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    FAQ/Walkthrough by Shotgunnova

    Updated: 02/10/12 | Printable Version | Search This Guide

     Spoiler-free FAQ/Walkthrough by Shotgunnova (P. Summers) / shotgunnova@gmail
               ______   ______       __  __     _   _____          __
              / _____| |_____ \    ,' _| \ \   | | | ___ \     /| |_ '.
             / /             ) )  / ,'    \ \  | | |/   \ \   ( |   '. \
            / /   ___   _   / /  / / |\    \ \ | |       \ \  | |  /| \ \
           ( (   \_  | | '-' /  ( (  | )   /  \| |  /|    ) ) | | ( |  ) )
            \ \    | | |  _ (   | |__| |  / /\ ' | ( |   / /  | | | |__| |
             \ '-._| | ( ( \ \  |  __  | ( (  \  ) | |_,' /   | ) |  __  |
              '-.___ |  \|  \_\ |_|  |_|  \/   \/  | __,-'    |/  |_|  | )
                    \)                             (/                  (/
    
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
           Story ............................................................ STRY
           IP Gauge ......................................................... PGAG
           Stats/Status Effects ............................................. STTS
           Field Icons ...................................................... FLDC
           Magic ............................................................ MGIC
           Tips N' Tricks ................................................... TPST
    
      III. WALKTHROUGH (DISC 1) . . . . . . . . . . . . . . . . . . . . . . . DSC1
    
           01) Port Town of Parm ............................................ WK01
           02) Marna Road ................................................... WK02
           03) Sult Ruins ................................................... WK03
           04) Port Town of Parm [II] ....................................... WK04
           05) Leck Mines ................................................... WK05
           06) Port Town of Parm [III] ...................................... WK06
           07) Steamer Ship ................................................. WK07
           08) Ghost Ship ................................................... WK08
           09) Town of New Parm ............................................. WK09
           10) Merrill Road ................................................. WK10
           11) Feena's House ................................................ WK11
           12) Underground Passage .......................................... WK12
           13) Rangle Mountains ............................................. WK13
           14) Dom Ruins .................................................... WK14
           15) Herb Mountains ............................................... WK15
           16) Garlyle Base ................................................. WK16
           17) Misty Forest West ............................................ WK17
           18) Luc Village .................................................. WK18
           19) God of Light Mountain ........................................ WK19
           20) Misty Forest East ............................................ WK20
           21) End of the World ............................................. WK21
           22) Valley of the Flying Dragon .................................. WK22
           23) Dight Village ................................................ WK23
           24) Mt. Typhoon .................................................. WK24
           25) Typhoon Tower ................................................ WK25
           26) Dight Village [II] ........................................... WK26
           27) Lama Mountains ............................................... WK27
           28) Gumbo Village ................................................ WK28
           29) Volcano ...................................................... WK29
           30) Gumbo Village [II] ........................................... WK30
           31) The Twin Towers .............................................. WK31
           32) Dight Village [III] .......................................... WK32
           33) Mysterious Vanishing Hill .................................... WK33
           34) Pirate Island ................................................ WK34
    
       IV. WALKTHROUGH (DISC 2) . . . . . . . . . . . . . . . . . . . . . . . DSC2
    
           35) Virgin Forest ................................................ WK35
           36) Cafu Village ................................................. WK36
           37) Petrified Forest ............................................. WK37
           38) Tower of Doom ................................................ WK38
           39) Zil Desert ................................................... WK39
           40) Soldier's Graveyard ........................... [OPTIONAL] ... WK40
           41) Castle of Dreams .............................. [OPTIONAL] ... WK41
           42) Zil Padon .................................................... WK42
           43) Savanna Wilderness ........................................... WK43
           44) Tower of Temptation ........................... [OPTIONAL] ... WK44
           45) Brinan Plateau ............................................... WK45
           46) Laine Village ................................................ WK46
           47) Abandoned Laine Village ...................................... WK47
           48) Zil Padon [II] ............................................... WK48
           49) Zil Ruins .................................................... WK49
           50) The Grandeur ................................................. WK50
           51) Rainbow Mountain ............................................. WK51
           52) Alent ........................................................ WK52
           53) Luzet Mountains .............................................. WK53
           54) J Base ....................................................... WK54
           55) Underground Railway Ruins .................................... WK55
           56) The Lyonlot .................................................. WK56
           57) Luzet Mountain Camp .......................................... WK57
           58) Zil Padon [III] .............................................. WK58
           59) Luzet Mountains [II] ......................................... WK59
           60) Zil Padon [IV] / Field Base .................................. WK60
           61) Spirit Sanctuary ............................................. WK61
           62) Icarian City ................................................. WK62
           63) Gaia ......................................................... WK63
    
        V. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
           Equipment List ................................................... EQPT
           Skill List ....................................................... SKLL
           Shop List ........................................................ SHPL
    
       VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
      VII. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
     VIII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I. CONTROLS                                                              [CNTR]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                         ____          |  |          ____
        L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
        L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                      /  _    \________|__|________/    _  \
                     / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
    DIRECTIONAL --> ( |_   _|   [SELECT]   [START]  |_|   (_)) <-- CIRCLE BUTTON
        PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                    )            ____        ____            (
                   /            /    \      /    \            \
                  (            (      ) __ (      )            )
                   \         /\ \____/ /  \ \____/ /\         /
                    \       /  \______/    \______/  \       /
                     \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
    
     Grandia can be used with either a DualShock or normal controller, although
     it's easier with the former. [Buttons without a function aren't listed.]
      ___________ _______________________________________________________________
     | BUTTON    | FUNCTION                                                      |
     |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | D-Pad     | Controls menu movement (digital mode: also party movement)    |
     | Start     | Toggle options menu                                           |
     | Analog    | Toggle Analog Mode                                            |
     | Select    | Toggle TownScope (bird's-eye view; only available in towns)   |
     | Circle    | 'Cancel' button                                               |
     | Square    | Zoom-in function (hold)                                       |
     | Triangle  | Toggle field command menu                                     |
     | X-Button  | 'Confirm' button                                              |
     | L1 Button | Rotate screen left (on field) / Show current SP (in battle)   |
     | L2 Button | Show current MP (in battle)                                   |
     | R1 Button | Rotate screen right (on field) / Show current SP (in battle)  |
     | R2 Button | Show current MP (in battle)                                   |
     | L. Analog | Controls movement (analog mode only)                          |
     | R. Analog | Controls camera movement (analog mode only)                   |
     |___________|_______________________________________________________________|
    
     Grandia save files take up 1 memory block.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    II. TH' BASICS                                                           [THBS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    STORY                           [STRY]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     From the manual:
    
     "The mists of time blur the past, but it is said that long ago the Spirits
     bestowed their blessing upon humankind. As a symbol of their benediction, the
     mystic ones gave the Spirit Stone to their chosen people, the Icarians.
    
     It is also said that the light of the Spirit Stone illuminated the world.
     Under its calming power, all people lived serenely in peace.
    
     But the tranquility was not to last. As humans flourished, their internal
     struggles increased and peace began to weaken. At the height of human
     prosperity, the peaceful era suddenly ended. The Spirit Stone shattered,
     scattering the seven fragments hither and yon. The Spirits vanished, and the
     fate of the Icarians was lost in time." ~ The Story of Creation, as told be
     Angelou
    
    IP GAUGE                        [PGAG]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                WAITING    ACTING
                             _____________ ______
                            |>>>>>>>>>>>>>|   ACT|
                            |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|
                           Start     Command   Action
    
     The IP Gauge is at the heart of all combat, allowing both allies and foes
     to square off in real-time. Each party is represented by an icon on the
     gauge: when an enemy dies, their icon disappears, and when an ally is KO'd,
     their icon stops moving entirely.
    
     The flow of combat is this:
    
     • When battle starts, both enemy and ally icons appear in the 'waiting'
       portion, and move left to right towards the command prompt. If allies got
       the initiative, or if enemies got an ambush, they start further down the
       line. How fast a person moves down this line is dependant on their ACT
       stat -- the higher, the better. [In fact, a person with ridiculously high
       ACT can overcome an ambush situation and get off the first strike!] When a
       person is hit -- here or in the next stretch -- they typically suffer "IP
       damage": this forces them further back (left) and generally wastes time.
       In some cases, IP damage will make an enemy change actions entirely, which
       is great if the big bad monster planned a powerful strike.
    
     • At the command prompt, allies input their wanted action from their menu;
       doing this 'fixes' it in. [Enemies can select their command ahead of time,
       which is helpful as it allows the allies to preempt the action.] Once it's
       fixed in, the character moves left to right towards the 'action point' at
       the far right-hand side. How fast an icon moves here is dependant on the
       chosen command -- the more a skill or magic is used (denoted by # of stars
       next to name) the faster it waits. A five-star ability's acting time can
       almost be instantaneous.
    
       If a skill with a canceling effect hits a person during the left-to-right
       process, the queued skill may be cancelled -- the skill does not go off
       and it forces the character's icon further back (left) up the gauge, making
       them waste time. [They do not go all the way left, however.]
    
     • Once a command reaches the acting point, the command/skill/magic is used.
       If the skill deals damage, the affected target(s) take IP damage and may
       have their action(s) cancelled, forcing them to repeat the command portion.
       When a person is waiting to act -- that is, their icon has reached the
       right-hand edge but they haven't used the ability, usually due to range --
       they can be "countered" by incurring damage. That damage is higher than
       normal due to the well-timed strike.
    
     • After a command is over, the player starts back on the left-hand side of
       the gauge, repeating the process. When an ability successfully reconciles,
       the person's ACT is slower for awhile.
    
    STATS/STATUS EFFECTS            [STTS]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Here's the main stats to pay attention to. Each of the main four is composed
     of four raw stats (Strength, Vitality, Action, Wit) plus any augments given
     by equipment. So, if one's STR value is 150 and the equipment boosts add up
     to 75, the ATK value is 225 -- the sum of those numbers. This applies to 'em
     all.   ______________ _____________________________________________________
           | COMPOSITION? | PURPOSE                                             |
     |ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | ACT | WIT + Extras | Affects speed of IP Gauge progressions              |
     | ATK | STR + Extras | Affects power of certain attacks and skills         |
     | DEF | VIT + Extras | Affects defensive power (mitigates damage)          |
     | MOV | ACT + Extras | Affects range of battle movement                    |
     |_____|______________|_____________________________________________________|
    
     Status abnormalities are part and parcel for RPGs, and Grandia's no exception.
     These kind of changes are almost always inflicted by enemy attacks.
      _____________ _____________________________________________________________
     | STATUS      | EFFECT                                                      |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | Confusion*  | Character randomly selects attacks & targets                |
     | Fallen      | Character has 0 HP and cannot act                           |
     | Magic Block | Character cannot use magic                                  |
     | Move Block  | Character cannot use skills                                 |
     | Paralysis*  | Temp. prevents IP gauge movement                            |
     | Poison      | Incurs damage at regular intervals                          |
     | Plague      | Character suffers random battle stat decrements/status FX   |
     | Sleep*      | Temp. prevents IP gauge movement (cancels acting skills)    |
     |_____________|_____________________________________________________________|
      * - lingers after battle
    
    FIELD ICONS                     [FLDC]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     There's a ton of stuff to find when exploring dungeons, so here's the lowdown:
    
     • SAVEPOINT: This looks like a rainbow-colored cone of light. It provides the
       obvious save function, but also free healing, making it a welcome sight in
       any no man's land. [Some savepoints also offer hints, although this practice
       dies out after awhile.]
    
     • STASHING PLACE: These look like blue icons with a treasure chest inside.
       A player can stash obsolete/unneeded items here and fish them out later
       from another stashing place. This is a gameplay mechanism to combat that
       pesky inventory limit, so take advantage of it!
    
     • ENEMIES: Enemies appear on the field, scampering about, lying in wait, and
       even out of sight. But, the main thing is they appear: one can anticipate
       their movements or avoid them completely. Defeated enemies disappear from
       the field and stay that way (unless one saves and reloads that save).
    
     • MONEYBAGS: Hey-hey, free money! This may be the most common item to find.
       Tiny bags of money look like purses, while giant red urns contain three
       times their tinier counterpart's amount. Those amounts ever so slowly in
       line with the plot's progression.
    
     • CHESTS: Pretty self-explanitory, no? These contain items, generally of the
       useful sort, and must be opened by pressing action button. Unlike moneybags,
       taking chest items (or any items, really) brings the player to the inventory
       screen.
    
     • ACTION ICON: Sometimes a player can only traverse a dungeon by blowing up a
       wall, pushing a snowball or tickling a giant tentacle (seriously). When this
       need arises, a <!> icon shows up. These may only show up when one's position
       is correct, though.
    
    
    MAGIC                           [MGIC]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Magic is a special kind of attack that isn't inherent to everyone. Because of
     this, they must go through a long process of collegiate learning to--...just
     kidding. People learn magic by finding Mana Eggs and trading them in (at a
     proper store) for 1 kind of base magic: fire, wind, water, earth. A Mana Egg
     can only be redeemed once, so it pays to have a little foresight about who's
     to get what.
    
     Part of that foresight is knowing which characters have skills oriented to
     what. For instance, one of Justin's best moves uses Earth and Fire magic, so
     having him learn those two elements first can get him on the way to kickin'
     some butt. Y'can go into the 'Moves' menu outside of battle to check unlearned
     abilities and magic, and plan ahead from there.
    
     Anyway, certain magics, when combined, form a new elemental type embodying
     the force of the components. These are:
    
     FIRE + WIND ---> Lightning
     FIRE + EARTH --> Explosion
     WIND + WATER --> Blizzard
     WATER + EARTH -> Forest
    
     Certain enemies are good versus component elements or weak to the combination
     magics, so it helps to be well-rounded in one's learning. Example: teaching
     everyone water magic immediately can help with healing, but gimp the player
     when offensive magic is needed. Choose wisely!
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  As for understanding magic menus, it's quite simple.
     | FIRE LV55 EXP. 81 |  Under the 'Moves' or 'Magic' menu, the diagram to the
     |___________________|  left shows up. Going up a level in magic earns extra
                            MP for that character, plus an element-specific stat
     gain (Fire increases Wit, Wind increases Agility, etc).
    
     Each element needs a hundred (100) experience to gain a level, and this is
     done by using that magic properly: offensive magic must damage a target,
     healing magic must heal a target, curative magic must alleviate a status
     abnormality, and so on. Healing a full-HP target doesn't earn any magic EXP
     because it's ineffectual; the same concept applies to using fire magic on a
     target impervious to fire. Area effect (AoE) magic is the best way to garner
     EXP, because EXP is gained on a per-target basis -- hitting 6 targets with a
     magic can be quite lucrative EXP-wise. [Combination magic earns EXP for the
     component elements, often splitting the normal amount between 'em.]
    
     On a related note, skills that have magical requirements, such as "Zap! Whip"
     earn experience for the element AND the equipped weapon, so magic EXP can be
     gained that way, too.
    
    TIPS N' TRICKS                  [TPST]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Like usual, if a reader has a swell tip/suggestion, write in and I'll stick
     it here with the others.
    
     • When you reach a recovery point, spam Water-type curative abilities to
       heal first. That way, you don't waste opportunities to get level 'em up,
       and it helps level-up the overall Water rating anyway! This method's even
       more useful if there's nearby traps that can continuously whittle away
       health when triggered. [Raising Water abilities this way is easy, but works
       best with a full party.]
    
     • Speaking of recovery points, enemies in an area won't respawn so long as
       Justin's gang remains in it. This way, one can defeat all/most enemies and
       return to the recovery point, then visit the next zone fully healed. [Note
       that loading a save will respawn most foes, though.]
    
     • Watch out for discarding! After you're doing clearing inventory space, the
       cursor will stay on that option, and the next time y'go to use that Power
       Seed (etc.), it gets tossed instead of consumed! Be careful...
    
     • This being an older RPG, one must be careful of inventory management. Each
       person can carry twelve (12) items in addition to their 6 equipped items,
       and with people entering/leaving the party, this can cause unforeseen
       problems. A rule of thumb is to -- before entering a large dungeon, or when
       exiting a city -- find a stashing place, if possible. [When someone leaves
       the party temporarily, they take their items with them; when they leave
       permanently, their items go into the stashing place. Remember this!]
    
                                               __________________________________
    __________________________________________/ III. DISC ONE WALKTHROUGH [WLK1] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01) PORT TOWN OF PARM                                                    [WK01]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: n/a                      __     |Ż|
     DUNGEON: n/a                      \ \    | |  _
                                        \ \_ _| |_| |
                                        _) _|       |
                                     __/  (         |
                                    |__    \_  _ _  |  |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            N                          |3/\_   S|_|_|  |  S | Savepoint       |
            |            _              Ż___| |Ż       | ## | River           |
            |           \ \  _________|Ż|1|_| |Ż|      | 01 | Dirty Apron     |
      W ----+---- E      \ \/      |10|Ż  |_| |Ż|      | 02 | Iron Pot        |
            |             )            _  |_| |_|      | 03 | Pot Lid         |
            |            /  |_|_  |_| |4  |_| |_|      | 04 | Wooden Sword    |
            S           /     | |      Ż_     |_|      | 05 | Gantz's Key     |
                     __/   _   _    __ |_|_   |_|      | 06 | First Aid Kit   |
                    |_|   |_|5|_|_ |__|  | |  |        | 07 | Poison Antidote |
                    |_|  _|_|___|_|__  ___    )        | 08 | 100G            |
                      | |2                \  /         | 09 | 1G              |
                 #####| |#################/ /#         | 10 | Letter to Clara |
                    |Ż]    _ |Ż|   |Ż|_/Ż/ (###        | 11 | Marie's Pin     |
                   |Ż|    |67   _    |_    |_|##       | 12 | Wound Salve     |
                    Ż\_    89  (_)      _   |_]##      | 13 | Spirit Stone    |
                     ( \               (_)      ##     | 14 | Intro Letter    |
                      \_)    _   __       12__11_##    |____|_________________|
                        '.__|_|_|__|_____  (13 14)##
                                         )  )ŻŻŻŻ
    
     Ahh, a sunny day in Parm -- a salty breeze, nice weather, child abuse...huh!?
     Yes, our protagonist is whapped by a sailor right out of the gate. The setup
     is this: Justin and his childhood friend Sue have made a bet with the local
     "gangleader" Gantz to find four pieces of legendary equipment, proving that
     Justin's adventuring skills are up to snuff and saving Sue from marrying that
     doofus. Luckily, Sue's already acquired the armor, the [Dirty Apron], so that
     leaves three more pieces. Their locations are:
    
     • Iron Pot: Along stream walkway
     • Pot Lid: Against warehouse in Parm's port
     • Wooden Sword: treasure chest in Gantz' house
    
     Need help orientating yourself? Hit select button to use the "town view"
     overhead camera -- "up" is always north, so it's helpful for checking things
     out, no? Anyway, the Wooden Sword has to be located last. After delivering
     the first two items, speak to Gantz __TWICE__ until he reveals the sword's
     location. Doing this will cause Gantz' little brother to quit running away,
     and move him to the alley near the underground cafe. Speak with him there,
     pick Option #2 and scour the ground alongside the river -- from his level, not
     on the lower walkway -- to find [Gantz's Key]. It's always in the same place.
     Use the key to unlock the chest in Gantz' house to find the last prize.
     
     Visit Gantz' bridge to find the barricade is thwarted by some grownups, i.e.
     South Parm is now accessible. Justin will automatically visit his house, the
     Seagull Restaurant, for a chat with his mom. Once Lilly's interrogation ends,
     it's upstairs for a sit-down meal, a Grandia series hallmark. These festive
     chats allow party members (et al) to converse about current events -- it
     breeds an adventurous spirit! Lilly also mentions the museum curator wanted
     to speak with Justin.
    
     The next morning, the entire city is available for exploring. Most of the
     items available are in Justin's room (300G is obtained automatically), and
     Lilly donates 1G if her son delivers continuous flattery. In the northern
     part of town, there's a letter to obtain from a grandpa on the second story.
     The [Letter to Clara] is part of a sidequest one can do in New Parm...but
     that's a ways away. The other mini-quest is speaking with Marie near the
     train station. She's lost her pin and wants Justin to find it -- why not? It's
     (invisible) on the ground near the museum, not too far from the green-clothed
     doorman. Return it to her (it can't be sold, you meanie!) and her mother, also
     near the museum, will give a [Wound Salve] as recompense.
    
     Anyway, the museum is in the southeast corner of town. The curator's in the
     large room with a new exhibit. Speak awhile and examine the statue (this is
     mandatory) before visiting his office. There, Justin obtains the [Intro
     Letter] allowing him and Sue to visit the Sult Ruins, which is now added to
     the world map.
    
     However, one must pass through Marna Road to get there. Before leaving, visit
     the general store and pick out some things y'might need, such as upgrading
     Sue's equipment -- her stats are a little lower than Justin's. Also, don't
     forget the most important pre-dungeon ritual: stashing junk you don't want!
     Besides equipped items, all characters can only carry 12 additional items,
     and with just Justin & Sue, things can reach capacity quickly. 
    
     NOTE: The "legendary" items found as part of Gantz' quest are unsellable and
           must be stashed to avoid wasting space. Also, ATK-wise, any weapon you
           obtain in the ensuing dungeons will be inferior to Parm's best ones
           (although they don't sell all types).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    02) MARNA ROAD                                                           [WK02]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Marna Bug, Giant Centipede        EXIT
     DUNGEON: Repeatable (1 Screen)           _/#(________
                                        _____/  ####      '.
        |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        /   _   /ŻŻŻ\#       '._
        | S | Savepoint       |        \  (_) (____/#__        (_
        | D | DungeonScope    |         )          #/  \         )
        | # | Road            |         )    ######(   _\_____  (
        | 1 | 30G             |        (___ # ____  \_/5/  __ \6 )
        | 2 | 10G             |         ___|#|___ \____/  /2 ) \/
        | 3 | Herbs           |        / 4  #    \______,'  /         N
        | 4 | 10G             |      ,'    #         __    (          |
        | 5 | Herbs           |     (      #        (__) D (          |
        | 6 | Officer's Baton |      )      ##              )   W ----+---- E
        |___|_________________|     (_      3 #             )         |
                                      \__     #         1  (          |
                                         \   #S  /)__,-.____)         S
                                          \_ # _/
                                            |#|-ENTER
    
     As the savepoint's hint option says, battles go smoother if one snatches the
     advantage -- getting a first turn faster -- by moving into an enemy(s) from
     behind. Of course, the opposition can do this same tactic, and it can be
     harder for allies since they all appear on the field, move slower and do so
     in a line (based on Justin's path). But for now, bask in how terrible the
     map's enemies are and don't worry about ambushes -- Justin should be able to
     one-shot most things with his combo, and Sue can one-shot the bugs initially.
    
     The map itself is quite big for a first "dungeon," and the items are mostly
     off-road. Small amounts of money are here and there, but the main draw is the
     Officer's Baton, a 7-ATK mace found in the northeast. It's barely passes
     muster with the Parm storeboughts, but it's free, so...hooray. Don't find
     the rewards here interesting? Just follow the road to the exit.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    03) SULT RUINS                                                           [WK03]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                                     | |-TO ROOM OF
     ENEMIES: Green Slime, Baby Bat                                 _| |_  ILLUSION
     DUNGEON: One-Time-Only (3 Screens)                            /     \
                                                                  ( (\_/) )
     Alright, Justin and Sue are finally movin' up                 \ \_/ /
     to the big leagues. This is the first proper                   \   /
     dungeon and will be longer than Marna Road by                  _) (_
     a long shot -- get used to it, 'cause it only                 | | | |-BOSS
     gets more disorienting! Still...it's close to               __|_   S|______
     being a tutorial redux, and the enemies won't      _______,'   _| |Ż   _   \
     be of much note. Green Slimes can drop Herbs,     |  _____  16|___ Ż| | |13 )
     and can be one-shotted easily, although Sue's     |  _ 15_ B     _| | |_ Ż| |
     gonna need some Mace levels to do it herself.     |   | |_____ _|  _|  _| | |
     That said, if y'didn't stash the inventory's      |   | |   B |   |14 |_| | |
     junk, hitting the limit may be possible, so       (   ( (  _   _|_|_____| |<|
     go do that in Parm first. As for recommended       \____   _| |___      ) )Ż|
     party levels, there's no advice really -- w/o         | | |_____  | 12      )
     real opposition, it's a cakewalk.                     | |      ^| |ŻŻŻ|____/
                                                        11-|_|  ŻŻŻŻŻ__  10)
    |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          ŻŻŻŻ)B(  |__/
    | 01 | 10G         | | 09 | 10G                |     _     _  | |
    | 02 | 10G         | | 10 | 10G                |   _|2|___|3| | |   -.
    | 03 | 10G         | | 11 | Outdated Armor     |  |_______  | | |    |
    | 04 | 30G         | | 12 | Dynamite           |  |5   _D_  | |S|    |
    | 05 | Rune Ring   | | 13 | 30G                |   ŻŻŻ|^|4  |_| |_   |
    | 06 | 30G         | | 14 | Resurrect Potion   |      | |Ż|  _|  9|  |
    | 07 | Shiny Shoes | | 15 | Ceremonial Rock Ax |  ____|  Ż| | | (Ż   |- Sult
    | 08 | 10G         | | 16 | 30G                | |_    _|Ż|D|_|  \_  |  Ruins
    |____|_____________| |____|____________________| | |  (   ( (7  \ 8| |  B1
                                                     ( ( |1)   ) )Ż| )Ż  |
     After speaking with the gate guard and seeing    \  |Ż    | |_| |   |
     the bratty she-sergeants' debut, our duo can      ) |    _(  _  |   |
     infiltrate the ruins proper. Throughout the       | |   ( 6 / | |  -'
     B1 area, there'll be eavesdropping scenes to   ___|_|____ŻŻŻ   Ż
     put the Garlyle's presence in perspective, or |[]  _   []|          N
     to give veiled tips, such as avoiding falling |   |^|_   |          |
     objects (archway statues). Money deposits are |[] | S_|  |          |
     all around but the camera angles make it a    |  _| |_   |    W ----+---- E
     mite harder to find this time around; be sure |   |_  \  |          |
     to orient your compass afterwards! Items of   | |___   ) |          |
     note: a [Rune Ring] in the NW is obtained by  ( |_____/[])          S
     walking over an intact archway, accessible in  \__   ___/
     the east. There's also [Shiny Shoes] towards      | |-ENTER
     the end, but those are store-buyable already.
    
     The B2 area's a little more labyrinthine, but there's a few DungeonScopes
     around to help a player out. To reach some of the eastern items, the team
     must go underneath the first walkway. Most finds here are slim, but there's
     one worth mentioning: the [Ceremonial Rock Ax] is the first axe obtained and
     while its ATK is outclased by some storebought weapons, it gives a hefty +2
     STR boost on level-up, and contributes to Justin's first AOE skill, Shockwave.
     Getting Ax to LV5 pays off in the long run...just don't neglect his other
     weapons, eh?
    
     To reach the B2 exit, from the starting point: (1) go a little east and up
     the stairs, taking that walkway north (2) north, use the nearest stairway (3)
     from this elevated walkway, use the action command to topple the pillar. This
     gives access to the northern platform and its savepoint. Once the soldiers
     vacate, inspect the statue, go north, and take the left-hand path at the fork.
     Hit the green button to enter the circular room, and use the red button to
     reach the northern rooms.
    
     After an introduction to Liete, backtrack until a certain colonel shows up
     and interrogates Justin. Regardless of answers, after three questions, it'll
     be time to escape. On the way past the savepoint, however...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | Boss: Rock Bird | • Physical attack                                       |
     | HP -: 230       | • Fire Orb (All, NoCancel)                              |
     | EXP : 30        | • Rock Feather (Line, Canceller)                        |
     | $$$ : 150       |_________________________________________________________|
     |_________________|
    
      The first boss is...well, picture yourself stepping on an anthill -- that's
      a perfect image. The boss' HP is low enough that one can just spam regular
      attacks and come out victorious. Its two abilities are unimpressive and
      easily interruptible. Yawn.
    
     Everyone automatically escapes.
    
    04) PORT TOWN OF PARM [II]     [WK04]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: Key to the Cafe, Java's Wallet, 1G
    
     A pitstop back in town. After returning home and having dinner, Justin will
     get the idea in his head to visit the port. The next day, speak with a sailor
     there to learn a Steamer Pass is necessary to ride to the Elencia Continent.
     He also mentions a guy named Java has said pass, and hangs out at the "cafe"
     near the river (this is where Gantz' Key was found earlier). Speak to Miss
     Kirlian to find her key has also gone missing; a man in green clothes at the
     port will have it.
    
     Return it and, that night, visit to ask some customers to learn Java lives up
     at Leck Mines. Kirlian gives his wallet as a new reason to visit him. Go home,
     eat and sleep, and prepare to leave via the train station. [You can also milk
     mommy for 1G by flattering her again, but who's that hard up for cash?] There
     isn't any ticket to purchase this time, either
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    05) LECK MINES                                                           [WK05]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Dungeon preamble: find Java at his house to strike up a bargain -- clear out
     the mine in exchange for that stanky pass. Justin is adventureblind and, of
     course, accepts without thinking things through. D'oh! From now until the
     mines are swept, Java stands in the outdoor screen and has typical savepoint
     functions. There won't be another until the second interior screen, just for
     reference. 
    
     Enemy-wise, there's little to speak of, outside of the Orc's 70-plus health,
     and Green Slimes are still the only ones that drop anything (Herbs). Taking
     one look at the map legend, it's clear the inventory can get quite plump --
     use up said Herbs or drop some chaff if needed.
    
     Also, Marna Road is off-limits upon completing this dungeon.
    
     ENEMIES: Green Slime, Baby Bat, Spyder, Orc   |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     DUNGEON: One-Time-Only (3 Screens)            | 01 | Work Clothes    |
                _                                  | 02 | Hand Grenade    |
            ___|4|__                               | 03 | Herbs           |
           |___   __|                              | 04 | 60G             |
            _  | |__                               | 05 | 20G             |
           |5|_|   _|_______     )ŻŻŻŻŻŻŻŻ         | 06 | 20G             |
           |   D            '-._(                  | 07 | 20G             |
           |  _    2 ,-. 1     _ 26  ENTER         | 08 | Hand Grenade    |
           |_| ( (ŻŻŻ   )  _,-' |   _              | 09 | Rubber Boots    |
            ____\3)___,'  /     (  |_|             | 10 | 20G             |
           |     Ż     6 (       )________         | 11 | Wobbly Sword    |
           (9  ______7 [] \__                      | 12 | Safety Helm     |
            \8/      \______ '.                    | 13 | 60G             |
             Ż_____________ '. \          N        | 14 | 20G             |
             /       14_ 15|  ) )         |        | 15 | Hand Ax         |
           ,'         |____|_/10|         |        | 16 | 20G             |
          /            ____     )   W ----+---- E  | 17 | Hand Grenade    |
         (    D 16  27| ^  ) _ (__        |        | 18 | 60G             |
          '._  /Ż\    (    \/ \/  \__     |        | 19 | Wound Salve     |
             \ \_/ .-. \_  /  / /  11|    S        | 20 | Oaken Shield    |
              ) D /   \/ \/   \/12 (Ż              | 21 | 20G             |
             /   (             \ 13 )              | 22 | 20G             |
            / ,-. '.___         \__/_____          | 23 | 60G             |
            \/\17\___  '-._________/21 22|         | 24 | 20G             |
               '.     19  D__ S     25 28|-BOSS    | 25 | Seed of Defense |
                 Ż) (ŻŻŻŻ| 20|ŻŻŻŻŻ\23 24|         | 26 | Steamer Pass    |
                /Ż18 \    ŻŻŻ       ŻŻŻŻŻ          | 27 | Miner's Hammer  |
                ŻŻŻŻ\/                             | 28 | 60G             |
                                                   |____|_________________|
    
     The first area has a relatively simple layout, with the curving tracks going
     right towards the exit. But, the most evident improvement is how accommodating
     the dungeon is -- the paths are doubly large and enemies are clearly visible,
     making it easier to avoid ambushes and see items. Speaking of which, going
     right to the next area avoids most of the items, in the west and northwest.
     The equipment -- the Rubber Boots and Work Clothes -- are still subpar by
     most standards, though.
    
     Area two is larger but still not that complicated. Following the track, take
     the southeasterly offshoot to a small gorge (fall in) leading to some items,
     including the Safety Helm and Wobbly Sword. The latter's still inferior to
     the Ceramic Sword, but it's free, so...oh well. Cross the mini-canyon by
     jumping at the designated spot.
    
     Going west on the main road, there's another gorge to cross; this time, an
     intact miner's bridge does the trick. Still, there's reason to jump down --
     a [Hand Ax] outclasses any current axe y'may have. Use the hanging rope to
     climb back up. From here, just follow the tracks as they meander south, and
     collect any of the four items just off the path (the best of which: Oaken
     Shield). After the savepoint, it's a straight shot to the boss' room, filled
     with money bags. All but one item can be obtained before the confrontation...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | Boss: Orc King | • Physical attack (1-hit)                                |
     | HP -: 385      | • Fire Breath (1-hit, Single, Canceler)                  |
     | EXP : 70       | DROPS: n/a                                               |
     | $$$ : 450      |__________________________________________________________|
     |________________|
                        Hey-diddly-hey! His royal highness appears with two normal
      Orcs, but on the whole, this fight's barely harder than the last boss. Nixing
      the goons gives pole position to just cancel the boss repeatedly, or at least
      anticipate its actions. Even without that, if Justin's been grinding some Ax
      levels, he can be dealing 70+ damage each turn. The boss has a tendency to
      defend when its HP is over half gone. In short, perform a mercy killing.
    
     Afterwards, collect the [Seed of Defense] nearby and escape via an elaborate
     mine cart course. Java holds up his end of the bargain, giving the [Steamer
     Pass] before sending the kids on their way.
    
    06) PORT TOWN OF PARM [III]     [WK06]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Item: Coal Candy, Lilly's Letter
    
     Once the quiet ride home is complete and Sue leaves in a tiff, visit the
     inventor's house nearby to get a [Coal Candy] -- just talk to him twice.
     Return home for dinner, and on the morrow, all that's left is visiting the
     port terminal. [In the pre-dawn hours, most of the houses are closed, the
     shops only carry the same stuff, and the world map locations are locked out.]
     Basically, stash all your junk and don't bother buying equipment here -- the
     next section's store outclasses Parm's merch. Once the Pass is shown and
     Justin goes through the gate, he won't be able to leave again, mind you.
    
     Stroll down the northern dock for some scenes, during which [Lilly's Letter]
     is obtained. After that Justin takes the plunge. Avast, me hearties.
     
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    07) STEAMER SHIP                                                         [WK07]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: Cabin Key, Chocolate, 25G, Beef Jerky
    
     Ahh, here we are -- fresh air, a seagull symphony, a top-deck song with awful
     SFX lifted from "Captain N the Game Master"'s reject pile. [Luckily, outdoors
     is the only location is plays.] What were we talking about? Oh yeah, digging
     around the place, one of Justin's true talents.
    
     Foregoing the map, I'll just give the layers here: it's quite easy to recall
     the place after awhile, and most locations aren't work visiting outside of
     fun dialogue.
    
     F2: Bridge
     F1: Top deck (bridge access, disembarkation area)
     B1: 1st Class cabins, lounge, engine room access
     B2: Shop / crew quarters
    
     Justin starts with no task, and can just wander around at leisure. The shop
     down below is slightly upgraded from Parm's, although the best addition is the
     First Aid Kit -- it heals all allies 60+ HP in battle. A little expensive at
     the moment, but until characters get magic, it'll have to do. There's no items
     to find, nor is there an existing savepoint (yet), so...yeah. Make sure to
     speak with the stowaway here before continuing, if you want a Golden Potion
     reward later.
     
     When ready to proceed, visit the cramped crew's quarters and speak with a
     sailor, who'll recount passengers he remembers...including a girl with a big
     ribbon and freckles. Sounds familiar! Return to the B1 hallway and spot Puffy
     who'll lead Justin outdoors. Sure 'nough, Sue's gotten herself in a pickle.
     Speak to her, then the captain (twice) to plead down her sentence to "working
     without pay". Sue joins the party again at this time, and the two can begin
     their new job as indentured laborers.
     
     In the morning, speak to the white-clothed sailor to get the [Cabin Key] and
     an assignment: swab the upper deck. Yawn. However, he also says to service
     passengers who require it, and this lets one get a few items. Make sure to
     dump/sell/stash any crap Sue's carrying around first, though.
     
     • [Beef Jerky] - On the B1 hallway, a man quizzes Justin on what it means to
       be a sailor. Answer: "Don't be a stowaway," "Don't spill blood in a fight,"
       and "Don't dirty the sea." Also known as the top answers.
    
     • [300G] - This can't be gotten now, but toward the end of the voyage. Speak
       to the couple in Cabin B belowdecks, and introduce them to Sue/Puffy. The
       cash will only be received if one chats with them throughout the voyage,
       though, so periodically return to catch up.
    
     • [25G] - In one of the first-class cabins y'now have access to, a woman needs
       her bathtub cleaned. After speaking with her, inspect the tub.
    
     • [Chocolate] - A woman in the lounge asks Justin if she has too many
       freckles. Pick the middle option to win her over, and speak to her again
       for the prize. Note that if the inventory's full, she acts like she gave
       the item anyway. Also, this is a one-time-only event, so answer right the
       first time. [The wrong answers are quite funny.]
    
     • [100G] - Also in the lounge, near the back, is a man who'll challenge Justy
       to a coinflip. The bet: 100G. If Justin wins, he gets the cash; if not, he
       has to pay up. This event can only happen once, but Justin doesn't need the
       sum to participate. (If he loses, though, the guy takes what little he does
       have. Thanks to BackdatedFuture for confirming this.)
    
     Up top, it'll be time to swab! To do this, Justin will have to continuously
     pump up the speed gauge with X-button, and keep an eye on the power gauge
     below it. Basically, the goal is to get both gauges as full as possible, as
     long as possible. If the speed gauge maxes out, it forces Justin to restart.
     If Justin can clear his section in 25.xx seconds, he'll obtain the amazing
     reward of 25G. Note that it's pretty hard to get down to that time, and it's
     unimportant anyway. [BackdatedFuture writes: "Also, if you let the clock get
     to 35"20 (when Sue finishes hers), you automatically fail, can't try anymore,
     and have to wait for Justin to (slowly) finish on his own.]
    
     After swabbing, go back to the quarters and rest. (Make sure to speak to the
     stowaway belowdecks again, if not done already.) On the third day of doing
     this grunt work, the party is introduced to the extraordinary adventurer,
     Feena! There'll be some scenes involving her (including a Q&A session) before
     she runs off to the bridge. Visit here there, then return outside to find it
     growing eerily foggy. Feena'll be at the ship's other end, and after talking
     about her hogging the adventure, she'll join up for the next dungeon.
    
     Feena uses whips and daggers, and even comes with a free Paring Knife in her
     inventory. Additionally, she also starts with fire magic. It's weak now, but
     if you view the Moves option from the menu, see how it enables her to have
     more skills? That's the benefit of mana eggs (used to buy magic).
    
     The crane's hanging rope gives access to the ship, but it's a one-way drop --
     prepare first! This means stashing stuff irrelevant things (Cabin Key?) and
     getting some supplies (First Aid Kits?) for the road ahead. Feena starts with
     a First Aid Kit, but one for everyone couldn't hurt. The sailor in the crew's
     quarters can act as a savepoint, too.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    08) GHOST SHIP                                                           [WK08]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: Ghostoid, Sea Jelly, Ammonite 
     Dungeon: One-Time-Only (10 Screens)
                    _____ _____ _______
                   |     |14  E|A      \   |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
              F1   |BOSS   15 ŻŻŻ  START)  |  S | Savepoint        |
                   |     |16 SŻ|Ż      /   |  * | DungeonScope     |
                    ŻŻŻŻŻ ŻŻŻŻŻ ŻŻŻŻŻŻŻ    | 01 | 30G              |
                                _ ___      | 02 | Herbs            |
                               |E|11D|     | 03 | 30G              |        N
              B1               | | 12|     | 04 | 30G              |        |
                               |13   |     | 05 | 30G              |        |
                                ŻŻŻŻŻ      | 06 | 30G              |  W ----+---- E
                  _______       _____      | 07 | 30G              |        |
                 |    ___|_ ___|8 _10|     | 08 | 90G              |        |
              B2 | C6     7|  _  |D|9|     | 09 | Wound Salve      |        S
                 |    ŻŻŻŻŻ    |_____|     | 10 | Wind Charm       |
                  ŻŻŻŻŻŻŻŻŻŻŻŻŻ            | 11 | 30G              |
                    _______ _____          | 12 | Wound Salve      |
                   |B  3  2|  ( A|         | 13 | Pirate's Hat     |
              B3   | []*[]  _  \S|         | 14 | Admiral's Sword  |
                   |       |    1|         | 15 | Resurrect Potion |
                    ŻŻŻŻŻŻŻ ŻŻŻŻŻ          | 16 | 90G              |
                    _______                |____|__________________|
                   |       |
              B4   |C 5  4B|
                   |_______|
    
     First things first: the compass on this level screws up towards the end. It's
     a little disorienting, but the peculiar linearity to this level smooths it
     over a bit. Here's the play-by-play.
    
     Once the team's hopped down to the ship, the only way in is the broken storm
     grate ("A"). Everyone shoots out towards the bottom at this point and must
     work their way up. Save if y'want, get the cash around here, and enter the
     adjacent room, dominated by two enormous wooden objects in the center. Loot
     the junk here and move to the opposite side, where Feena notes there's a way
     down. Hop in blindly, like usual.
    
     Only some ghosts and cash down in the bilge, but a rope gives way to the
     treasure room a few floors above. Sadly, not much booty there -- just a little
     cash. The central door leads to even more cash, but its a balcony door that
     leads back across the previous room (with the DungeonScope) by way of another
     rope.
    
     Entering this room is where the compass spazzes out. An item here (Wind Charm)
     provides some wind-elemental defense and will be useful for the boss ahead,
     so don't leave it behind. Up the ladder, another piece of equipment is lying
     amidst the trash -- the Pirate's Hat gives +3 DEF. Finally, the last ladder
     leads back to the top series of rooms. There's a savepoint here, assorted
     treasure (including the Admiral's Sword), the way back to the starting point,
     and an ornate door leading to the boss' domain.
    
     • After unlocking the door leading to the insertion point, the entire ship's
       able to be traversed at leisure. This means if one wanted to grind a few
       levels or Feena's magic, this is a good point to start at. [Enemies won't
       respawn unless the game's reset, however.] Ammonites drop Smarna Weeds that
       help for the upcoming fight, too.
    
