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    FAQ/Walkthrough by EternalBlue

    Version: 2.04 | Updated: 12/08/03 | Search Guide | Bookmark Guide

    Arc the Lad: Twilight of the Spirits
    FAQ/Walkthrough
    Version 2.04
    12/8/03
    
    by: Ryan Mack
    magus8472@sbcglobal.net
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Document Copyright 2003 Ryan Mack
    
    Unlimited copies of this document may be made SOLELY for the purposes of
    PRIVATE, HOME USE. This guide may in no way be published, altered, edited in
    any way, used as part of a public display or distributed publicly WITHOUT my
    knowledge AND expressed prior written consent. To do so would be a violation of
    copyright.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    All In-Game Content is Copyright SCEA 2003.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Contents:
    
    1.0 - Intro/Version History
    
    2.0 - Game Overview
    
    2.1 - Cast of Playable Characters
    2.2 - General Advice
    
    3.0 - Walkthrough
    
    3.1 - Kharg, Chapter 1: The First Battle
    3.2 - Darc, Chapter 1: Awakening
    3.3 - Kharg, Chapter 2: Setting Out
    3.4 - Darc, Chapter 2: Ambition
    3.5 - Kharg, Chapter 3: Conflict
    3.6 - Darc, Chapter 3: Love and Hate
    3.7 - Kharg, Chapter 4: Rage
    3.8 - Darc, Chapter 4: Reunion
    3.9 - Kharg, Chapter 5: Truth
    3.10 - Darc, Chapter 5: Evolution
    3.11 - Kharg, Chapter 6: Rivalry
    3.12 - The Final Battle
    
    4.0 - Sidequests, etc.
    
    4.1 - Secret Characters
    4.2 - Ancient Tablets/Spirit Dictionaries
    4.3 - New Game+
    4.4 - Arenas
    
    5.0 - Lists
    
    5.1 - Item List
    5.2 - Shop List
    5.3 - Skill List
    
    6.0 - Other
    
    6.1 - Big Owl
    6.2 - Pyron
    
    7.0 - Closing
    
    7.1 - Contact
    7.2 - FAQ Locations
    7.3 - Thanks
    
    **********************************************************
    
    1.0 - Intro/Version History
    
    I got rather annoyed at the sudden lack of a complete walkthrough for this game
    on GameFAQs, and decided to write one myself. I had a lot of fun with this
    game, so I don't mind a second playthrough for the purposes of writing this.
    
    The battle subtitles are my own, added because I felt like being whimsical.
    
    Note that I wrote this on my second playthrough, so my levels may be a good
    deal lower than yours, as I was speeding through the game. SPOILERS ABOUND.
    
    I also like to keep my characters' levels even, but you're under no obligation
    to do so, so level as you'd like. I only provide mine as a point of interest
    and/or comparison, if you wish.
    
    General information (statistics, game mechanics, etc.) is not listed. If you
    need that, the manual is where you need to go, it describes it all much better
    than I can.
    
    Also, all items listed as loot from stage destructibles may or may not vary:
    I'm not sure.
    
    Here's to putting off Suikoden III for another week.
    
    ----------------------------------------------------------
    
    Version 2.04 - Checked my email for the first time in a month. Some
    submissions... (12/8/03)
    
    Version 2.03 - Submitted to Neoseeker. (9/11/03)
    
    Version 2.02 - Reader submission! Yay! (8/26/03)
    
    Version 2.01 - Modified the closer slightly. Added a reader submission I'd
    forgotten. Sorry, dude. (8/4/03)
    
    Version 2.00 - Skill List done. Pyron section done. Big Owl section done. I'm
    hanging it up here. There are still a few missing items, but I haven't a clue
    where to find them. A few figures may be off here or there. Walkthrough's 100%
    on the money, though. If you know anything or spot any errors, drop me an
    e-mail. Otherwise, this be the last update. This time I really did submit it to
    IGN. (8/3/03)
    
    Version 1.00 - Walkthrough done! Yay! Shop list done! Yay! Yet more items.
    Nifty. Edited the disclaimer. Who cares. Submitted to IGN. Added 'Other'
    section with subheadings. It's blank, for now. Added placeholder for Skill
    List. I have a little more planned for this one, obviously. (7/31/03)
    
    Version .90 - Walkthrough updated through Kharg 6. Just one chapter left. A
    few more items and shops. Character desctiptions finished. A few other minor
    edits. Whew. (7/31/03)
    
    Version .80 - Walkthrough updated through Darc 5. A few more items and shops
    filled out. Added the dates on my version updates. (7/30/03)
    
    Version .65 - Walkthrough updated through Darc 4. A few items added to the
    list. Character descriptions finished except secret characters. Getting there.
    (7/29/03)
    
    Version .50 - Orginal version. Walkthrough up through Darc 3. Sidequest section
    done. Shop/Item list partially done. Intro, etc. written. Outline firmly laid
    out. Section 2 started. About half done, on the whole. These things are hard.
    (7/27/03)
    
    **********************************************************
    
    2.0 - Game Overview
    
    ----------------------------------------------------------
    
    2.1 - Cast of Playable Characters
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Here's a point of interest for you. We can only pin ages on four
    characters, the rest are left to guesswork alone. Kharg and Darc are 17, which
    we glean from Darc's comment in the game that it's been 17 years since he and
    Kharg were last together. Paulette is 18, since Kharg states she's a year older
    than him. Finally, Camellia is 200, according to herself. Everyone else is
    indeterminate, though we can make educated guesses: Volk and Ganz look about
    30, Tatjana and Delma are probably about 22, Bebedora is at least 1500, etc.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
       = Kharg Meleol Nidellia =
    
    Kharg's the first hero of the story, and, like other RPG heroes, he's average
    to above-average in every respect. Unlike other RPG heroes, however, his
    attack skills are nowhere near as good as those of the other people in his
    party until he hits his maximum class level. It's kind of annoying, considering
    his stats are so good, that he wasn't able to do as much damage as Maru or
    Paulette until the very end of the game. He gets some nifty healing magic,
    though, much better than anything else his group will have until Tatjana shows
    up.
    
       = Paulette, Guardian of the Prince =
    
    Quite frankly, Paulette's the best character in Kharg's party until the very
    end of the game. She has balanced statistics just as he does, but her early
    special moves are much, much better, doing more damage and hitting a larger
    area. With the right items, she can outclass Kharg in every way (except SPD and
    MOV) right up until the end, whereupon he'll start getting Special Moves that
    hit more than one person.
    
       = Maru, King of Chaos Forest =
    
    Maru is fast. Very, very fast. I've seen him hit 90 SPD at level 33. He'll
    often get two turns in the time it takes an enemy to get one. His Special Moves
    are nice, as well, from the early decent-radius plus bad status Venom and
    Binding Arrows to the late insane-radius Great Hunter. He can often fit several
    enemies into each physical attack, as well, even moreso if he has the Silk
    Bowstring. His only real problems are a low ATT and HIT, though the latter is
    fixed late in the game with the acquisition of the Weathercock.
    
    Note that Maru seems to take a harsher SPD penalty for items with them.
    
       = Ganz of Isulo Forest =
    
    Ganz is the polar opposite of Maru. He has terrible SPD and a tiny hit radius
    on his attacks, but ridiculous ATT and good HIT. His offensive Special Moves
    really suit him, as well, since they almost uniformly hit a decent-sized area
    around him, and he'll rarely find himself without a bunch of enemies clustered
    around him. He's also got the full gamult of status boosters, but they're self
    targeting only. Ganz's big problem is that his DEF is merely ok, not great as
    it needs to be.
    
       = Lieutenant Colonel Tatjana =
    
    Tatjana has something of an offensive deficiency. When you first get her, her
    ATT and SPD aren't that stellar, and her offensive Special Moves are limited,
    despite her extremely high MNT (best in Kharg's group, in fact, barring
    Diekbeck). She does have the very good Medicial Machine, though. As time
    passes, she becomes a bit more serviceable, though she'll still be in the Maru
    range of ATT and the Paulette range of SPD. However, once she gets Sigma Storm,
    she'll be endowed with a ridiculously powerful Special Move that goes a long
    way for making up for her faults. And there's always that nifty Mirage Field...
    
    
       = Samson (Wyse), Captain of the Fiona =
    
    Well, for the brief time you have him, he's basically a slower, more powerful
    Maru. He's great at the time, though, since you only have him and Kharg. Sharp
    Shooter's a ridiculously powerful Light attack....
    
       = Darc the Drakyr =
    
    Darc is more along the lines of a traditional RPG hero. He's a powerhouse. Like
    Kharg, his stats are average everywhere, but unlike Kharg, he has effective
    Special Moves. At only class level 3 he learns Sword of Awakening, which hits
    a pretty large area around him for good damage, and it only improves from
    there. Late in the game, you can start tossing out Dragon Fang Swords and Air
    Blades (the strongest Wind spell) with impunity. The man is simply offense
    personified. Too bad his personality sucks.
    
       = Delma the Orcon Queen =
    
    Delma's got good SPD (not quite Maru SPD, but good) and ATT, but outright
    horrible DEF. She gets smacked around to no end. Everything else is out and out
    average. Her main strength lies in her magic. She's got a good variety of
    damaging, fire-elemental attack spells, and support spells to go along with
    them. Hell, she starts with Speed Up, which is useful for the whole game. Delma
    also serves as the party's backup healer, after Camellia.
    
       = Densimo the Orcon =
    
    For the short time you have Densimo, he's essentially a power tank. High ATT,
    High DEF, crappy SPD. What can you expect, really? You won't have him for too
    long, so magic is pretty well out of the question. He's good while you have
    him, I guess.
    
       = Volk the Lupine, the Avenger of Kin =
    
    As characters go, Volk is pretty blah. There's really nothing remarkable about
    him at all. He's pretty solid statistically, has decent abilities, and a good
    area of effect on his attacks, but nothing really stands out. He'll find
    himself outclassed by someone else in the party in every statistic. In other
    words, there's someone who's better than him at everything. However, if what
    you want is a solid, average character, Volk's your man. Actually, very late in
    the game, he can get some very, VERY good character specific items that turn
    the tide for him, but if you don't find those, he remains painfully average.
    
       = Camellia Rofeana Semalba, the Pianta Sage =
    
    I hate to say it, but Camellia's stats are absolutely horrible. The only thing
    she really excels at is MOV. In fact, she's the only character in Darc's party
    with maximum MOV. She also gets some nifty status effect weapon parts, but
    they either don't work all that often or can be found in items any character
    can use. However, she is far and away Darc's best healer, and eventually gets
    Vital Energy, which should be more healing than you'll ever need. That said,
    she's probably best used running around the battle map healing.
    
       = Bebedora the Puppet Master =
    
    Bebedora's interesting. Her stats are all above average (except for her sub-par
    MOV), thanks in no small part to all the good character specific items you can
    pick up for her, but where she really shines is in her magic. She's got
    extremely powerful Dark element attack magic, coupled with the ever-so-useful
    Mind Control ability, which takes control of up to two enemies at a time for
    a low Spirit Stone cost and with a good success rate. Easily Darc's strongest
    mage, especially when Dark Extreme comes along.
    
    It's a great feeling, Mind Controlling a Foot Soldier and then having him
    shoot and kill his comrade next to him.
    
       = Diekbeck =
    
    Diekbeck is a powerhouse, of course. He's got a good range attack, massive MNT,
    maximum MOV, and ridiculous SPD with the help of the Diek Screw. He's also got
    a myriad of great Magic and Special Moves to put his MNT to work. If you break
    everyone down, he's probably the strongest character in the game.
    
       = Choco =
    
    Choco's hilarious. I mean, just look at her. She backs it up with power,
    though. Like Diekbeck, she's got abnormally high stats, and can generally lay
    a considerable amount of smack down if she wants to. What else would you
    expect from a secret character, really?
    
    ----------------------------------------------------------
    
    2.2 - General Advice
    
    I reiterate most of these throughout the Walkthrough, but here's a list of
    good ideas:
    
    - Save often. I mean, seriously, if you die and lose four hours of progress, it
    sucks. I know. Save points in this game are floating green orbs.
    
    - In combat, ALWAYS attempt to attack enemies from behind, while protecting
    your back from their attacks. You'll do much more damage that way and take
    a lot less.
    
    - Keep a good supply of Herbs in everybody's inventory at all times. This will
    become less important once you start getting tons of HP and learn Healing Rain,
    but it could still come in handy.
    
    - Talk to everyone whenever possible. You'll get some nice character background
    and story info that way. Plus, it's just more fun.
    
    - Use Combination Attacks. They're really, really powerful, and can often
    allow you to kill several enemies with one regular attack.
    
    - Retreat hardly ever fails, so if you don't want to fight a random battle, run
    away. Simple enough.
    
    - Heal and refill your Spirit Stones before every battle. The game gives you an
    opportunity to do so, so take it.
    
    - When I refer to 'examining' something, I mean running up to it and hitting X
    as though you were attempting to speak to it.
    
    **********************************************************
    
    3.0 - Walkthrough
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Some of the drop data may be inaccurate, as many things may or may not
    drop a variable amount of gods and Spirit Stones.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    The game begins, like so many others have before it, with a confusing cutscene.
    A girl, dressed in the obligatory Red, White and Blue, sits around playing
    some strange light-harp, cradling a shining gray rock. She sees three airships
    in the distance, and immediately flees, but not without her harp. She puts her
    faith in the Spirits, which, from the title, are obviously the focus of the
    game.
    
    Cue cutscene number two. We pan over a dusty hamlet before focusing in on a
    sword. A battle ensues between a young boy with pointy ears and an old man
    with a big scar on his face. Elf-boy defeats scar-face, the nearby girl in red
    cheers, and the cutscene ends.
    
    **********************************************************
    
    3.1 - Kharg, Chapter 1: The First Battle
    
    Elf-boy is apparently named Kharg. He and the girl in red (Paulette) discuss
    things with scar-face (Lloyd), who happens to be both Commander of the Defense
    Corps and Paulette's father. They talk about Lloyd's impending retirement as
    Commander, Kharg's status as a member of the royal family of Nidellia, how
    Paulette and Lloyd are charged with Kharg's protection and how much Kharg has
    improved with a sword. Then, a man named Banjo wants to talk to Lloyd and you
    assume control of Kharg and Paulette.
    
    You can examine your characters' statistics if you wish, but eventually you
    should enter Kharg's house. It's the one closest to you. Kharg's mother does
    not appear to be home, but Kharg and Paulette hear a strange voice coming from
    her room. Kharg goes to check it out, but no one is there. You'll see a stone
    on the bookshelf. Go and examine it, and something calling itself the Spirit of
    the Wind. It quickly disappears, sparking another cutscene.
    
    This one's a flashback, and foscuses on Kharg's mother (Nafia) telling a young
    Kharg a story about the Spirits. This story is really a very brief synopsis of
    the first two Arc the Lad games, and explains the origin of the Deimos, whom
    the humans loathe.
    
    With that done, you're controlling Kharg again. Talk to Paulette. Kharg will
    tell her about the Spirit, but she doesn't really believe him. It was probably
    an illusion. Spirits only reveal themselves to chosen people.
    
    When you're back outside, you should make your way over and talk to Banjo. He
    talks about a suspicious fellow hanging around Scrappe Plateau, and Kharg
    volunteers to go investigate. Lloyd consents, gives Kharg 200 gods, and assigns
    Paulette to go with him. A bit more dialogue, and you have free reign of the
    town!
    
    YEWBELL
    -------
    Finally, no more talking. Wander down the road, and enter the first door you
    find (the one with the sign next to it). This is the shop. The vendor on the
    top floor sells items (the obligatory healing herbs, revive items, and status
    cures) and Spirit Stones (which are used as MP and are expended by casting
    spells). Kharg and Paulette should have the full amount of Spirit Stones right
    now, but once you use a Special Move of theirs, the stones will begin to
    deplete. To refill them, you must either buy stones at a store, or win them in
    combat. The merchant on the ground floor sells Weapon Parts and Accessories,
    equippable items which characters can only use three of at any given time. That
    is, three weapon parts and three accessories per character. My advice to you
    now is to sell the Bomb in Paulette's inventory and purchase a Thorn of Revenge
    for Kharg (or Paulette, if you want), but it's up to you. Talk to the man in
    the brown armor (Defense Corps Member) for a further tutorial on Weapon Parts,
    or to Banjo for pointless chatter.
    
    Now, wander around town and talk to people. A point of interest is the pub,
    which doubles as Defense Corps HQ. It's the building with the teapot-looking
    sign above the door. Inside are some mostly pointless people. The lady in white
    by the door is the healer, who will charge you to completely heal your party.
    Make a note of her appearance, since all the other human healers look like her.
    You can ask around the pub, but all they do is refuse Kharg alcohol or chatter
    pointlessly. The man on the second floor simply refuses to talk to you.
    
    A little boy outside the pub will ask you to ask Duncan to give him the key to
    the Castle Ruins. Duncan, the man behind the desk in the pub, won't, for fear
    of a green monkey monster who's stealing food from the town. Oh well.
    
    Butch, standing in front of the building in the bottom left corner of Yewbell,
    asks you to go find Banjo for him. If you remember, Banjo's wasting time on the
    second floor of the shop. Go to him, and he won't move, but he'll give you a
    Knuckle Guard for your trouble, which is a pretty nifty Weapon Part for Kharg.
    
    Wander around and chat more to learn about the game world if you wish, but when
    you're ready to go, exit Yewbell via the arch to the left of the pub.
    
    WORLD MAP, RAGNOTH
    -------
    Take a minute to associate yourself with the map if you wish, but there's only
    one place you need to go, and that's Scrappe Plateau. Go there.
    
    SCRAPPE PLATEAU
    -------
    Upon arrival, you'll see the aforementioned strange old man being mugged by a
    gang of squirrels. Showing his heoric nature, Kharg refuses to let the old man
    die, and starts....
    
    =====================================
    KHARG BATTLE 1: The Squirrels of Doom
    =====================================
    
    Enemies: Suskle Squirrel Lv4 (x3)
    Suskle Squirrel Lv3 (x3)
    
    Objective: Get rid of the Suskle Squirrels!
    Loss: Entire party is disabled.
    
    Destructables: None
    
    My Levels: Kharg - 3
    Paulette - 2
    
    Strategy: This is your basic tutorial type battle. Keep Kharg and Paulette
    together, attack the squirrels from behind whenever possible, and realize that
    by holding R1 and moving the yellow attack radius around a bit you can hit
    more than one target with a regular attack. You're much more powerful than
    these guys, so you should have no trouble. If you get low on health, use one
    of the Healing Herbs Kharg and Paulette start with, or use Paulette's First Aid
    skill. Also be sure to pick up anything the squirrels drop (Blue = Spirit
    Stones, White = Item, Yellow = Gods). Kharg and Paulette will go out of their
    way to explain most of the facets of the battle system for you. Be sure to use
    Combination Attacks to your benefit; always try to target more than one enemy
    when you can use one. And always, I mean ALWAYS attempt to attack the enemies
    from behind. You'll do MUCH more damage that way, and your hit rate will
    increase. The only time when you shouldn't do this is when doing so would
    expose YOUR back to a large group of enemies. On that note, also try to prevent
    the enemies from attacking your back, as they'll also do more damage that way.
    Just remember it.
    
    =====================================
    
    Afterwards, the strange old man (Zev) identifies himself as an explorer. He's
    apparently just poking around the ruins out of curiosity. He also seems to
    have some odd interest in the birthmark on Kharg's shoulder. Odd.
    
    Feel free to poke around the ruins yourself. You'll find a machine that needs
    a battery and an airship part that's just out of reach. Other than that, there
    ain't nothing there, so head back to the world map. You need to go to Yewbell
    and report to Lloyd, but if you want to get some leveling in, check out the
    Garagne Hills.
    
    YEWBELL, PART 2
    -------
    Head straight into the pub to heal and find that Lloyd isn't there. Duncan says
    he went to Kharg's house, so head on over there. You'll hear a conversation
    about some Deimos-like creatures being spotted. Talk to Nafia, and she and
    Lloyd will hear Kharg's report about Zev, and tell him about some miners being
    late returning from Plumb Canyon, where the humans mine Spirit Stones. Lloyd
    says  he'll set off to assess the situation personally, and Kharg asserts his
    desire to defend Nidellia before leaving to talk to Banjo.
    
    Banjo's in the refinery, the structure at the very bottom left of the town.
    There's a brief conversation on the finite nature of natural resources.
    
    Leave, head up the stairs, and view a short scene. Lloyd drags a wounded
    Defense Corps Member (Morth) into Yewbell. The Deimos are attacking the mine at
    Plumb Canyon. Paulette rallies the Defense Corps, while Morth is brought to
    Kharg's House. Lloyd and Paulette take the Corps to go reclaim the mine, but
    Lloyd and Nafia forbid Kharg to accompany them. He is given guard duty.
    
    Go and talk to Nafia. She still won't let Kharg go. Head into Nafia's room and
    talk to Morth. Kharg gets Morth to tell him that Nafia won't let him go because
    the Deimos that attacked the Canyon were Drakyr. Leave Kharg's house, and see
    a short scene with Zev. He wants you to get the Gate Key and let him into
    Yewbell. Duncan has it. Go to the pub and ask him about the Castle Ruins. He'll
    give Kharg the gate key when he promises to defeat the Wild Monkey Monster.
    Kharg is, of course, a master of deception.
    
    Head to the gate and open it. Zev goes to the pub, and you're free to leave
    Yewbell through the gate. Before you go, stock up on herbs, as Kharg doesn't
    know First Aid, and there are a few battles ahead.
    
    THE CASTLE RUINS
    --------
    Run up the stairs, then up the left hand side of the spiral stairs. Go right,
    and down the unblocked set of stairs. Exit through the archway.
    
    WORLD MAP, RAGNOTH
    --------
    Head to Chaos Forest.
    
    CHAOS FOREST
    --------
    You immediately encounter the Wild Monkey Monster, who immediately tries to
    shoot Kharg, and misses. Kharg uses his godly strength and accuracy to heave
    the arrow right back toward the Monkey Monster, who promptly falls out of the
    tree and reveals that he is just a boy with a green mask. He's apparently Maru,
    the King of Chaos Forest. When some monsters led by a wild Slothian attack, he
    bands together with Kharg to fight them.
    
    ======================================
    KHARG BATTLE 2: The Wild Sloth Monster
    ======================================
    
    Enemies: Wild Slothian Lv5
    Suskle Squirrel Lv3 (x4)
    Suskle Squirrel Lv2
    
    Objective: Defeat the Monsters!
    Loss: Entire party disabled.
    
    Destructables: Damp Tree (Good Herb)
    
    My Levels: Kharg - 3
    Maru - 2
    
    Strategy: The same basic rules from battle one apply here and in every battle
    after here except when otherwise noted.
    
    The first thing you should do is bust open the damp tree in front of you just
    as if it were an enemy in order to get the Good Herb inside. Take advantage
    of Maru's attack radius of a long, straight line to hit two or three enemies
    per shot. You shouldn't need to resort to his Venom Arrow here, but if you do,
    it's got a great hit radius, and does good damage at this point. Watch out for
    the Slothian's special attack, which turns the target into a Slothing for one
    turn. It's not that bad, but it stops you from doing anything other than
    attacking. Just stay healed and you'll be fine.
    
    ======================================
    
    With that over with, Kharg and Maru converse. Maru is supposedly a prince of
    some far off land, which explains the crown around his neck. He wants to one
    day return to his homeland and become King. It's good to have goals.
    
    Despite the danger, Maru tags along with Kharg, seemingly out of pure boredom.
    They leave Chaos Forest.
    
    WORLD MAP, RAGNOTH
    --------
    Head to Plumb Canyon. You'll probably have a random encounter at The Edge of a
    Sea of Trees. Complete it for exp. Once that's over with, continue to Plumb
    Canyon.
    
    PLUMB CANYON
    --------
    Kharg and Maru arrive to find the Drakyr attacking Lloyd, Paulette & Co.
    Paulette is in particular danger, so the pair leap to their defense.
    
    ================================
    KHARG BATTLE 3: The First Battle
    ================================
    
    Enemies: Wyvern Lv6 (x2)
    Drakyr Lv6
    Drakyr Lv5 (x2)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Wooden Box (100g, 11 Spirit Stones, Revival Medicine)
    Wooden Box (100g, Leather Armband)
    
    My Levels: Kharg - 5
    Paulette - 3
    Maru - 4
    
    Strategy: Concentrate on the Wyverns first so you can group your team together.
    Don't keep them too tight, however, or else they'll all get hit by one casting
    of Wind Slasher from the Drakyr. You should be able to gang up on and kill the
    Wyverns before the Drakyr show up, especially if you use Venom Arrow to speed
    up the process. Once they're gone, the Drakyr should be simple, provided you
    use Paulette's First Aid to keep everyone's health up, as the Drakyr have a
    Wind Slasher spell that should be doing around 20-30 damage a casting at this
    point. Be sure to break open the boxes before finishing off the last Drakyr.
    
    ================================
    
    After the battle, Kharg gets reprimanded for saving everyone's ass before Lloyd
    and Paulette leave to go scout the Garagne Hills.
    
    Once you regain control of Kharg, talk to Maru. Tell him you're going back, and
    they have a little conversation. They declare themselves friends, Maru joins up
    for good, and Maru demands food. After that, chat with the Corps members if you
    wish, and then leave.
    
    WORLD MAP, RAGNOTH
    --------
    Head to the Garagne Hills
    
    GARAGNE HILLS
    --------
    You encounter Paulette and Lloyd in combat with an Unknown Deimos. The Deimos'
    wife and child fall dead at Kharg and Maru's feet. The Unknown Deimos flees at
    the sight of Kharg. Kharg introduces Maru to Paulette, not noticing Lloyd's
    silence. Lloyd dies, and all of Yewbell mourns. Kharg becomes resolute in his
    desire to protect humanity.
    
    End Kharg, Chapter 1
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.2 - Darc, Chapter 1: Awakening
    
    The chapter starts with a long cutscene. It's a flashback, that shows a young
    human woman (Nafia) and a young Drakyr man (Windalf) running from some other
    Drakyr, each holding one of their twin children. Each also has a half of a
    shimmering green stone around their necks. They come to a cliff face. Windalf
    wants Nafia to take the children and run, but before she can, the Drakyr come.
    They fire a bolt of energy at Windalf, knocking him to his knees and knocking
    Nafia off the cliff with her child (Kharg). Windalf keeps the other.
    
    Cut ahead several years. Windalf and one of the children (Darc) wander in the
    desert. Windalf is badly wounded. They make their way to some ruins, where
    Windalf gives Darc his half of the shimmering stone. He dies.
    
    Cut ahead to the present. There is lightning, a house, an old woman cackling,
    and a man screaming. Inside, we find Darc collapsed on the floor with the
    woman (Geedo) standing above him, giving him an order. She gives him 100g for
    Phoenix Blood.
    
    GEEDO'S HOUSE
    --------
    Save your game. Take a minute to examine Darc's stats if you like. He can't
    equip anything at the moment, since he doesn't use a weapon. Head upstairs. You
    can't open the chest, so don't bother. Geedo will just yell at you, so don't
    bother. Leave the house, and exit to the map.
    
    WORLD MAP, ALDROW
    --------
    Head to The Church Ruins. You'll probably have a random battle at Subnak
    Forest.
    
    THE CHURCH RUINS
    --------
    You'll recognize this as the place where Windalf died. Move up to that exact
    spot and examine the cairn there. Darc will briefly talk to himself, after
    which you're free to explore and leave.
    
    WORLD MAP, ALDROW
    --------
    Head to Orcoth.
    
    ORCOTH
    --------
    Upon heading down the stairs, you'll be forcibly introduced to a pink-skinned
    Orcon Girl (Delma). She treats you with about as much contempt as everyone
    else. Walk around and chat and you'll know what I mean. Apparently, you can't
    buy your Phoenix Blood at present, because the Qurop (Deimos merchants) isn't
    in his shop. However, the healer Qurop is (blue skin, white hat). They function
    like the human healer. Mark its appearance, because they all look like that.
    When you're ready, enter the bottom right door with the clock above it to the
    Arena.
    
    You'll walk in on an old Orcon with long horns (Gorma) and a big one with
    yellow skin (Densimo) arguing about how Densimo is eating a valuable resource.
    Densimo asserts his authority violently. Talk around if you wish, then leave
    the Arena.
    
    Head into the train car and talk to Gorma. He's rather informative, but a
    little crazy. Ask about everybody, and Firbles. Then leave.
    
    The Qurop (orange skin, red hat) is back. Talk to it and buy the Phoenix Blood
    out of the Items menu. Ignore the health warnings (it's for Geedo, anyway).
    
    Try to leave Orcoth and you'll encounter Zoram and Zugalo. They insult Darc
    and demand that he give them the Phoenix Blood. When he refuses, they drag him
    to the Arena for a battle.
    
    ==============================
    DARC BATTLE 1: The Two Stooges
    ==============================
    
    Enemies: Zoram Lv5
    Zugalo Lv4
    
    Objective: Crush Zugalo and Zoram!
    Loss: Darc disabled.
    
    Destructables: None
    
    My Levels: Darc - 2
    
    Strategy: Charge straight ahead and pound on Zugalo with a casting of Wind
    Slasher, then attack him a few times and he should go down. Do the same to
    Zoram. If Darc falls below 50 or so HP, run away and heal. You should be done
    in no time.
    
    ==============================
    
    Delma shows up and tries to recruit Darc into Densimo's army, revealing the
    fact that she's his sister. Darc refuses, and she storms off.
    
    Talk around and you'll mostly meet exasperation at how you managed to beat
    Zugalo and Zoram. Use the healer Qurop, and spend whatever gods you have left
    on Spirit Stones to replace the ones you used in the last battle. When done,
    leave Orcoth.
    
    WORLD MAP, ALDROW
    --------
    Head to Geedo's House.
    
    GEEDO'S HOUSE, PART 2
    --------
    Talk to Geedo. Darc gives her the Phoenix Blood and warns her against drinking
    it. Unluckily for Darc, she doesn't. She dumps the Phoenix Blood in her chest
    and gives Darc a new task: catch Firbles. Knew they were important, didn't you?
    
    You still can't open the chest. Leave.
    
    WORLD MAP, ALDROW
    --------
    Go back to Orcoth.
    
    ORCOTH, PART 2
    --------
    Ask around about Firbles if you wish, then head over to Gorma's train car. Ask
    him about Firbles again, and he'll tell you to find marshlands. Good advice.
    Stock up on whatever you need if you can afford it and leave Orcoth.
    
    WORLD MAP, ALDROW
    --------
    Run, don't walk to Haystir Marsh via Geedo's House for minimum random battles,
    or via Varam Barrens for maximum random battles.
    
    HAYSTIR MARSH
    --------
    Darc immediately spots a Firble. It looks sort of like an albino cross-breed
    between a seal and a fox. You then face a little minigame. WALK, don't run, up
    behind the firble and press X to catch it. If you run, it'll hear you and
    scamper away, forcing you to start over. It's always near one of the pools of
    water if you're having trouble finding it.
    
    Once you catch it, Delma, Zugalo and Zoram show up, also looking for Firbles.
    Darc, also a master of deception, manages to confuse Zoram and Zugalo and
    impress Delma so much that they leave without looking for Firbles. Darc takes
    the Firble with him and leaves for The Church Ruins on autopilot.
    
    THE CHURCH RUINS, PART 2
    --------
    Darc places the firble in an empty nest right before Delma shows up. They chat
    a bit, as Delma is obviously interested in Darc. She runs away, so follow her
    up to the right hand platform. She agrees to keep Darc's secret if he flies her
    around. He takes her in his arms and they soar for a bit, but not before a
    Drakyr crashes the party. He wants the Wind Stone.
    
    ===================================================
    DARC BATTLE 2: At Least They're Not Flying Monkies.
    ===================================================
    
    Enemies: Drakyr Lv5 (x4)
    
    Objective: Do away with the Drakyr!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 4
    Delma - 3
    
    Strategy: The easiest way to accomplish this is to attack the Drakyr one at a
    time as they come up the stairs single-file. Don't be afraid to use Flaming
    Arrow and Wind Slasher if you have to. In fact, using them is a very good idea.
    Same as before, heal if your HP gets low. And it probably will, given their
    penchant for Wind Slasher.
    
    ===================================================
    
    Delma rationalizes her assistance of Darc when he begins to scream in pain. His
    collar is choking him. Apparently, it's something Geedo uses to control Darc.
    Delma suggests whacking her, but Darc won't hear of it, because he has a
    sentimental attachment to her. What an idiot. Delma takes off, and Darc is left
    alone. Leave The Church Ruins.
    
    WORLD MAP, ALDROW
    --------
    Head to Orcoth if you need/want items or Spirit Stones. Otherwise, head to
    Geedo's House.
    
    GEEDO'S HOUSE, PART 3
    --------
    Upon arrival at Geedo's, Darc is tortured mercilessly for his lack of Firble
    cargo. Isn't she great?
    
    After the beating, Darc has a vision of his father, telling him to save the
    Deimos from impending doom. After he awakes and contemplates his inadequacy,
    save your game and head upstairs. Geedo is gone, and you still can't open the
    chest. Leave.
    
    You'll run into Delma, who was worried about Darc. She wants to kill some
    Drakyr, so she joins up. Afterwards, leave.
    
    WORLD MAP, ALDROW
    --------
    Destination: The Church Ruins. Detour through Orcoth for supplies if necessary.
    
    THE CHURCH RUINS, PART 3
    --------
    Walk up the stairs. The Wind Spirit speaks to Darc and Delma from the tomb.
    Delma comments that Deimos don't build tombs, and goes over to check the
    Firble. Follow her. Talk to her to see the Firble and its eggs. Delma discovers
    the beauty of happiness. Oh boy. Just then, a few humans show up to rob the
    tomb, but one of them leaves for for righteous reasons. Darc and Delma spring
    to the Church's defense.
    
    ====================================
    DARC BATTLE 3: Kill the Man in Pink!
    ====================================
    
    Enemies: Shotgun Hunter Lv6 (x2)
    Ludhi Lv6 (Drop: Confusion Firecracker)
    Rapier Lv7 (Drop: Revival Medicine)
    
    Objective: Defeat every last human!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 5
    Delma - 5
    
    Strategy: A quick Wind Slasher + Flaming Arrow should do Ludhi in. You'll
    then be able to phyiscally attack both Shotgun Hunters at once, since they'll
    probably bunch themselves up at the foot of the stairs. Once they're gone,
    Rapier will be easy fodder for more Wind Slasher + Flaming Arrow. If you want
    Rapier's Revival Medicine, keep a Shotgun Hunter alive while you kill him.
    
    ====================================
    
    Darc ponders the greed of humanity while Delma introduces a novel concept:
    let's steal the dead mens' weapons! Darc refuses out of Deimos pride, so Delma
    suggests that they accumulate more allies out of necessity. She suggests
    Densimo, and apparently has a plan, so away we go.
    
    WORLD MAP, ALDROW
    --------
    Head on over to Orcoth, double time.
    
    ORCOTH, PART 3
    --------
    Head over to the Arena entrance and talk to Zoram and Zugalo. Delma barges her
    way in. Go and talk to Densimo. Delma will ask for his help. Though he
    initially refuses, Delma eventually taps into Densimo's Marty McFly complex
    enough to spur him into action. He'll help crush the puny Drakyr people
    provided Darc and Delma help him kick the humans out of the Zedora Abyss. He
    joins. Most everyone's dialogue has now changed, so talk around if you want.
    One of the pink Orcon girls will launch into an explanation of the Five
    Orcothian Wonders. If you hear her out, she'll ask you to tell her how many
    letters she's used at the end. Answer correctly (600-800) to recieve 10 Healing
    Herbs. Stock up on anything else you need and leave town when you're done.
    
    WORLD MAP, ALDROW
    --------
    Get on over to Zedora Abyss via Geedo's house. It's near Haystir Marsh. As a
    point of interest, if you take Densimo to The Church Ruins, Delma will distract
    him to prevent him from seeing the Firble.
    
    ZEDORA ABYSS
    --------
    When you get there, Densimo examines the strange behavior of the humans, who
    appear to be mining Spirit Stones. Refusing to adopt any type of strategy,
    Densimo charges right in to battle.
    
    ============================================
    DARC BATTLE 4: Take Off the Silly Hats. Now.
    ============================================
    
    Enemies: Spear Hunter Lv7 (x2)
    Cathena Soldier Lv7
    Cathena Soldier Lv8 (x2)
    
    Objective: Defeat every last human!
    Loss: Entire party disabled.
    
    Destructables: Damp Tree (Reiki Leaf)
    Wooden Box (80g, First-Aid Kit)
    Wooden Box (90g, 10 Spirit Stones, Bomb)
    
    My Levels: Darc - 7
    Delma - 6
    Densimo - 7
    
    Strategy: First off, send someone up the hill to knock off the Damp Tree. I
    suggest Delma, since her movement and speed should be the highest you've got.
    Put your other two characters in front of the ramp leading to the Damp Tree.
    As before, take one enemy at a time and keep healed. The Cathena Soldiers do
    quite a bit of damage, probably more than you're used to at this point, so be
    wary. Wind Slasher is probably a must use. As always, combination attacks are
    helpful. Be sure to leave someone alive (I suggest one of the Spear Hunters) so
    you can collect the loot in the Wooden Boxes.
    
    ==================================================
    
    Densimo asks Darc to join with him so they can expand Orcon territory, but he
    isn't interested. He instead laments the stupidity of the Deimos. Whatever.
    Use the Reiki Leaf from the previous battle on Darc if you got it. Otherwise or
    afterward, simply leave the Zedora Abyss.
    
    WORLD MAP, ALDROW
    --------
    Go to Orcoth. It's a lovely place.
    
    ORCOTH, PART 4
    --------
    Darc and company discuss methods of fighting the Drakyr. Densimo quickly gets
    bored and suggests an invigorating bout of Firble hunting. Darc is worried
    about Geedo for some reason, so the party decides to look for her. Stock up if
    you wish, and talk to Zugalo for a report of a strange, flying, horse-headed
    Deimos. When you're ready, leave Orcoth.
    
    WORLD MAP, ALDROW
    --------
    Take this soul train over to The Varam Barrens.
    
    THE VARAM BARRENS
    --------
    What do we have here but Geedo strung up in the sun. Darc and company have
    little time to wonder what's going on before a posse of very angry Drakyr show
    up. They try to trade Geedo for the Wind Stone, but Darc isn't buying. Upon
    your refusal, they sic monsters on you.
    
    ===========================================
    DARC BATTLE 5: At Least They're Not Drakyr.
    ===========================================
    
    Enemies: Wyvern Lv7 (x4)
    
    Objective: Rout the Wyvern!
    Loss: Entire party disabled.
    
    Destructables: Dry Tree (empty)
    Dry Tree (empty)
    
    My Levels: Darc - 7
    Delma - 7
    Densimo - 8
    
    Strategy: First things first, Wyverns do a good lot of physical damage. Lucky
    for you, though, they're a bit slow and have no ranged attacks to speak of.
    That said, follow the tried and true pattern of isolating and killing them.
    Don't even bother with the stumps, as they're empty.
    
    ===========================================
    
    After the battle, there's a big cutscene. Darc and Co let the Drakyr get the
    drop on them. Densimo gets knocked out while Darc gets pinned to the floor.
    The Drakyr rip Darc's wings off for his refusal to turn over the Wind Stone
    before Delma tells them where it is for fear of Darc's safety. Secure in their
    info, the Drakyr knock Delma out before Darc faints.
    
    While down, Darc overhears a conversation between Geedo and the Drakyr. It
    seems she sold him out. Densimo wakes up quite angry and forces Geedo to tell
    him where the Drakyr went.
    
    When Darc himself awakes, he finds Delma unconscious and sets off to stop the
    theft of the Wind Stone. Exit the area.
    
    WORLD MAP, ALDROW
    --------
    Your destination here is The Church Ruins. However, I've got to warn you that
    the next battle is the toughest in the Chapter, and that Darc has to go it
    alone. I'm sure it's nothing you can't handle, but even so, you're probably
    gonna want to head to Orcoth first to heal and stock up on items and Spirit
    Stones. A full inventory of healing herbs for Darc is probably a good idea.
    If you're really paranoid, level Darc up, but anything beyond 10 is overdoing
    it. With that, head to The Church Ruins at your leisure.
    
