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    FAQ/Walkthrough by Loopy

    Version: 1.3 | Updated: 10/12/06 | Printable Version | Search Guide | Bookmark Guide

       
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        LOOPY'S IN-DEPTH SEIKEN DENSETSU 3 (SNES) FAQ/WALKTHRU/STRATEGY GUIDE
        ---------------------------------------------------------------------
                                    Version 1.3
                              (Released: October 2006)
    
      (The latest version of this FAQ and other useful information can always be
                found on my web page: http://www.kigurumi.co.uk)
    
     *(For the latest changes, see the Version History at the end of this FAQ)*
    
    
    *****************************************************************************
                                      Disclaimer
    *****************************************************************************
    
    First things first, let's get the legal stuff out of the way:
    
    Seiken Densetsu, Secret of Mana and all its related names are Registered
    Trademarks (TM) and Copyright (C) Squaresoft/Square/Square Enix. This
    Walkthrough, FAQ and all other information contained herein are Copyright
    (C) Loopy 2000 - 2006. I expressly forbid, prohibit and deny permission to
    all persons who wish to duplicate this document in any form, paper or
    electronic -- that includes magazines, web sites and shops, EXCEPT those that
    DO have my permission. This document is FREELY copyable to your OWN
    machine(s) and to machines belonging to OTHER game players for PERSONAL
    GAME-PLAYING PURPOSES ONLY. To put it simply, if you want to distribute this
    FAQ, profitably or not you need to ask. If you want to distribute it
    commercially or profitably, I reserve the right to claim royalties (call me
    greedy if you want.) If you want to copy it from one game player to another,
    you don't need to ask, you can do it without my permission, provided you
    don't make no profit out of it. Comprendez?
    
    Remember, downloading this FAQ means this paragraph is legally binding so if
    you do copy this without my permission or I find you selling this document or
    you include it in your next magazine and I didn't give you permission, I WILL
    sue and I *WILL* win. I have spent MONTHS away on this thing and the last
    thing I need is for you to pass it off as your own. YOU HAVE BEEN WARNED. If
    you do not agree with the above terms, delete this file immediately.
    
    (Hey, I know you don't like reading this. Hell, I don't even like writing it,
    but I have to. Someone's gotta do the job, even though it's a lousy one.)
    
    Anyway, enough of the lecture, let's get back to the FAQ (which is why you're
    reading this thing, right?)
    
    
    *****************************************************************************
                                       Prologue
    *****************************************************************************
    
    SD3 is, IMHO, probably SquareSoft's best RPG ever, but when I looked for FAQs
    and walkthrus, I could only find specialised docs (like "FAQ for Kevin" or
    "FAQ for Angela".) And most of them were a bit vague as to where to go. So,
    what I've decided to do is to write an in-depth FAQ/Walkthru that holds for
    _ALL_ characters with _CLEAR_ descriptions as to where to go and what to do.
    (At the time I started this FAQ, there were little or no FAQs that did this.)
    I won't say "go here" or "go there" because it's very easy to get lost en
    route. Believe me, I know. Because I'll be writing this FAQ for all
    characters, the FAQ will end up both being very large and long and some of
    the walkthru will NOT be relevant to you, depending on who your main
    character is. For example, when you look for Zable Fahr (the Dark God-Beast),
    he will be in different places in the game depending on who your main
    character is. At this point, I'll split my walkthru into three parts. This
    is because there are three different possible routes through the game, each
    determined by the main character (from hereon known as "the hero.") The routes
    are Duran/Angela, Carlie/Kevin and Lise/Hawk. The characters in each of the
    pairs have stories that overlap (i.e. interconnect.) For example, Angela lives
    in Althena which is going to try and invade Duran's home town of Forcena, so
    their stories will connect. Carlie and Kevin are the same age (15), and both
    have had bad experiences with the Death Jester (see the walkthru for further
    information). Hawk lives in the Navarre Fortress and they are trying to invade
    Lise's home, the Wind Kingdom Rolante, so their stories will also connect.
    
    Once I have split the walkthru, I will independently explain how to get to
    Zable for your chosen team. This "splitting" will increase the size of the FAQ
    even more, sorry. There's no other way.
    
    Also, I will ONLY put stuff in the walkthru that will benefit your game. My
    motto is "You don't want it? You don't need it? You don't get it."
    
    
    CONTENTS
    ========
     * Characters
     * Class Changing
     * Classes
     * Walkthrough
     * Hints & Tips         } Only read these sections AFTER you've clocked the
     * Cheats               } entire game AT LEAST ONCE -- and with no cheats.
     * Class Breaking Items
     * The Black Rabite
     * Types
     * Teams
     * Good Places To Level Up
     * Credits
     * Things I need to check on/do
     * Version History
     * FAQ Locations
    
    
    
    Characters
    ----------
    There are six different characters you can choose from in this game. They are
    (in no particular order) as follows:
    
    Duran: a Swordsman from Forcena.
    Kevin: a Grappler from the Beast Kingdom.
    Lise (aka Rise, Riesez and Riese): an Amazon from the Wind Kingdon Rolante.
    Carlie (aka Charlotte): a Cleric from the Holy City Wendel. She is half
                            Fairy (Faerie for the Americans among you), half
                            human.
    Hawk (aka Hawkeye): a Thief from Navarre.
    Angela: a Magician from the Magic Kingdom Altena.
    
    Each of the characters have strengths and weaknesses:
    Duran: A hard hitter, but slow to recover.
    Kevin: The hardest hitter in the game, but only at night (when he turns into
           a werewolf.)
    Lise: A good all rounder, but the attack strength is not too high.
    Carlie: The best healer in the game, but lousy attack strength.
    Hawk: Very fast, but attack strength not massively high. Hits twice per go.
    Angela: The BEST offensive magic user, but has low attack strength,
            although it's higher than Carlie's.
    
    * Kevin and Hawk can cancel their standard attacks into their B-button
      attacks (or BAs.) When I say "cancel", I mean that when the character
      attacks, they will attack and then IMMEDIATELY perform their BA. BAs are
      unblockable.
    
      Cancelling is like cancelling moves in the Street Fighter series in which
      you can enter the motion of a special move as the animation of a standard
      punch or kick is still on screen. This causes an unbreakable combo from the
      standard punch or kick to the special move. The same is true in here.
      Cancelling only usually works if you've held down A (attack) for a bit and
      your on-screen character has been attacking for a bit beforehand. I'm not
      sure, but if you let the CPU control your character for a while, they will
      perform a slightly different attack. For example, Angela jumps in the air
      and smacks downwards, Kevin uppercuts and Hawk spins around (taking out
      everyone around him.) Lise, Duran and Carlie, I'm not entirely sure about.
      But the important thing about these special moves is that THESE are the
      ones you can cancel from. They usually have a slight delay in execution, so
      you should be able to spot one coming, and once you do, smack the B button.
      I may consider making a "Cancelling Attacks" movie when I next have some
      free time.
    
      Cancelling works with all BAs, Level 1 through to Level 3, and with all
      characters, but is easiest to do with Kevin and Hawk since they hit more
      than once. Plus, cancelling causes a lot of damage, since the enemy can't
      heal in between. The damage can be increased if you use the correct Saber
      type against the enemy. Remember, that, since Level 1 BAs don't freeze the
      action, enemies CAN still move on-screen so they CAN heal. *
    
    
    
    Class Changing
    --------------
    This is the high point of the game. Twice through the game, you have the
    option of altering the looks and colours of each member of your team by
    "Class-Changing" them. Think of it as evolving them to a higher level where
    they are more powerful and learn better spells and moves. There are four ways
    you can change each of your team members, determined by Light and Dark. In
    other words, you can send each of your team down four different paths:
    
    Starting             (BAs: Level 1 only)
    |
    |--Light             (BAs: Level 1, Level 2)
    |  |--Light+Light    (BAs: Level 1, Level 2, Level 3)
    |  \--Light+Dark     (BAs: Level 1, Level 2, Level 3)
    |
    \--Dark              (BAs: Level 1, Level 2)
       |--Dark+Light     (BAs: Level 1, Level 2, Level 3)
       \--Dark+Dark      (BAs: Level 1, Level 2, Level 3)
    
       *NOTE: Dark+Light is NOT the same as Light+Dark*
    
    As you can see, each time you class change, you gain a new BA. So to begin
    with, you have 1 BA. After the first class change, you have 2 and after the
    second class change, you have 3. The only exception to this rule is Kevin,
    who gains two BAs after each class change, making a total of 3 BAs after the
    first class change and 5 after the second.
    
    The Dark classes mostly learn destructive and stat down (i.e. lowering
    enemies' stats) spells, whilst the Light classes learn mostly healing and stat
    up spells (i.e. increasing your team mate's stats.) You can combine classes
    so a Light+Dark or a Dark+Light class will have both Light spells AND Dark
    spells. Classes as such are not dependent on other team members so you could
    put Duran as Light+Light, Kevin as Light+Dark and Hawk as Dark+Dark or you
    could put all your team as Light+Light - it's up to you. All classes have
    good and bad points. For example, Duran's Light classes can equip shields,
    thereby making them have a higher defence than his Dark classes. However, the
    Dark classes have a better attack strength, even if they have a slightly
    poorer defense. See further down this section for a more in-depth look at the
    classes.
    
    The first class change is available at Level 18 and it done simply by talking
    to a Mana Stone. Choose your path carefully as once you've chosen the first
    class type, you can't go back.
    
    The second class change is more tricky. You must obtain several "??? Seeds"
    (sic) and then plant them at an inn. There, they will grow into items that
    will break the seal of the second class change. By the time you reach the
    required Level (38), the Mana Stones have been destroyed (see walkthru) so
    you need to talk to the Goddess Statue in the Mana Holy Land in order to
    class change your team. I'll explain this part in the walkthru (which is
    later on in this document.) It's VERY unlikely that you'll manage to get to
    L38 before the Stones break (unless you've got loads of hours to kill and
    have no social life.)
    
    Avery Lee (yes, _that_ Avery Lee -- the author of the brilliant VirtualDub)
    e-mailed me about the above paragraph so I think I'd better clarify it
    further:
    
    Another important thing to realise is that the game will not give you ???
    Seeds until later on in the game when it _expects_ you to be about L38 so you
    can spend as much time as you like levelling up to L38 if you want to, but
    without ??? Seeds, you'll never be able to do the second class change and
    you'll probably never get these until the Stones break and you release the
    God-Beasts.
    
    I've noticed that the game expects this to happen after the scene where you
    surrender the Sword of Mana -- this is also when the final and sub-boss go
    off and release the God-Beasts (see the walkthru for more details.) So, in
    theory, according to Pierre-Hugues Goyet, killing some monsters after this
    scene should potentially net you some ??? Seeds.
    
    (And you wondered why VirtualDub releases were always late.... :)
    
    * Before you e-mail me about class changing: YOU CAN PERFORM THE FIRST CLASS
      CHANGE AT LEVEL 18 AND THE SECOND AT LEVEL 38. YOU DO _NOT_ HAVE TO CLASS
      CHANGE AT THOSE LEVELS. THEY ARE THE _MINIMUM_ LEVELS YOU NEED TO BE AT TO
      CLASS CHANGE. YOU COULD PERFORM THE FIRST CLASS CHANGE AT 50 AND THE SECOND
      AT 75 IF YOU WANTED (though I don't know why you'd want to do that...) *
    
    On the topic of seeds, there are many types of seeds. These need to be taken
    to an Inn and planted. There, they will grow in various items. What you get
    varies depending on the seed type you plant:
    1. Item Seeds (grows into items like Round Drops and Puipui Grasses.)
    2. Magic Seeds (grows into items which cast Magic Spells. Namely Oils,
       Scales and Claws.)
    3. Flying Item Seeds (grows into items you can throw in battle like Darts and
       Bombs.)
    3. Weapon/Armor Seeds (grows into weapons and armor that you can equip on
       your team. The items you get from these seeds are MUCH better than the
       armour and weapons you can buy from the shops. You should always use these
       when you get one.)
    4. Mysterious Seeds (grows into recovery items like Angel Grails, Magic
       Walnuts and Honey Drinks.)
    5. ??? Seeds (which grow into class-breaking items. You can see what class
       they will break by selecting them in or out of battle. The description of
       the seed is the class they will break.) MAKE SURE YOU SAVE AT THE INN
       BEFORE USING THESE SEEDS! (See Part 0: Getting The Last Class Change later
       for details of why.) As for WHEN you can get these seeds, refer to the
       paragraph further up.
    
    *All* seeds, regardless of type can be used in or out of battle. They will
    heal one member of your team by 50HPs, regardless of level. In general, don't
    do this. Growing the seed in an inn is far more constructive. I mean, which
    is better? 50HPs or a class change breaking item? You decide... Not much of a
    choice is it?
    
    When you level up in preparation for your class changing (this requires exp
    points which you get from killing enemies), you're presented with a list of
    options. At level up, you are allowed to increase ONE of these options. To
    help you decide, here's what each does:
    
    Strength     - Lets you hit harder. You'll do more damage with standard
                   attacks and with BAs.
    Agility      - Your evade rate increases. Enemy attacks and some level 1 BAs
                   will miss. By "level 1", I mean the BA that involves the enemy
                   flashing white as they perform it. Level 1 BAs don't usually
                   freeze the action while they are performed. Level 2 and 3 BAs
                   usually do, plus they actually have the name of the BA pop up
                   on the screen. Few enemies have a Level 1 BA. The Werewolves in
                   the Moonlight Forest do, but they don't usually use them.
    Vitality     - Your defence increases and max HP goes up (increase depends on
                   character, level and current Vitality level.)
    Intelligence - Magic evade rate increases so opponent's magic spells may now
                   miss. Magic defence and offense levels also increase.
    Spirit       - The effect of any known non-offensive magic (such as Healing,
                   Stat, Saber and Summon magic) increases.
    Luck         - Critical hits are more common (you see a big yellow star when
                   you hit your opponent.) There are also less traps in the
                   "Wheel of Misfortune"  (as I like to call it) which appears in
                   certain booby-trapped item boxes. BTW: If you get a critical
                   with a Sabered weapon, the colour of the star will change to
                   that of the Saber in question (Ice = dark blue, Thunder =
                   light blue, Diamond = grey, etc.) I once scored a critical
                   hit against Tzenker with a Diamond Sabered weapon. The usual
                   damage was 22HPs with the Saber, but a Critical Hit scored
                   55HPs, over double the damage -- this was quite early in the
                   game, so three-digit damage was out of the question. Critical
                   hits whilst sabered are quite common, especially when you're
                   Sabered with the enemy's weakness -- in this example,
                   Thunder.)
    
    I recommend that you try and keep all these the same level unless you need to
    raise a certain option to learn a move (e.g. Intelligence for Angela/Carlie,
    Agility for Hawk, Spirit for Duran and Strength/Intelligence/Spirit for
    Kevin -- depending on what class you choose.) Remember, sometimes, one stat
    will be maxed out until another stat is raised. For example, your Strength
    stat may max out at 17 (example) until you raise, say Intelligence by one,
    in which case Strength can then be raised another 3. I'm inventing numbers
    here, but you get the general idea.
    
    
    
    Classes
    -------
    Every character has six classes, seven if you count the starting class (from
    the first, there are two possible after the first class change and then two
    for each of the two possible classes after that.) Here, I'll take each class
    in turn and evaluate it's usefulness. I'll also describe all the BAs that
    I've seen. I'll describe what the spells _do_, but not what the spells _look_
    like. I won't describe the starting class BAs as you can see those clearly
    yourself. 
    
    Duran's Classes:
    Fighter (Starting)
    Boring, just fights. Knows Cross-Slash as a B-button attack.
    
    Knight (Light)
    As a Knight, Duran isn't much better than the Fighter. He learns Heal Light
    (restores HPs -- the amount depends on level and if you're casting on one or
    all of your team. Casting Heal Light on more than one team member will lower
    the overal healing effect per person) and can equip a shield which increases
    his evade rate, but that's about it. However, the Paladin and the Lord are
    VERY powerful light classes. Knows the 3-Step Cut as his BA, but it only hits
    one enemy and does average damage (he slashes through, up and then turns
    around and slashes down.) He can't multi-target (i.e. cast one spell on more
    than one target) his Heal Light (yet.) Forcena will sell Shields for Duran
    once he starts off down this path.
    
    Paladin (Light+Light)
    Probably Duran's best Light class, the Paladin learns Saint Saber (boosts
    weapon's damage with the power of Light.) Saint Saber causes big damage to
    evil or dark-type enemies (of which there are plenty.) He can't multi-target
    Saint Saber and still can't multi-target his Heal Light. If you choose Duran,
    I recommend the Sword Master as his best overall class -- unless you're
    _really_ desperate for Saint Saber -- which _is_ quite handy later on in the
    game. The Paladin or the Lord are both acceptable Light classes. He knows
    Flashing Sword as his BA and it hits all enemies -- Duran runs to the middle
    of the screen, waves his sword and lifts it up into the air. The sword
    sparkles with light and explosions rock the screen. Big damage, especially
    against Dark or Evil enemies like Zombies, Ghosts, etc. Use the Paladin's
    Proof to unlock this class. I personally prefer this Light class to the Lord,
    even though I can't use multi-target Heal Light.
    
    Lord (Light+Dark)
    The Lord class can multi-target Heal Light and learns Tinkle Rain (heals all
    status ailments like Poison and Silence, but NOT any MAGIC effects like
    Sabers or stat-lowering effects.) Tinkle Rain can't be multi-targetted. The
    Lord learns Magic Circle as his BA which only hits one enemy, but can be
    extremely powerful at higher levels (a Magic Circle flashes behind the victim
    as Duran jumps and slashes downwards.) Use the Lord's Proof to unlock this
    class.
    
    Gladiator (Dark)
    Duran's first Dark class and one of the more offensive. He knows all the
    elemental Saber moves (Thunder, Diamond, Fire & Ice) which all boost the
    power of the castee's weapon with the relevant element, but be careful when
    using it, as you may _heal_ an enemy by using the wrong Saber. For example,
    if you use a character whose weapon has been Ice Sabered on a Frost Dragon,
    you'll end up _healing_ the dragon, not damaging it. This is the same with
    Saint and Holy enemies and Dark and Evil enemies. The Gladiator can't multi-
    target his Sabers, nor can he use a shield (and neither can any of Duran's
    other Dark classes), but he does have a powerful full-screen, multi-hitting
    BA (Whirlwind Sword -- sends Duran spinning around like a tornado) and a much
    higher attack strength than the Knight.
    
    Sword Master (Dark+Light)
    Duran's best Dark class and probably his best overall (IMHO.) The SM can
    multi-target all his Saber spells (VERY useful.) He learns Moon and Leaf
    Saber (which drains HPs and MPs from the enemy respectively.) And although he
    can't multi-target these new spells, having them in one class is pretty neat.
    In fact, the Sword Master is the ONLY class that learns both Moon and Leaf
    Saber at the same time (as far as I know -- correct me if I'm wrong) so it's
    very useful. The SM knows Vacuum Blade as his BA and it's even more powerful
    than the Eruption Sword! You're looking at close to 600+ HP damage at later
    levels! (Duran runs into the middle of the screen and spins his sword around,
    creating an animation similar to Valkyrie Lise's Vacuum Wave Spear. The only
    Sabers the SM doesn't learn are Saint and Dark Saber. The Dark one sucks
    anyway, so it's not a big loss. Use the Master's Proof for this class.
    
    Duelist (Dark+Dark)
    The Duelist is Duran's most powerful class, but it really sucks in the magic
    department. The Duelist knows Eruption Sword as his BA and it's bloody
    powerful too (Duran's sword glows with fire. He then jumps into the air and
    plunges his sword into the ground. A wall of fire (think of the Blaze Wall
    animation) erupts around all of the enemies on the screen.) The Duelist can't
    multitarget any of his Sabers and learns only one new spell: Dark Saber. This
    move sucks big time. It boosts the weapon with a Dark attribute and it only
    works on Holy enemies of which the Potos (the guys that have a nasty habit of
    licking you and then casting Saint Beam and the Saber spells) are the only
    one I can think of. It doesn't work on the bosses (with the exception of
    Lightgazer -- the Light God-Beast) because they are usually Dark type. If you
    want to use a Dark class, go for the Sword Master. To unlock this class, use
    the Duelist's Proof. I don't really recommend you go for this class.
    
    
    Kevin's Classes:
    Kevin is the ONLY person who can use two _DIFFERENT_ BAs. In any one class.
    One is the standard BA and the other is a grappling move (hey, he _is_ a
    Grappler after all, right?) So after the second class change, Kevin will end
    up with 5 BAs: one from the starting class, two from the second and two from
    the last class change. You're spoilt for choice when deciding which one to
    use, eh? To perform the Grapple BA, hold B with a charged BA bar. To perform
    the other BA, _TAP_ B with a charged BA bar. It's tricky to perform and even
    harder to do at will. I still sometimes pull off the wrong BA when I mean to
    pull off the other. There has also been discussion on the GameFAQs message
    boards about this. Some say that if Kevin has "locked on" (e.g. he keeps
    watching one particular enemy), then he will perform the grapple BA. If not,
    he will perform the standard one. I haven't been able to confirm this yet.
    Kevin transforms into a werewolf at night making him almost twice as
    powerful and depending on which class you choose, he will change into various
    wolves, each with different stats, but ALL with good attack strength.
    Anyway, his classes:
    Grappler (Starting):
    Nothing new here, just fights. Boring. Knows the Ashura Dream Fist as his BA
    but that's it (the ADF can hit up to 5 times if you position Kevin
    correctly.) The Grappler only knows _one_ BA. Turns into a werewolf at night.
    
    Monk (Light):
    Turns into a standard werewolf and learns Pressure Point which ups Kev's
    attack power to that of a werewolf so that he can do as much damage during
    the day as if he was a werewolf at night. This is very useful, as it only
    costs 1MP and cancels any Power Down effects. The downside is that it can
    only be used on Kevin himself. The Monk learns Whirlwind Kick (multi --
    identical to Gladiator Duran's Whirlwind Sword, but uses his leg like Ryu &
    Ken's Hurricane Kick from Street Fighter 2) and Tornado Throw (single -- Kev
    throws his victim high into the air) as his BAs. I recommend this path if you
    want to turn Kev into a healer or if you don't have Carlie on your team.
    Learns Heal Light (single.)
    
    God-Hand (Light+Light):
    A strong hitter, but pales in comparison to Kev's Dark classes. He can't
    multi-target Heal Light, but gets the Aura Wave spell (when cast, maxes out
    the person's BA bar so they can immediately perform their BA.) Some say the
    Aura Wave is pointless and some disagree. You decide. The G-H turns into a
    Golden Werewolf at night. He learns Byakko Shockwave (multi -- sends a ball
    of lightning at all enemies. Think of Dangaard's (the Wind God-Beast)
    Thunderball and you'll know what I mean. This move has BIG damage properties,
    especially on Ground type enemies such as Mole Bears and bosses like Land
    Umber and Jewel Eater, since Ground is weak against Wind) and Stardust Bomb
    (single -- Grabs an enemy, jumps up, spinning around and then turns around,
    sending his opponent into the ground head first like a giant drill bit. This
    _isn't_ like Zangief's Spinning Pile Driver as Kev is always pushing his
    opponent ahead of him) as his BAs. A good Light class, but if you really want
    a Light class, I really recommend you go with the Warrior Monk. Use the Gold
    Wolf Soul for this class.
    
    Warrior Monk (Light+Dark):
    Kev's best Light class. He can multi-target Heal Light and learns Leaf Saber
    (drains MPs -- always useful, especially if you use Heal Light a lot.) The WM
    learns the Genbu 100-Kick (Think of two Chun Li's doing her trademark Hundred
    Foot Kick on each side of one enemy and you'll get a good idea of what this
    look like) and Blow Impact (uppercuts his victim into the air, follows them
    up, then smashes them down to the ground) as his BAs. A good attack strength,
    but both his BAs only hit one person. Turns into a Silver Wolf at night. Use
    the Silver Wolf Soul for this class. I tend to choose this class solely for
    the multi-target Heal Light (and if I don't have Carlie on my team.)
    
    Bashkar (Dark):
    Kev's first Dark class. He learns no new spells (pity), but does learn
    Water-Moon Slice (A punching Hyper Combo followed by a SF2 Guile-Style Flash
    Kick) and Bastard Slam (Grabs his opponent, jumps up into the air with them
    and then throws them down to the ground from mid-air) which both hurt and
    both only hit one enemy (like the Warrior Monk.) His attack strength is very
    high and the two subsequent classes have even higher attack strength. Turns
    into a Black Fang at night.
    
    Dervish (Dark+Dark):
    Kev's second strongest class. He learns Moon Saber and, uhm... that's it. Yup,
    Kev's gone and sacrificed abilities for attack power -- and damn high it is
    too. The Dervish can't multitarget Moon Saber, but learns the Suzaku Sky Dance
    (multi -- Kev runs to the bottom of the screen, jumps up, the screen fades to
    white as the screen splits into three horizontal strips) and Veritubach (single
    -- Kev grabs his opponent, jumps up and suplexes them into the ground. Think of
    SSF2 Zangief) as BAs -- and only the Sky Dance hits multiple enemies but both
    do a helluva chunk of damage. The Dervish turns into a Bloody Wolf at night.
    Use the Demon Wolf Soul for this class. This class is acceptable as a final
    class, but if you REALLY want to cause damage, go for the Death Hand.
    
    Death Hand (Dark+Light):
    Kev's ultimate class. He learns Energy Ball as his only spell (boosts the
    castee's chances of critical hits. Times out after a while, and it's hard to
    tell when.) He also learns both the Seiyu Death Fist (multi -- runs to the
    bottom of the screen, jumps up as the background splits into three strips and
    the background fades to black) and Dead Crush (single -- looks suspiciously
    like Zangief's Spinning Pile Driver) as his BAs. At a high level, the SDF can
    cause 800+ damage. Against the Masked Mage (Kev's end boss), I had Lise (as a
    Fenrir Knight) cast Protect Down and then I got Kev to do the SDF. The result?
    989 HPs damage on a critical! Had I upped Kev's levels a few more, I may even
    have made 999 max damage mark. The DH becomes a Wolf Devil (the most powerful)
    at night. This is THE class if you are going to use Kev. If you don't have a
    healer in your group, go for the Warrior Monk. Use the Death Wolf Soul for
    this class.
    
    
    Hawk's Classes:
    Hawk's classes will rarely fill in all 12 of the available spell slots on the
    Spells section of the stats (Y) menu.
    Thief (Starting):
    Same as Duran's and Kev's starting classes - boring. Knows Back Slash as his
    BA and, um, that's it.
    
    Ranger (Light):
    Not a great class and neither are Hawk's other Light classes (although they
    do have a lot of variety.) He learns the Flying Swallow Toss (multi -- a
    little lame, all he does is throws three daggers at each of the enemies on
    the screen.) The Ranger learns Sleep Flower (causes sleep), Body Change
    (miniturises enemy by turning him/her/it into a Shell Hunter and makes them
    give you 0 exp when they die. Pointless IMHO, but useful as a desperation
    move. When transformed, the enemies will miss every hit and will not be able
    to use any special abilities like magic or BAs), Spike and Arrow (yes, they
    are the same as the traps you get in those annoying booby-trapped boxes.) All
    are single-cast. Hawk's Light classes use mostly traps for damage. His Dark
    classes use stat-lowering ninja-type skills which are more effective, but
    Hawk doesn't seem to learn as much as the Light classes. The Ranger's attack
    is pretty bad.
    
    Wanderer (Light+Light):
    Not an all too bad class. Learns the Dance of Roses as his BA which is a
    single enemy attack and is a bit of a laugh. Hawk jumps away from his enemy,
    goes through the spell-cast animation and then throws a single rose at his
    chosen enemy. Hawk chases after the rose, shadow trails following and slashes
    away like a psycho, whilst the rose petals fly everywhere. Can cause 300HPs+
    damage after Class Changing. The Wanderer has one hell of an inventory: Body
    Change, Sleep Flower and Arrow/Spike -- all the same as the Ranger, and Body
    Change can now be multi-targetted. Learns Half Vanish (takes off 50% of the
    enemy's life if successful), TransShape (makes one team mate flicker like a
    ghost. Evade increases for a short time), Life Booster (increases maximum HPs
    of one team mate), Aura Wave (maxes out one team mate's BA meter so they can
    perform their BA immediately), Poison Bubble (damages and can cause Poison
    status), Counter Magic (reverses all offensive magic -- doesn't work against
    Stat, Saber, Summon magic and some very powerful spells like Ancient and
    Gigaflare. Counter magic is also ineffective against any Dark or Shade-taught
    spells like Evil Gate or Dark Force. Thanks to Don Clark for bringing that to
    my attention), Energy Ball (single -- increases chance of critical hits for a
    short time), Lunatic (single -- lowers maximum HPs of one enemy.) If you want
    variety, this is the class to use. Lunatic is _very_ useful against some of
    the bosses, especially those who know how to heal. In case you don't know,
    Lunatic reduces the maximum HPs the enemy can heal to. Even if the enemy
    heals, they won't get any higher than the new maximum. If someone casts
    Lunatic on you, cancel it with Life Booster and Heal Light (Life Booster will
    boost the max HPs but the current HPs will stay the same. Heal Light will
    push the current HPs back up.) Use the Good Luck Die for this class. A low
    attack power, but speed makes up for it. It's _VERY_ easy to cancel BAs with
    this class. Counter Magic, Lunatic and Life Booster _can_ be cancelled using
    AntiMagic and/or Stardust Herbs, so be alert.
    
    Rogue (Light+Dark):
    Like the Wanderer, his BA (Thousand Slash) only hits one enemy. When he does
    his BA, he jumps on top his victim and slashes away. He has a great variety
    of moves: Body Change, Sleep Flower (multi), Arrow/Spike (same as Ranger)
    Rock Fall (single -- a pile of rocks tumble onto enemy), Land Mine (single --
    the ground beneath the enemy explodes), Silver Dart (single -- throws a Dart.
    Does more damage than a standard Dart and does even more against Dark
    enemies), Cutter Missile (single -- throws an axe at a single enemy which
    cuts up the enemy in a similar way to Grand Devina Angela's Spiral Rod BA.
    However, unlike Spiral Rod, the axe doesn't return to Hawk), Crescent (single
    -- similar to Cutter Missile, but does Dark damage. Useful against Holy or
    Light-typed enemies), Rocket Launcher (single, fires several Rockets (which
    all look suspiciously like Darts) which cause Fire-type damage), Axe Bomber
    (Similar to Cutter Missile, but does more damage and uses up more MPs),
    Grenade Bomb (single -- more powerful than a Pumpkin Bomb and causes Grass
    damage) -- most of them are Level 2-type traps so they don't do much damage.
    For this reason, I'd rather you didn't use this class. If you must, use the
    Bad Luck Die to gain access.
    
    Ninja (Dark):
    The Ninja rocks, plain and simple! He knows Silhouette Slice (single -- jumps
    back and then towards, slashing twice as he goes, shadow trails following.)
    He learns Shuriken (ninja stars pierce the enemy), Earth Jutsu (the ground
    spins underneath the enemy), Thunder Jutsu (electric bolts x-strike the
    enemy), Water Jutsu (a waterfall cascades onto the enemy) and Fire Jutsu
    (fire flows from Hawk to the enemy who then goes through the Flame Saber
    animation, although his weapon doesn't get Flame Sabered.) All these moves
    reduce various stats after casting (e.g. Shuriken lowers hit rate, Water
    Jutsu lowers attack Strength, Earth Jutsu reduces Speed/Evade Fire Jutsu
    lowers Magic Effectiveness and Thunder Jutsu reduces Defence.) His attack
    strength is better than the Ranger. A better path to go down. All moves are
    single enemy cast. Unlike spells, Jutsus are NOT taught by spirits.
    
    Nightblade (Dark+Dark):
    The best class for Hawk. Learns the Split-Image Slice as his BA (which REALLY
    hurts _and_ hits all enemies on-screen. Hawk splits into one, two or three
    (depending on the number of enemies on the screen) and each slashes a
    different enemy a total of three times before merging back into one) His
    inventory is: Shuriken, Earth Jutsu, Thunder Jutsu, Water Jutsu, Fire Jutsu,
    Poison Breath, Fire Breath, Blow Needles, Deadly Weapon and Black Rain. All
    are single-enemy cast except for Black Rain. Blow Needles pummels the enemy
    with needles. It can also silence the enemy (useful.) Deadly Weapon throws a
    spanner at the enemy :) and lowers their max HP, a la Lunatic. Black Rain
    causes an oil-like rainstorm to fall on the enemy. It's a Dark-type spell and
    damages all enemies. It doesn't lower any stats. Poison Breath blows a cloud
    of poison towards an enemy. It damages and can poison. Fire Breath damages
    only (but does hurt a lot.) Use the Nighteye Die for this class.
    
    Ninja Master (Dark+Light):
    A good class, but it's not as good as the Nightblade. The NM learns no new
    spells, but gains the ability to multi-target all the Ninja's spells. His
    BA is the Shadow Dive which only attacks one enemy (Hawk sinks into the
    ground, moves over to his enemy and floats up, slashing away at his enemy.)
    His inventory is: Shuriken, Earth Jutsu, Thunder Jutsu, Water Jutsu, Fire
    Jutsu (all multi-targettable.) He has the highest attack strength of all
    Hawk's classes, but has very little variety. Use the Bullseye Die for this
    class.
    
    
    Angela's Classes:
    Angela is the _best_ offensive magic user. If you want to use magic early,
    choose Angie. ANY of her final classes will fill all 12 of the available 12
    spell slots (thanks go to ". ." for confirming that.) Her classes are:
    Magician (Starting):
    Like Duran & Co. This only fights. She knows Double Attack as her BA _BUT_
    she also gets to learn some offensive magic early. _PLUS_ they're all
    multi-targettable. She learns Holy Ball (balls of Holy Light damage
    enemy/enemies), Evil Gate (a gate to the Dark Side opens, sucking
    enemy/enemies in), Gem Missile (hard diamonds are used as projectiles), Air
    Blast (gale-force winds used to damage enemy/enemies), Fireball (balls of
    fire hit enemy/enemies) and Ice Smash (balls of ice strike enemy/enemies.)
    All are taught by different spirits and all are multi-targettable. Angela
    will only learn magic after you pick up the spirit that teaches it. For
    example, Angela won't learn Gem Missile if you haven't picked up Gnome yet.
    Likewise she won't learn Fireball until you've picked up Salamando. Increase
    Angie's Intelligence to learn the new magic. If you've maxed out the
    Intelligence, increase something else and she'll still learn the new spell.
    Apart from this new magic, the Magician is not too brilliant.
    
    Sorceress (Light):
    Recommended Angela path. She learns Pink Typhoon (jiggles her chest !!@__@!!
    and blows a pink-shaped heart at her opponent) as her BA plus Saint Beam (a
    beam of blue light fries a single enemy or multiple beams of white light
    shine from the sky if all enemies are to be affected), Earthquake (a single
    rock crashes onto a single enemy or the ground opens up if all enemies are to
    be affected), Thunderstorm (a bolt of lightning strikes a single enemy or
    four bolts strike various parts of the screen if all enemies are to be
    affected), Explode (the enemy is the victim of several explosions. If all
    enemies are to be affected, then the whole screen is rocked by several
    explosions) and Mega Splash (drops of water fall on enemy who gets poked by
    several icicles. If all enemies are to be affected, lots of water drops and
    lots of icicles rise up from the ground.) Angela learns these spells on top
    of the spells she learnt as a Magician. She can't multi-target these new
    spells, though. A pretty poor class, but the Devina and the Mage can more
    than make up for this.
    
    Grand Devina (Light+Light):
    As a GD, Angie can multi-target the extra spells learnt as a Sorceress (Saint
    Beam, Earthquake, Thunderstorm, Explode and Mega Splash) and learns Double
    Spell which casts Thunderstorm, Ice Smash and Lava Wave in quick succession.
    (Angela doesn't actually _learn_ Lava Wave. When cast, Lava Wave causes a
    small puddle of bubbling lava to form over the team. This causes powerful
    Fire damage.) Useful, but annoying to wait for. She doesn't have the best
    attack power out of all Angie's classes, but the ability to multi-target
    EVERY spell is pretty damn useful. She knows Spiral Rod as her BA (spins her
    rod like those parade leaders, tosses it up in the air and it lands on her
    victim, cutting into him/her/it. The rod bounces back to Angie after doing
    its job.) Use the Arcane Book for this class.
    
