,-;    Spoiler-free FAQ & Walkthrough for Dreamcast
             ,'¯¯¯¯¯ /     -by- Shotgunnova (Patrick Summers)
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            '._,   \ | \ \_| | |___) )  | (_| |  ¯|
                \   )|_|\____|___,__/   |_____| |¯ ,-'¯'-'¯'.
           ,--.  )  )                         |_| (/¯¯) _   /
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            '.__  /  | |¯| |  /¯| |¯ | |¯| | |¯\ \ |/  / / (
                \/   |  ¯  | (  | |__|  ¯  | |_/ / |  (_/   )
                     |_|¯|_|_|  |____,_|¯|_|____/|_)       (
                                                  / ,'¯'.  ( )¯)
          EMAIL: shotgunnova@gmail(.)com       _,' (     \  ¯ /
                                              |_____)     '._/

   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      General Info ..................................................... GNRL
      Stat Overview .................................................... STTV
      Status Effects ................................................... STTS
      Airship Battles .................................................. RSHP
      Tips N' Tricks ................................................... TPST

 III. WALKTHROUGH (DISC ONE) . . . . . . . . . . . . . . . . . . . . . . WLK1

      01) Valuan Battleship ............................................ WK01
      02) Pirate Isle .................................................. WK02
      03) Shrine Island ................................................ WK03
      04) Pirate Isle [II] ............................................. WK04
      05) Little Jack .................................................. WK05
      06) Sailors' Island .............................................. WK06
      07) Valuan Capital ............................................... WK07
      08) Pirate Isle [III] ............................................ WK08
      09) Maramba ...................................................... WK09
      10) Temple of Pyrynn ............................................. WK10
      11) Horteka ...................................................... WK11
      12) King's Hideout ............................................... WK12
      13) Moon Stone Mt. ............................................... WK13
      14) Rixis ........................................................ WK14
      15) Maw of Tartas ................................................ WK15
      16) Crescent Isle ................................................ WK16
      17) Nasrad ....................................................... WK17
      18) Daccat's Island .............................................. WK18
      19) Grand Fortress ............................................... WK19
      20) Crescent Isle [II] ........................................... WK20
      21) Esparanza .................................................... WK21
      22) The Dark Rift ................................................ WK22
      23) Yafutoma ..................................................... WK23
      24) Mount Kazai .................................................. WK24
      25) Exile Island ................................................. WK25
      26) The Delphinus ................................................ WK26

   V. WALKTHROUGH (DISC TWO) . . . . . . . . . . . . . . . . . . . . . . WLK2

      27) Crescent Isle [III] .......................................... WK27
      28) Ruins of Ice ................................................. WK28
      29) Maw of Tartas [II] ........................................... WK29
      30) Dangral Island ............................................... WK30
      31) The Vortex ................................................... WK31
      32) Crescent Isle [V] ............................................ WK32
      33) Great Silver Shrine .......................................... WK33
      34) Dangral Island [II] .......................................... WK34
      35) Crescent Isle [V] ............................................ WK35
      36) The Hydra .................................................... WK36
      37) Lost Continent of Soltis ..................................... WK37

  VI. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

      Cham Locations ................................................... CHML
      Crewmember List .................................................. CRWM
      Discoveries ...................................................... DSCV
      Equipment List ................................................... EQPT
      Magic Overview ................................................... MGCV
      Pinta Guide ...................................................... PNTA
      S-Moves .......................................................... SMVS
      Shop List ........................................................ SHPL
      Sidequests ....................................................... SDQS
      Swashbuckler Rating .............................................. SWSH

 VII. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
VIII. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
  IX. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

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I. CONTROLS                                                              [CNTR]
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Control scheme is as follows and can't be changed in-game...not that there's
a reason to, really, as everything's positioned to avoid awkwardness.
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| BUTTON    | FUNCTION                                                      |
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| D-Pad     | Navigate menus / In-battle: toggle friend/foe selection       |
| Start     | Toggle minimap / In-battle: cancel s-move animation           |
| Analog    | Controls character movement (usable as d-pad in some cases)   |
| L-Trigger | Rotate camera to left / Airship: ascend                       |
| R-Trigger | Rotate camera to right / Airship: descend                     |
| A-Button  | 'Confirm' button                                              |
| B-Button  | 'Cancel' button                                               |
| X-Button  | Toggle main status menu / In-battle: display ally statuses    |
| Y-Button  | Toggle POV (if applicable) / In-battle: toggle weapon color   |
|___________|_______________________________________________________________|

To save on the field, locate a blue anchor icon and navigate the menus from
there. In midair, hitting the start button and selecting the option acts as
the same thing.

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II. TH' BASICS                                                           [THBS]
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GENERAL INFO                    [GNRL]
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A.K.A. -: Eternal Arcadia [JP]
Released: 10-05-00 [JP], 11-13-00 [NA], 04-27-01 [EU]
#ofDiscs: 2
VMU Save: 27 blocks

STAT OVERVIEW                   [STTV]
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• HP (HEALTH POINTS): Represents a character's health -- the higher it is,
  the more damage an ally. If one's HP reaches zero, that character becomes
  "Unconscious" and can't act until revived. If all allies are KO'd in this
  manner, the game ends -- although there's a retry option afterwards.

• MP (MAGIC POINTS): Represents a character's magic ability. If someone has,
  say, 10/10 MP, that means they can cast ten spells of any type before they
  must recover it. Note that using curative spells on the field will still
  reduce MP; it's not just in-battle usage! Sleeping at designated spots and
  using curative items can refill MP. Characters have different MP growth, so
  Fina will end up with high amounts while Drachma has very little -- there's
  no way around this, outside MP-increasing items.

• SP (SPIRIT POINTS): In battle, SP counts as the party's "currency" for tech
  and magic usage; for airship battles, weapon usage applies here, too. Each
  round, every living, un-Fatigued unit will gain SP, increasing the total.
  SP can also be boosted in several other ways, such as the 'Aura of Valor'
  item, 'Spirit Charge' s-move and the plain old 'Focus' command. Since all
  SP is shared, a player must choose tech/magic usage carefully, especially
  when allies are incapacitated. [Each character has a 'Spirit' stat as well,
  denoting how much SP they replenish when Focus-ing.]

• ATK (ATTACK): Denotes equipment's physical strength. The higher it is,
  the more damage they do with attacks of a physical nature. The 'POWER' stat
  affects things similarly, and benefits the higher it is (especially during
  airship battles).

• DEF (DEFENSE): Denotes a character's physical defense. The higher it is,
  the lower the enemy's physical damage becomes. Some characters, like Vyse
  and Drachma, are more suited in this category than other units, so always
  make sure weaker units are properly equipped!

• MAGDEF (MAGIC DEFENSE): Denotes a character's magical defenses. Like DEF,
  the higher this stat is, the less damage taken from enemy magic and magic-
  -type techniques. Usually, characters with mediocre DEF have higher MagDEF.

• WILL: This can be considered the magical power indicator. As it rises, so
  too does the damage inflicted by magic and magical-type abilities. Weaker
  characters like Fina are typically well-suited in this area.

• AGILE: Agility affects the likelihood of dodging and inflicting crits, so
  it's sort of like a typical RPG 'Luck' stat.

• HIT%: Denotes likelihood for normal attacks to hit. Many weapon types have
  a base rate in this area with certain versions having drastically higher
  or lower rates (in exchange for special effects or higher ATK power). Some
  accessories can boost Hit% as well, which is great for characters such as
  Drachma.

• DODGE%: Likelihood of evading an enemy's normal attack. Generally, this is
  a stat that's only improved by equipment selection (accessories primarily).
  Unlike Agile and Quick, there's no way to permanently increase this stat.

• QUICK: Affects how fast a character acts in battle once their command's
  chosen. Basically, a 'Speed' stat. Airships also have 'Quick' stats, which
  works in a similar manner (acting before/after enemy each turn). Casting
  Quika magic can be a good workaround when traveling with slower allies.

STATUS EFFECTS                  [STTS]
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What's an RPG without nasty abnormalities and amazing augments? Skies of
Arcadia's no different in that realm! Effects that don't wear off are marked
with an asterisk (*) below -- luckily, this includes all good buffs.
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| STATUS      | PURPOSE                                                     |
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| Confusion   | Target becomes uncontrollable, randomly attacks friend/foe  |
| Fatigue     | Target no longer generates SP each turn                     |
*| Quickened   | Target's SPD is boosted                                     |
*| Poison      | Target's HP is decreased after each turn ends               |
*| Regenerate  | Target's HP is restored after each turn ends                |
| Silence     | Target cannot cast magic                                    |
| Sleep       | Target cannot take action until woken up                    |
| Stone       | Target cannot take action until effect wears off            |
*| Strengthen  | Target's ATK and DEF power raised 25%                       |
*| Unconscious | Target's HP is zero and cannot take action until revived    |
*| Weak        | Target's stats all drop 25%                                 |
|_____________|_____________________________________________________________|

To cure statuses fast, Curia Crystals/spells remove all bad ones, as well as
the Lunar Light technique. All statuses will be removed upon exiting battle,
including Unconscious (KO).

AIRSHIP BATTLES                 [RSHP]
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When Vyse's squad is attacked by other airships, the player is transported to
a separate battle menu. Here's an overview of the grid battle format

        Current SP
                \,'¯¯¯'.__________________
                ( 17/78 __________________|
                 '.___,' _ _ _ _   _ _ _ _
        Current Turn -->|_|_|_|_| |_|_|_|_| <- Turn Preview
                         _ _ _ _   _ _ _ _
              ,-  VYSE  |_|_|_|_| |_|_|_|_|
        Ally -|   AIKA  |_|_|_|_| |_|_|_|_|
     Actions  |   FINA  |_|_|_|_| |_|_|_|_|
              '.  4TH   |_|_|_|_| |_|_|_|_|

Each turn is divided into four segments (columns) with each ally getting one
action. Directly above the current turn's input tiles, four colors denoting
the danger one may face on said turn. Green is relatively safe; Yellow is
a bit more dangerous; Red is highly dangerous, and often when the foe has an
upper hand. [Guarding on red-tile turns is wise.] When a "C!" overlaps a
color tile, it means the team can inflict critical damage -- i.e. a good time
to attack.

As said, each ally gets one input per turn, which costs SP. Magic has similar
SP restrictions as those used in normal battles, although their effects will
be amplified (ex: Sacres cures 1000 HP on foot but 8000 in flight). Airship
armaments will be the main way to inflict damage. There's four kinds:

• Main Cannon: these have a high SP cost and only fire once, but deal lots o'
  damage if they hit.

• Secondaries: smaller cannons that have lower SP costs than primary cannons,
  but can extend their attack into future turns (each turn repeats the normal
  SP cost). This allows them to provide concentrated fire while allies pick
  other commands, like healing or guarding. Press left/right to extend the
  bombardments.

• Torpedoes: these are two-stage missiles who have low SP costs but only
  damage in future turns (never on turn they're fired, like cannons). They
  have a 2-3 turn range and are also great for concentrated fire, especially
  when used in conjunction with secondaries.

• S-Cannon: each airship has a special armament that can only be used on
  certain turns (marked with S-cannon icon) and for a high SP cost. However,
  they deal tremendous damage and are inevasible, meaning those turns will
  always profit! Make sure to watch the turn preview in order to conserve SP
  for their use. [Only Vyse can select the S-Cannon command.]

Finally, a few tips! Like normal battles, conserving SP for future actions is
a great idea, so bring items to heal and cast magic (typically Increm/Quika)
that would otherwise dip into that reserve. Also, secondaries and torpedoes,
when launched near turn's end, can move into the next turn immediately! This
doesn't cost any SP in the current turn, but means the next turn starts with
that SP already depleted. Lastly, make good use of the airship's crew! They
can provide passive stat bonuses and be used in-battle via the Crew command.
Like S-Cannon chances, only Vyse may order the crew around.

Oh, and some dialogue options during fights will change how the next turn
occurs. If Vyse is given a chance to thwart an enemy's maneuver and blows it,
he may have the disadvantage in the next. Or, if he successfully outfoxes a
foe, he may be rewarded with better colored tiles, and maybe an S-Cannon icon!

TIPS N' TRICKS                  [TPST]
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Here's some general tips to make it through the fights. If any readers have
some good ones, send 'em in and I'll stick 'em here.

• TALK TO EVERYONE! It's pretty much Rule #1 for RPG fans, but it's worth
  repeating. Not only do NPCs give fun flavor, but they may also tip a player
  off to discovery, dungeon and hidden item locations.

• THOROUGH SHOPPER! Make sure to browse a store's wares carefully _after_
  looting the town for freebies. In fact, looking to the next section's item
  list can be a good idea too, eliminating the need to buy equipment that may
  soon be obsolete. There's at least one point in the game where having a ton
  of loose change will be useful, so no need for wasteful expenditures...

  In a similar vein, try to carry around a decent supply of healing items,
  particularly Curia/Sacrum Crystals and both kind of Glyphs. [These won't
  all be available at once, but the premise is solid.] There's a few times in
  the game where automatic sequences prevent easy access to normal stores, so
  be prepared!

• OUT WITH THE OLD! With a ton of equipment available, much becomes obsolete
  pretty quick, so feel free to sell it off for extra change! [Some weapons
  can only be obtained once though, so perfectionists will wanna keep those.]
  The exception is accessories -- those are always great to have around, so
  don't sell those off. On that note, remember that allies who leave the team
  will have their armor & accessory de-equipped, so be careful what's sold!

• BACK IT UP! Having a backup save is always prudent, especially for newbies
  who won't know the plot's ins and outs. There are many times where one's
  suddenly stranded in an area, or cut off from certain stores/supplies --
  it's always great to have a second file as a mulligan of sorts. The guide
  will usually mention when something becomes (un)available, but every li'l
  bit helps! Same goes in case files accidentally become corrupted.

• PICK A MERCHANT! Kalifa and Osman, once invited, may determine the drops
  from certain airship battles. Some may potentially be one-of-a-kind items
  (like the Air Purifier and Wooden Doll), so be sure Kalifa's with! Osman
  can find items with resale value, like Crystal Balls and Gold Bullion, so
  when money's tight, she reigns supreme!
                                           _________________________________
___________________________________________/ III. WALKTHROUGH, DISC 1 [WLK1] |_
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01) VALUAN BATTLESHIP                                                    [WK01]
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Enemy: Soldier, Guard
Items: Sacri Crystal (3), Magic Droplet (2), 50G

The game opens with air pirates raiding an empire battleship, and introduces
the player to Vyse and Aika, two youngsters proving their mettle by leading
the charge. This leads to a small battle against two Soldiers, wimpy grunts
that can be two-shotted with physical strikes. Foes (and allies) have a
chance to counterattack normal hits in this game, note.

Afterwards, the daring duo will infiltrate the ship, dropping down near the
first chest: a SACRI CRYSTAL. Note that inspecting empty chests displays what
was previously in there, a handy feature easy to overlook. Head south to the
engine room for a face-to-face with Alfonso, the ship's captain -- this gives
another forced battle (Guard x4). These are actually weaker than Soldiers.

When the dust settles, it's lootin' time! The nearest chest contains two
SACRI CRYSTALs; the one on the balcony has 50 GOLD. A small curio is that
the alarm switch is near the upper doorway, and shutting it off removes all
random encounters. Of course, it's wise to learn some magic before advancing,
so that's a bad idea, generally.

The door Alfonso entered contains a savepoint and two MAGIC DROPLETs, an item
that replenishes 1 MP to a character. [The first time one saves, one can opt
to change the VMU icon to an Arcadia-themed one.] Note that, even with the
alarm on, enemies will only spawn in the previous cannon galley. This allows
one to grind a little -- getting everyone to LV3 is fine, which should be
enough for both characters to learn Pyri and Sacri. [Generally, Vyse isn't
going to be using his magic, so having him heal on the field instead of Aika
can be helpful.] Guards may drop Sacri Crystals, also.

Continue the pursuit by using the side door, giving outer ladder access. Be
ready to fight after exiting back into the interior, because...

               /) MAGIC: -----
            (\//  SKILL: Thunder of Fury, Assess Damage
     Antonio )(   DROPS: Moonberry
    ~550 HP //\)
    36 EXP //    Thunder of Fury (~180 dmg) is the only attack to watch out
    2 MXP //  for. Physical attackers should keep HP above 250, as counters
165 Gold //  (~60) can occur on the same turn as its skill. Vyse's seven SP
        (/  s-move Cutlass Fury (~140) will expedite things rather well.

NOTE: Experience listed on the post-battle screen tells each person's share
of a larger number (which is not displayed). That number is divided equally
among all living members, so if only one person survives, s/he gets all of
it. This can cause some annoyances in the long run, because multiplying the
listed share times the number of survivors doesn't always give the correct
number (it's usually off by 2-4). Having one person survive should tell the
correct number, though this isn't always doable. Just a head's-up.

Following the victory, everyone brings the Valuan loot onto...

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[----] THE ALBATROSS
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Enemies: ---
Items -: ---

This is the ship of Vyse's father, Dyne. The scene opens with the characters
talking with Fina, the rescued girl. This is the first introduction to the
Swashbuckler rating. Basically, things Vyse says and does can positively (or
negatively) impact his fame.

[+] "That's a great name."
[-] "That's a strange name."
[O] "So, where are you from, exactly?"

In this case, the first option (+) gives a positive boost, while the middle
choice (-) drops it. A positive or negative choice will give a distinct sound
effect, so it's often easy to hear which is which. Your rating WILL affect
recruiting an ally later on, so it's best to snatch up all opportunities!

When Dyne calls the youngsters to the bridge, head up the corridor ladder and
have a chat. Following, speak to Briggs and he'll let Vyse steer the ship on
the world map. One can ask several questions at this point, mostly relating
to controls and the destination (Pirate Isle) location.

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[----] MID OCEAN (SOUTH)
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Enemies ---: Marocca, Ghastling, Looper
Fish ------: Sky Sardis, Red Sardis
Discoveries: 1 (1/64)

Mid Ocean is the term given to -- what else? -- the map's central oceanic
region. Unlike Earth, this planet's surface has long skyrifts, downdrafts
that prevent ships from passing through. Many criss-cross this area, giving
the area a small, isolated feel.

After getting acclimated to the controls, hit start to save or view the map.
The latter will give more detail as regions are explored; right now, it's
hardly useful. Additionally, only inhabited/special locations will appear
on the map (red pin icon) -- most general regions won't.

Anyway, Sailors' Island is SE of the starting cul-de-sac area. Steering
due south from the initial spot, try inspecting the miniscule isle between
the two larger ones -- this uncovers the "Pirate's Grave"! Discoveries like
this interest the Sailor's Guild (not available yet), and they'll pay cash
for the location.

Additionally, schools of fish can flitter around the sky. Running the ship
into them will collect some, then (usually) scatter the rest. Two dumb Sardis
types're found in Mid Ocean and won't flee, however! They restore negligible
amounts of HP and can be sold to shops for cash. If a school flees, it will
respawn after some time. Different regions and altitude change the varities.

ENEMY OVERVIEW
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Now for this region's foes! Maroccas have high defense, but are weaker to
magic. They can also drop the titular "Marocca's Shell" accessory, improving
DEF a smidgen. Ghastlings appear in swarms, and though weak, can absorb high
HP amounts (single target) to cure themselves. They drop Sacri Crystals.

Loopers are one of the standout foes, having variants that appear in many
regions of the game. They are typical RPG "high evasion, low DEF/HP" types,
and specialize in fleeing and Pyri spells. They can be slain with one hit (or
counterattack), but have enormous magic defense. On defeat, they drop high
amounts of gold and perhaps a Thief's Aura (accessory).

Enemy swarms can be a big problem in this game, but Aika's first s-move
Alpha Storm (4 SP) helps immensely, especially against Maroccas. It'll do
nothing against Loopers, though, since it inflicts magical damage.

TO CONTINUE...
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Pirate Isle is the first inhabitable-lookin' island from the starting point,
and has a smaller airship flying around it. If one tries to head north to
Shrine Island, or out of Mid Ocean (to the NE), Dyne won't allow entry. Gotta
listen to pops!

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[WK02] PIRATE ISLE
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Enemy: ---
Items: Sacri Crystal (6), Moonberry, Sacres Crystal (2), Magic Droplet (2),
       150G, Purple Moon Stone

After landing in the hidden ship bay, Dyne wants Vyse to meet in his office.
A large ramp leads up to the top level, and several doors (lounge, shops,
crew quarters) are encountered en route. The shops carry slight upgrades to
the team's equipment -- considering buying the Pirate Cutlass for Vyse and
the Valuan Uniform for Aika. If funds allow, upgrades for everyone will be
great. Don't buy Marocca's Shells, though...as said, they can be claimed as
drops from that particular foe.

When ready, visit Dyne's den for another Swashbuckler choice.

[O] Defend Fina.
[+] Sit quietly and listen.

Afterwards, Vyse can start exploring the rest of the village island. First,
inspect Dyne's bookshelf to find a secret escape route, leading down to a
150 GOLD. Luke the Raider, who stands near the bay exit, will mention that
there's another chest to find here -- it can be claimed momentarily.

Exit into the sun and Aika will leave to visit her house. Vyse can now claim
the remaining item caches:

• The vegetable garden contains SACRI CRYSTAL x3
• On the upper sendoff platform: MAGIC DROPLET x2
• A MOONBERRY in secret door to the airship bay (slab left of Vyse's house)
• Lookout Island, up the boardwalk's massive ladder, has SACRI CRYSTAL x3

Alan, one of the kids in green, has a Swashbuckler choice, although this one
is optional.

[+] Sure you can become a sailor!
[O] Sorry, Alan...

Speaking with Jimmy, another child, can initiate hide and seek. Finding the
kids is a small exercise in frustration, but first-person POV helps: (1) Alan
is hiding behind Aika's house (2) Lyndsi is along Vyse's house (2) Jimmy's
using the clothesline as a shield (4) Pow is near the well. The reward? A tip
that Dyne's bookcase holds a secret. That was already discovered earlier,
though, hopefully...

The next stop is returning to Vyse's house, unless one wants to do a "secret"
scene of peeping on Aika (inspect handkerchief on her outer wall). It'll be
awhile until dinner, so check out Lookout Island to kill some time. After a
scene, the next destination is set: Shrine Island!

Automatically advancing to morning, the pirate duo can cast off from the
upper dock. Vyse's mom will give SACRES CRYSTAL x2 if asked, but Dyne always
gives the PURPLE MOON STONE before leaving. [This is accompanied by a small
explanation of Magic EXP.] Vyse's house can also be used for free healing, if
needed.

Before leaving, Briggs can remind the player about Moonberries, items that
unlock character special moves (s-moves). Vyse's 2nd move, Counterstrike,
defends and counters when hit with a physical attack; Aika's defends the team
against any magic the enemies use for 1 turn. The latter always acts first,
so it's probably a better idea here.

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[----] MID OCEAN (SOUTH)
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Enemies ---: Marocca, Ghastling, Looper
Fish ------: Sky Sardis, Red Sardis
Discoveries: 1 (1/64)

Shrine Island is due north of Pirate Isle and quite visible, so there's no
hardcore searching. [Trying to exit Mid Ocean out of the NE has Aika berate
Vyse for his poor compass skills...kinda funny.]

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03) SHRINE ISLAND                                                        [WK03]
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Dungeon: revisitable
Enemies: Marocca, Flestik, Grouder, Seeker, Looper

Flestiks are small snake monsters that are easy to OHKO, but appear in groups
and have sleep-inflicting normal attacks. They may drop Curia Crystals. The
large, fishy Grouders have more health than normal baddies, but mediocre DEF,
so their longevity is rather short, too. They may drop Throwing Blades, a
slight upgrade to Aika's weaponry. Seekers, which appear infrequently inside
the shrine's main building, can drop Vidal Seeds. Loopers and Maroccas, old
friends by now, also appear.
                                  INNER SANCTUM              ____ __
                                    __________              /   B| 2\
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|        ,' ________ \          __/ /¯|_|¯\ \
|  * | Savepoint         |       / ,'    B   \ \        / __/       \ \
| 01 | Sacri Crystal x2  |      / / _,'¯| |¯\C\ \      / /___       /C/
| 02 | Moonberry         |     / / /E)  | |  \ \ \    / /  E/       \/
| 03 | Sacres Crystal x2 |    ( ( ( (    4    ) ) )  ( ( (¯¯
| 04 | Raw Moon Stone    |     \ \D\3\       /5/ /    \ \ \/\
| 05 | Cham¹             |      \ \ \F\  G _(_/ /      \ \ D/\  _
|____|___________________|       \ \ ¯¯¯|_|A __/1)      \ \/F(_|G|_
| ¹ - unobtainable now   |        \ ¯¯¯¯  |  ___/        \ \_____ *|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯          ¯¯¯¯/¯¯| |             \     A|¯
                               To Crystal | |              ¯¯¯¯¯¯
                                          | |            OUTER WALKWAYS
Enter to find the ruin flooded.       ___,' )
                                     /  *  (
[O] Swim down to the bottom.         \_____/-Start
[O] Find a way to drain the water.

Shrine Island's main chamber is hexagonal, with segmented paths and stairways
at many levels. However, most of the place is flooded, leaving only the upper
path available. Returning outdoors, get the SACRI CRYSTAL x2 chest and smack
that crystal, dropping the main building one floor (and closing off the
flood source in the meanwhile).

Backtrack and use the lower entrance, finding it's now connected to an outer
walkway over a cloudy abyss. The path is long but straightforward, leading to
an orange door that drains water from the inner sanctum. Inside, the team
will be one tier away from the sunken Moon Stone.

The path branches a bit here. The "left" (east) path leads to a MOONBERRY on
the outer rim, but it's the "right" (west) stairway series that's the real
destination. After a brief foray outside, it loops back in, letting one get
the SACRES CRYSTAL x2 cache before exiting again. Eventually, Vyse's squad'll
reach a door near a savepoint...and to RPGers, that's a big warning sign a
boss fight is close! Approach the moonstone to find...

              /) MAGIC: -----
           (\//  SKILL: Blaster, Target Search
   Sentinel )(   DROPS: Moonberry
  ~1150 HP //\)
  234 EXP //    Blaster (~320 dmg, line) is only used after wasting a turn on
   2 MXP //  Target Search -- tactical guarding halves that. If Vyse or Aika
755 Gold //  knows Increm (LV2 Red magic), it can boost ATK/DEF by 25%, upping
       (/  Cutlass Fury's hurt while shrinking normal blows' damage (~100dmg).

Once the rocky rogue is 'rradicated, the team collects the RAW MOON STONE
and returns to Shrine Island's entrance.

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[WK04] PIRATE ISLE [II]
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Enemy: ---
Items: Magic Droplet (2), Moonberry, 150G

Visit Vyse's mom in the underground harbor office for a Swashbuckler rating
decision. Regardless of what's chosen, the game will advance to the next
morning.

[+] Try and save everyone!
[-] There's nothing you can do.

The next step is leaving from the upper platform. Some chests from before
are still available, but the one in the garden and on Lookout Island aren't.
There's no reason to return here for awhile, but don't stock up on weapons
and armor here (if not done already) -- better stuff will be available soon.

Talking with Lyndsi before leaving gives another Swashbuckler convo.

[+] Sure, I promise.
[O] Sorry...I can't promise anything.

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[----] MID OCEAN (SOUTH)
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Enemies ---: Marocca, Ghastling, Looper
Fish ------: Sky Sardis, Red Sardis
Discoveries: 1 (1/64)

Using this canoe...I mean, fantabulous airship, Vyse and Aika are setting off
for Valua. To exit Mid Ocean, head east from Shrine Island, toward the rocky
mountain. However, heavy fog will set in, leading to a mandatory encounter
with an arcwhale. Another Swashbuckler decision appears here.

[O] Attack it!
[+] Retreat!
[-] ...I don't know!

Immediately afterwards...

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[WK05] LITTLE JACK
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Enemy: ---
Items: Blue Moon Stone

...Vyse and Aika wake up on a foreign ship's deck. This is the Little Jack,
owned by cranky captain Drachma. This ain't a luxury liner, though, so he
puts the two teens to work right quick! Vyse is tasked with carrying boxes
from mid-level hull storage to the bridge. When both are delivered, Drachma
lets Vyse fly the ship, plus joins the party for awhile.

This crusty captain is a higher level than everyone so far, and comes with
the Blue Moon Stone. His inclusion into the party will also boost the amount
of SP gained each turn, enough that Aika can spam Alpha Storm (4SP) right out
of the gate. He doesn't know any s-moves by default, but his first powerhouse
attack (Tackle) only costs one Moonberry.

The course hasn't changed though -- exit east out of Mid Ocean by way of the
rock formation to enter the Valuan Empire's waters. [If you revisit Pirate
Isle, though, some NPCs will comment on how quickly Vyse found a new ship,
which is a bit humorous.]

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[----] MID OCEAN (NORTH)
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Enemies ---: Thorkryn, Scorfly, Grouder
Fish ------: Kite Ray, Sky Sardis
Discoveries: 1 (2/64)

Mid Ocean's north sector encompasses a large area of open water, unlike its
cramped southern region. Sailors' Island is a major landmark near the border,
impossible to miss. To the east lies Nasr, an impossibly arid region blocked
by sky rifts (North Dannel Strait), airships (South Dannel Strait) or stone
reefs (border). North of Sailors' Island is the dark continent of the Yellow
Moon, Valuan territory. However, the Little Jack can't get close without
being turned away for lacking a passport. West leads to an impassable sky
rift border, separating Mid Ocean from North Ocean.

Newer foes appear 'round here. Thorkryns can use a hard-hitting Needle Storm
tech the turn after they gather strength; these can also drpo Thorkryn's
Scale accessories. The Scorfly isn't that damaging, but its regular attacks
may inflict silence -- it can also drop the Revered Voice accessory. Alpha
Storm should be able to OHKO these foes if Aika's LV8-9 (probably not there
yet).

There's a few discoveries in this region, although only one is obtainable
at this time: the Guidestones. They're located on a small island north of
Sailors' Island, and just visible if one pulls Little Jack alongside town.

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[WK06] SAILORS' ISLAND
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Enemy: ---
Items: Repair Kit (3), 200G, Note in a Bottle

Upon arrival, Drachma will mention finding a way to defeat Rakhnam (that
arcwhale he was chasing), then leaves the party to sit in the bar. Since this
town has several important functions, I'll give a rundown.

First off, the shops! At main street's end is an airship supplier, although
for the moment, it's out of stock (a convenient RPG roadblock for when one's
not supposed to have access yet). The armory near the inn has an upgraded
stock, including some items -- like Throwing Blade and Throkryn's Scale --
dropped by previous foes. The item store has the same selection as Pirate
Island right now. Note that all available retailers will upgrade their stock
as the game progresses. [The guide will mention when this occurs.] However,
the mystery merchant who occasionally appears at the inn never changes his
inventory.

Secondly, claiming free items! Behind the welcome sign near Lawrence is an
easy-to-miss box with REPAIR KIT x3. Upstairs at the inn, one of the rooms
contains 200G. Finally, in the town lighthouse, reach the top floor and
inspect the balloon for a (key item) NOTE IN A BOTTLE. This last item allows
one to recruit a crewmember later on.

Speaking of which, several crewmembers exist in this town. However, as the
manual states, Vyse needs his own ship first, so they're unrecruitable now.
However, one of them -- Pinta, in the item shop -- will unlock the Pinta
VMU minigame. [This can be accessed from the main menu's second page.]

To continue, one needs to catch Drachma's attention. Speak with the airship
supplier to learn Valua now sells Harpoon Cannons. Relay this tidbit to
the captain to open a Swashbuckler decision.

[O] Come right out and say it.
[+] Beat around the bush.

Drachma will rejoin the party, agreeing to taxi the team to Valua...but the
team needs a passport to enter. [This is mentioned by a patrol if one tries
to enter without it, remember.] Ask the guildmaster next door about the
conundrum to encounter a merchant willing to give his passport...if the
Little Jack acts as bodyguards on his return voyage.

[+] We accept your offer!
[O] No thanks, we'll find something else...

With that settled, gear everyone up and head back to the ship.

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[----] MID OCEAN (NORTH)
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Enemies ---: Thorkryn, Scorfly, Grouder
Fish ------: Kite Ray, Sky Sardis
Discoveries: 2 (2/64)

As mentioned earlier, Nasr is the sand-filled kingdom east of the island, and
the destination is the South Dannel Strait. [The merchant's ship won't be
visible or anything, nor will he be on the Little Jack, in case a player was
wondering.] Simply follow the stone reef east.

About halfway in, the merchant's worst fears are realized: the Black Pirate
Baltor's ship approaches...

                /) MAGIC: ---
             (\//  WEPNS: Black Cannon
The Blackbeard )(   DROPS: Bomb, Captain's Stripe
   10,000 HP //\)
    411 EXP //     A rather easy primer for airship battles. The Blackbeard
     0 MXP //  only has cannonfire on its side, whereas the Little Jack can
 300 Gold //  use magic. Increm boosts attack/defense power (2 turns) and
         //  Sacri magic can heal in place of Repair Kits. On Turn 3, choose
        (/  "try to get behind him instead" for 3 crit chances the next turn.

Afterwards, Drachma explains that Captain's Stripes will increase the ship's
maximum health (1000 HP per). These are rewards given out for most major
airship fights, so they're unobtainable in normal monster battles. Vyse can
use the item now or save it for later -- it doesn't matter much.

The South Dannel Strait is only a stone's throw from the battleground, and
once there, the VALUAN PASSPORT (key item) is earned. The next destination
is, of course, Valua, located north of Sailors' Island. The team will enter
the country's capital automatically when Grand Fortress -- the massive front
gate -- is approached.

### NOTE ###

Once the Little Jack's crew enters Valua, leaving is impossible until events
fully transpire. It's a good idea to make a backup save on the world map for
good measure (something any smart RPGer will be doing already, I hope!).

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07) VALUAN CAPITAL                                                       [WK07]
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[----] LOWER CITY
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Enemy: ---
Items: Sacres Crystal (3), Moonberry

Valua's esteemed, but they sure didn't feature the filthy slums in their
brochure. The Little Jack's crew isn't nobility, so they can only visit this
area, unfortunately. Drachma will temporarily leave the party, suggesting the
teens hang out at the inn while the harpoon cannon's being installed.

The only item in this upper residential area is SACRES CRYSTAL x2, located in
the large building nearest the starting savepoint. It's only enterable from
the west, though. For other item needs, two shops are in the dwelling south
of there, accessed from the second story walkway. They provide upgrades to
some of what was available on Sailors' Island (Valuarang, Valuan Armor) but
some overlaps (Hook Hand), and there's no new cutlass for Vyse. This is the
only place in the game to get the Lover's Ring and Gem of Purity, though.

After meeting Marco near the west elevator, take the lift down to the city's
next district (I almost want to call it Lower Lower City...). The inn is
here, but there's a MOONBERRY to find hidden down the street. To find it,
travel down the sidewalk until after the 2nd ladder, then search behind the
stack of oil drums for an obscured passage.

When ready, return to the inn (has its own savepoint) and stay the night. The
scene discussing the Blue Rogues' fates actually changes slightly, depending
on whether Vyse learned the bad news from the upper level barkeep or not.

[O] Let's try and save everyone right now!
[+] Let's sneak into the Coliseum!
[-] Hm... I... I don't know.

The conversation ends with a certain ginger-haired spy being uncovered, and
Vyse will have to chase him across the back alley rooftops. There's no wrong
way to chase here, although the eavesdropper will drop a SACRI CRYSTAL if
Vyse catches up (i.e. leftmost route each time) before the scripted time.

At the end, Marco will reveal the sewer entrance to Valua's catacombs. In the
morning, that becomes the new destination. Buying some Sacres/Curia Crystals
before going will help a bit for upcoming bosses.

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[----] CATACOMBS
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Dungeon: repeatable
Enemies: Tsirat, Crylhound, Dralnog, Mind Stealer, Basallish
Items -: Pyri Box, Curia Crystal (3), Heavy Armor, Assassin Blade, Magic
         Droplet (4), Sacri Crystal (4), Yellow Moon Stone

The catacombs are part of the slum sewers, and are straightforward in a way
that Shrine Island (the last proper dungeon) was not. One can leave back to
the Lower City at any time to heal or visit shops, but the Little Jack is
still off-limits.

All enemies here are new types. Dralnogs know the insta-death Eterni spell
and may drop Ivy Bands (blocks poison). Tsirats know Electri but generally
aren't that notable, although they can drop Crystales Boxes. Basallish foes
may drop currently unbuyable Pyri Boxes, while Crylhounds drop titular claw
accessories. Mind Stealers have the most HP and can poison with physical
attacks, but also has the best reward: a 125 ATK "Mace Hand" claw for Drachma.
It has ZERO accuracy but will make his s-moves ridiculously powerful. [All
foes can be OHKO'd by Alpha Storm, save Mind Stealer.]

Proceeding through the catacombs is rather simple...long, but simple. At
the first crossroads, one path ("left"/east) goes to a dead end with a PYRI
BOX and CURIA CRYSTAL x3. At the main corridor's next branch, the southern
antechamber houses HEAVY ARMOR and an ASSASSIN BLADE. The latter can inflict
poison, one of the few weapons available that can do status effects, and the
only one equippable by Vyse.

Further on, past the creepy "lightning" hallway, the path bends around a
savepoint, leading towards the coliseum. However, there's a pit monster that
needs to be disposed of first...

              /) MAGIC: ---
           (\//  SKILL: Frost Breath, Poisonous Bile
   Blelgock )(   DROPS: Vidal Seed
  ~4570 HP //\)
 1300 EXP //     Both techs affect all allies, but Bile can poison, making it
   2 MXP //  the more annoying of the two. Equip Ivy Bands to make the fight
853 Gold //  ten times easier. In the meantime, Increm + Cutlass Fury/Tackle
       (/  works fine. Drachma can do 1600+ if he has the Mace Hand equipped!

The arena's ladder is accessible after the blubbery buffoon's defeat, but it
is much wiser to save first. If the team's magic supply is hurting, rest at
the Lower City inn first before ascending. [As far as parties go, LV12+ is
fine. Hopefully a player has gotten a Moonberry or two so everyone can know
their first two s-moves.]

