A t L Twi t Sp r h a : lig of h iri c e d ht e ts a guide to the game from Otaku Gundam and Tora Sora *Version 1.80* Welcome, one and all. This is a FAQ. I'm sure you all know what one is, so onward. Arc the Lad: Twilight of the Spirits (c) 2003 SCEA: Sony Corporation Entertainment of America [and all them rich folk]. This FAQ (c) 2003 Sora Coulter and "Domo" Takeshi [us poor folk]. This FAQ is liable to change opinions (meaning something might say ((Sora: *glares at power-trippin' Deimos*)) or <>Otaku: *glares at greedy Humans*<>) so beware of that. Just so you know who's talking when. ^_^ Also, please bear in mind that we're re-taking down information as we play through again. We sure as heck don't remember details from the beginning, so we're going through like we're playin' it for the very first time. So it'll be updated as our joint game-thingy progresses... Please be patient. Thanks. ^_^ To contact us: (since we know nobody really reads the Credits...) Email us (BOTH, heheh) at firstname.lastname@example.org. We know, aren't we cool. <>Otaku: I've noticed that some people have e-mailed my own e-mail address with Arc: ToS questions. While I personally don't mind it, I do prefer to consult with Sora on the questions (since she knows some parts of it better than I). If you're concerned and want to make sure that at least one of the authors gets your question, then don't worry; we both check "twilight_homies" at least once a day, so it'll be almost impossible not to find your e-mail. Thank ye.<> Sora is a girl. Otaku is a guy. Just so you know. Because we think some emailers are presuming that the "twilight homies" are both guys. We're not. One of each. ^_^ Everybody happy? ((Sora: Please stop asking which female character I think is hot. Or I "love" the most. Please.)) <>Otaku: LOL, I actually found that quite humorous.<> We're really sorry... we know this FAQ looks REALLY weird in Internet Explorer, and we're still trying to figure out why it does what it does. We've been testing it in Netscape, and the returns that we put in SHOULD carry over to IE, but for some reason they just aren't working out. We'll try to fix it... in the meantime, either (a) get Netscape to look at the FAQ or (b) don't blame us if it looks muddled and confusing ^_^; heh... -- MARK -- (spoilers) ... This be an FAQ. Thar be spoilers ahead. Yar. Savvy? - ~ - * UPDATE GUIDE * - ~ - 9/13/2003 Sorry about the lack of update. It seems Otaku can't log into Contributor Central, and neither of us could upload over the existing FAQ for a while. ^_^; Anyway, this update includes more people to the "Cool List" and we can tell you that the text version of the Flying Castle is ready to be sent out in case you need it ^_^ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 9/02/2003 A new section, thanks to a kind donation! Check out the "Art of Thievery", a list of items that can be stolen from various monsters and bosses. We're also considering revamping some of the sections...we'll let you know if we decide to. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 8/17/2003 A few things have been added: Rueloon Arena can now be found under "Arena Strategies", several secondary characters have been added to "Characters", the Shop Lists have now been completed, and we've got some new quotes in "Battle Voices" for ya, thanks to a very helpful contributor. ^_^ The FAQ is pretty much done; all that can really be added are putting in more quotes for Battle Voices, and putting in the Orcoth Arena fight strategies. We'll see what happens. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 8/14/2003 Our FAQ has indeed been updated on GameFAQs! Huzz! (Note: This is Otaku's word- one among many others. You may not use this word, unless you gain permission from him beforehand) So, to show how much we appreciate what Ceej did... we're gonna submit the updates soon, so Ceej can work some more! -_-; We're sorry, Ceej. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 8/11/2003 Well, while waiting for the FAQ to be put up, we've fixed and added a few things. Added Choko to the "Characters" and "Skills and Magic" section, as well as putting up a brand new section: "Arena Strategies"! Fighter and equipment suggestions, enemy information and levels... it's good. Really good. Especially since Otaku worked very hard on it. That adds to the goodness. Or something. For all those troubled by thou Arenas, go check it out. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 8/06/2003 It seems for some reason, our FAQ has not been updated and isn't located on the FTP server. o_O Since we've made a few additions to the guide anyway, we're submitting it again now... - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 8/01/2003 VERSION 1.0!!! Finished: The walkthrough! This is version 1.0! Added some updates to the Characters, Skills/Special Moves, Battle Voices, Arc References and Items sections. Also added a new "section" to Introduction: The "Buying" Guide, made for those who are uncertain on whether to purchase this great game. Item section will be finished by the next update. And as a side note: We were up so late working on this that we began stupid- dancing to a random Japanese song (YST- Midnight Party), and drinking chocolate milk with marshmellows. Lol. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/28/2003 Finished: Kharg's Story 3, Darc's Story 3, Kharg's Story 4, AND Darc's Story 4. Updating now! Muahaha! Go us ^_^ ... Please don't hate us for not updating sooner... ^_^; - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/25/2003 Continued to add Kharg's Story 3. Expected update soon. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/24/2003 Revamped the "Items, Etc" section to be easier to read. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/19/2003 Continuing with as much updating as possible in the span of a few days. We will get this thing finished. We swear, under pain of death. ... Well, it WILL be done... eventually. ^_^ Completed Ancient Tablet and Spirit Dictionary information. Added Kharg's Story 3 and more Arc References, as well as more Skills/Magic. We plan to revamp the Items section soon so that Items will be easier to find. Expect that within the next couple of updates. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/15/2003 Yessiree, we're updating, this time with one we'll upload to replace our previous version on GameFAQs. Updates include: Kharg's Story 2, Darc's Story 2, Ganz, Volk, and Camellia added to the "Characters" section, more Skill/Magic info, and several new sections: Battle Voices, AtL Collection References, the "Cool List", and Ancient Tablet/Spirit Dictionary locations and info. (Side note from Otaku: I've had my hands full for the last couple of days, due to the 2 websites I'm making as well as finding some time to play Arc the Lad...and take notes so I could write the notes up on the computer. As well as trying to keep my faction up and running (I'd put in a shameless plug here, but I don't think CJayC would be too happy about that. ^_^' heheh). This is a major reason for the late update, so...gomen nasai. -_-) Sora's busy too. Or something. Don't hate us because we work hard. It's all for you. Yeah, you. *points* And maybe that guy next to you. And your cat. Rock, Kuroneko. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/5/2003 AIEEEEE!! We're published FAQ authorses! Uh... yeah. Thank yoooouuuu, CJayC!! Updates today include the addition of Kharg's middle name to the Characters section, more additions to the Skills and Magic sections, and the beginning of Kharg's Story 2. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/3/2003 Darc's Story 1 finished, due to Otaku's writing prowess. Guide is now preliminarily done... ready to be submitted. Updates will follow. Wish us luck ^_^ - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/2/2003: Well, we worked all through the night... still not much progress. Still writing Kharg's Story 1. It's 4 am. We think we'll sleep now. Hey, it's a damn good FAQ. You know it. Whoo. 'Night. Later on: It's now 3 pm. Still not quite ready for submission... we reached the maximum amount of text for a SimpleText document and I (Sora) have been deleting carriage returns like my life depends on it to work in Microsoft Word. Back to the real work now. I hope I don't get carpal tunnel. 3:38 pm: Kharg's Story 1 is finally done. 4:48 pm: The framework for the FAQ is finally complete. Sora wants to submit it now and then update from here on out. Otaku wants to keep working, then submit a more complete guide. It seems to be a conflict of interests. We'll keep you posted. Literally. - ~ - ~ - ~ - ~ - ~ - ~ - ~ - 7/1/2003: We began this FAQ ^_^ There isn't a lot of information right now... Started to write the beginning of the beginning. Stay tuned. We'll progress rapidly. Hopefully. On a random note: Happy July. - ~ - * TABLE OF CONTENTS * - ~ - Note: To get around easily in this FAQ, simply do a search for a key part of the section title and you should be brought right to it. I. Introduction A. Background Storyline: Previous ATL Summaries B. Background Storyline: War of the Spirits C. Spirit Stones D. The "Buying" Guide II. Characters A. Main Characters B. Secondary Characters III. Menus and Controls A. Stats B. World Map/Town Controls C. Battle Controls IV. Walkthrough A. Kharg's Story 1: The First Battle B. Darc's Story 1: Awakening C. Kharg's Story 2: Setting Out D. Darc's Story 2: Ambition E. Kharg's Story 3: Conflict F. Darc's Story 3: Love and Hate G. Kharg's Story 4: Rage H. Darc's Story 4: Reunion I. Kharg's Story 5: Truth J. Darc's Story 5: Evolution K. Kharg's Story 6: Rivalry L. Darc's Story 6: The Final Battle M. Kharg and Darc: The Final Battle V. Arena Strategies V1. The Art of Thievery VII. Skills and Magic A. Overview: Acquiring Skills and Magic B. Skills C. Magic VIII. Items Etc. A. Kharg's Party Shop Info B. Darc's Party Shop Info IX. Ancient Tablets and Spirit Dictionaries A. Ancient Tablets B. Spirit Dictionaries X. Battle Voices A. Kharg's Scenario B. Darc's Scenario XI. Arc the Lad Collection References XII. The "Cool List" XIII. Credits and Thanks - ~ - * I . INTRODUCTION * - ~ - (( Sora: Otaku thinks he's gonna snap because I "won't let him write any of this". I think I'll be turning this over to him. )) <> Otaku: Uh...heheh. *Ahem*... <> A. Background Storyline: Previous ATL Summaries Before we leap into the new game, let's look back at the three previous ATL games and their overall plot. Arc the Lad ~ Young lad Arc seeks his missing father Yoshoa, befriends allies along the way, then sets out to defeat an evil force (lead by the Dark One). It might not sound like much, but this simple strategy-RPG quickly became one of the most noteworthy in Japan. Allies include musician Poco, samurai Tosh, healer (and female love interest to Arc) Kukuru, and the eccentric summoner Chongara (his most powerful summon being Choko, who'll appear in the next three games...). Arc the Lad II ~ The sequel to ATL is actually a continuation of the first game; all of the old characters are still here, but the main focus has switched over to a young Hunter named Elc (a.k.a. Elk in Japanese) and his group of friends. Both the ATL and ATL II characters eventually become one large team, and together vanquish the Dark One. The defeat of the Dark One, however, costs Arc and Kukuru their lives...as well as causing "The Great Disaster", which also killed a whole lotta people. So, in short, there's a whole lot of dying. New characters in ATL II include ninja Shu, robot Diekbeck, and warrior Gruga. Choko also becomes a regular, playable character. Arc the Lad III ~ The last ATL game to appear on the PSX (for now at least), Arc the Lad III incorporates a lot of new features. Non-chibi character sprites, impressive CG cutscenes, new battle features, and a storyline based around Hunter Guild jobs are just the beginning of what's in here. An all-new cast is introduced, including Alec (the "hero"), Lutz (his goofy best friend ^_^), Theo (the kid with a dream), Cheryl (the rebellious "loner" chick), Marsia (the mage girl), and Velhart (the guy with the huge sword and long hair). Also playable for short periods are Elc, Shu and Tosh from the previous Arc games, and other characters from the first two games make cameos as well. B. Background Storyline: War of the Spirit Stones Chaos and suffering are close on the horizon...and powerful spirits are about to play their hand! For countless generations, Humans and Deimos have relied upon one natural resource- Spirit Stones. Both races mine the gems from sites around the world. To the Humans, the Stones are an energy source supplying warmth, light and mechanical power. To the Deimos, Spirit Stones are the vital force empowering their magical abilities. Aside from Spirit Stones, the Humans and Deimos have almost nothing in common. Centuries ago both races decided to ignore the other's existence. Now each culture inhabits a different part of the world. On those rare occasions when Humans and Deimos clash, control of Spirit Stones is the reason. To both Humans and Deimos, the most powerful treasures in the world are the five one-of-a-kind Great Spirit Stones, each representing one of the elemental powers of Water, Fire, Earth, Wind, and Light. If one being- Human or Deimos- were to possess all five stones, he would wield limitless power. At this moment, a Human army is sweeping across the globe in an attempt to capture all five of these treasures and enslave every other being on the planet. But the Spirits inhabiting the Great Spirit Stones will not let the future be decided so swiftly. Instead, they will place the fate of both races in the hands of two young warriors. One, named Kharg, lives a princely existence in the Human world. The other, Darc, is a lowly slave in the harsh Deimos civilization. He has suffered great hardship and carries a troubled heart. Each has sworn to defend his own world, and neither knows the other exists. Both these brave souls are unaware of the incredible powers they might soon possess. Join the two young warriors as they carry out a solemn oath to defend their civilizations. Prepare your weapons, focus your magical powers and surround yourself with powerful allies. It is time to battle the intruding darkness. C. Spirit Stones In ToS, characters do not have MP. Instead, they cast spells and use skills by harnessing the power from Spirit Stones. In a way, this is quite helpful; you can keep some characters constantly full of Spirit Stones (noted in this FAQ as "SS") by taking some away from characters that you don't use (or at least don't use their spells/skills) often. However, this can also be a bit of a pain; unlike MP, SS aren't recovered when you heal. You'll either have to buy some SS at shops or pick some up with a character during battle. For more information on magic spells, skills, or Spirit Stones in general, see the "Skills and Magic" section. D. The Buying Guide <>Otaku: w00t, a new section by me!<> This section is for all those out there who have not yet purchased Arc the Lad: Twilight of the Spirits. Maybe you've heard about it, or played it at a friend's house, or perhaps you happened to see it at some store one day. Whatever the reason is, this small guide was made to help determine whether you personally will like it, and whether you should buy or rent it. Part 1: Familiarity with Series How familiar are you with the Arc the Lad series? Have you ever played any of the first three games, or do you know someone who has? If so, then you should enjoy Arc: ToS. It's chock full of many references, and although some may be harder to find due to translation differences, most are easy enough. Does that mean that you have to play any or all of the first three games? Most certainly not. I'm merely saying that you will only get the MOST out of this game if you have. Not to mention that the first three games are great RPGs anyway, so IMO it's a win-win situation there. Part 2: Familiarity with Battle System Have you ever played a "strategy-RPG" before? In many of these games (such as the first three Arc games), each battlefield is split into a large grid, with the characters and enemies each residing in one square. Since you have a limited range, you must use tactical decisions (as the name "strategy-RPG" implies) in order to defeat your opponents. If you have played a strategy-RPG (and you enjoyed it), then you would also probably enjoy Arc: ToS. The battle system in Arc: ToS is different from that in the previous Arc games (rather than fighting on a grid, characters and enemies can move a certain radius around, which I found to work better in 3D fights), but the old Arc still exists (the "Attacking from behind is always best" rule and familiar spells, to name a few). However, despite all this, I think that even if you haven't played a strategy-RPG before, you'll still catch onto the battle system pretty fast. Part 3: Length Do you dislike games that aren't too long, or do you not really care? Although Arc: ToS is a fine game, it can be finished fairly fast if you don't bother with the Arenas (I personally don't care about the length of games, but I know a decent amount of people that do). 40-50 hours is a reasonable estimate, give or take depending on what you decide to do or not do. If you're one of those people that love those 70-80 hour, two or more disk RPGs (which I am, surprisingly), then you may want to consider renting Arc: ToS first. Those are the main points to keep in mind when considering to add Arc: ToS to your gaming library. All copies of this game should cost only $40 (or somewhere around that much), and that's pretty cheap for a next-gen console game nowadays. If you've gone over everything and are still unsure whether you should get it or not, just go ahead and rent it. Or, if you don't mind spoilers, you can read the first story or two of our walkthrough; you know, see if it sounds somewhat interesting or anything like that. And so concludes the buying guide. Have a question that the "guide" didn't cover? Or maybe have a different comment on the guide? Feel free to drop us a line (email@example.com) with anything of the like on the guide. I hope it's been at least somewhat helpful. - ~ - * II . CHARACTERS * - ~ - A. Main (Playable) Characters Below is a description of main characters, along with other tidbits of interest. As the walkthrough progresses, so will the information on characters and characters themselves will be added. Kharg Meleol Nidellia First Appears In: Kharg's Story (obviously) Age: 17 Weapon: Sword Uses: Skills, later Spirit Magic Description: Generally a happy guy, Kharg is one of the two main "heroes" in ToS. His family was once the ruling family of his country, Nidellia. He enjoys becoming a skilled warrior and strongly believes in protecting his country and his people with his strength. His best friend is Paulette, whom he has known since they were both very young. He is called "Lord Kharg" by many of the people in Yewbell but doesn't think it's necessary. He has a strange birthmark on his right arm and pointy-ish ears. ((Sora: ...is pointy-ish a word?)) His mother is Lady Nafia, and they live together in the town of Yewbell, in Nidellia. His father is dead, and his mother will not tell him anything about his dear ol' daddy-o.... Paulette First Appears In: Kharg's Story Age: 17-18 Weapon: ((Sora: It's a paper airplane on a wire! It is, I tell you!!)) Unknown for the time being. Description: She is Kharg's best friend and has a bit of a crush on him. She is one of the only people to call him simply "Kharg". She is Lloyd's daughter and apparently the only female member of the Nidellia Defense Corps. Maru First Appears In: Kharg's Story Age: Somewhere from 13-14, maybe older, maybe younger... meh. <>Otaku: Give or take.<> Weapon: Bow and Arrow Description: Maru is first known as the "wild monkey monster" with the green face that has been stealing food from the people of Yewbell. When Kharg ventures into the Chaos Forest, he encounters the "monkey monster" and discovers the true identity: that it's only Maru with a green mask. Maru claims to be the prince of his own country, yet doesn't remember what country or where it is, since he was taken away from it when he was young. He does however have a golden crown around his neck, which he uses as proof of his royalty. He eventually stops treating Kharg like a "peasant", but tends to treat everybody else like they are. Since both of his parents are dead, he has been living alone in Chaos Forest, but asks Kharg if he could go with him on his adventures because he wants companionship. Ganz First Appears In: Kharg's Story Age: Somewhere in his mid 30s. Weapon: A huge, frelling AXE. (Ok, so it's not HUGE, but... eh.) Description: Ganz was a war orphan who became a mercenary to get money. However, one day he was gonna die, was saved by a young, "rookie" soldier who was fighting to protect the country he loved, and had a conversion thing. He then started looking for something to protect, and ended up in Isulo Forest, where he stays, known only as a "large, scary man" by the people in surrounding towns. He joins Kharg to look for that rookie soldier at first, later to get revenge. Colonel Tatjana of the Dilzweld Army Special Forces Division ((Sora: ... o_O)) First Appears In: Kharg's Story Age: Somewhere in her late 20s, maybe early 30s. With a lot of makeup. Weapon: Special, scientific-y <>Otaku: That's not a word.<> ((Sora: ... Shut up!)) gun. Can shoot lotsa stuff. Description: Tatjana first appears at Scrappe Plateau to take Lilia to Emperor Darkham. She seems to think she's hot stuff and VERY loyal to Darkham, but that might all change... since Darkham probably sees her as a pawn to get what he wants. Probably. And, well now! It looks like she's now a playable character. Samson, the Double-barreled Gun-slinging Leader of the Moon Stone Gang of Thieves <>Otaku: 0_0 Dude! That's the longest title yet!<> First Appears In: Kharg's Story Age: Late 30s to early 40s, though he likes to play it young and get the ladies. Weapon: Uh... double-barreled guns. Duh. Description: Samson seems to show up just when you need him to. He's saved Kharg's... uh, booty more than once. This leader and his gang ONLY steal from Dilzweld for some... strange, unapPARENT reason. ((Sora: COUGH COUGH COUGH WHEEZE... sorry.)) Later on, Kharg may figure out Samson's secret... and Samson may move out of the NPC section too. Well, what do you know. He did. Diekbeck, Leader of the Ultra-Mech Squad First Appears In: Kharg's Story Age: REALLY old. Weapon: A gun on his arm. Description: Diekbeck is a secret character that can be won in the Cathena Arena. He first appeared in Arc the Lad 2, and some of his spells are still intact in ToS (some of the names have been altered, though). His body has been destroyed two times now (the first at the end of Arc 2, and the second near the end of Arc 3...not including deaths in battle in Arc 2), yet always looks the same...interesting. Darc First Appears In: Darc's Story Age: 17 Weapon: At first his left arm, later a sword. Description: Darc began life with his father, Windalf. Upon Windalf's untimely death, he entrusted his son with a shiny, pretty green stone (a.k.a. the Wind Stone). He was later rescued by a large, ugly... uh, woman named Geedo (who slightly resembles a hybrid of a frog... and Jabba the Hut) and taken in as a slave. She fed him (sort of) and took care of him (with a whip) so he grew up nice and strong. And angry. But anyway. Since Darc's mother was a human and his father was a Deimos, Darc shows physical characteristics of both. He looks mainly like a human with pointy ears, scales down one side of his body, and wings. He has a strange birthmark on his right arm. He lives with (slaves for) Geedo in her... home thing near the Deimos town of Orcoth. He is known to the Orcons there as a Deimos- "wannabe". Delma First Appears In: Darc's Story Age: 16-17 (you never can tell with Deimos...) Weapon: First her legs/feet (she kicks), later a long metal claw. Description: Delma is a Orcon girl who takes a special interest in Darc, the "wannabe". Her big brother Densimo is currently the leader of the Orcon and ruler of Orcoth. According to Gorma, the elder in Orcoth, Delma is really a shy girl... ((Sora: Uh-huh. Right.)) She joins Darc and begins to feel emotions and becomes quite attached to the "wannabe". That is, until the unfortunate incident, after which she vows to kill him. This alone is the "reason" she stays with Darc... ((Sora: Uh-huh. Sure. Right again.)) Volk First Appears In: Kharg's Story, oddly enough... Age: Uh... 20. Not in dog-years. Hahahahaha... uh... wolf. Weapon: An axe-like thing. Apparently NOT human-made. Since he's against that and all. Description: Volk's first appearance is in the end of Kharg's first story, where he most notably... kills Lloyd. But hey, Lloyd slaughtered his wife and kid, so all's fair in love and death. And killing. And rage. And revenge. Yeah. Volk then ventures around basically slaughtering things, until he gets to Darc's arena in Orcoth, where he kills a buncha Orcon, fights Darc, loses, and swears allegiance to Darc as his "alpha". One might even go so far as to say Volk is Darc's bitch. Literally. (As in the DOG way, people.) So Volk is Darc's lackey. Camellia Rofeana Semalba First Appears In: Darc's Story Age: Um... she looks heeeeeeeeecka old. But she's probably not that old... Weapon: A flower and poison dart-things. We think. Description: Camellia is the Pianta Sage, which means... she knows a lot. She first appears technically as an enemy to Darc's posse, fighting them inside a Dilzweld machine called a "Argewalt". When they defeat it, Camellia is freed. She was kidnapped (sage-napped?) by Dilzweld because her tribe knew the location of the "Miracle Stone", actually the Water Stone. None from her tribe would tell the Dilzweld where it was, so they were tortured and experimented on using the power of the Earth Stone that Dilzweld had. This is apparently why she has her shriveled, nasty appearance. She joins Darc in order to get the Water Stone and transform back into her regular self. But, like everyone else, she just wants to follow Darc. Darc coo. We love Darc. Bebedora First Appears In: Darc's Story Age: Looks like a young girl of maybe 9 or 10... actual age is OLLLLLLD. Weapon: Stuffed Rabbit. Yeah, you heard us. Description: Bebedora was created for the sole purpose of destroying the world. Fun, huh? She's been trapped inside the Coleopt Shrine as a sort of guard dog for Queen Selkis. She decides that, since Darc's emotions are so different from any Deimos or Human, she wants to follow Darc and his posse on their adventures to "see more" of Darc's emotions. She then takes Darc as her "master" and swears to follow him. She says that she is a "puppet", human- like, controls and is controlled. Her Mind Control skills are formidable, and, in all honesty, nobody doesn't like her. (Ah, double negatives...) Choko First Appears In: Darc's Story Age: Looks about 9 or 10, although she's actually REALLY old Weapon: Her shoes Description: Choko is...well, a demon child. Or, as she puts it, "100% pure Deimos". Appearing as a Chongara Summon Pot summon in the first AtL game, Choko has made appearances in each Arc game to date; whether she be playable or allowing you to play a few mini-games. However, she really got a chance to shine in Arc the Lad 2, where a fun side-quest revolved around her and her past. Ending with her merging with her twin sister Akura and learning new abilities, Choko was then easily the best all-around character in the game. Too bad there's nothing like it in Arc: ToS... B. Secondary (Non-Playable) Characters Lilia First Appears In: Kharg's Story Age: 16-17 Weapon: None... her ortena? Her English singing voice? ^_- heh. <>Otaku: Ouch.<> Description: Lilia has had a hard life. She lived in peace with her mother and father until Dilzweld decided to hunt out the Great Spirit Stones. Her hometown was in possession of the Light Stone at that time, and ended up getting... mauled by Darkham's lackeys. The Light Stone was handed over to Lilia's family and they ran. One day, her father gave the Light Stone to her mother and up and left, nobody knows why. Three years before the events of ToS, Lilia's mother died, leaving Lilia in sole possession of the Light Stone. Since then, Lilia has been running from Darkham. Kharg and gang find her after her airship crashes near Yewbell, while Lilia is on her way to Cathena to report Darkham's activity to the World Alliance. She's wanted by Darkham for a special reason... one we've yet to uncover. (Well, WE have, but YOU might not have. So we won't spoil it.) (Lady) Nafia Yuriel Nidellia First Appears In: Kharg's Story Age: Unknown Weapon: None, her optimism. ^_^ ((Sora: heh.)) <>Otaku: lol<> Description: Kharg's mother, the former Queen of Nidellia. ((Sora: She's got a weird headdress thing...)) Whenever she hears about someone fighting, she lectures about not fighting with hatred, rather to protect someone or something. According to an old woman and old man in Yewbell, Nafia was quite a warrior in her day. She came back from a "long journey", <>Otaku:*coughhocough*<> many years ago ((Sora:*coughhocough*)) only to find that, in her absence, the country had been invaded, the castle burnt to the ground, and her hubby killed. She immediately took charge and drove out the invaders, then declared Nidellia no longer a monarchy, creating a peaceful, happy, EQUAL place. ((Sora: Peace and love, kiddies.)) However... she harbors a deep, dark secret and refuses to tell Kharg anything about his father......... ((Sora: Come on, what did the townspeople THINK when she came BACK TO HER HUSBAND with a CHILD??)) Windalf First Appears In: Darc's Story Age: Probably a little older than Nafia...er, WAS a little older. Weapon: Probably a sword, like most other Drakyr. Or his arm. Whatever. Description: Darc's father, the former leader of the Drakyr. He fell in love with Nafia, and ran away with her and the Wind Stone. Reaching the human-Deimos paradise on Cragh Island, the two of them learned that humans and Deimos really could live together, if the two sides would just try. Too bad that shortly after that, Nafia fell to her presumed death and Windalf died due to an injury inflicted upon him by pursuing Drakyr. Windalf appears to Darc at the beginning of his first story, telling him to save the Deimos and to stop a looming crisis. Windalf is the son of Williwo. Darkham Ekid na Bard First Appears In: Kharg's Story Age: maybe 40? Do vampires have the same age system as humans? Weapon: Darkham Sword of Darkness and Despair <>Otaku: I made that up. It's actually just a sword. Meh.<> Description: Darkham is the leader of Dilzweld, who seeks the 5 GSS so he can... well... we don't want to spoil the real reason for you. Anyway, he wants the 5 GSS as well as Lilia, for she has something that Darkham needs. Darkham is never seen without his Royal Guards (the Emperor Palpatine rejects, as mentioned several times in the walkthrough). We believe this man to be a vampire. Or something very, very close to it. LOOK at him, people! Droguza First Appears In: Darc's Story Age: Uh...no clue. Weapon: His large, Deimos right arm. Description: Droguza looks like a whole mess of random Deimos. Once again, if we told you why that is, we'd spoil it for you. Droguza is also seeking out the 5 GSS so he can become the Ultimate Deimos. He first meets Darc at the Rueloon Arena, where he is able to steal the Water Stone. For the remainder of the game, you will battle with Droguza several more times... including one that may be his last. May. As in will. Zev First Appears In: Kharg's Story Age: 40-50? Weapon: His cane? Liquor? Or maybe he just goes into a mad frenzy when he's hammered. Description: Zev, the world famous explorer, is one of the first characters that you will meet in the game. In fact, prior to your meeting with him is your very first battle! Wow. Kharg will encounter this mysterious explorer several times throughout the game. But how can he get around so fast... and what are his true intentions? Maybe you'll find out later in the game... maybe, as in will. Captain Lloyd of the Nidellia Defense Corps. <>Otaku: Man, that's one hell of a title.<> First Appears In: Kharg's Story Age: Old Weapon: Sword Description: Paulette's father. He has been a father-figure to Kharg ever since Kharg was young, and taught Kharg to fight. He's currently growing old and slow <>Otaku: LOL!<> however, and will soon retire as Captain of the Defense Corps. He hopes to turn the title over to Kharg, who has proven that he is worthy of it. His buddy is Duncan, who mans the Defense Corps. office in the corner of the pub. Thought we'd mention Duncan here, instead of in his own entry. Poor fool. Rapier First Appears In: Darc's Story Age: Mid-20s? Weapon: Uh...a sword. A certain type of sword, we'll bet. Description: Rapier is a mercenary unlike all other mercenaries; rather than fighting for wealth or fame, he fights to protect what is important to him. Rapier saved Ganz (back while Ganz was in the service), and his words of wisdom inspired Ganz to search for something he could protect (hence his living in Isulo Forest). Even though he greatly affects Ganz for the duration of the game, Rapier never actually appears in Kharg's Story; rather, he and some other mercenaries stop by Windalf's grave. It's near his father's grave that Darc is able to defeat Rapier and the other mercenaries. In fact, the armor and sword that Darc uses for the rest of the game are indeed Rapier's...what a crazy twist. Foh First Appears In: Kharg's Story Age: Around Maru's age, possibly a little older. Weapon: Her fortune-telling abilities? o_O Description: Foh is a young girl who specializes in fortune-telling and seeing into the future. She is the current "ruler" of Milmarna, due to a mishap with the prince many years ago. It's a long story, with predicting the future, and an assassination plot, and Foh's father being mauled by Deimos, and such. Anyway, when Kharg and group arrive at Milmarna, Maru poses as the prince so they can get the Lamda sutra translated. What a mean prank to pull, Maru. Or IS it...? Yrena and Nazaal, wife and son (respectively) of Volk First Appears In: Kharg's Story, briefly before dying >_< Age: Yrena is probably a little younger than or the same as Volk, and Nazaal looks about 7 or 8. Weapon: Maybe Nazaal borrowed Volk's axe from time to time...and Yrena probably had her own, even though she didn't use it. Description: Yrena and Nazaal is the family Volk has to leave behind, all thanks to Lloyd. Good job, Lloyd. But then again, if it wasn't for Lloyd and his unjustified killing, Volk wouldn't have gone on that mad "kill-all-humans-and- possibly-other-things-that-bother-me" trip and joined up with Darc. And that would suck, since Volk is a rather nice addition to Darc's party. Anyway, the death of Volk's family develops into a hate of Paulette...and although she technically also has a just reason for hating Volk, since Volk killed Lloyd, Lloyd DID start it all. Or so we presume. Too bad there isn't a scene that shows what REALLY happened...meh. Geedo First Appears In: Darc's Story Age: HOLY... uh, old. And FAT. And ugly. <>Otaku: You know, those are more physical characteris-<> ((Sora: Sha! She is, you know.)) <>Otaku: ... Yeah.<> Weapon: Whip! ((Sora: Whippy whippy time.)) <>Otaku: Whoo-pah!<> Description: Geedo... is fat and ugly. That out of the way, she took Darc in when he was very young and starving on the streets of Orcoth. Like we said before, she fed him poor and whipped him rich... er, good, so he grew up. That, in itself, was a miracle. Anyway. She likes a couple of things: (1) ordering Darc around, (2) whipping Darc when he doesn't do what she wants, (3) whipping Darc for no apparent reason, (4) Phoenix Blood, for drinkin'. Mmm, good for the heart. Or something. She also enjoys doing things for money. Greedy bastard. Er... whatever she is. Gorma First Appears In: Darc's Story Age: uh... Elder-ly Weapon: His staff, should he choose to use it. Description: Gorma is the "village elder" of Orcoth and former leader/ruler of the town. He chose Densimo to rule after him, thinking that Densimo would be a good leader... <>Otaku: Boy was he wrong...