    Arch Mage (Light+Dark):
    This or the Grand Devina are Angie's recommended classes. Basically, the Arch
    Mage is IDENTICAL to the Grand Devina with two differences. Firstly, she
    learns Dancing Rod as her BA (waves her hand over the rod as it dances and
    sends it flying at an opponent, who catches fire) and instead of learning
    Double Spell, she learns Rainbow Dust which calls the four main elemental
    spirits (Gnome, Undine, Salamando & Jinn) in quick succession to deliver
    powerful magic damage (a lot of colours flash about the screen in a circle
    when you use this spell.) Use the Book of Secrets for this class.
    
    Delvar (Dark):
    Angie's first Dark class. Although the Delvar only learns one extra spell
    (Dark Force -- many rods of Dark fire jab the enemy), the subsequent classes
    (Magus & Rune Master) are extremely powerful. Dark Force cannot be multi-
    targetted -- yet. The Delvar learns Star Attack as her BA (probably one of
    her more flashier BAs. She sends three stars at a single opponent.)
    
    Magus (Dark+Dark):
    Ah yes, the Magus. This is the class you want if you want mass magic damage.
    The Magus learns Ancient -- the most powerful and MP costly spell in the
    entire game at 12MPs per go. It's basically the same as the Meteo spell from
    the Final Fantasy series (tonnes of rocks fall from the sky) and it does
    basically the same damage (i.e. a lot.) Like the final Light Classes, the
    Magus learns all the Level 2 spells (Earthquake, Thunderstorm, Explode and
    Mega Splash -- all single cast.) She doesn't learn Saint Beam because her
    path is so Dark. Instead of this, she learns Ancient. She learns Hot Shot as
    her BA. Angela takes her rod and fires cannon balls out of it, smacking her
    opponent for six. Her attack is above average so if you want a spell-caster
    who can cause headaches with both spells and physical attacks, this is the
    class you want. Use the Forbidden Book for this class. I think that the
    Intelligence level must be 20 before Angela will learn this spell. She learns
    it LAST so you must know Dark Force, Earthquake, Thunderstorm, Explode and
    Mega Splash BEFORE she will learn Ancient.
    
    Rune Master (Dark+Light):
    The RM is THE class to choose if you want an offensive magic user. Whilst the
    Magus has only the Ancient spell and the multi-target Level 2 magic, the RM
    gets tonnes of new spells which, like Hawk's Ninja abilities, lowers stats
    too. The RM's complete inventory is: Holy Ball (multi), Evil Gate (multi),
    Gem Missile (multi), Air Blast (multi), Fireball (multi), Ice Smash (multi),
    Dark Force (multi -- a black dome expands and explodes), Death Spell (single
    -- a purple cloud covers the enemy and causes 999HPs damage if successful.
    Usually only works on enemies at a lower level than yourself), Stone Cloud
    (single -- a cloud of rocks covers the enemy. Can petrify a single enemy),
    Stun Wind (single -- damages by using a vortex of wind. Can silence a single
    enemy), Blaze Wall (single -- a wall of fire erupts around a single enemy),
    Cold Blaze (single -- snow falls and ice solidifies around enemy. Can freeze
    one enemy.) In general, it's the option of having Ancient, the single most
    powerful spell in the game (Magus), or having tonnes of new and more
    effect-altering spells (Rune Master.) You decide. If you can't, use a coin
    toss, I did! :) You need to use the Book of Rune for this class. The RM
    learns "10t" as her BA -- Angela throws her rod up and a massive 10 ton
    weight squashes the victim! :) Hmmm... I wonder how she gets her rod back?
    
    
    Carlie's Classes:
    Carlie is probably the worst physical attacker in the game, but she is the
    BEST healer. Although Duran and Kevin can double up as healers, Carlie is,
    hands down, the best. She can heal from her starting class (Cleric) and the
    Cleric's Heal Light is cast very quickly. Her classes are:
    Cleric (Starting):
    Just like the others, does nothing more than fight. She learns (like Angela)
    some magic before the first class change (Heal Light & Tinkle Rain.) This
    can't be multi-targetted. Knows Bonkle as her BA. It's useful to have Carlie
    in your team simply because of the early healing magic! Problem is, after
    class changing, Carlie outlives her usefulness and becomes a burden on the
    team.
    
    Priestess (Light):
    Carlie's first Light class and, although she has lousy attack strength, she
    makes up for it with the magic. Learns all four elemental Sabers like
    Gladiator Duran does (Diamond Saber, Thunder Saber, Flame Saber and Ice
    Saber.) Like him, she can only single-cast them. The Priestess also learns
    Holy Ball and can now multi-target Heal Light, but her BA (Jump) is only a
    one-enemy BA. Not a brilliant class, but having both multi-cast Heal Light
    _and_ the Sabers in one class is REALLY useful. This class is also necessary
    if you want to use the Bishop class later on.
    
    Bishop (Light+Light):
    Can multi-target Tinkle Rain as well as Heal Light and learns a few new
    spells: Saint Saber, Magic Shield (protects against magic -- this is like
    Mind Up, but without the increase in Magic Effectiveness) and Turn Undead.
    Only the Undead spell is multi-targettable. Basically, it destroys all undead
    enemies like Zombies and Ghosts. This is Carlie's best Light class because of
    this. Use the Holy Water Vial for this class. Most people, including myself,
    only choose the Bishop for the Turn Undead spell. Learns ChopChop as her BA.
    
    Sage (Light+Dark):
    Whatever you do, do NOT (I repeat _NOT_) choose this class. It sucks big
    time. The only thing the Sage learns is multi-targetting of the Priestess's
    spells. The BA is only one-enemy hitting so it sucks too. The BA? It's called
    "BoomBoom." Probably Carlie's worst class and the worst class in the entire
    game. Stay away from this class at all costs.
    
    Enchantress (Dark):
    The Enchantress is not brilliant either. She gets few Summon spells, can now
    multi-target Heal Light and that's about it. But the Necromancer and the
    Shaman more than make up for it. Her complete inventory is: Heal Light
    (multi), Tinkle Rain (single), Machine Golem (single -- calls three Golems to
    knock over the enemy), Unicorn Head (single -- calls two Unicorn Heads who
    send the enemy into the air.) She knows Dash as her BA. Basically, it's
    Bonkle, but with a run-up.
    
    Evil Shaman (Dark+Dark):
    The Shaman learns some pretty powerful Summon magic and learns Demon Breath
    which is pretty useful later on (think of Poison Breath but with a Dark
    property and slightly different animation and you'll see what I mean.) The
    Shaman has the highest attack strength of all Carlie's classes. Her new
    spells are: AntiMagic (resets super meter and/or removes all magic effects --
    like using a Stardust Herb on the enemy), Gremlin/Great Demon (summons
    relevant monster to cause damage) and Demon Breath (see earlier.) All are
    single-enemy casts except Demon Breath which is multi-targettable. Use the
    Bottle of Blood for this class. Her BA is HugeHuge (her flail increases in
    size and with great effort, she smasks her opponent with it. This HugeHuge
    isn't the same move as the Rabites' version in the Jungle of Illusion near
    Pedan.)
    
    Necromancer (Dark+Light):
    Not Carlie's best class, but the most useful. She has Black Curse which is
    possibly the best stat-lowering spell in the game. Basically, it's Power
    Down, Speed Down, Mind Down and Protect Down in one spell. It costs 6MP which
    is less than if you had used Lise's stat-down spells. The only downside is
    that it's a single-enemy spell, not a multi-target. When cast, Black Curse
    surrounds the enemy with triangles while a black cloud gets to work lowering
    their stats. She also learns Dark Saber (which sucks) and can multi-target
    Heal Light and Tinkle Rain. She only learns two new Summons: Ghost and Ghoul
    (summons Ghosts or Ghouls to damage a single enemy.) Her BA is a one-enemy
    Craaaazy attack. It's called "Craaaazy", by the way - and yes, she does go
    crazy. Just think of a psychopath with a flail and you'll know what I mean.
    
    
    Lise's Classes:
    Lise is a good all-round fighter. She is really useful when you want to lower
    enemy stats and you don't have Carlie's Black Curse spell. Lise can also
    boost your stats as well. If you want to lower enemies' stats, go Dark, to
    boost your team's stats, go Light. Lise's classes are as follows:
    Amazoness (Starting):
    Nothing special. Knows Whirlwind Lance as her BA and that's it.
    
    Valkyrie (Light):
    Lise's first Light class. She learns the stat-up spells and they're not
    multi-targettable (the spells she learns are Protect Up (balls of light flash
    around team member which then pop), Speed Up (a yellow ring rolls around team
    member for a bit. It disappears after a while), Power Up (team member gets
    surrounded by a red column as blocks of energy go inside him/her), and Mind
    Up (a ball of light appears above team mate and drops powder into team mate.)
    Her BA attacks all enemies and does fairly decent damage (Vacuum Wave Spear
    -- identical to Sword Master Duran's Vacuum Sword, but less powerful, since
    this is only the first class change.) Not a brilliant class, but the
    subsequent Light classes gotten through this class can be quite powerful in
    stat-raising.
    
    Vanadies (Light+Light):
    Vanadies is pretty cool, but not as much as the Star Lancer. Vanadies can't
    multi-target the stat spells, but does have a flashy Summon (Freya.) Freya
    may look flashy (she rides around in a chariot for a bit), but (IMHO) is
    pretty pointless. When summoned, Freya will damage and then minimise the
    enemies on the screen, giving you 0 exp when you kill them. She learns the
    Light Ball Spear as her BA this does SERIOUS damage to all on-screen enemies.
    Apart from this, Vanadies isn't too great. Use the Briesingamen (uhm....) to
    unlock this class.
    
    Star Lancer (Light+Dark):
    Lise's recommended class. She can multi-target all her stat spells and has a
    decent summon (Marduke) which damages and SILENCES the enemy so they can't
    counter with a spell or their own BA. Marduke flies in (he's got wings) and
    throws some kind of ray at the camera. Marduke and all Lise's stat spells are
    multi-targettable (Marduke and Lise's other Summons are always multi-target.)
    If you choose Lise, this is where to go if you want to raise your team's
    stats. The SL's BA only attacks one enemy, but is capable of causing a lot of
    damage, especially if you've cast Attack Up on yourself before doing the BA.
    Lise splits into three, one shooting up, the other two criss-crossing across
    the victim who then criss-cross across again and then the final Lise plunges
    down from the sky. The Shooting Star Spear, this is called. To unlock this
    class, you need to use the Morning Star Chain.
    
    Rune Maiden (Dark):
    Lise's first Dark class. The RM learns all the stat-down spells like Lise's
    Light class, but it uses less MP so you may probably choose this over Lise's
    Light classes. She learns Protect Down (enemy glows green for a bit), Speed
    Down (a clock appears over the enemy that slows down), Power Down (a cloud of
    blue gas cloaks the enemy as blocks of energy are removed from them) and Mind
    Down (a green cloud cloaks the enemy whilst small white balls float away from
    them.) The RMs BA is the Falling Heaven Spear which attacks all enemies on
    the screen and does fairly decent damage as well, especially after casting
    Protect Down on the enemies. Lise bounces on the heads of her opponents as if
    she's on a pogo stick. 
    
    Fenrir Knight (Dark+Dark):
    Like the Star Lancer, the Knight can multi-target all her stat spells. Her
    Summon isn't too brilliant. It's called Lamia Naga (looks like a medusa but
    without the face) and does Dark damage (I think.) It doesn't cause any status
    changes. Pity. Still, her multi-targetting does make up for it. Her BA is the
    Hundred Flower Dance (she dices up her victim with her spear and hits one
    enemy only. To unlock this class, use the Gleipnir.
    
    Dragon Master (Dark+Light):
    The DM is like Vanadies, not brilliant. She can't multi-target the stat
    spells and has a poor Summon (Iormundgand -- a snake which bounces around the
    screen for a bit whilst casting Poison Breath with the Demon Breath
    animation.) Iormundgand damages and poisons all enemies. The only possible
    good thing about this class is the BA (Dragon Tooth Spear) which both looks
    cool and does average damage (Lise jumps out of the screen and flies through
    her victim whilst a Fire Dragon Head follows her.) Single-hitting, flashy,
    but I recommend that you don't choose this class if you can possibly help it.
    
    
    That's all the classes. Be warned that which classes you choose will
    drastically affect how you play the game. If you have a team with a low
    defense but a high attack, you may end up healing a lot but if you have a
    powerful healing team but a poor physical attack, the battles will a) last
    longer and b) end with you dying because you've run out of MPs. It's usually
    a good idea to have a mixed team. Make sure you've got at least one healer
    on your team and one person who knows fairly decent magic. A good team would
    be Kevin, Duran and either Angela or Lise. Kevin can become a healer, Duran
    likewise and Angela knows all the offensive magic. Lise can be handy in
    altering the stats of enemies or your team. In my opinion, the best offensive
    team would be Kevin, Angela and Duran. Kevin as a Death Hand can wipe out all
    resistance, Angela as any of her final classes can whip ass and Duran's Heal
    Light as a Paladin or a Lord would come in handy. Remember, these are only
    suggestions, guidelines. You don't have to take these as mandatory teams. You
    can "Pick 'n Mix" teams as you like. It's up to _you_, not me, to decide your
    team and remember to choose carefully and to choose even more carefully when
    you do your class changing. FYI, when I first clocked the game, I chose Kev,
    Angela and Lise with Kev as a Warrior Monk, Angela as an Arch Mage (and the
    heroine) and Lise as a Star Lancer. You might want to try these classes
    first. Oh, and BTW, I didn't use any cheats! ;)
    
    
    
    Class Changing -- Some Notes
    ----------------------------
    
    NOTE 1: The BA at the first level (before you've class changed) can be
    performed even when silenced (a speech bubble with "..." follows your
    character around.) However, after class changing, the new BA CAN'T be
    performed if you're silenced. You CAN perform the Level 1 BA (the first one),
    but not the subsequent ones (Level 2 or Level 3.) Example: Kevin's Death Hand
    class has five BAs: Ashura Dream Fist (Grappler), Water-Moon Slice & Bastard
    Slam (Bashkar), Dead Crush & Seiyu Death Fist (Death Hand). Only the Dream
    Fist (Grappler) can be performed when silenced. The other four cannot.
    
    NOTE 2: When you use the item to break the seal of the second class change,
    you KEEP the item, it's never actually used up. Think of the item as a
    catalyst, which (for those of you know familiar with the term) is a material
    that speed up a reaction but is never physically changed in the process. You
    can use the item during battles and each item has a different effect. The
    result of using an item varies depending on the class it breaks. For example,
    using the Paladin's Proof casts Saint Saber on your team, whilst using
    Duelist's Proof will cast Dark Saber on your team. Try each of the items out
    once you've done the second class change and see what happens! You can always
    sell off the items, they fetch a helluva lot of luc! If you want a full list
    of what the items do when used, refer to the chapter "Class Breaking Items"
    near the end of the FAQ.
    
    NOTE 3: When you class change, you can STILL perform the BAs from the
    previous class. So a Death-Hand can perform the Ashura Dream Fist, Water-
    Moon Slice, Bastard Slam, Dead Crush AND Seiyu Death Fist, and not just the
    last two. If you charge the meter till it flashes green, you can perform the
    Level 1 BA. If you charge the meter till it flashes yellow, you can perform
    the Level 2 BA. If you charge the meter till it flashes red, you can perform
    the Level 3 BA. Also bear in mind that the Level 1 is a standard physical
    attack and damage will vary depending on Saber status. BA Level 2 and BA
    Level 3 are not dependent on Saber types.
    
    NOTE 4: If you miss a move in one class and you class change to the next. You
    will NOT be able to learn that move EVER. If the class you're changing to
    "upgrades" the spells you have (for example, upgrading Diamond Saber (single)
    to Diamond Saber (multi)), you'll learn both the multi and single-target
    version of the move. If you don't learn the lower level spells, you will not
    learn them ever. For example, Duran learns Heal Light at his Light class and
    upgrades it to multi-target at  Light+Dark. At Light+Light, he doesn't
    upgrade it at all. So if Duran doesn't learn Heal Light at his Light class
    and you class change him Light+Light, you'll NEVER learn Heal Light -- single
    OR multi.
    
    
    
    *****************************************************************************
                                W A L K T H R O U G H
    *****************************************************************************
    
    This is the main heart of the FAQ, the walkthru. This walkthru has several
    chapters because each of the characters have slightly different stories.
    
    Chapter 1: The Beginning
    Chapter 2: The Guardian Spirits
    Chapter 3: The Mana Holy Land
    Chapter 4: Rescuing the Fairy
               Part I:   Angela/Duran's Quest
               Part II:  Carlie/Kevin's Quest
               Part III: Lise/Hawk's Quest
    Chapter 5: The God Beasts
               Part I: The Wind God-Beast
               Part II: The Fire God-Beast
               Part III: The Water God-Beast
               Part IV: The Wood God-Beast
               Part V: The Moon God-Beast
               Part VI: The Earth God-Beast
               Part VII: The Light God-Beast
    Chapter 6: The Final God Beast -- The Dark God-Beast (Zable-Fahr)
               Part 0:   Getting the last Class Change
               Part I:   Angela/Duran's Quest
               Part II:  Carlie/Kevin's Quest
               Part III: Lise/Hawk's Quest
    Chapter 7: The Final Battle -- Sub Bosses
               Part I:   Angela/Duran's Quest
               Part II:  Carlie/Kevin's Quest
               Part III: Lise/Hawk's Quest
    Chapter 8: The Final Battle -- Boss
               Part I:   Angela/Duran's Quest
               Part II:  Carlie/Kevin's Quest
               Part III: Lise/Hawk's Quest
               Part IV:  The Ending
    
    
    
    *****************************************************************************
                              Chapter 1: The Beginning
    *****************************************************************************
    
    Everyone has slighly different beginning stories so I'll take each of the
    characters in turn and explain what you must do to complete their beginning.
    All main characters (the first character you chose) end up in Astoria and
    that will be where Chapter 2 will begin.
    
    
    
    **Duran's Beginning**
    Duran's story begins with him facing off against a L1 Armor Knight called
    Bruiser in the finals of a sword-fighting competition. To beat Bruiser, wait
    till Duran's ready to hit (his sword sparkles), walk in, hit him then retreat
    until Duran's ready again. Keep doing this until the knight yields. Then,
    talk to the King. Remember, when you've hit Bruiser four times, you get a
    flashing green bar under your HP meter. Press B to perform your B-Button
    Attack Move (BA for short.) After talking to the King, you'll get some brief
    info on Duran's background. Duran then finds himself on the turrets of the
    castle, taking night watch. He's having difficulty staying awake. He dozes
    off and we see into Duran's past again. We see Loki (Duran's dad) leaving to
    fight the Dragon Emporor, King Richard breaking the news to Duran's mum
    (Simeone) that Loki died whilst trying to save him and finally Simeone dying.
    We learn, again, that Stella (Duran's Aunt) then took both Duran and Wendy
    (his sister) in and raised them both on her own.
    
    Duran wakes up to the sounds of an invasion. You're now in control. Talk to
    one of the passed-out guards and you'll see a Red Robed Wizard. This is Koren
    and you'll battle him much later on. When you finally talk to him, you'll
    fight him (well, kind of.) Try to hit him with your sword. He'll laugh, taunt
    you and teleport around. Repeat and after a while, Koren will cast Fireball
    and Ice Smash on you, leaving you with a tiny amount of energy left (8 HPs I
    think.) He would finish you off, but the soldiers start shouting and looking
    for him. Koren leaves and you pass out. The next day, King Richard discusses
    the incident with some Knights of Gold. The knights think an invasion would
    be a good idea, but Richard doesn't agree. He decides on increasing castle
    security and sending an operative (e.g. spy) into Altena (Angela's place and
    home of Koren.)
    
    You resume the game in the pub. Wendy runs in and talks to Duran. He doesn't
    respond (unsurprisingly.) Wendy shouts at him and runs out. Now you're in
    control. Leave the pub (it's night time) and go to the Fortune Teller on the
    floor above the library (it's to the west of Forcena.) Talk to him and then
    leave. You'll decide to go to Wendel to speak with the Priest of Light about
    class changing. Go to Duran's house (it's the same building as the
    Weapon/Armour shop.) Once inside go to the first floor and open up the box
    there. Duran will start packing for his journey. Once done, leave the room.
    Duran will take one last look at Stella and Wendy and then put you in
    control. Leave the house. It's day time. Stella catches up with Duran as he
    leaves. She explains that Richard is waiting to speak with him, as he knew
    Duran would be planning on doing such a thing. She also gives him a sword
    that Loki used when he was younger. Now you're back in control. Make your way
    north into the castle and speak with the King. By the way, to get to the
    Throne Room just keep going north, you'll have to make your way around a
    sleeping guard along your way. When you finally get to the King, talk to him
    and Duran will explain his plans. When he finishes, leave the castle and the
    village (if you can talk to the guard at the exit, he'll give you some brief
    instructions on how to get to Wendel.) After leaving the village, you'll
    enter the Molebear Highlands. Now we can get down to business!
    
    Duran's first task is to get to Wendel, but to get there, you must travel via
    Astoria. To get to Astoria go south, southeast, south and you'll enter the
    Cleft of The Earth. Make your way through the cave and you'll come across a
    canyon with a bridge. Make your way across the bridge and Duran will take
    over. After a lot of narration, Duran ends up catching a boat bound for Jad.
    
    Duran arrives in Jad but something doesn't seem right. After a brief talk to
    the sailor, he'll confirm that he also thinks something's not right. It turns
    out that Lugar and his men from the Beast Kingdom have taken over the city.
    They've blocked the ports so the sailor can't go home. Looks like you're
    stuck. Go and buy some armour and weapons if you want (and have the money.) I
    don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
    talking with Angela - she's also sleeping in the inn. You'll get a funny
    scene!) It's free because the inn keeper can't make a profit with the beast
    men around. Ask him to wake you up at night. When you get up, exit via the
    southern gate of the castle (it's a little tricky to find to begin with.)
    
    Once you've left the castle, go south into the Rabite Forest. Go southwest,
    west, south, south, south and you'll end up in Astoria. This is where the
    second chapter of the walkthru begins so go there now.
    
    
    
    **Hawk's Beginning**
    Hawk is a thief and makes his living by robbing from the rich and giving it
    to the poor -- a little like Robin Hood if you ask me. Anyway, his beginning
    starts during the night in the Sand City Sultan. He's with a feline friend
    called Nikita and two Navarre Guards. They come to a house and Hawk says he's
    going to go in. He creeps upstairs and puts you in control. Open up the box.
    The sleeping man wakes up. It turns out that the man had "stepped on many
    toes" to get the money that was in the box (as Hawk says.) Hawk leaves the
    building, waves at his colleagues and makes a quick getaway.
    
    The team head to the Sand Fortress and Hawk speaks with King Flamekhan and
    Isabella (her real name is Bigieu by the way, but you'll find this out later
    on in the game.) We learn that the Thieves Guild that Hawk is a part of has
    been disbanded and is now part of the Navarre Kingdom which will be under the
    rule of Flamekhan. Isabella reveals their plans of an invasion -- of the Wind
    Kingom Rolante (home of Lise.) After the discussion, you meet Jessica, a
    close friend of Hawk's, sister of Eagle, Hawk's best friend and daughter of
    the King. Hawk and Jessica discuss the recent chain of events and eventually,
    Jessica leaves. Now you're in control. Follow these directions carefully,
    it's easy to get lost in this place. From the window where you met Jessica,
    go north into your room. Leave your room by going north again. Now, follow
    the blue carpet until you reach the Throne Room. Now, take either the left
    door or go up the stairs on the right -- either way, you'll end up in the
    same place -- a corridor with two guards blocking a door. You can't get in,
    but there's an opening opposite them. Walk through the opening. You're in the
    dining room -- pity the dinner party's over... :) Anyway, go south out of the
    room and you'll reach a bar. Leave by going south and go to Eagle's room by
    going down the stairs to the right of the screen (you need to walk south a
    bit to see them.) Talk to him. When he asks if you think his dad (the King)
    is acting weird, answer "Yes." Eagle reveals that he thinks Isabella did
    something to his dad whilst they were in the desert. Eagle decides to go off
    and try to figure out what's going on. Eagle leaves. Follow him and go back
    to the door that was blocked by the two guards. They're not blocking the door
    now so you can go through. Once inside the room, Hawk takes control. Isabella
    is talking to a dracula-type guy. This is Jagan and you'll meet him later on.
    After some discussion, Isabella pits Eagle against you. You must fight him.
    The way to defeat Eagle is much the same way as Duran. Run in, hit, retreat,
    repeat. Remember the B-button attack when you get four hits in a row. Even
    though you win, and you didn't kill Eagle, he is killed by Isabella's
    Fireball spell. And if that wasn't bad enough, a guard called Bill comes in
    and thinks HAWK killed Eagle.
    
    Hawk gets put in jail awaiting execution. Isabella reveals that if he tells
    Jessica about what happened, she will die because of a cursed necklace.
    Isabella leaves. Talk to the bars several times. Weird things will happen and
    then you'll see Jessica. Jessica asks who killed Eagle and Hawk is about to
    tell her when he remembers about the necklace. He doesn't tell her so she is
    led to believe that Hawk did kill Eagle -- sheesh, what a bad day! Jessica
    leaves. Now, go to the back of the cell and talk to the dark patch of stone
    in the wall. Nikita breaks you out of jail. Follow the tunnel through several
    screens. You'll end up in Nikita's store. Nikita explains that the Priest of
    Light in the Holy City Wendel may be able to break the curse. Hawk agrees to
    go but Nikita refuses to go so no suspicions would be raised. After the
    conversation, talk to Nikita again and you'll be able to save your game.
    After this, leave via the back door. Damn! It appears that you've been found
    out. The soldiers have worked out that you've escaped and are on your tail.
    Better beat it quick! From where you exited Nikita's store, go round to the
    front and up the path on the right of the building to get to the top of the
    store. Go across the bridge and into the cave to the south. Inside, head
    right and down the stairs. Finally, go through the opening in the southern
    wall to leave the fortress. After this, Hawk will leave Navarre and catch a
    boat to Jad.
    
    Hawk arrives in Jad but something doesn't seem right. After a brief talk to
    the sailor, he'll confirm that he also thinks something's not right. It turns
    out that Lugar and his men from the Beast Kingdom have taken over the city.
    They've blocked the ports so the sailor can't go home. Looks like you're
    stuck. Go and buy some armour and weapons if you want (and have the money.) I
    don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
    talking with Angela - she's also sleeping in the inn. You'll get a funny
    scene!) It's free because the inn keeper can't make a profit with the beast
    men around. Ask him to wake you up at night. When you get up, exit via the
    southern gate of the castle (it's a little tricky to find to begin with.)
    
    Once you've left the castle, go south into the Rabite Forest. Go southwest,
    west, south, south, south and you'll end up in Astoria. This is where the
    second chapter of the walkthru begins so go there now.
    
    
    
    **Angela's Beginning**
    To begin with, you'll get some background info on Altena. It turns out that
    the Kingdom lies in a cold wasteland and Altena is kept warm by the Queen's
    magic. Koren speaks with the wizards (yep, it's the same Koren as in Duran's
    story) and decides on invading the other cities of the world in order to get
    their Mana Stones. With all the Mana Stones they can open the gate to the
    Mana Holy Land and get the Sword of Mana. With the sword, they can alter the
    Altenian climate and rule the world (hmmm, where have I heard that before?)
    
    You find Angela talking to her magic teacher Jose but no matter how hard she
    tries, she just can't get the hang of magic. She storms out and puts you in
    control. Walk across the platform and Angela will wave hi to Victor, a friend
    of hers. After a short discussion (and more background info, this time on
    Angela), walk into the opening on the far right of the platform. Inside the
    building, take the exit on the bottom-left of the screen and you'll reach the
    courtyard. Go south twice and you'll enter another part of the building. Go
    south to save the game at the Grey Statue and then come back and go down the
    steps. Go south again. You'll be in the lobby of the castle. Go east, north
    and then enter the door directly in front of you. From here, go up and left,
    following the path. You'll enter the dormatory. Talk to the woman standing by
    the desk -- the one to the left of the sleeping woman. She'll comment on how
    tough Koren's training is getting and tells Angela that she thinks Koren is
    almost as powerful as the Queen herself. At this moment, Victor appears and
    explains that the Queen and Koren wish to speak to Angela. So retrace your
    steps back to the courtyard (that's east, south, south, west, north through
    the arch, up the stairs, out the door and then north twice. You'll be in the
    courtyard and you should be able to find Victor. Talk to him and he'll follow
    you. Now, talk to either the left or right wizards guarding the doors and
    enter the Throne Room. The ensuing scene is quite dramatic. Koren explains
    that to open the gate to the Mana Holy Land, a cursed spell must be used to
    release the energy of the Mana Stones. However, the spell was cursed so that
    it would kill the person casting it. They want ANGELA to cast it. Angela's
    mum says that she's "the shame of the Royal Family" for not being able to use
    magic. Angela can't believe it and then, _somehow_, suddenly finds herself
    outside the castle gates in the Sub-Zero Snowfield. Angela can't go back
    because she could get killed so she's got no choice but to run. You're in
    control now. Go south, south, east and then southeast. Angela, bitten so much
    by the cold, collapses. When she comes round, she's in Elrand. Talk to the
    woman and she'll explain that she and her daughter (ChiChi) found Angela in
    the snow-field, passed out. Go down the stairs and make your way out of the
    house. Go to the inn and talk to the Fortune Teller. She advises Angela to go
    and see the Priest of Light in Wendel. Now, go and sleep at the inn (if you
    want to) and then leave when you're ready. Angela decides to follow the
    Fortune Teller's advice and leaves for Wendel. She catches a boat bound for
    Jad.
    
    Duran arrives in Jad but something doesn't seem right. After a brief talk to
    the sailor, he'll confirm that he also thinks something's not right. It turns
    out that Lugar and his men from the Beast Kingdom have taken over the city.
    They've blocked the ports so the sailor can't go home. Looks like you're
    stuck. Go and buy some armour and weapons if you want (and have the money.) I
    don't recommend you do so yet (you'll see why.) Go and sleep in the inn (no
    Angela this time! :-) It's free because the inn keeper can't make a profit
    with the beast men around. Ask him to wake you up at night. When you get up,
    exit via the southern gate of the castle (it's a little tricky to find to
    begin with.)
    
    Once you've left the castle, go south into the Rabite Forest. Go southwest,
    west, south, south, south and you'll end up in Astoria. This is where the
    second chapter of the walkthru begins so go there now.
    
    
    
    **Lise's Beginning**
    The beginning starts with Lise on a routine patrol with the rest of the
    Amazon warriors. After taking control, you must fight the L1 Needle-Bird. If
    you die, don't worry, you'll be resurrected by another Amazon. After you win,
    Lise will comment on how the monsters are getting more numerous and more
    powerful. She's also worried about the wind -- it seems to be... crying.
    After this, we get background info about Rolante. After this, Lise explains
    that she needs to find Eliott. So go north into the Throne Room and take the
    top-right door. This will take you to two doors. The one on the left is
    Lise's room and the one on the right is Eliott's room. There's no-one in
    Eliott's room. Go down the stairs and go all the way south and then all the
    way east. Now, go north and you'll see an Amazon guard. Talk to her and
    she'll say that she hasn't seen Eliott but Alma might know and Alma's in
    Eliott's room. So, retrace your steps back to Eliott's room (that's south,
    west, north, up and the door on the right, by the way.) Talk to Alma and
    you'll get some info on Lise and Eliott. Lise then starts to look for Eliott
    again. Eliott is approached by two ninjas (Bill & Ben) and takes them to the
    basement. Take the opening to the right of where you came out and make your
    way down the stairs. Go through the opening in the southern wall and take the
    stairs to the right. Notice something familiar? This is where Eliott was
    approached by the two ninjas. Now we're getting warm! Go down the steps and
    follow the path into the the opening. There's a Gold Statue here (which
    restores your MPs and HPs. It also saves your game.) Go down the steps
    (there's a lot of them.) And when you get to the bottom, Lise takes over. A
    scene ensues with Bill and Ben tricking Eliott into stopping the wind
    protecting Rolante. Lise is about to fight when she learns that the King, her
    father is in danger. She rushes to help but Eliott doesn't make it and is
    taken by Bill & Ben. Lise reaches the top of the steps before she realises
    that Eliott isn't following. You're in control. Don't bother going back for
    Eliott, he isn't there. Make your way to the Throne Room by going out of the
    room with the Gold Statue, up the stairs, into the opening and up the steps
    to the north-east (take the steps facing east, not the steps facing north.)
    From here, take the opening in the southern wall and enter the Throne Room.
    Approach the King and Lise takes over. The King has been fatally wounded and
    dies in front of Lise. We see the whole castle burn and who's responsible?
    Bigieu! Lise flees the castle, vowing to find Eliott and avenge her father's
    death. Lise explains that her father spoke of the Priest of Light in Wendel
    and that's where she's heading. She takes a boat bound for Jad.
    
    Lise arrives in Jad but something doesn't seem right. After a brief talk to
    the sailor, he'll confirm that he also thinks something's not right. It turns
    out that Lugar and his men from the Beast Kingdom have taken over the city.
    They've blocked the ports so the sailor can't go home. Looks like you're
    stuck. Go and buy some armour and weapons if you want (and have the money.) I
    don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
    talking with Angela - she's also sleeping in the inn. You'll get a funny
    scene!) It's free because the inn keeper can't make a profit with the beast
    men around. Ask him to wake you up at night. When you get up, exit via the
    southern gate of the castle (it's a little tricky to find to begin with.)
    
    Once you've left the castle, go south into the Rabite Forest. Go southwest,
    west, south, south, south and you'll end up in Astoria. This is where the
    second chapter of the walkthru begins so go there now.
    
    
    
    **Kevin's Beginning**
    Before Kev's intro starts, you see the meeting of the Beast King and the 
    Deathjester (this is the guy who kidnaps Heath in Carlie's intro.) Now we
    meet Kev in the Moonlight Forest where it's always night time. Kev is playing
    with a friend, Karl the wolf cub. He's trying to teach him how to howl but
    Karl just keeps yapping instead. Never mind! When you get control, save at
    the Gold Statue and go east. Karl follows. Go east again and then north.
    Follow the path for a bit and Karl growls. The next thing you know, he turns
    into a Bound Wolf! Kev's gotta fight for his life! You're in control. Fight
    Karl, but don't worry about your hit points (HPs), they _will_ hit zero. When
    they do, Kev will find out he can turn into a werewolf. Attack Karl again and
    this time you'll win. (Don't forget about the BA after four hits -- press B
    to perform the Ashura Dream Fist.) Karl is dead, killed at the hands of the
    person who wanted to protect him. Kev buries him in the screen with the Gold
    Statue and puts you in control. BTW: When you come back to the Moonlight
    Forest later on, you can detour back to here a pay your respects. If you want
    to, that is...
    
    After some narration, Kev returns back to the kingdom. What you need to do
    now is to get Kev to speak with the Beast King so follow these directions:
    From where you first get control, go south out of the opening (the unblocked
    one) and then south twice. Go into the other door (the one on the other side
    of the arch) and then head north. You'll hear Lugar talking about invading
    Wendel. Once he's finished, go south twice so that you're back outside and
    then go up through the arch between the doors. There's a guard blocking the
    way into the Throne Room. He explains the King isn't in -- he went to talk to
    some foreign-looking guy (the Deathjester, I'm guessing.) Go down the steps
    and Kev will notice a coversation on the platform next to the one he's on.
    It's the Beast King and the Deathjester! The King tells the Jester that now
    Kev can turn into a werewolf, his job is done. Kev is furious! The Beast
    King, his father, used Deathjester's magic to make Karl attack him! He turned
    Kev into what he is now! He smashes through a wall and puts you in control.
    Go up to the King and after a short conversation, try to hit him. The King
    boots you clear out of the castle and asks the Deathjester to take care of
    Kevin.
    