               /) MAGIC: Electres
            (\//  SKILL: Tackle, Sonic Wave
Executioner  )(   DROPS: Electri Box, Sacres Crystal
   ~1800 HP //\)
   714 EXP //     The boss begins with two lackeys (Spell Warden x2, ~450 HP)
    2 MXP //  who buff/heal him; they should be the first targets. Both techs
1122 Gold // are very damaging, but only Wave Arc can hit multiple allies. Use
        //  Increm to boost ATK/DEF power, then bombard the boss with powerful
       // techs -- the Mace Hand strategy from last fight is great. It's luck
      //  of the draw whether Tackle/Sonic Wave are used consecutively. Heal
     (/  with Sacres Crystals (+1000 HP) when possible to conserve SP.

Apparently no matter how poor one is, confetti is always at hand... Return to
the catacombs savepoint to find the west wall (which Vyse thought was rather
suspicious earlier) is a secret passage. Loot the SACRI CRYSTAL x4 and MAGIC
DROPLET x4 chests, then speak with Dyne for a Swashbuckler choice.

[+] We have to save Fina!
[O] Let's lay low for a little while...

Afterwards, Vyse receives the YELLOW MOON STONE and Drachma leaves the party
to help with the escapees. [If one wants to grind, do it with Drachma along;
his absence will reduce one's starting SP count, perhaps deflating the Alpha
Storm spam strategy.] The destination is now Upper City, accessed down the
new passage.

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[----] UPPER CITY
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Enemy: Patrol Guard
Items: ---

Vyse's sojourn to this district'll be short indeed -- this place is visitable
only once and most of it's blocked off plot-wise. After speaking to the upper
crust, cross the rail bridge to automatically disembark.

Since the team is running across the roof, there's no room for exploration.
The only foes who appear, Patrol Guards, are rather simple, knowing weak
attacks & Electri/Quika. They can also use Sacres Crystals in-battle, which
explains why they drop them post-battle with a decent frequency. However,
these patrollers only appear at set intervals, not randomly, so there's no
point screwing around.

Soon, Galcian himself will appear. The goal (run toward train's front)
remains, but his presence presents a time issue. Should he catch up, a rather
one-sided fight will ensue -- he knows Electrum and Eternes, plus has
powerful (~500+) physical attacks. Don't get godstomped, just run!

Near the front, the team will have a mandatory scrape with...

               /) MAGIC: Sacri, Electri
            (\//  SKILL: Counter Stance
 Royal Guard )(   DROPS: Magic Droplet (10)
    ~625 HP //\)
   880 EXP //     The 2 Royal Guards have a tendency to heal each other, and
    2 MXP //   may even guard (Counter Stance) to reduce damage further. The
1562 Gold //  best way to proceed is Increm + Cutlass Fury, the most damage
        //   doable in a single turn. Taking one out quick makes the fight
       (/   much easier. [Royal Guards are poison-immune, also.]

A Swashbuckler scene with Galcian occurs afterwards.

[+] Never!
[-] ...Sounds fair...

The final battle in this Valuan Capital saga now commences. Drachma will be
back on the team for the airship showdown!

                /) MAGIC: ---
             (\//  WEPNS: Standard Cannon, Subcannon
Valuan Cruiser )(   DROPS: Repair Kit
   ~10000 HP //\)
    663 EXP //     It's possible to win with the normal cannons, but Drachma
     0 MXP //  recomments using his Harpoon Cannon. This battle only, Vyse can
 500 Gold //   use it at the end of any turn (15 SP; S-Cannon command). The
         (/    fight's instantly won if the enemy ship is harpooned.

With the daring escape over, everyone retreats back to...

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[WK08] PIRATE ISLE [III]
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Enemy: ---
Items: Sacri Crystal (6), Moonberry, Sacres Crystal (2), Magic Droplet (2),
       150G, Silver Moon Stone, Cham (2)

After a Swashbuckler decision...

[+] Leave everything to us!
[O] I need to think about this...

...Fina (along with her SILVER MOON STONE) officially joins the party! She
also introduces Cupil, her living, shape-shifting weapon. Other allies can
upgrade their weapon by simply purchasing/finding them; however, Cupil will
only upgrade after eating shards of moon stones called Chams. After eating a
certain amount, its power and transformation ability increases.

Chams do not appear in chests, though -- instead, Cupil (on the Dreamcast's
VMU) will make beeping noises. The faster the beeping, the closer one is to
the item. Get used to button-mashing in the notified areas! Pirate Isle has
one to find in the airship bay, on the upper walkway near the cranes.

Speak to Dyne down near the docks and disembark when ready. The destination
is now the Land of the Red Moon, Nasr. [The harpoon cannon allows the team
to break through any stone reef, such as the one right near Sailors' Island.]

______________________________________
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[OPTIONAL] MID OCEAN REVISITS/PREPWORK
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New Items -: Cham (2)
Discoveries: 2 (4/64)

Now that Cupil's around to identify its snacks, Vyse can find several more
Chams in places he's already been.

• Shrine Island: [See walkthrough for map] In general terms, one should first
  find the stairway leading down to the tower's bottom, where the moon stone
  used to sit. The landing arcing around this stairway has one dead end, and
  that's where the CHAM lies. In fact, one probably heard beeping on the way
  down, denoting its vicinity.

• Sailors' Island: Atop the lighthouse, just left of the ladder jump-off;
  it's one window away from where the balloon & note were earlier.

Speaking of Sailors' Island, the first time Vyse returns there after the
breakout, he'll meet Domingo, a rival treasure hunter. If Vyse is sloppy in
locating new discoveries, eventually Domingo will snatch up the reward, and
our protagonist will be left with chump change. The "nemesis" is currently
searching for Topple Rock, as he mentions. [The guild sells the hint for
this location.]

The shops here have also upgraded. The armory now carries upgraded weapons
for Aika and Drachma (excluding Mace Hand), plus Elastamor/Raincoats for
protection. The two new accessories, Crylhound's Claw and Thief's Aura, were
previously monster-only drops. The item shop now carries Sacres Crystals, but
its inventory remains pitifully small. With a new city coming up, consider
holding off on upgrading weapons/armor.

One shop that shouldn't be lost in the shuffle is the ship parts supplier,
burgeoning with its new stock! In particular, the 3" Cannon, a "secondary"
cannon -- it's smaller than a primary, but has lower SP cost and can be used
over several turns. For now, try to have two of each, or secondaries 3:1 to
primaries. Also, the Little Jack has no accessories, so buy some Armored
Decks (and maybe an Engine Cover) so it's got some protection. Always have a
few Repair Kits on-hand, of course.

RE: AIRSHIP FIGHTS
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With the Little Jack in fighting condition, some areas now become a theater
for recurring (generic) airship battles. Grand Fortress' vicinity now hosts
two different foes to practice with -- simply approach them on the map.
Valuan Spellships [101 EXP, 300g] use magic, subcannons and main artillery;
they may drop Bombs. Harpoon Cannon can be used as early as Turn 2, although
these aren't that hard in general.

Valuan Gunboats are considerably harder since they have more health, better
emplacements and also use torpedoes. This yet-unobtainable weapon fires on
one turn and lands on a subsequent (of the user's choosing), allowing for
vicious damage if the fire's concentrated. Harpoon Cannon boosted by Increm
can OHKO them, though -- the chance usually appears every 3 turns or so.
The reward is 1224 EXP, 600g; they may also drop Shredder Bombs.

Both battles give a decent amount of EXP, which is great because Fina joins
at LV1 and will need a bit of grinding until she's in fighting shape. [This
also boosts the starting SP pool, which makes things easier.]

NEW DISCOVERIES
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With a reef-breaking ship, new areas open up, including a small enclosure
near Shrine Island. Head east and pass south through it to find several li'l
islands.

• Silver Moon Pit: There's several islands, but a pale, elongate one near the
  east skyrift is where to look. The pit is on the upper half, NE side.

• Sky Coral: On a medium-sized, green-colored isle in the south, simply look
  on top of it -- the coral floats (invisibly) above.

TO CONTINUE...
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With Little Jack's trump card in tow, the stone reef (floating rock wall)
east of Sailors' Island is now traversable. This allows the team to trade the
open Mid Ocean expanses for the sand-filled swelter of Nasr's southern reach.

___________________
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[----] NASR KINGDOM
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Enemies ---: Azbeth, Durel Beetle, Stonebeak, Scorfly, Loopalon
Fish ------: Spear Squid, Flying Fish, Spiked Sunfish
Discoveries: 5 (9/64)

After a short scene upon entry, the Little Jack's crew is free to roam the
new land at leisure. The eastern land contains the Temple of Pyrynn Fina
mentioned, plus a generic Black Pirate Ship fight [452 EXP, 300G]. They use
only cannons and torpedos, but are weaker than even Valuan Spellships, so
they can be nixed without using the harpoon. It's worth fighting them a bit
as they may drop Rogue Figures and Heavy Cannons, both currently unbuyable.

DISCOVERIES
¯¯¯¯¯¯¯¯¯¯¯
Five appear in this reef-partitioned area.

• TEMPLE OF PYRYNN: Visible pyramid in desert east of Maramba's island

• WANDERING LAKE: Floating island in Temple of Pyrynn's vicinity

• SANDFALLS: After finding the Wandering Lake, head due south from that small
  desert, and head toward the flat island at a reasonably high altitude.
  The falls are on top of here, near the center.

• OASIS: Once the Sandfalls are found, go SW from the island and drop down
  to low altitude -- the Little Jack should be on a small strip of desert
  following the mountainous SW border. The Oasis is near here, a little ways
  from the coast.

• TOPPLE ROCK: This is located on Maramba's island. Of the three mountain
  ranges visible, search atop the solitary one.

ENEMY OVERVIEW
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Azbeths are weak bird-looking creatures, most notable for spamming Eterni
(instant death to 1 character) spells. They may drop Silvite Rings, which
allow the wearer to resist Silver damage and block instant death (!!) moves.

Durel Beetles are wimpy bug monsters with low HP (~130). They often appear
in swarms and can use the "Call Allies" ability to summon another into the
fight, or Slipara (Sleep%, all allies). Multiple enemies is good, though, as
they drop the Behemoth's Ring accessory -- this blocks Weak (Driln) status
and resists Yellow-type damage. Could've used that in Valua, but oh well...

Stonebeaks have the most HP and their Fatigue Breath technique inflicts 300+
damage plus the titular status. Everlasting Gem accessories will prevent this
affliction, not that it matters much in normal fights. As luck would have it,
Stonebeaks drop that very accessory!

Loopalons are the new looper-type foe who casts Increm or flees. On defeat,
they may drop the rare Black Map accessory -- it increases the rate of
encounters but also boosts chance for first strikes. Loopalons have high
magic defense, so they'll resist all spells and magic-type abilities (like
Alpha Storm). Use physical skills to ensure they can't dodge. Looper types
can also drop Moonberries, remember.

TO CONTINUE...
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Visit the port of Maramba on the large island floating near the stone reef.
If one tries to visit the Temple of Pyrynn off the bat, Drachma insists on
doing errands in town first. [Also, if one tries to enter the crosswind-
-infested South Ocean area, Drachma puts his foot down.]

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[WK09] MARAMBA
______________
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Enemy: ---
Items: Cham, Magic Droplet (3), Slipara Box, Nasr Combat Mail, 300G,
       Moonberry, Excavation Arm, Gem of Fluidity

After an odd event, the party will be stranded in the desert town without
Drachma or the Little Jack. Time to find a ride...

The port contains the airship supplier and guildmaster, plus the Mystery
Merchant. However, the former can't be used without a ship to work on and
the latter carries the same inventory as before [although the Thermo Ring's
Red-resisting ability can be helpful coming up.] The guildmaster's his normal
self, but will casually suggest seeing the tavern's new dancer to pass the
time... Hmm...

In town, the rest of the shops (weapon, item) and inn become available. If
one held off on upgrading at Sailors' Island, feel free to splurge here --
there's a new weapon for Vyse and better armor for all three characters. The
item shop is more static by comparison, but does feature the goofiest-looking
shopkeep around, plus three new items: Glyph of Might, Glyph of Speed and
Healing Salve. The first two are just item versions of Increm and Quika; the
salve heals a minor amount and grants Regeneration status. [This is normally
only available via Fina's Lunar Blessing s-move.]

With that out of the way, let's find some treasures! The inn's 2F balcony
contains a hidden CHAM and a MAGIC DROPLET x3 chest. Next, rent a dhabu (the
ostrich-like creature) from a man near the far gate -- the team can disembark
on various rooftops to get caches. Atop the armory is a SLIPARA BOX and, by
reaching the chief's perch across the street, one can nab NASR COMBAT MAIL
from inside his house's ground floor.

Next, ride the dhabu to the isolated part of town containing the tavern and
fortune-teller (Kalifa). Instead of dismounting on the ramp, jump off on the
tavern's roof for a 300G reward. For now, ignore both buildings and descend
the well to find a forgotten storehouse. Without even touching anything, Vyse
can find a passage leading back to the first district, where a MOONBERRY
awaits in a broken building.

Return to the storehouse and enter the gate-filled area -- treasures lie
beyond here but the switch system blocks easy access. Hit switch #1 (looks
like a gray pot on a pedestal) to reach the EXCAVATION ARM chest. Hit switch
#2, then switch #3 -- loop back around for a GEM OF FLUIDITY. To leave, do
the switch-pressing in reverse.

FINALLY, visit the tavern to continue. Speak with the dancer to relax; this
leads to a small Swashbuckler choice.

[+] Hehe... Okay, I'll stop staring.
[O] I have no idea what you're talking about...

Afterwards, the dancer (Bellena) grants usage of her ship for the Pyrynn
trip. Stay at the inn -- it'll be free this one time -- and the new vehicle
will appears in the port. After a scene, there's one final Swashbuckler
decision.

[+] We'll do it!
[O] Hm...what should we do?

This substitute ship is a lightweight: it can neither break through stone
reefs or fight enemy ships (the Black Pirate vessel disappears at this time).
Pyrynn's the only stop left to make, then -- it's due east from Maramba.

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10) TEMPLE OF PYRYNN                                                     [WK10]
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Dungn: repeatable
Enemy: Magma Tiki, Durel Beetle, Death's Head, Dung Fly, Loopalon, Salamander

Magma Tikis are one of the more common foes here, attacking tomb raiders who
attempt to open treasures. Their Lava Storm attack hits all foes, but only
gets used after the tell-tale "Tremble" (idle) is used. They drop Pyri Boxes.

The Death's Head is a palette swap of the catacombs' Mind Stealer, and true
to its name, can inflict instant death. Its Stone Breath ability inflicts
Stone (petrify), and it's also got the most HP of any foe within here, so
prioritize its demise, guys. [May drop the Storm Wing boomerang.]

Dung Flies aren't very notable -- they're slow and die easily. Like their
insect brethren, the Durel Beetle, d-flies can drop Behemoth's Rings.

Salamanders appear deep within the temple's lava rooms. They can appear in
large numbers and are unlikely to be OHKO'd by Alpha Storm, so don't wander
around at low HP! Uses Pyri. These critters may drop Flame Mantle armor for
Vyse.
       _____
      |_ 2 _|        |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
       _|_|___       |  S | Savepoint         | | 05 | Dancing Arc       |
      |  ___  |      |  • | Cylinder Puzzle   | | 06 | Cham              |
      | |^| | |      | 01 | 527 Gold          | | 07 | Moonberry         |
      | | |_| |      | 02 | Ancient Robe      | | 08 | Magic Droplet x5  |
     _| |_  | |      | 03 | Sacres Crystal x3 | | 09 | Rune of Ill Omen  |
    |_      | |      | 04 | 774 Gold          | | 10 | Red Moon Crystal  |
      | |¯|¯| |      |____|___________________| |____|___________________|
      | |1 ¯  |
     _| |_|¯| |      Bellena will stay at the entrance, waiting near her ship
    |_   _| | |      (which can be taken to the overworld at any time). She
    |     |_| |_     also suggests using the Purple Moon Stone's powers to
    |  •  | S   |    easier damage Red types within.
    |_   _|¯¯¯¯¯\
      | |    ENTER   Upon entry, take the long hallway to an odd corridor
 ___  | |_______     where Vyse can walk on large cylinders (commonplace in
|   |_| 3  ___  |    this temple). The hall also branches towards a small
|  5     _|   | |    antechamber containing 527 GOLD. The party must fight
| |¯¯¯| |_   _| |_   three Magma Tikis to loot the sarcophagus, though. This
|  ¯|_|   |_|     |  scenario plays out for all chests in the dungeon, note.
|  _________   •  |
| |_      |  _____|  The main corridor leads to a multi-tier room with ancient
| 4 |     | |  _     ladders, which descends to a long ramp. An Indiana Jones-
|___|    _| |_| |    -style boulder trap triggers here, and the camera does an
        |6   _ 7|    inverse third-person POV (i.e. directed at Vyse as he
         ¯| | |_|    runs at foreground). Alcoves provide temporary shelter,
    |¯¯¯¯¯| |        and the one on the right winds to an ANCIENT ROBE chest
    | |¯| | |        for Fina.
    |8|_|_| |
    |_______|        Below the boulder ramp is a small puzzle room with three
 _______|^|_         cylinders -- Vyse must place all three in a floor pit to
|  _____    |        exit. This is very easy; just make sure to drop the two
| |     |   |        farthest from the entrance first. [Exiting the room will
|    •  |S _|        reset the puzzle if done incorrectly.] Once completed,
|9|_____| |_         the door to the lower crypts is opened.
 ¯    |BOSS |
      |_   _|        And it's obvious this is a crypt, thanks to the high
      |     |        concentration of sarcophagi. Many treasures can be found
      | 10  |_       by defeating tiki trios: SACRES CRYSTAL x3, 774 GOLD and
      |   EXIT       Aika's Dancing Arc. To continue, enter the upper room
       ¯¯¯¯¯¯¯       containing more cylinders. There's a few ways to finish
this, but to be safe, put the two red ones in before the blues.

When done right, the room drops a floor. This (1) prevents access from that
upper entrance (2) gives access to the lower ramp entrance, previously
unusable (3) opens a new door at this bottom level, the exit. The new tunnel
leads to a second boulder ramp, although this one's more interesting: one
alcove contains a CHAM, the opposite one has a MOONBERRY. Score! Consider
teaching Fina some s-moves if not previously done.

Further on is a lava room -- not very labyrinthine or difficult, just long.
Salamander enemies will only appear from this room on, note, but Loopalons
frequent this place as well (occasionally 5+ joining battle). In these cases,
letting Vyse use Skull Shield is very helpful, as any attacking Loopalon will
die to the 100% chance counterattack. This strategy applies to other looper
types as well. A sarcophagus containing MAGIC DROPLET x5 sits halfway down.

In the next room, ignore the button near the overlook and take the meandering
path. The chest in the dead end here leads to an optional battle with Zivilyn
Bane [1350 HP, 597 XP, 2 MXP, 1898 Gold]. This rival treasure hunter will
occasionally attack when Vyse tries to open particular chests. His arsenal
consists of physical attacks and one tech (Burst), which can do about 700+
at this time. He can be beaten by Increm and strong single-target attacks,
but will get noticably stronger in future encounters. Upon defeat, he drops
a single stat-boosting seed (he can drop several) and Vyse gets the RUNE OF
ILL OMEN.

Back to the matter at hand. This same walkway leads to the final cylinder
puzzle. The goal's to get the red one in the center after dropping 4 blues
into their slots. After each one is dropped correctly, incidental blocks
rise/fall to impede things -- although this tends to have an option-narrowing
effect that makes the proceedings easier.

When done correctly, a lava floe enters the room, and by returning to the
starting button pedestal, Vyse can harden that to make a bridge across the
room. Save up, equip a Gem of Fluidity on Vyse (typically), and continue to
find...
               /) MAGIC: ---
            (\//  SKILL: Volcanic Blast, Cinder Storm
     Rokwyrm )(   DROPS: Riselem Box
   ~3650 HP //\)
  3063 EXP //     Volcanic Blast (~500) hits all targets; Cinder Storm hits
    4 MXP //  one (~250) and can inflict Stone. An easy way to proceed is
1584 Gold //   using Lunar Blessing/Healing Salves for Regeneration, then
        //    letting Vyse chop away with an Increm-boosted Cutlass Fury,
       (/     which can do 1300+ with the Purple Moon Stone intact.

The boss' petrified remains act as a bridge to the next room, containing the
mystical RED MOON CRYSTAL. The nearby door is a secret entrance leading back
to the pyramid's exterior, near the initial savepoint. Return to Bellena for
some events, and...

                /) MAGIC: ---
             (\//  SKILL: Red Ray
      Recumen )(   DROPS: ---
   ?????? HP //\)
    --- EXP //     This fight is about survival, not victory. Red Ray (6500+
   --- MXP //  damage) always misses if Recumen is hit by concentrated fire
 --- Gold //  (main+secondary cannons) the turn its used. When avoiding Ray
         //  is impossible, guard instead. When prompted, use the harpoon
        //  and choose to attack its heads for a slight advantage. Eventually
       (/  a second prompt allows a hasty retreat, whether Vyse agrees or not.

But the saga ain't over yet. After a quick Swashbuckler choice...

[+] You mean, attack Belleza's ship?
[-] You mean, ram into the Gigas?

...it's time to run through this cat's nine lives!

               /) MAGIC: Increm, Pyri, Wevlen, Sacri
            (\//  WEPNS: Lynx Cannon, Lynx Subcannon, Lynx Torpedo
    The Lynx )(   DROPS: Captain's Stripe, Magic Cannon, 3" Blaster
  ~25000 HP //\)
  3524 EXP //     The team starts at a strategic disadvantage (reduced HP
    0 MXP //  carries over) and several prompts are needed to allow access
2400 Gold //   to the Harpoon Cannon: "turn hard and try to catch her off
        //    guard," "set engines to full speed and get behind her" and
       //  "Head straight upward!". A successful harpoon can inflict 17000+,
      //   but in the meantime, watch out for the admiral concentrating her
     (/   torpedo/subcannon/magic attacks on Turn 3/4 (especially Increm'd).

Afterwards, the RED MOON CRYSTAL is automatically reacquired and the ship's
engine is upgraded, allowing the team to proceed through South Ocean's nasty
crosswind. [Additionally, the Magic Cannon -- which isn't an actual item --
allows the team to shoot offensive spells in airship battles now.]

___________________
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[----] NASR KINGDOM
___________________
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Enemies ---: Azbeth, Durel Beetle, Stonebeak, Scorfly, Loopalon
Fish ------: Spear Squid, Flying Fish, Spiked Sunfish
Discoveries: 5 (9/64)

With the Little Jack back, one can take advantage of the Maramba airship
supplier's wares. This is the first place that sells Torpedoes, weapons that,
once fired, detonate on the user's chosen turn. This means Vyse's crew can
inflict heavier concentrated fire, just like the Lynx! Additionally, there's
better armor (Steel Deck), main artillery (Heavy Cannon) and healing (Deluxe
Kit) items. Apa Wax acts like Increm in item form, and is worth having around
also. My personal preference loadout-wise is 1 main, 2 secondaries and a
torpedo -- nice and balanced.

Note that the upcoming continent, though primitive, will still have a store
and guild contact, so feel free to put off any heavy upgrading until then.
Airships in particular, since there won't be any major airship battles for a
while. [Don't forget to reequip Drachma, who had his armor/accessory removed
earlier. Flame Mantles from Pyrynn are equippable by him.]

__________________
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[----] SOUTH OCEAN
__________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies ---: Graver, Elooper, Loopalon
Fish ------: Spear Squid
Discoveries: 2 (11/64)

South of Maramba is a dreaded corridor, full of huge vortexes and annoying
monsters. However, its defining feature is its crosswind, pushing airships
east should they lose momentum. This means the Little Jack has to constantly
inch along just to get through; any exploration only increases wasted time.
For those who want to breeze past as quickly as possible, face the entrance
(south) and just follow the right (west) skyrift the entire way.

Of course, there's a few discoveries here for good measure.

• SKY ANEMONE: Near the ocean's southern skyrift, which borders the glacial
  lands beyond, there's a small rocky island floating close by. [It's easy
  to spot because few islands are that close to the rift there, and it has
  an visible air stream battering it.] Search here.

• BEAK ROCK: This discovery is on the northern rock face of an western isle,
  almost tear-shaped (fat on top, pointed on bottom). It floats higher than
  others around it and won't be hard to spot. Look on the northern-ish face.

There's a few new foes in this region as well. Gravers appear in swarms and,
like Azbeths, can cast Eternum to instantly slay targets. Alpha Storm probably
won't be OHKO-ing these either, but Aika's LV3 s-move Lambda Burst definitely
will. [Fina casting Pyres should do the trick in lieu of that.] These pests
drop Counter Bracers, accessories boosting ATK, HIT and counterattack rate.
Eloopers are simply the next in the looper family, dropping Black Maps and
oodles of EXP/Gold on defeat.

Furthermore, South Ocean has a Valuan Phantom Cruiser [~10,000 HP, 644 XP,
400G] patrolling its western reach. Despite its low HP, it compensates by
casting magic.

It'll be obvious the windy stretch is ending when leaves start appearing in
the wind, and smaller islands with verdant forests begin appearing.

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[----] IXA'TAKA
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Enemies ---: Varkris, Pinalisk, Langry, Tsorok, Roseln, Elooper
Fish ------: ---
Discoveries: 6 (17/64)

After getting far enough out of South Ocean, there'll be a short scene where
Ixa'taka is officially found. The next step is reaching Horteka, a village
on an island a bit north of there (it has a few weird trees and several
waterfalls). It's possible to find some discoveries before going, however.

Also, two small things of note: (1) there's a Black Market ship flying around
that will act as the area's ship supplier and guildmaster. It has decent
upgrades for the Little Jack. (2) a ship flying near Horteka asks for 10 Sky
Sardis fish; if Vyse collects them, he earns an Abirik Cham, which instantly
evolves Cupil to its next form.

ENEMY OVERVIEW
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Roselns have the highest HP (800+) and can damage nearby targets with Death
Blossom; Slumber Dust can put all allies to sleep. They rarely drop Zaal
Seeds. Langrys can summon allies into battle and have a sleep-inflicting
normal attack -- they may drop Wind Gem Rings (Blue DMG down, null Sleep).
Varkris enemies appear in swarms and may drop the Hunter's Hand accessory (+4
ATK, +40 HIT). Pinalisks, which may flee at low health, can drop Victory Mail
armor (a straight upgrade from the buyable Golden Mail, plus equippable by
everyone). Skittish Tsoroks can drop Wevlen Boxes.

Note that some enemies appear more frequently in certain areas. Roselns are
rather annoying to face due to their high HP, so staying clear of the misty
NW forests is a great idea -- they seldom appear outside of there. Minimizing
their appearances also means the Lambda Burst fodder appears more often! My
favorite grinding spot: the small island south of Horteka.

DISCOVERIES
¯¯¯¯¯¯¯¯¯¯¯
This new continent has many discoveries and six are available straightaway.

• IXA'TAKA: Vyse already found this just by arriving.

• GARPA FRUITS: This hangs on the underside of Horteka's forest isle, toward
  the northern side. Very easy to find if one knows where to search.

• IXA'TAKAN PALACE: From Horteka, go in a northwesterly direction toward the
  verdant island with several mountains and a large floating tree/isle on it.
  The palace is in the middle of the lower forest, near the SW side.

• THE GREAT BIRD: NW of Horteka, toward the forested region with a large,
  high-altitude waterfall. Look near the pond for a bird-looking geoglyph.
  Once found, the team automatically uncovers the GREAT BIRD'S EYE key item.

• THE GOLDEN MAN: On the same island as the Ixa'takan Palace above, there's a
  small isle with a large tree hovering between two plateaus. Search atop the
  larger one to find it.

• IXA'NESS VILLAGE: SW of Horteka, on a low-lying island with a large forest
  and a few smaller clumps of the same. Look near the eastern coast. [Horteka
  itself will be barely out of view, if on the right isle.]

______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[WK11] HORTEKA
______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemy: ---
Items: Moonberry, Cham, Moon Stone Fuel, Sacri Crystal (25), Sacri Box,
       Paranta Seed

Ahh, one of the best town themes ever! Drachma will mention speaking with the
elder and refilling the ship's moon stone supply -- both are necessary to
leave the village. Due to the outsiders' presence, no shops will be open. A
few items are sitting around in the open:

• Climb the pole near the shops and use the pulley to reach a MOONBERRY
• At the tavern, a 2F hidden door leads to a SACRI BOX
• Near the elder's house, a ladder leads to the clifftop and a PARANTA SEED

To fulfill one requirement, take the ladder near the shops to an exit near
the cliffs. [There's a CHAM hidden near here.] On the rusted old ship, find
Hans and he'll give the MOON STONE FUEL. One can also find SACRI CRYSTAL x25
on the ship's deck facing off the cliff.

The other obligation is speaking to the elder -- to reach him, take the pole
near the shop platform down, then follow the waterside walkways to the end.
After a brief talk, he will give the location of his king's hideout, and all
villagers become friendlier. [The shops are opened now. Buy Sacrum Crystals
for an easier time later.]

_____________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[WK12] KING'S HIDEOUT
_____________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemy: ---
Items: Cham

The hideout is north of Horteka, within the tiny floating tree between the
two mountains. It's best to visit the Black Market supplier first, because
on approach...

               /) MAGIC: ---
            (\//  WEPNS: Type D Torpedo, Type D Subcannon
The Chameleon )(   WEPNS: Revolver Cannon, Flamethrower
 ~30,000 HP //\)  DROPS: Captain's Stripe (100%), B-Type Cannon (infrequent)
  2904 EXP //
    0 MXP //      De Loco's flagship only has a bit more health than the Lynx,
1900 Gold //  and is a much worse fighter. Flamethrower is its best move, but
        //   if one does enough damage the previous turn, the ship's knocked
       //  off balance and it can't be used. There's tons of harpoon chances
      (/   available, even without stalling the Chameleon's main attack.

With bubble boy on the ropes, the Little Jack is free to visit His Highness'
leafy hideaway. There's not much info to glean, since Isapa, a knowledgeable
high priest, has been captured and taken to Moon Stone Mountain...

[+] Let's break into Moon Stone Mines!
[O] We'll try and find Rixis by ourselves!

That sets the next destination. Make sure to snag the Cham in the throne room
before continuing! The cylindrical mountain is SW of Horteka, near the reef.

_______________________________________________________________________________
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13) MOON STONE MT.                                                       [WK13]
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Dungeon: repeatable
Enemies: Digger, Mine Patrol, Lucich, Serpantis, Tsorok, Elooper

Lucich foes can inflict instant death (like most blobs) and may drop Risan
Crystals. Mechanical Diggers have high HP and can inflict fatigue; they can
drop Mace Hand attachments for Drachma. The Serpantis has enormous HP and
can also inflict fatigue; they rarely drop Magic Droplets. Mine Patrols are
human foes that use Quika, plus can drop Glyphs of Might. [Most foes here
can be dispatched with one Lambda Burst, except the Serpantis and Digger.]
                     ___                                      ___
                    | 4 |                                    |7  |
                    |_  |__________                 _________|_  |_ ___
                 ___|  __________  |            ___|  ___   _____  |   |
                | 3   |       ___| |___        |6    |  _| | |8 _|  ___|
                |___| |      |  _   _  |       |___| | |  _| |_____|
                    | |      |B|_| |_|A|           |D| | |____
 Centime  _____     | |      |¯     _ ¯|            ¯  |  __  |____
     \___|    C|    | |       ¯¯¯|___|¯                |_|  |____  |
     |     |¯¯¯     | |            |12¯|                         |E|
     |___| |        | |  ___ ___    ¯| |                          ¯
         |D|        | | |  _|_  |   _| |
          ¯         | |_| |___| |  |G  |     |¯|             _
                    |___   2|    ¯¯¯¯¯¯¯¯¯¯¯¯  |            |F|_
                        | |¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯¯| |            |_  |
                        |  ¯¯¯  |       _____| |             _| |_
                         ¯¯¯|¯ _|      |  ___  |      Isapa-|     |-11
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  | | _______| |_  |_|            |_| |_|
|  * | Savepoint         |  |G||1   ___   _|                |9    |-10
| 01 | Cham              |   ¯  ¯| |___| |                  |_| |_|
| 02 | Cham              |       |  _  | |_                   |_  |
| 03 | Curia Crystal x3  |       | |_| |_  |-Dump        _____  | |    _
| 04 | 800 Gold          |       | |     |_|            |  ___| | |  _|A|
| 05 | De Loco Mail      |       | | BOSS|              |B   C| | | |  5|
| 06 | Zaal Seed         |       | |_   _|              |  ¯¯¯| | |  ¯|_|
| 07 | 3" Blaster        |       ) ) |*|                 ¯¯¯¯¯ _| |
| 08 | De Loco Drill     |      ( (  |F|                      |E  |
| 09 | Glyph of Might x4 | Enter-)*)  ¯                        ¯¯¯
| 10 | Glyph of Speed x4 |
| 11 | Healing Salve x2  |
| 12 | Moonberry         |
|____|___________________|


Save at the exterior mountain path, preferably with a backup save. Why? After
entering a bit and seeing a particular scene, De Loco will block the entrance,
forcing everyone to traipse through his trap-filled mine. No leaving until
the festivities play out!

Immediately after continuing to the first mine track area, there's a hidden
CHAM near the left shutters. The path splits up ahead: one leads to a dump,
the other upstairs.

Continue on to find a weird floor mechanism with X's and O's. If one spoke
to the dumping grounds slave, he'll have mentioned a clue: "just because it's
an O, doesn't mean it's the right way." With this in mind, walk over the X;
any other is a minecart trapdoor leading back to the dump. There's a second
trap of this nature up ahead, forcing the team to walk on several X's to get
through.

At last, the team enters the central shaft, a massive, multi-tier system with
several catwalks. There's larger trapdoors here, three to be exact, plus a
side route leading to an (unusuable) elevator. For now, take the leftmost of
the three trapdoors to pass safely, then collect another hidden CHAM near the
middle trapdoor, only on the other side.

TIP: Because the walkways are see-through, use this opportunity to scope out
     where trapdoors lead. If they lead to a minecart, that's a way to avoid!

The remaining corridor leads down a level, passing by rooms containing CURIA
CRYSTAL x3 and 800 GOLD. The next mesh walkway will be situated directly
below the last one, only with several security lights. The "firm" path goes
through the center, but intentionally dropping down the left chute earns DE
LOCO MAIL. [This requires a lot of backtracking through.]

To progress, drop down the right-hand trapdoor; then, of the three remaining,
use the middle. [Any other leads to a dump-minded getaway.] Inspect the room
past here to find Centime, the Blue Rogue who owns the Horteka ship. He'll
use his expertise to power up the elevators, allowing Vyse to continue on a
bit.

Up the lift, check the room near the crossroads for a ZAAL SEED. Continue
trekking down the ramp for more goodies: a 3" BLASTER for the Little Jack and
a DE LOCO DRILL at the very bottom. This Drachma attachment can inflict death
on occasion, arguably giving it more utility than the Mace Hand.

Upstairs, take the previously skipped path through the shaft, up to a new
elevator. [Alternatively, there was a trapdoor a ways back that drops Vyse
back into the previous part of the dungeon. This is helpful for collecting
items, since the part since Centime's room hasn't been directly accessible.
The elevator in the first mesh walkway now leads to a MOONBERRY cache, too.]

This path will be straightforward for awhile, leading through a previous
mesh walkway room into a corridor with four anterooms. There's a mandatory
fight with 4 Mine Patrols here. All rooms contain items (HEALING SALVE x2,
GLYPH OF SPEED x4, GLYPH OF MIGHT x4) except the one containing...Isapa!
After freeing him, enter the elevator down the hall and save when able, since
beyond is...

               /) MAGIC: ---
            (\//  SKILL: Thunder of Fury, Assess Damage
   Antonio 2 )(   DROPS: Moonberry
   ~5000 HP //\)
  6012 EXP //     Antonio's parameters are higher this time, allowing his
    4 MXP //  tech (~600-700 dmg) to be more brutal and frequent. Equipping
2387 Gold //   Behemoth's Rings will reduce its might, and Lunar Blessing's
        //  regeneration can smooth things over in the meantime. Use those
       //   Glyphs of Might for easy first-turn Increms, then pair them up
      //    with Cutlass Fury or Tackle. Aside: Fina's Lunar Glyph ability
     (/     can occasionally petrify Antonio, helping lower-level parties.

Save if needed, then rendezvous with Centime down the hall -- he'll leave
back to Horteka at this time, and the team can exit the mountain themselves.
Feel free to reclaim any missed items at this time; the minecart joyrides now
serve as a shortcut toward the entrance instead of an annoying detour! [Don't
forget to get the MOONBERRY chest accessed from the first mesh walkway's
now-functioning elevator!]
________
¯¯¯¯¯¯¯¯
IXA'TAKA
________
¯¯¯¯¯¯¯¯
Enemies ---: Varkris, Pinalisk, Langry, Tsorok, Roseln, Elooper
Fish ------: ---
Items -----: Twin Propellers, Tropica
Discoveries: 7 (18/64)

With Isapa rescued, return to the King's Hideout to hear the legend about
how a giant bird and a golden man will point the way. Fina immediately thinks
it relates to geographical features, suggesting they search the area.

In case it wasn't obvious, there are two particular discoveries that must be
found to uncover Rixis' location. The first is the Golden Man, on the tall
mountaintop right by the hideout; the other, a bird-shaped geoglyph across
the western gap, near the large waterfall. [They give the GOLDEN MAN'S EYE
and GREAT BIRD'S EYE key items, respectively.] Each points in a direction.

When both are found, the entrance to Rixis can be found where the directions
converge: the NW misty mountains. A small stone statue marks the entrance;
it doesn't require searching like normal. Uncovering the destination counts
as the area's 7th discovery (at best) and the last currently obtainable one
in Ixa'taka...for now.

OPTIONAL: Talking with Centime in Horteka earns the TWIN PROPELLERS airship
item. It gives Dodge% +10 and Quick +40, outclassing any similar storebought
gear. Likewise, one can get a rare TROPICA from the man in the canopy hut,
accessed via the pole (near entrance).