<> Gorma very much likes Firbles, tiny-little-cute-white-lizard-like-creatures. Phew. He wishes to try and raise one into a Pyron (flaming flying creatures) so that he can fly on it. Densimo First Appears In: Darc's Story Age: Older than Delma, not as old as Gorma Weapon: His sheer bulk, baby. Description: Densimo is Delma's older brother, the current ruler of Orcoth. However, he's a bad leader; all he does is sit, sleep and eat Firbles. Oh yeah, he also bosses people around and threatens to kill them. Fun. Densimo only wants Firbles and power, and the power that comes with eating Firbles, and then s'more power. And Firbles. He joins Darc to fight humans and the Drakyr (other Deimos), but later, due to this... desperate want of Firbles, an incident occurs between Densimo and Darc that severs their alliance with each other. Densimo's biggest lackeys are Zoram and Zugalo. Captain Spencer of the Epistia Resistance Team ((Sora: I made that up. Whoop.)) First Appears In: Kharg's Story Age: An older gentleman... maybe in his 50s. Weapon: Probably a gun, sword, something else... hand grenades... crossbow... something else... yeah, he's armed. Description: Spencer is leading the Resistance in Epistia. Shock, huh. His men "aid" Kharg and company only in that they cause trouble... he does allow you to get a weapon upgraded to the Big Owl though, so he's not completely useless. Williwo First Appears In: Darc's Story Age: Old. Very old. Weapon: His cane...or maybe his bulk, kinda like Densimo. Description: HEY HEY HEY! Williwo's here to stay! ... Excuse us. Anyway, Williwo is the Drakyrnian elder. Darc will meet up with Williwo when the posse makes a stop in Drakyrnia. Williwo is the father of that traitor Windalf; although he seems quite displeased with his son's decisions, he rather prefers to throw the blame of everything on that stupid human Nafia. Williwo will also explain to Darc how every member of the family of Will has the Crest of Will on their body somewhere, about Droguza and what he (Williwo) knows about him, and how his (Darc's) mother and brother were killed years ago. But we know better, don't we? Yes, yes we do. Sagan First Appears In: Darc's Story Age: Very old, but not as old as Williwo. Weapon: He seems like one of those kickass old guys who can pwn with katanas or bokens and stuff...but with that aside, he doesn't let on if he uses a weapon, and if so what it is. Description: Sagan is the long-time servant of Windalf, and despite Windalf's "traitor"-ness, Sagan is still loyal to his master. Darc will meet Sagan on the way up to see Williwo in Drakyrnia, who in turn will then introduce you to the elder himself. Unlike Williwo, Sagan doesn't seem to have a big grudge against Nafia (or, if he does, at least he hides it well). - ~ - * III . MENUS AND CONTROLS * - ~ - A. Stats Stats are pretty simple, really... If you've ever played any RPG, most will ring a bell. Or at least sound similar. Here's the lowdown. - LV: Level. Character's level. Goes up as you gain experience through battles. - * (SS image): Spirit Stone Total, the amount of SS the character currently has out of the total number that they could have. - (Picture of a bag): Item Total: The number of items that your character is holding out of the total number that they can hold. - HP: Hit points. The amount of health your character has out of the total amount that they have. If HP reaches 0... you win a prize! Yup, death. Happy hunting. - EXP: Experience your character has. - NEXT LEVEL: The amount of EXP your character needs to increase to the next level. - CLASS: A character's magic or skill level, represented by little gold stars. Gain SP to move up a Class. - NEXT CLASS: The amount of SP needed to increase to the next Class. - ATT: A character's attack power. The higher this number, the more damage the character dishes out. - SPD: Speed. This number determines who attacks when and how often in a battle. Higher numbers mean quicker attacks, more often. - CNT: Counterattack. The higher this number, the greater the chances of the character countering a Standard Attack. - MOV: Movement. The higher the number, the greater the area that can be moved around in during battle. A.k.a. your "reach" is bigger. - DEF: Defense. The higher the number, the less damage will be received from attacks. - HIT: Hit percentage. Probability that a character's Standard Attack will hit and not miss. - GRD: Guard. Probability that a character will block a Standard Attack. - TNS: Tension meter. As you take hits in battle, your character's tension meter will rise. Once it is full, a fire aura will appear around the character. In this state, all Standard Attacks by that character will be more powerful. In addition, if an ally is nearby when that character performs a Standard Attack, they will perform a dual attack for a buncha damage. ((Sora: TNS is a new addition to ATL games, fyi.)) - MNT: Mental. The higher the number, the greater the effects of magic and skills. - SP: Spell casting. The ability to cast spells is earned with victories in combat. SP can later be used to "pay" for new skills and magic. - AVO: Avoidance. A higher number means that the character can dodge attacks more easily. - CRI: Critical Hit percentage. The higher the number, the higher the probability that the character will perform a critical hit during a Standard Attack. Elements: You can use elemental resistance items to make a character take less damage from certain elemental attacks. The elements are Fire, Water, Wind, Earth, Light and Dark. B. World Map/ Town Controls The controls for the World Map and towns are similar to that in previous ATL games. On the World Map, you can select a location using a flaming sword as a cursor. When a new area is brought up in conversation, it will appear in green text, signifying that it is now accessible on the World Map. By entering an area infested with monsters, you will automatically engage in a battle (or occasionally enter an important scene). By entering a town, you switch to the town controls: - Left Analog Stick/D-pad: Run. - Left Analog Stick halfway/Left Analog Stick+O/D-pad+O: Walk. - X: Talk/Investigate. - T (Triangle): Open main menu. (also usable on the World Map) - O (when in main menu): Back/Close menu. When dealing with merchants and other craftsmen (er...people), you can select sub-menus using the Left Analog Stick/D-pad and X. When purchasing weapon parts or accessories, the small images of characters in your party represent who can equip them. And whenever you find merchants, make sure to stock up on healing items and Spirit Stones! C. Battle Controls As soon as you enter a battle, you will be able to select party members that you wish to participate in the fight (as well as check party items and stats, or use items or skills). Once you have decided, select "Start" and then "OK" to begin. You will then view the victory conditions (these conditions must be met to successfully "win" the fight). Most of the time, the conditions will just be for you to defeat the enemies. Other times, however, you'll have to protect a character from harm or deal with another distraction while fighting. ((Sora: Yes indeedy.)) Anyway, after the victory conditions, you then switch to the battle controls: - Left Analog Stick/D-pad: Move. (can only move within the blue area around your character) - X: Standard Attack/Pick up item(s)/(when choosing a skill, item, or magic spell) Confirm selection. - R1 (hold): Displays the character's Weapon Range (aim with Left Analog Stick/D-pad). - S (Square): Displays cursor that can move freely around the screen (can check ally/enemy stats). - T (Triangle): Open battle menu (use Left Analog Stick/D-pad to make a selection). In the battle menu... - Attack: If close enough and aimed at enemy, your character will perform a Standard Attack. - Pick up: If standing directly over item(s) ("Item" will appear over character's head), your character can pick up the item(s). (note: Once a character has picked up an item, he/she will be unable to move. He/she can still attack and use skills, items, and magic, however) - Skill (for Humans and Darc): Shows the skills the character knows (and the SS cost to use them). - Magic (for Deimos and Kharg): Shows the magic the character knows (and the SS cost to use them). - Items: Shows the items the character is currently holding. - End: Ends the character's turn. (by moving right or left while on the battle menu, you can reach these options:) - Equip: Allows the character to change his/her equipment. - Status: Shows the character's stats. - Conditions: Displays the victory conditions (also notes what will result in a loss). - Retreat: Allows your party to usually escape from most battles. Also, not that it really matters, but unlike in previous ATL games, characters don't leap over one another; instead, they "shove" and move around them. ^_^ (heh) - ~ - * IV . WALKTHROUGH * - ~ - The game starts with a cutscene (where the English dub comes into play, and you can't do a darn thing about it) of a peaceful-looking girl sitting in a peaceful-looking place, playing some peaceful-sounding music on a strange...yet peaceful-looking instrument. She hears a noise and looks up suddenly to see a large airship and smaller craft approaching her in the sky. With "the Spirits guiding her", she takes off. A. Kharg's Story 1: The First Battle Okay, so technically there's another cutscene before this but...meh. Anyway, you'll see this cutscene of a boy (Kharg) preparing for a swordfight with an older man in armor (Lloyd). A girl (Paulette) cheers for Kharg from the sidelines. After enjoying Kharg's ownage <>Otaku: Is that a word? Eh.<>, Lloyd admits that Kharg has become very skilled. A stout man (Banjo) calls to Lloyd and asks to speak with him. Kharg and Paulette wonder what they are speaking about, and you gain control of Kharg! However, you can't do much right now so...just run over and talk to Banjo. Banjo explains that he was at Scrappe Plateau earlier and saw a "suspicious-looking old man" there. He wants it to be checked out. Kharg offers to go, and Lloyd agrees, telling Paulette to accompany him. Paulette suggests that you should stop in and tell "Lady Nafia" ((Sora:*coughthehocough*)) where you are going. Kharg thinks it unnecessary, but YOU (lucky you) get to go to Kharg's house anyway. It's right there, where you were fighting, just GO in the door. Yup. Nafia seems not to be there... They hear a voice, however, that seems to be coming from Nafia's room. Kharg says he'll check in it out, and Paulette seems to think it would be "wrong" or something if she saw Nafia's room, so she stays in the doorway. Whatever. You can explore Kharg's home... uh, there ain't much there. His room is off to the right and consists of... a very large bed. Wow, simple decor. Go Kharg. There's another bed out in the middle of the freaking... living...room...thing... (which never seems to be used, by the way...), and Lady Nafia's room is across from the front door. Go ahead in, luckster. Kharg goes in and... nobody's there! Waahoo! Kharg notices a shiny thing, though, and goes to check it out. After all, it might be dangerous. He notes that it's a stone that's glowing. Hmm. Then the same voice that Kharg and Paulette heard earlier speaks again, this time to Kharg. A small, floating man appears, introducing himself as the Wind Spirit. It tells Kharg (basically) to save the world from impending darkness and "awaken" as a hero/savior. Whoop. Then the Spirit disappears and Kharg is left bewildered at what this all could mean. Time to go hunting for old guys on Scrappe Plateau. You can take this chance to wander around town if you wish. Right next to your house is the gate to the Castle Ruins, which is currently locked, you'll soon find out why. Down the stairs to the right of your house is the Item Shop, and further down those stairs (or through the Item Shop) is the Weapon/Accessory Shop. To the left of the Weapon Shop door is the Pub, down another small flight of stairs is the Refinery, where Spirit Stones are turned into energy for the town. If you go toward the Refinery, you'll meet a man outside named Butch, who is a worker and is waiting for Banjo to get there. He asks you to get Banjo (who is in the Item Shop). If you talk to Banjo then, he'll give you the Knuckle Guard, a nice accessory for Kharg. If you venture into the Pub, you'll find a healer right inside the door (helpful), the "office" of the Defense Corps in the corner (very helpful), and a Save Point upstairs (most helpful). The man behind the Defense Corps. desk is Duncan. He can give you a lot of information, including why the gate to the Castle Ruins is currently locked. Apparently a "wild monkey monster" with a green face had been sneaking into town and stealing food, especially apples and bananas, coming from the nearby Chaos Forest, so Duncan had believed it the best course of action to lock the gate to the Castle Ruins. Awww, but now the young gangs have nowhere to play... Anyway, right next to the Pub is the exit to town. Head out, soldier. Head to Scrappe Plateau. When you get there, you'll enter a small scenette where you see an old man with goggles and a cape being attacked by little rat- like creatures. He's yelling at them to stop (which doesn't work) and calling for help (which... also doesn't work) when you show up. Paulette says that you should help, and you agree. You call to the old man and tell him to get somewhere safe, that you'll fight what Paulette called "Suskle Squirrels". He thanks you, now it's time for your first battle! If you've read our battle controls, you're set n' ready. If not... read 'em. An effective tactic if you can't reach any of them to begin with is to let them come to you. Trying to reach you, they will most likely group together, allowing you to attack more than one. Don't be afraid to heal if you need it, you'll get a lot more money later on. Pay attention to the small "dialogues" that take place in battles, some are important. This particular one talks about how some characters have longer ranges with their weapons than other characters. Use this to your advantage when strategizing. Once you defeat the Suskle Squirrels, the old man comes back to thank you. He says that his name is Zev, the world famous explorer. Yet... Kharg has never heard of him. Oh well, sorry Zev. Kharg and Paulette also introduce themselves. He says that he's looking for rare artifacts. Then he mentions the strange mark on Kharg's arm. Kharg says not to worry, he wasn't wounded fighting, that it is a birthmark that he's always had. Paulette muses that Kharg always touches it whenever he is anxious, worried, or otherwise concerned or emotional. Anyway... Zev says he wants to continue to explore, and Kharg says that Zev is welcome to come to Yewbell any time he wants. Then Kharg and Paulette can leave. (That'd be you, pally. Move out.) Head back to Yewbell. <>Otaku: A tip, if you wish... After you heal in Yewbell, but before you head to find Lloyd, you can head to the Garagne Hills to train, if you wish.<> Back in Yewbell, you search for Lloyd to tell him what you discovered. You can either ask Duncan where he is, or (since you're reading this) just head to Kharg's house. Inside, you find Lloyd and Lady Nafia talking. Apparently some Deimos have appeared in Plumb Canyon, an important resource of Spirit Stones for Yewbell. Lloyd says that he'll be going to check out the situation, as there are currently Defense Corps members at Plumb Canyon. He leaves. Kharg, upon his mother's suggestion, then goes to talk with Banjo about the supply of Spirit Stones and to make sure that the town isn't in significant trouble because of the rumors about Plumb Canyon. Banjo says that there's no real threat at the moment, that they have a large supply stocked up in case of emergency. However, Banjo mentions his big concern: once the Spirit Stone resources in Plumb Canyon run out, what will the people of Yewbell do for energy? He's worried about the long-term. ((Sora: A side note here...)) If you speak to Butch, he'll mention that the machine they are working with was built by something called the "Academy" and dug up. ((Sora: Arc 3 reference! Yay!)) Anyway, Kharg and Paulette head back to Lady Nafia, but on the way they stop. Lloyd is slowly coming into town, assisting an injured man. Paulette calls the wounded soldier Morth, and Kharg decides that Morth should be brought to his home right away so that his mother may tend to the man's injuries. Lloyd tells Paulette to summon the Defense Corps. right away and have them ready to move out to Plumb Canyon. Back at Kharg's house... Kharg is forced to sit in the "living room" while his mother and Lloyd tend to Morth's wounds. Paulette enters and asks how Morth is, Kharg answers that he doesn't know yet, he's been waiting outside the whole time. Just then, Nafia and Lloyd exit the room. Nafia notifies Paulette and Kharg that Morth is going to be all right, that his wounds are not serious. Then the story comes out... the Defense Corps. members at Plumb Canyon were attacked by Deimos. Morth was the only soldier to make it out. Lloyd tells Paulette that the Defense Corps. will be moving out to take care of those Deimos. Kharg agrees and says that they'll show those Deimos what humans can do... but Nafia makes a remark to Lloyd, and Lloyd tells Kharg that he is not to come with the Defense Corps. Lloyd and Paulette leave for the "square", where the Corps. are waiting. Needless to say, Kharg is pretty mad about not being able to go with the Defense Corps. Nafia gives him a speech about not fighting with hatred and anger, because that solves nothing. ((Sora: Peace and love.)) She accuses him of only wanting to test his strength, which he agrees to- he doesn't think there's anything wrong with that. Kharg leaves to go to the square and assist the Defense Corps. against his mother's wishes. When he gets there, Lloyd also refuses him the privilege to accompany the troops. The Defense Corps. move out, leaving Kharg behind. He hot-foots it back to his house. Inside, go into Nafia's room and talk to Morth. Kharg asks if Morth knows why Nafia won't let him go to fight the Deimos, and at first Morth is reluctant to talk about it. With a little persuasion, however, Morth replies that he doesn't know exactly, but it was something about the look on Nafia's face when he mentioned that there were Deimos and described them. Then, "when Lloyd said that they sounded like Drakyr", Nafia looked pale and scared. ((Sora: Hmm, we wonder why...?)) Back out in the front room, Kharg speaks to his mother. Their conversation ends with an angry and rather determined Kharg leaving, focused completely on going to Plumb Canyon. Outside, Kharg hears a knocking... from the other side of the locked gate to the Castle Ruins! Who else could it be... but Zev. He states that this was the only way he could get to Yewbell and begs Kharg to let him in, he's hungry! Kharg is struck with sudden inspiration: if I can't be rebellious and leave through the main exit from town, I'll be rebellious and leave through the Castle Ruins! First, however, he's gotta get them unlocked. Time for Duncan to come in handy. Head over to the pub and to Duncan's "office" and you'll talk to him about the Gate Key. He gives you the same old story about the monkey monster, and Kharg says fine, then I'll get rid of the monkey monster. Duncan hems and haws for a bit, then hands over the Gate Key. In other words, that conversation went something like this: Kharg: Give me the Gate Key. Duncan: Uh... I have no Gate Key. Kharg: I'll tear your arms off. Duncan: Oh you mean this Gate Key. *gives Gate Key* ((Sora: If any of you know that reference, email us. We commend you.)) With the key in hand, get back to the gate and open her up! Zev comes in, hears about the pub, and heads on over. Now, any time you need to find him... that's pretty much where he'll be. Drunken fool. Anywho, head out through the Castle Ruins (there's only one path you can really take anywhere). You'll end up out on the World Map. You'll find that you need to get through the Chaos Forest and the Edge of the Sea of Trees before you can reach Plumb Canyon, so better start. You'll automatically enter Chaos Forest when trying to move over/through it. Cutscene time. Someone with a weird green face is watching Kharg. Uh-oh... he's got a bow and arrow! Nooo, not Kharg's... foot? Eh, he missed anyway. Kharg picks up the arrow and, with precision accuracy and mad strength, chucks it back at the bowman. "Damn it! Ow ow ow." The kid falls down from where he was. Wait, a kid? The green face is a mask, and it's just some jungle-child. He calls himself the "King of Chaos Forest" and apparently thinks he's hot stuff. Just then, some monsters appear and the kid takes cover behind Kharg. Way to go, kiddo. The Hemo-ji... er, "Sloth" roars, and Kharg suggests that the kid work with him to defeat the monsters. The kid agrees and introduces himself as Maru. You fight... It's a good thing to take out the Sloth first, only because he can turn you into a Hemo- er... Sloth, too. The "in-battle dialogue" for this battle revolves around the dead tree stump that you can attack. Sometimes inanimate objects can be attacked and, once you break them apart, they may contain items. In this case, there's an herb in the stump. Yippe-kai-yay. Once you win, Kharg starts to set off on his merry way, but Maru stops him. Maru claims to be the Prince of his own country...yet he can't remember what country or where it is. But he's got a bona-fide golden crown around his neck to prove it's true! After being taught a little lesson in humility (basically realizing that just because he thinks he's a Prince doesn't mean everyone is beneath him and will want to be his follower), Maru asks Kharg if he can accompany him. Maru says that, sure, he's used to being alone, but when they teamed up it was great. Since his parents are dead, he's got no companions. Kharg agrees, and you get an archer in your party. ((Sora: Long range = superb.)) Keep heading forward to Plumb Canyon through the Edge of the Sea of Trees (you may or may not enter into a battle as you try to pass over there) and enter once you're there. You immediately notice some dead-looking people... this can't be good. Maru points out a girl in trouble... a girl? Defense Corps? Hmm... tricky one... but we bet it's Paulette. Yup, good guess. Lloyd and the remaining troops can't get to her because their path is blocked by Drakyr, and Paulette's surrounded by a Drakyr and some monsters. Kharg calls down that he'll help, and a battle begins. You have to fight a couple Drakyr and some Wyverns, none of which are really too difficult... use Maru's ability to aim at multiple people (as in line them up and get close enough so you can attack more than one of them at once) to your advantage, and make sure to hit boxes and things for items. Once you win, everybody's happy. Even Lloyd, though he gives you a speech about obeying your mother and whatnot. Then Lloyd and Paulette speed off to investigate some Deimos footprints found in the Garagne Hills. After you talk with the soldiers up near the entrance/exit, talk to Maru and tell him that you're ready to leave. He'll ask if he can come home with you... and share your food, of course. You agree, and you head back. Make a pit stop at the Garagne Hills... as soon as you enter, two wolf-Deimos stumble forward and drop, dead, at your feet. Looking ahead, Paulette and Lloyd are fighting another, larger wolf-Deimos. The Deimos curses: that was his wife and child that Paulette and Lloyd had just killed! Kharg runs in to help and the wolf-Deimos leaves, vowing revenge. Paulette then meets Maru, and Kharg asks what happened with the wolf-Deimos. Paulette answers that she and her father split up, and she found him when he was already fighting them. Lloyd has been surprisingly silent up until now... suddenly, he falls to the ground in a cutscene. Lloyd's gone. Poor old, slow Lloyd... Paulette cries, yada yada. Later, back at Yewbell... Nafia is trying to comfort Paulette, who is still crying. Paulette swears that she'll never forgive the Deimos for what they did. Kharg has a flashback to [one of] his first "sparring" sessions with Lloyd, back when Kharg had no skill. Or game. Yeah. Kharg swears that there will be no more victims... he'll fight the Deimos. B. Darc's Story 1: Awakening This story also begins with a cutscene: some Drakyr are chasing a male Deimos and female Human, both of which are carrying a human-like baby in their arms. The two are eventually trapped when they reach a cliff. The male Deimos tells "Nafia", the female Human, <>Otaku: Hmmm...I wonder why that rings a bell...<> to escape with the children. However, their plans are cut short when a Drakyr launches a beam attack at them. The male Deimos takes the blow for the family (he takes the blow to his back, so that the baby he's holding doesn't get hit), and part of the cliff breaks off, causing "Nafia" and the baby she's holding to fall into the dark depths below. Fade out then back in on a young boy (the baby the male Deimos was holding), carrying his father through a desert-like area. They eventually reach some church ruins, where the young boy (who you discover is named "Darc" as he helps him father) thinks his father can recover. Instead, his father hands Darc the Wind Stone, tells him to save the Deimos, and dies. Not exactly what Darc wanted to happen, we bet. <>Otaku: Hey, at least Darc screams better than Paulette did when Lloyd died...<> Now out of the cutscene, you see a spooky-looking house on a spooky-looking night, and can hear someone whipping somebody. Quite a switch, eh? A few more whips and insults to the "little bastard" later, you discover the "whipee": a 17-year-old human-like Deimos that resembles that Darc kid. Or a 17-year-old Deimos-like human that resembles that Darc kid. Your choice. Although he is more human than Deimos...well, anyway. Not surprisingly, it's Darc. You also discover the whipper: Geedo, a LARGE and UGLY Deimos thing. <>Otaku: If you'd like to see more of our comments on this large 'n ugly...thing, see the Characters section.<> She tells Darc to get her some Phoenix Blood, and hands over 100G. She also makes it a point that she'll whip him if he spends the money on something else. Surprise, surprise. Anyway, take this chance to save your game at the save point then head upstairs. If you try to open the treasure chest upstairs, Geedo will say that she's keeping it closed with her magic. Bah for us. Don't worry, though; you'll be able to come back for it a bit later. So, run out of Geedo's house then exit to the World Map. Geedo wants you to head to Orcoth for the "Pho Blo", but you might want to train a little while you have the chance. <>Otaku: I suggest being level 2 or 3 before going to Orcoth, but that's just me.<> You can also stop by the Church Ruins, where your father's stone tomb is (it's the pile of stones under the big stained glass window). If you investigate the stones, Darc will talk for a bit about being pathetic, and how he shouldn't complain. Great. You'll also discover that the name of Darc's father is Windalf. Anyway, take note of an abandoned nest to the left of Windalf's tomb; it'll be important soon. That's all you can do at the Ruins for now, so unless you want to do some more training, go to Orcoth. Once inside Orcoth, head down a few sets of stairs. You'll watch a cutscene with an "Orcon girl", who soon introduces herself as Delma, the "Red Devil" of the Orcon tribe. Calling you a wannabe Deimos, she tells you to go home then walks off. Okay then. If you've been training, you'll want to heal; look for a short, fat monster with a white hat. That's a Quorup, and this particular kind will heal you. There's also a Quorup merchant (they wear red hats, btw) in Orcoth, but he doesn't seem to be in his shop (the big shop in the left part of town) right now. <>Otaku: If I have ever played a RPG before, which I have, then he'll probably show up right after I've done something that's important to the story.<> So, enter the big building in the right part of town; that's the Arena. You'll find Gorma, an old Deimos, yelling at another Deimos, Densimo, about "Firbles", which Densimo has supposedly been eating. Although Gorma claims that these Firbles could grow into mighty flying creatures, Densimo forcefully shows that he doesn't care. When you gain control of Darc again, Gorma is gone and Densimo is aggravated. There's a save point to the left of Densimo's throne, so we suggest you use it. When you leave the Arena, you'll find that the Quorup merchant is back in shop. Darc will tell him that he needs some Phoenix Blood, and the Quorup will reply that drinking too much of it will give Geedo an early grave. Anyway, purchase the "Pho Blo" and, if you have any extra Gold, try to get a few Healing Herbs. When you've healed, saved, and got the Phoenix Blood, try to leave town. You'll be blocked by two Deimos, Zoram and Zugalo, who demand that Darc, the "wannabe Deimos", hand over the Phoenix Blood. They soon decide against it, however, and instead challenge you to a fight in the Arena. Unable to do anything, you'll be lead to the Arena and you'll engage in a fight. Zugalo is pretty slow and doesn't have much range, so you should focus on Zoram first. If you've been training, it shouldn't be a hard fight. After the fight, Delma will talk to Darc about his joining up with her brother, Densimo. Darc declines, and she leaves. Back in control of Darc, save at the save point, heal outside at the Quorup, then head on back to Geedo. When you reach Geedo's place, Darc mentions to her what the merchant told him. At first she doesn't care, but soon reconsiders and locks the PhoBlo in the treasure chest (the one mentioned earlier). <>Otaku: My rendition of that- Geedo: Mmmm...Pho Blo. Darc: Drink it and you'll die. Geedo: ...Shut up! I don't have to listen to you! However, I'm going to listen to you anyway.<> Geedo then asks if you know about Firbles (pick either answer; the first one will save you from a bit of dialogue, but otherwise they're the same). She says that since Deimos are obsessed with them, it's likely that they'll pay a lot for one. Your job is to go catch a Firble and bring it back to Geedo so she can then sell it for money. Doesn't that sound like fun? Well, nevertheless, you don't know much about Firbles. So, you better head back to Orcoth to dig up some info. Rather than questioning the quite non-helpful Deimos out and about in Orcoth, head for the long structure near the Arena (it sorta resembles a traincar or something). Inside is that old Deimos Gorma; since he was talking about Firbles to Densimo earlier, it's a good bet that he'll know something about them. Luckily, he does (he'll also give you some information on Densimo, Delma, and himself). He tells Darc that Firbles can become Pyrons, the "Heroes of the Skies", who can fly anywhere, really fast. Gorma also mentions that Firbles need to stay near water to survive. That's the information we were looking for, so stop in the Arena to save then head on out of Orcoth. Before heading to the next place, you should probably check Darc's current level. Try to get it to 5 or higher (don't worry about the "higher" part too much; lv 5 should be fine) before continuing on. After you're all done, go heal (if necessary) and save, then head for the "Haystir Marsh". Darc will encounter a Firble, but it runs away before Darc can catch it. Now you enter a mini-game sort of thing: you have to creep up behind a Firble and catch it before it "notices" you. Apparently many people have problems catching the little thing, so here are Otaku's fool-proof (well... more or less) tips: - Walk, don't run! - Only walk on the grass! If you walk over the ground patches, you can clearly hear Darc's footsteps (regardless of whether he is walking or running) which is likely to frighten any close Firbles away. Also, take your time and try not to get frustrated if the Firbles keep running away. - Don't stand in one place for too long, or the Firble will "sense your presence" and run away. - Some have said that you should only walk while the Firble is "eating" (when it has its head down), but we don't think this is necessary... Once you catch a Firble, Darc will talk about it and what will happen to it if he brings it back to Geedo. Soon Delma, Zugalo and Zoram will arrive at the marsh, also seeking Firbles. After telling the Firble to stay hidden, Darc will distract, insult, and eventually make the three leave. Good work there, Darcy. Darc now has another problem: since he doesn't want to bring the Firble back to Geedo, where should he leave it? Cut to the abandoned nest near Windalf's grave (remember that?). A few dialogue boxes later, Delma will show herself. Darc explains that he wants the Firble to become a Pyron, and threatens that he'll kill her if she tells anybody else about the Firble. Instead of replying, she runs off. Run over to the area right of Windalf's tomb, and continue your conversation with Delma. Darc will ask her to keep it a secret. Delma agrees, but asks that Darc fly her around in return. He agrees, and you enter a cutscene. Darc is flying around with Delma, both seem so happy-go-lucky. Everything seems just so happy...until that Drakyr shows up. Damn Drakyr, always ruining everything. Out of the cutscene, Darc and Delma land back on solid ground, and the Drakyr confronts Darc. The Drakyr insults Windalf and Darc's mother, then asks for the Wind Stone. Seeing as how Windalf entrusted this stone to Darc when he died, Windalf's death was because of the Drakyr, and this Drakyr just insulted both of Darc's parents, it's no surprise that Darc declines the "offer". Battle time! Good news: Delma joins you for the fight! Bad news: Although there seemed to only be one Drakyr in the previous dialogue, you have to fight four. If you've been pumping up Darc with training, he should be able to hold his own (and then some). If not, use both Darc and Delma's magic to your advantage. Try to spare SS for Darc, though, since he knows Cure. After the fight, Darc thanks Delma for helping him. Delma claims that she "just doesn't like Drakyr". ((Sora: Uh-huh.)) Back out of the happy mood, Geedo "calls" for Darc by tightening the collar around his neck (isn't that nice?). Darc explains to Delma that Geedo forced him to wear the collar when he was young, not to mention all the whippings. When Delma suggests that Darc just kill Geedo, Darc says that she's "too clever" and that he owes Geedo his life. Anyway, Delma leaves and it's time to go. You can stop in Orcoth for saving, healing, and purchasing any items you might want (and can afford). When you're ready, head to Geedo's house where you shall be welcomed with warmth. In other words, she whips him rich. While lying in Geedo's dungeon, Windalf appears to Darc and speaks of a "crisis". Of course, he also tells him to save the Deimos again. Darc's answer to this vision is...an inferiority complex. Poor kid. Anyway, save if you want then head upstairs to find that Geedo isn't here. As you leave Geedo's house, you'll be stopped by Delma, who wanted to check up on you. She thens joins you to "kill more Drakyr". Now that you have a new party member, you may want to go train a little. <>Otaku: I like training.<> Whether you train or don't train, when you're all ready, go to the Church Ruins. Darc and Delma will discover that the Firble has had eggs, and then Darc will explain happiness and how he wants all the Deimos to experience it. In the words of Delma: "Hap-pi-ness? What the hell is that? It's damn weird!" Anyway, this happy moment will once again be ruined; this time by a group of humans. You meet Ludhi, Rapier ((Sora: Take note of that name, kiddies. It'll come into play later. Poor dude.)), and two other guys (they don't get fancy names, but we've decided to name them Bob and Jimmy Boy. Just because.). Ludhi wants to loot the ruins, much to Rapier's dismay. Ludhi will also mention a place called Prodias on West Aldia (Arc the Lad II reference!). Rapier will leave, and Ludhi will tell his men to start searching. Darc and Delma quickly intervene, and after Rapier returns, you'll engage in a fight. Your enemies are Ludhi (attacks with a claw), Rapier (attacks with a sword), and the two other guys (attack with guns). Focus on Ludhi first, then have Delma go after the gun-wielders while Darc takes on Rapier. Watch your HP closely and heal whenever you find it necessary (if Delma knows Cure, have her be the healer). After the fight, Darc will talk about humans while Delma investigates their weapons. She grabs the claw Ludhi was using and some armor, and she tells Darc that he can use the sword and other armor. ((Sora: Why is the armor only one shouldered?)) Darc says that he doesn't need a human weapon, and Delma mentions to Darc that she still wants him to join up with Densimo. Time to head to Orcoth. Heal, stock up on items/SS, then talk to Zoram and Zugalo outside the Arena. After Delma tells them to move, enter the Arena. Save then talk to Densimo. Delma asks Densimo to join up with Darc to fight the Drakyr, but Densimo doesn't care. Delma then makes up that she heard the Drakyr insulting Orcons/Densimo. Densimo gets pissed and agrees to join up with you two; the only exception is that you have to take out humans at Zedora Abyss first. So save up then head to Zedora Abyss (it's down past Haystir Marsh). When you get to the ZA, Darc and his posse will discover that the humans are stealing SS. Seeing how the humans are working together in groups, Darc suggests they come up with a strategy themselves. Densimo could care less, Delma wants to take the humans out, and both of them run off. So much for a strategy. Time for your second battle with humans; this time you're fighting 2 Spear Hunters and 3 Cathenian Soldiers. Send Densimo into the fray; his attack power and sheer bulk makes him a perfect decoy. Although the Cathenian Soldiers can be a pain, the Spear Hunters can raise their attack power and they have a powerful magic spear attack. So, you might want to go for the Spear Hunters first. Try not to give Densimo all the experience; have him wail on humans until they're low on HP, then let Delma or Darc take them out. If any of your characters get low on Spirit Stones, there's some reserves in boxes in the far back. After you take the humans out, Densimo offers to make Darc his aide. Darc doesn't reply, so Densimo decides to give him some more time to think it over. Darc then ponders the way humans work together and power in numbers. When you gain control of Darc, run to the entrance, meet up with Delma and Densimo, then head to Orcoth again. When you reach Orcoth, you'll have a group discussion on various things including Drakyr, Firbles, and eventually Geedo and her whereabouts. So, whether you like it or not, it's time to go find Geedo. Talk with Zugalo near the Quorup merchant to learn of Drakyr-like creatures in Varam Barrens. So...heal, save, stock up if need be, then head out. Once again, if you want to, train before going to Varam Barrens. You're very close to the end of Darc's first story, so training isn't a bad idea. <>Otaku: I was at level 9 when I was done with Varam Barrens.<> So if you trained, go heal, save, yadda yadda yadda...then head to Varam Barrens. At Varam Barrens, you'll find...Geedo! She's tied by her hands to a tree. ((Sora: Wouldn't the tree branch break?)) Darc wonders who did this to her, and he gets his answer when, low and behold, the Drakyr show up. The Drakyr demand the Wind Stone, or else they will kill Geedo. Darc shouts out about the beeatch that Geedo is, and tells the Drakyr to go ahead and kill her. Adda boy, Darc! Unhappy that their hostage didn't work out, the Drakyr resort to Plan B which happens to be...a Wyvern battle for Darc and company! Some strategies for this fight: if Darc is at level 9 or higher, have Densimo be a decoy again while Delma fights off any other Wyverns. Have Darc sit in the back, casting Cure if necessary. If Darc is lower than level 9, then have him help out Delma. In any case, try your best to level Darc like mad before the next fight. Once you have defeated the Wyverns, a Drakyr will catch Darc by surprise and knock him down. Densimo will attempt to help, but the other Drakyr will knock him out with wind magic. You'll now enter a cutscene with the Drakyr with Darc, who threatens to tear off Darc's wings if he doesn't hand over the Wind Stone. Darc refuses, and off goes one of Darc's wings. The Drakyr asks him again, and Darc says no again. Off goes Darc's other wing. Delma doesn't want Darc to die, so she reveals the location of the Wind Stone. The Drakyr thanks her...by having his buddy knock her out with wind magic as well. <>Otaku: I like to call this cutscene "Wing Rip and Takin' Out Troublemakers".<> Darc sees that Delma's been knocked out, and passes out. You'll see some dialogue between the Drakyr, Geedo, and Densimo. Darc then awakens, sees that Delma is still out and Densimo is missing, and remembers about the Wind Stone. When you have control of Darc, check your HP and SS. This is a primo opportunity to get back to Orcoth to heal and save, because a fight's a-comin'. ((Then, Sora suggests getting to level 10... it just makes ownage much easier. And we're still not sure if that's a word. Oh well.)) After that's taken care of, head out to the Church Ruins. Darc will find the Drakyr and Geedo searching around Windalf's tomb. Geedo talks about how she sold you out, then who should show up but Densimo! Darc quickly realizes that he has eaten the Firble you were keeping. Darc doesn't understand why his friend Densimo would betray him, but Densimo merely replies that he was never Darc's friend. After being thrown down some stairs, landing flat on his back, and being insulting in several ways, it's pay back time. ((Sora: Look at how his DEIMOS arm is pointing toward the HUMAN weapon! Ahh, the blazing symbolism!!)) Darc now wears the human armor and uses the sword in his "human" hand to fight. Darc can also learn skills now (his only learned skill is Claws of Rage, which you'll want to use in this fight)! This could be considered your first "Boss" fight since Densimo has "HP: ?", but it still shouldn't be too difficult if you've trained. First of all, make sure to heal often! Now then, go for Densimo first with Claws of Rage; three of those should probably take him down. Go for the Drakyr next, but instead of going up to them, lure them down to you. Geedo will probably stay where she is until almost everybody else is dead, but if you move into her range, she will not hesitate to use magic on you! Although you want to kill the Drakyr as soon as possible, use Standard Attacks to take them down and save your SS for healing. When everybody else is dead, just wail on Geedo. She can't do much damage to you, and she don't have much HP. Once you defeat them, the Wind Spirit will appear to Darc. Darc starts power-trippin', and Delma shows up. She sees dead Densimo and asks if the Drakyr killed him. Still being insane and power-trippin', Darc tells her that he killed Densimo. Darc claims that he shall become the King of the Deimos, Delma is freaking out, and so concludes this story. Save when you're asked, then continue on into Kharg's next story. C. Kharg's Story 2: Setting Out We begin this section of Kharg's life... er, this part of the story with some kids running through Yewbell, trying to get to the Castle Ruins for something. Apparently our beloved Lord Kharg is now going to become our beloved Commander- of-the-Defense-Corps-Lord Kharg. Long-winded title. We'll just call him Kharg. Anyway. Everybody's there, including Zev (wow, he actually left the Pub!). They are all eagerly awaiting the ceremony. Once it begins, you'll see Duncan (wow, he actually left the Pub!) talking about the events of the last couple of days. He mentions Lloyd's unfortunate death, and says that they will be initiating a new Commander of the Defense Corps, (shock) Kharg. Duncan mentions that Lady Nafia was hesitant at first to give her permission, but since Kharg wanted to so much, she consented. Duncan asks Lady Nafia to come forward and initiate Kharg. She says a few words about peace, love, Kharg's happy childhood in Yewbell, and his full name (Kharg Meleol Nidellia), then says he can arise, now he's Commander. Yay. Kharg gives a feel-good, hype speech about how much he loves his country and how he'll work hard to protect it. Yay again. Then you can move around (that's you, buddy). Talking to Lady Nafia, she asks you to come home for a minute; she has something to give you. Wondering, you can head out. You'll be stopped to talk to Paulette and Maru. Paulette's wearing Lloyd's shoulder armor ((Sora: which makes her already bad outfit even worse... *shudder*)), FYI. Maru and Paulette decide to make their first "round" around town. You know, to make sure Banjo isn't beating people in the alleyways or something. Because Yewbell's so dangerous. Spirit Stone muggings and all. Anywho. Kharg heads home, and go into Nafia's room. She's waiting... she hands over the Wind Stone to Kharg, tells him his father has the other half of it, then goes off AGAIN about peace and love, not fighting with hate or anger. And she still refuses to tell Kharg anything about Windalf. ((Sora: coughhocough)) Kharg can leave now, and you'll get some (eh, maybe all) of the only mini-job- thingies available in this game. First, make sure you've got your party back together. Maru's in front of the pub, and mentions something about Duncan wanting your aid to do a job. Paulette's in front of the Refinery, and says that Banjo wants your help with a job. You can accept both at the same time, then we suggest you do Banjo's first. Just because. He says that Butch went down to good ol' Plumb Canyon to check out the repeated appearance of some Dancing Shells, and hasn't come back yet. Banjo's worried, so he'd like you to make sure Butch is ok and, if possible, figure out why the Dancing Shells keep coming back. Ok. Sure thing. Head over to 'da Canyon. There you'll find Butch... oh dear Lloyd! What will we do! Butch is... Butch is... completely safe from the Dancing Shells. Way to go Banjo, worry over nothing. Anywho, Kharg says he'll take out the monsters, then Butch can figure out why they keep coming back. Finish off the Dancing Shells (a pretty quick fight), then Butch will discover that there is an odd commodity called "oil" (say it together now, kiddies) leaking. Have Kharg turn the "lever" (it's more of a wheel, actually...) to shut off the oil, it miraculously gets sucked back into the machine, and you're set. Now then, for Duncan's job. Duncan's job deals with a young woman. She says that she was just proposed to by her boyfriend, who gave her a ring (naturally), but she was robbed by a band of robbers who took the ring. She's in hysterics about it, as she can't face her fiancZe again without the ring. She says she believes the theft took place on Scrappe Plateau, but doesn't sound entirely sure... Head up there to find a gang o' thieves ((Sora: Man, I wish it was the Rainbow Bridge Gang... I love those guys!)). You'll fight them and, when you win, you'll get a carved bracelet as booty. (Yeah, we said booty. Get over it. <>Otaku: Hehe, BOOTY... uh, I mean. Be mature!