    THE CHURCH RUINS, PART 4
    --------
    Head up the stairs to find Geedo and the Drakyr clustered around Windalf's
    cairn. They unearth the Wind Stone just as Darc arrives, and say they must
    inform Droguza. When they notice Darc, Geedo tells him how she sold him out.
    Densimo, who has also sold Darc out at this point, appears. He's eaten the
    Firble. Darc gets a brief crash course in Deimos ethics before crashing into
    the bushes. Darc picks up the human sword and armor to kill his betrayers.
    
    =============================================
    DARC BATTLE 6: Ding, Dong, The Witch is Dead.
    =============================================
    
    Enemies: Densimo Lv? (Drop/Steal: Blood Anklet)
    Geedo Lv7 (Drop/Steal: Life Tree Berry)
    Drakyr Lv7
    Drakyr Lv6
    
    Objective: Defeat the traitorous Deimos!
    Loss: Darc disabled.
    
    Destructables: None
    
    My Levels: Darc - 8
    
    Strategy: Before the battle starts, take a look at Darc's skill menu. He'll
    have Special Abilities that you can learn now. First off, start by retreating
    from the stairs as far as you can go. If you're lucky, only Densimo will come
    out of the Church to attack you. If not, you may have to deal with Geedo and
    him at the same time. Wait for them/him for a few turns. Physical attacks are
    enough to kill Densimo, though Wind Slasher does good damage, as does Sword of
    Awakening if you have it. Once he's down, move to the foot of the stairs. Only
    Geedo should move toward you. Back away from the stairs again and wait for her.
    If she's already down there, just skip that. Claws of Rage and Physical Attacks
    are good for her. The choke attack can hurt, so heads up with the healing.
    Once she's down, the two Drakyr are nothing new. Heal, avoid Wind Slasher, and
    you're set.
    =============================================
    
    Following the battle, the Wind Spirit appears to Darc. Darc, a Chosen One, is
    to find power to combat the coming darkness, and must find the 'one who
    shines.' Sounds like fun. Typical save the world stuff. Delma shows up a bit
    freaked out. She almost doesn't recognize Darc, and she certainly doesn't
    believe him when he says he killed Densimo. Darc then launches into a kind of a
    mad rant, talking about how there is nothing in the world but power, and how
    he will become King of the Deimos and wipe out the humans, as the chapter ends.
    
    End Darc, Chapter 1
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.3 - Kharg, Chapter 2: Setting Out
    
    The Chapter opens on Kharg's inauguration as Commander of the Defense Corps.
    It's a few days after Lloyd's death, which is more than enough grieving time.
    Kharg officially replaces Lloyd by being quasi-knighted by Nafia. Kharg then
    proceeds to give the lamest do-gooder speech in recorded history.
    
    YEWBELL, PART 3
    --------
    
    Talk to Nafia or Duncan once you gain control of Kharg. They'll clear out of
    the way, but not before Nafia says she has something for Kharg. Head down the
    stairs to run into Paulette and Maru. Paulette's donned Lloyd's big red
    shoulderpads. Since Kharg has pressing business, they can't patrol the town
    like Paulette wants, so she decides to go chasing after Maru.
    
    Run into town, but before you go see Nafia, go around and talk to everyone.
    They all have new dialog, including the Strange Man on the second floor of the
    Pub. He has a little (read: big) quest for you. He tells you he hid something
    in an old pot he buried under a rock at The Edge of a Sea of Trees. File that
    away in your memory while you finish your round of chatting and head up to
    meet Nafia. She's in her room at Kharg's house.
    
    Nafia warns Kharg about the dangers of unconditional hatred, but he's pretty
    set on doing everything he can to defend Yewbell. She then gives him half of
    the stone, tells him she split it with his father, and then is intentionally
    vague and avoids all of Kharg's questions. The Wind Spirit shows up immediately
    after Nafia leaves. Also a Chosen One, Kharg is, like Darc, tasked with saving
    the planet.
    
    Leave and go over towards the pub. Talk to Maru outside and he'll join up and
    tell you to go talk to Duncan. Do so. It seems a young woman has had her
    engagement ring stolen by a band of theives to the south....no, the north.
    The Scrappe Plateau. Right. She gives no other details. Accept the job, as
    you're stuck with helping her eventually. Get out of the pub, and try to leave
    Yewbell through the main archway. Paulette will come running up, saying Banjo
    needs your help at the refinery. When you get there, he asks you to go help
    Butch, who's late from returning from Plumb Canyon. Sound familiar? Accept, and
    get ready to leave Yewbell. You might want to give everyone an Antitoxic Nut or
    two to save yourself future trouble. When you're ready, exit via The Castle
    Ruins (not the main gate).
    
    WORLD MAP, RAGNOTH
    --------
    Your first stop is The Edge of a Sea of Trees, UNLESS you want to skip the
    entire Spirit Dictionary quest. If you do, skip the next section, and head for
    Plumb Canyon.
    
    THE EDGE OF A SEA OF TREES
    --------
    Go and examine the smaller rock in the upper right hand corner of the map.
    Kharg will unearth a pot and call down a horde of mutant squirrels upon him.
    
    =========================================
    KHARG OPTIONAL BATTLE: No Mutant Bunnies?
    =========================================
    
    Enemies: Suskle Squirrel Lv5 (x3)
    Kuskle Lv6 (x2)
    Kuskle Lv7 (x2)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 6
    Paulette - 5
    Maru - 5
    
    Strategy: They're a lot stronger than they look, but have a predisposition
    towards clumping up. Use this to your advantage and squeeze two or more targets
    into every attack possible. Don't go charging ahead at the start of the battle,
    because they can kill you if you get surrounded. Special Moves are kind of a
    waste here due to the enemies' low hit points, but if you're tempted feel free
    to let off a Venom Arrow to thin them out a little.
    
    =========================================
    
    With that completed, you're free to take the Old Pot with you and head out of
    the woods.
    
    WORLD MAP, RAGNOTH
    --------
    Plumb Canyon is up next. Go there. Quickly. You've got to eventually.
    
    PLUMB CANYON, PART 2
    --------
    Talk to Butch. He'll reveal a veritable legion of Dancing Shells milling about
    the Canyon floor. Kharg assigns Butch hiding duty, and charges in. Head down
    the ramp.
    
    =================================
    KHARG BATTLE 4: Escargot, Anyone?
    =================================
    
    Enemies: Dancing Shell Lv5 (x7)
    Dancing Shell Lv6 (x4)
    
    Objective: Eliminate all Dancing Shells!
    Loss: Entire party disabled.
    
    Destructables: Wooden Box (9 Spirit Stones, Anti-Poison Cologne)
    Gunpowder Can (empty)
    Gunpowder Can (empty)
    
    My Levels: Kharg - 6
    Paulette - 6
    Maru - 6
    
    Strategy: Maru should move first. Have him whack one of the Gunpower Cans to
    make it explode and kill the Shell next to it. Maru and Paulette will warn each
    other about poison. It's a very sensible warning, since poison lasts a good
    five turns or so when used on your characters. Anyway, pick whichever way Maru
    cleared by blowing the Gunpower Can and charge down there with Kharg and
    Paulette. You're probably gonna need a Special Move or two to get through all
    the enemies that way, so don't be afraid to haul off and use Fang-Breaker Blade
    or Venom Arrow a bunch. There are 11 enemies on the map, after all. Once all
    the enemies coming from your initial direction are dead, turn around and face
    the others. They're probably in a big grouping, so Venom Arrow them before
    going in to finish them off. Be sure to open the Wooden Box before you kill the
    last enemy, but don't bother setting off the other Gunpowder Can, especially
    with a melee character, as it'll blow up in their face if you try.
    
    Note that, if you do get poisoned, heal it immediately if at all possible. If
    you don't have any Antitoxic Nuts and/or Maru doesn't know Antidote Treatment,
    just keep the poisoned character healed while it wears off.
    
    =================================
    
    Apparently, the problem was that the machine was leaking oil. Butch figures to
    solve the problem by closing the open valve. Kharg assumes responsibility over
    valve-closing task and sends Butch away. Paulette compares oil to wine. Right.
    
    Walk over to the blue cyllindrical machine, and examine it. Turn the handle.
    The oil will seep into the groundwater before your very eyes. You're done here,
    so exit.
    
    WORLD MAP, RAGNOTH
    ---------
    Powerwalk over to Scrappe Plateau. Stop in Yewbell for groceries if you need
    them.
    
    SCRAPPE PLATEAU, PART 2
    --------
    You'll see some thieves talking about raiding and plundering Yewbell. Typical
    thief stuff. Kharg shows up, tells the thieves who he is, and they laugh at him
    for being so young. Typical RPG stuff. Kharg gives them an ultimatum. Someone
    should tell Kharg those never work.
    
    =======================================
    KHARG BATTLE 5: Dodging Assault Rifles.
    =======================================
    
    Enemies: Bandit Lv9 (Drop: Gunpowder)
    Pugnacious Lv7
    Pugnacious Lv8 (x2)
    
    Objective: Crush the gang of thieves!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (Bomb)
    
    My Levels: Kharg - 7
    Paulette - 7
    Maru - 7
    
    Strategy: Thank the thieves for standing in a big group as you lead off with
    a Venom Arrow. You should be able to get three of them in one shot. That'll
    most likely knock the Pugnacious' HP down far enough that one physical attack
    will do them in. So, after all three of your characters have moved, they should
    be down to one healthy unit and one half dead one. Surround and attack those
    remaining, and you're set. The Bandit is a tough cookie, though, so you might
    want to Fang-Breaker Blade him on top of the Venom Arrow.
    
    As for the metal barrel, if a melee character attacks it, it will probably
    explode on them. If a ranged character does, it will take much longer to break,
    but it won't explode.
    
    =======================================
    
    The thieves hand over the Stone-Carved Bracelet they stole, but claim they
    ain't got no ring. Kharg believes them, and lets them go with a promise to
    reform their lifestyles. Thick, isn't he? Anyway, you're done here. Exit.
    
    WORLD MAP, RAGNOTH
    --------
    Hop the first train to Yewbell.
    
    YEWBELL, PART 4
    --------
    Head into the Pub. If you got the Old Pot at The Edge of a Sea of Trees, head
    upstairs. If not, skip this paragraph. Talk to the Strange Man (Span), and
    he'll pull the Spirit Dictionary, Volume 1 out of the pot. He'll read it to you
    if you wish, and tell you that there are four other volumes of the Dictionary
    that he'd love to have. You'll, of course, be finding them. I'll, of course,
    tell you where they are. Span leaves with the book, but gives you the Old Pot
    as a gift. It turns out that there's also a Stone Holder in the pot. I put it
    on Paulette, myself.
    
    Walk over to Duncan's desk. It appears the young woman (Faora) faked the whole
    story so that her fiance wouldn't be mad at her. Just then, her fiance (Mutch)
    shows up and confesses that the ring was just an imitation to begin with.
    (Quite a web of deceit for such a small town.) It seems that Mutch had been
    working on a better gift, a bracelet hewn out of some shiny stone from Scrappe
    Plateau. The bracelet, however, really was stolen by thieves....the thieves
    Kharg just mugged. He forks over the bracelet, and this weird little interlude
    ends.
    
    Walk over and talk to Zev. He tells Kharg about an airship crash over at Dragon
    Bone Valley. Kharg wants to set out, despite Paulette and Maru's reservations.
    He has heroic tendencies, you see. Doesn't really care that it's Deimos
    territory.
    
    Anyway, take a bit to wander around Yewbell. The dialogue's changed again. Heal
    and stock up on items, etc. as needed. Also, take this time to look at your
    characters' skill menus. They probably had a class level up in the last battle
    or two, and have new skills available to learn. I recommend Steal for Maru,
    Power Shot for Kharg, and Antidote Treatment for Paulette. Get Sling Knife for
    Paulette as well, if you don't have it already.
    
    If you're looking for better equipment, I'd recommend a Thorn of Revenge for
    everyone and an Aiming Device for Maru. It lowers his speed, but his HIT sucks
    until you get the Weathercock much, much later.
    
    Anyway, when you're good and ready, leave Yewbell via the main archway.
    
    WORLD MAP, RAGNOTH
    --------
    Set course for Dragon Bone Valley.
    
    DRAGON BONE VALLEY
    --------
    Head up the slope and examine the conspicuously dressed unconscious woman. Maru
    and Paulette search for other survivors while Kharg and the Girl from another
    land (Lilia) go over the basics. The crashed airship is empty, and the cause of
    the crash, according to Paulette, was gunfire. Lilia says she was taking her
    airship (Big Owl) to The Republic of Cathena all by herself, and was attacked
    by the Dilzweld Empire. Lilia is cryptic about the reasons for her journey, but
    Kharg is trusting. He's a bit slow, however, and the Drakyr get the drop on the
    party.
    
    ======================================================
    KHARG BATTLE 6: What's With Their Harem Veils, Anyway?
    ======================================================
    
    Enemies: Drakyr Lv7 (x5)
    Drakyr Lv5
    
    NPC: Lilia Lv1
    
    Objective: Protect Lilia from the Deimos!
    Loss: Entire party disabled OR Lilia disabled.
    
    Destructables: None
    
    My Levels: Kharg - 8
    Paulette - 9
    Maru - 8
    
    Strategy: Lilia's pretty inept, but she's not nearly as bad as some other NPCs
    in games like this (read: Rafa, Selye, etc.). The Drakyr are nothing you
    haven't already handled several times, so you should know the deal with them by
    now. Proecting Lilia is of paramount importance. Kill the Drakyr FAST, and
    keep them away from her. She'll charge right at them, so stay near her to
    distract the Drakyr. Luckily for you, they don't preferentially target her, so
    there's a good chance she won't be hit with three straight Wind Slashers as
    long as you keep someone near her. Be warned that she can't take more than a
    few hits.
    
    With that said, just kill the Drakyr the same way you always have. They'll
    probably even clump for you.
    
    ======================================================
    
    WORLD MAP, RAGNOTH
    --------
    The game immediately dumps you to the map. Heal up, refill your Spirit Stones,
    and set course for Yewbell. You'll be stopped at Isulo Forest.
    
    ISULO FOREST
    --------
    You're out of Drakyr territory, but still in the woods. An enourmous shadow
    coasts along the ground. It's the Dilzweld army, and they're after you. Head
    across the bridge. A very large and very angry man will come out of the bushes.
    He's real pissed about someone defiling the forest. Dilzweld troops from across
    the bridge shoot Lilia in the leg, and the Mysterious Large Man (Ganz) from
    the woods joins up to help you out.
    
    =================================================
    KHARG BATTLE 7: You'll Be Seeing These Guys Again.
    ==================================================
    
    Enemies: Foot Soldier Lv8
    Foot Soldier Lv6
    Attack Dog Lv9 (x2)
    Attack Dog Lv8
    Rifleman Lv7
    Rifleman Lv9
    Commander Lv8 (Drop: Amethyst Coating)
    
    Objective: Defeat enemies and destroy bridge!
    Loss: Entire party disabled
    
    Destructables: Damp Tree (Good Herb)
    Damp Tree (empty)
    Rotted Post (objective)
    
    My Levels: Kharg - 9
    Paulette - 9
    Maru - 9
    Ganz - 9
    
    Strategy: First, a note about the bridge. You MUST destroy the Rotted Post
    before you kill all the enemies. Otherwise, once the battle is over, you'll
    have to fight it all over again from the beginning.
    
    That being said, split your party in two. Move Ganz and Maru down to handle the
    Foot Soldiers and the Attack Dog, while Kharg and Paulette move up to take the
    two Attack Dogs and the Rifleman. Kharg and Paulette should have no trouble
    provided liberal use of Fang-Breaker Blade and Sling Knife, while Ganz is such
    an absolute powerhouse that he can take on two or three enemies by himself.
    Use Rolling Axe if Ganz is surrounded for pleasant results. Once the field is
    narrowed to just the Commander and the Rifleman, have Ganz make a beeline for
    the Rotted Post. Smash it, then kill the Commander to loot him. Knock off the
    Damp Trees before finishing up the last Rifleman.
    
    Of particular danger here is the ridiculous range the Riflemen have on their
    sniping attacks. They can only use it once, but the attack ranges about 3/4
    this map. The attack dogs have high DEF, and the Foot Soldiers have high ATT,
    so plan accordingly. The Commander generally has high everything, but not so
    high that he's dangerous. Note that Foot Soldiers also have grenade attacks,
    but they use them so rarely you'll probably never see one.
    
    =================================================
    
    After the fight, Ganz offers to take Lilia back to his shack for medical
    attention. Have Kharg talk to Maru and Paulette, then Ganz. Kharg will question
    him about his life, and you can ask for further elaboration if you wish. He's
    pretty obsessed with protecting the Isulo Forest. Anyway, heal up, fill your
    Spirit Stones, and leave.
    
    WORLD MAP, RAGNOTH
    --------
    Head for Yewbell again. You'll be waylaid by enemies at Scrappe Plateau, and
    must defend yourself.
    
    SCRAPPE PLATEAU, PART 3
    --------
    Lilia is reluctanct to bring peril to Kharg and company, but he won't hear of
    it. The group discusses Ganz and his ethics before getting jumped by some more
    Dilzweld. Oh boy.
    
    ==============================================
    KHARG BATTLE 8: More Frog-Men in Ugly Helmets.
    ==============================================
    
    Enemies: Commander Lv9 (Drop: Broken Sword)
    Foot Soldier Lv8 (x2)
    Rifleman Lv8 (x2)
    Attack Dog Lv8 (x2)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (Sleep Firecracker)
    Metal Drum (Super Bomb)
    
    My Levels: Kharg - 10
    Paulette - 10
    Maru - 9
    
    Strategy: Generally, I offer the same warnings as before. Now, however, you
    should clump your group together to make killing the Dilzweld easier. At this
    point, they don't have any group attack Skills, so you can form a tight unit to
    make things simpler for you. There's nothing really different about this battle
    from the last one, so handle the enemies similarly. The Broken Sword the
    Commander drops is worth 1200g at a shop, so you might want to keep a Rifleman
    alive so you can collect it from him.
    
    ==============================================
    
    After the battle, Maru comments on how all the soldiers look exactly the same.
    Makes sense. Just then, soldiers start coming out of the woodwork, and surround
    you. A Female Commander (Tatjana) appears. Dilzweld doesn't seem to care about
    the rights of independent nations (sound familiar?), and appeals to Lilia's
    humanity to get her to surrender. She, of course, quickly renegs on the deal,
    and tries to execute Kharg & Co. As the soldiers cock their rifles, Kharg
    begins to glow blue, and a big freaking whirlwind erupts from him, blowing away
    everyone who doesn't have a name. Lilia rejoins the group as Tatjana flees.
    
    Paulette concludes that Kharg can use Spirit Magic. Maru concludes that he's a
    reincarnation of the Hero. Okay. You're free to control Kharg again.
    
    Before leaving, take a look at your characters' skills. Kharg can use Magic
    now, and everyone has probably gained a class level, so take a look at your
    new available skills. When ready, exit.
    
    WORLD MAP, RAGNOTH
    --------
    You can now, finally, get to Yewbell.
    
    YEWBELL, PART 5
    --------
    Paulette seems upset. Go find Nafia, at Kharg's House. Kharg explains the story
    so far. Lilia claims Emperor Darkham Ekid na Bard of Dilzweld is out to conquer
    the world and needs a 'certain object' of hers in order to go about it. She
    still won't tell what it is, though. Nafia wants Kharg & Co. to accompany Lilia
    to The Republic of Cathena. He agrees, and they all go to bed.
    
    Nafia wakes Kharg in the night to tell him Lilia is gone. She sends him to look
    for her. Cruise around Yewbell if you want. You can talk to Paulette and a few
    other people. Lilia, however, is in The Castle Ruins. Go there. You'll run in
    on her playing her light-harp (an ortena) from the intro.
    
    Kharg and Lilia bond a little. She reveals that her mother is dead and she
    doesn't know where her father is. Afterward, she explains exactly what the
    'certain object' is. It's the Light Stone, one of the Great Spirit Stones, like
    Kharg's Wind Stone. When he whips his stone out, the Light Spirit manifests.
    
    It wants all five stones to be brought together and saved from the darkness.
    Then, an infinite power will be born.
    
    Lilia reveals that Darkham already has the Earth Stone. For a quite stone
    recap, this means that the Water and Fire Stones have whereabouts unknown,
    Darc and Kharg each have half the Wind Stone, Lilia has the Light Stone, and
    Darkham has the Earth Stone.
    
    Kharg pledges himself to the defense of Lilia as Paulette spies on them.
    
    When you regain control, simply go back to Kharg's House and speak to Nafia.
    She gets filled in, but is still intentionally vague on the subject of Kharg's
    father.
    
    In the morning, go over and talk to Paulette and Maru. They take it upon
    themselves to fix the Big Owl.
    
    Head to the pub and speak to Zev. Ask him about the airship, then about the
    Control Parts. He suggests a salvage job over at Scrappe Plateau.
    
    Leave the pub. Take this chance to stroll around Yewbell. There's new dialogue.
    Buy whatever you want or need, and get out of town.
    
    WORLD MAP, RAGNOTH
    --------
    Scrappe Plateau, first and foremost.
    
    SCRAPPE PLATEAU, PART 4
    --------
    Head left and over to the airship. Examine it, and you'll see a part just out
    of reach. Go over to the control panel with the big red light on it and try the
    lever. Seems you need a battery. If you recall, there's one in Plumb Canyon, so
    let's go there.
    
    WORLD MAP, RAGNOTH
    --------
    Plumb Canyon, here we come.
    
    PLUMB CANYON, PART 3
    --------
    Go down the ramp and examine the big copper cyllinder embedded in the black
    rectangle stuck in the ground. Take the battery. Leave the area.
    
    WORLD MAP, RAGNOTH
    --------
    Head right back to where you came, Scrappe Plateau.
    
    SCRAPPE PLATEAU, PART 5
    --------
    Put the battery in the open battery case. The control panel will turn green.
    Examine it, and pull the lever. Examine the now-raised airship and take the
    Control Parts to end the latest fetch quest.
    
    Now all you need is someone who knows basic airship repair. That would be
    very useful. Leave the Plateau.
    
    WORLD MAP, RAGNOTH
    --------
    Mosey on over to Yewbell.
    
    YEWBELL, PART 6
    --------
    Go over to Kharg's House to walk in on another secret conversation. Nafia's
    worried about Kharg's magical talents. Collect Lilia and leave the house. Buy
    anything you need in Yewbell right now, because you won't be back for awhile.
    Once all your pressing business is over with, exit the area via the main
    archway.
    
    WORLD MAP, RAGNOTH
    --------
    Set course for Dragon Bone Valley, but be prepared to arrive at Isulo Forest.
    
    ISULO FOREST, PART 2
    --------
    Notice the lack of Ganz, and the recently repaired bridge. Cross it and leave.
    
    WORLD MAP, RAGNOTH
    --------
    Go directly to Dragon Bone Valley. Do not pass Go. Do not collect $200.
    
    DRAGON BONE VALLEY, PART 2
    --------
    Apparently, Kharg's going to attempt home airship repair. Brilliant. The team
    spots Ganz, and moseys over to talk to him. He wants to get to Aldrow himself,
    so he agrees to help with repairs in exchange for a one way ticket. You'll
    enter the Big Owl.
    
    BIG OWL
    --------
    The open doorway on the Big Owl is the way out. The closed one in the back
    leads to free healing. The save point is in the corner. Use the latter two,
    and talk to Ganz. Tell him you're ready, and Lilia will spot Nafia coming up
    the path. Exit the Big Owl.
    
    There's a short and almost touching scene with Nafia. When it ends, you're back
    in the Big Owl. Talk to Ganz, and the control panel will light up. Go to
    examine it. Select Yes, then Move, and then Aldrow.
    
    You'll see the Big Owl taking off.
    
    When you control Kharg again, go and talk to Lilia. She'll talk about her
    personal history a bit, and Maru makes a snide comment, before the Dilzweld
    shoot down the Big Owl AGAIN.
    
    When you come to, Lilia is gone, but she's left a note saying she fled to avoid
    bringing Kharg & Co. any more danger.
    
    With that, heal, save and exit the Big Owl, in that order.
    
    ASHEEDA FOREST
    --------
    No sooner do you get out of the ship than you are attacked by Orcon.
    
    ==============================
    KHARG BATTLE 9: Orcs & Humans
    ==============================
    
    Enemies: Orcon Lv13 (x2)
    Orcon Lv12 (x2)
    
    Objective: Defeat the Deimos!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 10
    Paulette - 11
    Maru - 10
    Ganz - 9
    
    Strategy: The Orcon can't do anything resembling interesting. The only stat
    they have a reasonable amount of is DEF. They're slow, weak, don't move far,
    and have no good magic. Take this opportunity to level Ganz up if he's way
    behind the rest of the party. If you don't want or need to do that, just bowl
    them over quickly.
    
    ==============================
    
    After the battle, head back into the airship to heal, and then go out and bear
    left and down. You'll hit a new screen. Walk a bit forward to meet some more
    Dilzweld. Apparently they haven't found Lilia, either.
    
    ==============================================
    KHARG BATTLE 10: From Greenskins to Greencoats
    ==============================================
    
    Enemies: Foot Soldier Lv10 (x4)
    Rifleman Lv10 (x2)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 10
    Paulette - 11
    Maru - 10
    Ganz - 10
    
    Strategy: Yay, more Dilzweld idiots. They're a bit stronger than before, but
    they don't act any different, and you're a bit stronger, too. By now, you
    should have a pretty solid idea of what to expect from these guys and what you
    have to do to beat them. Might help to divide your characters to deal with the
    spread-out enemies. Get to it.
    
    ==============================================
    
    Heal and recharge. Head back up to the Big Owl, then down from there and to the
    right. You should encounter more Dilzweld. If not, wander around a bit and get
    into a random battle before trying the bottom right exit from the Big Owl
    area. Once you do find the Dilzweld, you'll start...
    
    =================================================
    KHARG BATTLE 11: From Greenskins to Greencoats II
    =================================================
    
    Enemies: Commander Lv11 (Drop: Amethyst Coating)
    Foot Soldier Lv10 (x2)
    Rifleman Lv10 (x2)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 11
    Paulette - 11
    Maru - 11
    Ganz - 10
    
    Strategy: This is almost exactly the same as the last battle, only there are
    fewer Foot Soldiers in exchange for the Commander. Refer to the previous battle
    notes for this one. The Commander drops an Amethyst Coating, so don't kill him
    last if you want it.
    
    =================================================
    
    After the battle, Tatjana shows up with six armed men. Thwarting your execution
    for the second time is a Strange Man (Samson), who comes out of nowhere with
    seven armed men. Tatjana takes a minute to do the math and runs away. Samson
    offers to send his henchmen (Boomer and Buster) off to look for Lilia while
    Kharg & Co. get some rest on his ship. When Kharg agrees, you're dumped to the
    world map.
    
    WORLD MAP, ALDROW
    --------
    There's nothing at Crossell Springs. Unless you want to wander about the forest
    fighting some more, head to Wilbur Shore.
    
    WILBUR SHORE
    --------
    Walk up towards the ship. Talk to the guy in front of the raised bridge and
    he'll demand a password. What you say is irrelevant, so once he drops the
    bridge, head on over. Admire the scenery and talk to the crew as you'd like.
    Samson is down the center stairway by the window. Save and talk to him.
    
    He knows a whole lot more than he's letting on, so Kharg's attempts to be
    evasive are futile. Kharg soon sets about trying to enlist Samson's help, but
    it's to no avail. Boomer comes in, and Samson tells you that Lilia's already
    at The Republic of Cathena, with Dilzweld in hot pursuit.
    
    You're done here, so leave the way you came.
    
    WORLD MAP, ALDROW
    --------
    Take a stroll down the yellow brick road towars The Republic of Cathena.
    Sometimes, it's totally obscured by a cloud so you can't see it, but it's
    there.
    
    THE REPUBLIC OF CATHENA
    --------
    Ah, a new town. The shops are on Kharg's right as he walks into town. Take a
    bit to check out the new stuff. Charge up on your typical Herbs and Stones,
    and if you're looking for better equippables, Bone Armbands and Amethyst
    Coatings all around are a good idea. If you have a lot of gods to spend, get
    Maru a Napping Bell as well.
    
    Take the time to wander about and take in the local atmosphere. The building
    on the north side of town is World Alliance HQ. Down from there, along the
    water, is the bridge to the Arena. You probably won't be able to handle
    anything past the Road of Wisdom in there, but you're welcome to try. When
    you're ready to get on with it, head up to World Alliance HQ and talk to the
    guard. Kharg uses his mad skillz to gain entry to the not-as-secure-as-it-looks
    HQ, while Ganz takes off to look after the Big Owl.
    
    Inside, head up the elevator for some more local color. You can examine the
    telescopes for some sweeping views of the city. When you're ready, head in the
    big archway up the stairs from the elevators.
    
    You'll walk in on something resembling a disgrace to democracy. It appears
    Lilia really hasn't arrived yet. Samson hoodwinked you. Kharg won't be for
    for sitting around, and storms out of the council chamber.
    
    End Kharg, Chapter 2
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.4 - Darc, Chapter 2: Ambition
    
    Darc, newly enthroned King of the Orcon, is holding henchmen auditions at the
    Orcoth Arena. None of them impress Darc, who is not at all confident in his new
    underlings' loyalty. He can only trust Deimos strong enough to betray him. Much
    like Delma, who's now going berserk in the dungeon.
    
    ORCOTH, PART 5
    --------
    Take a look at the new shop inventory. They sell Weapon Parts and Acessories
    now, but it's all stuff a lot weaker than the things you've seen with Kharg.
    Don't waste your money, unless you need Herbs, but Darc probably has Cure by
    now. The Orcoth Arena is now open, so if you want to attempt it, talk to Zoram
    in the Arena.
    
    Talk around before heading down to the Dungeon. Delma's clamoring for Darc, so
    go talk to her. She still doesn't believe Darc's story, true as it may be, so
    head on out once she's done talking.
    
    Leave Orcoth.
    
    WORLD MAP, ALDROW
    --------
    Head for The Church Ruins.
    
    THE CHURCH RUINS, PART 5
    --------
    Go over to the former Firble's nest. Seems one egg survived. Darc will set an
    annonymous Orcon to guard it for him, and then you're free to leave.
    
    WORLD MAP, ALDROW
    --------
    Take the last train to Orcoth.
    
    ORCOTH, PART 6
    --------
    Head over to the Arena. Zoram will meet you outside, saying a large Lupine has
    shown up in the Arena and defeated all comers. Darc jumps at the challenge.
    Buy Herbs if you want them, and enter the Arena. Walk over to the center of
    it to start a conversation. The familiar-looking Lupine tosses out the usual
    insults, and Darc tries to recruit him. The Lupine (Volk) is way too proud for
    that, so fighting must ensue.
    
    =================================
    DARC BATTLE 7: Death to Teen Wolf
    =================================
    
    Enemies: Volk Lv? (Steal: Balo Nut)
    
    Objective: Make Volk Surrender!
    Loss: Darc disabled.
    
    Destructables: None
    
    My Levels: Darc - 9
    
    Strategy: Charge straight toward him. He'll probably use his first turn to cast
    Heated Soul, so you'll get a free hit thereafter. The unpleasant effect of
    Heated Soul, however, is that it will make Volk much stronger. He'll probably
    do about 40 damage with a regular attack, so be sure to balance your healing
    with your attacks. He'll probably cast Water Crash a few times, which is a good
    thing, as that's a bunch weaker than his regular attack. Darc has a MUCH wider
    movement radius than Volk, so you can probably run endlessly from him if you
    need some time to heal up.
    
    That said, physically attacking Volk yourself probably isn't a great idea, so
    playing keep away and constantly casting Wind Slasher may be a good idea. You
    should be done with him quickly.
    
    TerranMarine99@aol.com tells me you're just as well off bumrushing Volk with
    Sword of Awakening, and Claws of Rage all in a row. It should work. Up to you,
    really.
    
    =================================
    
    The defeated Volk tells Darc his story and why he wants revenge against all
    humanity. Darc easily convinces him to join up, and Volk pledges himself to
    serve Darc eternally. Leave the Arena.
    
    Talk to Zugalo in front of the dungeon. Delma wants to talk to you again. Head
    down. Talk to her, and Darc will send Volk away. In an almost-touching moment,
    Darc lets Delma out, and she joins up. Darc is convinced he needs even stronger
    allies, so the party decides they need a way to get off the continent.
    
    Save and equip your characters as you'd like before going towars the exit. Talk
    to the green skinned Orcon right in front of it and question him about the
    strange light he saw crash into Asheeda Forest. Volk will comment that it's
    probably one of the humans' great flying ships of doom, and must investigate.
    Leave Orcoth.
    
    WORLD MAP, ALDROW
    --------
    Asheeda Forest. You've been there before.
    
    ASHEEDA FOREST
    --------
    No sooner have you arrived than you're thrust into battle with the Dilzweld.
    
    ========================================
    DARC BATTLE 8: I'm Sensing a Theme Here
    ========================================
    
    Enemies: Commander Lv10 (Drop: First-aid Kit)
    Foot Soldier Lv9
    Rifleman Lv9 (x2)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 10
    Delma - 8
    Volk - 10
    
    Strategy: Same deal as with Kharg. This isn't even the largest grouping of
    Dilzweld you've fought. They just barely outnumber you. There's nothing new
    here. Commander drops a First-aid Kit. Get on it.
    
    ========================================
    
    Darc has no time for talk. There are humans to find. Head over to the right and
    up. Move towards the Big Owl crash site. Once you reach the big Owl itself,
    there will be more Dilzweld. Darc discovers they're looking for a Lilia before
    they attack.
    
    
    ===========================================
    DARC BATTLE 9: I'm Sensing a Theme Here II
    ===========================================
    
    Enemies: Commander Lv10 (Drop: Stone Coating)
    Foot Soldier Lv9
    Rifleman Lv8 (x2)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 11
    Delma - 9
    Volk - 11
    
    Strategy: This is almost the exact same battle as before. In fact, it's easier,
    as the enemies are weaker and clumped for you. If Darc has Tornado, you can
    probably kill three of them before they can move.
    
    ===========================================
    
    Darc figures it'd be a good idea to find the Lilia before the humans do. Bear
    down and to the right to run into another group of Dilzweld, this one led by
    Tatjana. Darc discovers the true nature of Lilia before they attack.
    
    
    =========================================
    DARC BATTLE 10: It's Not Easy Being Green
    =========================================
    
    Enemies: Tatjana Lv? (Drop: Gorgeous Ring; Steal: High Heels)
    Commander Lv9 (Drop: 376g)
    Foot Soldier Lv9
    Foot Soldier Lv8
    Rifleman Lv8 (x2)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 11
    Delma - 9
    Volk - 11
    
    Strategy: There's really nothing you can do to prevent this battle from
    turning into an all-out brawl. Go straight in, avoid clumping up, and smack
    as many enemies as possible with every attack. Tatjana's really not that much
    more powerful than a Commander, but her Special Attack is a bit better, and
    she can sleep you. Use any group attack magic you have to your advantage. This
    battle's really just a bigger version of the last two, nothing too exciting.
    
    Note that you CAN'T get both Tatjana's drop item and her steal item. The High
    Heels increase the attack range of Darc's secret character, while the Gorgeous
    Ring gives double gold drops in exchange for a speed penalty, and has a 12000g
    selling price. Up to you which you want.
    
    =========================================
    
    Tatjana uses Mirage Field to escape, but Volk can still smell her and gives
    chase. Darc and Delma see Lilia in the bushes, and follow her to Crossell
    Springs.
    
    CROSSELL SPRINGS
    --------
    Walk towards the water to start a scene. Darc stumbles upon Lilia, but before
    anything happens Delma comes up behind him and stabs him in the back. She's
    waited three long days to have her revenge, and leaves Darc to die.
    
    Lilia will have none of that. She cleans and bandages Darc's wounds, saving his
    life. Darc can't believe it, and demands to know why the Dilzweld are looking
    for her. The Light Spirit appears and gives a speech you've heard already. Darc
    deduces everything way too easily and takes Lilia with him. They exit.
    
    WORLD MAP, ALDROW
    --------
    Go back to Asheeda Forest.
    
    ASHEEDA FOREST, PART 2
    --------
    You'll hang around just long enough to meet up with Volk before you get dumped
    to the map again.
    
    WORLD MAP, ALDROW
    --------
    Back to Orcoth!
    
    ORCOTH, PART 7
    --------
    You'll show up just in time to find Delma bragging about murdering Darc. Move
    Darc down there. Delma will get scared half to death, and Darc will take her
    to the Arena. After an odd conversation, Darc makes Delma promise to kill him
    one day, and she joins up again.
    
    After an expected scene with Lilia, she gets tossed into the dungeon. Go down
    there. Delma and Volk will leave you outside.
    
    Lilia shares what she knows about the Great Spirit Stones and about Kharg. Darc
    leaves her locked up and leaves.
    
    For their quest for the other three stones, Darc & Co. need a method of
    intercontinental travel. Talk around town, they've all got new dialogue. Leave
    Orcoth.
    
    WORLD MAP, ALDROW
    --------
    The Church Ruins, double time.
    
    THE CHURCH RUINS, PART 6
    --------
    Head over to the monster nest. A Firble hatched from the egg. The plan is to
    raise it into a Pyron, and only Gorma knows how to do that. Leave the area.
    
    WORLD MAP, ALDROW
    --------
    We're going back to Orcoth.
    
    ORCOTH, PART 8
    --------
    Go to Gorma's train car and tell him about the Firble. He'll give a basic crash
    course in how to raise a Firble into a Pyron. He says you need three kinds of
    feed, a Rebound Fruit, Phoenix Blood and a Fire Fragment. Ask him about all
    three, exit the conversation, check out the changed dialogue around town, and
    leave Orcoth.
    
    WORLD MAP, ALDROW
    --------
    First, Geedo's House.
    
    GEEDO'S HOUSE, PART 4
    --------
    You can open the chest now. Inside is the Phoenix Blood (which you need) and
    Ancient Tablet #1. Kirjath the Fallen immediately shows up and begins a short
    (read: long) fetch quest: Find all the Ancient Tablets! Yay! You're done here.
    
    WORLD MAP, ALDROW
    --------
    Second, Tindalos Woods.
    
    TINDALOS WOODS
    --------
    Just keep fighting random battles here against Crimson Rhokes. Eventually,
    after one battle, you'll get a little popup that says you now have a Rebound
    Fruit. It might take awhile. It only seems to happen with one specific type
    of random battle, too. You're done when you have it.
    
    WORLD MAP, ALDROW
    --------
    Third, The Church Ruins.
    
    THE CHURCH RUINS, PART 7
    --------
    Go over and feed the Rebound Fruit and the Phoenix Blood to the Firble. Leave.
    
    WORLD MAP, ALDROW
    --------
    Go to Orcoth.
    
    ORCOTH, PART 9
    --------
    Go to Gorma's house. He isn't home. Wonderful. Ask the girl outside where he's
    gone. She doesn't know. Double wonderful. Head into the dungeon. Lilia's
    serenading about half of Orcoth. Darc puts a stop to it. Gorma says he left
    the Fire Fragment at the store. Talk to Lilia before you leave. Head up to the
    shop. Gorma did indeed leave the Fire Fragment there, but the Qurop is charging
    500g for it. Fork it over, 'cause you can't really go anywhere if you don't.
    Leave Orcoth after doing any shopping you need.
    
    WORLD MAP, ALDROW
    --------
    The Church Ruins, of course.
    
    THE CHURCH RUINS, PART 8
    --------
    When you feed the Firble the Fire Fragment, it promptly passes out. Darc
    endeavors to go lay the smack down on Gorma. Exit.
    
    WORLD MAP, ALDROW
    --------
    Back to Orcoth. Again.
    
    ORCOTH, PART 10
    --------
    You arrive to find Lilia's ortena on the ground and Orcon corpses littering the
    streets. Head into the dungeon. You find Lilia gone, and Zugalo in her place.
    Zugalo quickly expires. Head upstairs. Go into the Arena. It seems the Dilzweld
    raided Orcoth, stole Lilia, and fled to the Varam Barrens. It's up to Darc to
    give chase. Walk around, take in the new dialogue, heal, stock up, and leave.
    
    WORLD MAP, ALDROW
    --------
    Varam Barrens, here we come.
    
    THE VARAM BARRENS, PART 2
    --------
    You'll walk in on the humans just after they've loaded Lilia onto their ship
    and left some contraption to deal with you. Battle is quickly joined.
    
