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    FAQ/Walkthrough by Shdwwrym

    Version: 9.0 | Updated: 06/26/01 | Search Guide | Bookmark Guide

    LEGEND OF MANA WALKTHROUGH Version 9.0 6/26/2001
    by Mike Mawhinney (Shdwwrym@uymail.com)
    The latest version of this FAQ can always be found at GameFAQs.com!
    1. Updates
    2. The Beginning
    3. The Adventures
       A1. Niccolo's Business Unusual (Cactus Diary 1)
       B1. Tiny Sorcerers (Cactus Diary 2)
       C1. The Wisdom of Gaeus (Cactus Diary 3)
       D1. Where's Putty? (Cactus Diary 4)
       E1. The Lost Princess (Cactus Diary 5)
       F1. Diddle's Letter (Cactus Diary 6)
       G1. Two Torches (Cactus Diary 7)
       H1. Huntin' Du'Cate (Cactus Diary 8)
       I1. The Murmering Forest (Cactus Diary 9)
       J1. The Gorgon Eye (Cactus Diary 10)
       K1. In Search of Faeries (Cactus Diary 11)
       L1. Teatime of Danger (Cactus Diary 12)
       M1. Star-crossed Lovers (Cactus Diary 13)
       N1. Mine Your Own Business (Cactus Diary 14)
       O1. Pokiehl: Dream Teller (Cactus Diary 15)
       P1. Diddle Kidnapped!? (Cactus Diary 16)
       Q1. Heaven's Gate (Cactus Diary 17)
       R1. Daddy's Broom (Cactus Diary 18)
       S1. The Infernal Doll (Cactus Diary 19)
       T1. Diddle Had It! (Cactus Diary 20)
       U1. The Looking-Glass Tower (Cactus Diary 21)
       V1. Two Pearls (Cactus Diary 22)
       W1. The Flame of Hope (Cactus Diary 23)
       X1. Cosmo (Cactus Diary 24)
       Y1. Can't Look Back (Cactus Diary 25)
       Z1. A Siren's Song (Cactus Diary 26)
       A2. Summer Lovin' (Cactus Diary 27)
       B2. Drowned Dreams (Cactus Diary 28)
       C2. Fluorite (Cactus Diary 29)
       D2. Faeries' Light (Cactus Diary 30)
       E2. The Lucky Clover (Cactus Diary 31)
       F2. Alexandrite (Cactus Diary 32)
       G2. Teardrop Crystal (Cactus Diary 33)
       H2. The Quiet Sea (Cactus Diary 34)
       I2. The Treasure Map (Cactus Diary 35)
       J2. Reach for the Stars (Cactus Diary 36)
       K2. The Dragon Princess (Cactus Diary 37)
       L2. The Guardian of Winds (Cactus Diary 38)
       M2. The Ghost of Nemesis (Cactus Diary 39)
       N2. The Crimson Dragon (Cactus Diary 40)
       O2. The Fallen Emperor (Cactus Diary 41)
       P2. The Blessed Elixir (Cactus Diary 42)
       Q2. Seeing Double (Cactus Diary 43)
       R2. The Cage of Dreams (Cactus Diary 44)
       S2. Niccolo's Business Unusual: Part 2 (Cactus Diary 45)
       T2. Niccolo's Business Unusual: Part 3 (Cactus Diary 46)
       U2. Niccolo's Business Unusual: Part 4 (Cactus Diary 47)
       V2. Niccolo Calls It Quits? (Cactus Diary 48)
       W2. Li'l Cactus (Cactus Diary 49)
       X2. Rachel (Cactus Diary 50)
       Y2. The Nordic Snowfield (Cactus Diary 51)
       Z2. Buried Treasure (Cactus Diary 52)
       A3. The Path of the Blacksmith (Cactus Diary 53)
       B3. Enchanted Instruments 101 (Cactus Diary 54)
       C3. Golem Go Make 'em (Cactus Diary 55)
       D3. The Mana Orchards (Cactus Diary 56)
       E3. Monster Corral (Cactus Diary 57)
       F3. Gilbert: School Amour (Cactus Diary 58)
       G3. Gilbert: Resume for Love (Cactus Diary 59)
       H3. Professor Bomb's Lab (Cactus Diary 60)
       I3. Watts Drops the Hammer (Cactus Diary 61)
       J3. The Seven Wisdoms (Cactus Diary 62)
       K3. The Field Trip (Cactus Diary 63)
       L3. Catchin' Lilipeas (Cactus Diary 64)
       M3. Gilbert: Love is Blind (Cactus Diary 65)
       N3. The Wimpy Thugling (Cactus Diary 66)
       O3. Pee-Wee Birdie (Cactus Diary 67)
    4. Legend of Mana
    5. Diaries and Encyclopedias
       A. Cactus Diaries
       B. Characters Encyclopedia
       C. Lands Encyclopedia   
       D. Artifacts Encyclopedia
       E. Items Encyclopedia
       F. Equipment Encyclopedia
       G. Monsters Encyclopedia
       H. Produce Encyclopedia
       I. World History Encyclopedia
       J. Basic Golemology Encyclopedia
       K. Techniques Encyclopedia
       L. The Forbidden Tome
    6. Secrets
       A. Landbopper Game
       B. Shadow-Zero Game
       C. Memorycard Secrets
    7. Credits
    8. Contact Information
    9. Copyright Information
    1. Updates
    9.0 - 6/26/2001. Fixed up the file, added the Wimpy Thugling adventure
                     to complete the Cactus Diaries, added Kima to complete
                     the Monster Encyclopedia, and added to the Memorycard
                     Secrets section, plus general revising. It's not as big 
                     an update as I wanted, but it is one. ^^;
    8.0 - 6/29/2000. Fixed up the file, added some adventures, finished 
                     Lands, finished Artifacts, some Monsters, added the 
                     Legend of Mana adventure, the Shadow-Zero Game, and 
                     Memorycard Secrets sections.
    7.0 - 6/22/2000. Fixed up the file, and added some adventures,  
                     Characters, Lands, Artifacts, Monsters, and completed 
                     World History.
    6.0 - 6/19/2000. Added some adventures, Characters, Lands, Artifacts, 
                     Monsters, and World History, completed the Techniques, 
                     and added a Secrets section.
    5.0 - 6/14/2000. Added some more adventures, Characters, Lands, 
                     Artifacts, Monsters, Techniques, and Credits.
    4.0 - 6/13/2000. Added some more adventures, World History, and 
                     Techniques. Added a Credits section.
    3.0 - 6/12/2000. Added some more adventures and Techniques.
    2.0 - 6/10/2000. Fixed up the guide, added a bunch of things.
    1.0 - 6/9/2000. Walkthrough release. Yay and lali-ho!
    2. The Beginning
    You start the game and pick a gender for your character. Use the X 
    button to select it.
    Next, you can pick your character's starter weapon. Scroll down the list 
    and try to pick one that best fits your personality. They all have 
    little differences between them, but no weapon's really superior to the 
    others, in my opinion. You can always use the others later, and you 
    should try them out at one time or another. Bear in mind that the weapon 
    you're using when you level up, will influence your stats later on.
    Now you pick your name. Come on, you have to have a name picked out by 
    now... a real good one! No? Me neither, I'll just use Mike again. >"<
    Oh! Press O to go back a section, incase you need to go back and change 
    something you've picked already, wheither it's your starting weapon or 
    Now you'll be at the map. I don't know what the signifigance of this is, 
    but I think it's just your personal opinions. Pick a good, non-grey 
    space to start out on. Now, you'll place the mailbox, which will turn 
    into your house. Pick a place that you like. ^^ You'll now be treated to 
    the game's introduction. 
    You'll wake up at your house, up on the second floor. There's several 
    things you can interact with here:
    The place to save and switch to 2P Control. Saving is important in any 
    RPG, and this games takes two Memory Blocks. 2P Control won't be needed 
    until you've got other members in your party. 
    Li'l Cactus:
    Your quiet, potted friend. If you talk to him after completing an 
    adventure, and go down the stairs, he'll run over to the leaf on the 
    wall and jot down notes on your adventure. Try to talk to him 
    immediately after each adventure; if you go and complete another before 
    talking to him, he won't write about it!
    Green Leaf:
    This's the Li'l Catcus's Diary. There's 67 adventures he can write about 
    you here.
    Going downstairs, you'll see a chest on the left side of the house. 
    There's 100 Lucre, which's this game's currancy. The door on the right 
    leads to your Study. Press X by the ladder to get a ring menu of your 
    encyclopedias of information. You'll have the 'Characters', 'Lands', 
    'Artifacts', 'Monsters', and 'Techniques' books now, but you'll find 
    more soon.
    Back outside, you'll see a little green person. This's a Sproutling, who 
    will tell you the world's formed by one's imagination. He'll give you 
    the AF (Artifact): Colorblocks, which will let you create the City of 
    Domina. Continuing the tour of your house, if you follow the dirt path 
    south of the house, you'll come to the Backyard Orchard. Not much will 
    be here yet.
    Taking the path to the left of Home, you'll find a building. This's 
    where your workshops will be once you accomplish some of the game's 
    missions. There will be one for Golem-Creation, and another for 
    Continuing to the right, you'll reach the Monster Corral, where you'll 
    have baby monsters you catch in the wild. I'll have more information on 
    this in the walkthrough soon. 
    When you're ready, follow the path south of the Sproutling, and go to 
    the World Map. You'll see the land around you, and a seedling in the 
    upper-right corner. This seedling will eventually flurrish into the Mana 
    Tree. Press the Square Button to access your artifacts, and place the 
    colored blocks where you want them to go. The City of Domina will spring 
    up, which's where you should go next! Put the cursor over it and press 
    the X Button, pressing again when your character is on the city.
    The City Map of Domina will show up now. The blue dots are where you can 
    walk to, to see more parts of the city. Walk forward to the first one, 
    which will show you the Center of Domina.
    You'll see an onion with a spear talking to a man here, who says he is 
    named Elazul. The onion's named Duelle, and he's an Onion Warrior. If 
    you follow him, you'll reach Teapo's house. Trying to follow Elazul will 
    make you bump into a furry bunny-cat thing, that definitely doesn't look 
    like a cabbit. Wait for him to move and follow Elazul into the Pub.
    He'll be talking to a girl here, who is very quiet, and is named Rachel. 
    What you answer here doesn't really matter, but try to be good. Elazul 
    will leave afterwards, and you'll get a "Thank you!" from Rachel if you 
    were nice.
    Go back to the house Duelle entered, and you'll meet Teapo, the bouncing 
    teapot. Occasionally, you'll see Mark sitting in a chair here. Talk to 
    him when he is, and he'll give you the Equipment Encyclopedia for free! 
    Buy some armor with your 100 Lucre in the next room, and explore more of 
    In the center of town, there's an Abandoned House here, on the left. You 
    won't be able to do anything with it just yet, though. There's also the 
    Mana's Blessing Inn. Miss Yuki is here, as is Mr. Moti, also known as 
    the Turban Guy from the other games in this series. There's some Bird 
    Meat in the upper-left room. There's also a girl selling Materials in 
    the upper-right room. You won't need these just yet, though.
    Heading left, you'll reach the Park of Mana Angel. Capella the monkey 
    juggles here, and his friend Diddle plays music. Continuing further 
    left, you'll reach the Outskirts of Domina, and meet the Pelican 
    mailcarrier. Heading up and left will get you to the Western End, which 
    is currently deserted.
    In the upper-right corner of town, you'll meet Inspector Boyd outside 
    the Church. Inside the building itself, you can play the organ for fun, 
    and talk to Rev. Nouvelle, when he pays attention to you at least. He'll 
    answer questions about the town, the people in it, and the rest of the 
    world. Asking 'About this town,' then 'Townsmen,' then 'Others,' then 
    'Meimei' will get you a Produce Encyclopedia. Freebies're great! Talking 
    to him 'About battles,' then 'About using 2P,' will let you access the 
    Abandoned House in the Center of Domina, by facing the door and pressing 
    the X Button. This is so a friend can play their main character as they 
    cameo in your game!
    Go to the Marketplace, where you'll see lots of people. The fortune-
    teller is here, and you'll want to talk to Jennifer when she's here for 
    a free Items Encyclopedia. If you talk to the bunny-cat, he'll introduce 
    himself as Niccolo. If you tell him you think it's not dangerous 
    outside, he'll try to get you to go with him. This starts one of the 
    first adventures, Niccolo's Business Unusual!
    3. The Adventures
    3A1. Niccolo's Business Unusual (Cactus Diary 1)
    Leave the marketplace, and you'll bump into Elazul on the City Map, 
    wheither or not you're with Niccolo. If you don't want to go with him, 
    he'll go to the Pub and wait until you do. You'll want to do this 
    eventually, but it will start a different adventure. Just because you 
    have started an adventure, does not mean you have to complete it before 
    another one can be started. The Diary section in your subscreen will let 
    you know what adventures you've started, and which you have completed. 
    If you change your mind, Elazul will be waiting for you in the Pub.
    Head to Teapo's house with Niccolo, and talk to her. Niccolo will try to 
    make her buy a Wheel for 50,000 Lucre, but she'll say no. He says she 
    can have it if she gets the money, but until then, it's yours! You'll 
    get the AF: Wheel. Use this on the World Map to open up the Luon 
    Highway. If you head home, Niccolo will run off, so you might or might 
    not want to do this. This's how you can get rid of any character you 
    have following you around that you might not want. 
    When you go to the Entrance of Luon Highway, you'll notice a waving 
    flower/tail object. Ignore this for the moment, and talk to Duelle, who 
    will fill you in on the combat system. Make sure your armor and 
    weapon're equipped, and equip a Special Technique as well, and head 
    The enemies don't seem to change from screen to screen. Get used to 
    that, and build up your fighting skills. The first screen, Main Highway,
    has one Rabite, and two Stinger Bugs. After them will be two more 
    Rabites. Next, you'll fight a Lullabud, a Rabite, and a Stinger Bug. 
    Continue right to the next screen.
    At the Fork, you'll see a Gold Sprite Statue. This works as a save 
    point. You'll also see a cute catgirl, named Daena, who lives in the 
    city of Gato. If Niccolo's with you, he'll try to flirt, and get turned 
    down harshly. She's curious if you came to see one of the Wisdoms who 
    lives in this area. There's also a chest with an Ear of Wheat in it. 
    Take the lower-right path first.
    Going along this route, known as <Character's Name> Canyon Side, you'll 
    first encounter three Lullabuds. Next is a Denden, and two Stinger Bugs. 
    You'll leave the screen to the right.
    At this fork, you'll see a purple-pink colored creature in the lower 
    left. This is Boink, and if you talk to him, you'll warp back to the 
    enterance. Don't do this yet, but head to the right and continue that 
    Continuing along <Character's Name> Canyon Side, two Rabites and a Spiny 
    Cone will try to stop you. Spiny Cones occasionally drop Wind Caps. Get 
    past them, and the Chocobo and Rabite that follow them. Don't forget the 
    chest with the Odd Meat in it, and go to the next screen.
    You'll reach Gaeus the Earth here, who is one of the Wisdoms. Walk 
    forward, and come closer when you're given the option. Talk to him 
    'About this world,' and he will mention an ancient tree by your house. 
    Ask him 'About the Wisdoms', and he'll mention a little about his 
    creation, and that one day you will be a Hero. Head back to Boink, and 
    warp back to the start of the Highway. Save if need be, but head back to 
    the fork where Daena was, and take the upper path.
    The Great Rift Side is next. You'll first run into a Chobin Hood, a 
    Lullabud, and a Stinger Bug. After them will be two Lullabuds, and a 
    Stinger Bug. The next screen will have a Lullabud and two Spiny Cones.
    The next area, Lorant Tableland, has a music-change, which means 
    something's up. Go over to the two Chobin Hoods that are standing there. 
    They demand your cash. Even if you give it, it won't be enough, and 
    they'll ask for their Master to come and beat you up. This makes the 
    Mantis Ant attack!
    The huge lifebar at the bottom of the screen is the Ant's. The yellow 
    part needs to be brought down to nothing, before the red part will go 
    away. Eventually, your HP and other enemies will go this high as well, 
    but this is your first encounter with it unless you really built up your 
    levels. He'll spin his claws around to hurt you, but this's easy to 
    dodge. He'll spit out a small cloud of gunk, or try a normal slice. When 
    he starts flashing, move up or down: after his claw spins, he'll shoot 
    out a forcewave along the ground. He can also push you back if you're 
    too close. Wail away at him with your weapon, using your Special 
    Techniques as they fill. Don't be afraid to go to the side of the screen 
    and hide, waiting for your HP to refill. If stars are going up over the 
    boss's head, wail away at him as fast as you can, as he's dizzy and 
    can't move. This's a great time to hit him with a damaging attack!
    When you win, he'll collapse and explode, leaving behind a chest with 
    some big Experience Crystals and Lucre. Niccolo will congratulate you, 
    and sell you a Greenball Bun, a Tako Bug, and an IronPot for 300 Lucre. 
    If you don't have the money, he'll give them to you for free. He'll also 
    give you the AF: Flame, and the AF: Medallion, if you don't have them. 
    The IronPot is actually a helmet. This adventure's successfully at an 
    3B1. Tiny Sorcerers (Cactus Diary 2)
    Known Requirements: Complete "Niccolo's Business Unusual" or "The Lost 
    Leaving your house, the Pelican will stop you, and say that someone is 
    raising dangerous pumpkins in Western Domina, to take over! As the local 
    heroic person, it's your duty to go there. Head to Domina, going to the 
    Outskirts of Domina. It'll be a lot different when you get there! Two 
    kids, Bud and Lisa, will be in a pumpkin patch. Bud seems to be 
    developing into a good evil mastermind, but Lisa just wants to use 
    something other than pumpkins. Seeing you, they'll start to attack!
    You'll have to fight them both at the same time, in a small area thanks 
    to the pumpkins on the screen. Bud seems the more dangerous of the two, 
    as he'll frequently fire off spells. Dodge them when you see the glowing 
    areas, or just hit him to disrupt it. Occasionally, they'll make a 
    pumpkin appear, which will explode and hurt you. Beat them both up, and 
    you'll win!
    Bud and Lisa will appoligize, and ask if they can be your apprentices. 
    Say yes, and they'll move into your house with you. This completes this 
    3C1. The Wisdom of Gaeus (Cactus Diary 3)
    Known Requirements: Talk to Gaeus on the Luon Highway.
    In Domina, in the Mana's Blessing Pub, Daena will be in the lower-right 
    room. She will ask you about the Mana Tree, you can answer either way. 
    She'll ask what you think happens to souls when people die. Answer 'It 
    lives forever,' and she'll agree. She says she wants to meet Gaeus, 
    saying you'll go with her will start this adventure.
    Make your way through the Luon Highway to Gaeus. Talk to him with Daena 
    in tow, and she will ask him what to do about her friend, dying from a 
    curse by a demon. The Wisdom's advice is to "Do what your friend wants 
    you to do," which Daena reveals is nothing. He says that people have the 
    power to change themselves, which's the lesson Daena's friend is trying 
    to tell her. She thanks him, and you're put back down on the ground. 
    Continue to the previous screen.
    Daena will thank you, and give you a ForbiddenRing, which can be 
    equipped as armor. It's also good to share Experience with your pets and 
    NPCs! She'll then run off, ending this adventure.
    3D1. Where's Putty? (Cactus Diary 4)
    Known Requirements: Complete "Watts Drops the Hammer."
    Enter the Ulkan Mines, and take the Dudbear Express to the Diggers' 
    Hideout. A group of Pirate Penguins will be here, and they've taken 
    Putty! Roger will appear, and put two and two together. That will make 
    this event trigger.
    Now, the Pirate Penguins would take any plunder or kidnappees to their 
    main base, right? That'd be the SS Buccaneer. Retrace your steps out of 
    the dungeon and head to the ship. Take the stairs down from the 
    Deckhouse, to get to the Main Deck. Take the left door, and go do the 
    Hatchway stairs to the Lower Deck. Go south here on the right to get a 
    small treasure-trove, with Fish Meat, Ether, a Messy Scroll, and another 
    piece of Fish Meat. Go back and take the left-hand down to find more 
    stairs going down, guarded by two Sahagins. You'll reach the Bulkhead 
    Talk to the moving barrel. It's Putty! He'll go charging off though, the 
    moment you find him. Head back upstairs, to Cap'n Tusk's room, and tell 
    him you dislike his boat to be let off. Head to Polpota Harbor next, and 
    go past the Waterfront Mall to get to the next area. There's Putty! 
    Roger and the Dudbears will appear if you talk to Putty, where there'll 
    be some weird hugging and posing, before this adventure's at an end.
    3E1. The Lost Princess (Cactus Diary 5)
    Either having let him join you on the Domina City Map, or at the Pub, go 
    back with Elazul and talk Rachel. She will give you the AF: Jade Egg. 
    Elazul will say it smells like Pearl. After giving him a weird look, 
    continue out of Domina and use your Jade Egg to open up the next area, 
    the Mekiv Caverns.
    When you arrive at the Caverns, this adventure will officially start. 
    Duelle will be here incase you came here before the Luon Highway, or 
    incase you're rusty in your combat skills.
    There's several paths to go here. The shortest is the lower-right, but 
    the way to make sure you beat up on all the enemies and get all the 
    treasure is to take the upper-right passage. Follow this to the Ground 
    Level, and beat up the three Bloodsuckers who will swoop down. Get the 
    Lizard Meat here, and go right. 
    You'll see a hopping Sproutling here, and a Boink, to take you back to 
    the enterance. Don't for now, though, and continue to the right, to 
    another nameless room. Take out the two Bloodsuckers and the Pincher 
    Crab. After them will be a Blood Sucker, a Pincher Crab, and a Poto. 
    Continue right.
    The next area's called Underground Level 2. There will be another Boink 
    here, as well as a Blank Eye in a chest. Continue to the left, where 
    you'll be in a room that forks, passages going to the upper-left and the 
    lower-left. If you take the upper-left, you'll meet two Bloodsuckers and 
    a Poto, followed by a Bloodsucker and two Mushbooms. You'd then go left 
    and be back by the enterance. Go here if need be, and head back to take 
    the lower-left path when you're ready.
    You'll be in the Underground Level 3. Beat up the two Mushbooms and the 
    Pincher Crab. Take the stairs going down, to be in a nameless room with 
    a chest. Grab the Moth Wing, and head left. If you came here before the 
    Luon Highway, you'll meet a girl who talks with Elazul about stones and 
    cores, and you'll rush to the next area to rescue Pearl. Either way, be 
    ready for the boss!
    Du'Inke will be your next challenge. It's a very large creature, with a 
    big hammer. It can kick things smaller than itself, like you, away from 
    it for no damage, and breathe out bad breath when it's flashing, turning 
    those it hits into snowmen for continuous damage. Du'Inke can toss its 
    hammer up in the air, making stalactites fall down, and it can also 
    pound the ground with its hammer for an area-effect attack. Wail away on 
    this boss, running around behind it when you see Du'Inke flash. You'll 
    be safe back here, and ready to hit it with more attacks and Special 
    Techniques. When you win, parts of the ceiling will crush Du'Inke, as 
    you scoop up your experience crystals and coins.
    You'll find Pearl after the fight. You'll hear another little reference 
    to cores, and you'll discover Pearl's ability to wander aimlessly while 
    thinking. Pearl and Elazul will leave, but not before Pearl sneaks back 
    and blushes. This happens if your main character is a girl, too... You 
    do get more than a blush, you get the AF: Stone Eye, and possibly the 
    AF: Firefly Lamp. This adventure is successfully completed now.
    3F1. Diddle's Letter (Cactus Diary 6)
    Known Requirements: Complete "Tiny Sorcerers."
    Go to Domina, and go into the Park of Mana Angel. Talk to Diddle, the 
    monkey playing the instruments. He'll finally speak, and wander off. 
    Capella refuses to follow him, so head to the Outskirts of Domina. You 
    won't see either Diddle or the Pelican here. Retreat back to the park, 
    where Capella will stop you. He wanders off to ask if anyone's seen him.
    In the Center of Domina, talk to the Sproutling to learn that it saw a 
    bird carrying something off, and to ask the bird to find out what it is. 
    The closest bird around this part of town is Miss Yuki, the 
    canary/chocobo in the Inn. Go there, to see her chew out Capella about 
    calling her the kidnapper. After some pecking, she says that she saw 
    Diddle buy a stamp. "Perhaps the Pelican has taken your friend!" she 
    says, and Capella goes off to buy a stamp.
    You'll find Capella in the Outskirts of Domina. Talk to him, and he'll 
    suspect that maybe Diddle put a stamp on his head and got mailed. As 
    silly as this sounds, he tries it and the Pelican tries to abduct him! 
    He'll escape, saying he's not mail, and get carried off. This officially 
    opens this adventure. 
    Leave and come back, and you'll see the Pelican. She'll say that the 
    letter was a mistake, and that she left Capella on the highway! Head 
    there right away.
    Upon reaching the Luon Highway, use Boink to warp to his tail. You'll 
    see a letter laying on the ground, go over to it and try to pick it up. 
    Capella will catch up to you, saying that it's Diddle's letter. Capella 
    will read it no matter what you say, as this's your only clue. The 
    letter is to Diddle's parents, saying that he's considering leaving 
    Capella's act. Follow Capella south, which was blocked before by Boink's 
    body. You'll be on the Side Road. Two Chobin Hoods will try to stop you, 
    but just dispatch them.
    The Entrance to the Caves will be next. You'll see Diddle here, by 
    himself. Diddle will run up now, even though we somehow passed him. 
    Diddle will tell how the Pelican mailed him by accident, but Capella 
    will lie about reading his letter. I always rat on Capella, and Diddle 
    goes running off into the Cave, Capella in pursuit.
    Enter the Caves of the Chobin Hoods, and head to the upper-left. Kill 
    the Chobin Hood and the two Spiny Cones that try to stop you, and get 
    the Blackened Bat and the Needle out of the chests here. Retrace your 
    steps and take the lower-left path. Kill the Chobin Hood and the two 
    Dendens, then get the treasure chests for an Angry Eye and a Poison 
    Fang. Follow the path to the left and go down the stairs. Capella will 
    be here, and say that there's a monster in the next room. Make sure 
    you're ready, and run in there!
    There'll be a chest of Grave Dirt on this screen, grab it and get ready 
    for the monster to the left, the Giga Rex. It can claw at you with 
    strong arms, and flip you around, before clawing at you in a whirl. A 
    hit-and-dodge strategy will help here, letting you get in some hits 
    while moving up or down to dodge the Giga Rex's. Distance-attacks will 
    work well too. Before you know it, you'll be cashing in on coins and 
    You'll be back on the next screen, Capella will ask where Diddle is. 
    He'll come walking up behind him. How can they hide so well as we pass 
    them? The two make up, friends again and still, and leaving us with 
    another weird tale to tell Li'l Cactus, as well as some Gator Skin that 
    Diddle gives us. 
    This adventure is now over.
    3G1. Two Torches (Cactus Diary 7)
    Known Requirements: Complete "The Murmering Forest" and "The Flame of  
    Return to the Village of Gato, and you'll see Escad head to the Temple 
    of Healing. Follow him! If you go to the blocked Dreamweaver room, Daena 
    should mention Escad, who she says finally returned. You'll be allowed 
    in, officially starting the adventure.
    Escad will be talking to Matilda, who will be talking about what 
    happened since the ten years Escad's been in the Underworld. When you 
    enter, he says a demon is trying to kill Matilda. Daena will ask him to 
    go when she walks in, but Escad says that since the Wisdom Olbohn taught 
    him swordwork, that the Wisdom wants this demon dead. He'll leave when 
    Matilda only seems to care that Escad and the demon, once Irwin, are 
    both alive.
    Daena will explain about Irwin if you ask, and how Escad is the one who 
    started this. When you leave, you'll see a fallen Nun, and another walk 
    by without caring. Run back into the room, and you'll see Daena knocked 
    out, and a person trying to kidnap Matilda! They'll teleport away in 
    Boink-like fashion. Help Daena up, and she'll go with you to seal up the 
    Temple and rescue her!
    Run outside, and you'll see Escad is on the other side of the little 
    land-bridge, leaving the kidnapper trapped. They teleport off, but Daena 
    thinks that with the holy magic in the area, they couldn't go far. 
    Follow Escad to the City Map, and head to the dungeon area of the town. 
    Escad says the area's been searched, and nothing's there. Daena mentions 
    a sealed Mediation Room, but Escad goes off on his own. Take up Daena's 
    offer to take you there, but don't go to the right yet! Head back left.
    On the next screen, get the chest of Holy Water on the right. Go left, 
    and fight the two Specters. Go to the next screen, and fight two Shadow 
    Zeros and a Slime. Take the upper-left exit to be out on a cliff, a 
    chest with a Vampire Fang to the right. Retrace your steps, and now take 
    the right path.
    The Kidnapper says this was a trap for you. Two good Nuns will get 
    Matilda and bring her to safety, while the kidnapper thinks this's just 
    until she kills you. Your battle will be with the ghost-like Spriggan! 
    Watch out for the paralyzing licks Spriggan can do, and when it inhales 
    and then exhales, it'll make a Skeleton appear. Spriggan can also go 
    bowling, making a large ball roll across the screen! It can extend its 
    limbs for a jab, or flash and stab just once for some damage. Even the 
    carpet underneath you is a weapon, as Spriggan will flash, then make a 
    big wave of it travel straight towards you, like in a cartoon, which 
    sometimes can also put you to sleep. It can even copy your Evade 
    Ability! Don't try anything very fancy, just wail away on the boss, 
    trying to have a weapon that will reach the floating Boss. STs that hit 
    anything on the screen will be good too, because Spriggan likes to dodge 
    just after you're charged up on STs you need to be close with. Also, you 
    can dodge the carpet and the bowling ball by walking up to the top of 
    the screen, against the wall and off the carpet. Both attacks'll miss!
    You'll be back in Matilda's room now. She'll explain that Irwin was only 
    trying to help her be free of the rules and such she has to toil under, 
    though Escad will run off to make sure that Irwin can't abuse his new 
    powers. You'll get some metal, and this mission will be completed. 
    3H1. Huntin' Du'Cate (Cactus Diary 8)
    Known Requirements: Place the AF: Medallion on the world map.
    As you enter the Jungle, you'll see three people talking. Sotherbee is 
    telling Skippie and Hamson that if they go and get a Du'Cate tail, then 
    he'll reduce the fine they need to pay. They'll run off into the Jungle, 
    officially starting the adventure.
    Head to the right and up, and you'll hear Sotherbee exclaim something. 
    Run back to the previous screen, and you'll see him chasing a 'wiwipea' 
    around. Talk to it or Sotherbee, and it'll run offscreen. Run after it, 
    to see the Lilipea standing there. Chat to it and it'll start walking. 
    It'll go up a screen, which's the right way to go. Don't follow it yet 
    though, and go down instead. You'll meet two Tomato Men, they can drop 
    the Caduceus or Gambantein staves after a fight. Go right, to the 
    Courtyard of Rain. Get the chest with Moss, and head back to the left, 
    taking the upper path.
    You'll bump into three Zombines, beat them and go left. There's a chest 
    with Rotten Meat, and a Faerie. Go up, and run to the left on the next 
    screen to get some Animal Meat. Go left to the next screen, then down. 
    Head down the first path you come to, and you'll see Skippie come 
    running from the left, and see a chest with a Blank Eye. Run to the 
    left, through the green bushes, and you'll be in Greenwood Gardens. Beat 
    up the two Cockatrices and the Spiny Cone. A weird bouncey penguin will 
    appear! Talk to it, and you'll be enspelled against getting lost. You'll 
    also get a Sharp Claw in a chest.
    Head right two screens, and go to the upper-right path. You'll be back 
    by the two Faeries at the area's enterance. Go to the right, and right 
    again. You'll bump into Hamson, who will take a newly-opened path to the 
    upper-right. Be sure to follow him, talking to him when you see him 
    again. Follow him up, rather than going to the right, and you'll bump 
    into Skippie and a Gold Sprite Statue. Skippie says that there's a 
    different kind of monster on the screen to the north, while Hamson heads 
    to the lower left. Talk to Skippie about the Faerie territory, and 
    she'll go zooming off. Rosiotti's Throne is the name of the next area. 
    Grab the treasure chest here for some Acid, and chat with Roane the 
    penguin. Roane says Selkie is missing, and was last seen at the 
    Courtyard of Rain. You're asked to come back after you catch the 
    Du'Cate, which is a rather obvious hint to me. The Wisdom Rosiotti will 
    suggest teamwork to catch the Du'Cate, as well. Head back a screen, and 
    wander into the Faerie territory in the lower left.
    After some mystic words, you're teleported back to the Enterance of the 
    Jungle. Go to the upper-right, and you'll see Skippie! Talk to him and 
    agree to work with him. He'll run off, and you should follow him up a 
    screen. In the next area, talk to Hamson and agree to work together.
    Follow him left, then to the upper right in the next screen. Run to the 
    right, and on the following screen chat with Skippie, following him to 
    the upper-right as well. He's ready to race after the Du'Cate, and 
    Hamson runs after. You should too, and exit the screen to the right, in 
    Du'Cate Territory.
    You'll bump into a Tomato Man and two Zombines here, before reaching a 
    screen with Poison Powder in a treasure chest. Two Cockatrices and a 
    Tomato Man will be barring your way further to the right, while on the 
    next screen, it's a Marlboro and two Spiny Cones. Right beyond them is a  
    Tyrranos. On the next screen, called the Spring of the Beasts, is the 
    boss, the Du'Cate!
    The Du'Cate spends most of its time on the tree-branches above you, 
    swinging back and forth. You should try to dodge the fruit that will be 
    plucked and tossed down at you, trying to get in hits while you can. 
    When it flashes, the Du'Cate is getting ready to jump and hit the ground 
    for a small earthquake, which causes tons of fruit to rain down! If the 
    Du'Cate flashes and eats a piece of fruit, however, it will spit the 
    seeds out in a machine gun-blast. When you defeat it, a horde of baby 
    Du'Cates will appear to carry it off. Make sure you pick up your 
    experience crystals for a job well done.
    After the fight, Hamson and Skippie decide that they're bad partners, 
    and should never have to do this again. You'll next talk to Sotherbee, 
    who congratulates you and offers you 500 Lucre. I turned him down, and 
    told him to give the money to the other two. I received the AF: Sand 
    Rose for doing that, as well as the AF: Ancient Tablet, if you don't 
    already have it. And with that, your mission will be at an end.
    3I1. The Murmering Forest (Cactus Diary 9)
    Known Requirements: Complete "Huntin' Du'Cate."
    At the enterance to the Jungle, there is a boy Flowerling offering to 
    teleport you to one of three locations: the Forested Ruins, the 
    Greenwood Gardens, or the Courtyard of Rain. Head to the Courtyard of 
    Rain. You'll be greeted by a Gloomoth and two Zombines. Winning here 
    will cause a happy penguin to bounce in, and enspell you to prevent 
    being lost. Great! ^^ Leave to the south, and fight yourself back 
    towards Rosiotti's Throne, talking to the Faeries on the way about the 
    anti-human group that's rising. Or you can head to the enterance, and 
    teleport back to it with the Forested Ruins option.
    When you get there, Selkie will be there. She'll ask if you want the 
    evil spell removed from you. That sounds good, so let's say yes. She'll 
    ask for a favor, so just go along with it. She wants you to investigate 
    why the Faeries're acting so strangely lately. This'll officially start 
    the adventure!
    Head back to the Faerie territory, to the lower-left of the Forested 
    Ruins. A mob of Faeries will have attacked a Nun from Gato! They're 
    looking for someone with many elemental powers to be their new Queen. 
    They've somehow kidnapped the priestess of Gato's Temple! They'll get 
    into a comical discussion about how long humans live, before a man stops 
    them, killing them with a two-handed sword. You'll arrive on the scene, 
    and be promptly ordered to bring her to Rosiotti. The Nun will get up, 
    walking away from the area by herself. You're cautioned not to start any 
    wars, as the man runs off to the left.
    Head down, to fight two Gloomoths, then continue right. You're in the 
    Western Section. Get the chest with a Moth Wing. If the Dryad Mana Level 
    for this area is at Level 3, Chitto the Chobin Hood'll be here. Go back 
    left two screens, then go left again. A Gloomoth and two Zombines will 
    be here, fend them off and go to the next screen on the left. Two 
    Marlboros will attack you here, and after them, a Spiny Cone and a 
    One the next screen, you'll see some sort of floating creature. It'll 
    tell you to leave, and the game will give you several options. He'll 
    talk about Lord Irwin if you ask what's going on. If you talk to him 
    again, he'll attack! This's a Punkmaster, and has a boss-sized life 
    meter. He can whirl around in a cyclone-like attack, and likes to use 
    Jinn spells. The Punkmaster can also fire off some sonic-like mouth 
    attack, but you have probably seen other normal enemies do this before.
    After the fight, you'll be at Rosiotti's Throne, talking to Selkie. 
    She'll explain it all to Rosiotti, who happens to be asleep. They all 
    decide to just leave things as they are, and that things will work out, 
    hopefully for the best. This wraps up this mission.
    3J1. The Gorgon Eye (Cactus Diary 10)
    Known Requirements: Complete "The Lost Princess."
    Going to Lake Kilma, you'll meet Cap'n Tusk, a walrus with some Pirate 
    Penguins. They'll mention that the scouts haven't returned, and they'll 
    runn off to the left. Take the upper path first, to fight a Shrieknip 
    and two Stinger Bugs, and to get a Moth Wing from the chest. Go back and 
    follow those penguins!
    Fight off the Tezla and the two Tonpoles in the Southern Woods, the next 
    area. A Tezla, Tonpole, and Shrieknip follow. The next screen shows 
    three petrified Pirate Penguins. Are these the scouts that didn't 
    return? You're on the right trail at least. A chest on the left has some 
    Fish Meat. And, if your Undine Mana Level is at 3, then you can get 
    Captain Dayang the Mad Mallard to join you! The screen to the left, the 
    Southern Shore, just has a Teedie and two Tonpoles, and ends in a dead-
    end. Go back to the right, and take the upper-right path.
    This Southern Shore has three Spiny Cones that pop out to attack. Beat 
    them up and you'll continue onto the next screen, where a petrified 
    Pirate Penguin can be seen by a chest, with a Healing Claw in it. A 
    turtle talks to you, who's stuck on his back. He says he's just a
    turtle, but turtles normally don't talk. He'll ask you to stand there, 
    and he'll spin and get himself back on his flippers. He says the pirates 
    accidently knocked him over on the way to find treasure. He'll then 
    suddenly ask if you can see the Faeries around you. He hasn't been 
    knocked loony by being on his head so long, as he demonstrates by 
    spelling you. Faeries're suddenly everywhere!
    The Faeries talk about their Master of the lake, and how he can petrify 
    things, much like a Faerie can with the Stone Eye. They think they'll 
    die if the Master's killed, and they say they have no treasure. The 
    upper-right path does have a Sleepy Eye, though, if you beat up the 
    Chobin Hood and the two Spiny Cones guarding it. You can also get Beast 
    Eggs here sometimes.
    In the Woods is on the lower-right path, where a Spiny Cone, Stinger 
    Bug, and a Tonpole will jump out at you. After them will be another 
    Spiny Cone and two more Tonpoles. On the next screen, you'll have caught 
    up to Cap'n Tusk and his pirates. Cap'n Tusk suggests a retreat, while 
    they debate the difference between being "petrified" and "stoned," and 
    how a Cap'n should be more rough and vocal with a crew. They'll head off 
    next, letting you save at the Gold Sprite Statue. 
    Take the lower-right path, to meet some human-hating Faeries here, and a 
    chest with a Hairball in it. The lower-left leads to a Gray Ox and a 
    Stinger Bug. Further to the left on the next screen, three golden-
    colored Faeries can be seen before they disappear. Head back to the 
    screen with the other Faeries, taking the path to the right. A Chobin 
    Hood, Shrieknip, and a Stinger Bug will be here. Continuing right, 
    you'll come to a screen with more statues and penguins. Go to the upper-
    left, and get the White Feather in the Eastern Shore area. Two Beholders 
    will be to the left, and two Shrieknips and a Teedie after them. Going 
    left again will get you back to the Gold Sprite Statue.
    Head to the right when you get back to the last Faerie-area you were at. 
    This next screen has more petrified statues, and two chests, with a 
    Poison Powder and an Ear of Wheat. Head to the upper-left, thrashing the 
    Gray Ox in your way, and you'll reach the Cliff Overlooking the Lake. 