<> ) They swear they didn't take anything else, then run off, promising to reform their lives. Whatever. Head back to the girl to clarify WHERE exactly she saw these damned fools. When you get there, Duncan says he's sorry, he sent you on a wild goose chase. The woman's just confessed that she dropped the ring in the river, it wasn't stolen. Her fiancZe comes up behind her and says no, it's now HIS fault, he gave her a cheap ring in the first place. So, she slaps him and... wait, that's what we WANTED to happen. She actually forgives him and he says he HAD carved a bracelet for her as a proposal present, but IT was stolen by some thieves. Hmm, bracelet, thieves? Way to deduce, Kharg! He hands it over, they go off all lovey dovey, happiness all around. Or close to. The third and final job you can do now involves that strange man in the pub... no, not Zev. The dude upstairs, in the room next to the Save Point. His name's Span, and he's from Peisus, to the east. He's a professor-dude. He's looking for something, and wants to know if you'll retrieve it for him. You see, when he was a kid he spent time in Yewbell, and was infatuated with the nature surrounding it. He found something and hid it, then came back (now) to retrieve it finally. However, wouldn't you know, the area's got monsters in it now. So will you help him out? Sure, if you wanna start a side quest. ^_^ It's supposedly in a pot, under a rock, at the Edge of the Sea of Trees. The easiest way to get there is out through the Castle Ruins, so head out, soldier. Move them lazy thumbs. Once you get there, search to the right of the entrance, under a near-vertical rock that's near a mound of earth with bushes on it. You should unearth a pot. Yay. Now, monsters. Fight the Suskle Squirrels and Kuskles that show up, win ((Sora: Dude, Suskle Squirrels do MAD splits when they dodge... heheheh)) and head on back. When you give it to Span, he's thrilled. Apparently it's a "Spirit Dictionary", with information about the minor spirits in it. He says that there are more Spirit Dictionaries. He asks that, should you come across any more in your travels, you bring them to him in Peisus. He thanks you, says you can have the pot that the Dictionary was in, and leaves. Inside the pot is a Stone Holder (accessory that lets you hold 15 more SS). Now it's back-to-the-storyline time. Downstairs, have a chat with Zev. He says that he saw an airship crash up north! Kharg wants the details, but that's all Zev can give. Time for Commander Kharg to take action! Away to the crash site, Dragon Bone Valley (which is in Deimos Territory, FYI. Drakyr-folk. They ain't friendly.) You should be able to go directly to Dragon Bone Valley (with the exception of random battles). When you get there, Maru complains of it being cold... Paulette says yeah, dressed like that ((Sora: Like you should talk about dress, sweetheart...)), THEN Kharg notices the HUGE, massive, and otherwise can't-miss- it battleship that's crashed less than 1000 feet in front of them. Not to mention it's smoking. Paulette notices a person lying on the ground, so run over to make sure they're ok. Why... it's a girl! The girl from the opening cutscene, none the less! She's unconscious, and (in a twenty second, totally pointless cutscene), mumbles about "I won't give it to anyone... Hurry, let's get out of here...". Sure, whatever, foreign-chick. She comes to, and Kharg orders Maru and Paulette to search the area for any other survivors. Paulette lingers, obviously jealous... wow, THIS jealousy issue won't get annoying REAL FAST. Anyway. Kharg tells the girl who he is and that she is in Nidellia, on Ragnoth. She thanks him and introduces herself as Lilia. She says that she came alone from the east on her airship, the Big Owl. ((Sora: You know, if the last one was the Silver Noah... couldn't this one be, like, the Golden Moses or something clever like that? I mean... Big OWL? Owl's aren't holy... at least, not as far as I know...)) Anyway, Lilia's bothered because she hasn't reached her destination, which is the city of Cathena on the continent of Aldrow, home of the World Alliance. She won't say why she's going there, but does mention that the Big Owl ((Sora: Golden Moses)) was shot down by the Dilzweld Army, she lost her autopilot and crashed. She also won't say why the Dilzweld Army shot her down... never mind that, Kharg reminds them that they're on Deimos territory, and that some Drakyr could show up at any moment. Nice call, Kharg, they're here! Great! A Drakyr calls you "annoying human scum" ((Sora: Like the guy in Star Wars! "You rebel scum!" I love that guy!)) Time for a REALLY annoying fight. Basically, your goal is to keep Lilia from dying while you kill off all the Drakyr. This is much harder than it sounds because Lilia (a) complains constantly about how "fighting isn't the answer!" and (b) runs into the freaking fray. "Here Mr. Drakyr, please kill me! Eek, I'm being attacked!" -_- Anywho, as long as you keep somebody in front of Lilia, she won't move. Use this to your advantage, kill the Drakyr <>Otaku: I pwned at level 12... I like training.<> and then head back toward Yewbell. You'll stop at Isulo Forest. Once you get to Isulo Forest, Paulette will pressure Lilia as to why the Dilzweld Army had been chasing her and why Dilzweld gunned down the Big Owl, but Lilia won't tell. An airship suddenly flies overhead (quickly, too); it's Dilzweld. Everyone runs across the bridge, then stops in their tracks as they see... well, a rather large, frightening man approach. He says that "the forest is crying. You hurt the forest, you deal with me". Oookay, that's freaky. Silently from behind you comes... your first look at Dilzweld soldiers! With their (also) freaky "I'm-Cyclops-from-the-X-Men" helmets. The one in charge tells a rifleman to aim for the legs. So, the dude... blasts Lilia in the legs. Ouch. Man, that'll sting. She collapses to the ground and the burly forest-man decides that what just happened was a "cowardly act" and jumps in to help you. In the fight, you can figure out that his name is Ganz, but he doesn't actually tell you that until later. In the battle, the main objective is to first take out the weak post of the bridge so that reinforcements for Dilzweld can't get to you. You can have Ganz take care of that, if you wish. When you win the fight, Ganz starts to take off, telling you to get out of his forest. Kharg asks him to wait- can he assist them with Lilia in any way? She's injured. Lilia insists that she's ok, the bullet just grazed her leg. ((Sora: Then WHY the hell did you COLLAPSE, freako? ... *sigh*)) <>Otaku: Maybe she thought it was a raid and was ducking-and-covering... or something?<> Back at our story, Ganz feels pity, we guess, for the poor blasted-leg girl, and offers to take her to his cabin nearby and tend to her wounds there. There, you control Kharg. Talking to Ganz will prompt him to tell you his life story. He was a war orphan and became a mercenary later in life since all he could do was fight. He needed the money and only fought for it, not for any purpose. Then, one time, he was close to death but was saved by a "rookie" soldier in his squad. This rookie claimed that everyone deserved to be protected, even Ganz, a mercenary. This rookie was fighting to protect his country and his people. Ganz then gave up mercenary work and began searching for something to protect. He eventually ended up in Isulo Forest and decided to stay and protect it. That's why, he says, he won't join up with Kharg and the Defense Corps. He finishes tending to Lilia's wounds, then Kharg's posse can be on its way. You were heading to Yewbell, in case you forgot that, so keep going. You'll be stopped AGAIN at Scrappe Plateau. At Scrappe Plateau, Lilia pauses and says that she doesn't think she should continue on to Yewbell; she believes she's putting everyone there in too much danger if she goes. Kharg tells her not to worry, now that Dilzweld has invaded Nidellia's territory, there's a problem that they have to deal with anyway. He also tells her to simply call him Kharg (versus "Mr. Kharg"), much to the dislike of Paulette. There we go again. Maru mentions Ganz and how much of a shame it was that Ganz wouldn't join them. Paulette says that it couldn't be helped, he was the kind of person who hated other people, but Lilia disagrees. She says that if Ganz had hated people, he would have left her, injured, to deal on her own. He certainly wouldn't have tended to her wounds carefully as he did. Then, out of the blue (Aha, get it? They came from the SKY? Out of the BLUE? Ahaha... never mind.) come some Dilzweld soldiers in funny little flying machines. Why they don't use them in the next battle is beyond us... Anyway, they call you scum again (you rebel scum!) and you get to fight, again. After you win, Maru and Paulette start dissing Dilzweld but... Luke, it's a trap! IT'S A TRAP! Ah, Star Wars. Anyway, you're surrounded. Can't get out now, bucko, nope! Nuh-uh! No way! Uh, anyway. A chick in a white lab coat shows up, apparently she's somewhat in charge. Kharg introduces himself, Commander Kharg of the Nidellia Defense Corps, and asks her who she is and why she's invading his country. After all, that IS standard procedure, is it not? She states that she is Colonel Tatjana of the Dilzweld Army Special Forces Division <>Otaku: DAMN! That title may be even longer than Lloyds! Poor, old, slow Lloyd...<>. Tatjana claims that Dilzweld is only there for Lilia, but still doesn't mention why they want Lilia. Tatjana basically threatens to kill Kharg and Co. if Lilia doesn't come with the soldiers, so Lilia consents, not wanting Kharg and posse to get hurt. As she's walking away with Tatjana, Tatjana receives a message on her earphone-stereo-radio thing. She relays it to her men: Those who assisted Lilia in her escape are to be executed. Lilia gasps- that wasn't the deal! She promised to give Dilzweld what they wanted already. Tatjana says of course, she still will, it's just that now Kharg and Co. are gonna die. Simple, huh? The soldiers take aim and prepare to kill 'em, when Kharg gets pissed. And we mean PISSED. Ever heard of someone exploding with anger? Well... Kharg does, summoning a massive tornado to blow all the Dilzweld soldiers away. Tatjana (left over), basically does a "Holy... uh, crap" and runs, leaving Lilia. Apparently Kharg has a new-found Magic power, "Spirit Magic" according to Paulette. Cool, well from now on Kharg will put it to good use (meaning you can use SP to buy Kharg Magic as well as Skills). Now, FINALLY back to Yewbell. Kharg starts giving Lilia a mini-tour, Paulette gets jealous (AGAIN) and runs off to Nafia. Following, Kharg and Lilia tell the story, yet Lilia still leaves out WHY Dilzweld is chasing her, for fear that she will cause more mayhem and destruction. Nafia understands, and at once says that Lilia should stay in Yewbell until she is well enough to resume her journey to Cathena, at which point Kharg and group will accompany her, to ensure that she gets there safely. ((<>Double Note: For your personal information... despotic: (adj) related to a dictator, dictatorship, tyranny, autocracy. despotism: (n) SYN oppression. Nafia uses the term "despotic" while referring to the Dilzweld Army and Emperor Darkham. ^_^ Man, that's a big word... we need to brush up on our dictionary- reading... <>)) Anywho, Lilia is invited to spend the night and heal as best she can, then leave in the morning, providing they can figure out some means of transportation. Everyone says good night and heads of to sleepy land. In the middle of the night, Kharg is awakened by Nafia. She says Lilia is missing, but doesn't believe that the girl has run away. Nafia says that Lilia is the kind of person who would leave a note if they were to run off, and there was no note left. She believes that Lilia is probably just out, wandering around the town, but doesn't think it safe for Lilia to be alone, so Nafia asks Kharg to find her. Kharg agrees, so head out to search Yewbell. You can only go into a few buildings, a "few" meaning your house and the pub, basically. If you head into the pub you'll see *shock* Zev, drinking away. If you talk to him and choose to listen to his travel stories, he'll tell you about "Hunters" and something called the "Great Disaster" that happened long ago. ((Sora: 'Nother reference, baby.)) You can also find Paulette outside on the bridge. She's "sorry" she got mad (Kharg's still clueless- he didn't even know she was) and she asks about means of transportation. She wonders if you could fix up the Big Owl somehow to make it fly. Then you can go find Lilia, she's at the Castle Ruins. When you get there, there will be a short scenette where Lilia is playing her instrument (just like in the veeery opening cutscene). When she's done, Kharg will applaud her and ask about the strange instrument. Lilia replies that it's called an "ortena" and mentions that they are only found in her hometown. She says that it's a memory of her mother- the ortena was a gift from her father to her mother on their wedding day. Kharg asks where her father is, and Lilia replies that she doesn't know. She then apologizes for making Kharg come out in the middle of the night, she hadn't meant to stay out so long. Kharg says that his mother was just worried, and Lilia mentions that Lady Nafia is a "great woman", letting her stay in their home without even knowing why the Dilzweld Army is chasing her. Lilia says that she should have told Kharg and Nafia the reason. She then mentions things called "Great Spirit Stones", Spirit Stones which the actual Spirits sealed their powers into. There are 5: Earth, Wind, Water, Fire, and Light. Lilia says that Dilzweld is after the Great Spirit Stones (GSS) because when all 5 come together, an "infinite power" will be born. Darkham wants this power. Lilia confesses that she holds the Light Stone, and Kharg whips out the Wind Stone. "Hey, I've got one too! Fun, huh?" Then the Light Spirit appears, basically says "When all 5 GSS come together, there's a reeal big power. Save me from destruction. Bye now," and disappears. Fabu. Lilia wonders why this happened, and Kharg mentions that Maru thinks he's the reincarnation of the great Hero of past times, maybe Lilia is the reincarnation of the Holy Mother. Lilia only laughs at this; Kharg has magic powers, she does not, so obviously she can't be the Holy Mother's reincarnation. She then mentions that Emperor Darkham already has the Earth Stone and is questing for the rest. Kharg realizes that the power of the Earth Stone must have been why the Dilzweld Empire was able to have such power and technology. They finish their conversation and start to head back... and we see Paulette, jealously spying from behind a pillar. ((Sora: ... Dude, he ain't yours to fuss over in the first place! *sigh* )) Kharg and Lilia head back to Nafia, where Kharg tells his mother about Lilia's Light Stone and asks about the Wind Stone. Of course, he brings up his father (since the Wind Stone is broken in half and Windalf apparently has the other half), and, of course, Nafia won't tell him anything about his dad. Kharg gets a little mad about this, but nothing serious happens. Go to sleep, ya crazed insomniacs. ((Sora: Like I should be talking... *yawn*) The next morning, you awaken to find... your house full of people. Maru and Paulette are waiting at the door, and Nafia has decided that Lilia needs a bit more rest. Paulette will ask you if you "remember what she said last night", (regarding repairing the Big Owl) and either repeat it all or just tell you that your group should look into that. Fabu. So let's see, who in Yewbell might know something about airships? You know, someone who's been around... and around... and around... oh yeah, Zev. And he's (where else) in the pub. Talk to him and, after he finishes hitting on Paulette, he'll tell you that he "already took a look at the Big Owl" (wow, this guy works fast, considering he was in the pub all day the day before, all night last night, and presumably all morning this morning... o_O). Zev says that it needs new Control Parts, but everything else seems to be OK. He mentions the airship at Scrappe Plateau that couldn't run if you wanted it to, but perhaps it has some Control Parts that are useable? Sure thing. But... if we remember correctly (and we hope we do, since we're essentially leading you through this game), there isn't any battery at Scrappe Plateau, so you can't work the control panel-thing. Never fear! For the writers put that in, and there's a spare battery that you can take down at Plumb Canyon. Just "talk" to the battery and select that you want to take it. Then head on up to Scrappe Plateau and put the battery in the slot, work the controls, and a little platform should rise up with some glowy shiny stuff on it. That's the stuff you want, so grab it! Kharg says that maybe Lilia has rested up enough to go now, so stop back at your house before testing the Control Parts. Inside your home sweet home, Lilia is telling Nafia about Kharg's display of ownage at Scrappe Plateau. Nafia seems surprised that Kharg can use magic, yet isn't THAT surprised...hmmm...anyway. Pick up Lilia, who is OK, and scuttle on up to Dragon Bone Valley. On the way to 'da valley, you'll stop in Isulo Forest. In case you forgot, you had to take out the bridge earlier. However, it seems the bridge has been fixed! What good news for you! You can also take a gander around Ganz's place, but whether you look around there or not, we'll just let you know; Ganz ain't there. So, continue on now to DBV where you'll find... (can you guess?) ... (go ahead, try) ... (fine, we'll just tell you) ... Ganz! He's been inspecting the Big Owl, and since he had to do a lot of repair work back when he was a mercenary, he offers to put the Control Parts into the BO for you. It seems Ganz wants to travel with you to Cathena so he can look for the soldier who saved his life. So it seems Ganz has joined your party! Yahoo! (Side note from Sora: Cool music!) Aboard the Big Owl, run around and talk to everybody, saving Ganz for last. (Also take note of the Save Point to the left, and the room in the back which serves as free healing!) After talking with Ganz, Lilia will mention that somebody is approaching the airship. Why, it's... Nafia!? Run outside and Nafia will tell Kharg to be safe and careful. Nafia will also mention that she's been "familiar with the area since she was young", and that she used a path that's unknown to even the Drakyr...hmmmmm...anyway. Kharg will say farewell, then rejoin his group onboard. Talk to Ganz again, and he'll tell you that he just finished the repairs. To show that the repairs are indeed done and that Ganz wasn't just lying, the globe-like panel in front of Paulette will light up. "Talk" to it, and choose your destination...which is Aldrow, for those who forgot. Take off to the sky, Big Owl! Once you have control of Kharg again, go around and talk to everybody, this time save Lilia for last. (You may also want to heal and save, in case you forgot to do it earlier) She'll tell you how twelve years ago, Dilzweld mauled her hometown, and that she and her parents fled with the Light Stone. It was all and good until one day when Lilia's father handed his wife the Light Stone and left. Then her mother got sick, and three years ago, Lilia's mother gave Lilia the Light Stone and died. Lilia and Kharg chat for a little longer (about how Lilia keeping the Light Stone safe is good, and other junk of the sort). Meanwhile, Maru tells Paulette that she has a rival, and Paulette in return threatens him. Now then, this happy and sensitive moment has gone on for too long. How about a few nice bullets through the Big Owl to (literally) cut it short? Thanks to some blasts from a Dilzweld airship, the Big Owl goes down...down...down...and thanks to gravity, continues on down... Some hours have passed, and the Big Owl has crash landed. You'll see Kharg lying flat on his back, while the other party members look down at him. (Note: This is "Kharg flat on his back while party members look down at him" #1. Stay tuned for the next one) Kharg will wake up, and the group will explain that Lilia left. Ganz says she left a note ("Don't want to cause trouble"), and Kharg is worried. After all, they're on some strange continent! Who knows what kind of terrible creatures could inhabit this area? Outside, you'll notice that you've landed in a forest. And, just to make it hard for you, a group of Deimos shows up! Ganz identifies them as Orcon, which apparently means you're on Aldrow. Take care of the Orcon (Ganz should make the fight considerably easy), then Paulette will start blabbing about how all Deimos are alike. Whatever. Head down to the left, and on the next screen you'll find... Dilzweld people! They seem to be looking for Lilia. "Help" them in their search (by kicking their arses), then head all the way up and right. You should come across some more Dilzweld soldiers, who you should also "help". Once you're done with that, Maru will start shouting for Lilia. Instead of Lilia, Tatjana shows up. Uh-oh, that ain't good. You'll get surrounded by Dilzweld soldiers, but you will suddenly be saved by... Samson! The "double-barreled gun-slinging leader of the Moon Stone Gang of Thieves"! After watching the nice cutscene, Samson will reveal that the Dilzweld soldiers are surrounded by his men. Tatjana retreats, and introductions are made between Kharg and Samson. You tell him that you're looking for Lilia, and he says that he'll send two of his men (Buster and Boomer) out to look for her. Meanwhile, he invites you to his "hideout" and heads out. You currently have no other place to go, so go ahead and follow him to the "Wilbur Shore". Talk to the dude on the bridge, and he'll ask you for the password. Any of the choices will work, but the second one is rather humorous. Onboard, you will learn (among other things) about Samson's sweet ship, the "Fiona" (named after his wife); and that Samson's gang of thieves only steal from Dilzweld. Down below deck, you'll find Samson as well as a Save Point (you know what to do). After saving, talk to Samson. He'll say that his men are still looking around for Lilia, and you'll start to chat; about the ship mostly, but Kharg also asks Samson if he wants to come with you. Samson declines, and Boomer will then come in and report. It seems that Lilia was seen entering the Republic of Cathena, with Dilzweld close behind. You better hurry after her! However...if you'd like an Arc 2/3 reference, don't hurry out just yet. Talk to Boomer, and he'll mention the "3 Legendary Hunters": Elk, Shu, and Alec. Besides just mentioning their names, he'll actually tell you a little about each one! (Note: We believe that "Foresta Mall" is supposed to be "Forestamore", where Arc 2 party member Lieza had a monster ranch in Arc 3) Oh, and if you talk to the guy next to the exit back to the World Map, he'll tell you a little about Samson. Yay. Now on to the Republic of Cathena! As soon as you enter, talk to the first guy you meet and he'll tell you about each continent: Halshinne (the largest one, humans have more control than Deimos), Adenade (where Deimos are almost in complete control), and Ragnoth (where humans and Deimos are about equal). You can check out the Weapon and Item shops if you want, and you can also heal yourself if need be. The large building to the left of the healer is the Consulate (that's where you want to go). You may want to go look around town a bit before going there, though. There's a guy who is being "trained" by "Mr. Chacha" the cat (remember him... you can do a somewhat fun, yet completely pointless "mini-game" later on). Take note of the other large building in town, which is the Cathena Arena. Unless you don't mind putting off Darc's next story for a little bit, we suggest either just completing the first Arena challenge (5 fights) or wait until Kharg's next story to do all of them. When you're all ready, talk to the Cathenian Solider outside of the Consulate. He'll let you by, and Ganz will take his leave (he's going to check on the Big Owl and try to fix and move it closer). Inside, you'll find a Save Point (use it!). There are two doors that are currently blocked by soldiers, but you'll be able to get by in Kharg's next story (remember that...or we'll just remember that for you). For some pointless fun, you can ride up the left elevator and talk to the people up there (as well as look out a telescope or two). The right elevator is being repaired, so save then head through the main door. You'll see delegates discussing Dilzweld (the "Milmarnan" one seemingly making the most sense). It seems that Lilia hasn't shown up yet, but...how could that be? Kharg and group rush in, and discover that Lilia hasn't arrived. Samson tricked them! The delegates need to "hold a discussion" about whether or not they can trust Kharg and his group. Kharg gets impatient about this and heads out to look for Lilia, with his posse close behind. D. Darc's Story 2: Ambition Kill! Maim! Destroy! As some Orcon cheer on two other Orcon fighting in the Arena, Darc watches from the throne. Darc's the new leader of Orcoth, and with the title comes the old leader's lackeys Zoram and Zugalo. Zoram asks for Darc's opinion on the fight, but Darc replies that it's just the "same old, same old". Darc needs strong Deimos allies in order to help him reach his goal of saving the Deimos; allies that are not only strong enough to fight with him, but who will remain faithful even when faced with stronger enemies. He questions Zoram about this, and Zoram gives a... well, typical and cowardly answer, probably not wanting to be killed. Smart move, lackey. Zoram mentions something about a strong Deimos in the dungeon, but whoever could it be? Don't think too hard, since Zugalo will enter and say that Delma is going berserk in the dungeon. Now then, go ahead and save once you have control of Darc. If you talk to Zoram, you can participate in the Orcoth Arena...but the fights may be a bit tough depending on your level, so you best save it for later. On the way to the dungeon, stop by the merchant Quorup who now sells Weapon Parts and Accessories! Yay! Make any purchases that you need/might like, then head on down to the dungeon. You'll see that Delma is yelling to be let out. Now, pardon us, but yelling to be let out isn't exactly our definition of "going berserk". Whatever. Delma's screaming about "wanting out" of the dungeon and yells at Darc for killing Densimo, and apparently doesn't believe Darc when he tells her that Densimo betrayed them. She complains again that she wants out, but refuses to work for Darc (or with Darc, for that matter). Darc leaves her to cool off, and heads back upstairs. You have the opportunity to save again, go ahead, then let's head off to do some useful stuff, savvy? ((Sora: Sorry, went to see Pirates of the Caribbean. Goooood movie.)) Head to Geedo's house, that poor, ugly, fat... er, she's dead now. So let's loot and pillage. At the old fatso's home, you can now open the chest that was previously sealed by magic. Inside you'll find the Phoenix Blood (right where you left it) and some weird piece of stone with writing on it. You read it, and it says "Over the oceans from long, long ago Comes a voice in the wind from an ancient soul". Weird. What's even weirder is the guy that appears after you read it... some poor, cursed ghost-fool named Kirjath. He basically pissed off the gods, so they cursed him. Serves ya right, ghosty. ((Sora: The moonlight reveals him for what he is- er... wait, damn, he's not a pirate.)) He claims that the piece of stone is an "Ancient Tablet" (#1, to be precise, conveniently) and that all the tablets, if brought together, can form some sort of salvation for him. "Relief", we believe is what he says. Or something to that effect, anyway. He pulls a Smoky the Bear and says "Only YOU *points at Darc* can save me, Darc!" Darc says eh, why not. Kirjath disappears, so now you have a mini-quest thing to do. Fabu. Now you can head to the Church Ruins. Always good to talk to your dad's grave. But it don't say anything, and that's not why you're here anyway. Go check out the nest. Gasp! There's a single egg left! That idiot Densimo musta had stomach cramps or something. Darc's thrilled and wants to keep it safe, so he assigns an Orcon to guard it, under pain of death if he eats it or otherwise harms it. Ok, so that fool's nice and scared. Back to Orcoth! Back near the Orcoth arena, Darc is notified by his lackeys that a "strange Deimos" came in and owned all the Orcon. Well, judging by their... lack of fighting skill, that shouldn't be too hard. But Darc's interested, so go in to meet this Deimos- a Lupine to be exact. ((Sora: Lupine always reminds me of Lupin the Third...)) <>Otaku: Ah, Lupin... heh<> The blue wolfy-dude says that he's Volk, an "avenger of kin", out to kill humans because they caused him some trouble. He wishes to fight Darc to test Darc's strength. Okee dokee mister, let's rumble. Fight him, he shouldn't be too hard. He can raise his attack with his "Heated Soul" skill and can use water magic, but nothing extraordinary. (If you know and use Steal in this battle, you can get a "Balo Nut" off of Volk, the equivalent (and mistranslation) of a Palo Nut, raises your speed.) When you win, he drops to his knees and mumbles about losing. He lost his wife, Yrena, and his son, Nazaal, to some wretched humans (Damn you, Lloyd!). Darc calls him a "self-satisfied fool", then asks him to fight to help him unite the Deimos. Hmm, insult then semi-compliment. Very diplomatic. Volk agrees, swears on his "divine protector", the moon, that he'll be loyal to Darc, and pronounces Darc the "alpha leader". Hey, he's a wolf first and foremost, I guess. Woof. Head outside, you can buy some weapons and stuff for Volk if you'd like, then talk to Zugalo outside the jail, Delma's apparently "acting strangely" again. Wonder what that means this time. Inside, Delma's acting nice, sweet, kind, even... hospitable. She welcomes Darc, telling him that she was wrong and agreeing to fight with him. She throws in some sap story about Densimo breaking her horns, too, but that's pretty unimportant. Whoopee, a three person party. Now then, the Orcon at the gate to town will tell you that he saw a "strange light" crash in Asheeda Forest, nearby. Volk says it's a "human thing". Oh NO Volk, not humans! Let's get em! Yeah. Anyway, go to Asheeda Forest. In the forest, Delma spots humans. Yick, stupid humans. They spot you too, so fight them off, you wicked Deimos, you. They're just Dilzweld dudes, not hard. After you win, Darc wonders why humans would be in Asheeda Forest. Delma says that it's Spirit Stones, of course! ((Sora: Funny how much she has in common with Paulette, isn't it? ... No, actually, it's not. Never mind.)) Volk says that Asheeda Forest doesn't have many Spirit Stones though... maybe a further search will reveal their purpose. Then they suddenly turn to Darc and ask if he's nervous... (o_O) Delma says that whenever things start to get a little "hairy", Darc touches the birthmark on his arm ((Sora: The similarity is getting scary now.)). Darc says he's just excited to kick some human booty. Let's roll, team. Up one screen is the Big Owl and more Dilzweld lackeys. They're talking about something called "Lilia"... hmm, Darc wonders what a "Lilia" is. The Dilzies spot you, so fight, again. And win, again. Then there's a little dialogue about humans and human weapons because Delma tries to touch the Big Owl. Basically, Volk's scared of human weapons. Poor doggie. Darc decides that they have to get this "Lilia" before the humans do. So head down and to the right to find... yet MORE Dilzies. And Tatjana. WOOF. 'Scuze you, Volk. Er... anyway. Tatjana's yelling at her troops because they haven't found Lilia yet. Darc learns that "Lilia" is a girl. Yay. You're spotted, again. (Don't seem to have much camouflage, do you?) Fight, win. STEAL off Tatjana if you're planning on getting Choko later on, there's a great accessory for Choko, the High Heels. For the love of Jack Sparrow, steal man, steal! ... Er... sorry, that's CAPTAIN Jack Sparrow, savvy? Anywho. When you win, Volk starts giving Tatjana some righteous, humans-are-bad speech. Delma says they're gonna kill 'Jana, so the long-titled lady pulls out her special, "I shoot lots of different kind of stuff" gun and fires some inviso-ray. Now ya can't see her. What is this, hide- and-seek? Not for Volky, who can still smell her. Fetch, doggie! They run off, and Darc sees something running away down-screen. Looks like a girl. Hey Darc, maybe it's Lilia. Darc has a revelation. "Maybe it's Lilia!" (Brilliant.) Follow. You'll end up in Crossell Springs (though it will bring you there automatically) and Delma suggests that you spilt up and search. Yahoo. Lilia's hiding behind the big tree near Darc (left side of the screen). She also keeps muttering (aloud) something to the effect of "Please don't let them find me! Please don't let them find me!" Smart, girlie. ((Sora: Maybe a Drakyr beat her on the head and she lost some brain cells. Meh.)) Shock, Darc finds her. She squeals. "AHH, a D-deimos! Stay away!" Right, he'll listen to you. Meanwhile, Darc seems fascinated that "Lilia" is a "human girl". Wow Darc, sheer brilliance. No, she's a monkey. A monkey named Lilia. Meanwhile, this sweet little scene is cut down (hehehe) by Delma, who slashes Darc in the back, says it's revenge, and leaves. Darc: Ow. Delma: I have revenge. Darc: Ow. Delma: You killed my brother! Darc: I am your brother. *Darth Vader breathing noises* Delma: ... No, you're not. Darc: Ow. Lilia decides to be sweet, fixes Darc's wounds, props him against a large rock, and stays there to ponder... staying there. This may just be too intelligent for us to handle, sorry. Darc wakes up. Ooh, a girl. Wow. There are "human" introductions made, Darc remembers that the Dilzies were searching for Lilia. He asks why. The Light Spirit appears. (Why hello, little Namek!) The Light Spirit says the same thing about the 5 GSS, asks to be "guarded from darkness", and disappears. Darc figures out that Lilia has the Light Stone and wants it. There's an adorable little exchange that goes on. Darc: Give me the Light Stone. Lilia: I have no Light Stone. Darc: I'll tear- er, I'll maul you good with mah sword. Lilia: ... Um... I have... no Light Stone? Darc: I'll still maul you good. I'm heartless. Or something. Lilia: My mom gave me it when she was dying. Darc: Damn, same old story! Always using excuses- wait, that's my story. Beeatch. Fine. Come with me. Lilia: Ok! *dances* Stop back at Asheeda Forest to pick up Volk. For all his woofin' and braggin, he seemingly ain't got no game, and didn't catch Tatjana. Oh well. He wants to kill Lilia, but Darc says no, she'll be useful. Then Volk wants to kill Delma for betraying Darc, but Darc says no, he'll take care of her. (Volk: Dammit, let me kill! I have a bloodlust! *Tooku Made plays*) Darc claims he knows where Delma went. Hoist the missiles and full speed to Orcoth! At Orcoth, Delma is telling everybody how she killed Darc. Wow, one shot to the back kills him, eh? She's the STRONGEST DEIMOS EVER. Apparently. Nobody believes her. Darc heads down, telling Volk to keep his eye on Lilia. Everybody else conveniently sees Darc before Delma, so when she turns around you get this nice "D-D-D-D-D-D-D-DARC?!" <>Otaku: T-t-t-t-t-today, junior! Mail us if you know the reference. Seriously.