Spoiler-free FAQ/Walkthrough by Shotgunnova (P. Summers) / shotgunnova@gmail
          ______   ______       __  __     _   _____          __
         / _____| |_____ \    ,' _| \ \   | | | ___ \     /| |_ '.
        / /             ) )  / ,'    \ \  | | |/   \ \   ( |   '. \
       / /   ___   _   / /  / / |\    \ \ | |       \ \  | |  /| \ \
      ( (   \_  | | '-' /  ( (  | )   /  \| |  /|    ) ) | | ( |  ) )
       \ \    | | |  _ (   | |__| |  / /\ ' | ( |   / /  | | | |__| |
        \ '-._| | ( ( \ \  |  __  | ( (  \  ) | |_,' /   | ) |  __  |
         '-.___ |  \|  \_\ |_|  |_|  \/   \/  | __,-'    |/  |_|  | )
               \)                             (/                  (/

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

      Story ............................................................ STRY
      IP Gauge ......................................................... PGAG
      Stats/Status Effects ............................................. STTS
      Field Icons ...................................................... FLDC
      Magic ............................................................ MGIC
      Tips N' Tricks ................................................... TPST

 III. WALKTHROUGH (DISC 1) . . . . . . . . . . . . . . . . . . . . . . . DSC1

      01) Port Town of Parm ............................................ WK01
      02) Marna Road ................................................... WK02
      03) Sult Ruins ................................................... WK03
      04) Port Town of Parm [II] ....................................... WK04
      05) Leck Mines ................................................... WK05
      06) Port Town of Parm [III] ...................................... WK06
      07) Steamer Ship ................................................. WK07
      08) Ghost Ship ................................................... WK08
      09) Town of New Parm ............................................. WK09
      10) Merrill Road ................................................. WK10
      11) Feena's House ................................................ WK11
      12) Underground Passage .......................................... WK12
      13) Rangle Mountains ............................................. WK13
      14) Dom Ruins .................................................... WK14
      15) Herb Mountains ............................................... WK15
      16) Garlyle Base ................................................. WK16
      17) Misty Forest West ............................................ WK17
      18) Luc Village .................................................. WK18
      19) God of Light Mountain ........................................ WK19
      20) Misty Forest East ............................................ WK20
      21) End of the World ............................................. WK21
      22) Valley of the Flying Dragon .................................. WK22
      23) Dight Village ................................................ WK23
      24) Mt. Typhoon .................................................. WK24
      25) Typhoon Tower ................................................ WK25
      26) Dight Village [II] ........................................... WK26
      27) Lama Mountains ............................................... WK27
      28) Gumbo Village ................................................ WK28
      29) Volcano ...................................................... WK29
      30) Gumbo Village [II] ........................................... WK30
      31) The Twin Towers .............................................. WK31
      32) Dight Village [III] .......................................... WK32
      33) Mysterious Vanishing Hill .................................... WK33
      34) Pirate Island ................................................ WK34

  IV. WALKTHROUGH (DISC 2) . . . . . . . . . . . . . . . . . . . . . . . DSC2

      35) Virgin Forest ................................................ WK35
      36) Cafu Village ................................................. WK36
      37) Petrified Forest ............................................. WK37
      38) Tower of Doom ................................................ WK38
      39) Zil Desert ................................................... WK39
      40) Soldier's Graveyard ........................... [OPTIONAL] ... WK40
      41) Castle of Dreams .............................. [OPTIONAL] ... WK41
      42) Zil Padon .................................................... WK42
      43) Savanna Wilderness ........................................... WK43
      44) Tower of Temptation ........................... [OPTIONAL] ... WK44
      45) Brinan Plateau ............................................... WK45
      46) Laine Village ................................................ WK46
      47) Abandoned Laine Village ...................................... WK47
      48) Zil Padon [II] ............................................... WK48
      49) Zil Ruins .................................................... WK49
      50) The Grandeur ................................................. WK50
      51) Rainbow Mountain ............................................. WK51
      52) Alent ........................................................ WK52
      53) Luzet Mountains .............................................. WK53
      54) J Base ....................................................... WK54
      55) Underground Railway Ruins .................................... WK55
      56) The Lyonlot .................................................. WK56
      57) Luzet Mountain Camp .......................................... WK57
      58) Zil Padon [III] .............................................. WK58
      59) Luzet Mountains [II] ......................................... WK59
      60) Zil Padon [IV] / Field Base .................................. WK60
      61) Spirit Sanctuary ............................................. WK61
      62) Icarian City ................................................. WK62
      63) Gaia ......................................................... WK63

   V. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

      Equipment List ................................................... EQPT
      Skill List ....................................................... SKLL
      Shop List ........................................................ SHPL

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

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                    ____          |  |          ____
   L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
   L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                 /  _    \________|__|________/    _  \
                / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_   _|   [SELECT]   [START]  |_|   (_)) <-- CIRCLE BUTTON
   PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
               )            ____        ____            (
              /            /    \      /    \            \
             (            (      ) __ (      )            )
              \         /\ \____/ /  \ \____/ /\         /
               \       /  \______/    \______/  \       /
                \_____/ LEFT ANALOG  RIGHT ANALOG\_____/

Grandia can be used with either a DualShock or normal controller, although
it's easier with the former. [Buttons without a function aren't listed.]
 ___________ _______________________________________________________________
| BUTTON    | FUNCTION                                                      |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| D-Pad     | Controls menu movement (digital mode: also party movement)    |
| Start     | Toggle options menu                                           |
| Analog    | Toggle Analog Mode                                            |
| Select    | Toggle TownScope (bird's-eye view; only available in towns)   |
| Circle    | 'Cancel' button                                               |
| Square    | Zoom-in function (hold)                                       |
| Triangle  | Toggle field command menu                                     |
| X-Button  | 'Confirm' button                                              |
| L1 Button | Rotate screen left (on field) / Show current SP (in battle)   |
| L2 Button | Show current MP (in battle)                                   |
| R1 Button | Rotate screen right (on field) / Show current SP (in battle)  |
| R2 Button | Show current MP (in battle)                                   |
| L. Analog | Controls movement (analog mode only)                          |
| R. Analog | Controls camera movement (analog mode only)                   |
|___________|_______________________________________________________________|

Grandia save files take up 1 memory block.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STORY                           [STRY]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From the manual:

"The mists of time blur the past, but it is said that long ago the Spirits
bestowed their blessing upon humankind. As a symbol of their benediction, the
mystic ones gave the Spirit Stone to their chosen people, the Icarians.

It is also said that the light of the Spirit Stone illuminated the world.
Under its calming power, all people lived serenely in peace.

But the tranquility was not to last. As humans flourished, their internal
struggles increased and peace began to weaken. At the height of human
prosperity, the peaceful era suddenly ended. The Spirit Stone shattered,
scattering the seven fragments hither and yon. The Spirits vanished, and the
fate of the Icarians was lost in time." ~ The Story of Creation, as told be
Angelou

IP GAUGE                        [PGAG]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                           WAITING    ACTING
                        _____________ ______
                       |>>>>>>>>>>>>>|   ACT|
                       |¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|
                      Start     Command   Action

The IP Gauge is at the heart of all combat, allowing both allies and foes
to square off in real-time. Each party is represented by an icon on the
gauge: when an enemy dies, their icon disappears, and when an ally is KO'd,
their icon stops moving entirely.

The flow of combat is this:

• When battle starts, both enemy and ally icons appear in the 'waiting'
  portion, and move left to right towards the command prompt. If allies got
  the initiative, or if enemies got an ambush, they start further down the
  line. How fast a person moves down this line is dependant on their ACT
  stat -- the higher, the better. [In fact, a person with ridiculously high
  ACT can overcome an ambush situation and get off the first strike!] When a
  person is hit -- here or in the next stretch -- they typically suffer "IP
  damage": this forces them further back (left) and generally wastes time.
  In some cases, IP damage will make an enemy change actions entirely, which
  is great if the big bad monster planned a powerful strike.

• At the command prompt, allies input their wanted action from their menu;
  doing this 'fixes' it in. [Enemies can select their command ahead of time,
  which is helpful as it allows the allies to preempt the action.] Once it's
  fixed in, the character moves left to right towards the 'action point' at
  the far right-hand side. How fast an icon moves here is dependant on the
  chosen command -- the more a skill or magic is used (denoted by # of stars
  next to name) the faster it waits. A five-star ability's acting time can
  almost be instantaneous.

  If a skill with a canceling effect hits a person during the left-to-right
  process, the queued skill may be cancelled -- the skill does not go off
  and it forces the character's icon further back (left) up the gauge, making
  them waste time. [They do not go all the way left, however.]

• Once a command reaches the acting point, the command/skill/magic is used.
  If the skill deals damage, the affected target(s) take IP damage and may
  have their action(s) cancelled, forcing them to repeat the command portion.
  When a person is waiting to act -- that is, their icon has reached the
  right-hand edge but they haven't used the ability, usually due to range --
  they can be "countered" by incurring damage. That damage is higher than
  normal due to the well-timed strike.

• After a command is over, the player starts back on the left-hand side of
  the gauge, repeating the process. When an ability successfully reconciles,
  the person's ACT is slower for awhile.

STATS/STATUS EFFECTS            [STTS]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's the main stats to pay attention to. Each of the main four is composed
of four raw stats (Strength, Vitality, Action, Wit) plus any augments given
by equipment. So, if one's STR value is 150 and the equipment boosts add up
to 75, the ATK value is 225 -- the sum of those numbers. This applies to 'em
all.   ______________ _____________________________________________________
      | COMPOSITION? | PURPOSE                                             |
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| ACT | WIT + Extras | Affects speed of IP Gauge progressions              |
| ATK | STR + Extras | Affects power of certain attacks and skills         |
| DEF | VIT + Extras | Affects defensive power (mitigates damage)          |
| MOV | ACT + Extras | Affects range of battle movement                    |
|_____|______________|_____________________________________________________|

Status abnormalities are part and parcel for RPGs, and Grandia's no exception.
These kind of changes are almost always inflicted by enemy attacks.
 _____________ _____________________________________________________________
| STATUS      | EFFECT                                                      |
|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Confusion*  | Character randomly selects attacks & targets                |
| Fallen      | Character has 0 HP and cannot act                           |
| Magic Block | Character cannot use magic                                  |
| Move Block  | Character cannot use skills                                 |
| Paralysis*  | Temp. prevents IP gauge movement                            |
| Poison      | Incurs damage at regular intervals                          |
| Plague      | Character suffers random battle stat decrements/status FX   |
| Sleep*      | Temp. prevents IP gauge movement (cancels acting skills)    |
|_____________|_____________________________________________________________|
 * - lingers after battle

FIELD ICONS                     [FLDC]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's a ton of stuff to find when exploring dungeons, so here's the lowdown:

• SAVEPOINT: This looks like a rainbow-colored cone of light. It provides the
  obvious save function, but also free healing, making it a welcome sight in
  any no man's land. [Some savepoints also offer hints, although this practice
  dies out after awhile.]

• STASHING PLACE: These look like blue icons with a treasure chest inside.
  A player can stash obsolete/unneeded items here and fish them out later
  from another stashing place. This is a gameplay mechanism to combat that
  pesky inventory limit, so take advantage of it!

• ENEMIES: Enemies appear on the field, scampering about, lying in wait, and
  even out of sight. But, the main thing is they appear: one can anticipate
  their movements or avoid them completely. Defeated enemies disappear from
  the field and stay that way (unless one saves and reloads that save).

• MONEYBAGS: Hey-hey, free money! This may be the most common item to find.
  Tiny bags of money look like purses, while giant red urns contain three
  times their tinier counterpart's amount. Those amounts ever so slowly in
  line with the plot's progression.

• CHESTS: Pretty self-explanitory, no? These contain items, generally of the
  useful sort, and must be opened by pressing action button. Unlike moneybags,
  taking chest items (or any items, really) brings the player to the inventory
  screen.

• ACTION ICON: Sometimes a player can only traverse a dungeon by blowing up a
  wall, pushing a snowball or tickling a giant tentacle (seriously). When this
  need arises, a <!> icon shows up. These may only show up when one's position
  is correct, though.


MAGIC                           [MGIC]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Magic is a special kind of attack that isn't inherent to everyone. Because of
this, they must go through a long process of collegiate learning to--...just
kidding. People learn magic by finding Mana Eggs and trading them in (at a
proper store) for 1 kind of base magic: fire, wind, water, earth. A Mana Egg
can only be redeemed once, so it pays to have a little foresight about who's
to get what.

Part of that foresight is knowing which characters have skills oriented to
what. For instance, one of Justin's best moves uses Earth and Fire magic, so
having him learn those two elements first can get him on the way to kickin'
some butt. Y'can go into the 'Moves' menu outside of battle to check unlearned
abilities and magic, and plan ahead from there.

Anyway, certain magics, when combined, form a new elemental type embodying
the force of the components. These are:

FIRE + WIND ---> Lightning
FIRE + EARTH --> Explosion
WIND + WATER --> Blizzard
WATER + EARTH -> Forest

Certain enemies are good versus component elements or weak to the combination
magics, so it helps to be well-rounded in one's learning. Example: teaching
everyone water magic immediately can help with healing, but gimp the player
when offensive magic is needed. Choose wisely!

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  As for understanding magic menus, it's quite simple.
| FIRE LV55 EXP. 81 |  Under the 'Moves' or 'Magic' menu, the diagram to the
|___________________|  left shows up. Going up a level in magic earns extra
                       MP for that character, plus an element-specific stat
gain (Fire increases Wit, Wind increases Agility, etc).

Each element needs a hundred (100) experience to gain a level, and this is
done by using that magic properly: offensive magic must damage a target,
healing magic must heal a target, curative magic must alleviate a status
abnormality, and so on. Healing a full-HP target doesn't earn any magic EXP
because it's ineffectual; the same concept applies to using fire magic on a
target impervious to fire. Area effect (AoE) magic is the best way to garner
EXP, because EXP is gained on a per-target basis -- hitting 6 targets with a
magic can be quite lucrative EXP-wise. [Combination magic earns EXP for the
component elements, often splitting the normal amount between 'em.]

On a related note, skills that have magical requirements, such as "Zap! Whip"
earn experience for the element AND the equipped weapon, so magic EXP can be
gained that way, too.

TIPS N' TRICKS                  [TPST]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Like usual, if a reader has a swell tip/suggestion, write in and I'll stick
it here with the others.

• When you reach a recovery point, spam Water-type curative abilities to
  heal first. That way, you don't waste opportunities to get level 'em up,
  and it helps level-up the overall Water rating anyway! This method's even
  more useful if there's nearby traps that can continuously whittle away
  health when triggered. [Raising Water abilities this way is easy, but works
  best with a full party.]

• Speaking of recovery points, enemies in an area won't respawn so long as
  Justin's gang remains in it. This way, one can defeat all/most enemies and
  return to the recovery point, then visit the next zone fully healed. [Note
  that loading a save will respawn most foes, though.]

• Watch out for discarding! After you're doing clearing inventory space, the
  cursor will stay on that option, and the next time y'go to use that Power
  Seed (etc.), it gets tossed instead of consumed! Be careful...

• This being an older RPG, one must be careful of inventory management. Each
  person can carry twelve (12) items in addition to their 6 equipped items,
  and with people entering/leaving the party, this can cause unforeseen
  problems. A rule of thumb is to -- before entering a large dungeon, or when
  exiting a city -- find a stashing place, if possible. [When someone leaves
  the party temporarily, they take their items with them; when they leave
  permanently, their items go into the stashing place. Remember this!]

                                          __________________________________
__________________________________________/ III. DISC ONE WALKTHROUGH [WLK1] |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01) PORT TOWN OF PARM                                                    [WK01]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: n/a                      __     |¯|
DUNGEON: n/a                      \ \    | |  _
                                   \ \_ _| |_| |
                                   _) _|       |
                                __/  (         |
                               |__    \_  _ _  |  |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
       N                          |3/\_   S|_|_|  |  S | Savepoint       |
       |            _              ¯___| |¯       | ## | River           |
       |           \ \  _________|¯|1|_| |¯|      | 01 | Dirty Apron     |
 W ----+---- E      \ \/      |10|¯  |_| |¯|      | 02 | Iron Pot        |
       |             )            _  |_| |_|      | 03 | Pot Lid         |
       |            /  |_|_  |_| |4  |_| |_|      | 04 | Wooden Sword    |
       S           /     | |      ¯_     |_|      | 05 | Gantz's Key     |
                __/   _   _    __ |_|_   |_|      | 06 | First Aid Kit   |
               |_|   |_|5|_|_ |__|  | |  |        | 07 | Poison Antidote |
               |_|  _|_|___|_|__  ___    )        | 08 | 100G            |
                 | |2                \  /         | 09 | 1G              |
            #####| |#################/ /#         | 10 | Letter to Clara |
               |¯]    _ |¯|   |¯|_/¯/ (###        | 11 | Marie's Pin     |
              |¯|    |67   _    |_    |_|##       | 12 | Wound Salve     |
               ¯\_    89  (_)      _   |_]##      | 13 | Spirit Stone    |
                ( \               (_)      ##     | 14 | Intro Letter    |
                 \_)    _   __       12__11_##    |____|_________________|
                   '.__|_|_|__|_____  (13 14)##
                                    )  )¯¯¯¯

Ahh, a sunny day in Parm -- a salty breeze, nice weather, child abuse...huh!?
Yes, our protagonist is whapped by a sailor right out of the gate. The setup
is this: Justin and his childhood friend Sue have made a bet with the local
"gangleader" Gantz to find four pieces of legendary equipment, proving that
Justin's adventuring skills are up to snuff and saving Sue from marrying that
doofus. Luckily, Sue's already acquired the armor, the [Dirty Apron], so that
leaves three more pieces. Their locations are:

• Iron Pot: Along stream walkway
• Pot Lid: Against warehouse in Parm's port
• Wooden Sword: treasure chest in Gantz' house

Need help orientating yourself? Hit select button to use the "town view"
overhead camera -- "up" is always north, so it's helpful for checking things
out, no? Anyway, the Wooden Sword has to be located last. After delivering
the first two items, speak to Gantz __TWICE__ until he reveals the sword's
location. Doing this will cause Gantz' little brother to quit running away,
and move him to the alley near the underground cafe. Speak with him there,
pick Option #2 and scour the ground alongside the river -- from his level, not
on the lower walkway -- to find [Gantz's Key]. It's always in the same place.
Use the key to unlock the chest in Gantz' house to find the last prize.

Visit Gantz' bridge to find the barricade is thwarted by some grownups, i.e.
South Parm is now accessible. Justin will automatically visit his house, the
Seagull Restaurant, for a chat with his mom. Once Lilly's interrogation ends,
it's upstairs for a sit-down meal, a Grandia series hallmark. These festive
chats allow party members (et al) to converse about current events -- it
breeds an adventurous spirit! Lilly also mentions the museum curator wanted
to speak with Justin.

The next morning, the entire city is available for exploring. Most of the
items available are in Justin's room (300G is obtained automatically), and
Lilly donates 1G if her son delivers continuous flattery. In the northern
part of town, there's a letter to obtain from a grandpa on the second story.
The [Letter to Clara] is part of a sidequest one can do in New Parm...but
that's a ways away. The other mini-quest is speaking with Marie near the
train station. She's lost her pin and wants Justin to find it -- why not? It's
(invisible) on the ground near the museum, not too far from the green-clothed
doorman. Return it to her (it can't be sold, you meanie!) and her mother, also
near the museum, will give a [Wound Salve] as recompense.

Anyway, the museum is in the southeast corner of town. The curator's in the
large room with a new exhibit. Speak awhile and examine the statue (this is
mandatory) before visiting his office. There, Justin obtains the [Intro
Letter] allowing him and Sue to visit the Sult Ruins, which is now added to
the world map.

However, one must pass through Marna Road to get there. Before leaving, visit
the general store and pick out some things y'might need, such as upgrading
Sue's equipment -- her stats are a little lower than Justin's. Also, don't
forget the most important pre-dungeon ritual: stashing junk you don't want!
Besides equipped items, all characters can only carry 12 additional items,
and with just Justin & Sue, things can reach capacity quickly.

NOTE: The "legendary" items found as part of Gantz' quest are unsellable and
      must be stashed to avoid wasting space. Also, ATK-wise, any weapon you
      obtain in the ensuing dungeons will be inferior to Parm's best ones
      (although they don't sell all types).

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
02) MARNA ROAD                                                           [WK02]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Marna Bug, Giant Centipede        EXIT
DUNGEON: Repeatable (1 Screen)           _/#(________
                                   _____/  ####      '.
   |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|        /   _   /¯¯¯\#       '._
   | S | Savepoint       |        \  (_) (____/#__        (_
   | D | DungeonScope    |         )          #/  \         )
   | # | Road            |         )    ######(   _\_____  (
   | 1 | 30G             |        (___ # ____  \_/5/  __ \6 )
   | 2 | 10G             |         ___|#|___ \____/  /2 ) \/
   | 3 | Herbs           |        / 4  #    \______,'  /         N
   | 4 | 10G             |      ,'    #         __    (          |
   | 5 | Herbs           |     (      #        (__) D (          |
   | 6 | Officer's Baton |      )      ##              )   W ----+---- E
   |___|_________________|     (_      3 #             )         |
                                 \__     #         1  (          |
                                    \   #S  /)__,-.____)         S
                                     \_ # _/
                                       |#|-ENTER

As the savepoint's hint option says, battles go smoother if one snatches the
advantage -- getting a first turn faster -- by moving into an enemy(s) from
behind. Of course, the opposition can do this same tactic, and it can be
harder for allies since they all appear on the field, move slower and do so
in a line (based on Justin's path). But for now, bask in how terrible the
map's enemies are and don't worry about ambushes -- Justin should be able to
one-shot most things with his combo, and Sue can one-shot the bugs initially.

The map itself is quite big for a first "dungeon," and the items are mostly
off-road. Small amounts of money are here and there, but the main draw is the
Officer's Baton, a 7-ATK mace found in the northeast. It's barely passes
muster with the Parm storeboughts, but it's free, so...hooray. Don't find
the rewards here interesting? Just follow the road to the exit.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
03) SULT RUINS                                                           [WK03]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                                                | |-TO ROOM OF
ENEMIES: Green Slime, Baby Bat                                 _| |_  ILLUSION
DUNGEON: One-Time-Only (3 Screens)                            /     \
                                                             ( (\_/) )
Alright, Justin and Sue are finally movin' up                 \ \_/ /
to the big leagues. This is the first proper                   \   /
dungeon and will be longer than Marna Road by                  _) (_
a long shot -- get used to it, 'cause it only                 | | | |-BOSS
gets more disorienting! Still...it's close to               __|_   S|______
being a tutorial redux, and the enemies won't      _______,'   _| |¯   _   \
be of much note. Green Slimes can drop Herbs,     |  _____  16|___ ¯| | |13 )
and can be one-shotted easily, although Sue's     |  _ 15_ B     _| | |_ ¯| |
gonna need some Mace levels to do it herself.     |   | |_____ _|  _|  _| | |
That said, if y'didn't stash the inventory's      |   | |   B |   |14 |_| | |
junk, hitting the limit may be possible, so       (   ( (  _   _|_|_____| |<|
go do that in Parm first. As for recommended       \____   _| |___      ) )¯|
party levels, there's no advice really -- w/o         | | |_____  | 12      )
real opposition, it's a cakewalk.                     | |      ^| |¯¯¯|____/
                                                   11-|_|  ¯¯¯¯¯__  10)
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          ¯¯¯¯)B(  |__/
| 01 | 10G         | | 09 | 10G                |     _     _  | |
| 02 | 10G         | | 10 | 10G                |   _|2|___|3| | |   -.
| 03 | 10G         | | 11 | Outdated Armor     |  |_______  | | |    |
| 04 | 30G         | | 12 | Dynamite           |  |5   _D_  | |S|    |
| 05 | Rune Ring   | | 13 | 30G                |   ¯¯¯|^|4  |_| |_   |
| 06 | 30G         | | 14 | Resurrect Potion   |      | |¯|  _|  9|  |
| 07 | Shiny Shoes | | 15 | Ceremonial Rock Ax |  ____|  ¯| | | (¯   |- Sult
| 08 | 10G         | | 16 | 30G                | |_    _|¯|D|_|  \_  |  Ruins
|____|_____________| |____|____________________| | |  (   ( (7  \ 8| |  B1
                                                ( ( |1)   ) )¯| )¯  |
After speaking with the gate guard and seeing    \  |¯    | |_| |   |
the bratty she-sergeants' debut, our duo can      ) |    _(  _  |   |
infiltrate the ruins proper. Throughout the       | |   ( 6 / | |  -'
B1 area, there'll be eavesdropping scenes to   ___|_|____¯¯¯   ¯
put the Garlyle's presence in perspective, or |[]  _   []|          N
to give veiled tips, such as avoiding falling |   |^|_   |          |
objects (archway statues). Money deposits are |[] | S_|  |          |
all around but the camera angles make it a    |  _| |_   |    W ----+---- E
mite harder to find this time around; be sure |   |_  \  |          |
to orient your compass afterwards! Items of   | |___   ) |          |
note: a [Rune Ring] in the NW is obtained by  ( |_____/[])          S
walking over an intact archway, accessible in  \__   ___/
the east. There's also [Shiny Shoes] towards      | |-ENTER
the end, but those are store-buyable already.

