================================================================================

Title:         Eternal Ring
Genre:         3D First-Person Adventure RPG
Publisher:     From Software (Japan)
               Agetec (North America)
Platform:      Sony PlayStation 2
Media:         PlayStation 2 DVD
Release Date:  2000.03.04 (Japan)
               2000.10.26 (North America)
Catalog #:     SLPS-25001 (Japan)
               ????-????? (North America)
Price:         6800yen (Japan)
               $49.95 (North America)
Players:       1
Peripherals:   Dual Shock
               Dual Shock 2
               8MB Memory Card (100K)

================================================================================


Document Title:  Eternal Ring Walk-through Guide
       Version:  1.06
          Date:  Wednesday, 16 May 2001 (Tokyo Time)
        Author:  Joe Monson


I wrote this walk-through for the _Japanese_ edition of the game. Because 
of this, I may use different monster names, character names, area titles, 
and item names than those appearing in the North American edition. Some 
of the items in the Japanese version do not appear at all in the North 
American version. Please do not send me any messages telling me I used 
incorrect names for the items. 

I have basically finished the Japanese version walk-through, so I _may_ 
add info on the North American version, but only _after_ I play it 
myself. Please don't ask me for information about the North American 
release; I don't have it! (^_^;;

I made complete archive list in Appendix W. The first two URLs always 
keep the most recent copy of this walk-through. If you find a copy of 
this walk-through on the net someplace other than the archives listed in 
Appendix W, please let me know (see Appendix Z for contact info). Thank 
you for your help. 

I welcome suggestions, comments, criticism, etc., about this 
walk-through. If you notice any errors or have suggestions on ways you
think this walk-through could be improved, please contact me (see 
Appendix Z).

================================================================================


Copyright Information

Copyright 2000 Joe Monson. Except as specified in Appendix Y, All Rights 
Reserved. See Appendix Y for full copyright information.

================================================================================
================================================================================
================================================================================
=== Main Index =================================================================
================================================================================


Section   Title
-------   --------------------------------------------------------

NOTES

INTRODUCTION
     i    Controller Guide
    ii    Screen Explanation
   iii    Menu Screen

THE GAME

Chapter   Title
-------   -------------------------------------------------------------------
     1    Introduction Dialogue
     2    Arriving at the Island of No Return
     3    Dragon Cave
     4    Investigation Corps Camp
     5    Water Temple
     6    Investigation Corps Camp, part 2

     7    Place of Ritual
     8    Abandoned Place
     9    Tree Village
    10    Great Looping Cave
    11    Sea Cliff Forest
    12    Mine Ruins

    13    Ironworks
    14    Molten River
    15    Magic Testing Center
    16    Ruins
    17    Library
    18    Camp on the South Beach: The Underground Lake
          (walk-through complete, translation incomplete)

    19    Hidden Dungeon
    20    Tower of Storms
    21    Blizzard Field
    22    Magic Testing Center, part 2: The Forgotten Altar
    23    Eternal Place (walk-through complete, translation incomplete)

APPENDICES
     A    Monster List
     B    Item List
     C    Weapon List
     D    Dragon List
     E    Magic Stone List
     F    Magic Ring Description
     G    Magic Ring List - Attack Magic
     H    Magic Ring List - Support Magic
     I    Magic Ring List - Summon Magic
     J    Unique Ring List
     K    Attribute Ring Description
     L    Attribute Ring - Regular
     M    Attribute Ring - Compound
     N    Moving Between Areas in the Game
     P    People List
     Q    Questions That Need Answers
     S    Silly Stats
     U    Useful Tips
     V    Version History
     W    Where Is It Archived?
     X    Acknowledgements
     Y    Copyright Information
     Z    Contact Info 

================================================================================
================================================================================
================================================================================
=== NOTES ======================================================================
================================================================================


     **SPECIAL NOTE #1 **: This walk-through assumes you have *some*
                           Japanese ability. You can try struggling 
                           through the story without knowledge of 
                           hiragana and katakana, but I don't recommend 
                           it if you want to enjoy the game story. All 
                           ring names use katakana.

     1. View this file using a fixed-width font such as Courier. Use a 
        program such as BBEdit, emacs, Notepad, or any other plain text 
        viewer.
     2. This translation/walk-through includes many spoilers. I try to 
        cover everything I can, and I don't miss much (if anything).
        Consider yourself warned. :-)
     3. I made every effort to translate the dialogue accurately, but I 
        make no guarantees.
     4. Please thoroughly read the walk-through before sending any 
        questions. I may ignore any questions already answered by the 
        walk-through, so read carefully and read it all first!
     5. Please send all questions, comments, criticism, and concerns
        to the address below in Appendix Z. I welcome feedback.

================================================================================
================================================================================
================================================================================
=== INTRODUCTION ===============================================================
================================================================================


INDEX
     i    Controller Guide
    ii    Screen Explanation
   iii    Menu Screen


-=|| SECTION i: Controller Guide ||=-


(taken from the manual)

This section explains how to control the game with any compatible
PlayStation or PlayStation 2 controller. The vibration function only 
works with vibration-compatible controllers.

     Button     Function
     ------     ------------------------------------
     Triangle   Attack
     Circle     Take item, Talk, Open, Action (confirm commands)
     X          Magic Selection, Cancel
     Square     Use Magic
     
     Start      Item Shortcut
     Select     Menu
     
     L1         Move Right
     L2         Look Up
     R1         Move Left
     R2         Look Down
     
     Up         Move Forward
     Down       Move Backward
     Left       Look Left
     Right      Look Right

The direction pad buttons also move the cursor in the menu screens. The 
game doesn't use the analog sticks (L3 and R3). 

All directions in this walk-through assume you use the default controller 
settings. See SECTION iii, below, for information on changing the 
controller settings.

================================================================================


-=|| SECTION ii: Screen Explanation ||=-


(taken from the manual)

On the main screen contains up to five different status indicators:

     1. The top left of the screen contains a palette. The top left 
        corner of the palette contains the Compass. The black dot on the 
        small green globe indicates which direction you face at any 
        given moment. If the black dot is at the top, you are facing North. 
     2. Under the Compass are three indicator bars. The top, darker
        green gauge is your Magic Gauge. Your magic will be slowly 
        replenished over time. Until you have a Magic Ring equipped, 
        this gauge will be at zero.
     3. The yellow gauge (marked "HP") is your Hit Point Gauge. If
        this falls to zero, you die. You can replenish your HP by
        using herbs.
     4. The lighter green gauge (marked "MP") is your Magic Point
        Gauge. If it's at zero you can't use any magic, so watch it 
        carefully. You can't use any magic until you get a Magic
        Ring. This gauge replenishes a little every time you kill a 
        monster.
     5. In the top right of the screen is the Magic Ring Selection 
        Window. Using this window, you select which ring you want to 
        equip.

================================================================================


-=|| SECTION iii: Menu Screen ||=-


(taken from the manual)

The Menu Screen is accessible by pressing the Select button. The Main 
Menu Screen is divided into four sections. I'll describe the three
main boxes first, and then I'll go on to the Menu List.

The box on the top left shows a semi-profile 3D bust of the player 
character. Above the bust is the character's name (Cain Morgan). Next 
to the character's name is the character's Level. There are two 
sections below that: the first shows the HP and MP levels; the second
shows the total Experience and the experience required to advance to 
the next level.

The box on the top right shows which area you are in at the top of the 
box. Below that is a multi-colored circle with a highlighted "slice"
gradually moving in a clockwise direction, a line indicating the number 
of days completed in the game so far, and a line below that indicating
which magic is most powerful at the moment (as indicated by the "slice"
in the circle).

The third box (bottom right) shows your ability levels in the various 
elemental attributes. These can go up and down depending on what you
have equipped at any given time.

Now on to the Menu List:

     Property----Items
              |--Rings
              |--Magic Stones
              L--Weapons

     Equipment----Magic Rings
               |--Auxiliary Rings
               L--Weapons

     Status

     Settings----Options
              |--Sound
              L--Controller Type

     Load

PROPERTY: When you select from the submenu here, you will get a screen
          with two sides. On the left is a large box listing all the
          specific items under that submenu (all your items when you 
          select Items, all your rings when you select Rings, etc.). 
          There will be a small icon on the far left, then the name of 
          the item, followed by the number you have of that item.
          
          On the right side will be either two boxes (in the Items
          submenu) or one box (in the other three submenus). The extra
          box in the Items submenu shows which item is currently 
          selected for the Start button shortcut. This allows you to
          use one item by pressing the Start button instead of opening 
          all the menus to use it.
          
          The large box on the right will contain detailed information 
          about whichever item is highlighted on the left.

EQUIPMENT: This shows what items you have equipped. The two Ring 
           submenus will show which rings are equipped on which hand
           (Magic Rings are on the left hand, but the list of equipped
           rings is on the right side of the screen; Auxiliary Rings 
           are on the right hand, but the list of equipped rings is on 
           the left side of the screen; go figure...(9_9)...). Above
           the list of rings is a box showing your current strengths 
           and weaknesses in the various elemental attributes, 
           including STRength.
           
           The Weapon submenu shows you which weapon (if any) you have
           equipped. There are four boxes on this screen, two on each
           side. On the right side is the attribute box, with the 
           currently-equipped-weapon box underneath that. On the left
           side is a box where details of the selected weapon are 
           shown, with a listing of all the weapons you have in the box
           underneath. Your currently-equipped weapon will not appear
           in this box.

STATUS: This screen has two boxes on it. The top box contains the 
        character information:
        
             Cain Morgan            Level          XX
               HP    xxx/xxx         EXP       XXXXXX
               MP    xxx/xxx        NEXT         XXXX
        
        The bottom box contains information on every item you have 
        equipped and how it affects your various elemental attributes.
        The attributes, listed along the top of the box, are (in 
        order): Fire, Earth, Wind, Water, Light, Dark, STR. The next 
        row lists your base attribute scores in each category.
        
        The next line lists your weapon (if any), and the ten lines 
        under that list the (up to) ten rings you have equipped. The 
        bottom line shows the final attribute scores.

SETTINGS: Options--
               Walking Effect                         ON    OFF
               DUAL SHOCK Vibration                   ON    OFF
               DUAL SHOCK 2 Analog                    ON    OFF
                          Gradation Setting    |Weak----------Strong|
               Ring Selection Indicator    |When Changing|   |Constant|
               Status Gauge Transparency              xx%
          
          Sound--
               Output Setting                  |Stereo|  |Mono|
               BGM Level                       |Weak----------Strong|
               SFX Level                       |Weak----------Strong|
          
          Load
               Memory Card Slot 1
               Memory Card Slot 2

That's it for the menus.

================================================================================
================================================================================
================================================================================
=== THE GAME ===================================================================
================================================================================


INDEX

Chapter   Title
-------   -------------------------------------------------------------------
     1    Introduction Dialogue
     2    Arriving at the Island of No Return
     3    Dragon Cave
     4    Investigation Corps Camp
     5    Water Temple
     6    Investigation Corps Camp, part 2

     7    Place of Ritual
     8    Abandoned Place
     9    Tree Village
    10    Great Looping Cave
    11    Sea Cliff Forest
    12    Mine Ruins

    13    Ironworks
    14    Molten River
    15    Magic Testing Center
    16    Ruins
    17    Library
    18    Camp on the South Beach: The Underground Lake
          (walk-through complete, translation incomplete)

    19    Hidden Dungeon
    20    Tower of Storms
    21    Blizzard Field
    22    Magic Testing Center, part 2: The Forgotten Altar
    23    Eternal Place (walk-through complete, translation incomplete)

================================================================================
================================================================================


-=|| Chapter 1: Introduction Dialogue ||=-


When you select "New Game", the screen goes black.

     "That night, Cain Morgan had a dream of himself as a very young 
     child."

     "He was all alone in the ruins of a burned-down house. He 
     couldn't see his parents anywhere."

     "Now, this was in his country, Sorcia. The neighboring country 
     of Aldine suddenly attacked Sorcia, though Cain was too young to 
     know that."

     "The only thing Cain remembered was, '...That's right, everyone 
     went to the island...'."

     "The Elders, who were the actual rulers of Heyngalia (the 
     largest country on the western continent) dispatched a group of 
     knights to a place on the frontier called 'The Island of No 
     Return'."

     "Ian Martin, the King from the Moderate Party, had some sincere 
     questions. However, the Elders made no effort to answer them 
     even though the King was their equal."

     "Gliam Morgan, the Captain of the Royal Guard, sorrowed because 
     of the King's divided loyalties. The investigation, which should 
     have revealed the Elder's motives, only revealed one thing 
     (which the Elders allowed him to learn)."

     "[This is what the Elders allowed him to learn] 'The ring that 
     holds eternal power is sleeping on that island.'"

     "Cain's adoptive father Gliam advised the King to send Cain to 
     the Island of No Return."

     "Some days later, while the sun was setting, Gliam set out on 
     a small, plain boat to go after the group of knights from 
     Heyngalia. Gliam secretly brought along Cain and a letter from 
     the King."

================================================================================
================================================================================


-=|| Chapter 2: Arriving at the Island of No Return ||=-


Monsters:  a dragon
Items:  none
Save Points:  none
Warp Points: none
People You Meet: Gliam Morgan

Cain and Gliam arrive on the island and Cain gets out of the boat and 
starts walking toward a cave. He stops and looks up and down the cliff.
Gliam also gets out of the boat, walks toward Cain a little, and says:

     "Well, I'll be leaving now..."

     "Thanks for bringing me," Cain says as he turns around.
     
     Gliam says, "I don't know whether or not they'll accept the 
     letter, but find the Corps before dark."
     
     Cain replies, "Yeah, okay...well, see ya."
     
Cain then turns around and walks toward the cave. The camera goes back 
to Gliam, who says:

     "We're fishermen, but even fishermen don't get near this island...
     It's not easy being a servant of the King."
     
     "Oh well...guess I better get ready to go," says Gliam as he turns 
     and gets back on the boat. 

**Fade Out**

Gliam is working with some ropes tied to the boat's mast. As the camera 
slowly zooms in onto his face, you see a dragon fly by in the 
background. The camera switches to the dragon's point-of-view as the 
dragon swoops in. Gliam gets ambushed. No more Gliam... :-(

================================================================================
================================================================================


-=|| Chapter 3: Dragon Cave ||=-


Monsters:  Crown Hut, May Fly, Sahagin-1, Shell Hut, Trap Weed
Items:  Golden Herb, Magic Ore, Ring of Magic, Ring of Magic (True Eye)
Save Points:  1
Warp Points: none
People You Meet: none

You begin at the entrance to the Dragon Cave. First of all, turn 
around and go back outside the cave. Even though you just entered the 
cave, there is no trace of Gliam's boat. 

There are seven Shell Huts on the beach. I suggest you immediately turn 
east and weave your way through the Shell Huts until you are a ways 
down the beach. Then turn around and wait for them to come at you. The 
best tactic is to thrust at one with your short sword and back off. 
Repeat this until you've dispatched all of them. Be careful not to go 
too far into the water or you will die immediately (be wary of all the 
water on this island).

If you follow the beach on the west side of the cave entrance, you 
can go around an outcropping and see another cave. Don't go into this
cave right now, though. You need Light or Darkness magic in order to 
enter the main part of the cave, so we'll come back to this cave later. 
While you're here, though, you can pick up a Ring of Magic. 

Turn around so your back is to the cave. Look to the northwest and 
you'll see where the sand and the water meet along the edge of the rocky 
cliff. Carefully walk along that edge, looking down, until you see a 
small golden ring. You can pick it up by facing it, moving your view so 
the ring is near the bottom of the screen, and pressing Circle. This 
will cause the ring to be picked up. You can then press Circle again in 
order to add it to your items. 

Head back to the first cave and re-enter it. Head south and to the west
is a torch stand. You'll find these around in the cave. They 
are just for decoration and they hide no treasure. Torch stands are
very useful for keeping yourself oriented in a chamber. When you first
enter a chamber look for a torch stand and remember where it is in 
relation to where you entered. Not all chambers have torch stands, 
though, so also learn how to tell where you are without using them.

Just past the torch stand and to the east is a tunnel leading to the 
first Save Point in the game. There are no monsters here. Remember what 
the Save Point looks like, and be sure to use them whenever you find 
them. In the northeast corner of the chamber is another Ring of Magic, 
so be sure to pick it up before you save your game.

After using the Save Point, go back out to the main tunnel and continue
south. Straight ahead is a drop-off into a cavern with a river flowing 
through it. Don't get too close to the edge or you will fall off into 
the river below and die (that's what happened to me the first time I 
approached it! ^_^;;).

Take the tunnel to the west and follow it down into the next chamber. 
Here's where you'll run into the next monsters. Remember the triangle 
button - it's your attack button. There are three Sahagin in this 
chamber. They seem to be slow-moving, but they like to weave back and 
forth and suddenly jump at you. Their normal attack is a swipe with 
their very long arms, and they also like to jump backward if they are 
attacked. One trick to dispatching a Sahagin is to time your sword 
thrust with their jump attacks. If you time it just right they will jump 
right onto your sword. After you dispatch a monster, it will often leave 
a treasure behind (see the Monster List, Appendix A, for a partial 
list). Sometimes the item is hard to see, so be sure to scan the area 
where the monster's body disappears.

Once you've defeated the three Sahagin and collected any items, head 
south and then east down the next tunnel toward the sound of rushing 
water. You come out of the tunnel into the cavern with the river (you 
saw it before entering the chamber where you fought the three Sahagin). 
To the east is a wooden bridge. To the south are a large waterfall and 
another tunnel. To the north the path takes you along the river to the 
bottom of the cliff where I fell off and died. x_x

On the wooden bridge is a Ring of Magic, but you can only see it if you 
have the True Eye ring equipped. You don't get this ring until Chapter 
18, so you'll have to come back and get it after that.

     TIP: Do not walk into the river or you will die. Cain 
     can't swim, so you will die immediately if you fall 
     into the river. Avoid all the water on this island.

There will be a May Fly to the south of the bridge, hovering above the 
river. If you walk to the water's edge, you will be able to kill the May 
Fly and pick up any booty it leaves behind. Don't cross the bridge just 
yet. There is also a strange flower, a Trap Weed, in the middle of the 
river near the waterfall. I'll come back to it later. Go to the tunnel 
to the west of the waterfall and walk southwest into the next chamber.

There will be a large stalactite hanging from the center of the ceiling 
and a torch stand next to the west wall, directly behind the stalactite. 
There are two Sahagin in this chamber, so do your duty and remove them 
from the gene pool. Then head south into the next chamber where there is 
another stalactite hanging from the center of the ceiling. Directly 
south of the stalactite and next to the base of the south wall is a 
Golden Herb. It's yellowish brown and looks rather dead, but it's useful 
for restoring HP. 

There are two monsters here: a Sahagin and a May Fly. The trick to 
killing May Flies is to Look Up (L2) and stab at them. Sneaking up from 
behind helps, too, so they don't fly away. They generally stay in one 
place until you disturb them. May Flies only take one hit to kill.

You came into this chamber through the rectangular entrance on the north 
side, so exit through the oval entrance to the east. This will bring you 
out into a cavern near the upper part of the river, above the waterfall 
you saw previously. If you walk to the north you will come to a vantage 
point above the waterfall. Dispatch the May Fly on the way. If you go to 
the south, you will pass a broken bridge and find Magic Ore (the small 
purple stone). 

There's nothing else in this section, and there is nothing else to get 
here. You have two ways back down: you can go back the way you came 
until you get back to where the Trap Weed is, or you can go back to the 
vantage point mentioned above and drop down to the floor below. You will
take a little damage doing this, but it's quicker than going back 
around.

When you cross the bridge, do not step on the plant tendrils to the 
south, or the Trap Weed will come alive and start shooting poisonous 
spores at you. The spores take off about half your HP. On top of that, 
you can't kill the Trap Weed, so just avoid it altogether. Dispatch the 
Sahagin and enter the tunnel to the east. When you get to the next 
chamber, be careful. There is a Sahagin approaching from the south that 
will try to ambush you. 

Once you dispatch both Sahagin in the chamber, take the north tunnel and 
you will come to a chamber with five May Flies hovering near the ceiling 
in the middle of the chamber. Dispatch them and walk out through the 
west tunnel. There is nothing out here except a view of the first 
waterfall chamber (the one with the Trap Weed), but this is a 
walk-through so I had to mention it. ^_^

Go back through the previous chamber and take the southwest tunnel 
(bypassing the tunnel through which you originally entered), and you will 
come to a torch stand next to a waterfall. To northwest is the top of the 
first waterfall (the one by the Trap Weed). Walk over there until you are 
right near the edge and look down. You should see a small ledge with a 
Magic Ore on it. Drop down (you won't take any damage) and pick it up. 
Then drop down to the floor, being careful to avoid the Trap Weed 
tendrils. 

Go back up into the tunnel to the west, and follow that back into the 
chamber with the three tunnels. Take the southwest tunnel and you will be 
back at the torch stand by the waterfall. To the southeast, past 
the torch stand, is another tunnel and a path leading along the edge of 
the water. Enter the tunnel.

This tunnel will take you to a chamber containing four May Flies. After 
dispatching them, exit the chamber the same way you entered and turn 
southwest, following the path along the water's edge. Be sure to pick 
up the two Golden Herbs just after turning southwest. Follow the path 
along the water to the exit just past the broken wooden bridge.

If you want to build your levels up a bit, you can re-enter the Dragon
Cave and fight all the monsters again. The items won't be around for
you to collect again, but you can always collect more items from the 
monsters.

================================================================================
================================================================================


-=|| Chapter 4: Investigation Corps Camp ||=-


Monsters: none
Items: none
Save Points: none
Warp Points: none
People You Meet: Graham Evans, Marie Fowler, Wallace Frasier, 
                 Dennis Marks, Leo Randall, Ernest Reilly, Darrell Stone

Storehouse:    Cost  Item Name
               ----  -----------------
                  1  Golden Herb
                  3  Golden Herb Flower
                  1  Magic Ore
                  4  Magic Crystal
                  1  Magic Grass Seed
                  1  Rat's Tail
                  1  Sahagin Spine
                  1  Cockatrice Plume
                  8  Small Sword


When you exit the cave, you will see a small camp to the south of the 
cave. To the southwest is a mill (the building with the water wheel), a 
set of three gravestones, and a small canyon leading to a clearing with 
a house on the southwest and a locked gate (the Blue Gate/Door) on the 
southeast. The man in this house (Darrell Stone) won't talk to you, so 
don't bother trying unless you really want to. 

Ahead to the south is a bridge, and a man (Leo Randall) sitting by the 
bridge. To the southeast are two houses up on a hill, the entrance gate 
to a small canyon that leads to the Water Temple, and a storehouse. Feel 
free to explore the camp.

Starting with the two buildings on the hill, there is a man sleeping 
(Dennis Marks) inside the first building. You can try to talk to him, 
but I wasn't able to get a response from him. In the second building is 
another man, Graham Evans, sitting behind a table. 

When you talk to him, he says:

     "Ah, you came from the mainland, didn't you? Listen 
     to what I have to say." 

     "I'm Evans, the acting Deputy Captain. Please give 
     me the letter."

He reaches out and you give him the letter. He opens it, looks at it 
briefly, then sets it aside.

     ".........it's something about you joining the 
     corps..."

     "This is a bit weak...the Captain didn't leave any 
     instructions..."

     "That's so like the Captain...I wonder what I should 
     do about you..."

     "Well....I guess it can't be helped, eh? It's the 
     King's personal order. The Captain won't be back 
     anytime soon..."

     "That's true...Now, give me your sword. I take care 
     of the company equipment"

He then reaches out and you give him your sword.

     "Instead of your sword, get something from Wallace 
     in the Storehouse. He's in charge of taking care of 
     the goods."

Evans then hands you a paper.

     "This is a note. Give this to Wallace in the 
     Storehouse, please."

Talk to Evans again:

     "At present, we're investigating the temple ruins in 
     the neighboring town."

     "Deep within the temple, something mysterious is sunken 
     partway in the water. No one knows what it is."

     "The Water Gate inside the temple is easily moved, 
     but..."

     "There's a wheel-like control, but it's kinda broken 
     now, y'see, so it doesn't even respond!"

Talk to Evans again:

     "There was someone else who could have been vice-
     director...he just disappeared the other day..."

     "I just want go back to being a plain old member...
     you be careful now, you hear?"

There's nothing to pick up in the building, so go ahead and leave. 
Wander down to the man sitting by the bridge (Leo Randall) and talk 
to him. He replies, "Whaddya want?"

He continues, "If you've got business talk to me later because I'm 
sleepy." If you continue trying to talk to him, he doesn't respond.

Go across the bridge and northwest down some steps toward the mill.
You can enter the front door or the door on the side next to the 
waterwheel. I chose the door by the waterwheel. When you enter the 
side-building, you will see a bed, a door across from the bed, and 
what looks like a door to the east. It's not a door, so don't bother 
with it. 

Go to the door across from the bed and go through it into the back area
of the main building. You will see a woman fiddling around with some 
pots and generally ignoring the rude person who is wandering through 
her building. ^_^  

Go talk to her.

     "Oh! Oh, you're..."

     "You're wounded, aren't you? Please wait a moment."

She turns around and takes something out of one of the pots, then turns
back to you and pats it onto you. At this point, your HP and MP gauges 
should be fully restored.

     "There, now you're all better!"

     "I heard from the Deputy Captain that you're from 
     the mainland, aren't you"

     "I'm Marie Fowler. I'm in charge of the medicines 
     here. It's very nice to meet you."

     "If you get wounded again, please come see me right 
     away. Within limits, I have medicines prepared."

If you talk to her again, she says:

     "If you go into that little room over there, please 
     be quiet. Mr. Marks is sleeping in there."

     "Ever since the Captain was attacked by a monster in 
     his quarters, he's been asleep."

     "He's always sleeping, and sometimes he raves in his 
     sleep...it looks like he's having some kind of 
     nightmare."

     "This has happened before, but those soldiers suddenly 
     died..."

     "After their wounds should have been healed, they were 
     still in terrible pain...I hope it's not some bad 
     sickness, but..."

If you talk to her again, she asks:

     "Umm, have you met the Captain yet?"

     "He's in the small detached room over there."

     "I don't know if it's okay to tell you this, but...
     ...isn't it strange?"

     "Everyone grumbles because they say the investigation 
     isn't moving forward, but..."

     "Even when I talk to them they don't answer me. I'm
     ...kind of scared..."

     "I'm really a civilian employee of the military."

If you talk to her again, she says:

     "I'd heard about this island before, but I wanted to 
     come no matter what..."

     "There's a pretty old temple somewhere around here, 
     you know."

     "Considering that temple, it would seem that those 
     stories about an ancient civilization here on this 
     island are really true."

     "It's a monster's den now, but I wonder what 
     happened to the people who used to be there."

If you talk to her again, she says:

     "Please take good care of yourself, okay?"

She'll just repeat herself now, so there's no need to talk to anymore 
right now. Go ahead and leave the building by either door. There's 
nothing else here. You can wander south under the bridge if you want, 
but there's nothing there, either. Go back up and east across the bridge 
and ahead to the southeast to the storehouse. The doors are really big 
(since it's a storehouse), and inside you'll find a ponderous man 
(Wallace Frasier) near the back end. Talk to him.

     "Hey, you're the guy from the mainland right?"

     "Welcome to this god-forsaken island, 
     heh-heh-heh-heh..."

He then folds his arms and turns back to his thinking box. Talk to him 
again.

     "I've heard you've joined our corps, but what 
     did you _really_ come to do?"

     "So you're the King's servant looking for 
     'Eternal Power'? Really?"

     "Heh-heh-heh...You had me worried there for a 
     sec. So, you're wondering if I know anything, eh? 
     The Captain told me to keep my mouth shut."

     "Why don't you go over to the temple? They might 
     have something for you there."

     "It'd also be good if we could open the sluice 
     gate a little more."

If you talk to him anymore, he says, "Hey, how're ya doin'?"

If you want to get your new weapon now, make sure you are standing 
right next to Wallace and press Select to enter the menu, press Circle 
twice to take you to your Item List, and select the first item--the 
note from Evans--by pressing Circle again. Confirm you want to use it 
by pressing Circle one more time, and Wallace will turn around and take
the note from you.

Wallace clears his throat, "You want a sword, eh?"

He turns around, reaches into the grey box and hands you a dagger. 

     "Okay, okay, umm...this one oughtta do."

     "By the way, people have been finding these 
     crystals lately here on this island..."

     "If you take them back to the mainland, they 
     look like they'd be valuable."
     
     "Considering the number of people left here, 
     we have more than enough resources."

     "You're going to need lots of different 
     things now, aren't you?"