     When ready to continue, enter the cabin and read the captain's log (*snort*)
     to square off with...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Squid King | 592 HP | • Howl (1-hit, Wind, Circle / RT & GS)        |
     | BOSS: L. Tentacl | 438 HP | • Laser Eye (1-hit, non-elem, Line / GS)      |
     | BOSS: R. Tentacl | 356 HP | • Suck In (global: draws allies nearer / LT)  |
     | EXP : 154        |        | • Shockwave* (1-hit, allies, Canceler / GS)   |
     | $$$ : 2000       |        | • Alheal (all enemies; heals HP / RT)         |
     |__________________|________|_______________________________________________|
      * - requires both tentacles to be alive
    
      What's this? A boss that is actually hard? In fact, this may be the only
      boss a player dies for the entire disc! This is because the boss has two
      adjunct tentacles that also get turns: the right tentacle casts magic and
      heals while the left uses its suction abilities to draw spread-out allies
      closer together. Then, the main part uses the close proximity to spring its
      Laser Eye and Shockwave attacks, the latter of which only hits allies near
      itself. Being spread out can help evade Laser Eye, and keeping distance can
      thwart Shockwave, but as long as the tentacles live, this battle's one giant
      annoyance. If you came in prepared with some First Aid Kits, it's quite
      possible to just wail on the main body part which, when defeated, kills its
      appendages as well. Overall, Justin/Feena can do 70-80 per combo while Sue
      should stick to item duty -- everyone's SP is likely to be low enough to
      be inconsequential, although Sue's "Rah-Rah!" Cheer can get off at least
      once. If Feena knows Burnflame, spam that (in fact, it's such a cheap and
      useful move, it earns its keep the entire game).
    
     Once the king's dethroned, it's time to beat a hasty retreat -- go two rooms
     over and climb off this leaky boat. It's only once one's back on the steamer
     is it evident a hidden item's been received: the first Mana Egg! If it's not
     in your inventory or stash, don't worry; it just means it's in Feena's sack,
     and when she rejoins, she'll have it.
    
     To finally bring this journey to a close, rest once more and visit the upper
     deck. Land ho! Talk with Feena to finally disembark. [This is the last time
     the Steamer will be accessible, so get your affairs in order first.] The pair
     in Cabin B will give 300G, provided one's introduced them to Puffy and spoken
     with them throughout the journey.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    09) NEW PARM                                                             [WK09]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     This is a short section indeed. After setting foot on dry land, one can reap
     the immediate rewards of talking to the steamer stowaway, now found in a shaky
     barrel in the SW. Reward: Golden Potion. Stash that for a rainy day. If one
     obtained a "Letter to Clara" in Parm, it can be delivered to its recipient
     (southern of the 3 eastern mansions).
    
      N        | |_                   To continue, find the Adventurers Society on
      |        | |_|___ _____         main street. Speak to the clerk thrice to
      |       []_  []  |  _  |        get the password for Pakon's office, then
           _   |_) |Ż| | |_| |_____   speak to the man (more like manboy) himself
     _____|_|__|_| |Ż| |_   _|  _  |  a few times. This leads to him hating Justin
    |_|_|   |_| _   Ż ___   _  |_| |  enough that he bars him from ever entering
    |__________|_| |Ż|_|  _  |_____|  his society -- d'oh. With that, all that's
             __/    Ż_|  |_| |        left is to visit Feena's House past Merrill
            |_|     |_|______|        Road; both are now added to the world map.
              |     |_|               
              '._   _.'               But, since this place has some shops, it's
                 | |                  only natural to gear up first. Equip-wise,
     there's not too many decisions to make -- whatever gives the best stat boosts
     is a natural shoo-in. If y'haven't been switching up weapons, now's a good
     time to start. There's no reason to stick with swords (the most abundant
     weapon type) and neglect, say, maces. This can give imbalanced stats and
     neglect other learnable skills. The next section has free Snake Earrings, so
     don't drop bills on 'em here.
    
     The other dilemma is who to give the Mana Egg to. This can be put off until
     Feena rejoins the party (coming up), however. Justin is the main character and
     is always available, so he's a good choice. Sue gets a lot of support-type
     skills and can easily turn into a magical powerhouse; the downside is, among
     all possible characters, she's in the party 3rd-longest. Feena winds up being
     in the party 2nd-longest of everyone, and already has fire magic; thus, one
     can give her Wind or Earth to help nurture her Lightning and Explosion magic,
     respectively. If this seems confusing to a first-time player, here's an easy
     solution: pick whoever!
    
     Anyway, off to Merrill Road...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    10) MERRILL ROAD                                                         [WK10]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Cobra, Black Widow, Glug Bird, Roadcrawler
     DUNGEON: Repeatable
    
              |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|              EXIT
              |  S | Savepoint      |             __| |________
              |  * | DungeonScope   |        ____/   *6      5_|
              | 01 | 40G            |       / _   /Ż/ŻŻŻŻŻŻ   \_
              | 02 | 40G            |      (7(_) (_/   (ŻŻŻŻŻ) 4|
              | 03 | Snake Earrings |       \__     *3  '._.' /Ż
              | 04 | 40G            |       ___|_/ŻŻŻŻŻ'.   ,'
              | 05 | 120G           |    ENTER  1\_______) (____
              | 06 | 40G            |       ŻŻŻŻ\              2|
              | 07 | Mana Egg       |            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
              |____|________________|
    
     Ahh, time for the enemy overview. There's actually four kinds that appear
     here, and if y'heard some of the New Parm NPC chatter, it's no surprise that
     poisoning is an issue. Cobras and Glug Birds have enough HP that Justin may
     not be able to one-shot 'em, while Sue may have trouble on everyone but Black
     Widows. In short, the trip is either manageable or akin to Hell's ninth circle
     thanks to poisoning. Buy some antidotes before coming here; it's more reliable
     than hoping for 'em as drops.
    
     Anyway, from the area, it's evident this is a rather small map, and as such,
     most items here suck. The two that don't are the Snake Earrings, which resists
     poison (yay!) but is already available for 200G back in town; and the Mana
     Egg, in the circular western pass. It should need no explanation.
    
    11) FEENA'S HOUSE     [WK11]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     After entering Feena's adorable dwelling, inspect her bloomers hanging from
     the clothesline -- this cues a few scenes, ending with her being kidnapped
     by Pakon's goons. Time to get a move on! The wedding ceremony is being held
     in the New Parm church (west part of town), but the door's locked...if only
     there were another entrance. Oh yeah, there is -- the shack behind the place
     leads to the roundabout...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    12) UNDERGROUND PASSAGE                                                  [WK12]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Purple Slime, Mud Jelly, Mad Snail
     DUNGEON: Repeatable (1 Screen)
    
     Although tiny, this area can be a decent level-up spot, especially if one
     wants to gain a few magic levels. This is because Purple Slimes can "Divide"
     into another full-health target, and since both Justin and Sue may be one-
     -shotting 'em, there's little risk involved. The other enemies aren't that
     notable, although the Mud Jelly's kamikaze attack (Shockbomb) does 20+ damage
     and leaves no EXP/G afterwards. That's probably the hardest-hitting attack to
     see here.
         ___ _          _ ___ _________
       _|S 7| |_    _ _| |   |  _____  |  |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |_______  |  | |6| |___| |   | | |  | 01 | 50G          |        N
          |   |A| _|A| |  ___  |  _| | |  | 02 | Shell Shield |        |
        EXIT   Ż |  _| | |   | |_|___| |  | 03 | 50G          |        |
                 |_   _| |   | 1 |_   _|  | 04 | 150G         |  W ----+---- E
                   | | | |  _|___| | |_   | 05 | Mana Egg     |        |
                  _|_|_| | |_______|_  |  | 06 | Iron Mace    |        |
                _|  _____|   |  ___  | |  | 07 | 50G          |        S
               |  _|^|       | 4 |2| | |  |____|______________|
               | |_|  3      |  _| | | |
               |_  |_____| |___|  _| | |
                 |_______________| |5| |
                                    Ż| |-ENTER
    
     Well, here we are at the token sewer dungeon -- I personally love 'em but
     can see why they're so despised. Anyway, the proceedings ain't too difficult.
     From the starting point, one can see a Mana Egg in an empty sluiceway -- it's
     out of reach, but won't be forgotten. Trek north to the sluice controls, which
     drains the water enough to continue north. A similar situation repeats around
     the bend, this time allowing Justin's crew to get west. There's money to snag
     here, too; notice how the crappy amounts are getting incrementally higher?
    
     From the west walkway, hit the 2nd sluice controls again (shutting them) and
     move south. The path warps uneventfully until finding the 3rd controls, near
     the [Shell Shield] chest. One's probably outfitted with it, but who passes up
     free swag? No one, that's who. Hit that 3rd control crank -- all the water
     in the area should now be drained, allowing access to the damp lower portion
     we just passed.
    
     Climb down and collect the cash among the enemies, including that Mana Egg
     in the previous canal. [NOTE: If that canal's not accessible, it's because
     the 2nd control switch isn't shut.] Backtrack to the lower portion and find
     the offshoot tunnel leading north, not just to an [Iron Mace] chest, but the
     exit as well.
    
     Upstairs, crumble the wall and collect some cash before saving. Remember the
     tip: if anyone knows water magic, let them heal everyone first before using
     the recover function. It squeezes a bit of EXP out of the situation, and is
     great if you're not planning to grind Water EXP in the future. The northern
     crate stack leads to the dungeon's exit.
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Chang | • Physical attack (3-hit, Single)                           |
     | HP -: 738   | • Tornado (1-hit, Single, Canceller)                        |
     | EXP : 235   | • Spin Kick (1-hit, Single, Canceller)                      |
     | $$$ : ---   |                                                             |
     |_____________|_____________________________________________________________|
    
      Feena's indisposed thanks to her ball and chain (also literally!), so she's
      not participating here. Chang normally relies on his "Tornado" attack, which
      hits one target, transports him/her randomly and does around 25 damage, but
      has a similar attack, "Spin Kick," which is comparable to that. Chang's
      arsenal is completely physical, meaning Diggin' (earth magic) and defending
      both mitigate the damage, and that could be a lifesaver if one's health is
      low. Speaking of which, keeping everyone's health above 30 is wise, as, if
      nothing else, Chang has great speed. Don't give him an opening (like a KO'd
      ally) to overwhelm! As for dealing damage to him, he has no notable features,
      so physical attacks, skills, magic...whatever. It just depends if you want
      him in a pine box or an urn. =)
    
     With the marraige void, watch the scenes that transport everyone back to
     Feena's house. After sleeping, meet Feena outside -- she'll join the party
     permanently and the Rangle Mountains, the range in-between here and the Dom
     Ruins, is added to the world map. Don't forget to outfit Feena in New Parm,
     though, especially magic-wise. [It's possible to go back to the Underground
     Passage, too, if y'forgot the Mana Egg.] There's lots of juicy, embarrassing
     dialogue from townspeople, too, so get the scoop, too! >=]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    13) RANGLE MOUNTAINS                                                     [WK13]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Inchworm, Spitting Cobra, Odd Bird
     DUNGEON: Repeatable (2 Screens)
    
     Oh goodie, more creepy crawlies. Spitting Cobras are snakes, and according to
     RPG rules, they must be venomous -- and you'd be right! Killing them off
     first helps, at least until someone learns "Cure" (3 Water/2 Earth); until
     then, search the enemies' action previews and target the ones still in 
     Standby. Inchworms can inflict mass sleep, too. But, the one target to be
     mindful of is the Odd Bird, unquestionably the hardest random enemy in the
     game (keeping in mind your relatively low levels). This is because they have
     massive 120+ HP, can inflict confusion and act quickly. Any enemy that can't
     be killed in one combo/magic attack should be considered dangerous, I'd say.
    
     Other than that, note that entering the easter
                                                                     ___
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  N                              __    ,' 10/ŻŻ|
     |  S | Savepoint      |  |    _ _   ______,'Ż'._       (9 \__/   ŻŻ   )
     |  * | DungeonScope   |  |   )1\ \_/  4  __/Ż'. \______/Ż    \  /ŻŻŻ\ |____
     | 01 | 180G           | __  (   \   (ŻŻŻ\  \__/ __  S  ) *8 11ŻŻ\/Ż\/   ___
     | 02 | 60G            | _ \__) ) )*  ) ) )  *6 /  \_  (___/Ż'.     _  *|_
     | 03 | 60G            |  \___ *|_   3) |__/   (     | |   \___)   / \   _|
     | 04 | Mana Egg       |     _) | \    Ż(  \    )    |_  []  __ *  \_/  |_/\
     | 05 | Medal of Yore  |    /   (  )  | (_  )  /       |    (_ |  ,_     __/
     | 06 | Seed of Moves  |   (  2  \/   |* 5\/ *(        (  *  _|| (  \  _|_
     | 07 | 60G            |    \_________|_____/\_)        \_/\7\ |12)  \  13|
     | 08 | 60G            |                                    ŻŻ  ŻŻ    ŻŻŻŻ
     | 09 | Fruit of Power |  First up: the western section. One fun thing about
     | 10 | Mana Egg       |  this area is, despite the masses of baddies waiting
     | 11 | 60G            |  to maul yer face off, some of the "cliffs" are just
     | 12 | Ginseng        |  embankments, and the team can run right up/down 'em.
     | 13 | 180G           |  This makes getting the essential drops easier, and
     |____|________________|  helps when escaping/backtracking, too. Two items are
                              of note here: the Mana Egg in the northern route is,
     of course, a stupid thing to pass up; and, the Medal of Yore in the southern
     route recovers extra SP when physically attacking. A great accessory for our
     boy wonder, or anyone really! The Seed of Moves near the exit is just icing
     on the cake.
    
     Once the team enters the eastern range, everyone rests up and the savepoint
     is established. This area is much the same as the previous one, with a second
     Mana Egg (!!) in the NE dead end, and another stat-increasing item in the NW.
     Everything else is just cash or junk; if this area's trying your patience,
     skipping it all would be quite understandable. To make the escape routes
     easier, there's a bevy of DungeonScope locations, so losing one's bearings is
     a bit harder.
    
     Don't forget to use those Mana Eggs in New Parm before hittin' up the ruins!
     Remember that, if you want to grind Water LVs, this can be done in the next
     dungeon. I personally think it takes some of the fun outta this game, but if
     you're up for it anyway, there's the head's up. [Also, since there's no heal
     spot for awhile, use Feena's House or the town hotel.] Just for kicks, here's
     my magic setup right now:
    
     Feena : Fire, Wind, Earth (easy AOE spells; Earth helps boost Feena's STR)
     Justin: Fire, Earth (since he has skills reliant on that combination)
     Sue --: Water (mostly for healing and Water's +1 HP level-up bonus)
    
     Having two people with Water abilities isn't bad, though, since all three
     characters can learn Alheal (Water LV5). The game is getting gradually
     tougher, and there's no reason to be item-reliant where healing's concerned.
     Sue's "Rah-Rah!" Cheer is already obsolete, too.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    14) DOM RUINS                                                            [WK14]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES (Forest): Ent
     DUNGEON (Forest): Repeatable (1 Screen)
    
     Ents appear in the forest section and resistant to physical attacks (bows in
     particular), so skills/physical attacks are the way to go. It doesn't help
     that they have an AOE attack (Nut Bomb) that does 20-25, either, so leading
     off with, say, Howl is a good play. They also drop the MP-restoring Cholla
     Flowers item, which restores 3 LV1 MP to a single target.
     ______________________
    |      _          _    | Before one enters the destination proper, there's a 
    | ____|1|_   _   /4]   | one-screen preamble area called "Road to Dom Ruins,"
    | _   ___ \_/3\_/ /    | which is just one big forest. Get used to all those
    |  | (  _)*__,_  (     | claustrophobic, camera-changing pathways because this
    |  |  )|2 / _  |  )    | is only the first of many woodlands explored in the
    |  | (  ŻŻ /7) )  \_   | game!
    |  |* \_/ŻŻ_/ / *__ \  |
    |  )  ___ (__/  (  ) ) | Enemy-wise, Ents are the only inhabitants, and they
    | (  | _ \_   /\5)( (  | appear in threes. The game does a decent job of
    |  ) (/6\__)  \ Ż,'  \ | nudging a player towards using magic, since Ents are
    |  |          *ŻŻ ,'\_ | highly resistant to physical attacks (good luck with
    |   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     | those OHKOs, Justin!), especially thrown weapons.
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  Skills are fine, too, although AOE magic like Howl &
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  Burnflame earn their keep. Ents also get the fairly
     |  S | Savepoint     |  damaging AOE skill "Nut Bomb," which has a range a
     |  * | DungeonScope  |  mite smaller than Howl's and does decent IP damage
     | 01 | 70G           |  (in addition to the 20-25 regular damage). In short,
     | 02 | 70G           |  it pays to keep an eye out because Ents often skulk
     | 03 | 70G           |  under canopies and try to ambush. The enemies also
     | 04 | 70G           |  drop Cholla Flowers (+3 LV1 MP, single ally).
     | 05 | Miracle Drink |
     | 06 | 70G           |  Anyway, item-wise, this area is quite barren, with a
     | 07 | Seed of Speed |  few money drops to pad the search. The Seed of Speed
     |____|_______________|  is in the map's middle dead end, while the Miracle
                             Drink is nearer to the exit. Speaking of which, if one
     finds this area too disorienting, simply follow the west/south boundaries to
     reach the Dom Ruins.
    
     ---
    
     ENEMIES (Ruins): Red Slime, Sand Diver, Vampire Bat, Dom Orc, Vengeful Spirit
     DUNGEON (Ruins):
    
     A new set of enemies for this place. Red Slimes are notable for having high
     health (100) and, being cousins to Purple Slimes, they can of course "Divide"
     into other targets. Since they can also reduce DEF with their skill, they make
     great targets for magic practice, especially Diggin'. Sand Divers can reduce
     ATK with their Sand Shower skill, so they're better for weapons practice. The
     vampire bats suck -- all bats do, really. Dom Orcs are brutish and slightly
     powerful, but are more notable for dropping Holy Maces. Vengeful Spirits are
     impervious to weapon attacks, resist physical skills, and can "Divide" like
     slimes; their weakness is magic. They also drop Crescent Jade accessories
     which give +2 Sleep/Confusion resistance. [Holy Mace wielders CAN damage
     spirits with weapon attacks, however.]
                                  _
                          _      /8\__   ____       15                     N
                         / \    (____ \_/ ___|7      \_          ___       |
                        (10 ) _______) _ (___     ___| |_____   /17 \      |
                         ) (_|  ______/ \__  |   |  ________ \  \  _/      |
                        ( 9 _  |  _________| |   | |___    _) )_/ /
          ___,-._/\      ) (_) ( |  _____   _|   |____ \  ( 16___/ BOSS: Ganymede
         /1       2)  _  |  _   )| | ,-._|_|_     ____) )  ) |      _____/
     ___( (__ ___  |_|6| | | \_/ | |(   ___  |_  |___ */   | (_____|     |_,'Ż'.
     ________|S _* __  |_|_|_____| | ) /_|^| 13|     \ \   |     S        _     )
       \_  ^3|_ \  ) |_____________|/ /| S___|Ż ______) )_ ( (ŻŻŻŻŻ|_____| '._.'
         \  _  )   |     | |       / / | |_____/ _______| | ) \_/Ż\
          \ 4\  / 5|     | |      / /  |  ______/ ______| |_) __   )
           ŻŻ ŻŻ ŻŻ      | |____,' (_  | |___    | 20 21| |< /__) (
                         |_____ 11 12| |14   |   |  ŻŻŻŻ23|ŻŻ(19 18)
                               '._.'Ż   ŻŻŻŻŻ 22-|_|ŻŻŻŻŻŻ    ŻŻ'-'
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  We'll start with the outdoors "vestibule" section.
     |  S | Savepoint        |  This is a miniscule stopgap area before the real
     |  * | DungeonScope     |  dungeon, and the design shows -- it's basically a
     | 01 | 70G              |  broken bridge, a savepoint and some monsters near
     | 02 | 70G              |  a few drops. It's possible to walk under the bridge
     | 03 | Blue Medicine    |  to get closer to the savepoint, but that's about
     | 04 | 70G              |  it for the strategy.
     | 05 | Dynamite         |
     | 06 | Herbs            |  However, this area is well-known for a 2nd reason:
     | 07 | Blue Medicine    |  this is where one can grind Water LVs! A ways east
     | 08 | Seed of Power    |  of the savepoint is a corridor where statues lunge
     | 09 | Resurrect Potion |  out and peck small amounts of health away. By
     | 10 | 210G             |  repeatedly doing this and healing on the field, one
     | 11 | 70G              |  gets massive amounts of free EXP without needing to
     | 12 | Holy Mace        |  find enemies first. Then, when Sue (or whoever)
     | 13 | Resurrect Potion |  runs out of MP, just walk to the savepoint a few
     | 14 | 70G              |  feet a way and repeat. Remember, everyone learns
     | 15 | Mana Egg         |  Alheal at Water LV5.
     | 16 | 70G              |
     | 17 | Shell Armor      |  The actual Dom Ruins portion is split in two by a
     | 18 | 70G              |  bottomless abyss, so it'll be easier to talk them
     | 19 | Magic Lamp       |  in western/eastern terms.
     | 20 | Blue Medicine    |
     | 21 | Yellow Medicine  | DOM RUINS (WEST)
     | 22 | 210G             | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     | 23 | 70G              |  Take the only road east until it spits the players
     |____|__________________|  out at the cliff. There'll be a vine to let one
                                back inside, which leads to an elevator room. The
     initial path ends at a [Seed of Power], while the lower path has the SW exit
     and a [Blue Medicine] offshoot. The series of small interconnected corridors
     has a [Resurrect Potion] and cash, but ain't very attention-getting. Down the
     hallway again, in the room with the small cash deposit, inspect the mural of
     the shut eye to find a secret [Holy Mace] in the wall panel. The ensuing route
     leads back to the cliff, only the bridge crumbles immediately...shucks. Get
     the [Resurrect Potion] and save indoors; the north route is a shortcut back
     toward the area's entrance, but the west leads to another lift. Take the upper
     route first, as it leads to more $$$ and, more importantly, the cliff button
     that makes a statue protrude over the abyss. Return to the elevator, use the
     low road and hit the remaining button -- boom! Instant access across.
    
    DOM RUINS (EAST)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enter the new area and continue heading north (note the blue room with an
     inaccessible chute; this is the tail-end of a downward slope) until appearing
     back outside. Use another vine and reenter near the [Mana Egg] chest, the one
     item y'don't want to forget. At the next crossroads, pocket the cash and go
     NE to the dead-end area. Stepping on the middle floor panel unleashes a bunch
     of orcs from their cages, but that [Shell Armor] is ripe for the pickin'.
     Backtrack and go south, ignoring the elevator for the moment. At the next
     "room," the secret closed-eye panel leads to a series of rooms filled with
     enemies; at the end is a yet-unbuyable [Magic Lamp], which can be used
     repeatedly to restore one's MP. It may break, however, so save it for a rainy
     day. Double back and take the SW corridor, also containing a closed-eye panel
     hiding [Blue Medicine] and [Yellow Medicine]. Continuing on this path only
     leads to more cash and this area's entrance, so it's not as important. Anyway,
     return to the aforementioned elevator, take it down to the savepoint/stashbox,
     and prepare for...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Ganymede | • Beat Attack [1-Hit/Single/NoCancel]                    |
     | HP -: 1500     | • Rush Attack [1-Hit/Line/NoCancel/Displaces targets]    |
     | EXP : 1000     |                                                          |
     | $$$ : 2000     | DROPS: Shell Armor                                       |
     |________________|__________________________________________________________|
    
      It's a crab! It's a dragon! It's an ankylosaurus! This boss can't make up
      its mind on aesthetics, but it sure has its attack strategy down: punch
      things until they're dead. Basically, another meathead who can't do anything
      against Diggin'. For the sake or ritual, its attack pattern is mostly just
      using its two skills, an unnamed suction attack (Line, not global, range)
      and a physical attack. [Note that the parts act separately but share the
      same HP.] The boss can be brought down with mere physical attacks, so if
      nothing else, it's decent target practice.
    
     Yeah, that bozo dropped all that cash and experience (*throws dollar bills
     in air, laughing maniacally*). See Liete in the room beyond, then prepare to
     backtrack to the ruins' forest -- luckily, the shortcuts shorten the walk.
     Here, a scene will whisk everyone back to Feena's House. Now, the course of
     action is visiting the adjacent mountain to find the antipyretic sulfa weed.
     Access is given by inspecting the ramshackle fence near the house. [This area
     does not appear on the world map.]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    15) HERB MOUNTAINS                                                       [WK15]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Roadcrawler, Beetlebug, Black Widow, Purple Slime
     DUNGEON: Repeatable (1 Screen)
    
     Some palette-swappers appear now. Roadcrawlers can poison, but pitiful HP,
     and thus aren't much of a problem. Black Widows don't fare much better, and
     their main skill just reduces Move Levels. Beetlebugs have a lot of HP and
     a decent DEF, but not much to speak of beyond that. Basically, the enemies
     can hit a bit harder than normal, even if their constitutions are still weak.
                          _
                   ______/8/ __ ,-'Ż'.            |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                  / ___  _/_/ _(_,-'. \           |  S | Savepoint        |
                 / / / _________ \ __) \          |  * | DungeonScope     |
                / (,' / ________ *)  _  )         |  # | White Sulfa Weed |
               / __  /\* #/ \_|*| |*|4| |         | 01 | Sulfa Weed       |
              ( /7/ / / /Ż__ 1  |_   _| |         | 02 | Weeds            |
              |  ( (_( ( ( _|   |_)  3| |         | 03 | Poison Antidote  |
              | ) ) )5) ) )9|   |*  ŻŻ  |         | 04 | Smelling Salts   |
              | |  *| | | | |_   ŻŻŻŻ\] |         | 05 | Herbs            |
        ______| | | |   ( | | * |ŻŻ'. \ |         | 06 | Herbs            |
        ENTER   | | | (\ \| |2|_|Ż|  \  |         | 07 | Poison Antidote  |
        ŻŻŻŻŻŻ( ' |_* (_\_) |_|_|#|   ) )         | 08 | Poison Antidote  |
               \_    \__  ___ *__ (  / /          | 09 | Seed of Life     |
                 \ \_____ \_/ ____ \/ /           |____|__________________|
                  \ 6 |  \___/    \# /
                   ŻŻŻ             ŻŻ
     Not much to say about this place -- it's a cinch if y'know where to look. The
     objective is to find a red sulfa weed amidst the mountain's useless white
     types. As the map makes evident, the footpath to the summit is only accessible
     from that eastern mountain pass. [NOTE: Once you take the red weed, white ones
     can't be picked up any longer. Got it, completionists?] Other items growing
     around here are also medicinal in nature, but only the [Seed of Life] is worth
     snagging (accessible from south).
    
     Deliver the herb to the kid when done. NOTE: This is the cutoff point to
     visit any available location. There won't be any way to get back, thanks to
     the game forcing the player to progress. Basically, prepare as best y'can
     (First Aid Kits?), 'cause once the horned boy recovers, the recuperation is
     crashed and the gang's shanghaied to...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    16) GARLYLE BASE                                                         [WK16]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Private
     DUNGEON: One-Time-Only (6 Screens)
    
     The only generic enemy in the base is the Private, a humanoid type that is
     fairly wimpy and uninteresting. Their Heavy Blow attack can cancel pending
     attacks, and they drop 100G; besides that, they're awful. Most can even be
     avoided, if the player wants.                _________
                         _____                   |  _____  |          N
                        |     |                  | |     | |          |
                        |_   _|                  | |     | |          |
                        |_   _|                  | |     | |          |
             _____      |D 6 C|         _________| |_   _| |
          9-|E    |     |Ż  HŻ|  ____  |E   _____| | D C___|      _ ___________
         _  |_| |_|     |Ż  |Ż|_|    |  Ż| |_|  ___|Ż  H_  |__   | |13 14S     |
       _|A| |G   7|__ __|3   ___     |   |  F| |^|___    |  __|  |     ___ EXIT|
      |   | |8| |F|  |   Ż|   | |____|  _| |Ż| |___  |   | |     |    |   |____|
      |1| | |Ż   Ż| _|    | |_|        |G  | | |  _| |__ | |     |    |
      |Ż  | | | |_|___   _|   |         Ż| | | |_|______|| |     |    |_
      | | | |Ż   ___       5|4|          | |_|_  |_______| |    _|   12_|
      |Ż  | |Ż  2S| | |ŻŻŻŻŻ Ż           |    -| |->       |   |11    |_
      |_|_| |_|A|B| | |                   ŻŻŻ|Ż _|ŻŻŻŻŻŻŻŻŻ     Ż|    |I|
               Ż Ż  |I|                       B|                 |    10|
                                              Ż                   ŻŻŻŻŻŻ 
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  Congrats on making it to the big house! When
     |  S | Savepoint         |  control's returned, pick up the Hefty Pipe
     |  * | DungeonScope      |  (doesn't appear in inventory) to formulate a
     | 01 | Resurrect Potion  |  breakout plan. Once out, talk with Feena down
     | 02 | Ultra Drink       |  the hall; then, visit the next-door guard station
     | 03 | 80G               |  to unloose the Jail Key (also doesn't appear in
     | 04 | Army Saber        |  inventory). The Resurrect Potion nearby does,
     | 05 | 80G               |  however. After the escape fails, Justin will soon
     | 06 | Master Key        |  end up in the same position, able to take the
     | 07 | Officer's Uniform |  Jail Key (still doesn't appear in inventory) to
     | 08 | Army Boots        |  free himself. Do the same for Feena and Sue
     | 09 | Soldier's Uniform |  before going upstairs.
     | 10 | Miracle Drink     |
     | 11 | 80G               |  This area is made up of a lower corridor system
     | 12 | Army Darts        |  and a ventilation complex. Since the doors are all
     | 13 | 80G               |  locked for now, the latter is the only option.
     | 14 | 80G               |  Snag the Ultra Drink first, though. The "B" path
     |____|___________________|  on the map leads to the horned kid's cage,
                                 although one'll have to take it to its end to find
     the entrance. The only difference is...it's locked. Drat! Use the barrels to
     enter the duct across the hall, which leads toward the east in a roundabout
     manner. Three rooms in the west are first accessible by this method, and all
     have an item to snag (in fact, the other rooms near here have nothing, so
     there's no reason to return). In the east, use the duct to overheard the
     snotty sergeants in the locker room, learning the keypad password (right right
     left left down up down up) in the meantime.
    
     Backtrack, unlock the door with that very order, and free the kid, who'll
     reveal himself as Rem. On the way out, though, one of the sergeants decides
     to pick a bone...YOUR BONE. Wahaha...*cough*
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Saki | • Physical attack [2-Hit/Single]                             |
     | HP -: 1000 | • Slap Stick [1-Hit/Circle/Canceller/May knockback target]   |
     | EXP : 85   | • Power Lariat [1-Hit/Single]                                |
     | $$$ : ---- |                                                   DROPS: n/a |
     |____________|______________________________________________________________|
    
      Saki's accompanied by three Privates, and they should be dispatched first.
      Like the previous boss, she is entirely reliant on physical attacks -- the
      downside is all her skills have close-range activation, making them quite
      interruptible. Other than that, she's as quick as greased lightning and
      often targets Justin, which seems to fit her single-minded rage.
    
     At this point, Justin gets the Master Key (not a real item) to unlock all the
     base's doors. This means any remaining items can be looted! This ends up being
     just the items in/near that southern hallway, though, particularly the Army
     Saber hidden behind some crates. There are some Privates in the briefing room
     and the sleeping quarters, too, if y'wanna wet your blades a bit.
    
     To continue, use the "other" southern entrance, and a certain idiot will put
     up her dukes...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Nana | • Physical attack [1-Hit/Single]                             |
     | HP -: 900  | • Yo-Yo [1-Hit/Line/Canceller]                               |
     | EXP : 85   | • Spinning Yo-Yo [1-Hit/Circle/NoCanceller]                  |
     | $$$ : 300  |                                                   DROPS: n/a |
     |____________|______________________________________________________________|
    
      She also appears with an entourage of Privates, but like before, they end up
      being nothing more than meat shields. Her best attack, Spinning Yo-Yo, hits
      everyone, but it's so weak right now it's nearly inconsequential. Speed-wise,
      she'll match Saki, though.
    
     Now accessible: the fresh outdoors. There's no enemies here, so pick up the
     items at your leisure, including the unique "Army Darts" throwable weapon.
     At the end, just before the savepoint, the team encounters the final stooge
     in military dress...
    
     |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Mio | • Physical attack [1-Hit/Single]                              |
     | HP -: 700 | • Balloon [1-Hit/Circle/Canceller/Inflicts sleep, poison]     |
     | EXP : 85  | • Stun Gun [1-Hit/Single/Canceller/Inflicts paralysis]        |
     | $$$ : 300 |                                                    DROPS: n/a |
     |___________|_______________________________________________________________|
    
      Similar to the last three fights, only she deals the lowest damage and has
      the lowest health, despite having the best arsenal out of the sergeants.
      Both her skills can inflict nuisance abnormalities, particularly paralysis,
      which has been little-seen up to this point. Still, most statuses wear off
      after awhile and Mio's too weak to deal a coup de grace in the meantime. Her
      speed is also less than the other two brats', but still probably better than
      the current party's.
    
     Stash your junk (and this base has had a lot of it) before going east into
     the train station. Climb into the train for a good number of scenes, during
     which one'll have to fight through the cars. Most of the enemies are crappy
     Privates, although Sergeants (220 HP) appear towards the end. Items to find
     in the scuffle: Crimson Potion, 80G (x2), Officer's Badge. Reach the control
     room to finally end up at...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    17) MISTY FOREST WEST                                                    [WK17]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Ent, Mist Guard, Birdrake, Grim Haze
     DUNGEON: Repeatable (1 Screen)
    
     Remember those Ents from Dom Ruins' forest? Theeeey'reeee heeeereee (again)!
     Only now their physical defense isn't much of a problem. Mist Guards are
     basically their upgraded forms, and rarely drop Panaceas (cures all status
     conditions). Birdrakes can inflict Move Block, but that's about the extent
     of their notability. Grim Hazes can appear in sixes, making them great for
     squeezing extra EXP out of AOE skills -- they hit a bit harder than normal
     enemies, too. ["Cloud Attack" can inflict confusion.]
    
                   __        / /-TO LUC
                   \ \______/ 9)
                    \__  _____/#####          |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                     ##\ \#####________       |  S | Savepoint      |
          N        ###)Ż 6*__          |      |  * | DungeonScope   |
          |       ## /     \_)* /ŻŻŻŻ| (      |  # | Stream         |
          |        _/ /ŻŻ\__  (Ż     | 7)     | 01 | 90G            |
          |       (4 (__    \8 Ż'.___) /      | 02 | Weak-Knee Weed |
                   Ż'._ '._  ŻŻ'._5  _/       | 03 | 90G            |
                       \__ '-.____) (         | 04 | 90G            |
                   __  /*__,-.______*\        | 05 | Baobab Fruit   |
                  (2(_/ /      _    \ \       | 06 | 90G            |
                   \__ (     ,'3'.___) )      | 07 | 90G            |
                      \ \___/ ,-._____/       | 08 | 270G           |
                       \*S1 _/                | 09 | 90G            |
                        Ż) (                  |____|________________|
                        (___)
    
     Not much to say about this place thanks to its size, but it is easy to get
     disoriented -- just think what it would've been like WITH mist! All that
     remains of hapless wanderers is their moneybags, and they're around most of
     the nooks and crannies here. The Baobab Fruit refills 10 SP to a character,
     and wins "best item to find" by default. In the northwest, there's a stream
     to cross, but it can only be done at the stepping stone. The NE exit leads to
     Luc Village, and unlike other areas, this is done via screen segway, not the
     world map.
    
    18) LUC VILLAGE     [WK18]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: none
    
     After Rem bids his friends entrance, the destination becomes the chief's hut
     in the east. But before that, why not go shoppin'? Naturally the inventory's
     better than New Parm's (just by providence of RPG progression; this is still
     a backwater) and there's plenty to see. This is the first time in awhile an
     axe has been available, so now's a good chance for Justin to squeak in some
     practice (it's the only weapon available for him anyway). If you've been
     using daggers on Feena and are dismayed at the lack of whips for sale, fear
     now -- a free one is available in the upcoming area! Another useful item
     available here is the Tree God Amulet. For 1000G, it reduces the SP cost
     on killer moves, so stockpiling a few ain't a bad idea. [Hint: they're only
     buyable in one other place and that's on the next disc.] The stashing place
     is at Rem's house.
    
     The chief will say that he's antsy about having outsiders around, and to be
     accepted into the village, Justin's crew must fetch a bottle of nectar from
     the God of Light's mountain, conveniently located behind the village. Access
     to the next area is from the village's NW fence (it doesn't appear on world
     map yet if you exit elsewhere).
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    19) GOD OF LIGHT MOUNTAIN                                                [WK19]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Metal Beetle, Pit Viper, Tarantula
     DUNGEON: Repeatable (2 Screens)
    
     Metal Beetles don't raise any red flags, but are immune to fire & wind and
     can inflict Move Block. Pit Vipers are the archetypical snakes, except their
     124 HP can withstand more attacks, they inflict paralysis instead of poison,
     and also drop Move Breakers. Tarantulas ain't even worth talking about.
    
    |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          ___
    |  S | Savepoint          |         /17 \                        N
    |  * | DungeonScope       |         \_18/_                       |
    | 01 | 100G               |           ) ) |-15,16                |
    | 02 | Seed of Life       |           |  _|__              W ----+---- E
    | 03 | 100G               |        14-|___   \                   |
    | 04 | 300G               |           |1011(\ \                  |
    | 05 | Move Breaker       |           |1213/ ) )       _         S
    | 06 | 100G               |            ŻŻŻŻ / _|______/5(_
    | 07 | 100G               |               _/ / )8)7  (  ) )_
    | 08 | Paralysis Charm    |              (9 *   _) 6*     )4)
    | 09 | 100G               |               Ż(_  / \______) | |_
    | 10 | 100G               |                  ) )_ )  _____) )1)
    | 11 | 100G               |              _  / /3/ ) _______/ /
    | 12 | 300G               |             \2\_)  / / / ___   ,'
    | 13 | Resurrect Potion   |              \_   / / / /   ) /
    | 14 | Mist-Cracking Whip |                \ (_/*/ /   ( (
    | 15 | Bond of Trust      |                 \_____/     \ \-ENTER
    | 16 | Light God Amulet   |
    | 17 | 100G               |  Besides the enemy overview, of which the beetles
    | 18 | Nectar of the Gods |  may be the most annoying opponents, there's not
    |____|____________________|  much to say about this boss-less mountain. The
                                 base springs out at the forest's periphery, and
     the SW pass leads northwardly to the exit, or northeasterly towards a bunch
     of items in an isolated clearing. A lot of the items here are just moneybags;
     quite befitting of a stopgap dungeon, no? Once the road to the peak is found,
     no enemies appear and the items can be obtained at one's leisure. Feena's
     [Mist-Cracking Whip] is carelessly strewn on the footpath, while the [Light
     God Amulet] is hidden near an offshoot's treasure chest -- rotate the camera
     to find it! At the summit, take the [Nectar of the Gods] and backtrack outta
     this junkyard.
    
     Return the juice to the chief and talk to him until he suggests resting at
     Rem's house. Talk with the mom to have supper, then investigate the commotion
     outside. Everyone'll have to scramble back up the mountain in order to stop
     thieves from taking the icon! Regular enemies are now replaced with (5) fixed
     encounters with Sergeants; any forgotten treasures are still claimable. At
     the top, after some scenes, the [Mist-Clearing Nut] is given and Misty Forest
     East becomes accessible...although backtracking all the way out is required.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    20) MISTY FOREST EAST                                                    [WK20]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Gas Cloud, Dodo, Killer Tree, Ent     _________________
     DUNGEON: Repeatable (3 Screen)                |30  ______   ___ \
                                                    Ż) /   __ |31)  \ \
                    N                               / (__ |27)|_/  __) \     __
                    |                               ) |28)) (_____/26*  \___/  \
                    |                              (29| (/*________ (ŻŻ\ S  EXIT)
              W ----+---- E            _____________\ (   / __     )*ŻŻ \ŻŻŻ\__/
          __        |      __         |_18__  ___20_)\___/ /22| __ | |Ż\ \
         / 1|       |   __/13\______ [19\ \/17\__\ \______/ (Ż /23\| |  \/-25
        ( (Ż  ___   S  |12_   _  __ \ Ż\ \    /   \_____   _ \/ /\ \ (   
       _| |_ |   \_____| |_) / ) ) \ \  \     16/) ) __ |*| \  (__)*\ \
       _S |3\)567 _   _ 9 __/  | |  ) ) (_|_/__// / /14||_|  \  24    /
        ( *    |_| | | |*(___  | |  ( (________/*(_/ /Ż  /    ŻŻŻŻŻŻŻŻ
        | |ŻŻ| |   (8( |   _ \_| )   \__      _____ (   21
        )2)  )4)    \/ | ( \) __/       \  S /     \ \_
        \/   \/        |10)11/           \__/       \15|
                        ŻŻ ŻŻ                        ŻŻ           
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     |  S | Savepoint        | | 10 | 90G              | | 21 | Ginseng          |
     |  * | DungeonScope     | | 11 | 270G             | | 22 | 90G              |
     | 01 | 90G              | | 12 | Cholla Flowers   | | 23 | 90G              |
     | 02 | 90G              | | 13 | Baobab Fruit     | | 24 | 90G              |
     | 03 | 90G              | | 14 | 90G              | | 25 | Smarna Weed      |
     | 04 | Crimson Potion   | | 15 | 90G              | | 26 | 90G              |
     | 05 | 90G              | | 16 | 270G             | | 27 | 90G              |
     | 06 | 270G             | | 17 | 90G              | | 28 | 90G              |
     | 07 | Cholla Flowers   | | 18 | 90G              | | 29 | 90G              |
     | 08 | 90G              | | 19 | Oracle's Staff   | | 30 | Baobab Fruit     |
     | 09 | Resurrect Potion | | 20 | Smarna Weed      | | 31 | Seed of Speed    |
     |____|__________________| |____|__________________| |____|__________________|
     
     Welcome to the millionth forest dungeon! ...well, that may be a SLIGHT
     exaggeration, but it's not far off. Although Luc lore tells that this forest
     is quite frightening (blah blah blah), it's actually quite simple once its
     paths are revealed, and the multitude of DungeonScope icons help confirm that
     notion.
    
     The dungeon works west to east. Area #1 is similar to Misty Forest West's
     first area, and offers no surprises besides a Crimson Potion -- save it for a
     rainy day, eh? Area #2 has a mandatory campfire stop, and towards the middle
     of the map, there's a lake to cross...only the lake is an illusion and doesn't
     actually exist. (What do you mean illusory forests are cliches!?) Of items
     available here, the Oracle's Staff is the best find -- it can even alleviate
     confusion when used as an in-battle item. Area #3 is bigger than the rest but
     bears many similarities to the first one. The shortcut about halfway through
     can let one skip right to the savepoint and exit, actually, were one growing
     tired of the fauna.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    21) END OF THE WORLD                                                     [WK21]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Gas Cloud, Mist Wraith, Sonic Bat
     DUNGEON: One-Time-Only (10 Screens)
     ITEMS -: Seed of Speed, Fruit of Agility, 110G (x8), Paperweight, Gust Knife,
              Orb of Silence, Bond of Trust, 330G
    
     This will be another simplistic dungeon, but the ascension's quite long, so
     I'll just split it up by floors (or screens, if y'prefer). Completing this
     dungeon also bids farewell to Elencia for the rest of the game, and while
     there's only map locations remaining (plus God of Light Mountain/Misty Forest
     West), one may want to revisit 'em for missed things.
    
     NOTE: On the map, north is "west" on the screen. Camera rotation is disabled
     during this dungeon, also.
    
