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WALKTHROUGH

(WK00)
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DISK ONE:

INTRODUCTION
(WK01)

Items: None

After naming your character, the game will begin with various beautiful
visions
of a small isolated island containing a castle, small fishing village and
ruin.
The scene will zoom into the ruins at which point someone underneath a
stone
tablet wishes to call it a day and states that their father can't find out
what
they've been up to.

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FISHBEL
(WK02)

Items: 3 Gold
10 Gold x 2
Herb x 4
5 Gold
Leather Hat
110 Gold
Fish Sub
2 Gold x 2
1 Gold
DEFseed
HairBand
AmitDonut
AmitSnack x 2
4 Gold
Antidote
FishPaste

The scene will be night time with your character standing on the shore of a
beach in Fishbel. Your friend, Maribel, will ask if you are going to tell
her
where you keep sneaking off to. This prompts a yes/no window. Select
either
answer and she will head back to her house so she can go to bed before her
father finds out she is missing. She then mentions that tomorrow is the
Amitt
Harvest and that you should also go home to bed before your parents realize
that you are missing. She then says she wants to hear about your
adventures
later before saying goodbye and heading home to sleep.
Once she walks away you will have control of your character. The "X"
button
brings up the menu in which you can check your status, see which items you
currently hold, change equipment, cast spells and so on. "O" or the circle
button will cancel/backtrack out of menus. Press "[]" or the square button
to
have the map zoom out to get a better look at your surroundings. Pressing
the
triangle button will enable you to speak to people, search beneath your
feet
for hidden items as well as pick up and throw objects such as vases and
jars.
You can also use the "L" and "R" trigger keys to rotate the camera angle
and
can press "start" when you want it returned to the default setting.

From where you are on the beach, head west, past a house, south a bit and
then
north and you should eventually come upon a small cave. You won't be able
to
currently enter as it's too dark, but note it for later. There are some
barrels behind the house you passed that you can pick up and throw by
pressing
the triangle button. Smash all three to obtain 3 Gold. Head into the big
building with the bell (the church) and speak with the priest. He will ask
you
if you'd like to hear about tales beyond the sea. Answer yes and he will
mention that he wondered if there were countries, or villages beyond the
sea
when he was your age. He ended up exploring on a ship and found nothing
but
water. Apparently, the island that you are currently on is the only island
in
the world.

Exit the church and take the stairs that head north to go behind it. Past
two
jars on the east side will be a ladder that leads to the top of the church.
Climb it and head just west of the bell and search (press triangle) to find
10
Gold. Now head east past the church and smash two barrels to find an Herb.
Head up to the harbor to find a large boat and a large house. Behind the
house
is two barrels, they can be smashed to find 5 Gold. Now head all the way
back
west and enter your home. It's the small building just west of the church.
Search the hanging sacks upon entering to find an Herb. Both of your
parents
will be in bed sleeping. Speak to your mother, Mollie, and she will tell
you
to get some sleep. Your father on the other hand, Borkano, will be sound
asleep. Pillage their dresser to find 10 Gold, after all, who wouldn't
steal
from their own parents..? Head upstairs and search your dresser for a
Leather
Hat. Don't forget to equip it. Open your chest for 110 Gold. Now it's
time
to finally get some sleep. Head to your bed and when prompted, say yes to
get
some shut eye.
Your mother will wake you up and remind you that today is the Amitt
Harvest,
and tell you that your father has already left. You have to get up and
hurry
to the harbor. After you head downstairs your mother will speak with you
again. As you try to leave the house, Mollie will stop you and give you a
Fish
Sub to take to your father.

Exit your home and instead of heading east to the harbor, head west to the
small cave. Once inside, smash all the barrels and vases to receive an
Herb,
2 Gold and 1 Gold. Note the heavy stone lid that you will be unable to
move
by yourself before leaving the cave. Now head into the building north of
your
house (rear entrance). Speak to the older folks if you'd like but the main
reason you entered their place is the basement. A DEFseed lies in the
chest.
Exit the house and head east and enter the house just before the harbor.
Inside of this house lies a locked chest. Take note of this. There will
be
quite a few people on the harbor. Enter the large house near by as this is
Maribels house. Speak to her mother to find that she has run off
somewhere.
2 Gold lies in the eastern dresser and an Herb lies in the barrel in the
kitchen. Head upstairs and claim the HairBand from the dresser in Maribels
room. Exit the house and speak with the people on the harbor. The man in
green will give you a free AmitDonut and AmitSnack. The people are
apparently
very fond of your father and he is a great fisherman.

Board the boat and speak with Amitt or your father and he will complain
about
how long it took you to bring him his sandwich. Your father will then shoo
you
off after eating his sub. (You don't actually have to speak with him, thus
you
can keep the sub). Enter the boat and smash the barrels near by for 4
Gold.
The chests however, will be empty. Search the dressers for an Antidote and
Herb. You can speak to the one man who likes to discuss his feelings if
you'd
like before taking the stairs. Once downstairs you should see Maribel
hiding
behind some barrels. Naturally you should smash then to blow her cover and
speak with her. The head cook will then come out and give her hell for
trying
to hide on board the ship. Maribel complains and tries to flatter the cook
which doesn't end up working. Maribel is told to leave while you are told
to
go help the cook by peeling potatoes. Such fun. Maribel gets mad at you
and
threatens to tell everyone about your "secret base". Speak to the man near
by
to learn that your uncle isn't looked upon too fondly by others. Talk to
the
cook to find that you don't actually have to peel any potatoes. Smash the
vases that are near by for an AmitSnack.
Exit the boat and your father will give you the sad news that you can't
come
with him this year, but if you keep training hard that one day you will
become
a master fisherman. He tells you to take care of Mollie while he's gone
and
then sets sail.

As you try to leave the harbor, a soldier will come up to you and tell you
that
the King has requested an audience with you and you are to go to the castle
right away. Estard Castle lies north west of Fishbel. After he leaves,
Maribel will come out of her house as she has overheard the soldier and
wants
to accompany you. Say yes to avoid the endless loop and she will
officially
join your party. Give her the HeadBand from your inventory and have her
equip
it. As you walk on, Maribel will show her arrogance and spoiled nature.

Go to the General Store if you'd like to purchase anything. I suggest


buying
the Sticks and Pot Lids. Speak to the lady inside the store to learn that
you
were born four months prematurely and almost died during a previous Amitt
Harvest. If you speak with your mother at home, she will ask if you spoke
with
the soldier. She warns you to mind your manners around the King and Prince
Kiefer. She then gives you a small package to give to the prince
(FishPaste).
Head to the church to save your progress before setting off and you will
find
out from the priest that your character is sixteen years old. Exit the
town to
the north west and you will appear on the world map.

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ESTARD
(WK03)

Items: 3 Gold x 2
Cloth
Herb x 2
Stick
1 Gold
6 Gold
2 Gold x 2
Dung
INTseed
5 Gold
AmitDonut
Antidote
Spectacle

Head west of Fishbel and you should come upon a small house on the world
map.
Enter this area and smash the barrels by the house to find 3 Gold. A Cloth
will lie inside a dresser in the house. Downstairs you can find 3 more
Gold in
a vase, an Herb in a barrel and find another locked chest. If you head to
the
fire pit in the back yard a strange man will be speaking with a bunch of
animals. As you approach they will run off and he will ask if you have
come
from Estard. He will warn you of a man named Hondara and request that you
come
back to visit from time to time. Leave this place now and travel north to
reach Estard.

Upon entering town Maribel will ditch you. You will now be alone to
explore
the castle town. Speak to the townsfolk to learn that prince Kiefer is
quite
mischievous, and that a fellow named Orka has been spotted with a pretty
girl.
Enter the inn to learn that you are Hondara's nephew and he apparently
hasn't
paid off his bar tab. You can find a Stick in the upstairs dresser.
Behind
the inn, near the well, more people will speak ill of your uncle. You can
smash the vases behind the church for 1 Gold. 6 Gold will lie in a vase
behind
the house to the north west of town. Enter the front entrance to the item
shop
and you will find Maribel upstairs. She will be talking to Orka who she
assures you is only a friend before complaining about being too popular.
Orka
will be rude with you if you speak with him. Enter this shop from the rear
now
and you will find the two treasure chests by the merchant to be locked.
You
can speak with Orka's mother to find out that she isn't too fond of
Maribel.
Head upstairs for 2 Gold in a barrel. Enter the house to the north west of
the
item shop and speak with Hondara's landlord. He owes about half a years
rent.
The house due east of here is Hondara's. The barrel outside will net you a
Dung
if you smash it. How fitting. Inside, the place will be a mess and
Hondara
will be passed out in bed. You should note the stairwell near his place
and if
you take it, you will be in an underground passage that has the southern
part
sealed off due to a locked door. Head north and follow the winding path to
exit to an isolated area with a lone house. Smash the barrels for an
INTseed.
Enter the house and break the jar for 2 Gold. Hey, they all add up.
Upstairs,
if you speak with him, the old man will yell at you for gawking at "the
crazy
old man on the cliff". Return to the main part of town and head northbound
towards the actual castle.

Once inside you can shop at the item shop to your left if you'd like. To
the
east lies a bank which can store your money in increments of a thousand.
These
banks are very valuable because if you die in a battle, you lose half of
the
gold your party currently holds. Any gold stored in banks is exempt from
this.
There is a well hidden stairwell just opposite the guarded stairs that lead
to
the room above. Downstairs note the treasure chests that you can't access
due
to the door being locked.

Head upstairs when you are ready and King Burns will be wondering where
Kiefer
is. The Minister will try to calm down the alarmed king before king Burns
notices you standing there. He will then lead you upstairs and request
that
you have a seat. He then asks if you would look into his eyes. Answer no
for
some funny dialogue. Anyways, the gist of it is that Kiefer has stolen an
important ring from the Queen and King Burns is concerned with his behavior
even since his mother passed away. Since Kiefer is neglecting his
responsibilities as the next to the throne, the king wants you to speak
with
him. Speak to the guards to learn that the ring Kiefer took has a jewel
called
a SunStone embedded on it. Explore the castle again and you will learn
that
Kiefer is turning 18 this year from a maid in his room. Search his
dressers to
steal 5 Gold. Take the north west stairs on this floor and head west to
take
another set of stairs. Enter the kings chambers and you can meet Princess
Leesa. She will mention that Kiefer doubts that this is the only island
that
exists which may be the motivation for why he is acting out. Backtrack and
head to the eastern part of the castle to find a fortune teller. If you
speak
with a man on the western part of the castle, you will learn that the
eastern
part of this island was once a forbidden zone and some ruins remain. The
ruins
are an ancient burial ground of the royal family and you are to stay away
from
this sacred area. Answer no to the yes/no prompt to learn that there is a
rumor that the prince might be at these ruins. Head back to the first
floor
and enter the kitchen to speak with the cooks. You will give one of the
cooks
the FishPaste that your mother gave you. Smash the vases for an AmitDonut.
Head north and go down the stairs to find a bunch of breakables. Claim the
Antidote, Spectacle and Herb from the wreckage and then speak to the old
man
wandering by. You will give him back the glasses that he misplaced and he
will
give you details of an ancient myth.

Long ago God and the Demon Lord fought a fierce battle and it took God
hundreds
of years before he destroyed the Demon Lord. There is peace today because
of
this battle.
Anyways, exit the castle and enter the inn if you'd like to see your uncle
trying to woo a bunny girl with a "HotStone". Head back to Fishbel for now
and
you will learn that Prince Kiefer came by looking for you earlier. Speak
with
the man at the harbor and you will learn that Kiefer is waiting for you at
"the
usual place". Now it's time to explore those forbidden ruins you were
warned
about.

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ANCIENT RUINS
(WK04)

Items: Ancient Scroll


HotStone
Pearl Orb
Saint's Helmet
10 Gold
Ancient Key
LifeAcorn
Saint's Sword
Saint's Shield
Saint's Armor
LandShard x 3
World Map

Head west upon entering the ruins and you will find Prince Kiefer, who
oddly
enough looks like Jay Leno standing by a statue. Speak with him and he
will
give you an Ancient Scroll. Use the scroll as an item and an image of a
staff
held by a wizard will be depicted while radiating with light. Other images
will show ancient tablets in ancient languages. Speak again to Kiefer and
he
will state that the near by statue looks just like the image from the
scroll.
He suggests that the statue is a link to something and that the sun is the
key.
He then shows the Sunstone ring that he stole and suggests putting it on
the
statue. He does so and excitedly exclaims how his destiny is about to
change,
but nothing happens. The ring did start to shine but to no avail. Keifer
lets
you keep the scroll before disappointingly heading back to the castle to
find
more clues.

Head back to Fishbel and pay a visit to Maribel in her bedroom. She will
notice the scroll and ask if you've come to show it to her. Answer yes,
and
she will recommend showing it to the old man at the item shop. Speak with
the
merchant and he will suggest you bring it to the old man that lives on the
cliff in Estard to see if he can help.
Make the long trek to the old man and speak with him. He will think you
are
trying to sell the scroll and offers to purchase it. After he realizes
it's
not for sale he asks where you found it. The old man will figure that
Kiefer
stole it from the castle treasury. He will then offer to study the scroll
for
the time being and requests that you come back later. Head to Hondara's
house
if you have previously encountered him flirting with the bunny girl at the
inn
and speak with him while he's sleeping. An item will fall out of his
pocket so
search it to claim the HotStone. Exit the house and speak with the woman
by
the well and she will see a sparkle of some sort inside the well. Enter
the
well and search the shining spot at the bottom to find a Pearl Orb. If you
speak with the maid in Kiefers room she will explain that he left with a
package to test something.

Head back to the ruins and try to put the HotStone or Pearl Orb on the
staff of
the statue like Kiefer did with the Sunstone and nothing will happen. You
will
notice a note, however, from Kiefer saying he's tried everything but
nothing
seems to be working. He wonders if you have found anything and to meet him
back at the castle.

Meet him back at the castle and he will ask you where the Ancient Scroll
is.
After explaining to him about the old man on the cliff, he will request
that
you pay a visit to the old man. Do so and he will just have finished
deciphering the old text. The shining light in the picture has nothing to
do
with the sun, but symbolizes the glowing passion in the heart of the Chosen
One. Kiefer will then assume he is the Chosen One before the old man
explains that the Chosen One must "stand before the Philosopher at the
door,
and pray with all your heart. When he sees your purity, the path that you
must
tread shall be revealed." Kiefer then asks that all it will take is for
him to
wish the door to open.

As you head back to town, Kiefer will be taken home by two soldiers despite
his
protesting. He then tells you to wait at home and calls you his lackey
before
being escorted away.

The scene will suddenly change to night time and Kiefer will wake you up
from
your sleep in your bed. The king was so upset with him that he was locked
in
his bedroom. Exit your house and return to the ruins. Head to the statue
and
Kiefer will ask if you are ready. Say yes and Kiefer will ask if you are
in it
for the long haul like he is. Say yes and both of you will start praying
in
front of the statue. The statue will suddenly start to glow before
rotating
and shooting a large beam of light that opens the door to the north.
Excitedly
Kiefer explains that he had tried to open that exact door over a thousand
times
before running off towards it. Catch up to him and enter the door. Kiefer
will notice some strange carvings in the floor which seem to be some form
of
ancient script. If you search the carvings you will be able to read the
language much to Kiefers surprise. Here is what the four tablets say:

North Tablet - Do not plunge into darkness, for the path will remain
undiscovered.

East Tablet - The true way can only be forged through your own efforts.

South Tablet - Once the ruins are opened, the legend will be told once
again.

West Tablet - The Saints stand in formation, guarding the ruins and
pointing
the way to rebirth.

Head down the stairs now and follow the linear paths until you reach a
stone
tablet after crossing a bridge. Read the statue to learn "I am the
guardian of
the flame. When it sputters out, I am here to rekindle it. I am the
protector
of the helmet." Head north and you will eventually reach a room with a
bunch
of statues holding flame cauldrons. There will be a flame in the center of
the
room. If you inspect with flame you will be asked if you wish to put it
out.
Doing so will cause the statue opposite of you to leave it's position to
reignite the flame. Extinguish the flame from the west side and step on
the
tile that lies under the eastern statue to open the door to the north.
Enter
this door and open the treasure chest to claim the Saint's Helmet. Now go
north from the fire room and you will be in an open room with a beautiful
waterfall, four numbered Saint statues, a magically sealed door and a set
of
stairs.

Go down the stairs and follow the path and take the next set of stairs.
You
will now be in a room with many switches on the ground, as well as little
boxes
you can push to cover the switches. Head down the stairs and cover the
first
switch with the box. Enter the chamber above that opens and enter the door
to
the north to find another chest containing 10 Gold. Exit and push the box
on
the switch and then this time, push that very first box all the way west to
cover a different switch than the first time. Now head back to the
beginning
part of the room and step on the scale. You will be brought down a level
but
notice the other side that rises which is covering a door. Quickly make
your
way through this door before the scale resets. From here, the door to the
north will be locked so go west and take the stairs. From here go north,
take
the stairs and head north to find a statue of a lion's head. A note will
be on
the wall near by that explains one with a pure heart will be handed a path
to
his future while one will an evil heart shall lose his hand. Inspect the
head
of the lion and offer your hand. Apparently you are pure as a rusted
Ancient
Key will now be yours. Now you can backtrack and enter that locked door.
Do
so and you will be in a room with a mural of four trees on a wall. Read
the
tablet to learn that all trees must sprout their leaves towards the sun.
If
you have lost your way, follow the golden sun.

Now carefully look at the mural of the trees on the wall and note the
directions that the leaves are facing. From left to right they are facing
(west, east, west, west) Now head north and use the directions based on
the
mural when you come upon the forks in the road with the choices to go east
or
west. Go west, east, west and west again to complete the puzzle and make
it to
the next room with two levels. Make your way to the chest to grab the
LifeAcorn before taking the northern door. Climb the long ladder to reach
a
new area and make your way to the tablet to the north east. It says that
dragons that serve God live and die by the holy light of the crystal. Grab
the
blue crystal orb and carry it across to the other side and place it on the
empty pedestal. The dragon on the west will lower now that the crystal is
gone
and causes the water to flood the western area while drying up the east.

Now return to the room that had the LifeAcorn in the chest and note the
changes
due to the water. Step on the raft and head south past the lone island
with
the stairs to find a room with a chest. Open it to find the Saint's Sword.
Take the stairs near by and follow a series of raft based paths to come
upon a
chest that you would have seen at the beginning of this ruin that hides the
Saint's Shield. Now go back and take the stairs on the lone island to
reach a
room with another stone tablet. Read it to learn that the great pillars
reveal both forbidden legends as well as forsaken paths. You are to place
the
images in their proper places and the way will be revealed. With that
clue,
take the stairs to the north and you will be in a room with four switches.
Step on the north switch and two pillars will rise out of the ground. Look
in
the hole of the blue pillar to see images of monsters attacking people.
Step
on the east switch and look through the hole of the red pillar. People
will be
fending off monsters will arrows. The south switch will bring up the
yellow
pillar. Look through that to see images of monsters ready for combat. Now
step on the western switch and access the green pillar to see a bunch of
monsters with tombstones near by. Head back now and enter the north
eastern
door of the flooded room.

Now this room can be tricky but relates to the information you just
gathered.
To the west are three movable tablets and two color coated tiles, yellow
and
green. You must match the images you saw previously from the pillars to
the
applicable color of tile. Push the middle tablet on the yellow tile and
the
bottom tablet on the green tile. You will hear a sound when a tablet is
pushed
onto the correct colored tile. On the eastern side push the bottom tablet
on
the red tile and the top tablet onto the blue tile. The door will now open
and
you can retrieve the Saint's Armor from the treasure chest.

Now go back and take the rafts back to where you found the Saint's Shield
and
take the stairs to the west. In the switch room take the western most set
of
stairs and you will eventually make your way to a large tablet that offers
you
information about the four Saints. Read to learn:

First Saint - reigns over the earth. Symbolized by Armor

Second Saint - reigns over wind. Symbolizes a Shield

Third Saint - reigns over fire. Symbolized by a Helmet

Fourth Saint - reigns over water. Symbolizes a Sword.

Now return to the Saints and place the Armor on the first, the Shield on
the
second, the Helmet on the third and the sword on the fourth. The door to
the
north will open. Enter it and note the adventure journal on top of an
altar.
Save your game and continue north.

The next room will be your final puzzle. There will be nine braziers in a
three by three grid. A door will be sealed and there will be two large
jeweled
statues. The left one holds a red jewel while the one to the right holds a
blue jewel. At the entrance will be a red and blue torch. Take the red
torch
and climb the ladder to light the brazier of the red jeweled statue.
Notice the
squares on the three by three grid that light up? This matches the format
that
the braziers in this room are in.

+===+===+===+
| 1 | 2 | 3 |
+===+===+===+
| 4 | 5 | 6 |
+===+===+===+
| 7 | 8 | 9 |
+===+===+===+

Light 1, 3 and 8 with the red torch. Put the torch back and grab the blue
one.
Light the blue jeweled statue's brazier to learn that you must light 5,7
and 9.
Do so and the path will be opened. Return the torch and carry on.

Approach the stone tablet and read it to learn that the world was divided
into
four sources. If artifacts are returned to their rightful place, the world
will reveal it's true character. Notice the weird looking object on the
floor?
Search it to discover a LandShard. Kiefer remembers seeing a drawing of a
shard like that in an ancient tome. Head east and you will be in a room
with
four pedestals. Examine one of them and you will learn that you must put
the
correct shard into place. Head north and claim another LandShard on the
floor.
Head west and you will enter a very large room with four small buildings
that
you cannot access, as well as a locked door to the north. Search the funny
looking piece of paper on the ground to find a World Map. Also note that
where
you found this map on the ground is an image of a lone island, the island
you
are currently on! Go west and south to discover two more rooms with
pedestals.
Notice how each room has a different color and there are four of them? The
world was divided into four...... Head back to where you found the second
LandShard piece and inspect the north western pedestal. Notice how you can
select a shard and rotate it into place with the "L" and "R" buttons?
Place
the two shards onto the pedestal and Kiefer will note that it looks like
you
are one shard short. Kiefer suggests that you can either investigate more
or
head back home, it's your call. Backtrack all the way out of this ancient
fane
and Kiefer will notice that you spent the whole night in there as it's now
morning. Kiefer says he is going back to the castle to do some research
about
the shards and requests that if you find anything, to bring it to him.

Return to Fishbel and the Amitt Harvest will have concluded. Head home and
your father and Hondara will be there. Hondara ate your dinner. Speak to
Borkano to find out that the fishing trip was a huge success. Borkano will
reflect back to the harvest in which you were born prematurely at 5 months
of
age. Anyways, your father mentions that he caught something unusual and
hands
over a LandShard! As you try to leave, Hondara will take back his
SunStone.
Now head to Estard and see the prince at once.

Show Kiefer the LandShard and he will join up with you again. Head back to
the
ancient fane and as you approach the entrance, Maribel will make an
appearance.
She has followed you and you must take her with you or she is telling.
Accept
her offer to join and make your way deep into the fane and place the newly
acquired LandShard on to the pedestal. Suddenly a light will come from the
shards and the three of you will be whisked away to a new land...

===========================================================================
====
REXWOOD
(WK05)

Items: Cloth Shirt


12 Gold

You will suddenly appear in a small wooded area. Everyone will be alright
and
no one will recognize the area or know where they are. Maribel will note
how
dark it is before taking off to go home. Head north a bit and you will
hear
Maribel scream. Kiefer will chase after her and when you catch up, they
will
be surrounded by three slimes. Finally, it's time for your first battle of
the
game! Go into "Plan" in the battle menu and select all characters to
"Manual".
This will grant you control over their battle actions. Simply pound away
on
the slimes and you will be victorious. After the battle Maribel will
complain
about everything, including how it's Kiefers fault that she was "forced" to
accompany the both of you. Kiefer is just thrilled with the fact that he
just
killed monsters and Maribel will request to be taken home.

Head north and you will eventually come across a female warrior near some
grave
stones. Startled, she will ask who you are before Kiefer makes
introductions.
Upon hearing that Kiefer is from Estard, the mysterious warrior will say
"it
can't be". After a little banter between Maribel and Kiefer, she will
introduce herself as Matilda. Maribel will ask why she is out so late at
night
cutting weeds and Matilda will explain that they are offerings for the
graves
near by. Maribel will then give Matilda some flower seeds that she can
plant
instead and Matilda notes that they will help calm the dead spirits.
Matilda
then asks where you are headed and explains that you won't be able to make
it
home any time soon, but that there is a place you can rest in a village to
the
east. She offers to accompany you there and will join your party although
you
can't control her in battle. Exit to the north and you will be on the
world
map.

You should notice the village a few steps to the east as well as a tower
further east and a cave to the south. The island will be very small and
you
can get in random battles on the world map. Matilda will be extremely
powerful
in battle if you'd like to take advantage of her and level up a bit. Enter
the
village when you are ready which is called Rexwood.

As soon as you enter town Matilda will have disappeared. Speak to people
and
you will see that people are willingly destroying their homes and property
out
of fear that their kidnapped love ones will be hurt if they don't. Cross
the
bridge to the middle part of town and speak to someone to learn the legend
of
Rex, the hero of the village. Say yes to learn that twenty years ago when
the
monsters first came, the villagers put aside their differences and worked
together to defeat the beasts. One courageous fellow was sent off alone to
the
monsters lair. The others were to follow but not one person had enough
courage. The young warrior battled on while waiting for backup that never
came. After defeating the enemies, he fell to his knees and died just
outside
of the enemies lair. Enter the inn and search the dresser for a Cloth
Shirt.
Head east and enter the small cabin to speak to the man in green. He will
blurt out accidentally that this house really belongs to a fellow named
Hank
but they traded places as Hank is hiding from monsters. He gets upset with
himself for letting that information slip before offering you weapons and
armor. Smash the vase in the cabin for 12 Gold. Head to the lone shack at
the
north end of town and enter it. You will be greeted by a small young boy
named
Patrick, who then closes the door behind you. He will then ask you if you
have
come upon a woman named Matilda. Answer truthfully and he will explain
that
she protects the village from monsters but hasn't been seen recently. He
also
comments that his father Hank is injured. Hank will then begin to groan
from
his bed. Speak with Patrick again to learn that the mine south of town
houses
items called colorstones and that if a green colorstone is found, his
father
may be saved as he is far to injured for normal medicines to recover him.
Even
a fragment, called a Green Orb, may be enough to save his life. The mine
is
dangerous due to the monsters and all the villagers are scared and weak.
He
was going to ask Matilda to help but can't find her. Make some
preparations if
necessary and leave town for the mine.

===========================================================================
====
COLORSTONE MINE
(WK06)

Items: Herb
40 Gold
STRseed
Green Orb
Wood Doll

Before heading into the mine, smash the barrels outside the cabin for an
Herb.
Inside the cabin a wounded warrior will warn you of the dangers of the
mine.
Enter the mine now and head west at the fork and you will eventually bump
into
Matilda. Fancy meeting her here. Kiefer will tell her Patricks story and
Matilda will confirm that a green colorstone will be needed to get a Green
Orb.
She will then suddenly excuse herself and says that she cannot concern
herself
with Patrick before leaving. Guess it's all up to you now. Read the sign
that
Matilda was standing beside to learn that colorstones break easily. Go
north
and at the fork head west to smash some barrels for 40 Gold and a STRseed.
Now
go east and take the stairs. From here head west a bit and then south.
When
you reach the fork, head east and notice the two red stones and the set of
stairs. Push the two stones so that they touch one another and they will
both
shatter. Take the stairs and you will be in a room blocked off by a few
colorstones. Push the two yellow ones together and then the blue ones to
reach
the stairs. From here head north and you should pass a few colorstones
before
taking the stairs. You will now be in a small room with many colorstones
but
the puzzle isn't as tricky as it may look at first. First start by pushing
the
two blue stones together. Now go back and from the east, start pushing the
red
stone west all the way until the it shatters with red stone which is right
beside a yellow stone. Now push the two yellow stones together and then
finally push the red ones together and take the stairs.
You will now be in a larger room with even more colorstones that before.
First
push the blue stones together, then push the red stone all the way west to
break the other red stone. Now push the two other red stones to the right
one
space and go around to push one of the yellow stones to the center of the
room.
Go back around and push the yellow stone all the way west to make the path
to
the stairs open.

Now you will be in an even larger room than before which will have
colorstones
all bunched together in bunches. There will be a lone green colorstone in
the
middle of the room. Make your way to the stone and Matilda will approach.
She
decided to return as she was worried about you and apologizes for her
earlier
actions before touching the green colorstone. Suddenly it will light up
and a
small piece will fall off. She then presents you with this piece, a Green
Orb,
to give to Patrick. She also gives you her good luck charm, a Wood Doll.
She
then leaves.

Backtrack all the way out of the mind and return to Hanks shack in Rexwood.
Speak to Patrick and he will ask if you ran into Matilda. Patrick will
then
use the Green Orb that you handed over on his father before thanking you
for
all your help. He then gives you a little bit of information on the
mysterious
Matilda. Apparently Hank tried to go through the monsters tower alone to
bring
back the kidnapped women and children. Patrick followed him and eventually
found him laying in a pool of his own blood with Matilda standing over him.
Apparently she had come to his aid and fought the monsters off by herself,
thus
saving his life. She then carried him back to the village. Patrick then
explains that the town inn has been prepaid and that you should rest for
the
night.

The scene will then change to the bedroom at the inn with Maribel telling
everyone how nice it was of Patrick to pay for the inn. Kiefer will be
sound
asleep so Maribel will ask if you think you'll ever return to Fishbel and
if
you will get lonely if you don't.

A flashback scene will play of a young Matilda warning her brother that
it's
too dangerous to go by himself and that he should wait for others. Her
brother
will be Rex, the man in the town legend who died while defending the town
while
no one came to his aid. Rex reassures Matilda that he will be fine before
giving her the Wood Doll.
Day will break and after returning to Hanks cabin, you will find that
Hank's
injuries have been completely healed. Speak with Patrick and he will
describe
in morbid detail how his father has made a remarkable recovery. Talk with
Hank
who apparently was unaware that Matilda rescued him and he will ask why you
have come to the village. Maribel will explain the odd situation and Hank
decides that if the evil is driven away from the area, that you may find a
solution on how to return home. Hank will suggest that you defeat the
monsters
in the eastern tower and will request to accompany you along the way. Say
yes
and he will join your party as a non playable character. Upgrade your
weapons
and armor if you'd like before departing for the tower.

===========================================================================
====
EASTERN TOWER
(WK07)

Items: 20 Gold
Herb
WindShard
Bronze Knife
FireShard
Leather Shield
5 Gold
80 Gold
DEFseed

Enter the tower and follow the western path to find 20 Gold in a vase
upstairs.
The eastern path will bring you to an Herb in a vase. Exit the tower now
and
take either diagonal stairway to the next floor. Climb the stairs and
approach
the Golem blocking the door. The Golem will recognize Hank before
attacking.

Boss Battle - Golem

Have Maribel cast SAP on the Golem to lower his defense. Blaze also seems
to
do decent damage as well. Keep your health up as the Golem is fairly
strong.
Hank tends to heal when your HP runs low so keep pounding away on the Golem
until it is killed.

After the battle the Golem will have dropped a treasure chest. Inside will
lie
a WindShard. I'd return to Rexwood and spend a night right now at the inn.
Because Hank is in your party, inn visits will be free. Head through the
door
and go north to take the stairs. Go south and take the next set of stairs
and
head north to reach two chests. The left one contains a Bronze Knife for
Maribel while the one on the right contains a FireShard. You now have the
choice of taking the stairs to the east or the west. Take the eastern
stairs
and you will make your way to a room with a chest and a vase. A Leather
Shield
will be inside the chest while 5 Gold can be claimed by smashing the vase.
Return and this time take the western stairs and travel through a few more
sets
of stairs to reach the top. When you make it be careful not to fall off or
you
will have to start all over again. Head east to reach the stairs and after
taking them head north to the next set of stairs. Head west to find the
next
set of stairs while going north to find the next set of stairs. From here
grab
80 Gold and a DEFseed from the chests before taking the next set of stairs.
Head north while being careful not to fall off the ledge and speak with the
small monster. The monster will explain that his leader isn't there, but
that
he will crush you anyways. You are then attacked.

Boss Battle - Clawser

Clawser will cast Blaze and has high defense. SAP him a bit and use
FireSlash
and Blaze on him. Keep your HP up and sometimes Hank will chip in with a
heal spell or SAP. Keep attacking him and you will eventually win. He may
drop a chest containing a DEFseed after the fight.

Clawser curses you out and states that the only reason you won was because
their leader isn't there. The leader will finally show up and it will be
Matilda! Clawser will urge her to finish you off but Matilda kills Clawser
instead before declaring that she is the root of all evil and ordered the
monsters to not let the women return to Rexwood. She then reveals her true
form and explains that even though she looks like a monster, she still has
human emotions. She really meant it when she offered weeds as a gift to
the
dead and Patrick had awoken her human side. Hank declares he will kill
Matilda
and she explains how Patrick reminded her of herself when her brother got
murdered so many years ago. Hank realizes that Matilda is the sister of
Rex.
When she chased after her brother she became possessed by a beast which
caused
her to hate the cowardly towns people who left her brother to die. Her
hate
transformed her into the monster she now is. Hank will wish that the women
are
returned to Rexwood and that everything can be back to normal or he will
cut
her down. Matilda will explain that the fact that she exists is preventing
the
women from returning and that as long as she lives, they will never return.
Hank will then attack her.

Boss Battle - Matilda

This isn't really a battle as Matilda will just defend. If you want her to
live, simply run away, otherwise cut her down to free the women.

After the battle you can try to stop Hank from delivering the final blow.
Either way she will disappear but not before telling you to return to the
forest area that you first met her at to find a way home.

The darkness will have lifted so return to Rexwood village. All the women
will
have returned but will have no recollection of what happened. Return to
the
cabin and Patrick will be waiting outside. Patrick will be very happy and
wishes to tell Matilda what happened. Hank will explain that Matilda
already
knows before handing over the bowels of a CatMage to Patrick as a war
trophy.
Patrick will then wander off by himself. Hank will invite you inside and
feel
remorse for Matilda's fate. He then reminds you of Matilda's last words
and
says his farewell. Now head to the forest.

Patrick will be at the gravestones and the flowers that Matilda planted
will
have bloomed. Give Patrick the Wood Doll and return to the area you came
from
at the beginning of this ordeal and there will be a blue swirl. Touch the
swirl and you will be magically warped back to the fane!

===========================================================================
====
THE RETURN
(WK08)

Items: HolyWater

Kiefer will realize that fitting all the shards in the pedestal formed a
map
and then you were warped to that location. He wonders where that place was
and
if it was all a dream. Maribel will have another moody bit before
admitting
that she did have fun. She mentions that she needs to get going home and
Kiefer will suddenly worry that his dad will be upset with him and takes
off.
Maribel requests that you escort her home.

Note that you have both a Wind and FireShard in your inventory. Before
leaving, go and find where they belong. Head west and as you make your way
across the room where you found the World Map, you should notice a small
island
just north of Estard on the floor map. Interesting... Enter the western
door
and you will be in the red room, or the "FireShard" room. Inspect the
north
west pedestal and put the shard in place. Head south now to reach the
"WindShard" room. Also place the shard on the north west pedestal. Now
backtrack through the ancient fane once again and return to Fishbel.

Maribel will be sleepy and returns to her home. Speak with the near by
lady to
learn that everyone is excited about a new island that has appeared. Go
home
and speak to your mother. After scolding you she will mention that your
father
and Amitt have gone to Estard Castle regarding the rumor of the new island.

Leave Fishbel now and head to Estard. A big meeting is being held in the
castle but the castle gates are closed so you cannot enter. A guard near
by
mentions that Kiefer left the castle and went to visit his grandfather...
You will find Kiefer just outside of the crazy old man on the cliffs place.
On the way speak with your uncle at his place and he will give you
HolyWater
if you confirm that the castle meeting with Borkano and Amitt is true.
Speak
to Kiefer and he will mention how an expedition team has been formed to
investigate the new island. Kiefer is upset that he isn't a part of the
team
and says that it's time to use the secret weapon. He asks you to meet him
in
the cave on the shoreline in Fishbel.

Enter the Fishbel cave and Kiefer and Maribel will be waiting. Smash the
vases
and inspect the stone lid to remove it with the help of the others. A
staircase is hidden so take them down and follow the linear path to
eventually
come upon a small boat. Kiefer will surprise you and mention that the boat
is
fixed up and ready to go. Speak to Maribel to learn that this boat used to
belong to her father but he decommissioned it because it was a safety
hazard.
So naturally, board the ship and speak with Kiefer. He will confirm if you
are
ready to set sail and Maribel will hop on before the boat departs. You
will
appear on the world map just south of Fishbel. Now try using the World Map
that you got as an item (or press the square key) Notice the small island
just
north of Estard? Sail there.

The island will look exactly how the Rexwood area looked minus the tower or
the
forest. Head into town.

===========================================================================
====
REXWOOD?
(WK09)

Items: WindShard
Herb
AGLseed
Antidote
Leather Hat
25 Gold

The town will be quite different from what you remember of it so go do some
exploring. The people seem to be normal and think it's quite odd that you
believe that the island just appeared from out of nowhere. The lady in the
house to the south west of town will mention that monsters can attack you
at
sea. The older lady will have no idea why the town is called Rexwood.
Search
the table to find a shard. The old lady will offer it to you officially
and
you will possess the WindShard. There is a condition however. You must
tell
her husband, who found the shard in the colorstone mine and should be at
the
pond across the bridge. Speak to the old man and he will mention that more
stones like that shard exist in the colorstone mine to the south. West of
the
inn a man will sell you weapons and armor. Make some upgrades if you can
and
head to the temple to smash the vases to claim an Herb. Nothing like
stealing
from God :) An AGLseed can be found in a barrel outside of the inn. Cross
the
bridge and enter a very large building. Smash the vases on the way to the
top
to grab an Antidote. The man on the roof of the building will explain how
the
village has been twice taken by monsters in the past, but the second time
they
stole the towns women and the blue from the sky. Then a brave man defeated
the
monster and the village was saved. Apparently the events you witnessed
previously had occurred in the past...

Enter the building near by to learn that the big building is called "Hanks
Tower". Rummage through the dresser to steal a Leather Hat. Head towards
where Hanks cabin used to be to find another cabin. Smash the vases near
by
for 25 Gold. Leave town when you are ready and head south to the
colorstone
mine. Notice there is no tower though.

===========================================================================
====
COLORSTONE MINE?
(WK10)

Items: Antidote
13 Gold
MysticNut
FireShard x 2
AGLseed

Smash the barrel to find an Antidote right away. The barrels by the cabin
hide
13 Gold. Speak to the man guarding the mine entrance and he will let you
inside provided you stoke the earlier shard from the old lady. The layout
will
be exactly as you had explored this area in the past. Smash the barrels at
the
north end to find a MysticNut. Notice that you won't be attacked by
monsters
here. Progress deeper into the mine and when you make it to the room with
the
colorstones, push the blue ones at the bottom together, then the yellow
ones,
then the red and finally the blue to solve this simple puzzle.
Take the stairs and push the red stone up five spaces before pushing it all
the
way east to break the other red stone. Now push the blue stone once east,
then
once south and then all the way east to get through.

Take the stairs and in this room push the blue stone west once, then push
the
second yellow stone west to break the other stone before finally pushing
the
other yellow stone west to reach the stairs.

Now it can get tricky. Go north and push the red stone down until it
breaks
with the other red stone. Now go all the way east and come from behind the
red
stone at the south west area and push it up and then east to free the blue
stone. Push the blue stone from the east all the way west and take the
stairs.

This room will have random battles so be careful. Make your way to the
stairs
and you will be in a room that didn't exist in the past. You will have the
option to push a blue color stone in all four directions to create a path.
East, south, and west lead to dead ends, so go north to find a FireShard.

After claiming the FireShard, Kiefer suggests you head back to Estard
Castle.
Do so and speak to the western guard for the drawbridge to lower. Once
inside
the castle you should note that a few areas have been blocked off due to
the
important meeting that is still on going. Head to the fortune tellers room
and
he will have visions of a huge fire. Take the stairs down in this room and
you
will eventually make it to the old man on the cliff who is arguing with the
guard to open up the gate. The old man will ask Kiefer to use his pull so
that
he can visit his friend past the gate. Speak to the guard and you will be
granted access. Follow the old man and he will be greeting his friend, an
aging captain. The old man will mention to the captain that he needs that
"important" piece. Speak to the old man and Kiefer will wonder what the
old
people are talking about. The old man will bluntly ask you if you know
about
the new land that has appeared and Kiefer will confess your adventures so
far
regarding the ancient fane and the mysterious new world. The old man then
asks
the captain if her understands which he will admit to before the old man
states
that something you request lies behind the castle walls. He feels that you
may
find it by using the near by raft. He mentions that he will explain more
if
you can bring "it" back.

Hop on the raft and sail behind the castle. You should notice a door just
under princess Leesa's balcony. Continue on and dock the raft at the
stairs.
Now you can walk the perimeter of the castle. Head east from where you got
off
and enter the small door. A guard will be standing behind a large table
with a
map spread upon it. Speak to him and he will mention that someone with a
vivid
imagination drew the map but it might possibly depict new lands. Head
downstairs and speak with the prisoner if you'd like. Now make your way
back
and enter the large door underneath the princesses balcony to continue on
into
a basement. Smash the vase for an AGLseed. Head towards the bookshelf and
inspect it. It can be moved! Push it when prompted and enter the next
room to
find a treasure chest. Inside will be a FireShard.

Return back to the old man and speak to him. He mentions that he found
that
shard when he was a kid, but prince Kiefers grandfather confiscated it. He
mentions that you should use that shard to make a new land appear.
Backtrack
out of the castle and note that if you ever get lost on your journey, the
fortune teller will give clues detailing what you should do or where you
should
go next. Speak to Hondara if you haven't already to make sure you have the
HolyWater.

Head to the ancient fane and enter the large room with the four small
buildings when you found the World Map. Notice how the blue building to
the
south east has it's torch lit? You can enter the small building and inside
will be a mysterious swirling whirlpool of magic. Walk into it and you
will be
transported to a room with a solid steel door to the south. Go through the
door and Kiefer will mention how you are in the cave that you've always
explored. The door was previously magically sealed if you had tried to
enter
from the other side. If you head east you will be on a shoreline and it
looks
like some mysterious boat is under the water. Head west and you will make
your
way to the ruins that the characters were exploring at the very beginning
of
the game. This is a shortcut to the tablets so you don't have to go
through
the whole fane each time you find a shard. Head to the FireShard room now
and
place the final pieces into the pedestal. You will once again be warped to
a
new land in the past.

===========================================================================
====
ENGOW
(WK11)

Items: Antidote x 2
10 Gold
6 Gold
Cloth Shirt
LifeAcorn
Horned Hat

You will witness a cut scene of someone tossing a torch into a volcano and
it
erupting before finding yourself on the world map, just below a blue
swirling
thing. You can step on this swirling thing to return to the present time
if
you ever needed to.

From here head all the way east and then south, past a volcano, and enter
the
town. This is the town of Engow where they worship Fire and the God of
Flame.
Speak to the people to learn of a festival in which they honor the God of
Flame
called the procession of Fire. The God of Flame also lives in that volcano
you previously passed.

Smash the vase for an Antidote by the man on the west side of town. The
vase
on the south east part of town has 10 Gold while 6 Gold will be inside a
vase
in the building to the north. Speak to the man in the house north of this
one
to learn that his mother is very ill. After he leaves to go get some
medicine,
speak to his mother and she will mention that "Pamela" told her that if her
son
ever leaves the village that he will never come back alive. Pamela appears
to
be some kind of fortune teller. The ill mother actually is quite fine, she
is
just faking her illness so her son won't leave town. Steal the Cloth Shirt
from the dresser. Speak to the little boy hidden behind the church and he
will
put over Pamela's skills. A LifeAcorn will be in the vase by the man on
the
north west part of town. Enter the town elders house and smash the barrel
for
an Antidote. The old lady on the first floor will describe the Procession
of
Fire up Mt. Flame. Head upstairs and life the Horned Hat from the dresser.
Speak to the Elder and he will welcome you just before a tremor shakes the
room. You will mention to him the vision you had of Mt. Flame erupting and
he
will say it's just nonsense due to the fact that they worship the volcano.
The
mayor invites you to stay at the inn so you can witness the festival and
find
out for yourself that your vision was false. Now enter the small building
to
the west of town There is a general store here as well as Pamela.
Apparently
you won't be able to really chat with her as she is in a foul mood for some
reason. When you are ready, rest at the inn.

The next morning you will awake to noise outside the inn. Apparently
Pamela
has been acting very strange. People are gathered north near the town well
so
go see what's up. Apparently Pamela will have had the same vision that you
apparently saw regarding the erupting volcano. Speak to her to learn that
her
vision showcased Mt. Flame spewing forth flames that will cover the town.
When
the Fire Procession ends, that is when the volcano will erupt. She states
that
the festival must be canceled this year. The ground will then shake and
Pamela
will go on that the tremor is only the beginning before people say she is
just
angering the God of Flame. Pamela will get frustrated that no one is
listening. The elder will come out and is explained the situation. He
tells
everyone to calm down before turning his attention to your party. He
mentions
that you look nervous before taking Pamela inside his to talk. He also
invites you to join them.

A screen will pop up saying the villagers returned to their normal lives
and
quickly forgot Pamelas prophecy. You will be in the elders house and when
you
go upstairs, the elder will be asking Pamela why she mentioned her vision
in front of everyone. Pamela states that she felt a message from God, and
that
it's her duty to inform everyone. The elder states that she is a Medicine
woman and not a Seer. Pamela will once again urge the cancellation of the
festival. The elder declines her request and proclaims that the festival
will
be held tonight and that the God of Flame will forgive them for todays
actions.
The elder will then go outside and declare to everyone that tonight is the
festival and to make preparations.

As Pamela leaves in disgust, she notices you and declares that you may be
the
people to save the village. Visit her and she will request your names.
Pamela
will then ask if you believe her prediction will come true. Regardless of
your
choice, she will state that her predictions are very wrong. She mentions
that
a Seer can tell the future, but that the future can be changed. She will
then
request your help. Grant it and she will confide that she believes
something
has taken control of Mt. Flame. No one is allowed to enter the volcano
except
during the festival. You'll have to wait until it begins before you can do
anything now. She tells you to rest at the inn until the festival begins.
Take her advice and when you wake up, the festival will already in full
swing.
Speak to the excited villagers if you'd like and note that the man west of
the
inn is a merchant who has some new items. Speak to Pamela when you are
ready
and she will mention that the road to Mt. Flame will be open soon and that
she
will need your help so be ready for her. Exit Pamela's place and notice
that
most of the villagers are now carrying torches. Speak to the elder at the
north west part of town and he will give you torches. He notes that since
everyone who is participating in the festival has a torch, it's time for
the
Procession of Fire to begin. He will then ask if you are ready to go. Say
yes
and the announcement will be officially made. A prayer will be made before
everyone is blessed to leave town for Mt. Flame. Everyone then leaves and
heads for the volcano.

===========================================================================
====
MT. FLAME
(WK12)

Items: STRseed
DEFseed
Herb
Knife
110 Gold
Antidote
AquaShard x 2
Bottle

You will now be on the world map holding your torches. Head slightly to
the
north west to reach the volcano. You can be attacked by monsters along the
way. Speak to the people lined up and make sure you speak to the person
who is
first in line. The elder will appear and the man who is first in line will
be
all giddy in anticipation of being the first person to start the ceremony.
The
elder explains how the ritual is very important and that they receive a new
PilotFire from the God of Flame. Unfortunately for the man first in line,
the
elder will let you jump ahead of him since you are guests much to the mans
chagrin. The elder will lead you through a long path to the crater of Mt.
Flame. The elder will then ask you to take your torch and throw it into
the
fiery lava which is how the village returns the Gods protective flame back
to
him. Toss your torches into the flames and the elder will tell you to
return
to town. That was it... Instead of heading back to the village though,
head
south and you will see a villager on the other side. Her name is Elma and
if
you speak to her she will wonder why Pamela is making her stand guard.
Rotate
your camera and you should see Pamela standing by another passageway.
Speak to
her and you will be scolded for being late. She tells you that you must
hurry
into the depths of the volcano to find the source of the tremors. She
mentions
that she can heal your wounds and save your game if you need her to. The
man
that was first in line will then toss his torch into the lava. Pamela will
tell you that you have little time and to hurry. Speak to her once more
and
she tells you to hurry before everyone has thrown their torches into the
crater. If everyone ends up throwing their torches into the crater before
you
finish this quest, the volcano will erupt and Pamela's prophecy will come
true.
Luckily for you, you will awake in town just before the start of the
festival
as if it was all a dream and have to start all over. Now head through the
passage she was blocking.

Take the stairs and you can go either east or west from here. Go east and
follow a series of stairs to reach a chest containing a STRseed. Notice
that
every now and then a villager will toss their torch into the crater.
Backtrack
now and take the western path an take the stairs. From here go north to
take
the next set of stairs. Follow the path to reach the next set of stairs.
Take
them and head north west to find a chest containing a DEFseed. Return to
the
stairs and head north east to find another chest containing an Herb and
further
along another set of stairs. Take them and follow the path and you will
reach
another set of stairs. Go south through the opening and you will be
outside of
the mountain on a small cliff. You will see how long the lineup is as well
as
a treasure chest. Inside lies a Knife. Return and take the stairs to the
north. From here continue on the small linear paths while taking two sets
of
stairs. From here go around and you should find a small crater. Drop down
into it to reach the floor below. Drop down once more and then head south
to
reach two treasure chests. Inside them will be 110 Gold and an Antidote.
Now
head north east of where you dropped down to find a healing spring. Now
with full health and magic, drop down twice more to reach the boss.
Approach
the strange looking red thing and he will be laughing at the upcoming
destruction he plans on causing. He laughs at humans for worshipping a God
of
Flame that doesn't exist. He states that the humans will make him unleash
the
Flame of Darkness which will cause the volcano to erupt, causing the people
to
fall into despair thinking it was the wrath of the God of Flame. You will
then
be attacked.

Boss Battle - FireGiant

The FireGiant is quite strong and it's useless to use fire based attacks
like
Blaze or FireSlash. Instead, cast SAP twice which will lower his defense
and
heal when needed. FireGiant can charge your party which can cause around
10HP
per member as well as unleash a breath of flames which does the same kind
of
damage to your whole party. Every now and then he may gather strength
which
will cause his next attack to be twice as strong. Recast SAP when his
defense
returns to normal and everything should work out.

The FireGiant will drop an AquaShard after you defeat it. He will claim
that
the Flame of Darkness can never be extinguished before dying. Head north
now
and walk into that black circular tile and you will fall down to the floor
below. You will be in the room where you claimed the STRseed from the
chest
earlier. Return back to the room where you tossed your flame into the
crater
and a weird black flame will be flowing high. The villagers will be
frightened
and wonder if Pamela's prophecy was correct. Speak with Pamela and tell
her
everything that happened. She will wonder how to put out the flame. The
elder
will ask her to use her clairvoyance and she will see a shabby little room
and
a man with a slovenly face. He has a bottle with some liquid in it and she
sees the hero with him. That's all she can see but the contents of the
bottle
might put out the flames.

If you haven't figures it out by now, she is seeing Hondara and the
HolyWater.
Head back to Estard if you previously didn't acquire the HolyWater from
Hondara.

Pamela will ask you if you have any idea who the man in her vision is. Say
yes
and she will mention that you need that bottle. Speak to the elder and he
will
ask you to throw the contents of the bottle into the black flame. Stand in
between the elder and Pamela and use the HolyWater as an item from your
inventory. The black flame will disappear and Pamela will thank you. She
will
state that her visions of impending doom are slowly fading away and that
she
believes her prophecy of the volcano erupting won't come true anymore. The
elder will excitedly declare that the ceremony is over and wants everyone
to
return to the village to get pissed drunk! He wants to thank you properly
for
saving the village and everyone will then return to Engow.

A screen will pop up mentioning how everyone returned to the village


singing
and dancing into the night. The party celebrated with all the food and
drink
they could ask for and after the festival ended, when morning came.......
The party will wake up and the inn. Speak with Pamela and she will give
you an
AquaShard for all your troubles. She's had the shard for ages but thought
it
might come in handy for you. She then asks you to visit her from time to
time.
Speak to the elder if you'd like before returning north of town and taking
the
blue swirling travel gate back home.

Upon returning to the fane, Kiefer will mention that since the volcano
didn't
erupt, the village was saved. He wonders if a new land has appeared. He
then
suggests heading back to the castle to investigate. Head south to the
WindShard room and you can put a shard in the north west pedestal. Go to
the
AquaShard room and you will be able to put a shard in the north east
pedestal.

Check your inventory if you haven't noticed as you still have the Bottle
that
held the HolyWater. The Bottle will be empty though.

Return to the center room and notice where the new island appears on the
world
map on the floor. Take the shortcut you previously discovered by going
through
the southwest portal and return to Estard castle. Head to the throne room
and
King Burns will welcome everyone back. The old man who lives on the cliff
will
be there and will have explained everything to the king while you were
gone.
King Burns mentions how there was once several continents in the world and
that
you are on a mission to restore the world. King Burns has sent another
expedition party to find if another land has been restored. All of a
sudden
one of the members of the expedition party will storm into the throne room
and
tell King Burns that a new island has been spotted north of Rexwood
containing
volcanoes. After the messenger leaves, King Burns guesses that everything
the
old man said must be true and apologizes to him, but not before wondering
why
Estard was spared from disappearing like the other countries. After his
apology to the old man, he will then forbid Kiefer to continue on his
journey.
The old man will be upset as apparently the king broke a promise to him
about
restoring the lands. King Burns mentions how Kiefer must focus on Estard
and
leave the task of restoring the world to others with more expendable
bloodlines. Amitt will then tell Maribel that he agrees with the king and
forbids her to travel as well. Borkano tells you that he doesn't want you
to
bite off more than you can chew before taking you home. Once home Borkano
mentions that he figured you to be such a cautious young man and states
that
while he doesn't directly approve of your adventuring, you have his
blessing.
Head upstairs to your bed and call it a night.

Next morning Maribel will be waiting for you as you exit your house. She
will
explain how she stayed up all night trying to convince her father to let
her
continue traveling before he gave in. She then asks if you were planning
on
continuing alone. She will then join your party again. She reminds you
that
the new island is to the north so head to the cave to get into the boat.
As
you walk she will state that Kiefer has his duties as a prince so it'll be
just
the two of you from now on.

Try to life the stone lid inside the cave but you will be unable to as
Maribel
is too weak. She tells you to hurry and think of something. Exit the cave
and
low and behold, prince Kiefer will be there as he managed to sneak out
again.
Some things never change. He then joins your party after explaining how
his
father won't hold him back. Lift the lid and climb aboard the boat. Check
your World Map if you'd like to see exactly where the new island lies and
sail
north so you can enter Engow in the present.

===========================================================================
====
ENGOW PRESENT
(WK13)

Items: Antidote x 2
Potion
Boxer Shorts
7 Gold
Cloth
Button
TinyMedal

The lady that greets you by the inn will mention there is hot springs below
the
town well. Smash the vase to the east for an Antidote. Speak to the
people to
learn that monsters live in Mt. Flame and that treasure hunters visit the
volcano often. Smash the vase at the north west part of town to find a
Potion.
Speak to the small child at the north east part of town and he will be
looking
for his button. He mentions that he might have to get Aunt Pamela to find
out
where it is but that will cost money. Rummage through the south eastern
home
to find an Antidote in a vase. Head into the hot spring by going into the
well
and you will find that the spring is mixed bathing. Search the dressers
for
Boxer Shorts. Enter the elder... er chiefs house and smash the barrel for
7
Gold. The upstairs dresser will have a Cloth. Speak to the chief and he
will
ask you if you like the village. You will notice that the chief wants
Engow to
be a tourist attraction.

Enter the fortune telling shop which is also a weapons and armor shop and
speak
to the fortune teller who is oddly named Pamela. Answer yes when she asks
you
if you think her name is strange. She will explain how her name is special
as
it was given to clairvoyant family members that can predict the future. A
long
time ago the land was threatened by disaster which the original Pamela had
a
part in averting with the help from some people. Well, we already knew
that.