The Storehouse inventory screen pops up and you can buy things from 
Wallace. On this screen there are three boxes.In the top right corner 
is a box listing how many Magic Stones you have and how many you've 
spent on buying items.

The other two boxes are actually one box split into two parts. The top
part lists the name of the item, the type of item (in yellow below the 
item name), and a short description of the item. The bottom part lists
what items are available from Wallace. There are five columns in this 
box: Icon, Item Name, Item Cost, # You're Buying, and # You Have.

I suggest you buy back the short sword. It will be far more useful than
the dagger in the Water Temple because of it's longer range of attack.
It might be possible to beat the Water Temple with just the dagger, but
I kept dying. It's up to you.

There's nothing else in the storehouse, so go ahead and leave once 
you've bought what you want.

Go to the east when you exit and talk to Ernest Reilly. He's the guy in 
blue holding the polearm who is standing by the temple gate.

     "That crest...I heard that somebody from the 
     mainland came--would that be you?"

     "Hmph, can't say much for the king's tastes..."

Talk to him again and he says:

     "There's a temple in here. The purpose of our 
     corps here is to research inside the temple."

     "Most people who go into there sink into the 
     water and we can't find them."

     "Some mechanism that would let us move the 
     sluice gate sure would be nice."

     "Well, if you're a Royal Guard, how about a 
     match before breakfast?"

     "Did you see the graves over there?"

     "We used to have more people around here, but 
     now they're all buried."

     "We can't get messages from the other side of 
     the island..."

     "They say something's here..."

If you talk to him any more, he says:

     "Whaddya want?"

Turn around and go west across the bridge and up the stairs. On 
the north are three large rocks half-buried in the ground. Investigate 
them. You are told they are "gravestones".

If you wait around long enough, Ernest changes watches (guarding the 
Water Temple gate) with Leo. Ernest then enters the building where 
your sword was taken. You can then talk to Leo.

If you talk to him, he tells you:

     "Don't get in the way."

If you have him open the gate (by trying to open it), he will open it 
for you and say, "For the sake of your own well-being, don't go too far
in." Then he goes back to his "Don't get in the way" speech.

At this point, I suggest you go back to the Dragon Cave and go through
it a couple more times in order to collect more Magic Stones (especially 
if you bought the short sword) and to raise your level a little more. 
Before going into the Water Temple, be sure to visit Marie for free 
healing and chit-chat. 

================================================================================
================================================================================


-=|| Chapter 5: Water Temple ||=-


Monsters:  Crown Hut, Sahagin-2, Shell Hut, Trap Weed, Water Devil (BOSS)
Items:  Fireball ring, Magic Crystal, Magic Ore, Ring of Magic
Save Points: 3 (1st Floor, B1 Floor, and B2 Floor)
Warp Points: none
People You Meet: none

Once the gate is open, follow the canyon to the cave entrance and 
enter the cave. Follow the cave until you get to a door, and enter the 
door. You will find a room containing a Save Point, so use it and 
proceed through the south door.

     NOTE: When you open doors it is a good idea to back 
     away from them in case there are any monsters 
     immediately on the other side. That way you will 
     have a little space to defend yourself.

The first thing you'll notice when fighting monsters here is that 
the knife doesn't do as much damage (you bought and equipped the short 
sword as I recommended, right?). It will take about twice as many hits 
with the knife to dispatch a monster as it did with the short sword. 
You also have to get a lot closer, so you'll probably get damaged more 
often, and you may even die. Be sure to use the Save Point! :-)

There are three Shell Huts in the next room, so dispatch them and 
you'll get a Golden Herb (sometimes two). Exit the room through the 
door in the southeast corner, and go east. You'll find a door on the 
north side of hallway labeled "Red Door" (it has a red rune on it). You 
can't open it right now. You also can't go any further since your path 
is blocked by rubble. Turn around and go back toward the door through 
which you entered this room. Turn south when you get to the door and 
continue south until you reach more rubble. You'll be next to a wooden 
door. Turn east and go across the bridge until you reach another wooden 
door.

This door is sealed by some weird purplish ice seeping through the 
crack, and you can't open it. The paths to the north and south are both 
blocked by rubble, so go back across the bridge to the other wooden 
door and go through it.

You'll see a hallway stretching off into the darkness and a door on 
your north side of the hallway. There is a Sahagin-2 lurking in this 
hallway, so be careful. Go through the door on the north into the next 
room. There are two Shell Huts and one Crown Hut in this room, so 
dispatch them. Once you've gotten all of them you will get a Magic Ore. 
Go back out the door through which you entered and turn west.

If you haven't already dispatched the Sahagin-2, go ahead and do so.
Then follow the hallway to the end and go through the door. There are
two Shell Huts and a Sahagin-2 in this room, so dispatch them quickly 
and exit through the door on the southeast side of the room. This will 
take you to a short hallway leading to another door. Go through the next 
door. There is nothing in this room except a pile of rubble keeping 
you from the other half of the room and a stairway leading down to 
Basement Level 1. Go down the stairs slowly.

As you are walking down the stairs, scan the room you are entering and 
watch for the Sahagin-2 and the three Shell Huts. There is a door to the 
west of the bottom of the stairs as well as another Blue Door in the 
northeast corner. Go through the door at the bottom of the stairs. This 
leads to a fairly long hallway with another door at the end of it.

Here you'll find the first Trap Weed you can exterminate. Apply your
trusty weed whacker liberally to the Trap Weed while avoiding the 
tendrils on the ground. No matter which side you attack from, the Trap 
Weed will turn and follow your moves. The best defense against its
poisonous spore attack is to keep attacking it until it dies (four hits). 
It's safe to enter the light blue water to pick up any items it leaves 
behind.

Once you are finished pulling the weed, exit through the north door. 
You will be in a hallway that opens to a cavern on the west side. The 
hallway will lead you north to another Red Door and then turn east. Just 
before you reach the Red Door, turn and look northwest into the cavern
and you'll see someone playing with a switch on the wall. There's 
nothing you can do right now, so follow the passageway as it continues 
toward another wooden door. It also opens into another room on the north 
a little before the wooden door. There are two Shell Huts and one 
Sahagin-2 in this room. 

This room has an open doorway into another room containing a bronze
chest in the southwest corner. Open the chest to receive a Magic Ore. 
Then go back through the other room and to the wooden door just 
outside. There is a Save Point on the other side, and I suggest you 
use it.

Once you are done saving, exit through the door north of the Save 
Point. When you enter this room, go immediately to one of the north 
corners opposite the door and turn around. There are two Sahagin-2 here,
one on either side of the door you entered, so you want to get as far 
from them as possible so you have time to turn around and defend 
yourself. Once you have dispatched them, exit through the north door and 
you will be in an underground tunnel similar to the one through which 
you entered the Water Temple.

Follow the tunnel until you exit into a small room. There will be a 
bronze chest to the southwest and a terrace to the east (which you 
should recognize as having walked through a few minutes ago). To the 
west of tunnel you just exited will be a switch set into the wall. 
Activate it. The two sluice gates next to the switch will open and 
you'll see a cut-scene of the water level going down elsewhere in the 
temple. Next, open the bronze chest to obtain a Fireball Ring. I suggest 
you equip it, but don't use it just yet. If you equip it you'll notice 
your Magic Gauge fill up.

Be careful to not fall into the water. :-)

Go back to the Save Point and use it again if you want to. Once you're
done saving, exit through the door to the east of the Save Point. 
You'll be in another hallway. You can either continue east or turn north. 
If you turn north you will come to a door with the weird purple
ice sealing it. In order to get through the door, press Square to use
your Fireball Ring (if it's equipped). This will melt the ice sealing
the door and you'll be able to go through. 

As soon as you open the door one to five Shell Huts will attack you.
There are five total in the room. In the back of the room is another
bronze chest. Open it for a Ring of Magic. Exit the room the same way 
you came in and go to the intersection in the hallway, turn east and 
follow the hallway to the Red Door. Since you can't open the Red Door 
yet, turn south and go open the wooden door.

There's another Trap Weed in this room. Go ahead and dispatch it, 
collect any treasure, and exit through the south door. Follow the 
hallway until you come to another ice-sealed door. Use your Fireball 
Ring to open it. Go through the door into the next room with a balcony 
opening into the darkness on one side and room on the other. If you act 
quickly, you can dispatch the Trap Weed before the Shell Hut awakens it.

Once you have taken care both monsters, follow the balcony north until 
you come to another room with a Trap Weed. This room also contains a 
Sahagin-2, so dispatch both and exit through the wooden door on the 
northwest. You will be in another balcony-hallway that leads to a wooden 
door to the west and a set of stairs descending to the south into the 
darkness below. You should be able to see into the room on the other 
side of the wooden door, and you may notice a Sahagin-2 stalking you. 

Go through the wooden door and take care of the Sahagin-2 and the Trap 
Weed. Follow the balcony south into the next room and dispatch the Shell 
Hut and the Trap Weed. Go back to the stairs and head down to Basement 
Level 2, being careful not to fall off the side into the water.

There is a pool of water directly south of the base of the stairs, so 
watch out for that. There is a staircase going back upstairs to the 
southeast, and a walkway leading south between two pools of water, 
like this:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)
 

               -----------|DOOR|------------.
                   |SAVE              |     |      |
                   '-----.       .----'     |      |
      Blue Door          |       |          |     \|
     .---------.         |   w   |          |    North
     |---------|         |   a   |          |
     |---------|         |   l   |          |
     |---------|         |   k   |          |
     |---------|  water  |   w   |   water  |
     |-stairs--|         |   a   |          |
     |---------|         |   y   |          |
     |---------|---------'       '----------|
     |                                      |
     |                                      |
     |                             you came |
     |                             down here|
     |----------------------------|---------|
     |                            |---------|
     |                            |---------|
     |                            |---------|
     |            water           |--stairs-|
     |                            |---------|
     |                            |---------|
     '----------------------------|---------|


Go across the walkway, heal yourself up, and use the Save Point. You 
may also want to equip the Golden Herbs by highlighting them in the
Item list and pressing Start once. Then, if you need to heal during the 
coming battle, just press Start once and you will be completely healed.
Once you've done that, open the door.

The screen will go black and a new scene will load. You will be at the 
end of a long hallway, and there will be a door at the south end of it. 
As you get closer to the door, you  will notice there are hallways to 
the east and west of the door. Take the west hallway first. After 
curving around to the southwest for a while you will find a Magic 
Crystal at the end of the hallway. Head back to the door and take the 
east hallway. At the end you will find two Golden Herb Flowers. Collect 
them and head back to the door. 

Open the door, and the screen will go black. The computer will take 
over, and you'll see Cain walk toward the middle of an arena covered 
with a shallow pool of water. The camera will cut to an alcove up on 
the wall where you'll see an overgrown Sahagin with an attitude. It 
will jump down into the arena and charge you.

BOSS: Water Devil
HP: 390
MPr: 80
Weakness: Fire
Items: Power of Move (Ring)

The most effective weapon against this guy is the Fireball ring you 
found earlier. At first it will be hard to hit the Water Devil as
it will keep jumping out of the way. You have to time it so it either 
jumps into your attacks or you just get lucky. After it's been hit a 
few times you can pretty much just blast away at it. It's really not
hard to beat.

Once you beat it, it will drop a ring: Power of Move. This ring allows 
you to Dash when moving and holding down the Circle Button--a very 
useful ring to have.

Exit the arena through the ornamental doors to the south. You will be 
in a short hallway with another set of ornamental doors to the south. Go 
through that set, too, and you will see a small pedestal with a glowing 
purple key on top of it.

If you try to take the key it will start steadily glowing and 
levitating above the pedestal. The camera will cut to under the water, 
and you will see a very large, very awesome and cool-looking Water 
Dragon swim up through the water toward the pedestal.

As Cain stands there staring at the dragon, it speaks.

     "....wh...o......what person...art...thou..."
     
     "...the key....magical......sunlight....person..."
     
     "...Sorci...a...?"
     
     "........."
     
     "....tho...u...also......eter...nal...desir..ing...?"
     
     "........."
     
     "....alread..y......the...foretold........ring...."
     
     "...Ly..la...already...is...searching..."
     
     "....my.......bro...thers..."
     
The Water Dragon then turns and swims back into the depths of the water 
and the computer returns control to you. Go ahead and work your way 
back to the Save Point and use it. You now have the Water Key which will 
unlock any Blue Door for you.

Once you've saved, go up the stairs to the Blue Door. Go to your item 
list and use the Water Key (it should be the first item on the list). 
There will be three Shell Huts and a Sahagin-2 waiting on the other side 
(regenerated from when you were here before). Go up the stairs and 
through the wooden door in the room at the top of the stairs. Go through 
the short hallway and into the next room, and take care of the two Shell 
Huts.

Go through the wooden door into the long hallway and take care of the 
Sahagin-2. You can also take out the two Shell Huts in the side room if 
you want the experience and possible treasure. Continue out the door at 
the end of the hallway and go east across the bridge to the door 
sealed by the ice. Use your Fireball ring to melt it and open the door.

There are two Sahagin-2 in the room, so take care of them. There is 
also a bronze chest in the room, so open it to obtain the Ring of Magic
inside. 

Since you don't have the Fire Key yet, you can't access anything else 
in the Water Temple, so go ahead make your way back out (if you can't 
remember how: exit the room you're in right now, cross the bridge, 
turn north, go straight through the door you come to, take care of the 
two Shell Huts in the next room, exit to the Save Point Room, save, and 
then exit the Water Temple).

================================================================================
================================================================================


-=|| Chapter 6: Investigation Corps Camp, part 2 ||=-


Monsters:  Werewolf-1 (BOSS)
Items: none
Save Points:  1 (after the boss fight)
Warp Points: 1 (after the boss fight)
People You Meet: Marie Fowler, Leo Randall, Darrell Stone


As soon as you exit the Water Temple, you will see a cut sequence. All 
the buildings in the camp seem to be burning or burned; everyone in the
camp seems to be dead or dying, except Leo and Darrell. Leo is backing 
up from behind the storehouse, and Darrell is walking slowly toward him.
Leo is wounded on his shoulder. After looking down at his bloody hand, 
Leo stands up and looks back at Darrell. 

Darrell isn't there anymore. When the camera goes back to Leo, Darrell 
is now standing behind him. Darrell has changed...a lot: He now has 
large black "angel" wings, and the left side of his face has a horrible 
purplish scar. His arm is greyish-black and is deformed into a large,
terrible claw.

Darrell smacks Leo from behind, slamming him into the side of the 
storehouse. As Leo slumps into a bent sitting position, Darrell says:

     "Is this the best those untrustworthy Elders 
     can do...?"
     
     "The Eternal Rings belong to the dragons."

He then takes to the air and flies toward his cabin in the back canyon
by the Blue Gate and the scene cuts back to you outside the entrance
to the Water Temple.

Walk back to the Water Temple Gate (the one that Ernest and Leo took
turns guarding) and open it. A horrible scene of destruction fills
your view as you look out over the camp. Smoke fills the air, and you 
can see the body of Ernest prostrate on the ground near the gate. If 
you investigate his body (by looking down at it and pressing Circle), 
you will be told he is dead. I also tried to pick up the polearm but 
that didn't work.

Wallace, inside the burning storehouse, is also dead. If you talk to
Leo, who is leaning against the outside of the storehouse, he says:

     "It was magic...everyone...murdered"
     
     "That was the Captain's....the power of 
     the ring...?"
     
     "Hurry up already...if you don't go after 
     the Eternal Ring...."
     
He then slumps down again. If you talk to him again, he says:

     "Damnit...I failed to stop..."
     
He'll just keep repeating the same thing over and over if you keep 
talking to him. The north building up on the hill (the one that 
had the sleeping guy in it) no longer has anyone in it. The south 
building (with Evans in it) still has Evans in it, though he's dead now. 
There's nothing to be had in any of the buildings on this side of the 
river, so go west across the burning bridge to the mill.

Marie is on the floor, barely alive. When you talk to her, she says:

     "Mo...monster..."
     
She then collapses and dies. [She was my favorite character so far, 
too! (;_;)/~ ]

Go back outside, up the stairs, and west and then south toward Darrell's 
house in the back canyon. Make sure you still have your Fireball Ring, 
the Power of Move Ring, and the Golden Herbs equipped. Then go all the 
way back toward Darrell's house.

As you approach, you'll notice that Darrell's house is engulfed in 
flames, as are the trees. If you look toward the far left side of the 
screen you'll notice something that looks like a large wolf resting 
alertly on the ground next to a pile of burning logs. Head toward it.

As you go past the tree near the entrance to the small valley, a 
large burning tree will fall behind you, blocking the escape route.
You'll also notice that the wolf-like shape on the left isn't anything 
but rubble. 

Suddenly, a wolf-like creature leaps out from behind the southeast side 
of Darrell's burning house.

BOSS: Werewolf-1
HP: 350
MPr: 80
Weakness: Fire
Items: none

The most effective weapon against the Werewolf is the Fireball Ring. Be 
very careful of the Werewolf's jumping attacks. It's like a very 
fast-moving Sahagin that only jumps at you. The best way to defeat it 
is to shoot fireballs at it from a distance, and then thrust upward at
it with your short sword when it jumps at you. If you get below 50 HP,
be sure to use a Golden Herb. The Werewolf's attacks can do 20-40
damage, so you want to make sure you don't get too low.

If you can do it, try to get the wolf to go behind the torch stand on 
the northwest side of the clearing (near Darrell's house). If you can 
get it to stay behind there, you can just shoot fireballs at it until 
it dies.

After you defeat the Werewolf (a pretty easy task, actually, once you
get the hang of the way it attacks), you will see a short scene where 
Cain has just finished burying everyone in the camp. Then you will be 
facing Darrell's canyon, so follow the canyon back to the clearing. 
Since there is nothing left to do here (you can't even get into 
Darrell's burned-out house), head to the Blue Gate in the southeast 
corner opposite Darrell's former residence. Use your Water Key to 
unlock the door, open it, and enter. 

The screen will fade to black, and then you'll be inside a long tunnel. 
Follow the tunnel until you come to a room with a Save Point in it.
Use the Save Point. You'll also notice a small rounded platform to the 
south of the Save Point. This is a Warp Point.

When you walk onto the Warp Point, you are Warped to a very peaceful
room. There is a person on a floating pedestal in the middle of a 
raised platform at the end of a short walkway. When you approach and 
talk to the person, the floating platform moves away from you and the 
person speaks:

     "I will impart of my ancient wisdom"
     
     "Now, O Seeker of the Great Forgotten Magic 
     Power,"
     
     "Here is the vessel of my wisdom and power!"
     
     "Now, O Seeker, receive the ring that holds 
     the consecrated power of the Magic Stones."
     
The room will undergo a slight transformation as six pillars rise from 
the center of the platform on which you stand. A menu will then pop up:

     Making Magic Rings
     Making Attribute Rings
     Collection
     End
     
          *Making Magic Rings*
          
               Choosing this option will take you to a list of 
               available rings you can use to make new rings. This
               may include rings you've already created or found
               (such as Fireball).
               
               The controls for this section are:
               
                    Circle: Select
                    Triangle: Reset
                    Square: Create
                    X: Cancel
               
               If you choose an "empty" ring (Ring of Magic) then
               you are taken to a screen with six place holders,
               with three light blue holders on one side and 
               three light green holders on the other. You can 
               place different Magic Stones in the place holders. 
               
               When you select a place holder, press Circle and a
               list of your available Magic Stones will appear. 
               Select the stone you want from the list and press
               Circle to place that stone in the place holder.
               Press X to cancel.
               
               You need to have at least one stone on each
               side in order to create the ring. Once you have 
               the stones placed, press Square to create the ring. 
               You will be presented with two options: Create, and
               Go Back. If you have the ring the way you want it, 
               then Create it.
               
               There will be a small animation sequence where the
               stones are melded with the ring, creating whichever
               ring you chose. The first one I created was Heal 
               Water. I suggest you create at least a Heal Water
               and a Wind Cutter. Then create anything else you 
               choose.
               
               See Appendix E for a list of Magic Rings. 

          *Making Attribute Rings*
          
               Basically the same procedure as above. These rings
               will affect your stats (Speed, etc.). These rings
               do not require a Magic Ring to make. Just choose
               which stones you want to use and they are melded into 
               a ring. I suggest Water Breeze and any of the other
               rings that raise your elemental attributes.
               
               See Appendix K for a list of Attribute Rings. 

          *Collection*
          
               Shows your collection of rings, sorted by element (Fire,
               Water, etc.)

          *End*
          
               This one is pretty obvious... ;-)

Once you are done creating your magic rings, choose Exit from the menu, 
walk back along the walkway to the Warp Point, and go through the 
south tunnel once you are back in the room with the 
Save Point.

================================================================================
================================================================================


-=|| Chapter 7: Place of Ritual ||=-


Monsters:  Giant Moth, Ogre (club), Twin Tail
Items:  Golden Herb, Magic Crystal, Rat's Tail, Ring of Magic
        Ring of Magic (True Eye)
Save Points: none
Warp Points: none
People You Meet:  Turban Man


Once you make your way through the rather long and winding tunnel, 
you will come out into a misty valley with funky music playing in 
the background--it can't seem to figure out if it's Spanish music or 
techno-industrial. :-)  If you look around, you'll see a bunch of 
small islets connected by broken-down bridges. The water will kill you
here, too, so avoid falling into it. When you exited the cave you were 
facing west.

Go down the stairs. When you get to the bottom, you'll notice the 
bridge is broken, so go ahead and jump down to the ground (you'll take
a small amount of damage) or walk down the stone on the right side, 
being careful to not go into the water. Go south once you're at the 
bottom and you'll run into two Twin Tails. If you made a Wind Cutter 
ring, you can shoot them once you get close enough, though it does use a 
bit of your MP. It is safer to attack them this way, though, since they 
can cause Paralyze (lasts 30 seconds), and they can shoot you with 
energy balls from a distance. It takes 3-4 shots from the Wind Cutter
to defeat each Twin Tail.

Once you defeat them, go up the ramp and you'll find an Ogre. These 
have 150 HP, so they take a little longer to kill. They're pretty 
stupid, though, so dispatching them shouldn't be too difficult. Step
into the gazebo and you'll find a Rat's Tail on the ground. You can go 
look around on the ledge to the southeast of the gazebo, but there is 
nothing there. Be careful not to fall off.

Go to the southwest corner on the other side of the gazebo. Carefully 
look down over the edge and you'll see a rubble walkway going down to 
the ground. Go down and you'll find a Ring of Magic. Climb back up and 
turn west onto the raised walkway. You'll see a Twin Tail down at the 
crossways. Defeat the Twin Tail and follow the walkway to the top of the 
stairs. If you look down and to the south of the stairs you will see a 
Golden Herb. 

When you get to the bottom of the stairs, an Ogre will rush at you. 
Dispatch it and get the Golden Herb before continuing. Follow the path 
and you'll run into another Twin Tail. If you look at the raised 
walkway, you'll also notice three Giant Moths hanging on the sides of 
it. If you shoot them with the Wind Cutter you won't have to fight 
them--you'll just knock them down.

Once you've taken care of the last Giant Moth, be sure to pick up the 
two Golden Herbs to the west of the last one. Then head up the rubble 
ramp to the overhead walkway. If you turn around when you get to the 
top and go west while staying up on the walkway, you'll run into 
another Twin Tail. Defeat it, then turn around head east. 

Turn south onto the next walkway and you'll see a man off in the 
distance. Walk toward him and the Turban Man will start walking toward 
you, and he'll start talking as he's walking:

     "You opened the sluice gate, didn't you?"
     
     "I owe you for this...that's right, you've 
     definitely set things in motion..."
     
When he stops in front of you, he'll continue:

     "As for that matter, you could use that 
     ring."
     
     "Since that ring is useless to me, it'll be 
     good for you to take it"

He hands you a ring (Protect). Then he continues:
     
     "It contains a magic that will block poison. 
     Well, you should be very careful in the next 
     valley, you know."
     
     "On the other side of that valley there's a 
     camp from the mainland. Those guys have 
     weapons if you need them."
     
     "???"
     
     "mu.....!?"

As he's talking, the ground starts shaking. He looks around, and then 
tells you:

     "It's settled...? Well, it will be soon....."
     
     "The valley's not really safe either, so use 
     the ring. It's a better place than the forest."
     
     "It's really dangerous right now in that forest 
     over past the suspension bridge."
     
     "When next we meet, we'll be more evenly 
     matched. Until then, take care of yourself."

If you talk to him again, he says:

     "The Eternal Ring...those are your words for 
     'The Eternal Power'."
     
     "There are many things sleeping on this 
     island."
     
     "Magical power, magic items, dragons. Not to 
     mention...your ???"
     
     "Your coming to this island was by no means 
     an accident. You'll understand someday..."

If you talk to him again he will just repeat himself. You can wander 
around behind Turban man, but you won't find anything. Once you are 
done looking around, go north  until you get to the intersection. Turn 
east, walk to the edge, and drop down to the land below. You'll take a 
little damage.

Pick up the Magic Crystal and go up the stairs. You'll see a Twin Tail 
down the walkway a bit, so go ahead and dispatch it. If you shoot the 
Twin Tail with the Wind Cutter while it is standing next to the edge 
(with two feet hanging off the edge), you might be able to knock the 
Twin Tail into the walkway. Then you'll just see a "shadow circle" 
moving around on the walkway. You can't kill it anymore and it can't 
hurt you, but it's kinda fun to do. I did it accidentally. :-)

Walk east to the broken edge past where the Twin Tail was wandering
and you'll find another Magic Crystal. If you look around, you'll 
notice you're at the point where you originally entered this valley. 
Turn around, walk back to the intersection, and turn south. Walk to the 
broken edge and drop off onto the ground below. You'll be at the point
just before where you encountered the first two Twin Tails.

Make your way back to the walkway where Turban Man is standing. Go west,
then south until you get to some stairs. Go up the stairs to the gazebo. 
You'll find a Ring of Magic in the gazebo, but it requires you to have 
the True Eye ring equipped in order to be visible. 

Go up the next set of stairs to the upper walkway which leads to a rocky 
canyon. Follow the path through the canyon until you are in front of the 
suspension bridge (rope bridge). To the east is a cave (the Abandoned 
Place), and south across the suspension bridge is another cave leading 
to the Sea Cliff Forest. The Sea Cliff Forest is much more difficult 
than the Abandoned Place.

You can do them in whichever order you like, but this walk-through will
do them in the order listed above.

================================================================================
================================================================================


-=|| Chapter 8: Abandoned Place ||=-


Monsters:  Giant Moth, Catoblepas, Lizard Man (dying), Twin Tail 
Items:  Bracelet, Cloud Stone, Cockatrice Feather, Magic Ore, 
        Ring of Magic, Ring of Magic (True Eye)
Save Points:  2
Warp Points: 2 (one doesn't work yet)
People You Meet: a dead man


When you first enter the cave, you will notice a strange greenish-
yellow mist in the air. This is poisonous, so be sure to equip your 
Protect ring (you'll know it's working when a series of fuzzy yellow 
bars is pulsing up the screen in front of you). You can switch which 
ring you have equipped by using the X button on the main screen.
When the pulsing fuzzy yellow bars disappear, reactivate them by 
pressing Square when the Protect ring is equipped. You must do this 
within a few seconds of when they disappear or you will become 
poisoned. You can use a Sahagin Spine to cure poisoning.

I had the Fireball, Ice Needle, Wind Cutter, Heal Water, and Protect 
rings on my left hand (on the screen it shows the list on the right...
go figure...:-p), and Power of Move, Water Breeze, Ring of Rain, Ring 
of Breeze, and Ring of Stone on my right hand (on the screen it shows 
the list on the left). That's what I suggest, but if you choose other 
rings make sure you have at least Power of Move, Protect, and Wind 
Cutter. 

Follow the tunnel down until it levels out. You'll notice the floor 
seems to be moving. Just ignore that and turn south and follow the 
right-hand wall, watching the base of the wall until you see a Magic 
Ore. Then follow the left-hand wall until you find a tunnel. Enter 
and you'll find a Save Point and a Warp Point.

Exit the chamber and turn south again. Watch for the three Giant Moths. 
After you've taken care of them, you should notice a very large stone 
monolith blocking the path into another side chamber to the east. You 
can't move the stone now, so you'll have to come back later. I wonder
what could be behind it? :-)

Continue south and you'll find several piles of large bones. Search them 
for two Magic Ores. Continue along the path and you'll notice another 
monolith to the north. Go past it and you'll come to an intersection. If 
you continue east, you will come to a large pile of bones blocking the 
path. Search them for a Cockatrice Plume. Then go down the north path.

You'll see two Twin Tails here. Make sure you have just restarted your 
Protect, and then switch to Wind Cutter and take them out. Switch back 
Protect for when you need to restart it. Make sure you do this after 
every fight. Protect seems to last from 15-30 seconds (I haven't timed 
it yet).

