================================================================================ __ '. ; ___ ______ .----. | | .'__,', .--.; _/ .' .--. '. .-. _ _ _-. _ ___.._ /\ | | |( :|( ,_)| | | | | |( '.\''.( .-'/ ''. .-'\'' / | |_'.'-' . '. )| | | | | | ;|) | |;_.' )( .-'| '-. ; ; .' __)--',-'.-' | | '. '--' .' | / ||__.'__) ) | ;¯_ | | '-.-' '¯ ;' '----' ;.' ;.' (¯__..' '._¯/ | | ¯ ¯ | | ;.' ================================================================================ Table of Contents .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-. | .---------------------------------------------------------------. | | | 01. Legal Disclaimer | | | | 02. Introduction | | | | 03. Controls | | | | 04. Battle System | | | | 05. Characters | | | |---------------------------------------------------------------| | | | 06. Walkthrough | | | | | | | | -- Disc 1 -- | | | | 6D1.1. Highlands of Wohl | | | | 6D1.2. City of Uhra | | | | 6D1.3. Ipsilon Mountains | | | | 6D1.4. Grand Staff Construction Base | | | | 6D1.5. Sea of Baus | | | | 6D1.6. The White Boa | | | | 6D1.7. City of Numara | | | | 6D1.8. Ghost Town | | | | 6D1.9. The Crimson Forest | | | | | | | | -- Disc 2 -- | | | | 6D2.1. The Crimson Forest | | | | 6D2.2. Numara | | | | 6D2.3. Tosca Village | | | | 6D2.4. Old Sorceress' Mansion | | | | 6D2.5. The Black Cave | | | | 6D2.6. Merchants' Town Saman | | | | 6D2.7. Experimental Staff | | | | | | | | -- Disc 3 -- | | | | 6D3.1. Merchants' Town Saman | | | | 6D3.2. Ice Canyon | | | | 6D3.3. City of Gohtza | | | | 6D3.4. The Magic Trains | | | | 6D3.5. City of Uhra | | | | 6D3.6. Snow-Covered Trail | | | | 6D3.7. Old Gohtza | | | | 6D3.8. The Frozen Tracks | | | | 6D3.9. Uhra Sewers | | | | 6D3.A. Gohtzan Refugee Camp | | | | 6D3.B. Crashed Magic Train Site | | | | | | | | -- Disc 4 -- | | | | 6D4.1. The Great Ancient Ruins | | | | 6D4.2. Numara | | | | 6D4.3. The White Boa | | | | 6D4.4. First Grand Staff | | | | 6D4.5. Second Grand Staff | | | | 6D4.6. Hall of Mirrors | | | | | | | |---------------------------------------------------------------| | | | 07. Item List | | | | 08. Spell List | | | | 09. Weapon List | | | | 10. Accessory List | | | | 11. Ring List | | | | 12. Monster List | | | |---------------------------------------------------------------| | | | 13. Achievements | | | | 14. Frequently Asked Questions | | | | 15. Credits | | | '---------------------------------------------------------------' | '-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' * Warning: This guide necessarily contains spoilers. * And for the people who may not know about the search funtion: If you press the Control + F keys on your computer, you'll get a search dialog. Put in one of the keys you see on the right, and you'll be brought directly to that section. For example, if you wanted to go to the Ring List, you would type "" and press enter. ================================================================================ .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=. |\ | .-----------------------------------------------.--------. | /| | '----| | | | |----' | | >>> | | 01. Legal Disclaimer | | | <<< | | .----| | | | |----. | |/ | '-----------------------------------------------'--------' | \| '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=' This file is intended for personal use. It may be reproduced, but only for personal use (i.e. printing it for a friend.) However, it may not be published on any website, magazine, or other production -- whether commercial or free -- without permission, which may be obtained by e-mailing me at GermanDragon[at]gmail[dot]com. As of now, the only sites that have this permission are as follows: [ ] www.GameFAQs.com [ ] www.IGN.com [ ] www.HonestGamers.com [ ] www.NeoSeeker.com [ ] www.TheGenie.Net [ ] www.EvermoreForums.com [ ] www.GamerHelp.com [ ] www.SuperCheats.com [ ] www.CheatPlanet.com [ ] www.CheatHappens.com [ ] www.1Up.com [ ] www.GameDai.net Copyright (c)2008 Chris Quigley .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=. |\ | .-----------------------------------------------.--------. | /| | '----| | | | |----' | | >>> | | 02. Introduction | | | <<< | | .----| | | | |----. | |/ | '-----------------------------------------------'--------' | \| '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=' Usually I tend not to pick up RPGs. It's not that I dislike them -- quite the opposite, actually. I consider Final Fantasy X to be one of the greatest games ever made. It's just that my standards for RPGs are extremely high. I can't get into one unless I find it really, really good. As a result, I've bought only a handful of RPGs over the last 6 or 7 years; and I've finished maybe 2. Maybe. From the moment I saw a trailer for Lost Odyssey I knew this was a game I was going to enjoy. I was right. In fact, I enjoyed it so much that I decided to write a guide for it. I'm by no means new at writing these, but it's been a while. I guess it just took a really good game to get me back into it. Version No. 1.00 ---> 6/18/2008 =---=---=---=---=---=---=---=---= Even longer with no update. My bad. - Walkthrough complete. Version No. 0.75 ---> 4/17/2008 =---=---=---=---=---=---=---=---= Sorry for so long with no update. My life's been hell lately. - Walkthrough complete through Disc 3. - Most Items/Accessories/Monster/Spell lists complete through Disc 3. - Final characters added to the character section. - Most rings through Disc 3 added. Version No. 0.50 ---> 3/7/2008 =---=---=---=---=---=---=---=---= - Walkthrough complete through disc 2. - Items/Accessories/Monster lists complete through Disc 2. - Most rings and spells from disc 2 added. - Characters from Disc 2 added. - Added a couple of missing bits of info from Disc 1. - Disc 3 started. Version No. 0.25 ---> 3/1/2008 =---=---=---=---=---=---=---=---= - Walkthrough complete through disc 1. - Monster/Item/Ring/Weapon/Armor/Spell lists complete through Disc 1. - Characters section is complete for the Disc 1 characters. - Frequently Asked Questions section incorporated. Currently this document is unfinished. Many things have not yet been added. Please do NOT send me information relating to items, magic, enemies, or walkthrough related information not covered by the guide yet. At this point I simply haven't finished. Many more things will be added. If, however, you feel a correction needs to be made or you have something to contribute to the guide at its current stage, feel free to e-mail me at: GermanDragon[at]gmail[dot]com .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=. |\ | .-----------------------------------------------.--------. | /| | '----| | | | |----' | | >>> | | 03. Controls | | | <<< | | .----| | | | |----. | |/ | '-----------------------------------------------'--------' | \| '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=' Walking Controls ---------------- - Left Control Stick: Move - A: Action/Examine/Speak - X: Hold to run - B: Hold to walk - Y: Open the menu - RT: Zoom camera - Right Control Stick: Move camera - Start: Pause menu - Back: Changes map size. Battle Controls --------------- - Left Control Stick: Move cursor - A: Confirm - B: Cancel - RT: Used to activate ring (see battle system ) - Start: Pause Ship Controls ------------- - Left Control Stick: Move - Click Right Stick: Head directly to the world map - A: Land (When at a landing site.) - X: Jump (With Nautilus; while moving in an open area) - B: Submerge/Rise (With Nautilus) Launch the Nautilus (With the White Boa) - Start: Pause - Select: Full-screen map - RT: Full=screen map .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=. |\ | .-----------------------------------------------.--------. | /| | '----| | | | |----' | | >>> | | 04. Battle System | | | <<< | | .----| | | | |----. | |/ | '-----------------------------------------------'--------' | \| '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=' The Turn System --------------- For the most part, Lost Odyssey has a classic battle system that will be easily adapted to by most RPG players. There's items, spells, attacks, and skills... all that good stuff. The first thing to know, is how turns are decided. Lost Odyssey does not use an active time system or a turn based system. Instead, all abilities used have a cost; you'll see a number and a letter. For example one of your characters might have these spells: -> Flare (1-B) -> Flara (1-D) -> Prisma (2-A) The number signifies the number of turns the ability will take (probably; if you are hit before you use it, you may be delayed.) As you can see, Flare and Flara would take one, while Prisma would take two. The letter dictates the order you'll go in among all the enemies and characters who are acting on that turn. For example of one character used Flara, with a value of D, and another used Aqua -- let's say it's Sarah, who is a fast caster -- with a value of 1-A, Sarah would act first, because her letter is better. The letters are on a scale from A to Z, with the exception of S; S is considered the best, beating even A. Note that skills and magic require MP to use, but that the amount of MP required does not necessarily indicate how long the ability will take to use. Also note that a user's cast time (viewable on the menu screen) plays a role in how fast a spell may be cast. As a user levels the times will also become lower over time. The Element System ------------------ Magic spells each have different elements. Or rather, they'll either be non- elemental, or have one of four elements. Non-elemental enemies have no inherent weaknesses, but monsters that have a particular element will be weak to a certain type of spell. This is a fairly simple concept. The way the elements work is as follows: Water > Fire > Wind > Ground > Water... etc. The Ring System --------------- As you play through Lost Odyssey you'll obtain rings which can be equipped to your characters. They each have different abilities. Some increase your attack damage, some inflict status effects on your enemies, some cause elemental based damage... there are a lot of different types. These effects do not activate automatically though. When you attack with a ring equipped you'll see a white circle over your enemy, with another circle around it. The larger circle will then begin rapidly decreasing in size. You have to hold RT until the big circle just meets the little circle, and then release it. When you do this, you'll get one of three "rankings" depending on how close of a match you got. -> Bad: The ring effect is not applied. -> Good: The ring effect is applied, but it is weaker than indicated. -> Perfect: The ring effect is applied at its full potential. Status Ailments --------------- In the game, there are some skills and spells that can cause a status ailement on either you or an enemy. There are accessories and skills that can granty immunity, and likewise there are rings that can cause you to inflct these status ailments on your enemies with your physical attacks. Descriptions of the possible status ailments are as follows: Bind -> The character can not use the formation command. Blind -> The character's accuracy and evade rates drops harshly. Curse -> The character obtains a random status ailment. Darkness -> The character obtains a random status ailment each turn until it eventually wears off. Dizzy -> Removes the ability to select your target. Freeze -> The character can not act; It will wear off on its own. Frostbite -> Delays the character's turn; If you get hit by a freezing attack in this time, it will change to Freeze. Kelolon -> Reduces attack and HP healing values to 1 but increases the character's critical hit damage. Paralyze -> The character will fail to act most (but not all) of the time. Petrify -> The character loses the ability to act; It acts the same as KO -- if your characters are all KO'd and/or Petrified, it's a game over for you. Before you are actually petrified, you'll have 3 turns before you turn to stone. If you are hit by the Stone spell in this time you'll instantly change. Poison -> At the end of every turn the character takes damage. Seal -> The character can not cast spells. Sleep -> The character can not act; Wears off after a random number of turns, or even on your first turn. Toxin -> At the end of every turn the character takes damage; It does more damage than poison. Virus -> The character takes damage at the end of the turn; Unlike toxin and poison it wears off on its own. .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=. |\ | .-----------------------------------------------.--------. | /| | '----| | | | |----' | | >>> | | 05. Characters | | | <<< | | .----| | | | |----. | |/ | '-----------------------------------------------'--------' | \| '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=' ===--------------===--------------===--------------===--------------=== Kaim Argonar ===--------------===--------------===--------------===--------------=== Human Type: Immortal Weapon Type: Sword --- Rank Starting Level: 10 ---- Starting HP: 370 | A Starting MP: 20 | E Starting Strength: 111 | A Starting Vitality: 61 | B Starting Attack Time: 4 | D Starting Magic Attack: 82 | E Starting Magic Defense: 16 | A Starting Casting Time: 5 | D Starting Accuracy: 84 Starting Evade: 7 --- Starting Weapon: Platinum Sword (+17 Attack) Starting Ring: None Starting Accessory: None --- Starting Skills: None Description: Kaim is the main charater of the game -- the one that you'll spend most of your time controlling. Kaim is an immortal who has spent the past 1,000 years in this world. In that time he's met many people, lived in many places, and worked many different jobs. He always seems to be brought back to the battlefield though, and as a result he's spent much of his time working as a mercenary. However, Kaim has lost his memory and is remembering this only in bits and pieces. Kaim is the strongest character in the game, but to balance that out, his magic stats are less than impressive. His MP is best used to fuel sword-based skills. ===--------------===--------------===--------------===--------------=== Seth Balmore ===--------------===--------------===--------------===--------------=== Human Type: Immortal Weapon Type: Sword --- Rank Starting Level: 10 ---- Starting HP: 310 | C Starting MP: 20 | D Starting Strength: 103 | C Starting Vitality: 58 | C Starting Attack Time: 1 | A Starting Magic Attack: 95 | D Starting Magic Defense: 14 | D Starting Casting Time: 4 | C Starting Accuracy: 88 Starting Evade: 10 --- Starting Weapon: White Fang (+15 Attack) Starting Ring: None Starting Accessory: None --- Starting Skills: None Description: Like Kaim, Seth is an immortal who has lost her memories. In her past she was a pirate known for only robbing from the rich -- kind of like Robbin' Hood. Seth is the fastest attacker in the game, but her physical strength and vitality are both outclassed by Kaim. To make up for this, her evasion and accuracy are both slightly higher. ===--------------===--------------===--------------===--------------=== Jansen Friedh ===--------------===--------------===--------------===--------------=== Human Type: Mortal Weapon Type: Staff --- Rank Starting Level: 9 ---- Starting HP: 150 | F Starting MP: 50 | B Starting Strength: 42 | F Starting Vitality: 26 | F Starting Attack Time: 7 | F Starting Magic Attack: 221 | B Starting Magic Defense: 14 | E Starting Casting Time: 2 | B Starting Accuracy: 76 Starting Evade: 4 --- Starting Weapon: Light Staff (+4 Attack) Starting Ring: None Starting Accessory: None --- Starting Skills: Steal, Lv 1 Black Magic, Lv 1 White Magic Description: Jansen is the first mortal that will join your party. When Kaim first meets him, Jansen is simply working as a messenger for Gongora. However, Jansen is sent along with Kaim and Seth on their journey to Grand Staff, and is a mainstay from that point onward. Jansen provides many of the game's funniest lines, and injects humor into many situations. As far as his usefulness in battles go, his physical attack is a joke, but his magic is simply amazing. When left on the back row to nuke your enemies with spells, Jansen does a good job in progressing battles smoothly. Skills Learned: Steal (Pre-Learned) Lv 1 White Magic (Pre-Learned) Lv 1 Black Magic (Pre-Learned) Lv 2 Black Magic (Level: 10) Factual Analysis (Level: 13) Lv 2 White Magic (Level: 16) Lv 3 Black Magic (Level: 19) Absorb Transfer (Level: 22) Lv 4 Black Magic (Level: 25) Lv 5 Black Magic (Level: 28) 2 Accessories (Level: 31) Lv 6 Black Magic (Level: 34) Black Staff (Level: 37) Drain Shower (Level: 40) Lv 7 Black Magic (Level: 43) ===--------------===--------------===--------------===--------------=== Cooke ===--------------===--------------===--------------===--------------=== Human Type: Mortal Weapon Type: Staff --- Rank Starting Level: 15 ---- Starting HP: 230 | H Starting MP: 100 | B Starting Strength: 62 | H Starting Vitality: 36 | H Starting Attack Time: 7 | F Starting Magic Attack: 258 | B Starting Magic Defense: 6 | F Starting Casting Time: 2 | B Starting Accuracy: 73 Starting Evade: 10 --- Starting Weapon: Ranuculus (+11 Attack) Starting Ring: None Starting Accessory: None --- Starting Skills: Casting Support, Concentrate, Angel Heart, Lv 1 White Magic, Lv 2 White Magic Description: Cooke is the fourth person you'll recruit for the team. She is a mage like Jansen, but whereas he focuses on Black Magic, Cooke focuses on White Magic. Oddly enough, she has a higher Magic Attack stat than Jansen does. The first thing you'll want to do when you get Cooke, is to equip her with some Apprentice Earrings, or at least some Novice Earrings. You'll want her to be able to use some black magic spells in battles. Oh, one more interesting thing to mention. Her voice? Her voice actor also did the voices of Phil and Lil from Rugrats. The more you know, huh? Skills Learned: Lv 1 White Magic (Pre-Learned) Castring Support (Pre-Learned) Angel Heart (Pre-Learned) Lv 2 White Magic (Pre-Learned) Concentrate (Pre-Learned) Prayer (Level: 16) Lv 3 White Magic (Level: 19) Mental Stability 1 (Level: 22) Lv 4 White Magic (Level: 25) Lv 5 White Magic (Level: 28) Reduce Casting Time 1 (Level: 31) Lv 6 White Magic (Level: 34) White Staff (Level: 37) MP Convert (Level: 40) LV 7 White Magic (Level: 43) ===--------------===--------------===--------------===--------------=== Mack ===--------------===--------------===--------------===--------------=== Human Type: Mortal Weapon Type: Discus --- Rank Starting Level: 15 ---- Starting HP: 410 | E Starting MP: 80 | C Starting Strength: 138 | C Starting Vitality: 74 | D Starting Attack Time: 2 | B Starting Magic Attack: 229 | C Starting Magic Defense: 11 | D Starting Casting Time: 4 | C Starting Accuracy: 84 Starting Evade: 7 --- Starting Weapon: Old Battle Discus (+23 Attack) Starting Ring: None Starting Accessory: None --- Starting Skills: Power Hit, Combo, Wall, Lv 1 Spirit Magic, Lv 2 Spirit Magic Description: Mack is Cooke's younger brother. He's the most flexible character, but that's because he's not actually the best at anything. He can work on the front or back row, and as a magic user or a physical attacker. I would reccomend keeping him on the back row, and having him use his physical attack skills, while he uses the spirit magic spells such as the Powera and Minda spells to buff your other characters when your going up against some tough enemies. I personally like the kid to be on my team, but there is a definite reason to keep him leveled up. Not to spoil any plot events, you're really, really going to wish that you had leveled him up if you don't. On the bright side, he does have some cool moves such as Power Hit and Combo (and later 3 Combo). You'll want to get these skills linked to Kaim and Seth early on. Skills Learned: Power Hit (Pre-Learned) Lv 1 Spirit Magic (Pre-Learned) Combo (Pre-Learned) Lv 2 Spirit Magic (Pre-Learned) Wall (Pre-Learned) Counter (Level: 16) Lv 3 Spirit Magic (Level: 19) Taunt (Level: 22) Lv 4 Spirit Magic (Level: 25) Lv 5 Spirit Magic (Level: 28) Spell Counter (Level: 31) Lv 6 Spirit Magic (Level: 34) Walla (Level: 37) ===--------------===--------------===--------------===--------------=== Ming Numara ===--------------===--------------===--------------===--------------=== Human Type: Immortal Weapon Type: Staff --- Rank Starting Level: 20 ---- Starting HP: 390 | G Starting MP: 150 | B Starting Strength: 100 | G Starting Vitality: 57 | G Starting Attack Time: 8 | G Starting Magic Attack: 314 | A Starting Magic Defense: 8 | E Starting Casting Time: 1 | A Starting Accuracy: 78 Starting Evade: 2 --- Starting Weapon: Princess Cane (+16 Attack) Starting Ring: None Starting Accessory: Magic Research Report --- Starting Skills: Lv 1 Composite Magic, Lv 3 Black-White Magic, Anti-Seal Description: Ming is the Queen of Numara. It pains me to say that her magic stats are good (at least until you unlock Sarah). Aside from that though, there's not a single endearing quality about this wench. She seriously just irks me: everything from her voice to her disgusting vein- covered breasts. I mean really: there are less veins protruding from Scott Steiner's arms. Oh well though... That's quite enough of insulting a character. I'm supposed to be providing useful information not my thoughts on how annoying this nasty skank is. Woops, how did that one slip out? I should quit while I'm ahead. ===--------------===--------------===--------------===--------------=== Sarah Sisulart ===--------------===--------------===--------------===--------------=== Human Type: Immortal Weapon Type: Staff --- Rank Starting Level: 25 ---- Starting HP: 540 | G Starting MP: 205 | A Starting Strength: 129 | G Starting Vitality: 76 | G Starting Attack Time: 8 | G Starting Magic Attack: 390 | A Starting Magic Defense: 8 | E Starting Casting Time: 1 | A Starting Accuracy: 78 Starting Evade: 2 --- Starting Weapon: Crescent Rod (+16 Attack) Starting Ring: None Starting Accessory: None --- Starting Skills: Lv 4 Black-White Magic, Relax, Anti-Petrify Description: Sarah is Kaim's wife -- or at least she was before they both went and lost their memories. She's a master of magic -- she makes Cooke and Jansen look like chumps. And on the subject of looks... nice. Once you get her to join your party that's where she should stay until the end of the game, along with Seth and Kaim. Your last two characters could be debatable, but these three should be a mainstay. ===--------------===--------------===--------------===--------------=== Tolten ===--------------===--------------===--------------===--------------=== Human Type: Mortal Weapon Type: Royal Sword --- Rank Starting Level: 25 ---- Starting HP: 900 | D Starting MP: 50 | E Starting Strength: 284 | E Starting Vitality: 76 | F Starting Attack Time: 4 | D Starting Magic Attack: 116 | F Starting Magic Defense: 14 | C Starting Casting Time: 8 | E Starting Accuracy: 74 Starting Evade: 4 --- Starting Weapon: Ceremonial Sword Starting Ring: None Starting Accessory: None --- Starting Skills: Cut Down, Power Guard, MP Guard, Power Hit, Weapon Guard, Award Medal, Persistence, Counter Guard, Lullaby Description: Tolten is somewhat of a coward early on. In addition to not being the bravest guy around, Tolten's also surprisingly weak. He makes up for this with having some absolutely amazing skills though; Break Hit for example. He also has the strongest weapon in the entire game (with more than 100 attack points higher than Kaim's best) which can be equipped to any Immortal by using Tolten's Royal Equipment ability. So yeah he's not great in battle, but he's incredibly useful as a team asset. Make sure to level him for these goodies. Skills Learned: Lullaby (Pre-Learned) Cut Down (Pre-Learned) Power Guard (Pre-Learned) MP Guard (Pre-Learned) Power Hit (Pre-Learned) Weapon Guard (Pre-Learned) Award Medal (Pre-Learned) Persistence (Pre-Learned) Counter Guard (Pre-Learned) Member Hit (Level: 28) Break Hit (Level: 31) MP Gift (Level: 34) Absorb Guard (Level: 37) Royal Equipment (Level: 40) ===--------------===--------------===--------------===--------------=== Sed ===--------------===--------------===--------------===--------------=== Human Type: Mortal Weapon Type: Rifle --- Rank Starting Level: 35 ---- Starting HP: 1,480 | D Starting MP: 50 | D Starting Strength: 433 | D Starting Vitality: 259 | C Starting Attack Time: 3 | C Starting Magic Attack: 192 | E Starting Magic Defense: 16 | D Starting Casting Time: 5 | D Starting Accuracy: 89 Starting Evade: 9 --- Starting Weapon: 38 Caliber Magic Rifle Starting Ring: None Starting Accessory: None --- Starting Skills: Turn-Tail, Steal, Taunt, Magic Seal, Counter Seal, Double Item. Auto Shield, Auto-Barrier, Resourceful, Double Gold, Double Loot, Double SP Description: Sed is a feared pirate with a death warrant on his head in Uhra. He's also Seth's son -- a grown-ass man who likes to shout "Momma!" Additionally, he probably has a deep fear of bathing, judging by the looks of him. He has a decent attack, so he can hold his own as a member of your active party, but where he really shines is his skills. Stuff like Double SP is absolutely amazing. Stuff like Auto-Shield and Auto-Barrier are also pretty nice. Skill link from him early and often. Skills Learned: Turn-Tail (Pre-Learned) Steal (Pre-Learned) Taunt (Pre-Learned) Magic Seal (Pre-Learned) Counter Seal (Pre-Learned) Double Item (Pre-Learned) Auto Shield (Pre-Learned) Auto Barrier (Pre-Learned) Resourceful (Pre-Learned) Double Gold (Pre-Learned) Double Loot (Pre-Learned) Double SP (Pre-Learned) Ultimate Analysis (Level: 37) Special Accessory (LeveL: 40) .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=. |\ | .-----------------------------------------------.--------. | /| | '----| | | | |----' | | >>> | | 06. Walkthrough | | | <<< | | .----| | | | |----. | |/ | '-----------------------------------------------'--------' | \| '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=' * Note that in this section, "Important Items" refers to Rings, Weapons, Accessories, Valuables and Seeds, and magic Spells. This game has many, many, MANY items lying around in it, and to list them all at the start of each section would be ridiculous. They are mentioned in the actual section, however. Also, each section is detailed and quite long. However, at the bottom of each area you'll find a heavily abridged summary of the bare minimums you must do in that area to move on. If you are inclined, you may simply check that instead of the actual text. ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-== | .-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-. | | | D I S K O N E | | | '-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-' | ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-== <>==================///---------------------------------///================<> /// Highlands of Wohl /// <>================///---------------------------------///==================<> Enemies: Magic Khent Soldier ----- Insane Khent Soldier Heavy Tank Right Unit (Boss) Heavy Tank Left Unit (Boss) Heavy Tank Magic Engine (Boss) Important Items: Bruiser Ring ------------- Name Plate Angel's Plume The game starts you off right in the middle of the action, in a warzone. In your first battle you'll be surrounded by five Magic Khent Soldiers. There isn't much strategy here. Just keep pressing attac. Kaim will guard a whole lot on his own for this battle, so you'll be fine. Just keep whacking at the soldiers until you're shown a cutscene of a tank rolling in. This could probably be considered the first boss of the game... Then again... If you lose you'll just be brought back, so don't sweat it. It's not that hard of a fight anyway. [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=] | Boss: Heavy Tank Right Unit | HP: ??? | Boss: Heavy Tank Left Unit | HP: ??? | Boss: Heavy Tank Magic Engine | HP: N/A |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | Abilities: Magma Blast, Flamethrower, Blade Up, Blade Attack | |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | Type: Mechanical | Element: None | |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | Strategy: | | | | At the start of the battle you'll have two targets: Heavy Tank | | Right Unit and Heavy Tank Left Unit. Hit the Right Unit first, and | | the tank will activate it's Right Unit Defense. While that is up | | you won't be able to do much damage to the one on the right. So | | switch to the left. When you hit it, the Left Unit Defense will | | activate, and the Right Unit Defense will deactivate; so all you | | have to do is alternate which side you hit. Right, then left, then | | right, etc. On the tank's turns it will hit you with a fire attack | | or it will raise it's large blade. If it raises the blade, that | | means on the next turn it's going to hit you with its powerful | | Blade Attack. Don't worry about it though -- as mentioned, you | | can't die here, and you'll be brought right back. Just keep hitting| | the tank until one of the arms breaks off. Next, take out the other| | one. After you do that the blade will fall, revealing the Tank's | | Magic Engine. Target it and hit it to end the battle. | | | |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | Steal: None | | Drops: None | [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-] After the battle ends you'll see a pretty cool cutscene. Once it's over you will find yourself alone at the highlands of Wohl. The first save point of the game is over on your right. Save and take a few steps forward, and you will be brought into battle with a couple of Insane Khent Soldiers... They aren't a big deal. They go down with one hit each and cause minimal damage. After the fight keep moving until you see a large cylinder on your left. Approach it and press the A button to ram it, revealing a [Bruiser Ring], your first ring of many. Make sur to view the tutorial about rings if this is your first time playing. Climb down to the ground below after getting the ring; if you get into any battles try practicing with the ring system. Immediately ahead you'll find a large metal object that you can ram. Do so to obtain an [Angel's Plume]; but try not to step on the firey ground, because if you do you'll gradually lose your HP. Pushing the next large metal object on your right will reveal a [Mana Herb]. To the left of that on the ground, is a shiny object that you can pick up by pressing A. That would be a [Name Plate]. Continue past there, and you'll reach the next screen, the Edge of the Wastelands. Just run along the path until you reach a wooden crate next to a broken wheel. Step on it to reveal a [Healing Medicine], then keep moving along the path. Ahead you will find another crate that you can break open. That one contains a [Mana Herb]. That's about all there is waiting for you here. Keep moving to reach the Gorge on the next screen. In the Gorge you can save your game, and then break open the crate in front of you for another [Healing Medicine]. After that you only have to take a few steps forward before the game goes into cutscene mode where you'll see a couple of soldiers rushing to greet Kaim. When they're done open the chest on your right to obtain [4 Whetstones]; you'll also be given the opportunity to view a tutorial on Ring Assembly, which you should do if this is your first time through the game. There's a second chest on your right, which contains an [Angel's Plume]. If don't mind doing a little bit of backtracking, you can walk back to the save point. Along the way you will come across two more crates that you can step on. One contains a [Mana Herb] and the other contains a [Healing Medicine]. Once you have everything you can walk to the back of the campsite and approach the armored car. Board it, and you'll be on your way to Uhra. Just talk to the people in the car, and do a bit of watching and listening until you get there. In Summary: -> Defeat the Magic Khent Soldiers. --------- -> Defeat the Heavy Tank. -> Make your way towards the refugee camp. -> Board the armored car. -> Talk to some people, and sit down. <>==================///---------------------------------///================<> /// City of Uhra /// <>================///---------------------------------///==================<> Enemies: None ----- Important Items: Seed (#1) ------------- Seed (#2) Seed (#3) Engraved Ring Seed (#4) Seed (#5) Seed (#6) Seed (#7) Seed (#8) Seed (#9) Holy Knight Charm Seed (#10) Seed (#11) Seed (#12) Seed (#13) Flare Bomb Berserker Necklace Hawk Eye Platinum Gauntlet Be warned ahead of time, that this is the slowest part of the game; it's going to be a good long time before you see another battle... At least after you leave things will really get moving though. Anyway, from where you gain control of Kaim, kick the two trashcans in front of you. One of them contains a [Whetstone] and the other contains [10G]. Before you go following the other soldiers, head back towards the direction you walked in from, kicking the next trash can you see for a [Magma Fragment]. The one just beyond that contains a [Mana Herb]. Turn the corner and look for a ladder on the guard tower that you see. At the top is yet another trash can for you to kick. The difference is, this one contains something good: a [Seed]. You can get some nice items by collecting these -- and you'll need all of them in order to be able to get four achievements -- so keep a look out for them. Once you have this one, climb back down to the ground and head through the door that the soldiers originally led you to. Inside the tower that you enter, talk to the two guards in front of you, then step on the lift and ride it to the floor above. Get off, then move down the hallway in front of you and take a left to reach the Great Gate Station. Here there's a few items for you to pick up, if you know where to look for them. Approach the wall on your left just after entering. You can peel back one of the posters by pressing A to reveal an [Antidote]. At the very end of that wall you'll find another poster that you can peel back. That one conceals [100G]. On the wall directly opposite, a third poster hides [10G] more. A fourth poster, in the top left corner wall, contains a [Healing Medicine]. Just to the right of that, applied to the metal caging, is another poster. That one hides a [Seed]. Once you have all of these items, board the Monorail Car on the left side of the area. The car you want is on the top side of the platform (the other one is closed anyway.) Inside the car you'll be playing the "talk and listen" game again for a bit. Approach the back of the train when you can, and Kaim will sit down. At that point you'll see a few more cutscenes, including an actual prologue to the game. When these have passed you will find yourself at the Monorail Central Station. Approach the shiny object on the ground in front of you and pressing A to get an [Engraved Ring]. Now you can't actually equip that one, but you'll have a use for it soon. After you have it, move towards the elevator. Kick the trashcan to the right of it for a [Cold Water Stone] then get on the lift to head downstairs. There the soldiers will tell you that you have to hurry... Pay no attention. You don't want to miss any items. Instead, save your game and just take your time. Talk to the man at the desk on your left and drop off the Engraved Ring that you picked up in return for a [Cure-All]. Kick the trashcan to the left of the desk for a [Healing Medicine]. Once you have these items, head offscreen to the right and continue following the two soldiers. Just after the new screen loads, walk past the two signs on Kaim's left, and move towards the pile of boxes. It can be hard to see, but there's a metal object over there that you can kick to obtain two [Whetstones]. Then, in the middle of the area next to a bench, you'll find another metal object that you can kick. This one contains a [Seed]. Once you have the seed, go back to walking down the road after the soldiers, but watch for a third metal object against the top of the screen. It will contain an [Angel's Plume]. From where that is, walk straight ahead towards a wall covered in posters. You can peel one of them down to reveal another [Seed]. With these items, continue forward under the large archway. Halfway through you will see a red poster on the metal pipes against the wall. Peel it down to get a [Wind Seal Leaf], then take a few more steps forward to reach the main street of the city. Kaim will immediately follow the soldiers to the city council hall. Listen to what the men have to say, and when you regain control of Kaim you'll be back on the main street. Save your game. Head under the archway on the left side of the screen and examine the poster that is on your immediate left for a [Wind Seal Leaf]. From there, move forward sticking against the left-hand wall until you reach a metal post that you can kick. Do that for [100G], then continue further, still against the left-wall until you come to a poster to the left of a red flag. Peel it back for a [Seed] (yes there's a whole lot in Uhra, but the rate at which you get them will slow down soon enough.) After getting the seed, walk under the next archway and down the stairs. There's a poster against the wall on the right at the bottom of the stairs that hides a [Healing Medicine]. On the opposite wall is a poster that's blocking an [Antidote]. There's also a metal container nearby that contains a [Magma Fragment]. After passing these posters look at your map. You'll see that there's an alcove off to the left. Stick against the wall on your left to find it, as it can be difficult to see. In this alcove you'll find a yellow dog that doesn't do anything except bark at you, and a yellow pot that you can probe to find [2 Whetstones]. On the right there's also a poster you can peel back to obtain [10G]. Just past the alcove is a doorway that leads to Virno's Tavern. Take a moment to enter. Inside, you'll find a yellow pot on your right that holds [100G], and upstairs you'll find two more pots. One contains an [Aqua Bomb] while the other contains a [Seed]. That's all the pub has in store for you at the moment, though there will be more to do the next time you come. For now you can just leave. Outside, on Kaim's left and a little bit ahead is another metal post that you can kick. This one has a [Mana Herb] on it. Opposite the street from it is the entrance to Barkus' Arms and Armor store... but Barkus isn't in at the moment, so there's no point in entering. Do, however, check out the metal object across the street from his store, as it contains a [Seed]. After that, it's time to do as the guards told you to, and head to the inn. It's the first door past the weapons shop. As you enter you'll be brought back to more cutscenes at the council meeting. After the cutscene ends, and you find yourself inside the inn, take a moment to save your game again -- its always a good habbit to do that, after all. Before you talk to the innkeeper you'll want to take a moment to search the inn for loot. In the yellow pot to the left of the stairs is an [Antidote]. You'll find a [Seed] in the one on the stairs. On the top floor of the inn there are a handful of rooms that you can enter. The one just in front of the stairs and the one to the left of it are both empty so don't bother with them. The ones to the right of the stairs, however, have a some stuff. In the left room you'll find [100G] in the cabinet, and you can also read the inn's guestbook by examining the bookcase. In the room on the right there's a treasure chest that contains a [Holy Knight Charm], which though not overtly useful is better than having no accessory at all. Make sure to equip it! By examining the bookshelf in this room you can read a bit about Uhra. And finally, you can open the cabinet to the right of the bookcase for an [Angel's Plume]. Once you've got everything head back downstairs and speak to the innkeeper. You'll see a flashback of Kaim's and then you'll unlock the first of many "dreams". Most of them are interesting, but you can either choose to read it or skip it. Afterwards you'll be allowed to view a tutorial on these dreams. You might as well check it out if this is your first time through. Speak to the innkeeper again on your way out, and then leave the building
and take a few steps to the south. There you'll encounter an odd character
named Jansen, whom you will learn to know a lot better. For now, he imparts
to you the knowledge that you are to go to Gongora's mansion. By now, there
is something to do in the tavern first, so head back there. Approach the
drinker at the counter to unlock a dream segment. Exit and re-enter the
tavern for another dream segment from a man sitting alone upstairs. Leave
and re-enter: a third dream from the man and boy at the bar counter. That,
thankfully, takes care of everything you can do in the tavern. So leave and
head off-screen to the north. That's the way to Gongora's mansion.

As soon as you appear on this screen, check the poster in front of you and
on the right for [100G] before heading around the next corner. There, on
the gray barrier you'll see another poster. It hides a [Seed]. Take it and
head up onto the platform on your right, which is actually a playground
area. There's a woman and her daughter sitting on a bench there, and
approaching them will unlock yet another dream; Yes there's a whole lot of
dreams here, but thankfully that's not how the entire game is. Anyway, head
back to where you picked up the seed, and take a left, around the side of
the playground area. There's another poster on the wall there, and it holds
a [Magma Fragment]. With that, head across the street in front of you, and
keep going until you reach the wall. As far to the right as you can go,
there, is a yellow pot that contains a [Wind Bomb]. The next pot to the
left contains another [Seed], and the pot after that houses a [Cold Water
Stone]; the metal canister between these two pots has still another [Seed].
There is still one more [Seed] on the sidewalk in a metal canister on your
left. With all of these items, head down the street to the next screen to 
reach the outside of Gongora's mansion. Walk forward and examine the door.

You will see a cutscene of Lord Tolten meeting with Gongora inside the
mansion. Once Tolten leaves, you'll be allowed into the building. Start by
taking a right at the first corner, and entering through the door you see
to reach the magic research area. In the lower-left corner of this room you
will find a metal container of [2 Quality Iron Sands]. Take a few steps
north of there to enter a very brief cutscene with Gongora, then check the
upper-right corner of the room for a metal container that holds a [Seed].
Once you have it, head out the door in the back of the room to be brought
to three treasure chests. One contains a [Flare Bomb], one contains a
[Berserker Necklace], and the third contains a [Hawk Eye], which will
actually be pretty useful. Don't leave just yet, though. Grab the wooden
crate in the back of the room and pull it towards the chests that you just
opened. Once it's out of the way, walk around it to find a fourth chest
that contains [3 Magma Fragments]. That's it for items available to you
at the moment, so head back to the research lab and board the yellow 
elevator on the left side of the room. It will take you to Gongora. After
the scene ends, you'll be back downstairs. Simply make your way back
through the mansion and leave.

Move back to the Residential Area, and you'll have a more formal intro
with Seth Balmore, the girl with the crazy hair from the train ride.
Speaking of trains, that will be your next destination, so head back to
the Monorail station. Take the lift upstairs, and then take the Monorail
on the left side of the platform back to the Great Gate Station. Walk into
the Great Gate once you're off the Monorail, and take the lift to the floor
below. There, head around to the back of the room and speak to the guard
standing on the operating platform. He will ask for help with the lifts.
Select: C -> B -> A -> A -> A to complete the puzzle then step on the
lift on your right and ride the lifts up until you reach a treasure chest.
Open it for a [Platinum Gauntlet], then head back to the ground and leave
the gate. You'll see a cutscene of Seth and Kaim meeting up with Jansen,
and then you'll be allowed to view a Skill Link tutorial. Once you've
watched it, or skipped it, motion to leave Uhra, and you'll run into
the shopkeeper, Barkus. He's offering to sell you some items, but there's
really nothing you need at the moment. Still, buy something if you'd like,
then head to the south to get out of Uhra


                    Barkus' Arms and Armor Emporium
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Flare Bomb .................. 100G
                   Ground Bomb ................. 100G
                   Healing Medicine ............. 40G
                   Mana Herb .................... 60G
                   Wind Bomb ................... 100G
      Accessories: Berserker Necklace .......... 220G
                   Holy Knight Charm ........... 220G
                   Thief's Bracelet ............ 250G
                   

In Summary: -> Enter through the Great Gate and ride the Monorail.
 ---------  -> Walk through the city to the council meeting.
            -> Head to the inn, and speak to the innkeeper.
            -> Meet Jansen outside the inn.
            -> Head north, through the Residential Area, to Gongora's mansion.
            -> Go through the magic research lab, and ride the elevator.
            -> Speak to Gongora, then leave the mansion.
            -> Meet Seth, and walk back to the Monorail station.
            -> Ride the Monorail back to the Great Gate Station.
            -> Meet Barkus and leave Uhra.

<>==================///---------------------------------///================<>
                   ///         Ipsilon Mountains       ///          
<>================///---------------------------------///==================<>

Enemies: Kelolon
 -----   Dagger Bird
         Diacorn
         Cliffhanger
         Magic Pebble
         Magic Rock
         Big Owl
         Sarbella
         Man Eater
         Mad Sarbella
         Grilgan (Boss)

Important Items: Seed (#14)
 -------------   Ground
                 Knight's Code
                 Slot Seed
                 Seed (#15)
                 Seed (#16)
                 Barricade [Spell]
                 Seed (#17)
                 Seed (#18)
                 Search Glasses
                 Shield [Spell]
                 Novice Earings
                 Seed (#19)
                 Slot Seed
                 Aqua [Spell]

Upon entering the Ipsilon mountains, immediately turn around, take a few
steps backwards, and head over to a tree on your left and look for an icon
of the A button. Ram the tree for [100G] before continuing onward. There's
a savepoint on your right that you can use. Do that and take a few more 
steps, and you'll enter a "random" encounter against a couple of Kelolons.
It's not so much a battle as it is Jansen explaining how the GC bars works.
Just listen to him, and do the only command that you are allowed to 
(attack) until the battle ends. After, you'll be given the opportunity to
view a tutorial on how spells work. Take a moment to listen to it if this is
your first time playing, then walk forward and ram the tree that's ahead and
to the right for a [Seed]. Begin heading along the path in front of you.
You may get into a few random encounters, but there's nothing too bad
in the area. All of the enemies can be hit by Kaim and Seth for decent
damage, and Jansen can use Wind on the Cliffhangers the Diacorns. Flare
works well for the Dagger Birds. In the mean time, you should even find
yourself leveling up a few times.

Keep moving until you reach a fork in the path. Take a right, and you'll
come to two yellow pots. One contains the black magic spell [Ground],
which will greatly benefit you; Kelolons, as well as all other water-based
monsters are weak to it. The other contains a [Mana Herb]. With these
items turn around and head down the path to the left of the fork. Keep
your eyes peeled on the right side of the path for another tree that you
can ram, as doing so will net you two [Wind Seal Leafs]. After picking
them up, look for a path that extends off to the right. Walking along
this path you'll find another tree that you can shake. That one will drop
you a [Magma Fragment]. Once you're off of the path, however, turn around
and head south again. Looking at your map, you should see an alcove of
sorts that extends to the south-west corner of the map. Heading down this
path leads to a yellow pot that holds two [Antidotes], and a treasure
chest that contains a [Knight's Code]. If you then turn around, and
head south, around the rocks near the chest and pot, you'll find two more
pots. One holds a [Flare Bomb] and the other, a valuable [Slot Seed]
which you can use to allow yourself to set an additional skill on one
of your immortal characters. Lastly, just a bit south of the pots, is
another tree that you can ram. Do so, and a [Seed] will fall to you. 
That's about it for this screen, keep going forward until you reach 
the next one.

Walk forward until you come to a tree on the left side of the rocks.
Ram it for two [Magma Fragments], and take a right onto the grass. Over
there you'll find another tree that you can ram for a [Seed]. There's
also two pots over there. One contains the white magic spell [Barricade]
and the other contains a [Flare Bomb]. Take these items and head up the
path on your right. Ram the first tree you pass for [2 Whetstones], and
take a left at the top, heading towards the "curly" area of the map.
There's a tree down there, and when you ram it a [Seed] falls out. Once
you have it, keep moving north until you see some dialogue between your
three characters, with Jansen begging for a rest. When the scene ends
head into the house in front of you.

Inside the house there are a few things for you to pick up -- there's
also a save point that you can use to save your game. Do that, and then
check the pots laying around. One contains a [Seed], and another contains
an [Antidote]. The third and final pot contains some [Whetstones]. All
is not done in the room though; Examine the cabinet against the back
wall of the hut once to light the candle, and an item will appear on
the left side of the cabinet. The item, [Search Glasses], allow you to
see the HP and status of enemies. This is incredibly useful, and if you
don't get it here it will be a long time until you can get it elsewhere.
With the glasses, head upstairs and check out the bookshelf. Next, walk
past Jansen and look for the table bedstand that has a candle. Light it
just as you did the first one, and again an item will appear: the white
magic spell [Shield]. When you have everything, talk to Jansen and tell
him that you're ready to rest. You'll see a cutscene, and then you'll
wake up refreshed, and with full HP and MP. Head downstairs and walk
out the back door of the hut.

Run forward a few steps, starting your trek up the ridge. You'll see
a shiny object on the ground soon; grab it, it's a [Mana Herb]. Keep
going from there, and you'll be shown a cutscene where it starts to rain.
You'll also see a cutscene of what's going on back in Uhra. Once you gain
control of Kaim again keep moving ahead, along the ridge. You'll notice
that Kaim will begin to walk slower due to the wind, but keep going, you
are headed in the right direction. You'll only have to head a little ways
ahead before you'll unlock another dream. With the dream out of the way,
return to moving along the path ahead of you. Along the way you'll find
one rock that's covering a [Healing Medicine] in the middle of the path,
but there's nothing really important here. Keep moving; the next screen
is the mountain's peak. Though you'll want at least Kaim to be at level 14
before you head over there. There's a boss fight coming up there, and he
can be trouble if you're underleveled.

   [=-=-=-=-=-=-=-=]
   | Boss: Grilgan | HP: 1,660
   |=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Down Burst, Poison Claw, Wind                           |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: None          | Element: Wind                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Grilgan has a few really nasty attacks. One, Down Burst, can be a  |
   | real pain. It inflicts several hundred damage to all three of your |
   | characters; if you are unlucky enough to have him do this a couple |
   | times in a row, it will likely be deadly for you. Poison Claw is   |
   | also pretty bad. It does big physical damage -- well over a hundred|
   | for Kaim and Seth in the front row, but will then do even more at  |
   | the end of your turn -- and since he goes after you, that damage is|
   | essentially applied directly to the original attack damage. The    |
   | damage total for the first turn alone will probably be around 220. |
   | And even Grilgan's physical attacks aren't very pleasant... The    |
   | key here is to just damage Grilgan as much as you can, as quickly  |
   | as possible. The longer this fight goes on, the harder it will be  |
   | to win. So, right off the bat have Jansen cast Flare, and have Seth|
   | toss a Flare Bomb. Equip Kaim with a Bruiser Ring, and try your    |
   | best to land perfects so that you do more damage. Don't bother     |
   | wasting your turns healing. Just let the characters die. Jansen,   |
   | though a great damage dealer is not worth the effort to bring back,|
   | and the immortals will get themselves up after a few turns. You    |
   | just have to be a little bit lucky and hope Grilgan doesn't get too|
   | aggressive in the mean time. On the bright side he doesn't have TOO|
   | much HP. With three characters you should be hitting for 300-400   |
   | damage per turn, and even with two you should be getting 200-300.  |
   | Note though, that a lot of people claim this fight is really hard. |
   | If you absolutely can't seem to win, try leveling up to 15. That   |
   | will significantly improve your odds. Also, make sure that you have|
   | Crisis Attack Boost (learned from the Berserker Necklace accessory)|
   | on both Kaim and Seth. There's a very good chance that it will make|
   | the difference between winning and losing, in the end.             |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: Slot Seed                                                   |
   | Drops: Slot Seed*       * He won't drop one if you steal it first. |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

Once Gilgan has been slain, head to the left and use the save point that's
there to save your game. Head off screen to your left to reach the Southern
Slope -- you're now on your way back down the mountain, but on the other
side. Walk along the path until you reach the broken bridge. Now you won't
be able to cross it, but you can press the A button a few times to jump
from ledge to ledge on your right, and get to the other side of the canyon
that way. It should be mentioned that during this time you may come into
random encounters with some new enemies. Particularly, you may come into a
fight against a team of a Magic Rock and two Magic Pebbles. If such is the
case, have Jansen use Wind to knock out the Magic Rock first. See, the way 
it works, is that the Magic Rock comes pre-equipped with Barrier, Shield, 
and both Magic Attack and Defense enhancements; each of the Pebbles 
control one attribute of each type. However, the Barrier and Magic Defense
Up attributes aren't enough to keep it alive, and once it's out of the way
you can take as long as you like to kill the pebbles without wasting your
MP; they don't attack. If there is a Magic Pebble C, it's casting Earth
Mine on the Magic Rock, giving it a counter-attack. Use magic and you'll
be fine though. You may also encounter a Big Owl. He's big, but takes hits
like a chump and has a weakness to fire, so he's no sweat. There's also 
an enemy called Sarbella. It's just a regular beast that's weak to water.
Now you don't have Aqua yet, but physical attacks work well enough.

Anyway... Keep walking around the ledge until you're on the opposite side
of the rope bridge. There, take a moment to head up the hill that's in
front of you. There's a pile of boxes about halfway up, that you can knock
over with the A button to reveal a treasure chest. Open it to obtain the
[Novice Earings]. Once you have them, head to the Cart Track, by exiting
the screen to the left, from where the bottom of the hill is.

Walk forward towards the edge of the cliff upon entering the Cart Track
area. Grab onto the mine cart that's sitting there, and push it forwatd
until you can't anymore. You can then move over to the left, and knock the
mine cart on your left off the cliff to get a [Cold Water Stone]. Take your
item, then head down the hill on the left side of the platform your on.
Keep walking forward along that path until you come to anther mine cart.
Knock that one off of the platform for a [Seed]. Right after you've picked
it up, head off-screen to the north to reach the Mining Site. 

Walk forward after entering the site until you come to a wooden platform
with a ladder hanging from it (it will be on your left). Step onto this
platform and press the A button to descend the ladder. At the bottom,
immediately on your left, you'll see a stack of boxes blocking a doorway.
Ram them to knock them over and clear the way, then run through the tunnell
that you've opened up to reach a treasure chest that contains a [Slot Seed].
Once you've got the item, head back through the tunnell and run along the
platform to the right of where the ladder is. When you come to another
ladder climb down to the platform below. Further to the left you'll come
to yet another ladder. Again, climb down. There, you'll find a ladder to
the right; But don't climb down just yet. Head past it and look for another
ladder that goes up. Climb that one, to reach a wooden platform above.
There you'll have to hop across a small gap to reach a treasure chest that
contains the valuable [Aqua] spell. Take it and climb back down, returning
to the ladder that you skipped. At the bottom, There begin moving to the 
left until you come to a mine cart in the middle of the track. Grab it, 
and push it forward into the gap in front of it. You can then step onto
it and jump to the next platform with the A button. From there it's only
 a short dash ahead until you're out of the mountains.
 

In Summary: -> Face the two Kelolons in the tutorial battle.
 --------   -> Head north through the forest to reach the mountain hut.
            -> Speak to Jansen and tell him you are ready to rest.
            -> Cross the mountain ridge.
            -> Defeat Grilgan.
            -> Jump across the ledges to cross the canyon.
            -> Cross the Cart Track to reach the mining site
            -> Make your way through the Mining Site and leave the mountains.


<>==================///---------------------------------///================<>
                   ///  Grand Staff Construction Base  ///          
<>================///---------------------------------///==================<>


Enemies: None
 -----   

Important Items: Turn-Tail Shoes
 -------------   Seed (#20)
                 Poison [Spell]

Upon first entering the construction base you'll find yourself tossed into
a conversation with a worker of the site. After some smooth talking by your
team you'll be allowed onto the base. Now all you actually have to do to
gfet to the next area is take a left and exit the base to the south. If you
do that, however, you'll miss a chance to pick up some items -- even get
some nice new weapons. Now let's assume you do want these pick-ups; head
up the ramp to the north. There you can either head right to reach the first
Pipot (the creature that rewards you for Seeds) in a yellow pot, but you
don't yet have 20 seeds. So just take a left for now. This will take you to
the roof of a building. You can clearly see a ladder in the middle, but it
is blocked off. You're going to have to fix that.

Talk to the first guard that you see there, and then run ahead and take a
left at the corner of the wall of crates. Wait for him to just pass the
yellow boxes as he walks away, then quickly run past him and grab the box
that is beyond where he was standing. Grab onto it, and drag it backwards
as far as it will go. If you take to long to do this the guard will catch
you, but you can always just try again (things will be easier with each
subsequent tries, as well, because the box will be where you last left it.)
Now head to the opposite side of the area to where there's a second guard.
To start with, just head past him and peel the poster of the wall for a
quick [100G], then wait until the first guard is back in his original spot.
Now this is going to be the tricky part: Run to the first guard and talk to
him, then immediately run to the second guard. Then, quickly  run back to
the first one again, and talk to him as he's walking to keep him from
reaching the corner. After a couple of seconds press A to end the dialogue,
then run back to the second guard and head past him. Run into the center of
the wall of boxes and push the second crate in there as close as you can
to the first one before you get cought. You'll then have to talk to both
guards again to get back to the center; but the difference is with both
boxes already pushed out of your way, you'll be able to reach the ladder
in the center of the floor. So, climb down into the building.

Inside you'll find a couple of gold pots, and a few site workers. Start
by checking the pots, to get a couple of items: [Turn-Tail Shoes] and a
[Seed]. You can then talk to the worker standing over on the left side of
the room. He's selling some items, and some of it is really good stuff.
He sells a Lightweight Saber, which is a sword better than both the one
Kaim and Seth have, so make sure to buy two of them -- unless you have 
all 20 seeds possible to obtain so far. You can get a really nice sword
from the Pipot for turning them in on the right side of the town now.
There's a Saint Rod for Jansen as well, but you don't need it since he's
not a physical attacker. He sells an Antidote Brooch, which you can use 
to become immune to poison. You may find that useful. Also, in addition 
to some components for ring assembly, this guy is selling the Shield, 
Barricade, Aqua, and Ground spells just in case you missed any of them.

                 Black Market Distribution Service Inc.
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Flare Bomb .................. 100G
                   Ground Bomb ................. 100G
                   Healing Medicine ............. 40G
                   Mana Herb .................... 60G
                   Wind Bomb ................... 100G
          Weapons: Lightweight Saber ........... 500G
                   Saint Rod ................... 550G
      Accessories: Antidote Brooch ............. 280G
                   Hawk Eye .................... 270G
                   Knight's Code ............... 270G
                   Novice Earrings ............. 300G
                   Platinum Gauntlet ........... 270G
       Components: Cold Water Stone ............. 30G
                   Magic-Luring Stone ........... 30G
                   Magma Fragment ............... 30G
                   Quality Iron Sand ............ 30G
                   Sticky Tape .................. 20G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G
           Spells: Aqua ........................ 220G
                   Barricade ................... 200G
                   Ground ...................... 220G
                   Shield ...................... 200G
                   
When you're done shopping head up the stairs to reach the next
room. There you'll see two crates. One at a time, push them out of the way
to create a path to the room in front of you. This is the room reachable by
the building's front door. In other words, you now have a shortcut to the 
shop that you can use if necessary. Don't keave just yet, though. There
are two more yellow pots to open in this room. One contains the [Poison]
spell, and the other contains [3 Hard Skins]. Once you have those items,
you can leave. There's another building you can check out to the south, but
there's nothing important there. When you're ready to move on, leave the
base via the southern exit.
                   

In Summary: -> Exit the base to the south.
 --------   

<>==================///---------------------------------///================<>
                   ///            Sea of Baus          ///          
<>================///---------------------------------///==================<>


Enemies: Reef Worm
 -----   Floating Fish
         Aqua Sphere
         Mad Carpace
         Granshaker
         Magic Insect
         Numara Soldier
         Numara White Magician
         Bogimoray (Boss)

Important Items: Treasure Glasses
 -------         All-Shield [Spell]
                 Seed (#21)
                 Yellow Band
                 Seed (#22)
                 Seed (#23)
                 Slot Seed
                 Apprentice Earrings
                 Sage's Protection

As soon as you enter the area take a sharp left and head down the path
towards a watchtower that's there. At the base you'll find a save point that
you can use, but more importantly you'll find a pair of [Trasure Glasses]
which can be used to reveal the items that an enemy is carrying. With
them, head north from where you entered the area, and cross the bridge to
reach a beach area. On the left side of the beach you'll find a large clam
that you can kick; you'll be rewarded with a Healing Medicine. Also note
that at this time, you'll start encountering random battles. There are a
lot of Reef Worms around, which are basic enemies susceptible to Ground
magic. The only thing that's tricky about them is that they come in groups.
They aren't a big problem though. With a bruiser ring, you should be able
to drop them in one hit -- and if not, you will be able to by the time you
leave the area -- and the same goes with Jansen's Ground spell. You may also
see some Floating Fish or Aqua Spheres. They aren't too tough either. Just
don't be fooled by the Aqua Sphere's appearence. If you've played Final
Fantasy you'll notice they look really familiar. They're  actually not all
that weak against magic though. Physical attacks will work better. So let
Seth and Kaim take them out while Jansen focuses on the Floating Fish. 
There are also Mad Carpaces. They're big, but actually not hard to beat;
A few attacks and a ground spell will take them down on your first turn.
They just have a decent physical attack, and can hit you for greater 
damage if they use their Downswing ability. The final possible enemy,
which you'll most likely see in the later areas of the Sea of Baus, is a
Granshaker. They don't take damage too well, but they make up for it by
having over 700 HP. It will take a couple of physical attacks and a 
Ground spell to drop one, and in that time they may get some damage in
on you.  Still, you can take them.