    Kevin comes to in the same place where we first met him -- namely the place
    with the Gold Statue. Use the Statue (Kev's only got 1HP) and then make your
    way out of the forest. To do this, go west and then north. You'll see the
    Deathjester here. Approach him and he will explain that he's only here to
    help. The Deathjester explains that the Priest of Light in Wendel may be able
    to help bring Karl back to life and since Lugar is on his way to invade
    Wendel, Kev better hurry and get to Wendel first. The Deathjester opens a
    path for Kev. Head east through the path and then take the north-western
    path. Kev will take over and make his way to Jad. I'm not sure how he gets to
    Jad -- he doesn't take a boat, that's for sure. Can he _really_ swim all that
    way? Maybe...
    
    Kevin arrives in Jad but something doesn't seem right. After a brief talk to
    the sailor, he'll confirm that he also thinks something's not right. It turns
    out that Lugar and his men from the Beast Kingdom have taken over the city.
    They've blocked the ports so the sailor can't go home. Looks like you're
    stuck. Go and buy some armour and weapons if you want (and have the money.) I
    don't recommend you do so yet (you'll see why.) Go and sleep in the inn (try
    talking with Angela - she's also sleeping in the inn. You'll get a funny
    scene!) It's free because the inn keeper can't make a profit with the beast
    men around. Ask him to wake you up at night. When you get up, exit via the
    southern gate of the castle (it's a little tricky to find to begin with.)
    
    Once you've left the castle, go south into the Rabite Forest. Go southwest,
    west, south, south, south and you'll end up in Astoria. This is where the
    second chapter of the walkthru begins so go there now.
    
    
    
    **Carlie's Beginning**
    Carlie's beginning is slightly different to the other five in that she
    doesn't go to Jad, she ends up straight in Astoria. Here's her beginning:
    
    Carlie is out playing the flowers, her parents watching. They walk away after
    a while and Carlie runs after them, they now FLY away and leave Carlie alone,
    she starts crying and... wakes up. Yep, it was a dream. Carlie leaves her
    room and bumps into Heath (literally.) After a short conversation, Carlie
    waves goodbye to him and runs away. Heath speaks with the Priest about
    Carlie, the change in the Mana energy and the mysterious light in Astoria.
    The Priest asks Heath to go and investigate the light and he goes off. Carlie
    overhears this and thinks to herself that she must go and protect Heath in
    case he gets into any trouble -- obviously she thinks highly of him! The only
    problem is, each time she tries to leave the Temple, she gets pulled back
    inside so she's going to need to find some help. The first thing to do is to
    find another friend, Mick. If you want to, go and talk to the Priest and get
    your game saved first. Anyway, to find Mick, follow these directions from the
    moment you get control. Go south, up the stairs to the left, through the door
    on your left and then the left door. Talk to the little boy, this is Mick.
    He'll explain that he'll show Carlie how to get out of the Temple if she
    meets him on the second floor terrace at night. So now we need to kill time
    until it's night. No problem, back to bed. Leave Mick's room by taking the
    back door (you have to walk a little to the left to see it.) Now, walk all
    the way across the corridor until you find the last opening (it's very close
    to the end wall.) Enter here. This is Carlie's room. Go into bed and say
    "Yes" to sleep until night. Once Carlie's up, leave by nearest exit (right in
    front of you) and go south out of that room. From here, you can see two
    openings in the wall, a left one and a right one. Enter either one and you'll
    see Mick. Go talk to him and he'll launch Carlie to Astoria. He immediately
    knows he's fallen short of his target and runs away before anyone can find
    out.
    
    Carlie flies through the air and lands on top of your second team mate (who
    doesn't join you yet.) He or she will take you to Astoria and put you up for
    the night. You sleep for the night in the Astorian inn.
    
    The next part of this walkthru is in the next chapter, so go there now.
    Carlie's walkthru for Astoria is slightly different to the others so make
    sure you read Chapter 2 carefully.
    
    
    
    *****************************************************************************
                            Chapter 2: The Guardian Spirits
    *****************************************************************************
    
    Your character should, by now, be in Astoria. If you aren't, make sure you've
    followed the Chapter 1 walkthru properly.
    
    Anyway, back to the story. There are nine (9) spirits you must collect. They
    are (in the order you'll be picking them up):
    
    Fairy (Guardian of the Mana Tree)
    Wisp (Guardian of the Light Mana Stone)
    Gnome (Guardian of the Earth Mana Stone)
    Jinn (Guardian of the Wind Mana Stone)
    Shade (Guardian of the Dark Mana Stone)
    Undine (Guardian of the Ice Mana Stone)
    Salamando (Guardian of the Fire Mana Stone)
    Luna (Guardian of the Moon Mana Stone)
    Dryad (Guardian of the Grass Mana Stone)
    
    A short note about the order: the spirits can be obtained in ANY order, but
    you need to get Luna before you can get Dryad. The others can be obtained in
    any order you like. 
    
    Another note: the levels I recommend are for newcomers to the game. If you're
    experienced and have clocked the game several times, then feel free to lower
    the levels I recommend -- halve them if you really want to. The levels I give
    are simply "comfortable" recommendations. If you are at the recommended
    levels, you should be able to complete the next section without too many
    complications. But remember, _you don't have to take my advice._
    
    Anyway, back to the story:
    
    If you are _NOT_ playing with Carlie as your lead character (e.g. you chose
    Duran, Kevin, Angela, Lise or Hawk as your main character), then there are
    two different things you need to do in Astoria. If you ARE playing with
    Carlie as your main character, you've also got two things to do, but they're
    slightly different.
    
    If your lead character *IS NOT* Carlie do this:
    Talk to the boy and his dog (inside a house), the guy looking out to sea and
    finally, the woman with a hood (looks like a shower cap.) Now, if you've done
    this right, when you go back to sleep at the inn, you should be woken up by a
    blue-green light. You need to follow it and I'll detail this in a moment.
    
    If your lead character *IS* Carlie, do this:
    After sleeping at the inn, head north three times to find Heath. Heath is
    being attacked by some Beast Men. Carlie confronts them and Heath takes the
    chance and casts Holy Ball, knocking the Beast Men out. However, Heath
    senses another person coming. Try to return the Astoria (make your way east.)
    Heath knocks Carlie away and gets caught by someone's Black Curse spell. The
    person emerges as the Deathjester (from Kevin's intro), although you don't
    know his name yet. Carlie tries to fight, but gets knocked away. The
    Deathjester casts Evil Gate on Heath and the two of them disappear. Carlie
    cries again. Carlie will automatically return to Astoria once this is over.
    Talk to the boy and his dog inside a building, the guy looking out to sea
    and the woman with the shower cap hood (as with the other version of the
    walkthru.) Now, sleep at the inn. You'll see the blue-green light as
    well. Again you need to follow it.
    
    
    *All Characters*
    To follow the light (it can be quite tricky to follow), go north, north,
    west, south, southwest (up the steps), save at the Gold Statue and then go
    south, southwest, east and you'll find the light. It turns out to be a Fairy.
    The Fairy falls to the ground. Approach it and you'll get a scene. The 
    "chooses" you and asks for you to take her to Wendel -- which is where you
    are going anyway so you agree to take her with you. The Fairy and you then
    notice an explosion coming from Astoria. You decide to go back and
    investigate. The Fairy takes a rest (inside YOUR HEAD!) And together, you
    must return to Astoria. To return to Astoria, retrace your steps you took to
    get here (in other words, west, north, northeast (save here), east, northeast
    (down the steps first), east, south, south and you'll find Astoria in ruins.
    It seems Lugar got here as well. Better hurry to Wendel. To get to Wendel,
    you must go via the Cave of Waterfalls. If you've been doing a bit of
    exploring by yourself, you know that the cave has a barrier around it and you
    can't get in. So go to the cave by going north then east and you'll find your
    first team mate (if you're playing as Carlie, you'll have already seen
    him/her.) After some discussion in which he/she explains his/her story,
    he/she will join you. Now, try to go into the cave and the Fairy will remove
    the barrier. You're free to enter now so go in. Remember, you've now got two
    characters. You can switch the lead character by pressing SELECT and
    temporarily change the lead character by holding down either the L or R
    button (L will switch with the person on the left of the screen and R will
    switch with the person on the right of the screen. As long as you hold the
    button, that person will stay leading. When you let go, whoever is supposed
    to be leading will resume leading the team.)
    
    **IMPORTANT NOTE: You can use the SELECT key in several other places in the
    game. This includes the equipment screen and the Battle Behaviour page. Each
    time, it will switch to the next character in the team and if you SELECT on
    the last character, it will return to the first character. Using the SELECT
    key on the equipment page is very important, since you will need to setup
    your team to hold better weapons and armour at later stages in the game and
    if you don't use the SELECT button, you'll have a _VERY_ hard time beating
    the game.**
    
    Anyway, to get through the Cave of Waterfalls, this is what you must do:
    follow the cave to the right until you get to some steps. Go down these steps
    and save at the Gold Statue. When you're done, continue south and then go
    southeast. There's an opening in the southern wall there. Go through the
    opening. You'll see another opening in the southern wall here, don't go here,
    it's a trap. Go west and you'll reach a bridge. You'll see Carlie dangling
    over the edge (you only get this if you're not playing with Carlie as the
    main character.) Go up to her and talk to her. You'll help her out. She
    explains that she's on her way to Wendel and on her way to find Heath. She
    explains her story and asks if she can come along. If you chose Carlie to be
    in your team, she'll join, otherwise, she'll storm off. NOTE: If you chose
    Carlie as a partner (not as the main character), you'll end up with three
    characters taking on the first boss, and not just two. We'll come back to
    this later on. Anyway, cross the bridge and go west, finally, head through
    the opening in the southern wall (you need to go left a bit to find it) and
    you'll end up outside the cave. Follow the path west and you'll soon reach
    Wendel. Once you get there, go to the inn (if you need to) and think about
    forking out on new weapons and armour. Stock up on Round Drops and Puipui
    Grasses (you'll need them against the first boss.)
    
    Once you've stocked up and equipped all your new stuff, go north through the
    city and into the Temple of Light. If you've chosen Carlie as a partner, she
    will temporarily leave your team and wait for you at the exit. Go inside and
    talk to the Priest (keep heading straight up to get to the Throne Room.) Your
    team mates will also speak with the Priest for a short while. The Fairy
    emerges, much to the Priest's surprise (and horror, if you chose Carlie as
    the main character.) She speaks with the Priest about the problem in the Mana
    Holy Land -- the Mana is disappearing and the Mana Tree is dying. The Priest
    explains that to save the world from losing Mana entirely, the Sword of Mana
    must be pulled out from the Mana Tree and only the person who was chosen by
    the Fairy can do this -- namely your main character. If you chose Carlie as
    the main character, the Priest expresses his disbelief at Carlie being
    chosen. Anyway, Legend has it that once the Sword is removed, the Goddess
    will awaken and she can then save the world and grant the team their wishes.
    The Fairy reveals that she is too weak and therefore cannot open the gate to
    the Holy Land on her own, but, if they could find the eight Guardian Spirits
    who protect the Mana Stones, their combined energy along with hers could,
    perhaps, open the gate. The Priest agrees that this might work and suggests
    that you try to find the Spirit of Light, Wisp first, as he is the nearest.
    He lives in the Cave of Waterfalls (the place you just came from) and that
    you should go there ASAP. Leave the Temple and pick up Carlie (if she split
    before you went in) by talking to her on your way out. She'll rejoin you.)
    
    Okay, so now we have to find Wisp. Firstly, make sure you're stocked up and
    ready for action and make sure your team is at least level 4, the higher, the
    better. If not, don't worry, you can make at least two more levels inside the
    cave.
    
    Leave the city of Wendel and make your way back into the Cave of Waterfalls.
    Just outside the cave is Carlie (you'll see her only if you didn't choose for
    her to be on your team.) Talk to her (use Kevin if you have him -- it's
    funny) and watch the scene. When it's over, go inside. Once inside the cave,
    go east, east (down the steps first) and watch. The Fairy notices some energy
    from the opening further up. It could be Wisp, we don't know. We need to get
    up there. So once the Fairy returns, go east, northeast, west (northwest is
    the Gold Statue where you first saved when you came in and you can save here
    again if you want to.) You can now see the opening, but there's no bridge.
    How are you going to get across? When the pop-up screen appears. Opt to use
    the Fairy. She'll focus some energy from the waterfall and help you across.
    Go west now, up the steps, west, north up the steps. Here, you'll find two
    exits from the room. To the west is a Gold Statue. Save here then go east
    when you're ready. After going east, follow the path to the east and then go
    north. Now, go through the opening to face the first boss of the game:
    
    
    
    **Boss: Full Metal Hugger**
    This guy is annoying. He heals himself constantly. Go for his eyes and make
    sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
    status. Only use the Drops when your HPs flash yellow (warning.) When he
    shuts his eyes, you can't damage him with physical attacks. His attacks are
    all Light-based. An easy boss, hit, hit, heal, hit, hit, heal, etc. If any
    of your team has learnt any magic (unlikely), then use it. Since (virtually)
    all of FMHs attacks are Light-Based, a lot of them are all taught by Wisp.
    
    After you win, Wisp will appear and join your team. You now have two spirits:
    Fairy and Wisp. Your main character will notice that there's another opening.
    Go through here and you'll end up in the room with the steps. Go down the
    steps, east and cross the gap using the Fairy, like last time. Hey! It's
    Lugar. What the-? HEY!! He pushes you and your team off the edge and you go
    plunging to the bottom of the waterfall. The Fairy can't do anything about
    it.
    
    During the intermission, we look into how the Fairy got to this world. There
    were four fairies guarding the tree and all decided to go and see the Priest.
    However, along the way, only one made it through.
    
    You and your team wake up in Castle City Jad (you came here en route to
    Astoria, remember? Unless you're playing as Carlie, that is.) Hey! You've all
    only got 1 HP! Go to the bars and talk to them. You ask to be let out and the
    person in the next cell talks to you. Go up and walk into the wall. The two
    of you will talk. If you haven't got your second team mate, this will be
    him/her. If you have already got all three members, it will be someone you
    didn't choose to be on your team. A Beast Man appears and orders you all to
    be quiet. The person in the other cell will get the Beast Man's attention
    (with various ways: Hawk shows him how to pick the lock, Angela asks for help
    changing her clothes (@__@), Duran insults the Beast Man, Kevin threatens to
    tell the Beast King, and Lise says she thinks she can hear digging. You'll
    never get Carlie here.) Once the person's got the Beast Man's attention,
    they'll lock him in the cell and let you out. If you didn't choose Carlie as
    a partner, this person will join you, otherwise, he/she will bid you farewell
    and leave. Now, top up your HPs and MPs and save your game using the Gold
    Statue between the cells. Now, to get outta here: climb up the steps to the
    left. Keep going south until you get out of the building. It's night-time
    and the place is deserted. Go to the pier and get on the boat (it's free.) If
    the other person joined you, nothing extra will happen. If you had a team of
    three when you were captured (e.g. you had Carlie on your team as a partner),
    then the person in the other cell will be left behind (unfortunately.)
    
    As the three of you sail away from Jad, the new team mate (if someone did
    join) will explain his/her story. It turns out he/she has already spoken to
    the Priest and was told about you. Ironic you should bump into him/her, eh?
    Our next task is to find Gnome, the Guardian Spirit of the Earth Mana Stone.
    
    By now, Angela and Carlie (if they're on your team) should have started to
    learn their magic spells. To use the magic (you can use spells in and out
    of battle, but Sabering your team when there's no-one around is near enough
    pointless....), press X to bring up the Item/Magic Ring. If you have the
    Item Ring, press either Up or Down (doesn't matter which) to switch to the
    Magic Ring. You can use Up/Down to switch back and forth between the two
    Rings. Once you have the Magic Ring in front of you, use Left and Right to
    select the Spell you want to use. Now, press A and select a target or targets
    (keep pressing Left or Right) and press A again. Your character will start
    chanting and then let rip. The time between chanting and casting varies on
    the power of the spell (e.g. Heal Light is cast much faster than Ancient)
    and Intelligence (you cast faster if you have 12 Intelligence rather than 1
    Intelligence. )You can use the same technique with the Item Ring. Using
    spells is very useful just before you go up against a boss or before entering
    an unexplored part of a dungeon for example, since you can cast Heal Light
    on yourself or the team before facing a boss.
    
    Anyway, enough of the lecture, let's get back to the story. The boat you
    jumped on arrives at its destination: Free City Maia. The sailor explains
    that he can't go back home to Jad for some time because of the Beast Men so
    he decides to remain here for a while. Anyway, head into town and rest at the
    inn if you need to. Fork out on some weapons, armour and items. Talk to the
    sailor blocking the northeastern exit and he'll explain that he escaped from
    Jad on the same boat as you. He also tells you that the Priest of Light in
    Wendel has but up a very powerful Magic Barrier around the city and the spell
    has made him ill. Only Heath, it seems, can save him and he's missing. If
    Carlie is on your team, she immediately wants to go back, but one of your
    team mates explains that it would be too dangerous. The sailor now moves out
    of the way so you can leave if you want to. Anyway, back to the task in
    hand. Talk to the old man near the exit, he's a little south of the inn. He
    explains that you should speak with King Richard -- he knows a lot about
    the Mana Stones. Make sure you're ready and go west onto the Golden Road.
    Follow the Golden Road until you see a cave. Leave the road and enter the
    cave. This is the Cleft of The Earth (from Duran's intro.) Follow the cave
    and save at the Grey Statue (this one doesn't restore your HPs and MPs.) Go
    east and south and, before you cross the bridge, check your level. I
    recommend a bare minimum of L5 and preferably L8 or L10. If you are not
    anywhere near these levels, spend some time levelling up your team, it's well
    worth it. When you are ready, come back here and cross the bridge. After a
    lot of conversation (in which Angela starts crying if she's on your team),
    you'll go up against:
    
    
    
    **Bosses: Machine Golem x2**
    These suckers can be difficult to beat. They don't attack often, but when
    they do, their moves can do a lot of damage, especially the Rocket Launcher
    and Drill Missile. The old hit, retreat, hit method works here. Use the Round
    Drops, Pakkun Chocolates (if you've picked up any) and Carlie's Heal Light to
    help you out (she HAS learnt it, right?) It's probably a good idea just to
    keep Carlie away from the action and making her heal the team members when
    they're low. When you win, one of the Golems self-destructs, taking out the
    bridge. Looks like you can't get to Forcena now.
    
    Make your way back to Maia (north, east, follow the cave, east, follow the
    Golden Road) and go into the house with the boy standing outside (it's on the
    east side of the city.) Speak with the guy there. This is Bon Voyage and he's
    invented a cannon that will send you to Forcena. Go out back and talk to BV
    when he appears. He explains that he needs gunpowder for the cannon to work.
    You need to get it for him. Leave the house and the three of you will discuss
    where to get gunpowder. None of you know. Talk to the old man in front of the
    inn. He'll suggest you try the dwarves village which is near the Cleft of The
    Earth. Stock up on supplies and sleep at the inn if you need to. When you're
    ready, follow the Golden Road back to the Grey Statue just before you fought
    the Machine Golems. Talk to it and use Wisp (Spirit of Light) -- much like
    when you used the Fairy in the Cave of Waterfalls earlier on. He'll explain
    that the dwarves are using light to create illusions. Wisp will open up a
    hidden path. Go down the steps, through the opening to the right of the steps
    and straight up through the opening to enter the Dwarves' Village.
    
    The dwarves have a _lot_ of very good armour and weapons. It's worth forking
    out on everything you can afford. I recommend levelling up to L10 or higher
    here. You can do this next section at L7, but I wouldn't recommend it. Go to
    the Item Shop (it can be tricky to find, BTW) and talk to the guy there.
    He'll explain that Watts is in the tunnels checking out something weird. Ask
    around and you'll learn that Watts is also the guy who has the gunpowder so
    you'll need to find him. Since you're in the item shop, make sure you've got
    full slots (x9) of Round Drops, Angel Grails and Pakkun Chocolates. Full slots
    of Puipui Grasses and Honey Drinks wouldn't hurt. You can't buy any Honey
    Drinks yet, but chances are you may have picked some up along the way. Leave
    the Item Shop and the village. Once you leave the village, go east and talk
    to the dwarf. He'll open up a tunnel for you. Go inside. The enemies are
    hard, which is why I recommend such a high level. By the way, I was at L15
    when I defeated the boss and it took be ABSOLUTELY AGES to level up this
    much. Once inside the Dwarf Tunnels, prepare to get lost. This place is like
    a maze. Make sure you follow these directions or you _will_ end up lost. Go
    northeast, up the steps and west. See that guy above you? That's Watts. We
    need to speak with him. Go west, northeast, east and you'll see Watts. Talk
    to him. He'll offer to sell you the gunpowder for 5000 luc. Say "No" and
    he'll lower the price to 3000 luc. Say no again and he'll walk off. Don't
    worry, you'll get it for free later on. After Watts leaves, go east, east,
    southwest (down the steps), west, west, southwest (again down the steps),
    northwest up the steps (this is a large room), east, east, north (up the
    steps), east, east, up the steps, west and west. Go south to save your game
    at the Grey Statue and come back to this room and go west, west, down the
    steps, south and then northwest. You'll find Watts again. He's trying to
    work out why this hole is here, he's never seen it before. Suddenly, the
    place shakes and Watts runs out. Now you've got to face the second boss:
    
    
    
    **Boss: Jewel Eater**
    This guy is tough. He knows a lot of magic which you can't avoid and all his
    moves do a lot of damage. This is why I reminded you to get full slots of
    everything. Chances are you're going to need it. Use any offensive magic if
    you've got any (Angela's Holy Ball works OK -- remember to use the walnuts if
    you've got them.) If you've got Kevin, make sure it's night time so he turns
    into a werewolf. The only strategy for this SOAB is hit, retreat, HEAL,
    repeat. The JE is like the Full Metal Hugger boss from earlier on, he can
    block, thereby taking no damage. If you die, resume from the save game and
    build up another 5 or so levels. I was at L15 before I could comfortably beat
    this guy. A lot of JE's spells are taught by Gnome. Good luck!
    
    Some advice from Sean Windley:
    > Im not sure if you still care about this game and  the walkthru you made.
    > I just wanted to say that it's a kick ass walkthru. If you leveled your
    > people up to level 15 before the jewel eater tho, that must have took a
    > hell of a lot of time. I'd also like to point out that when fighting the
    > jewel eater. I had each of my three people at level 8. And I beat him with
    > no problem.
    > 
    > Here is how i did it.
    > 
    > I have Angela, Hawkeye and Claire on my team Claire knows light heal and
    > angela knows the holy ball spell. I had Angela repeatedly cast her spell
    > while claire and hawkeye fight. When the team was low on hps I had claire
    > heal them. When Angela ran out of Mp's, I switched to controlling claire
    > and let hawkeye and angela fight the JE. If they got low on hps I healed
    > them. When Claire was low on hp, but not out, I waited for all three folks
    > to be low on hps and only healed Hawkeye. Claire and Angela both died
    > during the next set of JE attacks but I had hawkeye bring them back to
    > life with that one item. And they came back with full hps and mps. So I
    > started the cycle over. Hawkeye always fighting and claire and angela
    > using magic.
    > 
    > It went smooth. You should have been able to beat the JE with level 10
    > people...
    
    After beating Jewel Eater, Gnome and Watts will appear and chat briefly. Talk
    Gnome agrees to help you and joins the team. After this, talk to Watts and
    he'll give you some gunpowder for free. He also offers to warp you out of the
    tunnels using the Magic Rope. You decide if you want to take him up on his
    offer. If you want to level up some more, say "No" and fight your way out.
    If you decide to take up Watts' offer, you'll be teleported to the place in
    the Cleft of The Earth with the Grey Statue, the place where Wisp opened up
    the entrance for you. FYI Magic Ropes will take you to the entrance of the
    dungeon or cavern you are currently at. In this case, the entrance to the
    Dwarves' Village.
    
    We've now got three spirits: Fairy, Wisp and Gnome. Who's next? We're not
    sure. We need to ask King Richard of Forcena, he's the most knowledgable.
    But the only problem is the bridge was messed up when we tried to get there
    last time (remember with the Machine Golems?) We're going to have to use a
    different form of transport, Bon Voyage's cannon. Leave the CoTE and return
    to Maia like you did after fighting the Machine Golems. Talk to Bon Voyage
    again and go to the cannon out back. Talk to BV again and he'll send you to
    Forcena. Well, kind of. He misses and you land in the Molebear Highlands
    (from Duran's intro.) Anyway, we've gotta get to Forcena. From where you
    land, go north twice, save your game at the Grey Statue, jump into the hole,
    then into the hole on the left of where you come out. You'll find Duran here
    (unless he's on your team already.) He'll explain that Altena have begun to
    invade Forcena and he's on his way back. He hurries away. If you have Angela
    on your team, she'll feel really bad about this. Apparently, if you bought
    the Gunpowder from Watts and you use the Gunpowder here, you'll get sent to
    the hole where the Jewel Eater lies. In other words, this is a shortcut to
    face him if you didn't get Gnome. On the other hand, if you have already
    beaten Jewel Eater (which I'll assume you have), you'll want to continue with
    the story, so let's push on. From here, go southeast, east, south, east, into
    the hole, northeast (ignore the other holes), north, into the hole, north,
    east and finally north to reach Forcena. You've just walked right into the
    middle of an invasion! And look who it is: Koren! Better check the King to
    make sure he's alright. To do this, go up and take either the left or the
    right door. Save and refresh your HP/MP at the Gold Statue here (there's two,
    one in the room on the left and one in the room on the right. So it doesn't
    really matter which path you choose to go down.) Go through the door in the
    back wall, and then keep going north until you reach the courtyard. Here,
    enter via the arch at the top of the screen, keep going north till you get to
    the throne room and then watch the scene. (You'll stumble across Duran again
    if he's not on your team.) When you face off against Koren, just go up and hit
    him once with your main chracter. He'll taunt Duran or Angela (depending on
    who's on your team. If Angela only, he'll taunt Angela. If Duran only, he'll
    taunt Duran and Duran will call him a coward. If both are on your team, he'll
    taunt Angela and Duran will call him a coward.)
    
    After Koren leaves, talk to Richard and watch the scene. Richard will tell
    you where the other Mana Stones lie and suggests you find Jinn (The Wind
    Spirit) first. It lies in Rolante, in the Corridor of Wind. So that's we need
    to go.
    
    Leave Forcena (this time, you can go south all the way, the monsters have now
    gone. Hey! Isn't that Bon Voyage? Nope, it's Bon Jour, Bon Voyage's brother.
    He'll send you to Maia, but he hasn't set up the cannon yet. We'll have to
    come back later. Leave the castle and enter the main city. Buy new weapons
    and armour if you can afford it. Sleep at the inn if you need to. Forcena
    also has a library which is very useful for later on. The Library lies
    underneath the fortune teller's house. Go inside and read all the books --
    there's an "X-Rated Book" there as well! :) I won't tell you what they all
    detail, but they're worth reading.
    
    When you're ready, go to the house in the south/southwest of the city and
    talk to the woman at the table. She'll explain a cannon has been set up in
    the castle and she's wondering what it's for. This is Bon Jour's cannon and
    this means he's ready to send us back to Maia. Go back, talk to him and get
    him to send you back. Bon Jour gets his aiming right, unlike his brother! ;)
    If the woman isn't there, then it must be night so sleep at the inn until day
    and then try again.
    
    Once you're back at Maia, we need to get to Byzel. Remember that cave you
    went into twice (once to fight the Machine Golems, the other to get to the
    Dwarves Village)? Go back there, but this time, go straight past it and
    follow the Golden Road all the way. You'll end up in the Merchant City Byzel.
    Byzel is a wicked place. It has a Black Market that sells loads of stuff.The
    Black Market is like a giant item shop. If you ever want to buy items, this
    is the place to go. The only problem is, this place if only open AT NIGHT.
    Pay a visit to the Weapon and Armour Shops here as well. When ready, go to
    the port (southeast.) The boat takes you to Palo which is where you want to
    go, anyway. I STRONGLY recommend you spend some time beating up enemies so
    you can buy as much of the items here as you can't buy a lot of the items
    elsewhere. The major ones are the Claws & Scales (left salesman) and the Oils
    (right salesman.)
    
    When you get to Palo, you'll notice something's wrong (listen to the music),
    it turns out that Navarre has taken over Palo. Damn. They're already ahead of
    you. Sleep at the inn if you need to (you shouldn't need to, but you _should_
    save your game here.) If you haven't got all your armour and weapons yet, buy
    them here. Stock up on all the items you've got money for. Now, we need to
    get to the Corridor of Wind. We can't get in there yet (it's blocked), so we
    need to talk to the Amazon soldiers first. Leave Palo by going west and then
    go northwest, east, northeast twice, east (make sure you don't climb the
    stairs), east across the bridge, east, save at the Grey Statue, south and
    you'll be outside. Follow the path until it exits north and then follow the
    path again. You'll stumble on a patch of flowers that make you fall asleep.
    
    You wake up in the Amazon Hideout. Lise will wake first if she's on your team
    otherwise it will be your main character. If Lise isn't on your team, then
    the first person to greet you when you wake will be Lise herself. If Lise is
    on your team, an Amazon soldier will greet Lise when she wakes up. Once
    you've woken up, leave the room. There is a meeting taking place in the rear
    room to discuss how the soldiers will retake Rolante Castle. If Lise is on
    your team, the meeting will not be in progress yet. If she isn't on your
    team, she will be here. The back room is to the top-right of the hideout. Go
    in and you should automatically see the scene. The Elder explains that he's
    not a strategist so he can't really help, but they could look for Don
    Perignon who lives in the Corobokkle Village (everyone here is tiny.) If you
    have been doing some exploring, you'll find out that the Corridor of Wind is
    blocked and you can't get to the Mana Stone because of the blockage. Until
    you've spoken to Don Perignon (I'll explain later on), the blockage will
    remain. To get to the forest, we need to find the Chibikko Hammer (aka the
    Midget Hammer by some.) There's someone in Byzel who is selling it. So what
    we need to do is go back there. But it's a very long way, isn't it? Never
    fear, we've got a friend nearby. After leaving the meeting room, go up the
    nearby steps, leave the hideout (you'll end up near the Sleeping Flowers.
    Once you've been affected by the flowers, they won't affect you again.) Talk
    to the Amazon blocking your way, she'll ask you to follow her. Do so. You'll
    find... another cannon? Talk to the Amazon again -- it's Bon Voyage's cousin,
    Merci (what the heck is the deal with all these French words???) and she'll
    offer to send you to Byzel. Take up the offer. And she gets her aiming right
    too!
    
    Once you get to Byzel you need to wait until night. Of course, you can just
    sleep at the inn until nightfall, or you can go an fight some Rabites and
    Myconids and maybe get a few levels until nightfall, it's up to you.
    Whichever way you choose, go into the market when it's night time. If you
    want, talk to all the merchants and buy stuff. There's another merchant, who
    looks different to the others. He's standing in front of the barrels. Talk
    to this guy (?) and he'll give you the Chibikko Hammer for free. With this
    baby, you can miniturise your team. Now, to find the Corobokkle Forest. Go to
    the port and instruct the sailor to sail to Jad. Once in Jad, it's time to
    find the Corobokkle Forest & Village! To get to the village from Jad, this is
    what you must do: go south out of Jad then go south, southwest, west, south,
    east, south, southwest (use the steps), save at the Gold Statue, south, go
    east a bit and you'll see a Gargoyle Statue and a midget guy running away.
    This is the entrance to the Corobokkle Forest, but we're too big. Use the
    Chibikko Hammer on all your team (if the hammer comes up as one person, press
    left and right until it says "All Allies" and then press A.) Once all of your
    team are miniturised, talk to the Statue. A path will open to the top-left of
    the Statue (it's hard to see, but it's there.) Go through the path (a little
    tricky since you're now so small) and you'll end up in the Corobokkle
    Village. An old man will talk to you automatically. You ask for Don Perignon,
    but the old man doesn't know where he is. You have to look around. Enter all
    the tree houses and talk to the midgets in there. After a while, one will say
    "Hang on, wasn't there someone outside?" At which point you need to go back
    and talk to the old man again. This time, he'll reveal himself. _HE_ is Don
    Perignon. You explain the problem (in slightly different terms) and he tells
    you how to get rid of the Navarre Raiders -- he knew all along! Anyway, he
    instructs you to find Jinn in the Corridor of Wind (which has been opened
    now) and use his powers to spread the pollen from the Sleeping Flowers (the
    ones your team fell asleep on) into the castle where you can then take the
    castle back.
    
    So now you know what to do. We now need to find Jinn. Back to Palo! After the
    conversation is finished, leave the village (south) and then retrace your
    steps back to Jad (northeast, east, northwest, north, west, north, east,
    northeast, north, north) and grab a boat back to Byzel. From Byzel, grab a
    boat to Palo again (just like before.) From Palo, go to the Corridor of Wind
    (in other words, go west out of Palo and then go northeast, east, northeast
    twice, up the stairs (you went east here last time), northeast, northeast and
    northwest. You'll end up inside the mountain. Go north and then west and
    you'll end up in the Corridor of Wind. The directions here can be confusing,
    so don't be surprised if you get lost or end up trapped. If you do, find your
    own way out of the mountain, turn around and go back in.
    
    To get through the Corridor of Wind, do this: after entering the Corridor, go
    up and press the button there. Go left, down, press the button on the right
    and then go west. You'll emerge outside. Go left and you'll find two openings
    in the wall. Enter the first opening you come across (the second is a short
    cut back once you've got Jinn.) Inside, go left and press the button. Now go
    up and push the button at the junction. Now, take the left fork and exit
    west. From the next room, exit south. You'll find yourself outside. Work your
    way down the steps until you find an opening (there's only one way to go.)
    Head inside the opening.
    
    This next part is tricky. Head down-right and go down the wind column. Next,
    loop up-right up the stairs and push the button there. Now, go up-left so you
    have just done a complete 360 circle. Now, go down (into the wall) and then
    go left. If you do this right, you'll end up in another room. Go right then
    down and push the button there. Head up then left to go back to where you
    came from and you can now go down. Before you leave the room, press the
    button. You're now outside. This place curves like a crescent moon shape.
    Half way around, there's an opening. DO NOT GO HERE YET! Follow the path all
    the way around and you'll find another opening. Head inside here and you'll
    find a Gold Statue. Refresh and save here. You can spend some time levelling
    up here. I strongly recommend a minimum of L10 for the next boss. Ideally
    L15, but L12 is OK. Go back and into the opening I said not to go into yet.
    
    Inside is the Mana Stone of Wind. The Fairy talks to you about it and your
    second partner (the last one you found) notices footprints and suggests you
    follow them. Do so and you'll stumble across Jinn. He's being held hostage by
    the Darkshine Knight (you'll see more of him later on, especially if you're
    playing Duran or Angela's quest.) He casts AntiMagic on him and disappears.
    Go talk to him. Something's not right. The next thing you know, Jinn vanishes
    and you face the third boss:
    
    
    
    **Boss: Tzenker**
    Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
    She flies around a helluva lot and it's difficult to hit her. Use magic a
    lot. Carlie and Angela are very useful against her. If you've bought the
    Sahagin's Scale from the Black Market in Byzel (which casts Mind Up on one
    team mate) use it and then use Angela in abundance. The best you can do is
    hit, hit, retreat, heal, repeat since you haven't class changed yet. Tzenker
    isn't too hard, just heal when anyone's HPs go yellow. Try not to let anyone's
    HPs go below 80, her Supersonic spell can kill them. I hope you've stocked up
    on the items. I used up four walnuts on Angela in my fight against Tzenker.
    Use any magic you have in this battle. I find rotating Angela's magic (e.g.
    Holy Ball, Gem Missile, Holy Ball, Gem Missile, etc.) does good damage.
    Tzenker can cast Speed Up, Protect Down and Protect Up on herself or on you.
    She has a nasty habit of picking up your team mates and throwing them around,
    sending them off to la-la land. Her most powerful spell is Supersonic and it
    does around 80 to 90 HPs damage. She has a habit of firing her feathers at
    you too. You'll need a lot of healing items against Tzenker. Tzenker CAN
    block -- kind of. She will wrap herself with her wings and then open them up.
    If she doesn't do anything (e.g. doesn't cast a spell or fire a feather),
    she is in "block" mode and won't take any damage for a while. If you look
    carefully, she will not move whilst in this mode. Once she does, you can hit
    her again. All Tzenker's attacks are Wind-Based and a lot of them are taught
    by Jinn.
    