    The Pirate Penguins will jump in, as a Faerie says that Cap'n Tusk must 
    be sacrificed too. He'll blaim his crew, before getting blasted and 
    falling off the cliff. The turtle will appear, and the Faerie will fly 
    off. The turtle tells you that you can't get back up if you jump down, a 
    subtle hint of an upcoming boss-fight. Jump down when you're ready. The 
    turtle will follow you too, hopefully not landing on you. ^^;
    You'll spot Cap'n Tusk the statue here, with lots of his penguins around 
    him. The turtle says that the Faeries won't die if the Master of the 
    lake dies, and that there really is no treasure here, either. She 
    decides the turtles will be good bait, to lure the Master out so you can 
    beat it. She shows just how large the Master is, and after pushing Cap'n 
    Tusk in the lake, the penguins 'agree' to be the bait. Now it's your 
    Gorgon's Eye is the name of this boss. He floats around, pushing you and 
    stabbing you with his spikes. He can shoot those annoying, ST Meter-
    reducing stars, and he can blink his eye to not get hurt. He can also 
    vanish, moving around to another location before becoming visible. He 
    has a large flash-assisted laser beam, that will throw you across the 
    screen and stone you for some continuous damage, as well as a ripple of 
    circular beams it can fire at the ground. In another move, the creature 
    will act like a huge bristling pin cushion. Stay back a safe distance 
    and pepper it with projectiles and Special Techniques, or run up and 
    slice away. When it's readying its laser beam, try to hide below it or 
    behind it if possible. You'll be done with him before you know it.
    After the fight, the penguins will try to make a ladder up the cliff, so 
    everyone can safely get out of here, but it doesn't work so 
    successfully. You'll get the AF: Firefly Lamp, or some metal, and this 
    mission will be completed.
    3K1. In Search of Faeries (Cactus Diary 11)
    Known Requirements: Complete "Two Torches."
    Return to Gato after completing Two Torches, and go to the Dreamweaving 
    Room to talk to Matilda. Daena's gone to talk to Escad, so agree to go 
    and find her. This'll cue the adventure's start. As the name hints at, 
    Daena must be with some Faeries, as Irwin has a connection with them, 
    and Escad has a connection with Irwin. Head through this level, until 
    you reach the Wisdom, Tote, by the Cliff Overlooking the Lake. He'll 
    talk to you about Faeries, and how you might end up in their land if you 
    jump into a circle of them. Tote'll mention a girl just asked about 
    that. Was it Daena?
    Heading down, you find out it is. She talks about how she's trying to 
    figure out what Irwin really wants. She'll go running off, and it's up 
    to us to find her again. Head to the lower-left, then go past the 
    Faeries and go left again. Beat up the two Beholders, and go left to be 
    at the Gold Sprite Statue. Take the lower-right path, to see Daena and 
    Irwin! She'll attack him after some insults, and be knocked back. 
    They'll run off, and you should follow them to the lower-left. Beat the 
    Gray Ox and the Stinger Bug, and go left again.
    The Gold Faeries you may have previously spotted in this level will be 
    here, and Daena too. She charges into the Faerie Circle, to get 
    teleported to the other world, and a beast will attack! It's the Boreal 
    Hound, and it's rather speedy. It can dash at you, or swipe with its 
    claws. When it flashes, be careful of the electrical breath attack it'll 
    try! It can flash and fly up in the air, raining projectiles down on 
    you. It can also flash and fly around the screen in three quick rushes! 
    This boss likes to flash, so try to stay dodging and healed up, and take 
    it out as soon as possible.
    Afterwards, you'll be back in Gato's Dreamweaving Room. Tell her about 
    where Daena went, and she'll thank you for your help. After you go, 
    Selva will appear to talk to Matilda, to ask her to become a Wisdom. 
    You'll be mentioned as one of the people who shall usher in the new era 
    of the world, as this adventure ends.
    3L1. Teatime of Danger (Cactus Diary 12)
    Known Requirements: Place the AF: Ancient Tablet on the world map.
    Head to the Mindas Ruins to start this adventure. Duelle will be here, 
    and he'll say Teapo went in to get tea leaves. There's also a chest here 
    with a Virgin's Sigh in it. Continue to the next screen, beating up the 
    two Lullabuds here. Two Eye Spys and a Lullabud will follow. Follow the 
    path up, and talk to the girl Flowerling here to get an explanation 
    about the gates you'll soon encounter. Head to the left first, to reach 
    the Tower of Winds, and a Gold Sprite Statue. Continuing left will lead 
    you to a boy Flowerling, who talks of psychokinesis. Go left first, 
    getting the Sharp Claw and Morph Meat from chests, before going up.
    This is one of the several Flowerkeys' Corners in this level. They're 
    females, and talking to the one in the center will cause two more to 
    drop down. Talking to these other ones will make them move a short 
    distance away, horizontally. Think of it as an X: where the Flowerlings 
    are standing, is a closed gate later in this level. When one of them 
    moves, a gate opens, but the space they walk over to will close another 
    gate. This's the key to going through this level. Talk to the one on the 
    upper-right, so it walks to the left, and they'll resemble a > shape.
    Go back to the area before the Temple of Winds, and take the upper-right 
    passage for some Blackened Bat in it. The lower-right passage leads to a 
    Marlboro. Continuing along, you'll reach the Eastern Gates, and see 
    Teapo behind a gate. You'll also see another boy Flowerling. Head to the 
    lower left path, heading down to pick up some Knockout Dust. Go into the 
    Flowerkeys' Corner, and talk to the boy Flowerling to make two more fall 
    down. Talk to the one in the upper-left, so that he walks to the right. 
    Ignore the one on the bottom, so that they partially-resemble a < shape. 
    Run back to the Eastern Gates to see that your path is clear to the 
    You'll reach the Megalithic Structure, a big ruin-looking place, with a 
    female Flowerling here. She says she can't feel anything. Ignore her for 
    now, and run over to the next screen. Now you'll be at the Western 
    Gates. Go to the upper-right to battle a Rattler Boa, and get to the 
    next screen. This will take you back to the psychokinesis-Flowerling. 
    Talk to the girls on the next screen, so they are in a \ shape, and head 
    back to the Western Gates.
    Take the new lower-left exit, and continue into the area on the left. 
    You'll get a Creepy Eye, and the Flowerling boy will prepare some 
    psychokinesis. This's a good thing! ^^ Leave and go south, following the 
    path right to reach a Chess Knight. You'll be in a Flowerlings' Corner 
    after this. Talk to the Flowerlings, so the boys look like a >.
    Run back to the Western Gates, taking the upper-right path back to the 
    female Flowerlings' Corner. Assemble them into a /, and head right, past 
    the Temple of Winds, and back to the Eastern Gates. Get the Vampire Fang 
    from the lower-right path, and follow it. You'll thankfully be in a boy 
    Flowerlings' Corner, so we don't have to hoof it back. / is the shape 
    you want here, so take the path to the upper-left when you get back to 
    the Gates. Run to the Flowerling by the ruins, who will now be able to 
    open the way down, thanks to that psychokinesis earlier. This's our next  
    Go Inside the Structure, and beat up the Chess Knight. On the next 
    screen there will be a Succubus, and the screen after, an Ape Mummy. Get 
    the Clear Feather, and proceed to the next room when you're ready. 
    There's Teapo! She recognizes you, and gets upset that Duelle didn't 
    rescue her. She hops off, telling you as an afterthought about the 
    blood-sucking bat that's waiting to eat you. It turns into the vampire, 
    Count Dovula! The Count's had terrible luck so far, drinking the water-
    filled Teapo, then a 'filthy' human like you, when a dove is the way to 
    go. It's time to beat up a vamp!
    Jabs, kicks, and Shade-powered spells seems to be the Count's weapons. 
    He also can stand on the ceiling, and fire off bats that turn into 
    spears of darkness. Cool! The spells can do a variety of damage, and 
    they seem to fit the creepy setting just perfectly. Your STs fit in here 
    well, too, cutting the Count's life-meter to ribbons. When you win, 
    you'll get the AF: Bottled Spirit, and the AF: Rusty Anchor if you don't 
    already have them.
    Back at the enterance, Duelle will tell Teapo he didn't go in, cause 
    adventures're what make life grand. Teapo will gush a bit, and the 
    two'll go home for some tea, as Teapo protests against any other 
    adventures. You still have many to go on, but this one is now over.
    3M1. Star-crossed Lovers (Cactus Diary 13)
    Known Requirements: Complete "Pokiehl: Dream Teller."
    Go to Gato to see Daena walk towards the Temple, on the City Map. She's 
    back from the land of Faeries! Follow her to the Dreamweaving room, and 
    this event will start. Daena mentions the Mindas Ruins, and the land of 
    Faeries having a different rate of time. Daena still thinks Irwin can 
    give Matilda back her powers, and that Matilda can stop him.
    Escad bursts in, sword drawn, saying Daena is on Irwin's side. He'll 
    attack Daena, and leave her just wounded, so she can't interfer. Matilda 
    will start casting, and you'll all vanish, minus Escad, from the room. 
    Matilda will appear at the Temple of Winds, as Irwin sneaks off. She'll 
    go after him and try to talk to him.
    Meanwhile, you will be at the Mildas Ruins enterance. Two Faeries will 
    teleport you Inside the Structure, where you fought Count Dovula before. 
    Go right and dispatch the Ape Mummy, and then the Succubus on the next 
    screen. You'll have to fight a lone Chess Knight before you can leave 
    and be outside the Megalithic Structure. Go left to the Western Gates, 
    and go to the upper-left. Talk to the girl Flowerling here, and make 
    them resemble a < shape by talking to the one on the lower-left. Go back 
    to the gates and take the lower-left, and talk to Niccolo here. Pay him 
    500 Lucre for a quick treck to the Tower of Wind. Save at the Gold 
    Sprite Statue if you need to, and go up the Tower steps.
    Daena and Escad will both be here, and ready to fight. I decided to join 
    Daena here. Escad fights very much like he did in Pokiehl: Dream Teller,  
    except he can use Moonsault rather than Jump. Defeating Escad earns 
    nothing, but you can run up to the top of the Tower and talk to Matilda. 
    She fesses up to loving Irwin, and says she won't go to the Land of 
    Faeries as it'd impeed his freedom. If Irwin wants to destroy the world, 
    she'll allow it. Matilda will head back to Gato, and Daena ends up 
    following you as an NPC, as this adventure closes.
    3N1. Mine Your Own Business (Cactus Diary 14)
    Known Requirements: Place the AF: Bottled Spirit on the world map.
    Head into the Ulkan Mines, for some spelunking fun! The second room on 
    the right will have a chest of Rust for you to take. Head up from here, 
    and you'll reach Watts's workshop! Pokiehl, the storyteller and Wisdom 
    will be here, and will say that Watts is underground, mining away. This 
    will officially start the adventure. 
    Leave the workshop and head right. Kill the Molebear, and go to the next 
    screen and down the stairs. Duelle will mention that Watts does this a 
    bit too often. Head left in the next area, and fight the three Molebears 
    that appear. If you take the upper-left path, you'll be in an Abandoned 
    Room, which's very dark. There's nothing to do here yet, so go back down 
    and take the wooden bridge, heading further down the stairs until you 
    get to a room with a Gold Sprite Statue.
    Save if you want to, then head right first. Take the upper-right path, 
    and kill the Narcissos here. Need to get that Monster Encyclopedia full! 
    You can also find Spiral and Gigas Claws here if you beat it up enough 
    times. Go back to the previous screen, and take the lower-right path 
    this time, and down more stairs. You'll end up in a room with three 
    doors, that close behind you. Beat the Springball to proceed, and go up. 
    Beat the two Specters, and go up again to land in the Diggers' Hideout. 
    There's not much to do here yet, though you can read some poetry on the 
    table, and meet Roger. Go back to the closing-door area, and head right.
    The next room has a chest of Bug Meat in it, and a Faerie talking about 
    "the light is within the darkness." Go up and to the right into another 
    area, and get the Little Eye, Sulpher, and Moss inside it. Head back to 
    the Gold Sprite Statue.
    Head left, and go in the first northern room. It's empty, but at least 
    it's lit. Go back out, and take the lower-left path. Head down the 
    stairs, fighting a Hoppin' Tick and two Slimes. It's a dead-end though, 
    so head back upstairs and take the upper-left path. Fight the three 
    Slimes, then the two Hoppin' Ticks and the Specter that follows. The 
    next room will have a Dudbear, and paths going to the upper-left and 
    lower-left. The lower-left one is blocked off, though. Go up to the 
    upper-left, up the stairs and across the bridge. Two Hoppin' Ticks will 
    attack, and a Slime with them. Two Molebears follow. Head down the 
    stairs, and into the next area for a music-change. Something's gonna 
    A big evil meanie-type Boss is hanging from the wall. Walk over to the 
    left, and you'll see Watts. Keep talking to him, and he'll mention that 
    this place is dangerous. Labanne attacks on cue. You need to hit its 
    flowery hands, to drop them onto the ground, then kill them. This won't 
    kill the boss, just hurt it, so you'll have to keep repeating this. 
    Gnome and Aura spells will be used against you, and the blue hand can 
    spit out a small circle of pollen. The red hand likes to make 
    electricity crackle around it in a small radius as well, and killing 
    itself in the process. This will even hurt the boss! Don't worry about 
    the boss's life meter, as much as just killing the blue hand again and 
    again, and knocking down the red one so its electricity will go off. Try 
    to keep your life meter full too, as their attacks might just do more 
    damage than you'd think. Before you know it, the boss will be losing 
    greenish blood in a spray or two, and letting you pick up your 
    experience crystals.
    Watts will tell you to go, as a big monster is in the room... he'll 
    eventually leave and you'll be back in his shop, as he manages to 
    remember seeing you in the dungeon. Pokiehl will try to tell you about 
    Watts's many adventures, and realizing that he hasn't had any. You may 
    receive the AF: Moon's Mirror, and this adventure will be completed.
    3O1. Pokiehl: Dream Teller (Cactus Diary 15)
    Known Requirements: Complete "Mine Your Own Business," and "In Search of 
    Go to the Ulkan Mines, and you'll see Pokiehl. Talk to him and this 
    event will trigger! You'll be in a living flashback, where you see a 
    young Escad. He sees you're not Irwin, and leaves to the right. Follow 
    him! Watts won't be in his shop, but enemies'll still be here, like the 
    Molebear to the right. You'll see Pokiehl down the stairs. Tell him 
    you're in a hurry to be warped ahead to an area with gases appearing 
    from the ground.
    You'll see Irwin and Matilda, both children too, up ahead. The gas's 
    hard to breathe for humans. They'll fade and disappear, letting you get 
    the chest of Sulpher. Go to the right to see a Hoppin' Tick, a Molebear, 
    and a Narcissos. The lower-right path is the one you want, with a 
    Narcissos and two Slimes, then two Marlboros. Another Marlboro and two 
    Slimes are after them, then a set of stairs. Head down and you'll see 
    Irwin and Matilda sitting there, talking. The mine enterance collapses, 
    leaving them stuck in here, and Matilda doubting if this's the wisest 
    choice after all. You'll see part of the reason why Irwin is as he is 
    today, as he takes Matilda's elemental spirit, and Irwin appears.
    You'll wake up here, an adult Escad facing you. Talk to him when you 
    awaken, and you'll be forced to choose who's side you're on, Escad's or 
    Daena's. I chose that Daena was right, and that I was on her side; she's 
    just trying to help her friend, and Escad's "the ends justifies the 
    means" personality didn't let me agree with him. Escad will then face 
    off with you! I'll try to come back and choose Escad in another game, to 
    see if it significantly changes the plot or adventure.
    Escad is equipped with a 2H Sword, so he has the limitations and bonuses 
    one gives. If you're familiar with the weapon, you'll know its reach, 
    plunge attacks and Special Techniques, giving you a vital edge here. 
    When he flashes, he'll try to damage you in a flurry of sword-swipes. 
    Stay out of the black circle on the ground, and you'll be safe. He uses 
    the Abilities Jump and Back Roll, too. He shouldn't be that hard of a 
    battle for you, but do your best! The adventure will end after the 
    fight, with no rewards gained.
    3P1. Diddle Kidnapped!? (Cactus Diary 16)
    Known Requirements: Complete "Catchin' Lilipeas."
    For this adventure, once you've completed the Catchin' Lilipeas 
    adventure, head to the Church in Domina. If you go inside, you'll see 
    many Dudbears, and Roger too! They've taken the church over so they have 
    a new above-ground base, and look like they're looking for more labor to 
    go into the White Forest for some reason.
    Go to the Park of Mana Angel after this, and Capella and Diddle will be 
    there. Diddle is once again depressed and pondering to end it all. After 
    Diddle explains his feelings, a Dudbear will walk over and kidnap him! 
    This adventure will offically start, as well.
    For once, Capella will actually look for Diddle from the start. You'll 
    want to look too, so head towards the White Forest. You'll see a Dudbear 
    walking around near the enterance. Whenever you see a Dudbear, run up 
    and hit them, to knock them out. If you don't, they'll take you back to 
    another, nearby screen!	Go to the lower-left, and beat the three 
    Needlebeaks you find there.
    On the next screen, quickly bop the two Dudbears, then go to the upper-
    left, and fight two Needlebeaks and a Rattler Boa, then two Dendens. 
    There'll be four Dudbears to bop in this area, then go to the upper-
    left. Roger and his Dudbears will be here, with Diddle! They rush off, 
    and Capella catches up. Diddle's happy helping here, which Capella 
    thinks is wrong. The Dudbears come back now, mentioning a monster! 
    Everyone leaves, except you. Did you think they would've slain it?
    You need to fight the Chimera Lord here. It fights a lot like a normal 
    Chimera, using eye beams and lots of spells. It'll also belly-bounce 
    you, which will stop you for a few seconds. If you give it a rapid-fire 
    assault, then you won't have to worry about its attacks.
    Diddle agrees with Capella that hanging out with people that run away 
    isn't cool. He still had fun though! The two friends're back together at 
    least, and this adventure's over.
    3Q1. Heaven's Gate (Cactus Diary 17)
    Known Requirements: Complete "Star-crossed Lovers."
    Go to Gato, and the Dreamweaving Room to start this adventure. Irwin 
    will be plotting to revive Lucemia, the Wyrm of Light, to destroy the 
    world. Matilda refuses to stop him still, even as Daena protests. Talk 
    to Daena to have her join if you want, and talk to Matilda to get the 
    AF: Brooch of Love. Use this on the World Map to place Lucemia. You'll 
    need to use the Cancun Bird to get there, but you'll use it 
    automatically if you click on it as a destination.
    Crawl over Lucemia's dead wyrm-body, heading left and moving up or down 
    as needed. On the second screen, you'll face three Cockatrices. After 
    them will be a Cockatrice and a Rattler Boa. On the third screen, enter 
    the hole in Lucemia's corpse to reach the Avenue of Deterioration. The 
    area after this will have a chest of Rotten Meat. The path north is a 
    dead end, where you can fight a Chimera Beast and a Sand Scorpion, to 
    get a chest with a Zombie Claw.
    Go back and take the right path instead, meeting an Imp and a Narcissos.  
    After them will be another Imp and two Skeletons, followed by a 
    Narcissos and a Skeleton. The next screen has a chest with a Creepy Eye, 
    and a path back outside. Outside here, you'll meet Selva! He'll ask if 
    you can take any more of Irwin's toying. Say 'Of course!' to prevent 
    being brought back to Gato. An Imp and two Rattler Boas attack on the 
    next screen, then a Rattler Boa and a Sahagin. Head inside another hole 
    to reach the Embracement of the Ancients.
    The screen to the right has a Rattler Boa and a Seadragon, followed by a 
    Sahagin and a Seadragon. Take the path to the right, and get the chest 
    of Dragon Blood. Go around the corner, and take the path on the left. 
    Two Sand Scorpions are here! Get the Raven Feather they're guarding, 
    before going back and taking the upper route. Fend off the Cockatrice 
    and the Rattler Boa, then the Cockatrice and two Skeletons past them. 
    Take the exit from this area if you want to, fighting a Rattler Boa and 
    two Seadragons, but it leads to a dead end. Go inside and head towards 
    the left.
    Thrash the Imp and Narcissos here, and get the Ghost's Howl from the 
    chest before going outside. You'll see Selva again, be sure to say 'Of 
    course!' or you'll have to repeat things up to here. The lower-right 
    path here only leads to a Sahagin and a Seadragon, so take the upper-
    right path instead. Beat up the Cockatrice and the Skeleton, then the 
    Cockatrice and two Imps. The next screen also has a Cockatrice and two 
    Imps to kill, and a hole to walk in, to reach Decayed Dignity. Get the 
    chest with the Messy Scroll in it, then head up. A Seadragon and a 
    Skeleton will try to stop you, but they're not a serious threat.
    The area on the left will now have three Cockatrices attacking you. 
    Defeat them, and go left again to claim the Giant's Horn from the chest.  
    Go up and outside, beating an Imp and a Narcissos. Up ahead, two Chimera 
    Beasts will attack you, but they're too few, and too late to slow you 
    down for long. Leaving Sorrow Behind is the next area, and the music-
    change should hint that you've reached your destination, finally! You'll 
    spot Irwin ahead, be sure you're equipped and talk to him. He'll 
    reappear in a swirl of flames as a huge demon! Will Irwin be successful? 
    Will the world be destroyed? Will there be no more sequals in this 
    series? Of course not, so get ready to fight!
    Irwin can hop around and lunge at you with one of his clawed hands. When 
    he flashes and pounds the ground with his hands, use an evasive 
    technique to get out of the way of the explosions and lightning that 
    shoots up around him. When he flashes black, and has energy crackling 
    around him while a smaller image of himself appears, he'll jump up in 
    the air, appearing in the background as he fires little exploding 
    purple-tailed comets at you. He can also flash, jab the ground to have 
    rocks fly up in a firey explosion. Another flash-move Irwin has, is to 
    make a hole in reality, that he can thrust his clawed hand through to 
    get you. This would be bad, so constantly keep dodging. When you win, 
    Irwin will be destroyed in a colorful disintergration. You'll get no 
    experience or Lucre for the battle, but it sure was a fun one! ^^v
    The Cancun Bird will rescue you, as Lucemia falls and breaks apart on 
    the ground. A Nun will run over, to tell Daena about Matilda's sudden 
    death at the same time Irwin died. There'll be a scene showing the 
    Faeries talking about war being wrong, and how the humans maybe 
    shouldn't be destroyed. The next scene shows Olbohn in his office, 
    telling the Shadoles to let the two restless spirits wander, as Matilda 
    appears. She agrees to be a Wisdom, and regains her past youth. The next 
    scene shows Irwin and Matilda, talking about how real power comes from 
    the world around them, and you don't have to be a demon or a priestess 
    to do great things. Irwin manages to confess he does love Matilda, at 
    least as much as he can admit, and he vanishes. Selva appears to talk to 
    Matilda, as this adventure ends.
    3R1. Daddy's Broom (Cactus Diary 18)
    Known Requirements: Complete "The Infernal Doll."
    Leave your Home, and come back to talk to Lisa. She'll mention her 
    broom, and how it's gone. This'll officially start the adventure. Li'l 
    Cactus will walk back in the house! Talking to him, he'll say he threw 
    the broom away at the Junkyard. Running back downstairs, Bud says Lisa 
    ran off to the Junkyard! Take him with you if you want, and head there 
    The Flowerling here can warp you to Professor Bomb's Laboratory if you 
    want, and the Jack-In-The-Box at the entrance can be a one-time warp to 
    Louie's Room. If the Gnome Mana Level is 3 here, then just have the 
    Flowerling warp you to Professor Bomb's Laboratory, then run back to 
    find Fernando the Narcissos! But we need to walk the old Jack-In-The-
    Box, Teddy Bear, Doll, Jack-In-The-Box, Rocking Horse route that we did 
    to complete The Infernal Doll. Lisa and her Broom're right in the same 
    room, as a matter of fact. Lisa's broom's broken, but you'll be on the 
    scene to save them from the diminutive Gremlin that appears. Treat it as 
    an extra-strong Imp, and you won't have any trouble. He can spit bubbles 
    and shrink you on occasion, but it's still nothing to worry about.
    You'll be back at the Home. The broom's still broken, but Bud fixes it 
    with some well-placed tape, ending this adventure.
    3S1. The Infernal Doll (Cactus Diary 19)
    Known Requirements: Place the AF: Broken Doll on the world map.
    Enter the Junkyard you get from using the AF: Broken Doll. A floating 
    doll will appear, as others talk to it briefly about old wars and how 
    'they' are awake. The doll scolds them, calling you an artificer and 
    swearing revenge before zooming off, starting this adventure officially.
    This level can be a nightmare, as the paths will seem to change from 
    time to time in subtle ways: a dead end won't be anymore, but it very 
    well might be later. It all depends who you talk to and what paths you 
    Talk to the Jack-In-The-Box, and he'll tell you to follow this path: 
    Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, Rocking Horse. Take 
    the upper-right path, getting the chest with a Little Eye in it. Head 
    down the Doll path first, beating up the Basilisk and the two Imps here. 
    Continue right, getting the Bug meat, and head to the right to take out 
    an Imp, a Punkster, and a Shadow Zero. Head back to the enterance, 
    talking to the Jack-In-The-Box, and taking the upper-right path. Take 
    the lower-right path, where the Teddy Bear is. Get the Magical Meat from 
    the chest, and take the upper-right path, by the doll. The Pathway of 
    Garbage is next, fight an Imp and two Lizardons, and continue to the 
    Acropolis of Trash.
    Get the chest with the Wicked Eye in it, and go to the upper-left past 
    the Jack-In-The-Box. If you talk to it, don't back away or it'll 
    teleport you back to the enterance. It goes through lots of dialogue, 
    changing everytime it teleports you off, so come back and forth talking 
    to it if you want to see. Take a right past the Rocking Horse to be at 
    the exit, but we're not done exploring yet. Go back to the Acropolis of 
    Trash and head right for a hidden area. Louie is here, as are chests 
    with a Wad of Wool, Electricity, and a Gold Sprite Statue. Go back left 
    and head down at the Teddy Bear. Fight two Punksters, then two Lizardons 
    and a Punkster. Take the Rocking Horse path, beating up two Cursed Dolls 
    and a Mad Mallard. You'll be back at the enterance now.
    Head to the upper-right again. Before the doll path, there should be a 
    new path with a chest on it. Take the Little Eye, and go into this new 
    area. You'll meet Professor Bomb, a curious man who lives in a duck-
    shaped house. He claims to have made a golem, but it ran away. Talk to 
    him again, and agree to find Pavlov the Golem, and you'll open the 
    adventure "Professor Bomb's Lab."
    Follow the Doll path, beating up Basilisk and a Lizardon, going to the 
    next screen and getting the chest with Stinky Breath. Continue right, 
    where the Rocking Horse used to be, and you'll have to beat up a Moldy 
    Goo and a Shadow Zero. Head down to open another passage, and you'll be 
    back in the Acropolis of Trash again. I appoligize for all the looping 
    around, but I haven't found a precise way through to get all the chests 
    and only have to make one loop. Teleport back to the beginning, go 
    through the Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, and 
    Rocking Horse paths.
    There'll only be one Moldy Goo now, kill it and run all the way to the 
    right. You're at the Heap of Junk, the boss area! One Chess Knight, two 
    Cursed Dolls, and a Polter Box are your foes. You'll get the AF: Tome of 
    Magic, and you'll be in Louie's Room. He tells you the dolls're happy to 
    have lost, and this adventure'll finally be over.
    3T1. Diddle Had It! (Cactus Diary 20)
    Known Requirements: Complete "The Fallen Emperor," and "Diddle's 
    Head to Lumina, and to the Mischievous Spirit Tavern. Diddle will walk 
    off on Capella, and the event will open officially. Ignore the non-
    caring Capella, and leave Lumina. Take off and go on other adventures, 
    level-building or the like, until on the world map, you see four 
    Shadoles head to Lumina. Run back to Capella, and he'll go look for 
    Diddle, finally. Go back to the City Map, to see Diddle get abducted by 
    the Shadoles! Capella will run off after them.
    Go to the Underworld, to see Capella catch up to the aducting Shadoles. 
    Diddle's really depressed, he's given up on life, so the Shadoles're 
    only doing their job. They'll take Capella too, and you'll appear on the 
    scene and get sent to the bottom on the Underworld! Pokiehl will be 
    here, and tell you not to talk to the Shadoles on this adventure. Do not 
    agree to go back to the surface, or you'll forfeit this adventure! Head 
    left when you're ready.
    Hordes of Shadoles'll be here! Carefully take your time, and manuver 
    around them without touching them. You don't have a time limit, so just 
    creep past if need be. Go up two floors of Shadoles, then head left and 
    fight the Chimera Beast. Further left and up is the way to get to the 
    next screen. Two Dark Stalkers will be your next challenges, followed by 
    two Kid Dragons. Head inside the blue door past them, to be in another 
    Shadole-filled room.
    These ones move in a little path, then vanish, as others repeat the path 
    elsewhere. There's a definite pattern to it, which you can watch and 
    learn. The invisible ones are still there, so be careful or you'll be 
    teleported before you know it. I found running while hugging the upper-
    wall to be the best strategy for me, but it could have just been luck. 
    In the next room, the Shadoles're briefly visible, before vanishing. 
    They won't move, so just remember where they were, and get around them 
    if possible.
    The next room has Diddle and Capella! They have a talk about the world 
    and that living in it's good, even if it goes bad sometimes. They'll 
    agree to go back up, but the Shadoles will summon up a monster to try to 
    eat them. It's an Ape Mummy! This one has much more HP than its normal 
    kindred, but otherwise doesn't seem to differ from them. Rip into the 
    Ape Mummy with your chosen weapon, and you'll be collecting experience 
    crystals before you know it.
    After your victory, you'll be back in the land of the living with 
    Capella and Diddle. They seem happy and full of life again, and this 
    mission will now conclude.
    3U1. The Looking-Glass Tower (Cactus Diary 21)
    Known Requirements: Place the AF: Moon's Mirror on the world map.
    Head to the Tower of Leires, alone. If you invite Elazul along, then 
    you'll find a Boink in the way. Come alone and you'll bump into Pearl, 
    who is lost in thought. This'll successfully start the adventure. She'll 
    talk about something calling her, in the Tower. Offer to go with her, or 
    she'll take out on her own. She won't be very much help even if you take 
    her along, but it's better than letting her fend for herself.
    On the First Floor, you'll want to go to the left. The next room you'll 
    be in will have a Bloodsucker, Dainslaif, and a Mad Mallard. You can get 
    Throatslitter and Orihalcon Knives, and Braveblades (2H Swords) from the 
    Dainslaifs, and Soldier Helms and Destiny Dice from the Mad Mallards. 
    After that will be two more Bloodsuckers, and a Dainslaif. Help yourself 
    to the Aroma Oil in the chest, and go back to the First Floor enterance, 
    continuing right. Three Bloodsuckers will try to suck you dry, but just 
    fend them off and go to the left. Two Dainslaifs are guarding the stairs 
    up here. 
    On this Second Floor, skip the door to the right for now, and go up 
    instead. Kill the three Bloodsuckers on the left, and then the 
    Bloodsucker, Dainslaif, and Mad Mallard that follow. These back stairs 
    lead up to a room with the Transportation Device. You don't need to take 
    this path, but if you do, you'll get to skip up to the sixth floor right 
    If you want to fight more monsters, go through the door we skipped. Go 
    up to meet two Dainslaifs, then two Bloodsuckers and a Succubus. Up the 
    next set of stairs, you'll reach the Fourth Floor. Take the north path 
    first, for a chest with Electricity, and then go back down and to the 
    right. Two Bloodsuckers and a Dark Stalker will be here. Dark Stalkers 
    can drop a Levatine Sword, which is a pretty decent weapon. After them 
    will be two Chess Knights. Past that will be another set of stairs, 
    going up to the Fifth Floor.
    If you head left now, you'll bump into a Gold Sprite Statue. Continuing 
    on, you'll pass the Transportation Device area. This's where you will 
    have ended up if you took that shortcut earlier. To the right are more 
    stairs, leading up to the Seventh Floor and two Succubus's. You'll see a 
    chest with a Dangerous Eye, and two holes in the wall. If you jump out 
    of the one on the left, you'll end up on the Fourth Floor, in the place 
    you got the Electricity from previously. The right hole will drop you 
    back down to the Fifth Floor, right by the Gold Sprite Statue.
    Head back to the right and down the corridor we haven't been down yet. 
    Slay the Basilisk and Chess Knight, and go up to the Sixth Floor. You'll 
    see a chest of Demon Meat, and continue to the left and up the next set 
    of stairs. This's a very tall tower! Run to the right on the Seventh 
    Floor, beating up three more Bloodsuckers, then a Basilish and two Mad 
    Mallards. Go up yet more stairs, ending up on the Eighth Floor and 
    fighting a Chess Knight and two more Dainslaifs. Two Dark Stalkers will 
    be next, and will soon be reduced to nothing. Head left for now.
    You guessed it, more stairs. When you reach the Ninth Floor, head 
    straight across, and you'll fight a Kid Dragon. Go up to the next area, 
    and jump out the hole in the side of the Tower, to land on the Sixth 
    Floor in a treasure room! There will be a Ghost's Howl, a Zombie Claw, 
    and Morph Meat here. The hole here will deposit us back on the Fifth 
    Floor, by our now-familiar Gold Sprite Statue. Curse whichever mages 
    made this Tower, and run back up to the Eighth Floor, heading down 
    instead of left so you will reach the Transportation Device that goes to 
    the Tenth Floor.
    Head to the right, nabbing the chest of Mercury before you run up the 
    stairs on the left. There's another hole to jump out of here, but it 
    will just drop you down by the Gold Sprite Statue, without gaining any 
    treasure. So don't jump yet! Go to the next area, and Pearl will mention 
    the Room of Fate, and facing one's past. When you're ready, go in the 
    doors, and a person will be standing there. This's if Pearl's with you, 
    of course. They'll fade away, and the Iron Centaur will be there and 
    ready to fight!
    Watch out for the Iron Centaur's axe-swings and stabs! When it begins to 
    flash, it could be ready to jump up in the air. Run away from its 
    shadow, and when it lands to cause an earthquake, you won't get hurt. 
    Alternatively, it could flash and charge up, before rapidly stabbing 
    with its axe in a strong series of blows! Always try to avoid a boss 
    when it begins to flash like this. When you win, the boss will desolve 
    in a small cloud of blackness.
    After the fight, if you went with Pearl, Elazul shows up, too late to do 
    anything. If you took him with you, he'll already be there, but will act 
    the same. He will try to have Pearl come along, but she thinks she can 
    remember something by not leaving yet. Elazul kindly threatens to kill 
    you if you mess up, and he goes on to clear out the enemies. You're not 
    done with this adventure yet, now you have to walk all the way back out 
    of the Tower! Take the little hop out the window, and head down towards 
    the enterance. Don't forget to save!
    When you get back to the enterance, try to leave. A note will fall to 
    the ground, and Sandra will appear! She'll summon a Jewel Beast II to 
    attack you! It can stab with its mouth and tongue, and charge to press 
    you against the side of the screen for some damage. In a flash-attack, 
    it can flip over onto its face, and use its feet to drill into the 
    ground. Overall, this critter's really boring, and other than hitting 
    harder and lasting longer than a normal enemy, really isn't much of a 
    Sandra leaves, saying you'll meet again. Pearl's worried about Elazul, 
    who's looking for other Jumis. Elazul is a Knight, while Pearl is a 
    Guardian. Usually, two Jumi would be paired off, and Pearl thinks that 
    if Elazul bumps into another like herself, then she'll lose him. She 
    thanks you, and gives you the AF: Frozen Heart, before leaving. This 
    adventure's now at an end.
    3V1. Two Pearls (Cactus Diary 22)
    Known Requirements: Complete "Cosmo."
    You need to talk to Elazul, who's in your bed, then go downstairs and 
    come back. Repeat this, and answer his questions truthfully, until he 
    vanishes from your room. You want this to happen, so don't panic. Go to 
    the Tower of Leires, and you'll see him there. Offer to take him along, 
    and the event will start.
    Head inside the Tower, and go to the top floor. If you need to refresh 
    your mind as to the layout, it can be found in The Looking-Glass Tower 
    adventure of this walkthrough, until I retype it here. The path should 
    be the same, minus the detours for all the treasure you already have. ^^
    Elazul will stop you before you enter the room to the Door of Fate, and 
    try to open the doors himself. Inside, you'll see both Pearl and 
    Blackpearl! They'll talk about how Pearl must take Florina's place, to 
    heal and help the Jumi until things are put right, but she refuses to as 
    she might die. Elazul rushes over, and after demonstrating his resolve 
    to protect Pearl, he has to fight Blackpearl. Accept to help him, and 
    leave the room to be back on the First Floor. Make sure you're ready and 
    equipped, and go to the left.
    Blackpearl is armed with her strange hammer-type weapon, and seems to 
    have the Abilities Spin, Crouch and Cheer. Her main Special Technique is 
    to smack the ground with the hammer, so a wave of force flys forward. 
    Overall, she fights just like you or another human would, with that 
    weapon and those abilities, so react accordingly.
    When you win, Blackpearl compliments Elazul on not being a bad fighter, 
    and agrees to leave Pearl alone for the time being. She warns you to 
    stay away from the Jumi, because of the old saying they have. Pearl 
    comes back, thanking you for helping, and after some confusion, runs off 
    with Elazul again. This mission's now over.
    3W1. The Flame of Hope (Cactus Diary 23)
    Known Requirements: Place the AF: Flame on the world map.
    In the Village of Gato, you'll bump into a Nun talking to a Sproutling. 
    It's hard to miss, as they're blocking the road infront of you. The 
    Sproutling has an upset tummy, and runs off when the Nun tries to help. 
    Go in the Items Shop here to buy some new equipment and meet Alex, then 
    follow the Sproutling to the next area, the Pathways. Talk to the man 
    here, and he'll introduce himself as Rubens, and asks if you've seen 
    anyone suspicious. The Sproutling doesn't count, and Rubens'll tell you 
    it ran up to the Cliff Terrace.
    The Sproutling is there, chatting with the Nun again. She spots a Popo 
    Bug on the Sproutling, and tries to take it off, as it's a cure for most 
    ailments. The Sproutling runs off again, cause it would have to lose a 
    leaf to get it off. The Nun mentions that Rubens needs a Popo Bug for 
    some reason. Run back and talk to him, and he'll say the Sproutling 
    headed for the Temple of Healing. Head to the left, and an object will 
    fall down next to Rubens, it's a letter.
    You'll see another Nun chatting with the Sproutling, who is running 
    around wildly. The Nun says to just meditate, and the Sproutling runs 
    off after seeing that she won't really help. Check the side rooms of the 
    Temple, and you'll see the Dreamweaving Room, where a priestess named 
    Matilda lives. You'll also find chests with Aroma Oil and Moss. Leave 
    the Temple when you're done, and head back to the Cliff Terrace.
    Rubens and the Nun from before will be here, with the Sproutling. Rubens 
    glows, and the Sproutling gets knocked over. Rubens refuses to follow 
    through and hurt the Sproutling to get the Popo Bug, even if it means 
    his sweetheart will remain in stone. Run back to the Temple, and you'll 
    see a Nun on the ground! Inspector Boyd will rush in, and start 
    examining the body, only to find out that she's still alive. It's just a 
    twisted ankle. Inspector Boyd blows his top, and says that someone named 
    Sandra must be disguised as the Sproutling. Leave the Nun behind, and 
    run back towards the Cliff Terrace. Don't worry, another Nun will take 
    care of her.
    Rubens and the Nun will be here now, talking about the Popo Bug. Rubens 
    still does not want to hurt the Sproutling to get a bug, though the Nun 
    seems rather greedy. She mentions Rubens' girlfriend in Geo, and he's 
    shocked to hear that the Nun knows. She stabs Rubens, who collapses on 
    the ground. You try to stop her, but she threatens to kill him. She 
    takes his sparkly gem, calling him a Jumi Knight, and teleporting off as 
    the Inspector gets there. He blaims you and your weird hat for the 
    crime, but Rubens tells him otherwise. He runs off to catch her. Talk to 
    Rubens and he'll appoligize to Diana, and vanish in a swirl of colors.
    You'll be back at the Temple of Healing, talking to Inspector Boyd, who 
    will explain everything about the Flame of Hope. He asks for your help, 
    and gets it wheither you like it or not, sending you off to check the 
    town's outskirts. Buy new equipment and save, and head there when you're 
    ready. The Nun that was previously blocking that area, will have moved 
    aside for your investigation. You'll see leaves headed into a cave 
    enterance, but past this is a path leading down, and another cave, with 
    a piece of Bird Meat next to it. Head down, fighting the Howler and the 
    two Needlebeaks who appear, and go in the Gato Caves here. Three Shadow 
    Zeros attack, and continue right.
    Go up the stairs on the next screen, and fight the Moldy Goo that waits 
    for you. Don't go up yet, (Back to Bird Meat Cave), but continue right 
    and go down the stairs. You'll meet a Skeleton and two Slimes here. Head 
    outside, and left to be back on the City Map. Remember where this is, as 
    we'll be coming back after we've explored the rest of the caves.
    Head right, and fight the Wooding, then the two Needlebeaks. Ignore the 
    path up for now, and go in the right Cave to get chests with Blackened 
    Bat and a Wad of Wool. This's also where the Nuns make their Blessed 
    Elixir. Going up leads to another cave, and then back outside to where 
    two Rattler Boas attack. Ignore the cave on the left for now. Going up 
    brings us to a screen with two more caves. The one without leaves is the 
    one we want to go in right now, and it brings us inside to see a 
    Sproutling, but not the one we're searching for. Two Skeletons will be 
    our next enemies. They sometimes drop Wishbones. Heading left will let 
    us get swiftly kicked out by a Nun, and heading right will let us fight 
    a Polter Box, leading outside to the Rattler Boas from before. Head back 
    up a screen, and take the cave on the right.