She will then read your fortune and sense that that you are searching for
something. She tells you to check the sign in front of the tavern to find
what
you seek. She will then charge 5 Gold for the reading fee.

Read the sign at the inn and you will discover the small boys missing
Button.
Return the Button to him and he will reward you with a TinyMedal, the first
in
the game. Now lets head to the volcano north of town.

===========================================================================
====
MT. FLAME PRESENT
(WK14)

Items: WindShard
80 Gold
Herb
350 Gold
Antidote
60 Gold

Head into the volcano and when you get to the area where you threw your
torch in
the past you should find a swirling warp gate. Ignore it for now and
continue
south to go through the cavern. Take the stairs and head east through a
series
of floors to find a WindShard in the chest. Backtrack and take the western
path and take the stairs. Go north and down the next set of stairs. From
here
head south to take the stairs. Head north west to grab 80 Gold from a
treasure
chest before heading north east to grab an Herb from another chest. Head
west
and take the stairs. From here head south and take the stairs. Head south
to
grab the 350 Gold from the chest before taking the stairs to the north.
Take
two more flights of stairs and drop into the crater to reach the floor
below.
Drop again and then head south west to grab an Antidote and 60 Gold from
the
chests. Keep dropping down and make your way back to the room with the
blue
portal. Step into it and you will be warped somewhere.

Head south east through the door and you will be in the ancient fane. Now
the
north west building will be lit up as it leads to Mt. Flame. Now head west
and
south and place the WindShard on the pedestal. Now go all the way east
into
the AquaShard room and place the shard on the north west pedestal. Here we
go
again...

===========================================================================
====
DIALAC
(WK15)

Items: Leather Hat


7 Gold
10 Gold
Cloth Shirt
AngelTear
Herb
5 Gold
LandShard
WindShard

You will appear on a small island with a town right beside you. Enter it
and
read the sign that says "welcome to Dialac". All the townsfolk will be
turned
to stone. Inspect a few of the stone citizens and Kiefer and Maribel will
wonder if the statues are real people. Search the dresser in the house
north
of the church for a Leather Hat. Smash the barrel in the house north west
of
the inn for 7 Gold. Smash the vases outside the house north of the inn for
10
Gold. You should notice an old man who isn't turned to stone at the north
part
of town. You may have also read the mysterious marks on the wall of the
western part of town which reads "Landmark. Heh. Heh. Heh." The house at
the
north part of town will have a ClothShirt in the dresser.

Speak to the old man by the well and he will remark that not many travelers
visit this place. He senses that you are important people and wonders what
you
are doing in such a town. The hero will explain everything to the old man
regarding your adventures and restoring the places of the past but the old
man
will tell everyone to forget about Dialac as it's too late. The people
have
all been turned to stone and there is no way to lift the curse. The old
man
wishes to watch the demise of the town and suggests you take your travels
elsewhere.

As you try to walk away he will stop you and gives you a small shiny
bottle.
It's called AngelTear and is a legendary potion that can heal people who
have
been turned to stone. The old man acquired the potion to late though to
save
the people of the town due to them being damaged by the elements. He says
that
the townspeople probably hate him but at night..... and then he trails off
asking you to forget he said anything. He then mentions that even though
the
village is dark, it gets even darker at night. Well I'd hope so. He
finally
mentions that if you stay at the inn, do not go outside in the middle of
the
night. Time to check in at the inn and not follow his advice.

Rest at the inn and you will be woken up by the sound of a sad cry. Kiefer
and
Maribel will be sleeping so it's off to investigate on your own. Inspect
the
stone statue of the lady to the south of the inn and the statue will give
off
a faint light.

You will suddenly see a vision from the past play out with a lady greeting
a
swordsman named Clayman and asking if he is off to get supplies. The woman
will mention that they often pray for rain yet it never rains, not even
once.
Clayman states that God won't forsake them this year and the town will
receive
rain.

Inspect the man north of the town sign and his scene from the past will
play.
It will be right before the rain prayer and the farmer mentions that his
future
doesn't look to good if it doesn't rain. A small boy named Joseph will
accidentally run into him and knock him over before running off.

Speak to the small girl to the east and in the scene, Joseph will be near a
tree slipping a note inside a book. The small girl, Rena, will scold
Joseph
for marking up the wall. Joseph will tell her to hush and note that it's a
guide marker. He mentions that he "discovered another one that's even more
incredible than the last one". Rena wonders if he means his secret base
which
he does. He asks her to come over during the rain prayer to learn more.

Head south and view the priests past event. A woman named Millie will
wander
into the church and says she is going to pray for the safety of a certain
important person on his journey. She will be praying for Claymans
protection.
A man will then walk in and pray to be the one to marry Millie and that
Clayman
not returning in time would be the best thing to ever happen to him.

Head north to the large stone in the middle of town and view the old
womans
scene. She will be praying to the Boulder God to give the town rain as
there
is no water. The young priest will come up to her and ask why she is
praying
to the boulder instead of the Water God. She mentions that the Water God
was
created by man but the boulder was here long before any man. The priest
understands but asks why they would need the boulder, to which she replies
that
the boulder isn't here for them, they are here for the boulder. The priest
mentions that maybe he is seeing things from the wrong perspective.

Head west and inspect the woman. She will be looking for Joseph and
explains
to Rena that he was told to stay home and prepare for the prayer but he's
gone
missing. Rena lets it slip out that she knows where he is before covering
up
and saying that she doesn't know.

Inspect the young man slightly to the north west and he will be standing in
front of the Water God when his vision starts. He notes that the God is
smiling and concludes that this years prayer for rain will be answered. He
mentions how Clayman left town to purchase supplies and if it rains he'll
use
it to get closer to Millie.

Speak to the beautiful woman now north of the church and you will see a
scene
from Millies past. She will wonder what is taking Clayman so long before
he
enters the house apologizing for being late. He will mention to Millie
that he
has decided to be the one to get supplies for the village. Millie will be
upset as there are monsters around and the town would not survive without
him.
Clayman reassures her that he must go and says that when he returns they
will
tell the whole town about their marriage. They kiss to end the scene.

Climb the stairs on the south west part of town and inspect the middle aged
man. Josephs dad, Keene, will be at the bar having some drinks and Joseph
will
ask about what the town used to be like. Keene mentions that he's never
really
heard about the towns history before the bartender states that the town was
once a battlefield and the original town was destroyed. Their ancestors
came
together and built a new village and found old things buried in the ground
every now and then. Keene says that his son reminds him of a certain
someone
before Joseph says he is going to play outside. Keene reminds him that the
prayer is soon and to not sneak around.

Head north and inspect the man at the entrance of the house. The vision
starts
with the bartender asking Keene if he wants another drink. Keene will
leave
the bar after declining rather rudely and all of a sudden it will start to
rain. Keene notes that the rain is awfully muddy and wonders if he is
having a
nightmare as people appear to be turning to stone right before his eyes!
Keene
then tries to go inside his house but it's too late as he also turns to
stone.

After the vision Keene will crumble to the floor. Enter the house and
inspect
the bookshelves to find a note written in childish handwriting. Read it to
learn that after finding the secret base, Joseph found another great
discovery
and can't believe the town has that kind of place. The entrance is under
the
pointed tree near the marking on the cliff. The second base is under the
bar
where his father likes to go.

So, to summarize all the visions of the past. The town was going to suffer
without rainfall and some of the men were jealous that Clayman was dating
Millie. Clayman was leaving the village to get provisions for the town
while
we got to get snippets of mysterious Joseph, a young boy who finds a few of
the
towns secrets. The town was apparently a battlefield in the past and the
town
does end up getting rain, but the rain turns everyone to stone. Also note
the
very obvious religious undertones which are starting to get more apparent
as
the game continues on.

Speak to the old man by the fire at the north east part of town and he will
assume that you've seen the glowing forms of the statues. He personally
believes that their glow is their hatred for him. He will then give you a
history lesson regarding this town. The area was always in drought. Once
a
year all the townsfolk would gather and pray for rain. When their prayers
were
answered fifty years ago the old man had left town to purchase supplies.
The
old man is Clayman! On his way back to the village he saw a dark purple
cloud
settle over the village. Soon it rained a cursed gray rain. He hurried
home
but it was too late. He cried and wished how he would have joined them.
Speak
to Clayman again and he says that most people have no knowledge of this
gray
cursed rain or its effects.

Now that you have digested all of that tragic information, lets make use of
the
hints from Josephs note. It mentions some sort of entrance near a pointed
tree
by his marking on the cliff. Head to the marking on the west part of town
and
note the tree near by. Search around this tree and you will discover that
the
ground sounds hollow and that it's too dark to see. It is night time after
all. Return to the inn and head to bed. When you wake up speak to Clayman
and
he will tell you it's best to use the AngelTear from a great height.
Search
the area near the tree to find a set of stairs. Follow the path and take
the
next two sets of stairs then head east down another set of stairs to find a
room with a bunch of jars and a note on the wall. Smash the jars to find
an
Herb and 5 Gold. Read the note and it will say "Secret Base No. 2". Go
back
up the stairs and then go south and follow the path and up the rope. You
will
now be on top of the large boulder in town or the "Boulder God". Take the
old
mans advice and use the AngelTear from such a high place.

All of a sudden you will see a bunch of sparkles and the darkness will
disappear as light returns to the town. Suddenly Joseph will appear from
his
underground secret base and wonder what happened. Make your way to him by
backtracking out of secret base number two and he will wonder where
everyone
is. He mentions that everyone was making a fuss about the rain prayer just
recently. He will then ask if you know what happened. Say yes and he will
be
told how everyone was turned to stone fifty years ago. Joseph won't really
believe you but will join your party to search for the others. You can
inspect
the statues to read Josephs comments if you want. Speak to the old man and
Joseph will wonder who he is. Clayman will recognize Joseph and ask where
he
has been all this time. Joseph explains that he was in his underground
secret
base. Since Joseph was underground, he wasn't as harshly effected by the
elements as the others were so that explains why the AngelTear worked on
him.
The old man will then thank you.

A screen will then pop up with a spelling error. It will explain how a new
sense of life and hope has returned to Clayman and Joseph realizes the
gravity
of the situation. Clayman will decide to take care of the small boy as
they
are both fond of each other.

The next day will begin with Clayman once again thanking you for all that
was
done. He explains how Joseph and he will embark on a journey to warn
people of
the terrible gray rain as well as search for a cure for the townspeople.

Now enter Josephs Secret Base No. 1 and smash the barrel to find a
LandShard.
Now you are free to return to the present.

Once back at the fane, head north to the LandShard room and place your
shard on
the middle pedestal. Head to the middle room and note the new island just
southeast of Fishbel. Sail your boat to the new island and enter the new
place.

The place will be deserted except for a shard on the ground and an old man
at
the large boulder. Take the WindShard and speak to the old man. He had
heard
of the town that was once there and when he arrived it was gone. Since he
has
no home his goal is to build a brand new town. Since he is the only one
though, he has a request. Simply tell anyone who is looking for a new
place to
live to come there. If people can come then the town will be reborn. He
then
introduces himself as Sim.

Now return to the fan with your newly acquired WindShard. Head to the
WindShard room and place the shard in the north western pedestal. You will
be
warped to a new place.

===========================================================================
====
ORPH
(WK16)

Items: DEFseed
Herb
HairBand
LifeAcorn
5 Gold x 2
TinyMedal
Dung
Bone Knife
Copper Sword
Antidote
Mystic Nut

You will appear on the World Map on the southern tip of a new continent.
Head
directly north to enter the strange town of Orph. The first thing you
should
notice upon entering town is the large number of animals wandering around.
Enter the house to the west from the eastern side and you can buy items
from a
chicken. Very strange. Enter from the north side and grab the DEFseed
from
the hanging sacks. Smash the vases for an Herb. Go upstairs and you will
finally see a human. She can't speak to you though for some strange
reason.
Search the dresser for a HairBand and the chest for a LifeAcorn. Exit this
house and enter the eastern house. More animals will be inside, along with
5
Gold in a dresser. Outside in the fenced area will be another person that
you
can't communicate with. Enter the inn west of the church and a cow will
let
you rest if you wish. Grab the TinyMedal from the drawer before smashing
some
of the barrels outside of the inn for some Dung. Enter the house to the
north
and smash the vase for a Bone Knife which oddly, none of your characters
can
equip. Speak to the cat and it will appear that it's trying to communicate
with you. Enter the weapon and armor shop and a rooster will be willing to
do
business with you. Enter the shop from the opposite side and open the
chest
for a Copper Sword. Enter the large house to the north west and smash the
vases for an Antidote and 5 Gold. There will be more animals as well as
another person you can't communicate with. Enter the cabin near by and a
young
boy will be chained to the wall. Kiefer will be disgusted that somebody
could
do such a thing. Speak to the cow and Kiefer will mention that the cow
probably knows what happened. Kiefer will remind you that you previously
met
someone who said that they could understand the speech of animals. Speak
to
the chained boy and you will be unable to detach his lock.

There's nothing left to do in this town except find that person who can
speak
with the animals. He is the man who lives west of Fishbel in present time.
Return to this strange mans hut and speak to the squirrel by the fire to
receive a MysticNut. Enter the house and the man will be speaking to a
cat.
When you speak to the man you will inform him of the situation and he won't
believe you until his cat convinces him otherwise. He then joins your part
as
a non playable character.

Return to Orph now and the woodsman will see if the animals will shed some
light on what has happened. He will try to communicate with a dog but will
have no idea what it was trying to say. He then asks to talk to some of
the
other animals. As you continue to speak to the animals it will be quite
apparent that he won't make any progress.

Speak to any of the humans in town and they won't actually be humans! They
are
animals trapped inside human bodies! Any of the humans will explain that
long
ago a monster upset the tranquility of the town. The protectors of the
land,
the legendary White Wolves challenged the great beast. One by one the
White
Wolves were killed. The White Wolves finally lured the monster into the
cave
on Mt. Ceide and after a lot of spilled blood, successfully sealed the
creature
inside. One pregnant lone wolf were the only survivors. The monsters
confinement is due to the sacrifice of the White Wolves. A new beast has
come
to town though and used sorcery to switch the appearance of animals and
humans.
The humans are actually animals and vice versa. The beast came from the
mountain of God, Mt. Ceide, to the west where the monster was confined many
years ago.

Speak to the poor man chained in the cabin and the woodsman will cut away
the
locks that bind him. All of a sudden the boy will run outside. When you
exit
the cabin he will be nowhere to be found. There's nothing left to do
accept
investigate Mt. Ceide.

===========================================================================
====
MT. CEIDE
(WK17)

Items: 120 Gold


STRseed
AquaShard x 2

Mt. Ceide will lie west and a bit north of Orph. Upon entering the
mountain,
you will see a lone wolf that will run away as you approach it. Follow the
wolf into the deep cavern of the mountain. Head north east to grab the 120
Gold from the chest. Take the western path and follow it all the way
around
until you reach the stairs. After taking them, head all the way south to
open
a chest containing a STRseed. From here go north a bit and then west
through
the opening. Grab the AquaShard from the chest to the north before taking
the
exit to the south. Now head north and take the stairs. From here, follow
the
path and when it splits into two, head south west to take the stairs.
Follow
the path in the next area and take the exit to the south below the stairs.
Follow the winding path around the mountain and you will stop at an
entrance
that was previously opened. Ignore this for now though and continue on
around
the mountain and enter another opening to find a chest containing another
AquaShard. Return to the previous entrance and use all your healing spells
to
replenish everyones health as you won't be able to use magic when you go
inside
at it will be sealed by some force. Also make sure each party member has a
few
Herbs in their inventory. Once inside, head north while avoiding the
poison
marsh to take the stairs.

In the next room the woodsman will point out that the wolf you saw earlier
is
here. The wolf will be lying on its side and a huge coffin with an open
lid
will lie in the center of the room. All of a sudden the boy who was
chained up
in town will enter the room and approach the wolf. The woodsman warns you
that
he has a strange feeling monsters are near. Approach the coffin and a
monster
will appear and associate you with the wolf. The monster then curses at
the
White Wolves for sealing him up in this mountain. He swears that you will
pay
for sealing him and mentions that he has already ruined the near by town
that
the White Wolves were to protect. He states that he must kill all the
White
Wolves and the cub is the last one alive. The woodsman will tell the hero
that
the cub had fought with the monster the other day but was severely injured.
All
of a sudden, the boy will attack the monster and the party will come to his
aid.

Boss Battle - Deathpal

This battle will be really hard if you haven't upgraded your equipment.
You
cannot use magic which is why you were advised to stock up on Herbs. The
woodsman will join you in battle though you cannot control him. His
attacks do
almost nothing but he will aid in healing by using the odd Herb on an
injured
member. Deathpal can attack twice per round so keep a close eye on your
HP.
He also has a wind attack which hits a single character pretty hard. Every
now
and then he uses a dazzling light which can be brutal if it hits your party
members as it will cause their chances to land a hit go down. If Maribel
uses
the retaliate skill you may be lucky and reflect it back to cause his
chances
of landing a successful blow decrease. Kiefer should continually use
FireSlash
and with time, Deathpal will go down.

Afterwards he will attempt to turn everyone into animals just like he did
to
the people of Orph but the boy will bite him and he loses control of his
body.
Deathpal states that only a White Wolf can do what just happened to him and
that the child must be a wolf that was turned to a human when he cursed the
town. Apparently that boy is the lone remaining White Wolf in existence
and
not the other cub. He declares that the wolf will spend the rest of it's
life
as a human before hitting it with a curse. Deathpal will then fall into
the
coffin and the woodsman will tell you to reseal it by closing the coffin
with
the stone lid. Help the woodsman seal the monster and the curse in Orph
will
be lifted as animals will turn back into humans and vice versa. All except
for
the poor boy who bit Deathpal. The woodsman will explain that the boys
mother
was the single White Wolf that survived the battle with the monsters and
died
shortly after from her wounds, but not before giving birth. The near by
cub
ended up raising the new born as her own son. His name is Gabo, and the
party
will wonder how the Deathpal broke free from the seal and decides to return
to
town.

You will automatically return to town and are free to speak with the
people.
Gabo will end up taking off first. Speak to everyone and you will see that
some of them have kept their animal instincts. Go into the cabin that you
first saw Gabo chained in to realize that Gabo had the chain so tightly
wrapped
around his neck as a human because it was originally put around his neck as
a
wolf. When you exit the cabin Gabo will be there with is wolf. Gabo will
try
to express his gratitude for releasing him. The woodsman will then state
how
he wants to adopt the child and have him live with him so he can learn to
live
as a human. He will also invite the other wolf and Gabo will accept. They
then will leave. Speak to the mayor in the large house beside the cabin
and he
will mention that the stone slab blocking the sealed coffin couldn't have
been
opened from inside so someone must have opened it from the outside. Head
back
to the fane now and the woodsman will say goodbye. Gabo ends up not moving
and
attempts to communicate that he wants to travel with your party. His
motive is
that he wants to find out who opened the door to let Deathpal out as
whomever
did it must be very powerful. The woodsman will say goodbye and takes the
other wolf with him. Kiefer and Maribel then welcome your new friend to
the
party as he officially joins. Equip that Bone Knife you found earlier as
Gabo
can wield it.

Head east now to the AquaShard room and place a few of your shards. You
can
put both on the north east pedestal before returning to the center room. A
large island west of Estard will appear on the floor map. Lets explore it.

Sail west of Fishbel and don't forget to change Gabo's battle tactics to
manual
if you wish to control his actions. Circle the large island if you want to
build Gabo up a few levels before entering Orph.

===========================================================================
====
ORPH PRESENT
(WK18)

Items: Herb
Cloth Shirt
15 Gold x 2
5 Gold
WindShard
30 Gold
DEFseed
Monster Book

The first thing you should notice is all the animals that look like they
are
playing musical chairs. Enter the building to the west from the northern
door
and search the hanging sack for an Herb

***Immigrant Spot***
You may see a person walking by the stairs. If you speak with them you can
tell them about Sims town. See the Immigrant Town section for more
details.

Upstairs has a Cloth Shirt in the dresser and nothing in the chest. Smash
the
barrels by the inn for 15 Gold. Enter the inn if you need to rest.

***Immigrant Spot***
You may see a person in the inn bedroom. If you speak with them you can
tell
them about Sims town. See the Immigrant Town section for more details.

5 Gold lies in a vase in the house north of the inn. Enter the weapon and
armor shop from the rear and take the WindShard from the chest. Enter the
shack you found Gabo in and smash the barrels for 30 Gold. Now enter the
elders house to the west to find out a festival is upcoming when you speak
to
him. He explains that the townsfolk are all wearing animal costumes for
the
Animal Appreciation Festival. He then explains the past events in which
you
were apart of regarding the White Wolves protecting and saving the town.
He
then asks you to join in the festivities and Mimi, the maid, will move so
that
you can take costumes out of the dresser. Put them on and then smash the
vases
in the other room for a DEFseed.

Head to the town square now where you saw the people in animal costumes
gathered earlier. Speak to the man and he will ask you to play a game with
nothing to lose, but a valuable prize to win. Accept his challenge and he
will
explain the rules. Three out of the six animals are men, which means the
other
three are women. You have to pick which three of the six are beautiful
women.
You are then told to speak with the ones you think are female.

If you fail at this game, just keep trying while remembering which animals
were
men. Once you pick a correct animal, they will then shuffle. Pick one of
the
cows first as there are two of them and one is always a female.
When you successfully select the three females, the village elder will
present
you with a prize. Speak with him to receive the Monster Book. Now you can
leave town. Once you exit the village your party will automatically remove
the
costumes.

Use the Monster Book as an item on the World Map and it will list all of
the
creatures that you have defeated in battle, as well as any items they have
dropped, experience earned and Gold collected. Press the X button to see a
monsters animation. You can see more animations for every twenty of the
same
monster you defeat. If you complete the Monster Book, you will receive a
Gospel Ring which prevents random encounters.

If you reenter Orph, the festival will be over and the item and weapon and
armor shops will be open for business.

Head west to Mt. Ceide and right near Orph you should see some buildings
across
the lake and it doesn't look like you can reach that area at the moment.
Enter
the cabin on the World Map and you will be on the harbor from which boats
travel to and from the mansion on the other side. A rich guy apparently
owns
the mansion on the other side and the man inside the house won't tell you
the
name of the rich fellow. Grab 15 Gold from the barrel inside the house
before
leaving for Mt. Ceide.

===========================================================================
====
MT. CEIDE PRESENT
(WK19)

Items: Stone Claw


120 Gold
TinyMedal
Bunny Tiara
AquaShard

Mt. Ceide is in the exact same place as in the past and monsters will
attack
you here. Enter the cave and take the eastern path to grab the Stone Claw
from
the chest. Take the western path to reach the stairs. Head all the way
south
to grab 120 Gold from the treasure chest before heading north a bit and
then
west through the opening. A TinyMedal lies in the chest to the north.
Head
south and follow the path to take the stairs. Follow the path around and
take
the western branch to take the stairs. Exit out of the cave to the south
east
and wrap yourself around the mountain like last time. This time the door
will
be sealed by a stone slab. Just like in the past, ignore this for now and
continue around the mountain and enter the next opening to grab the Bunny
Tiara
from the treasure chest. Now return to the stone slab and it will move out
of
the way as you approach it. Watch out for the poisonous marsh and take the
stairs to the north. Approach the coffin now and you will hear a voice
inside.
It will ask if you dare awake it from it's slumber. Say yes and it will
ask if
you are positive. Say yes once more and you will have the option of
removing
the coffin lid. Do so and a man will be inside! He praises you for having
guts and starts to threaten you before he realizes that he has met you
before.
He is Deathpal in human form. He has been asleep all these years since he
used
up all of his magical powers during your battle. When he woke up, he
looked
like a human. He figures it must be his punishment so he just hides and
frightens people away. He will then recognize Gabo and apologizes for what
he
did. He tries to turn him back into a wolf but his spell will fail, well
not
totally. Now Gabo will have the ability to speak! Not a total loss I
guess.
Deathpal will be upset for not having the ability to turn him back but Gabo
will actually like his new skill. Deathpal then gives you an AquaShard
that he
had hidden in his casket back when you defeated him in the past.

Now you can backtrack out of here and return to the Ancient Ruins. You
have
two new shards that need to be placed. Head to the WindShard room and
place
the newly acquired shard on the southwest pedestal. Now go east and place
the
AquaShard on the north east pedestal. Here we go again.

You will appear on the World Map and it will be light out for some reason.
Head east a bit and then south to enter a town by a poisonous marsh.

===========================================================================
====
FALRISH
(WK20)

Items: Herb
STRseed
15 Gold
FireShard
TinyMedal
10 Gold
Leather Armor
3 Gold

Speak to the soldier at the town entrance to learn that MechSoldiers are
everywhere and that you should leave this area immediately. Enter the inn
and
you will see a small machine in one of the rooms. The man in the bed with
also
warn you of these MechSoldiers and explains how they destroyed a bridge to
the
north east preventing anyone from leaving the country. Directly west of
the
inn is a door in the other building. Rotate your camera to see it. Enter
it
and smash the vases for an Herb and STRseed. Smash the barrel for 15 Gold
and
open the treasure chest for a FireShard. Enter the building east of the
inn
and more people will talk about battling the dangerous MechSoldiers. Speak
to
the man in the turban if you wish to purchase any items. Smash the barrels
for
a TinyMedal. Speak to the man upstairs and he will tell you Falrod Castle
lies
to the south west. The weapon and armor shop to the north sells some new
and
expensive equipment. Enter the door in the building directly north of the
weapon and armor shop and a small boy will be standing by a machine.
Apparently that machine killed this poor boys father. Smash the vases to
find
10 Gold. Open the chest to grab a Leather Armor.

Climb the staircase now and head to the north western part of this wall.
Enter
the door and you will be in the church. Head downstairs and a strategy
session
with the soldiers will be wrapping up. The Captain will then take his
leave
for Falrod Castle but on his way out he will mistake you for mercenaries
and
tells you not to waste your lives on these monsters. Speak to one of the
soldiers to learn that the enemies base is to the east and is filled with
dozens and dozens of MechSoldiers. Exit through the south eastern door and
smash the barrel for 3 Gold. You have pretty much done all that there is
to do
here so you might as well take the peoples advise and head south west to
Falrod Castle.

===========================================================================
====
FALROD CASTLE
(WK21)

Items: Leather Shield


Scale Armor
STRseed
5 Gold
DEFseed
TinyMedal
2 Gold
Bronze Knife
SeaShell Hat
Bone Knife
Wooden Hat

Enter the building to the north west and speak to the two soldiers.
Apparently
the captain hasn't returned yet and someone named Hanes is looking for him.
You won't be able to enter the castle just yet. You can speak to the man
urinating on a wall outside of the castle if you'd like. Enter the
building to
the east and speak to the soldier who will ask if you are applying for
mercenary work. Say yes and you will be asked to demonstrate your fighting
abilities. Say yes and you will follow the soldier outside. You will then
do
battle with a Falrodier.

Battle - Falrodier

The Falrodier has a violent slash and can heal himself. Simply stick to
physical attacks while casting SAP and Blaze and you should be okay.

After the battle Maribel will claim it was a piece of cake. You have now
been
accepted as worthy mercenaries to fight together to protect the kingdom.
You
are then led back into the room and told that you should greet the king
inside
the castle. Open the dresser for a Leather Shield before entering the
castle.
Head upstairs but don't speak to the king just yet. Enter his chambers to
the
east to grab the Scale Armor from his dresser. A machine that vacuums
created
by someone named Zebbot will be to the south. Exit through the south and
explore more of the castle. Head south east and enter the door. Smash the
vases for a STRseed while being careful not to fall through the hole. Exit
and
take the stairs to the north east. Pull the lever and enter the emergency
area
to loot. Smash the vase for 5 Gold and open the chest for a DEFseed.
Return,
and head west to smash the vases by the old lady who talks about the
princess
for a TinyMedal. Take the stairs near by and now make your way to the
throne
room to speak with the king. He explains how a mysterious army of
MechSoldiers
are invading the country. He'll ask for your names and after
introductions,
will ask if you'll lend your strength to help protect the country. Say yes
and
the king will explain that Captain Trad will brief you on your duties.
After
being dismissed, Captain Trad will report to the king. He explains how the
MechSoldiers are winning the battle against Falrish. Trad will be advised
by
the king of his new recruits and you will be told to report to the
guardhouse
to conduct a strategy session.

Enter the guardhouse which is the door north west of entering the castle
from
the world map and soldiers will be gathered. Speak to Captain Trad and he
will
explain that Falrish is now overrun with MechSoldiers. Falrish will fall
soon
and this castle will surely be next. Since the man power is lacking to
battle
the MechSoldiers head on, Trad will ask for suggestions. No one pipes up
so he
gives everyone time to think. Speak to the soldiers now and one will
mention
that someone by the name of Zebbot may be their last hope. After speaking
with
everyone, speak with the captain again and he will ask for your opinions.
Maribel thinks that fighting too many enemies at once isn't the best
option.
Kiefer wonders if something can be exploited in the fact that these things
aren't human. Gabo won't really understand and the one soldier will
suggest
asking Zebbot, the mechanical engineer, for help. Trad feels that Zebbot
is
too narrow minded to be useful and Hanes will argue that he may be their
only
hope. Captain Trad will adjourn the meeting before leaving in disgust.
Speak
to Hanes and he will suggest that seeing Zebbot be your first mission as
mercenaries. He tells you that Zebbots laboratory is west of the castle.
You
are told to head there and ask Zebbot if he will provide any assistance.
Now
exit the castle and head west on the world map.

Enter Zebbots cabin to the north and smash the two barrels to the north for
2
Gold. Enter the small cabin and open the chest for a Bronze Knife. Inside
Zebbots home you can grab the SeaShell Hat from the dresser in the western
room. Smash the vase in the eastern room for a Bone Knife. Search the
southern bookshelf to read a note that will be addressed to Zebbot from
someone
named Eri. It mentions that Captain Trad is his brother.

Speak with Zebbot and he will be tinkering with one of his creations. Gabo
will rudely point out that Zebbot doesn't even notice anyone there and
Zebbot
will retort that he has nothing to say to you. Maribel will state that
you've
come all this way to ask a favor and Zebbot will guess that you want him to
do
something about the MechSoldiers. Answer yes and he will coldly tell you
to
get lost as he doesn't care what happens to the castle or the town. He
apparently sympathizes more with the MechSoldiers! He realizes that you
won't
possibly understand where he is coming from and tells you to tell Trad to
never
send anyone to see him ever again. That was harsh! If you inspect the
MechSoldier next to him, he will tell you to keep your hands off "Eri". I
wonder if that's the same Eri who wrote him that letter?

Return to Falrod Castle and speak to Hanes at the guardhouse. He will ask
if
Zebbot has agreed to help. Say no and it will be as expected. Trad will
walk
in and state that there is no way that Zebbot will be able to cooperate.
Hanes
tries to argue and Trad will assign you to guard duty. You are to report
to
the guard tower upstairs and relieve the soldiers on duty. Say yes and he
will
tell you to forget about Zebbot. Head all the way to the top of the
western
post and the guard on duty will see something in the distance. A soldier
will
walk towards the castle and then collapse. Follow the guard down and drop
into
the guardhouse. Apparently Falrish has now fallen to the MechSoldiers and
the
soldier who collapsed will explain how they can't hold out any longer.
Captain
Trad will then order all soldiers and mercenaries to be ready for battle.
After everyone leaves the room, Trad says that he wants the party to come
with
him to visit Zebbot. Trad will then join the party as a non playable
character.

Head west towards Zebbots and as you approach, Trad will state that he once
swore that he would never return here. Enter Zebbots room and Trad will
call
out for him. He explains that he wishes to talk to him one on one. Trad
will
plead will Zebbot to listen to him once more. He explains that the guards
in
Falrish have collapsed and Falrod may be next. He asks one more time for
Zebbot to help them overcome the MechSoldiers. Zebbot tells him that he's
not
interested in helping and Trad pleads with him as the land is on the brink
of
destruction. Zebbot then very coldly states big deal, and that everyone
eventually dies. Trad will then call him a selfish bastard before
returning to
the party and saying how it was a waste of breath asking him for help.
Trad will then tell you to return to the castle.

As you exit Zebbots house, a Mechsoldier will approach and then break down.
Zebbot comes out to see what all the commotion is and takes a sudden
interest
in the broken down robot. He mentions that with a little time, he may be
able
to learn how they work. Zebbot will then ask Trad to help him carry it
back to
his room. Trad will wonder if the broken down MechSoldier will have the
ability to turn the tide of battle before telling the party to return to
the
castle.

As you enter Falrod Castle you shouldn't be all that surprised that it is
under
attack by the robots. Approach the MechSoldiers not currently attacking
anyone
to do battle with a Clockmech. Defeat them and speak to Hanes in the
guardhouse to let him know that Captain Trad is with Zebbot before heading
into
the castle. Speak to the guards there and exit the castle to see some
MechSoldiers approaching. They will defeat the two guards and then attack
you.
Quickly defeat the two Clockmechs and as three more approach you, they will
suddenly break down. Head south to find Captain Trad and Zebbot with the
broken MechSoldier. Apparently Zebbot programmed it to cause other
MechSoldiers to stop attacking. The MechSoldiers are apparently controlled
by
a remotely broadcast frequency and Zebbot has jammed it. Captain Trad
mentions
that due to the MechSoldiers being incapacitated, they can now raid their
hideout. Then he asks to start a strategy session. Agree and the session
will begin in the morning so everyone can rest.

A screen will pop up saying the injured soldiers received medical treatment
and
the Hero and the party slept on the floor.

When the next day begins, you will be in the throne room. Enter the
building
east of the guardhouse to find Trad and Zebbot. Trad will thank you for
your
part in saving the castle and he will ask if you saw the MechSoldier that
Zebbot rebuilt. He explains that it will allow us to sneak into the enemy
base. You are then told to enter the guardhouse and tell Hanes to prepare
a
strategy session. Search the dresser for a Wooden Hat. Speak to Zebbot
and
he will state that whomever built the MechSoldiers is very evil.

Enter the guardhouse and speak with Hanes. Preparations have been made and
he
asks you to retrieve the captain. Do so and return to the guardhouse and
speak
with Captain Trad to start the session. Trad explains that thanks to
everyones
efforts, they were able to fend off the MechSoldiers attack yesterday. He
advises everyone that he is sure they will ready another assault. Trad
will
explain that they will attack the MechSoldiers home base as Zebbots
creation
has the ability to confuse the other MechSoldiers. The ultimate goal is to
destroy whomever it is that is controlling the MechSoldiers so that the
country
can be saved. Trad will then invite the party to come to the enemy base
with
him. The other soldiers wonder why they weren't invited and Trad explains
that he wants them to defend the castle in case some of the robots attack
while
they are gone. He explains that the party will be doing a sneak attack so
the
fewer people the better. Say yes when he asks if you are ready and he
explains
that the MechSoldier base is east of Falrish. Trad will leave to speak
with
Zebbot and when you speak with him he will be wondering why Zebbot cannot
accept the fact that Eri has passed away. Zebbot named his MechSoldier Eri
as
a way of clinging to the past. Trad will state that this will be the final
battle and Zebbot will come along as well. Speak to everyone gathered
around
the castle entrance before speaking with Captain Trad to depart. He asks
you
to meet with him in Falrish.

Head east to Falrish and you will see that it has been destroyed. Take the
stairs from the church in the north west part of town and Trad will be
finishing up giving instructions to a soldier. Speak to him and it will be
time for the assault. Leave town and head east towards the MechSoldiers
base.

===========================================================================
====
MECHSOLDIERS BASE
(WK22)

Items: 250 Gold


STRseed
100 Gold
FireShard
Bug Knife
1200 Gold

Upon entering the base you should notice many of the MechSoldiers down
below.
Head towards the north part of the screen so that you can head down the
path
below. As you approach, a soldier will stop you. Apparently there is too
many
enemies to make a move. Suddenly, Trad, Zebbot and Eri will arrive.
Captain
Trad explains to the soldier that Eri is on their side and because of
Zebbots
help, they will win the war. Trad will explain to you that it's time to
swarm
the enemies base. Say yes to inform Trad that you are ready and he says
that
first they have to confuse the enemy MechSoldiers. Once they are taken
out,
their base can be infiltrated and their leader destroyed. Trad, Zebbot and
Eri
will descend down the path and Eri will jam the MechSoldiers frequency. On
the
way down speak to Zebbot and he will mention that the signal frequency
being
jammed might not effect all the MechSoldiers deep within the base.

Enter the base and attack the wandering MechSoldier. Head east and step on
the
platform to reach the floor below. From here head south and dispose of the
MechSoldier before heading north and west to ride the platform up. Open
the
chests to find 250 Gold and a dangerous Cannibox. Defeat the Cannibox and
return downstairs. Head south but don't ride the platform just yet, keep
going
south and speak with the MechSoldier who will activate the near by lift.
Take
it down and open the chests for a STRseed and Iron Shield. Speak to the
MechSoldier to reactivate the lift. Take it back up and now return to the
lift
that you previously skipped and take it.

From here head north and defeat the two MechSoldiers blocking the path.
Head
north and upon entering the room, you will see the boss. Don't approach it
just yet. Instead, head east to grab 100 Gold from the vase. The treasure
chest will contain a FireShard. Now head towards the boss and as you
approach,
he will wonder how you made it so far. He will then summon the two
MechSoldiers near by to attack you. Defeat the Clockmechs and the boss
will
wonder why the Mechs aren't doing as they are told. You are then attacked.

Boss Battle - Machinoid

The Machinoid has the ability to call Clockmechs into battle. It can also
cast
SAP. Don't worry about any of the Mechs it brings into battle into after
you
defeat it. Cast SAP on it twice to greatly lower it's defense. After
pounding
on it for a while it will go down and then you can focus on the Clockmechs.
You can also have Gabo use bark on the Clockmechs while pounding away on
the
Machinoid as it can disable them from attacking. Right before you are to
deal
the finishing blow to the last Clockmech, try to heal up your party as much
as
you can.

After the battle, the Machinoid will explain that it was the strongest
Machinoid in all of the Dark World. The Demon Lord had entrusted the
Machinoid
with the MechSoldiers to plunge the world into chaos. He will then call
out to
his most powerful soldier and a tremor will be felt throughout the Mech
base as
a strange MechSoldier will appear. You are attacked once more.

Boss Battle - EvilMech

This thing can be really hard if you don't have healing items, magic or the
latest equipment. EvilMech can shoot a dazzling light which can decrease
the
chances of landing a successful hit on anyone it affects. He also breaths
flames which hits the whole party for damage. Everyone now and then he
will
take a run at a party member which will hit that person for a lot of
damage.
When he does this though 25% of the damage that he hits you for will be
reflected back to him. Cast SAP on him twice with Maribel while having the
Hero cast Upper on everyone. If you are at level 12, have Kiefer use
PsycheUp
and then attack his next turn for some good damage. Keep healing and using
Herbs when your HP are low and you should survive.

After the battle Zebbot and Captain Trad will barge into the room. Trad
will
congratulate you before letting you know he's going back to the castle to
spread the good news. You can speak to Zebbot if you'd like before
returning
to the castle.

At the castle you will be told to see the king. Enter the throne room and
the
king will thank the whole party as well as Trad and Zebbot. The king will
offer a reward but Trad will decline since he was just doing his duty as
Captain of the Falrod army. Zebbot states that he too wishes to have no
reward
and then leaves out the south exit with Eri. The king will then give you a
Bug
Knife, a treasure passed down in the royal family for ages. It has the
ability
to paralyze a foe. Speak to the king again and you will be released from
your
duties as a mercenary. If you head towards the door inside the castle
where
the princess was previously, you will listen to a conversation between her
and
Zebbot. She will notice how he names his MechSoldier after Eri and Zebbot
tells her to laugh all she wants. She asks if he still can't forgive Eri
and
that she had an accident. Eri wouldn't have left him voluntarily. Zebbot
states that he still can't forgive her for leaving without him and the
princess
wonders if creating a mechanical doll will ease his pain. Zebbot replies
back
that the mechanical doll won't die. Well, that should sum up most of the
back story regarding this mysterious Eri. Head to the guardhouse now and
speak
with Hanes who will pay you 1200 Gold for your work as a mercenary.

Now head back to present time through the blue portal. Once in the Ancient
Fane, head to the FireShard room and place the two shards on the south
eastern
pedestal. Head east and note where the Falrod area is on the World Map
east of
Fishbel.

Sail slightly south east of Fishbel and travel all around the new island.
You
should notice that the bridge which was destroyed by the MechSoldiers in
the
past has been fixed. Enter Falrish when you are ready.

===========================================================================
====
FALRISH PRESENT
(WK23)

Items: Tights
3 Gold
21 Gold
TinyMedal x 2
FireShard
HairBand

Enter the inn if you'd like to rest.

***Immigrant Spot***
You may see a person in the eastern room. If you speak with them you can
tell
them about Sims town. See the Immigrant Town section for more details.

Search the dresser for some Tights. Enter the building to the east to find
3
Gold in a barrel. The weapon and armor shop will have some items that your
reward money can help you purchase. Enter the door in the building north
of
the weapon shop and there will be a locked chest. Enter the door on the
building east of the inn and smash the vases for 21 Gold. One of them will
be
an Evil Pot that will attack you. After defeating it, claim the TinyMedal
from
the treasure chest. Head up the stairs now and enter the church at the
north
west part of town.

***Immigrant Spot***
You may see a person in the church. If you speak with them you can tell
them
about Sims town. See the Immigrant Town section for more details.

Head downstairs and speak to the woman in the kitchen and she will mention
that
a fortune teller lives in the eastern ruins.

Exit Falrish now and head all the way west, past Falrod Castle and enter
Zebbots old home. Smash the barrels by the rusted old cleaner for a
TinyMedal.
Enter the tiny shack to the west to grab the FireShard from the treasure
chest.
Enter Zebbots place and as you enter the western room, Eri will be talking
to
the decaying bones of Zebbot, who must have died in his sleep ages ago.
Eri
will be trying to feed Zebbot soup. Speak to Eri and she will think that
feeding Zebbot soup will make him feel better. Search the dresser for a
HairBand before leaving this place for Falrod Castle.

===========================================================================
====
FALROD CASTLE PRESENT
(WK24)

Items: Scale Armor


Noble Robe
2 Gold
8 Gold
Herb
5 Gold
WindShard
TinyMedal
MechParts
FireShard

Speak to the soldiers in the castle to learn that scientists are working on
something for the king. Speak to the captain to learn that Zebbots place
is
considered a forbidden zone since ancient times. Enter the building east
of
the guardhouse and two people will be standing next to a machine. As you
approach, the older man will ask the other guy to turn the switch of the
machine on. Suddenly the machine will start walking and then break down in
a
pile of smoke. Speak to the two men to the north and they will explain
that
they know how to build simple cleaners due to having a successful model to
work
with. They seem to be failing at creating larger machines since they have
no
model to work from. Well, they would if they knew about Eri in the
forbidden
zone. Search the dressers for a Scale Armor.

Enter the castle and note the scholars gathered in the throne room.
Approach
and the Minister will be frustrated with them. The king will explain that
perhaps it's his fault for rushing everyone. The Minister will then suck
up.
Grab the Noble Robe from the dresser in the kings chambers. Don't bother
the
king just yet though. Exit to the south and go south west to smash the
barrel
in the western tower for 2 Gold. Smash the vases in the south eastern
tower
for 8 Gold. The old man there will tell you of his past experience with
Eri
when he was a child. Exit here and go down the stairs to the north east.
Pull
the lever and enter the castle dungeon. Smash the barrels for an Herb, the
vases for 5 Gold and the treasure chest for a WindShard. Return and smash
the
barrel in the kitchen for a TinyMedal.

Return to the throne room and speak with the king. He will explain that
they
are working on advanced research. He will then dismiss the scientists and
a
tired soldier will enter with a message. Apparently the "Legendary"
MechSoldier has finally been discovered to the far west. Uh oh, Eri...
The
king will then order the soldiers to gather the troops so they can travel
to
the forbidden zone right away. The king will then exit downstairs after
leaving the Minister in charge. Head downstairs and the king will be with
three soldiers. Right as they are about to depart, a man by the name of
Armand
will walk in (You should have met him in Falrish with his granddaughter
earlier). Armand will beg the king to not enter the forbidden zone but the
king will hear none of it and then take their leave. Speak to Armand and
he
will explain that the western area has been a forbidden zone since ancient
times. No one should enter that area for any reason. He begs you to try
to
stop the king.

Alrighty, exit the castle and head west to Zebbots place. Apparently you
beat
the king here because as you exit his house, he will arrive and wonder what
you
are doing. The king will suspect that Armand has put you up to stopping
him
and are told that you are free to do what you please, but if you get in the
way, you will be arrested. The king and his soldiers will then enter
Zebbots
and approach Eri. Eri will want to make Zebbot more soup and the soldiers
explain that she can make soup in the castle. Eri is then taken away. The
king will approach Zebbots remains and concludes that he must be the genius
behind the invention. The king then tells the party that with the ancient
knowledge they now have access to, it will be the beginning of a new era.

Return to the throne room in Falrod Castle and the scientists will start
taking
Eri apart. Armand will plead with the king to return Eri to her home. The
king will wonder how Armand knows the robot and suggests that he is hiding
information from him. The king will then get the minister to summon the
guards
so they can escort Armand to the dungeon in the basement. He also tells
the
guards not to lock the door as he just wants Armand to cool off a little.
Speak to Eri and she will look at you sadly.

Enter the dungeon to speak with Armand. He will apologize for bothering
you
earlier but will then ask for one more favor. Say yes and he explains that
when he first found Eri, she was serving Zebbot, who had died a long time
ago.
He knew in his heart that she had to be left alone. He wants to somehow
return
Eri to her cabin. Now though, Eri can't walk anymore due to the scientists
removing her parts. He then asks you to go to Falrish to retrieve some of
Eris
parts. His granddaughter will know where they are.

Return to Falrish and speak with Armands granddaughter in the eastern


building.
She explains that the parts must be in his secret hiding spot. You are
told to
dig up the ground under the barrel close to the pond. With that rather
vague
clue, enter the church and take the stairs down. Take the south east exit
and
smash the barrel. Search around where it once stood to find the MechParts.

Return to the Falrod dungeon and the Captain, Armands son, will ask him why
he
tried to stop the king. Armand explains that he just wanted to leave
things as
they were. The captain tells his father not to do anything rash and thanks
you
for helping his dad. He apparently has mixed feelings regarding Eri, but
has
faith in the king. After he leaves, speak with Armand and you will give
him
the MechParts. Now he can repair Eri. Eri is in the lab in front of the
castle right now. He rushes off and surprisingly the soldier stops him,
and
gives him his own clothing. Armand is obviously held in very high regard.
Speak to Armand in his new clothes and he will join the party as a non
playable
character.

Enter the building east of the guardhouse and the scientist will think you
are
here to relieve him of his duties and makes his exit. Armand will fix Eri
and
as she stands back up, she will mistake Armand for Zebbot. Eri will try to
take Armand home so that she can feed him soup and the king will walk in
with
soldiers. The soldiers will think that Eri has gone mad but the king will
warn
them to hold their blades. Eri will then crumple to the ground. The king
will
then ask Armand if he is okay but Armand will be more concerned with Eri.
The
king will finally understand that Eri should be left alone as she has
become
more than a machine due to her devotion to her master. He then asks Armand
if
Eri can be fixed which he says is possible. The king will then order Eri
to be
brought back to her cabin.

At the cabin, Armand will finish fixing Eri who will be back to normal.
The
king will apologize for everything and explains that while Eri may not be
the
answer, he will continue his dream of studying robots. Armand also thanks
you
and tells you to come see him when you have time. Speak to Eri and she
will
also thank you.

Return to Falrish and speak with Armand in the eastern building. He will
summarize the events. Speak with his granddaughter and she will give you a
FireShard! Now that everything seems under control here, head east to
explore
that MechSoldier base.

===========================================================================
====
MECHSOLDIER BASE PRESENT
(WK25)

Items: STRseed
TinyMedal
Iron Claw

Head towards the opening of the base and you should see the fortune teller
you
were told about earlier. Speak to her and she will ask if you are
searching
for something. Say yes and she should give you a clue about grass and a
cave.
Basically, she gives you hints and clues regarding any shards that you may
have
missed, or will be looking for next. Visit her if you ever think you
overlooked something.

Enter the cave and take the north east lift down. Head to the north west
and
take the lift up. Open the two treasure chests for a STRseed and a battle
with
a Cannibox. Return now and go all the way south to take the lift. Open
the
chest here for a TinyMedal. The other treasure chest will be empty.
Return
and go north to take the lift. Head north and smash the vase to battle an
EvilPot if you'd like. Open the treasure chest for an Iron Claw.

Now you can exit this place and head east, past the restored bridge. You
will
find yourself approaching a small temple. Enter it and a mysterious power
will
be holding the door shut. Upstairs lies a soldier who says the world won't
last forever and God's legacy must be found. Apparently something called
the
BlissRock will tell you when the time comes. Approach and inspect the
stone
monument and it will read that although God may have died in his physical
form,
his power will endure the test of time. As his legacy to the world, God
left
behind miracles to create his eventual rebirth. The Soldiers of God are
the
eternal guardians of one of those miracles. By way of the BlissRock, they
shall lead the way to rebirth.

Now with that information, head back to the Ancient Fane as there are some
shards that need to be placed. Enter the WindShard room and place your
shard
on the south west pedestal. Now approach the south eastern pedestal in the
FireShard room and place your shards to be warped to a new land.

You will appear on the world map just south of a poisonous marsh. Head
north east a bit and enter the town.

===========================================================================
====
VERDHAM
(WK26)

Items: Traveler Clothes


TinyMedal
Bunny Tiara
3 Gold
Wooden Hat
25 Gold
Glam Robe
Mila Drug

Read the town sign which says "Welcome to Verdham". Doesn't look like
there
are too many people to welcome you though. Enter the inn and everyone
inside
will be turned to stone! Inspect the stone statue of the lady and Kiefer
will
mention that this is very much like Dialac. An adventure journal will be
on
the table if you need to save. Head upstairs and grab the Traveler Clothes
from the dresser. Exit the inn and enter it from the rear to take the
stairs
to a pub if you'd like. Enter the shop west of the inn and you can read
someones diary upstairs. Enter this shop from the east to grab the
TinyMedal
from the chest. Enter the house west of the shop to grab a Bunny Tiara
from
the dresser upstairs. Smash the pot in the house to the north for 3 Gold.
Head
into the herb garden on the north east part of town and if you rotate your
camera, you should see a monster high atop a near by building. Perhaps he
turned everyone to stone? Enter the shack to find a Wooden Hat in the
basement
dresser. Enter the main entrance of the large house and smash the barrels
in
the small room for 25 Gold. Go upstairs and search the dresser in the
womans
bedroom for a Glam Robe for Gabo while making note of the locked chest. Go
upstairs twice more and you'll be on the roof. Approach the monster and he
will chat with you a bit before attacking.

Boss Battle - Rainmaker

Rainmaker can attack twice per round, lick your face to cause you to lose a
turn and spew frigid breath which hurts the whole party. Cast SAP twice
and
have Kiefer PsycheUp and attack. Rainmaker can also cast Healmore when his
hit points are low. Keep at him and he will fall.

After the battle the Rainmaker will state that even though he lost the
fight,
the spell will not be broken. After he dies you should prove him wrong by
using the AngelTear from the rooftop.

Suddenly the darkness will lift from the town and everything will be back
to
normal. Go downstairs and a man by the name of Iwan will be very dizzy.
He
will explain how someone named Pepe has gotten involved with someone named
Linda. He looks out the window and thinks that Pepe is attacking her
before
rushing downstairs. Speak to Kaya, the maid, who will ask if you were
avoiding
the rain as well. Apparently the grey rain caused this towns fate just
like it
did at Dialac. As you enter the family room someone named Borlock will be
thankful that the rain has stopped pouring. A discussion will begin
regarding
rumors of people being turned to stone due to rain from a purple cloud.

As you exit the house someone will shout out that someone has turned to
stone
in the herb garden. Everyone will scatter towards the garden now. Speak
to
everyone gathered and apparently Pepe, the gardener will have turned to
stone.
A woman named Linda will be by his side. Since you can't barge through to
check on them go explore the buildings you entered previously.

When you are ready, head to the rear of the large house to see Iwan by the
rear
door of the herb garden. He will still be under the impression that Pepe
is
attacking his fiance, Linda. After he opens the door go follow after him.
Speak to Iwan and he will ask Linda what happened. She will start crying
as
Pepe was just trying to protect her from the grey rain. Borlock will then
walk
into the herb garden and will seem to be more concerned that his garden is
okay
than Pepes well being. Borlock will then ask his son, Iwan what he is
doing
there and he explain that Pepe got hit with the grey rain. He's not stone
though, just unconscious. Borlock will then order that Pepe be carried to
safety but Iwan will complain that he is too heavy. Borlock will then ask
the
party if you will help carry Pepe into his house. Agree and Pepe will be
carried into the small shack by the garden. The hero will just be
finishing up
explaining to Borlock how the entire town was turned to stone by the grey
rain.
Borlock will be in shock as it is just how the old man and the small boy
who
passed through town (Claymore and Joseph) said. He will then wonder why
Pepe
hasn't recovered like everyone else has. Linda will start blaming herself
while Iwan demands to know what she was doing with Pepe in the herb garden
in
the first place. Linda claims she didn't do anything and gets angry as
Iwan
tries to persist. She then leaves with Iwan on her trail. Borlock will be
irritated that Iwan acted that way in front of guests and requests that the
conversation be continued at the mansion. Speak to Porta, Pepes brother if
you'd like as well as his father who says Pepe was a fool for trying to
protect
Linda. Exit the cabin and one of the people in the garden will mention how
it
was no secret that Linda and Pepe met together in the herb garden. Speak
to a
small child near the weapon shop and he will ask if you can keep a secret.
Promise and he will tell you that he saw Pepe and Linda arguing in the herb
garden before the rain fell. The weapon and item shops will be open for
business now if you'd like to make some purchases.

Enter the mansion and Iwan will be explaining to his father that Linda has
been
so depressed because Pepe hasn't recovered. He feels with things the way
they
are that there's no way he can even think about the wedding preparations.
Borlock will basically tell his son to quit complaining and be a man. He
explains how Pepe was Lindas childhood friend and that this must be a
shock for
her. He must help bring back Pepe for Lindas sake. Iwan is then
determined to
figure out how to awaken Pepe by himself before leaving. Speak to Borlock
and
he will ask if you can help Linda out as he doesn't have must faith in his
own
son. Speak to him again and he says that he wants Linda to marry Iwan
without
any regret. Once the marriage is finalized, he won't have to collect a
debt
that is owed to him by Linda.

Head upstairs and just outside the bedroom door you will hear Kaya speaking
with Iwan. Iwan wishes to be left alone but Kaya will make a pass at him.
Iwan tells her to stop it and she says that Pepe and Linda would have done
the
same. Iwan gets angry at that comment and Kaya asks him if he knows why
Linda
is constantly going to the herb garden with Pepe. Iwan says in a
questioning
manner that it's because she likes the herbs while Kaya retorts that it's
because she likes Pepe. Iwan will then leave the room after stating that
Linda
would never betray him. If you speak to Kaya now you will learn that
before
Linda, she used to be the object of Iwans affection. Good ole jealousy.

Enter the item shop now and you will find Iwan. Speak to him and he will
explain that Linda kicked him out the minute he brought up what Kaya had
suggested. Head upstairs and a man will be giving Linda money that can be
used
to help pay off her debt. Linda explains that she can't accept any money
from
him. The mysterious stranger explains that Lindas dad took care of him
when he
was younger so it's alright if she takes the money as she is still paying
off
her parents debt to Borlock. Linda explains that she is marrying Iwan so
the
debt will be called off. The man will congratulate her and says that she
must
accept the money as a wedding gift before leaving. Speak to Linda and she
will
be in a very confused state. As you leave the item shop, Linda will run
past
you. Enter the cabin where Pepe is recovering and Linda will be speaking
to
his father. He explains that there is nothing that she should feel badly
about
and that the idiot (his son) is to blame. He goes on to explain that
somewhere
lies a secret potion that can cure any kind of illness. If this potion is
found then Pepe might be saved. Speak to Linda who is at Pepes side and
she
will ask you if you can find the cure for him. Speak to Pepes father and
he
will explain that the secret medicine is produced in the east, beyond a
steep
mountain pass. Exit the cabin and speak with the lady in the herb garden.
She will mention that an old lady in Engow makes a potion that can cure any
ailment. She's not just a skilled pharmacist, but also a fortune teller.
Pamela!