    Once Tzenker dies, Jinn will appear, drained of energy. The Fairy casts Heal
    Light and Jinn revives. He agrees to help you, after all, you saved his life!
    Now we have four spirits: Fairy, Wisp, Gnome and Jinn. What's next? Back to
    Forcena to ask Richard methinks! But first, we need to sort out the Navarre
    Raiders and retake Rolante Castle.
    
    Getting out of the Corridor of Wind is a hell of a lot easier than getting
    into it. Here's what to do: from where you beat Tzenker, go west, south and
    follow the path to the Gold Statue (remember, it's at the southwestern end)
    refresh and save here. Now, go east and follow the path all the way round to
    the top and go into the opening there. Remember this place? Now we've got to
    deal with all the buttons again. Press the button right in front of you. Head
    up, into the wind path of one of the Statues (you'll slide right into a cage)
    and head north. Now, head up slightly and then right, slide down the wind
    path and curve up-right, like you did on the way in. Enter the opening on
    the right (don't worry about the button this time.) Once inside, head right,
    sliding across the wind path. Exit through the opening on the right wall.
    You'll end up on the bridge with the two openings. Remember? I told you to go
    into the one on the right and I mentioned that the one on the left was a
    shortcut coming back? Anyway, once outside, head right and into the opening
    there. Inside, head up into the wind path of the Statue (if you can't go up,
    press the button on the right, this will change the direction of the path),
    you'll slide right. Now head down and right, out of the opening and make your
    way downwards out of the mountain (you should recognise this place, it was
    the first room you entered when you came into the Corridor of Wind.) You are
    now back on the Path To The Heavens. You must now make your way back to Palo.
    In case you've forgotten, it's southwest, southwest, southwest, down the
    steps, southwest, southwest, west, southwest and east back into Palo. Save
    at the inn and rest. Now we need to go back to the field with the Sleeping
    Flowers (remember from before?) You CAN go straight there without passing
    through Palo, but I prefer to go back to stock on supplies and heal up first.
    
    Once you're ready, make your way to the Sleeping Flowers. It's the same as
    before and in case you've forgotten, it's: west, northeast, east, northeast
    twice, east (make sure you don't climb the stairs), east across the bridge,
    east, save at the Grey Statue, south and you'll be outside. Follow the path
    until it exits north and then follow the path again. When you get to the
    flowers, you'll find some of the Amazon solders and the Elder waiting for
    you. After a short talk, you'll be asked what to do. Use Jinn and he'll send
    the pollen from the Sleeping Flowers (uses the animation to Sleep Flower
    (multi) by the way) into Rolante Castle, knocking out the Navarre Raiders --
    just like Don Perignon said!
    
    You resume control just outside the castle. The Amazon by the barrels will
    tell you that the barrels contains supplies and you can take them. Do so (you
    may need to press START and shift some of your items into storage) and go
    inside the castle.
    
    Now, before I continue any further, you should make note of the following.
    By now, you should have picked up quite a few items like Round Drops, Pakkun
    Chocolates, Honey Drinks, etc. and your inventory is probably filling up so
    some of your items may be put into storage automatically. The question is,
    how do you access the storage? This is how:
    
    Press START to access the storage screen. Now press A and move the arrow to
    the item you want to move (it can be from your backpack on the left or the
    storage on the right.) Press A again and the arrow will stick. Move the
    duplicate arrow to an empty slot in your backpack or storage and press A
    again. The item will move to that slot.
    
    You cannot use the storage option in battle, so make sure you move your items
    BEFORE entering a boss fight.
    
    Now, back to the story:
    
    Once inside Rolante Castle, head north (when you reach a room with two north
    doors, pick one, it doesn't matter which one) until you reach the Throne
    Room. Take the right door and then go down the steps. Head south all the way
    then east all the way and go north through the last door. If you're playing
    as Lise, you'll remember this from her intro -- this is the place where you
    spoke to the Amazon soldier when you were looking for Eliott. Go through the
    door and take the steps just below you. At the top you'll find Hawk who'll
    explain his story (you won't get Hawk here if he's on your team.) Talk to him
    and if you have Lise on your team, watch the scene, it's very funny!
    
    Make your way through the castle (it's not too hard), when you come outside,
    head west and you'll find a door. Don't go inside, it's a dead end. Take the
    path to the RIGHT of the door and follow the path into the side of the tower.
    You'll go into a hidden door.
    
    When you reach a balcony with two doors, enter the left door and look for a
    door a little on the right of the centre of the screen. Inside here is a Gold
    Statue. Refresh and save here. Follow the path around and down and you'll end
    up outside the building. Follow the path and you'll stumble across Lise (she
    won't be here if she's already on your team.) Talk to her and continue on the
    path. If you're playing Hawk's quest, you'll also see Bill & Ben here. When
    ready, go through the door and face the next boss:
    
    
    
    **Boss: Genova**
    Genova is tough, make no mistake about it. He spits out Shape Shifters which
    morph into various monsters. They won't do any magic, but they DO have the
    attack strength of the monster they are imitating so if they morph into a
    powerful monster (Death Machine, Wolf Devil, etc.), kill them quick. I tend
    to go for Genova whilst the team mates go for the Shape Shifters. If you've
    got Kevin, use the Dreamsee Herb to make sure it's night time first. You can
    get away with only healing when your energy flashes yellow. Make sure you've
    got full slots of healing items and Walnuts (if you have Angela and/or Carlie
    on your team.) Use magic and physical attacks as much as possible. Genova's
    magic can be powerful and annoying (he can cast Power Up on the shifters and
    on himself.) A large majority of Genova's attacks are Fire-Based and are
    taught by Salamando.
    
    This fight isn't over yet. Once you win, you'll be healed, but can't escape.
    Head north and meet:
    
    
    
    **Bosses: Bill & Ben**
    Hawk will attempt to reason with them (he knows them) but they still fight.
    Bill & Ben (BB for short) will fuse into one body. Strangely, this is when
    they are the weakest. Use any multi-targettable magic like Holy Ball or Gem
    Missile. There's no real strategy here: hit, hit, heal, hit. Heal when
    anyone's HPs go below 70, 80 for safety. BB are not as hard as Genova as they
    have less HPs. When you win, they'll disappear. Head up and talk to Bigieu.
    She'll give back the castle and leave. If you're playing as Hawk, she also
    reveals that her name is really Bigieu and not Isabella and that she serves
    the Dark Prince, Jagan. Hawk, really mad, gets ready to kill her when she
    reminds him of the curse -- if Hawk kills Bigieu then Jessica dies too. Hawk
    doesn't kill Bigieu because of this. After some chatting with the Amazons,
    you'll end up outside the castle again. If you're playing as Hawk, you'll say
    farewell to Lise here. Your first team mate will decide to go back to Forcena
    because we need to decide which spirit to find next. Head east, south, east
    and you should recognise where you are. The opening above your head is the
    Corridor of Wind. Make your way back to Palo like last time. Its southwest,
    southwest, southwest, down the steps, southwest, southwest, west, southwest
    and east in case you've forgotten.
    
    When you reach Palo, you'll get a scene involving Nikita and Hawk (he'll
    split from your team temporarily.) The two will chat about what has happened
    since Hawk left Navarre. Nikita was given the task of looking after Jessica
    (see Hawk's intro) but he couldn't fulfill it. He apologises to Hawk. Hawk
    forgives him and asks that he doesn't go back for her -- it's too dangerous.
    You'll end up in the inn and after a bit more talking, Nikita will leave.
    Hawk will leave with him if he's not part of your team. Rest and stock up.
    The Navarre raiders have gone and they've left some great weapons and armour
    behind. Stock up and buy all the weapons and armour you can afford. Level up
    to L12 or L14 if you have the time (and the will.) Now, we need to take a
    ship to Byzel. The ship in port is a free ride, but something's not right --
    who'd be giving free rides? You're right. This isn't a normal ship, it's a
    _Ghost_ Ship. Before you go on, I STRONGLY recommend a team of AT LEAST L10.
    L9 WILL NOT DO. The enemies on the ship are very strong and the boss even
    stronger. The next spirit you will pick up is Shade (Spirit of Darkness) and
    you'll pick him up here. If you can level up higher than L14, then that's a
    bonus. You can beat the boss on L12 (I did), but you need a lot of healing
    items. Anyway, when you think you're ready, (>L10, L12 preferably), get on.
    Remember, it's a free ride so you don't pay anything for it! :) After a long
    time, you'll wake up and wonder why you haven't reached Byzel yet. The team
    wakes up and puts you in control.
    
    Exit out of the sleeping quarters. This ship is weird, it's like a maze and
    it has lots of dark monsters (Saint Saber comes in VERY handy here, if you've
    class changed already, which you probably haven't.) There are plenty of
    saleszombies around but you need to beat the guys in the room for it. Plus,
    you will LOSE one member of your team (you get to choose which one, though.)
    You'll get that member back later on, though, so don't worry.
    
    Anyway, one you get out of the sleeping quarters, head east and you'll hear
    a sound. Head up the stairs and out the southern opening. Now, follow these
    directions CAREFULLY, this place is worse than the Corridor of Wind!
    
    Walk to the left of the corridor and you'll hear another sound. Your lead
    character will get scared and the Fairy will appear. She can sense another
    spirit's presence (Shade) and suggests you look around. Just then, the
    monsters start appearing. Just bloody great!
    
    Remember this place, you'll come back to it. There are three doors in the
    wall. I'll call them A, B and C (from left to right.) C is where you came out
    B has two monsters (a Specter and and Zombie.) Beat them, and a Ghost will
    appear who will sell you items. Stock up on items if you didn't at Palo. A
    leads a bookshelf which we'll come back to later. Head out of whatever room
    you're currently in so that you're in the three-door room and follow the path
    up the steps. Head south and go down until you reach the T-junction. There
    are two doors, one on the right and one on the left. The right leads to a
    room which prompts you to sleep. DON'T. Once you sleep, three monsters appear
    and attack you. The door on the left can't be opened (yet), but there's a
    piece of paper outside. Read it. It says "Book of Blood, Book of Death, Book
    of Curses, Book of Death." What does this mean? Remember the three-door room
    from earlier on? Remember door A? It leads to a bookshelf. So go back there
    by going down the steps to the top of the room and following the path down.
    You're back into the three-door room. Go into door A (the left-most door)
    follow the path (there's only one way) and you'll eventually find yourself in
    the library with a large bookshelf in front of you. There are three books on
    the shelf, (starting from the left), Death, Curses and Blood. Read them in
    the order mentioned by the poster (e.g. Blood, Death, Curses, Death.) The
    wall will vanish. Go into the other room and open the Captain's Log. What's
    this? "DieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDie?"
    Who the Hell is this? Oh, it's Mataro, the paranormal guy from Byzel. Be
    careful, now. This is where you LOSE one of your team mates. Pick the weakest
    one (I tend to chose Carlie or Duran) and make him/her your main character.
    Now talk to Mataro with the new main character. He'll curse that character
    and turn him/her into a ghost so now he/she can't fight with you. Now you've
    only got two people on your team, which makes the boss fight and the enemies
    in this place a LOT harder. Leave the room and follow the path back to the
    three-door room. Head into door C (where you started) and go back to the
    Sleeping Quarters. Sleep and save here. It's like an inn, but free. When
    done, go back so you're back in the three-door room and make your way to the
    door that couldn't be opened (the one with the poster next to it.) In case
    you've forgetten, follow the path outside the three-doors, up the steps, down
    and left. Enter the door and go up the stairs. Head south and you'll reach
    another three-door room. You've just come out of door C. In A and B, beat up
    the monsters to get zombies who will sell you weapons (B) and armour (A).
    Follow the path up the steps and prepare to meet the fourth boss:
    
    
    
    **Boss: Gorva**
    All Gorva's moves are Dark-Based and are taught by Shade. Gorva fades in and
    out of the screen like a nutcase. Since his skill is Dark, and Dark is weak
    against Light, use Holy Ball against him. If you have Carlie/Angela on your
    team (and didn't let them get cursed) then use them. Make sure to use the
    walnuts if you run out of MPs. You can only hit Gorva with physical attacks
    when he's at ground level. Watch out for the silencing moves. Cure silence
    status with the Puipui Grasses or Stardust Herbs. You can use Tinkle Rain if
    Carlie is on your team. You obviously can't use Tinkle Rain if Carlie is
    silenced. This battle won't last long if you have Angela and Kevin as a team
    and they are L12 or L14. Cast Holy Ball, Holy Ball, Holy Ball and he's as
    good as dead.
    
    When Gorva dies, Shade appears and joins. Fairy, Wisp, Gnome, Jinn and Shade,
    that's our spirit collection now. Shade thanks you for beating Gorva and
    removes the curse from your team mate. He/She appears and rejoins the team.
    The only problem that you'll get now is that this team mate will ALWAYS be
    behind in the experience points list as all the exp points the monsters you
    beat between losing this team mate and beating the boss will not count on
    this team mate's meter. Anyway, Shade and the Fairy talk. The Dark Mana Stone
    was destroyed ages ago and the God-Beast has since gone missing. Before he
    went missing, he rampaged across the world, nearly destroying civilisation in
    the process. Before Shade can finish, the ship starts to crumble and you find
    yourself on Bucca, the Volcano Island and it looks like the Volcano's going
    to erupt, we'd better find our way of the island and FAST!
    
    Head up the north path to the right of the screen and exit east. You'll find
    a Gold Statue here. Refresh and save. Now, come back to the starting point
    (west, south, west) and head north twice. You'll see a green turtle. This is
    Booskaboo and he'll help you out later on. Go south, south, east, south. If
    you've been here before you spotted Booskaboo, it will have been sealed off.
    Now, go right a bit and take the path north. Now go east, northeast, south,
    northeast, north, northeast, east and you'll reach the Village of The Dark
    Priests. Don't worry, you won't fight these guys. The first thing you should
    do is talk to the Totem Pole, this is like a Gold Statue, it will heal your
    team and save your game. Now, talk to ALL the priests. One of them will
    mention a sealed cave (Seashore Cave) to the west that has been blocked
    off due to the eruption. It's very important that you get this message,
    since you'll be unable to continue if you don't do this. Some of the Priests
    will sell you weapons and armour (you need these. If you don't have enough,
    fight some more) and others sell you items (stock up on these.) Once you're
    done, it's time to leave the village. Exit the way you came and go west,
    southwest, northwest, northwest, west twice (it may be three times, depending
    on how you look at it. Thanx go to Darksaber for this correction.) You'll
    reach a dead end with a boulder just to the left-hand side of the cave
    entrance. Talk to the boulder (no, you haven't gone mad...) and use Gnome
    (Earth Spirit), he'll create an opening for you to go in. Go in (I suggest
    L14-L16 here, the enemies here are VERY strong.) Welcome to Seashore Cave.
    
    Seashore Cave leads into the heart of the volcano and the Sea Dweller lives
    there. This is the person we're trying to find as he may be able to help us
    escape the island before it blows. The only problem is, the enemies here are
    extremely powerful and unless you find a Gold Statue, you're in deep BS. So,
    the first step is to find the Gold Statue. By the way, leave the Potos till
    last. They can cast multi-target Heal Light plus when they get near death,
    they can call the Mama-Poto monsters. The Potos are Holy enemies, so you need
    to use any Dark magic like Evil Gate. To get to the nearest Gold Statue, go
    east, down the steps, southwest, follow the path, go south twice you'll end
    up outside. Head northeast and go through the opening. Go north, northeast,
    west (you need to defeat the monsters first), down the steps, west, south,
    east, southeast, go down all the steps and head west. You'll find the Gold
    Statue. Save and refresh your team here. I strongly advise L15 or above by
    this time.
    
    From the Gold Statue, go east. In this room, go east, beat up the monsters
    and a path will open. Go east through the newly opened path and then go
    south, west, south, northwest, west, south, southwest, save at the Gold
    Statue and head north. You can level up to L15 or L16 quite easily in this
    area and I _STRONGLY_ advise you do so.
    
    After heading north, go northwest and you'll end up trapped with the Sea
    Dweller nowhere in sight. You meet a dark, dracula-type guy (this is Jagan.
    If you're playing as Hawk or Lise, you'll meet him again later on.) Hawk will
    get a flashback to the start of the game if you're playing his quest. (The
    flashback shows scene involving Hawk, Eagle, Bigieu and Jagan.) After some
    discussion, he'll teleport away and leave you to die in the erupting volcano.
    Just then, you see the green turtle from earlier on, he picks you up and
    takes you to the beach just south of the Golden Road leading from Byzel to
    Maia. You wave goodbye to him and decide to head to Forcena which is where
    you were going until you were sidetracked (first the Ghost Ship, then Bucca.)
    Head east then north to get onto the Golden Road and then, follow the path
    east until you get to Maia. Once here, rest and stock up on items. By the
    way, since you're L15, the enemies on the Golden Road should be p**s easy --
    they're only about L4 or L5. You should be able to dispatch them with one
    hit. When you're ready, talk to Bon Voyage, he's set up the cannon routes,
    but no-one wants to use them. He'll offer to send you to Forcena again. Take
    him up on his offer. This time, he gets his aiming right and you land next to
    Bon Jour in the courtyard of Forcena Castle. Make your way north to get to the
    Throne Room and talk to Richard again. He welcomes you back and informs you
    where the other Stones are (I won't tell you where they are, we're heading
    there anyway.) The closest Stone to Forcena is the Water Mana Stone, guarded
    by Undine. This Stone resides in the Labyrinth of Ice Walls, just south of
    Altena. However, the problem lies in getting there as no ships sail to Altena.
    Richard explains that the turtle that carried you to Maia, Booskaboo can help.
    He gives you the Pihyara Flute which, when played on certain beaches will
    cause Booskaboo to appear and carry you where you want to go. This means you
    won't need to use ships anymore! Yay! Now, to find Undine!! Forcena has no
    beach nearby so we need to head back to Maia and use the beach there. Go talk
    to Bon Jour in the courtyard south of the Throne Room and get him to send you
    to Maia. Once in Maia, make your way to the beach where Booskaboo dropped you
    off (west, south, east.) Play the Pihyara Flute to get control of Booskaboo.
    Now, look at the screen. You're in control of Booskaboo and he's at the
    bottom of the screen. In the top-left is the world map with important places
    in red. In the top-right is a close-up of the local area. The Labyrinth is at
    the position shown by the top-most red dot so make your way there. "Park"
    Booskaboo at the beach to the north of the island and head east (the beach is
    at the v-shaped dip in the northern part of the island.) Welcome to Snow City
    Elrand. Fork out on the new weapons and armour if you haven't already done so
    and save your game at the inn. You should be at least L16 or L17 by now and
    be nearly ready to class change (you can CC at L18 or above.) When you're
    ready, go southeast into the Sub-Zero Snowfield.
    
    The enemies in the snowfield are very tough so be prepared with Puipui
    Grasses, Stardust Herbs and Tinkle Rain. The nearest Gold Statue is still a
    fair way away so it's going to be hard (although you will find a Grey Statue
    along the way.) To get to the Gold Statue, go southwest, south, west three
    times, southwest, west twice (you'll get trapped so beat up all the
    monsters), south, northwest, save at the Grey Statue, north, northwest, north
    twice and then go west. Recognise this place? This is where Angela fainted in
    her intro. From this place, go west, south (you'll get trapped here so beat
    up the monsters again), south, southeast and you'll find the Gold Statue.
    Save and refresh here. Level up to A MINIMUM of L18 (for class changing) and
    when you're ready, go west twice to meet the Darkshine Knight. After a brief
    conversation (which varies slightly depending on whether or not you have
    Duran in your team), he will disappear, trapping you with:
    
    
    
    **Bosses: Machine Golems x3**
    These guys are like before with two main differences. First, there's three
    and not two, secondly, they don't attack as often as before, but they do do a
    helluva lot of damage. Hit, retreat, heal, repeat is the order of the day. If
    you've forked out on walnuts and have Angela on your team, use her here. No
    real strategy here, just go all out. Gem Missile doesn't seem to work. Use
    Holy Ball or Air Blast. If you can't beat the Golems, then there are two
    things you can do. Firstly, try levelling up a bit more (maybe an extra 5 or
    so levels) and trying again or secondly, going to Rolante, class changing at
    the Wind Mana Stone (just before you picked up Jinn) and then coming back
    here and trying again. Either way, it's going to be tough.
    
    If you're still having problems defeating these tin cans, here's some tips
    from Steven Edwards:
    
    > [disclaimer: this assumes you have someone who can do a fullscreen tech
    > in your party]
    > 
    > Before attempting to fight the three Machine Golems, perform the first
    > class change and head to the Thieve's Market in Byzel and stock up on
    > the following items:
    > 
    > Poto Oils // multi HP recovery
    > Bujette's Scale // Defense up
    > Drake's Scale // Strength up
    > Sahagin's Scale // Intelligence/Spirit up
    > Ice Coin // Ice Smash
    > Poseidon's Claw // Water attr. to weapon
    > 
    > Before fighting the Machine Golems, fight the enemies in the area until
    > you get a few Gurel Oils -- they fill up your tech bar.  Once you get
    > those, heal at the gold statue and go west twice to begin the fight. 
    > Designate one member [whoever has the highest Intelligence, usually] to
    > be the item user and set the other two members up to use their level 2
    > tech.  The item person [Angela, in my case] is who you should control
    > and will just use items, not attack the Golems physically.
    > 
    > When the battle starts, immediately use a Bujette's Scale on every
    > member of your party.  Then do the same with the Drake's Scale and use
    > the Poseidon's Claw on the members who will be attacking.  Use the
    > Sahagin's Scale on your item user and the preparation stage is over --
    > now it's time to win.
    > 
    > Use the Gurel Oils on the member with the full screen tech [or highest
    > strength, if there's more than one] and they will inflict quite a bit
    > of damage; I used Lise at level 22 and she took away 215+ from each
    > golem per attack.  When your Gurel Oils run out, begin using the Ice
    > Coins until the golems die; use Poto Oils when necessary throughout
    > the battle.
    > 
    > If you follow those instructions, the Machine Golems should not be a
    > problem.
    
    Once the Golems are defeated (which WILL take a long time), you can continue
    through (Duran will be really ticked off since the Darkshine Knight mentioned
    that they'll sacrifice the Sword to the Dragon Emperor and Duran thought that
    his father had died while defeating him.) Go west until you get to a cave. Go
    inside and talk to the Water Mana Stone. After some discussion, Undine will
    appear and join you. Now if your team are at or above L18, talk to the Stone
    again to class change. You need to get each member (use SELECT to switch
    leading characters) to talk so you can class change that person. If you have
    enough experience (>=L18), you will be given two options, the one on the top
    is the Light Class and the other is the Dark Class. Refer to the Class
    Changing section near the top of this FAQ to see what the classes can do.
    
    Once you've CCed, come out and head east to the Gold Statue and save there.
    The monsters here should now be much easier (I was dealing 1HP and taking 40
    before CCing and now I'm taking 1-3HPs and dealing nearly 100!)
    
    Now we have six spirits: Fairy, Wisp, Gnome, Jinn, Shade and Undine. The next
    one is Salamando and he resides in the Valley of Flames, south of Navarre.
    First, we need to get out of the snowfields. Make your way back to Elrand
    (from the Gold Statue, west, north, fight then north, east, south twice,
    southeast, south, save at the Grey Statue, southeast, north, fight then east,
    east two times, northeast, east three times then north to end up back in
    Elrand.) The enemies here should now be MUCH easier to beat. Once back in
    Elrand, sleep at the inn, stock up on supplies and head for the beach (use
    the southwestern exit.) Call Booskaboo like last time and now, to head to
    Navarre!
    
    The Valley of Flames is the southeastern most dot. Head there and then make
    your way along the coast (in a clockwise fashion.) You'll find a beach just
    northwest of the dot. Park here and exit east (walk into the Gargoyle statue
    and it will disappear.) You'll find yourself in the Sand City Sultan.
    
    *If the statue refuses to disappear, then that means you haven't got the
    required spirits yet. You need to have Fairy, Wisp, Gnome, Jinn, Shade and
    Undine before you can pass here, so go back and get them. Most likely you
    need to have Undine, but I haven't checked.*
    
    Here, stock up on items. The merchants here sell the same weapons and armour
    as in Elrand so buy anything you didn't buy in Elrand. Sleep at the inn and
    save. When you're ready, exit east. Time to head for the Valley of Flames,
    but first, we need to stop off in another town, Oasis Village Deen.
    
    After leaving Sultan, go east, east, southeast, fight all the enemies to open
    another path, south, southeast, east and finally, southeast. You'll end up in
    the Oasis Village Deen. The merchants here are annoying. Like in Byzel, when
    the mart is only open at night, you can only buy weapons from the merchant at
    night. During the day, another merchant sells armour. The weapons are exactly
    the same as the ones in Elrand so you won't need to buy any. But the armour
    is very good. Fork out on the armour (don't forget to equip it) and sleep at
    the inn to save. When you're ready, we can now go the Valley of Flames.
    
    After leaving Deen, go northwest, west, west, southwest, south and then east
    to find Jessica, Bigieu and:
    
    
    
    **Bosses: Bill & Ben**
    Again Hawk tries to reason with them and again he fails. BB are the same as
    last time, but with more Ninja-like moves (specifically, the "... Jutsu"
    moves.) Your best bet is to have Carlie as an Enchantress for the multi-
    target Heal Light and to go all out. Don't even try this without class-
    changing. Keep hitting until you can use your Level 2 BA and then whack 'em.
    The good thing is that once you beat them this time, they're gone forever and
    you'll never see them again <G>.
    
    A small note, ???? aka "KriGH claims that you can beat BB without class
    changing. Feel free to try as he suggests, but if you still have problems,
    then class change.
    
    > In your FAQ there is a place where you wrute about fighting with Bill &
    > Ben. It's the second time when you meet them in game. And you write "Don't
    > even try this without class-changing.". But, i killed them with Duran, Hawk
    > and Carlie (all of them had 17 level). I made this in such way:
    >
    > "Select Carlie and use scales to improve Strength of Duran and Hawk,
    > improve Agility of Hawk, and raise defence up. Then use Ghost Eye (you
    > should have at least one).In description of this item there said that it
    > lower maximum HP of the enemy. BUT, I don't know bug this or weakness of
    > this boss, it deal 999 HP of damage for Bill & Ben. After that just finish
    > them :)"
    
    Once BB are dead, you will be auto-healed. When you're ready (you may want to
    head back to Deen for supplies before you start the next section), head
    inside the cave to the southeast and you'll find yourself in the Valley of
    Flames. The enemies here are strong, but if you've been following my
    instructions, they shouldn't be taking too much damage off you (although the
    Ninjas can.) I advise a minimum of L20 by now, although L18 is acceptable. If
    you are at L18, prepare for a hard time. You can do this section at L18, but
    it WILL be hard. I nearly used up all of my Angel's Grails by the time I
    reached the Gold Statue.
    
    Go get to the Fire Mana Stone, this is what you must do: once inside the
    valley, follow the path until you exit south. Now, go south, down the steps,
    east, south (down the steps), east, northeast, follow the path as it curls
    around and exit west. You'll find a Gold Statue below you. Head down the
    steps to refresh and save. Once you're done, go east and you'll see Bigieu
    and Jessica. Walk up to them. Bigieu threatens to throw Jessica into the
    fire. If Hawk is on your team then Nikita will appear and save Jessica. If
    Hawk isn't on your team then Hawk will appear and save Jessica. Once Bigieu
    goes off, walk up to Jessica. After a short talk, she gets taken to Deen by
    Hawk/Nikita to recover. Once everyone has left, go over the bridge and
    through the opening. You'll find the Fire Mana Stone and Bigieu standing in
    front of it. Go up towards her and she'll reveal that she has released the
    Stone's energy and vanishes. After she leaves, talk to the Stone and after
    some discussion, you'll see Salamando, the Fire Spirit (with a lousy sense of
    humour.) He'll join you.
    
    *NOTE: If you take a wrong turning mid-way, you may be knocked back by an
    explosion. This path is blocked until you obtain all of the Spirits and come
    back to face Xan Bie, the Fire God-Beast.*
    
    We now have Fairy, Wisp, Gnome, Jinn, Shade, Undine and Salamando as spirits.
    That's seven spirits. We have only two more to get Luna (Moon) and Dryad
    (Grass.) To find Luna, we must travel to the Beast Kingdom. Luna is the
    HARDEST spirit to get because the boss is so damn hard.
    
    You should, by now, be at level 20 minimum. Make your way back to the
    entrance of the cave by going west twice, save at the Gold Statue then go up
    the steps and through the opening in the north. Now follow the path south. Go
    northeast via the steps. Go northeast again, up the steps, north, northeast
    and you'll be outside. Now make your way back to Sultan by going west,
    northeast, northeast, northeast. From here, you have two options. Either go
    to Sultan or stop off at Deen for supplies. To get to Deen from here, go
    southeast, east, southeast. Stock up, rest and then go west, northwest, west
    to get back to here. If you want to go to Sultan direct, from this screen, go
    north, north, west, northwest, northwest, west. In Sultan, stock up on
    supplies (if you decided not to go to Deen) then sleep and save at the inn.
    Once done, head for beach west of Sultan and call Booskaboo again. Next stop,
    the Beast Kingdom!
    
    You can't get to the Beast Kingdom directly. You must stop at the Moonlight
    City Mintos. From Sultan, follow the coastline southeast and eventually, you
    will find the beach near Mintos (the red dot is nearby.) Mintos lies deep
    inside the continent so you'll have to go down a river to get at it. After
    you've gotten off Booskaboo, you notice the beach is sealed off. Walk up to
    the statue blocking the exit and it'll disappear (you must have obtained
    Salamando for the statue to disappear.) Go east then southeast and you'll
    find yourself in Mintos. If you're playing as Kevin, you'll no doubt
    recognise this place -- it's the place in Kev's intro. Mintos is a strange
    place. West of Mintos lies the Moonlight Forest where the Beast Men live.
    Mintos, the forest and the Beast Kingdom all lie under the influence of the
    Moon Mana Stone which causes it to always be night and therefore the Beast
    Men are always werewolves. This is also the reason why the Inn Keeper will
    never ask if you want to be waken up in the morning or night -- because it's
    always night here. I _STRONGLY_ advise a team of L20 or above in this area.
    You will be able to level up to L25 here, and I advise that you do because
    the boss is extremely tough. Once inside Mintos, stock up on armour, weapons
    and healing items such as walnuts, honey, chocolates and round drops. Make
    sure you save at the inn.
    
    When you're ready, head west into the Moonlight Forest. I must warn you, this
    whole thing is like an endurance test -- a very TOUGH endurance test. You
    must be able to beat all the enemies here without taking too much damage. The
    less damage the better because there is no Gold Statue before the boss, only
    a Grey one. Once inside the forest, Kev will turn into a werewolf, seeing as
    the whole place is night time (the werewolf type depends on your class change
    choice.) The Moonlight Forest is a nightmare to navigate. It's worse than the
    Corridor of Wind in Rolante! There are TWO routes through the forest, one
    direct and the other indirect. The direct route does NOT pass through a Gold
    Statue so you'll be in trouble against the last boss. The indirect route does
    pass through a gold statue so you can level up further. The downside to the
    indirect route is that it's longer. The routes are as follows:
    
    Indirect (with Gold Statue): southwest, southeast, southwest, southwest,
    west, southwest, southeast, southwest, southwest, east. You'll end up in the
    place with a Gold Statue and Karl's grave (from Kev's intro.) Once you've
    saved and refreshed, the next step is to get to the boss area. To get there,
    go (from the Statue) west, north, east, northwest, west, northwest, north.
    Save here (Grey Statue) and head northeast to face the boss.
    
    Direct (with _NO_ Gold Statue): southwest, southeast, west twice, southwest,
    south, southwest, north. Save here (Grey Statue) and head northeast to face
    the boss.
    
    When you head into the opening, you'll find Deathjester with some fatally
    injured Altenian wizards. He casts Death Spell on one and Energy Ball on the
    other, absorbing the souls. Kevin appears and accuses him or lying about
    Karl. Deathjester says that Kev is an fool for believing him. Kev and
    Deathjester starts to fight. Deathjester casts Stun Wind (which damages and
    silences a single enemy) and Kev is paralyzed (you get Kev in this scene even
    if he's not on your team.) Then you appear with the rest of the team and
    challenge Deathjester to fight. Lugar appears and accepts the challenge. If
    Kev is a member of your team, he'll get up and fight with you, otherwise,
    he'll lie out cold to the side of the opening for the duration of the battle.
    If Carlie is on your team, she'll blabber on at Deathjester (after all, he
    DID kidnap Heath, didn't he?) before Lugar appears. Deathjester will reveal
    that Heath has accepted a new role under his master the Masked Mage and is
    now the number two man. Deathjester is the number one man. Now you must
    fight:
    
    
    
    **Boss: Beast Man Lugar**
    You remember Lugar don't you? You BUMPED into him when you were in the Cave
    of Waterfalls on your way to Wendel near the start of the game. Now you get
    to fight him. Lugar is VERY tough. He can switch werewolf types when he
    wants. EVERY class that Kev can learn, Lugar knows already and can switch
    between them at will. Because of this, he has no weak spots. Lugar also has
    another unfair advantage and that is this: Like the Darkshine Knight, Lugar
    can pull off three, sometimes four BAs IN QUICK SUCCESSION. In other words,
    he can pull off the Suzaku Sky Dance (Dervish) and then immediately do the
    Seiyu Death Fist (Death Hand) and finish off with the Water-Moon Slice
    (Bashkar.) Lugar tends to only this if you use magic or a Level 2+ BA on
    him. You will need full slots of Round Drops, Angel Grails, Pakkun
    Chocolates and Honey Drinks. Make sure you have at least one person who
    knows Heal Light. If they can multi-target it, all the better. The battle
    starts in earnest with you doing a lot of damage, and then Lugar does Moon
    Saber (Death Hand) and he lets rip with all the BAs you can think off. Get
    ready with the healing items. If you can't beat him, resume from the save
    game and build up about another 5 or so levels before trying again. If you
    have Lise on your team, try using her stat spells, or the items you can
    buy from the Black Market. Also, try using only your Level 1 BAs. Take a
    look at Hints and Tips point 14 for information about how to adjust your
    team mates' battle behaviour. And remember, this only affects THEM, not
    you.
    
    After you beat Lugar, Deathjester will run away and you'll get a scene
    involving Lugar, Kevin, Luna and the Fairy. After the fight, it appears that
    Lugar is dying. Luna appears and, at Kevin's request, revives Lugar as a
    baby. If Kev is on your team, he'll rejoin your team, if not, he'll wave bye
    and take off.
    
    Head inside the Moonreading Tower (don't go up any floors yet, we'll come
    back later to do that) and talk to the Mana Stone. After the short
    conversation, leave the tower and head south to get to the Grey Statue. Save
    here (unless you want to fight Lugar all over again. Personally, I don't.)
    Now we need to make our way back to Mintos so retrace your steps. Go
    southeast, east, north, east, northeast, east, north, northwest, east to end
    up back in Mintos. Sleep in the inn, stock up on supplies and then head
    north, northwest to get to the beach. Call Booskaboo and get ready to head to
    Diorre and Dryad, the final spirit.
    
    Diorre is a tricky place to find and access. To get into it, we must have
    Luna. This is why I'm getting you to find Luna first. Anyway, to summarise,
    We now have Fairy, Wisp, Gnome, Jinn, Shade, Undine, Salamando and Luna as
    spirits. We only have one more to get and that's Dryad.
    