     F01: As one might've hoped, scaling a wall is easier than traipsing 'round a
          forest, but it's also a bit more boring (and trap-filled for that matter)
          as a tradeoff. Atop the first stairway is a [Seed of Speed] and [Fruit of
          Agility] in quick succession. Further north, there's an alcove that,
          when stepped in, opens up the elevator to the next area. Get the [110G]
          past there first, though.
    
     F02: The crew starts at the bottom of two staircases headed in opposite
          directions. Go southwardly and up to find the [110G] past some Wraiths,
          then use the mini-lift to nick the [Paperweight] accessory. Backtrack by
          falling off the platforms and use the northern elevator to find two more
          staircases. Here, north leads to a boobytrapped [Orb of Silence], which
          also raises a staircase to the next lift. Go north once more to snag a
          [Gust Knife] for Feena, then drop down to reactivate the elevator. Then,
          finally, go east to the exit.      
    
     F03: After the mandatory pitstop at the campground (which has a savepoint and
          stashing place), it's time to start the climb again. This level debuts
          grey buttons that give varying effects. The first activates the nearby
          lift. The second further up removes an obstacle and, when pressed again,
          makes a staircase erect long enough to reach the platform behind it.
          From there, it's mostly a straight shot to the [110G] and the exit. 
    
     F04: Another short area. A golem monster blocks the way at the start, but
          it's possible to sidestep him before the slab crushes him. Laughably, the
          second golem breaks down before he can do much, although his fist is a
          launchable projectile. Further up, another [110G] to snag. Inspect the
          suspicious statue and the button underneath it, then...
      _________________ _________________________________________________________
     |                 |                                                         |
     | BOSS: Clay Bird | • Clay Breath [1-Hit/All Allies/NoCanceller]            |
     | HP -: 203       | • Clay Feather [1-Hit/Single/Canceller]                 |
     | EXP : 75        |                                                         |
     | $$$ : 120       | DROPS: n/a                                              |
     |_________________|_________________________________________________________|
    
      Somehow, this boss manages to have less HP than its Sult Ruins cousin. It's
      a cakewalk by any standard (he can be paralyzed...good grief).
    
     F05: Whew, over halfway done. Continue south until another disappearing chest
          shows up -- it's a [Bond of Trust]. Backtrack to find a stairway now
          leads to an elevator button. Up and south, look for the tile that's got
          a piece missing. Dropping down that way leads to the [330G] bag atop the
          previous crushing-tile trap. The exit's back above, past that half-broken
          tile.
    
     F06: Another campsite adventure, complete with savepoint and stashing place.
          The elevator now goes north, past a giant crushing trap, to another lift.
          (Note that if you wanted to use the crushing trap to train Water magic,
          then return to the savepoint to heal, that's doable.) Up the lift, [110G]
          is right nearby this time, and that route leads to the exit.
    
     F07: The northern staircase here turns into a slope, making it unpassable, so
          use the entrance elevator instead -- it now goes further vertically, to
          [110G], in fact. Hit the first button and...
      ____________________ ______________________________________________________
     |                    |                                                      |
     | BOSS: Emerald Bird | • Physical attack [1-hit/Single/NoCanceller]         |
     | HP -: 268          | • Heavy Feather [1-Hit/Single/Canceller/Paralyzer]   |
     | EXP : 200          |                                                      |
     | $$$ : 200          | DROPS: n/a                                           |
     |____________________|______________________________________________________|
    
      New color, same old crap. It does appear with four Sonic Bats, but that's
      where the changeup lies (it still has weak status susceptibilities, too,
      not that you'll need 'em). Even though it can inflict paralysis, it's got
      no HP to sustain long-term fighting.
    
          The button north of there locks the lower stairway in place, but only
          after the boss is fought. Speaking of which, there's another Clay Bird
          boss fight (with x4 Mist Wraith) atop said stairway. Collect the [110G]
          before using the lift.
    
     F08: Head north to the lift, then prepare to work south again. Watch out for
          the laser which cuts the path in half, although this isn't evident until
          halfway through. [The path can't fall with Justin's crew on it, so it's
          a nonissue, really.] The top platform on this level has a bunch of black
          plugin-looking devices. Just walk north slowly to avoid damage, and wait
          for the final machine -- by the [110G] -- to plug itself in, queueing
          the elevator.
    
     F09: Two Emerald Birds and a Clay Bird flitter around a floor button here,
          and the only difference is they're all fought at the same time. Still
          shouldn't be difficult, though (take out the paralysis-inducing Emerald
          Bird first for best effect). [520G/275exp] Hit the button to ascend to
          the top level in style!
    
     F10: Mostly just a final campfire scene and visiting the top.
    
     That does it for this place. Of course, seeing what lies beyond, one'll yearn
     for another training-wheels dungeon like this...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    22) VALLEY OF THE FLYING DRAGON                                          [WK22]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Red Devil, Plop Mold, Slipple, Rock Man
     DUNGEON: Repeatable (5 Screens)
    
     The lowdown enemy-wise? Red Devils are mostly physical creatures and have
     pitiful HP -- if you're not one-shotting 'em, start improving that person's
     STR (this would probably apply to Feena more than Justin, naturally). Plop
     Molds may have enough HP to survive one combo, but stick in a player's mind
     for another reason: they drop Poison Antidotes/Health Weeds like crazy. The
     Rock Men are resistant to magical damage and often appear in fours -- great
     formation since they can drop Fire Rods.
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| Just for kicks, since I rarely mention levels (not
     |  S | Savepoint        | as important as Skill or Magic LVs), my team is in
     |  * | DungeonScope     | the mid-teens range -- basically something that'll
     | 01 | 360G             | attempt to keep some semblance of difficulty. I
     | 02 | 120G             | suspect most people who've been grinding out skills
     | 03 | Poison Antidote  | (etc.) will be a few higher. Also, the characters've
     | 04 | 120G             | been switching weapons every now and then to keep
     | 05 | 120G             | things about even. This isn't always possible when
     | 06 | Bamo Fruit       | some weapon types are in short supply, of course,
     | 07 | 360G             | but it's good policy when one has foreknowledge of
     | 08 | Cholla Flowers   | skill requirements -- and even just for avoiding
     | 09 | 120G             | stat imbalances.
     | 10 | Sue's Shoes      |
     | 11 | Resurrect Potion | The lowdown enemy-wise? Red Devils are physical
     | 12 | Vaccine          | creatures and have wimpy HP -- if you're not one-
     | 13 | Fruit of Magic   | -shotting 'em, start improving that person's STR
     | 14 | 120G             | (this probably applies to Feena more than Justin,
     | 15 | 120G             | naturally). Plop Molds may have enough HP to survive
     | 16 | Seed of Power    | one combo, but stick in a player's mind for another
     | 17 | Fire Charm       | reason: they drop Poison Antidotes/Health Weeds like
     | 18 | 120G             | crazy. Like, inventory-filling, no-room-left crazy.
     | 19 | 360G             | They can inflict poison, too, in which case it may
     | 20 | Mana Egg         | be preferable to heal with Cure magic instead of
     | 21 | 120G             | items. Rock Men are resistant to magic in general
     | 22 | 120G             | and often appear in fours -- helpful since they drop
     | 23 | 360G             | Fire Rods. Slipples are typical snail-type enemies
     | 24 | Mana Egg         | and have no defining traits (unless boredom counts!)
     | 25 | 120G             |                                         __
     | 26 | 120G             |                                __   ___/27\
     | 27 | Slouch Weed      |                               (23|_|24| 26/
     |____|__________________|          Gadwin's              )  _  (Ż)  ŻŻŻ
             ____  _      _______        House                | | | (_) )ŻŻŻ
           _| *  \|8|____/     _ \_         \  ________   ____| | (  _  )
          |_4  \  ) |  _ \  *_| )10\         \/     _  \_/ ____ (_ \   _)
           _|  3) |  _| ) ) |__/ / /   _   __/ S   |_|16( (21) \22| \25/
          | 2 (Ż| | (   | |   | ( (   ( \_/ _      15|ŻŻ \  /   ŻŻ   ŻŻ   N
          |_|  )| |  \  | | | | ( (_/\ \14 / ) )ŻŻŻŻŻ  __ \ \             |
          |__  || | *_) |___|9(11\  12) ) / (17|  __ _(20|Ż) )            |
     START| S  |( 5_  |  ___ \_)_/ __/ ( (   ) |_|19|_ \   | |            |
          |__|1| \ 6|7) (13 \___( (____/ _) (    18      |___|            |
              Ż   Ż\|/   ŻŻ\_________  _/    ŻŻŻŻŻŻŻŻŻŻŻŻ
                                     \/
     The scenery's spectacular, but the pressing matter is finding Sue, who's 
     nowhere in sight. Like most foresty, verdanty, leafy dungeons, this one's a
     walk in the park (no pun intended) once its layout is committed to memory.
     That doesn't necessarily stop enemies from ambushing, thanks to the camera's
     angle, but most aren't that great anyway.
    
     Area #1 is mostly just a trail curving back on itself a few times, and the
     items here aren't worth much (as the legend indicates). However, since the
     next town's shop will require a great deal more moolah than Elencia's best,
     it's wise to take any handout y'can get! Area #2 is the riverside area, and
     contains items 09-14, of which [Sue's Shoes] are a mandatory pickup. Down by
     Item 12, there's a leaf that unfurls into a makeshift bridge -- hooray!
    
     Area #3 is in a valley, and there's a few scenes that automatically occur
     'round here, culminating in...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Gadwin | • Dragon Cut [1-Hit/Allies/Canceller]                      |
     | HP -: 300    |                                                            |
     | EXP : ---    | DROPS: n/a                                                 |
     | $$$ : ---    |____________________________________________________________|
     |______________|
                      Gadwin can't be damaged and ends hostilities on turn four
      via his signature move. Apparently, if one overcomes his max VIT via some
      sharking device, the game continues as normal anyway.
    
     After a few more scenes (including a mandatory man-to-man promise), Gadwin'll
     join the party. He's actually worth talking about! Dight Village's hometown
     hero starts with Fire/Earth magic, already leveled high enough to unlock his
     LV1 magics and all his element-imbued skills. On the downside -- aside from
     his presence killing most difficulty -- he can't be a target for mana eggs.
     The fact that he's LV30 and way stronger than everyone makes his "guest"
     status all the more obvious. However, he'll be around for quite some time, so
     feel free to cultivate his skills further...it'll pay off (more on that when
     the time comes).
    
     In any case, Gadwin's house can act as a free healing/saving spot, so use it
     if y'wanna grind out a few levels here. [Laughably, Rock Men are completely
     immune to Dragon Cut, Gadwin's trump card.] Speaking of which, remember those
     plants that attack when the party walks by? Sounds like a perfect environment
     for grinding out Water LVs. Many players in the know prefer this area because
     the 4th ally expedites the process. As someone who likes to maintain a bit of
     challenge, I'm not suggesting severe grinding, but if someone has water magic
     and hasn't gotten it to LV5 (Alheal territory), a short boost can help.
    
     Now where were we...ahh yes, Area #3. The area around Gadwin's house contains
     breakable rocks, necessary to get a few items (16, 19) and also access the
     southern passage. These brittle boulders don't always give a field icon to
     show they're breakable, though, when in doubt, mash the action button. Near
     the eastern cliff, a "ladder plant" grows to give access upwards -- don't
     forget the Mana Egg nearby, though!
    
     Finally, there's a short #4 area, which is basically a descent from the cliff
     to the forest. A 2nd Mana Egg is cleverly hidden (by a north-aligned compass)
     near the forest's periphery, though, so make sure to snag it before exiting.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    23) DIGHT VILLAGE                                                        [WK23]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: n/a
     DUNGEON: n/a
     ITEMS -: n/a
    
     Gadwin leaves the party (temporarily) upon entering, suggesting the party
     visits the inn in his absence. Do that to encounter Guido, a rabbit-lookin'
     merchant who continues the trend of cutesy races having equally cutesy vocal
     tics.
    
     The store nearby has some good upgrades for now, although one'll notice two
     things regarding the weapons: (1) Fire Rods are for sale; getting a drop from
     Rock Men in the previous dungeon can save some cash (2) There aren't any
     daggers available, so keep that previous Gust Knife around if y'wanna help
     Feena out on that end. [If any  Mana Eggs are missing, they'll be in Gadwin's
     inventory.]
    
     When ready to proceed, have a sleepover in the inn, and find some alarming
     news that next morning. Visit the beach for some scenes, during which Gadwin
     rejoins and the team gets the two Hero's Armbands (not actual item) required
     to finish the upcoming dungeon. Outfitting Gadwin is up to the player, but
     with his massive HP/stats and decent equipment, it's borderline unnecessary.
     Save some of that money for the next store, whose merchandise will be cost a
     pretty penny. Don't forget to stash any unneeded items, too -- there's two
     consecutive dungeons ahead!
    
     Check the world map for the next stop. Hope y'brought some ponchos...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    24) MT. TYPHOON                                                          [WK24]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Mold Bird, Lizard Rider, Klepp Soldier
     DUNGEON: Repeatable (2 Screens)
    
     Before encountering the mountain's mistral minaret, one must ascend past the
     enemy ranks, and they're gathering like it's Woodstock (1969, although 1999
     may be more appropriate!). Mold Birds are the most common foes here, and also
     the most annoying, given their AoE plague-inflicting skills. Plague randomly
     inflicts statuses and does damage, making it one of those abnormalities no
     one wants to tolerate. Lizard Riders and Klepp Soldiers only appear around
     the peak's tribal huts; luckily, both aren't much to talk about. MBs/Klepps
     drop Vaccines; stockpilers can also purchase these in Dight.
    
     Additionally, those streams and ponds of puke-green rainwater will (surprise!)
     damage everyone, only this time it's a constant ciphoning of health. This
     means grinding Water LVs is a cinch here, even better because it takes less
     energy to do and Gadwin's high HP is an easy EXP sink. However, the H20 does
     have a downside, like any trap: the party is temporarily invincible while 
     damaged, and proximal foes can parlay it into an ambush! Take it slow, yo.
    
        |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         ______ ________
        |  S | Savepoint          |        /19  20|        \             N
        |  * | DungeonScope       |       ( #  #_(Ż) #  #14 )            |
        |  # | Tribal Hut         |       |  #  #   *     # |            |
        | 01 | Power Mushroom     |       |18 *15 #  #17 #  |      W ----+---- E
        | 02 | 130G               |       | #     ##   # 21 |            |
        | 03 | 130G               |       (  # 16#    #     )            |
        | 04 | 130G               |        \   _____#*   # /Ż\           S
        | 05 | Mana Egg           |         ) /     ) )ŻŻŻŻ 11)
        | 06 | 130G               |        / /            |  /
        | 07 | Move Mushroom      |      _/ ( 12 # # #      (
        | 08 | 390G               |      \__    ____      )_|-10     The following
        | 09 | Mushroom Shield    |         \__/ _  '.   /           items are in
        | 10 | 130G               |             /9\   ) (            tribal huts:
        | 11 | Disease Charm      |          __(   '-'   '._____     
        | 12 | 130G               |         (8       _____    5 )    - 13
        | 13 | 130G               |          ŻŻ)     7/ |6   _,'     - 16
        | 14 | 390G               |          /Ż   ŻŻŻŻ   Ż| |        - 17
        | 15 | Health Weed        |         (ŻŻ  ŻŻŻŻŻŻ4*   |__      - 18
        | 16 | Demon Sword Amulet |         |   *  (Ż______,'12)
        | 17 | 130G               |         (  3    ______    /
        | 18 | 390G               |          \_____|___   __,'
        | 19 | Dream Truffle      |                    ) (
        | 20 | Seed of Magic      |                   ENTER
        | 21 | Health Weed        |
        |____|____________________|
    
     As stated above, this area is feeling the effects of the rain, and pools of
     damaging water are everywhere, often forcing the player to cut through to
     reach the destination. [Convenient mushrooms/stumps can act as bridges, but
     are a bit infrequent.] The base comes first, and features a few good items,
     namely the Mana Egg a ways up the cliff and the plague-resisting Mushroom
     Shield. One annoying thing about this area (and this area alone) is the Mold
     Birds riding on the streams; running towards them will often NOT initiate
     battle, either because of their movement or the damaging water. It's best to
     wait for those turkeys to initiate battle, generally.
    
     The second area is in many ways simpler, composed of one small cliff region
     near the entrance and the larger adjacent cliff, home to many Klepp soldiers
     and their lizard pals. Some items are actually found by blindly searching the
     huts' interiors. Excluding the Dream Truffle, it's easy to see if any gold's
     been found -- just see if the compass disappears. That always happens when
     items are picked up, and is an especially useful sign since gold doesn't
     take one to the inventory screen. The [Demon Sword Amulet] is an accessory
     that offers magic resistance, while the [Seed of Magic] is no stranger -- it
     can only be claimed from the western side.
    
     Naturally, the tower is near the center of the map, and a bit north. It's
     almost impossible to miss, and has no fancy entrance requirements.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    25) TYPHOON TOWER                                                        [WK25]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Lizard Rider, Klepp Soldier, Elite Klepp, Mad Rider, Klepp Knight
     DUNGEON: One-Time-Only (5 Screens)
     
     Ahh, the rest of the Klepp klan! Most aren't that special but have a defining
     characteristic or attack. For instance, Knights' physical attack can cancel
     actions, 
                                     _____    ____           ________________  ___
    |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        (2    |_ (FG12)   ___   / _____________11\/ G \
    |  S | Savepoint       |       _|  H    | \__/   (10 \_/ /     |H  \__ \F/\___/
    |  * | DungeonScope    |  __  |  _ * _|  ŻŻŻŻ\   |    __/   2F  ŻŻ\_  | Ż ___ 
    | 01 | Mana Egg        | (3 |_| | | ( |       )  (   /      _   ____) |__|  6|
    | 02 | 130G            |  )     |_| |_|_   _  |_  ) (_  ___|7|_|  __   __   _|
    | 03 | Klepp's Sickle  |  |      ____ \_) (    C| |  E||D     ___|  | |_ |C|
    | 04 | 130G            |  (  4  )   _\__* |     |  ŻŻŻ  ŻŻŻ[8]      |_  | Ż
    | 05 | Confusion Charm |   '._,'   ( E D| |_   _|   |ŻŻŻŻ\___________ |A|
    | 06 | 130G            |         ___) 9 | (AB   |   ) (Ż\     13    B| Ż   N
    | 07 | Pirate's Helmet |   1F   /1  \___| *  5  |  / I \ ŻŻŻŻŻŻŻŻŻŻŻŻ      |
    | 08 | Hail Bow        |       (       S  |_____|  \14S/-TO BOSS[15]       |
    | 09 | 130G            |        \___/ŻŻŻ) |         ŻŻŻ                    |
    | 10 | 390G            |               ENTER
    | 11 | 130G            |
    | 12 | 390G            |  Ahh, this dungeon's sure to annoy those who haven't
    | 13 | 130G            |  played it before. The tower's main girth amounts to
    | 14 | 130G            |  a large base section (which has slippery one-way
    | 15 | Warrior's Spear |  slopes in a few places) and a fractured upper level,
    |____|_________________|  requiring hitting switches to make any headway. Said
                              switches appear as reddish-purple/bluish mushrooms
     on the ground, and in addition to opening mechanical staircases or rotating
     bridges, may also alert enemies. Yay...
    
     To begin, clearing out the first-floor caches helps. Items #1-5 are sitting
     around waiting to be plucked, and require little energy to claim. Make note
     of those green slopes; they're only found on around this floor. Item #3 is a
     [Klepp's Sickle], which has lower ATK than current weapons and is in fact
     a droppable from Elite Klepps. The B (stairway) and H (rope) passages to 2F
     aren't very useful at the moment, so feel free to ignore 'em for the moment.
     Instead, take the "C" in the east; a blue button nearby will unfurl it.
    
     A major stop on 2F is a green rotating bridge -- it connects balconies that
     would otherwise be annoying to access. All balconies have a button that will
     rotate the bridge to that location, but the eastern one (where player is) has
     an extra one. What's its purpose? Once one goes west across the bridge, one
     will find a treasure alcove (Item #7 or #8). What item is available here will
     depend on if the button has/n't been depressed. Both can be gotten, though;
     just step on the button again. [If one room is shown, the other is hidden.]
    
     Anyway, this path one's on (starting at "D" stairway) will eventually lead
     to three more items, all cash, and culminate in a dead-end 2F room ("G") that
     contains a blocky switch. Triggering it will rotate the red bridge, accessed
     by the the 1F "B" path, which leads to the boss' chamber. Save/heal before
     going up, because the fight will begin immediately after Justin's insult!
                        ______ __________________________________________________
                       |  HP  | SKILLS                                           |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Serpent   | 1071 | • 4-Head Attack [1-Hit/Circle]                   |
     | BOSS: Nice Head |  800 | • Recover Gas [1-Hit/Enemies/Heals 100 HP]       |
     | BOSS: Bad Head  |  600 | • Stun Gas [1-Hit/Line/Paralyzer]                |
     | BOSS: Hot Head  |  516 | • Hot Gas [1-Hit/Area/Fire-Elem]                 |
     | BOSS: Mean Head |  486 | • Killer Bite [1-Hit/Single/MoveBlocker]         |
     | EXP : 2530      |      |                                                  |
     | $$$ : 2800      |      | DROPS: n/a                                       |
     |_________________|______|__________________________________________________|
    
      You'd think with five targets, this battle would be a grueling uphill fight,
      correct? Survey says...false! Many of these heads are nothing more than
      glorified regular enemies with weaksauce skills, and may even fall to a
      single turn of area magic/skills. Out of Serpent's repertory, Mean Head and
      Bad Head get the "best" skills, but even those are crapshoots compared to
      the overwhelming force of the four-strong team. Use Diggin' a few times,
      spread out a bit perhaps, and let everything loose! Things are easier once
      Nice Head and its healing are decommissioned. The boss dies when all heads
      are crushed.
    
     Once the snake is tread on, use the button behind the throne to change the
     pillars into a makeshift ramp. Upstairs, there'll be some scenes involving
     a "door to the future" and a "door of death" -- the right door is always
     chosen, thanks to dialogue paths. After swiping the [Warrior's Spear] from the
     wall, there'll be some more scenes; at the end, everyone ends up outside.
    
     All that's left to do is return to Dight. All items within the tower are lost,
     but the mountain's bounty can still be claimed, if any were left. Now that
     it's sunshiny and the hard rain's a-fallen, item-searching may actually be
     easier. [Klepp troops have vanished, too.]
    
    26) DIGHT VILLAGE [II]     [WK26]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     Talk to the chief at the beach, then stick the Warrior's Spear into its slot
     atop the rock structure nearby. Gadwin will give the Hero's Armband (not a
     real item) to Justin at this point, and joins the party again when spoken to
     again. The journey will now take everyone south towards more ruins, and as
     usual, there's a giant obstacle to stumble over...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    27) LAMA MOUNTAINS                                                       [WK27]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Blue Devil, Blue Kite, Gripple
     DUNGEON: Repeatable
    
     Lama's peaks are home to the palette-swapped in-laws of previous monsters,
     most of which have less HP than Mt. Typhoon's Klepp tribe. Of all the foes
     here, Gripples get the best upgrade -- their Dizzy Tentacle attack can inflict
     Confusion en masse. It can be quite a hair-puller if it doesn't wear off fast!
     Blue Devils and Blue Kites just get generic damage-dealing skills, so nothing
     new there. Throwing out some Sleep skills/magic can be a nice way to deal
     with the 3-5 enemies per battle, plus level up Water a bit.
    
                              ) ENTER \_           |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                            ,'          \          |  S | Savepoint       |
                           (____       1(          |  * | DungeonScope    |
                         __/    )  ____  )         | 01 | 140G            |
                        (2        ' __ \_)         | 02 | 420G            |
                        ( *      5,'  \* )         | 03 | Orb of Silence  |
                        (_       /     ) |         | 04 | 140G            |
                        __)   * (     /  (         | 05 | 140G            |
                       /3___,-. 4) _,'    \        | 06 | Yellow Medicine |
                       \/     | (_(7      6)       | 07 | 140G            |
                              | |  ŻŻ) /ŻŻŻ        | 08 | 140G            |
              N           ____| |___/ (_           | 09 | 140G            |
              |          /         8   /           | 10 | 140G            |
              |         / (ŻŻŻŻŻŻŻŻŻŻŻŻ            | 11 | 140G            |
        W ----+---- E  (  9) _,-._____________     | 12 | 140G            |
              |        (10S)|  16          17 )    | 13 | 140G            |
              |        | |Ż | |ŻŻŻŻŻŻ|ŻŻŻ\   /     | 14 | Dragon Killer   |
              S        | |__|_|__,-._| |ŻŻ) (      | 15 | 420G            |
                       |     _    11*   ŻŻ  |      | 16 | Demon Eye Stone |
                        ŻŻŻŻ|^|Ż'.  [] )ŻŻ| |      | 17 | 140G            |
                            ( (   \   (   ) (_     | 18 | Health Weed     |
                         ___/ /   _)  |  (  18)    |____|_________________|
                        /_15 /   |  12)   ) (Ż
                          ) (    ( (ŻŻ    | |
                          ) |____| |_,-.  ] [
                         (   13      14 )(   )
                          ŻŻŻŻŻŻŻŻŻŻŻ'-'  ) (-EXIT
     
     The northern section of the mountains is the simpler of the two, consisting
     mostly of rolling foothills, a southern crevice (bridged by two paths) and a
     large mountain separating some of the area. The first eight items appear here
     and, as one can see, nothing really stands out. And, with the abundance of
     enemy platoons around every corner, who wants to waste time picking up chump
     change? At least the [Yellow Medicine] is semi-useful...
    
     The southern section is where things get more interesting. After a mandatory
     fireside chat, it's time to get through the fragmented canyon. Pulleys ferry
     small platforms around and it's a bit maze-like -- nothing an RPGer hasn't
     seen before, though. To use a pulley, hit action button while onboard...it may
     take a few tries due to control responsiveness.
    
     First, go east to the gigantic central island. There's two ways to go from
     here: east or south. [North is a dead end.] East is a straightaway shot to the
     exit; simply take the remaining few "islands" to leave. The southern path is
     the roundabout path, going clockwise through all the satellites, collecting
     all the stray pickups -- and it's quite worth doing! This is how one gets
     the [Dragon Killer] sword and the [Demon Eye Stone]. The former is rather
     underpowered compared to the current arsenal, but the latter gives a boost to
     spellcasting speed, generally a perfect complement to Feena. The other drops
     aren't as important, but there's not too many foes out that way, either.
    
    28) GUMBO VILLAGE     [WK28]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     The air is...quite unfestive. A trip to the mayor's hut (SW part of town) will
     reveal the problem: the town's gone cold thanks to volcanic problems. Luckily,
     Feena and Justin are heralded as the "Brave Couple" and, via a few scenes,
     get to participate in a festival. The morning after, it'll be time for the
     finale in Greeting Tent.
    
     Before going there, it's time for a trip to the outfitter's! Plenty of good
     things this time around, but some of the weapons are quite lacking ATK-wise.
     The Azure Knife and Frog Ax are outclassed in terms of all available weapons,
     but are slightly better than the last-seen weapon of their class. Where
     armor's concerned, it's mostly slight upgrades. The Dragon Vest lessens fire
     damage (yay!), the MagicMirror Shield can return normal attacks (yay!!), and
     Mach Boots can give Gadwin's wimpy movement a giant boost (yay!!!).
    
     NOTE: Don't buy any Raincloud Staves; they'll drop like crazy in upcoming
           dungeon.
    
     When ready, visit the beachside destination and find the hidden meaning behind
     the Brave Couple's moniker...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    29) VOLCANO                                                              [WK29]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Lost Soul, Hot Dog, Magma Man
     DUNGEON: Repeatable (4 Screens)
    
        22 ______  __     The two most common enemies here, Hot Dogs and Magma Men,
         \/   23S)(24\    are notable for dropping Raincloud Staves...like, tons of
         / /ŻŻ) (  Ż\ \   'em. (I got 3 in my first battle!) These sell for 2000g
        ( (  _| |_   ) )  each, so try to walk out with as many as possible! By
        | | ( BOSS)  | |  contrast, Lost Souls are generic, wimpy fire monsters.
        ( (  \___/   ) ) 
        /21\________/ /            N             |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        ŻŻ\_____  ___/             |             |  S | Savepoint        |
             ___) )                |             |  * | DungeonScope     |
            /  20/           W ----+---- E       | 01 | Health Weed      |
           ( (ŻŻŻ                  |             | 02 | 150G             |
            \_Ż\                   |             | 03 | 150G             |
          _ _ \ \    _             S             | 04 | Mana Egg         |
        _| | \ \ \  / (   ___                    | 05 | Deep Blue Potion |
       | 19|  ) ) )(10 \_/ _9\                   | 06 | 450G             |
       |_ Ż| (_( (  ŻŻ\   / \/                   | 07 | 150G             |
         | |  ___ \    ) (____                   | 08 | Seed of Defense  |
         |_  |   ) )   |    _ \                  | 09 | Snooze Scroll    |
           | |  /  |   |  _/ \ \___     _/\      | 10 | 150G             |
           ( ( (18 |   ) )    )*   '.  |   )     | 11 | 150G             |
            \ \ \_ (__/_/_  __| |Ż'. \ | | |     | 12 | 150G             |
             \ \  \_____11||6   |   \ \( ( (     | 13 | 150G             |
             _\ \___/^/ ) ) ŻŻ) )___ \ \) ) )    | 14 | 150G             |
            (17) __  (_/  \__/ ___  \_)  /  \    | 15 | Chain of Gems    |
             \__/  | *__/\__(_/   '. 23 /8/) )   | 16 | 450G             |
             |16\__| |    /5/       )S (ŻŻ |7|   | 17 | 450G             |
              Ż) __12)   / /\Ż\___,'1  _Ż\ | |   | 18 | 150G             |
              ( (  \/    \ \_) ____   / ) \) )   | 19 | Fire Charm       |
              |13ŻŻŻŻŻ|__ \___/  __) /  \___/    | 20 | 150G             |
               Ż| |Ż)  14\      (4  /            | 21 | 150G             |
               _) )( (ŻŻ\_)      ŻŻŻ             | 22 | Health Weed      |
              |15/ ) |___                        | 23 | 150G             |
               ŻŻ / ____ \_                      | 24 | Dragon Scales    |
                 ( |    \25/                     | 25 | Confusion Charm  |
            EXIT-| |     ŻŻ                      |____|__________________|
    
     There's no frequent flier miles for catapult, are there? Feena and Justin're
     by theirselves here, but the game's provided a stashing place and savepoint,
     so the situation ain't too bad. [On the map, starting point is by southeast
     "S" marker.] Anyway, this volcano is composed of four areas: a crater, two
     slopes and a base -- we're on a slope. This one happens to have many paths
     that extend from the initial location, often curling back in on 'emselves.
     Collect the first three items, then get Items #4 and #5 -- the most important
     ones -- from their dead-end routes. Note that [Mana Egg] is the last one to
     be found on this disc! Items #7/8 are found by going counterclockwise on the
     eastern road. The exit's to the northeast.
    
     This area a little off-center is the second slope. The path is short to start,
     but by knocking the northern boulder downhill, it'll create a way south. Take
     the road to the intersection to reunite with Sue & Gadwin, who've somehow
     made it across country in the blink of an eye. (Just imagine if they hijacked
     the catapult...they're crazy!) The player has another decision to make here:
     go south and collect items in the base, all of which are just laying around,
     or go north towards the crater, the boss' dominion.
    
     If y'got enough resources, the base is a good destination, and the game'll
     automatically skip it after doing crater events. The [Chain of Gems] accessory
     here can grant an extra combo attack hit on occasion, and shouldn't be left
     to burn in this place! Too bad y'can't say the same about the other garbage...
     As for the rest of the second slope's items, all are in plain sight -- only
     #19, the [Fire Charm], requires any extra work. It sits on an inaccessible
     ledge, but an eagle-eyed viewer can see there's a tiny tunnel entrance right
     near there. The entrance to said tunnel is south and west of there, in that
     dead-end offshoot. Inspect the northern cliff wall to find a hidden door; it
     slides back to reveal the path.
    
     Once the team's made their way to the crater, the way forward is clearer. At
     the bifurcation, hop east first to get the [Dragon Scales], then return west
     to reach the summit savepoint. Approach the central platform to tango with...
      ________________ __________________________________________________________
     |                |                                                          |
     | BOSS: Madragon | • Attack [1-Hit/Allies/Around]                           |
     | HP -: 2150     | • Burn! [1-Hit/Area/Fire-elem]                           |
     | EXP : 2900     | • Healer [1-Hit/Self/Heals 100 HP]                       |
     | $$$ : 4500     | • Howlslash [1-Hit/Allies/Wind-elem]                     |
     |                | • Flame Breath [1-Hit/Line/Fire-elem]                    |
     |________________|__________________________________________________________|
    
      This lava-dweller is quite a wretched specimen. Like bosses of hours past,
      it consists of two targets but shares health. The body part will govern
      most physical attacks; the head deals with skills and magic. Howlslash'll
      do the most damage, while Flame Breath shoots right down the middle (and
      can be avoided by tactical evasion). Because it shares health, speedblitzing
      is a decent strategy -- repeatedly incurring IP damage delays its attacks,
      maybe even changing its strategy, and reduces the need for healing. As long
      as there's a character(s) who can pull off a few Alheals, that's sufficient.
      ("Rah-Rah!" Cheer is fine in a last-ditch effort...)
    
     Madragon BBQ tastes like victory, and he leaves the [Burning Hot Whip] as
     spoils. The volcano's dormancy is gone, though, so beat a hasty retreat out
     of the area. The game will then return everyone to Gumbo Village, skipping the
     Base descent. And really, who wants to revisit a dungeon so silly it didn't
     get a proper name?
    
    30) GUMBO VILLAGE [II]     [WK30]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     Revisit town for some scenes, eventually leaving Justin and Feena to their
     own devices. Danda suggests visiting the pier or islet, but only the latter
     is free of those sappy, love-drenched couples. Visit the islet, and the next
     morning, visiting the next dungeon is possible -- just talk with Danda at the
     docks.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    31) THE TWIN TOWERS                                                      [WK31]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Medusa Dancer, Horned Toad
     DUNGEON: Repeatable (5 Outer Screens Only)
    
     What kind of opposition to expect? Medusa Dancers are far and away the most
     common foes here...and they're very irritating. They can inflict Magic Block
     and, unlike other pests, don't drop items to cure that condition. Instead,
     they drop Magic Block Charms, accessories that only provide resistance to it
     (they are worth 1000G/per, however). Due to their speed, playing fast n' loose
     isn't recommended. As for Horned Toads, they have a lullaby skill that
     inflicts sleep. They're only found inside the vestibule area, though.
    
    TWIN TOWERS (COAST)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: 160G (x2), Seed of Speed 
    
     The boat is docked here. Before leaving, Danda, in contrast to his usual
     lovestruck meat-headedness, gives some useful info: the Twin Towers are
     surrounded by four gates, but only the northern route is accessible. Of
     course, if Danda had ventured to see for himself, he'd see it's not really
     the "gates" that are the problem, but the annoying mazes behind each! In the
     words of Charlie Brown: ARGH! [Note: You can return to Gumbo any time by
     notifying Danda of your intentions.]
    
     Start things off right by beachcoming for treasure. Two sacks of cash sit on
     the sunny slabs nearby, while the [Seed of Speed] is hidden a little cleverly
     in an eastern recess. If you've aligned the compass north, it's easier to
     overlook.
    
     North leads to the tower environs. It's split into four sections (based off
     cardinal directions) and each section is gated -- unless that gate is open,
     access to the section beyond is off-limits. Smack dab in the center of the
     mazes is the central area, the vestibule. The eastern section is actually
     blockaded on both its northern/southern sides, so it can't be accessed from
     the periphery. Two items in that sector -- 160G and a Spell Blocker -- can
     only be accessed by approaching from the south, however.
           ____________________
          | TWIN TOWERS NORTH  |                 _| |_
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|              __|1|   |_ _
     |  S | Savepoint          |           __|  __| |   | |____
     |  # | Impediment         |          / ___|  __|___|  __ 5\
     |  * | DungeonScope       |         / __   _|#___  |___ \  \
     | 01 | 160G               |        / / ___|   *  |_ _____)  \
     | 02 | Health Weed        |       ( (2|   |      # |    4| | )
     | 03 | 480G               |      / \ Ż  |_#      | |_ ŻŻŻ   /
     | 04 | Vacuum Scroll      |      \7 ŻŻŻŻ  |____#_|_  | |Ż3 /
     | 05 | Revival Stone      |       \   | |________|  _| |_,'
     | 06 | Sudden Death Charm |        \  |         6| ( ' /
     | 07 | 160G               |         \  ŻŻŻŻŻŻŻŻŻŻ|_   /
     |____|____________________|          \|_/ŻŻŻŻ| |Ż  \|/
                                                 EXIT    Ż
    
     Thankfully, running around consecutive mazes ain't in the player's future,
     and the first maze isn't too hard. It's all about knowing how these things
     work. Each labyrinth consists of a central section where most paths intersect,
     and is a minor destination since each maze works from the outer edge in. There
     are four "impediment" statues that block entrance to the central square. When
     one finds a button (must be pressed manually) that lowers an impediment, it
     also lowers the statue directly across from it. For instance, in the above
     map, when one encounters the western statue, it also lowers the eastern one,
     too. In this way, it ensures there's always a path to travel (no buttons are
     found in the square itself). Note that accessing the 3rd/4th impediments will
     raise the first two -- this applies to all mazes in this dungeon. Aaaanyway,
     the course goes north -> west -> east -> north -> south. There's seven items
     around here, all in plain sight, but only #5 and #6 are of any real use.
    
     The southern exit is guarded by soldiers, ones easily duped by Justin's tour
     guide fib. This gives access to the vestibule -- the soldiers' staging area,
     essentially. However, the portion of interest is the central tent; once the
     sergeants leave, access is free. Inspect the blue floor design and the dead
     end alcove, then try to leave for more scenes.
    
     When control's returned, Justin will be by his lonesome in a cavern. There's
     a savepoint nearby and a multitude of Horned Toads nearby -- this is the only
     place they appear in the dungeon. It's itemless except for [160G] near the
     end, where a mandatory battle with some frogs caps off the hostilities. Once
     the metric crap ton of scenes are over, Justin finds himself alone...
                                           __
      ____________________                /  \_     _ ___
     | TWIN TOWERS SOUTH  |             ,' __  |___| / 3 '.              N
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          _,'  /  |  ____/ |    '.            |
     |  S | Savepoint     |        ,'|   (_  |5|  __  |_____ \           |
     |  * | DungeonScope  |       /  | |   | |Ż     |_|     | \    W ----+---- E
     | 01 | Forest Charm  |      /6  | |_  |_|      # |  _  |  \         |
     | 02 | 160G          |     (    |_  |___#  *S  | | |   | 4/         |
     | 03 | 480G          |      \     |___  |___  _|___|  _| /          S
     | 04 | 160G          |       '.        _|  ____|  1|    /
     | 05 | Odd Hat       |         '.___  |   |      |Ż|   /
     | 06 | Bond of Trust |              | |   |  ____|2|_,'
     |____|_______________|              |_|_  |_   ____|
                                             |_   _|
    
     Thankfully, there isn't a single enemy in the southern section -- apparently
     they had a harder time infiltrating the sector! This means Justin is free to
     explore at his leisure. The starting point is the central hub, and two of the
     impediments (north/south) are already open. Going south leads to a reunion
     with Feena and the only exit, while north leads towards all the items. Since
     there's no rush or battles, why leave all this stuff behind? In particular,
     the [Forest Charm] and [Odd Hat] are eye-catching, the latter being headwear
     that teleports the user to a target when executing any attack. Although it's
     substandard DEF-wise, its special ability is worth sticking on someone.
    
     NOTE: I suppose this can be an adequate place to train Water LVs. Without any
           distractions, a player can simply get damaged by the NE clamping device
           and retreat to the savepoint when required. More useful with a full
           party, naturally...
    
     Gadwin and Sue show up once the team leaves the maze proper. That effectively
     ends this giant dungeon...although if you're mindful, you'll notice the west
     entrance is opened as well, and can be robbed of its artifacts.
                                              __
                                            ,' 5'.
         ____________________              / ___  \____
        |  TWIN TOWERS WEST  |            / /   (      \
        |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|           ( (___  \_____ \             N
        |  S | Savepoint     |        ___|_ ____ ___   \6'.           |
        |  * | DungeonScope  |      _|    2|  _#|4     _) (           |
        | 01 | 160G          |     | |__ ŻŻ  |   ŻŻŻ| |  _|     W ----+---- E
        | 02 | Seed of Power |   ENTER    ŻŻŻ|      # | (             |
        | 03 | Move Breaker  |     |_   ___|Ż# *    | | |_            |
        | 04 | 160G          |       |_    | |____#_| |   |           S
        | 05 | Angel's Darts |       |_   _|__  |  _| | | (
        | 06 | 160G          |         |1|_   __| |  _|7| /
        | 07 | 480G          |          Ż  \  \   |_   Ż_/
        |____|_______________|              \  \__  |_,'
                                             '.  3   /
                                               '.__,'
    
     Not much to say about the western (and final) quadrant...it's quite linear.
     It does, however, have the same tweaks as the previous mazes, in that lowering
     the eastern impediment will raise the first two, forcing the player to go
     through backwards to exit. HOWEVER, since this place is optional, there's a
     "secret" passage to the exit, located near and above Item #2's section (the
     exclamation mark icon is clearly visible). Here, the wall will twist to let
     the players through, then return to its original position...so make sure all
     the essentials are taken before leaving. On that note, the only items worth
     snagging here are the [Seed of Power] and [Angel's Darts], the latter being
     a projectile that heals its user on a successful throw.
    
     That ends the Twin Towers debacle. If anything was forgotten in the northern
     section, foes there haven't respawned, but access to the vestibule is forever
     closed. Return to the boat and make for Gumbo, then after some dialogue, it's
     off to Dight!
    
    32) DIGHT VILLAGE [III]     [WK32]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: First Aid Kit
    
     Normally I'd skim over this place like the Gumbo section above, but this is
     an important turning point. After visiting the chieftain's house and learning
     of the Mysterious Vanishing Hill ruin nearby, Sue will come down with a fever
     and leave the party. The destination is clear...
    
     Before leaving, get the free First Aid Kit -- given by a green-suited NPC
     past the weapon store and SE of the second gate. [Thanks to BackdatedFuture
     for this reminder.]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    33) MYSTERIOUS VANISHING HILL                                            [WK33]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Nyalmot, Mad Frog, Manta Ray, Hermit Crab
     DUNGEON: Repeatable (1 screen)
    
     A menacing menagerie of meanies lives atop this hill. The Mantas have above-
     -average health and their "Bomb Away" tech damages all allies. Appropriately,
     they drop Launch Fireworks (throwable item). Hermit Crabs are ridiculously
     resistant to weapon attacks, and their "Lean Over" tech is a canceller...but
     their low health means most second-tier magics can fry 'em (except fire; it
     does nothing). Nyalmots and Mad Frogs are generic upgrades to previously-met
     counterparts.
    