    ===============================
    DARC BATTLE 11: A Head in a Jar
    ===============================
    
    Enemies: Argewalt Lv? (Steal: Life Tree Berry)
    Mandrake Lv12 (Summons)
    Witch Plant Lv13 (Summons)
    
    Objective: Destroy the Argewalt!
    Loss: Entire party disabled.
    
    Destructables: Dry Tree (empty)
    Dry Tree (empty)
    Dry Tree (empty)
    Steel Box (225g, 18 Spirit Stones)
    Steel Box (200g, Bone Armband)
    Steel Box (12 Spirit Stones, First-aid Kit)
    Steel Box (250g, Memory Cologne)
    Steel Box (12 Spirit Stones, Memory Cologne)
    Steel Box (200g, 15 Spirit Stones, Catfish Whiskers)
    Metal Drum (empty)
    
    My Levels: Darc - 13
    Delma - 11
    Volk - 12
    
    Strategy: Start by cutting a blazing swath through the destructable stuff in
    front of you to clear the field. The Argewalt will use its turns when you're
    not nearby to summon Witch Plants and Mandrakes. They shouldn't be too much of
    a challenge for you, and they clump, so knock them off as they approach while
    you move closer to the Argewalt. You might want to have Delma cast Speed Up
    on the party to prevent the deluge of monsters from becoming something you
    can't handle. As you move closer to the Argewalt, she'll forego more summoning
    in favor of directly attacking you with an area-around-it effect confusion
    spell, and an area-damage spell. Once you get near enough to her, send Darc
    and Volk on opposite sides of her and start whacking away with your strongest
    stuff. Keep Delma back to heal Confusion if necessary and to take out the
    monsters the Argewalt still manages to summon. If they become too much for her,
    break Darc and Volk off to clear the field a little. Once everything's at a
    level you can handle again, move them back and repeat as before. The Argewalt
    doesn't have that much HP, so as long as you keep healed and hit it with a
    steady stream of damage, you'll be fine. Sword of Awakening does a whole lot
    of damage to the Argewalt, and you should have it by now.
    
    ===============================
    
    You defeat the Argewalt, but are too slow to stop the airship. Camellia, the
    Pianta sage, will pop out of the Argewalt and walk over to the party. They're
    understandibly suspicious, but Cameilla explains her story. She was captured
    and enslaved by the Dilzweld (specifically, by Tatjana), and tortured for
    information about the Miracle Stone. She says it's in The Throne Room of the
    Coleopt Shrine on Adenade. Sounds like a destination. Camellia kinda blackmails
    you into coming along.
    
    By now, everyone's gained another class level, so make sure you learn the new
    skills you want. Camellia comes with the very useful Healing Rain spell.
    You're done here, so leave.
    
    WORLD MAP, ALDROW
    --------
    You've got a ticket to ride...to Orcoth.
    
    ORCOTH, PART 11
    --------
    Find Gorma. Talk. Darc yells at him before Gorma shares that the Firble was
    supposed to pass out. Thanks for telling us this now, old man. You're done in
    Orcoth for a long while at this point, so do anything here you want to do,
    'cause the plot ain't bringing you back. When you're ready, leave.
    
    WORLD MAP, ALDROW
    --------
    The Church Ruins is your goal.
    
    THE CHURCH RUINS, PART 7
    --------
    Apparently, the Firble is now a Pyron. Head up and to the right to find it.
    Is that thing weird looking or what? Darc tells it where he needs to go. It
    flies up into the air, quadruples in size, and comes back down.
    
    PYRON, ADENADE
    --------
    Apparently, Pyrons can't stay far from wetlands. Convienient. Darc now has the
    ability to call down the Pyron in battle. It can only do so a few times before
    its energy depletes. You can recharge it via the Recover command in the new
    Pyron section of the menu. The Pyron learns new skills as you feed it food
    depending on the color of its body, which also changes depending on what food
    you give it. All in all, it's less complicated than it sounds, but is more
    annoyance than I care to deal with. Talk to NPCs for better info. Just like
    with the Big Owl, you can switch continents, heal and save by talking to the
    Pyron. When you're through taking it all in, leave.
    
    WORLD MAP, ADENADE
    --------
    I recommend going to Rueloon first. However, you can go straight to the Coleopt
    Shrine if you wish. If so, skip the next section.
    
    RUELOON
    --------
    This is where you want to blow your money. The little open-air stands to the
    left are the merchants. Buy up the stuff you need first, and then move on to
    what you want. If you've got the money, I'd suggest Thorns of Revenge for
    Volk, Darc and Delma, an Aiming Device for Camellia, Bone Armbands and Amethyst
    Coatings all around, a Heavy Blade for Darc, a Steel Spike for Delma, and an
    Armored Swallowtail for Camellia. I doubt you've got enough for that, so pick
    and choose what you want.
    
    In the tend immediately right of the entrance is a snake charmer that seems to
    serve no use whatsoever. Just past the shops and to the left of the stairs is
    a little alley. The brown stone in the grass is, in reality, Ancient Tablet
    #5. Take it, and continue all the way down the path. You'll find a Coleopt
    Woman who'll sell you Coleopt Froth if you inquire. Buy a few, they may be
    helpful.
    
    Up the stairs and straight ahead is the Rueloon Arena. It's pretty difficult,
    as Spirit Stone using abilites are banned. Try it, if you want. To the left of
    there is the pub, where the healer and the save point are. You can examine
    the statues for a little background.
    
    Explore the town a bit more at your leisure and talk to everyone. Leave town
    when you're ready.
    
    WORLD MAP, ADENADE
    --------
    All roads lead to The Coleopt Shrine. Really, they do.
    
    THE COLEOPT SHRINE
    --------
    If you were expecting immediate combat, you're out of luck. This is an actual
    town. Can't buy anything or heal, though. Just wander about to learn and laugh
    a bit before heading across the bridge. You'll be given an ultimatum. Since you
    can't exactly continue the game if you don't head on through, ignore it and go.
    
    ======================================
    DARC BATTLE 12: The Obligatory Bug-Men
    ======================================
    
    Enemies: Coleopt Lv13 (x2)
    Coleopt Lv12 (x4)
    
    Objective: Beat the Coleopt Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 14
    Delma - 12
    Volk - 13
    Camellia - 14
    
    Strategy: These guys are just like any other, except for one thing that
    Camellia will quickly warn you about. If you get ability drained from their
    special attack, only a Coleopt Froth can fix it. If you didn't get any in
    Rueloon, the Coleopt here will drop some when you kill them. Other than that,
    just treat these guys like any other monster. They're rather strong, but you're
    much stronger. Use Spirit Stones as necessary. Again, watch out for the ability
    drain, as the battle is much harder if everyone gets hit with it.
    
    ======================================
    
    Head back into town. The dialogue has changed, and the woman who was selling
    Coleopt Froth in Rueloon has returned, with a larger shop inventory. No Herbs,
    though. Head back across the bridge and enter the shrine.
    
    A tentacle will come blasting out of the wall and warn you to leave. Not at all
    weird. It leaves as another explosion is heard -- apparently the Dilzweld have
    invaded as well.
    
    ======================================================
    DARC BATTLE 13: Fancy Meeting You in a Place Like This
    ======================================================
    
    Enemies: Commander Lv13 (Drop: Broken Sword)
    Rifleman Lv12 (x2)
    Foot Soldier Lv12 (x2)
    Foot Soldier Lv13 (x3)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 14
    Delma - 13
    Volk - 13
    Camellia - 14
    
    Strategy: The only thing new about these guys is their strange formation. You
    should have a pretty good idea of what you're up against, so I'll just leave
    you to it.
    
    ======================================================
    
    The Dilzweld Commander flees inside, so follow him. Camellia suddenly comes
    down with a terrible ulcer and can't follow, so go on without her. As you
    approach the Dilzweld, they brilliantly trigger a trap that strands you on a
    little isle. Camellia knew all this previously, however, and used it to her
    advantage, betraying Darc. Apparently, an ancient monster is sealed in the
    raised chest. Okay. It soon opens to reveal an oddly-dressed girl (Bebedora)
    who quickly possesses the Dilzweld officers and forces them to do her bidding.
    That is, of course, to kill Darc & Co.
    
    ============================
    DARC BATTLE 14: I'm Bebedora
    ============================
    
    Enemies: Commander Lv14 (Drop: Super Bomb, 273g)
    Rifleman Lv13
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 15
    Delma - 13
    Volk - 13
    
    Strategy: Oh, please. This is probably the easiest battle in the game. You
    ought to know what to do by now. Do it.
    
    ============================
    
    No rest for the weary. Bebedora springs monsters on you.
    
    ===============================
    DARC BATTLE 15: I'm Bebedora II
    ===============================
    
    Enemies: Skull Warrior Lv17 (x2) (Drop/Steal: Jade Beads, Amethyst Coating)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 15
    Delma - 13
    Volk - 14
    
    Strategy: Bit tougher than the last one. These guys are no pushovers, but
    they start separated, have no special attacks, and you outnumber them. Pick
    one, surround it, beat on it, then move to the next. They're physical
    powerhouses, so prepare to heal. You should be done quickly.
    
    ===============================
    
    Fearing mind control, Darc doesn't want to get too close. He talks to Bebedora.
    Intrigued by his soul, she tells him how to escape. Go and press the lever
    atop the water-logged stairs when you have control of Darc. Bebedora decides
    to join up, bringing your party back to an even four.
    
    Head down the stairs by the switch. Open the chest. Head back up. Walk past
    Bebedora's chest, and move toward the stairwell to the right of it. Head down
    that flight and up the flight next to it. Walk down, away from the door, until
    you reach the place where you originally entered the room. Head left and go
    down those stairs. Open the chest. Head back up the stairs and go down the
    stairs opposite. Pick up the Ancient Tablet at the foot of the stairs. Head
    up the path. Open the chest. Distribute the Water Balms in that chest. You'll
    use them soon. Head up the stairs. Save, heal, and enter the door.
    
    You'll see Camellia being beaten on by tentacles. She suddenly has a change of
    heart, and appeals to Darc for help. Just then, the party realizes that they're
    in the egg chamber where all the Coleopt hatch. Oops. Battle is joined.
    
    ===============================================
    DARC BATTLE 16: Queen of the Obligatory Bug-Men
    ===============================================
    
    Enemies: Selkis Lv? (Steal: Nothing)
    Coleopt Lv15 (x4)
    Tentacle Lv1 (x4)
    Coleopt Lv13 (Summons)
    Coleopt Larva Lv1 (Summons)
    
    Objective: Defeat Queen Selkis!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 15
    Delma - 14
    Volk - 14
    Camellia - 14
    Bebedora - 16
    
    Strategy: Start off by using the Water Balms you picked up earlier on the
    people you plan on moving close to Selkis. Once you're done with that, surround
    and begin to beat on the nearest tentacle. The tentacles will either sit still,
    attack or summon a monster. However, they've got horrid defense, so you should
    be able to take them on 5v1 one at a time. As they begin to summon regular
    Coleopt, take advantage of Bebedora and her new Mind Control ability to steal
    a few. That way, you can take advantage of the Coleopt Liquid Sphere for your
    own uses. If one of Bebedora's stolen enemies dies, just take another one.
    Bebedora's Black Out spell is also immensely powerful at this point, and can
    do around 90 damage to a tentacle. Take advanatge of these abilities now and in
    the future. Note that you can't mind control big enemies, which generally
    means stuff like the tentacles and Selkis here.
    
    When all four tentacles are done for, as well as the various summonables
    assocatied with them, charge toward Selkis. Don't go up the stairs for fear of
    her attacks. Instead, sit at the foot of the stairs and kill her Coleopt
    bodyguards just as you need the ones from the tentacles. Once they're dead, all
    that's left is Selkis.
    
    Make sure everyone you're moving toward her either has a Water Balm or Delma's
    Element Guard on them. She has two attacks; Blizzard and Sleepy Wind. Spread
    everyone out along her and let go with your strongest attacks. As earlier boss
    characters, she doesn't have the greatest HP total, so she'll die pretty
    quickly. Believe it or not, she'll also eventually run out of Spirit Stones
    and be unable to do anything.
    
    As for stealing from Selkis, I took a 74 MNT Darc into this battle and sat
    there, trying to steal from her. After about 30 tries, I gave up. If you know
    what she has, email me and I'll put it in.
    
    ===============================================
    
    Volk and Delma are set on vengeance, but Darc's more concerned with the Miracle
    (read: Water) Stone. The Water Spirit (of course) appears to Darc. It gives
    him warnings he's already heard and disregarded. With a grim acclamation, the
    Chapter ends.
    
    End Darc, Chapter 2
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.5 - Kharg, Chapter 3: Conflict
    
    Apparently, Kharg and the gang have been wasting time while Darc was off
    galavanting around the world. They looked for Lilia and......didn't find her.
    (Well, duh.) After a bit more bureaucracy, you'll gain control of Kharg.
    
    THE REPUBLIC OF CATHENA, PART 2
    --------
    Talk to the councilmen if you wish, then enter the door the Milmarnan Delegate
    (Savina) did. She fears for her country and, after Kharg's through explaining
    things, she figures her fears are justified. Savina shares an old legend from
    Epistia, a continent recently invaded by Dilzweld, about a Flame Egg hidden
    in the heart of a volcano.
    
    A soldier comes in with a report that the Dilzweld airship (the Megist) has
    just taken off from the Varam Barrens. This should give you an idea of what
    Darc's up to. The soldier also shares the fact that a girl fitting Lilia's
    description was taken onto the Megist. Kharg assumes they were headed to
    Epistia. Leave the room.
    
    Enter the chamber to the right of the main council chamber. (You just came out
    the one to the left.) Opposite the door, on the table, is a small green book.
    It's the Spirit Dictionary Volume 2, so take it. Leave the room, and head out
    of the building. The council tries to detain you, but pay no attention. Savina
    shows up and gives you the name of a contact in Epistia: Spencer. Leave the
    building. Talk to Ganz by the railing, and head into the arena. Talk to the
    two generic-looking guys off to the left. Ganz will be informed of the death of
    his friend, Rapier. (If you have total memory loss, it was Darc and Delma that
    killed him.) Ganz declares vendetta on Orcon in general, but joins Kharg rather
    than commit complete hari kari. Leave the arena.
    
    Walk around and talk, since the dialogue's changed. The shop inventory hasn't,
    though. Pick up what you need and head out.
    
    WORLD MAP, ALDROW
    --------
    Ganz moved the Big Owl right next to Cathena for you. Head over there. Heal,
    save, and head over to Epistia. When you arrive, leave the big owl.
    
    WORLD MAP, EPISTIA
    --------
    You'll want to go to the Kassim Highway.
    
    KASSIM HIGHWAY
    --------
    This is a Dilzweld checkpoint. Not good for you, but Kharg is a master of
    deception, after all. You should be fine, provided your supply of fake
    moustaches holds out. Talk to the troops as you make your way up the highway.
    You'll encounter a guy blocking the road. Talk to him, and he'll rattle off
    with a few questions. How you answer the first three is genuinely irrelevant.
    However, you must answer the fourth one correctly to avoid a battle. The
    correct response is the third one, Darkham Ekid na Bard. (The first, Darkham
    Entry Forbidden, however, is hilarious). I'll presume you avoided the fight
    here. Even if you don't, it's just against generic Dilzweld morons, so don't
    fret. You'll get dumped to the map afterward either way.
    
    WORLD MAP, EPISTIA
    --------
    Go to Sulfas.
    
    SULFAS
    --------
    You'll show up in time to watch a column of Dilzweld march out of town. You
    need to find Spencer, and are given control of the party. Enter the building
    with a flashing red sign and light pouring out of it. You'll see a Dilzweld
    officer yelling at the shopkeeper. You can't do anything, so leave. The Save
    Point is in the building on the other side of the large gate, for reference.
    
    Talk to the various citizens and occupation forces of Sulfas as you make your
    way to the upper left corner of the area. Enter the building there. Talk to the
    bespectacled man behind the counter. Kharg will question him about Spencer, in
    a very tactless manner. Talk to the guy reading the sign if you want, and leave
    the pub. Amble your way back over to the first building you entered. The
    soldier is still yelling at the shopkeeper. To save her from interrogation,
    Kharg employs his mad deception skillz. Thankful, the shopkeeper (Leonora)
    tells Kharg how to find her husband, who can help him find Spencer. She also
    gives him a password that you don't have to remember, 'The Dolban delight in
    dealing.'
    
    Leave the shop. Head down the short flight of stairs opposite the shop Talk to
    the man standing next to the barrel in the corner. Ask if he's Jaqual, and
    Kharg will give him the password. You can either buy something or ask about the
    resistance. He sells the generic Items and Spirit Stones, which have been given
    a price hike from here on out. If you don't want to shop or after you're
    done shopping, ask about the Resistance. He'll clue you in to a secret casino
    under the bar.
    
    Head back to the bar. Talk to the bartender again, and he'll throw an insanely
    easy riddle about dice at you. The man reading the poster conspicuously
    departs, leaving you an additional clue. Since the back and front of a die
    always adds up to seven, go over to the poster, and read the seventh rule. If
    you want, read the others for kicks. Press the button by the seventh rule.
    
    Head down the newly created stairs. You'll run into Spencer and, oddly, Zev.
    Run over and talk to Zev. He'll say he was looking for the Flame Egg, which
    prompts Kharg to explain the situation to Spencer. Since they can't launch an
    effective attack on The Mountain Stronghold without first liberating Sulfas,
    Spencer tasks Kharg & Co. with just that. In order to do that, the Main Plant
    must be reclaimed, and in order to do that, the Parenz Ruins and Viorav mine
    must be cleaned out. Sounds like Kharg's got a lot ahead of him. The guy
    behind the counter in this room will sell you some very good but very pricey
    Weapon Parts and Accessories. I reccommend Traitor's Souls, if you can afford
    them.
    
    Head out of the bar, and then out of Sulfas.
    
    WORLD MAP, EPISTIA
    --------
    Head to Kassim Highway.
    
    KASSIM HIGHWAY
    --------
    They dissed the threads, man. They gotta die.
    
    ======================================
    KHARG BATTLE 12: Them's Fightin' Words
    ======================================
    
    Enemies: Commander Lv12 (Drop: Rescue Kit)
    Foot Soldier Lv10 (x5)
    Foot Soldier Lv11 (x2)
    Rifleman Lv12 (x4)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Gunpowder Can (empty)
    Metal Drum (Confusion Firecracker)
    Metal Drum (empty)
    Steel Box (Reiki Leaf, 12 Spirit Stones)
    Steel Box (Guard Support, 12 Spirit Stones)
    
    My Levels: Kharg - 11
    Paulette - 12
    Maru - 11
    Ganz - 11
    
    Strategy: Man, there are a lot of these guys, but they are just ever so
    clumped. Maru should start. Have him run in and lay down a venom arrow. You
    should be able to hit six targets with it. After that, lay into them with
    the Special Moves. Get as many of them in each radius as possible. You should
    be able to knock off half of them within two turns all around. Don't be too
    zealous, however, if you want to break open all the destructable terrain
    objects. These guys are weaker than your average Dilzweld, and are easily
    breakable.
    
    ==============================
    
    When you're ready, leave the highway.
    
    WORLD MAP, EPISTIA
    --------
    Head to The Parenz Ruins first.
    
    THE PARENZ RUINS
    --------
    
    ===========================================================
    KHARG BATTLE 13: Generic Drawn-Out RPG Plot Quest Battle I
    ===========================================================
    
    Enemies: Commander Lv12 (No Drop)
    Shotgun Trap Lv9 (x2)
    Foot Soldier Lv12 (x2)
    Foot Soldier Lv10 (x2)
    Rifleman Lv11 (x2)
    
    Objective: Get the Parenz Ruins Back!
    Loss: Entire party disabled.
    
    Destructables: Scrap Mtn. (8 Spirit Stones)
    Scrap Mtn. (100g)
    Scrap Mtn. (80g, 11 Spirit Stones)
    Metal Drum (empty, explodes)
    Metal Drum (empty, explodes)
    
    My Levels: Kharg - 12
    Paulette - 13
    Maru - 12
    Ganz - 12
    
    Strategy: The only thing new here is the Shotgun Traps. They're much the same
    as Foot Soldiers, only they're slower, have no grenades, can't move as far,
    and are robots. Other than that, this is exactly the same as all the previous
    Dilzweld battles. Handle it in the same way as those, and don't forget to
    leave someone alive so you can get the Commander's drop and smash open all the
    barricades.
    
    ===========================================================
    
    Take a minute to check out everyone's skills, since they've all probably hit
    a class up recently. Feel free to wander around and look at the various broken
    televisions and refridgerators. You'll probably see something familiar. Before
    you go, look a little left of the broken television. You should see a big mass
    of rusted metal obscuring your view of a place you can walk within. Walk around
    over there pressing X until you enter conversation with Ziekbeck, a replica of
    Diekbeck, who you may or may not be familiar with. Don't believe him. You'll
    get a Shadow Talisman for your trouble, before breaking down. It's pretty well
    useless now, but it comes in handy later. Leave the ruins.
    
    WORLD MAP, EPISTIA
    --------
    Next stop, Viorav Mine.
    
    THE VIORAV MINE
    --------
    Be sure to heal before starting the battle.
    
    ===========================================================
    KHARG BATTLE 14: Generic Drawn-Out RPG Plot Quest Battle II
    ===========================================================
    
    Enemies: Gun Trap Lv13
    Gun Trap Lv12 (x3)
    Gunner Lv12 (x2)
    Foot Soldier Lv12 (x2)
    
    Objective: Get the Viorav Mine Back!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty, explodes)
    Metal Drum (empty, explodes)
    Metal Drum (empty)
    Metal Drum (empty)
    
    My Levels: Kharg - 13
    Paulette - 13
    Maru - 12
    Ganz - 12
    
    Strategy: What you'll probably notice is that Gunners and Gun Traps have very
    little HP, like the Shotgun Traps. In fact, Gun Traps are almost exactly the
    same as Shotgun Traps, and should be handled accordingly. Gunners are basically
    faster versions thereof, plus they have a little long range snipe attack a la
    the Riflemen. All in all, an easy battle. Just move from enemy to enemy and
    smush them.
    
    ===========================================================
    
    No secrets here, I'm afraid. Head out.
    
    WORLD MAP, EPISTIA
    --------
    Sulfas, STAT.
    
    SULFAS, PART 2
    --------
    The dialogue's changed, so talk around if you want. The doors to the Main Plant
    are wide open, so go in there when you're ready. Battle will soon follow.
    
    =============================================================
    KHARG BATTLE 15: Generic Drawn-Out RPG Plot Quest Battle III
    =============================================================
    
    Enemies: Commander Lv15 (Drop: Broken Sword)
    Rifleman Lv14 (x2)
    Foot Soldier Lv14 (x2)
    Foot Soldier Lv13
    Foot Soldier Lv12
    Gun Trap Lv12
    
    Objective: Get the Main Plant back!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (16 Spirit Stones, Rescue Kit)
    Steel Box (225g, 13 Spirit Stones)
    Metal Drum (empty)
    Metal Drum (empty, explodes)
    Metal Drum (empty)
    
    My Levels: Kharg - 13
    Paulette - 14
    Maru - 12
    Ganz - 13
    
    Strategy: Say it with me now. More of the same. Dilzweld must be cloning these
    guys. Anyway, start with the four enemies in front of you, then move to the
    four behind them. Use the same methods you've always been using. You can handle
    these guys by now. Go get it done, I'll be here when you get back.
    
    =============================================================
    
    You've freed Sulfas. Yay. Time to go back to Spencer for more plot, but first
    there's something to do in the Plant. Head through the door to your left. Head
    up, toward the sparking panel on the wall. Examine and touch it three times.
    Nothing comes of it, but see how quickly Kharg backs down from Paulette. :)
    
    Anyway, head back towards the main causeway. Walk along it toward the left
    until you hit a wall. Turn Kharg to the left and continue walking. At the end
    of this path, you'll see a book on the floor in front of some barrels. Take it.
    It's the Spirit Dictionary Volume 3.
    
    Now you can leave the plant. The tool shop in the building with the save point
    is open for business now. It only has one new thing on sale, Sapphire Coatings.
    The same is true over at Leonora's Shop, the new thing there being Great Herbs.
    Buy as many of each as you want before heading down to the casino beneath the
    bar.
    
    Talk to Spencer. It's time to attack the Mountain Stronghold and its three
    giant cannons, but the resistance members think only they should be allowed to
    do so. Weird. They leave to go charge into the jaws of death, and Kharg gets
    charged with saving them. You're done here, so head out of the bar and out of
    the city.
    
    WORLD MAP, EPISTIA
    --------
    Head for The Mountain Stronghold
    
    THE MOUNTAIN STRONGHOLD
    --------
    You arrive in time to see the Resistance Members being blasted to bits by the
    two giant cannons. (Spencer's intel sucks.) Looks like it's time for some
    heroism.
    
    ======================================
    KHARG BATTLE 16: Kharg to the Rescue!
    ======================================
    
    Enemies: Fortress Lv? (x2)
    Gun Trap Lv15 (x2)
    Gun Trap Lv11
    Gun Trap Lv10 (x3)
    Foot Soldier Lv14 (x2)
    Foot Soldier Lv12
    Foot Soldier Lv11
    Foot Soldier Lv10
    Rifleman Lv14 (x2)
    
    Objective: Rescue the Resistance!
    Loss: Entire party disabled.
    
    Destructables: Resistance (objective)
    Resistance (objective)
    Resistance (objective)
    
    My Levels: Kharg - 13
    Paulette - 14
    Maru - 13
    Ganz - 14
    
    Strategy: The corpses, sandbags and giant freaking holes in the ground from
    before the battle are all gone, interestingly enough.
    
    Welcome to the first battle with an objective that doesn't involve killing
    anything. No, to win this one you need to walk up to and examine all 3 kneeling
    Resistance Members on the map. Take a minute to find them all. One's way in the
    back, up the ramp and next to a Fortress.
    
    You can't kill the Fortresses. Don't even try. They, however, can blow you up
    nice and quickly, so you'll have to be very careful about staying out of their
    range.
    
    As the battle starts, stay down the stairs while taking out the enemies there.
    The Fortresses can't reach you, and they're pretty weak down there, so you'll
    have an easy time of it. Don't move off of the dirt until you've killed
    everything down there with you. During this process, try to conserve Kharg's
    Spirit Stones.
    
    If at any point you accidently step into Fortress range, move away. You'll see
    why.
    
    The Dilzweld at the top of the stairs will probably become attracted at some
    point. Let them come to you, despite the fact that they'll be sniping you and
    such as they come. It's important to stay out of cannon range. Once they've
    come down to the dirt, finish them off in the usual manner. You should now be
    left with just the two farthest Gun Traps and the Fortresses.
    
    Once that happens, move everyone up the stairs. Don't go up the ramp, as it's
    too far around to be of any use. Avoid clumping as much as possible. Your
    character with the best MOV (Kharg) should make a beeline for the farthest
    Resistance member as your other three characters absorb Fortress shots,
    rescue the other two Resistance, and take care of the remaining Gun Traps.
    Kharg should cast Cure on himself as he runs so he doesn't die in a hail of
    Fortress fire. Keeping to this strategy, you should get all three Resistance
    Members without losing anyone.
    
    Remember, to rescue the Resistance members, just move up to them and examine
    them. That is, act as though you're trying to talk to them. Hit Yes at the
    prompt. This does expend the character's turn.
    
    ======================================
    
    You're immediately dumped to the map.
    
    WORLD MAP, EPISTIA
    --------
    Head back to Sulfas.
    
    SULFAS, PART 3
    --------
    Back into the secret casino with you. The Resistance Members are now much less
    snooty and much more thankful. Still, the cannons are a problem. Maru suggests
    an aerial bombardment, but the Big Owl isn't equipped for that. Luckily, the
    Dilzweld left a large beam cannon behind. Yay. Ganz takes off to bring the Big
    Owl to the Main Plant, and you're left to mosey over there.
    
    Go back into the room where the Spirit Dictionary was. Head down the main
    causeway to find Spencer, who must have known a shortcut. The Big Owl lands
    promptly. The beam cannon looks like it can be attached, but you need a Tele-Op
    to use it. You don't have one, so you need to build it, out of an Antenna, a
    Magnetron, and an Integrated Circuit. You also need energy for the beam gun to
    the tune of 200 Spirit Stones. This calls for a fetch quest!
    
    Leave the Plant, and leave Sulfas.
    
    WORLD MAP, EPISTIA
    --------
    As before, The Parenz Ruins first.
    
    THE PARENZ RUINS, PART 2
    --------
    Walk clockwise around the ruins. Stop first at the microwave. Examine it, take
    the Magnetron. Stop second at the radio. Examine to snap off the antenna. Stop
    third at the computer. Remove the integrated circuit. That's all you came for.
    Go to the exit to be ambushed by British ninjas. Apparently, you've trespassed
    on Shinobi Gang turf, and it's time to throw down.
    
    ===================================================================
    KHARG BATTLE 17: Are You a Bad Enough Dude to Rescue the President?
    ===================================================================
    
    Enemies: Supreme Ninja Lv14 (Drop: Stone Crusher)
    Ninja Lv13 (x2)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty, explodes)
    Scrap Mtn. (Super Bomb)
    Scrap Mtn. (120g, Fire Balm)
    Scrap Mtn. (100g)
    
    My Levels: Kharg - 14
    Paulette - 15
    Maru - 13
    Ganz - 14
    
    Strategy: Bet you were waiting for the ninja to start showing up. Now that
    they're here, they're pretty much pushovers. It's 4v3, after all. They've got
    speed on their side, but not power. They're limited to normal attacks and
    a single Special Move. Nothing fancy, though they do have high AVO. Take them
    out.
    
    ===================================================================
    
    Ninja Vanish! Okay, you're done, leave.
    
    WORLD MAP, EPISTIA
    --------
    Now for the Viorav Mine
    
    THE VIORAV MINE, PART 2
    --------
    Go to the descending platform oppostie the entrance. Once you're off of it,
    it's clobberin' time!
    
    ================================
    KHARG BATTLE 18: Pretty Sparkles
    ================================
    
    Enemies: Stun Smog Lv14 (x2)
    Stun Smog Lv13 (x4)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 14
    Paulette - 15
    Maru - 14
    Ganz - 14
    
    Strategy: The only thing I have to say about these guys is to watch out for
    Paralysis. They tend to be liberal with it. Other than that, they have pretty
    uniformly low stats, so just beat the hell out of them and heal anyone who gets
    hit with Paralysis.
    
    ================================
    
    Head up the stairs after the battle ends, and then up the left-hand ramp. Push
    the detonator you'll find there, and it'll start raining Spirit Stones. And
    they say mining is difficult. All you have to do is cause as many cave-ins as
    possible. Sheesh. You'll come up with 242 Spirit Stones for your trouble. Leave
    the mine the way you came.
    
    WORLD MAP, EPISTIA
    --------
    Walk, don't run, back to Sulfas.
    
    SULFAS, PART 4
    --------
    Back into the beam cannon room with you. Talk to Spencer, and you'll then have
    a beam-cannon equipped airship complete with remote control. The Big Owl will
    take off, and you'll be left with a singular destination. You won't be back to
    Sulfas for awhile, so do all the talking and buying of items you need for the
    time being before setting off. I recommend Aquamarines for everybody.
    
    WORLD MAP, EPISTIA
    --------
    We're going to The Mountain Stronghold, one last time. (Perhaps.)
    
    THE MOUNTAIN STRONGHOLD, PART II
    --------
    ========================================
    KHARG BATTLE 19: Deja Vu All Over Again
    ========================================
    
    Enemies: Fortress Lv? (x2)
    Gun Trap Lv13 (x3)
    Gun Trap Lv12 (x5)
    Foot Soldier Lv13
    Foot Soldier Lv12 (x2)
    Foot Soldier Lv11 (x2)
    Rifleman Lv10 (x2)
    
    Objective: Destroy cannons. Defeat stronghold!
    Loss: Entire party disabled.
    
    Destructables: Gunpowder Can (empty)
    Steel Box (200g, Life Belt)
    
    My Levels: Kharg - 14
    Paulette - 16
    Maru - 14
    Ganz - 15
    
    Strategy: This battle is almost identical to the last Mountain Stronghold
    battle. There are only three differences; there are a few more enemies, they're
    all a bit weaker, and you can now destroy the Fortresses.
    
    You'll notice that Kharg now has a Big Owl Summon command located in his
    Special Moves menu like Darc's Summon Pyron command. The Summon Airship can hit
    anything on the map, so have Kharg use it on the Fortresses in his first two
    turns. They'll be gone after one hit each, and you'll be free to roll over the
    various generic Dilzweld and friends you've grown accustomed to killing by now.
    
    Don't waste the Big Owl's energy until you've blown up both Fortresses. Feel
    free to do so afterward, though. It's got a massive radius.
    
    ========================================
    
    You'll now have an Airship submenu, located exactly where the Pyron submenu
    was. Use it to recharge the Airship and to affix new Airship Parts to it, in
    order to make the beam different and/or stronger.
    
    Check out any new skills you may have just gained before heading up the ramp
    walk up the stairs by where the cannon used to be. Enter the door at the top
    of the next flight.
    
    Walk straight ahead and you'll be ambushed.
    
    =========================================================
    KHARG BATTLE 20: And Now For Something Completely Similar
    =========================================================
    
    Enemies: Commander Lv15 (Drop: Sapphire Coating)
    Rifleman Lv13 (x2)
    Foot Soldier Lv13 (x4)
    Foot Soldier Lv12 (x3)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty)
    Wooden Box (90g, Fireproof Gloves)
    
    My Levels: Kharg - 15
    Paulette - 16
    Maru - 14
    Ganz - 15
    
    Strategy: Well, damn. You're surrounded. The good news is, these are the same
    guys who you've been mercilessly slaughtering for most of the game now. The
    best way to break the encirclement is to kill the four Foot Soldiers behind
    you quickly in order to allow yourself to present a unified front against the
    other six. All the old Dilzweld rules apply.
    
    The Fireproof Gloves in the Wooden Box are a pretty good Accessory for
    Paulette, so you might want to take the time to get them.
    
    =========================================================
    
    The Commander passes out before warning you of the Deimos in the volcano. Zev
    shows up to tell you the volcano is about to erupt. Lovely. Kharg needs to get
    a move on. Head up the ramp and into the elevator.
    
    You'll be interrupted by a short scene involving Darkham and Lilia. Darkham
    seems to have full knowledge of the Fire Stone Shrine that Zev just informed
    Kharg of, so Kharg needs to be in even more of a hurry.
    
    When you regain control of Kharg, head down the path. Go right when it forks
    and open the chest. Head back to the fork and go left. Follow the winding road
    until you see an elevator and another chest. Open the chest. Equip the Red
    Charm you got earlier on someone who's not Paulette. Go up the elevator.
    
    =========================================
    KHARG BATTLE 21: Ruthless Dungeon Combat
    =========================================
    
    Enemies: Red Dragon Lv18
    Red Dragon Lv17
    Lakelta Lv15 (x3)
    Elemental Lv15 (x2)
    
    Objective: Defeat every last Deimos!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty)
    Metal Drum (empty)
    Gunpowder Can
    
    My Levels: Kharg - 15
    Paulette - 17
    Maru - 15
    Ganz - 16
    
    Strategy: New enemies, finally. These guys, obviously, are entirely fire-based.
    Equip any Aquamarines you have as the battle starts, they'll help.
    
    The enemies really aren't all that dangerous, especially if you've got
    Aquamarines on everyone. Like most other enemies in the game, they have
    horrible HP, and are slow. However, you still need to watch out for their
    super-duper fire magic on your unprotected characters. They can do a good
    amount of damage if you get too cocky. The Lakelta also have a little
    circle-effect tech (like Rolling Axe) that you should be prepared for. Also,
    the two Dragons can do decent physical damage.
    
    Anyway, heed my warnings and clean them up as you do everything else.
    
    =========================================
    
    Oddly, you'll appear in front of the elevator you weren't fighting in front of.
    Head down the path to find the battlefield and the next elevator. Take it.
    Follow the winding path. Take the wood bridge next to the elevator and open the
    chest, then get on the elevator.
    
    ===========================================
    KHARG BATTLE 22: Ruthless Dungeon Combat II
    ===========================================
    
    Enemies: Lakelta Lv16 (x2)
    Lakelta Lv15 (x2)
    Great Phoenix Lv15 (x4) (Steal: Phoenix Tail Feather)
    
    Objective: Defeat every last Deimos!
    Loss: Entire party disabled.
    
    Destructables: Wooden Box (90g, Super Bomb)
    Wooden Box (110g, 10 Spirit Stones, Red Charm)
    
    My Levels: Kharg - 15
    Paulette - 17
    Maru - 16
    Ganz - 16
    
    Strategy: Just when you thought they were done with 'more of the same.' The
    Lakelta are exactly the same as before, and the Great Phoenixes are simply
    fire-elemental Rhokes. Beware the fire attacks and go for it.
    
    =========================================
    
    Bear right and head towards the elevator. Take it. Walk down the path. When it
    forks, take the fork on Kharg's right (your left). Ignore the elevator shaft
    and follow the wood bridge all the way to the chest at the end of it. Open it
    and go back to the first fork. Take the path you didn't the first time. Heal
    and save your game. Go through the door at the end.
    
    You'll see Tatjana's company arrive and get quickly ambushed by some very large
    Deimos. They're the three Lakelta brothers (Fulkrum, Tsee, Tsaw), who don't
    hesistate to display their awesome verbal skills. Their intentions are obvious,
    however.
    
    Kharg arrives just in time to see everyone but Tatjana running for their lives.
    She's pretty well trapped. Though Kharg can easily use this to his advantage,
    his heroic tendencies kick in. Tatjana must be saved.
    
    Walk across the bridge. It's clobberin' time.
    
    =========================================
    KHARG BATTLE 23: Kharg to the Rescue! II
    =========================================
    
    Enemies: Fulkrum Lv? (Drop/Steal: Fire Talisman)
    Tsee Lv? (Drop/Steal: Heat Blade)
    Tsaw Lv? (Drop/Steal: Silk Bowstring)
    
    NPC: Tatjana Lv?
    
    Objective: Defeat the Three Laketla Brothers!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 16
    Paulette - 17
    Maru - 16
    Ganz - 17
    
    Strategy: Yee haw. Okay, first thing's first. These guys can do some DAMAGE,
    and they're all faster than you. You're going to need to adopt a divide and
    conquer strategy, which is made a whole lot easier by the fact that Tsee
    blindly charges you at the start of the battle. Lay into him with all your
    strongest attacks. If Maru's got Binding Arrow you can probably Paralyze Tsee
    on his first turn. Just keep going at him. Ignore the other's attacks and
    Tatjana's safety, as the former aren't anything you can't heal and the latter
    is irrelevant. These guys have some pretty strong Special Moves, so keep healed
    and avoid clumping if at all possible.
    
    Once Tsee's down, the whole process becomes easier. Pick up his drop and move
    on to one of the others. I suggest Fulkrum next. Do the same to him as you did
    to Tsee, keeping all the same precautions. Then, move on to the last brother.
    If you want his item, have Maru steal it from him. If not, just kill him and
    be done with it.
    
    Notice Tatjana has a different character portrait when she speaks in battle.
    Hmmm.......
    
    =========================================
    
    Predictably, Tatjana isn't very grateful. Follow her up the ramp, across the
    bridge and up the stairs. Go up to her. She can't seem to take the Fire Stone.
    When Kharg approaches, however, he lurches back in pain, and the Fire Spirit
    speaks through the stone. Kharg takes it, which prompts the Fire Spirit to
    manifest. It says nothing too remarkable.
    
    Darkham shows up and threatens to kill Lilia if the Fire Stone isn't handed
    over. Expert hostage negotiator Kharg makes his demands, while we see a
    Dilzweld Officer plant a bomb on the wooden suspension bridge.
    
    Walk down to the bridge. Kharg, in a feat of brilliance, hands over the Fire
    Stone first. The bomb explodes, Kharg gets knocked out, and the bridge
    collapses. Lilia is gone, unharmed, but you're stuck in the crater of a
    volcano that's about to erupt.
    
    Go around and talk to everyone, especially Tatjana. Afterward, go back down the
    stairs and talk to Ganz. Samson will show up and save the party. Go back for
    Tatjana. Kharg convinces her to come along. Head back to the rope ladder and
    climb.
    