Once you're done with the Twin Tails, you'll see a row of 5 monoliths 
to the west, a path continuing past the monoliths to the northwest, and
a path to the northeast. Go northeast and you'll encounter a Giant Moth
and a Dying Lizardman. You can either kill the Lizardman or leave him 
there. You get nothing (except for 1 experience point) from him if you 
kill him. After you're done with these two monsters, you will see a row 
of four monoliths blocking your path to the north. 

Go back to the five monoliths and follow the northwest path. Here you 
will find a dead body. Search the body to find a bracelet you'll 
need later. To the east is a dead end on the other side of the four
monoliths you saw previously. To the northeast is another dead end 
blocked by two monoliths. 

To the west are three paths: one to the south, one to the west, and one
to the north. Follow the path to the south and you will encounter your 
first Catoblepas (if anyone knows what this is, please let me know).
The dangerous part of this beast is the tail. The tail shoots a ball of
energy at you that does quite a bit of damage. You can dodge it if you 
are quick. You can dispatch the Catoblepas by shooting it with your 
Wind Cutter ring. 

Once you are done with that, continue south and you will be in the 
chamber on the other side of the 5 monoliths. Open the large chest to 
get a Ring of Magic. If you continue south you will come to the backside 
of the second single monolith you found when entering this place. 

Turn around and head north to the intersection, then go west. There are
three Giant Moths here, so dispatch them. Go back to the intersection 
and head north. You will encounter another Dying Lizardman who is only
worth 1 experience point. Past him you'll come to a large open chamber
containing a Giant Moth and three Twin Tails. Dispatch them, then 
examine the bone piles to find two Magic Ores. 

On the west wall you will find a tunnel entrance. Follow the tunnel
and you'll find a Save Point. On the west wall of this chamber you
will find another tunnel leading to a Warp Point that doesn't seem to
work. On the south wall will be a tunnel leading out into the main
chamber where the three Giant Moths were. Go back through the Save 
Point chamber and through the tunnel through which you originally 
entered.

Near the southeast side of the chamber is another Catoblepas, so be 
careful of it. There is a large chest near that beast, containing a 
Cloud Stone. If you go south from the large chest, you will come to the 
back side of the two monoliths you saw earlier. Just before you get to
the monoliths, turn east and you'll see a tunnel.

Follow the tunnel until you get near an opening. There are three Giant 
Moths outside the tunnel, and you can shoot them with your Wind Cutter
while still inside the tunnel. Once you've taken care of them, exit 
into the small chamber. 

There are two other exits from this chamber: one on the south side, and 
one in the northeast corner. Go into the northeast tunnel and follow it 
into another chamber. There are two Giant Moths here as well as two
Magic Ores along the north wall.

Go back to the previous chamber and go through the south exit. This 
tunnel has three turns in it. Before the fourth turn, make sure you
have just started another Protect, and then switch to the Wind Cutter.
When you round the corner, there will be a Catoblepas at the end of 
the tunnel that will start shooting at you. Take care of it, then 
proceed to the mouth of the tunnel. Outside are two Twin Tails.

Directly east and a little north of the mouth of the tunnel, along the 
east wall, is a Cockatrice Plume. South of the tunnel is tunnel 
entrance on the west wall. This leads to a hole in the ground which 
takes you to the lair of the Earth Dragon (part of the Great Looping 
Cave--Chapter 10). Don't go down the hole just yet, though, because 
there is no way back up here if you do.

Right next to the hole in the ground (just a little to the north of it) 
is a Ring of Magic which requires the True Eye ring to be visible. Come 
back after acquiring the True Eye ring to pick it up.

Southeast of the Earth Dragon entrance tunnel is a pile of bones with a 
Magic Ore and a Catoblepas. If you continue past that pile of
bones you will come to the back of the pile of bones where you found 
the first Cockatrice Plume. 

Turn around and follow the tunnel north, past the Earth Dragon tunnel 
and the tunnel where you entered. There will be a steep path leading
north up into another chamber. Climb up and get the Ring of Magic from 
the chest. Exit that chamber up another steep climb to the east. Follow
the path around until you enter a large rounded chamber. On the north 
side will be a tunnel entrance. Enter the tunnel

================================================================================
================================================================================


-=|| Chapter 9: Tree Village ||=-


Monsters: none
Items:  Rapier, Ring of Magic, Ring of Magic (True Eye), Stilleto
Save Points:  1
Warp Points: 1
People You Meet: Den Cutter, Royce Regan

Storeroom:     Cost  Item Name
               ----  -----------------
                  1  Golden Herb
                  3  Golden Herb Flower
                  6  Golden Herb Fruit
                  1  Magic Ore
                  4  Magic Crystal
                  8  Magic Gem
                  1  Magic Grass Seed
                  1  Rat's Tail
                  1  Sahagin Spine
                  1  Cockatrice Plume
                  8  Small Sword
                 15  Chinkuedia 


When you enter the tunnel you will notice the walls and floor look very
much like wood grain. You are walking inside a large tree. Follow the 
tunnel around the corner and up to the next level. At the top of the 
ramp, on the north side of the tunnel wall, there will be two rooms. 
The first contains a Warp Point and the second contains a Save Point.

Since you have some new types of stones, you might want to try making 
some newer, more powerful rings.

Follow the tunnel until you reach a very green room. This is the Tree
Village (more like a Tree House, given how small it is). There are three 
floors to the Village, and you're on the first floor. 

There are two exits and a ramp on this floor: the exit through which you 
entered, an exit leading to the Great Looping Cave, and a ramp leading 
up to the second floor. Royce Regan is also standing by the wall 
between the two exits. 

On the second floor are a ramp leading up to the third floor and a 
storeroom. Den Cutter is in the storeroom, and you can buy supplies from 
him. On the third floor there is an observation branch (the entrance is 
covered by a couple flaps of cloth or animal skin) as well as an exit 
leading to the Sea Cliff Forest (this entrance is NOT covered).

If you go out onto the observation branch and very carefully work your 
way to the tip, you'll find another Ring of Magic which requires the 
True Eye ring to be visible. Come back after you acquire the True Eye 
ring and pick it up.

If you come around nightfall, you might catch one sleeping. They 
alternate (sort of), so if one is awake the other will sometimes be 
sleeping. If the one you want to talk to is sleeping, just wander around 
the tree until he wakes up. If you go out on the observation branch, be 
careful not to fall off the edge. It's the quick way down, though it's a 
bit painful... :-)

Talk to Royce.

     "Hey, who're you?"
     
     "Heyngalia's crest... you're one of those 
     bodyguard knights, aren'tcha."
     
     "It was definitely the Elder's troops on 
     the beach, wasn't it?"
     
     "I wonder where His Majesty's troops came 
     from, anyway?"
     
     "This region is dangerous, especially over 
     by the forest..."

If you talk to him again, he says:

     "There used to be three of us here, but one 
     guy fell off a cliff in the forest and died."
     
     "I think his body is somewhere in the valley, 
     but...I feel kinda sorry for him..."
     
     "I wish I could at least give his family on 
     the mainland some token to remember him by..."
     
     "That place (pointing to where you just came 
     out) is full of poison so I couldn't even get 
     close to him"
     
     "Not even the knights can handle the poison, 
     Y'know..."
     
If you talk to Royce again, he says:

     "Sometimes I take things across to the 
     mainland and sell them for high prices"
     
     "We made the town into a nest so it would be 
     easy to guard..."
     
     "Lately, poison's been coming into the valley, 
     so we don't have any way of going back."
     
     "Because of the troublesome monsters in the 
     forest, you can't go from the beach to here."
     
     "I wonder if it's a good idea to stay here...?"
     
If you talk to him again, he says:

     "I think there was a big war on this island a 
     long time ago. You can see the evidence of it 
     all over the place. The remains are everywhere."
     
     "Then again, It could have been a natural 
     disaster, I guess"
     
     "There were definitely some pretty big monsters. 
     Kinda scary..."

If you talk to him again, he says:

     "I wonder if I'll ever be able to go back to my 
     homeland..."

He'll just keep saying the last thing over and over now if you talk to 
him again. If you give him the bracelet you found on that body in the 
Abandoned Place, he says:

     "Oh, Sir Knight, thank you very much."

You then hand it to him and he continues:

     "With this he'll be able to rest in peace."
     
     "This is a 'thank you' gift. Please accept it."

He then hands you a Ring of Magic and continues:

     "There's a cave just after a sharp turn in the 
     mountain road on the way to the hills."
     
     "If you descend there you can get to the hills. 
     You'll have to find another way back, but..."
     
     "Oh, that's right. I told the same thing to a 
     fellow who was through here a while ago. He 
     looked like a warrior, too."
     
     "Heh heh...but even considering that, this is 
     still a good deal, huh?"

If you talk to him again he says:

     "That warrior fellow, he had grey hair and was 
     wearing leather armor."
     
     "He was asking about the state of the island's 
     hills, but right after that he left."

     "You look like you're worried about him. Do you 
     know him?"

     "Then again, he wasn't using a Heyngalian crest. 
     Didn't have one, nope..."

If you talk to him again, he says:

     "I wonder if I'll ever be able to go back to my 
     homeland..."

He'll just keep saying the last thing over and over now if you talk 
to him again.  

Once you're done talking to Royce, go up to the storeroom on the 
second floor. Den Cutter will be sitting on one of the crates. If 
you try investigating the crates before talking to him, he says:

     "Hey, quit messin' with that."

The camera then pans up and over to where Den is sitting. When you 
talk to him he says:
     
     "You're a pretty good guy, ain't ya, picking up 
     that bracelet for us."
     
     "Here's a little somethin' to show our thanks to 
     ya."

He reaches behind himself and grabs the rapier sitting on the boxes, 
then turns and hands it to you. He continues:

     "Must be pretty rough, followin' your country's 
     orders. Hang in there, though...and if you get 
     the chance, help us out, too."
     
     "If there's anythin' you need, you just let us 
     know, 'kay? Don't know as we can do much, but..."
     
     "So, whaddya want?"

The storeroom menu pops up and you can buy whatever you need or want. 
The items are listed above in the order in which they appear on the 
screen.

When you're done, Den will say:

     "Do y'know a lady named Lyla? If you do, I'd 
     sure like you to bring her by."
     
     "I've met her a bunch of times--seems she's 
     livin' on this island."
     
     "All this talk must seem pretty strange to 
     someone like you, but I wanna learn all about 
     things off this island."
     
     "More than that, though, I want you to tell 
     me how to get outta this cursed place."
     
If you talk to him again he says:

     "Whaddya want?"

The storeroom menu comes up again. When you're done with it, Den says:

     "Oh yeah, that reminds me. A little while ago, 
     there was this monster with wings went flyin' 
     toward that volcano."
     
     "It looked almost human, too...I ain't never 
     seen nothin' like it."
     
     "'Course, this place's full of critters I 
     ain't never seen before."
     
If you talk to him again he says:

     "Whaddya want?"

The storeroom menu comes up again. When you're done with it, Den says:

     "There used to be another guy here, too, but 
     he went and fell off a cliff in the forest and died."
     
     "You be careful, now, and don't do nothin' stupid."
     
If you talk to him again he says:

     "Whaddya want?"

The storeroom menu comes up again. When you're done with it, Den says:

     "To get to the beach from here, go through the 
     forest or the valley down below."
     
     "Through the valley's easier, but we don't go 
     down there now on account of the poison."
     
     "Besides, you got through the forest just fine."

If you talk to him again, he just repeats himself. Before you leave, 
equip the rapier, as it does more damage and is quicker than the small 
sword. 

You can get the Stilleto if you catch Den when he's asleep. It's in 
the long, short box to the left of him (if you're facing him with your 
back to the doorway). It's not always there, so keep checking back if 
you don't get it the first time.

When you're all done stocking up on supplies (I suggest a lot of Magic 
Ore), you have two choices:

     1. Head for the first floor and exit back to the Abandoned Place, 
        being sure to save and/or make new rings along the way. If you 
        do this, then go on to Chapter 10: Great Looping Cave.
     2. Head for the third floor and exit through the non-covered door.
        If you do this, then go to Chapter 11: Sea Cliff Forest.

I suggest you do the Great Looping Cave first because the Sea Cliff
Forest has some really tough beasties in it, and having the extra HP,
MP, and experience levels you earn by going through the Great Looping
Cave first will help you a lot.

================================================================================
================================================================================


-=|| Chapter 10: Great Looping Cave ||=-


Monsters:  Ghost 1,  Golem, Ogre (club), Ogre (sling)
Items:  Golden Herb Flower, Magic Grass Seed, Magic Ore, Phoenix Stone, 
        Power of Branch, Ring of Magic
Save Points:  1
Warp Points: 1
People You Meet: Leo Randall


In order to get into the Great Looping Cave you need to go back into the 
Abandoned Place to the entrance mentioned above in the Abandoned Place 
chapter. Once you're down the hole, follow it until you come to an open 
chamber with a very large, heavily-breathing dragon in a sunken section 
of the chamber. This is the Earth Dragon. You can look at it for a bit, 
and then continue along around the outer edge of the cavern, being 
careful not to fall down into the sunken area (you die if you do). 
Nothing you do will wake up the dragon.

Once you are past the cavern a new screen will load and you'll be in the 
first section of the Great Looping Cave. There are a lot of twists and 
turns here, so it's easy to get lost if you don't pay attention to your 
direction indicator (compass) in the top left of the screen. 

When you appear in the first section, you will be facing north. Aren't 
the walls and floor gorgeous? :-) I like the music in this section, too. 
It's very pleasant. There's no one in this chamber and there aren't any 
items to find, so go ahead and exit into the passageway on the west 
side. Follow it around a bend and you will find a steep slope leading up, 
so follow it up. When you get to the top you find another little bend and 
another slope leading up again. Follow that up, go through the next jog 
and go up yet again.

As you near the top of this slope, you will see a monster waiting around 
in the chamber. This is a Ghost 1. Make sure you have your Rapier 
equipped (it's your best weapon right now), as well as any rings you 
want to have handy (Sonic is a useful one here in this cave), and head 
into the fray.

If it starts waving its arm around, that means it's going to cast a spell
(most likely a cursed lightning spell). If you time it right (its arm
will complete two circles before the spell fires), you can dodge right or 
left just before it casts the spell, and he'll miss you. If it hits you 
there is a chance you will be cursed. This can be remedied by using a 
Magic Grass Seed. You can also wait about 30 seconds for it to wear off. 
I'm not sure what Curse does to you, though. 

Your rapier works fine on Ghosts, though you have to look up to hit them. 
Any of your magic should work fine, too, and Sonic knocks them off in two 
hits! When you're attacking it, the Ghost 1 will tend to float backward 
to avoid you. Just move backward yourself and the Ghost-1 will eventually 
start coming back toward you.

Once you've taken care of the Ghost 1, slowly advance into the next 
chamber until the two Ogres start advancing on you. Watch out for the 
next Ghost 1, who is around the corner just waiting to cast Curse on you.

Once you've taken care of all of those guys, exit through the far east 
door and you will come to a fork. It doesn't really matter which way you 
go since the north fork loops back to the path continuing east. If you go 
east first you might be able to pick up a Phoenix Stone before the Golem 
and the Ghost 1 notice you are there, but you'll have to fight them 
anyway in order to get the Magic Grass Seed on the north side of the 
loop. If you take the north fork, the Magic Grass Seed is along the base 
of the north wall. Take your pick.

If you work it right, you can lure the Ghost 1 out before the Golem 
notices you. That way you can take care of them one at a time. 
Considering the Golem is twice as tough as the Ghost 1, this is a very 
good idea. I suggest using Sonic on the Golem and doing your best to 
avoid its attacks. Five blasts of Sonic should take care of it. If you 
have the space just keep backing up to avoid it since it doesn't move 
very quickly. Also, you have to wait for it to get fairly close to you 
before firing Sonic. Otherwise it will cross its arms and block the 
attack.

Once you've taken care of these two, get the Phoenix Stone from the large 
chest. Then go back to the main passageway and continue east. When you 
round the corner you will see a Ghost 1 off in the distance to the 
northeast. Slowly advance toward it (without getting too close), and 
you'll notice another Ghost 1 trying to sneak up on you from the north 
(there's a bulge in the wall that somewhat hides its advance). Back up 
and take care of that Ghost 1. Once you're done with it, take care of 
the other and continue to the next fork. One fork leads north, the other 
west.

Take the west fork. The tunnel goes straight for a bit, then jogs to the 
northwest a bit. There are two Ogres here, so take care of them. The 
tunnel then takes you through an S-curve, and you'll find yourself 
confronted by two more Ghost 1 annoyances. After taking care of them, 
you'll notice a passageway leading northwest and one leading southwest.
At the end of the southwest passage is a chest containing the Power of
Branch ring. At the end of the northwest passage is a Magic Ore.

Once you're done there, head back to the last fork and go north. There
will be a Ghost 1 and an Ogre to deal with. Once you've taken care of 
them, pick up the Magic Grass Seed in the small alcove to the east. Then 
head north again.

You will come to another fork: a passageway leading west and one leading 
east. Take the west passageway. Make sure your MP gauge is maxxed--you're
going to be taking on three Golems just around the corner. Try to take 
them one at a time so they don't overwhelm you. Again, Sonic works the 
best on these egotistical rock piles.

Once you are through with the three Golems, pick up the Ring of Magic in
the large chest, as well as the Magic Ore next to the chest, and then 
head back to the fork and go east. On the south wall there will be a 
doorway leading to Save Point and a Warp Point room. Use them. :-)

When you're done with that, exit the chamber and continue east. As soon 
as you enter the eastern passageway a Golem will start stomping after you.
Take care of it, then head north, being careful not to fall off the edge 
of the drop-off at the end of the passage. If you go down here you will 
be in the Tree Village. If you really need some items, go to the Tree 
Village, buy what you need, and follow this section from the top to get 
back to this location.

Go back to where the Golem was and continue east into the next chamber.
Here you'll run into your first sling-wielding Ogres. They have a range 
longer than any of your magic, so the best thing to do is to rush them 
and kill them as fast as you can. You can also equip your Power of 
Branch ring so you can have your magic attack in two directions at once.
This also uses up twice as many MP, but that's to be expected. This 
ain't no discount dungeon. 

This set of Ogres is spaced too far apart for this to work effectively,
so I don't advise equipping it here. If you do decide to rush them, watch 
out for their arm-flailing attack. It does a lot of damage, has a long 
reach, and can kill you with 2-4 hits if you aren't careful. Try to get 
rid of one as fast as possible, then take care of the other. Use the 
Start button to access your Golden Herbs (you still have them equipped, 
right?) or use Earth Heal or Cure Water.

Once you've taken care of the sling brothers, equip the Power of Branch 
ring, go up the small step and follow the passage to the next set of 
slingin' Ogres. As you come out of the passage, you should see that they 
are spaced fairly closely, so the Power of Branch ring will help here. 
You should also look up and to the east of the two on the main floor: 
there's another slingin' Ogre up in an alcove, so watch out for his 
rocks, too. Also, don't go to the north of the slingin' Ogre in the 
alcove--there's a Golem there. Save it until after you take care of the 
two on the floor, and then try to lure it away from the range of the 
alcove Ogre.

Once you've taken care of the Golem, head to the north of the alcove 
Ogre and you'll find a Golden Herb Flower at the end of the passage. 
Then go back past the alcove Ogre and take the south exit from this
chamber. If you keep moving when passing the alcove Ogre, it won't 
be able to hit you.

Once into the south exit, make sure your HP and MP are maxxed: you're
about to run a gauntlet. If you move slowly west to the entrance of 
the next chamber, you'll see two large stalagmites growing up from 
the middle of the chamber. There's a club Ogre between them. On either 
side of the club Ogre are raised alcoves, each containing a slingin'
Ogre. 

I suggest you run through this chamber to just inside the exit on the 
west side, then take care of the club Ogre that follows you once you are 
out of range of the two slingin' Ogres. You can run along one side of 
the chamber so one of the slingin' Ogres will have a difficult time 
hitting you. Just keep moving and the slingin' Ogres shouldn't hit you.

In the next chamber are three slingin' Ogres, a club Ogre, and a Golem, 
all on the same level as you. Just inside the chamber is a large 
stalagmite, and on the other side is the club Ogre. Slowly move forward
until it notices you, then back up a bit to stay out of the range of
awareness of any other monsters. 

Once you've taken care of it, you'll notice two slingin' Ogres up on the
first raised area of the floor, and one on the next-higher raised level. 
They are spaced too far apart to use the Power of Branch ring, so don't 
equip it here. If you move west along the south wall you will be able to 
stay out of the range of the three slingin' Ogres and take out the Golem 
hiding around that corner. Once you've taken care of the Golem you can
handle the three slingin' Ogres without worrying about anything else 
sneaking up on you.

The easiest way to take them out is to do it one at a time. The first 
one to knock off is the west-most Ogre on the first raised area. If you 
move out into the chamber on the west side of the stalagmite then you
should be able to move close enough to take care of it with Sonic while
side-stepping the rocks it's slinging at you. Then take care of the one
on the east side of that same stalagmite, and finally the one on the 
second raised area. Wasn't that fun? ;-p

Once you've taken care of those three go up into the southwest section 
of the chamber and you'll find two Golden Herb Flowers and a large chest
containing a Ring of Magic. You'll also notice another passageway up 
and to the east of the area containing the chest. We'll come back to 
that in just a minute.

Instead, go back down to the northeast corner of the chamber. There 
you'll find a tunnel entrance behind another large stalagmite.  Follow 
the tunnel up into the next room where you'll find two club Ogres. Take 
care of them, then follow the tunnel west and up until you find one of 
the annoying slingin' alcove Ogres. Take pleasure in dispatching the 
uncouth beast, and pick up the Magic Ore near the base of the west 
wall of the alcove.

Head back down to the large chamber where you opened the chest and exit 
through the tunnel just east of the chest. The club Ogre that was in 
the room might have regenerated, so watch out for it. You will probably
encounter a Ghost 1 in the east tunnel. Make your way through the 
tunnel into the next large chamber.

As you enter the chamber you will see another tunnel entrance just to
the north. Enter and follow that tunnel until you come to the slingin'
Ogre in the alcove just across from the one you were in a minute ago.
Dispatch that Ogre as well as the club Ogre waiting in the tunnel 
entrance to the northeast. Follow the tunnel, taking care of the Golem
along the way. At the end of the tunnel, you'll find the first 
slingin' alcove Ogre you encountered, as well as another Magic Ore.

Once you're done with them, head back to the large chamber where you 
entered this tunnel (where you can go back through the other tunnel
that leads back to the large chest). In the northeast corner is 
another tunnel and just inside you'll find Leo Randall sitting 
against the east wall. Talk to him.

     "It's been a while, eh? I'm glad to see 
     you're okay..."
     
     "I'm pursuing that Captain. I'll capture 
     him if I can, or kill him if I can't."
     
     "I can figure you out, though. You came to 
     figure out the intentions of the 
     Investigation Corps."
     
     "I owe you one for helping me, so I'll tell 
     you everything I know."

If you talk to him again, he says:

     "The Captain was searching for something 
     called the 'Eternal Ring'."
     
     "Twenty years ago, the people of Sorcia were 
     destroyed on this island. It seems they had 
     a ring called the 'Eternal Ring'."
     
     "Hearing about this ring's marvelous power, 
     the Elders called forth this 'Eternal Power'."
     
     "I wonder if this has anything to do with 
     Heyngalia's expansion or their own ambitions...
     I don't know what they're scheming to do with 
     this power."

If you talk to him again, he says:

     "Most of the guys in the Corps didn't even know 
     what the heck we were investigating."
     
     "The Elders didn't trust this Captain either, 
     so they hired me and concealed me in the ranks."
     
     "If the Captain got too ambitious, I was to kill 
     him and take the ring back to the Elders."
     
     "But that guy might've found the ring. It's 
     possible that's what caused him to take that 
     shape."

If you talk to him again, he says:
     
     "You should be able to use your new power here, 
     huh?"
     
     "If it's magical, then it might draw on the blood 
     of Sorcia."
     
     "...one other thing, I've seen a strange woman 
     who uses the same powers you do."
     
     "She was with a man wearing a disguise, and when 
     they noticed me, they ran away..."
     
     "I'm certain her name was Lyla."

If you talk to him again, he stands up and says:

     "I told you everything I know, so I'm outta here."
     
     "There's an old institution near here. I'm gonna 
     go check it out. Maybe I'll learn something there."
     
He then turns and starts walking away. As he's walking away he says:

     "Whether you're a knight or a mercenary, the most 
     important order is to return alive...I wish you luck."

If you continue after him you will come to the Mine Ruins. At this point 
I suggest you go back and complete the Sea Cliff Forest (Chapter 11) 
now that you have more experience and higher levels. If you already did 
the Sea Cliff Forest, then go on to Chapter 12: Mine Ruins.

To get back to the Sea Cliff Forest, you just need to go halfway back
through the Great Looping Cave to the chamber just before the Save 
Point (just before the first set of slingin' Ogres you came to on your
way through). Remember the drop off I mentioned before? Drop off this 
time, re-enter the Tree Village, buy any supplies you may need, and 
head up to the non-covered door on the third floor.

================================================================================
================================================================================


-=|| Chapter 11: Sea Cliff Forest ||=-


Monsters:  Hornet (7-10 per nest), Hornet Nest, Catoblepas, 
           Lizardman, Lizardman (w/ club), Queen Hornet (one per nest)
Items:  Power of Grow, Power of Time, Ring of Magic
Save Points:  2
Warp Points: 1
People You Meet: none

You appear in a mottled rock passageway. Turn east and you'll see the air 
turning a bit misty bluish-grey. As you walk toward the cloudy air, 
you'll notice it thinning out--good! No more poisonous air! :-)

Turn south and walk toward the exit. You'll see a weird-looking bush off 
in the distance. You'll exit the cave onto a raised area. You can't see 
very far due to the misty air. Turn west and walk toward the stand of 
three tall trees. In the tree farthest to the east you'll notice a 
bulbous thing with hovering creatures around it. That's a Hornet Nest. 

Go ahead and take care of all the Hornets buzzing around the nest. 
However, unless you want to have to deal with the Queen Hornet, do not 
hit or destroy the nest. The nest has 500 HP, and the Queen has 700. 
She's got a really nasty long stinger, too, with a long reach. If you 
practice, you can get good at dodging left and right while attacking the 
Queen (Material Arrow works really well), and you get a Dragon Egg if 
you defeat the Nest. It's up to you, though. 

Once you've taken care of all that, go ahead and drop down on the east 
side near the wall north cliff wall to the lower levels where you'll run 
into your first active Lizardmen. If you can work it out so you only have 
to deal with one at a time, then that will work better for you. They have 
high HP, they are fast, and they have a long reach with their swords. 
They are weak against Wind magic, so use Sonic on them, though it still 
takes a while. 

Here's the best way I've found of dealing with them: Try to slowly sneak 
up on one and hit it with Sonic. This will get it to come toward you so 
you don't enter the range of awareness for the other one (they are 
usually in groups of 2-3). Quickly switch to your Earth Heal ring while 
it is running toward you; then you can use Earth Heal while you are 
attacking if you need it. Time your hits with the Rapier (you did equip 
the Rapier, right?) so you hit the Lizardman right after they swing at 
you. It's like a little dance of death. :-)  

It takes 8-10 hits to kill a Lizardman with a Rapier. It only takes 2-3 
hits from a Lizardman to kill you (I had 228 HP at this point), so don't 
forget to heal yourself (using Earth Heal). The monsters here do a lot 
more damage than any of the previous monsters (including bosses), so it's 
very important to keep yourself healed completely. Keep the Golden Herbs 
(or something similar) equipped to the Start button for quick access. 
Also be careful not to fall off any of the cliff edges here (you fall 
down into the Abandoned Place and die, just like that poor guy you 
found).

Once you're done with the first four Lizardmen, go to the east and 
you'll see a torch pillar next to a stone bridge. Cross the bridge and 
go south. You'll come across a Lizardman. After you take care of him, 
continue south, staying close to the edge (but not too close), and 
you'll encounter another Lizardman. Just after that, along the south 
cliff edge, you'll find an unlit torch pillar. Light it using Fireball
and you'll hear a grinding sound in the distance.

Go back north the same way you came, and head east from the stone 
bridge. Watch to the southeast and you'll encounter another Lizardman. 
To the north, you'll notice a drop-off with a tree and a torch pillar 
down below. Just east of the torch pillar is a ramp leading down to the 
lower area. Before you go down, inspect the tree branch that's 
overhanging the ground where you are and you'll find a Ring of Magic. Go 
down the ramp and light the torch pillar. Inside the cave near the 
torch pillar is a Save Point.