                       ENTER-) (           |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                           _/1  '._        |  S | Savepoint         |
                         ,'       2|       |  * | DungeonScope      |
                        / ,'Ż( (ŻŻŻ        | 01 | 170G              |
                       /4/ |Ż _ Ż|         | 02 | Seed of Life      |
                      ( (  |  3  |         | 03 | 170G              |
                  _   | |  |_____|         | 04 | 170G              |
                 | \__| |___/  \__         | 05 | Silver Key        |
                 )  __ S __       |        | 06 | Health Weed       |
            /\__/  /|    \ \  5   |        | 07 | 170G              |
            \6  __/ (_   _) )  __ (_       | 08 | Gold Key          |
             ) )     _| |__/__|  \__|      | 09 | 170G              |
            / /     |_____________7 |      | 10 | 170G              |
           ( (_____ ___(13  \    _| |_     | 11 | Wind Charm        |
            \__    | 9 |\ 12/ __|     |    | 12 | 510G              |
               |_|  ___|_) (_(  |  8  |    | 13 | Teleportation Orb |
               /   |   |  10 \\_______|    |____|___________________|
              (    |_   __  __)_
               \_______|      11|
                        ŻŻŻŻŻŻŻŻ
     This can be a "fun" little dungeon, all things considered. Of course, being
     short-staffed, resources may be consumed a bit faster than normal. Don't be
     afraid to return to the savepoint for healing...you'll need it. [Make sure
     either Justin or Feena knows Alheal; if they don't, start racking up Water LV
     experience.]
    
     M.V. Hill's entrance contains the shrine where the Teleportation Orb is to be
     used -- too bad we don't have it. Up the road a bit leads to the hill itself,
     and that's where the action starts. Doors around here are designated silver or
     gold, and need matching keys to enter. [If you lack the appropriate key, the
     screen will zoom in on the door momentarily before defaulting.] East of the
     savepoint leads to the [Silver Key], which also unlocks most silver doors in
     the area, letting all the animals run free. Unfortunately, these aren't nice
     zoo animals and would like nothing more than to eat your entrails. =)
    
     The western path leads to Item #6 and a gold door, so before the ascension
     can begin, we'll need another key -- it's provided by the boss south of the
     savepoint.
      ________________________ __________________________________________________
     |                        |                                                  |
     | BOSS: Massacre Machine | • Healer [Self/Heals 200 HP]                     |
     | HP -: 1800             | • Spin Cut [1-Hit/Area/Physical]                 |
     | EXP : 1000             | • Burnflame [1-Hit/Area/Fire-elem]               |
     | $$$ : 2000             | • Hurricane Mixer [1-Hit/Line/Physical]          |
     |________________________|__________________________________________________|
    
      Like the last victim...err, boss, Massacre Machine is a pair of targets (a
      body and Eye) sharing HP. This also means that dealing IP damage to one will
      delay the other! DEF-wise, the boss ain't too shabby, but Gadwin's Def-Loss
      allows him to carve the machine like it's Thanksgiving dinner. Massacre's
      skillset is rather wimpy besides that. It may take a little longer than usual
      but that's about it.
    
     Behind the boss is an elevator leading up to a cliff ledge. Try hugging the
     southern edge because there's a landslide trap near the first-encountered
     dead-end area below. [If you're running fast enough, you can spring it before
     everyone falls down.] At the end, there's a small enclosed area containing the
     [Gold Key] we're searchin' for. Step on the button and defeat the Myalmots
     released, then use the newly-accessible cliff for the final button. Schwing!
    
     Return to the westernmost mountain path -- the gold-key door finally opens.
     Not much to say about this area, except that there's a disappearing bridge
     about halfway through. It requires running across it, but the team has to be
     in the direct center to avoid falling into a nest of enemies. As long as Jus
     makes it over, everyone else does, too. The elevator to the summit leads to
     a rematch with...
      ________________________ __________________________________________________
     |                        |                                                  |
     | BOSS: Massacre Machine | • Attack [1-Hit/Single]                          |
     | HP -: 2000             | • Healer [Self/Heals 200 HP]                     |
     | EXP : 1200             | • Body Slam [1-Hit/Line/Physical]                |
     | $$$ : 2000             | • Howlslash [1-Hit/Area/Wind-elem]               |
     |                        | • Full-Moon Cut [1-Hit/Area/Physical]            |
     |________________________|__________________________________________________|
     
      Perfume can't disguise a turd, and round two with this automaton is nearly
      the same as before, just with a little more HP to flay off and a slight
      upgrade to the repertory. Alheal should deal with Howlslash, and Def-Loss
      with any other defense-related problems.
    
     Time to go get that prize. Other than the [510G], there's some buttons
     nearby. Three raise platforms in the ground, the fourth resets and switches
     the order. To do this right, the order has to make an ascending stairway to
     the blocky platform -- at this point, stepping on that "reset" panel will
     complete the sequence. From there, the [Teleportation Orb] is in plain sight!
    
    DIGHT EVENTS
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     Everything's in place except Sue's presence. Now all that remains is to fetch
     her from Dight's clinic. Note that Gadwin will leave the party at that time,
     and Sue will rejoin, but only until doing the Orb events. So, if y'want to
     get any more levels with either of them, now's the time to do it!
    
      • Now that Sue's gone for good, her equipment is deposited in the stashing
        place (this is SOP for all occurances like this). Additionally, allies
        who've left also leave behind items that contain some of their EXP. In
        this case, Sue leaves behind "crayons" that contain one-third of her magic
        EXP. This is a quick way to boost magic levels, provided she'd trained in
        those magics. Justin's ultimate skill requires high Earth/Fire proficiency,
        so that's food for thought...
    
     Once the team meets Gadwin at Dight's inn, he invites everyone back to his
     house. Yup, the one in Valley of the Flying Dragon.
    
    VALLEY OF THE FLYING DRAGON
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Find Gadwin outside his house and...
      ______________ ____________________________________________________________
     |              |                                                            |
     | BOSS: Gadwin | • Attack [2-Hit/Single/Physical]                           |
     | HP -: 1525   | • Dragon Cut [1-Hit/Allies/Explosion]                      |
     | EXP : 4000   | • Eruption Cut [1-Hit/Single/Explosion]                    |
     | $$$ : ----   | • Flying Dragon Cut [1-Hit/Single/Physical/Canceller]      |
     |______________|____________________________________________________________|
     
      This rematch fight with Gadwin shows him going all out, and he uses skills
      he already knows. Without an instant win condition, Justin's opponent really
      shows his slowness -- Justin can probably use 3 V-Slashes to his one turn,
      thanks to rapid-fire IP damage. Skill-wise, Justin clearly has the upper
      hand, and Gadwin's techs no longer do super damage (~50 at best, less if
      one has Charms equipped).
    
     Defeating Gadwin unlocks Justin's ability to learn Dragon Cut, plus free use
     of the boat in Dight's harbor. [If you've already met the criteria to learn
     Dragon Cut, or H&E Cut, simply raise Sword, Earth or Fire one LV to
     officially get it.] Unfortunately, the old chum doesn't rejoin, and just like
     that, the four-man party is cut in half. 
    
     All that's left is to visit Dight and disembark from the dock. Like Sue,
     Gadwin's left presents in the stashing place, the sum of his Sword, Earth,
     and Fire knowledge. They don't have to be used now, of course.
    
     NOTE: This is the last time to travel to any Lost World dungeon, so if
           y'forgot anything (mana eggs?) do it before leaving. There's no way
           back... Oh, and don't forget to stash all those items y'don't need
           right now (Silver Key, Gold Key, Medal of Wisdom, etc). This can be
           done later, too, but making it habitual is always wise...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    34) PIRATE ISLAND                                                        [WK34]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Toad King, Hippocamp
     DUNGEON: One-Time-Only (2 Screens)
    
     More toads? We just fought some on the M.V. Hill...sheesh. They're not that
     hard, but drops Panaceas and Vaccines, two useful medicinals. Hippocamps're
     those sturgeon-lookin' monsters, and are weak to fire.
                                       __   __        
          N               ___         |7 \ (6(        |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |              / _ \         Ż\ \_) )       |  S | Savepoint       |
          |             / / \ \       /Ż\) *  \       |  * | DungeonScope    |
    W ----+---- E     _/ (__ \ \_____/ ,  /ŻŻ) )      | 01 | 180G            |
          |          |     8| \__   __/\ (_/Ż_ \      | 02 | Seed of Defense |
          |         _| (ŻŻŻŻ     | |    \___/ ) )_    | 03 | 180G            |
          S      __/ _* ŻŻ\    __| |     ____/ _  |   | 04 | 540G            |
                /   /( (Ż\9)  / ___| __ (5  __/ | |   | 05 | Rainbow Weed    |
             10( (\ \_) ) Ż  / / |_  \3\_) /    ) )   | 06 | 180G            |
                \/ \  _/    ( (    |  ) * (____/ /    | 07 | Tear Jewel      |
                    ) ) _    \ \_| | /4/Ż\_____ (     | 08 | 540G            |
                   ( (_| |_11 \____| ŻŻ    __  \ \    | 09 | Fruit of Life   |
                   |  _____| _        __   ) )__) )   | 10 | 180G            |
                   ( |______/ )      (1 \ / ___   \   | 11 | Rainbow Weed    |
                    \______  /        Ż\ ( (__/ / /   | 12 | 540G            |
                        ___) \_,-._   __) ____*(\/    |____|_________________|
                       /  * ,__,-. \_|_  /    ) )
                    __/  (ŻŻ      \_   _/     |2|
                   (12 /\_\        SHIP        Ż
                    ŻŻŻ
     Pirate Island is essentially a reef encircling an island, with two paths on
     either side leading to that destination. The right-hand side contains the bulk
     of the booty, but is longer and a little more complex; the left-hand side is
     simpler and has wimpier drops to snag. A player can take either path to the
     island, but with only two characters, resources dwindle really fast. Visiting
     the ship to heal/stash counts as "leaving" the dungeon, and respawns all the
     foes. Basically, if y'want to get all the items and heal, take the western
     half to the island, running from enemies if need be.
    
     Once the isle's reached, enter inside the hideout to find...
      _________________ _________________________________________________________
     |                 |                                                         |
     | BOSS: Grinwhale | • Electric Shock [1-Hit/All/Lightning]                  |
     |   HP: 1985      | • Spew [1-Hit/Allies/Physical/NoCanceller]              |
     | BOSS: Lure      | • Body Blow [1-Hit/Area/Physical/Canceller]             |
     |   HP: 1733      | • Entice [1-Hit/Single/Physical/Only works on Justin]   |
     | EXP : 4400      |_________________________________________________________|
     | $$$ : 6000      | 
     |_________________| Targets that don't share health...what a surprise! The
                         Lure Portion is a secondary target that only uses Entice,
      and if the main body's defeated, so is it. Besides that, Grinwhale generally
      uses Body Blow (avoided if targets are outside range) and Spew, which is
      mostly worthless as a suction attack -- it spits targets back to their
      original position! Fire attacks work especially well on this anglerfish, and
      even two people are enough to fillet it.
    
     Everyone automatically escapes afterwards, and from there, it's onto the disc
     two. Land ho!
                                              ___________________________________
    _________________________________________/ IV. WALKTHROUGH (DISC TWO) [DSC2] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    35) VIRGIN FOREST                                                        [WK35]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Sweet Moth, Land Slug, Huge Pupa, Chameleon
     DUNGEON: Repeatable (4 Screens)
    
     Ahh, what forest denizens does disc two have in store? Land Slugs aren't much
     of a problem, except when they defend -- most physical attacks don't even
     register at that point. They also drop Poison Antidotes that alleviate the
     symptoms of their "Curl Gas." Sweet Moths usually appear in fours, and can
     inflict confusion with their Sonar attack; they drop Swallowtail Hats which
     give resistance to that status. In the last area, Huge Pupas and Chameleons
     can appear. The former has tons of HP and can inflict confusion, but isn't
     that interesting...however, the latter IS worth mentioning. Chameleons flee
     from Justin on the field and can be tricky to encounter since they disappear
     after being spooked, but supposing one does encounter 'em, they drop 600G/per!
     That's about 2400G a pop. They're also provide ridiculous experience.
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  Ahh, what forest denizens does disc two have in
     |  S | Savepoint        |  store? Land Slugs aren't much of a problem, except
     |  * | DungeonScope     |  when they defend -- most physical attacks won't
     | 01 | Slouch Weed      |  register at that point. They also drop Poison
     | 02 | Thor's Fury      |  Antidotes to alleviate their "Curl Gas." Sweet
     | 03 | 190G             |  Moths are the most common enemies and always appear
     | 04 | 190G             |  in fours...great if you want the Swallowtail Hats
     | 05 | 570G             |  they drop, terrible if you're conserving resources.
     | 06 | Torte's Whistle  |
     | 07 | 190G             |  In the fourth area, two new enemies appear. Huge
     | 08 | 190G             |  Pupas are 300-HP tanks and appear in droves, and
     | 09 | 190G             |  can inflict confusion with their skill (those
     | 10 | 190G             |  aforementioned hats resist it, though). But, it's
     | 11 | Health Weed      |  the Chameleons that are of most interest. They'll
     | 12 | 570G             |  only appear in the NW dead end of that one area,
     | 13 | 190G             |  and will flee from Justin when he approaches 'em,
     | 14 | Water Charm      |  not to mention disappear entirely if he pursues.
     | 15 | Seed of Running  |  One has to take the lizards unawares to force a
     | 16 | Resurrect Potion |  battle, really. They're a bit formidable, mostly
     | 17 | 190G             |  based on their defenses/resistances, but aren't
     | 18 | 190G             |  one-hit killers or anything. Upon defeat, they'll
     | 19 | 190G             |  drop 600G...EACH! They appear in fours, so that's
     | 20 | 190G             |  a boatload of cash each time they're slain. In
     | 21 | 190G             |  addition, the amount of experience one can glean
     | 22 | Golden Potion    |  from their efforts is also quite good, enough that
     | 23 | 190G             |  it could be a good grinding spot...but that'd mean
     | 24 | Seed of Magic    |  fighting pupas on a regular basis. The decisions!
     | 25 | 190G             |                            ___    _
     | 26 | 570G             |                           /24 \__/ \_
     | 27 | 190G             |                           \____   __ \__
     | 28 | Leaf Shield      |                           / (  )*(__\__ \
     |____|__________________|                          (22  /23   25/  \_
               __ _____            _______      _,-._    \_ (   26ŻŻŻ ( __EXIT
         __   /23|   7 | __ ___ 18/__   _ \__,-'  S  '-.___) \     ŻŻŻŻ\
        |  |_/ (_| | | |(11/10 )    _) / \___ 19 20 21  ____  )   Ż\_|  \
        |   ___ \  |   ( \ \  / ___/17/      '-._   _,-'   _) \    (   ) )
        |  |_( \_  |9 ) ) \  / |__  (Ż ____      '-'\     (____   _ \ (_/-28
        |   1|\    ( (8(   \ \____|_|_/ __ \-12     BOSS       \ 27\__/
    ____|  |Ż _) (  \ \/    ) _________/__) )                   \__/
    SHIP   |_|   4) 6) \___/ / 16-|^|  (15| |-13            N
    ŻŻŻŻ|   _   ,'  Ż)   ___/     | |   )   |               |
        |  | | (_, _/___/         ( (___) )*|               |
        |__| |         5|          \_____/|_|-14            |
              ŻŻŻŻŻŻŻŻŻŻ
    
     The first dungeon on disc two ranks among the most irritating forest dungeons
     in the game, mostly because of all the distractions (boobytraps, foes at
     every turn, disorienting nature, etc.) and half the regular cast gone. Note
     that returning to the Sea Dragon for healing is nice, but does respawn all
     the enemies, so may be more of a nuisance than a boon.
    
     Virgin Forest is made up of four sections, the first of which contains the
     landing zone and entrance to the woods. Carnivorous fauna, such as flytraps
     and bouncing weeds, damage each player when walked on, and this place is just
     an all-around headache. Additionally, there are "cannon" plants that suck the
     team in and deposit them elsewhere (one-way), and should be generally avoided.
     The basic idea is to work towards the map's center, use the "fence" to circle
     north, then work south towards the eastern exit. Near there is Guido's tent,
     which can act as savepoint...although he charges 10G for healing. Shrewd, man,
     shrewd!
    
     Area two is thankfully more linear. Trek north to the fork -- NW leads to
     some worthless drops, while east goes towards the pond intersection. Justin
     can leap across the lilypads to reach the other side, and, no, there's no way
     to change direction midstream. Items #12-16 are nearby while proceeding on,
     and eventually it's time to hop the pond again. Near the NE exit, the duo
     spies a forest kid who mysteriously vanishes...
    
     Follow him into the third screen for the debut of Rapp, the bratty scrapper
     from the forest. After some scenes, one of his mates will call for help, and
     he runs off toward the east exit. Collect any items, heal/save and check the
     scene out for...
      _____________ _____________________________________________________________
     |             |                                                             |
     | BOSS: Trent | • Attack [1-Hit/Area/Physical/Arm-only]                     |
     |   HP: 2249  | • Attack [1-Hit/Single/Physical/Used by Trent]              |
     |   HP: 1385  | • Flower Beam [1-Hit/Line/Flower-only/NoCanceller]          |
     |   HP: 1366  | • Sleeping Gas [1-Hit/Allies/Inflicts Sleep/Trent-only      |
     | EXP : 4000  |_____________________________________________________________|
     | $$$ : 6500  |
     |_____________| Trent is composed of a main body and two auxiliar targets
                     with similar HP: "Arm" uses only physical attacks, "Flower"
      spams its beam strike each turn. All parts are earth-immune, too, and the
      main body has that tree-like immunity to some weapons, and by extension any
      skill that uses solely that weapon (i.e. V-Slash may not work but Lotus Cut
      would). The main thing about this fight is just how useful Rapp proves
      himself, right from the get-go. His great speed and range allows him to play
      off Feena's own speed, stacking the IP damage each turn and diminishing the
      boss' amount of turns. Lotus Cut, Zap! Whip, Missile and any area magic will
      prove useful here, perhaps enough to trim the Trent's adjunct pieces in a
      few turns. This fight might've been a bit more hellish with two people, but
      the game's difficulty drops the ball...ahh well.
    
     After, Rapp joins the party and invites everyone back to his village, Cafu.
     With all the lineup changes lately, one may be wondering, "Is this guy gonna
     stick with me or is he gonna bail after a few dungeons?" Well, the answer is:
     Rapp's here to stay! He's a jack-of-all-trades, basically, able to use ranged
     weapons as well as swords/daggers.
    
     But before everyone can rest, there's a fourth screen to visit. The map above
     should provide the directions, but that's not what's notable about this place.
     In the NW dead-end area, Chameleons can appear! They're a worthwhile foe
     for reasons already explained above, and plenty of people have made a day out
     of using their...talents for grinding. Item-wise, this area's disappointing,
     with the [Seed of Magic] in the high NW being the only real find amidst all
     the moneybags.
    
    36) CAFU VILLAGE     [WK36]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     After Rapp okays the outsiders' presence, he recommends visiting his grandpa,
     the village chief (northern house accessible by rope bridge). Talking with
     him will open the next destination on the world map, plus the innkeep gives
     full access to his amenities.
    
     Fat-walleted friends can find the equipment store's merch quite pleasing. The
     boys' best weapon is the death-inflicting Shadow Sword, although the Boomerang
     for Rapp is nearly as forceful, and he could certainly start training with the
     Shocking Knife (33 ATK) since he still has skills to learn. The most powerful
     weapon in stock is Feena's Catfish Whiskers whip (43 ATK) but it's water-type.
    
     Unlike weapons, all current allies can equip the same great armor, namely
     the Chameleon Armor (may warp away when damaged), Lafa Flower Shield (19 DEF;
     outclasses everything for awhile) and Winged Boots (7 DEF/50 Move). The shield
     is 18K, though, so it may not be up to everyone's tastes...but with Chameleons
     in Virgin Forest around, why not? The item store carries single-target meds
     and a few accessories, but nothing revolutionary.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    37) PETRIFIED FOREST                                                     [WK37]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Sweet Moth, Land Slug, Alligator     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     DUNGEON: Repeatable (2 Screens)               |  S | Savepoint         |
                                                   |  * | DungeonScope      |
                                _| |_              | 01 | 200G              |
                        __  _  (EXIT )  ____       | 02 | 600G              |
                       (19\/ )__\   /__/ __ \      | 03 | Seed of Defense   |
                        Ż\  /|20)\ (/   22/) )     | 04 | Paralysis Charm   |
                         ( ( ( (_/ 21/ŻŻŻŻ | |     | 05 | 200G              |
                          \ \ \__ (ŻŻ /ŻŻŻŻ* |     | 06 | Seed of Life      |
                           \ \___)*ŻŻŻ (ŻŻŻ| |     | 07 | 200G              |
                           (18___17 16 |23_| |     | 08 | Seed of Magic     |
                         __ \______   _|\__  |     | 09 | 200G              |
                        (14\_,-.___| (_____| |     | 10 | 600G              |
                  N      Ż\________ * _____15|     | 11 | Mana Egg          |
            W    /                 ( (___  '-'     | 12 | 200G              |
             \  /         __   ___  )  13|         | 13 | 200G              |
              \/         (10\_/  9|_| |ŻŻ          | 14 | 200G              |
              /\          Ż) *  ŻŻ 8| |-12         | 15 | 200G              |
             /  \          |    _   | |            | 16 | 200G              |
            /    E         |   ( )7 | |            | 17 | 200G              |
           S               |2      *  |            | 18 | 200G              |
                           )   3  Ż | |            | 19 | Seed of Defense   |
                          ( (ŻŻŻ)4  | (_           | 20 | 600G              |
                          ( (  (5/) |\11)          | 21 | Chocolate Cookies |
                          /  \_ Ż |6| ŻŻ           | 22 | 200G              |
                         (1/\ENTER Ż               | 23 | Blizzard Charm    |
                          Ż  ŻŻ                    |____|___________________|
    
     Oh my...another stopgap forest of little importance. It's divided into halves,
     but the first one -- which contains the remnants of Old Cafu -- features few
     adversaries, letting the team pocket any and all offerings scattered around.
     Rapp gives some poignant comments if the NPCs here are inspected, too. Over
     in the eastern section, a few foes guard the disc's first [Mana Egg], and we
     can't leave that behind!
    
     NOTE: After discovering the next dungeon, leaving is impossible, thus making
           this the cutoff point to do Virgin Forest stuff (it's inaccessible past
           TOD events).
    
     The final section is a bit more complex, with many of the paths connecting or
     circling others. Looking at the legend, only the [Blizzard Charm] and [Seed of
     Defense] really stand out, and they're at opposite ends of the map. Those who
     want to get outta here immediately can just take a northerly route, using the
     DungeonScope landmarks as they appear.
    
     #############################################################################
     ball4376 writes: "It might be worth noting in your guide that you can fight
     Alligators in the wide open space just North of where you enter Petrified
     Forest (2) for 1200 EXP per battle. It's pretty much like fighting 5 battles
     in 1 at that point in the game, so a very nice spot for power-leveling."
     #############################################################################
    
     Exit's near there, and this is the end of forests for awhile...although when
     we see what's next, maybe it didn't seem so bad...
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    38) TOWER OF DOOM                                                        [WK38]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Elite Officer
     DUNGEON: Repeatable (6 Screens)
    
     |ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| The officers here appear once inside the tower, and
     | # | Savepoint       | use cancelling physical skills (Wave Hit, Heavy Blow)
     | * | DungeonScope    | to moderate effect. They also drop Ultra and Miracle
     | A | 210G            | Drinks -- sweet! [They won't be there on the way out,
     | B | 210G            | so get the drops while you can!]
     | C | Rescue Set      |       ___ ___            _ ___          _______
     | D | 210G            |      / _ |   \        /\|4|   \        /\_ #4_/\
     | E | 210G            |     / (_ |2/\ \      / Q\ |2/\ \      / / _ _ \X\
     | F | 210G            |    /  K/ _Ż\N\ \    / /_/ _Ż\_\ \    /W  / _ \T  \
     | G | Seed of Running |   (1(_( (_) )M  )  ( (1_ (_) _   )  (_(_( (_) )_)_)
     | H | Bond of Trust   |    \ \L\_  /IŻŻ/    \ \ \  _/ / /    \U\S\_ _/R/V/
     | I | 210G            |     \  / | J/ /      \_P 3|O\/ /      \ ._   _, /
     | J | Vaccine         |   1F \/ŻŻ3ŻŻ /     2F \_|_|___/     3F \/  5  \/
     | K | 630G            |       ŻŻ| |ŻŻ                           ŻŻŻŻŻŻŻ
     | L | 210G            |    ___ _| |ŻŻŻŻ|_
     | M | 210G            |   |   |____  |Ż| |____                N
     | N | Seed of Running |   | |_    _   Ż  |  |H|               |
     | O | Home Run Hammer |   |D|_|  C_| F        |               |
     | P | 210G            |   |E _   |B|Ż|Ż|G|____|         W ----+---- E
     | Q | 210G            |    Ż|_| _  #   |Ż                     |
     | R | 210G            |     |  |_|    A|                      |
     | S | 210G            |      ŻŻŻŻ| |ŻŻŻ                       S
     | T | 210G            |         ENTER
     | U | Plug Suit       |
     | V | 210G            | Outside the tower is a military complex, strangely
     | W | 210G            | devoid of life. There's a warehouse near the entrance
     | X | Vaccine         | containing a stashing place/savepoint, if one's still
     |___|_________________| hurting from the last area. Can't find it? That's
                             okay, because everyone's taken there automatically
     after dealing with a problem in the northeast...
      _____________ _____________________________________________________________
     |             |                                                             |
     | BOSS: Milda | • Attack [1-Hit/Single/Physical]                            |
     | HP -: 2800  | • Milda Hit [1-Hit/Single/Physical/Canceller]               |
     | EXP : 2300  | • Drop Kick [1-Hit/Single/Physical/Canceller]               |
     | $$$ : ----  |_____________________________________________________________|
     |_____________|
                     Rapp's incapacitated and can't help, but it matters very
      little -- Milda's just a brute, relying on single-target skills & attacks.
      True, her strikes can cancel, but with the combined IP damage of Feena and
      Justin, she shouldn't make any headway. [Shoulda had some resistances!]
    
     Bygones are bygones, and Milda's the fourth member! All things considered, her
     being 10+ levels higher than everyone (probably), being unable to learn any
     magic, already knowing all her skills...the guestdom is apparent. She'll be
     around for awhile, though, so get used to her backwoodsy banter. Some of her
     equipment is specific to her, but if Justin wants to use her axe, feel free
     to swap it out -- it's better than anything currently available!
    
     The tower floors are octagon-shaped and maze-like, with Elite Officers
     roaming the halls (they appear in threes). 1F is pretty easy to traverse,
     with only the NW section inaccessible from here. There's also some gates
     that prevent easier access to other portions; these'll be gone towards the
     end. Items here (A-D) are along the path or near antechambers, but none are
     particularly amazing. The only usable stairway to 2F is in the west.
    
     2F has radial paths stemming from the center, making it a bit easier to
     remember the layout -- but the north/south paths are blocked by gates that
     close when Justin's crew approaches. Near the south gate, the path leads
     through a sensor room (step on red tile = 4 officer groups flood in) that
     winds north clockwise, to a control room. Sabotaging it unlocks the floor's
     southern gate. To unlock the north gate, use the 2F's NE stairway to revisit
     1F; the enclosed area below leads to items E & F, the latter in another
     control room. [1F bulkheads are unlocked by doing this.]
    
     So, the 2F north gates. With both floors' panels busted up, 3F is finally
     accessible. This floor's layout is quite easy to figure out, if y'pay some
     attention. The initial room has a savepoint and, more importantly, 2 buttons
     -- these control which door is open on this level. [Only one door is open at
     a time, excluding the initial room.] Pretend the northern button is "A" and
     the southern is "B". The combinations of buttons turned "on" is then:
    
     AA: S room open
     A-: SE room open (210G)
     -B: SW room open (Plug Suit)
     --: SE room open (210G)
    
     The southernmost room gives access to 4F and two more buttons. Surprise,
     surprise: these buttons open the NW and NE rooms, depending on which button
     is off. [If both are off, entrance to northern savepoint room is closed.]
      ____________________ ______________________________________________________
     |                    |                                                      |
     | BOSS: Gaia Battler | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
     | HP -: 2473         | • Combination [LHand: 1-Hit/Single/Physical]         |
     | HP -: 1972 [L.H.]  | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
     | HP -: 1708 [R.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
     | EXP : 5700         | • Poison Gas [Body: 1-Hit/Area/DMG+Posn/NoCanceller] |
     | $$$ : 7800         |                                         DROPS: n/a   |
     |____________________|______________________________________________________|
     
      This fight looks a bit daunting on the surface, but in actuality, is pretty
      easy. This is because each body part has an associated skill, and when it's
      dead, that tech goes bye-bye. Resistance-wise, the left hand is good versus
      magic, right versus physical, and the body is all-around good (especially
      against weapon attacks). Spamming magic should always eliminate the right
      arm first; after that, it's a tossup whether to kill the left arm or just
      go for the body. Gaia's Lightning attack is the only remaining attack of
      note, about the same damage as an Alheal can smooth over. Certain magics
      (BOOM! series, Zap! series, purely physical attacks, etc.) work best, for
      reference.
    
     The [Gaia Sprout] is obtained automatically here. One has to leave manually,
     but since all respawned enemies are now petrified, it matters little -- except
     where treasure hunting is concerned.
    
     NOTE: This dungeon becomes unavailable after visiting the village! (Yeah,
           that's not too "repeatable," eh?)
    
    CAFU VILLAGE [II]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
     Enemy: Black Beret
    
     Return to Cafu and rest at the inn, then visit the clearing behind the inn
     to find a pensive Feena. The village is then attacked by Black Berets, just
     another slight upgrade to the last humanoid enemy (Elite Officer). There's
     two fights near the outer gate, and one more in the north, by the pit fires.
     Witness the scenes there before returning to the chief, which kicks everyone
     out of the main village portion (shops are still available, though). Make
     sure to redeem that mana egg if y'haven't already, plus outfit Milda a bit
     if hand-me-downs aren't cutting it.
    
     The destination is now Laine, a southern village, and to reach it, the road
     turns south...into the desert. Why can't the next town ever be a mile down
     the bend on an enemy-free expressway?
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    39) ZIL DESERT                                                           [WK39]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Cactus Man, Zil Scorpion, Sand Worm, Scissorlock
     DUNGEON: Repeatable (2 Screens)
    
     Zil Scorpions appear en masse (usually sixes) and have a poisonous tech to
     use, so saving AoE attacks for them works best, especially thunder/ice magic.
     Sand Worms are generic worm enemies, but love spamming their Crush skill --
     they're slow enough to beat with just weapons, though. Cactus Men're the most
     important of this place, and the only ones that drop items: the Cactus Helm!
    
                              _____|S|___         |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                             ( 1    __   )        |  S | Savepoint        |
                              )    (__) (         |  * | DungeonScope     |
                             /    _ 23  (_        | 01 | 220G             |
                            (    |_|45    |       | 02 | Resurrect Potion |
                Soldier's   / _          _|       | 03 | Resurrect Potion |
                Graveyard  ( (_|        (___      | 04 | Cactus Thorns    |
            N            \_|          6 |Ż| |     | 05 | Cactus Armor     |
            |            |_      _       Ż  |     | 06 | 220G             |
            |              |  7 |_|     |Ż| |     | 07 | 220G             |
      W ----+---- E        )             Ż  |     | 08 | 660G             |
            |             (8           9|Ż10|     | 09 | 220G             |
            |              ŻŻŻŻŻŻŻ| |ŻŻŻ ŻŻŻ      | 10 | Energy Ring      |
            S              _______| |_______      | 11 | 660G             |
                          /        S  _____ \     | 12 | Anklet           |
               Castle    (   ,-.         11) )    | 13 | 220G             |
              of Dreams  |12( 13ŻŻŻŻŻŻŻŻŻŻŻ /     | 14 | 220G             |
                       \  ŻŻ ŻŻ\ (ŻŻŻŻŻŻŻŻŻŻ __   | 15 | Seed of Defense  |
                        \_______) \_/ŻŻŻŻ\__/16|  | 16 | Gil Sword        |
                        |___          ŻŻ\  ____|  | 17 | 220G             |
                           / (  * 14 ____\/       | 18 | 220G             |
                          (   \__________ \__     |____|__________________|
                          ( 17 \         \ 15|
                           ŻŻŻ\ \_,'Ż'.__ ŻŻŻ
                               \___    18\
                                   | |ŻŻŻŻ
    
     I have fond memories of my first playthrough of this dungeon -- the confusion,
     detours into optional dungeons, not knowing where anything was. Good times!
     But as one can see, the layout is actually simpler than it lets on.
    
     Zil Desert North is the starting point, and mostly consists of rollicking
     dunes, reclaimed ruins and boulders. If there's anything good about this
     place, it's that it's often flat, and avoiding enemies becomes a bit simpler.
     Many of the items here are moneybags, except for numbers 2-4 (guarded by
     a troupe of Cactus Men) and 10 (isolated SE corner). The Energy Ring raises
     earned SP while attacking, so it can find a place on any character, really.
     The western border also contains the entrance to the first optional dungeon,
     the Soldier's Graveyard -- this'll be covered in the next section. [Although
     you can pop in to use the savepoint if y'really need it.]
    
     Zil Desert South is a serpentine canyon whose navigation is complicated by
     dune-colored cliffs. Basically, unless you rotate the camera right, y'may 
     have trouble finding the upper paths. The [Anklet] is nice, but it's the [Gil
     Sword] and [Seed of Defense] toward the map's center that are most worthwhile.
     Said sword increases the chance of rare item drops by the user, and that can
     give it tons of longevity. The Castle of Dreams, Zil Desert's second optional
     dungeon, can be located at the western ingress.
    
     The two optional dungeons are a mite harder than normal fare, but as one is
     told upon entry, they're uninvolved with the plot and can be completely
     ignored to little detriment. But what self-respecting raider leaves dangerous
     tombs alone? A bit of advice, though: visit Zil Padon first, to upgrade equips
     and clean the inventory of garbage, before tackling these suckers.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    40) SOLDIER'S GRAVEYARD                                     [OPTIONAL]   [WK40]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Sand Man, Will-O'-Wisp, Cerberus, Wolfman, Spacetime Armor,Iron Giant
     DUNGEON: Repeatable (5 Screens)
    
     (My levels going in: Justin 27, Feena 27, Rapp 24, Milda 36.)
    
     The cerberus is one of the most common foes here -- as they're made of fire,
     they're immune to it. The Will-O'-Wisp has the least health and can usually
     be killed with weapon attacks alone, making them desirable foes to fight...
     although they occasionally appear without warning, ambushing the party, and
     can "Divide" in battle to spawn up to 4-5 extra allies. Sand Men aren't too
     amazing in general. Like the Wolfmen (who only appear at B3 and lower),
     they're good against water magic, something the other enemies may be weak to.
     Iron Giants only appear in B5: they have 700 HP and typical giant-type perks.
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|    (Ż(______   _____         _________     __.-.
     |  S | Savepoint        |   __\_      \_/ __ 3|       |  ______ '.__/ _   )
     |  * | DungeonScope     |  (4(__) )ŻŻ\   /  |Ż|       ) (   ___'.__  (_'-'
     | 01 | 230G             |   \   _/    ) (   ) |_     / _ \_/ _ \   '._ \_
     | 02 | 690G             |    ) )     _| |__/  S_    / / \___|A  \_____\_ \
     | 03 | Sonic Walnut     |   ( (___  |_ * __   /    ( (_     _ŻŻ\_   _ \_) )
     | 04 | 230G             |    )   A|   ) )  | (     |__ |   )B(   | | \ 6| |
     | 05 | Heavy Shield     |   _|__/Ż   / / __| |     | __|_ /   \__) )  ŻŻ) )
     | 06 | 230G             |  |5 ___Ż\_/_/_/ _  |     |_   _(  9  )__/    / / _
     | 07 | 690G             |   Ż)^) \_______/ |1|       ) /  \   /  _____/ (_/8)
     | 08 | 230G             |   / /  _/^/       Ż       (7(    ) (_,'          /
     | 09 | Fireproof Cape   |   \/  |2 /                 ŻŻ    |____,'ŻŻŻŻŻŻŻŻŻ
     | 10 | 230G             |        ŻŻ         _____      ____     ___
     | 11 | Expensive Jewel  |          _____   (   20)    |11C \   / 10\
     | 12 | 230G             |   .-.___|  16 |___) \ŻŻ      ŻŻŻ\ \_/ /Ż\_)
     | 13 | Soldier's Key    |  (17 ___       ____18)       _   ) _ (
     | 14 | Soldier's Soul   |   '-'   |_   _|    \ \_     ( \_/ / \ \_
     | 15 | Soldier's Soul   |          _| |_      \19)     ) B (   ) _)
     | 16 | Medal of Yore    |    __   | 21F |      ŻŻ     (_/Ż\_) (D/
     | 17 | Soldier's Soul   |   (14\  |_   _|               _      Ż
     | 18 | All-Around Fruit |    Ż\ \   ) (      __       _|F|_
     | 19 | Soldier's Soul   |     / (__/   \____(15)     |22  _|
     | 20 | Godspeed Knife   |     \____BOSS ___ \) )      Ż) (
     | 21 | Energy Charm     |        _ \   /   \__/       (   )
     | 22 | All-Around Fruit |    12-( \_) (_______/Ż)  ____) (__.-.        N
     | 23 | Ice Blade        |        )   C ___     (  |E   __  _ 24)       |
     | 24 | Diana's Amulet   |       (_/Ż| |  / /Ż) |   Ż( (__) )'-'        |
     |____|__________________|           | | /13) | |     \  23/      W ----+---- E
                                      ___) (/ /Ż _) )      ŻŻŻŻ             |
                                     |E      (  |D  |                       |
                                      Ż(_/ŻŻ\_)  Ż|_|                       S
    
     There's a convenient savepoint right by the entrance, and it's the only one
     in the entire place, so while exploring this first cave, feel free to heal up
     as much as y'want. This place is far less confusing with a map, and shows that
     getting the [Heavy Shield] should be done near the start. All other items can
     be gotten in the natural progression of the place, more or less.
    
     B2 is another cavern complex, with the focal point being an ornate statue
     room at the center. Many paths (west, east) overlook it without permitting
     entrance, but only the path that slowly works clockwise does the trick. To
     reach it from the entrance, head north, use the springboard to jump lower,
     and just take it from there. [One can use the cliff near Item #6 to backtrack
     if needed.] In the well-lit chamber housing the [Fireproof Cape], inspect the
     north wall to find a hidden stairway. Oooh!
    
     B3 only contains two items, one of them an [Expensive Jewel]. It's not an
     accessory as its icon suggests but something to sell later for extra cash.
     There are two exits here: the "C" exit, which involves falling through a floor
     crack, and the "D" stairway in the southeast. The former is one-way, not that
     it matters too much in the scheme of things.
    
     B4 begins the trend of illusory corridors, initially hidden but appearing
     when the player runs against the opening (they remain open from then on).
     This floor is also split into two sections, east and west -- these are shown
     as one giant segment on the map. Aaanyway, the goal is to open the locked door
     by the "C" drop-in spot, and the [Soldier's Key] that does the trick is found
     through said fake walls. There's little else of worth in this "west" portion,
     so go into the next one when ready.
    
     B4 East! This place contains most of the items in the lower sections. Before
     approaching the boss blocking the north passage, one can open the false
     walls on either side to find two [Soldier's Soul]s. This can be done after
     fighting the boss, too, though...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Kung Fu Master   | • Physical attack (3-hit, Single)                |
     | HP -: 4776             | • Tornado (1-hit, Single, Canceller)             |
     | EXP : 9800             | • Spin Kick (1-hit, Area, Canceller)             |
     | $$$ : ----             | • Vanish (all: removes status buffs)             |
     | DROP: Satisfaction Gem | • Defend (self: reduces damage, heals 238 HP)    |
     |________________________|__________________________________________________|
    
      KFM is basically a souped-up version of Chang, and has the same arsenal.
      What's different is the drastically improved HP and damage, with his go-to
      ability Tornado capable of 70-plus hurt. However, the multihit normal attack
      ends up being the worst of the lot, since it can do 90+ repeatedly...even
      Milda would have a hard time shaking that off! Pay attention to who he'll
      target with that attack and have him/her Defend -- there's little else to do
      (besides stalling him with IP damage) since he's mostly immune to cancelling
      effects. When KFM starts getting towards critical health, he'll tend to
      defend a lot and heal HP as well, making it harder to pull out a victory.
      Basically, when the boss defends, use that time to heal up, throw a Gold
      Potion, etc. [You may be able to bait KFM into using Vanish if you buff a
      bit also.] Other than that, spread out to reduce Spin Kick's range, use
      Diggin' if needed, and keep HP above 100 at all times. The hardest part about
      this fight might be coming in at tiptop shape.
    
     Okay, the boss is outta the picture, and the way north is opened. The amazing
     [Energy Charm] is on an elevated platform inside a recessed pit; don't jump
     down yet because it can't be opened until all four Soldier's Souls are found!
     The room with the [Medal of Yore] contains the illusory passages on either
     side, leading to said souls and the superb [Godspeed Knife]. This knife has
     60 ATK and adds 30 ACT, making it arguably the best knife in the game, and
     will far outclass any storebought junk. When all four souls are obtained, the
     player is treated to a scene where the Energy Charm is lowered -- the cue to
     jump down and get that sucker.
    
     Using the only remaining passage, visit B5, the lowest floor containing the
     remaining three items. Iron Giants only appear on this tier, also. There's a
     fake wall in the central room's SW & E sides, letting one get the remaining
     items. [All-Around Fruit]s are in short supply, so never leave those behind,
     eh?
    
     With that, this place has been fully looted -- time to backtrack out! Luckily,
     defeated enemies won't have respawned, making it less difficult. [Of course,
     enemies who've spawned because of finding items, as in B4 East, will remain.]
    
     REMINDER: Make sure to stash all those key items y'don't need!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    41) CASTLE OF DREAMS                                        [OPTIONAL]   [WK41]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Giant Moth, Salamandile, Teranobon, Pink Mage, Zombie
     DUNGEON: Repeatable (10 Screens)
    
     My levels: Justin 27, Feena 27, Rapp 25, Milda 36
    
     Giant Moths are like any other moth type: very fast, not that damaging. They
     also drop Spell Breakers. Salamandiles are like hyperdefensive versions of
     Chameleons, and are resistant to physical attacks and most magics -- but wind
     works. Pink Mages appear with 3 Teranobon minions; both types have decent
     physical defense, but skills/magic plow right through. Always fight those
     battles...y'may just walk away with an awesome [Death Mask] drop. Zombies only
     appear in the cemetery portion, and though they have a lot of HP, they're not
     very formidable (they're weak to thunder, too).
                                                       _____
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          _____   Study  |10 11|-Small Room
     |  S | Savepoint       |         |BOSS |      _\_|_   _|
     |  * | DungeonScope    |         |_18 _|_____/   S | |
     | 01 | 240G            |           | |  ______/|789  |
     | 02 | Bloody Knife    |           |___|__   __|___|6|
     | 03 | Mana Egg        |               |_ \_/ _  |5| |_,-.
     | 04 | 240G            |               / \___/ |  4   _   \-Foyer
     | 05 | 240G            |         Rooftops      |3 Ż| |  S  \___
     | 06 | 240G            |                     ,-|    2|  _/\____S
     | 07 | 240G            |                    /  |ŻŻŻ|Ż (14 17)
     | 08 | 240G            |               Dining  |13 ,12|15 16|-Cemetery
     | 09 | Binding Whip    |                       /ŻŻŻ ŻŻ\ŻŻŻŻŻ
     | 10 | 240G            |                  Library   Knight Room
     | 11 | 240G            |
     | 12 | 240G            |  Were you annoyed at how long Soldier's Graveyard
     | 13 | Death Mask      |  was? If so, this dungeon is like winning the layout
     | 14 | 240G            |  Powerball -- very, very simplistic, and short, too.
     | 15 | 240G            |  Speak with the woman outside the castle a few times
     | 16 | Dark Armor      |  to get entrance, inserting everyone into the foyer.
     | 17 | Gauntlets       |
     | 18 | Lightning Sword |  This screen gives access to the Small Room, Study,
     |____|_________________|  Dining Room, Knights' Room and Library -- all of
                               which can technically be avoided. However, there's
      some great items sitting around here: the [Bloody Knife] in a lonely balcony
      corner of the foyer, a [Mana Egg] in the dining room, a [Binding Whip] very
      carefully hidden near the study savepoint, a [Death Mask] inside the library
      chest, and [Dark Armor] and [Gauntlets] in the cemetery. Everything else is
      cash, occasionally hard to find without rotating the camera -- and sometimes
      that isn't allowed. Look carefully!
    
