mages
could not stand being equal to their fellow creatures.  They sought
magic that could make everything their own.

30.  MAGES' TOWER
     The mages started building towers at Mana Points all over Fa'Diel
in order to regain the Eyes of Flame.  They took action against the
Faeries, who stood in the way of their plans.  Whenever a tower was
built, an army would come to destroy it.  Such wars continued for
hundreds of years.  Soon, all of humanity came to think of Faeries as
evil beings.

31.  MOUNTAIN SCHOOL
     Elise, who called herself Anuella, was the daughter of Anise.  She
had the power to bring mundane objects to life.  After fleeing her
mother's self-righteous rule, she settled in the northern mountains and
there created a group of dolls who would obey her every command.  They
came to be called magical beings, and her art was promulgated by mages
who idolized her.

32.  ARTIFICERS
     There were two types of magical beings.  One type was imbued with
life.  Another type had hidden powers.  The latter were called
artifacts.  Artifacts had weaker magical powers than Eyes of Flame, but
were simpler to construct.  Creating Eyes of Flame was frought with
accidents, so making artifacts became the most popular kind of magic.

33.  ARGOT
     The king of dragons, Argot, destroyed all the mage towers in the
land of Faeries.  Argot opened a hole into the other worlds and called
forth many monsters.  However, records state that he eventually turned
to evil, and was banished by the Faeries.

34.  LUCEMIA
     Argot summoned a wyrm in the shape of a Flammy.  He summoned
Lucemia, the Wyrm of Light, and the greatest of all the wyrms.  Legend
says that Lucemia leveled each and every mage tower, and died trying to
swallow an entire volcano.

35.  THE LILIPEAS
     The Lilipeas are a small tribe that settled in the northern
mountains.  People said that they were similar to Anuella's dolls.  Only
Selva, who was tall and slim, oft visited Anuella by riding on a bird.
Selva often took Anuella's dolls outside.

36.  THE ASHES
     In a charcoal-maker's hut, a little girl awaited her father's
return.  Her name was Magnolia, and her father made a living from
hunting and from making charcoal.  Selva gave this girl one of Anuella's
dolls.

37.  ANISE'S FIRE
     The doll that was brought into Magnolia's room had red stones as
its eyes.  They were Eyes of Flame that Anise made, and they burst into
flames and burned the hut to ashes.

38.  MAGE AND RUBY
     Magnolia lost her life in the hut as it burned down, but the doll
was saved.  The doll began to call herself Magnolia, and she stayed with
the Lilipeas, until one day she left with a mage.  The mage wanted to
steal the Eyes of Flame in Magnolia's eyes, for they contained more Mana
energy than the enchanted instruments.

39.  GAEUS
     Anuella saw through the mage's plot.  She left the northern
mountain, then gave life to a rocky hill so the mage's caravan could not
progress further.  The living hill called itself Gaeus, and its
knowledge seemed deeper, and more vast than Anuella's.  Anuella called
for Gaeus' help and prepared for war.

40.  THE CONDUCTOR
     All the Faeries fought on Anuella's side, using many enchanted
instruments.  The mage's force fell apart against the power of the
instruments with infinite Mana power.  Anuella came to be known as the
"Player of the Flying Contrabass," and as "the Conductor" among Faeries.

41.  MAGE HALCIET
     Halciet the Mage was the last one who stood against Anuella.  He
used a stone called "the Seventh Moon" and fought against Anuella, but
the mages among his army began a quarrel over the stone's possession,
and Halciet left the force.

42.  GEIMASWALD
     The mages made a magic circle with the Eyes of Flame and summoned
the Wyrm of Thunder, Geimaswald, to attack Anuella.  But the Lilipeas
lured Geimaswald into a cave and killed it.  The leader of the Lilipeas
was Selva of the Four Winds.

43.  EASTERN WIND
     It became known to the mages that these instruments could be used
as weapons.  The mages took the remaining Eyes of Flame and the
instruments aquired in the previous battles and fled to the east.
There, the mages made instruments with more Mana power and dedicated
them to their new lord, Lonway.

44.  EMPEROR LONWAY
     The mages provided Lonway with their magic, and urged him to
prepare for battle with the Faeries.  Lonway's army then progressed to
the ancient city of Mindas to open the gates to the land of Faeries.
Many nations used this as an excuse to start their own political
battles.

45.  RICROT IV
     Ricrot IV was supported by Anuella, and was given an army of wooden
horses that could fly in the sky to fight against Lonway and his mages.
He came to be known as the "King of Wooden Horses."  Many brave men
enlisted in Ricrot's army.

46.  SPIRITUAL WAR
     Gato Grottoes were Fa'Diel's power nexus, protected by "the Spirits
of the Ascetics."  Many monks fought as soldiers, and the high priests
stopped enemies from other dimensions by sending their spirits to
battle.  Intense battles between the dimensions and other worlds took
place in Gato.

47.  ROSIOTTI
     Rosiotti was a hero who could pierce a warrior's chest with his
arrows from miles away.  It was anticipated that his bravery and skills
would change the war's outcome.  However, he only became Lonway's
general because Lonway promised him great rewards.

48.  THE CHASE
     In the midst of intense battles between Ricrot and Lonway's army,
Selva of the Four Winds brought his army of Lilipeas and Flowerlings to
fight on Ricrot's side.  Lonway then ordered Rosiotti to kill Selva.  No
one had ever escaped Rosiotti's arrows, and the chase was on.

49.  SELVA
     Selva kept commanding his army, while fleeing Rosiotti's never-
ending chase at the same time.  When Rosiotti finally shot Selva's heart
with his arrows, he was surrounded by countless Lilipeas.  It was then
that Rosiotti was told to become a Wisdom, to walk the same path with
them.

50.  CONJUROR NUNUZAC
     Nunuzac was Lonway's best and the most powerful summoner.  He
summoned Freymold, the Wyrm of Fire, as Lonway ordered him when the tide
of war began to turn against him.  Nunuzac kept summoning monsters until
Lonway was killed, and he himself became trapped in the dimension on the
other side of his magic circle.

51.  WARRIOR OLBOHN
     Another army to join the war was Aion's force of "Creatures of
Shadow" from the Underworld.  These "Creatures of Shadow," or the
Shadoles, caught and threw living people into the Underworld and trapped
them there.  Olbohn the Swordsman went down to the Underworld by himself
and defeated Aion.