    You'll be treated to a scene involving Darkham and an oddly familiar man. They
    have plans to acquire the Water and Wind Stones, and set course for Dragon Bone
    Valley.
    
    End Kharg, Chapter 3
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.6 - Darc, Chapter 3: Love and Hate
    
    You'll find yourself in Rueloon. Delma and Camellia will squabble for a minute
    before you're clued in to the fact that the Drakyr have found Darc. Darc gives
    everyone some R&R time.
    
    RUELOON, PART 2
    --------
    The shops haven't changed, but the dialogue has. Wander around and talk to the
    citizens and various members of Darc's party. You might learn something. Make
    your way into the bar when you're done conversing. Talk to the Balar at the
    foot of the stairs and take him up on his offer of a free night's sleep.
    
    Camellia and Volk can't seem to fall asleep. Volk goes to the bar for a drink,
    leaving Darc alone in his room. Camellia uses the opportunity to steal the
    Water Stone. She was headed outside. Follow the trail. Take the time to talk
    around if you want, but she went into the Arena, so go there.
    
    Camellia's engaged in a ritual attempting to reclaim her youth. This amounts
    to the perfect opportunity for the Drakyr, led by a Mysterious Deimos
    (Droguza), to rob her. When Darc shows up, they decide to make an attempt on
    the Wind Stone, as well.
    
    ====================================
    DARC BATTLE 17: The Latest Contender
    ====================================
    
    Enemies: Droguza Lv? (Steal: Swordsman's Blade; Drop: Nothing)
    Drakyr Lv13 (x2)
    Drakyr Lv12 (x2)
    
    Objective: Defeat Droguza and the Drakyr!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 17
    Delma - 15
    Volk - 15
    Camellia - 15
    Bebedora - 16
    
    Strategy: I won't bother to explain the Drakyr. You've fought them before, you
    know what they do. Droguza is just above-average all around, and likes to cast
    Black Out. You shouldn't have any trouble with him. Concentrate on him first
    if you'd like. There's nothing too remarkable about this battle, other than
    Droguza's sudden appearance.
    
    ====================================
    
    Darc lets Droguza escape, predictably. Darc leaves Camellia alone, for he's
    sick of executing traitors.
    
    Walk around and talk some more before returning to the bar and going back to
    sleep.
    
    Camellia explains that using all five Spirit Stones would result in evolution
    into the Ultimate Deimos. Nifty. Darc decides to head for the Drakyr homeland,
    on Ragnoth. Sounds like a plan.
    
    WORLD MAP, ADENADE
    --------
    Go to your Pyron and take flight to Ragnoth.
    
    WORLD MAP, RAGNOTH
    --------
    Walk past The Edge of a Sea of Trees to Drakyrnia.
    
    DRAKYRNIA
    --------
    Surprisingly, you're not being accosted by hordes of rabid Drakyr. Head stright
    forward and into the doorway. This is the shop. The big piece of brown stone
    over on the right hand side is an Ancient Tablet, so pick it up. At the shops
    themselves, there are now Sapphire Coatings and some other fun stuff. If you've
    got more money than you can spend, Sleep Bug Eggs for Camellia and a Rabbit
    Stuffed Animal for Bebedora are good investments.
    
    Save and head out into the beautiful open air. Wander about talking to the
    Drakyr as you make your way over to the right. Head up the many flights of
    stairs. About halfway to the top, an Old Drakyr (Sagan) will stop you. He's a
    former servant of Windalf's, and recognizes Darc. Darc tries to pry information
    out of him, but he plays dumb, referring Darc to the Drakyr Elder (Williwo).
    
    Continue on your way and enter the door Sagan pointed out to you. Talk to the
    large Drakyr, Williwo. Learning of Wildalf's death, he casts one final insult
    his way. Darc questions Williwo about the whereabouts of Droguza and the Water
    Stone. Williwo says he won't tell, and that the Drakyr followers of Droguza
    had abaonded the Drakyr tribe years ago. He'll only tell Darc if he passes the
    Dragon Ordeal and becomes King of the Drakyr. Don't bother refusing, you won't
    get anywhere that way. The cave you must enter for the Ordeal is in Dragon Bone
    Valley, and the Ordeal is one Darc must endure alone. You're now primed to
    leave Drakyrnia. Darc really is going to have to do the Dragon Ordeal by
    himself, if you didn't believe Williwo. Buy herbs if you think he'll need them.
    
    WORLD MAP, RAGNOTH
    --------
    I'll make this clear for you. The Dragon Ordeal is really, really easy if Darc
    knows Dragon Fang Sword. If you want a quick time of it, have him learn that
    before embarking.
    
    To Dragon Bone Valley with you. You know the way.
    
    DRAGON BONE VALLEY
    --------
    It's under Dilzweld occupation. Wonderful.
    
    =======================================================
    DARC BATTLE 18: Every Dilzweld Soldier is Named 'Steve'
    =======================================================
    
    Enemies: Commander Lv17 (Drop: Broken Sword)
    Rifleman Lv17 (x2)
    Foot Soldier Lv18 (x2)
    Attack Dog Lv16 (x6)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (12 Spirit Stones, Revival Medicine)
    Steel Box (Power Berry)
    Steel Box (275g, 18 Spirit Stones, Life Ring)
    Wooden Box (empty)
    Wooden Box (80g)
    Metal Drum (empty, explodes)
    Metal Drum (empty, explodes)
    Metal Drum (Rescue Kit)
    
    My Levels: Darc - 17
    Delma - 15
    Volk - 16
    Camellia - 16
    Bebedora - 17
    
    Strategy: Look, I'm not going to insult you by explaining this battle to you.
    It's more Dilzweld. This isn't the first time you've fought them, and, though
    I know you wish it were so, it's not going to be the last. Just take care of
    them the same as you have all the rest.
    
    =======================================================
    
    Bebedora offers some cryptic and irrelevant insight as you regain control of
    the party. Head over to the cave, but don't go in. Look at the ground out in
    front of it and you should see a brown object. Go over and examine it, it's
    another Ancient Tablet. Be sure to GET IT NOW, because you can't come back for
    it later. When you've got it, go toward the cave. Give Darc all the herbs he
    can carry, and go in. Everyone else will wait outside for him
    
    When you're in, walk past the dragons and up the stairs. Take the crown at the
    top of them. Walk back down and out of the cave.....or not. The dragon statues
    spring to life on you. They identify Darc as a bearer of the crest of Will, and
    identify Williwo as the father of Windalf. Parentage isn't enough, though. This
    test requires a fight.
    
    =================================
    DARC BATTLE 19: The Dragon Ordeal
    =================================
    
    Enemies: Gold Dragon Lv? (Drop/Steal: Dragon's Wrath)
    Silver Dragon Lv? (Drop/Steal: Storm Talisman)
    
    Objective: Defeat dragon. Pass Dragon Ordeal!
    Loss: Darc disabled.
    
    Destructables: None
    
    My Levels: Darc - 17
    
    Strategy: Though this doesn't look at all good for Darc right from the outset,
    there are a few things about the dragons that make it easier. One, they're not
    too powerful, and two, they only have about 150 HP each.
    
    As soon as the battle starts, they'll fly straight at you. You're going to want
    to unload your most powerful attack that can hit both of them (read: Dragon
    Fang Sword/Sword of Awakening), and they should go down before Darc does.
    HOWEVER, if you want their items, and they have damn good items, you're going
    to have to take them out one at a time.
    
    And that's not going to be easy. Pick one of them (I suggest the Silver, it's
    a bit stronger), walk over there, and let your strongest stuff go. They'll
    probably damage you to the extent that you're going to have to heal every other
    round, but you've got herbs for that. Once one of them is down, it gets easier,
    but you've gotta stand next to the one remaining and keep trying to steal from
    it. It may take a few tries. Once you've got the item, off it any way you can.
    
    Now, these guys may be super-difficult if you're underleveled. The key is to
    hit both of them at once. That'll make life tons easier for you, and they'll
    die a bunch faster. As I said before, Dragon Fang Sword can work wonders. Two
    castings of that will likely be enough to take one or both dragons out of the
    fight. If you're finding this battle impossible, go back and level Darc up to
    learn that Special Move. You should find it much easier after that.
    
    =================================
    
    The Dragon Soul shares some more info with Darc that you already know at this
    point. Leave the cave when it's done.
    
    Darc, as many in this game are, isn't very forthcoming with the info, so beat
    a hasty retreat out of the valley.
    
    WORLD MAP, RAGNOTH
    --------
    Drakyrnia's where you need to be.
    
    DRAKYRNIA, PART 2
    --------
    Everyone's dialogue has changed, so talk all around while heading up towards
    Williwo. Darc will stop about halfway and decides he wants to talk to him
    alone. Talk to your compatriots if you wish, but you're needed in Williwo's
    room.
    
    Williwo nearly collapses from sickness as Darc walks in. Go and talk to him. He
    tells you Droguza & Co. are probably at Thunor Point. It seems they've allied
    themselves with the Dilzweld. You'll get a popup menu soon. Ask about
    everything, Droguza, Windalf's past, Nafia, Nafia's other child...everything.
    Williwo is, as you can tell, grossly misinformed on the whole matter, but
    that can be expected. Once the never mind option appears, take it and leave.
    
    Head back to where you left the party. They'll join up again. Prime yourself to
    go, and go.
    
    WORLD MAP, RAGNOTH
    --------
    Destination: Vayu Dam Ruins.
    
    VAYU DAM RUINS
    --------
    Now that's an unholy alliance if I ever saw one. Darc and I agree that liberal
    stabbage must be applied.
    
    ===================================
    DARC BATTLE 20: Those Dam Ruins...
    ===================================
    
    Enemies: Commander Lv15 (Drop: None)
    Drakyr Lv15 (x2)
    Rifleman Lv14 (x3)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Damp Tree (Magefoil)
    Steel Box (275g, Bountiful Fruit)
    
    My Levels: Darc - 18
    Delma - 16
    Volk - 17
    Camellia - 16
    Bebedora - 17
    
    Strategy: It's your two favorite groups of generic repeating enemies, Dilzweld
    and Drakyr! They almost rhyme! Oh, the creativity. Anyway, you shouldn't need
    a strategy for this one beyond the one I gave you two chapters ago. Just kill
    them.
    
    ===================================
    
    Out of the frying pan, into the slightly warmer frying pan....
    
    =====================================
    DARC BATTLE 21: Those Dam Ruins... II
    =====================================
    
    Enemies: Commander Lv16 (Drop: None)
    Gun Trap Lv15 (x2)
    Rifleman Lv16
    Rifleman Lv15
    Foot Soldier Lv15 (x3)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (Rescue Kit)
    
    My Levels: Darc - 18
    Delma - 16
    Volk - 17
    Camellia - 16
    Bebedora - 18
    
    Strategy: Heal up from the last battle.
    
    Interesting how they hauled those slow-moving Gun Traps all the way out here.
    Anyway, this is almost a carbon-copy of a few of Kharg's battles from not so
    long ago, and it's full of enemies he and Darc have already handled. You know
    what these guys do and how they do it. You should be bored of it by now. Just
    kill 'em quick to alleviate your boredom. Oh, and move out of that unsightly
    clump you start in quickly. Might wanna divide your forces to make life easier
    for you.
    
    =====================================
    
    Go across all the bridges and exit the dam ruins to the right.
    
    WORLD MAP, RAGNOTH
    --------
    Yes, enter Thunor Point.
    
    THUNOR POINT
    --------
    Droguza is stronger than before, according to him. Whatever.
    
    ========================
    DARC BATTLE 22: Robocops
    ========================
    
    Enemies: Droguza Lv? (Steal: Bountiful Fruit; Drop: Nothing)
    Foot Soldier Lv17
    Foot Soldier Lv16 (x3)
    Gun Trap Lv15 (x4)
    
    Objective: Defeat Droguza and the soldiers!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty)
    Metal Drum (empty, explodes)
    Wooden Box (8 Spirit Stones)
    Wooden Box (8 Spirit Stones, Bountiful Fruit)
    Steel Box (Barbed Wire, 200g, 16 Spirit Stones)
    Steel Box (Romantic Earrings, 225g, 16 Spirit Stones)
    
    My Levels: Darc - 18
    Delma - 17
    Volk - 17
    Camellia - 16
    Bebedora - 18
    
    Strategy: Make sure you're healed from the last battle.
    
    I'll tell you this straight away. Despite his insistance, the only new thing
    about Droguza is that he has slightly better stats. The same goes for every
    other enemy on the map. This is a painfully easy battle. However, if you're
    like me and want to collect all the treasure from the map, it's a pain,
    since it's all sprawled everywhere. To save yourself some trouble, start by
    sending Delma and Bebedora down the stairwell to your right and up the lower
    path, smashing boxes as they go. Darc, Volk and Camellia should be able to
    take everything out by themselves, save Droguza. Clear everything out from
    him, and then set about having Darc rob him. Once Delma and Bebedora are done
    with their business, start throwing Claws of Rages and Black Outs at him and
    he'll die just like he did the last time. If you're unlucky, he might manage to
    get two turns in a row and hit Black Out twice for around 200 damage, but
    that's unlikely.....
    
    If you're having trouble, just ignore the treasure. It's nice stuff, but....
    
    ========================
    
    Darc grills Droguza for information. He doesn't have the Water Stone, Darkham
    does. Drat. The Dilzweld reinforcements arrive, giving Droguza opportunity to
    escape. Darc invades the Megist alone while the rest of his group provides a
    diversion.
    
    Cut to Darkham and Lilia. Darkham only needs the Wind Stone, now, but Lilia
    still isn't cooperating. Darkham brings in a new prisoner, Nafia.
    
    THE FLYING FORTRESS
    --------
    Back to Darc. Enter the small door next to the large one. Go straight ahead. In
    the new area, you'll overhear a few Dilzweld cronies having a very typical Evil
    Empire Soldier conversation. They'll allude to a password that sounds useful
    but isn't.
    
    Enter the door right in front of Darc. Open the chest. Exit. Walk down to the
    next door, enter it and open the chest. Exit. Walk down to the next door and
    find it locked. Darc decides to enter through the vent.
    
    Darc jumps down into the room, interrupting a private moment. Darc returns
    Lilia's Ortena, and gives her an urging with a not-so-hidden meaning. When
    Nafia says something, Darc responds nastily. He doesn't want to listen. An
    alarm sounds. Lilia assumes it's for Darc. They need to beat a hasty retreat,
    but Darc doesn't want to take Nafia. Lilia beats some sense into him and you're
    off.
    
    Save your game. Exit the room. Head back out the way you came in to begin with.
    You'll see some soldiers mustering. Apparently the alarm is from Samson
    attacking the Vayu Dam and not Darc's little covert op. However, they see Darc,
    and a fight starts.
    
    =====================================================
    DARC BATTLE 23: The Second Easiest Battle in the Game
    =====================================================
    
    Enemies: Foot Soldier Lv14 (x2)
    
    Objective: Beat the Dilzweld Army!
    Loss: Darc disabled.
    
    Destructables: Metal Drum (empty, explodes)
    Steel Box (Gale Headband, 300g)
    
    My Levels: Darc - 19
    
    Strategy: None.
    
    =====================================================
    
    Apparently Darc didn't kill them dead enough, because the second he turns to
    leave one of the downed soldiers tries to shoot him. Nafia takes the bullet.
    Darc is incredulous. You're dumped to the map.
    
    WORLD MAP, RAGNOTH
    --------
    Believe it or not, you're headed to Yewbell. I'd advise skippage of random
    battles.
    
    YEWBELL
    --------
    The guard delivers some typical guard lines ('What's that you say!?!?!?'). Talk
    to the people of Yewbell for some incredibly awkward dialogue on your way up
    to Kharg's House. Enter and a scene complete with voice acting will start.
    
    Darc vents some serious pent-up anger he's had going. Nafia understands, and
    offers up typical motherly comfort along with a new task for Darc: Go to the
    Cave of Truth. Darc vents some more, but before he can finish, Nafia dies, and
    his real feelings on the matter emerge.
    
    Darc buries her and erects a shabby grave marker. If you find yourself unable
    to feel the emotion here, realize that this is the second parent Darc has had
    to uncerimoniously bury.
    
    At Lilia's urging, she and Darc set out for the Cave of Truth.
    
    End Darc, Chapter 3
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.7 - Kharg, Chapter 4: Rage
    
    Ah, beautiful Sulfas in springtime, when the industrial runoff is in bloom.
    Predictably, the whole of the city is calling for the public execution of
    Tatjana, but Spencer is determined to leave the decision on the matter to
    Kharg.
    
    SULFAS, PART 5
    --------
    Talk to the beautiful peoples, then head into the secret casino. You'll bear
    witness to some genuine fear and loathing. Run over and stop the impromptu
    execution. Kharg tells Tatjana he's going to have her imprisoned at World
    Alliance HQ, but she's still pretty enthralled with his heroism back at the
    volcano. Spencer shows up and spreads some more liberal bad emotion.
    
    Wend your way back up to the bar and talk to Samson. He's ready to vamoose, and
    as Paulette contemplates her inadequacy, Samson realizes that his cronies,
    Boomer and Buster, aren't around. Kharg is charged with finding them.
    
    Get out of the bar. Talk to people as you'd like. Buster is over where you
    found Jaqual earlier, trying to pick up a girl. He's woefully bad, but you're
    there to save him.
    
    Boomer's over in the Main Plant, in the top right corner of the room where you
    fought the battle to liberate it. He's trying to buy airship parts or some such
    nonsense, and is having about as much success as Boomer was.
    
    Back into the bar. Talk to Samson again to start a short scene. Kharg
    (of course) wants to join forces, but Samson won't hear of it. After he leaves,
    Kharg & Co. are a bit perplexed on what to do. Get out of the bar. The shops
    have nothing new, save a few airship parts, so get what you need and move along
    out of Sulfas.
    
    You'll be stopped by Spencer leading Tatjana out of town. After a moment, she
    makes the reasonably profound gesture of tearing off her headset, and demands
    Kharg take her with him. Everybody thinks it's a trick, but Kharg just can't
    say no. She joins up, and with her comes a new lead. Apparently, there's a
    wireless radio in the Mountain Stronghold that can be used to determine
    Darkham's whereabouts. You've got a destination.
    
    Take a sec to familiarize yourself with Tatjana. Mirage Field and Medical
    Machine are both great. She's underequipped right now, so you'll prolly want
    to run into the store to pick up the obligatory Armbands and Brassards and
    such. Leave town when you're done.
    
    WORLD MAP, EPISTIA
    --------
    Just when you thought you were done with the Mountain Stronghold, you've got
    to go back there.
    
    THE MOUNTAIN STRONGHOLD, PART 3
    --------
    Go in the same way you did the last time. Once inside, you'll see a control
    panel with a big red light on it off to the side. Examine it, and Tatjana will
    work it for you. Get on the elevator that comes up. Walk a little to the left.
    You should see a bright yellow book sticking out from the surroundings, next to
    a crate. Pick it up, it's the Spirit Dictionary, Volume 4. Once you've got it,
    head a little bit more left to find a chest to open.
    
    When you've got that, go back over to the right. There'll be a metal object
    with a bright red light attached to a red metal cart. Examine it. It's the
    radio. It shares little beyond the fact that Darkham's headed for Ragnoth, but
    Tatjana infers that Darkham may be trying to manufacture a Spirit Stone.
    
    Tatjana explains the purpose of Great Spirit Stone collection. According to
    her, bringing all five together results in the appearance of an Ultimate
    Weapon, that Darkham wishes to use to control the world. It also appears
    Darkham is insistant that Lilia stay alive. Odd.
    
    Well, we'd better follow Darkham to Ragnoth. Leave the Stronghold the way you
    came in. Along the way, you smack into Zev, bringing word that Yewbell has
    been invaded by Deimos. (I didn't know one counted as an invasion....) Well,
    you've got to put a stop to that. Get out of the area.
    
    WORLD MAP, EPISTIA
    --------
    Run real damned fast over to the Big Owl, and set course for Ragnoth.
    
    WORLD MAP, RAGNOTH
    --------
    Y-E-W-B-E-L-L.
    
    YEWBELL, PART 7
    --------
    The place is a wreck. Maru and Paulette go off to do a bit of scouting. Kharg
    goes over to Banjo, but he flees. Odd.
    
    Walk around and talk to the people to hear some awkward dialogue. Talk to Maru,
    in front of the house to the right of the stairs by the shop. He'll share a bit
    of info, but will ultimately refer Kharg to Paulette. Walk up towards Kharg's
    house, having more awkward conversations as you go. As you approach, a few
    women shriek and move away.
    
    Go into Kharg's House and talk to Paulette. She'll share the news of Nafia's
    death, in horribly erroneous fashion. She'll tell Kharg that an army of Deimos
    held Nafia captive in her house, and that Darc killed her when the Dilzweld
    invaded.
    
    Kharg wants to see Nafia's grave over in the Castle Ruins, so mosey along over.
    Go up and over to the left to where Nafia's grave is. Walk up to and examine
    the marker. 'Nafia Yuriel Nidellia, may she rest in peace.' Simple, elegant.
    Paulette no like.
    
    Kharg uselessly second-guesses himself, while Paulette shares the secret of
    Darc's parentage. Kharg doesn't believe it. Paulette, however, also gives up
    the goods on Darc's destination and his company. Kharg formulates a theory of
    the crime. Maru shows up, saying something's up in the village. The party
    reforms. Attempt to exit the Castle Ruins for Yewbell.
    
    You'll encounter an angry mob, and in an insofar as now angry mob-less game,
    it's a welcome relief. They're blaming Kharg and the recently deceased Nafia
    for the catastrophe, citing Nafia's immoral relations with a Deimos and Kharg's
    status as half-Drakyr.
    
    Kharg's a bit bewildered, when, all of the sudden, wings sprout from his back
    and scare away the citizens. (Just what the hell caused that?) Paulette treats
    him like a monster, prompting him to run off to Scrappe Plateau and rip the
    wings from his back. At this point, Kharg goes a bit nuts, and vows to destroy
    all Deimos, starting with Darc.
    
    End Kharg, Chapter 4
    
    Short chapter, eh?
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.8 - Darc, Chapter 4: Reunion
    
    The scene opens on Darc's compatriots wondering exactly what the hell happened
    to Darc. They begin to make fun of Delma as Volk recalls that something's been
    troubling Darc ever since he arrived in Drakyrnia. They decide the best course
    would be to see Williwo.
    
    DRAKYRNIA, PART 3
    --------
    Equip any useful goodies Darc appropriated at the end of his last chapter and
    check for new skills before moving on.
    
    Feel free to walk and talk a bit to delay things. Everyone's got something to
    say, after all.
    
    Ascend the stairs to Williwo's chamber and talk with him when ready. They
    inform him as to the reason for their presence. Williwo scoffs at the party,
    and asks exactly what they see in Darc. The response you give affects the item
    Williwo will give you at the end of the conversation. The results are as
    follows:
    
    'Because he's our friend.' - Dragonia Ring
    'Because he's strong.' - Spirit Windmill
    'No special reason.' - Life Tree Berry
    
    It seriously suggest you take the Dragonia Ring, as it's the only unique item
    of the bunch.
    
    Williwo tells the whole tale. Thankfully, the game skips ahead twenty minutes
    in time to save us from having to hear it again. After a bit of commentary,
    Williwo offers up an item as per the above chart. Leave his room.
    
    The party mulls over the new info. Bebedora gives new insight. Reading Darc's
    residual thoughts, she says he (correctly) believes his brother to still be
    alive, and the party assumes Darc's gone off in search of him. The party takes
    the best lead they've got, and decide to go to Yewbell. Popular place, ain't
    it? Leave Drakyrnia
    
    WORLD MAP, RAGNOTH
    --------
    Yewbell, once more, but don't expect to get there, 'cause you're gonna get
    stopped at Chaos Forest.
    
    CHAOS FOREST
    --------
    The party will suddenly realize a key element of the plan is flawed: there is
    no plan. Volk seems intent on raiding Yewbell, but the others know they'll
    never get any information that way. They eventually come to the conclusion that
    a single person must be sent in as a spy, and Bebedora volunteers. The others
    eventually concur on the basis that Bebedora just looks like a human. Everyone
    else is to wait in Chaos Forest.
    
    Once you gain control of Bebedora, walk left. Right before the exit, in the
    middle of the road, will be a big brown object. Take it, 'cause it's Ancient
    Tablet #7.
    
    WORLD MAP, RAGNOTH
    --------
    Okay, now you're primed for Yewbell, so go to The Castle Ruins.
    
    YEWBELL, PART 2
    --------
    Enter Yewbell proper. Exploit this interesting opportunity to wander around
    town and hear some odd dialogue. Enter Kharg's House when you get a chance.
    Paulette's in there, and she and Bebedora spark up a strange conversation. As
    usual, Bebedora is oddly insightful and freaks her out. After a little bit
    longer, Paulette takes off and leaves Bebedora alone. She realizes Darc was in
    this house not so long ago, and resumes her search.
    
    Do some more wandering about at your leisure. Amble on into the pub before too
    long, and talk to Paulette again. She'll storm off quickly. Talk to the
    Proprietress to learn the reason why: there have been reports of Deimos...in
    Chaos Forest. Uh-oh.
    
    Leave Yewbell proper, and go over to Nafia's grave in the Castle Ruins. Maru
    will be there, so talk to him. Bebedora is oddly intrigued by his heart.
    Maru tells her what he's doing, but she's clueless, so he elaborates on the
    Kharg situation while at the same time giving away Darc's destination: the Cave
    of Truth. Maru and Bebedora share another moment before Ganz and Tatjana come
    running up the walkway. Maru speeds off. Follow.
    
    Paulette seems to have sped off to Chaos Forest all by her lonesome. This can't
    be good. (Though, frankly, she's not all that oumatched.) Maru, Ganz and
    Tatjana run off to catch up. Tatjana pauses out of familiarity with the name
    Bebedora, but has more pressing business to attend to.
    
    Bebedora makes a quick comment and fades to black.
    
    CHAOS FOREST, PART 2
    --------
    The remaining Deimos wait impatiently, but are soon distracted by a cadre of
    human bounty hunters that appear.
    
    ==========================================
    DARC BATTLE 24: Hey, (Mostly) New Enemies!
    ==========================================
    
    Enemies: Sword Hunter Lv17
    Sword Lady Lv17
    Whip Hunter Lv17
    Spear Hunter Lv17
    Spear Hunter Lv18
    
    Objective: Do away with the humans!
    Loss: Entire party disabled.
    
    Destructables: Damp Tree (empty)
    
    My Levels: Delma - 17
    Volk - 18
    Camellia - 17
    
    Strategy: Wow. New stuff. If you've done any arena battles, you'll be familiar
    with these guys, but if not, I'll summarize. They're all pretty run of the
    mill run-up-and-attack-physically types, but each as a Special Move or two to
    contend with. The Sword Lady and Sword Hunter have little area effect attacks
    for modest damage. The Whip Hunter has an attack-and-poison one person attack
    that's extremely annoying. The Spear Hunters can either up their own Defense or
    stab you.
    
    All in all, nothing too horribly threatening, and you've got two people with
    Healing Rain anyway. They're slow and start clumped, which works to your
    advantage. My advice is to off that damned Whip Hunter first, since poison is
    extremely annoying.
    
    ==========================================
    
    Following combat, Paulette comes charging in to wreak hot vengeance. She
    recognizes Volk, and wants nothing better than to kill him. The feeling, of
    course, is mututal. Maru, Ganz and Tatjana promptly show up to reinforce
    Paulette, and some recognition occurs. Not-so-old grudges are brought to the
    surface. Bebedora appears, revealing herself as a monster and confusing Maru.
    
    Tatjana, however, has knowledge of Bebedora's capabilities, and wisely advises
    a retreat. Ganz and Paulette are too blinded by rage to care, but Tatjana sets
    off a flashbang, which pauses everything long enough for Tatjana to reason
    with Ganz and Paulette. The humans retreat. The clash of the titans will have
    to wait.
    
    A bit later, the Deimos have a little pow-wow. Bebedora informs the group of
    Darc's destination. Luckily, Camellia knows exactly where it is: Cragh Island.
    Volk's heard of it, and it doesn't sound like a happy place. They make fun of
    Delma a bit before setting off.
    
    End Darc, Chapter 4
    
    Hey, a Darc chapter with no Darc in it!
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.9 - Kharg, Chapter 5: Truth
    
    Enter Kharg, lamenting his fate on the bridge of the Fiona. He's enlisted
    Samson's aid to find the Cave of Truth and, lucky for him, Samson knows where
    it is. They're a little unsure, but are still on course for Cragh Island. Kharg
    shares his little secret with Samson, who doesn't say much, and it's plain
    Kharg is still misinformed on the matter. He now wants to prove himself as a
    true human more than anything.
    
    After a moment, they come upon Cragh Island, and you'll gain control of Kharg.
    Talk to Samson. He's coming with you, under the pretense of the fact that
    there's treasue afoot.
    
    Equip Samson with whatever spare stuff you have before leaving the Fiona.
    
    WORLD MAP, CRAGH ISLAND
    --------
    The Beach is your first stop.
    
    THE BEACH
    --------
    The Beach is just that, a beach. Kharg and Samson will see a few Slothians in
    the distance, and go over to see them. They're carving on a stone, but promptly
    sit down to take a nap. You'll regain control of Kharg. Talk to the Slothians
    if you want to before leaving via the nearby path.
    
    WORLD MAP, CRAGH ISLAND
    --------
    Now you need to go to the Slothian Village.
    
    THE SLOTHIAN VILLAGE
    --------
    Pretty peaceful, eh? You need information, so ask around. The items the Qurop
    to the right of the entrance is selling are almost all new and quite powerful.
    Buy the ones you like, and while you're there, load up on Elixirs for Samson
    (and Kharg too if he doesn't know Refresh). You also might want a Luminous
    Moss and a Soot of Darkness for each of them, for help in the coming battles.
    
    If you walk into the open-air hut next to the entrance, you'll overhear a
    human and a Slothian talking about fish. You'll discover that the islanders
    don't use Spirit Stones. With no competition over natural resources, there's
    no reason not to get along.
    
    Go out onto the small dock and speak to the Slothian there. He remembers Lilia
    and Darc, and says they went to see the Slothian elders. Walk up the path next
    to the hut where the fish conversation was going on to reach Elder Hill.
    
    Read all the monuments if you'd like, then just keep randomly talking to
    Slothians until one wakes up. Ask him about the New Hero and Holy Mother. He'll
    tell you a brief bit about Arc and Kukuru (who you may or may not be familiar
    with), before leading into the New Hero and Holy Mother (Nafia and Windalf).
    When he passes out, try the others until another wakes up. Ask about Nafia and
    Windalf. Kharg hears exactly what he doesn't want to, and the Slothian goes
    back to sleep. Wake up another, and ask about Nafia and Windalf again. He'll
    eventually tell you about Lilia and Darc showing up and heading off to the Cave
    of Truth. Wake up another and ask about the Cave. He'll direct you to it.
    Leave Elder Hill. Save your game and leave the village, but be sure you've got
    Elixirs for Samson and/or Kharg if necessary.
    
    WORLD MAP, CRAGH ISLAND
    --------
    Alright. Before you set out for the Cave of Truth, equip any anti-paralysis and
    anti-Sleep items you've got on Kharg. If you're like me and don't have any,
    don't worry about it, just be sure you've got plenty of Elixirs.
    
    THE CAVE OF TRUTH
    --------
    Kharg and Samson arrive just in time to see Darc and Lilia surrounded by some
    monsters. After, a second, they'll charge into battle.
    
    =======================
    KHARG BATTLE 24: Mudmen
    =======================
    
    Enemies: Evil Eye Lv19 (x3)
    Evil Eye Lv18 (x2)
    Evil Eye Lv17
    
    NPC: Darc Lv?
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 17
    Samson - 20
    
    Strategy: These guys CAN PARALYZE YOU. Be prepared for that. Luckily enough,
    they have rather few HP, and Darc is an excellent decoy, surrounded as he is.
    This'll be even easier for you if you equip Luminous Mosses on Kharg and
    Samson. These enemies can't do much damage, but you seriously need to watch
    out for the Paralysis. It's a killer, since it lasts about three turns on any
    one of your characters. Be ready to cure it if people start getting hit by it.
    It's pretty rare that they'll cast it, but be ready.
    
    They'll probably begin by focusing on Darc, so use that to your advantage.
    Don't worry about Darc too much, it doesn't matter if he dies and he's quite
    beefy. Samson's Special Moves (except for Gatling Gun) are both powerful and
    Light Elemental, so use them.
    
    =======================
    
    Samson will go over to check on Lilia as Darc and Kharg try to kill each other.
    Lilia intervenes, and relieves Kharg of his misinformedness. He and Darc form
    an uneasy truce, and Lilia and Darc join up with Kharg and Samson to figure
    out the mystery of the Cave. (Regrettably, Darc isn't controllable.) Switch out
    your Luminous Mosses for Soots of Darkness when you regain control. Enter the
    left-hand tunnel. Walk along until you see a section of the wall glowing
    orange. Examine it. Say yes, and a battle will start.
    
    ===============================
    KHARG BATTLE 25: Balls of Light
    ===============================
    
    Enemies: Spirit's Servant Lv? (x6)
    
    NPC: Darc Lv?
    
    Objective: Wipe out the Spirit's servants!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 17
    Samson - 20
    
    Strategy: Get those Elixirs ready. These things are POWERFUL, and as if that
    weren't enough, they'll subject you to an endless deluge of Sleep, Silence and
    Paralysis spells. This is where the status cures come in. If someone refuses to
    wake up from Sleep or Paralysis, cure them. It's as simple as that. At the same
    time, you'll have to keep track of your HP, because these guys do lots of
    damage. However, despite the ?, they don't have any more HP than the Evil Eyes
    did. You should be able to kill one of them in one or two attacks, especially
    with the Soots of Darkness working for you. (I'm almost positive they're Light
    element, but if someone wants to correct me....) Darc's also a great help,
    serving as both an attack sponge and a helpful damage dealer. Keep at it, and
    they'll die.
    
    I didn't find any unique items off of these guys, but if you did, drop me a
    line.
    
    ===============================
    
    Talk to the little specks of light from left to right to learn about the
    ancient past. When finished, head out to the right. You'll enter another room,
    with another section of stone glowing orange. Examine it as before, and start
    a battle as before.
    
    ==================================
    KHARG BATTLE 26: Balls of Light II
    ==================================
    
    Enemies: Spirit's Servant Lv? (x6) (Drop: Eyes of a Peregrine)
    
    NPC: Darc Lv?
    
    Objective: Wipe out the Spirit's servants!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 18
    Samson - 20
    
    Strategy: This is the same battle as before, but you've got them surrounded
    this time. Approach this battle the same way as the last. One of them will
    drop an Eyes of a Peregrine, which you may want. It seems to be the one in
    the center of the group, but I can't tell, so....
    
    ==================================
    
    Talk to the little specks as before to learn about the Divine Ruler and the
    Deimos. When done, exit at the bottom left. Walk along, and you'll see another
    part of the wall glowing orange. Examine, and start another battle.
    
    ===================================
    KHARG BATTLE 27: Balls of Light III
    ===================================
    
    Enemies: Spirit's Servant Lv? (x5) (Drop: Crystal Arrowhead)
    
    NPC: Darc Lv?
    
    Objective: Wipe out the Spirit's servants!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 18
    Samson - 21
    
    Strategy: Only 5 this time. Repeat the same tactics until dead. The one in the
    middle of the lineup at the start has the Crystal Arrowhead.
    
    ===================================
    
    As before, talk to the specks. They'll speak a bit more of the Divine Ruler.
    Exit to the left. You'll be at the entrance again. Examine the stone door with
    the three glowing runes on it, and it'll open. Darc and Kharg don't want to go
    in, but Lilia does, and the brothers come to their senses and follow. Go in
    the door, and walk up to Lilia. The Spirit of Hope will ascend from the water.
    He'll explain the whole deal with Nafia and Windalf, and warn of the coming of
    the darkness due to the build up of negative emotions surrounding the ongoing
    human/Deimos conflict. The Lord of the Black Abyss (The Dark One) is set to
    rise again and destroy the world, and it seems only Darc and Kharg are going to
    be able to stop it. The party will immediately move to the Slothian Village.
    
    THE SLOTHIAN VILLAGE, PART 2
    --------
    Everyone splits off and muses to themselves. Lilia questions Kharg about
    Samson before leaving.
    
    Cut to nightfall. Kharg can't sleep, and will decide to take a walk. Go over to
    the dock to catch Lilia singing and Samson watching. She'll tell him about it,
    but is too tired for an encore. Go and talk to Samson. Kharg figures out that
    Samson always seems to be around when it comes time to save Lilia. He then
    concludes (correctly, amazingly enough) that Samson is Lilia's father. He'll
    share the story before alluding to the fact that Kharg should seek out Darc.
    Do just that, he's up on Elder Hill.
    
    They'll only get a few words in before recommencing with their attempts to tear
    each other's throats out. Lilia shows up before long and snaps them out of it,
    and then Samson comes along with news of a Dilzweld landing party intent on
    recapturing Lilia. Darc, Kharg and Samson decide to cut them off at the beach,
    and leave Lilia on Elder Hill.
    
    Get out of the village.
    
    WORLD MAP, CRAGH ISLAND
    --------
    You need to go to The Beach, and promptly.
    
    THE BEACH, PART 2
    --------
    You'll arrive just in time to meet some Dilzweld sauntering up the beach. It's
    time for a fight.
    
    =======================================================
    KHARG BATTLE 28: The Return of the Uber-Generic Baddies
    =======================================================
    
    Enemies: Commander Lv18 (Drop: Steel Armband)
    Foot Soldier Lv16 (x2)
    Rifleman Lv15
    Gunner Lv15 (x3)
    
    NPC: Darc Lv?
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 18
    Samson - 21
    
    Strategy: Ah, familiarity. You've done all this before and then some. Kill
    them. Kill them all.
    
    =======================================================
    
    It dawns on the group too late that the reinforcements likely circumvented the
    beach and headed straight for the village. A young boy comes up and informs you
    of this fact. Exit immediately.
    
    WORLD MAP, CRAGH ISLAND
    --------
    You're needed at The Slothian Village.
    
    THE SLOTHIAN VILLAGE, PART 3
    --------
    You arrive to find most of the Slothians dead. Heal, talk to everyone, save,
    and run up to Elder Hill. You'll find the Dilzweld engaging in a bit of
    genocide. Lilia's long gone, but there are some pig-headed soldiers to take
    Kharg & Co.'s agression out on.
    
    ==========================================================
    KHARG BATTLE 29: The Return of the Uber-Generic Baddies II
    ==========================================================
    
    Enemies: Commander Lv17 (Drop: Dilzweld Visor)
    Foot Soldier Lv17 (x4)
    Gunner Lv18 (x2)
    
    NPC: Darc Lv?
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 18
    Samson - 21
    
    Strategy: Off them all, same as before. The Dilzweld Visor is a good accessory
    for Tatjana.
    
    ==========================================================
    
    Darc's feelings about humans seem suddenly justified. He wanders off, promising
    to slaughter all of them. Kharg and Samson erect a funeral pyre for the dead
    Slothians. Chat with everyone before leaving Elder Hill. Talk to Samson,
    standing by the shore in the village. He'll say that Lilia is apparently a
    reincarnation of A Friend of the Spirits, and that's why Darkham wants her.
    Kharg wants to go after the Emperor, but he can't do it alone. He decides to
    return to Nidellia and rejoin his friends. They mosey on out of town.
    
    End Kharg, Chapter 5
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.10 - Darc, Chapter 5: Evolution
    
    Darc stands on the Cragh Island beach, feeling genuine hatred for humanity. He
    will destroy humanity. Just then, the Pyron streaks across the sky, and Darc's
    friends walk up the beach. He fills them in, and sets a new goal: reclaim the
    Great Spirit Stones from the Dilzweld. However, they can't just fly there.
    They're going to have to land a good deal south of it, and walk north across
    the Kanara Desert.
    
    THE BEACH
    --------
    You'll regain control of Darc, so take a minute to reorganize yourself and set
    out.
    
    WORLD MAP, CRAGH ISLAND
    --------
    The Pyron's parked in the exact same place the Fiona was. Odd. Get on over
    there and fly to Halshinne.
    
    WORLD MAP, HALSHINNE
    --------
    First stop, Barbadoth.
    