    Once you board Booskaboo, you should see that there is only one red dot left.
    This is Diorre. The beach you want to dock at is to the east of the red dot.
    Follow the coast and you'll find it. Dock here and head west. You'll stumble
    across a tree blocking your way. When asked, use Luna (the spirit you just
    obtained.) She'll recognise the tree as being from the Moonlight Forest and
    will open a path for you. Now the tricky part. If Carlie is on your team,
    she'll recognise the place and explain that the forest must hold a secret. If
    she's not on your team, you'll meet her just a little further down. She'll
    storm off after a chat. Head southwest and beat up the monsters here. Talk to
    Carlie again and she'll reveal the secret of the plants. The secret is that
    the flowers glow in the dark. If you follow the red plants, they will take
    you to Diorre. The forest is called the Lampflower Forest for this reason.
    Wait until dark and then follow the red flowers -- it's not too hard. I'm not
    going to tell you where to go, the path is right in front of you. Oh, all
    right, in case it's day time, go (from where you meet Carlie the second time)
    south, southwest, south, south, east, south, west, west and north to enter
    Diorre (notice the two graves outside. They belong to Leroy and Shayla,
    Carlie's parents. When you look around, no-one will talk to you and actually
    try to avoid you. If you do manage to catch one of the inhabitants, they'll
    respond with "............". >__<. The King's house is on the southeastern
    part of town. Go inside and make your way to the top room. You'll find the
    King. Talk to him and Carlie will take over (if she's on your team) or run
    into the room (if she's not.) Watch the scene and then leave. Carlie will
    rejoin your team if she's a member otherwise, you'll never see her again.
    
    *NOW* the people will talk to you. The elves here make really powerful
    weapons, better than the dwarves. Fork out on everything you can afford and
    stock up on supplies. The inn here is very cheap, only 10 luc per night. When
    you're done, the next thing we need to do is to find the Gold Statue the King
    spoke about.
    
    When you're ready, head south then east out of the town and back into the
    Lampflower Forest. Now go north (notice the flowers again?) and west to get
    to the Gold Statue the Fairy King mentioned. The enemies should now be easier
    because you've got new weapons and armour. Once at the statue, talk to it and
    opt to use Luna when asked. Luna will open up a path and keep one of the
    plants because of their scent. When she has finished, save at the Gold Statue
    and then head west down the path Luna opened. Now go northeast, north and
    north again to face:
    
    
    
    **Boss: Gildervine**
    Gildervine isn't too hard. In fact, he one possibly one of the easier bosses
    in the game. He is weak against any electrical-based attack so use Thunder
    Saber, Thunderstorm, Thunder Jutsu or anything similar. If you don't have
    any of Jinn's more powerful moves, the basic Fireball spell does wonders,
    especially after Lise has cast Protect Down and Mind Down on Gildervine (you
    can get Lise to cast Mind _UP_ on Angela instead if you want to.) This fight
    is one of the easier ones. A few of the spells are taught by Dryad.
    
    Once Gildervine is defeated, Dryad will appear and join your team (after some
    persuasion.) Right! That's all nine spirits. Where to now? The Island of
    Obilivion. It lies in the middle of the world. It is the centre of all Mana
    energy --  and that's where we're heading next.
    
    From the place where you beat Gildervine, go south, south, east and you'll be
    back at the Gold Statue. Refresh and save here and then head for the beach.
    There's a shortcut you can take to get to the beach quickly. Go northeast
    from the Gold Statue. Now go east, north and east again and you'll end up
    back at the beach. Call Booskaboo and head for the final red dot -- The
    Island of Oblivion. Park Booskaboo at the beach (it should be obvious where
    the beach is, the Island is small enough) and then head east. Watch the
    scene. The Fairy manages to open up the gateway and then Altena, the Beast
    Kingdom and the Navarre Kingdom all get inside. The Fairy works out that the
    energy of the Mana Stones have been released and that the energy, when
    combined with hers, opened the Gate. Before you have a chance to take this
    all in, Koren sails by in an airship and decides to drop a few bombs on your
    heads, knocking you all out. You're gonna have one _major_ headache when you
    wake up!
    
    When all three kingdoms have gotten inside the gate, the Fairy will wake the
    rest of the team up. We need to get inside the gate, but we can't get high
    enough. After some discussion (which varies slightly depending on if you have
    Lise on your team or not), you decide to go and find the Father of The Winged
    Ones in Rolante to see if he can help you out.
    
    Head for the beach and call Booskaboo. We now need to head for Rolante, but
    there's a problem. There's no red dot on the map so we need to find it
    ourselves. Bummer...
    
    There are many ways of getting to Rolante. The Path to The Heavens has a
    beach, but it is quite tricky to find. The easiest thing to do is hitch a
    ride on a boat, but I prefer to save money and use the beach. After all,
    that's what it's there for! If you really can't be bothered to find Rolante
    yourself, head back to Jad (which is somewhat easier to find than Rolante on
    the map) and catch a boat from Jad to Palo. From there, climb up to the top
    (the VERY top, where the Rolante Castle lies. See a little later on for the
    directions.)
    
    Like I said, Rolante is a tricky place to find on the map. If you can't be
    bothered to catch a boat, you CAN go straight to Rolante without the boat
    trip.
                      
    The beach for The Path to The Heavens lies towards the southeast of the
    world. If you look at the map, there is a v-shaped mouth pointing to the
    east. Inside this mouth lies a beach. This is the beach we're looking for.
    Dock here and head east. The screen will pop-up saying "Path to The Heavens"
    so you know you're on the right track. Head north up the steps and then east
    into Palo. The enemies here are much easier than before so you should not be
    having much trouble. Once inside Palo, stock up on supplies and save at the
    inn. Now make your way up to the top of the Path. In case you've forgotten,
    it's: go west out of Palo and then go northeast, east, northeast twice, up
    the stairs, northeast, northeast and then northeast (northwest takes you
    inside to mountain and to the Corridor of Wind.) Now go east again and you'll
    end up outside Rolante Castle. Go east and you'll see an Amazon solder. Talk
    to her and she'll open up a path for you. Go east through this path. The
    enemies in THIS area are much harder -- even though they are the same kind of
    monster as before, so make sure you're prepared.
    
    To get through this area, go into the eastern opening (you have to go
    northeast and follow the curving path) and then go north, north up the
    stairs, west, north, north, up the steps and then take the southwestern exit.
    You'll get a scene which involves your team making the last part of the trek
    by themselves (automatic.) They reach the top and find the Father of The
    Winged Ones. Hmmm.... Seems a bit small for a father. After a bit of
    discussion, you find out that this is not the Father, but a daughter. The
    Fairy (or Lise, if she's on your team) decides to give her a cuter name --
    Flammie. Flammie takes you to the Mana Holyland and drops you off in an
    opening. And so begins the next chapter of the walkthru...
    
    
    
    *****************************************************************************
                           Chapter 3: The Mana Holy Land
    *****************************************************************************
    
    What we need to do, now we're here is to hurry to the Mana Tree and grab the
    Sword of Mana before any of the other people get it. Doesn't look like
    this'll happen any time soon. I mean, just take a look at the number of
    bodies around! But still, we need to get the Sword. So, from the opening
    where Flammie dropped you off, go north, northwest, north, west (use the
    steps), north (use the lillies), southeast, northeast, north and save at the
    Gold Statue (any one.) Go up the steps and talk to the Goddess Statue. The
    Fairy will explain that you can use this Statue to perform class changes and
    asks you if you want to try. Unless you've picked up some "??? Seeds" and
    planted them already, say no and come back later (note that this bit about
    talking to the statue is COMPLETELY optional. You can ignore the statue for
    now, but you WILL need to come back later on to do the second class change.)
    When you're ready, go east, east, northwest (don't go the lillies way), cross
    the north bridge and then go north. Finally, go east and walk across the
    fallen tree log. You'll spot the Sword. Go and try to pull it out -- NOTE:
    You must use the hero (e.g. the first character you chose.) After some
    problems, you manage to pull it out, but the Fairy has gone missing, presumed
    kidnapped. The Goddess appears and explains she cannot help much more because
    the Mana is now so weak. She departs with a gift -- the Wind Drum. You can
    use this to call Flammie, but only where there's enough space for Flammie to
    swoop down and collect you. The Drum will be greyed out if you can't call
    Flammie. Now we need to get Fairy back. And so, we begin the next part of the
    walkthru...
    
    
    
    *****************************************************************************
                           Chapter 4: Rescuing The Fairy
    *****************************************************************************
    
    With the Fairy kidnapped, the next part is to find out who kidnapped her and
    to rescue her. Make your way back to the opening were Flammie dropped you
    off. If you've forgotten, it's: cross the log, southeast, cross the bridge,
    south, west, west, save (Gold Statue), south, south, northwest, southwest
    (use the lillies), east (use the steps), south, southeast and finally south.
    En route, you will meet several people. Who you will meet depends on your
    hero. You will see the other two bad guys' teams depending on the hero of the
    team. So, if Kevin is the hero, you'll see Koren/Darkshine Knight and
    Bigieu/Jagan. The Deathjester and Heath will have kidnapped the Fairy. Not
    _too_ hard to understand, eh?
    
    Depending on the hero, the Fairy will be kidnapped by these people:
    Angela/Duran: Darkshine Knight/Koren
    Hawk/Lise: Bigieu/Jagan
    Kevin/Carlie: Deathjester/Heath
    
    And you'll see the other two pairs en route to the opening. The kidnappers
    will be waiting for you in there. They have kidnapped the Fairy and are
    forcing you to trade the Sword of Mana for the Fairy (well, what would you
    rather have, the Sword or the Fairy?) Depending on who the kidnapper is, you
    will have to go to different places to recover the Fairy:
    
    Angela/Duran: Altena
    Hawk/Lise: Navarre Fortress
    Kevin/Carlie: Beast Kingdom
    
    So now I'm going to have to split the walkthru again.
    
    
    
    **Part I: Angela/Duran -- Altena**
    Now you've got to go back to Altena to pick up the Fairy.
    
    Use the Wind Drum to call Flammie and head Altena -- it's the red dot on the
    map.
    
    Flying Flammie is really easy. Use B to descend and A to ascend. Use L/R to
    switch to ground view. Once you've descended enough, Flammie will drop your
    team off. Easy!
    
    Altena has a lot of magic users so make sure you've got plenty of MPs and
    Magic Walnuts. Lise's Mind Up/Down comes in VERY useful here. If she hasn't
    learnt it, consider levelling up until she does.
    
    Once you land, you'll find yourself outside the gates of Altena. They're
    shut. Go up to them and press A. The gates will open for you. Head north and
    stock up on items, weapons and armour. Rest and save at the inn.
    
    Our task now is to get to the Throne Room, talk to Koren and get the Fairy
    back, even if it costs the Sword. I also recommend to level up to around L25
    to L30. You need to do this BEFORE you get Koren's scene as once the scene is
    over, all the monsters will disappear. So, once you've healed up and equipped
    all the new weapons and armour, head north through the arch and into the
    castle. Now, go north through either one of the doors. Go north again and now
    south through the central opening in the southern wall. It's the second
    opening from the left wall and the third from the right wall. Once inside, go
    up the steps and north to find yourself outside the castle, on the turrets.
    Now go north, north and take either the northeast or northwest doors (it
    doesn't matter.) Watch the scene. Koren takes the Sword, which becomes heavy
    so the Knight casts AntiMagic and the Sword accepts Koren's ownership. Then,
    the Knight orders Koren to release the God-Beasts and teleports away. Koren
    casts Death Spell on Valda, Angela's Mum, killing her and teleports away as
    well. The Fairy revives and apologises to the team for costing them the
    Sword, but we've got no time for blame, we've got to stop the God-Beasts and
    that's the next part of the walkthru (Chapter 5.) Your team has been
    teleported outside the castle so call Flammie and start reading the next
    Chapter of the walkthru.
    
    
    
    **Part II: Kevin/Carlie -- The Beast Kingdom**
    Deathjester/Heath have kidnapped the Fairy and you must travel to the Beast
    Kingdom to recover her. I hope you realise, you chose the HARDEST of the
    three quests. This part is EXTREMELY difficult, even with Kevin in werewolf
    form.
    
    Use the Wind Drum to call Flammie and head for the Beast Kingdom.
    
    Flying Flammie is really easy. Use B to descend and A to ascend. Use L/R to
    switch to ground view. Once you've descended enough, Flammie will drop your
    team off. Easy!
    
    Once Flammie drops you off, you'll end up outside the gates to the Beast
    Kingdom castle. I _STRONGLY_ recommend a level of 25 or higher. The enemies
    here (all werewolves) are VERY strong. If you can level to L30, it'll be (a
    little) easier. If you're not a L30 yet, don't worry, you can get at least 3
    or so levels en route.
    
    Our job here is to retrieve the Fairy from Deathjester and Heath and to get
    out of here ASAP.
    
    To find Deathjester and Heath, head north into the Kingdom. Now go north,
    take the right-hand door, head north a bit and take the first door you see.
    Now go up the steps, south and save at the Gold Statue. If you're playing
    Kev's story, you should recognise this area from his intro. From the Gold
    Statue, go west, south, south, up the steps and step through the arch. Watch
    the scene. You will be forced to give up the Sword of Mana to Deathjester.
    It becomes too heavy for him. Heath casts AntiMagic and the Sword accepts its
    new owner. After some discussion, Deathjester and Heath will disappear, and
    the God-Beasts will be released. The Fairy shows you all the Stones being
    broken and the God-Beasts being released. Now our next task is to go and beat
    up the God-Beasts. If you want to, you can head up to the roof and talk to
    the Beast King.
    
    To get out of the castle, go south from the Throne Room, take the right-hand
    door, go north, east save here then go north, down the steps, south (take the
    long route, not the opening directly in front of you), south, south, south
    and you'll end up outside. Call Flammie and prepare to fight the God-Beasts!
    
    This is the next chapter of the walkthru, Chapter 5: The God-Beasts.
    (By the way, if you're playing as Kevin, you can follow the Beast King onto
    the roof and talk to him. He'll reveal the reason why he asked Deathjester to
    make Kevin angry and shows Kevin that Karl is still alive. If you're playing
    as Carlie, the Beast King will not talk to you... EVER.)
    
    
    
    **Part III: Lise/Hawk -- Navarre Fortress**
    Cast your mind back to when we were on our way to pick up Salamando. As we
    made our way to the Valley of Flames, we opened up a path to Navarre
    Fortress, but we never used it, remember? Well, _now_ we're going to use it.
    What we need to do now is to head to Sand City Sultan using Flammie.
    
    Use the Wind Drum to call Flammie.
    
    Flying Flammie is really easy. Use B to descend and A to ascend. Use L/R to
    switch to ground view. Once you've descended enough, Flammie will drop your
    team off. Easy!
    
    Once you've landed in Sultan, rest and stock up on supplies. When you're
    ready, make your way to Navarre Fortress by going east, east, southeast, east
    (this is the path that was opened last time), now go north, east and then
    north to get to the Navarre Fortress. Now go up into the door, and this time,
    it'll open up (it usually doesn't.) Now, if you're playing as Hawk, you'll
    recognise this place from his intro. What you need to do is to fight your way
    to the Throne Room. The Fortress is full of Ninjas, Night Blades and Ninja
    Masters who all know the relevant Ninja moves so make sure you've got some
    healing items and maybe a few Angel Grails. It also wouldn't hurt to have a
    few Stardust Herbs to cancel stat-down magic (a la the "... Jutsu" moves), if
    you're desperate.
    
    To get to the Throne Room, you need to follow these instructions: First, make
    sure your team is at a level of between L25 and L30 before you start the
    trip. You can make around 2 or 3 levels before you reach the end, so if your
    team is around L22, don't worry. Enter the fortress, take the left steps and
    go northwest (the path curls back on itself.) Now go north until you find an
    opening. Go in here. Go north again. Now go northeast up the steps, south,
    north (through the _other_ opening, but NOT up the steps), north again and
    finally, east (you _can_ choose west, but it doesn't matter, you'll still end
    up in the same place.)
    
    Watch the scene. Jagan removes the Sword and collapses under the weight.
    Bigieu casts AntiMagic and the Sword adapts to Jagan. Jagan and Bigieu vanish
    and the Fairy revives. She shows you all the Mana Stones breaking and
    explains that we now need to beat the God-Beasts. You are automatically
    teleported outside the Fortress. Call Flammie and go to the next chapter of
    the walkthru to find out about the God-Beasts.
    
    
    
    *****************************************************************************
                            Chapter 5: The God-Beasts
    *****************************************************************************
    
    The eight God-Beasts are the monsters which destroyed the world. The Goddess
    of Mana used the Sword and defeated all eight. She imprisoned them in the
    Mana Stones and the Stones were protected by the Spirits we have already
    obtained. The God-Beasts are unimaginably tough and you'll have your work cut
    out for sure.
    
    You can defeat the God-Beasts in any order, but I find that beating them in
    the order of this walkthru is the easiest, as the enemies and bosses along
    the way get higher and harder.
    
    An important note is that you do NOT have to fight the God-Beasts in this
    order (Wind, Fire, Water, Wood, Moon, Earth, Light, Dark.) You can fight them
    in any order. The Dark one will only be accessible after you've defeated the
    other seven, so the Dark one always be last, no matter what you do. Choose
    your ordering with care! Bear in mind that the God-Beasts and the enemies in
    that area will raise along with your teams' levels.
    
    The God-Beasts only know attacks that are taught by the relevant spirit so
    Xan Bie knows Flame Saber, Fireball, Explode, etc. But doesn't know Holy Ball
    or Dark Force as these aren't taught by Salamando.
    
    
    
    **Part I: The Wind God-Beast**
    Dangaard, you'll be pleased to know is one of the easier GBs (God-Beasts) to
    beat. He resides in the air so he's hard to find. What you need to do is
    fly Flammie to the southeastern-most dot (Rolante) and land there. Now, we
    need to make our way through the Corridor of Wind again. Go east, east, cross
    the bridge and through the opening. You're back inside the mountain. Head
    north then east, like last time and make your way through the Corridor. In
    case you can't be bothered to scroll all the way back up the walkthru, here's
    the part for the Corridor of Wind. By the way, the enemies in the CoW are now
    all L25 MINIMUM so make sure you can handle them:
    
    To get through the Corridor of Wind, do this: after entering the Corridor, go
    up and press the button there. Go left, down, press the button on the right
    and then go west. You'll emerge outside. Go left and you'll find two openings
    in the wall. Enter the first opening you come across (the second is a short
    cut back once you've got Jinn.) Inside, go left and press the button. Now go
    up and push the button at the junction. Now, take the left fork and exit
    west. From the next room, exit south. You'll find yourself outside. Work your
    way down the steps until you find an opening (there's only one way to go.)
    Head inside the opening:
    
    This next part is tricky. Head down-right and go down the wind column. Next,
    loop up-right up the stairs and push the button there. Now, go up-left so you
    have just done a complete 360 circle. Now, go down (into the wall) and then
    go left. If you do this right, you'll end up in another room. Go right then
    down and push the button there. Head up then left to go back to where you
    came from and you can now go down. Before you leave the room, press the
    button. You're now outside. This place curves like a crescent moon shape.
    Half way around, there's an opening. DO NOT GO HERE YET! Follow the path all
    the way around and you'll find another opening. Head inside here and you'll
    find a Gold Statue. Refresh and save here. Go back and into the opening I
    said not to go into yet.
    
    Once you're in the room where the Mana Stone used to lie, make sure you're at
    L25 minimum (I recommend L30, but it's not mandatory.) Head east and watch
    the scene. Remember this place? It's where you fought Tzenker earlier on,
    just before you picked up Jinn. Anyway, once here, you'll spot Dangaard up in
    the sky (Flammie will be called automatically) and you'll fight him in
    mid-air (whilst still on Flammie's back!)
    
    
    ***Boss: God-Beast Dangaard***
    There are four "rounds" in which you must beat Dangaard. Each round finishes
    with a cloud obscuring the view of Flammie, Dangaard and your team. The
    battle here is easy, but very, very long. If you have Duran or Carlie, get
    him/her to Diamond Saber your team, or you will do little (1-5HP) damage. If
    you have Lise, use her stat spells on either Dangaard or your team. If you
    have Angela, use her constantly and cast any magic except Jinn-taught spells
    like Air Blast or Thunderstorm. Gem Missile, Dark Force, Fireball, everything
    works OK. Experiment with different spells to see which one works best. I
    think Shade's and Gnome's spells are best. Dark Force and Gem Missile seem to
    do the best damage, especially after casting Mind Up/Mind Down. After
    Dangaard casts Air Slasher or Thunderball, HEAL IMMEDIATELY, these spells do
    a helluva lot of damage. The others you can get away with. Make sure you pile
    on the Gnome spells, since Wind is weak against Ground.
    
    
    
    **Part II: The Fire God-Beast**
    The next GB is the Fire GB and we need to make our way back to the Valley of
    Flames where we picked up Salamando. Conveniently, the Valley of Flames is
    just south of where we are right now. I don't recommend you go there just
    yet. Just north of the Valley you'll find Deen. Land here, save and refresh
    at the inn and restock up on supplies as you need. _NOW_ head for the Valley
    of Flames as you did last time (northwest, west, west, southwest, south [if
    you go southWEST instead, you'll see two merchant cats who both have a
    connection with Nikita, Hawk's feline friend. They willsell you really good
    weapons and armour -- I recommend you consider buying some of their stuff,
    but it's all very expensive], east, southeast.) Once inside, run for the
    Gold Statue as you did before (south, south, down the steps, east, south
    (down the steps), east, northeast, follow the path as it curls around and
    exit west. Bear in mind that the enemies here are all around L30. You'll
    find the Gold Statue below you. Save. Now, head up the steps and through the
    opening in the north. Now follow the path south. Go northeast via the steps.
    Go northeast again, up the steps, east, east, south (beat up the enemies
    first), southeast (don't take the steps route), down the steps, east,
    northeast (beat up the enemies first), southeast, southeast, east, northeast
    and then prepare to face:
    
    
    ***Boss: God-Beast Xan Bie***
    Xan Bie isn't too bad. He has several forms: flying fire (only hittable by
    magic), normal fire, dragon fire and furnace healing. If you've got Duran or
    Carlie on your team, make sure you cast Ice Saber on your team before you
    attack. Since water puts out fire, use ice and water moves where possible. If
    XB casts Flame Saber on any of your team, use the Stardust Herb or cancel it
    with another Saber (preferably Ice.) Remember, if any of your team has been
    Flame Sabered, you'll be HEALING Xan and not damaging him (it?) XB does have
    several powerful spells up his sleeves (if he HAD sleeves, that is...)
    Make sure you heal after he casts Gigaburn, Lava Wave or Heat Beam. After
    you've taken him low enough, he'll retreat into the furnace, start casting
    spells on himself and get about 1000HPs back. When he emerges, he'll be
    much stronger. Cast all stat-down spells again. You _can_ take out the
    furnace so that XB can't heal (I recommend you do this as soon as possible.)
    This battle is shorter than Dangaard's but in some cases it is more intense
    as spells end up flying all over the place. I tend to use Angela's Ice
    Smash (multi) the most here. You can do around 400HPs damage per go after
    casting Mind Up/Down + Ice Saber. I recommend that you use any Water or
    Ice-based move like Ice Saber or Ice Smash. If you do this, the fight won't
    last very long.
    
    Once you've beaten Xan Bie, you'll end up outside the Valley of Flames, fully
    healed. Make your way to Sultan or Deen to heal (the enemies here shouldn't
    be too much of a handful by now.) In case you've forgotten, here's the bit
    from earlier on. 
    
    Now make your way back to Sultan by going west, northeast, northeast,
    northeast. From here, you have two options. Either go to Sultan or stop off
    at Deen for supplies. To get to Deen from here, go southeast, east,
    southeast. Stock up, rest and then go west, northwest, west to get back to
    here. If you want to go to Sultan direct, from this screen, go north, north,
    west, northwest, northwest, west. In Sultan, stock up on supplies (if you
    decided not to go to Deen) then sleep and save at the inn.
    
    Whether you're at Deen or Sultan, stock up on supplies and save at the inn.
    Then, when you're ready, call Flammie. Next stop, the Sub-Zero Ice Fields!
    
    
    
    **Part III: The Water God-Beast**
    Fly Flammie to the northwestern-most red dot which is the Labyrinth of Ice
    Walls (where you picked up Undine earlier.) Land Flammie here and you'll end
    up outside the cave where the Mana Stone used to be. You'll find the merchant
    cats outside here so buy the weapons and armour if you didn't do so in the
    desert earlier on. Head east twice to save at the Gold Statue and make sure
    your team is L25 or above (L30 or above is STRONGLY recommended) and then
    head inside the cave. This place is called a labyrinth for good reason, it's
    a real pain getting through this place. There is only one Gold Statue and
    it's a pain getting too it. Once you get there, you can level up quite
    easily. Watch out for the Posiedons, their bubble attack lowers your attack
    level so you only do 1HP damage.
    
    Note from Crazy Ed: There are Mama Potos in Laberynth of Ice Walls, and
    therefore the ellusive ??? seed.
    
    Note from Loopy: About Ed's note. To get the seeds from the Mama Potos, kill
    the other monsters. The Mama Potos will then summon the Papa Potos. Kill
    everyone, making sure the Papa Potos are the last to die and you've got a
    high chance of getting a ??? Seed.
    
    Follow these instructions CAREFULLY, it's VERY easy to get completely lost in
    here. To get to the Gold Statue, go north into the labyrinth so that you're
    now in the cave where the Mana Stone used to be. Now go northeast into the
    main labyrinth (last time you came here, the labyrinth entrance was sealed so
    you couldn't get in.) Now, go southwest and then north (2nd door.) You'll be
    trapped. Beat up all the monsters here and continue north. Go west, north
    (1st door), north, northwest, northeast, southeast, northeast and save here
    (Gold Statue.) Level up to L30 minimum using the local area and when you're
    ready, come back and save again. When you're ready to face the GB, go south
    from the Gold Statue, southeast, northeast and prepare to face off against:
    
    
    ***Boss: God-Beast Fiegmund***
    Fiegmund is easy, just like Dangaard. Ice melts when exposed to Fire, right?
    So use ANY fire move. Fireball, Explode, Flame Saber. It all works. Keep a
    few Puipui Grasses and Stardust Herbs handy to cure Freeze status. Just keep
    hammering away and he'll die before long. When he starts climbing behind the
    platform, use Hawk (Fire Jutsu) or Angela (Fireball/Explode) -- physical
    attacks can't hit him from here. Oh, and make sure you've got some Magic
    Walnuts handy too!
    
    Once you beat Fiegmund (which shouldn't take too long), you'll wind up
    outside, fully healed. If you haven't already done so, fork out on the new
    weapons and armour from the cats outside. Next stop, Forest of Wonder.
    
    
    
    **Part IV: The Wood God-Beast**
    To the east of the Labyrinth of Ice Walls is Elrand. Fly there, stock up on
    supplies and rest/save at the inn (you _can_ trek there from the labyrinth
    if you want to add a few levels.) Once you've stocked up, call Flammie again
    and head to the northeastern-most red dot. This is the Forest of Wonder and
    home of the Wood God-Beast. Now, the first thing we need to do is to find the
    Gold Statue so we can save the game. The Gold Statue can be found by going
    northwest, southwest (you can buy stuff from the cats here if you want to),
    southwest, northeast, northwest, northeast, east (large area), northwest,
    northwest, west, save at the Gold Statue here. Now, level up to L30 or so, it
    will make the battle easier. Besides, the enemies here are all L35 so you'll
    get tonnes of experience points. When you're ready, save again and then go
    northeast, northeast, east, east to face:
    
    
    ***Boss: God-Beast Mispolm***
    You'd think that Wood would be weak against Fire seeing as wood can catch
    fire but nope, this guy is weak against Lightning. Use any electric spell
    such as Thunder Jutsu or Thunderstorm. Make sure you Thunder Saber all of
    your team if you have Duran or Carlie. This is one of the easier fights. The
    only thing you should be aware of is the two creatures to each side. They
    may sometimes grab a team mate and do about 200HPs damage. To avoid this, the
    moment the character gets grabbed and pulled up into the air, use an item
    (any item) on him/her. The item must cause the character to react (such as
    the healing items.) They will drop down and take no or little damage
    (cheating? Nah, I don't think so.) This does take a bit of timing, though.
    Also watch out for Mispolm's Counter Magic. From then on, any offensive magic
    cast on him will be reversed automatically so use physical attacks instead.
    Summon spells (such as Unicorn Head and Machine Golem) and Shade-taught
    spells do NOT count as offensive spells so they can be used, as do the
    stat-down spells. Try using AntiMagic if you have it. I'm not sure, but I
    think this cancels the Counter Magic effect. This fight will not last very
    long. Make sure you heal after the Killstinger, Poison Bubble and Grenade
    Bomb. You can use any Fire-based spell and it'll be just as (if not, more)
    effective.
    
    Once you win, you'll end up back at the opening where Flammie dropped you
    off. So call her again. Next stop, the Beast Kingdom!!
    
    
    
    **Part V: The Moon God-Beast**
    We're half way there, but now we've got our work REALLY cut out. The last
    four GBs are super hard (and I'm not kidding.) Make sure your team are at L35
    AT LEAST. I STRONGLY recommend L40. You can beat the fifth GB at L35 (I
    did), but it's VERY hard.
    
    We need to make our way to Mintos again. See the third red dot from the top
    of the world map? This is the Moonreading Tower where the Moon Mana Stone
    used to be (we picked up Luna here, remember?) We can't land near the Tower.
    Mintos is east of the Tower so we need to land there and make our way to the
    Tower on foot like last time (remember, there's two ways to get there, the
    direct and indirect way. Since you're such a high level, you'll probably get
    only 1 or 2 extra levels by taking the indirect route.) I strongly recommend
    you fork out on 9 Stardust Herbs and 9 Puipui Grasses:
    
    Indirect (with Gold Statue): southwest, southeast, southwest, southwest,
    west, southwest, southeast, southwest, southwest, east. You'll end up in the
    place with a Gold Statue and Karl's grave (from Kev's intro.)  Go (from the
    Statue) west, north, east, northwest, west, northwest, north. Save here (Grey
    Statue), buy all the stuff you can afford from the cats (they've got some new
    stuff as well) and head northeast then north to get into the Tower.
    
    Direct (with _NO_ Gold Statue): southwest, southeast, west twice, southwest,
    south, southwest, north. Save here (Grey Statue), but all the stuff you can
    afford from the cats and head northeast then north to get into the Tower.
    
    Once inside the tower, prepare for a hard time. The enemies here are SUPER
    hard. They're all L35+ and know how to heal and use magic. A good idea would
    be to ignore them completely until you find the Gold Statue and use it to
    level up to L35-L40. To get to the Gold Statue, do this: From inside the
    tower, take the northeastern door, go up the steps and south through the
    opening, now follow the path down, right and up and head through the
    northeastern door there. Go up the steps and south through the opening. Now
    follow the path right and up and enter the door there. Save here (Gold
    Statue.) Right! Down to business. From here on, I'll tell you how to get to
    the GB. Feel free to explore and level up along the way, in fact, I RECOMMEND
    you do this. Try to level up to L38 so you can class change later on. I
    advise L40, but it's not necessary.
    
    Once you've refreshed and saved, you can now start fighting. From the room
    with the Gold Statue, exit south out of the room, now go left and take the
    northwestern door. Go up, and south. Now take the northeastern door and go up
    and south as before. Now walk to the left of the screen and take the
    northwestern door. Again, go up and south. Take the northeastern door and go
    up, south again. Head down and left of the screen and take the southwestern
    door. Go up, south again. Now take the northeastern door, go up and south
    again and walk to the left to take the northwestern door. Go up and south to
    get to the room which leads to the Moon God Beast. The path is curved to a
    rough 'U' shape. You enter via the left-hand door. In the right-hand door is
    a Gold Statue where you can save and refresh. Make sure your team is a L35+,
    preferably L40 (minimum L38 for CCing.) If not, use this statue for levelling
    up. When you're ready, climb the steps and head north to face:
    
    
    ***Boss: God-Beast Dolan***
    Unlike the previous four, this GB is a nightmare. His attacks are all
    Moon-Based (I think Luna teaches a lot of them.) His main ones are Spiral
    Moon, Graviton Press, Body Change and Lunatic. Heal after the Spiral Moon (is
    it just me, or does the attack remind you of a famous Street Fighter?) and
    Half Vanish. Dolan casts Moon Saber on himself so you don't need to worry
    about healing him. His most annoying attack is Body Change which miniturises
    the victim. If he does this, use either the herbs or grasses or Carlie's
    Tinkle Rain. If you don't have any of these, use the Mama Poto Oil which you
    can buy from Byzel's Black Market (the saleman on the right of the room sells
    it.) It casts Tinkle Rain (single/multi) on your team. I recommend casting
    any or all of the stat spells on yourself or on Dolan. If you have Duran or
    Carlie, cast any of the Saber spells. Moon types have only one weakness, and
    that's Grass. If you don't have Leaf Saber, try all the Sabers you have in
    turn to see which one is best and stick with it. I tend to use Angela's level
    2 spells (Saint Beam, Dark Force, etc.) against Dolan. Make sure you use Heal
    Light as much as possible and make sure you restore MPs with the walnuts.
    Against Dolan there's not much of a strategy, just hit, hit, hit and make
    sure you heal often. Spiral Moon can do a helluva lot of damage (and it can
    lower your max HP just like with Lunatic) so make sure you've got either some
    Honey Drinks or someone who knows Heal Light like Kevin, Duran or Carlie.
    Spiral Moon will take off up to 400HPs (unless you've got Lise/Carlie's stat
    magic) so make sure everyone has more than that or they will die very
    quickly. A lot of Dolan's moves (not just Spiral Moon) can cause Lunatic-like
    effects (e.g. your maximum HP goes down) so you'll definitely need to use
    Angel Grails at least once.
    
    If you're having problem defeating Dolan, here's some advice from Susan
    Wakeling:
    
    > All the FAQ I have read have named Dolan as a really hard boss. However I
    > seem to have found a simple way to beat him. What you need is one character
    > who can lower stats and one other that can do some other spell...any spell.
    > Have the controlling character as the other one from these two. Then cast
    > spells constantly alternating between the two. Focus on lowering his power
    > (obviously only works on non magic attacks so other stats need to be
    > lowered as well). By this method I got it so that he only dealt 1 damage
    > in any non-magic attack and hence was easy to kill. The trick is that
    > during that initial casting he rarely gets a chance to do anything (maximum
    > of about 1 thing to 4 spells....). I don't think I even had to use an
    > Angel's Grail though I'm not sure...
    
    Once you defeat Dolan, you'll automatically be healed and end up outside the
    Moonreading Tower. Head south and save at the Grey Statue. Now, make your way
    back to Mintos by heading southeast, east, north, east, northeast, east,
    north, northwest and finally east (the enemies here should be dealing 0 or
    1HPs damage and taking between 100 to 200HPs by now.) Once back at Mintos,
    sleep at the inn, stock up on supplies and call Flammie when you're ready.
    Next stop, The Cleft of The Earth, Version 2!
    
    
    
    **Part VI: The Earth God-Beast**
    Head the eastern-most red dot (shows up as "Cleft of The Earth"), face North
    and then hold down B+Forward. Flammie will move forward and land when she has
    the chance. You'll end up on another part of the Molebear Highlands. The
    enemies here a p**s easy as they're all about L7 and you should by now be
    close to L40 and ready to class change any time soon. You should be able to
    kill the enemies here with one hit.
    
    Anyway, the first step is to find the entrance to the Gemstone Valley Dorian
    where the Earth God-Beast resides. To do that, go as follows: northwest,
    northwest, southeast, west, take the hole (go under the bridge), west, west
    and you'll find a flight of steps with the two merchant cats. You should, by
    now, have bought virtually all of the stuff the cats sell. If you don't make
    sure you do, as the enemies here are hard and most of them at least L35. Now
    go down the steps to head into the Gemstone Valley Dorian. Prepare for a hard
    time. This may be a hard place, but it's excellent for gaining some levels.
    Be sure to watch out for the Slime Princes -- they can halve your HPs with
    one move. And they can also lower your attack level so you don't do as much
    damage as usual. Their attack has much the same effect as the Poseidons in
    the Labyrinth of Ice Walls in that they make you do only around 1HP damage
    per attack. Another enemy to watch out for is the Cockatrice. After taking a
    few hits, they will evolve into the Cockabird. In Cockatrice form, they have
    a move called "Petribeak" and in Cockabird form, they have a move called
    "Petriflutter." If either connects, the team member will take around half of
    their maximum HPs and get petrified -- can be cured using either the Herbs or
    Grasses.
    