    Two Shadow Zeros will be here. Take the first partially-hidden path up, 
    and you'll find chests with an Angry Eye and a Flaming Quill. The second 
    one leads back to the first cave we passed at the very beginning of this 
    level, so take this one if you need to leave or save. Further to the 
    left is a room with two Slimes, and a path heading out of the caves. 
    Take the path down, fighting off a Needlebeak and a Wooding, and enter 
    the next cave, running across a wooden bridge. Another Nun kicks us out 
    for now.
    Remember the way to get back on the City Map? Retrace your steps there, 
    and go to the next area, the Waterfall. Continue past it, and head into 
    the cave. No, there's not more dungeons to go through, you'll be back on 
    the City Map. Go to the next dot, and you'll be at the Cancun Bird Nest. 
    The Nun's here, and our Sproutling. She knocks the Sproutling out, and 
    Inspector Boyd shows up. Sandra tosses off her disguise, using the 
    Cancun Bird to fly away. The Sproutling feels better, though the 
    Inspector still seems angry at losing the criminal. You'll get the AF: 
    Ancient Tablet, and AF: Torch of Coral, for your help, if you don't 
    already have them. This adventure is now complete.
    3X1. Cosmo (Cactus Diary 24)
    Known Requirements: Complete "The Lucky Clover."
    After completing "The Lucky Clover," Elazul will be pacing outside your 
    house. Tell him Pearl hasn't shown up yet, and that you'll help, to make 
    him say Pearl must have been kidnapped. This will trigger the event, as 
    well. Head to the World Map, and you'll see a note land at the Mekiv 
    Caverns. This'll be your next destination!
    Inside, you'll see a Mad Mallard, smoking! Talk to it, and you'll learn 
    Sandra and Pearl're both here, and took the upper-right path. Go there, 
    and fight off the three Bloodsuckers that attack you. Head right, and 
    talk to the Sproutling to hear you're on the right track. Take the 
    upper-right path again, and fend off the Goblin and the two Pincher 
    Crabs here.
    When you get to the next screen, Elazul mentions that his core's getting 
    cloudy. Up ahead, you'll see some creature sitting here. He'll say Pearl 
    took the middle path, straight ahead. Elazul's getting a really bad 
    feeling about this, too. Up ahead, kill the Mushboom and Skeleton, then 
    go to the next screen to find Pearl.
    Sandra's with her, and is trying to get her to remember something. Pearl 
    can't, and Elazul tries to stop Sandra. She throws a letter-like object 
    at him, and damaging his core. After some conversation, Pearl changes 
    into Blackpearl, and Sandra runs off. You and Blackpearl run after, to 
    face another Jewel Beast. This one seemed to have a flash-attack, which 
    is to fire a large laser after putting its feet in the air. But this 
    won't be enough to save it from you. Take advantage of Blackpearl's 
    Synchro ability, which will instantly fill your ST meter, and destroy 
    this Jewel Beast like all the other ones.
    After the fight, Blackpearl will abandon Elazul to look for Florina, and 
    the creature you met will teleport Elazul to your Home to recooperate. 
    Lisa will offer to find medicine, but Bud'll say it's useless. What will 
    happen next? This adventure's now completed.
    3Y1. Can't Look Back (Cactus Diary 25)
    Known Requirements: Complete "The Looking-Glass Tower."
    Head on over to the Fieg Snowfields when you're ready. A person will 
    talk about Nakratos, who died looking for Faerie treasure to bring their 
    wife back to life. This'll officially start the adventure. The person 
    leaves if you talk to him again, mentioning his students, and that 
    there's an ice witch here.
    Two Rabites and a Tonpole will be on the next screen. After them will be 
    two more Tonpoles, and a Zombine. The screen after this has two Potos. 
    Head further left and up, going to the next screen and getting a Sharp 
    Claw from the chest. Continue left, fighting two Sahagins, then a Poto 
    and two Zombines. Sahagins can drop Stargazer spears, which're pretty 
    good. You'll reach the Field of Innocence here, and a Gold Sprite 
    Statue. Save if you need to, and take the lower-left exit.
    This area's the South Fieg Glacier. There's a chest with a Giant's Horn 
    here. Also, if your Shade Mana Level's at 3, then you can recruit Elysia 
    the Succubus! Go to the next screen on the left, fighting a Howler and 
    three Rabites. The next screen on the left has a chest with an Angel 
    Feather, and a chest with a Sleepy Eye. Head right, to North Fieg. Two 
    Seadragons will try to attack you here. Beat them off, and you'll be 
    back in the Field of Innocence. Take the upper-right path this time.
    This area is called North Fieg as well. A Sahagin and a Tonpole will 
    attack first, then a Poto and a Sahagin. The screen on the right will be  
    Mephianse's Camp. He'll be talking with his students, about the Faerie 
    treasure and how it might be able to let people speak to the departed. 
    Get the Knockout Dust and the Wad of Wool from the chests, and talk to 
    the students to hear about monsters and ice witches. After you talk to 
    Mephianse again, he'll run off, leaving his students behind.
    Follow him back to the Field of Innocence, taking the lower-left path. 
    Go down and go right here, fighting the two Rabites and the Sky Dragon 
    you meet, and continue to the right for the next area. You'll see 
    Mephianse talking to the Ice Witch. She says his brother is alive, and 
    that Mephianse is just lying to everyone else about it. His brother 
    changed into a big snow monster, who is now laying in wait ahead. 
    Mephianse can't go through with it, but the Ice Witch moves aside, so 
    you can.
    The next screen on the right has a Seadragon, and two Tonpoles. Continue 
    past them, and in the next area go to the right, to reach Queen Altena's 
    Hill, and two Howlers. You can also pick up a Hairball and a Virgin's 
    Sigh. Go back a screen, and when you're ready, take the upper-left exit.
    You'll be in the Field of Lost Guilt, with a music-change! A large yeti-
    like creature, named Du'Mere, will be here to challenge you. It has the 
    standard Boss-push, and attacks with a slow punch, kicks, and a rushing 
    attack where his hand is up. When Du'Mere starts to charge up and fold 
    his hands infront of himt, get out of the way of the swirling ice 
    tornado that'll soon be there! It goes all around him, so focus on 
    distance, rather than being behind him. When he flashes and has one of 
    his hands up in the air, get behind him to dodge the large frozen 
    snowmen that fall, or you'll be turned into one for continuous damage.
    When he's defeated, he'll vanish in a colorful swirl, and you'll be 
    talking to Mephianse again. He thanks you, but doesn't feel overly happy 
    about what's happened. You'll get some WendelSilver, and this adventure 
    will be at an end.
    3Z1. A Siren's Song (Cactus Diary 26)
    Known Requirements: Complete "Summer Lovin'," "Faeries' Light," and 
                        "Drowned Dreams."
    Go to Lumina, and go behind their tavern area. You'll spot many soldiers 
    standing around here, looking for the lampshop. This will trigger the 
    event. They all think Monique was responsible for the Imperial Ship 
    sinking! Head to the lampshop, and the soldier there will tell you 
    Monique isn't there. Where could she be?
    Head to Polpota Harbor, and to the Seaside Hotel. Go down the stairs to 
    The Harbor, and you'll see Monique. She was looking for Elle, who isn't 
    around. Then some Soldiers will try to kidnap Monique! Their Captain 
    comes by to tell them they already found a siren, and to let Monique go.  
    Go to the area past the Waterfront Mall, to see some soldiers talking 
    about the Siren being trapped in by a Boink. If you talk to Thoma in the 
    northern part too, you'll see him try to set his friends' spirits to 
    rest. Thona will appear, and tell Thoma about his immortal lord. The 
    screen'll fade to black, and you'll be back on the map.
    Leave Polpota and go to the Madora Beach. Head left, to where the Boink 
    was before. This time, you'll hear singing, and the Boink will move out 
    of your way. Continue left, and you'll see the Birdcage Lighthouse. 
    Monique and Elle will talk, about singing and being free, no matter the 
    cost. Run over to the left and get the Angry Eye when you're allowed to, 
    and try to go inside the Lighthouse. Flameshe will try to stop you, but 
    Monique will ask her to let you protect Elle. She still doesn't think 
    she should. Walk to the right, as if you were leaving, and she'll vanish 
    in a bubble. Run back and through the doors before she unbubbles again, 
    and you'll be in! It's time to fight Tropicallo!
    Tropicallo likes to use Wisp and Dryad spells. Knock the right hand onto 
    the ground, and move away from it, as it'll self-destruct in an 
    electrical swirl for heavy damage. This'll harm the boss too, leaving 
    you time to attack the left hand to wrack up more damage. The lower-left 
    area is a relative safe-point, to use to Crouch if need be and the like. 
    Some attacks can still get you there, so watch out! Eventually, you'll 
    You'll see Elle inside her sanctuary, as Monique comes up to say hi. 
    Elle's finally free to come and go as she wants, if she's ever brave 
    enough to. There's also a chest here with a Mirror Piece if you come 
    back for it after the adventure, which concludes now.
    3A2. Summer Lovin' (Cactus Diary 27)
    Known Requirements: Place the AF: Torch of Coral on the world map.
    Arriving at Madora Beach, you'll see two Penguins talking. David has to 
    go back to sea, but Valerie doesn't want him to go. Valerie takes off, 
    leaving David to think she's layed an egg, so he follows after. This 
    starts the adventure.
    Bash the crabs for fun here as they go running around. There's seven or 
    so on each crab-screen, but they can escape off the sides of the screen, 
    so be careful. If you want to get some extra experience and a chest or 
    two, head left first. If not, sit tight and we'll be right back.
    You'll meet a Sahagin and two Teedies, followed by two Chocobos and a 
    cave enterance. Head on in, and beat up the Big Baby and the Iffish. 
    When you reach the fork, take the lower-left exit, to beat up two 
    Seajacks and get a chest with Scissors. Going up will let you fight an 
    Iffish, a Seajack, and a Tezla. Going outside, Boink will forcibly 
    teleport you back to the enterance. Go right now.
    You'll meet two Pincher Crabs here, and then a Tezla. Next, you'll face 
    two Iffishs, along the Royal Coastline. The cave up ahead is Sunrise 
    Caverns. More crabs're here! If you take the upper-right path, you'll 
    reach Princess Beach, where one Seajack and a dead end are! Go to the 
    lower-right instead, fighting a Sahagin, then two Bloodsuckers. Kill the 
    Big Baby, which sounds worse than it actually is, and go to the next 
    screen, Sunrise Caverns, to find more crabs. The right exit leads to 
    Eastend Beach, where you can find a monster egg sometimes. The upper-
    left exit goes to Prince Beach.
    A Pincher Crab will be here with a Tezla, followed by two more Pincher 
    Crabs. The next cave's called King's Caverns, and you'll have to fight 
    off a Seajack next. The next area has more crabs, and two exits. The 
    upper-left lets you get a chest of Rust, and there is a crab who will 
    count how many you've bashed to this point. Between twenty-three and 
    twenty-five will get you the Lord of Darkness honorary title, and 
    twenty-eight will make the crab call you the King of Demons! Remember 
    where this guy is for later. Go back to the lower-right path, to fight 
    the boss, Fullmetal Hagger!
    Fullmetal Hagger can push you around, and stab with its feet. There's 
    two flash-type attacks: eye beams, which can be dodged by moving under 
    or behind him; and a jump, which makes him fire off electricity around 
    him when he lands. After enough damage, he may lose an eye or two, but 
    it doesn't seem to hamper his fighting Abilities. He's really slow 
    overall, and shouldn't take long to defeat. There will be a chest with 
    Ash in here if you come back after the adventure, too.
    David wants to stay with Valerie, even if it means quitting the Pirates. 
    David goes as Valerie insists, only to find out she really does have an 
    egg. Talk to her to get the AF: Rusty Anchor, if you don't have it. If 
    you just leave by the cave without talking to her, you may miss out on 
    it! This adventure is now successfully completed.
    3B2. Drowned Dreams (Cactus Diary 28)
    Known Requirements: Place the AF: Rusty Anchor on the world map.
    Go to Polpota Harbor, and go to the first dot you come to, the 
    Waterfront Mall. You'll see a Flowerling here, who talks about a ghost 
    at the Seaside Hotel. Flameshe the mermaid will appear, and denounce the 
    ghost as just a prank. Do as they suggest, and go to the pink dot near 
    the center of Polpota's City Map. Talk to the Mr. Moti on the right, and  
    a ghost will briefly materialize! Offer to help to start this adventure.
    Head back past the Waterfront Mall, and go up. You'll reach Polpota Bay, 
    and talk to Thoma the Imperial Soldier. You can ask him about the ghost, 
    and the ship that sank mysteriously. Go back to the hotel, to meet the 
    Basket Fish. He'll run off into the Lobby after some questioning. Take 
    the stairs under the big shell on the right, to reach The Harbor. You'll 
    see Inspector Boyd here. Talk to him several times, and ask him about 
    each option. Talk to him again to get complimented, and then ask why 
    he's here. You'll hear Sandra is in the area, looking for the Blue Eye. 
    Tell him to go see the soldier, and he'll go running off.
    Exit to the lower-left to reach the Sea's Bounty Restaurant. Thoma will 
    be talking to the Pirate Penguin here. The Penguin will point out that 
    Basket Fish claims to see everything that happens underwater, and Thoma 
    will run off again. Head back to the Seaside Hotel and try to leave, to 
    see Thoma and Inspector Boyd talking. The Inspector found a clue, and 
    Thoma agrees to help. Now go back inside the Hotel, and go into the 
    Lounge at the left.
    Thoma and the Inspector will be talking to Basket Fish. He has the Blue 
    Eye stone, and Thoma and Boyd ask to see it so they can tell how the 
    ship sank. Basket Fish says no, but the dancer he's drooling over asks, 
    and he shows her. This causes a scene to be shown, showing how the ship 
    sank. A sea hag was the culprit, and the ghost will appear! It's a 
    member of the sunken ship, and demands the Blue Eye stone. It'll run off 
    and get away. Is it Sandra in disguise, or someone else? You won't go 
    Home empty-handed, though, as the Management will reward your ghost-
    stopping with the AF: Pirate's Hook. This will conclude our adventure.
    3C2. Fluorite (Cactus Diary 29)
    Known Requirements: Complete "Alexandrite."
    When you're ready for this event, go to the Jewelry Shop in Geo. You'll 
    hear a voice calling you, and this event will start, making you appear 
    in Pandora's Box. A girl will be here, and after a core-flash, introduce 
    herself as Florina. Another person will soon appear, Belle, who moniters 
    people's dreams.
    After some quick dream/reality explaination, you hear that you're here 
    to fight the monsters in Florina's dreams. Tell Belle when you're ready, 
    to make you reappear in a dream-Oasis, in the Duma Desert. And there's 
    Niccolo! He offers to be a dream-guide, for 200 Lucre. This isn't so 
    expensive, so you might as well agree to it. At the worst, he can be 
    cannon-fodder for the enemies around here.
    When you agree, you appear in an area with lots of Basket-Fish, and 
    Revanshe the dancer. Take the lower-left path, and fight off the two 
    Molebears and the Skull Beast here. Continue left, beating up the three 
    Molebears you'll soon see, and you'll arrive on a screen with Niccolo 
    and Li'l Cactus. Ignore Niccolo, and move to the upper-right. Beat the 
    three Skull Beasts, then continue onto the next screen.
    Blackpearl and Elazul will be talking here. Elazul says he let his 
    Guardian down, so he should no longer be a Knight. After Blackpearl 
    leaves, chat with Elazul and the sand-falls will vanish. Take the new 
    upper-left path, and fight the two Fierce Faces and the Mad Mallard 
    here. Past them will be two Cockatrices. Further on, you'll see Elazul 
    and Blackpearl again.
    Elazul is trying to get Pearl back, but Blackpearl says she doesn't need 
    him. She lets slip that if her core was taken, she'd return to being 
    Pearl, as Elazul draws his sword. He puts it back, and the two vanish 
    again, after more talks about Flourite. Another sand-fall vanishes, and 
    that's the path you should take. A Sand Scorpion and a Skull Beast will 
    be here to battle, then get the chest with Acid up ahead.
    In this next screen, Sandra and Blackpearl will be talking. Sandra seems 
    to need 1000 Jumi-cores to revive Florina, but Blackpearl knows that 
    Sandra won't stop there. Blackpearl faints, and Sandra runs off, as you 
    arrive on the scene. Get ready to fight another Jewel Beast here, this 
    one capable of flashing, and then digging into the ground to cause rocks 
    to be thrown up. Stay far out infront of it, and you should be able to 
    dodge them. It also has the laser-attack of the last Jewel Beast you 
    Collect your experience and Lucre, and the scene will change. Pearl will 
    be collapsed next to where Blackpearl was, and Elazul will find her. The 
    two will run off, like normal, and you'll be back in Pandora's Box. 
    Belle will say Florina is sleeping safer now, and that dreams're just 
    reality through a filter. This adventure will now conclude.
    3D2. Faeries' Light (Cactus Diary 30)
    Known Requirements: Complete "The Lost Princess."
    Go to Lumina, and move north as you reach the City Map, to reach Bright 
    Moon Alley. You'll want to go across the bridge and up, leaving the 
    screen to the right. Head past the stairs and door, go up the next 
    stairs, and you'll be in the Limelight Lamps Shop. Talk to the girl 
    Monique, who has a problem selling lamps. She needs six more sold, or 
    she'll close her shop down. Gilbert the Bard will run in, telling her 
    not to. He'll agree to sell the lamps, then leaves, starting this 
    Outside, Gilbert will ask you to help out, if you talk to him, which you 
    should. Choose to sell them, and he'll give you three of them. Head to 
    the dot on the left on the City Map screen, and you'll reach the 
    Mischievous Spirit Tavern, an area with lots of Dudbears. Head up the 
    stairs here, and talk to the bartender. He'll start to teach you the 
    Dudbear language! I've typed up the language for you to look at if 
    Dub!: Greetings/Yes
    Dud: Goodbye/No
    Duba: You
    Duda: Me
    Dubba: Friends
    Bubu: Dudbear race
    Gugu: Other races
    Da: Light/Stars
    Ba: Night
    Dadda: Lamp
    Dubababa: Many/Very
    Du: Little
    Baba: Music 
    Dada: Please
    Gak: Unhappiness
    Bub?: "Huh?"
    Dada Dadda: Buy Lamps
    Find the two chatty Dudbears in this area, to sell lamps to. This is 
    pretty fun, chat with them and try to translate what they say. You won't 
    get exact translations, but enough to get an estimate. Keep talking 
    until they say you're friends, agree with them, and then try to sell 
    them a lamp when they don't have much more to say. Also, if you look 
    behind the tavern area, you'll find a chest with a Raven Feather. IF 
    Lumina has a certain Mana Level at 3 (I'm not sure which one, I'll check 
    into it further), you'll find Guri the Goblin as a possible pet! After 
    selling two lamps here, go to Bright Moon Alley, and sell a lamp to the 
    Dudbear here.
    When successful, return to Gilbert and give him the money, and he'll 
    rush over to tell Monique. They'll go outside for a little romantic 
    session, and you can follow to overhear them. They seem to live in two 
    seperate worlds, and just that quickly Gilbert dumps Monique! She 
    doesn't mind that much, and thinks she'll get a new love when she wishes 
    as well. Go back into the lampshop, and Monique will admit she's a bit 
    depressed. Three Dudbears will come in, and talk to Monique, who also 
    knows their language, or can at least understand it. She's happy they 
    liked her lamps, and gives you the AF: Trembling Spoon, and the AF: Sand 
    Rose, if you don't already have it. This adventure is now at an end.
    3E2. The Lucky Clover (Cactus Diary 31)
    Known Requirements: Complete "The Looking-Glass Tower."
    Go to the Pub in Domina, and recruit Elazul. Try to leave the Pub, and 
    you'll bump into Pearl. She'll run off again, and Elazul will comment on  
    her needing the better things in life, like friends and family. Head to 
    Geo, and you'll see a green-haired girl appear on the City Map. Nunuzac 
    will appear after her, and call her dirt several times, and the two'll 
    run off. Elazul will think he recognizes her, but sounds shocked.
    Head to the Sorry, Carl! Cafe, and rest there until it's Jinn Day. If 
    you find the girl on a different day, she won't be able to talk and 
    Elazul will say to come back later. Head to the Academy of Magic, and 
    take the upper-right door that a Student is standing by. You'll see the 
    green-haired girl at a desk, and talking to her will reveal that she's a 
    Jumi! If you read your World History Encyclopedia, you might recall that 
    many mages tended to call the Jumi "dirt." She says that you should come 
    back and meet her at the School's Library, on a Gnome or Undine Day. Do 
    as you're instructed, and go to the Cafe to kill time until it's one of 
    those days.
    Head back to the Academy's Library, on the lower-right, and talk to the 
    girl. Nunuzac will explain the dirt-concept, and run off when Elazul's 
    on the verge of killing him. The girl will say she's looking for someone 
    who looked like her, and will ask you if you've seen anyone. She asks 
    you to visit her later, and this scene will finally, offically, start.
    Go back to the Cafe and take some time off, and keep coming to the 
    Academy until it's a school day. Go back and talk to her in the 
    classroom, and she'll want to ask you a favor. Return to the Cafe, wait 
    until it's an Undine or Gnome day, then see her in the library. She'll 
    mention that Florina was kidnapped. Florina's a Jumi that could heal, so 
    this's a serious threat to their race. Since Elazul's already a Knight 
    to Pearl, the girl, Esmeralda, asks you to be her Knight. Say yes, and 
    Elazul will go to the Jewelry Shop incase you need him, and Esmeralda 
    will be your new NPC.
    Your first stop should be the Jewelry Shop. You'll talk to Alex here 
    about cores, and find out that Esmeralda's sisters are dead, and she's 
    trying to find a way to revive them. Next, go to the Palace of Arts. 
    Kristie and Sotherbee will talk, and tell you there's a core downstairs 
    in the warehouse. Kristie wants it gone if one is there, as it'll bring 
    misfortune. Talk to the statue here, which Esmeralda calls Diana. She'll 
    say to go, Florina is dead, and Sandra is coming to get her core! She's 
    hoping that the Jumi won't be hurt anymore if she gives up now. 
    Esmeralda will get one of her sister's cores back, as well.
    Our second destination, is the Academy of Magic. If you take the upper 
    route, you'll find the Principal's Office, and Esmeralda will sense one. 
    She'll say to return on Dryad Day. You know the drill, visit the Cafe 
    until the right day, then return. She'll find it, and ask if you think 
    she's a thief for doing this.
    For Esmeralda's third sister's core, stay at the Cafe until an Undine 
    Day, then go back. Talk to the Teapo from behind the counter, then leave  
    and go to the City Map. Esmeralda will say that it must be in the Cafe, 
    so go back and you'll get the third core!
    Sandra will be in town now, and plotting to take the cores away from 
    Esmeralda. There'll be a note on the ground, saying just this. When 
    asked, tell Esmeralda to go "To the academy!," and then follow her there 
    to see Inspector Boyd. Esmeralda will already be kidnapped! Sandra sure 
    works fast. Go back to the Jewelry Shop if you want Elazul to help you 
    out in the fight ahead, and head back to Diana at Kristie's Warehouse.
    Esmeralda was just here, but now she's gone! Talk to Diana, and you'll 
    be teleported to the Battle Arena. Head to the center to fight one of 
    Sandra's Jewel Beasts! Other than hopping around, charging and stabbing 
    with its jeweled tongue, this Beast has no real attacks, and should be a 
    cinche to beat.
    You'll race to the next room, but too late to prevent Esmeralda's core 
    from being taken. Sandra will escape, and you'll be talking with Diana, 
    who Sandra hasn't taken yet for some reason. Diana thinks she knows what 
    Sandra's trying to do, and tells Elazul to bring Pearl here, and she'll 
    tell him. She'll give you some metal, and teleports you back to your 
    Home. Pearl is dozing here, and Elazul decides not to wake her just yet. 
    This adventure's now over.
    3F2. Alexandrite (Cactus Diary 32)
    Known Requirements: Complete "Two Pearls."
    To get this adventure under way, you'll want to go to the Pub in Domina, 
    and chat with Elazul and Pearl. He'll ask you to escort Pearl to Geo, 
    and to start this adventure you should say yes. Pearl will mention how 
    Elazul feels about Esmeralda having her core taken, and she'll join the 
    party. Head to the World Map, to see another of Sandra's letters hit 
    Geo. Bring Pearl with you to Geo, and the Warehouse under the Palace of 
    You'll see that Diana is now a crystallized statue. Pearl'll wonder what 
    to do, so assure her to 'Don't worry' just yet. You'll go upstairs, and 
    Pearl will tell you about the Jumi Knight-Guardian ceremony. You'll also 
    learn that you're supposed to look for Keys of the Heart, to get Diana 
    back to normal. There's three of these keys you'll need to find.
    The Academy had a core last time you were here, at the Principal's 
    Office. Maybe they have a key too? Check there, and you'll find a key on 
    the desk! This is the Key of Hate.
    If you try to leave Geo, right by the stairs, you'll see one of the 
    keys, this one the Key of Pride. One more to go!
    Lastly, head to the Instrument Shop in Geo. A key will be there, sitting 
    on a drum! This's the Key of Pain. You have all three, so now you just 
    need to bring them back to Diana. Of course, things are never this easy.  
    Kristie decided to redecorate, so Diana's missing! Ask Kristie about it, 
    and you'll learn Diana's now in the Battle Arena.
    Elazul will appear, to hear that Diana did this so she wouldn't get her 
    core taken by Sandra. It seems Diana doesn't want to die as much as she 
    first thought. The keys will work to free her, as Diana explains 
    Sandra's motives behind hating the Jumi so much. Sandra will interfere, 
    and wound Pearl, before grabbing Diana's core. She says to find 
    Blackpearl, before vanishing. Elazul and Pearl try to leave to keep you 
    out of this, blaiming themselves for causing possible harm to you, as 
    this adventure concludes.
    3G2. Teardrop Crystal (Cactus Diary 33)
    Known Requirements: Complete "Fluorite."
    For this last adventure with Elazul and Pearl, head towards Domina's 
    Church, and speak to Inspector Boyd. When he starts to ask if Pearl and 
    Elazul might be dead, be sure to tell him 'No, that can't be,' 
    especially since you know that's the truth. He'll suddenly remember to 
    ask you for a favor, which is to check an abandoned building in Geo, 
    that used to sell Jumi cores.
    Accept the mission, and the two of you will be outside Alex's old 
    Jewelry Shop, where you just went to do the Fluorite adventure. The 
    Inspector will ask you to open the door there, which you can easily do. 
    Somehow, he can't seem to, so he stays outside. There's nothing of note 
    in the shop, so try to leave, to bump into Pearl. Elazul will be with 
    her, and they'll say that everyone thinks this place is abandoned, and 
    that Alex is a mystery-person of some sort.
    They'll look around the shop for something strange, so examine the box 
    in the lower-right. The box will open, and it's Pandora's Box! Pearl 
    will immediately collapse here, and they'll meet Florina. Pearl will 
    become Blackpearl again, and Florina will ask her about the Mana Sword. 
    They'll talk about Elazul's sword, and how it's not the right one. Then 
    they'll ask the big question, about Blackpearl/Pearl, and who was the 
    real one.
    During this scene, they'll explain about Florina being in Pandora's Box, 
    the Jumi's search for the Mana Stone, and who Alex really is, among 
    other things. This adventure will open up offically, and show how Pearl 
    and Elazul met. Florina will ask Blackpearl to defeat Alexandra, who is 
    now Sandra the jewel-hunter. You'll get the AF: Jumi's Staff, and 
    Florina will vanish.
    You'll be asked to bring either Pearl or Elazul to the location you 
    place the Jumi's Staff. Elazul is a decent fighter, but picking Pearl 
    will let Elazul give you the SwordOfFate, a 1H Sword with an offense of 
    40, and some stat-bonuses. Step on the circle to reappear in the 
    Abandoned Jewelry Shop, then save and head to the World Map.
    Place the Jumi's Staff on the World Map, to create the Bejeweled City. 
    Head here with your chosen partner, and head up. Go inside the door here 
    on the Glowing Corridor, with the blue stone above the door, and get the 
    chest with a Mirror Piece in it. Fight the Beholder and Denden inside, 
    then get the Sapphire here. Head left and up outside, and go in the door 
    with the yellow gem above it, to fight a Beholder and a Marlboro. Don't 
    forget the Topaz or the Messy Scroll!
    Head left and up again, to reach Sappho's Gate. Walk past it for now, 
    and go to the next screen and inside the door with the green stone above 
    it. There's some Magical Meat here, as well as two Chobin Hoods and a 
    Succubus. Take the Emerald here, and leave to go left and up again to 
    the next screen.
    Enter the red stone room, getting the Holy Water from the chest, and 
    slaying two Chobin Hoods and a Shadow Zero for the Ruby. Head back to 
    Sappho's Gate, and examine it. You'll need to put the jewels you 
    received on pedestals. Your partner will detect something, and Pearl 
    will change into Blackpearl if she's with you. It's yet another Jewel 
    When it's done, talk to the pedestals to place the gems. You need to 
    make the color of the stone above the door, so talk to the gems until 
    the Topaz and the Sapphire are there. This will open the gate. Journey 
    back along the Glowing Corridor, to get a spare Topaz and Sapphire, then  
    go up the stairs behind Sappho's Gate.
    Head to the right, entering a room with a purple stone above the door, 
    to get a chest with a Virgin's Sigh, and fight two Ape Mummies. Pick up 
    the Amethyst here, and go back outside. To the right is another of 
    Sappho's Gates, so continue right past it to see a strange scene from 
    the past, with Esmeralda, Rubens, and Diana. Go right again, and enter 
    the room with the light-blue stone above the enterance. Get the Angel 
    Feather from the chest here, then fight a Dark Stalker and a Marlboro to 
    earn the Aquamarine.
    Return to Sappho's Gate, and examine it to fight yet another Jewel 
    Beast. These things should be regular enemies, they've been used so much 
    by now. At least the experience is good, though. Go back to the 
    pedestals, and try to place the right stones. There's three here, so 
    place the Amethyst, Sapphire, and Emerald to open the gate. Now, go back 
    downstairs to the first floor, retrieve another Sapphire and Emerald, 
    then come back up and get a new Amethyst. Then head up the stairs here.
    Right to the right is a door with a white stone above it. Get the chest 
    for a White Feather, then get ready to fight a Machine Golem. It can 
    only attack things infront of it. It'll move up and down like a normal 
    enemy, but if you're in the line of fire, it'll try some attack. When it 
    flashes, be ready to dodge the huge laser that fires straight ahead. 
    When you beat it, take the big experience and Lucre, then get the 
    If you head right, you'll see another scene from the past. Going right 
    will lead to the Sappho's Gate on this floor, with four pedestals. 
    Another Jewel Beast guards this one. Place the Topaz, Emerald, Amethyst, 
    and Diamond here to open this last gate, and run inside to reach the 
    Room of the Clarius. Head to the door when you're ready, to meet 
    Alexandra inside.
    Alexandra admits to being Sandra, and calls on the Lord of Jewels, who 
    you met in the Mekiv Caves. He swallows Jumi cores, somehow merging them 
    inside as well. He's eaten 998, Sandra claims. He eats another infront 
    of you, which for me was Elazul, since I took Pearl with me. The Lord of 
    Jewels 999 will attack right after this!
    Boss-pushes, rush attacks, and a quick tail-whip are the Lord of Jewels 
    999's physical attacks. It also likes to block your physical attacks. 
    This creature loves to use flash-attacks, though. One is a shower of 
    crystals onto the ground, that soon explode. A second is a laser beam, 
    that will try to hit all of your companions and yourself, surrounding 
    you in crystal and shattering. It also has a chance of confusing you. A 
    third flash-attack is a quick sprinkling of gems, that explode upwards 
    into stalagmites. Get in hits between flash-attacks, stepping back and 
    dodging if you need to get some energy back. Distance attacks work well, 
    but more physical weapons usually hit harder, too.
    After the fight, Sandra will sacrifice her own core, to energize the 
    Lord of Jewels so he can revive Florina. You'll be transported to a 
    star-studded battlefield, to fight the Lord of Jewels 1000. This boss 
    usually fires a laser beam infront of itself for an attack. When it 
    flashes, it'll float to the top of the screen, to fire one bit of 
    crystal that will explode. This's actually the only flash-attack I saw 
    this boss do, as it was quickly destroyed by my party. I believe this 
    form is much easier to fight than its previous.
    Your character will cry for the dying Jumi, and turn into stone, as the 
    rest of the Jumi all come back. They'll make a teardrop crystal, which 
    can cure your petrified state. Winds will swirl around your Home on the 
    World Map, and lightning will strike, before you can see Bud and Lisa 
    inside your house, commenting on the storm. The storm will break, and 
    Bud and Lisa will run outside amidst a great backdrop to meet Elazul and 
    Pearl. You'll be back too, and your character will say their first 
    unpicked words! ^^ And this quest will conclude successfully.
    3H2. The Quiet Sea (Cactus Diary 34)
    Known Requirements: Complete "Drowned Dreams."
    Board the SS Buccaneer, and head for the Wheelhouse. Tell Ramtieger to 
    go South, East, and East, and he'll tell you the wind has stopped. This 
    will start the adventure. This's bad for ships that're trying to move, 
    so he tells you to go fish or something.
    Fishing's best to do from the Quarter Deck, so go up to the top of the 
    boat to see a Penguin's already fishing. Leave and come back, and chat 
    with the Penguin to open the bottle he caught. A ghost will pop out, and 
    start talking about the ship. Looks like the SS Buccaneer's haunted now! 
    Go to Cap'n Tusk's room, and he'll tell you to find the ghost's bottle.
    Head outside the Deckhouse to the right, and go down the stairs. Take 
    the Hatchway stairs down, and talk to the brown barrel you'll see here. 
    Tell it a pretty girl's here, to trick it into moving around. Talk to it 
    until you get the ghost's bottle, then head upstairs. When you get 
    outside, a Penguin Pirate will lead you to the front of the ship to duel 
    the ghost, Gova!
    Gova can inflate its fists, then spin around in a cyclone to hurt and 
    dizzy you. It also relies on single jabs and licking with its tongue. 
    After flashing, it can stab you and suck out your energy to refill its 
    own! Alternatively, it can resemble a band, and start playing music to 
    hurt and confuse you. Stay beneath Gova and it can't harm you with its 
    attacks. When you win, collect your experience and Lucre, and a piece of 
    ViselGold from the captain, along with a Pincher Crab for your library. 
    This adventure is now over.
    3I2. The Treasure Map (Cactus Diary 35)
    Known Requirements: Complete "Drowned Dreams."
    Place the Pirate's Hook in the water, to make the SS Buccaneer. Head 
    down the stairs and into the Deckhouse. Head south while in the 
    Deckhouse to reach the Wheelhouse. You'll meet Ramtieger, the steersman 
    for the SS Buccaneer. He'll then ask you to give him directions to sail 
    in. Sail North, North, then East, and the Cap'n will send someone to ask 
    you to go see him. You'll be moved there automatically.
    Cap'n Tusk will ask you to go look for a treasure map inside the Mekiv 
    Caverns. Agree to go and you'll be inside the Caverns with the Pirate 
    Penguins, and you'll trigger this event. Take the upper-right path, and 
    fight three Bloodsuckers. Go to the lower-right, and you'll see Roger 
    and his Dudbears. They'll talk about a treasure map that they lost, and 
    how the Pirate Penguins are their enemies. Follow them up to the area 
    Boink was previously guarding, and fight the Goblin and two Pincher 
    Crabs here. Goblins can drop 2H Earthsplitter Axes sometimes. Continue 
    along to the lower-right exit, and look at the brown paper you'll see. 
    It's the map!
    A horde of Dudbears runs up, eight in number. They'll each grab the map 
    and run, tearing it into eight pieces. You have to hurry and grab them 
    all! Run right and talk to the Dudbear there to get a piece of the map 
    back. Head right, fighting a Mushboom and a Skeleton, running right to 
    get the Blackened Bat from a chest. Head back to the Dudbear you knocked 
    out, and take the upper-left exit. Fight the Goblin and two Pincher 
    Crabs again, and leave the screen to the left. Take the lower-right path 
    on this screen, kill the two Bloodsuckers and the Pincher Crab, Then the 
    Bloodsucker, Pincher Crab and Poto, and leave to the right.
    Get two more pieces of the map from the Dudbears here, and go back to 
    the upper-left. Kill the enemies off and head left, left past the 
    Sproutling, and kill the three Bloodsuckers here. Go left, and go around 
    the Boinks, taking the lower-right path. Get three more pieces of the 
    map here. Hurry, time's running out! Exit to the lower-right, killing a 
    Bloodsucker and two Mushbooms, and the two Bloodsuckers and a Poto after 
    them. Head right, and quickly grab the last two map pieces. The map's 
    finished! You'll receive a Crab that crawls around in your Library for 
    your trouble. Careful not to step on it! This adventure will be over 
    3J2. Reach for the Stars (Cactus Diary 36)
    Known Requirements: Place the AF: Sand Rose on the world map.
    Place the Sand Rose, and head into the Duma Desert. Talk to the shocked 
    Students of Geo to hear that a magic book was stolen. Talk to Kathinja 
    to get attacked by over-eager Students, before she calls them off. She 
    reveals they're looking for Mephianse, and that he's the thief. Him and 
    his Students're here to test out the new spells. They want the book 
    back, but it is a large desert. Talk to Kathinja again, and offer to 
    help. She'll officially introduce herself as a professor of Geo's 
    Academy of Magic, and the event will trigger. She warns you about 
    Mephianse's Students giving you incorrect information, and runs off.
    Go right, and leave the screen by the lower-right. Get the chest with 
    Lizard Meat here, and take the upper-right where the Blue Student is 
    standing to fight three Skull Beasts. Head right and up to be at a sand-
    fall, and go right. Two Mad Mallards will be here. I found a NinjasCharm 
    after the fight. Beat them, go right and down to the River of Sand. Go 
    to the right and up, and get the Rust here. There's also another 
    sandfall. Talk to the Green Students, and choose to 'Go Through' it. 
    They'll kick your shins, and let you go up. When you do, another Student 
    will teleport in and inform them that they've let you go the correct 
    way. Oopsies!
    This next screen will have a Fierce Face and two Skull Beasts. I won a 
    PegasusHelm from this fight! Taking the upper-left route brings you to 
    the Oasis, which has a Gold Sprite Statue, and also a chest with 
    Scissors. Go back a screen and take the lower-left route. Fight two Mad 
    Mallards, and note the upper-path, but don't take it yet. Go left, 
    fighting three Skull Beasts, and then two Cockatrices. Left is another 
    another sandfall, and a chest with a Silly Eye. Leave by the lower-
    right, fighting two Cockatrices, and then two Fierce Faces and a Mad 
    Mallard. Get the chest with a Needle. Going up would put us behind the 
    first sandfall we found, but we wouldn't be able to go past it. So, 
    retrace your steps to the upper-path we noted earlier.
    Take this path up, to see a sandfall and lots of Green Students. Keep 
    talking to them until you can choose to 'Go Through,' and do so. The 
    Students will swarm you, which somehow seems scarier than many of the 
    monsters we've fought. Just head one way, so they follow you, then curve 
    back around and past them, heading to the upper-left. Run left, and 
    Kathinja will catch up with you. She'll tell you to make sure you have 
    equipment that'll reduce magic damage on, but you actually won't need 
    it. Talk to her again when you're ready, and you'll both go left.
    Mephianse is here with some Students, at some weird cannon-like object. 
    Mephianse says he's going to create a star with this device, and shatter 
    the earth with stars. He'll push you back to the previous screen, and 
    Kathinja will zoom off further. Two Axebeaks will appear to take you 
    out! They can fire their beaks like boomerangs, and try either one hard 
    peck or several weaker pecks to hurt you. They can also kick with their 
    little feet. Try to use area-effect Special Techniques, or just focus on 
    one with your chosen weapon until it's dead. The survivor will be a lot 
    easier to take down.
    After the fight, Kathinja returns. You'll run back to the left, only to 
    see Mephianse's machine's ready! You'll appear on the World Map to see 
    the stars he creates! Much to everyone's surprise, these're just 
    fireworks, not some world-shattering star. Kathinja comments on the cool 
    fireworks display, and gives you the AF: Torch of Coral, if you don't 
    have it, or some metal if you do. That'll complete this adventure with a 
    3K2. The Dragon Princess (Cactus Diary 37)
    Known Requirements: Complete "The Ghost of Nemesis."
    Go to the White Forest with Larc in your party. When you enter, Larc 
    will mention the White Dragon, Vadise, hiding in here. He says his 
    senses are slightly-messed up here, and that he'll tell you where to go 
    when he knows. This event will start, and you'll be back in control.