Back at the top of the ramp, carefully go south and you'll encounter a 
trio of Lizardmen in a triangle formation. This makes it very hard to
sneak up on just one at a time. However, if you do your best to come 
at them from one point at a time, then you should be able to take care 
of them one at a time.

Just to the east of this Lizardman trio is a lone Lizardman. This one 
has a club instead of a sword, and a few hundred more HP, too. When you
defeat it, you should get a Celestial Dragon Fang, a very nice and rare 
item. Now go back toward the ramp leading down to the Save Point and the 
torch pillar. Just before you get to the ramp you'll see a new stone 
bridge on the east cliff edge.

Just across this bridge is a Hornet Nest. Before you go across I suggest 
you use the Save Point again. No use wasting all the time you just spent.
You can either take out the Hornet Nest, or quickly go by it. You need 
to go east past it, then south. You'll be in a small ravine, so follow 
it until you get back out in the open.  Just to the southwest is a 
Lizardman, and just past it, along the edge of the cliff, is another 
torch pillar. Be sure to light it. Search this end of the hill in the 
middle and you'll find a Ring of Magic. It's next to a clump of weeds.

Just south of the torch pillar is another Lizardman next to a tree with
a Hornet Nest. This Lizardman seemed to last a lot longer than any of
the others, and he defended, too. Just east of the Hornet Nest, up on 
the hill, is another Hornet Nest with a large chest underneath it. The 
chest contains a Ring of Magic. Just to the west of that is another 
Lizardman and a torch pillar.

Just southwest of the torch pillar is a clump of weeds next to a tree. 
Search the ground there for a Ring of Magic. On the south side of the 
hill in the middle is a torch pillar, so light it. Then search the 
ground to the west of the pillar (on the other side of the hill near
the top) for another Ring of Magic. There are also three Lizardmen near 
there, so be careful.

Directly west of the three Lizardmen is another torch pillar. Go north 
from there and you'll be back at the first Hornet Nest I mentioned this
side of the ravine. There may be two Lizardmen there, as well. Cross 
over the stone bridge and light the torch pillar on the small island, 
being careful not to fall off. You'll see a set of monoliths rise to 
form a stone bridge to the southwest of the island you're on. Maybe
now you can get into that area in the Abandoned Place that was blocked
off?

Now go back to the mainland and to the northeast corner, along the edge 
of the cliff, is a narrow path leading northeast. There will be four 
Lizardmen here and a large chest containing the Power of Time ring. The 
last three Lizardmen are hard to see through the tall weeds, and if you 
aren't careful you'll startle at least two at the same time. 

Here's a fun thing I did: after defeating the first Lizardman, go to the 
western cliff edge, and get just close enough that you can see the 
shadow of one of the other Lizardmen. If you do it just right, it will 
notice you, come running at you, and fall off the cliff. You don't get 
anything for doing it, but it's kinda fun. It also reduces the 
remaining three to only two! :-)

The chest containing Power of Time is on the north side of the tall 
weeds. Now head back to the Save Point in the cave on the lower level 
and use it. Then head back toward that first Hornet Nest. On the west
side of the Hornet Nest you will see a tunnel entrance, which leads to 
room containing a Save Point and a Warp Point. The south exit takes you 
to that suspended bridge you found after the Place of Ritual and before 
you entered the Abandoned Place. There's a Hornet Nest just outside the 
tunnel exit, too. The east exit takes you to a medium-sized ledge.

Go out the east exit and you'll see a torch pillar (light it!) on the 
east edge across from another Hornet Nest. Cross the monolith bridge and 
take out the Catoblepas (Sonic will do it in two hits), then the 
Lizardman. Head southeast until you see another torch pillar. Just south 
and a little west of the torch pillar is a Catoblepas hiding in the 
tall weeds. Get close enough to get a clear shot with Sonic, and take it 
out. Just a little southwest of that one is another one, though it's 
harder to see because it's farther inside the tall weeds. 

A little farther southwest, just at the edge of all the tall weeds is a 
Lizardman. Try to get a clear view of it before it notices you, and 
don't be too close to a cliff edge, either. To the east of the Lizardman 
is a Hornet Nest. Southeast of that is a cliff edge across from a torch 
pillar. Get close enough to the edge so you can light it with Fireball.

If you want to, go southwest and then north once you come to a cliff 
edge. You'll see a monolith bridge and across it you'll find two more 
Lizardmen. Once you take care of them, you can go northeast and you'll 
be back where that first Catoblepas was. Otherwise, go to the southeast
and cross the stone bridge, then walk east and then north and cross 
another stone bridge. On this island you'll find a large chest with the 
Power of Grow ring. Head back to the last Save Point, use it, and then 
you have two choices:

     1. Go out the south exit to the suspension bridge, cross it and 
        go down into the Abandoned Place to get that Ring of Magic. 
        Then go back to the Tree Village.
     2. Go back to the Tree Village.

When you get back to the Tree Village, stock up on items you need. At 
this point I suggest you go back and complete the Great Looping Cave 
(Chapter 10) if you haven't already done so. If you already completed 
the Great Looping Cave, then go on to Chapter 12: Mine Ruins (you have 
to go back through the Great Looping Cave to get to it--Yay! more 
experience and Magic Stones!) Feel free to build experience for a bit by 
going back and forth in the Great Looping Cave.

================================================================================
================================================================================


-=|| Chapter 12: Mine Ruins ||=-


Monsters:  Flame Rat, Golem, Witch
Items:  Golden Herb, Magic Ore, Ring of Magic
Save Points:  1
Warp Points: 1
People You Meet: none


The Mine Ruins have six levels and three shafts. You are on level one of
the west shaft. In the west shaft there are four floors (from level one 
through four); in the middle shaft there are three floors (from level 
four through six); in the east shaft there are four floors (from level 
two through five). It looks something like this:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)
 

        West Shaft   Middle Shaft    East Shaft

                           X
                           |
                      Level Six
                           |
                      Level Five-----Level Five
                           |              |
        Level Four----Level Four-----Level Four
             |                            |
        Level Three                  Level Three
             |                            |
        Level Two                    Level Two
             |
     E--Level One


The "E" marks where you entered the ruins, and the "X" marks the exit.
The dashes and pipes indicate access between the levels.

What ominous music! When you enter the Mine Ruins, walk forward and you 
will see a path to the north and a path to the south. Take the south path 
and you'll find a Save Point room. When you're done there, head north 
into the mine. The tunnel will curve around until you're headed east and 
you'll enter a room with a large greyish-blue raised area in the 
northwest corner of the room. This is a transport block. Step onto the 
transport block and look at the north wall to see the activation switch 
for it. Activate the transport block to move up to Level Two.

When you reach Level Two you will see two Flame Rats running around. Sonic 
kills them in one hit. There's nothing else on this level, so go up to 
Level Three. Head east from where you get off and you'll find the one 
Flame Rat on this level. On Level Four are two Witches.

If you move very slowly toward them, you can get close enough to hit them 
with Sonic without them attacking you. Otherwise, they shoot a strange, 
slow-moving yellowish ball of energy at you. If this hits you it will 
paralyse you. In the southwest corner are two Golden Herb Flowers. On the 
east wall is a large opening leading to another part of the room 
containing two Flame Rats. In the northwest corner of this room is 
another large opening, this one leading to Level Four of the Middle 
Shaft. 

There are two Golems, two Witches and one Flame Rat in this room. The 
Witches sometimes leave a Wizard's Secret Potion! There's a secret to 
killing one of these Golems, too, because it has no HP itself: you need 
to kill the Witch that is controlling it. Usually the Witch will be 
directly behind the Golem, so just use Sonic. The Golem will get red 
highlights whenever you hit the Witch.

Against the north wall of the room is a stack of three large stones. On 
top of one of them is a Ring of Magic. You can't get to it just yet, so 
we'll come back to it later. In the northeast corner are two Golden Herb 
Flowers and in the southwest corner is a large chest containing a Ring 
of Magic. 

Exit the large room through the large opening in the southeast corner 
and you will enter Level Four of the East Shaft. There are two Flame 
Rats here. Exit through the large opening on the northeast side of 
the room and you will come to the main East Shaft. If you look around 
you'll see five Witches, three on your level and two down below. There 
are four platforms on this level, one in each corner:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
          .-------------------------------------.
          |XXX        |             |           |
          |XXX        |             |           |
          |     4     |             |     3     |
          |   W       |             |           |
          |       W   |             |           |
          |-----------'             '-----------|
          |                                  XXX|
          |                                  XXX|
     West |                                     | East
          |XXX                                  |
          |XXX                                  |
          |-----------.             .-----------|
          |           |             |           |
        --'           |             |    W      |
               1      |             |     2     |
        E             |          XXX|           |
                      |          XXX|           |
        ----------------------------------------'
                           South


The "E" indicates where you entered. The "W" indicates where a Witch
is located. The grouped "X" shows where a transport platform is 
located. The numbers are for convenience.

Get on the transport block and activate it. The block will move to the 
east, toward platform 2 (the one with one Witch). You will need to 
quickly get off the transport block and zap the Witch with Sonic (when 
you are close enough) before it can hit you with its really powerful 
fireball cluster spell (not sure what else to call it).

Go to the southwest corner of platform 2 and activate that transport 
block. This will take you to platform 3. Go to the southeast corner 
and activate that platform. This one will take you Level Three:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
                      .-------------.
                      |XXX          |
                      |XXX   4      |
                      |-------------|
                      |             |
                      |             |
          .-----------'             '-----------.
          |    |XXX            W           | E  |
          |    |XXX                        |    |
     West | 2  |              W            | 1  | East
          |    |                        XXX|    |
          |    |                        XXX|    |
          '-----------.             .-----------'
                      |XXX          |
                      |XXX          |
                      |-------------|
                      |      3      |
                      |             |
                      '-------------'
                           South


The "E" indicates where you entered. The "W" indicates where a Witch
is located. The grouped "X" shows where a transport platform is 
located. The numbers are for convenience.

The transport block next to platform 1 will take you to platform 2. On 
the way are two Witches floating in midair. Just avoid their attacks as 
you go by. When you get to platform 2, take the next transport block 
down to Level Two:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
                      .-------------.
                      |             |
                      |             |
               .------'             '------.
               | E                         |
               |                           |
          West |                           | East
               |                           |
               |                           |
               '------.             .------'
                      |          XXX|
                      |          XXX|
                      '-------------'
                           South


The "E" indicates where you entered. The grouped "X" shows where the 
transport platform is located. 

Once you're down here, use Material Arrow to get rid of the annoying 
Witches--just shoot them down from below. Here on Level Two are four 
Magic Ores plus whatever the Witches drop. Head to the transport block on 
the southeast side and go back up to Level Three:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
                      .-------------.
                      |XXX          |
                      |XXX   4      |
                      |-------------|
                      |             |
                      |             |
          .-----------'             '-----------.
          |    |XXX                        |    |
          |    |XXX                        |    |
     West | 2  |                           | 1  | East
          |    |                        XXX|    |
          |    |                        XXX|    |
          '-----------.             .-----------'
                      |XXX          |
                      |XXX          |
                      |-------------|
                      |      3   E  |
                      |             |
                      '-------------'
                           South

The "E" indicates where you entered. The grouped "X" shows where a 
transport platform is located. The numbers are for convenience.

You arrive on platform 3. Take the next transport block to platform 4 
and board the next transport block. There is a Ring of Magic in the 
center of this transport block. This will take you back up to Level Four:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
          .-------------------------------------.
          |XXX      E |             |           |
          |XXX        |             |           |
          |     4     |             |     3     |
          |    W      |             |           |
          |       W   |             |           |
          |-----------'             '-----------|
          |                                  XXX|
          |                                  XXX|
     West |                                     | East
          |XXX                                  |
          |XXX                                  |
          |-----------.             .-----------|
          |           |             |           |
        --'           |             |           |
               1      |             |     2     |
                      |          XXX|           |
                      |          XXX|           |
        ----------------------------------------'
                           South


The "E" indicates where you entered. The "W" indicates where a Witch
is located. The grouped "X" shows where a transport platform is 
located. The numbers are for convenience.

Use Sonic or Material Arrow to quickly dispatch the Witches before they 
do anything to you. Then board the transport block in the northwest 
corner. This will take you to Level Five of the East Shaft, which is 
just a long narrow ledge with a large opening near the middle of the 
west wall. There are three Flame Rats in this passageway. 

When you get through the passageway, you'll be on another long narrow 
ledge (Level Five of the Middle Shaft), this time above the large room 
with the stacked blocks. Go to the northwest corner of the ledge and 
activate the transport block to go up to Level Six. There are two 
Witches here. Once you've taken care of the Witches, walk along the 
south edge of the ledge until you are lined up with those three stacked
blocks I mentioned before. There's a Ring of Magic on top of one of 
them. 

If you go to get the ring, then you'll have to wander all the way back 
up here, so it's up to you. If you go through the doorway in the center 
of the north wall, you enter the Ironworks.

================================================================================
================================================================================


-=|| Chapter 13: Ironworks ||=-


Monsters:  Berserker, Berserker Witch, Captain of the Guard-1 (BOSS), 
           Flame Rat, Golem-2, Witch 
Items:  Amplify ring, Ring of Magic
Save Points:  1
Warp Points: 1
People You Meet: Leo Randall


There is a Save Point and Warp Point room to the west as you head into 
the Ironworks. Continue north and the hallway will start curving east, 
snaking along until you reach a doorway into a large room. as you enter, 
look to the north side of the room and you will see two Witches floating 
there. Along the south wall is a pit containing molten iron. Don't fall 
into it! :-)

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)

                         North

    .-------------@@---------------@@-------------.
    |             ||               ||             |
    |             ||               ||             |
    |             ||  W        W   ||             |
    |             ||               ||             |
    |             \:===============:/             |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
  --'                      ##                     |
                           ##                     | East
  --.                      ##                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                XXXXX|
    |                      ||                XXXXX|
    |                      ||                XXXXX|
    |----------------------''---------------------|
    |                                             |
    |                                             |
    |                  Molten Iron                |
    |                                             |
    |                                             |
    '---------------------------------------------'


The "W" indicates a Witch, "X" indicates the transport block elevator,
"#" indicates the small bridge, and "@" indicates a small gateway 
through which molten iron enters the channels.

Near the center of the room, there is a small bridge over the channel 
for molten metal. On the north side you'll see a small bar in the 
center extending from the bottom of the bridge to the bottom of the 
channel. After you activate a lever on the third floor of the Ironworks, 
you'll  be able to get the Fire Key here. We'll come back to this later. 
Go to the transport block elevator and activate it. It will rise up into 
another room.

To the north you'll notice a sitting Golem-2. There's another one to the 
southwest on the other side of a fast-moving conveyor belt. These Golems 
just sit there right now. 

To the northwest is a Berserker. If you get too close, it will cast Seal 
Magic on you, which makes it so you can't use any magic rings, and the 
effect lasts for 1 minute. If you time your attacks between its 
spell casting, you can down it with about 6 hits from Material Arrow. 
Tornado also works really well.

On the northwest side of the room, near the edge where the conveyor belt 
is headed, is a Witch next to a Red Door. Near the middle of the west 
wall is another sitting Golem-2 (you'll notice that these three Golems 
have green eyes instead of red eyes) and a wooden door. Go through the 
wooden door.

There are three Flame Rats here. To the south is another wooden door. 
Through that wooden door is a larger room. On the west wall near the 
southwest corner is a wooden door. On the east wall, near the center, is 
another wooden door inside a small alcove. To the south you'll find a 
body on the ground: it's Leo Randall! To the west of his body are a 
Ring of Magic (near his hand) and a wooden table. On the table is a 
diary. If you read it, it says:

     "Regarding the army of Aldine, of which I 
     am a member: The Sorcia invasion was a 
     complete failure"
     
     "All those fearsome dragons are all that 
     is left after the invasion of Sorcia. I 
     still don't believe it."
     
     "My body is gradually changing into 
     something evil. It's the curse of Sorcia."
     
     "Either that, or it's the power of the 
     Eternal Ring the King was after."
     
     "I've hung a key in this building, and 
     I've decided to stay and fight the evil 
     curse until the end."
     
     "If I lose my humanity, throw me into 
     the molten iron. I'm prepared to leave 
     this hideous form behind."
     
     "Someday, if something happens to me, 
     please stop the power of the ring."

Repeated readings of the diary will reveal nothing new.

After you finish reading, go through the door in the east wall (the door 
in the alcove) and go up to the next floor using the transport block 
elevator. Walk east to the wall, then along the east wall to the 
northeast corner. Activate the switch. This will cause the transport 
block on which you're standing to move to the west. Move west onto the 
next block and activate that switch. 

Immediately turn so you're facing east and move onto the enclosed block 
as soon as the transport block you're on moves next to it. Activate the 
lever. You will see a cut-scene of the first floor of the Ironworks (the 
floor where you entered. One of the small gates will open and some molten 
iron will flow out. If you watch closely, you'll see something glowing on 
top of the molten iron. This is the Fire Key.

Go back down to the first floor and get the Fire Key. If you haven't made 
a Tornado ring yet, and you have at least three Cloud Stones and three 
Wing Stones, use the Warp Point and make one. It will come in very handy 
a little later. Be sure to use the Save Point afterward.

Go back to the room where Leo Randall is sleeping eternally, and go out 
the west door. You may be attacked immediately by two Witches (maybe even 
before you open the door!), so watch out. Continue on through the next 
door. As soon as you go through, you'll see a Berserker trying to cast 
Seal Magic on you. Once you're done with it, go into the room and take 
care of the Witch. In the southwest corner is a Magic Crystal.

There are two other exits from this room, and both are in the east wall. 
Take the middle exit first. There are two Witches and a Flame Rat here. 
When you're done with them, go back out and take the southeast exit. 
There are three Flame Rats in this room, and an exit in the northeast 
corner. 

Through this door are two Berserkers. Using Protect will keep their Seal 
Magic from working on you. There is a Magic Crystal in the northeast 
corner and large chest in the southeast corner which contains a Ring of 
Magic. Once you're done here, head back to the room where Leo lies and 
exit through the east door. Go up to the third floor and go over to the 
transport blocks along the east wall.

Move to the last one near the north wall and slowly move toward the west 
edge of the block. If you do it right, you'll drop down on top of the 
crates below and be able to access the door in the east wall. Inside 
you'll find a Golem-2 slowly working the large turnstile. Get rid of it, 
and go to the base of the pillar on the south wall where you'll find a 
Ring of Magic. Go back outside and go use the Save Point once more, then 
return to this room. You're about to have another big fight.

Go to the Red Door on the northwest side of the room. Use your Fire Key 
to unlock the door, and then enter. Be sure to have the Tornado Ring 
equipped and a healing item equipped to the Start button shortcut. Then 
go through the next wooden door.

You'll be in a large L-shaped room, and you'll be able to see a door 
down at the far west end. Walk toward it and you'll see another door in 
the south wall, and then the screen will go black. This is your toughest 
boss fight yet. 

BOSS: Captain of the Guard-1
HP: 1000
MPr: 250
Weakness: Light
Items: Sunshine Stone

The camera then cuts to a hideous golden creature with huge black wings 
that looks something like the dark angel that Darrell Stone was becoming 
(back in the Investigation Corps Camp--the strange creature that attacked 
Leo there). It looks like it's rising out of the ground. It says:

     "You...came following me, didn't you..."
     
     "You, too...just like him...I'll get you...!"

It then immediately starts attacking you with Sonic. You can dodge left 
and right to avoid the attacks while sending Tornado and other attacks 
its way. Keep track of your HP as its attacks can wear them down pretty 
quickly. 

If you can get close to it you can attack it with your sword (takes 
about 30 hits to kill it) while keeping it from sending its most 
devastating attacks at you. You'll take some damage, but not as much. 
Just make sure you keep your HP up because it will most likely poison 
you, and maybe throw some other status anomalies your way.

When you defeat it, it will fall to the ground, and then get up and fly 
away into the darkness overhead. It will leave a Sunshine Stone on the 
ground. This is your first Light Magic Stone. Now go to the northeast 
corner of the room and look at the base of the support pillar. There's a 
Ring of Magic there. 

Head to the door in the south wall and enter the room behind it. Inside 
is a large chest containing the Amplify ring. This increases the 
recharge rate for your Magic Gauge--very useful!

At this point, you may want to go all the way back to the Water Temple 
to access the goodies behind the Red Doors there (plus all the Magic 
Stones you get on the way there and back!). You can get the following: 
a Magic Ore, a Cascade Stone, a Blaze Stone, and a Dragon Scale. Refer 
to Chapter 5 for the locations of the Red Doors in the Water Temple. When 
you're done there, come back to this location and go through the door in 
the west wall. This takes you to the Molten River.

================================================================================
================================================================================


-=|| Chapter 14: Molten River ||=-


Monsters:  Balloon Cloud, Fire Dragon (SUPER BOSS), Fire Giant, Phoenix, 
           Phoenix Nest
Items:  Amplify, Ring of Magic
Save Points:  1
Warp Points: none
People You Meet: Turban Man, Lyla Yunoh


Listen to that bubbling sound! Follow the passageway south to a small 
cavern containing exits to the south and east. Next to the east exit 
you'll find Turban Man. He's standing there with his arms folded and 
head bowed, as if in deep thought. Talk to him:

     "You're pretty good to have fought your 
     way this far."
     
     "That mercenary is dead now, isn't he. His 
     prowess with the sword was well-known, but 
     it was futile here on this island."
     
     "I believe the Captain thinks the monsters 
     have the Eternal Ring." 

     "In the past, many people sought the Eternal 
     Ring. They believed in a thing called 
     'Eternity'."
     
     "But every last one of them was cursed so they 
     didn't understand the tale of the Eternal Ring."
     
     "Twenty years ago, the magic users of Sorcia 
     and the invaders from Aldine came over to this 
     island."
     
     "The person you want to meet is near here. The 
     last time you met him, he was in his final form."
     
If you talk to him again, he says:

     "I served under that man previously in a country 
     called Aldine."
     
     "That was more than twenty long years ago..."
     
If you talk to him again, he says:

     "Seek out Lyla. She's the only one who knows the 
     way to the Eternal Ring."
     
     "If you can't find her, then the curse will 
     claim you, too, and this island will indeed 
     continue to be lost."
     
     "...just like me..."
     
If you talk to him again, he says:

     "Get lost..."
     
He'll just keep repeating that if you talk to him any more. Go ahead and 
Use the Save Point if you want to, and then head out through the south 
exit. Follow the tunnel until you come to a large cavern containing a 
molten river.  You can go either north or south, but going south takes 
you to a dead-end, so go north.

The first monster you'll encounter is a Fire Giant. They like to cast 
Tornado at you, so try to take them out from afar using Ice Sword. 
Tornado causes Paralyze, so do your best to avoid it. :-) 

The Fire Giant is standing next to a Magic Crystal. Following the 
river-side path north will take you to another Fire Giant. Continuing 
north and then west, you will come to a Fire Giant on a narrow bridge 
over the molten river. This one can be taken out safely like this:


              |                /
              \________________|
              
                   F
              .----------------.
             /                 |x


Stand where the "x" is and use Material Arrow to attack the Fire Giant, 
"F", until you defeat it or it gets annoyed and starts walking toward 
you. If you are in the correct spot, it will walk off the edge of the 
bridge into the river. If you aren't in the right spot, the Fire Giant 
will get close to you and start breathing fire at you. This will kill you 
very quickly, so try to avoid it.

Just across the bridge is a Balloon Cloud. The trick to defeating them is 
to attack with Sonic until they start shaking in mid-air, then back away 
as fast as you can so you don't get caught in their self-destruct blast 
(which will do A LOT of damage to you). Once you've taken care of the 
Balloon Cloud, continue across the bridge and follow the path to the east 
along the edge of the river--you will find a Magic Crystal there. Then go 
back to the door next to which the Balloon Cloud was resting.

These doors require you to use magic on them to open them. I shot the 
first one with Material Arrow (I shot the glowing orb in the middle of 
the door). Behind the door you'll find a passageway and at the end of 
the passageway is another magically sealed door. On the other side of 
this door you'll find a Fire Giant and three Balloon Clouds. I beat them 
by running forward and taking pot shots at one of them, then retreating 
to the relative safety of the tunnel (the Fire Giant's Tornado will 
follow you in, so make sure you retreat past the first turn).

Next to where the Balloon Clouds were resting is another magically-sealed 
door. Go through that long, winding tunnel, and come out to the molten 
river again. Staying inside the tunnel, look to the northeast and you'll 
see a glowing pool on a narrow bridge across the molten river. That is a 
Phoenix Nest. First go to the west to get a Magic Crystal, then go back 
toward the Phoenix Nest.

When you get close enough to the nest, a Phoenix will come out and start 
circling the nest. If you stand far enough away, you can hit the nest 
with Ice Sword without the Phoenix attacking you. When you destroy the 
nest, the Phoenix dies, too.

Across the bridge and to the northeast are five Balloon Clouds, and behind 
them is a large chest containing a Ring of Magic. South-southwest of the 
Balloon Clouds you'll find two pillars, and the east one has a Fire Giant 
behind it, and behind the Fire Giant is a magically-sealed door that lets 
you into another long, winding tunnel. This one isn't empty, though: it 
has a Balloon Cloud in it.

[I don't know if it was a glitch in the game or what, but as I was going 
through the tunnel, there was a brief flash of black on the screen. 
Nothing happened to me, but I thought I'd mention it just in case anyone 
else had that happen to them, too. It might not happen in the US release 
of the game.]

At the end of the tunnel there is a Magic Door. When you get near the 
entrance, you'll be able to someone (or something) off to the west. When 
you exit the tunnel, someone says:

     "Is that Nell...?
     
Then the computer takes over and you walk over toward the figure to the 
west. The figure looks somewhat demonic, and is wearing a large yellow 
tear-drop-shaped pendant. Note that behind the figure is a narrow path 
along the side of the molten river. You'll need to remember this in a 
minute--it will literally save your life!

The figure continues:

     "No. Who might you be, honorable stranger...?"
     
     "That crest is one I have never before seen. From which 
     country do you hail...?"
     
     "I am Matthew D. Ross III, king of the great country of 
     Aldine."
     
     "If I returned to my domain, would not many thousands of 
     people come to greet me in spite of this body?"
     
     "This place is not my kingdom, so you need not be formal 
     with me. Be at ease..."

If you talk to him again, he continues:

     "So, honorable stranger, have you seen Nell...?"

     "My loyal servant who proposed this invasion."

     "Even now, he seeks a way to return me to my original form."

     "So, will you also seek this?"

     "If you can rid me of this abominable form, returning me to 
     my true form, I will appoint you as one of my knights."

     "How would you like to be captain of my bodyguards? That 
     should satisfy your ambitions better than being a warrior 
     for some unknown little country."

If you talk to him again, he continues:

     "I should explain how I came to be in this form...it might 
     be necessary if you are to find a way to return me to my true 
     form."

     "This was more than twenty years ago..."

He turns and looks eastward (basically the direction from which you 
came), continuing:

     "I led many thousands of soldiers to this island seeking the 
     mighty power sealed within the Eternal RIng."

     "We were tricked by the people of Sorcia when they ambushed us 
     using strange magic, and the Eternal Ring was right before our 
     eyes."

     "But in the end, the foolish Sorcians used a bizarre technique."

     "Whereupon my soldiers and I began to change into foul 
     monsters the likes of which had never before been seen."

     "As it is, I would have to reorganize the expeditionary force 
     in order to return to our country."

He then turns back toward you and continues:

     "In order to accomplish that, I decided long ago to return 
     from this accursed form to my original body."

     "However, Nell is taking a long time...it's been quite some 
     time since he left..."

     "And when the king is absent for a long period of time, the 
     people grow uneasy..."

He suddenly turns toward the molten river (as your controller begins 
vibrating) and says:

     "Wha-what's that?"

A large Fire Dragon rises out of the molten river and roars in your 
general direction. It then shoots a stream of flame at the creature with 
whom you were conversing, and he drops dead as you roll out of the way. 
The dragon turns to you, and you hear a voice (not the dragon) saying:

     "This way, quickly!"

The camera then turns toward that narrow path along the side of the 
molten river. Run as fast as you can along the narrow path until you 
get a long ways inside the next long, winding tunnel (I suggest running 
until you get to the magically-sealed door just to be safe. The Fire 
Dragon's breath can go around halfway through the tunnel!). As long as 
you move quickly, you should be able to get away without getting fried. 
If the Fire Dragon hits you once, you're dead.

When you open the door, you'll see a woman standing on a bridge of land 
between two parts of the molten river. When you leave the tunnel, the 
computer takes over and you walk up to the woman. She says:

     "You're fine here. Do you have any wounds?"
     
     "That Fire Dragon has no self esteem anymore...
     so you should be careful of the danger."
     