52.  FREYMOLD
     Freymold, the Wyrm that was summoned by Nunuzac, flew across
Fa'Diel and burned Rosiotti's jungle to ashes.  Rosiotti raged over this
event, and later joined Anuella's force.

53.  KNIGHT OF TRUTH
     Lasdanac was the Holy Knight of Ricrot's army who was taught the
"Spell of Truth" by the Faeries.  With this spell, he defeated Freymold,
but it is told that he later fell to a Faerie's curse.

54.  THE NEW WORLD
     After the war came to an end, Ricrot IV built churches and began
compiling "the Book of Divine Guidance."  He also established the
Academy of Magic with a portrait of the great witch, Anise, inside and
summoned her spirit to it.  Anuella was displeased by this event.

55.  TEMPLE OF HEALING
     The temples lost many of their monks and priests as they came under
Ricrot's rule.  All the male priests were taken and sent to the Academy
of Magic as magic researchers, to lessen resitance from the religious
organizations.

56.  ANUELLA
     In the years following the war, Ricrot sent soldiers to capture and
kill off the surviving soldiers of Lonway's army, as well as the
Faeries, which he called "the Ones with Devilish Powers."  Anuella left
Ricrot and locked herself into a place named "the Graveyard of
Artifacts."

57.  MANA STONES
     The seventh Mana Stone was desired for its Mana power, and it
appeared in history many times.  Jumis were the first ones to be
searched for the possession of the stone.  It is said that an
uncountable number of Jumis were hunted down and killed for this
purpose.

58.  DIRT
     When Jumis were being hunted during the search for the seventh Mana
Stone, they died after intentionally lessening the energy flow in their
jewel cores.  Many Jumis died this way to protect the secret of their
clan, and mages began to call them "lumps of dirt" as a result.

59.  ANGELS
     There was a new movement in the land of Faeries, as Zuf'ben became
their new leader.  The spiritual waves of the two worlds were becoming
magnified, and many expected the worlds to become one.  Zuf'ben lamented
over the humans' corruption, and called upon higher beings for help.
Angels answered his prayers.

60.  JANNA
     Angels were beings who serve the Goddess, and cannot normally be
seen by Faeries or humans.  Seven angels chose to reincarnate in the
land of Faeries, and they rode on Janna, a ship with its own
consciousness.

61.  INCARNATION
     In order to control the Janna, the angels decided to reincarnate
into Faeries and humans.  The reborn angels would lose their memories,
until Janna could awaken them.

62.  MALICIOUS MIND
     Zuf'ben rode Janna and searched both Fa'Diel and the land of
Faeries to find the seven angels, but humans attacked Janna, afraid of
the flying ship.  During the attack, the minds of those onboard the ship
were tainted with evil.

63.  UNAWAKENED ANGELS
     The angels transmuted into their human and Faeries forms, but they
lost awareness of their true nature, because they could not sense
Janna's benevolence.  Some of the angels even joined the battle to gain
control of Janna.  Janna turned to evil, and villainous people gained
demands over her.

64.  ANCIENT MEMORIES
     Even though Janna had not awakened them, six of the seven angels
regained their memories.  One cried for a fallen friend, one confronted
Janna, one crossed swords with a former angel, one heard the guidance of
a Wisdom: "Six angels' memories were restored, but the seventh would
never awaken."

65.  SEVENTH ANGEL
     In the dreams of the six angels, a seventh angel appeared.  But he
did not answer the calls of the others.  He was neither human nor
Faerie, but a Jumi.  Both humans and Faeries had used the Jumi to
strengthen their magic in the war.

66.  JANNA'S END
     The angels gave up on retrieving Janna, and chose to fight for the
Jumi.  With help from the Wisdoms, they built a ship to confront Janna,
and joined the war.  The angels defeated the leader of the humans and
Zuf'ben, who had become an evil Faerie, and sealed Janna in the
dimensional gap.  Then they remained in Fa'Diel.

67.  DIVINE GUIDANCE
     As time went by, "the Rules for Peace" which Ricrot started changed
to "the Peace for Rule."  "The Book of Divine Guidance" was used to
propagate the empire's religious and political thoughts, and many
"heretics" were hunted down by the empire's army.

68.  DEATHBRINGER
     Irzoile Enaanshalc was the fifteenth emperor of the Enaanshalc
Empire, and he was called the Deathbringer.  He was a descendant of
Ricrot Enaanshalc, a hero in the era of the Faerie War, but his
oppressive reign caused the empire's fall.

69.  HOLY KNIGHT
     The chivalric code, which Ricrot IV established, produced many
legendary heroes in a short time period.  Julio Liotte was the most
accomplished knight in the empire's army, and thus he was given the
title of "Holy Knight," and became the guardian of the empire.  The
Liotte family passed this title down the line.

70.  THE HALLOWAYS
     To commemorate the souls of heroes lost during the war, Ricrot IV
established shrines to the Mana Goddess, and closed down most of the
older temples aside from the one in Gato.  The Halloway family was a
line of priests, but under the rule of Ricrot's empire, its influence
diminished.

71.  WINDCALLERS
     The clan of Windcallers could speak to and control the wind.  They
live quietly in a village by the base of Norn's Peak, and kept their
watchful eyes on any intruders that might disturb their way of life.

72.  EMPIRE'S FALL
     Irzoile Enaanshalc desired immortality, and sent his army to
retrieve the Dragon Stones which the ancient dragons protected.  His
attempts failed, and he lost his life as a result.  But his overwhelming
desire for immortality made Jajara, the bone dragon, choose him to
become his dragoon.

    _______________________
___/ Q.   Basic Golemology \____________________________________________

1.   GOLEM'S COMPOSITION
     Q: What are the necessary components?
     A: A completed body and logic blocks.
     The body of the golem determines its power level, and the logic
blocks provides the action patters of the weapons it equips.

2.   GOLEM'S BODY
     Q: What makes up the golem's body?
     A: At least one weapon or piece of armor.
     A golem's body is made by combining a lifeball with one weapon and
up to three pieces of armor.  Its performance and characteristic
parameters reflect those of the materials.

3.   LOGIC BLOCKS
     Q: What makes up a logic block?
     A: Two pieces of equipment.
     Choose two pieces of equipment from your list of armor, weapons, or
instruments.  Each block provides a certain action pattern for a golem.

