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

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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.

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
II. TH' BASICS                                                           [THBS]
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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]
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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).

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02) MARNA ROAD                                                           [WK02]
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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.

_______________________________________________________________________________
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03) SULT RUINS                                                           [WK03]
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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

_______________________________________________________________________________
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05) LECK MINES                                                           [WK05]
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 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 after 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    | ^  ) _ (__        |        | 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 |-BOSS    | 25 | Seed of Defense |
             Ż) (ŻŻŻŻ| 20|ŻŻŻŻŻ\23 24|         | 26 | Steamer Pass    |
            /Ż18 \    ŻŻŻ       ŻŻŻŻŻ          |____|_________________|
            ŻŻŻŻ\/

 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: Lilly's Letter

 Once the quiet ride home is complete, return home for dinner. On the morrow,
 all that's left is to visit 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.
 
_______________________________________________________________________________
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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, disembarking 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.
 
 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.

 • [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, and Justin has to have at
   least 100G to participate (I believe).

 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
 above 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.

 After swabbing, go back to the quarters and rest. 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]
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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.]

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09) NEW PARM                                                             [WK09]
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 ENEMIES: n/a                     This is a surprisingly short section -- no
 DUNGEON: n/a                     items to obtain whatsoever! However, if you
                                  obtained the "Letter to Clara" in Parm, it
  N        | |_                   can be delivered to its recipient (southern
  |        | |_|___ _____         of the three eastern mansions).
  |       []_  []  |  _  |
       _   |_) |Ż| | |_| |_____   To continue, find the Adventurers Society on
 _____|_|__|_| |Ż| |_   _|  _  |  main street. Speak to the clerk thrice to
|_|_|   |_| _   Ż ___   _  |_| |  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
        |_|     |_|______|        enough that he bars him from ever entering
          |     |_|               his society -- d'oh. With that, all that's
          '._   _.'               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 outfit one's party
 first. Equipment-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. Don't bother buying any
 Snake Earrings, though -- a free pair's in the next section.

 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...

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
10) MERRILL ROAD                                                         [WK10]
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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...

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12) UNDERGROUND PASSAGE                                                  [WK12]
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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! >=]

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
13) RANGLE MOUNTAINS                                                     [WK13]
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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.

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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
14) DOM RUINS                                                            [WK14]
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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/Single/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
               \ \______/11)              |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                \__  _____/#####          |  S | Savepoint      |
                 ##\ \#####________       |  * | DungeonScope   |
      N        ###)Ż  *__          |      |  # | Stream         |
      |       ## /     \_)*7/ŻŻŻŻ| (      | 01 | 90G            |
      |        _/ /ŻŻ\__  (Ż     | 8)     | 02 | Weak-Knee Weed |
      |       (5 (__    \10Ż'.___) /      | 03 | 90G            |
               Ż'._ '._  ŻŻ'._6  _/       | 04 | 90G            |
                   \__ '-.____) (         | 05 | 90G            |
               __  /*__,-.______*\        | 06 | Baobab Fruit   |
              (2(_/ /      _    \ \       | 07 | 90G            |
               \__ (     ,'3'.___) )      | 08 | 90G            |
                  \ \___/ ,-._____/       | 09 | 90G            |
                   \*S1 _/                | 10 | 270G           |
                    Ż) (                  | 11 | 90G            |
                    (___)                 |____|________________|