     "You've been using magic all over the island...
     I've noticed it. You're from Sorcia, aren't 
     you?"
     
     "I had thought there weren't any more Sorcians 
     any more..."
     
     "My name is Lyla. Lyla Yunoh. I'm the last of 
     the Ayershian."
     
     "Ayershia was once on this island, a glorious 
     magical clan. The Sorcians were also here."
     
     "I'm so happy. Was there anyone left alive 
     other than me who could use magic?"
     
     "You came over from the mainland, right? Hey, 
     will you tell about life off this island? I've 
     never been away from here."
     
     "Over that way a little more is the place 
     where I live......!!!"

Lyla suddenly looks to the north and you see the Fire Dragon in the 
molten river, right next to you! It roars, and then Lyla says:

     "This is dangerous, so don't move!"

She then casts a spell on you that creates a shimmering shield around 
you. Then she says:

     "I wonder what I'm going to do now..."

     "Father! It's me, Lyla. Calm down!!"

That doesn't seem to help any, and "father" blasts you with his fiery 
breath, knocking you off the other side of the bridge. This knocks you 
down into the Magic Testing Center.

================================================================================
================================================================================


-=|| Chapter 15: Magic Testing Center ||=-


Monsters:  Berserker, Chimera, Cockatrice (BOSS), Flame Rat, Nosferatu
Items:  Dragon's Egg, Magic Gem, Ring of Magic, Ring of Magic (True Eye), 
        Sacrifice
Save Points:  1
Warp Point: 6 (four are special warp points)
People You Meet: none

When you quit falling, you find yourself in a long hall with many 
alcoves along each side. You turn and look up the long ramp down which 
you came tumbling. Since you can't go back up to be fried by the Fire 
Dragon, go ahead and walk west down the hall to the door and go through 
it. When you go through the door, turn north and go through the door to 
find the Save Point. The two Warp Points are located elsewhere within the 
Center.

There are five areas in the Center, and four of them can only be accessed 
by using the special warp points located in the main area. One nice 
thing: there are no monsters in the main area except for the boss, so you 
don't have to worry about being attacked while wandering around here 
unless you're in one of the four warp areas.

From the Save Point room, you can go south to the Blue warp point (note 
the color of the gem inset in the top of the pedestal) or west to the 
Green warp point. I suggest you start with Blue. To activate it, step up 
on the platform and press the blue button on the pedestal. You will then 
warp to a closed room with one door. Go through the door and you'll be 
confronted by a Chimera. You'll see it down at the other end of the hall 
by another door like the one you just opened.

Chimeras are susceptible to Light magic, so equip Heaven if you made 
it--one hit will take care of it. Remember that Light and Darkness spells 
use up a lot more MP than most other rings, so keep track of your MP 
level. The Chimera will cast a black-blue orb at you so avoid that if you 
can.

At the end of the hall where the Chimera was, there are three doors: one 
each to the east, west, and north. In the east room is a large chest 
containing a Ring of Magic, the west room is empty, and the north room 
contains a warp platform that takes you back to the first Blue warp 
point. Use it to return.

Now go north and then west to the Green warp point. When you use it, 
you'll go to another room very much like the one to which the Blue warp 
point transported you. The hall will be empty when you open the door, and 
there will be three doors at the north end of the hall again. The east 
room contains a Nosferatu, the west room contains a Nosferatu and 
a large chest with a Magic Gem inside, and the north room contains the 
return warp point. As you get near the north end of the hall, you'll be 
able to hear the two Nosferatu jumping around.

Nosferatu are a pain to kill because they are fast, jump around a lot, 
shoot powerful fireballs (even through walls!), and their physical 
attacks are strong, too. I suggest using Tornado repeatedly when you have 
it trapped in a corner. It will take a little work, but you'll get it, and 
you might even get lucky and defeat it with only one Tornado! When you're 
done here, use the return warp point.

Don't worry about the door to the north of the Green warp point for now. 
Continue west past a Warp Point (to the Magic Ring "factory"), and then 
south to the Red warp point. Again, you'll find yourself in an empty room 
with one door after using the Red warp point. Through the door is another 
hall, but this time you're facing south and there are only two doors at 
the south end of the hall: the west room contains a Berserker (remember 
to use Protect so you don't get poisoned) and a large chest with a 
Sacrifice ring inside, and the south room contains the return warp point. 
When you're all done use the return warp point.

Again, ignore the door to the west of the Red warp point for now, and 
continue your rounds by going south and then east to the Yellow warp 
point (there's a True Eye Ring of Magic by this pedestal. Be careful not 
to fall off the edge when getting it). Go through the door into the hall, 
and you'll notice there are five doors here. Each room except the south 
room contains a Flame Rat, the northwest room contains a large chest 
holding a Ring of Magic, and the southeast room contains a large chest 
holding a Dragon's Egg. When you're done, use the return warp point in 
the south room.

I suggest you use the Save Point now, and then go to the Red warp point 
and enter the door there instead of using the warp point. It's 
boss-fightin' time!

BOSS: Cockatrice
HP: 1000
MPr: 300
Weakness: none
Items: Silence Stone

Make sure you are ready before you open the door. As soon as you open 
the door the computer will take over and walk you toward the giant 
chicken in the middle of the room. Be careful of its colorful breath 
weapon--it even anticipates where you are going to move!  Whatever you 
do, don't get too close to it or it can kill you almost immediately.

You can only hurt it when its torso eyes are closed. I suggest hitting 
it with Tornado (you need to get fairly close to do this) and then using 
Cure Water or Earth Heal to keep your HP up and equip Magic Ore as your 
Start Button Shortcut. If you do this, it will only take a couple minutes 
to defeat it.

When you are done, the Cockatrice will leave a Silence Stone behind. This 
is your first Darkness Magic Stone. Collect your booty, go back into the 
main area of the Center and use the Save Point (since there isn't one in 
the next area) and head out the west exit and up the stairs to the Ruins.

================================================================================
================================================================================


-=|| Chapter 16: Ruins ||=-


Monsters:  Hawkman, Hell Hound, Living Chain Mail, Werewolf-2
Items:  Hunting Sword, Ring of Magic, Ring of Magic (True Eye)
Save Points: none
Warp Points: none
People You Meet: none

As soon as you get up the stairs, you will see a Werewolf-2 off to the 
southwest, with another just behind it. Heaven works really well on them, 
and if you time it with their jump, you can get them before they do any 
damage to you. One hit is all it takes.  There is nothing to the 
northwest, so continue walking southwest and you'll encounter a Hawkman. 

It will start shooting at you before you can see it (due to the misty 
air), so back up and let it come forward a bit. Then hit it with Tornado. 
Once or twice should work. Continue south and you'll encounter another 
Hawkman. After that you'll find three Living Mail monsters. Hit them once 
with Heaven and they're toast. Just to the west of the Living Mail you'll 
find the Hunting Sword stuck in the ground. The Hunting Sword will 
increase your Wind attribute by 5 points, and your strength by 30 points.
It's slower than the Rapier, so it's a bit of a trade-off. There is a 
True Eye Ring of Magic next to where the Hunting Sword was, so be sure to 
come back and get it once you have the True Eye ring.

There's nothing to the south or east, so continue west. Here you will 
encounter an extremely fast, but weak, Hell hound wandering around outside 
between the buildings. It is weak against Water magic. Turn south and 
you'll find the entrance to a building next to a pile of boulders. Go 
east into the building, and then south out of the building, and you'll 
find another Hell hound. Southwest a little more is another building with 
another Hell hound inside guarding a large chest containing a Ring of 
Magic.

Go back to where you encountered the first Hell hound (just west of where 
you picked up the Hunting Sword) and go west. Just around the corner to 
the south is a Werewolf-2, and just southwest behind it is another one. 
There's nothing to the south, so continue west and enter the first 
building to the south. There's two Living Mail monsters inside. Watch 
out for attacks from a Hell hound while you're taking out the Living Mail.

Then go north, following the path between the buildings. As you round the 
corner to head east, you'll encounter two more Living Mail monsters. 
Follow the path east and then north and you'll encounter a Hawkman and a 
Werewolf-2. Continue north and then west and you'll find two Hell Hounds. 
Behind the Hell hounds is the entrance to the Library.

================================================================================
================================================================================


-=|| Chapter 17: Library ||=-


Monsters:  Faerie, Gargoyle-1 (Darkness), Gargoyle-1 (Earth), 
           Gargoyle-1 (Fire), Gargoyle-1 (Light), Gargoyle-1 (STR),
           Gargoyle-1 (Water), Gargoyle-1 (Wind), Ghost-1
Items:  Earth Dragon Stone, Power of Seek ring, Sacrifice
Save Points: 1
Warp Points: 2 (one takes you to the Magic Training Center)
People You Meet: Turban Man (Nell Grey)

Before going through the doors, turn to the east and you'll see someone 
sitting against the wall--it's Turban Man, minus the turban. Talk to him:

     "Are you surprised at how this body 
     looks...?"
     
     "I served the king of Aldine. The name's 
     Nell Grey."
     
     "I've been protecting the king for the 
     last 20 years, trying to find a way of 
     returning things to the way they were in 
     the beginning."
     
He holds out his hand and says:

     "The king became this blaze magic when 
     he died. As for me, I'm just this form..."

If you talk to him again, he says:

     "The Eternal Ring...you might think it's a 
     ring or something like that, but it's not."
     
     "It's really a cell to seal away this 
     perilous existence forever..."
     
     "But it also takes your power away. But 
     that's not really true, either..."
     
     "Perhaps...if you want to know about 
     yourself, I'll teach you what I know."
     
If you talk to him again, he says:

     "You already know that you're a Sorcian."
     
     "Even though I served the king of Aldine...
     I was from Sorcia."
     
     "I was born into a noble family, but I had 
     no magical powers...so I was cursed like the 
     others."
     
     "Because of that, I met with persecution, 
     even in my own family. My older brother, who 
     had become the head of our family, despised 
     me..."
     
     "After I left the country I caught the eye of 
     the king of Aldine and found success...and 
     after a while I proposed an invasion of 
     Sorcia."
     
     "I wanted to show my older brother that his 
     magic wasn't good for anything..."

If you talk to him again, he says:

     "Relying on the legends, the Sorcians fled to 
     this island and found the Eternal Ring..."
     
     "By the power of the beings that were sealed 
     within the ring, they became dragons and the 
     entire island fell under a curse."
     
     "The Fire Dragon was the man who was my 
     brother, but that thing is no longer human..."
     
     "You look somewhat like my older brother...
     that's what you wanted to know, right?"

If you talk to him again, he says:

     "I thought that by using you I could destroy 
     the sealed power, and thereby remove the curse, 
     but...I just don't care anymore."
     
     "My brother isn't human anymore, and my king 
     is gone...I'll just stay here in seclusion now."
     
     "Get going now...the Eternal Ring grows weaker 
     still. The power that was sealed is getting out."
     
     "If that happens, then every living thing in this 
     world, even you and Lyla, will cease to exist."
     
     "You can get to Lyla's house through the basement. 
     Now, hurry up and go see the last of our kindred..."

If you talk to him any more, he'll just repeat that last line, so open 
the north door and walk north to the end of the hall, opening the next 
door. Go around the hole in the floor and continue north through the open 
doorway, through the next door, and use the Save Point. You may also want 
to create some more powerful rings while you're here, too. 

When you're done, go back to the center room with the hole in the floor 
and through the west door. Go around the raised platform on the floor to 
the northwest door, open it, then go to the next door. When you open this 
door, you'll see a Gargoyle-1 on a pedestal in the middle of the room. 
Gargoyles have no specific weaknesses, so you'll just have to beat it 
while staying out of it's reach. If they touch you, your magic might get 
sealed so you can't use it.

Exit through the southwest door, go through it and the next door, and 
you'll find another Gargoyle-1. Repeat the process again by going through 
the southeast and taking care of the next one. Then go back to the first 
room with the raised platform in the center by exiting through the 
northeast door. Go back to the room with the hole by exiting through the 
east door, go around the hole, and enter the east door. Follow the same 
pattern as before going through the rooms on this side, until you get 
back to the room with the raised platform in the center.

When you walk onto it, you are raised to the second floor and you walk 
off the elevator platform facing the northeast door. There is also a door 
to the southeast. Go through the northeast door and the next door and 
you'll be in a library room.

As you walk between the rows of bookcases, you'll start to hear a 
tinkling sound and you'll see some small glowing lights flitting around 
near the ceiling. These are Faeries, and they are weak against Darkness 
magic, though since they only have 50HP it doesn't really matter what you 
use against them. They are somewhat fast, though. i suggest Fireball or 
Material Arrow so you don't waste too many MP on them. They give you 
Consume Stones if you defeat them (sometimes).

Once you're done here, go through the two sets of doors in the northeast 
corner and enter the next room. This room has three Faeries in it, as 
well as a large chest containing a Sacrifice ring (in the northeast 
corner). You exit the room in the southeast corner, and the next room has 
four Faeries in it. Go to the northeast corner of the room and through 
the door. In this room there is a switch you need to push down. When 
you're done with that, go back outside the room and to the southwest 
corner door.

Through this door is yet more of the library, and this room contains one 
Faerie. The exit is in the southwest corner again, and the next room 
contains three faeries. The exit is in the northwest corner, and this 
takes you back to the elevator platform. Use the platform to return to 
the first floor, then go to the west side (on the other side of the room 
with the hole in the floor) and step onto that elevator platform.

When you get to the second floor, make sure you have Sonic equipped--
you'll be running into a lot of Ghost-1 monsters here, and that ring
can take them without using too many MP. Then go through the northwest 
set of doors. There is nothing in this first room except the exit in the 
northwest corner. Through that set of doors is the next room, which 
contains two Ghost-1 monsters. Remember that the Magic Grass Seed can 
remove any Curse status.

The next room is through the set of doors in the southwest corner. There 
are three Ghost-1 monsters in the next room, a large chest containing an 
Earth Dragon Stone, and two exits: one in the northwest corner and one in 
the southeast corner. Go through the northwest set of doors and activate 
the switch in that room. Then go back and exit through the southeast set 
of doors.

There is nothing in this room except the exit doors in the southeast 
corner, so go to the next room. This room has one Ghost in it, and an 
exit in the northeast corner. Through the northeast exit is the elevator 
platform room where you can go back down to the first floor. Once there, 
go use the Save Point if you wish, then go to the room with the hole in 
the floor.

You'll notice the hole is now filled with a stone, so step onto the 
stone and it will take you to the basement. There is nothing else in this 
room, so go out the only door and you'll see a hallway stretching off to 
the south. There are seven other doors in this hall, but there is nothing 
behind any except the door at the south end. Feel free to explore the 
small library rooms, though.

Through the south door you will find another Gargoyle-1. When you're done 
here, exit through the southeast set of doors and you'll be in a room 
with a large chest (containing the Power of Seek ring), a Warp Point 
(which will take you back to the Magic Training Center), and a tunnel 
exit. You can go back to the Center if you want to, but you'll just have 
to come back here, so go through the tunnel.

================================================================================
================================================================================


-=|| Chapter 18: Camp on the South Beach: The Underground Lake ||=-


Monsters:  none
Items:  True Eye ring
Save Points: none
Warp Points: 1 (takes you to the Abandoned Place)
People You Meet: Lyla Yunoh, Water Dragon


You'll come out in front of a ruined hut. Off to the east is another cave 
entrance partially blocked by rocks. You can walk along the edge of the 
cliff to the south of that entrance, but there's nothing there (and if 
you fall off you're dead!). If you walk to the west, you'll see a working 
windmill to the southwest--turns out all the huts were once windmills. If 
you continue west, you will also notice a large wall to the northwest--
could it be blocking something?

To the west of the working windmill is a Warp Point. This one takes you 
to the Abandoned Place. If you want to revisit the Tree Village to stock 
up on any supplies, this is how you do it. Now go inside the windmill. As 
soon as you enter, you will see Lyla turn around and say:

     "You're safe! Thank goodness..."
     
     "This is my house...this used to be a town built 
     by the Ayershians."
     
     "But now I'm all alone..."
     
     "Since you're from Sorcia, I think you need to 
     know the truth."
     
     "The story's a little long, but..."

If you talk to her again, she says:

     "The civilization known as Ayershia once flourished 
     on this very land. They manipulated magic freely."

     "Back then, the Ayershian master magic users, seeking 
     to create the ultimate life form, began their research."

     "Finally, building sacrifice upon sacrifice, they 
     created an artificial human: the Homonculus."

     "That child possessed magic more powerful than that 
     of anyone else, the perfect immortal human."

     "The magic users were delighted, called it a 'god' and 
     celebrated its creation."

     "But it wasn't completely perfect...it had no soul..."

     "It couldn't feel the sorrows and pains of the people."

     "It didn't feel anything when people were hurt. Even 
     when someone died, It couldn't comprehend the dead body."

     "When their 'god' unwittingly destroyed the town, the 
     magic users realized for the first time the magnitude of 
     what they'd created."

     "In order to make their immortal creation more mature, 
     they had to imprison it eternally in a cell outside space 
     and time."

     "That cell is the Eternal Ring. What everyone thinks is 
     this wonderful power is really the Homonculus."

If you talk to her again, she says:

     "After trapping the Homonculus in the Eternal Ring..."

     "The people of Ayershia left a few people to guard it, 
     and then left the island."

     "Those who went to the continent mingled with the people 
     of Sorcia...as many years passed, their names changed and 
     they forgot their long history..."

     "Then, 20 years ago, the Sorcians suddenly returned to 
     this island..."

     "Being driven by the army of Aldine, they returned to this 
     island seeking the legend."

     "Believing that the Eternal Ring held sealed a god that 
     would save them..."

     "They overcame the watchers and somehow opened the Eternal 
     Ring."

     "Waking to a new age, a half-interested Homonculus granted 
     the Sorcians the power they needed to fight the army of 
     Aldine by turning them into dragons..."

     "And so the overpowering magical forces cursed the entire 
     island..."

     "...because this child is still so small, it can't 
     distinguish between right and wrong..."

If you talk to her again, she says:

     "The watchers somehow managed to return the Eternal Ring to 
     its original form, and once again sealed-in the Homonculus."

     "Because there weren't any magic users as powerful as those 
     of old, they couldn't put things back exactly as they'd been, 
     but..."

     "There were many sacrifices...my mother and myself were the 
     only ones left."

     "But then two years ago, my mother...huh...!?!"

The ground starts to shake and she says:

     "There's no time left...you stay here!"

She then runs out of the windmill, leaving you there alone. Go to the 
west side of the room to the mantle and pick up the True Eye ring on top. 
With this ring equipped, you can see all the hidden rings scattered 
around the island (there are nine of them, see Appendix J under "True 
Eye" for a list of all the locations). The first one you find is on the 
mantle next to where the True Eye ring was. 

If you read the diary on the table, it says:

     "To my beloved daughter Lyla,"
     
     "This is my last will and testament."

     "This is my last will and testament. It's mixed in 
     with old stories, but I hope you'll read it all."

     "As you already know, you're the last of the Sorcians."

     "Twenty years ago, the people of Sorcia returned to 
     this island to destroy the Eternal Ring."

     "Many of the watchers died, and for many years I was 
     the only one left."

     "I hid and had no hope in life. The one who renewed my 
     interest in life was you, Lyla."

     "I raised you as a daughter, and you gradually grew to 
     adulthood."

     "On your tenth birthday, even after I told you about 
     your real mother (rest her soul), and your real father, 
     who had become the Fire Dragon,..."

     "You still called me 'mother'."

     "And you also got along well with the Homonculus, whom 
     the all watchers had feared."

     "You worked with me to make this horrible existence 
     bearable."

     "I believe that someday you'll be able to train the 
     heart of the Homonculus."

     "And so, even if I die, please continue to be my gentle 
     Lyla. "

     "If you do that, your wish should come true."
     
     "May you always have the guidance of good magic."

     "To the last daughter of Sorcia from the last 
     mother of Ayershia."

Go ahead and go outside the windmill. If you walk north you will see that 
the wall that was there is now broken and you can see stairs going down 
into the darkness. Go down the stairs and through the passageway at the 
bottom. Then follow the winding path above the shimmering lake until the 
computer takes over. As you are walking toward the end of the path, the 
Water Dragon rises out of the water to the west of the path and roars at 
you. It says:

     "...Ly...la.........Homon....culus........ti..me...."
     
     ".............."
     
     ".........................."
     
     "...................................
     ...."
     
     "..........................................Can you 
     hear me....?"
     
     "I'm using magic to speak to you..."
     
     "I'm more dragon than man now, and it's difficult to 
     form words."

     "It's been a long time, hasn't it...I'm the leader of 
     Sorcia, Lord Oweyl."

     "I'm the only dragon that is still self-aware."

     "As for all the others....the mighty magician Gill Grey 
     is just another Fire Dragon..."

     ""

     ""

     ""

     ""

     ""

     ""

     ""

     ""

     ""

     ""

     ""

     ""

The Water Dragon then sinks into the water and swims away. Continue north 
along the path and enter the tunnel. To the west is a room containing a 
Save Point and a Warp Point. I suggest you use them. Now go back to 
Lyla's house, but instead of going inside, go to the west side and use 
the Warp Point to go back to the Abandoned Place. From there, make your 
way back to the Dragon Cave and the beach where you first landed (you can 
pick up some of the "True Eye" Rings of Magic along the way, too).

Before going out to the beach, use the Save Point as there are none in 
the Hidden Dungeon. Then go out to the beach and go west around the 
outcropping to the entrance of the Hidden Dungeon. Make sure you have 
either Heaven or Fall Down or you won't be able to enter the dungeon. :-)

================================================================================
================================================================================


-=|| Chapter 19: Hidden Dungeon ||=-


Monsters: Assassin, Balloon Cloud, Balloon Ghost, Bone Emperor, 
          Bone Fencer, Chimera, Cockatrice, Crazy Tail, Death Hut, 
          Ghost-3, Ghost Giant, Ghost Rat, Flame Rat, Last Sahagin, 
          Living Mail, Master Lizard, Master Lizard (dying), Nosferatu, 
          Phantom Hut, Water Demon, Werewolf-3, Witch-2 
Items:  Eternal Sword
Save Points: none
Warp Points: 8 (used to get between floors)
People You Meet: none


At this point, I had Cain at level 37. I suggest you don't come here 
unless you're at least at level 35 because of the strength of the 
monsters in this dungeon. Some of them can kill you in one hit, so be 
very careful. 

When you enter the cave, you will be in a long, winding corridor. Follow 
the corridor to the end and you'll find a door with a cream and grey 
sunburst on it.Use either Heaven or Fall Down on the door and it will 
open, revealing a room with a Warp Point. Walk onto the Warp Point and 
you will be transported to a red marble room. 

Follow the corridor and take out the two Flame Rats. Continue until you 
come to a three-way intersection: the way you came from, a corridor to 
the west, and a corridor continuing north. At this intersection, you'll 
find a Balloon Cloud. You can either ignore it or continue north to the 
corner and then west to the next intersection and north into the next 
hallway.

Here you'll run into a Werewolf-3 and a Flame Rat. Use Heaven to take 
out the Werewolf-3 (which can almost kill you in one hit, so be careful). 
Go all the way west (running into another Flame Rat along the way), then 
turn and follow the hallway northward. You'll pass a four-way 
intersection along the way, but just go past it. Be sure to have Heaven 
equipped because you'll be running into three more Werewolf-3 before you 
get to the Warp Point that takes you to the second level. 

When you get to the end of the corridor, you'll be in a room with the 
first two Werewolf-3 and two Flame Rats. Go into the room and immediately 
turn north and you'll see another exit just north of the one you just 
came through. Follow that corridor and you'll come to a room with one 
Werewolf-3 and a Water Demon. The Water Demon is very tough, but is weak 
against fire. On the north side of the room is the Warp Point to 
the second floor.

     TIP: Try to lure out the Werewolf-3 first so you 
          don't have to deal with both it and the Water 
          Demon at the same time. Two hits from the 
          Water Demon will kill you. 

Once you're done here, warp to the second level. The second level is laid 
out in a grid, like this:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)

                         North

 .------.  .------.  .------.  .------.  .------.
 | .__. |__|      |  |      |__|      |__|      |  E
 |      |  |      |  |      |  |      |  |      |
 '------'  '--..--'  '--..--'  '--..--'  '------'
              ||        ||        ||
 .------.  .--''--.  .--''--.  .--''--.  .------.
 |      |__|      |  |      |__|      |__|      |  D
 |      |  |      |  |      |  |      |  |      |
 '--..--'  '--..--'  '--..--'  '------'  '--..--'
    ||        ||        ||                  ||
 .--''--.  .--''--.  .--''--.  .------.  .--''--.
 |      |__|      |__|      |__|      |  |      |  C
 |      |  |      |  |      |  |      |  |      |
 '------'  '--..--'  '--..--'  '--..--'  '--..--'
              ||        ||        ||        ||
 .------.  .--''--.  .--''--.  .--''--.  .--''--.
 |      |  |      |__|      |  |      |__|      |  B
 |      |  |      |  |      |  |      |  |      |
 '--..--'  '--..--'  '--..--'  '--..--'  '--..--'
    ||        ||        ||        ||        ||
 .--''--.  .--''--.  .--''--.  .--''--.  .--''--.
 |      |__|      |  |      |__|      |  | .__. |  A
 |      |  |      |  |      |  |      |  |      |
 '------'  '------'  '------'  '------'  '------'

    5         4         3         2         1

You appear in room A1, and you need to get to room E5 to warp to the 
next level.  The path of least resistance is this:

   A1--B1--B2--A2--A3--B3--C3--C4--D4--E4--E5

Or in other words:

   North--West--South--West--North--North--West--North--North--West

If you follow this path, you won't have to fight some of the toughest 
monsters. This is a good thing. (^_-)  You can also just run as fast as 
you can through all the rooms until you get to the Warp Point. If you 
do it right, chances are you'll receive little or no damage.

When you arrive on the third level, everything will be all white. This 
level is more of a system of caves than a planned layout. Head north 
into the caverns and immediately run northwest to the tunnel there. 
Follow that tunnel, hugging the south wall and ignoring any branches to 
the north, until you reach another large cavern. There are four Dying 
Master Lizards and three Crazy Tails here. 

Head southwest while hugging the north wall until the wall turns and 
becomes the east wall. Follow that wall north until you reach the Warp 
Point to the fourth and final level. 

Now here's where it gets fun! Here's what this level looks like:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)

                         North

                           .---.
                           | A |
                          /     \
         .------.        |       |        .------.
         |      |        |       |        |      |
         |  1   '--------'       '--------'  2   |
         |      .--------.       .--------.      |
         |      |        |       |        |      |
         '------'        |       |        '------'
                 .-------'       '-------.
                 | .-----.       .-----. |
                 | |     |       |     | |
                /   \    \       /    /   \
               /  3  \    \     /    /  4  \
               \     /     '| |'     \     /
                \   /       | |       \   /
                 |_|       /   \       |_|
                          |  _  |        
                          | |_| |
                          |     |
                           \   /
                            | |
                            | |
                            | |
                            | |
                            | |
                            | |
                           /   \
                          /     \
                         /       \
                        /    5    \
                        \         /
                         \       /
                          \     /
                           \   /
                            |B|
                             '

Points A and B are Warp Points--you arrived at point A. Point B will take 
you back to the entrance to this dungeon. Room 1 contains two Bone 
Fencers and four Death Huts, Room 2 contains two Assassins and four Death 
Huts, Room 3 contains a Chimera, and Room 4 contains the Last Sahagin. 
Room 5 is the final room of the dungeon and contains four Ghost-3 and the 
boss of this dungeon: the Bone Emperor. When you defeat the Bone Emperor 
you receive the Eternal Sword, the most powerful weapon in the game. 

BOSS: Bone Emperor
HP: 20,000
MPr: 999
Weakness: none
Items: Eternal Sword

One nice things about the Death Huts: almost every time you defeat one, it 
will drop a Celestial Dragon Fang. If you get enough of these you can max 
all your stats, which makes the end of the game much easier. Fight the 
Death Huts, warp back to the third level so the fourth level will reset, 
and then go back to the fourth level to fight more Death Huts. If you 
repeat this process enough, you will raise your stats very quickly. Then 
you can go back through this dungeon several times to raise your experience 
and levels and you won't die as easily.

You can get some more tips and suggestions for this dungeon by reading the 
"Sealed Cave/Secret Dungeon Guide" by BishonenFY (Jay Kim). You can find it
at GameFAQs.

Now head back to the South beach and on to the Tower of Storms (just past 
where you saw the Water Dragon for the second time).