Keep heading forward and cross the bridge that you come to and head down
the path to your right on the other side. Doing this will bring you to a
clam that contains [4 Sticky Tapes]. Head back to the bridge and take a
left, next. You'll find a machine over there that is glowing yellow. If
you touch it while it's glowing, you'll be tossed into a battle. Not only
that, your enemy will get a free turn at the start of the battle. The goal,
however, is to examine the machine when it's safe. That will earn you 
[3 Insect Innards]. Back on the bridge, you'll find a treasure chest 
containing the white magic spell [All-Shield]. Open that, then ram down 
the deteriorating door to the right of it to open the path forward. The 
next screen can be reached by walking forward from there.

Begin following the winding trail of sand in front of you, until you come
to a clam sitting on the ground. Pop it open for a [Seed], then keep
moving until you reach water. Instead of turning to the right, step across
the water to find another glowing machine. When it's safe, ram it and you
will get a [Yellow Band]. Walk to the right, past the rock in the water
to reach the next sand bank and you'll find another machine on your right.
You can ram it for an [Anti-Paralysis Herb]. Walk across the next few
isles of sand in the water to reach a clam containing a [Mana Herb], then
head between the two large rocks on your right to reach the next screen.

You will immediately notice a whole bunch of glowing machines in the area,
and not much else. The very first one in front of you contains a [Seed].
In the others, scattered around the area, you'll be able to find all of
the following items: [Anti-Paralysis Herb], [Power Drink], [Seed],
[Angel's Plume], [Slot Seed], [Apprentice Earrings] and a [Ground Bomb].
With all of the machines knocked over, and all of the items plundered,
head to the next screen. There you'll find a whole bunch of stairs, a
treasure chest to the left of them that contains [4 Pumice of Despairs],
and a save point at the top. There's also a treasure Now, to be honest,
you'll want to save your game and turn the console off. Why? Because when
you reload your save, you will have full HP and MP, and trust me, you are 
going to want it for the upcoming battle. You'll also want to get
Anti-Paralysis on one, if not both, of your immortals, and then equip your
Yellow Band to Jansen. If you really don't want to wait for both immortals
to learn it, just use the enemies in the area to help one do so -- it really
will make all the difference. You can face the Magic Insects that appear on
this screen to get the SP that you need. They're only worth 1 a piece, but 
they're very easy to beat, because they like to waste turns using their 
Charge ability, and that's really not useful to them. See, ahead you'll see
them in the boss battle and they'll use this ability to the boss's benefit.
But on their own, it's no good to them.


   [=-=-=-=-=-=-=-=-=-=-]
   | Boss: Bogimoray x2 | HP: 1,830 each
   |=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Absorb, Para-Flare                                      |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Organic       | Element: Fire                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Ideal preparations for this battle: Yellow Band on Jansen (A MUST) |
   |                                     Lv 2 White Magic on Seth/Kaim  |
   |                                     Guard Heal on Seth/Kaim        |
   |                                     Anti-Paralysis on Seth/Kaim    |
   |                                                                    |
   | The fight will start with one Bogimoray and a bunch of Magic       |
   | Insects fighting along side it. Each turn the Bogimoray will use   |
   | Absorb to gain energy from the Magic Insects. If the Magic Insects |
   | spend their turn to attack you or use Force, consider yourself     |
   | lucky. If they use Charge Magic, that's not so good. See, when the |
   | Bogimoray absorbs them, he gains significantly more energy from    |
   | the Magic Insects that have charged themselves; and if the big guy |
   | fills his Draw MP metere, shown in the upper-left, he'll hit you   |
   | with Para-Flare, a vicious move that damages and paralyzes all of  |
   | your party members (if they have Anti-Paralysis it only does       |
   | damage.) The best way to handle him is to follow the old phrase of |
   | 'the best defense is a good offense; Have Kaim and Seth attack him |
   | each turn while Jansen repeatedly casts Aqua. This should allow you|
   | to have him down in two or three turns. The fight will not be over |
   | yet though. A second Bogimoray will appear already with a full     |
   | Draw MP meter. Because of this, you may want to have one of your   |
   | party members use Zephyr to restore your team's HP before you take |
   | down the first Bogimoray. On your first turn with the second       |
   | Bogimoray, have Seth and Kaim, on the front line, use Defend. If   |
   | you have Guard Heal as a skill, all the matter. You'll gain some   |
   | HP. Jansen, on the back line, have just use Aqua. Seth and Kaim    |
   | should take 150 to 200 points of damage, while Jansen takes less   |
   | than 100 due to your GC. As soon as you make it through Para-Flare,|
   | use Kaim and Seth to cast Zephyr and heal your party up. You don't |
   | want to make Jansen do it, because by using Aqua, he is your       |
   | heaviest hitter. Now on its next turn, Bogimoray may use a second  |
   | Para-Flare; it just depends on whether or not enough of the Magic  |
   | Insects have used Charge Magic. If he hits you again your party's  |
   | HP will be really low. The good thing, however, is that all of the |
   | Magic Insects will then be out of their charge. So again, have     |
   | Seth and Kaim use Zephyr while Jansen casts Aqua. Once you find    |
   | yourself safely in a position where you have HP and there is no    |
   | Para-Flare coming the next turn, you can have them physically      |
   | attack. With two physical attacks and an Aqua, you should be able  |
   | to hit at least 650. So when Bogimoray's HP gets low, just go all  |
   | out on him. This battle can be one of the most difficult in the    |
   | game. There's a lot of luck involved. If all of the Magic Insects  |
   | choose to charge at once before the Bogimoray's turn, you're       |
   | screwed -- it will probably fill his Draw MP bar. On the other hand|
   | if they don't charge at all, the Bogimoray will take many turns to |
   | fill the gauge. So long as you can keep Jansen alive, though, the  |
   | battle will be in your favor, and thankfully Seth and Kaim do a    |
   | good job of shielding him from Para-Flare -- at least for the first|
   | couple of times. It may take a couple of tries, but you'll be able |
   | to beat the Bogimorays with this strategy at level 16 or so. Note  |
   | that you don't have to defeat the Magic Insects to end the battle. |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the fight ends, Seth will tell you to check around for damages on
the Grand Staff. Well before you do that, open the chest to your right for
a [Sage's Protection]. Once you have it, head to the lower-left corner of
the area and approach the large pipe. Look for an area that you can examine,
and press the A button. That's one of the three areas you have to check
down. Head to the exact opposite side of the area, and look for another
large pipe that you can examine: that makes two. Step onto the bridge, and
you'll find a glowing blue sphere. Step into it to restore your HP and MP;
do NOT forget to do this! The final pipe to examine is on the bridge. If
you examine it (or you wander around and don't examine it for a long enough
period of time) Seth will call over to you. After a cutscene you'll find
yourself tossed into another battle. And that's precisely why you should
have healed your HP and MP.

The battle starts off with you at a big disadvantage. There are five
soldiers, and then a magician that casts Shield and Heals. The soldiers
don't have high attack, but the number of them makes it collectively
damaging. The key is to focus on one at a time. Each turn have Seth and
Kaim attack the same soldier while Jansen casts Flare on him. You'll see
one die every turn. After the first round of turns, however, you'll see
a cutscene interrupt the battle. After that, every few turns some arrows
will rain on your party doing between 50 and 120 damage to all of your
characters. Because of this, when you are down to 3 soldiers, have your
characters all use Zephyr to get your HP up. You can then return to
beating down your enemies. Just make sure to target the magician on the
second to last turn; you don't need to beat him for the battle to end, but
if you don't beat him you won't get the Circlet accessory that he holds.

When the battle ends, you'll see some more cutscenes, only to find yourself
locked in a cage. Run around fopr a bit (you may have to press the A button
against the sides of the cage as well), and Kaim will recall a memory.
Check it out, then press the A button to start a conversation with Jansen.
You'll then get a visit from the general, and you'll hear more dialogue.
Afterwards ram the cage with the A button. You'll then be given the chance
to switch characters to either Jansen or Seth. They can ram their cages
as well, but it won't do any good. There's nothing you can do. Just switch
to Kaim, ram the door and select "Nevermind," and then wait it out until
the dialogue starts up again. After another few cutscenes, you'll find 
yourself on the large ship, the White Boa. Unfortunately, isntead of riding
first class you're locked in a prison cell.

In Summary: -> Cross the bridge to reach the beach area.
 --------   -> Ram the old door on the crashed ship to reach the next area.
            -> Follow the winding path and haed to the next screen.
            -> Head north to reach the crater, and climb up all the stairs.
            -> Defeat the Bogimorays.
            -> Examine the leaky pipes at Grand Staff.
            -> Defeat the Numara soldiers.
            -> Proceed through the scenes of dialogue at the Troop Camp.


<>==================///---------------------------------///================<>
                   ///          The White Boa          ///          
<>================///---------------------------------///==================<>


Enemies: Numara Soldier
 -----   Security Eye
         Guard Beast

Important Items: Paralyze [Spell]
 -------         Slot Seed
                 Angel's Plume

After the initial dialogue spoken upon waking up, you'll be given control
of Jansen. Approach the cell door and press the A button to knock out the
guard. When he wakes up he'll be highly confused, and after some smooth
talking by Jansen he'll let you out of the cell. When you're free, walk to
the end of the hallway and use the save point that's there to save your game.
Walk through the door, and down the hall in the next room. You'll be told
that you're going to have to be sneaky and not get cought in this section;
if you are, you'll be sent all the way back to the brig again, and that's
no fun.

Anyway wait for the first cypher to head down the hallway away from you,
then run past it. Head around the next corner and kick the metal canister
that's on the ground to distract the second cypher, than run past it,
around the next corner. There, you'll find a computer panel on the wall.
Press it to open the doorway in front of you, granting you access to a
chest containing the black magic spell [Paralyze]. Just around the next
bend you'll find another cypher flying back and forth. Wait for it to
reach the point closest to you, and then as soon as it turns around run
past it and get near the computer terminal. When the cypher flies past the
metal door ahead, press the A button to shut the door on it, locking it in.
You can then run forward and press the computer terminal next to that door
to open the path forward in front of you.

Walk through that door, and you'll find yourself with two directions to
go in: north or south. Well, the southern path leads to a dead end. So
head north. This leads to a path with a red tile on the floor. While this
one isn't dangerous, red panels beyond this one will set off an alarm if
you run; you'll have to hold B to walk quietly over them. Walk towards the
end of the path to reach a ladder. Climb it and press the button that you
find on top. Doing this will drop a ladder to just outside of the brig.
In other words now if you get cought you'll have a shortcut back to
where you are now. Anyway, climb back down the ladder leading to the red
tile, and walk through the door just in front of it. You'll see a guard in
there, but don't worry. Just walk for.

You'll see a cutscene where you find out the guard's actually asleep! Hold
B to walk over the red tiles in front of him, and you won't be cought.
After you are safely across, look for a computer terminal on the wall, and
press it. This opens the door that's on your right. Inside the room that
you open is a treasure chest holding a [Slot Seed]. Once you have it, head
south around a pile of boxes when the cypher ahead is facing away from you.
Climb the ladder to reach the catwalk above. There you can walk along
normally until you come to some red tiles. Hold B to walk silently across
them. Do the same for the rest of the red tiles that you come to on the
catwalk. When you finally reach the opposite side, there will be a computer
terminal that you can access, causing a ladder to drop down on your right.

Climb down, and hug the wall on your right, looking for a red switch that
you can press. Press it, then head back to your left so that you can clearly
see the cypher in the area. Wait for it to turn away from you, then be
quick, and run to the second ladder and climb up to the catwalk above.
Walk along it, and the ladder to your right will drop, allowing you to
quickly return to the door that you just unlocked -- well, almost unlocked.
Climb down, and press the button next to the door that's lit up. THAT will
unlock it completely, allowing you to pass through. Walk through the door
and press the button on the middle of the elevator, and you'll be taken
to another level of the ship -- an area of the ship at which location your
weapons will be returned to you. 

You'll also be immediately thrusted into a battle with some soldiers.
They have the same attack as those found at the Crater Island outside of
the Grand Staff, but they have less HP. There's also only two of them, so
you should have no trouble taking them out. After you do that, head around
the water to your left, and step onto the bridge that passes over the pond.
There's a chest on this bridge that you can open for an [Angel's Plume].
You can then save your game by using the save point just to your lefty.
Keep in mind that at this point, however, random encounters will start to
occur. You'll probably encounter some Security Eyes. They will draw either
Numara Soldiers or Guard Beasts into battle. Now they go down very
quickly with physical attacks, but don't even try magic; it does minimal
damage, and will actually increase their GC. The Guard Beasts which may
come to their aid are just regular enemies. The trick is not to focus on
them though. If the enemy's GC is zero, attack the Eye. The battle will
not end if you allow them to live, because they'll keep calling for thei
reinforcements. Anyway, once you've saved make your way to the doorway in
the back of the garden. After several cutscenes you'll find yourself
controlling Jansen inside the queen's chambers.

Approach Queen Ming and you'll see a cutscene. You'll then see what's
going on outside of the room with Kaim and Seth, and before you know it
you'll be being pursued! Head back towards the entrance of the room, and
listen to the general from through the door. When he's done, run back
towards the center of the room, and take a right circling around the center
platform. This will take you to a stairway. Descend to reach a different
part of the engine room. Now you shouldn't mess around too much down there
because there are still random encounters, and you only have Jansen in
your party. So isntead of screwing around just head to the room to the
north of where you are. A moment after you enter you'll see another chain
of cutscenes. By the time the dust has cleared, you'll find yourself in
the Free Ocean State of Numara.
 

In Summary: -> Escape the brig by throwing Jansen's pearl at the guard.
 --------   -> Make your way through the engine room, avoiding the machines.
            -> Cross the garden and examine the large door.
            -> Approach Queen Ming.
            -> Try to leave the room through the main door.
            -> Head to the engine room through the emergency staircase.
            -> Enter the room to the north.


<>==================///---------------------------------///================<>
                   ///         City of Numara          ///          
<>================///---------------------------------///==================<>


Enemies: None
 -----   

Important Items: Seed (#24)
 -------------   Seed (#25)
                 Seed (#26)
                 Slot Seed
                 Seed (#27)
                 Seed (#28)
                 Seed (#29)
                 Seed (#30)
                 Seed (#31)
                 Seed (#32)
                 Seed (#33)
                 Seed (#34)
                 Slot Seed
                 Seed (#35)
                 Mana Earrings
                 Seed (#36)
                 Seed (#37)
                 Shine [Spell]
                 All-Barricade [Spell]
                 Mimint Ear
                 Seed (#38)
                 Large Balloon
                 Model of Gondola
                 Doll in a Dress
                 Kelolon Earrings
                 Seed (#39) 

Once all of the scenes end, you'll be in the lobby of an empty palace.
Step outside and take a breath of the Numaran air; and more importantly,
take a few steps over to the left and save your game. Now it needs to be
mentioned before this guide goes any further: Numara is a huge area. It
has more sidequests than any other area in the game by far. Not all of
them can be accessed yet, but a lot of them can. There are a LOT of little
tasks that can be done to get you some prizes. These are covered in this
section, making it quite long. All you REALLY have to do is head to the
south of the White Square and leave. If you do that, however, you'll be
cheating yourself out of many good items.

Anyway, as far as the complete combing of the city goes...  Start by walking
to the left of the save point that contains [5 Frontier Siderites], and a
pot on the opposite side of the palace that holds [100G]. On the very far
left and right sides of the palace stairs you'll find small shrubs with red
berries that you can examine. The one on the left holds one [Seed], and the
one on the right holds a second [Seed]. Head to the south and go down the
stairs, but before you leave the area check the final remaning pot; it's 
in the corner farthest to the right, and it holds [5 Sun Crystals]. After
grabbing them, head off-screen to the south. This will bring you to 
Numara's White Square.

Immediately after entering the area, check the wall on your right looking
for a vine with a red berry on it. Check it with the A button for another
[Seed], then head south into the main area of the square. In the square,
walk to the right and look for a young cat-like girl. She'll first ask you
if her ears are weird looking. Lie to her and say "not really." Answer
"sure" for her next question, and she'll begin to run away... very slowly.
Chase her and speak to her again, and she'll award you with a [Slot Seed].
Once you have that, pick a berry off the vine behind where she was standing
for a [Seed], then head over to the left side of the area, near the push-
cart. Check the two pots on the ground in front of it for an [Aqua Bomb] and
[10G]. You should then enter the inn, which is to the right of where you
first entered the square.

On the first floor of the inn, there's a glowing plant on your right that
you can examine for an [Anti-Paralysis Herb]. There's another one to the
right of the main desk that is hiding a [Seed]. There's one more [Seed] in
the glowing plant on the opposite side of the desk, and there's a blue pot
that contains an [Angel's Plume] by the stairs. Once you've plundered the
first floor, head upstairs and check the first pot you see for a [Healing
Herb]. There's another pot on the far right side of the hallway that will
give you [6 Whetstones]. In the hallway leading to the rooms you'll find
two more pots. One of them has [100G], the other, [5 Waterfall Clusters].
With the halls cleared, start going into the rooms, checking the glowing
plants and the cabinets that you find for a bunch of items. All of the
following is available: [Seed], [Ground Bomb], [10G], [6 Guardian Ores], 
[5 Sticky Tapes], [Mint Powder], [Mana Capsule]. Consider using the six
Guardian Ores to refine a Bruiser Ring Ultra from one of your Bruiser rings,
then head back downstairs and leave the inn. Outside of the inn, head up
the stairs directly to your right to reach another section of the city.

Head forward until you reach a wall as soon as you enter Main Street. You
will reach another vine on the wall that has a [Seed] on it. You'll also
see the cat girl again. Speak to her and tell her that you'll play with
her. This time it will be hide and seek; she'll run off to hide. Don't
worry about her yet, you'll find her later. Head over to your left and
speak to the girl on the boat, to find out that she can't find her date.
You'll help her later. For now, head back up the stairs and enter the
building closest to you. Check the pot to your right after entering for
a [Healing Herb], Talk to the "Business-Obsessed Hocke" who's in the
middle of the room, and he'll grant you access to his shop; that's good,
because we'll be passing by it soon. With this new information, leave the
building, heading around to the right of the building. There you'll spot
another vine holding a [Seed] on the building's wall. Pluck it, then motion
to cross the bridge in front of you. Halfway across, Kaim will become
distracted, and recall another dream.

The first building you see upon crossing the bridge is Ninn's Boutique.
Enter, and check the glowing plant on your left for [10G]. The plant on
the opposite side of the store is the home of a [Seed]. To the right of
that plant is a man blocking the back door. Try to enter the room, and he
will stop you. If you spoke to the man back in the previous building you
will be given the opportunity to tell him the password, and earn access
to the back room -- the only area of the store that actually has items for
sale. There's also a ring assembler back there. He'll allow you to
customize advanced rings for free if you have the components. Really do
consider the Herculean Ring, as its very useful at this point of the game.
Anyway, the rings available by him, and the items sold by the man in the
back of the shop are as follows:

                       Travelling Ringmaker Trace
                 o------------------------------------o
            Rings: Fire-Powered Ring (Flame Ring + Bruiser Ring)
                   Water-Powered Ring (Aqua Ring + Bruiser Ring)
                   Wind-Powered Ring (Wind Ring + Bruiser Ring)
                   Earth-Powered Ring (Earth Ring + Bruiser Ring)
                   Soul Ring (Osmosis Ring + Bruiser Ring)
                   Turtle Ring (Piercing Ring + Bio Ring)
                   Flying Beast Ring (Beast Ring + Aim Ring)
                   Herculean Ring (Bruiser Ring + Anger Ring)


                            Ninn's Boutique
                 o------------------------------------o
          Weapons: Force Staff ................. 810G
                   Steel Sword ................. 750G
      Accessories: Alarm Clock ................. 480G
                   Antidote Brooch ............. 280G
                   Apprentice Earrings ......... 500G
                   Circlet ..................... 450G
                   Knight's Code ............... 270G
                   Light Lens .................. 410G
                   Platinum Gauntlet ........... 270G
                   Sage's Protection ........... 280G
                   Search Glasses .............. 210G
                   Treasure Glasses ............ 440G
                   Turn-Tail Shoes ............. 280G
                   Yellow Band ................. 450G
       Components: Cold Water Stone ............. 30G
                   Insect Innards ............... 25G
                   Magic-Luring Stone ........... 50G
                   Magma Fragment ............... 30G
                   Quality Iron Sand ............ 30G
                   Sticky Tape .................. 20G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G

When you're done shopping, head back outside and enter the
alleyway to the left of the shop. There's a [Seed] on the vine on the
southern corner of the wall on the right, and another [Seed] on the vine
on the opposite wall. Take them both, then climb the ladder that's at the
end of the alley. Run across the bridge that extends across the roof tops
and descent the next ladder that you come to reach a treasure chest. It
contains a [Slot Seed]. Take it then make your way back to the alleyway
and walk past the next two buildings; don't go in the front door yet.
Instead, enter the next alleyway. There you'll find a branch with another
[Seed] on it, as well as the side door to the building. Enter it, and you
will find the cat-girl again. Speak to her, and after some dialogue she
will give you [Mana Earrings] and disappear again. Check the bookshelf
for a [Wind Bomb], and then all three of the drawers of the desk on your
right for [100G], a [Seed], and [5 Gale Wings], respectively. Once you
have all of this, head out the back door to the shop. There you'll find
a man on a boat. Talk to him twice, and you'll tell him about how his
girlfriend is waiting for him, and he'll reward you by bringing you a
trasure chest that contains the white magic spell [Shine]. Now that
you have that you can head through the building to reach the front room,
where they sell stuff. Buy what you need -- specifically the [All-Barricade]
spell that you do not yet have.

                            Nalia's Item Shop
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Eye Drops .................... 20G
                   Flare Bomb .................. 100G
                   Ground Bomb ................. 100G
                   Healing Medicine ............. 40G
                   Kelo-Vitamin ................. 30G
                   Mana Herb .................... 60G
                   Mint Powder .................. 25G
                   Smelling Salts ............... 35G
                   Wind Bomb ................... 100G
           Spells: All-Barricade ............... 300G
                   All-Shield .................. 300G
                   Aqua ........................ 220G
                   Barricade ................... 200G
                   Ground ...................... 220G
                   Paralyze .................... 330G
                   Poison ...................... 330G
                   Shield ...................... 200G

Back on the main street, head back to the girl that is in the boat to
see that she is now with her boyfriend. Talk to her, and she'll bring you
a chest with a [Mimint Ear] inside as a way of saything thak you. Once you
have opened the chest, head back to Nalia's Item Shop, and head down the
stairs in front of it. When Kaim overhears the people there talking he
will remember another memory, unlocking a dream. Once you're done with it
head off-screen to the left to reach Canal Street, another area of the
city.

Take a right at the first chance you get to reach the entrance to a house.
There's a pot in front of the door that you can probe for a [Mana Capsule]
before you enter. Inside the home, you'll find a pot containing [5 Sticky
Tapes] and a glowing plant that contains [Mint Powder]. In one of the back
rooms, there's another plant. That one has [3 Mysterious Perfumes] on it.
In the second backroom there's a [Healing Herb], lodged inside a blue pot.
In that room you can also open too of the dressers drawers. Doing that will
net you [10G] and [4 Seed of Terrors]. Before leaving the house, talk to
the man at the kitchen table. He'll ask you to bring him Crystal Fragments.
You don't have any yet, but you will later on -- so just remember where
he is. For now, just leave the house and save your game by using the save
point that's in the middle of the street.

Cross the bridge, and look for a bush on the right side of the road that
has a berry you can take. You guessed it -- it's a [Seed]. Take it down,
then run forward and talk to the group of kids standing in the corner of
the marketplace. Tell them that you wish to join their club, and they will
hide three treasures, and demand that you find them. Ok, that's easy enough.
The [Large Balloon] is a shiny object on the ground in front of where you
just picked a seed from. The [Model of Gondola] is next to the tent under
the bridge. The [Doll in a Dress] is on the ground in the middle of the
marketplace area. Once you have all three, speak to the children again
(one at a time), and they'll reward you with [Kelolon Earrings]. As soon
as you have this item, turn around and head towards the center of the
marketplace again. Kaim is going to unlock another memory.

When the memory ends, walk forward and look for a house on your left that
you can enter. Inside you'll find a pot containing a [Healing Herb], and
a shiny object on the table that will turn out to be [Blinding Powder].
There is another pot in the kitchen; you'll find [4 Insect Innards] in it.
Open the door to the right of the kitchen to reach another room. Open the
cabinet inside for [100G], and slide open the drawer next to it for another
[10G]. In the living room you can check out the books on the shelf for a
short story, or you could just leave. At that time, you can begin heading
north, towards the next bridge. Check the pot on your left for [10G] before
you cross it, and pull a [Seed] from off of a hanging branch on your left
just after you cross it. Walk into the small paved area just past the
hanging branch to find a pot with [5 Poisonous Bones] inside. Take them,
then head forward and enter the next house on your left.

In this house there are a few books that you can read on the shelf. More
usefully, there's a [Mana Herb] in a pot that's in the kitchen. Head
through the blue door on your right to reach another room. In there you
will find a pot that holds [4 Mighty Carpaces], a dresser drawer that
holds [10G], and a cabinet that holds a [Flare Bomb]. With the house
plundered, exit back to Canal Street. Head north and exit the screen.
That will bring you to Port Numara. The area is closed off for the most
part. All that you can do there is save your game, and then head to the
left, bringing you to the Ghost Town.

In Summary: -> Leave the palace and walk to the White Square.
 --------   -> Explore the city (Main Street, and Canal Street).
            -> Head from Main Street, to Canal Street, to Port Numara.
            -> Enter the Ghost Town.


<>==================///---------------------------------///================<>
                   ///            Ghost Town           ///          
<>================///---------------------------------///==================<>


Enemies: Numara Soldier
 -----   Numara Cavalry
         Mud Puppet
         Roxian

Important Items: Seed (#40)
 -------------   Slot Seed
                 Kelolon [Spell]

In the ruined area you enter, move forward and take a right, then head 
north into the walled off area. You'll find a treasure chest that contains
[5 Sandman Seals]. Head out to the right side of that building and go north,
and you will soon enter a cutscene of Kaim and the others meeting two small
children, whom you will come to know as Cooke and Mack -- two soon-to-be
members of your party. The calm scene will soon be interrupted by an attack
by some soldiers, though. It's not horrendously difficult, but if you aren't
careful it's definitely possible to lose. The soldiers are a little tougher
than the ones you've met so far, and they come with two Numara Cavalries
as well. Focus on one at a time, having both Seth and Kaim attack the same
target, while Jansen casts magic. If you bought two Steel Swords from
Ninn's Boutique in Numara, Seth and Kaim may finish a target off on their
own (they have 300HP), allowing Jansen to hit another one with his magic,
giving you a good head start. Have Jansen stop and use Zephyr if your
party members' HP drops below 200; the Cavalries have an attack called Rush
that does damage in the high 100s. They're the larger concern, but the
thing is, they're in the back row so you can't get them until you take out
some of the soldiers first. If you don't mess up too much with the ring
targeting system though, and you land some perfects, the battle should
prove to be quite possible.

When the fight is over and the soldiers run off, Cooke and Mack invite you
to their home, offering to lead the way. So, head forward to reach the
main path again. Before you head north though, head over into the yard on
your left. There, next to the well, you'll find a pot. Examine it to obtain
a [Kelo-Vitamin], then follow the main path some more. Not far ahead, you
will have access to another yard on your right. Under one of the stone
structures is another pot. Check it out for [4 Hard Skins]. Once more, go
to the main path and head north. This time, keep moving until you reach
the next screen. Head left to reach Cooke and Mack's house, but don't go
inside just yet. Head over to the right side of the house and probe the
blue pot that's on the ground for a [Seed]. Now, if you're keeping track
and getting them all, that's number 40. There's a brown pot in front of
the children's house that has a Pipot inside it; he'll reward you with an
[Earth Charm] for giving him 40 seeds. You're still not ready to enter the
house though. Head to the right of the blue pot where you got the seed
into the next yard and check the pot that's there. That will earn you a
[Mana Herb]. You can then head past the broken stone fences to reach the
yard in the very back of the house. There you'll find a chest containing
a valuable [Slot Seed] -- awesome. Take it, and NOW you can go back and
enter the house.

Approach the bed on the first floor of the house to meet Cooke and Mack's
mother (and yes, I know how weird and inappropriate that sounded, but it
is what you have to do.) Anyway, the cutscene you'll be shown is an
important one, so don't skip it. After it ends, you'll gain temporary
control of Prince Tolten, way back in Uhra. 


- - - - Uhra - Amphitheater in the Sky - - - - - - - - - - - - - - - - -
Because it's so brief, I will not give it another section. As Tolten, walk
forward until you see a short cutscene. Shortly after it ends, you'll be
surrounded by some monsters. It's no use running -- just bump into one
so that the fight begins. As Tolten you shouldn't have too much trouble
ending this one. Use his skill, Cut Down to attack all of them at once.
Most, if not all of them should die, allowing you to just finish them off
in the following turn. See, this fight is more to progress the plot. You
aren't actually supposed to be challenged by it. Once they've been whiped
out, you'll be encountered by chairman Roxian. Before Tolten knows what is
going on, he'll be tossed into a battle with him. It's not much of a boss
fight, so I won't list it as such... but it's not really a normal fight
either... You'll see what I mean. You'll have to spend your first three
turns using "Inquire", while he spends his turns casting the elemental
spells on you... yeah, that's not nice, considering your HP is going down
during this period. Still, it will only take two Power Hits to bring him
down, so you're not in any danger. After the fight you'll see a cutscene
that's rather interesting, and then you'll be returned to the Ghost Town.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The Funeral Director will arrive and tell you that you need to collect the
needed materials for Lirum's sending: you'll need 10 flowers, and 10 branches
for which to use as torches. First, you'll take control of Cooke, who is
going after the flowers. You're after the big white ones. Their locations
are as follows:

 -> 1) In the yard on the right of the house.
 -> 2) In the yard behind the house.
 -> 3) In the very back yard behind the house.
 -> 4) Touching the right side of the house.
 -> 5) In the City of Ruins area: in the first yard you see on the right.
 -> 6) In the City of Ruins area: in the first yard you see on the left.
 -> 7) In the City of Ruins area: in the area beyond the well.
 -> 8) In the City of Ruins area: in the area beyond the well (off to the left.)
 -> 9) In the City of Ruins area: Pass under the archway that's beyond the well.
 -> 10) In the City of Ruins area: On your first left, if you were coming from
        the Port of Numara entrance, in the small yard.

Once you have all of the flowers, run back to the house and speak to the
funeral director. You will then be given control of Kaim, and told that you
need to gather the branches. The location of the branches are as follows:

-> 1) In back of the house and to the right.
-> 2) In the yard on the right of the house.
-> 3) In the yard behind the house.
-> 4) In the very back yard, behind the house.
-> 5) Near the gateway to the house, as you go to leave.
-> 6) In the City of Ruins area: in the first yard you see on the right.
-> 7) In the City of Ruins area: in the first yard you see on the left.
-> 8) In the City of Ruins area: to the left of the well.
-> 9) In the City of Ruins area: in the area beyond the well.
-> 10) In the City of Ruins area: right next to branch 9.

When you've collected the needed branches return to the house and speak to
the funeral director again. The funeral ceremony will then begin. In the
ceremony there is a ritual that must be performed. You will be given
control of Mack during this ceremony. How it works, is that one by one
people will walk by a hold a torch out to Mack. You'll have to use the
X, A, B and Y buttons to move the torch, and you'll have to use the left
stick to adjust it. It's a lot simpler than the director will make it
sound. Just watch for where the person is putting their torch, and press
the appropriate button (Y for up, B for right, A for down, and X for left.)
Once your torch is touching their's, just nudge the left stick to make the
tips of the torches meet to cause the second one to light. After the
initial tutorial, you'll have four more people to do this ceremony with
before you'll be done with this boring task.

You will see the final sending off of Lirum, and then you'll gain control
of Kaim again, back in Cooke and Mack's house. You'll find out during
this timeframe that Mack has gone off to the Crimson forest alone; Cooke
will join your party. Don't leave yet, though. Head to the upstairs floor
of Cooke and Mack's house and open the chest that's on the floor to gain
the [Kelolon] spell, and you can open their cabinet for [1G]. The Kelolon
spell is a nifty thing to pick up, but the 1G is actually kind of sad...
Anyway, they apparently had enough gold to afford a save point of their
own, so save, and then head outside. Make your way back to Numara Port,
and walk off-screen to the right to reach the world map. As you do this,
you'll pass a bell tower which will unlock a dream. Your next stop is
the Crimson Forest.

In Summary: -> Meet Cooke and Mack.
 --------   -> Defeat the Numara Soldiers and Cavalry.
            -> Travel to Cooke and Mack's house.
            -> Meet Lirum.
            -> Defeat the Mud Puppets and Roxian as Tolten.
            -> Collect 10 flowers as Cooke.
            -> Collect 10 Branches as Kaim.
            -> Complete the torch lighting ceremony as Mack.
            -> Return to Numara Port, and from there, to the world map.


<>==================///---------------------------------///================<>
                   ///        The Crimson Forest       ///          
<>================///---------------------------------///==================<>


Enemies: Grantoad
 -----   Soul Eater Bug
         Spiritua
         Flyweight Kelolon
         Keloline
         Schin Beetle
         Silver Kelolon
         Balloon
         Red Trent
         Flame Sphere
         Plant Dragon
         Earth Colossus
         Obsidian Tentacles (Boss)
         Obsidian Miasma (Boss)

Important Items: Crystal Fragments x19
 -------------   Seed (#41)
                 Seed (#42)
                 Tablet Fragment
                 Lucky Clover
                 Curse [Spell]
                 Cubic Music Score 2
                 Slot Seed
                 Precious Petal

After the initial cutscene upon entering the forest, walk forward and save
your game at the end of the path. You'll find yourself with two paths: a
left and a right. This area is essentially a big circle, so you might as
well start with a right -- it's as good a direction as any. Ram the first
rock formation that you come to for an [Angel's Plume], then walk under the
overhanging branch beyond that. Ahead you'll find a large, glowing, purple
plant of some sort. Kick it for a [Crystal Fragment]; remember, that dude
back in Numara wanted 19 of them? The second [Crystal Fragment] plant is
just ahead from where the first one is. Now, beyond that you'll find a
fancy looking platform, but you can't do anything with it yet. So, take a
left and follow along until you reach another stone formation that you
can ram. That will get you an [Anti-Paralysis Herb]. To the north of where
you are you can see a seal. Again, that's something you can't do anything
with yet, so ignore it for now.

As you do all this, it would probably be a good idea to know what kind of
enemies you're up against. Well you have the Water-based Grantoads who can
do a lot of damage with their Jump attacks and can poison everyone at once
with their Rain Maker. You have fire-based Spirituas which can deal big
damage with the Flares -- and who will often come along with a Soul Eater
Bug who can absorb them to increase his own stats before hitting you with
a powerful Prism spell. The Soul Eater Bug is Wind-based. You'll also
come across wind-based Schin Beetles who can hit pretty hard, and fire-based
Balloons who can do a Huge Explosion, sacrificing themselves to damage your
entire party. There are also Red Trents, who are earth-based, who can do
massive damage to you with their Power Crush, and who have a lot of HP. Do
you notice a similarity between these enemies? They're all dangerous, but
they all have elemental weaknesses: every single one of them. Make good use
of Jansen and Cooke to take them out before you are in much danger. In the
case of Red Trents you'll have to make all of your characters attack them,
due to their large HP (1370), but they'll fall like the others. The enemy
that really stands out, however, is the marginally rare Silver Kelolon.
They're not dangerous, but they're hard to kill. They have extremely high
evasion and will almost always flee the battle on their turn. If you are
lucky enough to take one down you'll get some nice EXP. There's also the
Flyweight Kelolon around, who is basically just a slightly tougher version
of the regular Kelolon -- he can call Kelolines into battle, with his
Reinforcement Request. The Kelolines won't even attack you directly; they
just cast Kelolon and Heal.

Head to the south of where you are to find another [Crystal Fragment] plant.
Turn around and head north, from there, and keep going until you reach
another rock formation. If you ram that one, you'll be tossed into a random
battle against a Soul Eater Bug and five Spirituas; it's your choice whether
or not you want to take that fight. Right behind the rock formation is
[Crystal Fragment] number four. There's an alcove a bit north-west of where
you are. Don't go there yet, as there are more items to get here before you
delve deeper into the forest. Continue to head to the left, along the path.
and past this alcove. Following this path will bring you to a rock formation
that, if rammed, will grant you a [Seed]. Further to the south, you'll find
another [Crystal Fragment]. Keep moving, and you'll find another [Crystal
Fragment] bringing your total to six. This will also bring you back to the
save point, so save your game again -- you wouldn't want to lose your items
or experience gains in the event of a game over. Once you've done that, head
back to the alcove that you skipped and approach the wall that's there.
After a cutscene you'll be able to ram the log in front of you to reach the
Near Swamp area.

After entering the area, start by heading to your right. Keep going until
you come to a [Crystal Fragment] plant. After gnabbing it, turn around and
head up the hill on your right. You'll find another [Crystal Fragment] at
the top. Follow the path downward and cross over an old tree that acts as
a bridge for yet another [Crystal Fragment]. Cross back over, and look for
a second log a bit further north that heads off to the left as well. It
leads to a rock formation that you can ram in order to obtain an [Anti-
Paralysis Herb]. Take it, and then head back to the first branch you
came to in the area. Take the first path this time. Keep going until you
reach a [Crystal Fragment], then move north a bit more for another [Crystal
Fragment]. OVer to the left of this, on the other side of the screen, is
a rock formation that you can ram for a [Mana Capsule]. Once you have this
stuff turn around, and look for a path that heads off to the right. The
first rock formation you pass there leads to a battle, so be cautious of
that. Further on your right you'll find a path that extends south of where
you are. That leads to a rock formation that you can knock over for a 
[Seed]. After picking it up, head north-east until you come to another
[Crystal Fragment], as well as another fork in the path. There's nothing
for you by running up the stone ramp on your right yet, so just keep
heading north until you reach the next screen.

In this area you'll notice a glowing glyph on the ground immediately.
Before stepping on it though, head over to the lower-right corner of the
area and pick up [Crystal Fragment] number thirteen, then use the save
point behind the glyph. Once that's done you can finally go and step on
the circle and ride down to the lower area. Be aware, however, that you
are now going to start stumbling upon some new enemies. You'll have the
Earth Colossus, which is a big dude that is susceptible to Wind magic,
but eats physical attacks like they're nothing. His physical attacks are
nothing to be worried about, but you should take these guys out fast,
because if they use Charge they'll follow that up with their Hammer
attack which will do massive (nearly 500) damage. You'll also see the
Flame Sphere, which is basically just the fire counter-part to the Aqua
Sphere you found earlier in the game. You'll probably also get a look
at some Plant Dragons. Though you'd think they'd be weak to fire, they
are non-elemental. They're the weakest of the new enemies though. They
have the Shadow spell, which will damage everyone, but it won't cause
much damage. They're also pretty slow. Anyway, back to making your way
through the shrine:

Once you get off the platform, head to the room on your right. There you
will see a large boulder on the platform in the center of the room. Climb
the stairs, and grab onto the boulder. Push it all the way back to the
platform that you arrived on, and then step away. The platform will lift
the boulder to the floor above, causing a new platform to come down. On
it, is a [Tablet Fragment] which you'll be able to use later. With that
out of the way,m approach the northern exit of the room, picking up a
[Crystal Fragment] on your way, and enter the next area: the Dungeon
Shrine.

Walk up the first flight of stairs on front of you, and you'll see a
short clip of a door on the ground closing. Don't worry, you can get it
open again. First though, you have to watch your own back. As soon as
you step onto the stair case, something will shake and a boulder will
come rolling down towards you. Hold X to run up the stairs, and quickly
get onto the ledge on the left side so that the boulder misses you. You
can then make your way to the top where you'll find another [Crystal
Fragment]. Step onto the next light gray block from there, but quickly
run over it so that you don't get hit by the boulder that comes sliding
down soon after. Once it has passed, head halfway down the stairs. You
will see a column with a green light on it. Grab it from the side and
push it until the light turns red, then run back up the stairs. This
time when you step on the bottom at the top, you'll see a scene where
the boulder slides down and crashes through the door, opening it. Nice!

Before you make your way down the middle staircase, however, head over
to the third staircase. Head down those stairs to reach a treasure
chest that contains a [Lucky Clover]. From the chest, head north to
reach another screen. As soon as you enter this screen you'll see two
plants: one has a [Crystal Fragment] and the other... also has a [Crystal
Fragment]! That's all that's over there, so make your way back to the
previous screen, and head down that middle staircase. At the bottom, you
will see a few things over on your left. First things first though.
Before you do anything head forward and touch the blue glowing sphere to
restore your HP and MP. Then, use the save point that's next to it to
save your game. You can then open the chest a little to your left for
the Black Magic spell [Curse].

You can make your way to the lower-left corner of the area to find a
couple of Earth Colossi standing in the path, pounding on the floor. Now
you can choose to run under their arms, or fight them: both methods are
fine. Be aware though, that if you touch their arms you'll be put into
a battle with two of them each time: for a total of four Colossi. If
you do this, focus on one at a time. Wind Spells are really the only
way to do damage unless you've equipped Kaim or Seth with a Piercing
Ring. It's not necessary to do this, but it will make things easier. 
Regardless of how you get past these guys, there's a [Crystal Fragment]
between them, and a chest that holds [Cubic Music Score 2] beyond the 
second one. That's another item you'll be able to use later in the game.
On the exact opposite side of the room you'll find two more of the stone
giants protecting a treasure chest. That one contains a [Slot Seed].
Also note that on your immediate left of the staircase in the middle
is a plant containing the nineteenth and final [Crystal Fragment]. You
won't see it until you walk behind the stairs. After picking it up,
head forward and heal/save once more, then walk into the next room for
a boss battle. Your party should be around level 20 for this.

   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Obsidian Tentacles x4 | HP: 300 (A,B,D)    520 (C)
   | Boss: Obsidian Miasma       | HP: 930
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Soul Drain, Energy Drain, Slower, Powera, Black Whip    |
   | Obsidian Sigh, Shadow, Fear                                        |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Magic         | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | The first thing to be aware of in this fight, is that Cooke is     |
   | being held by Tentacle C in this fight. Now each of the Tentacles  |
   | have an ability, Soul Drain which will take between 20 and 30 HP.  |
   | They also have an ability, Energy Drain, which will take between   |
   | 40 and 50 HP as well as some MP. If she dies (and for this battle  |
   | she only has 340 HP) it's a game over. Because of that, you should |
   | start by having every single one of your attacks being used on     |
   | Tentacle C. Have Jansen casting Flare, while Seth and Kaim attack. |
   | Once Cooke is freed, she'll be added to your back row, making the  |
   | fight a little easier. Because the Tentacles have such good defense|
   | Kaim and Seth won't be of much use; just keep them around to use   |
   | Zephyr each turn, or to use a Healing Herb if you need to heal     |
   | really quickly. It will take two Flares -- one from Cooke, and one |
   | from Jansen -- to take down a Tentacle, so that's one each turn.   |
   | In this time you'll be taking some painful attacks. The tentacles  |
   | can damage an entire row with Black Whip, and the main body of the |
   | monster, which you can't target yet, can do the same with Obsidian |
   | Sigh. He also has Powera at his disposal, so that he can make his  |
   | attacks stronger. If your party's HP gets below 300 or so there    |
   | could be a problem, so try not to let that happen. Once all of the |
   | Tentacles are down, you'll have Mack released as a puppet to the   |
   | Obsidian beast. Cast Sleep on him, and he'll be out of the way. If |
   | you kill him, that's a game over. When Mack is asleep you'll be    |
   | able to attack the Obsidian Miasma. Like the tentacles he has high |
   | physical defense, so you'll want to use magic. His attacks can be  |
   | harmful, so you'll want to use your magic as quickly as possible,  |
   | while doing your best to keep your mage's alive. You'll also have  |
   | to keep a close eye on Mack before you choose the actions on your  |
   | turn. If he wakes up you'll have to cast Sleep on him again. When  |
   | you finally deplete the HP of the Obsidian Miasma the battle will  |
   | end. If you find that you are taking too much damage in the fight, |
   | consider tossing an All-Barrier once Cooke is freed.               |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

Note: At some point between beating the boss and loading up disc 2, a
key item, [Precious Petal], will be added to your inventory. The signifigance
of it will come into play later in the game.


In Summary: -> Head to the back of the Maze of Gloom area of the forest.
 --------   -> In the Near Swamp, take a left at the first fork.
            -> Head to the north-exit of the Near Swamp to reach the
               entrance to the Sorcerer's Shrine.
            -> Head to the lower floor.
            -> Move the statue off the middle staircase, and let a boulder
               roll down to bust the door open.
            -> Walk through the door at the bottom of the stairs.
            -> Defeat the Obsidian Tentacles and Obsidian Miasma.
            -> End of Disc 1.


  ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-==
 | .-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-. |
 | |  D   I   S   K           T   W   O                                  | |
 | '-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-' |
  ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-==


<>==================///---------------------------------///================<>
                   ///        The Crimson Forest       ///          
<>================///---------------------------------///==================<>


Enemies: Grantoad
 -----   Soul Eater Bug
         Spiritua
         Flyweight Kelolon
         Keloline
         Schin Beetle
         Silver Kelolon
         Balloon
         Red Trent
         Flame Sphere
         Plant Dragon
         Earth Colossus

Important Items: Seed (#43) 
 -------------   Refresh [Spell]
                 Demon Warrior's Blade
                 Demon Warrior Ring

Motion towards the southern exit and you'll see a scene where Seth explains
the odd feelings Mack is having are caused by the magic he's gained due to
the forest -- Translation: you now have access to spirit magic! Once the
scene ends, head down the stairs and step on the platform surrounded in
purple light to be brought back up to the Crimson Forest. Once at the top,
examine the green light twice. Doing that will grant you access to use the
various different moving platforms in the area (don't worry, we'll get to
them soon.) Keep in mind though, that Mack is only at level 15; this is 
the perfect chance to get him cought up with your other characters. Get 
into some battles. Aside from the leveling, let's get you to those moving
platforms. You can reach the first one by heading south, and then west at
the first fork in the path. You should see a glowing purple circle on the
ground; that's what you're looking for. Ride it to the cliff above, and
head south across an old tree. This brings you to a platform with two 
rock formations on it. The first one holds a [Seed], while the second one
leads only to an ambush by some Spirituas and a Soul Eater Bug. Once you
have the seed, and maybe faced the monsters, head back to the ground.

Make your way back to the Near Swamp area of the forest, and take the
first path on your left. Make your way as far north as you can go, to the
upper-left corner of the forest. There you'll find another elevator
platform that you can ride. This is a good one, as it will bring you to
a rock formation that you can ram, earning the [Refresh] spell. Grab it,
then head back down to the ground. Make your way towards the entrance to
the Sorcerer's Shrine, but don't enter. Instead look for a stone hill on
your left that you can climb. At the top you'll find another glowing
circle to step on. There are two rock formations where you land; one of
them has a [Healing Potion], and the other just another battle with some
Spirituas and a Soul Eater Bug. Fight them or not, and take the item, then
head back to the ground, and return to the first area of the forest, the
Maze of Gloom. There, you can make your way back to the entrance and head
to the left. Around that bend is a platform that you can ride up to the
ledge above. Ram the rock formation that's there and you'll get an awesome
sword, and a ring that matches: [Demon Warrior's Blade] and [Demon Warrior
Ring]. Equip the sword to Kaim, and do what you want with the ring, then
head for the exit of the forest. You'll unlock a dream on the way out.
Watch it or skip it; either way, you're on your way back to Numara.


In Summary: -> Take the glowing lift back up to the forest.
 --------   -> Leave the forest and return to Numara.


<>==================///---------------------------------///================<>
                   ///             Numara              ///          
<>================///---------------------------------///==================<>


Enemies: Numara Heavy Corps
 -----   Guard Beast
         Guard Preshion
         Numara White Magician
         Hellshaker
         Silver Kelolon
         Cannon Unit (Boss)
         Tank Unit (Boss)
         Cannon (Boss)
         Magic Heavy Tank (Boss)


Important Items: Cubic Music Score 1
 -------------   Force [Spell]
                 Dodger [Spell]
                 Seed (#44)
                 Cubic Music Score 3
                 Slot Seed
                 Seed (#45)
                 Seed (#46)
                 Adept Earrings
                 Seed (#47)
                 Magic Research Report
                 Regenerate [Spell]
                 Bronze Spirit Band

When you first re-enter the city, you'll see an old man with a floating box
near the bridge on your right. Speak to him and he'll give you the [Cubic
Music Score 1], and he'l allow you to try a (boring, lame, annoying) mini-
game. Well, select Music Score 1 and make a party of four. It doesn't
matter who they are. In the "battle" select the boxes in this order:
C->E->G->C. Once the battle ends, the man will reward you with the black
magic spell [Force]. There are other places to get it, but it's useful, so
why not get it as early as possible? If you picked up the second cubic
music score at the Crimson Forest, you can play that one as well. Should
you choose to do so, select the boxes: D->A->A->D. You'll be rewarded by
the old man with the spirit magic spell, [Dodger]. Once you have the new
spells, walk towards the fountain in the center of the square, and you'll
see a cutscene: a broadcast of Prince, excuse me King, Tolten of Uhra.
 
Approach the northern-exit of the screen and you'll see another cutscene.
After it ends, head north to reach the Palace Facade. You'll see a little
girl standing alone on the left side of the screen. Speaking to her leads
to a long line of errands to run -- errands covered in the sidequests
section rather than here. Anyway, save to the left of the palace entrance
then speak to the person blocking the door. Since they're refusing to let
you in, turn around and head back to the White Square. Approach the south
exit of the screen and you'll see a cutscene of your party being taken into
captive and brought to the Palace; well, you got in one way at least. It's
not going to be a peaceful jail cell that you're sent to though. They're
going to try to execute you right there. You'll have to defend yourself.
You'll only have Kaim, Seth and Jansen in your party, but that should be
enough. Jansen can take down one enemy on his own by casting Force, and
together, Kaim and Seth should be able to take down another one with their
physical attacks. So the battle shouldn't be a long one.

After the fight you'll be reunited with Cooke and Mack, and as a team you
will run off to the corridor garden. This place will not have any random
battles, but you will be pursued by the soldiers and the Guard Beasts. If
you bump into any of them you'll be sent into battle. You'll also encounter
some Guard Preshions in this battle. The beasts have a lot of HP, but they
can be beat easily enough. What you have to watch out for, though, is the
Numara Heavy Corps. Yes they're easily beat as well, but they have an
attack called Order, which will cause the Guard Beast and Guard Preshion
to attack for really big damage if their still alive. Because of this, take
down the beasts as quickly as possible if the Heavy Corps are on the back
line, or target the Heavy Corps first if their on the front line. Make sure
to heal between your battles, and if you get too low on MP don't be afraid
to try and avoid your pursuers. Note before you make your decision on
whether or not to fight them, though: The Guard Preshions have stupidly
high evasion and it can be very frustrating.

Anyway, take a right at the first fork, and probe the pot that's near the
wall for a [Seed]. Keep in mind that enemies are still moving while you are
in the "probe animation", but they frequently get stuck on the very items
you are opening. Head to the south for a chest containing [Cubic Music
Score 3]. From there, turn around and head north until you reach a pot that
contains [100G]. After opening it, step on the blue platform on your right
to be taken to the floor above. Check the pot closest to you after getting
off for another [100G], then head south for the next pot; it contains [3
Mysterious Perfumes]. If you continue to head south as far as you can go
you'll come to a treasure chest that has a [Power Drink] inside. Pick it up,
then head all the way to the northern wall and take a left. The first pot
that you come to from there, will contain a [Slot Seed]. The second and
third contain a [Mana Capsule] and a [Seed] respectively. Once you've
obtained the items step on the lift on your right to move back to the floor
below.

Open the pot on your right for [6 Generators], then head in the opposite
direction to find another pot; that one contains a [Seed]. Continue ahead
and turn the corner. The next pot you come across contains [6 Black Pearl
Powders]. The pot immediately beyond that contains [100G]. The next pot
that you come to contains [2 Whetstones]. For now just ignore the elevator
lift, and keep moving until you reach a treasure chest. Open it up for a
pair of [Adept Earrings], then make your way back to the lift and step on
it to ride back up to the floor above. Probe the pot closest to you after
getting off for a [Healing Potion], and probe the pot to the south of that
for another [Seed]. Turn the corner a little ahead, and you'll come to a
pot that holds an [Angel's Plume]. Take the item then walk forward a bit
more until you reach a place where the path meets on three directions.
Probe the pot that's on the blue patch of floor for [3 Magic-Sealing
Feathers], then head south to reach an HP/MP restore point as well as a
save point. Save your game, and enter the door just in front of you to
reach Queen Ming's chamber.

Watch some cutscenes, and soon you'll findyourself outside of the castle
again. Head down the long white path that you're on, and make your way
back to the White Square. Approach the fountain in the center of the area
and General Kakanas will finally catch up to you: and he's brought with him
a Magic Heavy Tank. It smells like a boss fight!


   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Magic Heavy Tank      | HP: 1,580
   | Boss: Tank Unit             | HP: 740
   | Boss: Cannon Unit           | HP: 740
   | Boss: Cannon                | HP: 1,490
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Tank Hit, Volcannon, Tank Charge, Cannon Charge,        |
   | Securing Energy, Full Charge Cannon, Full Charge Tank Hit          |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Mechanical    | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Ideal preparations for the battle: Power Hit for Seth and Kaim     |
   |                                    Adept Earrings equipped on Cooke|
   |                                    The Force spell obtained        |
   |                                                                    |
   | The Magic Heavy Tank is a well oiled machine. It has four separate |
   | pieces, and they're all doing something different on their turns.  |
   | Before you come up with a strategy, let's take a look at how they  |
   | all work together. You'll notice two bars in the upper left corner |
   | of the screen: one for the Tank and one for the Cannon. Now each   |
   | turn the Magic Heavy Tank will use Tank Hit to damage one party    |
   | member and lower your GC, while the Cannon uses Volcannon to damage|
   | all of your party members a bit. These attacks are both pretty     |
   | weak -- nothing to be worried about. Each turn the Tank Unit and   |
   | the Cannon Unit will either use Cannon Charge or Tank Charge to    |
   | fill their respective bars a little, or they'll use Securing Energy|
   | to fill their bars a bit while stealing some of your MP. Now what  |
   | happens when the bars are filled, is that the Cannon will be able  |
   | to use Full Charge Cannon and do massive damage to all your party  |
   | members: a huge no-no. The Magic Heavy Tank will gain the ability  |
   | to use Full Charge Tank Hit when its bar is filled. It will do big |
   | damage as well, but only to one party member. As you can see the   |
   | Cannon is the biggest threat. However, because of its HP you'll    |
   | want to target the Cannon Unit rather than the cannon. Once you can|
   | knock that out, the tank will lose the Cannon's charge bar, and    |
   | thus, its most effective attack: Full Charge Cannon. As for how to |
   | attack, have Mack spend his first turns casting Powera on Seth and |
   | Kaim, and then Minda on Jansen and Cooke. Then have Seth and Kaim  |
   | use Power Attack on the Cannon Unit while Jansen and Cooke both    |
   | keep casting Force. Once the Cannon Unit goes down, switch to the  |
   | Tank Unit and use the same tactics -- by this point if Kaim's MP   |
   | runs out, just switch to regular attacks. The big theat's gone, so |
   | you can relax a little. Once the Tank Unit's gone, you'll only be  |
   | facing Tank Hit and Volcannon each turn. In this time, take a turn |
   | to heal up, then go back to using Force and attacking: your third  |
   | target is the Cannon. Once you take it out, the only attack that   |
   | the tank will have left is Tank Hit -- it's weakest ability. At    |
   | that point you pretty much have the battle one. Keep damaging it   |
   | until you see a cutscene signifying the end of the battle.         |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: Mysterious Perfume                                          |
   | Drops: Mysterious Perfume                                          |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the battle ends you'll find yourself out of Numara, and with a new
party member: Ming. Ming comes able to cast Composite Magic, but for the
most part it's too slow to be of a lot of use now. Additionally, she can
only do it because of the [Magic Research Report] that she comes pre-
equipped with. Take that off her and give it to someone better, or just
toss it in your inventory. When you're done leave Numara by the only path
available, and access the Port of Numara from the world map.

Save your game upon entering the port, then head north and ascend the first
flight of stairs you see on your right. Keep moving forward until you reach
a fence, then head to the right, through the open gate, and around to the
back of the building. You'll be able to enter through the back door. Once
inside, take a few steps forward and listen to the technicians speak to you
for a short while, then listen to Mack and Cooke for a short while longer.
After the talking ends, head along the catwalk to reach the front of the
ship and climb aboard. By the time the next cutscene is over, you'll have
stolen a ship and escaped the ocean! View the tutorial on controlling the
Slantnose (the name of your ship) if this si your first time playing, then
begin your journey on the seas. Approach the closest bit of land nearby for
a cutscene that you may otherwise miss -- it's an optional one, but it fills
in a tiny bit more of the story. A

When it's over look at your map for the big glowing white circle: that's 
your destination. Sail to it and press the A button to land to return to 
the world map, now with "Numara Atoll" as a possible destination. Now here
is the thing: the monster, Hellshaker, that you'll find here is strong. He
is really, really strong. He'll clean the floor with you, no question about
it. However, if you're quick, you can get in and out of the Atoll before
you die. If you enter a fight with him, just flee. You may also run into
Silver Kelolons. You either have to be really high level, or have some
more magic to beat them; you don't have either, so they're just going to
Flee from battle. Anyway, make absolutely sure to save before entering. Now
as for why you are in this area? Well, there are two chests on the small 
sandbar. One on the far left, and the other on the far right. The one on 
the right contains the spirit magic [Regenerate], and the one on the left 
contains a [Bronze Spirit Band], which is a good item to have. Let Seth and
Kaim learn from it when you get a chance. Once you have the items leave the
Atoll. There's nothing else you can do there yet.