4.   LOGIC GRID
     Q: What determines the size of the logic grid?
     A: The number of armor pieces used for the golem's body.
     The larger the grid, the more logic blocks it can hold, for a wider
variety of golem actions.

5.   GOLEM'S ACTIONS
     Q: What determines a logic block's type?
     A: The combination of its components.
     Try different equipment combinations to create blocks you want for
desired action patterns of your golem!

6.   LOGIC TYPES
     Q: What determines a logic block's shape?
     A: The combination of its components.
     All logic blocks have one of eleven shapes, and each block's
effectiveness derives from the components' parameters.

7.   ATTACK TYPES
     Q: What determines the golem's attack mode?
     A: The type of the weapon used for the golem's body.
     Some blocks cannot be assigned to a golem if the block's attack
type differs from the golem's attack type.

8.   ATTACK & DEFENSE LEVEL
     Q: What determines golem attack and defense levels?
     A: The characteristics of the weapons and armor used.
     Golem parameters such as HP, attack and defense, and elemental
levels, are determined by the components used to make its body.  This
does not include logic grid size and rate of malfunction.

9.   MALFUNCTION RATE
     Q: How is the malfunction rate determined?
     A: The number of armor pieces used as components.
     The higher the percentage shown on the menu screen, the more
frequently golem fails to deliver an attack.  If one action fails,
actions connected by wedge-marks also fail to deliver.

10.  CHOICES OF ACTION
     Q: How does a golem decide which action to take?
     A: By referring to its action gauge and calculating the distance to
the enemy.
     The logic grid has two axes.  One is the action gauge, and the
other is the distance between the golem and the enemy.

    _______________________
___/ R.   Techniques       \____________________________________________

1.   JUMP - ability (default)
     Might as well jump.

2.   DEFEND - ability (default)
     But remember that the best defense is a good offense.

3.   LUNGE - ability (default)
     A quick step forward.

4.   RETREAT - ability (default)
     A quick step backward.

5.   CROUCH - ability (default)
     Increases regeneration of Hit Points, but while crouching defense
rating is zero.

6.   PUSH - ability (default)
     Stuns target.

7.   CHEER - ability (default)
     No real use, but increases the power move gauge slightly.

8.   SPIN - ability (default)
     Stuns opponents.  Attacking while spinning turns the ability into a
spin attack.

9.   GRAPPLE - ability
     Grabs an opponent, then use attack to throw.
Required abilities: Defend, Push

10.  WHIRL - ability
     Turns opponents to expose their back.
Required abilities: Grapple, Spin

11.  BASH - ability
     Runs the opponent to the edge of the screen.
Required abilities: Whirl, Push

12.  SOMERSAULT - ability
     Executes a forward flip while dodging attacks.
Required abilities: Lunge, Jump

13.  BACK-ROLL - ability
     Executes a back-roll while dodging an enemy's attack.  Hit the
Power Attack button to add an attack.
Required abilities: Retreat, Jump

14.  BACK-FLIP - ability
     Cannot be hit until starting the descent.  Pressing the Power
Attack button adds an attack.
Required abilities: High Jump, Back-roll

15.  MOONSAULT - ability
     Invulnerable until starting the descent.
Required abilities: High Jump, Somersault

16.  HIGH JUMP - ability
     Soars high above opponents.
Required abilities: Crouch, Jump

17.  DOUBLE-JUMP - ability
     Jumps again in the middle of a jump.
Required abilities: High Jump, Jump

18.  TACKLE - ability
     Knocks opponents back.
Required abilities: Lunge, Push

19.  COUNTERATTACK - ability
     Counters an enemy's move with an attack for double the damage of a
Quick Attack.
Required abilities: Defend

20.  COUNTERSTRIKE - ability
     Counters an enemy's move with an attack for quadruple the damage of
a Power Attack.
Required abilities: Counterattack

21.  TAUNT - ability
     Gets an opponent's attention.
Required abilities: Retreat, Cheer

22.  EVADE - ability
     Evasive action.
Required abilities: Lunge, Retreat

23.  TOSS - ability
     Juggles the opponent.
Required abilities: Crouch, Bash

24.  DEFENSIVE LUNGE - ability
     Lunges forward while blocking.
Required abilities: Defend, Lunge

25.  SLIDE - ability
     Knocks an opponent down.
Required abilities: Crouch, Lunge

26.  FLIP-KICK - ability
     A sudden attack while doing a flip.
Required abilities: Back-roll, Back-flip

27.  ADMONITION - Knife technique
     Close in quickly with an opponent, executing a quick slice.
Required abilities: Lunge

28.  RISING EAGLE - Knife technique
     A jump into the air, followed by a sudden knife-throw.
Required abilities: Jump

29.  VORTEX OF DEATH - Knife technique
     Cut up opponents in a death-bringing spin.
Required abilities: Spin

30.  VAPOR BLADE - Knife technique
     A quick roll into the enemy, followed by a devastating double
attack.
Required abilities: Somersault

31.  SONIC WAVE - Knife technique
     A tremendous sonic wave, released after two impressive flip-kicks.
Required abilities: Back-roll

32.  RISING DRAGON - Knife technique
     A jump into the air, followed by a hail of daggers.
Required abilities: High Jump

33.  CRESCENT MOON - Knife technique
     A leap into the air in a grand arc, followed by multiple slashes.
Required abilities: Moonsault

34.  ECLIPSE - Knife technique
     A back-flip followed by a stab into the space-time continuum.
Damages any creatures nearby.
Required abilities: Back-flip

35.  BACKSTAB - Knife technique
     A leap into the opponent's blind spot, creating an opening for the
coup-de-grace.
Required abilities: Slide, Double-jump

36.  PUPPET - Knife technique (also Flail)
     A retreat leaving a dummy, which fight in your place.
Required abilities: Retreat, Cheer

37.  COBRA FANG - Knife technique
     A short push and quick retreat, ending with a dagger throw.
Required abilities: Push, Retreat

38.  NINJA DROP - Knife technique
     A decoy hides the location of the true attacker, who drops in a
crescendo of force.
Required abilities: Grapple, Evade

39.  POUNCING CAT - Knife technique
     A vertical swing sets up the perfect finishing blow.
Required abilities: Back-roll, Somersault