The B2 area's a little more labyrinthine, but there's a few DungeonScopes
around to help a player out. To reach some of the eastern items, the team
must go underneath the first walkway. Most finds here are slim, but there's
one worth mentioning: the [Ceremonial Rock Ax] is the first axe obtained and
while its ATK is outclased by some storebought weapons, it gives a hefty +2
STR boost on level-up, and contributes to Justin's first AOE skill, Shockwave.
Getting Ax to LV5 pays off in the long run...just don't neglect his other
weapons, eh?

To reach the B2 exit, from the starting point: (1) go a little east and up
the stairs, taking that walkway north (2) north, use the nearest stairway (3)
from this elevated walkway, use the action command to topple the pillar. This
gives access to the northern platform and its savepoint. Once the soldiers
vacate, inspect the statue, go north, and take the left-hand path at the fork.
Hit the green button to enter the circular room, and use the red button to
reach the northern rooms.

After an introduction to Liete, backtrack until a certain colonel shows up
and interrogates Justin. Regardless of answers, after three questions, it'll
be time to escape. On the way past the savepoint, however...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Boss: Rock Bird | • Physical attack                                       |
| HP -: 230       | • Fire Orb (All, NoCancel)                              |
| EXP : 30        | • Rock Feather (Line, Canceller)                        |
| $$$ : 150       |_________________________________________________________|
|_________________|

 The first boss is...well, picture yourself stepping on an anthill -- that's
 a perfect image. The boss' HP is low enough that one can just spam regular
 attacks and come out victorious. Its two abilities are unimpressive and
 easily interruptible. Yawn.

Everyone automatically escapes.

04) PORT TOWN OF PARM [II]     [WK04]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: Key to the Cafe, Java's Wallet, 1G

A pitstop back in town. After returning home and having dinner, Justin will
get the idea in his head to visit the port. The next day, speak with a sailor
there to learn a Steamer Pass is necessary to ride to the Elencia Continent.
He also mentions a guy named Java has said pass, and hangs out at the "cafe"
near the river (this is where Gantz' Key was found earlier). Speak to Miss
Kirlian to find her key has also gone missing; a man in green clothes at the
port will have it.

Return it and, that night, visit to ask some customers to learn Java lives up
at Leck Mines. Kirlian gives his wallet as a new reason to visit him. Go home,
eat and sleep, and prepare to leave via the train station. [You can also milk
mommy for 1G by flattering her again, but who's that hard up for cash?] There
isn't any ticket to purchase this time, either

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
05) LECK MINES                                                           [WK05]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dungeon preamble: find Java at his house to strike up a bargain -- clear out
the mine in exchange for that stanky pass. Justin is adventureblind and, of
course, accepts without thinking things through. D'oh! From now until the
mines are swept, Java stands in the outdoor screen and has typical savepoint
functions. There won't be another until the second interior screen, just for
reference.

Enemy-wise, there's little to speak of, outside of the Orc's 70-plus health,
and Green Slimes are still the only ones that drop anything (Herbs). Taking
one look at the map legend, it's clear the inventory can get quite plump --
use up said Herbs or drop some chaff if needed.

Also, Marna Road is off-limits upon completing this dungeon.

ENEMIES: Green Slime, Baby Bat, Spyder, Orc   |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
DUNGEON: One-Time-Only (3 Screens)            | 01 | Work Clothes    |
           _                                  | 02 | Hand Grenade    |
       ___|4|__                               | 03 | Herbs           |
      |___   __|                              | 04 | 60G             |
       _  | |__                               | 05 | 20G             |
      |5|_|   _|_______     )¯¯¯¯¯¯¯¯         | 06 | 20G             |
      |   D            '-._(                  | 07 | 20G             |
      |  _    2 ,-. 1     _ 26  ENTER         | 08 | Hand Grenade    |
      |_| ( (¯¯¯   )  _,-' |   _              | 09 | Rubber Boots    |
       ____\3)___,'  /     (  |_|             | 10 | 20G             |
      |     ¯     6 (       )________         | 11 | Wobbly Sword    |
      (9  ______7 [] \__                      | 12 | Safety Helm     |
       \8/      \______ '.                    | 13 | 60G             |
        ¯_____________ '. \          N        | 14 | 20G             |
        /       14_ 15|  ) )         |        | 15 | Hand Ax         |
      ,'         |____|_/10|         |        | 16 | 20G             |
     /            ____     )   W ----+---- E  | 17 | Hand Grenade    |
    (    D 16  27| ^  ) _ (__        |        | 18 | 60G             |
     '._  /¯\    (    \/ \/  \__     |        | 19 | Wound Salve     |
        \ \_/ .-. \_  /  / /  11|    S        | 20 | Oaken Shield    |
         ) D /   \/ \/   \/12 (¯              | 21 | 20G             |
        /   (             \ 13 )              | 22 | 20G             |
       / ,-. '.___         \__/_____          | 23 | 60G             |
       \/\17\___  '-._________/21 22|         | 24 | 20G             |
          '.     19  D__ S     25 28|-BOSS    | 25 | Seed of Defense |
            ¯) (¯¯¯¯| 20|¯¯¯¯¯\23 24|         | 26 | Steamer Pass    |
           /¯18 \    ¯¯¯       ¯¯¯¯¯          | 27 | Miner's Hammer  |
           ¯¯¯¯\/                             | 28 | 60G             |
                                              |____|_________________|

The first area has a relatively simple layout, with the curving tracks going
right towards the exit. But, the most evident improvement is how accommodating
the dungeon is -- the paths are doubly large and enemies are clearly visible,
making it easier to avoid ambushes and see items. Speaking of which, going
right to the next area avoids most of the items, in the west and northwest.
The equipment -- the Rubber Boots and Work Clothes -- are still subpar by
most standards, though.

Area two is larger but still not that complicated. Following the track, take
the southeasterly offshoot to a small gorge (fall in) leading to some items,
including the Safety Helm and Wobbly Sword. The latter's still inferior to
the Ceramic Sword, but it's free, so...oh well. Cross the mini-canyon by
jumping at the designated spot.

Going west on the main road, there's another gorge to cross; this time, an
intact miner's bridge does the trick. Still, there's reason to jump down --
a [Hand Ax] outclasses any current axe y'may have. Use the hanging rope to
climb back up. From here, just follow the tracks as they meander south, and
collect any of the four items just off the path (the best of which: Oaken
Shield). After the savepoint, it's a straight shot to the boss' room, filled
with money bags. All but one item can be obtained before the confrontation...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Boss: Orc King | • Physical attack (1-hit)                                |
| HP -: 385      | • Fire Breath (1-hit, Single, Canceler)                  |
| EXP : 70       | DROPS: n/a                                               |
| $$$ : 450      |__________________________________________________________|
|________________|
                   Hey-diddly-hey! His royal highness appears with two normal
 Orcs, but on the whole, this fight's barely harder than the last boss. Nixing
 the goons gives pole position to just cancel the boss repeatedly, or at least
 anticipate its actions. Even without that, if Justin's been grinding some Ax
 levels, he can be dealing 70+ damage each turn. The boss has a tendency to
 defend when its HP is over half gone. In short, perform a mercy killing.

Afterwards, collect the [Seed of Defense] nearby and escape via an elaborate
mine cart course. Java holds up his end of the bargain, giving the [Steamer
Pass] before sending the kids on their way.

06) PORT TOWN OF PARM [III]     [WK06]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Item: Coal Candy, Lilly's Letter

Once the quiet ride home is complete and Sue leaves in a tiff, visit the
inventor's house nearby to get a [Coal Candy] -- just talk to him twice.
Return home for dinner, and on the morrow, all that's left is visiting the
port terminal. [In the pre-dawn hours, most of the houses are closed, the
shops only carry the same stuff, and the world map locations are locked out.]
Basically, stash all your junk and don't bother buying equipment here -- the
next section's store outclasses Parm's merch. Once the Pass is shown and
Justin goes through the gate, he won't be able to leave again, mind you.

Stroll down the northern dock for some scenes, during which [Lilly's Letter]
is obtained. After that Justin takes the plunge. Avast, me hearties.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
07) STEAMER SHIP                                                         [WK07]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: Cabin Key, Chocolate, 25G, Beef Jerky

Ahh, here we are -- fresh air, a seagull symphony, a top-deck song with awful
SFX lifted from "Captain N the Game Master"'s reject pile. [Luckily, outdoors
is the only location is plays.] What were we talking about? Oh yeah, digging
around the place, one of Justin's true talents.

Foregoing the map, I'll just give the layers here: it's quite easy to recall
the place after awhile, and most locations aren't work visiting outside of
fun dialogue.

F2: Bridge
F1: Top deck (bridge access, disembarkation area)
B1: 1st Class cabins, lounge, engine room access
B2: Shop / crew quarters

Justin starts with no task, and can just wander around at leisure. The shop
down below is slightly upgraded from Parm's, although the best addition is the
First Aid Kit -- it heals all allies 60+ HP in battle. A little expensive at
the moment, but until characters get magic, it'll have to do. There's no items
to find, nor is there an existing savepoint (yet), so...yeah. Make sure to
speak with the stowaway here before continuing, if you want a Golden Potion
reward later.

When ready to proceed, visit the cramped crew's quarters and speak with a
sailor, who'll recount passengers he remembers...including a girl with a big
ribbon and freckles. Sounds familiar! Return to the B1 hallway and spot Puffy
who'll lead Justin outdoors. Sure 'nough, Sue's gotten herself in a pickle.
Speak to her, then the captain (twice) to plead down her sentence to "working
without pay". Sue joins the party again at this time, and the two can begin
their new job as indentured laborers.

In the morning, speak to the white-clothed sailor to get the [Cabin Key] and
an assignment: swab the upper deck. Yawn. However, he also says to service
passengers who require it, and this lets one get a few items. Make sure to
dump/sell/stash any crap Sue's carrying around first, though.

• [Beef Jerky] - On the B1 hallway, a man quizzes Justin on what it means to
  be a sailor. Answer: "Don't be a stowaway," "Don't spill blood in a fight,"
  and "Don't dirty the sea." Also known as the top answers.

• [300G] - This can't be gotten now, but toward the end of the voyage. Speak
  to the couple in Cabin B belowdecks, and introduce them to Sue/Puffy. The
  cash will only be received if one chats with them throughout the voyage,
  though, so periodically return to catch up.

• [25G] - In one of the first-class cabins y'now have access to, a woman needs
  her bathtub cleaned. After speaking with her, inspect the tub.

• [Chocolate] - A woman in the lounge asks Justin if she has too many
  freckles. Pick the middle option to win her over, and speak to her again
  for the prize. Note that if the inventory's full, she acts like she gave
  the item anyway. Also, this is a one-time-only event, so answer right the
  first time. [The wrong answers are quite funny.]

• [100G] - Also in the lounge, near the back, is a man who'll challenge Justy
  to a coinflip. The bet: 100G. If Justin wins, he gets the cash; if not, he
  has to pay up. This event can only happen once, but Justin doesn't need the
  sum to participate. (If he loses, though, the guy takes what little he does
  have. Thanks to BackdatedFuture for confirming this.)

Up top, it'll be time to swab! To do this, Justin will have to continuously
pump up the speed gauge with X-button, and keep an eye on the power gauge
below it. Basically, the goal is to get both gauges as full as possible, as
long as possible. If the speed gauge maxes out, it forces Justin to restart.
If Justin can clear his section in 25.xx seconds, he'll obtain the amazing
reward of 25G. Note that it's pretty hard to get down to that time, and it's
unimportant anyway. [BackdatedFuture writes: "Also, if you let the clock get
to 35"20 (when Sue finishes hers), you automatically fail, can't try anymore,
and have to wait for Justin to (slowly) finish on his own.]

After swabbing, go back to the quarters and rest. (Make sure to speak to the
stowaway belowdecks again, if not done already.) On the third day of doing
this grunt work, the party is introduced to the extraordinary adventurer,
Feena! There'll be some scenes involving her (including a Q&A session) before
she runs off to the bridge. Visit here there, then return outside to find it
growing eerily foggy. Feena'll be at the ship's other end, and after talking
about her hogging the adventure, she'll join up for the next dungeon.

Feena uses whips and daggers, and even comes with a free Paring Knife in her
inventory. Additionally, she also starts with fire magic. It's weak now, but
if you view the Moves option from the menu, see how it enables her to have
more skills? That's the benefit of mana eggs (used to buy magic).

The crane's hanging rope gives access to the ship, but it's a one-way drop --
prepare first! This means stashing stuff irrelevant things (Cabin Key?) and
getting some supplies (First Aid Kits?) for the road ahead. Feena starts with
a First Aid Kit, but one for everyone couldn't hurt. The sailor in the crew's
quarters can act as a savepoint, too.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
08) GHOST SHIP                                                           [WK08]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies: Ghostoid, Sea Jelly, Ammonite
Dungeon: One-Time-Only (10 Screens)
               _____ _____ _______
              |     |14  E|A      \   |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
         F1   |BOSS   15 ¯¯¯  START)  |  S | Savepoint        |
              |     |16 S¯|¯      /   |  * | DungeonScope     |
               ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯    | 01 | 30G              |
                           _ ___      | 02 | Herbs            |
                          |E|11D|     | 03 | 30G              |        N</pre><pre id="faqspan-2">
         B1               | | 12|     | 04 | 30G              |        |
                          |13   |     | 05 | 30G              |        |
                           ¯¯¯¯¯      | 06 | 30G              |  W ----+---- E
             _______       _____      | 07 | 30G              |        |
            |    ___|_ ___|8 _10|     | 08 | 90G              |        |
         B2 | C6     7|  _  |D|9|     | 09 | Wound Salve      |        S
            |    ¯¯¯¯¯    |_____|     | 10 | Wind Charm       |
             ¯¯¯¯¯¯¯¯¯¯¯¯¯            | 11 | 30G              |
               _______ _____          | 12 | Wound Salve      |
              |B  3  2|  ( A|         | 13 | Pirate's Hat     |
         B3   | []*[]  _  \S|         | 14 | Admiral's Sword  |
              |       |    1|         | 15 | Resurrect Potion |
               ¯¯¯¯¯¯¯ ¯¯¯¯¯          | 16 | 90G              |
               _______                |____|__________________|
              |       |
         B4   |C 5  4B|
              |_______|

First things first: the compass on this level screws up towards the end. It's
a little disorienting, but the peculiar linearity to this level smooths it
over a bit. Here's the play-by-play.

Once the team's hopped down to the ship, the only way in is the broken storm
grate ("A"). Everyone shoots out towards the bottom at this point and must
work their way up. Save if y'want, get the cash around here, and enter the
adjacent room, dominated by two enormous wooden objects in the center. Loot
the junk here and move to the opposite side, where Feena notes there's a way
down. Hop in blindly, like usual.

Only some ghosts and cash down in the bilge, but a rope gives way to the
treasure room a few floors above. Sadly, not much booty there -- just a little
cash. The central door leads to even more cash, but its a balcony door that
leads back across the previous room (with the DungeonScope) by way of another
rope.

Entering this room is where the compass spazzes out. An item here (Wind Charm)
provides some wind-elemental defense and will be useful for the boss ahead,
so don't leave it behind. Up the ladder, another piece of equipment is lying
amidst the trash -- the Pirate's Hat gives +3 DEF. Finally, the last ladder
leads back to the top series of rooms. There's a savepoint here, assorted
treasure (including the Admiral's Sword), the way back to the starting point,
and an ornate door leading to the boss' domain.

• After unlocking the door leading to the insertion point, the entire ship's
  able to be traversed at leisure. This means if one wanted to grind a few
  levels or Feena's magic, this is a good point to start at. [Enemies won't
  respawn unless the game's reset, however.] Ammonites drop Smarna Weeds that
  help for the upcoming fight, too.

When ready to continue, enter the cabin and read the captain's log (*snort*)
to square off with...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Squid King | 592 HP | • Howl (1-hit, Wind, Circle / RT & GS)        |
| BOSS: L. Tentacl | 438 HP | • Laser Eye (1-hit, non-elem, Line / GS)      |
| BOSS: R. Tentacl | 356 HP | • Suck In (global: draws allies nearer / LT)  |
| EXP : 154        |        | • Shockwave* (1-hit, allies, Canceler / GS)   |
| $$$ : 2000       |        | • Alheal (all enemies; heals HP / RT)         |
|__________________|________|_______________________________________________|
 * - requires both tentacles to be alive

 What's this? A boss that is actually hard? In fact, this may be the only
 boss a player dies for the entire disc! This is because the boss has two
 adjunct tentacles that also get turns: the right tentacle casts magic and
 heals while the left uses its suction abilities to draw spread-out allies
 closer together. Then, the main part uses the close proximity to spring its
 Laser Eye and Shockwave attacks, the latter of which only hits allies near
 itself. Being spread out can help evade Laser Eye, and keeping distance can
 thwart Shockwave, but as long as the tentacles live, this battle's one giant
 annoyance. If you came in prepared with some First Aid Kits, it's quite
 possible to just wail on the main body part which, when defeated, kills its
 appendages as well. Overall, Justin/Feena can do 70-80 per combo while Sue
 should stick to item duty -- everyone's SP is likely to be low enough to
 be inconsequential, although Sue's "Rah-Rah!" Cheer can get off at least
 once. If Feena knows Burnflame, spam that (in fact, it's such a cheap and
 useful move, it earns its keep the entire game).

Once the king's dethroned, it's time to beat a hasty retreat -- go two rooms
over and climb off this leaky boat. It's only once one's back on the steamer
is it evident a hidden item's been received: the first Mana Egg! If it's not
in your inventory or stash, don't worry; it just means it's in Feena's sack,
and when she rejoins, she'll have it.

To finally bring this journey to a close, rest once more and visit the upper
deck. Land ho! Talk with Feena to finally disembark. [This is the last time
the Steamer will be accessible, so get your affairs in order first.] The pair
in Cabin B will give 300G, provided one's introduced them to Puffy and spoken
with them throughout the journey.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
09) NEW PARM                                                             [WK09]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is a short section indeed. After setting foot on dry land, one can reap
the immediate rewards of talking to the steamer stowaway, now found in a shaky
barrel in the SW. Reward: Golden Potion. Stash that for a rainy day. If one
obtained a "Letter to Clara" in Parm, it can be delivered to its recipient
(southern of the 3 eastern mansions).

 N        | |_                   To continue, find the Adventurers Society on
 |        | |_|___ _____         main street. Speak to the clerk thrice to
 |       []_  []  |  _  |        get the password for Pakon's office, then
      _   |_) |¯| | |_| |_____   speak to the man (more like manboy) himself
_____|_|__|_| |¯| |_   _|  _  |  a few times. This leads to him hating Justin
|_|_|   |_| _   ¯ ___   _  |_| |  enough that he bars him from ever entering
|__________|_| |¯|_|  _  |_____|  his society -- d'oh. With that, all that's
        __/    ¯_|  |_| |        left is to visit Feena's House past Merrill
       |_|     |_|______|        Road; both are now added to the world map.
         |     |_|
         '._   _.'               But, since this place has some shops, it's
            | |                  only natural to gear up first. Equip-wise,
there's not too many decisions to make -- whatever gives the best stat boosts
is a natural shoo-in. If y'haven't been switching up weapons, now's a good
time to start. There's no reason to stick with swords (the most abundant
weapon type) and neglect, say, maces. This can give imbalanced stats and
neglect other learnable skills. The next section has free Snake Earrings, so
don't drop bills on 'em here.

The other dilemma is who to give the Mana Egg to. This can be put off until
Feena rejoins the party (coming up), however. Justin is the main character and
is always available, so he's a good choice. Sue gets a lot of support-type
skills and can easily turn into a magical powerhouse; the downside is, among
all possible characters, she's in the party 3rd-longest. Feena winds up being
in the party 2nd-longest of everyone, and already has fire magic; thus, one
can give her Wind or Earth to help nurture her Lightning and Explosion magic,
respectively. If this seems confusing to a first-time player, here's an easy
solution: pick whoever!

Anyway, off to Merrill Road...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
10) MERRILL ROAD                                                         [WK10]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Cobra, Black Widow, Glug Bird, Roadcrawler
DUNGEON: Repeatable

         |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|              EXIT
         |  S | Savepoint      |             __| |________
         |  * | DungeonScope   |        ____/   *6      5_|
         | 01 | 40G            |       / _   /¯/¯¯¯¯¯¯   \_
         | 02 | 40G            |      (7(_) (_/   (¯¯¯¯¯) 4|
         | 03 | Snake Earrings |       \__     *3  '._.' /¯
         | 04 | 40G            |       ___|_/¯¯¯¯¯'.   ,'
         | 05 | 120G           |    ENTER  1\_______) (____
         | 06 | 40G            |       ¯¯¯¯\              2|
         | 07 | Mana Egg       |            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         |____|________________|

Ahh, time for the enemy overview. There's actually four kinds that appear
here, and if y'heard some of the New Parm NPC chatter, it's no surprise that
poisoning is an issue. Cobras and Glug Birds have enough HP that Justin may
not be able to one-shot 'em, while Sue may have trouble on everyone but Black
Widows. In short, the trip is either manageable or akin to Hell's ninth circle
thanks to poisoning. Buy some antidotes before coming here; it's more reliable
than hoping for 'em as drops.

Anyway, from the area, it's evident this is a rather small map, and as such,
most items here suck. The two that don't are the Snake Earrings, which resists
poison (yay!) but is already available for 200G back in town; and the Mana
Egg, in the circular western pass. It should need no explanation.

11) FEENA'S HOUSE     [WK11]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

After entering Feena's adorable dwelling, inspect her bloomers hanging from
the clothesline -- this cues a few scenes, ending with her being kidnapped
by Pakon's goons. Time to get a move on! The wedding ceremony is being held
in the New Parm church (west part of town), but the door's locked...if only
there were another entrance. Oh yeah, there is -- the shack behind the place
leads to the roundabout...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
12) UNDERGROUND PASSAGE                                                  [WK12]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Purple Slime, Mud Jelly, Mad Snail
DUNGEON: Repeatable (1 Screen)

Although tiny, this area can be a decent level-up spot, especially if one
wants to gain a few magic levels. This is because Purple Slimes can "Divide"
into another full-health target, and since both Justin and Sue may be one-
-shotting 'em, there's little risk involved. The other enemies aren't that
notable, although the Mud Jelly's kamikaze attack (Shockbomb) does 20+ damage
and leaves no EXP/G afterwards. That's probably the hardest-hitting attack to
see here.
    ___ _          _ ___ _________
  _|S 7| |_    _ _| |   |  _____  |  |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 |_______  |  | |6| |___| |   | | |  | 01 | 50G          |        N
     |   |A| _|A| |  ___  |  _| | |  | 02 | Shell Shield |        |
   EXIT   ¯ |  _| | |   | |_|___| |  | 03 | 50G          |        |
            |_   _| |   | 1 |_   _|  | 04 | 150G         |  W ----+---- E
              | | | |  _|___| | |_   | 05 | Mana Egg     |        |
             _|_|_| | |_______|_  |  | 06 | Iron Mace    |        |
           _|  _____|   |  ___  | |  | 07 | 50G          |        S
          |  _|^|       | 4 |2| | |  |____|______________|
          | |_|  3      |  _| | | |
          |_  |_____| |___|  _| | |
            |_______________| |5| |
                               ¯| |-ENTER

Well, here we are at the token sewer dungeon -- I personally love 'em but
can see why they're so despised. Anyway, the proceedings ain't too difficult.
From the starting point, one can see a Mana Egg in an empty sluiceway -- it's
out of reach, but won't be forgotten. Trek north to the sluice controls, which
drains the water enough to continue north. A similar situation repeats around
the bend, this time allowing Justin's crew to get west. There's money to snag
here, too; notice how the crappy amounts are getting incrementally higher?