Once you're safely out of Numara Atoll, select the Northern Coast of Numara
from the Port list to board the Slantnose again. Press the back button on
the controller to view a larger scale version of the map. On the far right
you should see a glowing white circle on the southern tip of one of the land
masses. That's your next destination. So, sail over to it and dock your
ship. This will bring you to the Southernmost Cape of Gohtza. Not long after
landing Seth will recall a dream. When it's over, you'll be back on the
world map, now with a new location available: Tosca Village. That's your
next stop.

In Summary: -> Approach the fountain at the White Square and watch the scene.
 --------   -> Return to Numara Palace and speak to the guard at the door.
            -> Return to the White Square and become captured.
            -> Defeat the Numara Heavy Corps
            -> Escape through the Corridor Garden.
            -> Return to the White Square.
            -> Defeat the Magic Heavy Tank.
            -> Access Port of Numara from the world map.
            -> Enter the shipyard from the back door and steal the Slantnose.
            -> Sail to the Southern Coast of Tosca, then select Tosca
               Village from the world map.



<>==================///---------------------------------///================<>
                   ///          Tosca Village          ///          
<>================///---------------------------------///==================<>


Enemies: None
 -----   

Important Items: Seed (#48)
 -------         Magic-Powered Locator Lv. 1
                 Dark Crystal Staff
                 Dark Crystal Ring
                 Medusa's Head
                 Seed (#49)
                 Seed (#50)
                 Slot Seed
                 Seed (#51)
                 Slot Seed
                 Gamble [Spell]
                 Lion Heart
                 Cubic Music Score 4

When you enter the village you'll be warmly greeted. Once the man finishes
yelling about how Kaim's back, walk forward to find the inn. There are some
things you'll want to do before you rest there, though, so don't go near
the door. Instead, take a right to the side of the inn and check the yellow
pot for a [Seed]. Next, make your way over to the stone bridge that crosses
the town's river. Before you can reach it, you'll be stopped by a man who
will give you the [Magic-Powered Locator Lv. 1]. With that, you'll be able
to see some treasures appear on your map as orange dots, providing that you
have heard a clue about it. You can get clues by speaking to people or,
ocassionally, by watching a dream sequence. This man will give you a hint
of his own to start you off: he's hid his treasure in a place really high.
As it turns out, he's referring to the town's watchtower. Go climb it, and
at the top you'll notice the controller's rumbling; that mean's your close
to a hidden treasure. Press the A button to pick up the [Dark Crystal Staff]
and the [Dark Crystal Ring], before climbing back down.

Cross over the stone bridge and an old woman will speak to you, causing
Kaim to recall another dream; you'll also discover Treasure Hunt information.
With this newly acquired information, cross back over the bridge, and hop
over the stone rock in the water a bit to your north. On the other side of
the bridge, walk under the waterfall. There's a hidden alcove under there,
and the treasure of a [Medusa's Head] is on the ground. Hop back across the
river and cross the bridge once more. This time head into the first house
on your left. Climb the ladder inside the house to reach a pot that you
can probe for another [Seed], and a dresser that you can examine for a
[Flara Bomb] -- a stronger version of the Flare Bomb. Climb back downstairs
and leave the home, entering the one next door. Probe a pot that's in the
back of the house for [4 Seeds of Terror]. There's a Pipot upstairs that
you can give some Seeds to, but if you've already got the Earth Charm and
the Admantis, there's not another prize coming until you reach a total
of sixty seeds.

Leave the house and head around to the back of it, on your right. There's
a pot that you can probe for a [Healing Tank], there. In the very back of
the house is a ladder that leads to a cliffside above. Climb it and open
the chest that's at the top for [500G], then climb back down. Walk back
across the stone bridge and walk over to the man and the old woman that are
talking to unlock another dream. Afterwards, make your way back to the inn
and finally choose to rest. This will result in a cutscene of what's going
on downstairs, and you finding yourself alone in a room upstairs. Are
they going to leave Kaim out of the party? Whatever, at least you'll get
all the items they've left up there!

Open the two cabinets on your right. One of them holds an [Aquara Bomb],
and the other holds a [Seed]. There's also a picture on the wall behind
both of the cabinets that you can examine for [2 Magic-Sealing Feathers],
though it's kind of hard to see. Once you have the items, save your game
and leave the room. Open the door across the hall, and enter that room.
Im the upper-left hand corner, behind the bed, is a treasure chest that
you can open for a [Slot Seed]. There are also two more cabinets that you
can open. One of them has a [Cure-All] and the other has a [Seed]. With
that room plundered, head back to the hall again, and head to the left.
You can examine the pictures on the wall for [2 Mysterious Perfumes], and
then head downstairs. Approach the bartender for a cutscene. Hear the
bartender out, and he'll give you some information on where you have to
go next: Kaim's old mansion, where apparently "the old Sorceress" is now
living. Wonderful. When this scene ends you'll be brought back upstairs.
The birds chirping signifies the start of a new day.

Before you do anything else, get that Dark Crysyal Staff equipped to
Jansen. Then, enter the room across the hall. There's a shopkeeper there,
and he's selling some nice stuff. Make sure to pick up the Battle Discus
for Mack, and the Killing Cutlass for Seth. Those are the most important
things, and the ones that you can't afford to miss. The entire list of
wares available for purchase is shown below:


                          Pippo's General Store
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Aqua Bomb ................... 100G
                   Brave Fruit .................. 40G
                   Eye Drops .................... 20G
                   Flare Bomb .................. 100G
                   Ground Bomb ................. 100G
                   Healing Medicine ............. 40G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Seal Clear ................... 40G
                   Smelling Salts ............... 35G
                   Stone Beast's Thorn .......... 50G
                   Wind Bomb ................... 100G
          Weapons: Battle Discus .............. 1380G
                   Black Pole ................. 1400G
                   Killing Cutlass ............ 1200G
                   Quarter Staff .............. 1270G
      Accessories: Adept Earrings .............. 750G
                   Combat Teachings ............ 700G
                   Eastern Spirit Band ......... 300G
                   Kelolon Earrings ............ 550G
                   Light Lens .................. 410G
                   Stabilizer .................. 520G
       Components: Beast's Horn ................. 35G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Eastern Red Ore .............. 50G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Magic-Luring Stone ........... 50G
                   Magma Fragment ............... 30G
                   Paraweed Thorn ............... 75G
                   Poison Oil ................... 80G
                   Quality Iron Sand ............ 30G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Whetstnoe .................... 15G
                   Wind Seal Leaf ............... 30G

After you're done shopping, head back to the hallway and speak to the small 
child with a green shirt. Tell her that you wish to "pay your respects", to
do a mini-game of sorts: one that has a lot of rewards. What you'll have to
do is run around the town and pray at as many Kelolon statues as you can 
within the time limit. To get all of the possible prizes you'll have to get
all sixteen of the statues. The difficulty comes in that at times the
villagers will blatantly block a statue and refuse to move; you'll have to
just go to a different statue at that time. You can try as many times as 
you like though, so it's not like you're going to lose your shot at the 
items. Anyway, the following path will work and get you all of the statues:

-> 1) Pray at the huge one immediately on your left.
-> 2) Pray at the one touching the fence near the river.
-> 3) Pray at the statue just beyond the previous one.
-> 4) Pray at the one directly behind the inn.
-> 5) Climb the ladder behind the inn and pray at 1 of the 3 statues.
-> 6) Pray at another of the three statues.
-> 7) Pray at the third statue that's up there.
-> 8) Cross the stone bridge over the river, and pray to the statue that's on
      your right.
-> 9) Pray at one of the statues near the town's north exit.
-> 10) Pray at the other statue near the town's north exit.
-> 11) Climb the ladder on your left and pray at the statue on top.
-> 12) On the ground, enter the house on the right and pray at the statue
       behind the ladder, inside.
-> 13) Climb the watchtower of the town, and pray at the statue that's on top.
-> 14) Pray at the statue on the top floor of the inn, where you first talked
        to the girl.
-> 15) Jump to where the waterfall is, and pray at the statue behind it.
-> 16) Now here is the tricky one; Cross the bridge and you'll see two people
       blocking the door to the first house. What you have to do is enter the
       second house again, then immediately leave. They should be out of the
       way. Enter the house and pray at the statue on the bookcase on the left
       side of the house.

As a reward for praying at all of the Kelolon statues, you'll obtain the
following items: [3 Kelolon Hearts], [Slot Seed], [Seal Blocker], [Gamble],
with the last one being a spirit magic spell. Once this sidequest is out of
the way you've pretty much cleared out Tosca village. Speak to the innkeeper
for some treasure hunt information, and you've got it all. Leave, and make
your way to the north-east corner of the town. Leave the town to the north,
and you'll gain access to a couple of new areas: Old Sorceress' Mansion, and
Northern Cape. The next major area is the Old Sorceress' Mansion, but before
you go there, check out the Northern Cape. There, run forward, hugging the
left side of the path, and you should just be able to see a treasure chest
blending into the ground at some point. Open it for a [Lion Heart], then walk
to the very edge of the cliff for a cutscene. Somewhere on the ground, there
is also a shiny object -- [Cubic Music Score 4]. You can head down the path to
the right for another comment from Kaim, but ultimately there's nothing else
there. When you're ready, return to the world map and head to the mansion.


In Summary: -> Enter the Inn to rest for the night.
 --------   -> Speak to the Bartender before resting for the night.
            -> Exit the town via the north exit and head to the Mansion.



<>==================///---------------------------------///================<>
                   ///      Old Sorceress' Mansion     ///          
<>================///---------------------------------///==================<>


Enemies: Unidentified Life Form
 -----   Tempter
         Soul Armor
         Ageless One
         Body of Thought (BOSS)

Important Items: Virus [Spell]
 -------------   Poem Fragment A
                 Poem Fragment B
                 Large Mirror Jewel
                 Red-Copper Band
                 Wheat Plate
                 Poem Fragment C
                 Celestial Plate
                 Bow Plate
                 Poem Fragment D
                 Lost [Spell]
                 Ailment Void [Spell]          

Walk forward after reaching the mansion and you'll see a brief flash of a
ghost at the window. Oh well, head to your left and open the chest that's
on the ground for a [Soul Medicine]. If you got the treasure hunt info
from Tosca's innkeeper before leaving, you can then pluck the [Virus] spell
off of the ground from behind the chest. Next, enter the mansion. Inside you'll
see a ghost run through the door on your left. Don't follow it just yet
though. First, grab a [Cure-All] from the chest on the staircase ahead and
on your left. You should also be able to see a small shiny object on the
ground in front of the stairs on your right. That shiny object is [Poem
Fragment A]. Take it, then follow the ghost through the door on your left;
unlike him, you'll have to open it first. In the room you enter in, check
the table on your right. There's a glowing object on it: [Poem Fragment B].
You'll see a treasure chest on the ground to your left, but you can't
open it yet so don't bother trying. Instead, head down the hallway that
stretches north, in front of you.

Now before you head any further, you should know something about the
enemies in the area: Unidentified Life Forms are immune to your elemental
magic; it will always do 0 damage to them. As for what does work: Force.
Force works extremely, extremely well! The other type of enemy you'll run
into a lot of are Tempters. They have a highly damaging Soul Absorb attack.
It will hit your members for about 200-300 HP of damage, while healing
themselves with it. Again, Force is the key to an easy win. This place 
really is a mage's area, you see. Make sure to stay healed between battles,
as well. That's important. Anyway, where were we... Head down the hallway
opening the doors on your left. Each one leads to a battle against a group
of Unidentified Life Forms and Tempters, but you have to face them. At
the end of the third fight you'll notice a shiny object on the ground next
to your feet -- a [Large Mirror Jewel]. At this point you may be starting
to run low on MP. There's no rush, so conside heading back to the world
map for a quick restore, then returning here. Once you've done that, head
over to the mirror the ghost ran through, and examine it. Now that you
have the Large Mirror Jewel, you can activate this thing. Once you've done
that, step on through.

Stepping through the mirror bring you to a much shinier and nicer looking
mansion! That's not to say that it isn't dangerous like the other version
of the mansion. Here you'll find Ageless Ones and Soul Armors. Soul Armors
are pretty much the exact opposite of the Unidentified Life Forms; rather
than be immune to magic they're immune to physical attacks. So when it
comes to them you'll have to use magic -- stick with Force. As for the
Ageless Ones, they have some spells tohit you with, but they lack the
defense of the other enemies here: both physical and magical attacks will
work well. For the most part, you should find the battles in this half of
the mansion quite managable, and far easier than those of the previous
section. Anyway, the first chance you get, grab onto the statue near
the edge of the hallway and push it as far to the right as it will go.
This will help you out later on. From there, head north until you see
the ghost again. It will run through the mirror: follow it.

Head south down the hallway you arrive in until you reach a real room.
Probe the pots on your right for a [Winda Bomb] and a [Mana Capsule]. You
can then approach the mirror on your right, and learn that it is the door
back to the real world. That's not where you want to go at the moment,
though. So head out the door on your left to reach the entrance lobby.
There, head up the staircase and watch as your party members point out
the weird clock in front of you. Open the chest that's on the ground for
a [Grounda Bomb]. Examine the clock, and choose to set the hands to "pot",
and you'll be rewarded with a [Red-Copper Band]. Doing this will also
cause two doors in front of you to open. In the room on the right is a
chest containing a [Soul Medicine], and as short cutscene. In the room on
the left is another short scene, and a chest containing the [Wheat Plate]
that you're going to need. Once you have it, you'll have to make your
way back to the previous mirror and return to the real world.

In the dusty old room that you appear in, open the chest on your left
for [4 Black Pearl Powders], then head down the hallway to the north of
you. At the very edge, against the wall on the ground, is a sparkling item
that you can pick up: [Poem Fragment C]. Head back to the south and you
will see a freaky thing happen -- but it's not actually significant, so
just keep going. Open the door on your left to reach the entrance hall
again. Save your game and make a quick run back to the world map and back
for some HP and MP, then again enter the left-wing hall of the mansion.
The treasure chest that was blocked by a statue the last time you were
here is now completely out in the open. Open it to obtain the [Celestial
Plate], then return to the entrance hall. Walk up to the alter in the
back of the area and go through the glass door to reach the Courtyard.

In the courtyard you'll be facing the enemies from both the "new" and the
"old" mansion: Unidentified Life Forms, Soul Armors, Ageless Ones and
Tempters. Well, you've faced them before, so you can take them now. Make
your way to the back of the area to access the pathways beyond the hedges.
Take the path to the left to reach a chest containing the [Bow Plate], then
backtrack and take the path to the right to reach a treasure chest that's
holding a [Cure-All]. After the chests have been opened head back to the
entrance to the courtyard where there are large circles on the ground.
Place the Bow Plate on the left, the Wheat Plate on the right, and the
Celestial Plate on the south. This will cause the gate in front of you to
open, granting you access to an underground tunnell. Before you enter,
head to the left and grab [Poem Fragment D] from off of the ground. Then,
head down into the tunnell.

In the cavern below, walk forward and examine the stone pedestal. Doing
this will cause a circle on the ground to light up. There are four mirrors
that you can walk through on the wall; Head through the second one on your
left to reach a new area. Step on the glowing glyph in that room, then
return to the main room. Now the glyph on the right is lit up. Take the
mirror on the far right to reach the matching glyph this time. Again,
return to the main room --  the glyph on the left is now glowing. Walk
through the second mirror from the right to find it's match. After stepping
on it, though, don't immediately return to the main room. Instead, head to
the left of the mirror to reach a switch that you can press. Pull it, then
head back to the main area. Ignore the glyph that's lit up there for now;
take the second mirror from the left, and then head to the next mirror on
your left from there. Head south along the path you appear on as far as you
can go to reach a treasure chest containing a [Goddess Medicine], then head
through the mirror closest to you. This will take you to a treasure chest
containing the spirit magic spell [Lost]. Once you have the spell, head
all the way back to the main area and take the mirror on the far left. This
leds to the final glyph. Step on it, and the pedestal in the main area will
shatter. Return, and head through the door to the north. Get ready for a 
boss battle... kind of.


   [=-=-=-=-=-=-=-=-=-=-=-=-==]
   | Boss: Body of Thought x4 | HP: 1,550 each
   |=-=-=-=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Scream, Grudge, Envy, Enrage                            |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Magic         | Element: *                                   |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | In this fight you won't be trying to kill the Old Sorceress -- you |
   | will be trying to save her. The fighr starts out with four Body of |
   | Thoughts in the air. One is Water, one is Fire, one is Earth, and  |
   | one is Wind. Now how this battle works is that every turn the Old  |
   | Sorceress gets she'll use Scream, causing all of the crystals to   |
   | change into a random element. Now you can do a whole lot of damage |
   | by hitting them with the spell they're weak against, but if you    |
   | are unlucky, and the Sorceress get's her turn first -- when she    |
   | gets her turn seems random -- she may cause the Body of Thought    |
   | that you targetted to change to the same element that you cast. If |
   | that's the case, you'll actually heal it. Because the Old Sorceress|
   | only has 1,110 HP and the crystals attack for about 100 each with  |
   | their Grudge and Envy attacks, you probably don't want to waste    |
   | your time screwing around with that. Instead, just have Seth and   |
   | Kaim use Power Attacks while Cooke, Mack and Jansen all cast Force.|
   | Target one Body of Thought at a time and you'll have them down for |
   | the count before the Old Sorceress kicks the bucket.               |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

Adter the battle ends, Sarah will join the party. She's the best caster
in the game, so you may want to consider pushing either Cooke or Mack over
for a little while so that you can get Sarah on the team. Either way, there
is not much left for you here, so make your way back outside. Outside it
will be brought up in conversation that the Black Cave should be your
next destination. There's one quick thing to do first though. Head back
to Trosca, and enter the inn. Head upstairs and you'll unlock a dream.
With the dream comes treasure hunt information. This specific hunt is for
an item found at the Northern Cape, so head over there. Look for the
orange spot on your map someways to the north after entering. The treasure
that you dig up is the spirit magic [Ailment Void] -- not bad. With that
you're all set. Head to the Black Cave.


In Summary: -> Enter the mansion.
 --------   -> In the left-wing hallway, defeat all of the Unidentified
               Life Forms and Tempters from behind the doorways.
            -> Activate the mirror using the Large Mirror Jewel.
            -> Head through the mirror.
            -> Follow the ghost through the next mirror to the north.
            -> Return to the "new" mansion entrance and examine the clock.
            -> Set the hand to "pot" to unlock the doors in front of you.
            -> Get the Wheat Plate from the room on your left.
            -> Return to the real world.
            -> Open the chest in the left-hall for the Celestial Plate.
            -> Make your way to the Courtyard.
            -> Obtain the Bow Plate from a chest in the Courtyard.
            -> In the circle indentations, place the Bow on the left, the
               Wheat on the right, and the Celestial on the bottom.
            -> Step on all four glyphs, as they light up, matching the ones
               on the floor in the main area.
            -> Defeat the four Body of Thoughts.
            -> Backtrack through the mansion and head to the world map.


<>==================///---------------------------------///================<>
                   ///          The Black Cave         ///          
<>================///---------------------------------///==================<>


Enemies: Nightflier
 -----   Dark Sorcerer
         Zagan
         Ide
         Rough Eater
         Rough Servant
         Rough Queen (Boss)

Important Items: Seed (#52)
 -------------   Scroll of Dissection
                 Refresha [Spell]
                 Seed (#53)

Ok, for this area I suggest a party of Kaim and Seth up front, and Sarah,
Jansen and Cooke in the back. If you you want, you can replace Cooke with
Mack though. Anyway, walk forward to the sealed doorway and Sarah will open
it. Walk forward and you'll get a cutscene of your party members looking
around. A forced random battle will then occur. You'll be up against six 
Nightfliers and a Dark Sorcerer. Start by clearing out the front row of
Nightfliers with your physical attacks, and magic (both Force and Flara will
drop these in one turn, as will physical attacks by Seth and Kaim.) Be very
careful with this though: you do NOT want to hit the Dark Sorcerer with a
magic attack -- he'll take minimal damage and then just counter you with the
same spell, likely for a whole crapload of damage. Instead just have your
mages sit back, maybe try to steal an item or too, and let Seth and Kaim
do the damage. The Dark Sorcerer can hit you with All-Wind, All-Flare, All-
Aqua and All-Ground, but these attacks are nothing compared to his vicious
magical counter attacks. Aside from the enemies you see in this fight, you
have some more beasts to be aware of. Zagan is a beast/wind monster that
has 1,200 HP but just sponges damage -- Winda will do over 1,000 damage
from someone like Jansen or Sarah. You may also run into some Ides. You
should be able to kill them before they can get off their most dangerous
spell, but you can't goof around because they have 1,200 HP. If they hit
Prisma, expect to lose between 300 and 500 HP on all your characters. They
also have a Stare attack which inflicts signs of petrification on everyone.
If they do that and you don't think you can end the battle in three turns,
consider running to make things easier.

After the fight ends, head straight down the path in front of you; there
is nothing for you down either the first left or right paths. Head to the
very top-right corner of the area, running along the path, to reach a chest
that contains a [Stone Beast's Thorn], then turn around and head down the
path to your left. At the following fork in the path take a right. This will
bring you to an old shield of some sort. Kaim will remember a dream. Head
as far south as you can go from there, passing the blowing wind. At the
most southern part of this path you'll find an item on the ground that you
can pick up: A [Goddess Medicine]. Turn around and head past the wind again,
and head north past where Kaim recalled his dream. At the top of the hill
there, hop over to the next ledge. There, head as far south as you can go
again for another chest. This one contains [3 Giant Feathers]. Turn around
and head down the path to the right, looking for another place that you can
jump across. Do so to reach a chest with a [Seed] in it, then jump back to
where you were before, and head north until you reach the Foul Swamp area.

Walk forward for a cutscene, and examine the firefly rock if you want. You
will be lit up, which I guess your supposed to do in parts of the cave. To
tell the truth though, you can see without them... Oh well. Follow the path
while watching the mao fir a spot where there's land over on your left. Now
obviously you'll want to avoid stepping in the acid, but make the quick
run to that island in the most shallow part of it and you'll reach a spot
where the wind is blowing. On the ground just past it is [500G]. There's a
similar "island" on the far right of the maze of acid, where you'll find
a treasure chest containing a [Power Drink]. Also note, that if you're
starting to run out of MP use some items. It will be a while until you reach 
a save point. Anyway, your destination is the northern exit of the screen:
this brings you to the Hall of Foul Creatures. Quickly pass along the path
there to reach a chest containing a [Scroll of Dissection], then turn
around and head off-screen via the one remaining path to reach the Helltrap.

Walk forward for a cutscene of some monster activity going on below. Now
in this area it's dark and you'll barely be able to see. Even still, it's
your choice whether or not you keep the fireflies; if you do, you can't
pass by the wind streams or the bug will be blown off of your shoulders.
Anyway, head north -- either taking the paths with the wind stream, or the
paths without. Keep an eye on your map, though. You'll come to one spot
where the wind will be blocking a dead end. Despite your throughts on the
fireflies, walk past this one. There's a chest at the end of the path
that contains the spell [Refresha]. Turn around and take a right from
there afterwards. Keep a very, very close eye on the ground at this point.
There are holes that you can fall through on your right that will drop you
back in the Foul Swamp. Thankfully, if you head off-screen via the exit
thats at the end of the "curly" portion of the map, you'll reach a wall of
stones that you can ram, linking a shortcut between the Hell Trap and
the Foul Swamp. This is good, because there is one hole that you will want
to drop down through coming up through; what's not fair though, is that
the one "good" hole is actually invisible -- it looks like solid ground.
It's somewhere in the middle of the area left of where this shortcut is.
If you find it, you'll fall down to the Foul Swamp, landing on a ledge
with a treasure chest containing a [Soul Medicine]. No, it's not much.
You REALLY don't want to be back here in the end of the game trying to
complete the Treasure Trove achievement though. So grab the item, drop
to the ground below, and take the shortcut back to the Helltrap.

On the left side of the Helltrap is a path that leads up a hill, across
a stone bridge, and down a dead-end path. Odd... At least there's some
[Blinding Powder] on the ground though. Pick it up, then head back down.
Make your way south through the cave until you come to a save point. Save
your game -- and consider turning off your console, and then turning it
back on so that you have full HP and MP again. There's a series of fights
coming up real soon. Also, right in front of the save point is a chest
that contains a [Seed]. Make sure to grab it, then head into the next room.
Walk forward a few steps and pick up the [Cure-All] from the ground. Head
all the way down the hall and ram the metal canister there to initiate
a cutscene. This will cause some monsters to flood the room.

Now you can head back to the save point if you want; but that won't get
you past these guys and out of the cave. You'll have to man up and fight
a few of them. They have 1360 HP each, so physical attacks probably aren't
your friends. These Rough Eaters are earth-based though, so they're weak to
wind attacks. A Winda from a mage should do over 1200 damage. So if you 
combine one Winda with one physical attack, things should be going smoothly 
enough for you. The ideal party for this is Kaim, Seth, Cooke, Jansen and
Sarah. The physical attacks of the Rough Eaters aren't exactly weak, but
they aren't too bad that they make the fights impossible. Rough Eaters do
come in groups of four though, so remember that, and heal between your
battles. You're going to have to get into three of these fights. Take down
three rounds of them, and a red one will finally add itself to the mix and
start running around; that's the queen. Avoid any other fight, and get to
that queen.


   [=-=-=-=-=-=-=-=-=-=-]
   | Boss: Rough Queen  | HP: 1,550 each
   |   + Rough Servants | HP: 1,360 each
   |=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Cry, Flee, Pheromone, Jealousy, Rush                    |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Organic       | Element: Earth                               |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Ok, this fight will start off with the Rough Queen on your enemy's |
   | back row, and four Rough Servants on their front row. Now as for   |
   | their attacks, each one of the servants will start by using their  |
   | physical attacks: that's 125-225 damage or so. Now the Queen in the|
   | back will spice things up as soon as she gets the chance, by using |
   | her Pheromone ability. What this will do is make all but one of the|
   | servants become jealous, and one become in a frenzy. The jealous   |
   | ones will ocassionally waste their turn by using Jealousy, which   |
   | does 10-12 damage to the frenzied servant. Sounds good, right? The |
   | frenzied one will gain the rush ability, which does nearly 700     |
   | damage to one of your characters. That's not so good. Other attacks|
   | that the queen has includes Cry, which will call an additional     |
   | servant to the front line, and Flee which will... flee. If you let |
   | her do that it will probably be frustrating, because you'll just   |
   | have to track her down again and start the battle over. Well now   |
   | that you know how your opponent works, it's time to devise a       |
   | strategy that will beat them. As with the previous battles, a good |
   | team to have is Seth, Kaim, Jansen, Sarah and Cooke. Have them cast|
   | Winda (or if Cooke doesn't have that, Wind) on three separate      |
   | Rough Servants. Then, have Seth and Kaim working to finish them    |
   | off. The idea is to get your enemy's GC bar to zero as quickly as  |
   | you can. Once that happens, switch your focus entirely to the Queen|
   | even if it means leaving some fully healthy Rough Servants that she|
   | has called to battle on the frontline. She only has 1,550 HP, so   |
   | she's not really hard to kill once her defensive wall is down. Hit |
   | her with a couple of Windas and that should do it. Once she's gone |
   | you'll be able to metholodically wipe the floor with the remaning  |
   | servants to end the battle.                                        |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: Slot Seed *                                                 |
   | Drops: Slot Seed                                                   |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]
    * If you steal a Slot Seed and then defeat the Rough Queen, she will
      not drop another. If you steal one and then she Flees, you can
      catch her again and defeat her to make her drop another. You can
      gain a total of two, though due to this -- in all likelyhood --
      being a glitch, you won't need another one. There are enough in
      the game to max out your immortals without it.

After the fight ends, the remaining Rough Eaters in the area will disappear.
Head to the large metal door in the back of the room, and press A to open
it and leave, returning to the world map. You'll notice a new location,
the City of Saman, is available. That's your next destination.


In Summary: -> Have Sarah open the seal to the cave's door.
 --------   -> Make your way to the Foul Swamp area.
            -> Cross the Swamp and enter the Hall of Foul Creatures.
            -> Enter the Helltrap.
            -> Make your way through the Helltrap to the Great Hall area.
            -> Defeat three groups of Rough Eaters.
            -> Defeat the Rough Queen.
            -> Exit through the metal door in the back of the hall.


<>==================///---------------------------------///================<>
                   ///      Merchants' Town Saman      ///          
<>================///---------------------------------///==================<>


Enemies: Manta
 -----   Mantalas (Boss)

Important Items: Seed (#54)
 -------------   Seed (#55)
                 Seed (#56)
                 Seed (#57)
                 Awakening Bracelet
                 Seed (#58)
                 Slot Seed
                 Seed (#59)
                 Seed (#60)
                 Seed (#61)
                 Shieldus [Spell]
                 Barricadus [Spell]

As soon as you enter Saman you should get the feeling that something is up.
The people look like zombies, it's dark and dreary and... there are talking
cars? Well we're going to do some exploring here and see if we can get
anything done. First, save your game on the left, then enter the building
just in front of it. Inside the building you'll find a cabinet containing
[500G], a ppot on the left that contains a [Seed], and in front of that a
pot that contains an [Antidote]. On the right side of the house you'll find
a Pipot hiding in his usual hiding spot: inside a small vase. If you didn't
have 40 (or 20) Seeds before, by all means drop them off now for some items. 
We're still a little shy of the 60 seed requirement though. Don't worry,
we'll have enough by the time we leave this city.

Head back outside and cross the street, entering the building that's there;
it's an inn. Head into the room on the far right of the first floor, and
open the pot inside for a [Seed], then return to the lobby and head 
upstairs. Open the cabinet to the left of the stairs for [6 Generators],
then enter the room on the left side of the hall. Inside this room you'll
find another pot to probe. Do it for [5 Sticky Tapes], then head across the
hall and enter the room on the right. The pot that you'll find in that room
has a [Seed] inside it. You're done with the inn now, at least for a little
while. So return to the ground floor and exit the inn. Your next stop is
the building north of the first house you were inn, right next to a talking
car: Emelo's Tavern. There's not a whole lot in there. Check the pot that's
in the back for a [Seed] then go back outside.

There's a merchant stand a little ahead. You can speak to the flaming crow
(!) that's sitting there casually to buy some items. It's not a regular shop
though. See everything costs 50G, but you can't pick what you want. You can
select between "This one", "That one", "The other one" and "Which one?" but
it is, in fact, random what you'll get. The items for each choice even
change when you buy something. There are actually some nice items that you
can get, such as Cure-All and Soul-Medicine. Most of the time, however, you
will get stuck with a Healing Medicine. If you have some time, and gold,
to spare you can keep purchasing from him until you get his best item: an
[Awakening Bracelet] which increases an immortals skill slots by 3. NICE.
Once you have this item, walk over to the next merchant stand on your left.
There isn't a flaming crow at this one, but on the ground in front of it is
a pot that you can probe for a [Seed].

Move ahead, and enter the next house on your right. Inside you'll see an
odd man in the act of going insane. Let's steal from him! Check the cabinet
on your right for [1000G], and the safe directly behind the man for the
[Secret Ledger], which will be of great use later on. Check the pot to the
left of the man for [3 Whetstones], and the one to the left of the doorway
for a [Slot Seed]. Take it and lave the house, immediately checking the
pot that's over on your left for another [Seed], before entering the next
house -- or more accurately, item shop. Inside you'll meet a man that will
cause Kaim to recall another dream. As for people selling items you'll
find two: one behind the counter and one in front of it. The one behind
the counter sells items, while the one in front of it sells Weapons,
Accessories, and Components. Now, what do you want to buy? Well, make
sure to get two Hard Spathas, one for Kaim and one for Seth. You also
definitely need the Power Shell for Mack. Pick up any accessories that
you don't have, as well, so that you can learn some new skills on your
immortals. You'll also definitely want a pair of Sorcerer Earrings for Cooke
and maybe even Mack. The full list of wares is as follows:


                            Oreego's Emporium
                 o------------------------------------o
          Weapons: Bright Ankh ................ 2080G
                   Elder Baton ................ 2200G
                   Hard Spatha ................ 2000G
                   Power Shel ................. 2190G
      Accessories: Antidote Brooch ............. 280G
                   Gold Spirit Band ........... 1200G
                   Lion Heart ................. 1000G
                   Magic Trial Record ......... 2500G
                   Seal Blocker ............... 1000G
                   Sorcerer Earrings .......... 1200G
                   Sword Teachings ............ 1100G
                   Yellow Band ................. 450G
       Components: Beast's Horn ................. 35G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Eastern Red Ore .............. 50G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Magic-Luring Stone ........... 50G
                   Magma Fragment ............... 30G
                   Mysterious Perfume .......... 125G
                   Paraweed Thorn ............... 75G
                   Poison Oil ................... 80G
                   Quality Iron Sand ............ 30G
                   Sandman's Seal ............... 25G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G



                           Audun's Item Shop
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Aquara Bomb ................. 500G
                   Bind Healer .................. 45G
                   Blazing Ruby ................. 45G
                   Flara Bomb .................. 500G
                   Flare Bomb .................. 100G
                   Grounda Bomb ................ 500G
                   Ground Bomb ................. 100G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 360G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Winda Bomb .................. 500G
                   Wind Bomb ................... 100G
  
Once you're done shopping, equip your new items, and sell off the old items.
Also, make sure to check for a pot on the left side of the store -- it's
kind of hard to see in the shade, but it contains a [Seed]. If you haven't
missed any, that will be lucky number 60. If you turn these into the Pipot
you'll be rewarded with a Power Bangle. Head to the back of the town,
approaching the exit of the screen. Some dude named Busy Davie will stop
you, saying that the Captain's gone missing. He's easy enough to find; run
over to the inn, and talk to the man in the back. One flush later... the
Captain will leave the bathroom and return to the ship, where he belongs.
Now if you return to where you saw Davie, you'll be allowed to enter the
next screen.

Walk forward towards the rail tracks on the ground, and check the pot on
the right for [500G]. Further to the right from there is another pot. That
one contains [4 Pendulums]. Once you have these couple of items walk ahead
to where the ship's crew is standing for a cutscene. When it ends you'll be
allowed to board the ship. Board the ship, but be ready for a battle. Things
will not go smoothly, and you're going to end up being attacked. That spells
out a boss battle for you.

   [=-=-=-=-=-=-=-=-]
   | Boss: Mantalas | HP: 3,050 each
   |   + Mantas     | HP: 620 each
   |=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Bizzarre Howl, Appear                                   |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Organic       | Element: Earth                               |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | This is an interesting battle, but not a particularly difficult    |
   | one. The battle will start off one with three Mantas on the enemy's|
   | front row, and a Mantalas in the back. None of them have too strong|
   | of an attack: they'll probably hit between 100 and 150 damage each.|
   | How they act in battle is the noteworthy thing, though. If you do  |
   | any damage to the Mantalas he'll use Bizarre Howl, calling whatever|
   | number of Mantas are necessary to make three (three if there are   |
   | zero, two if there are one, one if there are two), then he'll hop  |
   | over the side of the ship. He won't reappear until the Mantas are  |
   | disposed of. Because he employs this tactic you'll wanter to make  |
   | sure every hit counts. To do this, at the start of the battle take |
   | out the three Manta's first, to reduce the enemy GC to zero. Then, |
   | try and land a Grounda on the Mantalas; it should do over 1,000    |
   | damage to him. Once the new Mantas are out, you'll have to be      |
   | careful when selecting your actions -- you don't want to waste your|
   | one strike at the Mantalas with something weak. A tactic that      |
   | works is to have Seth and Kaim both attack the first Manta, then   |
   | select Grounda with Jansen, Cooke and Sarah (it won't matter what  |
   | target you select.) In effect, Kaim and Seth will act first taking |
   | down the first Manta, two of the mages will take down the second   |
   | and third Mantas, and then the Mantalas will use Appear only to be |
   | hit by the third Grounda. If you're using Mack instead of Cooke,   |
   | it's not a problem. Just have him cast Minda on Sarah or Jansen on |
   | his turn or something. The difference is that you won't hit the    |
   | Mantalas on the same turn he appears, but you can have Seth, Kaim, |
   | Mack and Jansen use Defend and just let Sarah blast him with it on |
   | the next turn. The battle, by design, will take a handful of turns,|
   | but it's not difficult if you plan your attacks.                   |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: Bug's Stomach (Mantalas)      Beast Hide Rasp (Manta)       |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]
After defeating the Mantalas you'll see another cutscene, during which
Seth will recall another dream. The party will soon realize that they've
reached solid ground: the magic engine, Experimental Staff. Before you
leave the ship, head inside the cabin to save your game. There's also a
cabinet on the right side of the room that you can open for a [Seed].
In the room, you'll also find a ring assembler and merchant. The most
important things to get are the [Shieldus] and [Barricadus] spells that
the merchant has -- and if you didn't upgrade in Saman, get some 
new weapons for Kaim, Seth, and Mack. Other things sold are listed below:


                       Travelling Ringmaker Trace
                 o------------------------------------o
            Rings: Fire-Powered Ring (Flame Ring + Bruiser Ring)
                   Water-Powered Ring (Aqua Ring + Bruiser Ring)
                   Wind-Powered Ring (Wind Ring + Bruiser Ring)
                   Earth-Powered Ring (Earth Ring + Bruiser Ring)
                   Soul Ring (Osmosis Ring + Bruiser Ring)
                   Turtle Ring (Piercing Ring + Bio Ring)
                   Flying Beast Ring (Beast Ring + Aim Ring)
                   Herculean Ring (Bruiser Ring + Anger Ring)


                           Damiroh's Grab Bag
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Aquara Bomb ................. 500G
                   Flara Bomb .................. 500G
                   Flare Bomb .................. 100G
                   Grounda Bomb ................ 500G
                   Ground Bomb ................. 100G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 360G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Winda Bomb .................. 500G
                   Wind Bomb ................... 100G
          Weapons: Bright Ankh ................ 2080G
                   Elder Baton ................ 2200G
                   Hard Spatha ................ 2000G
                   Power Shel ................. 2190G
      Accessories: Antidote Brooch ............. 280G
                   Gold Spirit Band ........... 1200G
                   Seal Blocker ............... 1000G
                   Sorcerer Earrings .......... 1200G
                   Sword Teachings ............ 1100G
                   Yellow Band ................. 450G
       Components: Beast's Horn ................. 35G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Eastern Red Ore .............. 50G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Magma Fragment ............... 30G
                   Magic-Luring Stone ........... 50G
                   Mysterious Perfume .......... 125G
                   Paraweed Thorn ............... 75G
                   Poison Oil ................... 80G
                   Quality Iron Sand ............ 30G
                   Sandman's Seal ............... 25G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G
           Spells: Barricadus ................. 1500G
                   Shieldus ................... 1500G

When all is good, head back to the deck and leave the ship.


In Summary: -> Head to the back of the town and speak to Busy Davie.
 --------   -> Find the Captain inside the inn's bathroom.
            -> Make your way to the dock and board the ship.
            -> Defeat the Mantalas.



<>==================///---------------------------------///================<>
                   ///         Experimental Staff     ///          
<>================///---------------------------------///==================<>


Enemies: Magic Slider
 -----   Magic Insect
         Guard Armor
         Uhran Guardsman
         Gongora (Boss)

Important Items: Slot Seed
 -------------   Aqua Mine [Spell]
                 Knight Earrings
                 White Lotus
                 Lotus Ring
                 Fire Charm

At the first junction you come across, take a right and be on the lookout
for a metal chest on the next platform. Open it for a [Slot Seed], then
turn around and run as far as you can go in the opposite direction, going
up the stairs until you find yourself at another junction. Once again, take
a right and proceed until you come to a metal chest on the next platform.
This one will contain [6 Generators]. Once you have them, turn around and
walk forward until you come to two huge metal doors. Press the A button to
open them and enter the Power Division of the Experimental Staff -- the first
true area of the Staff, and the first one to contain random encounters.

The enemies that you'll face are Magic Insects (stronger than the ones you've
faced previously, but still pretty weak; unless you let them Charge and then
use Forcea. That does MASSIVE damage: enough to kill anyone on your team), 
Magic Sliders -- an enemy whom you can take out with a few physical attacks 
or Force spells -- Uhran Guardsmen, and Guard Armors. Now these final two 
enemies need to be examined. Guard Armors can be dangerous. They have 1,840
HP, and can use Magic Blade to hit a row of characters. They also have decent
magical and physical defenses; you will likely hit in the 200-300 damage per
attack. They're not overly powerful, but because of this (and the fact that 
they also ocassionally use Guard, reducing your damage to 0) they can take a
while to drop. Just have all your characters focus on them early in the battle.
Now the Uhran Guardsmen are of note for a different reasno. They're weak, real 
weak. You can easily take them down with a couple attacks or magic casts. 
However, they're the only source of the Gate Pass item. There are numerous gates
in the Experimental Staff blocking items that you'll have to have a character 
Steal some Gate Passes. What to do, is reduce your enemies' party to just one
or two Uhran Guardsmen, then just keep using Steal until you get one. This is
just something to keep in the back of your mind as you continue ahead. You'll 
need four of them if you wish to disable all the Gate Pass barriers. You will
need a minimum of one.

Head down the stairs on your right and walk until you see a cutscene of
something interesting; Gongora's in the house! Climb the next flight of
stairs, and the one after that (there's nothing for you to the right at this
point -- the ladder goes nowhere.) At the top, turn left and walk until you
reach the next area: the Operation Division. After a few moments of walking
you'll see another cutscene. After the scene ends, walk up the stairway in
front of you and get close to the shiny green light; Cooke will point out
that you can activate it. Press it, and a platform will rise to your right.
Ok, yeah that wasn't really useful -- it shows you how they work though.
Anyway, take a left from there. Be looking for a red platform with a button
on it. When you see that, stand on the platform and press the button to be
moved to a different ledge. Once it stops, pull the lever on your right to
raise a platform that you can step across to reach a treasure chest. Open
it for the Black Magic spell [Aqua Mine].

After you have the spell, step back across the hanging platform and head
as far to the left as you can go. You should see an electrical barrier
blocking a chest there -- this is where those Guard Passes come in handy.
If you have one, examine the computer terminal and select "Insert Pass."
The barrier will drop, giving you access to a chest containing a pair of
[Knight Earrings].  You can then head down the stairs to the south to reach
another green lever. Pull that one, and a chest will be raised to where you
are standing. Open it for [3 Bug's Stomachs], then return to the top of the
stairs. Head a little to the north, crossing the caged platform. Climb down 
the ladder on your right to reach a chest that has [4 Pendulums] inside, then 
climb back up and pull the green lever on your left to raise a crate. Step
over the crate to reach another of these electrical barriers. Inserting a 
Gate Pass to deactivate this one will allow you to reach an elevator platform
that you can ride to reach the next floor. If you absolutely can not seem to
get a Gate Pass, you can alternatively head outside by going south, and climb
the fire escape, to reach the floor above.

On the new floor, climb down the ladder that's over on your right to reach
a treasure chest. It has [3 Gusty Cloths] inside. You can then climb back to
the top of the ladder and look for a green lever to push. Do that, and a
crate will rise forming a bridge to the next platform. If you have a Gate
Pass, disable the barrier on your left to reach a chest containing the
[White Lotus] weapon for Mack (equip that sucker!) and the matching [Lotus
Ring]. You'll probably want to equip that too, considering all the mechanical
enemies there are in the area. With these items, turn around and walk across
the crate that you raised to act as a bridge. Keep going until you see a
cutscene, then keep going right. You will come to an area with a large
crate, a lever, and a movable platform. Pushing the green lever will lift and
lower the crate in the middle. Pushing the lever on the moving platform will
cause it to a) slide to the closest platform to it if the large crate is
down or b) slide to the opposite side of the rail if the large crate is up.

Examples:   * = Moving Platform     - - - = Rails of sliding platform
          [C] = Crate                   @ = Green Lever


     SITUATION A                     SITUATION B
    |  |     |  |                   |  |     |  |
    |  |     |  |                   |  |     |  |
 _  | |       | |   _            _  |_|       | |   
|*|- - - [C] - - - |_|          | |-|*| -[C] - - - |_|
|¯|__ ___|@|___ ___| |          |¯|__¯___|@|___ ___| |
|    ¯         ¯     |          |    ¯         ¯     |

     SITUATION C                     SITUATION D
    |  |     |  |                   |  |     |  |
    |  |     |  |                   |  |     |  |
 _  | |       | |   _            _  |_|       |_|   _
| |- - -  -  - - - |*|          | |- - - [C] -|*| -|_|
|¯|__ ___|@|___ ___|¯|          |¯|__ ___|@|___¯___| |
|    ¯         ¯     |          |    ¯         ¯     |


Situation A: The platform starts like this. You can't go anywhere.
Situation B: The crate is down. The platform brings you to the left path.
Situation C: The Crate is up. The platform brings you to the opposite side.
Situation D: The Crate is down. You can ride the platform from the left to

Your strategy should be to first step on the sliding platform and press the
lever to get yourself to the left path. There, walk forward until you reach
a red platform; ride it over to the left. Walk forward and press the green
lever that's there to raise a planging platform, then head to the right.
Ride the next red platform to get to the next platform, and pull the first
green lever you see there. Another hanging platform will be raised. At the
very end of the platform your on, pull the green lever, and you'll see a
large crate being lowered south of where you are. Now you can't do anything
with it yet, but you're making progress. Turn around and head back to the
original moving platform-crate set-up (the one that the diagrams shown above
correspond to.) This time lift the crate, ride the platform to the opposite
side, lower the crate, then ride the sliding platform to the path on the right.

At the first corner, pull the green lever, then head to the right. Ride the
red platform that you come to and, as long as you pulled the final lever that
you came to when heading along the left path, you'll be brought to a new
platform. Pull the first and second green levers that you see, heading south.
When you reach the bottom of the path, head left and pull that green lever
to create a shortcut back to the platform-crate apparatus, then turn around
and board the elevator that's on the far right. This will bring you to an
area of the Operations Division that was previously unavailable to you. You
can create a shortcut between the two portions of the division if you have
a Gate Pass on you; just walk over to your left and activate the computer
terminal to lower the electric barrier separating them. You can also take
the red sliding platform north to take a quick path to the entrance if you
want to get back to the ship. To progress forward, however, you'll have to
take the southern-exit to the Outer Division.

Climb down the ladder on your left to reach a second ladder. Climb down that
one as well. This will take you to a glowing green switch that you can press
to cause a bridge to lower in front of you. Push the crate in front of you
onto the bridge, then press the switch again so the bridge rises. Climb back
to the platform above and push the block all the way to the opposite ledge.
Lower the platform again, and cross it. Push the block you run into as far
as you can, then turn around and raise the platform again. Take the first
block again, and pull it onto the bridge. Lower the bridge again, then, to
finish things off, push the block on the bridge all the way back next to the
first block... Phew. If you did everything right, you should be able to raise
the bridge, climb to the platform above, and cross without any problems.
Climb the ladder on the other side, and talk to the guard on top. Return to
the bottom floor, and get one of the chests onto the metal bridge, and
raise the bridge, pushing the block to the other side at the top. Then, lower
the bridge, and put the second block on it. Pull it towards the green switch,
then raise the platform and push the crate off the ledge. Lower the bridge
again, and run across. He'll tell you to relay the information elsewhere,
after all that work... lovely. Anywya, return back to the Operation Division
that you left from. Take the elevator back up to the Upper Division, head
left and look for an electric barrier. Disable it by accessing the computer
terminal, then head off-screen to the South; you'll be in another part of
the Outer Division.

Ascend all of the flights of stairs in front of you until you reach a save
point. Open the chest in front of the save point for [4 Paraweed Needles],
then ave your game. Climb down the ladder ahead, and press the blue switch
at the bottom. Run across the bridge that you raise, and speak to the off-
duty technician on the other side. If you've spoken to the previous two
already he won't immediately send you away -- instead he'll give you [11 Beat
Stones]. That's enough to assemble a Hammer ring, but it's still a pretty
damn crappy reward considering all you went through... Oh well. Climb back
up the ladder and enter the doors in front of you. This will bring you to
the Glass Chamber. After a cutscene, it's time for a showdown with Gogdora.


   [=-=-=-=-=-=-=-=]
   | Boss: Gongora | HP: N/A
   |=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Forceus, Prisma, Pain Surge                             |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: None          | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Ok, let's put it blunt. You can't win this battle; it's impossible.|
   | That said, if you die during the fight, it'll be a game over. So,  |
   | what do you have to do? Survive. Cast All-Barricade early on to    |
   | lower the damage Gongora does (around 600 to Seth or Kaim with     |
   | Forceus, and 200-300 to everyone with Prisma). You'll then want to |
   | have Seth and Kaim defend each turn while your mages just keep     |
   | casting Zephyr. After you endure a few rounds, Gongora will use    |
   | Pain Surge. All five of your characters will be KO'd -- this is    |
   | unavoidable. You won't have won, but the battle will end.          |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the battle ends, Gongora will get the hell out of there, leaving you
to die in the collapsing Experimental Staff. Howver, being left to die in
the Experimental Staff isn't cool. You should try and escape. When all the
scenes are over you'll see a timer in the corner of the screen set to 12:00.
That's how long you're going to have to get out. It's more than enough, but
you'd be wise to flee from all battles. Equip someone with Turn-Tail shoes
so that you can be sure you'll escape on the first round. AS for your path,
first head out of the Glass Chamber, and run down all the stairs outside.
Enter through the second door you come to, and take the stairs on your
left once inside to reach a chest containing a [Fire Charm]. Head back
outside, and re-enter the staff through the other door. Run to the left,
and head back outside at the next exit that you come to. There, head down
staircase after staircase until you reach another door; enter again. Inside,
take a left, and navigate through the crumbling room to reach the north-east
exit. Run forward along the path and open the chest you come to for a 
[Cure-All], then run down the stairs in front of you. On your right, you'll
see a break in the path. You can jump across though, so do it, and climb
down the ladder that's there. On the bottom, run to your right to find a
chest containing a [Power Drink]. To the right of that is another ladder
that you can climb down. On the platform that it takes you to, below, you
will find a chest over to the right. There's a [Snake Ring], and the [Red
Snake] weapon inside -- not bad! Having opened that chest, descend the next
ladder in front of you, and head off-screen to reach the merchant ship
again. Walk forward, towards the ship, and a cutscene will signify your
successful escape.


In Summary: -> Enter the main doors of the Staff, entering the Power Division. 
 --------   -> Make your way up the stairs to the Operation Division.
            -> Steal a Gate Pass from an Uhran Guardsman and use it to take
               the elevator OR take the fire escape to the Upper Division.
            -> Make your way through the pseudo-puzzle with the moving
               platforms, and disable the electric barrier to the south with
               a Gate Pass to reach the Outer Division.
            -> Climb all the stairs and enter the Glass Chamber.
            -> Face Gongora.
            -> Escape Experimental Staff within the 12:00 timer.
            -> End of Disc 2.



  ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-==
 | .-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-. |
 | |  D   I   S   K           T   H   R   E   E                          | |
 | '-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-' |
  ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-==


<>==================///---------------------------------///================<>
                   ///      Merchants' Town Saman      ///          
<>================///---------------------------------///==================<>


Enemies: None
 -----

Important Items: Regenera [Spell]
 -------------   Pixie Flower
                 General's Pen
                 Splitter [Spell]
                 Solid Spartan
                 Spartan Ring

Disc 3 begins with the ship arriving back in Saman, safely. Once all the
fanfare of your arrival has passed, head south and enter the first large
wooden door that you come to. Inside, look for a silver pot to probe over
on the right.

That will earn you [3 Raging Beast's Eyes]. The pot on the
opposite side of the room contains the spirit magic [Regenera]. In the
back-left corner of the store you'll find a third pot that contains a
[Bind Healer]. Also interesting, is the sliding door against the back
wall of the shop that leads to the auction house. There you can speak to
the man in yellow clothes to join in on the auctions -- that is, if you
missed any of the items in areas that you can no longer get to, such as
the Wohl Highlands, the Sea of Baus or Experimental Staff. Buy everything
that you missed here, if you can afford it, since it all counts for the
Treasure Trove achievement. If you screw up and lose an auction, don't
worry, the item will show up again. And don't worry about waiting until
later to do this; the items will never disappear. Anyway, once you've
got what you want, head back to the front of the store. Trace the Ring
Assembler and  Oreego the shopkeeper are both there. The ring assembler
has the same list of rings available as before.
 

                            Oreego's Emporium
                 o------------------------------------o
          Weapons: Bright Ankh ................ 2080G
                   Elder Baton ................ 2200G
                   Hard Spatha ................ 2000G
                   Power Shel ................. 2190G
      Accessories: Antidote Brooch ............. 280G
                   Gold Spirit Band ........... 1200G
                   Lion Heart ................. 1000G
                   Magic Trial Record ......... 2500G
                   Seal Blocker ............... 1000G
                   Sorcerer Earrings .......... 1200G
                   Sword Teachings ............ 1100G
                   Yellow Band ................. 450G
       Components: Beast's Horn ................. 35G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Eastern Red Ore .............. 50G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Magic-Luring Stone ........... 50G
                   Magma Fragment ............... 30G
                   Mysterious Perfume .......... 125G
                   Paraweed Thorn ............... 75G
                   Poison Oil ................... 80G
                   Quality Iron Sand ............ 30G
                   Sandman's Seal ............... 25G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G


Aside from shopping, there are a few other things to do in the town, but
you might as well get the required stuff out of the way first. So, head to
the town's Main Street, and approach the inn. You'll see a cutscene, and
without any say in the matter your entire party will go crash at the inn.
Approach the door and select the first option on the confirmation window
to progress the game; you'll find yourself downstairs, the next morning.
Head outside and look over at where the old crow's "this one, that one"
merchant stand was back when Saman was zombified. There's a pot on the
ground in front of it that contains a [Pixie Flower] that you should grab.
Walk in front of the stand from there, and Kaim will recall a dream.

After that, walk to the left to where three guys are arguing. Speak to
them, and you'll find that one of them is being acused of stealing. Speak
to him and say "Not at all" when he asks if you think he's a thief. This
will cause him to explain that a bird took it. Well, you'll find a shiny
object over on the hut to the right, so pick it up. It's the missing money;
turns out the guy wasn't lying. As compensation for helping out, you'll be
given a [General's Pen]. Once the man walks away, go speak to him again.
He'll reward you with some treasure hunt info -- and thankfully the treasure
is close by. Head to the port, and run to the very edge of the dock. Look
at your map, and pay attention for your controller's rumble function to 
find the treasure: the [Splitter] Spirit Magic Spell.

Another thing you want to do, is enter Riordan's home. He was the guy that
was going crazy with his pile of money earlier. Speak to him, and he'll
get angry at you saying that he's an honest trader. Outside of his house
you'll meet Investigator Zeckte. Give him the ledger that you picked up in
Riordan's house earlier, then head back into the house. Speak with Zeckte
again, and he'll tell you about how Riordan was busted. Your reward for
helping out is the [Solid Spartan] sword, and the matching [Spartan Ring].
Equip the sword to Kaim, and then give Seth the Red Snake Kaim should be
equipped with now. Consider equipping the ring to either Mack or Seth.
After you've got these, head to the tavern and speak to the man near the
counter for some treasure hunt info that will help you later, then leave
the town. Your next stop is the Ice Canyon.


In Summary: -> Make your way to mainstreet, and stay at the inn.
 --------   -> Exit the town.


<>==================///---------------------------------///================<>
                   ///            Ice Canyon           ///          
<>================///---------------------------------///==================<>


Enemies: Elmon
 -----   Weed
         Raptor
         Dandoman
         Behemoth
         Elmon Leader
         Dinozaoro (Boss)

Important Items: Seed (#62)
 -------------   Water Charm
                 Seed (#63)
                 Cubic Music Score 5
                 Warm Vest
                 Amulet
                 Earrings of Wisdom
                 Mind Bangle
                 Awakening Bracelet

Once you enter the Ice Canyon save your game, then head forward to the next
screen, the Ice Gorge. There's a steep hill up ahead that you can't climb
up so you'll have to look for the ramp on the left side of the path that
you can climb up. Run up and along this path to reach a ledge high on the
right side of the gorge. Go north from there and cross the next ice bridge 
over to the opposite side of the gorge again. By walking along that ledge
to the north you'll reach a chest with a [Seed] inside. After picking it up,
cross yet another bridge of ice back to the right side of the canyon. Slide
down the icy ramp to your north to reach a ledge below, then move along the
path a bit to find a group of three Elmons. You can't fight them or anything
like that at the moment, but because they're here, it may be a good idea
to learn a bit about them. The Elmons in the Ice Canyon have an ability
to Steal and flee; they'll actually take one of your items or accessories!
If that happens you can come here and fight them and their leader to get
them back, but the best thing to do is just finish the area. There's a way
to stop them from robbing you and get your items back all at once. For now,
slide down the ramp in front of you to reach the ground, then head north
towards the Blizzard Peak. Note that you can pick up a [Water Charm] near
the screen-exit if you've obtained information on the "King of the Glaciers"
treasure hunt.

In the Blizzard Peak area, run forward until you reacha treasure chest. Open
it for a [Blzing Ruby], then take the path that stretches up hill, on your
right. Make your way up that skinny ledge, being careful not to be hit by
the wind currents blowing out of the mountain: if you do, you'll take damage
and fall back to the ground. Once you're past them, however, start moving
your right stick around to try and get a ledge below to show on-camera. That
was just CRUEL of Mistwalker... Anyway, slide down to it to reach a chest
containing a [Seed], then head between the canyon wwalls to the south to
reach an area of the gorge that you couldn't access before. There you'll
find [Cubic Music Score 5]. With that, head back to the previous screen and
slide down to the ground... before climbing back up past the wind currents
again. This time do not fall. Head along the path further north, ignoring
the chest you see below for now. Run along as far as you can, hugging the
wall until you enter a hidden cave area.