40.  BACK SLASHER - Knife technique (also Flail)
     The first strike knocks the enemy back and exposes its blind side,
the next deals a crippling blow.
Required abilities: Whirl, Lunge

41.  REAPING THE MIST - Knife technique
     This amazing technique consists of acrobatics which lead into a
lunging attack straight through any opposition.
Required abilities: Back-roll, Back-flip, Lunge

42.  DARK ASSASSINS - Knife technique
     A sinister attack that summons dark assassins to clear the area of
enemies.
Required abilities: Evade, Spin, Crouch

43.  DANCE OF ROSES - Knife technique
     A rising slice with the power of a thousand thorns.
Required abilities: Defensive Lunge, Evade, High Jump

44.  LOOKING GLASS - Knife technique (also Flail)
     Traps an enemy in a dimensional mirror.  The enemy suffers great
damage once the mirror is broken.
Required abilities: Whirl, Bash, Taunt

45.  AERIAL REAVER - Knife technique
     A secret technique of throwing enemies up into the air and carving
into them as they fall.
Required abilities: Flip-kick, Spin, Crouch, High Jump

46.  PHOENIX - Knife technique
     A fantastic array of pyrotechnics that crescendos into an immortal
force, reducing opponents to ashes.
Required abilities: Cheer, Evade, Double-Jump, Defensive Lunge

47.  IAI STRIKE - Sword technique
     A sudden lunge, followed by a slice through the enemy.
Required abilities: Lunge

48.  CUTTING BAMBOO - Sword technique
     A vertical jump with a downward slash.
Required abilities: Jump

49.  MAELSTROM - Sword technique
     A more powerful version of Spin.
Required abilities: Spin

50.  RISING SUN - Sword technique (also Axe)
     A series of two anti-aerial slashes from a crouching position.
Required abilities: Crouch

51.  TRIPLE TIGER - Sword technique
     A rolling slash, a rolling jab, and a rolling upward cut.
Required abilities: Somersault

52.  BLADE LAUNCHER - Sword technique
     Uses the force of a back-roll to launch opponents into the air.
Required abilities: Back-roll

53.  CUTTING PINE - Sword technique (also Axe)
     A more powerful version of Cutting Bamboo.
Required abilities: High Jump

54.  BIRD OF PREY - Sword technique
     A high moonsault followed by multiple devastating strikes.
Required abilities: Moonsault

55.  CORKSCREW - Sword technique
     A back-flip while swinging the sword.
Required abilities: Back-flip

56.  CROSS STRIKE - Sword technique (also Axe)
     A vertical strike from the air, followed by a horizontal strike on
the ground.
Required abilities: High Jump, Lunge

57.  TIGER CLAW - Sword technique
     A slashing combination from above and below.
Required abilities: Somersault, Back-roll

58.  CLEAN SWEEP - Sword technique
     A low slide knocks the opponent off balance.  The finishing strike
follows.
Required abilities: Slide, Retreat

59.  DRAGON'S TAIL - Sword technique
     An attack so swift that the enemy doesn't know it's dead, until...
Required abilities: Tackle, Back-flip

60.  ORBITING BLADES - Sword technique (also Axe)
     A lunge into the enemy with multiple blades whirling above.
Required abilities: Spin, Defensive Lunge

61.  MOTION OF TRUTH - Sword technique
     A triple attack consisting of a quick jab, a rising strike, and an
earth-shattering spinning strike.
Required abilities: Tackle, Bash, Moonsault

62.  SMASHING BLADE - Sword technique
     A push to knock the enemy off-balance.  It uses a slash, and a grab
to turn the enemy away.  The final blow connects from behind.
Required abilities: Push, Whirl, Somersault

63.  INVISIBLE DEATH - Sword technique
     A whirlwind of attacks so fast that the swordsman seems invisible.
Required abilities: Grapple, Lunge, Retreat

64.  DYNAMITE X - Sword technique (also Axe)
     Cuts an X into the enemy.  Causes an explosion when the X is
crossed.
Required abilities: Jump, Crouch, Cheer

65.  TERMINAL VELOCITY - Sword technique
     Uses centrifugal force to release a blow of mythic proportions.
Required abilities: Whirl, Back-flip, Spin, Lunge

66.  GOLDEN DRAGON - Sword technique
     Buries the enemy by summoning the incredible powers of the Golden
Dragon.
Required abilities: Toss, Evade, Crouch, Jump

67.  DEEP SLICE - Axe technique
     A lunging horizontal swing cuts deep into the enemy and exposes its
back.
Required abilities: Lunge

68.  AXE BOMB - Axe technique
     A leap into the air, followed by a devastating axe throw.
Required abilities: Jump

69.  TORNADO - Axe technique
     A spin while holding the axe horizontally.
Required abilities: Spin

70.  ELECTRIC YO-YO - Axe technique
     Uses the axe like a yo-yo.
Required abilities: Somersault

71.  RETRIBUTION - Axe technique (also Hammer)
     Once the axe is thrown skywards, a huge axe falls from the clouds.
Required abilities: Back-roll

72.  BIRD OF PREY - Axe technique
     Releases multiple axes during a moonsault.
Required abilities: Moonsault

73.  SALMON UPSTREAM - Axe technique
     A vertical jump while swinging the axe.
Required abilities: Back-flip

74.  RISING SUN - Axe technique (also Sword)
     A low strike stuns the opponent, followed by a rising slash.
Required abilities: Crouch

75.  CUTTING PINE - Axe technique (also Sword)
     A more powerful version of Cutting Bamboo
Required abilities: High Jump

76.  AXE BOMBER - Axe technique
     A push followed by an immense axe swing.
Required abilities: Evade, Bash

77.  BLACK WINGS - Axe technique
     Sends multiple homing axes into an enemy knocked into the air.
Required abilities: Toss, Retreat

78.  BOULDER DASH - Axe technique
     A build-up of energy is spent crashing into enemies.
Required abilities: Back-flip, Tackle

79.  ORBITING BLADES - Axe technique (also Sword)
     A lunge into the enemy with multiple blades whirling above.
Required abilities: Spin, Defensive Lunge

80.  CROSS STRIKE - Axe technique (also Sword)
     A vertical strike from the air, followed by a horizontal strike on
the ground.
Required abilities: High Jump, Lunge