_______________________________________________________________________________
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14) RIXIS                                                                [WK14]
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Dungeon: repeatable
Enemies: Langry, Que'lak, Ferlith, Polraxis, Slothstra

Slothstras have HP comparable to the previous dungeon's Serpantis type; their
physical attacks can inflict confusion, and they can fall asleep to regain
health. These fatsos can drop an Eye of Truth accessory (resist Purple magic,
prevents Confusion). The remaining foes appear in large numbers, but can also
be dispatched with a single Lambda Burst! Totelms drop Magus Seeds, Ferliths
drop Female armor, Que'laks drop crappy Sacri Boxes, and finally, Polraxi
drop Gems of Fluidity.
                _____
               |  _  |                 |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
        _______) (_) (                 |  S | Savepoint          |
       |   ____   _   )                | 01 | Cham               |
  TO   | |_)   ) (_) (                 | 02 | 3 Risan Crystal    |
TEMPLE-|_(    (   ___/                 | 03 | Stonecutter        |
        ______ |G| _____               | 04 | 2 Sacrulen Crystal |
       |7   GC| ¯ |DG   |              | 05 | Cham               |
       |5 11|¯     ¯|  _|              | 06 | Golden Mask        |
        ¯¯| |       | |_               | 07 | 1186 Gold          |
       |¯¯  |_     _| 8 |              | 08 | Moonberry          |
       |10 6FD|   |F  9 |              | 09 | Light Coat         |
        ¯¯¯¯¯¯  _  ¯|E|¯               | 10 | Ruin Arm           |
               |C|___¯                 | 11 | Icyl Seed          |
               |   E4\                 |____|____________________|
               | | B¯¯\
               | |_____)    To uncover the hidden city, one must first find
               |_____  |    its true entrance. Do this by approaching the two
               |  _____|    smaller statues and putting the newest key items
               | |  _  |    into their slots -- Golden Man's Eye in the left,
           ____| |  _| |    Great Bird's Eye in the other. A fancy elevator
          |_3 _| | |_  |    appears if done right. Don't forget to find the
          |__________| |    CHAM near the leftmost statue before ascending!
          |  A|  |A    |
          | |¯   |¯¯¯  |    After a short scene, it's time to navigate this
          |_ ¯|__|  ¯¯¯|2   pockmarked cityscape. Down the way, reach a large
            |     ¯¯¯¯¯|    staircase series, leading up to a path...blocked
            |  ,'¯¯'.  |    by a crater. Luckily, a lateral elevator (one of
            | (      ) |    several in Rixis) can be used to brook the gap.
            |_ '.__,' _|    Elevator paths are marked by letters on the map.
              |_ B _,'
                | | _,'¯| |¯¯\
                | (/   _|_|   '._
                |___   ___    S _|-ENTER
                    '.__| |   ,'
                          | 1/
                           ¯¯
From the castle wall, make sure to get the RISAL CRYSTAL x3 chest (previously
seen from afar) via the thin, descending staircase. Speaking of going down,
up ahead, once Vyse is on dry soil again, he can claim the STONECUTTER sword
in an off-street chest. Rotate the camera a bit to spy it. The only route
remaining cuts into the heart of Rixis, a downtown area filled with lateral-
-moving platforms. Get the SACRULEN CRYSTAL x2 bounty before hopping on the
first.

All platforms have a designated flightpath and places to jump off -- the
initial ride only has one to speak of. Hop into the first 3-story building
and claim the remaining CHAM hidden up the broken stairway. The next chest,
on the middle floor, contains a GOLDEN MASK, although the team must first pry
it from Zivilyn Bane's [~3200 HP] clutches. The lowest tier holds 1186 GOLD
and the next lift.

The next building is similarly styled. Claim the MOONBERRY chest near the
hop-off point, then a LIGHT COAT upstairs. There are two top-floor platforms
that return to the other building, letting one get Drachma's RUIN ARM and an
ICYL SEED, respectively. One of said lifts also has an extra drop-off spot,
and that's the new destination.

Here, the team will encounter the "ghost" that's been spying on them, making
it flee. It tries to maintain a one-room separation between the party, and
will bolt in the opposite direction they approach from. Long story short, the
goal is to make it run into a dead end, which is doable by circling around it
(at the start) and coming at its flank. [If this part is screwed up, coax the
sucker back to the middle.] If done right, it will start up a gem-powered
statue and escape further, allowing the team to pursue up to a high-altitude
temple.

Save when prompted and ascend the pyramid to find...

               /) MAGIC: ---
            (\//  SKILL: Feather Slash, Ring of Sleep, Circle of Panic
  Rik'talish )(   DROPS: Slyph Seed
   ~6900 HP //\)
  7320 EXP //     It can inflict statuses (sleep, confusion) with its two
    4 MXP //  single-target skills, plus Weak with normal strikes. F. Slash
2700 Gold //   only does about 800 in a line and is used infrequently, meaning
        //  the fight's mostly business as usual. Pair Increm with Cutlass
       //   Fury or Tackle and go to town. Equipping an Eye of Truth/Wind
      (/    Gem Ring, and using Lunar Blessing, handily simplifies things.

Afterwards, the team learns what became of the Green Crystal. Before heading
to the previous lift platform (which skips backtracking and returns the team
to the Little Jack), save! Make or use a backup save if needed.

               /) MAGIC: ---
            (\//  WEPNS: Type D Torpedo, Type D Subcannon, Handgun
The Chameleon )(   WEPNS: Test Cannon
 ~30,000 HP //\)  DROPS: ---
  4172 EXP //
    0 MXP //      Even easier second time 'round. During the turn Test Cannon
2400 Gold //  is used, it uses few other attacks, giving a great chance for
        //   the Little Jack (if chosen in the dialogue path). Harpooning can
       //  be done after Test Cannon is fired, and usually every two turns
      (/   following that.

Immediately afterwards is another airship battle, so hopefully the Little
Jack's health is in fightin' condition...

               /) MAGIC: ---
            (\//  SKILL: Fist of Grendel, Boulder Throw, Stomp
     Grendel )(   DROPS: Captain's Stripe, Grendel Wing, Complete Kit
~110,000 HP //\)
  4644 EXP //     Defending can reduce Fist/BThrow's damage to apx. 1000, but
    0 MXP //  Grendel can use both the same turn, so one's healthbar should
2700 Gold //   be babied a bit. [Stomp is stronger, but only used if one tries
        //    to attack its legs.] After enough damage is done, the Gigas
       //  starts moving strangely -- using the harpoon cannon after this'll
      //   automatically win the battle. Note that Grendel can be slain with
     (/    brute force alone, but this doesn't change any outcome or reward.

Afterwards, the GREEN MOON CRYSTAL is finally obtained. The Iron Net that
spanned the northern canyon, preventing access to North Ocean, is down now,
so that's the next destination! Beyond that, Valua. Sounds gggggreat!

___________
¯¯¯¯¯¯¯¯¯¯¯
NORTH OCEAN
___________
¯¯¯¯¯¯¯¯¯¯¯
Enemies ---: Varkris, Langry, Pinalisk, Roseln
Fish ------: Sky Sardis, Flying Fish, Red Sardis
Discoveries: 4 (22/64)

Ahh, a new area to explore. This area is styled similarly to Mid Ocean's
north sector: basically, all open-air flying with a few islands here and
there. There's a generic Black Spell Pirates ship in the SE area -- unlike
the Nasr area gang, these use higher-level spells and are rather formidable.
But, they don't drop anything worthwhile, so avoiding them's perfectly fine.

Enemy-wise, the Ixa'takan foes have broken into the area, so it's a retread.
Roselns in particular flood this area, making battles here a bland, drawn-out
nightmare. Enjoy! =)

There's also five discoveries to find in the area.

• ROC'S NEST: After first entering North Sea, there will be an island west
  of the Iron Net's canyon with this nest on it.

• WILL O' WISPS: North of Roc's Nest is another small island -- search there.

• MYSTERIOUS RINGS: This is very difficult to find without clues, but rather
  easy with them. First off, uncover the Will O' Wisps (above) and position
  the ship near them. Turn due south at the wisps' altitude, and after a few
  moments, one should find the rings' island.

• THE GIANT THRONE: In the ocean's darker northern half, near the eastern
  skyrift (separates North and Mid Ocean areas), there's a dull gray-colored
  island containing this discovery.

When one goes far enough north, there's a mandatory battle with...

               /) MAGIC: Sacrum
            (\//  SKILL: Digest, Loqua Spray
       Gordo )(   DROPS: Cham (100%)
   ~2000 HP //\)
  1944 EXP //     Gordo's only attack skill Loqua Spray (~600/Red/all) is
    2 MXP //  used the turn after Digest. He appears with three Mad Chefs,
1049 Gold //   who can use Pyres (~150/Red/all) and poison with throwing
        //  knives. Chefs may drop bundles of fish, like Spiked Sunfish or
       (/   Sky Sardis, when slain. By himself, Gordo is a complete pushover.

Nothing left to do in North Ocean for now,

_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VALUAN AIRSPACE
_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies ---: Jynnus, Scorpon, Razorbeak, Thryllak, Yulooper
Fish ------: ---
Discoveries: 2 (24/64)

If one flies far enough north, there'll be a small scene where Drachma is
spacing out, catching the crew off-guard. This marks the beginning of Valuan
territory -- not just flying around Grand Fortress, but actually visiting the
storm-covered lands beyond!

This land has several new enemies, unlike the previous expanse...but as the
cousins of Nasr's foes, they tend to drop similar, if not the exact same,
items. Most foes aren't OHKO'able with Lambda Burst, but Vyse's Rain of
Swords should do the trick (except against Scorpons, who can even eat one
of Drachma's crits!) -- it'll start usurping LB's place as the go-to cleaner
as the game progresses. Until then, equip the Blue Moon Stone to do extra
damage.

Jynnus ---- Silvite Ring
Yulooper -- Black Map/Dexus Seed
Razorbeak - Everlasting Gem
Scorpon --- Revered Voice
Thryllak -- Thryllak's Scale

From North Ocean, one can pass through a dark canyon into the overcast Yellow
Moon lands. In the east, near a large earthen fissure, one can enter waters
north of Nasr...but they're inaccessible now thanks to Drachma's barking. So,
curb your anger by finding discoveries first!

• LIGHTHOUSE RUINS: Near the Valuan Airspace/North Ocean border is a dull,
  gray-colored island near the west skyrift. Here be ruins, matey.

• ANCIENT PALACE: After passing through the canyon and reaching the middle
  of Valuan territory, look for the area with several craters. [There may be
  a friendly ship flying over them.] South of here, near the mountains at
  low altitude, is the palace.

When ready to continue, look for a small rock formation along that fissure
and land.

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[WK15] MAW OF TARTAS
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Enemies ---: ---
Items -----: Chom (3)

Pass through the stone arches to get a good look at the caverns' entrance...
which is unfortunately sealed. After, there's a mandatory fight with four
Enforcers (~700 HP) who ambush the trespassing crew.

[+] We understand. We'll go with you...
[-] It's too dangerous...

As for that incessant beeping, there's three Choms hidden in this area. These
are not to be mistaken as "Chams" though -- in fact, feeding one to Cupil
makes it regurgitate all consumed Chams. This of course has its upsides (to
see how many it's swallowed, for instance) but does nothing else besides.

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VALUAN AIRSPACE
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Enemies ---: Jynnus, Scorpon, Razorbeak, Thryllak, Yulooper
Fish ------: ---
Discoveries: 2 (25/64)

After making camp, find Drachma on the outer deck to complete the scene. The
goal's now to search out Rhaknam, reported to be in the vicinity. Heavy fog
is its telltale sign. [Note there is no leaving Valua at this time. Keep it
in mind when saving.] Rhaknam is usually somewhere in the eastern expanse,
often near the fissure itself. Try searching the thin east-west mountain pass
that runs near the Maw of Tartas.

When the right area's found, there's an automatic scene culminating in...

                /) MAGIC: ---
             (\//  WEPNS: Torpedo, Large Cannon, Heavy Subcannon
Valuan Gunboat )(   DROPS: Shredder Bomb (sometimes), Repair Kit (sometimes)
  ~15,000 HP //\)
   1224 EXP //     This is more of a mini-boss battle that can be solved with
     0 MXP //   a single Harpoon Cannon. Choose to close one's distance on
 600 Gold (/    Turn 3 to get the option. Not much strategy needed besides...

Following, visit the Little Jack's engine room and exit out the double doors.

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16) CRESCENT ISLE                                                        [WK16]
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Enemy: ---
Items: Gonzales' Map, Moonberry, 1827 Gold

A new saga begins in the Pirate Isle teens' lives. First, Vyse's story; he
wakes up on a deserted island with no comrades in sight. Explore the island
a bit and find the skeleton carrying GONZALES' MAP. The small cave system
contains MOONBERRY and 1827 GOLD chests. Vyse can end his scenario's mini
introduction by visiting the promontory near the pond, then resting in the
caves.

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[WK17] NASRAD
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Enemy: ---
Items: Sylph Seed, Abarik Cham

After a nice rescue, Clara will drop Aika and Fina off in Nasrad, giving them
5000 Gold in the form of CLARA'S PURSE (key item). Note that, unlike Vyse,
the girls won't have access to the main inventory or cash, and only have the
clothes on their back. There's a savepoint in the port.

The bustling downtown area has many places of note. On the city's left side,
the guildmaster, ship supplier and bazaar are found, plus a tavern. On the
right, an inn, armory and item shop. Note that the girls can't access any
store menus at the moment, since part of the plot is them being broke. They
can however claim the SYLPH SEED at the bazaar area's end and an ABARIK CHAM
from the geezer at the weapon shop (not the shopkeep).

To continue, visit the financier's northern shop via a 2F walkway. Osman
won't give a cent to help, so all that's left is visiting the hotel. Unlike
that greedy hag, the innkeep will start a tab. Staying will flip the POV back
to Vyse.

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[----] CRESCENT ISLE
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Enemy: Grapor
Items: Moonberry, 1827 Gold

Time for breakfast! Battles will be enabled for this particular day only as
Vyse needs to stockpile food. His opponent is the Grapor, a rare fish that
drops "Grapor Meat" (key item) when slain. They appear in groups of 1-4 and
have no skills, so Counterstrike/Skull Shield is effective vs. large groups.
Once 15 are harvested, Vyse automatically makes camp and rests.

Day 4's goal is collect wood for the signal fire. Small wooden sticks found
on the forest floor can now be collected. Claiming them all ends the event.
Their locations (for direction purposes, assume up on map is north):

• A little ways into forest, north of savepoint
• Small path south of circular cave
• Path in middle of forest
• Near fallen log, a bit north of savepoint
• Near fallen log by pond (forest side)

Day 5's task is to find moon stone shards for the lifeboat's fuel. The rain
has uncovered several, each appearing as a red, crystalline rock. Locations:

• Tree near entrance to Gonzales' cave
• Tip of island near signal fire
• Behind gray rock near lifeboat
• Near small tree with red berries (close to pond)
• Near fallen log north of savepoint

A week later, Vyse will be picked up by the Claudia. Its captain, the fun-
-loving, womanizing Gilder, will even join the party. The choice regarding
his personal philosophy isn't Swashbuckler-related, though -- either option
is fine.

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[----] FRONTIER LANDS
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Enemies ---: Lurker, Barocca, Scorpon, Kanezl, Thryllak
Fish ------: Flying Fish, Spiked Sunfish
Discoveries: 2 (26/64)

The Frontier is the stretch of ocean far north of Nasr's kingdom. This area
connects to the expansive ocean north of the Valuan continent, plus airspace
in and around Nasrad itself, so there's plenty of discoveries to find. [But
Gilder won't allow his ship to visit the northern ocean for now.]

A few new foes show up here. Lurkers retain their counterparts' HP-absorbing
abilities and can use Thunder Storm, but have pitiful health themselves. They
may drop Electrum Boxes. Buroccas are upgraded Maroccas, and have even better
defenses; they can drop Burocca's Shells (expectedly). Finally, Kanezls are
large plant monsters that can use Sacrum and Lightning Strike, plus call more
Kanezls into battle. They may drop Gold Pollen, but are more known for their
gold: they drop 1000G per kill!

There's a few discoveries to find as well.

• SKULL ROCK: From the isle where Vyse was stranded (Crescent Isle), veer
  northwest a bit to reach the Valuan continent. Search the seaside cliffs.

• RUINS OF ROLANA: Southeast of Nasrad's island, there's a thin north-south
  airspace between a dark rift (black skyrift) and an untraversable mountain
  range. Follow the green mountainside south until there's a large patch of
  brown earth -- the ruins are there.

Plot-wise, one must visit Nasrad in the south. On approach, the pirates will
automatically alight to the city (being unable to leave until after an event
completes).

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[----] NASRAD
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Enemy: ---
Items: Sylph Seed, Wages, Sacres Crystal (4), Cham, Pedro's Map

The city's the same as when Aika and Fina first arrived, but the main
difference is Vyse has the party's cash -- all the shops' services, sans the
airship supplier, are available to him. The bazaar's weapon shop is open only
for a short window in this game, offering rare accessories that can't be
purchased elsewhere. [The SYLPH SEED found earlier is still available, too.]
Of particular note is the Assassin Ring, granting a boosted Hit% and first
strike chance. The armory offers upgraded outfits as well.

Gilder sauntered off for some booze, leaving Vyse to visit the inn himself.
Renting a room (240g) changes the POV back to the girls. There's no way for
them to reunite at this time, however, so visit the tavern barkeep. He'll
pay them their WAGES, plus a bonus: a CHAM and SACRES CRYSTAL x4. Note that
they still don't have spare cash to visit any shops.

Return to the inn for a small scene, earning PEDRO'S MAP. Vyse will command
the next POV, where he remembers to warn the nasultan of Valua's impending
attack. Visit the castle gates...

[+] We have important information.
[O] You'd better let us through, or else!

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[----] FRONTIER LANDS
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Enemies ---: Lurker, Barocca, Scorpon, Kanezl, Thryllak
Fish ------: Flying Fish, Spiked Sunfish
Discoveries: 2 (26/64)

Once Vyse's segment is over, the girls will be at the port near their new
ship, the Scooty Puff Jr.! ...well, not quite, but it's certainly a little
fella, lacking Little Jack's skyrift-piercing power. The ship is also trapped
in this region: it's impossible to revisit nearby Mid Ocean, traverse Valuan
territory or even inspect the northern ocean. Might as well stay on task, eh?

Pedro's half of the map specifically mentioned "the dead keep a watchful eye
over my treasure," alluding to a landmark used to pinpoint the island's
location. This is naturally Skull Rock, mentioned a few segments back. Once
it's uncovered (NW of Vyse's deserted isle, on Valuan coastline), follow its
gaze east to reach Daccat's Island, the largest in this area.

NOTE: If Skull Rock was previously found as Vyse, visiting the destination
      straightaway is possible.

The girls will have to fend for themselves in the next dungeon, so consider
purchasing extra healing items (they don't have access to previous inventory
remember) and any upgrades. Kanezls drop 1000G on defeat, and can be a main
source of cashflow.

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[WK18] DACCAT'S ISLAND
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Dungn: Repeatable
Enemy: Baroo, Burocca, Centralk, Feralisk, Walrenk
Items: Cham, Soul Crystal, 2001 Gold, Maiden Armor (2), Magic Droplet (4),
       Daccat's Armor, Magic Dew, Vidal Seed, Cham, Moonberry (2), Risan
       Crystal x2, Electrum Box, Daccat's Coin

Snag the hidden CHAM on the left-hand side of the entrance, then stand on
the plate near the scorpion motif to switch POVs to Vyse, whose destination
is this same island. Same region restriction rules apply. After docking on
the side opposite the femmes, stand on the lizard-motif plate to unlock the
entrance.

Feralisks can call allies, plus know Noxi and Incremus (basically Increm on
all foes), but aren't tough besides. Centralks can inflict sleep with their
physical attacks, while Walrenks know Panika. Baroos are just unmemorable,
but have decent evasion. As for item drops, Centralks have the rarer stuff
and may flee, so kill 'em quickly.

Baroo ---- Pyrum Box
Burocca -- Burocca's Shell
Centralk - Daccat Custom/Sword of Daccat
Feralisk - Light Coat
Walrenk -- Panika Box

This dungeon will be a two-parter in the truest sense: the girls will do half
the work on their own and the men will do the other. The player can switch
between the groups by using the boomerang/sword icon, often placed near doors.
The walkthrough will refer to the segments as Aika's Group (AG) and Vyse's
Group (VG).

One last thing before proceeding. It's possible for either squad to leave
the dungeon at any time, which is great for preparation, of course, but also
if the Dreamcast is freezing up. This way, one can save on the world map and
then breeze back to the current room without having to continuously restart.

AG: Evidently the designers knew Aika's team could be in for a rough ride as
    they placed a SKYWING boomerang right near the start.

VG: Similarly, there's a SOUL CRYSTAL in the first branch's chest, but this
    is guarded by Zivilyn Bane [~2000 HP, 1036 EXP, 2 MXP, 3444G]. He'll drop
    another stat-boosting seed as well, usually a Zaal. The other offshoot
    path has a switch, opening a door blocking Aika's route.

AG: At the next crossroads, one path leads to a SACRULEN CRYSTAL x2 chest;
    the other's switch opens up Vyse's route.

VG: The next door has a 2001 GOLD chest nearby. Step on the large pressure
    plate -- if Aika was standing on her copy, the POV will switch back to
    her. If not, the player will need to correct that with an extra switch.

AG: Aika will enter a room with a weird dead end, containing MAIDEN ARMOR x2.
    This should be a straight upgrade unless one's wearing a Light Coat (and
    even then, this new gear provides better Magic Defense and identical DEF).

VG: Vyse can now enter a similar room, only his has a crank that controls the
    stair system. The first twist allows him to get MAGIC DROPLET x4; the
    third leads to DACCAT'S ARMOR and the next pressure plate/exit. However,
    before Vyse can exit this room, he must place the stairway in its upright
    position and switch.

AG: Aika can now reach the upper pressure plate near a MAGIC DEW chest.

VG: Visit the stairway's lower exit to open the linked pressure plate door.

AG: This smaller chamber with several wooden walkways has a VIDAL SEED and
    MOONBERRY chest, plus a hidden CHAM (center of circular platform). Step
    on the far pressure plate to switch control.

VG: Vyse can access a large cavern now, containing RISAN CRYSTAL x2, another
    MOONBERRY, and an ELECTRUM BOX. Not every item is in plain sight, though,
    so explore the side paths a bit.

AG: Aika now enters a gigantic room with several cog-like mechanisms on the
    far wall. However, for now, she must switch back over to Vyse when able.

VG: The men now enter a similar clock-like room. Hit the crank once and then
    switch back.

AG: Aika now has access to a green crank below her previous platform -- it
    controls the stairway system. Hit it twice and switch at the nearest icon.

VG: Vyse can now access a different icon a few staircases away. [If Aika had
    only hit her crank once and switched, he'd be stranded.]

AG: Return to the crank and twist it until Aika has access to the far wall's
    pressure plate.

VG: Move Vyse to his own pressure plate for a cool room-shifting scene -- it
    gives access to a different, previously inaccessible doorway.

AG: The new corridor has a savepoint and a final pressure plate.

VG: Vyse's corridor also has a savepoint.

The parties will reunite at this time...just in time for a boss battle! [Make
sure to reequip the party during battle, now that inventories are shared
again. Accessories that mitigate Red/Purple damage are a great help here.]

                 /) MAGIC: ---
              (\//  SKILL: Engage, Death Waltz, Tundra Blast, Explosion
Destra/Sinistra )(   DROPS: Icyl Seed, Magus Seed
     ~4600 HP //\)
    9492 EXP //     Death Waltz is a tandem attack and cannot be used if one
      4 MXP //  boss is slain. Tundra is unique to Destra and Explosion to
 3180 Gold //   Sinistra; other moves are shared. Each boss' crystal denotes
          //  the color the OTHER boss is susceptible to, although the normal
         //   strategy of Increm + Cutlass Fury (or Gunslinger) works fine.
        //  A designated item healer also helps, even with Lunar Blessing,
       (/   because Death Waltz can be used on Tundra/Explosion's turn too!

Having trouble with the two bosses? Remember to reequip the party in-battle
and change their weapons' Moon Stone affinities to suit the situation. The
inventories will be shared again by this time, so any dropped weapons can be
put to better use.

Following the fight, open the chest for DACCAT'S COIN. The hidden passage
beyond there opens for quick world map access, too. [Subsequent visits will
also split the party into their established halves, as the only way to fully
retraverse is by tandem effort.]

Back on the Claudia, there's nowhere to go but Nasrad -- Gilder won't allow
his prized ship into uncharted northern waters or into Valuan territory. What
a lightweight! If anyone needs rest, Crescent Isle (where Vyse was stranded)
provides this for free.

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[----] NASRAD
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Enemy: ---
Items: ---

Ahh, Nasrad at dusk...beautiful. Enter the main street for some scenes, then
automatically return to the docks. A Swashbuckler choice occurs here...

[+] Surrender.
[O] Fight...even though you know it's futile.

The ensuing boss battle against Ramirez is unwinnable, so there's little need
to attack him (outside of gauging his techniques). Afterwards, the Green and
Red Crystals are confiscated and the team's moved to...

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19) GRAND FORTRESS                                                       [WK19]
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Dungeon: one-time-only
Enemies: Officer, Shock Troop, Mage Warden
Items -: Cannon Room Key, Harbor Key, Moonberry, Unholy Dagger, Red Crystal,
         Green Crystal

After some scenes, Gilder and Vyse will break out of their cell. There'll be
a mandatory fight (Officer x2) in the elevator lobby, along with a savepoint.
Random battles will be turned by now, so here's a list of notable drops (that
span the entire dungeon).

Officer ----- Aura of Valor
Destroyer --- Moonberry
Kantor ------ Moonberry
Shock Troop - Sacrum Crystal
Mage Warden - Sylenis Box

Shock Troops can inflict poison and assume a Counter Stance, making them a
bit more durable than other foes. Mage Wardens inflict statuses and heal,
but are easily disposed of. Same goes for Destroyers, although the Emergency
ability summons a powerful Kantor (Antonio reskin) at the expense of itself.

Anyway the task at hand: rescue Aika, and of the 2 elevator options available,
"Prisoner Block 200" fits the bill. Visit her cell to find...

                /) MAGIC: ---
             (\//  SKILL: Vigoro's Charm
       Vigoro )(   DROPS: Cannon Room Key
    ~5400 HP //\)
   6303 EXP //     The lech only uses his skill on Aika, confusing her; equip
     4 MXP //  an Eye of Truth to nullify its abilities. [This won't stop him
4087 Gold //   from wasting turns trying, though.] Otherwise, the fight's a
         (/    normal slogfest, with Increm as the catalyst for destruction.

The new key item opens the door in Battery 28, accessible from the elevator.
Run onto the cannon's gigantic barrel for a scene, then out the far end to
Grand Fortress' exterior. [This is a one-way drop.] Shock Troops who appear
in this area will try to poison the party, so equip available Ivy Bands.

At the catwalk's opposite end, ignore the far door and use the elevator. Past
the upper savepoint, the corridor leads to the strategy chamber where Fina
is held. There'll be another minor fight (Officer x2) to break her out --
they drop the HARBOR KEY -- but it's better than tangoing with ol' Silverhair
again.

The plan's now to steal a Valuan ship. Descend the outer lift again and
unlock the harbor door, accessing a multi-tier walkway with roving spotlights.
There's a fight if the team gets seen in this manner, so watch carefully and
tread carefully-er. The middle tier has a MOONBERRY; the top tier an UNHOLY
DAGGER (guarded by Zivilyn Bane) and the exit. Save if needed, equip allies
properly, and proceed to the loading bay for...

                /) MAGIC: ---
             (\//  SKILL: Wheel Blast (hits ally/s in small radius)
 Dralkor Tank )(   DROPS: Riselem Crystal (5)
    ~7600 HP //\)
   8056 EXP //     Another one-trick boss. Wheel Blast does rather insane
     4 MXP //  physical damage for this point, so have healing ready. Fina &
4678 Gold //   Aika may be OHKO'd by it, so having them guard after Increming
         //  the men might be a good idea. Dralkor's VERY susceptible to Sleep
        (/   and (rarely) Weak; the former slows its attacks to a standstill!

After, an unexpected person will tell the pirates to get on the cargo lift.

[+] Let's take our chances and hop on.
[O] This could be a trap...

The team will be lead into the Delphinus, and Enrique will pose a question.

[+] Of course you can come with us.
[-] Sorry, but you can't expect us to trust you.

Vyse will receive the RED CRYSTAL and GREEN CRYSTAL smuggled out, too. But,
for a clean getaway, one must face...

                /) MAGIC: ---
             (\//  WEPNS: Small Cannon
Fortress Gate )(   DROPS: Gear Grease
 ~200,000 HP //\)
   5632 EXP //     Unlike the Little Jack's super weapon, the Delphinus' Moon
     0 MXP //  Stone Cannon has a 20 SP activation cost. This finishes the
3000 Gold //   fight automatically, rather than chipping away the boss' high
         (/  healthbar. There's no reason to draw the fighting out anyway...

The pirates will launch their successful breakout once the gate's busted.

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[---] THE DELPHINUS
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Crew : 1 (1/22)
Items: Moonberry, Cham

Afterwards, a quick Swashbuckler choice...

[+] I'll do it!
[O] I don't know if I'm up to it...

Time to search the ship! Nothing much to speak of, outside of a hidden CHAM
on the main deck. Also, Gilder will mention hearing a strange noise on the
bridge -- Vyse cannot leave to the world map until it's found. The source is
in a storage hatch near the left windows: Marco! He joins as a Sailor, the
first crewmember the Delphinus receives. [The hatch opposite Marco's contains
a MOONBERRY.]

Speak to Gilder again and he'll leave the party, trying to avoid Clara's
lovestruck clutches. He imparts a little wisdom before vacating the premises,
namely to collect a crew and create a base. For the latter, he suggests using
Crescent Isle, the place Vyse was stranded on earlier. This is the new
destination.

Also, filling the power vacuum Gilder leaves behind is...Enrique! Although
he doesn't seem it, the princely nobleman is quite capable in a fight. He'll
be the fourth member for quite some time, so feel free to invest Moonberries
into him.

As for the Delphinus itself, Enrique explains its factory specs don't allow
for any skyrift/stone reef traversal...it'll need a bit o' work to plow them
clouds. Luckily, with Nasrad in hard times, the defense ships no longer guard
the South Dannel Strait, giving easy access to the Frontier Lands area.

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[----] CREW COLLECTION (OPTIONAL)
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Crewmembers: 6 (7/22)
Discoveries: 3 (29/64)
Items -----: Cham

However, before setting sail to Crescent Isle, Vyse can get to work finding
some early allies and even a few discoveries. Adding new crewmembers will
strengthen the Delphinus' stats, give special battle-usable abilities or
even passive skills (like finding rare items). There's no reason to delay,
and in fact, finding them is one of the most enjoyable quests in the game!

• Polly - Sailors' Island (bar)
• Lawrence - Sailors' Island, by guild (requires 10,000G fee)
• Pinta - Sailors' Island, armory
• Pow - Pirate Isle, near town square
• Khazim - Nasrad, dock defense tower
• Osman - Nasrad, where her shop used to be

For more information on what new crewmembers do, see the appropriate section.
As for discoveries, 2 exist in the ocean north of the Valuan continent (also
considered part of the "Frontier Lands").

• BALLOON FLOWER: Due north of Skull Rock at maximum altitude. It appears out
  of nowhere and is rather difficult to locate without landmarks. [It's near
  the regional skyrift; Skull Rock won't be visible from its location.]

• STONE CITY: From the Crescent Isle area, whip counterclockwise around the
  Skull Rock cape, heading west. Eventually, one will find a large mountain
  pass stuffed up with boulders. On icy ground a little west of there is the
  city.

• PHILOSOPHY STONE: Almost due north of that boulder-blocked pass is a small
  island where the discovery lies. It should be just visible after finding
  the Stone City.

The return trip to Nasrad can also earn a few new items. There's a CHAM near
the central fountain, plus a MOONBERRY in-between the item and weapon shop
buildings.

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20) CRESCENT ISLE [II]                                                   [WK20]
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Crew : 0 (7/22)
Items: ---

On arrival, the team will be introduced to Izmael and Brabham, two excellent
craftsman sent over by Gilder. They can fortify the ship's hull (25000G) and
build the base (75000G), respectively. Paying them for their services is
actually MANDATORY to continue with the game, so Vyse will have to scare up
some funds. The two general ways to do this are:

• Find discoveries: Probably one of the more obvious ways, many discoveries
  give plenty of dough. Some aren't available now, sure, but they may have
  already contributed to the party's sizeable funds. The Philosophy Stone,
  Stone City, Balloon Flower and Ruins of Rolana all give decent amounts for
  this time.

• Sell spare items: Little Jack items can't be used by the Delphinus and have
  no further purpose, so they safely be sold. [Ship accessories will carry
  over, though, note.] Items won from Zivilyn Bane can also be sold for a few
  thousand each. Finally, Daccat's Coin can be sold to any guildmaster for
  20,000G -- not too shabby!

• Fight Kanezls: The final option should be killing Kanezls in the Frontier
  Lands region. They can cure all allies (Sacrum), flee and even evade quite
  well...but if slain, they drop 1000G each. They can appear several at a
  time as well.

Once BOTH men are paid, there's a scene deciding the Delphinus' flag: Vyse'
skull-and-sword design, Aika's thieving cat motif, or Fina's cutesy dolphin.
There's a Swashbuckler choice at the subsequent campfire scene, too...

[+] Instill her with confidence.
[+] Try to cheer her up

The next morning, Fina suggests visiting Yafutoma, the land of the Blue Moon
in the east. Enrique mentions Esparanza, an old Valuan town, is on the south
tip of Nasr's continent -- they may know how to enter the eastern lands.

Although the ship is now outfitted for cruising in reefs and skyrifts, note
that the base itself won't be finished until after the next Moon Crystal
event in Yafutoma. It'll be awhile!

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[----] CREW COLLECTION (OPTIONAL)
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Crewmembers: 3 (10/22)
Discoveries: 7 (36/64)
Items -----: Cham

Of course, with the Delphinus' specs updated, this means the ship can visit
all previous areas explored by the Little Jack! This means extra discoveries
are available, most available in the Lands of Ice (continent through skyrift
south of Ixa'taka/South Ocean area).

• GIANT SQUID NEST: North of Crescent Isle is a traversable skyrift, veiling
  a shadowed area along a dark rift. The squid nest floats over the largest
  island in this area, generally pretty easy to locate.

• SHIP GRAVEYARD: Located in the North Dannel Strait by Nasr, a gigantic
  circular skyrift preventing access through a small mountain pass. This is
  found at rather low altitude, near the skyrift's middle.

• THE LANDS OF ICE: Automatically obtained by nearing the frozen continent.

• AURORA: This hangs over the icy continent itself, and approaching it will
  uncover it automatically (despite it being at a higher altitude).

• ICEBIRD: From the central part of the continent (where there's a structure
  encased in the ice), fly over the western mountains for a smooth glacial
  plain. The bird can be found in this area.

• THE FROZEN GIANT: On the north side of the continent, look for an iceberg
  floating along the coast -- there's a gap wide enough to fly between the
  two masses. Look on the iceberg's N/NE side to find the encased mammoth.
  Despite logic dictating this would be initially visible, it isn't.

• BLIMP WRECK: South of Esparanza, in the Dark Rift area, look for the Dark
  Rift entrance (vortex) alongside a rift itself. One of the small islands
  directly across from this has the wreck on it.

As for companions...

• Tikatika - Horteka (on cliff by elder's hut; find Ixa'ness Village first)
• Merida - Horteka (must find "Note in a Bottle" at Sailors' Island first)
• Domingo - Gordo's Bistro (new restaurant in North Ocean)

A few notes about the recruitables. Hans, although he expressed interest in
joining earlier, can't at the moment. Similarly, Kalifa will only join if
Vyse has a (yet-unobtainable) Suiran Blade equipped. Domingo can now be found
at Gordo's Bistro, a silly-looking restaurant ship floating in North Ocean.
The famous explorer will join as a Lookout if Vyse has found 30+ discoveries,
a feat that is now possible. There's also a hidden CHAM here.

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[----] CAPE VICTORY AREA
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Enemies ---: Iridzu, Imezl, Drogerp, Tsurak
Fish ------: Nerath Eel
Crewmembers: 0 (10/22)
Discoveries: 1 (36/64)

The only current ways to enter this region are (1) skyrift south of Maramba
(2) skyrift east of Lands of Ice, itself south of Ixa'taka. Esparanza is on
the Nasr continent's southern tip and generally easy to find. South of this
area is the Dark Rift, a dark area unsurprisingly near a dark rift. Not much
reason to go there except claiming the "Blimp Wreck" discovery, mentioned in
the previous section. [Technically, part of this area is the Frontier Lands
as well, but for naming's sake, we'll stick with Cape Victory.]

New enemies appear, expectedly. Tsuraks tend to use "Call Allies" a lot and
may drop Wind Gem Rings (a good combination). Drogerps are huge fish with
over 1300 HP and Panika magic; they rarely drop Magus Seeds. Iridzus are like
similar small bird types, casting Blue magic (Slipara, Quika) and carrying
Slipara Boxes. Finally, Imezls are like thier Kanezl cousins, only they don't
drop as much money. Instead, they can drop several types of curative crystals
(Curia, Risan, Riselem).

NOTE: there's no leaving Esparanza until after clearing its events, so enter
      only if adequately prepared!

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[WK21] ESPARANZA
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Crew : 0 (10/22)
Items: Cham, 2248 Gold, Valuan Uniform (3), Moonberry

What a beautiful city...rust gleaming, frowning faces sparkling... The goal's
to find info on Yafutoma and the dark rift nearby, but that can wait while
the item looting begins!

First off, in the main city, climb into the pit near the entrance for a CHAM.
This corridor leads to a scenic overlook with 2248 GOLD also. The building
near the inn has a retractable ladder (inspect console) giving rooftop access;
one can get three long-outclassed VALUAN UNIFORMs here. The long walkway to
a gun emplacement is worthless, although it does give a view of a treasure
chest near the sandy outskirts. That's actually a MOONBERRY, gotten by
circling around near the merchant's spot.

To continue, visit the bar and approach the world-weary sailor (Don) in the
corner booth. Fina will eventually rush in, telling of the Armada nearby. Get
the Delphinus prepared (the merchant has carries ship supplies also) before
speaking to Enrique at the dock. After an automatic rest, return here and
disembark for a string of airship fights.

                 /) MAGIC: ---
              (\//  WEPNS: Main Cannon, Fragmentation
GregorioCruiser )(   DROPS: Speed Wax
   ~25,000 HP //\)
    3392 EXP //     Pretty pathetic fight, although this is just the first of
      0 MXP //  Greg's entourage. If the Delphinus' defenses were upgraded,
 1700 Gold //   both cruiser attacks do about ~1000. Anyway, a single shot
          (/    from the MoonStone Cannon should OHKO this junk heap.

