Final Fantasy Legend II FAQ/Walkthrough
Version 2.1

By chessjerk (John Kearsley IV)

Created - May 27, 2011
Updated - February 15, 2012

Questions?  Comments?  Contact me: [email protected]

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Welcome to my Final Fantasy Legend II FAQ/Walkthrough. This is one of the
first Game Boy games I ever played many years ago and, being the fan I am of
Final Fantasy games, I still enjoy it to this day.

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Table of Contents:
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I. Introduction
II. Controls
III. Main Menu
IV. Walkthrough
 i. Introduction and Party Formation
 ii. Mr. S Teaches Death and Destruction
 iii. The Shrine of Isis and the First Search for MAGI
 iv. Ki Helps Find Ashura's Base
 v. The Pillar of Sky/Ashura's World
 vi. The Search for the Giants
 vii. Saving Ki from the Inside
 viii. Apollo, a New God
 ix. The Search for Lynn
 x. Neptune and the Underwater Volcano
 xi. The Bright Cave
 xii. Infiltrating the Guardian Base
 xiii. The Search for Lynn, revisited
 xiv. Venus and the Castle of Beauty
 xv. The Sewers (aka This Is What They Throw Away?!)
 xvi. A Rumbling Creates Another Volcano
 xvii. A Wedding and a Showdown
 xviii. A Dragon Race for the Ages...and MAGI!
 xix. Edo - Home of the Forbidden Bananas
 xx. Echigoya - Busted?
 xxi. Showdown with Shogun
 xxii. That is One Nasty Dungeon
 xxiii. Valhalla - Land of the Dead
 xxiv. Nasty Dungeon, Revisited and Ready to Plunder
 xxv. Apollo Returns
 xxvi. The Return of Dad and the Final Cave
 xxvii. The Battle for the MAGI
 xxviii. Journey to the Center of the World
 xxix. The Final Battle
 xxx. Epilogue
V. Types of Units
VI. Party Formations
VII. Stats
VIII. The Basics of Battle and Stat Gaining
 i. Fighting the Enemy
 ii. Battle Rewards - GP
 iii. Battle Rewards - Meat and Items
 iv. Battle Rewards - Stat Gaining
 v. Battle Rewards - Tactics to Maximize Stat Gaining
 vi. Negative Status Effects (During and After Battle)
IX. Item List
 i. Strength-Based Weapons
 ii. Agility-Based Weapons
 iii. Mana-Based Weapons
 iv. Spell Books and Staves
 v. Static Weapons
 vi. Martial Arts
 vii. Armor
 viii. Shields
 ix. Potion and Restorative Items
 x. Other Items
 xi. Item Locations
X. Mutant Ability List
XI. MAGI List
XII. The Memo File
XIII. Secrets/Glitches
XIV. Resources
XV. Unknown or Unclear Information
XVI. Credits/Disclaimer
XVII. Version History

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I. Introduction
=============================================================================

MAGI are the shards of the shattered statue of the goddess Isis. The
Guardians are the members of a secret organization dedicated to protecting
the MAGI and keeping them out of the hands of those with sinister motives.
Supposedly, anyone who collects all of the MAGI can become a god.

Your father awakens you one night and gives you a MAGI shard called the
Prism. He tells you that he has to leave (but he will return) and to take
care of your mother while he is gone. After agreeing to do so, he leaves
through the window.

But, he never returned.

For many years, you wonder what the Prism MAGI is. One day, you decide to go
and find your father. After receiving your mother's blessing, and with a
group of friends from your hometown, you set out on a journey to find your
father. On this journey, you discover the purpose of the MAGI, why your
father is involved with them, and how to help keep them out of the hands of
the evil ones.

=============================================================================
II. Controls
=============================================================================

Select: enter the party order menu, can rearrange order of your party
Start : enter the main menu (see below)
B     : cancel a selection, leave the main menu, talk to guests while they
       are in your party for clues
A     : make a selection, talk to other people in towns, open treasure
       chests, fast forward text

Select+Start+B+A: execute a soft reset, returning to the title screen

=============================================================================
III. Main Menu
=============================================================================

On the Title Screen, you can either start a new game or continue a saved
game. There are three save slots available for saving. To differentiate the
save slots, each save slot indicates the leader of the party, the current
HP/max HP of the leader of the party, and the number of MAGI accumulated.
The counter on the left is merely an indicator of the overall number of
times the game has been saved. This counter starts at 1, increases by 1 each
time the game is saved, and resets to 1 when it reaches 100.

The main menu during the game includes the following options:

Abil - Select a party member and use or rearrange its equipped items and
      abilities (each unit has eight slots for equipped items and abilities)
Item - Use, rearrange, or throw away unequipped items (you can have up to 16
      unequipped items in your item list)
Equip- Move items from the item list to an empty slot on a party member's
      list of active abilities, exchange an item on the list for one that is
      currently active, or remove an active item from a party member to an
      empty slot on the item list
MAGI - Use MAGI or equip MAGI to the party members
Memo - View a log of information you have learned (see section XII)
Save - Save your game; this can be done at any time (except during battle)

The main menu also shows the party's total GP available for spending, the
total MAGI collected, and each party members current HP and maximum HP (if a
party member is afflicted with a status that lasts after battle, that status
is shown instead of maximum HP).

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IV. Walkthrough
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i. Introduction and Party Formation
=============================================================================

MAGI...The symbol of great power. The legacy of the ancient gods who made
this world.

Many fought for the mighty power. Some won and some failed.

Now...another legend of bravery is about to begin...

Create the main character. Choose a robot (named CJ).

Many years after your father left, you are all grown up and you tell your
mother you want to find out what happened to your father (who has never
returned from that journey). Your mother agrees to let you go, telling you
that you are adventurous like your father. She recommends you go and see your
teacher (Mr. S) first.

Mr. S tells you about the MAGI: its powers and history, the specific power of
the Prism MAGI (which lets you see how many MAGI are in the current world),
and why your father was concerned with them. As he is finishing his lecture,
a bunch of other students, who have apparently heard the news that you are
going on a journey, want you to take them with you. You ask Mr. S what to do,
and he recommends that you select three to be your party members. He also
tells you to go to a town beyond the North Cave.

Choose a human female (named Liss), a mutant female (named Lyla), and a Baby-
D (named Pixy). Here are the plans for each of these party members:

CJ starts out focusing on Defense and Agility, serving as a tank to absorb
damage for most of the game. When the proper high level weapons have been
acquired, he abandons all defense and serves only to deal massive damage very
quickly.

Liss starts out using martial arts to raise her Agility. Once the good
martial arts run out, she focuses on her excellent Mana growth. Finally,
once a great weapon is obtained, she uses it with ease.

Lyla starts out building her Mana using her learned abilities. Eventually,
she learns two high level abilities that greatly assist the party throughout
the entire game.

Pixy starts out as a (relatively) weak monster, but once decent monster meat
is available, she becomes an offensive powerhouse.

You are finally past the confines of the beginning of the story and now may
move about freely. Talk to various people milling about and learn that
something's going on outside the town. Besides the schoolhouse, there are
four houses where the parents of the party members live. In the eastern
house, Liss's parent gives you a Cure potion. In the southeastern house,
your mother restores your HP (but not your abilities).

Start to leave town through the path east of the schoolhouse. Once you get to
the end of the path, Mr. S stops you and decides to join your party
temporarily. He has great stats (at least, compared to your party) and
three abilities: Dissolve (a single enemy attack that can drain HP, not that
Mr. S ever takes damage), Fire (a fire based attack that hits a group of
enemies) and Cure (heals a party member).

=============================================================================
ii. Mr. S Teaches Death and Destruction
=============================================================================

Enemies to watch out for:
Jaguars and Spiders deal high damage at this early point in the game, so hope
that they don't target your back row members too often. All random enemies in
this world are level 1 (for purposes of Lyla's ability learning, see section
X for details).

Mini-boss: Babywyrm (level 2)

To start off, move Liss's Rapier to CJ and move Lyla's Bow to Liss. Leave
town and walk north to the cave. Outside of town and inside the cave, you
begin to encounter random battles. Mr. S is very fast and powerful, so use
him to take out stronger enemies first. Use Dissolve on single enemies and
Fire on larger groups of a single enemy. Some of these monsters drop meat, do
not eat any meat unless told otherwise. The monster meat in the first world
is very bad and actually causes Pixy to grow weaker instead of stronger.
Humanoid enemies (Gang and Asigaru) don't drop meat and instead drop items
(Punch and Long Sword, respectively). If you receive a Punch after a battle
with a Gang, give it to Liss and move her Bow to CJ. I also suggest you read
section VIII concerning the basics of battle and stat-gaining, as it can help
you know what to do in battle and raise your stats more quickly. In general,
try to make sure that Liss and Lyla get a chance to act in every battle and
let Lyla (who generally acts last) use her powerful abilities to finish off
the enemies.

While progressing through the cave, you find various treasure chests to open.
The first two chests have a Bronze Shield (equip on CJ) and a Cure potion.
The second pair of chests have a Bow (equip on CJ) and a Hammer.

Also, keep an eye on Lyla's abilities. She may randomly learn abilities after
battle. There are good ones (Cure, Fire, Ice) and useless ones (Warning, O-
Poison). If you have four abilities learned, keep a bad one (or a duplicate,
if you don't have a bad one) at the bottom of the list. When a new ability is
learned, it replaces the bottom ability on the list. See section X for the
list of abilities that she can learn depending on the level of the enemies.

At the end of the cave, you see a monster in front of the exit. This monster
is a BabyWyrm that demands that you hand over the Prism MAGI. However, it is
not very threatening and dies to a single use of Dissolve or Fire from Mr. S.

Once you leave the cave, Mr. S stays behind to protect your hometown. So, if
you want, you can wander around in the cave, fighting random battles for GP,
maximum HP gains, stat increases, and new abilities for Lyla while exhausting
Mr. S's supply of attack abilities. Once Mr. S is down to just Cure magic,
let him heal your party to maximum HP and leave the cave. I recommend you
fight battles at least until Lyla learns Fire or Ice so that she has a
single-party attack option instead of just the hit-all Flame.

There is a town close to the exit of the cave. When you enter the town, you
see a character that looks like your father! While you wonder about his
identity, he runs away. Talk to the townspeople and learn about a cute cleric
named Ki at the Shrine of Isis, Ashura's monsters, Ashura's Base, and the
Pillar of Sky. In the northeast corner of town, you find that suspicious
character that looks like your father, but he isn't your father. He asks if
you know about MAGI in the relics of ancient gods.

Generally, every town has a Weapon Shop (indicated by a sword icon), an Item
Shop (indicated by a potion icon), an Inn (look for the word "Inn"), and a
Pub (look for a coffee cup). The Weapon Shop sells various types of weapons
(including swords, guns, martial arts, magic books, etc.), the Item Shop
sells armor, potions, and other restorative items, the Inn allows you to
restore your HP and recharge your abilities at the cost of 1 GP per HP
restored (meaning that if you are at full HP, the recharge of abilities costs
nothing), and the Pub can be a useful source of information, both true and
false.

Go to the inn and rest to recharge your abilities for free. Then, go to the
Item Shop and sell the Hammer and any Long Swords you may have picked up. Buy
two Bronze Helmets and four Bronze Gauntlets. Equip Liss and Lyla with one of
each, and equip the other two Bronze Gauntlets on CJ. The Weapon Shop doesn't
hold anything crucial at this point. Buy a Punch for Liss if you haven't
picked one up in battle yet. Remember to move her Bow to CJ.

=============================================================================
iii. The Shrine of Isis and the First Search for MAGI
=============================================================================

Enemies to watch out for:
Large groups of Lizards can easily wipe out your party members (except for
CJ) if they focus on them instead of CJ, so kill them quickly if possible.

Go west until you reach a large building. This is the Shrine of Isis, where
the inhabitants tell you about Ki's healing abilities, Ashura, and the
existence of other worlds.

Ki is on the second floor in the back of the room. After she heals you, you
ask her about MAGI. She reveals that a "guy with a hat" (that might be your
father) came in and also asked about MAGI. As you turn to leave, she also
tells you that there is a secret cave four steps east and three steps south
of the big rock in the southern forest.

Travel southwest to the forest, fighting random battles on the way. In the
forest, follow Ki's directions to find the hidden dungeon. The layout is
fairly straightforward, but the random battles are slightly harder than on
the outside. Larger groups of enemies also appear, but Lyla's abilities
should easily defeat them. Pixy's Flame can be used as well to mop up damaged
enemies not killed by Lyla's abilities.

On the first floor, go up into the hole in the wall. On the second floor go
right and up into the small room to find a chest with a Whip (equip on CJ,
replacing the Colt gun). Go back around the room and down the stairs.

The third floor looks similar to the second floor, simply go left and around
the room and down the stairs. There are two rooms along the top of the wall,
but they only have empty chests.

The fourth floor is much longer than the others. There are two paths at the
start. Go left to find a Cure potion at the dead end. Backtrack to the right
and follow the path to find a large room with people stealing MAGI from three
chests. They flee the room, and if you check the contents of the chests, you
see they are now empty like the others. Go outside the room and to the left,
where the thieves open the door and escape. If you try and open the door, you
get a message indicating that you need more MAGI to open this door.

This is a recurring theme in the game to keep you from advancing too far
without collecting MAGI. Some doors simply cannot be opened until you have
collected enough MAGI to open them.

Backtrack and go into the top right room to finally find three MAGI in the
chests. These MAGI greatly enhance certain types of damage inflicted by those
who equip them. Go into the menu and equip the Speed MAGI on CJ to improve
his attacks with Agility-based weapons and equip the Mana MAGI on Lyla to
improve her Mana-based ability attacks. The Power MAGI is useless (since no
one in your party uses any Strength-based attacks) so don't worry about
equipping it on anyone.

You can now open the door to follow the thieves. Outside, you find two dying
men, who tell you that they are Guardians (the protectors of the MAGI) and
that Ashura's men took the MAGI.

=============================================================================
iv. Ki Helps Find Ashura's Base
=============================================================================

Enemies to watch out for:
Now there are large groups of multiple monsters in battle. However, one shot
of Flame from Lyla (with the Mana MAGI equipped) kills everything in this
world (except Asigaru).

Mini-boss: Rhino (level 3)

Return to the Shrine of Isis. Ki heals you and, upon hearing that Ashura's
men stole the MAGI, joins you to find them. Ki is a Cleric and has great
abilities, including a Cure Book for healing and a Thunder Book to deal
damage to a group of enemies.

Go north from the shrine and you find Second Town. This town has an Inn, an
Item Store with only healing potions and Cure magic, and a Weapon Store with
very expensive items that you won't likely be able to afford yet, unless you
spent a lot of time grinding earlier. Talk to the residents and learn about
Ashura's plans for the MAGI, the location of Ashura's Base, and the Pillar of
Sky.

Go northeast through the mountains to find Ashura's Base. Again, the path is
very straightforward. Only the fourth floor has two options for a path, but
they both ultimately lead to the stairs. You also notice that there are
monsters milling about. If you run into one or try to talk to one, a random
battle begins. This makes for an excellent grinding spot if you want to get
enough GP to afford some premium weapons from Second town. The best buy would
be an SMG for 6800 GP to give to CJ so that he has a group enemy attack
(replace one of his Bronze Gauntlets).

The third floor has a Speed potion for Liss to increase her Agility. The
fourth floor has the divided path; go left to get a Silver Gauntlet (equip on
CJ, replacing his other Bronze Gauntlet). The fifth floor has an Axe. The
boss is in the right-side room on this floor, so this is the best spot to
grind. I recommend that you grind here at least long enough until Lyla has a
full complement of abilities (at least Flame, Fire, and Ice) and Liss has
only a few uses of her Punch remaining (under 20 is good).

The boss is a Rhino. A shot of Thunder and an attack from CJ are enough to
take it down. Once you do, the tower begins to shake. In the back are three
chests with MAGI: Fire, Ice, and Defense. Equip the Defense MAGI on Liss to
boost her defense. Equip the Fire MAGI on Lyla to give her Fire immunity in
addition to boosting the power of her abilities. Move Lyla's Mana MAGI to
Pixy. After collecting the MAGI escape out the back as the base collapses.

After the Rhino battle, the party is healed to full HP and all abilities are
restored. Go north to the entrance to the Pillar of Sky. This network of
transporters allows you to access other worlds, provided you have enough MAGI
collected to open the connecting doors.

Current Equips:
CJ  : Rapier, Whip, Bow (2), SMG, Bronze Shield, Silver Gauntlet, O-Pa/Po,
     Speed MAGI
Liss: Punch, Bronze Armor, Bronze Helmet, Bronze Gauntlet, Defense MAGI
Lyla: Flame, [3 random action abilities], Bronze Armor, Bronze Helmet, Bronze
     Gauntlet, Fire MAGI
Pixy: Baby-D (Nail, Flame, O-Quake), Mana MAGI

=============================================================================
v. The Pillar of Sky/Ashura's World
=============================================================================

Enemies to watch out for:
Slimes have the Dissolve attack, which do a lot of damage since it is a Mana-
based attack. Pebbles have high resistance to physical attacks, but can be
killed easily with magic abilities. All random enemies in this world are
level 2.

Mini-boss: Woodman (level 3)

Boss: Ashura (level 7)

As you step on the transporter, Ki announces that she must stay behind at the
Shrine of Isis, so she leaves the party. Teleport up the Pillar and walk to
the next connecting pillar. After entering the pillar, if you try to walk
right to the next door, you are informed that you do not have enough MAGI to
proceed. Instead take the transporter down to Ashura's World.

In this world, you have an opportunity to transform Pixy into a much more
powerful monster. If you can find a WereRat and get it to drop meat, eat it
and transform Pixy into a Sprite, a tremendously useful creature with Sleep,
Thunder, and Cure abilities, as well as very high stats for this point in the
game. If you can't find any WereRats, you can instead find Eagles in battle
(which are somewhat more common) and eat their meat twice to become a Sprite.
Since Pixy as a Sprite has high Defense, once you turn her into a Sprite,
reorder your party and place Pixy second, Liss third, and Lyla fourth.

Directly south is Desert Town. Be careful, since you are not safe from random
battles even while walking around town. Talk to the townspeople to find out
about how Ashura became a god with MAGI, conflicting accounts of where
Ashura's Tower is in the desert, the confusing path through the desert you
can take to reach it, and the possible existence of giants in the next world.
You can visit the shops and the inn if you want, but there isn't anything of
consequence to be bought.

The bartender in town tells you that to get to the tower, go seven steps east
and seven steps south of the cactus to the south of town to another cactus,
and then go south again. The problem with that path is that the swirling
winds in the desert often carry you away from where you are trying to go if
you don't step carefully.

If you choose not to brave the desert, there is another way to get to the
tower. There is a path around the entire world that is unaffected by the
desert winds. Follow that path along the mountains around the entire world
until you reach the south side of the world. Along the south edge of the
desert, you can see the tower and can walk to it easily from there. However,
before entering the tower, walk north around the tower to find Ashura's town.