81.  TRUE STRIKE - Axe technique
     A push, a roll, and a preliminary strike that knocks the enemy off-
balance.  A flip-attack is the grand finale.
Required abilities: Whirl, Somersault, Moonsault

82.  DYNAMITE X - Axe technique (also Sword)
     Cuts an X into the enemy.  Causes an explosion when the X is
crossed.
Required abilities: Jump, Crouch, Cheer

83.  TIME BURST - Axe technique
     Spins multiple axes and stops time.  Suddenly, the enemy has
changed position and has been chopped by the axes.
Required abilities: Push, Spin, Evade

84.  KARMA - Axe technique
     A berserker attack against all enemies in sight.
Required abilities: Cheer, High Jump, Evade, Counterstrike

85.  LUNGING ARC - 2-Handed Sword technique
     A sudden lunge into the enemy, followed by a series of heavy
swings.
Required abilities: Lunge

86.  RISING CRUSH - 2-Handed Sword technique (also 2-Handed Axe, Hammer)
     A rising cut into the opponent's throat.
Required abilities: Crouch

87.  SPIRAL WAVE - 2-Handed Sword technique (also 2-Handed Axe)
     A spinning move that releases a wave of unbelievable force.
Required abilities: Somersault

88.  SHISH KEBOB - 2-Handed Sword technique
     A flip-kick to knock the enemy into the air is followed by a
powerful stab.
Required abilities: Back-roll

89.  IMPULSE - 2-Handed Sword technique (also 2-Handed Axe)
     A leap into the air is followed by a thundering stab into the earth
that devastates all caught in the blast radius.
Required abilities: High Jump

90.  SHIELD BREAKER - 2-Handed Sword technique
     A leap into the air and a crushing blow down into the enemy.
Required abilities: Jump

91.  WINDSLASHER - 2-Handed Sword technique
     A spin which releases shockwaves in every direction.
Required abilities: Spin

92.  WINDWALKER - 2-Handed Sword technique (also Hammer)
     A fantastic move consisting of tremendous sword slashes and
acrobatics galore.
Required abilities: Moonsault

93.  SPLASHBLADE - 2-Handed Sword technique (also 2-Handed Axe)
     A slash.  A jump.  A spin.  A kill...
Required abilities: Back-roll, Back-flip

94.  RAIN OF BLOOD - 2-Handed Sword technique
     A deep cut into a foe flung skyward.
Required abilities: Toss, Double-jump

95.  BRING IT ON - 2-Handed Sword technique
     A taunt from a distance and an attack, once the enemy gives chase.
Required abilities: Retreat, Taunt

96.  MARBLE STREAM - 2-Handed Sword technique
     An incredible move in which numerous images appear and then strike
simultaneously.
Required abilities: Evade, Lunge

97.  SKULLSPLITTER - 2-Handed Sword technique (also Hammer)
     A powerful jumping attack to the back of an enemy's head.
Required abilities: Whirl, Jump

98.  BEAUTIFUL THREE - 2-Handed Sword technique
     A series of strikes with the coldness of snow, the brilliance of
the moon, and the perfection of blossoms.
Required abilities: Tackle, Back-flip, Lunge

99.  QUAKEBRINGER - 2-Handed Sword technique
     A great leap, followed by a fantastic stab into the earth.
Required abilities: Cheer, Moonsault, Crouch

100. TRIPLE OFFENSE - 2-Handed Sword technique
     A technique which strikes high, middle, and low simultaneously.
Required abilities: Evade, Somersault, High Jump.

101. DEEP SWING - 2-Handed Sword technique
     A simple, but ultimately deadly, attack.
Required abilities: Crouch, Defend, Counterattack, Counterstrike

102. RAGING PAIN - 2-Handed Sword technique
     A devastating combination of unimaginable terror.
Required abilities: Evade, Flip-kick, Jump, Taunt

103. SIDESWIPE - 2-Handed Axe technique
     A single horizontal strike.
Required abilities: Lunge

104. RISING CLAW - 2-Handed Axe technique
     A rising swing and jump.
Required abilities: Jump

105. FLYING SAWBLADES - 2-Handed Axe technique
     A spin which releases axes in six directions.
Required abilities: Spin

106. ROLLING THROW - 2-Handed Axe technique
     A somersault followed by a powerful throw.
Required abilities: Somersault

107. BLURRED AXE - 2-Handed Axe technique
     A move with a back-flip so fast that the image of the axe becomes
blurred.
Required abilities: Back-flip

108. RISING CRUSH - 2-Handed Axe technique (also 2-Handed Sword, Hammer)
     A rising cut into the opponent's throat.
Required abilities: Crouch

109. SPIRAL WAVE - 2-Handed Axe technique (also 2-Handed Sword)
     A spinning move that releases a wave of unbelievable force.
Required abilities: Somersault

110. IMPULSE - 2-Handed Axe technique (also 2-Handed Sword)
     A leap into the air is followed by a thundering stab into the earth
that devastates all caught in the blast radius.
Required abilities: High Jump

111. DIVINE RIGHT - 2-Handed Axe technique
     A shove which pushes the enemy right into the arc of the falling
axe.
Required abilities: Push, Back-roll

112. SNOWFALL - 2-Handed Axe technique
     A move which tosses the enemy up into the air to be shredded upon a
spinning axe.
Required abilities: Toss, Spin

113. SPINNING HAWK - 2-Handed Axe technique
     A spectacular feat in which the axe is thrown spinning into the
air, and an enemy is catapulted into it.
Required abilities: Back-flip, Flip-kick

114. TIDAL WAVE - 2-Handed Axe technique (also Hammer)
     A overwhelming display of force, in which beams of raw power
emanate in a wide arc.
Required abilities: Evade, Defensive Lunge

115. SPLASHBLADE - 2-Handed Axe technique (also 2-Handed Sword)
     A slash.  A jump.  A spin.  A kill...
Required abilities: Back-roll, Back-flip

116. ANGELIC LUMBERJACK - 2-Handed Axe technique
     Three acrobatic stunts to increase the power of the final mighty
blow.
Required abilities: Somersault, Moonsault, Back-flip

117. BUZZSAW OF DOOM - 2-Handed Axe technique
     A light leap to the rear, followed by an uncanny rolling aerial
attack.
Required abilities: Double-jump, Somersault, Lunge