Run through the cave until you come to a penguin. After a short cutscene
the bird will jump off the platform. Open the chest nearby for a [Warm Vest]
then, as fast as you can, holding X, run back through the cave and over
the ledges towards where the wind currents you passed are. If you're fast
you can catch the penguin before he leaves. Examine him with the A button
to get an [Amulet]. If he gets away you can slide after him, but then you
will have to climb all the way back up again, and that's not cool. Anyway,
if you slide down on the very, very far right of where the penguin does,
instead of sliding all the way to the bottom you'll slide a few feet to
where there's a treasure chest. Open it for [5 Tornado Leafs], and then
slide to the bottom from there. You'll then have to make your way to the
top again, but at least you'll have a treasure under your belt to show
for it. Wow, that came out wrong.

Move to where the entrance of that cave was, but keep going past it. Head
down the hill, and double back to the south at the bottom. You're looking
for a ledge that you can jump across. Be careful though, because there's
wind blowing right past where you'd land, and poor timing will cost you
some time and hit points. Assuming you can make it all the way across, you
will reach a chest containing [Earrings of Wisdom]: an awesome item that
will allow you to use Black and White magic up to level 5. Once you have
them, jump back across the platform trying to avoid being blown off. Oh
wow, that was even worse than my other line. I hate ice areas of games.
...Ok. Once you're back across look for another ledge you can hop over to
the north. Head down the path on the other side. Seemingly, you've reached
a dead end. However, there's a boulder of snow that you can push over there,
and you'll have to do it to move onward. So do that, then head back up
the hill and jump back across to the other side of the gap.

Look for a path to the south. Be careful not to slip on the icy hills (you
will slide all the way to the bottom of the area and have to climb back up)
Make your way past the pile of snow that now blocks where a wind jet used
to be. Use there nearby save point to record your progress. Then, when you
are ready, head to the next screen. After a cutscene upon arriving there,
you'll find yourself tossed headfirst into a boss battle.


   [=-=-=-=-=-=-=-=-]
   | Boss: Dinozaor | HP: 20,160
   |=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Bind Voice, Counter, Headbutt, Tail Crush               |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Organic       | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Dinozaoro takes damage like a chump, but at the same time, he's    |
   | capable of dealing it like a demon. The first few turns, he'll     |
   | probably use Bind Voice to keep you from switching your party's    |
   | formation, and then hit you with Heabutt. Heabutt will do between  |
   | 200 and 500 damage to all your party members, and will also bring  |
   | them all to the front row. After that, he'll be dealing pretty     |
   | heavy damage on a regular basis. He'll have Tail Crush that hits   |
   | everyone for around 150-200 damage, and his regular physicals that |
   | do a "mere" 900 damage or so. In addition to this, he has a counter|
   | attack that can do between 600 and 700 damage of its own; in other |
   | words even when you're hitting him, you're at some risk. Well the  |
   | only thing you can do, is prepare to the best of your ability.     |
   | At the start of the battle, get Powerus on Seth and Kaim, and then |
   | get Regenera on them. That's how Mack should be spending his first |
   | four turns. Have Jansen casting any old -a spell to deal about 900 |
   | damage per turn. Seth and Kaim should be using Combo unti they get |
   | low on HP (you can then have someone restore it with an item while |
   | Seth or Kaim just use a regular attack that turn.) Once Mack has   |
   | no more buffing to do, you can just toss All-Shield on your party  |
   | or get Regenera on some other people, just in case. It's not worth |
   | him risking getting Countered by attacking. Sarah's role should be |
   | to cast Heala as necessary -- at the start of the battle she should|
   | be able to get off a few -a spells though. Dinozaor has over 20,000|
   | HP, so the battle won't be quick, but you shouldn't have too much  |
   | trouble with it if your party members are at level 30 or 31. Just  |
   | remember, you have to reset your party's formation afterwards!     |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: Slot Seed                                                   |
   | Drops: Slot Seed*       * He won't drop one if you steal it first. |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the fight, head up the ramp on your right. It leads to a seal that
you can't do anything with yet, and a chest that contains the [Elmon Crown].
Head back down the hill, and exit the area to the north to reach the world
map. Don't go anywhere else yet though. First, select the Ice Canyon's
southern entrance again. Return to those three Elmons in the gorge area
again. If the Elmons have stolen anything from you, you will enter into 
battle with them -- more specifically, four Elmons, and an Elmon leader. 
What you want to do though, is hang out without speaking to them until you
get into a random encounter with an Elmon. Hopefully it will steal the
Elmon Crown from you. If not, just try again with another battle. If you
face the Elmons once they've obtained their Crown, their leader will have
more HP (6,000 versus 4,800), but he'll also drop a [Mind Bangle] item
when you defeat him. This is the only source of that item, so you should
make sure to obtain it. Also, in doing this, you'll re-obtain all of the
other stolen items, and the Elmons will agree to no longer steal from you.
When the Elmons are taken care of, feel free to return to the world map.
You can quickly stop at Khent and look for a chest there that contains an
[Awakening Bracelet], but you can't do anything else there. Head to Gohtza.


In Summary: -> Move north to reach the Ice Gorge.
 --------   -> Move along the ledges on the side of the gorge to reach the
               Blizzard Peak.
            -> Cross along the path to the north to reach the opposite side
               of the peak.
            -> Find the snow boulder and knock it over to cover a wind jet.
            -> Make your way to the Snow Plateau.
            -> Defeat Dinozaoro.


<>==================///---------------------------------///================<>
                   ///          City of Gohtza         ///          
<>================///---------------------------------///==================<>


Enemies: None
 -----   

Important Items: Seed (#64)
 -------------   Seed (#65)
                 Seed (#66)
                 Seed (#67)
                 Innocence Baton
                 Innocence Ring
                 50,000G
                 Seed (#68)
                 Circular Dance Discus
                 Circular Dance Ring

Ok, so Gohtza's a pretty big place. Because of that, it's going to take a
while to comb through the areas collecting everything. Fortunately, most
of these items can be obtained conveniently on your way as you do the things
you need to. Therefor, in this section, things are not covered in the order
that they are POSSIBLE to obtain, they're covered in the order that they
probably SHOULD be obtained in. Anyway, the first order of business is to
walk north to the next screen, and walk forward until you see a broadcast
of the king of Gohtza. When the scene ends, walk forward and take a right,
just past where a pink sign next to a doorway is. There's a pot on the
ground over there that you can probe for a [Healing Tank]. Once you have
it, keep moving forward and take the next path to the right. On this alley-
like path you'll find a door on your right. It leads to the Middle Town
Store. Inside you'll find a ring assembler, and two shop owners. Between
the shopkeepers there's a handful of things you need to grab: the Full Blade
for Seth, the Chakra Arm for Mack, the Obsidian Spirit Band, another pair
of Earrings of Wisdom, and if you missed them, the Shieldus and Barricadus
spells. The entire list of wares is shown below; the ring assembler just
has the same rings as the others.

                        Sigrum's Weapon Emporium
                 o------------------------------------o
          Weapons: Chakra Arm ................. 3800G
                   Ether Torch ................ 3550G
                   Full Blade ................. 3600G
                   Lord Spire ................. 3500G
      Accessories: Alarm Clock ................. 480G
                   Antidote Brooch ............. 280G
                   Combat Teachings ............ 700G
                   Earrings of Wisdom ......... 2000G
                   Kelolon Earrings ............ 550G
                   Magic Trial Record ......... 2500G
                   Obsidian Spirit Band ....... 2000G
                   Stabilizer .................. 520G
                   Warm Vest .................. 2000G
                   Yellow Band ................. 450G
       Components: Beast Hide Raso ............. 100G
                   Beast's Horn ................. 35G
                   Bent Needle ................. 300G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Crimson Treasure ............ 100G
                   Eastern Red Ore .............. 50G
                   Gusty Cloth ................. 100G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Kelo-Oil .................... 150G
                   Magic-Sealing Feather ....... 100G
                   Magic-Luring Stone ........... 50G
                   Magma Fragment ............... 30G
                   Nutrition of the Earth ...... 100G
                   Paraweed Thorn ............... 75G
                   Pumice of Despair ............ 40G
                   Quality Iron Sand ............ 30G
                   Rainbow Coral ............... 100G
                   Sandman's Seal ............... 25G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Tornado Leaf ................ 100G
                   Whetstone .................... 50G
                   Wind Seal Leaf ............... 30G


                           Kessle's Tool Shop
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Aquara Bomb ................. 500G
                   Blazing Ruby ................. 45G
                   Flara Bomb .................. 500G
                   Flare Bomb .................. 100G
                   Grounda Bomb ................ 500G
                   Ground Bomb ................. 100G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 360G
                   Kelo-Vitamin ................. 30G
                   Mana Bottle ................. 540G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Mint Powder .................. 25G
                   Winda Bomb .................. 500G
                   Wind Bomb ................... 100G
           Spells: Barricadus ................. 1500G
                   Shieldus ................... 1500G
                   
When you're done shopping, leave the store and head back to the south,
this time heading left. Board the first elevator you come to, and you'll
be brought to Gohtza station. Probe the two pots near the front desk for
[5 Whetstones] and a [Seed]. Try to step through the first gate and you
will be stopped and told you can't enter yet. Well that's fine, because
you don't HAVE to enter yet. You just need to be told that you couldn't
before you can move on with the game. Get back on the elevator to return to
Middle Town, and head north of where the entrance to the store is. After
not too long of a walk you'll get another cutscene. In this one your
party will be broken up into three. You'll first be in control of a party
consisting of Seth, Jansen, and Ming.

Move forward to the very back of the large open area and you'll find a pot
on the ground containing [3 Pendulums]. Pick them up, then board the
elevator in the middle of the area. This will take you to High Town. Walk
forward, and after a cutscene the guards will let you in. There's nothing
in the area, so just head up the stairs and through the next door. This
will take you all the way to the Meeting Chamber of the king. After a
scene you'll find out that you're being tested. Just keep walking forward
and pressing A to deactivate the purple barriers as you meet them. A few
times they'll pop back up and slow you down a bit, but just keep going.
When you finally reach the throne, something interesting will happen; but
before things are completely revealed your control will be switched to the
party of Kaim and Sarah down in Low Town. Now this is where you stop and
pick up a whole lot of items.

Start by taking a right, crossing the northern-most bridge in the area. On
the other side probe a pot for [4 Nutrition of the Earths], then head up
the stairs in front of you. Near the bar counter there you'll find another
pot that you can probe. That one contains a [Blazing Ruby]. By heading down
the stairs further south from there you'll reach a door leading to Rosa's
Restaurant. You can't actually buy anything there, but there are three pots
inside. One has [3 Kelo-Oils] in it, while the others contain a [Seed] and
an [Aquara Bomb]. When the restaurant's cleared out, leave and cross back
over the next bridge in front of you to reach where you started again. This
time, head north, ignoring both bridges. In the upper-left corner of the
street, near some crates, you'll find a pot that holds [Mint Powder]. Pick
it out, then move forward and save your game at the nearby save point.
You should then head around to the side of the building in front of you (do
not enter the elevator yet) and speak to the two Khents that are there.
One will ask you to deliver a message to his brother. Tell him you'll do
it, probe the nearby pot for [500G], then head down the stairs entering
the back of the building.

Examine the first glowing blue triangle on the wall for [3 Gusty Cloths],
then head down the next flight of stairs. Probe a pot at the bottom for a
[Seed] before examining the next blue triangle. That yields another [Seed].
Aside from these items you'll notice the apartment building is completely
sealed off from this entrance. So, head back outside and get on the elevator.
You might as well start at the top; select the 10th floor. The first door
in front of you leads to the Gambler's Hideout. In the very back room you
will find a pot containing the [Innocence Baton] and matching [Innocence
Ring]. The only other thing of interest is a gambler at the table in the
main room. Talk to him and agree to give him some money, and you'll be
given [Signed Loan Papers]. If you leave the room and re-enter you'll be
able to give him some more. Do this ten times, giving him 1,000 each time.
On the eleventh time you speak to the man he'll tell you that he hit the
jackpot: [50,000G]. Oh hell yeah! The second door on the floor is a general
store that won't sell you anything yet. In the room though, you'll find
a pot containing [5 Incense of Distrusts], a ring assembler -- with the
same rings as before available -- a pot containing [4 Shark Skins], a
chest containing [5 Life Stealing Tooths] and some reading material. In
the very back you'll find [3 Winda Bombs] inside a pot. That will conclude
the 10th floor: onto floor nine.

There's only one door on the ninth floor. It leads to an inn. Head in and
check the pot that's on the floor for a seed, then make your way back to
the elevator.  Select the seventh floor this time (the elevator doesn't go
to the eighth floor.)  There's a door on the seventh floor, but don't go
through it yet. Instead make your way all the way around the edge of the
floor to the next staircase. Probe the pot at the bottom of the stairs for
a [Mana Prime] then climb the stairs to reach the elusive eighth floor.
There's actually not much there -- just a blue triangle on the left-hand
wall that hides [1000G]. That will take care of all the items strewn about
the building, so return to the seventh floor and enter the door that you
skipped. Walk down the hallway inside, and open the door that you come to
to initiate a cutscene. When it's over, control will shift over to Cooke
and Mack, who have infiltrated the station. Those rascally rapscallions!

The first thing to do in the area is look for that familiar glowing sphere
so that you can save your game. Just south of it you'll see a pot that
holds [3 Magic Crystals]. Take them, then head to the far right side of
the station, near the escalators. There's a chest on the left that has [4
Loud Bells] inside. In the very north-west corner of the station, near a
glowing orange sign is another chest. That one has an [Aquara Bomb] in it.
Just to the right of there you'll see a vendor willing to sell you some
items. For the most part this is just a compilation of the different stuff
available from the ones at the Gohtza store. The list of items for sale
is shown below:


                          Inside Gohtza Station
                 o------------------------------------o
          Weapons: Chakra Arm ................. 3800G
                   Ether Torch ................ 3550G
                   Full Blade ................. 3600G
                   Lord Spire ................. 3500G
      Accessories: Alarm Clock ................. 480G
                   Antidote Brooch ............. 280G
                   Combat Teachings ............ 700G
                   Earrings of Wisdom ......... 2000G
                   Kelolon Earrings ............ 550G
                   Magic Trial Record ......... 2500G
                   Obsidian Spirit Band ....... 2000G
                   Stabilizer .................. 520G
                   Warm Vest .................. 2000G
                   Yellow Band ................. 450G
       Components: Beast Hide Raso ............. 100G
                   Beast's Horn ................. 35G
                   Bent Needle ................. 300G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Crimson Treasure ............ 100G
                   Eastern Red Ore .............. 50G
                   Gusty Cloth ................. 100G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Kelo-Oil .................... 150G
                   Magic-Sealing Feather ....... 100G
                   Magic-Luring Stone ........... 50G
                   Magma Fragment ............... 30G
                   Nutrition of the Earth ...... 100G
                   Paraweed Thorn ............... 75G
                   Poison Oil ................... 80G
                   Pumice of Despair ............ 40G
                   Quality Iron Sand ............ 30G
                   Rainbow Coral ............... 100G
                   Sandman's Seal ............... 25G
                   Seed of Terror ............... 80G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Tornado Leaf ................ 100G
                   Whetstone .................... 50G
                   Wind Seal Leaf ............... 30G
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Aquara Bomb ................. 500G
                   Blazing Ruby ................. 45G
                   Flara Bomb .................. 500G
                   Flare Bomb .................. 100G
                   Grounda Bomb ................ 500G
                   Ground Bomb ................. 100G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 360G
                   Kelo-Vitamin ................. 30G
                   Mana Bottle ................. 540G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Mint Powder .................. 25G
                   Smelling Salts ............... 35G
                   Winda Bomb .................. 500G
                   Wind Bomb ................... 100G
           Spells: Barricadus ................. 1500G
                   Shieldus ................... 1500G

When you're done shopping, head up the northern-most escalator. Above,
run along the right side of the train platform until you find a treasure
chest. Open it for a [Flara Bomb] then look for an old woman on the right
side of the platform. Speak to her, and when she's done gabbing return
to the station's waiting room again. This time make your way to the
escalators closest to the station's entrance. Run along the right side
of the path until you come to a chest -- it's a little bit hidden,
blending into the circular platform it's own. It contains a [Circular
Dance Discus] and the matching [Circular Dance Ring]. Equip the Discus to
Mack and do what you'd like with the ring (it's not bad, but you probably
have something better.) Next, approach the door to the train on your left.
You'll see a cutscene of Cooke and Mack inside the train. When you gain
control of Cooke again, simply walk towards the seat of the train, and
then, when Mack moves out of the way, examine the control panel. Off the
train goes, and your control will switch back to Team Jansen.

Return to Middle Town and enter the train station. Try to enter through
the entrance gate and you'll meet up with Kaim and Sarah again. Some strings
are pulled, and before long you're inside the station. Cool. Save your
game, then approach the northern set of escalators. When the short scene
ends ascend the escalator, and walk forward until you get another scene of
a guard telling you what happened with Cooke and Mack. When this one ends,
Jansen and Seth will take off on the train -- you'll also get a brief
update of Cooke and Mack. The next few scenes involve what's going on with
the diplomatic meeting. Sit back and watch, and when you finally regain
control of Kaim you'll be back in the station's waiting room. If you then
take the elevators to the northern train platform and board the train on
your left, you'll be on your way out of Gohtza.


In Summary: -> Enter Middle Town.
 --------   -> Try to enter the Gohtza Station.
            -> Hea north of the store to have your part broken up.
            -> Approach the King's Throne by deactivating the barriers.
            -> Speak to the King in the abandoned apartment building.
            -> Speak to the old lady on the northern train platform.
            -> Hijack the train on the southern train platform.
            -> Reunite with Kaim and Sarah at the train station.
            -> Speak to the guard on the northern train platform.
            -> Return to the northern platform and board the train.


<>==================///---------------------------------///================<>
                   ///         The Magic Trains        ///          
<>================///---------------------------------///==================<>


Enemies: Striker
 -----   Land walker
         Glacier Fragment
         Glacier Beast
         Armored Train (Boss)
         

Important Items: Slot Seed
 -------------   

The train ride is not going to be a comfortable one. In fact you'll be
thrown into a battle immediately after the first cutscene ends. You'll be
up against two Land Walkers and two Strikers. The Land Walkers can be a
little bit annoying with their Sleep Shots (it will do damage as well as
put someone to sleep), but none of them are tough. One Winda each should
send them packing. If Kaim stays awake long enough just let him attack. The
battle against these machines won't last long, but immediately following
their defeat, a train with three more Land Walkers will appear beside you.
Because they can't be reached for physical hits, Kaim is almost useless.
If he has white magic have him heal Sarah, but otherwise just let him use
Defend and use an item to heal Sarah if she becomes in danger. Sarah will
have no choice but to use spells to take out the enemies, but to make sure
the fight is winnable a magic generator will restore MP to everyone at the
end of each turn. So just keep tossing those Windas. Once these walkers
have been taken care of you'll see cutscene of something far larger and
more dangerous approaching: The Armored Train.


   [=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Armored Train | HP: 5,500
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Protection, Magic Cannon                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Mechanical    | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Because you only have Kaim and Sarah this battle can be a little   |
   | difficult. See, the Armored Train has an ability called Protection |
   | that will reduce all physical damage to zero for several turns. In |
   | other words Kaim will again become useless. Thankfully, he can't   |
   | block magic attacks so have Sarah use Winda or Aquara or something |
   | each turn. If you see her go below 400 HP though, have her use     |
   | Heala on herself, because Magic Cannon will probably hit both of   |
   | your party members for 300-350 damage. While Protection is up Kaim |
   | can't do much damage, so have him buff with some white magic or    |
   | whatever. As soon as you see that the protection has been dissolved|
   | though, have him use Combo. If you're lucky you'll get a couple of |
   | hits in with it before the Armored Train uses Protection again.    |
   | Spells and Combos will only do around 600 damage, but the train    |
   | doesn't have too much HP, so it balances out. There's a bit of luck|
   | involved in this fight though. If he decides to spam Magic Cannon  |
   | you may end up with a game over. That isn't too likely though, I   |
   | would think. You should be fine.                                   |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

When the battle ends, you'll finally escape persecution from Gohtza, and
the scene will switch back to the meeting between Seth and the others.
This scene won't go all that well. A few scenes later, you're... Gongora?!
Nah, this is just for a moment so it won't even be listed sepately. Walk
south and make your way to the pedestal downstairs to make him deliver
his speech. Head back upstairs afterwards, and step into the glowing
circle. This will bring you to a "battle" agaisnt Gongora's seven alcolytes.
You can't lose, so just go through Gongora's list of abilities to end the
battle. Each of the alcolytes can only be defeated in one way: One by fire,
one by water, one by ground, one by wind, one by status ailment (such as
petrification from All-Stone), and one by non-elemental damage. After the
final Alcolyte is defeated you'll see a cutscene (several, actually.)
After the last of them you'll be inside a train with Kaim and Sarah. Touch
the glowing blue orb behind them to restore your HP and MP then use the
save point in front of you to save your game.

Access the control panel to the right of the door in front of you, and
you'll be brought to the next room. You'll then see that the walls of the
train are starting to freeze. You'll have to move relatively quickly if
you don't want to lose some HP -- though right of the bat you'll be blocked
by a monster. You'll immediately enter a battle with a Glacier Beast and a
Glacier Fragment. The Glacier Fragment is strong against magic but can be
defeated with a couple of physical attacks from Kaim. One Grounda should
take down the Glacier Beast. When the fight's over, run ahead to the end of
the car and use the control panel on the wall to open the door. In the next
car you'll have a small block puzzle. Pick up the [Slot Seed] that's to
the left of the first block, then push that block to the right. With it
out of the way, walk around it and push the next block forward to clear
the path. Run forward to the next set of blocks. Push the first one to the
left, and the second one to the right. You'll be able to reach the door
after doing that.

This will bring you to a hallway with another monster in it. This battle
will put you against two Glacier Fragments. Sarah isn't much use so just
let her Defend while Kaim uses Combo. Doing that he should be able to take
down each one with one attack. When the battle's over open the door to
reach the next car: another block puzzle. Head around the crate in front
of you and pull -- not push -- the first block backwards. Next, let go of
it and run ahead, along the open path on the ground, to a second box. Push
it forward as far as you can, then push the block on your left towards the
left side of the train. Finally, push the block that's in the middle of the
other two north opening a way forward. Look for a crate on your right. You
will have to pull it out of it's alcove, and then stand behind it and push
it to the south. Behind where it was, hidden and out of sight, is a chest
that contains a [Goddess Medicine]. Open the chest then head north to the
door to next car. The back door of this car will ask you for a password.
Enter 9-2-4-0 and it will open (if you're wondering wear that comes from,
the numbers are on the pieces of paper strewn about the train car.) 

Just beyond the door you'll find Cooke and Mack. DO NOT MOVE. First open
the menu and make sure to heal completely. Once you've done that. approach 
them. You'll be thrown into a battle with three Glacier Beasts. Now to be
perfectly blunt, and because there's no way else to put it: This battle is
a load of bullshit. It'll either be really easy or impossible. The Glacier
Beasts have an attack called Ice Needle that will do well over 500 damage
to Kaim and most likely between 100 and 300 to Sarah (the damage she takes
from it seems to fluctuate a lot). If they do that more than once in one 
turn it will seriously hurt you. Three of them almost certainly ensures a
game over -- and it's all random. Thankfully if you lose you restart in the
same room. It may take a few times if your luck is poor, but using Combo
and Grounda is a strategy for success. You'll know your luck is good if you
end the battle on your second turn and wonder what this mini-rant was all
about. But, moving on... After the battle you'll see a few cutscenes, and
ultimately your control will switch over to Seth and Tolten back in Uhra;
Tolten joins the team!



In Summary: -> Defeat the two Land Walkers and the two Strikers.
 --------   -> Defeat the three Land Walkers on the next train with magic.
            -> Defeat the Armored Tank.
            -> Deliver Gongora's speech, and step into the glowing circle.
            -> Defeat the seven Alcolytes as Gongora.
            -> Make your way to the front of the train by defeating the
               enemies you come to, and pushing blocks out of your way.
            -> Enter the password 9-2-4-0 on the locked door.
            -> Defeat the three Glacier Beasts.


<>==================///---------------------------------///================<>
                   ///          City of Uhra           ///          
<>================///---------------------------------///==================<>

Enemies: Uhran Infantry
 -----   Guard Dog
         Kelolita
         Gold Kelolon

Important Items: Seed (#69)
 -------------   Seed (#70)
                 Seed (#71)
                 Talisman
                 Seed (#72)
                 All-Curse [Spell]
                 Seed (#73)
                 Slot Seed

Things in Uhra don't exactly start off on the right foot. From the moment
the opening cutscene ends you'll find yourself in a battle with some Uhran 
Infantry and Guard Dogs. They're actually pretty weak in terms of defense, 
and a single attack should clear them out. Be sure to do this though. If 
given a chance the Uhran Infantry will use Command to have the Guard Dogs
do big damage. So, just attack them and then head forward towards the alley.
You'll see a cutscene when you get close, and you'll then be allowed to pass.
Enter the alley and Seth will speak a bit more.When she's done, walk forward
and peel a red poster off the wall to your right for [3 Sticky Tapes]. Next,
walk ahead and head down the path to your left. Check the metal object on
the left side of the alley for [3 Pendulums], then take a second left and
move to the very back of the alley. Check the yellow pot that's sitting
there for a [Seed]. Turn around and head down the path to the right, peeling
a poster of Gongora off of the wall for some [Smelling Salts]. Once you have
this return all the way to the previous fork in the road; this time take a 
right. This will result in another battle that will be easily won. When it's
over make your way to the save point that you should be able to see ahead, 
and save your game.

Peel the poster to the left of the save point off the wall for [500G], then 
ram the stack of wooden crates over on the  right to reveal a pathway. Head
as far along this alleyway as you can, and you'll reach another pile of
crates. Ram them to reveal a yellow pot that contains a [Mana Capsule]. Take
it then turn around and look for a ladder. You can climb it and check the
metal vent above for a [Groundus Bomb], before climbing back down and going
back to the save point. Look for the alley that extends to the north of where
you are. Ram the wooden crates at the end of the path to reveal a yellow pot. 
Examine it for [3 Poisonous Red Snakes], and then kick the metal object against
the wall on your right (it's kind of hard to see, so look carefully) for a 
[Seed]. From there head down the path on your right until you reach the very 
end of the path, and kick the metal object there for a [Healing Tank]. Turn
around after getting the item, and backtrack until you reach a ladder -- you
should also find a poster on the wall that you can peel back for a [Healing
Herb]. Anyway, climb the ladder and check the pot at the top for a [Power
Drink], then climb back down.

You should then head down the path that extends to the right and kick the 
metal object that's there. That will earn you a [Cure-All]. Once you have
that climb the ladder nearby and head off-screen by running along the ledge.
This will bring you to the rooftops of Main Street. Walk forward and probe
the first pot you see for [500G], then turn the corner and keep walking
forward; ignore the entrance to the inn for now. Instead, enter the second
door: the back door of the weapon store. Head downstairs and pull a [Seed]
from the yellow pot that you find, and an [Aquaus Bomb] from the chest to
the left of the stairs. Trace the ringmaker is also haning out down there;
and if you really want to, you can walk to the front room and speak to Barkus
to buy some items. Be aware that he is sorely lacking in his wares though.


                     Barkus' Arms and Armor Emporium
                 o------------------------------------o
      Accessories: Berserker's Necklace ........ 250G
                   Holy Knight Charm ........... 220G
                   Thief's Bracelet ............ 250G
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Aqua Bomb ................... 100G
                   Flare Bomb .................. 100G
                   Ground Bomb ................. 100G
                   Healing Medicine ............. 40G
                   Mana Herb .................... 60G
                   Wind Bomb ................... 100G

When you're done, head back upstairs and enter the inn. After a few steps
inside you'll get a cutscene. After the man that stops you finishes talking
he'll give you a [Talisman]. Now, since you've been here before all of the
items SHOULD be gone, but double check around to see if you walk down the
stairs to the first floor where the innkeeper will have a few words with
you. When he's done, use the save point in the corner to save your game and
then make your way through the back hallway and exit the inn through the
backdoor. Outside, head south to find two metal trashcans that you can kick.
One of them has a [Seed] inside. The other has [4 Jet Black Cloths]. After
getting the contents of the cans turn around and look for a third can, near
an open sewer grate. Kick the can for [500G], then descend the ladder into
the sewers.

Cross the first bridge on your left, ahead, to reach a chest containing a
[Healing Tank]. After picking it up, turn around and cross back over the
bridge. Descend the stairs on the other side. Push the red button that's
over there to lower a red bridge and then run across it. Walk along the
path on the other side to reach another red button. Press that one and the
water level in the area will lower, allowing you to walk along the ground.
Run back to the first red button and walk down the nearby set of stairs to
reach this ground. At the bottom, run north to find another flight of stairs.
Climb them and push the red button at the top to lower a grating, giving
you a shortcut back to the entrance. You can then walk into the cave on
your right to find a chest containing [3 Kelo-Helmets], but be quick and
get out of there immediately. The enemies are way too dangerous and over-
leveled for you right now; I don't even know why they're there, considering
you can't enter the cave for real yet anyway.

Leave the cave and climb up the next flight of stairs. Take a left at the
top, and make your way to the platforms at the edge of the sewer water that
you can jump from. Jump from platform to platform to reach a chest on the
other side of the dirty water. It contains [3 Thief's Key Rings]. Hop back
to the main platform afterwards, and press the red button. Doing this
will cause all of the platforms in the water to switch there positions; So
now you can jump across them again and get a different chest. This one will
contain a [Flarus Bomb]. When you have the item, and make your way back
across the platforms in the water, climb the ladder on your left. At the
top run across the first bridge in front of you and take a left to reach a
chest containing [4 Nightmare Seals], then cross back over the bridge. Now
this is the part that can be tricky: getting two more items. This will
involve you manipulating the three flood gates in a particular way.

First, go and press the bottom gate's read button to open it, then run
across the northern gate and climb down the ladder on the other side On the
ground you'll find a shiny object: [Goddess Medicine]. That was easy enough.
Here's the harder one: Start by opening all three of the gates (this means
pressing the top switch after crossing over.) From there, close the middle
gate, then the bottom gate, and finally the top gate. After that, open the
middle gate and use one of the others to run across. Climb down the ladder
left of the middle gate to reach a catwalk below. An item will be floating
in the water. You'll be able to pick it up if you've done everything right.
It is the [All-Curse] Black Magic spell. Once you have it, climb back up the
ladder and walk north until you reach the edge of the platform. Climb the 
ladder that's there, and you'll find yourself back in an alleyway.

Walk north and take your first left. You will soon come to a pile of crates
that you can knock over Do that to reach a pot that you can probe; doing
this will net you [5 Mirror Stone of Fears]. After getting them, turn around
and continue heading left. Peel a poster off the wall on your right for
[1000G] then turn around and make your way back to the first fork in the path.
Take a right this time, and walk forward as far as you can without turning.
At the end of the path climb the ladder that's leaning against the wall and
kick the metal knob on the platform above for a [Healing Tank]. You can
then run along the ledge to reach a yellow pot on the otherside. Probe it
to obtain a [Seed], then climb to the ground with the ladder on your left.

On the ground, look to your left for a poster that you can peel away for
[3 Stone Beast's Thorns], then head south from there. Keep looking along
the wall on your right for another poster that you can peel. There's a lot
of posters there, but one contains a [Soul Medicine]. Once you've peeled
both posters down, turn 180 degrees and begin trekking north of where the
ladder was. This will bring you to... another ladder! Instead of climbing
it though, take a left and continue to the very back of that alley. Kick
the metal object against the back wall for [2 Whetstones], then ram the
wooden crates that are there to reveal a yellow pot. Probe it for a [Windus
Bomb] before returning to the ladder and climbing to the ledge above. On
that ledge, run left and climb the next ladder to reach the rooftops. Kick
the object directly in front of you for [5 Life Stealing Tooths].

Begom running along the roofs from there, looking for a yellow pot on your
left. When you reach it, examine it to get [5 Gusty Cloths], then descend
the ladder on your right. Run through the alley on the ground below until
you reach a large sign. You've seen some of these before in the game but
you couldn't do anything because Tolten wasn't in your party. Now that you
have him, you'll be able to break these seals with the A button in order
to gain rewards. The rewards you'll gain from this one are the [Royal Knight
Ring] and [Royal Knight's Sword] -- nice. Be sure to equip Tolten with that.
With the first of the Royal Seals broken, turn around and climb back up the
ladder. Continue running along the roofs as you were before, and climb down
the next ladder that you come to. At the bottom kick the metal object on
your right for some [Ambrosia]. Just ahead, you can peel a poster off of
the wall on your left for a [Mana Bottle]. From there it's just a short
walk ahead to the next screen: The Station Square.

Take a few steps forward, and you'll get a brief cutscene. When you gain
control of Seth again, look for the save point on the right so that you
can save your game. Open the chest to the left of the save point for a
[Heal Full], and open the chest to the right of the save point for a [Slot
Seed]. With your game saved, and the chests open, walk to the next screen
on the right. Take a few steps forward from there, and you'll be blasted
with a series of cutscenes. When the scenes are over you'll find that you
are in the Amphitheater in the Sky. The place isn't as peaceful as it was
when Tolten was here. In fact, there's a war going on all around you. What
you have to do is walk to Sed, who's in the center area. If you get into any
battles along the way, you'll find yourself up against two or three Gohtzan
Infantry, as well as two or three Uhran Infantry. These battles are a little
different than others that you are used to, in that the different enemy
teams will attack eachother as well as you. Because of this, try and take
the teams out equally, so that you don't have attacks focused solely on you.
Note that these Infantry have 980 HP rather than the 200 of those found in
the city, but they still aren't too difficult. Have Seth use Combo to do
some decent damage. Tolten can use Cut Down to target multiple enemies or
use his physical attack to do big damage (due to the new sword) on one. Use
your best judgment when issuing commands. Once you reach Sed, you'll see
a funny cutscene and then a few serious ones. When all of the scenes are over
control will switch to Cooke.


In Summary: -> Defeat the Uhran Infantry and Guard Dogs that initially attack.
 --------   -> Enter the alley.
            -> Head through the allies to reach the rooftops of Main Street.
            -> Go through the inn to reach a back alley.
            -> Climb down to the sewers.
            -> Lower the water level.
            -> Run along the ground where the water used to be to advance
               further into the sewers.
            -> Continue through the sewers until you reach another alley.
            -> Run through the allies and use the ladders to reach the roofs.
            -> Climb down the second ladder on the roof to reach Station Square.
            -> Enter the Amphitheater and rescue Sed.


<>==================///---------------------------------///================<>
                   ///        Snow-Covered Trail       ///          
<>================///---------------------------------///==================<>

Enemies: Alraune
 -----   

Important Items: Seed (#74)
 -------------   

Walk south, against the wind -- it's annoying to walk this slow, yes, but
you have no choice -- and approach Mack. Once he's standing again, he'll
join the party.You will then have to begin moving north. You can examine
the first orange light that's ahead and on the left for a [Healing Tank].
Keep heading north from there and you'll soon come to another orange light.
This one is holding [2 Blazing Rubies]. Cross the road from it to reach a
metal platform that extends out to the right. Walk out onto it to find a
ladder. Climb the ladder, and you'll reach two treasure cheests (one of
them has a [Seed] and the other has [5 Shark Skins]), a blue HP/MP restore
point, and a save point. Grab the items, heal up, and save your game, then
climb back down to the ground and keep heading north. Keep going until you
see another cutscene. Control will (eventually) switch to Jansen and Ming.


In Summary: -> Help Mack stand up.
 --------   -> Walk north and watch the cutscenes.



<>==================///---------------------------------///================<>
                   ///            Old Gohtza           ///          
<>================///---------------------------------///==================<>

Enemies: Clipper
 -----   

Important Items: Slot Seed
 -------------   Slot Seed
                 Seed (#75)
                 Slot Seed

After gaining control of Jansen, ram the metal plate in the back of the room
you are in to reveal a chest. Open it for an [Ambrosia] then walk over to
your right and save your game. Exit the Scrap Dungeon and you'll see a
scene between Jansen and Ming. The random encounters will then start rolling
in. Make sure to get Level 5 Black Magic skill linked to Ming, or added
with an Enhancement. Winda will take out the Clippers in the area down with
one shot, even if you haven't leveled Ming at all (like I didn't.) Jansen
should be dropping them easily as well... if he can hit them, that is. They
have an incredibly annoying, HIGH CHANCE of paralysis with their attacks.
You'll probably want to equip Jansen with a Yellow Band to make him immune
to this effect.

Head down the stairs in front of you to find a chest containing [Soul
Medicine], then climb back up the stairs and turn right. Walk to the edge
of that path to where you find another flight of stairs. Climb to the bottom
and cross the frozen road that's there. Use the ramp to climb up onto the
next flight of stairs. Don't ascend yet though; over to the right you'll
find a chest with a [Cure-All] inside. Once you have that, move to the top
of the stairs. There, press up agaisnt the wall directly in front of you
and move to the right. You can't see it, but there's a passageway over there
that will  take you to another treasure chest. This one has a good treasure
inside: A [Slot Seed]. Once you have it, leave the secret area you are in,
and begin moving to the south. Walk along the path as far to the south as
you can go, crossing over a bridge-like platform, to reach yet another chest.
This one has [6 Life Stealing Tooths] in it. Once you have that, walk to
the right along the path that leaves the screen. This will bring you to
the now-frozen Low Town.

There's not a whole hell of a lot in the Low Town, assuming you picked the
items clean earlier. There's a few things of note though. First of all, the
Backyard is now accessible via the elevator of the abandoned apartment. It
isn't actually open yet, but you can find some cans to kick in the room.
Three are empty, but one contains a [Slot Seed]. Once you have it, return
to Low Town and make your way to the middle of the bridge in the center of
the area. Probe the pot that's there for a [Blazing Ruby], then head down
the path to the right to reach the Eastern District.

Turn right at the first stairway in front of you to reach a frozen fire
extinguisher that you can examine for a [Healing Herb]. After taking it,
head up the stairs and turn left. There's a ladder over there that you can
climb. At the top turn left to find another extinguisher (this one has a
[Blazing Ruby] in it),  and a treasure chest a little further beyond that.
There's a [Power Drink] in the chest. Turn around and head north of where
the ladder was. You'll get a short cutscene, during which Jansen and Ming
hop over to the next platform. Walk a few more steps and jump to the next
one beyond that, before climbing down the ladder that's there. Head to the
right at the bottom and look for another ladder to climb. At the top, open
the chest to your left for a [Goddess Medicine], then head up  the stairs
in front of you. At the top, kick the fire extinguisher that's to your
left for a [Seed], then head to the right. Look for a metal gate that you 
can open to reveal another ladder. Walking to the right from the bottom
will bring you to some train tracks. There's a chest near the rubble at
the very bottom of that area. Make sure to find it, as it contains a [Slot
Seed], then head off-screen to the north.


In Summary: -> Walk outside of the Scrap Dungeon.
 --------   -> Cross the area, and exit to the right to reach Low Town.
            -> Move through Low Town to reach the Eastern District.
            -> Find a ladder leading to the highway-like area.
            -> Use the ladders, and jump as necessary, to reach the train
               tracks area.


<>==================///---------------------------------///================<>
                   ///         The Frozen Tracks       ///          
<>================///---------------------------------///==================<>

Enemies: Gyaplos
 -----   Alraune
         White Terror
         Glacier Beast
         Glacier Fragment
         Living Ice (Boss)

Important Items: Seed (#76) 
 -------------   Warrior's Armband

Just after entering the area, open the box on the right side of the road
for a [Mana Capsule], then begin moving north. You'll soon come to another
box that you can open; that one contains a [Blazing Ruby]. On the left side
of the tracks from there, you'll find a metal tower. You can use a ladder
resting against this tower to reach an MP/HP restore point. Use it, then
return to the tracks and move north some more. The next box that you can
check, on the right side of the tracks, will contain a [Seed]. The one
beyond that holds [3 Beast Hide Rasps]. Move north past that one, and
control will switch to Cooke and Mack again; all you have to do is walk
forward for a bit until you see a cutscene. This will immediately bring
control back to Jansen and Ming.

Once you're Jansen again, check the frozen box on your right for a [Cure
All], then head north again. There's a second box on the right, further
ahead, that contains a [Warrior's Armband]. Once you have the accessory,
begin to make your way towards the large metal tower ahead and to your
left. Use the ladder on its side to reach an HP/MP restore point and a 
save point. Heal up, and save your game. After that, climb back down to the
tracks and keep moving forward. It won't be long until you find Cooke and
Mack -- and are immediately launched into what some consider one of the 
game's harder boss battles (especially if you didn't level Mack like I 
warned you to...) At the very least, make sure to completely heal Jansen
and Ming prior to the start of the battle.

   [=-=-=-=-=-=-=-=-=-]
   | Boss: Living Ice | HP: 6,350
   |=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Shieldus, Freeze Bite, All-Aquara, Reflect              |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Magic         | Element: Water                               |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | The Living Ice has an auto-reflect effect on and will launch your  |
   | magic back at you. But here's the thing: He doesn't start with it  |
   | on, and there's no way to tell when he's gonna use it. It might be |
   | early on, and it might not come at all. However, to be safe, the   |
   | way to handle this is to have Jansen, Cooke and Ming use Grounda on|
   | the first turn, while Mack uses Powerus on himself. The spells will|
   | give you a nice head-start on the Living Ice, but after the first  |
   | turn it becomes too risky to use anymore. So on your second turn,  |
   | have Mack use Combo to do the damage, while Jansen, Ming and Cooke |
   | take care of your buffering: Get that All-Barricade up IMMEDIATELY.|
   | maybe get Cover on Mack, and if the Living Ice used Shieldus, then |
   | have one of the ladies Dispel it to lower the Ice's defense. MAck  |
   | should be hitting above (or at least near) 1,000 points of damage  |
   | if he's leveled up properly. EVen if you don't, this is still your |
   | best bet to do damage. On your third turn, you might as well put   |
   | up All-Shield, you know, just in case. And of course, have your    |
   | mage's heal as necessary, giving priority to Mack. As for what you |
   | are healing against? All-Aqura. It does real big damage, but with  |
   | All-Barricade up, and so long as you use Zephyra after, you should |
   | survive it. This will be a battle to see who lasts longer, because |
   | both you and the Living Ice will be dishing out big damage. The    |
   | only other thing to look out for is the ocassional Freeze Bite.    |
   | If someone gets frozen use a Blazing Ruby or the Cure-All spell to |
   | get them back into the fight. When it's over -- and assuming you   |
   | won -- control will switch back over to Tolten, Seth, and Sed.     |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]



In Summary: -> Head north until control switches to Cooke and Mack.
 --------   -> As Cooke, walk forward until you get a cutscene.
            -> Reach Cooke and Mack.
            -> Defeat the Living Ice.


<>==================///---------------------------------///================<>
                   ///            Uhra Sewers          ///          
<>================///---------------------------------///==================<>

Enemies: Magic Tower
 -----   Experiment No. 44
         Experiment No. 28
         Large Snail
         Magic Beast (Boss)

Important Items: Holy Guard
 -------------   Seed (#77)
                 Seed (#78)
                 Seed (#79)
                 Wisdom Earrings

After the cutscene ends, you'll be able to save your game; do it. Then,
follow the only path available to reach a large metal door. Go through it
to reach the Conduit area. Upon entering, take a right and climb the ladder
that you see. At the top, climb a second ladder. This will bring you to
another metal door that you can go through. This one leads to the Destroyed
Passage. Run forward into this room and you'll get a couple more cutscenes.
You can then head north through another metal door to reach a different
part of the Conduit. Walk past the metal door that's there for now, and
isntead climb down the huge ladder. At the bottom continue walking forward
until you have passed another door. This will return you to the Giant
Drain again. Climb down the ladder in front of you, to reach the water.

The water will cause you to walk extremely slowly, which is frustrating, but
keep heading south -- ignore the junction that you pass. At the next chance
you have to turn, keep heading right. The path you're on will take you to
a dry ledge with a yellow pot and a treasure chest. You can pull [3 Beast
Hide Rasps] from the pot, and a [Healing Tank] from the chest. You can then
get back on the watery path, and take the other path available from the
junction you just passed. Head north to find a door behind a waterfall, and
go through it to reach the Conduit again. Open the chest directly in front
of you for [4 Gorgon Masks], then climb the ladder in front of you and press
the switch that's there. This will open the gate in front of you, creating
a shortcut that leads back to the really big ladder. Climb it, and enter
the door that you skipped earlier. This brings you to the Treatment Plant.

Walk across the bridge in front of you, and climb down the ladder on your
right. Cross the bridge that's in front of you there, and take a left. Cross
the bridge that's there and you'll see two wooden crates up against the
wall. Push the crate on the right off the ledge, and then push the second
crate over the first crate, so that it also falls. You can then walk across
the two crates to reach the chest that's up on the wall; it contains a
[Holy Guard]. Once you have that, cross back over the bridge and head south.
Look for a button that you can press to lower the gate in front of you. When
it goes down, cross the next bridge to the right. From there you should be
able to see a yellow pot. Cross the next bridge to reach it, and check it
for a [Seed]. From there, head north and climb a ladder to reach the ledge
above. Open the chest on this ledge for a [Cure-All], then activate the
switch that's there to raiuse the gate that's in front of you. Cross the 
bridge that becomes accessible, and climb the ladder that's there, and you 
will reach a bit of a safe haven; You'll find an HP/MP Restore point, a save
point, and even a man named Mawol, who's willing to sell some items. You
really want to buy a couple of Rough Edge's (remember, Kaim can equip it
later when you gain control of him again), and you'll also definitely want
a couple Earrings of Wisdom for an upcoming battle. Just trust me on that.
The entire list of items for sale is as follows:


                               Sewer Shop
                 o------------------------------------o
          Weapons: Rough Edge ................. 5300G
      Accessories: Antidote Brooch ............. 280G
                   Earrings of Wisdom ......... 2000G
                   Herbalist's Badge .......... 1800G
                   Magic Trial Record ......... 2500G
            Items: Angel's Plume ............... 150G
                   Antidote ..................... 15G
                   Aqua Bomb ................... 100G
                   Aquara Bomb ................. 500G
                   Flara Bomb .................. 500G
                   Flare Bomb .................. 100G
                   Grounda Bomb ................ 500G
                   Ground Bomb ................. 100G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 380G
                   Mana Bottle ................. 540G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Stone Beast's Thorn .......... 50G
                   Winda Bomb .................. 500G
                   Wind Bomb ................... 100G
       Components: Beast's Horn ................. 35G
                   Bent Needle ................. 300G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Crimson Treasure ............ 100G
                   Eastern Red Ore .............. 50G
                   Gusty Cloth ................. 100G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Kelo-Oil .................... 150G
                   Magic-Luring Stone ........... 50G
                   Magic-Sealing Feather ....... 100G
                   Magma Fragment ............... 30G
                   Mysterious Perfume .......... 125G
                   Nutrition of the Earth ...... 100G
                   Paraweed Thorn ............... 75G
                   Poison Oil ................... 80G
                   Pumice of Despair ............ 40G
                   Quality Iron Sand ............ 30G
                   Rainbow Coral ............... 100G
                   Sandman's Seal ............... 25G
                   Seed of Terror ............... 80G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Tornado Leaf ................ 100G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G

Once you're done shopping, cross the bridge on your left. This will lead
you to an area with a few water-gates and red switches to match. The
solution to this puzzle is to have the left and right gates in the down-
position, and then open the middle gate to drain the water out. You can
then close the middle gate and run back to the first switch. When that's
out of the way, climb down the ladder in front of you. Walk up the stairs
that are down there, pushing the switch at the top to create a shortcut,
then walk across the bridge in front of you. Before you go anywhere else,
walk to the far-right of that platform. You won't even be able to see it
unless you fidget with the camera controls, but there's a yellow pot over
there and it contains a [Seed] -- Mistwalker, that wasn't nice! Once you
have the seed, walk through the large metal door in front of you. This will
bring you to the Magic Tank area.

From where you enter, cross the first bridge in front of you, and climb
down the ladder on your right. At the bottom, cross the next bridge and
then the one after that as well, and again, the one after. This leads to
a platform with a switch you can press. Press it to move the stairs, then
take a quick left. Use the HP/MP restore point, and ascend the stairs that
are over there. Press the switch at the top to open a gate in front of you;
this creates a quick shortcut leading back to the entrance. Turn around
and head back down the stairs, pressing the button to move the stairs
again. When they reach their new position, run up them and open a chest at
the top for some [Godly Dragon Tears]. Run down the stairs again, and take
a right. This time, head down the stairs on the opposite side of the ledge.
This will lead to a ladder that you can climb to reach a platform above.
Run to the right to reach a door, and exit the Magic Tank; don't worry
about the chests that you may have seen. You'll get them when you return
to the Tank from a different door.

Back in the Conduit, head as far to the South as you can, without turning.
Against a metal grating at the bottom of the area, you'll find a yellow pot
with a [Seed] inside. You can then take the path (and door) on your left
to reach another area of the Treatment Plant. There you'll find a chest
containing [5 Demon Sculptures], and a switch that you can pull to create
yet another shortcut. Inevitably, however, you'll have to return to the
Conduit, and make your way to the right side of the area. Once you're
against the right wall, just head north and follow the path until you reach
a metal door. When you go through it, you'll be in the Magic Tank again.

Once you're back in the Magic Tank, head as far left as you can go, passing
the ladder to find a switch that you can pull: Shortcut created. You can
then walk along the path to the south of you to reach a chest that holds
[2 Toxin Butterfly Scales]. Continue around the back of that column to find
another shortcut-creating switch. Head further to the left, to the next
cylinder and you'll find a third of these switches. At the back of that
cylinder you'll find a ladder that you can climb. Climb it, and you'll
reach a treasure chest containing [Wisdom Earrings] at the top. After you
pick them up, climb back down and make your way back to the first ladder
you saw when you re-entered the plant. Climb to the top of the tank, and
run across the catwalk on your left. Press the switch there for yet another
(and quite frankly, unnecessary by now) shortcut, then move north. Follow
that path until you reach a door. Kick the metal cannister nearby for a
[Soul Medicine], then proceed through the door. On the other side, run
down the stairs, to reach another door. Heal up, and go on through. It's
about time for a boss battle.

   [=-=-=-=-=-=-=-=-=-=]
   | Boss: Magic Beast | HP: 10,550
   |=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Ground Strike, Sonic Quake, Flare Core                  |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Beast         | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | You absolutely need to have Black Magic in this fight, so get those|
   | Wisdom Earrings on Seth, and if you have any other Black Magic     |
   | items, put them on Tolten and Sed. Then, each turn, blast the Dock |
   | Crane with one of your -a elemental spells. The more magic damage  |
   | you inflict on it, the more the Charged Power bar in the corner of |
   | the screen will fill. When it fills completely, the Magic Beast    |
   | will be given a final blow, despite how much health he may have.   |
   | If you have three casters damaging the crane each turn, you can    |
   | have the battle finished in three or four rounds easy; and in that |
   | time the Magic Beast will not be a threat at all. He'll get off a  |
   | few Ground Strikes and Sonic Quakes, but neither are of any real   |
   | danger. They'll do a few hundred damage at most -- even less to    |
   | Sed, in the back row. Now if you have less than three casters, you |
   | may be forced to endure Flare Core (you'll know it's coming because|
   | it takes him three turns to cast it. Now that one's a biggie. When |
   | he's about to cast it have everyone Defend. Even with Defend, your |
   | front row will take 450-650 damage, but you should live. Just make |
   | sure to heal before and after if you are forced to suffer a Flare  |
   | Core. The battle is perfectly winnable with just one caster, but   |
   | as mentioned, it's easier with three. So search your inventory. You|
   | have to have something that allows you to cast magic.              |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: Crystal Fragment                                            |
   | Drops: Crystal Fragment*                                           |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]
                         *He will not drop this if you steal it from him.

After the battle ends, you'll be shown a few cutscenes, and then a mini-
game of sorts will begin. View the tutorial on it to learn the rules if this
is your first time playing. The simplified version is this: Buttons will
appear on screen in the corner. Press the correct button when they appear
to avoid being hit. An arrow next to the button means you must hit it until
the icon goes away. Assuming you can get through this without being hit
three times -- and there are 13 sequences of button presses, so that's a
fair margin of error that's allowed -- you'll get another cutscene of Seth
and the guys escaping. When it's all over, control switches back to Team
Jansen. Run down the nearby stairs. At the bottom head left to reach the
world map. Next stop: The Refugee Camp.


In Summary: -> Enter the Conduit.
 --------   -> Climb some ladders to reach the Destroyed Passage.
            -> Continue to reach the Conduit and then the Treatment Plant.
            -> Make your way through the treatment plant to find Mawol.
            -> Pass the Watergate Puzzle to reach the Magic Tank.
            -> Pass through the first half of the Magic Tank, the Conduit,
               and then the second half of the Magic Tank.
            -> Defeat the Magic Beast.
            -> Escape on the Nautilus.



<>==================///---------------------------------///================<>
                   ///       Gohtzan Refugee Camp      ///          
<>================///---------------------------------///==================<>

Enemies: None
 -----
   
Important Items: Don Laploss Claws
 -------------   Sacred Torch
                 Sacred Ring
                 Seed (#80)
                 All-Shieldus [Spell]
                 Spire Commander
                 Spire Ring
                 Letter to Mom

After entering the camp, take a right and look for a couple of Khents. To
the left of them is a pot that you can pull [5 Loud Bells] from. You can
then enter the tent that the pot is in front of. Inside you'll find a ring
assembler, a pot containing [4 Monster Bird's Plumes], and a trader that
will ask a favor of you. He wants you to kill a monster called Don Laploss.
This is a completely optional quest. If you want to do it, return to the
Frozen Tracks area, and wait for some Gyaploss to attack you. You'll then
just have to keep attacking them, while leaving one alive. This will cause
them to keep using the Cry ability bringing more into battle. Eventually a
special one, named Don Laploss will appear -- though you'll have to keep an
eye open for his name, since he does not look any different. When you beat
him, you'll ge the [Don Laploss Claws]. Take these back to the trader, and
he'll reward you with the [Sacred Torch] and the [Sacred Ring]. Not bad.
You can also buy some stuff from the guy, if you'd like. His list of goods
for sale is shown below.


                               Storage Tent
                 o------------------------------------o
          Weapons: Holy Scepter ............... 5400G
                   Rough Edge ................. 5300G
                   Wrath Minder ............... 5510G
      Accessories: Combat Teachings ............ 700G
                   Earrings of Wisdom ......... 2000G
                   Herbalist's Badge .......... 1800G
                   Light Lens .................. 410G
                   Magic Trial Record ......... 2500G
                   Obsidian Sprit Band ........ 2000G
                   Warm Vest .................. 2000G
                   Yellow Band ................. 450G
            Items: Angel's Plume ............... 150G
                   Anti-Paralysis Herb .......... 20G
                   Aqua Bomb ................... 100G
                   Aquara Bomb ................. 500G
                   Blazing Ruby ................. 45G
                   Eye Drops .................... 20G
                   Flara Bomb .................. 500G
                   Flare Bomb .................. 100G
                   Grounda Bomb ................ 500G
                   Ground Bomb ................. 100G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 380G
                   Mana Bottle ................. 540G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Stone Beast's Thorn .......... 50G
                   Winda Bomb .................. 500G
                   Wind Bomb ................... 100G
       Components: Beast Hide Rasp ............. 100G
                   Beast's Horn ................. 35G
                   Bent Needle ................. 300G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Cold Water Stone ............. 30G
                   Crimson Treasure ............ 100G
                   Eastern Red Ore .............. 50G
                   Gusty Cloth ................. 100G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Junk Parts ................... 50G
                   Kelo-Oil .................... 150G
                   Living Gypsum ............... 250G
                   Magic-Luring Stone ........... 50G
                   Magic-Sealing Feather ....... 100G
                   Magma Fragment ............... 30G
                   Mysterious Perfume .......... 125G
                   Nutrition of the Earth ...... 100G
                   Paraweed Thorn ............... 75G
                   Pendulum ..................... 80G
                   Poison Oil ................... 80G
                   Poisonous Red Snake ......... 150G
                   Pumice of Despair ............ 40G
                   Quality Iron Sand ............ 30G
                   Raging Beast's Eye .......... 100G
                   Rainbow Coral ............... 100G
                   Sandman's Seal ............... 25G
                   Seed of Terror ............... 80G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Tornado Leaf ................ 100G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G

After you're done shopping, leave the tent and look for a pot touching the
tent over on the left. This will earn you a [Seed]. You can then enter that
tent and look for a treasure chest. Open it for the [All-Shieldus] spell,
then head back outside. Open the pot just next to the crates in front of
you for an [Anti-Paralysis Herb], then enter the next tent ahead. You'll
find a Pipot in this one. If you have collected every seed so far (for a
total of 80), you can turn them in, in exchange for a [Gigantes Brooch].
You can also speak to the man sitting in the middle bed for some treasure
hunt information. Exit the tent and climb down the ladder on your right,
and approach the water. This will take you to the spring that the man just
mentioned. Check it out for a [Spire Commander], and a [Spire Ring]. Once
you have them climb back up to the main level of the camp.