    First step, the Gold Statue. To get there, you need to go as follows: south,
    southeast, southeast (you'll need to walk down the screen to see the exit),
    east, southeast (walk down screen to see exit), southwest (walk down), west,
    west, southeast (walk down), southeast (walk down), south, southwest (walk
    down), save here (Gold Statue.)
    
    Now level up to between L35 and L40. If you've picked up any "??? Seeds",
    planted them, and got the items you want, refer to Part 0 of the next chapter
    to see how to class change.
    
    Now, to find the second Gold Statue (it's nearer the GB than this one.) This
    statue can be reached by going east, east, south, west, south, west. Save
    here and level up further if you're not already high enough. When you're
    ready, head west, walk to the left of the screen to find the opening and head
    northwest into it. Now you'll face off against:
    
    
    ***Boss: God-Beast Land Umber***
    LU is slow, but his attacks can do a lot of damage. Before he's finished
    forming, make sure you've Thunder Sabered your team. LU's weakness is Jinn so
    use any Jinn-taught or electric magic spell like Thunderstorm, Air Blast or
    Thunder Jutsu. If you have Carlie, Duran or Kevin, make sure you heal fairly
    often. LU will grab the person dealing the most damage and throw them around
    the room, halving their HPs (CrashBall.) If you have Kevin on your team and
    have him Thunder Sabered, he'll do anything up to 4 or 500HPs damage with his
    Level 1 BA. This fight is tough, but not as tough as Dolan and nowhere as
    long as Dangaard. Not too hard to beat, but make sure you watch out for his
    Hyper Cannon.
    
    
    
    **Part VII: The Light God-Beast**
    Once you've beaten LU, you'll be healed and dumped outside the Gemstone
    Valley. Buy the rest of the items from the cats (which you should have done
    by now) and call Flammie. Next stop, The Ancient Ruins of Light. But first,
    we need to rest. After getting on Flammie's back, fly to the easternmost red
    dot. This is the Mountain Zone where you fought Dangaard (the Wind GB.) The
    Ancient Ruins of Light is the red dot to the west of it but don't land here
    yet. Southwest of this dot is the Holy City Wendel. Land here and stock up on
    supplies. Get full (x9) slots of Grasses and Herbs. Consider heading to Byzel
    to buy other items such as Walnuts and Claws. You'll need it for the next GB.
    Rest and save at the inn. There's no new weapons or armour here so don't
    bother. When you're ready, call Flammie again and head for the red dot to the
    northeast of Wendel (where you just came from.) Land near the Ruins and now,
    to find the Gold Statue. Firstly, a word of warning. The enemies can be very
    annoying. The Grells (the monsters that look like floating jellyfish) can
    perform the "Tricky Dance" which is like Lunatic and lowers your max HPs.
    They can also perform "Flash" which Moogles your entire team so everything
    misses and you can't use magic. If this happens to you, run outside and then
    come in again. The Sirens can perform "Melody" which is similar to the
    "Tricky Dance" in that it lowers your max HP and when they attack, they can
    silence you which means you can't perform your Level 2 or 3 BAs. Secondly,
    it is possible to get some "??? Seeds" here by beating up the Papa Potos (the
    grey ones) so spend some time getting these. Anyway, to get to the Gold
    Statue go: northeast, northwest (you need to walk up the screen to find the
    exit), west, (we'll go north later) up the steps (top of screen), north,
    north, southeast, east, south and down the steps. Go up the opposite steps
    (note the two tablets on the wall, we'll come back to them later.) Once up
    the other flight of steps, beat the monsters here and read the poster on the
    wall (if you want to, head south, follow the path and you'll find a box with
    several Honey Drinks inside. If you don't have enough space, press START and
    shift some items into storage.) The poster says "To the left, light. To the
    right..." -- the last word is missing. Head back to the two slabs by going
    northwest and use Wisp on the left slab. A path will open just below you. Use
    Shade (the opposite force -- the word which was missing from the poster was
    "Dark" -- "To the left, Light. To the right, Dark") on the right slab. You'll
    hear running water. Head through the opening and southwest through another
    opening. Recognise this place? You should do. Head west and then north (we
    went west here last time.) Now go east and then down the steps and through
    the opening in the north wall. If you came here before releasing the two
    switches hidden in the two stone slabs, the water will be too high to go
    through. The switch released by Shade has lowered the water so you can now go
    through the opening. Once through, you'll find two openings in the north
    wall. The right opens to a short path the the Light God-Beast and the left
    gives you a Gold Statue. Take the left opening, save and level up to around
    L40. L35 is the minimum (I was at L35 and I had to resurrect my team _so_
    often, it got pretty frustrating.) Once you're ready, save here, exit south
    and take the right opening. Head north and prepare to face: 
    
    
    ***Boss: God-Beast Lightgazer***
    Light Gazer is the Light God-Beast. He is one of the harder bosses. He can
    use all the Light-Based, Wisp taught moves like Saint Beam, Saint Saber, Holy
    Ball and Heal Light. That's right, LG can self-heal. That's what makes this
    battle so damn long. Plus, LG has a VERY annoying move. It's called Prisoner
    and Moogles everyone. Once Moogled, every physical attack misses and you
    can't use any magic. You can only heal Moogle status using Stardust Herbs,
    Puipui Grasses or Tinkle Rain. If you have the time (and the will), head for
    Byzel and buy the "Mama Poto Oil" (it's the red jug and you buy it from the
    merchant on the right of the Black Market) -- this casts Tinkle Rain
    (single/multi) on your party and can cure Moogle status. There's also the
    cheap way of curing this, see Hints & Tips #15 to find out what it is. Just
    remember, it's on YOUR conscience if you use it, not mine... If you're lucky,
    you may pick up some of the Oils on your way to fight Lightgazer (beat up the
    Mama Potos -- the brown ones and you may or may not get a box with the oil
    inside. You need to make sure that a Mama Poto is the LAST enemy to die to
    stand a chance of getting a box with the Oil in it.) What I suggest you do
    during the battle is this: have your team mates attack constantly whilst you
    (as Carlie, Kevin or Duran) keep using Heal Light. While you're chanting a
    spell or waiting to do your level 2 BA (NOT a level 1), all status-changing
    spells such as Prisoner WILL NOT AFFECT YOU. You will get Moogled, but the
    effect will just fail to stick. If this person is Carlie or someone else who
    knows Heal Light/Tinkle Rain, this will be beneficial as you will never need
    to use the Herbs. LG is light-based, right? So use Dark Saber (if you have it.)
    Yeah, I know, I said Dark Saber sucks and it does. LG is the ONLY boss on which
    this spell works. Any Shade-taught spell like Evil Gate or Dark Force works
    really well. Dark Saber everyone and use any Dark spell (LG can cast Saint
    Saber on one of your team -- which can only be cancelled by casting another
    Saber or using the Stardust Herbs. Tinkle Rain doesn't help, as it only sorts
    out STATUS changes like Moogle or Poison, but using the Stardust Herbs cancels
    the Saber's effect plus any stat-down spells, so if you cancel the Saber using
    the Herbs, you'll need to re-cast Dark Saber.) This won't last long if you have
    Carlie/Duran, Kevin and Angela as your team. If you've done the second class
    change and have the Book of Rune (breaks Angela's Rune Master class), use it.
    It casts Death Spell and since LG is weak against Dark, it'll do 999 damage
    every time. Use it several times. Also use the Forbidden Book (breaks Angela's
    Magus class) if you have it. If you have the Duelist's Proof (breaks Duran's
    Duelist class), use it at the start as it casts Dark Saber (multi) and use it
    again if LG casts Saint Saber on more than one team member -- but don't use
    it if Carlie or Duran knows Dark Saber already. Stay on your toes for
    the duration of this battle since Lightgazer likes to bounce around a lot.
    
    Next, the last GB, the Dark God-Beast.
    
    BTW: once you've defeated all the God-Beasts (except Zable Fahr), you'll find
    out that a large majority of the monsters in the God-Beast's relevant area
    (Labyrinth of Ice Walls, Gemstone Valley Dorian, Moonreading Tower, etc.)
    have now disappeared, so it's MUCH harder to level up now, since the only
    monsters you can beat up are low-level ones.
    
    
    
    *****************************************************************************
          Chapter 6: The Final God Beast -- The Dark God-Beast (Zable-Fahr)
    *****************************************************************************
    
    Okay, that's seven God-Beasts. But there's still one left. The Dark
    God-Beast. But Shade told us the Dark Mana Stone was destroyed and the GB
    went missing. So what do we do? Well, remember the merchant cats? Josephine,
    (the female one) mentioned that the city of Pedan has really good weapons and
    armour. Why not head there and stock up on stuff until we figure out what to
    do next? So, when you get control of your team, call Flammie and head for the
    red dot (there's only one on the map this time. This is Pedan, but you can't
    land here. There's an opening to the west of Pedan. This is the Jungle of
    Illusions (it still shows up as "Pedan" on the screen.) Land here. This place
    is called the Jungle of Illusions for a good reason -- as you'll find out
    soon enough. From where you land, head down the steps and exit south. Now
    walk to the east and head north when you get the chance. You'll see the ruins
    of Pedan. There's a small derelict building here. You need to wade into the
    water to go inside. Do so. Hmmm. Looks like an inn. Go up to the place where
    the inn keeper would be and talk to the poster. Opt to rest the night and
    save when asked. When done, walk outsi-? Hey! Check it out! Pedan's bustling
    with activity! It wasn't like this last night! Never mind. Down to business.
    There are two people you must talk to in this city. One is a Mana Stone Guru
    and he lives in a building to the west of the city. He tells you that there
    are eight Mana Stones, but the world only knows about seven. He says he knows
    where the eighth one is and tells you where it is. Depending on who your hero
    is, he will say different things:
    
    Angela/Duran: Dragon's Hole (via the Glass Desert)
    Carlie/Kevin: Mirage Palace (west of Pedan)
    Hawk/Lise: Dark Castle (via the Cave of Darkness)
    
    Once you know where the final Stone lies, head to the north of the city till
    you see a temple. Just outside is a guy who will sell you weapons -- buy all
    the stuff you can afford. To the east side of town is the armoury -- we'll
    come back here in a moment. Enter the temple and you'll see a tablet. You
    can't read it because it's written in an ancient script. Talk to the old guy
    and he'll translate for you. The tablet describes the final boss of the game
    (which varies depending on the hero: Dragon Emperor - Angela/Duran, Masked
    Mage: Carlie/Kevin, Dark Prince: Hawk/Lise.) Once done, head to the armoury
    and buy all the armour you can afford (there is NO item shop in Pedan.) If
    you're playing as Angela or Duran, Loki (Duran's dad) and Prince Richard will
    be here. No, that's not a typo, it's _Prince_ Richard, not King Richard. You
    see, this whole place is really an illusion, the jungle included. What we see
    here is what took place 12 years ago, when Duran was only five (he's 17 now.)
    Talk to both of them and they'll chat for a bit and then leave for Dragon's
    Hole (Duran and Loki will talk a bit longer if you're playing Duran's quest
    or have him on your team.)
    
    
    **Part 0: Getting the last Class Change**
    The next step is to get the class change. Zable is almost impossible to beat
    without the second class change so this is what you need to do. Spend some
    time in the Jungle of Illusions, beating up all the monsters. Try fighting at
    night when Kevin turns into a werewolf. Also, you'll meet the Boulders (one-
    eyed ball-shaped floating monsters.) Try to make sure they die last, since
    they can leave behind "??? Seeds" if they are the last to die. You can also
    try returning to the Ancient Ruins of Light and doing a similar thing with
    the Papa Potos. Once you get between 3 and 6 ??? Seeds, head back to the inn,
    SAVE (very important) and then plant them and see what you get. If you keep
    getting the same item, turn off any cheat codes, reset the game, resume from
    the internal save game, NOT the emulator save state (if you're using an
    emulator, that is) and try again, as the cheat codes may be screwing up the
    game a bit. You will need to reactivate the cheat (if you were using one)
    after you've used up all the seeds or picked up the items you need to break
    the class you want. The description of the item will tell you what class
    you'll get if you use that to break the seal.
    
    *NOTE: If you are not using a cheat, but are still having the "Repeated Item"
    problem, try the solution anyhow, there may be a bug in your version of the
    game.*
    
    If you're not sure which class is better for your team, take a look at the
    class changing section earlier on in the FAQ. If you can't seem to get any
    seeds here, don't worry, go to the next section of your quest (e.g. the
    Mirage Palace for Carlie/Kevin, the Glass Desert for Angela/Duran or the Cave
    of Darkness for Hawk/Lise) and fight there. You'll be guaranteed some seeds
    here. You can also try beating up the Papa Potos in various areas like the
    Ancient Ruins of Light (they are the white coloured Potos who like to cast
    Holy-type spells.) Make sure you're at L38 before attempting the next part of
    the walkthru.
    
    Okay, back to the story. You now know where you need to go. Make sure you've
    levelled up to at least L38 by now or you can't class change. Also make sure
    you've got all the items that will break the seals of their final class
    changes (a maximum of 6 -- a maximum of two for each character on your team.)
    Now, call Flammie and head to the Mana Holy Land, just like last time. Now
    make your way to the place with the four Gold Statues and the Goddess Statue
    (last time you came here, the Fairy said that you can use the Goddess Statue
    to class change and that's what we're here for.) The Mana Holy Land is dying
    (you can tell by the colour of the plants, but the path to the Gold Statues
    is still the same. From the opening where Flammie dropped you off, go north,
    northwest, north, west (use the steps), north (use the lillies), southeast,
    northeast, north and save at the Gold Statue (any one.) Once saved, head up
    the steps, talk to the Statue and use the correct item for the Class Change.
    If you do it right, you'll class change again. Once all the characters have
    been class changed, trek back to the opening at the start, call Flammie and
    head to Byzel's Black Market for supplies if you want. Make sure you buy
    virtually everything from all of the salemen. The claws and oils are very
    important if you don't have any (or very few) Saber spells on your team. The
    coins you can leave if you've got Angela on your team. If you've forgotten
    how to get back to the opening from the Class Change point, go: south, south,
    northwest, southwest (use the lillies), east (use the steps), south,
    southeast and finally south. Call Flammie here. When you're ready, follow
    whichever part of the walkthru is relevant for you. Before you do, it may be
    wise to level up a bit in the Jungle of Illusion. The enemies here are now
    much easier to beat, they give you decent exp points plus you can learn new
    moves as you level up. But it's your call. If you want to, level up to L45 or
    until all your team learns all their new moves. Remember that you may need to
    increase certain characteristics for them to learn their new moves. Hawk for
    example, requires an increase in Agility to learn all his new Ninja Jutsu
    moves and Angela/Carlie require an increase in Intelligence to learn all
    their new spells.
    
    Once all your team know all their new moves, it's time to head off to find
    the final God-Beast, Zable Fahr. Follow whichever of the following parts is
    for your hero. But before you go, listen carefully. Over the course of the
    game, you may have picked up some Weapon/Armor seeds. Plant those at an inn
    after you've Class Changed and equip the stuff you get. The weapons and
    armour these seeds give you are the best you can get. Even the shops don't
    sell these! But if you sell the stuff you get, it will fetch a LOT of luc!
    
    
    
    **Part I: Angela/Duran -- The Glass Desert**
    The Glass Desert lies just west of Altena and is only accessable by air so
    you need to use Flammie. The desert has a lot of ninjas and their attacks do
    hurt a lot so make sure you've got decent weapons and armour from Pedan or it
    will be a tough trek.
    
    Once you've called Flammie, head for the red dots to the northeast of the
    world. Conveniently, it's directly North from Pedan!
    
    When you reach the island, land anywhere (as long as it says "Glass Desert.")
    You'll find yourself in an enclosed area of the desert. If you come here
    before you find out that you're supposed to be here, this area will be sealed
    off and you won't be able to go any further.
    
    The first step is to find the Gold Statue. There's only one statue here and
    you can only get to it after beating Zable Fahr. I recommend a team of around
    L40 or above.
    
    From the start, go north, northeast, northeast, north, north, west, east (go
    left, down and then right to exit), east, northwest, northeast (the exit is
    above you, make sure you don't exit the same way you entered), north and
    finally north. Beat up the monsters and make sure your team are all stocked
    up on healing items and Grails. Go through the northeastern opening and face:
    
    
    ***Boss: God-Beast Zable-Fahr***
    Forget about the other God-Beasts, _THIS_ is a GB. ZF knows all the high
    damage spells like Death Spell, Dark Blazon and Dark Force. You'll definitely
    need Angel Grails, Honey Drinks, Pakkun Chocs, the lot. There's no strategy
    against ZF, but if anyone on your team knows Saint Saber, Holy Ball, or Saint
    Beam, make sure you use it in abundance. If you've class changed, spend some
    time levelling up so you learn all the new moves of your class before facing
    Zable. As you fight, you'll do a fair amount of damage. After you've
    destroyed both of the two heads (the one on the right tends to use all the
    Shade-taught magic like Evil Gate and Dark Force. The one on the left tends
    to use physical attacks) a female head appears in the middle and casts
    REGENERATION on both the other two heads, reviving them completely (just like
    you would if you used an Angel's Grail.) _NOW_ the real battle begins. Ignore
    the other two heads and concentrate on the one in the middle. This one uses
    all the high-damage dark moves like Hell Cross (requires all three heads to
    be alive), Dark Force (multi) and Death Spell (999HPs damage.) Once you
    destroy the female head, the others will go too. In short, the basic strategy
    is to use all your healing items and Holy magic in this fight. Don't use the
    Angel's Grails if you can possibly help it. Zable (female) will almost
    certainly cast Death Spell at least once, so make sure you're ready. This
    fight is both long and MP costly, so make sure you've also got your Walnuts
    handy.
    
    Another handy tip that unknow unknow brought up is to use Hawk's Thunder
    Jutsu on all three heads, then Saint Saber your team and attack as normal.
    Thunder Jutsu lowers the defense of the enemy so the Saint Sabered weapons
    will do FAR more damage than usual and since Zable is already weak against
    Holy type magic, they will do even more damage. You can also replace Thunder
    Jutsu with any other defense lowering spell like Protect Down.
    
    Once Zable dies, the Fairy will realise that the whole God-Beast beating was
    a trap. Now that all eight of the God-Beasts have been defeated, the power of
    all eight beasts now rests within the Sword of Mana! We'd better stop the
    Dragon Emperor from getting the Sword!
    
    Now we must fight the final battle sub-bosses. This is the next section of
    the walkthru.
    
    
    
    **Part II: Carlie/Kevin -- The Mirage Palace**
    The Mirage Palace lies to the west of Pedan and it's a nightmare to get to.
    This is the only time you won't be using Flammie as it's very close to Pedan.
    Be warned, that on the way to the Mirage Palace you will meet some VERY
    powerful enemies. To name one would be the Wolf Devil -- the most powerful
    werewolf in the game (and he also has the most powerful BA, the Seiyu Death
    Fist.) I hope you're ready. A level of L40 or L45 would be STRONGLY advised.
    If you're not anywhere near this, consider spending some time in the Jungle
    of Illusions levelling up. You should by now, have done the final class
    change. When ready, follow these directions: from Pedan, head south, east
    (down the steps into the water.) Follow the river northwest then head
    northwest again. Now go north, up the steps on the left of the screen and
    head west. You'll see a headless Grey Statue. Talk to it and use Dryad (the
    Grass Spirit.) She'll open up a path for you. Talk to the Statue again and
    you can now save your game. When done, head south via the opening Dryad
    opened for you and now prepare to get lost. This is a very confusing place
    that loops back on itself like you would not believe. As you go down the
    right path, you'll hear clicks. If you don't you're not going down the right
    way. If you follow my directions, you should be OK. The exact directions to
    get through here are (from the Grey Statue): south, east, north, west, south,
    west, west, and finally north. Go up the steps, but DON'T HEAD NORTH yet. Go
    left and down the other steps. Head west, north twice and save at the
    (headless) Gold Statue. Head south, south, east and north (through the place
    I told you not to go) and you'll face:
    
    
    ***Boss: God-Beast Zable-Fahr***
    Forget about the other God-Beasts, _THIS_ is a GB. ZF knows all the high
    damage spells like Death Spell, Dark Blazon and Dark Force. You'll definitely
    need Angel Grails, Honey Drinks, Pakkun Chocs, the lot. There's no strategy
    against ZF, but if anyone on your team knows Saint Saber, Holy Ball, or Saint
    Beam, make sure you use it in abundance. If you've class changed, spend some
    time levelling up so you learn all the new moves of your class before facing
    Zable. As you fight, you'll do a fair amount of damage. After you've
    destroyed both of the two heads (the one on the right tends to use all the
    Shade-taught magic like Evil Gate and Dark Force. The one on the left tends
    to use physical attacks) a female head appears in the middle and casts
    REGENERATION on both the other two heads, reviving them completely (just like
    you would if you used an Angel's Grail.) _NOW_ the real battle begins. Ignore
    the other two heads and concentrate on the one in the middle. This one uses
    all the high-damage dark moves like Hell Cross (requires all three heads to
    be alive), Dark Force (multi) and Death Spell (999HPs damage.) Once you
    destroy the female head, the others will go too. In short, the basic strategy
    is to use all your healing items and Holy magic in this fight. Don't use the
    Angel's Grails if you can possibly help it. Zable will almost certainly cast
    Death Spell at least once, so make sure you're ready. This fight is both long
    and MP costly, so make sure you've also got your Walnuts handy.
    
    Another handy tip that unknow unknow brought up is to use Hawk's Thunder
    Jutsu on all three heads, then Saint Saber your team and attack as normal.
    Thunder Jutsu lowers the defense of the enemy so the Saint Sabered weapons
    will do FAR more damage than usual and since Zable is already weak against
    Holy type magic, they will do even more damage. You can also replace Thunder
    Jutsu with any other defense lowering spell like Protect Down.
    
    Once Zable dies, the Fairy will realise that the whole God-Beast beating was
    a trap. Now that all eight of the God-Beasts have been defeated, the power of
    all eight beasts now rests within the Sword of Mana! We'd better stop the
    Masked Mage from getting the Sword! After Zable is defeated, a Treasure Box
    will appear. Look inside to find the Illusion Mirror. You'll also see the
    Mirage Palace appear. Keep the Illusion Mirror handy, you'll need it later
    on. Next, we fight the final battle sub-bosses. This is the next section of
    the walkthru.
    
    
    
    **Part III: Hawk/Lise -- Dark Castle**
    Dark Castle lies to the northeast of the world, but you need to go there via
    the Cave of Darkness. After you've got the final class change (see part 0),
    consider levelling up to L40 or L45 so you learn all the new moves. When
    you're ready, call Flammie. There are two red dots on the map now. The top
    one is Dark Castle. You CANNOT land here. You need to land at the lower red
    dot. This is the Cave of Darkness.
    
    Once you land, head north into the cave. Inside, you'll find lots of Dark-
    type monsters so if you have Saint Saber on your team, this'll be really
    easy. You will also meet the Wolf Devil -- prepare to get your candy ass
    whipped! If you can, silence him with Blow Needles or Stun Wind because once
    he pulls off his BA (Seiyu Death Fist), you're in deep BS.
    
    Once inside the cave, our next task is to find Zable Fahr. There is NO Gold
    Statue here so you've got your work cut out. Go west, go north, north, east,
    north. Beat up the monsters here and stock up on items from your storage.
    Heal up all your team using magic and items. When you're ready, head
    northwest to face:
    
    
    ***Boss: God-Beast Zable-Fahr***
    Forget about the other God-Beasts, _THIS_ is a GB. ZF knows all the high
    damage spells like Death Spell, Dark Blazon and Dark Force. You'll definitely
    need Angel Grails, Honey Drinks, Pakkun Chocs, the lot. There's no strategy
    against ZF, but if anyone on your team knows Saint Saber, Holy Ball, or Saint
    Beam, make sure you use it in abundance. If you've class changed, spend some
    time levelling up so you learn all the new moves of your class before facing
    Zable. As you fight, you'll do a fair amount of damage. After you've
    destroyed both of the two heads (the one on the right tends to use all the
    Shade-taught magic like Evil Gate and Dark Force. The one on the left tends
    to use physical attacks) a female head appears in the middle and casts
    REGENERATION on both the other two heads, reviving them completely (just like
    you would if you used an Angel's Grail.) _NOW_ the real battle begins. Ignore
    the other two heads and concentrate on the one in the middle. This one uses
    all the high-damage dark moves like Hell Cross (requires all three heads to
    be alive), Dark Force (multi) and Death Spell (999HPs damage.) Once you
    destroy the female head, the others will go too. In short, the basic strategy
    is to use all your healing items and Holy magic in this fight. Don't use the
    Angel's Grails if you can possibly help it. Zable will almost certainly cast
    Death Spell at least once, so make sure you're ready. This fight is both long
    and MP costly, so make sure you've also got your Walnuts handy.
    
    Another handy tip that unknow unknow brought up is to use Hawk's Thunder
    Jutsu on all three heads, then Saint Saber your team and attack as normal.
    Thunder Jutsu lowers the defense of the enemy so the Saint Sabered weapons
    will do FAR more damage than usual and since Zable is already weak against
    Holy type magic, they will do even more damage. You can also replace Thunder
    Jutsu with any other defense lowering spell like Protect Down.
    
    Once Zable dies, the Fairy will realise that the whole God-Beast beating was
    a trap. Now that all eight of the God-Beasts have been defeated, the power of
    all eight beasts now rests within the Sword of Mana! We'd better stop the
    Dark Prince from using the Sword!
    
    
    
    *****************************************************************************
                     Chapter 7: The Final Battle -- Sub Bosses
    *****************************************************************************
    
    Now that we've defeated the eight God-Beasts, we need to get to the Mana Holy
    Land before the bad guys do. But first, we need to try and stop them from
    even leaving this realm. This is where the work you've done with your team is
    put to the ultimate test.
    
    
    
    **Part I: Angela/Duran's Quest**
    From where you beat Zable, head east and follow the path. You'll find a
    headless Gold Statue. Save here - you've earned it. Now, make sure your team
    is a minimum of L45. I _really_ advise L50 as the next boss is super-hard.
    
    Once you've levelled up enough, follow these instructions: go up the steps to
    the left of the headless Gold Statue and trek to the right until you find a
    dragon's mouth. Enter it, watch the scene between Duran and the boss (this
    scene happens even if you have Angela as the hero and Duran as a partner) and
    prepare to face:
    
    
    ***Boss: Darkshine Knight***
    This boss is hard, make no mistake about. Similar to Lugar, he knows all the
    classes that Duran can learn and he can pull off any of the spells and/or
    BAs, Vacuum Sword, Whirlwind Sword and Eruption Sword seem to be his
    favourites. If you've got any super strong spells like Ancient or Rainbow,
    make sure you use them. If you have Lise's stat magic or Carlie's Black
    Curse, make sure you use them too. If you have Flame Saber, cast that and
    you'll do around 130HPs per hit, 250HPs with Power Up cast. This may help
    ease things a little. Don't get me wrong, this battle will be long and hard
    and you may die so make sure you save before attempting to fight him. Make
    sure one member of your team knows Heal Light (multi) as this will really
    help. I advise you to keep your distance and pummel him with magic. If any of
    your team knows Leaf or Moon Saber, use them as well in case you run out of
    magic or get low on HPs. No real strategy on this boss, just keep your HPs up
    above the 200HPs, level or 400HPs if you haven't cast any "... Down" magic or
    used Black Curse. Make sure you heal when necessary. Hit, hit, heal, repeat
    is probably the best bet. When the Knight starts chanting, cast Heal Light.
    Don't go all out, he can cause a lot of damage when his sword hits you. An
    alternative strategy you can use is the same strategy from fighting Lugar --
    don't use Level 2+ BAs. If you use any Level 2 or Level 3 BAs, he'll usually
    counter with a Vacuum Sword, Whirlwind Sword, Eruption Sword combination (he
    may switch around a bit.) So, try to avoid using Level 2 or 3 BAs. See
    earlier in the FAQ for setting up your team mates' Battle Behaviour.
    
    Once the Knight dies, Duran's father appears (he won't if you don't have
    Duran on your team) and explains that his soul was cursed by the Dragon
    Emperor and he became the Darkshine Knight. His soul has now been released
    and he can rest in peace. Duran vows to destroy the Emperor and Koren
    personally. Loki's ghost vanishes and the front and rear entrances are
    released. We can now enter Dragon's Hole. Be warned, the enemies here are
    _much_ harder than the others you've faced. Be careful of the Death Machines
    as they have a spell called Thunderbolt (multi) which damages and silences
    ALL members of your team so you can't use your Level 2 or 3 BAs.
    
    To get through Dragon's Hole, we must fight several bosses that have been
    brought back to life, presumably by Koren.
    
    First up, Tzenker. Follow these directions carefully, as it is very easy to
    get lost here. The directions are: from the place where you defeat the
    Knight, go north, north, east, east, north, east, up the spiralling pathway
    and west to face Tzenker. The old strategy still holds, only this time you're
    more powerful. Tzenker has more HPs so the battle will still be long. If
    you've got any Gnome-taught spells like Earthquake or Diamond Missile, use
    it. If you have it, cast Diamond Saber.
    
    
    ***Boss: Tzenker***
    Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
    She flies around a helluva lot and it's difficult to hit her. Use magic a
    lot. Carlie and Angela are very useful against her. If you've bought the
    Sahagin's Scale from the Black Market in Byzel (which casts Mind Up on one
    team mate) use it and then use Angela in abundance. The best you can do is
    hit, hit, retreat, heal, repeat since you haven't class changed yet. Tzenker
    isn't too hard, just heal when anyone's HPs go yellow. Try not to let anyone's
    HPs go below 80, her Supersonic spell can kill them. I hope you've stocked up
    on the items. I used up four walnuts on Angela in my fight against Tzenker.
    Use any magic you have in this battle. I find rotating Angela's magic (e.g.
    Holy Ball, Gem Missile, Holy Ball, Gem Missile, etc.) does good damage.
    Tzenker can cast Speed Up, Protect Down and Protect Up on herself or on you.
    She has a nasty habit of picking up your team mates and throwing them around,
    sending them off to la-la land. Her most powerful spell is Supersonic and it
    does around 80 to 90 HPs damage. She has a habit of firing her feathers at
    you too. You'll need a lot of healing items against Tzenker. Tzenker CAN
    block -- kind of. She will wrap herself with her wings and then open them up.
    If she doesn't do anything (e.g. doesn't cast a spell or fire a feather),
    she is in "block" mode and won't take any damage for a while. If you look
    carefully, she will not move whilst in this mode. Once she does, you can hit
    her again. All Tzenker's attacks are Wind-Based and a lot of them are taught
    by Jinn.
    
    Once you've defeated Tzenker, go east, down the spiral, south, west and save
    (Grey Statue.)
    
    Now, for the next boss, Jewel Eater. Go east, southwest, west, south, east,
    east, southeast, southwest (use the flights of steps), southwest and west to
    face Jewel Eater again. Like Tzenker, he has boosted HPs and attack strength
    so this battle will be as long, if not longer than the last time you met him.
    Here's the bit from earlier on -- although the levels bit is obviously a bit
    wrong now! :)
    
    
    ***Boss: Jewel Eater***
    This guy is tough. He knows a lot of magic which you can't avoid and all his
    moves do a lot of damage. This is why I reminded you to get full slots of
    everything. Chances are you're going to need it. Use any offensive magic if
    you've got any (Angela's Holy Ball works OK -- remember to use the walnuts if
    you've got them.) If you've got Kevin, make sure it's night time. The only
    strategy for this SOAB is hit, retreat, HEAL, repeat. The JE is like the Full
    Metal Hugger boss from earlier on, he can block, thereby taking no damage. If
    you die, resume from the save game and build up another 5 or so levels. I was
    at L15 before I could comfortably beat this guy. Good luck!
    
    Some advice from Sean Windley:
    > Im not sure if you still care about this game and  the walkthru you made.
    > I just wanted to say that it's a kick ass walkthru. If you leveled your
    > people up to level 15 before the jewel eater tho, that must have took a
    > hell of a lot of time. I'd also like to point out that when fighting the
    > jewel eater. I had each of my three people at level 8. And I beat him with
    > no problem.
    > 
    > Here is how i did it.
    > 
    > I have Angela, Hawkeye and Claire on my team Claire knows light heal and
    > angela knows the holy ball spell. I had Angela repeatedly cast her spell
    > while claire and hawkeye fight. When the team was low on hps I had claire
    > heal them. When Angela ran out of Mp's, I switched to controlling claire
    > and let hawkeye and angela fight the JE. If they got low on hps I healed
    > them. When Claire was low on hp, but not out, I waited for all three folks
    > to be low on hps and only healed Hawkeye. Claire and Angela both died
    > during the next set of JE attacks but I had hawkeye bring them back to
    > life with that one item. And they came back with full hps and mps. So I
    > started the cycle over. Hawkeye always fighting and claire and angela
    > using magic.
    > 
    > It went smooth. You should have been able to beat the JE with level 10
    > people...
    
    Okay, next boss up is the Full Metal Hugger. Go south, east, north,
    southeast, save here (Grey Statue), east, south (use the steps again),
    finally north (tricky) to face Full Metal Hugger. He hasn't changed much
    since the last time we met him. Apart from the usual boost in strength and
    HPs, he's just like last time.
    
    
    ***Boss: Full Metal Hugger***
    This guy is annoying. He heals himself constantly. Go for his eyes and make
    sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
    status. Only use the Drops when your HPs flash yellow (warning.) When he
    shuts his eyes, you can't damage him. His attacks are all Light-based. An
    easy boss, hit, hit, heal, hit, hit, heal, etc. If Carlie's learnt Heal
    Light, then use it. Since (virtually) all of FMHs attacks are Light-Based,
    they are all taught by Wisp.
    
    That's all three Dragon's Hole bosses. We can now go find Koren. To do that,
    go southwest, southeast, northwest (use the steps), save here (Grey Statue),
    west, north, northwest, west, south, south, south, southeast, northeast and
    north. You'll climb a flight of steps which will vanish, leaving you trapped
    on a floating island. You hear Koren's voice and some dragons will start to
    appear, beat them all up until you can get off.
    
    Once the stairs reappear, go south, down the spiral path, south, save (Grey
    Statue), west, west, northeast, northeast (use the steps -- it can be
    tricky), north and north. You'll be in a room with the top entrance blocked
    off, you must fight around 20 monsters without dying before it will be
    opened. Think of this as an endurance. You are allowed to leave the room and
    come back inside to continue, but you must beat all 20 monsters in one go
    before continuing. If you leave and then come back, you'll have to start
    beating up the monsters again. Once you have, go north and watch the scene.
    The Dragon Emperor absorbs the Sword and then goes off to kill the Goddess.
    Koren stays behind to destroy you. So now, you must face:
    
    
    ***Boss: Koren***
    Koren only ever uses magic, but boy does he know how to use it! He can cast
    vitually any spell, from the simple Holy Ball to the devastating Ancient. Be
    ready with Heal Light, Angel Grails and Honey Drinks. Every so often, Koren
    will cast Barrier Change which alters his strong/weak spots. The best way to
    beat him is to watch what spell he uses and counter by casting an opposing
    spell or casting the opposite Saber type on your team. Koren isn't too hard
    to beat, you've just got to be careful about your HPs. Be wary of casting
    Sabers, as if he switches to a type that matches your Saber, you'll end up
    healing him. For example, if you cast Leaf Saber on your team and then Koren
    changes to a Grass type, you'll LOSE your MPs, not gain them. Likewise with
    Moon types and Moon Saber, so be careful.
    
    Once Koren is defeated, he'll explain his story. He wanted to use magic and
    the Dragon Emperor told him that, in trade for part of his soul, he would
    make Koren the best sorcerer in the world, but _this_ is what happened. Koren
    casts Dark Force (multi) -- on himself and dies. Duran feels a little bad at
    what happened and Angela calls Koren a fool for taking his own life. When the
    talking is finished, head south off the balcony where you fought Koren and
    you'll find Valda, Angela's mum. After some discussion, Angela will break
    down and cry as the screen fades to black. When it fades back in, you'll find
    yourself in Altena Castle. Wait for the talking to finish and go southwest
    (or southeast, it doesn't matter), south, south, south, down, south, south,
    south. You're now back in the village. Sleep at the inn, stock up on supplies
    and get ready to fight the final boss, we've got to stop the Dragon Emperor
    from getting to the Mana Tree! We'll deal with that in the next Chapter.
    