118. SPIKESTRIKE - 2-Handed Axe technique
     A sweep of the opponent's legs, followed by an aerial slice from
behind.
Required abilities: Whirl, Slide, Moonsault

119. SPARKLING RAMPAGE - 2-Handed Axe technique
     This fantastic move utilizes Faerie magic to smite foes.
Required abilities: Retreat, High Jump, Spin, Tackle

120. SUPER SLUGGER - Hammer technique
     A huge horizontal swing for scoring home runs.
Required abilities: Lunge

121. BIG BANG - Hammer technique
     Death from above.
Required abilities: Jump

122. BLAMMO - Hammer technique
     An explosion that results from a powerful spin.
Required abilities: Spin

123. MOLE-HUNTING - Hammer technique
     A slam into the ground that opens the earth in a straight line.
Required abilities: Somersault

124. GROUND ZERO - Hammer technique
     A mid-air hammer-throw which engulfs all in its explosion.
Required abilities: High Jump

125. RISING CRUSH - Hammer technique (also 2-Handed Sword, 2-Handed Axe)
     A rising strike into the opponent's throat.
Required abilities: Crouch

126. WINDWALKER - Hammer technique (also 2-Handed Sword)
     A fantastic move consisting of tremendous hammer strikes and
acrobatics galore.
Required abilities: Moonsault

127. RETRIBUTION - Hammer technique (also Axe)
     Once the hammer is thrown skywards, a huge hammer falls from the
clouds.
Required abilities: Back-roll

128. BLAZING HAMMER - Hammer technique
     A technique in which built-up power is unleashed in a powerful
strike.
Required abilities: Retreat, Tackle

129. DOUBLE IMPACT - Hammer technique
     A strike so powerful that the enemy feels the pain twice.
Required abilities: Somersault, Moonsault

130. THOR'S HAMMER - Hammer technique
     A move in which the opponent is tossed up into the air, only to be
tragically struck down.
Required abilities: Toss, High Jump

131. SKULLSPLITTER - Hammer technique (also 2-Handed Sword)
     A powerful jumping attack to the back of an enemy's head.
Required abilities: Whirl, Jump

132. TIDAL WAVE - Hammer technique (also 2-Handed Axe)
     An overwhelming display of force, in which beams of raw power
emanate in a wide arc.
Required abilities: Evade, Defensive Lunge

133. ULTRA SLUGGER - Hammer technique
     A huge horizontal swing for scoring out-of-the-park home runs.
Required abilities: Toss, Retreat, Lunge

134. INTERVENTION - Hammer technique
     An incredible leap into the heavens to call forth a divine hammer,
of course.
Required abilities: Double-jump, Spin, Somersault

135. VOLCANO - Hammer technique
     The enemy, once tossed to an impressive height, is greeted by the
force of one mean hammer.
Required abilities: Crouch, Cheer, Jump

136. PEARLY GATES - Hammer technique
     A truly jaw-dropping move in which the enemy is hit all the way to
the gates of heaven and back.
Required abilities: Toss, Retreat, Lunge, Spin

137. LANCER - Spear technique
     A lunging strike from afar.
Required abilities: Lunge

138. MIGHTY JAVELIN - Spear technique
     A mid-air javelin throw.
Required abilities: Jump

139. TWISTER - Spear technique
     A spin so fast that it causes a tornado which carries enemies away.
Required abilities: Spin

140. DRAGON'S BITE - Spear technique
     A spear-throwing technique which strikes all in a straight line.
Required abilities: Somersault

141. FURIOUS COPTER - Spear technique
     A jump while spinning the spear at great speeds that blasts all
beneath in a terrific backwash.
Required abilities: High Jump

142. NEBULOUS SAUCER - Spear technique
     An incredulous spear throw at the height of a moonsault's arc.
Required abilities: Moonsault

143. LANCENATOR - Spear technique
     A slam with the shoulder into the opponent followed by a
devastating impalement.
Required abilities: Tackle, Crouch

144. CYCLONE RACER - Spear technique
     A quick lunge while spinning the spear overhead, thwacking all
opposition.
Required abilities: Spin, Lunge

145. REWIND - Spear technique
     A technique in which the spear is spun in place and then called
back after its owner executes a flashy moonsault.
Required abilities: Back-roll, Moonsault

146. FOOL'S PLAY - Spear technique
     A technique so fast that the enemy is thrown up into the air, only
to be juggled about like a ball.
Required abilities: Toss, Evade

147. HOLY LIGHT - Spear technique
     A terrific leap into the air, followed by a shower of divine light
that smites foes below.
Required abilities: High Jump, Somersault

148. TRIPLE SUPREMACY - Spear technique
     A powerful thrust, a launch into the air, and a finishing blow.
Required abilities: Lunge, Crouch, Spin

149. DEADLY BRANDING - Spear technique
     A crafty maneuver involving knocking the enemy right into the path
of flying spears.
Required abilities: Bash, Taunt, Slide

150. CHROME RAY - Spear technique
     A complex technique which requires much planning to execute
properly.
Required abilities: Back-roll, Defensive Lunge, Grapple

151. RAGING FURY - Spear technique
     A furious rage which follows a dramatic lunge into the enemy.
Required abilities: Tackle, Evade, Lunge

152. LO AND BEHOLD - Spear technique
     An attack combination in which an unfortunate soul is the recipient
of indescribable pain.
Required abilities: Crouch, Moonsault, Double-jump, Spin

153. BLUE DRAGON - Spear technique
     An earth-rendering display of power, not unlike that of a blue
dragon.
Required abilities: Evade, Retreat, Spin, Defensive Lunge

154. GUST - Staff technique
     A lunge with a spinning staff.
Required abilities: Lunge

155. PAINT IT BLACK - Staff technique
     A move which brings forth a tiny black hole when the thrown staff
makes impact with the ground.
Required abilities: Jump

156. AFTERSHOCK - Staff technique
     A helicopter trip to dizzying heights, and a crashing return to
earth.
Required abilities: Spin

157. GOLDEN PYRES - Staff technique
     Conjures up a ring of might golden columns.
Required abilities: Crouch

158. BUBBLES - Staff technique
     A flying bubble launcher.
Required abilities: High Jump

159. BLAZE - Staff technique
     A fiery leap.
Required abilities: Moonsault

160. HALO - Staff technique
     A technique which forms a ring of protection around the user.
Required abilities: Evade

161. PURGATORY - Staff technique
     A forceful bash covers enemies in a blanket of darkness and
finishes them off in an explosion of light.
Required abilities: Tackle, Cheer