Climb the hill on the left side of the town and speak to one of the men
up there. He'll ask you to deliver a letter to his mom (and you'll receive
the [Letter to Mom] valuable.) The man next to him will ask you to go get
him some food. Check the pot to your left for [1000G], then run down to the
camp fire and speak to the woman there. She'll tell you there's no food
left. Run back to the man and relay this information, then make your way to
the north-exit of the camp. You'll have to endure a cutscene with some drunk
guy before you can return to the world map. Once you're able to do that,
however, you'll have access to your next destination: The Crashed Magic
Train Site.
  

In Summary: -> Walk through the Refugee Camp.
 -------- 


<>==================///---------------------------------///================<>
                   ///     Crashed Magic Train Site    ///          
<>================///---------------------------------///==================<>

Enemies: Killer Bird
 -----   Guana
         Big Guana
         Heracles
         Ground Sphere
         Ice Magic Beast (Boss)
   
Important Items: All-Barricadus [Spell]
 -------------   Seed (#81)
                 Seed (#82)
                 Forcea [Spell]
                 Diamond Spirit Band
                 Cubic Music Score 6
                 Ailment Break [Spell]

As soon as you enter, look for a sparkling object in the sand ahead -- it's
near some metal wreckage. Once you spot it, run over and pick it up for
[500G]. After doing so, take a few steps to the left, and you'll get some
dialogue. After it ends, look for a second sparkling object a little bit
nearby. It's kind of hard to see, but worth looking for: It's a [Seed]. Once
you have the seed, hug the right "wall" (which is made up of rocks, snow 
banks, and metal junk) until you find a treasure chest. Open it up for the 
[All-Barricadus] spell, then check the sparkling object that's on the 
ground a little bit ahead for a [Healing Tank]. You can then use the nearby
save point, then enter the cave that's just in front of you.

Walk forward along the first tunnel, ignoring the path to the right (which 
is a dead-end.) When you come to a room with steam jets you'll have to be 
careful. If you touch some you'll be knocked over and all of your characters
will lose some of their health. In this area you can take your first right and
walk along the path in that direction to find a shiny object on the ground.
It's a [Seed]. If you head directly to the left of this item, without turning
at all, you'll come to another shiny object. This one will actually be
sitting on top of a steam geyser. Wait until it's safe to grab, then pick it
up for [4 Seal Crosses]. A bit over to the right, there's another shiny item
on a steam geyser. That one is [3 Raging Beast's Eyes].

Be on the look out for some stairs heading north. Descend them, grabbing the
[Cure-All] from atop the geyser at the bottom, then keep moving north along
the path. When you reach the next screen you'll be on the Path of Dankness.
In this room there are some ramps that will cause you to slide down: minor
annoyances. There's not much else though. So slide down the first ramp in
front of you, then hug the ride side of the area, sliding down the ramp in
the back of the room to reach the next open path. Run north from there and
you'll reach a cloud of poison mist. Now know that touching the mist will
damage you heavily. That said, heal up and run into it, because there's a
chest that you should be able to see down there, and it contains the spell
[Forcea]. Get it, but then get back out, on the right side of the mist as
quickly as you can. You will hopefully not lose more than 500 damage or so;
and even more hopefully, you will not be screwed by landing in a random
encounter before you get out -- That's not fun at all. Once you're out of
the mist, run forward and hop across the platforms ahead. Make sure to jump
over to the one on the left to find a chest containing a [Diamong Spirit
Band], then head north and to the next screen.

As soon as you step into this area you'll get some diagloue. When it ends,
follow the path to your left until you reach a large boulder. Press A to
knock it into the mist below, making the path safe. You can then proceed
forward to another area filled with geysers. Look for a ramp near where you
are that has a shiny object at the bottom. Slide down and grab it: it's a
[Seed]. Once you have that, head directly north, looking for a long path
that extends away from all of the geysers. This will lead you to a treasure
chest with [Cubic Music Score 6] inside. After getting the sphere, you can slide
down the ramp directly in front of you to reach another shiny object on the
ground. Grab it for [3 Seal Crosses], then head north until you reach the
next screen. This will bring you to the Path of Strange Rocks.

Walk forward until Jansen complains about how hot it is, then take a left. You
will quickly come across a chest with [2 Thief's Key Rings] inside. Once you
have them, turn around and head back to the right. You'll then have to make
your way to the north, along the narrow ledge in the middle of the area. Try
not to touch any geysers or get too close to the ledge, or you'll fall into
the poison mist below, and have to make your way back around to try again.
You'll also want to grab the [5 Paraweed Thorns] from atop one of the geysers
on the ledge. Make your way into the large room filled with water in the back
of the cave, and take a right, wading into the water. There's a large rock
column in there that you can ram. Do that. It will look like nothing has
happened, but it will cause a chest to fall on the other side of the column.
So, take a few steps around the left side of it, and open the chest for the
[Ailment Break] spell. You can then head back to the entrance of the flooded
room, and head left, along the thin ledge, and hopefully avoiding all of the
geyser blasts that would knock you down below. Moving ahead, jump from ledge
to ledge to reach the back of the cage -- just don't jump on the darker
one, because it will fall, taking you with it. Jump around it. On the next
screen you'll finally have another chance to save your game: do it. Move on
a bit further from there, and it will be boss battle time.


   [=-=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Ice Magic Beast | HP: 10,360
   |=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Trample, All-Aquara, Forcea, Ice Spike, Absolute Zero   |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Organic       | Element: Water                               |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | This battle is evil. The Ice Magic Beast automatically reflects all|
   | of your magic attacks. Not only that, the Ice Magic Beast has some |
   | brutal freaking attacks. All-Aquara hits everyone for hundreds of  |
   | damage. Forcea will hit one person for what may well be over 1,000 |
   | damage, and Trample isn't all that much nicer to you. Not only     |
   | that, Ice Magic Beast will try and freeze you. Solve that right    |
   | away by wearing a Warm Vest, or using a blazing ruby. Aside from   |
   | knowing his attacks though, you'll need to know how to do some     |
   | damage of your own. Mack is the only one of your party members with|
   | even half-decent physical attack, so he'll be the attacker. Get    |
   | Powerus on him at the start of the fight from one of the other     |
   | characters, while Mack uses Combo. Have the remaining two of your  |
   | characters getting All-Shieldus and All-Barricadus on everyone so  |
   | that you can reduce damage. After that you'll want to keep one or  |
   | two of your casters using Zephyra to keep the party's health up,   |
   | while Mack keeps using Combo. If your casters have any spare turns,|
   | you can use Speeda or toss some Groundus bombs for some additional |
   | damage. This is going to be a long fight, so any boost that you    |
   | can get will help. Once the battle ends, you'll have a cutscene to |
   | watch, and then you'll officially be done with Disc 3.             |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]



In Summary: -> Enter the cave that's in the back of the crash site.
 --------   -> Pass through the Path of Steam and enter the Path of Dankness.
            -> Pass through, or over, the poison mist.
            -> Jump across the chasms to reach the Path of Poison Mist.
            -> Push the boulder into the mist to clear the way.
            -> Navigate past the geysers to reach the Path of Strange Rocks.
            -> Continue forward, making your way to the back of the cave.
            -> Defeat the Ice Magic Beast.
            -> End of Disc 3!


  ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-==
 | .-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-. |
 | |  D   I   S   K           F   O   U   R                              | |
 | '-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-' |
  ==-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-==


<>==================///---------------------------------///================<>
                   ///     The Great Ancient Ruins     ///          
<>================///---------------------------------///==================<>

Enemies: Wind Sphere
 -----   Trooky
         Gaiatoad
         Flame Beast
         Water Beast
         Eastern Warrior
         Money
         Ancient Fiend (Boss)
         Keystone (Boss)

Important Items: Tablet Fragment 
 -------------   Golden Gauntlet
                 Magical Lock Key
                 Reset [Spell]
                 Magic Analysis Book
                 Trooky Talisman
                 Table Fragment

You'll start disc 4 on the Nautilus where you'll sit through some cutscenes.
You'll then be brought to the world map. Head directly South of where you
start until you come to another island with an inlet on it. Sail as far into
the inlet as you can, then dive under the water. There's a tunnell under
the water. Sale through it and surface on the other side, docking at the
ground that's ahead of you. This will grant you access to The Great Ancient
Ruins on your navigation menu. Dock there, listen to some dialogue between
your party, and then get ready to do some exploring. Before you go, however,
save your game over on the left; there's a save point.

Ahead you will find some stone paths. Take the one to the left and step on
the floating platform to be brought ahead. There, take the one on the right
and then the one on your left, to be brought to a treasure chest. Open it
for a [Tablet Fragment], then step on the platform in front of you. Again,
step on the moving platform that you first got on, but after getting off 
this time, run to your left to find another chest for [4 Magic Staff
Fragments]. Once you have them step on the moving platform on the northern
section of the pathway your on, walk to your left, head up the stairs, and
enter the ruins.

After entering the ruins, head right and follow the path as far as you can
go, and you'll come to a Royal Seal. You can have Tolten break the seal and
in return you'll be given the [Golden Gauntlet]. After breaking the seal
turn around and do a bit of backtracking. You have to step on the magic
platform on the left. When you stand on it, press the nearby switch to cause
it to lift you to the floor above. There, look for another platform to the
north of where you are. Now here's where your party will be split up into
Team Kaim (Kaim, Mack, Sarah, and Cooke) and Team Seth (Seth, Tolten, Sed,
and Jansen.) Have Kaim step on the switch, then press RB to switch to Seth,
and have her press the nearby switch to lift Kaim's team to the floor above.
There, immediately on your left, you'll see a broken platform. Press the A
button to ram it and knock it to the floor below, then walk forward into
the storage room that you should be able to see. Check the golden chest
that's there for a [Magical Lock Key] -- you'll use this later on, in the
Backyard arena. After opening the chest, press RB to switch to Team Seth,
and then step on the platform that you just knocked down with Kaim. This
will take you to the floor below.

If you head up some stairs, and make your way as far to the left as you
possibly can you'll come to another magic platform. Stand on it, and it will
take you to a chest on the floor above. Pop it open for the [Reset] spell,
then walk to the right. You'll come to a large red glyph on the ground,
but just pass by it for now. Keep going until you come to a broken magic
platform. Like you did earlier, press A to ram it, knocking it to the floor
below, then turn around and head back to the red glyph. Stand on it, then
press RB to revert to Team Kaim. As Kaim, head left of the storehouse you
were near, and walk down the two flights of stairs that you have access
to. Step on the magic platform that's at the bottom of the stairs. Where
you land, you'll find another moving platform. Before you step on it, though,
head all the way around the temple after heading down the stairs in front
of you. This will bring you to a chest with a [Magic Analysis Book] in it.
With the book, return to the magic platform, and step on it to meet up with
Seth and the others. Speak to her, and the glyph on the floor will activate.
You can then move forward and step on the plus-sign like symbol in front of
you to be taken to a corridor on the outside of the temple roof.

Walk along the path outside until you find another platform to step on. Do
so and you'll be brought to another platform below. Take a few steps
forward from there for a short cutscene, then use the nearby HP/MP Restore
point and save point. Another few more steps will result in another scene,
after which you can open a treasure chest. Opening the chest will result
in Sed upgrading your Magic-Powered Locator to level 2 -- making more 
Treasure Hunts available. Anyway, head down the next flight of stairs to
reach another magic platform. Step on it, to be brought to a new entrance
of the temple, and head back inside. Once inside you'll be playing the
split-up game once more.

Bring Kaim as far to the right, along the walkway, as you can and set him
on the moving platform that you come to. Then, press RB and bring Seth over
to it as well, and have her press the switch to send Kaim to the other side
of the large chasm. Take control of Kaim again, and head up the nearby
flight of stairs. Look for a chest in the storage room that's closeby, and
open it for [5 Dragon Scales]. Climb the large flight of stairs on your
left and look for a broken platform to ram at the top, then head back down
and head north, looking for a platform that you can actually stand on.
After doing so, press the A button to be taken to the floor below. From
there, head left and step on another platform to drop even further down.
Take the flights of stairs, descending still further, until you come to yet
another magic platform. This one, however, is not ready to move yet. So
simply stand on it, and press RB to switch to Team Seth.

As Seth, head to the left side of the ruins and look for a magic platform
to ride across the gap in the floor. Walk forward along the one available
path until you reach a magic platform near a pillar with a green light on it.
Grab hold of the pillar and pull it onto the magic platform, and you'll
glide down to the floor below. There head up the flight of stairs in front
of you, and immediately down another to reach an area with another pillar
as well as a treasure chest. Open the chest for the [Trooky Talisman] --
which plays a similar role as the Elmon Crown that you hopefully found back
in the Ice Canyon.  With the talisman collected, pull the green pillar onto
the magic platform at the edge of the floor, and then once the platform stops
moving, pick it up and slide it over to the next platform; that one will also
move due to the pillar's weight.

From where you land, run forward until you come to a platform with two pillars
on it. Pull one of the pillars off of it, and the platform will rise up and
away from you. But fear not! Press the RB button; the platform has risen right
up to where Kaim is! Allow him to drag the pillar off of the newly-risen
platoform, and on to the other one that he is close to. On this new floor,
head as far left as you can go to find a treasure chest with a [Table Fragment]
inside it. Switch back to Seth, and head down all the nearby flights of stairs
and then head to the far left, around the edge of the temple. You'll soon come
to another red glyph -- and to the right of it a platform with a green-lit
pillar. Drag the pillar off of it, and it will immediately rise up to Kaim.
Tap RB, and as Kaim, drag the nearby green-lit pillar onto the platform. He
will then be lowered down to where Seth is. Speak to her, and the glyph will
activate. You can then advance through the two large stone doors in front
of you. Outside, step on the platform in front of you to be brought to the
roof of the tower. There simply walk forward, watch a cutscene, and prepare
for a boss battle.


   [=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Ancient Fiend | HP: 15,880
   |   + Keystones       | HP: 6,690 each
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Slower, Shuffle, Bind Hit, Successive Waves, Delay      |
   | All-Fall, Splitter, Shadowus, Fear, Counter, Magic-Counter         |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Spirit Magic  | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | You'll notice that the Ancient Fiend has two Hardened enemies to   |
   | protect him while he chills on the Back Row; you may be tempted to |
   | try and take them out first. Do NOT fall for this trap. They'll    |
   | take a while to kill, and meanwhile the Ancient Fiend can hit HARD.|
   | Shadowus will do 500-700 damage to everyone, most likely, and his  |
   | Successive waves will do 700-1000 as well. Not only that, between  |
   | Shuffle and Bind Hit, your party's formation will be pretty screwed|
   | up and inefficient. As for what you can do to claim victory, start |
   | by coming in with the right party. Bring in Seth, Kaim, and Tolten |
   | and make sure they all have Break Hit -- this is important. Next,  |
   | bring in Sarah. Your fifth member can be whoever you like (best is |
   | Jansen, however) assuming they know Forcea. Get some equipment on  |
   | them as well, so that they have Spirit magic access. The idea will |
   | be to first get Powera cast on Kaim, Seth and Tolten, and have them|
   | use Break Hit on the Ancient Fiend -- hopefully he won't counter.  |
   | Sarah and your fifth member will be in charge of healing, but when |
   | you get free turns get Minda up, and use Forcea on the Keystones to|
   | lower the defense of the Ancient Fiend. There's more luck in this  |
   | battle than I'd like due to the insane defense, but the fight is   |
   | manageable with preparation. You'll probably end up depleting the  |
   | big guy's HP before both Keystones are defeated if you focus on him|
   | from the start like you should. If an immortal dies, try and heal  |
   | your remaining characters long enough for the immortal to come     |
   | back, but don't be afraid to toss an Angel's Plume if it will mean |
   | the difference of winning and losing. Consider reviving a Mortal   |
   | only if it's Jansen -- Forcea on those Keystones is a big help.    |
   | Also keep in mind that the -us bombs do approximately 600 damage   |
   | on the Ancient Fiend; toss some. Stick in there, and the fight will|
   | be won... eventually. Notes: When the left Keystone goes down, the |
   | Ancient Fiend loses its physical attack counter. When the right    |
   | Keystone goes down it loses its magical attack counter. Because of |
   | this, the left Keystone should be your focus... though you don't   |
   | have the luxury of forgetting about the Ancient Fiend while you    |
   | kill it. He is ALWAYS the main target. I also can not stress enough|
   | not to kill the right Keystone until after the big fiend is dead;  |
   | If he is left without protection, he'll double up on his offense   |
   | and start casting Fear and Shadowus in the same turn; yeah, that is|
   | both cheap and not-good. Take things carefully, and you should be  |
   | able to win. This is one of the tougher bosses of the game.        |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: Angel Feather, Angel Ring                                   |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]


In Summary: -> Discover and enter the Great Ancient Ruins.
 --------   -> Enter the ruins after crossing the moving platforms outside.
            -> Make your way through the Astral Square by splitting up.
            -> Cross the outside of the temple to reach the Lunar Palace.
            -> Make your way though the Lunar Palace by splitting up.
            -> Defeat the Ancient Fiend on the roof.


<>==================///---------------------------------///================<>
                   ///              Numara             ///          
<>================///---------------------------------///==================<>

Enemies: Arthrosaurus (Boss)
 -----   Suport Heavy Tank (Boss)
         Kakanas Cannon (Boss)
         Kakanas Heavy Tank (Boss)

Important Items: None
 -------------

When your back piloting the Nautilus on the world map, submerge the ship
and pass through the underground tunnell again. You will lose control of
theship, as the game goes into Auto-Pilot mode. You'll then see some
cutscenes. When all is good, you'll have control of the Nautilus again.
Click the right stick to go to the navigation menu, and select the Northern
Coast of Numara. Sail South-East of there for a little bit until you get
thrust into another cutscene. This one is a little more eventful; by the
time it's over, you'll have an Arthrosaurus heading for Numara. Sail forward
to engage it in. Note: highly, highly, highly -- trust me on this one --
suggest leveling the party of Kaim, Seth, Sarah, Jansen, and Cooke up to
level 39 each before doing this. You can revisit the ancient ruins to
do this, and it won't take that long. Without a team at that level, this
next part is possible but it will be mostly luck. It's best to just do the
leveling so you can win the fight the right way.


   [=-=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Arthrosaurus x5 | HP: 14,370 each
   |=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Heat Breath                                             |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Beast         | Element: Varies                              |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Make your team consist of Seth and Kaim in front, with Jansen,     |
   | Cooke, and Sarah on the back row. Then, get anti-petrify onto as   |
   | many party members as possible. Now the first Arthrosaurus will be |
   | a pretty standard fight -- he'll either use physical attacks (which|
   | can cause petrification) or hit you with Heat Breath (400 damage to|
   | the back row, or over 2,000 to the front row...) It's a very       |
   | dangerous move, but thankfully the battle shouldn't last long. Keep|
   | having Kaim and Seth attack; they're really only there to provide  |
   | a guard for the back row. Have Jansen and the other mages keep     |
   | hitting the Arthrosaurus with Winda until it dies. The fight isn't |
   | that bad, but it's only a practice for part two, where you'll be   |
   | fighting for more of them at once... sort of. You'll be on the     |
   | world map, where there are four Athrosauruses heading towards the  |
   | city of Numara. If any get there, it's a game over. So you'll be   |
   | engaging them one by one. The best order is to go from the top to  |
   | the bottom. Make sure to heal completely between fights, but not   |
   | during them. You don't have that much time to spare. Just glance at|
   | the element of the beast, which varies, and then switch to casting |
   | the appropriate spells. Once you have your spells selected, you    |
   | should just be mashing the A button to save time. Doing this, you  |
   | should stop the final Arthrosaurus just before it reaches Numara.  |
   | The only way you'll lose is if you get extremely unlucky and one of|
   | the beasts does Heat Breath on the front row twice in a row, and   |
   | then a third time on the back row. It has happened, but it's rare. |
   | And truthfully, you can't defend against that without powerleveling|
   | to a ridiculous level. Just hope that it doesn't happen, instead.  |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]


Once you're done with the Arthrosaurs, save your game, then enter the
actual city of Numara. Make your way through the White Square, and back to
the castle. Enter through the main doors, and inside you'll see a cutscene
or three. Sit through them all, and you'll find yourself in the midst of
another boss battle. More specifically, you'll be in round two, up against
General Kakanas.

   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Kakanas Heavy Tank    | HP: 5,200
   | Boss: Kakanas Cannon        | HP: 4,160
   | Boss: Support Heavy Tank    | HP: 4,840 each
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Tech Charge Support, Full Charge Hit, Volcannon, Full   |
   | Charge Cannon, Tank Hit                                            |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Mechanical    | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | First of all, make sure that Tolten, Seth, and Kaim are in your    |
   | party and all have Machine Killer Lv 2 or 3 rings on them -- Hacker|
   | and Lotus work. Assuming you have the right equipment, you'll need |
   | to know your opponent's offense. The Kakanas Tank will ram single  |
   | characters for a few hundred damage, while the Cannon will hit     |
   | everyone for a few hundred damage. The Support Tanks have weaker   |
   | attcks of their own as well, but will ocasionally sap your MP to   |
   | charge the Kakanas Tank (left) or Kakanas Cannon (right). Now the  |
   | powered up tank hit isn't too bad -- still only 500 damage or so.  |
   | A Full Charge Cannon will wreck your whole damn team for 1,000 or  |
   | more. Because of this you must immediately target Support Tank B.  |
   | Have Tolten, Seth, and Kaim attack it while Sarah keeps casting    |
   | Zephyr. Your fifth member can either heal, or use Forcea if it's a |
   | a mage character If it's Mack just have him attack with the others.|
   | Forcea also works decently well against the Tanks. Assuming you can|
   | get the Support Tank on the right to be destroyed before the       |
   | Kakanas Cannon can utilize his unbelievably cheap Full Charge      |
   | Cannon, the fight will become much easier. Have someone cast       |
   | Zephyra while you begin work on the left Support Tank. Once that   |
   | one falls, begin work on the cannon, and then finally the actual   |
   | body of the Kakanas Heavy Tank. The longer this battle goes on, the|
   | easier it becomes -- assuming you don't die that is. If at any time|
   | you do take a Full Charge Hit, immediately use Zephyra. This fight |
   | can be extremely difficult, so make sure you have all of the       |
   | advantages that you can. The Gigantes Ring will increase your HP   |
   | by a large amount, for example. Paying attention to things like    |
   | this can mean the difference between success and failure. Another  |
   | good tip is to remember Tolten has the ability Persist; if he dies,|
   | and you revive him, he can not be wiped out with a single attack.  |
   | This may give you the extra time you need to heal, or let an       |
   | immortal get back into the fight.                                  |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: 99 Caliber Magic Rifle                                      |
   | Drops: 99 Caliber Magic Rifle*                                     |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]
                         *He will not drop this if you steal it from him.

After the battle against the tanks comes to an end you'll see some scenes,
and then a dream will be unlocked. Read it if you'd like, and when you are
done you'll find yourself safely back in the palace, in the Chamber of
Flowers. Open the cabinet that's on the right side of the room for [5 Loud
Bells], then use the save point on the opposite side to save your game.
You can then leave the room. Exit the garden and meake your way back to the
outside of the palace. Leave Numara. When you're back on the world map,
select "Port of Numara" from the navigation menu. 

In the port, look for the first save point and head north of there, taking
a right up the stairs. Just ahead you'll see the large building that housed
Seth's ship earlier in the game. This time, however, you're going to the
left. Look for two guards blocking a steel door. Speak to the one on the
right side of the gateway, and he'll open it for you, allowing you to pass.
Head through, and hug the fence to the right, looking for a door that leads
to a circular building. Enter it, and head up the stairs that are inside.
Speak to the main in the very back of the room, and he'll ask you if you're
ready to board the ship. Select "yes" and you'll be brought aboard the White
Boa! With it, you'll be able to get past the pesky ice on the ocean.
First though, you have a few things to do on the ship itself.

In Summary: -> Head through the underwater tunnell again and watch the scenes.
 --------   -> Go to the Northern Coast of Numara via the navigation menu.
            -> Sail to the South-East to engage the first Athrosaurus.
            -> Defeat all of the Athrosauruses.
            -> Enter the City of Numara and return to the palace.
            -> Defeat General Kakanas's tanks.
            -> Head to the Port of Numara and board the White Boa.


<>==================///---------------------------------///================<>
                   ///           The White Boa         ///          
<>================///---------------------------------///==================<>

Enemies: None
 -----   

Important Items: Ming's Harp
 -------------

The first thing you'll notice once you're on the ship is that you have taken
control of Jansen. Jansen has some business to take care of -- but first
save your game in the pilothouse, where you begin. You'll also notice that
there's a ringmaker in the room you can speak to if you'd like (the rings
available are shown below.)



                       Travelling Ringmaker Trace
                 o------------------------------------o
            Rings: Fire-Powered Ring (Flame Ring + Bruiser Ring)
                   Water-Powered Ring (Aqua Ring + Bruiser Ring)
                   Wind-Powered Ring (Wind Ring + Bruiser Ring)
                   Earth-Powered Ring (Earth Ring + Bruiser Ring)
                   Soul Ring (Osmosis Ring + Bruiser Ring)
                   Turtle Ring (Piercing Ring + Bio Ring)
                   Flying Beast Ring (Beast Ring + Aim Ring)
                   Herculean Ring (Bruiser Ring + Anger Ring)

When you're done shopping for rings, leave the pilothouse and board the
elevator. Select the Main Deck from the list of floors. Walk to the tip of
the ship, and you'll find that a prostitute has snuck aboard the ship; Oh
wait that's Ming, my bad. Anyway, when you approach her you'll get a
cutscene. When it's over head back towards the elevator, and you'll get
another cutscene, this one with Cooke and Mack. After one more cutscene to
sit through, the White Boa will finally be on its way, and you'll be sent
to the world map. Now you can choose to continue with the game now, or you
can make a quick return to the ship by pressing RB. Not only is there now
an item trader in the pilot house (his list of wares is shown below), you
can also get some items from the Guest Area.



                            White Boa Trader
                 o------------------------------------o
            Items: Angel's Plume ............... 150G
                   Antidote ....................  15G
                   Anti-Paralysis Herb .......... 20G
                   Bind Healer .................. 45G
                   Blazing Ruby ................. 45G
                   Brave Fruit .................. 40G
                   Eye Drops .................... 20G
                   Healing Herb ................ 120G
                   Healing Medicine ............. 40G
                   Healing Tank ................ 360G
                   Mana Bottle ................. 540G
                   Kelo-Vitamin ................. 30G
                   Mana Capsule ................ 180G
                   Mana Herb .................... 60G
                   Mint Powder .................. 25G
                   Seal Clear ................... 40G
                   Smelling Salts ............... 35G
                   Stone Beast's Thorn .......... 50G
                   White Flame Rock ............. 50G
       Components: Beast Hide Rasp ............. 100G
                   Beast's Horn ................. 35G
                   Bent Needle ................. 300G
                   Black Pearl Powder ........... 25G
                   Blinding Powder ............. 150G
                   Blood Sucking Needle ......... 50G
                   Bug's Stomach ............... 125G
                   Ceremonial Crystal .......... 550G
                   Cold Water Stone ............. 30G
                   Crimson Treasure ............ 100G
                   Dark Flame .................. 300G
                   Eastern Red Ore .............. 50G
                   Gusty Cloth ................. 100G
                   Hard Skin .................... 20G
                   Insect Innards ............... 25G
                   Insense of Distrust ......... 110G
                   Junk Parts ................... 50G
                   Kelo-Helmet ................. 300G
                   Kelo-Oil .................... 150G
                   Life-Stealing Tooth .......... 75G
                   Living Gypsum ............... 250G
                   Loud Bell ................... 500G
                   Magic Crystal ............... 150G
                   Magic-Luring Stone ........... 50G
                   Magic-Sealing Feather ....... 100G
                   Magma Fragment ............... 30G
                   Mirror Stone of Fear ........ 110G
                   Monster Bird's Plume ........ 150G
                   Mysterious Perfume .......... 125G
                   Nightmare Seal .............. 500G
                   Nutrition of the Earth ...... 100G
                   Paraweed Thorn ............... 75G
                   Pendulum ..................... 80G
                   Poison Oil ................... 80G
                   Poisonous Red Snake ......... 150G
                   Pumice of Despair ............ 40G
                   Quality Iron Sand ............ 30G
                   Raging Beast's Eye .......... 100G
                   Rainbow Coral ............... 100G
                   Sandman's Seal ............... 25G
                   Seal Cross .................. 150G
                   Seed of Terror ............... 80G
                   Shark Skin .................. 110G
                   Sharp Beak ................... 40G
                   Sticky Tape .................. 20G
                   Thief's Charm ............... 500G
                   Thief's Key Ring ............ 500G
                   Tornado Leaf ................ 100G
                   Toxin Butterfly Scales ...... 250G
                   Whetstone .................... 15G
                   Wind Seal Leaf ............... 30G

In the first room on the left, you'll find two pots. One contains a
[Goddess Medicine], and the other [4 Flowers of Suspicions]. In the second
room on the right you'll find a red treasure chest that contains [2 Dark
Demon Notes]. In the very back, in Ming's Chamber, you can approach Ming
to obtain [Ming's Harp] -- an item that will allow you to face an optional
boss at the Numara Atoll if you are so inclined. You can speak to Mack, back
in the Pilothouse, when you are ready to depart again. From the Western
Shore of Uhra, just head south to reach Grand Staff. After the first scene
you get for approaching, head forward a second time, and you'll be asked
if you wish to board the Grand Staff. You'll also be warned that you can't
turn back until after you finish (don't worry about missing things though,
this isn't really the last dungeon just yet.) Select "Yes", and you're in.

In Summary: -> Head to the Main Deck and view the cutscenes there.
 --------   -> Approach and board Grand Staff.


<>==================///---------------------------------///================<>
                   ///         First Grand Staff       ///          
<>================///---------------------------------///==================<>

Enemies: Magic Insect
 -----   Explosive Bug
         Guard Armor B
         Magic Infantry
         Alchemist
         Colba
         Shiida
         Flame Tower
         Experiment No. 1
         Nefarious Red Saint (Boss)
         Nefarious Blue Saint (Boss)
         Nefarious Green Saint (Boss)
         Nefarious Black Saint (Boss)
         Nefarious White Saint (Boss)
         Nefarious Gold Saint (Boss)
         Nefarious Yellow Saint (Boss)

Important Items: Aquaus [Spell]
 -------------   Slot Seed
                 White Charm
                 Shinus [Spell]
                 Sorcerer's Discus 

Immediately after selecting to board Grand Staff you'll be shown a cutscene
of Gongora. You can then head north up the stairs in front of you, and kick
the metal cylinder on your right for [3 Power Reactors]. There's a save
point just passed that. Climb the first ladder on your right and cross a
catwalk, climbing down the other side. Activate the computer terminal that
is there, then head back over. A bit further ahead you'll find another
ladder. Climb it and open the chest that's on the ledge above for the black
magic spell, [Aquaus], then climb back down. Carefully pass over the pipe
that connects the two large areas of the floor, being careful not to slide
off. If you do slide off you'll have to climb back up via the ladder and
try again. Anyway, when you reach it, press the button on the elevator to
move to the floor above. This will bring you to the Second Boiler.

Climb the ladder on your left, and run along the catwalk above. This will
bring you to a metal canister than you can kick for a [Slot Seed]. Take it,
then climb back down and continue forward. Kick the next metal canister that
you see for [3 Living Brasses], and keep moving until you reach another.
That one holds [4 Roaring Iron Claws]. Just ahead from there is another
elevato that will take you to the Armory. There are machines in there that
you can examine for some optional fights, but none of them are required;
On the other hand, you can gain the valuable [White Charm] by defeating one
of them -- if you are lucky. At 11,700 HP that's entirely your call. They
hit quite hard, and have no elemental weaknesses. They also have superb
defenses... Not a fun battle at all unless you're overpowered. Should you
fight them, Forcea works very well and Gamble may help those who are a bit
weak. The guy recovers ~750 HP per turn though, so you have to overcome
that. And be aware, that if you start a fight you can not flee... Choose 
carefully. The fight is not worth it unless you are at least level 44-45
all around, I would say. To simply move on, just head forward and look for
a small hole in the wall that you can hop through.

You'll land in a new part of the Second Boiler. Use the computer terminal
that's on the left, then climb the ladder that's on the right. Walk across
the short catwalk and climb down the ladder on the opposite side. At the
bottom, walk north and cross over another steel pipe, again, being careful
not to fall off. On the opposite side, head north until you find a metal
canister. Kick it for an [Ambrosia], then walk forward a bit further to
reach another elevator. You can ride this one up to another section of the
Armory. Head as far south as you can in this room and look for a moving
platform. Step on it and press the A button and it will slide you over to
a new area. On the far right of this area, you'll find a chest that contains
the spell [Shinus]. Take it, then ride the lift back across, and jump
down the chute that's over on your right. When you land, open the chest on
your left for the [Sorcerer's Discus], then ride the moving platform that
is over on the right. This will bring you back to the metal canister where
you found the Ambrosia a bit earlier on.

Like last time, head north and ride the elevator to reach the Armory. This
time, as soon as you get over the elevator, ride the one right next to you.
Then, after getting off that one, right the next one on your right. This
will bring you to a new section of the First Boiler. Head south as far as
you can go, without stopping, until you come to three large metal cylinders.
Kick the first one open for [4 Magic Staff Fragments]. Kick the second one
for a [Mana Prime]. The third one contains [3 Sealing Stones]. Once you
have these items, turn back and look for a really tall ladder on your left.
Turn back from there, and climb the extremely tall ladder. From there, head
north until you reach an elevator that you can't get on. Instead, climb down
the ladder to your right, and begin following that path until you come to a
chute. DO NOT ENTER THIS CHUTE -- you'll fall back to the beginning.
Instead climb the next ladder, and look for some metal canisters for a
[Power Drink] and [3 Magic Storing Stones], and then take the next
elevator that's on the right. This leads to the Central Connector, where you
will initiate a boss battle.

      * You will face 6 Saints. You will not face the one that died
        earlier in the game when you were controlling Gongora.
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=]
   | Boss: Nefarious Red Saint   | HP: 1,510
   | Boss: Nefarious Blue Saint  | HP: 1,510
   | Boss: Nefarious Green Saint | HP: 1,510
   | Boss: Nefarious Black Saint | HP: 1,510
   | Boss: Nefarious White Saint | HP: 1,510
   | Boss: Nefarious Gold Saint  | HP: 1,510
   | Boss: Nefarious Yellow Saint| HP: 1,510
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Grade 6 Magic Chant, Shinus, All-Stone, All-Flara,      |
   | All-Aquaura, All-Winda, Flarus, Windus, Aquaus, All-Sleep, Forceus |
   | Groundus, All-Grounda                                              | 
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: None          | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | This battle can be a bit of a puzzlr since all of the Saints can be|
   | damaged in only one specific way. Their weaknesses are as follows: |
   |                                                                    |
   |                        Red  ---  Fire                              |
   |                       Blue  ---  Water                             |
   |                      Green  ---  Wind                              |
   |                     Yellow  ---  Ground                            |
   |                      Black  ---  Status Ailments                   |
   |                      White  ---  Light                             |
   |                       Gold  ---  Physical Attacks                  |
   |                                                                    |
   | Things are pretty simple here if you know what to do. Start by     |
   | casting Petrify on Black id he's there -- three turns later he     |
   | won't be. You can also drop one of the other elemental saints in a |
   | single turn with an -us spell if you have one; if not, two turns   |
   | of an -a spell should do it. Several rounds of physical attacking  |
   | by Kaim and Seth will take down the Gold one. The only tricky one  |
   | is the White one if you don't have Shinus. Hit him with Shine or   |
   | Shinus though, and he'll fall. Independently, all of the Saints are|
   | weak. However, Grade 6 Magic Chant is a brutal attack that will hit|
   | your whole party. They can only do this when there'six of them     |
   | though. Once you kill one of them, the rest of the battle is cake. |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the battle ends the game will go into cutscene mode for a while.
You'll end up back on the White Boa again. Click the right stick to go to
the navigation menu, and use this opportunity to save your game. When you
are ready to return to Grand Staff, choose the landing point closest to
Tosca, and launch the Nautilus. Began hugging the shore as you sail west,
and you'll eventually reach an inlet close to the glowing purple dot that's
on your map. You'll be asked if you wish to pursue the Grand Staff. Select
"Yes" and you'll see some cutscenes, which result in you entering the Staff.

In Summary: -> Use the elevator to reach the Second Boiler.
 --------   -> Make your way through the multiple areas of Armory/Boilers.
            -> Make your way to the Central Connector.
            -> Defeat the Nefarious Saints.
            -> Sail to and board the Second Grand Staff.


<>==================///---------------------------------///================<>
                   ///        Second Grand Staff       ///          
<>================///---------------------------------///==================<>

Enemies: Magic Infantry
 -----   Golba
         Shilda
         Experiment No. 25
         Experiment No. 1
         General Alpha (Boss)
         General Beta (Boss)
         Magic Beast (Boss)

Important Items: Enchanted Necklace
 -------------   Inferno Horn
                 Lord's Earrings
                 Wyvern's Tail
                 Reflect [Spell]

As soon as your inside Grand Staff, take a few steps to your left and
save your game. Head further left and descend the ladder that's there, and
climb down the one after that as well. This will bring you to a computer
terminal. Activate it, then climb back up the second ladder. Run north
from there, and board the elevator.  When you get off, run to the right to
find the control panel for the huge movable platform that you are on. After
the initial move that happens when you approach it, run to the right and
oepn the chest that's there for a [Goddess Medicin], then turn around and
head left until you reach a ladder. Climb it, and then the next one as well.
This will bring you to the Transportation Lift.

Walk to the center of the lift to where there's a control panel, but don't
activate it yet. Instead head further to the right, crossing to the other
side of the lift. You'll find a chest containing an [Enchanted Necklace]
there. Once you have it, head back to the center of the lift and select
"Rise". Then Quit, and run to the platform on the left for a chest that
holds [Godly Dragon Tears]. Back in the center, select "Rotate Left", then
"Rise", then "Rotate Left" again. You can then Quit, run to the left, and
activate the computer terminal that's off of the lift. This will cause a
treasure chest to move closer to the lift. Use the lift controls to turn
the lift to the right, then run over to the chest and open it for an
[Inferno Horn]. Return to the control panel, select "Rotate Left", and
then select "Rise." Exit the lift on the right, and then run all the way
around the room to the left to find a chest containing [Lord's Earrings].
Once you have them, run back to the right and climb the first ladder that
you come to. This will take you to the Magic Control area. Open the chest 
to the left for a [Mana Prime], then climb back downstairs and use the 
ladder further to your right to reach the rest of the Magic Control.

Operate the terminal that's just ahead after entering, then climb the
ladder on your right and push the red button on top. Head further left of
there to find a chest containing an [Ambrosia]. Climb back down the ladder
and ppress the button to the right of the terminal, then climb down the
ladder just to your right to find another red button you can push. Climb
back up, and then climb the ladder to the right as well. At the top you
will find yet another red button that you can push, as well as three
computer terminals. Press the button first, then activate each of the
three computer terminals. Keep your eye on the gears moving just behind
them. You need them to stop so that the blades are horizontal, allowing
you to pass by. If they stop vertically, so that they block the path, just
turn them on again by reactivating the terminal, and try again. When
they've all been stopped, run past them to reach a chest containing the
[Wyvern's Tail] weapon. Equip that bad boy to Kaim, then return to the
previous area, where the Transportation Lift was. Again, climb the ladder
that led you to the Mana Prime. This time, you'll notice the computer
terminal is usable. Use it to stop the moving platform on your right,
then jump across and follow the path until you reach a chest that holds
the white magic spell, [Reflect]. You can then go back to the lift area
again, climb the first ladder again, and make your way to the first red
switch AGAIN. This time, however, you'll be using the elevator that's
there to reach the next area: the Glass Chamber.

Walk forward towards the stairs for a cutscene, then walk to the right and
look for a save sphere so that you can save your game. Climb down the
ladder that's nearby. Doing this will bring you to the Magic Power Unit,
where you'll get some more dialogue. When it's over, walk to the center
of the lift, and access the contorl panel. After another cutscene, speak
to Sed and form two parties. It is a VERY good idea to keep the parties
balanced, and simple. The upcoming battle is not hard, but it is... tricky.
I'd suggest teams of: Kaim/Sarah and Seth/Jansen.

   [=-=-=-=-=-=-=-=-=-=-=]
   | Boss: General Alpha | HP: 4,050
   | Boss: General Beta  | GP: 4,050
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Release Energy, Forceus, Flare Mine, Shinus, Reflect    |
   | Photon Burst, Ground Mine                                          |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: None          | Element: Wind / Earth                        |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | Ideal preparations for the battle: Wind and Fire based rings.      |
   |                                    Anti-Blind accessories/skills   |
   |                                    Magic defense accesories/skills |
   |                                                                    |
   | How this battle will work, is you must kill both of the Generals on|
   | the same turn or it's an instant game over. That's why balanced    |
   | teams are so important. If you have two physical attackers (Kaim   |
   | and Seth) and two magic casters (Sarah and Jansen) to make up      |
   | each team your damage should be pretty balanced. Keep an eye on    |
   | the HP of each general shown in the upperhand corner of the screen |
   | Things to make note of, are that the monsters will heal for about  |
   | 530HP each turn, unless you have Sed use Adjust Output, which will |
   | stop this healing process once. This can be useful if one of your  |
   | attackers scores a critical hit, or something to that effect; you  |
   | would want to make up for it by not letting the other general heal.|
   | Balance: Balance is the key to this battle. Aside from Forceus,    |
   | neither of the Generals attacks are all that bad, and the fight    |
   | shouldn't be too difficult providing your not undereleveled. If you|
   | are, you can always level right in the area. 45 or so should do it.|
   | During the fight, have Sed alternate between adjusting the output, |
   | to keep things balanced, while not allowing either General to heal |
   | as much as they usually do.                                        |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the battle, open the menu and heal up, then head to the lift on the
left side of the room. Ride it to the Upper Floors, then run along the
path until you reach a moving platform you can jump onto. Hop onto it, and
when it reaches the floor above hop back off. Run forward along that
platform until you reach a ladder. This will bring you back to the Glass
Chamber, where another, more conventional, boss is waiting for you.


   [=-=-=-=-=-=-=-=-=-=]
   | Boss: Magic Beast | HP: 26,790
   |=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Sonic Quake, Ground Strike, Flare Core                  |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Beast         | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | It's been a long time since there's been a straight-forward, no-   |
   | nonsense, oldschool boss battle. Well, here's one. His defense is  |
   | kind of low. You can hit for 400-700 damage with physical attacks  |
   | or more than that with Beast Killer rings and Powera/Powerus. -a   |
   | spells will do 600-700 damage, while Forcea does ~900 and -us      |
   | spells do in the neighborhood of 1,200-1,400. Just hit this guy    |
   | with your strongest stuff. Neither Sonic Quake nor Ground Strike   |
   | are dangerous. Flare Core, on the other hand, will Fuck. Your.     |
   | Shit. Up. It will do 2,000-3,000 damage to everyone if he hits it. |
   | The bright side, is it will take him three turns to ready it, so   |
   | you'll know when it's coming. Have someone cast All-Barricadus at  |
   | the start of the fight, and have everyone defend before it hits.   |
   | Then afterwards, immediately heal. If you can live through that,   |
   | there's nothing else the Magic Beast can throw at yo that should   |
   | be able to stop you.                                               |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]

After the battle, take a few steps over to the nearby save point, and save
your game again. After that, head up the stairs in front of you and step
into the fancy elevator. That will take you to the Control Room. There
you'll initiate a battle with Gongora... Well, not really. He'll take
control of Jansen and use him as a puppet. You can't kill Jansen or it's
a game over. Instead, just keep defending. Jansen won't use any of his
dangerous spells, so don't worry about dying. After four rounds of defending,
Gongora will end the battle. Wait out the following cutscenes, and a 
timer will appear on-screen, as Grand Staff begins to fall. You'll have
eight minutes to make it back to the Nautilus. This is more than enough
time -- just make sure to flee from every random encounter.


In Summary: -> Use the computer terminal, then head to the Upper Connector.
 --------   -> Climb up to the Transportation Lift.
            -> Control the lift to reach the Magic Control area.
            -> Ride a lift into the Glass Chamber.
            -> Climb down into the Magic Power Unit.
            -> Defeat General Alpha and General Beta.
            -> Return to the Glass Chamber and defeat the Magic Beast.
            -> Confront Gongora in the Control Room.
            -> Escape the exploding Grand Staff.

<>==================///---------------------------------///================<>
                   ///          Hall of Mirrors        ///          
<>================///---------------------------------///==================<>

Enemies: Luminous Magic Beast (Boss)
 -----   

Important Items: None
 -------------

When your back at the world map, save your game an then approach the Hall
of Mirrors. Dive underwater by pressing the B button, and you'll
automatically go into cutscene mode. Whene the scenes are over, you'll
enter into the final battle of the game. Epic. Don't bother if you're
below level 55, or preferably 60 though. Head over to the Temple of
Enlightment if you're not; you'll gain one level up per fight there.
Assuming you ARE ready, here we go:


   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-]
   | Boss: Luminous Magic Beast | HP: 55,860
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: Ray Charge, Forceus, All-Aquara, Ultimate Ray,All-Flarus|
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Beast         | Element: None                                |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | This son of a bitch has a whole lot of HP, and on top of that he   |
   | hit's pretty hard and absorbs all of your magic. Because of that,  |
   | consider bringing in Tolten or Sed as a third physical attacker.   |
   | You'll definitely want Sarah and Jansen on the team though. Have   |
   | them get Powerus on both Kaim and Seth (who should have rings with |
   | Beast Killer on them) so that they do a lot of damage. Then, have  |
   | Jansen and Sarah get up All-Barricadus, as well as get Covera on   |
   | the physical attackers. Once that's done, they can just sit back   |
   | and spam Zephyra. You may not need it when they start casting, but |
   | remember it takes two turns to use; prepare to heal the beast's    |
   | next big attack before he even casts it. The battle will probably  |
   | take a while, but chip away at his HP, and he will fall.           |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]


   [=-=-=-=-=-=-=-=]
   | Boss: Gongora | HP: ??,???
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Abilities: All-Stonus, Breaks, Pain Surge, Meteor Impact, Light    |
   | Absorb, Wall Break, Reset All, Manipulate                          |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Type: Varies        | Element: Varies                              |
   |=-=-=-=-=-=-=-=-=-=-=+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Strategy:                                                          |
   |                                                                    |
   | The start of the fight doesn't even really count. Just wait it out.|
   | You can only control the immortals (Ming has to be on the team...) |
   | but the battle won't really be underway until you get appearences  |
   | by all of the mortals. Once you've seen the last of them, the fight|
   | will get going for real. This is one of the rare battles where     |
   | Powerus is not a good idea; Reset All will just remove it. The same|
   | goes for All-Baricadus. That being said, you can still do increased|
   | damage by paying attention to Gongora's type and element. They will|
   | change randomly during the fight. Always make sure to be attacking |
   | with the proper spells, and with the best possible rings equippped.|
   | Remember, changing equipment does NOT use up your turn. Aside from |
   | attacking, keep having Sarah use Zephyra or Zephyrus to keep your  |
   | party's health up. You also need to make sure everyone has a skill |
   | or accessory protecting them from All-Stonus. If not, that could   |
   | end the battle in a single turn. Keep hitting him with everything  |
   | you got, and don't be afraid to use any rare items you were saving |
   | in the back of your inventory. This is it: the last fight. Once    |
   | you beat this, the game is over.                                   |
   |                                                                    |
   |=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-|
   | Steal: None                                                        |
   | Drops: None                                                        |
   [=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-]


In Summary: -> Defeat the Luminous Magic Beast.
 --------   -> Defeat Gongora.
            -> Congratulations: Game Finished.

       .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=.
|\     | .-----------------------------------------------.--------. |     /|
| '----| |                                               |        | |----' |
|  >>> | |  07. Item List                                |  | | <<<  |
| .----| |                                               |        | |----. |
|/     | '-----------------------------------------------'--------' |     \|
       '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-='

Healing/Buffer Items
--------------------
-> Ambrosia: Greatly restores HP and MP of one party member.
-> Angel's Plume: Revives one KO'd party member with partial HP.
-> Antidote: Cures poison for one party member.
-> Anti-Paralysis Herb: Cures one party member of Paralysis.
-> Bind Healer: Cures one party member of Formation Paralysis.
-> Blazing Ruby: Cures one party member from Freeze.
-> Brave Fruit: Cures one party member of Terror
-> Cure-All: Cures all status ailments for one party member.
-> Eye Drops: Curse blindness of one party member.
-> Goddess Medicine: Revives a KO'd alley with full HP.
-> Healing Herb: Restores HP of one party member.
-> Healing Medicine: Slightly restores HP of one party member.
-> Healing Potion: Slightly restores HP and MP of one party member.
-> Healing Tank: Greatly restores the HP of one party member.
-> Kelo-Vitamin: Curses or Inflicts one party member of Kelolon.
-> Mana Bottle: Greatly restores the MP of one party member.
-> Mana Herb: Slightly restores MP of one party member.
-> Mana Capsule: Restores MP of one party member.
-> Mint Powder: Curse sleep for one party member.
-> Power Drink: Raises an alley's physical attack power during battle.
-> Smelling Salts: Cures one party member of Dizziness.
-> Seal Clear: Cures one party member of Clear.
-> Soul Medicine: Restores HP and MP of one party member.
-> Stone Beast's Thorn: Cures one party member of Petrify.
-> White Flame Rock: Cures one party member of Darkness.


Battle Items
------------
-> Aqua Bomb: Inflicts light Water damage on one enemy.
-> Aquara Bomb: Inflicts medium Water damage one an enemy.
-> Flare Bomb: Inflicts light Fire damage on one enemy.
-> Flara Bomb: Inflicts medium Fire damage on one enemy.
-> Ground Bomb: Inflicts light Earth damage on one enemy.
-> Grounda Bomb: Inflicts medium Ground damage on one enemy.
-> Wind Bomb: Inflicts light Wind damage on one enemy.
-> Winda Bomb: Inflicts medium Wind damage on one enemy.
-> Aquaus Bomb: Inflicts major Water damage on one enemy.
-> Flaurs Bomb: Inflicts major Fire damage on one enemy.
-> Groundus Bomb: Inflicts major Ground damage on one enemy.
-> Windus Bomb: Inflicts major Wind damage on one enemy.


       .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=.
|\     | .-----------------------------------------------.--------. |     /|
| '----| |                                               |        | |----' |
|  >>> | |  08. Spell List                               |  | | <<<  |
| .----| |                                               |        | |----. |
|/     | '-----------------------------------------------'--------' |     \|
       '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-='

===--------------===--------------===--------------===--------------===
 - White Magic
===--------------===--------------===--------------===--------------===

Level 1: 
--------
--------
[1-1]         Name: Heal
       Description: Slightly restores the HP of 1 party member.
      Casting Time: 1A
                MP: 5
          Location: Default spell

[1-2]         Name: Cure Poison
       Description: Cures 1 party member of Poison status.
      Casting Time: 1A
                MP: 5
          Location: Default spell

[1-3]         Name: Shield
       Description: Slightly increases the physical defense of 1 party member.
      Casting Time: 1A
                MP: 10
          Location: Ipsilon Mountains (Mountain Hut) - Light candle near bed.
     Alt. Location: Purchase at the Grand Staff Construction Base

[1-4]         Name: Barricade
       Description: Slightly increases the magical defense of 1 party member.
      Casting Time: 1A
                MP: 10
          Location: Ipsilon Mountains (North) - In a yellow pot.
     Alt. Location: Purchase at the Grand Staff Construction Base


Level 2: 
--------
--------
[2-1]         Name: Zephyr
       Description: Slightly recovers the HP of all allies.
      Casting Time: 1G
                MP: 10
          Location: Default spell

[2-2]         Name: Cure Paralysis
       Description: Cures one party member of paralysis.
      Casting Time: 1B
                MP: 10
          Location: Default spell

[2-3]         Name: All-Shield
       Description: Slightly increases the physical defense of the party.
      Casting Time: 1G
                MP: 20
          Location: In a treasure chest at the Sea of Baus.
     Alt. Location: Purchase at Nalia's Item Shop in Numara.

[2-4]         Name: All-Barricade
       Description: Slightly increases the magical defense of the party.
      Casting Time: 1G
                MP: 20
          Location: Purchase at Nalia's Item Shop in Numara.


Level 3: 
--------
--------
[3-1]         Name: Cure-Seal
       Description: Cures one party member of Seal status.
      Casting Time: 1C
                MP: 15

[3-2]         Name: Cover
       Description: Creates a weak barrier that absorbs damage and
                    protects the party member it surrounds.
      Casting Time: 1C
                MP: 15

[3-3]         Name: Shine
       Description: Inflicts small Light damage and Blind on all enemies.
      Casting Time: 2B
                MP: 15
          Location: Help the couple waiting on the Gondolas for eachother
                    in Numara. The guy will give you this spell.

[3-4]         Name: Kelolon
       Description: Turns one party member into a Kelolon, or removes
                    Kelolon status.
      Casting Time: 1C
                MP: 15
          Location: In a treasure chest in Mack and Cooke's room.


Level 4: 
--------
--------
[4-1]         Name: Heala
       Description: Recovers the HP of one party member.
      Casting Time: 1D
                MP: 20
          Location: Default spell

[4-2]         Name: Cure Petrify
       Description: Cures one party member of Petrify status.
      Casting Time: 1D
                MP: 20
          Location: Default Spell

[4-3]         Name: Erase
       Description: Recovers a negative magic effect for one party member.
      Casting Time: 1D
                MP: 20
          Location: Sarah brings it with her when she joins the party.

[4-4]         Name: Dispel
       Description: Removes a strengthening magic from one enemy.
      Casting Time: 1D
                MP: 20
          Location: Sarah brings it with her when she joins the party.


Level 5: 
--------
--------
[5-1]         Name: Zephyra
       Description: Recovers the HP of all allies.
      Casting Time: 2B
                MP: 40
          Location: Default Spell

[5-2]         Name: Cure-All
       Description: Cures one party member of all status ailments.
      Casting Time: 1E
                MP: 40
          Location: Default Spell

[5-3]         Name: Shieldus
       Description: Increases the physical defense of one party member.
      Casting Time: 1E
                MP: 30
          Location: Purchase it on the Samanese Merchant Ship.

[5-4]         Name: Barricauds
       Description: Increases the magical defense of one party member.
      Casting Time: 1E
                MP: 30
          Location: Purchase it on the Samanese Merchant Ship.


Level 6:
--------
--------
[6-1]        Name: Revive
      Description: Restores a small amount of HP to a KO'd party member.
     Casting Time: 1F
               MP: 30
         Location: Default Spell

[6-2]        Name: All-Shieldus
      Description: Increases the physical defense of all party members.
     Casting Time: 2B
               MP: 60
         Location: In a chest at the Gohtzan Refugee Camp.

[6-3]        Name: All-Barricadus
      Description: Increases the magical defense of all party members.
     Casting Time: 2B
               MP: 60
         Location: In a chest at the Crashed Magic Train Site.

[6-4]        Name: Covera
      Description: Creates a barrier that absorb's damage and protects
                   the party member it protects.
     Casting Time: 1F
               MP: 30
         Location: Default Spell


Level 7
-------
-------
[7-1]        Name: Healus
      Description: Greatly recovers the HP of one party member.
     Casting Time: 1G
               MP: 35
         Location: Default Spell

[7-2]        Name: Heal Up
      Description: Increases potency of healing spells for one member.
     Casting Time: 1G
               MP: 35
         Location: Default Spell

[7-3]        Name: Reflect
      Description: Creates a magic-reflecting barrier for one member.
     Casting Time: 1G
               MP: 40
         Location: In a chest in Second Grand Staff.

[7-4]        Name: Shinus
      Description: Inflicts Light damage and Blind on all enemies.
     Casting Time: 2F
               MP: 35
         Location: In a chest in First Grand Staff.


===--------------===--------------===--------------===--------------===
 - Black Magic
===--------------===--------------===--------------===--------------===

Level 1: 
--------
--------
[1-1]         Name: Flare
       Description: Inflicts a moderate amount of Fire damage on 1 enemy.
      Casting Time: 1A
                MP: 5
          Location: Default spell

[1-2]         Name: Aqua
       Description: Inflicts a moderate amount of Water damage on 1 enemy.
      Casting Time: 1A
                MP: 5
          Location: Ipsilon Mountains (Mining Site) - In a treasure chest.
     Alt. Location: Purchase at the Grand Staff Construction Base

[1-3]         Name: Wind
       Description: Inflicts a moderate amount of Wind damage on 1 enemy.
      Casting Time: 1A
                MP: 5
          Location: Default spell

[1-4]         Name: Ground
       Description: Inflicts a moderate amount of Earth damage on 1 enemy.
      Casting Time: 1A
                MP: 5
          Location: Ipsilon Mountains (North) - In a yellow pot.
     Alt. Location: Purchase at the Grand Staff Construction Base.


Level 2: 
--------
--------
[2-1]         Name: Sleep
       Description: Puts one enemy to sleep.
      Casting Time: 1B
                MP: 20
          Location: Default spell

[2-2]         Name: Poison
       Description: Poisons one enemy.
      Casting Time: 1B
                MP: 20
          Location: In a yellow pot in the Black Market room at the
                    Grand Staff Construction Base.
     Alt. Location: Purchase at Nalia's Item Shop in Numara.

[2-3]         Name: Paralyze
       Description: Paralyzes one enemy.
      Casting Time: 1B
                MP: 20
          Location: In a treasure chest at the Sea of Baus.
     Alt. Location: Purchase at Nalia's Item Shop in Numara.