Next in the batting order is...

                 /) MAGIC: Sacres
              (\//  WEPNS: Main Cannon, Blast Charge, Fragmenter Gun
GregorioGunboat )(   DROPS: Shredder Bomb (100%), Crystal Ball
   ~30,000 HP //\)
    3392 EXP //     A slight upgrade to the previous cruiser, but not where
      0 MXP //  it counts: health. A single MoonStone Cannon (available early
 1700 Gold //   on by closing in when prompted) should do about 20,000 damage
          //  without Increm. This gunboat's concentrated fire can pack a
         (/   wallop (4-5000 in some cases), but that's what Sacrulen's for.

Finally, it's a round with Gregorio himself.

                /) MAGIC: ---
             (\//  WEPNS: AP Cannon, Blast Charge, Fragment Gun, Hull Ram
       Auriga )(   DROPS: Captain's Stripe, Heavy Armor Deck, 12" Cannon
  ~50,000 HP //\)
  10292 EXP //     The Auriga has the highest HP and defense of any flagship
     0 MXP //  seen thus far. Most of its attacks will do 1-2000 in neutral
5200 Gold //   circumstances, although Blast Charge is used as a torpedo in
         //  this fight, not normal artillery. Hull Ram (special red-tile
        //   turn attack) can do upwards of 8000 damage, but is automatically
       //  avoided if the Delphinus' SPD has been boosted by Quika/Speed Wax.
      //   A successful evasion is the only way to open up a MoonStone Cannon
     //  opportunity, so even though the fight's not too difficult (thanks to
    (/   the Delphinus' high HP), there's always the time-saving factor.

Don, who's watching the fight, will comment that he'd enjoy being on Vyse's
crew if they make it through the Rift. Although the young pirate can't hear
him, this clues the player into his recruitability. [Additionally, the team
can now stay for free in town, thanks to the show they just put on. This has
an additional bonus: the innkeep gives a clue that lenautos, plants in the
upcoming dungeon, mark the correct path through.]

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[----] CAPE VICTORY AREA
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Enemies ---: Iridzu, Imezl, Drogerp, Tsurak
Fish ------: Nerath Eel
Crewmembers: 0 (10/22)
Discoveries: 1 (36/64)

All that's left to do now is visit the Dark Rift, south/SE of Esparanza --
the entrance is the weird-looking vortex that Don spoke of. Note that there
will not be a chance to visit any guild for awhile coming up (Yafutoma is an
isolated country; guilds are part of "western" civilization), so square those
away while possible.

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22) THE DARK RIFT                                                        [WK22]
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Dungeon: repeatable
Enemies: Florast, Flyst, Flat Fiend, Delzool, Tsurak, Imezl, Kanezl
NewCrew: 1 (11/22)
Discvry: 1 (37/64)
Items -: Magus Seed, Moss Armor, Dream Cutlass, Moonberry (2), 2731 Gold,
         Sacrum Crystal (3), Aura of Valor, Chalice of Blood

A few new foes appear here. Delzools are typical goo monsters, casting death
magic (Eternes) and generally being wimpy. Florasts are plants that appear en
masse, casting status magic like Noxus/Driln. Flysts are lookalike Florasts,
and have the same arsenal, despite dropping a different accessory. Finally,
Flat Fiends fill the white mage role, casting Sacres and Quika. Here's what
new items are dropped here:

Delzool ---- Eternum Box
Florast ---- Constitution Ring (nullifies all adverse effects!)
Flat Fiend - Ghost Mail
Flyst ------ Chance Ring (+75 DEF/MagDEF, more susceptible to status effects)

Luckily, Lambda Burst can OHKO most normal foes here -- any who survive will
do so with very little health. The Constitution Ring is probably the most
useful item obtained here, and its status-effect-negating charms never wear
off. The Ghost Mail may be a slight upgrade for the women.

Anyway, this is one of the game's rare airship dungeons. Things aren't too
different, although treasure chests appear here as ship wreckage (those with
lights shining out signify yet-unobtained treasures). Furthermore, there's
plenty of false passageways -- going down these will default one's position
to the beginning savepoint room.       _
                                  ___,'x)
                         ___    ,'     /
                        / 6 \__/      (-Black Moon
                       ( 4!5 __     __ \  Stone
                        \___/  ) ,-'  \ \___
                    __________/ /  ___/     \      ___
                   (   _ 3 ____/__/ _     9  \___,'   '.___,'._
                    ) |_|  ________/ \      8  __   *   ___   _|-OUT
            _,-.___/      1 '._   \   \7       ) '.___,'   '-'
        IN-|  * ___           x|   \   '.____ (
            ¯'-'   '. 2     ,'¯   Not        \x)
                     ¯¯¯¯¯¯¯    accurate      ¯

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  To start, from the opening savepoint entryway,
|  * | Savepoint         |  pass through the first wind tunnel to enter a
|  x | Wrong Path        |  spacious chamber with several landmasses. Two
|  ! | Robinson's Ship   |  shipwrecks contain a MAGUS SEED and MOSS ARMOR;
| 01 | Magus Seed        |  through the rock wall, a third's DREAM CUTLASS is
| 02 | Moss Armor        |  available. This chamber has a bottom that can be
| 03 | Dream Cutlass     |  sunk into, opening a shortcut far ahead (this is
| 04 | Moonberry         |  the "not accurate" path on the map). However, it
| 05 | 2731 Gold         |  isn't recommended to skip the middle section.
| 06 | Sacrum Crystal x3 |
| 07 | Moonberry         |  Speaking of which, the tunnel near item #3 leads
| 08 | Aura of Valor     |  to a ridiculously dark "cave" with glowing orbs
| 09 | Chalice of Blood  |  spangling the scenery. The rift's only discovery,
|____|___________________|  a BLACK MOON STONE, is near the bright "halo" at
                            the room's center. However, for now, the tunnel
nearest the (latest) entrance is the destination.

In the ensuing gnarled landscape, there's several ships to find, but the one
containing SACRUM CRYSTAL x3 is easily missed (lower altitude than entrance).
One ship near the center is actually the home of Robinson, an amnesiac sailor
who can join the crew, if and only if Polly has been recruited as well. His
domicile contains one of the treasure chests, too.

Return to the Black Moon Stone room and find the two passages opposite this
(latest) entrance. The higher-up one is a dead end, but the remaining leads
to a gigantic space. This is actually a three-tier room. The middle tier,
where the Delphinus begins, contains a MOONBERRY and AURA OF VALOR; bottom
tier links to the shortcut mentioned in the first paragraph. Top tier has an
exit and the CHALICE OF BLOOD ship, guarded by Zivilyn Bane (~3004 EXP/3 MXP).

Use this upper exit (not the false bottom-tier passage) for the penultimate
room, containing a savepoint and a boss, automatically engaged when neared.

                /) MAGIC: ---
             (\//  SKILL: Bite, Poison Spray, Assessing Damage
      Anguila )(   DROPS: Concussion Bomb, Heavy Torpedo, Timing Valve
  ~56,000 HP //\)
  10830 EXP //     The first living boss for an airship fight is pathetic,
     0 MXP //  a sad fact that any others share as well. But, the dark region
5400 Gold //   wreaks havoc on the ship's accuracy, not to mention the boss
         //  can hide itself in its wind tunnel (avoiding damage that turn).
        //   When it does attack, it does about 3-4000 unguarded. Choosing to
       //  hold one's ground unlocks a MoonStone Cannon chance, if already
      //   slated to appear. The boss may emerge when damaged greatly, giving
     (/  a better shot to damage it (it uses Bite this turn, not P. Spray).

From this point, the team can simply head down the last passage to daylight!
Note that once the team exits, returning back through to civilization can't
be done! Finish up any open business before continuing.

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YAFUTOMA AREA                                                            [----]
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Enemies ---: Ghrost, Jellikra, Golooper
Fish ------: Grule, Rainbow Grule, Romuhai Fish
Crewmembers: 0 (11/22)
Discoveries: 9 (46/64)
Items -----: Khale

For all intents and purposes, I'll refer to this uncharted eastern bloc as
the "Yafutoman Area". The city itself sits in the middle of the east ocean,
with a dark rift as its north/west/south borders, plus a currently impassable
stone reef as its east.

Enemy-wise, not much has changed. Ghrosts are weaklings easily killed by
most attacks (including Lambda Burst), and may absorb health and use Noxus.
Jellikras are the most common types, having enough HP to survive Aika's techs
and casting Drilnos/Wevlum. They're the singlemost reason why exploring in
this area sucks. Goloopers are just another looper type, casting Slipara and
often fleeing...like usual. As for drops, nothing new but hey, it's free.

Ghrost --- Icyl Seed
Jellikra - Ivy Band
Golooper - Black Map/Dexus Seed (same as normal looper types)

There's eight available discoveries to find in this area.

• UGUISU'S NEST: Located on a flat island along the skyrift NE of Rift exit.
  This is lighter-colored than its neighbors, making it a cinch to locate.

• GUARDIAN WALLS: One of the easiest discoveries in the game. The Yafutoman
  area of the ocean has several ruined walls; the compass will go berserk
  when near any fragment. [Some are near the skyrift NE of the Dark Rift
  dungeon's east exit, for reference.]

• YAFUTOMA: Automatically found by approaching city's outer walls.

• WANDERBIRDS: NW of Yafutoma is a gigantic mountain (Mt. Kazai) and these
  birds fly near the northern slope. True to their itinerant nature, they're
  not in the same place twice, so look carefully. Sometimes it helps to fly
  out into the ocean, get in a battle, then fly back to see if they spawn.

• DHEERSE: Inspect the relatively flat, craggy island immediately NE of
  Yafutoma itself. The Dheerse will be on the upper half.

• GRIEVING PRINCE: East of Yafutoma, near the large stone reef that separates
  the land from Ixa'taka. If one goes south along this reef, eventually there
  is an area where the dark rift and reef meet. In this area is a small isle
  with trees on it, and the prince statue is on the west coast.

• SPICE ISLAND: This is ridiculously hard to locate, as it's a free-floating,
  small discovery in the middle of a vast ocean. The way most people find it
  is by going due north from Uguisu's Nest (see above), through the skyrift,
  and continuing on until finding it around mid altitude. Uncovering this
  place also finds the key item KHALE, necessary for a later sidequest.

• MYSTIC ORCHARD: Found in a similar circumstance to Spice Island, but a li'l
  easier to locate, thanks to landmarks. First, travel east from Yafutoma to
  reach an impassable stone reef. Fly north alongside it until it intersects
  with a dark rift. Here, fly straight west at mid altitude and it'll be
  found after a few seconds. [There's considerable leeway given in locating
  this, altitude-wise, though.]

• INVERSE ISLE: Far north of Yafutoma, through a passable skyrift, is an area
  along a dark rift, populated by several black islands. The goal here is to
  visit the NE part of this area (on map, it's coordinates 13-10). Here, near
  where the dark rift and skyrift meet, is a tiny island, no bigger than the
  Delphinus, that floats higher than the others. Flying NE of here for a few
  seconds finds Inverse Isle.

However, there's no point getting hyped up to find all of them before the
Yafutoman events. If one approaches the city gates, there's a mandatory boss
event that plays (see below). Additionally, antsy explorers who try to skirt
around this by intentionally avoiding the city will cue it by hitting certain
invisible world map "triggers" which start the event anyway!

                  /) MAGIC: Wevles, Crystali
               (\//  WEPNS: Cannon, Houroku Torpedo
TenkouSpellship )(   DROPS: Pyro Bomb, Crystal Ball
    ~25,000 HP //\)
     1912 EXP //     Its weapons aren't very powerful, but its spells can do
       0 MXP //  a number on the Delphinus, 4000-6000 in most cases. Vyse'll
   900 Gold //   soon learn that Yafutoman vessels can climb high, avoiding
           (/    cannonfire -- use torpedos for a higher chance of hitting!

Immediately afterwards, the Yin Yang will engage the ship in hand-to-hand!
Heal up before exiting onto the outer deck; it's a quick Swashbuckler choice
before an inevitable battle!

[+] Fight
[-] Surrender
                /) MAGIC: ---
             (\//  SKILL: Irnagun, Tatatimorutto
    Jao & Mao )(   DROPS: Moonberry
    ~2600 HP //\)
   5960 EXP //     Jao's Irnagun and Mao's Tatati are pure physical fighters,
     3 MXP //  so their onslaught is easily mitigated by Enrique's Justice
2554 Gold //   Shield (halve phys damage) and the occasional Sacrum Crystal.
         //  This should give Vyse plenty of time to chip away with Cutlass
        //   Fury or Pirates' Wrath. In lieu of Justice Shield, quickly try
       //  to eliminate one foe, downing Sacrulen Crystals as needed. These
      (/   bros are pretty fast, so level the playing field with Quika, too.

Next stop is Yafutoma itself. Consider doing any outstanding discoveries at
this time, plus making a separate save. Why? Because upon entering the city,
there won't be any adventuring for quite awhile. [On this note, also feel
free to discover Ryu-Kan's Island, which is through the skyrift far north of
Yafutoma. There's nothing to do here now, but it'll be marked on the map.]

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[WK23] YAFUTOMA
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Crewmembers: 2 (13/22)
Items -----: Cham, 3000 Gold, Moonberry, Underwater Suit

After an automatic introduction scene, it's learned from Lord Mikado that the
blue crystal undoubtedly lies within Mt. Kazai. One of the guards mentions
the ship supplier will ferry the team back and forth from that destination.

Until then, it's time to explore! First off, behind the palace is a house
where everyone can rest and save...pretty essential. The water-powered lift
leads to the next-lowest area, containing an item/weapon shop, a teahouse
and a tub rental stall. Several items are here as well, including a CHAM near
the large waterfall, 3000 GOLD through the item shop's alternate entrance,
and a MOONBERRY through the bridge-blocked canal. [The latter can only be
gotten via tub once the bridge has been raised.]

There's also two crewmembers to snag here. Kirala can be visited only after
renting a tub and driving over the waterfall. Speak to her (answer either
option when prompted) and she'll automatically join. She also mentions that
Urala, her little sister, might be interested in joining. Talk with her at
the teahouse (requires tub) and she'll join as well. Kirala has to be invited
first, though, or the dialogue doesn't happen.

Before leaving, outfit the party properly. If Aika's Lambda Burst has been
sucking lately, give her a Jade Swirl Ring to super-charge her strikes. Vyse
should buy a Suiran Blade, both for the power boost and because it's required
to recruit Kalifa later. [Agreeing to visit the mountain automatically earns
the UNDERWATER SUIT key item.]

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24) MOUNT KAZAI                                                          [WK24]
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Dungeon: repeatable
Enemies: Slithar, Crylbeast, Sphyrus, Mantoid, Alusphere, Golooper
NewCrew: 0 (13/22)
Items -: Windsong Orb, Moonberry, Cham, Blue Crystal

The Sphyrus usually appears with other copies, and can silence the whole team
with Damyun; they also have enough HP to survive Lambda Burst. Crylbeasts use
Quika aren't too different from their Catacombs counterparts. Slithars are
another foe who appear in groups, using Pyrum when pressed. Mantoids are big
reptilian creatures (like those in Moon Stone Mt.) and have ~1700 HP to hack
through. Finally, Aluspheres appear in set locations in the lower levels,
inflicting Weak with "Drain" and Stone with physical attacks. As for drops:

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|            Alusphere - Gem of Fluidity
|  * | Savepoint           |            Crylbeast - Sylph Seed
|  • | Water Release Valve |            Mantoid --- Zaal Seed
| 01 | Windsong Orb        |            Slithar --- Moon Robe
| 02 | Moonberry           |            Sphyrus --- Wevlen Box
| 03 | Cham                |
|____|_____________________|
                      _                                _____
                     | |                              |  4  |
                     |*|                              |_   _|
                     | |                                | |
                     | |                           BOSS-| |
                     | |_                               |*|
        _____        |_  |          _____              _| |_
       |•    |      ___| |___   ___|  _ •|            |     |
       |A    |     |    •    | |  _  |_  |            |     |_
       |_____|  ___| |¯¯¯¯¯| |_| | |_____|    _____   |_   _  |
        _____  |  _  |_ _  |  ___|           |     |  |     | |
       |     |_| | |_|C|B|_| |               |  B  |  |     | |
       |      ___|    ¯|  ___|               |_   _|  |_   ___|
       |___  |         | |___                |C| |    |_   _|
           |A|         |___  |               |  _|  ____| |
            ¯   _         _| |___            ( (   |  ____|
            ___|•|_____ _| | |   |            ) \__|3|____
           |_  |_|  _  |   | | 1 |            |_________  |
             |  _  ->| | | | |   |                     _| |_
             | |^|   |  ¯¯¯   ¯¯¯|                    |  2  |
             |___|¯¯¯ ¯¯¯¯¯¯¯¯¯|_|                    |_____|

Upon entry, descend the rope and progress through the waterlogged passage to
find a large square-shaped chamber. This is the focal point of the first
stretch, in which Vyse must flood the central shaft in order to jump down to
a lower level. In addition to the first switch pedestal, side passages all
have their own which must be triggered. These can be done in any order, but
the walkthrough will start on the left-hand side (if facing 1st pedestal).

This passage leads to a single room with a water switch in the middle. It
can be accessed via ramps, and once triggered, floods the room -- this raises
the blocks resting in the floor indentation. Backtrack through the water and
trigger the water-release switch across the floating blocks.

Next stop: the corridor directly opposite the 1st switch. The path is mostly
straightforward, cutting through a cavern and eventually leading to a pond
access point. Here, take the submerged passage opposite the waterfall; it
leads to the previous pond's treasure chest: a WINDSONG ORB. Gotta trounce
Zivilyn Bane (3416 EXP, 3 MXP, 4738 Gold) to snatch 'er though. Beneath the
previous waterfall, the passage leads up to the water-release button.

This leaves one path remaining in the first chamber. This leads to a 2-story
area: the top part (where player begins) has oblong holes to jump into; the
bottom story is flooded and shows where the player lands. The objective is to
land on the switch platform, avoiding the "duds". In the latter case, there's
an ascending side passage for do-overs. The correct drop-in point is near the
room's center, almost directly opposite the entrance (a player will know it's
the right one since Vyse will be facing the entrance's direction when jumping
in). Trial and error won't be too bad, anyway -- foes don't attack underwater.

Now flooded, the center shaft becomes a drop to the lower reaches. [Now's a
good time to backtrack for saving/healing.] Below, exit into a stream area;
the rope leads back to the upper levels, but the correct path is through the
cave. Near the bifurcation, a CHAM is hidden, plus a MOONBERRY down the hall.
The remaining route leads to a mandatory fight with Aluspheres -- these only
appear where their robotic figures line the wall, and always appear in pairs.

The next room contains a water switch puzzle and an obvious exit. What's the
difference between the two? Well, the latter has the team fight 4 pairs of
Aluspheres to continue, while the former completely avoids the nuisances. To
complete the puzzle: (1) trigger the first switch, draining the water (2) hit
lower switch, raising water level toward roof. The highest switch resets the
puzzle, which is only useful for using the middle route -- it can't be used
(on either side) while flooded. That said, the high road will bypass the
Alusphere room with the next switch, dropping the team off where the paths
converge.

In the final stretch, the corridor reveals a savepoint and elevator down to
the serene lake. It won't stay that way for long, though! Equip any Gem of
Fluidity (null Stone) or Constitution Ring (null all bad statuses) before
approaching the stone shrine.

                /) MAGIC: Sacrulen, Wevlen
             (\//  SKILL: Ice Storm, Steelskin
     Tortigar )(   DROPS: Moonlight Robe
  ~10,800 HP //\)
  15500 EXP //     Steelskin negates all damage for a turn, Ice Storm hits
     6 MXP //  all allies (~1000 damage) and its physical attacks can inflict
4350 Gold //   Stone. However, the real problem is Sacrulen, which can erase
         //  all inflicted damage -- how often it's used is up to luck. Buff
        //   the team with Increm/Quika/Regeneration for a good foundation,
       //  then blitzkreig Torty with Pirates' Wrath or The Judgement. With
      //   Steelskin able to be used first 100% (sometimes consecutively) and
     //  Sacrulen following, this can definitely be an annoying fight, even
    //   without the boss providing a firm offense. A good idea is maxing out
   //  one's SP, allowing for Pirates' Wrath/The Judgement each turn (having
  (/   other allies Focus in the meantime is great, too, if possible).

With ol' Galapagos outta the way, snag the BLUE CRYSTAL from its recess to
automatically return to the docks.

_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[----] YAFUTOMA
_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 2 (13/22)
Items -----: Cham, 3000 Gold, Moonberry, Sacrulen Crystal (4)

Revisit Mikado's chamber and the team will allow Mikado to have the Blue
Crystal while they're staying in town. The next morning, an emergency occurs!
Race to the docks for an unpleasant "reintroduction," finding the Delphinus
has been repossessed for the time being. Apparently, the enemy has blasted a
hole in the Ixa'takan stone reef, giving access to Yafutoman territory. [When
the world map is later accessible, this is a quick way back to civilization.]
There's a quick Swashbuckler choice at the scene's end.

[O] Stop them by force!
[+] Wait and see what happens.

Following another scene...another Swashbuckler!

[O] Save Lord Mikado now!
[+] Run and hide.

The guest house's secret passage will now be open. [Also note that the team's
ship is no longer available on the status screen, so it can't be reequipped
or anything.] Claim the SACRULEN CRYSTAL x4 in a dead end, then use the
elevator down the hall. This vehicle will transport the team to...

__________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[WK25] EXILE ISLAND (a.k.a. TENKOU ISLAND)
__________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies ---: Tenkou
Crewmembers: 0 (13/22)
Items -----: Cham

This area is just one big stairway with a savepoint at the bottom and several
fights in-between. The foe? Tenkou pirates who use only physical attacks, but
also skills that act like Quika/Increm. Skull Shield is ridiculously effective
against them, preventing any and all damage during the ascent. These suckers
also drop Sacres Crystals at a high rate.

Barring the CHAM hidden on a circular platform halfway up, there's little to
speak of during the climb. At the temple will be a Swashbuckler decision.

[+] Of course!
[O] I don't know about helping the Tenkou.

Daigo will wait at the port while the team gets ready...not that there's much
to do -- random battles are disabled and no shops are present! Only thing
that's changed is a few extra NPCs and savepoints reflecting the island's
true name. Inspecting the Yafutoman vessel below gives the event prompt.

____________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[WK26] THE DELPHINUS
____________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies ---: Soldier, Red Guard
Crewmembers: 0 (13/22)
Items -----: ---

Upon arrival, the team will square off with four Soldiers -- these Yafutoman
grunts are upgraded forms of Valuan types, complete with Counter Stance and
Wind Slash (tech, hits in a line), plus about 900 HP each. They can't heal
though, so letting loose with Pyri-type spells, Rain of Swords, etc. clears
'em out quicker. They may rarely drop a Aura of Valor.

With the welcome wagon walloped, approach the bridge for a fight with four
Red Guards. These are similar to Valuan lackeys who know Grenade and have
less HP than Yafutoman soldiers. They may drop Magic Dew, if one's lucky.

Since all other doors are locked, crash the bridge for some payback.

                 /) MAGIC: Increm, Quika, Sacres, Wavon
              (\//  SKILL: Call Allies (summon 1 "Soldier")
        Muraji )(   DROPS: Magic Dew (4)
    ~3,200 HP //\)
   ~5508 EXP //     Muraji himself is pretty easy to deal with, but appears
      6 MXP //  with three Soldiers and can call more as they're cut down. A
2646+ Gold //   quick beatdown (Increm + Pirates' Wrath, for instance) serves
          //  the fight best, since he's the only one capable of healing. This
         //   is made even easier since he's very susceptible to Weak status,
        //  which cancels his Increm buff. Without the flood of subordinates
       //   stemmed, the fight is ten times easier. EXP/Gold gained changes
      (/  based on how many foes are eighty-sixed by the Rogues.

There's no time to celebrate though, as the team is quickly engaged by...

                /) MAGIC: ---
             (\//  WEPNS: Secondary Cannon, Piercing Torpedo, Draco Cannon
    The Draco )(   DROPS: Captain's Stripe
  ~45,000 HP //\)
     xx EXP //     The Draco's self-titled cannon can do apx. 10,000 damage
 12984 MXP //  at best, so Vigoro ain't kidding around. However, every other
6100 Gold //   turn allows a MoonStone Cannon prompt, reducing this fight to
         //  another slugfest. [Granted, he packs a harder punch than other
        //   foes, and will stack his torpedoes/secondaries on top of that
       (/  massive damage.] Ending turns on a Sacrulen is very wise.

Finally, the battle trilogy ends with...

                /) MAGIC: ---
             (\//  SKILL: Phoenix Ray, Blue Lightning, Blue Winds
      Bluheim )(   DROPS: Captain's Stripe
 ~100,000 HP //\)
 17,144 EXP //     Ahh, the now-customary Gigas battle. It'll spam two techs
     0 MXP //  the entire time, with its skills ranging from 2000-6000 DMG.
8100 Gold //   However, Bluheim's evasion abilities don't seem up to par, so
         //  normal attacks (torpedoes in particular) will often hit; a blast
        //   from the MoonStone Cannon can do ~25,000 if Increm'd, too. The
       //  turn it uses Blue Winds (single red tile prefacing two next turn),
      //   guarding will avoid its blast -- this opens up another MoonStone
     (/  Cannon prompt, whereas getting hit gives it the two red-tile turns.

With that, hostilities are ended.

_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[----] YAFUTOMA
_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 3 (14/22)
Items -----: Cham, 3000G, Moonberry, Sacrulen Crystal (4), Book on Polarity

Afterwards, Daigo gives the team the BOOK ON POLARITY, revealing how to make
ships reach higher altitudes. Moegi mandatorily joins the crew at this time,
too, as the new Delegate. As for items, all previous ones remain, including
the chest in the guest house secret passage.

Returning to the Delphinus at the docks reveals that it's best to visit the
Crescent Isle base.

[O] Let's go back through the Dark Rift.
[+] Let's try heading east.

This scene ends Disc 1!
                                                  __________________________
__________________________________________________/ V. WALKTHROUGH, DISC TWO |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
DISC ONE LOOSE ENDS [OPTIONAL]                                           [WLK2]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 4 (18/22)
Discoveries: 1 (47/64)
Items -----: Abirik Cham

Yafutoma may have already been picked clean of discoveries, thanks to earlier
efforts, but with the country's events finished, there's 4 crewmembers now
accessible.

North of the city, through the skyrift, is an island inhabited by Ryu-kan.
This honery blacksmith won't give Vyse the time of day...unless his
Swashbuckler rating is high ("the Daring" or better, in fact). He'll join
without a fuss if Vyse's brave spirit convinces him. Of course, players who
run away from all battles probably shot their rating full of holes, even if
one chose the right Swashbuckler decisions. There's a reason why Ryu-kan is
the hardest ally to recruit, after all!

The other three allies are much easier to convince. Hans (Horteka) finally
finishes his training, and joins at convo's end. Don in Esparanza joins at
once upon returning, while Kalifa (Maramba) only requires Vyse to fulfill
her prophecy of meeting a warrior with a Suiran Blade. Such a weapon is sold
in Yafutoma, luckily. [Note that if Ryu-kan and Hans recruited, this marks
the first time the ship can have its full crew. This means the Blue Rogues
special attack -- by having max SP in an airship battle -- is unlockable!]

As for items, not much to speak of. Visiting the Nasrad weapon shop gives an
encounter with the old Nasr merchant (remember him?) -- he gives an ABIRIK
CHAM as a memento. This is the second available out of the three.

The only discovery available is "World is Round," automatically obtained upon
return to Crescent Isle. How do ya like them apples, historians? The answer
to Aika's question (about how Vyse's feelings on the journey) doesn't matter,
though.

__________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[WK27] CRESCENT ISLE [III]
__________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 3 (21/22)
Items -----: Cham (2), Paranta Seed, Icyl Seed, Zaal Seed, Sylph Seed

The base promised by Izmael on Disc 1 has finally come to fruition! The two
old-timers will automatically join after a scene. Additionally, Belle (little
girl standing by savepoint) will join as a Gunner if asked. This...perky lass
will also run the store down here, replacing Khazim if he's been doing it. If
neither's invited, no one runs it. There's also a CHAM hidden behind the
armory building past Brabham's position.

The harbor walkway leads to an outdoor area plus a cave. This latter area
will have all other shops -- Osman, Ryu-kan and the final ally (currently
unobtained) will all set up here. Osman sells magic "box" items, Ryu-kan has
weapon/armor upgrades. The latter offers to forge Vyse a new blade once his
strength returns, but Osman can immediately upgrade her inventory...if her
captain lends 2,000G.

Outside, Izmael will have constructed a tavern/restaurant, crew quarters, and
-- high on the cliff, accessed by a small lift -- a meeting room. Although
the dirt-and-log plaza looks a little shabby, both builders can be paid to
remodel the place. Izmael will aim for a more pirate-y look seen on Sailors'
Island; Kirala prefers her Yafutoman look. [Both builders will typically hang
outside, although Izzy won't be here at the moment.] There's a hidden CHAM on
near the pond flagpole.

When ready to continue, enter the meeting room -- the next destination is
decided to be the Lands of Ice. Since the Delphinus now has a reinforced hull,
it should be able to act as an icebreaker, approaching the ice-buried dungeon
the team seeks. Everyone automatically rests after choosing, letting Vyse
wander as he pleases. If Domingo was invited, he'll normally inhabit said
meeting room, and will give prizes based on Vyse's discoveries. If Vyse has
found 40+ at this time, he'll have a special prize: a PARANTA SEED, ICYL SEED,
ZAAL SEED and SYLPH SEED.

_______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[----] THE LANDS OF ICE
_______________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies ---: Kilite, Medulizk, Valgan, Arclooper
Crewmembers: 0 (21/22)
Discoveries: 0 (47/64)

The frigid lands are accessible through the skyrift on Ixa'taka's southern
border, or west from Cape Victory airspace.

This area was previously accessible before going to Esparanza the first time,
so dutiful players won't have any "new" discoveries to find here. But, for
reference's sake, though, here's a recap on current ones.

• THE LANDS OF ICE: Automatically obtained by nearing the frozen landmass.

• AURORA: This hangs over the icy continent itself, and approaching it will
  uncover it automatically (despite it being at a higher altitude).

• ICEBIRD: From the central part of the continent (where there's a structure
  encased in the ice), fly over the western mountains for a smooth glacial
  plain. The bird can be found in this area.

• THE FROZEN GIANT: On the north side of the continent, look for an iceberg
  floating along the coast -- there's a gap wide enough to fly between the
  two masses. Look on the iceberg's N/NE side to find the encased mammoth.
  Despite logic dictating this would be initially visible, it isn't.

Enemy-wise, most are very weak, due to this area being accessible out of the
story's preferred order. However, Fortune Rings are an amazing accessory,
granting the wearer +100 Dodge. Great for weaker characters like Fina.

Kilite ---- Paranta Seed
Medulizk -- Ivy Band
Valgand --- Chom
Arclooper - Fortune Ring/Dexus Seed

The one thing the team COULDN'T do previously was access the dungeon in the
crystalline ice field at the continent's center -- it's visible from above.
However, with the Delphinus' hull reinforced, skim the surface for access.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
28) RUINS OF ICE                                                         [WK28]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dungeon: repeatable
Enemies: Kilite, Medulizk, Valgan, Frost Worm, Cerosik, Arclooper, Dolthstra
NewCrew: 0 (21/22)
Items -: Cham, Ice Splitter, Winter Orb, Frostblade

Here's a quick overview of what enemies drop what:

Cerosik ---- Sacrum Crystal
Dolthstra -- Eye of Truth
Frost Worm - Crystalen Box

As expected, most foes are hilariously weak to the Red Moon Stone; it'll be
needed to easily dispatch high-HP foes like the Frost Worm.

                   7-|¯|-Exit                |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
            _________| |_______              |  * | Savepoint      |
           |          C      6 |             |  x | Wrong Pathway  |
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯              | 01 | Cham           |
                     )¯(                     | 02 | Ice Splitter   |
                    ( C )-BOSS               | 03 | Winter Orb     |
                  ___) (                     | 04 | Frostblade     |
                 |  ___|_______              | 05 | Cham           |
      _________  | |  _______  |             | 06 | Moonberry      |
     |  _____  | |*| |  ___  | |             | 07 | Purple Crystal |
 ,-._|_|     |_|_|_| |_|   | | |             | 08 | Moonberry      |
( 3 ___   _____________ _| | | |             |____|________________|
 '-' |^|      ^| |^|   |  _| | |
     ) (¯¯¯¯¯¯¯ _| |__ |2|   | |  This is a two-stage dungeon, with the Ruins
    ( B )      |B    4| ¯____| |  being the first. However, they're quite
     '-'        ¯) (¯¯  |A     |  simple and can be passed in a few minutes.
          ,-.   ( 5 )    ¯¯¯¯¯¯   The gist: Vyse will encounter rooms with a
         ( 8 )   '-'     _        question-giving crystal. Answering right
   Alt.   ) (           |A|       opens the correct path forward; wrong picks
 Entrance-|_|           ) (       unlock side paths that only delay progress.
             _         (   )      The questionnaire part occurs three times,
           _|x|_       _) (_      and choosing correctly (first try) seems to
         _|     |_,-._|     |_    give a Swashbuckler rating boost. In that
        |x       _   _       x|   same vein, too many bad guesses (5 by my
         ¯|_   _| '-' |_   _|¯    count) decrease the Swashbuckler rating.
            ) (         |x|
           (   )         ¯        The correct answers are as follows:
           _) (_
         _|     |_                • The power of Ice (correct answer)
        |x       x|               • Maybe two? (correct answer)
         ¯|_   _|¯                • Will and spirit. (correct answer)
            | |
            |1|-ENTER             The second stage of the dungeon (Glacia)
                                  begins immediately after exiting the ruins.
Although this place looks complicated, it's really not -- most buildings will
never been visited. Take the first elevator and walk the long path, until a
path split. The descending exterior path around the building just passed
leads to an ICE SPLITTER boomerang.

Down the crossroads' other path is a building with a similar declining path,
only it allows Vyse to visit the pillar's center. This chest contains the
WINTER ORB, although it's guarded by Zivilyn [4084, 3 MXP, 5312G] as well.
The remaining path leads down to another elevator, bringing the team up one
story.

This is really where the maze hijinx end. Before going down the savepoint
path, check the other two offshoots: one has a FROSTBLADE (rapier) chest, the
other a hidden CHAM. There's a boss farther past the savepoint, at an obvious
spot where the path opens up some.

                /) MAGIC: ---
             (\//  SKILL: Avalauncher, Death Laser
      Veltarn )(   DROPS: Crystalen Box
  ~10,800 HP //\)
  13428 EXP //     Death Laser can inflict instant death, while Avalauncher
     6 MXP //  is just pure Purple damage. This means its two main attacks're
6491 Gold //   mitigable with common accessories: Revered Voice, Silvite Ring,
         //  Eye of Truth, Constitution Gem, etc. Prioritize blocking death
        //   over damage, of course. Other than that, the boss is weak to Red
       //  attacks, so the normal Increm-attackers-and-commence-destruction
      //   strategies still apply, made even better since Royal Blade may best
     //  Cutlass Fury in the DMG department. Try to cast Quika early so as to
    (/   smooth over Avalauncher's damage (~1400, line). Item heal to save SP.

Afterwards, hop the last mobile platform, snag the MOONBERRY chest, and enter
the final room. Once the reunion scene is over, "Plergoth" leaves the PURPLE
CRYSTAL for everyone. Note that Drachma won't rejoin the party at this time,
but the final scene does have a Swashbuckler choice.

[+] Yeah. We should just let him go.
[O] We should stop him!

Nothing left to do now except beat it back to base.

__________________________
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[----] CRESCENT ISLE [III]
__________________________
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Crewmembers: 0 (21/22)
Discoveries: 0 (47/64)

Brabham will have finished the Delphinus' altitude-adjusted engine, allowing
it to fly over or under the clouds. This doesn't just allow the team to find
new discoveries -- it avoids random battles completely! [Enemies only appear
in normal mid-altitude conditions.] It'll be installed the next morning, so
for now, hit the meeting room.

Fina suggests revisiting the Maw of Tartas since the Silvite clan already has
the Silver Crystal. Enrique reveals that the Valuan continent's lower part is
riddled with fissures...the Maw might have an alternate entrance!

__________________________
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[----] LOOSE ENDS (FINAL!)
__________________________
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Crewmembers: 01 (22/22)
Discoveries: 17 (64/64)
Fish ------: Moonfish
Items -----: Moonberry, Cham (2), White Flag, Domingo's Title

Piercing the cloudcover is the final step in world exploration -- Vyse can
square away all remaining discoveries and crewmembers! First, though, three
random asides:

• It's possible to revisit Valua's Lower City by flying over Grand Fortress
  and descending (or ascending, if under the landmass). There's not much to
  do here since the Upper City is blocked off, but completionists can use
  this time to snap up equipment previously skipped.

• The city of Glacia can be entered from underneath the continent, not just
  through the Ruins of Ice. This alternate entrance actually allows Vyse to
  claim the isolated MOONBERRY previously skipped. The rest of the maze can
  be reaccessed from this point, too.

• Hamachou Island, the DLC location, can now be accessed above the Dark Rift.
  There is a CHAM here and an old-timer who can give stats (battles fought,
  foes slain, times each ally was KO'd, etc.) of a general nature, plus the
  percentage of found treasure chests and even fish caught! But the real find
  here is the Cham, which is required to get Cupil's final form.

The last crewmember is Ilcyhmis, living in a high-altitude mansion above the
north Valuan sea (where the Philosophy Stone was). No other islands are in
the area, so spotting his domain is simple. When first asked to join, he'll
decline...but on subsequent trips, reveals he'll leave if someone proves they
are full of wisdom and love. In short, they know the Riselem spell. If anyone
(not just Vyse) in the team has that Silver magic, he joins! [Also, a CHAM
is hidden near the central machine.]

Ilchymis will set up shop on Crescent Isle, near Osman's stand. At first he
only sells a vast supply of healing items. With a 1000G donation from Vyse,
he will also sell several stat-boosting seeds (5000G per), plus his special
"Ilchymix" concoction (10 for 4000G). Like Polly and Urala's lunches, this
item will fully restore all allies' HP/MP...but can't be used in battle.

Alright, onto the remaining discoveries.

• RAINBOW ISLAND: In the skies above Nasr is a huge, visible rainbow. Search
  near the arc's lowest part for the discovery.