    Head to the right and down, and Larc will say you're going the wrong 
    way. This's okay, as you can beat up two Rabites and a Silkspitter in 
    the next screen, and get a chest with a Giant's Horn. Head south of the 
    chest to another screen, and take the right path. A Wooding will try to 
    stop you, but you can find a chest with a Baked Roach here. Go back to 
    the previous screen.
    Take the path on the lower-left to get a chest with Ash in it, then beat 
    the two Rattler Boas. Get the chest with Animal Meat, and go left again. 
    You'll see Reverand Nouvelle here, who says he found the Lilipea 
    Village, but you need to find a missing Lilipea to get in. There's also 
    a Gold Sprite Statue here. Further to the left on the next screen, is a 
    Goblin and two Silkspitters, then a Rabite and two more Silkspitters.
    Get the Silly Eye on this next screen, the Eastern Forest, and take the 
    upper path, even though Larc says it's wrong. Battle the waiting Goblins 
    here. I got a SilverCrane 1H Axe from them, if you're curious. Head left 
    and up, then take a right and fend off two Dendens, then Two Needlebeaks 
    and a Rattler Boa, to get a Clear Feather from the chest up ahead. Go 
    back to the left, and take another left if you'd like some Beast Eggs or 
    Elemental Coins. Go back south when you're ready.
    Head to the right, beat up the two Goblins and go south again. Take a 
    left, and Larc will pick up the scent again. Beat the Rabite and Wooding 
    in the next area, and the two Rabites and Silkspitter that follow, then 
    go south. Larc will give the go-ahead, and on the next screen says 
    you're close to Vadise's lair. Get the chest for an Ear of Wheat, and 
    head left to get a chest of Poison Powder, then go back and take the 
    path under where the Ear of Wheat was. Go right, and beat up two Rattler 
    Boas, then go right again to reach the Ancient Tree.
    Sierra will appear here, and will try to warn Larc again of Drakonis's 
    scheme. Larc's known all along, and wants to still do this so he can 
    return from the Underworld as well, and he tells Sierra to get out of 
    his way. You find out Sierra is Larc's brother, and Vadise the White 
    Dragon appears, to tell Larc where the Mana Stone really is. Larc will 
    give you some metal for adventuring with him up to here, before running 
    off. Vadise asks you to stay, and wishes you to demonstrate your
    abilities to him. Get ready for a battle!
    You will have to beat Vadise, and his Dragoon, Sierra. Sierra might be 
    your first target, but you can ignore her if you want. With her knife 
    and Back-Roll, High Jump, and Spin Abilities, it'll be just like 
    fighting another human. When beaten, she collapses on the ground. If you 
    take too long to beat up Vadise, however, she'll revive! Vadise 
    meanwhile stays still, and attacks at the same time. One flash-move is a 
    volley of shots from Vadise's eyes, that can do some damage and also put 
    you to sleep. Another move shows some mystical circles, before appearing 
    underneath you. Run away from it, before the explosion catches you! When 
    you attack Vadise, its only physical attack is whapping you with its 
    tail to try to push you back.
    When you beat Vadise, you will find Vadise dying. Vadise asks you to go 
    track down Larc and stop him, and this mission will end.
    3L2. The Guardian of Winds (Cactus Diary 38)
    Known Requirements: Complete "The Fallen Emperor."
    Head to the Norn Peaks, that you'll get after placing the Skull Lantern.  
    Bring Larc with you, he's at the Underworld enterance if you ever lose 
    him. He'll stop you as you enter the Peaks, repelling a blow from some 
    knife-bearing lady named Sierra and starting this adventure. She'll 
    mention Larc is being tricked, and run off. Remember to come here later, 
    when the Salamander Mana Level is 3, to recruit Mambo the Tomato Man!
    On the next screen, head right and kill the Eye Spy and two Needlebeaks. 
    The following screen has two Eye Spys and a Shrieknip. Continue right 
    and you'll reach the Village of the Winds. A blue person will run off 
    the moment you enter. Talk to them to learn you're rather unliked, Larc 
    especially. Talk to the green ones to learn they're dragoons of a dragon 
    named Akravator. They dare him to pass, and Larc does, only to get 
    sneak-attacked. He teleports to safety, and the bird-people run off. 
    Continue up to the Mountain Gate.
    Three Shrieknips greet you, then two Eye Spys and an Imp. After you've 
    bested them, continue up the mountain. Take the left path when you can, 
    to fight two Imps and a Narcissos. You'll also get chests with a Poison 
    Fang, Angry Eye, and some Bird Meat. Go back and try the right path up 
    the mountain. On this Hidden Path, you'll have to duel one of the green 
    Windcallers. Watch out for Jinn-related spells! Alternately, there'll be 
    either a six-way shot of feathers, or just one fired infront of the 
    Windcaller. You'll gain no experience or Lucre from its death, but its 
    spirit will unlock some sort of barrier. Go back and take the path to 
    the left.
    Go to the left, and face the Imp and two Shrieknips on the next screen. 
    Take the upper-right path on the following screen, and get the Dragon 
    Blood and Sleepy Powder from the chests. A Garuda is to the right. Go 
    back down and left, to reach the Path of Clouds, and another Windcaller. 
    Beat it like the first one you faced, and go back to the right three 
    screen. Take the upper-right path, and fight two Eye Spys and a Howler. 
    You'll see a statue of a Windcaller on the upper-right path. Ignore it 
    for now, and go to the lower-right. Fight past two Narcossos to get to 
    the Eternal View, and the third Windcaller. Defeat it like the other 
    Go back and examine the statue to have it vanish, now that all three 
    Windcallers were defeated. You'll fight an Eye Spy, a Narcissos, and a 
    Shrieknip. I won a Skuldesect from the Narcissos here. Go right, and 
    face the two Imps here, and go up and right again. Four blue Windcallers 
    will be here, and Larc will kill all four in one blow. Go right to get a 
    chest with a Messy Scroll, then fight off the two Howlers. After them 
    will be chests with a Flaming Quill and a Dragon Steak. Head back left 
    past where the blue Windcallers were.
    Two Narcissos attack here, then a Gardua and a Needlebeak. To the left, 
    you'll hear a roar and meet Akravator, the dragon! He tries to tell Larc 
    that Drakonis is plotting something, but he refuses to listen. Bite 
    attacks and swipes with its clawed wings are the least of your problems. 
    Tail-swipes are common, and Akravator can go airborn to evade most of 
    your attacks. When Akravator starts to flash, and magical circles appear 
    on the screen, move to the extreme sides of the screen to dodge the 
    purple explosions! Another flash-move is to go into the air and throw 
    everyone backwards with a few powerful wing-flaps. Alternately, 
    Akravator can fly around the screen, leaving little yellow explosions in 
    its wake. There is also, of course, a flaming yellow breath weapon 
    that'll hurt you. Try to get in hits with strong weapons whenever you 
    can, your chances of winning are higher the less time you spend 
    fighting. Larc's Synchro Ability helps, as it does deal extra damage to 
    dragons, and you might be upclose with him slashing anyways.
    After the victory, you'll see Akravator was guarding a Mana Stone. Larc 
    says it's still too small, and gives you the AF: Dragonbone for helping 
    out so far. Larc will claim the Mana Stone, and a dying Windcaller will 
    ask him why he's killing so much for Drakonis. He will not have an 
    answer, and this adventure will be over.
    3M2. The Ghost of Nemesis (Cactus Diary 39)
    Known Requirements: Complete "The Field Trip," have Larc and a pet in 
                        the party.
    Return to the Bone Fortress with a full party, and Larc will sense 
    something. The Students will explain about hearing voices, and a Dragon 
    of Knowledge possibly being inside. You'll hear its roar next. Go right 
    to the Cranium Gate, and a Skeletal Soldier will appear, pushing you 
    back! This will start the event, as it tells you to leave. Choose to 
    stay to battle it!
    The Skeletal Soldier uses a variety of sword attacks, swinging at you as 
    it floats around. It can fire off its hand as a projectile, which will 
    return and reattach. It's frozen in place when it does this, so it's a 
    good chance to knock it down. It can block your attacks, and try to 
    sweep you off your feet. It's more of an annoyance than a real threat to 
    you. When it's done, examine the dragon's skull to have it open, letting 
    you walk inside.
    Inside, you'll see no doors or paths you can take, but you'll see three 
    little pedestals. Talk to one to have Larc say it looks like a trap. 
    Your pet will hop over towards you, and you'll wake back up with your 
    companions gone, and one pedestal missing. On the left is now a chest 
    with a Giant's Horn. Go to the new upper-left path, and fight off a 
    Skull Beast and a Slime, then go further left to the Vertebrae Room. 
    Chat with the skull here for a short conversation, and to open a hidden 
    Talk to the Skeletal Soldier in the next room, to have another hidden 
    door open. Inside you'll find your pet, and a chest of Demon Meat! Now 
    we just need to find Larc again. Leave this room and go back to the 
    Vertebrae Room, and take the lower-left exit to fight two Dainslaifs. 
    Take the bottom path to see another skull. Talk to it and go in the 
    hidden passage, to find an Imperial Soldier. His spirit will fade, and 
    he'll turn into a new Skeleton Soldier and leave infront of your eyes!
    Take the upper path in the room with the Dainslaifs to be back in the 
    pedestal room. Examine the one on the left to cause the door infront of 
    you to open. Talk to the flame inside, and you can pick which floor to 
    go to. On the Second Floor, head to the left to talk to a Skeleton 
    Soldier, who tells you to leave if you don't have the brand. Heading 
    south instead will make you fight a Gloomoth and two Slimes, for no 
    prizes either. The upper-left room is the home of a Kid Dragon. The 
    right-side room has a Slime and two Tomato Men. Go back to the flame, 
    and have it take you to the Third Floor.
    Sierra will meet you on this floor. She won't tell you Drakonis's evil 
    scheme if you ask, but she'll try to kill you to make him stop, and so 
    she won't have to kill Larc. Sounds like she might have a connection 
    with him. ^^ Sierra will attack with her knives in this fight, using 
    Spin, High-Jump and Back-Flip as her Abilities. She'll fight just like a 
    human using those Abilities and weapons, so if you've had experience 
    with knives, you know what to expect for range, damage and the like. 
    When you defeat her, she won't die, but will vanish, leaving a key 
    behind. Be sure to pick it up!
    Head to the left, and get the Blank Eye from the chest here. Go in the 
    upper-right door to find a half-hidden Zombie Claw behind the table. Go 
    back to the Hallway of Cartilage, and go to the left for a Raven 
    Feather. Head back to the Second Floor and the Skeleton Soldier there, 
    and he'll now open a secret door for you. Go inside, get the Ash and 
    leave... fine, we'll take Larc back with us, too. Talk to him to wake 
    him up, and after mentioning his sister, he follows along again.
    Go to the First Floor, and you, Larc, and your pet will all hit the 
    pedestals at the same time. Take the flame-elevator back to the third 
    floor, and head left, then up the stairs. The music-change will warn you 
    to equip yourself, before you face the Deathbringer, who Larc seems to 
    know. After an erruption of bones, the Deathbringer will be ready to 
    Deathbringer can swipe with its claws, or fire off a slow three-way 
    blast of purple energy. When it flashes, bones could thrust up from 
    underneath you, or charge up with yellow energy, before firing it off in  
    a blast towards your party-members. In another flash-move, the 
    Deathbringer will slice open a reddish hole in the air, which spirits 
    come flying out of. The left side of the screen is very safe from most 
    of the attacks, and you can just sit and let Larc and your pet win 
    entirely for you, if you want. When you've won, collect your experience 
    and Lucre, and head to the right to find the real boss of this area.
    You'll be in the Throne of Corpses, with some good music in the 
    background. Larc will sense more Mana here, and will challenge Jajara to 
    fight. Jajara quickly accepts, and falls from above to fight you. The 
    dragon lumbers around slowly, before flashing and charging with 
    electricity, before firing off a blast of plasma-breath. It also has a 
    chance of poisoning. It's not much of a fight, and Larc actually 
    slaughtered Jajara before I could see if it did any other attacks. ^^;
    After you win, the area will flash different colors, and Jajara will 
    reanimate into some sort of flying creature, and after picking up the 
    statues in the room, begins to fight again in a last-ditch effort to 
    beat you. Jajara will now use boss-pushes, and quick bites with either 
    its mouth or its back ribs, as well as firing a laser beam behind it to 
    get party-members trying to sneak-attack it. When Jajara flashes, it 
    might grab the side of the room and shake it, to make objects rain from 
    above. Alternatively, it could flash and charge up with its statues, 
    before blowing things up around it in a swirl of magic. Constantly dodge 
    its attacks, and together with Larc and your pet, you're sure to win the 
    Afterwards, Jajara will say that Drakonis is evil, and that you 
    shouldn't attempt to help him before dying. Larc will go to the next 
    room, and find out that the Mana Crystal here is what made the nearby 
    herbs so potent. You'll be able to ask Larc a question, before he gives 
    you the AF: Green Cane. With one dragon left to find, our adventure 
    3N2. The Crimson Dragon (Cactus Diary 40)
    Known Requirements: Complete "The Dragon Princess."
    Try to go to the Underworld after completing The Dragon Princess. Sierra 
    will stop you, and will ask if she can go with you. Tell her yes, and 
    talk to the Tombstone again to enter.
    Sierra will notice something's wrong up ahead, and Drakonis will make 
    six Dark Stalkers attack Sierra in a rush, starting this adventure. 
    She'll dispatch them easily, and you'll regain control. Head left, and 
    down the stairs here. Head to the right, and enter the first blue door 
    you see. Go north again, and you'll be at the Second Level.
    Head down more stairs, and take the path to the lower-left. Go right, 
    over the bridge and enter the first blue door to reach the Third Level. 
    Head around to the right and down, and face the two Cursed Dolls and the 
    Succubus you see up ahead. I got a DoomHammer from the Cursed Dolls. On 
    the next screen, you'll face a Dark Stalker and two Shadow Zeros, then 
    enter the blue door here to reach the Shrine of the Silent Faces. Walk 
    to the bone-covered opening in the wall, and it'll move and let you 
    Head right and down the stairs, then take a left over the bridge and 
    enter the first blue door you see for a Mirror Piece. Take the turn to 
    the next screen, and go in the next blue door for some Animal Meat. The 
    next room on the left has some Sulpher, and the room following is 
    another Shrine of the Silent Faces. Don't go in here yet, but remember 
    where it is. The blue room right after it has a chest with Aroma Oil. 
    Take the path on the left to loop back around, and go in the second blue 
    door here for some Grave Dirt. Go back to the second Shrine of the 
    Silent Faces.
    Go through the covered opening, and talk to a Shadole here to be sent to 
    the bottom of the Underworld. It saves you the walk, and it is where 
    you're trying to go anyways. Go into the covered opening in this Shrine 
    of the Silent Faces to have Sierra ask you if you're sure. Make sure you 
    have some equipment for the upcoming boss-fight, and say 'Let's go!' 
    when you're ready.
    Drakonis will have his powers back, and Larc will reveal his plan. 
    Drakonis and Larc were to fight to the death when this happened, so that 
    only one would get back from the Underworld. Drakonis will cast a spell, 
    and change Larc into a huge centaur! You'll be forced to fight him now. 
    Larc will use boss-pushes and stamping down with his front hooves, as 
    well as charging to impale you with the horns on his front. Strong 
    punches are also employed. After flashing and glowing red, Larc will 
    fire his hands up off the screen, and they'll rain down in a quick 
    flaming barrage. In another flash-move, Larc will rear up and fire off 
    machinegun-style blasts from his feet, complete with spent shells 
    bouncing off. A third flash-move is a charge of blue energy, then Larc 
    will fire a projectile infront of himself.
    When you win, collect your experience crystals and Lucre, then Sierra 
    will hear Larc's last words. He'll appoligize and fade away, not having 
    to travel too far, considering you're in the land of the dead anyways. 
    Sierra swears to avenge him, before the Underworld quakes and changes 
    into a huge castle, The Flames. Vadise appears to offer you words of 
    support, and warns you that once you enter this level, you're stuck 
    here. You can leave to go save, shop, whatever, which is recommended, as 
    this adventure isn't over yet.
    All set now? Talk to Sierra and take her with you, then head inside the 
    castle. The first room will be empty, but there're stairs in the second 
    one. First, let's take a small detour. Head to the right, and fight two 
    Cursed Dolls and a Fierce Face. Go up to the next room, and three 
    Dainslaifs will try to stop you. Past them are a set of stairs, go down 
    here to get the chest with Dragon Blood, and a Gold Sprite Statue.
    Head back to the First Floor stairs, and go up the stairs to the Second 
    Floor. Go in the door here to fight two Land Dragons if you want to. Go 
    back outside and go to the left, heading left again to face a Chess 
    Knight and two Dainslaifs. Go up the stairs here to reach the Third 
    Floor. Kill the Goblin and the Fierce Face up ahead, and go up to the 
    Fourth Floor. Kill the two Fierce Faces here, and go in the door.
    You'll have to cross the center floor, followed by that blue flame, and 
    fall into a pit. You'll land on the Third Floor, next to a Gold Sprite 
    Statue. Head all the way to the left, and down the stairs here. Go down 
    the next set, and you'll be back on the First Floor. Beat the two 
    Howlers here, then go up to the next area. The music will change, and 
    you'll have to fight a Sky Dragon. It attacks just like a normal Sky 
    Dragon would, just with more HP. When you win, the green ball above you 
    will be destroyed. This'll disarm some of the floor-traps in the castle.
    Take the exit to the left, and get the chest for a Raven Feather. The 
    next screen has two Cursed Dolls and a Fierce Face. Head to the right, 
    and up the stairs to get back to the Second Floor. Take a left, then 
    walk straight down to another screen. Go across the untrapped floor, and 
    you'll hear a music change. Walk towards the blue ball, and it's time to 
    battle Zenoa! Zenoa fights identically to Larc the Centaur. Same 
    flashes, attacks, everything I've found is the same. Since you've gotten 
    here, Zenoa shouldn't be much trouble for you.
    When you win, the blue ball will destroy itself, and the doors will open 
    here. Go back in the left door, and go up. Then head left, and beat the 
    Chess Knight and two Dainslaifs to get to the Third Floor. Kill the 
    Fierce Face and the Goblin, then go up to the Fourth Floor. Fight the 
    two Fierce Masks here, then go in the door and you'll fall back down to 
    the Gold Sprite Statue on the Third Floor. Head all the way to the 
    right, taking the stairs here to get a chest with a Flaming Quill in it. 
    Go back to the previous room, and take the path that's south and to the 
    right of the Gold Sprite Statue. Run across to the next room, then go to 
    the right and fight the Goblin and Mad Mallard, then the Cursed Doll and 
    Mad Mallard. Go down the stairs here, and you'll be on the Second Floor.  
    Take the first door on the left, to get a Creepy Eye from a chest. On 
    the next screen, beat a Goblin and a Howler, then take the stairs down 
    to the right. Go down the stone stairs, then fight two Dainslaifs and a 
    Fierce Face.
    The next room on the left has a music-change, and you need to battle a 
    Land Dragon here, which is an extra-strong version of its usual species. 
    When you win, the last set of traps will be broken! Now, go back to the 
    right and up the stone stairs, back to the left, down and down again. 
    Go right here, and up the stairs to the Third Floor. Fight the Cursed 
    Doll and Mad Mallard, then the Goblin and Mad Mallard that follow as you 
    head left. Go up and across the room to the Gold Sprite Statue. Save if 
    you want to, then take the path that's down and to the left of the 
    Statue. Cross the trapped floor, and in the next room fight the Kid 
    Dragon and Land Dragon that attack. Head right and down, and down again 
    to get the chest with some Stinky Breath in it.
    Retrace your steps to the Second Floor. Then, head left to fight the 
    Chess Knight and two Cursed Dolls. Go up, and you'll be by the door on 
    the Second Floor of the castle. We're almost done! Head left, then 
    straight down, and take the door all the way to the right. Continue up 
    to get chests with a Wicked Eye and a Dragon Steak, then keep going up 
    until you're on the Fourth Floor. Kill the two Fierce Faces, and head 
    inside the door for a chest with Dragon Breath. Go up the stairs when 
    you're ready, to find Drakonis.
    Sierra challenges him, for his evil ways and the deaths he's caused. 
    Drakonis will change into a huge dragon-form, and attack! Drakonis can 
    push forward and backwards with his boss-pushes, or swipe with his claws 
    to let a spray of talons fly around. He can also smack you with his head 
    in a sort of headbutt. When he flashes, he'll change his position on the 
    screen to attack you. One such move is a classic blast of firey breath. 
    Another has him fly up into the air, hovering right near you as he 
    starts to cast some dragonic spell to tear up the battlefield in 
    volcano-like flaming explosions. A third flash move is a quick bite with 
    its mouth, gnawing on any caught prey for continuous damage before 
    releasing them. A fourth flash move is to fly up in the air, before 
    obliterating part of the screen in a huge blast of flaming dragon's 
    breath. Pace yourself, getting in some shots and retreating before 
    Drakonis can hit you too hard, and be aware that most of the damage 
    he'll deal out is in the flying talons and the flash-attacks.
    When you win, you'll gain zero experience, but Larc will be found by 
    Sierra after the battle. You'll all rush out, as The Flames reverts back 
    to The Underworld that it should be. You'll be back at the Tombstone, 
    and Vadise will tell Sierra not to touch Larc, because of Drakonis's 
    curse. She'll leave him there, and tell the story to the Windcallers, 
    and Akravator and Jajara, who are back now. The stolen Mana will be 
    restored, and even Larc will get to return as this adventure concludes.
    3O2. The Fallen Emperor (Cactus Diary 41)
    Known Requirements: Complete "Faeries' Light."
    Head inside the newly-placed Underworld. You'll see a blue flame move 
    towards a big tombstone, and you should as well. Examine it and you'll 
    activate the event, as well as being deposited inside a strange world. 
    You'll meet Larc the Dragoon, and he'll offer his assistance. Take it, 
    and then we'll have to figure out how to get to the bottom of the 
    Go left, and take the path here that's in the upper-left. Talk to the 
    weird Shadoles to learn more about where you are and what they are. 
    Follow the path on the right, and go right again in the next room. 
    Continue right, dispatching the two Cursed Dolls and the Shadow Zero 
    that're there, and go in the next room for a piece of Odd Meat. Go back, 
    and take the path up this time. Head up again, and you'll be on the 
    Second Level.
    Run right, and down the next set of stairs. Head right again, to reach 
    the Baptismal Chamber. Larc will say the Shadoles need to pour flames on 
    you! Luckily, you have to find Olbohn and talk to him first before this 
    can happen. Go back to the last screen and take the lower-left path. 
    Larc will mention that finding Olbohn is something you should do, and 
    you can head to the left. Larc says all the doors are closed, and talks 
    about Olbohn's job. Enter the only blue-lit room you'll see, and you'll 
    see Olbohn! After some talk, a Shadole will appear, who can warp you to 
    the Baptismal Chambers. Agree to it, and it'll tell how afterwards, you 
    can get into all the locked doors. After some flames, you'll be all set 
    to further explore.
    Go to the screen on the left, then the lower-left. A lot of doors'll be 
    opened now! Head right and inside the first door you see, to get a 
    Ghost's Howl from a chest. Continue right, skipping this door for now, 
    as it'll lead to the Third Level. Take the passage further right, and 
    ignore the next door, as it's just Olbohn's room. The next room has an 
    Angel Feather, and after that, a room with a Dangerous Eye. Rubens's 
    here too! Take the next passage on the right, skipping the next two 
    doors, and taking the one after the little bridge.
    Head down the stairs here, and go right to battle two Cursed Dolls and a 
    Succubus. Heading right, you'll go up to the next section, and have to 
    face a Dark Stalker and two Shadow Zeros. Enter the blue room here, and 
    Larc will ask if you're ready to serve his master. Say yes if you're 
    ready for the Boss up ahead, and you'll face a little spirit in the 
    Shrine of Silent Faces, Hitodama!
    Hitodama can split into three temporarily, just like your Evade ability.  
    The small Boss can also possess the faces to the sides of the chamber. 
    The lower faces will fire a circular beam at you, and the upper ones 
    seem to fire green laser beams. When Hitodama flashes, it'll activate 
    all the faces, and a trident-like object will stab down, hurting the 
    target it hits and lowering Magic. When you win, Hitodama will swell up 
    and explode, leaving you with some experience crystals and Lucre.
    You'll appear at the Pulpit of Eternal Flame, to talk to Larc's master. 
    Lord Drakonis, who just looks like a man with a turban, asks you to 
    restore his powers stolen from him by three dragons. He says he was once 
    the Emperer of Dragons, and the dragons sent him here to wander the 
    Underworld. You're forced to agree if you don't wish to stay half-dead, 
    and you'll eventually fade away to nothingness. Agree, and you'll be 
    teleported out. You'll receive the AF: Skull Lantern, and have your new 
    mission to hunt the Dragons of Knowledge, as well as Larc following you 
    around. This adventure will now be over.
    3P2. The Blessed Elixir (Cactus Diary 42)
    Known Requirements: Complete "The Flame of Hope," and place the AF: Tome 
                        of Magic on the world map.
    Go to Gato, and head for the yellow dot to the left on the City Map. 
    You'll have the option to go to the dungeon, or the waterfall. Pick "To 
    the Waterfall" first, then immediately go back and pick "To the 
    Dungeon." This'll save you a short dungeon treck. Kill the Wooding, then 
    the two Needlebeaks after it. Enter the cave all the way to the right, 
    and talk to a Nun. A rabbit drank up all their Elixir! This adventure 
    will now start. Talking to them again will let them tell you they need 
    water from the Duma Desert Oasis, and a barrel in their soul. 
    Right outside the area, is a disorientated Niccolo. He'll think you're a 
    monster, and attack! He uses a Glove-weapon, so he has little range, and 
    he's learned a boss-push. He can also flash and throw exploding treasure 
    chests! He shouldn't be too hard to beat, and after the fight you don't 
    gain anything. You'd think he would have lots of Lucre, at the least! 
    Anyways, head to Geo, and the Outdoor Fruit Parlor. Talk to the guy in 
    the back, and he'll mention his master in Lumina. This's where he got 
    his soul-barrel, so head there next! It's the dot on the left, on the 
    City Map. You'll spot the man you're looking for up the stairs and to 
    the left. Agree to listen to his story, and then say you do know why he 
    does this. You'll get a barrel in your soul. Souls must be where the 
    rest of your equipment's stored, too!
    Now head to Duma Desert. We need to get to the Oasis here, as we can 
    fill our barrel with the water the Nuns need. Head right, then take the 
    lower-right passage. Fight three Molebears, then two Molebears and a 
    Skull Beast. Head all the way right, then up past the sandfall, and up 
    again. You'll next face, appropriately enough, a Fierce Face and a Skull 
    Beast. Take the almost-hidden upper-left path, and a barrel will appear 
    from your soul, and fill with water! You'll automatically return to Gato 
    and give the water to the Nuns. You'll be thanked, and this mission is 
    3Q2. Seeing Double (Cactus Diary 43)
    Known Requirements: Achieve a Shade Elemental Level of 3 in Domina.
    To trigger this event, you must place your lands so that Domina reaches 
    a Shade Level of 3. I've achieved this using the AF: Sword of Mana, but 
    it's possible to start this much earlier with some careful planning. 
    You'll know when this is successful, when you walk to the Center of 
    Domina and see an evil clone of yourself harm the Sproutling here! This 
    event will trigger now as well.
    Follow your clone off the screen to the right, and head to the 
    marketplace. Your double will be taking two more leaves away from a 
    Sproutling! Follow it back to the Center of Domina, and go see Teapo 
    next. Duelle will be here, demanding pumpkins! He wants to take over the 
    world, which's very unlike him! Using the threat of an anthill, Teapo 
    surrenders her pumpkins. It's the evil doppleganger! Chase him outside, 
    where it's torturing another Sproutling, and chase it to the left. 
    You'll see it walk through the park, and towards the Outskirts of 
    Domina. Talk to the Pelican to get chewed out for what 'you' did, and 
    head to the Western End.
    You'll see you, across the new pumpkin patch. Your copy wants to take 
    over your life, because it's your bad you. It'll turn into the Shadow 
    Zero-One, and attack! It attacks much like the Shadow Zero enemies you 
    may have fought, except it can't hide on the ground like they do at 
    times. It does have an extra-long life bar for its species, though, and 
    deals more damage with every hit. It has to get up close to hit you most 
    of the time, so staying at a distance will definitely pay off here. When 
    you've defeated it, grab your experience crystals and Lucre. After a 
    short scene with Mark and Teapo, this adventure will be over.
    3R2. The Cage of Dreams (Cactus Diary 44)
    Known Requirements: Complete "Heaven's Gate," "Teardrop Crystal," or
                        "The Crimson Dragon."
    Go Home to write down whichever event you completed in Li'l Cactus's 
    Diary, then leave and come back. Li'l Cactus should be talking to three 
    Sproutlings by your house. If so, this event's ready to go. Li'l Cactus 
    and the Sproutlings will be talking about how one of them, which is 
    technically all of them, was chosen to revive a tree in their other 
    world. Doing so will revive the tree here, as well. Li'l Cactus will run 
    inside the house after this. Go inside, then back out, to officially 
    trigger the event.
    Follow the leaves here straight towards your Workshops. Inside you'll 
    see Nunuzac and Belle talking about the Mana Tree. Nunuzac caught the 
    Sproutling in a dream-maze, and Belle begs you to help, so the Mana Tree 
    will be revived! Go back outside, to talk to Pokiehl. He offers to let 
    you listen to his talk with Nunuzac, which you should say yes to. After 
    a flurry of words, Pokiehl will leave, and you can speak to Nunuzac to 
    be teleported to a dream-world. Right to your left will be an Eye Spy 
    and two Spiny Cones, beat them to go to the left.
    Head right to the next area, then beat the two Springballs here. Run 
    right to the next screen to see three Potos. Two Spiny Cones will be 
    after them. These're the last enemies in the adventure, so beat them and 
    run to the next screen! 
    A hurt Sproutling will be laying down here. It will wake up, and say it 
    needs to heal the Mana Tree, and that is what the Sproutlings are for. 
    Words will drift onscreen and into your character's mind, giving you the 
    AF: Sword of Mana, as the screen blackens, and this strange adventure 
    3S2. Niccolo's Business Unusual: Part 2 (Cactus Diary 45)
    Known Requirements: Complete "The Flame of Hope."
    Return to the Village of Gato, and its Items Shop. You'll see Niccolo 
    here. He'll mention how he's collecting Greenballs, which are a snack 
    some people like to eat. They eat Cancun Bird droppings, which means 
    they're abundant in Gato. He needs help going through the dungeon, and 
    asks if you can go with him. Agree to start this adventure.
    As a nice surprise, when you head off towards Gato's caves, you are 
    given the option of skipping the entire dungeon, and going to the 
    Waterfall. Unless you want to fight enemies with Niccolo, I recommend 
    you do this. When you reach the Waterfall, Niccolo runs around, 
    collecting his Greenballs. Now, be impolite and try leaving the screen 
    to the left. He'll stop you and prevent you from doing this. Run off the 
    screen to the right, then come back. If not, Niccolo will never, ever 
    stop picking Greenballs.
    A short time after coming back, a Faerie will appear. She'll ask what 
    you're doing. Answer however you feel, and Niccolo will tell you to 
    move. He can't see the Faerie, who flutters off to hide in the 
    Waterfall. You'll get a Greenball Bun, the AF: Broken Doll, and 500 
    Lucre from Niccolo. Not bad profits from doing so little work. This 
    adventure's now over.
    3T2. Niccolo's Business Unusual: Part 3 (Cactus Diary 46)
    Known Requirements: Complete "Niccolo's Business Unusual: Part 2."
    To start this adventure, go to Lumina, and the Heartbreaker Jessica's 
    Gem Shop. Niccolo should be here, talk to him and say yes to start the 
    adventure. Your mission will be to go to the Mindas Ruins, and find the 
    psychokinetic Flowerling. Niccolo wants to prove it's a hoax.
    Our next stop's the Mindas Ruins. Past the Enterance will be two 
    Lullabuds, then two Eye Spys and a Lullabud. Take a left past the Tower 
    of Winds, and go to the upper-right to reach the girl Flowerkeys' 
    Corner. Arrange them into a "\" shape, then leave the screen and go to 
    the lower-left.  Beat up the Rattler Boa, then go left to reach the 
    Western Gates. Take the lower-left path, and continue left to reach the 
    psychokinetic Flowerling. After chasing him around, Niccolo will want to 
    go when the Flowerling teleports away.
    Go to the left, and then down to the south. Beat up the Chess Knight and 
    continue right to be in a boy Flowerkeys' Corner. Talk to the Flowerling 
    to make another drop down. Since the Flowerling teleported off, the 
    Corners now have one less Flowerling to open the gates! Talk to that 
    Flowerling so that it's on the right, and go back to the Western Gates. 
    Take the upper-left path, and you'll be at a girl Flowerkeys' Corner. 
    Arrange them so the one on the bottom is on the left, and go back to the 
    Western Gates.
    Take the lower-right path, and go past the Megalithic Structure. Go to 
    the lower-left at the Eastern Gates, then left again to be at a boy 
    Flowerkeys' Corner. Move the Flowerling on the upper-right to the upper-
    left, then go back to the Eastern Gates and take the upper-right path. 
    Beat the Marlboro and go right again, then go south in the next screen. 
    Run right and beat the two Eye Spys and the Lullabud, then two more 
    Lullabuds and exit to the right. Niccolo will be glad this search is 
    over, and still thinks that Flowerling was a fake. He'll walk off, now 
    completing this adventure.
    3U2. Niccolo's Business Unusual: Part 4 (Cactus Diary 47)
    Known Requirements: Complete "Niccolo's Business Unusual: Part 3."
    Head to Geo's famous Outdoor Fruit Parlor! Talk to Niccolo here, and say 
    yes, to start the adventure, and his latest scheme to get rich. You need 
    to head to the Ulkan Mines with Niccolo, and chat with Watts. When you 
    do, Niccolo and him will talk, and then you'll automatically leave 
    Watts's Workshop.
    Walk back in, and Niccolo will demand 30,000 Lucre for all the 
    LorantSilver he left here. Watts says he'll pay cause he has lots of 
    money in his wallet, but he's lost it. He needs some Gator Skin for a 
    new one. You'll get put back outside his shop.
    Check your inventory, chances are you have a piece of Gator Skin on you. 
    If not, go to the Dudbear Hideout, accessible from the sign by the 
    Mine's enterance, and you can get some there just once, for 500 Lucre. 
    When you have some, go in Watts's Shop and hand it over, then go back 
    in. Watts doesn't have money in his new wallet, of course, but Niccolo 
    just takes some weapons for the same worth. Everything's squared away, 
    and this adventure's now over.
    3V2. Niccolo Calls It Quits? (Cactus Diary 48)
    Known Requirements: Complete "Niccolo's Business Unusual: Part 4."
    Walk back to Geo and visit Kristie's Palace of Arts. You'll hear Kristie 
    needs medicine for some sickness she has, which will be there any minute 
    and cost her "ten biwwion Wucre." She says they'll get no remorse from 
    this monster with rabbit-ears, cueing the event.
    Head to Polpota Harbor, and go past the Waterfront Mall to the next 
    area. Niccolo's on the beach to the right, and seems to have some 
    amnesia. He awoke here, and had some yambalooriben leaf with him. Take 
    him with you, and go back to the Palace of Arts in Geo.
    Niccolo will get part of his memory back when you visit Kristie, and 
    even seems to think that he doesn't want a life of profit-seeking. Poor 
    Niccolo really must've had a traumatic episode to think that... If you 
    remember, Niccolo usually looks for things at Gato's waterfall. If he 
    found the medicine a bit further than that, he must have been at the 
    Cancun Bird's Nest! Head directly towards there next, remembering you 
    can cut past the dungeon-area and go right to the waterfall.
    Sure enough, Niccolo scales the nest and gets the leaf needed. Why he 
    only took one is anyone's guess. Go back to Kristie's and give it to 
    her, and leave to get the last one. Kristie will tell Sotherbee to 
    follow you, but he's so slow he quickly loses you.
    Back at the Cancun Bird Nest, Niccolo runs right up the nest... and 
    drops right down from it. Go back to Polpota Harbor to find him, and the 
    last leaf Kristie needs. You'll automatically go to Kristie's to give it 
    to her, to find out Niccolo's reclaimed his memory. He tries to pass you 
    off as a Hero and thus someone who'd get mad if Kristie backed out of 
    the deal. Before you know it, Niccolo now owns the Palace of Arts in 
    Geo, and this adventure's over.
    3W2. Li'l Cactus (Cactus Diary 49)
    Known Requirements: Complete "The Infernal Doll," and visit Geo.
    Sometime after meeting these requirements, you'll see Bud lying on the 
    ground after you come Home. Don't talk to him unless you have the events 
    in the Jungle cleared, and you've placed the SS Buccaneer on the World 
    Map. If you haven't yet, just leave Bud there, he won't die.
    Bud will collapse, and feel very weak. Lisa recommends you visit Meimei 
    the Fortuneteller in Domina, to see what'll make him feel better. She'll 
    say a cactus will save Bud. She thinks maybe you need cactus-juice, but 
    the truth's far from the case. Head Home, and Lisa says Li'l Cactus 
    left! This will officially start the event.
    Go upstairs and talk to Li'l Cactus's pot. There'll be a note inside, 
    saying he went to see Gaeus. Go to Luon Highway, talking to Boink for a 
    short-cut, and continue to the right until you bump into Gaeus. Gaeus 
    will talk to you about how Li'l Cactus asked how to make a potion. Gaeus 
    redirected him to Selkie the Penguin, in the Jungle. Head out of the 
    Highway, and towards the Jungle next.
    Talk to the psychokinetic Boy Flowerling by the Jungle's Enterance, 
    warping to the Forested Ruins. Go to the upper-left to talk to Selkie. 
    She's talked to Li'l Cactus, and says that Brownie had an illness like 
    that recently. Fight your way out of the Jungle, and head to Geo!
    Head to Geo's Magic Academy. If you don't know where it is, it's north 
    of their Mall Avenue. Go inside, and talk to the Blue Student by the 
    upper-right door. He'll say Li'l Cactus was here, and that a Pirates' 
    Potion is what fixes the illness. He got his potion from David. Leave 
    Geo, and head to the SS Buccaneer next.
    Head down from the Quarterdeck, past the Forecastle Deck and down the 
    stairs to the Main Deck. Go in the door on the left to enter the 
    Hatchway, and go downstairs. You'll be in the Lower Deck. David's the 
    Pirate Penguin on the left, and says he gave him the potion. Amalette 
    gave Li'l Cactus a ride home, but he might not be there safely. Go back 
    up to Cap'n Tusk's room and tell him you dislike his boat, and he'll let 
    you off.
    Head to the Outskirts of Domina. Amalette is the Pelican's name, and 
    she'll say Li'l Cactus hurt her, because he's spikey, being a cactus and 
    all. She says she put him in the box. Run Home, and sure enough, Li'l 
    Cactus is crammed into your mailbox. He's got the potion Bud needs 
    though, so everyone's safe, and this mission is now over. Don't forget 
    to tell Li'l Cactus about his own adventure!
    3X2. Rachel (Cactus Diary 50)
    Known Requirements: Not sure, sorry! For me, it started after "The Cage
                        of Dreams."
    Keep going to Rachel's room above the Knights of Jema Shop in Domina.
    Talk to Mark when he's alone here, and he'll mention a note from Rachel. 
    This'll start the event. Go downstairs and chat with Teapo, who mentions 
    that Rachel might have gone to the Academy of Magic, and that she 
    "absolutely 'ates 'er dad." Teapo thinks Rachel'll kill him, but Teapo 
    often jumps to conclusions.
    Go to Geo, and go to the Academy of Magic, off of Mall Avenue. Take the 
    path on the lower-right, and you'll see Thesenis mention an experiment, 
    and today not being the right day for it, because Nunuzac is here. Go 
    back to Mall Avenue, and the Sorry, Carl! Cafe. Choose to stay the 
    night, which's free so don't worry, and keep going to the Academy until 
    you see a small explosion in the library. For me, this took place on 
    Salamander Day, appropriately enough. Talk to the silent Students, then 
    go back to Rachel's room in Domina.
    Rachel's back in her room, but strangely mentions that 'Rachel' is 
    probably very happy. Talk to Mark too, and Rachel and him will have a 
    conversation! This's rather unusual, so leave Domina and return to it, 
    and head for the Marketplace. You should see Jennifer, Rachel's mother 
    here. If not, keep leaving and returning until she is. She'll mention 
    that Mark doesn't think this's Rachel, and mentions blue jelly. Run back 
    towards Rachel's room.
    Mark will try to talk to her again, and Jennifer will creep up the 
    stairs to listen. The green wiggly Student is now Rachel, in her body! 