      If you were wanting to train any water LVs, it can be done in the cemetery.
      Some walls have retractable spikes that'll damage everyone; just run upstairs
      to heal when the MP depletes. This is easier once the zombie scourge is gone,
      naturally.
    
      When y'want to fight the boss, use the stairway hidden in the study armoire,
      and use the rooftop path to reach the lord's chamber. Speak with the girl to
      tango with...
      ____________________ ______________________________________________________
     |                    |                                                      |
     | BOSS: Lord's Ghost | • Attack [1-hit/Range/Physical]                      |
     |   HP: 4500         | • Zap! [1-hit/Area/Lightning-elem]                   |
     | BOSS: Wand         | • X-Ray [1-hit/Line/Lightning-elem/Canceller]        |
     |   HP: 3000         | • GadZap [1-hit/Single/Lightning-elem]               |
     | EXP : 9900         |______________________________________________________|
     | $$$ : 18000        | 
     |                    | First thing, spread out -- this lessens Zap!'s effect
     |____________________| and can make X-Ray miss entirely. This spectral shade
                            consists of 2 parts sharing health and a Wand. Each
      part has 1 ability, with the Wand getting Gadzap and the head portion using
      X-Ray. GadZap would usually be the coup de grace in an arsenal but here it
      only does about 140; it's X-Ray's 75+ damage that tends to wear one down
      more. The basic strategy of this fight is to speedblitz this guy, spamming
      Dragon Cut, Splitter and any damaging AoE skill/magic. [This is WAY easier
      if one got the SP-halving Energy Ring from Soldier's Graveyard.] After a
      few turns of this, the Wand should be in sorry shape; with that out of the
      way, the spread-out strategy's strength kicks in. Unlike the Kung Fu Master,
      cancelling is quite possible here, and if that doesn't work, the constant IP
      damage can screw with the pending attacks. Lord's Ghost doesn't have much in
      the way of physical defenses, so if y'run out of SP/MP, simply whacking it'll
      be just fine. [The boss IS immune to ACT-reducing strategies like Cold.] If
      you're having a tough time, try buying some of the HP-restoring potions in
      Zil Padon and distribute 'em to each fighter.
    
     The girl gives the [Lightning Sword] as thanks for breakin' the curse, and
     this baby's worth it -- 50 ATK, thunder-elemental and has the Zap! spell
     built in. That's all she wrote!
    
    42) ZIL PADON     [WK42]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     Milda suggests finding lodgings first, and the hotel at the main street's end
     does the trick. After eating, it's possible to visit the Savanna Wilderness.
     Of course, the main thing any adventurer thinks about is outfitting one's
     team!
    
     If you're looking for weapons, get out your pocketbook because these suckers
     are getting into the 20,000g ballpark. Both optional dungeons (listed above)
     provide free weapons, some of the best available, and are more desirable than
     generic storeboughts. If you've been annoyed that some elemental weapons are
     practically worthless in battle, most of the best ones here are free of those
     shortcomings (including the 49-ATK Holy Sword Lorenzo). In general, I'd avoid
     shelling out for weapons unless you're paying top dollar.
    
     Zil Padon's armor supply is top notch, including Aura Armor -- something like
     this should be on most people, if y'can afford it! Moonlight Shields will be
     good preparation for an upcoming dungeon, too. As for accessories and items,
     this is the first time Talismans (total status prevention) show up, as well
     as Deep Blue/Crimson/Golden Potions. Make sure to stock up on this stuff,
     especially in preparation to take on any optional dungeon yet undone.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    43) SAVANNA WILDERNESS                                                   [WK43]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Dizzy Moth, Zil Scorpion, Flap Bird, Scissorlock
     DUNGEON: Repeatable (2 Screens)
    
               E N T R A N C E               ______ _| |_ ______           N
            ,'           _     \           ,' 14   ' | | |15    '.         |
           (   1        (_)     \_        /  _____   | | |ŻŻŻŻŻ   )        |
           |          *          6)      (  / ___ \__|_|_| |ŻŻŻ\ (   W ----+---- E
           |           ,-.      /Ż_       \__/   \_________|___/  )        |
           |          (___)   ,' / \              /*^) |^ _       |        |
           |    7    _   5  ,' ,' 11\        ____/   | | (_) /Ż\  (        S
           |  _     (_)    / ,'  _   \_____,'  __    ) )  *  )__)  )
           |2(_) ,-.      / /   (_)     __    (__\13/ / /\__/16   /
           |    (__/4_   / /      _     \ '.   12/ŻŻ / /   /ŻŻŻŻŻŻ /\
           (        (_) /  \*  10/ )  _  ) /ŻŻŻŻŻ   / /  ,'ŻŻŻŻŻŻŻŻ18\_
           (           / ,-.Ż\  (__) (_) )(ŻŻŻŻŻŻ|_(_(__/  17        _E X I T
            \         (_/8_ \_)         /  '-._   _______/ *   __   /
             \     * __  (_)  _    9 _,'       | | |^         (  ) (
              '. 3 ,'  '.   ,' \   ,'    /ŻŻ\  | |  ŻŻŻŻŻŻŻ\  | (  |
                \,'      ) (    './     (    ) )  ŻŻŻ/ŻŻŻŻ) ) (  ) |
                       E X I T          /\_ (_/  20 (21[]*| | |__| |
                                     To T. \___/Ż'.  ŻŻ   | |  19  |
                                     Tower    22   ŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻ
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     |  S | Savepoint        |  The western wilderness where Justin's gang starts
     |  * | DungeonScope     |  is trisected by an arroyo, leaving 2 large sections
     | 01 | 220G             |  and a tiny south-central one, the latter of which
     | 02 | 220G             |  contains the world map exit...well, one of 'em.
     | 03 | Seed of Moves    |  This place may be nondescript, so use that riverbed
     | 04 | 220G             |  as the prime landmark. Anyway, most items are on
     | 05 | Deep Blue Potion |  the west side of the place, including that precious
     | 06 | Mana Egg         |  [Mana Egg] in the NE and a [Seed of Moves] on the
     | 07 | 220G             |  SW point. If you've been using those eggs as soon
     | 08 | 220G             |  as possible, that should be the last one needed for
     | 09 | 220G             |  Rapp. Across the first bridge, said map exit is the
     | 10 | 220G             |  "right" way to go; attempting an eastern trek'll
     | 11 | 220G             |  cue Milda's hesitation, stating it's the long way
     | 12 | All-Around Seed  |  'round. But we don't listen to Lainians, do we? =)
     | 13 | 220G             |
     | 14 | 220G             |  The eastern section is the polar opposite, and it
     | 15 | 220G             |  can definitely be confusing, even if it's slightly
     | 16 | Slouch Weed      |  more linear, thanks to the multiple natural bridges
     | 17 | 220G             |  which partition the environment into 3 main parts.
     | 18 | 220G             |  Items #12-14 are in the initial section, but only
     | 19 | Mana Egg         |  the [All-Around Seed] is an attention-getter. 
     | 20 | 220G             |  Crossing east, Items #15-19 are next, with the
     | 21 | 660G             |  dungeon's second [Mana Egg] in the SE extremities.
     | 22 | Seed of Moves    |  The final three items are in the third, SE sector,
     |____|__________________|  the smallest of 'em all. The major item here is
                                a [Seed of Moves] hidden in the SW secret path's
     dead end -- there's two, so make sure to find the right one. This same road
     leads to the final optional dungeon, the Tower of Temptation. That'll be
     covered in the next section, but there's no hurry -- it'll be accessible for
     a long, long time.
    
     When y'wanna leave, use the eastern exit. Feel free to revisit Zil Padon to
     cash in those Mana Eggs!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    44) TOWER OF TEMPTATION                                     [OPTIONAL]   [WK44]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Dragon Knight, Jackal, Brain Bat, Layelah, Ghost, Toad Demon, Naga
              Queen, Satan, Gaia Brain
    
     My levels: Justin 33, Feena 31, Rapp 29, [4th character] 26
    
    |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| Dragon Knights are powerful foes: poison, paralysis,
    |  ! | Savepoint        | and elemental resistances to make any mage grind his 
    |  * | DungeonScope     | teeth. Physical/blizzard attacks are the way to go
    |  x | Door Symbol      | here -- just remember if you have an elemental weapon
    | 01 | Zero Knife       | (Lightning Sword), it'll undercut the tech's damage.
    | 02 | Zero Whip        | Jackals appear outside and are physical beings, plus
    | 03 | Zero Ax          | have alright resistances; try not to let 'em ambush
    | 04 | Zero Shuriken    | you! Brain Bats appear inside the tower, and have
    | 05 | Zero Rod         | less HP than their compatriots. Most enemies here
    | 06 | Zero Sword       | are capable of dropping stat-boosting items (Jackals
    | 07 | 250G             | drop Seeds of Power, Layelah drops Fruit/Seed of
    | 08 | Deep Blue Potion | Magic, etc.) so it can be a good place for grinding.
    | 09 | 750G             |                             ___
    | 10 | 750G             |                             )A(
    | 11 | 250G             |                            (   ),-.
    | 12 | 250G             |       _______               ) ((10 )
    | 13 | Mystic Mask      |     ,'  ENTER\        ____ _| |_) (_
    | 14 | Orb of Silence   |     )    !123 \      |  13|_   _____|   FIRST
    | 15 | 250G             |    / 9   _456  )     | |__|_| |(   )    FLOOR
    | 16 | 250G             |   / /Ż|A| \   /      | |  | 11|_) (_,-._         _
    | 17 | 750G             |  ( (_  Ż  _) (       |    |ŻŻŻ     _   B|      _| |
    | 18 | 250G             |  |  D|   |B   ) _,-._| |ŻŻ| (ŻŻŻ) ( '-'Ż ,-.  |F  |
    | 19 | 250G             |  (8(Ż  _  Ż) / |D   _   12|__) ( x )    ( E )  Ż) )
    | 20 | Hurricane Belt   |   \ \_|C|_/7/   Ż'-' | |ŻŻ| ,-. '-'      ) (   / /
    | 21 | Earthen Ax       |    \__   __/         |  __|( E )        (   ) / /
    | 22 | Staff of Life    |       | |            | |14|(Ż Ż)        _) (_/ /
    |____|__________________|       |_|            |____| )C(        |______/
                  _____         _                         ŻŻŻ
                 |  _  |       |U|      N             ,-.
               ,-|_  ) ( ______| |      |            ( S )      _________
              (22   ( S )  __  |T|   W--+--E  ___,-.__) (   ___|  _____  | THIRD
      SECOND   '-|ŻŻŻŻŻŻ  |  ) (Ż       |    |  _19 ____|  /   ) (    _| | FLOOR
       FLOOR     | |ŻŻŻŻŻŻ  ( I )       S    ) ( '-' ___  ( ( ( I )  |  _|
                 | |         \ŻŻŻ|          (   )   |   |  )T) )-'   ) (
         ___,-. _| |_,-.   ,-.Ż| |_,-._      ) (,-._| | |   Ż|H|___ (15 )
        |  _ L )16  _ J ) ( H Ż   _   F|     | ( L ___| |     Ż|   |_)_ Ż|
        | | '-' Ż) ( |-(   '-'Ż| | '-'Ż  ____) ('-'   ) (  ,-. | |_  |  _|  To
        |_ Ż|   ( K )|P ŻŻŻ|   |_ Ż|    |   ( M )    ( K )(J17)|T| ) ) (    4F  _
      ,-._| |___ )-(  ŻŻŻ| |     | |    | |  )-(      '-'  '-'  Ż (H( G )    \_| |
     ( M _   _18( O ŻŻŻŻŻ  |     |G|    ) |   O )     ,-.       ___Ż '-'     |   |
      '-' ) ( |_|ŻŻŻŻ| |ŻŻŻ       Ż    ( N|ŻŻ'-'     ( Q )     |P  |       _  Ż) )
         ( N )   ,-._| |ŻŻŻŻŻ|          ŻŻ            ) (      |Ż _|     _|U|_/ /
          '-'   ( Q    |_ 21 |                       ( R )     | 20|    |______/
               R(ŻŻŻŻŻŻ    |Ż                         '-'       ŻŻŻ
                 '-'ŻŻŻŻŻŻŻ
    
     Whoa, Nelly...if you've thought Grandia's sent some annoying dungeons your
     way, none compare to this one -- a multi-floor, complex tower dungeon that
     makes Tower of Doom look like a one-room apartment. The layout is so tangled,
     in fact, that the map has to be split to fit it all -- geeeez! I'll sort the
     walkthrough out by floors.
    
    F1 (Exterior)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     The insertion point places the team a good ways outside of the tower, near
     some items (zero-ATK weapons) and a savepoint. This is the only savepoint for
     a long time, so come back to it whenever y'need...which'll probably be often.
     The ground floor is accessible by four entrances in each of the cardinal
     directions.
    
     North: contains items #10,11
     West : contains items #12-14
     South: leads to 2F
     East : contains 2F door opener (in southern route) and teleport to 4F
    
     Basically, to proceed upwards, enter the eastern entrance and inspect that
     weird cross-shaped sculpture -- this will power up the door in the southern
     entrance, letting one proceed further. The northern/western routes are purely
     for item-seekers, and don't contain anything particularly noteworthy. The
     "E" staircase leads to a rampart, which itself leads to...
    
    F2 & F3 (Elevator Mazes)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Let's get dangerous! The next two floors are linked by a series of elevators,
     and from the map, you can see how many -- a metric crap ton! It's possible to
     skip the fiasco here by taking the "H" lift, which eventually leads to the
     upper exit...of course, this avoids finding any treasures. [Almost a fair
     trade-off considering this dungeon's annoying tendencies!]
    
     Outside of some junky cashbags, there's three main treasures to get within
     the corridors: the [Hurricane Belt], [Earthen Ax], and [Staff of Life]. That
     belt gives +50 ACT, a ridiculous boon to any slowpoke such as Milda, or even
     Rapp (who may be underlevelled compared to Justin or Feena). The Earthen Ax
     is the most powerful ax ATK-wise, but it's explosion-elemental and may give
     diminished returns against the Tower's enemies. And, the staff grants its user
     +2 HP Level in battle, a nice boost to match its 58 ATK.
    
     To reach these items, here's crib notes on the elevator routes...you'll need
     'em, even if you've walked around here. [I need 'em and I made the dang map!]
    
     Hurricane Belt - G > I > K > L > N > O > P
     Earthen Ax ----- G > I > K > L > N > O > Q > R
     Staff of Life -- G > I > K > L > M > S
    
     There's no savepoint on either of these two floors, so it helps to avoid any
     ambush situations. Jackals/Dragon Knights appear in large intersections, and
     with careful surveillance, the crew can slip around the corner without wasting
     resources. Brain Bats, when they're not roosting on outdoor ramparts, lie in
     wait in corridor alcoves, bursting out when the party approaches and almost
     always earning an ambush. However, it's pretty easy to avoid as long as
     you avoid any slapdash running.
    
    
    F4 (Door Switch Labyrinth)              |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ              |  S | Savepoint          |
                  To 1F                     |  * | DungeonScope       |
               ____  \,-.  __               |  x | Switch             |
              |    | (   ) )A)  FOURTH      | 01 | 250G               |
        ,-.___| () (__) ( / /    FLOOR      | 02 | Seed of Moves      |
       (   _____(   __ 4 ) /  ________      | 03 | 250G               |
        ) (    _ '-'  ) / /-./ _   _  |     | 04 | 750G               |
        | |   |x|     \__( 1 _/ | |_| |     | 05 | 250G               |
      __) (___| |_________) (___| |_x |     | 06 | 750G               |
      ENTER___   _________   ___   x| |     | 07 | Moonlight Shield   |
      ŻŻ) (  _| |   ,-.___) (___| |Żx |     | 08 | Demonslayer Boomer |
        | | |  _|  ( 2 ___     x| |Ż| |     | 09 | 250G               |
        | | |_  |   ) (___) (ŻŻŻ|  Ż  |     | 10 | 250G               |
        ) (___) (__(_________)   Ż| |Ż      | 11 | 250G               |
       (   ___   __  |____________) (       | 12 | 250G               |
        '-'   '-'  |______________ 3 )      | 13 | Spirit Staff       |
                  _               '-'       |____|____________________|
    N  E     ,-. |A|   SEVENTH        ,-.____,-.                     ,-.
     \/     / M )| | ,-. FLOOR       (10L____ M )         N         (9 L)_   FIFTH
     /\    /   (_| |( B )      ___,-._) (_,-.'-' ,-.      |          )___ \  FLOOR
    W  S ,' /)  _  | ) (      |  _ I _   _ Jx)  ( B )  W--+--E   ,-._| |_) \
        ( x )| | | |_| |_,-.  | | '-' ) ( '-',-._) (      |     ( I _   _ Jx)
         '-' ) | |_   ___ x ) | |,-. ( K )  ( C _  |      S      '-' ) ( '-'___
     ,-.____/  )   ) (__ '-'  | ( H ) '-'    '-' ) (     _       ,-.( K )__(C x)__
    (11 ___   (   ( O _ \     ( () /            ( E )   /7)     ( H )'-'(  _Ż Ż_E )
     '-'  / /\ \_  '-' ) )     )  /   SIXTH     / ,'   / (   ,-._) (_,-._) () () /
        ,' /  \_ \  __/ /     (   )   FLOOR   ,' /    ( G ) ( 8 _ G _   ___( D _/
       ( x )  __\ \/ _ (       '-'           (D 5) ,-._) (   '-' ) ( '-'   / ,'
        '. \ /13)\__/ ) )                     '-' ( F ___|      (F x)     (6/
          \ ( (Ż    ,' /                           '-'           '-'       Ż
           ) _ \   (x12)
          ( (x  )   '-'
           \ Ż /
            ŻŻŻ
     Here we go again! 4F begins by showing a large corridor running east-west,
     with a bunch of obvious doors blocked off along the way (plus enemies to
     keep y'company). Run to the hall's end to find a lever switch, which, for
     the rest of this tier, will always open a new path, often through a blocked-
     -off door. The path north is opened, and loops clockwise and south, with a
     few switches that should be flipped. (The adjacent route to items #1 and #3
     isn't yet accessible from this hallway).
    
     Back in the main corridor, you'll find that the easy way back west is blocked
     off by floor panels that've shot upright -- this forces one to go into the
     antechambers. Item #1 and its chamber shortcut are accessible in the north,
     but the south route's the way to go. It leads to a weird chamber whose statue
     rotates, opening a door in whichever way it faces (generally). Use this to
     reach the eastern switch, then use the south access to reach item #2, a [Seed
     of Moves] -- the only worthwhile item on this floor. A shortcut east opens up
     at this time, too.
    
     Flipping that last switch means one can go further west in the main alley. The
     north antechamber has a switch, while the south has a meandering corridor,
     culminating in a crossroads: east to item #3 and another shortcut, west to
     the starting point. Once y'return to the insertion point, the knight statue
     will open the next way north. This place has a welcome linearity, with the
     last intersection being important: south goes to the 7F exit, north opens a
     1F teleport.
    
      • Hooray for a teleport! This connects to the eastern sector of 1F, which is
        just a hop, skip and a jump to that savepoint (we missed ya, baby!). None
        of the enemies defeated will respawn as long as you remain in the Tower's
        environs, so definitely backtrack if your supplies are hurting.
    
    5F, 6F and 7F (The Backwards Maze)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Jumping right to 7F might have been a surprise, but that smile will turn to a
     rictus of horror -- you must now work backwards on the skipped floors to reach
     8F! [Hence the name.] 7F contains a bunch of weird futuristic corridors with
     portions blocked off by color-coded doors. There's not too much to worry about
     at the start, though, since we'll be descending almost immediately. From the
     "A" entrance, simply mosey SE to the 1st switch location, which unlocks the
     door to the "B" stairway.
    
      • Note that there are some secret passages here, betrayed here by their
        faded coloration. Most items here are junky, though, so if y'really want
        the items beyond (often money), the map should provide an adequate guide.
    
     Alrighty, time to navigate this bastard. On 6F, the BCDE passages are all
     accessible. ("E" is the hole in the floor that can be traversed.) Take any
     of the routes to 5F, pick up Item #6, then hit the switch by the "C" stair.
     Doing this will rotate the corridor intersection, opening one route while
     closing the other. All these intersections look the same, so in the future,
     they'll be easier to remember. Return upstairs, jump down "E" and go west
     to the "F" stairway. There's another switch, this time rotating an "elbow"
     section. As before, going upstairs to the "G" hole will drop the player to
     the intersection, and if you rotate it right, able to get item #8, that nice
     [Demonslayer Boomer].
    
      • NOTE: Be careful about how you jump down into the intersection via "G".
        This is because, if the "elbow" faces item #8's antechamber and the "H"
        exit, you WILL NOT be able to get back to the switch, making backtracking
        quite an annoyance. Make sure to get #7 hidden, too, for that matter (it's
        a buyable weapon but why not get it if it's free?).
    
     "H" leads back to 6F, and leads up to "I" -- back to 5F! There's another li'l
     intersection here, but it's easier to navigate. The switch by "J" controls
     the rotation, but going up "J" isn't that worthwhile unless y'wanna backtrack
     a bit. After collecting #9, return upstairs and head north to item #10, and
     the way to the exit. [If the path to #10 is blocked off, you _will_ have to
     go up "J" and change the path back.]
    
     "M" leads up to 7F -- FINALLY -- and we don't have to pay attention to those
     lower floors any longer. Go west to the door switch, lowering a door in the
     intersection SW and west from there. [The path to the normal entry point of
     7F is joined at this time.] Collect Item #11 if you prefer, and hit that
     nearby switch, then go around the corner to the south-driving corridor, which
     leads to Item #12 and the switch watching it. Now, backtrack to the enclosed
     switch, the one SW of the hidden #13, and that opens the green doors -- the
     ones leading up to 8F ("O").
    
    8&9F (Boobytrap Maze)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
         5________   NINTH
       ,-|______  |  FLOOR      ,-.
      (         | |  ,-.__     ( B )  EIGHTH FLOOR
       ) (ŻŻŻŻŻŻ| | ( 4 _ \     ) /   ________            |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      ( G )__   |F|  '-' \ \  ,' /  ,' ______ \           |  S | Savepoint        |
       '-'/ B\  | |  /ŻŻ\/ / ( G ) / ,'  ,-. \ \          |  * | DungeonScope     |
         / /\ \_| |_/ /\E /   '-'  \ '._(F 9) ) \   _____ | 01 | Ruination Knife  |
        / /  )  ___  (  ŻŻ    ,-.__ '._____/ (   ) /  _  || 02 | 750G             |
       / /  (  |ENTER )      (  __ \     ,-.__) / ( E )| || 03 | 250G             |
      ( (    )  ŻŻŻ  (       / /  ) )   ( 8 _   )  ) ( | || 04 | Resurrect Potion |
      /  \  / /Ż| |Ż\ \___  / / ,' /     '-' '. \__| | ) )| 05 | 250G             |
     / /\ \/A/  | |  \ D  |( ( ( A6),-.        \_____|( ( | 06 | 250G             |
    (1/  \__/   |C|   ŻŻ| | \ \ '-'(   )           ,-._) )| 07 | Glass Slippers   |
     Ż          | |  ___| |  \ \____) (____,-.____( D __/ | 08 | Golden Potion    |
              __| |_|    3|   \_____  | C      __  ) (    | 09 | 250G             |
             |2       |ŻŻŻ          | |___/ (\7\ |___|    |____|__________________|
              ŻŻŻŻŻŻŻŻ              |_______| \_)
    
     This pair of floors is far easier than the preceding ones. For starters, the
     main "theme" is that 9F has various boobytrap pits, represented by letters
     A-F (these are one-way drops). They have a proximity trigger and reset after
     a few seconds, letting the team cross over if needed. Each of the six branches
     has one of these pits, but only one item -- the [Ruination Knife] -- is really
     worth getting. It's located in a secret passage behind a false wall, just like
     item #2.
    
     8F is accessed by any boobytrap pit, but only "B" will lead to the 10F exit.
     Any other drops the party into a monster-filled maze, and it contains little
     of worth outside [Glass Slippers] behind a false wall. Those who drop down
     a pit besides "B", the only way to exit is dropping into 7F via another pit
     (located near the intersection by "C").
    
     • NOTE: Dropping down "B" means the only way forward is going upstairs; the
       option to plummet into 7F -- and thus heal outside the tower by backtracking
       -- is unavailable. If you were to exit the tower and return to the world
       map, none of the puzzles will reset, and you could return to 9F without much
       effort. This is a very good idea of Guido isn't pulling his weight, as you
       can return near the endgame to really put the screws on these bosses. [Make
       sure to save in a separate file if you do this.]
    
     My levels for these bosses: Justin 35, Feena 34, Rapp 33, 4th Character 32
    
    10F (First Boss)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Gargoyle | • Beat Attack [1-Hit/Area/NoCancel]                      |
     | HP -: 5739     | • Vanish [1-Hit/All/Removes status buffs]                |
     | EXP : 6500     | • Rush Attack [1-Hit/Line/NoCancel/Displaces targets]    |
     | $$$ : ----     | • Attack [1-Hit/Area/Physical/Prefaced by suction effct] |
     |                |                                                          |
     |________________| DROPS: Spirit Potion, Magic Rod                          |
                       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Gargoyle is just a souped-up Ganymede clone, and insists on using the same
      "physical attack only" strategy. The damage output can be noticeable though,
      especially for under-levelled characters. Gargy uses the strategy of an
      unnamed suction attack to drag people in close for Rush Attack, the most
      damaging of the strikes.
    
     That Spirit Potion can come in mighty handy for the last boss in the tower,
     so try to save it for that fight instead.
    
    11F (Second Boss)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Slug Fish | • Spew [1-Hit/Allies/Physical/NoCanceller]              |
     |   HP: 3459      | • Body Blow [1-Hit/Area/Physical/Canceller]             |
     | BOSS: Lure      | • Electric Shock [1-Hit/Allies/Lightning-elem]          |
     |   HP: 2869      | • Entice [1-Hit/Single/Physical/Only works on males]    |
     | EXP : 8000      |                                                         |
     | $$$ : ----      | DROPS: Golden Potion, Mysterious Veil                   |
     |_________________|_________________________________________________________|
    
      This fight may actually be easier than the first boss, due to Body Blow
      missing if no one is in the immediate splash range (based off starting
      point) and the general rarity of Electric Shock. The Lure's only attack is
      Entice, so defeating it doesn't change much of the fight, but the strategy
      of spamming hard-hitting AoE attacks remains, so it'll probably croak first
      anyway. When only the fish part is left, one can usually just use physical
      attacks as the coupe de grace.
    
    12F (Last Boss)
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Leviathan  | • Laser Eye [L: 1-hit/Line/Non-elem]                   |
     |   HP: 7869       | • Shockwave [L: 1-hit/Allies/Canceller]                |
     | BOSS: L. Tentacl | • Suck In [LT: Global/draws allies nearer]             |
     |   HP: 3877       | • Alhealer [RT: 1-hit/Enemies/heals 100 HP]            |
     | BOSS: R. Tentacl | • Zap! [RT: 1-hit/Area/Lightning-elemental]            |
     |   HP: 4037       | • Zap All [L: 1-Hit/Allies/Lightning-elemental]        |
     | EXP : 13500      | • Twin Typhoon [L: 1-hit/Area/Wind-elemental]          |
     | $$$ : 12900      |                                                        |
     |                  | DROPS: Man's Headband                                  |
     |__________________|________________________________________________________|
    
      Perhaps the hardest boss in the game, Leviathan boasts quite a challenge,
      and has the skills to back it up. As with the squid boss back on Disc 1,
      each tentacle has a skill(s) associated solely with it, and when one of the
      claws is defeated, things get way easier. [Left tentacle is susceptible to
      elemental-type abilities, the right tentacle physical skills. Leviathan's
      body takes normal damage from most everything.] Eliminating the left tentacle
      first gets rid of that annoying Suck In attack, which means avoiding Laser
      Eye and Twin Typhoon is easier; KOing the right tentacle gets rid of healing,
      which is great if your resources are limited. If you're doing this fight
      toward the game's finale, you can lay a constant barage of attacks and magic,
      then have someone throw that Spirit Potion, letting it all start again (End
      of the World should deal 999 damage). If y'can do this tactic, killing the
      claws shouldn't take much effort. Without its claws, the boss is a lot
      easier to kill as a spread-out party avoids most of its attacks, and even
      when it gets in an attack, one Alhealer or Rescue Kit should smooth it over.
      Remember: if you're too close together, you can choose 'escape' -- this make
      everyone run around aimlessly, spreading everyone out in the meantime.
    
     In case y'missed it, I don't recommend fighting Leviathan with Guido in the
     party, as he's almost decidedly the designated healer -- he starts off with
     wimpy HP and he'll have to really work to stay above water. Coming here after
     [WK57] makes it much easier. Anyway, once the squid is slain, it's time to
     visit the summit! Up the stairs, the wondrous bounty is laid bare: 
    
     • Sonic Belt [+70 ACT]
     • Revival Stone [x2]
     • Astral Miracle [doubles earned weapon skill EXP]
     • Holy Crown [+38 DEF, slows IP loss]
     • Ethereal Miracle [doubles earned magic skill EXP]
     • Ring of Rage [restores lots of SP when attacked]
     • Fruit of Defense [+3 DEF (permanently)]
     • Fairy Tiara [+35 DEF, negates damage below 20]
     • Hertz Spike [+65 ATK, may inflict instant death]
    
     Note that the Sonic Belt is found by taking the spiraling path around the
     perimeter of the tower, not at the apex with all the other chests. There's
     also a stashing point nearby to ensure the player doesn't have to delete stuff
     from the inventory. To exit the tower, use the teleporter on the north side --
     it connects (one-way) to the teleporter at the tower's exterior entrance.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    45) BRINAN PLATEAU                                                       [WK45]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Mountain Ape, Snow Boar
     DUNGEON: Repeatable (2 Screens)
    
     Not much to say about the brutish enemies who appear here. They usually appear
     in large (mixed) groups, and hang out on inaccessible slopes, jumping down to
     get ambushes. Doing one hard-hitting attack (fire works well) and picking off
     stragglers with weapons is a pretty decent strategy. Mountain Apes also drop
     Mikeroma Scrolls, basically an Alheal-in-a-can -- pretty lame, but they sell
     for 225g/per. You'll be getting a lot...just wait and see. =)
    
                       _ IN-| |__             |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                      (2\   |   S|            |  S | Savepoint        |
                       \ \ _| |__|___         |  * | DungeonScope     |
                        \ ' ____     \        |  x | Snowball         |
          N            ,' ,'  __)1,-. \       | 01 | 250G             |
          |           / ,'   |  _/   \ \      | 02 | 750G             |
          |          ( (__   |_  |   _) \     | 03 | Restraint Walnut |
    W ----+---- E    |  _ \__|  _|__/ _  )    | 04 | Crampons         |
          |          | | \           / |3|    | 05 | 250G             |
          |          |5(__)      4  (   Ż     | 06 | 250G             |
          S          |_/ _          /         | 07 | Seed of Power    |
                      / ( '-.____,-'\         | 08 | Seed of Life     |
                     /   \___      Glacial    | 09 | 250G             |
                    (6/Ż\__  |_     Pond      | 10 | Fire Sword       |
                     Ż  / ____ \              | 11 | Silence Sword    |
            ___________( (__  \7)             | 12 | Explosion Charm  |
           / ______   _ S _ \  Ż              |____|__________________|
          / /  ____| | | | ) )
         ( (  / * _  | |8| ) )      Unlike the savanna's wide open plains, this
         | | ( ( (_) )  Ż /  |      region is confusing due to the multitude of
         | |  \ \___/ ___/ / |      passages: they intersect, twist on themselves,
         | (   \ \  x|__  /| |      lead nowhere, branch off on their own. Because
         |  \   \ \  |9 _/ | |      the glacial mountain is snow-covered and the
         | | )  _) ŻŻŻŻ\   | |      places look alike, that just adds to it.
         | |x| |12/ŻŻŻ) )  |_|-10
         |11Ż|  ŻŻ (ŻŻ_/Ż)          The northern area is large, but surprisingly
          ŻŻŻ       \_  /           has little of note. The main focus here is to
                     / (-EXIT       locate the frozen pond at its center, which
                                    any passage of note connects to. The [Crampons]
     footwear is the only treasure to seek out, really, but the mountain does hold
     some cash, often used as bait for enemy ambushes. These'll only grow in number
     for the next section.
    
     Speaking of which, the final area is like the first area on speed -- way more
     confusion. Remember to rotate your map where overhang is, and it may just pay
     off (as in Item #11's case). To reach the exit via the central(ish) walkway,
     one must first find the SW snowball and toss it down the mountain. Doing this
     fills in the broken path, letting y'continue towards the exit. This same
     procedure must be repeated to get Item #10, note. [Of course, any weapons here
     are far inferior to the optional dungeons', so don't wallow in underpowered
     agony any longer!]
    
    46) LAINE VILLAGE     [WK46]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: n/a
    
     At long last! Milda suggests talking with the Three Wise Cows...err, Men of
     Laine to get the scoop on Angelou. Darlin is automatically introduced; after,
     seek out Derlin (two hours west) and Dorlin (tower by eastern lake). Dorlin's
     the key to cracking the Angelounian puzzle, but he lost one of his horns in
     Old Laine, and with it, most of his marbles. Time for marble-hunting!
    
     Equipment-wise, this is one of the first times nothing amazing jumps out at
     the player. This is typically because (1) the optional dungeons provide way
     better weapons (2) Zil Padon's selection is arguably better. [Also note that
     this is the last dungeon Milda will help out for -- this was probably quite
     obvious, what with her arriving at her hometown and all. Accordingly, trading
     up her gear becomes an unnecessary expenditure.] There are some interesting
     battle items for sale, though, particularly the Running Walnut which gives +2
     ACT to all allies.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    47) ABANDONED LAINE VILLAGE                                              [WK47]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Sea Star, Fire Hound, Vanatos, Sphynx
     DUNGEON: Repeatable (5 Screens)
    
     Fire Hounds are your typical fire-composed enemies, and will be familiar if
     y'did Soldier's Graveyard awhile back. They also drop Miracle Drinks (restore
     5MP of all levels to entire party), so that earns brownie points. Sphynx foes
     are completely new, though, and show their appreciation by spamming Zap! most
     of the time. The Vanatos is just a cactus-type monster; nothing amazing here.
     Sea Stars can drop Move Breakers.
                          _____               _____
           __________    (C    )       ______/ 15E )      TO BOSS (24)    NW  N  NE
          ( A     1  \    \   /    ###|____________|       _| |  __   __    \ | /
           \  /ŻŻŻŻŻ) )    )4(     #     #   __   __      (23S(_/ _| (21\    \|/
           ( (_,-._/ (    /  B)    #    |Ż|_|14) |12\__    Ż\  _ (   _\_ \
    START  |  _   S ) ) _/ /ŻŻ     #    |_____ \  Ż) _ \___ (_(_) ) |20__/    22
         \_| | \__ * / (_   Ż)\   |Ż|11  __   \ \_/_/_) ___| \ ' / _| |     _  \_
         / S (____|_(  (    Ż  )  | |   |8 \   \_____  |      )  \/ __|   _| |_| |
     ___/ _______2   )  \   _ 5) _| |__  Ż) )__ /^/  | |    __|    (__ __/17  ___|
    ( 3  /   ___ \ A/    ) | \/ (10* _ \  |  _ ' (  _| |_  (19 _|*  _ ' __ * /
     \B /   ( D \ ŻŻ     | |_    \__/ \ \_) / \  | (13   )  \_/ ) _| ) (  ) (
      ŻŻ     \7C )       |  6|        _)  _/   )S(  \___ \_    (_/  ( E )(16 )
              ŻŻŻ         ŻŻŻ        |___  |  ( D )     \__|   18    '-'  ŻŻŻ
                                         |9|   '-'
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|           Ż
     |  S | Savepoint         |  Oh boy...another one of THESE dungeons. But, it's
     |  * | DungeonScope      |  not quite as confusing once y'see the layouts.
     |  # | Warp Path         |  To boot, there's three savepoints distributed
     | 01 | 260G              |  amongst the three main areas, so the difficulty
     | 02 | Smoked Salmon     |  is practically nonexistent.
     | 03 | 780G              |
     | 04 | 260G              |  We'll start with the first area -- it contains
     | 05 | 260G              |  screen warps in defunct houses, but two of them
     | 06 | Warp Staff        |  loop. Once y'loot the area (and you'll have to
     | 07 | 260G              |  correct the screen to avoid missing some), take
     | 08 | 780G              |  the route SW to the "B" teleport.
     | 09 | Prime Rib         |
     | 10 | 260G              |  This next area is straight up and down, but most
     | 11 | Ogre Helm         |  of the goodies lie past the southern maze. Simply
     | 12 | Seed of Power     |  move along and the route will open like falling
     | 13 | Mana Egg          |  cards. The [Warp Staff] found down there isn't
     | 14 | 260G              |  going to outclass anything, but warping during
     | 15 | 260G              |  combat is always nice. Past the next tiny screen,
     | 16 | Wolf Boots        |  it's time for the second main area.
     | 17 | 260G              |
     | 18 | 260G              |  This crystalline maze isn't quite as confusing as
     | 19 | Prime Rib         |  its layout would suggest. At the first fork, go
     | 20 | Fruit of Defense  |  west to get Items #8-11, then try the other route.
     | 21 | Iron Clogs        |  This eastern area has items laying around, but it
     | 22 | 780G              |  also has a few dead ends that look strange -- they
     | 23 | 260G              |  teleport the player away to somewhere else in the
     | 24 | Horn of Knowledge |  map (it's not randomized), and in general wastes
     |____|___________________|  time. Only the NW dead end should be taken, which
                                 leads to a cemetery. One of the doors furthest
      from the archway opens into the final area; just make sure to try both sides
      if you're unsure.
    
      The reward for coming this far is the opportunity to traipse through a gross,
      fleshy region complete with gigantic, black tongues flapping around! Hooray!
      This area is notably more craggy than the others, too, so rotate that cam to
      avoid missing anything. I guess it should be said that most stuff here isn't
      that amazing, except the [Fruit of Defense] and [Wolf Boots], the latter of
      which provide some of the best MOV-uppers in the game. Making headway to the
      NW savepoint should be rather simple. It's worth noting that, if you've just
      given a character a Water mana egg, you can grind some levels by letting that
      well-lubricated tongue (*shivers*) flap on you a bit -- it actually does nice
      damage for the task.
    
      North leads to...
      ____________________ ______________________________________________________
     |                    |                                                      |
     | BOSS: Gaia Battler | • Combination [LHand: 1-Hit/Single/Physical]         |
     | HP -: 3567         | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
     | HP -: 2573 [L.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
     | HP -: 2528 [R.H.]  | • Grand Heal [RHand: 1-Hit/Enemies/restore 300 HP]   |
     | EXP : 6300         | • Poison Gas [Body: 1-Hit/Area/DMG+Posn/NoCanceller] |
     | $$$ : 8600         | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
     |____________________|______________________________________________________|
    
      Gaia's got a bit more HP this time, but his skills are nearly the same, and
      should be little match for a team who (hopefully) conquered a bunch of
      optional dungeons. Even without doing that, this fight wouldn't be difficult,
      really. Just spam Dragon Cut, DragonZap, Splitter, and any other amazin'
      attacks. [Remember: left hand is weak to magic, right hand to physical. Also,
      Gaia's normal slaps can inflict Sleep.]
    
     Well, that's that. Once y'leave (manual backtrack) and return to Dorlin, our
     favorite musclebound gal exits stage left. Now a party of three, it's time to
     revisit Zil Padon and find that shrine entrance. [Don't forget that Milda's
     weapon EXP was boiled down into books and left in the stashing place!]
    
    48) ZIL PADON [II]     [WK48]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Items: Blue Medicine
    
     Revisit the central fountain to meet Gina, a mogay who has a message: visit
     the elder at the Mogay dwelling nearby. Y'know, the western one that's all
     twisty and maze-like. The elder's residence is in the very center, but can
     only be accessed from ground level. Inside, after some conversing, Guido will
     join the party -- he'll be around for awhile.
    
     So, let's speak on our new leporine ally. He joins at LV24 and comes with
     decent equipment, although you'll want to upgrade at some point -- some of
     his stuff is equippable only by him due to the miniscule size, also. Although
     Guido can equip three weapons, he boasts a high initial proficiency in dagger
     and bows (the latter in particular), which in turn means most of his skills're
     unlocked. In fact, it's likely that he should only need a few more Sword LVs
     to unlock the 5th and last skill, too. Magically, Guido is in the same boat as
     Milda -- he knows none and can't learn any. Of course, without a powerhouse
     skill like Splitter, Guido doesn't carry Milda's mantle that much; to make
     up for it, his combo attacks hit thrice. [They also have an adorable attack
     animation!]
    
     As for Guido's skills, he certainly gets one. "Mogay Bomb" deals ridiculous
     IP damage, "Mogay Hypo" restores a friend's SP, and "Mogay Pickpocket" is the
     only skill that can steal items. "Power Up," the skill he has yet to learn,
     gives a friend +1 on all parameters.
    