• IRON STAR: Floating above Nasrad, almost due south from Rainbow Island, is
  a visible satellite. Its light repeatedly blinks, almost as if saying "here
  I am, come n' get me!"

• DANCING LIGHTS: Northwest of Nasrad, at low altitudes, are two lights that
  encircle each other. They're visible through the lower clouds, and always
  have been -- pretty easy find.

• RABBATS: These silly rabbit-bat hybrids are hanging upside-down on the
  Valuan continent's bottom, only a few seconds north of the Dancing Lights
  (at even lower altitudes).

• ANCIENT FISH: Fly back to the Giant Squid Nest (dark island past skyrift
  north of Crescent Isle) and sink underneath. West of here, spy a solitary
  fish flying around -- that's the sucker! Additionally, this Drajik Fish
  can be repeatedly harvested and sold for 3000G a pop!

• VALUAN WRECKAGE: After finding the Ship Graveyard in North Dannel Strait,
  fly west a little at low altitudes. The wreckage is on a small island.

• FLYING MACHINE: Fly to Shrine Island, sink to low altitudes, and look for
  a very tiny, brown-colored island just to the south.

• MOON STONE LAKE: In the area of Mid Ocean where Vyse first controlled his
  dad's Albatross, at high altitude is a large lake -- search here.

• GHOST SHIP: Though it's visible, it's also mobile, making it harder to
  catch. Its general flightpath begins near Esparanza: it follows the South
  Ocean skyrift a ways south, then when it intersects with the dark rift, it
  veers east, toward Tenkou Island, then NE toward Ryu-kan's Island, before
  completing its counterclockwise journey.

• FLUTTERFLIES: Probably the hardest discovery to find per se. These bugs
  fly along the skyrift that separates North and Mid Ocean, but unlike the
  shimmery moonfish, these are far harder to spot from a distance. The only
  way to check is looking along said skyrift's length (although I usually
  find them almost due west from Sailors' Island). A high-flying Ixa'takan
  hermit tells of these critters' location, also.

• BOTTOMLESS PIT: Near Shrine Island, look for the largest uninhabited isle
  with a small waterfall. Fly underneath to low altitudes, then head due
  west (same altitude) until hitting Mid Ocean. The Bottomless Pit, which is
  actually invisible, should be found shortly thereafter, near the North Ocean
  side of the skyrift.

• OBSERVATORY: SW of Rixis' plateau (now visible above clouds) is another
  smaller peak, containing this building.

• ALUPAS: In Ixa'taka, remember the giant waterfall that pours into the Great
  Bird's lake? Search atop that high-altitude isle for this adorable lion...
  thing.

• LOOPERS' NEST: Near the NW corner of the map is a small area bordered by
  Yafutoma on the west and North Ocean on the south. Here, in the southern
  reaches, along the dark rift, is a large mountainous isle. On the NE tip,
  along the dark rift, is the nest.

• ECLIPSE POINT: Rather difficult to find, generally, but much easier after
  locating Loopers' Nest -- Eclipse Point is almost due north of there. The
  trick is this place is not revealed unless the ship is just BARELY poking
  through the upper clouds. Too high or too low and it can't be found, even
  if one finds the area (sudden darkness) it's found near.

• THE MOTHER TREE: North of Yafutoma, near Tenkou Island, is a smaller isle
  housing this plant.

• SOUTHERN CROSS: North of the Lands of Ice's main continent, at low altitude,
  is a white, cross-shaped island, not too far from the skyrift. There's
  precious little down here, so it's a cinch to locate.

Finding 50+ discoveries will earn a WHITE MAP from Domingo, while finding all
(64) off 'em will earn his greatest possession...his rank of Treasure Hunter
Extraordinaire! This is bestowed as the DOMINGO'S TITLE key item.

But the real mystery is how he found out there's only 64 discoveries total...

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29) MAW OF TARTAS                                                        [WK29]
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Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Carnilak, Dracolurg, Nadnarb, Nairad, Shrilp, Stalk Fiend
Items -----: Dexus Seed, Moonberry, Yellow Crystal

The enemy spread is similar to Ixa'taka: a bunch of fodder that can be killed
with a single Rain of Swords (or comparable skill), plus 3 HP juggernauts
(Carnilak, Shrilp, Dracolurg) appearing very frequently. Those still trying
to boost the Swashbuckler gauge by not running from battle will find this
place quite tedious, I'm sure. In some cases, it may be best to just Focus a
few turns and OHKO everything with Vyse's special Prophecy attack. The other
ability, Blue Rogues can work better since it refills HP too, but requires a
full (11-member) airship crew first.

Carnilak --: Riselem Box
Dracolurg -: Defensive Aura
Nadnarb ---: Icyl Seed
Nairad ----: Dexus Seed
Shrilp ----: Ancient Bracer
Stalk Fiend: Fiber Mail

Like the Dark Rift, this is an airship dungeon, albeit far less annoying to
traverse: it's big but not labyrinthine. From the first savepoint tunnel,
approach the ensuing cavern -- going right leads to a DEXUS SEED (within the
dead end's large crystal) while the left route continues to the next. There's
a similar setup here, only reversed: left goes to a MOONBERRY crystal, right
toward the exit, complete with a 2nd savepoint. Beyond, the boss' chamber.

                /) MAGIC: ---
             (\//  SKILL: Photon Charge, Voltigar, Thunder Crash
      Yeligar )(   DROPS: Captain's Stripe, Thunder Cutlass
 ~150,000 HP //\)
  19052 EXP //     Winters of slumber have atrophied Yelly's phys. defenses,
     0 MXP //  allowing even normal cannons to do 10,000+ when Increm'd (and
8700 Gold //   on crit tiles). Its magic defenses, however, are intact, so
         //  stick strictly with bombardments. Its attacks are quite pitiful,
        //   doing 2500-5000 typically. Its trump card, Thunder Crash, will
       //  only be used on red tiles and can be avoided completely if Vyse
      //   lands a MoonStone Cannon blow first (Quika helps) -- this earns a
     //  free MS Cannon chance the subsequent turn, too. Meanwhile, attacking
    //   from below and holding back to observe Yeligar (when prompted) will
   (/  reward Vyse with bonus crit tiles.

With Yelly sleeping the eternal sleep, the YELLOW CRYSTAL is acquired. Only
thing left now is revisiting the base. Note that Sailors' Island upgraded the
armorer and airship supplier's inventories. [The item store never improves
for the remainder of the game, however.]

__________________________
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[----] CRESCENT ISLE [III]
__________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)

During a late-night reunion, the Silver Shrine's location is finally told.
However, the only craft capable of returning Fina to reaching extraordinarily
high altitudes was her tiny ship, damaged in the game's opening sequence.
Later, when Vyse returns to the docks, Gilder will tip him off to the next
destination: Dangral Island, the Armada's project to reach lower altitudes
(Deep Sky).

So, where is this place? Gilder only mentions it's at low altitudes. A few
NPCs reference Dangral's construction, though: the Nasr merchant at Sailors'
Island says it's west of the island, and a ship west of S.I. mentions it
being south of there. The exact location is in Mid Ocean, east of Shrine
Island at low altitudes. [For reference, this place can be inspected before
it's learned about, but Vyse won't enter it -- he's just surprised someone's
building down here! This makes sense since the island was half-completed at
that time.]

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30) DANGRAL ISLAND                                                       [WK30]
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Dungeon ---: repeatable
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Berserker, Elite Guard, Lurgel Tank, Sentry
Items -----: Imperial Blade, Moonberry, Sacrum Crystal (2), 4000 Gold

Enemies are palette swaps of previous Valuan enemies, with the Lurgel Tank
being a new (but weaker) version of the Dralkor Tank boss.

Berserker -: Glyph of Might
Elite Guard: Warrior's Rune
Lurgel Tank: Electrum Box
Sentry ----: Healing Salve

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|              |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|     (*)ENTER-| |       |              |  * | Savepoint         |
|         _____| |       |              |  x | Power Switch      |
|        |  _____| B1    |              | 01 | Imperial Blade    |
|    ____| | | x |       |              | 02 | Moonberry         |
| ,-|____  |_|_  |       |              | 03 | Sacrum Crystal x2 |
| |      | |___  |       |              | 04 | 4000 Gold         |
| |      | |___| |___    |              | 05 | Ship Schematics   |
| |      |_________  |   |              |____|___________________|
| |       _        |_|   |
| |      | | B2          |  Dangral Island is a layered complex...although
| |  ____| |___ ___ ___  |  it's easy to traverse, so maybe "complex" isn't
| '-|____  |   | 3 | 4 | |  the right word. The pirates can enter the inner
|     ___| |_  |_  |_  | |  corridors via an exterior ventilation shaft; the
|   _|  _   _   _   _  | |  only savepoint available is near its rim.
|  |  _| | | 1 | 2 |   | |
|  | |_  | |___|___|___| |  Once inside, Vyse will look through a floor grate,
|  |_  | |_|   ___       |  spotting a control room directly below -- this is
|    | |_| |_,'   '.     |  the new destination (marked by 'x' on map). This
|    |___   _   5   )    |  tier also has several other grates which can be
|       _| |_'.___,'     |  used to peep on rooms below, a great tactic for
|   B3 |     |           |  finding upcoming guards/treasures. Deactivating
|      |_| |_|           |  base's power will nix the western fan, allowing
|        |_|             |  passage behind.
|________________________|
                            Down on B2, the team can scoop up the items in
the east anterooms. Two of the rooms contain Elite Guard (x4) battles, which
can be skipped through sheer avoidance. The elevators in the main hall don't
work, but there's one remaining stair, leading to B3.

Here, the team can find an outer landing (can't be used now), plus De Loco's
Chameleon in a separate bay. Here, the team can steal the SHIP SCHEMATICS,
perhaps previously witnessed by inspecting a dead end on B1. Once these are
taken, simply backtrack to the entrance again.

_________________________
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[----] CRESCENT ISLE [IV]
_________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: n/a

Deliver De Loco's schematics to Brabham in the hangar -- this starts a 10-day
building montage. Talk to Brabby again after (he'll be in the usual spot) for
a function test, then learn there's a vortex somewhere near Shrine Island that
may allow for submergence. Enrique will also announce his upcoming departure,
due to take effect after the next dungeon.

Note: the Delphinus can't dock at base after leaving, at Enrique's behest (he
wants to keep his resolve high). This means the stores here can't be used and
the Domingo's discovery prizes are on hold. Ryu-kan's 4000G upgrade dialogue
opens at this time, also, but it can't be taken advantage of until Vortex
events are finished.

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31) THE VORTEX                                                           [WK31]
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Dungeon ---: repeatable
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Raja
Items -----: Velorium (2)

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  The Vortex is a low-altitude pit in Mid Ocean, a bit
|    A B C D E F G H  |  south of Shrine Island and a stone's throw from the
|          _ _ _      |  Flying Machine discovery. Skimming the lower surface
| 1    _ _|_|_|_|_ _  |  to find the entrance is fine.
| 2  _|_|_|_|_|_|_|_| |
| 3 |_|_|_|_|_|_|_|_| |  At the shaft's bottom is a dark, muddy world where
| 4 |_|_|_|_|_|_|_|_| |  Fina's vehicle sits...somewhere. Finding it is only
| 5 |_|_|_|_|_|_|_|_| |  possible by pinging the bottom for "?" tiles, then
| 6 |_|_|_|_|_|_|_|_| |  lowering the crane (A-button) to search. If there's
| 7 |_|_|   |_|_|_|_| |  anything there, it'll be picked up; if it's empty, a
| 8 |_|_|   |_|_|_|_| |  Raja battle occurs instead. [If the scanner reveals
| 9         |_|_|_|_| |  "?" space, more scanning can remove the false "?"s;
|_____________________|  the few that remain will contain the item.]

Anyway, there's three items to find. Velorium, a rare metal used in Ryu-kan's
sidequest, can be found at B5 and H4. Fina's vehicle is at E8, and once found,
starts a boss battle. Surfacing first to save is a good idea, since it can't
be done in the Vortex. [Also great for completionists who got Soundproofing as
a rare Raja drop.]

                /) MAGIC: Sylenis, Pyres
             (\//  WEPNS: De Loco Cannon, De Loco Torpedo, Chameleon Cannon
The Chameleon )(   DROPS: Captain's Stripe, Twin Turbo, Magic Shell
  ~30,000 HP //\)
  15952 EXP //     Not a hard battle by any stretch, but it's dragged out by
     0 MXP //  the poor visibility (both ships' weapons commonly miss) and
7000 Gold //   De Loco casting Sylenis. His ship's DEF sucks, though, so any
         //  upgraded weapon (X Cannon, Archwhale Torpedo, etc.) eviscerates.
        //   Try to time attacks when the two ships draw close, which raises
       (/  the likelihood of success. There's no S-Cannon prompt here, also.

Putting the Chameleon into critical health (or depleting all its HP) will
trigger an immediate rematch. If one completely snuffed its lifebar, Vyse'll
be rewarded with spoils and experience, something not rewarded for severely
wounding the foe. This spoils can then be earned again, and who doesn't like
free Captain's Stripes?

                /) MAGIC: Sylenis, Pyres
             (\//  WEPNS: De Loco Cannon, De Loco Torpedo, Chameleon Cannon
The Chameleon )(   DROPS: Captain's Stripe, Twin Turbo, Magic Shell
  ~30,000 HP //\)
  15952 EXP //     Same fight as before, only the Chameleon will have latched
     0 MXP //  onto the Delphinus, minimizing the visibility angle. If the
7000 Gold //   Blue Rogues squashed De Loco handily before, the same thing's
         (/  bound to happen again. Just anticipate item healing.

That's the final chapter on Bubble Head's saga.

________________________
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[----] MID OCEAN (NORTH)
________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: n/a

Enrique wanted to be dropped off at Sailors' Island, remember, and the ship
still can't dock at base because of this. Approaching the destination at mid
altitude will automatically start a battle with...

                /) MAGIC: ---
             (\//  WEPNS: Vega Cannon Plus
Blackbeard II )(   DROPS: Timing Valve, Spherical Figure, Hybrid Wax
  ~15,000 HP //\)
   5524 EXP //     Baltor's airship now has upgraded elemental defenses, but
     0 MXP //  its normal defense is still paltry. Its only weapon, the Vega
2400 Gold //   Cannon, isn't much to worry about (~4000-7000 DMG). On Turn 3,
         (/  pick "wait and see" to unlock some early crit & S-Cannon tiles.

After docking at Sailors' Island, Enrique will depart after a small scene.

[+] Be careful!
[O] Can't you think this over?
[+] Don't get airsick, okay?

The team automatically returns to base upon leaving the island.

________________________
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[WK32] CRESCENT ISLE [V]
________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Shadow
Items -----: n/a

After a long party, there'll be a mini-boss battle against 3 Shadows (~1200
HP). Not too tough, but they can inflict KO with Death Strike, plus know that
pesky Sylenis spell. The foes may try to attack Fina a lot here, so if her
status preventions are in order, the proceedings are far easier. There's a
Swashbuckler rating immediately after.

[+] You'll have to kill us!
[O] I will trade them for the lives of my crew.

Choosing to fight will begin an unwinnable battle (roughly the same that may
have occured in Nasrad), but increase the Swashbuckler rating anyway. After
the decision plays out, all currently collected Crystals are lost. The next
Swashbuckler choice occurs the following day, near the fountain.

[+] I will not give up!
[+] We'll steal the Crystals back!

The objective is to speak with Fina in the meeting room -- no point dallying
since all shops are closed and the Delphinus is undergoing repairs. [Vyse can
cheer up many crewmembers at this time, although those who usually inhabit
the wrecked buildings are nowhere to be found.] Trying to visit Fina starts
several scenes, during which are a few more "gimme" choices:

[+] I understand...
[O] Everyone's worried about you.

[+] Of course we will!
[+] We'll go anywhere with you, Fina!

The destination is now the Silver Shrine, accessible via the Silvite craft
near the flagpole. Gilder now joins the party permanently, so make sure to
reequip him properly, especially the Shard of Purity that Ryu-kan now sells
if his shop was upgraded. Additionally, Vyse can deliver Velorium (found in
Vortex) to the swordsmith, continuing the Vorlik Blade sidequest.

__________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[WK33] GREAT SILVER SHRINE
__________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dungeon ---: repeatable (for now)
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: none
Items -----: Silver Armor (2), Moonberry (2)

So THAT is the shrine's true form. Vyse will be controlled while upside-down,
and without random battles, it's best to get one's bearings immediately. The
next step is visiting the interior via the large central portal, although the
anterooms can be checked for fun (Fina may comment on some things) -- there's
no items here. Also, leaving is impossible until the "dungeon" is cleared.

Within the shrine is a meandering 3D path. As Fina may have mentioned in her
room, no living creatures other than the Silvites inhabit the shrine -- foes
included. So, this trip along the strip becomes more about finding items. The
controls may be a little clunkier here due to the gravity and the rotatable
camera being disabled. [This makes sense since the camera only controls the
lateral movements; the screen automatically adjusts in this chamber.] Use the
first person POV for help here.

At the initial crossroad, continue straight through, allowing Vyse to walk
on the path's underside -- there's a SILVER ARMOR chest at the crossroad's
nearest offshoot here. Descending while on the underside actually counts as
ascending on the topside, so "descend," eventually reaching a MOONBERRY
container in plain sight.

Continue until Vyse is rightside-up again. Ignore the route split (right-hand
side) and favor the rising path, which culminates in an elevator. There's
actually a second MOONBERRY chest underneath the elevator's landing, and can
be reached by staying topside at the next bifurcation. Back on the sidewalk's
bottom, another SILVER ARMOR can be reached (stick on path leading toward the
room's center).

The destination is reached by once following the remaining underside path.
After some interesting scenes (and that god-awful mechanical hum repeating
ad nauseum), there'll be a Swashbuckler choice to end things.

[+] Who do you think you are?!
[-] Let me think about it...

Afterwards, Elder Stout can teleport everyone to the entrance, should a walk
back be too tedious. [If refused, he'll reoffer when asked again.] Either way,
if all items were claimed, there's no reason to ever return here.

_________________________
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[----] CRESCENT ISLE [VI]
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Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: n/a

Upon arrival, Gilder mentions a rumor about Dangral Island supposedly having
an elevator into Deep Sky -- that marks the next destination.

On a happier note, Crescent Isle will have been rebuilt during that sojourn
to the Silver Shrine, so all previous functions (tavern, Kalifa, etc.) are
back in business. Note that, if Vyse previously gave Velorium to Ryu-kan for
the Vorlik Blade sidequest, he still won't be done at this point.

Also, Elcian, an optional boss, can now be fought in the Dark Rift. This is a
special looper enemy that has about 10,000 HP and always drops a Moonberry,
plus has a chance at some other rarities (like a Valuan Medallion). It's very
powerful though, so the best strategy is protecting againts Sleep, then using
Delta Shield/Justice Shield each turn to nullify all its strengths. It can
still run away, though, making it an annoying foe. It's best to blitzkreig it
with Incremus'd attacks. [Drachma's techs are great here.]

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[WK34] DANGRAL ISLAND [II]
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Dungeon ---: repeatable
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Berserker, Elite Guard, Lurgel Tank, Sentry
Items -----: Imperial Blade, Moonberry, Sacrum Crystal (2), 4000 Gold

Second time through is exactly like the first enemy- and item-wise. However,
as the world map indicated, there's now a large elevator track stretching to
a smaller island -- this can be accessed from the bottom-level dock. [Before,
this same area was empty.] Initiating the mobile platform you-know-who show.

                /) MAGIC: ---
             (\//  SKILL: Vigoro's Charm, Random Fire, Cannon Fire
       Vigoro )(   DROPS: Paranta Seed
  ~14,300 HP //\)
  18632 EXP //     Don Juan is back and this time he has his cannon & armor.
     8 MXP //  Vigoro's Charm (like before) only affects females, so give 'em
6812 Gold //   confusion-nullifying accessories. Random Fire can hit several
         //  targets, but does less damage the more people hit; Cannon Fire
        //   does severe damage to one person. Both are Red-type techniques.
       //  Use Quika to ensure priority healing, then bombard with Increm'd
      //   Pirates' Wrath (~4000 dmg) a few times. Fina is often in danger of
     //  being OHKO'd here, but Lunar Blessing can still be helpful. Other
    (/   than that, use Sacrulen/Sacrum Crystals for pinpoint healing.

The Rogues will finally reach the adjoining island. [The platform starts off
missing, but upon re-entering, it's back, in case one needs a quick exit.]
De Loco's Deep Sky elevator is accessible via the ladder, and down below, a
savepoint prefaces a weird-looking corridor. Afterwards...

                /) MAGIC: ---
             (\//  SKILL: Target Search, Blaster, Laser Blast
   Eliminator )(   DROPS: Moonberry
  ~20,700 HP //\)
 18,632 EXP //     Cousin to Shrine Island's Sentinel, this guy boasts far
     8 MXP //  more HP and a tech (Laser Blast) that can inflict Stoned. But,
6812 Gold //   it's ATK/DEF pales compared to Vigoro, so there's no need to
         //  change strategy: Increm + Pirates' Wrath massacres rockboy fine.
        (/   Target Search always signals a damaging tech the next turn, note.

Escape time! Backtrack to Dangral's island-spanning platform, only to have it
stall halfway through. When able, run the length of the rail, lest Vyse visit
get a scenic tour of the vortex below! [If this happens, there's a prompt to
redo the event, so no worries.] Everyone automatically enters the Delphinus
afterwards, watching Mid Ocean's new landmark come about. Huh, so that's
Shrine Island's "lineage"...

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[----] MID OCEAN (NORTH)
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Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: n/a

Try approaching Soltis for a short scene: a barrier is erected, preventing
any further interference by the Rogues. This also marks the last time Valua
is visitable, so completionists will want to land there (fly over Grand
Fortress) prior to this event.

Everyone agrees to regroup at Crescent Isle. Note that the world's undergone
significant changes thanks to the new continent, foremost the disappearance
of normal skyrifts. Everything that was previously available still is,
excluding Valua's Lower City and Shrine Island. [The Vortex & Flying Machine
discovery are underneath Soltis; it just may be a smidge harder to locate 'em
now.]

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[WK35] CRESCENT ISLE [VII]
__________________________
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Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: Vorlik Blade

After regrouping, some familiar faces all pledge to help nix Galcian and his
entourage. [Apparently, the Valuans were the only ones who didn't know where
Crescent Isle was...] There's a Swashbuckler choice to rally everyone.

[+] We can't let Galcian get away with this!
[+] Let's show Galcian what we're made of!

That night, Vyse is told the girls aren't in their rooms, and that comforting
words are in order. [All other exits and buildings are closed, so there's no
point dallying.] Fina is near the flagpole, Aika on meeting room balcony;
both have respective Swashbuckler choices:

[+] Say comforting words.
[+] Say nothing and just put your arm around her.

[+] Hey, I'm scared, too.
[+] Yeah, it isn't like you at all...

The next morning, all preparations are complete. The VORLIK BLADE can be
claimed at this point, if Ryu-kan was given Velorium to do so earlier. Note
that Enrique and Drachma have not officially rejoined the team, so they can't
be switched in.

[+] Let's Make History!
[+] Onward to Victory!

________________________
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[----] MID OCEAN (NORTH)
________________________
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Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: n/a

After leaving base, the allied armada automatically engages Galcian's forces
at Mid Ocean. Before fighting the evildoer's ship himself, the Delphinus must
break through the front lines. Victim #1 is a Valuan Mage Ship; these are
already available as normal battles in Valuan territory, so no tactics should
be necessary. Battle #2 is with...

                  /) MAGIC: ---
               (\//  WEPNS: Serpent Cannon, Rapid Cannon, Speed Torpedo
Galcian's Elite )(   DROPS: Complete Kit, Crystil Cannon, Double Shaft
    ~50,000 HP //\)
     5784 EXP //     An above-average mini-boss, capable of doing around
       0 MXP //  ~10,000 damage via concentrated fire, but has mediocre DEF.
  2400 Gold //   On Turn 3, when the Elite flees, choose to stay put; this
           (/  reveals the obvious trap, earning a MoonStone Cannon chance.

Note that the Crystil Cannon requires Kalifa to be the active merchant (she
finds rarer items, remember). Completing this trilogy is Galcian himself! Be
mindful of the Delphinus' health, though, as lost HP remains between fights.

                /) MAGIC: Sacres (+8000 HP)
             (\//  WEPNS: X Cannon, Hydra Launcher, Hydra Ray, Hydra Subcannon
    The Hydra )(   DROPS: Captain's Stripe, Moon Cannon, Moon Torpedo
 ~200,000 HP //\)
 ~27772 EXP //     Galcian's behemoth airship may boast 200K health, but it's
     0 MXP //  slow and has average defenses (excluding Yellow immunity). On
11900 Gold //  Turn 4-5, its Hydra Cannon superweapon becomes available for use
         //  on red tiles (~6-10K dmg). Outside its healing magic, this isn't
        //   too different from a normal fight -- just keep attacking and
       //  alternate between the hull/top attack prompts. There's plenty of
      //   MoonStone Cannon chances, although they usually start the turn, so
     (/  make sure Increm hasn't worn off. End turns on Sacrulen if needed.

The Rogues will automatically board the Hydra to confront Galcian.

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36) THE HYDRA                                                            [WK36]
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Dungeon ---: one-time-only
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Assassin, Defender, Sorcerer, Marauder, Hydra Elite
Items -----: X Cannon, Moonberry, Magic Dew (2), Sacrulen Crystal (4)

Enrique will accompany the team as a medic, standing near the door to deliver
free first aid. He isn't usable in battle, though. There's also no way off
this flying tin can either, at least until events're over.

As for the enemy crew, they'll be able to pack quite a punch, especially the
Hydra Elite (cousin to the Valuan Executioner). Assassins can inflict instant
death, Sorcerers naturally use offense and support magic; Defenders and the
Marauders fill out the ranks as foot soldier types. Since few foes here will
be OHKO'd by traditional cleaners (Rain of Swords, etc.), one way to hedge
the odds is by equipping accessories that boost First Strike. This way, one
can spend the sneak attack turn Focusing, then unleash a bombardment to clear
the rabble (or Pirates' Wrath to OHKO Hydra Elites, which saves more time in
the long run).

Assassin --: Marksman Gun
Defender --: Aura of Valor
Hydra Elite: Ominous Mask
Marauder --: Hydra Wing
Sorcerer --: Driln Box

This is the only dungeon in the game where Ominous Masks can be found, and
Hydra Elites only appear on the ship's exterior (usually in small numbers).
Perfectionists will want to track it and the 2 one-time-only weapons down,
although the Ominous Mask is the least useful of the bunch. The Hydra Wing
is a straight upgrade for Aika while the Marksman Gun is Gilder's weakest,
although it can inflict instant death occasionally.

 _ _   _ _      _       Enter  _   _ _     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |#| | |    ) (-Exit     \_| |#| | |    |  * | Savepoint           |
| | |#| | |  ,' * '.       _|_  |#|4| |    | 01 | X Cannon            |
(  F(#( (F( (  (¯)  )     (_  ) )#) ) )    | 02 | Magic Dew x2        |
 \ \ \#\ \ \ '. ¯ ,'     __/ / /#/ / /     | 03 | Moonberry           |
  \ \ \#\ \ \__) (      (_ E/ /#/ / /      | 04 | Sacrulen Crystal x4 |
  _) \ \#\ \_  | |  _____(_/ /#/E  (_      |____|_____________________|
 /C   \ \#\______| |___   __/#/ /  D/          _____________________
  ¯¯¯\ \ \#############| |###/3/ /¯¯          (                     )
      \/¯________   ___| |   ¯¯\/              \ C /)         (\ D /
        /        | |      ¯¯¯¯\ INTERIOR        '-'(  B |¯| A  )'-'
        \  ¯¯¯¯|2| |1|¯¯¯¯¯¯  /   MAP               '-._) (_,-' EXTERIOR MAP
         ¯¯¯¯|B|¯   ¯ ¯|A|¯¯¯¯
              ¯         ¯
This place is pretty simple to navigate, once the player knows the region.
The "entire" dungeon takes place on one hemisphere of the Hydra, housing a
two-tiered interior section and outdoor area near the ship's emplacements.
To start, the initial walkway is rather straightforward, leading to the first
item (X CANNON) and out into the fresh air.

The correct path is taking the "C" hatch, but the "B" and "D" routes all have
items (MAGIC DEW x2 and MOONBERRY/SACRULEN CRYSTAL x4, respectively) to snag.
The destination corridor doesn't have any items, but upon nearing the engine
room entrance -- near the last transportation pole -- the team is attacked by
three Hydra Elites. Definitely harder than a normal battle, but doable. Try
to conserve SP for one turn, then neutralize them one by one with Pirates'
Wrath.

Past the engine room and its savepoint, the team can proceed to face Galcian
himself. Items that nullify instant death (Constitution Gem, Silvite Ring,
etc.) are helpful; if unavailable, Aika can simply focus on using Delta
Shield.
                 /) MAGIC: Electrulen, Eternum
              (\//  SKILL: Terminal, Neglora, Devolver
       Galcian )(   DROPS: Valuan Medallion
   ~21,700 HP //\)
   29884 EXP //     Terminal is a powerful physical strike that can probably
      8 MXP //  OHKO the girls; Devolver is merely a Counter Stance-like tech
10387 Gold //   that wastes Galcian's turn if no one physically attacks; and
          //  Neglora hits everyone and removes positive buffs. His magic can
         //   be rendered useless with Delta Shield, leaving only his normal
        //  strikes (~500) and Terminal to really watch out for. An Increm'd
       //   Pirates' Wrath with the Vorlik Blade can do 5000+, which really
      //  expedites the battle. Ol' Grayhair is also rather slow, a bonus
     //   when item healing (Sacrulen Crystals). Note that too many buffs can
    //  bait Neglora, a double-edged sword: it means nothing life-threatening
   //   but wastes extra time. If the fight is proving difficult, try using
  (/  an Aura of Valor at the beginning to unleash Pirates' Wrath earlier.

After the awesome finale, Soltis' barrier will be destroyed, giving access
to the tender insides (*snort*) where the team's nemesis waits.

________________________
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[----] MID OCEAN (NORTH)
________________________
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Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Items -----: Kabal

Drachma and Enrique officially join the team and can be taken into Soltis.
If one wants to change party members, talk to them on the Delphinus' outer
deck. The world map is also accessible again, complete with allied ships that
hover a distance from the new continent. If Vyse has been doing the Esparanza
barkeep sidequest, he can talk to Gordo (NW of Soltis) via his ship and get
the KABAL. This is the first time it's available.

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37) LOST CONTINENT OF SOLTIS                                             [WK37]
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Dungeon ---: one-time-only
Crewmembers: 0 (22/22)
Discoveries: 0 (64/64)
Enemies ---: Telsor, Hunter, Delvax, Hopril, Dorntak, Garagor, Dracoslyth,
           : Linark, Guardian
Items -----: Moonberry (2), Cham (2), Orb of Serenity


Delvax ---: Serpent Strike
Dorntak --: Cupil Ring
Dracoslyth: Defensive Aura
Garagor --: Ancient Bracer
Guardian -: Warrior's Heart
Hopril ---: Cupil Ring
Hunter ---: Warrior's Pistol
Linark ---: Silver Arm
Telsor ---: Serpent Strike

Note that a few of these monsters (Hunter, Dracoslyth, Telsor) also appear
in the airspace around Soltis.

---

To begin the descent into madness...err, Soltis, approach the continent where
Shrine Island now rests. There'll be an automatic battle on approach.

                /) MAGIC: ---
             (\//  SKILL: Jeda Beam, Jedos Ray
     Gadianos )(   DROPS: Complete Kit, Sparkling Deck, Moon Gun
  ~15,000 HP //\)
   6124 EXP //     Yawn! Low HP and high MagDef. Jedos Ray is the most
     0 MXP //  powerful attack (~5000-8000 dmg) it spams. The fight concludes
2500 Gold //   automatically after one turn, so make sure to destroy it as
         (/  normal to earn the spoils. The Moon Cannon can usually OHKO it.

The ship will finally dock at Shrine Island...although it can't really be
called an island now, can it? The interior layout remains the same, only the
doors that led to the exterior walkways are now useless, and the team can
safely spiral to the lowest landing. [No previous Shrine Island enemies can
be encountered at this time, note.] Two previous items -- SACRI CRYSTAL x2
and the CHAM -- can still be located in their previous spots. The sealed door
at the bottom acts as a true gateway to Soltis.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  The first maze is shaped like a six-spoke wheel
|       ____| |____    N  |  with four layers. The two outermost represent a
|     _/ ___   ___/\_  |  |  generic passage; the next-closest is the central
|    /  /  Cham   \  \ |  |  passage's second story; the remaining is the
|    )  \/¯¯¯¯¯¯¯\/  (    |  central passage's lower walkway. The map's a bit
|   / /\__ ¯¯¯¯¯\  /\ \   |  contrived in an effort to display the pathways.
|  / / / /\/¯¯¯\   \ \ \  |
| (_( ( ( (     )_) ) ) ) |  The only item here is a CHAM opposite the north
|  \ \ \   \___/  \/ / /  |  exit, so there's no point dawdling. From the
|   \ \/ /\_____/  \/ /   |  entrance, take the outermost layer clockwise,
|    )  /\__   _\/\  (    |  then to a direct shot at the central shaft. Work
|    \_ \___   ___/ _/    |  SE to the outer layer again, then revisit the
|      \____   ___\/      |  center's east side. This time, Vyse can move
|           | |           |  outwards to the NW extremities, then back north
|          ENTER          |  to the exit. [The only part of the map that is
|_________________________|  inaccurate is the 2F passage s. of the Cham.]

A few screens past, the team will stumble upon an ancient shaft; ascending
is possible by taking the string of teleporters. Some foes, like Guardian and
Linark, appear only in this chamber. Vyse begins on 2F.

01: Get the hidden CHAM and take teleporter to 3F
02: Inspect room with MOONBERRY, then take furthest teleporter to 4F
03: Take next teleporter to 5F
04: Take remaining teleporter to 2F
05: Get ORB OF SERENITY from Zivilyn Bane (~9500 HP, 5586/5 XP, 6491G)
06: Take remaining teleporter to 1F (Vyse will be back by starting point)
07: Take teleporter to 3F (again)
08: Take middle teleporter to 4F
09: Get 2nd MOONBERRY, take next teleporter to 5F

From here, the corridor leads onward to the final stretch, while the teleport
pad remaining at 5F warps Vyse back to the 1F tier. There's one savepoint at
the very end, so backtracking isn't required for the unsure.

Speaking of backtracking, now's the time to do so for getting curative items,
better equipment and different characters. Drachma's powerhouse skills are
great against bosses, while Enrique's Justice Shield (halves phys damage for
one turn) is amazing in general. Gilder is powerful and durable, but would be
odd man out in this category. Whichever ally is chosen will remain FOR THE
REST OF THE BATTLES, so pick wisely! [Make sure to reequip the Delphinus if
not done already, too.]

As for equipment, make sure everyone is guarded against instant death as a
first priority (Valuan Medallion, Constitution Gem, etc). Next up is defense
gainst Silver damage, which Ramirez naturally specializes in. Silvite Rings
mitigate said damage and block instant death, making them good choices; the
Silver Armors obtained in the Silver Shrine make good fallbacks when wasting
an accessory slot isn't worth it. Finally, if one can block Weak status on
the attackers, that saves extra time.

Skills...Vyse should know Pirates' Wrath definitely. Aika should know Delta
Shield; her attack skills aren't important here. Fina's Lunar Winds ability
is great here, so she should at least know that (but the more the better, if
one likes using her). Enrique's Justice Shield is the main reason for taking
him, but he can fill in when Vyse gets hurt, too. Drachma's skills all inflict
tons of damage, so anything goes there. Gilder's Aura of Denial can help cover
some bases in terms of status effects, although Aika's Delta Shield is better
in most ways. Finally, my stats:

VYSE --: LV45, Vorlik Blade, Gaia Cape, Constitution Gem
AIKA --: LV44, Moon Wing, Gaia Cape, Silvite Ring
FINA --: LV43, Cupil, Robe of Faith, Silvite Ring
ENRIQUE: LV41, Stoneblade, Robe of Faith, Valuan Medallion

Enter the large teleporter inside the tower to find the final savepoint. The
boss battle awaits beyond the next door, so start 'er up!

                /) MAGIC: Drilnos, Eternum
             (\//  SKILL: Silver Eclipse, Silver Tundra, Lunar Blessing
      Ramirez )(   DROPS: ---                               and Destruction
  ~22,200 HP //\)
 31,340 EXP //     Silver Eclipse and Silver Tundra are mitigated by any
    10 MXP //  Silver-reducing equipment AND Justice Shield; these are the
   0 Gold //   boss' best attacks, so that's a good start. Drilnos & Eternum
         //  are both negated by Delta Shield or proper equipment, taking 'em
        //   out of the running, too. That just leaves Destruction, a weaker
       //  version of Neglora (i.e. main purpose is removing positive buffs).
      //   Lunar Blessing is just like Fina's, granting HP regeneration; use
     //  her Lunar Winds tech to remove it. Other than that, it's just like
    //   normal, with Vyse spamming Increm'd Pirates' Wrath, although Enrique,
   //  Drachma and Gilder can share that load. Note J. Shield's presence means
  //   characters in lower HP can also take on item healing duties, instead of
 //  wasting turns guarding. Players with less-than-stellar equipment may want
(/   to throw an Aura of Valor immediately for quicker offense.

But it ain't over yet! Next battle requires the Delphinus.
                                                                and Crystalen
                /) MAGIC: Driln, Electrulen, Sylenis, Pyrulen, Quika, Wevlum
             (\//  WEPNS: Moon Ray, Moon Lament, Great Moon Ray, Judgement
        Zelos )(   DROPS: Captain's Stripe
 ~240,000 HP //\)
 ~33592 EXP //     The boss naturally commands all elements, and because of
     0 MXP //  that, it has a good MagDef and no vulnerabilities there -- the
   0 Gold //   normal armaments are the best way. Sylenis might actually be
         //  the most annoying here, since it can screw with planned healing.
        //   Attack from the front when possible, and eventually the crew'll
       //  get a free M.S. Cannon turn, after which Zelos changes shape. This
      //   new form can use Judgement (red-tile turn) to do 10,000+ damage --
     //  this is its most powerful tech. Other than all this, the fight's
    //   relatively normal. Keep item healing up when possible, and focus on
   //  M.S. Cannon attempts and secondary cannons as permitted (the latter is
  //   generally more useful than main cannons in the long run). As the fight
 //  rolls on, heal mid-turn to prepare for Judgement, which get spammed. One
(/   can gauge progress by how many of Zelos' claws have been blown off.