162. FLOWER OF GOLD - Staff technique
     A move in which a golden flower blooms, one whose pollen brings
death to all who smell its fragrance.
Required abilities: Evade, Retreat

163. FIRE AND ICE - Staff technique
     A vertical strike with the powers of heat and cold together.
Required abilities: Somersault, Back-flip

164. GALES OF THE FALL - Staff technique
     A double offensive consisting of a twirling tornado attack that
deviously positions the enemy to plummet onto some really sharp rocks.
Required abilities: Spin, Moonsault

165. SONG OF THE SPIRITS - Staff technique
     A move which calls forth all of the Elemental Spirits to sing in
unison.
Required abilities: Spin, Evade, Taunt

166. BLOODY KNUCKLES - Glove technique
     A straight right to the opponent's face.
Required abilities: Lunge

167. LIGHTNING KICK - Glove technique
     A jumping kick as fast as lightning.
Required abilities: Jump

168. WHIRLWIND KICK - Glove technique
     A wild spinning kick.
Required abilities: Spin

169. JAWBREAKER - Glove technique
     A spectacular double-uppercut combo.
Required abilities: Crouch

170. ROLLING SLAM - Glove technique
     A flying slam into opponents.
Required abilities: Somersault

171. FLIP THRUST - Glove technique
     A kick facing away from the opponent.
Required abilities: Back-roll

172. MOONSAULT STOMP - Glove technique
     A stomp on the enemy's head with a graceful moonsault.
Required abilities: Moonsault

173. GIANT SWING - Glove technique
     Throw the opponent by grabbing its ankles and swinging wildly.
Required abilities: Grapple, Spin

174. TIGER DRIVER 91 - Glove technique
     The enemy is lifted high, and thrown straight into the ground.
Required abilities: Grapple, Crouch

175. NORTHERN LIGHTS - Glove technique
     A crushing head-first drive into the earth.
Required abilities: Grapple, Jump

176. MENTAL BARRIER - Glove technique
     An metaphysical manifestation of the will of the practitioner which
gives protection from all attacks, and knocks away all attackers.
Required abilities: Counterattack, Counterstrike

177. SPARKLY FEET - Glove technique
     A groovy mid-air kick combo.
Required abilities: Toss, Evade, Double-jump

178. COUGH DROP - Glove technique
     A vicious grab to the throat followed by a skullcrushing drop.
Parental discretion advised.
Required abilities: Grapple, High-jump, Bash

179. FIST OF THE NORSE STAR - Glove technique
     A whirlwind of death and devastation.
Required abilities: Lunge, Grapple, Evade

180. FLIPS OF THUNDER - Glove technique
     A triple flipping assault, complete with flashy lightning effects.
Required abilities: Back-roll, Back-flip, Flip-kick

181. POWER COMBO - Glove technique
     A suplex followed by a clothesline.  Too bad there's no scorpion-
pin.
Required abilities: Grapple, Bash, Retreat, Lunge

182. GRAVITY DROP - Glove technique
     The enemy is tossed with extreme prejudice, and then slammed head-
first into the ground.
Required abilities: Toss, Crouch, High-jump, Grapple

183. EARTHQUAKE - Glove technique
     The legendary technique causes the earth itself to tremor, dealing
lethal damage to enemies.
Required abilities: Back-roll, Back-flip, Moonsault, Crouch

184. DRAGON TEETH - Flail technique
     A quick dash with flail swinging.
Required abilities: Lunge

185. SETTING SUN - Flail technique
     A strike that knocks the enemy into the air, and a flying thwack to
knock it out.
Required abilities: Jump

186. PHOENIX WINGS - Flail technique
     A spinning attack with the flail.
Required abilities: Spin

187. CHINSPLITTER - Flail technique
     An uppercut which launches the enemy skywards.
Required abilities: Crouch

188. DRUNKEN MONKEY - Flail technique
     Multiple somersaults followed by a furious attack.
Required abilities: Somersault

189. TWILIGHT - Flail technique
     A more powerful version of Setting Sun in which the enemy is
launched into the air and struck repeatedly.
Required abilities: High Jump

190. PSYCLONE - Flail technique
     An impressive moonsault, followed by a series of furious curcular
attacks.
Required abilities: Moonsault

191. DOUBLE DRAGON - Flail technique
     An attack from both sides with double the power.
Required abilities: Moonsault, Evade

192. BACK SLASHER - Flail technique (also Knife)
     The first strike knocks the enemy back and exposes its blind side,
the next deals a crippling blow.
Required abilities: Whirl, Lunge

193. ENTER THE TIGER - Flail technique
     A sweep of the enemy's legs, followed up by a visious flailing.
Required abilities: Slide, Retreat

194. AVALANCHE - Flail technique
     An uppercut which knocks the enemy backwards, and a flying back-
flip which really applies the hurt.
Required abilities: Crouch, Back-flip

195. PUPPET - Flail technique (also Knife)
     A retreat leaving a dummy, which fights in your place.
Required abilities: Retreat, Cheer

196. CHALLENGER - Flail technique
     A taunt, and an explosive counterattack.
Required abilities: Tackle, Taunt, Counterattack

197. DEMON'S HOWL - Flail technique
     A fantastic maneuver in which an opponent is knocked into the air,
smacked back to the ground, and finished off in a strike of great furor.
Required abilities: Flip-kick, High Jump, Lunge

198. EXTREME CONDITIONS - Flail technique
     An attack from the front and the rear, topped off with fire and
ice.
Required abilities: Evade, Tackle, Double-jump

199. LOOKING GLASS - Flail technique (also Knife)
     Traps an enemy into a dimensional mirror.  The enemy is dealt great
damage once the mirror is broken.