Exit Verdham now and return to the Ancient Fane via the warp. Once you are
in
the FireShard room go north west and take the tablet back to Engow in the
past.
Pamela will be in the village elders house. Speak with her and tell her
about
Pepe. She thinks she has something to cure him and goes back to the store
to
look for it. Follow her and speak to her again and she will give you the
Mila
Drug.

Return to Verdham now and Pepes father will greet you at the town entrance.
Say yes when asked if you brought the medicine for Pepe and he will tell
Linda
and request that you hurry to Pepe. Enter Pepes shack and everyone will be
there waiting. Face Pepe and use the Mila Drug as an item and Pepe will be
cured! Pepe will be glad that Linda didn't turn to stone but Linda tells
him
that the rain got to everyone. They explain how he remained in a coma
after
everyone else recovered. He is then told that the party are the ones
responsible for him being saved. Pepe will thank everyone and Iwan will be
disgusted that even while in a coma, Pepe still had Lindas affection.
Linda
is happy now so he figures he should be thankful for that. Iwan suggests
throwing a party in celebration of Pepes recovery. Borlock thinks it's a
great
idea and everyone is told to rest at the mansion until preparations for the
feast is complete.

The next scene will begin at Borlocks mansion with Kaya telling the party
that
preparations are complete and to proceed to the herb garden. Kaya cooked
the
meal and hopes that you will enjoy it.

Enter the herb garden and speak to everyone to learn that Pepe has gone
missing, and that Borlock has an announcement to make. Pepe will actually
be
sobering up west of the mansion. Speak to Borlock and then head west to
find
Kaya and Pepe speaking by a large tree stump. Kaya will try to persuade
Pepe
to leave town with Linda so that she can be with Iwan. Pepe can't imagine
what
would happen to his father and brother if he eloped with Linda. Kaya will
persist and Pepe says he could never do anything so irresponsible and
selfish.
Kaya continues by asking Pepe if he's really okay with Linda becoming Iwans
wife and Pepe will run off as it obviously does bother him. Speak to Kaya
and
she will joke about putting poison in the food. Nice girl. Return to
Borlock
now and state that you've seen Pepe. Borlock wonders what he could be up
to
and wonders if he should announce the date of Iwan and Lindas wedding
without
him.

All of a sudden it will begin to rain and everyone will panic, thinking
it's
the grey rain. Borlock tries to calm them down saying it's only ordinary
rain
but everyone will run off anyways. Head back to the spot Pepe was talking
with
Kaya and Pepe will now be speaking with Linda. Pepe will be telling her
that
he can't marry her regardless of how many times she asks. Linda wants
nothing
more then to leave the town with Pepe so they can grow their own herb
garden
together. Pepe still says no as he will betray a lot of people if he
elopes.
Linda will angrily wonder why he always wonders what everyone thinks and
asks
him about how he feels towards her. He will say nothing and Linda will
call
him a coward and that he can stay here as a simple employee. When she
becomes
Iwans wife she will run him ragged! Pepe tells her to hurry home before
she
catches a cold. Linda will start calling him names out of frustration
before
telling him she never wants to see him again. Pepe then takes his leave.
Head
to the town entrance and you will find him. Speak with him and he says he
wanted to thank you for all that you've done and that he had decided that
he
will leave town alone. As he leaves, Kiefer tries to tell him that he and
Linda can work together to pay off her debt, or to try talking to Borlock
about
it since he seems like a reasonable man. Pepe says that Kiefer is right
and
that's what he should have done sooner, but now it's too late. He then
leaves
town.

Day will break and Pepes dad will realize just how much his son loved
Linda.
He's proud that he considered his family instead of eloping. He will then
ask
the party that if you ever see Pepe again, to tell him that his father is
well.
Everyone in town will seem to be aware that Pepe skipped town. A man in
the
mansion mentions something about a merchant looking for a shard in the
western
cave. Upstairs, Kaya has harsh words for Pepe as now she can never be with
Iwan. Iwan will be in the item shop, upset that Linda doesn't want to see
him.
Upstairs, Linda will feel terrible that Pepe left town and all she ever
wanted
was his love. Now that this story has wrapped itself up in a rather sad
way,
exit town and head towards that western cave.

===========================================================================
====
MARSH CAVE
(WK27)

Items: WindShard x 2
50 Gold
TinyMedal

The Marsh Cave lies to the north west of Verdham and is surrounded by a
poisonous marsh, hence the name. Enter it and when you head north, you
will
fall to the floor below. If this happens, just take the stairs to the
south
east. Anyways, take the eastern path and then go east and around to reach
the
stairs. From here head east and then south to take the next set of stairs.
Now go south east and then north to reach the next set of stairs. From
here go
west and then drop down into the hole near the staircase. You should be on
the
floor below in a pool of poisonous marsh. Take the stairs to the north and
take the next set of stairs to reach a treasure chest. Open it to find a
WindShard. Return now and when you reach the poisonous swampy area, take
the
western stairs. From here head south and then east to take another set of
stairs. From here take the western path to find two chests. One will have
already been opened while the other is a Cannibox. Defeat it and head
north
through the cave opening and notice the small opening behind the waterfall?
Enter it and you will eventually find some kind of monster. Apparently he
is
spreading rumors of treasure in this cave to lure travelers so he can kill
them. You are then attacked.

Boss Battle - Cavemon and JewelBag x 2

The JewelBags can steal your magic as well as lower the party's defense.
Cavemon can cast Firebal which hits the whole party as well as blind your
teammates. He also can attack twice per round every so often. Keep your
defense up and lower the Cavemons to take him out. The JewelBags can be
defeated quickly if you focus your attacks on them.

After the battle you can open the chests for 50 Gold, a Cannibox and a
TinyMedal. Head southwest so you can grab a WindShard lying on the ground.
Now you are free to leave this place and return to the Ancient Fane.

Head south into the WindShard room and place both shards on the south
western
pedestal.

In the room with the world map on the floor, you should note that the
island
Engow is on has gotten larger. Take the red traveler gate to the north
west
and exit Mt. Flame. From here go south and then wrap yourself north around
the
mountain. Head west and then south so that you are south west of Mt.
Flame.
Continue traveling west and you should find a place on the world map that
didn't exist in the past.

===========================================================================
====
THE MENTARE HERB GARDEN
(WK28)

Items: Slime Earrings


250 Gold
Garter
5 Gold
LandShard
TinyMedal x 2
100 Gold
Dung
Horned Hat
DEFseed
Fur Hat
WindShard

This is a large herb garden and if you speak to the people, you will learn
that
the other town that grew herbs to the west is just wilderness now.
Apparently
the "boss" of the town is a womanizer. The man with the turban will sell
items
if you need anything. Enter the large house to the north east through the
big
doors and open the treasure chests in the adjacent room for a Slime
Earrings
and 250 Gold. Head upstairs and the tired maid resting in bed will mention
that the boss has a shard but can't remember where he put it. The dresser
in
the next room hides a Garter. Go upstairs and smash the vases for 5 Gold.
Open the chests to find a LandShard, the other chest will be empty. Exit
through the door and you will see the boss chasing a maid. Head down the
stairs and at the north western part of town a sign will read "The Geionne
Monastery lies beyond here". Head north and you will now be in a forested
area. Head east and you should come upon a lone shack. Enter it.

***Immigrant Spot***
You may see a person in the cabin. If you speak with them you can tell
them
about Sims town. See the Immigrant Town section for more details.

Smash the vases for a TinyMedal. Exit here and go north west to eventually
make it to the next screen. From here go north, and then west under the
bridge
to make your way to a chest containing 100 Gold. Return to the screen
entrance
and take the western hill to cross the bridge and make it to the other
side.
Once across the bridge, go east and then down the ladder to enter a small
cave.
Inside will be a very strange herb thats petals are glowing. Smash the
vases
for some Dung and search the dresser for a Horned Hat. Exit the cave and
make
your way north to reach the monastery, but not before noticing the locked
chest
to the east. Inside the building on the second floor you can rest for
free.
Smash the jar for a DEFseed and open the dressers for a Fur Hat. Outside
and
to the east will be tombstones. Inspect them and they will be for Pepe and
Linda. Perhaps they did reunite after all though it's not made entirely
clear.

Now that you are finished here, leave the herb garden and head west to
where
Verdham should be. Enter the blue cabin on the world map and the only
thing
remaining in Verdham is the herb garden. Grab the WindShard lying on the
ground and exit.

Now head north and west to where the Marsh Cave was and you will find a
small
inn in the middle of the poisonous bog. At 240 Gold to rest, it's pretty
steep. Go downstairs and smash some barrels for a TinyMedal. Speak to the
barkeep and he will suggest that you speak to the old man near by. Oblige
and
the old man will tell a story. Long ago, Orgodemir, the Demon Lord wanted
to
take the world for himself so he cut the world into pieces and placed each
piece in some sort of turmoil before plunging into darkness. This started
a
war between God and the Demon Lord that lasted hundreds of years. The
spirits
of humans joined ranks with God to fight Orgodemir and his monsters.
During
the battle the Demon Lords minions divided the world. No one knows the
outcome
of the battle and both God and Orgodemir are believed to have destroyed
each
other. God and the Demon Lord may both not exist anymore.

Return now to Mt. Flame and take the portal back to the Ancient Fane. Once
there, head east and place the LandShard on the center pedestal. Now go
all
the way west into the FireShard room and then south into the WindShard room
to
place your shard on the south west pedestal. Lets see where your new
adventure
will take you.

When you appear on the world map in the past, head south west and enter the
camp that's set up.

===========================================================================
====
DEJA TRIBE
(WK29)

Items: Leather Hat


13 Gold
20 Gold x 2
TinyMedal x 4
AquaShard x 3
DEFseed x 2
5 Gold x 2
VivaGrape
AGLseed x 2
Bug Knife
Fur Robe
15 Gold x 2
Herb
3 Gold
INTseed
Potion
MysticNut
Wizard's Ring
LandShard
Kiefers Letter
17 Gold

It will be night time and tribal music will be playing in the background.
Approach the man behind the tent and he will tell you that a woman named
Layla
is a magnificent dancer. If you speak to the fellow in front of the tent
the
man is hiding behind, he will explain that normally they would welcome
outsiders with open arms, but an important ceremony is currently underway
so
you will have to wait. Enter the tent east of the fireplace and the woman
inside will tell you that the ascension ceremony for a new tribal dancer is
happening tonight and that Layla, has something called the Terra Spirit in
her
body. Open the basket for a Leather Hat. Smash the vases beside the tent
west
of the fireplace for 13 Gold before entering. Open the baskets for 20 Gold
and
a TinyMedal. Enter the tent south of this one and the man will explain
that
they are the Deja Tribe, and are on a long journey to search for the temple
of
their lost God. They are only one step away from the end of their journey.
The woman will explain that the Deja Tribe is led by a line of tribal
dancers
born with the power of the Terra Spirit in their bodies. Head east into
the
tent opposite this one and the little boy will tell you that someone named
Jann
is going to marry Layla. Enter the tent south of the fire and a man will
explain that it's been sixty years since the last ascension ceremony.
Layla is
also only seventeen years old. The woman explains that the Terra Spirit is
one
of the four elements their God released before he was sealed. Layla has a
mark
on her chest which signifies inheritance of the power of the Terra Spirit.
Open the basket now for an AquaShard.

Now that you have spoken to everyone, speak with the man guarding the
northern
tent and he will announce that the ceremony is over and to make room for
the
chief. The chief will come outside of the tent and tell everyone to gather
together as a new tribal dancer is born. Layla will then step forward as
she
is honored as well as her husband to be, Jann the Tula player. The chiefs
wife
Baretta, states that it's time to celebrate and for everyone to party. You
will then be approached and thanked for your patience and introduced to the
chief and his wife inside the tent. The chief will wonder if the party is
actually monsters dressed as travelers. When prompted, show the chief that
you
are willing to prove that you aren't demons but you won't really be able to
prove anything. The chief will smell a "TongueRat", get it, get it? Before
Baretta assures her husband that you aren't monsters and are probably very
tired. After explaining how the chief likes to play practical jokes and
was
joking before, you are welcomed. Open the baskets on the western side for
a
DEFseed and 5 Gold. The baskets to the east will be locked. Speak to the
chief again as he acts as a priest and will save your progress.

Exit the tent and Kiefer will suggest joining in on the celebration and
challenges the hero to try talking to a girl for a change. Kiefer then
takes
off while Maribel points out how he seemed infatuated with Layla. Maribel
complains that she isn't pretty enough for you guys and leaves, stating she
wants a stiff drink and taking Gabo with her. You are now on your own.
Head
west to speak with Kiefer and he will think that Layla is stunning, but
wonders
why she is hiding inside the tent instead of celebrating. Speak with Layla
and
as you exit her tent, Kiefer will ask you if she is okay. Say yes and
Kiefer
will then ask you to get some VivaGrape so you can get smashed. Head east
of
where the horses are tied up and speak to the woman to receive some
VivaGrape.
Return to Kiefer and he will offer the drink to Layla. Head inside and
Kiefer
will tell Layla about Estard, and how the prince seems to weasel out of his
responsibilities. Layla remarks that she has a lot in common with this man
;)
Layla will then explain how she used to wish she wasn't signified to
inherit
the power of the Terra Spirit and that she's been training for years just
for
tonight. If it wasn't for Jann, she wouldn't know what she would do.
Kiefer
will offer to toast for her ascension and Jann will then enter the tent.
Jann
will suddenly take offence to Kiefer, thinking he is trying to seduce
Layla.
Layla tries to calm him down and he will outright ask Kiefer if he is
trying to
steal his woman. You get to answer for Kiefer and Jann will then challenge
him
to a fight outside.

A screen will pop up stating that the Hero managed to calm Jann down before
fisticuffs flew and that Jann apologized for his actions and the four sat
and
talked most of the night. After a few more drinks the Hero started to fall
asleep during the conversation. Later that night...

You will awake to battle music playing in the background. Jann will be
passed
out in bed and the tent empty. Go outside and Kiefer will be protecting
Layla
from a ManEater. Kiefer will defeat the monster who has apparently hurt
Laylas
father Datz. Datz will be injured so Layla runs off to get Baretta.
Kiefer
will notice you and wonder how a monster entered the camp. When Kiefer
woke up
in the middle of the night and went outside to get some fresh air, he
bumped
into Layla who also couldn't sleep and they started talking. Kiefer
assures
you that they were only talking when two monsters appeared out of nowhere.
Datz rushed to Kiefers aid and ended up getting hurt. Layla will return
from
the tent with Baretta, Maribel and Gabo. Baretta will cast a spell on Datz
and
informs him that he was poisoned and will have to rest for a few days.
Layla
protests since they are to set off for the temple tomorrow. Baretta states
that Datz and Layla have to remain behind. Kiefer will then offer to stay
with
them and says the rest of the party can travel with the tribe to the
temple.
Say yes when asked if you are willing to go and the plans will be official.
After thanking everyone, Baretta will ask everyone to help move Datz into
the
tent.

Another scene will pop up outlining the decided plans and stating how
everyone
went back to their tents. A new day will begin.

Baretta will be saying goodbye to Layla and Kiefer while Maribel warns
Kiefer
to treat Layla with respect. Baretta leads the party outside the tent.
Once
outside, Jann will be begging the tribe chief to stay as he doesn't trust
anyone else to protect Layla. The chief tells Jann that his tula playing
is
required to fend off the monsters. Jann will reluctantly agree and a man
will
let everyone know that the tribe has just left. The chief tells you that
the
temple they are traveling to is across the mountains to the west. Everyone
then leaves.

Exit to the south now and travel west, then north and go east across a
bridge.
From here head north to reach a small church in the mountains. Speak to
the
cat to restore your HP and MP and save if you'd like before leaving.

Head south west, across the bridge and enter the cave. It will be a tunnel
with a linear path, and when you exit out of the other side, you will find
the
Deja Tribe. Speak to everyone to find out that tomorrow the tribe will
depart
to a lake which holds the Temple of God. Two relics are needed to break
the
seal which are in a cave by the lake. Speak to the lady by the bottles to
learn that Jann also has a divine mark, so he can't marry Layla. You are
told
to not tell anyone. Smash the pots for an AGLseed. Enter the tent with
Baretta sleeping and if you speak to the lady, she will ask if you want to
rest
as well. Do so to begin the next day.

The tribe will have packed up and are setting out for the lake south of the
mountains. Enter the tribes new area to the south and you will find the
Temple
of God submerged in the lake. Speak to the chief by the lake and he will
be
facing a dilemma. Apparently the two items needed to break the seal are in
the
temple itself, not the cave near by. Speak to everyone to learn that
something
in the cave should be able to drain the water. Enter the tent near the
people
and rest again by speaking to the woman.

Now when you awake and leave the tent, Jann will approach you and ask to
explore the cave. He says something inside should react to the TerraBell
and
drain the water in the lake. Since the TerraBell is a Dejan artifact, only
a
Dejan can ring it. Jann will then join your party as a non playable
character.
Head north and enter the cave.

There will be monsters inside the cave. From the entrance, head west and
follow the fairly linear path while making sure not to miss the treasure
chest.
As you open it, Jann will wonder why monsters are in a holy cave. As the
chest
is empty, he will also wonder if God's treasures have been stolen. Exit to
the
south. From here you should see three treasure chests that you can't reach
yet
due to the water. Head west while taking note of the path leading into the
water that you can't access just yet. If you go south, the path will be
blocked by a heavy stone door that you can't open. Head west and take the
stairs. Now you will be in an area that has multiple paths signified by
the
torches around the opening. Head directly east of the stairs and follow
the
path to find two treasure chests containing a TinyMedal and Bug Knife. Go
back
and head through the western opening and go south to reach and take the
stairs.
Follow the path to find a monument to with ancient writing. Just before
the
monument and to the west is a path that leads to a chest containing an
AGLseed.
Jann will translate the monument:

"May the brave one be guided by the Flame of God. The Flame of Bravery to
the
east, Flame of Wisdom to the west."

Head east now to find a chest containing a Fur Robe. Backtrack now and
head
north into the room with two empty chests and pit falls in the floor which
will
lead to the room you just came from. Stay east and follow the path all the
way
around to take the stairs. Take the next set of stairs and another
monument
will be there. Jann will read it:

"Asceticism may lead you to the path of God." Suddenly, the hero will glow
as
he stares at the stone monument and will be able to read it just like the
ancient writings in the Ancient Fane! Jann will note how mysterious it is
that
the hero can understand. Continue on and notice the carvings on the wall
as
you pass by, before taking the exit to the south. Open the chest to find 5
Gold but don't go south as you will end up in a continuous loop. Go east
and
then south to reach the next room. Open the two chests on the eastern side
for
15 Gold and 20 Gold. Don't go south though as it will take you back to the
previous room. Instead, take the western path south. From here, open the
three chests to the west for an Herb, 3 Gold, and an INTseed. Head west to
open a chest containing a Potion. The western path loops so return east
and go
south to find yet another treasure chest containing a MysticNut. Keep
heading
west and you will find a set of stairs with a Healer near by. Speak to the
Healer and he will state that he is a good monster and his kind were once
friends with the Dejans. He tells you to place the TerraBell on the altar
in
this cave and the lake will drain. Take the stairs now and read the
monument.

"You possess both wisdom and bravery. Prove yourself to be a child of God,
and
let him show you the way." Jann will then ring the TerraBell thinking it
will
signify him as the child of God and a path will flicker for you to cross.
Follow the path and when the path branches west and south, head south to
find a
chest containing a Wizard's Ring. Return and head west to take the stairs.

You will now be in the altar room. Approach the altar to the north and
Jann
will place the TerraBell if you let him. Do so and the TerraBell will give
off
it's power. The room will start to shake and the door to the south will
have
opened. Exit and climb up the stairs to reach the next room, but not
before
grabbing the LandShard from the chest. The next room will be the entrance
from
the stone door you couldn't open a while back. Head east and then south to
reach the three treasure chests. Inside will be a DEFseed, TinyMedal and
15
Gold. Continue south to exit at the bottom of the drained lake.

Dejans have already make their way down and the man close by will mention
that
the chief is waiting for you by the temple entrance. Speak to Baretta who
will
suggest Jann go with the party inside the temple. When Baretta moves, read
the
writing on the stone plaque and it will read:

"When the ancient TerraTula shines like a golden fire, the dawning of a new
age
is nigh." Suddenly the plaque will disappear and the entrance to the
temple
will be revealed. Jann will enter first and the party will automatically
follow. Approach Jann and he will state that the two items are found. A
tula
and outfit will be in front of him. He then states that he just has to
play
the TerraTula while Layla dances with the sacred robes and he will be a
free
man. He then won't be obligated to take on anymore "stupid" missions from
God
anymore. He will then take the sacred gown and TerraTula from the altar
before
suggesting they go back to camp. Kiefer and Layla will enter the temple
and
Kiefer is out of breath since he had to carry Layla due to her spraining
her
ankle on the trip. Jann will seem to be more upset with the fact that
Layla
might not be able to dance now instead of being concerned with her own well
being. Layla states that she will be fine for the ceremony and will be
able to
dance as Kiefer took care of her. Kiefer will then help Layla walk back to
camp with Jann trailing after them.

Exit the temple and the opening will close. Jann will demand that the
ceremony
begin, but the chief will want to see the TerraTula first. After looking
at
it, the chief states that the ceremony can't begin since it's not shining
like
a golden fire. Jann will be persistent and Baretta will try to calm him
down
as God shouldn't be resurrected before the appointed time as he could be
destroyed by the Demon Lord. Jann still won't listen to reason and grabs
the
tula. He instructs Layla to put on the gown and dance. Jann will instruct
everyone else to pray with all their heart so God can be restored.

A cut scene will then show with Jann playing his TerraTula while Layla
dances.

Nothing will have happened and it will be agreed that it's too early to
perform
the ceremony. The chief will then tell Jann to see him and explains that
he
shouldn't be too disappointed as they have to be patient. He suggests that
they try again tomorrow. Jann will then reveal his own personal agenda to
everyone for wanting to marry Layla. He then shows everyone the mark on
his
chest to which Baretta states he didn't have when he was born. Apparently
the
divine mark just appeared on him many years ago. He figured that after God
was
revived, that he would be free to marry Layla. He is ashamed though as he
failed to consider her feelings and he deceived his own tribe. He then
says
that he is leaving the tribe. He hands the tula back to the chief before
running off. Layla tries to stop him but the chief will hold her back
stating
that since he has the mark, she can't marry him. The chief and Baretta
decide
it's best to reseal the temple and the party is asked to do it. Datz will
accompany you this time and joins as a non playable character. Kiefer will
then get closer with Layla before everyone is dismissed. As you enter the
cave, a screen will pop up describing the temple being resealed and the two
artifacts being returned to the chief. That night, a large feast was held.
As
the night drew on...
Kiefer will try to wake the hero up in the middle of the night and explains
that the hero has a strange birthmark on his arm and possibly has a destiny
tied to it just like Layla. Kiefer then wonders if there is something he
can
do in this world as he feels he isn't cut out to be a prince.

Morning will come and when you exit the tent, Kiefer and Datz will be
fighting
by the fireplace. Datz will be testing Kiefers skill as Kiefer apparently
wants to be a Dejan guardian. Speak to Kiefer and he will defeat Datz. He
will then be appointed new tribal guardian. Kiefer is now an official
member
of the Deja Tribe. Everyone will starting singing in celebration. Speak
to
Kiefer again and he will give you sad news. He wishes to stay here and
live
with the Dejans instead of finishing the partys mission of trying to
restore
the world. Let Kiefer know you understand where he is coming from and he
will
offer to see you off to the portal leading back home. Exit the camp and
Kiefer
will walk you to the portal. Kiefer will say his goodbyes and requests
that
you tell his father that his son has finally found a dream to follow, but
to
not mention his feelings towards Layla. He then pushes you through the
portal.

When you return to present time, Maribel will notices a bag on the floor.
Inside will be all of Kiefers equipment and items he was carrying, along
with
Kiefers Letter which will be an item in your inventory. Read it if you'd
like.
Anyways, head east and place your AquaShard on the south west pedestal in
the
AquaShard room. Go north and place your LandShard on the middle pedestal
before taking the western door. Look at the world map on the ground and
you
should notice that the area around Orph has grown larger. Take the south
east
blue portal to return home.

Enter Estard Castle and speak with King Burns to explain the situation
regarding Kiefer. The king will be very upset and mentions that he was
going
to give something to Kiefer when he returned and presents the party with an
AquaShard. King Burns was also going to give Kiefer his blessing and allow
him
to continue traveling with the party.

Exit here and sail towards Orph to explore the new area. You won't find
any
sign of the Deja Tribe, nor the temple or path leading to it. You should
however, find a weird mount in a small desert area. Enter it.

As soon as you enter the place, someone will be shilling the mysteries of
the
past and to see the remains of a prehistoric horned animal for only 5 Gold.
This is apparently an archaeological dig site. Speak to the man with the
turban and he will let you through for 5 Gold. Pay the man and enter.
Notice
the large skull with the horn on the ground? Well who cares about that
right
now, go smash the barrels for 17 Gold. Stupid carnies. Speak to the
scholar
and he will be studying. Exit west and go down the well to the north to
find a
TinyMedal and AquaShard in the dressers. You won't be able to access the
actual dig site but if you walk the perimeter, you should take note of the
treasure chest and vases.

Now that you have two AquaShards, I think it's time to pay a visit to the
AquaShard room in the Ancient Fane. Place the two shards on the south west
pedestal to begin the new adventure.

===========================================================================
====
INN AND CASINO
(WK30)

Items: 3 Gold
AGLseed
130 Gold
50 Gold
STRseed

When you appear on the world map, head north east and enter the area.
Speak to
everyone outside to learn of a place called Dharma, where you can change
your
class. Enter the building and smash the vase by the item shop for 3 Gold.
The
treasure chest will be locked. Smash the vases behind the innkeeper for an
AGLseed. The chest beside the weapon and armor shop will also be locked.
Be
careful when searching the bookshelves at the inn as one of them will be an
EvilBook which will attack you. Downstairs people will tell you that not
too
many people are going, or returning from the Dharma Temple lately. Exit
here
and go down the well near the woman to enter a casino.

Here's where the fun begins. At the casino you can play many games which
cost
tokens that you can buy at 20 Gold a pop. You can win more tokens by
playing
the games and then case them in for various prizes.

First, purchase some tokens from the lady at the token counter to the west.
To the east lies the prize counter that you can redeem your tokens at. The
prizes are as follows:

Scarf................................................................100
Potion...............................................................200
Tights...............................................................400
Magic Robe..........................................................1000
Wizard's Ring.......................................................3000
Dolphin Shield......................................................5000
Here is a brief description of the games that you can play.

LUCKY PANEL

This game costs 5 tokens to play and the object of the game is to match all
of
the tiles like in the game concentration. You are first allowed to uncover
six
panels. Any matching panels will remain turned face up. You then have to
match the remaining tiles of the board with only three chances to fail. If
you
uncover a hand with a finger pointing up, you receive an extra turn. If
you
uncover just the hand, all of the cards that aren't uncovered will be
randomly
shuffled. If you uncover all of the tiles, you get to keep all of the
items
you found in the game. This is neat as you can find items that you
normally
wouldn't have access to until later in the game.

SLOT MACHINES

There are three one token slot machines and two five token machines. You
can
increase your bet to five times the amount by pressing up for a greater
risk or
reward. Sometimes when two of the same symbol comes up, before the third
one
is revealed little things like Hondara running and tripping will cause you
to
win or lose by shaking the machine. A king and his soldiers can also come
and
help you win. A soldier sometimes comes and slices the last slot to make
it
change and a Queen will rarely come and kiss the slots to make the first
two
7's so you have a better chance at the jackpot.

POKER

In Poker you can wager 1 to 10 tokens per hand and you will get a payout
according to your final hand. Press up to increase your bet and press "X"
when
you are ready to be dealt. You will be dealt five cards and underneath,
the
cards will have the word "swap". Click on any cards you wish to keep to
change
it to "hold". After holding your cards, go to "Deal" and press "X". You
will
keep any cards that you held and will discard the one's you didn't which
will
be replaced with new cards that determine your final hand. Winning hands
are
as follows:

- 2 Pairs: Having two of the same card twice in your hand. Example 4-4-6-
7-7
This wins 1 times your wager.

- 3 Cards: Having three of the same card in your hand. Example K-K-K-4-8
This wins 1 times your wager.

- Straight: Having five cards in sequence in your hand. Example 7-8-9-10-J


This wins two times your wager.

- Flush: Having all five cards in the same suit. Example all cards being
swords, slimes, helmets or shields. This wins four times your wager.

- F. House: Having three cards and one pair. Example J-J-J-Q-Q


This wins five times your wager.

- 4u Cards: Having four of the same cards. Example 2-2-2-2-A


This wins 10 times your wager.

- S. Flush: Having all five cards of the same suit in sequence.


Example 3-4-5-6-7 of swords. This wins 20 times your wager.

- 5u cards: Having four of the same card and a Joker. Example 7-7-7-7-
Joker
This wins 50 times your wager.

- R. Flush: Having 10-J-Q-K-A all of the same suit (except Slime). This
wins
100 times your wager.

- 5 Slime: Having a Royal Flush with the Slime Suit. This wins 500 times
your
wager.

If you win a hand, here is where the real tokens are to be made. You will
then
be given the option to double up, all or nothing. If you accept you will
wager
all of your winnings and basically play high card low card. A card will be
turned face up and you have to select if the next card will be higher or
lower.
Do so correctly and you will double up at which point you have the option
to do
so again. You can win a large amount of tokens this way if you are lucky.

When you are finished with the casino, exit the inn and head north west,
around
the mountain and enter the small shrine. This is apparently the Dharma
Shrine
where you can change classes and gain new abilities. Speak to everyone
except
the men in the middle of the room and make sure you go downstairs. Once
downstairs, open the chest in the eastern room for 130 Gold while leaving
the
other one empty due to it being locked. Smash the vases in the western
room
for 50 Gold. Head to floor level and enter the door on the western side of
the
room to find a chest with a STRseed. You won't be able to open the door
leading south as it will be locked. The eastern room won't have anything
noteworthy and you won't be able to head south either, due to a door being
locked. Note the four treasure chests that you will probably be able to
open
later though. Return to the first floor and speak to the priest in the
middle
of the room. Say yes when asked if you'd like to change the way you live.
Pick the character that you'd like to have change class and you will be
given a
number of options. Pick any option and you will be told that it's
customary to
purify their bodies and souls in the spring near by. You are told to step
into
the spring and you will become your new class. Step into the spring and a
magical barrier will suck out all of your magical spells and abilities.
You
are then laughed at by the priest for falling for the deception and told to
live a life of pain and eternal suffering, before falling down into the
pond of
a strange town.

===========================================================================
====
PENAL TOWN
(WK31)

Items: Bone Knife


Dung x 2
Herb x 4
3 Gold
Antidote x 2
5 Gold
TinyMedal x 2
WorldLeaf
LifeAcorn
Horned Hat
20 Gold
30 Gold
WondeRock

As you land in the small pond, a man will yell at you for scaring the fish
away. Others will gather and note that you are the second set of newcomers
this day. Speak to the fisherman who bitched at you earlier and he will
state
that only the strong survive in this town, and that they are completely
blocked
from the rest of the world by oceans and mountains. The tough looking man
will
you a man named Suifu, who lives in the center of town is in charge. Smash
the
jars near by for a Bone Knife and Dung. Enter the house to the west and
you
will be reminded by the man that you cannot use your spells or skills in
battle. Smash the vase by the woman for an Herb. The weapon and armor
shops
will have some nice things for sale. South west of the weapon shop a man
will
be getting mugged. Come to his rescue and you will have to defeat an
EvilArmor
which might be a little harder since you can't use magic or skills. After
the
battle, smash the barrels to find an Herb. Now speak to the man at the
item
shop and note the Thief Key for sale for 470 Gold. BUY this item as soon
as
you are able to. The two people west of the item shop will speak of
something
called a SoulSword which is not allowed to be used as it is the only law of
the
town. Apparently this weapon rips the soul from the victims body. Smash
the
barrels west of the item shop for 3 Gold. Take the stairs near by to enter
a
bathing area. Smash the barrels for an Antidote, and the vases for 5 Gold.
Inside the church a man will ask if you met a girl named Neris. Say no and
you
will be told that her brother, Zaji, is very protective of her. North and
around the church are three barrels. Smash them to find a TinyMedal. The
man
near the well will explain that five souls is all it takes to be freed by
the
SoulSword. You can store some of your gold in the bank in the small
building
by the well if you'd like. Pretty funny reaction awaits you if you try to
open
the chests. Enter the door by the weapon shop and smash the vases for an
Antidote Herb. The chest can be opened for a WorldLeaf. This item will
revive
a fallen character. Go upstairs and smash the barrel for a LifeAcorn. The
adjacent room will have one of those robots from Falrish. Speak to the man
and
he will tell you that a fellow named Flower can hook you up with anything
provided you have the gold. A Horned Hat will be inside one of the
dressers.
At the north east part of town a strange man will warn you to be careful
come
night time due to soulhunters. Smash the vases for an Herb and 20 Gold.
Approach the room to the south now and a fellow named Kasim will be
thanking
Flower for stealing something for him. Flower implies that it's time for
Kasim
to return the favor as Flower goes on about how he always wanted to be a
guard
at Dharma. Kasim states that he needs one more thing before Flower
complains
how hard it was to get his previous item, some form of medicine. Kasim
will
then walk away, and if you follow him, three monsters will enter town and
encourage everyone to use the SoulSword. Suifu will come out and frighten
the
monsters away, but not before they once again plant the seeds of freedom by
encouraging use of the SoulSword. Suifu is upset at the boldness of the
monsters appearing during daytime. Suifu will then notice the party and
states
that he has been meaning to pummel you for a while before attacking.

Battle - Bully, Suifu, Fighter

This is one of those battles that you cannot win. Take your licks with
pride.

When you come to, Zaji, will be telling Neris that she is too nice for
helping
the party recover. Leave the room you are in and Neris will greet you.
Zaji
will be fairly rude towards you before Kasim enters bringing the medicine
that
Flower had acquired for him. The medicine is WorldDew which should make
her
feel better. After some small talk, Kasim will leave. Smash the vase for
30
Gold. Speak to Neris and she will go lie down. Speak to Zaji who will be
thinking the only reason Kasim is nice to his sister is because he wants
her.
Speak to Neris again to learn that ever since she was born, she has been
sick.
Go upstairs and Flower will be asking if Kasim will make him a temple
guard.
Kasim mentions that without High Priest Fosse, there are no temple guards,
and
that Flower needs to rescue her from the monsters. Flower has no problem
doing
that apparently. Speak to Flower when Kasim leaves and he will ask you to
battle the monsters in the western cave before handing a stone to the hero
which is a WondeRock. This item can be used in battle as many times as you
want to heal your wounds. Basically it's a Heal spell in item form.
Flower
will then join your party. Now head to where you fought Suifu and smash
the
barrels by the chest for an Herb and the vase for some Dung. The chest
will be
empty.

Downstairs is a bar. Smash the vase behind the counter for a TinyMedal.
When
you are ready, leave town and head west towards the cave.

===========================================================================
====
WEST CAVE
(WK32)

Items: TinyMedal x 5
Herb x 2
Antidote x 2
Leather Armor
Horned Hat
35 Gold
DEFseed x 2
Sickle
Dung x 3
STRseed x 2
MysticNut
WorldLeaf x 2
50 Gold
Dharma Key
15 Gold
100 Gold
AGLseed
Kitten Shield
350 Gold
200 Gold

From the entrance head north and you should see a set of stairs to the west
by
a poisonous marsh. Ignore these as they lead to a dead end and head all
the
way north, through the poison to reach another set of stairs. From here go
east and then north to take the next set of stairs. Now head north and
then
west through the marsh to take the stairs. Follow the next few linear
paths
and as you approach a couple of monsters, Flower will explain that they
shouldn't be rushed and runs off to distract them. Flower ends up going on
ahead while the monsters spot the party and attack.

Boss Battle - Inopp and Gonz

This is another one of those battles that you cannot win. You will awake
in
Neris's room and she will explain that the priest found you in front of
town
unconscious and severely injured. Zaji will want to speak with Neris
outside.
As you leave, Zaji will be telling Neris that he is capable of retrieving
the
medicine that she needs and for her to stop flirting with Kasim. She
explains
that he is nice to her and nothing more. They will argue a bit more before
Zaji runs off. Head into the bar now and Zaji will be telling Kasim to
leave
his sister alone. Kasim tries to tell him that he cares for her and that
she
can make her own choices. He then asks Zaji what he will do for him if he
does
leave Neris alone. Zaji says he will do nothing before firing off a few
more
words and then leaving. Speak to Zaji and then Neris before returning to
the
main part of town. As you approach, you will hear someone scream. Head
south
and the pink soldier will have used the SoulSword on a man. Suifu will
come
out of his house and the pink soldier will run north and shatter his second
and
third soul. As you approach the fire, he will take out his fourth soul.
Suifu
claims he will have to take him out and tells Kasim he will give him
whatever
he wants if he helps him. Just as Suifu is about to finish him off, the
pink
soldier spots Neris and tries to attack her but Zaji will step in front of
her
and takes the blow. The pink soldier will then request back his powers
from
the monsters as he has shattered five souls. A monster will then appear
and
state that the fifth soul hasn't yet been shattered. The monster explains
that
the SoulSword must go deep into the body to shatter a soul. Apparently
Zaji
wasn't cut deep enough. The monster decides to restore the soldiers
abilities
regardless and the five bodies will disappear along with the monster and
soldier.

The next scene will begin in Neris's place with Kasim trying to calm her
down.
Kasim suggests everyone goes to the western cave to see if they can save
Zaji.
Answer yes when prompted and Kasim explains that he and Neris will go on
ahead
and meet you on the fourth floor.

Return to the cave and you will find Neris and Kasim just past the spot
where
Inopp and Gonz destroyed you. Kasim will give Neris a hair ornament before
noticing that the party is there. Kasim will note that Inopp and Gonz
aren't
there before going on ahead. Exit to the south and you will appear in a
tiny
village.

The man near the entrance will warn you not to cause trouble as the high
priest, Fosse, is held captive. Near the graves, someone will mention that
people who've had their souls shattered are controlled by monsters that are
always watching the Dharma priests, and if they tried to escape, they would
be
attacked. Search around the north western most grave to find a well hidden
TinyMedal. Enter the item shop near the town entrance and smash the vase
for
an Herb. As you try to explore more of the town, you will hear Flower
complaining that he didn't rescue the high priest. Kasim tries to cheer
him up
by saying that she is still alive. Flower asks again if he can join the
temple
guards if he can help save the priest. Kasim says he can't do that until
Flower does something fantastic. Kasim assures Flower that he must
cooperate
with him. They will then go inside the house on top of the hill. Enter
the
small house in the cave near by and the tenants will be speaking about the
high
priest. Smash the barrels for an Antidote. Exit now and speak to Flower
on
the stairwell. He will ask if you are here for revenge since he used you
earlier. After replying he will head into the house. Follow him.

The high priest will be asking Kasim what his job is, to which he replies
to
protect the Head Priest Fosse. The high priest exclaims that not only did
Kasim fail in defending Fosse, he botched the rescue attempt as well. He
then
asks him if he is ashamed. Kasim will ask for one more chance with the aid
of
the party so that he can redeem himself. The high priest will scoff at
Kasim
but says he can do as he pleases. Kasim will then approach the party and
states that you must help him before leaving. Speak to Neris who explains
that
she can't find Zaji here. Search the dresser for a Leather Armor. Exit
and
Flower will explain how the high priest upsets him. Kasim explains that
being
a temple guard will require you to put up with all kinds of people before
they
both head east. Head east but towards the house and search the well to
fight a
WellLure if you'd like. Down the well, two people are playing cards, but
more
importantly, a TinyMedal lies inside one of the dressers. Enter the house
which can be used for resting and saving your progress. Search the dresser
for
a Horned Hat and smash the vases for 35 Gold.

When you are ready, head towards Kasim and Flower at the north part of town
and
Kasim will remark that he never figured a victim of soulshattering would be
used and controlled to watch over the priest. Kasim explains that the two
guards they knocked out should be left alone while Flower wonders why they
aren't killed. Kasim states that they must rescue the priest without
killing
or waking them. Kasim will then notice the party and explains that the
Head
Priest is held in a prison deep within the near by cave. Kasim and Flower
then
join the party as non playable characters.

Enter the cave and head north. The path will split east and west. Stay
west
and take the ladder to reach the next level. Take the stairs and you will
be
in a mazelike area. Head west and there will be three sets of stairs if
you
follow the path. Take the first or second set of stairs as both lead to a
room
with two treasure chests in the middle. Open them to find a DEFseed and
Sickle. Return and take the third set of stairs now. Now make your way to
the
stairs in the middle of the room and descend. From here, go all the way
south
to take the stairs. Now go west, skipping the set of stairs to reach a
treasure chest containing a TinyMedal. Return east to the stairs you came
from
and once you are in the next room, make your way east, south and then west
to take the stairs. Now go east to take the next set of stairs. From here
you
can go south and enter the prison cells. You can find Dung in a jar in the
cell with the skull. A STRseed will lie in the jar in the north east cell.
Smash the vase in the south western cell for a MysticNut. Now make your
way
south to find an Iron Shield in a chest at the dead end. Make your way
north
now and around to make your way to a large hole in the ground. Drop down
to
the floor below and go south, and then west to find a WorldLeaf in the
treasure
chest. Make your way west, while smashing the vase for 50 Gold. Along the
path at the north part of the screen, you will find more cells. Open the
first
and smash the vase for a TinyMedal. Exit to the north and you will find
High
Priest Fosse protected by a triangular barricade. Kasim tries to break the
barrier to no avail. Take the stairs to the north and there will be three
tablets that can be moved. The object of the puzzle is to push the tablets
onto the blue crystals below which are the source of the barricade for High
Priest Fosse.

Push the western tablet south seven steps and then west three. Now push it
north once and then east once to drop it onto the crystal below.

Now push the eastern tablet down seven steps, east three steps, north four
steps and then west once t destroy the final crystal.

**Note that if you screw up, just simply exit and reenter the screen for
the
tablets to return to their original position**

Return now and High Priest Fosse will thank you for rescuing her. She
explains
that a false High Priest is ruling since she was captured. Suddenly Inopp
and
Gonz will appear. High Priest Fosse will then drain their powers while
healing
the party to full HP and requests that you defeat them while they are weak.
You are then attacked.

Boss Battle - Inopp and Gonz

Battle plan here is to simply over power your foes since you still can't
use
magic or skills. Focus all the attacks on one of the foes, preferably
Inopp
since he is more powerful, while using the WondeRock and Herbs to heal.

After the battle, Kasim and Flower will go back to town to give news of
High
Priest Fosse's rescue, while the party is chosen to escort Fosse back to
town.
Fosse will then join the party as a non playable character. Now backtrack
all
the way out of this dungeon and back to the mountain village. As you exit
the
cave to town, people will greet you at the entrance. Fosse requests that
everyone works together to take back Dharma.

Enter the western home and Kasim will be speaking. Apparently Zaji has
recovered and Neris will thank you. Kasim asks Neris about the ornament he
gave her back in the cave but she apparently lost it. He then asks her if
she
is all better and gets defensive with all the questions being asked.

You are now free to explore the town again. The head priest has
disappeared
and if you speak with Zaji, he will mutter that his sister isn't here.
Strange... Speak to Fosse and she will ask that you defeat the imposter
High
Priest. She then gives you the Dharma Key and tells you to go through the
underground passage. Apparently all the powers drained from people are
stored
in a strange room. Finding that room may help in restoring everyones
powers
back. More conversation will commence with Neris acting very strange.
After
Kasim tells you exactly where to go, everyone will leave the house.

Heal up and save if you'd like. When you are ready, enter the cave to the
north but this time head to the eastern part. When you enter the room with
the
purple door Neris will ask for the Dharma Key. Say no and Kasim will ask
why
she needs the key. He then asks her to show who she really is as Neris
laughs
and admits that she's no good at pretending to be a human. She reveals her
true form and Kasim asks her where the head priest and the real Neris are.
Neris is still alive but the monster ate the head priest! The monster then
gives Zaji the SoulSword and instructs him to use it. You are then
attacked by
a Maneater.

Battle - Maneater

This battle shouldn't give you too much trouble. She can lower the parties
defense and cast Bang so just keep the HP high and you will be victorious.

After the battle, Zaji and Kasim will be fighting. Kasim doesn't want to
kill
Zaji even though the SoulSword is draining all his power. Kasim then gets
hit and his sword goes flying. As Zaji goes in to deliver the finishing
blow,
Kasim steps out of the way and steals the SoulSword. He strikes Zaji with
it
which upsets Gabo. Kasim says that since the sword contains Zaji's soul,
that
his soul should return to his body. Zaji will then wake up feeling fine
with
his soul restored. He says that the monster was controlling him. When
asked
by Kasim why he attacked him, Zaji says the power of the SoulSword made him
want to strike down everyone.

Now enter the door and head east, taking the winding stairs to the top
before
exiting to the north. Take the stairs and head west to smash some vases
for an
Herb, EvilPot and Antidote. Head east to smash some barrels for 15 Gold.
Head
north now and when the path branches west, north and east, go east to find
two
treasure chests. Open them to find a DEFseed and TinyMedal. Return and go
north and then west to take the stairs. Follow the path and climb the
stone
stairwell to receive your powers back. This was the room that Fosse was
talking about. You can now use your skills and spells again.

Take the passage to the left as Fosse has advised and take the stairs. You
will now be in a large room with many doors. Take the western door and
note
that it will close behind you and you cannot go open it. Take the door to
the
west, north to reach the room with all the jars. Smash them all to find a
STRseed, Dung, 100 Gold, EvilPot, and more Dung. Head east now and take
the
series of doors to return you back to the beginning. Now take the western
door
south and walk along the western perimeter of the room. Open the chest to
the
north for a WorldLeaf before heading east to take the stairs.

Now go around and climb the ladder to reach two chests. Open them for an
AGLseed, and Kitten Shield. Now head west through the opening, then north
and
then west to exit to the next area. Follow the fairly straight forward
path,
grabbing the 350 and 200 Gold from the chests before taking the stairs.

===========================================================================
====
ARENA
(WK33)

Items: Herb x 2
Antidote
50 Gold
7 Gold
Scale Armor
MysticNut x 2
TinyMedal
LandShard x 2
LifeAcorn x 2
Wizard's Ring
Leather Hat
STRseed
Bunny Tail
Iron Shield
500 Gold
210 Gold
Potion
Iron Mask
3 Gold

You will now be in a place called the Arena. A weapons and armor dealer
will
be towards your immediate left. Head north and rest at the inn while
smashing
the jar for an Herb. The only way out of here is to win five straight
battles
at the arena. Enter the arena now from the door north of the weapons
dealer
and you will find a nun who can save your game to the left. Smash the jars
around her to find an Antidote and 50 Gold. Head north, past Kasim, and
explore this area a little more. Speak to the pink soldier from before to
learn that Neris is trying to get revenge by defeating him in the arena.
Head
upstairs to learn that the SoulSword makes the user suffer from dementia
over
time. Return to the floor below while exiting to the south west and smash
the
barrel for 7 Gold. Take the stairs to the north to find Flower in a room
with
a strange door that cannot be opened. Return now, and enter the door by
the
stairs. Speak to everyone to learn that the SoulSword has made Neris very
strong. Smash the vases for an Herb and open the dresser for a Scale
Armor.
Enter the eastern room now and Zaji will be speaking with Neris. He will
ask
why she has the SoulSword and she will retort angrily how she was always a
weak
little girl. Zaji asks for the SoulSword and Neris tells him to leave or
she
will take his soul! Zaji tries to take the sword by force but is
restrained by
a present monster. Exit the room now and head east to find Kasim. He is
shocked that Neris has entered the tournament. Zaji states that he too
must
enter the tournament in order to stop Neris. Kasim suggests acquiring the
SoulSword and using it to force Neris's soul back into her body. Zaji
turns
down Kasims offer to help, stating that he can do it by himself.
Apparently
not as when you speak to Zaji to the south, he will request your help to
fight
with him in the tournament. Say yes and he will join your party.

Speak to the monsters to the north to have the tournament rules explained.
Two
parties of four, fight to the death. Once one side is victorious, the next
battle begins. If you win five matches in a row, you become the champion,
and
if you can beat the old champion, you are free to go. Speak to the monster
to
enter the tournament now and go through the door when he moves out of the
way.
You will start your first battle.

TOURNAMENT BATTLE ONE: Nepro and DrakSlime x 3

Focus on the Nepro as he has lots of HP and can cast spells. After the
battle,
the next challengers will appear.

TOURNAMENT BATTLE TWO: Garcia and BoltRat x 3

The BoltRats can blind the party and Garcia can do an attack which hits
everyone for about 20 HP. Keep the HP high and heal when needed. After
the
battle, the third challengers will appear.

TOURNAMENT BATTLE THREE: Thompson and Goopi x 3

The Goopi's can regenerate to take them out quickly. Thompson can cast
Sleep
and hit fairly hard. Same strategy as the last two fights. After the
battle,
the fourth challengers will appear.

TOURNAMENT BATTLE FOUR: Naputo and Smoocher x 3

Take out the easy Smoochers and then focus on Naputo. Naputo can attack
twice
per round. After this battle, the fifth challengers will appear.

TOURNAMENT BATTLE FIVE: DonJose and BeakRat x 3

DonJose can put you to sleep by simply landing an attack. The BeakRats can
regenerate like the Goopis so take them out first. DonJose can also blind
you.
After the battle, you are told the next win will set you free.
TOURNAMENT BATTLE FINAL: Neris and SlimeNite x 3

The SlimeNites can heal so take them out immediately. Gabos Rip works well
on
them. Neris is very strong due to the SoulSword and can attack twice per
round. She will often use IceSlash which hits a person for about 25HP of
damage. SAP her while keeping your HP high to be victorious.

After the battle, the hero will hit Neris, knocking the SoulSword away.
Zaji
will strike his sister with the blade as the party is granted freedom.
Monsters will drop down and request that you follow them. Zaji asks them
to
wait as Neris is still unconscious but they decline and lead everyone out
of
the arena. As everyone is being led away, Kasim is asked by Zaji to save
Neris. The party is led to the room Flower was in and through the
mysterious
door. Zaji will thank everyone for helping him but states he needs to be
by
his sisters side before attacking a monster and heading back to the arena.
The
furious monsters will then leave to go after him.

Now you can go on up the stairs to try to reclaim Dharma, or you can go
back to
the arena to heal and save. If you do go back to the arena, you can fight
some
monsters as Kasim and Zaji have started a riot. The pink soldier will have
died saving another man from a monster.

Before taking the stairs, Fosse will appear and ask to fight alongside you
as
you do battle with her imposter. She then joins your party. After taking
the
stairs, you will be in the basement of Dharma Temple. If you purchased the
Thief Key, you will be able to get the treasure chests that you couldn't
before. Just be careful of the magical barrier on the floor as it takes
away
1HP per step. The chests to the west contain a MysticNut and TinyMedal.
The
eastern chests contain a LandShard and LifeAcorn. Don't forget to open the
chest in the room above for a Wizard's Ring. Head upstairs now and
approach
the center of the room. The imposter will argue with a civilian before
killing
him. Heal up now and approach the imposter who will state that they are
stealing power from people to give to the Demon Lord. You are then
attacked.

Boss Battle - Antoria

Cast SAP twice and heal from any fire based attacks. He attacks twice per
round and can put up a Magic Wall preventing any magical attacks.

After the battle, a screen will pop up stating that the monsters plan to
strengthen the Demon Lord by stealing other peoples powers and abilities
has
been thwarted. All remaining monsters were defeated and Dharma Shrine
restored
to its previous state. A few days later...
The party will awake in a bedroom. Search the dressers for a Leather Hat.
Exit the inn to the south and Kasim will be there to greet you with Flower.
Flower decides after all that he isn't cut out to be a temple guard. An
item
shop and bank will lie to the east if you need them. Speak to Zaji, who
has
become a Warrior now to the west if you'd like. A weapon and armor shop
will
be there for upgrades.

Head downstairs now and head north to find Zaji and Neris. Zaji is trying
to
impress Neris will his new Warrior class but Neris feels it's too
dangerous.
Zaji goes on, explaining that he would be better than Kasim at taking care
of
her. Neris explains that she doesn't want anyone going too far or making
sacrifices to take care of her. Neris feels that she is a burden on Zaji
and
says that she can take care of herself. Zaji leaves upset, and if you
follow
him, Kasim will be speaking with him by the temple entrance. Zaji says
that he
is going to leave Neris as per her request even though she thinks he is
just
leaving to purchase a sword. Kasim asks if he would be okay with him
staying
with Neris and Zaji says that is between them, and has nothing to do with
him
before leaving.

Now it's time to change classes. See the Class section for more detailed
information, but to summarize, changing to different classes grants you
spells
and abilities. You learn these abilities by winning battles. After
winning
enough battles, you can master a class, which may give you a boost in
certain
attributes. You are then free to learn another class and gain its
abilities.
After mastering a few of the basic classes, you may be able to change to an
intermediate class that combines previous classes that you have mastered.
Anyways, speak to the people in green west of Fosse to learn about a lot of
the
classes that are available.

When you are ready, approach High Priest Fosse and select the classes you
want
your characters to learn. After selecting your classes, speak to the witch
looking woman to the north east and she will tell you how many more battles
you
have to win before advancing in your classes. Each class can be advanced
eight
times. After advancing the eighth time, the class will be mastered. You
can
see how far along in mastering a class you are in the info menu based on
how
many stars are filled in. When you are ready, exit here.
Head south to Penal Town for a minute as there are a few items to be
grabbed.
Enter the building just west of the well and the two treasure chests will
now
be unguarded. Open them for a STRseed and LandShard.

Make sure you purchase the Thief Key if you haven't already. If you
haven't,
after buying it, don't forget to return to Dharma to grab the LandShard in
the
chest.

Exit here and go back to the Inn and Casino. Open the chests by the item
and
weapon shops for a Bunny Tail and Iron Shield with your Thief Key.

Return now to the portal and when you return to the Ancient Fane, head
north to
deposit your two new LandShards into the south west and south east
pedestals.

Now that you have the Thief Key, you can open a few chests that you had to
pass
up previously.

Head back to Verdham in the past and in Borlocks mansion on the second
floor in
the womans bedroom is a locked chest containing 500 Gold. Return now to
the
present.

Enter the woodmans hut west of Fishbel and open the locked chest in the
basement for a MysticNut.

Enter Falrish now and enter the building north of the weapon and armor
shop.
The locked chest inside will contain 210 Gold.

Make your way to Mentare and just before the Geionne Monastery, open the
locked
chest for a LifeAcorn.

Alrighty, now that you have finished up with that, take a look at your
World
Map and you should see the island that Dharma is on far south and slightly
west of Fishbel. Also note another tiny island on the south eastern part
of
the map. For now, head south of Fishbel to reach the new island.

The place where the inn and casino was will still be there. Open the chest
by
the item shop with the Thief Key to receive a Potion. The vase behind the
innkeeper will have a DEFseed if smashed. Speak to the man in the center
of
the room and he will warn you about bandits being close to Dharma Temple.
Open
the chest to the north with the Thief Key for an Iron Mask. Head
downstairs
and more people will speak of these bandits.

***Immigrant Spot***
You may see a person near a table. If you speak with them you can tell
them
about Sims town. See the Immigrant Town section for more details.