    BARBADOTH
    --------
    This is an extremely odd place. If you need healing, cut into the water line
    at the front. You can listen to a Deimos orator talk praisingly of Darc and
    contemptuously of humans by talking to one of the Deimos clustered around the
    box he's standing on. Walk up the small ramp. In front of the tower on the
    left, you'll see a vague gray shape. Go up and talk to it. It's Kirjath. Give
    him the tablets you have so far, but you're short one, so you'll have to come
    back in a little while.
    
    Go into the building next to Kirjath's tower. This is the market. Speak to
    the first Ogre you see twice. He'll ask for charity. If you give him 1000g
    straight away, he'll hand over some Romantic Earrings. Pretty good deal,
    considering you can't buy them anywhere.
    
    The Qurop is selling all sorts of new stuff. Stock up on Diamond Coatings and
    Titanium Armbands and Great Herbs to your wallet's content. Talk to everyone
    around. The Canidae will tell you the history of the area, from the Saryu
    tribue to the Niente to the Niente sprits who embody the mummies laying around
    town. According to him, there's a massive sandstorm that makes travel across
    the Kanara desert impossible, but that one of the Niente spirits in the mummies
    may no the secret. One of the Ogres talks about a mummy outside who was
    shouting all sorts of nonense up until last night. Go back outside. Talk to
    the prone mummy over to the right of the water line. He'll wake up, and explain
    to Kharg about the Niente if you ask. When you ask how to cross the desert, he
    won't remember how, but he will remember who does. He tells you to seek out
    Fuhstart, the Niente elder, in one of the mummies in town.
    
    Go back into the store. Fuhstart is the mummy lying prone next to the save
    point. Inspired by Darc's vow to slaughter the Dilzweld, he will tell him how
    to cross the desert when asked. You need the Flutes of the Saryu Tribe (Nahm
    and Latta), which are ensconced within the Pyramid Ruins. Once he tells you
    that, exit the conversation and leave Barbadoth.
    
    WORLD MAP, HALSHINNE
    --------
    Like the man said, go to The Pyramid Ruins.
    
    THE PYRAMID RUINS
    --------
    Go up the stairs and enter. Follow the path, and go up the stairs next to the
    sealed door. Head left and up the next flight. Continue left. Go up the stairs
    outside, and go back in. Once inside, examine the sarcophagus-like protrusion.
    Press the switch. A block will fall from the ceiling. Go back out, down the
    stairs and then back in. Head right. Immediately past the top of the stairwell,
    you'll see a brown object on the ground. It's the last Ancient Tablet, so take
    it. Continue along the path to the right. You'll spot another sarcophagus-like
    protrusion. Press the switch there.
    
    Go all the way back to the stairs by the Sealed Door. Head right from there
    down the passage you skipped earlier. Follow the path. Open all three chests at
    the end. (You'll get a bunch of Earth stuff and a few nifty character-specific
    things.)
    
    Head back to the second sarcophagus-like protrusion. Walk past it and down the
    stairs this time. Walk up the large flight of steps at the end of the walk, and
    go in the entryway. Walk right, to the end of the ledge, and open the chest.
    Then examine the framed part of the wall. Press the switch. You'll see some
    more tile falling from the ceiling. Go back into the Pyramid and down the
    stairs. Walk back up the bath and turn right. Follow that path, and enter the
    doorway at the top of the stairs. Follow the ledge all the way around. Examine
    the framed part of the wall. Press the suspicious looking switch, then enter
    the doorway next to it. Open the chest for some Thorned Ivy. Turn around and
    exit. Go back along the ledge and in the door you came out of originally.
    Don't go down the stairs. Continue following the path, across a few screens,
    until you hit another ledge. Follow this ledge as it curves. Examine the second
    suspicious-looking switch as you pass it. Walk down the stairs. Examine the
    doorway and jump in the hole.
    
    Go in the door you just saw open. Walk straight forward and up to the pedestal.
    Examine the curiously-shaped flutes. A voice will warn you not to take them.
    Pick them up anyway. Predictably, mummies will assault you.
    
    ====================================
    DARC BATTLE 25: Should We Be Scared?
    ====================================
    
    Enemies: Mummy Lv20 (x5) (Drop: Lark Coat of Arms)
    Mummy Lv19 (x2)
    Mummy Lv18
    
    Objective: Kill all mummies!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 19
    Delma - 18
    Volk - 19
    Camellia - 17
    Bebedora - 19
    
    Strategy: Hey, some more generic RPG baddies. Who'd have thunk it. What's next,
    vampires? Anyway, Camellia's warning against the Mummy's Curse is a wise one.
    It nukes your stats. However, it's the only thing they can do that's at all
    special. The rest of their attack strategy is the same as everyone else's; run
    at you and swing blunt objects. You should be able to Refresh or Coleopt Froth
    your way out of the curse if they do hit you with it, Just use your powerful
    stuff to kill them all before they can use it. It's a short range skill,
    so you shouldn't have too much trouble.
    
    One of them's carrying a Lark Coat of Arms. Should be the third one from the
    top on the left.
    
    ====================================
    
    With the Flutes firmly in your possession, leave the area.
    
    WORLD MAP, HALSHINNE
    --------
    Make a short pit stop in Barbadoth.
    
    BARBADOTH, PART 2
    --------
    Go back to Kirjath and give him the last Ancient Tablet. He'll prompty ascend,
    and the words of the Ancient Tablets will be recited in song form. When it's
    done, you get a Goddess Statuette for your trouble. Buy what you need and go.
    
    WORLD MAP, HALSHINNE
    --------
    The Kanara Desert, Entrance is where you want to be.
    
    THE KANARA DESERT, ENTRANCE
    --------
    Darc will play the flutes to clam the sandstorm. They work. Volk has a line
    here despite not being on the screen.
    
    You may encounter random battles in the desert, or you may not. It's possible,
    though. They're mostly against mummies and gargoyles.
    
    Imagine your TV screen as a compass, North being the top of the TV, South being
    the bottom, East being the right hand side and West the left. I'll direct you
    using this system.
    
    Walk north into the desert. Take the northeast exit from this area. Keep
    walking north-northeast. Examine and enter the whirlpool in the northeast
    corner of this screen. Exit the screen you appear in to the west. In the new
    screen, jump in the whirlpool in the northwest corner.
    
    THE KANARA DESERT, EXIT
    --------
    Walk northeast and exit the desert.
    
    WORLD MAP, HALSHINNE
    --------
    Walk over to Maluise Tower.
    
    MALUISE TOWER
    --------
    Imposing, isn't it? Camelia senses a mysterious power radiating from the tower.
    Delma hears wings approaching. The party hides to see what it is. It's Droguza.
    He goes around the tower, and Darc decides to follow.
    
    Walk past the door, and along the path to come out behind Maluise Tower.
    
    Droguza's there, of course. He's talking to some Dilzweld Special Forces. Not
    much is said before Darc runs up. Droguza claims to have evolved again, and a
    battle starts.
    
    ================================
    DARC BATTLE 26: Evil Empire 2.0
    ================================
    
    Enemies: Droguza Lv? (Drop/Steal: Mad Warrior's Skull)
    Sniper Lv20 (x3)
    Commando Lv20 (x3)
    
    Objective: Defeat Droguza and the soldiers!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (225g, 15 Spirit Stones, Titanium Armband)
    Steel Box (Power Berry)
    
    My Levels: Darc - 19
    Delma - 18
    Volk - 19
    Camellia - 17
    Bebedora - 19
    
    Strategy: Droguza's stats have been bumped again, making him really, really
    strong. Take advantage of your starting clumpedness to cast Speed Up, Guard
    Field and Magic Shield, the whole works. Droguza has a (new?) Vampire attack
    whereby he'll hit someone and gain some HP, along with his old smack and Black
    Out combo. With Magic Shield up Black Out won't be doing more than 40, but his
    smack may top 100 if your levels are comparable to mine (they shouldn't), and
    the Vampire attack will do around 70. Speed Up should prevent him from getting
    two turns in a row, though.
    
    The neo-Dilzweld are pretty much the same as the old versions, with better
    Special Moves. The Commandos have two different grenade attacks that they're
    somewhat likely to use, and the Snipers can use the Riflemen's old Snipe attack
    with the same power, but multiple times. They're good mind control fodder, but
    if Droguza attacks them, they'll likely die in one hit.
    
    My best advice is to take control of a Commando or two and keep plugging away
    at Droguza, using Black Out, Dragon Fang Sword, and your other strong magic
    spells (Explosion, Meteor Fall, Diamond Dust, Earthquake, Blizzard, Fire Storm,
    etc.) until he dies. Camellia might want to concentrate on Healing Rain. Once
    he's down, the battle's a breeze, as the neo-Dilzweld are easy.
    
    ================================
    
    Darc does not kill Droguza, questioning him instead. It seems they have very
    similar goals. Droguza wants to unite the Deimos out of pride as the last
    surviving member of the Niente. Darc sees the similarity of their goals, and
    lets him go. Darc's friends convince him of the nobility of his pursuit. You're
    done at the tower, so leave.
    
    WORLD MAP, HALSHINNE
    --------
    You have a choice of which way to go, but you should go to Azer Springs.
    
    AZER SPRINGS
    --------
    This is the Qurop village. You can shop here, though there's nothing too new
    beyond Strongest Herbs. Feel free to talk to whoever you want, then leave.
    
    WORLD MAP, HALSHINNE
    --------
    You've but one place to go, The Flying Fortress Megist.
    
    THE FLYING FORTRESS, PART 2
    --------
    You'll be treated to a scene of a soldier giving a report while Droguza shows
    up. Darc proceeds to charge in the main gate.
    
    ====================================
    DARC BATTLE 27: Of Dilzweld & Deimos
    ====================================
    
    Enemies: Commander Lv23 (Drop: Nothing)
    Sniper Lv22 (x3)
    PA-200 Lv22 (x2)
    Cannon Trap Lv23 (x3)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 20
    Delma - 19
    Volk - 20
    Camellia - 18
    Bebedora - 19
    
    Strategy: Even more new stuff. Wow. The Commander you know too well by now, and
    I've already familiarized you with the Snipers. That leaves the new robot
    enemies.
    
    The PA-200 are powerful, have decent MOV and a machine-gun special move. The
    Cannon Traps are slow, have VERY LOW MOV, and aren't all that strong at all.
    
    That said, you'll want to focus on the PA-200s first. They're very, very
    annoying, and could make life difficult for you if you let them. They're not
    overly frail, either. Of course, to get at them, you're going to need to off
    the Cannon Traps as well. After that, you're left with Snipers and the
    Commander, relatively old Dilzweld fair at this point.
    
    ====================================
    
    Heal up.
    
    Go in through the side door you used last time. However, unlike last time, go
    up the ramp and in the door. Saunter down the catwalk, to encounter some
    Dilzweld turning the elevator off.
    
    =======================================
    DARC BATTLE 28: Of Dilzweld & Deimos II
    =======================================
    
    Enemies: Commander Lv24 (Drop: Nothing)
    Sniper Lv23 (x3)
    Sniper Lv21 (x2)
    Cannon Trap Lv20 (x3)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 21
    Delma - 19
    Volk - 21
    Camellia - 18
    Bebedora - 19
    
    Strategy: Now entering more-of-the-same land. These guys are nice and clumped
    up right in front of you, though, so it shouldn't be too much trouble. Knock
    'em off.
    
    =======================================
    
    You can't go up the elevator they turned off, so walk right past the viewing
    globe and continue left. Head up the stairs. Fight.
    
    
    ========================================
    DARC BATTLE 29: Of Dilzweld & Deimos III
    ========================================
    
    Enemies: Commander Lv26 (Drop: Nothing)
    Commando Lv24 (x2)
    Sniper Lv22 (x2)
    Foot Soldier Lv22 (x2)
    Foot Soldier Lv20
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 22
    Delma - 19
    Volk - 21
    Camellia - 19
    Bebedora - 20
    
    Strategy: Like I said. More of the same. Just be quick with it, you've got
    pressing matters.
    
    ========================================
    
    Walk onto the platform. You'll see a control panel with a red light on top of
    it. Examine it. Turn the elevator on.
    
    Go back to the room where they ordered the elevator turned off. At the center
    of that room, you'll start another battle.
    
    
    =======================================
    DARC BATTLE 30: Of Dilzweld & Deimos IV
    =======================================
    
    Enemies: Altered Deimos Lv23 (x2)
    Commando Lv23
    Commando Lv22
    Cannon Trap Lv22 (x3)
    
    Objective: Beat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 22
    Delma - 19
    Volk - 21
    Camellia - 19
    Bebedora - 20
    
    Strategy: Well, at least the Altered Deimos are new. They're essentially
    nothing more than tanks, however. They're pretty big on the offense, though, so
    keep the healing ready. If you've gotten this far, you can handle it. Just
    think of them as Spear Hunters.
    
    ========================================
    
    Darc & Co. will wonder about the strange new Deimos that are helping the
    humans before moving along.
    
    Go up and use the recently powered elevator.
    
    You'll enter an odd laboratory with Deimos bodies floating in large tanks.
    This area has special meaning for Camellia, since she was held here once. Save
    your game at the save point in the corner. Examine the glowing panels if you
    want. Enter the left door. Walk in, and pull the switch on the panel with the
    flashing red light. You'll be attacked.
    
    ===============================
    DARC BATTLE 31: Altered Beasts!
    ===============================
    
    Enemies: Altered Deimos Lv23 (x4)
    
    Objective: Defeat the Altered Deimos!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (300g)
    Steel Box (13 Spirit Stones)
    
    My Levels: Darc - 22
    Delma - 20
    Volk - 22
    Camellia - 19
    Bebedora - 21
    
    Strategy: Oh, please. You can take these guys. You outnumber them! Their
    cumulative HP is probably about 1/5 yours, or less!
    
    ===============================
    
    Now, enter the right-hand room. A Canidae and an Orcon are being experimented
    on. Darc doesn't like it, but you're forced to fight the newly born Altered
    Deimos.
    
    ==================================
    DARC BATTLE 32: Altered Beasts! II
    ==================================
    
    Enemies: Altered Deimos Lv23 (x3)
    Foot Soldier Lv24
    
    Objective: Defeat the Altered Deimos!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (225g)
    Steel Box (275g)
    
    My Levels: Darc - 22
    Delma - 20
    Volk - 22
    Camellia - 20
    Bebedora - 21
    
    Strategy: Same as before, only there's a Foot Soldier instead of an Altered
    Deimos, and you're on the other side of the room.
    
    ==================================
    
    Apparently, this is the room where Camellia was experimented on. The machine
    that made her old is in the center of the room. She wants to go through it
    again, in hopes that she'll become young once more. Darc concedes. When
    Camellia tells you, go in the back and flip the switch on the panel with the
    red flashing light. Camellia will go into the machine.
    
    She'll come up and be....different. Very different. Much less head. Many more
    curves. Darc and Volk gawk at her, and Delma starts yelling. The party reforms.
    
    When you regain control of Darc, they'll be a table right behind him with a
    bright worklight shining on it. Examine the object the worklight is shining on.
    Take it. Leave the room.
    
    Heal. Save.
    
    Walk up to the center door. Examine the glowing green screen next to it. Open
    the door. Walk in.
    
    Droguza is demanding that Darkham evolve him again. As he kneels on the
    platform to accomplish this, he curses Darc, Darkham and humanity in general.
    
    Darc enters. Darkham reveals to him that Droguza is, in fact, an Altered
    Deimos, and that all his memories were fabricated. Darc is incredulous.
    Darkham leaves, and Darc commits himself to stopping Droguza's evolution.
    
    =============================
    DARC BATTLE 33: Evolve or Die
    =============================
    
    Enemies: Shotgun Trap Lv25 (x4)
    Cannon Trap Lv24 (x4)
    
    Objective: Destroy all towers!
    Loss: Entire party disabled.
    
    Destructables: Earth Tower (objective)
    Fire Tower (objective)
    Light Tower (objective)
    Water Tower (objective)
    Wind Tower (objective)
    
    My Levels: Darc - 23
    Delma - 20
    Volk - 22
    Camellia - 20
    Bebedora - 21
    
    Strategy: First off, your goal here is not to kill the enemies, it's to destroy
    all the towers.
    
    The enemies here are nothing new, and you should be able to roll over them with
    little trouble. The real battle is still to come. Just divide your group in
    two, target the towers when you can, and you'll be done quickly.
    
    =============================
    
    Droguza will burst out of the chamber. Different, eh?
    
    
    ==============================================
    DARC BATTLE 34: The Hardest Battle in the Game
    ==============================================
    
    Enemies: Demon Droguza Lv? (Steal: Nothing.)
    
    Objective: Defeat Droguza!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Darc - 23
    Delma - 20
    Volk - 23
    Camellia - 20
    Bebedora - 21
    
    Strategy: Heal up and recharge before the battle starts.
    
    Now, at the beginning of the fight, Droguza probably won't attack you for a
    little while. Take the chance to cast every status boosting spell you have on
    your characters. Guard Field, Heated Soul, Speed Up, Magic Shield, everything.
    
    Droguza is FAST. He'll be taking two turns in the time it takes everyone in
    your group to move, so watch out.
    
    Droguza has four attacks. The first affects a large arc at about the middle
    of the map, from about halfway across the metal bar to a small length
    in front of Droguza. When you start moving toward him, he'll hit you with it.
    It's POWERFUL, so heal up after you get smacked by it.
    
    The second is a simple physical swipe that hits everybody in front of him. It's
    pretty strong, too, but not as bad as the other attack.
    
    The third is a little area effect elemental bomb that he flings at people where
    nothing else can get. It's about as strong as the physical attack.
    
    The last is a breath attack he throws out straight in front of him that does
    decent damage + defense down. Avoid that by moving a little bit away from the
    center as you approach.
    
    With that said, you're going to have to charge him. I know it sounds weird,
    but stay clumped until you get right in front of him. The reason is that his
    attacks have such range scattering won't help, and you need to be close to
    heal.
    
    You want to get close to him, and stay in a small group a little off to his
    left. Delma, Camellia and whoever else is available should concentrate on
    healing, while Darc, Volk and Bebedora attack him physically or with spells
    (i.e. Black Out). As long as you stay healed, Droguza shouldn't be able to
    kill you, though he might pull off some kind of three-turn-in-a-row cheese.
    Make sure everyone's available to heal if they have to. With a bit of time and
    luck, he'll go down.
    
    Note that if you stick a character next to Droguza and as far and up as he or
    she can go on the left hand side, Droguza will inexplicably cease attacking
    them. He CAN hit them, with his orb attack, but he doesn't, or does very
    infrequently.
    
    Whoever kills Droguza will get around 6500 exp.
    
    And no, the title ain't an exaggeration. It's really the hardest.
    
    ==============================================
    
    With his dying breath, Droguza tells Darc that Darkham was headed for Maluise
    Tower. Droguza asks Darc if he is a real Deimos. Darc lies, and Droguza dies.
    
    Darc offers a grim lamentation. The chapter ends.
    
    End Darc, Chapter 5
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.11 - Kharg, Chapter 6: Rivalry
    
    Kharg and Samson arrive in Yewbell, and Kharg is overcome with a sudden fit of
    nervousness and trepidation. Samson gives a little speech about why his friends
    came with him, comparing him to Darc in that respect (be we know he's wrong
    about Darc). Kharg's gotta believe in his friends more. He still wants Samson
    to come along, but Samson, of course, won't.
    
    YEWBELL, PART 8
    --------
    Wander around and talk to people. They'll be singing a different tune from when
    you last saw them. It seems they've come to their senses. Make your way to the
    Castle Ruins. As you enter, Kharg'll run into Maru. Maru asks for forgiveness,
    but Kharg deems it unneccessary. Maru says the reason everyone's so suddenly
    amicable is because Paulette went around and reminded everyone of how many
    times Kharg and Nafia had saved their collective behinds. It seems she's been
    eating herself up for rejecting Kharg.
    
    When you regain control, go over to Nafia's grave. The memorial is much more
    impressive now. Paulette's over there. She'll beg Kharg's forgiveness, but he's
    pretty understanding about the whole thing, and lets it go smoothly. She
    pledges herself to his defense.
    
    Kharg tells Paulette and Maru (who just walked up) about the events on Cragh
    Island. Ganz and Tatjana, however, are apparently at Thunor Point,
    interrogating some Dilzweld. Gotta go collect 'em.
    
    You're free to leave Yewbell now. Exit through the main gate.
    
    WORLD MAP, RAGNOTH
    --------
    To Thunor Point, friends.
    
    THUNOR POINT
    --------
    Walk up to Tatjana and Ganz. The Megist is gone, but they found and questioned
    a few Dilzweld stragglers. They've been informed that Darkham is headed back to
    the Dilzweld Empire. The party resolves to track him down. Leave the point.
    
    WORLD MAP, RAGNOTH
    --------
    To the Big Owl, it's parked in its usual spot. Examine the control panel, and
    Tatjana will inform Kharg that attempting to fly into Dizlweld airspace is
    something on the level of suicide. Tatjana suggests an alternate point of
    entry: over Mt. Lamda. Set course for Halshinne.
    
    WORLD MAP, HALSHINNE
    --------
    Mt. Lamda it is.
    
    MT. LAMDA
    --------
    You'll arrive to find a monestary at the foot of the mountain. The locals call
    it Lamda Temple. Since busting in would involve in battle with hordes of
    warrior monks, Kharg decides to get the head of the temple to allow him
    passage, which will only probably involve battle with hordes of warrior monks.
    
    Head in. Check out the training. The monk off to the side in front of the
    training square runs the Lamda Arena, if you wish to partake. Head up the
    stairs the training monks are looking at and talk to the Priest. Answer 'No.'
    Then ask about getting over Mt. Lamda. He'll only allow passage to those who
    truly understand the teachings of Lamda. Sounds like a fetch quest to me.
    
    Well, there's nothing here, so try to leave the area. Kharg deduces that there
    must be information about Lamda's teachings somewhere. Tatjana suggests the
    Great Library at Peisus. Head out.
    
    WORLD MAP, HALSHINNE
    --------
    Hop on the bus, and head to Peisus.
    
    PEISUS
    --------
    Walk straight up and talk to the man behind the desk. He says they have an old
    Lamda Sutra, but won't tell you where it is. Great.
    
    Walk around this entry room and talk to everyone for a bit of color. One guy's
    running a shop, and the healer's over in the corner. You can also examine the
    various artifacts.
    
    Go into the back room. The party, except for Maru, will split up to look for
    the Sutra. You can indulge yourself by looking around at all the bookshelves
    and talking to all the people, party members included. Span is standing next to
    Ganz in front of the second set of stacks. He doesn't know where the Sutra is,
    but if you talk to him, Kharg will fork over the three volumes of Spirit
    Dictionaries he's been lugging around.
    
    When you're done exploring, read the scroll in the middle of the end wall
    directly opposite the door. It'll say something about dragons. Well, there are
    dragons flanking the thing you just read. Odd.
    
    Head back into the entrance hall. Along the left and right walls are two bronze
    dragon statues. Examine the heads of both. They have gemstones in their eyes.
    Take them.
    
    Go back to the dragon scroll. Examine and put the red gemstone in the eye of
    the left dragon, and the blue gemstone in the eye of the right one. A passage
    will open. The central pedestal in this new room contains the Lamda Sutra.
    There is only one problem; it's written in Sumlian, a dead language. Take it.
    
    Exit the room. The party will reform with the intent of finding a person who
    speaks Sumlian. Go back to the entrance room. You'll find Maru talking to the
    librarian, near the right-hand dragon carving. The librarian will suggest
    having Maru's crown appraised in Milmarna. Luckily, there also may be someone
    who reads Sumlian there.
    
    You're ready to move out.
    
    WORLD MAP, HALSHINNE
    --------
    Now you need to go to Milmarna. A lot of work for little return, eh?
    
    MILMARNA
    --------
    Maru has a strange affinity for this place. He'll take off by himself. As for
    Kharg, walk him down the path. The shops are in the center of the map. Near
    there is the healer, and a treasure chest being guarded by a dog. Follow the
    path all the way until you hit a small green island with a man standing on it,
    looking out at the water, and the road turns from wood to dirt. On this little
    bit of land will be a rock. Examine it and you'll find a bone. Take it back to
    the dog. Give it to him. He'll wander off, and you're free to open the chest.
    Inside is a letter. Read it. It asks for you to take care of the dog (Rover).
    You don't have the time, so tell the boy outside too. Resolution.
    
    When you're done shopping, keep following the path past the bone-rock until you
    hit a big stone building. Enter it.
    
    Go down the first staircase on your right. You'll see a circular counter with a
    few barrels down and to the left of it. On one of them is a book. Take it. It's
    the Spirit Dictionary Volume 5. Then, talk to the person behind the counter
    closest to you. Of course, they can't translate the Sutra, because it's
    illegal. You need permission from Rosanna first.
    
    Before you do anything, take this chance to go around and talk to the people if
    you wish. When you're ready, walk up from the circular counter. There's an
    attendant at the top of a ramp. Talk to her. She'll say only Milmarnan royalty
    is allowed past that point. Maru walks up. Luckily, he's Milmarnan royalty.
    Shocked? No, I wouldn't think so.
    
    Maru leaves you to wait for him. Walk a bit left and then up along the line of
    people. The fortune teller, Foh, will reveal herself. Maru gets the party
    invited over. Walk around and over to Maru. He'll shortly leave again. Walk
    back to the circular counter, and talk to Rosanna, and then to the Appraiser.
    The translation will take some time.
    
    Head back up the previously-blocked ramp and into the doorway at the top. A
    conversation will start. Foh wants Maru (Yumalnoh) to replace her as King of
    Milmarna. He'll be a bit overwhelmed, and leave the room. If you want to hear
    the whole story, talk to Rosanna and ask her.
    
    When you're done, go back out into the main room. The Appraiser is done
    translating. Apparently, the text of the scroll is 'Clear away all distractions
    and keep your mind open at all times.'
    
    Walk back over to the line of people. Go past it, and down the stairs to the
    left of it. The small form hunched over on the box is Maru. Talk to him.
    Tell him the Sutra's done. He wants to go back to Mt. Lamda. He tells Kharg
    and Paulette that it was all a lie, and that he was given the crown by the real
    prince many years ago.
    
    Foh and Rosanna will overhear. Foh will storm off. While they prepare to leave,
    Maru will cast a sidelong glance at a crystal ball, and want to talk to Foh
    again. Exit the fortune teller's building.
    
    Go down the path back towards the entrance to Milmarna. You'll run into Foh,
    who's preparing to set sail. Maru pesters her enough that she gives up on that
    idea, but as she turns to leave, the boat she was about to board sinks. The jig
    is up. Maru's really the prince. However, you still need to get to Mt. Lamda.
    
    Exit Milmarna.
    
    WORLD MAP, HALSHINNE
    --------
    Take a detour to Peisus.
    
    PEISUS, PART 2
    --------
    Go back and talk to Span. Give him the last dictionary. He'll fork over a Hero
    Bandanna. You'll notice that the gemstones have been returned to their
    original locations. Use them to open the back room again.
    
    Where the Sutra used to be, there will now be Diekpeck, another Diekbeck clone.
    Like the last one, he's not telling the truth, so don't believe him.
    
    He'll proceed to ask you a series of pointless trivia questions. The item you
    recieve is dependant on the number of questions you answer correctly. They are
    as follows:
    
    1-5: Diek Screw
    6-9: He'll say it's a Neutrino Charge, but it's really a Clivis's Book.
    10: Spirit Amulet
    
    If you mess up on one, he'll break down, and you'll get the item for the number
    correct you'd gotten before that.
    
    The answers are as follows:
    
    1: Counterclockwise.
    2: A cat.
    3: Beautiful stones.
    4: Palkia.
    5: How much to spend on the entrants' lunches.
    6: A pair of dice.
    7: The Shinobi Gang.
    8: Lakelta Deimos. (Named after a Native American tribe, I believe.)
    9: A pipe.
    10: Buster.
    
    You can only get one and, contrary to Diekpeck's opinion, the Diek Screw is
    probably the best of them, but only if you happen to have Kharg's secret
    character with you.
    
    Also, before you leave the Peisus area, I'd advise you to purchase a Napping
    Bell for Maru if you don't already have one. Some Herbs are also adviseable.
    Maybe even a few Gale Headbands if you've got the cash. They could make your
    life easier real soon.
    
    Once you've got what you want, leave.
    
    WORLD MAP, HALSHINNE
    --------
    Now you can return to Mt. Lamda.
    
    MT. LAMDA, PART 2
    --------
    Talk to the same priest as before. Tell him you know, and then tell him it's to
    'clear your mind from distraction.' You're right, but the Priests insist Kharg
    & Co. be tested. He'll pit you against a group of Lamda monks. To be nice,
    he'll only insist that one character pass the test.
    
    
    =========================================================
    KHARG BATTLE 30: These Guys Aren't Very Devout Pacifists.
    =========================================================
    
    Enemies: Lamda Monk Lv24 (x3)
    Lamda Monk Lv23 (x2)
    
    Objective: Clear your mind. Defeat the Lamda Monks.
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 21
    Paulette - 20
    Maru - 19
    Ganz - 19
    Tatjana - 19
    
    Strategy: This is an odd battle. Before it, a big deal is made about how you
    need to clear your mind and not allow rage to overcome you, but the goal of
    the battle seems to simply be to slaughter the monks, which isn't terribly
    difficult. They're a bit slow, and their Special Moves are limied to increasing
    their ATT. Thankfully, they've low MOV too. Kill them quickly, but watch out
    if they up their ATT, since it makes them a good deal stronger (obviously).
    There might be a penalty for having everyone's Tension Meters max out, but I'm
    not sure.
    
    =========================================================
    
    You've won the fight, but the match isn't over. A strange haze suddenly clouds
    the area. Kharg turns around, and we see Darc, Delma, Volk and Camellia,
    accompanied by one Lamda Monk. Kharg, Ganz, Paulette and Tatjana curse at them,
    while Maru wonders what the hell is going on. The mist disappates, and the
    Deimos bunch all suddenly turn into regular Lamda Monks. The Priest uses this
    to determine that all but Maru have failed to understand the teachings of
    Lamda. The Priest asks that Maru face the five monks, alone. He's not joking.
    The battle starts.
    
    
    ===============================================
    KHARG BATTLE 31: You're Giving a Prince Orders?
    ===============================================
    
    Enemies: Lamda Monk Lv24
    Lamda Monk Lv23 (x2)
    Lamda Monk Lv22 (x2)
    
    Objective: Clear your mind. Defeat the Lamda Monks.
    Loss: Maru disabled.
    
    Destructables: None.
    
    My Levels: Maru - 19
    
    Strategy: Heal and recharge Maru before the fight starts. Give him any spare
    Stat Up items you've got.
    
    It may not look like it, but this battle pretty easy. Maru's a ton faster than
    these guys. At the start of the battle, retreat to one of the upper corners of
    the combat square. Use any Stat Ups you've got, then slowly edge your way
    toward the monk on the far corner.
    
    Only the closest monk should activate and follow Maru, though a few of the
    others may attempt to ATT up themselves. Use Maru's high SPD to chip away at
    the monk that's active. If you have the Napping Bell I suggested you buy, equip
    it on Maru. It'll come in very handy, as it works quite often, causing the
    Monks to lose turns.
    
    Once the first monk is out, move close enough to another one to attract it, and
    then kill it the same way. Rinse and repeat. If you get a whole clump of them
    after you, hit them with a Binding Arrow (or, if you don't have it, Venom
    Arrow) or any other high radius Special Move (Great Hunter if you've got it).
    
    They'll all drop Spirit Stones (and a few will drop herbs) upon death, to make
    it easier on you.
    
    Whatever you do, avoid letting them hit you a lot. If they do, their ATT Up and
    Maru's low natural DEF will combine to make your life suck. Use Maru's First
    Aid or herbs in the gap between attracting monks to heal up.
    
    All in all, it may take awhile, but it's easy if you do it systematically.
    
    ===============================================
    
    The Priest finally grants you passage. However, the man speaks of a strange
    hallucination-inducing gas infecting the mountain. As we've seen so far, only
    Maru can endure it, so he'll be forced to guide the party through the area.
    
    Proceed left of where the Priest is standing to find a stone path leading to a
    gate. Enter it. Begin to follow the mountain trail. Enter the first recession
    in the stone wall and open the chest. Proceed a little farther, and it's battle
    time.
    
    
    ===================================
    KHARG BATTLE 32: Red River Mountain
    ===================================
    
    Enemies: Lackey Demon Lv26
    Lackey Demon Lv25 (x2)
    Ogre Lv26 (x3)
    Ogre Lv25
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 21
    Paulette - 20
    Maru - 20
    Ganz - 19
    Tatjana - 19
    
    Strategy: Move your characters forward according to the way they're facing.
    These guys are nothing special, but you should take all the precautions you
    always do. They're pretty strong in the way of regular attacks, so keep that
    healing ready and only let yourself get surrounded if you're using Windblade
    Fury.
    
    ===================================
    
    Continue along. Go down the first ramp you see. Open the chest for the
    extremely useful Weathercock, among other things. Continue along as before.
    Turn left at the next opportunity. Open the chest for a bunch of herbs. Go
    back to the main path and continue. Enter the next recession in the stone wall.
    Open the chest for a Tanzanite and Ganz's Ice Blade. Back to the main path and
    along once more. Battle number two.
    
    ======================================
    KHARG BATTLE 33: Red River Mountain II
    ======================================
    
    Enemies: Ogre Lv21
    Ogre Lv20 (x3)
    Lackey Demon Lv21
    Lackey Demon Lv20
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 21
    Paulette - 20
    Maru - 20
    Ganz - 19
    Tatjana - 19
    
    Strategy: Almost the same as the last battle, only with fewer, weaker enemies.
    
    ======================================
    
    More walking, straight down the path. You'll encounter an odd mist. Maru's
    ready. Walk into it. You'll appear in Yewbell, hazed purple. Kharg wonders if
    it's really a hallucination as the walking dead appear in front of him.
    
    =======================================
    KHARG BATTLE 34: Here There Be Monsters
    =======================================
    
    Enemies: Zombie Lv28 (x3)
    Ghoul Lv26 (x2)
    
    Objective: Overcome the phantom monsters!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 21
    Paulette - 20
    Maru - 20
    Ganz - 19
    Tatjana - 19
    
    Strategy: Despite the general freakiness involved, this battle's a cinch. Like
    all zombies, these dudes are slow, ugly and stupid. You really can't lose.
    Bash their heads in. Equip Luminous Moss on people if you really want to be
    sure they feel it.
    
    They do have Special Moves, but the one they'll use mostly is vomiting on you
    to reduce your DEF. Fun.
    
    =======================================
    
    Maru, the great navigator, lends a single piece of advice. 'Find the ring of
    light.' Well, great. I guess we're dead, then. Follow the light. Thanks, Maru.
    
    Go down the stairs. Cross the wooden bridge. Enter the portal. You're in Plumb
    Canyon. Go down the ramps. Cross the wooden bridge. Enter the portal. Yoi're in
    Asheeda Forest. Go left and down, then right when you have to. Enter the
    portal. You're in the Parenz Ruins. Walk left and around. Go into the portal.
    You're at Scrappe Plateau. Walk over towards the fence in the back. A battle
    will start.
    
    ==========================================
    KHARG BATTLE 35: Here There Be Monsters II
    ==========================================
    
    Enemies: Reaper Lv26 (x2)
    Skeleton Lv25 (x2)
    Skeleton Lv24 (x2) (Drop: Shoulder Spikes)
    
    Objective: Overcome the phantom monsters!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 22
    Paulette - 20
    Maru - 20
    Ganz - 19
    Tatjana - 19
    
    Strategy: Skeletons aren't new to you. They're strong, but slow. Duh.
    
    Reapers probably are. They're a total pain in the ass. They have high AVO,
    decent ATT and decent MOV, but their real power lies in a bizarre Special Move
    they've got that can do ridiculous damage, often cleaving your HP in half, or
    reducing them to 1/4 or some insanity. They've also got Black Out, which is
    always powerful. They're genuinely unpleasant. That said, focus on them first.
    
    They'll clump like they always do, so you'll be able to damage them a bunch
    before they get to you. Just watch out for the Reapers.
    
    ==========================================
    
    Walk into the portal. You're back on Mt. Lamda. Next stop is a Dilzweld AAA
    Installation. Save your game, and head down the path. Leave the area.
    
    WORLD MAP, HALSHINNE
    --------
    The Eastern Fortress, my good man.
    
    THE EASTERN FORTRESS
    --------
    Kharg'll find the wreck of the Fiona. Better find Samson. Talk to Boomer. He'll
    explain the situation. Apparently, Samson told the rest of the crew to abandon
    ship, and he, Boomer and Buster crashed here. Samson was wounded bad, but he
    went on into the heart of the empire alone. You need to get in there, and
    Tatjana has a plan.
    
    Leave the area.
    
    WORLD MAP, HALSHINNE
    --------
    The Dilzweld Empire, baby.
    
    THE DILZWELD EMPIRE
    --------
    The guard at the gate will be very surprised to see Tatjana. He leaves to
    inform HQ. You're given free reign. Up the stairs and straight ahead is the
    pub with the save point. At the extreme north end of the area, next to the
    statue, are the shops. You need to go down the stairs to the left of them.
    You'll see some Dilzweld soldiers manning a roadblock. Go up to them.
    
    They'll explain about Darc's raid on the Megist, and give up Darkham's next
    destination: Maluise Tower.
    
    You're actually done here, but it'd be a good idea to go around to everyone and
    talk. It's part of the game, after all, and they've got interesting stuff to
    say. There's an odd corner of the city where there's nothing but cats. I
    couldn't figure it out. Maybe there's something there, I don't know....
    
    Head out of town when you want to.
    
    WORLD MAP, HALSHINNE
    --------
    Well, to Maluise Tower, then.
    
    MALUISE TOWER
    --------
    You'll find Samson, bleeding. He'll spark a flashback of his attempted
    assassination of the emperor. He was a bit too slow on the trigger, it seems.
    It also seems Lilia knew his secret the whole time. Smart cookie, that one.
    Samson asks you to save Lilia, and expires.
    
    Follow Darkham into the tower.
    
    Go up the stairs, turn left and go down the stairs. Open the chest for some
    unremarkables. Walk back up the stairs. Follow the path to the right and up
    the stairs until a battle starts.
    
    ===========================
    KHARG BATTLE 36: Ascendence
    ===========================
    
    Enemies: Commando Lv24 (x2)
    Intruder Lv26 (x2)
    Intruder Lv25
    PA-200 Lv25 (x3)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty, explodes)
    Steel Box (16 Spirit Stones, Revival Medicine)
    
    My Levels: Kharg - 22
    Paulette - 20
    Maru - 21
    Ganz - 20
    Tatjana - 20
    
    Strategy: Okay. Same old stuff with a new look, with the exception of the
    PA-200s. You can flatten all this with little or no trouble. They're all the
    same units you've been pounding for several chapters now. The Intruders are
    simply souped-up versions of the Gunners you've fought before, much like the
    Commandos are merely foot soldiers on crack. The PA-200s and Commandos pose
    the same threat as before.
    
    You might want to just let loose with area effect attacks to end this battle
    quickly, as there are a few more to come.
    
    ===========================
    
    Walk across the battlefield to the stairs. Go up. Open the chest in front of
    you for Ganz's Wind Blade and some other stuff. Continue up the spiraling
    staircase. The screen will change. Keep walking up stairs. Another battle will
    begin.
    
    ==============================
    KHARG BATTLE 37: Ascendence II
    ==============================
    
    Enemies: PA-200 Lv26 (x2)
    Intruder Lv25 (x2)
    Cannon Trap Lv25 (x2)
    Cannon Trap Lv24 (x2)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Metal Drum (empty)
    Metal Drum (Elixir)
    Steel Box (275g, Rescue Kit)
    
    My Levels: Kharg - 22
    Paulette - 21
    Maru - 21
    Ganz - 20
    Tatjana - 20
    
    Strategy: Nothing here that isn't familiar. They've still got good damage
    dealing capabilities, so heads up. Go for it.
    
    ==============================
    
    Cross the battlefield. Don't go down the first set of stairs. Continue onward.
    Now go down the stairs. Follow along and you'll find a chest with a Stun Unit
    and some others. Head back up and continue along. Enter the doorway with light
    spilling out of it.
    
    Wander up the curving stairs and into the doorway at the top. Continue down the
    path, and up the stairs.
    