200. MALEVOLENCE - Flail technique
     An accumulation of incredible fighting spirit that immediately
smites all enemies.
Required abilities: Crouch, Evade, Jump, High Jump

201. WHITE TIGER - Flail technique
     A move that releases the power of the legendary white tiger, whose
wrath none can survive.
Required abilities: Defensive Lunge, Grapple, Evade, Spin

202. TRUESHOT - Bow technique
     A lunging arrow shot so powerful that it penetrates just about
everything.
Required abilities: Lunge

203. FORWARD ARTILLERY - Bow technique
     An arrow launched in mid-air which damages all in its blast-radius.
Required abilities: Jump

204. SPINSHOT - Bow technique
     An attack that fires arrows in all directions.
Required abilities: Spin

205. NEEDLE SHOWER - Bow technique
     A shot fired vertically during a backwards roll, which sends a rain
of arrows over enemies.
Required abilities: Back-roll

206. TRI-SHOT - Bow technique
     A triplet of arrows shot during a high jump, which hit all in a
straight line.
Required abilities: High Jump

207. TRICKSHOT - Bow technique
     Homing arrows are released into the sky, which inflict great
damage.
Required abilities: Moonsault

208. HYPERSHOT - Bow technique
     An opponent is thrown into the air, and pincusioned with a
multitude of arrows.
Required abilities: Toss

209. CHANGE-UP - Bow technique
     A shot that flies through the air in slow-motion, inflicting damage
over a large area.
Required abilities: Retreat

210. BACKSHOT - Bow technique
     A shot in the enemy's back, after throwing it a great distance.
Required abilities: Bash

211. FLYING SWALLOWS - Bow technique
     A two-shot attack while flying about in the air.
Required abilities: Tackle, Double-jump

212. RAIN OF DEATH - Bow technique
     A jumping attack which sends arrows all over the screen.
Required abilities: High Jump, Spin

213. SURESHOT - Bow technique
     A kick to knock the opponent into the air, and a shot which never
misses its target.
Required abilities: Flip-kick, Back-flip

214. CARPET BOMBER - Bow technique
     A multitude of explosions dropped from above.
Required abilities: Evade, High Jump

215. MASTERSHOT - Bow technique
     Fires an infinite number of arrows that home-in on the target.
Required abilities: Whirl, Back-flip, Spin

216. WILDSHOT - Bow technique
     A devistating volley of arrows fired upon a prone opponent.
Required abilities: Grapple, Back-roll, Double-jump

217. MAIN GUN - Bow technique
     Releases inner energy built-up prior to an ultimate counterattack.
Required abilities: Evade, Retreat, Lunge, Counterattack

---  A GIFT FOR YOU - Niccolo's unique technique
     Niccolo retreats and hides as he tosses what looks like a treasure
chest into the center of the battlefield.  After a few seconds the chest
explodes and heavily damages all nearby enemies.

---  LIFESTEALER - Escad's unique technique
     A circular shadow grows out from under Escad's feet, stretching
across the ground.  At it's limit, Escad will go into a swinging flurry,
slicing any opposition standing within the shadow's radius for heavy
damage.

---  'ROUND THE WORLD - Daena's unique technique
     With a powerful dash Daena charges through any enemies in her path
like a steaming locomotive for heavy damage.  She disappears off the
edge of the screen and then reappears on the other side shortly after.

---  GROUND BREAKER - Larc's unique technique
     Disappearing with a blink of an eye.  Energy suddenly geisers from
the ground away horizontally from where he stood and blasts any
opponents in its path for heavy damage.

---  AIR STRIKE - Sierra's unique technique
     With a hop into the air Sierra disappears.  With repeated fury she
slashes down from the sky to the ground away horizontally thrice from
where she vanished, striking enemies in her path for heavy damage.

---  SOULREAVER - Lady Blackpearl's unique technique
     Slamming her hammer into the ground with a tremendous fury, energy
rushes across the ground in multiple patterns, searing any who stand in
the way for heavy damage.

---  LASER BLADE - Elazul's unique technique
     Reaching for a greater strength from deep within his core, Elazul
releases a powerful beam of energy that strikes all enemies in his line
of sight for heavy damage.

    _______________________
___/ S.   Forbidden Tome   \____________________________________________

1.   WISH TO LIVE IN PEACE?
     Yes = Normal Mode
     No  = see 2.

2.   WANT A NIGHTMARE?
     Yes = Nightmare Mode
     No  = see 3.

3.   WISH TO HAVE A FUTURE?
     No  = No Future Mode
     ... = no change

Simply put, these are the game's difficulty settings and are only
available after completing it and restarting from the defeated save
data.  Descriptions follow.

a.   NORMAL MODE
     This is the default setting.  Most players find there isn't much of
a challenge with this setting.  Battles, including bosses, are
relatively easy.  This mode is for people who don't really like battles
and play more for substance and/or speed.

b.   NIGHTMARE MODE
     This is the HARD difficulty setting.  Battles will be drawn out
quite a bit more as the monsters have all been pumped-up a decent
amount.  Each monster, including bosses, will be approximately twenty to
forty levels higher than they previously were, complete with increased
stats and Hit Points.  Definately for people who like to fight.

c.   NO FUTURE MODE
     Not for the faint of heart.  This mode pits the player against
extreme battle situations.  All monsters, including bosses, will be
maxed-out at level ninety-nine (though spirit incompatability may reduce
this a bit), complete with increased stats and Hit Points.  And you
thought Nightmare Mode was hard.  You ain't seen nothing until you've
been up against Rabites from hell.  *grins*

________________________________________________________________________
                                             _______________________
____________________________________________/ VI.   End of an Era   \___
    _______________________
___/ T.   Closure          \____________________________________________

I'm a big Seiken Densetsu fan. I've loved the series since back before I
knew its real name, when it began as `Final Fantasy Adventure` on the
Gameboy.  And I would have to say that `Secret of Mana` (SD2) is
probably the most played game I own.  To me it never gets old.  So I
figured I'd thank the Square staff for once again putting together a
great game.  Granted I wish this game had better multi-player support
(like SD2 & SD3) and that SD3 would have made it world-wide, I can at
least hope Square will give us an SD Anthology.  Please?  PLEASE?!
*ahem*  Anyway, I'll wrap this up here, considering there's really
nothing else to say.  I thank you for viewing this far and hope that
this FAQ will prove to be useful for you.  So without further ado, I
wish you well in your endeavors.  Take care.  =^,^=

                                                   (c) 2000 Vulpes Mundi
________________________________________________________________________
 Seiken Densetsu 4 - Legend of Mana is copyright 1999, 2000 SQUARESOFT.