The old man will mention a town named Mezar on a small island to the east.
That must be that new tiny island that was restored along with Dharma. You
are
told that a boy will give you a magic carpet that can fly for free in
Mezar.
Smash the barrels for a whopping 3 Gold before leaving. Feel free to
gamble at
the "Grand Lara Casino" in the well. It's the same layout and games as in
the
past. The only difference is Lucky Panel costs 20 Tokens instead of 5. I
suggest you play Lucky Panel for a bit as you can wins some rare items like
the
Hacksaw which you can't purchase anywhere yet. When you are ready, head
west
to reach Dharma.

===========================================================================
====
DHARMA TEMPLE
(WK34)

Items: 5 Gold
LandShard x 2
TinyMedal x 2
Silk Robe
Cloth Shirt
Dung
Bandits Key
Iron Shield
Iron Spear

The lady in pink will tell you a legend that when a jewel is presented to
the
sun at the point where the earth and sky meet, the mighty hero will be
resurrected. The witch lady to the west will let you know how many more
battles are needed to reach the next job level just like in the past. If
you
speak to the priest, he will warn you about the bandits, and how they have
been
causing trouble near the temple lately. You can change classes here as
well
and you will be visiting this place very often.

Once you master a class in your travels, it's a good idea to drop what you
are
doing and return to the temple to switch to another class. Reason being
that
any battles you fight in a mastered class don't count for anything, so you
are
basically wasting battles when you could be leveling up another job.

Head downstairs now and a priest on the eastern side will give you the
option
to change anyones name in your party, including your bag. Smash the vases
in
the room beside him for 5 Gold, and open the treasure chest for a
LandShard.
Head west now and smash the vases in the upper level for a TinyMedal. Go
back
and head to the top floor now.

***Permanent Immigrant Spot***


You will see Nurar the trader at the southern part of the room. This
person is
one of a few permanent immigrants. Basically, he will always be here to
recruit. If you speak with him, you can tell him about Sims town. See the
Immigrant Town section for more details. I'd actually advise against
recruiting him unless you want your final town version to be a bazaar.
Remember that he will always be here so you can decide to pick him up at a
later time as well.

To the north, the weapon and armor shops will have new items for sale. It
might also be a good idea to sell all of the extra items and equipment in
your
bag and store most of the gold in the bank. Open the dresser at the inn
for a
Silk Robe. Search the dressers in the library if you want to find a book
by
Suifu. Now when you are ready, exit the Dharma Temple and head south to
see
what all this bandit talk is about.

As you enter the ruins of Penal Town, you will see a priest laying on the
ground. Approach and inspect him and he will get up. He complains about
your
apparent disregard for him before asking if you can live with yourself.
Answer
yes and it will be apparent that this was a set up to ambush you. You are
then
attacked.

Battle - Brigand, ShrubMage, Bandit, Epong

Try to use attacks that hit everyone for maximum success. Prepare to heal
often and focus on taking out one enemy at a time. SAP works well in this
battle to lower their defense.

After the battle, the monsters concede that they've met their match before
running off towards their hideout. Exit to the south and you should see a
bandit fleeing for the cave. Chase after him and when you enter the area,
the
bandit will be answering "Go to Hell" when asked by his peers how to get to
Dharma. If you weren't quick enough to view this scene, simply return
to the Penal Town ruins and speak to the bandit laying on the ground to try
again. "Go to Hell" seems to be the code word to enter the hideout. Speak
to
the man with the orange hat and give the password. You can now enter the
bandits base. Speak to people to learn that the bandits boss has a shard
and
that Epong is a not well liked. Open the dresser by the bandit laying down
for
a Cloth Shirt. You can get some Dung by smashing the barrels just outside
of
the bosses room to the north. Enter the bosses room and open his dresser
to
find the Bandits Key. Now return to the steel doors where the treasure
chests
were and you will be able to access the small room. Smash the vases for a
TinyMedal and use the Thief Key to open the chests for an Iron Shield and
Iron
Spear. Now return to the bosses room and speak with the little guy.
Answer
yes when asked if you are looking for the leader and he will state that he
is
in charge before attacking.

Boss Battle - BanditWig

This little guy can pack quite the punch with strong physical blows and the
ability to attack twice per round. He can occasionally dish out a violent
slash which hits twice as well as cast Boom which hits the whole party. As
the
battle carries on, BanditWig will run out of MP and won't be much of a pain
anymore.

After the battle, he will ask you to hear him out. Say yes and he will
give
you a LandShard. He says that he has been waiting for someone more
powerful
than him, and that due to tradition, the shard must be passed onto the
stronger
person. He then explains how he feels that the Demon Lord isn't completely
destroyed.

Leave this place now and sail to the small island on the south eastern part
of
the map. This island will have a town, and a temple that you can't reach
due
to a small body of water. Enter the town.

===========================================================================
====
MEZAR
(WK35)

Items: Pirate Clothes


6 Gold
7 Gold
LandShard
Traveler Clothes
Repellent
TinyMedal
Herb
Healer Heart
Carpet

Mezar is the home of the Soldiers of God, who fought alongside God in the
battle against the Demon Lord. Enter the bar to the east and someone will
be
speaking to someone named Nicola, wondering why he needs a hero of some
sort
since no war is being waged. Nicola goes on about a "Great Hero" who will
bring true peace. The person Nicola is arguing with argues that it's
peaceful
enough, and it's no wonder he can't find anyone to search for his hero.
Nicola
then exits the bar. Speak to the female barkeep and she will wonder why
Nicola
doesn't look for the Hero himself, and that his father has been dead for
years.
Exit the bar and if you speak to the near by nun, she will mention the
"BlissRock" you first heard about in that small shrine east of Falrish.
Protecting this BlissRock was the duty of this towns ancestors, the
Soldiers of
God. To escape the Demon Lord, the BlissRock was embedded within a fane,
making it airborne. Apparently the Demon Lord knocked it out of the sky.

***Permanent Immigrant Spot***


You will see Elena the dancer beside the church. This person is one of a
few
permanent immigrants. Basically, she will always be here to recruit. If
you
speak with her, you can tell her about Sims town. See the Immigrant Town
section for more details. I'd actually advise against recruiting her
unless
you want your final town version to be a slum. Remember that she will
always
be here so you can decide to pick her up at a later time as well.

Enter the inn.

***Immigrant Spot***
You may see a person in the inn. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Open the dresser for the Pirate Clothes. Exit the inn and go upstairs to
learn more about the Demon Lord. Head to the General Store if you'd like
to
purchase something before going south towards the well. The man by the
well
explains that God sealed the hero away from the Demon Lord before he was
defeated. Head north into the opening and smash the barrel for 6 Gold. Go
upstairs to smash the vase for 7 Gold. Exit here and go to the well. When
you
inspect it, you will be attacked by an EvilWell. Defeat it and go down the
well, though the water to find a LandShard on the ground. Exit here and
head
north west towards the house. If you speak to the woman on the way, she
will
mention Nicola giving away flying carpets to travelers.

Enter the house now and the maid will mention that Nicola has been
depressed
lately. Enter the bedroom to find the Traveler Clothes in the dresser.
Check
the bookshelf to learn about a city that sank into the sea, as well as an
item
called the Merm Moon. Speak to Nicola now and he will ask if you are
adventurers. Say yes and he will have a favor to ask of you. He will exit
the
home after asking you to follow him. Follow him to the south west part of
town
and go down the hidden staircase. Nicola will open a steel door and carry
on
until you arrive in his storehouse behind the church. Go upstairs and the
room
will be filled with many treasure chests and breakables. Smash the vase to
the
east for the Repellent. Open the chests for a TinyMedal and LifeRock. The
other chest will be empty. Smash the opposite side barrels for an Herb.
Open
the chests for a Healer Heart, which can let the character that possesses
it in
their inventory change to the monster class: Healer, at the Dharma Temple.
Speak to Nicola and he will explain how the great hero was Gods strongest
soldier that he sealed away. The hero is waiting to be awoken. Nicola
will
request that you find him before offering a carpet that can let you fly
anywhere in the world. Say yes when offered and you will receive the
Carpet.
Suddenly the maid will rush in and scold Nicola for giving away a family
heirloom. They argue a bit more before you officially receive the Carpet.
Nicola and the maid will then leave. Exit to the south and fall off the
ledge
to return to town. Exit town and try to use the Carpet on the world map.
It
won't have the power to fly, well that kinda sucks. Enter town again and
Maribel will be upset and suggests selling the Carpet. Head north west to
Nicolas house and speak with him. He will take his Carpet back after you
tell
him that it doesn't work. He seems to think the problem is that no one
knows
how to use it properly. Speak to the maid and she will be apparently
hiding
something. As you try to leave, the maid will come outside and explain
that
Nicola is in the treasury. She will ask you to go check on him. Do so and
he
will be wondering why everyone calls the carpet a fake. He states that
since
his father is gone, that he should go find the hero himself. He promised
his
father though that he would never leave the village and doesn't want to
break
that promise. Speak to Nicola again and he will say that he didn't mean to
deceive you, but that the Carpet just didn't choose you. Go back now and
speak
with the maid and she will tell you the truth. She has hidden the real
flying
carpet at Nicola's fathers request. She feels really bad for not telling
Nicola. She then offers you the real carpet if you can bring her the
MermMoon.
It apparently lies in a sunken city near by. You have done all you can do
here
now so return to the Ancient Fane. In the LandShard room place one of the
shards in the south east pedestal. The other two can be placed in the
middle
pedestal to begin your next adventure.

===========================================================================
====
DUNE
(WK36)
Items: SilkRobe
DEFseed
TinyMedal
7 Gold
Antidote
DuneCharm
Herb
Fossil
TyranBone

You will appear on the world map just south of a large desert. To the east
lies a village you won't be allowed to enter right now. To the west and a
bit
north is an empty area with a large body of water preventing you from
reaching
the other side, while a palace lies to the north. Enter the palace which
will
be deserted and flowing with monsters. Enter the eastern door and go down
the
stairs in the center of the room. Notice all the bloodstains on the floor?
Go
west and then north to open a dresser containing a SilkRobe. Read the
bookshelves in the eastern room to learn more about the Terra Spirit and
that
the great hero that Nicola is looking for is named Melvin before taking the
stairs. Go south and read the stone monument to learn that those who are
strong, live long, and use their knowledge wisely will follow the correct
path.
Follow the linear path to the north, and as you enter the room with the
skulls,
a man will appear and wonder what you are doing. He will ask if you
understand
him. Say yes to learn that this palace is just a graveyard for those
abandoned
by the Queen. He tells you about the village to the east and to let them
know
that "Hadeed" sent you. As he leaves, Hadeed will wonder why the Queen ran
away. Exit this place now and travel south east to reach the village.

As you enter, an injured man will be trying to leave while vowing his life
for
the Queen. The man at the entrance will be told that Hadeed sent you and
tells
you to see the village chief. Smash the vases by the hut to the west for a
DEFseed. Enter the hut to the east and smash the vases for a TinyMedal.
The
old man in the center of town will be a priest. Speak to the wandering old
man
near by to learn that monsters have done something to the Queen and
destroyed
the palace. Enter the hut to the west and smash jars for 7 Gold. The
eastern
hut will be guarded by an elderly man who says that only those with the
Kings
permission are allowed in. Enter the large house at the north end of town
and
speak with the chief. He will mention monsters being in the palace before
offering you to stay the night. You are allowed to use his sons room on
the
second floor. Smash the jars for an Antidote and speak to the woman
blocking
the stairs. Before moving out of the way, she mentions that the future
chief
hasn't returned. Go upstairs and ignore the bed for now and exit the room.
In
the next room you can awaken the older lady who mentions Hadeeds name and
how
she is dreaming about her son. In case you haven't figured it out, Hadeed
is
the village chiefs son. Go back to Hadeeds room and rest in the bed.

You will be greeted by the lady who was by the chief in the morning. The
chief
will want to speak with you and is waiting below. Head downstairs and the
chief will explain how the desert is under attack by monsters. They have
overtaken a Sphinx that they have been building and are forcing them to
rebuild
it as a statue of the Demon Lord. If they refuse, the monsters will
slaughter
everyone. The monsters have also demanded they sacrifice one young girl
every
year in honor of the Demon Lord statue. The Queen has gone in place of a
sacrifice and hasn't returned. Right after she left, the desert fell into
darkness. Monsters are now looting corpses in the palace and there is no
one
strong enough to stand up to the monsters. You are warned to stay clear of
the
palace.

Return to the palace, naturally, and when you get to the place where you
met
Hadeed, a monster will catch your scent. Make your way to this monster and
just before you are attacked, Hadeed will arrive calling the monster a
grave
robber. Enraged, Hadeed will ridicule the monster before noticing the
party.
He wonders why you are here as you were warned to stay away. The monster
doesn't seem to mind as to him, it's just one more victim to eat. You are
then
attacked.

Battle - BoneRider

BoneRider can lower the party's defense. Hadeed sometimes unleashes a


FalconCut which hits the BoneRider twice. Simply SAP and attack to win the
battle.

Afterwards, the BoneRider will show everyone a necklace that the Queen gave
him
as he was her "favorite." Hadeed will then kill the monster and take back
the
necklace. Hadeed then heals the party with some of his herbs before
calling
everyone an idiot. He offers to escort everyone back to the village.
Follow
Hadeed to the palace exit and he will note that the sandstorms are strong
enough to kill everyone right now. The only option is to wait them out.
Hadeed then orders everyone back underground.

You will appear where the BoneRider was killed. Speak to Hadeed and he
will
ask you to help with burying his fellow villagers. A scene will play out
with
the party helping Hadeed move the remains of the fallen.

Afterwards, Hadeed will then request everyones name. The Hero will
explain the
party's travels so far and Hadeed will be surprised that monsters have been
tormenting other lands. Hadeed fears the Queen gave the BoneRider the
necklace
to save her own life, and has abandoned her people. Hadeed then suggests
that
it's time to rest.

A narrative screen will pop up saying all the bodies were laid to rest and
Hadeed spoke to the party about his kingdom.

After the rest, you should notice the bones have been replaced by
gravestones.
Speak to Hadeed to learn that this palace was once the greatest building in
their entire kingdom. The Queen had tried to rid the land of monsters by
erecting a giant statue of the Terra Spirit. Once the monsters found out,
they
destroyed the palace. Hadeed is angered as he blames the Queen for what
happened. Since the storm is over, Hadeed once again offers to escort the
party back to the village.

Hadeed will be just outside the village. Speak to him and when you enter
the
village, everyone will be thankful that Hadeed is still alive. Speak to
people
to learn that Hadeed is looking for something called a Tyrannos. Speak to
Hadeed outside of his house as he announces his return to the village chief
and
father, Zarathustra! Inside, his father will give him a status update on
the
latest going ons and wonders if he found Tyrannos, as without the ancient
dragons power, they don't stand a chance against the monsters. Hadeed
admits
he has yet to find Tyrannos, but explains that the monsters shouldn't
attack
the palace anymore. Hadeed shows his father the item that the monster
possessed and states his theory that the Queen used it to spare herself.

Speak to Hadeed to learn the significance of the necklace. Speak to the


chief
afterwards. Hadeeds mother will enter the room. She's upset that her son
would doubt the Queen and states that true strength comes from kindness.
Speak
to Hadeed again and the chief will notice something stuck under the
necklace, a
note!

The note reads "To my beloved people... don't worry for I am fine. I am
sad to
report, though, that the Evil Statue has been completed. The statue is the
cause of the disasters you've been enduring. I heard the number of
monsters
has increased. My prayers are with you, my people. All the men sent to
work
here are still alive, for the time being. I fear that their safety is
temporary at best. If we are to have any chance, I must determine where
the
statue is vulnerable. If the Nila calmed once more, escape would not seem
like
such a distant hope. I hid this letter inside the necklace and gave it to
a
monster. I pray it will reach you safely. Please, remain ever strong....
To my beloved people of Dune.

Queen Fedel."

After reading the letter, Hadeed states that he must once again leave the
village. He vows to find the ancient dragon, Tyrannos, and see the Queen
face
to face. Speak to the chief and he will give you a DuneCharm as a token of
his
gratitude. You are advised to show the charm to the villagers and they may
help you out. When you speak to the villagers, you will have the option to
show them the DuneCharm. Show it to the chief and he will explain that the
Sphinx lies past the waters of the Nila river. The river has become too
dangerous to navigate which is why they are looking for the legendary
Tyrannos.
Speak to the old man outside to learn that Tyrannos has a golden horn if
you
show him the charm. Show the charm to the old man blocking the hut and he
will
let you go inside. Go downstairs and open the bags to find out that is
where
the village women are hiding. Smash the vases to find an Herb. You won't
be
able to open the door with the two treasure chests and barrel right now
though.
When you are ready, exit town and head north and then west to find Hadeed
by
the Nila river. Enter the area and go north. Hadeed will be in the water
and
notes that not even fish can be found in the river, let alone the Tyrannos.
Hadeed will get out of the water and asks if you have ever heard of the
Tyrannos or know anyone who has. The Tyrannos is known for it's golden
horn.
Hadeed will then leave.

Now this part of the game can be very tricky as it can be confusing as what
you
have to do next. Since your only clue is a golden horn and that this
Tyrannos
seems to be a prehistoric creature, head back through the portal to current
time and pay the excavation site a visit.

Speak to the turbaned man at the entrance and you will be let in for free.
As
you enter, you should see the skull with the golden horn. The scholar will
be
wondering about the skull and it's origin. Speak to the scholar to learn a
bit
about the Tyrannos before answering yes when the option arises to tell him
about Dune. The scholar will be apprehensive at first, and asks if you
have
any proof about being able to travel through time and your experience in
Dune.
Speak to him again and show him the DuneCharm. He will be perplexed and
the
hero will explain everything to him. Finally, the scholar will request
that if
you take him through time to Dune, the skull will be yours. You will now
obtain the Fossil and the scholar will join as an NPC. Speak to the
turbaned
man for a funny exchange before you leave. Apparently the scholar didn't
know
people were paying gold to access the site. As you exit the excavation
site, a
screen will pop up saying the party and scholar set off for the ancient
fane
where the scholar examined everything before setting off for Dune.

When you appear in the Dune region, the scholar will demand that you take
him
to the ruined palace. Enter it and the scholar will be in awe. He wishes
to
be left alone for now so that he can study so leave him and return to the
village. The chief will have fallen ill while you were gone and Hadeed
will be
nowhere to be found. Head upstairs and make your way to the chief. He
will be
in a coma. As you try to leave the house, Hadeed will return. Follow him
to
his fathers side, and as you speak to him, his father will wake up. The
chief
will admit that he is dying and wishes for his son to take over as village
chief. Hadeed states that it's not his time to die and that he can't
search
for the Tyrannos if he is to become village chief. The chief will then
notice
the Fossil the party is carrying. After showing it to him, he will ask
Hadeed
if he remembers a story he told him when he was a child. "In the Nila
lives a
great dragon with a golden horn on it's head." This Fossil matches the
description perfectly. Hadeed is appointed the next chief while Hadeed
tries
to argue, knowing that his father is dying. The chief then requests a
favor
from the party. He requests that his body and the Fossil be returned to
the
Nila river as is custom when a village chief dies. Hadeed will then
request
the party leaves so that he can be with his family in privacy. As you exit
the
room and make your way through the house, Hadeed will appear and explain
that
his father has passed and that he must inform the villagers. Speak to
Hadeed
downstairs and he explains the passing of his father to everyone, as well
as
explains the details of the funeral ceremony taking place the next day at
the
Nila river.

A narrative screen will pop up telling how everyone had a sleepless night
at
the chiefs house and how people could be heard sobbing and wailing
throughout
the night.

Morning will begin with everyone near the town entrance with the coffin.
Hadeed says that it's time to go to the Nila and everyone will be on the
shore
when you regain control of the party. Speak to Hadeed to officially being
the
funeral. Hadeed will say a few words about his father before pushing the
casket into the river so that he may go to heaven. Hadeed then announces
himself as the new village chief. He will then ask the party if you
remember
his fathers dying wish. You are to throw the Fossil, which is now the
TyranBone in your inventory into the Nila river. Go north and select the
TyranBone as an item to toss it into the water. The bone will slowly sink
to
the bottom of the river. Hadeed will then request everyone return to the
village before everyone notices something happening in the river.

A cut scene will then play of the mighty Tyrannos being resurrected. It
will
stand before the villagers while they witness this miracle. Hadeed will
thank
everyone before telling the villagers that he can't become village chief
just
yet, he must ride the Tyrannos and rescue the Queen. Hadeed will speak to
the
dragon before asking the party to help him save the Queen. Speak to Hadeed
when you are ready to go and the Tyrannos will carry the party across the
Nila.
When you make it to the other side, the Tyrannos will depart. There is no
turning back now, exit here and head north towards the Evil Statue.

===========================================================================
====
EVIL STATUE
(WK37)

Items: STRseed
DEFseed
BlackKey
Speed Ring
350 Gold
TinyMedal x 2
Silver Breastplate
Leather Whip
LandShard x 2
Package
GraceHerb
SilkRobe

Hadeed will be beside someone laying on the ground asking if they are okay.
The person states that the Queen is going to be killed. He explains how he
is
being forced to pray to the Demon Lord so that the Demon Lord will become
stronger. Those that disobey are murdered. The Queen had refused and she
was
taken away. Hadeed leaves to enter the statue while the person notices the
necklace from the Queen. Two monsters then appear and you can attack them
by
speaking to them

Battle - Pigmon x 2

These guys can breathe fire which hits everyone for small damage. Stick to
physical attacks while keeping everyones HP up with spells and the
WondeRock
and this should be a breeze.

After the battle, the person will recover all your HP and MP. Whenever you
need to recover, just return here for a full recovery.

Enter the statue and head north to read the monument.

"If you desire to meet with the great Spirit of the Earth, you must first
prove
your worthiness before him. Show yourself to be a friend to his people,
and
follow the same righteous path that they follow. Place the statues on
their
respective pedestals, and you may pass. Give the correct answer, and the
path
will open wide."

There will be a small indentation on top of the stone monument. This


puzzle
can be tricky as the four statues near by are a Phoenix, Lion, Turtle and
Snake.

Since your first clue states that to prove your worthiness you must show
yourself to be a friend of his people. This relates to the DuneCharm. Use
the
DuneCharm on the monument and it will fit into the indentation. A door
will
then open somewhere. If you explore the room, you will find that the south
west door has opened and you are able to put one of the four statues on the
pedestal. Before doing that though, go down the stairs by the entrance to
enter a prison area. Can you speak to some people and fight an EvilPot if
you'd like. Back to the puzzle now. You'll want to put the Lion on the
south
west pedestal as it is a symbol of strength. After doing this, the north
east
pedestal will be available. Place the Turtle on it as it is the symbol for
long life. The south east pedestal will now be available for you to place
the
symbol of death, the Phoenix. The final statue, the snake, represents
rebirth
and can be placed on the north west pedestal that is now open. The path
upstairs will now be available. Smash the vases for a STRseed and DEFseed
before taking the stairs at the north part of the room.

From here you will see some Pigmon's stating that the power of the spirit
is
theirs. They also mention a monster by the name of Lord Seto before they
leave. Go south and you should notice some spikes on the ground which will
damage you if you walk on them. Head north and take the stairs. Go south
now
and take the stairs. Step on the switch in this room which will deactivate
the
spikes. Exit north though the door and make your way south to take the
stairs.

From here go south and then west to find Hadeed talking to Queen Fedel in a
cell. Hadeed is explaining to her that lots of people have died and that
the
palace has been destroyed. There is no point for her to stay here anymore.
The Queen feels bad for having trusted the monsters and notes that she
cannot
even commit suicide at the Terra Spirit forbids it. Hadeed will want to
carry
on to destroy the rest of the monsters but the Queen will notice that he is
hurt. Hadeed will run off anyways. Speak to the Queen to learn that Lord
Seto's power flows from two mystical rubies on the face of the Evil Statue.
If
the rubies are removed, then the light should return. She then gives you
the
Black Key and recovers your HP. Continue on and read the little monument
by
the damage tiles. It says "A true ruler always braves the most difficult
path." This is a clue that is telling you to walk on the damage tiles. If
you
don't and you try to walk on the normal tiles, you will fall through to the
floor below and have to start all over again. Watch your health and follow
the
path to the treasure chest containing a Cannibox and stairs. Make your way
to
the room with all the treasure chests and open them for a Speed Ring, 350
Gold,
TinyMedal and Cannibox. Make your way now to the north west part of the
room
to take the stairs.

Once you enter the next room, Pigmons will be forcing two women to pray to
the
Demon Lord. Smash the pot to the east to fight an EvilPot if you'd like.
Open
the treasure chest for a Silver Breastplate. Now go south and exit through
the
door. Head west and enter the door to approach the Pigmon by the two
women.
Attack it, destroy it, and take the stairs. Follow the linear path now to
take
the next set of stairs. Exit to the south and Lord Seto will be standing
over
Hadeed. Seto will be toying with him and making fun of him for trying to
fight
while injured. Approach Seto to initiate battle.

Boss Battle - Seto

Double cast SAP on Seto. He can attack twice per round, cast SAP, swing
furiously and gather his power for a stronger attack the next round. I
found
using Howl worked almost every time against him. Keep the HP up and
hopefully
his super strong attacks won't kill Maribel so she can be the main healer.

After the battle, Seto will be in shock before dying. Hadeed will then
tell
you to get the rubies from the statues eyes. The Queen and some survivors
will
also appear. Help the Queen remove the rubies and the statue will start to
crumble to the ground. Hadeed, the Queen and the rest of the party will be
thrown from the statue into the Nila river where they will sail down the
waters
back to the Dune region before washing up on shore. When you come to,
speak
with Hadeed who has yet to regain consciousness. Queen Fedel will pray to
the
Terra Spirit to bring Hadeed back to life. All of a sudden, Hadeed will
start
to shine before waking up. He will then thank the Queen for saving him.

A screen will then pop up detailing how the party celebrated with the
villagers
for the return of the Queen and the new village chief. Hadeed and the
party
were honored as the saviors of Dune.

The next morning you will be awaken by a maid in Hadeeds house. Exit to
the
south and the Queen will mention repaying you for your kindness, later. Go
downstairs and speak to Hadeed now. He says that you can have the
treasures
from the village storehouse and thanks you for all that you've done. Enter
the
storehouse by the old man at the east part of town and the cell with the
treasures will be open. Open the two chests for a Leather Whip and
LandShard.

Exit the village now and return to the ruined palace to speak with the
scholar.
He will decide to stay here so he can study. He asks you to give a Package
to
the man at the dig site when you return.

Return to the Ancient Fane and put the newly acquired LandShard on the
south
west pedestal. Go west and notice where the Dune location is on the floor
map
in the center room. Exit the fane and head back to the excavation site.
Upon
entry, you should notice that the price has been jacked up from 5 Gold to
10,
as well as a fake skull is now on display. Speak to the man by the dig
site
and give him the package. He will move out of the way so you can explore
the
area. Smash the vase for a TinyMedal and open the chest for a LandShard.

Now exit this place and notice the Dune area is just across the sea to the
east
of the dig site. Sail all around the continent in a clockwise direction.
You
can get off at the north western part and enter a small cabin. This is
Rose's
place and she used to be a beautiful young woman apparently. Smash the
barrel
for a GraceHerb and then go upstairs and loot her dressers for a SilkRobe.
Nothing like stealing from the elderly. If you enter her bedroom, you can
inspect a small statue that reads "1st Place Style Rankings."

Exit her now and continue to sail around the continent. When you get to
the
south eastern part, you should find a small cave. Inside and up the vine
through the cave you should see a large boat frozen in ice. There is
nothing
that can be done about this right now so go back a bit and enter the
continent
from the eastern side. Enter Dune and it will be a bit windy.

===========================================================================
====
DUNE PRESENT
(WK38)

Items: TinyMedal
Herb
Dancer Clothes
Dung
LandShard
LifeAcorn
15 Gold
AmitSnack
MysticNut

Smash the barrels behind the item shop to the east for a TinyMedal. Smash
the
barrels in the house to the west for an Herb. Upstairs you can open the
dressers for Dancer Clothes. Dung can be claimed by smashing the barrels
outside of the church. Enter the inn if you need to rest.

***Immigrant Spot***
You may see a person in the inn. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Enter the pot by the priest in the middle of town and grab the LandShard by
the
strange fellow who is sand fishing. Enter the house to the east and smash
the
vases in the room with the sleeping man for a LifeAcorn. Smash the vases
outside of the chiefs home for 15 Gold. Once inside, enter the room to the
east to learn about the present chiefs sons, and how they fight all the
time.
Smash the vase for an AmitSnack. Claim a MysticNut by smashing the vases
all
along the western wall before speaking with the chief. Head upstairs and
speak
with the maid to learn that besides the chiefs triplet sons, he has another
son
who lives in the house behind this one. Exit to the east if you want to
listen
to the triplets argue over whom is better looking. Enter the house behind
the
chiefs mansion to meet the other son. He won't be very friendly though.

Exit the village now and go west a few steps to enter a small area. Take
the
warp which will warp you to the map room at the Ancient Fane. Return back
to
the Dune area though as we aren't quite finished here. Go north west a bit
to
enter the palace.

===========================================================================
====
DUNE PALACE
(WK39)

Items: Silver Tiara


Noble Robe
Silk Bustier
Dark Ruby
Golden Ring
TinyMedal
FireShard
210 Gold

Upon entry to the palace, you will be greeted by a small turbaned fellow.
He
will start freaking out though as your appearance is the same appearance of
the
heroes that saved Dune as passed down from old legends. He asks you to
stay
put so that he can inform the Queen. A lady will come towards you and
calls
everyone the saviors of the desert, before leading you towards the throne.
She then asks you to wait while she retrieves the Queen. Everyone will
gather
around the throne area as the Queens assistants welcome you back to the
desert.
Apparently the Queen only communicates through her assistants. Everyone
seems
to know of your past exploits of saving Queen Fedel and Dune. Hadeed
decided
that he would honor your deeds by passing down your story through the
generations. Queen Nepthys will then formally thank everyone and holds a
feast
in your honor.

A screen will pop up describing the feast and detailing how it lasted all
night
while everyone had a good time dancing and singing.

The next morning will begin inside the Queens chambers inside the palace.
The
Queens assistants advise you to not let the item Queen Fedel gave you to
fall
into the hands of the monsters. Odd, Fedel never gave the party an item.
This
means that we must return to past Dune after these events to get the item
they
are speaking of. Anyways, you are now free to explore the palace. Enter
the
western room to loot the dressers for a Silver Tiara, Noble Robe and Silk
Bustier. Speak with everyone else on this floor to learn about the Dark
Ruby
that the party removed from the Evil Statue to save Dune. Visit the item
and
weapon shop if you wish before going downstairs. This room is a large
graveyard which the party started the creation with Hadeed many years ago.
Queen Fedel's grave is here if you wish to pay your respects. Go south and
down the stairs to enter the fane. The rooms to the north east and north
west
will have treasure chests that you are unable to access right now. You
also
won't be able to access the Sphinx right now as there is currently no way
to
cross the Nila river. Return to the warp just west of Dune village to
return
to the Ancient Fane. Enter the LandShard room, but before placing any of
the
newly acquired shards, return to Dune in the past as Queen Fedel still owes
us
her repayment.

Enter the Nila area and speak to Hadeed on the raft. He will be
reconstructing
the palace by using bricks from the crumbled Evil Statue. Say yes when he
asks
if you want to see the ruins of the Sphinx and you'll sail down the Nila.
Once
on the other side, Hadeed will run off to the Sphinx. Enter the ruins and
when
you speak to him he will run off again. You'll find him to the north west
fighting with the scholar. Apparently the scholar has the Queens necklace
and
Hadeed wants it back. Speak to both of them and eventually you will
explain
the situation to the scholar who will reluctantly give back the necklace to
Hadeed. Speak to Hadeed again and a screen will pop up explaining how
everyone
returned to the palace.

Hadeed will give Queen Fedel back her necklace and once again thank the
party
for all their help before leaving. The Queen will then turn her attention
towards the party and asks that you take one of the Dark Rubies that was
taken
from the Evil Statue. You will then receive the Dark Ruby. Enter the
palace
now and go downstairs. Enter the room north of the Queens chambers and
push
the black statue to reveal a staircase to the east. Go downstairs and make
your way to a treasury. Open the four chests to receive a Golden Ring,
TinyMedal, FireShard and 210 Gold.

Return to the Ancient Fane now and place your large LandShard in the south
east
pedestal. Go all the way west to the FireShard room and place the shard on
the
north east pedestal. Return to the LandShard room and place your final
shard
on the south west pedestal.

===========================================================================
====
KRAGE
(WK40)
Items: 3 Gold
Cloth Shirt
TinyMedal
Leather Hat
Elven Jar
HolyDew

Head south west a few steps from the warp to enter a small cabin. The sign
says "If you're on your way to Krage, stop at this inn!" Speak to the man
outside who will warn you about visiting Krage. Enter the inn and rest up
if
you'd like. Speak to the lady in the room behind the innkeeper to learn
that
a curse of the Sacred Tree is responsible for whatever happened to Krage,
once
famous for it's water that is currently undrinkable. Go south and if you
speak
directly to the innkeeper, he will say that if you bury a dead body near
the
Sacred Tree, it will turn into a zombie. You can save your progress at the
traveling priest in the middle room. The old man will warn you that you
will
be cursed if you hard the Sacred Tree. Exit here and travel west. You
should
eventually see both Krage, and the Sacred Tree on the world map. Enter
Krage.

If you speak to the small child by the dog, she will claim to be the Demon
Lord. Very odd. Enter the house directly north of the town entrance and a
knight will explain how everyone in town is claming to be the Demon Lord.
Smash the southern barrel for 3 Gold. Head towards the well in the center
of
town and people will be quenching their "Demon Lord" thirst. Try to look
into
the well but a purple cloud of smoke will block your view. Enter the
church to
the west and both the priest, and the nun, will turn away God. You can
save
by examining the adventure journal if you'd like. Head into the house to
the
east and a man laying in bed will explain how his body has been poisoned
and
when he wakes up, he will be just like the other villagers in town. Take
the
Cloth Shirt from his dresser before leaving. Enter the house to the north
west
and speak to the towns mayor. He advises you to leave the village quickly
as
the villagers have all gone mad due to the poison which has spread through
town. Smash the vases near by for a TinyMedal. Open his dresser to take
the
Leather Hat before leaving. As you try to leave though, the mayor will ask
you
to wait. He has a favor to ask if you decide to stay. He says that an
unusual
girl lives at the base of the Sacred Tree and that you should tell her what
has
happened and warn her not to come here. Say yes and then leave. Just east
you
should notice some villagers gathered around a dark hooded fellow. He will
be
manipulating the villagers to prove which one is the true Demon Lord. He
asks
them to cut down the Sacred Tree, which they agree to do.

Exit Krage now and go north to enter the Sacred Tree area. Enter the small
hut
and the girl the mayor was speaking of will be sleeping. Approach her and
Gabo
notes that she won't wake up. Maribel suggests going back to town to see
the
mayor. Do so and as you enter town, the villagers that were speaking to
the
dark hooded fellow will shove you out of the way so that they can cut down
the
Sacred Tree.

Speak to the mayor who looks like he is about to lose his mind. He once
again
tells you to look after the girl. Return to the tree and the dark hooded
fellow will egg on the villagers to chop it down. The girl will then come
out
of her house and beg the crazed villagers to spare the tree before one of
them
strikes her down into unconsciousness. Approach the man who hit the girl
and
say yes when he asks if you plan on standing in his way. He tries to cast
Firevolt on the party but the spell won't work. The other villagers mock
him
and call him a fake Demon Lord before having their spells fail as well.
The
hooded fellow tells the villagers to continue cutting down the tree as we
will
take care of the party. You are then attacked.

Battle - WeirdGuy

WeirdGuy can attack twice per round and hits pretty hard. Keep the HP high
and
speed up the victory by casting SAP.

After the battle, the WeirdGuy will warn you that he will get even one day
before running off. The other villagers will also retreat. Speak to the
unconscious girl and carry her into the hut. She will wonder who you are
before asking if the Sacred Tree is okay. Say yes and answer yes when she
asks
if you saved her. She explains that the water vein that flows beneath the
forest has been tainted, weakening the trees and herself. If it wasn't for
the
Sacred Tree, herself and the forest would have died long ago. The Sacred
Tree
has the power to purify water. She speculates that the villagers have
drank
the tainted water. You will then spend the night at the girls hut.

Next morning, the girl will ask you to take her jug and collect some
HolyDew
from the Sacred Tree. Inspect the jug to receive the Elven Jar. Exit the
hut
and you should notice the HolyDew dripping from the tree. Enter the spot
the
HolyDew is dripping and use the Elven Jar as an item to obtain the HolyDew.
Return to the girl and use the HolyDew on her. After drinking it, she will
feel much better. She thinks that the villagers can be saved with the
HolyDew.
The only problem is getting them to drink it. She asks you to save them
since
she can't leave the Sacred Tree. Exit here and return to Krage.

If you try to offer the HolyDew to people, you will be rejected. Head to
the
well and speak to the WeirdGuy. He says he can't fight, but offers you
some
water from the well. Enter the mayors house and use the HolyDew on him to
save
him. All excited, he requests that you pour the HolyDew into the town well
to
save the villagers.

Try to pour HolyDew into the well and the WeirdGuy will stop you. He tells
the
villagers that you were trying to poison the well. They all decide to
surround
the well so that you can't try to pour more HolyDew again. Return to the
mayor
who says the town well is connected to a water vein. Head back to the
Sacred
Tree since the girl there first mentioned something about a water vein.
She
will mention a tunnel at the foot of the Sacred Tree that connects to the
water
vein. She offers to show the way. After leading you behind the Sacred
Tree
and opening up the way, she warns you that monsters are inside. Now enter
the
Sacred Tree.

===========================================================================
====
SACRED TREE
(WK41)

Items: FireShard
Bless Staff

Head south and as you walk on one of the roots, you should notice the
spikes to
the west that you cannot travel across. Continue south, ignoring the
eastern
path that leads to a dead end. When the path gives you the option to go
east
or south, go south and take the ladder. From here, continue north and then
west. When the path branches south west and north, go north. Take the
ladder
and follow the path to reach the next ladder. From here, go east to take
the
next ladder. Go south and then east. Continue on until the path branches
due
south. Continue south and then east to take the next ladder. From here,
go
north to take the next ladder. Now go south and it will seem like you hit
a
dead end. Go to the white spot on the root and fall off to the east.
Continue
east to take the stairs. Continue taking the ladders until you see a bunch
of
monsters around a well, contaminating the water. Climb up the ladder, heal
up,
and when you are ready, jump down to the floor below from the north.

The monster will then attack you after noticing the HolyDew.

Boss Battle - EvilWell

EvilWell can shout a WarCry which causes party members to miss a turn in
battle
as well as cast IceBolt and gather power. He can also attack twice per
round
but not always for every turn. SAP him and cast Upper on your allies if
possible.

After the battle, EvilWell will die. Use the HolyDew in the well to get
rid of
the poisonous purple mist and purify the water. All the villagers will
have
regained their senses. Climb the rope to enter the town from the well and
the
WeirdGuy will be upset that you have once again, foiled his plans. The
WeirdGuy attacks a couple of villagers before threatening to burn down the
village. He reveals his true form and you are once again attacked.

Boss Battle - WolfDevil

WolfDevil can cast TwinHits which increases his physical strength, and
QuadHits
which strikes four times randomly. SAP and increase defense if possible
while
keeping HP high. His TwinHits and QuadHits combo can be quite devastating.

After the battle, everything will be back to normal. Speak to people if


you'd
like before heading to the mayors house. The mayor will thank you for all
you
have done and requests that you spend the night. It's the least he can do.

In the morning, the mayor will tell you that the girl by the Sacred Tree
wishes
to see you. Before leaving though, speak to the farmer in his field and he
will give you a FireShard that he dismisses as a stupid rock. Head to the
Sacred Tree now and speak with the girl. She says she wants to tell you a
bit
about the tree as well as herself. The Sacred Tree is just a sapling of
something called the World Tree, and incredible tree with healing powers.
It
will take hundreds of years for the World Tree to grow though. It's her
job to
watch and protect the tree as it grows. She is the one who created the
rumor
that damaging the tree will cause divine punishment out of fear of humans.
She will then give you a staff made from a branch of the Sacred Tree, the
Bless
Staff. Return to the Ancient Fane now. Head west and note where Krage is
on
the floor map east of Dune before entering the FireShard room. Place the
newly
acquired shard on the middle pedestal before heading to Krage in the
present.

===========================================================================
====
KRAGE PRESENT
(WK42)

Items: RainbwDew
Traveler Clothes
TinyMedal x 2
13 Gold
Fur Hat
AmitDonut
INTSpecs
INTseed
FireShard x 2
50 Gold
5 Gold
Silk Hat
WorldLeaf

Exit the fane via the blue door and before taking the usual path south, go
east
to enter the beach area. Examine the glittering water and you will have an
option to fill your bottle with water from the Rainbow Cove. Do so to
obtain
RainbwDew before exiting the area.

Sail to Krage now and notice that the inn isn't there. Enter Krage and
speak
to the woman who will note the World Tree lies north of town. Enter the
inn
and a lady will tell you that a shop in town sells very rare WorldDew. The
man
near by will complain about having to clean a storehouse in a mansion and
wishes that someone would go in his stead. Grab the Traveler Clothes from
the
dresser by the priest.

***Immigrant Spot***
You may see a person in the room beside the priest room. If you speak with
them you can tell them about Sims town. See the Immigrant Town section for
more details.

Go upstairs and search the dresser for a TinyMedal.

Exit here and go east, passing the General Store to find the shop that
sells
WorldDew. Enter the store and a bunny girl will greet you. She explains
that
they don't sell to groups, so only one person can get in line. The others
will
have to sit down. Agree to these conditions and get in one of the lines.
Be
patient though and when your turn comes, you can purchase some WorldDew for
1000 Gold. There is a small chance that the store may be sold out. If
that
happens, just try again later. You can also only carry one WorldDew at a
time.
Exit here and go north to enter the house above the well. 13 Gold lies
inside
a barrel if you smash it. Head west and enter the well just south of the
church. Open the dressers to find a TinyMedal. Enter the mayors house to
the
north west of town and speak to him to learn some history that you were a
part
of. Search the bookshelves to fight an EvilBook if you are up to the
challenge. Take the Fur Hat from the dresser before leaving. The mansion
to
the north of town belongs to a fellow named Brugeo. If you try to enter
the
mansion through the main door, it will be locked from the inside. Circle
around back and enter the house through the rear. Smash the barrel near
the
cook for an AmitDonut. Head downstairs and speak to the maid. She will
mistake the party for that guy in the inn who was complaining about having
to
clean a storehouse. She requests that you tidy up the room. Enter the
room
she was blocking and open up the two treasure chests with the Thief Key to
receive INTSpecks and an INTseed. Grab the FireShard from the chest in the
opposite room before going back upstairs. Head to the main hallway and
speak
to the maid who will pay you 50 Gold for stealing Brugeo's treasures.
Examine
the bookshelves in the eastern room to learn more about the Flying Carpet.
Go
upstairs and search the dresser in the north western room for 5 Gold. The
dresser in the north east room contains a Silk Hat. Exit the mansion
through
the front door and exit Krage.

Head north to the World Tree and learn that a small bird protects the World
Tree. Grab the FireShard on the ground as well as the WorldLeaf that will
be on the ground provided you don't have any in your inventory. If you
ever
run out of WorldLeaf, return here and the bird will give you one for free.
If
you have one in your inventory though, the bird won't help you out. Return
to
the Ancient Fane now with your two new FireShards to open up access to a
new
area. Enter the FireShard room and place both shards on the middle
pedestal.
After being warped, head north and enter the town.

===========================================================================
====
LITORUD
(WK43)

Items: Herb x 3
15 Gold
Horned Hat
Traveler Clothes
TinyMedal
Turban
Repellent
LifeRock
10 Gold
Silk Hat
MysticNut
6 Gold
Leather Hat
SeaShell Hat
INTseed
Clock Key

Speak to the lady at the town entrance to learn that you are in Litorud,
home
of Baloch, and his famed clock tower. The little boy near by mentions the
northern bridge being open tomorrow. Smash the jars just north of the
church
for an Herb. Enter the inn to find that the innkeeper is at Dr. Creyneys
house
due to one of her staff falling down the stairs. Go north into the bar and
speak with everyone to learn more about Baloch and the bridge ceremony.
Smash
the barrels for 15 Gold. Exit here and before going upstairs, go
downstairs
using the stairs to the south west part of the inn to grab a Horned Hat
from
the dresser. Upstairs you can grab the Traveler Clothes from the dresser
with
the annoyed lady. Exit here and enter the weapon and armor shop through
the
rear door. Upgrade some equipment and then go upstairs. Smash the barrels
for
a TinyMedal. Exit the shop to the south and enter the house near by. As
you
enter, Aimy, the maid who fell down the stairs will be here with the
innkeeper
and Dr. Creyney. The doctor advises that she sprained her ankle really
badly
and should remain here to rest. You are free to explore after the
innkeeper
leaves. Speak to Creyney and he will suggest that you spend the night at
the
inn so that you can see the bridge opening ceremony tomorrow. Grab the
Turban
from the dresser and smash the vases for some Repellent. Downstairs, a
woman
will explain that this room belongs to Dr. Creyneys friend, Baloch. She
also
mention that the clock tower picture on the wall kind of creeps her out.
Smash
the vases for two Herbs and open the treasure chest for a LifeRock. The
bookshelves have an EvilBook and if you inspect the clock tower painting,
you
will sense something strange about it. Exit here and if you head north, a
small child will by crying because she lost her money. Rotate your camera
and
search the sparkling area by the house to obtain 10 Gold. Speak to the
little
girl again to give her back the money she lost. Head north onto the
checkered
tile and the old man will point out the mayors mansion to the north. Speak
to
the mayor if you want, and go upstairs. Open the dresser in the eastern
room
for a Silk Hat. If you enter the clock tower, you won't get far since you
don't have the proper key to open the door. Head to the north east part of
town and as you approach a rather odd looking statue, a villager will
accidentally break one of it's arms and run away. Go south and enter the
bar
from the rear entrance to smash a barrel for a MysticNut. Now all that's
left
to do here is stay at the inn like Dr. Creyney suggested. Do that later
though.

Exit town now and go north west to check out this bridge. Speak to the
people
if you'd like. Smash the jars by the turbaned fellow for 6 Gold. If you
explore the well, you will have to defeat a WellLure. At the bottom, a
woman
will ask if you've ever heard of Time Sand, an item that can take you back
in
time a few moments. Search the dresser for a Leather Hat. Enter the shack
and
grab the SeaShell Hat from the dresser. If you speak to the guy guarding
the
bridge, he will ask that you come back tomorrow for the opening ceremony.
Might as well follow his advice and return to Litorud and stay at the inn.

The next morning you will hear Aimy as she falls down the stairs. The hero
will catch her though so she isn't hurt. Shouldn't she still be at
Creyney's
though? After being scolded by the innkeeper, Aimy will thank you for
saving
her. Maribel will wonder how she recovered from a sprained ankle so fast.
Exit the inn and if you head west and speak to the child who lost her money
yesterday, she will have lost her money again! You can find it in the same
exact spot as before. Go to Dr. Creyney's place and he will wonder what
you
are talking about when you inquire about Aimy. He hasn't heard anything of
her
being hurt and also doesn't remember meeting you the day before. If you go
to
the fountain, the girl will be waiting for her boyfriend again, just like
yesterday if you spoke with her. East of the fountain the man will once
again
break the statue and run off. Very odd indeed. Exit town though and head
to
the bridge for the opening ceremony.

Speak to the guy near the entrance and he will make fun of you for thinking
the
ceremony is today as it's scheduled for tomorrow. Very odd. Speak to the
guard and he will say the same thing as the other guy, that the ceremony is
tomorrow. He tells you to rest at the Litorud inn and come back the next
day.
Strange. Take the guards advice and do so anyways.

The next morning will be an exact copy of the prior morning. Complete with
Aimy falling down the stairs and the hero saving her from injury. All the
other town events will also repeat. Exit town and once again return to the
bridge. The guard will once again state that the ceremony is tomorrow. He
will ask if you think that you are stuck in the same day. Say yes and he
will
mention that you sound just like Baloch, who is always talking about the
flow
of time. If you wish to see him, his studio lies to the east.

Head east and sure enough, you will find Baloch's studio. Enter it and
smash
the vase upstairs for an INTseed. Speak to Baloch and he will snap at you
for
bothering him. Say yes when he asks if you asked him something about time.
Say yes when asked if you think the same day is repeating over and over
again.
Baloch concludes the same thing you do and requests that you examine the
clock
tower as it might be altering time. Accept his request and you will
receive
the Clock Key.

Return to Litorud now and enter the clock tower. At the top of the tower,
make
sure to pull the lever to stop the clock. Notice that the music will stop
as
well. Exit the clock tower and you should notice that everyone will be
frozen
in time. Enter Dr. Creyney's house and go downstairs. The odd paining of
the
clock tower will be glowing. Speak to Creyney to read the letter in his
hand.

"To Creyney. By the time you read this, I will be gone forever. I am
prepared
to die now. My only regret is my poor daughter. I could never bring
myself to
tell her the truth about her father. My dear friend, you are the only one
I
can turn to now. Please, I want you to take over as my daughters guardian.
Your friend forever, Emily."

Emily is Aimy's mother who passed away. When you are ready, Walk towards
to
glowing picture and inspect it.

===========================================================================
====
TIME POCKET CAVE
(WK44)

Items: Speed Ring


TinyMedal
AGLseed
350 Gold
Potion
LandShard
TimeSand

You will be warped to a Time Pocket Cave. From the entrance, head west to
break two jars for a Speed Ring and EvilPot. Return east and then go
south.
Open the chest on the way to do battle with a Cannibox if you feel up to it
before continuing on down the path. Soon you will reach a small circular
glowing ring on the ground. Step on it and you will be warped to another
area.
Follow the linear path and grab the TinyMedal from the treasure chest
before
walking into the next glowing ring. From here, head west and then south.
Eventually, you will make your way to the first glowing ring you found on
the
ground. Just before this area though, you should see a treasure chest on
the
floor below. Line yourself up with this chest and drop off to the area
below.
Open the chest for an AGLseed. Go south and take the warp, being careful
not
to fall off the side ledges which will take you back to the Time Pocket
Cave
entrance. Do use this if you need to return to save. From here, take the
western warp, then the one to the north to reach a healing circle. Heal up
and
take the eastern warp. From here, take the first path south and take the
warp
to find a treasure chest containing 350 Gold. Return and this time take
the
eastern warp and then the warp to the west to reach the next area. Take
the
warp to the south and the warp to the north to reach an area with a stone
monument in front of you. Read it and it will say "When time runs
backwards, a
new path will appear." Head north to reach a "XII" square. Since this
signifies the north part of the clock, walk counter clockwise according to
the
clue, around the perimeter of the room. Grab the Potion from the first
chest
and fight the Cannibox from the second chest along the way. As soon as you
return to the "XII", a warp will appear. Take it, heal up and head north
to
find monsters in front of an hourglass. These monsters are responsible for
time repeating over and over. Confront the creatures and answer yes when
asked
if you think that you can defeat him. You will then be attacked after
being
threatened.

Boss Battle - TimeSage and Makimaki x 2

TimeSage can cast Blazemore which can be really devastating as well as Boom
which hits the whole party. Focus on the two Makimaki creatures as they
can
sprinkle TimeSand to restart the battle. They also tend to cast IceBolt a
lot.
Try to SAP the TimeMage if you can though he does have the ability to block
spells by casting MagicWall. TimeMage can also lower the party's hit rate
success by casting a blinding light. The battle will be very tough, but
much
easier once the two Makimaki are killed.

After the battle, the TimeSage will drop a LandShard. Before dying though,
he
mentions that problems will still exist as long as the hourglass remains.
After the monsters perish, inspect the hourglass to destroy it. You will
then
obtain the TimeSand which will allow you to restart any random encounter.
You
will then be warped back to Creyney's basement. Rest at the inn now and
the
next morning Aimy will come flying down the steps, but catches herself
before
she falls. She mentions that she is going to do dishes before going to the
ceremony. Return to the front of the line by speaking to people and the
mayor
will start the ceremony which is already behind schedule. When it's time
for
Baloch to say a few things, he will have disappeared. Go north east to
find
Baloch speaking to Dr. Creyney. Creyney is trying to persuade Baloch to
tell
Aimy that he is her real father. Baloch deserted her years ago so why
would he
tell her now? Baloch is also afraid, which is why he doesn't live in
Litorud.
Creyney continues trying to persuade him more by telling him that Aimy
admires
his work as an architect. Speak to Baloch once the exchange between him
and
Creyney is finished so that he can make his speech.

A screen will pop up claiming the ceremony continued without any problems
and a
huge celebration was held that evening. The party mingled with the guests
even
though Creyney and Baloch left early.

The party will wake up the next morning in the shack. Cross the bridge now
and
speak to the traveling villagers if you'd like. The man on the other side
of
the bridge mentions a herb garden is near by. That couldn't be Verdham
could
it? Head north into familiar territory and enter the town.

===========================================================================
====
VERDHAM REVISITED
(WK45)

Items: 50 Gold
Cloth Shirt
3 Gold
TinyMedal x 2
DEFseed
500 Gold
SilkRobe
Tights
Purple Jar

Speak to the little girl who mentions someone named Mr. Kasadol who owns
the
herb garden, as well as Porta who does the gardening. This is many years
after
the last time we were here. The weapon and armor shop will have new items
for
sale. Enter the inn via the rear entrance and speak to the innkeeper to
learn
that Linda left her family, and that Iwan lost the mansion and hasn't been
able
to hold down a job since then. Downstairs you will learn that after Iwan
and
Linda got married, Iwan didn't treat her very well. Enter the item shop
from
the east to open a treasure chest containing 50 Gold. Enter the building
west
of the item shop and get the Cloth Shirt from the upstairs bedroom. The
building north of this one has a pot hiding 3 Gold. Enter the well by the
weapon and armor shop to grab a TinyMedal from the dresser. Enter the herb
garden and Porta will sort of recognize you. You can meet Iwan and Linda's
child, Eppe, as well as Iwan. A lady named Cherri will be playing with a
dog
named Kopan. Enter the shack behind the mansion and it will seem that
people
are aware that Pepe runs the large herb garden east of town. Downstairs
you
can read a letter as well as claim the DEFseed from the dresser.

Try to enter the mansion now and Eppe will be telling his father to
continue to
work as Iwan had tried to run off. Iwan has become very lazy and Eppe
coldly
tells him that is why Linda left him. Iwan still runs off though. Enter
the
mansion through the main entrance and as you enter the room with the maid
and
Cherri, the maid will object to something in the food. Cherri explains
that
they can't just throw out all the food. She then makes a suggestion of
feeding
it to the dog. The maid agrees and Cherri decides to take the food over to
Kopan. Enter the small room and smash the barrels for a TinyMedal. Go
upstairs and open the treasure chest with the Thief Key to receive 500
Gold.
Open the dresser for a SilkRobe, and Tights in the adjacent rooms dresser.
Kadasol will be laying down on the bed in the room with the chest. He's
very
ill and the only thing keeping him going are the meals that his wife, Kaya
cooks for him. Return to the herb garden and speak with Cherri. She will
be
feeding Kopan. Enter Iwans house now west of the mansion and Kaya will be
there talking to him. Iwan is telling Kaya to leave him alone. He knows
that
it's his fault that he is such a loser. They exchange a few sentiments
before
Kaya leaves as it appears she wants to be with him and not Kadasol. Return
to
the herb garden and something will be wrong with Kopan as he collapses.
Speak
with Porta and agree to transport the dog to his house. Once inside, the
dog
will receive an antidote. Cherri is upset that the dog was poisoned and
wonders who would do such a thing. Speak to Porta ad Cherri and they will
suspect that Kaya had poisoned the food, which explains why her husband is
constantly ill. Once the realization kicks it, she decides to go back to
the
mansion to investigate.
Enter the mansion and Kaya and Cherri will be standing face to face.
Cherri
will be upset that Kaya was trying to poison her own husband. Kaya gets
very
upset and threatens to throw Cherri out of the mansion if she disobeys her
ever
again since her instructions to discard the food weren't followed. Cherri
reluctantly backs off. Head upstairs and Cherri will be determined to find
proof that Kaya is poisoning her husbands meals. Exit the mansion and when
you
try to reenter, Kaya will bump into you. She will make her way towards
Iwans
place, but not before dropping something on the ground. Examine it to
claim
the Purple Jar. Return to Cherri and use the Purple Jar as an item. Agree
to
lend her the bottle and she will run off to check it's contents.
Downstairs,
Mr. Kadasol will have gotten out of bed so he can grab a bite to eat.
Follow
them downstairs and Kaya will be in the kitchen wondering where her bottle
is.
Exit the mansion and go to Porta's cabin. Cherri will be there and you can
speak to them. Porta will conclude an addictive poison is inside the
Purple
Jar. Cherri thanks him and then runs off. You will find her inside the
mansion where Kaya is preparing a meal for her husband. Speak to Cherri
who
decides that she is going to fight with Kaya. Speak to Kadasol and say yes
when he asks you to join him for dinner. Kaya will object but Kadasol says
he
doesn't mind. The party will gather around the table and Cherri will
interrupt
to warn Kadasol about the food. Cherri explains how Kaya has been
poisoning
him and presents the Purple Jar. Kadasol explains that the Purple Jar is
his
medicine which Kaya always carries around before he suddenly gets
suspicious.
He asks Kaya if she has been poisoning him all this time. Kaya denies it
and
then Kadasol asks her to drink the contents of the bottle to prove her
innocence. Iwan will suddenly enter and tells Kaya to drop the scheme.
Iwan
confesses to making Kadasol sick under Kayas orders. Kaya tries to deny
this
but her husband then kicks both her and Iwan out of town as he never wants
to
see any of them ever again. Iwan and Kaya then take their leave together.