<> Darc asks Delma to have a little "talk" with him in the arena. There, she's scared that he's going to kill her. He says that, if she's going to kill him, she should get it right next time. Shocked, she asks him why he's letting her live. He says he needs strong Deimos to fight with. He also suggests that she stay "close to him" to try and kill him again. Smart kid. She pulls a Heero Yuy, promises to kill Darc, then they leave. Outside, everyone's fawning over Lilia. Fawning as in threatening. Volk swears he's been watching her the whole time. Wow, literal meaning. Go, woofie. Darc saves her from instant death and... throws her in the dungeon. Now then, go ahead and heal/save, then head on down to the ever-popular dungeon to talk with Lilia. She'll tell Darc that he's different from the other Deimos, but he would rather talk about the GSS. Lilia says she doesn't know much, but she mentions that she met a person named "Kharg" on Ragnoth who had the other half of the Wind Stone. Lilia even starts to mention the possibility that Darc and Kharg could be... but is then interrupted by Darc. Dammit Darc, don't try to run from the truth! THE TRUTH!! Ahem, anyway. Darc demands to know where the other GSS are. Lilia reveals that Dilzweld, the people that were looking for her, have the Earth Stone, but she knows not of the other GSS. Determined to find the GSS before the humans do so that he can use the GSS' power to unite the Deimos, Darc leaves Lilia in the dungeon and once back upstairs, tells the other party members what he has learned. Now to find some information about the GSS and some kind of transportation. How about a "Hero of the Sky"? Go talk to Gorma, and he'll tell you how to transform a Firble into a Pyron. You'll need three things: * Rebound Fruit, which can be found by defeating some Crimson Rhokes in Tindalos Woods. * Phoenix Blood, which seems to be hard to find nowadays (but not for you, thanks to that fat ol' greed-o Geedo) * Fire Fragment, which Gorma offers to make for you. Well then, speaking of Firbles, why don't you go check on the egg? Not surprisingly, when you arrive at the Church Ruins, the Orcon on guard duty will tell your group that the Firble hatched! Huzzah. Go see it for yourself, then head on out to the Tindalos Woods for a Rebound Fruit. Now then, it seems that a Crimson Rhoke fight is NOT automatic. Although both of us writing this FAQ have always gotten into the fight on the first try, we've heard that some people don't. So, if you don't get into a Crimson Rhoke fight...retreat, then try again until you get one. When you do enter a C. Rhoke fight, just defeat them. Don't bother stealing, because you'll automatically receive a Rebound Fruit; during the black screen between the end of the C. Rhoke fight and returning back to the World Map, a dialogue box should pop up saying that you found one. Yay. Back to Orcoth. Go talk to Gorma again, and Darc will tell him about the Firble. He'll then happily start making that Fire Fragment for you, so you'll have to come back later. Go to the Church Ruins and feed the two required materials you have to the Firble. Back to Orcoth, where you'll find...less Orcon than when you left. Where'd they all go? Head down to the dungeon to find out. Time to listen to... AHHHH! AN ENGLISH DUB SONG! AAAAAHHHHH! Ahem. Lilia will sing for a little bit, but will be cut off by Darc (whew, thanks). He'll yell at the Orcon down there, and they'll all run off in fear. Darc stops Gorma on his way out to ask if he made the Fire Fragment yet. Gorma replies that he gave the Fire Fragment to the merchant Quorup, so head on back up. Talk to the merchant, who will give you the Fire Fragment... for 500G! Wasn't that nice of Gorma? Well, you need it so pay up. Go back to the Church Ruins and feed the Fire Fragment (actually, you "give" it... but whatever) to the Firble. It will then proceed to... fall over. Wow, it looks pretty dead-like. Good job, Gorma! First make us pay for the Fire Fragment, then kill the Firble using it. Well, go on back to Orcoth to give Gorma a well deserved yellin'. Near the entrance to town, you'll discover Lilia's Ortena. How strange. You'll also see that all of the Orcons around you are completely dead. How strange. Go down to the dungeon, where you'll find Zugalo. He's not dead, but he doesn't seem that alive. He says that some humans came for Lilia, so he and fellow Orcon tried to fight them off. However, as you saw when outside, the Orcon lost and Lilia was taken. Zugalo asks for forgiveness, but Darc tells him not to speak and to save his strength. That being the nicest thing that was ever said to him, Zugalo dies happily. Run back upstairs and talk to the Quorup merchant. He'll say that he and some others were able to survive, and that they're all hiding out in the Arena. Go there and speak with Gorma. It was the Dilzweld Army that took Lilia! Imagine that. Although Gorma still has a yellin' coming to him, there'll be time for it later. Time to head to their base in Varam Barrens! At Varam Barrens, the battleship Megist is prepping for takeoff. According to a Dilzweld officer, they had to drug Lilia to get her on board. Supposedly she even bit somebody. Isn't biting somebody some toned down kind of "fighting", which she is so very much against? Well, whatever; good job, Lilia. They are anticipating Darc and his posse's arrival, and have set up an "Argewalt" to take care of them. Enter Darc and his posse, exit the Dilzweld people. Darc gives chase, but the Argewalt awakens and it's time for fightin'. Now, the Argewalt has a limited number of attacks: it can create monsters for you to fight, it can try to confuse you, and it can deliver a shockwave attack to a small area around it. It'll use that first attack much more often than the other two, so focus your strength on the Argewalt itself. If you can/want to, have one character go after the boxes and the created monsters; it'll be good experience for them, and you can pick up some nice treasure too. When you do defeat it, you'll see the Megist taking off. Dang. Now, during the Argewalt battle, Delma mentioned that the "thing" inside the Argewalt looked like a Deimos. You'll discover that the Deimos "thing" is still alive! She's Camellia, the "Pianta Sage". She explains how she and her tribe were captured by Dilzweld, and were "treated". She also mentions a Miracle Stone, which Darc thinks may be a GSS. Camellia then asks to accompany you, knowing the "labyrinth"-like mazes of the Coleopt Shrine (where the Miracle Stone is). Darc agrees, so you get a fourth party member! Now then, back to Orcoth. Since the Coleopt Shrine is on Adenade, you'll be needing that Pyron. When you get to Orcoth, go talk to Gorma and he'll explain that Firbles sleep for a while before evolving. He just forgot to mention it earlier. Good old, forgetful Gorma. However, that's good news for you. So, get any items you may want, heal, save, and do anything else you want to do on Aldrow for now, then head on to the Church Ruins. At the Ruins, there's some large, fiery thing over to the right. Maybe that's a Pyron? Well, indeed it is. After discussing Pyrons for a little bit, Camellia will suggest that Darc try to talk to it. He does so, and the Pyron... flies off. That ain't good. Camellia says that it's just getting "larger". You'll then see a LARGE, fiery thing descend from the sky. Man, that's one big Pyron. Get on it and enjoy the nice flying cutscene. You'll land on Adenade, and now it's time to head off to the Coleopt Shrine. A quick note: Your Pyron is not only a means of transportation, but also a means of free healing and quick saving. This means that it's a perfect time to do a little training, if you haven't bothered to do so earlier. You can also head up to the town of Rueloon, but since you'll go there later on automatically, we won't go into that right now. We'll just mention that you can find a Coleopt in the Rueloon back alley (head left between the stairs leading up to the Arena), who will sell you Coleopt Froth (the only item that can heal you from the effects of Coleopt spheres...you'll find out soon). So, to the Coleopt Shrine! Speak to the Coleopts, and you'll discover that they eat all the weak members. Wow, that's a little harsh. You'll also find out that the Coleopts serve Queen Selkis, and they don't fear death. Whoa. Anyway, part of the Coleopt army is guarding the entrance to the shrine itself. When you approach, you are denied access to the shrine. You have the option to "retreat for now" or to "force your way in". Retreating does nothing, so time to force your way in! You'll enter a fight with about 6 Coleopts. Your major concern in this fight is their one and only magic: Coleopt Spheres. All of your skill levels will be lowered considerably, and the only remedy is Coleopt Froth. Don't worry if you don't have any/many, just focus on killing the Coleopts. When you're done, head on in (unless you're really weak, in which you should go heal at the Pyron, THEN head on in). Inside, a tentacle monster <>Otaku: Kinda reminds me of a Like-Like from LoZ.<> busts outta the wall. Your initial response is what would be expected, "What the...?!" But then it retracts back in- why? Continue forward to find that some Dilzweld soldiers have blasted through a wall in search of the "Miracle Stone"/ Water Stone. You'll fight them, take them out. They were, however, apparently a distraction, so hurry on to the main room. You'll find two Dilzweld lackeys in search of the Miracle Stone. Everyone except Camellia steps over the mini-bridge that leads to the larger platform, then one soldier steps on the red tiles in front of a large, treasure chest-looking thing. This causes the bridge to lower, cutting Camellia off from the rest of you. She cackles and says that in this main room is a monster created to destroy the world. This monster is named Bebedora. Apparently you've been betrayed, as Camellia runs off to the Throne Room where the Water Stone really is. That shriveled, little, creepy... er, anyway, Bebedora comes out in a cutscene. And she looks like a little girl. Woo, scary. But then she uses mind-controlling magic to take over the Dilzies- that's a little scarier now. Fight the soldiers and win, then Bebedora complains that her "toys" broke. ((Sora: *shudder* ... She's cool ^_^)) She makes the skeletons on the walls come to life, stating that they won't break as easily. Now you get to fight THEM. Whoopee. They're a bit harder, but stay healed and you'll be fine. But try to avoid using regular attacks, as they don't do much. Stick to magic and you'll do much better, esp. Wind attacks we find work well. Afterwards, Darc attempts to soothingly talk to Bebedora so that she won't use that little trick of hers on your party. She "sees" his emotions' colors and decides that he's very complex, not human yet not Deimos. She decides to help you and tells you that, to get out, you have to push a switch to your left, on the wall. <>Otaku: More like a GIANT switch, that thing's huge...<> Thanking her, you go and hit the switch. However, she's decided Darc is impossibly interesting and wants to join you. Hey, feared evil monster on your team? Sure, join on up, girlie. Be sure to pick up the Ancient Tablet on the floor in Bebedora's room. Continue down the path you are on to find a treasure chest. This one contains:960 G, 100 Spirit Stones, and Black Rose Thorn (Weapon Part for Camellia, adds Poison to attack). Crossing over to the right, there is a save point. Down from there is another treasure chest, containing: 160 Spirit Stones, Aquamarine (Accessory), and 3 Water Balms. Last but not least, there's a third treasure chest accessible from crossing to the left of where you came in, containing: 480 G, King-Size Soap (Accessory, prevents Stickiness), a Life Tree Berry, and a Water Shy. Now, head back to the Save Point, save up, then go to da door. Small, very short scenette where Camellia is getting what's been coming to her. Hah, serves ya right to betray the almighty Darc! ... Ahem. The Queen of the Coleopt, Selkis, is controlling those large, Like-Like...er, -like tentacles. Camellia begs you to help her, and you'll fight Selkis. Not to help Camellia, but to get the Water Stone. Boss fight! Bebedora's Mind Control is extremely useful and can be used on both the little flying-wasp things that the tentacles produce or on Selkis' bodyguard Coleopts, but ONLY TWO AT A TIME. (Ahem, sorry. That made us waste some time. And SS.) Taking out the tentacles first is a must, then focus on the bodyguards, THEN Selkis herself. Watch out for getting too close to Selkis and staying grouped together, her spells can attack people in a fair range and do either a lot of damage or the equivalent of the Coleopt Sphere. This is a decent fight ((Sora: Or was for me, anyway, but I don't mad- train like Otaku does ^_-)) Using magic on Selkis is a decent idea, since she really can't hit you unless you're on the stairs or closer, so far-range damage is better. Once you win, congrats! ^_^ The Water Spirit appears once Darc has the Water Stone and talks about hatred and negative emotions. He warns the group about them. Hate bad. Negative emotions bad. Peace and love. Then Darc gives a spiel about wanting power. ((Sora: Hey, like the Taco Bell Dog! Darc's voice! "Darc: Yo quiero powa." heheheheh...)) The group heads out, ending Darc's second chapter... E. Kharg's Story 3: Conflict Begin with Kharg, Paulette and Maru rushing into the Cathena Consulate. The representatives have decided that Kharg can speak in place of Lilia! ... Providing he receives and brings them a letter from the Nidellian representative, Nafia. The hell? Sure we will, old man... not! Then the kind delegate from Milmarna wishes to speak to you. She goes off to the left, into a fancy meeting room. Cool. Following her, you find out that she is Savina. Kharg and Maru (strangely) have heard of Milmarna, her country. Hmm... there's a small Arc 3 reference to Sania and Yonan (her young counselor) here, then she starts speaking about Dilzweld and Emperor Darkham. She tells the group that Dilzweld has invaded the continent of Epistia, and Kharg tells her Lilia's story, with the Light Stone and the running and all. Well, it's technically a story told in a screen blackout, but meh. Afterward, Savina mentions that something called the "Flame Egg" supposedly rests inside a volcano on Epistia; maybe that's why Dilzweld is there! Our little genius baby Kharg fights fire with fire and figures out that the Flame Egg must be the Fire Stone! Wowie! Savina tells you that Epistia is to the west of Aldia, the east side of a continent called Halshinne. Then a Cathenian soldier comes in to inform you that the battleship Megist (Darkham's shuttle, if you will) has taken off. There's a little exchange that goes something like this: Soldier: The Megist took off. And they took Lilia with them. Kharg: It might be Lilia! Soldier: Uh... it is Lilia. Or was. Kharg: ... It must be Lilia! So, now that Kharg's 2 for 2, you should probably set off for Epistia, after Lilia and Darkham. And that Flame Egg thing, too. Head on outta there, then. But wait! Before you leave, swing on into the conference room on the right side to pick up a Spirit Dictionary. Now then, on your way. When you reach the door, a voice will stop you. The Cathenian soldier informs you that the council wishes to speak with you. Savina comes out and tells you to forget about it, the council takes forever anyway. She tells you to contact a man named Spencer on Epistia, who is apparently leading the underground Resistance movement against Dilzweld. (Indirect "reference" to Arc 2, where Shu and Tosh led a Resistance themselves ^_^) Okee dokee. Onward to Epistia! Heading out, you'll find the Big Man himself... no, not the Kool-Aid guy, Ganz. Sheesh. He'll inform you that the Big Owl is ready and waiting on the coast nearby. He wants to stop at the Arena, where he's been informed there are people who knew his war buddy there. Ok, so head there first. Ganz talks to the two guys who were apparently in the same "squad" as his buddy, Rapier. (Rapier? Sounds kinda familiar...) They give Ganz the bad news that Rapier was recently killed...! What? Yup, killed by Deimos. Orcon, to be exact, near Orcoth. (Damn you, Darc and Delma! Er...) The guys go off about how Rapier was a mercenary who didn't really care about killing for money, treasure, or the like... he just wanted to protect the world. How sad... Ganz wants revenge on the Orcon and decides he'd like to accompany Kharg and the rest of the gang around the world and such. Hooray. Now then, REALLY on to Epistia! Once you reach Epistia, you'll want to head into the main city, Sulfas. On the way there, you'll stop at Kassim Highway, a 'checkpoint' of sorts for Dilzweld. There's a group discussion there, and it's decided that the best way in is not to rush the soldiers, but rather try to answer any questions they might have and get in virtually undetected. The man near the road blocks will ask you questions in order for you to be "let in" to Sulfas. (We have reason to believe that any of the answers will work... you must name Darkham Ekid na Bard correctly, however.) Sora picked the following answers: Aldrow, Mercenaries, Ex-general Spencer, and Darkham Ekid na Bard Otaku picked: Ragnoth, Merchants, Samson, and Darkham Ekid na Bard. Once you answer the questions, he'll let you in. Whoopee. Now you can go to Sulfas. Upon your arrival, some Dilzweld soldiers will be moving out to relieve the troops at Kassim Highway. Now it's time to try to get some info on Spencer and find this guy. Nobody will tell you anything, though, as there are soldiers all around the place. There's a healer to the right, near the bridge into town should you need it, but she's about the only purchasing you can make right now- the shops won't/can't sell you anything. Going into the item shop near the healer, you'll see a soldier talking with the woman there, named Leonora. Her husband Jaqual is the owner of the shop and, according to the soldier, selling things on the black market to aid the Resistance movement. Leonora refuses to tell anything about her husband, claiming she doesn't know where he is. The soldier says that he'll wait there- Kharg steps in and mentions that he saw someone fitting Jaqual's description on Kassim Highway. The soldier, thrilled with the news, rushes out. When questioned by Leonora, Kharg says that the suspicious person on Kassim Highway was himself. Leonora, figuring she can trust Kharg, tells him that her husband is around town, selling items in secret. He won't answer to his name, but will accept a sort-of password: "The Dolban delight in dealing". (Note: We believe "Dolban", spoken of here and later spoken of by Leonora may be a different translation of "Dorvan", the father of the merchant family that causes the party many problems in Arc 3.) Now that you know the secret words, go find Jaqual. Downscreen from Leonora's item shop there is a small alcove where there is a trash can. Before speaking to Leonora, there will be two people talking there, one of which you cannot reach. Now the other person will be gone, so you can speak with the man. Turns out he's Jaqual, whoop. Kharg mentions the "magic words" and Jaqual will sell you stuff. He'll also tell you that there is a secret passage in the pub, leading to the HQ of the Resistance and- gasp- General Spencer. Waahoo, let's head to the pub! (Not to get drunk, mind you. They remind us all too often that Kharg is underage.) The pub is in the back part of town, near a gate that you can't open from the outside. Hmm. Talk to the pub-masta and he'll give you a riddle to finding the secret passage: "The back and the front always come to the same number." Now then... what the hell can that mean? Very simple! You may have noticed that the guy reading the "Rules of the Pub" has mysteriously left. Looks like a sign to us. Pardon the pun. Now then, if you picture a dice... the opposite sides... always add up... to the same number: 7! So you must have to read rule 7. For some reason. The other rules are humorous though, so read them too. Anywho, when you read rule 7, there'll be an option that asks if you want to push a button that's behind the rules. Well, yeah. Ahhh! The freaking wall's moving and- oh, right, that secret passage thing. Well, head on down then. Downstairs are a bunch of Resistance soldiers, a man behind a counter who will eventually sell you Weapon Parts and Accessories, and a big guy with white hair. Looks like we've found Spencer. Introductions are made, and then you'll see... Zev!? It seems the Resistance found him coming down from Mt. Quina and suspected him as a Dilzweld spy. Kharg vouches for Zev, and asks to speak with him quickly. Talk to the explorer and he'll explain that he heard rumors of the Flame Egg and, being an explorer and all, was trying to locate it. However, the Dilzweld Army is building a stronghold in Mt. Quina. Using his mad deduction skills, Kharg figures that Dilzweld must looking for the Flame Egg! Spencer mentions that if you attack the stronghold directly, the Dilzweld will send for reinforcements (not to mention that they have big cannons there O_O). So, it's decided that before storming the base, Kharg and party will take out the garrisons: the Parez Ruins, where the Dilzweld are getting parts and weapons; and the Viorav Mines, where they get SS. On the way out, stop by the dude behind the counter for Weapon Parts and Accessories. You can either exit the pub the way you came in, or walk out the door down from the box Zev's sitting on (outside is the gate that you couldn't get past before because you were on the wrong side; well, now you're on the right side). Once outside the pub, you can go heal and save, then head on out of Sulfas. It's your choice on where to go first: the Parez Ruins to the north or the Viorav Mines to the south. Both of us writing this did Parez first, but we don't think it matters any. So, head on over to wherever you picked first and... uh- oh. You'll be stopped in Kassim Highway; they've caught on, it seems. After a few random comments and insults (Kharg... gaudy?), you shall engage in a battle. Not too tough, just be sure to heal when it's needed. And use Ganz's Rolling Axe if the soldiers are stupid enough to crowd around him. ^_^ Once you win, you can go back and heal/save, or just the latter... or neither, if you'd like. Up to you. Now then, head to either place. (Since we both head to Parez first, we'll talk about it first) As soon as you enter the Parez Ruins, you will engage in a fight. You'll soon notice that the soldiers have placed garbage heaps in front of them to build makeshift barriers. There should be three heaps all together: two to the left of you, and one south of you. The heaps are only in your way; the Dilzweld soldiers can shoot at you through the heaps, without damaging the heaps at all. Therefore, you shouldn't send out Ganz or Kharg to take out the heaps (unless you have really pumped them up with defense). You can either have Maru and Paulette both attack the left garbage heaps, or have Maru attack the south heap while Paulette attacks the left ones. That way, Kharg and Ganz can sneak around for a sort of surprise attack. Watch out for the gun-totting machines; they can pack a punch. Other than that, you should be just fine. Once you win, the Parez Ruins will be freed from Dilzweld! Hooray. Before you leave, you can run around and look at stuff (everything that you can "interact" with is conveniently under a spotlight). Be sure to check the TV screen; you'll get a quick glimpse of a certain main character... who happened to star in Arc the Lad 1... as well as co-star in Arc 2... and appear briefly in Arc 3... in case you're incredibly confused, it's Arc himself. Also, there is a robot in the lower left corner who goes by the name "Ziekbeck". He will claim to be the former leader of the Ultra- Mech Army, but if you've played Arc the Lad 2, you'll know that he's lying. Then again, even if you haven't played Arc 2, we just told you that he's lying. So in any case, you now know he's lying. So, tell him that you don't believe him. Ziek will reward your knowledge with a Shadow Talisman, then will become permanently disabled. (Note: We're not sure if you can get another/a different item from Ziek if you talk with him after you get Diekbeck.) Well, time to head out to the Viorav Mines then. You'll engage in a fight as soon as you enter again. There aren't any garbage heaps here, but there are a few barrels. Try to take out the enemies as they come to you. You shouldn't have much trouble in this fight either, but do be sure to watch out for the Intruders (<>Otaku: Or maybe they're Gunners...I can't remember the name<>). They can pack a punch. Even more so than those other gun machines. Once you've defeated them, you've now taken back the Viorav Mines! Better head on back to Sulfas now. Now that you've taken care of the garrisons, it's time to take on the Main Plant. Since you're here, feel free to heal/save. <>Otaku: If you're miserly like me, go get free healing at the Big Owl.<> Then, enter the plant (big building that was guarded by soldiers earlier, north end of town, between the Item and Weapon Part/Accessory shops). There are only soldiers in this fight (no gunners or those other gun machines), so it should be fairly easy. If you can, break open the Steel Boxes for goodies. When you defeat them... Sulfas has been liberated! Time to heal, save, then head on back to the casino. Back at the Resistance "base", Spencer will congratulate you on your good work. As he damn well should. <>Otaku: I mean, why didn't he send a Resistance member or two along with you or give you free items or something?<> Whatever. The Resistance members aren't exactly as happy as Spencer is, though. In fact, they are down-right pissed. They think that they could have taken back the city themselves, and that you meddling kids got involved in their affairs. ((Sora: What are we, in Scooby Doo? )) They decide to attack the Mountain Stronghold themselves, and a few Resistance members run off. Spencer is concerned; after all, the Stronghold does have those cannons and all. He asks you to go fetch them. Go fetch 'em, Khargy! Go fetch those Resistance members! Too bad that Spencer won't even give you a freaking Milk Bone in return. Well, whatever. Off to the Mountain Stronghold (west of Sulfas). You'll see a little scenette thing. The Resistance members aren't doing too bad; they've already cleared out a good number of Dilzweld soldiers. However, once those cannons power up, they go down like a falling lead-filled balloon. Kharg and his party then arrive, and it's fighting time again. Now, as Ganz will point out near the beginning of the fight (through the "battle talk" that he and Kharg will have), it's impossible to defeat those cannons. Your job is do rescue the three Resistance members. But wait! The cannons have a good range, but not THAT good of range. If you stay on the ground floor where you start from, the cannons will not be able to reach you. Therefore, lure the other enemies down and defeat them. When you are ready, head on up. Don't group together, or the cannons will hit all of you. Keep them close enough that they can easily heal someone, though. If you've taught Kharg Healing Rain, it'll come in handy in this fight. Also, try to keep to one side; if you stand in the middle, it's possible that both cannons will attack you. In order to "rescue" a Resistance team member, you have to get right next to them and "talk" to them. It'll prompt you "Save Resistance Member?" Well duh, answer yes. (Even if you don't really want to). Email us if you're having trouble here, we'll do our best to help. That's about the only advice we can give... Once you've rescued the Resistance members, head back to Sulfas and report to Spencer. He thanks you... again not really well enough, but it'll do. And those Resistance guys are still huffy. Whatever. Spencer then mentions that the Resistance members (and you, of course) are at a huge disadvantage- for one, Dilzweld's got the mega-cannons from hell. Two, you're attacking uphill, a BIG strategic no-no in any general's book. Maru suggests attacking from above then, but the only way you could do that is with an airship and the Big Owl isn't equipped properly for attacking. Hmm. Wait, there's a solution to the airship problem, otherwise it wouldn't have been mentioned! (RPG rules, you know.) Spencer can get the Big Owl equipped with a "beam cannon", all you need to do is head to the Main Plant. Ganz goes off to fetch the Big Owl (seems like he does that a lot), so head into the Main Plant. Inside, one of the men in the main room will talk about the plant- he says it's a "Russ-Style" plant. (Indirect-Arc 3-mistranslation-reference! Waahoo!) That's just an FYI. Plotline wise, head in the door on the left wall. If you head all the way past Spencer and the other two guys there and then down at the very end, you can get Spirit Dictionary 3. Also an FYI. Right, plot. We know. But... but... one more FYI! You can (just for fun) get electrically "shocked" in the upper-right corner of this room. It's fun. If you do it enough... you'll see what happens. Ok, now, PLOT! Muahaha. Righto. Talking to Spencer, Ganz will show up and you'll find out that the volcano is becoming more active. Wow, lots at once. It will come to your attention that you'll need a means of controlling the airship since you'll all be on the ground and it will be, well, in the air. To do this you'll need a remote, a "Tele-Op" to be precise. You'll need four things for the Tele-Op: An Antenna, a Magnetron, an Integrated Circuit, and 200 Spirit Stones. Well, the electric-y stuff you should be able to find at the Parenz Ruins, and Viorav Mine is supposed to be chock full o' Spirit Stones. So it's your pick where you go first. Either way... At the Parenz Ruins, you're looking for three things: Antenna, Magnetron, and Integrated Circuit. You may have noticed (or perhaps remembered us mentioning it earlier) that some items at the Ruins are strangely "lit up"... that is, there's light shining on them. Almost like some kind of creepy sign, isn't it? Anyway, the Antenna can be taken from the Radio at the back of the Ruins, the Magnetron from the microwave on the left side, and the Integrated Circuit from the computer on the right. We've mentioned Arc the Lad on the TV screen before, but we'll mention him again. w00t, go Arc! Anyway. On your way out you'll be stopped by ninjas who think they own the place, the "Shinobi Gang". Show them who's back. (And it ain't Shinobi, dudes.) Once you've whipped their butts... Viorav Mines. Full of Spirit Stones, just waiting to be scooped up by the next bright-eyed opportunist who comes by- except Deimos, that is. Not Deimos. Never. Go deep into the mines, my friend! (Beware of Balrogs) Use the elevator, then... you'll fight monsters! Well whoooopee! You came. You fought. You better have conquered, otherwise go train some more, then come back. Once that's done, hit the detonator in the upper-left. *disco music starts playing* It's a-Rainin' Spirit Stones- Hallelujah! It's a-Rainin' Spirit Stones- Amen! Um... ahem. So you gather the stones and go. Yay, now you can get your Yber beam cannon. (Wing Zero, anyone? ... We didn't think so either. We only wish the Big Owl could be that cool.) Back to Sulfas and the Plant. You get the cannon installed, yada yada yada. Off to the stronghold! ((Sora: I think that's the most straightforward direction we've given in this entire FAQ... o_O)) Fight again, you can use mostly the same strategy. Lure the enemies down to you and kill them off. However, this time Kharg has a new, special choice under Special Moves! He can summon the Big Owl! Yay! Summon on those blasted (pardon the pun) cannons, you should take each out in a single hit. Whoop-dawg. When you win this fight, you may finally enter... *dun dun dun* the Volcano!! ... ... ... Yeah. Another Dilzweld fight awaits you inside. When you win, the commander calls you "Rebel Scum" (Another 'email us the reference' opportunity!) and dies. You find out that the Deimos inside the Volcano are called "Lakelta". Then Zev shows up. ... ... Wait, Zev? What the faaa---zoo? He notifies you that the Fire Stone is inside the Volcano. Great, you knew that. Ah, but he knows WHERE inside the Volcano! Near the crater, in an ancient shrine. Oooh, aaah. Oh yeah, one more piece of info? The volcano's gonna erupt soon. Might wanna hustle. Then Zev leaves. Asking you to bring him back goodies. Sure, whatever. So get on zee elevator, laddies/ lasses! CUTSCENE! Wahoo, to Lilia and... meet Darkham Ekid na Bard. ((Sora: Eeeewwwwww! He looks like someone out of Rocky Horror! Or a strange, demented vampire! ... Must... cleanse... mind... nightmares...)) It seems like Darkham's guards were Emperor Palpatine's rejects, too. And every Dilzweld officer wants to be Cyclops from the X-Men. (Sorry, we had to dish out the references. They were eating us alive. Well... no, not really.) Darkham finds out that you're in the volcano, apparently his troops are well on their way to the Fire Stone too, yada yada, back to you in the studio, Kharg. This has been Darkham Ekid na Bard, reporting. And looking vampire-ish. The Volcano used to be a coal mine, turned active through the power of the Fire Stone. (A little bit of back info for y'all.) To the right and down, there's a treasure chest (Yay, our first dungeon-layout for the FAQ! Every treasure chest will have contents listed like this, FYI): - 460 G - 220 Spirit Stones - Red Charm Follow the path... go over the bridge before the door for another treasure chest! - 180 Spirit Stones - Life Tree Berry - Super Bomb - Super Bomb Into zee elevator. When you emerge, you'll fight the funky Deimos, Lakelta. Mmm, quite... fire-y in here. There's nothing of interest here, so head into the elevator to the left. Now you're back in the main room, but on the upper level. Follow the path to the next elevator, but cross the bridge before it to get more treasure: - Gunpowder - Fire Shy - Fire Shy - Power Berry Through the elevator, more fighting with monsters and Lakelta, yay. Another lift (that's elevator in British-talk ^_^)... Then the path branches for a moment. To the left is treasure! - 1200 G - Fire Balm - Fire Balm - Fire Statuette Back on the right path is a Save Point! Hooray! Now then, there's only one working elevator in this room, so logic says you should take that one. Welcome to the Shrine! Complete with your lovely Dilzweld welcoming committee- including the ever-friendly Tatjana. (Note: The soldiers call her "sir". Wtf? o_O We didn't wanna know that...) Suddenly, 3 BOSS-LIKE Lakelta show up! They're brothers, how cute. And their names fit with each other, even cuter! The eldest is Fulkrum (as in a point of leverage), the middle one is Tsee, and the youngest is Tsaw. Aww, Tsee-Tsaw and Fulkrum. ... -_-; Anyway, to get straight to the point, Tatjana gets abandoned by her men and Kharg decides to help her. Time to fight! Tatjana's on your team, though she doesn't really help much... we're not sure if she has to stay alive or not, but we kept her healed nonetheless. ((Sora's Tip: Rage (TNS) attacks help a LOT in boss fights. A LOT)) <>Otaku's Tip: Even if the fight gets rough... don't forget to steal! Tsaw has a Silk Bowstring, Tsee has a Heat Blade, and Fulkrum has...uh...something. -_- Sorry, I forgot!<> When you win, Kharg gives a little speech about why he helped Tatjana. She's going to shoot him, doesn't, runs off to get Fire Stone. Quick, after her! When they reach it, it "won't accept" Tatjana. Kharg seems to be in pain, and... starts glowing blue. 0_0 That's... a new one. The Fire Spirit speaks to Kharg, then... Darkham shows up with the Palpatine rejects? They're holding Lilia hostage and want the Fire Stone in return for her. Fine, Kharg accepts... but we smell foul play. Stupid... evil-doers! Kharg wants Lilia first, Darkham wants the Fire Stone first. Of course, Kharg agrees and tosses Darkham the Fire Stone. Kharg runs toward the bridge leading to Lilia, but it blows up and he's knocked back, unconscious. (Kharg's flat on his back for time #2! Take note, there may be a quiz... probably not though.) When he comes to, the gang is trapped. The Volcano's gonna erupt, and Darkham has left, WITH Lilia, leaving Tatjana there to "give her life for his cause", or some bad guy bull like that. Just when it seems you should give up hope... Ganz hears something! What is it, Ganzy? Why, it's none other than Samson and his ship! (Rock.) They save you, and Tatjana decides to "go with you" (rather than die). Good choice, we'd say. Cut to Darkham, who knows you've escaped. A "mysterious man" (whom you can see a lot of, btw) talks to Darkham and seems to be almost a superior to Darkham. Hmm. Darkham- having a little trouble with the Water Stone? Not at all, he's sent in the "Hybrid Weapon" for that. And it's only a matter of time before he has the Wind Stone taken care of, too- seemingly he needs to visit Dragon Bone Valley for that. He's off to Ragnoth... and Nidellia. F. Darc's Story 3: Love and Hate Darc and his posse arrive in a town (if you stopped here on the way to the Coleopt Shrine, you know it's Rueloon). Camellia is begging for Darc to forgive her, and (of course) Delma is yelling back at her. Volk delivers a great line here: "Delma seems to think you shouldn't forgive people who betray you." Ooooh, that's gotta burn! Delma attempts to give a good comeback, and they continue to bicker. Meanwhile a Drakyr lands nearby, unseen by Darc and his bickering batch of buds. <>Otaku: Wow, that's a whole lotta 'b's.<> He tells Darc (well, he doesn't actually "tell" Darc; just speaks aloud) to enjoy his freedom, because he won't have it for long. Back to Darc, he suddenly turns to where the Drakyr was hiding, but... he's gone! Volk asks what's wrong, and Darc says he sensed "deep bloodlust". (*Tooku Made plays* No one will probably get this unless they are anime otaku. Still, if you know the reference, email us!) Bebedora starts talking about soul colors, and how "all Deimos are simple except Darc". Volk suggests that everybody rests up, then you'll get control of Darc. Now then, where should we start? How about the Quorup merchants, since they happen to be right here. Have a look at their wares, buy stuff you need, etc. etc. (fyi, you can get also get some Pyron food here). Talk with the other Orcon here; you can explain to one that you're the leader of the Orcon, and you can hear from another how Delma is his type, but maybe Delma "already has her eye on someone". Wow, now who could it possibly be? Before heading up to the Arena and Inn, head into the backalley (walk left between the stairs and the nearest Quorup merchant). For one thing, that Coleopt woman isn't here anymore... but that's not of why you're here. Grab the Ancient Tablet that's lying on the ground (note: it's not actually "in" the alley, rather on the screen before it). Now then, up the stairs you'll the Arena and Inn. It seems that the Arena is closed at night, so you can't do any late-night fightin'. Oh well. Head into the Inn. There's a Save Point and Quorup healer here. Go ahead and save, but don't heal! Have a look at the statues; if you've played Arc the Lad 3, you should find some familiar people. If you head upstairs to the pub, you can talk to a drunken Canidae. He's not as think as you drunk he is. Really. Anyway, there isn't anything else to do right now so... talk with the little guy in the statue room of the Inn, next to the stairway leading up to the pub. He'll ask if you want to rest, and agree. Sweet, free healing. Later that night, Camellia is awake due to Delma's snoring. So is Volk, but not for the same reason; he has a bad feeling. He decides to go drink until it goes away. Nice philosophy there, Volky. Camellia realizes that Darc's alone, and she creeps in, but for what possible reason? Well, Darc will wake up pissed as hell, so it must have been something good. Everybody rushes over to Darc, and Bebedora senses "deep red anger" in Darc's soul. Darc will reveal that the Water Stone's gone! Dammit, Camellia. Time to search for her. However, since you're reading this FAQ, you won't have to search. Just follow our directions. Anyway, go into the Arena. You'll see that Camellia is praying with the Water Stone, in hopes of returning to her beautiful, young self. Suddenly, some Drakyr show up! They're here with... some weird pegasus-like Deimos. Whatever. They steal the Water Stone, and then Darc enters (with the rest of his party close behind). The mysterious new Deimos is revealed as "Droguza", and he also wants to the King of the Deimos. Hey now, that's Darc's job! Well, time to fight. You'll obviously want to concentrate on Droguza (Steal off of him! You can get something good for Volk!). Droguza's Drakyr lackeys can be Mind Controlled, so have Bebedora take care of that. Just keep wailing on him, and you'll eventually win. Darc demands the Water Stone, but Droguza is able to escape due to a cool flash of light thing. Darc and Droguza are now rivals, and Droguza leaves some words of wisdom as he flies off. Bebedora goes philosophical again, and Delma and Camellia start fighting again. Anyway, head back to the Inn, save, then rest up again. In the morning, everybody is wondering what Darc will do now. When Darc comes out, he asks Camellia what the 5 GSS do when gathered together. She tells him that whomever gathers them together will become the Ultimate Deimos. This must be why Droguza wants them so bad. Darc decides that the group shall head to the Drakyr homeland of Drakyrnia on Ragnoth. Volk reminisces a bit about his time on Ragnoth, while Bebedora looks into his soul (much to Volk's displeasure). Save again when you can, and you can stop by the Arena if you want. You can't use any Magic or Special Moves in the Rueloon Arena, however items are allowed. It's pretty tough, but if you can beat the 30-round match, you'll get the secret character Choko! Well, it's up to you whether or not you wish to test your luck in the Arena. But in any case, this FAQ must continue on with the story. Okay then, let's head on out! Head to your Pyron and you can now fly to Ragnoth. You'll land near Drakyrnia, so go to the town. It looks... pretty cruddy. Volk comments that it's "quiet"; no one seems to be upset or surprised by Darc's arrival. Before heading to where you're supposed to go, let's look around a bit. Talk to the Drakyrs nearby, then enter the building next to the Quorup healer. There are two Quorup merchant brothers in here, as well as a Save Point and... an Ancient Tablet right next to it! Yay. Grab it, save, then head out. Now, run down to the right, across the bridge over the waterfall, and up the flights of stairs. You'll eventually be stopped by an "old Drakyr", who will say that Darc is "of Windalf's line". He's Sagan, and he used to serve Windalf. He also tells you that the elder is Williwo, and that you can find him a little ways up. Go up the next two flights of stairs, then enter the door that the Drakyr is standing guard outside of. Once you walk in, you'll see a large Drakyr. There's a good chance that he's Williwo. Just to confirm it, Sagan will follow you in and introduce you to Williwo. You'll talk for a little bit, but Williwo doesn't seem to have a liking for Windalf. According to Williwo, Windalf commited "crimes" and neglected the duties of a Drakyr leader by consorting with a human and stealing the Wind Stone. You'll then discover that Droguza came from Halshinne, stopped by Drakyrnia, then left with young Drakyr. So, Droguza's Drakyr lackeys have no connection with Drakyrnia anymore. Darc demands to know where Droguza is, but Williwo won't tell. That is, unless Darc passes a "dragon ordeal". Darc must go to Dragon Bone Valley and fetch the "Dragon Master Crown". Well, you need to find Droguza, so run back down, save and get any supplies you think you might need, then over to the Dragon Bone Valley you shall go. Once you enter the valley, you'll find Dilzweld soldiers! Darc will see a cave in the far back, and seeing no other caves around, figures that must be the cave which the Dragon Master Crown must be in. The best way to get to the cave is through these guys, so quickly dispose of them. Once you're done, head for the cave entrance (you'll have to run back down the slope near the entrance, then run around to the right to actually reach it). However, before walking in, look over to the right side. There's an Ancient Tablet lying on the ground here! Now then, walk into the cave. Darc will stop and tell everybody that he's doing this alone. Delma thinks he should forget what Williwo said and let them help, but Volk agrees that Darc must do this on his own. Now then, if you forgot anything, all you have to do is talk to one of your party members. They each have a different way of asking if you want to rejoin the party, so if you forgot to do something, pick the first answer. All you'll need to do is heal and replenish any lost SS Darc may have used in the last fight. So, when you are ready, have Darc head on in. Ooh, pretty cave. Especially those two shiny dragon statues that happen to be on each side of this staircase that leads up to something. Head up the staircase and pick up the crown that's lying there. Good job, you now have the Dragon Master Crown! Too easy? Well, don't worry; for each easily gotten important item, there is at least one badass boss creature waiting to strike. And in this certain situation, you get to fight TWO badass boss creatures. Head back down the stairs and the eye on the dragon "hieroglyph" will light up. It will also cause the two dragon statues to come alive. O_O They will question Darc, and he'll discover that Williwo is Windalf's father! The dragons will also go off about the crest of Will, and Nafia, and Windalf... and eventually, you get to fight. Now then, these dragons have massive range. So, no matter where you are, it's always possible that they can reach you. The silver dragon does less damage than the golden dragon, so you may want to take out the bigger threat first. And don't be afraid to heal! And, of course, steal from them! The golden dragon has Dragon's Wrath, which will raise Darc's counter to 100, and the silver dragon has a Storm Talisman, which will render Wind ineffectual. ((Sora's Tip: Try to get Dragon's Wrath as soon as you can and equip it on Darc. Also, focus your attacks on one dragon at a time.)) Once you win, the "hieroglyph" will commend you on completing the test. Darc doesn't care; he doesn't want to be the King of the Drakyr, he wants to be the King of the Deimos. The "hieroglyph" will talk metaphoically about Darc and Kharg being two winds, or tornadoes, or something like that. It'll then go into eternal slumber, or something like that. Okay, head out, rejoin your party, then run back to Drakyrnia. Once back in Drakyrnia, heal, save, then head across the bridge above the waterfall. As you go up the first stairs, Darc will tell his party that he wishes to talk to Williwo alone. When you can, run all the way up and go in to Williwo's place. You'll see that Williwo is... quite ill. Darc will show him the crown, and Williwo will tell him that Droguza is at Thunor Point. It seems that Droguza is in cahoots with Dilzweld. What!? Deimos... in cahoots... with humans!? Anyway, before heading off to Droguza, you can ask Williwo a few things (some questions will not appear until you ask him something else): The Crest of Will- Proof of the "Will" line; everybody in the line has the birthmark somewhere. Darc has it, Windalf had it, and Williwo has it. Droguza- A "mystery" Deimos. He showed up in Drakyrnia a few years ago, got the Drakyr stirred up to go after the Wind Stone, then left with some young Drakyr. Windalf's Past- Windalf was a young, trusted, and respected leader. That is, until he met a human woman, Nafia (green text! new question!), who he had Darc with. He broke Deimos law, was banished, and he stole the Wind Stone. Nafia?