Aaaand...the last boss! For real this time! Seriously!

                /) MAGIC: Drilnos, Eternum
             (\//  SKILL: Destruction, Silver Nightmare, Silver Binds
      Ramirez )(   DROPS: ---
  ~24,000 HP //\)
      0 EXP //     Not too different from the last battle, except Rammy can
     0 MXP //  no longer regenerate HP; the same equipment strategies still
   0 Gold //   apply. Of the two new techs, Silver Nightmare is the most
         //  annoying: it's a priority move that cancels one ally's waiting
        //   command, forcing them to attack an ally (even with techs, but no
       //  SP is expended here). This battle's generally easier than the last
      //   showdown with Rammy, so as long as there's curative items to spare,
     (/  there should be no trouble dispatching this fool.

Enjoy the ending! There's no New Game Plus or anything, but the player gets
to see how the characters and the crewmembers began living their new lives.
Only recruited subordinates are shown in the final slideshow, though...sorry,
Ryu-kan fans!

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CHAM LOCATIONS                                                           [CHML]
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Chams are small moonstone fragments that can be fed to Cupil, Fina's living
weapon. Each cham helps Cupil grow into its next form, which is more damaging
than the previous. Since Fina can equip no other weapon like her comrades,
this is the only way to boost her attack prowess! [Not that it's that great
in general, but she can still be useful on this end.]

These helpful fragments cannot be collected until Fina officially joins the
party, at Pirate Isle (post-Shrine Island). From then on, the Dreamcast's
Visual Memory Unit (VMU) will making beeps whenever Chams are nearby. The
more frequent the beeping, the closer one is to the item.

There's thirty (30) normal Chams in the game, plus three Abirik Chams -- see
below for information on the latter.
    _
01 |_| Pirate Isle: Albatross' docking bay, upper mesh walkway (by cranes)
02 |_| Shrine Island: interior (see walkthrough map for location)
03 |_| Sailors' Island: lighthouse, upper interior
04 |_| Maramba: inn, 2F outer balcony
05 |_| Temple of Pyrynn: 2nd falling boulder ramp, left alcove
06 |_| Horteka: Near entrance leading to cliff camp
07 |_| King's Hideout: left side of room
08 |_| Moon Stone Mtn.: 1st minecart corridor, near closed left shutter
09 |_| Moon Stone Mtn.: 1st mesh walkway room, by mid trapdoor (other side)
10 |_| Rixis: near lowest entrance; near leftmost statue
11 |_| Rixis: "downtown" area, first 3-story building; up broken stairway
12 |_| North Ocean: reward for defeating Gordo in battle (mandatory)
13 |_| Nasrad: awarded to Aika and Fina for bartending (mandatory)
14 |_| Daccat's Island: Aika's segment; boat dock area, left of entrance
15 |_| Daccat's Island: Aika's segment; hidden in room with wooden walkways
16 |_| Nasrad: near town's central fountain (post-Grand Fortress events)
17 |_| The Delphinus: on outer deck
18 |_| Gordo's Bistro: hidden on left side of room, near loqua barrels
19 |_| Esparanza: near town entrance, in ladder-accessible pit/corridor
20 |_| Yafutoma: In middle area with all the shops; path by big waterfall
21 |_| Mount Kazai: lower reaches, bifurcation (near Moonberry chest)
22 |_| Tenkou Island: circular platform about halfway up
23 |_| Crescent Isle: ship bay, behind armory building
24 |_| Crescent Isle: outdoor area, near pond's flagpole
25 |_| Ruins of Ice: near main entrance, first corridor
26 |_| Ruins of Ice: in Glacia, near savepoint; short path offshoot nearby
27 |_| Ilchymis' Island: near central machine
28 |_| Soltis: central maze; opposite exit, in crossroad
29 |_| Soltis: five-tier teleporter shaft; starting platform, halfway down
30 |_| Hamachou Island: near some stacked pots

Note that Hamachou Island is DLC-only and is not available any longer from
the Skies of Arcadia website. However, there are still ways to download it,
such as downloading the info to a Nexus memory card.

Additionally, there are three Abirik Chams in the game. When consumed, Cupil
will automatically "level up" to its next form, regardless of how many normal
Chams it would take. Unlike normal chams, these are received only through
special events and cannot be found walking around the field.
    _
01 |_| Ixa'taka Region: a fisherman will fly near Horteka's island and talk
       about Sky Sardis. If Vyse has collected 10 of them, he can exchange
       'em for the Abirik.
    _
02 |_| Nasrad: talk to the old merchant in the weapons shop and he'll give it
       as a memento. This can be done as soon as Disc 2 is available.
    _
03 |_| This requires completing the Esparanza Barmaid's special sidequest to
       reconnect with her mother. The many steps are listed in the Sidequests
       section [SDQS].

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CREWMEMBER LIST                                                          [CRWM]
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After acquiring the Delphinus battleship, Vyse's gang can expand by finding
individuals supporting his cause. Not only does each character have a useful
function, but some can even be used in (airship) battle.

There's twenty-two (22) recruits available, but only 11 jobs (Helmsman,
Engineer, Gunner, Lookout, Merchant, Builder, Cook, Artisan, Sailor, Jester,
Delegate) to go around. Thus, only half the characters will be available to
chat on the Delphinus' bridge. Also, it need not be said probably, but each
recruit has a fixed task -- they can't fill in for other jobs.

Each recruit has an effect, whether it's passive (always active) or used only
in battle. For the latter kind, the Crew command allows Vyse to use their
services for a set SP cost. These can only be used once per airship battle.
Some will give protection, raise attributes or heal the ship. Items cost no
SP so they may be more preferable, but it's always good to have an expanded
crew just for this sort of variety.

Before the in-depth stuff, here's a short list of the crewmembers in the
rough (descending) order they're first available, plus what each does.
 ____ __________ __________ ________________________________________________
| ## | CREW     | JOB      | FUNCTION                                       |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 01 | Marco    | Sailor   | Doubles spirit points (1 turn)                 |
| 02 | Lawrence | Helmsman | Increases Ship's Quick (passive)               |
| 03 | Polly    | Cook     | Replenishes 1 ally's MP                        |
| 04 | Pinta    | Delegate | Guards ship from cannon fire (1 turn)          |
| 05 | Pow      | Jester   | Raises first strike chance (1 turn)            |
| 06 | Khazim   | Gunner   | Increases main cannons' damage (passive)       |
| 07 | Osman    | Merchant | Raises chance to get expensive items (passive) |
| 08 | Merida   | Jester   | Increases ship's value                         |
| 09 | Tikatika | Lookout  | Increases torpedoes' Hit%                      |
| 10 | Domingo  | Lookout  | Increases chance of critical hits              |
| 11 | Robinson | Sailor   | Reduces Spirit Point costs (1 turn)            |
| 12 | Kirala   | Builder  | Restores all ship's HP                         |
| 13 | Urala    | Cook     | Maxes out Spirit Points                        |
| 14 | Moegi    | Delegate | Guards ship from enemy magic (1 turn)          |
| 15 | Ryu-kan  | Artisan  | Raise ship's ATK and DEF (1 turn)              |
| 16 | Kalifa   | Merchant | Raises chance to find special items (passive)  |
| 17 | Don      | Helmsman | Increases Ship's Dodge (passive)               |
| 18 | Hans     | Engineer | Increases ship's Magic Defense (passive)       |
| 19 | Brabham  | Engineer | Increases ship's Defense (passive)             |
| 20 | Izmael   | Builder  | Increases MoonStone Cannon's damage (passive)  |
| 21 | Belle    | Gunner   | Increases secondary cannons' damage (passive)  |
| 22 | Ilchymis | Artisan  | Raises all ship's attributes (1 turn)          |
|____|__________|__________|________________________________________________|

MARCO
¯¯¯¯¯
Duty -: Sailor
Skill : Doubles current Spirit Points for 1 turn [8 SP]
Locate: The Delphinus
Obtain: Hiding in Delphinus' bridge in supply storage

Marco is the ginger-haired brat who caused trouble for the Blue Rogues in
Lower Valua. After seeing their heroics, he stows away on the Delphinus and,
after Vyse escapes Grand Fortress with it, can be obtained by inspecting the
bridge's right-side supply bin. He can usually be found on the Delphinus'
main deck or Crescent Isle's crew quarters.

LAWRENCE
¯¯¯¯¯¯¯¯
Duty -: Helmsman
Skill : Ship Quick +30 (passive)
Locate: Sailors' Island
Obtain: Pay 10,000G

The taciturn wheelman is seen very early in the game alongside Sailors'
Island's guild building, but can't be recruited while using the Little Jack.
Once the Delphinus is in Vyse's custody, simply pay his rather steep fee to
get his services. While an active crewman, he'll naturally be on the bridge
at all times; off duty, he hangs in Crescent Isle's hangar lounge.

POLLY
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Duty -: Cook
Skill : Fully restores one ally's MP [6 SP]
Locate: Sailors' Island
Obtain: just ask her

Polly is the proprietor of the Sailors' Island bar, and is on rather friendly
terms with the Little Jack crew. When asked to join the Delphinus, she'll
agree, leaving her daughter Anne to run the joint. While aboard, Polly hangs
out in the kitchen; on Crescent Isle, she is found at the mess hall. This
lass is necessary to recruit Robinson, so it pays to get her early!

PINTA
¯¯¯¯¯
Duty -: Delegate
Skill : Ship is immune to cannon fire for 1 turn [10 SP]
Locate: Sailors' Island
Obtain: just ask him

Pinta is a cute little...person (?) with a spinning device on his head, and
stars in his very own item-finding minigame, Pinta Quest. Like some of the
other recruits, he joins automatically when asked. While in the crew, he'll
hang out on the ship's bridge or the base living quarters, respectively.

POW
¯¯¯
Duty -: Jester
Skill : Increases chances of attacking first for 1 turn [4 SP]
Locate: Pirate Isle
Obtain: talk to town children

"Jester" is a polite way of saying "miscellaneous addition," and Pow, the
beloved dog from Vyse and Aika's hometown, fits that description. After
acquiring the Delphinus, simply talk to the children for an event that adds
him to the roster. Like Pinta, Marco and Hans, he can be found on the ship's
bridge or Crescent Isle quarters, respectively.

KALIFA
¯¯¯¯¯¯
Duty -: Merchant
Skill : Increases likelihood of finding special items post-battle (passive)
Locate: Maramba
Obtain: talk to her with a Suiran Blade equipped

Kalifa is a seer living in Maramba's smaller half, near the tavern. She gives
fortunes for a small fee, and will feel fated to join Vyse's crew if he has a
Suiran Blade equipped -- this means one must beat Yafutoman events to get her.
When recruited, she sets up her own tent in the main square and will continue
the fortune-telling services (10G and 100G, respectively) -- interesting info
can be gleaned from these visits. If in the active crew, she resides in the
Delphinus' dining room.

KHAZIM
¯¯¯¯¯¯
Duty -: Gunner
Skill : Increases damage done by main cannons (passive)
Locate: Nasrad
Obtain: just ask him

Khazim is Nasrad's renowned gunner, located in the port's cannon-topped
watchtower. After the mess that goes down in Nasrad on Disc 1, he has no
qualms about joining the Delphinus' crew to get revenge on his archrival.
On Crescent Isle, he will either be running the store (if Belle hasn't been
recruited yet) or in the next-door armory. Similarly, his positioning on the
Delphinus can change as well: he's normally found on the main deck, but will
head into the mess hall during certain events.

OSMAN
¯¯¯¯¯
Duty -: Merchant
Skill : Increases likelihood of finding expensive items post-battle (passive)
Locate: Nasrad
Obtain: just ask her

The picture of opulence, Osman is first met at Nasrad's money-lending agency,
on not-so-friendly terms. Later on, after the town goes through its crucible
of fire, the (slightly!) humbled Osman will join the crew if spoken to. She
sets up shop in Crescent Isle's cave, selling "box" items that have multiple
charges. Like her fellow merchant ally, she can otherwise be located on the
Delphinus' mess hall/lounge.

MERIDA
¯¯¯¯¯¯
Duty -: Jester
Skill : Increases ship's value (passive)
Locate: Horteka
Obtain: show her the "Note in the Bottle"

Merida is Horteka's famous dancer, although when first encountered, she'll
be in rather sour spirits. However, once her troubles are over, she has a
chance to join the Delphinus' crew. To do this, one must first collect the
"Note in the Bottle" at Sailors' Island's lighthouse (it's tied to a balloon
near the top). Confident that Quetya sent Vyse, she'll join up, subsequently
hanging in the ship's dining area or

TIKATIKA
¯¯¯¯¯¯¯¯
Duty -: Lookout
Skill : Increases friendly torpedoes' Hit% (passive)
Locate: Horteka
Obtain: discover "Ixa'takan Village"

This eagle-eyed scout is the first Lookout available, and can be found atop
the cliff near the Horteka elder's hut. On one of the mid-altitude islands
west/southwest of the town is the "Ixa'takan Village" discovery, which Tika
himself references. Simply locate the sucker to get him aboard! Speaking of
which, he prefers high places -- the Delphinus' outdoor tower and the upper
base balcony are his usual spots.

BRABHAM
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Duty -: Engineer
Skill : Ship Defense +20 (passive)
Locate: Crescent Isle
Obtain: Crescent Isle (mandatory)

Brabham is the world's foremost engineer, a wily old-timer who simply loves
buildin' stuff. After bringing the Delphinus to Crescent Isle during the
storyline, he'll offer to help build the ship's bay for a 75,000G cost. When
that cost (and Izmael's 25,000G base-building fee) are given, and the plot
is advanced a bit so the aforementioned places are constructed, he'll join
the crew officially. Normally, he hangs out on the ship's bridge or the bay
itself.

IZMAEL
¯¯¯¯¯¯
Duty -: Builder
Skill : Increases MoonStone Cannon's power (passive)
Locate: Crescent Isle
Obtain: Crescent Isle (mandatory)

Like Brabham, Ismael is sent to Crescent Isle by Gilder, following Vyse's
second breakout feat. After his fee (25,000G) and Brabham's (75,000G) are
given, and the story's advanced a stage, he'll automatically join up. He's
found on the Delphinus' bridge or the town square, near the garden. Izmael,
like Kirala, can perform renovations and decorations to the outer buildings
for a small fee. Whereas she prefers the austere Yafutoman design, Izmael's
more of a traditional pirate-y bend, not unlike those on Sailors' Island.

BELLE
¯¯¯¯¯
Duty -: Gunner
Skill : Increases damage dealt by secondary cannons (passive)
Locate: Crescent Isle
Obtain: speak to her

ROBINSON
¯¯¯¯¯¯¯¯
Duty -: Sailor
Skill : Reduces SP costs for 1 turn [8 SP]
Locate: The Dark Rift
Obtain: Speak to him after recruiting Polly

Robinson is a sailor found within one of the Dark Rift's many shipwrecks,
and will join the team if Polly's already been recruited. [See walkthrough
for where he appears exactly.] He will either be found at the base mess hall
or on the Delphinus' outer deck, depending on the duty roster. His special
crew command reduces subsequent SP costs for that turn, so it makes a bigger
splash when used immediately.

KIRALA
¯¯¯¯¯¯
Duty -: Builder
Skill : Fully restores ship's HP [07 SP]
Locate: Yafutoma
Obtain: compliment her building

Kirala is the Eastern town's architect and an accomplished builder in her
own right. To find her semi-hidden location, borrow a tub-boat from the
vendor in the shop district, then ride it over the waterfall -- this reaches
a smaller residential neighborhood. Simply talk to her and pay a compliment;
she'll join quickly. [Kirala is required to recruit Urala, also.] She can be
found in the ship's lounge or near Kalifa's new tent, respectively.

Like her fellow ally Izmael, Kirala can perform renovations to the base's
buildings. However, she prefers a more Eastern flavor (not unlike her
hometown) whereas Izmael likes the traditional Western style. If one asks her
to renovate a Yafutoman building to a different style, she'll disagree and
refuse to do it.

URALA
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Duty -: Cook
Skill : Maxes out ship SP gauge, minus casting cost [15 SP]
Locate: Yafutoma
Obtain: talk to her after recruiting Kirala

Urala is the timid cook at Yafutoma's teahouse, and can only be recruited if
her sister Kirala is on the roster. As a cook, she's found in the kitchen,
both on the base and the Delphinus. If asked to make some grub on Crescent
Isle, one can give her 10 Romuhai Fish (from Yafutoma) to create 1 "Urala's
Lunch," which fully restores HP/MP outside of battle. Her crew command will
top off the Delphinus' SP gauge, minus her 15 SP usage fee. Example: if the
ship has 70 SP max, it would raise to 55 instead.

MOEGI
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Duty -: Delegate
Skill : Ship cannot be hit by enemy magic for 1 turn [10 SP]
Locate: Yafutoma
Obtain: Yafutoma (mandatory)

Moegi is the Yafutoman princess who helps the party while that country's
events are going on. Afterwards, she joins the crew as a delegate! She can
be found on the Delphinus bridge and near the base pond, respectively. Her
crew command makes all magic enemy magic miss its target for one turn.

DON
¯¯¯
Duty -: Helmsman
Skill : Ship Dodge% +15 (passive)
Locate: Esparanza
Obtain: speak to him after visiting Yafutoma

Don is an old sailor whose dreams died out, not unlike his compatriots in
the rusting town. However, his inner fire starts to come back after first
meeting Vyse, and he vows to join if the squad returns safely from visiting
the Dark Rift. Thus, simply speak to him again after doing so and he'll
gladly join. As his job suggests, he'll be found on the bridge normally; when
off duty, he hangs out in the base tavern.

HANS
¯¯¯¯
Duty -: Engineer
Skill : Ship Magic Defense +20 (passive)
Locate: Horteka
Obtain: just ask him

Hans is first encountered in Horteka's outer portion, where Centime's Iron
Clad ship has run aground. He expresses interest in joining the crew several
times, but won't be available until the first disc ends. Out of battle, he
appears on the ship's bridge and base island quarters, respectively.

DOMINGO
¯¯¯¯¯¯¯
Duty -: Lookout
Skill : Increases likelihood of scoring critical hits (passive)
Locate: Gordo's Bistro
Obtain: Talk to him after finding 30 discoveries

Domingo is a treasure hunter introduced early in the game, and is Vyse's main
rival where discoveries are concerned. He can later be found at a North Ocean
bistro and recruited, if Vyse has uncovered a certain number of finds. From
then on, he can be found in the Delphinus' lookout or Crescent Isle's cliff
meeting room.

ILCHYMIS
¯¯¯¯¯¯¯¯
Duty -: Artisan
Skill : Raise all ship's parameters for 1 turn [08 SP]
Locate: Ilchymis' Island
Obtain: Talk to him with an ally who knows Riselem

Ilchymis is one of the last few allies collected, and can only be found on
his island (high altitude) floating north of the Valuan continent. However,
even after all that, he'll resist attempts to be recruited...that is, unless
someone knows Riselem, the fourth Silver spell.

After recruitment, he will often appear on the Delphinus' outer deck, or in
the dining area as circumstances allow. On Crescent Isle, he sets up shop
in Osman's cave and will sell curative items. For a 1000G upgrade fee, his
shop becomes more powerful, and he will then sell stat-raising seeds and
his own Ilchymix concoction (refills all HP/MP out of battle).

RYU-KAN
¯¯¯¯¯¯¯
Duty -: Artisan
Skill : Raise ship's ATK and DEF for 1 turn [15 SP]
Locate: Ryu-Kan's Island
Obtain: Talk to him with a high Swashbuckler rating

Ryu-kan is a cranky blacksmith who lives in an isolated part of the eastern
sea (north of Yafutoma, past a skyrift). He can be visited as soon as the
airspace is available, but will not join the crew unless Vyse's Swashbuckler
rating is high enough ("Vyse the Daring" or better) and Yafutoman plot events
are over.

Like Ilchymis and Osman, he'll set up a shop at the base's cave, acting as an
upgraded armorer. [After stealing the ship schematics from Dangral Island, he
can upgrade his wares for 4000G.] Additionally, Ryu-kan is integral to the
Vorlik Blade sidequest; without him, it cannot be forged!

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DISCOVERIES                                                              [DSCV]
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Few things capture the adventurous spirit better than discovering new lands
and ancient wonders -- and that's all laid bare for Arcadia nuts!

These can be found by inspecting certain world map areas with the 'confirm'
button, which will make the target appear (if not already) and give a little
backstory on its origin. But, the main draw is that the Sailors' Guild will
pay cash for confirmations, so this can be a great way to scrouge up dough.

Hints can be purchased from the guild (if available), and more and more will
show up as the plot progresses. Note that discovery info is also viewable
in the Journal menu...it's easy to forget about it!

Note that Domingo, a rival treasure hunter, will be looking for discoveries
as well, and if Vyse doesn't find one after awhile, Domingo will! Thus, the
next time Vyse "discovers" that location, the guild will only pay a pittance
since it's already been documented.

The guild menu orders the finds in a rough order of availability, a format
most readers/authors will be familiar with. Thus, here's that order, complete
with all the need-to-know info.

Area ---: Where discovery is found (using world map names as landmarks)
Altitude: Mid (normal), low (below clouds) or high (above clouds)
Invisibl: whether target can be viewed before its discovery
Coordnts: on 14x12 world map, which tile discovery is found in (apx.)
Reward -: Amount earned

01: PIRATE'S GRAVE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Mid Ocean (South)
Altitude: Mid
Invisibl: yes
Coordnts: 5,8
Reward -: 120G

Unquestionably the easiest to find. Right after Vyse gets to steer his dad's
ship in the game's beginning, head due south and check the small isle 'tween
the two larger ones. Uncovering the location early will give some in-game
info about how the Sailor's Guild will pay for info like this.

02: GUIDESTONES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Mid Ocean (North)
Altitude: Mid
Invisibl: yes
Coordnts: 8,6
Reward -: 40G

Found on a small island just north of Sailors' Island. This area's has few
obstacles, so finding the discovery is a cinch.

03: SKY CORAL
¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Mid Ocean (South)
Altitude: Mid
Invisibl: yes
Coordnts: 7,9
Reward -: 340G

East of Shrine Island, one can slip through a small stone reef to find an
enclosed area of Mid Ocean. The southernmost isle, a green-colored area, has
this discovery floating above it.

04: SILVER MOON PIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Mid Ocean (South)
Altitude: Mid
Invisibl: yes
Coordnts: 7,8
Reward -: 1600G

East of Shrine Island, in the same reef-enclosed area as the Sky Coral (#03),
search the pale, thin along the east sky rift. The pit sticks out of the
upper half, NE side.

05: TOPPLE ROCK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Southern Nasr
Altitude: Mid
Invisibl: yes
Coordnts: 9,7
Reward -: 160G

On Maramba's island, there's three small mountains to find. Two are next to
each other; one is by itself, separated by the signal fire beacons. Search
on the lone mountain.

06: WANDERING LAKE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Southern Nasr
Altitude: Mid
Invisibl: no
Coordnts: 10,7
Reward -: 400G

This is a medium-sized, water-filled island floating in the desert expanse
east of Maramba, near the Temple of Pyrynn. Again, so conspicuous it's nearly
impossible to overlook.

07: OASIS
¯¯¯¯¯¯¯¯¯¯
Area ---: Southern Nasr
Altitude: Mid-Low
Invisibl: yes
Coordnts: 10,8
Reward -: 640G

After locating Maramba, fly southeast at low altitudes, until one hits the
thin strip of desert near the area's boundary. [The flat island the Sandfalls
are on should be nearby.] The Oasis is located near the center of this region,
a stone's throw from the coast.

08: SANDFALLS
¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Southern Nasr
Altitude: Mid-High
Invisibl: yes
Coordnts: 10,8
Reward -: 680G

Southeast of Maramba's island (and south of where Wandering Lake floats) is
a large, flat island near the cloud cover -- it barely gives enough room for
the airship to fly between the two. The Sandfalls can be found by inspecting
the top of this island.

09: TEMPLE OF PYRYNN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Southern Nasr
Altitude: Mid-Low
Invisibl: no
Coordnts: 11,6
Reward -: 280G

It's a gigantic pyramid visible in the desert east of Maramba. It's also a
mandatory stop in the questline, so it's impossible to miss.

10: BEAK ROCK
¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: South Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 5,10
Reward -: 800G

A larger island near the western entrance to Ixa'taka, generally right before
the "leaves in the wind" animation starts showing up on-screen. Inspect the
northern-ish face of the rock to uncover it. [This island floats noticeably
higher than others in the region, so it won't be too difficult to spot.]

11: SKY ANEMONE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: South Ocean
Altitude: Mid-High
Invisibl: yes
Coordnts: 7,10
Reward -: 720G

In this windswept region, there is a small, rocky island along the southern
skyrift (bordering the glacial land past there). The anemone's found on the
upper portion. There's few islands this close to the rift, and air currents
are visibly smashing into it, so it won't be hard to find.

12: IXA'TAKA
¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: ---
Invisibl: ---
Coordnts: ---
Reward -: 220G

This discovery is automatically awarded for a successful flight through South
Ocean. It'll be obvious Ixa'taka is nearing when leaves start being blown in
the wind.

13: GARPA FRUITS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: Mid
Invisibl: yes
Coordnts: 3,8
Reward -: 360G

These tasty morsels hang on the underside of Horteka's forested island, off
to the north side. Quite easy to find once one knows where to search.

14: THE GREAT BIRD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: Mid
Invisibl: no
Coordnts: 2,7
Reward -: 480G

Northwest of Horteka, look for a large high-altitude waterfall pouring down
to a rather low altitude forest. Near this lake is the bird geoglyph. Finding
this discovery also gives the "Great Bird's Eye" key item.

15: GOLDEN MAN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: Mid-High
Invisibl: yes
Coordnts: 3,7
Reward -: 480G

NNW of Horteka is the massive island where the King's Hideout [large tree on
a tiny isle] sits between two mountains. The discovery is found atop the
larger of the two, and gives the "Golden Man's Eye" key item.

16: GATES OF RIXIS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: Mid
Invisibl: no
Coordnts: 2,7
Reward -: 600G

To find the hidden city, first find "The Golden Man" and "The Great Bird"
discoveries. Each points in a direction, leading to the northwestern mountain
range -- a small stone head landmarks the spot if done correctly. NOTE: This
area cannot be found without hearing Isapa's legend at the King's Hideout.
Rixis is mandatory, so this place cannot be overlooked either.

17: IXA'TAKAN PALACE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: Mid
Invisibl: yes
Coordnts:
Reward -: 480G

This is found on the massive isle NW of Horteka, mostly notable for being
where the King's Hideout floats. [It's that large floating tree between two
mountain plateaus, for those who haven't uncovered it so far.] Search the
lower forests on the SW side.

18: IXA'NESS VILLAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: Mid
Invisibl: yes
Coordnts: 2,9
Reward -: 1200G

Southwest of Horteka, find a low-lying island with a large forest and a
few smaller ones; the village is on the eastern side. [If on the right isle,
Horteka will not be visible.]

19: MYSTERIOUS RINGS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: North Ocean
Altitude: Mid-High
Invisibl: yes
Coordnts: 3,5
Reward -: 950G

This is a free-floating invisible location, so it helps to find it by first
finding the nearby Will O' Wisps (mentioned below). Line the ship up with
the wisps' altitude and fly due south for a few moments to find the rings.

20: WILL O' WISPS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: North Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 3,5
Reward -: 1900G

After exiting the Ixa'takan canyon where the Iron Net once stood, there will
be two flat islands easily visible off to the left (west). One contains the
Roc's Nest and the northern of the two has the wisps.

21: ROC'S NEST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: North Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 2,5
Reward -: 2200G

After exiting the Ixa'takan canyon where the Iron Net once stood, an island
should appear within eyeshot to the immediate left (west). Search atop here.

22: THE GIANT THRONE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: North Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 5,5
Reward -: 1600G

In the north part of the region, near the border with Valua (i.e. when the
area starts getting dark), look for a dull, gray-colored rock near the east
skyrift. The throne's simply sitting on this sucker.

23: LIGHTHOUSE RUINS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Valuan Airspace
Altitude: Mid
Invisibl: yes
Coordnts: 6,3
Reward -: 1700G

If one goes far enough past North Ocean, there'll be a scene where everyone
catches Drachma staring into space. Near this area (where North Ocean and
Valuan Territory meet) is a gray-colored island near the west skyrift -- it
contains the lighthouse.

24: ANCIENT PALACE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Valuan Airspace
Altitude: Mid-low
Invisibl: yes
Coordnts: 8,4
Reward -: 3200G

Within Valuan territory, about halfway through is a dark area with several
large craters. [A friendly NPC ship may be flying over 'em.] Search south of
here, at low altitude, near the mountains.

25: SKULL ROCK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Valuan Airspace
Altitude: Mid
Invisibl: yes
Coordnts: 10,3
Reward -: 700G

This can be obtained after Vyse is rescued from the deserted island. Simply
fly northwest to reach the Valuan continent, then search the eastern cliffs.

26: STONE CITY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Valuan Airspace
Altitude: Mid
Invisibl: yes
Coordnts: 8,3
Reward -: 3800G

Although it seems like the area would be accessible much earlier, various
circumstances prevent the player from entering the ocean north of Valua's
continent. Thus, this is first available after claiming the Delphinus. Simply
circle Skull Rock's cape counterclockwise and proceed west, until finding a
large boulder-stuffed mountain pass. A little ways west of here, on frigid
ground, is the city.

27: SHIP GRAVEYARD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Nasr Kingdom
Altitude: Mid-Low
Invisibl: yes
Coordnts: 9,6
Reward -: 1500G

Available after upgrading the Delphinus' hull to traverse skyrifts and stone
reefs. The graveyard is within the North Dannel Strait, a skyrift-blocked
mountain pass a bit west of Nasrad's island. The graveyard is in the "eye"
of the rift, nearly dead center at lower altitudes.

28: PHILOSOPHY STONE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Frontier Lands
Altitude: Mid
Invisibl: yes
Coordnts: 8,2
Reward -: 3400G

This is located in the ocean north of Valua's continent, first available to
be explored after acquiring the Delphinus. If one already found the Stone
City, this small island is (visibly) north of there.

29: BALLOON FLOWER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Frontier Lands
Altitude: Mid-High
Invisibl: yes
Coordnts: 10,2
Reward -: 8400G

This small flower is floating due north of Skull Rock at high altitudes, near
the regional skyrift. It's very difficult to find without landmarks.

30: THE LANDS OF ICE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: The Lands of Ice
Altitude: ---
Invisibl: ---
Coordnts: ---
Reward -: 1100G

Automatically obtained by visiting the region main continent. Like most of
the area's discoveries (Icebird, Aurora, The Frozen Giant), one can find the
entry immediately after the Delphinus' first upgrade at Crescent Isle.

31: ICEBIRD
¯¯¯¯¯¯¯¯¯¯¯
Area ---: The Lands of Ice
Altitude: Mid
Invisibl: yes
Coordnts: 4,12
Reward -: 3600G

First, locate the continent's center, near where one can see a structure
below the ice (the Ruins of Ice dungeon, visited later). Fly over the western
mountains for a glacial plain running to the continent's coast -- the Icebird
can be found in this area, closer to the mountains.

32: THE FROZEN GIANT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: The Lands of Ice
Altitude: Mid
Invisibl: yes
Coordnts: 6,12
Reward -: 3600G

One of the harder ones to find, just because of the sheer scope of this area
and that some islands hover around, screwing with the player's memory. It's
easy to find once one knows where to look, however. On the continent itself,
look for an iceberg along the northern coast; the Delphinus will have enough
clearance to fly between the two. The giant (a mammoth) is on the iceberg's
north/east side.

33: AURORA
¯¯¯¯¯¯¯¯¯¯
Area ---: The Lands of Ice
Altitude: High
Invisibl: no
Coordnts: 5,1
Reward -: 1100G

Like the continent's titular discovery, this is automatically obtained just
by flying near it (by landmass' center). This is one of the few discoveries
that, while being high above the cloudcover, can be found by flying at mid
altitude.

34: BLIMP WRECK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: The Dark Rift
Altitude: Mid
Invisibl: yes
Coordnts: 10,11
Reward -: 4200G

South of Esparanza is the Dark Rift dungeon's west entrance, and slightly
west of there is a bunch of small islands. One of the closer ones has the
shipwreck on it.

35: GIANT SQUID NEST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Ocean north of Valuan Empire
Altitude: Mid
Invisibl: yes
Coordnts: 11,12
Reward -: 6600G

This can be obtained after the Delphinus' hull is reinforced to traverse the
normal skyrifts. Simply go north of Crescent Island, through a skyrift, and
locate a large black-colored island along a dark rift. The GSN floats above
this place -- generally simple to find.

36: BLACK MOON STONE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: The Dark Rift
Altitude: Mid
Invisibl: yes
Coordnts: ---
Reward -: 4200G

This is located within the Dark Rift dungeon, generally the 2nd significant
chamber encountered -- it's very dark and has several glowing crystals that
float around. The BMS is located here, toward a dark "corona" across the
room. [No coordinates are needed as this is the only discovery occuring in a
dungeon instead of the world map.]

37: YAFUTOMA
¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: ---
Invisibl: ---
Coordnts: ---
Reward -: 2200G

Automatically found by approaching the city limits.

38: UGUISU'S NEST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 12,9
Reward -: 900G

Accessible immediately after clearing the Dark Rift dungeon. This area has a
ton of tiny black/pointy islands, but the nest is actually located on a flat
island NW of the Rift, along a skyrift. It's also lighter-toned than its
neighbors, so it's easy to spot from afar.

39: GUARDIAN WALLS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: Mid
Invisibl: no
Coordnts: 13,9
Reward -: 480G

One of the simplest discoveries available. After clearing the Dark Rift
dungeon, pass through the northern skyrift to enter Yafutoman Airspace. There
will be several fragments of a great wall nearby -- most any works.

40: WANDERBIRDS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Yafutoma Area
Altitude: Mid-High
Invisibl: no
Coordnts: 12,7
Reward -: 1500G

Northwest of Yafutoma is Mt. Kazai on its own little island. On the northern
slope, flying a bit below the cloud cover, is a group of birds. However, true
to their itinerant name, they move around a bit, so it can be hard to track
'em down. Approaching the mountain from the north helps; the closer one gets
to the mountain, the more the camera shrinks on the Delphinus.

41: DHEERSE
¯¯¯¯¯¯¯¯¯¯¯
Area ---: Yafutoma Area
Altitude: Mid
Invisibl: yes
Coordnts: 14,5
Reward -: 950G

NE of Yafutoma is a flat, craggy island with no vegetation. The Dheerse can
be found in one of the hill's dips.

42: GRIEVING PRINCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 1,9
Reward -: 2700G

43: SPICE ISLAND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 12,7
Reward -: 8800G

A small, floating island that's very difficult to find without some sort of
landmark. Most people can travel north of Uguisu's Nest (at mid altitude)
and eventually find it, after travelling through the nearby skyrift. Most
other nearby landmarks, like Yafutoma and the Guardian Wall, aren't a very
straight shot, so the Uguisu's Nest method is generally the easiest.

44: MYSTIC ORCHARD
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Yafutoma Area
Altitude: Mid
Invisibl: yes
Coordnts: 1,11
Reward -: 9800G

Although it's in the same situation as Spice Island, it's much easier to find
thanks to local landmarks. First, visit the impassable stone reef east of
Yafutoman territory; once there, fly north. Eventually, the Delphinus will
encounter a spot where a dark rift intersects the reef. At this point, fly
due west at medium altitude to find it (after 3-4 seconds).

45: INVERSE ISLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: Mid
Invisibl: yes
Coordnts: 14,10
Reward -: 5200G

Far north of Yafutoma, through a passable skyrift, is an area alongside a
dark rift, populated by several black-colored islands. In the NE part of this
region, near where the skyrift and dark rift intersect, there's a small isle
that floats higher than its neighbors. Travel NE of here for a few secs (at
comparable altitude) to find the ol' upside-down island.

46: WORLD IS ROUND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Nasr Kingdom
Altitude: ---
Invisibl: ---
Coordnts: ---
Reward -: 2800G

This discovery is mandatory, obtained after finishing Yafutoman events and
returning victorious to Crescent Isle.

47: RUINS OF ROLANA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Nasr Kingdom
Altitude: Mid
Invisibl: yes
Coordnts: 11,7
Reward -: 6000G

This is first available after Vyse is rescued from Crescent Isle by Gilder.
Southwest of Nasrad's island, there's a thin strip of airspace between the
Nasr mountains and the dark rift. Follow this area south and look for a brown
patch about halfway through; the ruins are here.

48: SOUTHERN CROSS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: The Lands of Ice
Altitude: Low
Invisibl: no
Coordnts: 4,11
Reward -: 7400G

North of the icy continent itself, search close to the sky rift at low depth.
The island is cross-shaped and snow-capped (easy to spot), plus there's no
other landforms to distract the player.

49: RAINBOW ISLAND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Nasr Kingdom
Altitude: High
Invisibl: yes
Coordnts: 11,5
Reward -: 3000G

Although the island itself is invisible, the rainbow guiding one straight to
the destination isn't -- it's viewable for miles and miles. Simply look where
the rainbow's lowest point is to find it. [A little girl in Nasrad mentions
this discovery, also.]

50: MOON STONE LAKE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Mid Ocean
Altitude: High
Invisibl: no
Coordnts: 5,9
Reward -: 4200G

Remember where Vyse first got to control his dad's Albatross after finishing
the tutorial dungeon (battleship)? In this small corridor, a waterfall can be
spotted from a high-altitude source. Check this floating mountain to find the
lake!

51: IRON STAR
¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Nasr Kingdom
Altitude: High
Invisibl: no
Coordnts: 11,5
Reward -: 4800G

Like the Rainbow Island nearby, the Iron Star is very visible, its mechanical
light blinking quite vividly. It's almost directly above Nasrad, but a little
bit NE.

52: ALUPAS
¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: High
Invisibl: yes
Coordnts: 2,7
Reward -: 3200G

In Ixa'taka, near the Great Bird geoglyph, ascend to high altidue and check
the island whose waterfall is feeding the lower lake. The Alupas will be in
the forest here.