Go to Iwans house and speak to Eppe to witness a flashback of when Eppe was
a
child and wanted to run away with his mother, Linda. Read the letter Iwan
left
for his son on the table if you'd like. There is nothing left to do here
in
Verdham so exit town.

The swamp cave won't have anything new, so head east to reach Mentare.
===========================================================================
====
MENTARE HERB GARDEN AND GEIONNE MONASTERY
(WK46)

Items: AGLseed
TinyMedal x 2
Silver Tiara
2 Gold
DEFseed
STRseed
15 Gold
STR Ring
SilkRobe
5 Gold

As you enter town, someone will be warning "Linda" that horrible monsters
are
outside of town. This Linda will be a small child though who approaches
the
party while her pet slime, Bicki, collides with the Hero. A man will
appear
and asks Linda to apologize to the party. After she reluctantly
apologizes,
the man will ask the party if his face seems familiar. He seems to
recognize
everyone as thirty years ago, you did him a favor. He then welcomes you to
the
herb garden before walking off. Linda will then chase after him as he is
her
father. Could it be Pepe? If you enter the house to the west and read a
book
downstairs from the bookshelf, it will describe a sister who always stares
at
the boss, but would shy away when offered to meet him. Don't forget to
smash
the vase on the first floor for an AGLseed. Speak to everyone outside to
learn
that the boss is indeed Pepe. He has remained a bachelor his whole life
and
adopted Linda when her real parents passed away. A man by the tree stump
will
mention that a shy sister that you read about in the note from the bookcase
used to come around, but hasn't for over six months. Enter the large house
through the double doors and the lady inside will let you rest for free.
Open
the two treasure chests for a TinyMedal and Silver Tiara and smash the jars
for
2 Gold. Head upstairs to reach a room containing two more chests. Open
them
for a DEFseed and STRseed. Exit through the door and speak to the man at
the
table if you want to purchase any items. Head north now and exit to the
path
that leads to the Geionne Monastery. Pass the shack and continue on until
you
reach the next screen. From here, go north and then west, under the bridge
to
reach a treasure chest containing a TinyMedal. Cross the bridge now and go
east to find a ladder that leads to a small cave. Speak to the lady inside
who
mentions that a sister named Bessia cultivated the glowing herb near by her
entire life in the Monastery. Open the dresser and you will be given the
option to read a diary. Do so because you are naturally nosey to learn
that
they left their husband and child for a love that couldn't be due to shame.
Sounds like Linda to me. Smash the jar for 15 Gold. Exit here and before
going north to enter the next screen, open the chest to the east with the
Thief
Key to find a STR Ring. Head north to reach the Geionne Monastery. Enter
the
small temple to confirm that sister Bessia was in fact Linda. Sadly, she
passed away six months ago due to an illness. Head upstairs and rest if
you'd
like. Open the dresser for a SilkRobe. Smash the pot in the south east
corner
for 5 Gold. Exit here and head north east to the grave stone. The sisters
will mention how it was Linda's dying wish that her grave be located in the
present area. After the sister leaves to get some water, read Linda's
grave
inscription. "I rest here protecting your garden forever." Very touching
and
Maribel will make the connection.

Return to the herb garden now and speak with Pepe. Answer yes when he asks
if
you have something on your mind. The hero will then explain the situation
regarding Linda to Pepe. Afterwards, Pepe requests that you take him to
her
grave and joins as a non playable character. On the way to the Monastery,
Pepe
will request that you stop by the small cabin so that he can gather his
thoughts. Inside, speak to Pepe and he will explain the events that
happened
after he left Verdham over thirty years ago. Business picked up after he
planted the new herb garden and many people were showing up when all Pepe
really wanted was a quiet life. Continue on and when you reach the
Monastery,
a sister will hear Pepe mention Linda's name. After explaining to the
sister
that he and Linda were childhood friends, the sister asks him if his name
is
Pepe. After confirming his name the sister gets cold with him and tells
him
that he should leave as no person named Linda is here. Pepe insists that
he
just wants to visit the grave but the sister continues to give him
attitude.
Pepe tells her that he will just find the grave herself before the sister
tries
to stop him with no success.

Head to Linda's grave and speak to Pepe. He seems to be in denial at


first,
thinking that Linda is still back in Verdham with Iwan before the sister
comes
forward and confirms that his Linda is the one who is buried here. She
explains to Pepe how Linda was living here until she passed away. Pepe
wonders
why no one ever told him and the sister explains how she was very ashamed
for
having left her family. Pepe is devastated as he originally left Verdham
to
prevent breaking her heart, but her heart ended up being broken anyways.
Filled with regret, the church bells begin to chime.

Afterwards, Pepe will thank the party for giving him closure and then
returns
to his herb garden. That was a tale that didn't exactly end up in
happiness.
Return to the Ancient Fane now as all loose ends are tied up here.

Head east to the LandShard room and place your shard on the south east
pedestal. Now head to Litorud which is just north of the excavation site.

===========================================================================
====
LITORUD PRESENT
(WK47)

Items: Scarf
GraceHerb x 3
WarpWing
5 Gold
Horned Hat
Herb x 2
Repellent
WindShard
Emily's Letter
INTseed
Glam Dress
TinyMedal x 2
INTSpecs
Rose Letter
GlaseShoe

As soon as you enter town, you should probably notice the large building
behind
the church. Enter it and speak to the man at the counter to learn that you
are
at the headquarters for the World Ranking Federation (WRF). Ask him to
explain
and he will tell you how the federation determines the world rankings in
Style,
Power, and Intelligence. If you register for one of the three, the World
Ranking Federation will take your stat for the applicable category at the
time
of registration. So if you increase in a statistic you have signed up for,
re-register to receive a new ranking. Rankings can be found posted on the
message board located next to the fountain in the middle of town. Once you
achieve top ranking in a category, the federation headquarters will give
you a
prize.

It's a good idea to sign up your party for all three categories to see
where
you stand. Once you are finished signing up, go through the door and speak
to
a lady named Madina sitting down in a chair. She will comment how the
Style
rankings rarely change and the top spot hasn't changed in decades. She
then
wonders what Rose, the style champion is up to these days. Remember
visiting
Rose's place west of Dune village? Read the bookshelf to learn that
matching
equipment can give style increases and gives an example using the Platinum
equipment. Here is a list of various equipment combinations you can use to
get
style bonuses:

Demon Hammer + Demon


Armor.................................................10
Slime Armor + Slime
Earrings...............................................10
Aquagon Sword + Dolphin
Shield.............................................10
Dragon Sword + Dragon Armor + Dragon
Shield................................15
Seduce Sword + Water
Robe..................................................15
War Hammer + Iron
Mask.....................................................15
Flame Sword + Flame Armor + Flame
Shield...................................20
Flame Boomerang + Flame
Armor..............................................20
Evade Clothes + Speed
Ring.................................................20
Shell Suit + Horned
Hat....................................................20
Viking Armor + Viking
Helm.................................................20
SilkTux + Bow
Tie..........................................................25
Rosevine Whip +
Tights.....................................................25
Silver Breastplate + Silver
Barrette.......................................25
King's Sword + King's
Armor................................................25
Boxer Shorts + Pot
Lid.....................................................30
Steel Whip +
Tights........................................................30
Bunny Tiara + Bunny Dress +
Tights.........................................30
Platinum Sword + Platinum Armor + Platinum Shield + Platinum
Helm..........30
Skirt +
Tights.............................................................30
Zombie Sword + Spirit
Armor................................................30
Monster Claw + Fur Mantle + Fur
Hat........................................30
Dancer's Clothes + Lune
Fan................................................35
Thunder Sword + Expel
Shield...............................................35
Light Dress + Glass Shoe + Silver
Barrette.................................40
Miracle Sword + Sacred
Armor...............................................40
Mirror Armor + Silver
Shield...............................................40
Bolero + Magic
Hat.........................................................40
Spangle Dress + Sun
Fan....................................................45
Bunny Tiara + Bunny Dress + Tights +
Tray..................................50
MetlKing Sword+ MetlKing Armor + MetlKing Shield + MetlKing
Helm...........50
Princess Robe +
Tiara......................................................50

Venture into the inn now and open the downstairs dresser to grab a Scarf.
Upstairs you can search the dressers for a GraceHerb.

***Immigrant Spot***
You may see a person in a room in the inn. If you speak with them you can
tell
them about Sims town. See the Immigrant Town section for more details.

Enter the bar and speak with the patrons to learn that a large tower lies
to
the east called Baloch's Tower, which was hid final creation and houses
many
traps. The bridge to the north of town contains an herbal tea shop.

Head to the town fountain in the middle of town and you can check the
message
boards to see if you are listed on any of the rankings for Power, Style,
and
Intelligence. Head behind the inn and a man will tell you that Baloch did
reunite with his daughter Aimy. Enter the bar and smash the barrel for a
GraceHerb.

The weapon and armor shops will have some new wares. Head upstairs to find
a
WarpWing if you smash the barrel. Exit to the south and smash the barrels
behind what was Dr. Creyneys house in the past for 5 Gold. Enter Creyney's
old
place to learn that a scholar is studying and researching Aimy. He wishes
he
had some clue to find out who her mother was. Grab the Horned Hat from the
dresser before going downstairs. Smash all the barrels around the treasure
chest for 2 Herbs and a Repellent. Open the chest for a WindShard. Search
the
bookshelves and you can take the letter that Creyney was holding when he
was
frozen in time. Take Emily's Letter upstairs and show it to the scholar.
He
will give you an INTseed in return. Head towards the mansion at the north
west
part of town to learn that this is yet another vacation home for Brugeo.
Go
upstairs to grab a Glam Dress from a dresser. Save your progress at the
church
if you'd like before leaving town and heading north west towards the
bridge.

***Immigrant Spot***
You may see a person hanging around in the church. If you speak with them
you
can tell them about Sims town. See the Immigrant Town section for more
details.

Once at the bridge, smash the barrels beside the herbal tea shop to find a
TinyMedal. Another TinyMedal can be found at the bottom of the well inside
a
dresser, along with some INTSpecs. Smash a vase in the herbal tea store
for a
GraceHerb. To the west lies a store that will only sell goods to your
party if
one of the members is currently on the top style list of the WRF.

Leave here and return to Rose's place which lies west of Dune. She will be
surprised that she is still number one in the style rankings and insists
something must be wrong with the ranking system. She decides to write a
letter
to the WRF requesting her removal from the rankings since she is just a
frail
old woman now. Say yes when prompted to receive Rose Letter.

Return to Litorud and speak to the man at the counter of the WRF. You will
automatically give him the letter and Rose will be removed from the style
rankings. If you didn't do this, the highest ranking you would ever
achieve
for style would be second place. After delivering the letter, return to
Rose's
place and speak with her. She will give you the stylish GlassShoe for all
of
your trouble. When you are ready, head east of Litorud to enter Baloch's
Tower.

===========================================================================
====
BALOCH'S TOWER
(WK48)

Items: Bow Tie


DEFseed
DragonEye
SilkTux
TinyMedal
LandShard
INTseed
WindShard

You are told by the guard that treasures lie inside this tower, but are
also
warned that monsters are everywhere. Enter and speak to the armored man
who
tells you that a staircase lies further in the tower, but it's not
accessible,
and that when he stepped on the floor tile, he still couldn't reach the
stairs.
He is referring to the blue tile suspended in air in the room to the north.
The man to the west mentions something being fishy regarding a giant
turtle.
If you step on the purple tiles, the near by doors will open, as soon as
you
step off of them, the doors will close so you have to travel straight.
Travel
across the damage tiles to open a treasure chest containing a Bow Tie.
Head
east and then north, through the door to find a statue. Push this statue
west
until it covers the near by purple strip in the ground. Go west and push
the
statue there east, until it covers the purple strip in the ground to open
the
door leading north. Go north and take the stairs to reach the second
floor.

From here, go east and then south against the moving floor to reach two
jars.
Smash them for a DEFseed. Return, and go west and then south down the
moving
floor to reach the other side. Be sure to stick to the second tile to the
east
or you may fall down to the floor below and have to start all over. If you
go
north, the stone columns will fall on you and you will have to defeat
ColumnMan
in battle. ColumnMan tends to steal your MP quite often. After yet
another
ColumnMan battle, exit to the south and then go north through the middle
entrance to drop down to the floor below. Step on the blue switch and you
will
be lifted up to the third floor.

Go south and make note of the dragon head with the red eye. Examine the
monolith to the south to learn that breath of dragons is extinguished by
the
gift of sight. This is a clue as to how to put out the flames that some of
the
dragon faces are breathing which block your path. Inspect the dragons red
eye
to receive the DragonEye. After receiving the DragonEye, the dragon head
will
breath flames, preventing you from returning unless you put the eye back or
you
travel through the flames taking large amounts of damage. Head east and
approach the dragon the dragon face which is blocking the eastern path.
Insert
the DragonEye by selecting it as an item when lined up properly with the
dragon statues eye to open the path. Open the treasure chest to claim the
SilkTux. Push the stone all the way south, grab the DragonEye and push the
stone west and then north until it settles on a purple tile to open the
door.
Continue north and place the DragonEye while following the path to reach
the
western exit.

Enter the next room and it will be automatically rotating. Make your way
to
the other side and take the exit. Be careful not to fall off the ledge or
else
you will have to start over. Make your way to the top and pull the lever
to
drain the water. Walk in the area where the water once was to drop down to
the
floor below.

From the water you landed in, note the three statues to the side. Head
west,
through the opening to step on a switch. This will cause the western most
statue to disappear. Return, and the monolith to the north west tells you
to
step on the four signs to reach the sanctuary. Step on the blue switch
behind
the monolith to make the eastern statue disappear. Head east and cross the
damage tiles to step on the blue switch by the pots. This will eliminate
the
middle statue. Go where the middle statue was and step on the yellow
switch
that is was standing on to make some stairs appear. Examine the monolith
now
and it will be a note from Baloch. He tells you to keep his treasures but
to
not disturb the two paintings he left behind. Open the chests for a
TinyMedal,
LandShard, INTseed and WindShard. Inspect the paintings if you'd like
before
exiting to the south east and dropping off the ledges to exit the tower.

Return to the Ancient Fane now and place your two WindShards in the north
western pedestal in the WindShard room. Head to the LandShard room now and
place the LandShard in the south east pedestal. After arriving in the new
area, head south to find a town by a cave.

===========================================================================
====
AVON, HUZU AND HAMELIA
(WK49)

Items: Herb
20 Gold
TinyMedal x 3
MoonHerb
Antidote
Leather Hat
LifeAcorn
30 Gold
Iron Spear
STRseed

Speak to the man at the town entrance who will give the town name of Avon,
as
well as mentions that this is the second straight day a traveler has passed
by.
Smash the pot by the well to the south for an Herb. The building to the
south
will have an item shop inside, as well as a man who mentions that a
traveling
musician passed through town yesterday, and is headed to Huzu to the south.
Speak to the rest of the villagers to learn more about the musician, as
well as
learn that an old tower will no paths leading towards it stands to the
east.
You will also learn from the man at the graves that the stairs in town lead
to
a passage which will take you to Huzu to the south. A place called Hamelia
lies to the north east. Smash the barrels by the north western house for
20
Gold. Enter the Chieftans house to the north east and open the dresser
upstairs for a TinyMedal. Speak to the Chieftan and answer her questions
until
she requests that you spend the night at her house since the town has no
inn.
If you still wish to explore the town then say no, otherwise say yes for a
free
rest.

As you sleep, you will hear a song in the background. You will wake up in
the
second floor bed due to Maribel's prodding. She seems to think that
something
is going on in the village so go take a look. As you exit the Chieftans
house,
you should notice that the town is deserted, not even an animal remains.
Very
strange. Since everyone is missing in town, no one is there to block the
stairs to the south east part of town.

Take the stairs and note the two treasure chests that you cannot get due to
the
large steel door that cannot currently be opened. Take the stairs and
follow
the path until it branches south. Smash the two near by jars to get a
MoonHerb
and open the treasure chest for a TinyMedal. Head south now and take the
stairs to exit the tunnel. Enter the near by shrine if you'd like to save
your
progress. A knight will confirm that the village of Huzu is south, while
Hamelia is east. Head south and enter the town of Huzu.

Enter the cabin near the town entrance to learn that the old traveling
musician
was here previously. The weapon and armor shops will have some items of
interest. More people in town will speak of the mysterious musician and
his
instrument. Enter the inn and the innkeeper will mention that the musician
set
off to the north east towards Hamelia. Turn down the offer to spend the
night
as there is still some exploring to do. Head downstairs to the bar and
speak
to the patrons to learn that the fish have disappeared lately and some fear
a
disaster has occurred. Smash the barrels for a TinyMedal. Exit the inn
and
smash the barrels beside the building to the south for an Antidote. Enter
the
building to find a Leather Hat in a dresser. Smash the barrels in the
building
south of the lighthouse for a LifeAcorn. When you are ready, rest at the
inn.
Must like your rest in Avon, you will hear music during the night. Maribel
will wake you up and the town will be empty. Something certainly is fishy
regarding that traveling musician.

Head north east of town to reach Hamelia. Just north of Hamelia, across
the
river is the tower that the person from Avon spoke of.

An item shop lies west of the town entrance if you need any supplies.
North of
the item shop is the weapon and armor shop. Smash the vase outside the
building for 30 Gold. Approach the center of town and you will see the old
musician finishing a song in front of some villagers. The Bard remarks
that
everyone in town has heard his tune so he decides to leave, must to the
disappointment of the town folks. The innkeeper remarks that he is so
happy, he
will provide a discount at the inn tonight. The Bard will then exit the
town.

Enter the weapon and armor shop from the rear and open the treasure chest
with
the Thief Key for an Iron Spear. Enter the large building to the north
west of
town and smash the barrels in the basement for a STRseed. Go upstairs and
speak to the man who mentions Gracos, the sea demon, who destroyed a city
which
now lies under the sea a long time ago. Behind this building lies an
unattended raft. Hop on this raft and head west and then south to reach
the
town's treasure storeroom. The treasure will be guarded though. If you
read
the bookcase in the house just north of the town well, you will get some
information of what appears to be the MermMoon that the lady in Mezar
requested. The moon apparently fell from the sky into the sea and shone in
sadness surrounded by Mermaids. Enter the inn now and you will be able to
stay
for half price. Do so and as you hear the mysterious music during the
night,
you will wake up. Exit the inn and you will see the villagers, zombie
like,
walking into some warp that appeared in the middle of town as the Bard
plays
on. After the last villager proceeds through the vortex, the Bard will
follow,
satisfied that he got everyone. Enter the vortex now and you will be
warped to
the first floor of the Mountain Tower.

===========================================================================
====
MOUNTAIN TOWER
(WK50)

Items: MysticNut
SpiderWeb
5 Gold
Dung
WindShard
If you try to take the stairs to the north, a large metal door will block
you
in on the second floor. Head south and if you go east, you can exit the
tower.
No need to do that though so head west and then north through the opening.
Continue going north, walking the outside perimeter of the tower, making
sure
not to accidentally exit the tower. Eventually, you will make your way to
a
treasure chest containing a MysticNut. Return, and make your way to the
north
west part of the floor to reach the stairs. Take them and head east. Go
south
at the first opportunity and follow the path until you reach the lever.
Pull
it and the steel door will now be open so that you can take the stairs to
the
floor below if you need to reach the vortex. Head west and take the stairs
to
reach the third floor.

Upon entering this floor, you will see many people held as prisoners in a
large
holding cell. Press the lever to open the door. Speak to everyone who
seems
to realize they have been kidnapped, but have no idea where they are.
There is
a man selling items to the south. You can purchase a Pixy Sword off of
him.
Smash the barrels to the north west to find a SpiderWeb and 5 Gold. You
can
rest for free to the north of the cell. Smash the vases near there for
some
Dung. Speak to everyone if you'd like before finally speaking with the
small
boy at the north east part of the room. He will open the way so that you
can
continue climbing the tower.

Do so and from the next room, directly south of the stairs will be a closed
steel door. Head west and then south. Go east and then north, past the
two
pots and open the door by pulling the lever if you'd like. Go west and
then
south to take the stairs.

Now you will be on the top floor and the Bard will mention that "it" should
start any time now. Make your way to the Bard and speak to him. He will
confirm having kidnapped everyone on the continent and once again says that
"it"
should begin soon. Suddenly a large tremor will rock the tower, much to
the
delight of the Bard. The tower will slowly start sinking into the ocean!
The
Bard explains how the continent will submerge beneath the sea. He goes on
about how he plays the Tula, as well as is pretty decent at fortune
telling.
He fears that monsters may be behind this disaster so he decided to use his
powers so that everyone could take shelter in this tower. Suddenly some
villagers will appear and panic once realization sinks in that they are
sinking. A villager concludes that this must be the Sea Demon, Gracos's
doing.

After the sinking finishes, the Bard comments on how it's worse than he
imagined. He states that the tower might not stand for very much longer
and
that the root of the evil should be dealt with. One person mentions that
some
people that were held in captivity decided to go to the bottom of the tower
to
make it home. The Bard gets angry as the door should have remained locked.
Oops.

As you try to leave, the Bard will stop you. He explains how he was a
legendary Tula player for the Dejan tribe. His selfishness caused him to
break
his pact with the tribe and he was forced to leave them. Could this old
man be
Jann? Ever since the day he left the Dejans, he swore that he would use
his
abilities to help those who are under attack from monsters. Since he is
weaker
than he once was, he requests that the party defeat Gracos. If you happen
to
say no, he will mention that you look like the unselfish people who saved
the
Deja tribe years ago. Say yes and he will note that an emergency raft is
at
the base of the tower stairs. You are then given a WindShard. Speak to
the
scholar near by and he will mention that Gracos turned the sunken city into
his
lair, and it should be somewhere in the ocean near this continent. The
fishermen of Huzu might have more information though.

Return to the villagers and heal and save if need be. Backtrack to the
bottom
of the tower and you should see a Slime strolling around. He will mention
that
the first floor is filled with water. Head east and you should make your
way
to the raft that old Jann was talking about. Exit the tower and you will
be on
the world map with water surrounding you. If you head south east, you can
enter Hamelia. The whole town will be flooded, except for the top of the
north
western building. Speak to some of the survivors if you'd like before
heading
to Huzu. It seems the survivors there don't know where exactly the sunken
city
lies, nor how one would enter it. Exit Huzu and said west a bit and then
south
to find a bright blue swirl in the ocean. Enter it and suddenly the hero's
birthmark on his left arm will get hot and start to glow. A symbol will
appear
in the water just to the south and Maribel will note the strange
interaction
between the new whirlpool and the hero's birthmark. You will then
automatically sail south and enter the whirlpool.
===========================================================================
====
UNDERWATER CITY
(WK51)

Items: TinyMedal x 3
Agility Seed
Hork Heart
MoonHerb
Bounce Sword
WorldLeaf
Life Acorn
Wizard's Ring
WindShard
MermMoon
Berserkr Heart
Pirate Clothes

From the entrance there will be five stone monuments to the north. Head
west
and enter the room. Inside will be what appears to be ghosts. Speak to
them
and they will warn you to leave as there is no chance to defeat Gracos.
Inspect the hanging sack to fight a JewelBag. Enter the room east of the
entrance and speak to the ghost who will give you his treasure chest. Open
it
to find a TinyMedal. Rotate the camera very carefully to find a jar that
holds
a well hidden Agility Seed. Head north now and enter the room if you'd
like.
Behind the room is a well hidden small path that leads to a treasure chest.
Inside lies another TinyMedal. Backtrack now and go through the western
most
door. From here, go east, into the water to take the stairs. Now follow
along
the path and if you enter the room at the bottom of the steps, a chest will
be
hiding a Mimic. Head north and enter the room and speak to the ghost. He
will
mention the give stone monuments at the towns entrance and says that
something
interesting lies in the center monument. Return now to the center monument
and
when you inspect it, you will have the option to move it. Do so to find a
hidden staircase.

Take the stairs and enter the room filled with poisonous marsh to grab the
Hork
Heart from the jar. Carry on and take the stairs. From here, head north
to
reach six pots. Smash them to fight two MadPots and find a TinyMedal. Now
go
east and then north to enter a small room. Speak to the guy and throw his
pot.
See how far it travels? Smash the pots for a MoonHerb. Exit here, go east
and
then north and go through the door. Head west through the marsh and then
south
to exit through the door. From here, go east to enter the next room. From
this large room, if you follow the red carpet, you will find a monster of a
very tough looking monster, presumably Gracos. Notice how water covers
some
areas that seem like they would be accessible? Head west and right above
the
large pot is a switch. Push it and a bridge to the north will be
available.
Go north and pull the lever to drain the water. Return to Gracos's statue
and
go down the ladder into the area that was previously flooded. Head east
and go
up the ladder to take the stairs.

This room will have four large pots below and a switch on the opposite side
of
the bridge. Grab a pot and hurl it so that it strikes the yellow switch
and
causes the bridge to appear. Cross the bridge and use a pot to hit the
switch
to the north west. Go south and hit the next two switches to reach a
platform
with a lever. Ignore the lever for now and hit all the switches to the
east to
make your way to a set of stairs. Take them and exit to the south to find
a
treasure chest containing a Bounce Sword. Return, while hitting all of the
switches to lower the bridges and make your way back to the lever you
ignored.
Pull the lever and return to the very first switch you hit in this room.
Notice the ladder to the south? Push the switch to lower the bridge and
then
go down the ladder. Follow the path and make your way south west to climb
a
ladder and take the stairs.

From here, follow the path and lower the water with the lever. Head west
and
go down the ladder. Ascend the ladder to the south and push the switch to
the
east. Cross the bridge and open the treasure chest for a WorldLeaf. Hit
the
north switch and cross the bridge and head east to the lever. Pull it to
raise
the water and the bridge will rise to allow access to another treasure
chest if
you return and push the switch. Inside will be a LifeAcorn. Return to the
lever and lower the water. Descend the ladder and this time make your way
east
to climb the ladder. You will have to lower the bridge to the east first.
Push the switch now to make the bridge to the east rise up. Now make your
way
to the lever and pull it to raise the water once more. Return to the
switch
and head south to take the stairs.

You will now be near Gracos. Approach him to the north and he will mention
that he was aware you were coming. He mentions that all the ghosts you saw
along the way are nothing but useless toys. He then summons eight spirits
and
says he will provide them with one more chance to do something. He then
turns
them all into monsters. You are then attacked.
Battle - SeaGrudge x 3

These little things have the ability to put you to sleep and cast Infernos.
If
you stick with attacks that hit everyone, or a whole monster group, you
will be
fine. Gabo's Rip skill works very well here.

After the battle, Gracos will taunt you before Maribel interjects.
Suddenly
Jann will come running towards the party and says he is joining the battle.
He
then plays his tula so the abused spirits can return to heaven. Gracos is
shocked that his spell over the spirits was broken. Jann plays his tula
once
more which fully heals the party's HP and MP. You are then attacked.

Boss Battle - Gracos

Gracos is quite challenging and has many destructive attacks. His normal
strikes can hit for more than 50HP worth of damage. He spews a poisonous
mist
that when hit, the party member loses 10-20HP of damage after each turn.
He
can spew cold air which strikes the whole party for 40-60HP worth of
damage.
His Tsunami attack can do 30-40HP of damage to the party as well as his
beat
down attack which does similar damage. Gracos sometimes strikes twice per
round which can be devastating if both attacks hit the whole party. The
Bard
can revive fallen members with AngelSong, casts Healmore and Bang along
with a
normal attack.

After the long hard battle, Gracos mentions that he will never be defeated
by
the likes of you and says you will accompany him to the grave. He then
destroys the bridge, cutting off your path to return before saying there is
no
escape before disappearing. Speak to Jann and he will joke how everyone is
done for before playing a song on his tula to create a warp like he did at
all
the villages. Take the warp and it will lead back to the top of the
Mountain
Tower. The sea will slowly lower back into the ocean. Jann says thanks to
the
party, the people of the continent are saved. He mentions that he is
getting
to old for trying to save everyone and that it's time he quits his journey.
If
only he could settle down and train a successor. He tells you to leave now
and
mentions that he has already spoken with the others and informed them of
everything. As you make your way out of the tower, a soldier will stop you
and
explain that everyone has gone back to their villages. As you try to enter
the
warp to return back to Hamelia, Jann will stop you and mentions that he
must
close the travel portal quickly. As you step into the portal, Jann says
that
he must take his leave now and he wishes to find a successor. He then
tosses
you a Wizard's Ring as you warp to Hamelia.

Once in Hamelia, note that the town will still be very wet with puddles of
water everywhere. Head into the towns treasure storeroom by sailing the
raft
at the north of town west, and then south and you will be allowed to keep
the
treasures for saving everyone. Open the two chests to receive a WindShard
and
MermMoon. The MermMoon is the item the lady in Mezar wants in exchange for
the
flying Carpet.

If you return to Huzu, there will be nothing of note besides villagers


fixing
up the small down. On the way back to Avon, through the passage you should
notice that the treasure chests are available now. Open them for a
Berserkr
Heart and Pirates Clothes. The Chieftan has unlocked the door for you in
gratitude for defeating Gracos.

Return to the portal north of Avon when you are ready. Even though you
have
two WindShards, don't put them in the WindShard pedestal just yet. The
Avon,
Huzu, and Hamelia area will be south of Krage. Only Hamelia still exists
though. Below Hamelia are a few islands, some with areas that you cannot
quite
reach though due to mountains. Before heading into Hamelia though, return
to
Mezar since you have that MermMoon you can exchange for a flying Carpet.

===========================================================================
====
FLYING CARPET AND ODDS AND ENDS
(WK52)

Items: Carpet
LifeAcorn
WindShard
Bow Tie
TinyMedal
Magic Key
Silk Hat
30 Gold
Shell Armor
LandShard

Return to Nicola's place and speak with the maid. Show her the MermMoon
and
she will say that you've proven your bravery so she will fulfill her end of
the
bargain. The Carpet is well hidden in a place that only Nicola's father
and
herself know about. She will then request that you meet her behind the
temple.
Follow her and speak with her behind the church. She seems to be having
trouble finding the correct spot so she requests that you help her search
behind the church as the real carpet is stored in a basement storeroom.
Examine the area behind the church (walk around while pressing Triangle)
and
you will find the hidden stairs. The maid will then request that you
follow
her downstairs. Do so and the Carpet will be inside the treasure chest.
Open
it to receive the magic Carpet. Afterwards, Nicola will enter the room and
wonder what's going on. He will be wondering why the party has the Carpet
since he took it back from them. The maid finally tells Nicola the truth
about
the real and fake carpets. She explains how his father ordered her to hide
the
real Carpet to prevent Nicola from killing himself in search of the Great
Hero.
Nicola will actually be touched by his fathers decision to hide the real
Carpet. Nicola will also be reassured that the party is right for the
Carpet
since you found the MermMoon.

With your new magic Carpet in hand, exit town and use it to enter the
shrine
across the water. Speak to the ghost soldier inside and he will mention
that
you possess the spirit of a Soldier of God. The soldier explains how long
ago
he sealed the Great Hero, Melvin into a stone. When he is needed again,
the
stone will radiate a great heat and begin to shake. At that time, the
chosen
ones will climb the staircase into the sky, bearing the stone before them.
The
soldier will then disintegrate into bones. Inspect the bones if you wish
to
hear what he said again. Smash the pots near by for a LifeAcorn and open
the
treasure chest for a WindShard. Now a stone that radiates a great heat?
Sounds like Hondara's HotStone. Return to Estard and speak with Hondara at
the
inn. Apparently he sold the stone to Brugeo, the man with mansions all
over
the world.

Now that you have the Carpet, there are many new places to go and things to
do.
First, return to Orph. Remember the mansion across the lake that you
couldn't
reach a while back? Well, now you can. Sail across the lake on your
Carpet to
enter another vacation home of Brugeo. The lady by the well mentions
Brugeo's
other mansions are in Litorud and Krage, if you didn't already know. An
EvilWell will fight you if you inspect the well. Enter the mansion to
learn
that Brugeo isn't home. He's on some journey to find rare artifacts. Go
upstairs and raid the dressers for a Bow Tie. Open the treasure chests
with
the Thief Key for a TinyMedal and Magic Key. Upstairs has a Silk Hat in
the
dresser. Head into the mansions basement now via the kitchen and smash the
barrels for 30 Gold. Open the two chests to receive a Shell Armor and
LandShard. Since Brugeo isn't here, lets try his mansion in Krage.

It appears Brugeo was in Krage recently and even showed one of his servants
the
HotStone. One of his servants mentions that he returned home. Return to
the
mansion north of Orph and Brugeo will be in his room upstairs. Speak with
him
regarding the HotStone and he will claim that he knows more about the Great
Hero than the party does. According to legends, if you offer the Hero
Stone to
the heavens from the tallest tower in the world, the hero will awaken and
return to this world. Suddenly Brugeo will realize that the HotStone is
the
legendary Hero Stone. He decides that he won't give the stone to just
anyone
though. Exit the mansion and Brugeo will stop you. He decides that he
won't
give you the HotStone, but instead will travel with you. If the story is
true
and the HotStone needs to be used, he'll use it. Fair enough? Say yes and
Brugeo will join as a non playable character.

Return to Krage now and sail south. Travel along the river and head west
to
find a castle. This is the famous Medal King who collects all those
TinyMedals
that you've been finding all over the place. Speak to him and he will give
you
prizes based on how many TinyMedals you find. Prizes are as follows:

Poison
Dagger..............................................................45
Wind
Staff.................................................................50
Sacrifice
Ring.............................................................58
Miracle
Sword..............................................................65
BluePrint..................................................................
75
Sage
Rock..................................................................83
MetlKing
Shield............................................................90
Bolero.....................................................................
95
?
Shard.....................................................................1
00
Ultimate
Whip..............................................................105
PlatKing
Heart.............................................................110

If you go downstairs and read the bookcases, you will learn that the Great
Hero,
Melvin, is sealed in a tall tower just west of this castle across the
river.
Exit here and head west towards the lake. Step on the small non forested
area
and use your Carpet to sail west across the lake. Sure enough, a tower
will be
present. Enter it.

===========================================================================
====
WORLDS TALLEST TOWER
(WK53)

Items: AGL Scarf


370 Gold
TinyMedal
HotStone
FireShard

As soon as you approach the tower, the HotStone will get really hot and
releases a blinding light. The door to the tower will now be opened. It
would
not have been accessible had you come without Brugeo and his HotStone.
Enter
the tower and head north to take the stairs. Follow the path and open the
treasure chest for an AGL Scarf before returning to the tower entrance.
Now
head east and follow the path to take the stairs. Follow the linear path
to
reach the next set of stairs. From here, be careful not to fall off the
tower
and head east to take the next set of stairs. Head east to open the chest
for
370 Gold and climb the stairwell to reach the stairs to the next floor.
This
next room will be very maze like but it's not nearly as complicated as it
might
seem. Walk along the perimeter of the room east, then south and as you
head
west, take the northern branch to reach the stairs. Take them and climb
the
stairwell to take the next set of stairs. This will be another maze like
room.
Head south and then east, north, east, south, east and follow the path to
reach
a chest containing a TinyMedal. From the treasure chest, go north, west,
south, west and then north all the way to reach the stairs. In this room
there
will be four ladders that you can climb. The third ladder will lead you to
a
chest that is oddly empty, while the second ladder will take you to the
stairs.
Another maze like area here. Head east, south, west and south all the way
to
the bottom. Follow the path west and go south, west, north all the way and
west to make it to the stairs. Once you appear on the next floor, Brugeo
will
mention that this room is the highest floor. You are then asked if you
wish to
use the HotStone. Say yes to receive the HotStone. Head to the middle of
the
room onto the smallest platform and use the HotStone as an item. Melvin,
as
well as a Shard will come from the HotStone and Melvin will be all groggy.
Speak to Melvin and say yes when asked if you brought him into this world.
He
will introduce himself and ask if the Demon Lord was slain. The Hero will
tell
Melvin about God being defeated and Melvin will request to join your party
so
that he may learn the truth. Say yes to get your fourth party member.
Don't
forget to pick up the FireShard before dropping off the tower to exit. As
you
exit the tower area, Brugeo will head back to his mansion. Equip Melvin
with
any good equipment you may have and take him to Dharma to change his class.

Return to Mezar and if you enter Nicola's place, he will thank you for
reviving
the Great Hero before introducing you to an imposter named Ragley. Ragley
will
almost blow his cover and requests to speak with the party alone. He
requests
that you don't blow his cover as that he is just having some fun. Say yes
to
avoid the endless loop and leave this freeloader. Warp now to Dune.

Head west and use the magic Carpet to reach the Sphinx. Looks like it has
taken quite a change since it was once the Evil Statue. Now it is a holy
sanctuary where everyone can pray to God and the Terra Spirit. Speak to
people
if you'd like and notice that the rear door is guarded so it cannot be
accessed
right now. Head upstairs until you reach the room with the scholar and a
shard
laying on the ground.

***Immigrant Spot***
You may see a person hanging around here. If you speak with them you can
tell
them about Sims town. See the Immigrant Town section for more details.

Exit to the south and head west to enter the door to reach the scholar. He
will want to introduce you to the world of Fossils. He turns the party's
attention to a great fossil to the north that he just discovered. Keep
speaking to him and he will eventually trail off. Anyways, the fossil
looks
like the Tyrannos. Grab the AquaShard near by and get out of there.

Before heading to Hamelia, if you enter the shrine just to the west (the
shrine
just south of Avon in the past) you can find a permanent immigrant.

***Permanent Immigrant Spot***


Sara the sister will be hanging out in this shrine. This person is one of a
few
permanent immigrants. Basically, she will always be here to recruit. If
you
speak with her, you can tell her about Sims town. See the Immigrant Town
section for more details. I'd actually advise against recruiting her
unless
you want your final town version to be a Cathedral. Remember that she will
always be here so you can decide to pick her up at a later time as well.

When you are ready, enter Hamelia.

===========================================================================
====
HAMELIA PRESENT
(WK54)

Items: INTseed
TinyMedal

The girl at the town entrance mentions Hamelia is known for the Great Flood
and
Bard. The weapon and armor shops will have some new wares. The treasure
chest
will be empty though. Speak to the townsfolk to hear more about the Great
Flood and Bard, as well as learn about a Dr. Azmov and his assistant Beck
who
are researching the towns past history. Dr. Azmov is the name of the
person
atop the intelligence rankings at the WRF. Enter the pub and a man will
tell
you of the sunken city that lies to the south west.

***Immigrant Spot***
You may see a person in the pub. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Enter what appears to be Dr. Azmov's house just north west of the church
and
break the vase for an INTseed. Inspect the bookshelves to read about the
people of Dune and the Dejans, who you've met, and the Halflings who live
underground and the winged people of the Lefa Tribe who haven't been met
yet.
Enter the inn and a man will warn you that vicious monsters live in the
northern tower.

***Immigrant Spot***
You may see a person near the inn entrance to the north. If you speak with
them you can tell them about Sims town. See the Immigrant Town section
for
more details.

Head west of the inn and Dr. Azmov and his assistant Beck will pull out a
shard
while fishing in the town stream. Speak to Azmov and say yes when he asks
if
you want the shard he just found. He will request that you stop by his
place
later as he has a favor to ask in exchange for the shard. After Dr. Azmov
and
his assistant leave, enter the building to the north west. Downstairs a
man
explains that while Dr. Azmov is smart, he wears something called a Lore
Hat
which increases his intelligence. Take the raft behind this building and
if
you head west, you will find Dr. Azmov's lab equipment heavily guarded.
Head
east on the raft and you will find a stranded cat on a ledge surrounded by
water. Search around this cat to find a very well hidden TinyMedal. Enter
Azmov's house now and speak to him. After formal introductions are made,
he
will request that you get rid of a monster in the tower near town so that
him
and Beck can conduct research there to verify if the Great Flood actually
happened. Say yes and exit town to start on Azmov's request.

===========================================================================
====
MOUNTAIN TOWER PRESENT
(WK55)

Items: BluePrint
50 Gold
Dung
TinyMedal
Slime Heart
LifeAcorn
FireShard x 3
Lore Hat

The Mountain Tower is just north of Hamelia across the bridge. From the
entrance, head west a few steps to reach the stairs leading down. Head
north
and you will find a KingSlime. Approach it and it will attack.

Battle - KingSlime

This KingSlime will be super powered and offer nothing but strong physical
attacks and he sometimes hits twice per round. Raise the party's defense
and
stick to physical attacks to defeat him.

After the battle you will receive a BluePrint. The KingSlime will then
turn
into four little slimes and they will wonder what you are doing in the
tower.
After realizing that you are there to defeat the monster in the tower they
will
support you as the monster apparently makes life difficult for the slimes.
Slachi, one of the slimes will then offer to join your party and lead the
way.
Say yes to get the new companion as a non playable character. If you smash
the
pots, you will have to fight a MadPot. Return to the tower entrance and
head
north and then go east to walk the perimeter of the tower north to find a
treasure chest. Inside will be a FireShard. Return now and make your way
to
the north west part of the tower to reach the stairs. Head east and go
south
at the first option. Head west and pull the lever to open the steel door,
go
west to take the stairs. From here, pull the lever to open the steel door.
Smash the northern barrels for 50 Gold and Dung. East of the barrels you
will
find a TinyMedal in the pots. Head to the steel door blocking the stairs
and
Slachi will open it. Take the stairs and make your way to the next set of
stairs, being careful not to walk on any unstable ground that Slachi will
warn
you about. Don't forget to smash the pots for a MadPot and Slime Heart.
From
here, go south and when you reach the platform that Jann was on in the
past,
Slachi will note that the monster isn't there. Slachi will then try to
call
the monster out. Once the monster appears, approach it and start the
battle.

Boss Battle - GigaMute

GigaMute has very strong physical attacks and can spew cold air which hits
the
whole party for more than 50HP of damage. Sometimes he attacks twice per
round. Keep the HP high, cast SAP as well as Upper to protect your team.

After the battle, the GigaMute will drop a FireShard. Slachi will
excitedly
return to his slime friends. Head back to Hamelia now and speak to Dr.
Azmov
at his house. Say yes when he asks if you defeated the monsters for him.
Azmov and Beck will then take off towards the tower. Azmov didn't give you
the
shard that he promised so follow him.

Once you enter the tower, Azmov will be upset that the slimes are inside
the
tower and thinks you didn't defeat the monster. Slachi will appear and ask
if
the doctor and Beck are friends of yours. Say yes and Slachi will
apologize
for bothering them. Slachi thought they had come to destroy the tower.
After
Azmov tells Slachi that they are there to conduct research, everything will
be
fine. Chase after Azmov to the third floor to learn that he left the shard
in
the basement storage in Hamelia. Return to Hamelia and sail west on the
raft
to enter the storage room. Open the two treasure chests for a LifeAcorn
and
FireShard.

Now you can do a little optional side quest that won't take too long. Go
to
Litorud and have someone register at the WRF for Intelligence. Return to
Hamelia and enter Azmov's house. Beck and Azmov will be worried about
something. Apparently Dr. Azmov's Lore Hat, which grants him extra
intelligence has been stolen. Azmov has no suspects or clues. Speak to
Beck
and the doctor to learn that the research in the mountain tower was a
success.
Exit the house and Beck mentions that after the hat was stolen, Azmov had
his
WRF ranking lowered. This is the clue you need. Return to Litorud and
read
who has the top ranking on the Intelligence Board to find out it's Epong.
Remember him? He was the bumbling idiot in the bandits hideout. Return
there
which is just south west of the Dharma temple if you forgot. People inside
the
hideout will be praising Epong for how much smarter he is. You will find
Epong
in the bosses room. Speak to him and the boss will note that Epong has
been
acting differently since he got that new hat. Epong will admit he stole
the
hat but says he did it because everyone was making fun of him. You will
then
receive the Lore Hat. The boss will scold Epong for stealing for personal
gain. Return to Hamelia and as you enter Azmov's house, Beck will notice
that
you have the Lore Hat. Say yes when asked if you found who stole it.
Azmov
will appear and offer you the Lore Hat to keep for yourself. Beck tries to
get
the doctor to reconsider, but the doctor wants to continue on naturally, as
a
true scholar.

Now there's one thing left to do before heading to the Ancient Fane to
deposit
all those new shards you've found. The Underwater City is in the same spot
as
it was in the past. You can only enter it via boat though, not the Carpet.
In
case you forget, it lies south west of Hamelia near the reefs.

===========================================================================
====
UNDERWATER CITY PRESENT
(WK56)

Items: FireShard
TinyMedal x 2
GuardRuby
AmitDonut
MysticNut
?Shard

From the entrance, enter the small building to the east to find a FireShard
in
the chest. Open the chest behind the building to the north for a
TinyMedal.
Enter the building from the north west door and head east to take the
stairs.
Head west and follow the path down the stairwell. Enter the room to get a
GuardRuby from the treasure chest. Exit and return to the city entrance
and
push the middle monolith to take the stairs. You can find an AmitDonut in
a
pot in a cell before heading north and taking the stairs. Smash the
northern
jars for two MadPots and a MysticNut before entering the eastern door.
Follow
the linear path until you reach the room with the red carpet. One of the
monsters here says he gave Gracos a mysterious rock. Isn't Gracos dead?
The
other monster will mention that Gracos V is on the floor below. That makes
more sense. The south western exit leads to a chest containing a
TinyMedal.
Go downstairs now and head north to find Gracos the fifth. He hates humans
since humans defeated his great ancestor a long time ago, you are then
attacked.

Boss Battle - Gracos V

Gracos hits for large damage and spews cold air which hits everyone for
over
50HP worth of damage. He also spews a poisonous mist, casts SnowStorm and
can
beat the party down badly which hits everyone for large damage. He will be
by
far the toughest opponent yet, and you might not even be good enough to
beat
him at this point in time. If that's the case, try him after the next
quest.

Beating Gracos nets you a mysterious ?Shard.

Return to the Ancient Fane now to get rid of many of these piled up Shards.
If
you have been following along, you should have five FireShards, one
LandShard,
three WindShards and 1 AquaShard. Head to the LandShard room and place
your
lone shard on the north west pedestal. Head south to the AquaShard room to
place your lone AquaShard on the south east pedestal. Head west and place
the
large WindShard on the south east pedestal. Now the two remaining
WindShards
can be placed on the north eastern pedestal but lets go north to unload
some
FireShards. Now here's where things get interesting. If you unload all of
your FireShards, you will be able to complete both remaining pedestals.
This
makes a total of three places you have the option of visiting in any order
that
you wish. The next part of the game now becomes very non linear. Place
all
but one remaining shard in both FireShard pedestals and go south to insert
your
two remaining WindShards into the north east pedestal to be warped away.

*Feel free to do any of the next three areas in any order that you choose.

===========================================================================
====
PROBINA
(WK57)

Items: Steel Sword


Potion
Herb
TinyMedal
6 Gold
Leather Armor
37 Gold
Florajay Heart
530 Gold
Repellent
Platinum Sword
MoonHerb
LifeAcorn
GoddesPic
Priest Key
Legs
Torso

Head east to enter a bridge area. A man will be hiding on the other side.
He
explains that the town he is from is in trouble. Read the sign post and it
will say "Probina - Straight Ahead." Continue east, onto the world map and
then north to enter Probina.

As you enter town, two villagers will stop you and ask if you are with
someone
named Raguraz. Answer no and they will believe you for Melvin confirms
that
you are travelers. The villagers warn you to stay far away from the
Kingdom of
Raguraz, which lies on an island across the sea to the south. It is a
barbaric
culture and the military has been visiting Probina lately. Maribel will
then
ask why such a big kingdom would come after a puny little town like
Probina,
and concludes that the town must have some kind of treasure. The men will
then
tell you to keep out of Probina affairs or get your asses kicked before
being
welcomed into town. Enter the General Store to the north and open the two
treasure chests with the Thief's Key for a Steel Sword and Potion. A Herb
can
be found in the near by hanging sack. Speak to the villagers to learn that
Probina is well protected and that the town priest has left town, but
wasn't
very detailed with why. It might have something to do with people from
Raguraz
visiting the town elder, Ordeux and delivering a message from their King.
Enter the house to the south east of town and smash the barrel at the
entrance
for a TinyMedal. The old lady in this house mentions that the elder
assembled
the towns advisors for an important meeting earlier in the day. The man
walking with the cow outside will mention that a Goddess Statue brought by
the
priest has seemed to fend off monsters lately. Smash the barrel by this
man
for 6 Gold. Upstairs in the armor shop, you can find Leather Armor in a
dresser. Head north a bit and speak to the lady by the north eastern
house.
She will ask to confide in your as she read the letter from the King of
Raguraz. Say yes and she will tell you that the letter stated that the
Goddess
Statue could not be looked after by one tiny town, and that only a great
prosperous state would be a proper caretaker. If the statue isn't handed
over
quickly, the whole town will be burnt to the ground and the statue taken by
force! Melvin pipes up that King Raguraz is a selfish fool. Enter the
elders
house to learn that Ordeux and his son, Razuel, went to the temple to see
the
priest. You can get to the temple by going through a cave to the north.
Smash
the jar for 37 Gold.

Head north of the elders house and enter the cave to the north. Go east
and
walk all the way around the room to the west to find a treasure chest.
Inside
you will find a Florajay Heart. Exit the cave now and head south until you
see
what looks like grey spots on the ground leading west. Take this path to
find
another cave entrance. Take the linear path to reach the stairs. From
here,
go north and when the path branches east, stay north. When the path
branches
both east and west, go west to take the stairs. From here go north all the
way
and then west to reach a treasure chest. Inside lies 530 Gold. Return to
the
stairs and this time you can head north east to open a treasure chest
containing a Cannibox. Head south and then east from the stairs to reach
the
next set of stairs. Continue west to take the next set of stairs and exit
to
the south to exit this cave. Speak to the person near by and he will tell
you
more about the priest. He came to town three years ago when he
mysteriously
washed up on the eastern shore of town. His robes were bloody and he
couldn't
remember anything except that he was a priest. His hands were tightly
clenched
against the Goddess Statue, a treasure which causes fierce monsters to turn
into crying babies. Enter the church now and Ordeux will ask if he can try
to
reason with the King of Raguraz. Ordeux's son will try to explain that the
king will never listen and the Goddess Statue is what brought them the
kingdoms
attention. A man will then run in saying that a military force from
Raguraz
has gathered at the bridge. Razuel then grabs the Goddess Statue, much to
the
surprise of his father and the priest. Razuel says he will put an end to
the
war and tells everyone to follow him before he dashes off with the statue.
Speak to Ordeux and the priest before going to the level below and entering
the
room. A Repellent lies in a smashable jar. Save your progress and rest
for
free in the bed if you'd like. The treasure chest in the room belongs to
the
priest and cannot be opened.
Return through the cave back to town. As you near the town entrance, a dog
will head to the General Store. Follow it and speak to the shop keeper.
Say
yes when he assumes that you will fight to defend the town and he will give
you
a Platinum Sword. Exit town now and head to the bridge.

The Raguraz army is gathered on the bridge. Approach everyone and Razuel
will
have the Goddess Statue, but states that he won't hand it over. He puts
down
their barbaric culture, calling it evil and says that as long as the statue
exists, the threat of war will always be present. The army thinks that
Razuel
is being foolish and Razuel states that he would rather die at the hands of
a
monster then take the life of another human. Razuel then destroys the
Goddess
Statue. He tells the Raguraz army to tell their king to forget about the
statue because it no longer exists. The captain of the army will call
Razuel
stupid as their goal was to destroy the statue anyways. The soldiers will
then
transform into their true forms, monsters. The captain, who is now a
DragonMan
summons his allies to burn the village to the ground. Razuel then realizes
that he has endangered the townspeople's lives as the monsters fly off
towards
the village.

Return to Probina and the town will be burning. Villagers will be


attempting
to fend off monsters. The merchant who gave you the Platinum Sword in the
General Store will slay a monster and then pass out. As you approach the
middle of the town, Razuel will kill two monsters. Speak to him and he
will
mention that he can't move his legs. He tells you to head for the temple
and
tell the priest to hide somewhere safe. Head east and the monster will
kill a
cow by setting it on fire. The farmer then warns the monster that he will
collide with him indefinitely as his limbs flail wildly about. I could
have
translated that line better but am not sure if that was left in for
humorous
purposes. Just north of Razuel, the DragonMan will come and shatter the
soul
of one of the villagers. He then summons his monsters to find and kill the
priest. Head through the cave towards the temple and you will find Ordeux
by
some water. He will wish he could wash him hands of all of Probina's
problems
before noticing the party. Maribel explains what's happening with the
monster
attack and Ordeux says he's going to town and asks you to protect the
temple.
Continue on towards the temple and speak with the priest. After explaining
the
situation the priest will run off. Exit the temple and the priest will
notice
smoke coming from the town. He mentions that the smell is kind of
familiar.
Suddenly, his head will start to ache and the priest will regain his
memory.
long ago, his village was attacked by monsters and it seems that he cannot
escape his past. Razuel will make an appearance and call to the priest.
He
admits that it's his fault for everything that has happened and begs the
priest
to run as the monsters will appear at any moment. The priest mentions that
he
has something inside the temple that he needs to retrieve from the temple
cellar and asks Razuel to help. They then both head towards the rear of
the
temple. Follow them and the priest will request that Razuel bring him a
small
case from the cellar. After Razuel enters, speak to the priest and he
mentions
that there is something heavy inside that Razuel won't be able to move
alone
and requests that you assist him. Enter the cellar and Maribel will wonder
why
the priest can't get his own things. Melvin says that she shouldn't
complain
and that he doesn't notice anything that's too large to move. Razuel then
locates the case. Smash the barrels for a MoonHerb, and open the chest for
a
LifeAcorn before speaking with him to find out it's an empty sack. At that
point, the priest will come down and lock everyone in the room! Razuel
requests that he opens the door before the priest explains that he can't
escape
from the monsters. He doesn't want Probina to meet the same fate as his
previous village. He tells everyone not to make a sound and that everyone
has
their whole lives ahead of them. Well, maybe everyone but Melvin. The
priest
then says goodbye and leaves.

You will hear the battle outside and the temple will be destroyed by the
time
you exit the holding cell. You can enter a spring to the north which will
heal
everyone's HP if they take a dip. Head south towards the cave exit and a
soul shattered nun will be holding an adventure journal if you want to
save.
Return through the cave back to town and you will find Razuel. Filled with
guilt, he will walk away and drop a small chest. Inspect it to receive a
GoddesPic and Priest Key. Speak to him at the town entrance and show him
the
GoddesPic. He will mention that the picture appears to be a wounded
Goddess
healing herself with the water of a spring. He then has a flashback of the
priest in the spring north of the temple bathing the statue. The gist of
it is
that you can restore the Goddess Statue by bathing it in the spring.