From the west walkway, hit the 2nd sluice controls again (shutting them) and
move south. The path warps uneventfully until finding the 3rd controls, near
the [Shell Shield] chest. One's probably outfitted with it, but who passes up
free swag? No one, that's who. Hit that 3rd control crank -- all the water
in the area should now be drained, allowing access to the damp lower portion
we just passed.

Climb down and collect the cash among the enemies, including that Mana Egg
in the previous canal. [NOTE: If that canal's not accessible, it's because
the 2nd control switch isn't shut.] Backtrack to the lower portion and find
the offshoot tunnel leading north, not just to an [Iron Mace] chest, but the
exit as well.

Upstairs, crumble the wall and collect some cash before saving. Remember the
tip: if anyone knows water magic, let them heal everyone first before using
the recover function. It squeezes a bit of EXP out of the situation, and is
great if you're not planning to grind Water EXP in the future. The northern
crate stack leads to the dungeon's exit.

|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Chang | • Physical attack (3-hit, Single)                           |
| HP -: 738   | • Tornado (1-hit, Single, Canceller)                        |
| EXP : 235   | • Spin Kick (1-hit, Single, Canceller)                      |
| $$$ : ---   |                                                             |
|_____________|_____________________________________________________________|

 Feena's indisposed thanks to her ball and chain (also literally!), so she's
 not participating here. Chang normally relies on his "Tornado" attack, which
 hits one target, transports him/her randomly and does around 25 damage, but
 has a similar attack, "Spin Kick," which is comparable to that. Chang's
 arsenal is completely physical, meaning Diggin' (earth magic) and defending
 both mitigate the damage, and that could be a lifesaver if one's health is
 low. Speaking of which, keeping everyone's health above 30 is wise, as, if
 nothing else, Chang has great speed. Don't give him an opening (like a KO'd
 ally) to overwhelm! As for dealing damage to him, he has no notable features,
 so physical attacks, skills, magic...whatever. It just depends if you want
 him in a pine box or an urn. =)

With the marraige void, watch the scenes that transport everyone back to
Feena's house. After sleeping, meet Feena outside -- she'll join the party
permanently and the Rangle Mountains, the range in-between here and the Dom
Ruins, is added to the world map. Don't forget to outfit Feena in New Parm,
though, especially magic-wise. [It's possible to go back to the Underground
Passage, too, if y'forgot the Mana Egg.] There's lots of juicy, embarrassing
dialogue from townspeople, too, so get the scoop, too! >=]

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
13) RANGLE MOUNTAINS                                                     [WK13]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Inchworm, Spitting Cobra, Odd Bird
DUNGEON: Repeatable (2 Screens)

Oh goodie, more creepy crawlies. Spitting Cobras are snakes, and according to
RPG rules, they must be venomous -- and you'd be right! Killing them off
first helps, if no one knows "Cure" (3 Water/2 Earth); until they do, search
the enemies' action previews and target the ones still in Standby. Inchworms
can inflict mass sleep, too. But, the one target to be mindful of is the Odd
Bird, unquestionably the hardest random enemy in the game (keeping in mind
your relatively low levels). This is because they have massive 120+ HP, can
inflict confusion and act quickly. Any enemy that can't be killed in one
combo/magic attack should be considered dangerous, I'd say.
                                                                ___
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  N                              __    ,' 10/¯¯|
|  S | Savepoint      |  |    _ _   ______,'¯'._       (9 \__/   ¯¯   )
|  * | DungeonScope   |  |   )1\ \_/  4  __/¯'. \______/¯    \  /¯¯¯\ |____
| 01 | 180G           | __  (   \   (¯¯¯\  \__/ __  S  ) *8 11¯¯\/¯\/   ___
| 02 | 60G            | _ \__) ) )*  ) ) )  *6 /  \_  (___/¯'.     _  *|_
| 03 | 60G            |  \___ *|_   3) |__/   (     | |   \___)   / \   _|
| 04 | Mana Egg       |     _) | \    ¯(  \    )    |_  []  __ *  \_/  |_/\
| 05 | Medal of Yore  |    /   (  )  | (_  )  /       |    (_ |  ,_     __/
| 06 | Seed of Moves  |   (  2  \/   |* 5\/ *(        (  *  _|| (  \  _|_
| 07 | 60G            |    \_________|_____/\_)        \_/\7\ |12)  \  13|
| 08 | 60G            |                                    ¯¯  ¯¯    ¯¯¯¯
| 09 | Fruit of Power |  First up: the western section. One fun thing about
| 10 | Mana Egg       |  this area is, despite the masses of baddies waiting
| 11 | 60G            |  to maul yer face off, some of the "cliffs" are just
| 12 | Ginseng        |  embankments, and the team can run right up/down 'em.
| 13 | 180G           |  This makes getting the essential drops easier, and
|____|________________|  helps when escaping/backtracking, too. Two items are
                         of note here: the Mana Egg in the northern route is,
of course, a stupid thing to pass up; and, the Medal of Yore in the southern
route recovers extra SP when physically attacking. A great accessory for our
boy wonder, or anyone really! The Seed of Moves near the exit is just icing
on the cake.

Once the team enters the eastern range, everyone rests up and the savepoint
is established. This area is much the same as the previous one, with a second
Mana Egg (!!) in the NE dead end, and another stat-increasing item in the NW.
Everything else is just cash or junk; if this area's trying your patience,
skipping it all would be quite understandable. To make the escape routes
easier, there's a bevy of DungeonScope locations, so losing one's bearings is
a bit harder.

Don't forget to use those Mana Eggs in New Parm before hittin' up the ruins!
Remember that, if you want to grind Water LVs, this can be done in the next
dungeon. I personally think it takes some of the fun outta this game, but if
you're up for it anyway, there's the head's up. [Also, since there's no heal
spot for awhile, use Feena's House or the town hotel.] Just for kicks, here's
my magic setup right now:

Feena : Fire, Wind, Earth (easy AOE spells; Earth helps boost Feena's STR)
Justin: Fire, Earth (since he has skills reliant on that combination)
Sue --: Water (mostly for healing and Water's +1 HP level-up bonus)

Having two people with Water abilities isn't bad, though, since all three
characters can learn Alheal (Water LV5). The game is getting gradually
tougher, and there's no reason to be item-reliant where healing's concerned.
Sue's "Rah-Rah!" Cheer is already obsolete, too.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
14) DOM RUINS                                                            [WK14]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES (Forest): Ent
DUNGEON (Forest): Repeatable (1 Screen)

Ents appear in the forest section and resistant to physical attacks (bows in
particular), so skills/physical attacks are the way to go. It doesn't help
that they have an AOE attack (Nut Bomb) that does 20-25, either, so leading
off with, say, Howl is a good play. They also drop the MP-restoring Cholla
Flowers item, which restores 3 LV1 MP to a single target.
______________________
|      _          _    | Before one enters the destination proper, there's a
| ____|1|_   _   /4]   | one-screen preamble area called "Road to Dom Ruins,"
| _   ___ \_/3\_/ /    | which is just one big forest. Get used to all those
|  | (  _)*__,_  (     | claustrophobic, camera-changing pathways because this
|  |  )|2 / _  |  )    | is only the first of many woodlands explored in the
|  | (  ¯¯ /7) )  \_   | game!
|  |* \_/¯¯_/ / *__ \  |
|  )  ___ (__/  (  ) ) | Enemy-wise, Ents are the only inhabitants, and they
| (  | _ \_   /\5)( (  | appear in threes. The game does a decent job of
|  ) (/6\__)  \ ¯,'  \ | nudging a player towards using magic, since Ents are
|  |          *¯¯ ,'\_ | highly resistant to physical attacks (good luck with
|   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯     | those OHKOs, Justin!), especially thrown weapons.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  Skills are fine, too, although AOE magic like Howl &
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Burnflame earn their keep. Ents also get the fairly
|  S | Savepoint     |  damaging AOE skill "Nut Bomb," which has a range a
|  * | DungeonScope  |  mite smaller than Howl's and does decent IP damage
| 01 | 70G           |  (in addition to the 20-25 regular damage). In short,
| 02 | 70G           |  it pays to keep an eye out because Ents often skulk
| 03 | 70G           |  under canopies and try to ambush. The enemies also
| 04 | 70G           |  drop Cholla Flowers (+3 LV1 MP, single ally).
| 05 | Miracle Drink |
| 06 | 70G           |  Anyway, item-wise, this area is quite barren, with a
| 07 | Seed of Speed |  few money drops to pad the search. The Seed of Speed
|____|_______________|  is in the map's middle dead end, while the Miracle
                        Drink is nearer to the exit. Speaking of which, if one
finds this area too disorienting, simply follow the west/south boundaries to
reach the Dom Ruins.

---

ENEMIES (Ruins): Red Slime, Sand Diver, Vampire Bat, Dom Orc, Vengeful Spirit
DUNGEON (Ruins):

A new set of enemies for this place. Red Slimes are notable for having high
health (100) and, being cousins to Purple Slimes, they can of course "Divide"
into other targets. Since they can also reduce DEF with their skill, they make
great targets for magic practice, especially Diggin'. Sand Divers can reduce
ATK with their Sand Shower skill, so they're better for weapons practice. The
vampire bats suck -- all bats do, really. Dom Orcs are brutish and slightly
powerful, but are more notable for dropping Holy Maces. Vengeful Spirits are
impervious to weapon attacks, resist physical skills, and can "Divide" like
slimes; their weakness is magic. They also drop Crescent Jade accessories
which give +2 Sleep/Confusion resistance. [Holy Mace wielders CAN damage
spirits with weapon attacks, however.]
                             _
                     _      /8\__   ____       15                     N
                    / \    (____ \_/ ___|7      \_          ___       |
                   (10 ) _______) _ (___     ___| |_____   /17 \      |
                    ) (_|  ______/ \__  |   |  ________ \  \  _/      |
                   ( 9 _  |  _________| |   | |___    _) )_/ /
     ___,-._/\      ) (_) ( |  _____   _|   |____ \  ( 16___/ BOSS: Ganymede
    /1       2)  _  |  _   )| | ,-._|_|_     ____) )  ) |      _____/
___( (__ ___  |_|6| | | \_/ | |(   ___  |_  |___ */   | (_____|     |_,'¯'.
________|S _* __  |_|_|_____| | ) /_|^| 13|     \ \   |     S        _     )
  \_  ^3|_ \  ) |_____________|/ /| S___|¯ ______) )_ ( (¯¯¯¯¯|_____| '._.'
    \  _  )   |     | |       / / | |_____/ _______| | ) \_/¯\
     \ 4\  / 5|     | |      / /  |  ______/ ______| |_) __   )
      ¯¯ ¯¯ ¯¯      | |____,' (_  | |___    | 20 21| |< /__) (
                    |_____ 11 12| |14   |   |  ¯¯¯¯23|¯¯(19 18)
                          '._.'¯   ¯¯¯¯¯ 22-|_|¯¯¯¯¯¯    ¯¯'-'

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  We'll start with the outdoors "vestibule" section.
|  S | Savepoint        |  This is a miniscule stopgap area before the real
|  * | DungeonScope     |  dungeon, and the design shows -- it's basically a
| 01 | 70G              |  broken bridge, a savepoint and some monsters near
| 02 | 70G              |  a few drops. It's possible to walk under the bridge
| 03 | Blue Medicine    |  to get closer to the savepoint, but that's about
| 04 | 70G              |  it for the strategy.
| 05 | Dynamite         |
| 06 | Herbs            |  However, this area is well-known for a 2nd reason:
| 07 | Blue Medicine    |  this is where one can grind Water LVs! A ways east
| 08 | Seed of Power    |  of the savepoint is a corridor where statues lunge
| 09 | Resurrect Potion |  out and peck small amounts of health away. By
| 10 | 210G             |  repeatedly doing this and healing on the field, one
| 11 | 70G              |  gets massive amounts of free EXP without needing to
| 12 | Holy Mace        |  find enemies first. Then, when Sue (or whoever)
| 13 | Resurrect Potion |  runs out of MP, just walk to the savepoint a few
| 14 | 70G              |  feet a way and repeat. Remember, everyone learns
| 15 | Mana Egg         |  Alheal at Water LV5.
| 16 | 70G              |
| 17 | Shell Armor      |  The actual Dom Ruins portion is split in two by a
| 18 | 70G              |  bottomless abyss, so it'll be easier to talk them
| 19 | Magic Lamp       |  in western/eastern terms.
| 20 | Blue Medicine    |
| 21 | Yellow Medicine  | DOM RUINS (WEST)
| 22 | 210G             | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| 23 | 70G              |  Take the only road east until it spits the players
|____|__________________|  out at the cliff. There'll be a vine to let one
                           back inside, which leads to an elevator room. The
initial path ends at a [Seed of Power], while the lower path has the SW exit
and a [Blue Medicine] offshoot. The series of small interconnected corridors
has a [Resurrect Potion] and cash, but ain't very attention-getting. Down the
hallway again, in the room with the small cash deposit, inspect the mural of
the shut eye to find a secret [Holy Mace] in the wall panel. The ensuing route
leads back to the cliff, only the bridge crumbles immediately...shucks. Get
the [Resurrect Potion] and save indoors; the north route is a shortcut back
toward the area's entrance, but the west leads to another lift. Take the upper
route first, as it leads to more $$$ and, more importantly, the cliff button
that makes a statue protrude over the abyss. Return to the elevator, use the
low road and hit the remaining button -- boom! Instant access across.

DOM RUINS (EAST)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enter the new area and continue heading north (note the blue room with an
inaccessible chute; this is the tail-end of a downward slope) until appearing
back outside. Use another vine and reenter near the [Mana Egg] chest, the one
item y'don't want to forget. At the next crossroads, pocket the cash and go
NE to the dead-end area. Stepping on the middle floor panel unleashes a bunch
of orcs from their cages, but that [Shell Armor] is ripe for the pickin'.
Backtrack and go south, ignoring the elevator for the moment. At the next
"room," the secret closed-eye panel leads to a series of rooms filled with
enemies; at the end is a yet-unbuyable [Magic Lamp], which can be used
repeatedly to restore one's MP. It may break, however, so save it for a rainy
day. Double back and take the SW corridor, also containing a closed-eye panel
hiding [Blue Medicine] and [Yellow Medicine]. Continuing on this path only
leads to more cash and this area's entrance, so it's not as important. Anyway,
return to the aforementioned elevator, take it down to the savepoint/stashbox,
and prepare for...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Ganymede | • Beat Attack [1-Hit/Single/NoCancel]                    |
| HP -: 1500     | • Rush Attack [1-Hit/Line/NoCancel/Displaces targets]    |
| EXP : 1000     |                                                          |
| $$$ : 2000     | DROPS: Shell Armor                                       |
|________________|__________________________________________________________|

 It's a crab! It's a dragon! It's an ankylosaurus! This boss can't make up
 its mind on aesthetics, but it sure has its attack strategy down: punch
 things until they're dead. Basically, another meathead who can't do anything
 against Diggin'. For the sake or ritual, its attack pattern is mostly just
 using its two skills, an unnamed suction attack (Line, not global, range)
 and a physical attack. [Note that the parts act separately but share the
 same HP.] The boss can be brought down with mere physical attacks, so if
 nothing else, it's decent target practice.

Yeah, that bozo dropped all that cash and experience (*throws dollar bills
in air, laughing maniacally*). See Liete in the room beyond, then prepare to
backtrack to the ruins' forest -- luckily, the shortcuts shorten the walk.
Here, a scene will whisk everyone back to Feena's House. Now, the course of
action is visiting the adjacent mountain to find the antipyretic sulfa weed.
Access is given by inspecting the ramshackle fence near the house. [This area
does not appear on the world map.]

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
15) HERB MOUNTAINS                                                       [WK15]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Roadcrawler, Beetlebug, Black Widow, Purple Slime
DUNGEON: Repeatable (1 Screen)

Some palette-swappers appear now. Roadcrawlers can poison, but pitiful HP,
and thus aren't much of a problem. Black Widows don't fare much better, and
their main skill just reduces Move Levels. Beetlebugs have a lot of HP and
a decent DEF, but not much to speak of beyond that. Basically, the enemies
can hit a bit harder than normal, even if their constitutions are still weak.
                     _
              ______/8/ __ ,-'¯'.            |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
             / ___  _/_/ _(_,-'. \           |  S | Savepoint        |
            / / / _________ \ __) \          |  * | DungeonScope     |
           / (,' / ________ *)  _  )         |  # | White Sulfa Weed |
          / __  /\* #/ \_|*| |*|4| |         | 01 | Sulfa Weed       |
         ( /7/ / / /¯__ 1  |_   _| |         | 02 | Weeds            |
         |  ( (_( ( ( _|   |_)  3| |         | 03 | Poison Antidote  |
         | ) ) )5) ) )9|   |*  ¯¯  |         | 04 | Smelling Salts   |
         | |  *| | | | |_   ¯¯¯¯\] |         | 05 | Herbs            |
   ______| | | |   ( | | * |¯¯'. \ |         | 06 | Herbs            |
   ENTER   | | | (\ \| |2|_|¯|  \  |         | 07 | Poison Antidote  |
   ¯¯¯¯¯¯( ' |_* (_\_) |_|_|#|   ) )         | 08 | Poison Antidote  |
          \_    \__  ___ *__ (  / /          | 09 | Seed of Life     |
            \ \_____ \_/ ____ \/ /           |____|__________________|
             \ 6 |  \___/    \# /
              ¯¯¯             ¯¯
Not much to say about this place -- it's a cinch if y'know where to look. The
objective is to find a red sulfa weed amidst the mountain's useless white
types. As the map makes evident, the footpath to the summit is only accessible
from that eastern mountain pass. [NOTE: Once you take the red weed, white ones
can't be picked up any longer. Got it, completionists?] Other items growing
around here are also medicinal in nature, but only the [Seed of Life] is worth
snagging (accessible from south).

Deliver the herb to the kid when done. NOTE: This is the cutoff point to
visit any available location. There won't be any way to get back, thanks to
the game forcing the player to progress. Basically, prepare as best y'can
(First Aid Kits?), 'cause once the horned boy recovers, the recuperation is
crashed and the gang's shanghaied to...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
16) GARLYLE BASE                                                         [WK16]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Private
DUNGEON: One-Time-Only (6 Screens)

The only generic enemy in the base is the Private, a humanoid type that is
fairly wimpy and uninteresting. Their Heavy Blow attack can cancel pending
attacks, and they drop 100G; besides that, they're awful. Most can even be
avoided, if the player wants.                _________
                    _____                   |  _____  |          N
                   |     |                  | |     | |          |
                   |_   _|                  | |     | |          |
                   |_   _|                  | |     | |          |
        _____      |D 6 C|         _________| |_   _| |
     9-|E    |     |¯  H¯|  ____  |E   _____| | D C___|      _ ___________
    _  |_| |_|     |¯  |¯|_|    |  ¯| |_|  ___|¯  H_  |__   | |13 14S     |
  _|A| |G   7|__ __|3   ___     |   |  F| |^|___    |  __|  |     ___ EXIT|
 |   | |8| |F|  |   ¯|   | |____|  _| |¯| |___  |   | |     |    |   |____|
 |1| | |¯   ¯| _|    | |_|        |G  | | |  _| |__ | |     |    |
 |¯  | | | |_|___   _|   |         ¯| | | |_|______|| |     |    |_
 | | | |¯   ___       5|4|          | |_|_  |_______| |    _|   12_|
 |¯  | |¯  2S| | |¯¯¯¯¯ ¯           |    -| |->       |   |11    |_
 |_|_| |_|A|B| | |                   ¯¯¯|¯ _|¯¯¯¯¯¯¯¯¯     ¯|    |I|
          ¯ ¯  |I|                       B|                 |    10|
                                         ¯                   ¯¯¯¯¯¯
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Congrats on making it to the big house! When
|  S | Savepoint         |  control's returned, pick up the Hefty Pipe
|  * | DungeonScope      |  (doesn't appear in inventory) to formulate a
| 01 | Resurrect Potion  |  breakout plan. Once out, talk with Feena down
| 02 | Ultra Drink       |  the hall; then, visit the next-door guard station
| 03 | 80G               |  to unloose the Jail Key (also doesn't appear in
| 04 | Army Saber        |  inventory). The Resurrect Potion nearby does,
| 05 | 80G               |  however. After the escape fails, Justin will soon
| 06 | Master Key        |  end up in the same position, able to take the
| 07 | Officer's Uniform |  Jail Key (still doesn't appear in inventory) to
| 08 | Army Boots        |  free himself. Do the same for Feena and Sue
| 09 | Soldier's Uniform |  before going upstairs.
| 10 | Miracle Drink     |
| 11 | 80G               |  This area is made up of a lower corridor system
| 12 | Army Darts        |  and a ventilation complex. Since the doors are all
| 13 | 80G               |  locked for now, the latter is the only option.
| 14 | 80G               |  Snag the Ultra Drink first, though. The "B" path
|____|___________________|  on the map leads to the horned kid's cage,
                            although one'll have to take it to its end to find
the entrance. The only difference is...it's locked. Drat! Use the barrels to
enter the duct across the hall, which leads toward the east in a roundabout
manner. Three rooms in the west are first accessible by this method, and all
have an item to snag (in fact, the other rooms near here have nothing, so
there's no reason to return). In the east, use the duct to overheard the
snotty sergeants in the locker room, learning the keypad password (right right
left left down up down up) in the meantime.

Backtrack, unlock the door with that very order, and free the kid, who'll
reveal himself as Rem. On the way out, though, one of the sergeants decides
to pick a bone...YOUR BONE. Wahaha...*cough*

|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Saki | • Physical attack [2-Hit/Single]                             |
| HP -: 1000 | • Slap Stick [1-Hit/Circle/Canceller/May knockback target]   |
| EXP : 85   | • Power Lariat [1-Hit/Single]                                |
| $$$ : ---- |                                                   DROPS: n/a |
|____________|______________________________________________________________|

 Saki's accompanied by three Privates, and they should be dispatched first.
 Like the previous boss, she is entirely reliant on physical attacks -- the
 downside is all her skills have close-range activation, making them quite
 interruptible. Other than that, she's as quick as greased lightning and
 often targets Justin, which seems to fit her single-minded rage.

At this point, Justin gets the Master Key (not a real item) to unlock all the
base's doors. This means any remaining items can be looted! This ends up being
just the items in/near that southern hallway, though, particularly the Army
Saber hidden behind some crates. There are some Privates in the briefing room
and the sleeping quarters, too, if y'wanna wet your blades a bit.

To continue, use the "other" southern entrance, and a certain idiot will put
up her dukes...

|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Nana | • Physical attack [1-Hit/Single]                             |
| HP -: 900  | • Yo-Yo [1-Hit/Line/Canceller]                               |
| EXP : 85   | • Spinning Yo-Yo [1-Hit/Circle/NoCanceller]                  |
| $$$ : 300  |                                                   DROPS: n/a |
|____________|______________________________________________________________|

 She also appears with an entourage of Privates, but like before, they end up
 being nothing more than meat shields. Her best attack, Spinning Yo-Yo, hits
 everyone, but it's so weak right now it's nearly inconsequential. Speed-wise,
 she'll match Saki, though.

Now accessible: the fresh outdoors. There's no enemies here, so pick up the
items at your leisure, including the unique "Army Darts" throwable weapon.
At the end, just before the savepoint, the team encounters the final stooge
in military dress...

|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Mio | • Physical attack [1-Hit/Single]                              |
| HP -: 700 | • Balloon [1-Hit/Circle/Canceller/Inflicts sleep, poison]     |
| EXP : 85  | • Stun Gun [1-Hit/Single/Canceller/Inflicts paralysis]        |
| $$$ : 300 |                                                    DROPS: n/a |
|___________|_______________________________________________________________|

 Similar to the last three fights, only she deals the lowest damage and has
 the lowest health, despite having the best arsenal out of the sergeants.
 Both her skills can inflict nuisance abnormalities, particularly paralysis,
 which has been little-seen up to this point. Still, most statuses wear off
 after awhile and Mio's too weak to deal a coup de grace in the meantime. Her
 speed is also less than the other two brats', but still probably better than
 the current party's.