Here, the townspeople tell you about the 3-headed, 6-armed goblin that Ashura
turned into by using MAGI, and the Guardian spy with a hat on who tried to
get Ashura by sneaking into the tower, but he got caught. Some of this town
is obscured by desert winds. At the Weapon Shop, buy a Sabre for CJ
(replacing a Bow) and a Kick for Liss. Sell items that you have no use for
that you might have picked up, then go to the tower. When Liss gets down to
one use left of her Punch, save the last usage for later and start using the
Kick.

As with previous dungeons, the tower is a relatively straightforward path all
the way to the top. The first treasure chest is on the fourth floor (another
Sabre for CJ, replacing a Bow).

On the fifth floor is a prison. Fight the prison guard, a Woodman (who falls
easily as it is not much more powerful than anything else in this world).
Once it is defeated, a prisoner who looks suspiciously similar to your father
is released. He tells you to call him Mask. He thanks you for saving him and
offers his assistance to help fight Ashura. He has very high Strength and
Agility, so he is an excellent addition to the party. However, he has no
equipment and you can't equip anything on him yet.

On the sixth floor, Mask finds his equipment: a Hammer and a full set of
Bronze Armor. With his high stats, even the weak Hammer does significant
damage to enemies. You can equip items on him now, but he won't need them, so
don't bother.

On the seventh floor, you find a Colt Gun. The ninth floor has a Silver
Shield (equip on CJ, replacing the Bronze Shield). Finally, on the tenth
floor there are four chests to be had: a Magic potion (use on Lyla for a Mana
bonus), a Power potion (use on Liss for a Strength bonus), a Silver Helmet
(equip on Liss, replacing her Bronze Helmet), and a Battle Sword.

Since this is the end of the tower and the enemies here give good GP, feel
free to wander around the hallway and use up most of your abilities to earn
money and stats. Remember to make sure that Liss has exactly one use left on
her Punch to make the last fight much easier.

At the end of the path on the tenth floor you finally meet up with Ashura. He
has about 900 HP and O-Damage, meaning that the elemental attacks of Lyla and
Pixy are useless on him. However, Ashura is vulnerable to status effects, and
Pixy just happens to have a Sleep attack in her arsenal. Ashura also has
Flame (the same as Lyla's starting ability) and a variety of physical
attacks. Talk to Ashura, he brags about plotting to kill Ki by sending his
micronized men into Ki's body to take out the MAGI she was born with inside
of her body. Angered, the party attacks him.

Ashura is the first high level boss you face, and as such, Lyla can learn
quite a variety of abilities from this battle. In my opinion, the best
ability you can learn from this battle is Surprise, which allows you to
randomly get the first strike in battle (essentially, you get one full turn
where you can attack while the enemy does nothing). Therefore, it pays to
save right before Ashura and fight him over and over to try and learn
Surprise.

Luckily, the battle goes by quickly. Liss's final usage of Punch inflicts
about 800 damage on Ashura, so that coupled with an attack from Mask
or CJ should do the trick. If Ashura gets to act and kills Liss or Lyla with
a physical attack, reset and try again. Hopefully, Lyla learns Surprise
without too many retries. Remember to move it to the top of Lyla's ability
list so that she doesn't lose it the next time she learns a new ability.

After Ashura's defeat, he drops seven MAGI (Power, Speed, Mana, Fire, Ice,
Thunder, and Poison).

Current Equips:
CJ  : Sabre (2), Rapier, Whip, SMG, Silver Shield, Silver Gauntlet, O-Pa/Po,
     Speed MAGI
Pixy: Sprite (Sleep, Thunder, Cure, O-Quake), Mana MAGI
Liss: Kick, Bronze Armor, Silver Helmet, Bronze Gauntlet, Defense MAGI
Lyla: Surprise, Flame, [2 random action abilities], Bronze Armor, Bronze
     Helmet, Bronze Gauntlet, Fire MAGI

=============================================================================
vi. The Search for the Giants
=============================================================================

Enemies to watch out for:
Amoeba has the Dissolve and Acid attacks (the latter being an attack that
hits the entire party with a Poison based attack). Terorists sometimes show
up in large groups and can hit hard with Colt guns. All random enemies in
this world are level 3.

You are automatically healed and warped outside of the tower. Mask, having
accomplished his goal, immediately takes off. Concerned about the attack on
Ki by Ashura's men, you warp directly to the Shrine of Isis. There you find
out that Ki is sick due to Ashura's micronized men invading Ki's body and
attacking her from the inside. Talk to the fairy next to Ki and she suggests
that you go to Giant's World since the giants apparently know something about
micronizing. The fairy gives you a Defense MAGI.

Return to the Pillar of Sky and advance two worlds to Giant's World. There
are two towns here, one a normal-sized town and the other a gigantic town
where giants used to live, but don't anymore. The townspeople tell you about
the giants, why they left, and about the strange shop that sells nothing but
excellent Giant goods, but they wonder where they get the items from. If you
go to that shop, you'll see that they weren't lying. However, the Giant gear
is quite expensive. What you can buy here depends on how much grinding you
did before. At a minimum, buy a Giant Gauntlet for CJ, moving the Silver
Gauntlet to Liss. Extra Giant armor can be bought if you want, but it isn't
required. Also, go to the Weapon Shop and buy an Ice Book for Liss. Change
Liss's equipped MAGI to Thunder to boost her damage with Mana-based attacks.
Use this book in battle if you need a group attack from Liss. Even with her
low Mana, with the Thunder MAGI equipped, it inflicts good damage, especially
if she targets an Ice weakness. Also, her Mana will increase rapidly.

In the pub, you'll notice a man sitting at a table. If you talk to the
bartender and buy a drink, he'll tell you that his name is Johnny and that he
used to be a giant. If you confront Johnny, he denies this.

You'll also notice that there is a path around the edge of town. Follow this
path and there is a familiar man blocking your path. It's your father! You
are quite relieved to have found him after all of these years. The discussion
quickly turns to MAGI. Surprised that you are collecting MAGI, he gives you a
Thunder MAGI. You ask that he come home to see your mother, but he declines,
saying that his goal to protect the MAGI must come first. He tells you that
once the MAGI are safe, he promises to come home, and he leaves. After
talking to Dad, rearrange your party lineup back to CJ/Pixy/Liss/Lyla.

Continue around the path and enter the rear of the Giant shop. Talk to the
shopkeeper and ask him where he gets his giant goods. He is surprised that
someone snuck up on him and tells you that Johnny told him how to get in to
Giant Town, but also to keep this a secret, or else he will be out of
business.

Go back to the pub and talk to Johnny again. This time, Johnny confirms
everyone's suspicions and tells you that there is a differently colored spot
on the staircase in front of Giant Town that is a secret entrance. If you
further tell him that you don't think he is a giant, he also tells you that
you can climb up the shelves in Giant Town.

Go outside and walk to Giant Town. Walk into the differently colored wall in
the staircase to find the secret passage. There are many buildings here, but
only two have entrances that you can enter. The closer one to the right is
locked by MAGI. The lower building has an entrance, and inside that house are
two chests containing Power and Poison MAGI.

Go back to the first house, there are three chests there. The first is a Gold
Shield (equip on CJ, replacing the Silver Shield). The second is Geta Boots
(equip on Liss). Climb the shelves in the top-right corner of the room to get
on the shelf for the third chest, the Micronize potion.

=============================================================================
vii. Saving Ki from the Inside
=============================================================================

Enemies to watch out for:
Amoeba are here too, and in groups. Plasma can hit you with Dissolve. ROBO-28
has a very powerful Rocket attack, but (being a robot) dies quickly from
Mana-based abilities. All random enemies here are still level 3.

Mini-boss: Phagocyt (level 4)

Now you have what you've been looking for. Walk all the way back to the
Shrine of Isis, resting at Second Town along the way to recharge your
abilities, and enter Ki's body with the Micronize potion.

Inside Ki's body, the difficulty level of the random battles is higher than
before since most battles are against large groups of enemies. With the
Surprise ability providing many first strikes and Pixy's powerful Thunder
attack, you should still have no problems. There are seven MAGI to collect
inside Ki's body: one in each of her hands (Fire, Ice), one in each of her
feet (Thunder, Poison), one in her heart (Defense), one in her stomach
(Speed), and one in her head (Mana). The one in her head is locked by a MAGI-
door, so you have to collect the other six first. Feel free to get a few of
the MAGI and leave Ki's body to rest at an Inn; you can always reenter later
as long as you still have the Micronize potion. If, for whatever reason, you
sell or throw away the Micronize potion, you have to go back to Giant Town
and get another one.

The MAGI in her heart and stomach are straightforward paths. The MAGI in her
hands and feet are more complicated since there are five paths in each
extremity for her fingers and toes. In her hands, the MAGI are always in her
second finger from the left. In her feet, the MAGI are always in her right
toe.

Once you have all six, head for the head, and follow the path to the last
MAGI. Unfortunately, some of Ki's cells are blocking the MAGI. A group of
Phagocyts attack you. You have been fighting Plasma enemies throughout Ki's
body. The Phagocyts are simply a stronger version of them. If you get a first
strike, they fall quickly, and then you can get the last MAGI.

Current Equips:
CJ  : Sabre (2), Rapier, Whip, SMG, Gold Shield, Giant Gauntlet, O-Pa/Po,
     Speed MAGI
Pixy: Sprite (Sleep, Thunder, Cure, O-Quake), Mana MAGI
Liss: Kick, Ice Book, Bronze Armor, Silver Helmet, Silver Gauntlet, Geta
     Boots, Thunder MAGI
Lyla: Surprise, Flame, [2 random action abilities], Bronze Armor, Bronze
     Helmet, Bronze Gauntlet, Fire MAGI

=============================================================================
viii. Apollo, a New God
=============================================================================

Enemies to watch out for:
The enemies as a whole are getting stronger. You will see the next evolution
of various enemies that you have seen before (Jelly, P-Spider, Cameleon). New
enemies include Medusa (who can use StonGaze to turn you into stone) and
Hofud (who is similar to the Pebble family with high defense and resistance
to physical and status attacks, but can be taken out with elemental
abilities). All random enemies in this world are level 4.

You are automatically healed and warped out of Ki's body. She has recovered
and thanks you for saving her. She no longer has the ability to heal (since
you removed the MAGI from her body), and she wishes you luck on your journey.

Return to the Pillar of Sky and go forward three worlds. This world is
Apollo's World. Walk southeast and you see a temple. Inside are Apollo (a new
god) and his servants, who greet you and thank you for defeating Ashura. Talk
to Apollo and he gives you a Defense MAGI in gratitude. You question his
motives, but he assures you that he has enough power and doesn't need
any more. He also informs you that there are still some MAGI in this world
and gives you three clues to the locations of the MAGI:

One is where wind blows underground
One is where flame burns under water
One is where darkness shines brightly

=============================================================================
ix. The Search for Lynn
=============================================================================

"One is where wind blows underground"

Mini-boss: Dunatis (level 11)

There are three sections in this world, each corresponding to one part of the
riddle. Go to the northern town (Lynn's Town) and the townspeople tell you
about Dunatis, the god of the mountains (who "sings" in the cave on windy
days), the debate about what is causing some mysterious wind to blow out of
the northern cave, some signs of concern over Apollo's motives, and your
resemblance to Lynn's father. You also hear that Lynn's mother is sick, her
father is missing, and she has gone to look for something to help her mother.

Next to Lynn's house is the Weapon Shop. Buy a Laser Sword for CJ (replacing
the SMG, which has lost a lot of its usefulness with the stronger enemies in
this world) and a Headbut for Liss. As with the Punch, once Liss is down to
one use of her Kick, save it and start using the Headbut. Also, buy a Soft
potion from the item shop in case of unfortunate random encounters with
Medusa in this world.

Leaving town, you see that there are two entrances to the northern mountain
cave. Go to the southern cave entrance. This is a short path that dead ends
at a treasure chest that has the very useful Hermes Boots, which increase
Agility by 10 when worn. Equip them on Liss and move her Geta Boots to Lyla.

Leave the southern cave and walk to the northern cave. The path is a little
less linear than previous dungeons, but still not too bad. On the second
floor, go down and left to reach the stairs. On the third floor, you see a
room up and to the left with a chest that contains a Rocket. Go back to the
right for the stairs. Keep going down and to the right on the fourth floor to
find the stairs. On the fifth floor, as soon as get off the stairs, you slide
down a hill and cannot retreat, so you cannot backtrack from this point. Go
left for a chest with an Elixier. Go back to the right and find a girl on the
path. This is Lynn, apparently she wandered into the cave looking for a
potion for her mother, but fell down the slope and couldn't get back up.
Dunatis is in the way and she can't escape. She joins you hoping to get home
safely. Lynn has good Agility and Mana, but only has a Punch and a Kick
equipped. She will only be with you for a very short time, so don't equip her
with anything since you can't get it back afterwards.

Keep going forward and save in front of Dunatis. This is another opportunity
to have Lyla learn a great ability. Since Dunatis is a level 11 enemy,
defeating him can allow Lyla to learn any ability that she will ever be able
to learn in the entire game, and, fortunately, CJ can kill Dunatis in one hit
from a Laser Sword, so the battle is over quickly. Keep fighting this battle
until Lyla learns an ability that you want. Some suggestions are:

1. P-Blast : My personal favorite. This ability hits all enemies with a
            powerful non-elemental attack. This ability will instantly kill
            all enemies you will face in the next few worlds. Even better,
            it has 15 uses (unlike most other powerful hit-all abilities in
            the game, which all have 5 uses).
2. Flare   : Another great ability that hits all enemies with a non-elemental
            attack. It is slightly more powerful than P-Blast, but it only
            has 5 uses, whereas P-Blast can be used 15 times.
3. O-All   : This great defensive ability renders all elemental and status
            attacks ineffective against Lyla. Of course, if you kill
            everything in one turn before they can do anything, you don't
            really NEED defense.
4. Teleport: See the section on glitches about the Dragon Warp. This is one
            of only two opportunities to learn Teleport to take advantage of
            this glitch.

I would personally go with P-Blast. After defeat, Dunatis drops Power, Speed,
and Mana MAGI, along with an X-Cure potion. You are healed and automatically
warp to Lynn's house, where you find Dad is there with Lynn and her mother!
Shocked, you turn and leave the house, vowing to collect all of the MAGI
since you think your father is leading a secret double life. Make sure you
adjust Lyla's ability list so that P-Blast is not at the bottom so you won't
lose it. I recommend moving Flame to the bottom, since you don't need more
than one ability that attacks all enemies, and, unless you have been grinding
Lyla's Mana to a high level, Flame isn't killing many enemies outright
anymore.

=============================================================================
x. Neptune and the Underwater Volcano
=============================================================================

Enemies to watch out for:
Now that you have Surprise and P-Blast, not many enemies will survive to see
an actual turn, so enjoy it while you can.

"One is where flame burns under water"

Walk south to reach Port Town. Here you can learn about the angry god Neptune
(who is apparently wrecking havoc on nearby ships), the story of how a man
fell in love with a mermaid and walked straight into the ocean, a bright cave
where you need an eye to see the truth, and some discussion about whether
Neptune actually exists or if it is a submarine volcano.

Outside of town, walk south straight into the water, since apparently you can
breathe underwater with no problem. Walk southwest to the underwater volcano.
Watch out for the dark lava squares. For each step you take on them, everyone
in the party loses 1 HP. Fortunately, the lava cannot kill your party
members; anyone with 1 HP remains at 1 HP.

There is nothing much to speak of on the first two floors. You are forced to
walk on lava at times, but you should have plenty of HP. On the third floor
there are two chests: a Power potion (use on Liss) and a Gold Sword. On the
fourth floor there is a chest with a Fire Book. Equip this on Liss as a
complement to her Ice Book. Further down and to the left from the chest is a
strange icon. It is a healing square. If you talk to it, everyone in the
party is healed 100 HP, and it can be used as often as you like. Finally, on
the fifth floor, go straight up the path to find three MAGI: Fire, Poison,
and TrueEye. Exit through the top of the volcano.

=============================================================================
xi. The Bright Cave
=============================================================================

Enemies to watch out for:
Larger groups of enemies roam around in here. Remember to have some Soft
potion ready if a Medusa petrifies a party member. SabreCats have the
Surprise ability, so watch out for surprise attacks by them.

"One is where darkness shines brightly"

Return to Port Town and rest to recharge your abilities, and then walk east
of town to the Bright Cave. If you came here earlier (before going to the
volcano), you weren't able to see anything due to the bright light in the
cave. With the TrueEye MAGI you found in the volcano, you can now see
properly. Try not to stare at the moving floor patterns for too long as they
can make you (the player) dizzy.

This cave is mostly just a haven for some useful treasure. The first two
floors are uneventful. The third floor has two paths; go right for a Power
potion (use on Liss), then go left for the stairs. The fourth floor has a
Giant Gauntlet (equip on Liss, move the Silver Gauntlet to Lyla) and a
Thunder Book (equip on Liss, replacing her Kick that should have one use left
by now). The fifth floor has another Laser Sword (equip on CJ, replacing the
Whip). The sixth floor has three paths. The left path leads nowhere. Take the
right path to get a Revenge Sword. The middle path leads to stairs to the
last floor, where there are the final three MAGI in this world: Thunder,
Mana, and Ice MAGI.

Current Equips:
CJ  : Laser Sword (2), Sabre (2), Rapier, Gold Shield, Giant Gauntlet, O-
     Pa/Po, Speed MAGI
Pixy: Sprite (Sleep, Thunder, Cure, O-Quake), Mana MAGI
Liss: Headbut, Fire Book, Ice Book, Thunder Book, Bronze Armor, Silver
     Helmet, Giant Gauntlet, Hermes Boots, Thunder MAGI
Lyla: Surprise, P-Blast, [2 random action abilities], Bronze Armor, Bronze
     Helmet, Silver Gauntlet, Geta Boots, Fire MAGI

=============================================================================
xii. Infiltrating the Guardian Base
=============================================================================

Enemies to watch out for:
Sprites finally begin appearing in battle. Knowing how powerful they are,
eliminate them quickly. WereWolf has the Surprise ability, and O-Bake has
Touch, which is a stronger version of the Dissolve attack you've seen
previously. All random enemies are now level 5.

Mini-boss: Ogre (level 6)

Mini-boss: Mantcore (level 6)

Mini-boss: Magician (level 6)

Mini-boss: Commando (level 7)

Having finally collected all of the MAGI, return to Apollo's temple. Apollo
and his servants have mysteriously disappeared. With nothing else to do here,
go to the Pillar of Sky and advance to the next world, Guardian Town. This
world is very small, and consists entirely of a town. Learn about Guardians,
the increasing frequency of earthquakes, and how to find the Guardians'
secret base.