 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)                |27  ______   ___ \
                                                Ż) /   __ |28)  \ \
                N                               / (__ |24)|_/  __) \     __
                |                               ) |25)) (_____/23*  \___/  \
                |                              (26| (/*________ (ŻŻ\ S  EXIT)
          W ----+---- E            _____________\ (   / __     )*ŻŻ \ŻŻŻ\__/
      __        |                 |_16__  ___18_)\___/ /20| __ | |Ż\ \-22
     / 1|       |   ____________ (17\ \/15\__\ \______/ (Ż /21\| |  \/
    ( (Ż  ___   S  |11_   _  __ \ Ż\ \    /   \_____   _ \/ /\ \ (   
   _| |  (   \_____| |_) / ) ) \ \  \     14/) ) __ |*| \  (__)*\ \
   _S |__|456 _   _ 8 __/  | |  ) ) (_|_/__// / /12||_|  \  22    /
    ( *__  |_| | | |*(___  | |  ( (________/*(_/ /Ż  /    ŻŻŻŻŻŻŻŻ
    | |  | |   (7( |   _ \_| )   \__      _____ (   19
    )2)  )3)    \/ ( ( \) __/       \  S /     \ \_
    \/   \/         \9\10/           \__/       \13|
                     Ż ŻŻ                        ŻŻ
 |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
 |  S | Savepoint        | | 09 | 90G              | | 19 | Ginseng          |
 |  * | DungeonScope     | | 10 | 270G             | | 20 | 90G              |
 | 01 | 90G              | | 11 | Cholla Flowers   | | 21 | 90G              |
 | 02 | 90G              | | 12 | 90G              | | 22 | Smarna Flowers   |
 | 03 | Crimson Potion   | | 13 | 90G              | | 23 | 90G              |
 | 04 | 90G              | | 14 | 270G             | | 24 | 90G              |
 | 05 | 270G             | | 15 | 90G              | | 25 | 90G              |
 | 06 | Cholla Flowers   | | 16 | 90G              | | 26 | 90G              |
 | 07 | 90G              | | 17 | Oracle's Staff   | | 27 | Baobab Fruit     |
 | 08 | Resurrect Potion | | 18 | Smarna Flowers   | | 28 | 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 (x7), 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          |        /18  19|        \             N
    |  * | DungeonScope       |       ( #  #_(Ż) #  #13 )            |
    |  # | Tribal Hut         |       |  #  #   *     # |            |
    | 01 | Power Mushroom     |       |17 *14 #  #16 #  |      W ----+---- E
    | 02 | 130G               |       | #     ##   # 20 |            |
    | 03 | 130G               |       (  # 15#    #     )            |
    | 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 | 390G               |          ŻŻ)     7/ |6   _,'     - 16
    | 14 | Health Weed        |          /Ż   ŻŻŻŻ   Ż| |        - 17
    | 15 | Demon Sword Amulet |         (ŻŻ  ŻŻŻŻŻŻ4*   |__      - 18
    | 16 | 390G               |         |   *  (Ż______,'12)
    | 17 | 390G               |         (  3    ______    /
    | 18 | Dream Truffle      |          \_____|___   __,'
    | 19 | Seed of Magic      |                    ) (
    | 20 | Health Weed        |                   ENTER
    |____|____________________|

 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/Single]                   |
 | BOSS: Nice Head |  800 | • Recover Gas [1-Hit/Enemies/Heals 100 HP]       |
 | BOSS: Bad Head  |  600 | • Stun Gas [1-Hit/Single/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 is defeated (and of course, 4-Head Attack is unusuable once one
  of the craniums is kaput). 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 Move Blocker -- can only
 be accessed by approaching from the south, however.
       ____________________
      | TWIN TOWERS NORTH  |                 _| |_
 |ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|              __|1|   |_ _
 |  S | Savepoint          |           __|  __| |   | |____
 |  # | Impediment         |          / ___|  __|___|  __ 5\
 |  * | DungeonScope       |         / __   _|#___  |___ \  \
 | 01 | 170G               |        / / ___|   *  |_ _____)  \
 | 02 | Health Weed        |       ( (2|   |      # |    4| | )
 | 03 | 510G               |      / \ Ż  |_#      | |_ ŻŻŻ   /
 | 04 | Vacuum Scroll      |      \7 ŻŻŻŻ  |____#_|_  | |Ż3 /
 | 05 | Revival Stone      |       \   | |________|  _| |_,'
 | 06 | Sudden Death Charm |        \  |         6| ( ' /
 | 07 | 170G               |         \  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 | 540G          |          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: n/a

 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...