Stash your junk (and this base has had a lot of it) before going east into
the train station. Climb into the train for a good number of scenes, during
which one'll have to fight through the cars. Most of the enemies are crappy
Privates, although Sergeants (220 HP) appear towards the end. Items to find
in the scuffle: Crimson Potion, 80G (x2), Officer's Badge. Reach the control
room to finally end up at...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
17) MISTY FOREST WEST                                                    [WK17]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Ent, Mist Guard, Birdrake, Grim Haze
DUNGEON: Repeatable (1 Screen)

Remember those Ents from Dom Ruins' forest? Theeeey'reeee heeeereee (again)!
Only now their physical defense isn't much of a problem. Mist Guards are
basically their upgraded forms, and rarely drop Panaceas (cures all status
conditions). Birdrakes can inflict Move Block, but that's about the extent
of their notability. Grim Hazes can appear in sixes, making them great for
squeezing extra EXP out of AOE skills -- they hit a bit harder than normal
enemies, too. ["Cloud Attack" can inflict confusion.]

              __        / /-TO LUC
              \ \______/ 9)
               \__  _____/#####          |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                ##\ \#####________       |  S | Savepoint      |
     N        ###)¯ 6*__          |      |  * | DungeonScope   |
     |       ## /     \_)* /¯¯¯¯| (      |  # | Stream         |
     |        _/ /¯¯\__  (¯     | 7)     | 01 | 90G            |
     |       (4 (__    \8 ¯'.___) /      | 02 | Weak-Knee Weed |
              ¯'._ '._  ¯¯'._5  _/       | 03 | 90G            |
                  \__ '-.____) (         | 04 | 90G            |
              __  /*__,-.______*\        | 05 | Baobab Fruit   |
             (2(_/ /      _    \ \       | 06 | 90G            |
              \__ (     ,'3'.___) )      | 07 | 90G            |
                 \ \___/ ,-._____/       | 08 | 270G           |
                  \*S1 _/                | 09 | 90G            |
                   ¯) (                  |____|________________|
                   (___)

Not much to say about this place thanks to its size, but it is easy to get
disoriented -- just think what it would've been like WITH mist! All that
remains of hapless wanderers is their moneybags, and they're around most of
the nooks and crannies here. The Baobab Fruit refills 10 SP to a character,
and wins "best item to find" by default. In the northwest, there's a stream
to cross, but it can only be done at the stepping stone. The NE exit leads to
Luc Village, and unlike other areas, this is done via screen segway, not the
world map.

18) LUC VILLAGE     [WK18]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: none

After Rem bids his friends entrance, the destination becomes the chief's hut
in the east. But before that, why not go shoppin'? Naturally the inventory's
better than New Parm's (just by providence of RPG progression; this is still
a backwater) and there's plenty to see. This is the first time in awhile an
axe has been available, so now's a good chance for Justin to squeak in some
practice (it's the only weapon available for him anyway). If you've been
using daggers on Feena and are dismayed at the lack of whips for sale, fear
now -- a free one is available in the upcoming area! Another useful item
available here is the Tree God Amulet. For 1000G, it reduces the SP cost
on killer moves, so stockpiling a few ain't a bad idea. [Hint: they're only
buyable in one other place and that's on the next disc.] The stashing place
is at Rem's house.

The chief will say that he's antsy about having outsiders around, and to be
accepted into the village, Justin's crew must fetch a bottle of nectar from
the God of Light's mountain, conveniently located behind the village. Access
to the next area is from the village's NW fence (it doesn't appear on world
map yet if you exit elsewhere).

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
19) GOD OF LIGHT MOUNTAIN                                                [WK19]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Metal Beetle, Pit Viper, Tarantula
DUNGEON: Repeatable (2 Screens)

Metal Beetles don't raise any red flags, but are immune to fire & wind and
can inflict Move Block. Pit Vipers are the archetypical snakes, except their
124 HP can withstand more attacks, they inflict paralysis instead of poison,
and also drop Move Breakers. Tarantulas ain't even worth talking about.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          ___
|  S | Savepoint          |         /17 \                        N
|  * | DungeonScope       |         \_18/_                       |
| 01 | 100G               |           ) ) |-15,16                |
| 02 | Seed of Life       |           |  _|__              W ----+---- E
| 03 | 100G               |        14-|___   \                   |
| 04 | 300G               |           |1011(\ \                  |
| 05 | Move Breaker       |           |1213/ ) )       _         S
| 06 | 100G               |            ¯¯¯¯ / _|______/5(_
| 07 | 100G               |               _/ / )8)7  (  ) )_
| 08 | Paralysis Charm    |              (9 *   _) 6*     )4)
| 09 | 100G               |               ¯(_  / \______) | |_
| 10 | 100G               |                  ) )_ )  _____) )1)
| 11 | 100G               |              _  / /3/ ) _______/ /
| 12 | 300G               |             \2\_)  / / / ___   ,'
| 13 | Resurrect Potion   |              \_   / / / /   ) /
| 14 | Mist-Cracking Whip |                \ (_/*/ /   ( (
| 15 | Bond of Trust      |                 \_____/     \ \-ENTER
| 16 | Light God Amulet   |
| 17 | 100G               |  Besides the enemy overview, of which the beetles
| 18 | Nectar of the Gods |  may be the most annoying opponents, there's not
|____|____________________|  much to say about this boss-less mountain. The
                            base springs out at the forest's periphery, and
the SW pass leads northwardly to the exit, or northeasterly towards a bunch
of items in an isolated clearing. A lot of the items here are just moneybags;
quite befitting of a stopgap dungeon, no? Once the road to the peak is found,
no enemies appear and the items can be obtained at one's leisure. Feena's
[Mist-Cracking Whip] is carelessly strewn on the footpath, while the [Light
God Amulet] is hidden near an offshoot's treasure chest -- rotate the camera
to find it! At the summit, take the [Nectar of the Gods] and backtrack outta
this junkyard.

Return the juice to the chief and talk to him until he suggests resting at
Rem's house. Talk with the mom to have supper, then investigate the commotion
outside. Everyone'll have to scramble back up the mountain in order to stop
thieves from taking the icon! Regular enemies are now replaced with (5) fixed
encounters with Sergeants; any forgotten treasures are still claimable. At
the top, after some scenes, the [Mist-Clearing Nut] is given and Misty Forest
East becomes accessible...although backtracking all the way out is required.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
20) MISTY FOREST EAST                                                    [WK20]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Gas Cloud, Dodo, Killer Tree, Ent     _________________
DUNGEON: Repeatable (3 Screen)                |30  ______   ___ \
                                               ¯) /   __ |31)  \ \
               N                               / (__ |27)|_/  __) \     __
               |                               ) |28)) (_____/26*  \___/  \
               |                              (29| (/*________ (¯¯\ S  EXIT)
         W ----+---- E            _____________\ (   / __     )*¯¯ \¯¯¯\__/
     __        |      __         |_18__  ___20_)\___/ /22| __ | |¯\ \
    / 1|       |   __/13\______ [19\ \/17\__\ \______/ (¯ /23\| |  \/-25
   ( (¯  ___   S  |12_   _  __ \ ¯\ \    /   \_____   _ \/ /\ \ (
  _| |_ |   \_____| |_) / ) ) \ \  \     16/) ) __ |*| \  (__)*\ \
  _S |3\)567 _   _ 9 __/  | |  ) ) (_|_/__// / /14||_|  \  24    /
   ( *    |_| | | |*(___  | |  ( (________/*(_/ /¯  /    ¯¯¯¯¯¯¯¯
   | |¯¯| |   (8( |   _ \_| )   \__      _____ (   21
   )2)  )4)    \/ | ( \) __/       \  S /     \ \_
   \/   \/        |10)11/           \__/       \15|
                   ¯¯ ¯¯                        ¯¯

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  S | Savepoint        | | 10 | 90G              | | 21 | Ginseng          |
|  * | DungeonScope     | | 11 | 270G             | | 22 | 90G              |
| 01 | 90G              | | 12 | Cholla Flowers   | | 23 | 90G              |
| 02 | 90G              | | 13 | Baobab Fruit     | | 24 | 90G              |
| 03 | 90G              | | 14 | 90G              | | 25 | Smarna Weed      |
| 04 | Crimson Potion   | | 15 | 90G              | | 26 | 90G              |
| 05 | 90G              | | 16 | 270G             | | 27 | 90G              |
| 06 | 270G             | | 17 | 90G              | | 28 | 90G              |
| 07 | Cholla Flowers   | | 18 | 90G              | | 29 | 90G              |
| 08 | 90G              | | 19 | Oracle's Staff   | | 30 | Baobab Fruit     |</pre><pre id="faqspan-3">
| 09 | Resurrect Potion | | 20 | Smarna Weed      | | 31 | Seed of Speed    |
|____|__________________| |____|__________________| |____|__________________|

Welcome to the millionth forest dungeon! ...well, that may be a SLIGHT
exaggeration, but it's not far off. Although Luc lore tells that this forest
is quite frightening (blah blah blah), it's actually quite simple once its
paths are revealed, and the multitude of DungeonScope icons help confirm that
notion.

The dungeon works west to east. Area #1 is similar to Misty Forest West's
first area, and offers no surprises besides a Crimson Potion -- save it for a
rainy day, eh? Area #2 has a mandatory campfire stop, and towards the middle
of the map, there's a lake to cross...only the lake is an illusion and doesn't
actually exist. (What do you mean illusory forests are cliches!?) Of items
available here, the Oracle's Staff is the best find -- it can even alleviate
confusion when used as an in-battle item. Area #3 is bigger than the rest but
bears many similarities to the first one. The shortcut about halfway through
can let one skip right to the savepoint and exit, actually, were one growing
tired of the fauna.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
21) END OF THE WORLD                                                     [WK21]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Gas Cloud, Mist Wraith, Sonic Bat
DUNGEON: One-Time-Only (10 Screens)
ITEMS -: Seed of Speed, Fruit of Agility, 110G (x8), Paperweight, Gust Knife,
         Orb of Silence, Bond of Trust, 330G

This will be another simplistic dungeon, but the ascension's quite long, so
I'll just split it up by floors (or screens, if y'prefer). Completing this
dungeon also bids farewell to Elencia for the rest of the game, and while
there's only map locations remaining (plus God of Light Mountain/Misty Forest
West), one may want to revisit 'em for missed things.

NOTE: On the map, north is "west" on the screen. Camera rotation is disabled
during this dungeon, also.

F01: As one might've hoped, scaling a wall is easier than traipsing 'round a
     forest, but it's also a bit more boring (and trap-filled for that matter)
     as a tradeoff. Atop the first stairway is a [Seed of Speed] and [Fruit of
     Agility] in quick succession. Further north, there's an alcove that,
     when stepped in, opens up the elevator to the next area. Get the [110G]
     past there first, though.

F02: The crew starts at the bottom of two staircases headed in opposite
     directions. Go southwardly and up to find the [110G] past some Wraiths,
     then use the mini-lift to nick the [Paperweight] accessory. Backtrack by
     falling off the platforms and use the northern elevator to find two more
     staircases. Here, north leads to a boobytrapped [Orb of Silence], which
     also raises a staircase to the next lift. Go north once more to snag a
     [Gust Knife] for Feena, then drop down to reactivate the elevator. Then,
     finally, go east to the exit.

F03: After the mandatory pitstop at the campground (which has a savepoint and
     stashing place), it's time to start the climb again. This level debuts
     grey buttons that give varying effects. The first activates the nearby
     lift. The second further up removes an obstacle and, when pressed again,
     makes a staircase erect long enough to reach the platform behind it.
     From there, it's mostly a straight shot to the [110G] and the exit.

F04: Another short area. A golem monster blocks the way at the start, but
     it's possible to sidestep him before the slab crushes him. Laughably, the
     second golem breaks down before he can do much, although his fist is a
     launchable projectile. Further up, another [110G] to snag. Inspect the
     suspicious statue and the button underneath it, then...
 _________________ _________________________________________________________
|                 |                                                         |
| BOSS: Clay Bird | • Clay Breath [1-Hit/All Allies/NoCanceller]            |
| HP -: 203       | • Clay Feather [1-Hit/Single/Canceller]                 |
| EXP : 75        |                                                         |
| $$$ : 120       | DROPS: n/a                                              |
|_________________|_________________________________________________________|

 Somehow, this boss manages to have less HP than its Sult Ruins cousin. It's
 a cakewalk by any standard (he can be paralyzed...good grief).

F05: Whew, over halfway done. Continue south until another disappearing chest
     shows up -- it's a [Bond of Trust]. Backtrack to find a stairway now
     leads to an elevator button. Up and south, look for the tile that's got
     a piece missing. Dropping down that way leads to the [330G] bag atop the
     previous crushing-tile trap. The exit's back above, past that half-broken
     tile.

F06: Another campsite adventure, complete with savepoint and stashing place.
     The elevator now goes north, past a giant crushing trap, to another lift.
     (Note that if you wanted to use the crushing trap to train Water magic,
     then return to the savepoint to heal, that's doable.) Up the lift, [110G]
     is right nearby this time, and that route leads to the exit.

F07: The northern staircase here turns into a slope, making it unpassable, so
     use the entrance elevator instead -- it now goes further vertically, to
     [110G], in fact. Hit the first button and...
 ____________________ ______________________________________________________
|                    |                                                      |
| BOSS: Emerald Bird | • Physical attack [1-hit/Single/NoCanceller]         |
| HP -: 268          | • Heavy Feather [1-Hit/Single/Canceller/Paralyzer]   |
| EXP : 200          |                                                      |
| $$$ : 200          | DROPS: n/a                                           |
|____________________|______________________________________________________|

 New color, same old crap. It does appear with four Sonic Bats, but that's
 where the changeup lies (it still has weak status susceptibilities, too,
 not that you'll need 'em). Even though it can inflict paralysis, it's got
 no HP to sustain long-term fighting.

     The button north of there locks the lower stairway in place, but only
     after the boss is fought. Speaking of which, there's another Clay Bird
     boss fight (with x4 Mist Wraith) atop said stairway. Collect the [110G]
     before using the lift.

F08: Head north to the lift, then prepare to work south again. Watch out for
     the laser which cuts the path in half, although this isn't evident until
     halfway through. [The path can't fall with Justin's crew on it, so it's
     a nonissue, really.] The top platform on this level has a bunch of black
     plugin-looking devices. Just walk north slowly to avoid damage, and wait
     for the final machine -- by the [110G] -- to plug itself in, queueing
     the elevator.

F09: Two Emerald Birds and a Clay Bird flitter around a floor button here,
     and the only difference is they're all fought at the same time. Still
     shouldn't be difficult, though (take out the paralysis-inducing Emerald
     Bird first for best effect). [520G/275exp] Hit the button to ascend to
     the top level in style!

F10: Mostly just a final campfire scene and visiting the top.

That does it for this place. Of course, seeing what lies beyond, one'll yearn
for another training-wheels dungeon like this...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
22) VALLEY OF THE FLYING DRAGON                                          [WK22]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Red Devil, Plop Mold, Slipple, Rock Man
DUNGEON: Repeatable (5 Screens)

The lowdown enemy-wise? Red Devils are mostly physical creatures and have
pitiful HP -- if you're not one-shotting 'em, start improving that person's
STR (this would probably apply to Feena more than Justin, naturally). Plop
Molds may have enough HP to survive one combo, but stick in a player's mind
for another reason: they drop Poison Antidotes/Health Weeds like crazy. The
Rock Men are resistant to magical damage and often appear in fours -- great
formation since they can drop Fire Rods.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Just for kicks, since I rarely mention levels (not
|  S | Savepoint        | as important as Skill or Magic LVs), my team is in
|  * | DungeonScope     | the mid-teens range -- basically something that'll
| 01 | 360G             | attempt to keep some semblance of difficulty. I
| 02 | 120G             | suspect most people who've been grinding out skills
| 03 | Poison Antidote  | (etc.) will be a few higher. Also, the characters've
| 04 | 120G             | been switching weapons every now and then to keep
| 05 | 120G             | things about even. This isn't always possible when
| 06 | Bamo Fruit       | some weapon types are in short supply, of course,
| 07 | 360G             | but it's good policy when one has foreknowledge of
| 08 | Cholla Flowers   | skill requirements -- and even just for avoiding
| 09 | 120G             | stat imbalances.
| 10 | Sue's Shoes      |
| 11 | Resurrect Potion | The lowdown enemy-wise? Red Devils are physical
| 12 | Vaccine          | creatures and have wimpy HP -- if you're not one-
| 13 | Fruit of Magic   | -shotting 'em, start improving that person's STR
| 14 | 120G             | (this probably applies to Feena more than Justin,
| 15 | 120G             | naturally). Plop Molds may have enough HP to survive
| 16 | Seed of Power    | one combo, but stick in a player's mind for another
| 17 | Fire Charm       | reason: they drop Poison Antidotes/Health Weeds like
| 18 | 120G             | crazy. Like, inventory-filling, no-room-left crazy.
| 19 | 360G             | They can inflict poison, too, in which case it may
| 20 | Mana Egg         | be preferable to heal with Cure magic instead of
| 21 | 120G             | items. Rock Men are resistant to magic in general
| 22 | 120G             | and often appear in fours -- helpful since they drop
| 23 | 360G             | Fire Rods. Slipples are typical snail-type enemies
| 24 | Mana Egg         | and have no defining traits (unless boredom counts!)
| 25 | 120G             |                                         __
| 26 | 120G             |                                __   ___/27\
| 27 | Slouch Weed      |                               (23|_|24| 26/
|____|__________________|          Gadwin's              )  _  (¯)  ¯¯¯
        ____  _      _______        House                | | | (_) )¯¯¯
      _| *  \|8|____/     _ \_         \  ________   ____| | (  _  )
     |_4  \  ) |  _ \  *_| )10\         \/     _  \_/ ____ (_ \   _)
      _|  3) |  _| ) ) |__/ / /   _   __/ S   |_|16( (21) \22| \25/
     | 2 (¯| | (   | |   | ( (   ( \_/ _      15|¯¯ \  /   ¯¯   ¯¯   N
     |_|  )| |  \  | | | | ( (_/\ \14 / ) )¯¯¯¯¯  __ \ \             |
     |__  || | *_) |___|9(11\  12) ) / (17|  __ _(20|¯) )            |
START| S  |( 5_  |  ___ \_)_/ __/ ( (   ) |_|19|_ \   | |            |
     |__|1| \ 6|7) (13 \___( (____/ _) (    18      |___|            |
         ¯   ¯\|/   ¯¯\_________  _/    ¯¯¯¯¯¯¯¯¯¯¯¯
                                \/
The scenery's spectacular, but the pressing matter is finding Sue, who's
nowhere in sight. Like most foresty, verdanty, leafy dungeons, this one's a
walk in the park (no pun intended) once its layout is committed to memory.
That doesn't necessarily stop enemies from ambushing, thanks to the camera's
angle, but most aren't that great anyway.

Area #1 is mostly just a trail curving back on itself a few times, and the
items here aren't worth much (as the legend indicates). However, since the
next town's shop will require a great deal more moolah than Elencia's best,
it's wise to take any handout y'can get! Area #2 is the riverside area, and
contains items 09-14, of which [Sue's Shoes] are a mandatory pickup. Down by
Item 12, there's a leaf that unfurls into a makeshift bridge -- hooray!

Area #3 is in a valley, and there's a few scenes that automatically occur
'round here, culminating in...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Gadwin | • Dragon Cut [1-Hit/Allies/Canceller]                      |
| HP -: 300    |                                                            |
| EXP : ---    | DROPS: n/a                                                 |
| $$$ : ---    |____________________________________________________________|
|______________|
                 Gadwin can't be damaged and ends hostilities on turn four
 via his signature move. Apparently, if one overcomes his max VIT via some
 sharking device, the game continues as normal anyway.

After a few more scenes (including a mandatory man-to-man promise), Gadwin'll
join the party. He's actually worth talking about! Dight Village's hometown
hero starts with Fire/Earth magic, already leveled high enough to unlock his
LV1 magics and all his element-imbued skills. On the downside -- aside from
his presence killing most difficulty -- he can't be a target for mana eggs.
The fact that he's LV30 and way stronger than everyone makes his "guest"
status all the more obvious. However, he'll be around for quite some time, so
feel free to cultivate his skills further...it'll pay off (more on that when
the time comes).

In any case, Gadwin's house can act as a free healing/saving spot, so use it
if y'wanna grind out a few levels here. [Laughably, Rock Men are completely
immune to Dragon Cut, Gadwin's trump card.] Speaking of which, remember those
plants that attack when the party walks by? Sounds like a perfect environment
for grinding out Water LVs. Many players in the know prefer this area because
the 4th ally expedites the process. As someone who likes to maintain a bit of
challenge, I'm not suggesting severe grinding, but if someone has water magic
and hasn't gotten it to LV5 (Alheal territory), a short boost can help.

Now where were we...ahh yes, Area #3. The area around Gadwin's house contains
breakable rocks, necessary to get a few items (16, 19) and also access the
southern passage. These brittle boulders don't always give a field icon to
show they're breakable, though, when in doubt, mash the action button. Near
the eastern cliff, a "ladder plant" grows to give access upwards -- don't
forget the Mana Egg nearby, though!

Finally, there's a short #4 area, which is basically a descent from the cliff
to the forest. A 2nd Mana Egg is cleverly hidden (by a north-aligned compass)
near the forest's periphery, though, so make sure to snag it before exiting.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
23) DIGHT VILLAGE                                                        [WK23]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: n/a
DUNGEON: n/a
ITEMS -: n/a

Gadwin leaves the party (temporarily) upon entering, suggesting the party
visits the inn in his absence. Do that to encounter Guido, a rabbit-lookin'
merchant who continues the trend of cutesy races having equally cutesy vocal
tics.

The store nearby has some good upgrades for now, although one'll notice two
things regarding the weapons: (1) Fire Rods are for sale; getting a drop from
Rock Men in the previous dungeon can save some cash (2) There aren't any
daggers available, so keep that previous Gust Knife around if y'wanna help
Feena out on that end. [If any  Mana Eggs are missing, they'll be in Gadwin's
inventory.]

When ready to proceed, have a sleepover in the inn, and find some alarming
news that next morning. Visit the beach for some scenes, during which Gadwin
rejoins and the team gets the two Hero's Armbands (not actual item) required
to finish the upcoming dungeon. Outfitting Gadwin is up to the player, but
with his massive HP/stats and decent equipment, it's borderline unnecessary.
Save some of that money for the next store, whose merchandise will be cost a
pretty penny. Don't forget to stash any unneeded items, too -- there's two
consecutive dungeons ahead!

Check the world map for the next stop. Hope y'brought some ponchos...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
24) MT. TYPHOON                                                          [WK24]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Mold Bird, Lizard Rider, Klepp Soldier
DUNGEON: Repeatable (2 Screens)

Before encountering the mountain's mistral minaret, one must ascend past the
enemy ranks, and they're gathering like it's Woodstock (1969, although 1999
may be more appropriate!). Mold Birds are the most common foes here, and also
the most annoying, given their AoE plague-inflicting skills. Plague randomly
inflicts statuses and does damage, making it one of those abnormalities no
one wants to tolerate. Lizard Riders and Klepp Soldiers only appear around
the peak's tribal huts; luckily, both aren't much to talk about. MBs/Klepps
drop Vaccines; stockpilers can also purchase these in Dight.

Additionally, those streams and ponds of puke-green rainwater will (surprise!)
damage everyone, only this time it's a constant ciphoning of health. This
means grinding Water LVs is a cinch here, even better because it takes less
energy to do and Gadwin's high HP is an easy EXP sink. However, the H20 does
have a downside, like any trap: the party is temporarily invincible while
damaged, and proximal foes can parlay it into an ambush! Take it slow, yo.

   |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|         ______ ________
   |  S | Savepoint          |        /19  20|        \             N
   |  * | DungeonScope       |       ( #  #_(¯) #  #14 )            |
   |  # | Tribal Hut         |       |  #  #   *     # |            |
   | 01 | Power Mushroom     |       |18 *15 #  #17 #  |      W ----+---- E
   | 02 | 130G               |       | #     ##   # 21 |            |
   | 03 | 130G               |       (  # 16#    #     )            |
   | 04 | 130G               |        \   _____#*   # /¯\           S
   | 05 | Mana Egg           |         ) /     ) )¯¯¯¯ 11)
   | 06 | 130G               |        / /            |  /
   | 07 | Move Mushroom      |      _/ ( 12 # # #      (
   | 08 | 390G               |      \__    ____      )_|-10     The following
   | 09 | Mushroom Shield    |         \__/ _  '.   /           items are in
   | 10 | 130G               |             /9\   ) (            tribal huts:
   | 11 | Disease Charm      |          __(   '-'   '._____
   | 12 | 130G               |         (8       _____    5 )    - 13
   | 13 | 130G               |          ¯¯)     7/ |6   _,'     - 16
   | 14 | 390G               |          /¯   ¯¯¯¯   ¯| |        - 17
   | 15 | Health Weed        |         (¯¯  ¯¯¯¯¯¯4*   |__      - 18
   | 16 | Demon Sword Amulet |         |   *  (¯______,'12)
   | 17 | 130G               |         (  3    ______    /
   | 18 | 390G               |          \_____|___   __,'
   | 19 | Dream Truffle      |                    ) (
   | 20 | Seed of Magic      |                   ENTER
   | 21 | Health Weed        |
   |____|____________________|

As stated above, this area is feeling the effects of the rain, and pools of
damaging water are everywhere, often forcing the player to cut through to
reach the destination. [Convenient mushrooms/stumps can act as bridges, but
are a bit infrequent.] The base comes first, and features a few good items,
namely the Mana Egg a ways up the cliff and the plague-resisting Mushroom
Shield. One annoying thing about this area (and this area alone) is the Mold
Birds riding on the streams; running towards them will often NOT initiate
battle, either because of their movement or the damaging water. It's best to
wait for those turkeys to initiate battle, generally.