     Aaanyway, upon revisiting the fountain, there'll be a prompt denoting the
     point of no return -- if you agree to enter, there's no leaving until events
     finish. Get prepared first! [The NPC in Mogay House 1 gives a Blue Medicine
     at this time. Thanks to BackdatedFuture for this tip.]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    49) ZIL RUINS                                                            [WK49]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Bird Skull, Lich, Warp Man, Magic Head
     DUNGEON: One-Time-Only (11 Screens)
    
     Liches can paralyze and may drop Pretty Jewels, an item that only exists to
     be resold (value 2500-10000g). You'll want a ton of cash for later, so they
     fit the bill nicely. Warp Men aren't that impressive, but have some elemental
     resistances (fire, earth, etc.) to inflate their stayability. Bird Skulls can
     drop Panaceas, and it's good to have a few on-hand in case magic can't cure
     something -- Dragon Cut rips 'em a new one, too.
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|              __                  __
     |  S | Savepoint          |             / 5|           10   /14\___________
     |  * | DungeonScope       |            ( (Ż  _______    \_ (   ______  __16\
     | 01 | Warp Shoes         |      _____  \ \_/ ____  \   / )|15/ _   _||_ \  )
     | 02 | 270G               |     /1    \  \ * / __ |  \_/ (_|_/ ( |_| * _) )_|
     | 03 | 270G               |    (       \  ) ( ( 4)|  6    _____|11_   / _/13|
     | 04 | 810G               |   _|S 2\    \_| |__) )|   ___/ |12 __/ ) ( (    |
     | 05 | Seed of Magic      |   ENTER      _______/ (_,'     )  | __/17 \_    |
     | 06 | 270G               |   Ż\      _,'                 (__   _______*  __|
     | 07 | 270G               |     )   ,'       _  __       _|  | | |23*| | |18|
     | 08 | All-Around Seed    |    (3  /        ( \/24\_____| |   19  ŻŻŻ  |_|  |
     | 09 | 270G               |    (/ (          \   _______ S                  |
     | 10 | 270G               |     ) (           \ (_____  | |     *   ________|
     | 11 | Miracle Drink      |    (8 7\         __)  2526| |_|20 , 21 |22      |
     | 12 | Seed of Power      |     )  _)       |31__|2728|    ŻŻŻ ŻŻŻŻ ŻŻŻŻŻŻŻŻ
     | 13 | 270G               |     |9|         | |  |2930|-BOSS          N
     | 14 | 810G               |      Ż          | |   ŻŻŻŻ                |
     | 15 | 270G               |                 | |-Mural room            |
     | 16 | Lightning Charm    |                 | |_                W ----+---- E
     | 17 | 270G               |                 |_  |__________           |
     | 18 | 270G               |                 ) |__________  |          |
     | 19 | Seed of Defense    |             ___/34 35__   ___| |          S
     | 20 | 810G               |            |  _ Ż|  (33| |  _  |
     | 21 | 270G               |            | | |_  | ) |_| | | |
     | 22 | 270G               |            | |   | | |___  | | |
     | 23 | Main Gauche        |            |_|   | |36 37| | |_|-32
     | 24 | Resurrect Potion   |                  |  ŻŻŻŻŻ  |
     | 25 | 270G               |                   ŻŻŻŻŻŻŻŻŻ
     | 26 | Seed of Running    |  This spacious cavern may remind a player of Rogue
     | 27 | Counter Ring       |  Galaxy's methods -- make it as big as possible
     | 28 | 270G               |  and skimp on useful stuff! The 1st area contains
     | 29 | 270G               |  the entrance elevator, although there's no going
     | 30 | Medal of Knowledge |  back at this juncture. Nearby is a savepoint and
     | 31 | 270G               |  stashing place, helpful in general, especially if
     | 32 | Seed of Power      |  y'forgot to deposit anyone's junk (like Guido's).
     | 33 | 270G               |  The twisting eastern route leads to the next
     | 34 | 810G               |  major area, but avoid it momentarily and exit
     | 35 | Seed of Running    |  south, which lets one claim items #7-9 on a
     | 36 | 270G               |  cul-de-sac cliff. Backtrack east when ready.
     | 37 | Mana Egg           |
     |____|____________________|  This fractured maze is split into two areas by
                                  some well-placed debris. The northern part
     visited first contains a weird maze, and ages without upkeep have made it
     rather unenjoyable. Go east until y'fall through the floor, and start
     collecting the items laying around (#11-17). To get some of the north items,
     use the broken path area.
    
     To access the southern path, find the "debris wall" and the two weird trenches
     containing pink buttons. Operate them to open a path south, where one learns
     platform-hopping is in the future. The western of the two entrances opens up
     to ground level and some items (#18-21) are only available as such. To reach
     the upper path, use the eastern of the two. This part isn't that difficult
     to figure out layout-wise -- one can see ahead quite a few moves -- but the
     farther west y'get, the better the reflexes must be. Item #23, the powerful
     [Main Gauche], can only be obtained by detouring halfway through.
    
     NOTE: If you fall off, you have to redo everything! This can be even more
           annoying if you left enemies below. Just sayin'...
    
     The short eastern route revisits the first area, just far, far across the
     chasm (in fact, y'may forget the other area's there!). There's a few foes
     lurking, and the temple area nearby contains a boss, so heal up before tryin'
     your luck.
      __________________ ________________________________________________________
     |                  |                                                        |
     | BOSS: Ruin Guard | • Attack [A: 1-Hit/Area/NoCanceller]                   |
     |   HP: 4500       | • Boomerang [B: 1-Hit/Single/Canceller]                |
     | BOSS: Ax         | • Healer [RG: Self/Single/Restores 100 HP]             |
     |   HP: 2350       | • Zap! [RG: 1-Hit/Single/Lightning/NoCanceller]        | 
     | BOSS: Boomerang  | • Vanish [Global/Nullifies all stat changes]           |
     |   HP: 2350       |                                                        |
     | EXP : 7950       | DROPS: Thunder Arrow, Pretty Jewel                     |
     | $$$ : 5160       |________________________________________________________| 
     |__________________|  
                           Another 3-target boss, only this one's subordinates
                           have less HP than Gaia Battlers and worse resistances.
      The boss' main damage is dealt by its swiping area attack and Zap!, not
      Boomerang, although that attack is pretty fast. In essence, offense is the
      best defense -- spamming Dragon Cut, DragonZap and any other goodies just
      piles on the IP damage and by the time it gets a turn, half its HP should
      be depleted. [Mogay Bomb is a fun tech to use here.] Spreading out renders
      impotent both Zap! and Ax's attack, and on a two-headed beast, impotence is
      pretty embarrassing. But that's what y'get when there's more weapons than
      brains... [Apparently, in the German version, the boss drops another Jewel
      instead of the bow. This may be a prevalent thing in PAL versions.]
    
     Afterwards, loot the area for items. When y'entered, the camera fixed, but
     now it's rotatable, revealing the [Seed of Running] near the entrance. There
     is also a hidden [Counter Ring] chest behind a false panel, just to the side
     of the stairway into the shrine's 2nd chamber. Speaking of which, the [Medal
     of Knowledge] is found just beyond, with some moneybags to keep it company.
    
     Start backtracking to the floating platform room to see some scenes preventing
     access that way. Return to the shrine, jump down the cliff and witness even
     more scenes in the creepy mural room. (That's right: Mullen is so annoying,
     his mere presence destabilitizes the architecture.) Flee this area when the
     time comes, and enter the third of the main areas -- where items #7-9 are,
     just way across the chasm. There's a maze here, but enemies only appear down
     and in-between. Near the western exit, there's a small stairway that leads
     into the lower passages, giving access to items #34-37, including that nice
     [Mana Egg].
    
     Exiting west cues some more scenes; after, Justin is all alone at the bottom
     of the (enemy-less) ravine. No map needed for this tiny part, really. Items
     here include: two 270g, Revival Stone, Seed of Speed, Seed of Power. Make sure
     to stash all Justin's worthless stuff, because he'll be going through the next
     ruins by his lonesome.
    
     B2: This place has rooms in various shapes. It's worth noting that, from the
         starting chamber, the SW corridor system leads toward the exit stairway
         (but has no items to find en route). The NE corridors lead to a few items,
         although the odd rooms require a nice camera workout to find everything.
         Items: 270G (x3), Crimson Potion, Earth Charm, Seed of Speed
    
     B1: More of the same, except there's no clear route like before. There's less
         enemies, too. Items available here: 270g (x2), 810g, Fruit of Magic,
         Demon Eye Stone.
    
     Exiting the ruins has Justin surface back in the Zil Padon cavern, just an
     isolated spot. There's little to do here except cross the southern bridge,
     watch a scene and use the elevator to exit.
    
    50) THE GRANDEUR     [WK50]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: Combatant
     Dungeon: One-Time-Only (10 Screens)
     Items -: 280G (x7), 840G (x2), Fruit of Moves, Warrior's Mail
    
     Like the last dungeon, there's no leaving this place until events conclude.
     Luckily for the player, this place isn't even a quarter of the last place's
     size. Leave the deck (has savepoint) for the passageway, the first location
     with Combatants -- they're typical soldier enemies, just they drop Rescue
     Sets and Battle Helms (23 DEF, +3 Magic Block resistance). Note that in the
     German version, Combatants may drop money in place of the better alternatives.
     Most of the fights can be avoided, though.
    
      _____________ _____________________________________________________________
     |             |                                                             |
     | BOSS: Saki  | • Cold [M: 1-Hit/Single/-2 WIT]                             |
     |   HP: 5000  | • Zap! [N: 1-Hit/Area/Lightning]                            |
     |             | • WOW! [S: 1-Hit/Single/+1 ATK LV]                          |
     | BOSS: Nana  | • Freeze! [M: 1-Hit/Enemies/-2 MOV]                         |
     |   HP: 4000  | • Stram [M: 1-Hit/Single/-2 ATK Level]                      |
     |             | • BOOM! [S: 1-Hit/Area/Explosion-elem]                      |
     | BOSS: Mio   | • Fiora [N: 1-Hit/Area/add: Move Block]                     |
     |   HP: 3000  | • Speedy [S: 1-Hit/Single/+1 WIT to ally]                   |
     |             | • Max Lariat [S: 1-Hit/Single/Physical]                     |
     |  EXP: 9600  | • Shhh! [N: 1-Hit/Single/add: Magic Block]                  |
     |  $$$: 10320 | • Trinity Attack [SNM: 1-Hit/Area/Canceller]                |
     |             | • Alhealer+ [M: 1-Hit/Single/Restores 200 HP]               |
     |             | • Electric Yo-Yo [N: 1-Hit/Circle]                          |
     |             | • Spinning Yo-Yo [N: 1-Hit/Circle/NoCanceller]              |
     |             | • Kill Stun Gun [M: 1-Hit/Single/Canceller/Paralyzer]       |
     |             | • Super Balloon [M: 1-Hit/Area/Canceller/Sleep&Paralyzer]   |
     |             | • Slapstick Home Run [S: 1-Hit/Single/Displacer/Paralyzer]  |
     |_____________|_____________________________________________________________|
    
      Quite a combined skillset these gals have -- too bad it's mostly worthless
      in the face of consistant damage. For instance, if Guido spams Mogay Bomb
      and Justin unleashes Dragon Cut (or similarly damaging magic), they can cut
      a huge chunk out of the gals before they can act! Who says a three-member
      party is a handicap? Speaking of which, note that most of the sergeants
      have upgraded their skills, dumping some lackluster abilities for themed
      magic: Saki has Explosion stuff, Nana has impairing types, and Mio plays
      healer. Mio also has the more annoying skills and lowest health, so she'll
      bite the big one first, hopefully. Really, with enemies everywhere dropping
      multiple Rescue Sets (restore 120 HP to party), there's little to worry
      about, even if one's team is underleveled. [If there's one downside, it's
      that there's little to do to disperse the party, which means consecutive
      Trinity Attacks CAN hurt!] 
    
     With the girls walloped, watch the scene and loot the bridge for any goodies
     (four moneybags). Baal's room is empty, so use the other passage to exit --
     and whaddya know, Justin finds himself alone...AGAIN! Follow the passage to
     the bow and command center; after, backtrack to the ship's heliport. [There
     is a savepoint/stashing place in route, but no enemies respawn in-between,
     so save wisely.]
      ____________ ______________________________________________________________
     |            |                                                              |
     | BOSS: Baal | • Attack [1-Hit/Single]                                      |
     | HP -: 2783 | • Zap! [1-Hit/Area/Lightning-elem]                           |
     | EXP : 4500 | • Healer [1-Hit/Self/restores 200 HP]                        |
     | $$$ : 3000 | • Fiora [1-Hit/Single/add: Move Block]                       |
     |            | • Shhh! [1-Hit/Single/add: Magic Block]                      |
     |            | • BOOM-POW! [1-Hit/Enemies/Explosion-elem]                   |
     |            | • Howlnado [1-Hit/Allies&Enemies/Wind-elem]                  |
     |____________|______________________________________________________________|
    
      Gadzooks, Baal actually has less health than Mio!? Only fitting for a fight
      that's mano e mano, I suppose. Baal deals most of his damage via magic, so
      of course, any equipment that mitigates it makes this fight a cakewalk...
      which it might be anyway. Try using damaging single-target attacks (Lotus
      Cut, Ice Slash, Thor Cut) since Baal's got wimpy defenses -- even physical
      attacks can help. In essence, the fight's a chip shot.
    
     A few adventures later, everyone's camping out at the Brinan Mountains, and
     the destination is Laine. Visit Darlin, then Dorlin, to learn the passage to
     Alent takes place at Rainbow Mountain. This location is accessed from the
     village itself (not world map) by going around the lake's eastern shore.
    
     NOTE: If you check Feena's abilities, you'll find she can learn her unique
           spells at this time (Time Gate, Tree of Life, End of the World) if the
           requirements are met!
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    51) RAINBOW MOUNTAIN                                                     [WK51]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Gill Newt, Thud Bird, Crimsona
     DUNGEON: Repeatable (2 Screens)
    
     Crimsonas are crustacean monsters that have ridiculous defense, so burning 'em
     on the skills/magic works well. Gill Newts are easier to kill and may drop
     Scarabs (+4 poison/plague/paralysis resistance) that resale for 4500g -- not
     a bad haul. Thud Birds have a lot of HP and appear in fours, making them the
     popular "nuisance" enemy here. [Note: in the German version, some rare drops
     seem to be swapped out for money.]
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|             N
     |  S | Savepoint        |             |
     |  # | River Path       |             |
     |  * | DungeonScope     |       W ----+---- E             __
     | 01 | 290G             |             |                  /15)    /ŻŻŻŻ\
     | 02 | Fruit of Life    |             |                 (  ŻŻ)  / /ŻŻ\ \-16
     | 03 | 290G             |             S                 (14*/Ż'Ż / ___)Ż)
     | 04 | Seed of Defense  |                          ___   \     ,' (EXIT(
     | 05 | 870G             |          __ ##       __,'   '.  \ \ (    ŻŻŻ) )
     | 06 | 290G             |         | 2|## ___  (       11\ (13\ '.____/ /
     | 07 | Seed of Life     |         |__|##| 1 )_ \ \       \ Ż) \       /
     | 08 | Phantom Silk     |        _/  |##|__/  | \ \       ŻŻ  (  17  /
     | 09 | 290G             |   ____/ ___|==|8  / |__)S\10    (ŻŻ\ \___,'
     | 10 | 290G             |   _____/   |##|ŻŻŻ7 ____ (ŻŻŻŻŻ\_)  \ \_
     | 11 | 290G             |      /4\_  |##|___,'    \9)          \12)
     | 12 | 290G             |      \_(   |##|  3|      Ż            ŻŻ
     | 13 | 870G             |         \__|##| |Ż|
     | 14 | 290G             |         |*6|##|_| |
     | 15 | Bond of Trust    |         /ŻŻ|##|   )
     | 16 | Fruit of Defense |         \__|##|  /
     | 17 | Seed of Defense  |         |5 |##(,'
     |____|__________________|          ŻŻ ##
    
     Rainbow Mountain is split into two areas, the base and summit. The former is
     first (naturally) and involves navigating cliffs along a watercourse via ivy
     "bridges". These aren't displayed on the map, but the place is more linear
     than one'd think. The basic route from the insertion point is counterclockwise
     a bit, then south, then zig-zagging to the SE cliff; from here, it's more
     zig-zagging back to the east-central exit. Most of the items here are along
     the main path -- it's only items #4, 5 and 8 that require any detours. That
     [Phantom Silk] near the exit gives +4 blizzard (water/wind) resistance, so
     don't forget it.
    
     Starting the eastern route is a welcome savepoint, which y'may want to revisit
     occasionally -- this place has tons of Thud Birds (800+ HP) and little of
     worth. Items #9-11 are laying around the cliff west of the river, while the
     others are across the river along the summit's meandering footpath. There's
     no surprises here, as all the items are in plain sight, except #13, a giant
     moneybag hidden by the broad waterfall.
    
     Approaching the summit will automatically cue some scenes, in which Guido
     leaves (permanently) and the way to Alent is revealed. If you want a savefile
     with Guido on it, make an optional save beforehand! Note that leaving Alent
     before events conclude is impossible, so making that auxiliary save may be
     all that more important!
    
    52) ALENT     [WK52]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: n/a
     Dungeon: One-Time-Only (3 Screens)
     Items -: Mana Egg, 360g
    
     Ahh, Alent...not quite as beautiful as one's mental image, but it's alright.
     Progressing here is very linear, especially nice after the stopgap dungeons
     lately (especially Tower of Temptation, if y'did it). The [Mana Egg] is the
     first item obtained before the savepoint/stashing place, and that same path
     leads directly to...
                        ______ __________________________________________________
                       |  HP  | SKILLS                                           |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Hydra     | 3771 | • Head Crash* [1-Hit/Single]                     |
     |                 |      | • Crackling [1-hit/Allies/Blizzard-elem]         |
     | BOSS: Perl Head | 2848 | • Sudden Death [1-hit/Single/damage=ally max HP] |
     | BOSS: AwfulHead | 2462 | • Poison Gas [1-Hit/Area/Poisoner]               |
     | BOSS: Hot Head  | 2292 | • Hot Gas [1-Hit/Area/Fire-Elem/NoCanceller]     |
     | BOSS: Nice Head | 1742 | • Recover Gas [1-Hit/Enemies/Heals 100 HP]       |
     | EXP : 5000      |      |                                                  |
     | $$$ : 7500      |      | * - requires 2 or more living heads to use       | 
     |_________________|______|__________________________________________________|
    
      Even without a 4th character, this fight is a pushover -- by the time you
      finish spamming Dragon Cut, Sidethrow, Random Hurl or any other hard-hitters,
      most of the heads should be dead already. This continuous skillspam attack
      should mean little (or no) offense from the boss, making it reminiscent of
      the weakling the boss is modeled after. The body is immune to fire-elemental
      attacks, but the heads aren't, which is a little funny because (as before)
      defeating the four heads automatically kills the body. Other than that, the
      main threat here is the Pearl Head's Sudden Death tech, which avoids sudden
      death resistance by dealing damage equal to a character's max HP. [DROPS:
      Resurrect Potion x2, Deep Blue Potion, Crimson Potion]
    
     Save/heal up afterwards, collect the moneybag down the stairs, and use the
     robotic tram sitting on the sand. This may seem like a one-way tram, but in
     actuality, there's a small drop-off point on the destination platform, so
     one can revisit the savepoint whenever needed. And, you may have to after the
     next boss down the lane...
                             ______ _____________________________________________
                            |   HP | SKILLS                                      |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Great Susano-o | 3453 | • Howlnado [1-Hit/Allies/Wind/NoCanceller]  |
     |                      |      | • Vanish [Global/Nullifies status changes]  |
     | BOSS: Ax             | 2306 | • Attack [1-Hit/Area/Physical/NoCanceller]  |
     | BOSS: Iron Ball      | 1600 | • Hammer Shot [1-Hit/Area/Canceller]        |
     | EXP : 3000           |      |                                             |
     | $$$ : ----           |      | DROPS: Chain of Gems, Emperor's Whip,       |
     |______________________|      |        Revival Stone                        |
                            |______|_____________________________________________|
    
      Another pitiful boss that falls prey to the last tactic: skillspam until
      the two subordinate parts die, making that Howlnado far easier to stomach.
      It helps that Susie can be canceled like a normal grunt, too. [Apparently,
      in the German version -- and maybe others -- the Chain of Gems is replaced
      with 10000g.]
    
     Heal up and visit the final boss, at the path's conclusion...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Phantom Dragon | • Attack [1-Hit/Area]                              |
     | HP -: 3976           | • Fire Breath [1-Hit/Line/Fire-elem]               |
     | EXP : 2000           | • Alhealer+ [1-Hit/Self/Restores 200 HP]           |
     | $$$ : ----           | • Crackling [1-Hit/Allies/Blizzard-elemental]      |
     |                      | • Vanish [Global/Nullifies all status changes]     |
     |______________________|____________________________________________________|
    
      Another joke boss, not dissimilar from Madragon, the monster this one's
      based on. Basically, the body portion controls the normal attacks and
      Crackling, while the head portion does breath and healing. As before, it's 
      quite possible to avoid Fire Breath simply by correct positioning, meaning
      -- once again -- the boss must fallback on its magic to make headway. Yawn.
      [DROPS: Deep Blue Potion, Golden Potion]
    
     Access to Alent's cathedral is now open. Speak to each "illusion" inside,
     then the one guarding the balcony door, which leads to Liete. After some
     scenes, she joins up as the 4th and last ally -- no more guests! 
    
     Liete's long residence in Alent has made her quite a magical powerhouse, and
     she has a handful of unique fire (Magical Art, Meteor Strike) and support
     (Star Symphony, Enclose) magic. She also starts with all LV13+ in all normal
     magics, eliminating the need to use Mana Eggs on 'er. As a tradeoff, she can
     only equip mace-type weapons and gets a mere 2 skills (the last of which is
     an MP-drainer). Her casting is pretty fast, though, and as soon as she gets
     an ACT boost, she's a force to be reckoned with -- even more so!
    
     Leaving the library -- and Alent, via a hilarious scene -- drops everyone to
     the Savanna's east region. Liete has some kind of built-in sonar to locate
     Gaia, and thus knows the next destination is the Luzet Mountains, which now
     appear on the map.
    
     NOTE: If you were waiting to take on Tower of Temptation, now's a great time,
     as Liete is far more valuable in battle than Guido, whose lack of powerhouse
     techniques gimped him against physically tough enemies.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    53) LUZET MOUNTAINS                                                      [WK53]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Sand Snake, Yeti, King Horn
     DUNGEON: Repeatable (2 Screens)
    
     The Yeti and King Horn foes often travel in a mix, just like the counterparts
     in the Brinan Mountains. [Only this time, Yets drop nothing instead of many
     Mikeroma Scrolls!] Sand Snakes tend to spam their weak earth-elem Sandwave
     attack, nothing to worry about.
    
    |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                 ,-.
    |  S | Savepoint        |         __ ___ ( 4 )
    |  * | DungeonScope     |     ___/ 1|   \_) (         10  ______     ____
    | 01 | 300G             |    |    /Ż( (\__  |      __   \/   11 \   /  _ \
    | 02 | Seed of Running  |   _|S| (  _\3\  ) (     / 7|  / /ŻŻŻŻ) \ (  ( \ '-.
    | 03 | 300G             | _/ __| |_/2)) )(__ \   ( (Ż _(_(_ (ŻŻ   \/ _ \ \13 )
    | 04 | Seed of Running  |   / (_   _/( (    )5)  | | (  _  ) Ż\ (\__/ ) ) ) (__
    | 05 | 300G             | ŻŻ\   \ (   ) )  / /  _| |_| |^| |   ) )    | | |EXIT
    | 06 | 900G             |  ENTER ) \_/ (_ ( (_,'  S    ) ) ) _/ /     ) ) | |ŻŻ
    | 07 | Deep Blue Potion |        |______ \ \__  /ŻŻŻ/ŻŻ / ( (  (_    ( (__) )
    | 08 | 900G             |               \/  (6 /   (  _/  8ŻŻŻ\  |    \___ (
    | 09 | 300G             |       N            ŻŻ     \ 9 (ŻŻŻŻ\  _|       _) )
    | 10 | Soul of Asura    |       |                    ŻŻ\ ŻŻŻ\/ /        (12/
    | 11 | 900G             |   W --+-- E                   ŻŻŻ\__/          ŻŻ
    | 12 | Seed of Moves    |       |
    | 12 | 300G             |       S
    |____|__________________|
    
     Another tiny stopgap dungeon, split into two parts and filled with enemies.
     The first one is so linear, that it needs no explanation -- everything is
     laying on or near the main path and it's completely devoid of surprises. Not
     even a secret passage! The second area's a bit more complex, with at least
     three semi-hidden routes: (1) a shortcut leading to a drop-down point near
     item #8, accessed from the east (2) a shortcut leading to item #12, accessed
     from the west (3) a long tunnel bypassing much of the area's western range,
     containing items #10 and #11. That [Soul of Asura] is found inside the tunnel,
     so one will have to stumble along blindly, mashing action button until the
     game finds it. #11 is found at the outer entrance, and can be seen when the
     camera is turned just so.
    
    54) J BASE     [WK54]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: n/a
     ITEMS -: n/a
     DUNGEON: Repeatable (9 Screens)
    
     One may have expected a giant standoff upon reaching the Garlyle stronghold,
     but it's quite the opposite -- there aren't any foes to content with! The
     first area contains a hangar (contains nothing but savepoint) and a few
     hallways, but there's no items to find. Locate the TACOM Center containing a
     defeated guard to learn a secret passage is opened by twisting the statue
     nearby. Beyond there, see the scene and jump down the ladder to...
    
       _| |_         55) UNDERGROUND RAILWAY RUINS     [WK55]
      |    (         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      |     \___      ENEMIES: Stuttle, Scarab, Hyena Man
      |  _    1 |     DUNGEON: 2 screens (One-time-only)
      | S | 2*  |
      |Ż| |ŻŻŻŻŻ|     The palette-swapped enemies here shouldn't be revelatory in
      |4|_    3 |     any respect, save the ton of EXP (600+) and cash (1200+) they
      | |       (     generally drop. What? They're probably the bankers of the
      |   (_     \    monster world. Most elements work fine, but lightning techs
      | | | '.    )   work particularly well, especially against Hyena Men.
      | |_|   \6  |
      |      5 )  |
      |      __|  )                    |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |     | 7|  |                    |  S | Savepoint        |
      |      __|  |                    |  * | DungeonScope     |
      )     |  )  |                    | 01 | 310G             |
     (_ _   |_/   )                    | 02 | 310G             |
     | (  _(    8/                     | 03 | 310G             |
     |9   10)  /Ż                      | 04 | Fruit of Agility |
     |__) )Ż  /                        | 05 | 310G             |
     |   _|  (                         | 06 | 310G             |
     |   _   |                         | 07 | 930G             |
     |  | |  |                         | 08 | 310G             |
     |11|_|12)                         | 09 | Pope's Hat       |
     |____  Ż|_                        | 10 | 310G             |
     |14  |    |                       | 11 | 310G             |
     |Ż| |Ż| | |                       | 12 | Seed of Running  |
     | | | |_| |                       | 13 | 310G             |
     |     13  |                       | 14 | 310G             |
     (ŻŻŻ) (ŻŻŻ)                       | 15 | Deep Blue Potion |
      '. 15S ,'                        |____|__________________|
        Ż| |Ż
    
     All aboard the underground railroad! Harriet Tubman wouldn't be very proud,
     though -- everything is in disrepair, and most sections are gigantic since
     they contain two rail lines.
    
     Area 1 introduces the idea of using train cars as a way to pass through the
     debris barriers. Unfortunately, of the first six items available in this
     section, only the [Fruit of Agility] alongside the west boundary is worth
     seeking out. One can enter the next screen using the western expanse or the
     SE-moving track.
    
     Taking the former into Area 2 might be best, as it drops the player within
     walking distance of the [Pope's Hat], arguably the best item to find in this
     dungeon. Boasting 28 DEF and all-character availability, it also slows IP
     loss, and can replace nearly any other headwear. South from the defunct
     train cars, the single exit into Area 3 is found. It consists of 3 platforms
     leading to a save/stashing point near Item #15, the [Deep Blue Potion]. Go
     up the elevator to the ovarian chamber, and face...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Baal       | • Gaia Power [B: 1-Hit/Self/Heals 400 HP]              |
     |   HP: 6000       | • Hoist Heel [G: 1-Hit/Self/Heals 700 HP]              |
     | BOSS: G. Tentacl | • Vanish [B: Global/nullifies all status changes]      |
     |   HP: 7000       | • Gaia Fang [G: 1-Hit/Area/-2 DEF Level/Canceller]     |
     | EXP : 11600      | • Attack [B: 1-Hit/Single/Curser/Confuser/Poisoner]    |
     | $$$ : 10000      | • Gaia Strike [G: 1-Hit/Single/IP damage+/Canceller]   |
     |__________________|________________________________________________________|
    
      Baal and his slippery tentacle each get their own healthbar here, and while
      this fight isn't too difficult, it can be longer than some previous, thanks
      to Baal's status-inflicting normal attack and Gaia Strike's annoying "IP
      stun" effect. Both bosses also have abilities that negate status buffs, with
      Gaia Fang being the most damaging out of both repertoires. Baal may have less
      health, but it matters little -- defeating either target wins the fight. To
      prepare, bring that Spirit Staff (from Tower of Temptation 7F) for free
      Halvahs and maybe make Liete the designated healer, since she knows Alhealer
      and Resurrect initially. Speaking of which, both bosses have self-healing
      abilities and both can be cancelled (occasionally). Baal tends to have better
      elemental resistances, so pure physical attacks/skills can be more useful
      than normal.
    
    56) THE LYONLOT     [WK56]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: n/a
     DUNGEON: One-Time-Only (3 Screens)
     ITEMS -: 280G (x2)
    
     Such a stately ship. After whooping Baal, everyone automatically ends up on
     Mullen's aircraft, which has a similar layout to the Grandeur destroyed a few
     days ago. The only difference is most places are blocked off, so no map's
     required.
    
    57) LUZET MOUNTAIN CAMP     [WK57]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: n/a
     DUNGEON: Repeatable (5 Screens)
     ITEMS -: Seed of Life, Seed of Running, Seed of Magic, 250G (x5)
    
     The Garlyle encampment in the Luzet range is enemy-free, so feel free to
     loot the two areas without fear of ambushes. The tent closest to the save
     cone is the quartermaster (effectively the game's penultimate vendor), but
     since Feena ain't with, y'may wanna wait until she's back. Do this by finding
     her in the officers' tent, then speaking to Leen in the TACOM center.
    
     Those who conquered the Tower of Temptation may not need much upgrading here,
     but in general, the Charisma Helm [26 DEF, +30 ACT] and Battle Boots [prevents
     instant death] are good buys.
    
     The destination is now Zil Padon, and all other locations (save Savanna
     Wilderness) are closed off. This means the Tower of Temptation is still
     accessible, and now is the ideal time to do it, as Liete makes a killer 4th
     ally, with her great healing prowess and her starting with Resurrect. If this
     is a return trip, bring some Rescue Kits and Resurrect Potions, just in case!
    
    58) ZIL PADON [III]     [WK58]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Gaia Horn
     ITEMS -: n/a
    
     Time for our knights to save the proverbial damsel. The enemies here (groups
     of 4 Gaia Horns, glorified palette-swappers) are encountered by wandering
     in-between scenes. After two fights with the Horns, and a scene involving
     the Mogay section, rush out to meet...
      ____________________ ______________________________________________________
     |                    |                                                      |
     | BOSS: Gaia Battler | • Combination [LHand: 1-Hit/Single/Physical]         |
     | HP -: 4976         | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
     | HP -: 3109 [L.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
     | HP -: 2742 [R.H.]  | • Grand Heal [RHand: 1-Hit/Enemies/restore 300 HP]   |
     | EXP : 6300         | • Rust Gas [Body: 1-Hit/Area/DMG&-2DEF/NoCanceller]  |
     | $$$ : 12900        | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
     |____________________|______________________________________________________|
     
      Another one of these idiots? Geez. Left hand is susceptible to physical
      attacks, right hand is susceptible to magical attacks, body takes general
      damage -- we can sleepwalk through this crap.
    
     Following events afterwards, Rapp suggests resting in the new tent by the
     town entrance (mandatory). There's also a shop remaining on one of main
     street's burnt-out building husks, containing mostly items, with only Freesia
     Flowers and items Liete started with (Black Nail Polish, Magic Lipstick)
     being of actual note. The other shop -- the one selling items already found
     in Zil Padon -- is located in the OTHER tent near the gate.
    
     After a peaceful rest, it's time for a return to J Base...only problem is,
     we gotta trek through the Luzet Mountains again. Where's a hiking montage
     when y'need one...?
    
     NOTE: Savanna Wilderness now boasts new "Gaia" monsters, making it the most
           convenient way to grind some skill/magic levels. [The default entrance
           becomes the northern plain in the western half, rather than the eastern
           extremity of the east half, where the Alent craft crashed.] Brinan
           Plateau, which has now reopened, doesn't get the same kindness, but can
           be used just same.
    
    59) LUZET MOUNTAINS [II]     [WK59]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Gaia Snake, Gaia Ape, Gaia Horn
     DUNGEON: Repeatable (2 Screens)
    
     Everything's the same as last time, except the mutated foes -- now they're
     "Gaia" versions and give out extra EXP/cash, as well as take a few more
     punches than their wimpy former selves. [Gaia Snakes even drop Pretty Jewels
     in case your pocketbook needs CPR.] Items forgotten last time 'round will
     remain; if they were all obtained, all that's left is to get through the
     ridiculous number of foes. If you're having trouble with the route, check the
     map in section [WK53].
    
     NOTE: Entering J Base is the point of no return, and you won't be able to
           leave for any reason. A separate save before diving in can't hurt, if
           you're unsure.
    
     At J Base, enter the upstairs control room for a scene, then use the steam
     cannon room back downstairs for roof access.
    
    60) ZIL PADON [IV] / LUZET MOUNTAIN CAMP [II]     [WK60]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: n/a
     DUNGEON: n/a
     ITEMS -: n/a
    
     After the J Base scenes, everyone returns to Zil Padon in sour spirits. Speak
     with Rapp and Liete to cue Mullen's arrival and see the scene in the tent.
     Following, visit Guido's house, then return to Feena's tent -- quite a li'l
     Houdini that one.
    
     Return to the field base. If you wanted to sample the quartermaster's wares,
     make sure to do so before visiting the docked Lyonlot (north cliffs), because
     the entire camp vanishes after the scenes. The savepoint/stashing place will
     remain indefinitely, though, along with any items forgotten in the rush.
    
     There's a mandatory stop in the Savanna before another trip to Zil Padon.
     Speak to Guido on main street for many heart-warming scenes. Main street'll
     now house a door to the Spirits' sanctuary, and we finally get a proper
     dungeon after all bevy of mini-events! [And, yes, you have to take on the
     next trial with only 3 members...which seems silly after the reintroductions,
     eh?]
    
     NOTE: You cannot leave once you enter the Sanctuary, so make sure to stash
           any extra garbage [closest location is Field Base] before going inside!
           Also, this is the last time a shop will be available, so stock up a bit
           if needed.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    61) SPIRIT SANCTUARY                                                     [WK61]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Critter, Guardian, Stingray
     DUNGEON: One-Time-Only (1 Screen)
    
     Critters and Guardians are the most common enemies here (based on Will-o'-Wisp
     and Sphinxes) and shouldn't pose a problem. Stingrays have about 400 HP and
     wimpy physical defense, so they're easy to kill without wasting resources.
    
               ,-._________,-.__,-.______,-.
              ( # _   _   _ # __   _   __ #5)                   N
       ________\_/_| | ) ( '-'  '-' | |  ) (                    |
      |  ________  | |( # )      ___) (__| |                W --+-- E
      | |___,-.  | | | '-',-.   |  _*# __  |                    |
      | |  _ 2 )_| |  ŻŻŻŻ   )  |_| ) (  ) (                    S
      | | | '-'|# __ŻŻ|ŻŻŻ) (_  ,-._| | ( # )        
      | | |_,-.'-',-|_|_(Ż6 7 )(4# ___|  '-'         |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |>| |_ 8 ) ( # ___ BOSS9| ) ( ,-.___           |  S | Savepoint          |
       Ż| | '-'   \  ^| |_____) | |( # _  |          |  * | DungeonScope       |
        | | ,-.    ŻŻŻ    ,-.   ) (_) ( | |          |  # | Path-opener Panel  |
        | |( 1 )   /ŻŻŻ\ ( # )  |_____| ) (____      | 01 | Revival Stone      |
        | | ) (___/ (Ż) ) ) (   ___    (   __  |     | 02 | Force Knife        |
        | |_|_____ # )| | | |  / _ \   _) (  | |     | 03 | Spirit Shoes       |
        |_______  ) ( | | | | ( ( ) )_| __|  ) (     | 04 | All-Around Fruit   |
            ,-._| | |_) ( | | ) (_|_  |_  | ( 3 )    | 05 | Fruit of Magic     |
           ( #  <-| |_   )| |( #  ->| |___|  '-'     | 06 | Seed of Life       |
            '-'ŻŻŻ| | '-' ) ( '-'Ż|Ż _|              | 07 | Fruit of Moves     |
                  |  ŻŻŻŻŻ S ŻŻŻŻŻ  |                | 08 | Gauntlets of Light |
                   ŻŻŻŻŻŻŻ) (ŻŻŻŻŻŻŻ                 | 09 | Spirit Sword       |
                          | |-ENTER                  |____|____________________|
    
     Ahh, the 3rd-to-last dungeon. Most of the paths in this place are invisible
     until one steps on a particular panel (denoted by '#' on map) -- this often
     erects 'em permanently.
    
     Alright, kickstart the process by visiting the door panel north of the save
     cone, which opens the west/east paths from that platform. Going west should
     be done first; it's a veritable dead end in the grand scheme of things. Find
     the first elevator down that path and wait for it to lower again, letting
     y'claim the first item, a [Revival Stone]. That same elevator leads to an
     upstairs panel, which opens a looong path to the second treasure, a [Force
     Knife]. It has the highest base ATK of any knife at sixty-five, and it can
     attack from further away, so it's a nice addition even if y'cleaned out Tower
     of Temptation.
    
     That's it for that western area; backtrack to the savepoint and venture east.
     This is a rather linear path, eventually leading to a platform where one can
     steal Item #3, [Spirit Shoes] -- these can outclass any current shoe, pretty
     much. Follow the northerly path past Item #4 to the NE corner of the map,
     basically a weird path-panel maze. To solve it, take the red path (east),
     green path (east), and blue path (north) -- this opens up a giant, twisting
     blue path that leads up and out of this loop.
    
     The rest of the path leading to the large central platform is quite easy to
     navigate. The boss guards the southern stairwell, but don't let that stop ya
     from stealing #6-7 before fighting it. Also, the western path complex leads
     to Item #8, [Gauntlets of Light] -- these provide +1 magical resistance as
     well as decent DEF, so don't leave 'em behind! Of course, this is all a
     prelude to the mage-mashin'...
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Mage King | • Howlnado [1-Hit/Allies/Displacer/Wind-elem]           |
     |   HP: 3892      | • Atomic Shot [1-hit/Line/IP damage+/Canceller]         |
     | BOSS: Wand      |_________________________________________________________|
     |   HP: 2346      |
     | EXP : 3405      |  Mage King is a relative of Lord's Ghost from way back
     | $$$ : 9600      |  when, and uses the same build: 2 "body" targets sharing
     |_________________|  health and 1 subordinate "wand" portion. The body parts
                          use Howlnado and Atomic Shot, the latter of which is a
      version of X-Ray Shot that deals extra IP damage and comes every turn.
      Howlnado may end up being the most-damaging attack, doing 60ish to those w/o
      mitigating factors. [On a sidenote, Howlnado's shuffling effect can rob
      Atomic Shot of extra targets; Atomic Shot can also miss entirely of its own
      volition.] As for the fight's difficulty, his royal highness can't muster
      enough damage to be a threat -- an Alhealer every other turn should suffice.
    
     Up the stairs, walk Justin through the platforms (press action button to make
     other platforms appear) until he receives the [Spirit Sword]
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    62) ICARIAN CITY                                                         [WK62]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Skeleton, Lilith, Coelacanth, Dragonoid
     DUNGEON: One-Time-Only (9 Screens)
    
     Not too much to say here, except Skeletons drop Blue Medicine and Liliths
     drop Resurrect Potions, both good items to stock up on for the final area.
     Also, explosion-type skills/magic clean house versus any monster, so let 'em
     have it, eh?
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|           _  _____|ŻŻŻŻŻ|
     |  S | Savepoint          |    TO B3-| ||_   _   5  |      
     |  * | DungeonScope       |          | |  |x| |_   _|     B3    ,-.  TO B2
     |  x | Stairwell Entry    |  _____   | |   Ż ___| |      LEVEL (16 ) _| |_
     | 01 | Magic Block Charm  | |     |__) (   _|  _  |_            ) (_|  S  |
     | 02 | 320G               | |      __ 9 ) |  _| |_  |   ,-.___  |  _  15  |
     | 03 | 320G               | |_   _|  '-' _| |_    ) (  (   _  | | | |_____|-.
     | 04 | 320G               |   | |_,-.___|    7|  ( 6 )  )x|_| |_| |   |  _ 20)
     | 05 | 320G               |   |___   ___      |   '-'    Ż|10 11| |  _| |_) (
     | 06 | Golden Potion      |       | |   |_____|           |  12 | |_|18 17| |
     | 07 | Spirit Shield      |   ,-._| |                     |_____|       19| |
     | 08 | 320G               |  ( 8 ___| B2 LEVEL                   ŻŻŻŻŻŻŻŻŻ Ż)
     | 09 | 320G               |   '-'                  _   _____            TO B4
     | 10 | 320G               |      _               _| |_|     |
     | 11 | 320G               |     |x|             |EXIT_      |
     | 12 | Lion Boots         |    _) (__            Ż|_| |_   _|
     | 13 | Spirit Helm        |   /    \1\                 _) (_    B4
     | 14 | Gauntlets of Light |  (2       )               | 24  |  LEVEL
     | 15 | Crimson Potion     |   \_/ )_\/         TO B3  |_BOSS| _____
     | 16 | Angel's Robe       |    / /             _| |_   _| |Ż | 14  | ,-.
     | 17 | 320G               |  ENTER   ,-.______|     |_|S 23Ż||_   _|( 13)
     | 18 | 960G               |         /    _   _  21   _      |  ) |___) (_
     | 19 | 320G               |         \   / ) ( |_____| |_____| (   ___   x|
     | 20 | 320G               |          ) ( ( 22)                 '-'   '-'Ż
     | 21 | 320G               |         (   ) '-'
     | 22 | Evil Shuriken      |          '-'
     | 23 | 320G               |
     | 24 | Deep Blue Potion   |  Oh...another one of THESE dungeons. Luckily,
     |____|____________________|  proceeding ain't too hard, if y'know the layout.
                                  Items #1-4 are found at the insertion point, and
     past the save cone, the main stairway connecting multiple floors (denoted by
     'x' on map). Excepting B4, all stairway entrances are found on the north side,
     so change the camera to reveal the doors.
    
     Ignore B2 for the moment and head to B3. This is just a tiny area containing
     items #10-12, including the [Lion Boots]. Taking the treasure here cues a
     ceiling-drop trap as well as depositing some enemies into the room. Y'can
     stop on gray areas to avoid damage, but the whole place is so tiny, there's
     little strategy needed.
    
     From there, visit the bottom floor. There's a weird teleport trap here that
     sucks the party into a multi-colored sphere -- whichever color the player
     stops (with action button) determines the stopping platform. Managing to stop
     on blue leads one to Item #13's room; stopping on yellow leads one toward
     Item #14. Both the [Spirit Helm] and [Gauntlets of Light] arce great items,
     especially if y'forgot the latter during the Spirit Sanctuary.
    
     Okay, back upstairs to the level we skipped (B2). The first room contains a
     stupid elevating-tile puzzle; very simple to get through. The 2nd big chamber
     has a unique maze: stepping on tiles lowers adjacent tiles' heights, and
     changes the layout enough to visit upper levels. If you find yourself stuck,
     make sure to walk over all current tiles to find the right "trigger". Using
     this method, one can get [Golden Potion] in the NE corner.
    