Exit town and return to the bridge to look for the pieces of the statue.
You
will find the Legs and Torso. Return to Probina and speak to Razuel. He
will
now understand what the GoddesPic means. Return through the cave to the
spring
and as you approach it, DragonMan will appear. After telling the party
that he
respects the priests efforts, and the fact that he ate the poor man, you
will
be attacked.

Boss Battle - DragonMan

This battle is one of those you can't win, but you must hang on long enough
to
survive. He can cast Infermost which hits everyone for 40HP damage.
Quadhits
does four random attacks of over 30HP of damage and his normal strike hits
for
around 60HP of damage.

If you survive long enough, Razuel will enter the room and toss the Goddess
Statue parts into the spring. The DragonMan's power will be greatly
reduced.

DragonMan is a pushover now. Lower his defense and physically attack him
and
you will win.

After the battle, the DragonMan will destroy the Goddess Statue once and
for
all before dying. Speak to Razuel and he will say that nothing remains
from
Probina and thanks to the priest's message, they were saved. He still
feels
that he is the cause of everyone in town, including his father dying.
Melvin
will call him a wuss and kick him in the balls, okay, I made that last part
up.
He does hear something, however, and Razuel will go outside to investigate
the
sound. Follow him and you will see the villagers spirits floating around.
Razuel will hear shouts of joy from the village as the souls of the
villagers
return to their bodies. The town will be saved and restored.

Return to the village now and speak to Razuel and Ordeux who will thank you
for
saving them. Speak to everyone else if you'd like, especially the cow and
human who had their souls get mixed up and returned to the wrong bodies.
Return to the bridge now and Razuel will stop you along the way. Speak to
him
and he will ask if you are leaving. Say yes and he will once again thank
you
for all that you've done and concludes that the priest and party were sent
to
the town as mysterious blessings from God. Return to the Ancient Fane now
and
head north west of Dharma or south west of Orph to find Probina in the
present.

===========================================================================
====
PROBINA PRESENT
(WK58)

Items: Iron Mask


340 Gold
TinyMedal x 2
Cloth Shirt
Herb
LifeAcorn
Dung
Boxer Shorts
Lipsy Heart
LandShard
WindShard

Head north to the weapon shop to find new wares. Open the two treasure
chests
with the Thief Key for an Iron Mask and 340 Gold. Enter the well and
search
the floor for a well hidden TinyMedal. Enter the inn from the rear
entrance to
find a Cloth Shirt in the dresser. Speak to the small child at the inn
entrance and tell her that you'd like to stay at the inn if you need to
rest.

***Immigrant Spot***
You may see a person in the inn. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Smash the barrels outside of the house just south of the inn for an Herb.
Smash the jar in the house at the south east part of town for a LifeAcorn.
Outside of this house, two children will be molesting a cow. Enter the
armor
shop if you wish to shop.

***Immigrant Spot***
You may see a person in the armor shop. If you speak with them you can
tell
them about Sims town. See the Immigrant Town section for more details.

You can find some Dung in a pot in the home for the elderly at the north
part
of town, as well as some Boxer Shorts in the dresser. Head towards the
temple
and learn from the old lady that it was rebuilt and an old man was recently
trying to climb to the temple. Enter the cave to the north and circle
around
to find a Lipsy Heart in the treasure chest. Return, and take the western
entrance and take the stairs. Make your way north and then west to reach
the
next set of stairs. The two chests in this room will contain a LandShard
and
Cannibox. After taking the stairs, go south and speak to the man. He will
ask
for some assistance to reach the top of the mountain. Say yes and lead him
through the rest of the cave. Once near the temple, the man will remark
that
he can see a small island in the distance. Enter the temple to find out
that
the old man is actually the temple priest. Enter the room and you will
find
the old treasure chest from ages ago still in the corner. The Priest Key
will
open the chest for a WindShard. Enter the area behind the temple where the
priest locked you in and open the treasure chest for a TinyMedal.

Return to the Ancient Fane now and place your LandShard on the north east
pedestal in the LandShard room, and your WindShard on the south east
pedestal
of the WindShard room. Head to the FireShard room now and place the final
FireShard on the north eastern pedestal to warp to Loomin.

===========================================================================
====
LOOMIN
(WK59)

Items: LandShard
Herb
Horned Hat
Iron Mask
Iron Axe
HairBand
Repellent
DEFseed
TinyMedal
Tower Key

Head west from the warp and enter the little green area. A LandShard will
be
found on the ground near a rotted plant. Exit here and head west to enter
Loomin.

As you walk into town, you will be halted at the entrance by two monsters.
They will demand to know who you are and where you came from, before
stating
that the town is sealed and that nobody can enter. You are told not to
move
and that you will be reported to Borunga by one monster while the other
decides
to attack you.

Battle - Babygoyle x 2

Strictly physical fighters who can cast Sleep. Simply pound them to win
the
battle.

After the battle, they will disappear and you are free to explore the town.
Speak to villagers to learn that the town is controlled by monsters. All
the
pot holes in town were caused by a previous HellVine attack. Smash the
jars in
the south eastern house for an Herb. Enter the inn and search the dresser
for
a Horned Hat. Enter the weapon shop north of the inn from the rear and
speak
to the PinkOrc to fight it. After killing it, open the two treasure chests
with the Thief Key for an Iron Mask and Iron Axe. Head upstairs and a
monster
will offer to sell you some crappy items. A HairBand will lie in the
dresser
in the house to the east. A BombCrag will be guarding the northern mansion
where the boss resides. Go behind this mansion and head west to find an
old
woman by a well. Take her advice and enter the well. Speak to the sister
to
learn that well DarkDraco flapped his wings, the town was covered in
darkness.
He landed on a tower built by monsters to the west. This darkness the
DarkDraco caused, coincidentally saved the village from a HellVine attack
as
the plants withered and died without the sunlight. Search the dressers for
a
Repellent and DEFseed. You can save by speaking to the priest here if
you'd
like.

Exit the well and when you return to the town, the BombCrag won't be
blocking
the mansion entrance. Speak to the old man inside and he will transform
into a
monster. He tells you that his boss, Borunga, lives in the room above.
You
are then attacked. Just a little battle with a PinkOrc. After defeating
it,
smash the jar for a TinyMedal. Head upstairs where Borunga will be taking
a
bath. Speak to him to fight.

Boss Battle - Borunga

Borunga hits with physical attacks and every now and then hits with a
brutal
attack which can instantly kill a comrade if their HP is low. He also
gathers
power and does a stomp attack which hits for large damage. SAP him and hit
him
with physical attacks while raising your defense and keeping your HP high.

After the battle, Borunga tells you that you must slay the DarkDraco that
lives
in the tower, or else the darkness will always cover the area. The rest of
the
monsters will retreat to the Tower. Search the north west dresser to
receive
the Tower Key.

As you try to exit the mansion, someone will run inside and mention how
they
saw a bunch of monsters flying away. Answer yes when asked if you fended
them
off. As you exit the mansion, you will hear a strong roar in the distance,
probably from DarkDraco. Speak to the villagers to find out they are
terrified
that DarkDraco will come and destroy the town. The Mini-Mini shop is now
an
armor shop if you want to check things out.

Head west of town now and enter the tower.


===========================================================================
====
DARKDRACO'S TOWER
(WK60)

Items: TinyMedal x 2
120 Gold
Tempt Sword
Potion
BeefJerky
Slime Clothes

Upon entry, you will be called stupid and attacked by a PinkOrc. Defeat it
and
head north to take the stairs. Exit to the south and step on the switch to
the
west which will make the stairs to the north accessible. Take them and
open
the chest for a TinyMedal. Go east now and take the stairs. Hit the
switch to
the north and go west to find stairs. Don't take them just yet, exit to
the
north to find 120 Gold in a treasure chest. Return now and take the
stairs.
Take either the east or west stairs and head north, along the damage tiles
to
find the next set of stairs. Cross the western bridge and then go north,
under
the bridge to take the stairs. Open the chest to receive a Tempt Sword
before
returning and taking the eastern stairs. There will be many damage tiles
in
this next room. Head to the north west corner to find a treasure chest
containing a Potion. Take the stairs at the north east part of this room
and
hit the switches in the next room. Take the stairs up and you will be on
the
top floor. Two monsters are wondering why the DarkDraco is going crazy.
Apparently he's been out of control since Borunga was destroyed. Approach
the
monsters and you will have to fight two Babygoyles.

After the battle, you will be immediately thrust into battle with the
DarkDraco.

Boss Battle - DarkDraco

DarkDraco can breath a scorching breath which can devastate the whole party
for
large damage. He also breathes cold air which also hits everyone pretty
hard.
He brings strong physical attacks and his WindBlast attacks is probably the
weakest in his arsenal as it hits a single target. If you have something
that
can protect against cold attacks like WoolGuard then things will be a lot
easier. SAP him twice, cast Upper on those with lower HP totals and wail
away
on him to win.
Afterwards, the darkness will vanish from the skies. Head south to drop
off
the tower and return to Loomin. Speak to the villagers who will thank you
for
saving them. If you enter the town well, you will find an EvilClown who
will
try to kill you if you speak to it.

Yet another adventure, yet another town saved. Return to the Ancient Fane
and
place your LandShard in the north east pedestal in the LandShard room. If
you
had entered the area where you found this shard before returning to present
time, a large hole will appear where the rotted plant once stood. Very
strange.

Return to Loomin in the present which is the northern most area on the
world
map. If you enter the place where you found the LandShard in the past, it
will
remain the same with a large hole in the ground. There is a place above
the
city that you can enter. Inside is a small cabin. Speak with the men
inside
and you will be asked if you are a group of traveling fighters. Say yes
and he
will ask if you've fought with monsters. Say yes and he will state that
he's
finally found the people he's been waiting for. He then tells his
assistant to
give the party an item. You will receive BeefJerky which allows you to
tame
monsters that you may run into. You are advised to use it after battles.
He
then tells you about his dream to create a monster park and to send any
tamed
monsters to him. This is the whole monster park side quest in the game and
is
not necessary to finish the game. See the Monster Park section for more
details. Open the dresser for Slime Clothes.

Try to enter Looming now and it will be completely destroyed. The party
will
be bewildered and Maribel will suggest returning to Loomin in the past to
see
what happened. Enter the well and search the dresser for a TinyMedal.
Notice
what appears to be a blocked off cave in the well? Maybe that and the
large
hole where the rotted plant once stood has something to do with this.
DarkDraco's Tower still remains to the west, but lets return to Loomin in
the
past first.

Upon entering the town, you will notice that the HellVines have returned
and
they are everywhere! Remember the person who told you that DarkDraco's
appearance caused darkness, which killed the HellVines? Well, I guess
since
the light has returned, so has the HellVines. Approach the vines to do
battle
with a VineRoot. These things should only take a round or two to finish
off.
Go and destroy all of the VineRoots, including the ones inside the houses.
Some of the villagers will be snatched by the roots and taken under the
ground.
You can always enter the inn and take a nap in the north western room if
you
need to replenish your HP and MP for free. Upstairs in the mansion, the
BombCrag will sacrifice it's life to save the owner.

Enter the town well and four vines will appear. Defeat them and enter the
new
tunnel entrance.

===========================================================================
====
LOOMIN CAVE
(WK61)

Items: Steel Sword


630 Gold
Devil Armor
WindShard

Head north and if you pass the first opening to the north, you will see a
vine
moving into another opening. Follow it and you will see it near a Steel
Sword.
Take the sword after battling one of the roots and continue on. Follow it
once
again and enter the next room. Go down to the next level and you will see
it
to the north. Head north and east a bit to find a chest with 630 Gold
inside.
Follow the vine into the next room and you will see it to the north. Open
the
treasure chest for a cursed Devil Armor before facing another VineRoot and
climbing to the next floor. From here go south, and through the skulls on
the
ground to enter the next room. This will be the boss room as there are
VineRoots everywhere. Destroy as many as you wish and then approach the
boss.

Boss Battle - HellVine and VineRoot x 2

HellVine can cast StopSpell and spew poisonous mist. It can also cast
SleepAir, radiate a dazzling light that can lower the party's hit rate and
its
normal attacks can hit for around 50HP of damage. Take out the two
VineRoots
first and try to SAP the HellVine before he blocks your spells. Bang away
at
it with normal attacks and you should be victorious.

You will receive a WindShard for your troubles after the battle. Inspect
the
HellVine and it will start to decay. Exit here and return to town. Enter
the
mansion and the owner will be playing with a larva that was found on one of
the
dead VineRoots. He named the larva Chibi. Well, all seems well here so
return
to the Ancient Fane and Loomin in the present once more.

As you enter town, you will see that it is still destroyed. Follow your
comrades advice and return once again to Loomin in the past.

When you arrive in town, nothing will seem to be out of the ordinary. If
you
speak to the old man near the town entrance, he will request that you get
rid
of some monster. Speak to the villagers to learn that the mansions owner,
Sieble, has a pet insect that is growing at an alarming rate. Enter the
mansion and speak to Sieble. He will give the impression that Chibi is
harmless. As you try to exit the mansion, a group of villagers will enter.
They try to tell Sieble to do something about his pet bug. They don't want
him
to kill it since it's his pet, but they explain how it is making everyone
uneasy. The townspeople have requested that Chibi be taken to the
mountains
and left there. Sieble states that he has no intentions of letting Chibi
go
and that he is not a monster. He explains that Chibi resides in his house
and
that the town residents have no right to complain about what he does in his
own
home. The villagers will then get upset at Siebles unwillingness to
cooperate
and one of the villagers will strike him. Chibi will then approach the
group
in a threatening manner in defense of his master. They will then run off
thinking that Chibi was going to hurt them. Sieble will then come to
Chibi's
side and thanks him for protecting him. Sieble will think that Chibi may
have
gone a bit far though and that the villagers will use this for ammunition.

Exit the mansion now and a group of villagers will be gathered in the
middle of
town. Speak to them and they will be discussing how to kill Chibi. One of
the
villagers will ask if you will do the honors. Now whatever answer you
choose
will have an outcome on what happens to Loomin. If you say yes, notice
that
you will be prompted twice more to confirm your answer. This is kind of a
clue
that you should say no but the choice is yours. Scroll down a bit if you
said
no.

*****If you say yes:

The townspeople will rejoice and decide to kill the monster at night when
Sieble is sleeping. A message will pop up stating that the party rested at
the
inn for the night and struggled with the thought of murdering an innocent
worm.
Once night time hits, the villagers will request that you kill it before
Sieble wakes up and sees what has happened.
Enter Siebles house and approach Chibi.

Battle - Chibi

Chibi can physically attack pretty well and spews a thread which can tangle
a
character and cause them to miss a turn in battle. He can also cast
SleepAir
and sometimes attacks twice per round. SAP him and stick to physical
attacks
while raising the party's defense to win the battle.

Afterwards Chibi will slowly crawl away before dying. Sieble will rush
downstairs and see his fallen pet. He then yells at the Hero, wondering
why
you would do such a thing before concluding that the townspeople put you up
to
it. Sieble feels very guilty for not deciding to let Chibi go. The town
folks
will rush in and conclude that the plan went off without any problems.
They
apologize to Sieble and he retorts that Chibi didn't do anything wrong.
Suddenly a scream will be heard outside. Follow the villagers outside and
you
will be attacked by a HellWorm. After beating it you will find that the
town
is now under attack by HellWorms! Defeat the HellWorms that are attacking
the
citizens and return to Sieble's mansion. Defeat the HellWorm that is
attacking
him and the thought that Chibi summoned those monsters crosses the party's
mind. As you try to leave, four more will pop up out of the ground. Exit
the
mansion and a whole bunch will be waiting for you outside. Sieble suggests
making a dash for the town well. Once inside the well, Sieble mentions
that if
the townspeople escaped town, they are sure to be safe. Speak to Sieble
and
answer whether or not you thought Chibi was responsible for the attack and
a
screen will pop up saying that the party spent the night in the well. When
you
wake up, the town will be in ruins. All the villagers have died and Sieble
is
the only resident survivor. Loomin is the first place you were unable to
save
on your journey. Sieble will decide to dedicate his life to maintaining
the
memory of Chibi and the people of Loomin.

*****If you say no:

The townspeople will decide to take care of Chibi themselves. Return to


the
mansion and speak to Sieble to tell him of the villagers plan. After
thinking
it over, Sieble decides that he must take Chibi to the mountains and
abandon
him with hopes that the villagers will let the idea of killing him
disappear.
Sieble will then ask you to help him. Agree and Sieble will begin
preparations.

A screen will pop up explaining how the party helped prepare to set Chibi
free.

It will now be nightfall and Sieble will decide to start on the trek to
release
Chibi to the wild. He suggests Chibi be taken to a large hill. Sieble
leaves
and you are to follow him. If you enter the inn, you can overhear all the
villagers deciding that they are too weak and that the Hero and the party
are
the only people strong enough to murder the little HellWorm.

Exit Loomin and head east to enter the area where you found the shard.
Speak
to Sieble and after a touching moment, he will say goodbye to his pet. As
you
try to leave, Chibi will try to follow. Sieble and the party will then
return
to the mansion. Sieble will explain how Chibi owes his life to the party
and
that he will visit him from time to time. You will then hear a scream from
outside.

Go outside to investigate and you will be attacked by a HellWorm. After


you
beat it, you will find that the town is under attack by HellWorms! Kill
all of
the Hellworms that are attacking the villagers. They will seem to think
that
Chibi has sent them. Return to the mansion and confront the HellWorm near
Sieble. Defeat it and speak to Sieble who will even wonder if Chibi sent
the
monsters to attack the village. Suddenly, four HellWorms will emerge from
under the ground. Sieble tells the party to leave the town. Exit the
mansion
and you will be blocked by many HellWorms. Suddenly Chibi will come from
behind the mansion and start fighting with the other HellWorms. Chibi will
kill three of them which will scare the rest away. Chibi will then
collapse
from exhaustion and die.

A screen will pop up saying that Loomin was saved by the heroic HellWorm,
Chibi and that the townspeople have reflected on the wrongdoings.

The next morning, Sieble will be speaking about how his past pets had saved
him, and wondered if it had anything to do with how he treated them.
Sieble
will then begin to cry. He asks you to stop by Chibi's grave before you
leave.
Do so as it is outside of the mansion and return to the Ancient Fane.

**If you have completed the Probina, Loomin and Mardra sections, skip to
the
end of the Mardra Basin Cave section**

Place your new WindShard on the south east pedestal of the WindShard room
and
return to Loomin in the present.
===========================================================================
====
LOOMIN PRESENT
(WK62)

Items: Traveler Clothes


550 Gold
Copper Sword
Leather Armor
SilkTux
Repellent
TinyMedal
Lipsy Heart
280 Gold
?Shard

Speak to the villagers to learn that the "heroes" grave lies next to the
mansion. Speak to the nun by the temple to learn that the town history
isn't
as accurate as it should be. They think that Chibi saved the town from the
insects, HellVine and DarkDraco. Head to the inn now.

***Immigrant Spot***
You may see a person in the inn. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Search the dressers for the Traveler Clothes. Enter the weapon shop from
the
rear and raid the two treasure chests for 550 Gold and a Copper Sword.
Both
chests require the Thief Key to open. The house to the east of the weapon
shop
has a Leather Armor in the dresser. Upstairs in the mansion lies a MadBook
on
the bookcase as well as a SilkTux in a dresser. Enter the town well now
and
search the dressers for some Repellent.

Exit town and head west to DarkDracos Tower now to explore. There will be
random encounters and the layout will be exactly the same as before. The
treasure chest on the first floor will have a TinyMedal. A Lipsy Heart
will
lie in the chest to the rear of the tower before the second floor
stairwell.
The treasure chest on the third floor contains 280 Gold while the treasure
chest in the damage tiled room contains a Mimic. At the very top of the
tower
you will find a ?Shard. You have done everything in this area now so
return to
the Ancient Fane at your leisure. Return to the FireShard room and place
your
final FireShard on the south west pedestal to complete all the pedestals in
this room.

===========================================================================
====
MARDRA REGION
(WK63)
Items: 5 Gold
Magic Shield
Horned Hat
MysticNut x 2
Bow Tie
Potion
STRseed
250 Gold
Evade Clothes
310 Gold
LightAqua
13 Gold
Empress Letter

Walk east from the teleport spot and there will be many options on where to
go.
To the north lies a castle, straight ahead lies a town as well as a castle
and
to the south you will find a checkpoint, shrine and a cave. Enter the
castle
to the north to enter Raguraz Castle. This is the castle from the Probina
past
that was supposedly barbaric. This will appear to be after those events
though
as the castle is under construction from losing a war a year ago to Mardra.
Enter the castle where there will be an inn and a church on the first
floor.
Speak to the people in the castle. Downstairs you will learn that Mardra
only
killed the captain of the Raguraz army, but let the king live. Head to the
throne room and speak with the king. You will learn that Mardra lost a
battle
ten years ago when they were a small force, but in that time have become
quite
a presence due to their young king. Upstairs on the rooftop you will find
an
item and armor shop.

Exit here and head south to enter the castle town of Mardra. Smash the two
jars by the inn for 5 Gold. Speak to the villagers to learn that even
after
defeating Raguraz, the king of Mardra is still focused on increasing
military
power. Dino, one of the kings childhood friends in the church had a
disagreement with him and believes he's doing something forbidden. Enter
the
weapon and armor shop and open the treasure chest with the Magic Key for a
Magic Shield. Downstairs a woman will mention that she heard of something
called Ultimate Magic. You won't be allowed to enter the guarded Royal
Magic
Institute west of the inn without being authorized. Enter the house by the
well to find a Horned Hat in the upstairs dresser. Apparently the king
likes
to have powerful magicians for his army. Enter the well to find a
MysticNut
and Bow Tie in the dressers. Smash the barrels by the north western most
house
with the purple roof for a Potion. Inside the purple house, a MadBook will
be
waiting for a battle on a bookcase.
Exit town to the north now and cross the bridge to reach Mardra Castle.
Speak
to the guard on the left and he will ask if you are the messenger from
Medille.
You have to answer yes to be let inside. The guard decides to check with
the
king though as you look around the castle. Enter and head west, through
the
door to speak with the castle staff maker. Say yes when asked if you are
interested in a new staff and he will tell you to come back later before
wondering where his apprentice went. Open the near by treasure chests for
a
STRseed and 250 Gold. Head all the way east now through the next door and
open
the chests with the Magic Key for Evade Clothes and 310 Gold. Head
upstairs
now and you will see a treasure chest. If you try to open it, you will
find
that it's locked. Speak to the man in the room to learn a clue to open it.
"Through the statue and cross the T". To solve this puzzle, all you have
to do
is enter the small treasure chest area from the west right above the
statue.
Pass the chest and through the east exit where the man is. Now head north
of
the chest and go all the way south by passing the chest again. If you do
this
successfully you will hear a click. Open the chest to receive a LightAqua.

Here is a crappy small diagram:

+<<<<<<<<+
+==== V ====+ ^
| V | ^
| V | ^
+>>>+ ^
START>>>>>>>>>+ CHEST V ^
>>>>>>>>>>>>>+
STATUE| V |
| +<<<+ |
+==== V ====+

As soon as you claim the item, the man will rush towards you. He says that
his
master needs the LightAqua to create a magical staff. Give him the
LightAqua
and he will tell you to stop by the Fire Tower later.

If you take the stairs north in this room, you will find a monolith
surrounded
by water. Inspect it to read "Always set your sights on the summit." Head
back downstairs and exit to the west, following the path to the kitchen.
Smash
the jars for 13 Gold. Head upstairs here to find four magician in a group.
Return to the kitchen and head north to reach the next room. Take the
stairs
to the top floor to meet the kings parents. King Zeppels mother will ask
you
if you happen to be travelers. Say yes and she will tell you that a Great
Fane
lies to the south which they have held very close ties to for years. One
day
their son set up a road block and cutoff all relations though. She
requests
that you deliver a letter to the High Priest. Say yes to receive the
Empress
Letter. She explains how the letter tells the High Priest not to worry
about
the castle and that the guards at the road block should let you through if
you
show them the letter. Head to the bottom floor of this tower and speak to
the
man in orange to learn all of the towers names in the castle. The south
east
is the Water Spire, north east is the Earth Spire, south west is the Fire
Spire
and current one, north west is the Wind Spire. Open the treasure chest
with
the Magic Key for a MysticNut. Return upstairs and exit east towards the
Earth
Spire and you will see the guard entering what appears to be the kings
chambers
from the courtyard. Upstairs will be a small empty pond. Downstairs
though
will have the prison area. Speak to the prisoner if you'd like before
returning to the castle entrance.

Speak to the guard by the door and the original guard will return, stating
that
the king assured him that the messenger would not be a young boy. You are
then
asked if you are an imposter. Say yes or no and you will be kicked out of
the
castle and warned not to return. Now it's time to deliver that letter.

Exit Mardra town and walk west to find the checkpoint. Speak to one of the
soldiers to learn that the checkpoint was created because the king and High
Priest had some sort of incident. Speak to the guards and show them the
Empress Letter to pass. One the world map, the Great Fane will lie to the
south while a cave lies to the west. Enter the fane.

===========================================================================
====
GREAT FANE
(WK64)

Items: Potion
MysticNut
TinyMedal
6 Gold

The man in green will actually be a merchant if you speak with him. Speak
to
the rest of the people outside to learn that the High Priest should be on
the
second floor. If you rotate the camera while standing near the small
platform,
you should notice a well hidden staircase that you can't enter due to a
door
being locked. Enter the fane and you will find a small stairwell on a tiny
island surrounded by water. The lady near by wonders how you can reach it.
You should notice a statue by the western door. This is the exact same
puzzle
as the one in Mardra Castle. Enter from the western door and follow the
path
to the eastern door. Enter it and head north and then take the northern
path
all the way south to make a platform appear. Take the stairs and open the
two
treasure chests for a Potion and MysticNut. Exit south through the door to
find a graveyard area. Smash the jars for a TinyMedal. Exit to the south
and
smash the near by jars for 6 Gold. Take the stairs and exit through the
door
to be on the front lawn of the Great Fane. Now you can enter that door
that
was locked freely now. Head to the second floor of the Great Fane and you
can
rest for free in the eastern room by speaking with the woman outside of the
door. You can save your game to the south and speak to the High Priest in
the
western room. The High Priest will be frustrated with his current lack of
success in creating a new spell. Give him the Empress Letter and that will
confirm that the new king was behind the checkpoint. He will then ask you
to
do him a favor. He is currently working on a new important spell that is
missing one ingredient. Say yes when he asks if you know what he wishes to
ask
of you. Maribel will pipe up before the High Priest asks you to travel to
the
western cave to retrieve the StarShard.

===========================================================================
====
BASIN CAVE
(WK65)

Items: Herb
StarShard
Priest Letter
TinyMedal
Bolt Staff

Enter the cave and head west to cross the bridge and make it to the next
room.
Head north, taking either path to reach the next room. In this room, take
the
stairs to the north. Now go east and then south and follow the western
path
all the way out to reach the next set of stairs, while ignoring the first
set
of stairs. Now head west and north through the opening to reach the next
area.
Make your way east and you will find that the waterfall is too strong to
walk
past. Enter the near by cave to find two people living inside. Smash the
jar
for an Herb. Speak to the lady who will mention that her husband has
information regarding the StarShard. Speak to him and after learning that
the
High Priest sent you here in search of the StarShard, he will be more
friendly.
He tells you that it lies on the top of the mountain, but that the
waterfall is
blocking your path. If you wait until dawn though, the waterfall stops for
a
moment. You are then invited to spend the night. Speak to the wife to
learn
that the StarShard is a miracle crystal created from the reflection of the
stars on the water. It's only visible when stars are present. Say yes
when
she invites you to stay the night and her husband will wake you at dawn.

He will wake you up a bit before dawn. You are told to hurry before the
waterfall resumes. Exit here and head west, past where the waterfall
flowed.
Once you make it past, but before you enter the cave, the waterfall will
resume
it's flow and you cannot return back that way. Head north to take the
stairs.
Take the stairs directly north and take the next set of stairs to reach the
top. Follow the path and examine the sparkling crystal to receive the
StarShard. Return to the third floor and exit to the south east to drop
down
to just outside where the couple in the cave live. If you speak with the
man,
he will actually charge you 40 Gold for how many nights you ended up
staying.
You do have the option to not pay though.

Return to the Great Fane now and speak to the High Priest. Give him the
StarShard and he will tell you what's going on. There is a rumor that the
King
of Mardra is trying to bring back the Ultimate Magic. This spell has the
power
to wipe out whole continents. The High Priest had requested a meeting with
the
king to find out the truth, but the meeting was denied and he was thrown
out of
the castle. The checkpoint was then created to separate the fane from the
castle. The High Priest has been researching a magic that will contain the
Ultimate Magic. He then gives you the Priest Letter which you are assured
will
surely get you an audience with the king. He asks that you return to the
castle and delay completion of the kings Ultimate Magic spell so that he
can
finish his spell.

Return to the checkpoint to learn that a man with an attitude, and a permit
from the king past through recently. Speak to the eastern guard and show
your
Priest Letter to pass by.

Enter Mardra now and speak to the man guarding the Magic Research
Institute.
Show him the letter from the priest and you will be allowed inside. Speak
to
the people inside and head east to find stairs by a room with a locked
door.
Take the stairs and note the staircase to your immediate west. Ignore that
and
go south all the way to speak to the director of the Magic Research
Institute
outside. He explains how ten years ago Mardra was a weak country and
constantly under siege with houses being burned to the ground. The king's
desire to strengthen the country's army stems from Mardra's past. The
director
understands the kings motives and supports him.

Head north towards the bridge now and the small child, Mikwa, will lose
control
of her casting abilities and throw fire everywhere. She will strike a man
in a
dark hood who will then approach her, unphased, as she regains control.
The
hooded fellow asks her if she wishes to become a magician and says he is
going
to teach her a spell. He readies his Blazemost spell and aims it at the
poor
child. Dino, the man from the temple will tell him to stop while running
towards the child, protecting her from the spell and collapsing to the
ground.
The hooded fellow retorts that it's not often that someone survives after
being
hit with that spell. He taunts Dino a bit more before taking off. Speak
to
Dino and he will need a little assistance walking back to the temple. Once
inside the temple, the sister will heal his wounds. Dino is concerned that
the
hooded person has a connection with King Zeppel.

Dino will explain what happened during a flashback scene when himself and
Zeppel were children. They were childhood friends and often played with a
girl
named Lucia. When they were eight years old, Mardra was under attack by
the
Raguraz army. A Mardra soldier warned the little prince Zeppel to take
his
friends and hide in the castle before being surrounded by Ragurazian
soldiers.
The soldier ends up getting killed while defending the children by getting
knocked off a large cliff by the captain of the Ragurazian army. Lucia
accidentally gets knocked off the cliff as well and struggles to hold on to
the
edge before slipping and falling to her death. This creates a rage inside
Zeppel as he threatens to kill everyone as the Ragurazians capture him and
Dino. This scene shows Zeppels hatred for the Captain of the Raguraz army
and
is why only the captain was killed and not the king of Raguraz when they
lost
the war to Mardra. The captain told Zeppel that Mardra relies too much on
magic for protection which plants the seeds for Zeppels lust for the
Ultimate
Magic. Ten years after Mardra fell, Zeppel seized the throne and liberated
Mardra from Raguraz control. The Ultimate Magic had wiped out an ancient
continent before being sealed by a wizard.

Return to Mardra castle now and show the guard the Priest Letter to get
inside.
Head north to reach the kings chambers. Gain entry by showing the next
guard
the Priest Letter. The king will infact, be speaking to the hooded fellow.
The mysterious man will give the king some item before noticing the party
and
exiting the room. Speak with the king and after telling him of the High
Priests request to abandon his quest for the Ultimate Magic, you will be
told
to tell the priest to leave him alone. Head downstairs to Zeppels chambers
and
search his dresser for a TinyMedal.

Return to town and you will be stopped by a messenger from the High Priest.
He
is ready to test the new magic. Return to the Great Fane and speak with
the
High Priest. He will then botch his spell as he forgot to include some key
ingredients. You are told to return to Mardra and keep an eye on the king.

Return to the castle town now and upon entry the hooded fellow will
confront
you. He introduces himself as the messenger of Medille and tells you that
the
kings quest for Ultimate Magic is almost complete. When he creates the
spell,
he will transform into the God of Destruction and destroy everything,
including
himself. You are then attacked.

Battle - ZoeMage

ZoeMage can cast Bounce which will reflect spells, Infermost which can hit
the
whole party for around 60HP of damage, Blazemore, and Stopspell which can
be
dangerous. He also has the ability to put the party to sleep.

After the battle, head into the Magic Research Institute and learn that the
king is inside. Dino will be arguing with a guard to let him pass before
knocking him out and entering the room that was previously locked. Follow
him
and take the stairs to find Dino. King Zeppel will be there with a large
pot
that looks like it's brewing the Ultimate Magic spell. Zeppel and the
chief
will be putting the final ingredient to finish the formula inside the large
pot. Dino tells them to stop but it's too late as the God of Destruction
flows
into Zeppels body. Dino tries to cast a spell but is knocked down. Zeppel
will claim that nothing can block the spell before arguing with Dino about
whose point of view is the correct one. Zeppel will then run past the
party
and even the chief will ask you to stop him. Head towards the bridge and
you
will find the young king. He will call out to Lucia, feeling invincible
and
finally able to protect her before transforming into the God of
Destruction.
You are then attacked.

Boss Battle - Zeppel

Zeppel can kill your party in one round and hits twice per round. He casts
Explodet which can hit everyone for over 100HP of damage. His physical
attacks
hit for over 100HP of damage and he can sometimes land a critical attack
which
will be strong enough to instantly kill a party member. His Freezing
Blizzard
attack will hit the whole party for over 120HP of damage. This is all
really
bad news. The good news? This is a battle that you are meant to lose.

After being utterly destroyed and humiliated, Zeppel will head towards the
castle, muttering that he must destroy the world. The High Priest will
then
come and revive the fallen party and heal everyones wounds. He then asks
you
to follow him into the castle. A guard will come screaming for help out of
the
castle before explaining that a monster is in the royal chamber. The
chamber
will then be destroyed and the High Priest will once again request that you
follow him. Enter the castle and go east to take the stairs in the next
room.
From here, exit through the western door and speak to the High Priest on
the
parapet. He will explain that his spell, Majustis, will erase the effects
of
any other spell. He will then cast it on Zeppel, causing him to fall to
the
courtyard. The High Priest apologizes for his spell not doing the complete
job
but Zeppel has been significantly weakened. Head to the courtyard and
after a
brief exchange, you will be attacked.

Boss Battle - Zeppel

He is significantly weaker as his physical attacks only do around 50HP of


damage. He does have the ability to attack twice per round and his
Blazemost
spell is probably his most dangerous as it his someone for 100HP of damage.
His Firevolt spell hits the party for around 50HP of damage while everyone
gets
tagged for around 40HP of damage when he spews cold air. Lower his defense
with SAP and use Gabo's Stampede skill for excellent results when it hits.

After the battle, Dino will enter the scene. Zeppel will still be
breathing
much to his delight. He will thank you for saving everyone before asking
the
guards to tend to their king and the High Priest who collapsed after
casting
his spell.

A screen will then pop up saying that the Ultimate Magic once again
returned to
slumber without unleashing it's full power. The castle was filled with
regret
and trepidation that night.

The next morning will begin with the party speaking to the Empress. She is
grateful for all your assistance and lets you know that Zeppel is awake now
and
that you should pay him a visit. The High Priest mentions that he must
return
to the Great Fane and that there's something he wishes to speak to the
party
about there before leaving. Speak to Zeppel in the room and he will thank
you
as he has seen the error of his ways. He promises to devote all his effort
towards peace. Return to the south west tower, the Fire Spire, and speak
with
the man beside the staff maker and he will give you a Bolt Staff. Return
to
the church in town and Dino will be saying goodbye to a sister. He will
notice
the party and explain that he is returning to the castle.

Return to the Great Fane and speak with the High Priest who has been
waiting.
He had hoped to have taught you the new spell he had developed but the
spell
hasn't been perfected yet. He wants to work on the spell a bit longer and
teach it to you when it's complete. He tells you to come back later.

***Before you return to the present via the Ancient Fane portal and you
have
completed the Probina, Loomin and Mardra section, take everything of value
out
of Maribels inventory and put it in your bag or on another character. Make
sure you definitely don't leave the Bless Staff on her.

===========================================================================
====
INTERLUDE
(WK66)

Items: LifeAcorn x 2
TinyMedal
Rib
60 Gold
TerraTula
WindShard

Upon returning to the Ancient Fane, Maribel will mention that she is
exhausted.
Gabo mentions that he wants to take a nap while Melvin mentions that he
wishes
to return home.

You will automatically warp out of the fane and a man will approach you
from
Fishbel. He requests that Maribel return home as her father, Amitt, has
fallen
very ill. She tells the party that she will meet up with them later before
following the man and returning to her home. And then there was three.

Return to Fishbel and upstairs you will find Maribel, her mother and a
priest
beside her bedridden father. The priest will tell Maribel that they are
working on keeping her father alive, and that he is very sick. He advises
her
to stay and comfort him. Maribel won't be able to travel with the party
until
her father makes a full recovery. Return home now and speak with your
father.
He mentions that he saw some people living in tents on the continent to the
north west. They appear to be a tribe of nomads. Say yes when he asks if
you
have met anyone like that in your adventures (Dejans). Borkano will tell
you
that no one was supposed to be there according to a recent expedition party
that was sent there.

Sail to the north west and just below the excavation site you will find a
tent
on the world map similar to the Dejans in the past. Enter it and you
should
feel a sense of deja vu. You won't be able to enter the guarded tent until
you
speak with everyone in the tribe. Smash the pots near by for a LifeAcorn.
The
Dejans are still looking for the Alter of God but can't seem to find it.
They
are also looking for a tula player. Speak to the tribe members near the
south
to learn that Aira is the tenth generation of tribal dancers while Layla
was
from the second generation. Apparently Aira isn't too keen on being a
dancer
though. Smash the near by jar for a TinyMedal. Smash the jar in the large
tent to claim a Rib. After speaking with everyone, speak to the man
guarding
the tent and Aira will come outside. She will run off while someone asks
the
chief what is wrong. Speak to the chief inside the tent and he will wonder
why
Aira refuses her destiny as a dancer. Open the baskets for 60 Gold and
another
LifeAcorn. The two other baskets will be locked. Exit the tribe area from
the
opposite side you entered and head west.

Enter the green mark on the world map and you will find Aira at a lone
grave.
Approach her and she will be relieved you aren't someone from the tribe
chasing
after her. She introduces herself and asks if you need something from her.
She will mention that she has no desire to be a dancer and then leaves.
Read
the gravestone and it will read "Here lies the Holy Dancer and the Holy
Guardian of Deja." Return to the tribe and enter the chiefs hut. Aira
will be
resigning as tribe dancer and mentions that she must continue her search
for a
tula player. The chiefs wife mentions that all the legendary tula players
could have died off years ago but Aira remains determined. Aira then
notices
the party and decides to travel with you much to the chiefs surprise. She
then
asks you if you want to help her find the master tula player. Say yes and
she
will assure the chief that she will be safe. Speak to Aira a few more
times
and the chief will give her the TerraTula so she can have any tula players
she
finds on her journey play. Aira then leads the party back to the lone
grave
and asks you to wait a moment. The grave is for her ancestors and is where
her
parents are buried. She then shows the party a Holy Blade that the chief
never approved of her having so she hid it by the grave. She then suggests
the
party camp for the night. The party then lays beside Aira and gazes at the
stars high above.

A screen will pop up explaining how the party fell asleep to the sound of
the
waves and how the Hero remembered the carefree days in his village.

The next morning Aira will officially join the party. She will also give
you
a WindShard that she's been carrying. Aira comes with the Dancer class
already
mastered and three stars of the Warrior class mastered which she is
currently
in. Return to the Deja camp and people will suggest that you find one of
Jann's descendants. Look at your world map and you will find the Mardra
region
to the north west most spot on the map. Sail there and you will see that
Raguraz castle, the Basin cave and the check point are no more. Enter
Mardra
now.

===========================================================================
====
MARDRA PRESENT
(WK67)

Items: SilkRobe
TinyMedal x 3
SeaShell Hat
DEFseed
Party Dress
WindShard
MysticNut
Majustis Spell
Gigastis Spell

Mardra is now the city of music and culture. Enter the inn and open the
dressers for a Silk Robe.

***Immigrant Spot***
You may see a person in the inn. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Enter the church and speak to the man to learn that the kingdoms finest
musicians name is Johann but he isn't quite as mature as he should be. He
also
played a festival song during a funeral which upset some people.
***Immigrant Spot***
You may see a person in the church. If you speak with them you can tell
them
about Sims town. See the Immigrant Town section for more details.

Enter the house north of the inn and you can be a member of the Michaela
fan club. If they find any top secret information on the princess, they
will
tell you all about it. Enter the well to the north, but not before killing
an
EvilWell, to grab a TinyMedal from the dresser at the bottom. Enter the
house
near by to grab a SeaShell Hat from a dresser on the second floor. You can
also speak to Johann who fells sad at the moment.

Enter what once was the Magic Research Institute and you will find a whole
bunch of shops. Smash the barrels outside of the north western most house
to
find another TinyMedal. Inside this house is Johann's angry tula teacher.

Cross the bridge to the north and enter the castle. Head west and take the
stairs. Then make your way north to the Wind Spire.

***Immigrant Spot***
You may see a person in the Wind Spire. If you speak with them you can
tell
them about Sims town. See the Immigrant Town section for more details.

Go downstairs and open the chest for a DEFseed. Head east through the
Earth
Spire and then south to reach the Water Spire. Open the treasure chest the
same way you did in the past to claim the Party Dress from the chest. One
treasure chest will be empty downstairs while the other one contains a
Mimic.
Enter Princess Michaela's chambers and speak to her regarding a legendary
tula
player. She thinks she can help by having a contest in Mardra to decide
the
best tula player in the world for a large prize. The TerraTula will be the
tula used for the contest so the legendary tula player can be found. Say
yes
when she asks if you like her idea and she will send out official notices.
Since it will take some time for the contest to begin, she tells you to
come
back later.

Head south to the Great Fane and preparations are being made already for
the
tula contest. Enter the fane now and make the platform leading to the
stairs
in the middle of the room appear just like before. Open the two treasure
chests for a TinyMedal and WindShard before exiting out of the door. Smash
the
barrels for a MysticNut and inspect the lone tombstone. The Hero will
learn
the Majustis spell just like the High Priest from the past promised.

Return now to the Great Fane in the past and speak to the High Priest. Say
yes
when he asks if you can help him with something and he will assume that you
are
waiting for him to complete the Majustis spell. He will be shocked that
you
already mastered the spell. He tries to test you by having you dispel
TwinHits when he casts it. Do so and you will prove that you know the
spell.

Return to the Great Fane now in the present and return to the tombstone.
Inspect it and there will be a slightly different inscription. You will
now
learn the spell Gigastis. Note that you need Aira in your party to learn
the
Gigastis spell. If you do this section before getting Aira, the incident
with
the High Priest in the past won't play out.

Return to the Ancient Fane now and enter the WindShard room. Place your
final
two shards on the south east pedestal. After warping, head north to reach
the
town of Gorges.

===========================================================================
====
GORGES
(WK68)

Items: BluePrint
TinyMedal
210 Gold
Pot Lid
20 Gold
Boomerang
3 Gold
Rib
DEFseed

Read the sign and take the stairs to enter this oddly constructed village.
Exit the next room and speak to the villager to learn that Gorges is home
to
the winged Lefa tribe. She will even fly for you if you'd like to see a
demonstration. Head west of the church and smash the barrels beside the
house
to the north for a BluePrint. Enter this house and you will appear as two
people are having a conversation. One person will be saying that a rock is
completely useless and wonders why the other person is willing to risk
peoples
lives to get it back. Pendragon, the town chief will state that the
BlissRock
has granted the Lefa tribe the gift of never ending wind which allows
everyone
in the tribe to fly. The other person tries to convince Pendragon that
they
don't need the wind to fly. They will argue back and forth a bit more but
Pendragon will be set in his ways. He then mentions that he wishes he
could
find someone strong enough to get the BlissRock back. Remember talk of the
BlissRock right after the Falrish area quest? The lady arguing with
Pendragon
will then exit the house. Speak to Pendragon and he will explain his
story.
There is a fane north of the valley which they've guarded for generations
that
was invaded by monsters that came from a dark cloud. The fane was
evacuated
but they accidentally left the BlissRock behind. Without the BlissRock,
the
air will grow calm. Say yes when he asks you to retrieve the BlissRock and
he
promises that you will be rewarded when you return with the stone. The
child
in this house will mention someone named Firia who doesn't have the ability
to
fly. Check the bookshelves and a diary entry will note that Joseph from
Dialac
visited the city warning people about the grey rain. Open the dressers to
find
a TinyMedal. Enter the inn now and open the treasure chest with the Magic
Key
for 210 Gold. Cross the bridge now and when you reach the other side, you
will
find two boys picking on Firia, who is Pendragons daughter. She isn't a
Lefan,
but an orphan that Pendragon took in. Speak to the bullies and they will
fly
off. Firia will thank you before mentioning that she has to leave. After
she
runs off, enter the entrance above the water. Speak to the people here and
then take the stairs. People in this large room are worried that the wind
might stop blowing. Enter the armor shop and open the three chests with
the
Magic Key. One will be empty while the other two contain a Pot Lid and 20
Gold. Enter the weapon shop and open the chest for a Boomerang. Smash the
pots by the stairs to the next floor for 3 Gold, while opening the treasure
chest for a Rib. Take the next three sets of stairs and you will be at the
top
level of the town. Exit town now and head north to find another small
village.

This is the Guardian Village and the man at the entrance will warn you to
head
back since the fane is wrapped in an evil black cloud. Inspect the well to
do
battle with an EvilWell. You will find a DEFseed in the dresser at the
bottom
of the well. As you approach the northern house, a woman will land and
enter
it. Go inside and a person will be asking about the fane. It is still
covered
in darkness. Speak to the man and the Hero will explain that the party is
here
to return the BlissRock. Say no when asked if you are Lefan and he
mentions
that might pose a problem since there is a door in the fane that only a
person
with Lefan blood can open. The lady mentions that the alter that the
BlissRock
rests on is before this door so everything should be fine. Exit here and
head
north to enter a cave that leads to the fane.
===========================================================================
====
DARK CLOUD MAZE
(WK69)

Items: Potion
TinyMedal x 2
Bolt Staff
WorldLeaf
LifeAcorn
350 Gold
Wyvern Heart
DEFseed
BlissRock
AGL Scarf

This cave will be very dark. Climb the ladder to the north to find a chest
containing a Potion. Follow the path to the west and grab the TinyMedal
from
the chest before exiting through the hole to the north. From here, head
all
the way west and take the stairs down to find two treasure chests. Inside
will
be a Mimic and Bolt Staff. Return and take the north eastern path and fall
through the holes in the ground to reach the floor below. Make your way
south
and open the chest for a WorldLeaf before taking the stairs. Head north
now
through the opening. Here you will find a statue of an evil beast to your
north. This floor can be confusing and one wrong move will cause you to
fall
to the floor below as there are holes everywhere and it's too dark to see
them.
Inspect the statue and it will face west. Go east now and inspect the next
statue and it will face south. Go north to reach and inspect the next
statue
which will face south east. Go north west and inspect the next statue
which
will face north. Go south and inspect the next statue which will face
east.
Head west and inspect the next statue which will face south. Go north and
inspect the next statue which will face south west. Go north east and
inspect
the next statue that will face west. Go east and inspect the final statue
which will face south. Go north now and enter the opening to reach the
next
room. Climb the stairs and speak with the mysterious monster. You will be
attacked by a HellGenie.

Boss Battle - HellGenie

This guy is resistant to wind based attacks so don't bother using any. His
normal attack does around 50HP of damage while his infermost spell can do
anywhere from 20-60HP per ally. His WindBeast attack does around 45HP of
damage and he can charge the party for 30HP of damage per person. He also
has
a jump attack which can hit for 60HP of damage and can attack twice per
round.
Often though he will smile oddly which ends up wasting one of his turns.
Use
this to your advantage and stick to non wind based skills and physical
attacks
while keeping your HP high.

After the battle, the HellGenie will taunt you before dying. The locked
door
to the north will now be open. Enter the door and you will be on the world
map. Enter the Wind Fane. Head east and you will find an empty treasure
chest. Enter the fane and circle around to the north to find a door and
two
sets of stairs leading up to the floor above. Enter the door and smash all
the
barrels for a LifeAcorn and TinyMedal. The room to the south of these
barrels
will have three treasure chests surrounded by jars. Open these chests for
350 Gold, a Mimic and Wyvern Heart. Exit this room and take the eastern
staircase to reach the next floor. From here, go north and around to reach
the
next set of stairs. From here, go south and make note of some of the
switches
on the ground in the other rooms. Follow the path and enter through the
western door and examine the switch on the ground. Press it and the walls
will
rotate, allowing you to continue on. Head all the way west and then south
to
find a treasure chest. Open it to find a DEFseed. Go north now and you
will
see two sets of stairs. Take the first set and enter the door to the east
and
exit to the south. Head east, passing a statue on a higher level with
writing
on a relief which says "May the spirit of the wind fly across this land for
all
eternity." Enter the door to the east and wind will be blowing at your
face.
Follow the path north through the door and you will find a blue wind
circling a
large rock. Examine this rock to claim the BlissRock. Behind it is the
door
that only a Lefan can open. After taking the BlissRock, the wind will stop
blowing in the fane. Return back through the Dark Cloud Maze to Gorges.
Enter
the Pendragons house and make your way to the kitchen. Pendragons mother,
and
Firia's grandmother will be telling Firia that the lefans would be finished
without wind, but that she would be okay. She wants Firia to promise that
she
will still live here if the wind dies. Firia says there is no way the wind
would just stop blowing and that her father told her that if they have the
BlissRock, the wind in the valley will keep blowing. Grandma goes on about
how
the stone doesn't protect the Lefans, and actually causes fear every time
the
wind dies down. Speak to Grandma and it will upset her that Firia loves
her
father so much as she has a rather low opinion of her son. Pendragon will
enter the house now and you will have the option to give him the BlissRock.
Do
so and he will feel that the valley is saved. He mentions that there will
be a
great feast tonight in the party's honor.

A screen will pop up explaining the great feast the Lefans provided for the
party. The dark cloud still lays over the fane though which bothers some
of
the people.

The next morning will begin with the party at the inn. The innkeeper
suggests
you visit Pendragon's place before leaving. Do so and you will find him
arguing with his mother again. Pendragon will be asking what she did with
the
BlissRock. She says that she gave it to Firia to throw in the river but
knows
full well that she won't do it and will probably return it to her father
when
she isn't looking. Speak to Pendragon and he will give you your reward for
obtaining the BlissRock, an AGL Scarf. Cross the bridge now and as you try
to
enter the door, the sound of the wind will start to fade. Suddenly all of
the
wind in the valley will stop and darkness will cover the town. All the
Lefans
will be paralyzed. Head to the top and Firia will be hanging off the
ledge.
As you drop down to give her a hand on the ledge beside her, she will fall
down
but then float to the bottom. Speak with her and she will thank you for
trying
to save her. She mentions that while she was falling, the BlissRock got
very
warm. She wonders if the BlissRock had saved her before running home
concerned
for her family. Follow her home and speak to Firia's grandmother as she
will
have a favor to ask. She says the real reason the wind has stopped is
because
the dark cloud has engulfed the Spirit Statue. The statue has protected
the
wind of the valley since olden times. She requests that you go back to the
fane and destroy the cloud. Say yes and she will mention that the statue
is
protected by the door which can only be opened by a Lefan. She wants Firia
to
go and open the door for the party. Firia pipes up that she isn't Lefan
before
Pendragon gets upset that his cover is about to be blown. She goes on to
explain that Firia isn't an orphan, but a full blooded Lefan and a member
of
their family. Firia will wonder how that can be since she doesn't have any
wings, and her grandma will explain that since she was born without them,
her
father tried to hide the truth from her. Pendragon apologizes to her and
she
decides that she wants to save the people. Firia will then join the party
and
gives you back the BlissRock. Speak to Pendragon and he will justify his
lying
to his daughter in order to keep his position as town chief. Exit town and
return to the Wind Fane.

===========================================================================
====
WIND FANE
(WK70)

Items: Wizard Ring

Return to the BlissRock pedestal and place the stone back on. Have Firia
open
the door and then take the stairs. Follow the path and take the first set
of
stairs. Enter the next area to the north and read the monolith. "Free the
statue with a wind straight and true." Return and take the next set of
stairs
to the east. Enter the door to the west and hit the switch to the north.
You
can now enter the BlissRock room and note the wind blowing from it. If you
exit to the south, you will find the Spirit Statue covered in think dark
cloud
blocks. The puzzle in the room will be to create a straight path from the
BlissRock room to the statue so that the wind can blow away the dark cloud
surrounding the statue. Press the switch just west of the wall to the west
of
the BlissRock room door and press the switch beside that one twice. Press
the
switch just south of the last one once, and the switch just south of that
one
twice. Now press the switch to the east twice and a tunnel will be formed
that
will cause the wind to extinguish the clouds. A monster will then float
down
upon the statue. Firia will run off to get the BlissRock and she advises
you
to check on the Spirit Statue. Step on the switch you are currently
standing
on once more and heal your wounds before exiting to the south. The monster
will attack you.

Boss Battle - Hell Cloud

This battle will be very strong. The Hell Cloud has an assortment of
attacks
including WindBeast which hits a character for around 80HP. His normal
attack
hits for around 60HP of damage and he has a Vacuum attack that hits
everyone
for around 80HP of damage. The annoying thing with this battle is that he
can
summon up to four BabyClouds that will really annoy the hell out of you and
since he has two turns per battle, can even summon two in one round. The
BabyClouds can cast Infermore for around 25HP of damage to everyone and
physical attacks will hit for around 20HP. They can also cast Sleep. The
best
strategy is to focus on the HellCloud, if a bunch of BabyClouds appear,
take
them out quickly. Using spells that hit everyone or skills like SwordDanc
work
very well here. Stampede can work well on the BabyClouds but doesn't do
any
damage to the HellCloud.

After this tough battle, the HellCloud will wonder who you are before
dying.
The darkness will then lift from the region. Examine the Spirit Statue and
you
will find a Wizard Ring. Exit this place now and you should notice that
the
Dark Cloud Maze has disappeared. Return to Gorges and enter the Pendragons
house. You will be thanked for saving the village and Firia will be
apologized
to in regards to the lies about her not being a true Lefan. Once talk of
the
BlissRock makes its way into the conversation, the Hero will tell Firia's
grandmother how the rock saved her from falling off the cliff in the
village.
She mentions that she has an idea and exits the house with Firia following.
Follow them outside and Firia will attempt to fly while holding the
BlissRock.
She will be successful and grandma will be convinced that the BlissRock
does
have use. She tells Firia to keep it with her at all times but Firia
states
that she doesn't want the stone. She knows that she is Lefan and that's
all
that matters to her. She wants to live naturally the way God intended her
to
live. She will then give the BlissRock back to the party and invites you
to
visit whenever you like. You are now free to return to the present.

Gorges will lie west of the Dharma Temple. On the very bottom tip of the
continent will be a Wind Tower that you can't enter just yet.

===========================================================================
====
GORGES PRESENT
(WK71)

Items: 540 Gold


Glam Robe
Tray
320 Gold
10 Gold
LifeAcorn x 2
TinyMedal x 2
Rib
AquaShard
WorldDew
LandShard
BluePrint
?Shard
Innocent Dress

Enter Gorges and it will appear that the day of people flying are long
over.
No one is allowed in the Pendragons house and it appears that she may be
ill.
Enter the inn and open the chest with the Magic Key for 540 Gold.

***Immigrant Spot***
You may see a person in the aisle way of the inn. If you speak with them
you
can tell them about Sims town. See the Immigrant Town section for more
details.