The second area is in many ways simpler, composed of one small cliff region
near the entrance and the larger adjacent cliff, home to many Klepp soldiers
and their lizard pals. Some items are actually found by blindly searching the
huts' interiors. Excluding the Dream Truffle, it's easy to see if any gold's
been found -- just see if the compass disappears. That always happens when
items are picked up, and is an especially useful sign since gold doesn't
take one to the inventory screen. The [Demon Sword Amulet] is an accessory
that offers magic resistance, while the [Seed of Magic] is no stranger -- it
can only be claimed from the western side.

Naturally, the tower is near the center of the map, and a bit north. It's
almost impossible to miss, and has no fancy entrance requirements.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
25) TYPHOON TOWER                                                        [WK25]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Lizard Rider, Klepp Soldier, Elite Klepp, Mad Rider, Klepp Knight
DUNGEON: One-Time-Only (5 Screens)

Ahh, the rest of the Klepp klan! Most aren't that special but have a defining
characteristic or attack. For instance, Knights' physical attack can cancel
actions,
                                _____    ____           ________________  ___
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|        (2    |_ (FG12)   ___   / _____________11\/ G \
|  S | Savepoint       |       _|  H    | \__/   (10 \_/ /     |H  \__ \F/\___/
|  * | DungeonScope    |  __  |  _ * _|  ¯¯¯¯\   |    __/   2F  ¯¯\_  | ¯ ___
| 01 | Mana Egg        | (3 |_| | | ( |       )  (   /      _   ____) |__|  6|
| 02 | 130G            |  )     |_| |_|_   _  |_  ) (_  ___|7|_|  __   __   _|
| 03 | Klepp's Sickle  |  |      ____ \_) (    C| |  E||D     ___|  | |_ |C|
| 04 | 130G            |  (  4  )   _\__* |     |  ¯¯¯  ¯¯¯[8]      |_  | ¯
| 05 | Confusion Charm |   '._,'   ( E D| |_   _|   |¯¯¯¯\___________ |A|
| 06 | 130G            |         ___) 9 | (AB   |   ) (¯\     13    B| ¯   N
| 07 | Pirate's Helmet |   1F   /1  \___| *  5  |  / I \ ¯¯¯¯¯¯¯¯¯¯¯¯      |
| 08 | Hail Bow        |       (       S  |_____|  \14S/-TO BOSS[15]       |
| 09 | 130G            |        \___/¯¯¯) |         ¯¯¯                    |
| 10 | 390G            |               ENTER
| 11 | 130G            |
| 12 | 390G            |  Ahh, this dungeon's sure to annoy those who haven't
| 13 | 130G            |  played it before. The tower's main girth amounts to
| 14 | 130G            |  a large base section (which has slippery one-way
| 15 | Warrior's Spear |  slopes in a few places) and a fractured upper level,
|____|_________________|  requiring hitting switches to make any headway. Said
                         switches appear as reddish-purple/bluish mushrooms
on the ground, and in addition to opening mechanical staircases or rotating
bridges, may also alert enemies. Yay...

To begin, clearing out the first-floor caches helps. Items #1-5 are sitting
around waiting to be plucked, and require little energy to claim. Make note
of those green slopes; they're only found on around this floor. Item #3 is a
[Klepp's Sickle], which has lower ATK than current weapons and is in fact
a droppable from Elite Klepps. The B (stairway) and H (rope) passages to 2F
aren't very useful at the moment, so feel free to ignore 'em for the moment.
Instead, take the "C" in the east; a blue button nearby will unfurl it.

A major stop on 2F is a green rotating bridge -- it connects balconies that
would otherwise be annoying to access. All balconies have a button that will
rotate the bridge to that location, but the eastern one (where player is) has
an extra one. What's its purpose? Once one goes west across the bridge, one
will find a treasure alcove (Item #7 or #8). What item is available here will
depend on if the button has/n't been depressed. Both can be gotten, though;
just step on the button again. [If one room is shown, the other is hidden.]

Anyway, this path one's on (starting at "D" stairway) will eventually lead
to three more items, all cash, and culminate in a dead-end 2F room ("G") that
contains a blocky switch. Triggering it will rotate the red bridge, accessed
by the the 1F "B" path, which leads to the boss' chamber. Save/heal before
going up, because the fight will begin immediately after Justin's insult!
                   ______ __________________________________________________
                  |  HP  | SKILLS                                           |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Serpent   | 1071 | • 4-Head Attack [1-Hit/Circle]                   |
| BOSS: Nice Head |  800 | • Recover Gas [1-Hit/Enemies/Heals 100 HP]       |
| BOSS: Bad Head  |  600 | • Stun Gas [1-Hit/Line/Paralyzer]                |
| BOSS: Hot Head  |  516 | • Hot Gas [1-Hit/Area/Fire-Elem]                 |
| BOSS: Mean Head |  486 | • Killer Bite [1-Hit/Single/MoveBlocker]         |
| EXP : 2530      |      |                                                  |
| $$$ : 2800      |      | DROPS: n/a                                       |
|_________________|______|__________________________________________________|

 You'd think with five targets, this battle would be a grueling uphill fight,
 correct? Survey says...false! Many of these heads are nothing more than
 glorified regular enemies with weaksauce skills, and may even fall to a
 single turn of area magic/skills. Out of Serpent's repertory, Mean Head and
 Bad Head get the "best" skills, but even those are crapshoots compared to
 the overwhelming force of the four-strong team. Use Diggin' a few times,
 spread out a bit perhaps, and let everything loose! Things are easier once
 Nice Head and its healing are decommissioned. The boss dies when all heads
 are crushed.

Once the snake is tread on, use the button behind the throne to change the
pillars into a makeshift ramp. Upstairs, there'll be some scenes involving
a "door to the future" and a "door of death" -- the right door is always
chosen, thanks to dialogue paths. After swiping the [Warrior's Spear] from the
wall, there'll be some more scenes; at the end, everyone ends up outside.

All that's left to do is return to Dight. All items within the tower are lost,
but the mountain's bounty can still be claimed, if any were left. Now that
it's sunshiny and the hard rain's a-fallen, item-searching may actually be
easier. [Klepp troops have vanished, too.]

26) DIGHT VILLAGE [II]     [WK26]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

Talk to the chief at the beach, then stick the Warrior's Spear into its slot
atop the rock structure nearby. Gadwin will give the Hero's Armband (not a
real item) to Justin at this point, and joins the party again when spoken to
again. The journey will now take everyone south towards more ruins, and as
usual, there's a giant obstacle to stumble over...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
27) LAMA MOUNTAINS                                                       [WK27]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Blue Devil, Blue Kite, Gripple
DUNGEON: Repeatable

Lama's peaks are home to the palette-swapped in-laws of previous monsters,
most of which have less HP than Mt. Typhoon's Klepp tribe. Of all the foes
here, Gripples get the best upgrade -- their Dizzy Tentacle attack can inflict
Confusion en masse. It can be quite a hair-puller if it doesn't wear off fast!
Blue Devils and Blue Kites just get generic damage-dealing skills, so nothing
new there. Throwing out some Sleep skills/magic can be a nice way to deal
with the 3-5 enemies per battle, plus level up Water a bit.

                         ) ENTER \_           |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                       ,'          \          |  S | Savepoint       |
                      (____       1(          |  * | DungeonScope    |
                    __/    )  ____  )         | 01 | 140G            |
                   (2        ' __ \_)         | 02 | 420G            |
                   ( *      5,'  \* )         | 03 | Orb of Silence  |
                   (_       /     ) |         | 04 | 140G            |
                   __)   * (     /  (         | 05 | 140G            |
                  /3___,-. 4) _,'    \        | 06 | Yellow Medicine |
                  \/     | (_(7      6)       | 07 | 140G            |
                         | |  ¯¯) /¯¯¯        | 08 | 140G            |
         N           ____| |___/ (_           | 09 | 140G            |
         |          /         8   /           | 10 | 140G            |
         |         / (¯¯¯¯¯¯¯¯¯¯¯¯            | 11 | 140G            |
   W ----+---- E  (  9) _,-._____________     | 12 | 140G            |
         |        (10S)|  16          17 )    | 13 | 140G            |
         |        | |¯ | |¯¯¯¯¯¯|¯¯¯\   /     | 14 | Dragon Killer   |
         S        | |__|_|__,-._| |¯¯) (      | 15 | 420G            |
                  |     _    11*   ¯¯  |      | 16 | Demon Eye Stone |
                   ¯¯¯¯|^|¯'.  [] )¯¯| |      | 17 | 140G            |
                       ( (   \   (   ) (_     | 18 | Health Weed     |
                    ___/ /   _)  |  (  18)    |____|_________________|
                   /_15 /   |  12)   ) (¯
                     ) (    ( (¯¯    | |
                     ) |____| |_,-.  ] [
                    (   13      14 )(   )
                     ¯¯¯¯¯¯¯¯¯¯¯'-'  ) (-EXIT

The northern section of the mountains is the simpler of the two, consisting
mostly of rolling foothills, a southern crevice (bridged by two paths) and a
large mountain separating some of the area. The first eight items appear here
and, as one can see, nothing really stands out. And, with the abundance of
enemy platoons around every corner, who wants to waste time picking up chump
change? At least the [Yellow Medicine] is semi-useful...

The southern section is where things get more interesting. After a mandatory
fireside chat, it's time to get through the fragmented canyon. Pulleys ferry
small platforms around and it's a bit maze-like -- nothing an RPGer hasn't
seen before, though. To use a pulley, hit action button while onboard...it may
take a few tries due to control responsiveness.

First, go east to the gigantic central island. There's two ways to go from
here: east or south. [North is a dead end.] East is a straightaway shot to the
exit; simply take the remaining few "islands" to leave. The southern path is
the roundabout path, going clockwise through all the satellites, collecting
all the stray pickups -- and it's quite worth doing! This is how one gets
the [Dragon Killer] sword and the [Demon Eye Stone]. The former is rather
underpowered compared to the current arsenal, but the latter gives a boost to
spellcasting speed, generally a perfect complement to Feena. The other drops
aren't as important, but there's not too many foes out that way, either.

28) GUMBO VILLAGE     [WK28]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

The air is...quite unfestive. A trip to the mayor's hut (SW part of town) will
reveal the problem: the town's gone cold thanks to volcanic problems. Luckily,
Feena and Justin are heralded as the "Brave Couple" and, via a few scenes,
get to participate in a festival. The morning after, it'll be time for the
finale in Greeting Tent.

Before going there, it's time for a trip to the outfitter's! Plenty of good
things this time around, but some of the weapons are quite lacking ATK-wise.
The Azure Knife and Frog Ax are outclassed in terms of all available weapons,
but are slightly better than the last-seen weapon of their class. Where
armor's concerned, it's mostly slight upgrades. The Dragon Vest lessens fire
damage (yay!), the MagicMirror Shield can return normal attacks (yay!!), and
Mach Boots can give Gadwin's wimpy movement a giant boost (yay!!!).

NOTE: Don't buy any Raincloud Staves; they'll drop like crazy in upcoming
      dungeon.

When ready, visit the beachside destination and find the hidden meaning behind
the Brave Couple's moniker...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
29) VOLCANO                                                              [WK29]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Lost Soul, Hot Dog, Magma Man
DUNGEON: Repeatable (4 Screens)

   22 ______  __     The two most common enemies here, Hot Dogs and Magma Men,
    \/   23S)(24\    are notable for dropping Raincloud Staves...like, tons of
    / /¯¯) (  ¯\ \   'em. (I got 3 in my first battle!) These sell for 2000g
   ( (  _| |_   ) )  each, so try to walk out with as many as possible! By
   | | ( BOSS)  | |  contrast, Lost Souls are generic, wimpy fire monsters.
   ( (  \___/   ) )
   /21\________/ /            N             |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
   ¯¯\_____  ___/             |             |  S | Savepoint        |
        ___) )                |             |  * | DungeonScope     |
       /  20/           W ----+---- E       | 01 | Health Weed      |
      ( (¯¯¯                  |             | 02 | 150G             |
       \_¯\                   |             | 03 | 150G             |
     _ _ \ \    _             S             | 04 | Mana Egg         |
   _| | \ \ \  / (   ___                    | 05 | Deep Blue Potion |
  | 19|  ) ) )(10 \_/ _9\                   | 06 | 450G             |
  |_ ¯| (_( (  ¯¯\   / \/                   | 07 | 150G             |
    | |  ___ \    ) (____                   | 08 | Seed of Defense  |
    |_  |   ) )   |    _ \                  | 09 | Snooze Scroll    |
      | |  /  |   |  _/ \ \___     _/\      | 10 | 150G             |
      ( ( (18 |   ) )    )*   '.  |   )     | 11 | 150G             |
       \ \ \_ (__/_/_  __| |¯'. \ | | |     | 12 | 150G             |
        \ \  \_____11||6   |   \ \( ( (     | 13 | 150G             |
        _\ \___/^/ ) ) ¯¯) )___ \ \) ) )    | 14 | 150G             |
       (17) __  (_/  \__/ ___  \_)  /  \    | 15 | Chain of Gems    |
        \__/  | *__/\__(_/   '. 23 /8/) )   | 16 | 450G             |
        |16\__| |    /5/       )S (¯¯ |7|   | 17 | 450G             |
         ¯) __12)   / /\¯\___,'1  _¯\ | |   | 18 | 150G             |
         ( (  \/    \ \_) ____   / ) \) )   | 19 | Fire Charm       |
         |13¯¯¯¯¯|__ \___/  __) /  \___/    | 20 | 150G             |
          ¯| |¯)  14\      (4  /            | 21 | 150G             |
          _) )( (¯¯\_)      ¯¯¯             | 22 | Health Weed      |
         |15/ ) |___                        | 23 | 150G             |
          ¯¯ / ____ \_                      | 24 | Dragon Scales    |
            ( |    \25/                     | 25 | Confusion Charm  |
       EXIT-| |     ¯¯                      |____|__________________|

There's no frequent flier miles for catapult, are there? Feena and Justin're
by theirselves here, but the game's provided a stashing place and savepoint,
so the situation ain't too bad. [On the map, starting point is by southeast
"S" marker.] Anyway, this volcano is composed of four areas: a crater, two
slopes and a base -- we're on a slope. This one happens to have many paths
that extend from the initial location, often curling back in on 'emselves.
Collect the first three items, then get Items #4 and #5 -- the most important
ones -- from their dead-end routes. Note that [Mana Egg] is the last one to
be found on this disc! Items #7/8 are found by going counterclockwise on the
eastern road. The exit's to the northeast.

This area a little off-center is the second slope. The path is short to start,
but by knocking the northern boulder downhill, it'll create a way south. Take
the road to the intersection to reunite with Sue & Gadwin, who've somehow
made it across country in the blink of an eye. (Just imagine if they hijacked
the catapult...they're crazy!) The player has another decision to make here:
go south and collect items in the base, all of which are just laying around,
or go north towards the crater, the boss' dominion.

If y'got enough resources, the base is a good destination, and the game'll
automatically skip it after doing crater events. The [Chain of Gems] accessory
here can grant an extra combo attack hit on occasion, and shouldn't be left
to burn in this place! Too bad y'can't say the same about the other garbage...
As for the rest of the second slope's items, all are in plain sight -- only
#19, the [Fire Charm], requires any extra work. It sits on an inaccessible
ledge, but an eagle-eyed viewer can see there's a tiny tunnel entrance right
near there. The entrance to said tunnel is south and west of there, in that
dead-end offshoot. Inspect the northern cliff wall to find a hidden door; it
slides back to reveal the path.

Once the team's made their way to the crater, the way forward is clearer. At
the bifurcation, hop east first to get the [Dragon Scales], then return west
to reach the summit savepoint. Approach the central platform to tango with...
 ________________ __________________________________________________________
|                |                                                          |
| BOSS: Madragon | • Attack [1-Hit/Allies/Around]                           |
| HP -: 2150     | • Burn! [1-Hit/Area/Fire-elem]                           |
| EXP : 2900     | • Healer [1-Hit/Self/Heals 100 HP]                       |
| $$$ : 4500     | • Howlslash [1-Hit/Allies/Wind-elem]                     |
|                | • Flame Breath [1-Hit/Line/Fire-elem]                    |
|________________|__________________________________________________________|

 This lava-dweller is quite a wretched specimen. Like bosses of hours past,
 it consists of two targets but shares health. The body part will govern
 most physical attacks; the head deals with skills and magic. Howlslash'll
 do the most damage, while Flame Breath shoots right down the middle (and
 can be avoided by tactical evasion). Because it shares health, speedblitzing
 is a decent strategy -- repeatedly incurring IP damage delays its attacks,
 maybe even changing its strategy, and reduces the need for healing. As long
 as there's a character(s) who can pull off a few Alheals, that's sufficient.
 ("Rah-Rah!" Cheer is fine in a last-ditch effort...)

Madragon BBQ tastes like victory, and he leaves the [Burning Hot Whip] as
spoils. The volcano's dormancy is gone, though, so beat a hasty retreat out
of the area. The game will then return everyone to Gumbo Village, skipping the
Base descent. And really, who wants to revisit a dungeon so silly it didn't
get a proper name?

30) GUMBO VILLAGE [II]     [WK30]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

Revisit town for some scenes, eventually leaving Justin and Feena to their
own devices. Danda suggests visiting the pier or islet, but only the latter
is free of those sappy, love-drenched couples. Visit the islet, and the next
morning, visiting the next dungeon is possible -- just talk with Danda at the
docks.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
31) THE TWIN TOWERS                                                      [WK31]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Medusa Dancer, Horned Toad
DUNGEON: Repeatable (5 Outer Screens Only)

What kind of opposition to expect? Medusa Dancers are far and away the most
common foes here...and they're very irritating. They can inflict Magic Block
and, unlike other pests, don't drop items to cure that condition. Instead,
they drop Magic Block Charms, accessories that only provide resistance to it
(they are worth 1000G/per, however). Due to their speed, playing fast n' loose
isn't recommended. As for Horned Toads, they have a lullaby skill that
inflicts sleep. They're only found inside the vestibule area, though.

TWIN TOWERS (COAST)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: 160G (x2), Seed of Speed

The boat is docked here. Before leaving, Danda, in contrast to his usual
lovestruck meat-headedness, gives some useful info: the Twin Towers are
surrounded by four gates, but only the northern route is accessible. Of
course, if Danda had ventured to see for himself, he'd see it's not really
the "gates" that are the problem, but the annoying mazes behind each! In the
words of Charlie Brown: ARGH! [Note: You can return to Gumbo any time by
notifying Danda of your intentions.]

Start things off right by beachcoming for treasure. Two sacks of cash sit on
the sunny slabs nearby, while the [Seed of Speed] is hidden a little cleverly
in an eastern recess. If you've aligned the compass north, it's easier to
overlook.

North leads to the tower environs. It's split into four sections (based off
cardinal directions) and each section is gated -- unless that gate is open,
access to the section beyond is off-limits. Smack dab in the center of the
mazes is the central area, the vestibule. The eastern section is actually
blockaded on both its northern/southern sides, so it can't be accessed from
the periphery. Two items in that sector -- 160G and a Spell Blocker -- can
only be accessed by approaching from the south, however.
      ____________________
     | TWIN TOWERS NORTH  |                 _| |_
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|              __|1|   |_ _
|  S | Savepoint          |           __|  __| |   | |____
|  # | Impediment         |          / ___|  __|___|  __ 5\
|  * | DungeonScope       |         / __   _|#___  |___ \  \
| 01 | 160G               |        / / ___|   *  |_ _____)  \
| 02 | Health Weed        |       ( (2|   |      # |    4| | )
| 03 | 480G               |      / \ ¯  |_#      | |_ ¯¯¯   /
| 04 | Vacuum Scroll      |      \7 ¯¯¯¯  |____#_|_  | |¯3 /
| 05 | Revival Stone      |       \   | |________|  _| |_,'
| 06 | Sudden Death Charm |        \  |         6| ( ' /
| 07 | 160G               |         \  ¯¯¯¯¯¯¯¯¯¯|_   /
|____|____________________|          \|_/¯¯¯¯| |¯  \|/
                                            EXIT    ¯

Thankfully, running around consecutive mazes ain't in the player's future,
and the first maze isn't too hard. It's all about knowing how these things
work. Each labyrinth consists of a central section where most paths intersect,
and is a minor destination since each maze works from the outer edge in. There
are four "impediment" statues that block entrance to the central square. When
one finds a button (must be pressed manually) that lowers an impediment, it
also lowers the statue directly across from it. For instance, in the above
map, when one encounters the western statue, it also lowers the eastern one,
too. In this way, it ensures there's always a path to travel (no buttons are
found in the square itself). Note that accessing the 3rd/4th impediments will
raise the first two -- this applies to all mazes in this dungeon. Aaaanyway,
the course goes north -> west -> east -> north -> south. There's seven items
around here, all in plain sight, but only #5 and #6 are of any real use.

The southern exit is guarded by soldiers, ones easily duped by Justin's tour
guide fib. This gives access to the vestibule -- the soldiers' staging area,
essentially. However, the portion of interest is the central tent; once the
sergeants leave, access is free. Inspect the blue floor design and the dead
end alcove, then try to leave for more scenes.

When control's returned, Justin will be by his lonesome in a cavern. There's
a savepoint nearby and a multitude of Horned Toads nearby -- this is the only
place they appear in the dungeon. It's itemless except for [160G] near the
end, where a mandatory battle with some frogs caps off the hostilities. Once
the metric crap ton of scenes are over, Justin finds himself alone...
                                      __
 ____________________                /  \_     _ ___
| TWIN TOWERS SOUTH  |             ,' __  |___| / 3 '.              N
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          _,'  /  |  ____/ |    '.            |
|  S | Savepoint     |        ,'|   (_  |5|  __  |_____ \           |
|  * | DungeonScope  |       /  | |   | |¯     |_|     | \    W ----+---- E
| 01 | Forest Charm  |      /6  | |_  |_|      # |  _  |  \         |
| 02 | 160G          |     (    |_  |___#  *S  | | |   | 4/         |
| 03 | 480G          |      \     |___  |___  _|___|  _| /          S
| 04 | 160G          |       '.        _|  ____|  1|    /
| 05 | Odd Hat       |         '.___  |   |      |¯|   /
| 06 | Bond of Trust |              | |   |  ____|2|_,'
|____|_______________|              |_|_  |_   ____|
                                        |_   _|

Thankfully, there isn't a single enemy in the southern section -- apparently
they had a harder time infiltrating the sector! This means Justin is free to
explore at his leisure. The starting point is the central hub, and two of the
impediments (north/south) are already open. Going south leads to a reunion
with Feena and the only exit, while north leads towards all the items. Since
there's no rush or battles, why leave all this stuff behind? In particular,
the [Forest Charm] and [Odd Hat] are eye-catching, the latter being headwear
that teleports the user to a target when executing any attack. Although it's
substandard DEF-wise, its special ability is worth sticking on someone.

NOTE: I suppose this can be an adequate place to train Water LVs. Without any
      distractions, a player can simply get damaged by the NE clamping device
      and retreat to the savepoint when required. More useful with a full
      party, naturally...