    ===============================
    KHARG BATTLE 38: Ascendence III
    ===============================
    
    Enemies: PA-200 Lv26 (x2)
    PA-200 Lv25 (x3)
    Cannon Trap Lv25 (x3)
    
    Objective: Defeat the Dilzweld Army!
    Loss: Entire party disabled.
    
    Destructables: Steel Box (Snake Wire)
    Gunpowder Can
    Gunpowder Can
    
    My Levels: Kharg - 22
    Paulette - 21
    Maru - 21
    Ganz - 21
    Tatjana - 20
    
    Strategy: Don't freak out. Sure, there's a lot of crap, but it's all old crap,
    and the more stuff there is the more likely it is to get all bunched up. Let go
    with your strongest attacks. They'll fall.
    
    ===============================
    
    Continue down the obvious path. Head down the first flight of stairs. Open the
    chest for a High Green Lens and Frey's Hair Ornament. Go back up the stairs
    and continue along. Heal and save.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: After you exit this area, you'll NEVER be able to return to CATHENA
    AGAIN. If you need to do something there (get Diekbeck, etc.), leave Maluise
    Tower and do it NOW.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    That having been said, go forward, toward the light.
    
    A scene will commence. Darkham's got Lilia laid out on some weird altar, with
    five Great Spirit Stones laid into a panel in front of him. He's trying to
    summon the Flying Castle, and does.....but it doesn't fly. The artificial Wind
    Stone is to blame, as it explodes within the panel.
    
    The Mysterious Man shows up, telling Darkham that it flying isn't necessary.
    Darkham tests the power of the Flying Castle through its weapon systems. He
    destroys The Republic of Cathena, and everyone in it.
    
    Head up the stairs and around to confront Darkham. Kharg refuses to let him
    continue. A battle commences.
    
    =================================
    KHARG BATTLE 39: Fall Like Wheat
    =================================
    
    Enemies: Darkham Lv? (Steal/Drop: Burst Blade)
    Royal Guard Lv31
    Royal Guard Lv30 (x3)
    
    Objective: Defeat Darkham and his bodyguards!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 22
    Paulette - 22
    Maru - 22
    Ganz - 21
    Tatjana - 21
    
    Strategy: Hoo boy. Alright. I'll go over the enemies first.
    
    Darkham, despite appearances, is nothing more than a beefed up Dilzweld
    Commander. He does all the same essential stuff. The only major difference is
    his Special Attack is a Paralysis Grenade and not a regular shot. He does have
    a Special Move that does a good amount of direct damage, but he rarely ever
    uses it.
    
    The Royal Guards, on the other hand, are extremely annoying. They have three
    attacks; a decently powerful standard attack, a beam Special Move that extends
    forward from them at a small range for good damage, and a phyiscal combo
    Special Move that's just about the same as their regular attack.
    
    Now that you know this, you're going to want to knock off the Royal Guards
    first to lessen the field. Darkham is fast, but they're not. You need to let
    off the strongest attacks you've got, one after the other. Do not let up. Heal
    when Kharg or Tatjana's turns come up and it's necessary. The guards start
    close enough together that you should be able to hit two of them with every
    spell. Ignore Darkham for now, you can deal with him later. You need to kill
    at least two Royal Guards first.
    
    Once you've knocked two or three Royal Guards out, the fight's much easier.
    You can use your superior number of moves to your advantage, and stay healed
    while continuing to pummel Darkham. You've experienced much stronger bosses
    than him (read: Selkis, Demon Droguza, Lakelta Brothers, etc.). You can do it.
    
    If you're really having trouble, just go out and level. Learn some of the
    really strong Special Moves (Windblade Fury, Great Hunter, Sigma Storm, etc.),
    and come back in a few hours.
    
    Remember, Royal Guards are regular enemies. You can hit them with Status Down
    attacks, so Ganz tossing a Skull Crusher their way can be immensely helpful if
    you find yourself unable to do a good amount of damage.
    
    =================================
    
    Darkham reveals his true intent. He doesn't want to rule the world. He just
    wants to destroy all the Deimos in it (sound familiar?). He tells of Old
    Dilzweld. It was invaded by Deimos, and Darkham flew to Cathena to appeal for
    help. They remained indecisive, and wasted time while taking no action. When
    Darkham returned, the Deimos had pretty much slaughtered the people of his
    homeland, used children as hostages and other such atrocities. Darkham vowed
    revenge.
    
    This was his way of accomplishing it. Unfortunately, his noble intentions
    became clouded over time. He let too many innocents die. He flings himself from
    the tower, falling to his death.
    
    End Kharg, Chapter 6
    
    Save your game at the prompt.
    
    **********************************************************
    
    3.12 - The Final Battle
    
    You'll open up on Kharg, right where you left off, surprisingly enough. Darc &
    Friends will run up the walk, leading to a showdown. Words are exchanged.
    Threats are made. A battle is begin. A choice is presented.
    
    Now, here's where it gets interesting. You can either pick humans or Deimos to
    control in this great struggle here. I'll confess right now that the choice is
    totally irrelevant. Yep, events will unfold in almost exactly the same way no
    matter what happens. However, you've still got a choice to make. Pick whichever
    you want. I'll outline from both perspectives.
    
     &lt!================!DEIMOS!================!&gt
    
    =================================
    DARC BATTLE 35: Might Makes Right
    =================================
    
    Enemies: Kharg Lv?
    Paulette Lv?
    Maru Lv?
    Ganz Lv?
    Tatjana Lv?
    
    Objective: Defeat humans for a Deimos victory!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Darc - 25
    Delma - 20
    Volk - 23
    Camellia - 20
    Bebedora - 21
    
    Strategy: Sure, Maru's probably twice as fast as Darc, but that's okay.
    
    Blast them straight to hell. You know exactly what they're capable of, since
    you were just controlling them a few minutes ago. Leave no Spirit Stone
    unspent. Just keep casting your strongest spells until they're goners, and the
    Deimos stand triumphant.
    
    You have the advantage in that they won't use their Special Moves very often,
    though they do have the ability to cast every single one in their repertoire,
    whether they've learned it under your control or not.
    
    =================================
    
     &lt!=================!HUMAN!=================!&gt
    
    ============================================
    KHARG BATTLE 40: Are You Afraid of the Darc?
    ============================================
    
    Enemies: Darc Lv?
    Delma Lv?
    Volk Lv?
    Camellia Lv?
    Bebedora Lv?
    
    Objective: Defeat Deimos for a human victory!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 23
    Paulette - 22
    Maru - 22
    Ganz - 22
    Tatjana - 22
    
    Strategy: They're probably a ton slower than you are.
    
    Go straight at them and let off all the area effect Special Moves you've got.
    Don't hold back for anything, just keep on attacking. Kill Darc and Bebedora
    first, since they're usually the only Deimos who can do large amounts of
    damage. If you keep at it with strong Special Moves, they'll fall, and the
    world will be safe for humanity.
    
    You have the advantage in that they won't use their Special Moves very often,
    though they do have the ability to cast every single one in their repertoire,
    whether they've learned it under your control or not.
    
    ============================================
    
    When the scene picks up again, whichever team you chose will be standing
    victorious over the other. Darc or Kharg will go over to take the Great Spirit
    Stones, but will suddenly be lifted into the air, along with everyone else. A
    cinematic begins.
    
    Zev will appear, as if out of thin air, and walk over to Lilia. He speaks of
    acquiring all five Great Spirit Stones, and that his power has returned. He
    takes off his goggles to reveal empty eye sockets. He is the Divine Ruler.
    
    He explains the history behind the process. When the Spirits departed, he fled
    his prison in the Ark, possessing the body of Zev, the explorer. His immense
    power gone, he utilised more subtle means, and manipulated things in order
    to allow the seal on the Flying Castle to be broken. The ark is within the
    Flying Castle, and with it, the Divine Ruler can become the Lord of the Black
    Abyss once more.
    
    The Divine Ruler exits, taking with him the Spirit Stones and Lilia.
    
    When the scene opens again, the winning group from the previous battle will be
    contemplating their general stupidity. The winning group considers offing the
    losing one, but quickly realizes the folly in that, and leaves them be. The
    losers are incredulous.
    
    Kharg or Darc will step forward, and declare the best course of action is to
    enter into the Flying Castle and seek out the Divine Ruler.
    
    MALUISE TOWER, PART 2
    --------
    You're free to do whatever you want that doesn't involve going to Aldrow. But,
    the plot dictates that you go all the way down to the base of the tower, go
    around back to where the third Droguza battle was set, and enter the gate.
    Watch the scene. Go into the Flying Castle. The warning is true, but you know
    that. Go in.
    
    The game will lurch back to the losing party, still atop Maluise Tower. They'll
    wonder about Lilia, and exactly why the hell the other party didn't take them
    out when they had the chance. They, too, will resolve to enter the Flying
    Castle. You'll gain control.
    
    You're free to do whatever you want with these guys that, again, doesn't
    involve going to Aldrow. For your sanity later, I'd advise taking a short
    trip to Azer Springs and buying up some Black Charms (6-10 or so). A few
    Luminous Mosses (4-6) would be smart, as well. You don't have to, but it's a
    very good idea.
    
    To advance the plot, you must go around Maluise Tower again, and enter the
    Flying Castle.
    
    The two groups will walk right smack into each other in the entrance. Kharg
    wants to combine the groups, but Darc won't hear of it. Just then, the Flying
    Castle takes off, and the floor falls out from under everyone.
    
    THE FLYING CASTLE (KHARG'S STORY)
    --------
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: You cannot retreat from battle in the Flying Castle.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Kharg, Ganz and Paulette will wake up next to a pile of rubble. Kharg wonders
    about the whereabouts of Maru and Tatjana when Volk and Delma awake on the
    other side of the rubble. Everyone wants to fight, except Kharg, who won't
    allow it. He attempts to persuade Volk to join up, when he's interrupted by
    the enemy.
    
    =============================
    KHARG BATTLE 41: Hell's Heart
    =============================
    
    Enemies: Hell Kite Lv27 (x2)
    Hell Kite Lv26
    Lackey Demon Lv26 (x2)
    Lackey Demon Lv25
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Kharg - 24
    Paulette - 23
    Ganz - 22
    Volk - 23
    Delma - 20
    
    Strategy: Easy, easy stuff. Lackey Demons you know, and Hell Kites are just
    souped-up Wyverns. This should be nice and simple for you at this point, as you
    no doubt by now have your own systems in place to work out new enemies. I'll
    leave you to it. There's no great danger here.
    
    =============================
    
    Kharg convinces everybody to ignore their personal problems and band together
    to solve the current predicament. Smart guy.
    
    Exit through the doorway. A battle will start.
    
    ================================
    KHARG BATTLE 42: Hell's Heart II
    ================================
    
    Enemies: Golem Lv35
    Golem Lv34
    Golem Lv33
    Rognas Gormon Lv31 (x3)
    Rognas Gormon Lv30
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Strange Orb (22 Spirit Stones)
    Strange Orb (22 Spirit Stones)
    
    My Levels: Kharg - 24
    Paulette - 23
    Ganz - 22
    Volk - 24
    Delma - 21
    
    Strategy: Okay, kinda new. You'll be familiar with Rognas Gormons from random
    battles enough to know that they look tough but have inexplicably low DEF.
    Golems, in fact, are exactly the same way. Both of these enemy types, do,
    however, have high ATT, with Special Moves to boot, so watch that HP. Shouldn't
    be too much trouble, as they're all very slow, both SPD and MOV wise.
    
    ================================
    
    Head across the battlefield and up the 'stairs' at the end. You'll see a small
    platform nestled in the corner. Examine it. Touch the crystal. It'll light up.
    Keep going, around the corner and in the darkened doorway. Follow the path,
    past the bridge, and down the 'stairs' at the end of it. You'll see another
    crystal pedestal. Examine it, and touch the crystal. The bridge will form
    fully. Go up to it and try to cross it.
    
    The party will stop. Paulette wonders if it's safe. Kharg kneels down at the
    edge of the abyss to peer under it, but sees no supports. Delma seizes the
    opportunity to try to push Kharg over the side. She fails and falls over
    herself, but manages to reach back and grab onto the side. Ganz marches over
    and....pulls her up.
    
    Ganz has kind of a nifty morality going here. I like it. Kharg doesn't believe
    Delma really wanted to push him over. After all, she tries to kill everyone
    she likes. Though Volk insists Deimos are not to be trusted, the group forms
    up once more. Cross the bridge and go in. Battle number 3.
    
    =================================
    KHARG BATTLE 43: Hell's Heart III
    =================================
    
    Enemies: Evil Eye Lv27 (x2)
    Evil Eye Lv26 (x2)
    Dark Dweller Lv26 (x2)
    Dark Dweller Lv25 (x2)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Strange Orb (empty)
    Strange Orb (empty)
    
    My Levels: Kharg - 24
    Paulette - 23
    Ganz - 23
    Volk - 24
    Delma - 21
    
    Strategy: Hey, these guys again. You know these guys. They can still Paralyze
    you, so watch the hell out. Other than that, they're weaker ATT-wise, but
    better AVO-wise and much faster than the other stuff that you've encountered
    thusfar.
    
    ================================
    
    Walk straight across the field and over to the square platform extending from
    the end of it with the strange symbol on it. All the elevators in the Flying
    Castle look like this. Examine it and get on.
    
    Follow the path all the way to the large door. The party will stop and wonder
    where Darc is. Volk and Delma want to go look for him, but Kharg insists they
    all stay put and wait.
    
    Save your game at the prompt.
    
    THE FLYING CASTLE (DARC'S STORY)
    --------
    Tatjana and Camellia are predictably trying to bite each other's heads off.
    Maru is the voice of reason, and Bebedora offers a warning. Baddies are
    approaching. Uh-oh.
    
    ========================
    DARC BATTLE 36: Bad Moon
    ========================
    
    Enemies: SA-100 Lv26 (x2)
    SA-100 Lv25
    SA-100 Lv24
    Gunner Lv25 (x3)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: None.
    
    My Levels: Darc - 25
    Camellia - 20
    Bebedora - 21
    Maru - 23
    Tatjana - 23
    
    Strategy: Hey hey, new stuff. Well, not that new. The gunners are familiar, and
    the SA-100s are just palette swaps. Still, kinda new. Anyway, the SA-100s are
    exactly the same as their PA-200 cousins, except the machine gun has been
    replaced by a self-destruct explosion attack. It does about the same damage as
    the machine gun, and the offending SA-100 loses its life over it. Good for you.
    
    Other than that, nothing new. Smoke 'em.
    
    ========================
    
    There's another human-Deimos standoff. Maru is the voice of reason, this time.
    Darc tells Maru and Tatjana to tag along. Tatjana is suspicious. Maru is
    happy. The party forms.
    
    The elevator don't work, so take the right-hand exit. Combat.
    
    ================================
    DARC BATTLE 37: Elevator Puzzle!
    ================================
    
    Enemies: PA-200 Lv30 (Drop: Unit 128K)
    PA-200 Lv27
    PA-200 Lv26 (x2)
    SA-100 Lv27 (x3)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Strange Orb (empty)
    Strange Orb (22 Spirit Stones)
    Strange Orb (20 Spirit Stones)
    Strange Orb (22 Spirit Stones)
    Strange Orb (empty)
    Strange Orb (empty)
    
    My Levels: Darc - 25
    Camellia - 20
    Bebedora - 22
    Maru - 23
    Tatjana - 23
    
    Strategy: Seven enemies who are essentially the same. Tatjana will inform you
    of things I've already told you. There's nothing special I can really say
    about killing these guys. Just do what you've been doing. They haven't changed
    since the last time you saw them.
    
    The PA-200 that starts removed from the others and surrounded by Strange Orbs
    is the one with the Unit 128K.
    
    ================================
    
    Walk across the battlefield. You'll find a crystal pedestal. Examine, and touch
    the crystal, then go back into the broken elevator room. Go in the center exit
    this time. Battle.
    
    ===================================
    DARC BATTLE 38: Elevator Puzzle! II
    ===================================
    
    Enemies: Dark Dweller Lv27 (x4)
    Evil Eye Lv26 (x4)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Strange Orb (empty)
    
    My Levels: Darc - 25
    Camellia - 20
    Bebedora - 22
    Maru - 24
    Tatjana - 23
    
    Strategy: Very similar to a battle Kharg and his group just fought. Take the
    same precautions. They can still Paralysis, but probably won't.
    
    ===================================
    
    Walk across. Touch the crystal on the pedestal. Head back into the broken
    elevator room. Go out the left hand door. Battle.
    
    ====================================
    DARC BATTLE 39: Elevator Puzzle! III
    ====================================
    
    Enemies: Shotgun Trap Lv27 (x4)
    Gun Trap Lv26 (x4)
    
    Objective: Defeat all enemies!
    Loss: Entire party disabled.
    
    Destructables: Strange Orb (Full Sails Tonic)
    Strange Orb (First-aid Kit)
    
    My Levels: Darc - 25
    Camellia - 20
    Bebedora - 22
    Maru - 24
    Tatjana - 23
    
    Strategy: Easy, easy, easy. All old stuff. Hulk smash.
    
    ====================================
    
    Walk across. Touch the crystal as before. Back into the elevator room. It works
    now. Ride it up. Bebedora will suddenly know the way. Save your game. Follow
    Bebedora onto the elevator.
    
    You'll enter a big empty room with no other exits. Bebedora will run off. Darc
    asks her what's going on. She tells the party that this is a monster box, where
    intruders are eliminated. Two dragons fall from the ceiling. She's been
    possessed by the Divine Ruler. You've got to snap her out of it.
    
    ================================
    DARC BATTLE 40: I'm Bebedora III
    ================================
    
    Enemies: Bebedora Lv? (Drop/Steal: Nothing)
    Altima Lv? (x2) (Drop/Steal: Bear Stuffed Animal; Golem Mask)
    
    Objective: Defeat the Bebedora!
    Loss: Entire party disabled.
    
    Destructables: Strange Orb (Constantly spawning. Some have Spirit Stones,
    others are empty.)
    
    My Levels: Darc - 26
    Camellia - 20
    Maru - 24
    Tatjana - 24
    
    Strategy: Heal up and get ready.
    
    This battle is very, very annoying. Bebedora herself is weak, but the Altimas
    are powerful. Plus, you can't just quickly off Bebedora to end it, because
    every time you hit her she warps herself to a different place on the map. Not
    fun.
    
    The Altimas will only fly to the big squares in the center or the corners of
    the room. They can't stand anywhere else. They have an area of effect good
    ranged Magic attack, and a Standard Attack. It may not sound like much, but
    it's enough to put the hurting on you. Lucilky for you, they have poor DEF.
    
    Also, the Altimas are weak to Light, so if you've got any Luminous Mosses, put
    them on.
    
    That said, start by having Darc Speed Up everyone. One of the Altimas will
    probably fly near you before too long. If he hits you, heal up. When your
    characters start to move again, go over and begin to pound on the nearby
    Altima. He may fly away; if he does, just wait for him or the other one to come
    back near you again and commence with more of a beatdown. Try not to let the
    group get really divided, or they'll be sitting ducks.
    
    Don't go too near Bebedora. Stay back, near your starting point. If you go too
    close to her, she'll come at you, and she's an annoyance you probably don't
    want, since once you start attacking her she'll begin teleporting around the
    map and making life hard for you. Take it slow, and go after the dragons when
    they come near you.
    
    Destroy the Strange Orbs that spawn near you. They might have Spirit Stones in
    them, which you can collect when needed.
    
    Once the Altimas are gone, you're left with Bebedora. She's got much better ATT
    than she had with you, plus Black Out, but she's outnumbered. If you hit her,
    she'll appear to die, but she'll just have moved somewhere else. She is taking
    damage, so don't worry about that. When she comes by again, hit her. Rinse and
    repeat. When she dies, you're done.
    
    ================================
    
    Maru kneels over the lifeless Bebedora. The group is somber, and discusses the
    plan. As they walk away, Bebedora gets up and follows. Puppets are always
    lifeless. Darc tells Bebedora that she can control herself from now on. She
    wants to experience every feeling there is, and the party forms.
    
    Go down the elevator. Save. Go up the elevator you didn't take before. Go down
    the path. Meet up with Kharg.
    
    The groups stand opposite each other, and despite general stubbornness, agrees
    that they have a common enemy at this point. The camera slowly zooms in on
    Darc and Kharg. They forge a truce. The groups. Assimilate. Pick whoever you
    want to be party leader, it doesn't change much of anything.
    
    Walk forward, and down the path. Heal and buy what you need from the Qurops.
    Save. Go up the elevator, and begin The Flying Castle in ernest.
    
    THE FLYING CASTLE (WATER FLOOR)
    --------
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Now, these next three parts of the Flying Castle have random
    battles every other room or so. Despite the fact that they're not story
    battles, they seem to always have a similar distribution of enemies. As such,
    I'm not gonna go over it battle by battle for you. Instead, at the beginning of
    each floor (there are three of them), I'll merely list the enemies you can
    expect to encounter. It's nearly all stuff you've seen before or variants
    thereof, so don't worry about it. Here goes.
    
    Also, my lengthy directions all entail maximum treasure intake. At the end of
    every section, however, I'll write a simple 'direct path to exit' set of
    directions, if all you want is to get the hell out of there.
    
    Directions defined as North, South, East or West. This is from the camera's
    perspective. North is the top of your TV, South is the bottom, West is the left
    hand side, and East is the right-hand-side.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Enemies: Armored Turtle Lv27
    Desert Devil Lv25-26
    Ghoul Lv27
    Gunner Lv26
    Mer Apis Lv26
    Poison Slime Lv26
    Reaper Lv27-28
    Royal Guard Lv27
    Skull Warrior Lv26-28
    Stone Tortoise Lv26
    Sword Master Lv26-28
    Toxic Ooze Lv27
    
    Go north from the first room. Fight the battle. Continue along west, then
    north again. Fight the battle. When the battle's over, check out the room.
    The little floating spheres that look like Pokeballs are chests. Open them.
    Notable items are: Satan's Ribbon, Angel Statuette, Steel Ripper, Ice
    Talisman. Go back to the first room.
    
    Exit to the east. Fight the battle. From there, go north, and then continue
    that way until you hit an elevator. Take it. Walk up north through the big
    doorway. Go out the west exit in the new room. Another battle. Follow the path
    to the exit opposite the door. Continue down until you hit a save point and the
    elevator. Save, and go up.
    
    DIRECT PATH TO EXIT: East from first room. Fight. Take north exit. North until
    elevator. Take elevator. North through doorway. West exit of new room. Fight.
    Exit opposite the door. Continue to elevator. Take elevator.
    
    THE FLYING CASTLE (FIRE FLOOR)
    --------
    Enemies: Cerberus Lv28-29
    Elemental Lv28-32
    Evil Eye Lv28-29
    Great Phoenix Lv28-29
    Hellhound Lv28-29
    Hell Kite Lv28
    Ninja Master Lv28-29
    Red Dragon Lv30
    Royal Guard Lv30
    Sleeping Gust Lv32
    Stun Smog Lv32-38
    Warlock Lv28
    
    Walk away from the elevator down the path to the exit. There's a battle in the
    next room. When it's done, head west. Ingore the elevator. Take the northern
    exit. Finish the battle. Loot the Pokeballs. Notables: Type 4 Ruby Lens Proto,
    Battle Jacket. Exit south, and go back east one room.
    
    Go up the elevator in this, the room you initally entered. Head in South. Open
    the chests in this room. Notables: Blade of the Giants, Duel Spikes, Light
    Talisman. Go west two screens, fight in one. Open the pokeballs here.
    Notables: Superconductor Coil. Leave to the north. Follow along until you hit
    the elevator. Go down. Exit the new room to the west. Fight the battle, and
    then leave to the north. Fight again, and leave to the north again.
    
    Take the chance to restock on items, save, and take the elevator up.
    
    DIRECT PATH TO EXIT: Head south of elevator. Exit. Fight. Exit to the west.
    Exit to the west again. Fight. Exit to the north. Fight. Exit to the north
    again. Go up the elevator.
    
    THE FLYING CASTLE (WIND FLOOR)
    --------
    Enemies: Cobra Lv34-35
    Dark Knight Lv32
    Doll Master Lv34
    Green Dragon Lv32-35
    Killer Gargoyle Lv32
    Mage Lv30
    Mechanical Doll Lv33
    Mighty Fly Lv31-32
    Ninja Master Lv32-35
    Royal Guard Lv34-36
    SA-100 Lv32-34
    Sidewinder Lv34-35
    Skeleton Lv30
    Skull Warrior Lv32-35
    Supreme Ninja Lv30-32
    Wyvern Lv32
    
    Take the east exit from the first room. Continue east. Fight the battle. When
    it's over, go south. Open the orbs in here. Notables: Sorcerer Mask, Storm
    Talisman.
    
    Continue south. They'll be another battle. After you've won that, go west.
    You'll hit a room with an elevator. Go west from there, and continue west
    until you hit another room with an elevator. Go north from this room. Fight the
    battle. Loot it once you're finished. Notables: Shiny Nose, Max Green Lens.
    Exit to the south.
    
    Take the elevator and go up. When it stops, walk along the path and exit to
    the south. Fight the battle, then exit the room to the east. You'll end up in
    another room with an elevator. Exit to the north. Fight the battle, then loot
    the room. Notables: Land Talisman, Raging War God's Blade.
    
    Exit the treasure room. Get on the elevator.
    
    DIRECT PATH TO EXIT: From the first room, exit east. Exit east again. Fight,
    then exit south. Go south again. Fight once more, then exit west. Get on the
    elevator in this room. Go south. Fight the battle, then exit west. Get on the
    elevator.
    
    THE FLYING CASTLE (DEPTHS)
    --------
    Alright. Save your game. Buy up whatever you need from the Qurops. I suggest
    lots and lots of Ancient Herbs and Revival Medicines to fill up the inventories
    of the six people you're going to be using. Also, buy a Gale Headband for every
    male character you're going to use, except Kharg, who'll probably have the Hero
    Bandanna.
    
    Take the time now to equip all those Luminous Mosses and Black Charms you've
    been carrying around. You need one Moss for everyone you expect to be attacking
    physically in the coming battles (you can use the Crystal Arrowhead if you plan
    to bring Maru along, instead). You'll also want at LEAST one Black Charm for
    everyone. Alternatives to the Black Charm are the Shadow Talisman and Frey's
    Hair Ornament. If someone has one of those equipped, they won't need a Black
    Charm. If they're not wearing those, you'll want at least one Black Charm on
    them, but two is preferable. (Three is a waste, don't equip more than two.)
    
    Only do this for the six people you plan to use in the coming battles. I highly
    suggest this six include either Delma, Camellia or Tatjana, for the sole
    purpose of casting Magic Shield.
    
    Once you've done all that, save and enter the big double doors. You know, the
    ones radiating dark power. Those doors.
    
    There's a scene. The Divine Ruler manipulates Lilia into breaking the seal on
    the Ark. He claims the power within, and again becomes the Lord of the Black
    Abyss. Kharg and Darc show up, but they're a bit late. The Lord sucks them into
    the dark world.
    
    Whichever character you chose way back at the Meeting Point will wake up in
    total blackness and wonder what's going on. Walk around. The other party
    members will appear to be staring into empty flames. When you approach them,
    you'll see someone important to that character appear out of the flames, and
    discourage them. They won't hear you if you talk to them, and all the
    apparitions speak backwards. Go around to everyone, and remember who appears to
    them. When you get to the flame with noone standing in front of it, someone
    will appear to Kharg or Darc, and they'll collapse. Just before everyone fades
    away, Lilia's voice comes out of the void, and helps Kharg or Darc break the
    illusions. A battle commences.
    
    
    ==============================================
    UNION BATTLE 1: The Easiest Battle in the Game
    ==============================================
    
    Enemies: Meshimgen Lv? (x6)
    
    Objective: Break illusion. Defeat Meshimgens!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 29
    Darc - 30
    Maru - 29
    Ganz - 27
    Volk - 27
    Tatjana - 27
    
    Strategy: Everyone will start directly opposed to a Meshimgen. The key to this
    battle is to understand that there's a Meshimgen that matches every character
    you brought into a battle. When someone attacks a Meshimgen, they will flash
    the image of one of the apparitions for before. If this apparition is correct
    to the character that attacked, the Meshimgen will take damage. If not, the
    Meshimgen will turn the character who attacked into a berserk Meshimgen
    themselves for a few turns, and make them go around and attack other party
    members. Don't worry about it, as the attacks will be weak. Just get everyone
    matched up properly. If you've forgotten the right images, I'll list them here.
    Just have everyone attack the Meshimgen that flashes the proper image.
    
    Kharg - Nafia
    Darc - Windalf
    Paulette - Lloyd
    Delma - Densimo
    Maru - Foh
    Volk - Yrena and Nazaal
    Ganz - Rapier
    Camellia - Old Camellia
    Tatjana - Darkham
    Bebedora - Bebedora
    
    ==============================================
    
    The party is a bit miffed, and there's another challenge to come. An odd
    looking eye-thing will appear, with Lilia imprisoned atop it. The Lord claims
    that, should you kill the eye-thing, Lilia will die, and the party's hearts
    will be stained in darkness. The only other option is death.
    
    ===================================
    UNION BATTLE 2: The Sons of Windalf
    ===================================
    
    Enemies: Lilia Getmann Lv? (Steal: Nothing)
    Meshimgen Lv? (x6 + summons)
    
    Objective: Defeat Lilia Getmann!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 29
    Darc - 30
    Maru - 30
    Ganz - 28
    Volk - 27
    Tatjana - 27
    
    Strategy: You pretty much need to brawl your way through this. Lilia Getmann
    can't do much more than summon more Meshimgens and cast Black Out, but it's
    fast and good at both of those. Knock out the Meshimgens in front of you and
    head straight for it. Let loose with everything you've got. It'll die.
    
    Meshimgens are really, really weak, except for their area effect special move.
    Just watch out for that.
    
    Lilia Getmann has about 1000 HP.
    
    ===================================
    
    Lilia Getmann disappears along with Lilia. The party laments their inability
    to do anything. You'll hear two disembodied voices (take a wild guess as to who
    they are), and Lilia will appear. She'll give a speech about how, as long as
    hope is maintained, the party can still win. Everyone else will chime in about
    how they'll safeguard the future in one way or another, and a blinding light
    will radiate from Lilia. You'll be back in the room you started in.
    
    In front of you will be the Lord of the Black Abyss, a giant eyeball. It'll
    give a typical bad guy 'destroy all your hopes' speech. Kharg and Darc don't
    buy it. It's clobberin' time.
    
    ============================
    UNION BATTLE 3: The Dark One
    ============================
    
    Enemies: Lord of the Black Abyss Lv? (Steal: Who cares?)
    Brain Cell Lv52 (summons)
    
    Objective: Defeat the Lord of the Black Abyss!
    Loss: Entire party disabled.
    
    Destructables: None
    
    My Levels: Kharg - 29
    Darc - 30
    Maru - 29
    Ganz - 27
    Volk - 27
    Tatjana - 27
    
    Strategy: Before it starts, heal and recharge, and be sure everyone's got the
    Black Charms and Luminous Mosses.
    
    At the start of the battle, have Tatjana, Delma or Camellia cast Magic Shield/
    Element Guard on everyone. This is a must, even if you don't have Black Charms.
    Cast Speed Up and Heated Soul while you're at it, if you can.
    
    The Lord of the Black Abyss has three moves. The first is to summon a Brain
    Cell. The Brain Cells are pretty pathetic, really. As you kill them, the black
    mist surrounding the Lord will begin to disappate, and his DEF will lower.
    After you kill five of them, it'll be gone completely, but the Lord will be
    able to use his third move, which recharges it fully.
    
    His second move drains the life from everyone near him and heals him. He'll
    only use it if someone's in range, so park as many characters as you can
    outside it's effect area to cut down on the damage to your party. I believe
    it's non-elemental.
    
    He'll only use his third move when the black mist is fully gone. It's a really
    poweful dark laser beam that he shoots straight out from him. This is the
    reason you brought those Black Charms. It's Dark elemental. On an unprotected
    character, it'll do about 300 damage. However, with Element Guard and a Black
    Charm, it'll only do about 70. With Element Guard and a Frey's Hair Ornament,
    two Black Charms or a Shadow Talisman, it'll do 1. Also, you can avoid this
    attack by moving to the EXTREME left or right sides of the battlefield. I
    suggest planting characters with less Dark res there if you can.
    
    That said, your main strategy is going to involve killing 4 Brain Cells, then
    smacking the Lord with everything you've got until the fifth Brain Cell shows
    up, at which point you move your more vulnerable characters to the sides and
    continue to wail on him as he lets his Dark Beam go. Once that's out, move away
    and kill 4 more Brain Cells. Rinse and repeat. Use any and all healing
    available to you when necessary. Don't bother using Special Moves and Magic on
    the Lord, just attack him. He's got about 5000 HP.
    
    An alternative to a mad charge at him is to bring two characters with good
    range (usually Maru and Tatjana with a Superconductor Coil), plant everyone
    on the sides of the map, kill Brain Cells as they approach, and attack the Lord
    from the side, out of range of his area drain. If positioned correctly, he
    won't be able to hit you with anything. Consider this if you're having trouble.
    
    ============================
    
    Watch the ending. The Spirits show up and save the day. Kharg and Darc look
    toward the future and Lilia returns to a solitary life. Nifty.
    
    End The Final Battle
    
    Save your game at the prompt, after the credits. It's your New Game+ save.
    You're done. Congrats. :)
    
    **********************************************************
    
    4.0 - Sidequests, etc.
    
    ----------------------------------------------------------
    
    4.1 - Secret Characters
    
    =========
    DIEKBECK
    =========
    
    To get Diekbeck, beat the 20 match challenge at the Cathena Arena with Kharg.
    You should be about level 30 to be safe.
    
    ======
    CHOCO
    ======
    
    For Choco, beat the 30 match challenge at the Rueloon Arena with Darc. Level 30
    is good enough here, as well.
    
    ----------------------------------------------------------
    
    4.2 - Ancient Tablets/Spirit Dictionaries
    
    Since I prefer not to copy and paste my FAQ already devoted to this subject,
    I'll just lay out the locations in a set of bullets. They're in the Walkthrough
    as well. Seek out the aforementioned FAQ for better directions. It's only
    hosted at http://www.gamefaqs.com at time of writing.
    
    ===================
    SPIRIT DICTIONARIES
    ===================
    
    Bring these to Span at Peisus for a Hero Bandanna.
    
    Volume 1 - The Edge of a Sea of Trees, Buried under rock
    Volume 2 - The Republic of Cathena, Capitol Bulding, Meeting Room, Table
    Volume 3 - Sulfas, Main Plant, Floor near barrel
    Volume 4 - The Mountain Stronghold, Floor near radio
    Volume 5 - Milmarna, Fortune Teller's Building, On top of a barrel
    
    ===============
    ANCIENT TABLETS
    ===============
    
    Bring these to Kirjath at Barbadoth for a Goddess Statuette.
    
    Ancient Tablet 1 - Geedo's House, Chest
    Ancient Tablet 2 - Drakyrnia, Shop Floor
    Ancient Tablet 3 - Dragon Bone Valley, Ground outside Ordeal Cave
    Ancient Tablet 4 - Coleopt Shrine, Bebedora's Room, Floor near stairs
    Ancient Tablet 5 - Rueloon, In the grass in the alley behind shops
    Ancient Tablet 6 - Pyramid Ruins, First room, Floor
    Ancient Tablet 7 - Chaos Forest, Ground near exit, With Bebedora
    
    ----------------------------------------------------------
    
    4.3 - New Game+
    
    Upon finishing the game, you'll be given a clear save. If you load it, the game
    will start over as before, but you'll begin with some bonus items. Kharg starts
    with 50 Rescue Kits, 10 Bountiful Fruits, 3 Diamond Coatings, a King Statuette,
    999 Spirit Stones and 100,000 gods. Darc starts with 50 Dilz Bombs, 10
    Bountiful Fruits, 3 Diamond Coatings, a Romantic Stone, 999 Spirit Stones and
    100,000 gods.
    
    ----------------------------------------------------------
    
    4.4 - Arenas
    
    There are Arenas in Cathena, Rueloon, Orcoth and Lambda Temple. Each has its
    own set of rules and prizes. I'd list them here for you, but CodecX already has
    a wonderful FAQ posted at GameFAQs and IGN that does all that, so track it
    down via the links in the closer.
    
    Note that you can't go back to Cathena or Orcoth in The Final Chapter, so get
    whatever fighting you want done there finished before the ends of Kharg 6 and
    Darc 5, respectively.
    
    The Arenas are widely considered the best places to level and, once you get the
    prize from the longest round in each Arena, they'll start giving you Bountiful
    Fruits for finishing those rounds again. So, basically, you can level up
    infinitely. But I don't.
    