    
    
    **Part II: Carlie/Kevin's Quest**
    Okay, onto the Mirage Palace. From where you beat Zable, go south, southwest
    (down the steps), north, north and save at the headless Gold Statue. From
    here, go south, west, northwest. You'll hit a dead end. Weird. The Mirage
    Palace should be this way. Now what do we do? Use the Illusion Mirror. Guess
    who we find?
    
    
    ***Boss: Deathjester***
    This guy is a real nutcase. The first thing he does is split into three. Only
    one is the real one. But which one? That's the hard part. DJ knows a lot of
    spells. Some are: Blaze Wall, Holy Ball, Death Roulette, Stun Wind, Cold
    Blaze. He doesn't know Hell Cross (luckily.) However, he can (and will) cast
    Death Roulette several times. Be ready with the Angel Grails. The best thing
    to do is to use Undine's spells. I think that Undine is DJ's weakness. A
    simple Ice Smash (single) on the right DJ did 500HPs damage after casting
    Mind Down on him. If you attack with a BA and it's not the right one, don't
    worry, you don't lose your BA bar so you can try again. If you watch
    carefully, only the REAL DJ casts the spells so once you find him, whack him
    to the ground. Every so often, DJ will flash white. Once he does this, he's
    switched places with one of the clones so you'll need to find which one he is
    again. This is one of the harder bosses. You may need to resume from the save
    game several times. I advise a team of L45 or higher. Be sure you have full
    slots of Herbs, Grasses and Grails.
    
    Once the Deathjester dies, a flight of steps will appear. Head up and north
    and you'll be in front of the Mirage Palace. Our next step is to get through
    the Mirage Palace, but this is easier said than done (as you'll find out.)
    
    From the entrance, head north and then north again. As you pass through the
    arch, you'll experience a mirage and find yourself back in Wendel. Go and
    talk to the Priest and beat up all of the monsters here. When they're all
    dead, go through the northwest door (it's open) and you'll return to the
    Mirage Palace. Now, head north and save at the Skull Statue (it's like a Grey
    Goddess Statue.) See all the orbs? We need to make them all light up before
    we can continue so we need to go down each of the paths. First: southwest.
    Head southwest, down the steps and into the arch. You'll be taken back to the
    Dwarves' Tunnels where you faced Jewel Eater. Head west, southwest (down the
    steps), down the steps (ignore the monsters), down the steps to the southeast
    of this room (there are two sets of steps and you must ignore the monsters
    here.) From here, go down again and again, ignore the monsters. You'll see a
    box. Open the box and read the message. Now retrace your steps back to the
    beginning by going, north four times (climb any steps and beat up any
    monsters to open up the paths), north, east, south to exit the mirage. Once
    outside, head east and then northeast. Two orbs should now be alight. Next,
    the west. Head west, northwest through the arch. This mirage takes you back
    to the Moonreading Tower. From where you start, take the right door and then
    the middle door and face:
    
    
    ***Boss: Genova***
    Yep. It's Genova again, the only difference is that this isn't a mirage, but
    the strategy is the same as before:
    
    Genova is tough, make no mistake about it. He spits out Shape Shifters which
    morph into various monsters. They won't do any magic, but they DO have the
    attack strength of the monster they are imitating so if they morph into a
    powerful monster, kill them quick. I tend to go for Genova whilst the team
    mates go for the Shape Shifters. If you've got Kevin, use the Dreamsee Herb
    to make sure it's night time first. You can get away with only healing when
    your energy flashes yellow. Make sure you've got full slots of healing items
    and walnuts (if you have Angela and/or Carlie on your team.) Use magic and
    physical attacks as much as possible. Genova's magic can be powerful and
    annoying (he can cast Power Up on the shifters.) Genova's attacks are all
    Fire-Based and a large majority of them are taught by Salamando.
    
    By now, you should have done the second class change. If you can, use Cold
    Blaze or Mega Splash as Genova's weakness is Undine. I had Lise cast Mind
    Down and Angela Cold Blaze and he took 850HPs damage.
    
    Once Genova dies, the exit opens up. Head through it and you'll be teleported
    back to the Mirage Palace. Head east back to the orbs and you'll see that
    three orbs are now lit. This is very worrying. We beat up Genova earlier on
    and we just had to beat him _again_?! What else does the Mirage Palace hold
    for us? We'll have to find out. The next exit we'll use is southeast. Head
    southeast. Kill the monster there, follow the path around and enter the arch.
    This mirage takes you back to the Sub-Zero Snowfields between Altena and
    Elrand. Beat all the monsters here and you'll then be teleported to The Path
    To The Heavens near Palo and Rolante. Again, beat all the monsters here.
    Next, you'll be taken to Forest of Wonder, the Ancient Ruins of Light and
    finally, the Valley of Flames. In each of the sections, beat up all the
    enemies. When done, make your way back to the orbs. Next, the east exit. Head
    east, northeast and prepare to face:
    
    
    ***Boss: Gildervine***
    Another resurrected boss. Damn. I'm getting a severe case of deja vu. The old
    strategy still holds:
    
    Gildervine isn't too hard. In fact, he one possibly one of the easier bosses
    in the game. He is weak against any electrical-based attack so use Thunder
    Saber, Thunderstorm, Thunder Jutsu or anything similar. If you don't have
    any of Jinn's more powerful moves, the basic Fireball spell does wonders,
    especially after Lise has cast Protect Down and Mind Down on Gildervine (you
    can get Lise to cast Mind _UP_ on Angela instead if you want to.) This fight
    is one of the easier ones. A few of the spells are taught by Dryad. If you
    have any level 2 spells (Explode, Blaze Wall, Fire Jutsu, etc.) Use them.
    Gildervine has more HPs than last time so the fight will probably last a
    little longer.
    
    Once he's dead, go south then west to return the orbs. There are now only
    three orbs left, northeast, northwest and north. Right. Northwest one next.
    Go northwest, there's a set of steps to the far right of the platform. Head
    up the steps, beat up all the monsters and step on the square tile switch
    there. The blockage will be removed from the arch below you. Don't head
    inside there yet. Head east, east and down the steps (not the one that leads
    into the lava, the other one.) From here, head north. This mirage takes you
    back to Astoria. All the people here are dead (they're all ghosts and
    flicker.) Head south out of the room you start in and talk to all the ghosts
    (and I mean _all_.) When you're done, come back and you'll see a merchant who
    isn't a ghost. Talk to him and he'll turn into:
    
    
    ***Boss: L52 Ghost***
    No strategy. Just attack like you would a normal Ghost or Specter. If you're
    having problems, use some Holy magic like Holy Ball, Saint Beam or Saint
    Saber.
    
    When you beat the ghost, you'll return to the hallway. From here, go west up
    the steps, east, east, down the steps (they're at the far right of the
    platform), north through the arch (the arch was blocked until you hit the
    switch earlier on. This is the final mirage.) This mirage takes you back to
    Rolante Castle. It's long winded, but obvious where to go. Work your way
    through, climbing up the steps as you need (there's only one route and no
    forks so you won't get lost.) On your way, you'll meet Heath (Carlie) or Karl
    (Kevin.) Talk to them and they'll run away. DO NOT FOLLOW THEM! Just continue
    on and eventually, you'll hit the end. Once you've finished the mirage, go
    south then southwest to return to the orbs. There are now 7 orbs lit (if you
    are wondering, the northeast mirage was the Astoria one.) Only one remains:
    north. Stand in front of the Skull Statue and press A (as if you were going
    to save your game.) A path will open up. Save your game and then head north
    and north again. You'll be teleported to a dark room with around 10 to 15
    monsters. You must beat all the monsters (in groups of between 1 and 3) with
    no refresh. Each time you beat a group, more will appear in another part of
    the room. Once you beat all the monsters ("Victory!" appears), a doorway will
    appear. Head through the doorway and head north into the castle to enter a
    long corridor. Go all the way up and you'll see a switch. Don't hit the
    switch yet (leave it in the "Up" position.) Head around and up and through
    the door to find a headless Grey Statue. Save your game here.
    
    When done, level up to around L45 or L50. Now from the Statue go south, west
    (go around the switch, but don't press it), north, north, south into the
    next exit along, press the left switch so it points down and the right switch
    points up. Now go north, and down the steps to the right of the platform.
    Follow the wall and walk into the dark wall. You'll enter the basement. Pull
    the switch here and make your way back to the two switches room by going
    east, north, south (first opening), south, west and then stop. If you pulled
    the switch in the basement, there will be a bridge here. There are five
    panels on the other side of the room. The second from the left is a secret
    entrance (if you look carefully, it has no shadow.) Go into this panel (using
    the bridge, obviously) and use the teleporter. From the other side, walk west
    and prepare to face:
    
    
    ***Boss: Gorva***
    The only difference between this match and the one before is that you have a
    team of three and not two plus you've done your second class change. This
    battle will be much shorter if you have Duran/Carlie's Saint Saber, Carlie's
    Black Curse, Lise's stat magic and Angela's Holy Ball/Saint Beam. In general,
    use all the new Holy magic your team has learnt. Whatever you do, don't use
    any Shade offensive magic on Gorva (such as Dark Force or Evil Gate) as it
    will heal him. The previous strategy still holds (although the levels bit is
    obviously a bit different by now):
    
    All Gorva's moves are Dark-Based and are taught by Shade. Gorva fades in and
    out of the screen like a nutcase. Since his skill is Dark, and Dark is weak
    against Light, use Holy Ball against him. If you have Carlie/Angela on your
    team (and didn't let them get cursed) then use them. Make sure to use the
    walnuts if you run out of MPs. You can only hit Gorva with physical attacks
    when he's at ground level. Watch out for the silencing moves. Cure silence
    status with the Puipui Grasses or Stardust Herbs. You can use Tinkle Rain if
    Carlie is on your team. You obviously can't use Tinkle Rain if Carlie is
    silenced. This battle won't last long if you have Angela and Kevin as a team
    and they are L12 or L14. Cast Holy Ball, Holy Ball, Holy Ball and he's as
    good as dead.
    
    When Gorva dies, a path will open up. Head west and use the teleporter. From
    here, go south, northeast (another room) and use the left-hand transporter.
    You'll see a scene involving the Masked Mage, Heath and Carlie/Kevin. The
    Mage absorbs the Sword and goes off to kill the Goddess. Heath teleports you
    to another area and you must now battle him.
    
    
    ***Boss: Heath***
    Heath is tough, make no mistake. Heath only ever uses magic so make sure you
    cast Mind Up/Down and hit him with everything you've got. Heath has no weak
    spots so this fight is going to be tough. Use all your high damage moves and
    spells. This is one fight that ends up with a 75% chance of you losing. Heath
    loves to use his summons (Freya, Marduke, etc.) a lot and each causes a
    status change (Freya = Minimise, Marduke = Silence) so make sure you've got
    someone who knows multi-cast Tinkle Rain and make sure you've got a couple of
    Stardust Herbs handy. Good Luck, you'll need it!
    
    It has been reported that Heath may be weak against Dark Saber (another
    possible place where this spell could come in useful), but I haven't been
    able to check it out.
    
    When (_if_) you win, Heath's brainwashing is removed and he tells his story.
    The Masked Mage is Belgar, his father. He and the Priest of Light had a
    falling out over a girl's incurable disease. Belgar wanted to cure her, but
    Light magic couldn't help. So, he went and studied Dark magic and The Priest
    of Light exiled him. The magic corrupted his mind and body and he has since
    worn the mask to hide his identity. Heath asks for you and your team to head
    to the Holy Land to stop the Mage. After placing his trust in you, he casts
    Holy Ball on himself (he's become a Dark magic user) and dies. Carlie wails
    (unsurprisingly.)
    
    After this, you'll end up outside the Mirage Palace. Call Flammie. Time to
    head for the Mana Holy Land and the Final Showdown! That will be the final
    section of the walkthru so go there now.
    
    
    
    **Part III: Lise/Hawk's Quest**
    From where you beat Zable, go west, south, south and then up the steps at the
    south of the screen. You'll end up outside the Cave of Darkness. Head north
    up the steps and into the door you find. You'll see a headless Gold Statue.
    Save here and refresh -- you've earned it! When you're done, head east, east,
    east and you'll see a gargoyle statue, just like earlier on when you were
    looking for the entrance to the Corobokkle Village. Talk to the statue and
    you'll get a flash of light. Now go west, south, down the steps, west, and
    you'll see the Jagan. Approach him and he'll float away. You and your team
    will drop down the hole...
    
    Once you recover, you'll chat with Jagan and then face:
    
    
    **Bosses: L44 Bloody Wolf, L44 Carmilla Queen, Jagan**
    Yep, you get to face Jagan himself. As for the Carmilla Queen and Bloody
    Wolf, beat them up as you would do normally. Use Saint Saber if you have to.
    Jagan flickers like a ghost and a lot of your attacks will miss him. What I
    suggest you do is hold a finger on the A button until you have enough for
    your level 2 BA and then whack B and pummel him. Jagan knows a lot of Dark-
    type magic like Psycho Wave, Ghost Road, Dark Force, Death Spell and Black
    Rain -- make sure you've got plenty of Angel Grails handy. Make sure you
    Saint Saber your team or you'll probably end up doing little damage. If
    you've got Kevin on your team, make sure it's night time before talking to
    Jagan and battling him. Use the Dreamsee Herb if you have to. Make sure your
    team are around the same level as the monsters (e.g. about L40 to L45.)
    
    Once Jagan dies, a flight of stairs will appear, head up them. You'll end up
    in a room near to where you fought Zable Fahr. Head north, northwest. This is
    where you defeated Zable (don't worry, you won't face him/her again.) From
    here, go west, south, south, up the steps at the south of the screen, north
    and through the door. Save here (just like last time.) Now, go east. You'll
    be standing on a bridge with a rock floating a little bit to the north of
    you. There is an invisible path leading up to it. Try walking on air and
    you'll find it. Follow the path all the way up and you'll find an opening in
    the eastern wall. Head through it. From this room, there are four exits --
    northeast, northwest, southeast and southwest. You come in through the
    southwestern exit. Northwest and southeast are dead ends. Beat up all the
    monsters here and you'll open up the northeastern exit. Go through here. Now
    go up the steps and north. Now go north again then head up the screen to find
    another headless Gold Statue. Save here. When done, head east, east and north
    and you'll find yourself on the path to Dark Castle. Follow it and enter the
    castle.
    
    Inside Dark Castle are a lot of Magic users -- specifically Dark, so any Holy
    magic will really help here. Once inside, go, east, beat up all the monsters
    here, east, beat up the monsters here as well, east again, north, beat up the
    Demon and go south, west, and up the stairs (you couldn't before. Beating up
    the Demon removed the fire wall.) Once upstairs, follow the path until you
    find a skeleton hanging on the wall. Talk to it and a door will open below
    you. Now continue following the path until it exits west. Go down the steps,
    east (ignore the open stairs for now), north (through the door you just
    opened) and north again. If you are blocked by any of the firewalls, you need
    to beat up some more monsters, since you must have missed one or two, thanks
    to Malkest for pointing that out.
    
    This part of Dark Castle isn't as symmetrical as the other part, but still is
    a little tricky to navigate. From the start, keep going east, beating up the
    monsters to remove the fire walls. When you can't go east anymore, beat up
    the monsters in the room and the fire wall blocking the southern exit will be
    removed. Head south and save at the headless Grey Statue.
    
    In the final part of Dark Castle, you'll end up facing off against enemies
    who can heal so make sure you can handle them. After saving at the statue, go
    up the stairs and then head west until you find a door to the north of you.
    Go through the door and walk up to the throne. You'll fall through a hole in
    the floor and have to face:
    
    
    ***Boss: Full Metal Hugger***
    Yep, this guy is back and he's just as annoying. He's got more HPs than last
    time and he's at a higher level so this battle could last just as, if not
    longer than last time. The previous strategy still holds:
    
    This guy is annoying. He heals himself constantly. Go for his eyes and make
    sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
    status. Only use the Drops when your HPs flash yellow (warning.) When he
    shuts his eyes, you can't damage him. His attacks are all Light-based. An
    easy boss, hit, hit, heal, hit, hit, heal, etc. If Carlie's learnt Heal
    Light, then use it.
    
    Now, this is worrying. We beat FMH ages ago and he's back? Chances are we're
    going to have to face other former bosses again so we'd better make sure
    we're ready.
    
    From where you beat FMH, go south (the path that just opened up), east,
    south, southwest, hit the switch on the north wall to open up the door. Go in
    then go southwest, hit the switch and go north again. Open up the box to get
    some Magic Walnuts. Go south, southwest, south and do the switch thing again.
    Now prepare to rematch:
    
    
    ***Boss: Genova***
    Genova is tough, make no mistake about it. He spits out Shape Shifters which
    morph into various monsters. They won't do any magic, but they DO have the
    attack strength of the monster they are imitating so if they morph into a
    powerful monster, kill them quick. I tend to go for Genova whilst the team
    mates go for the Shape Shifters. If you've got Kevin, use the Dreamsee Herb
    to make sure it's night time first. You can get away with only healing when
    your energy flashes yellow. Make sure you've got full slots of healing items
    and walnuts (if you have Angela and/or Carlie on your team.) Use magic and
    physical attacks as much as possible. Genova's magic can be powerful and
    annoying (he can cast Power Up on the shifters.) Genova's attacks are all
    Fire-Based and are taught by Salamando (Fire Spirit) -- with the exception of
    the trap spells.
    
    Man, I dunno about you, but I am getting a SEVERE case of deja vu. FMH and
    Genova have been resurrected? Who next?
    
    After beating Genova, go north, north, north, beat up the monsters here and
    then go east. Do this again and then go up, west, south, save here (headless
    Grey Statue), north, up, south and prepare to rematch:
    
    
    ***Boss: Tzenker***
    Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
    She flies around a helluva lot and it's difficult to hit her. Use magic a
    lot. Carlie and Angela are very useful against her. If you've bought the
    Sahagin's Scale from the Black Market in Byzel (which casts Mind Up on one
    team mate) use it and then use Angela in abundance. The best you can do is
    hit, hit, retreat, heal, repeat since you haven't class changed yet. Tzenker
    isn't too hard, just heal when anyone's HPs go yellow. Try not to let anyone's
    HPs go below 80, her Supersonic spell can kill them. I hope you've stocked up
    on the items. I used up four walnuts on Angela in my fight against Tzenker.
    Use any magic you have in this battle. I find rotating Angela's magic (e.g.
    Holy Ball, Gem Missile, Holy Ball, Gem Missile, etc.) does good damage.
    Tzenker can cast Speed Up, Protect Down and Protect Up on herself or on you.
    She has a nasty habit of picking up your team mates and throwing them around,
    sending them off to la-la land. Her most powerful spell is Supersonic and it
    does around 80 to 90 HPs damage. She has a habit of firing her feathers at
    you too. You'll need a lot of healing items against Tzenker. Tzenker CAN
    block -- kind of. She will wrap herself with her wings and then open them up.
    If she doesn't do anything (e.g. doesn't cast a spell or fire a feather),
    she is in "block" mode and won't take any damage for a while. If you look
    carefully, she will not move whilst in this mode. Once she does, you can hit
    her again. All Tzenker's attacks are Wind-Based and a lot of them are taught
    by Jinn.
    
    Once you beat Tzenker (who happens to be the last of the resurrected bosses
    -- thankfully), go east, northeast, down the steps and follow the path to the
    south. You'll find a headless Grey Statue. Save here. Now go east and
    northeast through the door. Watch the scene and you'll end up having to face:
    
    
    ***Boss: Bigieu***
    YES! This is it. Now you can whip ol' Big-ass to bits. Don't hold back -- ol'
    big-head has been a pain since the start of the game, bringing about the
    death of Lise's dad and killing Hawk's best friend, Eagle, so this is a
    definite grudge match!
    
    There's only one problem. Bigieu decides to go all feline on you and turns
    into a creature resembling Felicia from Vampire Saviour!
    
    Bigieu is not like Koren or Heath, she can use both Magic and physical
    attacks. In fact, her physical attacks really hurt. The main attacks Bigieu
    uses are: Moon Saber (give her some HPs back with every attack), Body Change
    (miniturises all of your team), Rose Highclaw (a slashing combo that causes
    up to 250HPs of damage), Lamia Naga (Dark monster summon), Energy Ball
    (increases chance of critical hits), Lunatic (lowers max HPs.) Bigieu uses
    Energy Ball A LOT and will therefore hit a lot of critical hits. Make sure
    you've got a lot of healing items and some herbs and grasses to heal miniture
    status. The best strategy I can give you is to pin her at a distance with
    magic spells. If you have Aura Wave, use it and then pummel her with the BAs.
    This fight isn't as long as the other sub-bosses as Bigieu doesn't know how
    to heal -- she relies on the Moon Saber spell so if you don't let her hit
    you, you'll be okay.
    
    *NOTE: Bigieu seems to be weak against Water and Ice so Water Jutsu and Cold
    Blaze will do a lot of damage, especially after Protect Down and Mind Down.
    Thanks go to Joseph for bringing this up.*
    
    Once Bigieu dies, she turns back to normal. Talk to her and she'll explain
    her story. The Dark Prince was once the heir to the Kingdom of Light's
    throne. He was feared and hated by all the people until one day. The demons
    of the underworld offered him respect and power if he destroys his kingdom
    and gives up his soul. He does so. Bigieu only wanted to bring the old Prince
    back, to bring back his soul... After this, she dies and the castle begins to
    collapse. The Fairy advises you to run. Best bit of advice I've heard for a
    long time!! Go south out of the room and you'll see the castle break apart.
    After the discussion, go west and save at the Grey Statue again. When done,
    go up (you'll need to move up the screen to see the steps), south and
    northeast (this exit was sealed last time you came here. If you go west,
    you'll be at the place where you rematched Tzenker earlier on.) Go up the
    steps (there are several flights), south and get a scene involving Hawk/Lise,
    The Fairy and The Dark Prince. The Prince offers you a post in his kingdom.
    You refuse and he absorbs the Sword of Mana. He senses the Goddess is still
    alive and goes off to seal her away. By the way, the kid next to the Prince
    is Prince Eliott -- Lise's little brother. Lise will throw a major wobbly if
    you're playing her quest.
    
    The Dark Prince takes off along with Eliott. Man, are we in deep BS or what?
    
    
    
    *****************************************************************************
                        Chapter 8: The Final Battle -- Boss
    *****************************************************************************
    
    This is it. The final battle. This is where all your work is put to the
    ultimate and final test. I advise a team of at minimum L50. L55 or L60 is
    better and is probably more advisable, just to be on the safe side.
    
    Just to recap, we've failed in stopping the big boss from leaving this realm
    so our last chance in beating them lies in defeating them at the Mana Holy
    Land before they can cut down the Mana Tree and thereby killing the Goddess,
    but first, we need to stock up on supplies and rest after that last battle.
    Call Flammie from where you defeated the final sub-boss and head for Byzel.
    Once there, stock up on stuff from the Black Market and save at the inn.
    Consider grabbing a few more levels from whichever place you get to. I advise
    a team of L55 _minimum_ -- you can beat the boss at L55 (I did), but I used
    up all my healing items and Angel Grails and I _almost_ didn't make it.
    Almost....
    
    Once your team is up and ready, we can now head for the Holy Land. An
    important note to remember is that each of the three stories through the game
    has a _different_ final boss, but the routes through the Holy Land are all
    the same.
    
    Once you land in the Holy Land, we need to trek to the Gold Statues again,
    but there are two different things here. Firstly, the Holy Land is getting
    worse and the route there is different to the route before. Secondly, there
    are new, more dangerous enemies here. The one to watch for is the Shadow Zero
    enemy. This monster is a variation on the old Shape-Shifter monster. He can
    morph into one of your team and then pull off his/her BAs at will AND THEY
    WILL DO THE SAME DAMAGE AS IF _YOU_ HAD PULLED THEM OFF. So make sure you
    kill the Shadows ASAP. If you can't kill them straight away, make sure you at
    least cast one of the "... Down" spells or use Carlie's Black Curse. Silence
    them as well if you can.
    
    The route to get to the Gold Statues is as follows: north, northwest, north,
    east, east, northeast, northwest, north, northwest, north. Once you get here,
    save and level up to around L55 if you haven't already. Now, onto the final
    battle!
    
    From the Gold Statues, head east, north, west, beat all the monsters here,
    west (through the opened path), northwest, northeast, east. From this screen,
    you'll see two logs. Cross the lower one, head up and cross the second. The
    final scene appears. The boss has chopped down the tree and killed the
    Goddess. We're too late!! But still, we can at least kill him!
    
    
    
    **Part I: Angela/Duran's Quest**
    
    
    ***Boss: Dragon Emperor***
    The Emperor, like the other bosses, switches modes throughout the battle. By
    looking at his colour, you can work out what mode he is in and therefore what
    to fight with. Counter his skill with the opposite. So Water <=> Fire, Holy
    <=> Dark, Ground <=> Wind, etc. Watch out for the super-strong spells like
    Ancient and Gigaflare. Make sure your HPs are well above the 200HPs level. Be
    alert, as the Emperor can move to different places around the fighting arena.
    
    
    
    **Part II: Carlie/Kevin's Quest**
    
    
    ***Boss: Masked Mage***
    This guy isn't too hard. Just make sure you keep your HPs up at a safe level.
    Above 100 is good. The Mage's strong and weak spots change constantly. To
    begin with, he's a Dark type (weak against Holy) so Saint Saber everyone and
    use Holy Magic like Saint Beam and Holy Ball. When the background changes (it
    changes at random), his type changes so watch what spell he uses and counter
    with a level 2 spell of the opposite type (so Dark <=> Holy, Fire <=>
    Water/Ice, etc.) If you can, immediately Saber your team with the opposite
    Saber. Counter Magic really helps. Make sure you have FULL slots of all
    healing items, Angel Grails and maybe one or two extra items from Byzel's
    Black Market. Watch out when he becomes a Holy type. If you don't have a full
    complement of Saber spells (Ice, Fire, Thunder, Diamond, Dark/Saint), then
    cancel your team's Sabers with another when he becomes the same type. For
    example, if you've Saint Sabered your team and he becomes a Holy Type, use
    Dark Saber if you have it (which is unlikely if you have Saint Saber) or
    another Saber, just to cancel your teams Sabers.
    
    FYI: Here's some info from SirKevinMc:
    I just beat SD3 for the first time. I never would have expected Dark 
    Lich to be such a pushover. My L53 party consisting of Kevin (God Hand), 
    Duran (Swordmaster) and Carlie (Bishop) made short work of the guy. 
    Anyways, the first spell he cast was DeathSpell on Carlie. To my surprise, 
    it did 0 damage. I then had Carlie turn around and cast Turn Undead, 
    because I knew that a) Dark Lich was Undead and b) he was at a lower 
    level, because his DeathSpell failed. After about 30-ish Turn Undeads and a 
    beating by Gold Wolf Kevin and Duran, Dark Lich died. He was only able 
    to cast Ancient and Death Ecstasy once each. I estimate that Dark Lich 
    has about 45,000-50,000 HP. Anyways, just wanted to pass that along.
    
    
    
    **Part III: Lise/Hawk's Quest**
    
    
    ***Boss: Archdemon (Vers. 1)***
    You must defeat the Archdemon twice to win the game. V1 (as I like to call
    him) switches modes and uses magic depending on which mode he is currently
    in. He knows all the Level 2 spells for each mode he switches to. You can
    tell what mode he's in by the colour of the armour: Red=Fire, Black=Dark,
    Brown=Ground, etc. If you have all the Saber spells (including Dark and
    Saint), this'll be easy. Simply cast the relevant opposite Saber depending on
    his type and you'll do lots of damage. V1 likes to use a lot of
    status-altering magic, _especially_ Black Curse. What I recommend you do is
    this: pick your strongest fighter (usually Kevin or Duran) and _only_ use the
    Stardust Herbs to remove all the status effects when V1 casts Black Curse on
    them. Remember, doing so also cancels the Saber effect. A complete inventory
    of V1's magic is: Blaze Wall, Black Curse, Stun Wind, Air Slasher, Explode,
    Gigaburn, Hypercannon, Dark Force, Death Spell, Hell Cross, Earthquake,
    Thunderstorm, Body Change (get the Puipui Grasses, Tinkle Rain and Mama Poto
    Oil ready!), Half Vanish and Spiral Moon -- I think that's everything. Make
    sure that everyone's HPs stay above 125HPs. If you've got Counter Magic, use
    it. Make sure you've got full slots of Puipui Grasses, Stardust Herbs, Angel
    Grails, Magic Walnuts and Mama Poto Oil (buy this in Byzel from the salesman
    on the right side of the market.)
    
    Once you've battered Archdemon V1, his armour will explode and you'll now
    have to face:
    
    
    ***Boss: Archdemon (Vers. 2)***
    V2 tends to use more physical attacks than V1 so you may want to consider
    removing your team's status effects with the herbs. Again, cast Counter Magic
    on your team (the herbs will probably remove it.) Cast Saint, Ice or Flame
    Saber on your team as that is V2's weakness (V2 is a Dark type and Dark seems
    to be weak against both Holy, Fire _AND_ Water/Ice.) V2 doesn't switch types
    and doesn't use status magic as much. His main attacks are Demon Breath,
    Catastrophe, Demon Scream and Black Curse. Yes, he _does_ still use Black
    Curse, but just not as much. V2 likes to throw people around the room like
    Jagan, so make sure your team stays above 150HPs, 200HPs for safety. If you
    have any Stat magic, use it to your maximum advantage. This fight isn't as
    long as V1 and before long, he's dead.
    
    
    
    **Part IV: The Ending**
    When you beat the final boss, you'll learn that even though the Goddess is
    dead and the Mana has been destroyed, there is still hope. The Fairy, who has
    been travelling with you for so long, becomes the next Goddess (she explains
    that "The Fairy is the seed of the Mana Tree" and instructs you to return to
    your world. The Fairy tells you that in 1000 years, Mana will return to our
    world.) Here, your team parts company with the new Goddess and you'll get
    your endings. Hmmm.... "In 1000 years, Mana will return to your world..." Is
    it just me, or does that sound like there's going to be a sequel....?
    
    ... And there is -- Seiken 4, Legend of Mana is out on the PSX. I haven't
    got a copy, so I can't write an FAQ on it just yet.
    
    On the topic of the sequel. I've been corrected by Keith Drew. Here's the
    details:
    
    > At the end of the guide, you mentioned about Legend of Mana being Seiken
    > Densetsu 4, as well as a sequel. In reality, however, Legend of Mana is
    > NOT part of the SD numbered series. It is simply Seiken Densetsu: Legend
    > of Mana.
    >
    > On top of that, the "sequel" to this game was Secret of Mana, or Seiken
    > Densetsu 2, which was made before this. SD3 simply showed the events before
    > SD2 -- which is a little odd, and some things don't fit together because
    > of this. It's a lot like Lufia and Lufia II. Lufia was the "sequel" to
    > Lufia II, but came out first. On a lighter note, Seiken Densetsu 4 IS
    > coming out -- It's set to come out sometime in Japan in December, and then
    > an international release come Q1 of 2007. I believe the console announced
    > was PS2 =)
    >
    > Cheers.
    
    So there you have it. Congratulations on completing Seiken Densetsu 3! Give
    yourself a pat on the back, open a few cans of beer (if you're old enough)
    and put your feet up. You've more than earned it.
    
    
    *****************************************************************************
    *                    E N D  O F  W A L K T H R O U G H                      *
    *****************************************************************************
    
    
    The walkthru is finished now. I've added a couple of sections that may help
    you next time you play the game. I've added them AFTER the walkthru because
    they'll ruin the fun of the playing the game with no cheat or hints if you
    know about them first. So, in your own interests, only read the following
    sections AFTER YOU'VE PLAYED THE GAME _AT LEAST ONCE_ -- it's not too hard to
    clock the game without the cheats, I've done it and if I can, so can you.
    
    
    *****************************************************************************
    *    NOTE: I hold no responsibility for the spelling and/or grammar of the  *
    *            content provided by other gamers in this section.              *
    *****************************************************************************
    
    
    Hints & Tips
    ------------
    This section details a few things I think you may want to know because they
    may help you complete the game a little easier
    
    1. Level up to the same level (or a little higher) as the enemies around you.
    So, if you're facing L21 Werewolves, (try to) level up to L21 or L25 before
    continuing. This way, your game will be a little easier to complete.
    2. Try cancelling your BAs. It's easier to cancel BAs with Hawk and Kev since
    they hit more than once but what you have to do is hold A to get the CPU to
    control your character, then, when they do a slightly different physical
    attack, press B quickly (you may need to adjust the timing to suit yourself.)
    If you do this right, your character will attack and then immediately do
    his/her BA. If you time it right again, you can even attack right after the
    BA! And the neat thing is, if you do this bit right, your standard attack
    will hit as a critical hit and will do the about the same damage as the BA
    would! This trick works for all characters, and for all BAs from Level 1 to
    Level 3, but it's hard to pull off at will (I can't do it sometimes, but I've
    done it enough to see that it works.)
    3. Play the game from start to finish many times, each time with a different
    class for the characters. Chances are you may disagree with my recommended
    classes so try the rest out.
    4. You can get up to two friends (a total of three people) to play along with
    you. Once you've plugged in the controllers, press START on the relevant
    controller (P2 or P3) and they'll control the relevant character. Player 2
    will be the first partner you met and player 3 will be the second partner you
    met. Player 1 (you) will be the hero. If your friend(s) don't want to play
    for a while, all they need to do is to press START on their controller again
    and then the computer will take over. Obviously, you can't get the CPU to
    control the hero (although if you hold down A whilst in battle, the CPU will
    control your fighting -- but only for the duration of the battle or until
    that character dies, falls asleep, etc.)
    5. *HOT TIP* Instant/Chain-Casting Spells: Remember how you could chain-cast
    spells in Secret of Mana 1? Well, there's a similar thing in SD3. You can
    either use it to chain-cast 2 or 3 spells together or instant-cast one spell.
    You can't (unfortunately) chain-cast one spell into itself. How do I do it?
    Like this: switch to a character who _doesn't_ have the spell you want. Press
    X to bring up the magic box (if you get the item box, press U or D to switch
    to the magic box.) Press L or R ("shoulder" button, not direction button) to
    switch to the person who has the spell you want. Select the spell and press
    A. Rapidly press X to bring up the magic box again and press L or R to select
    the _other_ team mate and get them to cast a spell as well (you don't need
    to, but it causes extra damage.) Now, the first team member will cast their
    spell IMMEDIATELY and this will be quickly followed by the second team mate
    (if you decided to make your other team mate cast a spell, that is.) If
    you're quick, try this: after you've chosen the second spell, press X quickly
    again and choose a spell from your own inventory and you'll end up with a
    three spell chain-combination attack. Let's see if the bad guys can get up
    after _that_! An important note is that you DO NOT need to choose a spell
    when you switch to the second character and it is quite tricky to get the
    three-spell combo off.
    
    Confused? I thought as much. Maybe things will be a bit clearer if I give an
    example (my team is Lise, Kevin and Angela and the letters are the button
    presses):
    Start with Kevin
    X (Kev's Magic Box)
    L (Lise's Magic Box)
    Protect Down (multi) chosen
    X (Kev's Magic Box)
    R (Angela's Magic Box)
    Ancient (multi) chosen
    X (Kev's Magic Box) <== Tricky to get to
    Heal Light (multi) chosen
    
    The result is Protect Down followed by Ancient followed by Heal Light in
    quick succession. So fast, that the enemy can't usually heal between attacks.
    If you can do this (Lise, Angela, Lise, Angela, etc.) quickly enough against
    the bosses, you can pummel them so much they'll die before they even have a
    chance to hit you! The problem is, you'll probably run out of MPs before they
    die on you so you'll probably lose your rhythm.
    
    Another example is:
    Start with Kevin
    X (Kev's Magic Box)
    L (Lise's Magic Box)
    Protect Down (multi) chosen
    X (Kev's Magic Box)
    Heal Light (multi) chosen
    
    The result here is Protect Down followed quickly by Heal Light.
    