_______________________________________________________________________________
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/Single/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 | • Healer [Self/Heals 200 HP]                     |
 | HP -: 2000             | • Howlslash [1-Hit/Area/Wind-elem]               |
 | EXP : 1200             | • Full-Moon Cut [1-Hit/Area/Physical]            |
 | $$$ : 2000             |                                                  |
 |________________________|__________________________________________________|
 
  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 | • Entice [1-Hit/Single/Physical/Only works on Justin]   |
 |   HP: 1985      | • Spew [1-Hit/Allies/Physical/NoCanceller]              |
 | BOSS: Lure      | • Body Blow [1-Hit/Area/Physical/Canceller]             |
 |   HP: 1733      |_________________________________________________________| 
 | 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 only uses Body Blow (completely 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/35 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              |
                   (18\/ )__\   /__/ __ \      | 03 | Seed of Defense   |
                    Ż\  /|19)\ (/   21/) )     | 04 | Paralysis Charm   |
                     ( ( ( (_/ 20/ŻŻŻŻ | |     | 05 | 200G              |
                      \ \ \__ (ŻŻ /ŻŻŻŻ* |     | 06 | Seed of Life      |
                       \ \___)*ŻŻŻ (ŻŻŻ| |     | 07 | 200G              |
                       (17____  16 |22_| |     | 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 | Seed of Defense   |
                       )   3  Ż | |            | 19 | 600G              |
                      ( (ŻŻŻ)4  | (_           | 20 | Chocolate Cookies |
                      ( (  (5/) |\11)          | 21 | 200G              |
                      /  \_ Ż |6| ŻŻ           | 22 | Blizzard Charm    |
                     (1/\ENTER Ż               |____|___________________|
                      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 | • Zap! [1-hit/Area/Lightning-elem]                   |
 |   HP: 4500         | • X-Ray [1-hit/Line/Lightning-elem/Canceller]        |
 | BOSS: Wand         | • GadZap [1-hit/Single/Lightning-elem]               |
 |   HP: 3000         |______________________________________________________|
 | 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 or
  Trudge Weeds. Shucks...] 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 1-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 attacking]
 • Fruit of Defense [+3 DEF (permanently)]
 • Fairy Tiara [+35 DEF, negates damage below 20]

 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 | Smoke 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: n/a

 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!

_______________________________________________________________________________
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  |                                                        |
 |   HP: 2350       | DROPS: Thunder Arrow, Pretty Jewel                     |
 | EXP : 7950       |________________________________________________________|
 | $$$ : 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 (x6), 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]                            |
 | BOSS: Nana  | • WOW! [S: 1-Hit/Single/+1 ATK LV]                          |
 |   HP: 4000  | • Freeze! [M: 1-Hit/Enemies/-2 MOV]                         |
 | BOSS: Mio   | • BOOM! [S: 1-Hit/Area/Explosion-elem]                      |
 |   HP: 3000  | • Fiora [N: 1-Hit/Area/add: Move Block]                     |
 | EXP : 9600  | • Shhh! [N: 1-Hit/Single/add: Magic Block]                  |
 | $$$ : 10320 | • Trinity Attack [SN: 1-Hit/Area/Canceller]                 |
 |             | • Alhealer+ [M: 1-Hit/Single/Restores 200 HP]               |
 |             | • 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&Poisoner]    |
 |_____________|_____________________________________________________________|

  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 --- --- --- | ---- | ---------------------------- |
| 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|
| 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 --- --- | ----------------------------------- |
| 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 --- --- | ----------------------------------- |
| Seashield 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's Boots     | --- +04 --- +05 | ----------------------------------- |
| Crampons           | --- +08 --- +10 | ----------------------------------- |
| Beach Sandals      | --- --- --- +15 | ----------------------------------- |
| Army Boots         | --- +02 --- +15 | ----------------------------------- |
| Leather Greaves    | --- +01 --- +17 | ----------------------------------- |
| Lion Boots         | --- +26 --- +18 | ----------------------------------- |
| 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 | ----------------------------------- |
| Winged Boots       | --- +07 --- +35 | ----------------------------------- |
| Wolf Boots         | --- +10 --- +40 | ----------------------------------- |
| Air Sneakers       | --- --- --- +48 | ----------------------------------- |
|____________________|_________________|_____________________________________|

 ____________________ _________________ _____________________________________
| 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 during attacks  |
| 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) |
| 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 Doomm                      (------) |
| 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: -3 ACT (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 ......................................................... SHxx
 09) Laine Village ..................................................... SHxx
 10) Luzet Mountains Field Base ........................................ SHxx
 11) Zil Padon [II] .................................................... SHxx

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 Staff ........ 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]
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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

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.
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
VII. LEGALITY                                                            [LGLT]
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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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  • Honestgamers.com
  • Chaptercheats.com                           E-mail me for permissions ~
  • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
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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