    **********************************************************
    
    5.0 - Lists
    
    ----------------------------------------------------------
    
    5.1 - Item List
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Some Weapon Parts and Accessories seem to give scaled stat bonuses based
    on the character they're equipped on (that is + or - a percentage rather than
    a set number). I've tried to remain as accurate as possible, but don't be
    surprised if my figures are a bit off for certain characters, because sometimes
    it's very hard to tell the difference. If this is the case, please drop me a
    line and tell me. I'll fix it.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Item LOCATIONS are in the body of the walkthrough, and in the shop list.
    If you find an item that's not listed in either of those places, it's an Arena
    item.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    
    ***************
    ITEMS
    ***************
    
    NAME (USE)
    -----------------------------
    Accuracy Leaf (Temporarily raises HIT, battle only)
    Agility Leaf (Decreases enemy SPD, battle only)
    Attack Leaf (Temporarily raises ATT, battle only)
    Ancient Herb (Heals about 33% HP, large radius, battle only)
    Antitoxic Nut (Cures Poison, battle only)
    Assassin Ball (Kills one enemy, battle only)
    Assassin Firecracker (Kills enemy, medium radius, battle only)
    Attack Bottle (Temporarily raises ATT, battle only)
    Balo Nut (Permanent +5 SPD)
    Bitter Leaf (Temporarily raises DEF, battle only)
    Blabbermouth Cologne (Temporarily raises resistance to Silence, battle only)
    Bomb (Damages enemy slightly, small radius, battle only)
    Bountiful Fruit (Permanent +1 Level)
    Coleopt Froth (Cures all status, including Coleopt Liquid Sphere,
    Mummy's Curse, etc.)
    Critial Leaf (Temporarily raises CRI, battle only)
    Dark Balm (Temporary Dark Res +30, battle only)
    Dark Shy (Decreases enemy dark res, battle only)
    Deimos Medal (Useless)
    Dilz Bomb (Damages enemy very greatly, medium radius, battle only)
    Earth Balm (Temporary Earth Res +30, battle only)
    Earth Shy (Decreases enemy earth res, battle only)
    Elixir (Cures almost all negative status, battle only)
    Energy Cologne (Temporarily raises resistance to Sloth, battle only)
    Energy Snack (Cures Sloth, battle only)
    Evasion Leaf (Temporarily raises AVO, battle only)
    Fire Balm (Temporary Fire Res +30, battle only)
    Fire Shy (Decreases enemy fire res, battle only)
    First-aid Kit (Heals 80 HP, small radius)
    Full Sails Tonic (Temporarily raises MOV, battle only)
    Good Herb (Heals 100 HP)
    Great Herb (Heals 200 HP)
    Greatest Herb (Heals All HP)
    Green Memory Grass (Cures Confusion, battle only)
    Guard Drain (Decreases enemy DEF, battle only)
    Guard Leaf (Temporarily raises GRD, battle only)
    Healing Herb (Heals 50 HP)
    Heart Seed (Temporarily raises MNT, battle only)
    Iron Arm (Temporarily throw things further)
    Lamda's Wonder Cure (Raises Tension Gauge, battle only)
    Life Tree Berry (Permanent +5-15 MHP)
    Light Balm (Temporary Light Res +30, battle only)
    Light Shy (Decreases enemy Light res, battle only)
    Magefoil (Permanent +5 MNT)
    Memory Cologne (Temporarily raises resistance to Confusion, battle only)
    Mind Drain (Decreases enemy MNT, battle only)
    Mint (Cures Sleep, battle only)
    Mint Cologne (Temporarily raises resistance to Sleep, battle only)
    Monster Medal (Useless)
    Nerve Stimulant (Cures Paralysis, battle only)
    Nervy Cologne (Temporarily raises resistance to Paralysis, battle only)
    Numbness Apple (Paralyzes one enemy)
    Painful Needle (Cures Silence, battle only)
    Paralysis Firecracker (Paralyzes enemy, medium radius, battle only)
    Poison Drug (Poisons one enemy, battle only)
    Poison Firecracker (Poisons enemy, medium radius, battle only)
    Power Berry (Permanent +5 ATT)
    Purple Memory Grass (Confuses one enemy)
    Reiki Leaf (Permanent +5 DEF)
    Rescue Kit (Heals 160 HP, medium radius)
    Revival Medicine (Revives ally, medium radius, battle only)
    Rotting Herb (Heals 10 HP)
    Silence Firecracker (Silences enemy, medium radius, battle only)
    Sleep Firecracker (Sleeps enemy, medium radius, battle only)
    Sleeping Pill (Sleeps one enemy, battle only)
    Smooth 'n Dry Cologne (Temporarily raises resistance to Stickiness, battle
    only)
    Soap (Cures Stickiness, battle only)
    Spiked Steel Ball (Heavily damages one, battle only)
    Steel Ball (Damages one enemy, battle only)
    Sticky Beans (Stickies one enemy, battle only)
    Sticky Firecracker (Stickies enemy, medium radius, battle only)
    Strength Drain (Decreases enemy ATT, battle only)
    Super Bomb (Damages enemy, medium radius, battle only)
    Super-Duper Bomb (Damages enemy greatly, medium radius, battle only)
    Water Balm (Temporary Water Res +30, battle only)
    Water Shy (Decreases enemy water res, battle only)
    Yellow Powder (Silences one enemy, battle only)
    
    ***************
    WEAPON PARTS
    ***************
    
    NAME (STATS; USEABLE BY)
    -----------------------------
    
    Aiming Device (HIT +8, MNT -4, SPD -1; All)
    Amethyst Coating (ATT +4, SPD -1; All)
    Aquamarine (Water Element; All)
    Barbed Wire (Slightly Increased Attack Area of Effect; Darc Only)
    Black Rose Thorn (ATT +3, HIT -1, Add Status: Poison; Camellia Only)
    Blade of the Giants (ATT +11, SPD -10%, HIT +3, Increased Attack Area of
    Effect; Volk Only)
    Blood Red Talon (????; Delma Only)
    Blue Wolf Blade (MNT +3, GRD +10, Water Element; Volk Only)
    Broken Gun (Useless, 3500g sell price; Noone)
    Broken Sword (Useless, 1200g sell price; Noone)
    Burst Blade (HIT +5, Increased Attack Area of Effect; Kharg Only)
    Catfish Whiskers (Earth Element; All)
    Clattery Dentures (ATT +5, SPD -4, CRI +10, Increased Attack Area of Effect;
    Bebedora Only)
    Critical Hit Support (CRI +20; All)
    Crystal Arrowhead (ATT +10, Light Element; Maru Only)
    Cursed Doll (MNT -10%, HIT -5, Add Status: Confusion; All)
    Death Ant Nectar (ATT +2, HIT -1, Add Status: Death; Camellia Only)
    Diamond Coating (ATT +12, SPD -1; All)
    Diek Catapult (Increased Item Range; Deikbeck Only)
    Diek Screw (SPD +40; Diekbeck Only)
    Duel Spikes (ATT +12, Slightly Increased Attack Area of Effect; Delma Only)
    Dynamo (MNT -10%, HIT -5, Add Status: Paralysis; All)
    Earth Blade (ATT +12, GRD +10, AVO -4, MNT +1, HIT +4, Earth Element;
    Ganz Only)
    Eyes of a Peregrine (MNT +5; CRI +20; Kharg Only)
    Guard Fang (ATT +4, GRD +20; Darc Only)
    Guard Support (GRD +20; All)
    Gunpowder (Fire Element; All)
    Hawk Eyes (MNT +5, HIT +6; Kharg Only)
    Heat Blade (ATT +12, MNT -2, SPD -2, CRI +10, Fire Element; Ganz Only)
    Heavy Blade (ATT +10%, SPD -2, AVO -2, CRI +3; Darc Only)
    High Heels (Increased Attack Range; Choco Only)
    Ice Blade (ATT +12, SPD -2, HIT -4, MNT +5, Water Element; Ganz Only)
    Iron Skewer (ATT +3; Delma Only)
    Knuckle Guard (GRD +10, CNT +10; Kharg Only)
    Luminous Moss (Light Element; All)
    Magic Shoestrings (AVO +4, CRI +30, MNT +5; Choco Only)
    Mouth-Sealing Needle (ATT +2, HIT -1, Add Status: Silence; Camellia Only)
    Mute Stone (MNT -10%, HIT -3, Add Status: Silence; All)
    Napping Bell (MNT -10%, HIT -3, Add Status: Sleep; All)
    Phoenix Tail Feather (ATT +6, Fire Element; Maru Only)
    Poison Apple Essence (MNT -10%, HIT -3, Add Status: Poison; All)
    Putrefied Beans (MNT -10%, HIT -3, Add Status: Stickiness; All)
    Raging War God's Blade (ATT +9, SPD -4
    Sapphire Coating (ATT +8, SPD -1; All)
    Shiny Nose (MNT +12; Bebedora Only)
    Silk Bowstring (Increased Attack Area of Effect; Maru Only)
    Skeleton Sticker (MNT -10%, HIT -5, Add Status: Death; All)
    Snake Wire (Increased Attack Range; Paulette Only)
    Soot of Darkness (Dark Element; All)
    Sparkly Eyeballs (AVO +3, HIT +2; Bebedora Only)
    Spirit Windmill (Wind Element; All)
    Sleep Bug Eggs (ATT +3, HIT -1, Add Status: Sleep; Camellia Only)
    Star Wing Blade (ATT +3, HIT +1, Increased Attack Area of Effect; Paulette
    Only)
    Steel Ripper (ATT +11; Paulette Only)
    Steel Spike (ATT +5; Delma Only)
    Stone Coating (ATT +2, SPD -1; All)
    Stone Crusher (ATT +3, HIT -3; Paulette Only)
    Stun Unit (Add Status: Paralysis; Tatjana Only)
    Superconductor Coil (CRT +10, HIT -4, Increased Attack Range; Tatjana Only)
    Swordsman's Blade (ATT +4, SPD -2, CNT +10; Volk Only)
    Thorn of Revenge (ATT +2, CNT +20, AVO -4; All)
    Thorned Ivy (Increased Attack Area of Effect; Darc Only)
    Toy Heart (ATT +2, CNT +15, CRI +15; Bebedora Only)
    Traitor's Soul (ATT +6, AVO -8, CNT +50; All)
    Unit 64K (ATT +8, HIT -2, CRI +5; Tatjana Only)
    Unit 128K (ATT +12, HIT -3, CRI +5; Tatjana Only)
    Weathercock (MNT -3, HIT=100; Maru Only)
    Wind Blade (ATT +12, SPD +2, AVO +4, CNT +10, MNT -5, Wind Element; Ganz Only)
    
    ***************
    ACCESSORIES
    ***************
    
    NAME (STATS; USEABLE BY)
    -----------------------------
    
    Angel Earrings (Immune to Stickiness, Immune to Silence, Immune to Paralysis;
    Female Only)
    Angel Statuette (Immune to Instant Death; Male Only)
    Anti-Slothian (Immune to Sloth; All)
    Armored Swallowtail (DEF +8, SPD -1, AVO -3; Camellia Only)
    Battle Jacket (DEF +10, SPD +5, CNT +10, MNT +10, GRD +10; Ganz Only)
    Bear Stuffed Animal (DEF +10, GRD +10; Bebedora Only)
    Bewitching Beads (MNT +12, SPD -3; All)
    Black Charm (Dark Res +25, Light Res -25; All)
    Blood Anklet (DEF +8, SPD -1, GRD +15; Delma Only)
    Blood Tears Earrings (SPD -1, CNT +16, AVO -10, MNT +10; Delma Only)
    Bone Armband (DEF +5, SPD -1, AVO -1; All)
    Clivis's Book (Immune to Negative Status; All)
    Crimson Rose (CNT +30, AVO +30; Samson Only)
    Crystal Beads (MNT +5, SPD -3; All)
    Dilzweld Visor (SPD -1, AVO +24, GRD +25; Tatjana Only)
    Dragonia Ring (DEF +8, SPD +4, MNT +6, Wind Res +50; Darc/Kharg Only)
    Dragon's Wrath (CNT=100, SPD -1, DEF +5; Darc/Kharg Only)
    Falcon Statuette (Immune to Silence; All)
    Fire Talisman (Fire Res=100; All)
    Fireproof Gloves (DEF +7, SPD -1, GRD +12, Fire Res=100; Paulette Only)
    Frey's Hair Ornament (Fire Res +50, Water Res +50, Wind Res +50, Earth Res +50,
    Light Res +50, Dark Res +50; Female Only)
    Gale Headband (SPD +8; Male Only)
    Goddess Statuette (MHP +20%, SPD -3; Female Only)
    Golem Mask (DEF +10, GRD +12, SPD -2, MNT -10%, AVO -9; Maru Only)
    Gorgeous Ring (Double gods gained, SPD -10; All)
    Great Sorcerer's Remains (DEF -16, SPD -16, MNT +47; Volk Only)
    Green Charm (Wind Res +25, Earth Res -25; All)
    Hero Bandanna (SPD +10, AVO +10, MNT +6; Darc/Kharg Only)
    Ice Talisman (Water Res=100; All)
    Jade Beads (MNT +8, SPD -3; All)
    King-Size Soap (Immune to Stickiness; All)
    King Statuette (Double experience gained; All)
    Land Talisman (Earth Res=100; All)
    Lark Coat of Arms (Immune to Paralysis; All)
    Leather Armband (DEF +3, SPD -1, AVO -1; All)
    Leila's Mirror (Immune to Poison, Immune to Sleep, Immune to Confusion; Female
    Only)
    Life Belt (DEF +??, MHP +??%; Ganz Only)
    Life Ring (MHP +10%; All)
    Mad Warrior's Skull (AVO=0, CNT=100, SPD +8; Volk Only)
    Pitcher's Tale (SPD -10%, Increased Item Range; Male Only)
    Rabbit Stuffed Animal (SPD +6, MNT +6, AVO +6; Bebedora Only)
    Rainbow Charm (Fire Res +25, Water Res +25, Wind Res +25, Earth Res +25,
    Light Res +25, Dark Res +25; All)
    Red Charm (Fire Res +25, Water Res -25; All)
    Romantic Earrings (Special Moves/Magic cost 1/3 fewer Spirit Stones; All)
    Romantic Stone (Special Moves/Magic cost 0 Spirit Stones; All)
    Satan's Beads (MNT +15, SPD -3; All)
    Satan's Ribbon (MNT +100, GRD +20; Choco Only)
    Scroll of Evasion (AVO +20%; Male Only)
    Shadow Talisman (Dark Res=100; All)
    Shoulder Spikes (DEF +10, SPD -1, CNT +30; Paulette Only)
    Sleepless Guard (Immune to Sleep; All)
    Sorcerer Mask (DEF +2, SPD -2, MNT +8; Maru Only)
    Spirit Amulet (Fire Res=100, Wind Res=100, Earth Res=100, Water Res=100, Light
    Res=100, SPD -1; Darc/Kharg Only)
    Steel Armband (DEF +8, SPD -1, AVO -1; All)
    Steel Brassard (DEF +3, SPD -1, GRD +10; Tatjana Only)
    Steel Turtle Armband (DEF +20, SPD -50%, GRD +15, AVO -4, CNT -10; Male Only)
    Stone Bag (MMP +30; All)
    Stone Holder (MMP + 15; All)
    Storm Talisman (Wind Res=100; All)
    Substitute Johnny (Immune to Negative Status, MNT -10%; Female Only)
    Tanzanite (Immune to Confusion; All)
    Titanium Armband (DEF +12, SPD -1, AVO -1; All)
    White Charm (Light Res +25, Dark Res -25; All)
    Yellow Charm (Earth Res +25, Wind Res -25; All)
    
    ***************
    PYRON FOODS
    ***************
    
    NAME
    -----------------------------
    
    Blue Flower
    Blue Fruit
    Blue Ice Waterweed
    Blue Snake Ivy
    Deep Green Creeper
    Droopy Grass
    Green Dahlia
    Green Fruit
    Green Nettle
    Hungry Red Tendrill
    Red Berry
    Shiny Grass
    Soft Grass
    Tumble Grass
    Witch Blood Flower
    
    ***************
    AIRSHIP PARTS
    ***************
    
    NAME
    -----------------------------
    
    Blue Beam Lens
    Blue Elec Giant Lens Mod
    Blue Power Lens
    High Green Lens
    Low Green Lens
    Max Blue Lens
    Max Green Lens
    Medium Green Lens
    Neutrino Charge
    Noah - Double Amplifier
    Simple Booster
    Star Variable Amplifier
    Type 1 Ruby Lens
    Type 2 Ruby Lens
    Type 3 Ruby Lens
    Type 4 Ruby Lens Proto
    
    
    ***************
    STORY ITEMS
    ***************
    
    Ancient Curiosity (Ultra-Mech Squad leader, 7-Heroes guard)
    Ancient Tablet 1 (Words of the first to encounter the Spirits)
    Ancient Tablet 2 (Words of the first to encounter the Spirits)
    Ancient Tablet 3 (Words of the first to encounter the Spirits)
    Ancient Tablet 4 (Words of the first to encounter the Spirits)
    Ancient Tablet 5 (Words of the first to encounter the Spirits)
    Ancient Tablet 6 (Words of the first to encounter the Spirits)
    Ancient Tablet 7 (Words of the first to encounter the Spirits)
    Ancient Treasure (Magical girl who likes to sit in bottles)
    Antenna (Was attached to the radio)
    Blue Gemstone (From the eye of the dragon carving)
    Card Key (Key to a special room in the battleship)
    Dragon Master Crown (For he who passes the Dragon Ordeal)
    Fire Fragment (A crystal of refined Fire Spirit Stones)
    Fire Stone (Holds the power of the Fire Spirit)
    Gate Key (Key to the castle ruins)
    Integrated Circuit (Found in the old computer)
    Lambda Sutra (Writing about the Teachings of Lambda)
    Magnetron (Was part of the old microwave)
    Old Pot (Pot found under a rock)
    Ortena (Musical instrument of sweet nostalgia)
    Phoenix Blood (Blood of the legendary, immortal phoenix)
    Rebound Fruit (Counteracts gravity to allow floating)
    Red Gemstone (From the eye of the dragon carving)
    Spirit Dictionary Volume 1 (A book about the ancient spirits)
    Spirit Dictionary Volume 2 (A book about the ancient spirits)
    Spirit Dictionary Volume 3 (A book about the ancient spirits)
    Spirit Dictionary Volume 4 (A book about the ancient spirits)
    Spirit Dictionary Volume 5 (A book about the ancient spirits)
    Tele-Op (A remote control)
    The Twin Saryu Flutes (Flutes that soothe Saryu Tribe's sorrow)
    Water Stone (Holds the power of the Water Spirit)
    Wind Stone (Holds the power of the Wind Spirit)
    
    ----------------------------------------------------------
    
    5.2 - Shop List
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Even though The Flying Castle and Azer Springs are technically shops for
    both Darc and Kharg, I put them in the Deimos section, 'cause they're run by
    Deimos.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ***************
    HUMAN SHOPS
    ***************
    
    ===========
    YEWBELL
    ===========
    
    Items
    -------
    Healing Herb - 20g
    Good Herb - 50g
    Revival Medicine - 160g
    Antitoxic Nut - 30g
    Mint - 30g
    Soap - 40g
    Painful Needle - 40g
    Green Memory Grass - 50g
    Nerve Stimulant - 50g
    Energy Snack - 40g
    Energy Cologne - 320g
    Stone - 20g
    Bomb - 120g
    
    Spirit Stones - 2g/each
    
    Weapon Parts
    -------
    Stone Coating - 120g
    Amethyst Coating - 320g
    Thorn of Revenge - 240g
    Aiming Device - 240g
    Gunpowder - 240g
    
    Accessories
    -------
    Leather Armband - 120g
    Stone Holder - 240g
    
    Airship Parts
    --------
    None
    
    =======================
    THE REPUBLIC OF CATHENA
    =======================
    
    Items
    --------
    Healing Herb - 20g
    Good Herb - 50g
    Great Herb - 100g
    Revival Medicine - 160g
    Antitoxic Nut - 30g
    Mint - 30g
    Soap - 40g
    Painful Needle - 40g
    Green Memory Grass - 50g
    Nerve Stimulant - 50g
    Elixir - 120g
    Lamda's Wonder Cure - 200g
    Poison Drug - 80g
    Sleeping Pill - 80g
    Sticky Beans - 60g
    Yellow Powder - 100g
    Poison Firecracker - 360g
    Sleep Firecracker - 360g
    Sticky Firecracker - 360g
    Silence Firecracker - 360g
    Steel Ball - 120g
    Bomb - 120g
    Super Bomb - 320g
    Iron Arm - 240g
    Full Sails Tonic - 260g
    
    Spirit Stones - 2g/each
    
    Weapon Parts
    --------
    Stone Coating - 120g
    Amethyst Coating - 360g
    Guard Support - 260g
    Spirit Windmill - 240g
    Catfish Whiskers - 240g
    Poison Apple Essence - 1200g
    Napping Bell - 1000g
    Putrefied Beans - 1000g
    Mute Stone - 1600g
    
    Accessories
    --------
    Leather Armband - 120g
    Bone Armband - 320g
    Crystal Beads - 200g
    Jade Beads - 420g
    Yellow Charm - 480g
    Green Charm - 480g
    
    Airship Parts
    --------
    None
    
    ======
    SULFAS
    ======
    
    Items
    --------
    Healing Herb - 20g
    Good Herb - 50g
    Great Herb - 100g (Only AFTER liberation)
    Revival Medicine - 160g
    Elixir - 120g
    Lamda's Wonder Cure - 200g
    Poison Drug - 80g
    Sleeping Pill - 80g
    Sticky Beans - 60g
    Yellow Powder - 100g
    Poison Firecracker - 360g
    Sleep Firecracker - 360g
    Sticky Firecracker - 360g
    Silence Firecracker - 360g
    Steel Ball - 120g
    Spiked Steel Ball - 350g
    Bomb - 120g
    Super Bomb - 320g
    
    Spirit Stones - 3g/each
    
    Weapon Parts
    --------
    Amethyst Coating - 320g
    Sapphire Coating - 860g (Only AFTER liberation)
    Critical Hit Support - 320g
    Guard Support - 260g
    Traitor's Soul - 860g
    Aquamarine - 240g
    Spirit Windmill - 240g
    Putrefied Beans - 1000g
    Mute Stone - 1600g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Crystal Beads - 200g
    Scroll of Evasion - 960g
    Stone Holder - 240g
    
    Airship Parts (Only during/after Chapter 4)
    --------
    Type 1 Ruby Lens - 200g
    Low Green Lens - 260g
    Blue Beam Lens - 150g
    Star Variable Amplifier - 2600g
    
    ====================
    THE SLOTHIAN VILLAGE
    ====================
    
    Items
    --------
    Good Herb - 50g
    Great Herb - 100g
    Revival Medicine - 160g
    Elixir - 120g
    Accuracy Leaf - 140g
    Evasion Leaf - 140g
    
    Spirit Stones - 3g/each
    
    Weapon Parts
    --------
    Sapphire Coating - 860g
    Diamond Coating - 1200g
    Aiming Device - 240g
    Luminous Moss - 360g
    Soot of Darkness - 360g
    Puterefied Beans - 1000g
    Mute Stone - 1600g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Jade Beads - 420g
    Bewitiching Beads - 980g
    Gale Headband - 1200g
    White Charm - 780g
    Black Charm - 780g
    Anti-Slothian - 5600g
    
    Airship Parts
    --------
    None
    
    
    ======
    PEISUS
    ======
    
    Items
    --------
    Great Herb - 100g
    Strongest Herb - 150g
    Ancient Herb - 240g
    Revival Medicine - 160g
    Elixir - 120g
    Anti-Poison Cologne - 260g
    Mint Cologne - 260g
    Smooth 'n Dry Cologne - 260g
    Poison Firecracker - 360g
    Sleep Firecracker - 360g
    Super-Duper Bomb - 680g
    
    Spirit Stones - 3g/each
    
    Weapon Parts
    --------
    Sapphire Coating - 860g
    Diamond Coating - 1200g
    Poison Apple Essence - 1200g
    Napping Bell - 1000g
    Putrefied Beans - 1000g
    Mute Stone - 1600g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Jade Beads - 420g
    Bewitching Beads - 980g
    Steel Turtle Armband - 680g
    Pitcher's Tale - 740g
    Stone Bag - 860g
    
    Airship Parts
    --------
    None
    
    ========
    MILMARNA
    ========
    
    Items
    --------
    Great Herb - 100g
    Strongest Herb - 150g
    Ancient Herb - 240g
    Revival Medicine - 160g
    Elixir - 120g
    Attack Bottle - 220g
    Blabbermouth Cologne - 260g
    Memory Cologne - 320g
    Nervy Cologne - 320g
    Anti-Reaper Cologne - 460g
    Strength Drain - 120g
    Guard Drain - 120g
    Mind Drain - 120g
    Agility Drain - 120g
    Lamda's Wonder Cure - 200g
    Iron Arm - 240g
    Full Sails Tonic - 260g
    
    Spirit Stones - 3g/each
    
    Weapon Parts
    --------
    Sapphire Coating - 860g
    Diamond Coating - 1200g
    Aiming Device - 240g
    Guard Support - 260g
    Traitor's Soul - 860g
    Luminous Moss - 360g
    Soot of Darkness - 360g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Jade Beads - 420g
    Bewitching Beads - 980g
    Gale Headband - 1200g
    Stone Holder - 240g
    
    Airship Parts
    --------
    Type 1 Ruby Lens - 200g
    Type 2 Ruby Lens - 360g
    Blue Power Lens - 280g
    Simple Booster - 860g
    
    ===================
    THE DILZWELD EMPIRE
    ===================
    
    Items
    --------
    First-Aid Kit - 80g
    Rescue Kit - 240g
    Revival Medicine - 160g
    Elixir - 120g
    Lamda's Wonder Cure - 200g
    Nervy Cologne - 320g
    Anti-Reaper Cologne - 460g
    Purple Memory Grass - 120g
    Numbness Apple - 140g
    Assassin Ball - 240g
    Sticky Firecracker - 360g
    Silence Firecracker - 360g
    Bomb - 120g
    Super Bomb - 320g
    Super-Duper Bomb - 680g
    Dilz Bomb - 1200g
    
    Spirit Stones - 4g/each
    
    Weapon Parts
    --------
    Guard Support - 240g
    Sapphire Coating - 860g
    Diamond Coating - 1200g
    Aiming Device - 240g
    Luminous Moss - 360g
    Soot of Darkness - 360g
    Putrefied Beans - 1000g
    Mute Stone - 1600g
    Unit 64K - 1000g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Jade Beads - 420g
    Bewitching Beads - 980g
    Stone Bag - 860g
    Scroll of Evasion - 960g
    Gale Headband - 1200g
    Pitcher's Tale - 740g
    
    Airship Parts
    --------
    Type 3 Ruby Lens - 680g
    Medium Green Lens - 460g
    Max Blue Lens - 560g
    Noah - Double Amplifier - 1200g
    
    
    
    ***************
    DEIMOS SHOPS
    ***************
    
    =================
    ORCOTH, CHAPTER 1
    =================
    
    Items
    --------
    Phoenix Blood - 100g (Quantity: 1)
    Healing Herb - 20g
    Good Herb - 50g
    Revival Medicine - 160g
    Antitoxic Nut - 30g
    Soap - 40g
    Attack Bottle - 220g
    
    Spirit Stones - 2g/each
    
    Weapon Parts
    --------
    None
    
    Accessories
    --------
    None
    
    Pyron Foods
    --------
    None
    
    ============================
    ORCOTH, CHAPTER 2 AND BEYOND
    ============================
    
    Items
    --------
    Healing Herb - 20g
    Good Herb - 50g
    Revival Medicine - 160g
    Antitoxic Nut - 30g
    Mint - 30g
    Soap - 40g
    Painful Needle - 40g
    Green Memory Grass - 50g
    Nerve Stimulant - 50g
    Poison Drug - 80g
    Sleeping Pill - 80g
    Sticky Beans - 60g
    
    Spirit Stones - 2g/each
    
    Weapon Parts
    --------
    Stone Coating - 120g
    Iron Skewer - 240g
    Gunpowder - 240g
    Aquamarine - 240g
    
    Accessories
    --------
    Leather Armband - 120g
    Stone Holder - 240g
    
    Pyron Foods
    --------
    None
    
    =======
    RUELOON
    =======
    
    Items
    --------
    Healing Herb - 20g
    Good Herb - 50g
    Revival Medicine - 160g
    Antitoxic Nut - 30g
    Mint - 30g
    Green Memory Grass - 50g
    Nerve Stimulant - 50g
    Elixir - 120g
    Poison Drug - 80g
    Sleeping Pill - 80g
    Sticky Beans - 60g
    Yellow Powder - 100g
    
    Coleopt Froth - 160g (Only from Woman in Alley, only before first Coleopt
    Shrine battle)
    
    Spirit Stones - 2/each
    
    Weapon Parts
    --------
    Stone Coating - 120g
    Amethyst Coating - 320g
    Heavy Blade - 520g
    Steel Spike - 460g
    Thorn of Revenge - 240g
    Aiming Device - 240g
    Aquamarine - 240g
    Catfish Whiskers - 240g
    
    Accessories
    --------
    Leather Armband - 120g
    Bone Armband - 320g
    Crystal Beads - 200g
    Jade Beads - 420g
    Armored Swallowtail - 520g
    Stone Holder - 240g
    
    Pyron Foods
    --------
    Red Berry - 12g
    Green Fruit - 16g
    Deep Green Creeper - 45g
    Tumble Grass - 120g
    
    ==================
    THE COLEOPT SHRINE
    ==================
    
    (only after first Coleopt Shrine battle)
    
    Items
    --------
    Attack Leaf - 160g
    Guard Leaf - 160g
    Critical Leaf - 160g
    Accuracy Leaf - 140g
    Evasion Leaf - 140g
    Coleopt Froth - 160g
    
    Spirit Stones - 3g/each
    
    Weapon Parts
    --------
    Gunpowder - 240g
    Aquamarine - 240g
    
    Accessories
    --------
    None
    
    Pyron Foods
    --------
    Red Berry - 12g
    Green Nettle - 22g
    Soft Grass - 240g
    
    =========
    DRAKYRNIA
    =========
    
    Items
    --------
    Healing Herb - 20g
    Good Herb - 50g
    Great Herb - 100g
    Revival Medicine - 160g
    Elixir - 120g
    Full Sails Tonic - 260g
    Poison Drug - 80g
    Sleeping Pill - 80g
    Sticky Beans - 60g
    Yellow Powder - 100g
    Poison Firecracker - 360g
    Sleep Firecracker - 360g
    Sticky Firecracker - 360g
    Silence Firecracker - 360g
    
    Spirit Stones - 3/each
    
    Weapon Parts
    --------
    Amethyst Coating - 320g
    Sapphire Coating - 860g
    Aiming Device - 240g
    Heavy Blade - 520g
    Steel Spike - 460g
    Spirit Windmill - 240g
    Catfish Whiskers - 240g
    Sleep Bug Eggs - 860g
    
    Accessories
    --------
    Bone Armband - 320g
    Jade Beads - 420g
    Green Charm - 480g
    Stone Holder - 240g
    Rabbit Stuffed Animal - 1200g
    
    Pyron Foods
    --------
    Witch Blood Flower - 32g
    Green Nettle - 22g
    Green Dahlia - 34g
    Blue Snake Ivy - 200g
    Soft Grass - 240g
    
    =========
    BARBADOTH
    =========
    
    Items
    --------
    Good Herb - 50g
    Great Herb - 100g
    Ancient Herb - 240g
    Revival Medicine - 160g
    Elixir - 120g
    Accuracy Leaf - 140g
    Evasion Leaf - 140g
    Lamda's Wonder Cure - 200g
    Nervy Cologne - 320g
    Anti-Reaper Cologne - 460g
    Iron Arm - 240g
    Full Sails Tonic - 260g
    Super Bomb - 320g
    Super-Duper Bomb - 680g
    
    Spirit Stones - 4g/each
    
    Weapon Parts
    --------
    Sapphire Coating - 860g
    Diamond Coating - 1200g
    Aiming Device - 240g
    Traitor's Soul - 860g
    Spirit Windmill - 240g
    Catfish Whiskers - 240g
    Mouth-Sealing Needle - 860g
    Death Ant Nectar - 3600g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Titanium Armband - 1200g
    Jade Beads - 420g
    Bewitching Beads - 980g
    Stone Bag - 860g
    Gale Headband - 1200g
    Armored Swallowtail - 520g
    
    Pyron Foods
    --------
    Hungry Red Tendrill - 50g
    Blue Fruit - 30g
    Blue Ice Waterweed - 50g
    Shiny Grass - 200g
    Soft Grass - 240g
    
    =============
    AZER SPRINGS
    =============
    
    Items
    --------
    Good Herb - 50g
    Great Herb - 100g
    Strongest Herb - 150g
    Revival Medicine - 160g
    Elixir - 120g
    Purple Memory Grass - 120g
    Numbness Apple - 140g
    Assassin Ball - 240g
    Poison Firecracker - 360g
    Sleep Firecracker - 360g
    Super-Duper Bomb -680g
    Dilz Bomb - 1200g
    
    Spirit Stones - 4g/each
    
    Weapon Parts
    --------
    Traitor's Soul - 860g
    Guard Support - 260g
    Sapphire Coating - 860g
    Diamond Coating - 1200g
    Aiming Device - 240g
    Gunpowder - 240g
    Luminous Moss - 360g
    Soot of Darkness - 360g
    Poison Apple Essence - 1200g
    Napping Bell - 1000g
    Mute Stone - 1600g
    
    Accessories
    --------
    Bone Armband - 320g
    Steel Armband - 750g
    Jade Beads - 420g
    Bewitching Beads - 920g
    White Charm - 780g
    Black Charm - 780g
    Stone Bag - 860g
    Armored Swallowtail - 520g
    
    Pyron Foods
    --------
    Witch Blood Flower - 32g
    Green Dahlia - 34g
    Blue Ice Waterweed - 50g
    Blue Flower - 160g
    Shiny Grass - 200g
    Soft Grass - 240g
    Droopy Grass - 420g
    
    =================
    THE FLYING CASTLE
    =================
    
    Items
    --------
    Great Herb - 100g
    Strongest Herb - 150g
    Ancient Herb - 240g
    Revival Medicine - 160g
    Elixir - 120g
    Dark Balm - 80g
    Silence Firecracker - 360g
    Confusion Firecracker - 420g
    Paralysis Firecracker - 560g
    Assassin Firecracker - 860g
    Super Bomb - 320g
    Super-Duper Bomb - 680g
    
    Spirit Stones - 4g/each
    
    Weapon Parts
    --------
    Diamond Coating - 1200g
    Traitor's Soul - 860g
    Guard Support - 260g
    Critical Hit Support - 320g
    
    Accessories
    --------
    Titanium Armband - 1200g
    Bewitching Beads - 980g
    Satan's Beads - 1500g
    Gale Headband - 1200g
    Stone Bag - 860g
    
    Pyron Foods
    --------
    Witch Blood Flower - 32g
    Green Nettle - 22g
    Green Dahlia - 34g
    Blue Snake Ivy - 200g
    Tumble Grass - 120g
    Shiny Grass - 200g
    Soft Grass - 240g
    
    Airship Parts
    --------
    Blue Elec Giant Lens Mod - 1400g
    Neutrino Charge - 3200g
    
    ----------------------------------------------------------
    
    5.3 - Skill List
    
    ==========
    KHARG
    ==========
    
    Fang Breaker Blade
    ------------------
    Starts Learned; 14 Spirit Stones/Use
    Class Level 1
    Damages, Lowers ATT: One Enemy
    Quote: 'Oh wind, grant this sword the power of justice! Fang-Breaker Blade!'
    
    Whirlwind Crusher
    -----------------
    200 SP; 18 Spirit Stones/Use
    Class Level 3
    Damages, Lowers DEF: One Enemy
    Quote: 'Dancing blade, destroy the enemy! Whirlwind Helmet Crusher!'
    
    Power Shot
    ----------
    160 SP; 16 Spirit Stones/Use
    Class level 2
    Damages, Wind Element: One Enemy
    Quote: 'Taste the windblade of fury! Power Shot!'
    
    Power Wave
    ----------
    1600 SP; 25 Spirit Stones/Use
    Class Level 7
    Damages, Wind Element: Enemies in a Forward Arc
    Quote: 'Taste the windblade of fury! Power Wave!'
    
    Windblade Waltz
    ---------------
    1200 SP; 20 Spirit Stones/Use
    Class Level 6
    Damages: Enemies Surrounding Kharg
    Quote: 'Oh lashing whirlwind, become my blade! Windblade Waltz!'
    
    Windblade Fury
    --------------
    2200 SP; 30 Spirit Stones/Use
    Class Level 8
    Damages: Enemies Surrounding Kharg
    Quote: 'Oh mighty wind, may you consume all! Windblade Fury!'
    
    Raise Spirits
    -------------
    500 SP; 12 Spirit Stones/Use
    Class Level 5
    Raises Tension Gauge: Allies Surrounding Kharg, Kharg
    Quote: 'Alright. Let's concentrate...'
    
    Mind-Scan
    ---------
    100 SP; 12 Spirit Stones/Use
    Class Level 2
    Raises CRI: Kharg
    Quote: 'I put my soul in this sword....'
    
    One Last Chance
    ---------------
    100 SP; 12 Spirit Stones/Use
    Class Level 1
    Raises ATT, Lowers DEF: Kharg
    Quote: 'Here goes nothing....'
    
    Cure
    ----
    Learns automatically after second Scrappe Plateau Battle; 8 Spirit Stones/Use
    Class Level 3
    Heals 25% HP: One Ally
    Quote: 'May a healing wind blow, and rain down new strength! Cure!'
    
    Healing Rain
    ------------
    540 SP; 12 Spirit Stones/Use
    Class Level 4
    Heals 50% MHP: Allies Around Kharg, Kharg
    Quote: 'Let the blessed rain give us new power! Healing Rain!'
    
    Vital Energy
    ------------
    1600 SP; 20 Spirit Stones/Use
    Class Level 7
    Heals 75% MHP: Allies Around Kharg, Kharg
    Quote: 'Gentle wind, ease the wounds of body and mind. Vital Energy!'
    
    Wind Slasher
    ------------
    Learns automatically after second Scrappe Plateau Battle SP; 10 Spirit
    Stones/Use
    Class Level 2
    Damages, Wind Element: One Enemy
    Quote: 'Oh cyclone, mow down the enemies before me! Wind Slasher!'
    
    Tornado
    -------
    580 SP; 20 Spirit Stones/Use
    Class Level 5
    Damages, Wind Element: Group of Enemies
    Quote: 'Behold! The unstoppable tornado! Tornado!'
    
    Refresh
    -------
    400 SP; 10 Spirit Stones/Use
    Class Level 4
    Removes Negative Status: Group of Allies
    Quote: 'Oh pure wind, cleanse this vile place! Refresh!'
    
    Resurrection
    ------------
    600 SP; 18 Spirit Stones/Use
    Class Level 5
    Resurrects: One Ally
    Quote: 'Winds of war, call forth the strength for battle! Revive!'
    
    ==========
    PAULETTE
    ==========
    
    First Aid
    ---------
    Starts Learned; 6 Spirit Stones/Use
    Class Level 1
    Heals: One Ally
    Quote: 'To heal your wounds...'
    
    Sling Knife
    -----------
    60 SP; 10 Spirit Stones/Use
    Class Level 1
    Damages, Fire Element: One Enemy
    Quote: 'Once I get you, you'll never escape! Sling Knife!'
    
    Fire Sling
    ----------
    600 SP; 20 Spirit Stones/Use
    Class Level 4
    Damages, Fire Element: Enemies in Forward Arc
    Quote: 'Oh shooting stars, smash our enemies! Fire Sling!'
    
    Stinging Rain
    ------------
    480 SP; 16 Spirit Stones/Use
    Class Level 3
    Damages: Group of Enemies
    Quote: 'I'll show you the dance of shooting stars! Stinging Rain!'
    
    Burning Rain
    ------------
    1800 SP; 25 Spirit Stones/Use
    Class Level 7
    Damages, Fire Element: Group of Enemies
    Quote: 'I'll show you the dance of shooting stars! Burning Rain!'
    
    Heat Cannon
    -----------
    600 SP; 20 Spirit Stones/Use
    Class Level 6
    Damages, Fire Element: One Enemy
    Quote: 'Fly, fly flames of fury! Heat Cannon!'
    
    Heat Cyclone
    ------------
    2500 SP; 30 Spirit Stones/Use
    Class Level 8
    Damages, Fire Element: Enemies in a Line
    Quote: 'Fly, fly flames of fury! Heat Cyclone!'
    
    Antidote Treatment
    ------------------
    100 SP; 8 Spirit Stones/Use
    Class Level 2
    Cures Negative Status: One Ally
    Quote: 'Back to your old self!'
    
    Psyche-Up Charge
    ----------------
    600 SP; 14 Spirit Stones/Use
    Class Level 6
    Raises Tension Gauge: Paulette
    Quote: 'Must concentrate...'
    
    Mental Focus
    ------------
    400 SP; 14 Spirit Stones/Use
    Class Level 3
    Increases MNT: Paulette
    Quote: 'I'll attack with all my might!'
    
    Mind-Scan
    ---------
    380 SP; 12 Spirit Stones/Use
    Class Level 4
    Increases CRI: Paulette
    Quote: 'This'll blow your mind...'
    
    Interceptor Stance
    ------------------
    400 SP; 12 Spirit Stones/Use
    Class Level 4
    Increases CNT: Paulette
    Quote: 'Coming back at you!'
    
    Defensive Stance
    ----------------
    1600 SP; 12 Spirit Stones/Use
    Class Level 6
    Increases GRD: Paulette
    Quote: 'You'll never get me now!'
    
    Steel Wall Guard
    ----------------
    600 SP; 14 Spirit Stones/Use
    Class Level 5
    Increases DEF: Paulette
    Quote: 'No getting through this.'
    
    Hypnotize
    ---------
    200 SP; 14 Spirit Stones/Use
    Class Level 3
    Adds Sleep: One Enemy
    Quote: 'How 'bout a little nap?'
    
    Sign of Silence
    ---------------
    160 SP; 14 Spirit Stones/Use
    Class Level 2
    Adds Silence: One Enemy
    Quote: 'I've heard enough out of you.'
    
    ==========
    MARU
    ==========
    
    First Aid
    ---------
    280 SP; 6 Spirit Stones/Use
    Class Level 3
    Heals: One Ally
    Quote: 'This will fix you up!'
    
    Venom Arrow
    -----------
    Starts Learned; 16 Spirit Stones/Use
    Class Level 1
    Damages, Adds Poison: Group of Enemies
    Quote: 'Watch the arrows rain down! Venom Arrow!'
    
    Silent Arrow
    ------------
    420 SP; 20 Spirit Stones/Use
    Class Level 3
    Damages, Adds Silence: Group of Enemies
    Quote: 'Watch the arrows rain down! Silent Arrow!'
    
    Binding Arrow
    -------------
    680 SP; 24 Spirit Stones/Use
    Class Level 4
    Damages, Adds Paralysis: Group of Enemies
    Quote: 'Watch the arrows rain down! Binding Arrow!'
    
    Hunting Arrow
    -------------
    520 SP; 20 Spirit Stones/Use
    Class Level 6
    Damages: Group of Enemies
    Quote: 'We got a big one on our hands! Hunting Arrow!'
    
    Great Hunter
    ------------
    2200 SP; 40 Spirit Stones/Use
    Class Level 8
    Damages: Group of Enemies
    Quote: 'We got a big one on our hands! Great Hunter!'
    
    Shuffle Shot
    ------------
    2000 SP; 36 Spirit Stones/Use
    Class Level 7
    Damages, Dark Element: One Enemy
    Quote: I'll shiskabob ya! Shuffle Shot!'
    
    Maru's Story Time
    -----------------
    180 SP; 12 Spirit Stones/Use
    Class Level 2
    Adds Sleep: Enemies Around Maru
    Quote: 'I feel like talkin'! Everyone gather 'round!'
    