     From here, venture west -- the next crossroads leads to item #8 (in south)
     or clockwise towards #9. This northern path here leads to a stairway that,
     when the button nearby is triggered, lets one into the floor below (B3).
    
     A savepoint kicks off the next B3 section. There's a bunch of tiny buttons
     around the [Crimson Potion] chest, and stepping on 'em all opens the path
     west. At the bifurcation, the north route leads to a flowery [Angel's Robe]
     chest, perfect for Liete, while the southern route leads to Items #17-20,
     all moneybags. The alternate exit to B4 is there, too.
    
     The final "real" area of this dungeon! The eastern path is blocked currently
     but the western corridor is fine, and it leads to another one of those colored
     orb puzzles. This time, the grand prize is [Evil Shriken], the most powerful
     throwable weapon. Further west, use the crystalline path-changing bridge to
     get south; the orb teleporter leads to the eastern section that was blocked
     off. [Open the blocked door to connect the two areas.] Save up, stash your
     junk, and head north to square off with...
      ____________________ ______________________________________________________
     |                    |                                                      |
     | BOSS: Gaia Battler | • Combination [LHand: 1-Hit/Single/Physical]         |
     | HP -: 5871         | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
     | HP -: 4291 [L.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
     | HP -: 4237 [R.H.]  | • Grand Heal [RHand: 1-Hit/Enemies/restore 300 HP]   |
     | EXP : 6300         | • Rust Gas [Body: 1-Hit/Area/DMG&-2DEF/NoCanceller]  |
     | $$$ : 12900        | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
     |____________________|______________________________________________________|
    
      Remember this guy? He's back for, what, the millionth time? The only thing
      working against the party is having a 3-person squad. Spamming Dragon Cut,
      Heaven&Earth Cut, lightning-elem magic, and so on is often enough to cut
      this goofball off at the knees.
    
     Follow the remaining path to the exit (to B5), where some scenes'll play out,
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Mullen | • WOW! [1-Hit/Self/+1 ATK Level]                           |
     | HP -: 2946   | • Fireburner [1-Hit/Single/Fire-elem]                      |
     | EXP : 5682   | • Crackling [1-Hit/Allies/Blizzard-elem]                   |
     | DEF : ----   | • Alhealer+ [1-Hit/Enemies/Heals 300 HP]                   |
     |______________| • Sonic Boom [1-Hit/Line/Physical/NoCanceller]             |
                    | • Attack [2-Hit/Single/Physical/MoveBlocker/NoCanceller]   |
                    | • Rising Dragon Cut [1-Hit/Single/MoveBlocker/Canceller]   |
                    |____________________________________________________________|
    
      Justin squares off against his "nemesis" in a 1-on-1 fight, and how hard it
      is depends a bit on how powerful Justin is -- he should be competent, at
      least, since he's always in the party. For instance, even if Mullen manages
      to inflict Move Block, Justin's normal combo can do 500+, with the Spirit
      Sword and hours of STR-leveling in the books. Of course, Immortal Aura can
      erase any challenge whatsoever. ;) [When Mullen defends, he'll guard against
      all damage.]
    
     After the fight, Feena rejoins the party and the only option left is to enter
     the final dungeon, located just up the exterior stairway.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    63) GAIA                                                                 [WK63]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     DUNGEON: One-Time-Only
     ENEMIES: Gaia Slime, Gaia Tree, Gaia Mold, Gaia Man, Gaia Alien, Gaia Slug
              Gaia Cancer, Gaia Star, Gaia Demon, Gaia Knight, Gaia Devil, Gaia
              Zombie, Gaia Brain, Gaia Drago
    
     All the enemies here (2-3 types appear per area) are versions that have been
     seen before, just with a new paint job and "Gaia" slapped on their name. A few
     foes drop useful items (like Gaia Men's Golden Potions) but most give bupkis.
     Explosion-type skills, like the oft-mentioned Dragon Cut, are killer here,
     and only Gaia Devils manage to hang on after a use.
    
     |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                             ______
     |  S | Savepoint        |               N          __|  __  '.__
     |  * | DungeonScope     |               |         (  | |6 \  |  \
     | 01 | Tear Jewel       |               |          ) | |_  ) (3 4)
     | 02 | 990G             |         W ----+---- E    |___   _|7|  /
     | 03 | Whip of Light    |               |            /   |   ) (_ 
     | 04 | Chain of Gems    |               |           (5 | |A /2,  \
     | 05 | 330G             |               S            ŻŻ|  ŻŻŻŻ   (
     | 06 | Talisman         |                              |S|ŻŻŻŻŻ)1/
     | 07 | Spirit Potion    |                               Ż       Ż
     | 08 | 330G             |             BOSS               ______
     | 09 | 990G             |                 \,-._________ (   _  |
     | 10 | Deep Blue Potion |                 (17 _______  |_) |_| |_
     | 11 | Discus           |                  ) (       |  ___|  _  |
     | 12 | 330G             |               TO-| |_ _____|_|___|C|  _|  _____|C|_
     | 13 | 330G             |             GAIA | | |            Ż  |_  |_   ___  |
     | 14 | 330G             | 13,14-|B|    (3) |B|  _|ŻŻŻ| |ŻŻŻŻŻ|  D|   | |  _| |
     | 15 | Spirit Armor     | 15,16 | |          |_|  ___| |_____ ŻŻŻ   _| |  D  |
     | 16 | Spirit Charm     |    ___| |_         | |_|  _| |<-  _|      E  |  Ż) |
     | 17 | 330G             |   (12   11)        |  E| | | |Ż| |        ŻŻŻ   (__|
     | 18 | 990G             |    \     (_    ____| |Ż| |_| |_| |_
     | 19 | Robe of the Sun  |    _)    10)  |18  |  Ż|   |_______|
     | 20 | Spirit Potion    |   (9  _   (_  | 19  ŻŻŻ  | |_
     |____|__________________|    Ż|      8| |____|ŻŻŻ|ŻS 20|
                                   |     |Ż           |_   _|
                                   (S A  )              | |-EXIT (to Gaia 5)
                                    ŻŻŻŻŻ
     REMINDER: There's no shops in this place, so feel free to ignore any money
               caches laying around. They ain't worth a hill of beans here.
    
     Well, here we are! There's a savepoint by the entrance, but no stashing place,
     so hope y'have some room left over. East from the first crossroads is a giant
     slime blob, which spawns tinier Gaia Slimes -- good to sharpen your skills
     without venturing very far into the place. North of this place is a lot with
     items and monsters encased in webbing; they open up when the four cactus-like
     buttons are pressed in a certain order. Only a specific combination will open
     the treasures -- if you mentally number them 1-4, starting at 12:00 position
     and going clockwise, then:
    
     3421 = Whip of Light [+65 ATK, +2 Skill Power LV]
     2134 = Chain of Gems [+1 Combo Attack chance]
    
     Further north, y'may see netlike traps -- stepping in these often cues some
     kind of monster infestation, so avoid 'em if possible. Item #4, a [Talisman],
     prevents all status effects so make sure to pick it up from the dead end it's
     in. Clockwise from that north passage, is...
                         ______ _________________________________________________
                        |   HP | SKILLS                                          |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Gaia Trent | 4578 | • Attack [1-Hit/Single/Physical]                |
     |                  |      | • Sleep Pollen [1-Hit/Area/Sleeper/NoDamage]    |
     | BOSS: Flower     | 3167 | • Flower Laser [1-Hit/Line/NoCanceller]         |
     | BOSS: Arm        | 2963 | • Attack [1-Hit/Area/Physical/NoCanceller]      |
     | EXP : 5765       |      |                                                 |
     | $$$ : 14400      |      | DROPS: n/a                                      |
     |__________________|______|_________________________________________________|
    
      Another lame boss, barely on par with a Gaia Battler. Here, while the boss
      has decent elemental resistances, it's a complete jobber to physical strikes.
      Basically, stick to purely physical skills/combos and it'll go down in a
      jiff. Hell, Flower Laser commonly misses even when the characters are in a
      group -- hallmark of a failure. [Insert pruning joke here.]
    
     The exit to F2 is just south of Trent's remains, accessed by a hanging rope.
     Actually, F2 is completely devoid of mazes, with all its items located on the
     periphery of the map. Most enemies are standing on platforms or just out of
     reach, and jump down when approached or items are taken. As expected, there's
     a ton of money here, and avoiding it can save a lot of hassle. The [Discus]
     and [Deep Blue Potion] are all eastern edge, near the northern exit -- it
     looks like a slug's backside, y'can't miss it!
    
     The inside of this place isn't complicated distance-wise, but it certainly can
     be annoying to trek through just the same. This is because Gaia's 3rd section
     is inside a segmented, wormlike body, and to get through, one must do
     horizontal rotations, including extra ones to get the treasures. Here's the
     play-by-play:
    
     • Collect the two [330G] deposits and head north
     • Use rotator orb #1; exit south
     • Collect the Justin-only [Spirit Armor]
     • Return to segment 2, use rotator twice (to make path remain the same)
     • Go north to segment 3 and take [Spirit Charm]
     • Use rotator orb #1 once, and go north
     • Use path system to go north again, exiting maze.
    
     Gaia's fourth area is a simple chamber housing...
     
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Gaia Armor | • Gravity [E: 1-Hit/Single/-4 Move LV]                 |
     | BOSS: Eye        | • Healer [E: 1-Hit/Single/Heals 500 HP]                |
     |   HP: 6785       | • Vanish [E: Global/Nullifies status effects]          |
     | EXP : 7000       | • Dead Circle [GA: 1-Hit/Area/Physical/NoCanceller]    |
     | $$$ : 14920      | • Killer Tackle [GA: 1-Hit/Line/Physical/NoCanceller]  |
     |__________________|________________________________________________________|
    
      Nothing too surprising here, except the shared HP extending GA's lifespan.
      While the Eye controls the non-damaging magic-type abilities, the body
      reigns supreme over the damaging ones -- unfortunately only Killer Tackle
      is worth talking about, as it attacks in a wide line AoE, and Dead Circle
      makes a pitiful substitue. Physical-oriented skills/combos tend to work
      quite well, while elemental stuff (like Dragon Cut) earn measly dividends.
     
     Pluck that [330G] and get ready to traverse the criss-crossing tunnels of the
     final stretch. Thankfully, there's more monsters than items, so there's little
     reason to go exploring if y'know the layout. First, make towards the NE corner
     where the lower C/D entrances are. [Note that the C/D/E passages don't lead
     anywhere in particular, and can be avoided entirely.] Use the long westward
     passage seen there and hang south when possible, dropping everyone in a purple
     intestine...err, hallway. Hang north and loop back south -- from here, one
     can go west to collect items #18-19 or east and down to the savepoint/exit.
     Just note that the passage entrances close once you're in the treasure room,
     so twist those elongate bristle-lookin' things to open them up again. [This
     must be done each time.]
    
     Save, stash your junk and head into the fifth area, a weird membranous area
     that one explores by riding mucus bubbles (eww). Above, a boss reveals his
     presence...         ______ _________________________________________________
                        |   HP | SKILLS                                          |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Baal       | 7000 | • Gaia Tail [1-Hit/Single/Nullifier/Canceller]  |
     |                  |      | • Vanish [Global/Removes all status changes]    |
     |                  |      | • Grand Cross* [1-Hit/Allies/Suction effect]    |
     | BOSS: G. Tentacl | 6000 | • Def-Loss [1-Hit/Allies/-1 Defense LV]         |
     |                  |      | • Cold [1-Hit/Single/-2 WIT Level]              |
     |                  |      | • Alhealer [1-Hit/Enemies/Heals ??? HP]         |
     |                  |      | • Stram [1-Hit/Single/-2 ATK Level]             |
     | BOSS: G. Tentacl | 5456 | • Zap! [1-Hit/Area/Lightning-elem]              |
     |                  |      | • BOOM! [1-Hit/Area/Explosion-elem]             |
     |                  |      | • Burnflare [1-Hit/Allies/Fire-elem]            |
     |                  |      | • Burnstrike [1-Hit/Single/Fire-elem]           |
     | BOSS: Gaia Cyst  | 4500 | • Seed Smash [1-Hit/Allies/Canceller]           |
     |                  |      | • Death Mark [1-Hit/Allies/Canceller]           |
     | EXP : 6810       |      |                                                 |
     | $$$ : ----       |      | DROPS: n/a                                      |
     |__________________|______|_________________________________________________|
      * - requires tentacles to use
    
      Four targets? Good heavens! Both tentacles focus on magic, with the left
      doing de/buffs and healing and letting its other do the damage-dealers.
      The magically-resistant Cyst just spams cancelling attacks the entire time,
      making it the most annoying enemy here. Baal, surprisingly, isn't very
      tough, and mostly just uses Gaia Tail and -- depending if its tentacles're
      alive -- Grand Cross. Thus, stripping away his subordinates reveals just how
      pathetic Baal really is offensively. Speaking of which, since Cyst is the
      go-to target here, use purely physical skills/attacks (Shockwave, Random
      Hurl, Discutter, etc.) to level it early. Without Cyst, this fight is a
      cinch...well, a cinch that requires an occasional Alhealer.
    
     Float upwards to the Gaia Core, where four treasures await: [Spirit Potion],
     [Crimson Potion] and two [Golden Potions]. Essentially, a readymade kit for
     the final boss. Since there's no savepoint above, y'may have to use 'em right
     off the bat! Past the stashing point is the final boss. My final party:
    
     Justin               Feena              Rapp              Liete
     
     • Spirit Sword       • Godspeed Knife   • Force Knife     • Spirit Staff
     • Gauntlets of Light • Gauntlets        • Spirit Shield   • Gauntlets of Light
     • Spirit Armor       • Robe of the Sun  • Aura Armor      • Angel's Robe
     • Spirit Helm        • Pope's Hat       • Man's Headband  • Holy Crown
     • Lion Boots         • Winged Boots     • Winged Boots    • Spirit Shoes
     • Energy Charm       • Demon Eye Stone  • Black Belt      • Sonic Belt
    
     I left a few older pieces of equipment on to make it a smidge more difficult,
     but no reader should feel the same need. [Who am I kidding? Things haven't
     been difficult since Disc 1!]
                        ______ __________________________________________________
                       |   HP | SKILLS                                           |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Gaia Core | 9999 | • Zap All [1-Hit/Allies/Lightning-elem]          |
     |                 |      | • Alhealer+ [1-Hit/Enemies/Heals 500 HP]         |
     |                 |      | • BOOM-POW! [1-Hit/Allies/Explosion-elem]        |
     |                 |      | • Vanish [Global/Nullifies status changes]       |
     |                 |      | • Fireburner [1-Hit/Single/Fire-elem]            |
     | BOSS: Mega Gaia | 4800 | • Multiply [Global/Spawn 2 G. Tentacles]         |
     |            [x2] |      | • Tentacle Attack [1-Hit/Single/Req. tentacles]  |
     |                 |      | • Spin Strike [1-Hit/Area/Physical/NoCanceller]  |
     |                 |      | • Death Tornado [1-Hit/Single/Physical]          |
     | EXP : ----      |      |                                                  |
     | $$$ : -----     |      | DROPS: n/a                                       |
     |_________________|______|__________________________________________________|
    
      Surely this be a farce!? Gaia Core, who has max allowable HP, often performs
      defensive measures or simply idles, making it less of a threat than the 2
      Gaia Cores. These are magically-resistant bosses that can summon 2 (max/per)
      Gaia Tentacles (1300 HP) into the fight. These suckers are also magically
      resistant and on a full field, that's 7 targets to sort through! In short,
      this fight can easily become a war of attrition. To avoid such an outcome,
      take advantage of Gaia Core's weak physical DEF -- it can only take 8-9 turns
      of constant pounding/physical skills before it goes belly up. Of course, if
      y'take this route, make sure to cast an Alhealer(+) or use a Crimson Potion
      every other turn, because focusing solely on Gaia Core means one will take a
      beating on the other end. [Well, it's more like death by a thousand cuts,
      but those Death Tornadoes -- the most damaging attack here -- do add up.]
      If y'manage to kill a Mega Gaia, the Core won't respawn 'em, meaning no more
      tentacles summoned, meaning a far easier time. So, there's a few ways to get
      through this brawl. Since this is the last fight in the game, feel free to
      down those rare potions and items you've been savin'...no use for 'em after
      this!
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | BOSS: Evil Gaia | • Cold [1-Hit/Single/-2 WIT]                            |
     | HP -: 9999      | • Stram [1-Hit/Single/-2 ATK Level]                     |
     | EXP : ----      | • Poizn [1-Hit/Area/Damage+Poisoner]                    |
     | $$$ : -----     | • Freeze! [1-Hit/Allies/-2 Move Level]                  |
     |_________________|_________________________________________________________|
    
      This is like a repeat of the previous fight, except the boss loses all its
      subordinates and retains its crappy physical DEF. Also, any previous status
      buffs carry over to this fight, which can make it even easier! Its final
      skillset is mostly status/LV1 attack magic...perhaps this is suggests Gaia's
      core is a monster to be pitied. Oh well, mincemeat is mincemeat. =)
    
     Enter the Spirit Stone chamber once the fighting's over, and enjoy the scenes.
     Remember to keep watching after the credits for a cute epilogue!
                                                           ______________________
    ______________________________________________________/ V. APPENDICES [APND] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    EQUIPMENT LIST                                                           [EQPT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     NOTE: Items with an in-battle effect (like the Lightning Sword) don't cost
           any MP, but in return, earn no magic EXP.
    
     ____________________ _________________ ______ ______________________________
    | SWORDS             | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Zero Sword         | +00 --- --- --- | ---- | ---------------------------- |
    | Wooden Sword       | +07 --- --- --- | ---- | ---------------------------- |
    | Wobbly Sword       | +09 --- --- --- | ---- | ---------------------------- |
    | Ceramic Sword      | +12 --- --- --- | ---- | ---------------------------- |
    | Admiral's Sword    | +14 --- --- --- | ---- | ---------------------------- |
    | Great Sword        | +16 --- --- --- | ---- | ---------------------------- |
    | Army Saber         | +22 --- --- --- | ---- | ---------------------------- |
    | The Sword Himmler  | +24 --- --- --- | ---- | ---------------------------- |
    | Dragon Killer      | +26 --- --- --- | ---- | Good vs. Dragons             |
    | Swordfish Sword    | +29 --- --- --- | ---- | ---------------------------- |
    | Shadow Sword       | +34 --- --- -15 | ---- | May cause sudden death       |
    | Fire Sword         | +38 --- --- --- | Fire | ---------------------------- |
    | Gil Sword**        | +38 --- --- --- | ---- | Increases item drop rate     |
    | Silence Sword      | +40 --- --- --- | ---- | Magic Block effect           |
    | Ice Blade          | +40 --- --- --- | Bliz | Effect: Cold                 |
    | Main Gauche        | +44 +10 --- --- | ---- | ---------------------------- |
    | Battle Saber       | +48 --- --- --- | ---- | ---------------------------- |
    | Holy Sword Lorenzo | +49 --- --- --- | ---- | Reduces defense of enemy     |
    | Lightning Sword    | +50 --- --- --- | Thdr | Effect: Zap!                 |
    | Spirit Sword*      | +70 --- --- --- | ---- | Restores SP in attacks       |
    |____________________|_________________|______|______________________________|
     * - Spirit Sword is Justin-only
     ** - items that drop 100% of time may not drop if this is equipped
    
     ____________________ _________________ ______ ______________________________
    | DAGGERS            | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Zero Knife         | +00 --- --- --- | ---- | ---------------------------- |
    | Ruination Knife    | +00 -40 --- --- | ---- | +3 Combo Hits                |
    | Paring Knife       | +08 --- --- --- | ---- | ---------------------------- |
    | Hunter's Knife     | +18 --- --- --- | ---- | ---------------------------- |
    | Flint Knife        | +20 --- --- --- | ---- | ---------------------------- |
    | Gust Knife         | +24 --- --- --- | Wind | ---------------------------- |
    | Azure Knife        | +25 --- --- --- | ---- | ---------------------------- |
    | Shocking Knife     | +33 --- --- --- | ---- | May paralyze target          |
    | Poisoned Knife     | +35 --- --- --- | ---- | May poison target            |
    | Ice Pick           | +38 --- --- --- | Bliz | ---------------------------- |
    | Assassin's Dagger  | +50 --- --- --- | ---- | ---------------------------- |
    | Bloody Knife       | +55 --- --- --- | ---- | Good vs. Humans              |
    | Godspeed Knife     | +60 --- +30 --- | ---- | ---------------------------- |
    | Force Knife        | +65 --- --- --- | ---- | Attack Range+ / Effect: WOW! |
    |____________________|_________________|______|______________________________|
    
     ____________________ _________________ ______ ______________________________
    | AXES               | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Zero Ax            | +00 --- --- --- | ---- | ---------------------------- |
    | Ceremonial Rock Ax | +08 --- --- --- | ---- | ---------------------------- |
    | Hand Ax            | +10 --- --- -03 | ---- | ---------------------------- |
    | Big Hatchet        | +18 --- --- --- | ---- | Good vs. Plants              |
    | Woodchopper's Ax   | +23 --- --- --- | ---- | Good vs. Plants              |
    | Klepp's Sickle     | +25 --- --- --- | ---- | ---------------------------- |
    | Frog Ax            | +28 --- --- --- | ---- | ---------------------------- |
    | Wrecking Ax        | +35 --- --- --- | Expl | Effect: BOOM!                |
    | Dragon Bone Ax     | +38 --- --- -10 | ---- | ---------------------------- |
    | Bone Splitter Ax   | +41 --- --- --- | ---- | May cause sudden death       |
    | Buster Ax          | +52 --- --- -25 | ---- | ---------------------------- |
    | Earthen Ax         | +68 --- --- --- | Expl | ---------------------------- |
    |____________________|_________________|______|______________________________|
    
     ____________________ _________________ ______ ______________________________
    | MACES/HAMMERS      | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Zero Rod           | +00 --- --- --- | ---- | ---------------------------- |
    | Wooden Pole        | +05 --- --- --- | ---- | ---------------------------- |
    | Officer's Baton    | +07 --- --- --- | ---- | ---------------------------- |
    | Metal Bat          | +10 --- --- --- | ---- | ---------------------------- |
    | Miner's Hammer     | +11 --- --- --- | ---- | ---------------------------- |
    | Iron Mace          | +19 --- -10 --- | ---- | ---------------------------- |
    | Holy Mace          | +20 --- --- --- | ---- | Good vs. Ghosts              |
    | Oracle's Staff     | +22 --- --- --- | ---- | Effect: Cure Confusion       |
    | Fire Rod           | +25 --- --- --- | Fire | ---------------------------- |
    | Raincloud Staff    | +26 --- --- --- | Watr | Effect: Snooze               |
    | Aromatic Tree Root | +33 --- --- --- | ---- | Unblocks magic in combat     |
    | Home Run Hammer    | +36 --- --- --- | ---- | ---------------------------- |
    | Warp Staff         | +38 --- --- --- | ---- | Bearer warps in combat       |
    | Sparkling Rod      | +42 --- --- --- | ---- | Speeds up spell casting      |
    | War Hammer         | +43 --- --- -10 | ---- | ---------------------------- |
    | Lassic Hammer      | +50 --- --- --- | ---- | ---------------------------- |
    | General's Staff    | +55 --- --- --- | ---- | Restores HP in attacks       |
    | Staff of Life      | +58 --- --- --- | ---- | +2 HP Level in combat        |
    | Magic Rod          | +60 --- --- --- | ---- | +2 Magic Power Level         |
    | Spirit Staff       | +63 --- --- --- | ---- | Effect: Halvah               |
    | Hertz Spike        | +65 --- --- --- | ---- | May inflict sudden death     |
    |____________________|_________________|______|______________________________|
    
     ____________________ _________________ ______ ______________________________
    | BOWS               | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Toy Bow and Arrow  | +05 --- --- --- | ---- | ---------------------------- |
    | Hunter's Bow       | +16 --- --- --- | ---- | ---------------------------- |
    | Flint Bow          | +20 --- --- --- | ---- | ---------------------------- |
    | Hail Bow           | +20 --- --- --- | Bliz | Effect: Crackle              |
    | Flying Fish Bow    | +25 --- --- --- | ---- | ---------------------------- |
    | Exorcising Bow     | +45 --- --- --- | ---- | Good vs. Ghosts              |
    | Thunder Arrow      | +50 --- --- --- | ---- | ---------------------------- |
    |____________________|_________________|______|______________________________|
    
     ____________________ _________________ ______ ______________________________
    | THROWABLE WEAPONS  | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Zero Shuriken      | +00 --- --- --- | ---- | ---------------------------- |
    | Handmade Darts     | +07 --- --- --- | ---- | ---------------------------- |
    | Army Darts         | +18 --- --- --- | ---- | ---------------------------- |
    | Cafu Shuriken      | +26 --- --- --- | ---- | ---------------------------- |
    | Angel's Darts      | +28 --- --- --- | ---- | Restores HP during attack    |
    | Boomerang          | +33 --- --- --- | ---- | ---------------------------- |
    | Cactus Thorns      | +38 --- --- --- | ---- | ---------------------------- |
    | Fire Darts         | +41 --- --- --- | Fire | ---------------------------- |
    | Discus             | +53 --- --- --- | ---- | Good vs. Insects             |
    | Demonslayer Boomer | +60 --- --- --- | ---- | Good vs. Demons              |
    | Evil Shuriken      | +64 --- +20 --- | ---- | ---------------------------- |
    |____________________|_________________|______|______________________________|
    
     ____________________ _________________ ______ ______________________________
    | WHIPS              | ATK DEF ACT MOV | ELEM | OTHER                        |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Zero Whip          | +00 --- --- --- | ---- | ---------------------------- |
    | Leather Whip       | +09 --- --- --- | ---- | ---------------------------- |
    | Thorny Whip        | +15 --- --- --- | ---- | ---------------------------- |
    | Mist-Cracking Whip | +20 --- --- --- | ---- | Good vs. nebulous monsters   |
    | Gale Whip          | +27 --- --- --- | Wind | Effect: Runner               |
    | Burning Hot Whip   | +30 --- --- --- | Expl | ---------------------------- |
    | Giant Snake Whip   | +33 --- --- --- | ---- | May poison target            |
    | Morning Star       | +40 --- --- -15 | ---- | ---------------------------- |
    | Catfish Whiskers   | +43 --- --- --- | Watr | ---------------------------- |
    | Emperor's Whip     | +53 --- --- --- | ---- | +2 Moves power level         |
    | Binding Whip       | +56 --- --- --- | ---- | May bind target              |
    | Whip of Light      | +65 --- --- --- | ---- | +2 Skill power level         |
    |____________________|_________________|______|______________________________|
    
     ____________________ _________________ _____________________________________
    | HEADWEAR           | ATK DEF ACT MOV | OTHER                               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Iron Pot           | --- +01 --- --- | ----------------------------------- |
    | Goggles            | --- +01 --- --- | ----------------------------------- |
    | Safety Helmet      | --- +01 --- --- | ----------------------------------- |
    | Ribbon             | --- +01 --- --- | Female-only                         |
    | Fluffy Ribbon      | --- +02 --- --- | Female-only                         |
    | Barrette           | --- +03 --- --- | Female-only                         |
    | Pirate's Hat       | --- +04 --- --- | ----------------------------------- |
    | Cowboy Hat         | --- +04 --- --- | ----------------------------------- |
    | Climbing Hat       | --- +05 --- --- | ----------------------------------- |
    | Headgear           | --- +07 --- --- | ----------------------------------- |
    | Pearl Helmet       | --- +07 --- --- | ----------------------------------- |
    | Iron Bandana       | --- +08 --- --- | Milda-only                          |
    | Stone Head         | --- +09 --- --- | ----------------------------------- |
    | Odd Hat            | --- +11 --- --- | Warps during attacks                |
    | Pirate's Helmet    | --- +12 --- --- | ----------------------------------- |
    | Swallowtail Hat    | --- +12 --- --- | +3 confusion resistance             |
    | Feathered Turban   | --- +13 --- --- | ----------------------------------- |
    | Cactus Helm        | --- +13 --- --- | +3 magic block resistance           |
    | Mystic Mask        | --- +17 --- --- | Slows IP loss                       |
    | Ogre Helm          | --- +20 --- -10 | ----------------------------------- |
    | Battle Helm        | --- +23 --- --- | +3 magic block resistance           |
    | Angel's Hat        | --- +23 --- --- | Restores HP in attacks              |
    | Death Mask         | --- +26 --- --- | Slows IP loss                       |
    | Charisma Helm      | --- +26 +30 --- | ----------------------------------- |
    | Man's Headband     | +15 +28 --- --- | Men-only                            |
    | Pope's Hat         | --- +28 --- --- | Slows IP loss                       |
    | Fairy Tiara        | --- +35 --- --- | Damage 20 and below is negated      |
    | Holy Crown         | --- +38 --- --- | Slows IP loss                       |
    | Spirit Helm        | --- +42 --- --- | Prevents sudden death               |
    |____________________|_________________|_____________________________________|
    
     ____________________ _________________ _____________________________________
    | ARMOR              | ATK DEF ACT MOV | OTHER                               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Apron              | --- +01 --- --- | ----------------------------------- |
    | Adventure Clothes  | --- +02 --- --- | ----------------------------------- |
    | Sunday Best        | --- +02 --- --- | ----------------------------------- |
    | Work Clothes       | --- +03 --- --- | ----------------------------------- |
    | Sportswear         | --- +04 --- --- | ----------------------------------- |
    | Outdated Armor     | --- +04 --- --- | ----------------------------------- |
    | Bamboo Armor       | --- +06 --- --- | ----------------------------------- |
    | Breastplate        | --- +06 --- --- | ----------------------------------- |
    | Soldier's Uniform  | --- +07 --- --- | ----------------------------------- |
    | Shell Armor        | --- +08 --- --- | ----------------------------------- |
    | Officer's Uniform  | --- +09 --- --- | ----------------------------------- |
    | Spy Clothes        | --- +10 --- --- | ----------------------------------- |
    | Frog Shirt         | --- +10 --- --- | +1 anti-water level                 |
    | Battle Bikini      | +04 +10 --- --- | Female-only                         |
    | Fairy Robe         | --- +10 --- --- | +2 Confusion/Sleep resistance       |
    | Thick Armor        | --- +12 --- --- | ----------------------------------- |
    | Swordfish Armor    | --- +12 --- --- | ----------------------------------- |
    | Flying Dragon Vest | --- +14 --- --- | +2 anti-fire level                  |
    | Skull Armor        | --- +15 --- --- | ----------------------------------- |
    | Chameleon Armor    | --- +18 --- --- | May warp when damaged               |
    | Chain Mail         | --- +19 --- --- | ----------------------------------- |
    | Cactus Armor       | --- +21 --- --- | +3 move block resistance            |
    | Plug Suit          | --- +21 +15 --- | ----------------------------------- |
    | Dark Armor         | --- +22 --- --- | Restores SP when damaged            |
    | Enchantress' Robe  | --- +23 --- --- | +1 magic resistance (all)           |
    | Mink Coat          | --- +25 --- --- | +5 water/wind resistance            |
    | Mogay Clothes      | --- +30 --- --- | Guido-only                          |
    | Warrior's Mail     | --- +32 --- --- | +3 move block resistance            |
    | Devil's Robe       | --- +32 --- --- | +2 magic resistance (all)           |
    | Angel's Robe       | --- +33 --- --- | Restores HP in combat               |
    | Aura Armor         | --- +35 --- --- | +1 skill power level                |
    | Robe of the Sun    | --- +45 --- --- | Slows IP loss                       |
    | Spirit Armor       | --- +55 --- --- | Restores HP in combat / Justin-only |
    |____________________|_________________|_____________________________________|
    
     ____________________ _________________ _____________________________________
    | ARMWEAR            | ATK DEF ACT MOV | OTHER                               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Pot Lid            | --- +01 --- --- | ----------------------------------- |
    | Cutting Board      | --- +01 --- --- | ----------------------------------- |
    | Woolen Mittens     | --- +01 --- --- | ----------------------------------- |
    | Leather Gloves     | --- +02 --- --- | ----------------------------------- |
    | Oaken Shield       | --- +03 --- --- | ----------------------------------- |
    | Shell Shield       | --- +05 --- --- | ----------------------------------- |
    | Dragon Gauntlet    | --- +05 --- --- | ----------------------------------- |
    | Escargot Shield    | --- +07 --- --- | ----------------------------------- |
    | Seashell Shield    | --- +08 --- --- | ----------------------------------- |
    | Mushroom Shield    | --- +09 --- --- | +1 plague resistance                |
    | Power Shield       | +07 +10 --- --- | ----------------------------------- |
    | Alligator Gauntlet | --- +12 --- --- | ----------------------------------- |
    | Leaf Shield        | --- +12 --- --- | +2 poison resistance                |
    | MagicMirror Shield | --- +13 --- --- | Returns normal attacks              |
    | Lafa Flower Shield | --- +19 --- --- | +1 magic power level                |
    | Magic Gloves       | --- +20 --- --- | ----------------------------------- |
    | Gauntlets          | +10 +20 --- --- | ----------------------------------- |
    | Moonlight Shield   | --- +21 --- --- | +2 water/wind resistance            |
    | Heavy Shield       | --- +23 --- -20 | ----------------------------------- |
    | Gauntlets of Light | --- +25 --- --- | +1 magic resistance (all)           |
    | Spirit Shield      | --- +45 --- --- | +4 status resistance (all)          |
    |____________________|_________________|_____________________________________|
    
     ____________________ _________________ _____________________________________
    | FOOTWEAR           | ATK DEF ACT MOV | OTHER                               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Iron Clogs         | --- +13 --- -20 | ----------------------------------- |
    | Heavy Boots        | --- +10 --- --- | ----------------------------------- |
    | Battle Boots       | --- +20 --- --- | Prevents sudden death               |
    | Glass Slippers     | --- --- +30 +20 | Women-only                          |
    | Warp Shoes         | --- --- --- --- | Warps during attacks                |
    | Queen Heels        | --- --- --- --- | Blocks killer moves during attacks  |
    | Curious Clogs      | --- +03 --- --- | Warps when damaged                  |
    | Rainbow High Heels | --- +05 --- --- | Warps when damaged                  |
    | Dragon Boots       | --- +04 --- +05 | ----------------------------------- |
    | Crampons           | --- +08 --- +10 | ----------------------------------- |
    | Beach Sandals      | --- --- --- +15 | ----------------------------------- |
    | Army Boots         | --- +02 --- +15 | ----------------------------------- |
    | Leather Greaves    | --- +01 --- +17 | ----------------------------------- |
    | Rubber Boots       | --- +01 --- +20 | ----------------------------------- |
    | Ninja Sandals      | --- +05 --- +20 | ----------------------------------- |
    | Ogre Boots         | --- +08 --- +20 | ----------------------------------- |
    | Dress Shoes        | --- --- --- +30 | Sue-only                            |
    | Hunter's Boots     | --- +01 --- +30 | ----------------------------------- |
    | Mach 1 Boots       | --- +05 --- +30 | ----------------------------------- |
    | Rabbit Shoes       | --- +05 --- +30 | Guido-only                          |
    | Sneakers           | --- --- --- +35 | ----------------------------------- |
    | Shiny Shoes        | --- --- --- +35 | ----------------------------------- |
    | Wolf Boots         | --- +10 --- +40 | ----------------------------------- |
    | Air Sneakers       | --- --- --- +48 | ----------------------------------- |
    | Winged Boots       | --- +07 --- +50 | ----------------------------------- |
    | Lion Boots         | --- +26 --- +48 | ----------------------------------- |
    | Spirit Shoes       | --- +30 --- +50 | ----------------------------------- |
    |____________________|_________________|_____________________________________|
     * - in-game, Winged Boots erroneously says +35 MOV
    
     ____________________ _________________ _____________________________________
    | ACCESSORIES        | ATK DEF ACT MOV | OTHER                               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Amulet of Relief   | --- +15 --- --- | Restores HP in combat               |
    | Ancestor's Amulet  | --- --- --- --- | +4 plague resistance                |
    | Anklet             | --- --- --- +30 | ----------------------------------- |
    | Astral Miracle     | --- --- --- --- | Doubles earned skill EXP            |
    | Black Belt         | --- --- --- --- | +2 Move power level                 |
    | Blizzard Charm     | --- --- --- --- | +2 water/wind resistance            |
    | Chain of Gems      | --- --- --- --- | +1 combo attack chance              |
    | Chain Earrings     | +10 --- --- --- | +3 move block resistance            |
    | Combat Anklet      | +20 --- --- --- | ----------------------------------- |
    | Confusion Charm    | --- --- --- --- | Resists confusion                   |
    | Counter Ring       | --- --- --- --- | May return normal attacks           |
    | Crescent Jade      | --- --- --- --- | +2 sleep/confusion resistance       |
    | Demon Eye Stone    | --- --- --- --- | Speeds casting of spells            |
    | Demon Sword Amulet | --- +05 --- --- | +1 magic resistance (all)           |
    | Diana's Amulet     | --- --- --- --- | Move&Magic Block immune/Effect:Rfrsh|
    | Dragon Scales      | --- --- --- --- | Damage under 10 is negated          |
    | Earth Charm        | --- --- --- --- | +4 earth resistance                 |
    | Elite Badge        | --- --- +33 --- | ----------------------------------- |
    | Energy Ring        | --- --- --- --- | Restores SP a lot during attacks    |
    | Energy Charm       | --- --- --- --- | Halves SP costs                     |
    | Ethereal Miracle   | --- --- --- --- | Doubles earned magic EXP            |
    | Explosion Charm    | --- --- --- --- | +2 earth/fire resistance            |
    | Fire Charm         | --- --- --- --- | +4 fire resistance                  |
    | Fireproof Cape     | --- --- --- --- | +2 fire resistance                  |
    | Forest Charm       | --- --- --- --- | +2 earth/water resistance           |
    | Hero Badge         | --- --- +02 --- | ----------------------------------- |
    | Holy Ring          | --- +10 --- --- | +2 magic resistance (all)           |
    | Hurricane Belt     | --- --- +50 --- | ----------------------------------- |
    | Iridescent Amulet  | --- +10 --- --- | ----------------------------------- |
    | Jade Charm         | +02 --- --- --- | ----------------------------------- |
    | Light God Amulet   | --- --- --- --- | +1 magic resistance (all)           |
    | Lightning Charm    | --- --- --- --- | +2 fire/wind resistance             |
    | Magic Block Charm  | --- --- --- --- | Resists magic blocking              |
    | Mama's Amulet      | --- +02 --- --- | ----------------------------------- |
    | Medal of Yore      | --- --- --- --- | Restores SP during attacks          |
    | Metal Frog         | --- --- --- --- | +3 magic/move block resistance      |
    | Miraculous Scales  | --- --- --- --- | Doubles after-battle money          |
    | Mysterious Veil    | --- --- --- --- | +3 status abnormality resist (all)  |
    | Officer's Badge    | --- --- +15 --- | ----------------------------------- |
    | Paperweight        | --- --- --- --- | When struck, bearer won't fall down |
    | Paralysis Charm    | --- --- --- --- | Resists paralysis                   |
    | Phantom Silk       | --- --- --- --- | +4 water/wind resistance            |
    | Raincoat           | --- --- --- --- | Prevents sleep                      |
    | Ring of Rage       | --- --- --- --- | Restores lots of SP when attacked   |
    | Rune Ring          | --- +01 --- --- | Slows IP loss                       |
    | Scarab             | --- --- --- --- | +4 Poison/Plague/Paralysis resist.  |
    | Secret Move Ring   | --- --- --- --- | +3 move power level                 |
    | Snake Earrings     | --- +01 --- --- | +3 poison resistance                |
    | Sonic Belt         | --- --- +70 --- | ----------------------------------- |
    | Soul of Asura      | --- --- --- --- | +1 combo/critical attack chance     |
    | Spectacles         | --- --- --- --- | +2 critical resistance              |
    | Spirit Charm       | --- +20 --- --- | +2 magic resistance (all)           |
    | Sudden Death Charm | --- --- --- --- | Resists sudden death                |
    | Talisman           | --- --- --- --- | Prevents status abnormalities       |
    | Telescope          | --- --- --- --- | Extends attack range                |
    | Titan's Ring       | +05 --- --- --- | ----------------------------------- |
    | Tree God Amulet    | --- --- --- --- | Reduces SP usage for killer moves   |
    | Water Charm        | --- --- --- --- | +4 water resistance                 |
    | Wind Charm         | --- --- --- --- | +4 wind resistance                  |
    |____________________|_________________|_____________________________________|
    
    
     Battle-usable items can affect either one person (Single), everyone (All),
     or an area that has a "blast radius" based off the selected target (Ranged).
     Some items, such as stat-increasing seeds, can't be used during fights. Who
     an item is used on is often self-evident -- if it heals or gives a positive
     effect, it's ally(s); if it gives a negative or offensive effect, enemy(s).
    