    Rachel's now a blue jiggly whenever she tries to use telepathy to talk 
    to Mark. Teapo will burst up, thinking she's been made into a bomb, but 
    it's more of a rocket ship, so she can go to space, just like when Mark 
    used to tell her that he wanted to. The blue wiggly formerly known as 
    Rachel will stay here as their daughter until the other Rachel thinks 
    she's ready to come back. With this, the adventure closes.
    3Y2. The Nordic Snowfield (Cactus Diary 51)
    Known Requirements: Complete "The Treasure Map."
    Board the SS Buccaneer and head to the Wheelhouse. Tell Ramtieger to go 
    South, then South again. Fight the three Iffish and the Specter, then 
    choose to go West. Ramtieger will see something, and you'll go to talk 
    to Cap'n Tusk.
    He wants you to explore the Fieg Snowfields you've landed at, and to 
    look for treasure. Agree to go to see a bunch of penguins turning into 
    ice cubes. ^^ They can't handle it for some reason, so it's all up to 
    you as the adventure begins. Head left and battle the two Rabites and 
    the Tonpole on the next screen, followed by two Tonpoles and a Zombine. 
    The screen on the left has two Potos, then after a turn, you'll see two 
    Sahagins. After them are a Poto and two Zombines.
    You'll reach the Field of Innocence, and a Gold Sprite Statue. Save 
    here, then chat with Fiorentina the Faerie. She says that Ehrlang, a 
    Class 7 Faerie, has the Faerie treasure. She offers to let you see Class 
    2 Faeries, accept and you can now see Class 2 Faeries. Pietta isn't 
    going to help you if you find her, you're also told.
    Take the lower-left path, and you'll see Malbaresta the Class 2 Faerie. 
    Get spelled, then head to the lower-right, and fight the two Rabites and 
    the Sky Dragon. Go right, right another screen, and then fight the 
    Seadragon and two Tonpoles. On this screen, you'll see two Faeries. Talk 
    to one named Lucini, and say yes to her. Run back to where you met 
    Malbaresta, and say yes to Tilda, who tells you to find Lakshmi.
    Go to the upper-right, to reach the Field of Innocence, then go to the 
    upper-left. Beat the two Seadragons, and continue left. Talk to the 
    Faerie here that won't tell her name, and say yes to be able to see 
    Class 7 Faeries. Head back to the right, and save at the Gold Sprite 
    Statue. If you don't pick out Ehrlang on the first shot, then the 
    adventure's lost! Go to the lower-right, and beat up a Poto and two 
    Zombines. Two Sahagins follow. On the next screen're three Faeries. Make 
    your guess, and if you're right, you'll get the Draupnir, which is a 
    pretty good Ring. If not, reset and try again. When you're successful, 
    the Cap'n gives you another Pincher Crab for your Library, and the 
    adventure's over.
    3Z2. Buried Treasure (Cactus Diary 52)
    Known Requirements: Step on 20 or more Pincher Crabs at Madora Beach.
    Head to the SS Buccaneer, and tell Ramtieger in the Wheelhouse to sail 
    West, West, and North. You'll talk to Cap'n Tusk, who says you're at 
    Madora Beach. You'll hear a bikini-joke, then be asked to go with the 
    Penguins there. When you arrive, Dudbears will have been in the area 
    already! This adventure'll begin now, as well.
    The Cap'n will give you 15 Halo coins, to bribe the Dudbears with. 
    You'll see a line of them blocking to the right. Talk to Dudbear in the 
    middle, and give him a Halo coin to make them all run off.  Beat up the 
    two Pincher Crabs to the right, and then the Tezla. The next screen has 
    two Iffish, then the enterance to the Sunrise Cavern. Give a Halo coin 
    to the first Dudbear you find, to get a Li'l Bottle. Repeat this two 
    times, so you have three Li'l Bottles in all. Talk to the Dudbear 
    blocking the path in the lower-right, and give him a Li'l Bottle.
    Head down the unblocked path, and fight the Sahagin, then two 
    Bloodsuckers. Continue to the right, to face a Big Baby. Go up the 
    stairs and bribe a Dudbear that's walking around with a Li'l Bottle, 
    usually the second one you come to, to get a Pucashell. Do this again to 
    get a second Pucashell. Go to the upper-left now, and bribe the Dudbear 
    there with a Pucashell to make him leave.
    Fight off the Pincher Crab and the Tezla here, then two Pincher Crabs. 
    Go in the caverns up ahead, to face a Seajack. In the next room will be 
    lots of Dudbears, just go to the upper-left and hand over a Pucashell. 
    Follow after it, and you'll find the treasure! But wait, Roger appears 
    to stop you. Four Dudbears will be with him, just hand over a Halo coin, 
    and they'll take Roger away instead of you. You'll be back on the SS 
    Buccaneer next, and you'll get another Pincher Crab for the library, and 
    a piece of metal. This mission will now be at an end.
    3A3. The Path of the Blacksmith (Cactus Diary 53)
    Known Requirements: Complete "Watts Drops the Hammer."
    When you're ready for this mission, just walk around behind your house, 
    and go inside your workshop. You'll bump into Watts, who just made a 
    blacksmithing area for you. Ask about Forging, Altering, and General 
    tips, then he'll let you stop hammering. You don't need to go up to a 
    million times. ^^; He'll give you some MenosBronze, and if you tell him 
    he forgot to, he'll give you another. He'll leave, and this adventure 
    will be done.
    Blacksmithing is another area I've only dabbled in. You make weapons and 
    armor from materials and items you've found so far. This can be pretty 
    fun, and I recommend you try it out a few times, saving beforehand, and 
    find a weapon or that new hat that suits you. ^^
    3B3. Enchanted Instruments 101 (Cactus Diary 54)
    Known Requirements: Complete "Reach for the Stars."
    Head inback of your Home and go inside your Workshop. You'll be stopped 
    by a Student, who just made you an Instrument Workshop because of a 
    school assignment. Agree to help him get an Elemental Coin, and the 
    adventure will start.
    You'll be in Domina's Western End, where two Wisp Elementals can be 
    seen. You'll be given a FlowHarp that you can keep, and be told to try 
    to play a song the Elemental would like. You'll need to pick the type of 
    song, the instrument, and the part of the song you'll play. When the 
    Elemental is close enough, stop playing, run over and talk to it to get 
    an Elemental Coin! In this case, it'll be three Wisp Silvers.
    You'll be back at your workshop after a small cutscene. You can ask the 
    Student about making instruments, and what coins do. The Student'll take 
    two of your coins, and give you an Aura Silver and a Sala Silver in 
    exchange, along with some MenosBronze. This adventure's now at an end.
    Try to find Elementals to get coins from, which can be anyplace you find 
    Monster Eggs. Gold Elemental Coins do more damage and a different effect 
    than Silver Coins, and you have to do really good to earn those. You can 
    run off the screen and back to 'reset' the Elementals. You might even 
    get some different Elementals!
    3C3. Golem Go Make 'em (Cactus Diary 55)
    Known Requirements: Complete "Professor Bomb's Lab."
    Head Home, and go around the back to the Workshops. You'll bump into 
    Professor Bomb, who says he just made you a Golem Laboratory! Follow him 
    in, and you'll have time to read the Basic Golemology Encyclopedia, 
    which he made. He'll ask you questions that you will have to get right. 
    If you miss it, you can reread the book, or just try another. Eventually 
    you will have three Lifeballs, which are the Golem's 'heart' if you 
    will, and the Logic Block Jar, where you put the Logic Blocks into. 
    They're like blocks of programming code. He'll give you his Basic 
    Golemology Encyclopedia to keep, some MenosBronze, ForsenaIron, and 
    GranzSteel, and a hearty "Good luck!" This adventure is now at an end.
    Golem-construction itself is a complex thing, and I haven't focused much 
    work to seeing what combinations make the right Logic Blocks, and the 
    like. When I do, I'll update it here! ^^v
    3D3. The Mana Orchards (Cactus Diary 56)
    Known Requirements: Talk to Gaeus 'About this world.'
    In the Backyard Orchard, there will now be four Lullabuds L1. Weed them 
    quickly, and the ground will shake! an immense tree will rise up, and 
    thank you for reviving him. He explains that if you give him seeds, he 
    will grow them into fruit for you, and other seeds. I haven't figured 
    out what combinations grow what yet, or the exact growing time, but it's 
    safe to assume that plants will be ready after a few game-days. He can 
    take four seeds at a time. Eventually, Trent grew an AF: Golden Seed for 
    me, but I'm not sure if this is random or from a certain seed 
    combination. The Golden Seed makes another Trent spring up elsewhere on 
    the World Map.
    Successfully growing something and putting it in the produce box will 
    end this adventure.
    3E3. Monster Corral (Cactus Diary 57)
    Known Requirements: Complete "Tiny Sorcerers."
    Return to Domina, and go to the Western End. You'll see a beast egg 
    here, and Duelle will talk to you about how to catch it. He'll give you 
    a Diceberry, some Bellgrapes, and a Citrisquid to help you catch the 
    egg. Then this adventure will officially open.
    Just get close to the egg, and press the Triangle Button to show what 
    food you have. Pick one, and select it with the X Button to drop it. 
    Then walk off a ways, and wait for the egg to hit the food and eat it. A 
    heart will appear if it likes the food. Now wait. If you can see some Zs  
    in the monster's balloon, it's asleep. Run over and grab it with the X 
    Button. If it's not asleep, feed it more of the type of food it likes, 
    and it will sleep eventually. Use as much food as needed, you can pick 
    back up any extras.
    Talk to Duelle after Pelican gets the egg. You'll end up back at the 
    corral, where he'll explain about grazing. Then you'll go into the barn, 
    where he'll further explain how to care for your new pets. This will 
    successfully end the adventure.
    I've listed the eggs that I know the locations of here, and I'll try to 
    find the rest as soon as possible! 
    Bone Fortress, Throne of Corpses: Undead Egg.
    Domina, Western End: Beast Egg.
    Fieg Snowfields, Queen Altena's Hill: Dragon Egg.
    Jungle, Prankmaster Room: Demonic Egg.
    Luon Highway, Giga Rex Cavern: Reptile Egg.
    Luon Highway, Lorant Tableland: Aerial Egg.
    Madora Beach, Eastend Beach: Aquatic Egg.
    Madora Beach, Fullmetal Haggar Cavern: Morph Egg.
    Ulkan Mines, Labanne Cavern: Oddity Egg.
    White Forest: Beast Egg.
    3F3. Gilbert: School Amour (Cactus Diary 58)
    Known Requirements: Complete "Gilbert: Love is Blind."
    Go to the City of Geo, at the Outdoor Fruit Parlor area. You'll see 
    Gilbert talking to Nathinja, who tries to tell him to leave before he 
    accidently gets sto... err, petrified. Nathinja mentions her boycotting 
    Students, and Gilbert volunteers to get them back to class. She leaves, 
    and the adventure starts. Talk to Gilbert and agree to help, because 
    otherwise he'd never get it done right.
    Talk to the three Students in the Outdoor Fruit area, and suggest the 
    option that seems to work best, then talk to them again. This'll 
    convince them to go to school if you did it right. If not, just pick the 
    other option. Head to Mall Avenue next, and talk to the two Students 
    outside. Next, go in the Sorry Carl Cafe, and talk to two Students 
    there. Go into the Lester's Harp Instrument Shop, and talk to the 
    Students. Only two will change their ways right now. Talk to two 
    Students outside of the Magic Academy, then the Student inside by the 
    upper-right door. Talk the lower-right door, and talk to the two 
    Students in there. Now, go back to the Instrument Shop, and talk to the 
    boy who mentioned the boycott. You'll have found all the students!
    After you do this, Gilbert and Nathinja will be outside Geo's main 
    walls. Gilbert will be himself, and thus in trouble, and be turned to 
    stone. This will end the adventure.
    3G3. Gilbert: Resume for Love (Cactus Diary 59)
    Known Requirements: Complete "Gilbert: Love is Blind," and "Gilbert:  
                        School Amour."
    Head to Kristie's Palace in Geo and talk to the petrified Gilbert in the 
    basement. He'll think his thoughts about how he was wrong, and Monique 
    right, and this will trigger the event for you. After the event's 
    triggered, leave Gilbert here and go to the Ulkan Mines.
    When you're reached the mines, talk to the signpost to use the Dudbear 
    Express. Go over to the book of poetry in the corner, and Roger will run 
    up. Talk to him, and there'll be a small earthquake! He'll send two 
    Dudbears to get something to stop the earthquakes. You'll promptly be 
    kicked back up to the surface as well. This isn't a problem, just go 
    back inside and take the Dudbear Express down.
    Read Roger's poetry to make him appear again. He'll talk about a horse 
    statue they bought from Kristie, and how it's keeping the ceiling up. 
    Leave the Hideout and head south until you find a Springball. Kill it to 
    make the gates open. Go left, to the Gold Sprite Statue, and go up the 
    room above it, on the right. Head up these stairs, and over the bridge, 
    and go up into the dark Abandoned Room. It's Gilbert! Talk to the 
    statue, to hear the list of Fa'Diel's most pursued bachelorettes, and so 
    you can go to Lumina now.
    Return to Lumina and talk to Monique in her shop. Tell her about 
    Gilbert, and Monique will go to the beach to relax. Head to Madora 
    Beach, and the Birdcage Lighthouse, to see Elle and Monique talking 
    about saving Gilbert. Flameshe will bubble in, and exchange some words, 
    before telling Monique the spell she'll need to know:
    "Heavens bless the earth with life-giving showers of rain. The ancient 
    memories of Mother Earth fill our souls with bliss. Know the truth that 
    is the ultimate tower of energy for all."
    Now head back to the Mines, and the room Gilbert's in. With lots of 
    coaching, Monique gets the words correct, and Gilbert's back to normal. 
    This adventure's now completed!
    3H3. Professor Bomb's Lab (Cactus Diary 60)
    Known Requirements: Find Professor Bomb in the Junkyard, and agree to 
                        find his Golem, Pavlov. You'll also need to have
                        completed "The Lost Princess."
    Head to the Entrance of Lake Kilma, and you'll see a Golem standing by 
    the upper path. He laughs and runs up a screen. Pursue him, and you'll 
    see some toys from the Junkyard, and the Golem. He says he wants to take 
    over the world with Golems! This's bad, so thrash this sucker. He can 
    shoot laser beams and missiles, and hit you with a little axe-like 
    weapon. Ocassionally he'll go defensive, or fire off a little tornado. 
    He's only difficult if you let him hit you multiple times without trying 
    to hit him at all.
    When you win, you'll be back at Professor Bomb's. He says he'll redesign 
    Pavlov, and the adventure will be over. Now, Pavlov will be in the 
    Junkyard to help teleport you around, and Professor Bomb will open a 
    business if you agree to help out: you leave weapons, armor, and 
    instruments with him, and he'll let people purchase your items from your 
    Memory Card, and you can do the same. This can only work with things 
    you've altered or created, and can be a good way to transfer some items 
    over to a newer, better file. Don't forget to haggle a little bit! ^^
    3I3. Watts Drops the Hammer (Cactus Diary 61)
    Known Requirements: Complete "Mine Your Own Business."
    Head back to the Ulkan Mines. Don't talk to the new sign you'll see 
    here, and instead go to Watts's workshop. Talk to the quick-moving guy, 
    to hear he lost his hammer. Agree to find it, and this mission will 
    Go back to the enterance of the Mines, and talk to the sign now. It's 
    the Dudbear Express, and a Dudbear will come and carry you off to its 
    Hideout. And right on the ground by the fire, it's Watts's Hammer! 
    Retrace your steps back up to Watts's workshop, where he'll accuse you 
    of stealing his hammer, before remembering and thanking you instead. 
    This'll successfully complete the adventure.
    3J3. The Seven Wisdoms (Cactus Diary 62)
    Known Requirements: Complete "Tiny Sorcerers."
    Talk to Bud in your Home. He'll mention the Seven Wisdoms, and how one 
    had died. He says he'd want to meet them, and he asks if you can take 
    him with you on a search for them. Say yes to start this adventure.
    I've listed the Wisdoms in the order I have found them. Talking to the 
    first one allows the World History Encyclopedia to be at your Library at 
    Home, more sections becoming availible as you talk to more Wisdoms.
    Gaeus can be found in the Luon Highway. Retrace your steps to meet him, 
    and Gaeus will mention Halciet, a great mage in a long-ago time, who was 
    larger than Gaeus in many ways, even if history does not know him. 
    This's enough for Bud, who thanks Gaeus.
    Tote can be found in Lake Kilma. Retrace your steps to the Cliff 
    Overlooking the Lake with Bud in tow, and talk to her. Tote says that 
    Bud doesn't need to listen to Wisdoms to be a great mage, but the grass, 
    water, rocks, and the wind, the elements around them. Bud says thanks, 
    and you can leave.
    Pokiehl can be found in Watts's workshop the first time you go there, 
    and later on during the Pokiehl: Dream Teller adventure. I've also 
    spotted him in Lumina and the Underworld during the adventure Diddle Had 
    It! He seems to like to roam around. He'll tell Bud that he should try 
    to find out what the Mana Goddess wishes us all to do in life, and to do 
    it. Bud'll say thank you, and you can go home again.
    Rosiotti can be found deep in the Jungle, on his throne. Rosiotti speaks 
    about Mana being in the very air, and to just empty your heart and feel 
    it out. The ever-polite Bud says thank you, and you're all set here.
    Olbohn can be found deep in the Underworld, in his office. He'll tell 
    Bud that he can do what he wishes to accomplish, and that he's just like 
    every other human in this regard. Bud'll say thank you, and you're back 
    on your way to the surface.
    Selva can be found in Gato, on the Pathways. He's there after you find
    the other five Wisdoms. He'll tell Bud that children always have ideas 
    to fix the mistakes of adults, and that it'll help him be a great mage.
    After speaking to all six, return home with Bud, who will be overjoyed. 
    He'll run inside to tell his sister, and this adventure will be 
    3K3. The Field Trip (Cactus Diary 63)
    Known Requirements: Complete "The Guardian of Winds."
    Go to the Bone Fortress, and this event will trigger. Talk to the green 
    Student to hear they're on their triple-reagent-mixing assignment. They 
    need three ingrediants that'll turn into something good! They've just 
    been having bad luck lately.
    Talk to the people, and Thesenis will pop up to spook you all. Head 
    right to reach the Cranium Gate. This adventure isn't so hard if you 
    keep trying, the Student will tell you how close you are to completing 
    the formula successfully. This's a way to guest and test. The best way 
    is to just hear the answers, though! ^^
    Talk to the pink boy Flowerling, and he'll hand you some Star Sparkles. 
    Talk to the lighter-pink girl Flowerling to get some Spotted Silver 
    Mushrooms. Then just talk to the blue Student at the top to get some 
    Faerie Scales. You'll take them back to the green Student by the 
    enterance, and make some Triagran, whatever that is. They'll tell a 
    story about what happened to Bud when he drank this stuff before. He'll 
    give you an Oblong Seed for your trouble. Little rewards for little 
    work, I suppose. This adventure's now completed. 
    3L3. Catchin' Lilipeas (Cactus Diary 64)
    Known Requirements: Complete "The Dragon Princess."
    When you enter the White Forest, Sotherbee will be talking with Skippie 
    and Hamson. They'll be looking for Lilipeas today, to try to repay their 
    debt. When the adventure begins, go to the lower-right path. Fight the 
    two Rabites and the Silkspitter here, then go down and see Skippie 
    trying to catch a Lilipea. Talk to Skippie so the little critter 
    escapes, then go to the lower-left.
    Dispatch the two Rattler Boas, then go left to the next screen. Talk to 
    Nouvelle here, and hear about having to save a Lilipea here. Save at the 
    Gold Sprite Statue if you need to, then go to the left. Fight off the 
    Goblin and two Silkspitters, then the Rabite and two Silkspitters that 
    follow. Leave the screen by the upper-left, then talk to the barrel 
    There goes a Lilipea! Ignore it, and go to the right, fighting a Goblin, 
    Mushboom, and a Rabite. On the next screen, chat with Hamson to let the 
    Lilipea escape. Go to the upper-left, and fight two Needlebeaks and a 
    Rattler Boa. After them will be two Dendens. The next screen has another 
    barrel, which you should examine to save the Lilipea in it. Now, retrace 
    your steps back to where the Gold Sprite Statue was.
    You'll see Hamson and Skippie here, who talk about having their own 
    adventures, which will pop up in the usual way. These are not real 
    adventures. You can't complete them at all. Check your Diary in the 
    subscreen, where they put not-completed adventures. You'll note that 
    there's no Skippie or Hamson adventures there. With that resolved, save 
    again if you'd like, and head into the Lilipea's Colony.
    Talk to Nouvelle here, who will translate the Lilipeas for you. Keep 
    talking to the Elder Lilipea in the upper-left, and Nouvelle will slowly 
    walk over. Do this until you hear about the horrible monster, and keep 
    chatting until you end up where the monster is. Run left and face the 
    Hegs Ant, a pumped-up version of the Mantis Ant, so long ago at the 
    beginning of the game. It can attck with its claws, and push you around. 
    One flash-attack is to fly up, and fire off a swarm of tinier Ants. 
    Another is to spin its claw around, and fire off a wave of force 
    forwards. Its third attack is to fire off a large globe of slow-moving 
    energy, that damages and adds a Blind status to what it hits.
    Victory will reward you with some IshePlatinum. The scene will shift, 
    showing that Sotherbee is still waiting for the rebellious Skippie and 
    Hamson to get back, and completely oblivious to what's been going on. 
    This mission is now over.
    3M3. Gilbert: Love is Blind (Cactus Diary 65)
    Known Requirements: Complete "A Siren's Song."
    Return to Madora Beach, and use Boink to go to the Birdcage Lighthouse. 
    Inside, agree to let Elle come along with you. Head to Polpota Harbor, 
    and the Sea's Bounty Restaurant. Talk to Gilbert with Elle in your 
    party, and she'll fly off, starting this adventure.
    Go back to the Birdcage Lighthouse in Madora Beach. Flameshe and Elle 
    will be talking to each other about Elle's singing. Gilbert will show 
    up, singing his love song. If you leave with Elle in your party again, 
    you'll bump into Gilbert. After some scenes, Gilbert and Elle will be 
    off. Don't take what Gilbert was saying as a metaphor, and instead head 
    to the main ship in this game, the SS Buccaneer!
    You'll see Gilbert and Elle on the main deck of the ship. They'll 
    mention that if Elle doesn't sing, her wings'll go away. Go to Cap'n 
    Tusk's room, and you'll see a small scene about how they're planning to 
    sell Gilbert and Elle! Head back to the main deck, to see Gilbert tied 
    up and Elle in the air. The Penguins're doing this to be piratey, and 
    Elle will land and in a last-ditch effort, start to sing. Half the ship 
    will errupt in flames, and the Penguins leave because of a fearsome Orc! 
    They ask you for help, and you're stuck doing so. Re-equip if necessary, 
    and head right.
    The octopus-like Orc attacks! It can flash and grab you, electricuting 
    you with its tentacles. It has the boss-push, and can jab its tentacles 
    out for some damage. The Orc can also flash, and vomit up things it's 
    eatten, like exploding anchors and treasure chests. When you've given it 
    enough damage, it'll try to float away in a bubble, but pop and rain its 
    stomach-contents down on the boat. Ewww! At least you still get some 
    Lucre and Experience.
    Elle will be sorry she sang, but won't run away. The Cap'n tells the 
    pirates that it's all forgiven, and you can't be mad at someone who's 
    sorry for what they did. The Cap'n tells Elle to sing, and not worry if 
    the ship does get wrecked. Elle tries it, and the ship survives, even if 
    it doesn't look like it will. Afterwards, Gilbert opens his mouth, and 
    gets in even more trouble. This adventure is now complete, though.
    3N3. The Wimpy Thugling (Cactus Diary 66)
    Known Requirements: Achieve a Dryad Mana Level of 3 in Duma Desert, and
                        complete "Blessed Elixir" and "Reach for the
                        Stars." Keep your pet at home!
    Head inside the Duma Desert, and head right to the next screen. If 
    you've met the requirements, you'll hear a commotion, as you see Tikkle 
    the Sahagin telling his cruel peers that he'll beat someone named Kima. 
    Then our adventure'll officially start!
    Talk to the poor little guy, and agree to go with him to beat Kima. 
    He'll join up with you as a pet, and tell you to head to the upper-
    right. You'll feel a quick earthquake when you do, which proves you're 
    going the right way! Beat the three Skull Beasts, and head to the next 
    screen. After another quake, head right again, and defeat two Mad 
    Mallards. Then head down to the next area.
    Head a little to the right and then up, into the East Side, where a 
    sandfall used to decorate and block a path to the right. Proceed to the 
    next area, and get the chest with a Baked Roach in it. Yummy! Moving 
    left of the chest, you'll have to put down a riot from a Mad Mallard, a 
    Molebear, and a Skull Beast. Note the upper path here, but proceed to 
    the left first, to fight another Mad Mallard, Molebear, and Skull Beast 
    group. Going to the next screen here won't cause a quake, but it will 
    cause you to fight three Molebears, then a Chocobo and a Cockatrice. 
    Grab the Ether from a chest, then head back and take the path we noticed 
    Run up to the next screen, and note the boss music; it's a better clue 
    than Tikkle's earthquake commentary! Get your equipment set, and Kima'll 
    burrow up from the ground. He likes smacking you around with his 
    tendrils, to throw you back, and dodging underground to come back up 
    somewhere else on the screen. He loves spitting seed-like objects, too!
    One of his flash-attacks will be a quick dive underground, before 
    returning and firing off a volley of freshly-grown pumpkin bombs! You'll 
    have time to get past the stationary Halloween treats before they 
    detonate, so they're not much of a worry. Another one of his favorite 
    moves is to make a quick nab with its mouth, and deal some quick damage 
    to its victim before spitting them back out. His other flash-attack is 
    to dive underground, then come flying up into the air beneath you, 
    making sure to try to get you again on the way down. Dodge his attacks, 
    and deal out the damage whenever possible, and he'll be gone in no time.
    When you win, you'll get a Flat Seed and a Spiny Seed, and Tikkle'll be 
    convinced he can become a heroic Sahagin if he tries! He'll ask for the 
    seeds Kima dropped. I said yes, and he was estaticly happy and thankful. 
    ^^ After this, you'll part ways, and this adventure'll finally be over.
    Never fear, Tikkle-lovers! You can recruit the little guy just like the 
    other demi-human pets by returning here later.
    3O3. Pee-Wee Birdie (Cactus Diary 67)
    Known Requirements: Place the AF: Sword of Mana next to Domina. Pee-Wee
                        has to be alive, too!
    I know this requirement has to do with the Elemental Levels in Domina. 
    The Sword of Mana will boost all of them up to 3, though, letting this 
    event be possible. While there very well might be another way, 
    unfortunately, I can't figure it out off the top of my head. Also, Yuka
    wasn't kidding about Pee-Wee being delicate; if you talk to him about 
    fifteen times, his egg'll crack open! You won't be able to do this 
    event, because you're such a mean baby-smashing person, for shame! >"<
    Once you have met the Elemental requirements, and kept Pee-Wee alive, go 
    to the Mana's Blessing Inn, and Yuka will walk in after you. She's been 
    to Meimei to see what Pee-Wee needs to hatch. The things she requires 
    MenosBronze, BaobabWood, Animal Hide, ToppleCotton, Flat Seed,
    Citrisquid, Rotten Meat, Sulpher.
    She'll ask you to help, and this mission will commence. You should have 
    all of these ingrediants by now, if you've been completing adventures 
    and getting the items that're in them, and doing a bit of planting with 
    Trent. The rest of these items can be bought off of Students and the 
    like. Talk to her when you have all of them, and tell her she can have 
    them, to successfully complete this adventure.
    Return later to the Mana's Blessing Inn, and you'll see Pee-Wee is a 
    Needlebeak! You'll also be gifted with the ReviveRing when you talk to 
    Pee-Wee. Thanks Pee-Wee!
    4. Legend of Mana
    Known Requirements: Complete "The Cage of Dreams."
    This's the final adventure of the game. Only choose to come here when 
    you've completed all the adventures you would have wanted to, as once 
    you complete this, they'll be gone. You won't have lost everything 
    you've worked for, however. I'll detail these more near the end of this 
    Go to wherever you placed the Tree of Mana in your world, and enter it. 
    Head down this small path, to get a nice scrolling shot of the tree 
    you're about to climb. Pokiehl will greet you, and the final adventure 
    shall begin. When you're ready, climb up the root of the tree, and 
    Make your way over to the right, and get the chest here for some Magical 
    Meat. On the next screen, you'll reach a Basilisk and a Marlboro. 
    There's two paths to take here. If you go to the right, you'll reach a 
    cave. Alternately, you could go up the branch on the left, and reach the 
    same cave. Once inside, head to the upper-left exit.
    Outside, fight the Land Dragon and the Sky Dragon, then go to the right 
    and back inside the tree. Get the chest with the Healing Claw, then head 
    down and around to get back outside. A Basilisk will hop up from below, 
    as a Garuda swoops in from above. Slay them, and run down the path the 
    Basilisk came from, going to the next screen and getting the Angel 
    Feather from the chest.
    Run up the branch on the right, to the next screen. Take the half-hidden 
    path on the right, to get to a chest with a Little Eye in it. Head back 
    out and take the other path, fighting the Chocobo and Springball that're 
    here. Go inside the opening here, and through the tree to reach the 
    Sanctuary's Gate.
    Head through the Gate, and take on the Punkster and the Wooding that lie 
    in wait. Take the path going up, and get the chest with the Knockout 
    Dust, then take the path to the upper-right. Chat with the Sproutling 
    here, then take the lower-right path, to collect the Ether from the 
    chest, then go back to the upper-left. Take the upper-left path here to 
    get a Mirror Piece, then go back to the screen with the Sproutling. Take 
    the upper-right path, then take the Virgin's Sigh from the chest here. 
    Take the upper-left path.
    Fight the Kid Dragon, Land Dragon, and Sky Dragon here, then go to the 
    left two screens to kill a Tomato Man and a Tyrranos. Head down two 
    screens, then to the right two, to defeat a Basilisk and a Gray Ox. When 
    you have them all defeated, though, you will warp to a moon-lit
    battlefield, and the Goddess will tell you to prepare yourself, destroy
    her dark half, and become a hero. Equip everything you'd like to use for
    the end of the game, a favorite weapon, strong armors, whatever, then
    step forward.
    The Mana Goddess will appear, and quickly attack. She can use her leafy 
    arms to whip out and hurt you, or send a character flying forward with a 
    swipe of her energy-glowing hand, then rush forward to hit with a stick-
    like sword. She specializes in strong, flash-assisted attacks though. In 
    one, her leaves form around her as a small Mana Tree glows, before she 
    reappears elsewhere and fires off large balls of electricity. If you're 
    hit, she'll be right there, slashing you repeatedly with her swords 
    before you blow up in a small blue blast of energy. In another flash-
    attack, she'll concentrate, energy forming in a large black, green-
    tinged ball, and have it explode infront of her. This's one of her 
    stronger attacks, and it's hard to dodge, so use some invincible attack, 
    or dodge really, really well. Her third flash-attack is a swirling 
    tornado-like wind around her, that also causes Poison But just stay away 
    from her, and you'll be fine. Watch out when the moon below you is 
    completely black; she'll flash, and turn into a pink being, as the moon 
    above fires off rapid-blasts in several lines across the area. This's 
    another good time to use Evade or some other invincible Ability. There's 
    another attack like this, the moment the moon is completely white again; 
    a yellow moon will appear, as swirling stars flutter around, trying to 
    hit and kill you. By now, you know that dying stinks, and that to not-
    die, you need to not get hit. Hit the Mana Goddess with everything you 
    have, using STs to either damage her or to dodge her many attacks. Good 
    After the victory, which of course gives you no experience, a Sproutling 
    will appear before you, to heal the Mana Tree and set things right. I 
    won't spoil the ending for you, but enjoy, you earned it! ^^v 
    Congratulations! Unfortunately, there has been reports of freezing 
    happening to some people during the ending. I'm not sure if it's a game 
    glitch, or just dirty disks, but if it happens, the best I can say is to 
    try again. ^^;
    Once the game's beaten, you have the option of making a save. There will 
    now be a music note next to your save, showing that you've beaten the 
    game. You'll have the option to select a new playing area, and placing 
    your house in a new location. You will have all the Cactus Diaries you 
    previously received, and all the items, weapons, armor, and musical 
    instruments you've collected on your journies. There will be a new chest 
    of 100 Lucre downstairs, and all the crabs in your Library will have 
    left. You will have every book and entry you've received so far, though, 
    as well as a new book, The Forbidden Tome. You'll have your pets and 
    Workshops still, and Trent will be growing strong. Have fun and try to 
    get the adventures you missed last time, or in different orders! ^^
    This new adventure's just beginning!
    5. Diaries and Encyclopedias
    5A. Cactus Diaries
    1: Nic's Business
       "My master beat banditos with a creature called Niccolo. Niccolo was 
       scared of the banditos, but I'm scared to know what Niccolo is. What 
       could he possibly be?"
    2: Tiny Sorcerers
       "Today I heard a story about two little sorcerers trying to become 
       the kings of this world. But pumpkins? They used pumpkins? I hope 
       they're still yummy."
    3: Gaeus's Wisdom
       "A big face on a mountain? It's hard to believe, but my master saw 
       it, so I guess it's true. It knows and doesn't know lots of things. 
       What an amazing world."
    4: Where's Putty?
       "Today I heard about a scary macho man trying to find his doggie. I 
       like doggies' pointy noses and their wagging tails. Doggies are so 
       much cuter than macho men."
    5: Lost Princess
       "Fighting a monkey in the caverns and saving a girl! Wow, that sounds 
       like something out of a movie. But the girl was really shy and turned 
       red, and I guess that was too much for my master."
    6: Diddle's Letter
       "A pelican kidnapped a little boy!? And it threw the boy away 
       somewhere? That's just not right. What are the people at the child 
       protection agency doing?"
    7: Two Torches
       "A cat-eared woman and a long-haired man had a fight, and a grandma 
       was kidnapped. And then the two found the grandma. I think this kind 
       of story is getting old."
    8: Huntin' Du'Cate
       "Today my master saw a really big tree-hanging monkey and a really 
       BIG red animal with really BIG attitude. Why can't they be like me?"
    9: Murmering Forest
       "Today's adventure was in the Jungle where lots of Faeries live. The 
       long-haired man was there again. Is it just me, or is there trouble 
       brewing? I think I'm psychic."
    10: Gorgon's Eye
        "Lots of penguins fell into the lake, and their cap'n was thrown in 
        there by a turtle after being changed into stone! Penguins can swim, 
        but stone can't! Was the cap'n okay? What a scarey, scarey story."
    11: Seeking Faeries
        "Today's story was about a woman who disappeared when she went to 
        the lake to look for a demon. I say she should've been catching fish 
        instead of any demons."
    12: Teatime
        "It sounds like today's adventure was about opening and closing the 
        Flowerlings' gates. And today's monster kept sucking out my master's 
        blood. Stop bothering my master!"
    13: Star-Crossed
        "Escad and Daena are always fighting. Why do people keep fighting 
        each other? I wish for World Peace."
    14: Mining Business
        "The birdman says Watts doesn't have any heroic stories to tell. I 
        wish someone will come up with a story about ME. He moves like 
        lightning! He kicks monster butts! I think I like that."
    15: Dream Teller
        "My master went to a place that might have been a dream. What does 
        that mean? Maybe I can sneak in there when nobody is watching."
    16: Diddle Kidnapped
        "A little boy named Diddle was kidnapped. Diddle had a friend named 
        Capella who found him. Wish I could be somebody's help. No, 
    17: Heaven's Gate
        "A big big big big snake snake snake! My master walked inside a 
        snake and went up to its head to fight a demon. Do you think I 
        believe that kind of story?"
    18: Daddy's Broom
        "I threw away an old broom, and that made Bud and Lisa mad. They 
        went and got it back, and fixed where it was broken. I guess 
        everything is just hunky-dory now."
    19: Infernal Doll
        "The junk at the Junkyard really wasn't junk! They were the 
        leftovers of the artifacts used in wars long long ago. Wow... That 
        makes me like them a little. Only a little bit."
    20: Diddle Had It!
        "What's the difference between people who like doing the same thing 
        everyday and the ones who don't? I like being a cactus everyday, but 
        maybe I'm not supposed to. Did I get that right?"
    21: Glass Tower
        "A girl went up a tower to see her past, or something like that. I'm 
        losing track of what's going on, and getting a little bit tired of 
        keeping my diary lately."
    22: Two Pearls
        "Pearl disappeared, and then Elazul found her. But Blackpearl was 
        there too and wouldn't give Pearl back to Elazul. We need more love 
        in this world."
    23: Flame of Hope
        "Popo bug is reeaaally long, with lots and lots of knobs, and it's 
        easy to break one Popo bug to make two Popo bugs. Who gets hurt when  
        a Popo bug is in someone's tummy? The Popo bug?"
    24: Cosmo
        "Pearl disappeared again, so Elazul went and looked for her again. 
        Sandra and Lord Jewels and lots of people were in today's story. It 
        made me sleepy."
    25: Can't Look Back
        "I remember the part about a sorcerer named Mephianse, but I don't 
        remember anything else, because I sort of fell asleep. I hope my 
        master didn't see me sleeping."
    26: A Siren's Song
        "A birdgirl was trapped in a birdcage, and a fishgirl guarded the 
        birdcage for the birdgirl. I want a friend who guards my cactus 
    27: Summer Lovin'
        "Clobbering crabs at the beach! That sounds like fun, but I feel bad 
        for the crabs. Surprise lesson of the day: penguins can fall in 
    28: Drowned Dreams
        "I hear that Basket Fish is a weirdo and has attitude problems. He 
        should try harder, if he wants to become human. I think I'll try 
        harder too."
    29: Fluorite
        "Today it was about going to a desert and seeing desert people, or 
        something like that. It was a bit difficult for me to understand. 
        Desert troopers? Hurricane fighters?"
    30: Faeries' Light
        "Learned Dudbear words to sell lamps to Dudbears! Just what is 
        master up to? But it's neat that master comes by to tell me funny 
        stories like that."
    31: Lucky Clover
        "Another friend in my master's life. She was a pile of dirt? Did I 
        get it right? I didn't know what to say to that, so I couldn't look 
        straight into my master's eyes. Sorry."
    32: Alexandrite
        "Hey, what does a Jumi say when he sees his people after a long  
        time? "Jumis me?" Get it? "Ju-miss me?" Wait, what's the matter? You 
        can't take the "pun"ishment?"
    33: Teardrop Stone
        "I guess there is a place called the Bejeweled City in this world, 
        but that name sounds fakey. I think my master was making up this 
    34: Quiet Sea
        "A penguin reeled-in a bottled ghost, and all the penguins on the 
        ship ended up collapsing! That is really scary! But I wonder how the 
        ghost fit inside a bottle?"
    35: Treasure Map
        "Today my master joined a fight between the penguins and the 
        Dudbears. Why? I don't understand humans at all."
    36: Reach for Stars
        "A sorcerer did a little old magic in the desert. I was watching it, 
        too, and it was really cool! I guess the ancient people thought 
        better things back then."
    37: Dragon Princess
        "Larc is working for his Boss because he wants to get out of there. 
        But I think he is enjoying it. I've got to see him to learn the 
    38: Wind Guardian
        "So my master fought lots of birds today. I wonder if it hurts to be 
        poked around by their beaks?"
    39: Bone Dragon
        "Was it fun going up and down in the fort made of bones? Or was it 
        scary? I wouldn't know, because I'm only a cactus in a pot."
    40: Crimson Dragon
        "The Underworld went upside down and a burning castle came out. And 
        there was a big dragon that master had to fight. Cuz my master came 
        back, I guess the dragon is no more, right?"
    41: Fallen Emperor
        "A dog-faced dragoon came out and took my master downstairs when 
        master touched a tombstone. How am I supposed to picture this? It's 
        really tough."
    42: Blessed Elixir
        "The barrel in my master's soul had a blast at the desert. Ah, the 
        desert! Home of my soul, desert! The hot, scorching sun and the dry, 
        dry air. I need to go there."
    43: Seeing Double
        "A tiny weirdo did all sorts of bad things today, and now a lot of 
        people got scratches on their hearts. Little scratches on people's 
        hearts will be gone if they pat them from behind, but the humans 
        don't know that."
    44: Cage of Dreams
        "Grandpa sorcerer hid a Sproutling in his dream! Wow, that grandpa 
        can really do amazing things. I wonder if I can do that?"
    45: Nic's Business 2
        "Greenballs look like locusts without their wings. They don't look 
        that yummy to me. I'd rather have fish for dinner."
    46: Nic's Business 3
        "Niccolo tried to catch the psychokinetic Flowerling to make himself 
        filthy rich, but it got away. I wish I was psychic, because I would 
        use that power to write my diaries."
    47: Nic's Business 4
        "Watts tried to make a new wallet just like his old one, but I think 
        he made a mistake somewhere. Maybe it's the width, or maybe it's the 
        crooked edge."
    48: Final Business?