Gadwin and Sue show up once the team leaves the maze proper. That effectively
ends this giant dungeon...although if you're mindful, you'll notice the west
entrance is opened as well, and can be robbed of its artifacts.
                                         __
                                       ,' 5'.
    ____________________              / ___  \____
   |  TWIN TOWERS WEST  |            / /   (      \
   |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|           ( (___  \_____ \             N
   |  S | Savepoint     |        ___|_ ____ ___   \6'.           |
   |  * | DungeonScope  |      _|    2|  _#|4     _) (           |
   | 01 | 160G          |     | |__ ¯¯  |   ¯¯¯| |  _|     W ----+---- E
   | 02 | Seed of Power |   ENTER    ¯¯¯|      # | (             |
   | 03 | Move Breaker  |     |_   ___|¯# *    | | |_            |
   | 04 | 160G          |       |_    | |____#_| |   |           S
   | 05 | Angel's Darts |       |_   _|__  |  _| | | (
   | 06 | 160G          |         |1|_   __| |  _|7| /
   | 07 | 480G          |          ¯  \  \   |_   ¯_/
   |____|_______________|              \  \__  |_,'
                                        '.  3   /
                                          '.__,'

Not much to say about the western (and final) quadrant...it's quite linear.
It does, however, have the same tweaks as the previous mazes, in that lowering
the eastern impediment will raise the first two, forcing the player to go
through backwards to exit. HOWEVER, since this place is optional, there's a
"secret" passage to the exit, located near and above Item #2's section (the
exclamation mark icon is clearly visible). Here, the wall will twist to let
the players through, then return to its original position...so make sure all
the essentials are taken before leaving. On that note, the only items worth
snagging here are the [Seed of Power] and [Angel's Darts], the latter being
a projectile that heals its user on a successful throw.

That ends the Twin Towers debacle. If anything was forgotten in the northern
section, foes there haven't respawned, but access to the vestibule is forever
closed. Return to the boat and make for Gumbo, then after some dialogue, it's
off to Dight!

32) DIGHT VILLAGE [III]     [WK32]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: First Aid Kit

Normally I'd skim over this place like the Gumbo section above, but this is
an important turning point. After visiting the chieftain's house and learning</pre><pre id="faqspan-4">
of the Mysterious Vanishing Hill ruin nearby, Sue will come down with a fever
and leave the party. The destination is clear...

Before leaving, get the free First Aid Kit -- given by a green-suited NPC
past the weapon store and SE of the second gate. [Thanks to BackdatedFuture
for this reminder.]

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
33) MYSTERIOUS VANISHING HILL                                            [WK33]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Nyalmot, Mad Frog, Manta Ray, Hermit Crab
DUNGEON: Repeatable (1 screen)

A menacing menagerie of meanies lives atop this hill. The Mantas have above-
-average health and their "Bomb Away" tech damages all allies. Appropriately,
they drop Launch Fireworks (throwable item). Hermit Crabs are ridiculously
resistant to weapon attacks, and their "Lean Over" tech is a canceller...but
their low health means most second-tier magics can fry 'em (except fire; it
does nothing). Nyalmots and Mad Frogs are generic upgrades to previously-met
counterparts.

                  ENTER-) (           |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                      _/1  '._        |  S | Savepoint         |
                    ,'       2|       |  * | DungeonScope      |
                   / ,'¯( (¯¯¯        | 01 | 170G              |
                  /4/ |¯ _ ¯|         | 02 | Seed of Life      |
                 ( (  |  3  |         | 03 | 170G              |
             _   | |  |_____|         | 04 | 170G              |
            | \__| |___/  \__         | 05 | Silver Key        |
            )  __ S __       |        | 06 | Health Weed       |
       /\__/  /|    \ \  5   |        | 07 | 170G              |
       \6  __/ (_   _) )  __ (_       | 08 | Gold Key          |
        ) )     _| |__/__|  \__|      | 09 | 170G              |
       / /     |_____________7 |      | 10 | 170G              |
      ( (_____ ___(13  \    _| |_     | 11 | Wind Charm        |
       \__    | 9 |\ 12/ __|     |    | 12 | 510G              |
          |_|  ___|_) (_(  |  8  |    | 13 | Teleportation Orb |
          /   |   |  10 \\_______|    |____|___________________|
         (    |_   __  __)_
          \_______|      11|
                   ¯¯¯¯¯¯¯¯
This can be a "fun" little dungeon, all things considered. Of course, being
short-staffed, resources may be consumed a bit faster than normal. Don't be
afraid to return to the savepoint for healing...you'll need it. [Make sure
either Justin or Feena knows Alheal; if they don't, start racking up Water LV
experience.]

M.V. Hill's entrance contains the shrine where the Teleportation Orb is to be
used -- too bad we don't have it. Up the road a bit leads to the hill itself,
and that's where the action starts. Doors around here are designated silver or
gold, and need matching keys to enter. [If you lack the appropriate key, the
screen will zoom in on the door momentarily before defaulting.] East of the
savepoint leads to the [Silver Key], which also unlocks most silver doors in
the area, letting all the animals run free. Unfortunately, these aren't nice
zoo animals and would like nothing more than to eat your entrails. =)

The western path leads to Item #6 and a gold door, so before the ascension
can begin, we'll need another key -- it's provided by the boss south of the
savepoint.
 ________________________ __________________________________________________
|                        |                                                  |
| BOSS: Massacre Machine | • Healer [Self/Heals 200 HP]                     |
| HP -: 1800             | • Spin Cut [1-Hit/Area/Physical]                 |
| EXP : 1000             | • Burnflame [1-Hit/Area/Fire-elem]               |
| $$$ : 2000             | • Hurricane Mixer [1-Hit/Line/Physical]          |
|________________________|__________________________________________________|

 Like the last victim...err, boss, Massacre Machine is a pair of targets (a
 body and Eye) sharing HP. This also means that dealing IP damage to one will
 delay the other! DEF-wise, the boss ain't too shabby, but Gadwin's Def-Loss
 allows him to carve the machine like it's Thanksgiving dinner. Massacre's
 skillset is rather wimpy besides that. It may take a little longer than usual
 but that's about it.

Behind the boss is an elevator leading up to a cliff ledge. Try hugging the
southern edge because there's a landslide trap near the first-encountered
dead-end area below. [If you're running fast enough, you can spring it before
everyone falls down.] At the end, there's a small enclosed area containing the
[Gold Key] we're searchin' for. Step on the button and defeat the Myalmots
released, then use the newly-accessible cliff for the final button. Schwing!

Return to the westernmost mountain path -- the gold-key door finally opens.
Not much to say about this area, except that there's a disappearing bridge
about halfway through. It requires running across it, but the team has to be
in the direct center to avoid falling into a nest of enemies. As long as Jus
makes it over, everyone else does, too. The elevator to the summit leads to
a rematch with...
 ________________________ __________________________________________________
|                        |                                                  |
| BOSS: Massacre Machine | • Attack [1-Hit/Single]                          |
| HP -: 2000             | • Healer [Self/Heals 200 HP]                     |
| EXP : 1200             | • Body Slam [1-Hit/Line/Physical]                |
| $$$ : 2000             | • Howlslash [1-Hit/Area/Wind-elem]               |
|                        | • Full-Moon Cut [1-Hit/Area/Physical]            |
|________________________|__________________________________________________|

 Perfume can't disguise a turd, and round two with this automaton is nearly
 the same as before, just with a little more HP to flay off and a slight
 upgrade to the repertory. Alheal should deal with Howlslash, and Def-Loss
 with any other defense-related problems.

Time to go get that prize. Other than the [510G], there's some buttons
nearby. Three raise platforms in the ground, the fourth resets and switches
the order. To do this right, the order has to make an ascending stairway to
the blocky platform -- at this point, stepping on that "reset" panel will
complete the sequence. From there, the [Teleportation Orb] is in plain sight!

DIGHT EVENTS
¯¯¯¯¯¯¯¯¯¯¯¯
Everything's in place except Sue's presence. Now all that remains is to fetch
her from Dight's clinic. Note that Gadwin will leave the party at that time,
and Sue will rejoin, but only until doing the Orb events. So, if y'want to
get any more levels with either of them, now's the time to do it!

 • Now that Sue's gone for good, her equipment is deposited in the stashing
   place (this is SOP for all occurances like this). Additionally, allies
   who've left also leave behind items that contain some of their EXP. In
   this case, Sue leaves behind "crayons" that contain one-third of her magic
   EXP. This is a quick way to boost magic levels, provided she'd trained in
   those magics. Justin's ultimate skill requires high Earth/Fire proficiency,
   so that's food for thought...

Once the team meets Gadwin at Dight's inn, he invites everyone back to his
house. Yup, the one in Valley of the Flying Dragon.

VALLEY OF THE FLYING DRAGON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Find Gadwin outside his house and...
 ______________ ____________________________________________________________
|              |                                                            |
| BOSS: Gadwin | • Attack [2-Hit/Single/Physical]                           |
| HP -: 1525   | • Dragon Cut [1-Hit/Allies/Explosion]                      |
| EXP : 4000   | • Eruption Cut [1-Hit/Single/Explosion]                    |
| $$$ : ----   | • Flying Dragon Cut [1-Hit/Single/Physical/Canceller]      |
|______________|____________________________________________________________|

 This rematch fight with Gadwin shows him going all out, and he uses skills
 he already knows. Without an instant win condition, Justin's opponent really
 shows his slowness -- Justin can probably use 3 V-Slashes to his one turn,
 thanks to rapid-fire IP damage. Skill-wise, Justin clearly has the upper
 hand, and Gadwin's techs no longer do super damage (~50 at best, less if
 one has Charms equipped).

Defeating Gadwin unlocks Justin's ability to learn Dragon Cut, plus free use
of the boat in Dight's harbor. [If you've already met the criteria to learn
Dragon Cut, or H&E Cut, simply raise Sword, Earth or Fire one LV to
officially get it.] Unfortunately, the old chum doesn't rejoin, and just like
that, the four-man party is cut in half.

All that's left is to visit Dight and disembark from the dock. Like Sue,
Gadwin's left presents in the stashing place, the sum of his Sword, Earth,
and Fire knowledge. They don't have to be used now, of course.

NOTE: This is the last time to travel to any Lost World dungeon, so if
      y'forgot anything (mana eggs?) do it before leaving. There's no way
      back... Oh, and don't forget to stash all those items y'don't need
      right now (Silver Key, Gold Key, Medal of Wisdom, etc). This can be
      done later, too, but making it habitual is always wise...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
34) PIRATE ISLAND                                                        [WK34]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Toad King, Hippocamp
DUNGEON: One-Time-Only (2 Screens)

More toads? We just fought some on the M.V. Hill...sheesh. They're not that
hard, but drops Panaceas and Vaccines, two useful medicinals. Hippocamps're
those sturgeon-lookin' monsters, and are weak to fire.
                                  __   __
     N               ___         |7 \ (6(        |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |              / _ \         ¯\ \_) )       |  S | Savepoint       |
     |             / / \ \       /¯\) *  \       |  * | DungeonScope    |
W ----+---- E     _/ (__ \ \_____/ ,  /¯¯) )      | 01 | 180G            |
     |          |     8| \__   __/\ (_/¯_ \      | 02 | Seed of Defense |
     |         _| (¯¯¯¯     | |    \___/ ) )_    | 03 | 180G            |
     S      __/ _* ¯¯\    __| |     ____/ _  |   | 04 | 540G            |
           /   /( (¯\9)  / ___| __ (5  __/ | |   | 05 | Rainbow Weed    |
        10( (\ \_) ) ¯  / / |_  \3\_) /    ) )   | 06 | 180G            |
           \/ \  _/    ( (    |  ) * (____/ /    | 07 | Tear Jewel      |
               ) ) _    \ \_| | /4/¯\_____ (     | 08 | 540G            |
              ( (_| |_11 \____| ¯¯    __  \ \    | 09 | Fruit of Life   |
              |  _____| _        __   ) )__) )   | 10 | 180G            |
              ( |______/ )      (1 \ / ___   \   | 11 | Rainbow Weed    |
               \______  /        ¯\ ( (__/ / /   | 12 | 540G            |
                   ___) \_,-._   __) ____*(\/    |____|_________________|
                  /  * ,__,-. \_|_  /    ) )
               __/  (¯¯      \_   _/     |2|
              (12 /\_\        SHIP        ¯
               ¯¯¯
Pirate Island is essentially a reef encircling an island, with two paths on
either side leading to that destination. The right-hand side contains the bulk
of the booty, but is longer and a little more complex; the left-hand side is
simpler and has wimpier drops to snag. A player can take either path to the
island, but with only two characters, resources dwindle really fast. Visiting
the ship to heal/stash counts as "leaving" the dungeon, and respawns all the
foes. Basically, if y'want to get all the items and heal, take the western
half to the island, running from enemies if need be.

Once the isle's reached, enter inside the hideout to find...
 _________________ _________________________________________________________
|                 |                                                         |
| BOSS: Grinwhale | • Electric Shock [1-Hit/All/Lightning]                  |
|   HP: 1985      | • Spew [1-Hit/Allies/Physical/NoCanceller]              |
| BOSS: Lure      | • Body Blow [1-Hit/Area/Physical/Canceller]             |
|   HP: 1733      | • Entice [1-Hit/Single/Physical/Only works on Justin]   |
| EXP : 4400      |_________________________________________________________|
| $$$ : 6000      |
|_________________| Targets that don't share health...what a surprise! The
                    Lure Portion is a secondary target that only uses Entice,
 and if the main body's defeated, so is it. Besides that, Grinwhale generally
 uses Body Blow (avoided if targets are outside range) and Spew, which is
 mostly worthless as a suction attack -- it spits targets back to their
 original position! Fire attacks work especially well on this anglerfish, and
 even two people are enough to fillet it.

Everyone automatically escapes afterwards, and from there, it's onto the disc
two. Land ho!
                                         ___________________________________
_________________________________________/ IV. WALKTHROUGH (DISC TWO) [DSC2] |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
35) VIRGIN FOREST                                                        [WK35]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Sweet Moth, Land Slug, Huge Pupa, Chameleon
DUNGEON: Repeatable (4 Screens)

Ahh, what forest denizens does disc two have in store? Land Slugs aren't much
of a problem, except when they defend -- most physical attacks don't even
register at that point. They also drop Poison Antidotes that alleviate the
symptoms of their "Curl Gas." Sweet Moths usually appear in fours, and can
inflict confusion with their Sonar attack; they drop Swallowtail Hats which
give resistance to that status. In the last area, Huge Pupas and Chameleons
can appear. The former has tons of HP and can inflict confusion, but isn't
that interesting...however, the latter IS worth mentioning. Chameleons flee
from Justin on the field and can be tricky to encounter since they disappear
after being spooked, but supposing one does encounter 'em, they drop 600G/per!
That's about 2400G a pop. They're also provide ridiculous experience.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|  Ahh, what forest denizens does disc two have in
|  S | Savepoint        |  store? Land Slugs aren't much of a problem, except
|  * | DungeonScope     |  when they defend -- most physical attacks won't
| 01 | Slouch Weed      |  register at that point. They also drop Poison
| 02 | Thor's Fury      |  Antidotes to alleviate their "Curl Gas." Sweet
| 03 | 190G             |  Moths are the most common enemies and always appear
| 04 | 190G             |  in fours...great if you want the Swallowtail Hats
| 05 | 570G             |  they drop, terrible if you're conserving resources.
| 06 | Torte's Whistle  |
| 07 | 190G             |  In the fourth area, two new enemies appear. Huge
| 08 | 190G             |  Pupas are 300-HP tanks and appear in droves, and
| 09 | 190G             |  can inflict confusion with their skill (those
| 10 | 190G             |  aforementioned hats resist it, though). But, it's
| 11 | Health Weed      |  the Chameleons that are of most interest. They'll
| 12 | 570G             |  only appear in the NW dead end of that one area,
| 13 | 190G             |  and will flee from Justin when he approaches 'em,
| 14 | Water Charm      |  not to mention disappear entirely if he pursues.
| 15 | Seed of Running  |  One has to take the lizards unawares to force a
| 16 | Resurrect Potion |  battle, really. They're a bit formidable, mostly
| 17 | 190G             |  based on their defenses/resistances, but aren't
| 18 | 190G             |  one-hit killers or anything. Upon defeat, they'll
| 19 | 190G             |  drop 600G...EACH! They appear in fours, so that's
| 20 | 190G             |  a boatload of cash each time they're slain. In
| 21 | 190G             |  addition, the amount of experience one can glean
| 22 | Golden Potion    |  from their efforts is also quite good, enough that
| 23 | 190G             |  it could be a good grinding spot...but that'd mean
| 24 | Seed of Magic    |  fighting pupas on a regular basis. The decisions!
| 25 | 190G             |                            ___    _
| 26 | 570G             |                           /24 \__/ \_
| 27 | 190G             |                           \____   __ \__
| 28 | Leaf Shield      |                           / (  )*(__\__ \
|____|__________________|                          (22  /23   25/  \_
          __ _____            _______      _,-._    \_ (   26¯¯¯ ( __EXIT
    __   /23|   7 | __ ___ 18/__   _ \__,-'  S  '-.___) \     ¯¯¯¯\
   |  |_/ (_| | | |(11/10 )    _) / \___ 19 20 21  ____  )   ¯\_|  \
   |   ___ \  |   ( \ \  / ___/17/      '-._   _,-'   _) \    (   ) )
   |  |_( \_  |9 ) ) \  / |__  (¯ ____      '-'\     (____   _ \ (_/-28
   |   1|\    ( (8(   \ \____|_|_/ __ \-12     BOSS       \ 27\__/
____|  |¯ _) (  \ \/    ) _________/__) )                   \__/
SHIP   |_|   4) 6) \___/ / 16-|^|  (15| |-13            N
¯¯¯¯|   _   ,'  ¯)   ___/     | |   )   |               |
   |  | | (_, _/___/         ( (___) )*|               |
   |__| |         5|          \_____/|_|-14            |
         ¯¯¯¯¯¯¯¯¯¯

The first dungeon on disc two ranks among the most irritating forest dungeons
in the game, mostly because of all the distractions (boobytraps, foes at
every turn, disorienting nature, etc.) and half the regular cast gone. Note
that returning to the Sea Dragon for healing is nice, but does respawn all
the enemies, so may be more of a nuisance than a boon.

Virgin Forest is made up of four sections, the first of which contains the
landing zone and entrance to the woods. Carnivorous fauna, such as flytraps
and bouncing weeds, damage each player when walked on, and this place is just
an all-around headache. Additionally, there are "cannon" plants that suck the
team in and deposit them elsewhere (one-way), and should be generally avoided.
The basic idea is to work towards the map's center, use the "fence" to circle
north, then work south towards the eastern exit. Near there is Guido's tent,
which can act as savepoint...although he charges 10G for healing. Shrewd, man,
shrewd!

Area two is thankfully more linear. Trek north to the fork -- NW leads to
some worthless drops, while east goes towards the pond intersection. Justin
can leap across the lilypads to reach the other side, and, no, there's no way
to change direction midstream. Items #12-16 are nearby while proceeding on,
and eventually it's time to hop the pond again. Near the NE exit, the duo
spies a forest kid who mysteriously vanishes...

Follow him into the third screen for the debut of Rapp, the bratty scrapper
from the forest. After some scenes, one of his mates will call for help, and
he runs off toward the east exit. Collect any items, heal/save and check the
scene out for...
 _____________ _____________________________________________________________
|             |                                                             |
| BOSS: Trent | • Attack [1-Hit/Area/Physical/Arm-only]                     |
|   HP: 2249  | • Attack [1-Hit/Single/Physical/Used by Trent]              |
|   HP: 1385  | • Flower Beam [1-Hit/Line/Flower-only/NoCanceller]          |
|   HP: 1366  | • Sleeping Gas [1-Hit/Allies/Inflicts Sleep/Trent-only      |
| EXP : 4000  |_____________________________________________________________|
| $$$ : 6500  |
|_____________| Trent is composed of a main body and two auxiliar targets
                with similar HP: "Arm" uses only physical attacks, "Flower"
 spams its beam strike each turn. All parts are earth-immune, too, and the
 main body has that tree-like immunity to some weapons, and by extension any
 skill that uses solely that weapon (i.e. V-Slash may not work but Lotus Cut
 would). The main thing about this fight is just how useful Rapp proves
 himself, right from the get-go. His great speed and range allows him to play
 off Feena's own speed, stacking the IP damage each turn and diminishing the
 boss' amount of turns. Lotus Cut, Zap! Whip, Missile and any area magic will
 prove useful here, perhaps enough to trim the Trent's adjunct pieces in a
 few turns. This fight might've been a bit more hellish with two people, but
 the game's difficulty drops the ball...ahh well.

After, Rapp joins the party and invites everyone back to his village, Cafu.
With all the lineup changes lately, one may be wondering, "Is this guy gonna
stick with me or is he gonna bail after a few dungeons?" Well, the answer is:
Rapp's here to stay! He's a jack-of-all-trades, basically, able to use ranged
weapons as well as swords/daggers.

But before everyone can rest, there's a fourth screen to visit. The map above
should provide the directions, but that's not what's notable about this place.
In the NW dead-end area, Chameleons can appear! They're a worthwhile foe
for reasons already explained above, and plenty of people have made a day out
of using their...talents for grinding. Item-wise, this area's disappointing,
with the [Seed of Magic] in the high NW being the only real find amidst all
the moneybags.

36) CAFU VILLAGE     [WK36]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

After Rapp okays the outsiders' presence, he recommends visiting his grandpa,
the village chief (northern house accessible by rope bridge). Talking with
him will open the next destination on the world map, plus the innkeep gives
full access to his amenities.

Fat-walleted friends can find the equipment store's merch quite pleasing. The
boys' best weapon is the death-inflicting Shadow Sword, although the Boomerang
for Rapp is nearly as forceful, and he could certainly start training with the
Shocking Knife (33 ATK) since he still has skills to learn. The most powerful
weapon in stock is Feena's Catfish Whiskers whip (43 ATK) but it's water-type.

Unlike weapons, all current allies can equip the same great armor, namely
the Chameleon Armor (may warp away when damaged), Lafa Flower Shield (19 DEF;
outclasses everything for awhile) and Winged Boots (7 DEF/50 Move). The shield
is 18K, though, so it may not be up to everyone's tastes...but with Chameleons
in Virgin Forest around, why not? The item store carries single-target meds
and a few accessories, but nothing revolutionary.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
37) PETRIFIED FOREST                                                     [WK37]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Sweet Moth, Land Slug, Alligator     |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
DUNGEON: Repeatable (2 Screens)               |  S | Savepoint         |
                                              |  * | DungeonScope      |
                           _| |_              | 01 | 200G              |
                   __  _  (EXIT )  ____       | 02 | 600G              |
                  (19\/ )__\   /__/ __ \      | 03 | Seed of Defense   |
                   ¯\  /|20)\ (/   22/) )     | 04 | Paralysis Charm   |
                    ( ( ( (_/ 21/¯¯¯¯ | |     | 05 | 200G              |
                     \ \ \__ (¯¯ /¯¯¯¯* |     | 06 | Seed of Life      |
                      \ \___)*¯¯¯ (¯¯¯| |     | 07 | 200G              |
                      (18___17 16 |23_| |     | 08 | Seed of Magic     |
                    __ \______   _|\__  |     | 09 | 200G              |
                   (14\_,-.___| (_____| |     | 10 | 600G              |
             N      ¯\________ * _____15|     | 11 | Mana Egg          |
       W    /                 ( (___  '-'     | 12 | 200G              |
        \  /         __   ___  )  13|         | 13 | 200G              |
         \/         (10\_/  9|_| |¯¯          | 14 | 200G              |
         /\          ¯) *  ¯¯ 8| |-12         | 15 | 200G              |
        /  \          |    _   | |            | 16 | 200G              |
       /    E         |   ( )7 | |            | 17 | 200G              |
      S               |2      *  |            | 18 | 200G              |
                      )   3  ¯ | |            | 19 | Seed of Defense   |
                     ( (¯¯¯)4  | (_           | 20 | 600G              |
                     ( (  (5/) |\11)          | 21 | Chocolate Cookies |
                     /  \_ ¯ |6| ¯¯           | 22 | 200G              |
                    (1/\ENTER ¯               | 23 | Blizzard Charm    |
                     ¯  ¯¯                    |____|___________________|

Oh my...another stopgap forest of little importance. It's divided into halves,
but the first one -- which contains the remnants of Old Cafu -- features few
adversaries, letting the team pocket any and all offerings scattered around.
Rapp gives some poignant comments if the NPCs here are inspected, too. Over
in the eastern section, a few foes guard the disc's first [Mana Egg], and we
can't leave that behind!

NOTE: After discovering the next dungeon, leaving is impossible, thus making
      this the cutoff point to do Virgin Forest stuff (it's inaccessible past
      TOD events).

The final section is a bit more complex, with many of the paths connecting or
circling others. Looking at the legend, only the [Blizzard Charm] and [Seed of
Defense] really stand out, and they're at opposite ends of the map. Those who
want to get outta here immediately can just take a northerly route, using the
DungeonScope landmarks as they appear.