[2-4]         Name: All-Barricade
       Description: Inflicts a moderate amount of random elemental damage
                    on all enemies.
      Casting Time: 2C
                MP: 15
          Location: Default Spell


Level 3: 
--------
--------
[3-1]         Name: Seal
       Description: Seals one enemy.
      Casting Time: 1C
                MP: 20
          Location: Default spell

[3-2]         Name: Stone
       Description: Inflict signs of Petrification on one enemy.
      Casting Time: 1C
                MP: 20
          Location: Default Spell

[3-3]         Name: Curse
       Description: Curses one enemy.
      Casting Time: 1C
                MP: 15
          Location: In a chest in the Crimson Forest.

[3-4]         Name: Force
       Description: Inflicts weak physical damage on one enemy.
      Casting Time: 1B
                MP: 10
          Location: Complete Cubic Music Score 1.


Level 4: 
--------
--------
[4-1]         Name: Flara
       Description: Inflicts a significant amount of Fire damage on one enemy.
      Casting Time: 1D
                MP: 20
          Location: Default spell

[4-2]         Name: Aquara
       Description: Inflicts a significant amount of Water damage on one enemy.
      Casting Time: 1D
                MP: 20
          Location: Sarah brings it with her when she joins.

[4-3]         Name: Winda
       Description: Inflicts a significant amount of Wind damage on one enemy.
      Casting Time: 1D
                MP: 20
          Location: Default spell

[4-4]         Name: Grounda
       Description: Inflicts a significant amount of Earth damage on one enemy.
      Casting Time: 1D
                MP: 20
          Location: Sarah brings it with her when she joins.


===--------------===--------------===--------------===--------------===
- Spirit Magic
===--------------===--------------===--------------===--------------===

Level 1: 
--------
--------
[1-1]         Name: Refresh
       Description: Slightly recovers the HP of a row of party members.
      Casting Time: 1G
                MP: 5
          Location: Ride a moving platform in the Near Swamp area of
                    Crimson forest and ram the rock formation that it
                    takes you to for the spell.

[1-2]         Name: Shadow
       Description: Inflicts low non-elemental damage to all enemies.
      Casting Time: 1H
                MP: 5
          Location: Default spell

[1-3]         Name: Dodger
       Description: Increases evasion rate of one party member.
      Casting Time: 1A
                MP: 5
          Location: Complete Cubic Music Score 2.

[1-4]         Name: Chime
       Description: Wakes one party member up from Sleep.
      Casting Time: 1A
                MP: 5
          Location: Default Spell


Level 2: 
--------
--------
[2-1]         Name: Regenerate
       Description: Gives one party member weak gradual HP recovery.
      Casting Time: 1B
                MP: 10
          Location: In a chest at Numara Atoll.

[2-2]         Name: Powera
       Description: Slightly increases the physical attack of one party member.
      Casting Time: 1B
                MP: 10
          Location: Default Spell

[2-3]         Name: Minda
       Description: Slightly increases the magical attack of one party member.
      Casting Time: 1B
                MP: 10
          Location: Default Spell

[2-4]         Name: Gamble
       Description: Inflicts a random amount of damage on one enemy.
      Casting Time: 1H
                MP: 10
          Location: Complete the Kololon Prayer mini-game at Tosca Village.


Level 3: 
--------
--------
[3-1]         Name: Speeda
       Description: Increases the speed of one party member.
      Casting Time: 1C
                MP: 15
          Location: Default Spell.

[3-2]         Name: Slower
       Description: Decreases the speed of one enemy.
      Casting Time: 1C
                MP: 15
          Location: Default Spell.

[3-3]         Name: Ailment Void
       Description: Increases 1 party member's ability to evade status ailments.
      Casting Time: 1F
                MP: 15
          Location: It's a hidden treasure to be found at the Northern Cape.
                    You need to have information on the "Lirum's Treasure"
                    hunt. You can get that clue inside the inn in Tosca.

[3-4]         Name: Lost
       Description: Expels one enemy away from battle.
      Casting Time: 1C
                MP: 15
          Location: A treasure chest in the Old Sorceress' Mansion.


Level 4: 
--------
--------
[4-1]         Name: Refresha
       Description: Recovers the HP of a row of party members.
      Casting Time: 2B
                MP: 20
          Location: It's in a chest in the Black Cave.

[4-2]         Name: Shadowa
       Description: Inflicts moderate non-elemental damage on all enemies.
      Casting Time: 2C
                MP: 20
          Location: Default Spell


[4-3]         Name: Fear
       Description: Inflicts Terror on one enemy.
      Casting Time: 1D
                MP: 20
          Location: Default Spell


[4-4]         Name: Virus
       Description: Inflicts Virus on one enemy.
      Casting Time: 1D
                MP: 20
          Location: It's in front of the Old Sorceress' Mansion, but it
                    is a hidden treasure. You need to have information
                    on "The Bird's Shiny Treasure", given by the innkeeper
                    in Toisca.


Level 5: 
--------
--------
[5-1]         Name: Regenera
       Description: Gives one party member moderate gradual HP recovery.
      Casting Time: 1E
                MP: 25
          Location: In a pot inside the auction house building.

[5-2]         Name: Powerus
       Description: Increases the physical attack of one party member.
      Casting Time: 1E
                MP: 40
          Location: Default Spell

[5-3]         Name: Mindus
       Description: Increases the magical attack of one party member.
      Casting Time: 1E
                MP: 40
          Location: Default Spell

[5-4]         Name: Splitter
       Description: Halves the HP of one enemy.
      Casting Time: 1E
                MP: 25
          Location: Help Talio in Saman after your return from Experimental
                    Staff, and then get treasure info on "Talio's Returned
                    Favor" from him. The Splitter spell is the treasure,
                    and can be found at the tip of Saman Port.


       .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=.
|\     | .-----------------------------------------------.--------. |     /|
| '----| |                                               |        | |----' |
|  >>> | |  09. Weapon List                              |  | | <<<  |
| .----| |                                               |        | |----. |
|/     | '-----------------------------------------------'--------' |     \|
       '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-='

Adamantis
---------
Type: Sword
Attack: +28
Description: A long sword forged from the hardest Adamantine ores.
Location: Reward for feeding the Pipot 20 seeds.

Angel Feather
-------------
Type: Staff
Attack: +44
Description: A piece of a sacred, magical-ampligying tree, coated 
with Platinum.
(For Cooke Only)
Location: In a chest at the Great Ancient Ruins.

Battle Discus
-------------
Type: Discus
Attack: +26
Description: A common battle discus, repaired for use.
Location: For sale at Pippo's General Store in Tosca.

Black Pole
----------
Type: Staff
Attack: +17
Description: A staff of black iron used in forbidden rituals.
(For Jansen Only)
Location: For sale at Pippo's General Store in Tosca.

Bright Ankh
-----------
Type: Staff
Attack: +20
Description: A high-performance staff powered by the latest magic engine
from Gohtza.
Location: For sale at Oreego's Emporium in Samana.

Ceremonial Sword
----------------
Type: Sword
Attack: +119
Description: A ceremonial sword passed down through the Uhran royal family.
(For Tolten Only)
Location: Tolten starts with it.

Chakra Arm
----------
Type: Discus
Attack: +46
Description:  A battle discus enhanced by the magic engine contained inside it.
Location: For sale at Sigrum's Weapon Emporium in the Gohtza store.

Circular Dance Discus
---------------------
Type: Discus
Attack: +67
Description: A battle discus favored among Eastern Tribe dancers.
Location: In a chest on the southern train platform in Gohtza Station.

Crescent Rod
------------
Type: Staff
Attack: +16
Description: A magic stagg from ancient times, adored by Sarah over
the years. (For Sarah Only)
Location: Sarah starts with it.

Dark Crystal Staff
------------------
Type: Staff
Attack: +18
Description: A staff imbued with rare dark crystals.
(For Jansen Only)
Location: In Tosca Village, on top of the watchtower. You must have
information on the "Tosca Treasure Hunt."

Demon Warrior's Blade
---------------------
Type: Sword
Attack: +50
Description: A dark sword that belonged to a shadowy warrior who once
prowled across the land.
Location: In Crimson Forest. Activate the moving platforms, and ride the 
one to the left of the entrance. Ram the rock formation

Elder Baton
-----------
Type: Staff
Attack: +20
Description: A staff of white iron that calms the mind of the user.
(For Cooke Only)
Location: For sale at Oreego's Emporium in Samana.

Ether Torch
-----------
Type: Staff
Attack: +24
Description: A staff whose magic power flows out of its torch-like tip.
(For Cooke Only)
Location: For sale at Sigrum's Weapon Emporium in the Gohtza store.

Force Staff
-----------
Type: Staff
Attack: +11
Description: A well-crafted staff used by the royal sorcerers.
Location: For sale at Ninn's Boutique in Numara.

Full Blade
----------
Type: Sword
Attack: +83
Description: A piece of magical equipment. Based on Gohtzan army weaponry.
Location: For sale at Sigrum's Weapon Emporium in the Gohtza Store.

Hard Spatha
-----------
Type: Sword
Attack: +60
Description: A short sword built for ease of thrusting.
Location: For sale at Oreego's Emporium in Samana.

Holy Scepter
------------
Type: Staff
Attack: +30
Description: A valuable golden staff studded with jewels.
Location: For sale at the refugee camp.


Killing Cutlass
---------------
Type: Sword
Attack: +44
Description: A curved blade forged from Black Cave ore.
Location: For sale at Pippo's General Store in Tosca.

Light Staff
-----------
Type: Staff
Attack: +4
Description: A practical magic staff that works well with magic engines.
(For Jansen Only)
Location: Jansen starts with it

Lightweight Saber
-----------------
Type: Sword
Attack: +23
Description: A common, easy-to-use sword.
Location: For sale at Grand Staff Construction Base.

Lord Spire
----------
Type: Staff
Attack: +24
Description: A golden staff granted to high-level officials.
(For Jansen Only)
Location: For sale at Sigrum's Weapon Emporium in the Gohtza Store.

Old Battle Discus
-----------------
Type: Discus
Attack: +23
Description: An Eastern Tribe relic that invigorates the user's 
spiritual energy.
Location: Mack starts with it.

Platinum Sword
--------------
Type: Sword
Attack: +17
Description: A well-tempered sword made of platinum.
(For Kaim Only)
Location: Kaim starts with it.

Power Shell
-----------
Type: Discus
Attack: +40
Description: An ancient battle discus replica, made using traditional
methods.
Location: For sale at Oreego's Emporium in Samana.

Princess Cane
-------------
Type: Staff
Attack: +16
Description: A ceremonial staff made for the thousand year old Queen.
(For Ming Only)
Location: Ming starts with it.

Quarter Staff
-------------
Type: Staff
Attack: +17
Description: An iron staff whose magic power is effectively improved by its
feathery decor.
Location: For sale at Pippo's General Store in Tosca.

Ranuculus
----------
Type: Staff
Attack: +11
Description: An old magic staff with a flower motif.
(For Cooke Only)
Location: Cooke starts with it.

Red Snake
---------
Type: Sword
Attack: +73
Description: An assassin'sswod imbued with the blood of a Red Snake.
Location: Inside a chest in Experimental Staff.

Rough Edge
----------
Type: Sword
Attack: +112
Description: A high-quality single-handed sword, preferred by the Uhran army.
Location: For sale at the refugee camp.

Royal Knight's Sword
--------------------
Type: Sword
Attack: +206
Description: A knight's sword, passed from one Uhran commander to the next.
(For Tolten Only)
Location: Break the Royal Seal in Uhra's Back Alley.

Sacred Torch
------------
Type: Staff
Attack: +33
Description: A torch staff adorned with emeralds.
(For Cooke only)
Location: Speak to the trader at the Gohtzan Refugee Camp, then return
to the Frozen Tracks and face Gyaploss until they Cry, bringing a Don
Laploss into the battle. Defeat him, then return and speak to the 
trader, and he'll reward you with a Sacred Ring, and a Sacred Torch.

Solid Spartan
-------------
Type: Sword
Attack: +83
Description: A redesigned Hard Spatha, coated with a special alloy for added
sharpness.
Location: In Saman: Turn in the ledger found in Riordan's house to
Investigator Zeckte, then enter the house and speak to Zeckte a second time.

Steel Sword
-----------
Type: Sword
Attack: +32
Description: A military sword made of iron and designed for mass production.
Location: For sale at Ninn's Boutique in Numara. 

White Fang
----------
Type: Sword
Attack: +15
Description: A spiritually-imbued sword with strange beasts carved into
it's blade.
(For Seth only)
Location: Seth starts with it.

White Lotus
-----------
Type: Discus
Attack: +44
Description: A modern battle discus, created by an Eastern Tribe researcher.
Location: In a chest at Experimental Staff - Upper Division.

Wrath Minder
------------
Type: Discus
Attack: +93
Description: A battle discus that reacts to your spirit and emits eerie light.
Location: For sale at the refugee camp.


       .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=.
|\     | .-----------------------------------------------.--------. |     /|
| '----| |                                               |        | |----' |
|  >>> | |  10. Accessory List                           |  | | <<<  |
| .----| |                                               |        | |----. |
|/     | '-----------------------------------------------'--------' |     \|
       '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-='


Adept Earings
-------------
Description: Earrings worn by adept sorcerers.
SP to Learn: 20
Enhancement: Lv 3 Black-White Magic
         ->: Enables use of Black and White Magic up to Level 3.

Alarm Clock
-----------
Description: A magic clock that sounds an alarm if its owner falls asleep.
SP to Learn: 20
Enhancement: Anti-Sleep
         ->: Grants immunity to sleep.

Amulet
------
Description: A mysterious necklace that protects you from physical attack.
SP to Learn: 10
Enhancement: Absorb Attack
         ->: OCasionally abosrbs the damage inflicted by enemies.

Antidote Brooch
---------------
Description: A brooch containing a piece of ore that acts as an antidote
to poison.
SP to Learn: 20
Enhancement: Anti-Poison
         ->: Grants immunity to poison.

Apprentice Earrings
-------------------
Description: Earrings worn by apprentice sorcerers.
SP to Learn: 15
Enhancement: Lv 2 Black-White Magic
         ->: Enables use of Black and White Magic up to level 2.

Awakening Bracelet
------------------
Description: A special bracelet that unleashes the user's latent abilities.
(For Immortals Only)
SP to Learn: 20
Enhancement: Slot +3
         ->: Increases Skill Slots by 3.

Berserker Necklace
------------------
Description: A berserker's necklace that gushes with power in times of need.
SP to Learn: 8
Enhancement: Crisis Attack Boost
         ->: Increased Magical and Physical attack power during critical HP.

Bronze Spirit Band
------------------
Description: A bronze armband with a magical spell carved into it.
SP to Learn: 8
Enhancement: Lv 2 Spirit Magic
         ->: Enables use of Spirit Magic up to level 2.

Circlet
-------
Description: A gold headband that stabalizes the wearer's mind.
SP to Learn: 10
Enhancement: Relax
         ->: Recovers MP when Defend is used.

Combat Teachings
----------------
Description: A book that describes counterattacking in hand-to-hand combat.
SP to Learn: 10
Enhancement: Counter
         ->: Randomly performs a counter attack against the enemy's
             regular attacks.

Earth Charm
-----------
Dernscription: A charm that weakens the power of Earth Elemental attacks.
SP to Learn: 20
Enhancement: Earth Resistance Up
         ->: Reduces Earth Element damage.

Eastern Spirit Band
-------------------
Description: An emerald bracelet with a magic spell carved into it.
SP to Learn: 5
Enhancement: Lv 1 Spirit Magic
         ->: Enables use of Level 1 Spirit Magic.

Fire Charm
----------
Description: A charm that weakens the power of Fire Element attacks.
SP to Learn: 20
Enhancement: Fire Resistance Up
         ->: Reduces Fire Element damage.

General's Pen
-------------
Description: A pen that belonged to a famous commander.
SP to Learn: 20
Enhancement: Freeform
         ->: Grants immunity to Formation Paralysis.

Gigantes Brooch
---------------
Description: A magical brooch that stores the lifeforce of a giant.
SP to Learn: 20
Enhancement: HP Max Up 3
         ->: Increases Max HP.

Gold Spirit Band
----------------
Description: A gold and silver armband with a magic spell carved into it.
SP to Learn: 15
Enhancement: Lv 4 Spirit Magic
         ->: Enables use of Spirit Magic up to level 4.

Hawk Eye
--------
Description: Magical earings that reveal your enemy's special abilities.
SP to Learn: 5
Enhancement: Factual Analysis
         ->: Reveals the types and elements of enemies.

Holy Knight Charm
-----------------
Description: A holy Knight's seal that raises defense in times of need.
SP to Learn: 8
Enhancement: Crisis Defense Boost
         ->: Increased Magical and Physical Defense during critical HP.

Kelolon Earrings
----------------
Description: Earrings with a Kelolon motif.
SP to Learn: 20
Enhancement: Anti-Kelolon
         ->: Grants immunity to Kelolon.

Knight Earrings
---------------
Description: Earrings whose magic strengthens the wearer's defense.
SP to Learn:
Enhancement: Defense Boost 1
         ->: Increases physical defense.

Knight's Code
-------------
Description: A book that describes how to raise one's defensive skill.
SP to Learn: 15
Enhancement: Stand Ready
         ->: Recovers GC when using Defend while being attacked.

Light Lens
----------
Description: Specially-processed lens that protects against Blind.
SP to Learn: 20
Enhancement: Anti-Blind
         ->: Grants immunity to Blind.

Lion Heart
----------
Description: A charm with a lion motif that staves off fear.
SP to Learn: 20
Enhancement: Anti-Terror
         ->: Grants immunity to Terror.

Lucky Clover
------------
Description: A mysterious four-leaf clover that transforms luck into
healing power.
SP to Learn: 8
Enhancement: Critical Heal
         ->: HP recovery when critical hits occur.

Novice Earrings
---------------
Description: Earrings worn by novice sorcerers.
SP to Learn: 8
Enhancement: Lv 1 Black-White Magic
         ->: Enable use of Level 1 Black and White Magic.

Magic Research Report
---------------------
Description: A research report on Composite Magic, left by the researchers.
SP to Learn: 15
Enhancement: Lv 1 Composite Magic
         ->: Enables use of Level 1 Composite Magic.

Magic Trial Record
------------------
Description: A record of experiment results involving Composite Magic,
left by the researchers.
SP to Learn: 20
Enhancement: Lv 2 Composite Magic
         ->: Enales use of Composite Magic up to Level 2.

Mana Earrings
-------------
Desription: Earrings that increase magic energy, made using a small
magic engine.
SP to Learn: 10
Enhancement: MP Max Up 1
         ->: Increases max MP.

Medusa's Head
-------------
Description: A marble bust modeled after the head of a demon Beast.
Protects against Petrify.
SP to Learn: 20
Enhancement: Anti-Petrify
         ->: Grants immunity to Petrify.

Mimint Ear
----------
Description: Strange headband that diffuse magic energy. Wear these
and you'll be the envy of your friends.
SP to Learn: 10
Enhancement: Lucky 0 Magic Damage
         ->: Ocasionally descreases the damage inflicted by magic to 0.

Mind Bangle
-----------
Description: An armband whose red stones raise the wearer's magic power.
SP to Learn: 15
Enhancement: MP Max Up 2
         ->: Increases max MP.

Obsidian Spirit Band
--------------------
Description: An obsidian armband with a magic spell carved into it.
SP to Learn: 20
Enhancement: Lv 5 Spirit Magic
         ->: Enables use of Spirit Magic up to Level 5.

Pixie Flower
------------
Description: A flower ornament made from a plant with anti-magic properties.
SP to Learn: 15
Enhancement: Magic Defense Boost 1
         ->: Increases magical defense.

Platinum Gauntlet
-----------------
Description: A gauntlet of platinum imbued with healing magic power.
SP to Learn: 10
Enhancement: Guard Heal
         ->: Recovers HP when Defend is used.

Power Bangle
------------
Description: A magic armband that amplifies the user's strength.
SP to Learn: 15
Enhancement: Attack Boost 1
         ->: Increases physical attack power.

Red-Copper Band
---------------
Description: A red copper armband with a magical spell carved into it.
SP to Learn: 10
Enhancement: Lv 3 Spirit Magic
         ->: Enables use of Spirit Magic up to level 3.

Sage's Protection
-----------------
Description: A sage's seal that raises the wearer's concentration in
times of need.
SP to Learn: 10
Enhancement: Crisis Concentration
         ->: Magic casting time reduced during Critical HP status.

Scroll of Dissection
--------------------
Description: A secret script written with centuries-old runes.
(For Immortals Only)
SP to Learn: 20
Enhancement: Cut Down
         ->: Inflicts damage on enemy front row and reduces enemy GC.

Seal Blocker
------------
Description: A small magic device that neutralizes and annuls sealing magic.
SP to Learn: 20
Enhancement: Anti-Seal
         ->: Grants immunity to Seal.

Search Glasses
--------------
Description: A magic lens that reveals your enemy's lifeforce.
SP to Learn: 8
Enhancement: Status Analysis
         ->: Reveals the HP and status of enemies.

Sorcerer's Earrings
-------------------
Description: Earrings worn by high-level sorcerers.
SP to Learn: 25
Enhancement: Lv 4 Black-White Magic
         ->: Enables use of Black and White magic up to level 4.

Stabilizer
----------
Description: A wooden geear cut to spin in reverse.
SP to Learn: 20
Enhancement: Anti-Dizzy
         ->: Grants immunity to Dizzy.

Sword Teachings
---------------
Deescription: A book that describes defense techniques against assorted weapons.
SP to Learn: 10
Enhancement: Weapon Guard
         ->: Ocasionally guards from the enemy's attacks.

Thief's Bracelet
----------------
Description: A bracelet that enhances your thieving ability.
SP to Learn: 5
Enhancement: Steal
         ->: Steals an item from one enemy.

Treasure Glasses
----------------
Description: A pair of thief's glasses that reveal what items your enemy
carries.
SP to Learn: 10
Enhancement: Treasure Analysis
         ->: Reveals the items carried by enemies.

Turn-Tail Shoes
---------------
Description: Shoes made of very light materials for bandits. Increases
your speed while fleeing.
SP to Learn: 8
Enhancement: Turn-Tail
         ->: Enables you to always flee from battle.

Warm Vest
---------
Description: A thick vest that protects from the cold.
SP to Learn: 20
Enhancement: Anti-Freeze
         ->: Grants immunity to Freeze.

Warrior's Armband
-----------------
Description: An armband of magic crystal that instantly reacts to magic attacks.
SP to Learn: 10
Enhancement: Spell Counter
         ->: Randomly performs black magic counter against enemy magic attacks.

Water Charm
-----------
Description: A charm that weakens the powers of Water Element attacks.
SP to Learn: 20
Enhancement: Water Resistance Up
         ->: Reduces Water Element damage.

Yellow Band
-----------
Description: A yellow armband that staves off paralysis.
SP to Learn: 10
Enhancement: Anti-Paralysis
         ->: Grants immunity to paralysis.



       .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=.
|\     | .-----------------------------------------------.--------. |     /|
| '----| |                                               |        | |----' |
|  >>> | |  11. Ring List                                |  | | <<<  |
| .----| |                                               |        | |----. |
|/     | '-----------------------------------------------'--------' |     \|
       '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-='

Absorver Ring
-------------
Description: A ring that absorbs a moderate amount of MP.
  Component: Osmosis Ring x1
  Component: Magic-Storing Stone x3
Enhancement: MP Absorb Lv 2
         ->: Absorbs enemy MP.

Ace Thief Ring
--------------
Description: A ring that occasionally enables the user to steal rare items.
  Component: Thief's Key Ring x5
Enhancement: Rare Item Robber Lv 1
         ->: Occasionally steals rare items from enemies.

Adamantis Ring
--------------
Description: A ring that houses the power of the Adamantis.
* This ring can not be assembled.
   Location: Feed the Pipot 20 Seeds.
Enhancement: Water Lv 1
Enhancement: Bio Killer Lv 1
Enhancement: MP Absorb Lv 1
         ->: Inflicts water damage.
         ->: Inflicts significant damage on organic enemies.
         ->: Absorbs a small amount of enemy MP.

Aim Ring
--------
Description: A ring that is somewhat affective against aerial creatures.
  Component: Sharp Beak x3
  Component: Whetstone x2
Enhancement: Aerial Killer Lv 1
         ->: Inflicts significant damage on aerial enemies.

Alchemist Ring
--------------
Description: A ring that is moderately effective against magical creatures.
  Component: Magic Ring x1
  Component: Magic Crystal x6
  Component: Beast Hide Rask x3
Enhancement: Magic Killer Lv 2
         ->: Inflicts massive damage on magical enemies.

Amnesia Ring
------------
Description: A ring that significantly delays enemy casting time.
  Component: Forgetting Ring x1
  Component: Roaring Iron Claw x7
  Component: Magic Staff Fragment x3
Enhancement: Magic Delay Lv 3
         ->: Significantly increases magic delay effect.

Angel Ring
----------
Description: A ring that houses the power of the Angel Feather.
* This ring can not be assembled.
   Location: In a chest at the Great Ancient Ruins.
Enhancement: Earth Lv 2
Enhancement: Kelo-Killer Lv 2
Enhancement: HP Absorb Lv 2
         ->: Inflicts severe earth damage.
         ->: Inflicts massive damage on enemy Kelolons.
         ->: Absorbs enemy HP.

Anger Ring
----------
Description: A ring that slightly increases the chance of critical hits.
  Component: Sticky Tape x4
Enhancement: Critical Up Lv 1
         ->: Slightly increases the chance of critical hits.

Anger Ring Ultra
----------------
Description: An enhanced Anger Ring, with improved targeting.
  Component: Anger Ring
  Component: Blood Cloth Crystal x10
Enhancement: Critical Up Lv 1+
         ->: Slightly increases te chance of critical hits. Effective area
             is widened.

Aqua Ring
---------
Description: A ring that houses a small amount of water energy.
  Component: Cold Water Stone x3
Enhancement: Water Lv 1
         ->: Inflicts water damage.

Beast Ring
----------
Description: A ring that is somewhat affective against beasts.
  Component: Beast's Horn x4
  Component: Whetstone x2
Enhancement: Beast Killer Lv 1
         ->: Inflicts significant damage on enemy beasts.

Blackout Ring
-------------
Description: A ring that houses a moderate amount of bind energy.
  Component: Blinding Ring x1
  Component: Dark Flame x8
  Component: Gutsy Cloth x8
Enhancement: Blind Effect Lv 2
         ->: Frequently causes Blind.

Blaze Ring
----------
Description: A ring that houses a  moderate amount of fire energy.
  Component: Flame Ring
  Component: Crimson Treasure x7
Enhancement: Fire Lv 2
         ->: Inflicts severe fire damage.

Blinding Ring
-------------
Description: A ring that houses a small amount of blind energy.
  Component: Bliding Powder x3
  Component: Sticky Tape x4
Enhancement: Blind Effect Lv 1
         ->: Ocasionally causes Blind.

Boulder Ring
------------
Description: A ring that houses a moderate amount of petrification energy.
  Component: Stone Ring x1
  Component: Stone Beast's Fang x8
  Component: Gusty Cloth
Enhancement: Petrify Effect Lv 2
         ->: Frequently causes Petrify.

Bruiser Ring
------------
Description: A ring that slightly strengthens the wearer's physical attack.
  Component: Whetstone x4
Enhancement: Damage Up Lv 1
         ->: Slightly increases attack damage.

Bruiser Ring Ultra
------------------
Description: An enhanced Bruiser Ring, with improved targeting.
  Component: Bruiser Ring x1
  Component: Guardian Ore x6
Enhancement: Damage Up Lv 1+
         ->: Slightly increases attack damage.Effective area is widened.

Burglar Ring
------------
Description: A ring that almost certainly enables the wearer to steal items.
  Component: Snatcher Ring x1
  Component: Brass Key x3
  Component: Fujin Drum x2
Enhancement: Mug Lv 3
         ->: Almost certainly steals items from enemies.

Circular Dance Ring
-------------------
Description: A ring that houses the power of the Circular Dance Discus.
* This ring can not be assembled.
   Location: On the southern train platform in Gohtza Station.
Enhancement: GC Down Lv 2
Enhancement: Paralysis Effect Lv 2
         ->: Frequently neutralizes enemy GC.
         ->: Frequently causes Paralysis.

Contagion Ring
--------------
Description: A ring that houses a moderate amount of toxic energy.
  Component: Toxin Ring x1
  Component: Byproduct X x4
  Component: Gutsy Cloth x9
Enhancement: Toxin Effect Lv 2
         ->: Frequently causes Toxin.

Container Ring
--------------
Description: A ring that houses a moderate amount of seal energy.
  Component: Seal Ring x1
  Component: Seal Cross x7
  Component: Gutsy Cloth x7
Enhancement: Seal Effect Lv 2
         ->: Frequently causes Seal.

Creature Ring
-------------
Description: A ring that is moderately effective against organic creatures.
  Component: Bio Ring
  Component: Bug's Stomach x6
Enhancement: Bio Killer Lv 2
         ->: Inflicts massive damage on organic enemies.

Crusher Ring
------------
Description: A ring that moderately strengthens one user's physical attack.
  Component: Bruiser Ring
  Component: Beast Hide Rasp
Enhancement: Damage Up Lv 2
         ->: Increases attack damage.

Daydream Ring
-------------
Description: A ring that slightly delays enemy casting time.
  Component: Black Pearl Powder x10
  Component: Mysterious Perfume x3
Enhancement: Magic Delay Lv 1
         ->: Slightly increases the magic delay effect.

Dark Crystal Ring
-----------------
Description: A ring that houses the power of the Dark Crystal Staff.
* This ring can not be assembled.
   Location: In Tosca Village, on top of the watchtower. You must have
             information on the "Tosca Treasure Hunt."
Enhancement: Wind Lv 2
Enhancement: Magic Killer Lv 1
Enhancement: Terror Effect Lv 1
         ->: Inflicts severe wind damage.
         ->: Inflicts significant damage on magical enemies.
         ->: Ocassionally causes Terror. 

Demolition Ring
---------------
Description: A ring that significantly strengthens the wearer's attack.
  Component: Crusher Ring x1
  Component: Adamantine Ore x5
Enhancement: Damage Up Lv 3
         ->: significantly increases attack damage.

Demon Warrior Ring
------------------
Description: A ring that houses the power of the Demon Warrior's Blade.
* This ring can not be assembled.
   Location: In Crimson Forest. Activate the moving platforms, and ride
             the one to the left of the entrance. Ram the rock formation
             on the ledge that it brings you to.
Enhancement: Beast Killer Lv 1
Enhancement: Machine Killer Lv 1
Enhancement: Magic Killer Lv 1
         ->: Inflicts significant damage on enemy beasts.
         ->: Inflicts significant damage on mechanical enemies.
         ->: Inflicts significant damage on magical enemies. 

Destruction Ring
----------------
Description: A ring that usually decreases enemy GC.
  Component: Shockwave Ring x1
  Component: Incense of Distrust x9
  Component: Nutrition of the Earth x8
Enhancement: GC Down Lv 2
         ->: Frequently neutralizes enemy GC.

Devour Ring
-----------
Description: A ring that absorbs a moderate amount of HP.
  Component: Draining Ring
  Component: Life Stealing Tooth x12
Enhancement: HP Absorb Lv 2
         ->: Absorbs enemy HP.

Dinosaur Ring
-------------
Description: A ring that is moderately effective against beasts.
  Component: Beast Ring
  Component: Raging Beast's Eye x7
  Component: Beast Hide Rasp
Enhancement: Beast Killer Lv 2
         ->: Inflicts massive damage on enemy beasts.

Disaster Ring
-------------
Description: A ring that almost certainly decreases enemy GC.
  Component: Destruction Ring x1
  Component: Dark Demon Note x3
  Component: Monther Nature's Spirit
Enhancement: GC Down Lv 3
         ->: Almost certainly neutralizes enemy GC.

Dragon Ring
-----------
Description: A ring that is extremely effective against beasts.
  Component: Dinosaur Ring x1
  Component: Unicorn's Horn x5
  Component: Adamantine Ore x1
Enhancement: Beast Killer Lv 3
         ->: Inflicts critical damage on enemy beasts.

Draining Ring
-------------
Description: A ring that absorbs a small amount of HP.
  Component: Blood Sucking Needle x5
Enhancement: HP Absorb Lv 1
         ->: Absorbs a small amount of enemy HP.

Dread Ring
----------
Description: A ring that houses a moderate amount of fear energy.
  Component: Fear Ring x1
  Component: Mirror Stone of Fear x9
  Component: Gusty Cloth x11
Enhancement: Terror Effect Lv 2
         ->: Frequently causes Terror.

Eclipse Ring
------------
Description: A ring that houses a signifigant amount of blind energy.
  Component: Blackout Ring x1
  Component: Perpetual Darkness x4
  Component: Living Brass x2
Enhancement: Blind Effect Lv 3
         ->: Almost certainly causes Blind.

Enchanted Ring
--------------
Description: A ring that is moderately effective against spirit creatures.
  Component: Spirit Ring x1
  Component: Ceremonial Crystal x6
  Component: Beast Hide Rasp x3
Enhancement: Spirit Killer Lv 2
         ->: Inflicts massive damage on Spirit Magic enemies.

Enclosure Ring
--------------
Description: A ring that houses a signifigant amount of seal energy.
  Component: Container Ring x1
  Component: Sealing Stone x5
  Component: Living Brass x2
Enhancement: Seal Effect Lv 3
         ->: Almost certainly causes Seal.

Fainting Ring
-------------
Description: A ring that houses a moderate amount of sleep energy.
  Component: Sleep Ring
  Component: Nightmare Seal x9
  Component: Gusty Cloth x2
Enhancement: Sleep Effect Lv 2
         ->: Frequently causes Sleep.

Fear Ring
---------
Description: A ring that houses a small amount of fear energy.
  Component: Seed of Terror x9
  Component: Sticky Tape x6
Enhancement: Terror Effect Lv 1
         ->: Ocasionally causes Terror.

Flame Ring
----------
Description: A ring that houses a small amount of fire energy.
  Component: Magma Fragment x3
Enhancement: Fire Lv 1
         ->: Inflicts fire damage.

Flux Ring
---------
Description: A ring that houses a moderate amount of water energy.
  Component: Aqua Ring
  Component: Rainbow Coral x7
Enhancement: Water Lv 2
         ->: Inflicts severe water damage.

Forgetting Ring
---------------
Description: A ring that moderately delays enemy casting time.
  Component: Daydream Ring
  Component: Loud Bell x13
  Component: Magic Crystal x8
Enhancement: Magic Delay Lv 2
         ->: Increases magic delay effect.

Fury Ring
---------
Description: A ring that significantly increases the chance of critical hits.
  Component: Rage Ring x1
  Component: Living Brass x6
Enhancement: Critical Up Lv 3
         ->: significantly increases the chance of critical hits.

Gouging Ring
------------
Description: A ring that is moderately effective against hard creatures.
  Component: Piercing Ring x1
  Component: Shark Skin x9
  Component: Beast Hide Rasp x3
Enhancement: Hardened Killer Lv 2
         ->: Inflicts massive damage on hardened enemies.

Hacker Ring
-----------
Description: A ring that is moderately effective against machines.
  Component: Jamming Ring
  Component: Pendulum x9
  Component: Beast Hide Rasp
Enhancement: Machine Killer Lv 2
         ->: Inflicts massive damage on mechanical enemies.

Hacker Ring Ultra
-----------------
Description: An enhanced Hacker Ring, with improved targeting.
  Component: Hacker Ring x1
  Component: Generator x10
Enhancement: Machine Killer Lv 2+
         ->: Inflicts massive damage on mechanical enemies.
             Effective area is widened.

Hammer Ring
-----------
Description: A ring that inflicts twice as much damage to enemy GC.
  Component: Beat Stone x11
Enhancement: 2x GC Damage
         ->:Doubles damage to enemy GC (when Perfect).

Herculean Ring
--------------
Description: A ring enhanced with warrior energy through a
special forging method.
*This must be assembled from a Lv 1 Ring Assembler*
  Component: Anger Ring
  Component: Bruiser Ring
Enhancement: Damage Up Lv 1
Enhancement: Critical Up Lv 1
         ->: Slightly increases attack damage.
         ->: Slightly increases the chance of critical hits.

Hunter Ring
-----------
Description: A ring that is moderately effective against aerial creatures.
  Component: Aim Ring x1
  Component: Monster Bird's Plume x7
  Component: Beast Hide Rasp x3
Enhancement: Aerial Killer Lv 2
         ->: Inflicts massive damage on aerial enemies.

Inertia Ring
------------
Description: A ring that houses a moderate amount of paralysis energy.
  Component: Numbing Ring
  Component: Paraweed Needle x5
  Component: Gusty Cloth
Enhancement: Paralysis Effect Lv 2
         ->: Frequently causes Paralysis.

Jamming Ring
------------
Description: A ring that is somewhat effective against machines.
  Component: Junk Parts x5
  Component: Whetstone x2
Enhancement: Machine Killer Lv 1
         ->: Inflicts significant damage on mechanical enemies.

Jamming Ring Ultra
------------------
Description: An enhanced Jamming Ring, with improved targeting.
  Component: Jamming Ring x1
  Component: Generator x6
Enhancement: Machine Killer Lv 1+
         ->: Inflicts signicant damage on mechanical enemies.
             Effective area is widened.

Kelo Ring
---------
Description: A ring that is somewhat effective against Kelolons.
  Component: Kelo-Oil x3
  Component: Whetstone x2
Enhancement: Kelo-Killer Lv 1
         ->: Inflicts significant damage on enemy Kelolons.

Lotus Ring
----------
Description: A ring that houses the power of the White Lotus.
* This ring can not be assembled.
   Location: In a chest at Experimental Staff - Upper Division.
Enhancement: Damage Up Lv 2
Enhancement: Machine Killer Lv 2
         ->: Increases attack damage.
         ->: Inflicts massive damage on mechanical enemies.

Magic Ring
----------
Description: A ring that is somewhat effective against magical creatures.
  Component: Mysterious Perfume x4
  Component: Whetstone x2
Enhancement: Magic Killer Lv 1
         ->: Inflicts significant damage on magical enemies.

Master Kelo Ring
----------------
Description: A ring that is extremely effective against kelolons.
  Component: Super Kelo Ring x1
  Component: Kelolon's Soul x3
  Component: Adamantine Ore x1
Enhancement: Kelo-Killer Lv 3
         ->: Inflicts critical damage on enemy kelolons.

Monster Ring
------------
Description: A ring that is extremely effective against organic creatures.
  Component: Creature Ring x1
  Component: Black Monster Bug Oil x6
  Component: Adamantine Ore x1
Enhancement: Bio Killer Lv 3
         ->: Inflicts critical damage on organic enemies.

Numbing Ring
------------
Description: A ring that houses a small amount of paralysis energy.
  Component: Paraweed Thorn x2
  Component: Sticky Tape x9
Enhancement: Paralysis Effect Lv 1
         ->: Ocassionally causes Paralysis.

Osmosis Ring
------------
Description: A ring that absorbs a small amount of MP.
  Component: Magic-Luring Stone x3
Enhancement: MP Absorb Lv 1
         ->: Absorbs a small amount of enemy MP.

Pickpocket Ring
---------------
Description: A ring that ocassionally enables the user to steal items
from the enemy.
  Component: Wind Seal Leaf x5
  Component: Bent Needle x2
Enhancement: Mug Lv 1
         ->: Ocassionally steals items from enemies.

Piercing Ring
-------------
Description: A ring that is somewhat effective against hardened creatures.
  Component: Hard Skin x7
  Component: Whetstone x2
Enhancement: Hardened Killer Lv 1
         ->: Inflicts significant damage on hardened enemies.

Poison Ring
-----------
Description: A ring that houses a small amount of poison energy.
  Component: Poison Oil x2
  Component: Sticky Tape x4
Enhancement: Poison Effect Lv 1
         ->: Occassionally causes poison.

Quake Ring
----------
Description: A ring that houses a significant amount of earth energy.
  Component: Tremor Ring x1
  Component: Mother Nature's Spirit x3
Enhancement: Earth Lv 3
         ->: Inflicts critical earth damage.

Rage Ring
---------
Description: A ring that moderately increases the chance of critical attacks.
  Component: Anger Ring
  Component: Gusty Cloth x7
Enhancement: Critical Up Lv 2
         ->: Increases the chance of critical hits.

Royal Knight Ring
-----------------
Description: A ring that houses the power of the Royal Knight's Sword.
* This ring can not be assembled.
   Location: Break the Royal Seal in Uhra's Back Alley.
Enhancement: GC Down Lv 2
Enhancement: Machine Killer Lv 2
Enhancement: Magic Killer Lv 2
         ->: Frequently neutralizes enemy GC.
         ->: Inflicts massive damage on mechanical enemies.
         ->: Inflicts massive damage on magical enemies.

Sacred Ring
-----------
Description: A ring that houses the power of the Sacred Torch.
* This ring can not be assembled.
   Location: Speak to the trader at the Gohtzan Refugee Camp, then return
   to the Frozen Tracks and face Gyaploss until they Cry, bringing a Don
   Laploss into the battle. Defeat him, then return and speak to the 
   trader, and he'll reward you with a Sacred Ring, and a Sacred Torch.
Enhancement: Wind Lv 2
Enhancement: Machine Killer Lv 2
Enhancement: Sleep Effect Lv 2
         ->: Inflicts severe wind damage.
         ->: Inflicts massive damage on mechanical enemies.
         ->: Frequently causes sleep.

Seal Ring
----------
Description: A ring that houses a small amount of Seal energy.
  Component: Magic-Sealing Feather x5
  Component: Sticky Tape x7
Enhancement: Seal Effect Lv 1
         ->: Ocasionally causes Seal.

Shockwave Ring
--------------
Description: A ring that ocasionally decreases enemy GC.
  Component: Pumice of Despair x6
  Component: Quality Iron Sand x4
Enhancement: GC Down Lv 1
         ->: Ocasionally neutralizes enemy GC.

Sleep Ring
-----------
Description: A ring that houses a small amount of sleep energy.
  Component: Sandman's Seal x10
  Component: Sticky Tape x2
Enhancement: Sleep Effect Lv 1
         ->: Ocassionally causes Sleep.

Snake Ring
----------
Description: A ring that houses the power of the Red Snake.
* This ring can not be assembled.
   Location: In a chest at Experimental Staff.
Enhancement: Poison Effect Lv 1
Enhancement: Blind Effect Lv 1
         ->: Occasionally causes Poison.
         ->: Occasionally causes Blind.

Snatcher Ring
-------------
Description: A ring that usually enables the wearer to steal items from enemy.
  Component: Pickpocket Ring x1
  Component: Thief's Charm x2
  Component: Tornado Leaf x5
Enhancement: Mug Lv 2
         ->: Frequently steals items from the enemies.

Sorcerer Ring
-------------
Description: A ring that is extremely effective against spirit creatures.
  Component: Enchanted Ring x1
  Component: Round Spirit Stone x5
  Component: Adamantine Ore x1
Enhancement: Spirit Killer Lv 3
         ->: Inflicts critical damage on Spirit Magic enemies.

Soulsucker Ring
---------------
Description: A ring that absorbs a significant amount of HP.
  Component: Devour Ring x1
  Component: Draining Ston x3
Enhancement: HP Absorb Lv 3
         ->: Absorbs a significant amount of enemy HP.

Spartan Ring
------------
Description: A ring that houses the power of the Solid Spartan.
* This ring can not be assembled.
   Location: In Saman, turn in Riordan's ledger to Inspector Zeckte, then
             enter the house and speak to Zeckte a second time.
Enhancement: Beast Killer Lv 2
Enhancement: Machine Killer Lv 2
Enhancement: Bio Killer Lv 2
         ->: Inflicts masive damage to enemy beasts.
         ->: Inflicts massive damage on mechanical enemies.
         ->: Inflicts massive damage on organic enemies.

Spirit Ring
-----------
Description: A ring that is somewhat effective against spirit creatures.
  Component: Eastern Red Ore x5
  Component: Whetstone x2
Enhancement: Spirit Killer Lv 1
         ->: Inflicts significant damage on Spirit Magic creatures.

Stone Ring
----------
Description: A ring that houses a small amount of petrification energy.
  Component: Living Gypsum x4
  Component: Sticky Tape x1
Enhancement: Petrify Effect Lv 1
         ->: Occasionally causes Petrify.

Storm Ring
----------
Description: AA ring that houses a moderate amount of wind energy.
  Component: Wind Ring
  Component: Tornado Leaf x7
Enhancement: Wind Lv 2
         ->: Inflicts severe wind damage.

Super Kelo Ring
---------------
Description: A ring that is moderately effective against Kelolons.
  Component: Kelo Ring x1
  Component: Kelo-Helmet x6
  Component: Beast Hide Rasp x3
Enhancement: Kelo-Killer Lv 2
         ->: Inflicts massive damage on enemy Kelolons.

System Ring
-----------
Description: A ring that is extremely effective against machines.
  Component: Hacker Ring x1
  Component: Power Reactor x6
  Component: Adamantine Ore x1
Enhancement: Machine Killer Lv 3
         ->: Inflicts critical damage on mechanical enemies.

Toxin Ring
----------
Description: A ring that houses a small amount of toxin energy.
  Component: Poisonous Red Snake x6
  Component: Sticky Tape x8
Enhancement: Toxin Effect Lv 1
         ->: Occasionally causes Toxin. 

Typhoon Ring
------------
Description: A ring that houises a significant amount of wind energy.
  Component: Storm Ring x1
  Component: Fujin Drum x3
Enhancement: Wind Lv 3
         ->: Inflicts critical wind damage.

Venom Ring
----------
Description: A ring that houses a moderate amount of poison energy.
  Component: Poison Ring x1
  Component: Toxin Butterfly Scales x3
  Component: Gutsy Cloth x9
Enhancement: Poison Effect Lv 2
         ->: Frequently causes Poison.

Wind Ring
---------
Description: A ring that houses a small amount of wind energy.
  Component: Wind Seal Leaf x3
Enhancement: Wind Lv 1
         ->: Inflicts wind damage.

Wizard Ring
-----------
Description: A ring that is extremely effective against magic creatures.
  Component: Alchemist Ring x1
  Component: Magic Staff Fragment x8
  Component: Adamantine Ore x1
Enhancement: Magic Killer Lv 3
         ->: Inflicts critical damage on magical enemies.


       .=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=.
|\     | .-----------------------------------------------.--------. |     /|
| '----| |                                               |        | |----' |
|  >>> | |  12. Monster List                             |  | | <<<  |
| .----| |                                               |        | |----. |
|/     | '-----------------------------------------------'--------' |     \|
       '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-='


===--------------===--------------===--------------===--------------===
Ageless One
===--------------===--------------===--------------===--------------===
HP: 440
Abilities: Aquara, Grounda
Location: Old Sorceress' Mansion
Type: Magic
Element: None
Steals: Gale Wing
Drops: Wind Seal Leaf, Sticky Tape, Whetstone

--> Strategy: Ageless Ones are the only enemy found in the Sorceress'
Mansion that are equally prone to being damaged by your physical
attacks as your magic attacks. Because of this, attacks, Power Attacks,
Forces... they all do the trick. The problem is, their low defense
is offset by their strong offense: they can hit you with both Aquara
and Grounda, for a fair bit of damage. You'll usually see them side
by side with Soul Armors. In those cases, have your mages take out
the Soul Armors with one Flare per target, while Kaim and Seth both
focus on one of these guys.


===--------------===--------------===--------------===--------------===
Alchemist
===--------------===--------------===--------------===--------------===
HP: 3,170
Abilities: Create Doll, All-Shieldus
Location: First Grand Staff
Type: Mechanical
Element: Earth
Steals: Magic Crystal, Replica Staff
Drops: Magic Staff Fragment

--> Strategy: Alchemist aren't a danger to you at all, on there own.
The thing is, they have enough HP to last at least one round, and by
that time they'll have used Create Doll (which they can use four times
in one turn) to create a front row of Colbas and Shiidas -- if they
weren't already there when the battle began. Aside from creating this
front row wall of defense, the Alchemist can use All-Shieldus to
protect its team. Their defense team isn't that good though, and you
should be able to plow through it. As for the Alchemist themselves,
just lay into them with physical attacks and Winda spells.


===--------------===--------------===--------------===--------------===
Alraune
===--------------===--------------===--------------===--------------===
HP: 670
Abilities: Virus, Speeda
Location: Snow-covered Trail, East Bound Track
Type: Magic
Element: Water
Steals: Flower of Suspicion, Vampire Bottle
Drops: Blood Sucking Needle, Life Stealing Tooth, Pumice of Despair,
Incense of Distrust

--> Strategy: Alraunes are slightly stronger than the Weeds you fought
back at the Ice Canyon, but that still doesn't say much to their
defense. Use Grounda and you'll drop them in one hit. Take them out
early on though, because they'll try to inflict you with Virus.


===--------------===--------------===--------------===--------------===
Ancient Fiend
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 15,800
Abilities: Bind Hit, Successive Waves, Fear, Shadowus
Location: The Great Ancient Ruins
Type: Spirit Magic
Element: None
Steals: None
Drops: Angel Ring

--> Strategy: You'll notice that the Ancient Fiend has two Hardened 
enemies to protect him while he chills on the Back Row; you may be 
tempted to try and take them out first. Do NOT fall for this trap. 
They'll take a while to kill, and meanwhile the Ancient Fiend can hit
HARD. Shadowus will do 500-700 damage to everyone, most likely, and his
Successive waves will do 700-1000 as well. Not only that, between
Shuffle and Bind Hit, your party's formation will be pretty screwed
up and inefficient. As for what you can do to claim victory, start by 
coming in with the right party. Bring in Seth, Kaim, and Tolten and
make sure they all have Break Hit -- this is important. Next, bring in 
Sarah. Your fifth member can be whoever you like (best is Jansen, 
however) assuming they know Forcea. Get some equipment on them as well,
so that they have Spirit magic access. The idea will be to first get 
Powera cast on Kaim, Seth and Tolten, and have them use Break Hit on 
the Ancient Fiend -- hopefully he won't counter. Sarah and your fifth 
member will be in charge of healing, but when you get free turns get
Minda up, and use Forcea on the Keystones to lower the defense of the 
Ancient Fiend. There's more luck in this battle than I'd like due to 
the insane defense, but the fight is manageable with preparation. 
You'll probably end up depleting the big guy's HP before both Keystones 
are defeated if you focus on him from the start like you should. If an
immortal dies, try and heal your remaining characters long enough for 
the immortal to come  back, but don't be afraid to toss an Angel's 
Plume if it will mean the difference of winning and losing. Consider 
reviving a Mortal only if it's Jansen -- Forcea on those Keystones is 
a big help. Also keep in mind that the -us bombs do approximately 600
damage on the Ancient Fiend; toss some. Stick in there, and the fight
will be won... eventually. Notes: When the left Keystone goes down, the
Ancient Fiend loses its physical attack counter. When the right Keystone 
goes down it loses its magical attack counter. Because of  this, the 
left Keystone should be your focus... though you don't have the luxury 
of forgetting about the Ancient Fiend while you  kill it. He is ALWAYS
the main target. I also can not stress enough not to kill the right 
Keystone until after the big fiend is dead; If he is left without 
protection, he'll double up on his offense and start casting Fear and 
Shadowus in the same turn; yeah, that is both cheap and not-good. Take 
things carefully, and you should be able to win. This is one of the 
tougher bosses of the game.


===--------------===--------------===--------------===--------------===
Aqua Sphere
===--------------===--------------===--------------===--------------===
HP: 270
Abilities: Fast Cast, Aqua
Location: Sea of Baus
Type: None
Element: Water
Steals: Magic-Luring Stone
Drops: Sticky Tape, Cold Water Stone

--> Strategy: Despite what you may be inclined to think after looking
at Aqua Spheres, they are not prone to being damaged by magic spells.
Physical attacks are the way to go when taking them down. As far as
their offense goes, they can hit you with some water damage, but will
sometimes waste their turn casting Fast Cast on themselves. What that
does is increase their casting speed. The problem is, they don't have
enough HP to waste their turn casting that and still get away with
casting a spell on their next turn unless you completely ignore them.
Don't do that.


===--------------===--------------===--------------===--------------===
Armored Train
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 5,500
Abilities: Protection, Magic Cannon 
Location: The Magic Trains
Type: Mechanical
Element: None
Steals: None
Drops: None

--> Strategy: Because you only have Kaim and Sarah this battle can be a 
little difficult. See, the Armored Train has an ability called Protection
that will reduce all physical damage to zero for several turns. In other
words Kaim will again become useless. Thankfully, he can't block magic 
attacks so have Sarah use Winda or Aquara or something each turn. If you
see her go below 400 HP though, have her use Heala on herself, because 
Magic Cannon will probably hit both of your party members for 300-350 
damage. While Protection is up Kaim can't do much damage, so have him 
buff with some white magic or whatever. As soon as you see that the
protection has been dissolved though, have him use Combo. If you're 
lucky you'll get a couple of hits in with it before the Armored Train 
uses Protection again. Spells and Combos will only do around 600 damage, 
but the train doesn't have too much HP, so it balances out. There's a 
bit of luck involved in this fight though. If he decides to spam Magic
Cannon you may end up with a game over. That isn't too likely though, I
would think. You should be fine.


===--------------===--------------===--------------===--------------===
Arthrosaurus
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 14,370 each
Abilities: Heat Breath
Location: World Map
Type: Beast
Element: Varies
Steals: None
Drops: None

--> Strategy: Make your team consist of Seth and Kaim in front, with 
Jansen, Cooke, and Sarah on the back row. Then, get anti-petrify onto
as many party members as possible. Now the first Arthrosaurus will be
a pretty standard fight -- he'll either use physical attacks (which can
cause petrification) or hit you with Heat Breath (400 damage to
the back row, or over 2,000 to the front row...) It's a very dangerous
move, but thankfully the battle shouldn't last long. Keep having Kaim 
and Seth attack; they're really only there to provide a guard for the 
back row. Have Jansen and the other mages keep hitting the Arthrosaurus 
with Winda until it dies. The fight isn't that bad, but it's only a 
practice for part two, where you'll be fighting for more of them at 
once... sort of. You'll be on the world map, where there are four 
Athrosauruses heading towards the city of Numara. If any get there, it's
a game over. So you'll be engaging them one by one. The best order is to
go from the top to the bottom. Make sure to heal completely between 
fights, but not during them. You don't have that much time to spare. 
Just glance at the element of the beast, which varies, and then switch 
to casting the appropriate spells. Once you have your spells selected,
you should just be mashing the A button to save time. Doing this, you
should stop the final Arthrosaurus just before it reaches Numara. The 
only way you'll lose is if you get extremely unlucky and one of the 
beasts does Heat Breath on the front row twice in a row, and then a 
third time on the back row. It has happened, but it's rare. And 
truthfully, you can't defend against that without powerleveling to a 
ridiculous level. Just hope that it doesn't happen, instead.


===--------------===--------------===--------------===--------------===
Balloon
===--------------===--------------===--------------===--------------===
HP: 430
Abilities: Huge Explosion
Location: Crimson Forest, Crimson Forest
Type: None
Element: Fire
Steals: Flare Bomb
Drops: Magma Fragment, Magic-Luring Stone

--> Strategy: If you're in a battle with some Balloons, you had better
start tossing out those Aquas and physical attacks quickly. Balloons
are highly unstable. On their turns they may just hit you with a weak
physical attack. It's equally likely, however, that they'll use their
Huge Explosion attack. This will kill them, but deal damage to all of
your party members. It's not all that powerful, but it's definitely
worse than just a physical attack.


===--------------===--------------===--------------===--------------===
Behemoth
===--------------===--------------===--------------===--------------===
HP: 4,520
Abilities: Rage, Blizzard
Location: Ice Canyon
Type: Beast
Element: Earth
Steals: Frontier Siderite
Drops: Quality Iron Sand, Nutrition of the Earth, Beat Stone

--> Strategy: Behemoths are huge. REAL huge. Seeing their size, you
might think they're difficult to defeat though. This is actually far
from the truth. You may be able to take them down in a single turn by
using three Windas, and Combo with Seth and Kaim. Don't confuse the
fact that they are easily defeated with them being weak though. They
can do massive damage if you don't end the fight quickly. Their Blizzard
attack does 150-200 damage to your backrow party members, and 500-550
to the front row members. In addition, their Rage ability will boost
their physical attack damage into the 600s or so. So yeah, they're
pretty damn strong. Don't screw around in these fights.


===--------------===--------------===--------------===--------------===
Big Guana
===--------------===--------------===--------------===--------------===
HP: 2,840
Abilities: Fire Breath, Power Crush
Location: Crashed Magic Train Site
Type: Beast
Element: Fire
Steals: Mother Nature's Spirit, Mist of Darkness
Drops: Blinding Powder, Dark Flame, Beat Stone, Paraweed Thorn

--> Strategy: The Big Guana, unlike the lesser regular Guanas, is not
a pushover. He has Fire Breath which will dish out a few hundred
damage to all of your characters (350-350 to the front row, and 100
or so to the back) as well as Power Crush which can hit one character
for over 1,000 damage. It's also notable that often times the Guanas
will use Powera or Faster on the Big Guana, rather then on themselves,
making him even more of a threat. Assuming there are no Killer Birds
in the battle this guy should be your target. Hit him with a couple of
Aquaras before he can do too much damage.


===--------------===--------------===--------------===--------------===
Big Owl
===--------------===--------------===--------------===--------------===
HP: 550
Abilities: Wind, Double Cast
Location: Ipsilon Mountains (Southh)
Type: Aerial
Element: Wind
Steals: ???
Drops: ???