Go to the item store and buy Hermes Boots for Lyla (replacing the Geta
Boots). If you want, you can also buy Gold Armor for both Liss and Lyla,
finally replacing their crappy Bronze Armor. This is not necessary, however,
since by the time Liss and Lyla's low defense may become a problem, even
better armor will be available for them. Sell any extra items to clean up
your inventory.

In the pub, play "Heroic Tune" on the jukebox to open the secret passage. You
are promptly captured as spies and are thrown in jail. Talk to the guard
through the bars and demand your release. As the guard argues with you, your
father suddenly shows up and vouches for you. The guard opens the cell door
and releases you.

Talk to the Guardians and learn about the purpose of MAGI, why the Guardians
are protecting the MAGI, who is trying to collect them all, what could happen
if you collect all of the MAGI, what happened to previous ancient gods who
were destroyed by the power of the MAGI, why they are on the lookout for
"new" gods, the instability of the Pillar of Sky, and why "Captain" (your
father) is on the team. You also notice there is one room that is labeled
"Off limits - MAGI Storage". On the bottom floor, in the back room, talk to
your father. He suggests you rest.

After resting, you are awakened suddenly by the noise of an invasion of
enemies. The MAGI storage room is open, and the MAGI have been stolen. There
is a monster blocking the stairs. Fight the Ogre, who should fall quickly to
CJ's Laser Sword. The Ogre drops a Power MAGI.

Go down the stairs and find your father. He tells you that the base has been
infiltrated and you have to quickly escape. He joins the party temporarily.
At the next staircase, fight a Manticore, who again falls to a single Laser
Sword slash. It drops a Speed MAGI.

The next floor down has another monster, a Magician, blocking the stairs.
Fight him (again, a Laser Sword shot does it). Feel free to save and fight
him over and over until he drops a spell book if you want. The Magician drops
a Defense MAGI.

You've finally reached the pub, which has been virtually destroyed. Escape
the room and head for the Pillar of Sky. There is a Commando blocking the
entrance. Save right before him, then fight and kill him with CJ's Laser
Sword of Doom. Keep fighting him until he drops a Bazooka (equip on CJ,
replacing the Rapier). The Commando brags about kidnapping Lynn and dares Dad
to chase them to the next world. He then drops a Fire MAGI.

=============================================================================
xiii. The Search for Lynn, revisited
=============================================================================

Mini-boss: Ninja (level 7)

Chase the enemies through the Pillar of Sky to the next world. This is a
peculiar world that has no towns or any other notable features. It is simply
used for the purposes of this kidnapping event.

On the way down the Pillar of Sky, you notice that there are shops and an Inn
in mid-air as you teleport back to the ground. These are the shops and Inn
from the Guardian Town. If you feel so inclined, rest at the Inn to recharge,
then head for the kidnapping area.

At the end of the short path, there is a Ninja who is holding Lynn hostage.
Lynn lets it slip that your father is not her real father; he was just there
for her mother when her real father disappeared. The Ninja, furious that he
apparently captured Lynn for no reason, moves to kill her anyway. Your father
gives you an Ice MAGI and lunges at the Ninja, allowing Lynn to escape. She
joins your party temporarily.

Unfortunately, the battle between your father and the Ninja doesn't go well,
and the Ninja brags about having taken care of the number one guy of the
Guardians. In a fit of rage, you attack the Ninja.

He has about 700 HP, but his attacks shouldn't threaten you. Just attack him
with your best abilities, and he dies quickly. He drops a Poison MAGI.

The party is restored after that battle. You automatically teleport to
Apollo's World and take Lynn home. Talk to Lynn, she thanks you for saving
her again. You then vow to continue your father's work. Lynn's mother tells
you how her husband (who was also a Guardian) was lost on a mission and his
friend (your father) was there for her when she needed help. She gives you a
Thunder MAGI that your father left with her.

Current Equips:
CJ  : Laser Sword (2), Sabre (2), Bazooka, Gold Shield, Giant Gauntlet, O-
     Pa/Po, Speed MAGI
Pixy: Sprite (Sleep, Thunder, Cure, O-Quake), Mana MAGI
Liss: Headbut, Fire Book, Ice Book, Thunder Book, Bronze Armor, Silver
     Helmet, Giant Gauntlet, Hermes Boots, Thunder MAGI
Lyla: Surprise, P-Blast, [2 random action abilities], Bronze Armor, Bronze
     Helmet, Silver Gauntlet, Hermes Boots, Fire MAGI

=============================================================================
xiv. Venus and the Castle of Beauty
=============================================================================

Enemies to watch out for:
Watch out now, as the enemies' strength in this world is increasing
dramatically. Encounters with Sprites and WereWolves increase, as well as
some new strong enemies (Baby-D, Thunder, and Guard, to name a few). All
enemies are still level 5 in the outer world and in the sewers.

Go forward to Venus' World, a world where only the most beautiful creatures
may live. The Pillar of Sky drops you off inside of Venus' castle but outside
of the town. Enter the town through the south. Talk to various people about
how dirty the world is outside the walls of the castle and the increasing
frequency of earthquakes. If you try to leave the castle through the south
exit, the gate is closed, and the guard robots tell you that only those
authorized by Venus may leave the castle.

Go into the building in the center of the town and talk to Venus. She thanks
you for defeating "that ugly Ashura" and allows you to explore her world by
opening the gate. However, with a chuckle, she doesn't seem to think you will
find any MAGI out there. A quick check with your Prism MAGI tells you that
there are a whopping 17 pieces of MAGI in this world. Venus sure sounds
suspicious. There are two other rooms inside the building: a chapel to the
left and a locked door leading to a garbage dump on the right.

Outside the building, two additional townspeople suddenly appear. Talk to
Nils on the right, who mentions he is marrying Flora and is sorry about what
happened to Leon. Having no idea who those people are, go to the other side
and talk to Flora. She is crying since her true love, Leon, hurt his leg and
was exiled from the castle since creatures with injuries are not allowed
inside the castle. She informs you that Leon resides in a small town outside
the castle where other dirty outcasts live.

Feel free to explore the shops in the castle. There are two Weapon Shops and
two Item shops. At the left-side armor shop, Giant armor is available, so
feel free to upgrade your armor if the enemies give you a hard time in this
world. Remember, though, that a very important armor upgrade is coming in the
next world, so plan your shopping accordingly.

The guard robots allow you to leave the castle with Venus' permission. Go
outside and circle clockwise around the castle wall to find Leon's village.
Talk to Leon and everyone else to learn about the sewers north of castle with
plenty of nice stuff, the ancient ruins up north, and the feeling of freedom
being outside the castle and away from Venus' control.

=============================================================================
xv. The Sewers (aka This Is What They Throw Away?!)
=============================================================================

Mini-boss: Hermit (level 7)

Optional enemy: Mephisto (level 7)

Optional enemy: Phantom (level 7)

NOTE: If you encounter a Thunder and it drops meat, let Pixy eat it to become
a LiveOrk. The reason will be clear in a moment.

Continue circling around the castle wall to find the entrance to the sewers.
On the first floor is a Speed potion (use on Liss). On the second floor,
there is a Psi Sword outside of a room. Inside the room is a Hermit.
Hopefully, Pixy has found Thunder meat to eat by now. Save in front of the
Hermit and keep defeating it until it drops meat. Let Pixy eat it and she
becomes a Fairy (a more powerful version of Pixy's former Sprite form). Also,
the Hermit (for reasons unknown) drops a Key when defeated.

Continue on down to the third floor. Unlock the first door to find a room
with four chests. Avoid the bottom right chest, as it is a monster-in-a-box
(the somewhat difficult to beat Mephisto and Phantom). The other three chests
in the room contain Power, Speed, and Mana MAGI.

Go down the stairs to the fourth floor and unlock the door. This room also
has four chests, and again the bottom right one has the same monster-in-a-box
as before. The other three chests contain Defense, Ice, and Thunder MAGI.

Finally, go down to the fifth floor. There is an Elixier in the water to the
left. Continue to the right on the inside path and find a Giant Helmet (equip
on Liss, moving her Silver Helmet to Lyla). Go back around to the outside
path and up the stairs in the back, and you find yourself outside the locked
door next to Venus' room.

=============================================================================
xvi. A Rumbling Creates Another Volcano
=============================================================================

Enemies to watch out for:
There is another big power jump here, as you will face Ogres, Triceras,
Mercenar, and Magicians with great regularity. Hopefully, Lyla's Surprise
will provide many first strikes, otherwise you may find yourself taking a lot
of damage in battle. All enemies in the volcano are level 6.

Outside the building, talk to Flora again. She confirms that she must marry
Nils, but in the middle of the conversation, another huge earthquake rips
through the ground. To the northwest of the castle (where you heard the
ancient ruins are), a volcano rises out of the ground. Ask Flora why she
doesn't just go see Leon, she tells you that Venus would never allow it and
it is very scary outside the walls.

Go out of the castle to Leon's village and talk to Leon. He is very upset
that Flora has resigned herself to her fate. Rest here at the Inn to recharge
your abilities.

Time to check out the volcano! Go northwest and enter the volcano. As you
progress through the twists and turns in the volcano, you occasionally get a
glimpse of Leon following you for some unknown reason.

As with the undersea volcano in Apollo's World, the lava here costs the party
1 HP each per step, so watch your HP. On the second floor, there a healing
square similar to the one you found in the previous volcano that heals you
for 100 HP per use.

On the fifth floor, you finally find some treasure. This floor has two
chests: a Flame Sword in the lava and a Magic potion (use on Lyla). On the
sixth floor, you find a Fire Gun and a Mage Staff (which Liss can equip once
she stops using martial arts).

Finally, on the seventh floor, you find a second healing square that you
might desperately need if you have taken heavy damage in battle. Near the
end, along the far left path, there is a Flame Shield (equip on CJ, replacing
the Gold Shield). Follow the right path to find the exit and three more
chests. They contain Fire, Power, and Poison MAGI. However, when you
take the Power MAGI, Leon suddenly runs up behind you and steals it from
right under your nose and runs through the exit. I wonder what he plans to do
with it?

=============================================================================
xvii. A Wedding and a Showdown
=============================================================================

Boss: Venus (level 9)

Before reaching the castle, make sure Liss reequips her Kick and Headbut that
each have exactly one use left.

Return to the castle and rest. The townspeople now tell you that the
Nils/Flora wedding ceremony is about to start. Head for the wedding chapel
and talk to Venus, who invites you to stay and attend the wedding ceremony.

Flora enters as the wedding begins. Venus conducts the ceremony. As she tells
them to kiss for the pledge, Flora hesitates long enough for Leon to barge
into the room and threaten Venus with his knife and lone Power MAGI. Venus,
somewhat shocked that he found a MAGI in her world, laughs at him and strikes
him down, wounding him. Flora goes to Leon and begs Venus for mercy, but
Venus is not to be swayed. In a fit of anger, Flora takes Leon's knife and
slashes her own face, creating a scar that would cause her to be exiled from
the castle. Venus can't believe Flora would commit such an act against her
notion of beauty.

After witnessing this exchange, your party has finally had enough and
interrupts the conversation. If you talk to Leon before confronting Venus, he
gives you the stolen Power MAGI back.

Save in front of Venus. Talk to Venus, who has had quite enough of everyone's
meddling and will now strike down anyone who opposes her. The battle with
Venus is similar to the battle with Ashura, except that you have much more
powerful abilities at your disposal. Venus has O-Damage, which means that
Liss's and Lyla's elemental skills are useless, but she has no protection to
status ailments such as Sleep and Stone. She has a variety of attacks,
including Flame (same as Lyla's former starting ability) and Erase (which
instantly kills a party member, but thankfully isn't used too often).

CJ can attack with Laser Sword, Pixy with Sleep, Liss with Headbut (and then
Kick), and Lyla with P-Blast. If Lyla happens to learn StonGaze while in this
world, you can use that instead and hope it hits for an insta-kill.
Alternatively, you can purchase a Stone Book from a Weapon Store, but it
seems kind of silly to drop 11,000 GP just for this purpose, since it's hit
rate is very low. Venus should last a maximum of two turns in the face of
this assault. As a further note, like with the Ashura and Dunatis battles,
Lyla can learn a high level ability upon defeating Venus, so if you want to
go for another P-Blast or Teleport, you can get them here. It won't be as
easy since the battle won't be over in one turn, but it is possible.

After Venus falls, she drops eight MAGI (Power, Speed, Mana, Fire, Ice,
Thunder, Poison, and Aegis). The three friends reconcile their differences
and start to leave. If you didn't talk to Leon before the battle, he now
gives you back the stolen Power MAGI. Equip the Aegis MAGI on CJ. This grants
CJ some nice immunities as well as an excellent shield to use in battle.

Current Equips:
CJ  : Laser Sword (2), Sabre (2), Bazooka, Flame Shield, Giant Gauntlet, O-
     Pa/Po, Aegis MAGI
Pixy: Fairy (Sleep, Thunder, Ice, Cure, O-Quake), Mana MAGI
Liss: Fire Book, Ice Book, Thunder Book, Mage Staff, Bronze Armor, Giant
     Helmet, Giant Gauntlet, Hermes Boots, Thunder MAGI
Lyla: Surprise, P-Blast, [2 random action abilities], Bronze Armor, Silver
     Helmet, Silver Gauntlet, Hermes Boots, Fire MAGI

=============================================================================
xviii. A Dragon Race for the Ages...and MAGI!
=============================================================================

Enemies to watch out for:
Tororo (the next evolution of Jelly) shows up here. They have Surprise and
Dissolve, so eliminate them as soon as possible. The Swallow has the Absorb
attack which is similar to Dissolve. All random enemies here are still level
6.

Mini-boss: Adamant (level 8)

Mini-boss: Tortoise (level 4)

Mini-boss: Lamia (level 8)

Mini-boss: Watcher (level 9)

After that touching scene, return to the Pillar of Sky and go to the next
world, Race Circuit. This world has one town and what appears to be a large
track. Enter the town to find out what is going on.

What is going on is that Apollo is back and hosting a Dragon Race with MAGI
as the prize. There are a series of sheds along the top of town where you can
rent a dragon for the race. Apollo encourages you to enter.

Go to the Item store. A crucial piece of armor (Dragon Armor) can be bought
here. It comes at a steep price, but you should easily be able to afford
three of them. It is useful because it grants O-Damage to the wearer.
Remember that Ashura and Venus had this ability to cancel all elemental
attacks thrown at them? Now, most of your party members also have these
immunities. You might have noticed that some monsters in Venus' World were
starting to use elemental attacks on you for big damage, so this protection
comes just in time.

Equip the Dragon Armor on CJ (replacing his Giant Gauntlet) and Liss and Lyla
(replacing their Bronze Armor). Equip the Giant Gauntlet on Lyla (replacing
her Silver Gauntlet). Also, exchange Lyla's Fire MAGI for Pixy's Mana MAGI in
order to give Pixy O-Fire. That way, she at least has some elemental
protection.

Head for the four Rent-A-Dragon sheds. From left to right, the dragons
available for rent go from fastest to slowest, 1,000 GP to free, and
hardest race to easiest race.

The reason why the race becomes "harder" with the faster dragons is the
existence of mini-bosses on the course during the race. With the slower
dragons, the other teams will get ahead of you and get waylaid by the boss
monsters, causing them to fight other teams besides you. Of course, by the
end of the race, you will be the only team standing and have to fight the
final mini-boss (and, naturally, the hardest of the mini-bosses).

By some odd quirk in the game, the type of MAGI you receive from the final
mini-boss changes depending on which dragon you chose. If you choose the
fastest or slowest dragon, you will end up with 2 Defense MAGI, 1 Speed MAGI,
and 1 Mana MAGI. If you choose the second-fastest dragon, you will end up
with 2 Speed MAGI, 1 Defense MAGI, and 1 Mana MAGI. Finally, my suggestion
(the second-slowest dragon), gets you 2 Mana MAGI, 1 Defense MAGI, and 1
Speed MAGI. Although, the reason for picking this path is not because of the
MAGI, it is because of the mini-bosses that you fight.

The four mini-bosses are Adamant, Tortoise, Lamia, and Watcher. Adamant and
Tortoise are pushovers, so you might as well not fight them (which you won't
with the second slowest dragon. Lamia isn't too bad. She has some strong
physical attacks, and her meat is useful. Save before you fight her and keep
fighting her until she drops meat, turning Pixy into a Gazer (which isn't a
bad monster in its own right, since it has the group attack Beam that does
good damage).

When you see the last team lying on the course, save again and fight the
Watcher. Use Bazooka, Beam, any magic Book, and P-Blast and hope Pixy stays
alive to eat their meat. She turns into a Nymph, the next strongest version
of the Sprite class which has the ability Whirl (which hits all enemies).

After defeating the Watchers, simply go forward and cross the finish line to
win the race. Congratulations!

By the way, if you have the Teleport ability, consult the Secrets/Glitches
section to learn about the Dragon Warp and the fun tricks you can pull with
it.

Current Equips:
CJ  : Laser Sword (2), Sabre (2), Bazooka, Flame Shield, Dragon Armor,
     O-Pa/Po, Aegis MAGI
Pixy: Nymph (Thunder, Sleep, Whirl, Ice, Cure, O-Quake), Fire MAGI
Liss: Fire Book, Ice Book, Thunder Book, Mage Staff, Dragon Armor, Giant
     Helmet, Giant Gauntlet, Hermes Boots, Thunder MAGI
Lyla: Surprise, P-Blast, [2 random action abilities], Dragon Armor, Silver
     Helmet, Giant Gauntlet, Hermes Boots, Mana MAGI

=============================================================================
xix. Edo - Home of the Forbidden Bananas
=============================================================================

Enemies to watch out for:
Look out for Gae Bolg (next evolution of Hofud) and Boulder (next evolution
of Cobble) here. Gae Bolg has incredible defense and immunity to all
elemental and status magic, so they must be killed with non-elemental
abilities (P-Blast) and strong physical attacks (Bazooka). Boulder has
StoneGas to petrify your party members. Also be aware of Knights (have strong
physical attacks and can use elemental shields) and Gazers (have the strong
Beam attack that ignores defense when dealing magical damage). All random
enemies are now level 7.

Mini-boss: Hatamoto (level 11)

Return to the Pillar of Sky and advance to the next world, Edo. Right away
you notice that this is a larger world than some of the others and has many
places to visit. Unfortunately, you either cannot access them right now or
there is no one there. First, you see a castle, but the guards do not allow
you to enter. To the south of the castle is a Court, but there is nothing
going on there. To the east is a harbor, but again, there's nothing there. To
the north of the harbor and to the east are two towns. In the east town,
there are Weapon and Item Shops and an Inn, and not much else.

Finally, in the north town, there are a few townspeople milling about. They
mention that Echigoya has the best weapons around, bananas are illegal for no
reason, Hatamotos are troubling them, Hana took over for lost father as a
detective, and Shogun is a bit "soft in the head", whatever that means.