53: OBSERVATORY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Kingdom of Ixa'taka
Altitude: High
Invisibl: yes
Coordnts: 2,7
Reward -: 5200G

Another easy one. First, breach the upper cloud layer and return to Rixis,
which will be viewable on the mountaintop. From here, head a bit south and
inspect the smaller plateaus until it's found.

54: DANCING LIGHTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Nasr Kingdom
Altitude: Low
Invisibl: no
Coordnts: 9,5
Reward -: 800G

Northwest of Nasrad's island, near the Valuan continent, is two lights that
encircle each other. Though they're at low altitudes, they're visible from
above, making it a simple task.

55: THE MOTHER TREE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Eastern Ocean
Altitude: High
Invisibl: yes
Coordnts: 14,2
Reward -: 6400G

At high altitude north of Yafutoma is Tenkou Island, visited during the plot.
But, beside it at similar height, is another mass -- the tree's here.

56: THE GHOST SHIP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: varies
Altitude: High
Invisibl: no
Coordnts: varies
Reward -: 7700G

The Ghost Ship is a moving target and has a long flightpath. From the Cape
Victory (Esparanza) area, it moves west and south with the sky rift, then
back east when it intersects with the dark rift. From here, it continues east
toward Tenkou Isle, then back N/NW toward Esparanza again. Although there's
no set place to find it, Esparanza's skies tend to be the easiest.

57: FLUTTERFLIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: North Ocean
Altitude: High
Invisibl: no
Coordnts: varies
Reward -: 15200G

Unquestionably the most difficult discovery to find, due to how tiny the bug
swarm is and the fact that it's mobile. It flies at high altitudes above the
North Ocean-Mid Ocean skyrift border, so the only thing to do is stake out
that area. [A high-flying Ixa'takan hermit will mention the insects' location
in this place, for reference.]

58: ECLIPSE POINT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Frontier Lands
Altitude: High
Invisibl: yes
Coordnts: 3,2
Reward -: 12200G

This is easiest to find after locating the Loopers' Nest, since Eclipse Point
is directly north from there. However, there's a trick to finding it -- if
the Delphinus is too high/low, it won't appear. Maneuver the Delphinus so it
barely breaches the upper cloud layer, then head north from the aforementioned
nest for awhile. If done right, the player should encounter a sudden dark
zone; within here is the discovery.

59: LOOPERS' NEST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Frontier Lands
Altitude: Mid
Invisibl: yes
Coordnts: 3,4
Reward -: 11000G

In the NW part of the map is a stone reef separating Yafutoma's region from
a smaller uninhabited area. The nest one seeks is in the southern area, on
the northern tip of a great island.

60: FLYING MACHINE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Mid Ocean
Altitude: Low
Invisibl: yes
Coordnts: 6,7
Reward -: 7600G

In the Pirate Isle area, pierce the lower cloud cover and fly north a bit,
toward the Vortex. A smaller island near there will have the machine on it.

61: VALUAN WRECKAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Valuan Empire
Altitude: Low
Invisibl: yes
Coordnts:
Reward -: 12400G

Very easy to find. Locate the Ship Graveyard in the North Dannel Strait, then
fly west at low altitudes. The wreckage will be on a small island, the only
one in the area.

62: RABBATS
¯¯¯¯¯¯¯¯¯¯¯
Area ---: Valuan Empire
Altitude: Low
Invisibl: yes
Coordnts: 9,4
Reward -: 7000G

From the Dancing Lights (near Maw of Tartas' southern entrance), fly north at
super low altitudes, which takes the Delphinus under the Valuan continent.
After a few seconds, start mashing the A-button to locate the crazy critters.

63: BOTTOMLESS PIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: North Ocean
Altitude: Low
Invisibl: yes
Coordnts: 4,7
Reward -: 9600G

From Shrine Island, fly due west through the sky rifts, until reaching North
Ocean. Drop to low altitudes and search a little west of this rift to find
the discovery. Since it's a rock formation and not an actual pit, it won't be
visible.

64: ANCIENT FISH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Area ---: Ocean north of Valuan Airspace
Altitude: Low
Invisibl: no
Coordnts: 11,12
Reward -: 8600G

After locating the Giant Squid Nest, fly west at very low altitudes, looking
for a single fish flying around. Inspect it to gain the discovery! Vyse will
also get the "Drajik Fish" item, retailing for 3000G. This can be harvested
repeatedly.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT LIST                                                           [EQPT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Swords are used by Vyse. They have a decent attack power and high accuracy,
two qualities perfect for a main character, no?
 __________________ _____ _____ ______ _____________________________________
| SWORDS           | ATK | HIT | ADDS | NOTES                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cutlass          | 020 | 090 | ---- | Default weapon                      |
| Pirate Cutlass   | 033 | 090 | ---- | Bought at Pirate Isle               |
| Sky Cutlass      | 045 | 090 | ---- | Bought at Sailors' Island           |
| Assassin Blade   | 058 | 090 | Pois | Found in Valuan Catacombs           |
| Nasr Cutlass     | 070 | 090 | ---- | Bought at Maramba                   |
| Hunter's Sword   | 087 | 090 | ---- | Bought at Horteka                   |
| Stonecutter      | 099 | 090 | ---- | Found in Rixis                      |
| Iron-cutter      | 112 | 090 | ---- | Bought in Nasrad                    |
| Sword of Daccat  | 120 | 090 | Slep | Dropped by Centralk                 |
| Admiral Cutlass  | 128 | 090 | ---- | Bought in Esparanza                 |
| Dream Cutlass    | 137 | 090 | ---- | Found in the Dark Rift              |
| Suiran Blade     | 141 | 090 | ---- | Bought in Yafutoma                  |
| Tuna Cutlass     | 150 | --- | ---- | DLC-only                            |
| Windslicer       | 153 | 090 | ---- | Bought at Ryu-kan's Forge           |
| Thunder Cutlass  | 160 | 090 | ---- | Dropped by Yeligar                  |
| Soul Sword       | 174 | 090 | Deth | Bought at Crescent Isle (Ryu-kan)   |
| Vorlik Blade     | 200 | 200 | ---- | Made by Ryu-Kan (V.B. Sidequest)    |
|__________________|_____|_____|______|_____________________________________|

Boomerangs are used by Aika. They tend to be underpowered when compared to
swords and claws, but boast a very high accuracy to make up for it.
 __________________ _____ _____ ______ _____________________________________
| BOOMERANGS       | ATK | HIT | ADDS | NOTES                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Boomerang        | 019 | 110 | ---- | Default weapon                      |
| Leather Crescent | 030 | 110 | ---- | Bought in Pirate Isle               |
| Throwing Blade   | 038 | 110 | ---- | Dropped by Grouder                  |
| Valuarang        | 046 | 110 | ---- | Bought in Valua Lower City          |
| Scout Wing       | 053 | 110 | ---- | Bought in Sailors' Island           |
| Dancing Arc      | 065 | 110 | ---- | Found at Temple of Pyrynn           |
| Storm Wing       | 069 | 150 | Weak | Dropped by Death's Head             |
| Hunting Arc      | 080 | 110 | ---- | Bought in Horteka                   |
| Grendel Wing     | 096 | 150 | ---- | Dropped by Grendel                  |
| Swirlmerang      | 100 | 200 | Conf | DLC-only; 100% chance for Confusion |
| Skywing          | 107 | 110 | ---- | Found at Daccat's Island            |
| Wing of Hope     | 119 | 110 | ---- | Bought in Esparanza                 |
| Yin Wing         | 130 | 110 | ---- | Bought in Yafutoma                  |
| Ice Splitter     | 142 | 110 | ---- | Found in Ruins of Ice/Glacia        |
| Flutter Blade    | 153 | 110 | Conf | Bought at Sailors' Island           |
| Moon Wing        | 161 | 110 | ---- | Bought at Crescent Isle (Ryu-kan)   |
| Hydra Wing       | 168 | 110 | ---- | Dropped by Marauder                 |
|__________________|_____|_____|______|_____________________________________|

Cupil, Fina's weapon, changes form (i.e. upgrades) by eating Chams and Abirik
Chams. Cupil's growth is decided by how many of each are consumed, with its
final form accessed only by eating all Chams available (30 normal, 3 Abirik).
Quite an annoying task since one Cham is DLC-only, but when all are found,
Cupil is the most powerful weapon in the game!

The internet has a few Cupil growth charts around, so here's one uploaded for
posterity (courtesy of SoA Wiki):

http://img.photobucket.com/albums/v242/Shotgunnova/cupil_zps26e02fcf.jpg
 __________________ _____ _____ ______ _____________________________________
| CUPIL FORMS      | ATK | HIT | ADDS | NOTES                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cupil            | 058 | 120 | ---- | Default form                        |
| Cupil Blade      | 067 | 115 | Slep | ----------------------------------- |
| Cupicone         | 073 | 120 | ---- | ----------------------------------- |
| Cupil Cannon     | 086 | 105 | ---- | Dodge +05%                          |
| Cupil Sword      | 090 | 115 | Slep | ----------------------------------- |
| Cupil Club       | 099 | 110 | ---- | ----------------------------------- |
| Cupil Star       | 103 | 120 | ---- | ----------------------------------- |
| Cupil Lance      | 110 | 120 | ---- | ----------------------------------- |
| Cupil Hammer     | 122 | 110 | ---- | ----------------------------------- |
| Cupil Cutlass    | 127 | 115 | Slep | ----------------------------------- |
| Cupil Spike      | 141 | 105 | ---- | Dodge +10%                          |
| Cupil Pan        | 145 | 110 | ---- | ----------------------------------- |
| Cupil Spear      | 147 | 120 | ---- | ----------------------------------- |
| Cupil Claymore   | 157 | 115 | Slep | ----------------------------------- |
| Cupil Weight     | 172 | 105 | ---- | Dodge +15%                          |
| Final Cupil      | 500 | 100 | ---- | ----------------------------------- |
|__________________|_____|_____|______|_____________________________________|

Claws (or hands) are used by Drachma, the crusty sea captain with a missing
hand. They boast high attack power but all carry subpar accuracy as a
counterweight. However, several claws carry special effects, such as the
De Loco Drill's instant death chance.
 __________________ _____ _____ ______ _____________________________________
| CLAWS            | ATK | HIT | ADDS | NOTES                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Artificial Arm   | 043 | 080 | ---- | Default weapon                      |
| Hook Hand        | 051 | 080 | ---- | Bought at Sailors' Island           |
| Beak Hand        | 060 | 080 | Conf | Bought at Sailors' Island           |
| Excavation Arm   | 073 | 080 | ---- | Found in Maramba                    |
| De Loco Drill    | 095 | 080 | Deth | Found at Moon Stone Mountain        |
| Ruin Arm         | 112 | 080 | ---- | Found in Rixis                      |
| Mace Hand        | 125 | --- | ---- | Dropped by Mind Stealer             |
| Mining Arm       | 172 | 080 | ---- | Bought at Sailors' Island           |
| Dragon Arm       | 181 | 080 | ---- | Bought at Crescent Isle (Ryu-kan)   |
| Silver Arm       | 190 | 080 | ---- | Dropped by Linark                   |
|__________________|_____|_____|______|_____________________________________|

Rapiers are used by Enrique and are similar to swords in ATK power, but have
a higher accuracy as well. They also inflict statuses! The downside is that
there aren't many in the game.
 __________________ _____ _____ ______ _____________________________________
| RAPIERS          | ATK | HIT | ADDS | NOTES                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Rapier           | 122 | 095 | Slnc | Default weapon                      |
| Blade of Slumber | 138 | 095 | Slep | ----------------------------------- |
| Frostblade       | 150 | 095 | Conf | Found in Glacia                     |
| Imperial Blade   | 163 | 095 | Slnc | Unique                              |
| Stoneblade       | 171 | 095 | Ston | Bought at Crescent Isle (Ryu-kan)   |
| Serpent Strike   | 179 | 095 | Ston | Dropped by
|__________________|_____|_____|______|_____________________________________|

Flintlock guns are used by Gilder, an on-again-off-again companion throughout
the game's second and third acts. They're moderately powerful and have decent
accuracy, befitting a jack-of-all-trades lifestyle. Like Rapiers, though, the
amount available is very slim.
 __________________ _____ _____ ______ _____________________________________
| GUNS             | ATK | HIT | ADDS | NOTES                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Marksman Gun     | 100 | 200 | Deth | Dropped by Assassin                 |
| Gilder's Own     | 104 | 100 | ---- | Default                             |
| Nasr Pistol      | 112 | 100 | ---- | Bought in Nasrad                    |
| Daccat Custom    | 120 | 100 | Slep | Dropped by Centralk                 |
| Valuan Pistol    | 160 | 100 | ---- | Bought at Sailors' Island           |
| Gilder Special   | 168 | 100 | ---- | Bought at Crescent Isle (Ryu-kan)   |
| Warrior's Pistol | 176 | 100 | ---- | Dropped by Hunter                   |
|__________________|_____|_____|______|_____________________________________|

Each character can equip one piece of armor, although not all can be used by
each ally. Some lightweight mail has no usage restrictions, but generally,
the heavy stuff is only usable by Vyse/Drachma/Gilder, while Robes are for
Aika/Fina/Enrique. Some items blur the lines a bit, and of course, dresses
are female-only.
 __________________ _____________________________ ________ _________________
| ARMOR            | ATK DEF WIL MDF HIT DOG QUI | USEDBY | OTHER           |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Aika's Shorts    | --- 019 --- 021 --- --- --- | -VF--- | Aika default    |
| Vyse's Uniform   | --- 020 --- 020 --- --- --- | VA---G | Vyse default    |
| Valuan Uniform   | --- 032 --- 032 --- --- --- | VA-D-G | --------------- |
| Mystic Dress     | --- 042 --- 046 --- --- --- | -AF--- | --------------- |
| Sailor Uniform   | --- 044 --- 044 --- --- --- | VA-D-G | --------------- |
| Valuan Armor     | --- 051 --- 044 --- --- --- | V--D-G | --------------- |
| Elastamor        | --- 054 --- 054 --- --- --- | VAFDEG | Yellow DMG Down |
| Fina's Robe      | --- 055 --- 064 --- --- --- | -AF-E- | Fina default    |
| Raincoat         | --- 056 --- 056 --- --- --- | VA-D-G | --------------- |
| Heavy Armor      | --- 058 --- 053 --- --- --- | V--DEG | --------------- |
| Agile Robe       | --- 065 --- 065 010 005 --- | --F-E- | --------------- |
| Nasrean Mail     | --- 066 --- 066 --- --- --- | VAFDEG | Red DMG Down    |
| Nasr Combat Mail | 005 066 005 006 --- --- --- | VAFDEG | Unique          |
| Ancient Robe     | --- 069 --- 082 --- --- --- | -AF-E- | --------------- |
| Ceramic Armor    | --- 073 --- 062 --- --- --- | V--D-G | --------------- |
| Flame Mantle     | --- 074 --- 069 --- --- --- | V--D-G | --------------- |
| Fiber Robe       | --- 077 --- 090 --- --- --- | -AF-E- | --------------- |
| Miner's Overalls | --- 087 --- 080 --- --- --- | V--DEG | --------------- |
| Golden Armor     | --- 090 --- 077 --- --- --- | V--D-G | --------------- |
| Victory Mail     | 005 090 005 090 --- --- --- | VAFDEG | --------------- |
| Female Armor     | --- 092 --- 099 --- --- --- | -AF--- | --------------- |
| De Loco Mail     | --- 099 --- 084 --- --- --- | V--D-G | --------------- |
| Caravan Armor    | --- 100 --- 100 --- --- --- | VA-D-G | --------------- |
| Light Coat       | --- 103 --- 103 010 005 --- | --F-E- | --------------- |
| Maiden's Armor   | --- 103 --- 112 --- --- --- | -AF--- | --------------- |
| Nasr Uniform     | --- 104 --- 096 --- --- --- | V--DEG | --------------- |
| Daccat's Armor   | --- 108 --- 108 --- --- --- | VA-D-G | --------------- |
| Ixa'takan Armor  | --- 109 --- 109 --- --- --- | VAFDEG | Green DMG Down  |
| Naval Uniform    | --- 112 --- 112 --- --- --- | VA-D-G | --------------- |
| Miracle Robe     | --- 114 --- 133 --- --- --- | -AF-E- | --------------- |
| Gilder's Mail    | --- 116 --- 099 --- --- --- | V--D-G | Gilder default  |
| Enrique's Coat   | --- 119 --- 119 010 005 --- | ----E- | Enrique default |
| Daccat's Tunic   | --- 121 --- 121 --- --- --- | VAFDEG | Blue DMG Down   |
| Moon Robe        | --- 125 --- 146 --- --- --- | -AF-E- | Res. foe spells |
| Moss Armor       | --- 126 --- 126 020 010 --- | --F-E- | --------------- |
| Ghost Mail       | --- 128 --- 128 --- --- --- | VA-D-G | --------------- |
| Long Robe        | --- 130 --- 130 020 010 --- | --F-E- | --------------- |
| Battleworn Armor | --- 133 --- 114 --- --- --- | V--D-G | --------------- |
| Moonlight Robe   | --- 134 --- 145 --- 020 --- | -AF--- | Unique          |
| Soranchu Robe    | --- 136 --- 136 --- --- --- | VA-D-G | --------------- |
| Scale Mail       | --- 141 --- 130 --- --- --- | V--DEG | --------------- |
| Blessed Robe     | --- 142 --- 142 030 015 --- | --F-E- | --------------- |
| Captain's Cloak  | --- 148 --- 148 --- --- --- | VA-D-G | --------------- |
| Swift Dress      | --- 149 --- 170 --- --- 020 | -AF--- | --------------- |
| Robe of Truth    | --- 154 --- 181 --- --- --- | -AF-E- | --------------- |
| Silver Armor     | --- 160 --- 160 --- --- --- | VAFDEG | Silver DMG Down |
| Robe of Faith    | --- 161 --- 161 030 015 --- | --F-E- | --------------- |
| Vengeance Armor  | --- 162 --- 149 --- --- --- | V--DEG | Counter Rate++  |
| Fiber Mail       | --- 164 --- 139 --- --- --- | V--D-G | --------------- |
| Gaia Cape        | --- 168 --- 168 --- --- --- | VA-D-G | --------------- |
| Plated Armor     | --- 181 --- 154 --- --- --- | V--D-G | --------------- |
|__________________|_____________________________|________|_________________|

Each character can equip a single accessory. These items typically augment a
stat(s) or give special effects, like lowering battles, status resistances
or prevention, and magic damage resilience. Typically, all characters can
equip any accessory, although a few (like the Immunity Ring) are restricted
in that way.
 __________________ _____________________________ __________________________
| ACCESSORIES      | ATK DEF WIL MDF HIT DOG QUI | NOTES                    |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Ancient Bracer   | 020 020 --- --- 040 020 --- | ------------------------ |
| Assassin Ring    | --- --- --- --- 040 --- --- | First Strike chance++    |
| Behemoth's Ring  | --- 005 --- 005 --- --- --- | Res. Yellow, Prvnts Weak |
| Black Eyepatch   | 007 --- --- --- --- --- --- | Drachma default          |
| Black Map        | --- --- --- --- --- --- --- | Encontrs+ / 1st Strike%+ |
| Blue Rogue Patch | 018 018 018 018 --- --- --- | ------------------------ |
| Burocca's Shell  | --- 036 --- --- --- --- --- | ------------------------ |
| Chance Ring      | --- 075 --- 075 --- --- --- | Abnormality susceptible+ |
| Constitution Gem | --- 010 --- 010 --- --- --- | Nulls all adverse effcts |
| Counter Bracer   | 020 --- --- --- 020 --- --- | Counterattack rate++     |
| Crescent Amulet  | --- 038 --- 028 --- --- 019 | ------------------------ |
| Critical Vision  | 019 --- 019 --- 050 --- --- | ------------------------ |
| Crylhound's Claw | 002 --- --- --- 020 --- --- | ------------------------ |
| Defensive Aura   | --- 040 --- --- --- --- --- | Immune to physical atks  |
| Dhabu Hide       | --- --- --- --- --- --- 050 | ------------------------ |
| Everlasting Gem  | --- 010 --- 010 --- --- --- | Prevents Fatigue         |
| Eye of Truth     | --- 005 --- 005 --- --- --- | Res. Purple / Null Confu |
| Fortune Ring     | --- --- --- --- --- 100 --- | Dropped by Arclooper     |
| Gem of Fluidity  | --- 010 --- 010 --- --- --- | Prevents Stone           |
| Gem of Purity    | --- 008 --- --- --- --- --- | Drachma-only             |
| Gemstone Ring    | --- --- --- 021 --- --- --- | ------------------------ |
| Hunter's Hand    | 004 --- --- --- 040 --- --- | ------------------------ |
| Immunity Ring    | --- 021 --- --- --- --- --- | Status resistance++      |
| Imperial Crest   | --- 020 --- 020 --- --- --- | Enrique-only             |
| Ivy Band         | --- 005 --- 005 --- --- --- | Prevents Poison          |
| Jade Swirl Ring  | --- --- 045 045 --- --- --- | ------------------------ |
| Lover's Ring     | --- --- 012 012 --- --- --- | ------------------------ |
| Mage's Bane      | 004 004 004 004 --- --- --- | ------------------------ |
| Moondust Ring    | --- --- 048 --- --- --- --- | ------------------------ |
| Nocturnal Sight  | 006 --- --- --- 060 --- --- | ------------------------ |
| Nomadic Veil     | --- 009 --- 009 --- --- --- | ------------------------ |
| Ominous Mask     | 075 075 --- --- --- --- --- | Character gains no SP    |
| Prophet's Sand   | --- --- --- 053 --- --- --- | ------------------------ |
| Quetya Feather   | --- 004 --- --- --- 020 --- | ------------------------ |
| Radiant Fur      | --- 024 --- 024 --- --- --- | ------------------------ |
| Revered Voice    | --- 005 --- 005 --- --- --- | Res. Purple/Null Silence |
| Sailor's Buckler | --- 020 --- --- --- 015 --- | ------------------------ |
| Sand Storm Ring  | 009 --- 009 --- --- --- --- | ------------------------ |
| Shard of Purity  | --- 038 --- --- --- --- --- | Protects v. stat effects |
| Silver Veil      | --- --- 016 016 --- --- --- | ------------------------ |
| Silvite Ring     | --- 005 --- 005 --- --- --- | Res. Silver/Null I-death |
| Skull Cap        | 024 --- 024 --- --- --- --- | ------------------------ |
| Skyseer Goggles  | --- --- --- --- 005 --- --- | Vyse default             |
| Slayer Ring      | --- 008 008 --- 008 --- 008 | ------------------------ |
| Stealth Ring     | --- --- --- --- --- 010 010 | Flee success+ (apx 100%) |
| The Unseen Hand  | --- --- --- --- --- 005 030 | ------------------------ |
| Thermo Ring      | --- --- --- --- --- --- --- | Red/Purple Damage Down   |
| Thief's Aura     | --- 002 --- --- --- 010 --- | ------------------------ |
| Throkryn's Scale | 010 --- --- --- --- --- --- | ------------------------ |
| Thryllak's Scale | 036 --- --- --- --- --- --- | ------------------------ |
| Valuan Medallion | --- 030 --- 030 --- --- --- | Prevents Instant Death   |
| Vigoro's Chain   | 020 --- --- --- 030 --- --- | ------------------------ |
| Warrior's Rune   | 010 010 --- --- 020 010 --- | ------------------------ |
| White Map        | --- --- --- --- --- --- --- | Encontrs- / Flee easier  |
| Wind Gem Ring    | --- 005 --- 005 --- --- --- | Blue DMG- / Blocks Sleep |
|__________________|_____________________________|__________________________|

 __________________ ________________________________________________________
| NORMAL ITEMS     | FUNCTION                                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Aura of Valor    | Fully charges Spirit gauge in battle                   |
| Chalice of Blood | High resale value (5000G)                              |
| Cham             | Helps Cupil evolve into next form                      |
| Chom             | Forces Cupil to regurgitate all Chams used thus far    |
| Crystalen Box    | Casts Crystalen (3-4 Uses)                             |
| Crystales Box    | Casts Crystales (7-8 Uses)                             |
| Dexus Seed       | Agile +1 (permanently)                                 |
| Drajik Fish      | High retail value (3000G)                              |
| Drill Squid      | Restores 10 HP                                         |
| Driln Box        | Casts Driln (3-4 Uses)                                 |
| Electri Box      | Casts Electri (multiple uses)                          |
| Electrum Box     | Casts Electrum (5-6 Uses)                              |
| Flying Fish      | Restores 01 HP                                         |
| Curia Crystal    | Alleviates all status effects (except Unconscious)     |
| Glyph of Might   | Casts Increm (+25% Attack and Defense)                 |
| Glyph of Speed   | Casts Quika (Boosts all allies' Quick)                 |
| Golden Mask      | High resale value (2000G)                              |
| Great Nerath Eel | Restores 01 HP                                         |
| Grule            | Restores 10 HP                                         |
| Healing Salve    | Restores 250 HP and gives Regeneration status          |
| Icyl Seed        | Will +3 (permanently)                                  |
| Ilchymix         | Restores all HP & MP to party                          |
| Kabal Skewer     | Restores 02 MP                                         |
| Kite Ray         | Restores 10 HP                                         |
| Magic Dew        | Restores 10 MP                                         |
| Magic Droplet    | Restores 1 MP                                          |
| Magus Seed       | Max MP +1 (permanently)                                |
| Mom's Skewer     | Restores all MP (single)                               |
| Moonberry        | Used to unlock characters' Special Moves               |
| Moonfish         | Restores 10 HP                                         |
| Nerath Eel       | Restores 10 HP                                         |
| Orb of Serenity  | High retail value (10000G)                             |
| Panika Box       | Casts Panika (3-4 Uses)                                |
| Paranta Seed     | Power +3 (permanently)                                 |
| Polly Special    | Restores all HP & MP to party                          |
| Pyri Box         | Casts Pyri (multiple uses)                             |
| Pyrum Box        | Casts Pyrum (5-6 Uses)                                 |
| Rainbow Grule    | Restores 50 HP                                         |
| Red Sardis       | Restores 01 HP                                         |
| Risan Crystal    | Casts Risan (50% to restore KO'd ally at 50% HP)       |
| Riselem Box      | Casts Riselem (multiple uses)                          |
| Riselem Crystal  | Casts Riselem (100% to restore KO'd ally at full HP)   |
| Romuhai Fish     | Restores 50 HP                                         |
| Rune of Ill Omen | High resale value (1000G)                              |
| Sacres Crystal   | Casts Sacres (Restores 1000 HP)                        |
| Sacri Box        | Casts Sacri (multiple uses)                            |
| Sacri Crystal    | Casts Sacri (Restores 500 HP)                          |
| Sacrulen Box     | Casts Sacrulen (5-6 Uses)                              |
| Sacrulen Crystal | Casts Sacrulen (Restors all HP)                        |
| Sacrum Crystal   | Casts Sacrum (Restores 1000 HP to all allies)          |
| Sky Sardis       | Restores 01 HP                                         |
| Slipara Box      | Casts Slipara (3-4 Uses)                               |
| Soul Crystal     | High resale value (3000G)                              |
| Spear Squid      | Restores 01 HP                                         |
| Spiked Sunfish   | Restores 01 HP                                         |
| Stealth Ray      | Restores 10 HP                                         |
| Sylenis Box      | Casts Sylenis (7-8 Uses)                               |
| Sylph Seed       | Quick +3 (permanently)                                 |
| Tropica          | Max HP +200 (permanently)                              |
| Unholy Dagger    | High resale value (4000G)                              |
| Urala's Lunch    | Restores all HP & MP to party                          |
| Vidal Seed       | Max HP +30 (permanently)                               |
| Wevles Box       | Casts Wevles (7-8 Uses)                                |
| Wevlen Box       | Casts Wevlen (3-4 Uses)                                |
| Windsong Orb     | High resale value (6000G)                              |
| Winter Orb       | High resale value (7000G)                              |
| Zaal Seed        | Vigor +3 (permanently)                                 |
|__________________|________________________________________________________|

 __________________ ________________________________________________________
| KEY ITEMS        | FUNCTION                                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Blue Crystal     | Obtained from Bluheim in Yafutoma                      |
| Blue Moon Stone  | Obtained from Drachma                                  |
| Book on Polarity | Obtained from Daigo in Yafutoma                        |
| Cannon Room Key  | Obtained from guards at Grand Fortress                 |
| Clara's Purse    | Obtained from Clara in Nasrad                          |
| Daccat's Coin    | Obtained on Daccat's Island (30,000G resale value)     |
| Domingo's Title  | Obtained from Domingo for finding all discoveries      |
| Gentum           | Obtained from item merchant in Nasrad (500g)           |
| Gonzales' Map    | Obtained from skeleton at Crescent Isle                |
| Grapor Meat      | Obtained from Grapors on Crescent Isle                 |
| Great Bird's Eye | Obtained from The Great Bird geoglyph in Ixa'taka      |
| Green Crystal    | Obtained from Grendel in Ixa'taka                      |
| Green Moon Stone | Already obtained at game's beginning                   |
| Harbor Key       | Obtained from Vigoro in Grand Fortress                 |
| Kabal            | Obtained from Gordo (post-Hydra events)                |
| Khale            | Obtained from Spice Island in Yakufoma territory       |
| Moon Stone Fuel  | Obtained from Hans in Horteka                          |
| Note in a Bottle | Obtained from lighthouse at Sailors' Island            |
| Pedro's Map      | Obtained from Pedro in Nasrad                          |
| Purple Crystal   | Obtained from Rhaknam in Ruins of Ice                  |
| Raw Moon Stone   | Obtained from Shrine Island                            |
| Red Crystal      | Obtained from Temple of Pyrynn                         |
| Red Moon Stone   | Already obtained at game's beginning                   |
| Ship Schematics  | Obtained from Dangral Island                           |
| Silver Crystal   | Obtained from Galcian on the Hydra                     |
| Silver MoonStone | Obtained from Fina                                     |
| Underwater Suit  | Obtained from weapons merchant in Yafutoma             |
| Wages            | Given to Aika and Fina for waitressing in Nasrad       |
| Valuan Passport  | Obtained from merchant at South Dannel Strait          |
| Velorium         | Obtained by digging on floor of the Vortex             |
| Yellow Crystal   | Obtained from Yeligar at Maw of Tartas                 |
| Yellow MoonStone | Obtained from Dyne in Valua's catacombs                |
|__________________|________________________________________________________|

This type of weapon is the "main" way to attack: basically just a normal
battery, capable of high damage but usually with some sort of drawback (the
SP cost typically). Since main cannons cannot have their attacks extended,
it's best to have only 1-2 tops.
 __________________ _____ _____ ____ ___ ___________________________________
| PRIMARY CANNON   | ATK | HIT | SP | L | OTHER                             |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Main Cannon      | 035 | 080 | 04 | - | Little Jack-only                  |
| Standard Cannon  | 040 | 083 | 04 | - | Little Jack-only                  |
| Heavy Cannon     | 045 | 085 | 05 | - | Little Jack-only                  |
| G-Type Cannon    | 050 | 085 | 05 | - | Little Jack-only                  |
| B-Type Cannon    | 075 | 090 | 06 | - | Little Jack-only                  |
| Prototype Cannon | 100 | 085 | 06 | - | --------------------------------- |
| Advanced Cannon  | 150 | 090 | 07 | - | --------------------------------- |
| Pyril Cannon     | 200 | 120 | 06 | - | Red-type properties               |
| Yamato Spirit    | 250 | 090 | 08 | - | --------------------------------- |
| X Cannon         | 400 | 097 | 10 | - | --------------------------------- |
| Moon Cannon      | 500 | 099 | 09 | - | --------------------------------- |
| Crystil Cannon   | 550 | 060 | 04 | - | Purple-type properties            |
|__________________|_____|_____|____|___|___________________________________|

Secondary cannons do less damage per attack than main cannons, but can have
their attacks extended (by paying normal SP cost each time) to future turns.
Thanks to the low SP costs and the ability for concentrated fire, about half
one's arsenal will probably consist of this type of weapon.
 __________________ _____ _____ ____ ___ ___ _______________________________
| SECONDARY CANNON | ATK | HIT | SP | L | R | OTHER                         |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 3" Cannon        | 070 | 080 | 02 | 1 | 1 | Little Jack-only              |
| 3" Blaster       | 080 | 083 | 02 | 1 | 1 | Little Jack-only              |
| 5" Cannon        | 090 | 080 | 03 | 1 | 1 | Little Jack-only              |
| 12" Cannon       | 170 | 077 | 04 | 2 | 2 | ----------------------------- |
| Wevl Cannon      | 180 | 120 | 04 | 3 | 3 | Blue-type properties          |
| 10" Cannon Coil  | 220 | 089 | 04 | 3 | 3 | ----------------------------- |
| 3' Cannon        | 280 | 087 | 06 | 3 | 3 | ----------------------------- |
| 5' Cannon        | 330 | 090 | 06 | 2 | 2 | ----------------------------- |
| Moon Gun         | 400 | 099 | 05 | - | 3 | ----------------------------- |
|__________________|_____|_____|____|___|___|_______________________________|

Torpedoes are unique among the arsenal as the player can pick which future
turn the attack lands on, harkening back to the concentrated fire strategy.
They cannot hit foes the turn they are fired, however, so one must plan
accordingly.
 __________________ _____ ____ ____ ___ ___ ________________________________
| TORPEDOES        | ATK | HI | SP | L | R | OTHER                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Light Torpedo    | 120 | 60 | 03 | 2 | 2 | Little Jack-only               |
| Shock Torpedo    | 160 | 55 | 03 | 2 | 2 | Little Jack-only               |
| Valuan Torpedo   | 220 | 60 | 03 | 2 | 2 | ------------------------------ |
| Heavy Torpedo    | 250 | 50 | 04 | 3 | 2 | ------------------------------ |
| Serpent Torpedo  | 300 | 65 | 04 | 2 | 2 | ------------------------------ |
| Arcwhale Torpedo | 400 | 70 | 06 | 3 | 3 | ------------------------------ |
| Moon Torpedo     | 600 | 75 | 03 | 3 | 3 | ------------------------------ |
|__________________|_____|____|____|___|___|________________________________|

Like a character, one can equip the ship with "accessories" that boost its
parameters. The Little Jack and Delphinus can both equip three instead of
one, though.
 __________________ _____ _____ ____ _____ _________________________________
| MISCELLANEOUS    | DEF | MAG | DO | QUK | NOTES                           |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Wooden Doll      | --- | --- | -- | --- | Value +7300                     |
| Chandelier       | 001 | --- | -- | --- | Value +9300                     |
| Enhanced Kitchen | 001 | --- | -- | --- | Value +5500                     |
| Soundproofing    | 001 | --- | -- | --- | Value +11000                    |
| Armored Deck     | 010 | --- | -- | --- | ------------------------------- |
| Steel Deck       | 020 | --- | -- | --- | ------------------------------- |
| Compound Deck    | 040 | --- | -- | --- | ------------------------------- |
| Heavy Armor Deck | 055 | --- | -- | --- | ------------------------------- |
| Alloy Deck       | 070 | --- | -- | --- | ------------------------------- |
| Sparkling Deck   | 500 | --- | 02 | 006 | ------------------------------- |
|------------------+-----+-----+----+-----+---------------------------------|
| Floor Heater     | --- | 001 | -- | --- | Value +3000                     |
| Air Purifier     | --- | 002 | -- | --- | Value +5800                     |
| Yafutoman Alcove | --- | 002 | -- | --- | Value +6700                     |
| Rogue Figure     | --- | 020 | -- | --- | ------------------------------- |
| Pryn Figure      | --- | 030 | -- | --- | ------------------------------- |
| Pyrynn Figure    | --- | 045 | -- | --- | ------------------------------- |
| Bluheim Figure   | --- | 130 | -- | --- | ------------------------------- |
| Goddess Figure   | --- | 160 | -- | --- | ------------------------------- |
| Spherical Figure | --- | 300 | -- | --- | ------------------------------- |
|------------------+-----+-----+----+-----+---------------------------------|
| Engine Cover     | --- | --- | 03 | 010 | ------------------------------- |
| Turbo Kit        | --- | --- | 05 | 020 | ------------------------------- |
| Bore-up Kit      | --- | --- | 08 | 030 | ------------------------------- |
| Twin Propellers  | --- | --- | 10 | 040 | Given by Centime                |
| Air Intake       | --- | --- | 12 | 080 | ------------------------------- |
| Twin Turbo       | --- | --- | 15 | 090 | ------------------------------- |
| Timing Valve     | --- | --- | 17 | 100 | ------------------------------- |
| Triple Turbo     | --- | --- | 20 | 130 | Valuan Spectre Spellship drop   |
| Double Shaft     | --- | --- | 26 | 200 | ------------------------------- |
|__________________|_____|_____|____|_____|_________________________________|

Special weapons (S-Cannon command) are the ship's trump card, only usable on
turns specifically marked with the command icon. However, because these can
only be used on designated turns, they have 100% success rate and ridiculous
damage capabilities. There are only two available in the game and cannot be
swapped out under any circumstances.
 __________________ _____ _____ ____ ___ ___________________________________
| SPECIAL WEAPON   | ATK | HIT | SP | L | OTHER                             |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Harpoon Cannon   | 350 | 999 | 15 | - | Little Jack-only                  |
| MoonStone Cannon | 800 | 999 | 20 | - | Delphinus-only                    |
|__________________|_____|_____|____|___|___________________________________|

Some items only apply to the squad's ship. Kits restore health, Wax boosts
functions for a turn or two, and Bombs inflict damage. Item usage consumes
no SP, so it's always nice to have some nearby.
 __________________ ________________________________________________________
| SHIP-ONLY ITEMS  | FUNCTION                                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Apa Wax          | Improves Attack and Defense power (2 turns)            |
| Apo Wax          | Improves Attack and Defense power (4 turns)            |
| Big Bomb         | Inflicts damage (mid)                                  |
| Bomb             | Inflicts damage (low)                                  |
| Complete Kit     | Restores all HP                                        |
| Concussion Bomb  | Inflicts damage (mid)                                  |
| Crystal Ball     | No function (sells for 1000G)                          |
| Deluxe Kit       | Restores 8000 HP                                       |
| Frost Bomb       | Inflicts damage (Purple-type)                          |
| Gear Grease      | Restores Spirit                                        |
| Gold Bullion     | High resale value (10000G)                             |
| Hybrid Wax       | Improves all ship parameters (1 turn)                  |
| Machine Oil      | Doubles Spirit restoration rate                        |
| Magic Shell      | Blocks all magic damage/effects (1 turn)               |
| Pyro Bomb        | Inflicts damage (Red-type)                             |
| Repair Kit       | Restores 4000 HP                                       |
| Rudder Grease    | Slows rate of Spirit consumption                       |
| Shredder Bomb    | Inflicts damage (high)                                 |
| Speed Wax        | Improves engine output (1 turn)                        |
| Thunder Bomb     | Inflicts damage (Yellow-type)                          |
|__________________|________________________________________________________|

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
MAGIC OVERVIEW                                                           [MGCV]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
What's an RPG without magic? All allies can learn these mysterious powers,
although some will do it faster than others. Each magic is associated with a
color and has a "family tree" to learn. How does one do this? Easy! Simply
equip the weapon with a particular moon stone, earn magic experience ("MXP")
and repeat ad infinitum.