        "Niccolo lost his memories and then got them back. My master didn't 
        tell me where and how they found the lost memories, so I guess it's 
        top secret. I will keep my mouth shut."
    49: Li'l Cactus
        "Finally I got to go on an adventure on my own. Greenballs, Tako 
        bugs, I will never forget your smiles. I feel like I saved the world 
        today. Just feeling like that is enough for me."
    50: Rachel
        "Rachel went to the witch of reincarnation and was turned into a 
        blue jiggly. I wonder what kind of life the green wiggly was having, 
        but am I the only one thinking about this?"
    51: Nordic Field
        "Faeries can be and can't be seen by people. I guess seeing a Faerie 
        is just like dreaming. Wait, do I actually see a dream? Or is it 
        something that really happens?"
    52: Buried Treasure
        "Today my master bribed the Dudbears to get some treasure. Oh, so 
        that's how the treasure-hunters get what they want. I see."
    53: Blacksmithing
        "There's a new room in the backyard workshop. It's to make weapons 
        and armors for my master to be able to whack some more little 
        monsters. That's not nice. We should all be friends."
    54: Instruments 101
        "Now my master can make more instruments in the backyard workshop. 
        Wow, master is really learning how to pick on those monsters!"
    55: Golem Workshop
        "I can put some stuff together and make my own Golem! My master 
        should add that to the resume for future job-hunting."
    56: Mana Orchards
        "Mr. Grandpa tree is so big and scary, it makes me want to hide by   
        his roots. His roots look like the best place to hide."
    57: Monster Corral
        "Now my master can bring back eggs of other animals to raise them as 
        pets! I can't pet them because I'm all spikey, but humans will be 
        okay because they aren't spiky like me."
    58: School Amour
        "They all didn't want to go back, but when my master talked to them 
        they decided to go back. What did master say to them? It must be 
    59: Resume for Love
        "Gilbert got to travel to a lot of places because he was a stone 
        statue and was sold to those many places. Hey, I think he saved a 
        lot on travel expenses."
    60: Prof. Bomb
        "There was a big chase to catch a pile of junk that ran away from a 
        professor. How could a pile of junk run away on its own? I don't 
        think I get it. Master, you need a rest."
    61: Watts's Hammer
        "Watts lost his hammer, but my master found it for him. Doesn't it 
        feel good to do good things? It would be nice if master could read 
        me a story once in a while. Please?"
    62: Seven Wisdoms
        "The little boy got to find six of the Seven Wisdoms. There are only 
        six Wisdoms? Did they pick that name because it sounds good? Maybe 
        they can't do math."
    63: The Field Trip
        "Picking up stuff from the ground, mixing them and making 'em go 
        boom! Isn't that a little bit childish? Didn't your mommy tell you 
        not to do things like that?"
    64: Catchin' Lilipeas
        "I wonder how the Lilipeas sing songs about peas? Peas! Peas! I'm a 
        teeny-beany pea! Peas! Peas! I'm an itsy-bitsy pea! This could be a 
        never ending song."
    65: Love is Blind
        "My master went to the sea and tried sinking a ship by singing. The 
        ship didn't sink, but if they really believed that the ship would 
        sink that way, I'd need to make them see a doctor."
    66: Wimpy Thugling
        "Another friend in my master's life. Found Kima and fought it and
        beat it. More fights and victories for my master to tell me about.
    67: Pee-Wee Birdie
        "What kind of bird is Yuka? There are too many things and people not 
        involved in my life out there. That doesn't sound like a good thing 
        at all. It's okay with me, but is everybody okay with it?"
    5B. Characters Encyclopedia
    1: Niccolo
       "He believes that he brings happiness to his customers with his 
       transactions, but he sometimes plays dirty tricks on them. Dislikes 
       the Sproutlings and the Flowerlings."
    2: Escad
       "Born into the Liotte family of Holy Knights. He fights for the cause 
       of justice with an overbearing sense of righteousness."
    3: Daena
       "A monk-soldier who protects Gato's temple. She grew up with Escad, 
       Matilda, and Irwin, but especially adores Matilda like her own 
    4: Larc
       "A beast-warrior who once was a famous hero. He became Drakonis's 
       dragoon after he died."
    5: Sierra
       "A beast-warrior who is Vadise's dragoon. Never compromises, and 
       always hard on herself as well as on others." 
    6: Pearl
       "Elazul's partner. She sometimes has a tough time speaking clearly, 
       and is also very shy. Has a tendancy to wander off and get lost while 
    7: Lady Blackpearl
       "A Jumi knight who devotes herself to leading the Jumi through the 
       threat of extinction. A very logical and level-headed individual."
    8: Elazul
       "Pearl's knight, and one of the youngest Jumi. He speaks and acts in 
       a rough manner and thus starts the occasional fight."
    9: Elle
       "A siren who refuses to sing as a result of an accident. Friends with 
       Flameshe and Monique."
    10: Bud
        "Lisa's twin brother. He thinks that he is a great sorcerer, though 
        he still has much to learn. He was run out of the Academy of Magic 
        because he was too mischievous. His magic frying-pan was once his  
    11: Lisa
        "A better sorcerer than her twin brother. She carries around her 
        father's broomstick."
    12: Irwin
        "A half-demon who is a childhood friend of Daena, Escad, and is 
        particularly close to Matilda."
    13: Matilda
        "Born into a family of priests in Gato, she began to question the 
        life that awaited her. Matilda became attracted to Irwin and his 
        free way of life. A decade ago her powers were taken by Irwin after 
        their temple escape was stopped by Escad. She has aged drastically 
        since then."
    14: Inspector Boyd
        "A little man with a rerally loud voice that could even reach a 
        nearby "land." He might be the most honest and kind-hearted man you 
        will ever meet."
    15: Sandra
        "The notorious jewel hunter who steals only the most brilliant 
        jewels. Her daring thefts resulted in secret admirers of her work."
    16: Alex
        "A mild-mannered geologist who also has a shop in Geo. He only keeps 
        the shop open for income to fund his research."
    17: Florina
        "A Guardian who was the Clarius in the Bejeweled City of Jumi. The 
        burden of healing all the wounded cores of the Jumi has caused her 
        own core to fall apart."
    18: Flameshe
        "A teenage mermaid who is sometimes a little hard to deal with. She 
        sneaked out of her family one day and went to the beach, where she 
        met and befriended Elle."
    19: Pelican
        "The mail carrier who delivers practically everything. She often 
        makes mistakes, and is not always on time, but she does not seem to 
    20: Li`l Cactus
        "A shy little cactus. He is a cactus of few words, but he happens to 
        be thinking about many things."
    21: Pokiehl
        "The poet of Truth. He is one of the Seven Wisdoms, and was a hero 
        who was called "the Messenger of the Cosmic Truth.""
    22: Tote
        "An ancient turtle who is one of the Seven Wisdoms. He only 
        introduces himself as "Turtle," and always speaks in a mild manner."
    23: Olbohn
        "The keeper of the Underworld and one of the Seven Wisdoms. In the 
        era of the Faeries' War, he went to the Underworld to defeat the 
        Faeries' leader."
    24: Gilbert
        "The poet of love who even sings during regular conversation. He 
        travels in search of love everywhere."
    25: Watts
        "A master blacksmith who becomes so absorbed when working that he 
        often forgets things."
    26: Rosiotti
        "One of the Seven Wisdoms, he was once a hero. Rosiotti now quietly  
        resides in the Jungle as the guardian of the creatures there."
    27: Duelle
        "An onion warrior. He likes everything straight-forward, and hates 
        people like Niccolo with a passion."
    28: Miss Yuka
        "The owner of Domina's only inn. She insists that she is a canary, 
        but there are rumors that she is really a Chocobo. Addressing her as 
        "Miss Yuka" is a must."
    29: The Manager
        "The bar manager in the town of Lumina. He is a gentleman who feels 
        joy in communicating with people."
    30: Bartender
        "A young man who has a tendancy to feel the blues a bit too often. 
        Sharing sob stories with the Manager seems to make him feel a bit 
    31: Mark
        "The owner of Domina's item shop and also Rachel's father. He really 
        loves his family, but they seem to be a little sick of his overdose 
        of love."
    32: Jennifer
        "Mark's wife, who likes spending time outside his shop. She says 
        anything that crosses her mind."
    33: Rachel
        "The daughter of Mark and Jennifer. She hardly talks, and does not 
        become too friendly with anyone. She is sick of her Faerie-like 
        appearance and the room decor."
    34: Rev. Nouvelle
        "The caretaker of the church on Domina's outskirts. He is a kind-
        hearted man who is full of knowledge, from how to catch Rabites to 
        the history of this world."
    35: Meimei
        "A glamorous fortune teller. She led a luxurious and exciting life, 
        but now she seems to be saving money for her old age."
    36: Capella
        "An itinerant performer. He was inspired by Pokiehl's verses and  
        decided to go on a journey to send his audiences a message of some 
    37: Diddle
        "Plays music for his performing partner, Capella. A kind-hearted, 
        sensitive boy who speaks very slowly."
    38: Rubens
        "A man who has given up everything. He is hiding the fact that he is 
        the Jumi of Ruby."
    39: Prof. Bomb
        "The leading pioneer of Golem development, who toils in a small 
        laboratory in the Junkyard. Also a woman-chaser."
    40: Roger
        "He met his true fate when he found divinity within his pet dog, 
        Putty, while working as a miner with Dudbears. Since then he has 
        become a man of faith."
    41: Putty
        "Roger's pet dog. He was made into a religious icon, but he is just 
        a dog."
    42: Count Dovula
        "Guardian of the ruins, he is also the leader of the Succubus clan."
    43: Basket Fish
        "One of the nouveau-riche who looks down on everyone, but in reality 
        he is the one who is looked down upon by everyone else. He LOOOOOVES 
        Revanshe the dancer."
    44: Cap'n Tusk
        "The dandy captain of the SS Buccaneer. He leads the Pirate Penguins 
        with his gentlemanly seaman philosophy. Ladies, he is a real catch!"
    45: Revanshe
        "The dancer at Polpota's Seaside Hotel. She's always dancing, 
        because dancing is her passion, her life."
    46: Selva
        "One of the Seven Wisdoms. He always knows what is happening in 
        Fa'Diel, since he is always gathering information from the Lilipeas 
        and birds."
    47: Teapo
        "A magical life-form with a kind heart. She things she is a jewelry 
        collector, but most of them are glass fakes that Niccolo sold to 
    48: Belle
        "A spirit of dreams who is in charge of managing all creatures' 
        dreams. A little too pushy at times, but she is only doing her job."
    49: Esmeralda
        "A very charming and sometimes childish student at Geo's Academy of 
        Magic. There are rumors that she may be Nunuzac's magical monster, 
        or a ghost."
    50: Magnolia
        "A doll with a Fire Stone core which Anuella the Witch made a 
        thousand years ago. She lives at the Junkyard, without any hope or 
    51: Thesenis
        "A professor at Geo's Acaedemy of Magic who is also a witch of 
        reincarnation. She is the most avoided person there, perhaps cause 
        of her creepy behavior and appearance."
    52: Nunuzac
        "Back in the day, he was a conjuror who fought in many wars. Now he 
        is a professor at the Academy of Magic, though his body is 
        represented by a magic circle since his body was trapped in another 
    53: Kathinja
        "The most popular professor at the Academy of Magic, she has the 
        power to explode things by staring at them. She always looks out for 
        people, and is friends with Thesenis."
    54: Louie
        "The caretaker of the magical creatures at the Junkyard. He is an 
        old magical creature himself, and he understands the anger and the 
        sorrow they feel."
    55: Mephianse
        "A professor at Geo's Academy of Magic who has a strong passion for 
    56: Skippie
        "A sly little man who is a really fast runner. He sees through 
        everything, and is sometimes cunning. Works at Kristie's palace with 
    57: Hamson
        "A big man who has the muscles, but not the mind for fighting. 
        Stupidly honest and can't seem to see the obvious."
    58: Mr. Moti
        "He is everywhere doing everything."
    59: Diana
        "The leader of the Jumi, and a Jumi of Diamond herself. She tried to 
        keep the Jumi from extinction, but her hard-headed dictatorship 
        caused her to lose support."
    60: Crystalle
        "The beautiful snow Faerie who guards the Garden of Icicle Flowers."
    61: Sotherbee
        "Madame Kristie's butler. He does everything perfectly, but inside 
        he is still a little child. His nickname is "Mr. Fuddy-duddy."
    62: Kristie
        "The owner of Geo's palace, which is also an art gallery. Deeply 
        loves art, money, herself, and everything else."
    63: Monique
        "A siren who works at Lumina's lamp shop. She sings to the spirits 
        and asks the to light the lamps in return, then later sells the 
    64: Students
        "Students at Geo's Academy of Magic. The color of their robes differ 
        by class."
    65: Thoma
        "A soldier belonging to the Deathbringer's army. His mind is being 
        controlled by the Deathbringer, and he would do anything for his 
    66: Thona
        "One of Deathbringer's skeletal soldiers. His body has died, but his 
        soul is still controlled by the Deathbringer."
    67: Sproutlings
        "Little creatures that seem to appear out of nowhere and end up 
        living in any town. They all share the same mind with each other."
    68: Gaeus
        "A huge face on a mountainside that is also one of the Seven 
        Wisdoms. He always has answers to any questions."
    69: Cancun Bird
        "A huge and mysterious bird that is said to have been living in Gato 
        over the past several centuries."
    70: Flowerlings
        "When a flower blooms on a Sproutling's head, it becomes a 
        Flowerling. There are males and females, but the only difference 
        between the two seems to be appearance."
    71: Lilipeas
        "Small, strange creatures with tiny bird nests on their heads. They 
        multiply by rolling some mud in to Lilipea shapes."
    72: Pirate Penguins
        "Penguins that have the tendancy to tell silly jokes a little too 
        often. Extremely proud of the fact that they are pirates, though 
        they don't seem to act like pirates that often."
    73: Faeries
        "Deeply love nature and dislike humans. But they are still 
        interested in what humans are up to."
    74: Dudbears
        "Diggers who work for Roger's mining business. Now they are forced 
        to join his new religious activities, with a dog as their lord."
    75: Shadoles
        "Shadows of all living creatures and inhabitants of the Underworld. 
        They share the same consciousness."
    76: Nuns
        "Women who are in the process of spiritual training at Gato's 
    77: Windcallers
        "The clan that serves Akravator as his dragoons. They are open-
        hearted to those who respect their traditions, but reject all 
    78: Trent
        "The ancient tree that lives in the backyard at Home. He swallows 
        seeds to produce fruits and vegetables on his branches."
    79: Boink
        "A strange creature that knows the links between dimensions. Those 
        who touch it will immediately fly to where its tail is."
    5C. Lands Encyclopedia
    1: Home
       "Home sweet home! Your home is comfortably located near a great tree, 
       surrounded by nature. Many visitors come and go. See MAILBOX."
    2: Domina
       "A lively town frequented by traveling merchants and entertainers. 
       The outskirts boast a church with a fabulous view of the 
       countryside. See COLORBLOCKS."
    3: Luon Highway
       "This highway was once traversed by merchants and entertainers, but 
       the highwaymen have stopped all traffic. Some say that one of the 
       Seven Wisdoms lives nearby. See WHEEL."
    4: Mekiv Caverns
       "This limestone cavern was created by underground currents. Over the 
       centuries it was hollowed out, and pillas were created. The cavern is    
       made up of many levels. See JADE EGG."
    5: Lake Kilma
       "This sizable lake is surrounded by quiet, forested mountains. 
       Faeries, servants of the lake, are often witnessed there. Some say 
       that incredible treasure lies under the lake. See STONE EYE."
    6: Gato Grottes
       "A town protected by divine winds. It is always windy on the 
       dangerous percipices. The temple of healing there is dedicated to the 
       Spirits of Air and Fire. See FLAME."
    7: Jungle
       "Due to the thick vegetation, many become lost in this jungle. Others 
       claim to have witnessed Faeries, while some say one of the Wisdoms 
       resides here. See MEDALLION."
    8: Lumina
       "The town of endless night. The town is always bathed in the light of 
       the full moon, so it never becomes completely dark. There is a tavern 
       where Dudbears frolic. See FIREFLY LAMP."
    9: Duma Desert
       "Only cactus grows in this wasteland. Great fossils litter the 
       landscape, and flowing sands hinder each step. It could be the ideal 
       site to conduct a colossal experiment. See SAND ROSE."
    10: The Underworld
        "Souls who have departed their earthly vessels are judged by the 
        King of the Underworld. His vassals, the Shadoles, bring the 
        departed to the Underworld. See TREMBLING SPOON."
    11: Mindas Ruins
        "These ruins are all that is left of a city which prospered around a 
        tower, built by mages during the end of the Faerie War. See ANCIENT 
    12: Madora Beach
        "Come to Madora Beach for the best sun-bathing and finest sand 
        anywhere. Explore our many caverns. While you're here, why not try 
        some crab-hunting? See TORCH OF CORAL."
    13: Junkyard
        "This trash-heap is home to discarded items, mass-produced to fight 
        in a long-forgotten war. Some of the objects still bear a grude  
        towards humanity, and cling to their warrior past. See BROKEN DOLL."
    14: Norn Peaks
        "Strong winds howl through the treacherous mountain passes. The 
        foothills are home to a settlement of Wind-Callers, and their 
        Guardian Spirit is said to reside on the highest peak. See SKULL 
    15: Polpota Harbor
        "A tropical resort, home to soft breezes and sun-kissed surf. The 
        Seaside Hotel provides lodging in the center of town. See RUSTY 
    16: Tower of Leires
        "Looming in the night sky, the Tower of Leires was constructed by 
        magicians during the Faerie Wars to increase their supply of Mana. 
        Nowadays, the tower is nothing but a stone testament to the power of 
        its builders. See MOON'S MIRROR."
    17: Geo
        "A castle-town with an academic atmosphere. Kristie's palace 
        occupies the center. The instructors at the Academy of Magic have a 
        lot of personality. See TOME OF MAGIC."
    18: The Bone Fortress
        "A tiny Flowerling village rests atop a gentle slope. Towering above 
        them looms the Bone Fortress. It is said that the foliage around the 
        walls holds huge amounts of Mana. See DRAGONBONE."
    19: Ulkan Mines
        "The Ulkan Mines have been abandoned for ages. Now, only curious 
        weaponsmiths hunt for ore, for a suspicious gang is based here. See 
    20: SS Buccaneer
        "The good ship of the famed Cap'n Tusk, leader of a band of pirates. 
        They have sailed north, south, east, and west in search of buried 
        treasure. See PIRATE'S HOOK."
    21: Fieg Snowfields
        "A frozen land buried in snow. Some say Faeries' treasure is hidden 
        here, but none have laid eyes upon it. There are reports of 
        abominable snowmen here. See FROZEN HEART."
    22: The White Forest
        "A dense forest, home of the White Dragon. Legend has it that the 
        forest is populated by an extremely rare folk. See GREEN CANE."
    23: Orchard
        "A tree with a striking resemblance to the one in your backyard. 
        Perhaps mankind will never understand the connection which all plant 
        life shares. See GOLDEN SEED."
    24: Lucemia
        "Irwin has resurrected this legendary beast, who came from beyond 
        the stars during the ancient wars. The wingless dragon split the 
        earth asunder and razed entire cities, only to swallow a volcano and 
        burn himself up. See BROOCH OF LOVE."
    25: Bejeweled City
        "This is the home of the Jumi. Boulder-size jewels comprise every 
        part of the city, and now, even after the fall of the Jumi, it still 
        shines with an everlasting glow. See JUMI'S STAFF."
    26: The Flames
        "The castle of Drakonis. He has raised his domain from the depths of 
        the Underworld to return to the land of mortals."
    27: Tree of Mana
        "The ultimate source of all things. Everything within the Sanctuary 
        exists in an eternally immovable, absolute state. See SWORD OF 
    5D. Artifacts Encyclopedia
    1: Mailbox
       "A few letters a month can mean a lot to a lonely, far-off home. See 
    2: Colorblocks
       "The town changes through the ages according to its citizens. It   
       doesn't change to accommodate a new age. It changes to bring about a 
       new age. See DOMINA."
    3: Wheel
       "Even the longest roads are rutted by the hundreds of wagons which 
       traverse them. Roads remember their travelers, and wagon wheels are 
       reflections of those memories. See LUON HIGHWAY."
    4: Jade Egg
       "By taking a stone formed through the ages inside the earth and 
       shaping it into the source of all things, the earth's creative power 
       was captured inside. See MEKIV CAVERNS."
    5: Stone Eye
       "This artifact uses the power of the Master of the Lake to turn to 
       stone those who harm the lake. However, the power does not respond to 
       the will of mankind. See LAKE KILMA."
    6: Flame
       "That which illuminated the shrine was but a small flame. Before 
       long, mankind ceased to notice the fire, but its significance 
       continued to grow. See GATO GROTTOES."
    7: Medallion
       "The beasts who followed a wise man were eaten by an invading beast. 
       It then gained wisdom and became a wise man itself. See JUNGLE."
    8: Firefly Lamp
       "One poet wrote that all of history comes from lovers' whispers. It 
       was a poem of lovers talking of love and the future, under the cool 
       light of fireflies in the midsummer night sky. See LUMINA."
    9: Sand Rose
       "An image of a rose in the Sanctuary of Mana; it never became a true 
       rose. It turned into crystal, its powers trapped inside for all 
       eternity. See DUMA DESERT."
    10: Trembling Spoon
        "A silver spoon for scooping up flames to baptize departed souls 
        into the Underworld. Sometimes a soul who resists death becomes 
        trapped inside; then the spoon begins to tremble and must be 
        discarded. See THE UNDERWORLD."
    11: Ancient Tablet
        "Long ago, in a civilization very different from our own, 
        unimaginable scientific advances were made, and are recorded on this 
        tablet. However, mankind has lost the ability to decipher it. See 
        MINDAS RUINS."
    12: Torch of Coral
        "The Mermen appear on the shore using a flame from this torch. It 
        gives off light invisible to human eyes, and so they remain hidden. 
        See MADORA BEACH."
    13: Broken Doll
        "This doll was a servant of mankind when artifacts were used as 
        instruments of war. See JUNKYARD."
    14: Skull Lantern
        "Mages, searching for a gem guarded by a dragon, crafted the skull 
        of a fallen comrade into a lantern. It glows of its own accord. See 
        NORN PEAKS."
    15: Rusty Anchor
        "Even large anchors are small compared to their ships. These very 
        anchors are what hold the ships firmly to the harbor, not unlike 
        mankind's role on earth. See POLPOTA."
    16: Moon's Mirror
        "The mages of antiquity would pour water onto the mirror and reflect 
        the moon and stars to learn of mankind's fate from the heavens. See 
    17: Tome of Magic
        "In ages past, many tried to explain the works of the gods, spending 
        much time and making incredible sacrifices. The secrets they have 
        uncovered are small, but hold enough power to destroy a continent. 
        See GEO."
    18: Dragonbone
        "Ages ago, bones from dragons were used by alchemists. The Dragons 
        of Wisdom lived the longest and had unbelievable powers. Their bones 
        were the hardest to find. See BONE FORTRESS."
    19: Bottled Spirit
        "Once, a foolish mage tried to seize the powers of a spirit by 
        imprisoning it in a bottle. The mage was immediately slain by the 
        spirit's curse, but the bottle containing a powerful spirit 
        remained. See ULKAN MINES."
    20: Pirate's Hook
        "When a land-dweller first sets out to sea, he is faced with dangers 
        unknown. Even after replacing a lost hand with a hook, pirates 
        continue to challenge these dangers everyday. See SS BUCCANEER."
    21: Frozen Heart
        "Once a gem hardens into a core, it grows swiftly, not unlike the 
        hardness in one's heart. If the core grows large, it may remain 
        despite its owner's death. See FIEG SNOWFIELDS."
    22: Green Cane
        "This cane is capable of drawing power from the earth, converting it 
        to Mana, and releasing it into the atmosphere. It is said that by 
        sticking it into the ground, an entire forest shall grow overnight. 
        See THE WHITE FOREST."
    23: Golden Seed
        "Seeds contain everything. Everything starts from a seed. Each 
        generation of seeds produces another. See THE ORCHARDS."
    24: Brooch of Love
        "This was given to a mage who promised to acknowledge all and 
        understand all. Whoever wears this brooch is charged with overcoming 
        any ordeal through love. See LUCEMIA."
    25: Jumi's Staff
        "A staff replete with the power of gems of every color. The jewels 
        draw in and store the waves of various kinds of Mana. They can then 
        be released. See BEJEWELED CITY."
    26: Sword of Mana
        "This sword has the will to shape its own destiny. It is said that a 
        disruption of air follows this blade, and if you listen closely, you 
        can hear the air around it hum. See TREE OF MANA."
    5E. Items Encyclopedia
    1: Metal
       "Primary Material. Metallurgy has been the barometer of a 
       civilization's technological level. Different types of metals in 
       Fa'Diel are named after the areas where they were mined."
    2: Wood
       "Primary Material. Trees of Fa'Diel distribute the Mana energy as air 
       for the creatures in this world. Tools and simple buildings have been 
       made with wood since the ancient times."
    3: Stone
       "Primary Material. Stones have been used since the beginning of time 
       as tools, decorations, and in architecture."
    4: Hide
       "Primary Material. Armor can be made from softer materials such as 
       hide, but one should be aware of the compatibility between the 
       material and the item."
    5: Scales
       "Primary Material. Scales of some monsters and dragons can be used to 
       make armor and weapons. The materials used to create such items are 
       reflected in their effects and parameters."
    6: Bone
       "Primary Material. The world of Fa'Diel uses bones from the monsters 
       living there. When making armor, pay specific attention to the 
       materials' defense levels for effective compositions."
    7: Fabric
       "Primary Material. Fabric can be used to strengthen equipment as well 
       as being the primary material for armor. Those with mysterious 
       patterns or colorful designs may have magical properties."
    8: Aerolite
       "Primary Material. Aerolites are rocks that fall from the sky. They 
       tend to have unusual and useful properties when used to make 
    9: Mana Stone
       "Secondary Material. Mana Stones contain high concentration of Mana 
       energy. There are Mana Stones of Fire, Earth, Wind, and Water."
    10: Mana Crystal
        "When pure Mana energy becomes crystallized, Mana Crystals are made. 
        Most of them glow with the energy, but some that absorb light have 
        been found."
    11: Coins
        "Secondary Material. These coins represent the energy of each 
        elemental spirit. Sometimes the spirits give them to mortals they 
    12: Seeds
        "Secondary Material. Each seed has a different color, and, like 
        mixing paint, one can grow wider varieties of produce by planting 
        two different seeds together at the same time."
    13: Produce
        "The produce that grows in the orchards varies by the seed 
        combinations, the day of the week they were planted, and by luck. 
        Used to feed pets and to color Golems."
    14: Meat
        "Secondary Material. Meat can be acquired by defeating different 
        types of monsters, and then it can be used along with produce to 
        catch monster eggs."
    15: Fangs & Claws
        "Secondary Material. The most powerful parts of monsters. Fangs and 
        claws are often used to make protective and magical items such as 
    16: Eyes
        "Secondary Material. Some stones look like eyeballs of monsters, and 
        they also have magical properties. Eyes are divided into groups by 
        their appearance."
    17: Feathers
        "Secondary Material. Usually the Aerial monsters' feathers are sold 
        on the market, but sometimes beautiful Arthropod monsters' wings are   
        considered useful."
    18: Bottles
        "Secondary Material. There are all sorts of liquids in many 
        different bottles. Some seem to contain liquids you cannot drink,   
        and others you couldn't even guess when they were last opened."
    19: Vials
        "Secondary Material. Even the most unthinkable things could be 
        sealed in these vials. There could be whispers, curses, or maybe 
        even some stinky breath."
    20: Urns
        "Secondary Material. No one can guess what these urns contain, or 
        what they are for. What could be inside the urns you find in this 
    21: Pellets
        "Secondary Material. Little medicine pills made of material you 
        would not normally eat. Those that are known to be effective have a 
        higher price tag."
    22: Powders
        "Secondary Material. Some are mere dirt and some are blends of 
        materials with creepy effects. Keep out of reach of children."
    23: Pouches
        "Secondary Material. These pouches could contain some really unusual 
        and exciting items. On the other hand, the items may be quite normal 
        and plain."
    5F. Equipment Encyclopedia
    1: Knife
       "A dagger. It comes in many different styles, and much work goes into 
       crafting the handle and blade. Most are designed to be practical. A 
       shield cannot be used with a knife. Although it has the shortest 
       reach, the rate of movement is the fastest."
    2: Sword
       "A long sword. Most are double-edged and have sharp tips. The sword 
       is considered a holy weapon due to the precious metals it is made 
       from. It is wielded in one hand, so the rate of movement is average."
    3: Axe
       "Also known as the hand-axe or hatchet, the axe is a single-bladed 
       weapon wielded in one hand. Often thought of as primitive, the rate 
       of its movement is slower than the sword."
    4: 2H Sword
       "The ultimate in swords requires two hands. Yields epic damage when 
       swung in a wide arc. Cannot be used with a shield. It's quite heavy, 
       so the rate of your movement is slower."
    5: 2H Axe
       "The two-handed axe is used for embedding a cold piece of steel in 
       your enemies. With an axe like this, who needs a shield? 
       Unfortunately, the sheer weight of this weapon will slow your 
       movement to a snail's pace."
    6: Hammer
       "Knock some sense into your opponents with this huge two-handed 
       hammer. But don't complain about the slowest movement rate and being 
       unable to use a shield."
    7: Spear
       "A great way to keep uglies at a distance. However, in actual combat  
       the spear is used in a variety of ways. Of course, a shield is out of 
       the question, and the shape of the weapon precludes fast movement."
    8: Staff
       "Long staves such as these have multiple uses, and can hit an enemy 
       both up close and far away. Since they require both hands, a shield 
       cannot be used, and the rate of movement is slower than when wielding 
       a spear."
    9: Glove
       "Nothing beats pummeling the enemy with these reinforced punching 
       gloves. Of course, proper boxing stance precludes the use of a 
       shield. Even though the attack range is short, the rate of its 
       movement is very fast."
    10: Flail
        "Incredible power is gained when two or more staves are connected 
        with a chain. The rate of its movement is quite good, but it is 
        impossible to use a shield while wielding a flail."
    11: Bow
        "With a bow, one can lay waste to enemies from afar, and thwack them 
        when up close, as well. Scoring a direct hit, however, requires much 
        practice. A shield cannot be equipped with a bow."
    12: Shield
        "The smart sword or axe-wielder will always keep a shield handy. 
        From large, bejeweled shields to the familiar frying-pan lid, 
        shields vary greatly in size and strength."
    13: Helm
        "Providing ample protection for the head, helms come in all shapes 
        and sizes, from great steel helms to upside-down pots. The round 
        shape of the helm helps deflect incoming blows."
    14: Hat
        "Unlike helms, hats are often worn for the enchantments contained 
        within, rather than for physical defense. They often grace the heads 
        of well-known mages and priests."
    15: Hauberk
        "there is a wide range of hauberk types, from highly-decorated 
        ceremonial hauberk to hauberk that is too heavy for practical use."
    16: Robe
        "Oft worn by mages and clergymen, robes are often designed for other 
        purposes than mere physical protection, and are decorated with holy 
        symbols or arcane patterns."
    17: Gauntlets
        "Gauntlets come in many shapes and sizes, but all of them help 
        protect the arms and hands from nasty cuts and bruises."
    18: Ring
        "Even a small ring can help protect the finger. Some are plain, 
        while others are works of art, worn by those wise in the ways of 
        magic. Some rings are said to hold incredible power."
    19: Boots
        "Heavy footwear for the combat enthusiast, boots give protection to 
        the feet, ankles, and shins from common nicks and scratches, where 
        needed most."
    20: Sandals
        "Light footwear for the fashion-conscious warrior, sandals afford 
        less physical protection than boots, but they seem to protect best 
        against magic."
    21: Armor
        "Completely protecting the head, torso, arms, and legs, armor gives 
        outstanding protection. However, very little additional armor can be 
        worn, because armor covers the whole body."
    22: Mantle
        "Mantles are worn over the shoulders, and can be worn over any kind 
        of armor. Most protect against magical attacks."
    23: Pendant
        "An accessory that can be worn under all types of armor, pendants 
        are used for their protective properties."
    24: Harp
        "Harps are stringed instruments that can be used to perform magic 
        with an Elemental Coin. Such coins are gained by negotiating with a 
    25: Marimba
        "The marimba is a percussion instrument that can be used to play 
        magic with an Elemental Coin. The cycles of magic are determined by 
        the type of instrument, its main material, and the property of the 
        Elemental Coin used."
    26: Flute
        "The flute is a wind instrument which can be used to play magic by 
        using an Elemental Coin. Elemental Coins are important because they 
        help determine the type and cycle of magic that will be played."
    27: Drum
        "The drum is a percussion instrument which can be used to play magic 
        with an Elemental Coin. During negotiations with a Spirit, it is 
        important to play tunes the Spirit enjoys listening to."
    5G. Monsters Encyclopedia
    1: Rabite
       "Beast. STR: Wisp, Dryad. WK: Shade, Aura. A round bunny-like 
       monster. Watch out for its biting attacks!"
    2: Molebear
       "Beast. STR: Aura, Gnome. WK: Dryad, Salamander. It attacks with its 
       long, sharp claws, and likes hiding underground."
    3: Teedie
       "Beast. STR: Jinn, Undine. WK: Gnome. Attacks enemies by throwing 
       rocks and feathers."
    4: Howler
       "Beast. STR: Jinn. WK: Gnome. Attacks by jump-kicking with its strong 
    5: Gray Ox
       "Beast. STR: Aura, Undine. WK: Dryad, Jinn. It attacks enemies by 
       headbutting with its horns or by licking them."
    6: Lullabud
       "Plant. STR: Wisp, Dryad. WK: Shade, Aura. Spews toxic pollen to 
       poison its enemies."
    7: Mushboom
       "Plant. STR: Shade, Dryad. WK: Wisp, Aura. A cute mushroom that 
       attacks by kicking, and by throwing its own cap."
    8: Shrieknip
       "Plant. STR: Dryad, Gnome. WK: Aura, Salamander. A giant radish that 
       shoots its leaves and seeds like missiles."
    9: Marlboro
       "Plant. STR: Aura, Gnome. WK: Dryad. All it can do is punch anything 
       in front of it and exhale really stinky breath."
    10: Wooding
        "Plant. STR: Wisp, Dryad. WK: Shade, Aura. A tree that became 
        possessed by evil spirits. Attacks with its arm-like branches."
    11: Stinger Bug
        "Anthropod. STR: Wisp, Dryad, Jinn. WK: Shade, Aura, Gnome. Attacks 
        with its scythe-like forearms, and with its huge needle in back."
    12: Hoppin' Tick
        "Anthropod. STR: Aura, Salamander. WK: Dryad, Undine. It jumps on 
        enemies to suck out blood."
    13: Silkspitter
        "Anthropod. STR: Dryad. WK: Aura. Instead of making a cocoon for 
        itself, it spews out fiber to attack enemies. Maybe it doesn't want 
        to grow up."
    14: Sand Scorpion
        "Arthropod. STR: Dryad, Gnome. WK: Aura, Salamander. Watch out for 
        its gigantic pinchers and tail!"
    15: Gloomoth
        "Arthropod. STR: Salamander, Jinn. WK: Gnome, Undine. Sprews 
        poisonous scale-powder on enemies. It can also shoot out lethal eye-
    16: Tonpole
        "Reptile. STR: Wisp, Undine. WK: Shade, Jinn. A cute little tadpole 
        that is trying its best to be a good monster."
    17: Lizardon
        "Reptile. STR: Undine. WK: Jinn. It swallows the enemies by using 
        its tongue, whether it's hungry or not."
    18: Rattler Boa
        "Reptile. STR: Dryad. WK: Aura. A rattlesnake that wraps around its 
        enemies to cause great damage."
    19: Basilisk
        "Reptile. STR: Jinn, Undine. WK: Gnome. Its eye beams cause 
        petrification in a flash!"
    20: Tyrranos
        "Reptile. STR: Gnome. WK: Salamander. It chomps on any enemies with 
        its huge jaws."
    21: Iffish
        "Aquatic. STR: Undine. WK: Jinn. A colorful spny fish. Attacks with 
        its water-bubble cannon."
    22: Pincher Crab
        "Aquatic. STR: Undine. WK: Jinn. A grumpy crab. Shoots out its huge 
        pinchers to attack enemies."
    23: Seajack
        "Aquatic. STR: Undine. WK: Jinn. A shark with a gigantic saw-like 
        nose. Watch for its lethal body blow!"
    24: Seadragon
        "Aquatic. STR: Undine. WK: Jinn. A sleepy-looking monster. Attacks 
        with water while floating in the air."
    25: Big Baby
        "Aquatic. STR: Undine. WK: Jinn. An adorable-looking monster with 
        big eyes. Spits out water bubbles."
    26: Needlebeak
        "Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. A ball-like bird which 
        attacks with its sharp beak."
    27: Bloodsucker
        "Aerial. STR: Shade, Jinn. WK: Wisp, Gnome. Attacks with ultrasonic 
        waves. For some strange reason it belongs to the Aerial Group."
    28: Cockatrice
        "Aerial. STR: Dryad, Gnome. WK: Aura, Salamander. A chubby, bird-
        like monster. Its tail is a snake that can bite and petrify 
    29: Chocobo
        "Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. Nope, not the same 
        chocobo you know!"
    30: Garuda
        "Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. A large, bird-like 
        monster that attacks with its sharp beak and claws."
    31: Shadow Zero
        "Morph. STR: Shade. WK: Wisp. A quick-moving shadow with big 
    32: Slime
        "Morph. STR: Gnome. WK: Salamander. A gooey drop with two eyeballs.
    33: Tezla
        "Morph. STR: Wisp. WK: Shade. Generates an electric field to zap 
        anything around it."
    34: Denden
        "Morph. STR: Dryad. WK: Aura. A winged snail that can move faster 
        than its ground-crawling kin."
    35: Moldy Goo
        "Morph. STR: Aura, Undine. WK: Dryad, Jinn. A big lump of mold with 
        dead soldiers' weapons stuck to it."
    36: Skull Beast
        "Undead. STR: Gnome. WK: Salamander. Just a bunch of animal bones 
        with a funny walk."
    37: Zombine
        "Undead. STR: Gnome, Undine. WK: Salamander, Jinn. They happen to be 
        born this way."
    38: Specter
        "Undead. STR: Gnome, Undine. WK: Salamander, Jinn. A monster that 
        attacks enemies by slapping them with its big hands."
    39: Skeleton
        "Undead. STR: Shade, Dryad, Gnome. WK: Wisp, Aura, Salamander. A 
        fancily-clad skeleton knight."
    40: Ape Mummy
        "Undead. STR: Shade, Gnome. WK: Wisp, Salamander. A large mummified 
        ape. It charges towards enemies to attack."
    41: Imp
        "Demonic. STR: Shade, Jinn. WK: Wisp, Gnome. A tiny demon with a 
        tiny spear. It can use some magic, too."
    42: Fierce Face
        "Demonic. STR: Salamander. WK: Undine. A flaming monster-head that 
        floats in the air."
    43: Punkster
        "Demonic. STR: Shade, Jinn. WK: Wisp, Gnome. A fun-loving demon that 
        likes to start cyclones."
    44: Dark Stalker
        "Demonic. STR: Shade. WK: Wisp. A knight of shadow, clad in heavy 
        armor. It summons other monsters."
    45: Chimera Beast
        "Demonic. STR: Wisp, Undine. WK: Shade, Jinn. A huge chimera that 
        petrifies enemies with its eyebeams."
    46: Kid Dragon
        "Dragon. STR: Salamander, Jinn. WK: Gnome, Undine. A half-pint 
        dragon that could spit out some fire."
    47: Sky Dragon
        "Dragon. STR: Jinn. WK: Gnome. An aerial dragon with a glide 
    48: Land Dragon
        "Dragon. STR: Aura, Gnome. WK: Dryad, Salamander. A dragon with 
        tough skin. It has a tendency to go berserk."
    49: Eye Spy
        "Oddity. STR: Wisp, Gnome. WK: Shade, Salamander. Attacks with 
        eyebeams, and can disappear to hide from enemies."
    50: Spiny Cone
        "Oddity. STR: Dryad, Jinn. WK: Aura, Gnome. A shadowy creature. 
        Shoots out thorns and poisonous air."
    51: Poto
        "Oddity. STR: Undine. WK: Jinn. A really sleepy-looking monster that 
        attacks enemies by licking them."
    52: Beholder
        "Oddity. STR: Aura, Salamander. WK: Dryad, Undine. A huge eyeball 
        that floats in the air."
    53: Springball
        "Oddity. STR: Aura. WK: Dryad. Attacks enemies by using its springy 
    54: Cursed Doll
        "Poltergeist. STR: Shade. WK: Wisp. A doll that was given a mind. 
        Their existance is meaningful only when they fight."