     ____________________ _______________________________________________________
    | ITEM               | EFFECT                                                |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | All-Around Fruit   | +3 STR, VIT, WIT, AGI (permanently)          (Single) |
    | Bamboo Shoots      | Restore: 20 HP                               (Single) |
    | Bamo Fruit         | Restore: 04 MP (LV2)                         (Single) |
    | Banana             | Restore: 12 HP                               (Single) |
    | Bandage            | Restore: 50 HP                               (Single) |
    | Baobab Fruit       | Restore: 10 SP                               (Single) |
    | Beef Jerky         | Restore: 60 HP                               (Single) |
    | Black Nail Polish  | +3 Attack Level                              (Single) |
    | Blue Crayon        | Sue's Water Magic EXP +1/3                   (Single) |
    | Blue Medicine      | Restore: 20 MP of each level                 (Single) |
    | Boiled Coconut     | Restore: 80 HP                               (Single) |
    | Bond of Trust      | Speeds up IP (permanently)                   (Single) |
    | BOOM! Scroll       | Attack: 120 HP (Explosion)                   (Ranged) |
    | Box of Sweets      | Restore: 10 HP                               (Single) |
    | Bow Coloring Book  | Sue's Bow EXP +1/3                           (Single) |
    | Brown Crayon       | Sue's Earth Magic EXP +1/3                   (Single) |
    | Cabin Key          | Key to 1st-class cabins on Steamer           (------) |
    | Chocolate          | Restore: 40 HP                               (Single) |
    | Cholla             | Restore: 03 MP (LV1)                         (Single) |
    | Coal Candy         | +2 ATK (ally)                                (Single) |
    | Cone of Light      | Stops damage on character temporarily        (Single) |
    | Cookies            | Restore: 80 HP                               (Single) |
    | Crimson Potion     | Restore: 150 HP                                 (All) |
    | Culture Medium     | Attack: Inflicts Plague                      (Ranged) |
    | Deep Blue Potion   | Restore: 20 MP of each level                    (All) |
    | Dream Truffle      | Attack: Confusion                            (Single) |
    | Dried Fish         | Restore: 40 HP                               (Single) |
    | Dynamite           | Attack: 70 HP (Fire)                         (Ranged) |
    | Earth Secrets      | Gadwin's Earth Magic EXP +1/3                (Single) |
    | Expensive Jewel    | Valuable jewel                               (------) |
    | Fire Secrets       | Gadwin's Fire Magic EXP +1/3                 (Single) |
    | Firewood Sparks    | Attack: 80 HP / Good vs. Plants              (Single) |
    | First Aid Kit      | Restore: 60 HP                                  (All) |
    | Freesia Flowers    | Restore: 8 MP (all levels)                   (Single) |
    | Fruit of Agility   | +3 AGI (permanently)                         (Single) |
    | Fruit of Defense   | +3 DEF (permanently)                         (Single) |
    | Fruit of Life      | +10 HP (permanently)                         (Single) |
    | Fruit of Magic     | +2 MP (all levels/permanently)               (Single) |
    | Fruit of Moves     | +5 SP (permanently)                          (Single) |
    | Fruit of Power     | +3 STR (permanently)                         (Single) |
    | Gaia Sprout        | Found in Tower of Doom                       (------) |
    | Gale Scroll        | Attack: 120 HP (Ice)                         (Single) |
    | Gantz's Key        | The key to Gantz's treasure chest            (------) |
    | Ginseng            | Restore: 40 HP                               (Single) |
    | Gold Key           | Key to Hill of Teleportation                 (------) |
    | Golden Potion      | Restore: 30 SP                                  (All) |
    | Hand Grenade       | Attack: 30 HP (Fire)                         (Ranged) |
    | Health Weed        | Restore: 80 HP                               (Single) |
    | Holy Fire          | Attack: 30 HP (Good vs. Ghosts)              (Ranged) |
    | Honey              | Restore: 100 HP                              (Single) |
    | Horn of Knowledge  | Dorlin's lost horn                           (------) |
    | How to Chop 'Em    | Milda's Ax EXP +1/3                          (Single) |
    | How to Cut 'Em     | Milda's Sword EXP +1/3                       (Single) |
    | How to Pound 'Em   | Milda's Mace EXP +1/3                        (Single) |
    | Howler Scroll      | Attack: 50 HP (Wind)                         (Ranged) |
    | Java's Wallet      | Key item for Java at Leck Mines              (------) |
    | Key to the Cafe    | Key to the cafe in Parm                      (------) |
    | Launch Fireworks   | Attack: 120 HP (Fire)                        (Ranged) |
    | Lightning Scroll   | Attack: 150 HP (Lightning)                   (Ranged) |
    | Lilly's Letter     | Obtained when leaving Parm                   (------) |
    | Mace Coloring Book | Sue's Mace EXP +1/3                          (Single) |
    | Magic Lamp         | Restore: 2 MP of each level (repeatable)     (Single) |
    | Magic Lipstick     | +3 Action Level                              (Single) |
    | Mana Egg           | Used to purchase magic at shops              (------) |
    | Master Key         | Master key to the Garlyle Base               (------) |
    | Medal of Knowledge | Key to entering Alent                        (------) |
    | Medal of Wisdom    | Received from Liete                          (------) |
    | Mikeroma Scroll    | Restore: 50 HP                                  (All) |
    | Miracle Drink      | Restore: 05 MP of each level                    (All) |
    | Mist-Clearing Nut  | Clears mist from Misty Forest East           (------) |
    | Mogay Teachings 1  | Guido's Dagger EXP +1/3                      (Single) |
    | Mogay Teachings 2  | Guido's Sword EXP +1/3                       (Single) |
    | Mogay Teachings 3  | Guido's Bow EXP +1/3                         (Single) |
    | Move Breaker       | Cures Move Block                             (Single) |
    | Move Mushroom      | +3 Move Level                                (Single) |
    | Nectar of the Gods | Nectar to give to Luc Village chief          (------) |
    | Orb of Silence     | Attack: Magic Block                          (Single) |
    | Overflowing Walnut | +2 Attack Level                              (Single) |
    | Panacea            | Cures all non-KO status effects              (Single) |
    | Paralysis Ointment | Cures Paralysis                              (Single) |
    | Poison Antidote    | Cures Poison                                 (Single) |
    | Power Mushroom     | +3 Attack Level                              (Single) |
    | Pretty Jewel       | High resale value (2500-10000G)              (------) |
    | Prime Rib          | Restore: 150 HP                              (Single) |
    | Rainbow Weed       | Restore: 100 HP                              (Single) |
    | Red Crayon         | Sue's Fire Magic EXP +1/3                    (Single) |
    | Red Medicine       | Restore: 200 HP                              (Single) |
    | Rescue Set         | Restore: 120 HP                                 (All) |
    | Restraint Walnut   | +2 Defense Level                             (Single) |
    | Resurrect Potion   | Resurrects KO'd ally to full health          (Single) |
    | Revival Stone      | Resurrects KO'd ally once upon defeat        (Single) |
    | Roach Bomb         | Attack: 60 HP / Good vs. Insects             (Ranged) |
    | Root of Confusion  | Attack: Confusion                            (Single) |
    | Running Walnut     | +2 Action Level                              (Single) |
    | Seed of Defense    | +1 Max VIT (permanently)                     (Single) |
    | Seed of Life       | +3 Max HP (permanently)                      (Single) |
    | Seed of Magic      | +1 Max MP (all levels/permanently)           (Single) |
    | Seed of Moves      | +2 Max SP (permanently)                      (Single) |
    | Seed of Power      | +1 STR (permanently)                         (Single) |
    | Seed of Running    | +1 AGI (permanently)                         (Single) |
    | Seed of Speed      | +1 WIT (permanently)                         (Single) |
    | Silver Key         | Key to Hill of Teleportation                 (------) |
    | Sky-Blue Crayon    | Sue's Wind Magic EXP +1/3                    (Single) |
    | Smarna Weed        | -1 DEF (enemies)                                (All) |
    | Smoked Salmon      | Restore: 75 HP                               (Single) |
    | Snooze Scroll      | Attack: Snooze                                  (All) |
    | Sonic Nut          | +2 Action Level                              (Single) |
    | Soldier's Soul     | Used for puzzle at Soldier's Graveyard       (------) |
    | Spell Breaker      | Cures Magic Block                            (Single) |
    | Spirit Potion      | Restore: 99 MP (all levels)                     (All) |
    | Spirit Stone       | +1 Max HP Level (infinite uses)              (Single) |
    | Squid Guts         | Restore: 20 SP                               (Single) |
    | Sue's Shoes        | Shoes found in Valley of the Flying Dragon   (------) |
    | Sulfa Weed         | Key item found in Herb Mountains             (------) |
    | Sword Secrets      | Gadwin's Sword EXP +1/3                      (Single) |
    | Tear Jewel         | Restore: 3 SP (multiple uses)                (Single) |
    | Teleportation Orb  | Orb for Mysterious Vanishing Hill teleporter (------) |
    | Torte's Whistle    | Cures Sleep                                     (All) |
    | Thor's Fury        | Attack: 120 HP (Lightning)                   (Ranged) |
    | Tremor Scroll      | Attack: 70 HP (Earth)                        (Ranged) |
    | Trudge Weed        | Attack: -2 MOV (Foes)                           (All) |
    | Ultra Drink        | Restore: 20 SP                                  (All) |
    | Vaccine            | Cures Plague                                 (Single) |
    | Vacuum Scroll      | Attack: 100 HP (Wind)                           (All) |
    | Weeds              | Restore: 01 HP                               (Single) |
    | White Sulfa Weed   | Restore: 35 HP                               (Single) |
    | Wound Salve        | Restore: 40 HP                               (Single) |
    | Yellow Medicine    | Restore: 30 SP                               (Single) |
    | Zap! Book          | Attack: 180 HP (Lightning)                   (Ranged) |
    |____________________|_______________________________________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    SKILL LIST                                                               [SKLL]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Here's the list of everyone's skills and magic.
    
     Skills are character-specific techniques that use up SP in battle. They've a
     variety of effects, and all require upgrading one's weapon proficiency(s),
     and may even require magical proficiency(s). Note that a skill won't appear
     in a character's list until the proper mana egg(s) are acquired; for this
     reason, it pays to buy magic carefully. Using weapon attacks in-battle will
     gradually restore SP, and increasing any weapon's proficiency gives +1 SP
     permanently, as well as weapon-specific bonuses.
    
     Magic is bought from shops by trading rare "mana eggs," items often found in
     dungeons or on bosses. One egg allows a character to learn one of the four
     main elemental magics (although some characters may be barred from learning
     some or all magics; this is to prevent wasting eggs on someone who may not
     be around long). Magic is tiered -- it comes in LV1, LV2 and LV3, growing
     stronger as the levels advance. Like skills, increasing magical proficiencies
     will open up new magic, although weapon proficiencies don't factor into this
     growth. Magic also can be "combined" -- for instance, learning both fire and
     wind magic will open up a lightning (fire + wind) magic on that character,
     once the prerequisites are met. Combination magic, when used, also gives EXP
     for both the base elements involved, allowing its base elements to level
     quicker. Finally, increasing a base element's level gives +2 MP permanently
     (although whether those gains will be LV1, LV2 or LV3 is completely random)
     and magic-specific bonuses, too.
    
      * Some skills can only be used while certain weapons are equipped. Unusable
        skills are featured in gray.
    
     With that out of the way, here's the list of bonuses. Note that throwable
     weapons (shurikens, etc.) count towards Bow experience, and staves/hammers
     count towards mace experience since they're all blunt weapons.
    
     Fire: +1 WIT
     Wind: +1 AGI
     Watr: +1 HP
     Erth: +1 STR
    
     Axe : +2 STR
     Bow : +2 STR, +1 HP
     Dagr: +2 AGI, +1 HP
     Mace: +1 VIT, +2 HP
     Swrd: +1 STR, +2 WIT
     Whip: +2 WIT, +1 HP
    
     Other things to mention...hmm. Runner gives +2 Move Level to the target but
     only +1 to incidental targets.
    
    ______
    ŻŻŻŻŻŻ
    JUSTIN
    ______
    ŻŻŻŻŻŻ
     Weapons: Sword, Mace, Ax
     Default: Wooden Pole, Cutting Board, Adventure Clothes, Goggles, Sneakers,
              Hero's Badge; Wound Salve (x3)
    
     Justin's our protagonist bro, and naturally gets an all-around style of
     development. Some of his skills require using mace- or ax-type weapons, but
     his key abilities require sword LVs. If you find yourself using swords most
     of the time, that's fine -- the extra WIT levels will turn him into a speed
     demon.
     ____________________ _____________ ________ ____ ___________________________
    | MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
    | Zap!               | 05 04 -- -- | Circ/E | 11 | ------------------------- |
    | Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
    | Crackle            | -- 03 02 -- | Sngl/E | 02 | ------------------------- |
    | Freeze!            | -- 06 05 -- | All /E | 03 | -2 Move Level             |
    | Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP               |
    | Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
    | Cure               | -- -- 03 02 | Sngl/A | 01 | Cures Poison              |
    | Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
    | Boom!              | 07 -- -- 06 | Circ/E | 07 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflame          | 04 -- -- -- | Circ/E | 04 | ------------------------- |
    | Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
    | Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
    | Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
    | Cold               | -- 10 08 -- | Sngl/E | 03 | -2 WIT                    |
    | Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
    | Alheal             | -- -- 05 -- | All /A | 04 | Restores HP (Small)       |
    | Healer             | -- -- 08 -- | Sngl/E | 03 | Restores HP (Large)       |
    | Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
    | BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
    | Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
    | DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
    | GadZap             | 19 15 -- -- | Sngl/E | 13 | ------------------------- |
    | Howlnado           | -- 23 -- -- | AllA&E | 08 | ------------------------- |
    | Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally at full HP   |
    | Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
    | Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
    | Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
    | BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    
     Justin can equip many different weapons, but his skills require no specific
     one for usage -- lucky!
     ____________________ ______________________ _____ ____ _____________________
    | JUSTIN SKILLS      | Sw Mc Ax Fr Wi Wt Er | RA. | SP | OTHER               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | V-Slash            | 01 -- -- -- -- -- -- | 1-E | 14 | ------------------- |
    | W-Break            | 06 04 -- -- -- -- -- | 1-E | 20 | ------------------- |
    | Shockwave          | -- 07 05 -- -- -- -- | C-E | 30 | ------------------- |
    | Midair Cut         | -- 10 12 -- -- -- -- | 1-E | 32 | ------------------- |
    | Lotus Cut          | 12 -- -- 08 -- -- -- | 1-E | 32 | ------------------- |
    | Ice Slash          | -- -- 16 -- 10 10 -- | 1-E | 36 | ------------------- |
    | Thor Cut           | 23 -- -- 17 17 -- -- | 1-E | 40 | ------------------- |
    | Immortal Aura      | 20 25 22 -- -- -- -- | Slf | 45 | Temp. invincibility |
    | Dragon Cut         | 16 -- -- 06 -- -- 07 | A-E | 45 | ------------------- |
    | Heaven & Earth Cut | 32 29 30 -- -- -- -- | A-E | 90 | ------------------- |
    |____________________|______________________|_____|____|_____________________|
    
    ______
    ŻŻŻŻŻŻ
    FEENA
    ______
    ŻŻŻŻŻŻ
     Weapons: Dagger, Whip
     Default: Leather Whip, Leather Gloves, Breastplate, Barrette, Leather Greaves,
              Jade Charm; First Aid Kit, Ginseng (x2), Paralysis Ointment, Poison
              Antidote, Paring Knife
    
     Feena is a badass adventurer by trade, but as the game goes on, she may end up
     settling into the badass mage mold. Why? She lacks STR-increasing weapons, and
     thus must use Earth magic to stay competitive on that end. But, as far as
     mages go, Feena outclasses everyone, and is the only early castmember who
     gets unique spells.
     ____________________ _____________ ________ ____ ___________________________
    | MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
    | Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
    | Runner             | -- 02 -- -- | Circ/A | 01 | +1 Move Level             |
    | Crackle            | -- 03 02 -- | Sngl/E | 02 | ------------------------- |
    | Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP               |
    | Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
    | Cure               | -- -- 03 02 | Sngl/A | 01 | Cures Poison              |
    | Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
    | WOW!               | 05 -- -- 05 | Sngl/A | 03 | +1 Attack Level           |
    | Time Gate          | -- 99 99 -- | Global | 99 | Stops everyone else's IP  |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflame          | 04 -- -- -- | Circ/E | 04 | ------------------------- |
    | Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
    | Shhh!              | -- 12 -- -- | Sngl/E | 03 | Inflicts Magic Block      |
    | Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
    | Alheal             | -- -- 05 -- | All /A | 04 | Restores HP (Small)       |
    | Healer             | -- -- 08 -- | Sngl/A | 03 | Restores HP (Large)       |
    | Alhealer           | -- -- 12 -- | All /A | 08 | Restores HP (Large)       |
    | Refresh            | -- -- 12 10 | Sngl/A | 03 | Cures Move Block          |
    | Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
    | Tree of Life       | -- -- 23 22 | All /E | 28 | Restores all HP + Refresh |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
    | DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
    | Fiora              | -- 08 10 -- | Sngl/E | 02 | Inflicts Move Block       |
    | Protection         | -- 20 23 -- | Sngl/A | 21 | Temp. protection from DMG |
    | Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally at full HP   |
    | Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
    | Speedy             | -- -- 13 13 | Sngl/A | 04 | WIT +1                    |
    | Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
    | BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
    | End of the World   | 27 -- -- -- | All /E | 33 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    
     Obviously, techs that specify "whip" in the title require one to be used.
     Daggers are necessary for "hurl" techs.
     ____________________ ___________________ _____ ____ ________________________
    | FEENA SKILLS       | Da Wh Fr Wi Wt Er | RA. | SP | OTHER                  |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Knife Hurl         | 03 -- -- -- -- -- | 1-E | 10 | ---------------------- |
    | Random Hurl        | 10 -- -- -- -- -- | A-E | 28 | ---------------------- |
    | Paralyzing Whip    | -- 04 -- -- -- -- | 1-E | 15 | Paralyzes target       |
    | Fire Whip          | 14 -- 12 -- -- -- | C-E | 32 | Fire-elemental         |
    | Zap! Whip          | 24 -- 15 15 -- -- | 1-E | 38 | Lightning-elemental    |
    |____________________|___________________|_____|____|________________________|
    
    ______
    ŻŻŻŻŻŻ
    SUE
    ______
    ŻŻŻŻŻŻ
     Weapons: Bow, Mace
     Default: Toy Bow and Arrow, Woolen Mittens, Sunday Best, Ribbon, Dress Shoes,
              Mama's Amulet; Sweets (x2), Banana, Wound Salve
    
     Adorable, precocious, annoying -- all of these describe Sue, our spunky li'l
     girl from Parm. Since she can learn water LVs very easily, many push her into
     the role of healer/supporter, something she's not TOO comfortable in. Her
     skillset allows her to be a jane-of-all-trades, and befitting that mixed bag,
     some of her skills (like Rah-Rah Cheer) lose their usefulness while some (Fire
     Away, Fight Cheer) never do.
     ____________________ _____________ ________ ____ ___________________________
    | MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
    | Zap!               | 05 04 -- -- | Circ/E | 11 | ------------------------- |
    | Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
    | Crackle            | -- 03 02 -- | Sngl/E | 02 | ------------------------- |
    | Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP               |
    | Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
    | Cure               | -- -- 03 02 | Sngl/A | 01 | Cures Poison              |
    | Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
    | Def-Loss           | -- -- -- 06 | All /E | 03 | -1 Defense Level          |
    | BOOM!              | 07 -- -- 06 | Circ/E | 07 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflame          | 04 -- -- -- | Circ/E | 04 | ------------------------- |
    | Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
    | Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
    | Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
    | Shhh!              | -- 12 -- -- | Sngl/E | 03 | Inflicts Magic Block      |
    | Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
    | Alheal             | -- -- 05 -- | All /A | 04 | Restores HP (Small)       |
    | Refresh            | -- -- 12 10 | Sngl/A | 03 | Cures Move Block          |
    | Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
    | BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
    | Howlnado           | -- 23 -- -- | AllA&E | 08 | ------------------------- |
    | Fiora              | -- 08 10 -- | Sngl/E | 02 | Inflicts Move Block       |
    | Protection         | -- 20 23 -- | Sngl/A | 21 | Temp. protection from DMG |
    | Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally at full HP   |
    | Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
    | Speedy             | -- -- 13 13 | Sngl/A | 04 | WIT +1                    |
    | Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
    | Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
    | BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    
     Most of Sue's techs can be used without a weapon restriction. However, Round
     Whacker and Fire Away require a mace- and throwable-type weapon, respectively.
    
     ____________________ ___________________ _____ ____ ________________________
    | SUE SKILLS         | Ma Bw Fr Wi Wt Er | RA. | SP | OTHER                  |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Puffy Kick         | -- 01 -- -- -- -- | 1-E | 08 | ---------------------- |
    | "Rah-Rah!" Cheer   | 01 01 -- -- -- -- | A-A | 18 | Restores HP (small)    |
    | Round Whacker      | 07 -- -- -- -- -- | C-E | 30 | ---------------------- |
    | Fire Away          | -- 10 -- -- -- -- | A-E | 28 | ---------------------- |
    | Yawn               | 10 -- -- -- 03 -- | C-E | 05 | Inflicts Sleep         |
    | Puffy Fire         | -- 12 02 -- -- -- | C-E | 36 | ---------------------- |
    | Fight! Cheer       | 08 -- 03 -- -- 02 | A-A | 16 | +1 Attack Level        |
    |____________________|___________________|_____|____|________________________|
    
    ______
    ŻŻŻŻŻŻ
    GADWIN
    ______
    ŻŻŻŻŻŻ
     Weapons: Sword
     Default: The Sword Himmler, Dragon Gauntlet, Thick Armor, Pirate's Helmet,
              Dragon Boots, Ancestor's Amulet; Vaccine (x2), Squid Guts, Mikeroma
              Scroll
    
     Gadwin is the strongest swordsman of Dight Village, and joins the party for
     a good deal of the first disc. He's overpowered for the most part, entering
     the party at a much higher level and being unable to learn other magic. Oh,
     and his MOV sucks. But, even with those drawbacks, he's such a powerhouse
     that you'd practically have to let an enemy wail on him to see a game over
     screen. [He starts with all skills learned at minimum requirements.]
    
     ____________________ _____________ ________ ____ ___________________________
    | MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
    | Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
    | Def-Loss           | -- -- -- 06 | All /E | 03 | -1 Defense Level          |
    | WOW!               | 05 -- -- 05 | Sngl/A | 03 | +1 Attack Level           |
    | BOOM!              | 07 -- -- 06 | Circ/E | 07 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflame          | 04 -- -- -- | All /E | 04 | ------------------------- |
    | Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
    | Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
    | Gravity            | -- -- -- 12 | Sngl/E | 04 | -7 Move Level             |
    | Meteor Strike      | 13 -- -- 15 | Sngl/E | 10 | ------------------------- |
    | BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
    | Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
    | Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
    | BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    
     Gadwin can only equip swords, so he'll never be in a situation where he's
     mismatched...thankfully.
     ____________________ ________________ _____ ____ ___________________________
    | GADWIN SKILLS      | Sw Fr Wi Wt Er | RA. | SP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Flying Dragon Cut  | 04 -- -- -- -- | 1-E | 14 | ------------------------- |
    | Eruption Cut       | 08 03 -- -- 03 | 1-E | 24 | ------------------------- |
    | Dragon Cut         | 16 06 -- -- 07 | A-E | 45 | ------------------------- |
    |____________________|________________|_____|____|___________________________|
    
    ______
    ŻŻŻŻŻŻ
    RAPP
    ______
    ŻŻŻŻŻŻ
     Weapons: Daggers, Swords, Throwables
     Default: Cafu Shuriken, Alligator Gauntlet, Spy Clothes, Headgear, Ninja
              Sandals, Black Belt; Red Medicine, Chocolate Cookies, Honey, Vaccine
    
     Rapp combines the will of a warrior with the brashness of a brat, and his
     stats tend to go towards middle of the pack, at least in the beginning. He
     only has a handful of skills that can attack large groups, and one of them
     has ridiculous requirements. To me, this kinda nudges him towards throwable
     weapons. Still, he can often take hand-me-downs from other characters when
     new ones are obtained, and that's always a good thing. In a way, he's kinda
     like Sue, equipment-wise.
    
     ____________________ _____________ ________ ____ ___________________________
    | MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
    | Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
    | Runner             | -- 02 -- -- | Circ/A | 01 | +1 Move Level             |
    | Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP (Small)       |
    | Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
    | Poizn              | -- -- 05 03 | Circ/E | 02 | Damage + Inflicts Poison  |
    | Stram              | -- -- 06 05 | Sngl/E | 03 | -2 Attack Level           |
    | Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
    | Def-Loss           | -- -- -- 06 | All /E | 03 | -1 Defense Level          |
    | WOW!               | 05 -- -- 05 | Sngl/A | 03 | +1 Attack Level           |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflame          | 04 -- -- -- | All /E | 04 | ------------------------- |
    | Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
    | Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
    | Shhh!              | -- 12 -- -- | Sngl/E | 03 | Inflicts Magic Block      |
    | Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
    | Healer             | -- -- 08 -- | Sngl/A | 03 | Restores HP (Large)       |
    | Craze              | -- -- 10 10 | Sngl/E | 01 | Inflicts Confusion        |
    | Gravity            | -- -- -- 12 | Sngl/E | 04 | -7 Move Level             |
    | Meteor Strike      | 13 -- -- 15 | Sngl/E | 10 | ------------------------- |
    | BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
    | Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
    | DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
    | Howlnado           | -- 23 -- -- | AllA&E | 08 | ------------------------- |
    | Cold               | -- 08 10 -- | Sngl/E | 03 | -2 WIT                    |
    | Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
    | Speedy             | -- -- 13 13 | Sngl/A | 04 | +1 WIT                    |
    | Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
    | Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
    | BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    
     Missile, Fireball and Sidethrow require a throwable weapon. Daggers & swords
     should suffice for all other skills.
     ____________________ ______________________ _____ ____ _____________________
    | RAPP SKILLS        | Da Sw Bw Fr Wi Wt Er | RA. | SP | OTHER               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Mist Hide          | 05 -- -- -- -- -- -- | Slf | 05 | Warps to new spot   |
    | Doppelganger       | 12 09 -- -- -- -- -- | 1-E | 27 | ------------------- |
    | Dethsword          | 16 14 -- -- -- -- -- | 1-E | 25 | May instakill targt |
    | Missile            | -- -- 07 -- -- -- -- | 1-E | 14 | ------------------- |
    | Fireball           | -- -- 12 10 -- -- -- | C-E | 36 | ------------------- |
    | Side Throw         | -- -- 22 -- -- -- -- | A-E | 40 | ------------------- |
    | Discutter          | 10 07 15 -- -- -- -- | Lne | 30 | ------------------- |
    | Demon Ball         | 20 18 23 -- -- -- -- | 1-E | 40 | ------------------- |
    | Neo Demon Ball     | 24 25 32 -- -- -- -- | A-E | 85 | ------------------- |
    |____________________|______________________|_____|____|_____________________|
    
    ______
    ŻŻŻŻŻŻ
    MILDA
    ______
    ŻŻŻŻŻŻ
     Weapons: Swords, Maces, Axes
     Default: Wrecking Ax, Power Shield, Battle Bikini, Iron Bandana, Beach
              Sandals, Titan's Ring; Smoked Salmon (x2), Prime Rib (x2)
    
     Milda is a brutish woman who joins up for awhile, and while she can't use
     magic, Milda can just smash things with her fists. Or axes...or pipes...or
     bricks... Well, let's say she just likes smashing things. She joins up with
     all abilities learned and immediately fills the role of powerhouse. Her
     effectiveness is lessened a bit without magic, but in general she's going to
     do quite well. Her DEF isn't that good to start with, though, so if y'don't
     take care, she can bite the big one. [Milda's skills require no particular
     weapon.]
     ____________________ ______________________ _____ ____ _____________________
    | MILDA SKILLS       | Sw Mc Ax Fr Wi Wt Er | RA. | SP | OTHER               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Milda Kick         | -- -- 10 -- -- -- -- | 1-E | 16 | ------------------- |
    | Splitter           | 13 15 -- -- -- -- -- | A-E | 40 | ------------------- |
    | Milda Hit          | 20 21 24 -- -- -- -- | 1-E | 75 | ------------------- |
    |____________________|______________________|_____|____|_____________________|
    
    ______
    ŻŻŻŻŻŻ
    GUIDO
    ______
    ŻŻŻŻŻŻ
     Weapons: Dagger, Sword, Throwables
     Default: Poisoned Knife, Moonlight shield, Mogay Clothes, Feathered Turban,
              Rabbit Shoes, Scarab; Panacea (x2), Launch Fireworks (x2), Resurrect
              Potion (x2), Revival Stone
    
     El-ahrairah, is that you? Nope, just Guido, our favorite rabbit-eared buddy.
     He joins temporarily and as y'can see from his skills, he's sort of like
     Milda, just without any super-damaging aces in the hole. He is, however, the
     only person who can steal items, and many of his abilities have a uniqueness
     about them. Mogay Bomb's super IP damage, for instance, can be very useful.
     [Mogay Shot requires a throwable weapon to use, but that's the only skill.]
     ____________________ ______________________ _____ ____ _____________________
    | GUIDO SKILLS       | Da Sw Bw Fr Wi Wt Er | RA. | SP | OTHER               |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Mogay Shot         | -- -- 05 -- -- -- -- | 1-E | 14 | ------------------- |
    | Mogay Bomb         | -- -- 12 -- -- -- -- | C-E | 38 | Maximum IP damage   |
    | Mogay Hypo         | 15 06 -- -- -- -- -- | 1-A | 45 | Restores SP (some)  |
    | Power Up           | 19 10 -- -- -- -- -- | 1-A | 20 | All Parameters +1   |
    | Mogay Pickpocket*  | 13 08 15 -- -- -- -- | 1-E | 10 | May steal from foe  |
    |____________________|______________________|_____|____|_____________________|
     * - gains EXP even on miss / pickpocketed foes drop nothing on defeat
    
    ______
    ŻŻŻŻŻŻ
    LIETE
    ______
    ŻŻŻŻŻŻ
     Weapons: Mace
     Default: Sparkling Rod, Magic Gloves, Enchantress' Robe, Angel's Hat, Rainbow
              High Heels, Holy Ring; Blue Medicine (x2), Deep Blue Potion (x2),
              Magic Lipstick, Black Nail Polish
    
     Our favorite beauty, Liete joins up with a magical arsenal that would make
     Gandalf weep, including several unique abilities to match her charmability.
     She can only equip mace-type weapons, though, and gets a pitiful two skills
     total -- but when you command such a mastery of magic, who cares about
     whacking stuff with primitive weapons? That's for barbarians.
     ____________________ _____________ ________ ____ ___________________________
    | MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burn!              | 01 -- -- -- | Sngl/E | 01 | ------------------------- |
    | Zap!               | 05 04 -- -- | Circ/E | 11 | ------------------------- |
    | Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
    | Freeze!            | -- 06 05 -- | All /E | 03 | -2 Move Level             |
    | Heal               | -- -- 01 -- | Sngl/E | 01 | Restores HP (Small)       |
    | Poizn              | -- -- 05 03 | Circ/E | 02 | Damage + Inflicts Poison  |
    | Stram              | -- -- 06 05 | Sngl/E | 03 | -2 Attack Level           |
    | Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
    | BOOM!              | 06 -- -- 07 | Circ/E | 07 | ------------------------- |
    | Magic Art          | 12 -- -- -- | Sngl/E | 11 | ------------------------- |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Burnflame          | 04 -- -- -- | All /E | 04 | ------------------------- |
    | Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
    | Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
    | Cold               | -- 10 08 -- | Sngl/E | 03 | -2 WIT                    |
    | Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
    | Alhealer           | -- -- 12 -- | All /A | 08 | Restores HP (Large)       |
    | Craze              | -- -- 10 10 | Sngl/E | 01 | Inflicts Confusion        |
    | Gravity            | -- -- -- 12 | Sngl/E | 04 | -7 MOV                    |
    | Meteor Strike      | 13 -- -- 15 | Sngl/E | 10 | ------------------------- |
    | Star Symphony      | -- -- 20 20 | All /A | 12 | +1 all parameters         |
    |____________________|_____________|________|____|___________________________|
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
    | DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
    | GadZap             | 19 15 -- -- | All /E | 13 | ------------------------- |
    | Howlnado           | -- 23 -- -- | AllA/E | 08 | ------------------------- |
    | Protection         | -- 20 23 -- | Sngl/A | 21 | Temporary invincibility   |
    | Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally from KO      |
    | Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (Large)       |
    | Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
    | BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
    | Enclose            | 23 24 -- -- | Sngl/E | 26 | Inflicts Move & Magic Blk |
    |____________________|_____________|________|____|___________________________|
    
     Like Gadwin, Liete never encounters a problem with skill usage since she can
     only use one weapon type.
     ____________________ ________________ _____ ____ ___________________________
    | LIETE SKILLS       | Ma Fr Wi Wt Er | RA. | SP | OTHER                     |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    | Redshock           | 10 -- -- -- -- | 1-E | 28 | ------------------------- |
    | Enchantment Dance  | 18 -- -- -- -- | 1-E | 34 | Steals MP from target     |
    |____________________|________________|_____|____|___________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    SHOP LIST                                                                [SHPL]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     01) Port Town of Parm ................................................. SH01
     02) Steamer Ship ...................................................... SH02
     03) New Parm .......................................................... SH03
     04) Luc Village ....................................................... SH04
     05) Dight Village ..................................................... SH05
     06) Gumbo Village ..................................................... SH06
     07) Cafu Village ...................................................... SH07
     08) Zil Padon ......................................................... SH08
     09) Laine Village ..................................................... SH09
     10) Luzet Mountains Field Base ........................................ SH10
     11) Zil Padon [II] .................................................... SH11
     12) Tower of Temptation ............................................... SH12
    
    01) PORT TOWN OF PARM                                                 [SH01]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Ceramic Sword ............... 500        Metal Bat .................... 300
     Handmade Darts .............. 150        Sportswear ................... 150
     Leather Gloves ............... 80        Fluffy Ribbon ................. 40
     Air Sneakers ................. 90        Shiny Shoes ................... 50 
     Wound Salve .................. 40        Herbs ......................... 15
    
    02) STEAMER SHIP                                                      [SH02]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Ceramic Sword ............... 500        Paring Knife ................. 250
     Hand Ax ..................... 300        Metal Bat .................... 300
     Handmade Darts .............. 150        Leather Gloves ................ 80
     Sportswear .................. 150        Air Sneakers .................. 90
     First Aid Kit ............... 180        Herbs ......................... 15
     Wound Salve .................. 40
    
    03) NEW PARM                                                          [SH03]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Paring Knife ................ 250        Hunter's Knife .............. 1000
     Great Sword ................. 750        Ceramic Sword ................ 500
     Big Hatchet ................ 1000        Iron Mace ................... 1200
     Thorny Whip ................. 650        Hunter's Bow ................. 850
     Bamboo Armor ................ 360        Shell Shield ................. 250
     Cowboy Hat .................. 160        Hunter's Boots ............... 200
     Snake Earrings .............. 200        Dried Fish .................... 60
     Bamboo Shoots ................ 30        Beef Jerky .................... 90
     Poison Antidote ............. 100        First Aid Kit ................ 180
     Smarna Weed ................. 150        Roach Bomb .................... 90
     Dream Truffle ................ 50
    
    04) LUC VILLAGE                                                       [SH04]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Flint Knife ................ 2000        Oracle's Staff .............. 2600
     Woodchopper's Ax ........... 2600        Flint Bow ................... 2000
     Fairy Robe ................. 1800        Escargot Shield .............. 750
     Climbing Hat ................ 400        Curious Clogs ............... 1000
     Tree God Amulet ............ 1000        Bandage ...................... 100
     Move Breaker ................ 200        Spell Breaker ................ 200
     Smelling Salts .............. 100        Paralysis Ointment ........... 100
     Resurrect Potion ........... 1000        Baobab Fruit ................. 200
     Smarna Weed ................. 150        Firewood Sparks .............. 140
     Snooze Scroll ............... 200        Zap! Book .................... 720
    
    05) DIGHT VILLAGE                                                     [SH05]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Swordfish Sword ............ 4500        Dragon Bone Ax ............. 10000
     Fire Rod ................... 2900        Gale Whip ................... 3300
     Flying Fish Bow ............ 3000        Swordfish Armor ............. 2100
     Skull Armor ................ 3300        Seashell Shield .............. 960
     Pearl Helmet ................ 700        Dragon Boots ................. 640
     Disease Charm ............... 750        Cholla Flowers ............... 400
     Bamo Fruit .................. 600        Squid Guts ................... 400
     Move Mushroom ............... 200        Power Mushroom ............... 200
     Poison Antidote ............. 100        Resurrect Potion ............ 1000
     Panacea ..................... 800        Vaccine ....................... 50
     Mikeroma Scroll ............. 450        Dynamite ..................... 280
    
    06) GUMBO VILLAGE                                                     [SH06]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Azure Knife ................ 3100        Raincloud Staff ............. 4000
     Frog Ax .................... 4200        Flying Dragon Vest .......... 3000
     Frog Shirt ................. 2500        MagicMirror Shield .......... 8000
     Stone Head ................. 1400        Mach 1 Boots ................ 2000
     Metal Frog ................. 2000        Spectacles ................... 500
     Raincoat .................... 800        Vaccine ....................... 50
     Boiled Coconut .............. 240        Panacea ...................... 800
     Holy Fire ................... 150        Dynamite ..................... 280
     Blizzard Scroll ............ 1600        Lightning Scroll ............ 1650
     Gale Scroll ................. 480
    
    07) CAFU VILLAGE                                                      [SH07]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Shocking Knife ............. 6500        Shadow Sword ................ 7000
     Aromatic Tree Root ......... 6500        Giant Snake Whip ............ 5400
     Catfish Whiskers .......... 11000        Cafu Shuriken ............... 4000
     Boomerang .................. 5400        Chain Mail .................. 5100
     Chameleon Armor ............ 5300        Leaf Shield ................. 3000
     Lafa Flower Shield ........ 18000        Swallowtail Hat ............. 2500
     Ninja Sandals ............... 700        Winged Boots ................ 5000
     Confusion Charm ............ 2000        Iridescent Amulet ........... 1800
     Black Belt ................. 2400        Cookies ...................... 400
     Honey ....................... 500        Torte's Whistle .............. 200
     Resurrect Potion ........... 3000        Poison Antidote .............. 100
     Howler Scroll ............... 100        Tremor Scroll ................ 500
     Gale Scroll ................. 480        Zap! Scroll .................. 720
    
    08) ZIL PADON                                                         [SH08]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Assassin's Dagger ......... 20000        Gil Sword ................... 8600
     Lassic Hammer ............. 17500        Holy Sword Lorenzo ......... 40000
     Fire Darts ................. 9800        Exorcising Bow ............. 12000
     Discus .................... 22000        Aura Armor ................. 20000
     Moonlight Shield ........... 5700        Feathered Turban ............ 2000
     Mystic Mask ................ 4000        Queen Heels ................. 5000
     Heavy Boots ................ 2000        Scarab ...................... 9000
     Titan's Ring ............... 2000        Talisman ................... 30000
     Root of Confusion ........... 400        Trudge Weed .................. 150
     Resurrect Potion ........... 3000        Magic Lamp .................. 7500
     Crimson Potion ............. 1500        Deep Blue Potion ............ 5000
     Golden Potion .............. 3000
    
    09) LAINE VILLAGE                                                     [SH09]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Ice Pick ................... 8600        Silence Sword .............. 11000
     War Hammer ................ 11000        Bone Splitter Ax ............ 9800
     Buster Ax ................. 32000        Morning Star ................ 9600
     Mink Coat .................. 8000        Ogre Helm ................... 4000
     Iron Clogs ................. 1500        Ogre Boots .................. 2000
     Magic Block Charm .......... 2000        Move Unblocker .............. 3500
     Chain Earrings ............. 5000        Smoked Salmon ................ 500
     Prime Rib .................. 1000        Panacea ...................... 800
     Resurrect Potion ........... 3000        Launch Fireworks ............ 1200
     Overflowing Walnut ......... 3000        Restraint Walnut ............ 2800
     Sonic Nut .................. 1400        Running Walnut ............... 700
    
    10) LUZET MOUNTAINS FIELD BASE                                        [SH10]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Battle Saber .............. 31500        General's Staff ............ 35000
     Warrior's Mail ............ 10000        Charisma Helm .............. 23800
     Battle Helm ................ 5500        Battle Boots ................ 4800
     Amulet of Relief ........... 7000        Combat Anklet ............... 4000
     Elite Badge ............... 15000        Rescue Set .................. 1200
     Eye Drops ................... 600        Smelling Salts ............... 100
     Paralysis Ointment .......... 100        Culture Medium ............... 240
     Lightning Scroll ........... 1650        Hand Grenade ................. 200
    
    11) ZIL PADON [II]                                                    [SH11]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Telescope .................. 2000        Freesia Flowers ............. 3000
     Magic Lipstick ............. 3000        Black Nail Polish ........... 5000
     Launch Fireworks ........... 1200        Thor's Fury .................. 400
     BOOM! Scroll ................ 500        Vacuum Scroll ............... 1000
     Tremor Scroll ............... 500        Gale Scroll .................. 480
    
     Holy Sword Lorenzo ........ 40000        Buster Ax .................. 32000
     War Hammer ................ 11000        Discus ..................... 22000
     Devil's Robe .............. 23000        Aura Armor ................. 20000
     Moonlight Shield ........... 5700        Lafa Flower Shield ......... 18000
     Mystic Mask ................ 4000        Heavy Boots ................. 2000
     Queen Heels ................ 5000        Scarab ...................... 9000
     Titan's Ring ............... 2000        Talisman ................... 30000
     Resurrect Potion ........... 3000        Panacea ...................... 800
     Magic Lamp ................. 7500        Crimson Potion .............. 1500
     Deep Blue Potion ........... 5000        Golden Potion ............... 3000
    
    12) TOWER OF TEMPTATION                                               [SH12]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Fire Charm ................. 2000        Water Charm ................. 2000
     Wind Charm ................. 2000        Earth Charm ................. 2500
     Tree God Amulet ............ 1000        Metal Frog .................. 2000
     Hurricane Belt ............ 10000        Secret Move Ring ........... 15000
     Miraculous Scales ......... 60000        Cone of Light ............... 4000
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VI. FREQUENTLY ASKED QUESTIONS                                           [FAQZ]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     [Q] - Hey, I beat [boss] and the [dropped item] isn't in my inventory!
     [A] - Occasionally, you'll fight a boss with a party member errant. When the
           current allies' inventories are full, dropped items automatically get
           transferred to the absent ally's. And, if all allies lack item room, it
           gets shoved into the Stashing Place. [So, if y'find items magically
           appearing in there, that's why.] This is done to prevent useful items
           from being permanently skipped.
    
     [Q] - Why do some magic/skills have "??" as their requirements?
     [A] - These skills are story-related and their unlocking conditions aren't
           revealed until the plot demands it. They can have lofty prerequisites
           so don't be in a rush to get 'em (especially Time Gate...whew!).
    
     [Q] - Can you unlock that door in the Castle of Dreams' foyer?
     [A] - Not that I've seen. If you rotate the camera, it looks like it's made
           to be accessible (in that it's different from a background image) but
           it could simply be a dummied-out exit or an exposed texture.
    
     [Q] - Can I have a list of all the Mana Eggs?
     [A] - There's eighteen in the game, although only fourteen are needed to fill
           each character's quota. The first eleven are on Disc 1, all others on
           the second. Their locations:
    
           01) Ghost Ship (from Squid King boss)
           02) Merrill Road
           03) Underground Passage
           04) Rangle Mountains (West)
           05) Rangle Mountains (East)
           06) Dom Ruins 2 (East)
           07) Valley of the Flying Dragon (3)
           08) Valley of the Flying Dragon (4)
           09) Mt. Typhoon
           10) Typhoon Tower (1)
           11) Volcano (Slope)
           12) Petrified Forest (1)
           13) Castle of Dreams (Dining Hall)
           14) Savanna Wilderness (West)
           15) Savanna Wilderness (East)
           16) Abandoned Laine Village (2)
           17) Zil Ruins (screen after Mural Room)
           18) Alent
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VII. UPDATES & CONTRIBUTORS                                              [UPDT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     10-13-11 ---------------------------+ Started walkthrough
     02-10-12 ---------------------------+ Finished walkthrough
    
    THANKS TO...
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     • Sailor/Ceej, for hosting my junk
     • Psycho Penguin, who suggested I write the guide. Rest in peace, brotha.
     • unknownleon, for German version drop anomalies
     • ball4376, for Petrified Forest Alligator tip
     • Joo Paulo TIZ, for missing Gaia core magics
     • BackdatedFuture, for Coal Candy and Parm stowaway prize, missing equipment
       entries, map corrections (M. Forest West/East), missing boss attacks & some
       other clerical errors
    
    NOTES TO SELF
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     • Recheck which boss attacks do/n't cancel
     • Luzet Mountains: 2nd (mandatory) time through, do previous items remain?
     • Grand Cross: does it cancel? Forgot to check.
    
     Like usual, if y'find something I've forgotten or have a witty tip to add,
     send me an email and I may just stick it in.
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VII. LEGALITY                                                            [LGLT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
    
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    _______________________________________________________________________________
    LET'S                         Document İ Shotgunnova, 1997-2014 (and countin'!)
    CHASE THE                                  Grandia namesake İ respective owners
    CLOCK, GIRL                                       E N D   O F   D O C U M E N T