Ally MXP "spills over" a bit, allowing other people to raise their prowess
in certain magics, albeit slowly. For instance, if Vyse has a Red Moon Stone
equipped and Aika has the Green, Vyse will raise his Red magic faster, but
also gets a small slice of Green. Same goes for Aika, just vice versa. By
changing everyone's Moon Stone to the same color, the team can collectively
boost their abilities in that field; or, by equipping four different ones,
cover more bases.

Note that while magic has an SP cost in-battle, each usage also consumes 1MP
from the character executing the strike. If they run out, they can't cast
anything until they visit an inn/rest somewhere or use MP-refilling items.

Anyway, here's the overview.
 _______
| GREEN \                                                      GOOD VS: Red
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| LV1 | Sacri    | 02 SP | Restores 500 SP (single)                         |
| LV2 | Noxi     | 03 SP | Damage + Poison% (single foe)                    |
| LV3 | Sacres   | 04 SP | Restores 1000 SP (single)                        |
| LV4 | Noxus    | 06 SP | Damage + Poison% (all foes)                      |
| LV5 | Sacrum   | 08 SP | Restores 1000 SP (all allies)                    |
| LV6 | Sacrulen | 06 SP | Restores all HP (single)                         |
|_____|__________|_______|__________________________________________________|

Green magic is the only kind that can heal and inflict poison. It's obtained
by default and will be used heavily throughout the game. Having all allies
versed in HP-restoring magic is a great idea.
 _____
| RED \                                                GOOD VS: Blue, Purple
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| LV1 | Pyri     | 02 SP | Damage (all foes)                                |
| LV2 | Increm   | 04 SP | Add: Strengthen (single)                         |
| LV3 | Pyres    | 04 SP | Damage (all foes)                                |
| LV4 | Pyrum    | 06 SP | Damage (all foes)                                |
| LV5 | Pyrulen  | 10 SP | Damage (all foes)                                |
| LV6 | Incremus | 16 SP | Add: Strengthen (all allies)                     |
|_____|__________|_______|__________________________________________________|

Offensive red magic can hits all foes by default, and is the simplest way to
learn Increm/us. The Red Moon Stone is acquired by default, and Increm is one
magic that never loses its usefulness -- be prepared to spam it all through
the game!

 ________
| PURPLE \                                              GOOD VS: Green, Red
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| LV1 | Crystali  | 01 SP | Damage (single)                                 |
| LV2 | Crystales | 02 SP | Damage (single)                                 |
| LV3 | Sylenis   | 02 SP | Silence% (single)                               |
| LV4 | Panika    | 02 SP | Confusion% (single)                             |
| LV5 | Crystalum | 03 SP | Damage (single)                                 |
| LV6 | Crystalen | 04 SP | Damage (single)                                 |
|_____|___________|_______|_________________________________________________|

Purple magic has very low SP costs and can be quite damaging, but since only
hits single targets, its utility is dampened. Might be good in a bind.

 ______
| BLUE \                                             GOOD VS: Purple, Yellow
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| LV1 | Wevli    | 02 SP | Damage (small radius)                            |
| LV2 | Quika    | 06 SP | Add: Quickened (all allies)                      |
| LV3 | Wevles   | 04 SP | Damage (medium radius)                           |
| LV4 | Slipara  | 06 SP | Sleep% (all foes)                                |
| LV5 | Wevlum   | 06 SP | Damage (single)                                  |
| LV6 | Wevlen   | 08 SP | Damage (large radius)                            |
|_____|__________|_______|__________________________________________________|

Blue offensive magic can hit multiple targets next to one another, and has a
decent SP cost attached. Quika, which boosts all allies' speed, should see
use throughout the game, at least until Glyphs of Speed are available.

 ________
| YELLOW \                                            GOOD VS: Green, Silver
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| LV1 | Electri    | 02 SP | Damage (line)                                  |
| LV2 | Driln      | 03 SP | Weak% (single)                                 |
| LV3 | Electres   | 04 SP | Damage (line)                                  |
| LV4 | Electrum   | 06 SP | Damage (line)                                  |
| LV5 | Drilnos    | 06 SP | Weak% (all foes)                               |
| LV6 | Electrulen | 08 SP | Damage (v-shaped line)                         |
|_____|____________|_______|________________________________________________|

A great family for offensive magic, since line formations allows it to shoot
through targets to hit ones behind. As the magic improves, the lines widen!
Driln/os is a great magic, but never seems to hit its mark when it's most
needed (i.e. bosses). Can make normal battles a bit easier, though. [Note
that Weak status cancels Strengthened, but the reverse isn't true!]
 ________
| SILVER \                                                  GOOD VS: Yellow
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| LV1 | Curia    | 02 SP | Alleviates all negative statuses (single)        |
| LV2 | Risan    | 04 SP | 50% to raise KO'd ally at half HP (single)       |
| LV3 | Eterni   | 05 SP | Instant Death% (single foe)                      |
| LV4 | Riselem  | 08 SP | 100% to raise KO'd ally at full HP (single)      |
| LV5 | Eternes  | 10 SP | Instant Death% (all foes)                        |
| LV6 | Eternum  | 15 SP | Instant Death% + damage (single foe)             |
|_____|__________|_______|__________________________________________________|

Silver magic deals with order, so it's no surprise it has death magic and
can restore life. Curia, the first and simplest spell, removes all status
abnormalities and sees heavy use throughout the game.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-MOVES                                                                  [SMVS]
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S-Moves are character-specific techniques taught by consuming Moonberries, a
special item found in dungeons and (rarely) as enemy drops. All abilities but
one consume SP for usage, and only one (Cutlass Fury) is initially accessible.
 __________________ ___ ____ _______________________________________________
| VYSE'S SKILLS    | M | SP | EFFECT                                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cutlass Fury     | - | 07 | Physical damage (single)                      |
| Counterstrike    | 1 | 01 | 1 Turn: halve own DMG + counter phys attacks  |
| Rain of Swords   | 2 | 14 | Physical damage (all foes)                    |
| Skull Shield     | 2 | 05 | Null phys attcks + 100% counter% (all allies) |
| Pirates' Wrath   | 4 | 21 | Physical damage (single)                      |
|__________________|___|____|_______________________________________________|

As the main character, Vyse gets a host of great skills. Cutlass Fury is the
go-to skill for much of the early game, particularly against bosses; endgame
replaces that with Rain of Swords and Pirates' Wrath. Counterstrike affects
only Vyse, so it may eventually be replaced with the superior Skull Shield.

This skill negates all normal/weapon/physical attacks for one turn and will
have a ghost counterattack. This is a very good skill against pure physical
attackers, rendering them helpless -- it's also good for accuracy's sake,
particularly against Looper-type enemies with high evasion. [Counterattacks
never miss in these cases, unless the related character is incapacitated by
sleep, etc.] Note that counterattacks will not occur if the enemy's strike
misses on its own; the skill's effect must negate it first.

 __________________ ___ ____ _______________________________________________
| AIKA'S SKILLS    | M | SP | EFFECT                                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Alpha Storm      | 1 | 04 | Magical damage (line)                         |
| Delta Shield     | 1 | 02 | Negates all incoming magic (allies, 1 turn)   |
| Lambda Burst     | 2 | 08 | Magical damage (all foes)                     |
| Epsilon Mirror   | 2 | 10 | Regen 10 MP, negates all damage (1 turn/self) |
| Omega Psyclone   | 4 | 12 | Magical damage (all foes)                     |
|__________________|___|____|_______________________________________________|

Aika serves as Vyse's right-hand man...err, girl for much of the game, and
ends up with a role as a secondary attacker. That doesn't mean she's useless
compared to her friend, though -- far from it! Alpha Storm is the first move
that hits multiple foes, making it an early spam favorite.

Delta Shield will negate all magic used on allies (including their own) for
one turn, and has a very low SP cost. Magic negated includes attack, status
and multi-target; opponents' special moves are unaffected. This move also has
an increased priority, meaning it always goes first in normal circumstances,
maximizing its potential. Later on when foes spam insta-kill Eternum-type
spells, players will be glad Aika has this.

Lambda Burst is another mid-game favorite, thanks again to its spam potential
and lower SP cost (compared to Rain of Swords). The same goes for Omega
Psychlone, basically a straight upgrade to Lambda. The downside is these (and
Alpha Storm) don't deal physical damage, so enemies can walk away unscathed
in plenty of circumstances -- Looper types come to mind. Epsilon Mirror is an
easy way to restore MP when items are scarce, but probably won't be that
useful unless one's deep in a dungeon.

 __________________ ___ ____ _______________________________________________
| DRACHMA'S SKILLS | M | SP | EFFECT                                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Tackle           | 1 | 10 | Physical damage (single)                      |
| Spirit Charge    | 2 | -- | Guards + doubles SP gain (self)               |
| Hand of Fate     | 4 | 25 | Inflicts death (single)                       |
|__________________|___|____|_______________________________________________|

Crusty ol' Drachma is a purely physical fighter, often outdamaging Vyse in
many circumstances. His Tackle skill is stronger than Cutlass Fury, but costs
a bit more. Spirit Charge is a combination of defending and focusing: Drachma
will defend against all attacks like normal, but the SP Gauge regenerates
twice would he would've gotten by focusing. It's also the only no-cost SP
ability in the game, and can be very useful in a pinch. Hand of Fate kills
its target, but for bosses who are immune to that effect, it deals massive
damage instead -- hooray! Long story short, Drachma is

 __________________ ___ ____ _______________________________________________
| FINA'S SKILLS    | M | SP | EFFECT                                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Lunar Blessing   | 1 | 12 | Adds regeneration (all allies)                |
| Lunar Glyph      | 1 | 03 | Silver damage + Stone% (single)               |
| Lunar Cleansing  | 2 | 06 | Alleviates all status problems (all allies)   |
| Lunar Winds      | 3 | 06 | Silver damage + Removes statuses (all foes)   |
| Lunar Light      | 4 | 18 | Revives, fully heals, removes status (allies) |
|__________________|___|____|_______________________________________________|

Polite, demure Fina plays the "priest" role many RPGs have, and focuses on
keeping her allies' health and statuses in the black. Lunar Cleansing removes
all negative statuses (except Unconscious), but its upgraded form, Lunar
Light, revives and fully heals as well. Lunar Blessing simply grants all
allies regeneration status, restoring set amounts of HP after each turn. It
won't be that important generally, but can bait some bosses into using their
"remove all good statuses" skill, which can buy some time. Glyph and Winds
deal damage and have a secondary effect, petrifying (Stone) and removing
positive statuses (like Increm), respectively. Her status removal skills'll
get the most mileage since some have higher SP costs, but when items run low,
she can be a lifesaver.

 __________________ ___ ____ _______________________________________________
| GILDER'S SKILLS  | M | SP | EFFECT                                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Gunslinger       | 1 | 09 | Physical damage (line)                        |
| Aura of Denial   | 2 | 03 | Blocks all adverse effects (1 turn, allies)   |
| The Claudia      | 4 | 18 | Physical damage (all foes)                    |
|__________________|___|____|_______________________________________________|

Gilder only gets three techs, but they're decent. His first and last techs
can inflict physical damage on multiple foes, while Aura of Denial nullifies
all adverse effects on the team for one turn. Unfortunately, that only means
status afflictions, not damage, 0-HP death, etc. Still, he's a powerhouse
and his best tech costs lower than Pirates' Wrath _AND_ hits everyone, so he
can be great for offense-oriented squads.

 __________________ ___ ____ _______________________________________________
| ENRIQUE'S SKILLS | M | SP | EFFECT                                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Royal Blade      | 1 | 08 | Physical damage (single)                      |
| Justice Shield   | 2 | 04 | Halves physical damage (all allies, 1 turn)   |
| The Judgement    | 4 | 16 | Physical damage (single)                      |
|__________________|___|____|_______________________________________________|

Enrique is similar to Vyse, having two powerful single-target attacks. But,
it's really Justice Shield, the damage-halving technique, that qualifies him
for endgame play, especially when characters like Fina can get OHKO'd by
bosses' powerful strikes. The Judgement also costs less than Pirates' Wrath,
making it a good secondary choice when SP's low.

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SHOP LIST                                                                [SHPL]
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Here's a little shop list I concocted that tells each location's stores and
when they upgrade (if at all). Minor spoilers will follow, note.

01) Pirate Isle ........................................................ SH01
02) Sailors' Island .................................................... SH02
03) Valuan Capital ..................................................... SH03
04) Maramba ............................................................ SH04
05) Horteka ............................................................ SH05
06) The Black Market ................................................... SH06
07) Nasrad ............................................................. SH07
08) Esparanza .......................................................... SH08
09) Yafutoma ........................................................... SH09
10) Crescent Isle ...................................................... SH10

PIRATE ISLAND                                                           [SH01]
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                                                                ZACK'S WEAPONS
Pirate Cutlass ..... 220  Leather Crescent ... 180  Light Robe ......... 130
Valuan Uniform ..... 170  Meditation Ring .... 100  Marocca's Shell .... 130

                                                                 ERINN'S ITEMS
Sacri Crystal ....... 20  Magic Droplet ....... 40  Curia Crystal ....... 30

SAILORS' ISLAND                                                         [SH02]
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¹ - post-Valuan Capital
² - post-Ixa'taka
³ - post-Maw of Tartas
                                                             ROSCOE'S WEAPONS
Sky Cutlass ........ 450  Hook Hand .......... 580  Sailor Uniform ..... 330
Mystic Dress ....... 310  Gemstone Ring ...... 150  Throkryn's Scale ... 300
Scout Wing ......... 680¹ Beak Hand .......... 880¹ Elastamor .......... 580¹
Raincoat ........... 560¹ Crylhound's Claw ... 420¹ Thief's Aura ....... 330¹
Ixa'takan Armor ... 2790² Naval Uniform ..... 2470² Prophet's Sand ..... 890²
Moondust Ring ..... 1530² Thryllak's Scale .. 2300² Burocca's Shell ... 1920²
Flutter Blade ..... 8910³ Mining Arm ........ 9980³ Valuan Pistol ..... 8140³
Vengeance Armor ... 6460³ Swift Dress ....... 5670³ Blue Rogue Patch .. 6820³

                                                               BONITA'S ITEMS
Sacri Crystal ....... 20  Magic Droplet ....... 40  Curia Crystal ....... 30
Sacres Crystal ...... 60¹ Sacrum Crystal ..... 600² Sacrulen Crystal ... 200²
Magic Dew .......... 400² Risan Crystal ...... 150² Riselem Crystal .... 450²
Glyph of Might ..... 100² Glyph of Speed ..... 100² Healing Salve ....... 50²
Chom .............. 3000²

                                                             LOR'S SHIP PARTS
Standard Cannon ... 1000¹ 3" Cannon .......... 700¹ Engine Cover ....... 800¹
Armored Deck ...... 1000¹ Bomb ............... 100¹ Repair Kit .......... 30¹
X Cannon ......... 11000³ Pyril Cannon ..... 13200³ Compound Deck ..... 5500³
Apo Wax ........... 1000³ Speed Wax .......... 150³ Complete Kit ....... 300³

                                                             MYSTERY MERCHANT
Thermo Ring ....... 2080  Slayer Ring ....... 1010  Crystales Box ...... 800
Sylenis Box ........ 600  Tuna Cutlass ..... 44444  Swirlmerang ...... 22222

Tuna Cutlass and Swirlmerang only appear in Mystery Merchant's inventory once
they're downloaded off the SoA website. The only way to get this nowadays is
through third-party methods, unfortunately.

VALUAN CAPITAL                                                          [SH03]
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                                                             ARMS DISTRIBUTOR
Valuarang .......... 480  Hook Hand .......... 580  Valuan Armor ....... 480
Lover's Ring ....... 300  Mage's Bane ........ 480  Gem of Purity ...... 300

                                                             ITEM DISTRIBUTOR
Sacri Crystal ....... 20  Sacres Crystal ...... 60  Magic Droplet ....... 40
Curia Crystal ....... 30

MARAMBA                                                                 [SH04]
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                                                              QUEMAL'S WEAPONS
Nasr Cutlass ...... 1340  Nasrean Mail ....... 920  Ceramic Armor ..... 1040
Agile Robe ......... 930  Nomadic Veil ....... 640  Sand Storm Ring .... 770

                                                              VALA'S ITEM SHOP
Sacri Crystal ....... 20  Sacres Crystal ...... 60  Magic Droplet ....... 40
Glyph of Might ..... 100  Glyph of Speed ..... 100  Healing Salve ....... 50

                                                              DAK'S SHIP PARTS
Heavy Cannon ...... 1900  3" Cannon .......... 700  Light Torpedo ..... 1520
Rogue Figure ....... 800  Turbo Kit ......... 1520  Steel Deck ........ 1900
Big Bomb ........... 150  Pyro Bomb .......... 450  Repair Kit .......... 30
Deluxe Kit .......... 75  Apa Wax ............ 100

HORTEKA                                                                 [SH05]
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                                                               PUCK'S WAR SHOP
Hunter's Sword .... 2280  Hunting Arc ....... 1820  Miner's Overalls ... 910
Fiber Robe ........ 1040  Golden Armor ...... 2480  Quetya Feather ..... 810

                                                                 KISKI'S ITEMS
Sacres Crystal ...... 60  Sacrum Crystal ..... 600  Magic Droplet ....... 40
Curia Crystal ....... 30  Risan Crystal ...... 150

THE BLACK MARKET                                                        [SH06]
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G-Type Cannon ..... 3000  5" Cannon ......... 1330  Shock Torpedo ..... 2000
Pryn Figure ....... 2400  Bore-up Kit ....... 2400  Floor Heater ...... 3000
Concussion Bomb .... 200  Deluxe Kit .......... 75  Gear Grease ........ 500

NASRAD                                                                  [SH07]
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                                                                ALAZ'S WEAPONS
Iron-cutter ....... 3870  Nasr Pistol ....... 3520  Nasr Uniform ...... 2070
Caravan Armor ..... 1930  Holy Robe ......... 1520  Immunity Ring ..... 1490

                                                                 KARAH'S ITEMS
Sacres Crystal ...... 60  Sacrum Crystal ..... 600  Magic Droplet ....... 40
Glyph of Might ..... 100  Glyph of Speed ..... 100  Healing Salve ....... 50

                                                              RAL'S SHIP PARTS
Advanced Cannon ... 5500  10" Cannon Coil ... 3710  Valuan Torpedo .... 2400
Pyrynn Figure ..... 4400  Compound Deck ..... 5500  Enhanced Kitchen .. 5500
Deluxe Kit .......... 75  Gear Grease ........ 500  Apa Wax ............ 100

                                                               BAZRA'S WEAPONS
Sacri Crystal ....... 20  Magic Dew .......... 400  Curia Crystal ....... 30
Chom .............. 3000  Assassin Ring ..... 3200  Stealth Ring ...... 3000
Dhabu Hide ........ 2800

ESPARANZA                                                               [SH08]
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                                                               DESERT MERCHANT
Admiral Cutlass ... 4970  Wing of Hope ...... 4760  Daccat's Tunic .... 3500
Battleworn Armor .. 3810  Miracle Robe ...... 2400  Vigoro's Chain .... 2890
Sailor's Buckler .. 1930  Nocturnal Sight ... 1930  Sacrum Crystal ..... 600
Magic Droplet ....... 40  Magic Dew .......... 400  Curia Crystal ....... 30
Advanced Cannon ... 5500  10" Cannon Coil ... 3710  Valuan Torpedo .... 2400
Pyrynn Figure ..... 4400  Compound Deck ..... 5500  Deluxe Kit .......... 75

YAFUTOMA                                                                [SH09]
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                                                               JETAH'S WEAPONS
Suiran Blade ...... 7500  Yin Wing .......... 5930  Blade of Slumber .. 5690
Scale Mail ........ 3990  Soranchu Robe ..... 3750  Long Robe ......... 4110
Jade Swirl Ring ... 2960  The Unseen Hand ... 2960

                                                                 THORN'S ITEMS
Sacrum Crystal ..... 600  Sacrulen Crystal ... 200  Magic Droplet ....... 40
Magic Dew .......... 400  Risan Crystal ...... 150  Riselem Crystal .... 450

                                                              KAN'S SHIP PARTS
Yamato Spirit ..... 6700  3' Cannon ......... 4690  5' Cannon ......... 5110
Serpent Torpedo ... 5360  Bluheim Figure .... 5360  Yafutoman Alcove .. 6700
Concussion Bomb .... 200  Deluxe Kit .......... 75  Gear Grease ........ 500
Rudder Grease ..... 2000

CRESCENT ISLE                                                           [SH10]
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¹ - Requires additional funds (2000G for Osman, 1000G for Ilchymis)
² - Requires additional funds (4000G for Ryu-kan)

                                                  BELLE'S STORE/KHAZIM'S STORE
Ancient Cannon .... 8500  Wevl Cannon ...... 10200  Archwhale Torpedo . 6800
Goddess Figure .... 6800  Air Intake ........ 6800  Chandelier ........ 9300
Shredder Bomb ...... 480  Complete Kit ....... 300  Rudder Grease ..... 2000
Machine Oil ....... 2000
                                                                 OSMAN'S STORE
Pyri Box ........... 400  Pyrum Box ......... 1200¹ Crystales Box ...... 800
Crystalen Box ..... 1600¹ Wevles Box ......... 800  Wevlen Box ........ 1600¹
Electri Box ........ 400  Electrum Box ...... 1200¹ Sacri Box .......... 800
Sacrulen Box ...... 1200¹ Sylenis Box ........ 600  Panika Box ........ 1200
Driln Box .......... 600¹ Slipara Box ....... 1200
                                                               RYU-KAN'S FORGE
Windslicer ........ 8760  Captain's Cloak ... 4500  Blessed Robe ...... 4980
Insulated Mail .... 5180  Radiant Fur ....... 3580  Skull Cap ......... 4300
Soul Sword ....... 12340² Moon Wing ........ 10170² Dragon Arm ....... 11850²
Stoneblade ........ 9850² Gilder Special .... 9460² Gaia Cape ......... 5910²
Robe of Faith ..... 6510² Plated Armor ...... 7430² Robe of Truth ..... 4590²
Crescent Amulet ... 5710² Critical Vision ... 6660² Shard of Purity ... 4760²

                                                                 ILCHYMIS' LAB
Sacri Crystal ....... 20  Sacres Crystal ...... 60  Sacrum Crystal ..... 200
Sacrulen Crystal ... 200  Magic Droplet ....... 40  Magic Dew .......... 400
Curia Crystal ....... 30  Risan Crystal ...... 150  Riselem Crystal .... 450
Glyph of Might ..... 100  Glyph of Speed ..... 100  Healing Salve ....... 50
Paranta Seed ...... 5000¹ Icyl Seed ......... 5000¹ Zaal Seed ......... 5000¹
Sylph Seed ........ 5000¹ Vidal Seed ........ 5000¹ Magus Seed ........ 5000¹
Ilchymix (x10) .... 4000

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SIDEQUESTS                                                               [SDQS]
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Here's a few stray sidequests to complete. Information about Chams, the Crew
and so forth can be found in separate sections.

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OPTIONAL BOSSES
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Begins On: Disc 1
Reward --: various

Occasionally, when entering a region, the team may encounter a large animal
inhabiting the sky. These can be fought as minor boss fights and usually give
a reward. Note that these aren't difficult in general, so no strategy tweaks
are needed. These can be fought throughout the game, although they can only
be battled once.

• ALANIA [~52,000 HP, 14290 EXP, 0 MXP, 6500G]
  Region: Lands of Ice (continent)
  Skills: Spiral, Shaggy
  Drops : Goddess Figure, Air Purifier
  Notes : Both drops require Kalifa to be active Merchant

• ROC [~45,000 HP, 13580 EXP, 0 MXP, 6900G]
  Region: NW Ixa'taka (high altitude)
  Skills: Grab, Blast Voice
  Drops : Wooden Doll, Gold Bullion
  Notes : WD requires Kalifa as merchant; GB requires Osman

• OBISPO [~60,000 HP, 11480 EXP, 0 MXP, 5600G]
  Region: Frontier Lands (near Giant Squid Nest discovery)
  Skills: Squid Ink
  Drops : Alloy Deck, Crystal Ball
  Notes : Crystal Ball requires Osman as active merchant

• GIANT LOOPER {~30,000 HP, 28580 EXP, 0 MXP, 13000G]
  Region: Frontier Lands (near Loopers' Nest discovery)
  Skills: Looper Ring
  Drops : Thermal Grease, Hex Shell, Captain's Stripe
  Notes : DLC-only

There's also one optional on-foot battle that occurs after Soltis has risen.

• ELCIAN [~10,000 HP, 30000 EXP, 20 MXP, 15000G]
  Region: Dark Rift (interior, by last savepoint)
  Skills: Sacres, Pyri, Slipara
  Drops : Moonberry (100%), Dexus Seed, Black Map, Valuan Medallion
  Notes : super-powerful ATK and Will! Use Delta Shield and Justice Shield
          (or Skull Shield) when possible, and use Quika for a SPD advantage.
          Other than that, pop Sacrum Crystals and use Increm'd s-moves. Its
          regular attack can inflict Sleep, also, so watch out!

________________
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THE VORLIK BLADE
________________
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Begins On: Disc 1
Reward --: Vorlik Blade

The titular blade is Vyse's best weapon, but it isn't just handed to the
player -- there's a long, involved quest that starts early and ends late.

• Before doing anything, Vyse will need to boost his Swashbuckler rating to
  "Vyse the Daring" or better. This rating is impacted negatively by fleeing
  battle regularly, positively by certain plot replies. See section SWSH for
  a list of Swashbuckler-boosting decisions and the right choices. It's best
  to never flee battle for these purposes.

• After getting to "the Daring" or better, progress the plot until Yafutoman
  events are over -- basically, the start of Disc 2. At this time, recruit
  Ryu-kan from his island far north of Yafutoma, through the skyrift. He'll
  only join if Vyse's rating is at the appropriate level; anything less is a
  no-go. [Ryu will now relocate to Crescent Isle.]

• Progress the plot again until the Delphinus plumbs the Vortex for Fina's
  missing vehicle. During these proceedings, Vyse can dig up rare Velorium
  metal as well -- get 'em both. [See the Vortex walkthrough part for their
  locations.]

• Give Ryu-kan the metal via his middle dialogue option, then wait for him
  to craft the sucker. The earliest the Velorium can be given is prior to the
  Great Silver Shrine journey.

The Vorlik Blade can be obtained from the swordsmith before the allied armada
goes to fight Galcian's fleet. Just in time, y'old geezer...

_________________
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ESPARANZA BARKEEP
_________________
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Begins On: Disc 2
Reward --: Abirik Cham

This lengthy sidequest involves the Esparanza barmaid and her mother, the
kabal seller in nearby Maramba. Vyse can begin the quest on Disc 2, which
will have proven he survived the Dark Rift. However, it cannot be completed
until the final dungeon is accessible.

• The barkeep will implore Vyse to assist in her trouble: after eloping, she
  left her mom alone in Maramba and would like to patch things up.

• Speak to the kabal lady -- twice, if Vyse never has before -- only to be
  summarily dismissed. The daughter's been disowned!

• Deliver the bad news to receive a KABAL SKEWER, proof the daughter hasn't
  stopped thinking about her mom all these years. [The food received is not
  a key item, note.]

• Unfortunately, the mother will still be less than impressed, due to the
  poor ingredients used to make the skewer.

• This time, when informed of her mother's stubborness, the daughter asks
  Vyse to find three quality ingredients to make a proper skewer. GENTUM can
  be purchased from the Nasrad item merchant (500g); KHALE is obtained after
  locating and inspecting the Spice Island discovery; KABAL meat is acquired
  by speaking to Gordo's ship in Mid Ocean, post-Hydra events. Of the three,
  only Khale can be obtained on Disc 1 and without progressing the sidequest
  at all; the other two require both advancing the quest and the end dungeon
  being available. [Gordo will give clues to the other two ingredients, also.]

• With all the ingredients gathered, the barkeep will make 1 MOM'S SKEWER
  for the team. [This, too, is a normal item, not a key item.]

• This time, the mom will be won over and gives advice on making the skewer
  even better.

This time, Vyse can be the bearer of rad news, and the daughter is ecstatic
enough to give a rare ABIRIK CHAM as payment.

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SWASHBUCKLER RATING                                                      [SWSH]
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--- THIS SECTION WILL CONTAIN SPOILERS ---

Vyse dreams of being an adventurous pirate, and suitably, has a "rating" that
tracks his renown in the form of a title/nickname. [This is visible in his
personal menu, under his equipment. There's no numerical gauge.]

Fighting tons of battles or fleeing too many times will have positive and
negative impacts, respectively. However, most rating bumps will come from
particular dialogue choices. Choosing brave/righteous answers adds to Vyse's
growing legend, while wimpy/timid choices detracts from that. Sometimes it's
not clear which is the "correct" answer, so this section will document those
choices.

First, the walkthrough notation:

[+] Adds to rating
[-] Subtracts from rating
[O] neutral answer

All choices are one-time-only, unless otherwise stated.

01: Onboard the Albatross (post-tutorial dungeon)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] "That's a great name."
[-] "That's a strange name."
[O] "So, where are you from, exactly?"

02: Pirate Isle (dad's office, on first arrival)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Defend Fina.
[+] Sit quietly and listen.

03: Pirate Isle (Talking with Alan, the li'l kid)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Sure you can be a sailor!
[O] Sorry, Alan...

04: Pirate Isle (harbor office, post-Shrine Isle)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Try and save everyone!
[-] There's nothing you can do.

05: Pirate Isle (Lyndsi, before heading to Valua)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Sure, I promise.
[O] Sorry...I can't promise anything.

06: Mid Ocean (leaving region for the first time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Attack it!
[+] Retreat!
[-] ...I don't know!

07: Sailors' Island (mandatory Drachma bar scene)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Come right out and say it.
[+] Beat around the bush.

08: Sailors' Island (mandatory scene w/ merchant)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] We accept your offer!
[O] No thanks, we'll find something else...

09: Valuan Capital, Lower City (staying at hotel)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Let's try and save everyone right now!
[+] Let's sneak into the Coliseum!
[-] Hm... I... I don't know.

10: Valuan Capital Catacombs (speaking with Dyne)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] We have to save Fina!
[O] Let's lay low for a little while...

11: Valuan Capital (train car, after Fina rescue)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Never!
[-] ...Sounds fair...

12: Pirate Isle (Fina explaining about her quest)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Leave everything to us!
[O] I need to think about this...

13: Maramba (after Aika's condemnation at tavern)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Hehe... Okay, I'll stop staring.
[O] I have no idea what you're talking about...

14: Maramba (after meeting Bellena at the harbor)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] We'll do it!
[O] Hm...what should we do?

15: Little Jack (following fight against Recumen)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[?] You mean, attack Belleza's ship?
[-] You mean, ram into the Gigas?

16: King's Hideout (after crushing the Chameleon)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Let's break into Moon Stone Mines!
[O] We'll try and find Rixis by ourselves!

17: Maw of Tartas (after defeating the Enforcers)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] We understand. We'll go with you...
[-] It's too dangerous...

18: Nasrad (as Vyse, trying to help the Nasultan)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] We have important information.
[O] You'd better let us through, or else!

19: Nasrad (post-Daccat's Isle, Ramirez' meeting)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Surrender.
[O] Fight...even though you know it's futile.

20: Grand Fortress (after defeating Dralkor Tank)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Let's take our chances and hop on.
[O] This could be a trap...

21: Grand Fortress (after boarding the Delphinus)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Of course you can come with us.
[-] Sorry, but you can't expect us to trust you.

22: The Delphinus (after escaping Grand Fortress)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] I'll do it!
[O] I don't know if I'm up to it...

23: Crescent Isle (after learning Ramirez's past)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Instill her with confidence.
[+] Try to cheer her up

24: Yafutoman Airspace (after spellship's defeat)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Fight
[-] Surrender

25: Yafutoma (post-Mt. Kazai, Armada dock scenes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Stop them by force!
[+] Wait and see what happens.

26: Yafutoma (after dock scene, at guests' house)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Save Lord Mikado now!
[+] Run and hide.

27: Exile Island (after meeting prince at temple)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Of course!
[O] I don't know about helping the Tenkou.

28: The Delphinus (post-Bluheim, after returning)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[O] Let's go back through the Dark Rift.
[+] Let's try heading east.

29: Ruins of Ice (crystal questionnaire decision)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Note that getting too many wrong may lower the rating. The 'reputation down'
SFX happened for me on the fifth incorrect answer.

[O] The power of Fire (left path)
[+] The power of Ice (correct answer)
[O] The power of Lightning (right path)

[+] Maybe two? (correct answer)
[O] Maybe four? (straight ahead)
[O] Maybe six? (left path)

[O] Power and courage. (straight ahead)
[+] Will and spirit. (correct answer)
[O] Life and healing. (right path)

30: Ruins of Ice (post-dungeon, as Drachma exits)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Yeah. We should just let him go.
[O] We should stop him!

31: Sailors' Island (Enrique departing for Valua)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Be careful!
[O] Can't you think this over?
[+] Don't get airsick, okay?

32: Crescent Isle (Ramirez asks for the Crystals)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] You'll have to kill us!
[O] I will trade them for the lives of my crew.

33: Crescent Isle (morning after Armada's attack)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] I will not give up!
[+] We'll steal the Crystals back!

34: Crescent Isle (morning after Armada's attack)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] I understand...
[O] Everyone's worried about you.

35: Crescent Isle (morning after Armada's attack)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Of course we will!
[+] We'll go anywhere with you, Fina!

36: Great Silver Shrine (after elder's flashback)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Who do you think you are?!
[-] Let me think about it...

37: Crescent Isle (after Soltis has been revived)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] We can't let Galcian get away with this!
[+] Let's show Galcian what we're made of!

38: Crescent Isle (Fina; eve before Armada fight)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Say comforting words.
[+] Say nothing and just put your arm around her.

39: Crescent Isle (Aika; eve before Armada fight)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Hey, I'm scared, too.
[+] Yeah, it isn't like you at all...

40: Crescent Isle (departing to fight the Armada)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+] Let's Make History!
[+] Onward to Victory!

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VII. FREQUENTLY ASKED QUESTIONS                                          [FAQZ]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[Q] - How do I learn s-moves?
[A] - Select any character in the main menu and use the "S-Move" tab. Here,
      any available techs can be learned, supposing one has the Moonberries
      to learn 'em.

[Q] - Why did the logo on my VMU change?
[A] - Later on in the game, when you choose the Delphinus' flag design, that
      affects the memory card display.

[Q] - Where's my Magic Cannon?
[A] - This is a symbolic prize -- it doesn't exist as an equippable item nor
      does it appear in the inventory like key items. However, it does allow
      the Little Jack to fire offensive magic in-battle, so it exists in that
      sense.

[Q] - Where can I get into generic airship battles?
[A] - There's several places

    - Grand Fortress area
    - Temple of Pyrynn area
    - South Ocean (south of Moon Stone Mountain)
    - North Sea area (near Ixa'taka, east of Iron Gate)
    - Valuan Continent's northern area

[Q] - Where did the Mystery Merchant go to?
[A] - He can appear in the Sailors' Island inn and Maramba guild, but will
      eventually settle in Nasrad's vacant artist house (near castle gates).

[Q] - Why can't I access the homepage on the main title?
[A] - This option used to automatically visit the Skies of Arcadia homepage,
      provided the Dreamcast was internet-capable and (I believe) registered
      by Sega in some manner. Unfortunately, this page no longer exists, so
      it's a waste of time. Additionally, the option isn't available when
      playing on Disc 2.

[Q] - How do I get the Blue Rogues/Prophecy attack?
[A] - Each requires having full SP in normal battle, plus another condition.
      Blue Rogues requires having a full 4-person party in good health (all
      alive, no one asleep, etc.), while Prophecy requires a full 11-person
      airship crew. Both inflicts massive damage, although Prophecy can heal
      the allies as well. How much is healed depends on the current lineup.
      For instance, cooks will always heal, gunners will always attack; which
      role the subordinate fits into will be very obvious during the sequence.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VIII. UPDATES & CONTRIBUTORS                                             [UPDT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
12-27-12 ----------------------+ Started walkthrough
04-22-13 ----------------------+ Finished walkthrough

THANKS TO...
¯¯¯¯¯¯¯¯¯¯¯¯
• Sailor/Ceej, for always hosting my crap
• Aika, for being adorably bratty! (R.I.P. Tomoko Kawakami)
• C. Allen, for Nasrad/Abarik Cham, Tropica & Delphinus Moonberry correction
• Jose Baez, for Osman clerical correction in section WK19

NOTES TO SELF
¯¯¯¯¯¯¯¯¯¯¯¯¯
• Little Jack Captain's Stripe HP boosts carry over to Delphinus?
• In Aika/Fina-only segments: fleeing bring down Vyse's Swashbuckler rating?
• Domingo: does he still look for discoveries even after being invited?
• Ruins of Ice: too many wrong crystal answers = Swashbuckler rating down?
• add Pinta Quest items

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IX. LEGALITY                                                             [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

Allowed Sites:                       Disallowed Sites:

 • Gametalk.com                       • cheatcc.com
 • GameFAQs.com                       • gamershell.com
 • MyCheats.com
 • Neoseeker.com
 • Gamesradar.com
 • Supercheats.com
 • Cheathappens.com
 • Honestgamers.com
 • Chaptercheats.com                           E-mail me for permissions ~
 • Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
1320 NORTH COLUMBUS           Document © Shotgunnova, 1997-2013 (and countin'!)
WAS THE ADDRESS I HAD             Skies of Arcadia namesake © respective owners
WRITTEN ON MY SLEEVE                              E N D   O F   D O C U M E N T