To the right is Echigoya's shop, and the townspeople weren't kidding. He
carries the most powerful and most expensive items around. If you happen to
have a few hundred thousand GP lying around, you could easily spend most of
it on Flare Books, Dragon Helmets, Tanks, and Missiles. You can buy a Flare
Book if you like, but the other stuff will be found in treasure chests in the
near future, so don't worry if you don't buy anything here.

There is a bridge in the middle of town with four guards blocking passage to
the northern side of town. They are the Hatamotos, and they don't appreciate
you walking on "their" bridge. If you talk to the middle Hatamoto, they get
fed up and attack you. You face between four and eight of them. If you get a
first strike, use group attacks and they quickly fall. If you don't,
hopefully they don't hurt you too bad since they have some nasty attacks.

After beating them, they are ready to challenge you again, but a young woman
appears behind them. This is Hana, a Detective. She interrupts and chides
them for greeting strangers in such a fashion. The Hatamotos grudgingly agree
and leave, opening up the bridge for you. Across the bridge are another
Weapon Shop and an Item Shop. Go to the weapon shop and buy a Catclaw (equip
on CJ, replacing a Sabre). The Item Shop doesn't hold anything notable that
you need.

Leave the town and head for the east town, which is now more populated than
it was previously. Here you find out about Hana's father's murder, Echigoya's
smuggling, the possibility of a Guardian in this Edo, and the secret banana
trade.

The first house on the bottom row of houses is Hana's house. Talk to Hana and
she recognizes you from the fight earlier. She mentions that Echigoya and the
Hatamotos are up to no good and you agree to further investigate Echigoya.
The second house on the top row is a schoolhouse where Taro is teaching
children. The children pose various adolescent questions to you, except for
one who is asleep and one who is trying to learn English. Finally, the third
house on the bottom row is Kame's house. Kame worked for Hana's father before
he died and agreed to watch over Hana, but Hana, being a tomboy, is tough to
keep up with.

=============================================================================
xx. Echigoya - Busted?
=============================================================================

Mini-boss: Echigoya (level 11)

Return to the north town and talk to Echigoya from the side (not across the
counter). After threatening him, he tells you that the next shipment of
bananas is in the harbor. Interestingly, even after confronting him, you can
still buy his wares. Hypocrites, much?

Anyway, go south to the harbor. Kame is pacing nervously outside. He tells
you that Hana went on the ship all alone and he is worried about her. There
are three docks; go down the middle one to reach Echigoya's ship.

The first floor has nothing notable. Find the stairs in the middle cabin of
the ship. On the second floor, go down and around the staircase to find a
Laser Gun (equip on CJ, replacing a Sabre). Go back up and down the stairs.
The third floor has two chests: a Tank on the left (equip on CJ, replacing
the Bazooka) and Hecate Boots on the right (equip on Lyla for a nice Mana
boost, replacing her Hermes Boots).

In the back of the room, you find Hana and Taro. Hana has found the ship to
be full of bananas, so she joins your party to see Echigoya brought to
justice. Hana has good stats, but only has two weak weapons and a Temptat
item equipped (which confuses a group of enemies). Take her to the Court.

It should be noted that if you still have your heart set on any of Echigoya's
wares, this is your last chance to get them. As soon as you speak to the
Judge, his shop is closed.

At the Court, Hana presents her findings to the Judge, who sends one officer
to investigate the ship for bananas and the other officer to get Echigoya.
While waiting for the men to return, Kame arrives and congratulates Hana on
finally accomplishing something in the case. One of the officers then arrives
with Echigoya in tow. Hana accuses him of harboring bananas while Echigoya
simply acts confused by the whole situation. The other officer returns and
reports that, unfortunately, no bananas were found in his ship. Due to a lack
of evidence, the Judge allows Echigoya to return to his store. Echigoya,
unhappy about being accused of such a thing, threatens Hana to leave him
alone and returns to his shop.

Back at Hana's house, Hana is suspicious that perhaps even the Court is in
league with Echigoya. During the discussion, Taro arrives with Kame, who had
snuck into Echigoya's ship and was injured trying to escape. As they tend to
his injuries, an officer arrives at Hana's door. Taro and Kame hide in the
back before the officer enters. Upon being asked if she has seen Kame, Hana
covers for him, telling the officer that he got paid today and is probably
out on a date. The officer, satisfied with her excuse for him, tells Hana to
give up the case as it is getting too dangerous for her.

After the officer leaves, the group moves to the back of the room where Kame
is recovering in bed. While discussing the next move to take, it is resolved
that Echigoya needs to be confronted once and for all. Hana joins the party
again for this mission.

Return to Echigoya's shop, where you notice that the store is deserted. Since
Echigoya is no longer blocking the path, you can go to the back of the room
and down the stairs. There are two rooms downstairs. In the first room are
three Hatamotos. If you talk to them, a random battle begins. They are
similar to the monsters walking around in Ashura's Base back in the first
world. Feel free to fight some random battles if you are low on cash or if
you want to grind stats for a while. The Knights that you can fight sometimes
drop expensive weapons and shields that are good for selling.

In the last room, Echigoya and Shogun are gloating over their successes until
the party busts into the room. Shogun flees to the back of the room, but
Echigoya and nine Hatamotos stay and fight you. The Hatamotos are the same as
before. Echigoya doesn't have a lot of HP, but he does have a Vulcan Cannon
that can pack a wallop. Of course, a single Whirl from Pixy should take out
the entire group all at once, so the battle shouldn't be a problem.
Afterwards, Shogun escapes and Echigoya begs for mercy, saying that he
doesn't know anything and was simply a pawn of Shogun.

=============================================================================
xxi. Showdown with Shogun
=============================================================================

Enemies to watch out for:
There aren't too many bad encounters in the castle. Ninja now appear in
random battles (note that if you encounter Ninja in battle, you cannot run
away, presumably because a Ninja previously appeared as a mini-boss), as well
as more Knights and Boulders. All random enemies are still level 7.

Mini-boss: Shogun (level 7)

Optional battle: Dolphin (level 9)

Boss: Magnate (level 12)

Back at Hana's house, Kame is still recovering. Taro reveals himself to be a
Guardian. You mention that your father is also a Guardian called Captain.
When Taro asks how he is, you tell him of your father's demise. Taro joins
you to help kill the Shogun and avenge your father's death and Hana's
father's death.

Taro, being a Guardian, is well equipped for battle. He has great stats and a
Muramas Sword, which does extra damage against humanoid enemies (like
Shogun!). If you want him to be even more powerful, retreat back to Venus'
Castle and buy a Giant Helmet and Geta Boots for him for a nice Strength
boost.

Rest and head for the castle. This time, the guards at the front of the
castle challenge you. They are just a normal random battle, so they shouldn't
pose a problem. Follow the path around the outside of the castle and enter
the castle in the middle.

On the first floor, go left to reach the stairs. On the second floor, take
the first door for the stairs. On the third floor, go right for a Ninja
Gauntlet (equip on CJ, replacing his Flame Shield), a Body potion (use on
Lyla for a boost to her max HP), and a Missile. Backtrack to the left for the
stairs. On the fourth floor, take the first door for a chest with a Dragon
Sword. The next door has the stairs. The fifth floor is straight-forward.
There is a Dragon Shield in the hallway. Enter Shogun's room and take the
Samurai Bow from the chest to Shogun's left (equip it on CJ, replacing a
Laser Sword). This bow is very powerful and hits an entire group of enemies
for big damage.

Talk to Shogun, who cries out for help as you fight him. He does not pose
much of a threat; if you get a first strike, Shogun probably won't live to
see his first turn. Behind Shogun, Magnate appears and destroys Shogun in
frustration for his inability to do anything. Magnate leads you to roof.

On the roof, Magnate is in the middle and two Dolphin statues are on each
side. If you talk to the Dolphins you can fight them. They are powerful, but
don't drop any items or meat and don't give you any GP, so it seems pointless
to fight them.

In any case, save your game and talk to Magnate, who thanks you for bringing
him the MAGI and attacks you. Magnate is the toughest boss you've faced yet.
He has about 6000 HP, O-Change, no noticeable weaknesses, and the devastating
Tornado attack that hits your entire party for unblockable damage. If he uses
Tornado more than once, you will likely be dead. CJ defends with Aegis, then
attacks with Catclaw, Pixy attacks with Whirl, Liss attacks with any
elemental spell book, Lyla attacks with P-Blast, and Taro attacks with
Muramas. Magnate should fall in three turns, and, hopefully, he sticks with
his weaker Katana and useless Thunder attacks instead of using Tornado.

After he falls you receive Fire, Ice, Thunder, and Poison MAGI, bringing your
MAGI total to 67. Only ten more to go!

You are healed and warp back to Hana's house. Hana and Taro have an
embarrassing moment; apparently they are in love, much to Kame's delight.

Current Equips:
CJ  : Catclaw, Samurai Bow, Laser Gun, Laser Sword, Tank, Dragon Armor, Ninja
     Gauntlet, O-Pa/Po, Aegis MAGI
Pixy: Nymph (Thunder, Sleep, Whirl, Ice, Cure, O-Quake), Fire MAGI
Liss: Fire Book, Ice Book, Thunder Book, Mage Staff, Dragon Armor, Giant
     Helmet, Giant Gauntlet, Hermes Boots, Thunder MAGI
Lyla: Surprise, P-Blast, [2 random action abilities], Dragon Armor, Silver
     Helmet, Giant Gauntlet, Hecate Boots, Mana MAGI

=============================================================================
xxii. That is One Nasty Dungeon
=============================================================================

After bidding farewell to Hana and her friends, you are warped directly to
the entrance to the Pillar of Sky. Ascend and go to the next world (Nasty
Dungeon).

This is a peculiar world. Go south down the path and find the entrance to the
dungeon. At the entrance is a Fairy standing next to a treasure chest. The
Fairy warns you about the dangers of the dungeon, and that the only MAGI to
be found is in the box next to her. Take the Pegasus MAGI from the box, which
allows you to freely teleport to various worlds you have already visited
without manually backtracking through the Pillar of Sky. However, you now
have a decision: go straight to the next world and continue your journey or
brave the depths of the Nasty Dungeon for the treasure inside?

I recommend skipping the dungeon for now and coming back after completing the
next world. The next world is not that difficult and you can get another
Sprite upgrade for Pixy.

It should also be noted that this is a good time to abuse the trash can bug.
See the Secrets/Glitches section for more details.

=============================================================================
xxiii. Valhalla - Land of the Dead
=============================================================================

Enemies to watch out for:
You begin to face more enemies that like to use group attacks (SnowCat with
Blizzard, LavaWorm with Flame, etc.) who won't pose much of a threat because
of your immunities. However, most enemies have very strong physical attacks.
CJ should use Aegis as much as possible to give the party O-Weapon and help
ease the pain from physical attacks. The random enemies are now level 8.

Mini-boss: OdinCrow (level 7)

Mini-boss: Sleipnir (level 11)

Boss: Odin (level 13)

Return to the Pillar of Sky and advance to the next world, Valhalla. If
you've met up with Odin after getting wiped out in battle, you know that this
is his neck of the woods.

Walk to the east and enter Odin's Castle. On the first floor, go left for a
Defend Sword; backtrack to the right for the stairs. On the second floor, go
down and left and enter the room for a Wizard Staff. Continue left to get to
the stairs. On the third floor, stay to the bottom of the room and go right
for more stairs.

On the fourth floor, enter the first room for a Dragon Helmet (equip on Liss,
moving her Giant Helmet to Lyla). Enter the second room for more stairs. On
the fifth floor, take the lower path to reach a Rune Axe; backtrack to the
middle path for even more stairs. On the sixth floor, find a Flare Book
(equip on Liss, replacing her Mage Staff). Go along the top of the room and
go around to the stairs. On the seventh and final floor, simply follow the
path up and around to the doorway. Enter to face Odin.

You have an actual conversation with Odin if you previously died in battle
and Odin revived you. Odin reminds you of your promise to fight him when you
became powerful enough. If you never died previously, the fight just begins
without a word spoken between you and Odin.

Save before battle, since Odin is flanked by a Sleipnir and two OdinCrows
that can quickly wipe you out if they get a surprise attack.

On the first turn, CJ uses Aegis, Pixy uses Whirl, Liss uses Flare Book, and
Lyla uses P-Blast. Aegis' O-All protection for the entire party ensures that
Odin's devastating Gungnir attack won't instantly kill someone. Hopefully,
the Sleipnir and OdinCrows use physical attacks on CJ (who easily blocks them
with Aegis) instead of blasting the entire party with Tornado. The Sleipnir
and OdinCrows should die quickly to your group attacks. Provided everyone is
alive and Odin is the only one standing, the rest of the battle is easy. By
the third turn Odin should be dead.

Hopefully, the Sleipnir drops meat for Pixy to eat and become a Moaner. Odin
also drops Power, Speed, Mana, Fire, Ice, Thunder, Poison, and Masmune MAGI,
bringing your ever expanding MAGI total to 76, one short of your goal.

If Odin revived you previously, you have a conversation about how at ease he
is, and he wishes you well on your journey. If not, he just gives you the
MAGI and disappears. The scene really doesn't make any sense unless you have
died previously, in my opinion.

After the battle, you are fully healed. Now is the time to tackle the Nasty
Dungeon. Use the Pegasus MAGI to teleport to any town and dispose of all of
your items that you won't need. I would recommend bringing only a Soft Potion
and a Curse Potion, since they might be needed and can just easily be thrown
away and replaced if needed. After that, teleport to the Nasty Dungeon.

=============================================================================
xxiv. Nasty Dungeon, Revisited and Ready to Plunder
=============================================================================

Enemies to watch out for:
There are eight floors of nastiness to contend with in this dungeon. The
enemies are level 8 on floors one through five, increasing to level 9 on
floors six through eight. The enemies on the first five floors are the same
ones you just faced in Valhalla. Once reaching the sixth floor, watch out for
Cocatris (who use Petrify a LOT) and Watchers (with their high damaging Beam
attacks as well as StonGaze). Have CJ use Aegis as much as possible to
protect the party from Petrify attacks, and have some Soft potions on hand if
someone does get petrified.

Before entering the Nasty Dungeon, wander around outside and fight a FireMoth
for its meat. When Pixy eats it, she turns into a Sylph, the second most
powerful Sprite-type monster.

There is so much treasure in here that you will most likely need two trips
(possibly three) to get everything. Don't hesitate to use the Pegasus MAGI
whenever you need to escape and refresh your party.

On the first floor, take the right path for a Power potion (use on Liss), and
a Body potion (use on Lyla). Backtrack to the left path; take the upper path
for Dragon Armor. Backtrack again and take the next left path for an Ogre
Axe. Finally take the middle path for the stairs.

On the second floor find a Speed potion (use on Liss), and a Magic potion
(use on Lyla). Take the upper path for a Catclaw and a Vulcan Cannon.
Backtrack to the lower path for the stairs.

On the third floor, take the lower path for an Elixier and a Laser Gun. Go
back to the main path, and then take the left path for a Jyudo and a Dragon
Sword. Backtrack again to the main path and follow it to the stairs.

On the fourth floor, the main path goes straight down with branches to each
side. The first left has a Tank, the second left has a Tent, and the bottom
left has a Dragon Helmet (equip on Lyla, replacing the Giant Helmet). On the
right side, the second right has a Missile and the third right has the
stairs.

On the fifth floor, the right path leads to all the treasure and straight
down has the stairs. Go right and up for a Muramas. Backtrack and go down.
The first left has a Wizard Staff and a Selfix. The bottom left has a Defend
Sword and a Samurai Bow. Backtrack all the way back and go down.

At this point your inventory is probably bursting. Now would be the time to
use the Pegasus MAGI and sell stuff. Also, make sure you have a Soft potion
since the lower levels of the dungeon have enemies that love to use Petrify.
Once you're done, Pegasus back to the Dungeon and follow the path that just
leads to the stairs.

Once you get back to the sixth floor, the enemies get noticeably more
powerful. Take the first lower path for a Parasuit, a Psi Gun, and a Vampic
Sword. Equip the Parasuit on Liss, but be advised, she cannot wear it while
she has any other armor on. Replace Liss's boots, gauntlet, and helmet with a
Psi Gun, a Samurai Bow, and a Wizard Staff, and then equip the Parasuit in
place of her armor. Backtrack up and right for Arthur Armor, continue to the
left to the stairs.

On the seventh floor a series of winding hallways try to confuse you. At the
first fork, go right and get a Karate, a Sun Sword, and a Hyper Cannon.
Backtrack and go up, find a Tent, and continue to the stairs.

Finally, you have reached the eighth and final floor. If your party is
hurting badly and running out of abilities, remember that the Tent fully
heals and recharges the entire party. Go right and you come to a 4-way
intersection. Go left and left again for a Flare Book (equip on Liss,
replacing her Wizard Staff). Backtrack to the 4-way intersection, go down,
and down again for a Glass Sword. Backtrack for the third time to the 4-way
intersection, go right and right again for a NukeBomb. Go back and down, then
down again for a Gungnir.

At this point you have collected all of the treasure and are free to use the
Pegasus MAGI to escape this hellhole. However, for a little comedy you can
backtrack, go to the right, and follow the path to the exit. At the exit is
the Fairy you spoke to at the entrance of the dungeon. The Fairy asks you if
the dungeon was as nasty as she said it was. If you agree, she says "I told
you!" and allows you to leave. If you disagree, she becomes angry and tosses
you back to the fifth floor of the dungeon. Of course, you have the Pegasus
MAGI and can escape anyway, but I always have fun pissing off the Fairy.

Now that you have all of this powerful equipment, it's time to put it to good
use. Equip CJ with the Gungnir, Sun Sword, Dragon Sword, Glass Sword, and
Karate in place of Catclaw, Laser Sword, Tank, Ninja Gauntlet, and Dragon
Armor. CJ's Strength should now be 122 (shown as 99 on his menu) and his
Agility should now be 89. Of course, with no armor on, his Defense should be
a measly 6. In battle, he should (almost) always go before the enemy and
attack with the Gungnir for around 1600 damage on an enemy group, making him
quite a threat. Move CJ to the fourth position to keep him out of harm's way.
Equip the Ninja Gauntlet on Lyla. Keep the other Dragon Sword (that you
picked up in the Nasty Dungeon) in your inventory, since CJ will need it for
an upcoming battle.

When you are ready, use the Pegasus MAGI to return to Valhalla.

Current Equips:
Liss: Fire Book, Ice Book, Thunder Book, Flare Book (2), Psi Gun, Samurai
     Bow, Parasuit, Thunder MAGI
Pixy: Sylph (Sleep, Thunder, Ice, Tornado, Cure, Teleport, O-Quake), Fire
     MAGI
Lyla: Surprise, P-Blast, [2 random action abilities], Dragon Armor, Dragon
     Helmet, Ninja Gauntlet, Hecate Boots, Mana MAGI
CJ  : Gungnir, Samurai Bow, Sun Sword, Dragon Sword, Laser Gun, Karate, Glass
     Sword, O-Pa/Po, Aegis MAGI

=============================================================================
xxv. Apollo Returns
=============================================================================

Boss: Minion (level 14)

Walk east from Valhalla to the Pillar of Sky and head for Final World. With a
name like that, the end of the game must be near, no?