- She lived on this continent. She "wanted the Wind Stone and seduced Windalf", and according to Williwo, "she started it!". And that, my friend, is the way to play the blame game. Anyway, when Windalf and Nafia were pursued by the Drakyr, she fell off a cliff, along with the baby (more green text!) she was carrying. Baby?- Nafia had twins with Windalf: Darc and Kharg, but... "they're all dead now". Nafia, Windalf, and Kharg. Well Williwo, you're right about one of them at least. When you've finished, walk out and Darc will think of his brother, and how he would have gone through all the things that Darc went through, with the same thoughts, same pain. But he's dead... or IS he? Didn't Lilia mention something about a human named Kharg, whose mother was Nafia? No, it can't be... it must be just a coincidence. Lilia must have just lied. Yes, lied... that would work. Whatever, Darc. Anyway, go reunite with your group. You'll talk for a little bit, ending with Volk saying how he's your friend. Awww, that's so touching. In the words of Darc: "That damn Volk. He's sounding more like a human every day!" Now then, go save then head for Thunor Point. On the way to Thunor, you'll be stopped in Vayu Dam. Fight some soldiers and Drakyr, then Darc will talk with a Drakyr. There's a conversation about allying with humans, and "Deimos or dirt", and soon some more Dilzweld people will show up in order to keep you away from the flagship Megist. Take them out, then head on to Thunor where Droguza awaits. At Thunor Point, Darc and friends will find Droguza. He says that he has "new power", and you will fight. You can have Bebedora Mind Control some of the soldiers here if you want, although Droguza will probably take them out afterwards. Just keep attacking him, and keep a healer closeby. <>Otaku's Tip: Droguza may be tough, but don't let that stop you from getting goodies! Have Camellia, Bebedora, and any soldiers you control head down the stairs to the right, where Steel Boxes await. The box in upper-right corner, near the Megist, has some nice Romantic Earrings inside!<> Darc asks for the Water Stone, but Droguza says that it's with Darkham, his "master". More Dilzweld soldiers will come in to protect the ship, while Droguza makes his getaway. Rather than wasting time, Darc and the group split up; Darc will head into the Megist by himself, while everybody else takes care of the Dilzweld soldiers. Agreeing to rendevous in Drakyrnia, Darc heads up and in. Cut over to Lilia, who is waiting in her room (complete with a Save Point). Darkham enters, and he's concerned because she hasn't eaten her dinner. He informs her that he now has the Water Stone, and that once he has all 5, it'll be her "turn to shine". She refuses, but Darkham brings somebody in that he thinks will help Lilia cooperate. Why, it's... Nafia! Now back with Darc, enter the Megist (small door to the right). The ramp slightly to the north leads to a locked door, so head on through the bottom door. You'll see two Dilzweld soldiers exiting a room. They talk about how Lilia has agreed to cooperate, and one talks about how they're both beautiful. They'll walk over to the elevator, enter a password, then step in. Head into the first door you come to and you'll find a treasure chest! - 200 SS - Bountiful Fruit - Life Ring Now, enter the next room you come to, and you'll find... another treasure chest! - Sleepless Guard - Sparkly Eyeballs Try to enter the room that the Dilzweld soldiers left, and it'll be locked. Darc ponders why he's concerned with humans at a time like this. He notices a vent, and he "owes Lilia one", so...into the vent he goes! Inside the room, Darc will listen in on Lilia and Nafia's conversation. Lilia is blaming herself for this, but Nafia is trying to comfort her. Then Darc hops on down, and after he is greeted by Lilia, he hands over her ortena. He explains that he didn't come here just to give her this, that he's only after the Water Stone; "this was... secondary". He also tells Lilia to hold onto her ortena, and that "if something's truly important to you, you never let it go, ever in your life". Ouch, with the pointed stare at Nafia and all. Nafia realizes that he must indeed by her son, but Darc yells back that he has no mother. Darc claims that Nafia tricked Windalf, but she says that they were both in love. Suddenly, an alarm sounds! Lilia says that Darc's been found out. He tells Lilia to come with him and escape, but doesn't care about Nafia. Lilia refuses to go with someone who would "abandon his own mother". Darc finally agrees, and after a brief save, run on outta there. When you reach the main room, you will see two Dilzweld soldiers talking about the alarm. It seems that Samson and his thieves have breached Vayu Dam! They're about to head out and help, when Darc shows up! Time for a fight (a quite simple fight at that). However, don't kill them both yet! Make sure to break open the Steel Box for a Gale Headband! Then, by all means, take the poor fools out. Once you have defeated them, it's time to go... but wait! One of those soldiers is still alive! With his last breath, he's able to shoot at Darc. However Nafia, who happened to turn around at that time, jumps in the way and takes the bullet for Darc! Lilia rushes over to her, but Nafia claims that she's okay. Well, let's hurry back to Yewbell then. Back on the World Map, Darc will point out the obvious: go to Yewbell. Since you can't go anywhere else, go there. The gatekeeper welcomes Lilia and Nafia, but jumps when he sees Darc. Nafia says that it's okay, he's her son. Okay, hurry on to Nafia's house. Inside, you will watch a rather long cutscene. Darc complains about how frail humans are. Nafia says that she loves him. Darc says that she doesn't love him. Darc goes on about his hardships. Nafia tells him to go to the Cave of Truth and to listen to the Spirits there. Then she dies. Darc tells her that she's not allowed to die yet, that he wants to kill her himself. He screams, he cries, he calls her "mother"... it's all rather touching. Cut over to Nafia's grave (still in the cutscene). Lilia tells Darc to fulfill Nafia's wish, to go to the Cave of Truth, to find what answers may be there... G. Kharg's Story 4 : Rage The gang is in the newly-liberated Sulfas, celebrating. Spencer thanks Kharg; Epistia is now free from Dilzweld control. Kharg mentions the nitty-gritties of the job however, they lost the Fire Stone, and Lila is still a captive of Darkham. Spencer also mentions Tatjana, who is being watched in the "secret basement" of the pub. Kharg has complete control over Tatjana's destiny, since he is, after all, the man who liberated Epistia. Going down to visit Tatjana, some Resistance members who are down there want to kill her and pretend it was an accident. Kharg shows up and takes over "guarding" her. He says it's the best decision to have her sent to prision in Cathena (versus public execution... yeah). She still wants to know why Kharg helped her- he says he had the option to give someone life. Aww, how noble. Spencer comes down and notifies you that Samson is going to take off soon, you might want to bid him farewell. Ok, sure thing. Samson's upstairs talking with Paulette. Talking to him, he makes a crack about there being no beautiful women in Sulfas- Paulette gets huffy, and we all laugh. Hahaha. Samson needs to find his two top men, Boomer and Buster, before he can take off; apparently they're out around town. Kharg volunteers to go find them, so go out on the town for a bit. Buster is located where Jaqual used to be (selling stuff), hitting on some poor girl. Kharg steps in and notifies Buster that Samson wants him back, Buster gives an overdramatic farewell, and the woman thanks Kharg. All in a day's work. Boomer is located inside the first room of the Main Plant, toward the back, talking with an engineer-dude. Kharg gives the same speech about Samson wanting him back to take off, Boomer leaves, and you can go back to the pub. Oh yeah, and if you talk to the dudes in the Main Plant again, they'll tell you more about "Russ Canik" ((Sora: o_O)) and some guy called "Ringo". We have NO clue what "Ringo's" name used to be. Or if he even existed before. Go figure. Back at the pub, Samson is ready to head out. He's going to launch a Surprise attack on the Megist. Kharg has one question before they go, though... why did Samson lie to them in Cathena about Lilia? Samson says he didn't know you well enough then to know if he could trust you or not... apparently he can now. He heads off, and Kharg and Co. prep themselves to leave after Darkham and Lilia. You can buy whatever you'd like, save, then try to leave town. Spencer and Resistance soldiers will show up, taking Tatjana to Cathena for imprisonment. She freezes in place, however, then asks if she can go with Kharg. She wants to figure out what's right for herself. Kharg says... ok. "Typical Kharg!" There's a sappy moment, Paulette wrecks it (as usual), and Tatjana says she can find out where Darkham went if you head back to the Mountain Stronghold. There's gonna be a wireless radio you can check. Ok now, remember where Zev came in and met you? And where the captain guy told you how to get in and then died? Well, there's a red-lit panel there, examine it and Tatjana will set a new elevator working. Get on and head down. Down here, in the FAR back left is a treasure chest! - 680 G - Fire Talisman - Simple Booster Also, next to the crate is Spirit Dictionary #4. Then examine the little red light on the side of the car and Tatjana will try and work the wireless radio. You get clips of a conversation/orders, enough to find out that Darkham went to Ragnoth. Pause for a short conversation about why Darkham wants the Great Spirit Stones- wants to resurrect the "Ultimate Weapon". He's also been doing experiments to try and create an Artificial Wind Stone! Ganz ponders why Darkham's keeping Lilia: he HAS the Light Stone, why doesn't he let her go? Tatjana doesn't know either- all she knows is that there were orders to always keep Lilia alive and bring her to Darkham. End the convo, head out. There you'll encounter... Zev? (Where DOES he come from?) He notifies you that Yewbell was taken over by Deimos! Gasp! Quick, head back to Ragnoth! Time for some serious plotline crossing. Good ol' Yewbell has been practically totalled. The windmills were Knocked down, the town is a-shambles. Paulette and Maru run off to check the rest of town and talk to people, and Kharg, seeing Banjo, demands to know what happened. Bajo's response is a lovely, articulate, "Uuhh! H-help!", then he runs off. Uh... strange. Everyone in town seems either (a) really pissed at or (b) afraid of Kharg. If you go talk to Maru (he's in front of the right-most house in the middle of town), he'll inform you that Dilzweld actually attacked and destroyed the town. It seems Deimos came to Yewbell first and Dilzweld followed, using the pretense of driving out the Deimos to destroy the town. Walking up toward your house, two women come out of it and freak out when when they see Kharg. Inside your home, Paulette is crying. She gives you the bad news- Nafia has died. Kharg runs into Nafia's room and calls for "Mother". Paulette comes in and tells him that Nafia's grave is at the Castle Ruins. Kharg asks who killed his mother- "they say it was a Drakyr by the name of Darc." Oooh, twisty. Then go to the Castle Ruins and examine your mom's grave. There's a bit of a mourning scenette, Kharg condemns Darc, then Paulette mentions that people in town have said that Darc is Nafia's child- apparently Lady Nafia said so herself. B-b-but that's impossible! Paulette apologizes, of course it is. Apparently Darc went to the Cave of Truth- and took Lilia with him. Of course, that's why Dilzweld came to Yewbell! (Kharg reasoning, watch out.) Darc kidnapped Lilia and took her to Yewbell, killed Nafia, Dilzweld shot up the town and BOOM. Oh, of course. "Darc the Drakyr, I'll never forgive him!" screams Kharg. (Suspenseful.) Then Maru comes running in to tell Kharg that there's a bunch of people looking for him... and they don't seem happy. They are coming. Now then, what's with the people acting strange? How is that exactly? Well, it's a they're-after-you-in-an-angry-mob how. Head towards the gate to town only to be pushed back! Banjo yells, "Let's get him!" ((Sora: LOL at Banjo)) <>Otaku: LOL at Banjo<> But- why?! Duncan claims that Nafia was "in with the Deimos", the townspeople say Nafia said that Darc was her son. That means that Kharg is "a Deimos, just like Darc!" Kharg starts to protest, and the "kid gang leader" throws a rock at him and tells Kharg to get out, calls him a demon. Uh-oh, Kharg looks a little mad and... Poof! Kharg sprouts wings! (Great cutscene btw.) The townspeople run, Paulette gasps and falls over, telling Kharg not to get near her, so Kharg runs off screaming. Wow, deep. At Scrappe Plateau... Kharg is busy tearing his wings off. ((Sora: Ok, I know I shouldn't expect RPG physics and biology to be equal to real life, but PLEASE! Ripping a wing off is about the equvalent of tearing an arm off. Or pulling your own shoulderblade OUT. 0_0 *huff huff* Ok, sorry, needed to vent that.)) Kharg screams at his dead mother (Just to prove that FAQs can, in fact, be educational: This is a literary device called apostrophe, occurs when you're talking to someone who is not there, in most cases someone who is dead. ^__^) Kharg claims he's "ready for Darc" and kill all the Deimos! He's gonna make a safe world for humans. H. Darc's Story 4: Reunion You start out with the group minus Darc, wondering where their brave Leader is. They've been waiting patiently in Drakyrnia... Hmm, maybe he was captured? Delma refuses that this could have happened! Bebedora reads Delma's "blossom pink anger" and a golden yellow- Delma misses Darc. Aww. Volk wonders why Darc has seemed so "tormented" since they came to Drakyrnia and Darc went to see that elder guy... hey, good Question! Let's get to Williwo and find out! Williwo will state the obvious, that not one of Darc's followers is from the same race or tribe- so why do you al follow him, he asks? Any answer works here, and then Williwo will tell you Darc's sad story in a fade-out. (Eek, darkness! ;_;) Wow, so that's it. Darc's all alone and unique in the world. Poor dude. Outside, Bebedora picks up on Darc's feelings from when he stood there- there are apparently "traces" of his feelings left there. She says that Darc believed his brother is still alive ... and wants to find him! Hey, so maybe Darc's off looking for his long lost bro. Volk has the idea to search in Yewbell, since that's where that lady, what was her name? Oh yeah, Nafia, USED to live. (None of these Deimos are observant enough to realize that she freaking still owns Nideliia... sheesh). All righty troops, save if you will and head out. Your path takes you through Chaos Forest, where you'll stop to decide on the best plan of action. Volk wants to rush in and charge the place, make the humans tell them where Darc is, and kill kill kill! Uh... not such a good idea. It ends up being decided that Bebedora should go alone and find out as much as she can about Darc's whereabouts, since she looks the most "human-like" and can use Mind Control if anything goes wrong. Yeah, better idea. You get to control Bebedora now (With cool music! Ja!) and take her towards the Castle Ruins. On the way, stop to pick up Ancient Tablet 7, which Bebedora will "keep and give to Darc". Whoop. So then head in. In town, nobody seems to notice anything weird, which is... weird. You can talk to people around town, but all they say is "damn Deimos!" and vent about Nafia and the like. Time to further the storyline kiddies, head into Kharg's house. There you'll be greeted by Paulette, who though you were Kharg. Hmm... pretty teenage boy vs. small demon monster girl. Uh... no. Bebedora (being herself) reads Paulette's "rosy-colored attraction" and secret tender emotions- "you have feelings for Kharg" (Pretty music here.). Bebedora says she's looking for her friend but won't let Paulette help. Bebedora reads Paulette's "azure sadness", "deep crimson of pain" and "dark grey of repentance"- sorrow? Says that Paulette's sorry she hurt someone. She has been betrayed. Bebedora tells Paulette to find her own friend- "that's what her heart wants." Paulette, realizing Bebedora is right, intruduces herself, thanks Bebedora, and heads out. Bebedora, not being able to stand the feeling of gratitude, is about to leave herself when she again picks up on Darc's 'left-behind' feelings. He's alive! Or was, an hour ago... (Reference! Email us! Waahoo!) Now, off around town again. Head to the pub, where you'll find Paulette again. She greets you, but rushes off, apparently there's something she has to do. If you talk to the pub lady, she'll say that as soon as Paulette found out that there were Deimos in Chaos Forest, she rushed right off- one of them was the one that killed her father! Uh-oh, trouble's a-brewing. Get your move on to Chaos Forest! While walking through the Castle Ruins this time, you'll hear sniffling and see a figure at Nafia's grave, crying. Hmm, check it out. It's Maru and he's grieving for Nafia because "somebody has to". Introductions are made all around, and Bebedora states that Maru's heart is more compex than even a Deimos heart. Maru tells her about Kharg and how Kharg was his very first friend ever- and turned out to be part Deimos. Maru relates the story Paulette told him: a Deimos named Darc killed Nafia and took Lilia to the Cave of Truth. Hey hey, now Bebedora knows Where Darc is! She'll go there, then. When Bebedora says that she was made to destroy the world, Maru tells her she shouldn't speak of such things, because if the world were destroyed, everybody would be sad. Bebedora thinks... maybe she could be sad, too... Then, Tatjana and Ganz run up, calling for Maru. Paulette's run off to Chaos Forest alone and is likely to get herself killed. Maru introduces Bebedora to them (Tatjana thinks Bebedora's familiar, but can't place it), then Maru tells Bebedora to stay- it's dangerous. Well duh, but not for Bebedora. Head out. Cut back to Chaos Forest, where the rest of the crew is becoming impatient. Their bickering is cut short by the appearance of some mercenaries, hunting Deimos. Yay, a fight! When you win, Paulette shows up. Zoom frames on Volk and Paulette, who obviously hate each other because of the various family deaths. Tatjana, Ganz and Maru arrive, zoom frames on Tatjana and Camellia because they hate each other due to Dilzweld experiments, and zoom on Ganz and Delma since Ganz hates Orcon- they killed Rapier. Bebedora shows up and Maru is disappointed to find out that she's a legendary monster. Paulette, Volk, Ganz and Camellia are getting irrantional and thoughtless because they're blinded by their individual hates, so Tatjana thinks it best not to fight in this condition. She launches a smoke-bomb type thing and the humans retreat. The Deimos are pissed about this "magic called science", according to Camellia. Stupid cheap humans. Bebedora reports that Darc has gone to the Cave of Truth. Camellia convientely knows where that is- on a place called "Cragh Island", a cursed island, an island of the dead. ((Sora: Isle del Muerte! Pirates of the Caribbean!! Er... sorry.)) Bebedora also mentions Lilia, Delma gets jealous (surprise surprise), and the crew is off to Cragh Island. I. Kharg's Story 5: Truth Onboard the airship Fiona, you find our good hero friend Kharg muttering in the corner. Buster will express his concerns on continuing onto Cragh Island- the supply of SS is running low. But Samson says that they'll manage all right. Kharg is heading out to avenge Nafia's death, of whom Samson notes hearing of. "Nafia, the heroic woman of Nidellia", who was brave and fought off invaders. Kharg says that he didn't even know his mother at all, and reveals that's half Deimos. He asks if Samson will still help him, and Samson asks if Kharg's still going to go after Darkham. Kharg says that it's still the same; just that he'll kill Darc and rescue Lilia first. Boomer warns of rocks ahead, and it's time for a rather rocky landing! Take this opportunity to save, then talk with Samson. He has decided to join up with you. Yay! Samson thinks there might be treasure on this "uncharted island". Sure, whatever you say. Head on out, then over to the Slothian Village. You'll be stopped at the Beach, where you'll see two Slothians carving on a stone tablet, then they pass out. Kharg and Samson will discuss how the Slothians are Deimos because they can speak, yet they are unafraid and non- violent towards humans. You can ask them about Darc and Lilia, but they won't know anything. So, onwards to the Slothian Village! What the...!? In the Slothian Village, you will find...humans and Deimos...living together!? Why, that's impossible! Anyway, talk to the villagers and you'll learn that hundreds of years ago, humans tired of fighting came to this island, where the Slothians accepted them. They also have no SS because they have no machines. What, no machines!? Why, that's impossible! You'll also find some Quorups to the right: a merchant to the right of a palm tree, and a healer on the right side of the beach (next to a Save Point!). If you talk with the Slothian on the dock, he will tell of two other "strangers" who came and looked like the "New Hero and Holy Mother". Kharg doesn't know about them, so head over to the Slothian Elders' hill (left path near the palm tree) to find out. On the hill, you'll find... a lot of Slothian elders. Every time you talk to one of them, you will get part of a story, then they will fall asleep. By talking with several of them, you will eventually get the story. The "Holy Mother and Hero" are Kukuru and Arc, and the "New Holy Mother and Hero" are... Nafia and Windalf!? Yes, indeed. They were deeply in love, it seems. They had come to the island to find "truth". Well, it's time to head over to the CoT (Cave of Truth, not Cave of Trials...ah, Star Ocean 2). (Note: Before heading out, check out the stone tablets around the elders; each talks about characters from Arc 1!) In the CoT, you'll quickly find Darc and Lilia- they're being attacked. Kharg doesn't want to help Darc, so Samson runs in to help. Kharg follows, and a fight begins. Now, Darc will be on your side during this fight HOWEVER you will not be able to control him. Meaning that he will most likely keep attacking the enemies, even if it leaves him vulnerable to attack or incredibly weak. Therefore, try to keep him healed (don't worry if he dies, though; he'll be auto-revived to full health after the fight ^_^). Once the fight is over, Samson will tell Lilia that it's safe now. Meanwhile, Kharg and Darc will meet for the very first time. And, just like every other pair of hybrid brothers separated at birth, they prepare to fight to the death. Lilia quickly explains to Kharg how Nafia died, and they stop for the moment. (Note the Crest of Will-touching symbolism) Now then, head to the right room and inspect the crevice in the wall with the symbol over it. Answer its question with "yes", then prepare for another fight! Have Darc be a decoy (which he will do happily), while Samson blasts them from afar. They shouldn't be too difficult. When you win, little lights will appear. Talk to each one to hear a nice little story. When you've listened to them all, head into the next room (in the upper-right) and talk to another crevice with a symbol on the left wall. Another one of these fights. Take them out, listen to the lights, then head up into the next room. You know what to do: inspect crevice, fight, win fight, and be enlightened. Now, head back into the main room and inspect the crevice thingy there. You can now go into this room to learn even more! Darc and Kharg are reluctant, but Lilia heads on it, so they follow. Inside this room, you will encounter the last "living" Spirit in the world, the Spirit of Hope (aka a small child rising from a shallow pool, wearing naught but a buttflap. Dude, put on a diaper or something.) He's been kept alive by the hope left in the world, and he informs the group that negative emotions are reawakening the Lord of the Black Abyss (It's not the Lord of the Black Abyss! It's the Dark One! Meh...whatever.). He tells you not to hate, then sinks back into the depths. o_O Okay then. Now then, back to the Slothian Village. The group will split up to be alone and to think. Night falls, and Kharg's still thinking. Since you haven't done so in a while, go ahead and save. You can hear music coming from the dock, and (not surprisingly) it's Lilia! And...Samson? When Lilia is done, Samson will clap and surprise Lilia (who just happened to be facing the other direction while humming and playing). Samson compliments Lilia on her Ortena playing, but... how does he know it's an Ortena? Uh...er...um...it's...eh...famous! Yeah, that's it! Well, at least he tried. He compliments her again, asks her to play it again for him- Lilia says she is tired, however, and hurries off to bed. Talk to Samson, and Kharg will ask what's going on between him and Lilia. Samson replies that even if he is quite the playa, he wouldn't go for a girl that young. But Kharg reminisces about how Samson was always around when he needed him, and how he thought it was a coincidence...but it wasn't! Samson was there for Lilia! And why else would Samson come to Cragh Island with Kharg? Kharg explains that he knows of Lilia's father, who disappeared years ago. And then it's revealed... Samson is Lilia's father! Why, that's impos- er, I mean. Samson asks that Kharg doesn't tell Lilia; he "gave her up to get revenge" on Dilzweld and can't call himself her father now. Kharg thinks that he should tell her anyway, that a parent should tell their child while they're alive. Kharg wonders why Nafia hid the truth from him, and Samson replies that it was for Kharg's benefit. How so, Samson? Well, he says that she held the secret to protect her child, and that she could hold it forever. Samson says that "he" feels the same way as Kharg. But... who is "he"? Oh right, that hybrid brother. Speaking of which, maybe (just maybe) you should go to Elder Hill and see if he's there...after saving of course. It seems that Darc is here...and after some discussion, IT'S CUTSCENE FIGHTING TIME!! (sorry for that little outburst; you kinda get random spurts of energy at 4:50 in the morning). They'll fight, and fight, and fight some more... until Lilia breaks it up. Dang, just as it was getting good. Or something. Lilia reminds them both of Nafia and Windalf's dream. Kharg thinks that it would be too dangerous for the humans, Darc thinks he should just kill Kharg now. To make matters worse, Samson runs in and informs you three that the Dilzweld are here! But why are they still after her? Darkham wants her still...for some strange reason. Anyway, the Dilzweld can only come ashore at the Beach, so let's go cut them off there! ... After you save, of course. Upon your arrival at the Beach, you will have the privilege of taking out some Dilzies. Yay. But...something's not right here. A little kid from town will rush up to you after the fight and say that the Dilzweld got to town, and are shooting up Slothians! Dammit, this was only a diversion! Back in town, most of the Slothians are dead. ;_; Poor little guys. Hurry and save, then head on over to Elder Hill. All of the Elders have been killed as well...and here you find the Dilzweld that done it! Time to teach them not to screw with this homie trio. It looks like they got Lilia...again. A bonfire is made, and the Elders are buried. Samson is down near the village's beach, so go have a chat with him. Kharg will ask to be taken back to Yewbell, so he can ask for his friends' help. But that still leaves on question: Why does Darkham want Lilia? Perhaps it had something to do with Lilia's birth; how her mother Fiona saw a light, and heard it say that Lilia was a reincarnation of "a friend of the Spirits". Perhaps Darkham needs Lilia in order to obtain the ultimate weapon/power! Only time (and the spoilers in this FAQ) will tell. J. Darc's Story 5: Evolution Poor Darc is all alone on Cragh Island, thinking... he comes to a decision. "Humans and Deimos could never get along." Forget Lilia and Kharg, Darc's a Demios, darnit! He says he'll get the infinite power, unite the Deimos, kill the humans... wait, is that Pyron over there? Well Darc, it is indeed! The group reunites on the beach. There's a whole lotta "Where in the hell were you?" and "We was worried." and other such grammatically incorrect comments, ended by Darc's completely inconspicuous, don't think anything of it, "I'M A DEIMOS. A Demios. There's nothing to worry about. A Deimos is me." ... Ok Darc, we get ya. Now then! Darkham has 4 of the 5 Great Spirit Stones and Lilia, so now might be a good time to foil his evil plans. So, you need to go straight to the Dilzweld Empire, on the continent of Halshinne. However, they've apparently got really good air defense, so Camellia suggests landing on the southern part of the continent and then trek through someplace called the Kanara Desert. Ok, go for it! Hop on the Pyron and take that baby straight to Halshinne. Once there, head for Kanara Desert. There's a "town" (if one can call it that) called Barbadoth slightly to the southwest of the desert, but don't you fret about that now. Entering the Kanara Desert, you'll be met graciously- by a blinding sandstorm. Wow, talk about hospitality. Uh, it would probably be a good idea to turn back and think up a new plan. So now's the time to chill in Barbadoth. Upon entering town, you can play every RPG player's dream mini-game and every programmer's "ugh, not this again"- the LINE GAME! That's right, you can choose to wait in line and get a drink of water, which is essentially free healing. Or, you can use Sora's method (which she proudly named the "Bully" Method) and go to the front of the line, wait for one of the little gaps to appear in the line, and slide on into it. Yeah, we know what you're thinking. We like water too. Anyway, a little about Barbadoth. It's a refuge camp for Demios that have been chased away by humans, Dilzweld in particular. You can listen to a "speech" from the lovely Deimos on the box to the left of the entrance and line. To the far right is a mummy that seems... dead... wait! He was just Sleeping, apparently. Don't scare us like that, dude! Oye, mummies... Directly to the left of the building at the far back is a tiny figure, almost hidden... hey, it's Kirjath! He'll wait here for you to give him all the Ancient Tablets (all 7) and then give you a Goddess Statuette (which can only be equipped by female members of your party.) Inside the building at the very back of town is the shop, healer, and some guys who will tell you a bit about the sandstorm in Kanara Desert. One will tell you that the sandstorm is the "cries of sorrow of departed spirits of the Saryu Tribe." Long ago, another tribe called the Niente destroyed the Saryu and stole from them. The Saryu were the only ones who could calm the sandstorms of the desert; they did so with some item. It was this item that the Niente stole from the Saryu. (Good going, Niente, screw us all over why don't ya.) Later on, the Niente were destroyed by Dilzweld. (Guess it kinda served them right.) Anyway, you're told that some of the mummies in town are Niente spirits who found their way into various corpses so as to keep living. (Look out, high standards abound.) If you find an Niente mummy, they'll probably know how to cross the desert and soothe the sandstorm. Hey, let's check our dead buddy outside. He'll say that he is indeed a Niente spirit, but alas his memory is shot. He tells you to find and ask Fuhstart, the leader. Ok, Fuhstart is inside the building, in the far back-left, complaining about pain and lying down. He'll tell you that you need the "Flutes of the Saryu Tribe" to soothe the sandstorm, a.k.a. "Saryu Sorrow". The flutes are twin flutes, named Nahm and Latta after a Saryu leader and his brother. The flutes were taken back from the Niente by Saryu mummies, who currently reside in the Pyramid Ruins outside of town. Gotcha. Save, heal, buy whatever items you deem necessary, etc, then head out for the Pyramid Ruins. When you get there, you'll ooh and aah for a moment. Ok, enough of that. Enter! Inside, there's a shut door that you can't enter. Ok, so go up. The right path leads nowhere, so up again seems good. Left, up, and in leads to a switch, pressing it will cause a stone block to fall, creating a new pathway. Go back out, down, and back in again. Don't press the switch there just yet, go up the stairs to the right and outside for a treasure chest: - 240 SS - Life Tree Berry Hit the switch on the wall outside there too. Go BACK out the initial door for this section, into the other, downstairs and take that right path that previously led nowhere. Well, now it leads to treasure! Chest #1: - 100 SS - Earth Balm - Earth Balm - Earth Balm Chest #2: - Clattery Dentures (Weapon Part for Bebedora) - Magefoil and Chest #3: - Great Sorcerer's Remains (Accessory for Volk) - Earth Shy - Earth Shy - Earth Shy Now then, get back to where you were on level 2 of that same room. Go up the new stairway to the right, go TO the right, run along the path. Pushing the switch at the end lights up one (of two) lights near the sealed door at the beginning. You're halfway there! If you run inside the door near that switch there is a treasure chest: - 2200 G - Thorned Ivy (Weapon Part for Darc) Head back around the outside and in. Head to the left, out of the east pyramid half and into the west half, straight across, back out and around the outside, then you get to hit another switch (fun, huh?). Light #2 comes on, now you can go in that sealed door. Down the narrow stairs is a "gaping hole", so... (this is the fun part) jump in! It'll Dump you back out right in front of the door you need to go in. The old "down the laundry chute" trick works every time. So, go into this mysterious door. Yay, Twin Flutes! Trying to grab them, a mystery voice asks "Who dares disturb?" (It is I, Aladdin! Er, no, that's wrong...) The voice won't give up the flutes... (stupid mystery voices!) Leave now and you may keep your lives. Uh, no. We're RPG heroes here. Fight! Pick up the flutes to fight lotsa mummies. They can use "Mummy's Curse" which will lower your attack for a few turns, but Mind Control does work on these guys. (One note here: Do they or do they not look like they're shooting you with the Kamehameha wave when they use Mummy's Curse? Huh? Huh?) Anyway, when you win, Darc comments that it was a bit o' work. Back to Barbadoth for healing and saving, then onto the Kanara Desert to see if these things work! At the desert, Bebedora sees "rage, sadness, pain, betrayal and revenge and agony and hatred" swirling there. Wow, deep. Darc plays the flutes (cool sound) and the sandstorm stops. Bebedora can now see the emotions "floating up". (Another note here: Only Bebedora, Delma and Darc came out when you reached the desert. Yet Volk talks. 0_0 Where are you, puppy?) So walk forward, and when you reach the giant swirly hole, jump on in! (Note: Do not take this advice in real life. We have no responsibility for you if you do.) Now it's a giant, "dive in the swirly hole" puzzle maze thing! Waahoo! Anyway this is an FAQ, so we tell you how to get through. Now where's the fun and bitter, bitter resentment in that? Dive in the hole in the top-right first. When you "emerge",, go to the left, skip over the first hole you see, and make your way to the TOP-most hole you can on this screen. Dive in there. Then you simply go up, right, and you're out! ^_^ Now that you've gone through the desert, you don't have to do it again (Meaning you can go back and forth over the top of it as much as you'd like.) You'll be forced to make a stop at Maluise Tower, which is full of ancient magic that can "break seals", magic revived by science and not magic of the Spirits. Delma hears wings, coming closer- "Quick, hide!" (Ok, if you know this reference you are our idol. Email it us, for the love of Tosh!) So you hide and spy, it's... Droguza! Well of course you follow to see what's up now. To the right, me hearties! Droguza is conversing with some Dilzweld soldiers in front of a massive (rather evil-looking) glowing black ball behind a gate. You overhear the soldiers saying that once the Artificial Wind Stone is complete, they can finally get closer to this big black ball, past the barricade. (Well, there's something I'd want to do with my life. Create artificial almost-holy items to break a magic barrier and get real close to some foreboding evil-looking black sphere. But that's just me. Anyway.) You show yourselves Droguza, of course, wants to fight. Claims he's "evolved" using the power of the Great Spirit Stones. Uh... sure. Fight now. You can Mind Control the weak Dilzy officers, as usual (they don't have much willpower, you see). When you win, Droguza again claims that he's "evolved", but apparently only slightly. He says he wants the infinite power to revive his "tribe" - wait, Droguza is a Niente?! 