--> Strategy: Don't let the size of the Big Owl fool you -- he's really
not all that tough. He has a lot of HP for an enemy that early in the
game, but a couple physical attacks and a Flare spell will cause him
to drop from the sky. Just be careful to finish him off once you hit
him with a Flare; he'll become angry, and in that state he can Double
Cast his wind spell.


===--------------===--------------===--------------===--------------===
Body of Thought
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,550
Abilities: Scream, Grudge, Envy, Enrage
Location: Old Sorceress' Mansion
Type: Magic
Element: *
Steals: None
Drops: None

--> Strategy: In this fight you won't be trying to kill the Old 
Sorceress -- you will be trying to save her. The fighr starts out with 
four Body of Thoughts in the air. One is Water, one is Fire, one is 
Earth, and one is Wind. Now how this battle works is that every turn 
the Old Sorceress gets she'll use Scream, causing all of the crystals to
change into a random element. Now you can do a whole lot of damage by 
hitting them with the spell they're weak against, but if you are unlucky,
and the Sorceress get's her turn first -- when she gets her turn seems
random -- she may cause the Body of Thought that you targetted to change
to the same element that you cast. If that's the case, you'll actually 
heal it. Because the Old Sorceress only has 1,110 HP and the crystals 
attack for about 100 each with their Grudge and Envy attacks, you 
probably don't want to waste your time screwing around with that. 
Instead, just have Seth and Kaim use Power Attacks while Cooke, Mack and
Jansen all cast Force. Target one Body of Thought at a time and you'll
have them down for the count before the Old Sorceress kicks the bucket.


===--------------===--------------===--------------===--------------===
Bogimoray
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,830
Abilities: Absorb, Para-Flare
Location: Sea of Baus (Crater Island)
Type: Organic
Element: Fire
Steals: None
Drops: None 

--> Strategy: Ideal preparations for this battle: 
                                      Yellow Band on Jansen (A MUST)
                                      Lv 2 White Magic on Seth/Kaim
                                      Guard Heal on Seth/Kaim        
                                      Anti-Paralysis on Seth/Kaim

The fight will start with one Bogimoray and a bunch of Magic Insects 
fighting along side it. Each turn the Bogimoray will use Absorb to gain
energy from the Magic Insects. If the Magic Insects spend their turn 
to attack you or use Force, consider yourself lucky. If they use Charge
Magic, that's not so good. See, when the Bogimoray absorbs them, he 
gains significantly more energy from the Magic Insects that have
charged themselves; and if the big guy fills his Draw MP metere, shown
in the upper-left, he'll hit you with Para-Flare, a vicious move that
damages and paralyzes all of your party members (if they have Anti-
Paralysis it only does damage.) The best way to handle him is to follow
the old phrase of the best defense is a good offense; Have Kaim and 
Seth attack him each turn while Jansen repeatedly casts Aqua. This 
shuold allow you to have him down in two or three turns. The fight will
not be over yet though. A second Bogimoray will appear already with a
full Draw MP meter. Because of this, you may want to have one of your
party members use Zephyr to restore your team's HP before you take down
the first Bogimoray. On your first turn with the second Bogimoray, have
Seth and Kaim, on the front line, use Defend. If you have Guard Heal as
a skill, all the matter. You'll gain some HP. Jansen, on the back line,
have just use Aqua. Seth and Kaim should take 150 to 200 points of 
damage, while Jansen takes less than 100 due to your GC. As soon as
you make it through Para-Flare, use Kaim and Seth to cast Zephyr and
heal your party up. You don't want to make Jansen do it, because by
using Aqua, he is your heaviest hitter. Now on its next turn,
Bogimoray may use a second Para-Flare; it just depends on whether or
not enough of the Magic Insects have used Charge Magic. If he hits
you again your party's HP will be really low. The good thing,
however, is that all of the Magic Insects will then be out of their 
charge. So again, have Seth and Kaim use Zephyr while Jansen casts
Aqua. Once you find yourself safely in a position where you have HP
and there is no Para-Flare coming the next turn, you can have them 
physically attack. With two physical attacks and an Aqua, you should 
be able to hit at least 650. So when Bogimoray's HP gets low, just go
all out on him. This battle can be one of the most difficult in the 
game. There's a lot of luck involved. If all of the Magic Insects 
choose to charge at once before the Bogimoray's turn, you're screwed -- 
it will probably fill his Draw MP bar. On the other hand if they don't
charge at all, the Bogimoray will take many turns to fill the gauge.
So long as you can keep Jansen alive, though, the battle will be in 
your favor, and thankfully Seth and Kaim do a good job of shielding
him from Para-Flare -- at least for the first couple of times. It may
take a couple of tries, but you'll be able to beat the Bogimorays 
with this strategy at level 16 or so. Note that you don't need to kill
the Magic Insects to end the battle. 


===--------------===--------------===--------------===--------------===
Cannon Unit
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 740
Abilities: Securing Energy, Cannon Charge
Location: Numara
Type: Mechanical
Element: None
Steals: Mysterious Perfume
Drops: Mysterious Perfume

--> Strategy: (See Magic Heavy Tank)


===--------------===--------------===--------------===--------------===
Cannon
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,490
Abilities: Volcannon, Full Charge Cannon
Location: Numara
Type: Mechanical
Element: None
Steals: Mysterious Perfume
Drops: Mysterious Perfume

--> Strategy: (See Magic Heavy Tank)


===--------------===--------------===--------------===--------------===
Cliffhanger
===--------------===--------------===--------------===--------------===
HP: 130
Abilities: None
Location: Ipsilon Mountains (North)
Type: None
Element: Earth
Steals: Poison Oil
Drops: Whetstone, Poison Oil

--> Strategy: Cliffhangers are pretty weak enemies. Before you level
up it will only take two strikes to hit them, and after one or two
levels that number will drop to one. They can absorb some of your HP
with their attacks, on ocassion, but the amount of HP that they
recover is so small (around 4 HP) that it becomes insignificant. They
also sometimes cause poison, which can be a little more important.
Take them out quickly -- before Diacorns, but after Dagger Birds.


===--------------===--------------===--------------===--------------===
Colba
===--------------===--------------===--------------===--------------===
HP: 760
Abilities: Wall Guard, Combo Strikes, Break Hit
Location: First Grand Staff
Type: Magic
Element: Water
Steals: Beast Hide Rasp, Guardian Ore
Drops: Adamantine Ore

--> Strategy:
Colbas, which will invariably come alongside Shiidas,
protecting Alchemists, have very good offense.  They can hit for about
400 damage to any of your characters, front row or (thanks to Break
Hit) back row. They also have Combo Strikes which will hit you twice
for double the damage. That said, they have low HP and so can easily
be dropped with some Grounda/Groundus or physical attacks. On top of
that they ocasionally waste their turn by casting Wall Guard. There
will be two of them and two Shiidas (their near-clones) at a time
though, so the offense can add up. Take care of them quickly.


===--------------===--------------===--------------===--------------===
Ground Sphere
===--------------===--------------===--------------===--------------===
HP: 290
Abilities: Fast Cast, Grounda
Location: Crashed Magic Train Site
Type: Magic
Element: Earth
Steals: Quality Iron Sand, Frontier Siderite
Drops: Bleack Pearl Powder, Loud Bell, Mysterious Perfume, Magic Crystal

--> Strategy: Remember the fire- and water-based magic spheres that
were pathetically easy, that you faced earlier in the game? Well here
comes the earth variant, now sporting even LESS HP than before! You'll
blow these things away with a Winda spell, but they're also surprisingly
susceptible to physical attacks. A combo from Mack may also be able to
kill them with one attack, depending on his level and weapon. Don't
give them time to hit you with any spells, and you'll be gold.

===--------------===--------------===--------------===--------------===
Dagger Bird
===--------------===--------------===--------------===--------------===
HP: 110
Abilities: Rapid Descent
Location: Ipsilon Mountains (North)
Type: Aerial
Element: Wind
Steals: Healing Medicine
Drops: Healing Medicine, Sharp Beak

--> Strategy: Considering you'll encounter these birds in the first
area you'll be sent to after leaving Uhra, they're not huge threats.
It will take a couple of hits to take them out if you haven't leveled
up yet, though if you've equipped Kaim with a bruiser ring, he should
be able to take them out with one hit, if you score a perfect. Once
you level a few times they'll be cake. You have to watch out for
their Rapid Descent attack early on though; it can do around 80 damage
the first time you encounter them, and that early on this is a fair
amount of your health.


===--------------===--------------===--------------===--------------===
Dandoman
===--------------===--------------===--------------===--------------===
HP: 1,700
Abilities: Full Swing
Location: Ice Canyon
Type: Beast
Element: None
Steals: Blood Cloth Crystal
Drops: Beast's Horn, Raging Beast's Eye

--> Strategy: Dandomans (Dandomen...?) are the toughest enemies you
will encounter in the Ice Canyon aside from the boss fight that will
occur there. Their regular attacks are decent, but what they are most
dangerous for is Full Swing, which will do 200-300 damage to your
front row. They aren't capable of doing as much damage as Behemoths,
but they aren't weak against magic. That means you'll have to focus
a few spells and attacks to take one of them down -- and there's often
two of them in the same fight. Because of the fact that they have 1,700
HP, another function of one of these guys is to protect the back row
of enemies. If there's two of them, that equates to 3,400 GC: a very
strong defense to overcome. The only enemy that should take a priority
over a Dandoman is the Elmon, so that you can protect your items.


===--------------===--------------===--------------===--------------===
Dark Sorcerer
===--------------===--------------===--------------===--------------===
HP: 980
Abilities: All-Wind, All-Aqua, All-Ground, All-Flare
Location: Black Cave
Type: Magic
Element: Fire
Steals: Waterfall Cluster
Drops: Sticky Tape, Mysterious Perfume

--> Strategy: The absolute first rule about facing Dark Sorcerer's:
do NOT use magic. It may be tempting when you see that weakness to
water that they have, but don't be fooled. Their magic defense is
pretty good. You won't be able to take them down in one hit, and so
you will have to suffer the effects of their Magic Counterattack --
they'll lob the same spell you casted on them right back to you, and
it will undoubtedly hit much harder when they do it. So instead of
doing that stick to the Physical Attacks, and maybe through the Combo
skill in there. If you have to endure a turn of one of their All-
spells, just deal with it. It's definitely better than getting hit
with a countered spell.


===--------------===--------------===--------------===--------------===
Diacorn
===--------------===--------------===--------------===--------------===
HP: 180
Abilities: Ground
Location: Ipsilon Mountains (North)
Type: Beast
Element: Earth
Steals: Healing Medicine
Drops: Quality Iron Sand, Beast's Horn

--> Strategy: Diacorns are pretty simple creatures. They'll either
physically attack you, or they'll use Ground to inflict some Earth
elemental damage. It will only take one or two hits from Seth or Kaim,
depending on your level, at this point in the game to kill them. Having
Jansen hit them with a Wind spell will also work, even if he has yet
to level up a single time.


===--------------===--------------===--------------===--------------===
Dinozaoro
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 20,160
Abilities: Bind Voice, Counter, Headbutt, Tail Crush
Location: Ice Canyon
Type: Organic
Element: None
Steals: Slot Seed
Drops: Slot Seed*      *He will not drop this if you steal it from him.

--> Strategy: Dinozaoro takes damage like a chump, but at the same time,
he's capable of dealing it like a demon. The first few turns, he'll 
probably use Bind Voice to keep you from switching your party's 
formation, and then hit you with Heabutt. Heabutt will do between 200 
and 500 damage to all your party members, and will also bring them all
to the front row. After that, he'll be dealing pretty heavy damage on a
regular basis. He'll have Tail Crush that hits everyone for around 
150-200 damage, and his regular physicals that do a "mere" 900 damage or
so. In addition to this, he has a counter attack that can do between 600
and 700 damage of its own; in other words even when you're hitting him, 
you're at some risk. Well the only thing you can do, is prepare to the
best of your ability. At the start of the battle, get Powerus on Seth 
and Kaim, and then get Regenera on them. That's how Mack should be 
spending his first four turns. Have Jansen casting any old -a spell to 
deal about 900 damage per turn. Seth and Kaim should be using Combo unti
they get low on HP (you can then have someone restore it with an item
while Seth or Kaim just use a regular attack that turn.) Once Mack has no 
more buffing to do, you can just toss All-Shield on your party or get 
Regenera on some other people, just in case. It's not worth him risking 
getting Countered by attacking. Sarah's role should be to cast Heala as 
necessary -- at the start of the battle she should be able to get off a 
few -a spells though. Dinozaor has over 20,000 HP, so the battle won't 
be quick, but you shouldn't have too much trouble with it if your party 
members are at level 30 or 31. Just remember, you have to reset your 
party's formation afterwards!


===--------------===--------------===--------------===--------------===
Don Laploss
===--------------===--------------===--------------===--------------===
HP: 1,710
Abilities: Cry
Location: Frozen Tracks
Type: Beast
Element: Fire
Steals: Don Laploss Claws*
Drops: Don Laploss Claws* 
 *He will not drop this if you steal it from him.

--> Strategy: Don Laploss is like one of the Gyaploss that you'll find
in the tracks, except he has a special signifigance to a side-quest.
To face him you have to get into a fight with some of the regular
Gyaploss and keep at least one alive, until it uses Cry. You'll then
either have Don come into battle, or another regular enemy. He may
appear right away, it may take a while. The only thing worth noting
about him is that he's Fire-type rather than Wind-type, so use a water
spell to take him down. Once you do that you'll gain the Don Laploss
Claws, which you can turn in to the trader at the refugee camp for a
reward: A Sacred Ring and a Sacred Torc.


===--------------===--------------===--------------===--------------===
Earth Colossus
===--------------===--------------===--------------===--------------===
HP: 1,220
Abilities: Charge, Hammer
Location: Crimson Forest (Sorcerer's Shrine)
Type: Hardened/Spirit Magic
Element: Earth
Steals: Hard Skin
Drops: Eastern Red Ore

--> Strategy: These guys have a lot of HP, and due to them being
Hardened, it's not easy to take off with physical attacks. You'll have
to either use a Piercing Ring, or use Wind Magic. On the bright side,
their physical attacks are surprisingly low. This, however, is offset
by the fact that if they use Charge, they'll follow it up with a
devestating Hammer attack. That will do nearly 500 points of damage,
which is not weak by any means. You'll find these guys protecting
some items in the room before you face the Obsidian boss, and those
fights are avoidable. They appear during random encounters as well,
though -- and sometimes two of them together.


===--------------===--------------===--------------===--------------===
Eastern Warrior
===--------------===--------------===--------------===--------------===
HP: 2,160
Abilities: Delay, All-Fall
Location: The Great Eastern Ruins
Type: Spirit Magic
Element: None
Steals: Frontier Siderite, Magic Powder Device
Drops: Mother Nature's Spirit, Loud Bell, Roaring Iron Claw, Round
Spirit Stone

--> Strategy: Eastern Warriors aren't particularly aggressive or strong
but they have a lot of HP which means it will take several attacks to
take one of them down. In the mean time they'll probably aflict at
least one of your characters with Delay, slowing down they're actions.
That's all they are really: annoyances who will appear alongside other
enemies, and cast Delay on you. All-Fall will almost always miss.


===--------------===--------------===--------------===--------------===
Elmon
===--------------===--------------===--------------===--------------===
HP: 440
Abilities: Steal
Location: Ice Canyon
Type: None
Element: Earth
Steals: Bent Needle, Jet Black Cloth
Drops: Wind Seal Leaf, Tornado Leaf, Bent Needle

--> Strategy: Easily the most annoying enemy in the game, and it's not
even close. Elmons do little damage, and are easily killed with a
physical attack or Winda, but they're fast; and they love to use Steal.
They'll actually take an item or accessory from you -- even if your
character may be wearing the accessory. You can get the items back by
facing the group of Elmons in the Gorge area if this happens. If you
let them steal the Elmon Crown item from you, and then defeat the
Elmons in the first area, they will no longer steal from you... You
have to completely clear the Ice Canyon first though.


===--------------===--------------===--------------===--------------===
Elmon Leader
===--------------===--------------===--------------===--------------===
HP: 4,800*                  * (6,000 After an Elmon Steals the Crown)
Abilities: Item Blast, All-Seal
Location: Ice Canyon
Type: None
Element: Earth
Steals: Mind Bangle**      ** (He'll only have the Mind Bangle after
Drops: Mind Bangle       the Elmons steal your Elmon Crown. If you
                         steal one during the fight he won't drop it.)

--> Strategy: As you may know, Elmons in the Ice Canyon are dirty
thieving little bastards. They can take an item from you by using
Steal, and will immediately run off with it. Well, in the Ice Gorge
area of the canyon you can find a group of Elmons that will fight you
if you've had an item stolen. The Elmon Leader will be among them.
Now there are actually two different fights you can have with this
leader. In one fight, he'll have 4,800, and will repeatedly use Item
Blast for 200 points of damage. That fight's easy. The second fight
will occur if the Elmons have stolen the Elmon Crown from you. In this
fight he has 6,000 HP, Item Blast does 250 points of damage, and he
comes with the All-Seal spell ready. He's still not difficult, but the
fight can take a while without magic. Consider equipping a Seal Blocker
on Sarah and Jansen, or bringing some Seal Clears to the battle.


===--------------===--------------===--------------===--------------===
Experiment No. 1
===--------------===--------------===--------------===--------------===
HP: 11,700
Abilities: Shadowus, Mindus
Location: First Grand Staff, Second Grand Staff
Type: Organic
Element: None
Steals: Adamantine Ore, Death Powder
Drops: Draining Stone, Iron Ball of Ruin, White Charm

--> Strategy: These guys are strong. Real, real strong. Thankfully,
they aren't random encounters in the first Grand Staff... This is not
tue for the Second Grand Staff, however. You can find them inside Grand
Staff's armory, in glass pods. You can examine the pods to engage
these guys in battle. Don't do so unless you are at least level 44
and have some kickass skills, weapons, rings, and spells though.
The mixture of Mindus and Shadowus is absolutely DEADLY. Not only that,
the creatures have nearly 12,000 HP, and will automatically restore
~700HP per turn. So you need to ask yourself, can you do enough damage
to overcome that? Keep in mind that they do not have any elemental
weaknesses, and their physical defense is unrivaled. You won't be
hitting these guys for half as much as you would a normal enemy. That
said, they will ocassionally drop the White Charm. That makes them
the only non-boss enemy to drop a piece of a equipment after a 
battle, which is somewhat interesting.


===--------------===--------------===--------------===--------------===
Experiment No. 25
===--------------===--------------===--------------===--------------===
HP: 5,940
Abilities: Prismus
Location: Second Grand Staff
Type: Magic
Element: None
Steals: Power Reactor, Generator
Drops: Pendulum, Power Reactor

--> Strategy: These Experiments aren't TOO unbearable... on their
own. The truth is, they only appear protected by a wall of Shildas.
And in the time that it takes you to wipe out that wall of defense,
these guys will be shooting off Prismus. The damage can get extremely
big, so it's up to you if you want to stick with the fight, or just
flee. If you do stick with it, physical attacks and Forcea is the
way to go.


===--------------===--------------===--------------===--------------===
Experiment No. 28
===--------------===--------------===--------------===--------------===
HP: 565
Abilities: Forceus, Toxin, Prismus
Location: Uhra Sewers
Type: Mechanical
Element: None
Steals: Sticky Tape, Poisonous Bones
Drops: Thief's Key Ring, Poisonous Red Snake, Toxin Butterfly Scales

--> Strategy: These are the big boys of the sewer. They have some
vicious attacks like Prismus, which will damage everyone, and Forceus
which will damage one person. They also have Toxin, which will give
you a version of Poison that's on steroids; it'll probably take 300-400
damage off per turn. Not only this, it seems like all of the enemies
that come to the battle with them want to help them out. The Magic
Towers will cast Casting Support to allow these guys to use Prismus in
a single turn (ouch!) while the Large Snails will use Melting Fluid
to lower the magic defense of one of your party members. The best thing
you can do is prioritize: Take out the Magic Towers first, then go for
the Snails before targetting the 28s. Note, though: Experiment No. 44
should ALWAYS be taken out first, due to its one-hit death attacks.


===--------------===--------------===--------------===--------------===
Experiment No. 44
===--------------===--------------===--------------===--------------===
HP: 670
Abilities: Casting Support
Location: Uhra Sewers, Secret Cave
Type: Mechanical
Element: None
Steals: Living Gypsum, Gorgon Mask
Drops: Whetstone, Beast Hide Rasp, Living Gypsum, Stone Beast's Fang

--> Strategy: ...There attacks freaking cause Petrification. Their 
REGULAR attacks! To face a group of them in the Secret Cave, you better
have Anti- Petrification equipped. You'll be able to handle the odd
one that will appear in the Sewers, you don't need to worry as much.
Make absolutely sure to take them out at the very start of the fight,
and you'll be good.


===--------------===--------------===--------------===--------------===
Explosive Bug (Type A)
===--------------===--------------===--------------===--------------===
HP: 880
Abilities: ???
Location: Experimental Staff
Type: Organic
Element: Wind
Steals: Paraweed Needle
Drops: Bug's Stomach, Paraweed Needle

--> Strategy: Explosive Bugs have low attack, and, as Wind enemies,
are weak against Flara spells. Honestly though, I missed the chance
to get all the information I wanted out of them. Any information on
Explosive Bugs would be greatly appreciated.


===--------------===--------------===--------------===--------------===
Explosive Bug (Type B)
===--------------===--------------===--------------===--------------===
HP: 2,880
Abilities: ???
Location: First Grand Staff
Type: Organic
Element: Wind
Steals: Dark Flame, Mist of Darkness
Drops: Perpetual Darkness

--> Strategy: This version of the Explosive Bug is a lot stronger than
the ones found back in Experimental Staff; but you've gotten stronger
as well, and because of that, they still aren't a big threat. Hit them
with Flara/Flarus for the win.


===--------------===--------------===--------------===--------------===
Flame Beast
===--------------===--------------===--------------===--------------===
HP: 2,990
Abilities: Hellfire, Lost, Sacred Pillar
Location: The Great Ancient Ruins
Type: Beast
Element: Fire
Steals: Waterfall Cluster, Beast King's Claw
Drops: Glacial Ice, Raging Beast's Eye, Unicorn's Horn, Adamantine Ore

--> Strategy: The Flame Beast is the counterpart to the Water Beast,
though they are not always found together. It has a decently strong
physical attack, as well as an ability called Hellfire which will deal
several hundred damage to all characters. Without the Water Beast
around, the Flame Beast isn't too dangerous; when they're together
they can do a combination attack called Sacred Pillar which will do
400-500 damage to your front row, and 100-200 to your back row. Try
to take one of the Beasts down early on to prevent this. Due to the
Flame Beast being weaker against Aquara than the Water Beast is against
Grounda, it should probably be your first target. Ocassionally it will
cast Lost before it dies, potentially ejecting someone from battle.
It isn't often cast, and when it does it usually misses, but be wary.


===--------------===--------------===--------------===--------------===
Flame Sphere
===--------------===--------------===--------------===--------------===
HP: 440 
Abilities: Fast Cast, Flare
Location: Crimson Forest (Sorcerer's Shrine)
Type: None
Element: Fire
Steals: ???
Drops: ???

--> Strategy: Flame Spheres are the fire counter-part to the Aqua
Spheres that you faced earlier in the game. It will likely take more
than a couple physical attacks to put one down, and a single Aqua may
also fail to do it. However, combining one Aqua and one physical attack
seems to be an effective strategy for killing these things.


===--------------===--------------===--------------===--------------===
Flame Tower
===--------------===--------------===--------------===--------------===
HP: 3,900
Abilities: Casting Support, Mindus, Shinus
Location: First Grand Staff
Type: Mechanical
Element: Fire
Steals: Seal Cross, Spent Magic Engine
Drops: Sealing Stone

--> Strategy: Flame Towers are among the best buffer-monsters in the
game. There HP is high, and both their magic defense and physical
defense are high as well. They'll happily sit on the sideline getting
Casting Support and Mindus up, and ocassionally hitting you with
Shinus. Now they're not incredibly powerful and you can easily beat
them. That said... it'll take a while. If you fight one you'll win;
but it's up to you if it's worth your time. You can always flee if
you just don't feel up to the fight.


===--------------===--------------===--------------===--------------===
Floating Fish
===--------------===--------------===--------------===--------------===
HP: 340
Abilities: None
Location: Sea of Baus
Type: None
Element: Water
Steals: Cold Water Stone
Drops: Cold Water Stone, Paraweed Thorn

--> Strategy: These Floating Fish do bear a striking resemblence to
the Fastifalcon-Fs from Final Fantasy 8... Oh well. They're among the
weaker enemies to be found at the Sea of Baus. Magic or physical
attacks will both drop them easily.


===--------------===--------------===--------------===--------------===
Flyweight Kelolon
===--------------===--------------===--------------===--------------===
HP: 270
Abilities: Combination, Aqua, Kelolon, Reinforcement Request
Location: Crimson Forest
Type: Kelolon
Element: Water
Steals: Healing Medicine
Drops: Whetstone, Kelo-Oil

--> Strategy: Flyweight Kelolons are just versions of the regular
Kelolon that are a little stronger. They're still pretty pathetic,
and aside from Combination they have nothing on you. They do have
the ability to call a Keloline into battle to heal them, but it
likely won't prolong the battle for long.


===--------------===--------------===--------------===--------------===
Gaiatoad
===--------------===--------------===--------------===--------------===
HP: 2,000
Abilities: Acid Rain, Squash
Location: The Great Ancient Ruins
Type: Organic
Element: Earth
Steals: Poison Oil, Poisonous Bones
Drops: Toxin Butterfly Scales, Necrosis Mold, Poisonous Red Snake,
Byproduct X

--> Strategy: Taking out one of these fat boys isn't an overtly
difficult task; Winda should hit for 1400-1600 damage easily. That
being said, they're among the most dangerous of the enemies to be
found in the ruins. Acid Rain will poison everyone in your party,
while Squash is a massive damage dealer. We are talking 1,000-1,800
damage here. Take them out early on.


===--------------===--------------===--------------===--------------===
General Alpha
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 4,050
Abilities: Release Energy, Forceus, Flare Mine, Shinus, Photon Burst,
Reflect
Location: Second Grand Staff
Type: None
Element: Wind
Steals: None
Drops: None

--> Strategy: How this battle will work, is you must kill both of the 
Generals on the same turn or it's an instant game over. That's why 
balanced teams are so important. If you have two physical attackers 
(Kaim, and Seth) and two magic casters (Sarah and Jansen) to make up
each team your damage should be pretty balanced. Keep an eye
on the HP of each general shown in the upperhand corner of the screen
Things to make note of, are that the monsters will heal for about 530HP 
each turn, unless you have Sed use Adjust Output, which will stop this 
healing process once. This can be useful if one of your attackers 
scores a critical hit, or something to that effect; you would want to 
make up for it by not letting the other general heal. Balance: Balance 
is the key to this battle. Aside from Forceus, neither of the Generals 
attacks are all that bad, and the fight shouldn't be too difficult
providing your not undereleveled. If you are, you can always level 
right in the area. 45 or so should do it. During the fight, have Sed
alternate between adjusting the output, to keep things balanced,
while not allowing either General to heal as much as they usually do.


===--------------===--------------===--------------===--------------===
General Beta
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 4,050
Abilities: Release Energy, Forceus, Ground Mine, Shinus, Photon Burst,
Reflect
Location: Second Grand Staff
Type: None
Element: Earth
Steals: None
Drops: None

--> Strategy: (See General Alpha)


===--------------===--------------===--------------===--------------===
Glacier Beast
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: Ice Needle
Location: Aurora Bound Train
Type: Magic
Element: Water
Steals: None
Drops: Tornado Leaf

--> Strategy: Glacier Beasts are one of the two monsters to be found
inside the Aurora Bound Train (the other being Glacier Fragments.)
They aren't very strong defense-wise, and one Grounda or Combo should
drop them. They have a vicious Ice Needle attack though. That will
probably do damage in the high 500s to Kaim, with anywhere from 70
to 350 or so for Sarah -- it seems somewhat random. This shouldn't be
a problem except for the last battle in the train, when you'll take
on three of these things at once. When that happens some luck will
come into play. If they don't do more than one Ice Needle on the first
turn you should be fine. If they do you'll probably get a Game Over
and have to start the fight over again (you'll only lose a few seconds
of your time.)


===--------------===--------------===--------------===--------------===
Glacier Fragment
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: Barricadus
Location: Aurora Bound Train
Type: Magic
Element: Water
Steals: None
Drops: Thief's Charm

--> Strategy: Glacier Fragments are the second of the two monsters
found on the Aurora Bound Train. They aren't nearly as dangerous as
the Glacier Beasts, but they are strong against physical attacks. You
will have to use Grounda if you want to take them down easily.


===--------------===--------------===--------------===--------------===
Gohtzan Infantry
===--------------===--------------===--------------===--------------===
HP: 980
Abilities: Counter
Location: City of Uhra (Amphitheater in the Sky)
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: Gohtzan Infantry are virtually the same thing as the
Uhran Infantry that you fight at the Amphitheater. You'll face them
at the same time that you face some Uhran Infantry, and the battle is
set up in a triangle formation. On each of the enemy's turns, they'll
either attack you or eachother. It's random. This means that every so
often you'll luck out and get a round where they hurt eachother while
you take no damage. To increase the chances of this happening, take the
teams out evenly: One Gohtzan, one Uhran, one Gohtzan, one Uhran, etc.
If one team is taken out completely while the other is still standing,
all attacks of the living team will be focused on you, and that's not
good. Their attacks are only 100-150 or so, but the damage adds up.


===--------------===--------------===--------------===--------------===
Golba
===--------------===--------------===--------------===--------------===
HP: 2,110
Abilities: Break Hit
Location: Second Grand Staff
Type: Magic
Element: Water
Steals: Beast Hide Rasp, Guardian Ore
Drops: Adamantine Ore

--> Strategy: Goblas are like upgraded versions of the Colbas found
in first Grand Staff, but DAMN have they been upgraded. With more than
three times the amount of health, they stick in the battle a fair
bit longer. They like to use Break Hit so that they can attack both
your front and back row characters effectively. And if that's not
enough, their elemental defense is quite high. Groundus works well, but
don't even bother with Grounda. If you don't have Aquaus, Forcea and
physical attacks are the best way to deal with them.


===--------------===--------------===--------------===--------------===
Gold Kelolon
===--------------===--------------===--------------===--------------===
HP: 270
Abilities: Multi-Slash, Kelolon
Location: City of Uhra
Type: Kelolon
Element: Water
Steals: Kelo-Oil, Kelolon Heart
Drops: Kelo-Oil, Kelo-Helmet, Kelo-Heart

--> Strategy: Gold Kelolons think they're tough because of their gold
armor. They're wrong. Their Multi-Slash hits two times, but will still
probably do less than 100 damage total. One hit should take them down.
The only thing is, they dodge frequently... That's pretty annoying,
yeah. Easily beatable though.


===--------------===--------------===--------------===--------------===
Gongora
===--------------===--------------===--------------===--------------===
**BOSS**
HP: N/A
Abilities: Forceus, Prisma, Pain Surge
Location: Experimental Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: Ok, let's put it blunt. You can't win this battle; it's 
impossible. That said, if you die during the fight, it'll be a game over.
So, what do you have to do? Survive. Cast All-Barricade early on to lower
the damage Gongora does (around 600 to Seth or Kaim with Forceus, and 
200-300 to everyone with Prisma). You'll then want to have Seth and Kaim
defend each turn while your mages just keep casting Zephyr. After you 
endure a few rounds, Gongora will use Pain Surge. All five of your 
characters will be KO'd -- this is unavoidable. You won't have won, but
the battle will end.


===--------------===--------------===--------------===--------------===
Gongora (Final Boss Fight)
===--------------===--------------===--------------===--------------===
**BOSS**
HP: ??,???
Abilities: All-Stonus, Breaks, Pain Surge, Meteor Impact, Light Absorb,
Wall Break, Reset All, Manipulate
Location: Hall of Mirrors
Type: Varies
Element: Varies
Steals: None
Drops: None

--> Strategy: The start of the fight doesn't even really count. Just 
wait it out. You can only control the immortals (Ming has to be on the 
team...) but the battle won't really be underway until you get 
appearences by all of the mortals. Once you've seen the last of them, 
the fight will get going for real. This is one of the rare battles where
Powerus is not a good idea; Reset All will just remove it. The same goes
for All-Baricadus. That being said, you can still do increased damage by 
paying attention to Gongora's type and element. They will change randomly 
during the fight. Always make sure to be attacking with the proper 
spells, and with the best possible rings equippped. Remember, changing 
equipment does NOT use up your turn. Aside from attacking, keep having 
Sarah use Zephyra or Zephyrus to keep your party's health up. You also 
need to make sure everyone has a skill or accessory protecting them 
from All-Stonus. If not, that could end the battle in a single turn. 
Keep hitting him with everything you got, and don't be afraid to use 
any rare items you were saving in the back of your inventory. This is 
it: the last fight. Once  you beat this, the game is over.


===--------------===--------------===--------------===--------------===
Granshaker
===--------------===--------------===--------------===--------------===
HP: 720
Abilities: Ground Shake
Location: Sea of Baus
Type: None
Element: Water
Steals: Quality Iron Sand
Drops: Quality Iron Sand, Pumice of Despair

--> Strategy: Granshakers have a whole lot of HP. It will probably
take both Seth and Kaim's attacks, as well as a Ground spell from
Jansen to defeat them. Because Jansen will have to cast, the Granshaker
will probably get a turn in. If he does, you may see the move
Granshaker, which will deal damage roughly equivalent to that of a
physical attack to all three of your party members.


===--------------===--------------===--------------===--------------===
Grantoad
===--------------===--------------===--------------===--------------===
HP: 820
Abilities: Jump, Rain Maker
Location: Crimson Forest
Type: None
Element: Water
Steals: Poison Oil
Drops: Cold Water Stone, Poison Oil

--> Strategy: Grantoads look fat and lazy, but they're pretty dangerous
if you underestimate them. They have a Jump attack which is about as
strong as two regular physical attacks, but more alarming is their Rain
Maker attack: it inflicts poison on every one of your party members.
If you get into a battle with one, immediately target it before any
other monster its with. Hit it with ground spells using Jansen and Cooke
and have Seth and Kaim attack it. In the worst case scenario, it will
die and you'll have wasted one attack on a random enemy. That's worth
risking, because being poisoned is no good.


===--------------===--------------===--------------===--------------===
Grilgan
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,660
Abilities: Down Burst, Poison Claw, Wind
Location: Ipsilon Mountains (Peak)
Type: None
Element: Wind
Steals: Slot Seed
Drops: Slot Seed       *He will not drop this if you steal it from him.

--> Strategy:  Grilgan has a few really nasty attacks. One, Down Burst, 
can be a real pain. It inflicts several hundred damage to all three of 
your characters; if you are unlucky enough to have him do this a couple 
times in a row, it will likely be deadly for you. Poison Claw is also 
pretty bad. It does big physical damage -- well over a hundred for Kaim
and Seth in the front row, but will then do even more at the end of your
turn -- and since he goes after you, that damage is essentially applied 
directly to the original attack damage. The damage total for the first
turn alone will probably be around 220. And even Grilgan's physical 
attacks aren't very pleasant... The key here is to just damage Grilgan 
as much as you can, as quickly as possible. The longer this fight goes 
on, the harder it will be to win. So, right off the bat have Jansen cast
Flare, and have Seth toss a Flare Bomb. Equip Kaim with a Bruiser Ring,
and try your best to land perfects so that you do more damage. Don't
bother wasting your turns healing. Just let the characters die. Jansen,
though a great damage dealer is not worth the effort to bring back,
and the immortals will get themselves up after a few turns. You just have
to be a little bit lucky and hope Grilgan doesn't get too aggressive in 
the mean time. On the bright side he doesn't have TOO much HP. With three
characters you should be hitting for 300-400 damage per turn, and even
with two you should be getting 200-300. Note though, that a lot of people
claim this fight is really hard. If you absolutely can't seem to win, try
leveling up to 15. That will significantly improve your odds. Also, make 
sure that you have Crisis Attack Boost (learned from the Berserker
Necklace accessory) on both Kaim and Seth. There's a very good chance
that it will make the difference between winning and losing, in the end.


===--------------===--------------===--------------===--------------===
Ground Sphere
===--------------===--------------===--------------===--------------===
HP: 290
Abilities: Fast Cast, Grounda
Location: Crashed Magic Train Site
Type: Magic
Element: Earth
Steals: Quality Iron Sand, Frontier Siderite
Drops: Bleack Pearl Powder, Loud Bell, Mysterious Perfume, Magic Crystal

--> Strategy: Remember the fire- and water-based magic spheres that
were pathetically easy, that you faced earlier in the game? Well here
comes the earth variant, now sporting even LESS HP than before! You'll
blow these things away with a Winda spell, but they're also surprisingly
susceptible to physical attacks. A combo from Mack may also be able to
kill them with one attack, depending on his level and weapon. Don't
give them time to hit you with any spells, and you'll be gold.


===--------------===--------------===--------------===--------------===
Guana
===--------------===--------------===--------------===--------------===
HP: 1,420
Abilities: Powera, Faster
Location: Crashed Magic Train Site
Type: Beast
Element: Fire
Steals: Raging Beast's Eye, Beast King's Claw
Drops: Sticky Tape, Gusty Cloth, Beast's Horn, Raging Beast's Eye

--> Strategy: Guana's arent all that tough to begin with, but once
they get Powera on themselves (IF they get Powera on themselves) they
can hit relatively hard. Hit them with Aquara and maybe a Combo from
Mack to get rid of them, but make sure to focus on any Killer Birds
that appear with them first. They're the priority.


===--------------===--------------===--------------===--------------===
Guard Armor
===--------------===--------------===--------------===--------------===
HP: 1,840
Abilities: Guard, Magic Blade
Location: Experimental Staff
Type: Mechanical
Element: None
Steals: Generator
Drops: Sticky Tape, Junk Parts, Pendulum

--> Strategy: Guard Armors are the real muscle of the enemies that
appear in Experimental Staff, and they'll often back up a group of
Uhran Guardsmen. They're attacks aren't as bad as you'd think (physical
attacks should do 100-150 damage, and Magic Blade will do around 200
to your front row), they're high defense and HP means you'll have to
invest a few turns in defeating one. They're strong against magic,
so you won't be able to do much more than 200 damage with a spell. A
physical attack from Seth or Kaim should do between 200 and 350 damage,
or a bit more if you have a ring with Machine Killer on it, and you
correctly target the enemy with the ring system.


===--------------===--------------===--------------===--------------===
Guard Armor B
===--------------===--------------===--------------===--------------===
HP: 3,170
Abilities: Petrifying Magic Blast
Location: First Granf Staff
Type: Mechanical
Element: Wind
Steals: Pendulum, Generator
Drops: Power Reactor

--> Strategy: The new and improved Guard Armor now sporting, for some
odd reason, an element of wind. The biggest addition of the Guard
Armor B, however, is their Petrifying Magic Blast ability. It will
damage an entire row as well as cause them to become Petrified 3 turns
later if they aren't protected by the Anti-Petrify skill. Now aside
from the fact that yor immortals should all HAVE this skill, in truth
most fights shouldn't last 3 more rounds from that point anyway. They
aren't too hard to kill, especially if you have a Machine Killer ring
on; and why wouldn't you considering so many enemies at Grand Staff are
of the mechanical type?


===--------------===--------------===--------------===--------------===
Guard Beast (Type A)
===--------------===--------------===--------------===--------------===
HP: 320
Abilities: None
Location: The White Boa
Type: Beast
Element: None
Steals: ???
Drops: ???

--> Strategy: You'll run into Guard Beasts while you're being pursued
by Kakanas on the White Boa. You'll also face them if, while you are
in battle with a Security Eye, the eye uses its Alarm Lv 2 ability.
Guard Beasts are pretty basic enemies. A spell cast should take them
down, if not one spell and a physical attack. They're main function
is just to serve as a shield for the security eyes. However, if they
are in battle with a Numara Soldier, the soldier and the beast may do
a combo attack called Order. It's basically a suped up physical
attack that does decent damage.


===--------------===--------------===--------------===--------------===
Guard Beast (Type B)
===--------------===--------------===--------------===--------------===
HP: 860
Abilities: None
Location: Numara Palace
Type: Beast
Element: None
Steals: Healing Herb
Drops: Magic-Luring Stone, Blinding Powder

--> Strategy: The Guard Beasts that you'll encounter while you are
being chased through the Numara Palace garden are stronger than those
that you fought on the White Boa, but they're virtually the same in
design. You'll have to be careful of the Order command given by the
Numara Heavy Corps, but other than that these things aren't a big deal.
Target the Heavy Corps if they're on the front line. If not, take
these guys out as quickly as you can to minimize the chance of being
hit by Order.


===--------------===--------------===--------------===--------------===
Guard Preshion
===--------------===--------------===--------------===--------------===
HP: 700
Abilities: None
Location: Numara Palace
Type: Aerial
Element: None
Steals: Mana Herb
Drops: Sticky Tape, Poison Oil

--> Strategy: Oh good lord are these things annoying... You'll usually
encounter them with Numara Heavy Corps; and like the Guard Beasts, they
can hit you for big damage by having the Heavy Corps use Order. Unlike
the Guard Beasts, though, Guard Preshions have an extremely high rate
of evasion. You're guaranteed to become pissed off at how many of your
attacks miss if you choose to engage in the fights while you're being
chased through the palace garden. Like with the Guard Beasts, make
sure to take out any Numara Heavy Corps on the front row first. Then
when you're ready to kill the Preshions, use some magic -- they'll
dodge it far less often.


===--------------===--------------===--------------===--------------===
Gyaplos
===--------------===--------------===--------------===--------------===
HP: 880
Abilities: Cry
Location: East Bound Track
Type: Beast
Element: Wind
Steals: Beast Hide Rasp, Guardian Ore
Drops: Wind Seal Leaf, Tornado Leaf, Beast's Horn, Raging Beast's Eye

--> Strategy: Gyaplos are the Wind-version of the Raptors you faced
in the Ice Canyon. There's really not much else to say, because they
function exactly the same. They'll use a mixture of physical attacks
and their Cry ability to call another Gyaplos into the battle. The
battle can potentially last a long, long time if you don't target them
early on. Then again you'll want to let it drag out at least once due
to a sidequest available at the Refugee Camp... See, ocassionally they
will call a special Gyaplos into battle, and there's a quest from
someone in the Refugee Camp that wants you to kill it. There's more on
that in the appropriate section, though.


===--------------===--------------===--------------===--------------===
Heavy Tank Left Unit / Heavy Tank Right Unit / Tank's Magic Engine
===--------------===--------------===--------------===--------------===
**BOSS**
HP: ???
Abilities: Flamethrower, Magma Blast, Blade Up, Blade Attack
Location: Highlands of Wohl
Type: Mechanical
Element: None
Steals: None
Drops: None

--> Strategy: At the start of the battle you'll have two targets: Heavy
Tank Right Unit and Heavy Tank Left Unit. Hit the Right Unit first, and 
the tank will activate it's Right Unit Defense. While that is up you won't
be able to do much damage to the one on the right. So switch to the left. 
When you hit it, the Left Unit Defense will activate, and the Right Unit 
Defense will deactivate; so all you have to do is alternate which side 
you hit. Right, then left, then right, etc. On the tank's turns it will 
hit you with a fire attack or it will raise it's large blade. If it 
raises the blade, that means on the next turn it's going to hit you with 
its powerful Blade Attack. Don't worry about it though -- as mentioned, 
you can't die here, and you'll be brought right back. Just keep hitting
the tank until one of the arms breaks off. Next, take out the other one.
After you do that the blade will fall, revealing the Tank's Magic
Engine. Target it and hit it to end the battle.


===--------------===--------------===--------------===--------------===
Hell Shaker
===--------------===--------------===--------------===--------------===
HP: 9,120
Abilities: All-Aquaus, Ground Shake
Location: Numara Atoll
Type: None
Element: Water
Steals: Healing Herb
Drops: Beat Stone, Iron Ball of Ruin

--> Strategy: If you wander into Numara Atoll early on in the game...
You're not going to win against one of these guys. It's just not in
the cards for you -- Flee immediately. If you make use of magic, it's
not a problem to damage them. They just have WAY too much HP, and
absolutely vicious attacks. Take All-Aquaus for example: it can do
2,000 damage to all characters if you're around level 25. Yeah, you're
pretty much screwed. If you return on disc 4 or so, you should be able 
to just crush these guys -- though it will still take a couple of turns.


===--------------===--------------===--------------===--------------===
Heracles
===--------------===--------------===--------------===--------------===
HP: 1,170
Abilities: ???
Location: Crashed Magic Train Site
Type: Organic/Hardened
Element: None
Steals: Healing Tank, Spent Magic Engine
Drops: Eastern Red Ore, Ceremonial Crystal, Magic-Searing Feather
Seal Cross

--> Strategy: Besides having a good defense there's not a whole lot to
say about the Heracles. They can still be taken down with some magic
spells, despite not having any inherent weaknesses. Go with Forcea or
something like that. They're not a big threat.


===--------------===--------------===--------------===--------------===
Ice Magic Beast
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 10,360
Abilities: Trample, All-Aquara, Forcea, Ice Spike, Absolute Zero
Location: Crashed Magic Train Site
Type: Organic
Element: Water
Steals: None
Drops: None

--> Strategy: This battle is evil. The Ice Magic Beast automatically 
reflects all of your magic attacks. Not only that, the Ice Magic Beast
has some brutal freaking attacks. All-Aquara hits everyone for hundreds
of damage. Forcea will hit one person for what may well be over 1,000
damage, and Trample isn't all that much nicer to you. Not only that, Ice
Magic Beast will try and freeze you. Solve that right away by wearing a 
Warm Vest, or using a blazing ruby. Aside from knowing his attacks 
though, you'll need to know how to do some damage of your own. Mack is
the only one of your party members with even half-decent physical attack,
so he'll be the attacker. Get Powerus on him at the start of the fight 
from one of the other characters, while Mack uses Combo. Have the 
remaining two of your characters getting All-Shieldus and All-Barricadus 
on everyone so that you can reduce damage. After that you'll want to keep
one or two of your casters using Zephyra to keep the party's health up,
while Mack keeps using Combo. If your casters have any spare turns, you
can use Speeda or toss some Grounda bombs for some additional damage. 
This is going to be a long fight, so any boost that you can get will 
help. Once the battle ends, you'll have a cutscene to watch, and then 
you'll officially be done with Disc 3.


===--------------===--------------===--------------===--------------===
Ide
===--------------===--------------===--------------===--------------===
HP: 1,200
Abilities: Stare, Prisma
Location: Black Cave
Type: Spirit Magic
Element: None
Steals: Guardian Ore
Drops: Paraweed Thorn, Black Pearl Powder, Magic-Sealing Feather

--> Strategy: Ides are the first non-boss enemies of the game that
can really make you say "oh crap" due to their spells. They have two
really dangerous ones: Stare and Prisma. Prisma will take between 200
and 300 damage off of every one of your party members. Stare will
inflict all five of your party members with signs of petrification --
at which point you'll have three turns to end the battle before you
become petrified. Now you can't get a game over as long as at least
one of your party members has Anti-Petrify, but the odds of all of
them having it is probably low, and you don't want to risk being
outnumbered by too many enemies. Depending on how the fight's looking
you should make your decision to either end it, or if there are too
many enemies left you can Flee the battle. Assuming you are going to
kill these guys, toss some Force spells and physical attacks. Power
Hit and Combo also work fine. Unfortunately, these enemies don't have
an elemental weakness to use as a shortcut.


===--------------===--------------===--------------===--------------===
Insane Khent Soldier
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: None
Location: Highlands of Wohl
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: These guys are the weakest enemy in the game, which makes
sense, since they're the first randomly encounterable enemies in the
game. A single attack should take them out. They'll just keep doing
very weak physical attacks.


===--------------===--------------===--------------===--------------===
Kakanas Cannon
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 4,160
Abilities: Volcannon, Full Charge Cannon
Location: Numara
Type: Mechanical
Element: None
Steals: None
Drops: None

--> Strategy: (See Kakanas Heavy Tank)


===--------------===--------------===--------------===--------------===
Kakanas Heavy Tank
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 5,200
Abilities: Tank Hit, Full Charge Hit
Location: Numara
Type: Mechanical
Element: None
Steals: 99 Caliber Magic Rifle
Drops: 99 Caliber Magic Rifle*
* He will only drop this if you don't steal it.

--> Strategy: First of all, make sure that Tolten, Seth, and Kaim are 
in your party and all have Machine Killer Lv 2 or 3 rings on them -- 
Hacker and Lotus work. Assuming you have the right equipment, you'll 
need to know your opponent's offense. The Kakanas Tank will ram single
characters for a few hundred damage, while the Cannon will hit     
everyone for a few hundred damage. The Support Tanks have weaker
attcks of their own as well, but will ocasionally sap your MP to
charge the Kakanas Tank (left) or Kakanas Cannon (right). Now the
powered up tank hit isn't too bad -- still only 500 damage or so. A 
Full Charge Cannon will wreck your whole damn team for 1,000 or more. 
Because of this you must immediately target Support Tank B. Have 
Tolten, Seth, and Kaim attack it while Sarah keeps casting Zephyr. 
Your fifth member can either heal, or use Forcea if it's a a mage 
character If it's Mack just have him attack with the others. Forcea 
also works decently well against the Tanks. Assuming you can get the 
Support Tank on the right to be destroyed before the Kakanas Cannon 
can utilize his unbelievably cheap Full Charge Cannon, the fight will 
become much easier. Have someone cast Zephyra while you begin work on 
the left Support Tank. Once that one falls, begin work on the cannon, 
and then finally the actual body of the Kakanas Heavy Tank. The longer
this battle goes on, the easier it becomes -- assuming you don't die 
that is. If at any time you do take a Full Charge Hit, immediately 
use Zephyra. This fight can be extremely difficult, so make sure you 
have all of the advantages that you can. The Gigantes Ring will 
increase your HP by a large amount, for example. Paying attention to 
things like this can mean the difference between success and failure. 
Another good tip is to remember Tolten has the ability Persist; if he
dies, and you revive him, he can not be wiped out with a single attack.
This may give you the extra time you need to heal, or let an immortal 
get back into the fight.                                  |


===--------------===--------------===--------------===--------------===
Keloline
===--------------===--------------===--------------===--------------===
HP: 690
Abilities: Kelolon, Heal
Location: Crimson Forest   * They must be called by Flyweight Kelolons
Type: Kelolon
Element: Water
Steals: Angel's Plume
Drops: Sticky Tape, Kelo-Oil

--> Strategy: Kelolines are apparently the female counterpart to the
male Kelolons. You won't run into them in random encounters, but the
Flyweight Kelolons have an ability called Reinforcement Request that
will bring them to the battle. They're capable of casting Kelolon
but they won't directly attack you. She is also able to cast Heal.


===--------------===--------------===--------------===--------------===
Kelolita
===--------------===--------------===--------------===--------------===
HP: 690
Abilities: Kelolon, Flee, Shieldus
Location: City of Uhra
Type: Kelolon
Element: Water
Steals: Magic-Sealing Feather, Spent Magic Engine
Drops: Magic-Sealing Feather, Seal Cross

--> Strategy: Kelolitas will appear alongside the Gold Kelolons that
you encounter in Uhra's alleys and sewers. They aren't a direct threat
to you; they just sit back and cast Shieldus. They'll ocassionally hit
you with Kelolon though, so that can be annoying. It's probably a good
idea to take out the Gold Kelolons first since they'll actually be
doing damage to you. Just be aware that Kelolitas will often Flee if
they are left alone in the battle. If you're specifically going for
their Drops try taking them down first by using Break Hit.


===--------------===--------------===--------------===--------------===
Kelolon
===--------------===--------------===--------------===--------------===
HP: 80
Abilities: Combination, Aqua, Kelolon
Location: Ipsilon Mountains (North)
Type: Kelolon
Element: Water
Steals: Healing Medicine
Drops: Whetstone

--> Strategy: You'll initially encounter Kelolons in a tutorial
battle shortly after arriving at the Ipsilon Mountains, where it will
take you a couple of hits to kill them. But even after you level only
a single time, they'll drop in one hit. Once you pick up Jansen's
ground spell from a pot in the area that will work to quickly send
them packing as well. If three of them are left alone they'll
ocassionally combine their turns and hit you with one stronger attack
called, crazily enough, Combination attack. They shouldn't last long
enough for this to happen though.


===--------------===--------------===--------------===--------------===
Keystone
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 6,690
Abilities: Delay, Slower, Shuffle, Splitter
Location: The Great Ancient Ruins
Type: Hardened
Element: None
Steals: None
Drops: Angel Feather *(Only Keystone A)

--> Strategy: (See Ancient Fiend)


===--------------===--------------===--------------===--------------===
Killer Bird
===--------------===--------------===--------------===--------------===
HP: 1,080
Abilities: Hell Dive
Location: Crashed Magic Train Site
Type: Aerial
Element: Wind
Steals: Tornado Leaf, Gale Wing
Drops: Bent Needle, Thief's Charm, Sharp Beak, Monster Bird's Plume

--> Strategy: Killer Birds look like the average stereotypically weak
enemy. You'd be a fool to underestimate them, though. Their regular
attacks can do around 260 damage -- a number that quickly adds up when
you consider the fact that Killer Birds can come in groups of four
or more. Not only that, Hell Dive can do over 1,000 damage, which is
huge for this point in the game. That said, their defense is lacking.
Flara should take them down in one go.


===--------------===--------------===--------------===--------------===
Large Snail
===--------------===--------------===--------------===--------------===
HP: 280
Abilities: Melting Fluid
Location: Uhra Sewers
Type: Magic
Element: Water
Steals: Life Stealing Tooth, Vampire Bottle
Drops: Blood Sucking Needle, Life Stealing Tooth

--> Strategy: Very little strategy is needed to kill the Large Snails.
With only 280 HP, one hit should drop them. They're not very dangerous
either. They'll usually just use Melting Fluid, which will lower your
Magic Defense -- but not do any damage. Easy pickings here.


===--------------===--------------===--------------===--------------===
Land Walker
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: Sleep Shot
Location: The Magic Trains
Type: Mechanical
Element: None
Steals: None
Drops: None

--> Strategy: Land Walkers will almost always use Sleep Shot to put
Kaim down for a nap. That's fine though since Sarah takes them down
more easily anyway; One Winda should do it. In one fight with three
Land Walkers Sarah will HAVE to do it, in fact. The Land Walkers will
be on a different train than you, and Kaim will not be able to land
physical attacks. In that fight there's a magic generator that will
keep restoring your MP to make sure that the battle is winnable. All
in all, these guys are easy.


===--------------===--------------===--------------===--------------===
Living Ice
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 6,350
Abilities: Shieldus, Freeze Bite, All-Aquara, Reflect
Location: East Bound Track
Type: Magic
Element: Water
Steals: None
Drops: None

--> Strategy: The Living Ice has an auto-reflect effect on and will 
launch your magic back at you. But here's the thing: He doesn't start 
with it on, and there's no way to tell when he's gonna use it. It might
be early on, and it might not come at all. However, to be safe, the
way to handle this is to have Jansen, Cooke and Ming use Grounda on
the first turn, while Mack uses Powerus on himself. The spells will
give you a nice head-start on the Living Ice, but after the first
turn it becomes too risky to use anymore. So on your second turn,
have Mack use Combo to do the damage, while Jansen, Ming and Cooke
take care of your buffering: Get that All-Barricade up IMMEDIATELY.
maybe get Cover on Mack, and if the Living Ice used Shieldus, then
have one of the ladies Dispel it to lower the Ice's defense. MAck
should be hitting above (or at least near) 1,000 points of damage  
if he's leveled up properly. EVen if you don't, this is still your 
best bet to do damage. On your third turn, you might as well put   
up All-Shield, you know, just in case. And of course, have your    
mage's heal as necessary, giving priority to Mack. As for what you 
are healing against? All-Aqura. It does real big damage, but with  
All-Barricade up, and so long as you use Zephyra after, you should 
survive it. This will be a battle to see who lasts longer, because 
both you and the Living Ice will be dishing out big damage. The    
only other thing to look out for is the ocassional Freeze Bite.    
If someone gets frozen use a Blazing Ruby or the Cure-All spell to 
get them back into the fight. When it's over -- and assuming you   
won -- control will switch back over to Tolten, Seth, and Sed.     


===--------------===--------------===--------------===--------------===
Luminous Magic Beast
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 55,860
Abilities: Ray Charge, Forceus, All-Aquara, Ultimate Ray, All-Flarus
Location: Hall of Mirrors
Type: Beast
Element: None
Steals: None
Drops: None

--> Strategy: This son of a bitch has a whole lot of HP, and on top of 
that he hit's pretty hard and absorbs all of your magic. Because of that,
consider bringing in Tolten or Sed as a third physical attacker. You'll 
definitely want Sarah and Jansen on the team though. Have them get 
Powerus on both Kaim and Seth (who should have rings with Beast Killer 
on them) so that they do a lot of damage. Then, have Jansen and Sarah 
get up All-Barricadus, as well as get Covera on the physical attackers. 
Once that's done, they can just sit back and spam Zephyra. You may not 
need it when they start casting, but remember it takes two turns to 
use; prepare to heal the beast's next big attack before he even casts 
it. The battle will probably take a while, but chip away at his HP, 
and he will fall.