Walk down the narrow path towards another Pillar of Sky. Before you can reach
it, you meet up with Apollo again. He mentions that you have 76 MAGI and that
he has the last MAGI. He then reveals his ultimate plan was to allow you to
collect the MAGI for him. When you refuse to hand them over him, he sends
Minion to fight you.

After the Odin battle, this battle is a piece of cake. Minion uses Tornado
and other elemental hit-everyone abilities, but he most likely will not see
many chances to use them. After Minion's defeat, Apollo appreciates your
powers. However, he then plays his trump card and brings out various other
characters from previous worlds (Taro/Hana, Flora/Leon, Lynn and her mother,
etc.) and threatens their lives unless you hand over the MAGI. To save them,
you hand over the MAGI and he escapes up the Pillar of Sky to the Central
Shrine.

=============================================================================
xxvi. The Return of Dad and the Final Cave
=============================================================================

Enemies to watch out for:
You will recognize most enemies here from the lower floors of the Nasty
Dungeon. As always, watch out for Cocatris and Watchers. All random enemies
are level 9.

Boss: Warmach (level 14)

All seems lost, until your father shows up! He is alive, much to your relief!
He tells you that there are actually 78 MAGI that comprise the Statue of the
Goddess Isis, not 77. The Guardians spread the rumor that there were only 77
as an additional protection measure. Your father joins the party and tells
you that the final MAGI is in the Final Cave.

Your father has some great stats now and comes equipped with a Defend Sword,
a Vulcan Cannon, a Magnum Gun, a Cure Book, and a Heal Staff. He has two
empty spots, so walk west to Final Town to prepare him for the final cave.
You can learn about the defenses of the ultimate monster in the Final Cave
from the townspeople and various uses for new items that you may buy here
(such as the Door). At the weapon store, buy a Flare Book for your father,
and buy a Dragon Sword (to be used later by CJ). At the Item Store, buy two
Heal Staves and a Tent.

Once you are ready, walk southeast to Final Cave. There are ten floors of
nastiness here, and the walls look like screaming faces to further freak you
out. Also, remember that you do not have your MAGI to help you anymore, so
you probably notice a drop in the damage output from your magical abilities
and books. On the first floor either fork leads down to two entrances. Go
right for a Karate, (equip on CJ, replacing his Laser Gun), then go left for
the stairs. On the second floor go left for a Sun Sword, (equip on CJ,
replacing his Dragon Sword), then go back and right for the stairs. More of
the same on third floor, except there is no treasure here. Just go right and
around for the stairs.

The fourth through seventh floors are all pretty much the same. They all have
forks, and in each case the right fork goes to a treasure chest and the left
goes to the stairs to the next floor. The treasure to be found includes
Arthur Armor, a Psi Gun, a Parasuit, and a Tent.

On the eighth floor, there is no treasure, just follow the path to the
stairs. On the ninth floor there is a hidden path inside the wall to both the
left and the right. Go either direction and follow the path around the back
to find the XCalibr. This excellent weapon has essentially the same power as
the Gungnir (since it hits a group of enemies and is Strength-based), except
it has unlimited uses and causes a lot of damage even with low Strength. Now
is the time to give Liss some new equipment since her elemental spell books
are underpowered and obsolete. Give her the XCalibr, a Heal Staff, and the
Hyper Cannon in place of her Fire, Ice, and Thunder books. Return to the
first room and go up the stairs.

Finally, on the tenth floor, at the final fork go right for a NukeBomb, then
go left through the opening and straight up the path to find the boss,
Warmach. Equip the three Dragon Swords that you should have in your inventory
on CJ in place of his Samurai Bow and both Karates. This should make his
Strength a whopping 206 (still shown as 99 on the menu) while dropping his
Agility down to 5. However, his Agility won't matter in this battle. If your
HP is low and your abilities are depleted, use a Tent and save before facing
the boss.

Warmach has a massive 10,000 HP and a variety of group physical attacks such
as Missile and NukeBomb. If you get a first strike on him, you probably won't
need to heal since he will fall before you will. If you don't, be prepared to
heal if he uses NukeBomb.

Liss uses XCalibr, Pixy uses Tornado, Lyla uses P-Blast, CJ uses Gungnir, and
Dad uses Flare Book. If Warmach damages the party severely with NukeBomb,
have Dad heal the party with his Heal Staff. Two or three turns of attacks
should be enough to take him out.

The party is healed and its abilities are recovered. Loot the treasure chest
in the back room for the 78th MAGI, the Heart MAGI. This MAGI, when used in
battle, revives Stunned units and restores the HP of the party. Equip the
Heart MAGI on Pixy.

=============================================================================
xxvii. The Battle for the MAGI
=============================================================================

Boss: Apollo (level 15)

Teleport back to Final Town. Stock up on Tents, Heal Staves, and Flare Books
for the final series of battles, since you likely have a lot of GP and it is
worthless at the end of the game, so you might as well spend it. Also, remove
Lyla's armor, helmet and gauntlet and equip her with a Psi Gun, a Flare Book,
and a Heal Staff. She now has very little defense (similar to CJ), but she
won't need it. She does need the attack and healing options for the rest of
the game. When you are ready, walk to the area where you encountered Apollo.
The MAGI-door can now be opened, so take the Pillar of Sky to the Central
Shrine.

In the back of the main floor of the Shrine you find Apollo. Talk to Apollo
and you tell Apollo that you will stop him before he can use the MAGI, and
the fight begins.

Apollo has around 25,000 HP and uses the Aegis MAGI, the Masmune MAGI, and
the Flare ability. For the first six turns or so, he is content to sit back
and protect himself with the Aegis MAGI. On about the seventh turn, he
transforms into a monster, drops his Aegis defense, and begins his assault
with Masmune and Flare.

There are two ways to win this battle. The offensive approach looks to try
and kill him before his monster form can put any serious hurt on you.
However, since he has O-All and uses the Aegis MAGI, it is hard to inflict
serious damage on him with normal attacks. Luckily, you have some nice
unblockable non-elemental weapons to throw at him. Liss and Lyla attack with
Psi Guns, Pixy attacks with Tornado, CJ attacks with Gungnir, and Dad attacks
with Flare Book. Once he transforms, switch Liss and Dad to using their Heal
Staves and Pixy (who should be out of Tornado uses) can switch to using Cure
on CJ and Lyla (who are the main damage dealers). With any luck, this attack
pattern should take Apollo into his death throes without his monster form
getting too many chances to act.

The other method is the defensive method. Teleport to Port Town in Apollo's
World and buy SpeedUps for Liss, Lyla, and Dad and make sure they have fully
ready Heal Staves. For Apollo's Aegis-protected turns, have everyone use
SpeedUp (Pixy and CJ can just each use a random useless attack). When Apollo
transforms and begins his barrage of attacks, use everyone's Heal Staves
every turn to keep everyone alive. In addition, Pixy can use Cure on herself
and use the Heart MAGI to revive dead party members.

The reason why the defensive approach even has a shot at working is because
even if you never damage Apollo, he eventually starts melting. He wonders
why, and you tell him that he is still missing one MAGI, and therefore his
attempt to use the MAGI to become a god is destined to fail. Apollo gets off
one more Flare attack, and then explodes. If Dad is alive, he takes the
damage for everyone else. If Dad is dead, hopefully at least one member of
the party survives the explosion.

Once Apollo falls, you take control of all of the 78 MAGI, but Dad has also
fallen, and the world begins to shake.

=============================================================================
xxviii. Journey to the Center of the World
=============================================================================

Enemies to watch out for:
Since the end of the game is nearing, these are the strongest enemies in the
game. Very few of them have weaknesses and most have tons of HP. The insane
variety of enemies you face lends to a strategy where you just simply blast
away with your best attacks and hope they die before you do. Remember to save
often! Also, be aware that running in battle is impossible from here on out
(with one exception). All random enemies are level 10.

Mini-boss: TianLung (level 11)

Mini-boss: Fenrir (level 11)

Optional boss: Haniwa (level 12)

Final boss: Arsenal

Talk to your dying father. In order to save him, the party resolves to use
the MAGI and see what happens, despite your father's feeble protests. After
using the MAGI, the goddess Isis appears. She reads your mind to find out
what's going on. You request that she save your dying father, which she does
with a wave of her hand. She then tells you that she cannot stop the shaking
from here. She needs to go the Center of the World and fix the broken
Security System, but the powerful enemies keep her from going by herself. She
enlists your party to assist her in the journey to the Center of the World.

Isis is truly a powerful goddess. She has 999 HP, 99 in every stat, and has
the use of various MAGI in battle, including Masmune, Aegis, and Heart. She
also has the Flare ability and O-All, making her the ideal support party
member.

Before beginning the journey to the Center of the World, equip the Samurai
Bow and two Karates on CJ in place of his Dragon Swords, since he will need
high Agility up until the final battle. Also, rearrange your party in the
order of Liss/Pixy/CJ/Lyla.

The path could not be more linear. It is a literal path straight down for a
long time, but it is divided into floors. Nothing much happens for the first
four floors.

At the end of the fifth floor, there is a mini-boss in the way. Save and
fight the TianLung, a very tough monster that may show up in a group of at
most four. They have up to 2000 HP, O-All, and a devastating Tornado ability.
Use your best non-elemental abilities (XCalibr, Flare, P-Blast, and Gungnir
work well) to take them out quickly. They drop meat, make sure that Pixy eats
it to become a Ghost.

Keep going down. In the next few battles, try to get Pixy to eat either Hydra
or D-Turtle meat. When Pixy eats either of those meats, she turns into a
Titania, the highest level Sprite type monster. Titania has 99 Mana, very
high Agility, and an extremely powerful Flare ability.

On the eighth floor you fight another mini-boss. Save again and fight Fenrir,
another tough monster who has even more HP than TianLung (about 2500), can
show up in groups of up to four, and also has a devastating Tornado ability
that they are not shy about using. Use the same tactics you used against
TianLung and hopefully you don't face too many Tornadoes. If you haven't
found Hydra or D-Turtle meat yet, have Pixy eat the Fenrir's meat to become a
GigaWorm. While not as good as a Titania, it still has 91 Mana and its own
Tornado ability.

=============================================================================
xxix. The Final Battle
=============================================================================

The ninth floor is the bottom floor. There is a maze of different paths to
follow here. As with the path leading here, you cannot run from any battles,
except for one: Haniwa. Haniwa has 10,000 HP and a variety of attacks, the
most powerful of them being Flare and the Seven Sword. The Seven Sword can
hit a target up to seven times for thousands of HP damage per strike, but it
can be dropped if you defeat it. Oh, and it has Recover, so it recovers 1,000
HP each turn. Good luck defeating it. If you are not powerful enough to
defeat it with damage, you can use the Hyper Cannon to secure a quick
victory, although I'm not sure if you can get the Seven Sword drop in this
fashion (I have never gotten it this way). If you have no uses left on your
Hyper Cannon, you can run away (remember, this is the ONLY battle in this
area in which you can run away).

Go left and follow the path up along the left edge of the floor. To the top
left of the floor you find an elevator, but it is not operational. Continue
to the right and up and you find the security system. Use a Tent, equip CJ
with the three Dragon Swords again, and save.

For reference, here is my recommended final list of everyone's equipped
items:

Liss: XCalibr, Flare Book (2), Psi Gun, Heal Staff (2), Hyper Cannon,
     Parasuit
Pixy: Titania (Fire, Thunder, Ice, Flare, Cure, Erase, Teleport, O-Quake) or
     GigaWorm (Tusk, Tail, Tie Up, Fire, Tornado, Teleport, O-Quake, O-Fire)
CJ  : Gungnir, Dragon Sword (3), Sun Sword (2), Glass Sword, O-Pa/Po
Lyla: Surprise, P-Blast, [2 random action abilities], Psi Gun, Flare Book,
     Heal Staff, Hecate Boots

Isis asks if you are ready, say yes to begin the battle. There are two
Security Systems. Isis takes on one while you tackle the other. The final
battle is against Arsenal.

This battle has three forms. The first form attacks with four lasers that
each have 1000 HP, can only be attacked one at a time, and take three turns
to regenerate after they are destroyed. After the lasers are destroyed,
Arsenal's main form takes center stage. This form has 10,000 HP and O-Change.
The second form attacks with an attack called the Smasher, which does
physical damage to one target and can be blocked by shields. After this form
has taken some damage, the final form shows up and starts "releasing" the
Smasher. This attack deals variable damage to all party members, regardless
of their defense stats.

For the first form, Liss uses Psi Gun, Pixy uses Fire, Lyla uses Psi Gun,
and CJ uses Gungnir. This should take out the cannons in two turns.

For the second form, use the same abilities, except let Liss use the Heal
Staff on her first turn to heal the party from the damage caused by the
lasers. Two to three turns of these attacks should cause Arsenal to advance
to the third attack pattern.

For the third and final form, again use the same abilities as the first form,
except you may feel free to unleash Pixy's Flare or Tornado on the Arsenal.
Time is of the essence here, as the Smasher can easily kill someone in two
hits if it does high end damage twice in a row. Use the Heal Staves if the
Smasher decides to hit for high end damage. If party members start falling,
don't worry about it and keep plugging away. If necessary, just go on an all
out offensive. More than likely, Arsenal falls first.

=============================================================================
xxx. Epilogue
=============================================================================

After Arsenal falls, Isis re-assumes her goddess form. She thanks you for
your help and tells you that she must stay to help repair the world. She
tells you to always remember her and to pass down the legend of your battles
to your descendents to ensure that these events are not forgotten in case
history repeats itself. She reactivates the teleporter to the left of the
battle area.

Step on the teleporter to transport back to the Central Shrine. Once there,
you see your father has recovered from his injuries and is waiting for you.
Talk to him, and he fulfills his promise from earlier. You head home
together.

As the credits roll, we see views of the various worlds that were visited:

Valhalla: you see an image of Odin behind you as you pass through.

Edo: you see Hana, Taro, and Kame (who does a little dance for you).

Venus' World: the walls have come down, Flora and Leon are together and happy
while Nils is being chased by a girl.

Lynn's house: you see Lynn and her mother, while there, Lynn's father walks
in (it looks like Mask, whom you rescued from Ashura's Tower).

The Shrine of Isis: you meet up with Ki.

And finally...you arrive home.

After the credits are done, there is one more scene, which oddly resembles
the very first scene from the opening of the game.

Your father awakens you and tells you he's leaving again, this time to chase
down the Lost Ark. You demand to come with him, and just as your father
agrees, your mother bursts into the room and stops you. She is tired of
staying at home worrying and demands to join you on the journey. Your father
is hesitant, but you are excited! Your father agrees...and for whatever
reason...you all head out the window as if that was the only way to get out
of the house at night.

The End

=============================================================================
V. Types of Units
=============================================================================

Upon starting a new game, the main character's race must be chosen. The four
options are:

Human:
Base stats (Male):   HP: 59, S: 6, D: 0, A: 5, M: 3, Long Sword, Bronze Armor
Base stats (Female): HP: 52, S: 5, D: 0, A: 6, M: 4, Rapier, Bronze Armor

Humans have no natural abilities and must depend on equipped weapons for
attacking and equipped armor for defense. This can make humans very costly to
maintain since most weapons have a limited number of uses before they break
or are otherwise exhausted and must be replaced. However, humans generally
gain HP and stats more quickly than Mutants upon surviving a battle based on
what actions they take during that battle.

Mutant:
Base stats (Male):   HP: 52, S: 5, D: 0, A: 4, M: 6, Hammer, Blizzard, Bronze
                                                    Armor
Base stats (Female): HP: 45, S: 4, D: 0, A: 5, M: 6, Bow, Flame, Bronze Armor

Mutants also gain stats randomly in the same manner as humans (albeit
slightly less often than humans do), but they also randomly gain abilities to
use in battle that can be recharged at an inn. These abilities range from
simple attack abilities that damage enemies (Fire, Ice) to attack abilities
that inflict negative status on enemies (Charm, StonGaze) to curative
abilities (Cure, Heal) to passive special abilities and immunities (Surprise,
O-Stone). Each mutant can have up to four abilities at once. If a new ability
is learned and the mutant already has four abilities or has less than four
abilities but no open slots (because of equipped items), the new ability
replaces the ability lowest on the ability list, so remember to keep the
least useful ability at the bottom. Stronger abilities can be learned when
stronger monsters are defeated, so try and learn strong abilities from boss
monsters.

Robot:
Base stats: HP: 33, S: 0, D: 6, A: 5, M: 0, Colt Gun, O-Pa/Po

Unlike humans and mutants, robots do not gain stats in battle. Instead, a
robot's stats are determined by what items it has equipped. HP increases
whenever anything is equipped, other stats increase dependent on what type of
items are equipped (Strength based weapons generally increase Strength, armor
increases Defense, etc.). When weapons with limited uses (except martial
arts) are equipped, the number of available uses is halved, but can be
recharged at an inn. De-equipped items with uses remaining lose another half
of their usage when de-equipped. If a robot equips a weapon with limited uses
and some of those uses have already been used, the maximum amount of uses for
the robot remains half of what the original amount of uses was. Robots cannot
gain Mana; all robots (including enemy robots) have a Mana stat of zero. This
means that all robots are in general weak against all damaging Mana-based
abilities and are difficult to heal using Mana-based Cure abilities.

Monster:
Base stats (Slime):  HP: 52, S: 5, D: 5, A: 2, M: 6, Dissolve, X-Fire
Base stats (Baby-D): HP: 45, S: 5, D: 5, A: 2, M: 6, Nail, Flame, O-Quake
Base stats (Imp):    HP: 31, S: 5, D: 5, A: 5, M: 6, Nail, Sleep

Similar to robots, monsters do not gain stats in battle, but can eat the meat
of other monsters to become more powerful (or less powerful, depending on the
meat eaten). After a battle with non-humanoid enemies, one of them may drop
meat to be eaten. The monster is not forced to eat it if not desired.
Generally, meat from mini-boss type enemies or enemies that are normally
found in later worlds should be eaten, as meat from powerful enemies can
create powerful monsters. A monster's abilities are similar to a mutant's
abilities and a robot's equipment; they can be recharged at an inn. The
monsters available at the start are a Slime (weak to Fire attacks but has the
Dissolve attack which drains HP from an enemy), a Baby-D (has a weak physical
attack and a Flame attack similar to a female mutant's starting ability), and
an Imp (low HP but has the Sleep ability).

See the Resources section for a link to the related FAQ here at GameFAQs for
details on how monster evolution works.