0_0 Droguza flies away, "escaping", while Darc stutters that they are the same- himself and Droguza. Delma, however, disagrees- Darc wants to help ALL the Deimos, while Droguza is thinking only of himself. Eh, ok, works for us. Onward to the Dilzweld base! Wait... let's make one pit- stop first. To the left, a lovely little oasis called Azer Springs. Azer Springs is Quorup-ville. You can buy buy buy or sell sell sell! Or heal and save, that's good too. It's a quaint little place to get some rest, much needed relaxation, and some wide-range Super Duper Bombs. ... Onward to Dilzweld! Cut to onboard the Megist, where one soldier reports that the guards at the "Restricted Dimension" (a.k.a. Maluise Tower) were wiped out by some Deimos! Hey hey hey pal, that's Mr. Deimos to you. The Captain starts dissing Droguza and...Droguza comes in. Whoops. Droguza wants the security level raised to level 4. This Darc and his posse are "hostile". Wow, your very own adjective! Now back to you, Joan. You come up to the Megist, now beat down the guards. Atta boy, Darc. When you win, you can go in. Remember this place? Kind of? Darc sees a ghostly image of Nafia being shot... that's gotta burn. Ok, now we'll save you some trouble. There's nothing to the right now (where you had previously saved Lilia), so head up the stairs and into the door. You'll encounter guards, shock. They shut down the direct elevator to Darkham. Fight them. Win fight. Then head to the left. The stairways both lead to the same place, so just go up. Surprise! Fight more. When you win, go look at the blinky red light. Switch it on. Yay. Back to zee elevator room! Once there, two "things" come outta the elevator. Man, that's wack. More troops show up too, so fight the soldiers and the cyborg-bird-Deimos-things. The Deimos have apparently been altered, just as Camellia was. Anywho, go up the elevator when you win. Upstairs, you're surrounded by experiments in huge, creepy tanks. Mmm. There's a save point to the left. Now then, for any RANDOM information collectors out there, just in case you wanted to know, we're going to list, by tank, which hybrids are which. That's right. "Romalia Chimera Project" - Arc 2 Reference. Whoop. Listy: Sample A: Human-Deimos fusion. Sample B: Monster-Machine fusion. Sample C: Deimos-Monster fusion. Sample D: Monster-Human fusion. Sample E: Deimos-Machine fusion. Ok, done. That was... unproductive. Go through the leftmost door. Pull the lever there, which creates bridges to the upper and rightmost rooms from the room you just came from. More Altered Deimos drop down, so you get to fight again... win again... back to the main room! Go in the rightmost door now. Dear Holy Mother, it's the room where Camellia was "tortured"! A Dilz guy is busy fusing two more Deimos (who are most unwilling) to create another Altered Deimos. You'll have to fight 3 of them and the Dilz dude, so do so. Afterward, Camellia contemplates the machine. According to Bebedora's insight (HAH! Get it? In, Sight? As in she can- oh, never mind.) Camellia wants to try something with the machine but is afraid of death. Aren't we all, Camellia? Aren't we all? Well...most of us, anyway? Anywho, Camellia decides she'd rather die trying to be her old self than be stuck in her current form. She asks Darc to help her and work the machine. Darc says ok, sure. Why not. So the experiment commences! Wow, bright n' shiny. Cutscene of the successful transformation, Camellia's new form! Sadly, she's just as horrid in battle as she ever was, though. She thanks Darc and says that she's in his debt. Delma gets jealous, again. Aw, how touching. Uh, got a world to save, here. Pick up the Card Key from the little lit-up area near the transformation machine and head out. Going up to the top door, you'll need to use the Card Key on the little gadget on the right side of the door. The door shalt open, and the scene shalt cut to Droguza and Darkham. Droguza is asking for further "evolution". Darkham's mad (greedy Deimos) but agrees, as this will be a good test of his newly-completed Artificial Wind Stone. Droguza gets in zee funky machine and the "evolution" process begins. You come in and Darkham laughs at you. Now he will test his Ultimate Altered Deimos on you! What? Droguza was actually an Altered Deimos, made by Dilzweld? Darc doesn't believe it, but Darkham claims that he created Droguza, gave him false memories and false hopes of reviving the Niente Tribe- a tribe Droguza never really belonged to. Darkham leaves, and you get to try and stop this evolution before Droguza goes beeatch on yo asses. Fight! The object of this fight is to destroy the machines (the 5 of them) that are evolving Droguza. The machines don't take much, so FINALLY, FINALLY a fight where Camellia's range comes in useful! You can pretty much ignore the other enemies (once you destroy the machines the fight is over), so long as you stay healed. Once you take out the machines, the whole thing goes berserk- uh-oh. Uh, Droguza seems to have evolved anyway. Let's get ready to rrrrrrumble!! The Droguza fight has been said to be the toughest one in the game- but it's really not so bad if your levels are decent and you have a good strategy. ((Sora: My levels were decent enough and I, unlike my friend Otaku here, do NOT like training. Not in the least. In fact, I've been underleveled for most any RPG you can think of. ^_^;)) Sora has a tried-and-true strategy that's due to work almost every time. First off, your main attackers will be Delma, Volk, and Darc. Darc Should know Raise Spirits and Delma should know Healing Rain. They will work their way up to Droguza and use physical attacks (with Delma healing when necessary). Bebedora and Camellia (unless yours are really useful, mine weren't) serve to "distract" Droguza should he choose to use his lovely tail-beam-arc. Sitting Darc in the middle of your attackers, have him Raise Spirits, then perform as many dual-attacks as you can- they do the most damage you can in this fight and will take out Droguza relatively quickly. As for your "decoys", Bebedora can use Resurrection when necessary to get Camellia back to life (because if your Camellia was anything like mine, she's got crap for HP), and Camellia can heal when necessary. With this strategy, you shouldn't have too much trouble. If you need any help on this, email us by all means. We'll do our best to accommodate to the situation. ^_^ Once the fight is done, Droguza tells Darc to go to Maluise Tower; that's apparently where Darkham went. Darkham is trying to break the seal on an ancient weapon of incredible power. Droguza also asks if he's a real Deimos. Darc hesitates only for a moment before telling Droguza that of course he's a real Deimos. Droguza thanks Darc, King of the Deimos, and dies. It's now up to Darc to save the Deimos race... K. Kharg's Story 6: Rivalry Scene: Yewbell. A cat runs by, chasing a mouse. Samson and Kharg appear. Kharg's a little nervous about coming back, he thinks the town feels betrayed. Samson says Kharg needs more faith in himself- he came back because he needed his friends' help, didn't he? And his friends WANTED to follow him, they didn't have to at all. Samson says that this is where he leaves you, he doesn't want to complicate anything. So away he goes. Talking to people around town, they all seem so... forgiving. o_O Your friends are apparently at the Castle Ruins, since they... well, aren't anywhere else. Maru is the first one Kharg sees. He's overjoyed and asks for forgiveness. He wants to be taken with Kharg again. Kharg says no- I came to ask you to join me again. Will you? Maru agrees, then tells the story of why everyone's so friendly again. It's because of Paulette. What? That's right. Paulette walked around and talked to everyone in town personally, convincing them to get back behind Kharg and support him. She reminded them of how much Kharg and Nafia had done for the town. People ignored her, got angry, threw rocks at her, but she kept going. Wow, what loyalty. How sweet. She's apparently at Nafia's grave right now- go see her. There, you'll discover that Nafia's grave has also been spruced up. Paulette and Kharg have a touching moment and forgiveness all around, Maru shows up to wreck the moment with a comic crack (can't have too much emotion in this game, now can we?), and you'll find out that Ganz and Tatjana went up to Thunor Point to take care of some remaining Dilzweld soldiers there. Ok, sounds good, head there. At Thunor Point, Ganz and Tatjana have just finished up. Don't worry, Those soldiers aren't dead. They're just sleeping... Ganz and Tatjana are happy to see Kharg, there's a mini celebratory reunion and then you find out that Darkham's gone to the Dilzweld Empire on Halshinne. That means he's making an Artificial Wind Stone...! Gasp! Time to storm the empire! Muahahaha! To the Khargmobile! Or Big Owl, whatever. Tatjana says you shouldn't head straight in via air since Dilzweld is Very proud of it's anti-air artillery. It's got something called the "Curtain of Death", an impenetrable artillery line. They've also been building a giant turret called Maluise Tower. Riiiiight. Tatjana says that the easiest way in would be to land in east Halshinne near a place called Lusah Forest and try to cross over Mt. Lamda. Yippe-ky-yay, off! You'll land, sure enough, near Lusah Forest. Then head up to Mt. Lamda. You'll stop at the mini-building in front of it... why, it's a temple! A temple in front of a mountain! Where monks train! (Now then, where's Iga? Arc 1, 2, and 3 reference, FYI.) Tatjana informs you that this is Lamda Temple, which is supposed to have been where it is for three thousand years! (It's actually probably more than that...) The monks here learn to use the power of earth and air in the form of "Qi". You have to "make it through the temple" in order to get to Mt. Lamda. To bust through would be to face countless warrior monks- not the best idea, sparky. Kharg shouts for the gates to be opened, states his name, country, etc. and the gates open. Inside, the cool synchronized monks practice. Heh. The monk closest to the gate and slightly left will let you compete in the Lamda Arena- one person, no Skills or Magic. (If you win the 30 battle though, you get the Romancing Stone.) Anyway, go up to the front center and talk to the priest. Our friend Mr. Lamda Priest says that in order to cross My. Lamda, you Must complete the training at Lamda Temple to become a monk. There's no time for that, man! We've got to save the world! Ok then, he'll let you pass on one condition: you must grasp the true meaning of the Lamda secrets. Ok, fabu. Going out the main gate, Kharg ponders if there may be somewhere else that has information on Lamda Temple- somewhere that you could go to find out it's "secrets"? Tatjana says that maybe the "Great Library" in "Peisus" (Arc 3! Arc 3!) would have something. Ok, let's head there (South and slightly east on the world map). Ooooh, pretty. The library is a town all in itself, and looks like a Giant pagoda-gone-even fancier. The librarian in the little booth tells you that they have something called the "Lamda Sutra". Unfortunately, library rules (due to the eccentric head librarian, Mormatt) say that they can't tell you where to find the book- you have to discover that on your own. But hey, once you find it, you're allowed to take it! Peachy. Better start looking then! Upstairs is a huge display of every possible Arc reference you could think of, from roses to swords and guns to music boxes that play songs. Check the reference section for that, though. There's a guy who's just opened up shop here, and a healer for your convenience. Wow. Head Eccentric Librarian Mormatt is over to the left, FYI. Also, take note of the dragon statue/carvings on each wall (Right and Left). Then head on in. Inside, Maru tells you he doesn't want to look around, so he'll just wait for you. Ok, whatever. Second shelf, standing right near the center is- Span! Hey, our old Spirit Dictionary buddy! He'll take whatever Spirit Dictionaries you happen to have and read you ones you've given him already. Looking around at the various books in the library you'll find that every one of them has some Arc reference in it. But that's all in the reference section, so on to the storyline. On the center back wall, there's a scroll that says "The dragon of the west brightens its eyes with the rising of the sun... and the dragon of the east brightens its eyes with the tranquility of the sea... When those two dragons come together, the world shall split in two... Shao Li". Uhhhh... you may ask. Well, take note of the two dragon statue/carvings on either side of this scroll- MUCH like the ones in the artifact room! Go back out to that room and examine the two there- you'll find that one has a red gem for an eye and the other has a blue gem. Wow, coinkydink. Back to the scroll, place the red gem in the eye of the dragon on the left side, the blue gem in the one on the right side, and viola! The wall splits open, and nobody else in the entire library seems to notice it. Weird. So, go in. Ooooooh, pretty lights! ((Sora: I want some of those for my room...)) Heading down the mysteriously-lit corridor, chances are you'll find... some special stuff. The scroll on the left is the "Ninja Scroll" ((Sora: Good anime.)), the scroll on the right is the "Projectile Picture Scroll", and dead center is "Lamda Sutra - The Road to Enlightenment". It's written in ancient Sumlian, though... who can read it now? Back in the main part of the library, the group regroups, Kharg announces that he's found it, tells about the language barrier, and now you have to find someone who can read the darn thing. Wait, Maru's missing. Darn kid. Oh wait, he's in the corner of the artifact room, talking to Mormatt. Mormatt's apparently pestering Maru about his crown since it looks rare and valuable. Mormatt says you should at least get the crown looked at by the Milmarna Appraisal Office. Oh yeah, and the office can also read ancient texts. Well whooop-dee-doo! Off to Milmarna! (South by South by... uh, south.) Milmarna's got cool scenery and pretty music. Maru gets kinda spacey and asks if it would be ok for him to walk around for a little bit by himself. Uh... sure kid. Look around. There's a healer, shop, etc. There's also a dog guarding a treasure chest, let's take care of this now. TO GET PAST THE DOG GUARDING THE CHEST IN MILMARNA: Go toward the palace. You'll pass a small piece of land with an old man on it. This old man will tell you the history of Milmarna. (Arc references abound.) Hidden in the rock near the old man on this little "island" (as we'll call it) is a bone. Use the bone to get past the dog. Opening the chest, you'll find that inside there is some beef jerky and a letter. Reading the letter, you'll find it's from the dog's owner. He does the "if you're reading this, I'm no longer in this world" thing, then asks whoever reads the letter to take care of his doggie, Rover, because Rover won't understand that his master is gone. The jerky is for Rover, by the way. Since Kharg has no time to be dog-sitting, ask the young boy outside, who will be more than happy to take care of Rover. Yay, a happy little POINTLESS sidequest thing. Back to storyline. Head to the palace. Inside, you can get your various fortunes told by the fortune-tellers to the left, or head to the right to get to the Appraisal "office". On the barrel nearby is Spirit Dictionary 5. You get all psyched up, only to find that the office is forbidden to decipher Sumlian writing. What? Why? Sumlian is like a secret, known only to Milmarnan royalty. You'll need permission from Madame Rosanna before they'll translate the text for you. Well, Rosanna's apparently the lady up at the center on top, walking back and forth... how to get to her? Try the lady in green at the far, far right. She won't let you in, either. Then Maru shows up... claims he's the Prince of Milmarna 0_0 He says the crown is proof- the lady agrees, it is the crown of the Milmarnan royalty. Maru is allowed in, alone. You can run up to where the line of people is waiting and hear the conversation between Maru and Rosanna. Rosanna says Maru is really "Prince Yumalnoh". Foh, the best and most famed fortune-teller there, is really a little girl, Rosanna's daughter and heir to the Milmarnan throne. She's also Maru (or Yumalnoh)'s cousin, and she foresaw his arrival. Rosanna gives her permission for the text to be translated, so go drop it off while Maru, Foh and Rosanna go into the "royal palace" (a.k.a. Foh's room) to talk. Deciphering the scroll will take a little while, so go in to join the talking. Foh and Rosanna are apologizing- Rosanna says if only she had "stopped her husband" ...?? What? Foh wants Maru to step in and be the next ruler of Milmarna- whoa! Hold up there. Maru needs some time to think about this... so he leaves. Now you can talk to Rosanna and get the whole story. There is a tradition in Milmarna- those who can best demonstrate the ability to see into the future inherit the throne. Maru's father could, so he had a long and great rule. When he and his wife died however, Rosanna's husband, Mobihto, wanted Foh to take over, not Maru. This man was the king's brother, Maru's uncle. Mobihto claimed that Maru had no ability to see into the future, but got scared that Maru would one day gain that power and reclaim the throne. So... he tried to have Maru killed. (Bad man! Bad, bad power-hungry human!) Rosanna did the only thing she could think of- had the young Prince run away. And that's the story. If you talk to Foh, she'll tell you an interesting tidbit. One day, when she was very young, she and "Yumalnoh" were playing together. He told her that he foresaw a fight- the fight over himself and Foh. So he really does have powers to see the future... or at least did. Outside, your scroll is ready. In short, it says "Clear away all Distractions and keep your mind open at all times." Ok, gotcha. Now Then, Maru's sitting in the upper left, (near the fortune teller there) On top of a box. He says he doesn't want to rule... then suddenly claims he's not the real Prince. Uh, yeah. The real Prince met him a long time ago and... uh, GAVE him the crown, right. Foh overhears this, believes it, and runs out crying. (Sheesh.) Maru gets up to leave and happens to look into the nearby crystal ball. Gets worried for a second... Maru? He wants to talk to Foh again before you leave Milmarna. Outside, Foh is standing near a boat, apparently contemplating going out to the ocean with it. Maru manages to stall her though, and the boat sinks like a freaking ROCK. Hey, Maru foresaw that! He really IS the Prince! ^_^ He gives Milmarna to Foh. So then, back to Lamda Temple! There, Kharg reports what he's learned to Mr. Priest. (You better be able to choose the right option without us listing them all, or you need more help than this FAQ can give you ^_-) The priest says you still can't pass, though- you haven't SHOWN that you truly understand the teaching, merely recited it. You must now fight! Battle with warrior monks 1: whole group versus. Win. Not too hard. Good, good, says Mr. Priest. Now then, time for some freaky smoke/ incense. What? What up with this, priest-man? The priest tells you to turn around, and you see... wtf? Darc's party?! Anger flies, but the priest stops you- the smoke screen turns off, and you see that "Darc's party" was really... a bunch of warrior monks. The smoke was special- it manifests hidden emotions, especially those of anger or hatred. He says you all failed the test- all except Maru, who has apparently "kept his mind clear of distraction". Maru may now fight the monks alone- if he wins, you'll be let through to Mt. Lamda. Ok, pally! Fight time! Maru should be at level 23 or higher... that just makes things a little easier. A good strategy for this is to use the fact that the monks won't move to attack you unless you're a certain distance from them to your advantage. If you move all the way to the left, for example, you'll only have to fight one or two at a time, then you can slowly move in to take on the next, and the next and so on. Another popular strategy is to use stat-altering items on Maru, like a Napping Bell (to put them to sleep) or the like. This means you have to get close to all of them, though, and you risk getting hit a lot. If you make sure Maru has mad speed and use the "one-at-a-time" technique, you'll get by with less damage, but more slowly than the other methods. In any case, when you win, Maru is commended by the rest of the team. Lamda priest-man lets you go by, but tells you that the reason for the incense test was this: there is a mysterious fog on Mt. Lamda that makes those without clear minds see illusions. They get lost and fall prey to the monsters on the mountain. It's Maru's job to lead the rest of the gang safely through the mountain. Ok boss! So then, head out the door to the left and out! First thing, you'll come to a bunch of little red tiles. Up into the Little alcove is a treasure chest: - 180 SS - Bountiful Fruit When you get back on the main path, beware of very suddenly appearing enemies. See, we told you. Fight them and win, then continue on. When the path splits to and upper path and lower path, take the lower one first for more treasure: - Weathercock (Weapon Part for Maru) - Balo Nut - Wind Shy Get back up to the "upper" path, run for a bit, then veer down for another treasure chest: - Great Herb - Great Herb - Great Herb - Great Herb - Life Tree Berry Keep on going, head into the next little "alcove" for more treasure! - Tanzanite - Ice Blade (Weapon Part for Ganz) There'll be more suddenly-appearing enemies, fight and win. And then... you'll come across the hallucinatory gas. It's up to you, Maru! Your first hallucination will be in Yewbell. Monsters show up, so fight them! Maru says that to get through the hallucinations, you need to head for the "Ring of Light". Ok, well here there are two rings of light. There's one directly to the right, around the doorway of the house there, and there's another near the gate to the Castle Ruins. For a cool little mappy-thingy of the Ring of Light that Sora made, go here: http://www.neo-dynasty.com/ring_of_light.html Otherwise, you should know that either path will take you eventually through Asheeda Forest, where there will be two Rings of Light again. If you go through the topmost one (near the Big Owl), you'll be in a loop that'll take you to the same places you've been. If you go through the bottom one, however, you'll end up on the bottom level of Scrappe Plateau, then you'll get out. The fog will clear, Kharg and Co. will be able to see clearly once more, there's a save point in the grass, and you get to go on to the Dilzweld Empire! Huzzah! (Oh, a little FYI: if you're like us and like FREE healing and saving, you can go back to the Big Owl now and not have to go through Mt. Lamda again. You can just go "over" it, so to speak ^_^ Man, we're cheapskates.) The Dilzweld "Empire" that you go to is actually a city. You'll be stopped at the Eastern Fortress. Lots of Dilzweld are laying around- dead? What? The Fiona's there, and it's crashed! Looking around, you'll find Boomer and Buster. They'll tell you that Samson was following the Megist and they tried to bulldoze their way into the Empire. Samson ordered all of his men to abandon ship before they reached the "Curtain of Death", but Buster and Boomer refused, staying with their captain. Of course, the Fiona was shot down and all three of its occupants are greatly wounded, Samson worse than the others. But he already took off for the Dilzweld Empire, after Darkham and Lilia! His men ask you to find him and make sure he's ok. Tatjana comes up with a plan so you don't have to sneak around- so head into the city. The guard at the gate recognizes Tatjana and says he thought she had died in the line of duty- Tatjana rebuts this. She says Kharg and the others are mercenaries she picked up to help her along the way. The guard radios in that Tatjana is alive, and you get to go into town. Typical of a city under a dictatorship, those living on the "upper level" are those who keep chanting "long live Lord Darkham!" and those who live on the lower level are those who have done something, anything to piss off the lovely Lord Darkham or his soldiers. Walk around, talk to the lovely people. There's a healer and save point in the pub, where soldiers are getting hammered. One guy in the "slums" will ask you if you support Darkham- answer harshly (yet truthfully) and he'll tell you that they helped Samson out- dressed him as a poor man, let him rest a bit and sent him on his way. Another man there will tell you about Tatjana's past- her parents died, and she used to live in the slums. She was noticed by Darkham 15 years ago, and worked hard to become the best soldier and scientist he had. All the way down all the stairs is an alleyway with a bunch of cats and a picture of Choko. No point, just strange. Anyway, go talk to the 3 guards that are standing near a barricade on the "upper level". One will tell you that the Megist is under attack (wonder who that could be?), but says that Darkham escaped with Lilia to Maluise Tower. Tatjana, playing it cool, says she'll go there as well then. IMPORTANT! Once you enter Maluise Tower with Kharg and party, events Will occur that will make it impossible to go back to Cathena. If you want to do the Cathena Arena, do it now! You can't later! At Maluise Tower... we smell foreboding. Ack, Samson is hurted! He says he had planned to take on Darkham... no matter the cost... (Begin Samson mini-flashback) Darkham shows Lilia "his masterpiece", Maluise Tower. Samson shows up, prepared to kill Darkham. Lilia says to shoot, even if ("at that distance") he might hit her. She also calls him father. Samson is surprised- how did she know? Samson asks forgiveness from Fiona... then Lilia... gunshot! But-but... Samson was shot?! From behind by a sniper who arrives with a Royal Guard. Lilia laments... You find out from Darkham that Samson's real name is Wyse (cool), and Lilia apologizes- She never got a chance to sing to her father. (End Samson mini-flashback) Samson asks Kharg to save Lilia, then starts speaking to his daughter out loud- he says he can hear her and Fiona singing together... it's so beautiful... Then, my friends, Samson dies... *a minute of grieving, Samson is cool!! ;_;* Now then, Darkham, you bastard! Let's go kick his scrawny ass. Into the tower! Inside, upstairs. To the left and down is a treasure chest (nice how Darkham even had the treasure chests put in with the tower's construction, ne?) - 200 SS - Super-Duper Bomb - Super-Duper Bomb Back up and to the right is... a battle! Fight em, win. Forward and towards the back is more treasure! - Life Tree Berry - Revival Medicine - Revival Medicine - Wind Blade (Weapon Part for Ganz) Up, up, up... Battle! Down the path that branches off to the right is Another treasure chest: - Stun Unit (Weapon Part for Tatjana) - Light Shy - Light Shy Alllll the way left and outside... then back in! And... battle! <( Important battle note: in the FAR back box (the one you wouldn't get unless we told you to) is Snake Wire, a weapon part for Paulette that doubles her range! It's GOOD! Get it! )> Away and down is another chest: - Frey's Hair Ornament (female party members only) - High Green Lens Then, a save point! You must be getting close! Outside, cut to Darkham and his little gang. Lilia's passed out on some altar-thing with the Great Spirit Stones nearby. Lilia is to act as a stimulus for the GSS to react. Darkham's going to open the "Restricted Dimension" and talks to the "noble Flying Castle". (Dude, it's the same crater from Arc 3 0_0) The Flying Castle appears and... cutscene! The Flying Castle awakens! End cutscene- because the Artificial Wind Stone broke! (Haha!) Then the "mysterious man" appears, telling Darkham not to worry, the Restricted Dimension is broken, that's enough. Darkham now wants to test the power of the Flying Castle on... Cathena?! Cutscene where a giant beam from the Flying Castle annihilates Cathena. Wow. Back to you now. Up the stairs- it's showdown time. A little bit of talk, then... fight! (Note: What a stupid freaking looking hat! Ahahahahahahahaha!!!) The Royal Guards have mad game though, it's a good idea (if you want to) to group them together and make good use of Maru's Great Hunter (the UBER spell). Again, any problems with the battle, email us. We help. When you win, Darkham reveals his true intentions. He wants to annihilate the Deimos?! One day, when he was very young, Deimos invaded The Dilzweld Empire. Darkham was sent to Cathena to get help but, the Delegates being their usual selves, hemmed and hawed over it for so long that by the time Darkham returned, the Empire was in shambles. The Deimos had taken children as hostages, killed the people, then killed their hostages... Darkham asks Kharg to destroy the Deimos in his place, then, being ever-so weak, topples from the tower and is gone. L. Darc's Story 6: The Final Battle Kharg and his group will discuss the Deimos, when suddenly... here comes Darc and his group! Kharg will wipe out the Deimos! Darc will wipe out the humans! Bebedora will feel Maru's pain, and then it's decided: the humans will fight the Deimos for the 5 GSS, winner takes all. You now will have a choice: will you fight on the human side or the Deimos side? It's really your choice. We suggest that if you have been pumping a particular team, pick that one. Be warned, though; the opposing team will have considerable game regardless. ((Sora: I didn't even know that I purchased Earthquake for Camellia...and there she was, pulling it out on my ass.)) When you win, the opposing team will be quite wiped. You'll get ready to grab the GSS, when...what in the!? You're levitating! In fact, everybody is! (Note how the characters who "mirror" one another float the same way, such as Delma and Paulette, Volk and Ganz, etc.) Cutscene time. And who should appear but...Zev!? That's right, ladies and gentlemen. Our good, pub-loving friend is really "The Divine Ruler"! Muhahahaha...ha. Don't look into his eyes, kiddies. He's got none. ((Sora: I'm scared out of my mind! O_O *hides from nightmares with no-eyed Zev* *shudders*)) <>Otaku: Yep, that was pretty freaky.<> He was the one that created the monsters, and he is... THE LORD OF THE BLACK ABYSS!! (sorry...it's that energy spurt thing again) "Zev" was just a temporary name, as well as his body. He was the first human to defy the gods, and was sealed away for thousands of years. He mentions the era of the "Twilight of the Spirits" (Ooh, title reference. You must be close to the game.) However, in order to achieve full resurrection, he must break the seal on the Ark! He was merely using Kharg to fight Darkham and to compete with Darc, as well as make Darkham create Droguza. After all, negative feelings really up his resurrection time. Lilia begins to levitate, then so do the 5 GSS and the Divine Ruler, and before you know it, they're gone! So much happening in such a short time. Anyway, you need to rescue Lilia and get the 5 GSS back. (Deimos side) Darc will discuss how they were part of the Divine Ruler's plot before they were even born. Why? Because they are the descentants of monsters, the Divine Ruler's creations. That's why the Deimos have a natural battle instinct and a desire to fight; they were created as weapons by the Divine Ruler! The group will ponder if they could truly be pawns; Bebedora mentions how they are "all just like me" and that the Divine Ruler is the true father of all monsters. Darc suggests they head out for the Flying Castle and stop the Lord of the Black Abyss. Volk and Delma wonder if they should kill the humans, but Darc says they were manipulated "just like we were". He continues to say how they have proved who's stronger, and that the Deimos don't kill the weak for no reason... "unlike the 'civilized' humans". (Ouch) (Human side) Similar to the Deimos discussion, with the appropriate changes to make sense. Kharg will offer for Darc and his team to come with you, but they will decline. So, when that's over, head on back down through Maluise Tower, then head right and to the castle. Come on, hurry up! "Time is running out for the human race!" (Another obscure reference. Email us if you know it. We'll love you. Promise.) Wow, it's...big. When you enter, you'll be asked if you REALLY want to enter; after all, this is the last dungeon. Meaning that once you're in, there's no coming back out. But then again, it's not exactly like you have anything that you want to do beforehand. And if you do...well, it's sort of pointless now. In any case, head on in. Meanwhile, Kharg/Darc will ponder it all over and, for their own reasons, the group will decide to go after the LBA as well. Head on down and to the Flying Castle, where you will meet up with the humans/Deimos. Does this mean that they're joining forces? No way! They could never live in peace with each other. And suddenly, the castle takes off into the sky and the floor beneath everybody will drop out! Down they drop, and up the castle goes. Where will they land, nobody (except for us and other people who have beaten the game, or at least gotten to this part) knows. You'll awaken to find that only some of you are around. Kharg, Paulette, Ganz... and Volk and Delma!? Uh-oh, this doesn't look good. Kharg thinks they should fight together until they meet up with Darc and the others, but the others need some convincing. When monsters show up, they decide to put their quarrels aside for the moment. Fight them, win, and then the group will reluctantly join up. Cool. If you "touch" the stone in the corner of the room, a platform will start moving (which is good news for you). Ride the platform to the other side, where you'll find another stone- "touch" it and begin to cross the newly created bridge. Members of your team express concern of the lack of supports under the bridge. So, Kharg decides to look down and see if he can see if something is holding them up. Not surprisingly, Delma decides this would be a nice opportunity to push Kharg off into the dark depths below. She lunges forward, Kharg notices her and quickly moves, and she almost falls, barely holding on. And who should come to her rescue but good old... Ganz!? That's right, Ganz. Mr. "I-hate-Orcon-cuz-they- killed-my-war-buddy" Ganz. But...why? He says that when a "comrade" is in trouble, you should save them no matter what. Kharg also mentions that if Delma really wanted to push him off, she would have succeeded- guess she must have had some hesitation. Anyway, time to continue on. Cross, go into this next room, fight some more monsters. Go onto the elevator, and then walk up to the big wall. You'll wait there until Darc and the others arrive. Speaking of which... M. Kharg/ Darc: The Final Battle Time for us to see how the Deimos-Human team #2 is doing now. It seems all right until Tatjana and Camellia start arguing... again. Bebedora senses enemies approaching. Oops, no choice now but to join forces and fight. After the battle, you've got 4 ways to go: left, right, down, or up on the elevator- which is currently not working. So head left, just because. You'll encounter a fight, win. Then touch the cool- looking stone there. Ooh, I sense a pattern. Go back and head down. Fight, touch the stone. Patterns, yay. Back and to the right- fight, touchy stone. Now the elevator works! Huzzah! Save point! Bebedora gets "attacked" by "the darkness", seems a little odd and tells you which elevator to get on. Uh... ooookay... In the new room, Bebedora runs ahead. When Darc asks what this place is, she answers that it's a "monster box"- a place to get rid of intruders. Two giant dragons drop down, and Bebedora says that they're gifts to her from the Divine Ruler. She's gone psycho, controlled by the Divine Ruler. You're gonna have to fight her. (Note: The objective for this battle is "Destroy the Bebedora." Was there ever more than one? o_O) So long as you stay grouped enough so that the dragons can't land on the same platform as you, they'll only use their distance magic (which is powerful, but not overwhelmingly so). Every time you hit Bebedora, she'll transport to a different area of the stage. Once you completely kill her, you win the fight. Everybody's sad for her, even Tatjana, though Camellia refuses to believe that Tatjana could be sad for the death of a Deimos. The group starts to leave but- Bebedora's alive! She wants to know who her master is- Darc answers that she's her own master, they're just all her friends. Bebedora chooses to be free and be "like Maru", wants to have her own heart and feel every emotion. Yay. Go back down the elevator to the save point, then onto the other one. Hey, whaddya know, it's Kharg and company! There's a giant meet-up, in front of the big door of fate. Or something. Kharg asks Darc to join forces and fight the Lord of the Black Abyss... Darc initially refuses. After much more talk though, they both agree. You join up! And, with a nice screenshot, you're prompted to choose which character you'll run around as- Kharg or Darc? (This makes no difference, you have both parties to choose from in battle in any case.) The door opens, and in you go! Wait, Quorup in the Flying Castle? Apparently they snuck in, hoping to make some good sales or find treasure... man, they be screwed now. Anyway, you can conveniently heal, save, and buy items, weapon parts, accessories, airship parts, Pyron food, and everything else. Now then. To save space and trouble for you (lots of writing can get very confusing, we know. Believe us. Especially at 5:30 in the morning.) Sora's made pretty little maps, color-coded, of each floor of the Flying Castle. If for some reason these don't make sense, email us and we'll give you the "text-version" of it. For now, the only thing here is going to be the lists of what's inside various treasure chests. Water Floor Map: http://www.neo-dynasty.com/water_level.html Fire Floor Map: http://www.neo-dynasty.com/fire_level.html Wind Floor Map: http://www.neo-dynasty.com/wind_level.html Now then, treasure lists: Water Floor, top treasure room: - 1000 G - Steel Ripper (Accessory for Paulette) - Satan's Beads - Angel Statuette (male-only) - Ice Talisman - Rescue Kit - Rescue Kit - Rescue Kit - Satan's Ribbon (Choko only) - 180 SS - Life Tree Berry - Life Tree Berry Fire Floor, up elevator, first treasure room: - Blade of the Giants (Weapon Part for Volk) - 240 SS - Duel Spike (Weapon Part for Delma) - Light Talisman - White Charm Fire Floor, up elevator, second treasure room: - Superconductor Coil (Tatjana only) - Life Ring - Black Charm - 200 SS - Life Tree Berry - Life Tree Berry Fire Floor, to the left and then up: - Red Charm - Red Charm - Fire Talisman - Battle Jacket (Ganz Only) - Power Berry - 3600 G - Strongest Herb - Strongest Herb - Strongest Herb - Strongest Herb - 240 SS - Type 4 Ruby Lens Proto Wind Floor, right treasure room: - Green Charm - Green Charm - Storm Talisman - Sorcerer Mask (Maru Only) - Diamond Coating Wind Floor, on elevator, then up: - 280 SS - Life Tree Berry - Raging War God's Blade (Volk Only) - Reiki Leaf - Reiki Leaf - 360 SS - Land Talisman Once you get to the black hall, you'll be fighting the Dark One/ Lord of the Black Abyss very soon. There are Quorup here to heal ya/ sell stuff (just in case you always wanted some item and never bought it), etc. Save up, friends, and head in! Cutscene where Lilia will "chant" to break the seal on the ark. Then she passes out. Thanks a lot, Lilia. Thanks a whole heap mon. (That's an indirect reference too. Betcha didn't think we'd throw one in right before the final battle, did you? ^_- As always, email us if you know it. The Cool List always wants more people.) Anyway, Zev gets "supercharged" and becomes the Lord of the Black Abyss once more. Ah, crap. He blasts ye all. Wait, Kharg's alone in... black? Run around to find everybody else, staring at a flame (Volk gets two, he's special). As you approach, the flames turn into insecurities and fears that their respective person holds... (note: if you talk to the "flame" people again, they talk backwards. Teehee ^_^) Here's the quick list of who-sees-who: Bebedora sees herself, who taunts her about being a puppet. Paulette sees Lloyd, who tells her she dragged Kharg into unnecessary trouble. Camellia sees her ugly self, who taunts her about beauty and fading. Delma sees Densimo, who yells at her for being weak and not killing Darc. Maru sees Foh, who tells him that he needs to come back and save Milmarna. Ganz sees Rapier, who tells him he can just go back to Isulo Forest- he doesn't really need to be here. Tatjana sees Darkham, who asks her if she's carrying out his wishes. Volk sees his wife and son, who accuse him of forgetting them. Darc sees Windalf, who says he made a mistake- he asked too much of Darc- "you'll never be a Deimos". (ouch.) Finally, Kharg has his own flame bottom center- Nafia. She tells him that he mustn't fight- go to her, you're so... sleepy... What, Lilia? Her voice comes outta nowhere, telling you all to wake up. Clear your hearts of darkness! It's all an illusion! Nafia turns into a "Meshimgen" demon-thing (that was wack), curses "meddling Lilia", and you get to fight. Ew, nasty setting. Here's the trick to this battle. Whoever you put in gets to fight their "flame" person. If someone attacks a Meshimgen that isn't "their" person, they'll do no damage and get turned into a Meshimgen NPC for a few turns. In addition, you can't use any Skills, Magic or items! Here's a hint: use someone in this battle who's relatively weak as your "tester". Basically, send them around to find out who's who. The reason for a weak person is that when they're NPC, they won't do much damage to the other party members! ^_^; When you win- earthquake! The Lord of the Black Abyss talks to you. Good job, says he... but I will now stain your hearts in darkness! Muahahahaha. You all disappear and reappear in a room where Lilia is in The middle of a freaky tentacle thing. You have to choose- if you kill it, she dies, too. Well, you have no choice... fight! Look out for the Meshimgens in this fight- it's not the same situation as last time. These mutha- er, little buggers will attack you of their own free will and do quite decent damage. We suggest holding them off with a few strong characters and having the rest kill off "Lilia Getman". The thing with Lilia can resurrect one Meshimgen at a time and can let loose magic on people grouped close together, but not much more than that. When it dies, you're "trapped". Crap. Lilia shows back up, claiming that the Hero and Holy Mother saved her and enlightened her. You all get in a big circle of friends and use the "hope for the future" to call Captain Planet... er, to escape. Now it's time to fight... that's right... The customary Dark One Eyeball of the Arc the Lad Series!! A few good quotes come in here... "He's a pretty one." - Darc, and, of course, "We're brothers! *Kharg and Darc draw swords simultaneously" - Kharg. w00t. All righty, final fight time! To actually do decent damage to the LBA (or Dark One, whatever you want to call it), you'll need to kill off the mini-eyes that it spawns. Doing this will slowly get rid of the black "cloud" that surrounds the LBA. Now then, the LBA has a few things it does: 1) Spawn little eyes. 2) Hurls ball of Dark magic at single/group that are within it's immediate range. 