    If you don't want to risk using up your MPs too quickly, try this:
    Start with Kevin
    X (Kev's Magic Box)
    R (Angela's Magic Box)
    Ancient (multi) chosen
    X (Kev's Magic Box)
    L (Lise's Magic Box)
    B (Cancelled)
    
    The result of this is an immediate Ancient spell. Ancient takes ages to cast
    if you do so normally so if you use this, you'll get Meteo cast within one
    second. This trick works with other long-delay spells.
    
    Still confused? E-mail me and I'll try to explain it in terms of your team.
    If you REALLY want to see the power of the chain-casting, take a look at the
    Black Rabite clip -- it shows Angela and Carlie chain-casting Evil Gate into
    Holy Ball.
    6. Hawk (Wanderer) learns Poison Bubble and Aura Wave. Poison Bubble damages,
    poisons and DRAINS MPS, so what you can do is Aura Wave, Poison Bubble, Aura
    Wave, Poison Bubble, etc. forever and pummel any boss with infinite BAs. My
    tip is to cast Aura Wave on Kevin and let him pummel the bosses. Whilst Hawk
    does the Aura Wave/Poison Bubble casting. NOTE: The Assassin Bug Eye also
    casts Poison Bubble and this does the same thing so if you run out of Walnuts
    and have some of these eyes, use them instead.
    7. Counter Magic's effect NEVER wears off so once you've cast it and any
    offensive magic is cast on you, it'll bounce and damage the caster. I _think_
    AntiMagic and Stardust Herbs remove this effect. There are some exceptions to
    the "offensive magic" category. Ancient, Gigaburn, Gigaflare and Dark (Shade)
    magic spells will still break through the barrier and damage you, but you'll
    take less damage. Reflected spells will not heal the enemy. So if you bounce
    a Saint Beam back at a Holy-type enemy, it won't heal them, but damage them.
    How much damage? The same damage as if they weren't weak or strong against
    it. Confused? Okay, if Saint Beam would do 89HPs damage to you, 150HPs
    against a Dark-type enemy and heals 89HPs against a Holy-type enemy, bouncing
    the spell back at a Holy enemy would cause 89HPs (no weakness and no
    healing.)
    8. Whenever you find a statue (Grey or Gold, it doesn't matter), make sure
    you do a save. It sounds dumb, but nothing is more annoying than not saving,
    facing a boss and dying only to find that you didn't save closer to the boss
    area and having to do that area all over again -- especially if that area was
    a real pain to get through.
    9. Try putting a "special" pair in your team (by "special", I mean two people
    from the same story group such as Kevin & Carlie, Hawk & Lise or Duran &
    Angela.) The two will talk to each other more often than usual. Also try
    talking to a "stray" character (one who is not on your team and will not join)
    like Lise in Rolante Castle or Carlie in the Lampflower Forest by using their
    "special" partner (e.g. Hawk & Lise in the previous example) and see what
    happens.
    10. Status effects such as Poison, Silence and Moogle will disappear after a
    battle or if you run out of the screen and then run back in again.
    11. Angel Grails revive a team mate with FULL HPs, MPs and no magic effects.
    For example: you can use your Magic Walnuts on Angela until you have no more,
    wait for her to use up her MPs, let her die, revive her using a Grail and
    she'll have another full slot of MPs!
    12. After you beat certain bosses, you're teleported outside the area where
    they are located. If you go back inside, you'll find that the monsters have
    increased by between 2 and 5 levels so you can gain some extra levels before
    going onto the next section. Example: the monsters inside the Labyrinth of
    Ice Walls where you fight Fiegmund the Water God-Beast are all around L32
    when you first go in. After beating up Fiegmund, they're around L34/L35 so
    you can get another few levels before going to beat up Mispolm the Wood
    God-Beast.
    13. For _BIG_ BA damage, try this: charge up your BA meter and wait for your
    team mates to do the same. Now, all of you press B together and you'll do a
    three-person BA combo attack with no chance of the enemy healing in between
    (unless they were intending to heal before you started the triple team.)
    14. Saber effects do NOT affect the Level 2 and 3 BAs, only Level 1 so you
    should consider not using the Level 2/3 BAs on bosses and only using the
    Level 1 BA as it can cause more damage than the Level 2/3 BAs because you've
    been Sabered. Example: Kev as a Dervish knows: Ashura Dream Fist, Water-Moon
    Slice, Bastard Slam, Suzaku Sky Dance and Veritubach. On Land Umber, sabering
    him with Thunder Saber and then doing the Dream Fist can cause up to 2000HPs
    damage -- two whilst he's spinning (2x 500) and the other two (2x 500) whilst
    he's running forward whilst attacking. The Level 2/3 BAs will never _EVER_
    come anywhere near this kind of damage. To stop your team mates using their
    level 2 and 3 BAs, press Y, left, A, A and change the option to the top one.
    After this, press SELECT to switch to the other characters and repeat. From
    now on, they will only use their level 1 BAs. Useful against typed bosses.
    Just remember to switch this back to the bottom option afterwards.... :)
    15. When Moogled, you can't cast magic spells, including Tinkle Rain, but
    there's a trick you can use. When you go into a battle in which you risk
    being moogled (such as against Lightgazer the Light God-Beast), bring along
    the Chibikko Hammer (remember, the one you got from Byzel's Black Market?)
    If your team gets Moogled, use the Hammer to miniturise the team, cancelling
    the Moogle effect. The game only allows one status effect (e.g. Poison, Mute)
    so causing another effect cancels the first. For example, if you are muted
    whilst miniturised, mini status will be cancelled. You will therefore return
    to normal and be muted. So if you're miniturised whilst Moogled, you'll be
    miniturised, but since mini allows you to cast spells, all you need to do now
    is to cast Tinkle Rain (preferably multi-cast) or hit yourselfs with the
    Hammer again to return your team to normal. Easy!
    16. When you hit an enemy, they usually stumble back from the impact. If you
    hit one an they don't stumble back, immediately cast Heal Light -- this
    usually means that they're chanting for a Spell or a BA. Against later bosses
    like the Darkshine Knight, Heath and Koren, knowing when they're getting
    ready to cast a spell is critical to your winning, since it means you have
    the chance of healing before you get hit.
    17. From Crazy Ed: You can use the rewind key in Zsnes (set it in Misc > Game
    Keys) and move to a different location after battle to get a treasuere box if
    you didn't get one, or you can rewind after geting an item you didn't want
    and wait a while and maybe get a better item. Careful, this is addictive.
    
    
    
    Cheats
    ------
    Simple cheats to make your life easier (you need to enter both for the
    cheat to activate):
    
    7FEDF2E7 } Player 1 (Hero)
    7FEDF303 } Infinite Energy
    
    7FF0F2E7 } Player 2 (Partner 1)
    7FF0F303 } Infinite Energy
    
    7FF3F2E7 } Player 3 (Partner 2)
    7FF3F303 } Infinite Energy
    
    7E2C26FF } Infinite Money
    
    (NOTE: If, after entering the infinite energy cheat, only two of the team has
    999HPs, that means another cheat is still in effect and it also means that
    the effects of this cheat will only work after an event in the storyline.
    Such events are: getting a Spirit, defeating a God-Beast getting a class
    change, levelling up, hopping on board a ship, Flammie or Booskaboo, or any
    other event that make the HPs meter vanish. The cheat doesn't kick in
    straight away. It only kicks in during a battle or if you move screens.)
    
    IMPORTANT NOTE: If someone casts Death Spell on a team member with the
    Infinite HP cheat on, you _MUST_ remove the cheat before the spell is
    completed (i.e. their HP meters are not on the screen.) If you don't they
    will have 999HPs and be dead -- disabling the option of using any Angel
    Grails. Once you recover them, feel free to put the cheat back on.
    
    
    
    Class Breaking Items
    --------------------
    When you use an item to break a class, you never actually _use_ it up so you
    can use it during a battle. Depending on the class the item breaks, various
    things will happen. Usually, the effect of the item is a spell taught by the
    class it breaks. Here's an alphabetical list of all the items and what they
    cast. Some are single, some multi and some both. To prevent ruining the fun,
    I'm not going to tell you. Try them out and see. I _think_ all of the class-
    breaking items are here. If I've missed one, let me know and I'll add it to
    the list:
    
    Arcane Book: Saint Beam
    Bad Luck Die: Denrai (Land Mine)
    Book of Rune: Death Spell
    Book of Secrets: Explode
    Briesingamen: Power Up
    Bullseye Die: Fire Jutsu
    Death Wolf Soul: Energy Ball
    Demon Wolf Soul: Moon Saber
    Duelist's Proof: Dark Saber
    Forbidden Book: Dark Force
    Gleipnir: Mind Down
    Gold Wolf Soul: Aura Wave
    Good Luck Die: Life Booster
    Holy Water Vial: Heal Light
    Bottle of Ashes: Black Curse
    Bottle of Blood: AntiMagic
    Bottle of Salt: Tinkle Rain
    KnightDragon Chain: Protect Down
    Lord's Proof: Heal Light
    Master's Proof: Diamond Saber
    MorningStar Chain: Speed Up
    Nighteye Die: Thunder Jutsu
    Paladin's Proof: Saint Saber
    Silver Wolf Soul: Leaf Saber
    
    
    
    The Black Rabite
    ----------------
    The Black Rabite is a super-hard secret hidden boss. You don't need to beat
    him to complete the game but he's there nonetheless. Gamers tend to go up
    against him just so they can say "I went up against the Black Rabite."
    
    To get to him, you need to do several things. First, you must be playing with
    either Angela or Duran as your hero. Second, you must have already beaten
    Koren. Once this is done, you'll be returned to Altena. Now, call Flammie and
    go back to Dragon's Hole. Follow these directions:
    
    Call Flammie and head for the Glass Desert (northwestern part of the world.)
    Land here and from the start, go north, northeast, northeast, north, north,
    west, east (go left, down and then right to exit), east, northwest, northeast
    (the exit is above you, make sure you don't exit the same way you entered),
    north and finally north. Go through the northeastern opening (this is where
    you faced Zable Fahr originally.) Head east and follow the path. You'll find
    a headless Gold Statue. Save here. Go up the steps to the left of the
    headless Gold Statue and trek to the right until you find a dragon's mouth.
    Enter it (this is where you fought the Darkshine Knight last time.) From
    here, go north, northwest, north, east, save (Grey Statue), east, northwest,
    northwest, west, southwest. You'll be in the room which branches off to the
    room with the Black Rabite. There are no enemies here and if you try to
    access the secret room before beating Koren, you won't be able to get through
    the wall. The room is like a corridor leading north-south. Once you reach
    here, walk down to about halfway and walk into the left wall, if you've done
    this right, you'll be teleported to another room where the Black Rabite will
    appear. The Rabite is L99 and can Summon monsters of the same level
    (e.g. L99) and he can cast virtually every spell in the game, from the simple
    Holy Ball, to Ancient and Lava Wave. He can do a spell flurry in which he
    chain-casts Dark Force, Evil Gate and Hell Cross on himself to heal -- yes,
    the Rabite is a Dark type so Saint Saber your team or use the Paladin's Proof
    (casts Saint Saber on all members of your team.) The Rabite can cast Dark
    Saber (multi), making you heal him so cancel with either the Stardust Herbs,
    Saint Saber, or the Paladin's Proof. Killing the L99 Summoned monsters
    (usually Great Demons) results in 0 exp. Upon killing the Rabite, you may (or
    may not) get the Moogle Badge which Moogles and De-Moogles your team at will.
    
    Note from Crazy Ed: In order to get the Moogle Badge from the Black Rabite,
    it must die last.
    
    <Note from Loopy: In other words, if you've got two Great Demons on the
    screen, kill them first and then kill the Black Rabite>
    
    How do you kill the Black Rabite? Well, there's the easy way and the hard
    way. The hard way is to go all out and treat the Rabite as a normal Dark-type
    boss. The easy way? Well, it's pretty easy if you know how: Go into the room
    and watch the intro. After the intro, the Rabite will immediately cast Dark
    Force on the entire team. Get hit and run out. Heal up with your healing
    items and go back in. Spot the bug? Firstly, your lead character can't seem
    to see the Rabite, even though he's still there (your lead team member _will_
    see the Rabite after the intro. Once this happens, your entire team will get
    ready to fight.) Secondly, after the Rabite hits you with Dark Force again,
    the music stops. Now the tricky bit. If you have it, throw a Specter's Eye or
    cast AntiMagic on him. It'll stop him from healing when he is on the receiving
    end of Dark-type magic. If you don't have any Specter's Eyes or AntiMagic,
    don't worry, you can still win. Chain-Cast (see Tip 5 from earlier) an
    offensive Dark-type spell like Dark Force or Evil Gate into an offensive
    Holy/Light-type spell like Saint Beam or Holy Ball. Don't worry about
    healing the Rabite with the chain, it's supposed to happen. After the chain
    is finished, the Rabite should be either dead or very weak. It's important
    that you hit the Rabite with the Holy spell whilst he is still glowing from
    being healed by the Dark spell. If you don't have Saint Beam, Holy Ball,
    Dark Force or Evil Gate, use the coins or Class-Breaking items. After you're
    done, lay into him with your team (don't use magic) and he'll die before
    long. Remember, you need to throw the two items or cast the two spells in
    pretty quick succession (that's why I recommend you use the chain tip.)
    
    Confused? Well, take a look at my FAQs page at http://www.jjyooi.co.uk/FAQs
    -- there's an ASF movie which will shows how to kill the Black Rabite using
    only two spells -- Evil Gate and Holy Ball.
    
    
    
    Types
    -----
    Almost all enemies in the game can be classified into one of eight types,
    each represented by a Spirit and each type has a weakness. Exploit their
    weakness and the fight involving them will be over very quickly.
    
    Fire/Flame (Salamando)
    Water/Ice (Undine)
    Ground/Earth (Gnome)
    Grass/Leaf (Dyrad)
    Moon (Luna)
    Dark/Evil (Shade)
    Light/Holy (Wisp)
    Wind/Air (Jinn)
    
    The weaknesses are as follows. Bear in mind that opposites work, so Fire is
    WEAK against Water and conversely Water is WEAK against Fire:
    
    Fire <=> Water
    Ground <=> Wind
    Grass <=> Moon
    Dark <=> Light
    
    
    
    Teams
    -----
    There are six characters in the game, right? The dilemma is to decide what
    members should be on your team. Well, here's some themed teams for you. You
    can pick your own. Let me know what your team is and what its name is and
    I'll put it in here, giving you credit, of course
    
    The Insanely Offensive Warriors:
    Kevin (Death Hand), Hawk (Wanderer), Duran (Sword Master)
    Kevin's Seiyuu Death Fist can cause heaps of damage, Duran's Whirlwind Sword
    can cause a lot of damage as well. As for Hawk? Well, he learns Aura Wave and
    Poison Bubble. If you use Aura Wave on Kevin (controlled by the CPU), and
    then cast Poison Bubble on any of the enemies, you'll be able to do heaps of
    damage constantly, without losing any MPs -- just don't do this on any
    Grass-type enemies.
    
    The Healers:
    Kevin (Warrior Monk), Duran (Lord), Carlie (Bishop/Sage)
    What can I say? All three can multi-target Heal Light and all can do a decent
    amount of damage (except Carlie.)
    
    The Dark Warriors:
    Kevin (Death Hand), Angela (Magus), Hawk (Nightblade)
    All Dark+Dark. Can cause real damage against Holy types and they can kick
    some serious butt as well. Hawk's Nightblade class is really useful with his
    Jutsus. Replace him with the Ninja Master (Dark+Light) if you want multi-
    target Jutsus.
    
    The Pure Warriors:
    Duran (Paladin), Kevin (God Hand), Hawk (Wanderer)
    All Light+Light. Good healers and very fast (except maybe Duran.) A good
    defensive team.
    
    The Beginner's Team:
    Kevin (Warrior Monk), Angela (Arch Mage), Lise (Star Lancer)
    A good class for beginners to the game. Kev can multi-target Heal Light and
    his BAs do good damage. Angela as an Arch Mage (or Grand Devina) has great
    magic properties and Lisa as a Star Lancer has three good points: 1. Has a
    decent Summon (Marduke - silences enemy), 2. Can multi-target ALL her stat-up
    spells and 3. Has a flashy BA (Shooting Star Spear.)
    
    The Expert's Team:
    Any combination of: Duran (Duelist), Kevin (God-Hand), Hawk (Ninja Master),
    Angela (Magus), Carlie (Sage), Lise (Vanadies)
    These are the character classes that are hard to play as. All have more down
    sides than up sides. Pick a team of three and see if you can clock the game.
    
    The Killing Machines (From seymore butt):
    Kevin (Death Hand), Hawk (Wanderer), Lise (Star Lancer)
    here's the strategy: at first, this team seems ordinary but its VERY strong
    when fighting the god-beasts. when in an ordinary battle i cast aura wave on
    kevin, do the seiryyu thingy BA and then i cast marduke. if theyre not dead,
    i cast power up (multi) and fight normally. against a boss: start by being
    sure its nightime then _chaincast every stat spell (with lise) while doing
    life booster (hawk) and casting energy ball (kevin) after doing this, cast
    aura wave on kev while lise cast a couple of marduke. after 10 seyryu death
    fist, start fighting physically using only lvl 1 BA and he's dead (for easier
    fight, you can buy some claws to saber the team at byzels black market). the
    two downsides of this are: first,starting with this team is tough until you
    classchange and second you always need 99 round drops,99 pakkun chocs and 99
    honey drinks in your storage, vut dont worry, fighting a boss cost about 5
    chocs and 5 honey drinks.
    
    The Boss Killing Team (From Alex Millbank):
    Lise (Star Lancer), Angela (Arch Mage), Carlie (Necromancer)
    Lise's stat up spells, especially when multied, are damn usefull. Add this
    to Carlie's black curse spell and Angela's rainbow dust and them bosses
    don't stand a chance! I fought the Archdemon at lvl 50 for all charachters
    and only used 4 items (mama poto oil x2 and magic walnuts x2)!! His best
    attack (Hell's Cross in my opinion) only did 100 damage! I found him quite
    easy to kill, as you can plainly see = )
    
    Duran (sword master or paladin), Carlie (necromancer), Kevin (deathhand)
    (From Fizban):
    Duran and Kevin can do a helluva lot of damage especially with saber magic.
    Carlie can heal, deal pretty good magic damage, and lower stats. no
    god-beasts could survive for more that about five minutes against this party
    when i played.
    
    Lise as Star Lancer, Carlie as Necromancer, and any good fighter (and, of
    course, I'm speaking of either the great Hawk or the noble Kevin :-) (From
    Matt Turk):
    This team has worked wonders for me -- Lise can stat up your party, Carlie
    can black curse one enemy. You're already several levels higher than that
    enemy. The best part is that it WORKS ON BOSSES! You can do this too, with
    Hawk as a dark path, since the jitsu's lower stats, too.
    
    Hawk as Wanderer or his dark/dark class. Kevin as either god hand or death
    hand. Carlie as her light/light class (From Matt Turk):
    The two can really whoop some serious butt, and carlie, of course, can heal,
    cast saint saber (!!!) AND turn undead. heh heh heh.
    
    Lise as a Star Lancer, Hawk as a  Nightblade and Angela as an Archmage (From
    QBasic):
    Lise can beef up my team, Hawk can debuff the enemies, and Angela can just
    zap em to death :) This leaves a healer to be needed, but I find I don't have
    to use up too many healing items when I buff my team up.
    
    The All or Nothing Squad (still working on a good name) (From Angel_Wrath):
    Hawk (Nightblade) Angela (Rune Master) and Duran (Sword Master). Duran still
    hits fairly hard and Angela's magic just plain murders. I just wish that
    Hawk or Duran could heal.
    
    (No Name Given) (From Shadow Zero):
    Duran, duelist or whatever, since he's good for his techs and strength only.
    Kevin, godhand or hawk, wanderer. Angela, grand divona or archmage or
    whatever you like. This is my strategy, first, use chain magic tactic to
    bring up Angela's Magic box and use whatever ultimate spell, then to kev's,
    aura wave duran. Now this is how I killed Darkshine Knight. Mwahahaha! Double
    spell actually knocks him off, so by that time, kev woulda have aura waved
    duran, so eruption sword! and then another double spell, knock him off, aura
    wave,eruption sword! etc. Double spell did 700 without mind up/down. With
    mind up, 800+ Mwahahahah
    <God, you're evil -- Loopy>
    
    (No Name Given) (From Chrono):
    Its Hawk(Hero)(his always my hero)Nightblade or Ninja Master Angela...Magus
    Lise Star Lancer or Duran Sword Master. Cuzz Hawk NB or NM has the jutsu's
    and it doeds alot of damage if u know how to use them and for Angela(hehehe
    fine @$$ gurl) Knows Ancient it's very very useful and the last part i
    couldn't defeat the sub-bosses without and Lise SL or Duran SM Lise could do
    UP stuff (u know what i mean rite???) and Up my character and it does whole
    lot of damage even for BA's or Duran could use his sabers which is useful to
    i think the flame saber isthe best cuzz i have beaten the last God-Beast
    about 5 minutes with the flame saber!! And Duran has great great strength and
    it does whole lot of damage. And i think this team is good. and i dont need a
    healler cuz i have my Poto Oil. (99)
    
    (Strongest Team) Duran (Deulist), Lise (Vandis), Kevin (Death Hand). (From
    OceanGigis):
    On this page, "http://s7.rpgclassics.com/sd3/class.shtml" , it lists the
    highest a statistic can go for each class. Strength wise, they have the
    highest. Other combinations could be done with that too, of course. ((I'm
    going to make a team with the highest Luck so I can get those damned seeds,
    grr.))
    
    (No Name Given) (From IBSpider13):
    Duran - SwordMaster, Kevin - Death Hand, Hawk - Nightblade:
    All of their BA's kick serious ass, and when it comes to bosses, they rock.
    The sabers with Duran's Gladiator/Swordmaster combined with Hawk's Thunder
    Jitsu that lowers enemy defense is a frickin' awesome combo.  There's no
    healer, but then again, you don't need one with this kick-ass team.  I beat
    the Dragon Emporer at just lvl 47.
    
    (No Name Given) (From Ace W):
    Kevin(hero, death hand), Angela(rune master), Carlie(bishop):
    Ok, so Carlie has crap for attack power, but makes up for it with the super
    fast heal light. As for the others, there is the best fighter, and the best
    offensive magician in the game. I beat the game at level 41, and no god
    beast or boss ever stood a chance. Angela and Carlie almost never ran out of
    MPs, and Kevin was near maxed out on vitality.
    
    The Exploiters (From ForteMP3):
    Hawkeye (Nightblade) Riesz/Lise (Star Lancer) Duran (Lord)
    This party may seem a bit wimpy, but in truth, they're deadly.  As a Lord,
    Duran can easily heal anything that hurts the party, he  averages  about
    330 HP per cast on the entire party.  Lise can use stat boosting spells on
    the entire party to increase their ability in combat, and  Hawkeye can
    reduce the enemies to a defeneless state using his Ninjitsu and other
    Nightblade skills.  I barely lost anything from my inventory when fighting
    the Archdemon, all I needed were the spells my party had. As for how weak
    the Archdemon was? Dark Force did 55 damage to my party, the only real
    dangerous attack was Catastrophe, which did about 200-300, nothing Duran's
    magic couldn't heal.  Definately an underrated group that has a lot of
    potential.
    
    The Intermediate Team (From Michael Clark):
    Kevin (Warrior Monk), Angela (Arch Mage) and Carlie (Bishop):
    Noticably and conveniatly (and regretably) leaning more toward the light
    side, this team is perfect for each other. Though the entire game, nobody
    was really easy, or really hard except for Heath (.. the bastard) and
    Dolan. Carlie was well suited to heal the team members, and her sabering
    abilities made Zable Fahr (or whatever), the elemental and final bosses a
    sinch to deal with, and even more so, Angela with each of her spells. And
    Kevin's Leaf Saver helped so Angela was never depleted of MP, and Heal
    Light was there just incase Carlie gets KOed and you were caught without
    any Angel Grails. And besides that, they would win the gold in a
    tacky-clothes contest.
    
    (No Name Given)  (From mamerite):
    Kevin: Death Hand, Lise: Star Lancer, Carlie: Bishop:
    This team smoked through all of the God-Beasts and the Dark Lich without
    any trouble at all.  With Power Up and the right Saber on him, Kevin was
    doing 4-500 damage per hit by the end of the game.  Marduk and Turn Undead
    proved to be very useful in the last areas; and Carlie's multi Heal Light
    kept anyone from getting too injured.  I beat Dark Lich at level 48 using
    2 Angel Grails (Death Spells only) and 1 Magic Walnut.
    
    (No Name Given) (From The Lone Hawk):
    I'm still experimenting, but I find the best combo is Angela (RM)Hawk
    (eithe nm or rouge, depending on how much magic u want) and Kevin (WM).
    Angela (and maybe Hawk) uses magic while kevin uses presure piont and
    kicks serios ass (plus he heals thoughs in need) and If Hawk is a Ninja
    Master, he can be a hard hitter and also can use his jetsus with Angela to
    make kick ass chain combos!
    
    (The Classic Combo) (From old man):
    Duran (the boy), Angela (the girl), and Carlie (the sprite...well, she's
    SHORT enough to be the sprite ^_^)
    Classes: Duran (paladin), Angela (star lancer), and Carlie (Evil Shaman)
    Reason for the classes is pretty simple, carlie has healing power, and
    with 9 magic walnuts, and a full backpack of curative items, she can be
    the party's designated healer and heal the party for a good few hours
    during a boss battle (literally).  Duran is there for muscle, and the
    reason why he's a paladin is because he has a full screen tech, (even
    though duran doesn't go nucking futs [don't you mean f***king nuts?
    -- Loopy] with the sword like in SOM1 when you do the last sword tech)
    can do lots of damage to undead/demons with lightsaber, and lastly, can do
    some of carlie's healing work when she's busy casting offensive summoning
    spells. Angela is there to buff up the party(buff = stat up spells), and
    after the buffs are cast, to do like duran and run in and rock the enemy.
    stat ups work VERY well, causing the party to do double damage, hit twice
    as fast, and take half damage. She's only slightly less skilled in combat
    than duran (assuming you level her stats right) and can help him chip away
    at a boss' life meter. Lastly, Carlie is there to do two things. Heal and
    offensive magic. Her healing is self-explanatory, combat happens, people
    get hurt and die. Her job is to keep you from having to dig through your
    backpack looking for angel grails. (if you do have to though, keep in mind
    an angel grail gives you back full MP, usually fights don't go so long as
    to burn through all your magic walnuts. But in a pinch, it'll work.) Her
    offensive magic is mainly to give her something to hit the creatures with
    whenever everyone is at full HP. Necromancer is a good class to do this
    with, but the summons that class has aren't nearly as strong as the evil
    shaman class, which is why i pick carlie's dark+dark class.  The only
    problems i found with her is that she's rather frail and can't stand up
    to some boss attacks, so raise her constitution somewhat as well, and that
    she can't go hand to hand very well, meaning keep her away from the center
    of the fight :).
    
    (No Name Given) (From NeueZiel):
    Duran (Sword Master), Kevin (DeathHand), Carlie (Bishop)
    Duran and Carlie for the sabers, since Duran can multi-cast them but he is
    slower. Carlie also has good healing. Kevin does a helluva lot of damage
    (800+) to bosses with Seiryuu Deathfist, assuming it's night.
    
    (The All Stars) (From Kerry):
    Kevin (Death Hand), Angela (Magus), Carlie (Bishop)
    I have played around with other classes and characters, but this one is
    the BEST.  Kevin is THE strongest character, especially as the Death Hand;
    the bishop is the best healer, and has almost all of the sabres.  Although
    Death Spell is nice, I prefer Ancient as you don't have to be a higher
    level then the enemy and is multi-targettable. Usually I play as Kevin and
    cast Carlie's sabres, magic shield, and heal light;  Angela's offensive
    magic; and kick butt as Kevin, especially after sabre-ing up!  *8o)
    
    (My First Team) (From Chibi  Raye):
    Lise (Star Lancer), Angela (Arch Mage), Duran (Sword Master)
    all level 48 against the ArchDemon. Lise's stat ups bailed me out of tons
    of tough situations, and they're nice to have when the ArchDemon uses Black
    Curse all the time. Not to mention that using a mind down (from one of Lise's
    class changing items, another good thing to have) Marduk did some serious
    damage. I suppose I could've used Angie as a Grand Divina, but I ain't
    complaining. Rainbow Dust did about 650 per hit, and that's only in level
    48! Plus, she could use the element coins, nice to have when she's out of
    MPs and you're still in the stage where you can elementaly hurt the
    ArchDemon. Duran during the final fight was there for brute strength only,
    though his sabers proved more than useful during the game. his Vacuum Sword
    did about 750+ per hit, after a Black Curse! so, in conclusion, I like this
    team. My first team, and one of the best ^^ party on!
    
    
    (No Weaknesses) (From Jens Lüchtemeier):
    Kevin (Death Hand), Lise (Starlancer), Charlie (Bishop)
    First Charlie is able to you use heal light and tinkle rain before the
    first class change (very helpfull for beginners). Also Charlie canccast the
    important saber spells (who the hell needs dark saber?). The main problem
    about Charlie are her offensiv abbilitys, but for this reason Kevin is in your
    party, he can defeat most of the regular enemies alone and if Charlie heals
    him once in a while he can bring down anything. Last but not least Lise is
    part of the team because of her good offensive abbiltys and of course her stat
    spells (Lises Power Up + Charlies Saint Saber + Kevins pure strenght = Bye,
    Bye Zable Fahr). Beating the game with this team is indeed very easy, maybe to
    easy.
    
    (Stat Master Team) (From Abram Rose):
    Hawk (Ninja Master) / Lise (Star Lancer)/ Carlie (Necromancer)
    Yes, I'm aware this team doesn't have Kevin or Angela. But before you go off
    on how this team is weak, consider this. Hark can multi-target his Jutsus,
    Lise can multi- target her stat raising abilities, and Carlie has the godly
    Black Curse. In any fight, once all three start casted theeir stat manipulating
    moves, the show is as good as over. Hawk and Lise are decent in the physical
    repartment, while Lise and Carlie have pretty good summon which can take
    advantage of the severely weaken enemy. This team has only one healer, Carlie,
    but only needs one, because the enemy's attack is going down while that paty's
    defense is going up. Try this interesting team and enjoy making a strong enemy
    into a pitiful weakling.
    
    
    (THE TIANGLE OF SEX) (From Idoru)
    Duran(Paladin) - Angela(Grand Divina) - Lise(Star Lancer) 
    This team is so strong offensively that i barely used durans healing ,i used
    the healing items and before their supply ended i usually had beaten the boss
    (note that i never lost a battle with them) .If you use lise's stat
    up's/Marduk , Duran's Hitting power and Angela's Double Spell you can cause
    MAJOR DAMAGE.The fact that i barely used any of Duran's healing make's me
    thinkthat the results would be even better if i turned Duran into a Sword
    Master....we'll see..
    
    
    
    
    Good Places To Level Up
    -----------------------
    The following are some of my favourite places for levelling up:
     * Labyrinth of Ice Walls: If you do a bit of exploring, you'll find a room
       in which you get trapped. If you go east, south, west, north and repeat,
       you'll find and endless supply of enemies to beat.
     * Gemstone Valley Dorian: Work your way to just before the room which
       contains Land Umber. Turn around and work your way back out. When you reach
       the exit, turn around and work your way back to just before the room which
       contains Land Umber. Repeat to get and endless supply of enemies.
     * Moon Reading Tower: Work your way up the Tower, save at the room just
       before meeting Dolan and then work your way down. Turn around and repeat.
       Note from Crazy Ed: The best place to level up is the Moon Tower. After you
       get to the first gold statue, save and go back downstairs. The upper left
       and lower right doors have monsters behind them, either two Bloody Wolves
       and a Carmilla, or two Carmillas and a Beast Master (if you are lucky the
       beast master may call a Kerberos who leaves a Weapon/Armor Seed. No Silver
       Wolves with Heal Light and monsterless access to a gold statue.)
     * Dragon's Hole/Mirage Palace/Dark Castle: In each of these, work your way
       through to the last Statue before reaching Zable Fahr. Work your way up to
       Zable but then work your way back. Alternatively, work your way to the
       Statue and then work your way out of the Hole/Palace/Castle, find an Inn,
       save and start again.
     * Ancient Ruins of Light: Half way through, on your way to meet Lightgazer,
       there's a square path (you only ever see one corner), go west, north,
       east, south and repeat -- there's a set of enemies in each screen.
    
    
    
    Credits
    -------
    * Squaresoft for making such a brilliant game
    * GameFAQs for putting this FAQ up
    * You for giving me feedback
    
    
    
    Things I need to check on/do
    ----------------------------
    {Nothing}
    
    
    
    Version History
    ---------------
    V0.1 -- Preliminary Release. Released only on www.idrive.com and
            www.jjyooi.co.uk. Kind of like a "Work In Progress" FAQ. Not released
            to the public.
    V1.0a -- Alpha Release. First public release. Still a "Work In Progress", but
             more complete. Comments and corrections welcomed.
    V1.0b -- Beta Release. Second public release. Still a "Work In Progress", but
             more complete. A few grammar mistakes and errors corrected. Added
             the solution to the Black Rabite sub-quest and the list of locations
             where this FAQ can be found.
    V1.0 -- Finally released the public version of the FAQ. Corrected a few
            spelling and grammar mistakes. Tweaked the FAQ here and there.
    V1.1 -- After getting several e-mails from people about the FAQ, I've decided
            to add the "Responses" section to the FAQ.
    V1.2 -- Checked through my Black Rabite directions after several people
            e-mailed saying they couldn't follow them.
    V1.3 -- Corrected quite a few errors in the text and clarified other parts as
            well.
    V1.4 -- Added some more e-mail comments about the FAQ.
    V1.5 -- First near-final release. Added the news that I wouldn't be updating
            this FAQ as often as I used to (new job is taking a lot out of me.)
    V1.6 -- Minor corrections.
    V1.7 -- Minor corrections.
    V1.8 -- Minor corrections and additions, including removing the news section
            present since V1.5.
    V1.9 -- I've been getting a lot of e-mails from people about the ??? Seeds,
            so I've rewritten part of the FAQ to make it clearer about how you
            get these elusive seeds. Removed FAQ from IDrive since they're going
            to switch to commercial use only.
    V1.10 - Added a paragraph further clarifying the class-changing system and
            the ??? Seeds. Thanks to Avery Lee for bringing up this important
            point.
    V1.11 - Added small paragraph about the "upgrading" of spells and abilities.
    V1.12 - Major tweak of text.
    V1.13 - Removed the responses section since no-one seems to be checking it
            before e-mailing me. So the good news is that the whole file is now
            smaller than before. And I've also moved the Disclaimer from the
            end of the document to the start, since I'm seeing more and more
            sites with this FAQ that I'm pretty damn sure I didn't permission
            to.... That's right, I know who you guys are and remember, I'M
            WATCHING YOU....
    V1.14 - Minor tweaks to the text.
    V1.15 - Corrections regarding Bucca and also the Molebear Highlands before
            the Forcena Invasion.
    V1.16 - Disclaimer updated.
    V1.17 - Layout and minor text changes.
    V1.18 - Minor editions, plus Klez worm warning.
    V1.19 - Minor editions.
    V1.20 - Minor editions. Removed Klez worm warning.
    V1.21 - Added a short note on Heath's battle.
    V1.22 - Added a small note on the Class Changing.
    V1.23 - Minor corrections, plus added the bit about Seiken 4.
    V1.24 - Nothing major, just letting the readers know about the change in
            web domain.
    V1.3  - Minor correction on the SD3 sequels.
    
    
    
    FAQ Locations
    -------------
    These are the major sites that have my permission to house this FAQ. Other,
    smaller sites have my permission, but if you want to post my FAQ, then please
    tell me, I'd like to see where my FAQ is heading.
    
    http://www.jjyooi.co.uk                 } Primary Distribution
    http://www.gamefaqs.com                 }         Sites
    http://www.gameadvice.com
    http://www.neoseeker.com
    
    ****************************************************************************
       FAQ (C) Loopy (jjyooi@yahoo.com) All other (C) Copyrights Acknowledged
    ****************************************************************************
    ****************************************************************************