=============================================================================
VI. Party Formations
=============================================================================

There are certain party formations that make the game easier and others that
make it more difficult. Here is my analysis of various party formations:

(number of Humans/Mutants/Robots/Monsters)

(1/1/1/1): The most balanced group, and the easiest to work with. As seen
above, my walkthrough uses this group as an example of one way to play
through the game. This party has a robot to lead the party and absorb damage
with ease in the early going, the human uses martial arts, good weapons, and
spell books to deal damage, the mutant learns important abilities to protect
the party, and the monster morphs into advanced creatures to easily win
battles.

(2/2/0/0): This is the party I used for my first play through many years ago.
This group (as do all groups with no robots and no monsters) suffers from an
inability to easily block damage from enemies without forcing the lead
character to defend with shields every turn. Giving the lead character
Defense MAGI helps, but it likely renders the lead unit somewhat unable to
deal much damage in battle. This group does have great potential for those
that take the time to gradually increase their abilities.

(4/0/0/0): This is probably one of the tougher groups in the game to
efficiently manage in the early going. They have no learned abilities at all
and depend solely on their equipped items and guest characters to save them.
Martial arts are a godsend early on to build up Agility, and once you are
late enough in the game that money doesn't matter, spell books can make
things much easier, since humans gain Mana at a faster rate than Mutants.

(0/4/0/0): This group has problems too, but not as bad as the 4-human group,
since this group can learn powerful abilities early on to carry them through
the middle stages of the game. However, bosses with immunity to elemental
magic (Ashura, Venus, etc.) could pose a problem if you've been strictly
relying on their elemental attacks.

(0/0/4/0): Four robots stacked with Agility and Defense increasing items
coast through most of the early and middle game with ease, due to the robots'
high defense and tremendous damage potential. However, the inability to heal
easily in battle might pose a problem if you cannot beat Apollo or Arsenal
before they unleash their powerful attacks on you.

(0/0/0/4): In contrast to robots, this party has problems in the first world,
due to the lack of strong monster meat. Run through the first cave to the
MAGI and get Ki on your team. Let Ki carry you through the end of the first
world. Once you get to Ashura's World and have access to decent monster meat,
you should be OK. A team of Sprite-type monsters should make the rest of the
game a piece of cake. Make sure you have a Medusa to petrify Ashura and
Venus. Apollo can be beaten by constantly curing and waiting for him to
explode. As for the endgame, two Sylphs and two Titanias should wreck Arsenal
with no problem at all.

Other party formations: There are many other party combinations that can be
made based on personal preference. Those other combinations basically boil
down to whether or not they include at least one robot. If they do, they
shouldn't have a problem since the robot can lead the team and absorb hits
while the rest of the party builds up their skills and unleashes their power
when appropriate. Teams without robots but with a monster should be OK since
the monster can fulfill the robot's tanking role, albeit less effectively
since you can't control what a monster has available to use in battle. If you
have neither robots nor monsters, the strategies detailed above for the 4
human team, 4 mutant team, and 2 human/2 mutant team can be followed.

=============================================================================
VII. Stats
=============================================================================

All characters and enemies in the game have the following five relevant stats:

HP: A unit's hit points. Damage received in battle or from walking on damage
squares (lava in the two volcano areas) decrease current hit points. During
battle, if current HP reaches zero, that unit is Stunned and cannot act
further in that battle. There are only two abilities that can revive a unit
during battle (Heart MAGI and the Treant's Life ability). In a battle where
not all of your units are Stunned and you win or flee, all Stunned units
revive with 1 HP after battle, but (if they are Humans) they cannot gain stat
bonuses for that battle. If everyone becomes Stunned, the party is defeated
and taken to Valhalla, where Odin explains to you that this is where the dead
go after dying. He praises your fighting spirit and offers to revive you if
you will fight him when the time is right. If you decline, the game ends and
takes you back to the title screen. If you agree, the battle in which you
became Stunned begins again from the beginning, as if it had never happened.
Once you pass Valhalla near the end of the game, any time your party falls in
battle, the game is over and you are returned to the title screen, meaning
that after you pass Valhalla, start saving your game more often to avoid a
potentially painful death. HP can be restored during battle and outside of
battle with Cure potions and Cure magical abilities. Humans and Mutants
randomly gain increases to their maximum HP after winning a battle that they
survive. Robots gain increases to both current and maximum HP when equipping
items. Monsters have a fixed maximum HP that cannot be changed unless you eat
meat to change the species of the monster. Humans and Mutants stop gaining
maximum HP when they reach 999 HP. Since the last HP gain won't necessarily
take a unit to exactly 999, if a unit has over 999 HP, it displays as 999 on
the menu, but the game uses the correct value when damage is received. Body
Potions also increase a Human's or a Mutant's maximum HP by 40.

Str (S): A unit's Strength. This stat impacts damage dealt with heavy swords,
axes, whips, and other Strength-based weapons. Humans and mutants can
randomly gain Strength after a battle in which they use certain Strength-based
weapons, although this growth is rare with mutants. Power Potions permanently
increase a Human's or a Mutant's Strength by 3. Strength growth caps at 99,
however, it can go over 99 by equipping Strength-boosting items or armor (e.g.
Giant Armor).

Def (D): A unit's Defense. This stat impacts damage received by physical
attacks. As with Strength, this stat can be increased after a battle in which
a human or mutant defends with a shield or uses other Defense-related items
(like the Defend Sword), although this growth is very rare in humans. Defense
also caps at 99 and can be raised higher through the equipping of armor.

Agi (A): A unit's Agility. This stat impacts damage dealt with light swords,
the ability to run away from enemies, dodging enemy attacks, and also (most
importantly) determines the sequence of turns in battle (higher agility units
generally act before those with lower agility). As previously noted with
Strength and Defense, Agility can be raised by using light swords and various
other items in battle, with Speed Potions (for a permanent +3 increase), caps
at 99, and can be raised higher than that be equipping certain items and
armor (e.g. Hermes Boots).

Man (M): A unit's Mana. This stat impacts damage dealt with magical attacks
and (to a lesser extent) the damage received by magical attacks that aren't
physical attacks. Damage received from physical attacks that depend on Mana
(e.g. Psi Sword) are not impacted by the target's Mana, only the target's
normal Defense. As expected, Mana can be raised by using magical attacks in
battle and by using Magic Potions for a +3 increase, caps at 99, and can be
raised higher with equipped items (e.g. Hecate Boots). All robots and robot-
type enemies (except WarMach and Arsenal) have 0 Mana and cannot raise it by
any means. This means that all robots are in general weak against all
damaging Mana-based abilities and are difficult to heal using Mana-based Cure
abilities.

=============================================================================
VIII. The Basics of Battle and Stat Gaining
=============================================================================

=============================================================================
i. Fighting the Enemy
=============================================================================

While wandering around outside of towns and castles, you can encounter random
battles. These battles serve as a way for you to test your skills in battle
and win GP to spend on new equipment and learn new abilities to use in future
battles.

Each random battle may have up to three different species of enemies.
Depending on the random battle, you may also face multiples of each species
of enemy. If the battle has only one species of enemy, you may face up to
eight of that enemy. If there are two species, then you may face up to six of
each enemy. If there are three species, then you may face up to five of each
enemy.

Each enemy has stats just like your party does. However, each enemy may not
have its absolute maximum HP; there is a slight variance in the current HP of
an enemy when you first encounter them.

At the beginning of a round of combat, you choose whether to fight or run
away. If you choose to run away and succeed, then the battle ends with no GP
awarded and no chance for stat gains. However, you cannot run away from all
enemies. If your party's Agility is low compared to the enemy, you may
receive the message "Can't Run!" and the enemies each take their turn to
attack you while you stand around doing nothing. Also, there are certain
enemies you can never run away from. These enemies include bosses, mini-
bosses, and enemies encountered in the Center of the World.

You may also choose to fight. If you do, each party member selects an
equipped item or ability and a target. Certain items target a single party
member or enemy, others target a group of enemies of one species, and still
others target all enemies or all allies present in the battle. If a party
member has no usable items equipped, you receive the message "No Items to
Use!" and that party member simply does nothing in that round of battle. If a
party member is stunned or otherwise incapacitated in battle, you cannot
select commands for them until the battle is over or their condition is
healed.

After all available party members select their commands, the round of battle
begins. In general, the turn order is determined by each ally's or enemy's
Agility stat. Those with high Agility tend to execute their actions before
those with low Agility (although this is not always the case).

A round of battle concludes when all actions have been executed or if all
enemies or all allies have been defeated. If all allies have been defeated
and you have not yet defeated Odin, Odin offers to revive you and let you
fight again. If you accept, the battle starts again as if it had never
happened. If you decline, the game is over and you return to the title
screen.

=============================================================================
ii. Battle Rewards - GP
=============================================================================

If all enemies have been defeated, you receive the spoils of battle. First,
GP is awarded. How much GP you receive depends on the level of the enemies
that you faced, how many of each enemy there were, and whether or not a
particular monster dropped meat or a humanoid enemy dropped an item.

The formula is:

[33+(3*x-1)]*y*x=GP gained for a particular group of enemies

Where:
x=number of enemies in the group
y=enemy level

What the formula boils down to is that the base amount of GP awarded by a
single enemy is 33 GP for a level 1 enemy and increases for higher level
enemies (level 2 enemies give 66 GP, level 3 give 99 GP, etc.)

However, there is a modifier where if there is more than one enemy in a
group, the base amount increases by 3 for level 1 enemies (and, similarly, 6
for level 2, 9 for level 3, etc.) for each enemy in the group beyond the
first.

To use an example, let's say you defeat one Jaguar in the first world. Since
Jaguars are level 1 monsters, he drops 33 GP. If there are two Jaguars, then
the base amount per Jaguar is increased by 3, so the group drops (33+3)*2=72
GP. If there are three Jaguars, the base amount is increased by 6, so the
group drops (33+(3*2))*3=117 GP. When there are multiple groups in a
particular battle, you simply add up the GP that each group individually
would drop to calculate the total GP gained (with one exception below).

So, if you defeat a Jaguar, a Spider, and a Skelton in one battle, you
receive:

33+33+33=99 total GP received

If you defeat 4 Jaguars, 3 Spiders, and 2 Skeltons in one battle, you
receive:

4 Jaguars : 33+(3*(4-1))=42 GP per Jaguar*4=168 GP for the Jaguars
3 Spiders : 33+(3*(3-1))=39 GP per Spider*3=117 GP for the Spiders
2 Skeltons: 33+(3*(2-1))=36 GP per Skelton*2=72 GP for the Skeltons

168+117+72=357 total GP received

The exception occurs when one of enemy groups drops meat or an item. If this
happens, the GP gained depends on the position of the particular group that
dropped meat or an item on the screen. The GP formula adds the GP earned for
each group from left to right and stops if a group drops meat or an item. So,
if the left-most group drops meat, then you only get GP for that group. If
the middle group drops meat, you get GP for the left-most group and the
middle group, but not the right-most group. And, if the right-most group
drops meat, you get GP from all three groups.

To use the example above, if the Jaguar group drops meat, you only receive GP
from the Jaguar group (168 GP). If, instead, the Spider group drops meat, you
receive GP from the Jaguar and Spider groups (168+117=285 GP), but not from
the Skelton group. Finally, if the Skelton group drops meat, you receive the
normal amount of 357 GP.

This formula applies to all random enemies and some mini-bosses (generally
those mini-bosses that are later found in random battles). The bosses
encountered where this formula is not used are:

Boss    GP dropped
------------------
Ashura     880 GP
Venus    17600 GP
Sho-gun      1 GP
Dolphin      0 GP
Magnate  30800 GP
Odin     36406 GP *
Minion   35200 GP
WarMach  39600 GP
Apollo       0 GP
Haniwa       0 GP

* By himself, Odin drops 36406 GP. Including the Sleipnir and OdinCrows, the
the group in total drops (330+36406+714)=37450 GP. However, if the Sleipnir
drops meat, you only receive 330 GP in accordance with the exception listed
above.

=============================================================================
iii. Battle Rewards - Meat and Items
=============================================================================

As mentioned above, each enemy group may drop meat or an item. Monster-type
enemies may drop meat that can be eaten by your monsters to change their
species. Humanoids (Asigaru, Gang, Trooper, Terorist, Conjurer, etc.) and
Robots (ROBO-28, MechBug, etc.) do not drop meat and instead drop items that
they have equipped.

In each battle, only one group may drop meat or an item; you never receive
multiple meat, multiple items, or both meat and an item in any one battle.
You are not required to eat monster meat if you don't want to, and if your
inventory is full, you will not receive any dropped items. See the Item
Locations section later in the FAQ for a list of items that cannot be
purchased and can only be acquired by defeating a certain enemy and getting
an item drop.

=============================================================================
iv. Battle Rewards - Stat Gaining
=============================================================================

In addition to getting meat and items, humans and mutants in your party may
gain increases to their stats and mutants may learn new abilities. Humans may
gain an increase to their maximum HP or a +1 increase in Strength, Defense,
Agility, or Mana. Mutants get the same possible increases, or they may learn
a new ability. In any one battle, a human can only gain an HP increase or a
stat increase, not both. Similarly, a mutant can only gain an HP increase, a
stat increase, or learn a new ability.

HP increases can happen in any battle, regardless of whether the human or
mutant actually had their turn come up in battle. Stat increases can only
happen if a human or a mutant received a turn and used (or attempted to use)
certain actions in battle. Mutants learn new abilities depending on the level
of the enemy defeated. See the Item List and the Mutant Ability List later in
the FAQ for an indication of which items and abilities potentially raise
which stats and what level enemy is needed to learn certain abilities.

=============================================================================
v. Battle Rewards - Tactics to Maximize Stat Gaining
=============================================================================

In every battle, there are certain tactics that should be used to achieve
maximum effectiveness in terms of item usage and stat gaining. Here are the
basic steps to follow in battle:

Humans and mutants have the potential to gain stats when they have a turn in
battle (whether they actually act or not). Therefore, in order to maximize
the potential for stats we went humans and mutants to at least have their
turn come up in every battle.

Humans and mutants also can gain increases to maximum HP if they survive a
battle. Therefore, we also want to ensure that all humans and mutants survive
battle as often as possible.

Items equipped on humans and mutants generally have a limited number of uses
before they break or are exhausted. Therefore, we want to minimize the number
of uses of consumable items to save GP.

The turn order in battle is generally determined by the agility of the
creatures in battle. Higher agility characters generally act before lower
agility characters (although this is not true 100% of the time due to random
factors). Therefore, to ensure than everybody has a chance to act in battle,
we want the higher agility characters to kill the more dangerous enemies and
let the lower agility characters mop up the rest of the enemies.

As mentioned, humans and mutants can gain stats even if they do nothing in
battle, so long as their turn has come up (even if the action they were to
perform would now do nothing). As an example, let's say there are two enemies
against your party of a robot, monster, human, and mutant. The robot and
monster have high agility, the human has moderate agility, and the mutant has
low agility. The mutant has an ability that can kill the second enemy on its
own.

There are three potential scenarios here. First, if the robot targets one
enemy and the monster targets the other, both easily killing their targets,
the human and the mutant don't get a chance to act since the battle ends too
quickly. They have an opportunity to gain HP, but no chance for any stat
gains.

In the second scenario, the robot and the monster both target the first
monster and the human and mutant target the second monster. The robot and
monster easily kill the first enemy and the human easily kills the second
enemy before the mutant acts. Now the results are that the human has used a
consumable item and has a chance to gain a stat bonus for the item used,
while the mutant remains unable to gain a stat bonus.

Therefore, let's try a third scenario. Let the robot, monster and human all
attack the first enemy while the mutant targets the second enemy. The robot
and the monster easily kill the first monster before the human gets its turn.
Since its target is dead, when the human's turn comes up, the human simply
does nothing and no consumable item is used. The mutant easily kills the
second enemy with a rechargeable ability. Compare the results here to the
previous two scenarios. After this scenario is over, both the human and the
mutant may gain a stat bonus, and no consumable items were used. This is the
ideal scenario.

Obviously, this scenario is only generally applicable in random battles. Boss
battles should be focused on quick kills. There aren't many bosses where only
one or two attacks finish the battle, so it is likely that everyone gets a
chance to act in any case.

=============================================================================
vi. Negative Status Effects (During and After Battle)
=============================================================================

Here is a list of all the negative status effects that can be used in battle.
Status effects that do not last after battle are as follows (all except Stun
may be randomly healed on its own during combat or in between rounds of
battle in combat):

Conf - Unit is confused and takes random actions (or does nothing) in battle
Para - Unit is paralyzed and cannot act in battle
Pois - Unit is poisoned and loses HP after every round of combat
Slep - Unit is asleep and cannot act in battle
Stun - Unit has lost all HP and cannot act in battle, can revive during
      battle with Heart MAGI or the Treant's Life ability, if not revived
      during battle, unit revives with 1 HP after battle

Negative statuses that last even after battle are:

Blnd - Unit is blinded, physical attack accuracy drops, cure with Eyedrop or
      Heal ability
Curs - Unit is cursed, suffers from reduced attack power and defense, cure
      with Curse potion or Heal ability
Ston - Unit is petrified and cannot act, any effects that target a petrified
      unit (besides those that cure petrify) do nothing, cure with Soft
      potion or Heal ability

If the entire party is stunned and/or petrified, the game is over. If you
haven't yet reached Valhalla, Odin appears and gives you a chance to start
the previous battle over again. Once you have passed Valhalla, if the party
dies, the result is a game over, a return to the title screen, and a loss of
unsaved data.

=============================================================================
IX. Item List
=============================================================================

Humans, mutants, and robots may equip as many items as they have item slots
on their list of abilities.

Humans may equip up to eight items of any type; see the restrictions
mentioned below for equipping armor.

Mutants may equip up to seven items of any type (again, see the armor section
for restrictions on equipping armor), since they start with one ability
already learned. Any abilities they learn take up one slot (up to a maximum
of four learned abilities). Learned abilities cannot be removed to make room
for items. You can limit the number of abilities a mutant learns by equipping
items in empty slots before they are taken up by learned abilities.

Robots may also equip up to seven items of any type (since they start with
the ability O-Pa/Po which cannot be removed).

Monsters cannot equip anything, as their abilities are preset and cannot be
modified.

Here is the legend for the big item list below:

(1) Name:            The name of the item
(2) Uses:            The number of uses before the item breaks
(3) Cost:            The cost to purchase the item (items in parentheses
                    cannot be bought), all items sell for half of the listed
                    price (less if some of the uses have already been used)
(4) Robot HP+:       When equipped, this is the increase to a robot's max HP
(5) Robot Stat+:     When equipped, this is the increase to a robot's stats
(6) Damage/Increase: Stat used for damage/stat potentially increased if used
(7) Targets:         The number of targets hit: (1) one enemy/ally, (G) one
                    group of enemies, (A) all enemies/allies
(8) Enemy Level:     (mutant abilities only) The minimum enemy level needed
                    to defeat to potentially learn the ability
(9) Comments:        Any particular uses for the item, any immunities
                    granted, etc.