================================================================================
================================================================================


-=|| Chapter 20: Tower of Storms ||=-


Monsters:  Gryphon, Hawkman, Wind Dragon (BOSS), Wyvern
Items:  Consume Stone
Save Points: 1
Warp Points: 3 (one takes you to the Magic Training Center, one takes 
             you to the Blizzard Field, and one is normal)
People You Meet: none


To the west is a room containing a Save Point and a Warp Point. I suggest 
you use them. :-) Once you're done with that, go back into the passageway 
and head north down the stairs and through the door. I suggest you have 
Earth-based rings equipped (along with your healing ring). All the 
creatures here are weak against Earth magic (Material Arrow is one fo the 
best to use here, coupled with Power of Seek).

Just through the door, you'll encounter your first three Gryphons, as 
well as two Hawkmen. If you open the door and take out the Hawkman just 
behind the pillar before entering the room, things will be easier. Then 
turn east and take out the Gryphon in the corner. The trick to defeating 
both the Hawkmen and the Gryphons is to not get too close and dodge 
side-to-side as you fire your Material Arrow. If you get to close to 
either, they will charge and they do a lot of damage this way. Be sure to 
pick up all the Magic Stones dropped here: they are all level four 
stones!

Across the room you'll find two doors (guarded by the other two Gryphons) 
that are sealed--you'll need to get the Wind Key and the Earth Key to 
open them. You get the Wind Key from the Wind Dragon and the Earth Key is 
in the Blizzard Field. Once you're done on this level, go to the west 
side of the room and go up the stairs to the second floor. Follow the 
passageway around the corner and enter the door at the end.

Be careful as you enter this room. There are two Gryphons on this floor, 
and at least two Hawkmen can attack you, though I could only see one of 
them. Take care of the baddies and head to the northwest corner to head 
up the next set of stairs to the third floor.

There are three Wyverns on this floor, sitting in the windows along the 
outer wall. Take them out with Material Arrow as you work your way 
around to the northwest corner to the stairs. Go up the stairs to the 
fourth floor and take out that annoying Hawkman that's been hitting you 
since the second floor. There's a treasure chest containing a Consume 
Stone, and directly south of that chest is a Wyvern perched in the 
window. On the east side are the stairs to the fifth floor.

On the fifth floor you'll find you're outside the tower, so be careful 
of the edges. There are four Hawkmen on this level: two each on the 
southeast and northwest corners. When you're done with them, go to the 
northwest corner, through the door, and up the stairs to the sixth 
floor. 

There are two Hawkmen and a Gryphon on the northwest corner, and 
remember not to get too close to the Gryphon--it'll ram you and may 
knock you off the edge. There is another Hawkman, along with another 
Gryphon, on the northeast corner. When you're through with these guys, 
go through the door on the northeast corner. You should make sure your 
HP and MP are both maxxed, and make sure you have some good rings 
equipped. I had Earth Dragon and Water Dragon as two of mine to boost my 
Earth and Water attributes. Power of Seek is also essential, so you don't 
have to aim Material Arrow. Make sure you have something to replenish your 
MP equipped to the Start button, too (just in case). Then go through the 
door in the southwest corner of the room and step up on the platform in 
the southeast corner of the next room.

The computer will take over and you'll be raised to the roof of the 
tower. As you walk off the elevator stone, a large dragon will rise 
up above the edge of the tower.

BOSS: Wind Dragon
HP: 1500
MPr: 300
Weakness: Earth
Items: Wind Key

One of the tactics the Wind Dragon will use is to buffet you with 
wind from its wings. Be very careful you don't get blown over the 
edge by this.  Also, the dragon will only attack you from one of the 
three corners marked by the fancy gold work. The tactic I used was to 
get as close to the edge where the dragon was and shoot it with 
Material Arrow. It will cast Tornado at you, but it shouldn't do too 
much damage. When the dragon flies up into the sky to prepare for a 
dive, quickly heal any damage done to you and switch back to Material 
Arrow before it swoops back down. You shouldn't have too much trouble 
with it.

When you defeat it, it will fall down to the bottom of the tower and a 
glowing key will float up by the corner where the dragon was defeated. 
In order to pick it up you need to get as close to the edge as you can, 
then press the Circle button. Just don't fall off! :-)

Go back down to the first floor and save your game. Then go to the 
sealed door on the first floor which has a green crystal marking it. Use 
the Wind Key to open it, go through the next door, and enter the room to 
find the Warp Point to the Blizzard Field.

================================================================================
================================================================================


-=|| Chapter 21: Blizzard Field ||=-


Monsters:  Gryphon, Harpy, Wyvern, Yeti
Items:  Earth Key, Power of Mind, Ring of Magic, Ring of Magic (True Eye)
Save Points: none
Warp Points: 1 (used to travel back and forth from the Tower of Storms)
People You Meet: none


All of the monsters here except for the Yeti are weak against Earth 
magic. The Yeti is weak against Fire magic, so maybe equip Earth Heal 
instead of Cure Water. Then equip all Fire and Earth rings so you can get 
maximum power for both of them. 

When you arrive, you'll be in a misty white area. As soon as you walk out 
of the ruined house containing the Warp Point, someone says:

     "What's this? A human?"
     
You turn and see a werewolf off to your left. It starts stalking toward 
you claws open and seemingly ready to attack.

     "I'm not a monster! Please don't hurt me."
     
     "You know I was a soldier from the army of Aldine, don't you? 
     Aldine...it's the biggest country on the mainland."
     
     "I'm not familiar with which country that crest is from...it's been 
     a long time since then, so things have probably changed on the 
     mainland."

If you talk to him again, he says:

     "You, do you know about Aldine and Sorcia...?"
     
     "I've hidden here ever since I got this body..."
     
     "The dragon that's in the interior here is my friend. We're really 
     mutual enemies, but when I got this body there really wasn't any 
     point in continuing to fight..."
     
     "He didn't go around scaring me. He was a good guy."
     
     "But we're becoming less and less human..."
     
     "It's been three years since the dragon grew tired and went to 
     sleep..."
     
     "The people have slowly disappeared from this island. Maybe 
     they're all dead now."
     
     "Maybe it's because of this pendant, but I've been able to keep my 
     wits about me and stay fairly sane."

If you talk to him again, he says:

     "If you stay on this island too long you'll become like me, so 
     you should leave as soon as you can."
     
     "I have a mother, but she was getting old...it's been twenty years 
     now and I doubt she's still alive..."
     
If you talk to him again, he says the last two comments over again. Head 
west past the other ruined house and you'll come to an intersection. You 
can take either way since they both end up in the same place. You'll 
find two Yetis (dodge the snowballs), two Harpies, and a Gryphon. Head 
northwest and you'll come to another intersection. Take the tunnel that 
slopes down to the north. When you come out, be very careful not to go 
off the edge.

A Harpy will attack you as soon as you get near the tunnel exit. Continue 
to the east and you'll find a large chest, and there will be a Wyvern to 
the north of it, and another Wyvern to the northeast. Take out the 
Wyverns before opening the chest. Inside the chest you'll find the Power 
of Mind ring. To the east of the chest you'll find a large clear section 
of the ice on which you're walking, and inside is a dragon. There's also 
a Gryphon resting on the south side of the clear area.

There's nothing else in this area, so go back up through the tunnel to 
the main pathway and follow the path to the northwest. When you reach a 
sharp bend in the pathway, you'll run into two Yetis, two Harpies, and a 
Gryphon. Follow the pathway north past the next intersection, and you'll 
find another Yeti. Just past the Yeti is a ruined house containing a 
large chest. Inside the chest is a Ring of Magic. Collect that and head 
back to the intersection. 

Follow the path down into the tunnel. Here, you'll need to be careful 
of the cliff edges again. Falling off is not good for your health! ;-)

You'll find a Wyvern by the edge of the cliff, and then the path will 
follow another tunnel heading back up. When you near the exit, a Harpy 
will come flying near. Around the corner from the exit you'll find a 
Gryphon lying in wait, and just past there, next to more ruined houses, 
are three more snowball-throwing Yetis and a Harpy. 

Continue south past the ruins, following the path as it turns west and 
goes down into another tunnel. At the exit of the tunnel, turn north and 
follow the path while carefully avoiding the cliff edges. You'll find 
yourself at an ice bridge, sheer drop-off on either side, and a Gryphon 
at the other end (also a Wyvern across the way on this end, so take care 
of it first). Here, I suggest you use Power of Branch so you can fire 
two Material Arrows at the same time. This will allow you to take out 
the Gryphon as quickly as possible. I suggest you don't try to dodge 
while on the bridge, and don't get too close to the Gryphon, either.

When you get past the Gryphon, there's a Wyvern to handle (do they do 
anything other than flap their wings and make noise?). Go down into the 
tunnel, and when it starts going up again you'll be accosted by a Yeti. 
Just back up while lobbing fireballs and you should be able to get away 
with little or no damage.

You'll come out onto a clear area. On top of the bump of snow in front of 
you is a True Eye Ring of Magic, and to the southeast, you will find 
another tunnel, this time going up. Follow the path and you'll find a 
large chest inside another ruined house. Inside is the Earth Key. Now 
head back to the beginning of the area. If you talk to the werewolf 
again, he just repeats what he said before. 

However, when you go to use the Warp Point, he says:

     "Hey, please wait a minute!"
     
     ""
     
     ""
     
     ""
     
     [NOTE: this will be translated within a couple days.]

If you talk to him again, he starts to repeat himself again, so warp 
back to the Tower of Storms. When you get there, go out onto the main 
floor and unlock the door which has the yellow crystal embedded in it. 
This one will take you to the Magic Testing Center.

================================================================================
================================================================================


-=|| Chapter 22: Magic Testing Center, part 2: The Forgotten Altar ||=-


Monsters:  none (unless you visit the Warp areas - see Chapter 15)
Items:  Ring of Magic (True Eye) [if you didn't get in Chapter 15]
Save Points: 1
Warp Point: 7 (five are special warp points)
People You Meet: none


When you exit the Warp Point room, you'll be in a hallway with a bunch of 
cool-looking purplish-blue crystals.  Exit through the door at the end 
and turn east, following the hall until you get to the Save Point room. 
Use the Save Point. Exit the room and follow the hall south, past the 
opening and into the next hall. Follow that hall to the next opening. 

Pick up the True Eye Ring of Magic just in front of the Yellow pedestal 
(between the pedestal and the open area in the center of the building) if 
you haven't already done so. Now, insert the Earth Key in the pedestal 
and you will hear a humming noise for a couple seconds. Turn west and 
follow the hall to the next pedestal (the Red pedestal), and insert the 
Fire Key. Continue around the building to the remaining two pedestals, 
inserting the appropriate key in each (Green = Wind Key, Blue = Water 
Key). When you insert the Water Key, a set of stairs will appear, 
descending from the Red pedestal to the doorway below the Blue pedestal.

Save your game, go down the steps, enter the doorway, and the screen 
will go dark. When you can see again, you'll be in a place reminiscent 
of the Ring Making Place. Walk forward and the computer will take over 
as the block you are on starts moving forward. When it stops, you'll 
find yourself next to the Warp Point in the Ring Making Place. Walk 
forward (you can walk over the Warp Point as it doesn't work right now) 
and talk to the Ring Maker.

     "O person who carries the blood of the fallen magical civilization."
     
     "I am the last remnant of the lost magicians of Ayershia."
     
     "Offer up the stone on the forgotten altar and receive 
     of my final wisdom."
     
You can now make any rings you want for the last area of the game. When 
you're done, the Ring Maker will say:

     "Behind you is the eternal prison we made. There 
     sleeps the god-child we created."
     
     "The child's heart and body grow together."
     
     "The body is still young, but if you give it a very 
     long time it will lead to maturity."
     
     "But it's too late."
     
     "Presently, the eternal prison's time will run out, 
     nature will take its course, and my duty will be 
     finished."
     
     "The child will unravel the bindings and the world 
     will meet with sudden destruction."
     
     "Only one hope remains."
     
     "The person who undoes the bonds of time, and freely 
     rejects the power of the hatchling child."
     
     "You are the last to inherit the lineage of magic."
     
     "Well, you should go, from the ranks of magic to the 
     side of the god-child..."

If you talk to him again, he just repeats his usual pre-ring-making 
mantra, and you can make more rings. He doesn't say anything to you when 
you are done.

Now walk back toward the Warp Point. If you use it now, you will enter 
the last area of the game. However, if you carefully walk around the Warp 
Point and walk onto the transport stone, you will be taken back to where 
you entered. When the stone stops, walk forward into the darkness and 
you'll be at the bottom of the large stairs in the Magic Testing Center. 
Walk forward onto the first step and the stairs will rise and form a flat 
pathway. 

Now you can go use the Save Point, visit the Tree Village, or gain more 
levels by wandering around the island. When you're ready for the last 
area, come back to the Magic Testing Center and use the Warp Point 
mentioned above.

================================================================================
================================================================================


-=|| Chapter 23: Eternal Place ||=-


Monsters:  Bone Fencer, Captain of the Guard-2 (BOSS), Gargoyle-2, 
           Ghost-2, Homonculus (BOSS), Witch-2
Items:  Consume Stone, Ring of Magic (True Eye)
Save Points: 0
Warp Points: 0
People You Meet: none


[NOTE: There are no Save Points in this area, so watch your HP 
       carefully. It's very frustrating to have to go through 
       the entire area again because of carelessness.]
       

First, you will see a cut-scene of Lyla and the Homonculus. The 
Homonculus says:

     "...however many times you tell me, there are some 
     things I just don't understand!"
     
     "Let's continue this tedious conversation tomorrow."
     
     "Let's talk about something else...maybe birds on the 
     island or something..."

Lyla replies (talking as if to a young child):

     "No. Today, please listen until you understand, okay?"
     
     "If the little chick gets hurt, it dies...isn't that 
     sad?"
     
The Homonculus says:

     ".......but there are lots of other birds, so there 
     are lots to replace the little chick."
     
Lyla asks:

     "But that's a different chick, right?"

The Homonculus replies:

     "I understand what you're trying to say, but what's 
     it to me?"
     
     "I don't see why people would even want a 'heart'. 
     It just makes you and the other humans unstable, 
     doesn't it?"
     
     "...hmmm? Someone just came in."

Lyla turns around and says:

     "Eh?...must be that person."

She then turns back to the Homonculus and says:

     "I'll go quickly and see who it is, okay? When it 
     shakes you'll know."

The Homonculus says:

     "When you get back can we talk about the little 
     chicks some more?"

Lyla replies:

     "Yes....I got it, I got it. So behave yourself, okay?"

The Homonculus replies:

     "Hurry and come back, okay Lyla? There's nothing to 
     do here, so I'm bored."

The scene fades and comes up in a dark area. Be very careful of all the 
edges here, as falling off any of them will kill you instantly. None of 
the edges are safe edges. In this area, as in all the others, it's best 
to try to take out the monsters one at a time.

Walk northwest and down the embankment. You'll see a Ghost-2 on each 
side of the path, but the one on the west side is only a decoy (first 
time I've seen that in this game). The real Ghost-2 is on the east side, 
and the easiest way to kill it is to use Green Dragon. 

Continue northwest and down the next embankment where you'll find two 
very real Witch-2 just waiting for you. Green Dragon makes short work 
of them, too, as do Thunder and Heaven. In fact, most monsters here 
(excepting the Gargoyles) are quite vulnerable to any Light magic.

Continue along the pathway and at the bottom of the next embankment 
you'll find three more Witch-2. Thunder takes them out in about five 
strikes each at a cost of 24MP per strike, and Green Dragon takes them 
out in one hit at a cost of 96MP. Use Green Dragon. (^_^)

Follow the path downward and you'll find two more Ghost-2, but the one 
on the north side of the path is another decoy. Continue spiralling 
downward and you'll meet up with two more Witch-2. Just past that 
point you'll find two more Ghost-2, and the one on the west side is the 
decoy. Just past them is a large door. Walk up to it and open it to 
enter the second level of the Eternal Place. 

In this section you'll find Witch-2 and Gargoyle-2 (no weaknesses!). 
The first baddies you encounter is a Gargoyle-2. This one will fly in 
from the west. Continuing along the path, you'll encounter three more 
from the northeast and east.

When you get past them, you'll find a Witch-2. Follow the path past 
the raised areas (there's nothing up on them...anymore--that's where 
some of the gargoyles were) and you'll encounter two more of the 
witches. As soon as you're through the raised areas, you'll find an 
embankment leading down to the west.

Follow that path down for a while and you'll find another Gargoyle-2 
seeking to play with you. Just past that you'll find another Witch-2. 
Continue on the path, staying to the north side of the raised, past 
another Witch-2, and down until you find another large door. Open the 
door and enter the third level of the Eternal Place.

Here you'll find a couple Bone Fencers (they are quite tough--3000HP, 
the same level as the final two bosses!), and several more gargoyles. 
The Bone Fencers are weak against Light magic, but Green Dragon works 
really well against them, too. Follow the path until you see the two 
Gargoyle-2 winging their ways toward you. Wait and take them out before 
engaging the Bone Fencer (you should be able to see that, too). This 
may even raise you a level, and that always helps!

The Bone Fencer will take two hits from Green Dragon before it dies, and 
watch out for the little flying flame-spirit as it can attack you, too. 
This Bone Fencer will drop a Wizard's Secret Potion, too, and these are 
very useful for the last two boss battles--they halve your MP cost for 
30 seconds!

Continue on the path, past the two raised areas, and you'll encounter 
another Bone Fencer. When defeated, this one will drop a Dragon's Egg. 
Follow the path downward until you encounter three more gargoyles. Take 
them out and continue down the pathway. When you near another of those 
large doors, you'll find Lyla lying on the ground. When you get close to 
her, she'll try to get up, and she'll say:

     "Wait...don't..."
     
     "That child...not yet..."
     
     "From here on...the thing I...must teach you...is..."

She then sinks to the ground, the last vestiges of life draining from 
her body (boy, doesn't that sound melodramatic? ;-p  ). If you 
investigate her body, it will tell you she's dead. Now you need to put 
on the True Eye ring, then look at the ground near her feet. There you 
will find the last Magic Ring in the game. Once you've acquired that, 
replenish all your MP and HP, make sure you have an MP-replenishing item 
set to the Start button shortcut, and head to the door. Open it to enter 
the fourth level of the Eternal Place.

When you enter the area, you'll see a man-shaped black-winged creature 
pounding on the door at the far end. It says:

     "...Rii..ng...".

It then notices you coming through the other door and immediately turns 
and begins attacking you.

BOSS: Captain of the Guard-2
HP: 3000
MPr: 500
Weakness: none
Items: none

Hit him with Green Dragon twice and he'll say, "Aaaaaaaaa..." as he 
crumples to the ground. You'll likely go up a level, too. Replenish your 
HP and MP again and head to the door on the north side. Open it to enter 
the Eternal Ring.

WHen you enter, the Homonculus will greet you:

     "Oh, you there. I saw you. What'd you do to Lyla!"
     
     "When she talked to you she stopped moving!"
     
     "Why? What happened to Lyla!"
     
     "Get outta here! Gaaaaaaaaaaaaaaaahh!!!!!"

As he powers-up (the "gaaaaaaaaaahh!!" is the powering-up), the Eternal 
Ring starts shaking and there's a blinding flash of light. Two large 
spheres shoot out from the Homonculus (one from each side) and you are 
plunged into battle!

BOSS: Homonculus
HP: 3000
MPr: 0
Weakness: none
Items: none

The two spheres are Energy Balls, and you need to take care of them 
first. It only took three hits from Green Dragon and the Energy Balls 
and the Homonculus were both defeated.

When you defeat the Homonculus, it drops to the ground and the game cuts 
to a "movie". Cain says:

     "The god-child has quit moving...the eternal prison is 
     completely destroyed..."
     
     "I should head back to where time flows normally. My 
     duty here is complete."

Cain looks around the room, then starts walking toward a large stone 
that suddenly rose next to the edge of the room. He stops and looks at 
the Homonculus lying in the bottom of its non-longer-floating "egg". The 
camera pans back toward the transport stone as Cain walks to the center 
of it. The screen fades to black as Cain looks back one last time.

     "Yes..."

The scenes opens again showing the Homonculus, and suddenly its body 
jerks. It slowly sits upright and says:

     "I can't move very well. It's the first time this 
     has happened."

It sits, slowly breathing as if collecting its strength, then slowly 
turns and floats toward the door. 

     "Lyla...I'll go ask Lyla..."

It continues floating toward the door.

     "Lyla..."

The scene goes black and switches to just outside the Eternal Ring. The 
Homonculus slowly drifts toward Lyla's body.

     "Lyla..."

It stops next to Lyla.

     "Hey, Lyla...how long are you going to stay 
     asleep?"
     
     "I, I got out on my own...so tell me about the 
     little chicks..."
     
     "Oh yeah, since I'm out, why don't we go see 
     them together?"
     
     "..........ummm.....are you mad at me?"
     
     "Lyla...? C'mon, Lyla..."
     
     "Lyla? Lyla? C'mon..."
     
     "..........................................
     .............."
     
     ".........................................
     ...........ah..."

There's a sudden flash and you see the Homonculus bend down and pick 
up Lyla. It's suddenly grown into a man-sized being.

     "That's right..."
     
     "This must be 'death'..."

The Eternal Place starts quaking strongly and the scene fades.

The narrator takes over:

     "Some days later, Cain Morgan returned to the castle 
     of the king of Heyngalia."
     
     ""

     ""

          ** More to come **

================================================================================
================================================================================
================================================================================
=== Appendices =================================================================
================================================================================


INDEX
     A    Monster List
     B    Item List
     C    Weapon List
     D    Dragon List
     E    Magic Stone List
     F    Magic Ring Description
     G    Magic Ring List - Attack Magic
     H    Magic Ring List - Support Magic
     I    Magic Ring List - Summon Magic
     J    Unique Ring List
     K    Attribute Ring Description
     L    Attribute Ring - Regular
     M    Attribute Ring - Compound
     N    Moving Between Areas in the Game
     P    People List
     Q    Questions That Need Answers
     S    Silly Stats
     U    Useful Tips
     V    Version History
     W    Where Is It Archived?
     X    Acknowledgements
     Y    Copyright Information
     Z    Contact Info 

================================================================================


-=|| Appendix A: Monster List ||=-


This is a list of the baddies found in the game. 

     Legend:  HP..........Hit Points
              MPr.........Magic Points Recovered by player
              

Monster Name (Mana area)
 HP, MPr, Weakness
 (Possible Items)
 (Notes)
----------


Assassin (Fire)
 HP:3100, MPr:4, Water
 (n/a)
 (n/a)
----------
Balloon Cloud (Earth)
 HP:200, MPr:8, Wind
 (Forest Stone)
 (n/a)
----------
Balloon Ghost (Earth)
 HP:200, MPr:8, Wind
 (Silver Dragon Stone)
 (n/a)
----------
Berserker (Water)
 HP:202, MPr:24, Fire
 (Melting Stone)
 (n/a)
----------
Bone Emperor (Darkness)
 HP:20000, MPr:999, n/a
 (n/a)
 (BOSS)
----------
Bone Fencer (Darkness)
 HP:3000, MPr:32, Light
 (n/a)
 (n/a)
----------
Captain of the Guard-1 (Darkness)
 HP:1000, MPr:250, Light
 (Sunshine Stone)
 (BOSS, this was Darrell Stone)
----------
Captain of the Guard-2 (Darkness)
 HP:3000, MPr:500, n/a
 (n/a)
 (BOSS, this was Darrell Stone)
----------
Catoblepas (Earth)
 HP:1, MPr:1, Wind
 (Magic Ore, Blaze Stone)
 (the head shoots an energy bolt at you)
 (see http://webhome.idirect.com/~donlong/monsters/Html/Catoblep.htm for more info)
----------
Chimera (Darkness)
 HP:500, MPr:24, Light
 (Eternal River Stone)
 (n/a)
----------
Cockatrice (Wind)
 HP:1000, MPr:300, Earth
 (Silence Stone)
 (n/a)
----------
Crazytail (Earth)
 HP:2000, MPr:8, Wind
 (n/a)
 (n/a)
----------
Crown Hut (Water)
 HP:46, MPr:2, Fire
 (Golden Herb, Magic Ore, New Leaf Stone)
 (light brown in color)
----------
Death Hut (Water)
 HP:4200, MPr:1, n/a
 (n/a)
 (n/a)
----------
Energy Ball (n/a)
 HP:500, MPr:36, n/a
 (n/a)
 (n/a)
----------
Faerie (Light)
 HP:50, MPr:16, Darkness
 (Consume Stone)
 (harmless and really fast)
----------
Fire Giant (Fire)
 HP:320, MPr:24, Water
 (Melting Stone)
 (n/a)
----------
Flame Rat (Fire)
 HP:55, MPr:6, Water
 (Blaze Stone)
 (n/a)
----------
Gargoyle-1 (STR)
 HP:500, MPr:20, none
 (n/a)
 (n/a)
----------
Gargoyle-1 (Darkness)
 HP:500, MPr:20, none
 (Void Stone)
 (n/a)
----------
Gargoyle-1 (Earth)
 HP:500, MPr:20, none
 (Earth Dragon Stone)
 (n/a)
----------
Gargoyle-1 (Fire)
 HP:500, MPr:20, none
 (Fire Dragon Stone)
 (n/a)
----------
Gargoyle-1 (Light)
 HP:500, MPr:20, none
 (Consume Stone)
 (n/a)
----------
Gargoyle-1 (Water)
 HP:500, MPr:20, none
 (Water Dragon Stone)
 (n/a)
----------
Gargoyle-1 (Wind)
 HP:500, MPr:20, none
 (Flying Dragon Stone)
 (n/a)
----------
Gargoyle-2 (STR)
 HP:1000, MPr:30, none
 (n/a)
 (n/a)
----------
Ghost-1 (Darkness)
 HP:80, MPr:12, Light
 (Blaze Stone)
 (n/a)
----------
Ghost-2 (Darkness)
 HP:400, MPr:30, Light
 (n/a)
 (n/a)
----------
Ghost-3 (Darkness)
 HP:6720, MPr:32, Light
 (n/a)
 (n/a)
----------
Ghost Giant (Fire)
 HP:320, MPr:24, Water
 (Golden Dragon Stone)
 (n/a)
----------
Ghost Rat (Fire)
 HP:55, MPr:6, Water
 (n/a)
 (n/a)
----------
Giant Moth (Wind)
 HP:10, MPr:1, Earth
 (Plume Stone)
 (the Fireball ring is very useful against these)
----------
Golem, Horde (Earth)
 HP:n/a, MPr:n/a, n/a
 (n/a)
 (n/a)
----------
Golem-1 (Earth)
 HP:400, MPr:20, Wind
 (Giant Tree Stone)
 (n/a)
----------
Golem-2 (Earth)
 HP:300, MPr:0, n/a
 (n/a)
 (n/a)
----------
Gryphon (Wind)
 HP:650, MPr:30, Earth
 (Phoenix Stone)
 (n/a)
----------
Harpy (n/a)
 HP:220, MPr:24, Fire & Earth
 (Cyclone Stone)
 (n/a)
----------
Hawkman (Wind)
 HP:600, MPr:30, Earth
 (Cyclone Stone)
 (n/a)
----------
Hell hound (Fire)
 HP:80, MPr:18, Water
 (Phoenix Stone)
 (n/a)
----------
Homonculus (STR)
 HP:3000, MPr:0, none
 (n/a)
 (BOSS)
----------
Hornet (Wind)
 HP:5, MPr:5, Earth
 (none)
 (n/a)
----------
Hornet Nest (Earth)
 HP:500, MPr:10, none
 (Dragon Egg)
 (n/a)
----------
Hornet, Queen (Wind)
 HP:700, MPr:16, Earth
 (Cloud Stone)
 (n/a)
----------
Last Sahagin (Water)
 HP:128, MPr:1, n/a
 (n/a)
 (n/a)
----------
Living Chain Mail (Darkness)
 HP:600, MPr:24, Light
 (Forest Stone)
 (n/a)
----------
Lizard Man, Club (Earth)
 HP:1000, MPr:16, Wind
 (Forest Stone, Ocean Stone, Celestial Dragon Fang)
 (n/a)
----------
Lizard Man, dying (Earth)
 HP:1, MPr:1, none
 (none)
 (n/a)
----------
Lizard Man, Sword (Earth)
 HP:600, MPr:16, Wind
 (Forest Stone, Ocean Stone)
 (n/a)
----------
Master Lizard (Earth)
 HP:3072, MPr:2, Wind
 (n/a)
 (n/a)
----------
Master Lizard, Dying (Earth)
 HP:1, MPr:1, n/a
 (n/a)
 (n/a)
----------
May Fly (Wind)
 HP:10, MPr:1, Earth
 (Bonfire Stone, Plume Stone)
 (harmless, fly around a lot)
----------
Nosferatu (Fire)
 HP:450, MPr:30, Water
 (Cyclone Stone)
 (n/a)
----------
Ogre, Club (Earth)
 HP:150, MPr:8, Wind
 (Giant Tree Stone, Blaze Stone)
 (n/a)
----------
Ogre, Sling (Earth)
 HP:130, MPr:12, Wind
 (Giant Tree Stone, Cascade Stone)
 (n/a)
----------
Phantom Hut (n/a)
 HP:4200, MPr:1, n/a
 (Golden Dragon Stone)
 (n/a)
----------
Phoenix (Fire)
 HP:875, MPr:24, Water
 (n/a)
 (n/a)
----------
Phoenix Nest (Fire)
 HP:530, MPr:32, Water
 (Fire Dragon Stone)
 (produces Phoenix)
----------
Sahagin-1 (Water)
 HP:75, MPr:5, Fire
 (New Leaf Stone, Plume Stone, Sahagin Spine, Trickle Stone)
 (will stalk you when you're within range, if moving side to side 
  they will swipe-attack, if not moving they will jump-attack)
----------
Sahagin-2 (Water)
 HP:75, MPr:5, Fire
 (New Leaf Stone, Plume Stone, Sahagin Spine, Trickle Stone)
 (will stalk you when you're within range; if moving side to side they 
  will swipe-attack; if not moving they will jump-attack; have a 
  longer reach, jump farther, and do more damage than Sahagin-1)
----------
Shell Hut (Water)
 HP:46, MPr:2, Fire
 (Golden Herb, Magic Ore, New Leaf Stone)
 (grey in color with blue and brown on the top)
----------
Trap Weed (Water)
 HP:134, MPr:7, Fire
 (Bonfire Stone, Magic Ore, Plume Stone, Trickle Stone)
 (don't step on its tendrils or it will awaken and attack...)
 (it shoots poisonous exploding spores)
----------
Twin Tail (Earth)
 HP:70, MPr:4, Wind
 (New Leaf Stone)
 (cause Paralyse status if they bite you...)
 (...shoot energy balls at you from between the tips of their two tails)
----------
Water Demon (Water)
 HP:10000, MPr:8, Fire
 (n/a)
 (n/a)
----------
Water Devil (Water)
 HP:390, MPr:80, Fire
 (n/a)
 (BOSS, obtain Power of Move ring from it, basically a giant Sahagin)
 (use a Fireball ring to defeat it more quickly)
----------
Werewolf-1 (Water)
 HP:350, MPr:80, Fire
 (BOSS, leaps and jumps)
 (use a Fireball ring to defeat it more quickly)
----------
Werewolf-2 (Darkness)
 HP:250, MPr:20, Light
 (Ocean Stone)
 (n/a)
----------
Werewolf-3 (Earth)
 HP:1700, MPr:4, Wind
 (Earth Dragon Stone)
 (n/a)
----------
Wind Dragon (Wind)
 HP: 1500, MPr: 300, none
 (n/a)
 (BOSS)
----------
Witch-1 (Earth)
 HP:200, MPr:55, Wind
 (Forest Stone)
 (n/a)
----------
Witch-2 (Earth)
 HP:700, MPr:30, Wind
 (n/a)
 (n/a)
----------
Wyvern (Wind)
 HP:300, MPr:24, Earth
 (Far Mountains Stone)
 (n/a)
----------
Yeti (Water)
 HP:1000, MPr:30, Fire
 (Eternal River Stone)
 (n/a)
----------

================================================================================


-=|| Appendix B : Item List||=-


Many of these items can be found after dispatching monsters, so be sure 
to check the ground after the tussle. :-)


Item Name               Description
-------------------     -----------------------------------------------
Bequeathed Bracelet     EVENT ITEM. The bracelet you find on the dead 
                        body in the Abandoned Place. Give it to Royce 
                        in the Tree Village and he'll give you a Ring 
                        of Magic.