#############################################################################
ball4376 writes: "It might be worth noting in your guide that you can fight
Alligators in the wide open space just North of where you enter Petrified
Forest (2) for 1200 EXP per battle. It's pretty much like fighting 5 battles
in 1 at that point in the game, so a very nice spot for power-leveling."
#############################################################################

Exit's near there, and this is the end of forests for awhile...although when
we see what's next, maybe it didn't seem so bad...

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
38) TOWER OF DOOM                                                        [WK38]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Elite Officer
DUNGEON: Repeatable (6 Screens)

|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| The officers here appear once inside the tower, and
| # | Savepoint       | use cancelling physical skills (Wave Hit, Heavy Blow)
| * | DungeonScope    | to moderate effect. They also drop Ultra and Miracle
| A | 210G            | Drinks -- sweet! [They won't be there on the way out,
| B | 210G            | so get the drops while you can!]
| C | Rescue Set      |       ___ ___            _ ___          _______
| D | 210G            |      / _ |   \        /\|4|   \        /\_ #4_/\
| E | 210G            |     / (_ |2/\ \      / Q\ |2/\ \      / / _ _ \X\
| F | 210G            |    /  K/ _¯\N\ \    / /_/ _¯\_\ \    /W  / _ \T  \
| G | Seed of Running |   (1(_( (_) )M  )  ( (1_ (_) _   )  (_(_( (_) )_)_)
| H | Bond of Trust   |    \ \L\_  /I¯¯/    \ \ \  _/ / /    \U\S\_ _/R/V/
| I | 210G            |     \  / | J/ /      \_P 3|O\/ /      \ ._   _, /
| J | Vaccine         |   1F \/¯¯3¯¯ /     2F \_|_|___/     3F \/  5  \/
| K | 630G            |       ¯¯| |¯¯                           ¯¯¯¯¯¯¯
| L | 210G            |    ___ _| |¯¯¯¯|_
| M | 210G            |   |   |____  |¯| |____                N
| N | Seed of Running |   | |_    _   ¯  |  |H|               |
| O | Home Run Hammer |   |D|_|  C_| F        |               |
| P | 210G            |   |E _   |B|¯|¯|G|____|         W ----+---- E
| Q | 210G            |    ¯|_| _  #   |¯                     |
| R | 210G            |     |  |_|    A|                      |
| S | 210G            |      ¯¯¯¯| |¯¯¯                       S
| T | 210G            |         ENTER
| U | Plug Suit       |
| V | 210G            | Outside the tower is a military complex, strangely
| W | 210G            | devoid of life. There's a warehouse near the entrance
| X | Vaccine         | containing a stashing place/savepoint, if one's still
|___|_________________| hurting from the last area. Can't find it? That's
                        okay, because everyone's taken there automatically
after dealing with a problem in the northeast...
 _____________ _____________________________________________________________
|             |                                                             |
| BOSS: Milda | • Attack [1-Hit/Single/Physical]                            |
| HP -: 2800  | • Milda Hit [1-Hit/Single/Physical/Canceller]               |
| EXP : 2300  | • Drop Kick [1-Hit/Single/Physical/Canceller]               |
| $$$ : ----  |_____________________________________________________________|
|_____________|
                Rapp's incapacitated and can't help, but it matters very
 little -- Milda's just a brute, relying on single-target skills & attacks.
 True, her strikes can cancel, but with the combined IP damage of Feena and
 Justin, she shouldn't make any headway. [Shoulda had some resistances!]

Bygones are bygones, and Milda's the fourth member! All things considered, her
being 10+ levels higher than everyone (probably), being unable to learn any
magic, already knowing all her skills...the guestdom is apparent. She'll be
around for awhile, though, so get used to her backwoodsy banter. Some of her
equipment is specific to her, but if Justin wants to use her axe, feel free
to swap it out -- it's better than anything currently available!

The tower floors are octagon-shaped and maze-like, with Elite Officers
roaming the halls (they appear in threes). 1F is pretty easy to traverse,
with only the NW section inaccessible from here. There's also some gates
that prevent easier access to other portions; these'll be gone towards the
end. Items here (A-D) are along the path or near antechambers, but none are
particularly amazing. The only usable stairway to 2F is in the west.

2F has radial paths stemming from the center, making it a bit easier to
remember the layout -- but the north/south paths are blocked by gates that
close when Justin's crew approaches. Near the south gate, the path leads
through a sensor room (step on red tile = 4 officer groups flood in) that
winds north clockwise, to a control room. Sabotaging it unlocks the floor's
southern gate. To unlock the north gate, use the 2F's NE stairway to revisit
1F; the enclosed area below leads to items E & F, the latter in another
control room. [1F bulkheads are unlocked by doing this.]

So, the 2F north gates. With both floors' panels busted up, 3F is finally
accessible. This floor's layout is quite easy to figure out, if y'pay some
attention. The initial room has a savepoint and, more importantly, 2 buttons
-- these control which door is open on this level. [Only one door is open at
a time, excluding the initial room.] Pretend the northern button is "A" and
the southern is "B". The combinations of buttons turned "on" is then:

AA: S room open
A-: SE room open (210G)
-B: SW room open (Plug Suit)
--: SE room open (210G)

The southernmost room gives access to 4F and two more buttons. Surprise,
surprise: these buttons open the NW and NE rooms, depending on which button
is off. [If both are off, entrance to northern savepoint room is closed.]
 ____________________ ______________________________________________________
|                    |                                                      |
| BOSS: Gaia Battler | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
| HP -: 2473         | • Combination [LHand: 1-Hit/Single/Physical]         |
| HP -: 1972 [L.H.]  | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
| HP -: 1708 [R.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
| EXP : 5700         | • Poison Gas [Body: 1-Hit/Area/DMG+Posn/NoCanceller] |
| $$$ : 7800         |                                         DROPS: n/a   |
|____________________|______________________________________________________|

 This fight looks a bit daunting on the surface, but in actuality, is pretty
 easy. This is because each body part has an associated skill, and when it's
 dead, that tech goes bye-bye. Resistance-wise, the left hand is good versus
 magic, right versus physical, and the body is all-around good (especially
 against weapon attacks). Spamming magic should always eliminate the right
 arm first; after that, it's a tossup whether to kill the left arm or just
 go for the body. Gaia's Lightning attack is the only remaining attack of
 note, about the same damage as an Alheal can smooth over. Certain magics
 (BOOM! series, Zap! series, purely physical attacks, etc.) work best, for
 reference.

The [Gaia Sprout] is obtained automatically here. One has to leave manually,
but since all respawned enemies are now petrified, it matters little -- except
where treasure hunting is concerned.

NOTE: This dungeon becomes unavailable after visiting the village! (Yeah,
      that's not too "repeatable," eh?)

CAFU VILLAGE [II]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a
Enemy: Black Beret

Return to Cafu and rest at the inn, then visit the clearing behind the inn
to find a pensive Feena. The village is then attacked by Black Berets, just
another slight upgrade to the last humanoid enemy (Elite Officer). There's
two fights near the outer gate, and one more in the north, by the pit fires.
Witness the scenes there before returning to the chief, which kicks everyone
out of the main village portion (shops are still available, though). Make
sure to redeem that mana egg if y'haven't already, plus outfit Milda a bit
if hand-me-downs aren't cutting it.

The destination is now Laine, a southern village, and to reach it, the road
turns south...into the desert. Why can't the next town ever be a mile down
the bend on an enemy-free expressway?

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
39) ZIL DESERT                                                           [WK39]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Cactus Man, Zil Scorpion, Sand Worm, Scissorlock
DUNGEON: Repeatable (2 Screens)

Zil Scorpions appear en masse (usually sixes) and have a poisonous tech to
use, so saving AoE attacks for them works best, especially thunder/ice magic.
Sand Worms are generic worm enemies, but love spamming their Crush skill --
they're slow enough to beat with just weapons, though. Cactus Men're the most
important of this place, and the only ones that drop items: the Cactus Helm!

                         _____|S|___         |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                        ( 1    __   )        |  S | Savepoint        |
                         )    (__) (         |  * | DungeonScope     |
                        /    _ 23  (_        | 01 | 220G             |
                       (    |_|45    |       | 02 | Resurrect Potion |
           Soldier's   / _          _|       | 03 | Resurrect Potion |
           Graveyard  ( (_|        (___      | 04 | Cactus Thorns    |
       N            \_|          6 |¯| |     | 05 | Cactus Armor     |
       |            |_      _       ¯  |     | 06 | 220G             |
       |              |  7 |_|     |¯| |     | 07 | 220G             |
 W ----+---- E        )             ¯  |     | 08 | 660G             |
       |             (8           9|¯10|     | 09 | 220G             |
       |              ¯¯¯¯¯¯¯| |¯¯¯ ¯¯¯      | 10 | Energy Ring      |
       S              _______| |_______      | 11 | 660G             |
                     /        S  _____ \     | 12 | Anklet           |
          Castle    (   ,-.         11) )    | 13 | 220G             |
         of Dreams  |12( 13¯¯¯¯¯¯¯¯¯¯¯ /     | 14 | 220G             |
                  \  ¯¯ ¯¯\ (¯¯¯¯¯¯¯¯¯¯ __   | 15 | Seed of Defense  |
                   \_______) \_/¯¯¯¯\__/16|  | 16 | Gil Sword        |
                   |___          ¯¯\  ____|  | 17 | 220G             |
                      / (  * 14 ____\/       | 18 | 220G             |
                     (   \__________ \__     |____|__________________|
                     ( 17 \         \ 15|
                      ¯¯¯\ \_,'¯'.__ ¯¯¯
                          \___    18\
                              | |¯¯¯¯

I have fond memories of my first playthrough of this dungeon -- the confusion,
detours into optional dungeons, not knowing where anything was. Good times!
But as one can see, the layout is actually simpler than it lets on.

Zil Desert North is the starting point, and mostly consists of rollicking
dunes, reclaimed ruins and boulders. If there's anything good about this
place, it's that it's often flat, and avoiding enemies becomes a bit simpler.
Many of the items here are moneybags, except for numbers 2-4 (guarded by
a troupe of Cactus Men) and 10 (isolated SE corner). The Energy Ring raises
earned SP while attacking, so it can find a place on any character, really.
The western border also contains the entrance to the first optional dungeon,
the Soldier's Graveyard -- this'll be covered in the next section. [Although
you can pop in to use the savepoint if y'really need it.]

Zil Desert South is a serpentine canyon whose navigation is complicated by
dune-colored cliffs. Basically, unless you rotate the camera right, y'may
have trouble finding the upper paths. The [Anklet] is nice, but it's the [Gil
Sword] and [Seed of Defense] toward the map's center that are most worthwhile.
Said sword increases the chance of rare item drops by the user, and that can
give it tons of longevity. The Castle of Dreams, Zil Desert's second optional
dungeon, can be located at the western ingress.

The two optional dungeons are a mite harder than normal fare, but as one is
told upon entry, they're uninvolved with the plot and can be completely
ignored to little detriment. But what self-respecting raider leaves dangerous
tombs alone? A bit of advice, though: visit Zil Padon first, to upgrade equips
and clean the inventory of garbage, before tackling these suckers.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
40) SOLDIER'S GRAVEYARD                                     [OPTIONAL]   [WK40]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Sand Man, Will-O'-Wisp, Cerberus, Wolfman, Spacetime Armor,Iron Giant
DUNGEON: Repeatable (5 Screens)

(My levels going in: Justin 27, Feena 27, Rapp 24, Milda 36.)

The cerberus is one of the most common foes here -- as they're made of fire,
they're immune to it. The Will-O'-Wisp has the least health and can usually
be killed with weapon attacks alone, making them desirable foes to fight...
although they occasionally appear without warning, ambushing the party, and
can "Divide" in battle to spawn up to 4-5 extra allies. Sand Men aren't too
amazing in general. Like the Wolfmen (who only appear at B3 and lower),
they're good against water magic, something the other enemies may be weak to.
Iron Giants only appear in B5: they have 700 HP and typical giant-type perks.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|    (¯(______   _____         _________     __.-.
|  S | Savepoint        |   __\_      \_/ __ 3|       |  ______ '.__/ _   )
|  * | DungeonScope     |  (4(__) )¯¯\   /  |¯|       ) (   ___'.__  (_'-'
| 01 | 230G             |   \   _/    ) (   ) |_     / _ \_/ _ \   '._ \_
| 02 | 690G             |    ) )     _| |__/  S_    / / \___|A  \_____\_ \
| 03 | Sonic Walnut     |   ( (___  |_ * __   /    ( (_     _¯¯\_   _ \_) )
| 04 | 230G             |    )   A|   ) )  | (     |__ |   )B(   | | \ 6| |
| 05 | Heavy Shield     |   _|__/¯   / / __| |     | __|_ /   \__) )  ¯¯) )
| 06 | 230G             |  |5 ___¯\_/_/_/ _  |     |_   _(  9  )__/    / / _
| 07 | 690G             |   ¯)^) \_______/ |1|       ) /  \   /  _____/ (_/8)
| 08 | 230G             |   / /  _/^/       ¯       (7(    ) (_,'          /
| 09 | Fireproof Cape   |   \/  |2 /                 ¯¯    |____,'¯¯¯¯¯¯¯¯¯
| 10 | 230G             |        ¯¯         _____      ____     ___
| 11 | Expensive Jewel  |          _____   (   20)    |11C \   / 10\
| 12 | 230G             |   .-.___|  16 |___) \¯¯      ¯¯¯\ \_/ /¯\_)
| 13 | Soldier's Key    |  (17 ___       ____18)       _   ) _ (
| 14 | Soldier's Soul   |   '-'   |_   _|    \ \_     ( \_/ / \ \_
| 15 | Soldier's Soul   |          _| |_      \19)     ) B (   ) _)
| 16 | Medal of Yore    |    __   | 21F |      ¯¯     (_/¯\_) (D/
| 17 | Soldier's Soul   |   (14\  |_   _|               _      ¯
| 18 | All-Around Fruit |    ¯\ \   ) (      __       _|F|_
| 19 | Soldier's Soul   |     / (__/   \____(15)     |22  _|
| 20 | Godspeed Knife   |     \____BOSS ___ \) )      ¯) (
| 21 | Energy Charm     |        _ \   /   \__/       (   )
| 22 | All-Around Fruit |    12-( \_) (_______/¯)  ____) (__.-.        N
| 23 | Ice Blade        |        )   C ___     (  |E   __  _ 24)       |
| 24 | Diana's Amulet   |       (_/¯| |  / /¯) |   ¯( (__) )'-'        |
|____|__________________|           | | /13) | |     \  23/      W ----+---- E
                                 ___) (/ /¯ _) )      ¯¯¯¯             |
                                |E      (  |D  |                       |
                                 ¯(_/¯¯\_)  ¯|_|                       S

There's a convenient savepoint right by the entrance, and it's the only one
in the entire place, so while exploring this first cave, feel free to heal up
as much as y'want. This place is far less confusing with a map, and shows that
getting the [Heavy Shield] should be done near the start. All other items can
be gotten in the natural progression of the place, more or less.

B2 is another cavern complex, with the focal point being an ornate statue
room at the center. Many paths (west, east) overlook it without permitting
entrance, but only the path that slowly works clockwise does the trick. To
reach it from the entrance, head north, use the springboard to jump lower,
and just take it from there. [One can use the cliff near Item #6 to backtrack
if needed.] In the well-lit chamber housing the [Fireproof Cape], inspect the
north wall to find a hidden stairway. Oooh!

B3 only contains two items, one of them an [Expensive Jewel]. It's not an
accessory as its icon suggests but something to sell later for extra cash.
There are two exits here: the "C" exit, which involves falling through a floor
crack, and the "D" stairway in the southeast. The former is one-way, not that
it matters too much in the scheme of things.

B4 begins the trend of illusory corridors, initially hidden but appearing
when the player runs against the opening (they remain open from then on).
This floor is also split into two sections, east and west -- these are shown
as one giant segment on the map. Aaanyway, the goal is to open the locked door
by the "C" drop-in spot, and the [Soldier's Key] that does the trick is found
through said fake walls. There's little else of worth in this "west" portion,
so go into the next one when ready.

B4 East! This place contains most of the items in the lower sections. Before
approaching the boss blocking the north passage, one can open the false
walls on either side to find two [Soldier's Soul]s. This can be done after
fighting the boss, too, though...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Kung Fu Master   | • Physical attack (3-hit, Single)                |
| HP -: 4776             | • Tornado (1-hit, Single, Canceller)             |
| EXP : 9800             | • Spin Kick (1-hit, Area, Canceller)             |
| $$$ : ----             | • Vanish (all: removes status buffs)             |
| DROP: Satisfaction Gem | • Defend (self: reduces damage, heals 238 HP)    |
|________________________|__________________________________________________|

 KFM is basically a souped-up version of Chang, and has the same arsenal.
 What's different is the drastically improved HP and damage, with his go-to
 ability Tornado capable of 70-plus hurt. However, the multihit normal attack
 ends up being the worst of the lot, since it can do 90+ repeatedly...even
 Milda would have a hard time shaking that off! Pay attention to who he'll
 target with that attack and have him/her Defend -- there's little else to do
 (besides stalling him with IP damage) since he's mostly immune to cancelling
 effects. When KFM starts getting towards critical health, he'll tend to
 defend a lot and heal HP as well, making it harder to pull out a victory.
 Basically, when the boss defends, use that time to heal up, throw a Gold
 Potion, etc. [You may be able to bait KFM into using Vanish if you buff a
 bit also.] Other than that, spread out to reduce Spin Kick's range, use
 Diggin' if needed, and keep HP above 100 at all times. The hardest part about
 this fight might be coming in at tiptop shape.

Okay, the boss is outta the picture, and the way north is opened. The amazing
[Energy Charm] is on an elevated platform inside a recessed pit; don't jump
down yet because it can't be opened until all four Soldier's Souls are found!
The room with the [Medal of Yore] contains the illusory passages on either
side, leading to said souls and the superb [Godspeed Knife]. This knife has
60 ATK and adds 30 ACT, making it arguably the best knife in the game, and
will far outclass any storebought junk. When all four souls are obtained, the
player is treated to a scene where the Energy Charm is lowered -- the cue to
jump down and get that sucker.

Using the only remaining passage, visit B5, the lowest floor containing the
remaining three items. Iron Giants only appear on this tier, also. There's a
fake wall in the central room's SW & E sides, letting one get the remaining
items. [All-Around Fruit]s are in short supply, so never leave those behind,
eh?

With that, this place has been fully looted -- time to backtrack out! Luckily,
defeated enemies won't have respawned, making it less difficult. [Of course,
enemies who've spawned because of finding items, as in B4 East, will remain.]

REMINDER: Make sure to stash all those key items y'don't need!

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
41) CASTLE OF DREAMS                                        [OPTIONAL]   [WK41]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Giant Moth, Salamandile, Teranobon, Pink Mage, Zombie
DUNGEON: Repeatable (10 Screens)

My levels: Justin 27, Feena 27, Rapp 25, Milda 36

Giant Moths are like any other moth type: very fast, not that damaging. They
also drop Spell Breakers. Salamandiles are like hyperdefensive versions of
Chameleons, and are resistant to physical attacks and most magics -- but wind
works. Pink Mages appear with 3 Teranobon minions; both types have decent
physical defense, but skills/magic plow right through. Always fight those
battles...y'may just walk away with an awesome [Death Mask] drop. Zombies only
appear in the cemetery portion, and though they have a lot of HP, they're not
very formidable (they're weak to thunder, too).
                                                  _____
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|          _____   Study  |10 11|-Small Room
|  S | Savepoint       |         |BOSS |      _\_|_   _|
|  * | DungeonScope    |         |_18 _|_____/   S | |
| 01 | 240G            |           | |  ______/|789  |
| 02 | Bloody Knife    |           |___|__   __|___|6|
| 03 | Mana Egg        |               |_ \_/ _  |5| |_,-.
| 04 | 240G            |               / \___/ |  4   _   \-Foyer
| 05 | 240G            |         Rooftops      |3 ¯| |  S  \___
| 06 | 240G            |                     ,-|    2|  _/\____S
| 07 | 240G            |                    /  |¯¯¯|¯ (14 17)
| 08 | 240G            |               Dining  |13 ,12|15 16|-Cemetery
| 09 | Binding Whip    |                       /¯¯¯ ¯¯\¯¯¯¯¯
| 10 | 240G            |                  Library   Knight Room
| 11 | 240G            |</pre><pre id="faqspan-5">
| 12 | 240G            |  Were you annoyed at how long Soldier's Graveyard
| 13 | Death Mask      |  was? If so, this dungeon is like winning the layout
| 14 | 240G            |  Powerball -- very, very simplistic, and short, too.
| 15 | 240G            |  Speak with the woman outside the castle a few times
| 16 | Dark Armor      |  to get entrance, inserting everyone into the foyer.
| 17 | Gauntlets       |
| 18 | Lightning Sword |  This screen gives access to the Small Room, Study,
|____|_________________|  Dining Room, Knights' Room and Library -- all of
                          which can technically be avoided. However, there's
 some great items sitting around here: the [Bloody Knife] in a lonely balcony
 corner of the foyer, a [Mana Egg] in the dining room, a [Binding Whip] very
 carefully hidden near the study savepoint, a [Death Mask] inside the library
 chest, and [Dark Armor] and [Gauntlets] in the cemetery. Everything else is
 cash, occasionally hard to find without rotating the camera -- and sometimes
 that isn't allowed. Look carefully!

 If you were wanting to train any water LVs, it can be done in the cemetery.
 Some walls have retractable spikes that'll damage everyone; just run upstairs
 to heal when the MP depletes. This is easier once the zombie scourge is gone,
 naturally.

 When y'want to fight the boss, use the stairway hidden in the study armoire,
 and use the rooftop path to reach the lord's chamber. Speak with the girl to
 tango with...
 ____________________ ______________________________________________________
|                    |                                                      |
| BOSS: Lord's Ghost | • Attack [1-hit/Range/Physical]                      |
|   HP: 4500         | • Zap! [1-hit/Area/Lightning-elem]                   |
| BOSS: Wand         | • X-Ray [1-hit/Line/Lightning-elem/Canceller]        |
|   HP: 3000         | • GadZap [1-hit/Single/Lightning-elem]               |
| EXP : 9900         |______________________________________________________|
| $$$ : 18000        |
|                    | First thing, spread out -- this lessens Zap!'s effect
|____________________| and can make X-Ray miss entirely. This spectral shade
                       consists of 2 parts sharing health and a Wand. Each
 part has 1 ability, with the Wand getting Gadzap and the head portion using
 X-Ray. GadZap would usually be the coup de grace in an arsenal but here it
 only does about 140; it's X-Ray's 75+ damage that tends to wear one down
 more. The basic strategy of this fight is to speedblitz this guy, spamming
 Dragon Cut, Splitter and any damaging AoE skill/magic. [This is WAY easier
 if one got the SP-halving Energy Ring from Soldier's Graveyard.] After a
 few turns of this, the Wand should be in sorry shape; with that out of the
 way, the spread-out strategy's strength kicks in. Unlike the Kung Fu Master,
 cancelling is quite possible here, and if that doesn't work, the constant IP
 damage can screw with the pending attacks. Lord's Ghost doesn't have much in
 the way of physical defenses, so if y'run out of SP/MP, simply whacking it'll
 be just fine. [The boss IS immune to ACT-reducing strategies like Cold.] If
 you're having a tough time, try buying some of the HP-restoring potions in
 Zil Padon and distribute 'em to each fighter.

The girl gives the [Lightning Sword] as thanks for breakin' the curse, and
this baby's worth it -- 50 ATK, thunder-elemental and has the Zap! spell
built in. That's all she wrote!

42) ZIL PADON     [WK42]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

Milda suggests finding lodgings first, and the hotel at the main street's end
does the trick. After eating, it's possible to visit the Savanna Wilderness.
Of course, the main thing any adventurer thinks about is outfitting one's
team!

If you're looking for weapons, get out your pocketbook because these suckers
are getting into the 20,000g ballpark. Both optional dungeons (listed above)
provide free weapons, some of the best available, and are more desirable than
generic storeboughts. If you've been annoyed that some elemental weapons are
practically worthless in battle, most of the best ones here are free of those
shortcomings (including the 49-ATK Holy Sword Lorenzo). In general, I'd avoid
shelling out for weapons unless you're paying top dollar.