=============================================================================
i. Strength-Based Weapons
=============================================================================

Strength-based weapons depend on Strength for damage and Agility for hit %,
making them somewhat inefficient since you need both high Strength and high
Agility to use them effectively. However, weapons that target an elemental
weakness or a certain type of enemy deal extra damage and hit 100% of the
time against those targets. Also, these attacks randomly cause mighty blows
which automatically kill the target regardless of stats or damage.

Whips have an additional feature in that they can cancel future enemy attacks
by "winding the whip". They are also peculiar in that they use Strength to
determine damage but potentially raise Agility after battle.

(1)      (2)  (3)  (4)  (5) (6) (7) (9)

Hammer   x50    50   9 S+ 2 S/S (1)
Long     x50   400  18 S+ 4 S/S (1)
Whip     x40   400  18 A+ 4 S/A (1) can cancel target's next attack
Axe      x50  1400  27 S+ 6 S/S (1)
Battle   x50  3200  36 S+ 8 S/S (1)
Katana   x50  6800  45 S+10 S/S (1)
Rocket   x30  6800  45 S+10 S/S (1)
Counter  x40  6800  45 A+10 S/A (1) user does not attack when used, if
                                   attacked physically, counter-attack,
                                   damage = (damage received)x2 or Sx5
Revenge  x40 (6800) 45 S+10 S/S (1) user does not attack when used, if
                                   attacked physically, counter-attack,
                                   damage = (damage received)x2 or Sx5
Blitz    x40  6800  45 A+10 S/A (1) can cancel target's next attack
Gold     x50 11000  63 S+14 S/S (1)
Sypha    x50 11000  63 S+14 S/S (1) acts as a shield
Flame    x40 17000  81 S+18 S/S (1) strong vs. X-Fire
Ice      x40 17000  81 S+18 S/S (1) strong vs. X-Ice
Thunder  x40 17000  81 S+18 S/S (1) strong vs. X-Thunder
Coral    x40 26000  99 S+22 S/S (1) strong vs. spiders/beetles/moths
Ogre     x40 26000  99 S+22 S/S (1) strong vs. goblins/fairies/fiends
Muramas  x40(26000) 99 S+22 S/S (1) strong vs. non-monster humanoids
Dragon   x40 36000 117 S+26 S/S (1) strong vs. dragons/lizards/rhinos
Rune     x40(36000) 45    0 S/M (1) reflect single-target magical attacks
Defend   x40(36000)117 D+26 S/D (1) acts as a shield
Sun      x40(50000)144 S+32 S/S (1) strong vs. skelton/zombie/o-bake (undead)
Gungnir  x30(50000)144 S+32 S/S (G) 100% hit rate
Glass     x1(50000)144 S+32 S/S (1) 100% hit rate, deals ~1000 damage,
                                   ignores defense, only one use
XCalibr   x-(50000)144 S+32 S/S (G) 100% hit rate, unlimited uses, deals high
                                   damage even with low Strength
Abacus   x30 (5000)  9    0 S/- (1)
Seven     x7    (2)144    0 S/- (1) hits up to seven times


=============================================================================
ii. Agility-Based Weapons
=============================================================================

Agility-based weapons depend on Agility for both damage and hit %, making
them much more efficient to use in battle, especially in the early part of
the game when your stats are low.

(1)      (2)  (3)  (4)  (5) (6) (7)

Rapier   x50   400  18 A+ 4 A/A (1)
Sabre    x50  3200  36 A+ 8 A/A (1)
Laser    x50 11000  63 A+14 A/A (1)
Catclaw  x50 26000  99 A+22 A/A (1)

=============================================================================
iii. Mana-Based Weapons
=============================================================================

Mana-based weapons depend on Mana for damage and Agility for hit %. Due to
the dependence on two stats, I don't recommend the knife or sword varieties
of this weapon. I would instead use spell books with their 100% hit rate and
ability to target groups of enemies. The Psi Gun, however, has a 100% hit
rate and hits groups, making it a much better weapon. The drawback is that it
cannot be bought in stores and there are only two to be found in the entire
game, so they should be used sparingly.

(1)      (2)  (3)  (4)  (5) (6) (7) (9)

PsiKnife x50  1400  27    0 M/M (1)
PsiSword x50 17000  81    0 M/M (1)
Psi Gun  x30(50000)144    0 M/M (G) 100% hit rate, ignores defense
Vampic   x30   (50)  9    0 M/- (1) drains HP, no drain or reversed drain
                                   from certain enemies (i.e. undead) (see
                                   section XV)

=============================================================================
iv. Spell Books and Staves
=============================================================================

Spell books and staves depend on Mana (both the user's and the target's) for
damage/healing/status infliction. Damage inflicting books and staves have a
100% hit rate unless the enemy is immune to the element of that particular
Attack. Status inflicting books have hit rates that depend on Mana and other
random factors.

(1)      (2)  (3)  (4)  (5) (6) (7) (9)

Spell Books (Damage/Curative):
Cure     x30  6800  45    0 M/M (1) heals one ally
Fire     x30  6800  45    0 M/M (G) fire-elemental attack
Ice      x30  6800  45    0 M/M (G) ice-elemental attack
Thunder  x30  6800  45    0 M/M (G) thunder-elemental attack
Fog      x30  6800  45    0 M/M (G) poison-elemental attack
Prayer   x30  6800  45    0 M/M (G) only damages undead
Flare    x10 50000 144    0 M/M (A) non-elemental damage

Spell Books (Status Inflicting):
Sleep    x30  6800  45    0 M/M (G) inflict sleep
Temptat  x30  6800  45    0 -/- (G) inflict confuse
Stone    x15 11000  63    0 M/M (G) inflict petrification
Death    x15 17000  81    0 M/M (G) instant death, no effect on undead

Staves:
Heal     x15 17000  81    0 M/M (A) heals all allies
Mage     x15 17000  81    0 M/M (A) fire-elemental attack
Wizard   x10(36000)117    0 M/M (A) instant death, no effect on undead

=============================================================================
v. Static Weapons
=============================================================================

Static weapons (bows, guns, and tanks) deal damage without relying on the
user's stats to calculate damage. Their damage starts at a certain maximum,
and then is lowered depending on the enemies' defense stat (unless it ignores
defense). Even though they don't use stats for damage, they can still provide
for stat increases for humans and mutants.

(1)      (2)  (3)  (4)  (5) (6) (7) (9)

Bows:
Bow      x50    50   9 A+ 2 -/A (1)
Gold     x50  6800  45 A+10 -/A (1)
Samurai  x30(36000)117 A+26 -/A (G) 100% hit rate

Guns & Tanks (single-target):
StunGun  x40  1400  27 A+ 6 -/A (1) no damage dealt, inflicts Paralysis
Colt     x50  1400  27 S+ 6 -/S (1)
Musket   x50  8000  63 S+14 -/S (1)
Magnum   x50 17000  81 S+18 -/S (1)
Laser    x30 36000 117 A+26 -/A (1) 100% hit rate, ignores defense

Guns & Tanks (group-target): (all have a 100% hit rate)
SMG      x30  6800  45    0 -/- (G)
Grenade  x30 11000  63    0 -/- (G)
Fire     x30 17000  81    0 -/- (G) fire-elemental attack, low damage
Bazooka  x30 17000  81    0 -/- (G)
Vulcan   x30 26000  99    0 -/- (G)
Tank     x20 36000 117    0 -/- (G) acts as a shield

Guns & Tanks (all-target): (all have a 100% hit rate)
Missile  x10 36000 117    0 -/- (A) ignores defense
NukeBomb  x1 (1464)144    0 -/- (A) ignores defense
Hyper     x3(50000)144    0 -/- (A) instantly destroy enemies (not bosses)

Other:
ChainSaw x30  6800  45 S+10 -/S (1) if Strength is greater than (target
                                   Defense-10) or ((target Defense*2)-9) if
                                   target has O-Weapon, can cause instant
                                   death, no effect on bosses
Coin     x50 11000  63 A+14 -/A (1) small fixed physical damage

=============================================================================
vi. Martial Arts
=============================================================================

Martial arts deal more damage when there are fewer uses of the particular
martial art remaining and do not depend on stats for damage. The damage
inflicted by them is relatively low for the first few uses, but they do have
a very high hit rate, which makes them quite useful early in the game when
your stats are low. Also, the final usage of a martial art deals tremendous
damage, so it should be saved for tough battles or boss battles. It should be
noted that Robots can equip martial arts, however, they do not get the large
bonus damage with the final use, and the number of uses does not get halved
when equipped or unequipped like with other weapons.

(1)      (2)  (3)  (4)  (5) (6) (7)

Punch    x90    50   9 A+ 2 -/A (1)
Kick     x80  1400  27 A+ 6 -/A (1)
Headbut  x70  6800  45 A+10 -/A (1)
X-Kick   x60 17000  81 A+18 -/A (1)
Jyudo    x50 36000 117 A+26 -/A (1)
Karate   x40(50000)144 A+32 -/A (1)

=============================================================================
vii. Armor
=============================================================================

Armor increases defense, never breaks, and can add immunities or raise stats.
Humans and mutants can only wear one of each type of armor at the same time.
Robots are not restricted by this limitation. Robots do not gain the defense
or stat bonuses listed in the comments section (however, they do gain
immunities). Instead, robots gain the defense in the Robot+ stat column.
Since Robots gain the same defense from certain classes of armor (all Bronze
armor gives robots D+2, all Silver armor gives robots D+6, etc.), robots
should always wear gauntlets and only wear other types of armor if immunities
are granted (such as Dragon Armor). The Parasuit replaces all armor and
cannot be worn with any other armor (except on robots, naturally).

(1)       (3)  (4)  (5) (9)

Body Armor:
Bronze      75   9 D+ 2 D+ 3
Silver    2100  27 D+ 6 D+ 7
Gold     10000  45 D+10 D+13
Giant    26000  81 D+18 D+20, S+10
Army     17000  63 D+14 D+16
Dragon   26000  81 D+18 D+21, O-Damage
Kimono    4800   9 D+ 2 D+ 5, A+ 5
Battle   39000  99 D+22 D+26, S+ 5
Arthur  (54000)117 D+26 D+31, O-Stone
Parasuit (9464)144 D+32 D+73, S+15, A+15, O-Fire, O-Ice, O-Para, O-Quake,
                       O-Stone, O-Weapon
Helmets:
Bronze      50   9 D+ 2 D+ 2
Silver    1400  27 D+ 6 D+ 4
Gold      6800  45 D+10 D+ 8
Giant    17000  81 D+18 D+13, S+10
Army     17000  81 D+18 D+13
Dragon   36000 117 D+26 D+20, O-Para

Gauntlets:
Bronze      25   9 D+ 2 D+ 1
Silver     700  27 D+ 6 D+ 2
Gold      3400  45 D+10 D+ 4
Giant     8500  81 D+18 D+ 6, S+10
Ninja    18000 117 D+26 D+10, O-Weapon

Boots:
Geta      2800  27 D+ 6 D+ 2, S+ 5
Hermes    6800  45 D+10 D+ 4, A+10
Hecate  (17000) 81 D+18 D+ 6, M+15

=============================================================================
viii. Shields
=============================================================================

Shields do not directly increase the defense stat for humans and mutants.
However, when they are used in battle, they allow for certain enemy attacks
and abilities to be blocked for one round; any physical hits that are not
blocked deal reduced damage. Generally, most physical attacks can be blocked,
but some non-physical attacks can be blocked as well (e.g. Petrify from a
Cocatris). More expensive shields block attacks more often than less
expensive ones.

As an added bonus, when a unit uses the Flame, Ice, or Dragon shields in
battle, it creates a barrier that help protect the entire party against
certain elements until the end of the battle.

(1)      (2)  (3)  (4)  (5) (6) (9)

Shields (non-elemental):
Bronze   x50    50   9 D+ 2 -/D
Silver   x50  1400  27 D+ 6 -/D
Gold     x50  6800  45 D+10 -/D
Samurai  x50 26000  99 D+22 -/D (see section XV)

Shields (elemental):
Flame    x30 17000  81 D+18 -/D gives party O-Ice for rest of battle
Ice      x30 17000  81 D+18 -/D gives party O-Fire for rest of battle
Dragon   x30 26000 117 D+26 -/D gives party O-Damage for rest of battle

=============================================================================
ix. Potions and Restorative Items
=============================================================================

Potions and restorative items generally heal HP, cure negative status, or
raise permanent stats. The stat-raising potions (Power, Speed, Magic, and
Body) can only be used on humans and mutants; they have no effect on robots
and monsters.

(1)      (2)  (3)  (4)  (5) (7) (9)

Cure      x4    50   9    0 (1) heal 30-50 HP
X-Cure    x4   300   9    0 (1) heal 150-200 HP
Eyedrop   x4   200   9    0 (1) cure blindness
Soft      x4  1000   9    0 (1) cure petrification
Curse     x4   300   9    0 (1) cure curse
Power     x1 (1000)  9    0 (1) S+3
Speed     x1 (1000)  9    0 (1) A+3
Magic     x1 (1000)  9    0 (1) M+3
Body      x1 (1000)  9    0 (1) max HP+40
Elixier   x1  5000   9    0 (1) heals and restores one ally
Tent      x1 10000   9    0 (A) heals and restores all allies

=============================================================================
x. Other Items
=============================================================================

These items are plot-related or don't fit in any other category.

(1)      (2)  (3)  (4)  (5) (6) (7) (9)

Micron     -    (2)  9    0 -/- (A) allows entrance into Ki's body
SpeedUp  x20  6800  45    0 -/- (1) A+20 to user for duration of battle
Key        -    (2)  9    0 -/- (A) opens doors in Venus' sewers
Selfix     -    (2)117    0 -/- (1) same as mutant ability Recover, only
                                   works when equipped on robots
Door      x3  5000   9    0 -/- (A) same as Teleport ability and Pegasus MAGI

=============================================================================
xi. Item Locations
=============================================================================

Here is a list of where all of the items in the game can be purchased. The
numbers 1-12 represent locations as follows:

1 : First Town
2 : Second Town
3 : Desert Town
4 : Ashura's Town
5 : Giants' Town
6 : Lynn's Village
7 : Port Town
8 : Guardian's Town
9 : Venus' City
10: Race Circuit
11: Edo
12: Final Town

Buyable weapons (in the order they appear on the list in weapon shops):
Hammer        1
Bow           1
Punch         1
Rapier        1 3
Long Sword    1 3
Whip          1 3
Psi Knife     1 3 4
Kick          1 3 4
StunGun       3 4
Colt Gun      3 4
Axe           3 4
Sabre         4 5
Battle Sword  4 5
Katana        5
Gold Bow      5
Ice Book      2 5
Temptat       2 5
SMG           2 5
Thunder Book  2 5
Fog Book      2 7
Rocket        2 7
Sleep Book    2 7
Prayer Book   2 7
Headbut       6 7
Counter       6 7
ChainSaw      6 7
Fire Book     6 7
Blitz Whip    6 8 9
Musket        6 8 9
Gold Sword    6 8 9
Laser Sword   6 8 9
Sypha         8 9
Grenade       8 9
Coin          8 9
Stone Book    8 9
Flame Sword   9 10 11
X-Kick        9 10 11
Psi Sword     9 10 11
Fire Gun      9 10 11
Death Book    10 11
Magnum        10 11
Bazooka       10 11
Thunder Axe   10 11
Ice Sword     11 12
Mage Staff    11 12
Vulcan Cannon 11 12
CatClaw       11 12
Coral Sword   11 12
Ogre Axe      11 12
Laser Gun     11 12
Jyudo         11 12
Dragon Sword  11 12
Tank          11 12
Missile       11 12
Flare Book    11 12

Buyable armor:
Bronze Gauntlet 1
Bronze Helmet   1
Bronze Armor    3
Bronze Shield   1
Silver Gauntlet 3
Silver Helmet   3
Silver Armor    5
Silver Shield   3
Gold Gauntlet   1 5
Gold Helmet     7
Gold Armor      8
Gold Shield     7
Giant Gauntlet  5 9
Giant Helmet    5 9
Giant Armor     5 9
Geta Boots      5 9
Hermes Boots    8
Flame Shield    9
Army Helmet     9
Army Armor      9
Ice Shield      10
Dragon Armor    10
Kimono          11
Battle Armor    11
Dragon Shield   11
Samurai Shield  11
Dragon Helmet   11 12, all other item shops once in Final World
Ninja Gauntlet  12, all other item shops once in Final World

Buyable potions:
Curse      all item shops
X-Cure     all item shops (except First Town and Desert Town)
Eyedrop    all item shops
Soft       all item shops
Cure       all item shops (except the main town in Edo)

Buyable other items:
Cure Book  2 4 5 6 9 12
Heal Staff 2 4 6 8 9 12, all other item shops once reaching Final World
Elixier    2 4 6 9 12, all other item shops once reaching Final World
Tent       12, all other item shops once reaching Final World
Door       12, all other item shops once reaching Final World

The following items cannot be bought, but can be found in treasure chests or
as item drops from enemies as follows:

Strength-Based Weapons:
Revenge Sword (Bright Cave)
Muramas       (Nasty Dungeon)
Rune Axe      (Valhalla)
Defend Sword  (Nasty Dungeon, Valhalla, drop from Paladin)
Sun Sword     (Nasty Dungeon, Final Dungeon, drop from Paladin)
Gungnir       (Nasty Dungeon, drop from Odin)
Glass Sword   (Nasty Dungeon)
XCalibr       (Final Dungeon)
Abacus        (drop from Echigoya)
Seven Sword   (drop from Haniwa)

Mana-Based Weapons:
Psi Gun       (Nasty Dungeon, Final Dungeon)
Vampic Sword  (Nasty Dungeon)
Wizard Staff  (Nasty Dungeon, Valhalla, drop from Wizard)

Static Weapons:
Samurai Bow   (Shogun Castle, Nasty Dungeon, drop from Bl. Belt)
NukeBomb      (Nasty Dungeon, Final Dungeon, drop from WarMach)
Hyper Cannon  (Nasty Dungeon)

Martial Arts:
Karate        (Nasty Dungeon, Final Dungeon, drop from Bl. Belt)

Armor:
Arthur Armor  (Nasty Dungeon, Final Dungeon)
Parasuit      (Nasty Dungeon, Final Dungeon)
Hecate Boots  (Echigoya's ship)

Potions:
Power potion  (Ashura Tower, Underwater Volcano, Bright Cave, Nasty Dungeon)
Speed potion  (Ashura Base, Venus' Sewer, Nasty Dungeon)
Magic potion  (Ashura Tower, Venus' Volcano, Nasty Dungeon)
Body potion   (Shogun Castle, Nasty Dungeon)

Other Items:
Selfix        (Nasty Dungeon, drop from G-7 or Intrcept)

NOTE: For the most part, buyable items increase in cost and usefulness as the
game progresses. Some exceptions are in Second Town (which has advanced
weapons for this stage of the game) and Edo (Echigoya's shop has items not
available for purchase until the end of the game). Also, it seems Lynn's
Village and Port Town are reversed on the list of locations for teleporting,
since Lynn's Village comes first on the list, and yet Port Town's weapons are
less powerful.