Celestial Dragon Fang   The tooth of a Celestial Dragon. Raises all 
                        attributes 2 points permanently.

Cockatrice Plume        A greyish feather from a Cockatrice. Cures 
                        "Paralyse" status. Can be bought in the 
                        Investigation Corps Camp and in the Tree
                        Village.

Communique              EVENT ITEM. Evans gives this to you to 
                        deliver to Wallace Frasier in the storehouse
                        in the Investigation Corps Camp. Give it to 
                        Wallace in order to get the Knife.

Dragon's Egg            A shiny purple egg with a dark purple dragon
                        silhouette on its shell. Restores 300 MP and 
                        300 HP.

Dragon's Scale          A rainbow-colored dragon scale. Restores 
                        either 300 MP or 300 HP.

Earth Dragon Fang       The tooth of an Earth Dragon. Raises Earth 
                        attribute 3 points permanently.

Earth Key               Opens Yellow Doors.

Feathered Dragon Fang   The tooth of a Feathered Dragon. Raises Wind 
                        attribute 3 points permanently.

Fire Dragon Fang        The tooth of a Fire Dragon. Raises Fire 
                        attribute 3 points permanently.

Fire Key                Opens Red Doors.

Golden Dragon Fang      The tooth of a Golden Dragon. Raises Light 
                        attribute 3 points permanently.

Golden Herb             A plant called "the origin of life". Looks like
                        a dead, golden-brown plant. Can be bought in
                        the Investigation Corps Camp and in the Tree 
                        Village. Restores 80 HP.

Golden Herb Flower      Made from the flower of the Golden Herb. Looks
                        like the Golden Herb with a pink flower. Can
                        be bought in the Investigation Corps Camp and 
                        in the Tree Village. Restores 150 HP.

Golden Herb Fruit       The fruit of the Golden Herb. Bulbous and 
                        brownish-green. Can be bought in the Tree 
                        Village. Restores 250 HP.
   
Letter from the King    EVENT ITEM. You give this letter to Evans in
                        the Investigation Corps Camp. You have it at
                        the beginning of the game.

Magic Crystal           Solid crystallized magic power. Looks like an
                        orange, yellow, green and greyish-purple 
                        crayon. Can be bought in the Tree Village. 
                        Restores 160 MP.

Magic Gem               A beautifully cut magical crystal. Can be 
                        bought in the Tree Village. Restores 400 MP.

Magic Grass Seed        A light brown seed with a dark brown sun symbol
                        engraved on it. Cures "Curse" status. Can be 
                        bought in the Investigation Corps Camp and in 
                        the Tree Village.

Magic Ore               A stone filled with crystallized magic power.
                        Looks like a roundish purple rock with pink
                        and whitish crystals sticking out of it. Can
                        be bought in the Investigation Corps Camp
                        and in the Tree Village. Restores 80 HP.

Rat's Tail              Cures "Seal" status. Can be bought in the 
                        Investigation Corps Camp and in the Tree
                        Village.

Ring of Magic           Used in conjunction with Magic Stones to create 
                        Magic Rings. Golden in color.

Sahagin Spine           A spine from a sahagin. Long and thin with some 
                        small spikes around one end. Cures "Poison" 
                        status. Can be bought in the Investigation Corps
                        Camp and in the Tree Village.

Silver Dragon Fang      The tooth of a Silver Dragon. Raises Darkness 
                        attribute 3 points permanently.

Water Dragon Fang       The tooth of a Water Dragon. Raises Water 
                        attribute 3 points permanently.

Water Key               Opens Blue Doors. You obtain it from the pedestal
                        next to the water where you meet the Water Dragon
                        in the Water Temple.

Wind Key                Opens Green Doors.

Wizard's Secret Potion  A beautiful purple potion bottle. Spell MP cost
                        is halved for 30 seconds.

================================================================================


-=|| Appendix C: Weapon List ||=-


There aren't very many weapons in this game, but here's the list. They
are listed alphabetically.


Weapon Name
 Attack Speed, Range
 (Status effects)
 (notes)
---------------


Chinkuedia
 Normal, Normal
 (STR +35)
 (obtained in the Tree Village, costs 15 Magic Stones)
---------------
Eternal Sword
 Normal, Normal
 (All Magic +50 each, STR +70)
 (obtained at the 4th floor of the Sealed Labyrinth)
---------------
Hunting Sword
 Slow, Long
 (Wind +10, STR +60)
 (obtained in The Ruins)
---------------
Kaiser Knuckle
 Extremely Fast, Normal
 (All Magic -50 each, STR +200)
 (obtained at the 4th floor of the Sealed Labyrinth)
---------------
Knife
 Fast, Short
 (STR +20)
 (Obtained for free from Wallace in the Investigation Corps Camp)
---------------
Rapier
 Normal, Normal
 (STR +40)
 (obtained in the Tree Village)
---------------
Small Sword
 Fast, Normal
 (STR +20)
 (Cain's sword from when he came to the island)
 (You must buy it back from Wallace before going to the Water Temple)
---------------
Stilleto
 Fast, Short
 (Light +5, STR +40)
 (obtained in the Tree Village)
---------------

================================================================================


-=|| Appendix D: Dragon List ||=-


Name                  Notes
-------------------   -----------------------------------------------
Earth Dragon          You see this dragon in the Great Looping Cave. 
                      It's sleeping, though you can wake it with 
                      Darkness magic. If you wake it, it will kill 
                      you.

Fire Dragon           You meet this dragon in the Molten River area. 
                      Not very friendly.

Water Dragon          You meet this dragon in the Water Temple. He 
                      appears when you try to take the Water Key. 

Wind Dragon           You meet this dragon at the top of the Tower 
                      of Storms. Not very friendly. 

================================================================================


-=|| Appendix E: Magic Stone List ||=-


------+---------------------------------------------------------------.
Magic |--------------------------Attribute----------------------------|  
Level | Fire    | Water   | Wind    | Earth     | Light    | Darkness |
------|---------+---------+---------+-----------+----------+----------|
------|---------+---------+---------+-----------+----------+----------|
   1  | Bonfire | Trickle | Plume   | New Leaf  |    --    |    --    |
      |         |         |         |           |    --    |    --    |
------|---------+---------+---------+-----------+----------+----------|
   2  | Blaze   | Cascade | Wing    | Giant     |    --    |    --    |
      |         |         |         | Tree      |    --    |    --    |
------|---------+---------+---------+-----------+----------+----------|
   3  | Melting | Ocean   | Cloud   | Forest    | Sunshine | Silence  |
      |         |         |         |           |          |          |
------|---------+---------+---------+-----------+----------+----------|
   4  | Phoenix | Eternal | Cyclone | Far       | Consume  | The Void |
      |         | River   |         | Mountains |          |          |
------|---------+---------+---------+-----------+----------+----------|
   5  | Fire    | Water   | Flying  | Earth     | Golden   | Silver   |
      | Dragon  | Dragon  | Dragon  | Dragon    | Dragon   | Dragon   |
------+---------+---------+---------+-----------+----------+----------'

Fire, Wind, and Light magic are used mainly for attacking. Water, 
Earth, and Darkness are used mainly as support magic.

================================================================================


-=|| Appendix F: Magic Ring Description ||=-


These are rings for casting magic spells (fireball, heal, etc.). You 
must have a Ring of Magic in order to make one of these rings. The 
descriptions of the rings will be added as I get them. 

There are three different types of Magic Ring: Attack, Support, and 
Summon. Stones put on the left side of the ring creation platform (in 
the Warp area where you create rings) determine the attributes of the 
ring (Wind, Earth, Fire, etc.). Stones put on the right side determine 
the magic type: Fire, Wind, and Light stones make Attack rings; Earth, 
Water, and Darkness stones make Support rings. See Appendix I for more 
info on Summon rings.

For instance, to create a Blast ring (Wind, Level 4, Attack), you would 
put three Wind stones on the left side, and any combination of Fire, 
Wind, and Light stones on the right side, and make sure the total Magic 
Stone levels adds up to at least 22:

  (The number in parentheses after the stone name is the stone's level)

           ATTRIBUTE            MAGIC TYPE
     ---------------            -------------     
          Cyclone(4)            Melting(3)

     Cyclone(4)                      Cloud(3)

          Cyclone(4)            Consume(4)
     ---------------            -------------     

Subtotals:    4x3=12            (3x2)+4=10
Total Magic Stone Levels: 22

The magic level of the ring depends on the total Magic Stone levels 
used to create the ring:

          .------------------.
          | Stone  | Ring    |
          | Levels | Level   |
          |========+=========|
          | 02-07  | Level 1 |
          |--------+---------|
          | 08-14  | Level 2 |
          |--------+---------|
          | 15-21  | Level 3 |
          |--------+---------|
          | 22-30  | Level 4 |
          '------------------'

================================================================================


-=|| Appendix G: Magic Ring List - Attack Magic ||=-


.-----------------------------------------------------------------------.
| Ring  |--------------------------Attribute----------------------------|  
| Power | Fire     | Water    | Wind    | Earth    | Light   | Darkness |
|=======|==========+==========+=========+==========+=========+==========|
|    1  | Fireball | Ice      | Wind    | Material | Heaven  | Fall     |
|       |          | Needle   | Cutter  | Arrow    |         | Down     |
|-------|----------+----------+---------+----------+---------+----------|
|    2  | Firewall | Ice      | Sonic   | Statue   |   --    |    --    |
|       |          | Sword    |         |          |   --    |    --    |
|-------|----------+----------+---------+----------+---------+----------|
|    3  | Floating | Ice      | Tornado | Poison   | Thunder | Dark     |
|       | Bomb     | Trap     |         |          |         | Thunder  |
|-------|----------+----------+---------+----------+---------+----------|
|    4  | Bomber   | Blizzard | Blast   | Dragon   | Flash   | Dark     |
|       |          |          |         |          |         | Flash    |
'-----------------------------------------------------------------------'


Ring Name, Magic Level, MP:# of MP used
 (Attribute effects)
 (notes)
---------------


FIRE
----
Fireball, Level 1, MP:2
 (Fire +15)
 (shoots a small fireball at an enemy in front of you)
---------------
Firewall, Level 2, MP:4
 (Fire +30, Earth +2, Water -2)
 (shoots a wall of fire toward an enemy in front of you)
---------------
Floating Bomb, Level 3, MP:8
 (Fire +50, Wind +3, Water -4)
 (creates floating firebombs)
---------------
Bomber, Level 4, MP:16
 (Fire +75, Water -5)
 (n/a)
---------------


WATER
-----
Ice Needle, Level 1, MP:4
 (Fire +15, STR +1)
 (shoots an icicle at an enemy in front of you)
---------------
Ice Sword, Level 2, MP:8
 (Fire -2, Water +30, STR +2)
 (shoots many icicles at an enemy in front of you)
---------------
Ice Trap, Level 3, MP:8
 (Fire -4, Water +50, STR +3)
 (creates an "ice trap" on the floor in front of you)
 (if a monster steps on it, it damages them with icicles)
---------------
Blizzard, Level 4, MP:32
 (Fire -6, Water +75)
 (n/a)
---------------


WIND
----
Wind Cutter, Level 1, MP:3
 (Wind +15)
 (fires a small wind blade at an enemy in front of you)
---------------
Sonic, Level 2, MP:8
 (Wind +30, Earth -1)
 (fires a wall of wind toward an enemy in front of you)
---------------
Tornado, Level 3, MP:16
 (Wind +50, Earth -3)
 (creates a small cyclone)
---------------
Blast, Level 4, MP:20
 (Wind +75, Fire +2, Earth -5)
 (n/a)
---------------


EARTH
-----
Material Arrow, Level 1, MP:3
 (Fire +15, STR +3)
 (forms and shoots a matter arrow at an enemy in front of you)
---------------
Statue, Level 2, MP:6
 (Earth +30, Wind -2, STR +6)
 (n/a)
---------------
Poison, Level 3, MP:10
 (Earth +50, Wind -4)
 (monster you touch has 50% chance of being poisoned, lasts 15 seconds)
---------------
Mist, Level 4, MP:16
 (Earth +75, Wind -7)
 (n/a)
---------------


LIGHT
-----
Heaven, Level 1, MP:16
 (Light +40, Darkness -4)
 (n/a)
---------------
Thunder, Level 3, MP:24
 (Wind +8, Light +62, Darkness -8)
 (n/a)
---------------
Flash, Level 4, MP:32
 (Wind +2, Light +85, STR +2, Darkness -12)
 (n/a)
---------------


DARKNESS
--------
Fall Down, Level 1, MP:16
 (Darkness +40, Light -4)
 (n/a)
---------------
Dark Thunder, Level 3, MP:24
 (Darkness +62, STR +3, Light -7)
 (n/a)
---------------
Dark Flash, Level 4, MP:32
 (Darkness +85, Light -18)
 (n/a)
---------------

================================================================================


-=|| Appendix H: Magic Ring List - Support Magic ||=-


.----------------------------------------------------------------------.
| Ring  |-------------------------Attribute----------------------------|  
| Power | Fire     | Water  | Wind      | Earth   | Light   | Darkness |
|=======|==========+========+===========+=========+=========+==========|
|    1  | Magic    | Heal   | Glide     | Earth   | Reflect | Abaddon  |
|       | Seal     | Water  |           | Heal    |         |          |
|-------|----------+--------+-----------+---------+---------+----------|
|    2  | Weakness | Cure   | Confusion | Protect |   --    |    --    |
|       |          | Water  |           |         |         |          |
|-------|----------+--------+-----------+---------+---------+----------|
|    3  | Change   | Dis-   | Invisible | Wall    |   --    |    --    |
|       |          | Poison |           |         |         |          |
|-------|----------+--------+-----------+---------+---------+----------|
|    4  | Anti-    | Clear  | Bind      | Orbiter | Barrier | Time     |
|       | Magic    |        |           |         |         | Stop     |
'----------------------------------------------------------------------'


Ring Name, Magic Level, MP:# of MP used
 (Attribute effects)
 (notes)
---------------


FIRE
----
Magic Seal, Level 1, MP:8
 (Fire +15)
 (blocks an enemy's magic abilities for 10 seconds)
---------------
Weakness, Level 2, MP:8
 (Fire +30, Water -2)
 (lowers an enemy's defense for 30 seconds)
---------------
Change, Level 3, MP:10
 (Fire +50, Water -3)
 (n/a)
---------------
Anti-Magic, Level 4, MP:12
 (Fire +30, Water -2)
 (n/a)
---------------


WATER
-----
Heal Water, Level 1, MP:5
 (Water +15)
 (restores some HP)
---------------
Cure Water, Level 2, MP:15
 (Water +30, Fire -2)
 (restores many HP)
---------------
Dispoison, Level 3, MP:2
 (Water +50, Fire -4, Earth -1, Darkness -1)
 (cures "Poison" status)
---------------
Clear, Level 4, MP:16
 (Water +75, Fire -5)
 (clears all status anomalies)
---------------


WIND
----
Glide, Level 1, MP:8
 (Wind +15)
 (n/a)
---------------
Confusion, Level 2, MP:12
 (Wind +30, Earth -2)
 (confuse enemy for 10 seconds)
---------------
Invisible, Level 3, MP:72
 (Wind +50, All Others -5)
 (n/a)
---------------
Bind, Level 4, MP:24
 (Wind +75, Earth -6, Darkness +2)
 (n/a)
---------------


EARTH
-----
Earth Heal, Level 1, MP:10
 (Earth +15)
 (n/a)
---------------
Protect, Level 2, MP:12
 (Earth +30, Wind -2)
 (protects against any bodily harm for a time)
---------------
Wall, Level 3, MP:16
 (Earth +50, Wind -2)
 (n/a)
---------------
Orbiter, Level 4, MP:16
 (Earth +75, Wind -5)
 (n/a)
---------------


LIGHT
-----
Reflect, Level 1, MP:16
 (Light +50, Darkness -2)
 (n/a)
---------------
Barrier, Level 4, MP:64
 (Light +75, Darkness -3)
 (n/a)
---------------


DARKNESS
--------
Abaddon, Level 1, MP:16
 (Darkness +50, Light -1)
 (n/a)
---------------
Time Stop, Level 4, MP:64
 (Darkness +75, Light -5)
 (n/a)
---------------

================================================================================


-=|| Appendix I: Magic Ring List - Summon Magic ||=-


To create these you need six Magic Stones of the same level (for 
instance, six Phoenix Stones--level 4 Fire Magic Stones--to create the 
Level 1 Fire Summon ring "Blade"). Six level 4 stones are required to 
make Level 1 Summon rings, and six level 5 stones are required to make 
Level 2 Summon rings. 

.-----------------------------------------------------------------------.
| Ring  |--------------------------Attribute----------------------------|  
| Power | Fire     | Water    | Wind    | Earth    | Light   | Darkness |
|=======|==========+==========+=========+==========+=========+==========|
|    1  | Blade    | Arrow    | Spear   | Axe      |   --    |    --    |
|       |          |          |         |          |         |          |
|-------|----------+----------+---------+----------+---------+----------|
|    2  | Red      | Blue     | Green   | Yellow   | White   | Black    |
|       | Dragon   | Dragon   | Dragon  | Dragon   | Dragon  | Dragon   |
'-----------------------------------------------------------------------'


Ring Name, Magic Level, MP:# of MP used
 (Attribute effects)
 (notes)
---------------


FIRE
----
Blade, Level 1, MP:48
 (Fire +80, STR +40, Water -10)
 (n/a)
---------------
Red Dragon, Level 2, MP:96
 (Fire +120, STR +20, Water -15, All Others +10)
 (n/a)
---------------


WATER
-----
Arrow, Level 1, MP:48
 (Water +90, STR+30, Fire -13)
 (n/a)
---------------
Blue Dragon, Level 2, MP:96
 (Water +116, Fire -12, STR +16, All Others +8)
 (n/a)
---------------


WIND
----
Spear, Level 1, MP:48
 (Wind +85, STR +18, Earth -8)
 (n/a)
---------------
Green Dragon, Level 2, MP:96
 (Wind +121, Earth -16, All Other +11)
 (summons the Green Dragon)
---------------


EARTH
-----
Axe, Level 1, MP:48
 (Earth +75, STR +45, Wind -10)
 (n/a)
---------------
Yellow Dragon, Level 2, MP:96
 (Earth +140, Wind -15, All Others +14)
 (summons the Yellow Dragon)
---------------


LIGHT
-----
White Dragon, Level 2, MP:96
 (Light +168, Darkness -17, All Other +20)
 (summons the White Dragon)
---------------


DARKNESS
--------
Black Dragon, Level 2, MP:96
 (Darkness +153, Light -15, All Other +19)
 (summons the Black Dragon)
---------------

================================================================================


-=|| Appendix J: Unique Ring List ||=-


.-----------------------------------------------------------------.
|---------------------------Attribute-----------------------------|  
| Fire     | Water     | Wind     | Earth    | Light   | Darkness |
|==========+===========+==========+==========+=========+==========|
| Mirage   | Fortune   | Power of | Power of | Create  | Create   |
| Edge     |           | Seek     | Move     | Life    | Magic    |
|----------+-----------+----------+----------+---------+----------|
| Power of | Power of  | Amplify  | Power of |   --    |    --    |
| Branch   | Mind      |          | Grow     |         |          |
|----------+-----------+----------+----------+---------+----------|
| Burn     | Sacrifice | Power of | True Eye |   --    |    --    |
| Edge     |           | Time     |          |         |          |
'-----------------------------------------------------------------'


Ring Name
 Location where obtained
 (Attribute effects)
 (notes)
---------------


FIRE
----
Mirage Edge
 unknown
 (Fire +8, STR +3)
 (repeat attacks)
---------------
Power of Branch
 Great Looping Cave
 (Fire +6)
 (branches magic)
---------------
Burn Edge
 unknown
 (Fire +4, STR +4)
 (gives Fire attribute to weapon, attack power goes up)
---------------


WATER
-----
Fortune
 unknown
 (Water +4, Light +5, Darkness -5)
 (chances of getting items after battle go up)
---------------
Power of Mind
 unknown
 (Water +2, All Others but STR +1)
 (power consumption drops 30%)
---------------
Sacrifice
 Magic Testing Center
 (Water +2)
 (automatic resurrection if equipped)
---------------


WIND
----
Power of Seek
 unknown
 (Wind +6, All Others but STR -2)
 (enhances magic results)
---------------
Amplify
 Ironworks
 (Wind +10)
 (Magic Gauge recharges 30% faster)
---------------
Power of Time
 Sea Cliff Forest
 (Wind +1)
 (when equipped time slows down to 1/4 normal speed)
---------------


EARTH
-----
Power of Move
 Water Temple
 (Earth +2)
 (allows Dash when Circle button held down, obtained from Water Devil)
---------------
Power of Grow
 Sea Cliff Forest
 (Earth +8)
 (when equipped you earn experience while walking)
---------------
True Eye
 Camp on the South Beach, on Lyla's mantle
 (Earth +1)
 (makes invisible items visible)
 (* indicates the only one visible w/o this ring:)
 (Dragon Cave, Place of Ritual, Abandoned Place, Tree Village)
 (Magic Testing Center, Ruins, Camp on the South Beach*, Blizzard Field)
 (Eternal Place)
---------------


LIGHT
-----
Create Life
 unknown
 (Light +4, All Other -4)
 (automatically regain HP)
---------------


DARKNESS
--------
Create Magic
 unknown
 (Darkness +5, All Other -3)
 (automatically regain MP)
---------------

================================================================================


-=|| Appendix K: Attribute Ring Description ||=-


These rings affect your overall status. They can increase your attack, 
raise your defense, make you move faster, etc.). These do not use a 
Ring of Magic when they are made. 

There are two types of Attribute Rings: regular and compound. Regular 
Attribute Rings positively affect only one attribute. Compound Attribute 
Rings positively affect two attributes.