    55: Polter Box
        "Poltergeist. STR: Aura, Gnome. WK: Dryad, Salamander. It preys upon 
        unwary treasure-hunters with surprise attacks."
    56: Chess Knight
        "Poltergeist. STR: Shade, Gnome. WK: Wisp, Salamander. Its 
        overwhelming wish to fight turned it into a monster."
    57: Dainslaif
        "Poltergeist. STR: Shade, Aura. WK: Wisp, Dryad. A possessed weapon
        that exists to fight."
    58: Machine Golem
        "Poltergeist. STR: Aura. WK: Dryad. A man-made Golem. It was not 
        supposed to have its own mind."
    59: Chobin Hood
        "Demi-human. STR: Dryad. WK: Aura. A master bow-hunter species. They 
        look cute, but they could be pretty mean."
    60: Goblin
        "Demi-human. STR: Shade, Dryad. WK: Wisp, Aura. It firmly believes 
        that evil doing is the true meaning of life."
    61: Tomato Man
        "Demi-human. STR: Aura, Salamander. WK: Dryad, Undine. A clan of 
        black-magic priests. It is said that they never leave their pots."
    62: Sahagin
        "Demi-human. STR: Undine. WK: Jinn. It became a demi-human as it 
        began living ashore."
    63: Succubus
        "Demi-human. STR: Shade, Jinn. WK: Wisp, Gnome. One of the vampire 
        clans. They tend to look down on the other clans."
    64: Narcissos
        "Demi-human. STR: Aura, Gnome. WK: Dryad, Salamander. This clan is 
        obsessed with staying in shape by practicing their own martial 
    65: Mad Mallard
        "Demi-human. STR: Wisp, Salamander. WK: Shade, Undine. Loaded with 
        attitude, these ducks pop out egg-bombs."
    66: Axebeak
        "A bird-like creature that lives in the deserts."
    67: Chimera Lord
        "A demonic creature with fierce appearance."
    68: Punkmaster
        "A small creature with an evil mind."
    69: Gremlin
        "A mischievous little demonic creature."
    70: Shadow Zero-One
        "A shadow that loves grabbing people's attention."
    71: Skeletal Soldier
        "Soldiers of the Deathbringer's army."
    72: Wind Callers
        "The entire clan serves Akravator as his dragoons."
    73: Count Dovula
        "The leader of the Succubus Clan."
    74: Mantis Ant
    75: Hegs Ant
    76: Du'Inke
    77: Du'Cate
    78: Du'Mere
    79: Gorgon's Eye
    80: Boreal Hound
    81: Gova
    82: Spriggan
    83: Labanne
    84: Tropicallo
    85: Fullmetal Haggar
    86: Orc
    87: Jewel Beast
    88: Jewel Beast II
    89: Jewel Beast III
    90: Jewel Beast IV
    91: Iron Centaur
    92: Larc the Centaur
    93: Zenoa
    94: The Deathbringer
    95: Deathbringer II
    96: Kima
    97: Hitodama
    98: Akravator
    99: Jajara
    100: Vadise
    101: Drakonis
    102: Lord of Jewels
    103: Irwin
    104: The Mana Goddess
    105: Note
         "(Example) STR: Wisp, Dryad. WK: Shade, Aura. The example above 
         shows that the monster becomes stronger (STR) in lands with more 
         Wisp and Dryad influence, and weaker (WK) in Shade and Aura lands. 
         This does not affect the player's pet monsters."
    5H. Produce Encyclopedia
    1: Garlicrown
       "White Family. A crown-shaped garlic clove that might make you feel 
       like royalty! + Chm. - Arr."
    2: Conchurnip
       "White Family. A turnip shaped like a conch shell. + Pwr, Def, Agr, 
       Arr. - Mgc."
    3: Sweet Moai
       "Purple Family. A sweet potato shaped like a Moai. It's pretty tasty, 
       actually. + Def, Mgc, Lck, Laz. - Skl."
    4: Pear O'Heels
       "White Family. A pear shaped like a high-heeled shoe. + Pwr, Def, 
       Chm, Arr. - Spr."
    5: Mangolephant
       "White Family. A mango that even has a pair of tusk-like knobs. + 
       Pwr, HP, Agr, Arr."
    6: Apricat
       "Red Family. An apricot with whiskers and ears that makes it look 
       like a cat. + Def, Clm."
    7: Diceberry
       "Red Family. The ones with seeds placed like an actual dice are very 
       rare. + Pwr, Agr."
    8: Peach Puppy
       "Red Family. A peach with a dog-like face, and ear-like flaps. + Pwr, 
       Skl, Frd. - Sch."
    9: Applesocks
       "Red Group. An apple that looks like a Christmas stocking. + Skl, 
       Chm, Clm, Ind."
    10: Whalamato
        "Red Family. A whale-shaped tomato with a stem that looks like a 
        water spout. + Mgc, HP, Chm. - Def, Agr."
    11: Spiny Carrot
        "Orange Family. A carrot with knobs like those on spiny shells. + 
        Mgc, Spr, Clm, Ind. - Skl."
    12: Loquat-Shoes
        "Orange Family. It has a hole that is big enough to fit a baby's 
        foot. + Skl, Chm, Sch, Laz. - HP."
    13: Bumpkin
        "Orange Family. A pumpkin with a scary face. There are some with sad 
        faces, too. + Pwr, Spr, Agr, Arr, Sch, Laz."
    14: Honey Onion
        "Orange Family. An onion with honey stuffed inside. + Skl, HP, Spr, 
        Ind. - Pwr."
    15: Orange'Opus
        "Orange Family. An orange with tentacle-like projections. + Def, HP, 
        Sch, Laz."
    16: Citrisquid
        "Yellow Family. A lemon with a sharp top and tentacle-like 
        projections. + Mgc, Sch."
    17: Springanana
        "Yellow Family. A coily banana that is rather hard to eat. + HP. - 
    18: Cornflower
        "Yellow Family. Is it a sunflower with corn kernals, or corn that 
        looks like a sunflower? + Mgc, Chm, Agr. - Clm."
    19: Fishy Fruit
        "Yellow Family. It has fin-like bumps that make it look like a fish. 
        + Skl, Mgc, Chm. - HP, Sch."
    20: Rocket Papaya
        "Orange Family. A papaya with projections like a rocket. + Mgc, Chm, 
        Clm. - Agr."
    21: Cabbadillo
        "Green Family. A cabbage that looks like a friendly armadillo. + 
        Def, Spr, Frd, Lon. - Chm."
    22: Squalphin
        "Green Family. A squash that is shaped like a dolphin. + Mgc, Lck, 
        Frd, Lon. - Pwr."
    23: Needlettuce
        "Green Family. A lettuce with leaves shaped like porcupine needles. 
        It's edible. + Def, Chm, Clm. - Agr."
    24: Boarmelon
        "Green Family. A watermelon that has stripes and tusks like a young 
        boar. + Pwr, Skl, Spr, Lon. - Chm."
    25: Dialaurel
        "Green Family. An herb that was named "Diamond" after its leaves' 
        shape. + Pwr, Lck, Agr. - Clm."
    26: Heart Mint
        "Blue Family. This species of mint grows heart-shaped leaves. + Chm. 
        - Laz."
    27: Spade Basil
        "Blue Family. An herb with slightly bitter flavor to it. + Spr. - 
    28: Pine O'Clock
        "Blue Family. A very functional pineapple that works as an alarm 
        clock. + Pwr, Skl, Def, Mgc, HP, Spr, Chm, Lck. - Agr, Clm, Sch, 
    29: Gold Clover
        "Blue Family. You will be really lucky if you find one with four 
        leaves! + Skl, Lck, Frd. - Sch."
    30: Rhinoloupe
        "Blue Family. The skin is very tough and thick. + Pwr, HP, Spr. - 
        Mgc, Clm."
    31: Lilipods
        "Purple Family. This lily has peas inside it! + Skl, HP, Clm, Ind, 
        Frd, Lon. - Mgc."
    32: Cherry Bombs
        "Purple Family. Cherries with clear, glass-like flesh around the 
        seed. + HP, Frd."
    33: Orcaplant
        "Purple Family. An eggplant that looks like a killer whale. + Def, 
        Mgc, Sch. - Frd."
    34: Masked Potato
        "White Family. A potato with colorful designs on it, making it look 
        like a mask. + Def, HP, Spr. - Lck, Frd."
    35: Bellgrapes
        "Purple Family. The grape is covered with a tough skin. When shaken, 
        it sounds like a bell. + Mgc, Spr, Sch. - Frd."
    36: Mush-In-A-Box
        "Black Family. The insides pop out when touched. Its taste could be 
        surprising, too. + Lck."
    37: Toadstoolshed
        "Black Family. A mushroom shaped like a house. Those with two 
        chimneys are rare! + Pwr, Skl, Def, Mgc, HP, Spr, Chm, Lck."
    38: Note
        "Produce's Effects. + = Increases. - = Decreases. Abilities: 
        Pwr=Power, Skl=Skills, Def=Defense, Mgc=Magic, HP=HP, Spr=Spirit, 
        Chm=Charm, Lck=Luck. Personalities: Agr=Agressive, Arr=Arrogant, 
        Clm=Calm, Ind=Indecisive, Sch=Scheming, Laz=Lazy, Frd=Friendly, 
    5I. World History Encyclopedia
    1: The Beginning
       "A twinkling consciousness became a star which sparkled in the night 
       and banished the darkness. The Mana Goddess acquired consciousness by 
       gazing into the light of that sun. She made Fa'Diel, a great land, 
       but so far an empty one."
    2: The Moon Gods
       "The Mana Goddess drew beams of six colors from the sun. They became 
       the six moons, each hiding a small diety within. When those gods 
       awoke, they played beautiful music and brought fortune to the land of 
    3: The Names of Stones
       "The six dieties became the Moon Gods and demanded that the Mana 
       Goddess name them. So the Mana Goddess gave each of them a shining 
       stone, which filled the air with music: Stars, follow me! Moons, walk 
       with me! And we shall celebrate your names!"
    4: The Moon's Names
       "Tryne, merciful god of water. Zea, passionate god of fire. Barlen, 
       selfish god of gold. Libleyt, hopeful god of wood. Morphes, wealthy 
       god of earth. Ghazel, whimsical god of wind. The Moon Gods rejoiced, 
       and the Mana Goddess returned to her slumber, becoming the great Mana 
       Tree. Fa'Diel was left to the whims of the Moon Gods."
    5: The Creation
       "The Moon Gods created land and ocean, trees and flowers, and gave 
       them light and the power to determine their fate. The light became 
       the Elemental Spirits, riding in the sky. They released bountiful 
       light, and were full of desire to serve the Moon Gods' will. The Moon 
       Gods then finally returned to slumber."
    6: Flammies
       "Then, a beautiful yet powerful beast appeared, awakening the Moon 
       Gods. The Moon Gods named this beast of strength and beauty Flammy. 
       Whenever one of the Moon Gods would fall asleep, another Flammy would 
       appear. Eventually, Flammies of all six colors came to populate all 
       the land."
    7: Dark Clouds
       "The Moon Gods tried to outdo each other in creating beauty. 
       Sometimes they argued trying follow the Mana Goddess's will and 
       create many beasts. But dark clouds came to Fa'Diel, and the Moon 
       Gods created greater beasts, and set them loose upon the land. The 
       Flammies often quarrelled, and the cycle of creation and destruction 
       repeated endlessly."
    8: The Hole
       "The trees withered, and the Elemental Spirits lost their luster. The 
       land dried up, and soon thereafter, wars began. As the wars dragged 
       on, the powers of the Moon Gods were lost. The land of Fa'Diel was 
       scarred, and pits to other worlds opened in the wounds. The Moon Gods 
       peeked into the other world, and came to know fear, envy, and 
    9: Rebirth
       "Cracks appeared in the Mana Tree. Waves of chaos from other worlds 
       came and tried to envelop all of Fa'Diel. Each Moon God chose a 
       Flammy and gave it a stone. The Flammies rode into the sky. They were 
       born of the earth to ride in the sky and return to the earth. They 
       became a flying river of Mana."
    10: The Thoughts
        "Fa'Diel was filled with the power of Mana. It healed itself and 
        shut away the other world. The Flammies returned to the Moon Gods, 
        but could not find them. The Moon Gods had lost their memories and 
        became beasts. The six remaining Flammies cried in anguish and 
        despair. The waves in the air settled, and created many thought 
    11: The Revelation
        "The Flammies turned their backs on the Moon Gods and flew into the 
        air. The Moon Gods turned into stars, and the Flammies never came 
        back down. New concepts came about after the Flammies and the Moon 
        Gods departed, but the Elemental Spirits were afraid and prayed to 
        the Mana Tree, who responded with soft pulses."
    12: The Prophecy
        "These formless beings will eventually be given form so that they 
        might live. They will be given the task of creating this world. The 
        thoughts they think will shape the landscape. They will be born into 
        this world in fear and sadness. Sometimes their thoughts may hurt 
        this world, but you must help them build it."
    13: Man and Faerie
        "Soon many new beings were born, such as men and Faeries. Man used 
        Mana to power his creations. Faeries amplified the power of Mana 
        with song and dance. Then, from beyond the heavens, six colored 
        beams of light shown down upon the land. Six Flammies gazed upon 
        Fa'Diel, and all life there prospered. A new age had begun."
    14: The Dark One
        "The Flammies of legend never returned from their heavenly climb. 
        Below, many similar creatures came into being. For example, dragons 
        reflected the Flammies' divinity, become a race of depp 
        introspection. They took it upon themselves to protect Fa'Diel from 
        its many foes."
    15: The Fallen
        "Wyrms are rumored to be Flammies who have fallen into another 
        world. Powerful mages summoned them into this world. Wyrms possess 
        the incredible powers of the Flammies, but they lack their nobility 
        and grandeur. True Flammies are said to appear regal and divine, 
        unlike dragons and wyrms, but no man can truthfully claim to have 
        seen them."
    16: The Work of Man
        "Humans were destined to reproduce and populate the land, and they 
        developed the technology to build. Soon they gained dominance over 
        all physical things. The humans who live in this world come in 
        different forms, but they are all humans. Some inherit their forms 
        from their parents, while others are shaped through their 
    17: The Work of Faerie
        "Faeries have transparent wings, which are not used for flying, and 
        are shed during growth. Only young Faeries are visible to humans, 
        and their bodies fade as time goes on. Eventually, they become 
        completely invisible to the human eye."
    18: The Mana Tree
        "The Mana Tree sustained the bond between the world of humans and of 
        Faeries. Plants exist in both the human and Faerie dimensions. They 
        absorb the Mana of Fa'Diel and release it into the atmosphere. 
        Humans use trees for fuel and tools, harnassing their power within 
        inanimate objects. Faeries use the Mana released by plants to make 
        Fa'Diel a better place."
    19: Sorcerers
        "Although not on par with the Faeries, all humans could once harnass 
        the power of Mana. The ability to draw on the power of Mana was 
        originally given to all humans equally, but many lost that ability 
        by relying on machines, and losing touch with the natural world. 
        Later, those with the power to draw Mana were called mages."
    20: Anise
        "The Great Witch Anise was the first mage to go down in history. 
        Anis bored a hole into the Mana Tree and built her laboratory there. 
        The flow of Mana into both human and Faerie worlds was diverted. 
        Anise constructed a jewel called the Eye of Flame using the vast 
        amounts of Mana in her laboratory. The Firestone brought out the 
        evil of whoever touched it."
    21: Unknown Stones
        "In the Age of Myth, the stones that the Mana Goddess gave to the
        Moon Gods were the most powerful source of magic known. However, 
        some powerful magic users born in later ages possessed similar 
        stones. Anise tried to obtain such a stone when she created the Eye 
        of Flame, but it was difficult to control, and very dangerous."
    22: Golden Age Ends
        "Soon, many others learned how to construct their own Eyes of Flame. 
        The waves of Mana became chaotic, and shadows clouded the hearts of 
        man. These pulses tore rifts within dimensions and sent waves of 
        evil into the hearts of man. No longer was all life on the planet 
        descended from the spirits. An age had ended. A world had fallen 
        from its original purity."
    23: Uraklius Aeon
        "Evil ruled the land thereafter through men who could control the 
        waves of chaos. Those of truth cried in anguish, but mages, who 
        rejoiced in obtaining new powers, firmly believed that this was the 
        world they wanted. The mages declared the beginning of a new 
        thousand-year kingdom and called it the Aeon of Uraklius."
    24: The Holy War
        "Aion, the leader of the Faeries, sent an army to conquer Anise. 
        There, hundreds of Anise's mages battled thousands of Faerie 
        warriors. The battle was fought overnight, and almost all of the 
        Faeries were slain. The few remaining Faeries continued their lives 
        in the land of men."
    25: The Hidden
        "Although the Faeries thought that all humans were enemies, they 
        soon discovered that there were those in the land of men who could 
        understand the Faeries. With the help of the humans, they were again 
        able to battle Anise and her mages. Eventually they rose victorious. 
        Unfortunately, during the fight, the Mana Tree burned to the 
    26: Eyes of Flame
        "Although it was thought that many Eyes of Flame would be recovered 
        from the ashes, only three were found. Aion was banished to the 
        Underworld. He refused to be reincarnated, and became the Lord of 
        the Underworld."
    27: The Underworld
        "Aion, leader of the Faeries, created his new servants, the 
        Shadoles. Shadoles were born from the thoughts of Aion, and they 
        brought the newly departed to the Underworld. From this time on, all 
        departed souls are brought to the Underworld to receive the 
        judgement of its Lord."
    28: Seventh Moon
        "Anise was killed by a stone called the "Seventh Moon." Legend has 
        it that the Faerie warrior who fought against Anise, a master of the 
        Eye of Flame in her own right, bested her using this mysterious 
    29: A Brief Peace
        "After the Holy War of the Mana Tree, the flow of Mana to the world 
        resumed. Before, mages would steal from others, using dangerous 
        magic, but now the land produced enough for all. However, the 
        surviving mages could not stand being equal to their fellow 
        creatures. They sought magic that could make everything their own."
    30: Mages' Tower
        "The mages started building towers at Mana Points all over Fa'Diel 
        in order to regain the Eyes of Flame. They took action against the 
        Faeries, who stood in the way of their plans. Whenever a tower was 
        built, an army would come to destroy it. Such wars continued for 
        hundreds of years. Soon, all of humanity came to think of Faeries as 
        evil beings."
    31: Mountain School
        "Elise, who called herself Anuella, was the daughter of Anise. She 
        had the power to bring mundane objects to life. After fleeing her 
        mother's self-righteous rule, she settled in the northern mountains 
        and there created a group of dolls who would obey her every command. 
        They came to be called magical beings, and her art was promulgated   
        by mages who idolized her."
    32: Artificers
        "There were two types of magical beings. One type was imbued with 
        life. Another type had hidden powers. The latter were called 
        artifacts. Artifacts had weaker magical powers than Eyes of Flame, 
        but were simpler to construct. Creating Eyes of Flame was frought 
        with accidents, so making artifacts became the most popular kind of 
    33: Argot
        "The king of dragons, Argot, destroyed all the mage towers in the 
        land of Faeries. Argot opened a hole into the other worlds and 
        called forth many monsters. However, records state that he 
        eventually turned to evil, and was banished by the Faeries."
    34: Lucemia
        "Argot summoned a wyrm in the shape of a Flammy. He summoned 
        Lucemia, the Wyrm of Light, and the greatest of all the wyrms. 
        Legends says that Lcemia leveled each and every mage tower, and died 
        trying to swallow an entire volcano."
    35: The Lilipeas
        "The Lilipeas are a small tribe that settled in the northern 
        mountains. People said that they were similar to Anuella's dolls. 
        Only Selva, who was tall and slim, oft visited Anuella by riding on 
        a bird. Selva often took Anuella's dolls outside."
    36: The Ashes
        "In a charcoal-maker's hut, a little girl awaited her father's 
        return. Her name was Magnolia, and her father made a living from 
        hunting and from making charcoal. Selva gave this girl one of 
        Anuella's dolls."
    37: Anise's Fire
        "The doll that was brought into Magnolia's room had red stones as 
        its eyes. They were the Eyes of Flame that Anise made, and they 
        burst into flames and burned the hut to ashes."
    38: Mage and Ruby
        "Magnolia lost her life in the hut as it burned down, but the doll 
        was saved. The doll began to call herself Magnolia, and she stayed 
        with the Lilipeas, until one day she left with a mage. The mage 
        wanted to steal the Eyes of Flame in Magnolia's eyes, for they 
        contained more Mana energy than the enchanted instruments."
    39: Gaeus
        "Anuella saw through the mage's plot. She left the northern  
        mountain, then gave life to a rocky hill so the mage's caravan could 
        not progress further. The living hill called itself Gaeus, and its 
        knowledge seemed deeper, and more vast than Anuella's. Anuella 
        called for Gaeus' help and prepared for war."
    40: The Conductor
        "All the Faeries fought on Anuella's side, using many enchanted 
        instruments. The mage's force fell apart against the power of the 
        instruments with infinite Mana power. Anuella came to be known as 
        the "player of the Flying Contravass," and as "the Conductor" among 
    41: Mage Halciet
        "Halciet the Mage was the last one who stood against Anuella. He 
        used a stone called "the Seventh Moon" and fought against Anuella, 
        but the mages among his army began a quarrel over the stone's 
        possession, and Halciet left the force."
    42: Geimaswald
        "The mages made a magic circle with the Eyes of Flame and summoned 
        the Wyrm of Thunder, Geimaswald, to attack Anuella. But the Lilipeas 
        lured Geimaswald into a cave and killed it. The leader of the 
        Lilipeas was Selva of the Four Winds."
    43: Eastern Wind
        "It became known to the mages that these instruments could be used 
        as weapons. The mages took the remaining Eyes of Flame and the 
        instruments acquired in the previous battles and fled to the East. 
        There, the mages made instruments with more Mana power and dedicated 
        them to their new lord, Lonway."
    44: Emperor Lonway
        "The mages provided Lonway with their magic, and urged him to 
        prepare for battle with the Faeries. Lonway's army then progressed 
        to the ancient city of Mindas to open the gates to the land of 
        Faeries. Many nations used this as an excuse to start their own 
        political battles."
    45: Ricrot IV
        "Ricrot IV was supported by Anuella, and was given an army of wooden 
        horses that could fly in the sky to fight against Lonway and his 
        mages. He came to be known as the "King of Wooden Horses." Many 
        brave men enlisted in Ricrot's army."
    46: Spiritual War
        "Gato Grottoes were Fa'Diel's power nexus, protected by "the Spirits 
        of the Ascetics." Many monks fought as soldiers, and the high 
        priests stopped enemies from other dimensions by sending their 
        spirits to battle. Intense battles between the dimensions and other 
        worlds took place in Gato."
    47: Rosiotti
        "Rosiotti was a hero who could pierce a warrior's chest with his 
        arrows from miles away. It was anticipated that his bravery and 
        skills would change the war's outcome. However, he only became 
        Lonway's general because Lonway promised him great rewards."
    48: The Chase
        "In the midst of intense battles between Ricrot and Lonway's army, 
        Selva of the Four Winds brought his army of Lilipeas and Flowerlings 
        to fight on Ricrot's side. Lonway then ordered Rosiotti to kill 
        Selva. No one had ever escaped Rosiotti's arrows, and the chase was 
    49: Selva
        "Selva kept commanding his army, while fleeing Rosiotti's never-
        ending chase at the same time. When Rosiotti finally shot Selva's 
        heart with his arrows, he was surrounded by countless Lilipeas. It 
        was then that Rosiotti was told to become a Wisdom, to walk the same 
        path with them."
    50: Conjuror Nunuzac
        "Nunuzac was Lonway's best and the most powerful summoner. He 
        summoned Freymold, the Wyrm of Fire, as Lonway ordered him when the 
        tide of war began to turn against him. Nunuzac kept summoning 
        monsters until Lonway was killed, and he himself became trapped in 
        the dimension on the other side of his magic circle."
    51: Warrior Olbohn
        "Another army to join the war was Aion's force of "Creatures of 
        Shadow" from the Underworld. These "Creatures of Shadow," or the 
        Shadoles, caught and threw living people into the Underworld and 
        trapped them there. Olbohn the swordsman went down to the Underworld 
        by himself and defeated Aion."
    52: Freymold
        "Freymold, the Wyrm that was summoned by Nunuzac, flew across 
        Fa'Diel and burned Rosiotti's jungle to ashes. Rosiotti raged over 
        this event, and later joined Anuella's force."
    53: Knight of Truth
        "Lasdanac was the Holy Knight of Ricrot's army who was taught the 
        "Spell of Truth" by the Faeries. With this spell, he defeated 
        Freymold, but it is told that he later fell to a Faerie's curse."
    54: The New World
        "After the war came to an end, Ricrot IV built churches and began 
        compiling "The Book of Divine Guidance." He also established the 
        Academy of Magic with a portrait of the great witch, Anise, inside 
        and summoned her spirit to it. Anuella was displeased by this 
    55: Temple of Healing
        "The temples lost many of their monks and priests as they came under 
        Ricrot's rule. All the male priests were taken and sent to the 
        Academy of Magic as magic researchers, to lessen resistance from the 
        religious organizations."
    56: Anuella
        "In the years following the war, Ricrot sent soldiers to capture and 
        kill off the surviving soldiers of Lonway's army, as well as the 
        Faeries, which he called "the Ones with Devilish Powers." Anuella 
        left Ricrot and locked herself into a place named "The Graveyard of 
    57: Mana Stones
        "The seventh Mana Stone was desired for its Mana power, and it 
        appeared in history many times. Jumis were the first ones to be 
        searched for the possession of the stone. It is said that an 
        uncountible number of Jumis were hunted down and killed for this 
    58: Dirt
        "When Jumis were being hunted during the search for the seventh Mana 
        Stone, they died after intentionally lessening the energy flow in 
        their jewel cores. Many Jumis died this way to protect the secret of 
        their clan, and mages began to call them "lumps of dirt" as a 
    59: Angels
        "There was a new movement in the land of Faeries, as Zuf'ben became 
        their leader. The spiritual waves of the two worlds were becoming 
        magnified, and many expected the worlds to become one. Zuf'ben 
        lamented over the humans' corruption, and called upon higher beings 
        for help. Angels answered his prayers."
    60: Janna
        "Angels were beings who serve the Goddess, and cannot normally be 
        seen by Faeries or humans. Seven angels chose to reincarnate in the 
        land of Faeries, and they rode on Janna, a ship with its own 
    61: Incarnation
        "In order to control the Janna, the angels decided to reincarnate 
        into Faeries and humans. The reborn angels would lose their 
        memories, until Janna could awaken them."
    62: Malicious Mind
        "Zuf'ben rode Janna and searched both Fa'Diel and the land of 
        Faeries to find the seven angels, but humans attacked Janna, afraid 
        of the flying ship. During the attack, the minds of those onboard 
        the ship were tainted with evil."
    63: Unawakened Angels
        "The angels transmuted into their human and Faeries forms, but they 
        lost awareness of their true nature, because they could not sense 
        Janna's benevolence. Some of the angels even joined the battle to 
        gain control of Janna. Janna turned to evil, and villainous people 
        gained demands over her."
    64: Ancient Memories
        "Even though Janna had not awakened them, six of the seven angels 
        regained their memories. One cried for a fallen friend, one 
        confronted Janna, one crossed swords with a former angel, one heard 
        the guidance of a Wisdom: Six angels' memories were restored, but 
        the seventh would never awaken."
    65: Seventh Angel
        "In the dreams of the six angels, a seventh angel appeared. But he 
        did not answer the calls of the others. He was neither human nor 
        Faerie, but a Jumi. Both humans and Faeries had used the Jumi to 
        strengthen their magic in the war."
    66: Janna's End
        "The angels gave up on retrieving Janna, and chose to fight for the 
        Jumi. With help from the Wisdoms, they built a ship to confront 
        Janna, and joined the war. The angels defeated the leader of humans 
        and Zuf'ben, who had become an evil Faerie, and sealed Janna in the 
        dimensional gap. Then they remained in Fa'Diel."
    67: Divine Guidance
        "As time went by, "the Rule for Peace" which Ricrot started changed   
        to "the Peace for Rule." "The Book of Divine Guidance" was used to 
        propagate the empire's religious and political thoughts, and many 
        "heretics" were hunted down by the empire's army."
    68: Deathbringer
        "Irzoile Enaanshalc was the fifteenth emperor of the Enaanshalc 
        Empire, and he was called the Deathbringer. He was a descendant of 
        Ricrot Enaanshalc, a hero in the era of the Faerie War, but his 
        oppressive reign caused the empire's fall."
    69: Holy Knight
        "The chivalric code, which Ricrot IV established, produced many 
        legendary heroes in a short time period. Julio Liotte was the most 
        accomplished knight in the empire's army, and thus he was given the 
        title of "Holy Knight," and became the guardian of the empire. The 
        Liotte family passed this title down the line."
    70: The Halloways
        "To commemorate the souls of heroes lost during the war, Ricrot IV 
        established shrines to the Mana Goddess, and closed down most of the 
        older temples aside from the one in Gato. The Halloway family was a 
        line of priests, but under the rule of Ricrot's empire, its 
        influence diminished."
    71: Windcallers
        "The clan of Windcallers could speak to and control the wind. They 
        live quietly in a village by the base of Norn's Peak, and kept their 
        watchful eyes on any intruders that might disturb their way of 
    72: Empire's Fall
        "Irzoile Enaanshalc desired immortality, and sent his army to 
        retrieve the Dragon Stones which the ancient dragons protected. His 
        attempts failed, and he lost his life as a result. But his 
        overwhelming desire for immortality made Jajara, the bone dragon, 
        choose him to become his dragoon."
    5J. Basic Golemology Encyclopedia
    1: Golem's Composition
       "Q: What are the neccessary components? A: A completed body and logic 
       blocks. The body of the golem determines its power level, and the 
       logic blocks provides the action patterns of the weapons it equips."
    2: Golem's Body
       "Q: What makes up the golem's body? A: At least one weapon or piece 
       of armor. A golem's body is made by combining a lifeball with one 
       weapon and up to three pieces of armor. Its preformance and 
       characteristic parameters reflect those of the materials."
    3: Logic Blocks
       "Q: What makes up a logic block? A: Two pieces of equipment. Choose 
       two pieces of equipment from your list of armor, weapons, or 
       instruments. Each block provides certain action pattern for a golem."
    4: Logic Grid
       "Q: What determines the size of the logic grid? A: The number of 
       armor pieces used for the golem's body. The larger the grid, the more 
       logic blocks it can hold, for a wider variety of golem actions."
    5: Golem's Actions
       "Q: What determines a logic block's type? A: The combination of its 
       components. Try different equipment combinations to create blocks you 
       want for desired action patterns of your golem!"
    6: Logic Types
       "Q: What determines a logic block's shape? A: The combination of its 
       components. All logic blocks have one of 11 shapes, and each block's 
       effectiveness derives from the components' parameters."
    7: Attack Types
       "Q: What determines the golem's attack mode? A: The type of the 
       weapon used for golem's body. Some blocks cannot be assigned to a 
       golem if the block's attack type differs from the golem's attack 
    8: Attack & Defense Level
       "Q: What determines golem attack and defense levels? A: The 
       characteristics of the weapons and armor used. Golem parameters such 
       as HP, attack and defense, and elemental levels, are determined by 
       the components used to make its body. This does not include logic 
       grid size and rate of malfunction."
    9: Malfunction Rate
       "Q: How is the malfunction rate determined? A: The number of armor 
       pieces used as components. The higher the percentage shown on the 
       menu screen, the more frequently golem fails to deliver an attack. If 
       one action fails, actions connected by wedge-marks also fail to 
    10: Choices of Action
        "Q: How does a golem decide which action to take? A: By referring to 
        its action gauge and calculating the distance to the enemy. The 
        logic grid has two axes. One is the action gauge, and the other is 
        the distance between the golem and the enemy."
    5K. Techniques Encyclopedia
    1: Jump
       "Ability. Might as well jump."
    2: Defend
       "Ability. But remember that the best defense is a good offense."
    3: Lunge
       "Ability. A quick step forward."
    4: Retreat
       "Ability. A quick step backward."
    5: Crouch
       "Ability. Increases regeneration of Hit Points, but while crouching 
       defense rating is zero."
    6: Push
       "Ability. Stuns target."
    7: Cheer
       "Ability. No real use, but increases the power move gauge slightly."
    8: Spin
       "Ability. Stuns opponents. Attacking while spinning turns the ability 
       into a spin attack."
    9: Grapple
       "Ability. Grabs an opponent, then use attack to throw. Required 
       Abilities: Defend, Push."
    10: Whirl
        "Ability. Turns opponents to expose their back. Required Abilities: 
        Grapple, Spin."
    11: Bash
        "Ability. Runs the opponent to the edge of the screen. Required 
        Abilities: Whirl, Push."
    12: Somersault
        "Ability. Executes a forward flip while dodging attacks. Required 
        Abilities: Lunge, Jump."
    13: Back-Roll
        "Ability. Executes a back-roll while dodging an enemy's attack. Hit 
        the power attack button to add an attack. Required Abilities: 
        Retreat, Jump."
    14: Back-Flip
        "Ability. Cannot be hit until starting the descent. Pressing the 
        power attack button adds an attack. Required Abilities: High Jump, 
    15: Moonsault
        "Ability. Invulnerable until starting the descent. Required 
        Abilities: High Jump, Somersault."
    16: High Jump
        "Ability. Soars high above opponents. Required Abilities: Crouch, 
    17: Double Jump
        "Ability. Jumps again in the middle of a jump. Required Abilities: 
        High Jump, Jump."
    18: Tackle
        "Ability. Knocks opponents back. Required Abilities: Lunge, Push."
    19: Counterattack
        "Ability. Counters an enemy's move with an attack for double the 
        damage of a quick attack. Required Abilities: Defend."
    20: Counterstrike
        "Ability. Counters an enemy's move with an attack for quadruple the 
        damage of a power attacl. Required Abilities: Counterattack."
    21: Taunt
        "Ability. Gets an opponent's attention. Required Abilities: Retreat, 
    22: Evade
        "Ability. Evasive action. Required Abilities: Lunge, Retreat."
    23: Toss
        "Ability. Juggles the opponent. Required Abilities: Crouch, Bash."
    24: Defensive Lunge
        "Ability. Lunges forward while blocking. Required Abilities: Defend, 
    25: Slide
        "Ability. Knocks an opponent down. Required Abilities: Crouch, 
    26: Flip-Kick
        "Ability. A sudden attack while doing a flip. Required Abilities: 
        Back-Roll, Back-Flip."
    27: Admonition
        "Knife Technique. Close in quickly with an opponent, executing a 
        quick slice. Required Abilites: Lunge."
        "Mid-Range, Direct. Medium Damage."
    28: Rising Eagle
        "Knife Technique. A jump into the air, followed by a sudden knife-  
        throw. Required Abilities: Jump."
        "Frontal Small Area Atk. Minor Damage."
    29: Vortex of Death
        "Knife Technique. Cut up opponents in a death-bringing spin. 
        Required Abilities: Spin."
        "Hits all nearby foes. Minor Damage."
    30: Vapor Blade
        "Knife Technique. A quick roll into the enemy, followed by a 
        devastating double attack. Required Abilities: Somersault."
        "Mid-Range, Direct. Minor Damage."
    31: Sonic Wave
        "Knife Technique. A tremendous sonic wave, released after two 
        impressive flip-kicks. Required Abilities: Back-Roll."
        "Long-Range, Direct. Minor Damage."
    32: Rising Dragon
        "Knife Technique. A jump into the air, followed by a hail of 
        daggers. Required Abilities: High Jump."
        "Frontal Mid Area Atk. Minor Damage."
    33: Crescent Moon
        "Knife Technique. A leap into the air in a grand arc, followed by 
        multiple slashes. Required Abilities: Moonsault."
        "Frontal Mid Area Atk. Minor Damage."
    34: Eclipse
        "Knife Technique. A back-flip followed by a stab into the space-time 
        continuum. Damages any creatures nearby. Required Abilities: Back-
        "Hits all nearby foes. Minor Damage."
    35: Backstab
        "Knife Technique. A leap into the opponent's blind spot, creating an 
        opening for the coup-de-grace. Required Abilities: Slide, Double-
        "Mid-Range. Medium Damage."
    36: Puppet
        "Knife Technique. A retreat leaving a dummy, which fights in your 
        place. Also usable with: Flail. Required Abilities: Retreat, Cheer."
        "Short-Range. Medium Damage."
    37: Cobra Fang
        "Knife Technique. A short push and quick retreat, ending with a 
        dagger throw. Required Abilities: Push, Retreat."
        "Short-Range. Medium Damage."
    38: Ninja Drop
        "Knife Technique. A decoy hides the location of the true attacker, 
        who drops in a crescendo of force. Required Abilities: Grapple, 
        "Short-Range. Medium Damage."
    39: Pouncing Cat
        "Knife Technique. A vertical swing sets up the perfect finishing 
        blow. Required Abilities: Back-Roll, Somersault."
        "Short-Range. Major Damage."
    40: Back Slasher
        "Knife Technique. The first strike knocks the enemy back and exposes 
        its blind side, the next deals a crippling blow. Also usable with: 
        Flail. Required Abilities: Whirl, Lunge."
        "Short-Range. Medium Damage."
    41: Reaping the Mist
        "Knife Technique. This amazing technique consists of acrobatics 
        which lead into a lunging attack straight through any opposition. 
        Required Abilities: Back-Roll, Back-Flip, Lunge."
        "Long-Range, Direct. Major Damage."
    42: Dark Assassins
        "Knife Technique. A sinister attack that summons dark assassins to 
        clear the area of enemies. Required Abilities: Evade, Spin, Crouch."
        "Hits all foes. Minor Damage."
    43: Dance of Roses
        "Knife Technique. A rising slice with the power of a thousand 
        thorns. Required Abilities: Defensive Lunge, Evade, High Jump."
        "Mid-Range. Major Damage."
    44: Looking Glass
        "Knife Technique. Traps an enemy in a dimensional mirror. The enemy  
        suffers great damage once the mirror is broken. Also usable with: 
        Flail. Required Abilities: Whirl, Bash, Taunt."
        "Short-Range. Major Damage."
    45: Aerial Reaver
        "Knife Technique. A secret technique of throwing enemies up into the 
        air and carving into them as they fall. Required Abilities: Flip-
        Kick, Spin, Crouch, High Jump."
        "Front Small Area Atk. Extreme Damage!"
    46: Phoenix
        "Knife Technique. A fantastic array of pyrotechnics that crescendos 
        into an immortal force, reducing opponents to ashes. Required 
        Abilities: Cheer, Evade, Double-Jump, Defensive Lunge."
        "Hits all nearby foes. Major Damage."
    47: Iai Strike
        "Sword Technique. A sudden lunge, followed by a slice through the 
        enemy. Required Abilities: Lunge."
        "Mid-Range. Medium Damage."
    48: Cutting Bamboo
        "Sword Technique. A vertical jump with a downward slash. Required 
        Abilities: Jump."
        "Mid-Range. Medium Damage."
    49: Maelstrom
        "Sword Technique. A more powerful version of Spin. Required 
        Abilities: Spin."
        "Hits all nearby foes. Minor Damage."
    50: Rising Sun
        "Sword Technique. A series of two anti-aerial slashes from a 
        crouching position. Also usable with: Axe. Required Abilities: 
        "Short-Range. Medium Damage."
    51: Triple Tiger
        "Sword Technique. A rolling slash, a rolling jab, and a rolling 
        upward cut. Required Abilities: Somersault."
        "Mid-Range. Medium Damage."
    52: Blade Launcher
        "Sword Technique. Uses the force of a back-roll to launch opponents 
        into the air. Required Abilities: Back-Roll."
        "Short-Range. Medium Damage."
    53: Cutting Pine
        "Sword Technique. A more powerful version of Cutting Bamboo. Also 
        usable with: Axe. Required Abilities: High Jump."
        "Mid-Range. Major Damage."
    54: Bird of Prey
        "Sword Technique. A high moonsault followed by multiple devastating 
        strikes. Required Abilities: Moonsault."
        "Frontal Area Atk. Minor Damage."
    55: Corkscrew
        "Sword Technique. A back-flip while swinging the sword. Required 
        Abilities: Back-Flip."
        "Rear Small Area Atk. Medium Damage."
    56: Cross Strike
        "Sword Technique. A vertical strike from the air, followed by a 
        horizontal strike on the ground. Also usable with: Axe. Required 
        Abilities: High Jump, Lunge."
        "Short-Range. Medium Damage."
    57: Tiger Claw
        "Sword Technique. A slashing combination from above and below. 
        Required Abilities: Somersault, Back-Roll."
        "Short-Range. Medium Damage."
    58: Clean Sweep
        "Sword Technique. A low slide knocks the opponent off balance. The 
        finishing strike follows. Required Abilities: Slide, Retreat."
        "Mid-Range. Medium Damage."
    59: Dragon's Tail
        "Sword Technique. An attack so swift that the enemy doesn't know 
        it's dead, until... Required Abilities: Tackle, Back-Flip."