=============================================================================
X. Mutant Ability List
=============================================================================

Here is a list of all of the abilities that mutants can learn. Male mutants
start with Blizzard and female mutants start with Flame. After a battle is
won, each mutant in your party has a chance to learn a new ability. Each
mutant can only have up to four abilities at any one time. If a mutant learns
an ability when they already have four, or have no open slots (due to
equipped items), the lowest ability on the list is replaced (so remember to
keep desirable abilities at the top of the list and less-desirable ones at
the bottom). Abilities can never be removed, so if you want your mutant to
have less than four abilities, you need to equip items in empty slots before
your mutant learns abilities to fill those slots.

Most mutant abilities have a corresponding spell book that can be purchased.
Spell books are generally more powerful than their Mutant ability
counterparts, but books have to be purchased or found, while abilities simply
recharge after a stay at an inn or the use of an Elixier or Tent.

Column (8) indicates the level of the enemy needed to defeat in order to
possibly learn the ability. Each enemy in the game has a level that generally
corresponds to a certain world. See the description in the walkthrough at the
beginning of each world for that world's enemy level, along with the levels
of any bosses, mini-bosses, and other notable enemies. When you defeat an
enemy of a certain level and your Mutant has a chance to learn an ability,
the Mutant may learn any ability with that enemy's level or lower.

For example, Ashura is level 7. After defeating Ashura, your Mutant can learn
any ability with a level of 7 or lower. This is why you can learn great
abilities from most bosses, since their levels are generally much higher than
random enemy encounters. The first boss of level 10 or greater is Dunatis in
Apollo's World, making this battle the earliest point in the game that you
can learn the highest level abilities on this list.

See the Item List heading for the legend.

(1)      (2) (6) (7) (8) (9)

Starting Abilities:
Flame    x15 M/M (A)  -  fire damage, starts on Mutant Female *
Blizzard x15 M/M (A)  -  ice damage, starts on Mutant Male *

Combat Abilities (Damage/Curative):
Cure     x15 M/M (1) (1) heals one ally
Fire     x15 M/M (G) (1) fire damage
Ice      x15 M/M (G) (1) ice damage
Thunder  x15 M/M (G) (2) thunder damage
Touch    x15 M/M (1) (8) drains HP, no drain or reversed drain from certain
                        enemies (i.e. undead) (see section XV)
P-Blast  x15 M/M (A) (9) non-elemental damage
Flare     x5 M/M (A)(10) non-elemental damage

Combat Abilities (Non-Damage):
Blitz    x15 -/M (G) (3) decrease enemies' agility
Steal    x10 -/A (A) (3) steal GP from the enemy
StonSkin x30 -/M (1) (4) counter-attack physical attacks with StonGaze
Gaze     x15 -/M (G) (4) inflict paralysis
StonGaze x15 -/M (G) (5) inflict petrification
Explode   x1 -/- (A) (6) sacrifice self to destroy all enemies (not bosses)
Charm    x15 -/M (G) (7) inflict confuse
Hypnos   x15 -/M (G) (7) inflict confuse
Mirror   x15 -/M (1) (9) reflect single-target magic attacks back to enemy

(1)      (2) (8) (9)

Non-Combat and Passive Abilities:
Warning   -  (1) prevent enemy surprise attacks
Surprise  -  (5) sometimes strike first against enemies
Heal     x30 (6) heal negative status on one party member
Teleport x30 (8) teleport to any previously visited town or area
Recover   - (10) recover 10% of maximum HP after a round of battle if the
                battle is not over

Immunities and Weaknesses:
O-Poison  -  (1) immune to poison attacks (both damage and status inflicting)
O-Para    -  (2) immune to paralysis, sleep, confusion, curse, blind, and
                instant death attacks
O-Pa/Po   -   -  combination of O-Para and O-Poison **
O-Quake   -  (2) immune to quake attacks
X-Fire    -  (3) weak to fire attacks ***
X-Ice     -  (4) weak to ice attacks ***
X-Thunder -  (4) weak to thunder attacks ***
O-Stone   -  (5) immune to petrification attacks
O-Weapon  -  (7) reduce damage from physical attacks
O-Damage  -  (8) combination of O-Fire, O-Ice, O-Thunder, O-Poison, O-Quake
O-Change  -  (9) combination of O-Poison, O-Para, O-Stone, O-Weapon
O-All     - (10) combination of O-Damage, O-Change

* Flame and Blizzard are initially learned on Female and Male Mutants,
respectively. If they are replaced by other abilities, they cannot be re-
learned.

** O-Pa/Po cannot be learned by Mutants. It is an ability on all Robots in
the game (including both your Robots and enemy Robots) as well as on a few
high level monsters. It is included on the list for completion.

*** A note about elemental weaknesses: the corresponding immunities O-Fire
and O-Ice do exist in the game, but they cannot be learned by Mutants. They
only exist on certain monsters and can be granted through other abilities (O-
Damage) and armor (Dragon Armor, Parasuit). The ability O-Thunder does not
exist by itself in the game.

Also, if a unit has both an immunity and a weakness (i.e. a mutant with
Dragon Armor and the ability X-Fire), the immunity takes precedence, except
when targeted by a weapon that targets a weakness and is not itself of that
element. For example, the mutant mentioned above would take no damage from
the Fire or Flame abilities, but it would take extra damage if targeted with
a Flame Sword.

=============================================================================
XI. MAGI List
=============================================================================

MAGI that give benefits when equipped:
Power   - increase damage with strength-based weapons
Speed   - increase damage with agility-based weapons
Mana    - increase damage with mana-based weapons and abilities
Defense - increase defense from physical attacks (stacks with O-Weapon)
Fire    - O-Fire, increase damage with all magic attacks
Ice     - O-Thunder, increase damage with Fire attacks only
Thunder - O-Ice, increase damage with all magic attacks
Poison  - O-Poison, increase damage with Fire attacks only
Aegis   - O-Ice, O-Thunder, O-Stone, usable as a shield in battle (see below)

NOTE: As you can see, the elemental MAGI behave strangely and give unexpected
bonuses when equipped.

MAGI that give benefits when equipped and used in battle:
Masmune - physical attack, ignores defense, can raise Strength after battle
Aegis   - block physical attacks, entire party receives O-All for the
         remainder of the battle, can raise Defense after battle
Heart   - revives Stunned units in battle and restores entire party to full
         HP, has no effect outside of battle, can only use once (if used,
         can recharge the use by resting at an inn or by using an Elixier or
         a Tent)

NOTE: To use these MAGI in battle, scroll down to the bottom of the ability
list in battle. The ninth slot is the MAGI slot.

MAGI that only have an effect when used outside of battle (or have an
automatic effect) and don't give any benefits if equipped:
Prism   - see how many MAGI are left to be collected in the current world
TrueEye - see well in Light Cave in Apollo's World
Pegasus - same as Teleport ability

=============================================================================
XII. The Memo File
=============================================================================

When you learn certain tidbits of information in the game (by talking to
NPC's, defeating bosses, etc.), this information is stored under "Memo" on
the main menu. This can help you if you forget where you need to go or if you
just want to understand the story better. Here is a list of everything the
Memo file contains by the end of the game if you talk to everyone:
(information in the Memo file that is obsolete or found to be inaccurate by
the end of the game is not included)

MAGI:

There are many like Ashura going after MAGI
You can go to places with the Pegasus
Apollo took all 76 MAGI gathered
The last MAGI is in the Final Dungeon
There are 78 MAGI in this world
77 MAGI do not make the statue of goddess Isis
Abusing MAGI causes imbalance in nature
Each MAGI has its own power
77 of those MAGI make a statue of a goddess, Isis
Prism tells you the number of MAGI in the same world
Legacy of ancient gods

Ancients:

One of the ancient gods
This might really ruin the world
Have to go to the center of the world

Central Shrine:

Got to do something about this shake
Can't tell what's gonna happen with the power of MAGI
Can't we do anything with MAGI....?
Apollo used the power of MAGI.

Final World:

The last MAGI is guarded by a very strong monster
Boss/Final Dungeon Strong: Para/Sleep/Poison/Death
You can go to the Central Shrine from the Pillar
Nobody came back alive from the Final Dungeon
Better to take Tents to the Final Dungeon
Apollo is still missing a MAGI

Edo:

Defeated the Magnate!
Sho-gun was the bad guy!
Sho-gun's father, Magnate was trying to gather MAGI
Bananas are not allowed in this world
Echigoya's smuggling
Ship is in the harbor south
Hana went to Echigoya's ship all alone
Able to arrest Echigoya. Hurry to Court.
Bananas on the ship disappeared
Taro is a Guardian
Guardian came to Edo
Hana is a detective
Hana's father was investigating Echigoya
Bananas are going around secretly

Race:

The Dragon Race will be held by Mr.Apollo
MAGI will be the winning prize for each obstacle
They Rent-A-Dragon over there at the Dragonshed
Faster ones cost more money
Mighty people from all over the world gathered for MAGI
The longest way round is the nearest way home

World of Venus:

Wedding ceremony for Flora and Nils is about to begin
Flora is marrying Nils by order of Venus
Leon was exiled from the city
Leon took a MAGI of Power
The ruins of the ancient gods were up north
Can go into sewer from north side of the walls
Many things in the sewer are still usable
Only the beautiful ones can live here in this city
Walls protect the city from dirty things outside
There is a dirty village outside of the walls

Guardian:

Taro really was a Guardian
Lynn's father was a Guardian and a friend of Dad
Trying to save the world
Studying about the world and MAGI
People appear and disappear suddenly in this town
Heroic Tune is playing in the cafe every time
Use the jukebox!
New gods are spying on Guardians
New gods found the base and sent in their monsters
There is a Guardians Base
Lots of weirdos are hanging around in the cafe

Apollo's World:

Apollo is a new god
One is where wind blows under ground
It's just a noise of the wind
Dunatis is a god of the mountains. He's in the cave
Dunatis sings in the cave on windy days
One is where flame burns under water
Submarine volcano?
Ships get wrecked with Neptune's poison breath
The sea sometimes flashes in red
A story about a man fell in love with a mermaid
The man walked into sea from the southern headland
One is where darkness shines brightly
Bright cave. Need the eye to see the truth.
White cave
Lynn is not back from the cave
Lynn's father is missing

Giants:

Next to Ashura's Desert is the Giants' World
Giants no longer live there
Giants know how to micronize
Giants became small like humans and left town
There is a Giants' store. The man may know something
Johnny knows how to enter the town
Different colored stair in northern Giants' Town
You can climb up the shelves in Giants' Town
People say that Johnny used to be a giant

Ashura:

Ashura will become stronger with MAGI and attack again
Ashura's men became small and entered Ki's body
Trying to get the MAGI within Ki's body
A spy went into the tower but got caught
Guy with a hat......Could he be Dad?
A goblin became a monster with 3 heads and 6 arms
Ashura's Tower is hidden in the sand storm
See Tower 7-East 7-South of cactus south of town
Ashura's monsters are attacking people outside
Ashura's men are looking for MAGI
MAGI are already in Ashura's hands
Ashura became a god with MAGI and now rules here

First World:

MAGI inside Ki's body gave her the power of healing
Ashura's men became small and entered Ki's body
Ki is seriously sick from MAGI in her body
The only way to get inside a body is to micronized
Giants know how to micronize
Ashura made a base in North Valley
MAGI in the Relics of ancient gods
4-East/3-South from the Big Rock in the S. Forest
Guardians are guarding MAGI
Ashura's men took MAGI
Shrine of Isis is to the west
There is a cute cleric name Ki in the shrine
Ki has the power to heal
There is another area beyond the northern cave

Father:

Dad is trying to guard MAGI
Ki saw him at the Shrine of Isis
Met him in Giants' World, but he can not come home yet
He is a key man of Guardians. He is called Captain.
He's the professional at collecting MAGI
Lynn's father is missing. Dad was helping Lynn.
Dad was alive!

Pillar of Sky:

Pillar of Sky in each world is getting unstable
Pillar of Sky is over the northern mountains
Pillar of Sky is holding the celestial world

Others:

Ancient gods are people with super civilization
They could not control their own power and ruined
New gods....Ashura, Apollo, Venus, and Odin
There are many different worlds other than this

=============================================================================
XIII. Secrets/Glitches
=============================================================================

Here are some oddities that can be used in the course of the game:

Sound test:

Press start, select, and B at the same time on the title screen to access the
sound test mode.

Easy and Free Robot HP restoration:

There is a peculiar way to restore a robot's HP without using any curative
items or visiting an Inn. First, remove an item from the robot that doesn't
have any uses that will be lost (any piece of armor works fine). The robot's
maximum HP drops, but current HP should stay the same, unless it is higher
than max HP, in which case current HP becomes max HP. Then, reequip the armor
that was just de-equipped. The robot's max HP returns to where it originally
was, but the current HP increases with it! Repeat the process until the robot
has full HP.

Dragon Warp:

If you have a mutant learn the Teleport ability (from Dunatis or Venus) and
then participate in the Dragon Race, use the Teleport ability to teleport off
the track. You are still on your dragon and can now cross mountains and
access areas of the game you shouldn't be able to! Explore if you want, but I
recommend not saving (or saving on another file) on the off chance you get
stuck somewhere and can't escape, since it could make your save unplayable.

Using the Trash Can:

The trash can isn't just a place to discard unwanted items, it can also
become a haven for stat increases! Depending on your MAGI total and what MAGI
you have equipped, you can "use" the trash can item on your party. The best
time to do this is after getting the Pegasus MAGI in the Nasty Dungeon.
Having 68 MAGI causes the trash can to dole out Speed potions to your humans
and mutants, giving them 3 Agility per use. Depending on what MAGI you have
equipped, you could use the trash can up to 72 times! One MAGI-equipping
scheme that allows this is equipping Prism/Speed/Aegis/Power MAGI,
respectively, on your four units. Three things to note here:

1. If you use up all available uses of the trash can, your MAGI total changes
to 255 (shown as 99 on the screen). You can use the trash can earlier in the
game for other effects, but beware that changing your MAGI total to 99 early
in the game could cause you to get locked out of certain worlds (since MAGI-
doors look at your MAGI total to see if you can unlock them or not, and if
you mess with your MAGI total, bad things could happen). If you do use this
trick early, in order to not get locked out, you need to go forward to
Valhalla and visit the castle, then backtrack to the Nasty Dungeon and grab
the Pegasus MAGI. This makes you MAGI total 0, but ensures that you can use
the Pegasus MAGI at any time to warp where you need to go.

2. Once you raise a human's or mutant's natural stat to 99, it cannot be
raised anymore.

3. Using this bug for the Speed potions pretty much removes all difficulty
for the rest of the game, as 99 Agility units are pretty broken. You've been
warned. :)

Finding Haniwa:

The Haniwa is the toughest enemy in the game and can be randomly found in the
final area before meeting up with Arsenal. The bad news is that a single
Haniwa has 10,000 HP, very high stats, a high-damaging Flare attack, O-All,
and Recover (meaning that he regenerates an amazing 1,000 HP per round of
combat). Of course, the good news is that if you happen to defeat one, it may
drop a Seven Sword, the strongest weapon in the game. A high Strength, high
Agility unit using the Seven Sword in battle likely inflicts thousands of
damage to their unsuspecting foes. Good luck on finding him easily though, as
the other encounters in the same area are also very difficult.

=============================================================================
XIV. Resources
=============================================================================

Here are some other FAQ's at GameFAQ's that I have consulted for assistance
with this game and recommend they be consulted for additional information:

Monster Evolution FAQ by Amuseum

http://www.gamefaqs.com/gameboy/585710-final-fantasy-legend-ii/faqs/16852

This is the most comprehensive list of enemy stats that I have found and has
a very detailed explanation of the effects of eating monster meat. I used it
many times during the creation of this walkthrough to determine the fastest
way to get Pixy into the Sprite family and into more advanced forms of the
Sprite family.

FAQ/Walkthrough by RPaulson

http://www.gamefaqs.com/gameboy/585710-final-fantasy-legend-ii/faqs/6486

This is the FAQ that inspired me to write this FAQ and is an excellent source
of information in its own right. It also has a nice Game Genie code section
that I highly recommend be read if you want to modify your game in fun and
strange ways.

Robot Guide by HKazuya

http://www.gamefaqs.com/gameboy/585710-final-fantasy-legend-ii/faqs/29741

As a thanks for helping me out with some information I did not know, I am
linking his excellent Robot FAQ here. If you ever wanted to know anything
about using Robots, here's the place to go.

=============================================================================
XV. Unknown or Unclear Information
=============================================================================

Here are two pieces of information that I have been unable to verify or have
seen conflicting information in other sources:

1. Draining weapons and abilities (the Vampic Sword, the mutant/enemy ability
Touch, and enemy abilities Dissolve and Absorb): In general, these drain HP
from one target and add any damage dealt to the user's current HP. However,
certain types of enemies cannot be drained (damage is still dealt, but the
user does not gain any HP), and other enemies even reverse the drain (damage
is instead dealt to the user and the HP is added to the target). My original
thought was that enemies with O-Para cannot be drained (but still be hurt)
and that undead enemies reverse the drain, but this turns out to not be 100%
correct.

2. The Samurai Shield: I have seen in numerous sources that this shield
grants O-Change or O-Weapon in some fashion. I have found this not to be true
at all. I'm not convinced this shield grants any special abilities at all.

If anyone has any information concerning these two sections, please contact
me.

=============================================================================
XVI. Credits/Disclaimer
=============================================================================

This FAQ is copyright 2011/2012 by John Kearsley IV. This FAQ may be
distributed freely as long as it is not altered and I am credited for its
existence.

Thanks go to everyone involved with the NES FAQ Completion Project, of which
I am proud to be a part.  Also, thanks go to GameFAQs.com and SBAllen for
hosting a great site.  Keep up the good work!

Also, thanks to my wife and newborn daughter for allowing me to use their
names for two characters in the walkthrough. :)

=============================================================================
XVII. Version History
=============================================================================

Version 1.0 - Original FAQ submitted

Version 1.1 - Minor updates throughout the entire FAQ.

Version 1.2 - Reorganization of the item list, other minor updates.

Version 2.0 - Reorganization of many FAQ sections, added sub-sections for
             battle rewards and the Memo file, various formatting and
             spelling fixes, added a list of monster levels in each world
             to the walkthrough, other minor updates.

Version 2.1 - Various updates, thanks to Hasukawa Kazuyaa on the GameFAQs
             forums for help with some information that I did not know.