================================================================================


-=|| Appendix L: Attribute Ring - Regular ||=-


The magic level of the ring depends on the total Magic Stone levels used 
to create the ring:

          .------------------.
          | Stone  | Ring    |
          | Levels | Level   |
          |========+=========|
          | 01-10  | Level 1 |
          |--------+---------|
          | 11-20  | Level 2 |
          |--------+---------|
          | 21-30  | Level 3 |
          '------------------'


.-----------------------------------------------------------------------.
| Ring  |--------------------------Attribute----------------------------|  
| Power | Fire     | Water    | Wind    | Earth    | Light   | Darkness |
|=======|==========+==========+=========+==========+=========+==========|
|    1  | Ring of  | Ring of  | Ring of | Ring of  | Ring of | Ring of  |
|       | Heat     | Rain     | Breeze  | Stone    | Light   | Shadow   |
|-------|----------+----------+---------+----------+---------+----------|
|    2  | Ring of  | Ring of  | Ring of | Ring of  | Ring of | Ring of  |
|       | Flame    | Wave     | Gale    | Block    | Shine   | Night    |
|-------|----------+----------+---------+----------+---------+----------|
|    3  | Ring of  | Ring of  | Ring of | Ring of  | Ring of | Ring of  |
|       | Blaze    | Abyss    | Storm   | Meteor   | Glare   | Chaos    |
'-----------------------------------------------------------------------'


Ring Name, Magic Level
 (Attribute effects)
 (notes)
---------------


FIRE
----
Ring of Heat, Level 1
 (Water -1, Fire +20)
 (small increase to Fire attribute)
---------------
Ring of Flame, Level 2
 (Water -2, Fire +40)
 (medium increase to Fire attribute)
---------------
Ring of Blaze, Level 3
 (Water -4, Fire +80)
 (large increase to Fire attribute)
---------------


WATER
-----
Ring of Rain, Level 1
 (Fire -1, Water +20)
 (small increase to Water attribute)
---------------
Ring of Wave, Level 2
 (Fire -2, Water +40)
 (medium increase to Water attribute)
---------------
Ring of Abyss, Level 3
 (Fire -3, Water +80)
 (large increase to Water attribute)
---------------


WIND
----
Ring of Breeze, Level 1
 (Fire -1, Wind +20)
 (small increase to Wind attribute)
---------------
Ring of Gale, Level 2
 (Fire -3, Wind +40)
 (medium increase to Wind attribute)
---------------
Ring of Storm, Level 3
 (Fire -6, Wind +80)
 (large increase to Wind attribute)
---------------


EARTH
-----
Ring of Stone, Level 1
 (Wind -1, Earth +20)
 (small increase to Earth attribute)
---------------
Ring of Block, Level 2
 (Earth +40, Wind -2)
 (medium increase to Earth attribute)
---------------
Ring of Meteor, Level 3
 (Earth +80, Wind -3)
 (large increase to Earth attribute)
---------------


LIGHT
-----
Ring of Light, Level 1
 (Darkness -1, Light +20)
 (small increase to Light attribute)
---------------
Ring of Shine, Level 2
 (Light +40, Darkness -2)
 (medium increase to Light attribute)
---------------
Ring of Glare, Level 3
 (Light +80, Darkness -3)
 (large increase to Light attribute)
---------------


DARKNESS
--------
Ring of Shadow, Level 1
 (Light -1, Darkness +20)
 (small increase to Darkness attribute)
---------------
Ring of Night, Level 2
 (Darkness +40, Light -2)
 (medium increase to Darkness attribute)
---------------
Ring of Chaos, Level 3
 (Darkness +80, Light -3)
 (large increase to Darkness attribute)
---------------

================================================================================


-=|| Appendix M: Attribute Ring - Compound ||=-


.--------------------------------.
|-----------Attribute------------|  
| Fire  | Water | Wind   | Earth |
|=======+=======+========+=======|
| Wind  | Wind  | Fire   | Fire  |
| Heat  | Rain  | Breeze | Stone |
|-------+-------+--------+-------|
| Earth | Earth | Water  | Water |
| Heat  | Rain  | Breeze | Stone |
|-------+-------+--------+-------|
| Sword | Sword | Sword  | Sword |
| Heat  | Rain  | Breeze | Stone |
|-------+-------+--------+-------|
| Water | Fire  | Earth  | Wind  |
| Heat  | Rain  | Breeze | Stone |
'--------------------------------'


Ring Name
 (Attribute effects)
 (notes)
---------------


FIRE
----
Wind Heat
 (Fire +30, Wind +10, Light -5, Dark -5)
 (Wind & Fire ring. Increases the Wind and Fire attributes a little)
---------------
Earth Heat
 (Fire +30, Earth +10, Light -5, Dark -5)
 (Earth & Fire ring. Increases the Earth and Fire attributes a little)
---------------
Sword Heat
 (Fire +30, STR +10, Light -5, Dark -5)
 (STR & Fire ring. Increases the STR and Fire attributes a little)
---------------
Water Heat
 (Fire +30, Water +10, Light -5, Dark -5)
 (Water & Fire ring. Increases the Water and Fire attributes a little)
---------------


WATER
-----
Wind Rain
 (Water +30, Wind +10, Light -5, Dark -5)
 (Wind & Water ring. Increases the Wind and Water attributes a little)
---------------
Earth Rain
 (Water +30, Earth +10, Light -5, Dark -5)
 (Earth & Water ring. Increases the Earth and Water attributes a little)
---------------
Sword Rain
 (Water +30, STR +10, Light -5, Dark -5)
 (STR & Water ring. Increases the STR and Water attributes a little)
---------------
Fire Rain
 (Water +30, Fire +10, Light -5, Dark -5)
 (Fire & Water ring. Increases the Fire and Water attributes a little)
---------------


WIND
----
Earth Breeze
 (Wind +30, Earth +10, Light -5, Dark -5)
 (Earth & Wind ring. Increases the Earth and Wind attributes a little)
---------------
Water Breeze
 (Light -5, Dark -5, Wind +30, Water +10)
 (Wind & Water ring. Increases the Wind and Water attributes a little)
---------------
Fire Breeze
 (Light -5, Dark -5, Wind +30, Fire +10)
 (Wind & Fire ring. Increases the Wind and FIre attributes a little)
---------------
Sword Breeze
 (Light -5, Dark -5, Wind +30, STR +10)
 (Wind & STR ring. Increases the Wind and STR attributes a little)
---------------


EARTH
-----
Fire Stone
 (Fire +10, Earth +30, Light -5, Dark -5)
 (Fire & Earth ring. Increases the Fire and Earth attributes a little)
---------------
Water Stone
 (Water +10, Earth +30, Light -5, Dark -5)
 (Water & Earth ring. Increases the Water and Earth attributes a little)
---------------
Sword Stone
 (STR +10, Earth +30, Light -5, Dark -5)
 (STR & Earth ring. Increases the STR and Earth attributes a little)
---------------
Wind Stone
 (Wind +10, Earth +30, Light -5, Dark -5)
 (Wind & Earth ring. Increases the Wind and Earth attributes a little)
---------------

================================================================================


-=|| Appendix N: Moving Between Areas in the Game ||=-


Here's a graphical representation of the different areas of the game and 
how you can move between them.

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)

       .--------------------.         .--------------------.
       |    Dragon Cave     |---------|   Hidden Dungeon   |
       '--------------------'         '--------------------'
                 | 
                 | 
                 |
                 | 
       .--------------------.         .--------------------.
       | Investi.Corps.Camp |---------|    Water Temple    |
       '--------------------'         '--------------------'
                 | 
                 |
                 |
                 | 
       .--------------------.         .--------------------.
       |  Place of Ritual   |---------|  Sea Cliff Forest  |
       '--------------------'         '--------------------'
                 |                              | 
                 |                              |
                 |                              |
                 |                              |
       .--------------------.                   |
  *****|  Abandoned Place   |                   |
  *    '--------------------'                   |
  *              |                              |
  *              |                              |
  *              |                              |
  *    .--------------------.                   |
  *    |    Tree Village    |-------------------/
  *    '--------------------'
  *              | 
  *              |
  *              | 
  *    .--------------------.
  *    | Great Looping Cave |
  *    '--------------------'
  *              | 
  *              |
  *              | 
  *    .--------------------.
  *    |     Mine Ruins     |
  *    '--------------------'
  *              | 
  *              |
  *              | 
  *    .--------------------.
  *    |      Ironworks     |
  *    '--------------------'
  *              | 
  *              |
  *              | 
  *    .--------------------.
  *    |    Molten River    |
  *    '--------------------'
  *              #
  *              #
  *             \#/
  *              '
  *    .--------------------.***********************************
  *    | Magic Testing Ctr. |******                            *
  *    '--------------------'***  *                            *
  *              |             *  *                            *
  *              |             *  *                            *
  *              |             *  *                            *
  *    .--------------------.  *  *                            *
  *    |       Ruins        |  *  *                            *
  *    '--------------------'  *  *                            *
  *              |             *  *                            *
  *              |             *  *                            *
  *              |             *  *                            *
  *    .--------------------.  *  *                            *
  *    |      Library       |***  *                            *
  *    '--------------------'     *                            *
  *              |                *                            *
  *              |                *                            *
  *              |                *                            *
  *    .--------------------.     *                            *
  *****|  Camp on S. Beach  |     *                            *
       '--------------------'     *                            *
                 |                *                            *
                 |                *                            *
                 |                *                            *
       .--------------------.******   .--------------------.   *
       |  Tower of Storms   |*********|   Blizzard Field   |   *
       '--------------------'         '--------------------'   *
                 |                                             *
                 |                                             *
                 |                                             *
       .--------------------.                                  *
       |   Eternal Place    |***********************************
       '--------------------'


* Warp access between areas (both ways)
| Normal access between areas (both ways)
- Normal access between areas (both ways)
# One-way access between areas (note which way the arrow points)

================================================================================


-=|| Appendix P: Character List ||=-


Name (if any)         Notes
-------------------   -----------------------------------------------
Cutter, Den           Manages the storeroom in the Tree Village.
                 
Evans, Graham         The Deputy in the Investigation Corps Camp.

Fowler, Marie         The medicine woman in the Investigation Corps
                      Camp.

Frasier, Wallace      Manages the storehouse in the Investigation
                      Corps Camp.

Grey, Gill            Was a mighty magician, but is now a dragon.

Grey, Nell            A man who served the king of Aldine.

Lord Oweyl            The former leader of Sorcia. Now a dragon.

Marks, Dennis         The Captain of the Investigation Corps.

Martin, Ian           The current King of Heyngalia. 18 years old.

Morgan, Cain          The player character. A new member of the 
                      Royal Guard of the Kingdom of Heyngalia. His
                      adoptive father is the Captain of the Royal 
                      Guard. 25 years old.

Morgan, Gliam         Captain of the Royal Guard and Cain's adoptive 
                      father.

Randall, Leo          A soldier in the Investigation Corps Camp. Usually
                      sits on a rock by the bridge, dozing. Dressed in
                      browns.

Regan, Royce          A man standing in the commons area of the Tree 
                      Village when you exit the Abandoned Place.

Reilly, Ernest        Guards the Water Temple gate in the Investigation
                      Corps Camp. Dressed in blue and silver and 
                      carrying a polearm.

Ross, Matthew D.      The king of the ancient kingdom of Aldine. You 
                      meet him in the Molten River area just before 
                      meeting the Fire Dragon. 

Stone, Darrell        One of the soldiers in the Investigation Corps
                      Camp. Lives in the house at the end of the back
                      canyon by the Blue Gate.

Stone, Harlan         An Elder and advisor in King Ian's court.

Turban Man            A fellow explorer you first meet in the Place of 
                      Ritual.

Yunoh, Lyla           A beautiful woman you meet at the end of the Molten 
                      River area. She basically saves your hiney. :-)

================================================================================


-=|| Appendix Q: Questions That Need Answers ||=-


The following are questions that need answers. They are mostly about 
information I don't have yet or rumors about items I can't find. If you 
have information on any of these questions, please contact me (see 
Appendix Z).

     1. Do you have any info for the North American release (price, 
        etc.)?
     2. Do you have a question not answered in this walk-through guide?
     3. How do you get the Stilleto from Den Cutter?
     4. Do you have any tips for the Hidden Dungeon?
     
================================================================================


-=|| Appendix S: Silly Stats ||=-


Just in case you're interested, this document contains:

     Characters:  271,241
          Words:   41,978
          Lines:    6,906
          Pages:      102
     
================================================================================


-=|| Appendix U: Useful Tips ||=-


This is a random list of general tips I thought you might find useful. If 
you have any tips you think would be good to add here, contact me (see 
Appendix Z).


     - There isn't a real "pause" feature in the game, but you _can_ 
       pause the game by pressing the Select button. This brings up the 
       Menu Screen, and no game time passes while you are in this screen.
       
     - Try to take on as few monsters at a time as possible. A monster 
       has a range of awareness that you have to enter before it will 
       notice you. When you notice a group of monsters, move toward them 
       slowly until one notices you. Then take them out one at a time 
       this way.

     - Always check the ground when a monster disappears. About 60% of 
       the time the monster will leave something behind in the spot where 
       it disappeared. Some of the items left are very rare.
       
     - Many creatures regenerate after a certain period of time (it 
       varies), so be careful when going back through an area. Take as 
       much caution as you did when going through for the first time. One 
       nice thing, though: many of the monsters will be facing the other 
       way when you go through from the back of an area, so you can sneak 
       up on them. :-)

     - If you want to boost your experience levels, go through an area 
       more than once. Even if you haven't exited the area, some monsters 
       regenerate so you can gain experience (and more Magic Stones) by 
       traveling back and forth between the entrance and exit of an area.

     - The four lizard men in the sea cliff forest section that leads to 
       the tree camp aren't too hard to take out before doing the 
       Abandoned Place.  They all have limits beyond which they won't 
       rush you anymore.  The first two won't run past the tunnel 
       entrance. So, run towards them until you can annoy one with a 
       fireball, and then run backwards while possibly lobbing another 
       fireball or two until you are well inside the tunnel. It will 
       stop at or just inside the tunnel entrance.  
       
       Then take it out by getting just close enough for it to swing 
       and miss, running in and hitting it just after it swings, and 
       running back to safe (but swinging) distance.  The timing's a 
       little tricky but once you get into the rhythm it gets easier.  
       Repeat with the second.  The third and fourth won't cross a 
       line roughly even with the bee tree, so you just have to run 
       backwards until they stop, then cautiously approach.
       
       All of these may drop level 3 water and earth stones, and 
       they're worth a lot of EXP, and they regenerate.  So you can 
       collect a lot of power by repeatedly taking them out, and make 
       a Ring Of Meteor and Ring Of Abyss.  The Abyss is especially 
       nice as it powers up your Heal Water substantially.  Meteor 
       makes your Material Arrow quite deadly, which is useful in 
       the Mines. (from Howard Landman, edited by me) 
     
================================================================================


-=|| Appendix V: Version History ||=-


NEXT:
Version 0.??  - Finish narration translation in Chapter 23.
              - Finish Water Dragon dialog translation in Chapter 18.
              - Expand Chapter 19 a bit more.
              - Add an example of Attribute Ring creation to Appendix K.
              - Add info about North American release (maybe, after 
                walk-through is completed)

COMPLETED:
Version 1.06  - Fixed many scattered errors (text, not facts).
Version 1.05  - Major spell-checking update. :-)
Version 1.04  - Rewrote the Notes and Introduction sections a little.
Version 1.03  - Removed references to Introduction sections iii, iv, and 
                vi. Renamed section v to iii.
Version 1.02  - Updated information just below the Document Title with 
                comments about what is (and isn't!) in this walk-through.
              - Removed Special Note #2 in Notes section.
Version 1.01  - Added link to CompuServe.
Version 1.00  - Finished Chapter 23 except for translation of the 
                final narration. Actual walk-through complete.
Version 0.99  - Added True Eye Ring of Magic info to Chapter 23.
              - Added a little more to the end of Chapter 22.
Version 0.98  - Removed link to fookes.clara.net.
Version 0.97  - Completed Chapter 22.
Version 0.96  - Completed Chapter 21.
Version 0.95  - Completed Chapter 20.
Version 0.94  - Verified Summon Ring creation method info in Appendix I.
Version 0.93  - Added a new tip in Appendix U.
Version 0.92  - Added an example of Magic Ring creation to Appendix F.
Version 0.91  - Found and translated Leo's parting comment at the end 
                of Chapter 10.
Version 0.90  - Added vgstrategies.com URL.
Version 0.89  - Corrected a few minor naming errors.
Version 0.88  - Added True Eye Ring of Magic info for Chapters 15 and 
                16.
Version 0.87  - Removed all 'less-than' and 'greater-than' characters
                because of some problems people have viewing them.
Version 0.86  - Added Absolute PlayStation URL.
Version 0.85  - Added Appendix N.
Version 0.84  - Corrected the romanization of Catoblepas. Thanks to 
                Howard Landman for the direction!
Version 0.83  - Updated Appendix W with walk-through location info.
              - Added reference to BishounenFY in Chapter 19 and in 
                Appendix X.
Version 0.82  - Finished basic walk-through for Chapter 19.
              - Added note about North American version to the Notes 
                section.
Version 0.81  - Added the Wind Dragon to Appendix A.
              - Marked all bosses in Appendix A.
Version 0.80  - Added chapter headers for Chapters 20-23.
Version 0.79  - Added info on True Eye Rings of Magic to Chapters 3, 
                7, 8, 9, and 18. Remaining rings will be listed later. 
Version 0.78  - Moved Hidden Dungeon to Chapter 19 and bumped remaining
                chapters down one place.
Version 0.77  - Modified Appendix A.
              - Added location list for True Eye Rings of Magic 
                (Appendix J).
Version 0.76  - Updated base archive URL.
Version 0.75  - Added info to Chapter 18 and Appendix J on what the 
                True Eye ring does.
              - Updated the Notes section.
Version 0.74  - Finished dialog translation in Chapter 18 except for
                the conversation with the Water Dragon.
              - Made small modification to Chapter 3.
Version 0.73  - Finished dialog translation in Chapter 14.
Version 0.72  - Added info to Appendix I.
              - Added Nathan Mercuri to Appendix X.
Version 0.71  - Finished Chapter 18 except for some dialog translation.
Version 0.70  - Added Appendix Q.
Version 0.69  - Made chapter beginnings consistent.
Version 0.68  - Finished Chapter 17.
Version 0.67  - Fixed Appendix titles.
Version 0.66  - Corrected some ring info in Appendix G.
Version 0.65  - Added more info on some of the monsters in Appendix A.
Version 0.64  - Finished Chapter 16
Version 0.63  - Added a little more info to the end of Chapter 15.
Version 0.62  - Finished most of the dialog translation in Chapter 14.
              - Updated Appendices P and S.
Version 0.61  - Finished Chapter 15.
              - Started Chapter 16.
Version 0.60  - Finished Chapter 14 except for dialog translation.
              - Started Chapter 15.
              - Updated some info in Appendix D.
Version 0.59  - Finished dialog translation in Chapter 13.
              - Started Chapter 14.
              - Added some header info on the North American release.
                If you have more info, please let me know (see 
                Appendix Z).
Version 0.58  - Added maps to Chapter 13.
              - Added Lyla to Appendix P.
              - Added note about North American release to Notes.
              - Corrected spelling of "Darrell" throughout walk-through.
Version 0.57  - Finished Chapter 13 except for some minor dialog.
Version 0.56  - Corrected some info in Appendix P.
Version 0.55  - Corrected some wrong info in Appendices G, H, I, L, 
                and M.
              - Started Chapter 13.
Version 0.54  - Added Appendices J and L.
              - Completed Attribute Ring Lists.
              - Completed Unique Ring List.
Version 0.53  - Added Appendix M.
              - Completed three Magic Ring Lists.
Version 0.52  - Rearranged Appendices D, E, F, G, and H.
              - Added Appendices I, K, and P.
              - Corrected some ring info in Appendices G, H, I, J, L, 
                and M.
Version 0.51  - Finished Chapter 12.
Version 0.50  - Added Appendix S.
Version 0.49  - Made mini-map of Mine Ruins and inserted it into 
                the beginning of Chapter 12.
              - Created more mini-maps for Chapter 12 to make it 
                easier to explain things.
Version 0.48  - Changed "Latch Tail" to "Rat's Tail".
Version 0.47  - Removed number indicator for items in each chapter.
Version 0.46  - Removed number indicator for monsters in each
                chapter.
Version 0.45  - Made many small corrections throughout the text.
              - Changed all references to specific chapters.
              - Added more rings to Appendix E.
              - Checked margins (less than 80 columns!).
Version 0.44  - Updated Appendix E info.
              - Tweaked Appendix D.
Version 0.43  - Finished Chapter 11 walk-through. I _really_ love
                Lizardmen. ^_^;;;
Version 0.42  - Finished Appendix B.
              - Updated Appendix U with a little more info.
              - Corrected Chapter 9 walk-through with info on 
                obtaining the Stilleto because previous info was 
                incorrect.
Version 0.41  - Finished translating the dialog with Den Cutter in
                Chapter 9.
Version 0.40  - Found out how to get the Stilleto from Den Cutter.
                in Chapter 9. Added that info.
              - Corrected a few minor errors and replaced some
                filler words with the actual item names.
Version 0.39  - Finished Chapter 10 translation.
              - Started Chapter 12 walk-through.
Version 0.38  - Finished Chapter 10 walk-through.
Version 0.37  - Corrected a few mistakes in Chapter 10. 
              - Added Den Cutter to Appendix G.
Version 0.36  - Finished most of Chapter 10.
Version 0.35  - Added Appendix U.
              - Added Appendix W and moved all archive URLs there.
              - Changed chapter numbering system.
              - Switched Appendices C and D (and relabeled them 
                accordingly).
Version 0.34  - Found Chapter 11 really hard (the monsters were too 
                tough since I only had 132HP at the time), so I 
                decided to go back and do Chapter 10 first. 
              - Switched Chapters 10 and 11 and relabeled them
                accordingly.
Version 0.33  - Finished the walk-through of Chapter 9.
              - Started the walk-through for Chapter 11.
Version 0.32  - Added more rings to Appendices E and F.
              - Added more monsters to Appendix A.
              - Fleshed out the Index to list the titles of all the 
                chapters so I don't have to keep remembering to update 
                them.
Version 0.31  - Added Appendix H.
              - Continued translation and walk-through of Chapter 9.
Version 0.30  - Found out this walk-through was archived at CheatStop
                (http://www.panstudio.com/) without my knowledge. Sent
                request for them to update their seriously-outdated
                copy and asked for them to ask first before archiving 
                anything else I write.
              - Added http://www.panstudio.com/ to the list of archive 
                sites.
Version 0.29  - Added to http://www.sonyweb.com/.
              - Found the exact URL for the walk-through on
                http://www.psxcodez.com.
Version 0.28  - Added to http://www.rpgamer.com/.
              - Added to http://www.neoseeker.com/.
              - Added to http://www.cheatplanet.com/.
Version 0.27  - Changed title from "FAQ/Walk-through" to "Walk-through
                Guide" since there is no Q/A format in this walk-through.
              - Changed all internal references to this document from
                "FAQ" to "walk-through".
              - Started Chapter 9.
Version 0.26  - Corrected some errors in Chapter 8.
              - Finished Section v of the Introduction.
              - Updated info in Appendices E, F, X, Y, and Z.  
              - Updated the section before the Main Index, the Main
                Index, Notes, Chapters  3-7.
              - Made minor spelling and wording changes in several
                places.
              - Added: "I welcome suggestions, comments, criticism, 
                etc., about this walk-through. If you notice any 
                errors or have suggestions on ways you think this 
                walk-through could be improved, please contact me. My 
                contact info is at the end of this walk-through in 
                Appendix Z." I'm serious about it, too. Please let me
                know if there are any problems with this walk-through.
                :-)
Version 0.25  - Added to http://www.psxcodez.com.
Version 0.24  - Corrected the name of one of the Magic Stones.
Version 0.23  - Finished Chapter 7.
              - Finished Chapter 8.
              - Added a few more monsters to Appendix A. 
Version 0.22  - Changed all directions to compass directions.
              - Changed chapter/section numbering for the main story.
              - Changed the Notes section.
Version 0.21  - Completed the Weapons List (Appendix D).
              - Added some info to Appendix B.
Version 0.20  - Added a lot more info to Appendices A, E, F (including
                a lot of new ring listings).
              - Added three new acknowledgees (is that a word?) to 
                Appendix X.
              - Changed some contact info in Appendix Z and the header.
              - Added a trick for defeating the Werewolf at the end of 
                Chapter One.
Version 0.19  - Changed the index and section headings slightly.
Version 0.18  - Corrected the CheatCity URL.
              - Added charts in Appendices C, E, and F.
Version 0.17  - Added the info on Warp Points at the end of 
                Chapter 6.
              - Added some info to Appendices A, B, D, E, and F.
Version 0.16  - Finished Chapter 6.
              - Updated some item descriptions with descriptions of
                what the items looked like on-screen.
              - Modified layout of Appendices E and F.
              - Added a couple more ring descriptions to Appendices
                E and F.
Version 0.15  - Finished the Chapter 5, including the 
                translation of the Water Dragon's small speech.
Version 0.14  - Added info on three Rings of Magic in Chapter 3
                section. Added Ring of Magic to Appendix B.
              - Added info on the Crown Hut in Appendix A.
              - Redid Appendix A to make it easier to read.
Version 0.13  - Walk-through added to: 
                http://www.fookes.clara.net/psx2/,
                http://www.cheatsforplaystation2.com/,
                http://www.cheatcc.com/psx2/, and
                http://www.cheatcity.com/psx2/.
Version 0.12  - Added and completed translation of Chapter 1.
              - Completed translation and walk-through of Chapter 2.
              - Moved Copyright Information section to Appendix Y.
              - Moved Acknowledgements section to Appendix X.
              - Changed Appendix Z to a general Contact Info section
                and moved my contact info there.
              - Changed base URL for the walk-through to 
                http://www.pazu.net/FAQs/eternal_ring.txt
Version 0.11  - Added to GameWinners.com
              - Added direct URLs to GameWinners and GameFAQs.
Version 0.10  - Completed Chapter 4. 
Version 0.09  - Fixed some monster and item names.
Version 0.08  - Corrected some translation errors.
Version 0.07  - Finished translating Chapter 4 dialogue for the most 
                part.
Version 0.06  - Figured out how to get a replacement sword (actually a
                knife...grumble, grumble...) from Wallace in the 
                storehouse in Chapter 4.
Version 0.05  - Made Appendices B, C, D, E, F, V, and Z.
Version 0.04  - Completed basic Introduction v.
Version 0.03  - Completed Introduction i and ii, Chapter 3, 
                and started Appendix A.
Version 0.02  - Uploaded the walk-through to http://www.gamefaqs.com/ 
                and http://www.nausicaa.net/~nihon/psx/FAQs/
Version 0.01  - Most of Chapter 4 and some of Chapter 2 completed.

================================================================================


-=|| Appendix W: Where Is It Archived? ||=-


Look for this walk-through at the following locations. The first two 
sites will always have the most recent copy:

 http://www.pazu.net/FAQs/eternal_ring.txt
 http://gamefaqs.com/console/ps2/game/25625.html
 http://www.absolute-playstation.com/ps2_help/eternal_ring_guide_1.htm
 http://www.cheatcc.com/psx2/sg/eternal_ring.txt
 http://www.cheatcity.com/psx2/strategy/eternal_ring_2.txt
 http://www.cheatplanet.com/ps2strategy/eternal_ring.txt
 http://www.cheatsforplaystation2.com/eternal.txt
 http://www.gameadvice.com/cgibin/faq.cgi?game=e/EternalRing-JMonson.txt
 http://www.neoseeker.com/resourcelink.html?rlid=16307&rid=15585
 http://www.panstudio.com/cheatstop/ps2_cheats/Eternal_Ring_faq2.txt
 http://www.psxcodez.com/playstation_2/faqs/eternal_ring_alt1.shtml
 http://www.rpgamer.com/games/upcoming/ering/info/eringa.txt
 http://www.vgstrategies.com/ps2/codese/eternal_ring_walkthru.txt
 http://go.compuserve.com/VidGameCentral?SEC=9&FID=20537

The following sites do NOT keep a current copy of this file, so don't 
bother visiting them until they update:

 http://www.areaps2.com/codes/eternal_ring.txt
 http://www.cheatmatrix.com/walkthroughs/ps2/eternal_ring.txt
 http://www.sonyweb.com/cheats/eternalring_faq.txt


If you want to archive this walk-through, please read Appendix Y for 
details on what you need to do. If you find this walk-through somewhere
on the net other than the places listed above, please let me know.

Thanks!

================================================================================


-=|| Appendix X: Acknowledgements ||=-


Thanks to From Software for making an interesting first-person-view 
adventure RPG. I rarely enjoy first-person-view games, and while this
one is not my most favorite game of all time, it has been fun playing 
it. I'm looking forward to the US version, though I'm a bit leery about
the added voice-overs.

These people have helped with corrections and with making sure all the 
info is correct. Email addresses have been modified to avoid spambot 
harvesting:

     My beautiful wife, Heather, for helping with translation and 
     putting up with the repetitive background music in the game (it 
     gets repetitive when translating). No, you can't have her email 
     address. ;-p
     
     "Eternal Ring Official Guidebook", 2000.04.21, Enter Brain, Inc.
     ISBN 4-7577-0001-6, 1200yen. I got some of the Appendix info 
     from this book.
     
     "The PlayStation Weekly", SoftBank Publishing. I got some Appendix
     info from this magazine.
     
     Cheub (cheub at wanadoo dot fr) - Answered a question.
     
     Nathan Mercuri (npm7655 at excite dot com) - Provided info on 
     making Summon Rings (see Appenidx I).
     
     B Germaniuk (bgermaniuk at okanagan dot bc dot ca) - Provided 
     info on waking the Earth Dragon.
     
     BishonenFY (Seoul underscore Racing at yahoo dot com) - Has a good
     mini-FAQ on the Hidden Dungeon. Get it at GameFAQs.
     
     Howard Landman (co-designer of the PS2 Emotion Engine) - Provided 
     the correct romanization for the Catoblepas.

Since email address change all the time, I take no responsibility for
maintaining an accurate listing of email address. If your email address
is listed here and is incorrect, please let me know and I will correct 
the error.


Thanks!

================================================================================


-=|| Appendix Y: Copyright Information ||=-


This walk-through is Copyright 2000-2001 Joe Monson. You may duplicate 
this work on your website under the following conditions:

     1. This work must remain intact in its entirety.
     2. Proper credit must be given to me. 
     3. You must ask me and get permission BEFORE it is published. 
     4. You must provide the URL to where this work is stored on your 
        site.
     5. You must keep this work updated on your site.
     6. This Copyright Information section must remain with any copies.

Individuals have permission to keep one electronic copy and one printed
copy of this work for personal use only. 

This translation is provided for informational use ONLY, and no 
monetary or other material gain should be obtained by anyone using this 
work. In other words, don't use this work in any for-profit magazines, 
on any for-profit websites, etc. Wholesalers and retailers of any and 
all types are expressly forbidden to use, give away, or sell this work 
in any manner or form. This includes using it as an incentive to 
potential buyers.

"Eternal Ring" Copyright 2000 From Software Inc.
"PlayStation", "PlayStation 2", "Dual Shock", and "Dual Shock 2" are 
trademarks owned by Sony Computer Entertainment, Inc.

================================================================================


-=|| Appendix Z: Contact Info ||=-


Joe Monson
http://www.pazu.net/contact.shtml
nihon at pazu dot net

---

163-1408 Tokyo-to, Shinjuku-ku, 
Nishi-Shinjuku 3-20-2 
Tokyo Opera City Tower 8F
From Software, Inc.

User Support: 03-5353-0362 (Japanese only)
              M-F, 13:00-17:00

URL: http://www.fromsoftware.co.jp/

================================================================================
================================================================================
================================================================================
=== Ijou desu. ^_^ =============================================================
=============================================================================EOF