3) Shoots deadly Dark beam straight down the middle of the stage. He'll only use this when the black cloud around him is gone. Now then, we hope you've been pumping up Maru, and that Paulette's at SOME decent level, because they've got the range that you'll need for our strategy. 1st off, get your people to the sides. That way, once you've cleared the black cloud, the LBA won't use his beam attack. Second- See where the sides kind of "bend" in toward the LBA? DO NOT get any closer to him than behind these bends. This way he won't use his Dark magic ball attack. Now the only thing he's got left to do is spawn little eyeballs, which Anywhere up to 5/6 of your party members can kill off. All you need is one person (for Sora it was Maru) attacking the LBA every chance he/ she gets. You can also use distance magic if you don't want to use Maru. IMPORTANT: When taking out the mini-eyeballs, do NOT get any closer to the center than ABSOLUTE sides. We mean, touch the damn sides of the stage, and don't get any closer than that. If you do, LBA will release the beam on yo ass and he'll regenerate his black cloud. It's slow going, but you'll finally beat him... (email us with questions, by all means)! Once you win, he's still kind of living... Lilia begins to try and seal him away as Arc once did, by giving her life, then the Spirit of Hope (the baby-with-a-buttflap) shows up, along with the other Spirits- they are going to give up their existence on this world to seal away the Dark One for GOOD. Wow... the Era of the Twilight of the Spirits... *mood music plays* *mood music stops* On with the game, you ain't done yet. LBA gets locked away, the Spirits bade farewell... On Cragh Island... The Flying Fortress has crashed into the sea. Everyone's looking at it. (Except the Quorups! Whatever happened to the poor Quorups that were on board, huh? DID YOU LEAVE THEM THERE TO DIE?!) What now for the Deimos? Sure, humans relied on Spirit Stones and their energy for resources, but for Deimos, Spirit Stones were literally a life force. Lilia lets on that the Hero and Holy Mother told her that nobody needed supernatural powers at all...! Darc is looking straight out, into the future... it might just be ok. Up where the brothers once fought, they meet again. They talk for a bit, then realize there is no one there to stop them from fighting now... they draw swords, but Kharg puts his away, claiming they don't have to fight now. Maybe they'll clash in the future, but for now they don't have to. The brothers shake hands, one human, one Deimos, knowing that a difficult path lies in front of each of them. The future will not be without conflict, now that the era of the Twilight of the Spirits has come to pass... Peace, Sunset, FIN. ... or it would be, if Lilia's English dub didn't start humming. That gets rid of the peace, for one. We love you all. Thanks for sticking with us. The walkthrough part is done. For the love of Tosh. And Shu. Man, we love them. And Arc, Elk, Velhart... Lutz. Ah, Lutz... LOVE AND PEACE! Sora and Otaku - ~ - * V . ARENA STRATEGIES * - ~ - Below are some examples of fights that you will encounter in the various arenas of Arc ToS. There will also be suggestions for who to use, levels, equipment, and other information to hopefully help make your arena experience a bit less frustrating. I've listed as many fights I can remember; if you think of a fight that I don't have listed here, give us an e-mail and I'll try to put up a strategy as soon as I can. -_-; Also, I've tried to include the levels of each enemy for each possible fight. Aren't I helpful? Presuming that you said 'yes', thank you. *Some overall tips: -Try to buy at least one of every elemental weapon part that you can (Aquamarine, Gunpowder, Catfish Whiskers, etc.). There are MANY enemies in the arena that are weak against an element, and no matter how strong they are, a well placed elemental attack or two to their back should take them down. -Always have 999 (or close to) SS before starting the highest round challenge. Also, try to be sparing; if you are fighting easy enemies, don't use a powerful spell or special move to quickly take them out. -HEAL between fights. Even if you think that the next fight will be just as easy as the last, chances are that it won't. If you have lost 75-100 HP or more, you should definitely heal before entering the next fight no matter what. Also, (although it's more of a given) if you have any Romantic Earrings, make sure to equip them on whoever is healing! *Kharg* ------------- Cathena Arena ------------- Suggested fighters: Kharg, Maru Suggested levels: 20+ for 5-round, 25+ for 15 and 20-round Suggested equipment: Napping Bell for Maru (can be bought at the Cathena Weapon Part shop), one of the strongest armbands and coatings you can buy on each Suggested skills/magic: Maru's Great Hunter, Kharg's Windblade Fury and Healing Rain Prizes for winning: Stone Bag (let's you carry 30 more SS) for 5-round (Bitter Leaf x5 after that), Angel Earrings (accessory that blocks Stickiness/Silence/Paralysis for females) for 15-round (Super-Duper Bomb x5 after that), and Ancient Curiosity (secret character Diekbeck) for 20-round (Romantic Earrings after that) Maru is the star attraction here at the Cathena Arena; his attack range, his speed, and the ever-handy Great Hunter. Kharg is suggested for healing and fighting. Although the fights may be tough, this is the only Arena that has a 20-round challenge as the highest rather than 30. *Note: You must complete all (or any that you want) of the Cathena Arena challenges before the end of Kharg's Story 6 (Rivalry).* Possible Fights- Ninja (x4), Spear Lady (x4) (all lvl 10) ^^^^^^^^^^^^^^^^^^^^^^^^^^^ Thanks to Maru's mad range, he should be able to attack (or at least attempt to attack, in case one or two dodge) either of these pairs of four. Meanwhile, have Kharg slowly kill off the other group with standard attacks; although you can use a weak spell or special move to finish them off quickly, they're not worth it. Pugnacious (x2), Spear Lady (x2), Rhoke (x3) (all lvl 10) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Stay back (down) and hope to lure a few to you. Take them out when they come to you, then head up and take out the rest. Shotgun Hunter (x4), Bandit (x2), Monk (x2) (all lvl 15) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The Shotgun Hunters can raise their ATT and have a powerful special move. The Monks can heal. The Bandits...can shoot at you. Therefore, focus on the Shotgun Hunters first, then the Monks. These guys can be a pain, so if you need to, feel free to use some magic/special moves. Pugnacious (x4), Rhoke (x4) (all lvl 10) ^^^^^^^^^^^^^^^^^^^^^^^^^^^ The Rhokes and Pugs should all be together in their respective group, with the exception of one Pug over to the left of the Rhokes. Have Maru attack one group (standard attacks or low SS costing group special moves will work), while Kharg can either attack the lone Pug or the other group. Whip Hunter (x6), Viper (x2) (WH all lvl 15) (one Viper lvl 12; other lvl 13) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ There's a whole lotta poison going around here. Try to hit as many as you can each turn, but make sure to keep your eye on your HP. If you have any accessories that block Poison, you may want to equip it one of your fighters to save you a little trouble. Viper (x8) (lvls vary between 10-15) ^^^^^^^^^^ There's a lot of them, but they aren't very hard. Not much more to say. Stone Tortoise (x6), Whip Hunter (x2) (all lvl 15) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The Tortoises can raise their defense, but other that, it should be the same old, same old. Swordsman (x3), Whip Lady (x3) (all lvl 20) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Okay, now the enemy levels start to rise noticeably. The Swordsmen can raise their attack, and the Whip Ladies have a special move that can hit a large area. Try to hit them while they're grouped together, whether it be with standard attacks or special moves/magic. Try to save enough SS for Maru, because if things get drastic, a Great Hunter may still obtain victory for you. Bandit (x8) (lvls vary between 15 and 16) ^^^^^^^^^^^ The battle will start with them surrounding you, so unfortunately you can't use the "lure" method that I will mention many times. However, if you want, a well- placed Great Hunter should be able to take them all out in one swoop. And, even if it doesn't, good old Kharg can take out what's left. Lamda Monk (x3), Sword Lady (x3), Swordsman (x2) (all lvl 20) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Another tough fight. The Lamda Monks can heal, although they will usually vouch for attacking you instead if you're close enough to them. This is another fight where you may want to solve your problem with a Great Hunter. Don't worry; you have plenty of party SS to give to Maru between fights. Right? Right? Lamda Monk (x2), Sword Lady (x2), Spear Hunter (x2), Swordsman (x2) (all lvl 20) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ This is just like the last fight, except that you take away a Lamda Monk and Sword Lady and add instead two Spear Hunters (aren't I just the 1337 mathematician?). Once again, a Great Hunter will do well for you. If you can't hit everybody, you can always have Kharg do clean-up duty. Sword Lady (x8) (all lvl 20) ^^^^^^^^^^^^^^ This should be the last fight you encounter during the 15-round challenge. If you can spare the SS, use another Great Hunter. If you can't target everyone, have Kharg attack the rest. Ninja Master (x8?) (unsure on lvls) ^^^^^^^^^^^^^^^^^^ This should be the last fight in the 20-round challenge, and also the toughest IMO. Unless you have serious pumped up Maru and his speed is surprisingly high, these guys will always attack first. And there's a good number of them. And they can do decent damage. They also have high AVD, so they will dodge most of your standard attacks. Therefore, pull out a Great Hunter on as many as you can and have Kharg Windblade Fury the rest. It's tough, but you should be able to pull through it. When you win the 20-round challenge, you'll watch a cutscene where Diekbeck emerges. He will explain how he was the leader of the Ultra-Mechs and companion to the 7 Great Heroes, then join up with your party. ----------- Lamda Arena ----------- Suggested fighters: Diekbeck Suggested levels: 37+ for all challenges Suggested equipment: Diamond Coating x3 (unless you can buy stronger coatings), Steel Armband x2, Diek Screw (can be obtained from Diekpeck in the Peisus library, sutra room) Suggested skills/magic: None necessary Prizes for winning: Star Wing Blade (weapon part for Paulette) for 5-round (Attack Bottle x5 after that), Life Ring (raises HP by 15% for males) for 15- round, Romantic Stone (reduces SS cost for all spells to zero) for 30-round (Bountiful Fruit after that) Thanks to the Diek Screw, Diekbeck can pump up his attack and defense with the Diamond Coatings and Steel Armbands without worry. This set of equipment should make the Lamda Arena surprisingly easy, having the strongest competitors only strike up around 50 damage or less to you, while you can easily blast back 120. Possible Fights- Shotgun Hunter, Bandit, Monk (x2) (all lvl 20) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ You can either hang back and take them out using the "lure" method, or move forward and attack the Shotgun Hunter first thing; the two Monks should move toward you, making for a nice line of three targets for you. And as for the Bandit...well, I'm sure you can handle him. Sword Lady (x2), Swordsman (x2) (all lvl 20) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ It's up to you whether or not to lure them away or charge them. Thanks to your equipment, they can't do much to you anyway. Whip Hunter (x3) (two at lvl 20; other at lvl 18) ^^^^^^^^^^^^^^^^ Ditto the above strategy. ^_^ Lamda Monk (x3) (all lvl 20) ^^^^^^^^^^^^^^^ This should be the last fight you encounter in the 5-round challenge (and randomly in the 15 or 30-rounds). They can heal and raise their attack, but a few blasts to the head will show them what good it did. Tin Golem (x3) (two at lvl 30; one at lvl 31) ^^^^^^^^^^^^^^ Now you see why having this set of equipment is good! Without it, these guys would do some nice damage to you. (They can deal 25-30 damage with regular attacks and 40-50 damage with special moves to my level 46 Diekbeck with 120 defense...think how much they could do with worse defense -_-) And since they have poor movement, you can easily use the lure method to take them down. Spear Hunter (x2), Whip Lady, Shotgun Lady (all lvl 25) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Uh-oh, they're at high(er) levels. See the "Sword Lady (x2), Swordsman (x2)" or "Whip Hunter (x3)" strategies for details. Spear Hunter (x2), Whip Lady (x2) (all lvl 25) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ A slight variation on the above fight. Despite that, use the same strategy. Monk (x3) (all lvl 20) ^^^^^^^^^ FIGHT! ... Diekbeck wins! (Yes, another random reference. Yes, even in the Arena Strategies, we still have our random references. So, e-mail us if you know it. And if you do know it... Otaku commends you. Seriously.) Spear Hunter (x4) (all lvl 25) ^^^^^^^^^^^^^^^^^ If these simple fights keep up, I'm going to start putting in random quotes and references as the "strategies". Oh wait... I already did that. Well, then I'll continue to. Wild Dog (x4) (all lvl 18) ^^^^^^^^^^^^^ Watch out! These guys can raise their attack! ... Yeah, that's about it. Now, do what you've been doing for the other easy fights. Bandit, Monk (x2) (Bandit at lvl 10) (one Monk at lvl 10; other at lvl 11) ^^^^^^^^^^^^^^^^^ ROFLMAO! ... ROFLMAO! ... I could probably do this all night, so I best move onto the next fight now. Bandit (x4) (all lvl 20) ^^^^^^^^^^^ Another simple fight. They start out (and will usually travel around) in a small group, so lure them back slightly; if they stay in the same formation, you should be able to blast three of them with one attack. Heh, poor fools. PA-300 (x4) (unsure on lvl) ^^^^^^^^^^^ These guys are not only strong, but have a mid-range special move that is also strong. The best strategy for this fight is to use the lure method; however, make sure to move ALL the way to the left, and either up or down to only attract one. Defeat that one, repeat this process and you should succeed. Lamda Priest (x4) (all lvl 25) ^^^^^^^^^^^^^^^^ This is one of those "last fights in *blah* challenge"; this happens to be the final battle for both the 15 and 30-round challenges. And your enemies are... what the hell!? Yes, it seems even the Lamda Priest will take to the ring if you do well enough. Well, whatever. The lure method is suggested, since the Priests can still do a good amount of damage to poor Diek. Note that only the 15-round Lamda Priests are level 25; I believe the 30-round Priests are either level 35 or 40. -_- *Darc* ------------ Orcoth Arena ------------- Suggested fighters: Darc or Choko Suggested levels: 32+ for Darc, doesn't matter for Choko Suggested equipment: None Suggested skills/magic: Dragon Fang Sword and Air Blade for Darc, any for Choko Prizes for winning: Guard Fang (weapon part for Darc) for 5-round, Leila's Mirror (accessory that blocks Poison/Sleep/Confusion for females) for 15-round, and King Statuette (doubles EXP earned in battle) for 30-round You can enter the Orcoth Arena anytime after Darc's Story 2 (Ambition). The Guard Fang is a particularly useful weapon part for Darc, so getting it as early as possible is suggested. You can put off the other two challenges until you pump Darc up some more... or until you get Choko. *Note: You must do all (or any that you want) of the Orcoth Arena challenges before the end of Darc's Story 5 (Evolution).* (Due to my position in my current game -about to enter the Flying Castle- I am unable to head back to the Orcoth Arena. I apologize for the inconvenience, and I will try my best to get at least SOME strategies up as soon as possible.) ------------- Rueloon Arena ------------- Suggested fighters: Darc, Volk Suggested levels: 36+ for Darc, 30+ for Volk Suggested equipment: Gale Headband x2 (can be bought on Cragh Island) for Volk Suggested skills/magic: None necessary Prizes for winning: Anti-Poison Ring (accessory that blocks Poison) for 5-round (Heart Seed x5 after that), Rainbow Charm (raises tolerance to all elements) for 15-round (Monster Medal after that), and Ancient Treasure (secret character Choko) for 30-round (Deimos Medal after that). Since the Rueloon Arena doesn't allow any magic or special moves, you'll have to hack and slash your way through. Who better to do this than Darc and Volk. In case you're wondering about my suggested equipment... when I was entering the Arena to get Choko, I noticed that Volk had one slot open in his Accessories. So, wanting to put something in there that would aid me in my excursion, I put another Gale Headband on him. Thanks to that, his speed was pumped up to over 50, allowing him to always attack first and often. It's up to you whether you want to follow my suggestion, but I must say that it worked in my favor. Possible Fights- Wild Slothian (x4) (three at lvl 26; one at lvl 24) ^^^^^^^^^^^^^^^^^^ They're at somewhat high levels, but they can't do much to you. Use the lure method, putting both of your fighters on one side to only attract one or two at a time. Lakelta (x4) (all lvl 25) ^^^^^^^^^^^^ It seems there really are quite a diverse population of Deimos here at Rueloon, including these Episitian natives. Have any Aquamarines? If so, equip, lure, and attack. If not, then just lure and attack. Wild Slothian (x4) (all lvl 20) ^^^^^^^^^^^^^^^^^^ Similar to the other Slothian fight, but easier. Use the same strategy, and you'll make it through. Ogre (x3) (two at lvl 16; one at lvl 18) ^^^^^^^^^ Lure away the two lower leveled Ogres, and take them all out. And on a random note, I'd like to apologize for the vagueness of some of my strategies; in all honesty, some of these battles really are easier than others. I tend to write down simple strategies for the simple fights, and put a little more effort into the harder ones. Just so you know. Golem (x3) (two at lvl 21; one at lvl 22) ^^^^^^^^^^ Last fight in the 5-round challenge...I believe. Gang up on one at a time, and they should go down quite easily. Mummy (x4) (all lvl 26) ^^^^^^^^^^ Here we go, a tough fight. These guys are pretty much a stronger version of the fights with Coleopts you can encounter here. Their special attack works like the Coleopt Spheres (lowering your attack, defense, speed, etc.), but it also does high damage to whoever it hits. And this fight seems to be "popular" in the 15- round challenge, or at least it was the last time I played through that challenge (I encountered this same fight three times consecutively -_-). If one of your fighters can reach a Mummy that you know that your other fighter can most likely also reach, go for that one. If you can only reach a Mummy that your other fighter can't, then either move as far as you can towards your other fighter's target or have each fighter take on his own Mummy. Seeing as how they use the same status alteration as the Coleopts, I see no reason why the Coleopt Froth would not cure the effects of the Mummy's Kameha...er, energy ball. Ogre (x3), Lackey Demon (x2) (Ogre all lvl 22) (Lackey Demon all lvl 24) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Okay, there should be three Ogres near the upper portion of the arena, and two Lackey Demons near the bottom. I suggest you send your fighters down to take out the Lackey Demons first; even though they are technically at higher levels than the Ogres, I've found that they generally do less damage and can be quickly taken out. Once they've been defeated, you can try to lure the Ogres into a group for hitting more enemies with attacks... or you could just rush them. Either way. Coleopt (x4) (all lvl 22) ^^^^^^^^^^^^ Hey, remember these guys? Well, if you don't, you'll most likely remember soon into the fight. The chances are high that at least one of the Coleopts will use a Coleopt Sphere once or twice during your fight... and that's if you get lucky, or are able to take them out quickly. Since the Coleopts can hit you with their spheres from a decent range, you should go for the two topmost ones first. The Coleopts also seem to prefer attacking you physically when up close, rather than using their spheres, so use that to your advantage to kill them off quickly. Once you have defeated the topmost enemies, try to lure the other two (if you can lure just one, do it) towards you so you can gang up on both of them. If you have Coleopt Froth, I suggest having one or two on each of your fighters before entering the Arena. If you don't... you may want to stock up before heading on in. Killer Gargoyle (x3) (all lvl 25) ^^^^^^^^^^^^^^^^^^^^ This fight can be tough or easy, depending on what happens and what you have. These guys are Dark-elemental. So, if you have a Luminous Moss, great! If you have two Luminous Moss, even better. Put them on, then head down to attack the lone Gargoyle first. Even if you don't have any Luminous Moss, just head down and you should be able to take out the Gargoyle between your two fighters pretty quick. Reaper (x3) (all lvl 26) ^^^^^^^^^^^ Yay, another Luminous Moss-made-easy fight! Lure them down one by one, then smack them around with some Light. Pain for them, joy for you. Zombie (x3), Ghoul (x2) (Zombie all lvl 22) (Ghoul all lvl 24) ^^^^^^^^^^^^^^^^^^^^^^^ Sweet, more Luminous Moss goodness. Lure them down and off to either side, then wail on those decaying corpses. ... Or something of the like. Canidae (x4) (all lvl 24) ^^^^^^^^^^^^ Now, for starters, I think these guys are Water-elemental. THINK. They have a fire spell, if I'm not mistaken, but after attacking a few with an Aquamarine equipped, I noticed that I was doing a little less damage to them than usual. So, if you want to try it with Gunpowder, be my guest. Otherwise, just lure one or two down, then show them why they should go get drunk in the pub rather than fighting in here. Or something of the like. Dark Knight (x2) (all lvl 28) ^^^^^^^^^^^^^^^^ Wow, high levels. However, there ARE only two of them. Plus they happen to be...can you guess?...weak against Light! Mwahahaha, it's time for the Luminous Moss to shine yet again! (Oohh, bad pun...y'know, SHINE? Luminous Moss? It's LIGHT elemental? ... Meh) Even with the Luminous Moss, it will most likely take at least two attacks to take these guys down. So, the lure method is suggested. In fact, the lure method is suggested for almost all the fights. But that's okay, since it's a good method anyway. Mechanical Doll (x3), Doll Master (x2) (Mech Doll all lvl 24) (Doll Master all lvl 25) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Final fight in the 15-round challenge. And they happen to be weak against a certain element. Now then class, can anybody guess what it is? Anyone? Anyone? Okay then, I'll just tell you: Light! Yes, you can use the Luminous Moss to help you out once again. The Mech Dolls have little HP, so you should be able to take them out easily. Once done with that, pound on the Doll Masters to secure your victory! When you win the 30-round challenge, you'll watch a cutscene where Choko emerges. She will explain how she is 100% pure Deimos and wants to go have fun with your party. She will then "gate-crash" the party...and join up with you. Besides the nice addition to your party, it seems getting Choko unlocks something else. When you exit the Rueloon Arena with Choko in tow, you may notice something different: a Quorup merchant is sitting next to the entrance with a snake! Yes, he is a snake charmer. Go ahead and watch the humorous show. Does it do anything for you? No. It's just for fun. And if you come back later, he'll bring out three small snakes to add to his routine. He will also start asking for donations, but for such a great show, it's hard to say 'no'. I hope these strategies have proved useful to all you readers. If you'd like to comment on these strategies, ask for more help with a certain fight, or perhaps even requesting for me to put up a strategy not listed here, give us an e-mail and I'll try my best. Really. - ~ - * VI . THE ART OF THIEVERY * - ~ - Thanks to a rather kind donation from dbrandon, we started up a brand new section. In case you didn't already guess, this section is all about stealing. Know of something that can be stolen that isn't listed here? Send it on in, and we'll add it along with credit to you. - Regular Monsters - Alraune - Numbness Apple Bandit - Elixir, Evasion Leaf (after first steal) Bomber Fly - Super Bomb Cannon Trap - Dilz Bomb Cerberus - Gunpowder Cobra - Antitoxic Nut Coleopt - Coleopt Froth Commander - First Aid Kit (not counting plot fights) Commando - Rescue Kit Dandelion - Green Memory Grass Dark Dweller - Dark Balm Desert Devil - Critical Leaf Dragon Fly - Fire Balm Evil Eye - Dark Shy Foot Soldier - Bomb Ghoul - Anti-Reaper Cologne Gunner - Accuracy Leaf Hellhound - Blue Flower Hunter Fly - Red Berry Killer Gargoyle - Water Balm Lakelta - Water Shy Lackey Demon - Super Bomb Mage - Heart Seed Mandrake - Healing Herb Mer Apis - Revival Medicine Monk - Attack Leaf Ninja - Sleep Firecracker, Attack Leaf (after first steal) Ninja Master - Confusion Firecracker PA-200 - Super-Duper Bomb Poison Slime - Antitoxic Nut Reaper - Anti-Reaper Cologne Red Dragon - Gunpowder Reecher - Dark Balm Rhoke - Evasion Leaf Rifleman - Accuracy Leaf Rognas Gormon - Great Herb Royal Guard - Bewitching Beads SA-100 - Guard Support Scorpion - Nerve Stimulant Sidewinder - Strength Drain Skull Warrior - Water Balm Sleeping Gust - Mint Slime - Soap Stone Blob - Spiked Steel Ball Stone Tortoise - Guard Drain, Bitter Leaf (after first steal) Supreme Ninja - Evasion Leaf Swordsman - Attack Bottle Sword Master - Critical Leaf Thief - Good Herb Tin Golem - Spiked Steel Ball Toxic Ooze - Nervy Cologne Viper - Attack Bottle Warlock - Revival Medicine Wild Dog - Blabber Mouth Cologne Witch Plant - Antitoxic Nut Zombie - Guard Drain - Boss/Plot-line Fights - Altima (1) - Golem Mask Altima (2) - Bear Stuffed Animal Argewalt - Life Tree Berry Darkham - Burst Blade Drakyr (Lilia fight) - Green Charm Droguza (First time) - Swordsman's Blade Droguza (Second time) - Bountiful Fruit Droguza (Third time) - Mad Warrior's Skull Fulkrum - Fire Talisman Gold Dragon - Dragon's Wrath Mummy (Pyramid fight) - Lark Coat of Arms, Life Tree Berry Silver Dragon - Storm Talisman Skeleton (Mt. Lamda fight) - Shoulder Spikes, Broken Sword Skull Warrior (Coleopt Shrine fight) - Amethyst Coating Supreme Ninja (Parez Ruins fight) - Stone Crusher Tatjana - High Heels Tsaw - Silk Bowstring Tsee - Heat Blade Volk - Bolo Nut - ~ - * VII . SKILLS AND MAGIC * - ~ - A. Overview: Acquiring Skills and Magic Depending on the Skill or Spell, a character may start out with it. However, for those that are not already learned when you get a character, you need SP and Class. SP are gained in victorious battle and are used to "purchase", in a way, new Skills and Magic. Your character's Class also goes up (in the same way that characters' Levels go up) with repeated victories in battle. You can check how many more SP you need to "Class Up" on the status screen for a given character. Certain Skills and Spells go hand-in-hand with certain Classes: this means that you have to be at a certain Class to have the opportunity to learn the Skill or Spell. You can then spend SP to acquire the Skill or Spell. B. Skills (Humans, Darc, and Choko) Kharg Skill SP Class SS Cost Fang-Breaker Blade Learned * 14 One Last Chance 100 * 12 Power Shot ? ** 16 Mind-Scan 100 ** 12 Whirlwind Crusher 200 *** 18 Raise Spirits 500 ***** 20 Windblade Waltz 1260 ****** 20 Power Wave 1600 ******* 25 Windblade Fury 2200 ******** ? Paulette Skill SP Class SS Cost First Aid Learned * 6 Sling Knife ? * 10 Antidote Treatment 100 ** 8 Sign of Silence 160 ** 14 Stinging Rain 300 *** 16 Mental Focus 400 *** 14 Hypnotize 200 *** 14 Fire Sling 400 **** 20 Mind-Scan 380 **** 12 Interceptor Stance 400 **** 12 Heat Cannon 600 ***** 20 Psyche Up Charge 600 ***** 14 Steel Wall Guard 600 ****** 14 Defensive Stance 1600 ****** 12 Burning Rain ? ******* 25 Heat Cyclone 2500 ******** 30 Maru Skill SP Class SS Cost Venom Arrow Learned * 16 Antidote Treatment 100 * 8 Maru's Story Time 180 ** 12 Steal 220 ** 3 First Aid 280 *** 6 Silent Arrow 420 *** 20 Binding Arrow 760 **** 24 Mind-Scan 450 **** 12 Maru's Big News 550 ***** 20 Defensive Stance 720 ***** 12 Hunting Arrow 520 ****** 20 Setting Aim 560 ****** 10 Shuffle Shot 2000 ******* 36 Steal Lv2 550 ******* 8 Psyche Up Charge 450 ******** 14 Great Hunter 2200 ******** 40 Ganz Skill SP Class SS Cost Rolling Axe Learned * 12 Interceptor Stance 40 * 12 Bone Crush 100 ** 20 Steel Wall Guard 150 ** 14 Power Charge 360 *** 14 Psyche Up Charge 240 *** 14 Speed Storm 100 **** 24 Intimidation 400 **** 10 Extreme Grenade 1600 ******* 20 Antidote Treatment 500 ******* 8 Tatjana Skill SP Class SS Cost Medical Machine Learned * 26 E Gale Learned ** ? E Revive 340 ***** 20 Samson Skill SP Class SS Cost Big Shot Learned * 15 Sharp Shooter Learned ** 30 Raise Spirits Learned *** 20 Gattling Gun 100 **** 20 Psyche Up Charge 200 ***** 14 Intimidation 240 ****** 10 Darc Skill SP Class SS Cost Claws of Rage Learned * 12 Sword of Awakening ? *** ? Intimidation 400 **** 10 Vampire Fang 600 ***** 26 Dragon Fang Sword 1800 ******* 32 Diekbeck Skill SP Class SS Cost Fire Blast Learned * 16 Happy Rays 650 **** 26 Divine Judgement 700 ***** 36 Diek-Break 1500 ******** 80 Choko Skill SP Class SS Cost Flare Up Learned * 20 Splash Splash 250 *** 20 Swoosh 600 ***** 20 Stone Skewer 1250 ******* 20 C. Magic (Deimos, Kharg, and Diek) Darc Magic SP Class SS Cost Cure Learned * 8 Wind Slasher Learned * 10 Refresh 200 *** 10 Slow Enemy 600 ***** 12 Pure Silence 1200 ******* 14 Air Blade 2400 ******** 36 Delma Magic SP Class SS Cost Flaming Arrow Learned * 10 Speed Up Learned * 12 Cure 150 ** 8 Refresh 50 ** 10 Wind Slasher 400 **** 10 Healing Rain 600 ***** 12 Stone Rush 600 ***** 14 Explosion 1840 ****** 38 Guard Field 700 ****** 14 Earthquake 1200 ******* 20 Resurrection 1200 ******* 18 Densimo Magic SP Class SS Cost Flaming Arrow Learned * 10 Guard Field Learned * 14 Volk Magic SP Class SS Cost Water Crash Learned * 12 Heated Soul Learned * 16 Guard Field 100 ** 14 Power Loss 120 ** 16 System Shock 260 *** 14 Slow Enemy 400 **** 12 Pure Silence 680 **** 14 Cure 600 ***** 8 Refresh 600 ***** 10 Wind Slasher 740 ****** 10 Speed Up 800 ****** 12 Camellia Magic SP Class SS Cost Cure Learned * 8 Healing Rain Learned * 12 Stone Rush Learned * 14 Pure Silence 100 ** 14 Sleepy Wind 80 ** 16 Refresh 240 *** 10 Earthquake 200 **** 20 Magic Shield 420 **** 14 Bebedora Magic SP Class SS Cost Mind Control Learned * ? Black Out Learned * ? Resurrection 160 ** 18 Inferno 420 *** 16 Tornado 640 *** 20 Pure Silence 600 **** 14 Kharg Magic SP Class SS Cost Wind Slasher 100 ** 10 Cure 200 *** 8 Refresh 400 *** 10 Healing Rain 420 *** 12 Tornado 580 ***** 20 Resurrection 600 ***** 18 Vital Energy 1600 ******* 20 Diekbeck Magic SP Class SS Cost Cure 50 ** 8 Refresh 250 *** 10 Healing Rain 600 ****** 12 Resurrection 1250 ******* 18 Choko Magic SP Class SS Cost Resurrection 50 ** 18 Vital Energy 450 **** 20 Thunder Storm 800 ****** 34 Dark Extreme 1600 ******** 36 - ~ - * VIII . ITEMS ETC. * - ~ - Items can be purchased at stores and/or picked up during battle. Generally they serve to (a) heal, revive or refresh you or allies from a certain condition or (b) damage or alter an enemy's status in some way. Below is a list of Items and where they can be purchased in the game. This will be continually added to as we progress. Spirit Stones are always the same, everywhere that there's a merchant. Weapon parts assist in "upgrading" your weapons. Unlike many other RPGs and previous ATL games, you don't purchase new weapons to get stronger, you just make your weapon stronger using weapon parts. Below is a list of weapon parts and where you can buy them... and, like the others, it'll be added to as we progress. Shock. Accessories generally raise DEF or allow you to carry more of something (items, etc.). Some also allow you to add elements and "statuses" to your attack, e.g. Stickiness, Sloth, Sleep, etc. Select shops after certain points in both stories will also start selling Airship Parts (for Kharg) and Pyron Foods (for Darc). These serve to strengthen the Big Owl and the Pyron for when you may summon them in battle. Also, the lists for the Flying Castle are listed under both parties for your convenience. A. Kharg's Party : Shop Information Yewbell ------- Spirit Stones 2G each ------------------------- Healing Herb -- 20G -- Restores 50 HP Good Herb -- 50G -- Restores 100 HP Revival Medicine -- 160G -- Revives from Critical Condition Antitoxic Nut -- 30G -- Cures Poison Soap -- 40G -- Cures Stickiness Mint -- 30G -- Cures Sleep Painful Needle -- 40G -- Cures Silence Green Memory Grass -- 50G -- Cures Confusion Nerve Stimulant -- 50G -- Cures Paralysis Energy Snack -- 40G -- Cures Sloth Energy Cologne -- 360G -- Raises resistance to Sloth Stone -- 20G -- Throw for minor damage to enemy Bomb -- 120G -- Explodes for enemy damage ----------------------- Stone Coating -- 120G -- Slightly strengthens weapon Amethyst Coating -- 320G -- Strengthens weapon well Thorn of Revenge -- 240G -- Raises CNT rate Aiming Device -- 240G -- Raises HIT rate Gunpowder -- 240G -- Adds Fire element ----------------------- Leather Armband -- 120G -- DEF band made from a beast's hide Stone Holder -- 240G -- Lets you carry 15 more SS Cathena ------- Spirit Stones 2G each ------------------------- Healing Herb -- 20G -- Restores 50 HP Good Herb -- 50G -- Restores 100 HP Great Herb -- 100G -- Restores 200 HP Revival Medicine 160G -- Revives from Critical Condition Antitoxic Nut -- 30G -- Cures Poison Soap -- 40G -- Cures Stickiness Mint -- 30G -- Cures Sleep Painful Needle -- 40G -- Cures Silence Memory Grass -- 50G -- Cures Confusion Nerve Stimulant -- 50G -- Cures Paralysis Elixr -- 120G -- Cures abnormal status Lamda's Wonder Cure -- 200G -- Raises morale Poison Drug -- 80G -- Poison the enemy Sleeping Pill -- 80G -- Puts enemy to Sleep Sticky Beans -- 60G -- Makes enemy Sticky Yellow Powder -- 100G -- Makes enemy Silent Poison Firecracker -- 360G -- Poisons enemies in wide range Sleep Firecracker -- 360G -- Puts enemies in wide range to Sleep Sticky Firecracker -- 360G -- Makes enemies in wide range Sticky Silent Firecracker -- 360G -- Makes enemies in wide range Silent Steel Ball -- 120G -- Extensive enemy damage Bomb -- 120G -- Explodes for enemy damage Super Bomb -- 320G -- Wide range explosion Iron Arm -- 240G -- Temporarily throw items farther Full Sails Tonic -- 260G -- Temporarily increase MOV ------------------------ Stone Coating -- 120G -- Slightly strengthens weapon Amethyst Coating -- 320G -- Strengthens weapon well Guard Support -- 260G -- Increases GRD (GRD +20) Spirit Windmill -- 240G -- Adds Wind element Catfish Whiskers -- 240G -- Adds Earth element Poison Apple Essence -- 1200G -- Adds Poison to Standard Attack Napping Bell -- 1000G -- Adds Sleep to Standard Attack Putrefied Beans -- 1000G -- Adds Stickiness to Standard Attack Mute Stone -- 1600G -- Adds Silence to Standard Attack ------------------------ Leather Armband -- 120G -- DEF band made from a beast's hide Bone Armband -- 320G -- DEF +5 Crystal Beads -- 200G -- MNT +5 Jade Beads -- 420G -- MNT +8 Yellow Charm 480G -- Raises tolerance to Earth Green Charm -- 480G -- Raises tolerance to Wind Sulfas ------- Spirit Stones -- 3G each ------------------------ Healing Herb -- 20G -- Restores 50 HP Good Herb -- 50G -- Restores 100 HP Great Herb -- 100G -- Restores 200 HP Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Lamda's Wonder Cure -- 200G -- Raises morale Poison Drug -- 80G -- Poison the enemy Sleeping Pill -- 80G -- Puts enemy to Sleep Sticky Beans -- 60G -- Makes enemy Sticky Yellow Powder -- 100G -- Makes enemy Silent Poison Firecracker -- 360G -- Poisons enemies in wide range Sleep Firecracker -- 360G -- Puts enemies in wide range to Sleep Sticky Firecracker -- 360G -- Makes enemies in wide range Sticky Silent Firecracker -- 360G -- Makes enemies in wide range Silent Steel Ball -- 120G -- Extensive enemy damage Spiked Steel Ball -- 350G -- Lethal enemy damage Bomb -- 120G -- Explodes for enemy damage Super Bomb -- 320G -- Wide range explosion ------------------------- Amethyst Coating -- 320G -- Strengthens weapon well (ATT +4) Sapphire Coating -- 860G -- ATT +8 Critical Hit Support -- 320G -- CRI +20 Guard Support -- 260G -- Increases GRD (GRD +20) Traitor's Soul -- 860G -- ATT +6, CNT +50, AVD -8 Gunpowder -- 240G -- Adds Fire element Aquamarine -- 240G -- Adds Water element Spirit Windmill -- 240G -- Adds Wind element Catfish Whiskers -- 240G -- Adds Earth element Napping Bell -- 1000G -- Adds Sleep to Standard Attack Putrefied Beans -- 1000G -- Adds Stickiness to Standard Attack Mute Stone -- 1600G -- Adds Silence to Standard Attack ------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Crystal Beads -- 200G -- MNT +5 Jade Beads -- 420G -- MNT +8 Scroll of Evasion -- 960G -- AVD +8 Stone Holder -- 240G -- Lets you carry 15 more SS ------------------------- Type 1 Ruby Lens -- 200G Low Green Lens -- 260G Blue Beam Lens -- 150G Star Variable Amplifier -- 2600G Slothian Village ---------------- Spirit Stones -- 3G each -------------------------- Good Herb -- 50G -- Restores 100 HP Great Herb -- 100G -- Restores 200 HP Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Accuracy Leaf -- 140G -- Temporarily raises HIT Evasion Leaf -- 140G -- Temporarily raises dodge rate -------------------------- Sapphire Coating -- 860G -- ATT +8 Diamond Coating -- 1200G -- ATT +12 Aiming Device -- 240G -- HIT +22 Luminous Moss -- 360G -- Adds Light element Soot of Darkness -- 360G -- Adds Dark element Putrefied Beans -- 1000G -- Adds Stickiness to standard attack Mute Stone -- 1600G -- Adds Silence to standard attack ------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Jade Beads -- 420G -- MNT +8 Bewitching Beads -- 980G -- MNT +12 Gale Headband -- 1200G -- SPD +8 White Charm -- 780G -- Raises tolerance to Light Black Charm -- 780G -- Raises tolerance to Dark Anti-Slothian -- 5600G -- Prevents Slothian change Milmarna -------- Spirit Stones -- 3G each -------------------------- Great Herb -- 100G -- Restores 200 HP Strongest Herb -- 150G -- Restores