===--------------===--------------===--------------===--------------===
Mad Carpace
===--------------===--------------===--------------===--------------===
HP: 105
Abilities: Downswing
Location: Sea of Baus
Type: Hardened
Element: Water
Steals: Hard Skin
Drops: Whet Stone, Hard Skin

--> Strategy: These guys are big, and they look pretty tough, but they
are actually pretty weak -- at least as far as their defense goes. They
are hardened, so your physical damage is lessened, but this attribute
is offset by the fact that their HP is so low. It will only take you
two swings to take them down. A single cast of Ground will also do it.
The thing to watch out for, though, is their attack. They deal a bit of
damage with their regular attacks, but when they use Downswing it's
not good for you. That deals several times the damage of their normal
attacks, and can be used in a single one of their turns.


===--------------===--------------===--------------===--------------===
Mad Sarbella
===--------------===--------------===--------------===--------------===
HP: 290
Abilities: Roar, Counter
Location: Ipsilon Mountains (South)
Type: Beast
Element: Fire
Steals: Healing Medicine
Drops: Healing Medicine, Beast's Horn

--> Strategy: Mad Sarbellas are very similar to regular Sarbellas;
they have good physical attacks, and will ocassionally counter your
moves or use roar to raise their own attack stat. Hopefully by the
time you run into one you have the Aqua spell. If not, physical
attacks will work. These guys just have a bit more HP than regular old
Sarbellas, so it may take a little longer.


===--------------===--------------===--------------===--------------===
Magic Beast (Type A)
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 10,550
Abilities: Ground Strike, Sonic Quake, Flare Core    
Location: Uhra Sewers
Type: Beast
Element: None
Steals: Crystal Fragment
Drops: Crystal Fragment *He will not drop this if you steal it from him.

--> Strategy: You absolutely need to have Black Magic in this fight, so 
get those Wisdom Earrings on Seth, and if you have any other Black Magic
items, put them on Tolten and Sed. Then, each turn, blast the Dock Crane 
with one of your -a elemental spells. The more magic damage you inflict 
on it, the more the Charged Power bar in the corner of the screen will 
fill. When it fills completely, the Magic Beast will be given a final 
blow, despite how much health he may have. If you have three casters 
damaging the crane each turn, you can have the battle finished in three 
or four rounds easy; and in that time the Magic Beast will not be a 
threat at all. He'll get off a few Ground Strikes and Sonic Quakes, but
neither are of any real danger. They'll do a few hundred damage at most 
-- even less to Sed, in the back row. Now if you have less than three 
casters, you may be forced to endure Flare Core (you'll know it's coming
because it takes him three turns to cast it. Now that one's a biggie. 
When he's about to cast it have everyone Defend. Even with Defend, your
front row will take 450-650 damage, but you should live. Just make sure 
to heal before and after if you are forced to suffer a Flare Core. The 
battle is perfectly winnable with just one caster, but as mentioned, 
it's easier with three. So search your inventory. You have to have 
something that allows you to cast magic.


===--------------===--------------===--------------===--------------===
Magic Beast (Type B)
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 26,790
Abilities: Ground Strike, Sonic Quake, Flare Core    
Location: Second Grand Staff
Type: Beast
Element: None
Steals: None
Drops: None

--> Strategy: It's been a long time since there's been a straight-
forward, no-nonsense, oldschool boss battle. Well, here's one. His 
defense is kind of low. You can hit for 400-700 damage with physical 
attacks or more than that with Beast Killer rings and Powera/Powerus. 
-a spells will do 600-700 damage, while Forcea does ~900 and -us spells
do in the neighborhood of 1,200-1,400. Just hit this guy with your 
strongest stuff. Neither Sonic Quake nor Ground Strike are dangerous. 
Flare Core, on the other hand, will Fuck. Your. Shit. Up. It will do 
2,000-3,000 damage to everyone if he hits it. The bright side, is it 
will take him three turns to ready it, so you'll know when it's coming. 
Have someone cast All-Barricadus at the start of the fight, and have 
everyone defend before it hits.   |Then afterwards, immediately heal. 
If you can live through that, there's nothing else the Magic Beast can 
throw at yo that should be able to stop you. 


===--------------===--------------===--------------===--------------===
Magic Heavy Tank
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,490
Abilities: Volcannon, Full Charge Cannon
Location: Numara
Type: Mechanical
Element: None
Steals: Mysterious Perfume
Drops: Mysterious Perfume

--> Strategy: Ideal preparations for this battle: 
                                      Power Hit for Seth and Kaim     
                                      Adept Earrings equipped on Cooke
                                      The Force spell obtained

The Magic Heavy Tank is a well oiled machine. It has four separate 
pieces, and they're all doing something different on their turns.  
Before you come up with a strategy, let's take a look at how they  
all work together. You'll notice two bars in the upper left corner 
of the screen: one for the Tank and one for the Cannon. Now each   
turn the Magic Heavy Tank will use Tank Hit to damage one party    
member and lower your GC, while the Cannon uses Volcannon to damage
all of your party members a bit. These attacks are both pretty     
weak -- nothing to be worried about. Each turn the Tank Unit and   
the Cannon Unit will either use Cannon Charge or Tank Charge to    
fill their respective bars a little, or they'll use Securing Energy
to fill their bars a bit while stealing some of your MP. Now what  
happens when the bars are filled, is that the Cannon will be able  
to use Full Charge Cannon and do massive damage to all your party  
members: a huge no-no. The Magic Heavy Tank will gain the ability  
to use Full Charge Tank Hit when its bar is filled. It will do big 
damage as well, but only to one party member. As you can see the   
Cannon is the biggest threat. However, because of its HP you'll    
want to target the Cannon Unit rather than the cannon. Once you can
knock that out, the tank will lose the Cannon's charge bar, and    
thus, its most effective attack: Full Charge Cannon. As for how to 
attack, have Mack spend his first turns casting Powera on Seth and 
Kaim, and then Minda on Jansen and Cooke. Then have Seth and Kaim  
use Power Attack on the Cannon Unit while Jansen and Cooke both    
keep casting Force. Once the Cannon Unit goes down, switch to the  
Tank Unit and use the same tactics -- by this point if Kaim's MP   
runs out, just switch to regular attacks. The big theat's gone, so 
you can relax a little. Once the Tank Unit's gone, you'll only be  
facing Tank Hit and Volcannon each turn. In this time, take a turn 
to heal up, then go back to using Force and attacking: your third  
target is the Cannon. Once you take it out, the only attack that   
the tank will have left is Tank Hit -- it's weakest ability. At    
that point you pretty much have the battle one. Keep damaging it   
until you see a cutscene signifying the end of the battle.         


===--------------===--------------===--------------===--------------===
Magic Infantry
===--------------===--------------===--------------===--------------===
HP: 2,440
Abilities: All-Aquara, All-Flare, Slicer, All-Grounda
Location: First Grand Staff, Second Grand Staff
Type: Organic
Element: Earth
Steals: Ruin Mask, Magic Power Device
Drops: Loud Bell, Roaring Iron Claw

--> Strategy: Magic Infantry are right in the middle in terms of...
well pretty much everything. They're not strong, but they're not weak.
They aren't dangerous, but they aren't pushovers. They have some
decent elemental spells, and can hit you with Slicer for roughly 400
damage to everyone. You can beat them down by hitting them with Wind-
based elemental spells and some strong physical attacks.


===--------------===--------------===--------------===--------------===
Magic Insect (Type A)
===--------------===--------------===--------------===--------------===
HP: 240
Abilities: Charge Magic, Appear, Force
Location: Sea of Baus (Crater Island)
Type: Organic
Element: Wind
Steals: Magic-Luring Stone
Drops: Whetstone, Insect Innards

--> Strategy: When encountered on their own, Magic Insects are an
absolute joke. You will just plow right through them. Their Charge
Magic ability won't seem to help them out at all, as you send them to
their graves. The thing about them, is that when they are absorbed
by Bogimoray, in that particular boss battle, they bring Bogimoray
one step closer to performing his ultimate attack, Para-Flare. That's
really the only point of their existance. Note that in that fight, if
defeated or absorbed, they may use Appear to... reappear. Basically
new enemies will enter the fight, but it is displayed as a skill so
it will be considered as such.


===--------------===--------------===--------------===--------------===
Magic Insect (Type B)
===--------------===--------------===--------------===--------------===
HP: 590
Abilities: Charge, Forceus
Location: Experimental Staff
Type: Organic
Element: Wind
Steals: Giant Feather
Drops: Insect Innards, Bug's Stomach, Paraweed Thorn, Wind Seal Leaf

--> Strategy: When you faced these guys back on Disc 1, at the Sea
of Baus they were jokes. Now they're not so lame. True, they still
fall easily enough with a Flara spell or a couple of physical attacks,
but they come in groups. And if you don't take them out fast, and
they have time to use Charge things might get painful. If one of these
guys hits you with Forceus after using Charge, whoever they hit WILL
die. It will do nearly 2,000 damage. Don't give them time to do that
and you're all set, though.


===--------------===--------------===--------------===--------------===
Magic Insect (Type C)
===--------------===--------------===--------------===--------------===
HP: 1,260
Abilities: Charge Forceus
Location: First Grand Staff
Type: Organic
Element: Wind
Steals: Bug's Stomach, Giant Feather
Drops: Black Monster Bug Oil

--> Strategy: By the time you face this version of the Magic Insect,
you should have a pretty good idea how they act in battles. Their HP
has been beefed up a bit, but really, it's more of the same. Hit them
with a couple of physical attacks or a Flara/Flarus spell to dorp them.
The only reason they are at all formidable is because they come in
huge groups, usually protecting an Explosive Bug.


===--------------===--------------===--------------===--------------===
Magic Khent Soldier
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: None
Location: Highlands of Wohl
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: The very first battle of the game is against a group of
Magic Khent Soldiers. There's not much to the battle to be honest though.
Kaim will automatically block the attacks of the Magic Khent Soldiers.
If you just keep pressing attack you'll win the battle.


===--------------===--------------===--------------===--------------===
Magic Pebble
===--------------===--------------===--------------===--------------===
HP: 50
Abilities: None
Location: Ipsilon Mountains (South)
Type: Magic
Element: Earth
Steals: Ground Bomb
Drops: Healing Medicine, Whetstone

--> Strategy: Two magic Pebbles will come alongside any Magic Rocks
you find. The one on the left, if defeated, will knock out the Magic
Rock's Shield and Magic Defense Up attributes. The on on the right, if
knocked out, will take down the Rock's Barrier and Magic Attack Up
attributes. Their physical defense is very high though, so use Wind
spells to take the Pebbles down. If there happens to be a third Magic
Pebble, it will control an Earth Mine attribute for the magic rock;
in other words, while it exists, the Magic Rock will counter your
attacks with an earth-based attack.


===--------------===--------------===--------------===--------------===
Magic Rock
===--------------===--------------===--------------===--------------===
HP: 40
Abilities: Ground
Location: Ipsilon Mountains (South)
Type: Magic
Element: Earth
Steals: Mana Herb
Drops: Quality Iron Sand

--> Strategy: Magic Rocks are pretty tough cookies at the start of their
fights. They come pre-set with Shield, Barrier, Magic Attack Up, and Magic
Defense Up attributes. Thankfully, these effects can be nullified by
taking out the Magic Pebbles that come alongside the Magic Rocks. The one
to the left of it controls the Shield, and Magic Defense attributes while
the one on the right controls the Barrier and Magic Attack attributes.
Try to take out the one on the left first, and hit this guy with a Wind
spell for a quick defeat, because his magic attacks hit pretty hard.
If it comes along with a third Magic Pebble, it will have a counter-
attack as well. So don't hit it with physical attacks while that
pebble is around.


===--------------===--------------===--------------===--------------===
Magic Slider
===--------------===--------------===--------------===--------------===
HP: 920
Abilities: Armor Piercing Shot, Seal, Zephyr
Location: Experimental Staff
Type: Mechanical
Element: None
Steals: Sun Crystal
Drops: Junk Parts, Pendulum

--> Strategy: The Magic Sliders like to sit on your enemys' back row
and just play the buffer role for their team. They have Seal to disable
your mages, Zephyr to heal their team, and Armor Piercing Shot which
will remove all of your positive status effects. They do have a physical
attack, but it's nothing special. These are probably the least
threatening of the enemies found in the Experimental Staff.


===--------------===--------------===--------------===--------------===
Magic Tower
===--------------===--------------===--------------===--------------===
HP: 640
Abilities: Flarus, Casting Support
Location: Uhra Sewers
Type: Mechanical
Element: None
Steals: Gusty Cloth, Generator
Drops: Sandman's Seal, Nightmare's Seal

--> Strategy: Magic Towers aren't too strong, and you should be able
to take them down with one or two hits depending on who's attacking.
Their Flarus spell can do some damage, but what they're really there
for is to buffer the Experiment No. 28s. Those guys have a Prismus
spell which is very damaging, and they'll be able to get the spells off
in a single turn if you allow the Magic Towers to use Casting Support.
Take them out early on.


===--------------===--------------===--------------===--------------===
Man Eater
===--------------===--------------===--------------===--------------===
HP: 160
Abilities: None
Location: Ipsilon Mountains (South)
Type: None
Element: Earth
Steals: Poison Oil
Drops: Sticky Tape, Poison Oil

--> Strategy: Man Eaters are just the slightly bigger, slightly badder
older brothers of the Cliffhangers that you saw on the opposite side
of the Ipsilon Mountains. The same strategies still apply; physical
hits work well, and they're weak against Wind. Watch out for the poison
and you'll be all set.


===--------------===--------------===--------------===--------------===
Mantala
===--------------===--------------===--------------===--------------===
HP: 620
Abilities: None
Location: Samanese Merchant Ship
Type: Organic
Element: Water
Steals: None
Drops: Beast Hide Rasp

--> Strategy: (See Mantalas)


===--------------===--------------===--------------===--------------===
Mantalas
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 3,050
Abilities: Bizzare Howl, Appear
Location: Samanese Merchant Ship
Type: Organic
Element: Water
Steals: None
Drops: Bug's Stomach

--> Strategy: 

This is an interesting battle, but not a particularly difficult one. 
The battle will start off one with three Mantas on the enemy's front 
row, and a Mantalas in the back. None of them have too strong of an
attack: they'll probably hit between 100 and 150 damage each. How 
they act in battle is the noteworthy thing, though. If you do any 
damage to the Mantalas he'll use Bizarre Howl, calling whatever 
number of Mantas are necessary to make three (three if there are zero, 
two if there are one, one if there are two), then he'll hop over the
side of the ship. He won't reappear until the Mantas are disposed of.
Because he employs this tactic you'll wanter to make sure every hit 
counts. To do this, at the start of the battle take out the three 
Manta's first, to reduce the enemy GC to zero. Then, try and land a
Grounda on the Mantalas; it should do over 1,000 damage to him. Once
the new Mantas are out, you'll have to be careful when selecting your
actions -- you don't want to waste your one strike at the Mantalas 
with something weak. A tactic that works is to have Seth and Kaim both 
attack the first Manta, then select Grounda with Jansen, Cooke and 
Sarah (it won't matter what target you select.) In effect, Kaim and 
Seth will act first taking down the first Manta, two of the mages will
take down the second and third Mantas, and then the Mantalas will use 
Appear only to be hit by the third Grounda. If you're using Mack 
instead of Cooke, it's not a problem. Just have him cast Minda on 
Sarah or Jansen on his turn or something. The difference is that you 
won't hit the Mantalas on the same turn he appears, but you can have 
Seth, Kaim, Mack and Jansen use Defend and just let Sarah blast him 
with it on the next turn. The battle, by design, will take a handful 
of turns, but it's not difficult if you plan your attacks.


===--------------===--------------===--------------===--------------===
Money
===--------------===--------------===--------------===--------------===
HP: 1,590
Abilities: Coin Toss
Location: The Great Ancient Ruins
Type: None
Element: Wind
Steals: Thief's Key Ring, Invisibility Potion
Drops: Mother Nature's Spirit, Thief's Key Ring, Master Thief Tool,
Ceremonial Crystal 

--> Strategy: These strange creatures actually hit surprisingly hard.
It's not unmanagable, 300-500 per hit, but you don't want to just let
them beat on you either. Focus your physical attacks and Flara spells
to take them down. One round of attacks for each Money should do it,
and as a reward you'll get quite a nice sum of gold: 750 per Money.
Watch out for Coin Toss though. It can do 500-700 damage to everyone
in your party at once if they get heads.


===--------------===--------------===--------------===--------------===
Mud Puppet
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: None
Location: Uhra - Amphitheater in the Sky
Type: Magic
Element: None
Steals: None
Drops: None

--> Strategy: You'll face a group of Mud Puppets as Tolten at one
point in the game. I don't know exactly how much HP they have, but
it's not much, as you are not intended to lose this fight. Using Cut
Down should take down most, if not all of them. You'll easily be able
to rake up any survivers quickly.


===--------------===--------------===--------------===--------------===
Nefarious Black Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: All-Stone, All-Sleep, Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: (See Nefarious Blue Saint)


===--------------===--------------===--------------===--------------===
Nefarious Blue Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: Aquaus, All-Aquara, Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: This battle can be a bit of a puzzlr since all of the 
Saints can be damaged in only one specific way. Their weaknesses are 
as follows: 

                           Red  ---  Fire
                          Blue  ---  Water 
                         Green  ---  Wind    
                        Yellow  ---  Ground   
                         Black  ---  Status Ailments 
                         White  ---  Light           
                          Gold  ---  Physical Attacks
                                                         
Things are pretty simple here if you know what to do. Start by     
casting Petrify on Black id he's there -- three turns later he     
won't be. You can also drop one of the other elemental saints in a 
single turn with an -us spell if you have one; if not, two turns   
of an -a spell should do it. Several rounds of physical attacking  
by Kaim and Seth will take down the Gold one. The only tricky one  
is the White one if you don't have Shinus. Hit him with Shine or   
Shinus though, and he'll fall. Independently, all of the Saints are
weak. However, Grade 6 Magic Chant is a brutal attack that will hit
your whole party. They can only do this when there'six of them     
rhough. Once you kill one of them, the rest of the battle is cake. 


===--------------===--------------===--------------===--------------===
Nefarious Gold Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: (See Nefarious Blue Saint)


===--------------===--------------===--------------===--------------===
Nefarious Green Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: Windus, All-Winda, Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: (See Nefarious Blue Saint)


===--------------===--------------===--------------===--------------===
Nefarious Red Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: Flarus, All-Flara, Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: (See Nefarious Blue Saint)


===--------------===--------------===--------------===--------------===
Nefarious White Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: Shinus, Forceus, Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: (See Nefarious Blue Saint)

===--------------===--------------===--------------===--------------===
Nefarious Yellow Saint
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 1,510
Abilities: Groundus, All-Grounda, Grade 6 Magic Chant
Location: First Grand Staff
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: (See Nefarious Blue Saint)


===--------------===--------------===--------------===--------------===
Nightflier
===--------------===--------------===--------------===--------------===
HP: 220
Abilities: None
Location: Black Cave
Type: Aerial
Element: Wind
Steals: Gale Wing
Drops: Sticky Tape, Sharp Beak, Blinding Powder

--> Strategy: Nightfliers are low in HP, and lacking on the defensive
side: one physical attack, even from Mack, will probably be able to
take them down. Magic, whether Force or Flara -- maybe even Flare --
should also be able to drop them. The thing is, they can actually hit
fairly hard (a little more than 200 damage), and they come in large
groups. Your best way to handle them is just have all of your party
members take out a separate one; that's five in one turn. You should
believable be able to kill one, maybe two before they get to attack.
So you'll take some damage, but not too much. Overall they're not a
big threat. More realistically, they're just a way to cause you to
run low on MP while traversing the Black Cave.


===--------------===--------------===--------------===--------------===
Numara Cavalry
===--------------===--------------===--------------===--------------===
HP: 430
Abilities: Rush
Location: Ghost Town
Type: None
Element: None
Steals: None
Drops: Junk Parts

--> Strategy: When the soldiers attack you when you first meet Cooke
and Mack two of these guys will be hanging out in the back row. Their
attack is higher than the regular Numara Soldiers, and they also have
the move Rush, which they'll use frequently. It just does physical
damage, but it does a lot of it: nearly 200. They're the bigger
threat in the fight, but because they're on the back row you should
take out the soldiers first.


===--------------===--------------===--------------===--------------===
Numara Heavy Corps
===--------------===--------------===--------------===--------------===
HP: 420
Abilities: Armored Bullet, Order, Wall Guard
Location: Numara
Type: None
Element: None
Steals: Whetstone
Drops: Junk Parts, Sandman's Seal

--> Strategy: You'll first face these in a battle in Numara Palace on
your second visit, with a team of Jansen, Seth and Kaim. In that fight
a physical attack from both Seth and Kaim will kill one, or a Force
spell from Jansen will kill one; so it should take two turns to end
that battle. A bit later when you're being pursued through the garden,
you'll see these guys running around. If you touch one you'll enter
battle with them (and they'll appear with either Guard Beasts or
Guard Preshions). These guys have a physical attack and a stronger
Armored Bullet attack, but their only real dangerous attack is Order.
They'll randomly use that if they have a Guard Beast or a Guard
Preshion with them. It will cause the beasts to do big damage (200-300)
to one of your characters. Because of this, if these guys are in the
front row, make sure to target them first.


===--------------===--------------===--------------===--------------===
Numara Soldier (Type A)
===--------------===--------------===--------------===--------------===
HP: 370
Abilities: None
Location: Sea of Baus (Crater Island)
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: The Numara Soldiers that you face at the Crater Island
all have low physical attacks -- they hit for below 50 damage. Yet
they attack you in a group of five, so that damage definitely adds up.
It's also noteworthy that during this fight there is a Numara White
Magician healing and casting shield, and that every few turns arrows
will rain down on your party members causing damage. Still, as far as
the soldiers go, two attacks and a Flare will drop them. Just target
them one at a time.


===--------------===--------------===--------------===--------------===
Numara Soldier (Type B)
===--------------===--------------===--------------===--------------===
HP: 260
Abilities: None
Location: White Boa
Type: None
Element: None
Steals: Healing Herb
Drops: Pumice of Despair

--> Strategy: The Numara Soldiers found on the White Boa different
from those that you encountered at the Crater Island. They have the
same low attack, but their HP is even lower. These downgraded versions
can be dropped with a couple of attacks or any of your elemental black
magic spells cast by Jansen.


===--------------===--------------===--------------===--------------===
Numara Soldier (Type C)
===--------------===--------------===--------------===--------------===
HP: 300
Abilities: None
Location: Ghost Town
Type: None
Element: None
Steals: None
Drops: Junk Parts

--> Strategy: The soldiers that attack you when you first meet Cooke
and Mack have a higher attack than the previous two types of soldiers
you've met, and HP somewhere in the middle. Like the others, they make
up for their attack stat (which still isn't very good) with their
number. These ones also have the additional reason to be around, in
that they protect the two Numara Cavalries which are in the back row,
hitting you for heavier damage. Target these guys with your physical
attacks and magic one at a time to clear the way to hurting the
cavalries. These guys are the smaller concern of the two, but they
have to be dealt with first.


===--------------===--------------===--------------===--------------===
Numara White Magician (Type A)
===--------------===--------------===--------------===--------------===
HP: 370
Abilities: Heal, Shield
Location: Sea of Baus (Crater Island)
Type: None
Element: None
Steals: Circlet
Drops: Circlet

--> Strategy: There's one Numara White Magician that will attack you
along with the five Numara Soldiers on the Crater Island. He's in the
back row, so it can be hard to take him out early, but he's not a
direct threat to you. He doesn't attack; he just heals and casts
shield on himself and his allies. When you take down some of the enemy
guard by killing off soldiers, you can target the Numara White Magician
with the same tactics: physical attacks and magic.


===--------------===--------------===--------------===--------------===
Numara White Magician (Type B)
===--------------===--------------===--------------===--------------===
HP: 490
Abilities: Heal, All-Shield, All-Barricade, Shine
Location: Numara Palace
Type: None
Element: None
Steals: Eye Drops
Drops: Black Pearl Powder, Magic-Sealing Feather

--> Strategy: Much like the White Magicians you faced back at the
Crater at the Sea of Baus, these guys are healers and buffers rather
than fighters. They DO have the Shine spell to blind you and do some
damage, but they'll usually stick to using Heal, All-Shield, and All-
Barricade to strengthen their part. They're relatively uncommon
enemies to run into, but sometimes you'll see them if you enter the
fights while you're being chased through the garden. Save them for
last since they're not all that dangerous.


===--------------===--------------===--------------===--------------===
Obsidian Tentacles / Obsidian Miasma
===--------------===--------------===--------------===--------------===
*BOSS*
HP: 930 (Miasma), 300 (Tentacles A/B/D), 520 (Tentacle D)
Abilities: Soul Drain, Energy Drain, Slower, Powera, Black Whip, Fear,
           Shadow, Obsidian Sigh
Location: Crimson Forest (Sorcerer's Shrine)
Type: Magic
Element: None
Steals: None
Drops: None

--> Strategy: The first thing to be aware of in this fight, is that 
Cooke is being held by Tentacle C in this fight. Now each of the 
Tentacles have an ability, Soul Drain which will take between 20 and 
30 HP. They also have an ability, Energy Drain, which will take 
between 40 and 50 HP as well as some MP. If she dies (and for this 
battle she only has 340 HP) it's a game over. Because of that, you 
should start by having every single one of your attacks being used on
Tentacle C. Have Jansen casting Flare, while Seth and Kaim attack.
Once Cooke is freed, she'll be added to your back row, making the
fight a little easier. Because the Tentacles have such good defense
Kaim and Seth won't be of much use; just keep them around to use
Zephyr each turn, or to use a Healing Herb if you need to heal     
really quickly. It will take two Flares -- one from Cooke, and one 
from Jansen -- to take down a Tentacle, so that's one each turn.   
In this time you'll be taking some painful attacks. The tentacles  
can damage an entire row with Black Whip, and the main body of the 
monster, which you can't target yet, can do the same with Obsidian 
Sigh. He also has Powera at his disposal, so that he can make his  
attacks stronger. If your party's HP gets below 300 or so there    
could be a problem, so try not to let that happen. Once all of the 
Tentacles are down, you'll have Mack released as a puppet to the   
Obsidian beast. Cast Sleep on him, and he'll be out of the way. If 
you kill him, that's a game over. When Mack is asleep you'll be    
able to attack the Obsidian Miasma. Like the tentacles he has high 
physical defense, so you'll want to use magic. His attacks can be  
harmful, so you'll want to use your magic as quickly as possible,  
while doing your best to keep your mage's alive. You'll also have  
to keep a close eye on Mack before you choose the actions on your  
turn. If he wakes up you'll have to cast Sleep on him again. When  
you finally deplete the HP of the Obsidian Miasma the battle will  
end. If you find that you are taking too much damage in the fight, 
consider tossing an All-Barrier once Cooke is freed.


===--------------===--------------===--------------===--------------===
Plant Dragon
===--------------===--------------===--------------===--------------===
HP: 940
Abilities: Shadow
Location: Crimson Forest (Sorcerer's Shrine)
Type: Spirit Magic
Element: None
Steals: Mint Powder
Drops: Hard Skin, Pumice of Despair, Quality Iron Sand

--> Strategy: Plant Dragons are slow and kind of weak. They do have
the Shadow Spell, but due to their low magical attack it probably won't
be doing too much damage to your party. While it's interesting that
they're not weak against wind or fire, looking at them, physical 
attacks and magic of any sort works fine to take them down.


===--------------===--------------===--------------===--------------===
Raptor
===--------------===--------------===--------------===--------------===
HP: 565
Abilities: Cry
Location: Ice Canyon
Type: Beast
Element: Fire
Steals: Guardian Ore
Drops: Magma Fragment, Crimson Treasure, Beast Hide Rasp, Whetstone

--> Strategy: Raptors will attempt to make up for their relatively
low HP and attack power with their ability Cry; it will call a new
Raptor into the battle. They can do this as many times as they want
until you defeat them. In other words, it's probably a bad idea to
ignore Raptors that you encounter. Still, even with this ability they
are far less of a concern then the stronger Dandomans, and the
thieving Elmons. Aquara them for a quick win.


===--------------===--------------===--------------===--------------===
Red Trent
===--------------===--------------===--------------===--------------===
HP: 1,370
Abilities: Power Crush
Location: Crimson Forest
Type: Hardened
Element: Earth
Steals: Hard Skin
Drops: Quality Iron Sand, Pumice of Despair, Hard Skin

--> Strategy: Red Trents are huge, but you can forget the whole "gentle
giants" crap. Due to their Hardened enemy type they have excellent
defense, and with their Power Crush ability, which does massive damage,
they have a superb offense as well. Not only that, they have over 1,300
HP. What does all this mean? It means you'll have to blitz them right
away. Have both Kaim and Seth attack while Cooke and Mack both cast
Wind on them. This may or may not kill one, but if it doesn't you will
take them out with one more physical attack on your next turn. You
probably won't see them by themselves, so in the meantime you'll be
taking some damage from the other enemies. Nothing will compare to the
Power Crush from these guys though, so you don't want them around any
longer than is absolutely necessary.


===--------------===--------------===--------------===--------------===
Reef Worm
===--------------===--------------===--------------===--------------===
HP: 175
Abilities: Digestive Juice, Barricade
Location: Sea of Baus
Type: Organic
Element: Water
Steals: Cold Water Stone
Drops: Magic-Luring Stone, Paraweed Thorn

--> Strategy: Reef Worms aren't all that tough, but they generally
come at you in groups. This can be a bit of trouble if they hit you
with Digestive Juice (which lowers your defense) and then follow it
up with an attack, but they usually won't employ much strategy. If
anything you can simply view Digestive Juice as a waste of one of
their turns, since it does no damage. Their Barrier spell is similarly
a waste, since it's not enough of a buffer against your spells anyway.
Physical attacks easily take down Reef Worms, as does Ground magic.


===--------------===--------------===--------------===--------------===
Rough Eater
===--------------===--------------===--------------===--------------===
HP: 1,360
Abilities: None
Location: Black Cave
Type: Organic
Element: Earth
Steals: None
Drops: Sharp Beak

--> Strategy: You'll only run into Rough Eaters in the final room of
the cave, the Great Hall. You'll see them running around on the map
chasing you, and if you touch one you'll enter battle with them (to
move on you'll have to face a minimum of three groups.) They don't
have any special abilities, to my knowledge, but their physical attacks
do between 125 and 225 damage, usually, and they come in groups of
four. They have an elemental weakness to wind, so the quickest way to
kill one is to cast Winda with either Cooke, Jansen or Ming, and follow
it up with a physical attack from Kaim or Seth.


===--------------===--------------===--------------===--------------===
Rough Queen
===--------------===--------------===--------------===--------------===
HP: 1,350
Abilities: Cry, Flee, Pheromone
Location: Black Cave
Type: Organic
Element: Earth
Steals: Slot Seed *
Drops: Slot Seed

--> Strategy: Ok, this fight will start off with the Rough Queen on
your enemy's back row, and four Rough Servants on their front row. Now 
as for their attacks, each one of the servants will start by using
their physical attacks: that's 125-225 damage or so. Now the Queen in
the back will spice things up as soon as she gets the chance, by using
her Pheromone ability. What this will do is make all but one of the
servants become jealous, and one become in a frenzy. The jealous ones 
will ocassionally waste their turn by using Jealousy, which does 10-12
damage to the frenzied servant. Sounds good, right? The frenzied one 
will gain the rush ability, which does nearly 700 damage to one of your
characters. That's not so good. Other attacks that the queen has includes
Cry, which will call an additional servant to the front line, and Flee 
which will... flee. If you let her do that it will probably be 
frustrating, because you'll just have to track her down again and start 
the battle over. Well now that you know how your opponent works, it's 
time to devise a strategy that will beat them. As with the previous 
battles, a good team to have is Seth, Kaim, Jansen, Sarah and Cooke. 
Have them cast Winda (or if Cooke doesn't have that, Wind) on three 
separate Rough Servants. Then, have Seth and Kaim working to finish them
off. The idea is to get your enemy's GC bar to zero as quickly as you
can. Once that happens, switch your focus entirely to the Queen even if
it means leaving some fully healthy Rough Servants that she has called 
to battle on the frontline. She only has 1,550 HP, so she's not really 
hard to kill once her defensive wall is down. Hit her with a couple of
Windas and that should do it. Once she's gone you'll be able to 
metholodically wipe the floor with the remaning servants to end the
battle.

   * If you steal a Slot Seed and then defeat the Rough Queen, she will
     not drop another. If you steal one and then she Flees, you can
     catch her again and defeat her to make her drop another. You can
     gain a total of two, though due to this -- in all likelyhood --
     being a glitch, you won't need another one. There are enough in
     the game to max out your immortals without it.


===--------------===--------------===--------------===--------------===
Rough Servant
===--------------===--------------===--------------===--------------===
HP: 1,360
Abilities: Jealousy, Rush
Location: Black Cave
Type: Organic
Element: Earth
Steals: None
Drops: Sharp Beak

--> Strategy: (See Rough Queen)


===--------------===--------------===--------------===--------------===
Roxian
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: Flare, Wind, Aqua, Ground
Location: Uhra - Amphitheater in the Sky
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: You'll face Roxian as Tolten in what can not be described
as a random encounter or a boss battle. Things just don't work like
that for this one. You'll have no choice but to use "Inquire" for your
first three turns to try and talk with Roxian, while he batters you
with his elemental spells. After the first three turns, however, you
will be free to attack. Use Power Hit twice to drop Roxian.


===--------------===--------------===--------------===--------------===
Sarbella
===--------------===--------------===--------------===--------------===
HP: 260
Abilities: Roar, Counter
Location: Ipsilon Mountains (South)
Type: Beast
Element: Fire
Steals: Healing Medicine
Drops: Healing Medicine, Beast's Horn

--> Strategy: Sarbella does have a decent physical attack, but there
are also a few tricks up his sleave; he's a pretty average monster that
can be taken out with two or threephysical attacks, but he has Roar, which
will increase his physical attack, and he'll also ocassionally counter
your attacks with one of his own. Another thing that may be worth noting,
is that he's a fire-based monster, and first appears at a time when you do 
not yet have the Aqua spell. This means Seth and Kaim should focus on him
while Jansen should apply his efforts to another enemy, if possible. 


===--------------===--------------===--------------===--------------===
Security Eye
===--------------===--------------===--------------===--------------===
HP: 110
Abilities: Alarm Lv 1, Alarm Lv 2
Location: The White Boa
Type: Mechanical
Element: None
Steals: ???
Drops: Junk Parts

--> Strategy: Security Eyes don't actually have any abilities to attack
you with. What they do have, however, are the abilities that call a Numara
Soldier (Alarm Lv 1) or a Guard Beast (Alarm Lv 2) into battle. Because of
this, unless you focus on the Security Eyes early on, enemies will keep
entering the battle, and you'll never finish. What you should do, is if
their GC is higher than 0, take out some enemies to lower it, then use only
your physical attacks on the Security Eye; their magic defense is amazing,
and if hit with a spell their GC will actually be restored, making them
even harder to damage.


===--------------===--------------===--------------===--------------===
Schin Beetle
===--------------===--------------===--------------===--------------===
HP: 400
Abilities: Sleep, Wind
Location: Crimson Forest
Type: Organic
Element: Wind
Steals: Sandman's Seal
Drops: Sandman's Seal, Wind Seal Leaf

--> Strategy: Schin Beetles look like ants, but they're surprisingly
strong. They have decent physical attacks, and can also hit you with
Wind or put you to sleep. They can probably withstand Kaim and Seth's
physical attacks, but one Flare spell from Jansen or Cooke will turn
them into dust.


===--------------===--------------===--------------===--------------===
Shiida
===--------------===--------------===--------------===--------------===
HP: 760
Abilities: Wall Guard, Combo Strikes, Break Hit
Location: First Grand Staff
Type: Magic
Element: Fire
Steals: Gutsy Cloth, Blood Cloth Crystal
Drops: Living Brass

--> Strategy: Shiidas, which will invariably come alongside Colbas,
protecting Alchemists, have very good offense.  They can hit for about
400 damage to any of your characters, front row or (thanks to Break
Hit) back row. They also have Combo Strikes which will hit you twice
for double the damage. That said, they have low HP and so can easily
be dropped with some Aquara/Aquaus or physical attacks. On top of
that they ocasionally waste their turn by casting Wall Guard. There
will be two of them and two Colbas (their near-clones) at a time
though, so the offense can add up. Take care of them quickly. And for
those keep track at home, yes. This is pretty much a paste job from
the Colbas entry. I told you they were near-clones.


===--------------===--------------===--------------===--------------===
Shilda
===--------------===--------------===--------------===--------------===
HP: 2,110
Abilities: Toxin Wallguard
Location: Second Grand Staff
Type: Magic
Element: Fire
Steals: Gutsy Cloth, Blood Cloth Crystal
Drops: Living Brass

--> Strategy: Shildas look like upgraded versions of Shiidas, but they
actually fight quite differently. They'll still waste turns by using
Wall Guard from time to time, but what they really like to do is hit
you with Toxin. Because they come in such huge groups, they can
easily inflict your entire party with Toxin; and it will do HUGE
damage each turn. Considering it'll probably take two blasts with
Aquaus to drop just one of them, and their Toxin damage will be
adding up, these are among the most annoying enemies in the game if
you don't have the proper equipment to negate Toxin.


===--------------===--------------===--------------===--------------===
Silver Kelolon (Type 1)
===--------------===--------------===--------------===--------------===
HP: 290
Abilities: Flee, Kelolon
Location: Crimson Forest
Type: Kelolon
Element: Water
Steals: Mana Herb
Drops: Seed of Terror

--> Strategy: Silver Kelolons aren't dangereous, but they're extremely
hard to kill due to their insane evasion, and the fact that they'll
almost always use Flee to escape the battle on the first chance that
they get. If both Kaim and Seth are lucky enough to land hits on the
little guy, and you have Cooke use Casting Support on Jansen so that
he can cast Ground fast enough, you may be able to take one down. The
experience for beating one is really nice, but it's just not worth it
to hunt them down. If you run into one, sure. Try to kill them, go for
it. Just don't expect to beat them before they run off.


===--------------===--------------===--------------===--------------===
Silver Kelolon (Type 2)
===--------------===--------------===--------------===--------------===
HP: 980
Abilities: Flee, Kelolon
Location: Numara Atoll
Type: Kelolon
Element: Water
Steals: Mana Herb
Drops: Rainbow Coral, Glaciel Ice

--> Strategy: The version of the Silver Kelolon that appears at the
Numara Atoll are extremely, exrtremely evasive. They're also very
quick and love to flee the battle; it's hard to defeat one using
your traditional tactics even when your levels are in the 70s. You
can defeat them earlier on though if you have someone cast Gamble and
get lucky enough to kill them with it. Having another party user cast
Casting Support on your Gambling character beforehand to speed them
up. These guys are worth a good chunk of experience, and 8 SP each --
which means they're one of the few enemies that you can really use to
grind levels; not that it's necessary. It's actually a complete waste
of time at this point.


===--------------===--------------===--------------===--------------===
Soul Armor
===--------------===--------------===--------------===--------------===
HP: 350
Abilities: Seal, Minda
Location: Old Sorceress' Mansion
Type: Magic
Element: None
Steals: Frontier Siderite
Drops: Quality Iron Sand, Seed of Terror

--> Strategy: Soul Armors are the counter-part for the Unidentified
Life Forms. You'll find them in the old mansion -- you'll find these
in the new mansion. They are immune to magic -- these are immune to
physical attacks. The thing they have in common, though, is that Force
will wreak havoc. Just be aware that they're capable of casting Seal,
disabling you from casting spells. Don't be cought off guard by that.


===--------------===--------------===--------------===--------------===
Soul Eater Bug
===--------------===--------------===--------------===--------------===
HP: 460
Abilities: Prey, Prism
Location: Crimson Forest
Type: Organic
Element: Wind
Steals: Anti-Paralysis Herb
Drops: Insect Innards, Paraweed Thorn

--> Strategy: Soul Eater Bugs will most likely be found alongside one
or more Spirituas. The reason for this, is that their ability Prey
will kill the Spiritua, but make the Soul Eater Bug far stronger.
While Prey is not dangerous to you, Prism is; and if the Soul Eater
Bug is roided up on Spirituas, don't be surprised to see Prism do well
over 200 damage on your front row party members, and 100-150 more on
your back row. Their weakness is Fire, so a Flare spell should take
these guys down easily enough. At most, another physical attack will
finish them off.


===--------------===--------------===--------------===--------------===
Spiritua
===--------------===--------------===--------------===--------------===
HP: 220
Abilities: Flare, Slower, Flare Mine
Location: Crimson Forest
Type: Magic
Element: Fire
Steals: Mana Herb
Drops: Blood Sucking Needle, Insect Innards

--> Strategy: These thigns are way too strong, considering that they come
at you in groups. They have a surprisingly effective Flare spell that can
hit your front row for nearly 200 damage each, and with more than one of
them that can add up. They do have a Slower spell though, which will
ocassionally interrupt their damage-dealing process in returns for slowing
down one of your characters a bit. A general rule of thumb when facing
a group of Spirituas, is that an attack from both Seth and Kaim will kill
one, while an Aqua spell from either Cooke or Jansen will kill one. So when
selecting your targets, have Seth and Kaim attack the same one, whille
Jansen and Cooke both attack separate ones; that way you can take down 
three of them all in one turn, minimizing your damage. What is also note-
worthy about Spirituas, however, is that they'll almost always be seen
alongside a Soul Eater Bug. The Soul Eater Bug can use its Prey ability to
absorb the Spiritua, killing it but making the Soul Eater Bug's attacks
more effective.


===--------------===--------------===--------------===--------------===
Striker
===--------------===--------------===--------------===--------------===
HP: ???
Abilities: Sleep Shot
Location: The Magic Trains
Type: Mechanical
Element: None
Steals: None
Drops: None

--> Strategy: Strikers are just the lackeys of the Land Walkers that
you fight on the roof of the Magic Trains. One Winda spell should
drop them. Basically they serve as nothing more than giving you a few
more targets so the battle isn't too simple. Nothing to worry about.


===--------------===--------------===--------------===--------------===
Support Heavy Tank
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 4,840
Abilities: Volcannon, Full Charge Cannon, Tech Charge Support
Location: Numara
Type: Mechanical
Element: None
Steals: None
Drops: None

--> Strategy: (See Kakanas Heavy Tank)


===--------------===--------------===--------------===--------------===
Tank Unit
===--------------===--------------===--------------===--------------===
**BOSS**
HP: 740
Abilities: Securing Energy, Tank Charge
Location: Numara
Type: Mechanical
Element: None
Steals: Mysterious Perfume
Drops: Mysterious Perfume

--> Strategy: (See Magic Heavy Tank)


===--------------===--------------===--------------===--------------===
Tempter
===--------------===--------------===--------------===--------------===
HP: 550
Abilities: Stone, Powera, Soul Absorb
Location: Old Sorceress' Mansion
Type: Magic
Element: None
Steals: Waterfall Cluster
Drops: Cold Water Stone, Mysterious Prefume

--> Strategy: From the very first time you run into Tempters you are
going to despise them -- and that's too bad since they're one of the
only enemies in the Old Sorceress' Mansion; you'll be seeing a whole
lot of them. Now, what makes them so annoying? On almost every one of
their turns they'll use Soul Absorb to steal some of your HP; and
unlike enemies you've encountered so far that steal your HP, these
guys mean business. They'll steal 200-300HP with each go! Casting Force
is the easiest way to deal damage on Tempters, but you'll probably
have to follow it up with a physical attack to take one down due to
their HP being, annoyingly, just higher than what Force will probably
hit them for.


===--------------===--------------===--------------===--------------===
Trooky
===--------------===--------------===--------------===--------------===
HP: 920
Abilities: Steal
Location: Great Ancient Ruins
Type: None
Element: Fire
Steals: Bent Needle, Jet Black Cloth
Drops: Purgatory Ore, Thief's Charm, Brass Key

--> Strategy: Much like the Elmons, Trookys will steal your items and
run off with them. Their physical attacks are otherwise weak, but
who wants to lose items and equipments? You can get the items back
by fighting the Trooky Queen, located somewhere in the Lunar Palace
of the Great Ancient Ruins. Additionally, if they steal the Talisman,
and you then defeat the queen, they will no longer steal items from
you. 


===--------------===--------------===--------------===--------------===
Uhran Guardsman
===--------------===--------------===--------------===--------------===
HP: 840
Abilities: Guard, Counter, Wall Guard
Location: Experimental Staff
Type: None
Element: None
Steals: Gate Pass
Drops: Bent Needle, Whetstone, Beast Hide Rasp

--> Strategy: Uhran Guardsman are really not very strong. Their
physical attacks are laughable, and they can be taken out with a few
physical attacks or magic attacks -- though they do ocassionally Guard
or Counter, so be careful. They'll often waste their turns using Wall
Guard to protect a Magic Slider that's better at protecting itself
than they are anyway. Uhran Soldiers are important though; they are
the only source of Gate Passes, which can be used to disable the
electrical barriers found throughout Experimental Staff. There are
four of these barriers total. Three are optional, but you need to
pass by one of them, so at some point you'll have to Steal yourself a
Gate Pass from one of these guards.


===--------------===--------------===--------------===--------------===
Uhran Infantry (Type 1)
===--------------===--------------===--------------===--------------===
HP: 200
Abilities: Command
Location: City of Uhra
Type: None
Element: None
Steals: Seed of Terror, Manacles of Despair
Drops: Gusty Cloth, Seed of Terror, Mirror Stone of Fear

--> Strategy: When you're facing these guys you'll only have Seth and
a rather unleveled Tolten in your party. Because of that, Mistwalker
was nice enough to make these guys pretty weak. One physical attack
should take them down. They do about 100-150 damage, so they aren't a
huge threat, but be aware of their Command attack. If there's a Guard
Dog on the screen they'll use this move for big damage. Try and take
out all of the guard dogs or all of the Uhran Infantry first -- as
long as all of one of the enemy types are gone, this attack will not
be possible.


===--------------===--------------===--------------===--------------===
Uhran Infantry (Type 2)
===--------------===--------------===--------------===--------------===
HP: 980
Abilities: Counter
Location: City of Uhra (Amphitheater in the Sky)
Type: None
Element: None
Steals: None
Drops: None

--> Strategy: After making your way through the city with Tolten and
Seth you'll find yourself in the Amphitheater in the Sky. Hopefully
you've leveled, because the Infantry here are far stronger, with 980
HP as opposed to 200. That difference being said, the fights themselves
are a whole 'nother beast. You'll be facing some Uhran Infantry and
some Gohtzan Infantry at the same time -- the battle will be set up
like a triangle formation. On each of the enemy's turns, they'll either
attack you OR eachother. It's random. This means that you will sometimes
luck out and have them harm eachother while you take no damage. Sweet.
To maximize the probability of this happening, do not take out all of
one team first; the other would then focus solely on you. Instead, take
the two teams out evenly. First take out an Uhran, then a Gohtzan, then
an Uhran, etc.


===--------------===--------------===--------------===--------------===
Unidentified Life Form
===--------------===--------------===--------------===--------------===
HP: 510
Abilities: Fear
Location: Old Sorceress' Mansion
Type: Magic
Element: None
Steals: Sun Crystal
Drops: Magma Fragment, Black Pearl Powder

--> Strategy: Unidentified life forms have a decent defense agaisnt your
physical attacks, but have a rock solid defense against elemental spells
of all sorts: damage will be reduced to zero. You can get around this,
however, by making use of the Force spell which actually deals physical
damage. That should be able to wreck these guys in one turn. As for their
offense, they'll almost always use a physical attack of their own. They do
have a Fear spell in their repetoir though.


===--------------===--------------===--------------===--------------===
Water Beast
===--------------===--------------===--------------===--------------===
HP: 2,990
Abilities: Riptide, Sacred Pillar
Location: The Great Ancient Ruins
Type: Beast
Element: Fire
Steals: Waterfall Cluster, Beast King's Claw
Drops: Glacial Ice, Raging Beast's Eye, Unicorn's Horn, Adamantine Ore

--> Strategy: The Water Beast is the counterpart to the Flame Beast,
though they will not always appear together. When alone, the Water
Beast can hit everyone at once with Riptide, or use decently powered
physical attacks; it's not too bad though. The only thing to worry
about is leaving it alive while it's with a Flame Beast. They can do
a combination attack together called Sacred Pillar, which will do 400-
500 damage to your front row as well as 100-200 damage to your back
row. The Water Beast is weak against Grounda, but has a higher magic
defense than the Flame Beast; focus on the Flame Beast first, and take
the Water Beast down afterwards.


===--------------===--------------===--------------===--------------===
Weed
===--------------===--------------===--------------===--------------===
HP: 930
Abilities: Slower, Virus, Speeda, All-Aquara
Location: Ice Canyon
Type: Organic
Element: Water
Steals: Demon Sculpture
Drops: Cold Water Stone, Rainbow Coral, Sandman's Seal, Nightmare Seal

--> Strategy: What we have here is an example of an enemy that wants
to be a buffer and fails. I mean look at the Weed's abilities; It can
inflict you with Virus, slow down your action times, and speed up the
action times of its own party. The problem is, it's simply too weak
to last very long. Any -a spell will kill it; you don't even need to
match up elements and hit it with Grounda. To its benefit, All-Aquara
is pretty strong. That could be a problem if the Weeds used it often,
but they generally prefer to waste their turns on Slower and Speeda.
Virus is annoying, but in the end you'll be able to finish the battle
before it floors one of your characters anyway, so there's not a big
threat to be had there.


===--------------===--------------===--------------===--------------===
White Terror
===--------------===--------------===--------------===--------------===
HP: 1,190
Abilities: Full Swing
Location: East Bound Track
Type: Beast
Element: Earth
Steals: Gusty Cloth, Blood Cloth Crystal
Drops: Quality Iron Sand, Nutrition of the Earth, Beat Stone

--> Strategy: White Terrors are strong. That's what you need to
realize. If you leave them to do their thing, they will wreak hell
upon you, with great vengeance and furious anger. Target them immediately
with all of your characters. Have both Jansen and Ming focus on it
right off the bat with their Winda spells (or if Ming only has Wind,
then use that.)


===--------------===--------------===--------------===--------------===
Wind Sphere
===--------------===--------------===--------------===--------------===
HP: 1,190
Abilities: Windus
Location: The Great Ancient Ruins
Type: Magic
Element: Wind
Steals: Gale Wing, Round Spirit Stone
Drops: Fujin Drum, Round Spirit Stone, Adamantine Ore, Living Brass

--> Strategy:  These guys are pretty simple: They'll just sit there
and repeatedly blast you with Windus. Despite what you might think,
however, they are not very susceptible to fire; they're inheritantly
weak against it, but it probably won't do more than 400-500 damage.
Hit them with a Flara and a physical attack as a combination between
two party members to easily get rid of them.


===--------------===--------------===--------------===--------------===
Zagan
===--------------===--------------===--------------===--------------===
HP: 1,200
Abilities: Roar, Power Crush
Location: Black Cave
Type: Beast
Element: Earth
Steals: 
Drops: Whetstone, Beast's Horn, Seed of Terror

--> Strategy: At the start of the battle, Zagans won't be all that strong.
I mean, they're not exactly weak, but they're not as strong as you might
expect by looking at them. Once they use Roar, however, this will change.
Roar will raise their attack power, and they'll almost always follow it up
with Power Crush. Power Crush, if used after Roar, will absolutely NAIL
you. It will likely do over 700 damage. Yeah, that's not something you want,
so you'll have to kill the Zagans as soon as you can. Casting Winda should
drop between 1,000 and 1,150 damage to them. You can follow that up with a
single physical attack to end the fight.



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Disc-Based Achievements
-----------------------
1) Survived  ........................................... (125 GP)
2) Out to See .......................................... (125 GP)
3) Surfacing ........................................... (125 GP)
4) The End ............................................. (125 GP)
   -> These achievements can be obtained simply by playing through the
 game. You'll get one of them each time you finish one of Lost Odyssey's
 four discs. You'll get the fourth one after the end credits roll. 


Skill Master Achievements
-------------------------
5) Skill Master Jansen ................................. (20 GP)
6) Skill Master Mack ................................... (20 GP)
7) Skill Master Tolten ................................. (20 GP)
8) Skill Master Cooke .................................. (20 GP)
9) Skill Master Sed .................................... (20 GP)
10) Skill Master Seth .................................. (20 GP)
11) Skill Master Kaim .................................. (20 GP)
12) Skill Master Ming .................................. (20 GP)
13) Skill Master Sarah ................................. (20 GP)
   -> Obtain all of the skills available for one character, and you'll get
 an achievement. For the mortals this simply means leveling up until they've
 learned all that they can; for Tolten this happens at level 49, and for
 the other mortals this happens at level 52. For Kaim and the other immortals
 things are far trickier. You'll have to Skill Link every available skill
 as well as learn every skill available from accessories -- every single
 one of them. Unfortunately, this even means collecting all 99 seeds to
 get the final accessory available from Pipots.


Battle Achievements
-------------------
14) Perfect Three ...................................... (30 GP)
15) Thanks a Million ................................... (10 GP)
16) No One's This Perfect .............................. (10 GP)
17) True Warrior ....................................... (10 GP)
  -> To get Perfect Three, you'll have to equip rings on your physical
 attackers, and land a perfect three times in a row. All of the other
 achievements here are based on your cumulative totals; you'll get Thanks
 a Million when you land 1,000,000 total points of damage on your foes,
 you'll get No One's This Perfect when you hit your 500th perfect, and
 you'll get True Warrior when you defeat your 1,000th enemy.


Secret Boss Achievements
------------------------
18) Defeated Blue Dragon ............................... (10 GP)
19) Defeated Holy Beast ................................ (10 GP)
20) Defeated King Kelolon .............................. (10 GP)
21) Defeated Cave Worm ................................. (10 GP)
22) Defeated Persona ................................... (10 GP)
23) Defeated Golden Knight ............................. (10 GP)
24) Defeated Ghost of Eastern Ruins .................... (10 GP)
  -> You get an achievement for each of the optional bosses listed above.
 Blue Dragon is located in the Snowfields of the Northernmost Land. Holy
 Beast is located at Numara Atoll, once you've collected Ming's Harp from
 the White Boa. King Kelolon is located at Kelolon Village. The Cave Worm
 is located in the Forgotten Cave. Persona is located in the Old Sorceress'
 Mansion. The Golden Knight is located in Uhra Castle once you've broken
 all of the royal seals. The Ghost of Eastern Ruins is located in the
 Temple of Enlightenment. Information on beating these bosses will be
 added to the Sidequests section.


Backyard Achievements
---------------------
25) Light Class Master ................................. (10 GP)
26) Middle Class Master ................................ (10 GP)
27) Heavy Class Master ................................. (10 GP)
28) Super Heavy Class Master ........................... (10 GP)
29) Champion ........................................... (10 GP)
  -> On disc 4 you can access a battle arena in the basement of the old
 apartment building in Lowtown of Ghotza. There are hidden special
 requirements that you can meet during the fights. If you meet these
 requirements and then win you'll get a three star ranking. If you can
 get a three star ranking in all of the rounds of a particular weight
 class, then you'll get an achievement. If you meet this requirement on
 the final challenger you'll get the Champion achievement. Information on
 unlocking the weight classes and meeting the requirements will be added
 to the Sidequests section.


Miscellaneous Achievements
--------------------------
30) Treasure Trove ..................................... (20 GP)
31) The Dreamer Wakes .................................. (20 GP)
32) Big Dreamer ........................................ (10 GP)
33) Skill Linker ....................................... (30 GP)
34) Ring Assembler ..................................... (30 GP)
35) Spell Collector .................................... (20 GP)
36) Well Travelled ..................................... (10 GP)
  -> To get the Treasure Trove achievement, get all of the items: No, not
 one of each, get them all -- every chest, pot, gift from a person, item
 under the sea, etc. if you miss one in an area you can no longer return to,
 buying the item at the auction house will work as well. To get the Dreamer
 Wakes achievement, simply unlock your first dream. Unlock all of the dreams
 for the Big Dreamer achievement. Successfully link your first skill for the
 Skill Linker achievement, and likewise, assemble your first ring for the
 Ring Assembler achievement. Collect every spell in the game to get the
 Spell Collector achievement (loc
ations will be added to the Spell section.)
 To get the Well Travelled achievement you must visit every field location
 in the game with the exception of Khent, which is not required.


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Q: I missed [X] at [Y] can I go back and get it?
-> A: Yes. Anything important that you can miss can be reobtained on Disc 
4. This includes all spells and items. The chests found in areas that are 
no longer accessible can be won at the auction house in Saman. The only
exception to this, are piles of G that you ocassionally find. You quite
obviously can not bid some money on some money.


Q: Does Khent count towards the Well Travelled achievement?
-> A: Nope.

Q: Do items obtained at the auction house count towards the treasure
achievement?
-> A: Yes indeed.

Q: An Elmon stole my item and ran off! Can I get it back?
-> A: Yes, you can. After defeating the boss of the Ice Canyon, look for
a pathway off to your right, that leads up to a cliffside. There's a chest
up there that contains the Elmon Crown. Take this back to the first screen
of the area, and head to the three Elmons that are jumping up and down on
the ledge in the north-east corner of the canyon. Fight them and win, and
you'll have your items back. In addition, if you let the Elmon Leader steal
the crown from you, you'll no longer be robbed by the Elmons.


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- The author of this document is Chris "The German Dragon" Quigley.
- C_Oni from the GameFAQs forums for two spell locations.
- Steven Bartle contriubted information on Silver Kelolons.
- HP for the armored train obtained from Split Infinity's guide.
- Glenn H. for informing me of a somewhat embarassing repeated typo.
- Shane Willis, Mike B, Terrance Jones for information on Cubic Music Score 4.
- Ky Nguyen for the statistics for King Tolten.
- Split Infinity's FAQ gave the stats for Gongora and the Nefarious Saints