    Maru's Big News
    ---------------
    550 SP; 20 Spirit Stones/Use
    Class Level 5
    Adds Confusion: Enemies Around Maru
    Quote: 'When the prince talks, you listen!'
    
    Antidote Treatment
    ------------------
    100 SP; 8 Spirit Stones/Use
    Class Level 1
    Heals Negative Status: One Ally
    Quote: 'They can't keep ya down!'
    
    Mind-Scan
    ---------
    450 SP; 12 Spirit Stones/Use
    Class Level 4
    Raises CRI: Maru
    Quote: 'I'll shiskabob ya!'
    
    Setting Aim
    -----------
    580 SP; 10 Spirit Stones/Use
    Class Level 6
    Raises HIT: Maru
    Quote: 'Once it's in my sights, it's mine!'
    
    Defensive Stance
    ----------------
    720 SP; 12 Spirit Stones/Use
    Class Level 5
    Raises GRD: Maru
    Quote: 'Bring it on!'
    
    Psyche-Up Charge
    ----------------
    450 SP; 14 Spirit Stones/Use
    Class Level 8
    Raises Tension Gauge: Maru
    Quote: 'I'm all psyched up!'
    
    Steal
    -----
    220 SP; 3 Spirit Stones/Use
    Class Level 2
    Steals Item: One Enemy
    Quote: 'Give it to the prince!'
    
    Steal Lv2
    ---------
    550 SP; 8 Spirit Stones/Use
    Class Level 7
    Steals Item: One Enemy
    Quote: 'What's yours is mine!'
    
    ==========
    GANZ
    ==========
    
    First Aid
    ---------
    600 SP; 6 Spirit Stones/Use
    Class Level 6
    Heals: One Ally
    Quote: 'No wimping out!'
    
    Rolling Axe
    -----------
    Starts Learned; 12 Spirit Stones/Use
    Class Level 1
    Damages: Enemies Around Ganz
    Quote: 'Souls of the land, give me strength! Rolling Axe!'
    
    Speed Storm
    -----------
    480 SP; 24 Spirit Stones/Use
    Class Level 4
    Damages: Enemies Around Ganz
    Quote: 'Souls of the land, give me strength! Speed Storm!'
    
    Bone Crush
    ----------
    100 SP; 20 Spirit Stones/Use
    Class Level 2
    Damages, Lowers ATT: Enemies in a Line
    Quote: 'I'll grind you to fine powder. Bone Crush!'
    
    Skull Crush
    -----------
    600 SP; 25 Spirit Stones/Use
    Class Level 5
    Damages, Lowers DEF: Enemies in a Line
    Quote: 'I'll grind you to fine powder. Skull Crush!'
    
    Extreme Grenade
    ---------------
    1600 SP; 20 Spirit Stones/Use
    Class Level 7
    Damages: Group of Enemies
    Quote: 'My steel axe shall smash everything! Extreme Grenade!'
    
    Titan Grenade
    -------------
    2400 SP; 30 Spirit Stones/Use
    Class Level 8
    Damages: Group of Enemies
    Quote: 'I'll smash you to smithereens! Titan Grenade!'
    
    Antidote Treatment
    ------------------
    500 SP; 8 Spirit Stones/Use
    Class Level 7
    Cures Negative Status: One Ally
    Quote: 'This'll do the trick.'
    
    Power Charge
    ------------
    240 SP; 14 Spirit Stones/Use
    Class Level 3
    Increases ATT: Ganz
    Quote: 'Let me handle the attack.'
    
    Psyche-Up Charge
    ----------------
    240 SP; 14 Spirit Stones/Use
    Class Level 3
    Raises Tension Gauge: Ganz
    Quote: 'Now's your chance to run!'
    
    Interceptor Stance
    ------------------
    40 SP; 12 Spirit Stones/Use
    Class Level 1
    Raises CNT: Ganz
    Quote: 'My comeback is your broken bones!'
    
    Mind-Scan
    ---------
    800 SP; 12 Spirit Stones/Use
    Class Level 6
    Raises CRI: Ganz
    Quote: 'Taste the edge of my axe!'
    
    Steel Wall Guard
    ----------------
    150 SP; 14 Spirit Stones/Use
    Class Level 2
    Raises DEF: Ganz
    Quote: 'Let's focus on defense!'
    
    Defensive Stance
    ----------------
    700 SP; 12 Spirit Stones/Use
    Class Level 8
    Raises GRD: Ganz
    Quote: 'Okay. Bring it on!'
    
    Transfer
    --------
    600 SP; 10 Spirit Stones/Use
    Class Level 5
    Gives Extra Turn: One Ally
    Quote: 'It's your turn now.'
    
    Intimidation
    ------------
    400 SP; 10 Spirit Stones/Use
    Class Level 4
    Decreases SPD: One Enemy
    Quote: 'Stay back. You're in my way.'
    
    ==========
    TATJANA
    ==========
    
    Medical Machine
    ---------------
    Starts Learned; 26 Spirit Stones/Use
    Class Level 1
    Heals 100% MHP: Allies Around Tatjana, Tatjana
    Quote: 'More medical experiments, eh? Medical Machine!'
    
    Sigma-Gale
    ----------
    Starts Learned; 16 Spirit Stones/Use
    Class Level 3
    Damages, Light Element: One Enemy
    Quote: 'Magic is no match for science. Sigma-Gale!'
    
    Sigma-Storm
    -----------
    800 SP; 32 Spirit Stones/Use
    Class Level 8
    Damages, Light Element: Group of Enemies
    Quote: 'Magic is no match for science. Sigma-Storm!'
    
    Sigma-Revive
    ------------
    340 SP; 20 Spirit Stones/Use
    Class Level 5
    Resurrects: One Ally
    Quote: 'Feel the wonder of science. Sigma-Revive!'
    
    Element Guard
    -------------
    260 SP; 18 Spirit Stones/Use
    Class Level 4
    Fire Res +50, Water Res +50, Earth Res +50, Wind Res +50, Light Res +50, Dark
    Res +50: Allies Around Tatjana, Tatjana
    Quote: 'Science, protect us! Element Guard!'
    
    Mirage Field
    ------------
    Starts Learned; 16 Spirit Stones/Use
    Class Level 2
    Enemies cannot attack Tatjana for three of her turns: Tatjana
    Quote: 'Just try and find me. Mirage Field!'
    
    Hypnotize
    ---------
    600 SP; 14 Spirit Stones/Use
    Class Level 7
    Adds Sleep: One Enemy
    Quote: 'Goodnight, little one...'
    
    Sign of Silence
    ---------------
    380 SP; 14 Spirit Stones/Use
    Class Level 6
    Adds Silence: One Enemy
    Quote: 'Quiet down....'
    
    ==========
    SAMSON
    ==========
    
    Light Shot
    ----------
    Starts Learned; 12 Spirit Stones/Use
    Class Level 1
    Damages, Light Element: One Enemy
    
    Sharp Shooter
    -------------
    Starts Learned; 28 Spirit Stones/Use
    Class Level 2
    Damages: One Enemy
    
    Gatling Gun
    -----------
    100 SP; 10 Spirit Stones/Use
    Class Level 4
    Damages: One Enemy
    
    Raise Spirits
    -------------
    400 SP; 12 Spirit Stones/Use
    Class Level 5
    Raises Tension Gauge: Allies Around Samson, Samson
    
    ==========
    DARC
    ==========
    
    Claws of Rage
    -------------
    Learned Automatically Before First Church Ruins Battle; 12 Spirit Stones/Use
    Class Level 1
    Damages: One Enemy
    Quote: 'You shall know my fury! ....how's this?'
    
    Vampire Fang
    ------------
    600 SP; 26 Spirit Stones/Use
    Class Level 5
    Damages: One Enemy; Heals: Darc
    Quote: 'I shall devour your soul. Die!'
    
    Sword of Awakening
    ------------------
    270 SP; 24 Spirit Stones/Use
    Class Level 3
    Damages: Enemies Around Darc
    Quote: 'Prepare to die! Sword of Awakening!'
    
    Dragon Fang Sword
    -----------------
    860 SP; 32 Spirit Stones/Use
    Class Level 7
    Damages: Enemies Around Darc
    Quote: 'I'll destroy you all! ...Dragon Fang Sword of Awkening!'
    
    Raise Spirits
    -------------
    200 SP; 20 Spirit Stones/Use
    Class Level 3
    Raises Tension Gauge: Darc
    Quote: 'Kill all the enemy dogs!'
    
    Steal
    -----
    120 SP; 3 Spirit Stones/Use
    Class Level 2
    Steals Item: One Enemy
    Quote: 'I'll take what I want.'
    
    Intimidation
    ------------
    400 SP; 10 Spirit Stones/Use
    Class Level 4
    Decreases SPD: One Enemy
    Quote: 'Come on, if you wanna die!'
    
    Cure
    ----
    Starts Learned; 8 Spirit Stones/Use
    Class Level 1
    Heals 25% MHP: One Ally
    Quote: 'Soothing breeze, lend my your strength! Cure!'
    
    Wind Slasher
    ------------
    Starts Learned; 10 Spirit Stones/Use
    Class Level 1
    Damages, Wind Element: One Enemy
    Quote: 'Rend my enemies, oh blades of the wind! Wind Slasher!'
    
    Tornado
    -------
    400 SP; 20 Spirit Stones/Use
    Class Level 4
    Damages, Wind Element: Group of Enemies
    Quote: 'Swallow my enemies, oh storm of the wind! Tornado!'
    
    Air Blade
    ---------
    2400 SP; 36 Spirit Stones/Use
    Class Level 8
    Damages, Wind Element: Enemies Around Darc
    Quote: 'Ripping wind, tear all to shreds! Air Blade!'
    
    Refresh
    -------
    200 SP; 10 Spirit Stones/Use
    Class Level 3
    Cures Negative Status: Group of Allies
    Quote: 'Oh cooling wind, heal this body! Refresh!'
    
    Speed Up
    --------
    800 SP; 12 Spirit Stones/Use
    Class Level 6
    Raises SPD: Group of Allies
    Quote: 'Oh mighty whirlwind, stand behind us! Speed Up!'
    
    Raging Soul
    -----------
    1000 SP; 16 Spirit Stones/Use
    Class Level 6
    Raises ATT: Group of Allies
    Quote: 'Fiery winds, call up the burning heart! Raging Soul!'
    
    Slow Enemy
    ----------
    600 SP; 12 Spirit Stones/Use
    Class Level 5
    Decreases SPD: Group of Enemies
    Quote: 'May the heavy air embrace the enemy. Slow Enemy!'
    
    Pure Silence
    ------------
    1200 SP; 14 Spirit Stones/Use
    Class Level 7
    Adds Silence: Group of Enemies
    Quote: 'Oh peaceful wind, quiet the enemy. Pure Silence!'
    
    ==========
    DELMA
    ==========
    
    Cure
    ----
    150 SP; 8 Spirit Stones/Use
    Class Level 2
    Heals 25% MHP: One Ally
    Quote: 'Guess it's time for some healing. Cure!'
    
    Healing Rain
    ------------
    600 SP; 12 Spirit Stones/Use
    Class Level 5
    Heals 50% MHP: Allies Around Delma, Delma
    Quote: 'You're about to die, ya know. Healing Rain!'
    
    Flaming Arrow
    -------------
    Starts Learned; 10 Spirit Stones/Use
    Class Level 1
    Damages, Fire Element: One Enemy
    Quote: 'Here I come. Feel my rage! Flaming Arrow.'
    
    Fire Storm
    ----------
    200 SP; 16 Spirit Stones/Use
    Class Level 3
    Damages, Fire Element: Group of Enemies
    Quote: 'Feel my rage! Fire Storm!'
    
    Explosion
    ---------
    1840 SP; 38 Spirit Stones/Use
    Class Level 6
    Damages, Fire Element: Group of Enemies
    Quote: 'Taste the flames of hell! Explosion!'
    
    Wind Slasher
    ------------
    400 SP; 10 Spirit Stones/Use
    Class Level 4
    Damages, Wind Element: One Enemy
    Quote: 'I'll shred everything! Wind Slasher!'
    
    Tornado
    -------
    1000 SP; 20 Spirit Stones/Use
    Class Level 8
    Damages, Wind Element: Group of Enemies
    Quote: 'I'll kick your ass! Tornado!'
    
    Stone Rush
    ----------
    600 SP; 14 Spirit Stones/Use
    Class Level 5
    Damages, Earth Element: One Enemy
    Quote: 'I'll pulverize you! Stone Rush!'
    
    Earthquake
    ----------
    1200 SP; 20 Spirit Stones/Use
    Class Level 7
    Damages, Earth Element: Group of Enemies
    Quote: 'I'm gonna smash you! Earthquake!' (Sounds more like 'Arc Quake')
    
    Divide
    ------
    1200 SP; 16 Spirit Stones/Use
    Class Level 8
    Damages: One Enemy; Heals: Delma
    Quote: 'I'll take...your life! Divide!'
    
    Refresh
    ------
    50 SP; 10 Spirit Stones/Use
    Class Level 2
    Cures Negative Status: Group of Allies
    Quote: 'What the hell...what are you thinkin'? Refresh!'
    
    Resurrection
    ------------
    1200 SP; 18 Spirit Stones/Use
    Class Level 7
    Resurrects: One Ally
    Quote: 'What the....why should I have to look out for you!?! Resurrection!'
    
    Magic Shield
    ------------
    300 SP; 14 Spirit Stones/Use
    Class Level 3
    Fire Res +50, Water Res +50, Earth Res +50, Wind Res +50, Light Res +50, Dark
    Res +50: Group of Allies
    Quote: 'Agh. Quit your flinchin'. Magic Shield!'
    
    Speed Up
    --------
    Starts Learned; 12 Spirit Stones/Use
    Class Level 1
    Raises SPD: Group of Allies
    Quote: 'Move your feet, we've gotta strike now! Speed Up!'
    
    Guard Field
    -----------
    700 SP; 14 Spirit Stones/Use
    Class Level 6
    Raises DEF: Group of Allies
    Quote: 'Guard, and counter. Guard Field!'
    
    Raging Soul
    -----------
    550 SP; 16 Spirit Stones/Use
    Class Level 4
    Raises ATT: Group of Allies
    Quote: 'Hey. Watch me kick some butt. Raging Soul!'
    
    ==========
    DENSIMO
    ==========
    
    Flaming Arrow
    -----------
    Starts Learned; 10 Spirit Stones/Use
    Class Level 1
    Damages, Fire Element: One Enemy
    
    Divide
    ------
    200 SP; 16 Spirit Stones/Use
    Class Level 2
    Damages: One Enemy; Heals: Densimo
    
    Guard Field
    ------------
    Starts Learned; 10 Spirit Stones/Use
    Class Level 1
    Raises DEF: Group of Allies
    
    Raging Soul
    -----------
    50 SP; 16 Spirit Stones/Use
    Class Level 2
    Raises ATT: Group of Allies
    
    ==========
    VOLK
    ==========
    
    Cure
    ----
    800 SP; 8 Spirit Stones/Use
    Class Level 5
    Heals 25% MHP: One Ally
    Quote: 'Be strong. The battle wages on! Cure!'
    
    Water Crash
    -----------
    Starts Learned; 12 Spirit Stones/Use
    Class Level 1
    Damages, Water Element: One Enemy
    Quote: 'Oh flowing water, crash the enemy!'
    
    Blizzard
    --------
    320 SP; 18 Spirit Stones/Use
    Class Level 3
    Damages, Water Element: Group of Enemies
    Quote: 'Oh icy blizzard, rage up a storm! Blizzard!'
    
    Diamond Dust
    ------------
    2400 SP; 34 Spirit Stones/Use
    Class Level 8
    Damages, Water Element: Group of Enemies
    Quote: 'Shatter everything, oh freezing fangs! Diamond Dust!'
    
    Wind Slasher
    ------------
    700 SP; 10 Spirit Stones/Use
    Class Level 6
    Damages, Wind Element: One Enemy
    Quote: 'Storm violently, oh clawed wind! Wind Slasher!'
    
    Stone Rush
    ----------
    860 SP; 14 Spirit Stones/Use
    Class Level 7
    Damages, Earth Element: One Enemy
    Quote: 'Crush the enemy, oh raining rock! Stone Rush!'
    
    Refresh
    -------
    320 SP; 10 Spirit Stones/Use
    Class Level 5
    Cures Negative Stauts: Group of Allies
    Quote: 'We haven't lost yet. Refresh!'
    
    Speed Up
    --------
    800 SP; 12 Spirit Stones/Use
    Class Level 6
    Raises SPD: Group of Allies
    Quote: 'He who strikes first has the upper hand! Speed Up!'
    
    Guard Field
    -----------
    100 SP; 14 Spirit Stones/Use
    Class Level 2
    Raises DEF: Group of Allies
    Quote: 'Like a steel wall, tighten the defense! Guard Field!'
    
    Heated Soul
    -----------
    Starts Learned; 16 Spirit Stones/Use
    Class Level 1
    Raises ATT: Group of Allies
    Quote: 'My hot blood and my fighting spirit boil and burn! Heated Soul!'
    
    Slow Enemy
    ----------
    400 SP; 12 Spirit Stones/Use
    Class Level 4
    Decreases SPD: Group of Enemies
    Quote: 'He who is slow is destined to lose. Slow Enemy!'
    
    System Shock
    ------------
    260 SP; 14 Spirit Stones/Use
    Class Level 3
    Decreases DEF: Group of Enemies
    Quote: 'Shiver in fear from my blood curtling howl! System Shock!'
    
    Power Loss
    ----------
    120 SP; 12 Spirit Stones/Use
    Class Level 2
    Decreases ATT: Group of Enemies
    Quote: 'Discourage the enemies, and dull their wits! Power Loss!'
    
    Pure Silence
    ------------
    680 SP; 14 Spirit Stones/Use
    Class Level 4
    Adds Silence: Group of Enemies
    Quote: 'The chatter shall cease. Hold your tongue! Pure Silence!'
    
    Sleepy Wind
    -----------
    860 SP; 16 Spirit Stones/Use
    Class Level 7
    Adds Sleep: Group of Enemies
    Quote: 'For you, an everlasting sleep. Sleeping Wind!'
    
    Paralyzing Wind
    ---------------
    1200 SP; 20 Spirit Stones/Use
    Class Level 8
    Adds Paralysis: Group of Enemies
    Quote: 'My foes, stop dead in your tracks! Paralyzing Wind!'
    
    ==========
    CAMELLIA
    ==========
    
    Cure
    ----
    Starts Learned; 8 Spirit Stones/Use
    Class Level 1
    Heals 25% MHP: One Ally
    Quote: 'I welcome you, oh soothing breeze. Cure.'
    
    Healing Rain
    ------------
    Starts Learned; 12 Spirit Stones/Use
    Class Level 1
    Heals 50% MHP: Allies Around Camellia, Camellia
    Quote: 'May you be overjoyed, 'tis the blessed rain. Healing Rain!'
    
    Vital Energy
    ------------
    640 SP; 20 Spirit Stones/Use
    Class Level 5
    Heals 75% MHP: Allies Around Camellia, Camellia
    Quote: ''tis my love. Please accept it.
    
    Stone Rush
    ----------
    Starts Learned; 14 Spirit Stones/Use
    Class Level 1
    Damages, Earth Element: One Enemy
    Quote: 'Oh rain of stone, rain down on the enemy. Stone Rush!'
    
    Earthquake
    ----------
    560 SP; 20 Spirit Stones/Use
    Class Level 4
    Damages, Earth Element: Group of Enemies
    Quote: 'You shall feel the rage of the land. Earthquake!'
    
    Meteor Fall
    -----------
    1200 SP; 36 Spirit Stones/Use
    Class Level 6
    Damages, Earth Element: Group of Enemies
    Quote: 'Oh stream of stars, hear my call! Meteor Fall!'
    
    Divide
    ------
    1000 SP; 10 Spirit Stones/Use
    Class Level 3
    Damages: One Enemy; Heals: Camellia
    Quote: 'May you offer yourself to me. Divide!'
    
    Refresh
    -------
    200 SP; 10 Spirit Stones/Use
    Class Level 3
    Cures Negative Status: Group of Allies
    Quote: 'Thou livest pure? Refresh!'
    
    Magic Shield
    ------------
    400 SP; 14 Spirit Stones/Use
    Class Level 4
    Fire Res +50, Water Res +50, Earth Res +50, Wind Res +50, Light Res +50, Dark
    Res +50: Group of Allies
    Quote: ''tis a mystic Aegis! Magic Shield!'
    
    Guard Field
    -----------
    680 SP; 14 Spirit Stones/Use
    Class Level 6
    Raises DEF: Group of Allies
    Quote: 'I have not forgotten. Guard Field!'
    
    Slow Enemy
    ----------
    720 SP; 12 Spirit Stones/Use
    Class Level 8
    Decreases SPD: Group of Enemies
    Quote: 'Slow down a bit, will you? Slow Enemy!'
    
    System Shock
    ------------
    860 SP; 14 Spirit Stones/Use
    Class Level 7
    Decreases DEF: Group of Enemies
    Quote: 'Loosen up, my dear. System Shock!'
    
    Power Loss
    ----------
    860 SP; 16 Spirit Stones/Use
    Class Level 7
    Decreases ATT: Group of Enemies
    Quote: 'Please do lighten up. Power Loss!'
    
    Pure Silence
    ------------
    100 SP; 14 Spirit Stones/Use
    Class Level 2
    Adds Silence: Group of Enemies
    Quote: 'Silence, insolent cretin! Pure Silence!'
    
    Sleepy Wind
    -----------
    100 SP; 16 Spirit Stones/Use
    Class Level 2
    Adds Sleep: Group of Enemies
    Quote: 'May you have sweet dreams of me. Sleeping Wind!'
    
    Paralyzing Wind
    ---------------
    720 SP; 20 Spirit Stones/Use
    Class Level 5
    Adds Paralysis: Group of Enemies
    Quote: 'There is poison in this pretty little flower. Paralyzing Wind!'
    
    ==========
    BEBEDORA
    ==========
    
    Mind Control
    ------------
    Starts Learned; 10 Spirit Stones/Use
    Class Level 1
    Converts to Your Control: One Enemy
    Quote: 'My puppet's threads weave a web of despair. Mind Control!'
    
    Black Out
    ---------
    Starts Learned; 18 Spirit Stones/Use
    Class Level 1
    Damages, Dark Element: One Enemy
    Quote: 'Darkness, lend me your power. Black Out!'
    
    Dark Extreme
    ------------
    1200 SP; 36 Spirit Stones/Use
    Class Level 8
    Damages, Dark Element: Group of Enemies
    Quote: 'Limitless darkness, weave your despair! Dark Extreme!'
    
    Divide
    ------
    960 SP; 16 Spirit Stones/Use
    Class Level 6
    Damages: One Enemy; Heals: Bebedora
    Quote: 'I shall suck the life right out of you. Divide.'
    
    Inferno
    -------
    580 SP; 16 Spirit Stones/Use
    Class Level 3
    Damages, Fire Element: Group of Enemies
    Quote: 'Blazing flames, show them true suffering! Inferno!'
    
    Tornado
    -------
    640 SP; 20 Spirit Stones/Use
    Class Level 3
    Damages, Wind Element: Group of Enemies
    Quote: 'Swirling green, paint all in fear! Tornado!'
    
    Resurrection
    ------------
    160 SP; 18 Spirit Stones/Use
    Class Level 2
    Resurrects: One Ally
    Quote: 'Threads of fortune, spin life back! Revive!'
    
    Pure Silence
    ------------
    600 SP; 14 Spirit Stones/Use
    Class Level 4
    Adds Silence: Group of Enemies
    Quote: 'Curtains of the night, close and bring silence. Pure Silence!'
    
    Sleepy Wind
    -----------
    820 SP; 16 Spirit Stones/Use
    Class Level 5
    Adds Sleep: Group of Enemies
    Quote: Night wind, blow a breeze of sleep. Sleeping Wind!'
    
    Paralyzing Wind
    ---------------
    1100 SP; 20 Spirit Stones/Use
    Class Level 7
    Adds Paralysis: Group of Enemies
    Quote: 'Heavy are the limbs that you will rest. Paralyzing Wind!'
    
    ==========
    DIEKBECK
    ==========
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: Diekbeck's speech is largely unintelligible for me, I'm sorry if his
    quotes are off. Same goes for Choco.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Fire Blast
    ----------
    Starts Learned; 16 Spirit Stones/Use
    Class Level 1
    Damages, Fire Element: Enemies in Forward Arc
    Quote: 'Ah, it's hot. Fire Blast!'
    
    Divine Judgement
    ----------------
    700 SP; 36 Spirit Stones/Use
    Class Level 5
    Damages, Light Element: Group of Enemies
    Quote: "Eat this! Divine Judgement!"
    
    Diek-Break
    ----------
    1500 SP; 80 Spirit Stones/Use
    Class Level 8
    Damages: Enemies Around Diekbeck
    Quote: 'Oh....whatcha doin'? I'm fading fast...'
    
    Happy Rays
    ----------
    650 SP; 26 Spirit Stones/Use
    Class Level 4
    Raises ATT, DEF, SPD and MNT: One Ally
    Quote: 'I'll handle this. It's good to be alive. Happy Rays!'
    
    Cure
    ----
    50 SP; 8 Spirit Stones/Use
    Class Level 2
    Heals 25% MHP: One Ally
    Quote: 'Pull yourself together! Cure!'
    
    Healing Rain
    ------------
    600 SP; 12 Spirit Stones/Use
    Class Level 6
    Heals 50% MHP: Allies Around Diekbeck, Diekbeck
    Quote: 'I'll handle this. Healing Rain!'
    
    Refresh
    -------
    250 SP; 10 Spirit Stones/Use
    Class Level 3
    Cures Negative Status: Group of Allies
    Quote: 'How do you feel? Refresh!'
    
    Resurrection
    ------------
    1250 SP; 18 Spirit Stones/Use
    Class Level 7
    Resurrects: One Ally
    Quote: 'I'll handle this. Revive!'
    
    ==========
    CHOCO
    ==========
    
    Flare Up
    --------
    Starts Learned; 20 Spirit Stones/Use
    Class Level 1
    Damages, Fire Element: Enemies in a Line
    Quote: 'Choco's really really gelated! Here I come, dun-dun-dun-dun-dah-dah!
    Disappear!'
    
    Splash Splash
    -------------
    250 SP; 20 Spirit Stones/Use
    Class Level 3
    Damages, Water Element: Group of Enemies
    Quote: 'Choco trying hard! Here I come, dun-dun-dun-dun-dah-dah! Get outta
    here!'
    
    Swoosh
    ------
    600 SP; 20 Spirit Stones/Use
    Class Level 5
    Damages, Wind Element: Enemies in a Line
    Quote: 'Choco trying hard! Here I come, dun-dun-dun-dun-dah-dah! Go!'
    
    Stone Skewer
    ------------
    1250 SP; 20 Spirit Stones/Use
    Class Level 7
    Damages, Earth Element: Enemies in a Line
    Quote: 'Choco's really really gelated! Here I come, dun-dun-dun-dun-dah-dah!
    Hiya!'
    
    Vital Energy
    ------------
    450 SP; 20 Spirit Stones/Use
    Class Level 4
    Heals 75% MHP: Allies Around Choco, Choco
    Quote: 'Cheer up everyone! Hiya!'
    
    Thunder Storm
    -------------
    800 SP; 32 Spirit Stones/Use
    Class Level 6
    Damages, Adds Death: Group of Enemies
    Quote: 'Here goes! Hiya!'
    
    Dark Extreme
    ------------
    1600 SP; 36 Spirit Stones/Use
    Class Level 8
    Damages, Dark Element: Group of Enemies
    Quote: 'Return to the darkness! Dark Extreme!'
    
    Resurrection
    ------------
    120 SP; 18 Spirit Stones/Use
    Class Level 2
    Resurrects: One Ally
    Quote: 'Come back to life! Hiya!'
    
    **********************************************************
    
    6.0 - Other
    
    ----------------------------------------------------------
    
    6.1 - Pyron
    
    The Pyron's attacks are learned by maxing it's Inspiration Gauge. The attack
    that is then learned is dependant on the color of the Pyron's body (that is,
    the Energy Meter). The color of its body is determined by the food you feed it.
    Since food only comes in Red, Blue and Green, there are only a few possible
    colors.
    
    The Condition icon and color represent the area of effect and the energy
    expended by the Pyron's attacks. The brighter and happier the expression, the
    more expensive and larger the radius. The duller and more sullen, the cheaper
    and smaller.
    
    The Pyron can only have three attacks at a time. It will choose among them
    randomly when summoned. Should you learn a fourth skill, the first skill in
    your list will be erased.
    
    =========
    ATTACKS
    =========
    Cyclone Ball (Wind Elemental) (Learn Color: Green)
    Blast Ball (Fire Elemental) (Learn Color: Red)
    Quake Ball (Earth Elemental) (Learn Color: Yellow)
    Aqua Ball (Water Elemental) (Learn Color: Blue)
    Sleep Ball (Adds: Sleep) (Learn Color: Pale Green)
    Demon Ball (Adds: Death) (Learn Color: Gray)
    Venom Ball (Adds: Poison) (Learn Color: Purple)
    
    ======
    FOODS
    ======
    
    Blue Flower - Raises Inspiration, Raises Condition, Mixes Body Color with Blue
    Blue Fruit - Raises Inspiration, Lowers Condition, Mixes Body Color with Blue
    Blue Ice Waterweed - Raises Inspiration, Lowers Condition, Mixes Body Color
    with Blue
    Blue Snake Ivy - Raises Inspiration, Raises Condition, Mixes Body Color with
    Blue
    Deep Green Creeper - Raises Inspiration, Lowers Condition, Mixes Body Color
    with Green
    Droopy Grass - Lowers Condition
    Green Dahlia - Raises Inspiration, Raises Condition, Mixes Body Color with
    Green
    Green Fruit - Raises Inspiration, Raises Condition, Mixes Body Color with Green
    Green Nettle - Raises Inspiration, Lowers Condition, Mixes Body Color with
    Green
    Hungry Red Tendrill - Raises Inspiration, Lowers Condition, Mixes Body Color
    with Red
    Red Berry - Raises Inspiration, Raises Condition, Mixes Body Color with Red
    Shiny Grass - Raises Inspiration
    Soft Grass - Raises Condition
    Tumble Grass - Lowers Inspiration
    Witch Blood Flower - Raises Inspiration, Lowers Condition, Mixes Body Color
    with Red
    ----------------------------------------------------------
    
    6.2 - Big Owl
    
    The Big Owl's attack type is determined by the combination of colors of lenses
    you put on it. Its ATT, however, is determined by the strength of the WEAKEST
    lens it has equipped, as well as by the add-on items you put on it. The POWER
    statistic reflects the size of the area the attack will affect. I'll list the
    results of all possible lens combination types. Combining the same color of
    lens does nothing. In the equip menu, lenses are listed in descending order of
    power.
    
    ======
    BASICS
    ======
    
    You've only got four equip slots. The first three are for lenses only. The last
    one is for add-ons. The max Weapon Energy you can have at any one time is 999.
    You can only charge the Big Owl's Weapon Energy from the Airship screen,
    outside of battle. You get 5 Weapon Energy per 1 Spirit Stone. So, therefore,
    it costs about 200 Spirit Stones to fully charge the Big Owl from 0 Weapon
    Energy to 999.
    
    Logically, only Kharg can summon the Big Owl in combat, from his Special Moves
    menu. It can hit any point on the battlefield.
    
    ============
    ATTACK TYPES
    ============
    
    RED ALONE = Blast Laser (Fire Element)
    BLUE ALONE = Hydro Laser (Water Element)
    GREEN ALONE = Tornado Laser (Wind Element)
    RED + BLUE = Paralyzer (Adds: Paralysis)
    RED + GREEN = Rumble Laser (Earth Element)
    BLUE + GREEN = Panic Laser (Adds: Confusion)
    RED + BLUE + GREEN = Hyper Laser
    
    =================
    LENS COMBINATIONS
    =================
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    NOTE: When I mark a Use Energy figure with a +, it means that number or more.
    The listed number is indicative of the lowest powered lens in the second
    category.
    
    Also, for the Hyper Laser, it only increases noticiblty in ATT and POW if the
    lenses are kept even. Therefore, I'll only list the four possible even
    combinations.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Type 1 Ruby Lens: Blast Laser; 108 ATT; 30% POW; 310 Energy/Use
    Type 2 Ruby Lens: Blast Laser; 165 ATT; 46% POW; 340 Energy/Use
    Type 3 Ruby Lens: Blast Laser; 223 ATT; 62% POW; 419 Energy/Use
    Type 4 Ruby Lens Proto: Blast Laser; 360 ATT; 100% POW; 490 Energy/Use
    
    Low Green Lens: Tornado Laser; 88 ATT; 26% POW; 284 Energy/Use
    Medium Green Lens: Tornado Laser; 142 ATT; 42% POW; 340 Energy/Use
    High Green Lens: Tornado Laser; 190 ATT; 56% POW; 419 Energy/Use
    Max Green Lens: Tornado Laser; 312 ATT; 92% POW; 465 Energy/Use
    
    Blue Beam Lens: Hydro Laser; 118 ATT; 32% POW; 319 Energy/Use
    Blue Power Lens: Hydro Laser; 192 ATT; 52% POW; 330 Energy/Use
    Max Blue Lens: Hydro Laser; 314 ATT; 85% POW; 424 Energy/Use
    Blue Elec Giant Lens Mod: Hydro Laser; 347 ATT; 94% POW; 479 Energy/Use
    
    Type 1 Ruby Lens + Low Green Lens: Rumble Laser; 101 ATT; 26% POW;
    310 Energy/Use
    Type 1 Ruby Lens + Any Other Green Lens: Rumble Laser; 117 ATT; 30% POW;
    340+ Energy/Use
    
    Type 2 Ruby Lens + Low Green Lens: Rumble Laser; 101 ATT; 26% POW;
    340 Energy/Use
    Type 2 Ruby Lens + Medium Green Lens: Rumble Laser; 163 ATT; 42% POW;
    340 Energy/Use
    Type 2 Ruby Lens + High/Max Green Lens: Rumble Laser; 179 ATT; 46% POW;
    419+ Energy/Use
    
    Type 3 Ruby Lens + Low Green Lens: Rumble Laser; 101 ATT; 26% POW;
    419 Energy/Use
    Type 3 Ruby Lens + Medium Green Lens: Rumble Laser; 163 ATT; 42% POW;
    419 Energy/Use
    Type 3 Ruby Lens + High Green Lens: Rumble Laser; 218 ATT; 56% POW;
    419 Energy/Use
    Type 3 Ruby Lens + Max Green Lens: Rumble Laser; 241 ATT; 62% POW;
    465 Energy/Use
    
    Type 4 Ruby Lens Proto + Low Green Lens: Rumble Laser; 101 ATT; 26% POW;
    490 Energy/Use
    Type 4 Ruby Lens Proto + Medium Green Lens: Rumble Laser; 163 ATT; 42% POW;
    490 Energy/Use
    Type 4 Ruby Lens Proto + High Green Lens: Rumble Laser; 218 ATT; 56% POW;
    490 Energy/Use
    Type 4 Ruby Lens Proto + Max Green Lens: Rumble Laser; 358 ATT; 92% POW;
    490 Energy/Use
    
    Type 1 Ruby Lens + Blue Beam Lens: Paralyzer; 84 ATT; 30% POW; 319 Energy/Use
    Type 1 Ruby Lens + Any Other Blue Lens: Paralyzer; 84 ATT; 30% POW;
    330+ Energy/Use
    
    Type 2 Ruby Lens + Blue Beam Lens: Paralyzer; 89 ATT; 32% POW; 340 Energy/Use
    Type 2 Ruby Lens + Any Other Blue Lens: Paralyzer; 128 ATT; 46% POW;
    340+ Energy/Use
    
    Type 3 Ruby Lens + Blue Beam Lens: Paralyzer; 89 ATT; 32% POW; 419 Energy/Use
    Type 3 Ruby Lens + Blue Power Lens: Paralyzer; 145 ATT; 52% POW; 419 Energy/Use
    Type 3 Ruby Lens + Any Other Blue Lens: Paralyzer; 173 ATT; 62% POW;
    424+ Energy/Use
    
    Type 4 Ruby Lens Proto + Blue Beam Lens: Paralyzer; 89 ATT; 32% POW;
    490 Energy/Use
    Type 4 Ruby Lens Proto + Blue Power Lens: Paralyzer; 145 ATT; 52% POW;
    490 Energy/Use
    Type 4 Ruby Lens Proto + Max Blue Lens: Paralyzer; 238 ATT; 85% POW;
    490 Energy/Use
    Type 4 Ruby Lens Proto + Blue Elec Giant Lens Mod: Paralyzer; 263 ATT; 94% POW;
    490 Energy/Use
    
    Low Green Lens + Any Blue Lens: Panic Laser; 72 ATT; 26% POW; 319+ Energy/Use
    
    Medium Green Lens + Blue Beam Lens: Panic Laser; 89 ATT; 32% POW;
    340 Energy/Use
    Medium Green Lens + Any Other Blue Lens: Panic Laser; 117 ATT; 42% POW;
    340+ Energy/Use
    
    High Green Lens + Blue Beam Lens: Panic Laser; 89 ATT; 32% POW; 419 Energy/Use
    High Green Lens + Blue Power Lens: Panic Laser; 145 ATT; 52% POW;
    419 Energy/Use
    High Green Lens + Any Other Blue Lens: Panic Laser; 156 ATT; 56% POW;
    424+ Energy/Use
    
    Max Green Lens + Blue Beam Lens: Panic Laser; 89 ATT; 32% POW; 465 Energy/Use
    Max Green Lens + Blue Power Lens: Panic Laser; 145 ATT; 52% POW; 465 Energy/Use
    Max Green Lens + Max Blue Lens: Panic Laser; 238 ATT; 85% POW; 465 Energy/Use
    Max Green Lens + Blue Elec Giant Lens Mod: Panic Laser; 257 ATT; 92% POW;
    479 Energy/Use
    
    Type 1 Ruby Lens + Blue Beam Lens + Low Green Lens: Hyper Laser; 144 ATT;
    26% POW; 319 Energy/Use
    
    Type 2 Ruby Lens + Blue Power Lens + Medium Green Lens: Hyper Laser; 233 ATT;
    42% POW; 340 Energy/Use
    
    Type 3 Ruby Lens + Max Blue Lens + High Green Lens: Hyper Laser; 310 ATT;
    56% POW; 424 Energy/Use
    
    Type 4 Ruby Lens Proto + Blue Elec Giant Lens Mod + Max Green Lens:
    Hyper Laser; 510 ATT; 92% POW; 490 Energy/Use
    
    =======
    ADD-ONS
    =======
    Neutrino Charge (Energy/Use +100%, ATT +83%, POW +83%)
    Noah - Double Amplifier (Energy/Use -10%, ATT +20%; POW +20%)
    Simple Booster (Energy/Use +75%, ATT +35%, POW +30%)
    Star Variable Amplifier (Energy/Use -20%)
    
    **********************************************************
    
    7.0 - Closing
    
    ----------------------------------------------------------
    
    7.1 - Contact Me
    
    The email's magus8472@sbcglobal.net, so go ahead and drop me a line for any
    particular reason. Feedback, omission report, whatever.
    
    ----------------------------------------------------------
    
    7.2 - FAQ Locations
    
    http://www.gamefaqs.com
    http://faqs.ign.com
    http://www.neoseeker.com
    
    If you find this guide elsewhere, that's not a good thing. :)
    
    ----------------------------------------------------------
    
    7.3 - Thanks
    
    Thanks to TerranMarrine99@aol.com, Holy Swordsman48 and iidalv@juno.com for
    reader submissions.
    
    I'd mostly like to thank CJayC for running GameFAQs and just for generally
    being alive. Also, all the lurking I did at the FAQ Contributors board at
    GameFAQs was helpful when I wrote this, so I thank everyone who has ever posted
    there, since I can't remember every single post I read....
    
    Thanks to the people at the Arc the Lad: TOTS Board at GameFAQs.
    
    Thanks to CodecX for his Arena FAQ, which made my life a little easier.
    
    Thanks to GameFAQs and IGN for hosting.
    
    Thanks to you for reading.
    
    Oh, and thanks to Cattle Call and SCEA, of course. Duh.
    **********************************************************
    
    Show me what ya got, Darc!
    

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