all HP Ancient Herb -- 240G -- Restores a little HP to more than one person Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Attack Bottle -- 220G -- Temporarily increases ATT Blabbermouth Cologne -- 260G -- Temp. increases resistance to Silence Memory Cologne -- 320G -- Temp. increases resistance to Confusion Nervy Cologne -- 320G -- Temp. increases resistance to Paralysis Anti-Reaper Cologne -- 460G -- Temp. up resist. to Instant Death Strength Drain -- 120G -- Temp. lower enemy ATT Guard Drain -- 120G -- Temp. lower enemy GRD Mind Drain -- 120G -- Temp. lower enemy MNT Agility Drain -- 120G -- Temp. lower enemy SPD Lamda's Wonder Cure -- 200G -- Temporarily raises morale Iron Arm -- 240G -- Temp. raises distance you can throw items Full Sails Tonic -- 260G -- Temp. increases MOV -------------------------- Sapphire Coating -- 860G -- ATT +8 Diamond Coating -- 1200G -- ATT +12 Aiming Device -- 240G -- HIT +22 Guard Support -- 260G -- Increases GRD (GRD +20) Traitor's Soul -- 860G -- ATT +6, CNT +50, AVD -8 Luminous Moss -- 360G -- Adds Light element Soot of Darkness -- 360G -- Adds Dark element -------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Jade Beads -- 420G -- MNT +8 Bewitching Beads -- 980G -- MNT +12 Gale Headband -- 1200G -- SPD +8 Stone Holder -- 240G -- Lets you carry 15 more SS -------------------------- Type 1 Ruby Lens -- 200G Type 2 Ruby Lens -- 360G Blue Power Lend -- 280G Simple Booster -- 860G Peisus ------ Spirit Stones -- 3G each -------------------------- Great Herb -- 100G -- Restores 200 HP Strongest Herb -- 150G -- Restores all HP Ancient Herb -- 240G -- Restores a little HP to more than one person Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Anti-Poison Cologne -- 260G -- Temp. increases resistance to Poison Mint Cologne -- 260G -- Temp. increases resistance to Sleep Smooth n' Dry Cologne -- 260G -- Temp. increases resistance to Sticky Poison Firecracker -- 360G -- Poisons enemies in wide range Sleep Firecracker -- 360G -- Puts enemies in wide range to Sleep Super Duper Bomb -- 680G -- Wide range explosion -------------------------- Sapphire Coating -- 860G -- ATT +8 Diamond Coating -- 1200G -- ATT +12 Poison Apple Essence -- 1200G -- Adds Poison to Standard Attack Napping Bell -- 1000G -- Adds Sleep to Standard Attack Putrefied Beans -- 1000G -- Adds Stickiness to Standard Attack Mute Stone -- 1600G -- Adds Silence to Standard Attack -------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Jade Beads -- 420G -- MNT +8 Bewitching Beads -- 980G -- MNT +12 Steel Turtle Armband -- 680G -- DEF +20 Pitcher's Tale -- 740G -- Throw items farther Stone Bag -- 860G -- Lets you carry 30 more SS Dilzweld City ------------- Spirit Stones 4G each ------------------------- First-Aid Kit -- 80G -- Restores 80 HP to allies Rescue Kit -- 240G -- Restores 160 HP to allies Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Lamda's Wonder Cure -- 200G -- Temporarily raises morale Nervy Cologne -- 320G -- Temp. increases resistance to Paralysis Anti-Reaper Cologne -- 460G -- Temp. up resist. to Instant Death Purple Memory Grass -- 120G -- Confuses enemy Numbness Apple -- 140G -- Paralyzes enemy Assassin Ball -- 240G -- Instantly kills enemy Sticky Firecracker -- 360G -- Makes enemies in wide range Sticky Silent Firecracker -- 360G -- Makes enemies in wide range Silent Bomb -- 120G -- Explodes for enemy damage Super Bomb -- 320G -- Wide range explosion Super-Duper Bomb -- 680G -- Wide range explosion Dilz Bomb -- 1200G -- Dilzweld bomb -------------------------- Guard Support -- 260G -- Increases GRD (GRD +20) Sapphire Coating -- 860G -- ATT +8 Diamond Coating -- 1200G -- ATT +12 Aiming Device -- 240G -- HIT +22 Luminous Moss -- 360G -- Adds Light element Soot of Darkness -- 360G -- Adds Dark element Putrefied Beans -- 1000G -- Adds Stickiness to Standard Attack Mute Stone -- 1600G -- Adds Silence to Standard Attack Unit 64 K -- 1000G -- Optical gun for Tatjana -------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Jade Beads -- 420G -- MNT +8 Bewitching Beads -- 980G -- MNT +12 Stone Bag -- 860G -- Lets you carry 30 more SS Scroll of Evasion -- 960G -- AVD +8 Gale Headband -- 1200G -- SPD +8 Pitcher's Tale -- 740G -- Throw items farther --------------------------- Type 3 Ruby Lens -- 680G Medium Green Lens -- 460G Max Blue Lens -- 560G Noah- Double Amplifier -- 1200G Flying Castle ------------- Spirit Stones -- 4G each -------------------------- Great Herb -- 100G -- Restores 200 HP Strongest Herb -- 150G -- Restores all HP Ancient Herb -- 240G -- Restores a little HP to more than one person Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Dark Balm -- 80G -- Raises tolerance to Dark Silent Firecracker -- 360G -- Makes enemies in wide range Silent Confusion Firecracker -- 420G -- Makes enemies in wide range Confused Paralysis Firecracker -- 560G -- Makes enemies in wide range Paralyzed Assassin Firecracker -- 860G -- Instantly kills enemies in wide range Super Bomb -- 320G -- Wide range explosion Super-Duper Bomb -- 680G -- Wide range explosion -------------------------- Witch Blood Flower -- 32G Green Nettle -- 22G Green Dahlia -- 34G Blue Snake Ivy -- 200G Tumble Grass -- 120G Shiny Grass -- 200G Soft Grass -- 240G -------------------------- Diamond Coating -- 1200G -- ATT +12 Traitor's Soul -- 860G -- ATT +6, CNT +50, AVD -8 Guard Support -- 260G -- Increases GRD (GRD +20) Critical Hit Support -- 320G -- CRI +20 -------------------------- Titanium Armband -- 1200G -- DEF +12 Bewitching Beads -- 980G -- MNT +12 Satan's Beads -- 1500G -- MNT + 15 Gale Headband -- 1200G -- SPD +8 Stone Bag -- 860G -- Lets you carry 30 more SS -------------------------- Blue Elec Giant Lens Mod -- 1400G Neutrino Charge -- 3200G B. Darc's Party : Shop Info Orcoth ------ Spirit Stones 2G each ------------------------- Healing Herb -- 20G -- Restores 50 HP Good Herb -- 50G -- Restores 100 HP Revival Medicine 160G -- Revives from Critical Condition Antitoxic Nut -- 30G -- Cures Poison Soap -- 40G -- Cures Stickiness Attack Bottle -- 220G -- Raises ATT Temporarily ------------------------ Stone Coating -- 120G -- Slightly strengthens weapon Iron Skewer -- 240G -- Delma Only: ATT Up Gunpowder -- 240G -- Adds Fire element Aquamarine -- 240G -- Adds Water element ----------------------- Leather Armband -- 120G -- DEF band made from a beast's hide Stone Holder -- 240G -- Lets you carry 15 more SS Rueloon ------- Spirit Stones -- 2G each ------------------------- Healing Herb -- 20G -- Restores 50 HP Good Herb -- 50G -- Restores 100 HP Revival Medicine 160G -- Revives from Critical Condition Antitoxic Nut -- 30G -- Cures Poison Mint -- 30G -- Cures Sleep Green Memory Grass 50G -- Cures Confusion Nerve Stimulant -- 50G -- Cures Paralysis Elixr -- 120G -- Cures abnormal status Poison Drug -- 80G -- Poison the enemy Sleeping Pill -- 80G -- Puts enemy to Sleep Sticky Beans -- 60G -- Makes enemy Sticky Yellow Powder -- 100G -- Makes enemy Silent ----------------------- Red Berry -- 12G Green Fruit -- 16G Deep Green Creeper -- 45G Tumble Grass -- 120G ---------------------- Stone Coating -- 120G -- Slightly strengthens weapon Amethyst Coating -- 320G -- Strengthens weapon well Heavy Blade -- 520G -- Darc Only: Adds to weapon weight to up ATT Steel Spike -- 460G -- Delma Only: Very sharp spike (+ ATT) Thorn of Revenge -- 240G -- Raises CNT rate Aiming Device -- 240G -- Raises HIT rate Aquamarine -- 240G -- Adds Water element Catfish Whiskers -- 240G -- Adds Earth element --------------------- Bone Armband -- 320G -- DEF +5 Leather Armband -- 120G -- DEF +3 Crystal Beads -- 200G -- MNT +5 Jade Beads -- 420G -- MNT +8 Armored Swallowtail -- 520G -- Camellia Only: + ATT Stone Holder -- 240G -- Lets you carry 15 more SS --------------------- Coleopt Froth -- 160G -- Cures abnormal status [caused by Coleopts] Coleopt Shrine (after the Coleopt leaves the Back Alley in Rueloon) -------------- Spirit Stones -- 2G each -------------------------- Attack Leaf -- 160G -- Temporarily raises CNT Guard Leaf -- 160G -- Temporarily raises GRD Critical Leaf -- 160G -- Temporarily raises CRI Accuracy Leaf -- 140G -- Temporarily raises HIT Evasion Leaf -- 140G -- Temporarily raises dodge rate Coleopt Froth -- 160G -- Eliminates abnormal status -------------------------- Red Berry -- 12G Green Nettle -- 22G Soft Grass -- 240G -------------------------- Gunpowder -- 240G -- Adds Fire element Aquamarine -- 240G -- Adds Water element Drakyrnia --------- Spirit Stones -- 4G each -------------------------- Healing Herb -- 20G -- Restores 50 HP Good Herb -- 50G -- Restores 100 HP Great Herb -- 100G -- Restores 200 HP Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Full Sails Tonic -- 260G -- Temp. increases MOV Poison Drug -- 80G -- Poison the enemy Sleeping Pill -- 80G -- Puts enemy to Sleep Sticky Beans -- 60G -- Makes enemy Sticky Yellow Powder -- 100G -- Makes enemy Silent Poison Firecracker -- 360G -- Poisons enemies in wide range Sleep Firecracker -- 360G -- Puts enemies in wide range to Sleep Sticky Firecracker -- 360G -- Makes enemies in wide range Sticky Silent Firecracker -- 360G -- Makes enemies in wide range Silent ---------------------------- Witch Blood Flower -- 32G Green Nettle -- 22G Green Dahlia -- 34G Blue Snake Ivy -- 200G Soft Grass -- 240G ---------------------------- Amethyst Coating -- 320G -- Strengthens weapon well (ATT +4) Sapphire Coating -- 860G -- ATT +8 Aiming Device -- 240G -- Raises HIT rate Heavy Blade -- 520G -- Darc Only: Adds to weapon weight to up ATT Steel Spike -- 460G -- Delma Only: Very sharp spike (+ ATT) Spirit Windmill -- 240G -- Adds Wind element Catfish Whiskers -- 240G -- Adds Earth element Sleep Bug Eggs -- 860G -- Camellia Only: Adds sleep to standard attack ---------------------------- Bone Armband -- 320G -- DEF +5 Jade Beads -- 420G -- MNT +8 Green Charm -- 480G -- Raises tolerance to Wind Stone Holder -- 240G -- Lets you carry 15 more SS Rabbit Stuffed Animal -- 1200G -- Bebedora Only: SPD, MNT, and AVD +6 Barbadoth --------- Spirit Stones -- 3G each -------------------------- Good Herb -- 50G -- Restores 100 HP Great Herb -- 100G -- Restores 200 HP Ancient Herb -- 240G -- Restores a little HP to more than one person Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Accuracy Leaf -- 140G -- Temporarily raises HIT Evasion Leaf -- 140G -- Temporarily raises dodge rate Lamda's Wonder Cure -- 200G -- Temporarily raises morale Nervy Cologne -- 320G -- Temp. increases resistance to Paralysis Anti-Reaper Cologne -- 460G -- Temp. up resist. to Instant Death Iron Arm -- 240G -- Temporarily throw items farther Full Sails Tonic -- 260G -- Temporarily increase MOV Super Bomb -- 320G -- Wide range explosion Super-Duper Bomb -- 680G -- Wide range explosion -------------------------- Hungry Red Tendril -- 50G Blue Fruit -- 30G Blue Ice Waterweed -- 50G Shiny Grass -- 200G Soft Grass -- 240G -------------------------- Sapphire Coating -- 860G -- ATT +8 Diamond Coating -- 1200G -- ATT +12 Aiming Device -- 240G -- HIT +22 Traitor's Soul -- 860G -- ATT +6, CNT +50, AVD -8 Spirit Windmill -- 240G -- Adds Wind element Catfish Whiskers -- 240G -- Adds Earth element Mouth-Sealing Needle -- 860G -- Adds Silence to standard attack Death Ant Nectar -- 3600G -- Camellia: Inst. kill with standard attack -------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Titanium Armband -- 1200G -- DEF +12 Jade Beads -- 420G -- MNT +8 Bewitching Beads -- 980G -- MNT +12 Stone Bag -- 860G -- Lets you carry 30 more SS Gale Headband -- 1200G -- SPD +8 Armored Swallowtail -- 520G -- Camellia Only: + ATT Azer Springs ------------ Spirit Stones -- 3G each -------------------------- Good Herb -- 50G -- Restores 100 HP Great Herb -- 100G -- Restores 200 HP Strongest Herb -- 150G -- Restores all HP Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Purple Memory Grass -- 120G -- Confuses enemy Numbness Apple -- 140G -- Paralyzes enemy Assassin Ball -- 240G -- Instantly kills enemy Poison Firecracker -- 360G -- Poisons enemies in wide range Sleep Firecracker -- 360G -- Puts enemies in wide range to Sleep Super-Duper Bomb -- 680G -- Wide range explosion Dilz Bomb -- 1200G -- Dilzweld bomb -------------------------- Witch Blood Flower -- 32G Green Dahlia -- 34G Blue Ice Waterweed -- 50G Blue Flower -- 160G Shiny Grass -- 200G Soft Grass -- 240G Droopy Grass -- 420G -------------------------- Traitor's Soul -- 860G -- ATT +6, CNT +50, AVD -8 Guard Support -- 260G -- Increases GRD (GRD +20) Sapphire Coating -- 860G -- ATT +8 Diamond Coating -- 1200G -- ATT +12 Aiming Device -- 240G -- HIT +22 Gunpowder -- 240G -- Adds Fire element Luminous Moss -- 360G -- Adds Light element Soot of Darkness -- 360G -- Adds Dark element Poison Apple Essence -- 1200G -- Adds Poison to Standard Attack Napping Bell -- 1000G -- Adds Sleep to Standard Attack Mute Stone -- 1600G -- Adds Silence to Standard Attack -------------------------- Bone Armband -- 320G -- DEF +5 Steel Armband -- 750G -- DEF +8 Jade Beads -- 420G -- MNT +8 Bewitching Beads -- 980G -- MNT +12 White Charm -- 780G -- Raises tolerance to Light Black Charm -- 780G -- Raises tolerance to Dark Stone Bag -- 860G -- Lets you carry 30 more SS Armored Swallowtail -- 520G -- Camellia Only: + ATT Flying Castle ------------- Spirit Stones -- 4G each -------------------------- Great Herb -- 100G -- Restores 200 HP Strongest Herb -- 150G -- Restores all HP Ancient Herb -- 240G -- Restores a little HP to more than one person Revival Medicine 160G -- Revives from Critical Condition Elixir -- 120G -- Cures abnormal status Dark Balm -- 80G -- Raises tolerance to Dark Silent Firecracker -- 360G -- Makes enemies in wide range Silent Confusion Firecracker -- 420G -- Makes enemies in wide range Confused Paralysis Firecracker -- 560G -- Makes enemies in wide range Paralyzed Assassin Firecracker -- 860G -- Instantly kills enemies in wide range Super Bomb -- 320G -- Wide range explosion Super-Duper Bomb -- 680G -- Wide range explosion -------------------------- Witch Blood Flower -- 32G Green Nettle -- 22G Green Dahlia -- 34G Blue Snake Ivy -- 200G Tumble Grass -- 120G Shiny Grass -- 200G Soft Grass -- 240G -------------------------- Diamond Coating -- 1200G -- ATT +12 Traitor's Soul -- 860G -- ATT +6, CNT +50, AVD -8 Guard Support -- 260G -- Increases GRD (GRD +20) Critical Hit Support -- 320G -- CRI +20 -------------------------- Titanium Armband -- 1200G -- DEF +12 Bewitching Beads -- 980G -- MNT +12 Satan's Beads -- 1500G -- MNT + 15 Gale Headband -- 1200G -- SPD +8 Stone Bag -- 860G -- Lets you carry 30 more SS -------------------------- Blue Elec Giant Lens Mod -- 1400G Neutrino Charge -- 3200G - ~ - * IX . ANCIENT TABLETS AND SPIRIT DICTIONARIES * - ~ - A. Ancient Tablets Kirjath, the undead, cursZd soul (ah, we're so Shakespearean) wants the Ancient Tablets so that he can finally be at peace. He can be found in Barbadoth on the continent of Halshinne, which you get to in Darc's Story 5, in the back left corner, near the building. The "prize" for returning all 7 Ancient Tablets to Kirjath is... his happiness! Oh yeah, and a Goddess Statuette (accessory, can only be equipped by females). - Ancient Tablet 1 Found: Inside Geedo's chest (Aldrow) after her spell is broken (Darc's Story 2). Says: "Over the oceans from long, long ago Comes a voice in the wind from an ancient soul" - Ancient Tablet 2 Found: Drakyrnia (Ragnoth), on the ground next to the Save Point inside near the merchants (Darc's Story 3). Says: "Storm clouds break away Revealing a shining sun pouring out the light that will guide me How could you see and not believe?" - Ancient Tablet 3 Found: Dragon Bone Valley (Ragnoth), directly outside on the right (Darc's Story 3). Says: "I don't know when I'll leave this life So if I'm going to be I might as well be flying high Maybe soon will come a day all things will fall into place Holding and trusting miracles teach us to believe" - Ancient Tablet 4 Found: Coleopt Shrine in Bebedora's room, on the floor. Down from the save point and slightly to the left (Darc's Story 2). Says: "Will there be a wind strong enough to fly and carry me? And will there be a wave from across the sea to cool me? The eyes of hope shine before me in the fire..." - Ancient Tablet 5 Found: In the back alley of Rueloon (Adenade), to the immediate left of the stairs leading to the arena (Darc's Story 3). Says: "I am carrying the torch now With love, I'll light the way from where you stand." - Ancient Tablet 6 Found: Pyramid Ruins (Halshinne), straight up the first two staircase sets you come to, then right (Darc's Story 5). Says: "Words to carry me when nothing is really sure... 'There will come a day you will find peace' A thousand years pass and even then..." - Ancient Tablet 7 Found: Chaos Forest (Ragnoth), while controlling Bebedora, directly in the path as you move toward the Castle Ruins (Darc's Story 4). Says: "Over the mountains from far, far away Came a voice on the wings of a bird so brave" B. Spirit Dictionaries Span, a scholar from Peisus (The Great Library! Waahoo!) wishes to have all 5 Spirit Dictionaries, that he may learn about the lesser Spirits. He can be found in Peisus on the continent of Halshinne, which you get to in Kharg's Story 6. The "prize" for collecting all 5 Spirit Dictionaries is the Hero Bandanna (accessory, can only be equipped by Kharg (or Darc, later, but that's another story) ... ). - Spirit Dictionary 1 Found: The Edge of the Sea of Trees (Ragnoth), in a pot that is under a smallish rock about midway into the forest: the rock is almost vertical, to the right of the entrance, near a mound of earth with bushes on it (Kharg's Story 2). Contains Info On: Time Spirit, Dream Spirit, Prayer Spirit, Slumber Spirit - Spirit Dictionary 2 Found: Cathena (Aldrow), in the rightmost room of the World Alliance's assembly hall building. Can be picked up any time after Kharg speaks with Savina (Kharg's Story 3). Contains Info On: Learning Spirit, Book Spirit, Sound Spirit, Song Spirit - Spirit Dictionary 3 Found: Inside the hangar, inside the Main Plant in Sulfas (Epistia), in the farthest left corner from the door, near some barrels. Can be picked up during or after the Big Owl is "revamped" with weaponry (Kharg's Story 3). Contains Info On: Sword Spirit, Mirror Spirit, Ring Spirit, Liquor Spirit - Spirit Dictionary 4 Found: Mountain Stronghold (Epistia), next to a crate near the wireless radio. Can be picked up any time after Tatjana joins Kharg's party (Kharg's Story 4). Contains Info On: Path Spirit, Flower Spirit, Fountain Spirit, Well Spirit - Spirit Dictionary 5 Found: Milmarna (Halshinne), inside the "palace" (Fortune Hall), on top of a barrel next to the Artifact/Text Appraisal Center. Can be picked up after your first visit to Milmarna (Kharg's Story 6) Contains Info On: Cloud Spirit, Moonlight Spirit, Mountain Spirit, Soil Spirit - ~ - * X . BATTLE VOICES * - ~ - Below are various quotes you can overhear during battles. Whether you like or dislike the voice actors, there are some cool quotes for a lot of the characters. By the way, some of the quotes can be grouped together, such as "You, huh?" then "Come on!". However, since each of these can be said without the other (ex. just "You, huh?" or just "Come on!"), these will be considered separate quotes. Battle Voice Contributors: - shelley (^) (Thanks a lot to the only current contributor of battle quotes, with the exception of us authors. To all the rest of you: follow the example and send in some! ^_^ j/k But if you DO have some...well, as you can see from this little part, we'll be sure to give you credit) (If you have any quotes that we have not listed here, feel free to e-mail us (firstname.lastname@example.org, in case you forgot) and we'll put them up. With credit, of course. We're not the kind of people who would just not give credit. Because that's harsh. Anyway.) Disclaimer: The majority of these quotes are accurate. The others...aren't. For the quotes that we are not sure about, we have put down what we believe they say. The majority of those are humorous, so...laugh. And enjoy. Legend: (begin)- is said when the character begins his/her turn (attack)- is said when the character attacks an enemy (critical)- is said when the character deals a critical hit to an enemy (block)- is said when the character blocks an enemy attack (when blocked)- is said when an enemy blocks the character's attack (dodge)- is said when the character dodges an enemy attack (miss)- is said when the character misses an enemy (when attacked)- is said after the character is attacked by the enemy (after attack)- is said after the character attacks an enemy (kill)- is said when the character defeats an enemy (defeat)- is said when the character is defeated (weak after atk)- is said when the character receives an enemy attack that leaves them critically weak (weak begin)- is said when the character begins his/her turn while critically weak (weak attack)- is said when the character attacks an enemy while critically weak (pick up)- is said when the character picks up a item (magic/skill)- is said when the character uses magic or a skill (when healed)- is said when the character is healed by another character (dual)- is said when the character performs a dual attack (level up)- is said when the character levels up A. Kharg's Scenario -Kharg- Justice will prevail! (begin) You'll never defeat me! (begin) How's that? (attack) Justice wins again! (kill) Don't throw your life away! (kill... o.O) You never had a chance!^ (kill) Too slow! (dodge) Forget it! (dodge) Is that your best? (block) Don't get excited about THAT. (when attacked) Got it! (pick up) It's ours now! (pick up) Let the healing wind blow and rain down new strength! Cure! (magic/skill: Cure) May a blessed rain give us new power! Healing Rain! (magic/skill: Healing Rain) Take the windblade of fury! Power Shot! (magic/skill: Power Shot) Oh mighty wind, may you consume all! Windblade Fury! (magic/skill: Windblade Fury) Strike from above! Go for it, Big Owl! (magic/skill: Big Owl) Thanks, Paulette. (when healed...by Paulette, obviously) Let's go, Paulette! (dual w/ Paulette) Watch out for me! (level up) I feel the strength! (level up) -Paulette- All right, who's first? (begin) You, huh? (attack) Come on! (attack) Not so bad, am I? (kill) Too slow! (dodge) What the!? (when blocked) Felt good, huh? (after attack) Retreat while you can! (after attack) To heal your wounds... (magic/skill: First Aid) Back to your old self. (magic/skill: Antidote Treatment) Once I get you, you'll never escape! Sling Knife/Fire Sling! (magic/skill: Sling Knife/Fire Sling) Oh shooting stars, smash our enemies! Fire Sling! (magic/skill: Fire Sling) What's this? (pick up) I'll take that. (pick up) I'm trying my best.^ (dual) Better than ever. (level up) Have I surpassed my father? (level up) -Maru- Touch me and you'll be sorry! (begin) All right! (attack) Go! (attack) That's right! (after attack) Another one down! (kill) Wanna be my servant? (kill) Heheheheheheheheh! (dodge) Tough break, huh? (dodge) Aw man! (when blocked) Come on! (miss) Is this edible? (pick up) Woohoo! (pick up) Let the arrows rain down! Venom Arrow/Silent Arrow/Binding Arrow! That's right/Let 'em fly! (magic/skill: Venom Arrow/Silent Arrow/Binding Arrow) This will fix you up! (magic/skill: First Aid) They can't keep you down! (magic/skill: Antidote Treatment) I feel like talking! Everybody, gather around! (magic/skill: Maru's Story Time) We've got a big one on our hands! Hunting Arrow/Great Hunter! Bullseye/Gotcha! (magic/skill: Hunting Arrow/Great Hunter) They got me...good... (weak after atk) I can still fight... (weak begin) What a pal! (when healed) Just trust your buds! (dual) Big game hunting! (dual) Woo, here I go! (dual) You giving the prince orders?^ (dual) I'm tough stuff! (level up) I'm back! New and improved! (level up) Here we go! (level up) -Ganz- I can't lose in a battle of strength! (begin) My strength is supreme! (begin) Out of the way! (attack) Take that! (attack) Retreat if you value your life! (after attack) Soul of the land, give me strength! Rolling Axe/Speed Storm! (magic/skill: Rolling Axe/Speed Storm) Too slow! (dodge) Quit playing around. (dodge) Hand that over. (pick up) Here's where it gets tough.^ (dual) -Samson- Let's get this party started! (begin) Stay right there! (attack) OlZ olZ! (attack) Ready for a hole in your gut? (attack) Yahoo! (attack) Go go go! (attack) I'm on fire! (after attack) Never better, baby! (critical) Like the wind! (dodge) You'll have to better than that! (dodge) Heheheheh. (block) I've got room for more. (pick up) Gotcha. (dual) Can this get any better? (level up) -Diekbeck- Where's the enemy? (begin) It's my turn now. (begin) Here I go. (attack) Don't move. (attack) Whatcha doing? (when attacked) Knock it off! (when attacked) Weakling. (kill) Haha. (dodge) Yahoozor. (dodge) Get bent. (dodge) For me. (pick up) What's this? (pick up) Goody. (pick up) Focus on the enemy! (dual) What are you waiting for? (dual) B. Darc's Scenario -Darc- Which path shall I walk? (begin) I will save the Deimos! (begin) Follow my lead! (begin) Must i fight?^ (begin) Deimos...only understand...power... (weak begin) Die! (attack) How's that? (attack) So you defy me? (attack) Still wanna fight?^ (after attack) Over all ready?^ (kill) Not worth my time!^ (kill) That's all?^ (kill) Too slow! (dodge) What was that? (dodge) Fool. (block) Not quite. (block) All mine. (pick up) Can I use this? (pick up) Thanks. (when healed) Soothing breeze, lend me your strength! Cure! (magic/skill: Cure) You shall know my fury! ... How's that? (magic/skill: Claws of Rage) Prepare to die! ... Sword of Awakening! (magic/skill: Sword of Awakening) I'll devour your soul! Vampire Fang! (magic/skill: Vampire Fang) Let's go, Volk! (dual w/ Volk) Volk, back me up! (dual w/ Volk) Back me up! (dual) Deimos only understand power! (level up) I need more power! (level up) My power increases! (level up) -Delma- I'll slice ya' to pieces! (begin) I'm on the prowl. (begin) Special delivery! (attack) It's over for you! (attack) Hah, another weakling! (attack) I hate you! (after attack) Too bad for you! (kill) Another weakling!^ (kill) Nice try, bucko. (block) Wuss! (block) Quit playing around! (miss) Oh, it's on now!^ (miss) Nice shot. (when attacked) Dammit! (when attacked) Must be luck.^ (when attacked) Last chance! (dodge) Didn't even scratch me. (dodge) Lookie here. (pick up) I'll take that. (pick up) You looking for trouble? (when healed) I'm not done yet... (weak begin) Guess it's time for some healing. Cure! (magic/skill: Cure) You're about to die, y'know. Healing Rain! (magic/skill: Healing Rain) Feel my rage! Flaming Arrow/Fire Storm! (magic/skill: Flaming Arrow/Fire Storm) Watch yourself!^ (dual) Witness my power! (level up) Watch out for me! (level up) No one gets in my way!^ (level up) Nothing can stand up to me!^ (level up) -Volk- Who wants some? (begin) Time for battle! (begin) Death is calling you. (attack) Witness the rage of a Lupine! (attack) No mercy! (attack) Hit harder!^ (when attacked) *howls* (critical) You're weak. Too weak. (kill) Nice try. (dodge) You need more practice. (dodge) I'll take that. (pick up) Thanks. (pick up) Hand that over. (pick up) Be strong! The battle rages on! Cure! (magic/skill: Cure) My hot blood and fighting spirit boils and burns! Heated Soul! (magic/skill: Heated Soul) Understood! (dual w/ Darc) One day, I will get revenge! (level up) Guardian stars, lend me your protection! (level up) -Camellia- Are you happy to face this pretty flower? (begin) It's my turn now. (begin) Prepare to meet your maker! (attack) What are you doing to me?^ (when attacked) May you rest in peace.^ (kill) Short is the life of a flower.^ (defeat) What a pity! (dodge) What a dimwit!^ (dodge) Sneaky little bugger!^ (miss) Running away are we?^ (miss) I've hit the jackpot, baby! (pick up) You shall feel the rage of the earth. Earthquake! (magic/skill: Earthquake) I am a blossoming flower of the most noble kind! (level up) -Bebedora- I'm Bebedora. (begin) I must defeat the enemy. (begin) Are you the enemy?^ (begin) This is the end for you. (attack) I can see your despair.^ (after attack) Not broken yet?^ (after attack) I'm breaking little by little.^ (weak after attack) You must be embarrassed. (dodge) I can dodge anything. (dodge) I don't need this. (pick up) My puppets must weave a web of destruction. Mind Control! (magic/skill: Mind Control) Everything returns to darkness. Black Out! (magic/skill: Black Out) I get it.^ (dual) I will soon control everything.^ (level up) -Choko (Choco)- Iiitttt's Cho-ko's turn! (begin) Wanna play with me? (begin) Taaaake THIS! (attack) Buuurn! (attack) Choko did it! (attack attack) Choko win! (kill) I'm mad now! (when attacked) Missed me! (dodge) I wonder how it tastes? (pick up) What is this? (pick up) Present? (pick up) Let's get 'em good! (dual) - ~ - * XI . ARC THE LAD REFERENCES * - ~ - Although we mention AtL references in the walkthrough, we thought it might be nice to have another section devoted to it. A section in which we could go a bit more in depth about each reference, and hopefully help you understand it a bit better. Y'know, stuff like that. - There is a picture of the Silver Noah, Arc's ship from Arc 1 and 2 on Kharg's bedroom wall. The "king" of Palencia gives Arc the ship early on in Arc 1. The Silver Noah is run by a chap named Chopin. - Butch in the Refinery mentions the fact that the machine they are using there was built by the "Academy" from Arc 3. The Academy is the main "enemy" force in Arc 3 and is run by the "Professor", the antagonist in the story who eventually reawakens the Dark One from his (its?) slumber. - "Prodias" in "West Aldia" is mentioned by Ludhi to Rapier (Darc's Story 1) before their... rather untimely deaths. Elk's apartment was located in Prodias in Arc 2. Elk was a main character in Arc 2 and helped greatly in Arc 3 thanks to "the Hien", his personal airship. - The man in the room upstairs in the pub (Kharg's Story 2) says he is from the east, a place called Peisus. This is different translation of Paysus, a town near Mt. Amaidar in Arc 1, 2, and 3. Iga and his monks live and train on Mt. Amaidar. Also nearby is Rushalt (in Arc 3), home to a Spell Institute and its top student, Marsia (Arc 3). - Spirit Dictionary #1 (given to Span in Kharg's Story 2) mentions the "Dream Spirit", who "likes to travel in gas and give those who breathe it strange dreams", a distant reference to a guild job in Arc 3. In this guild job, Alec's party is asked to aid in the investigation of a strange treasure chest. Lutz, of course, opens it, and this very "Dream Gas" comes out, causing each of the party members to have a strange (yet HILLARIOUS!) dream. - Dragon Bone Valley in Ragnoth may be a mistranslation (or different translation) of White Bone Forest in Ragnok (where you fought mainly... dragons) from Arc 3. Ragnok was the location of the Academy HQ, hence why the machine in the Refinery could have been "dug up" on "Ragnoth". - If Kharg talks to Zev in the middle of the night (when he is looking for Lilia), Zev will tell him about "Hunters" and the "Great Disaster", references to the event that occurred at the end of Arc 2 and that plays a large role in the lives of people and the storyline in general of Arc 3. - Boomer on Samson's ship (Kharg's Story 2) mentions the "3 great Hunters", Elk, Shu, and Alec. He talks about each one, giving a little background story. Shu is in Arc 2 and 3, Elk is the "hero" of Arc 2 and helps out in 3, and Alec is the "hero" in Arc 3. - The Resistance in Epistia shares several traits with the Resistance in Romalia from Arc 2 (including the name). Both were under pubs, which could be reached by finding a hidden switch. Both were attempting to overthrow the main force of "evil" for their respective game (Romalia in Arc 2 and Dilzweld in ToS). There is one thing that they don't share in common, though: The Resistance in Romalia was eventually found out and most of them were brutally murdered. -_- It was okay though, since the Resistance was able to reform...and because Shu and Tosh own. ^_^ - We believe "Dolban", spoken of by Leonora in Sulfas, may be a different translation of "Dorvan", the father of the merchant family that causes the party many problems in Arc 3. Dorvan and his family traveled the world, looking for the perfect spot to set up their family shop, and Leonora mentions that Dolban traveled the world. - You can catch a glimpse of the ever-famous Arc on the TV set at the Parenz Ruins (Epistia). Arc was...well, the hero in Arc 1. - A man inside the Main Plant in Sulfas (Epistia) mentions that the plant is "Russ-Style", and will also explain a little about "Russ" himself. "Russ" is a mistranslation of Lutz. Lutz is the laughable, "ladies man", item-loving companion of Alec in Arc the Lad 3. - The former town of Paltos (Arc 3) has now become Rueloon (Adenade). The large Arena in the back, with the Pair Battles and No Ninja Rule, is one similarity. Also, in the Rueloon Inn, there are statues of Mattheus, Velhart, and Gruga (it's a mistranslation). There was also a statue of Mattheus in Paltos, not to mention that both Velhart and Gruga lived in Paltos in Arc 3. Velhart was one of the main characters in Arc the Lad 3, and Gruga was a main character in Arc 2. Also, the envious man who killed Mattheus (mentioned in the inscription on Mattheus' statue in Rueloon) served as a boss character in Arc 3; Velhart had to fight him by himself in order to get the Eternal Steel. - The stone monuments found on Elder Hill on Cragh Island each speak of a different Arc the Lad 1 character. - "One wears a red headband; wields the power of the Spirits; searches for a box" = Arc - "One possesses a long white beard; knows much; and can wield much magic" = Gogen - "One is always striving to be strong; is tough on everyone; but is toughest on self" = Iga - "One carries a pot; rules over the monsters; all hail the King the King" = Chongara - "One has locks of red; angers easily; likes to drink; picks flowers" = Tosh - "One did not visit here; but has a woman friend; that's what everyone thinks" = Kukuru? - "One was small and round; wore a tall pointy hat; plays many sounds; makes things fun" = Poco - "One rows a boat; is always in the boat; gives us food; and pets us" = Chopin On one monument, you can read a small testimony by Chopin: In the year of....., the Silver Noah arrived on the shores of Cragh Island, with them aboard. The will of the darkness manipulates power and opinion, pursuing them tenaciously, without end. But they will never give in. Before long, they will surely shatter the darkness. And one day, they are sure to be called... "Heroes". However, when they become legends, who will even know? Who will know that, before they were heroes, they were regular people, faced with their own troubles, pains, and sometimes, even their own sins. Therefore, as a companion on their journey, I shall leave this record of their travels. Until that day when we are able to return to our beautiful homeland, I shall do my best to aid them, any way I can. Francois Eric Chopinne - Inside the battleship Megist, Darc's party encounters hybrid humans, Deimos, and monsters. There is a sign that says that this is continued research of the "Romalia Chimera Research Project". While Elk attended the White House (Arc 2), many Chimera projects occurred, including experiments on his two best friends, which he later was forced to kill. - The "Great Library" in "Peisus" Grand List - - "Images of Umen" (the big head in the artifact room) was "taken from Yagos Islands, where Elk originally found Diekbeck in Arc 2. - "The Songstresses' Music Boz" plays two songs- the first is Shante's Song from Arc 2/ Arc Arena, and the second is Raia's song ("Way of the Earth") and the closing theme to Arc 3. - The "Love and Lunah" gun is the Lunar Gun from Arc 3, created by Cheryl, the "genius of a 14 year old girl". - "Hero's Armor" is the best armor in Arc 3/ - "Crimson Blaze" is Tosh's Sword, the Crimson Edge, from all three games. - "Princess Henrietta" is the rose bred specially for Anrietta (Arc 3) and is passed down through the family of butlers serving the Rochefort family- Sebastian! ^_^ - "Monster Summon Trophy" is the trophy Chongara gets in "South Sraht" (a.k.a. South Sulatro, Arc 3) and "Pandilla's Casino House" (Pandira Casino, also Arc 3), was changed to Chongara's Casino House. - The young woman inside the library mentions a "school of magic" that used to be nearby- this school was Rushalt, where Marsia (Arc 3) once attended. BOOKS: - "Intro to Diekbeck Research" : Diekbeck (Arc 2, 3) - "Legend of Ultra-Mechs" : Diekbeck and "Grogalde", whom Diek had to fight in Arc 2. - "Tale of Mother Claire" : Mother Claire is from Arc 2- the book also mentions "beast-talkers and cardists"; beasttalkers are from Arc 2 (Lieza) and Cardists are from Arc 3 (Theo and his mother). - "The Wizard and the Mysterious Maze" : This is essentially the story of the guild job in Arc 3 where Alec must make his way in to see Gogen, the legendary master of magic. Gogen is in all three Arc games. - "Research on Magic by Marisa Aqui Qharts" : Marsia is a party member in Arc 3. The book mentions Rushalt, the school where Marsia studied, which was near Paysus in Arc 3. - "Illustrated Book of Monsters" : Mentions Lieza (Arc 2 and 3) and the Pyron card, a plot event in Arc 3. - "Writings of Merlinne" : Rainbow Bridge Gang (Arc 3)!! The leader, "Agite" (previously Aguito), leader of the "Rainbow Bridge Thieves" writes in this book. The RBG was a hillarious running gag in Arc 3 ^_^ - "New Academy Manifesto" : Speaks about the Academy's goals. The Academy was the main, "evil-driven" force in Arc 3. - "How To Impress the Ladies (Self-Published)": Book by Spicy of Arc 3,the unluckiest man on earth when it came to love. "When the wind blows, I want you to remember me..." was his catch phrase, more or less, and he writes it again here. The book also mentions a specific guild job in Arc 3 (the one with triplets) ^_^ lol. - "Choko's Diary- The Manuscript" : Talks about Choko in general, mentions "Choko in pot for nap, waits for new friends", a reference to Arc 3 where Choko can only be found inside various pots when you wish to play her minigame. - "Spirit Faiths Around the World" : We believe "Aribasa" is a reference to Arc 2. This is the place where the people worship the Water Spirit. It also mentions North Aldrow, where they worship the Fire Spirit and learn to harness the power of Fire. - "Mts. of the World" : Mention Mt. Sion, which contained the ark. - "History of the Arena" : Mentions "Clenia", where Gruga was from, near Choko's hometown. Also mentions the Danger Dome in Gislem (Arc 3) and "Baltos", or Palatos, from Arc 3. - "Research on Choko's Diary" : More on Choko. - "Lamda Scroll" : Mentions "Grand Bishop Eaghar Lamdakia", which they somehow got translated- it's supposed to be Iga ^_^; - Mistranslations: Mt. Lamda is supposed to be Mt. Amidar, Peisus is Paysus, Milmarna is Milmana. - The old man in Milmarna who will tell you about its history mentions the "Great Disaster" (plot event just before Arc 3) and how Milmarna was rebuilt after this disaster by the "Royal Queen", Sania, and her "advisors", one of which is Yonan, an Arc 3 reference. - There is a poster of Choko in the alleyway in the Dilzweld Empire. ^_^ - The Flying Castle (which has been in Arc 2 and 3), the Dark One (enemy in all Arc games!) and the crater made by the Flying Castle, which may or may not be the same crater as it was in Arc 3 ^_- - ~ - * XII . THE "COOL LIST" * - ~ - Congrats to the following people, who knew one or more of our random references. You guys are "teh cool". Seriously. (we don't know if you want us to post your emails or not. ^_^ heh.) - ScL - daamon - justin - david - mike - jmalacho - kyle - doug man - elliot - Eric - silverdragon - Roger - Shingilcari - shelley - Michael - Jared Rock on, guys. Teh coolzor. ^_^ - ~ - * XIII . CREDITS AND THANKS * - ~ - This FAQ/Walkthrough (c) 2003 Otaku Gundam and Tora Sora. It may not be reproduced, copied, copied from or distributed in any way without explicit permission from both the authors. This FAQ/Walkthrough should only be found on GameFAQS (gamefaqs.com), despite the many requests people have made to get it for their sites ^_^; We're loyal GameFAQs junkies, darnit! Contact the authors at: email@example.com Credit to the Arc the Lad: Twilight of the Spirits instruction manual for helpful advice and storyline information. Credit to SCEA for publishing the game. Credit to Working Designs for their translations. Period. Credit to Otaku for helping write the FAQ. Credit to Sora... for helping write the FAQ. Credit to all them "Credits" in the back of the instruction manual for... whatever they all did. Credit and Thanks to CJayC for starting, running, and everything else GameFAQs. Rock. Thanks to all of you for reading. And voting that this guide was helpful. Right? Right?
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