Cross the bridge and you will find a couple of children throwing a
Boomerang
across the river. Enter the room to the north and the merchant in green
will
sell items. Go upstairs and open the three treasure chests at the armor
shop
with the Magic Key to receive a Glam Robe, Tray and 320 Gold. The treasure
chest in the weapon shop will have 10 Gold, while the chest by the stairs
houses a LifeAcorn. Make your way to the top and exit Gorges. Head north
to
enter the Lefa Fane.

Firia will be the name of the Spirit Statue in the fane. Open the chest to
the
east for a TinyMedal. Enter the fane and enter the door at the north end
of
the room. Speak to the people in this room to learn more about the
BlissRock.
It's apparently a fragment of a floating castle that was damaged during the
battle between God and the Demon Lord. Before the castle was damaged, it
was
composed of four small fanes, one of them lies to the east and is the place
near Falrish we visited a while back. Inspect the bookshelves in the south
western room to fight two MadBooks. You can rest for free in the room to
the
north. Smash all the barrels in the north eastern room to find a Rib.
Open
the three chests in the room to the south for an AquaShard, LifeAcorn and
TinyMedal. Exit this room and take either stairwells to reach the second
floor. Take the stairs in this room and follow the path all the way to the
room with the button. Press it and make your way to the chest to the
south.
Inside will be some WorldDew. Head north to take the first set of stairs.
Exit to the east and follow the path all the way east and enter the door.
Follow the linear path and when you reach the pedestal where the BlissRock
stood, you will find a LandShard. Speak to the lady by the door and she
will
open it for you. Take the stairs and take the first set of stairs to the
east
to reach the top of the fane. Enter the room surrounded by pillars and you
will see some sort of warp gate. Take it and you will be transported back
to
the Ancient Fane. Now all four gates should be opened. Return via the
warp to
the Lefa Fane and take the stairs you just came from. Now take the stairs
to
the east and make your way to the Spirit Statue. The lady near by tells
you
why Firia is the name of the statue.

Exit here now and return to the small shrine east of Falrish. This is
Coral
Lake and the place you originally learned about the BlissRock. Speak to
the
man on the second floor and say yes when he asks if you've come to show him
the
time. You will then show him the BlissRock. He tells you that when you
offer
the BlissRock to heaven in the land of the Crest of God, the path to
revival
will be made clear. Head downstairs now and enter the door to the north.
Walk
on the lily pads and make your way to the flower. It will take you under
the
water but don't worry, you will be able to breathe. Head east and then
north
to follow the path. You will be attacked by monsters here. When the path
branches, head south to find a chest containing a BluePrint. Head north to
take the stairs. From here, take the next set of stairs and you will be on
land. Exit here and you will appear on the world map south of Hamelia in
the
area surrounded by mountains that you couldn't reach before. Head north to
enter the next area and take the stairs. From here, go north to take the
next
set of stairs. Follow the path south and speak to the monster at the south
east dead end. He will explain that he isn't actually a monster, but has
become reborn in that state. He will ask you if you know where the
Undersea
King lives. Say no and he will tell you to bugger off. Say yes and he
will
ask you to get him to change his appearance for a reward. Take the stairs
south of this creature to find a chest containing a ?Shard. Return and
head
west to take the next set of stairs. Go south past the pillars and take
the
next set of stairs. Take the near by stairs and go south to take the next
set
of stairs. You will now be in a place called the Lost Ruins. Head south
and
step on the symbol on the ground and use your BlissRock as an item. A
platform
will then appear to the north west. Step on it and you will be warped up
in
the sky to something called the Sky Fane. Speak to the guard blocking the
door
and after his initial excitement passes, he feels that you may have come
too
late. Enter the door after he moves aside and speak to the people. The
Sky
Fane is the fane of the Soldiers of God. In the past, their ancestors took
refuge in the skyfanes. The BlissRocks that held up the fanes had weakened
and two of the Sky Fanes fell to the land below. You are told to proceed
to
the next fane and complete the Pedestal of Resurrection. Head downstairs
and
step on the green spaces if you wish to recover your HP and MP. You can
also
see the BlissRocks which are holding up the fane. Head upstairs and you
are
told to ride the platform that took you here to reach the other fane.
Speak to
the lady and she will give you the Innocent Dress which is the same item
the
Dejans used in their attempt to revive God. She tells you that the dress
was
woven using thread dyed in Rainbow Dew and that only dancers can wear it.

Return to the platform and it will take you to the fane that houses the
pedestal of resurrection. Step on the middle crest and it will act like
stairs, taking you below to the pedestal. Inspect it and you will be able
to
place one of your three ?Shards upon it. You will now be able to use the
Return spell to get to the Sky Fane.

Return now to the Ancient Fane and place your AquaShard on the south east
pedestal in the AquaShard room before placing the final LandShard on the
north
east pedestal in the LandShard room to complete all the LandShard
pedestals.
You will be warped back in time once more.

===========================================================================
====
LABRES
(WK72)

Items: TinyMedal
MysticNut

Head north to enter the town of Labres. Speak to the man near the town
entrance and he will ask if you've crossed through the fog to reach the
town.
Say no and he will mention that his brother left the village and hasn't
returned. He asks you to find his brother before a monster kills him and
mentions that he ran off to the south. Exit town and head south past the
portal and enter the area there. This place will be covered in a thick fog
and
a man near by will mention that because of the fog, you will end up looping
and
not getting anywhere if you try to travel south. After approaching him,
three
monsters will then appear. Approach them to do battle with two super
powered
TreeGuards. Afterwards, the man will thank you and mentions that you
should be
able to defeat the priest... He then suggests that you discuss this with
the
town Prefect before running back to town. Return to town as the fog won't
let
you proceed south.

Speak to the man at the town entrance and he will let you know that his
brother
is at the Prefects house. Enter the house west of the inn and you will
learn
that a fellow named Lucas blames the fog on the monsters at Mt. Tor.
Approach
and speak to three villagers by the small pond. They will explain that a
monster has taken over their temple and a temporary church has been
established
in the Prefects home. Enter the General Store if you need some supplies
and
then head to the north west part of town. If you enter the wooden shack,
you
will find the Goddess Statue from the Probina adventure so this must take
place
before then since the statue was destroyed. A boy will be praying by a
tombstone at the north part of town, and if you enter the temple, you will
see
the monster the town folks are worried about locked in a room. Head to the
east
part of town and the ladies by the well will mention that the monster isn't
actually causing any trouble. Enter the Prefects house to the north and
the
man you saved will be telling the Prefect about how you saved him, and that
you
should be strong enough to defeat the monster in the church. The Prefect
will
call the man a scatterbrain for not bring the party back with him until
noticing you at the door. The Prefect will ask you to describe what
happened
so speak to him to do so. He will request that you get rid of the monster
as
he thinks the monster controls the fog as well as the monsters roaming
around
the village.

You will now have the option to answer yes or no. It's a strange dilemma
since
the monster doesn't seem to be causing any harm, and someone from the
village
thinks the near by mountain has something to do with the attacks. Pick
whatever answer you feel is correct and the Prefect will ask you to speak
to
the villagers and meet later. Speak to the man you saved and he will
explain
that the town lumberjack, his wife and the priest all went to Mt. Tor and
never
returned. The monster that took over the temple is wearing the same
clothes
the priest wore. Smash the barrels in the north eastern room for a
TinyMedal.
Head upstairs and speak to the people there and save your game if you wish.

Head towards the temple and you will find Lucas at his parents grave. The
monster will then exit the temple and approach Lucas. Lucas will stand up
to
him before running off. Follow the monster inside the rear entrance of the
temple and if you speak to him, he will look at you sadly. Smash the vases
for
a MysticNut. Exit here and return to the cabin with the Goddess Statue.
Lucas
will be wondering if the creature in the temple is really a monster as he
hasn't actually done anything bad. Speak to Lucas and he will mention that
the
Goddess Statue has passed down through his family for generations. As you
try
to exit the cabin, Lucas will mention that the statue reminds him of his
mother. He still has doubts if the monster is actually evil though.

Return to the Prefects house now and the meeting will begin. Speak to him
and
he will ask you to wait a bit longer before scolding a man for bringing
women
to the meeting. Three men will enter the house and report to the Prefect.
They are spying on the monster and so far it isn't doing anything new.
Lucas
will enter and apologize for being late. The Prefect will explain to
everyone
the party's strength and how you will be the saviors since everyone in the
village who has tried to help has been killed. Speak to Lucas and he will
wish
to speak with the party in private in another room. He wonders if it's
right
to kill the monster since he feels it isn't evil. The chance that the
monster
may be innocent, even slightly, upsets him. Speak to the Prefect and a
plan
will be devised where everyone will surround the temple and yell "fire" to
lure
the creature out. At that point they will bludgeon it to death. You can
rest
for free upstairs if you'd like and when you are ready, speak to the
Prefect.

If you continue to refuse to help the villagers when asked, you will be
seized
and locked in the shed until a girl lets you out if you promise to behave.
Lucas will request your help in saving the monster and will join the party.
You will see the villagers lynching the defenseless monster. When you
speak to
the Prefect, he will wonder why Lucas would defend the monster that killed
his
parents. The party will be captured and taken to Mt. Tor to rot.

If you had agreed to help, while the monster was being bludgeoned, you
would
speak to Lucas who would voice his concern for the monster and everyone
would
still be taken to Mt. Tor for being in cahoots with the monster.

===========================================================================
====
MOUNT TOR
(WK73)

Items: STRseed
BluePrint
TinyMedal
Rib
650 Gold

You will awake with Lucas still in the party. He wants everyone to hurry
back
to the village. Head south and the door will be tightly locked. Lucas
suggests that you look for a way out at the edge of the forest. Head north
and
climb the ladder to open a chest containing a Mimic. Enter the cave and
head
north to grab the STRseed from the chest. Continue north and then east and
exit to the south. From here, follow the path until you reach the cave
with
the ladder beside it. Enter the cave and follow the path to grab a
BluePrint
from a treasure chest. Take the ladder now and follow the path to enter
the
cave. Head north east to open a chest containing a TinyMedal, before
heading
west and exiting to the south. Take the ladder down and enter the next
cave.
Travel all the way to the east, and then north and follow the path. Grab
the
Rib from the chest before exiting to the south. Head north into the next
cave
and continue north to find a treasure chest. Inside will be 650 Gold.
Head
east and take the stairs. Exit to the south and follow the path until you
reach a long ladder. Heal your comrades and climb the ladder to find the
town
priest by the monsters. They are the ones causing the fog. The priest
will
mention that the villagers will do what they want soon enough once they
kill
the monster in the temple before noticing the party. Speak to this priest
and
he will warn you that you will become corpses, like the others who have
tried
to stop them. Lucas wonders why the priest would do such a thing and he
explains that he isn't really the priest. The real priest ended up
striking a
deal with the monsters in order to spare the village. The deal was the
priest
had to switch forms with the monster and that the village wouldn't be
attacked
for as long as he lives. He then introduces himself as Botok, servant of
the
Demon Lord. He will get very excited at the thought of the villagers
murdering
the real priest as this was his original plan. Botok will then strike
Lucas.
Speak to Botok again to initiate battle.

Boss Battle - Botok

Botok can attack twice per round and his physical attacks hit for around
50HP.
Sap him and stick with physical attacks. Stampede and SwordDanc work
really
well on him. He can cast Healmore, StopSpell, as well as spew poisonous
mist.

After the battle, Botok will mention that the priest was supposed to die
before
passing away. The monsters creating the mist will then scram. Speak to
Lucas
and as you head towards the ladder, you will automatically warp outside of
Mt.
Tor.

Return to Labres now and the villagers will be about to crucify the real
priest. Lucas will then run off towards the Prefect. He will attempt to
explain that the monster isn't really a monster and suddenly, the priest
will
revert back to his old form. The Prefect will be confused and suddenly
realize
the terrible things they have done. Speak to Lucas and he will explain
what
the priest did to save the town. The party will then help Lucas carry the
priest to the temple before he thanks you. The priest has horrible wounds
all
over his body from the lynching which are causing him terrible pain. Lucas
will go retrieve his Goddess Statue and is sure that the statue will save
the
priest.

Exit here and return to the Prefects house. The villagers will conclude
that
they made a horrible mistake. The Prefect will apologize for how he
treated
you and requests that you tell him everything that has happened. Speak to
him
to confirm that the monsters on Mt. Tor were the cause of the fog. He will
mention that tomorrow the whole town will apologize to the priest and
understands that they might not be forgiven. The Prefect mentions that he
is
too ashamed to see Lucas face to face and requests that you check on him.

Approach the temple now and the priest will approach you. He will ask if
you
were the ones to defeated the monsters. He wishes to leave the village
before
any of the villagers awaken but doesn't have the strength to do so on his
own.
He wishes for you to take him to the village gate. He remarks that you
must
think he is strange for leaving and notes that the villagers hearts will be
forever scarred. If he stays, the villagers will be distraught every time
they
look at him. The priest notes that everything that happened was because of
the
monsters and the villagers will be the ones to suffer if he stays. At the
town
entrance, Lucas will appear and try to talk the priest out of leaving in
his
condition. The priest mentions that since the village has the protection
of
the Goddess Statue, that it will be fine. The priest tells Lucas not to
blame
the villagers. Before leaving, Lucas will give the priest the Goddess
Statue
to protect him. The priest will then exit Labres with the Goddess Statue.
This was the same priest you met previously in Probina.

The Prefect will appear and wonder if the priest really left town. Lucas
assures the Prefect that the priest wasn't mad, and blessed everyone before
leaving. You will then be invited to spend the night.

A screen will pop up explaining how the party slept soundly while digesting
all
the recent events that occurred.

The next day the Prefect will mention that a monument is going to be
erected in
appreciation of the party and the priest. Return to the present now and
head
to Labres which is north of the Dune Temple.

===========================================================================
====
LABRES PRESENT
(WK74)

Items: MysticNut
Rib
AquaShard
TinyMedal x 5
DEFseed
BunnyTiara
Monolith

As you enter the town, some children will be picking on a child named Leif,
calling him a liar. After they leave, you can explore the town. Enter the
house to the west and exit the house to the back yard and smash the barrel
for
a MysticNut.

Enter the inn if you need to rest.

***Immigrant Spot***
You may see a person in the inn. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Speak to the villagers in town to learn about the past history. Speak to
the
priest and ask about the miracle that saved the village. He will explain
that
the town was once covered in thick fog, and monster ran rampant. The town
priest at the time struck a deal with the monsters and took the form of a
monster to protect the village. Apparently a traveler then appeared and
tried
to kill the priest! The villagers repelled his attack and drove him off.
When
the traveler left, the thick fog covering the village disappeared since the
traveler was in league with the monsters. The priest was restored to his
human
form and then left the village to help others in need.

Apparently the history books have been modified by the townspeople


throughout
the years to hide their shame. Inspect the stone monument near by and it
will
strangely be a different color than the pedestal. It also describes the
fake
town history that the priest told. Enter the small house south west of the
monument and smash the jar for a Rib. Inside the tent you will find a man
selling items. You will also find an AquaShard inside the treasure chest.
Head north to Leifs house below the temple. Speak to him and he will
recount
the correct history of the town. Answer yes when he asks you to speak to
him
again sometime. Head north to the small graveyard and inspect the western
most
grave. It will be the grave of Colin the Adventurer. You may have read
about
him from the various bookcases throughout the lands. Inspect his grave
once
more to find five TinyMedals. Enter the temple and break the jar for a
DEFseed.

Head to the north east part of town now and enter the Prefects house.
Speak to
him and he will recount the towns fake past history. He will think you are
joking when you tell him that the villages tale is incorrect and that the
monument is false. Enter the small room to the north west and open the
nightstand for a Bunny Tiara. Exit this place and speak to the child
blocking
the door. Say yes when he asks if you wish to come inside. He says that
you
have to accept Sazanu as your boss to come in. Say yes and you will be
allowed
inside. You will be led to a hole in the ground as they have apparently
been
doing some digging. You will be introduced to your new boss, Sazanu, and
he
will ask for your help in lifting up something from out of the hole. Agree
and
inspect the hole to dig up a Monolith. You will read the inscription on it
to
Sazamu and it will be the original monument that was being made in the
past.
Someone has buried it to hide the proof of what really happened. Sazamu
realizes that Leif has been telling the truth in spite of what the grown
ups
are saying. You will show the Prefect the original monument and he decides
that for the sake of the village, he can't allow the truth to spread. He
will then destroy the Monolith and tell the party to leave. Head back and
speak to Sazamu and he will be confused about the whole situation as none
of
the grown ups believed them. Leif will then enter the room as Sazamu had
called for him. Sazamu will apologize for how they have treated him and
will
be determined to spread the truth.

Exit town now and head east where Mt. Tor once stood in the past. Enter
the
house and a trader will mention that four spirits forged extremely powerful
weapons, but doesn't have any clues as to where they would be. This place
will
also sell weapons and armor.

Return now to the Ancient Fane and place your last remaining AquaShard on
the
south east AquaShard pedestal in the AquaShard room. Now all of the
pedestals
in all four rooms will be completed.

The new land will be covered in darkness. Head north and enter Coastal
Castle.

===========================================================================
====
COASTAL
(WK75)

Items: Pirate Clothes


TinyMedal
Captain Hat
?Shard

Head through the castle doors and speak to the guard to learn that everyone
is
hiding from all the monsters outside of town. You won't be able to enter
the
room to the east, so head west and go up the stairs. Speak to the people
here
to learn about a pirate named Sharkeye. A small child will explain that he
has
a two day old sister but that she is kept locked in a room. His parents
told
him to hide inside the temple. Head past the priest and enter the door to
enter the town region on a dock. Speak to the strange hooded follow and he
will want to see you writhe in pain before disappearing. Strange. Note
the
treasure chest that you can't get to at the moment and return to the castle
guard and head north, through the doors. Enter the inn and head to the
basement. Speak to the soldier and he will ask if you know about the Marle
de
Dragonne. Say no to learn that they are a band of pirates led by Sharkeye.
The King of Coastal had asked Sharkeye to lead Coastals navy so they could
sail
without fear of monsters. Because of this, it caused the monsters leader
to
target Coastal. The other guy will tell you to go to the temple if you
wish to
rest at the inn. Speak to the bunny girl and she will tell you that
Sharkeye
and his crew were sealed in ice and left to float in the sea. Remember
that
boat trapped in ice that you saw in the cave south of Dune? Head upstairs
and
search the dresser on the top floor for Pirate Clothes. Head east of the
inn
and south of the locked house with the chest next to it. Smash the barrels
for
a TinyMedal. Enter the house and you will learn that some people are
scared by
the full moon that is approaching. Exit here and enter the door north of
the
weapon shop to get back inside the castle. A man will be guarding the
castle
lighthouse that was closed down when they couldn't get the PilotFire from
the
northern lighthouse. Take the stairs near by and speak to the lady by the
cat
to learn more about Sharkeye. He was the kings best friend and had used
his
ship to divert the Demon Lords monsters to save the town. Coastal most
likely
would have been destroyed if it wasn't for him. Return and head east to
find
someone speaking to the king. Speak to the minister and he will ask you to
come back later as he and the king are having a serious discussion. Head
east
and you can follow the path all the way to the castle entrance. Head
upstairs
to the priest room and speak to one of the older women. You will find the
innkeeper and she will suggest it's best if you didn't stay. If you had
the
kings permission though, she's let you.

Return to the kings chambers and speak with the minister. He will ask if
you
wish to stay at the end. Say yes and he will mention that he doesn't want
you
to stay here and suffer disaster since this area is cursed by monsters.
The
king will then interject and note that the party must be more than simple
travelers if they managed to get here. You should be welcomed with open
arms.
The minister will note the full moon and says that if the party catches
sight
of "those things", that it would destroy the name of Coastal. The king
will
want to hear of the party's travels but suggests that you rest at the inn
since
it's late. Return to the inn and speak with the innkeeper to rest, free of
charge on the beds on the second floor. You are then warned not to go
outside
tonight as it is too dangerous. Head upstairs and inspect one of the beds
to
take a rest.

You will be woken up in the middle of the night by an eerie scream. Head
downstairs and exit the inn to see a green monster causing a commotion. A
woman will be calling the monster her baby and the monster will then strike
her. Every full moon, a newborn baby transforms into a monster. This is a
curse that has been placed on Coastal for over five years. After the
monster
runs away, you are free to explore. Enter the castle to the north and you
can
enter the castle lighthouse as it isn't guarded. The PilotFire in the
Great
Lighthouse was borrowed from the volcano in Engow, but no one can return to
Engow in the current situation. Speak to the person south of the minister
on
the bottom floor and he will mention that a Dark Flame surrounds the Great
Lighthouse and they can't borrow the PilotFire from there. Monsters are
also
beginning to occupy the tower. Head upstairs to the kings chambers and the
lady there says the king promised Sharkeye that they would look after his
wife,
Anise. She's sick and resting in bed. Grab the Captain Hat from the
dressers
and if you try to go upstairs, Anise will stir. She will mistake the Hero
for
her husband before going back to sleep. Upstairs, the guard will mention
that
the king lost his wife to the monsters and doesn't want the same thing to
happen to Sharkeye's wife. Head downstairs and exit to the south to find a
bard on the balcony. Speak to him and he will mention how he is reminded
of
the happy days when he gazes off the balcony. He recalls that his fondest
memories are voyaging with the Marle de Dragonne.

A flashback scene will begin on Sharkeye's ship. Caddell, a ship hand will
tell Sharkeye that a passenger has boarded the ship. It will be the
minister
from Coastal. After pleasantries are exchanged, Sharkeye will joke that
the
minister will be their slave for assisting the country, before deciding to
set
sail for Coastal.

The scene will continue with the bard playing outside on the ships deck.
Anise
will tell the bard that she likes his tune and that it will help her get
back
to sleep. It will take only a few more days before they arrive in Coastal
and
will probably receive a grand reception. The bard will then ask Anise,
since
she used to be a princess in her old country, why she would throw all that
away
for a life on the sea. Sharkeye will then appear, worried that something
happened to his wife before returning to his quarters. Anise tells the
bard
that she loves her husband so much because he is a very selfless and
honorable
man.

The next scene will start two years later with a soldier telling the king
that
the Marle de Dragonne have served them well, but no matter how many
monsters
the kill, more end up coming back. The king isn't surprised since they are
rebelling against the forces of darkness. Tomorrow, Sharkeye plans to
attract
the monsters attention and lead them far out to sea to do battle. The
soldier
thinks that is too dangerous and they should think about Anise, and her
unborn
child. The king mentions that it was Sharkeye's decision and he isn't
easily
persuaded. Sharkeye will appear and mentions that they are ready to set
sail.
The king will then suggest that Sharkeye not set sail as it is too
dangerous,
but Sharkeye will stay firm. Sharkeye mentions that a festival will be
held
aboard his ship tonight and that the king should come.

During the festival, the king will mention that he hasn't been able to cast
his
worries aside since his wife was alive. He then tells Sharkeye that he
wants
Anise to stay behind. Sharkeye mentions that she is carrying their first
child
and agrees to the kings request.

Anise will be standing on the ship in the rain. She will tell Sharkeye
that
after the baby is born, she will join him. Sharkeye mentions that the
child
was a gift from the sea, and that he sees no better way to raise their
child
then on the waters.

The flashback sequence will then end Return to the inn and the innkeeper
will
wonder where you've been before telling you to finish resting. The next
morning will begin with a soldier telling you that the king wishes to see
you.
Exit the inn and speak to the two lady's below Sierra's house. One will
mention that Anise lost her baby, but suggests that it's probably better
than
seeing your child turn into a monster. The weapon shop will be open if
you
wish to purchase anything. You can enter the house east of the inn now.
Smash
the pots and inspect the bookshelf to move it. Enter the door and open the
treasure chest for a ?Shard.

Speak to the king now inside the castle and he will say that the minister
informed him that you saw what happened last night. That is the Coastal
curse
and the scholar has failed to come up with a solution. The minister will
then
get the scholar, and the king says that he has concluded that there must be
a
secret in the Great Lighthouse to the north. Apparently, that's were all
the
children that turn into monsters go after being transformed. A Dark Flame
has
engulfed the tower so it is pitch black inside. The scholar will tell you
that
a colony of Halflings live inside a cave to the east. They live by the
light
of the Glim Moss growing inside. He's wondered if one of the children got
some
of the moss on their feet, they might be able to be tracked through the
lighthouse. Once the children turn into monsters, they only return to town
a
few times, after that, their monster side takes over and they never return,
so
you have to act fast. The scholar will then leave and the king says the
Glim
Moss needs to be found. They would normally send someone to ask the Grand
Halfling, but they don't see eye to eye and he doesn't respond to Coastal
requests. The king will ask that you ask the Halflings and tells you to
travel
north, around the mountains and then south to reach the cave. Speak to the
minister to learn that the kings dead wife is the daughter of the Grand
Halfling, and that is why both don't get along, since the king failed to
protect her. Exit Coastal now and follow the king's directions to reach
the
Halfling Cave. If you try to enter the Great Lighthouse along the way, you
will automatically exit because it is too dark.

===========================================================================
====
HALFLING'S CAVE
(WK76)
Items: TinyMedal
WorldDew
BluePrint
Viking Helm
STRseed
Glim Moss

From the entrance, ignore the path leading west and travel east all the way
and
take the ladder down to the floor below. Go south and then east to reach a
chest containing a TinyMedal. Return and travel south to make your way to
the
next ladder. Take it and travel south. Go east at the fork and take the
stairs near by. Head south and you will find a monster near some treasure
chests. It will ask if you have a problem with it. Either answer will
make it
vanish. Smash the jars for some WorldDew and open the two treasure chests
with
the Magic Key for a BluePrint and Viking Helm. Return upstairs and travel
south and then west, past the water to take the next set of stairs.

You will now be in the area the Halflings reside in. Upon seeing humans
though, they will all scatter to their houses. Try to enter the first room
and
the Halfling will tell you that since the Queens death, they have cut off
all
ties to humans. Enter the house just north of the large fire and you will
be
allowed to enter. Speak with the Grand Halfling to the west and he will
ask
you to state your business. Do so and he will say that he doesn't hate
Coastals king, and believes his daughters fate was unavoidable. He still
blames him though for not protecting her. The Hero will explain Coastals
situation to the Grand Halfling and he will mention that he knew Sharkeye
had
been killed, but was unaware of everything else. He says that the Glim
Moss
lies deep within this cave and is hard to come by these days. A lot of it
grows on a wall by the waters edge, but the monsters leader likes to eat it
and
will probably be near. You won't be able to open any of the chests in this
room as they will be guarded. Speak to the Halfling at the north part of
the
dwelling and he will move out of the way so that you can travel deeper into
the
cave.

Descend the ladder and head west to find a chest containing a STRseed.
Head
south of the chest to reach the ladder. Take it and head south to reach
the
Glim Moss which is guarded by four monsters. Approach and Gamadius will be
eating the Glim Moss. Apparently there isn't much left to eat and he is
still
very hungry. The monsters will then notice the party and start battle.

Boss Battle - Gamadius and Seahorser and SeaDragon

This battle can be very hard or very easy depending on which classes and
skills
you have earned so far. Gamadius has physical attacks which hit for around
50HP of damage. His cold air will hit the party for 50HP and he can cast
PoisonFog and Revive the Seahorser and SeaDragon if they go down. The
Seahorser and SeaDragon will be powered up versions of the normal monsters.
Seahorser can cast Heal as well as blow Frigid Air while the more dangerous
SeaDragon can cast Healmore, PalsyAir and the devastating Scorching which
can
hit everyone for around 65HP of damage. Both of their physical attacks
roughly
do around 20HP of damage. The key to winning this fight is using attacks
that
hit everyone. SwordDanc and Stampede work wonders though Stampede doesn't
work
on Gamadius, especially if the person using SwordDanc has increased
strength.
Sap the Gamadius twice and have one person always focus on healing
everyone.

After the battle, inspect the Glim Moss to obtain it. Return to the
Halfling
dwelling and they will thank you. Speak to the Grand Halfling to learn
that
the Glim Moss is filled with Shukrina's spirit (His daughter and former
Queen
of Coastal). Return to Coastal and Sierra's baby will be back. Use the
Glim
Moss as an item on the monster and it will run off while leaving glowing
footprints that can be followed. The king tells an eager soldier to let
the
party take care of going after the monster. Once it enters the Great
Lighthouse, it's footprints should lead you through it. You are then told
to
rest.

You will be asked if you rested well in the kings bedroom. You will then
be
told that the Dark Flame burns atop the lighthouse's altar. The flame
needs to
be extinguished with a purifying water called RainbwDew. This can be found
at
the Rainbow Cove of the Ancient Fane in present time. If you have followed
this guide, you already have it. If not, return to the fane and take the
south
eastern warp portal in the world map room to reach the Rainbow Cove to the
east. Once there, inspect the water to receive the RainbwDew.

You can speak to Anise upstairs where you met the bard and she will hope
that
if the curse that plagues Coastal is ever lifted, that the ice covering her
husbands ship will melt. Make some preparations as the armor shop will now
be
open before you leave. When you are ready, exit Coastal and head north to
reach the Great Lighthouse.

===========================================================================
====
GREAT LIGHTHOUSE
(WK77)

Items: Potion
TinyMedal
Devil Armor
Scarf
LifeAcorn
?Shard x 2
Coastal Letter
PilotFire
Aquagon Sword
Rib
EvlTurtl Heart
Sea Roar Staff

Upon entering the lighthouse, you will be able to see footprints on the
ground.
Follow them and take a detour and throw around some barrels for a Potion in
the
north eastern most corner. Beware the MadPot though. You can also open
the
dressers in the room with the corpse for a TinyMedal. Return to the
footsteps
and make your way to the second floor. From here, follow the footprints to
reach the next set of stairs. Take them and follow the footprints until
you
reach moving platforms. Once you reach the third platform, as it travels
to
the west you can get off the edge to open a chest containing a cursed Devil
Armor. Hop back on the platform and let it carry you east to take the
stairs.
Follow the footprints in this room and take a detour at the south west part
of
the room to find a chest containing a Mimic if you'd like. Continue on to
take
the stairs. Be very careful in this room as there are holes in the ground
and
one to your immediate west. Follow the path while making sure to open the
two
chests for a Scarf and Mimic before reaching the stairs. Take the stairs
in
the next room and the following room will have moving platforms as well as
chests on the eastern and western ledges. The eastern chest will be empty
while the western one will contain a LifeAcorn. Take the stairs and you
will
now be on the top of the lighthouse. Approach the Dark Flame and use the
RainbwDew as an item. The Dark Flame will be extinguished and a portal
will
appear. The party will then be warped to a mysterious world covered in
darkness.

The footprints will still be visible so use them as a guide and try not to
wonder off as you could get lost. Enter the door and continue north to
find a
monster and two monster babies from Coastal. You will be attacked.

Boss Battle - BeliMawr

I found this guy to be very easy compared to past battles. His Violent
Stomp
can hit everyone for around 50HP of damage while his normal physical
attacks
hit for around the same. Lower his defense and simply pound away on him to
win.
After the battle, BeliMawr will drop a ?Shard. He then says that even if
Coastal is restored, Sharkeye's ship will still be frozen before dying.
The
two other monsters will turn back into babies and then disappear. You will
then be warped out of the mysterious world back onto the top of the
lighthouse.

The lighthouse won't be covered in darkness anymore so make your way back
to
Coastal. The darkness will have already vanished from the land as well as
you
make your trek back. Sierra's baby will have returned as well as the
couple
living on the floor above the priest.

Speak to the king and he will mention that he'd love to hold a feast, but
something concerns him. Anise has gone missing and she left a note that
told
them not to worry. He fears she may have been kidnapped from monsters and
requests that you get the PilotFire from Engow as soon as possible to
finally
break the monsters seal. He will then give you a Coastal Letter that
details
your mission to be given to the Chief of Engow.

Oddly, you can return to Engow in the past, or present to get the
PilotFire.
Show the village chief the Coastal Letter and head downstairs to get the
PilotFire from the merchant.

Return to Coastal in the past and head back to the Great Lighthouse. Make
it
all the way to the top and use the PilotFire as an item on the altar. The
flame will shine brightly and soldiers from Coastal will appear and
congratulate you. All traces of monsters have disappeared! The soldiers
will
then lead you out of the lighthouse to Coastals entrance. The guard will
then
give you the Holy Flame which was taken from the fire at the lighthouse.
You
will then automatically approach the king while various residents sing your
praise. The king will thank you on behalf of the entire kingdom and gives
you
a sword that has passed down within the Marle de Dragonne family. Sharkeye
had
given it to the king before he set off for his final battle. You will take
the
Aquagon Sword and be asked to relight the holy flame at the castles
lighthouse.
Anise's maid will then appear and says that a nasty old man is in Anise's
room
again. The man will then appear and introduce himself as the Undersea
King,
servant of the Aqua Spirit. He says that Anise is at the bottom of the sea
and
is praying for God to find a way to let her see Sharkeye again since it
would
take hundreds of years for the ship to thaw, even if the Demon Lord was
defeated. Anise made a wish to live until Sharkeye has awoken. She
forfeited
her humanity and lives beneath the sea, waiting eternally for her husbands
return. Since the monster in the lighthouse was defeated, he was able to
grant
Anise's wish. The Undersea king continues by saying that since his powers
are
limited, Anise cannot be changed back from her mermaid form. He says that
she
is thankful for the people of Coastal for everything they have done, and to
not
worry about her future. As the Undersea king starts to float away, the
Minister asks about the unborn child she was carrying. He says that the
Marle
de Dragonne carry the blood of the Aqua Spirits in their veins and that
each
generation, the son with the mark of the spirit became the leader. It's
possible that the child was taken to a safer time and placed under the
protection of the Aqua Spirit. He will then bless everyone before leaving.
Remember how the Hero bears a special mark? This is very vague
storytelling
regarding who the Hero really is.

The party will now light the castles lighthouse and a grand feast will be
held.
The morning after, the king will tell you to visit as he has many Sharkeye
stories to tell. When you mention that you heard some from the bard, the
king
will mention that they used to have a bard, but he got sick a few years ago
and
left... He tells you to visit the Halflings as well before leaving.

Return to the Halfling's Cave and speak with the Grand Halfling. He will
offer
you the treasure in his storeroom below. Destroy the pots for a Rib and
open
the three treasure chests for a ?Shard, EvlTurtl Heart and Sea Roar Staff.

Return now to the present time and head to Coastal. It's location is just
south of the immigrant town.

===========================================================================
====
COASTAL PRESENT
(WK78)

Items: TinyMedal x 3
AmitSnack
Herb x 2
Antidote
WorldDew
LifeAcorn
Potion
MysticNut x 2
?Shard
30 Gold
Rib
120 Gold
AmitDonut
16 Gold
Dung
50 Gold
PinkPearl
STRseed
ID Card
Trendy Suit

Enter Coastal and it's layout will be the same. Head upstairs and speak to
the
soldier who will say that the Marle de Dragonne are bobbing in the ocean,
still
frozen somewhere.

***Immigrant Spot***
You may see a person in this room. If you speak with them you can tell them
about Sims town. See the Immigrant Town section for more details.

Enter the main part of town to learn there is a large casino here. The
weapon
and armor shop will be open.

***Immigrant Spot***
You may see a person in the basement of the armor shop. If you speak with
them
you can tell them about Sims town. See the Immigrant Town section for more
details.

Head into the inn if you need to rest.

***Immigrant Spot***
You may see a person on the second floor of the inn. If you speak with
them
you can tell them about Sims town. See the Immigrant Town section for more
details.

Enter the house east of the inn and move the bookcase like in the past to
reach
a chest containing a TinyMedal. Smash the barrels south of this house to
find
an AmitSnack.

Enter the northern part of Coastal now and you will be inside the casino.
The
green man at the counter to the east will be running a World Bank if you
need
to store money, while the girl in red will be running the token counter.
One
token costs 20 Gold. The Poker table and Lucky Panel booths lay side by
side
while the 10 token Slot Machines lie to the south of the stairs as well as
at
the casino entrance. The exchange booth to the east will contain the
following that you can exchange your tokens for:

WorldLeaf...............................................................100
0
?
Shard..................................................................2000
BluePrint...............................................................500
0
Falcon
Sword...........................................................10000
Sacred
Armor...........................................................20000
MetlKing
Helm..........................................................50000

Try to get the ?Shard and BluePrint from here. One of the bunny girls will
mention that one of the casino regulars walked away with one of the top
prizes
a minute ago. Upstairs will have six 50 token Slot Machines. You can also
learn that you can become a member of the casino by being recommended by
the
king himself. Until then, you can't speak to the woman on the balcony.
Head
upstairs to find a more expensive Lucky Panel (100 tokens). One of the
patrons
will mention that the man who lives behind the inn won a shard of some
sort.
There are also two 100 token Slot machines here. Head back to the main
floor
of the casino and take the stairs down to the east. Speak to the man that
made
a killing at the casino and say yes when he asks if you want something from
him. He won the shard but ended up selling it to the armorer. If you
speak to
the armorers wife at the store, she will mention that he has been gone for
over
a month and should be at the northern lighthouse. Exit Coastal and head
towards the lighthouse.

You will see people on the second floor as you enter the lighthouse.
Monsters
will still lurk here. Smash the northern barrels for an Herb and Antidote.
On
the third floor, if you exit to the south you can find the statue of the
Aqua
Spirit. The third floor treasure chest contains a WorldDew while the chest
on
the fourth floor contains a LifeAcorn. The two chests on the fifth floor
will
contain a TinyMedal and Herb. The chests on the seventh floor with the
moving
platforms will contain a Potion and MysticNut. On the top of the
lighthouse,
speak with the exhausted man lying on the ground and ask him if he owns the
armor shop in Coastal. He will explain that he gave the shard to a priest.

Return to the first floor of the casino in Coastal and take the western
most
stairs down and speak to the priest. After asking about the shard he will
take
off. Head back to the church where you can save your progress and head
upstairs to the top floor. Speak to the nun in the room and she will
mention
that she saw the priest rummaging around under his desk. Go downstairs and
inspect the desk that the nun is at to find a ?Shard.

Head to the Halfling's cave now and open the treasure chest on the first
basement floor for 30 Gold. Smash the pots in the third basement for a
Rib,
while opening the chests for 120 Gold and a TinyMedal.

Inside the Halfling village you will see Halflings and humans living
together
in harmony. Enter the near by home and smash the jars for an AmitDonut.
Enter
the Grand Halfling's dwelling and smash the vases for 16 Gold and some
Dung.
Open the three treasure chests for 50 Gold, a PinkPearl, and a STRseed.
Enter
the northern most room which contains a weapon and armor shop and speak
with
the scholar. He explains how the past king of Coastal hired the Marle de
Dragonne, and how the Demon Lord froze their ship. The scholar wonders
that if
the Demon Lord was defeated, why the ship is still frozen. The room where
the
king resides is kind of hidden. Enter the eastern wall between the two
torches
and speak to the king. He will give you an ID Card to use at the casino.
Open
the dresser in the room below to find a Trendy Suit. Head downstairs to
the
Glim Moss area and open the chest for a MysticNut.

Return to the second floor of the Coastal casino now and speak to the girl
on
the balcony. Since you have the ID Card, you can let her PuffPuff you and
let
your imagination wander. Apparently this can increase your odds of winning
at
the casino.

When you are finished with everything here, return to the Sky Fane. Go to
the
Revival pedestal and you will be able to insert the remaining ?Shards. You
will now be warped to the Coral Lake region east of Falrod in the past.

===========================================================================
====
CORAL LAKE PAST
(WK79)

Items: TinyMedal x 2
?Shard

Head north from the warp vortex to reach the shrine. Inside, Soldiers of
God
will be inside and comment on how they fell to the ground due to the
BlissRock
losing power. Upstairs, if you speak to the old man, he will notice the
BlissRock as well as the Great Hero Melvin. He tells you to follow the
lotus
flowers to reach a pedestal bearing the Crest of God. If you hold the
BlissRock up to the sky there, all of the fallen fanes BlissRocks may
interact
and regain enough power to return to the sky. Return downstairs and exit
out
the door to the north and step on the flower. Much like in the present, it
will take you under the sea.

Follow the path to reach the stairs as the chest to the south will be
empty.
Take the next set of stairs to reach the Seaside Meadow. Exit here and
travel
north to reach the next meadow. Before taking the stairs, note the wrecked
fane to the north east. Take the stairs and you will be under the sea
again.
Head north to take the next set of stairs. From here, follow the path and
take
the stairs to the west as the southern stairs lead to an open treasure
chest.
Now as you travel south between the pillars, you should see the spirits of
two
children running around the second pillar. This can be very easy to miss
if
you aren't paying attention. They will ask you to return peace to the
world.
Continue on to take the stairs. Take two more sets of stairs to reach the
Altar. Climb up it and use the BlissRock as an item while standing on the
symbol. A short scene will play out of the two fallen Sky Fanes rising
back to
the sky.

Backtrack all the way out of here now and return to the Sky Fane in the
present
via the portal. Step on the platform when you exit the Revival pedestal
room
and go west. This will take you to one of the two new Sky Fanes you
recovered.
This fane has an item shop as well as a weapon and armor store which both
sell
great equipment. Once you've finished shopping, step on the platform and
travel south to reach the next fane. Enter it and go upstairs to find a
small
group of people. Speak to the man near the monument and he will tell you
to
listen to the Sky Stone. You will then sea the Sky Stone drift to the
platform
you ride on. Exit here and you can step on the Sky Stone from the
platform.

You will now be on the world map, thousands of feet in the air. The Sky
Stone
is like a small air ship and you can now travel anywhere in the world. To
operate the Sky Stone, just press the directional pad to move and the
Circle
button to descend. Just step on it and press X to fly it.

Return to Fishbel and inside your house a soldier will be waiting.


Apparently
King Burns wishes to see you. If you haven't come home in a while, you
might
have a scene with your father speaking about paying off Hondara's debts.

Speak to King Burns in the throne room of Estard Castle and he will ask if
you
know about the excavation site. Say yes to learn a large cavern was
recently
discovered there. Now monsters have been attacking people there as well as
on
some of the newly discovered continents. He requests that you go there and
kill the monsters.
If you speak to the man in green by the fountain of Estard Castle town, he
will
mention that the old man by the cliff wishes to see you. Visit him and he
will
ask if you know someone called the Ancient Philosopher. Say no and he will
say
that this philosopher is waiting somewhere for someone to come see him. He
is
apparently trying to give something to someone. He cannot be reached by
normal
means and only chosen ones can see him. Maybe he can be reached by the Sky
Stone?

Exit here and hop on your Sky Stone. Head north past Hamelia and the
Mountain
Tower and you should see a small shrine enclosed by mountains that you
couldn't
reach before. Enter it and head east to see some gravestones. Search the
second one on the bottom row for a TinyMedal. Enter the shrine to find a
mysterious man in a black cloak. He must be the Ancient Philosopher. He
will
mention that your actions and fate so far were predetermined, and he was
been
waiting for you. His quest is to fulfill God's last hope and find a great
hero. I guess Melvin doesn't count. He will then give you a ?Shard and
mentions the pedestal for that shard is in a man made cavern beneath the
ground. This must be the excavation site. When the shards are placed,
destiny
will lead to an era of God's death.

Head to the excavation site now and inside the tent will be a nun who is
tending to a wounded man. She can save your progress. Make your way
through
the excavation pit to find a set of stairs that weren't there before. Take
them to enter the Excavated Cave.

Take the stairs or drop down through the pit to reach the floor below. You
will find some corpses and sinister looking statues south of a large hole
in
the ground. Drop down and pass a few more corpses while traveling south.
Climb down the rope and take the stairs at the bottom. Head east and
travel
down the wall to reach a treasure chest and a portal. Open the chest for a
TinyMedal. The portal will lead you to the first floor should you feel the
need to exit here. The western path will lead you to some stairs. Take
them
and you will be in a pedestal room. Place your ?Shards on the pedestal and
you
will warp to a time during the battle between God and the Demon Lord.

Watch the cut scene unfold from the past to see Melvin fighting the Demon
Lord.
He wonders why God left without telling him. The scene will show God
sealing
Melvin while the Demon Lord taunts God before destroying him, and then
floating
down to his throne in his castle. You will now be in the Demon Lord's
Lair.
===========================================================================
====
DEMON LORD'S LAIR
(WK80)

Items: None

Enter the castle and follow the eastern path to reach some stairs leading
down.
If you down, you will find a dead end. There is a reason for that. South
of
the stairs are two torches. In between the two torches is an invisible
path
that lights up periodically. Follow the pathway as it shows itself to
reach
another set of stairs. If you fall off the invisible path, you will fall
to
the floor below and have to start over. From the stairs, travel north to
reach
the next set of stairs. Take them and you will have the option to go
north,
south, east or west. Travel south to reach the stairs and be careful as
some
of the tiles can cause you to fall to the floor below. One the next floor,
head west and when the path branches west and north, take either path to
reach
the stairs. From where you are, follow the path to eventually reach a
treasure
chest next to some stairs. Open the chest to fight a Mimic. Don't take
the
stairs and continue south, east, south and east to take the stairs. Take
the
stairs in the next three linear rooms and head north to take the stairs on
the
platform. Follow the paths, head up and approach the Demon Lord. He will
call
you foolish for wasting your lives for the sake of God, and states that he
is
immortal. He will offer you a chance to walk away, but speak to him again
to initiate battle.

Boss Battle - Orgodemir

Orgodemir has two forms. Halfway through the battle he will show his
second,
more powerful form. His first form attacks mainly consist of Blazemore
which
hits for about 80HP of damage, a Magma attack which hits everyone for
around
80HP of damage and physical attacks which hit for around 50HP. He also has
a
freezing pulse which will cancel any magic effects you may have had on your
characters as well as casts a WindBeast which hits for around 50-100HP of
damage. Once you deplete his HP's to fifty percent, his second for will
take
over. He still has the freezing pulse and normal attacks, but also uses a
Vacuum and Cold air attack which hits the whole party for 50HP of damage.
His
crushing blow is his Spiky Shoulders attack which can instantly kill a
character, as it does over 150HP of damage.
After the battle, Orgodemir will state that even if his body is defeated,
his
soul can never be destroyed. Make your way back to where the stairs were
and
you will find a portal. Step on it to read these words:

"Even though I die, may the next God of this would rain his blessings upon
these humans."

Suddenly you will see a large land mass rise up from under the ocean. This
is
the place you visited in the past which is west of the Deja camp, the
Temple of
God. You have now completed Disk One. Save when prompted and insert Disk
Two.

===========================================================================
====
DISK TWO:

INTERMISSION
(WK81)

Items: ?Shard
TerraBell

Disk two will begin with the party at the Sky Fane speaking to a priest.
He
states that they are finally rid of the Demon Lord and the party's actions
have
brought peace to the world. You will be reminded that only one island
existed
when you began your journey and now the world has been restored. You are
told
that there is more work to be done as God must now be revived. He lies in
a
fane below the waters surface and the passage there is now open.

Go downstairs and take the warp. You will now be outside the Ancient Fane.
Aira will mention that you should revive God and that you still need to
find
the legendary tula player. Remember the contest in Mardra?

Return home to Fishbel and your parents will tell you to report to King
Burns.
You will find King Burns in the dining room. Speak to the lady blocking
the
door to request an audience. Speak to the king, be seated, and he will ask
if
your travels have come to an end. Say no and you will tell him your plans
to
revive God and find the legendary tula player. He suggests going to the
"north
east" which I assume he means north west to Mardra.

Now before heading to Mardra, and the tula contest, return to the Sky Fane
as
there is a shard available and it's probably the easiest one to miss.
Return
to the Revival pedestal and warp back to the Coral Lake area in the past.
Make
your way all the way back to where the small children spirits were running
around the pillars. Speak to the little girl and she will give you a ?
Shard
for defeating the Demon Lord before disappearing.

Go to Mardra Castle now and along the way you should see Mardra is filled
with
musicians. As you cross the bridge and approach the castle, Michaela will
be
there and announces that the tula contest is about to begin at the Great
Fane.

Hurry south to the Great Fane and speak to Michaela. She will ask if you
are
ready for the contest to begin. Say yes and it will officially begin. The
Hero will then provide the TerraTula for the players and Petra, the first
challenger will begin. After being booed off the stage, Decarbo will have
his
try. He too will be unsuccessful. Johann will be the next player and he
will
also fail, although he wasn't as bad as the others. The next two tula
players
will also be unsuccessful as well as the rest of the people who tried
throughout the afternoon.

A screen will pop up saying that Michaela grew more frustrated at the
realization that no one could play the TerraTula.

As the last tula player is booed off the stage, Michaela gets rather
insulting
in her frustration. Michaela orders a soldier to smash the TerraTula, but
Johann's master will request that Johann be given another chance in
exchange
for his life if he should fail again. Michaela will agree to the term and
Johann will successfully play the tula, much to everyone's delight.

A screen will pop explaining that a great feast was held for Johann who
played
a variety of tunes on the tula.

The next morning will begin in front of Michaela's throne. She will ask if
she
did a great job with the contest. Say yes and she will ask Johann to help
the
party in their attempt to revive God. Michaela also wonders what he wants
for
a reward but he only wants his master to be taken care of while he is away.
Johann will then join the party as a non playable character. As you leave,
he
requests that you visit his master before leaving. Do so and his master
will
give him his blessing. Johann apologizes about the song he played at the
funeral and his master will forgive him and encourages him to learn as many
songs as possible so he can share them with people all over the world.

Return to the Deja camp again and speak to the chiefs wife. She will tell
everyone that the chief has pitched camp to the west by the lake of God.
Now
you can fly there in the Sky Stone or use the passageway like in the past.
If
you use the tunnel, you might find an immigrant along the way.

***Immigrant Spot***
You may see a person in the tunnel. If you speak with them you can tell
them
about Sims town. See the Immigrant Town section for more details.

Enter the Deja camp and the man by the entrance will lead you to the chief.
Johann will wonder when he gets to play and gets offended when the chief
says
he wasn't what he imagined. The chief wishes he could start the ceremony
right
away, but reminds everyone that the alter rests below the water at the
bottom
of the lake. The chief will request that the Hero drains the water, but
not
until after resting in a tent for the night. Speak to the rest of the
dejans
if you'd like and when you are ready to sleep, enter the tent above the
chief
and speak to the ladies.

The next morning, the chief will warn you that monsters live inside the
cave.
He will give Aira the TerraBell to put on an altar inside the cave like in
the
past. When you are ready, enter the Lake Altar Cave.

===========================================================================
====
LAKE ALTAR CAVE
(WK82)

Items: Herb

Just like in the past, the cave will hold monsters, only this time, they
are
stronger. Follow the linear path and exit to the south. Follow the path
and
take the stairs to reach the next area. Head west and then north, while
avoiding the holes in the ground to follow the path and take the stairs.
Take
the next set of stairs and follow the path and exit to the south. Take the
eastern path to avoid the loop and then go west. Head east and the
treasure
chest will contain a Cannibox. Take the stairs and cross the invisible
bridges
to reach the stairs. Take them and approach the altar to the north. Place
the
TerraBell on the altar and exit through the door to the south. The water
will
be drained and if you travel all the way to the north, you can find an Herb
in
one of the chests. Head south from the chest and speak to the man by the
exit.
Exit the cave and a girl will tell you that the chief is waiting by the
altar.
Speak to him and he will try to give you the Innocent Robe. He's surprised
that you already have one and suggests it came from the Ancient Tribe of
God.
Aira must dance for the tribe while wearing the dress.

The ceremony will begin and a cut scene of Aria dancing and Johann playing
the
TerraTula will start, just like for Layla in the past. Afterwards, Johann
will
wonder why nothing is happening when suddenly, the blue crystal on top of
the
building will explode with energy. God will slowly float down and state
that
he was awoken. He wishes for everyone to create their own future while
eradicating all evil. God will recognize Melvin and says he will send a
message to him after he takes care of a few things first. He tells
everyone to
return home and share the joy of peace with their people before
disappearing.

Aira mentions that she though the explosion of energy would destroy
everyone.
Johann thinks the ceremony was a failure and questions if that was really
God.
The chief tells the Hero to take care of Aira as she has found a new home
with
the party.

The party will then rise up and warp to the outside of the Ancient Fane.
Johann will take off and you will be able to control the party again. You
will
have to walk to Fishbel as for some reason your spells are contained. Once
there, enter your house and speak to your parents. Fishbel is having a
large
celebration later on. Enter the boat at the dock and go downstairs to
speak
with the Head Cook. Say yes when he asks if you notified your parents of
your
return and he will request you spread the word of the celebration. Go
outside
and the party will be starting. Speak to the old man by the town entrance
and
Johann will appear. He has a message from King Burns to see him
immediately.
He will then take off towards the alcohol and plays his tula.

Head to Estard and a Messenger of God in the village will tell you about a
large palace that is being built for God. Inside the castle, everyone will
be
waiting for you. Approach King Burns and he will mention that since peace
is
now guaranteed with the Demon Lord defeated and God revived, that you
deserve a
much needed rest. He will then ask the Hero if you want to follow in the
footsteps of your father and become a fisherman. He will also ask Gabo
what he
wishes to do, which is to return to the woodsman's place. Melvin decides
he
wants to return to God's side and King Burns suggests he helps with the
construction of the palace for God. Aira is invited to stay in Estard
Castle
as her new home.
A screen will pop up saying that all kinds of towns had a large celebration
that night and you will see various places celebrating.

A few months will pass, and then one morning...

===========================================================================
====
CRYSTAL PALACE
(WK83)

Items: FishSub
Repellent
TinyMedal x 2
LifeAcorn x 2
SilkRobe
Berserkr Helm
Final Key
MysticNut
STRseed x 2
King's Sword
Platinum Shield

You will be summoned from bed by your mother, just like at the beginning of
the
game. Head downstairs and Mollie will give you a FishSub to bring to your
father. Head to the harbor and speak to Amitt by the boat to learn that he
has
almost fully recovered from his illness. Speak to your father and after he
lectures you for being late, you will give him the FishSub. You are then
told
to go below deck and peel potatoes or something. Johann will be below and
he
will tell you that he requested Borkano to take him somewhere far away.
Speak
to the Head Cook and he says that he has no chores for you so you can go
back
upstairs. Do so and a fisherman will ask Amitt and Borkano if they could
come
to the shore. Apparently a group calling themselves the Messengers of God
just
sailed in. Amitt suggests that it's an important matter and delegates it
to
Borkano. Borkano is a little irritated at the timing and suggests that the
Hero goes in his place. Exit the boat and Borkano will sail off. As you
head
back towards the western part of town, Maribel will stop you and wonders
what's
going on. She notices a boat and suggests that you check it out. Follow
her
and speak to Amitt who is chatting with a young lady. Apparently the
Messengers of God left for Estard Castle. Speak to Amitt again and say yes
when he asks if this interests you. He suggests you head to the castle to
see
what's up, and to make sure you mind your manners. Speak to the lady by
the
town entrance and she will wonder why the Messengers of God shoved her just
for
being in her way.
Head to Estard Castle and the villagers will be buzzing with the Messengers
of
God arriving. Speak with the Minister in the throne room and answer yes
when
he asks if you need to see him about something. He will tell you that the
Messengers of God are meeting with the king at the moment and a guard will
arrive with a message from the king. The message is the Minister is to
report
to the king at once when the Hero arrives. What a coincidence. Head to
the
banquet hall to see the king. Inside, you can speak with the Messengers of
God
to learn that the Crystal Palace has been completed and King Burns will be
heading there soon. The representatives of each country will be there and
given a revelation from God. Speak to the king and then sit next to him.
He
will introduce you to the Messengers of God and tells you that he wishes to
take you and Aira to the Crystal Palace. They state that while God would
favor
this request, their boat only has room for two additional people, so one
person
will have to be left behind. The king will mention that they have
alternative
transportation and asks you if you wish to come. Say yes and the
messengers
will leave. King Burns will then suggest going to the Crystal Palace in
the
Sky Stone. You are then led upstairs and the king will ask if you can
depart
right away. Say yes and call the Sky Stone. You will then depart towards
the
Crystal Palace, but not before Gabo hops aboard. You will follow the
Messengers of God north west to the Crystal Palace.