        "Mid-Range. Medium Damage."
    60: Orbiting Blades
        "Sword Technique. A lunge into the enemy with multiple blades 
        whirling above. Also usable with: Axe. Required Abilities: Spin, 
        Defensive Lunge."
        "Frontal Area Attack. Minor Damage."
    61: Motion of Truth
        "Sword Technique. A triple attack consisting of a quick jab, a 
        rising strike, and an earth-shattering spinning strike. Required 
        Abilities: Tackle, Bash, Moonsault."
        "Mid-Range. Major Damage."
    62: Smashing Blades
        "Sword Technique. A push to knock the enemy off-balance. It uses a 
        slash, and a grab to turn the enemy away. The final blow connects 
        from behind. Required Abilities: Push, Whirl, Somersault."
        "Short-Range. Major Damage."
    63: Invisible Death
        "Sword Technique. A whirlwind of attacks so fast that the swordsman    
        seems invisible. Required Abilities: Grapple, Lunge, Retreat."
        "Short-Range. Major Damage."
    64: Dynamite X
        "Sword Technique. Cuts an X into the enemy. Causes an explosion when 
        the X is crossed. Also usable with: Axe. Required Abilities: Jump, 
        Crouch, Cheer."
        "Mid-Range. Major Damage."
    65: Terminal Velocity
        "Sword Technique. Uses centrifugal force to release a blow of mythic 
        proportions. Required Abilities: Whirl, Back-Flip, Spin, Lunge."
        "Short-Range. Extreme Damage!"
    66: Golden Dragon
        "Sword Technique. Buries the enemy by summoning the incredible 
        powers of the Golden Dragon. Required Abilities: Toss, Evade, 
        Crouch, High Jump."
        "Short-Range. Major Damage."
    67: Deep Slice
        "Axe Technique. A lunging horizontal swing cuts deep into the enemy 
        and exposes its back. Required Abilities: Lunge."
        "Short-Range. Major Damage."
    68: Axe Bomb
        "Axe Technique. A leap into the air, followed by a devastating axe 
        throw. Required Abilities: Jump."
        "Frontal Small Area Atk. Medium Damage."
    69: Tornado
        "Axe Technique. A spin while holding the axe horizontally. Required 
        Abilities: Spin."
        "Hits adjacent enemies. Minor Damage."
    70: Electronic Yo-Yo
        "Axe Technique. Uses the axe like a yo-yo. Required Abilities: 
        "Mid-Range, Direct. Medium Damage."
    71: Retribution
        "Axe Technique. Once the axe is thrown skywards, a huge axe falls 
        from the clouds. Also usable with: Hammer. Required Abilities: Back-
        "Frontal Area Attack. Minor Damage."
    72: Bird of Prey
        "Axe Technique. Releases multiple axes during a moonsault. Required 
        Abilities: Moonsault."
        "Hits all nearby enemies. Minor Damage."
    73: Salmon Upstream
        "Axe Technique. A vertical jump while swinging the axe. Required 
        Abilities: Back-Flip."
        "Hits adjacent enemies. Medium Damage."
    74: Rising Sun
        "Axe Technique. A low strike stuns the opponent, followed by a 
        rising slash. Also usable with: Sword. Required Abilities: Crouch."
        "Short-Range. Medium Damage."
    75: Cutting Pine
        "Axe Technique. A more powerful version of Cutting Bamboo. Also 
        usable with: Sword. Required Abilities: High Jump."
        "Mid-Range. Major Damage."
    76: Axe Bomber
        "Axe Technique. A push followed by an immense axe swing. Required 
        Abilities: Evade, Bash."
        "Short-Range. Major Damage."
    77: Black Wings
        "Axe Technique. Sends multiple homing axes into an enemy knocked  
        into the air. Required Abilities: Toss, Retreat."
        "Short-Range. Medium Damage."
    78: Boulder Dash
        "Axe Technique. A build-up of energy is spent crashing into enemies. 
        Required Abilities: Back-Flip, Tackle."
        "Long-Range, Direct. Extreme Damage!"
    79: Orbiting Blades
        "Axe Technique. A lunge into the enemy with multiple blades whirling 
        above. Also usable with: Sword. Required Abilities: Spin, Defensive 
        "Frontal Area Attack. Minor Damage."
    80: Cross Strike
        "Axe Technique. A verical strike from the air, followed by a 
        horizontal strike on the ground. Also usable with: Sword. Required 
        Abilities: High Jump, Lunge."
        "Short-Range. Medium Damage."
    81: True Strike
        "Axe Technique. A push, a roll, and a preliminary strike that knocks 
        the enemy off-balance. A flip-attack is the grande finale. Required 
        Abilities: Whirl, Somersault, Moonsault."
        "Short-Range. Major Damage."
    82: Dynamite X
        "Axe Technique. Cuts an X into the enemy. Causes an explosion when 
        the X is crossed. Also usable with: Sword. Required Abilities: Jump, 
        Crouch, Cheer."
        "Mid-Range. Major Damage."
    83: Time Burst
        "Axe Technique. Spins multiple axes and stops time. Suddenly, the 
        enemy has changed position and has been chopped by the axes. 
        Required Abilities: Push, Spin, Evade."
        "Short-Range. Major Damage."
    84: Karma
        "Axe Technique. A berserker attack against all enemies in sight. 
        Required Abilities: Cheer, High Jump, Evade, Counterstrike."
        "Frontal Wide-Area Atk. Extreme Damage!"
    85: Lunging Arc
        "2H Sword Technique. A sudden lunge into the enemy, followed by a 
        series of heavy swings. Required Abilities: Lunge."
        "Mid-Range. Medium Damage."
    86: Rising Crush
        "2H Sword Technique. A rising cut into the opponent's throat. Also 
        usable with: 2H Axe, Hammer. Required Abilities: Crouch."
        "Mid-Range. Medium Damage."
    87: Spiral Wave
        "2H Sword Technique. A spinning move that releases a wave of 
        unbelievable force. Also usable with: 2H Axe. Required Abilities: 
        "Mid-Range, Direct. Minor Damage."
    88: Shish Kebob
        "2H Sword Technique. A flip-kick to knock the enemy into the air is 
        followed by a powerful stab. Required Abilities: Back-Roll."
        "Short-Range. Medium Damage."
    89: Impulse
        "2H Sword Technique. A leap into the air is followed by a thundering 
        stab into the earth that devastates all caught in the blast radius. 
        Also usable with: 2H Axe. Required Abilities: High Jump."
        "Short-Range. Minor Damage."
    90: Shield Breaker
        "2H Sword Technique. A leap into the air and a crushing blow down 
        into the enemy. Required Abilities: Jump."
        "Mid-Range. Medium Damage."
    91: Windslasher
        "2H Sword Technique. A spin which releases shockwaves in every  
        direction. Required Abilities: Spin."
        "Hits all enemies. Minor Damage."
    92: Windwalker
        "2H Sword Technique. A fantastic move consisting of tremendous sword  
        slashes and acrobatics galore. Also usable with: Hammer. Required 
        Abilities: Moonsault."
        "Short-Range. Medium Damage."
    93: Splashblade
        "2H Sword Technique. A slash. A jump. A spin. A kill... Also usable 
        with: 2H Axe. Required Abilities: Back-Roll, Back-Flip."
        "Short-Range. Medium Damage."
    94: Rain of Blood
        "2H Sword Technique. A deep cut into a foe flung skyward. Required 
        Abilities: Toss, Double-Jump."
        "Short-Range. Medium Damage."
    95: Bring It On
        "2H Sword Technique. A taunt from a distance and an attack, once the 
        enemy gives chase. Required Abilities: Retreat, Taunt."
        "Short-Range. Major Damage."
    96: Marble Stream
        "2H Sword Technique. An incredible move in which numerous images 
        appear and then strike simultaneously. Required Abilities: Evade, 
        "Long-Range, Direct. Medium Damage."
    97: Skullsplitter
        "2H Sword Technique. A powerful jumping attack to the back of an 
        enemy's head. Also usable with: Hammer. Required Abilities: Whirl, 
        "Short-Range. Major Damage."
    98: Beautiful Three
        "2H Sword Technique. A series of strikes with the coldness of snow, 
        the brilliance of the moon, and the perfection of blossoms. Required 
        Abilities: Tackle, Back-Flip, Lunge."
        "Mid-Range. Major Damage."
    99: Quakebringer
        "2H Sword Technique. A great leap, followed by a fantastic stab into 
        the earth. Required Abilities: Cheer, Moonsault, Crouch."
        "Front Wide-Area Atk. Major Damage."
    100: Triple Offense
         "2H Sword Technique. A technique which strikes high, middle, and 
         low simultaneously. Required Abilities: Evade, Somersault, High 
         "Short-Range. Major Damage."
    101: Deep Swing
         "2H Sword Technique. A simple, but ultimately deadly, attack. 
         Required Abilities: Crouch, Defend, Counterattack, Counterstrike."
         "Mid-Range, Direct. Extreme Damage!"
    102: Raging Pain
         "2H Sword Technique. A devastating combination of unimaginable 
         terror. Required Abilities: Evade, Flip-Kick, Jump, Taunt."
         "Mid-Range. Extreme Damage!"
    103: Sideswipe
         "2H Axe Technique. A single horizontal strike. Required Abilities: 
         "Mid-Range. Medium Damage."
    104: Rising Claw
         "2H Axe Technique. A rising swing and a jump. Required Abilities: 
         "Short-Range. Medium Damage."
    105: Flying Sawblades
         "2H Axe Technique. A spin which releases axes in six directions. 
         Required Abilities: Spin."
         "Hits all enemies. Minor Damage."
    106: Rolling Throw
         "2H Axe Technique. A somersault followed by a powerful throw. 
         Required Abilities: Somersault."
         "Long-Range, Direct. Medium Damage."
    107: Blurred Axe
         "2H Axe Technique. A move with a back-flip so fast that the image 
         of the axe becomes blurred. Required Abilities: Back-Flip."
         "Rear Area Attack. Minor Damage."
    108: Rising Crush
         "2H Axe Technique. A rising cut into the opponent's throat. Also 
         usable with: 2H Sword, Hammer. Required Abilities: Crouch."
         "Short-Range. Medium Damage."
    109: Spiral Wave
         "2H Axe Technique. A spinning move that releases a wave of 
         unbelievable force. Also usable with: 2H Sword. Required Abilities: 
         "Mid-Range, Direct. Minor Damage."
    110: Impulse
         "2H Axe Technique. A leap into the air is followed by a thundering 
         stab into the earth that devastates all caught in the blast radius. 
         Also usable with: 2H Sword. Required Abilities: High Jump."
         "Front Wide-Area Atk. Minor Damage."
    111: Divine Right
         "2H Axe Technique. A shove which pushes the enemy right into the 
         arc of the falling axe. Required Abilities: Push, Back-Roll."
         "Short-Range. Major Damage."
    112: Snowfall
         "2H Axe Technique. A move which tosses the enemy up into the air to 
         be shredded upon a spinning axe. Required Abilities: Toss, Spin."
         "Short-Range. Major Damage."
    113: Spinning Hawk
         "2H Axe Technique. A spectacular feat in which the axe is thrown 
         spinning into the air, and an enemy is catapulted into it. Required 
         Abilities: Back-Flip, Flip-Kick."
         "Short-Range. Medium Damage."
    114: Tidal Wave
         "2H Axe Technique. A overwhelming display of force, in which beams 
         of raw power emanate in a wide arc. Also usable with: Hammer. 
         Required Abilities: Evade, Defensive Lunge."
         "Front Wide-Area Atk. Minor Damage."
    115: Splashblade
         "2H Axe Technique. A slash. A jump. A spin. A kill... Also usable 
         with: 2H Sword. Required Abilities: Back-Roll, Back-Flip."
         "Short-Range. Medium Damage."
    116: Angelic Lumberjack
         "2H Axe Technique. Three acrobatic stunts to increase the power of 
         the final mighty blow. Required Abilities: Somersault, Moonsault, 
         "Front Small Area Atk. Major Damage."
    117: Buzzsaw of Doom
         "2H Axe Technique. A light leap to the rear, followed by an uncanny 
         rolling aerial attack. Required Abilities: Double-Jump, Somersault, 
         "Mid-Range, Direct. Major Damage."
    118: Spikestrike
         "2H Axe Technique. A sweep of the opponent's legs, followed by an 
         aerial slice from behind. Required Abilities: Whirl, Slide, 
         "Short-Range. Major Damage."
    119: Sparkling Rampage
         "2H Axe Technique. This fantastic move utilizes Faerie magic to  
         smite foes. Required Abilities: Retreat, High Jump, Spin, Tackle."
         "Long-Range, Direct. Extreme Damage!"
    120: Super Slugger
         "Hammer Technique. A huge horizontal swing for scoring home runs. 
         Required Abilities: Lunge."
         "Mid-Range. Medium Damage."
    121: Big Bang
         "Hammer Technique. Death from above. Required Abilities: Jump."
         "Mid-Range. Medium Damage."
    122: Blammo
         "Hammer Technique. An explosion that results from a powerful spin. 
         Required Abilities: Spin."
         "Hits all nearby foes. Minor Damage."
    123: Mole-Hunting
         "Hammer Technique. A slam into the ground that opens the earth in a 
         straight line. Required Abilities: Somersault."
         "Long-Range, Direct. Minor Damage."
    124: Ground Zero
         "Hammer Technique. A mid-air hammer-throw which engulfs all in its 
         explosion. Required Abilities: High Jump."
         "Frontal Area Attack. Minor Damage."
    125: Rising Crush
         "Hammer Technique. A rising strike into the opponent's throat. Also 
         usable with: 2H Sword, 2H Axe. Required Abilities: Crouch."
         "Short-Range. Medium Damage."
    126: Windwalker
         "Hammer Technique. A fantastic move consisting of tremendous hammer 
         strikes and acrobatics galore. Also usable with: 2H Sword. Required 
         Abilities: Moonsault."
         "Short-Range. Medium Damage."
    127: Retribution
         "Hammer Technique. Once the hammer is thrown skywards, a huge 
         hammer falls from the clouds. Also usable with: Axe. Required 
         Abilities: Back-Roll."
         "Frontal Area Attack. Minor Damage."
    128: Blazing Hammer
         "Hammer Technique. A technique in which built-up power is unleashed 
         in a powerful strike. Required Abilities: Retreat, Tackle."
         "Short-Range. Major Damage."
    129: Double Impact
         "Hammer Technique. A strike so powerful that the enemy feels the 
         pain twice. Required Abilities: Somersault, Moonsault."
         "Short-Range. Medium Damage."     
    130: Thor's Hammer
         "Hammer Technique. A move in which the opponent is tossed up into 
         the air, only to be tragically struck down. Required Abilities: 
         Toss, High Jump."
         "Short-Range. Medium Damage."
    131: Skullsplitter
         "Hammer Technique. A powerful jumping attack to the back of an 
         enemy's head. Also usable with: 2H Sword. Required Abilities: 
         Whirl, Jump."
         "Short-Range. Medium Damage."
    132: Tidal Wave
         "Hammer Technique. An overwhelming display of force, in which beams 
         of raw power emanate in a wide arc. Also usable with: 2H Axe. 
         Required Abilities: Evade, Defensive Lunge."
         "Frontal Wide-Area Atk. Minor Damage."
    133: Ultra Slugger
         "Hammer Technique. A huge horizontal swing for scoring out-of-the-
         park home runs. Required Abilities: Toss, Retreat, Lunge."
         "Short-Range. Major Damage."
    134: Intervention
         "Hammer Technique. An incredible leap into the heavens to call 
         forth a divine hammer, of course. Required Abilities: Double-Jump, 
         Spin, Somersault."
         "Frontal Wide-Area Atk. Major Damage."
    135: Volcano
         "Hammer Technique. The enemy, once tossed to an impressive height, 
         is greeted by the force of one mean hammer. Required Abilities: 
         Crouch, Cheer, Jump."
         "Short-Range. Major Damage."
    136: Pearly Gates
         "Hammer Technique. A truely jaw-dropping move in which the enemy is 
         hit all the way to the gates of heaven and back. Required 
         Abilities: Toss, Retreat, Lunge, Spin."
         "Short-Range. Extreme Damage!"
    137: Lancer
         "Spear Technique. A lunging strike from afar. Required Abilities: 
         "Mid-Range. Medium Damage."
    138: Mighty Javelin
         "Spear Technique. A mid-air javelin throw. Required Abilities: 
         "Frontal Area Attack. Minor Damage."
    139: Twister
         "Spear Technique. A spin so fast that it causes a tornado which 
         carries enemies away. Required Abilities: Spin."
         "Hits all nearby foes. Minor Damage."
    140: Dragon's Bite
         "Spear Technique. A spear-throwing technique which strikes all in a 
         straight line. Required Abilities: Somersault."
         "Long-Range, Direct. Medium Damage."
    141: Furious Copter
         "Spear Technique. A jump while spinning the spear at great speeds 
         that blasts all beneath in a terrific backwash. Required Abilities: 
         High Jump."
         "Hits all enemies. Minor Damage."
    142: Nebulous Saucer
         "Spear Technique. An incredible spear throw at the height of a 
         moonsault's arc. Required Abilities: Moonsault."
         "Short-Range. Medium Damage."
    143: Lancenator
         "Spear Technique. A slam with the shoulder into the opponent 
         followed by a devastating impalement. Required Abilities: Tackle, 
         "Mid-Range. Medium Damage."
    144: Cyclone Racer
         "Spear Technique. A quick lunge while spinning the spear overhead, 
         thwacking all opposition. Required Abilities: Spin, Lunge."
         "Mid-Range. Medium Damage."
    145: Rewind
         "Spear Technique. A technique in which the spear is spun in place 
         and then called back after its owner executes a flashy moonsault. 
         Required Abilities: Back-Roll, Moonsault."
         "Short-Range. Medium Damage."
    146: Fool's Play
         "Spear Technique. A technique so fast that the enemy is thrown up 
         into the air, only to be juggled like a ball. Required Abilities: 
         Toss, Evade."
         "Short-Range. Major Damage."
    147: Holy Light
         "Spear Technique. A terrific leap into the air, followed by a 
         shower of divine light that smites foes below. Required Abilities: 
         High Jump, Somersault."
         "Frontal Sml Area Atk. Medium Damage."
    148: Triple Supremacy
         "Spear Technique. A powerful thrust, a launch into the air, and a 
         finishing blow. Required Abilities: Lunge, Crouch, Spin."
         "Mid-Range. Major Damage."
    149: Deadly Branding
         "Spear Technique. A crafty maneuver involving knocking the enemy 
         right into the path of flying spears. Required Abilities: Bash, 
         Taunt, Slide."
         "Short-Range. Major Damage."
    150: Chrome Ray
         "Spear Technique. A complex tecnhique which required much planning 
         to execute properly. Required Abilities: Back-Roll, Defensive 
         Lunge, Grapple."
         "Short-Range. Major Damage."
    151: Raging Fury
         "Spear Technique. A furious rage which follows a dramatic lunge 
         into the enemy. Required Abilities: Tackle, Evade, Lunge."
         "Mid-Range. Major Damage."
    152: Lo and Behold
         "Spear Technique. An attack combination in which an unfortunate 
         soul is the recipient of indescribable pain. Required Abilities: 
         Crouch, Moonsault, Double-Jump, Spin."
         "Short-Range. Extreme Damage!"
    153: Blue Dragon
         "Spear Technique. An earth-rendering display of power, not unlike 
         that of a blue dragon. Required Abilities: Evade, Retreat, Spin, 
         Defensive Lunge."
         "Long-Range, Direct. Major Damage."
    154: Gust
         "Staff Technique. A lunge with a spinning staff. Required 
         Abilities: Lunge."
         "Mid-Range. Medium Damage."
    155: Paint It Black
         "Staff Technique. A move which brings forth a tiny black hole when 
         the thrown staff makes impact with the ground. Required Abilities: 
         "Frontal Area Attack. Medium Damage."
    156: Aftershock
         "Staff Technique. A helicopter trip to dizzying heights, and a 
         crashing return to earth. Required Abilities: Spin."
         "Hits adjacent foes. Minor Damage."
    157: Golden Pyres
         "Staff Technique. Conjures up a ring of mighty golden columns. 
         Required Abilities: Crouch."
         "Hits all nearby foes. Minor Damage."
    158: Bubbles
         "Staff Technique. A flying bubble launcher. Required Abilities: 
         High Jump."
         "Frontal Area Attack. Medium Damage."
    159: Blaze
         "Staff Technique. A fiery leap. Required Abilities: Moonsault."
         "Frontal Small-Area Atk. Medium Damage."
    160: Halo
         "Staff Technique. A technique which forms a ring of protection 
         around the user. Required Abilities: Evade."
         "Hits all nearby foes. Minor Damage."
    161: Purgatory
         "Staff Technique. A forceful bash covers enemies in a blanket of 
         darkness and finishes them off in an explosion of light. Required 
         Abilities: Tackle, Cheer."
         "Mid-Range. Medium Damage."
    162: Flower of Gold
         "Staff Technique. A move in which a golden flower blooms, one who 
         pollen brings death to all who smell its fragrance. Required 
         Abilities: Evade, Retreat."
         "Hits all nearby foes. Medium Damage."
    163: Fire and Ice
         "Staff Technique. A vertical strike with the powers of heat and 
         cold together. Required Abilities: Somersault, Back-Flip."
         "Mid-Range. Medium Damage."
    164: Gales of the Fall
         "Staff Technique. A double offensive consisting of a twirling    
         tornado attack that deviously positions to the enemy to plummet 
         onto some really sharp rocks. Required Abilities: Spin, Moonsault."
         "Hits adjacent foes. Medium Damage."
    165: Song of the Spirits
         "Staff Technique. A move which calls forth all of the Elemental 
         Spirits to sing in unison. Required Abilities: Spin, Evade, Taunt."
         "Hits all foes. Major Damage."
    166: Bloody Knuckles
         "Glove Technique. A straight right to the opponent's face. Required 
         Abilities: Lunge."
         "Mid-Range. Medium Damage."
    167: Lightning Kick
         "Glove Technique. A jumping kick as fast as lightning. Required 
         Abilities: Jump."
         "Mid-Range. Medium Damage."
    168: Whirlwind Kick
         "Glove Technique. A wild spinning kick. Required Abilities: Spin."
         "Hits all nearby foes. Minor Damage."
    169: Jawbreaker
         "Glove Technique. A spectacular double-uppercut combo. Required 
         Abilities: Crouch."
         "Short-Range. Medium Damage."
    170: Rolling Slam
         "Glove Technique. A flying slam into opponents. Required Abilities: 
         "Short-Range. Medium Damage."
    171: Flip Thrust
         "Glove Technique. A kick facing away from the opponent. Required 
         Abilities: Back-Roll."
         "Mid-Range. Medium Damage."
    172: Moonsault Stomp
         "Glove Technique. A stomp on the enemy's head with a graceful 
         moonsault. Required Abilities: Moonsault."
         "Short-Range. Medium Damage."
    173: Giant Swing
         "Glove Technique. Throw the opponent by grabbing its ankles and 
         swinging wildly. Required Abilities: Grapple, Spin."
         "Short-Range. Medium Damage."
    174: Tiger Driver 91
         "Glove Technique. The enemy is lifted high, and thrown straight 
         into the ground. Required Abilities: Grapple, Crouch."
         "Short-Range. Major Damage."
    175: Northern Lights
         "Glove Technique. A crushing head-first drive into the earth.   
         Required Abilities: Grapple, Jump."
         "Short-Range. Major Damage."
    176: Mental Barrier
         "Glove Technique. An metaphysical manifestation of the will of the 
         practitioner which gives protection from all attacks, and knocks 
         away all attackers. Required Abilities: Counterattack, 
         "Hits adjacent foes. Medium Damage."
    177: Sparkly Feet
         "Glove Technique. A groovy mid-air kick combo. Required Abilities: 
         Toss, Evade, Double-Jump."
         "Short-Range. Major Damage."
    178: Cough Drop
         "Glove Technique. A vicious grab to the throat followed by a 
         skullcrushing drop. Parental discretion advised. Required 
         Abilities: Grapple, High-Jump, Bash."
         "Short-Range. Major Damage."
    179: Fist of the Norse Star
         "Glove Technique. A whirlwind of death and devastation. Required 
         Abilities: Lunge, Grapple, Evade."
         "Mid-Range. Major Damage."
    180: Flips of Thunder
         "Glove Technique. A triple flipping assault, complete with flashy 
         lightning effects. Required Abilities: Back-Roll, Back-Flip, Flip-
         "Short-Range. Major Damage."
    181: Power Combo
         "Glove Technique. A suplex followed by a clothesline. Too bad 
         there's no scorpion-pin. Required Abilities: Grapple, Bash, 
         Retreat, Lunge."
         "Short-Range. Major Damage."
    182: Gravity Drop
         "Glove Technique. The enemy is tossed with extreme prejudice, and 
         then slammed head-first into the ground. Required Abilities: Toss, 
         Crouch, High-Jump, Grapple."
         "Short-Range. Major Damage."
    183: Earthquake
         "Glove Technique. The legendary technique causes the earth itself 
         to tremor, dealing lethal damage to enemies. Required Abilities: 
         Back-Roll, Back-Flip, Moonsault, Crouch."
         "Rear Area Attack. Extreme Damage!"
    184: Dragon Teeth
         "Flail Technique. A quick dash with flail swinging. Required 
         Abilities: Lunge."
         "Mid-Range. Medium Damage."
    185: Setting Sun
         "Flail Technique. A strike that knocks the enemy into the air, and 
         a flying thwack to knock it out. Required Abilities: Jump."
         "Short-Range. Medium Damage."
    186: Phoenix Wings
         "Flail Technique. A spinning attack with the flail. Required 
         Abilities: Spin."
         "Hits all nearby foes. Minor Damage."
    187: Chinsplitter
         "Flail Technique. An uppercut which launches the enemy skywards. 
         Required Abilities: Crouch."
         "Short-Range. Medium Damage."
    188: Drunken Monkey
         "Flail Technique. Multiple somersaults followed by a furious 
         attack. Required Abilities: Somersault."
         "Mid-Range. Medium Damage."
    189: Twilight
         "Flail Technique. A more powerful version of Setting Sun in which     
         the enemy is launched into the air and struck repeatedly. Required 
         Abilities: High Jump."
         "Short-Range. Medium Damage."
    190: Psyclone
         "Flail Technique. An impressive moonsault, followed by a series of 
         furious circular attacks. Required Abilities: Moonsault."
         "Frontal Area Attack. Minor Damage."
    191: Double Dragon
         "Flail Technique. An attack from both sides with double the power. 
         Required Abilities: Moonsault, Evade."
         "Short-Range. Major Damage."
    192: Back Slasher
         "Flail Technique. The first strike knocks the enemy back and 
         exposes its blind side, the next deals a crippling blow. Also 
         usable with: Knife. Required Abilities: Whirl, Lunge."
         "Short-Range. Medium Damage."
    193: Enter the Tiger
         "Flail Technique. A sweep of the enemy's legs, followed up by a 
         vicious flailing. Required Abilities: Slide, Retreat."
         "Mid-Range. Medium Damage."
    194: Avalanche
         "Flail Technique. An uppercut which knocks the enemy backwards, and 
         a flying back-flip which really applies the hurt. Required 
         Abilities: Crouch, Back-Flip."
         "Short-Range. Medium Damage."
    195: Puppet
         "Flail Technique. A retreat leaving a dummy, which fights in your 
         place. Also usable with: Knife. Required Abilities: Retreat, 
         "Short-Range. Medium Damage."
    196: Challenger
         "Flail Technique. A taunt, and an explosive counterattack. Required 
         Abilities: Tackle, Taunt, Counterattack."
         "Mid-Range. Major Damage."
    197: Demon's Howl
         "Flail Technique. A fantastic maneuver in which an opponent is 
         knocked into the air, smashed back to the ground, and finished off 
         in a strike of great furor. Required Abilities: Flip-Kick, High 
         Jump, Lunge."
         "Short-Range. Major Damage."
    198: Extreme Conditions
         "Flail Technique. An attack from the front and the rear, topped off 
         with fire and ice. Required Abilities: Evade, Tackle, Double-Jump."
         "Mid-Range. Major Damage."
    199: Looking Glass
         "Flail Technique. Traps an enemy into a dimensional mirror. The 
         enemy is dealth great damage once the mirror is broken. Also usable 
         with: Knife. Required Abilities: Whirl, Bash, Taunt."
         "Short-Range. Major Damage."
    200: Malevolence
         "Flail Technique. An accumulation of incredible fighting spirit 
         that immediately smites all enemies. Required Abilities: Crouch, 
         Evade, Jump, High Jump."
         "Hits all nearby foes. Major Damage."
    201: White Tiger
         "Flail Technique. A move that releases the power of the legendary 
         white tiger, whose wrath none can survive. Required Abilities: 
         Defensive Lunge, Grapple, Evade, Spin."
         "Mid-Range. Extreme Damage!"
    202: Trueshot
         "Bow Technique. A lunging arrow shot so powerful that it penetrates  
         just about everything. Required Abilities: Lunge."
         "Long-Range, Direct. Minor Damage."
    203: Forward Artillery
         "Bow Technique. An arrow launched in mid-air which damages all in 
         its blast radius. Required Abilities: Jump."
         "Frontal Area Attack. Minor Damage."
    204: Spinshot
         "Bow Technique. An attack that fires arrows in all directions. 
         Required Abilities: Spin."
         "Hits all enemies, period. Minor Damage."
    205: Needle Shower
         "Bow Technique. A shot fired vertically during a backwards roll, 
         which sends a rain of arrows over enemies. Required Abilities: 
         "Frontal Area Attack. Minor Damage."
    206: Tri-Shot
         "Bow Technique. A triplet of arrows shot during a high jump, which 
         hit all in a straight line. Required Abilities: High Jump."
         "Mid-Range, Direct. Medium Damage."
    207: Trickshot
         "Bow Technique. Homing arrows are released into the sky, which 
         inflict great damage. Required Abilities: Moonsault."
         "Frontal Small-Area Atk. Major Damage."
    208: Hypershot
         "Bow Technique. An opponent is thrown into the air, and 
         pincushioned with a multitude of arrows. Required Abilities: Toss."
         "Short-Range. Medium Damage."
    209: Change-Up
         "Bow Technique. A shot that flies through the air in slow-motion, 
         inflicting great damage over a large area. Required Abilities: 
         "Mid-Range, Direct. Medium Damage."
    210: Backshot
         "Bow Technique. A shot in the enemy's back, after throwing it a 
         great distance. Required Abilities: Bash."
         "Short-Range. Medium Damage."
    211: Flying Swallows
         "Bow Technique. A two-shot attack while flying about in the air. 
         Required Abilities: Tackle, Double-Jump."
         "Mid-Range. Medium Damage."
    212: Rain of Death
         "Bow Technique. A jumping attack which sends arrows all over the 
         screen. Required Abilities: High Jump, Spin."
         "Hits all nearby foes. Medium Damage."
    213: Sureshot
         "Bow Technique. A kick to knock the opponent into the air, and a 
         shot which never misses its target. Required Abilities: Flip-Kick, 
         "Short-Range. Major Damage."
    214: Carpet Bomber
         "Bow Technique. A multitude of explosions dropped from above. 
         Required Abilities: Evade, High Jump."
         "Hits all foes, period. Medium Damage."
    215: Mastershot
         "Bow Technique. Fires an infinite number of arrows that home-in on 
         the target. Required Abilities: Whirl, Back-Flip, Spin."
         "Short-Range. Major Damage."
    216: Wildshot
         "Bow Technique. A devastating volley of arrows fired upon a prone 
         opponent. Required Abilities: Grapple, Back-Roll, Double-Jump."
         "Short-Range. Major Damage."
    217: Main Gun
         "Bow Technique. Releases inner energy built-up prior to an ultimate 
         counter-attack. Required Abilities: Evade, Retreat, Lunge, 
         "Long-Range, Direct. Extreme Damage!"
    5L. The Forbidden Tome
    This book, earned when you beat the game, lets you adjust the game's 
    difficulty by answering questions.
    "Wish to live in peace?" Saying 'Yes' to this will switch the game to 
    Normal Mode. Saying 'No' will lead to the next question.
    "Want a nightmare?" Saying 'Yes' to this will switch the game to 
    Nightmare Mode, where enemies get a good 20-level boost. Also, there are 
    enemy reinforcements that'll be added in to some encounters. Saying 'No' 
    to this will lead to the last question.
    "Wish to have a future?" Saying 'Yes' to this will switch the game to No 
    Future Mode, where enemies seem to start at level 99. Saying '...' to 
    this will keep the game's setting where it is.
    6. Secrets
    6A. Landbopper Game
    This little game can be played if you have a three by three area of 
    lands on the map. Scroll over so all nine are visible on the screen, and 
    just press and hold the L1 Button until the game starts.
    You have to move the cursor and press the X Button before the Land 
    shrinks back down to normal. If you get enough points, you're allowed to 
    go to the next stage. If you press X when the land's small, you lose 
    points. Here's the break-down by stage:
    Stage | Hit | Miss
        1 | +10 |   -4
        2 | +15 |   -6
        3 | +20 |   -8
        4 | +25 |  -10
        5 | +30 |  -12
    I'm not positive about the Score required to advance to the next stage. 
    100 was not enough to reach Stage 2, but 150 was. 308 wasn't enough for 
    Stage 3, but 458 is. 850 was enough for Stage 4, and 1165 wasn't enough 
    for Stage 5, but 1556 was. I'll keep investigating this between 
    adventures, to see if it's just for fun, or if you win something. ^^
    6B. Shadow-Zero Game
    After completing the Teardrop Crystal adventure, go to Domina on a 
    Salamander Day. If you're having trouble getting there exactly on tha 
    tday, stay a day or so at Geo so you can get back here on that day. When 
    you do, go to the Pub and talk to the Shadow Zero standing there. You 
    can play the game then! You need to talk to the Shadow Zeros when 
    they're in different poses, to get points. If you talk to the Shadow 
    Zero that reappears after you catch it, sometimes you'll get the exact 
    same number of points it had before!
    Winning gets you items. I'm not sure of the break-down, so I'll just put 
    it in as I get them, unless you out there care to send some in too! ^^
    76 Zerobees: Angel Feather, Raven Feather.
    127 Zerobees: Magical Meat, Dragon Steak.
    6C. Memorycard Secrets
    There are some special tricks and items you can get if you have certain 
    saves on your Memorycard while playing Legend of Mana. I've enclosed the 
    ones I've heard of or personally done myself here.
    Final Fantasy 8: If you have a FF8 save on your Memorycard, before doing 
    the Monster Corral adventure, you will receive an Aerial Egg that will 
    hatch into a chocobo. I haven't tried this myself, though.
    Saga Frontier 2: If you have a Saga Frontier 2 save on your memorycard, 
    completing the Niccolo's Business Unusual and Ghost of Nemesis 
    adventures. Return to The Bone Fortress, and talk to the pedestals to 
    make the door beneath the skull open. Ask the flame to take you up to 
    the Third Floor. Head left, and up the stairs here, to the Ribcage 
    Hallway you fought Deathbringer in before. If you have your Saga 
    Frontier 2 data, two Skeletons will be seen standing there. If they're 
    not there, try switching to the memory card that has the information, at 
    the nearest Golden Sprite Statue or the like.
    Talk to them and you'll find out they're the Chobin Hoods that used to 
    work for the Mantis Ant. Either answer you give won't be good enough for 
    them, and they'll have the Deathbringer appear to fight you! Its level 
    has gone up a bit, and most of its attacks are different. Its three-way 
    shot is now a six-way shot, at least sometimes, and it might attack you 
    now by flashing and grabbing the side of the screen, like Jajara's 
    second form did. Another upgraded flash-attack is to charge up in a 
    swirl of yellow energy, and fire off bigger, more-accurate yellow 
    blasts, healing itself partially if it hits. A new attack is to vanish 
    after a flash, and two Deathbringers will hit the center of the screen 
    with a large nova-like fireball. Try to hug the bottom and dodge the 
    billowing flames left in its wake. Yet another attack will be to have an 
    ally swallowed by a toothed mouth in the floor, and dropped back down 
    from the top of the screen! Good luck!
    When you win, you'll be gifted with the Heishishorin, a 2H Sword made of 
    AltenaAlloy. I'll list its properties so you can decide if it's worth 
    tracking down a copy of Saga Frontier 2 at a rental place and getting 
    Name: Heishishorin (2H Sword)
    Received: Deathbringer II
    Material: AltenaAlloy
    Offense: 62
    Plunge Attacks: Thrust, Uppercut, Jump.
    Elemental Essence: None
    Stats: Power + 1, Skills + 1, Defense + 1, Magic + 1.
    Essence Level: None
    Mystic Powers: None
    Chocobo Racing: After the event Catchin' Lilipeas, head to Polpota 
    Harbor with your Chocobo Racing data. When you arrive, Skippie will 
    appear, and after dashing around, will present you with the Fastest 
    Wheel ring! I've enclosed its stats here, so you can tell if it's worth 
    renting or finding a copy of Chocobo Racing to get this ring:
    Name: FastestWheel (Ring)
    Received: Skippie in Polpota Harbor
    Material: OakWood
    Strike Defense: 0
    Slash Defense: 0
    Thrust Defense: 0
    Magic Defense: 3
    Elemental Defense: None
    Status Abnormality Defense: None
    Stats: None
    Essence Level: None
    Mystic Powers: None
    7. Credits
    I've mostly caught up to the emails! ^^ Other than one person copying 
    from the strategy guide, you all gave good, unique contributions, and I 
    can now start crediting people here. I still have all your emails, so 
    pls don't write in yet saying I forgot you.
    Eih'Beir (eihbeir@bresnanlink.net) wrote in with tons of characters, 
    artifacts, lands, and enemies. Eih'Beir also had a long list of 
    techniques, but the Giant Swing and Ninja Drop were the only ones I was 
    missing by the time I got the email.  Thanks though! ^^
    David Seymour (happyendofyou@home.com) also wrote in with a big list of 
    characters, which I'm very thankful for.
    Thanks go out to Nash Hensley (nashh@netzero.net) for our talk about 
    monster egg-collection. I definitely think you might be on to something, 
    keep it up! Also, thanks for the information you gave on instruments, 
    and figuring out how your equipment can change how much experience 
    you're earning.
    noname04@collegeclub.com, thanks for telling me where to find some 
    dragon eggs. noname04 also helped confirm the first 26 Abilities.
    Shinjii (cloud_719@yahoo.com) wrote in to tell me what some of the 
    artifacts I haven't used yet, will do when I use them. ^^ Thanks! It's 
    always good to know where to go next for this walkthrough, once i catch 
    up on the credits. ^^;
    Soehlman (soehlt@uynion.edu) gets credited as the first person of many 
    to tell me all about the "New Game +" mode. I can't wait to try it out 
    myself! ^^
    Demon-God Entity (animex_ryo@hotmail.com) offered me some great advice 
    about explaining monster-level increases the further the area is from 
    your Home.
    EVLJaymz@aol.com wrote in to confirm my suspicions about the tree 
    growing on the World Map being the Mana Tree. What other tree would it 
    be in this series? ^^;
    IAmNotDrunk@aol.com found Pokiehl and Rosiotti the Wisdoms.
    Randall Z. (black_reaver@hotmail.com) wrote in with a slew of things, 
    including monster eggs, Dudbear languages, elementals, confirming my 
    thoughts on STs not necessarily needing the required abilities equipped, 
    and how to get through the Li'l Cactus adventure, as well as finding all 
    six Wisdoms.
    Matt Henthorn (msh83@home.com) also wrote in with the list for speaking 
    Gundam Deathscythe (deathscythe52@hotmail.com) wrote in with how to get 
    the Fool's Play, Holy Light, Triple Supremacy, Deadly Branding, Raging
    Fury, and Lo and Behold STs. 
    There's many more credits on the way, you'll be in here soon, promise! I 
    have every email I've received still, with lists of who submitted what, 
    and I plan on adding that all in here when I can.
    8. Contact Information
    If you would like to contribute to this FAQ, comment, help me with a
    correction (as always, you'll get credited,) compliment me on my work,
    or ask me for permission to use this FAQ on your website, you can email
    me! Feel free to email me at Shdwwrym@uymail.com, but please put a
    relevant subject line on the email, for instance, "Legend of Mana", as
    well as telling me what version of the guide you were reading, and where 
    you found it! Thanks!
    9. Copyright Information
    Copyright: (c) Copyright 2001 Shdwwrym. If you want to use this FAQ on 
    your site, please contact me via email. Please do not change, steal, 
    sell my FAQ for profit, or use it in any way, shape, or form other than 
    its primary purpose, without receiving express written permission from 
    myself. Please try to remember that plagiarism sucks, is against the 
    law, and only demeans yourself. If you would like to contribute to this 
    FAQ (you will receive credit, as always,) ask permission to use it in 
    one of the above stated ways, or if you have any questions, corrections, 
    or nice comments, feel free to email me at the address above. 
    As of this date, 6/26/2001, the only places allowed to use this FAQ are: 

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