Nebira, one of the messengers, will be astonished with the Sky Stone. He
will
then lead you through the palace. Answer when asked your opinion of the
palace. Just before the final room, Nebira will mention that no attendants
are
allowed beyond this point and that only the king may proceed. You are now
free
to explore the palace. Speak to the guards to learn that rooms for resting
are
available on the second floor.

Go downstairs and you can save at the priest to the north if you'd like.
Head
south from the priest and exit the palace. Speak to the nun standing near
the
water to the east to get some Repellent. Return inside the palace and
enter
the door with the insignia on it to the north east. Take the stairs and
exit
through the door to the south. You will be. You will be on a ledge
outside of
the palace. Enter the side room and the triplet brothers from Dune will be
here. Smash the jars to the north for a TinyMedal and LifeAcorn. Return
to
the ledge and continue and continue on to find Pamela. Continue on and
enter
the side room on the other side of the palace. Inside will be Ike from the
World Ranking Federation and Izmov's assistant, Beck. Open the dressers
for a
SilkRobe. The beds here are available for you to rest on, but there's
still a
bit more palace to explore. Exit here and continue on to the next room.
Go
down the stairs and take the next set of stairs to be in a room with
multiple
jail cells. Approach the guy who is guarding the treasury and go past him
to
steal from God. Open the chests to receive a Berserkr Helm and Final Key.
Now
you can open any door, even those jail cells you couldn't before. Open the
cell with the monster inside and smash the jar for a MysticNut. The other
cell
with a monster will hold a STRseed while the final one houses a LifeAcorn.

Return back to the room with Beck and Ike and inspect one of the beds to
rest.
After falling asleep, you will be awoken by a loud commotion. Return to
the
main floor as apparently God will appear at any time now. Head upstairs
and
speak to the guards blocking the stairwell. Melvin will appear and request
that the guards follow him. They wonder who will stand guard but Melvin
states
that he has found replacements before ordering the guards outside. Melvin
will
say hi before leaving as someone is causing some king of disturbance
outside.
He requests that you stand guard. Now's your chance so head upstairs.
Speak
to the guards blocking the next set of stairs and you will give them your
names. The guards will recognize the names from Melvin and Nebira as well
as
the story that you defeated the Demon Lord and revived God. With that,
they
will let you pass. Upstairs, Nebira will mention that God is near.
Representatives from all the places you revived will be here and you will
have
a chance to speak with all of them. After doing so, head towards the
stairs
and Nebira will say that God is coming. You are told to line up behind
King
Burns and God will appear. God will say that evil has fallen and peace has
come and that everyone must do as he says. He tells everyone to dispose of
their weapons and realize that life is precious. You are not to take the
life
of another human, or a monster. He then says that the party carries an
object
of great evil. God will then take the Dark Ruby from the Hero. You are to
only worship him as he is the absolute true God.

A screen will then pop up saying that after the audience with God was
finished,
all the representatives prepared to return to their countries.

Head downstairs now and exit the palace. On the way you will find King
Burns.
Outside, you will find out that your uncle, Hondara, was causing the
commotion
outside. Hondara will be arguing with Melvin about entering the palace.
Hondara will notice you and ask you to use your pull to get him inside the
palace as he wants to see God. Say no when he asks if he's still there and
you
will learn that the only reason he wanted to see God was to pass off his
wares
as "sacred". After he leaves, Melvin will wonder what God's true
intentions
are. He has to remain at the palace though as his obligations aren't
finished
yet. Nebira will come outside and tell Melvin that God has called for him
before they go back inside the palace to meet with him.

As you are exiting the palace to return home, Melvin will suddenly appear
on
one of the ledges of the palace. Two guards will appear and request that
Melvin surrender! Melvin will then jump off the ledge and Nebira will
appear
and claim that Melvin has committed treason against God.

The party will be flying back home on the Sky Stone and everything will
turn
black. Lightning will strike and the Sky Stone will crash. Everyone will
wake
up on top of Estard Castle. King Burns will be out cold and some guards
will
attend to him. The Minister will have so many questions about the Crystal
Palace but the king's health comes first. Head to the throne room and the
king
will still be unconscious. The Minister suggests that you go home right
away
and check on the villagers and that he will send a messenger when the king
recovers. Head to the first floor of Estard Castle and take the stairs
behind
the main stairwell. Now that you have the Final Key, you can open the cell
and
loot the treasure chests. Inside will be a TinyMedal, STRseed, King's
Sword
and Platinum Shield.

On your way back to Fishbel, soldiers will state that you cannot leave
Estard
and that monsters are everywhere, injuring people. Don't take the soldiers
advice and exit Estard. Note that everything is now covered in darkness,
just
like when things went bad in the past places you visited. You can now
engage
in random battles now on the world map.

Once you reach Fishbel, you will find out that something happened to
Borkano.
Head to the harbor and speak with Mollie. Say no when she asks if you've
heard
about your father to learn that he's a little late getting back from his
trip.
Actually, he fell into the sea and hasn't returned, she just didn't want to
worry you. Speak to Maribel in her room and she will wonder if this island
is
sealed like all the places they visited in the past since the Demon Lord
was
defeated and God Revived. Maribel will then rejoin the party. She will be
very weak compared to the rest of your party so see if any spare equipment
in
your bag can fit her. As you exit the house, Maribel will ask if you've
explored the entire island. Say no and she will suggest going to the ruins
for
some clues as what to do next.

When you reach the ruins, Maribel will hear something. It will appear as
your
name is being called out. Approach and inspect the statue and someone will
ask
if you're there. Say yes to learn that it's Melvin. He will be speaking
via
the statue by his MindSpeak power. Chaos occurred after the party left the
Crystal Palace as God decided to banish the continents, calling them dens
of
evil and Estard was one of them. For questioning God, Melvin was branded a
traitor. He is currently hiding in Coastal. He was suspicious of God's
behavior and learned of powerful beings called Spirits. These Spirits
guard
the four elements. Earth, Water, Fire and Wind. These Spirits should be
able
to shed some light on God's true motives. Melvin suggests that the Spirits
are
located in the lands banished by God. Melvin will then leave and says that
he
will contact you later.

Head east to enter the Ruins Cave under the stone slab. Make your way to
the
world map room in the Ancient Fane and you should see only your current
island
lies on the floor map. You should also note that the other three traveler
gates have stopped working. Enter one and Melvin will communicate with you
again. He will ask if you are able to travel to other islands. Say no and
he
will mention that the four traveler gates may lead to the Spirits and that
they
don't work because they've been extinguished. They are lit by the holy
flame
from Engow but you can't obtain another one from there. He thinks that he
can
relight it from the flame in Coastal that was created by the PilotFire. He
says that he will obtain it and then transfer it with his powers. Say yes
when
prompted to leave this task to Melvin and you will now control him at
Coastal.

Exit Coastal and travel north to the Great Lighthouse. You will be denied
access by a guard, but told you can enter with the Kings permission. Make
your
way through the Halfling's Cave and note that you can be randomly attacked.
Enter the throne room and speak with the king. He feels that the world may
be
in danger soon and that Coastal may meet the same fate as the vanished
lands.
When asked if you want the PilotFire, answer no that you aren't a servant
of
God to receive access to it. He will tell you to travel freely in the
lighthouse, but warns you that monsters reside inside.
Head to the Great Lighthouse and make your way to the top. Examine the
PilotFire and the scene will shift back to the Ancient Fane. Melvin will
send
the PilotFire so go outside of the portal to see if it worked. You will
notice
that the portal leading the Mt. Flame has been lit. Enter the portal and
be
warped away to find the Flame Spirit.

===========================================================================
====
FLAME SPIRIT
(WK84)

Items: Lava Staff


TinyMedal
STRseed
WorldDew
Flame Key
FlameAqua
FlameChrm

Head south from the portal and speak to the guard and the man near by to
learn
that all of the magma has disappeared from within the volcano. Exit here
and
head towards Engow. Note that monsters will attack you on the world map
here.
You should notice that the torches around the corners of the town have no
flame. Speak to the people by the torches and monsters will appear.
Defeat
the three sets of monsters and enter the chiefs house. Speak to the old
man
blocking the way and he will move and tell you to hurry to see the chief.
Upstairs, Pamela will be speaking with the chief about the disaster that is
threatening Engow. Something is wrong with Mt. Flame. She will then
notice
the party and ask if something has happened. Say yes and speak to her
again to
tell her about the monsters attacking the villagers. She will decide to go
to
Mt. Flame when you tell her about the lava disappearing so say yes when
prompted. She will then join the party as a non playable character. As
you
try to exit town, Pamela will ask you to stop by her place as she has a
favor
to ask her assistant Ilma. Return to the item shop and speak with Ilma.
Pamela will tell her to "seek it out now, for in time, you will need it."
With
that odd exchange, exit town and head towards Mt. Flame. The man by the
entrance will actually be a General Store. Inside the volcano, make your
way
to the crater and Pamela will see that the magma has vanished. She wonders
if
the God of Flame has disappeared but can still see him. She will then tell
you
to go deeper into the volcano. Speak to the guard and he will move out of
the
way. Make your way through the volcano and don't forgot to use the free
HP/MP
circle after dropping down through the craters. Head past the place where
you
defeated the FireGiant and there will be a new area to explore. Pamela
mentions that she can feel a tremendous force coming from the depths of the
new
area.

Follow the path past the man and take the stairs. Head south to take the
next
set of stairs. From here, head south east to take the stairs. In the next
room, flames will shoot out of the ground and injure you if they hit. Make
your way to the treasure chest to the south to get the Lava Staff.
Continue
south to take the stairs. From here, travel north to open a treasure chest
containing a TinyMedal. You can head west to reach another HP/MP circle or
take the stairs to the south. Head west, and then south to reach a chest
containing a STRseed. Return and make your way west, and follow the path
to
the south. Grab the WorldDew from the chest before continuing on and
entering
the opening. Head north, and as you try to open the door in the next room,
you
will find that it doesn't budge. Pamela will sense that the source of
power is
ahead. She will then use her magic and call for Ilma. While waiting, she
will
offer to tell the story of the God of Flame. Say yes to learn that the God
of
Flame used to be part of a greater God. Before God was defeated by the
Demon
Lord, he gave birth to four beings. These beings became the forces of
nature:
Terra, Wind, Flame, and Aqua. This volcano is home to the Flame Spirit,
aka
the God of Flame. Ilma will then arrive with an escort and gives Pamela a
bottle with a Flame Key and FlameAqua. Pamela will then give the items to
the
Hero. After Ilma leaves, you will be able to enter the door. In the next
room, approach the middle and Pamela will explain that the fiery lava is
the
source of power she's been feeling.

The God of Flame will then start talking and Pamela will tell you to use
the
FlameAqua. Use the FlameAqua as an item and the room will suddenly heat
up.
The Flame Spirit will then be revived! The Flame Spirit clarifies that he
is
not a God before Pamela requests that they be saved from the darkness. The
Flame Spirit will refuse as he doesn't accept orders from lowly humans. He
mentions that he only likes strong humans and asks if you'd like to prove
your
strength by fighting. Accept his challenge to initiate battle.

Boss Battle - Flame Spirit

He can cast Blazemore which hits for 80-100HP on a character while his
Magma
attack can hit the whole party for around 50HP of damage. He also does a
WarCry and spits a firebal for around 125HP of damage. The key here is to
use
Ice skills while using Sap to lower his defense. Physical attacks also
work
very well here. Equipment that protects from fire attacks will help out.
Just
keep the HP high and you should do fine.

After the battle, the Flame Spirit will keep his word. After learning that
continents are being banished, he will use his powers. Sadly, they will
have
no effect and he fears a greater force is at work. He says that he alone
cannot help, but the other three Spirits must combine with him into one.
Pamela will ask where the other spirits are but they are still sleeping.
He
mentions that another large fane has been sealed away and mentions that he
will
wait for the rest of the spirits to awaken. You will then see a flame
leave
the Ancient Fane and light a path south of Fishbel. You will then obtain a
FlameChrm.

Return to Engow now and Pamela will tell you she's off to see the Chief.
Say
yes when she asks if you have places to go and she will wish you farewell.
If
you speak to Pamela at the chief's place, she will return to her shop where
she
will offer to read your fortune.

Return to Mt. Flame and take the portal back to the Ancient Fane. Now exit
the
room and if you head north, you can enter the room blocked by the cell
since
you have the Final Key. This will lead you to two Mystery Rooms which will
both have pedestals. Since they aren't active right now, just remember
this
place for later.

Return to Fishbel now and the lady at the entrance will mention a weird
ship
has arrived.

===========================================================================
====
SHARKEYE
(WK85)

Items: Captain Hat


Pirate Clothes x 2
TinyMedal x 2
Turban
20 Gold
BluePrint
STRseed
AmitSnack

Head to the harbor and speak with your mother. She will wonder if Borkano
might have been rescued by the mysterious boat. She will ask you to check
out
the mysterious boat in the distance with Amitt. Speak with Amitt to learn
that
the ship came in a beam of light, but now it is frozen in place. He wishes
to
investigate it. Follow him downstairs and speak with him when you are
ready to
leave. The ship will set sail and travel through a road of fire and
approach
the boat. They will then fasten a rope ladder to the boat, and as the
party
tries to climb up, someone from the ships crew above will think it's a
monster
attack and sends the party crashing into the waves. Caddell will appear
and
wonder what all the commotion was. After realizing his crewmate made an
error,
he will order a boat to be lowered to pick up the party and decides to
bring
this to Sharkeyes attention!

You will then see a series of flashbacks, some you've previously seen in
Coastal. The new flashbacks will show Coastal soldiers assisting the Marle
de
Dragonne in battle, as well as mention of the protection of the Aqua Spirit
and
it's birthmark on Sharkeye's arm, just like the Hero's birthmark called the
Water Crest. Sharkeye will state that his unborn child will save the
future.

After the flashback, you will be woken up by Maribel inside the large boat.
After telling Maribel how you feel, a crew member will enter the room and
explains that the captain has called for the Hero. You will then be led
through the ship to Sharkeye. After introductions are made, Sharkeye will
explain that he's heard about all of your adventures from Amitt. Say yes
when
asked if you saved the people of Coastal and he will note that you must
have
the Aquagon Sword, a sword given by the Aqua Spirit. Say yes when asked to
show the Aquagon Sword and he will believe the stories to be true.
Sharkeye
will then wish to speak to the Hero alone. He will note that the ice spell
that was cast upon the ship has been broken, but the world remains in
turmoil.
He will then ask the Hero to hold up the Aquagon Sword. As the Hero does
this,
Sharkeye will stare at the birthmark on the Hero's arm which seems to be
the
other part of the Water Crest that Sharkeye has on his arm! Suddenly, the
birthmark will engulf the Aquagon Sword and the two other pedestals in the
Ancient Fane will be lit. The Aqua Spirit will then speak. The Hero is
the
last hope that God has left. The Terra and Wind Spirits need to be awaken.
Once that has been done, you must bring the Aquagon Sword to Rainbow Cove
in
the Ancient Fane. You must then pray with the powers of fire, earth and
wind.
Water gives birth to life, the earth cultivates life, the wind carries
life,
fire makes life flourish, and water is where life returns. Once all the
elements have joined, you will be unsealed from this world of darkness.

After the speech, Sharkeye will notice that his birthmark has disappeared
and
that the Hero must be meant to carry out the mission as the entire Water
Crest
is emblazoned upon your arm! Sharkeye will then talk about the paths the
Fire
Spirit created. One leads to Estard, while the other leads to a famous pro
wrestling city called "Parts Unknown." He suggests that clues might exist
down
that path so he decides to take it.

You will awake the next day in your cabin. One of the ships crew, Bolongo,
will tell you that they have arrived at the new continent, and if you wish
to
disembark, to exit from the bow of the ship. You are now free to explore
this
large vessel. Head south and you can speak to the "Sea Dog." He mentions
that
he raised Sharkeye and that you look a lot like him when he was younger.
Open
the dressers for a Captain Hat. You can find Pirate Clothes in the
dressers to
the very south. Take the stairs and take the door to the north west. You
will
be in a very large area with all kinds of ships. Upgrade some of your
equipment here as there are some very powerful new items. Open the dresser
in
the north western room for the Pirate Clothes and smash the jars in the
north
eastern room for a TinyMedal. Exit to the north, behind the item shop and
take
the stairs to the west. Enter the prison cell and check the dresser for a
Turban. Head south to the room with the treasure chest and smash the pots
for
20 Gold. Open the chest for a BluePrint. Go south and speak to the cat.
Say
yes when prompted to receive a TinyMedal. Smash the near by barrels for a
STRseed. Head upstairs now and you can speak to the bard from the
flashbacks
on the deck. If you head near the cannons on the eastern side of the ship
and
smash the barrels, you will find an AmitSnack. If you enter the large door
north of the fountain, you can find a priest that offers everything but the
save feature. If you head upstairs, you can make your way to speak with
Sharkeye. Anyways, to leave the ship an explore the continent, speak to
the
man at the south east part of the ship.

Head south and you will find the Dharma Shrine. Make sure to change
classes,
especially if you have characters maxed out on one. Head downstairs to see
a
scene with the Head Priest warning travelers of the monsters outside.

Return to the ship when you are finished and speak to Caddell at the wheel
to
set sail for Fishbel. Get off the ship and head north towards the Ancient
Fane. Make your way to the Fane Dome and you will have two options. You
can
go north east to awaken the Terra Spirit, or south west to awaken the Wind
Spirit. I'll be heading south west but the choice is up to you.
===========================================================================
====
WIND SPIRIT
(WK86)

Items: Silver Tiara


7 Gold
TinyMedal x 3
Miracle Sword
Blade Boomerang
AGL Scarf
1200 Gold
DEFseed
AGLseed x 2
Seal Key
Halo Orb
Light Robe
Speed Ring
Wind Robe
Wind Hat
WindCharm

You will be on the fifth floor of the Lefa Fane in the Gorges region. Exit
to
the south and speak to the people near by. A SnowBat will then appear and
attack. Defeat it and the man will mention that he's never seen monsters
around the area before. He wonders if the dark sky is a sign of their
arrival.
Go down the ladder now and take the stairs. Take the stairs to the south
east,
speak to the woman if you'd like and enter the door to the west. Push the
purple switch to the north and make your way south to the statue of Firia.
The
nun will mention that restoring the great Firia to perfection will awaken
the
sleeping spirit. She doesn't understand what is missing from her though.
Exit, and make your way west by pushing the switch to take the stairs.
Head
east, press the switch and take the near by stairs. Follow the linear path
and
when you reach the main floor, enter the door to the north. Head inside
the
western room and a bunch of researchers will be gathered. Apparently Firia
left them some writings. "Guided by the voice from heaven, climb the rock
that
towers above the southern lands. At the peak of the rock is the holy
altar."
They imagine she is speaking of the Wind Tower to the south. They decide
that
they should speak with the Pendragon about their theory. Exit the Lefa
Fane
and a lady will mention that she heard someone scream a while ago. A man
will
then appear and explain that monsters are everywhere.

Exit here now and head south to Gorges. Make your way to the Pendragons
house
and most of the villagers will be waiting for her to make an announcement.
The
Pendragon, Sefana, will appear and she will have wings like the Lefans of
old!
She will notice the party and explain that their land is slowly being taken
over by vile monsters. She tells everyone to stay in the valley until she
finds out what is causing all the chaos. She had hidden herself away for
the
past two months due to her body growing wings. She tried to figure out
what
caused this during her seclusion and thinks it has to do with the situation
they currently face. She then asks anyone with skill in battle to present
themselves to her before returning to her home. After the villagers
scatter,
enter the Pendragons home. Search her dresser for a Silver Tiara and smash
the
vases for 7 Gold. Speak to Sefana and answer yes when she asks if you've
come
to help her. She wishes to go to the Wind Tower to the south east as she
feels
someone is calling her from the tower. After mentioning that the
researchers
think there is a Wind Altar, she will want to investigate it further. Say
yes
when she requests that you serve as her guard and then yes when she
suggests
it's time to go. She will then join your party as a non playable
character.
Exit the house and head east to speak with the man blocking the exit. Exit
Gorges and travel east and then south to reach the Wind Tower.

Enter the tower and follow the eastern path to make your way to a treasure
chest. Inside lies a TinyMedal. Continue on and take the stairs. Head
south
and grab the Miracle Sword from the chest. Now there are two sets of
stairs
you can take, the stairs to the north, or north west. Take the north
western
stairs and take the stairs to the south east and exit to the south. Smash
the
jar for a Blade Boomerang before returning to the floor below and taking
the
stairs to the north. Make your way to the center of the room and climb the
large ladder. Now make your way around and take the stairs. Head to the
southern part of this room and take the stairs. Smash the pot to the west
to
fight a MadPot if you'd like and open the chest to the east for an AGL
Scarf.
Head north west and make your way to the two chests. Open them for 1200
Gold
and a Mimic. Now head west and drop down from the large hole in the floor
to
reach the floor below. Open the two treasure chests to the north for a
DEFseed
and AGLseed. Take the next two sets of stairs and climb the ladder to the
north west. You will now be on a ledge. Drop off to the east, climb the
ladder, and drop off to the east again. Now climb the long ladder north,
ignore the stairs and head west to take the stairs. Follow the linear path
and
pass the statue to take the stairs. Take the next set of stairs to reach
the
altar. Approach it and Gabo will notice a hole in the middle of the floor
and
wonders what it's for. Suddenly a vortex of wind will appear and Sefana
will
suggest riding on the wind. Aira asks the Pendragon if she has ever used
her
wings before and she mentions that she tried before unsuccessfully before
noting that she heard a voice from somewhere. The Hero will listen and
hear a
voice from the past. Suddenly Firia will appear and she will tell Sefana
to
fly and recover a Robe that has been lost for all these years, and to
awaken
their protector. Sefana concludes that the Wind Robe will awaken the Wind
Spirit. Firia will now speak with the Hero and explains that she studied
the
world after the party left Gorges. She understands why she was born
without
wings as well as everyones plight. Her wings were to be the last pair
given to
the Lefa Tribe and as their bearer, she is to assist you on your journey.
Firia will disappear and Sefana will enter the wind vortex. She tells the
party to hang on before everyone warps to Sky Town.

This place is very confusing as when you walk off a ledge, you will appear
on
the place where you were to fall off. Basically this place is 3D without
gravity. Pressing start will also not "center" the map as the center
position
changes depending on where you go. Wander around this place to get a hang
of
it and when you find it, enter the inn. Speak to everyone to learn that a
monster has stolen the Wind Robe. Smash the barrel for a TinyMedal. Exit
the
inn now and make your way to a large building with a church bell with a
well
on the western side. Enter the building and you can save your progress on
the
first floor. Exit here and make your way to the building on the opposite
side.
You can do this by taking the well as it leads to another well on the
opposite
side. Enter the building and smash the pots for an AGLseed. Speak to the
man
in the messy room and he wishes to clean it. Help him out by throwing the
garbage scattered all around the room into the garbage can by the bookcase.
When you are finished, speak to him to learn that he is the village
Pendragon.
After he realizes that you need the Wind Robe, he will confirm that it was
stolen. He will then give you a Seal Key so that you can defeat the
monsters
and take back the robe. The key opens the shrine door that leads to the
maze.
As you try to leave, the Pendragon will also give you the Halo Orb. This
orb
allows you to travel between this world, and the world below instantly.
Just
use it in the Lefan plains to warp back up here. Now make your way behind
the
Pendragons house to the circular building. Enter it and step on the orange
glowing square to be warped to the Wind Maze.

This place can be very confusing and will be hard to walk through. Much
like
the Sky Town, this place is also 3D without gravity. Head south two
screens
and step on the orange tile to warp to Wind Maze Area 2. From here you can
see
the tile you need to step on to the east, the only problem is how do you
get
there? Head east all the way so that the screen rotates. Now you will be
in a
very narrow section. Head south to rotate the screen and then travel all
the
way north to rotate the screen. From here, head east to rotate the screen
and
then travel all the way west to rotate the screen. Head south for a
rotation
and then head north and then east to rotate. Head north to rotate and then
west to rotate. Now go east and you should see two square blocks that you
can
stand on. Stand on the western block and go east to rotate. Now fall
through
the hole and head east to reach the warp to Wind Maze Area 3.

Head east and open the chest for a TinyMedal. Now head west three
rotations
and continue all the way west and stop. Now go north to rotate and head
all
the way north before heading east to rotate. Head north to rotate and then
west to open a chest containing a Light Robe. Now head all the way east
and
then go north to rotate. Now go east, south, west, and south all the way
to
rotate. Open the chest for a Speed Ring. Notice the hole to the east of
the
chest? Stand beside it and rotate twice to the north. Now fall through
the
hole.

Now walk east to rotate and follow the path until you see two rectangles in
a
fork like position to the west. Stand on the southern rectangle and head
north
to rotate. Now fall through the hole.

From here, follow the linear path all the way until you are facing a wall
to
the south. Go east to rotate and then south to rotate. Now go west a bit
and
then north to reach the warp to Wind Maze Area 4.

From here, travel all the way south until you reach a treasure chest. Open
the
chest and it will be empty. Strange... Step off of the stone platform and
a
monster will appear. Angry that you opened its chest, he will attack.

Boss Battle - Nengal

This battle can be tough if you have characters in low HP classes. Nengal
can
do the SwordDanc which can hit randomly four times for 60HP per strike.
His
normal attack hits for around 70HP while he can charge you for 100HP.
Skills
like Stampede and Sap don't work so stick to physical hits and stuff like
QuadHits and SwordDanc if you have them.

After the battle, Nengal will give you the Wind Robe fore disappearing.
The
statue behind the treasure chest will then turn into a warp tile. Step on
it
to return to Sky Town. Return to the Pendragons home and speak with him.
Answer yes when he asks if you beat the monster for the Wind Robe and he
says
that he wishes he could give you something but can't since the room is
messy.
Clean the room again for this lazy bastard by putting the trash in the
garbage.
Speak to him again to receive the Wind Hat.

Exit the Pendragons house and use the Halo Orb to return to the Wind Tower
entrance. Return to the Lefa Fane and Sefana will decide to hide her
wings.
Make your way to the statue of Firia and use the Wind Robe as an item. You
will place the robe on the statue which will cause the Wind Spirit to
appear.
Sefana will ask the Wind Spirit to save the village but she will agree only
if
she is supplied with five years worth of cute guys. Looks like this is
quite
the promiscuous statue. The Hero will explain the situation to the Wind
Spirit
and she will then agree to help. You will then receive a WindCharm. She
tells
you to use it to summon her and she will head towards Dharma Temple to be
with
the Flame Spirit. Light will fully return to the land and Aira will call
the
Wind Spirit a slut. Well it's true. Leave here and eventually Gabo will
realize that Sefana isn't following. She will have to stay behind due to
her
being Pendragon, but she wishes you well. Return now to the Ancient Fane
and
once in the Fane Dome, head north east and take the warp to revive the
Terra
Spirit. If you have already done so, skip down to the Aqua Spirit section.

===========================================================================
====
TERRA SPIRIT
(WK87)

Items: King's Key


Mimic Heart
Seer'sGem
Rouge Gem
Nose Gem
Heart Gem
PierceGem
TerraChrm
Potion
Wizard Ring
You will start from the Oasis. Exit it and head north west to reach the
Palace
of Dune. As you enter, you will be stopped by people who will check to see
if
you are monsters. You will be recognized as the Great Saviors and allowed
to
pass. Speak to the guards to learn that the underground fane was attacked
a
few days ago. Enter the palace and go down the stairs and enter the Queens
chambers. Speak to one of her assistants to learn that the queen wishes to
speak with you directly. After everyone withdraws, approach the queen.
She
explains that her people have been waiting for your return. She says that
while good has come from the resurrection of God, some bad has also
transpired.
She believes that the Dark Ruby which was sealed in the basement has
something
to do with the recent events. She had prayed to God the other night and
God
responded to her in a horrible manner. Shortly afterwards, monsters
swarmed up
from out of the ground and attacked the fane, stealing the Dark Ruby. She
will
then ask if you gave your piece of the Dark Ruby to God. Say yes and she
will
suggest one way to save the desert. Awaken the Terra Spirit. What a
coincidence. She mentions that the village Shaman knows how to wake the
spirit
up. As you try to leave, she will suggest you take someone as a guide and
suggests one of the village chiefs four sons.

Exit here now and travel south east to Dune Village. Enter the chiefs
house
and the three lazy brothers will be trying to get out of accompanying you
on
your journey. Speak to the chief and he will mention that his sons are
cowards. The chiefs other non lazy son, Saide, will then suggest helping.
He'll leave to go pack some things in his room. Exit the chiefs house and
enter the small hut behind. Speak to Saide and after introductions are
made,
he will join as a non playable character. Now you need to find the Shaman.
Enter the pot in the center of the village and speak with the strange old
man
fishing in the sand. After asking him about the Terra Spirit, and that you
wish to meet him, he will lead you back to the Oasis. At the Oasis, the
Shaman
will attempt to awaken the spirit but will fail after drawing in the sand.
If
only he could remember what the Terra Spirits face looked like. Return to
Dune
Palace and speak with the queen. After explaining the situation, the queen
suggests that a clue might be in the underground fane. She will allow you
access and warns you that monsters still lurk there. Head downstairs and
you
will hear a voice in the distance. Saide's three retarded brothers will be
gloating over finding an object. Apparently they bribed the guards to get
in.
Approach them and monsters will jump out of the water and chase after them.
Like true cowards, they beg for help. Defeat the three super powered
monsters
as Saide will help you in battle. Afterwards, the three brothers will
decide
to hand over the item they found if Saide decides not to become the next
village chief. Saide will say that he never had any intention of becoming
chief and they will hand over the King's Key. As you try to leave, Saide
suggests showing the key to the queen. Do so to learn that this key has
been
handed down since the days of King Hadeed. When the time is right, the key
is
to be used to reopen the Sphinx.

Return to Dune Village now and enter the pot in the center of town. Step
on
the vortex there to be warped to the Sphinx. Enter it and head north past
the
group of people and speak to the lady just north of the stairs. After she
moves, head north through the door that will be opened with the King's Key.

As you progress, Saide will note that something is written on the floor
tiles.
Examine the first tile. "The eyes shine brightly through the deep
darkness."
Examine the second tile. "The lips are closed tightly. Only time may part
them." Examine the third tile. "The ears are born to a broken heart."
Examine the fourth tile. "The nose is in the lowest place and in the
highest."
Saide will memorize the four clues and mentions that he can repeat them if
asked. Use the Talk command in the menu to do this. Take the stairs and
follow the path to take the next set of stairs. From here, hop on the raft
and
travel east to reach a treasure chest. Open it for a Mimic Heart.
Continue on
all the way and cross the large bridge to enter the pyramid.

Head west and follow the linear path through the room to reach the stairs.
Take them and head west to reach a room with a bunch of open caskets.
Remember
the first clue about eyes shining through darkness? Inspect the caskets to
find torches inside. Close all six casket doors and watch as the room
grows
dimmer with each closed casket. Once the room is pitch black, you should
notice two blue gems on the ground. Inspect them to receive the Seer'sGem.
After obtaining it, the caskets will open and light up the room. Continue
on
now and take the next two sets of stairs. This next area will be maze
like.
Head west, north, north, west, north, west, west, south, south, south, and
east
to take the stairs. Follow the path and you will eventually come to a
statue
of a monsters head. Remember the second clue about time parting tightly
closed
lips? Stand in front of the statue for around eight seconds and the mouth
will
open allowing you access to the Rouge Gem. Head east now and follow the
path
to reach the stairs. Take them and follow the path west to reach the next
set
of stairs. Head north through the door and follow the path to take the
next
set of stairs. Head east now and take the stairs. You will be in a large
room
with a green pyramid near water. Inspect the green pyramid to receive the
Nose
Gem. Return upstairs and this time travel south to take the next set of
stairs. Head west and inspect the yellow item on the ground to receive the
Heart Gem. Remember the third clue about ears being born from a broken
heart?
Use the Heart Gem as an item and you will have the option to break it. Do
so
to receive the PierceGem. You are now done here.

Return to the Oasis now and speak to the Shaman. You will hand over all of
the
jewels you just found and the Terra Spirit will then be awoken. The Terra
Spirit isn't like the other spirits and is very eager to assist. The Hero
will
explain the situation to the spirit and he will then cause a tremor which
will
rid the monsters in the area. He goes on to explain that Dune will be
restored
once all four spirits have awaken. You are then give the TerraChrm. Saide
and
the Shaman will then return to Dune Village. Saide suggests you tell the
queen
the good news. Do so and she will thank you. That's it?! Head into the
Dune
Palace Fane and you should see two sparkling spots on the ground. One at
the
north west part of the room and the other at the eastern part of the room.
Inspect these spots for a Potion and Wizard Ring. Now return to the
Ancient
Fane as it's time to awaken the Aqua Spirit.

===========================================================================
====
AQUA SPIRIT
(WK88)

Items: AquaCharm
?Shard
Demon Spear

Return to Sharkeye's ship and everyone will be waiting for you. The auras
of
the Flame, Terra, and Wind Spirits have surrounded the ship. You are then
led
to Sharkeye. He tells you that the time has come to raise the Aquagon
Sword up
to receive the spirits powers. As you do so, a path will be revealed that
leads to the Aqua Spirit. Caddell will steer the ship to Rainbow Cove.
The
Aquagon Sword will then dive into the water and awakens the Aqua Spirit.
The
Aqua Spirit will then restore all the lands that were plunged into
darkness.
You are then given the AquaCharm.

The four spirits will then head to the Crystal Palace to speak with God.
God
will then decide to send the four spirits back to eternal slumber, but not
before they reveal God to be the Demon Lord himself! The Spirits will be
drained of power and Orgodemir states that nothing can stop him, not even
the
Hero. Crystal Palace will then raise high into the air. The party will be
at
the bottom and Melvin will appear. After checking if everyone is okay,
Melvin
wonders how they can enter the Crystal Palace now that it's raised high
above
the ground. He decides that it's best to return to Estard and try to set
out
with the Sky Stone.

The scene will change and everyone will be in front of King Burns. He will
have recovered. Answer yes when he asks if you have caused the unsealing
of
the lands. King Burns will then request that you defeat the Demon Lord.
Maribel will suddenly worry about her parents and decides to return to
Fishbel.

When you exit the Castle, you will be on the world map. Everything has
been
restored and random battles will occur everywhere on the world map. Before
hopping on the Sky Stone and heading towards the Crystal Palace, there are
still some loose ends to clear up. If you wish to have Maribel in your
party,
return to her place in Fishbel and speak with her. You will have to leave
another character behind though and can rotate freely from now on.

Hop on Sharkeye's ship and set sail. Sail towards the immigrant town and
you
should see a small vortex to the north. Enter it to find the Undersea
King.
Speak to him and he will recognize you. Say yes when he asks if you wish
to
learn more about Anise. He will mention that the Aqua Spirit is watching
over
her and that some day, she will be reunited with Sharkeye. Speak to him
again
and answer yes when he asks if you want to know something else. You will
tell
him about the creature in Coral Lake who wishes to have his appearance
changed.
Undersea King tells you to speak with the creature and tell him to see him.

Return to Coral Lake by first warping to Falrod and heading east. Speak to
the
creature and he will give you a ?Shard for helping him.

Don't forget to head to the Medal King Castle, Monster Park, World Ranking
Federation and Immigrant town to finish up these places. You should have
over
100 TinyMedals by now which will net you a ?Shard.

Return to the Fane Dome in the Ancient Fane now and head north, through the
cell to unload your ?Shards. Put three small shards in the first pedestal,
and
three larger shards in the second pedestal downstairs.
Return to the Sunken City and pay Gracos V a visit. He doesn't want to
force
his minions to fight and wishes the Demon Lord hadn't returned. He will
offer
you what's in his treasure chests to assist you with defeating the Demon
Lord.
If you haven't come here earlier and defeated him, you will receive the ?
Shard
and Demon Spear. If you have defeated him previously, you can take the
Demon
Spear from the chest.

When you are ready, hop on your Sky Stone and sail north of Estard to reach
the
Dark Palace.

===========================================================================
====
DARK PALACE
(WK89)

Items: LarMirror
TinyMedal x 4
Life Ring
1250 Gold
WorldLeaf
Sorrow Shield
BluePrint
Feugo Helm
Tornado Shield
Gaiala Armor
?Shard
Oceano Sword

You will start on top of the raised Crystal Palace. There will be a small
square hole in the ground to your south. Ignore that and drop off to the
north
to fall to the ledge below. Head east and take the next two sets of stairs
to
reach the area where you found the Final Key. You can fight 3 MadPots if
you
like in the cells. There will be a large hole in the ground here that you
can
drop down into to reach the fourth floor of the Dark Palace. Enter the
door
and take the stairs to reach the third floor. The chest to the north will
contain a LarMirror which can revert monsters who transform into their
original
forms. Head south and climb down the ladder to reach a room covered in
poisonous marsh. Take the stairs to the north and make your way to the
door
while avoiding the glowing circle in the middle of the room as it will
deplete
your HP. Enter the door and follow the path west, grabbing the TinyMedal
from
the chest before taking the stairs. In this room, the door to the south
will
be locked. You can push the two statues to the north onto the buttons to
open
the door. Going through this door will exit you from the Dark Palace, but
will
enable return visits more convenient since you don't have to start from the
top
of the Crystal Palace anymore, you can simply enter through the front door.

Return and take the stairs to reach the first basement. You can take the
stairs to the south to reach a treasure chest containing a very strong
DorasBox. Head down the hole in the floor and go north east to find a
treasure
chest. Inside lies a TinyMedal. Now go all the way south to take the
stairs.

This next area will be really odd looking. Take the stairs and be careful
of
the yellow things with spikes as they can suck you in and spit you out at
another location in the palace. Do however, get sucked in by the one east
of
the treasure chest on the platform and it will spit you out in another room
beside a different chest. Open it for a Life Ring and then travel south to
take the stairs. You will now be at the bottom of the room you just got
sucked
from (don't giggle). Head north, and then west to open a chest containing
1250 Gold. Walk east and get sucked by the creature and you will be spit
out
on the platform with the chest. Open it for a WorldLeaf and enter the cave
to
the south.

Take the stairs to the north and then to the west to reach another strange
room. This room will have these weird creatures that throb and look like
huts.
You can enter them so enter the one to the east to find a cursed Sorrow
Shield
on the ground. Many of these huts will have egg like shells that contain
random monsters if you inspect them. Enter the northern creature and there
will be a hole in the wall blocked by these shells. Make your way through
the
hole and travel all the way north to reach the next room.

This room will have white tiles that are like treadmills and will pull you
in
one direction. Go north west and enter the small cave. A well hidden
TinyMedal lies in the area on the floor north east of the skull. Exit the
cave
and step west to ride the white tiles to the north. From here go west and
there will be three paths that you can step on. Step on the western path
and
it will lead you to the treasure chest. Open it for a BluePrint. Now make
your way back above the cave that you found the TinyMedal and take the
north
eastern path which will take you all the way to the north west part of the
room. From here, take the path to the west down a level and then take the
path
to the north east. Now take the path leading south and then make your way
west
to enter the cave.

Beware of the two plant like creatures in this room as they will drain the
HP
of the character leading the party if touched. The path will appear
blocked,
but if you use the Talk command, your members should clue you in as what to
do
next. You are to use the charms given to you by the spirits. Since you
have
four charms, that means four different paths to take. It's best to take
one
path, then cast Outside and take the remaining three to claim all treasure
while casting Outside after each path. Use one of your charms as an item
while
standing on the altar. I'll start with the FlameChrm.

*Note* If you wish to do the Bonus Dungeon then you must take the
AquaCharm
path to claim the ?Shard before beating the game.

FlameChrm path:

The eastern plant will be destroyed and the party will be automatically
sent
through the passage opening. Head east to reach a treasure chest
containing a
Feugo Helm. Make your way to the north west part of the room and follow
the
path east to reach the stairs. Now head west, across the burning bridge to
take the next set of stairs. Head north to take the stairs. From here,
exit
to the south and cross the bridge to find a large purple vortex. Stepping
on
this will lead you to the Demon Lord. If you want to try the other paths,
cast
Outside and use a different charm when you make your way back to the altar.

WindCharm path:

The WindCharm will lead you to an annoying 3D maze area like the Wind Maze.
Head south and walk around the square. Now go north to rotate the screen
from
the bottom of the square. Now travel north all the way until you hit the
wall
and go left to rotate. Now follow the path to the north east and when you
hit
the wall, walk west to rotate the screen. Now go north to rotate the
screen.
Head north for a bit and then head east to rotate the screen twice to reach
a
treasure chest. Inside will be a Tornado Shield. Return left two screen
rotations and then travel all the way south to rotate. Rotate to the west
and
walk south, then west and note the hole on the platform you are standing
on.
Head north to rotate and fall through the hole. Rotate to the west an fall
through the hole surrounded by pillars to land in a small room. Head north
and
at the northern wall, you will be transported to the next part of the maze.

Head north to rotate the screen and then west to rotate from the western
most
point. Step south to rotate. Travel all the way west and then go south to
rotate. Head to the south western most point and go south to rotate. Now
head
to the north part of the screen and rotate twice to the north to reach the
purple vortex which leads to the Demon Lord. Cast Outside if you wish to
do
the other paths.

TerraChrm path:

The small statue on the wall will reveal the path. If you head north and
touch
certain bright spots on the wall, it will crumble, allowing you to pass.
Take
either of the stairwells and proceed north, through the walls to reach an
area
with two treasure chests. Inside you will find a Gaiala Armor and
TinyMedal.
Return upstairs and stand north of the western staircase and go north
through
the wall. Make your way through the series of walls to reach the stairs.
Now
just head north through the wall to reach the purple vortex which leads to
the
Demon Lord. Cast Outside if you wish to do the other paths.

AquaCharm path:

The water will be parted when you use the AquaCharm. Head north through
the
opening to reach the next area. From here, make your way to the northern
part
of the room and take the first staircase down. Take the stairs to the west
and
travel south to reach a chest containing a ?Shard. Backtrack now and take
the
stairs to the south. Take the next set of stairs and you will be in a
large
room with a purple vortex. Ignore it though and head north, through the
waterfall to find a chest containing an Oceano Sword.

After taking one of the four purple vortexes, you will be automatically
healed
before being warped to a mysterious dark room. Travel north, activating a
series of lifts before coming face to face with the Demon Lord.

Approach him and he will gloat that God has been defeated before attacking.
Orgodemir will have four forms that you will have to defeat.

Boss Battle - Orgodemir first form

His first form will use attacks like a freezing Blizzard which will hit
everyone for over 100HP of damage. WhiteFire does around 120HP of damage
to
all and his normal attack does around 100-125 HP of damage. He whips his
tail
that does around 100HP of damage as well.

Boss Battle - Orgodemir second form

His second form can attack twice and sometimes three times per round. He
casts
Blazemost and uses Explodet and WindBeast which hits for roughly 150HP of
damage, WindBeast hitting only one party member. His Intense Flames attack
hits the whole party for over 100 HP of damage and he has the ability to
put a
party member to sleep instantly.

Boss Battle - Orgodemir third form

His attacks this time consist of a weak Magma attack, normal attacks and a
Terrifying Cry which hits everyone for around 150 HP of damage. He can
poison
you as well as cast and status enhancements with his Freezing Pulse.

Boss Battle - Orgodemir final form

He normally attacks twice per round here. WhiteFire hits everyone for over
100HP of damage and he can unleash all of his magic power that does around
150HP of damage to all. He still cancels any status effects with his
Freezing
Pulse and can coil around a party member like a snake which does around
80HP of
damage. He can Meditate to restore HP and Prays to restore MP so he can
unleash all of his magic power again. He can also summon monsters Bulbose
and
Dagorlach,

This battle can be very hard or pretty easy depending on which classes you
have
mastered at this point. Use spells that reduce elemental damage and hit
him
with skills like SwordDanc and QuadHits. Hustle is a very important skill
that
a TeenIdol at level 5 will have which is almost necessary to use every
round
to replenish HP for the party. Having lots of WorldDews helps as well as
the
TwinHits spell which doubles attack power. Unleash any of the top class
skills
if you've learned them and you shouldn't have too much trouble with this
boss.

After the battle, Orgodemir will exclaim that he is the lord of all beings
and
ruler of the heavens before wondering how the party could have defeated
him.
He will then wonder if God is near by before disintegrating.

===========================================================================
====
ENDING
(WK90)

Items: LostShard
Fish Sub x 2
AmitDonut

You will now appear at the Sky Fane. Enter the door and if Melvin wasn't
in
your final party, he will be here to congratulate you. You will then
automatically speak to the priest who expresses his gratitude. He will
then
tell you to go back to those that you love.

Go downstairs and speak to the soldier and the platform outside will
arrive.
Exit here and head west to speak with the soldier by the platform. Say yes
when asked if you are ready to set off. Melvin will decide to stay behind
though.

The Sky Stone will then take you to the Dharma Temple. You can go
downstairs
and visit with some of the bandits if you'd like. Upstairs you can meet
with
Brugeo who wants to buy the Crystal Palace. Exit here and your next stop
will
be Gorges.

Head across the bridge and into the cave to reach Sefana. She explains
that
once the Demon Lord was defeated, her wings disappeared! After she thanks
you,
you can leave. Next stop is Mezar.

Speak to the people in town and they will wonder why Ragley isn't with you.
Enter Nicola's house and speak with him. He will thank you for saving the
entire world and notes that he was correct in giving you the Carpet.
Ragley
will then wander inside acting like he just came from the final battle. He
will then notice the party and begs you to once again cover his lies. Do
so
and exit here to head for Dune Palace.

Saide will be ready to begin a journey of his own while the three brothers
will
be bickering over who has a better chance at getting with the Queen. Speak
to
the Queen who will thank you and explains that your story will never be
forgotten. Exit here and your next stop will be Engow.

You will be in the chiefs house and he will reflect on the fact that he
pushed
religion aside in his quest to make the town more popular. He decides to
host
a Fire Festival. Outside, many of the townsfolk will have torches. Speak
to
the chief a few times and he will ask if you are ready. Say yes and the
scene
will shift to the party throwing their flames into the crater of Mt. Flame.

Mardra is the next stop. Speak to Michaela and she will invite you down to
her
bedroom. She will imply that she wants you to be her boyfriend before
giving
you a few kisses. Exit here and your next stop will be the Halfling's
Village
near Coastal.

Speak to the King and he will want you to bring him unchaste women....
that
was worth it. Leave here and you will head to Sharkeye's ship. Bolongo
will
take you to Sharkeye who will ask if you wish to be his successor one day.
He
then mentions that he has to go see the Undersea King for some reason. He
will
finally get to see Anise....

You will then fly to Estard Castle.

VERY IMPORTANT!!!

If you wish to do any of the Bonus Dungeons then exit the castle to the
south.
Make your way to the well at the south eastern part of town. Enter the
well
and you will find a LostShard. Now take the stairs beside Hondara's place
that
leads to the crazy old man on the cliff's house and go south through the
cell
doors. You will eventually make your way to a treasure chest. This chest
will
be empty but you will have the option to put something inside. Place the
LostShard inside the chest and save the game when prompted.

Return to the castle and approach King Burns. He will congratulate the
party
and reflect that this all started before Kiefer stole the Queens ring. He
is
proud of his son and decides to hold a great feast to celebrate. A screen
will
pop up along with scenes of the feast that was held.

The next day will begin in Fishbel with Mollie waking you up in your room.
It's time for this years Amitt Festival. Go downstairs to learn that you
are
going on the voyage this year. As you try to leave the house, Mollie will
give
you two Fish Subs. One for Borkano and one for you. Head to the harbor
and
speak to the green merchant who will give you a free AmitDonut. Speak to
Amitt
a few times and it will appear that he wants you to wed Maribel in the
future.
Board the ship and speak to your father if you'd like. Go downstairs and
just
like at the beginning of the game, Maribel will be hiding behind some
barrels.
The Head Cook will scold her but Borkano will come down and allow her to
sail.
Head upstairs to the main deck and you will set sail as the credits begin
to
roll. Notice that as you pass Sharkeye's ship, he and Anise will be
reunited.
After reeling in some fish. Borkano will find a flat stone that will be
addressed to the Hero:

"Dear Hero,

I'm still traveling with Layla and the rest of the Dejan tribe. I don't
even
know how long it has been since you and I went our separate ways. Jann has
yet
to return. As the Guardian of the tribe, the honor of marrying Layla fell
to
me. If you find this, I want you to let my father know that his son has
finally found his way in this world.

And, Hero, I want you to know that we are friends no matter how far we are
from
each other.

Your friend,
Kiefer"

A screen will pop up saying "The End".

===========================================================================
====
BONUS DUNGEON
(WK91)

Items: ?Shard
STRseed x 2
TinyMedal x 3
Life Ring
SageRock
Magic Hat
Slime Armor

To access the Bonus Dungeon, you must load the file that you beat the game
with, and you must have saved putting the LostShard in the chest by the
crazy
old man by the cliff. Note that the game will start with Orgodemir alive
and
these events as happening before you beat him. Return to Estard and open
the
chest you put the LostShard in to receive a ?Shard.

Now you can warp to the Ancient Fane and the pedestals where you placed the
previous ?Shards. Head to the furthest pedestals and place the two large
?Shards on the pedestal before returning upstairs and placing your new ?
Shard
on the pedestal.

You will be warped to a small island with a cave to the north. Enter the
cave
to officially start this dungeon. This dungeon will be comprised of many
of
the past areas you've already explored. The enemies will be much stronger
in
this cave then in any past area you've encountered. Travel all the way
north
to reach a chest containing a STRseed, before traveling east to take the
stairs. Take the next set of stairs to the south east and follow the
linear
path to take the next set of stairs. This next room will look like the
room in
the World's Tallest Tower. Head north, then east and south along the
perimeter. When you reach the bottom, head west, then north, west, north
and
then west all the way to reach the stairs. The next room will look like
the
room in the crazy old man on the cliff's house. Inspect the bookcases if
you
wish to fight a MadPot and then smash the pot for a TinyMedal. Exit to the
south and then smash the barrels to the east for another STRseed. Enter
the
cave to the north east and the next room will look like the one from the
Halfling's Cave. Follow the linear path to the east all the way and
descend
the ladder to reach the next room. Follow the linear path to reach the
next
set of stairs. Now travel south east to reach the next set of stairs.
Travel
north, and then west to take the next set of stairs which leads you to a
Coral
Lake like room with weak monsters underwater. Head all the way north to
reach
the next set of stairs. This next room will be like the Time Pocket Cave.
Head west a bit and drop off to the north to reach a treasure chest
containing
a Life Ring. Head south to take the warp. Now head west and north to find
the
rooms exit. Don't take it just yet though, instead go south and then west
to
reach a chest containing a SageRock. Return and take the door to the north
to
reach the next room. Follow the path to reach the next area. Head north
and
then west to make your way to the cave entrance. Enter it and you will be
in a
place that looks like the path to the Geionne Monastery. The chest to the
north will be empty, so cross the bridge and then go east to enter the
cave.
Head east to reach a treasure chest containing a TinyMedal. Exit this cave
as
the other path leads to a dead end, and head north, opening the chest by
the
water for a Magic Hat. Exit to the north and follow the path to enter the
cave
behind the waterfall.

You will now be in a place that is similar to the small mountain town you
went
to before restoring the Dharma Temple. The first two houses will be locked
and
you cannot enter them. Enter the cave below the second house and you can
save
your progress here. Inspect the well beside the third house to battle a
WellGhost. Enter the house and inspect the dressers to the north for Slime
Armor. Smash the barrel to the east for a TinyMedal. The two vases will
be
MadPots. Exit here and enter the cave opening to the north. Head east to
enter the next opening.

Here will be your ultimate test. The battle vs. the creator of all beings.
God
will be waiting for you and explains the battle between himself and
Orgodemir
years ago. He explains that before he was defeated, he left the future of
the
world in your hands. He will ask you if you wish to battle him. Accept
his
challenge to do battle with God.

Boss Battle - God

God can breath HellFlame which hits everyone for large damage, Summons
Lightning from the netherworld, casts WindBeast, Radiates Freezing Cold,
tells
a QuickJoke, does the BoxerDance and can instantly put someone to sleep.
He
also attacks normally.

Now this battle will be insane and you will have to max out many classes as
well as level up big time before you even stand a chance. UltraHit and
Stempede work very well, along with HellFlame. You will need to heal every
round and Revive is a must.

Here is a strategy that will make God easy to defeat provided by forum user
joncminor. You will need to have someone master the PlatKing class so that
they take no damage from elemental spells as well as have them learn the
Guardian skill from the Paladin or Golem classes. Have someone use
UltraHit,
Gabo use Stampede and the PlatKing use the Guardian skill. The only thing
that
will hurt the PlatKing are Gods physical attacks and the Radiating of
Freezing
Cold which hits the whole party regardless if Guardian is used, and the
instant
sleep skill. As long as you keep the PlatKing's HP above 100HP, you should
be
fine to have three members using their strongest attacks to wail away at
God.

After the battle, God will tell you how many turns it took to defeat him.
If
you took less than 20 turns, God will offer you your choice of a gift:

?Shard1
?Shard2
?Shard3
Fillet
Dream Camisole
Hero's Heart

After your choice, he will then force you out of the Bonus Dungeon to the
following place of your choosing:

Estard Castle
Dharma Temple
Medal King Castle
Monster Park
Demon Lord

If you wish to access the second Bonus Dungeon, you must defeat God at
least
three times in under 20 turns to grab the 3 ?Shards required.

===========================================================================
====
BONUS DUNGEON 2 (Zion Cave)
(WK92)

Items: Goddess Ring


Destruct Shield
TinyMedal
Rib
Echo Hat

Head to the Ancient Fane and take the stairs behind the first Bonus Dungeon
pedestal to reach the next pedestal. Place the three ?Shards you received
from
defeating God to spell "Dragon Warrior 7" and be warped away.

You will be on a small island with a castle to the north. Enter the castle
which oddly looks like Dune Palace. You can head north to take the set of
stairs, or enter the side doors to reach a treasure chest containing a
DorasBox. Take the stairs when ready and note that this place is called
Zion
Cave. This is the only place in the game where you can encounter a
PlatKing.
From the stairs, go south a bit and then west, north, north, west, north,
west,
west, south, south, south and east to take the stairs. Head south and then
east and follow the path west above the small body of water to take the
next
set of stairs. In this room you must avoid the small fires that burst from
the
floor as they will drain your HP if you touch. Open the treasure chest for
a
Goddess Ring and travel south to reach the stairs. This next room will be
like
a maze. Head east and then south to find the path branches east, west and
south. Head east to find two treasure chests. One will be a DorasBox
while
the other contains a cursed Destruct Shield. Head south now and you will
have
the options to go south west, south, south east and east. Head south west
to
reach a bunch of jars. Smash them for a TinyMedal and a MadPot. Head
south
east and smash the barrels for a Rib before taking the path leading south
to
reach the stairs. Head north in the next room to reach a chest containing
an
Echo Hat which allows the spell you cast to be cast twice for the price of
one
casting. Very useful. Head west to find a HP/MP replenishing circle
before
taking the stairs to the south. Follow the linear path and take the next
set
of stairs. You will now have the option to take two staircases which lie
to
the north and north west. Ignore the north western stairs as they lead to
a
dead end and take the stairs to the north. Heal up now and head north to
be
confronted by the four Elemental Spirits and attacked.

Boss Battle - Wind, Terra, Aqua and Flame Spirits


These spirits will use skills and spells from their Element. Wind Spirit
uses
WindBeast and Vacuum while the Terra Spirit throws rocks which hit the
whole
party. Aqua Spirit uses Tsunami while the Flame Spirit uses Scorching and
Magma. They can also attack physically. Now these guys aren't too hard.
Pick
them off one by one for best results and don't use any of their elemental
spells against them obviously as they won't have any effect. You can also
use
the PlatKing strategy that worked against God and these guys will be a
breeze.

After the battle, head north though the door and enter the next door to
find God
in a tiny little room. Speak to him and you will have the option to
recruit
him for your immigrant town. Do so and God will leave for the town. You
can
visit your town now and challenge God without having to traverse the first
Bonus Dungeon again. Now all that's left is to finish any odds and ends
and
beat Orgodemir once more to complete the game.

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