Zil Padon's armor supply is top notch, including Aura Armor -- something like
this should be on most people, if y'can afford it! Moonlight Shields will be
good preparation for an upcoming dungeon, too. As for accessories and items,
this is the first time Talismans (total status prevention) show up, as well
as Deep Blue/Crimson/Golden Potions. Make sure to stock up on this stuff,
especially in preparation to take on any optional dungeon yet undone.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
43) SAVANNA WILDERNESS                                                   [WK43]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Dizzy Moth, Zil Scorpion, Flap Bird, Scissorlock
DUNGEON: Repeatable (2 Screens)

          E N T R A N C E               ______ _| |_ ______           N
       ,'           _     \           ,' 14   ' | | |15    '.         |
      (   1        (_)     \_        /  _____   | | |¯¯¯¯¯   )        |
      |          *          6)      (  / ___ \__|_|_| |¯¯¯\ (   W ----+---- E
      |           ,-.      /¯_       \__/   \_________|___/  )        |
      |          (___)   ,' / \              /*^) |^ _       |        |
      |    7    _   5  ,' ,' 11\        ____/   | | (_) /¯\  (        S
      |  _     (_)    / ,'  _   \_____,'  __    ) )  *  )__)  )
      |2(_) ,-.      / /   (_)     __    (__\13/ / /\__/16   /
      |    (__/4_   / /      _     \ '.   12/¯¯ / /   /¯¯¯¯¯¯ /\
      (        (_) /  \*  10/ )  _  ) /¯¯¯¯¯   / /  ,'¯¯¯¯¯¯¯¯18\_
      (           / ,-.¯\  (__) (_) )(¯¯¯¯¯¯|_(_(__/  17        _E X I T
       \         (_/8_ \_)         /  '-._   _______/ *   __   /
        \     * __  (_)  _    9 _,'       | | |^         (  ) (
         '. 3 ,'  '.   ,' \   ,'    /¯¯\  | |  ¯¯¯¯¯¯¯\  | (  |
           \,'      ) (    './     (    ) )  ¯¯¯/¯¯¯¯) ) (  ) |
                  E X I T          /\_ (_/  20 (21[]*| | |__| |
                                To T. \___/¯'.  ¯¯   | |  19  |
                                Tower    22   ¯¯¯¯¯¯¯| |¯¯¯¯¯¯
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  S | Savepoint        |  The western wilderness where Justin's gang starts
|  * | DungeonScope     |  is trisected by an arroyo, leaving 2 large sections
| 01 | 220G             |  and a tiny south-central one, the latter of which
| 02 | 220G             |  contains the world map exit...well, one of 'em.
| 03 | Seed of Moves    |  This place may be nondescript, so use that riverbed
| 04 | 220G             |  as the prime landmark. Anyway, most items are on
| 05 | Deep Blue Potion |  the west side of the place, including that precious
| 06 | Mana Egg         |  [Mana Egg] in the NE and a [Seed of Moves] on the
| 07 | 220G             |  SW point. If you've been using those eggs as soon
| 08 | 220G             |  as possible, that should be the last one needed for
| 09 | 220G             |  Rapp. Across the first bridge, said map exit is the
| 10 | 220G             |  "right" way to go; attempting an eastern trek'll
| 11 | 220G             |  cue Milda's hesitation, stating it's the long way
| 12 | All-Around Seed  |  'round. But we don't listen to Lainians, do we? =)
| 13 | 220G             |
| 14 | 220G             |  The eastern section is the polar opposite, and it
| 15 | 220G             |  can definitely be confusing, even if it's slightly
| 16 | Slouch Weed      |  more linear, thanks to the multiple natural bridges
| 17 | 220G             |  which partition the environment into 3 main parts.
| 18 | 220G             |  Items #12-14 are in the initial section, but only
| 19 | Mana Egg         |  the [All-Around Seed] is an attention-getter.
| 20 | 220G             |  Crossing east, Items #15-19 are next, with the
| 21 | 660G             |  dungeon's second [Mana Egg] in the SE extremities.
| 22 | Seed of Moves    |  The final three items are in the third, SE sector,
|____|__________________|  the smallest of 'em all. The major item here is
                           a [Seed of Moves] hidden in the SW secret path's
dead end -- there's two, so make sure to find the right one. This same road
leads to the final optional dungeon, the Tower of Temptation. That'll be
covered in the next section, but there's no hurry -- it'll be accessible for
a long, long time.

When y'wanna leave, use the eastern exit. Feel free to revisit Zil Padon to
cash in those Mana Eggs!

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
44) TOWER OF TEMPTATION                                     [OPTIONAL]   [WK44]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Dragon Knight, Jackal, Brain Bat, Layelah, Ghost, Toad Demon, Naga
         Queen, Satan, Gaia Brain

My levels: Justin 33, Feena 31, Rapp 29, [4th character] 26

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Dragon Knights are powerful foes: poison, paralysis,
|  ! | Savepoint        | and elemental resistances to make any mage grind his
|  * | DungeonScope     | teeth. Physical/blizzard attacks are the way to go
|  x | Door Symbol      | here -- just remember if you have an elemental weapon
| 01 | Zero Knife       | (Lightning Sword), it'll undercut the tech's damage.
| 02 | Zero Whip        | Jackals appear outside and are physical beings, plus
| 03 | Zero Ax          | have alright resistances; try not to let 'em ambush
| 04 | Zero Shuriken    | you! Brain Bats appear inside the tower, and have
| 05 | Zero Rod         | less HP than their compatriots. Most enemies here
| 06 | Zero Sword       | are capable of dropping stat-boosting items (Jackals
| 07 | 250G             | drop Seeds of Power, Layelah drops Fruit/Seed of
| 08 | Deep Blue Potion | Magic, etc.) so it can be a good place for grinding.
| 09 | 750G             |                             ___
| 10 | 750G             |                             )A(
| 11 | 250G             |                            (   ),-.
| 12 | 250G             |       _______               ) ((10 )
| 13 | Mystic Mask      |     ,'  ENTER\        ____ _| |_) (_
| 14 | Orb of Silence   |     )    !123 \      |  13|_   _____|   FIRST
| 15 | 250G             |    / 9   _456  )     | |__|_| |(   )    FLOOR
| 16 | 250G             |   / /¯|A| \   /      | |  | 11|_) (_,-._         _
| 17 | 750G             |  ( (_  ¯  _) (       |    |¯¯¯     _   B|      _| |
| 18 | 250G             |  |  D|   |B   ) _,-._| |¯¯| (¯¯¯) ( '-'¯ ,-.  |F  |
| 19 | 250G             |  (8(¯  _  ¯) / |D   _   12|__) ( x )    ( E )  ¯) )
| 20 | Hurricane Belt   |   \ \_|C|_/7/   ¯'-' | |¯¯| ,-. '-'      ) (   / /
| 21 | Earthen Ax       |    \__   __/         |  __|( E )        (   ) / /
| 22 | Staff of Life    |       | |            | |14|(¯ ¯)        _) (_/ /
|____|__________________|       |_|            |____| )C(        |______/
             _____         _                         ¯¯¯
            |  _  |       |U|      N             ,-.
          ,-|_  ) ( ______| |      |            ( S )      _________
         (22   ( S )  __  |T|   W--+--E  ___,-.__) (   ___|  _____  | SECOND
  THIRD   '-|¯¯¯¯¯¯  |  ) (¯       |    |  _19 ____|  /   ) (    _| | FLOOR
  FLOOR     | |¯¯¯¯¯¯  ( I )       S    ) ( '-' ___  ( ( ( I )  |  _|
            | |         \¯¯¯|          (   )   |   |  )T) )-'   ) (
    ___,-. _| |_,-.   ,-.¯| |_,-._      ) (,-._| | |   ¯|H|___ (15 )
   |  _ L )16  _ J ) ( H ¯   _   F|     | ( L ___| |     ¯|   |_)_ ¯|
   | | '-' ¯) ( |-(   '-'¯| | '-'¯  ____) ('-'   ) (  ,-. | |_  |  _|  To
   |_ ¯|   ( K )|P ¯¯¯|   |_ ¯|    |   ( M )    ( K )(J17)|T| ) ) (    4F  _
 ,-._| |___ )-(  ¯¯¯| |     | |    | |  )-(      '-'  '-'  ¯ (H( G )    \_| |
( M _   _18( O ¯¯¯¯¯  |     |G|    ) |   O )     ,-.       ___¯ '-'     |   |
 '-' ) ( |_|¯¯¯¯| |¯¯¯       ¯    ( N|¯¯'-'     ( Q )     |P  |       _  ¯) )
    ( N )   ,-._| |¯¯¯¯¯|          ¯¯            ) (      |¯ _|     _|U|_/ /
     '-'   ( Q    |_ 21 |                       ( R )     | 20|    |______/
          R(¯¯¯¯¯¯    |¯                         '-'       ¯¯¯
            '-'¯¯¯¯¯¯¯

Whoa, Nelly...if you've thought Grandia's sent some annoying dungeons your
way, none compare to this one -- a multi-floor, complex tower dungeon that
makes Tower of Doom look like a one-room apartment. The layout is so tangled,
in fact, that the map has to be split to fit it all -- geeeez! I'll sort the
walkthrough out by floors.

F1 (Exterior)
¯¯¯¯¯¯¯¯¯¯¯¯¯
The insertion point places the team a good ways outside of the tower, near
some items (zero-ATK weapons) and a savepoint. This is the only savepoint for
a long time, so come back to it whenever y'need...which'll probably be often.
The ground floor is accessible by four entrances in each of the cardinal
directions.

North: contains items #10,11
West : contains items #12-14
South: leads to 2F
East : contains 2F door opener (in southern route) and teleport to 4F

Basically, to proceed upwards, enter the eastern entrance and inspect that
weird cross-shaped sculpture -- this will power up the door in the southern
entrance, letting one proceed further. The northern/western routes are purely
for item-seekers, and don't contain anything particularly noteworthy. The
"E" staircase leads to a rampart, which itself leads to...

F2 & F3 (Elevator Mazes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Let's get dangerous! The next two floors are linked by a series of elevators,
and from the map, you can see how many -- a metric crap ton! It's possible to
skip the fiasco here by taking the "H" lift, which eventually leads to the
upper exit...of course, this avoids finding any treasures. [Almost a fair
trade-off considering this dungeon's annoying tendencies!]

Outside of some junky cashbags, there's three main treasures to get within
the corridors: the [Hurricane Belt], [Earthen Ax], and [Staff of Life]. That
belt gives +50 ACT, a ridiculous boon to any slowpoke such as Milda, or even
Rapp (who may be underlevelled compared to Justin or Feena). The Earthen Ax
is the most powerful ax ATK-wise, but it's explosion-elemental and may give
diminished returns against the Tower's enemies. And, the staff grants its user
+2 HP Level in battle, a nice boost to match its 58 ATK.

To reach these items, here's crib notes on the elevator routes...you'll need
'em, even if you've walked around here. [I need 'em and I made the dang map!]

Hurricane Belt - G > I > K > L > N > O > P
Earthen Ax ----- G > I > K > L > N > O > Q > R
Staff of Life -- G > I > K > L > M > S

There's no savepoint on either of these two floors, so it helps to avoid any
ambush situations. Jackals/Dragon Knights appear in large intersections, and
with careful surveillance, the crew can slip around the corner without wasting
resources. Brain Bats, when they're not roosting on outdoor ramparts, lie in
wait in corridor alcoves, bursting out when the party approaches and almost
always earning an ambush. However, it's pretty easy to avoid as long as
you avoid any slapdash running.


F4 (Door Switch Labyrinth)              |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯              |  S | Savepoint          |
             To 1F                     |  * | DungeonScope       |
          ____  \,-.  __               |  x | Switch             |
         |    | (   ) )A)  FOURTH      | 01 | 250G               |
   ,-.___| () (__) ( / /    FLOOR      | 02 | Seed of Moves      |
  (   _____(   __ 4 ) /  ________      | 03 | 250G               |
   ) (    _ '-'  ) / /-./ _   _  |     | 04 | 750G               |
   | |   |x|     \__( 1 _/ | |_| |     | 05 | 250G               |
 __) (___| |_________) (___| |_x |     | 06 | 750G               |
 ENTER___   _________   ___   x| |     | 07 | Moonlight Shield   |
 ¯¯) (  _| |   ,-.___) (___| |¯x |     | 08 | Demonslayer Boomer |
   | | |  _|  ( 2 ___     x| |¯| |     | 09 | 250G               |
   | | |_  |   ) (___) (¯¯¯|  ¯  |     | 10 | 250G               |
   ) (___) (__(_________)   ¯| |¯      | 11 | 250G               |
  (   ___   __  |____________) (       | 12 | 250G               |
   '-'   '-'  |______________ 3 )      | 13 | Spirit Staff       |
             _               '-'       |____|____________________|
N  E     ,-. |A|   SEVENTH        ,-.____,-.                     ,-.
\/     / M )| | ,-. FLOOR       (10L____ M )         N         (9 L)_   FIFTH
/\    /   (_| |( B )      ___,-._) (_,-.'-' ,-.      |          )___ \  FLOOR
W  S ,' /)  _  | ) (      |  _ I _   _ Jx)  ( B )  W--+--E   ,-._| |_) \
   ( x )| | | |_| |_,-.  | | '-' ) ( '-',-._) (      |     ( I _   _ Jx)
    '-' ) | |_   ___ x ) | |,-. ( K )  ( C _  |      S      '-' ) ( '-'___
,-.____/  )   ) (__ '-'  | ( H ) '-'    '-' ) (     _       ,-.( K )__(C x)__
(11 ___   (   ( O _ \     ( () /            ( E )   /7)     ( H )'-'(  _¯ ¯_E )
'-'  / /\ \_  '-' ) )     )  /   SIXTH     / ,'   / (   ,-._) (_,-._) () () /
   ,' /  \_ \  __/ /     (   )   FLOOR   ,' /    ( G ) ( 8 _ G _   ___( D _/
  ( x )  __\ \/ _ (       '-'           (D 5) ,-._) (   '-' ) ( '-'   / ,'
   '. \ /13)\__/ ) )                     '-' ( F ___|      (F x)     (6/
     \ ( (¯    ,' /                           '-'           '-'       ¯
      ) _ \   (x12)
     ( (x  )   '-'
      \ ¯ /
       ¯¯¯
Here we go again! 4F begins by showing a large corridor running east-west,
with a bunch of obvious doors blocked off along the way (plus enemies to
keep y'company). Run to the hall's end to find a lever switch, which, for
the rest of this tier, will always open a new path, often through a blocked-
-off door. The path north is opened, and loops clockwise and south, with a
few switches that should be flipped. (The adjacent route to items #1 and #3
isn't yet accessible from this hallway).

Back in the main corridor, you'll find that the easy way back west is blocked
off by floor panels that've shot upright -- this forces one to go into the
antechambers. Item #1 and its chamber shortcut are accessible in the north,
but the south route's the way to go. It leads to a weird chamber whose statue
rotates, opening a door in whichever way it faces (generally). Use this to
reach the eastern switch, then use the south access to reach item #2, a [Seed
of Moves] -- the only worthwhile item on this floor. A shortcut east opens up
at this time, too.

Flipping that last switch means one can go further west in the main alley. The
north antechamber has a switch, while the south has a meandering corridor,
culminating in a crossroads: east to item #3 and another shortcut, west to
the starting point. Once y'return to the insertion point, the knight statue
will open the next way north. This place has a welcome linearity, with the
last intersection being important: south goes to the 7F exit, north opens a
1F teleport.

 • Hooray for a teleport! This connects to the eastern sector of 1F, which is
   just a hop, skip and a jump to that savepoint (we missed ya, baby!). None
   of the enemies defeated will respawn as long as you remain in the Tower's
   environs, so definitely backtrack if your supplies are hurting.

5F, 6F and 7F (The Backwards Maze)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jumping right to 7F might have been a surprise, but that smile will turn to a
rictus of horror -- you must now work backwards on the skipped floors to reach
8F! [Hence the name.] 7F contains a bunch of weird futuristic corridors with
portions blocked off by color-coded doors. There's not too much to worry about
at the start, though, since we'll be descending almost immediately. From the
"A" entrance, simply mosey SE to the 1st switch location, which unlocks the
door to the "B" stairway.

 • Note that there are some secret passages here, betrayed here by their
   faded coloration. Most items here are junky, though, so if y'really want
   the items beyond (often money), the map should provide an adequate guide.

Alrighty, time to navigate this bastard. On 6F, the BCDE passages are all
accessible. ("E" is the hole in the floor that can be traversed.) Take any
of the routes to 5F, pick up Item #6, then hit the switch by the "C" stair.
Doing this will rotate the corridor intersection, opening one route while
closing the other. All these intersections look the same, so in the future,
they'll be easier to remember. Return upstairs, jump down "E" and go west
to the "F" stairway. There's another switch, this time rotating an "elbow"
section. As before, going upstairs to the "G" hole will drop the player to
the intersection, and if you rotate it right, able to get item #8, that nice
[Demonslayer Boomer].

 • NOTE: Be careful about how you jump down into the intersection via "G".
   This is because, if the "elbow" faces item #8's antechamber and the "H"
   exit, you WILL NOT be able to get back to the switch, making backtracking
   quite an annoyance. Make sure to get #7 hidden, too, for that matter (it's
   a buyable weapon but why not get it if it's free?).

"H" leads back to 6F, and leads up to "I" -- back to 5F! There's another li'l
intersection here, but it's easier to navigate. The switch by "J" controls
the rotation, but going up "J" isn't that worthwhile unless y'wanna backtrack
a bit. After collecting #9, return upstairs and head north to item #10, and
the way to the exit. [If the path to #10 is blocked off, you _will_ have to
go up "J" and change the path back.]

"M" leads up to 7F -- FINALLY -- and we don't have to pay attention to those
lower floors any longer. Go west to the door switch, lowering a door in the
intersection SW and west from there. [The path to the normal entry point of
7F is joined at this time.] Collect Item #11 if you prefer, and hit that
nearby switch, then go around the corner to the south-driving corridor, which
leads to Item #12 and the switch watching it. Now, backtrack to the enclosed
switch, the one SW of the hidden #13, and that opens the green doors -- the
ones leading up to 8F ("O").

8&9F (Boobytrap Maze)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    5________   NINTH
  ,-|______  |  FLOOR      ,-.
 (         | |  ,-.__     ( B )  EIGHTH FLOOR
  ) (¯¯¯¯¯¯| | ( 4 _ \     ) /   ________            |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ( G )__   |F|  '-' \ \  ,' /  ,' ______ \           |  S | Savepoint        |
  '-'/ B\  | |  /¯¯\/ / ( G ) / ,'  ,-. \ \          |  * | DungeonScope     |
    / /\ \_| |_/ /\E /   '-'  \ '._(F 9) ) \   _____ | 01 | Ruination Knife  |
   / /  )  ___  (  ¯¯    ,-.__ '._____/ (   ) /  _  || 02 | 750G             |
  / /  (  |ENTER )      (  __ \     ,-.__) / ( E )| || 03 | 250G             |
 ( (    )  ¯¯¯  (       / /  ) )   ( 8 _   )  ) ( | || 04 | Resurrect Potion |
 /  \  / /¯| |¯\ \___  / / ,' /     '-' '. \__| | ) )| 05 | 250G             |
/ /\ \/A/  | |  \ D  |( ( ( A6),-.        \_____|( ( | 06 | 250G             |
(1/  \__/   |C|   ¯¯| | \ \ '-'(   )           ,-._) )| 07 | Glass Slippers   |
¯          | |  ___| |  \ \____) (____,-.____( D __/ | 08 | Golden Potion    |
         __| |_|    3|   \_____  | C      __  ) (    | 09 | 250G             |
        |2       |¯¯¯          | |___/ (\7\ |___|    |____|__________________|
         ¯¯¯¯¯¯¯¯              |_______| \_)

This pair of floors is far easier than the preceding ones. For starters, the
main "theme" is that 9F has various boobytrap pits, represented by letters
A-F (these are one-way drops). They have a proximity trigger and reset after
a few seconds, letting the team cross over if needed. Each of the six branches
has one of these pits, but only one item -- the [Ruination Knife] -- is really
worth getting. It's located in a secret passage behind a false wall, just like
item #2.

8F is accessed by any boobytrap pit, but only "B" will lead to the 10F exit.
Any other drops the party into a monster-filled maze, and it contains little
of worth outside [Glass Slippers] behind a false wall. Those who drop down
a pit besides "B", the only way to exit is dropping into 7F via another pit
(located near the intersection by "C").

• NOTE: Dropping down "B" means the only way forward is going upstairs; the
  option to plummet into 7F -- and thus heal outside the tower by backtracking
  -- is unavailable. If you were to exit the tower and return to the world
  map, none of the puzzles will reset, and you could return to 9F without much
  effort. This is a very good idea of Guido isn't pulling his weight, as you
  can return near the endgame to really put the screws on these bosses. [Make
  sure to save in a separate file if you do this.]

My levels for these bosses: Justin 35, Feena 34, Rapp 33, 4th Character 32

10F (First Boss)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Gargoyle | • Beat Attack [1-Hit/Area/NoCancel]                      |
| HP -: 5739     | • Vanish [1-Hit/All/Removes status buffs]                |
| EXP : 6500     | • Rush Attack [1-Hit/Line/NoCancel/Displaces targets]    |
| $$$ : ----     | • Attack [1-Hit/Area/Physical/Prefaced by suction effct] |
|                |                                                          |
|________________| DROPS: Spirit Potion, Magic Rod                          |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Gargoyle is just a souped-up Ganymede clone, and insists on using the same
 "physical attack only" strategy. The damage output can be noticeable though,
 especially for under-levelled characters. Gargy uses the strategy of an
 unnamed suction attack to drag people in close for Rush Attack, the most
 damaging of the strikes.

That Spirit Potion can come in mighty handy for the last boss in the tower,
so try to save it for that fight instead.

11F (Second Boss)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Slug Fish | • Spew [1-Hit/Allies/Physical/NoCanceller]              |
|   HP: 3459      | • Body Blow [1-Hit/Area/Physical/Canceller]             |
| BOSS: Lure      | • Electric Shock [1-Hit/Allies/Lightning-elem]          |
|   HP: 2869      | • Entice [1-Hit/Single/Physical/Only works on males]    |
| EXP : 8000      |                                                         |
| $$$ : ----      | DROPS: Golden Potion, Mysterious Veil                   |
|_________________|_________________________________________________________|

 This fight may actually be easier than the first boss, due to Body Blow
 missing if no one is in the immediate splash range (based off starting
 point) and the general rarity of Electric Shock. The Lure's only attack is
 Entice, so defeating it doesn't change much of the fight, but the strategy
 of spamming hard-hitting AoE attacks remains, so it'll probably croak first
 anyway. When only the fish part is left, one can usually just use physical
 attacks as the coup de grace.

12F (Last Boss)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Leviathan  | • Laser Eye [L: 1-hit/Line/Non-elem]                   |
|   HP: 7869       | • Shockwave [L: 1-hit/Allies/Canceller]                |
| BOSS: L. Tentacl | • Suck In [LT: Global/draws allies nearer]             |
|   HP: 3877       | • Alhealer [RT: 1-hit/Enemies/heals 100 HP]            |
| BOSS: R. Tentacl | • Zap! [RT: 1-hit/Area/Lightning-elemental]            |
|   HP: 4037       | • Zap All [L: 1-Hit/Allies/Lightning-elemental]        |
| EXP : 13500      | • Twin Typhoon [L: 1-hit/Area/Wind-elemental]          |
| $$$ : 12900      |                                                        |
|                  | DROPS: Man's Headband                                  |
|__________________|________________________________________________________|

 Perhaps the hardest boss in the game, Leviathan boasts quite a challenge,
 and has the skills to back it up. As with the squid boss back on Disc 1,
 each tentacle has a skill(s) associated solely with it, and when one of the
 claws is defeated, things get way easier. [Left tentacle is susceptible to
 elemental-type abilities; the right tentacle, physical skills. Leviathan's
 body takes normal damage from most everything.] Destroying the left tentacle
 first gets rid of that annoying Suck In attack, which means avoiding Laser
 Eye and Twin Typhoon is easier. KOing the right tentacle gets rid of healing,
 which is great if your resources are limited. If you're doing this fight
 toward the game's finale, you can lay a constant barrage of attacks/magic,
 then have someone throw that Spirit Potion, letting it all start again (End
 of the World should deal 999 damage). With this tactic, killing the claws
 shouldn't take much effort. Without its claws, the boss is a lot easier to
 kill as a spread-out party avoids most of its attacks, and even when it gets
 in an attack, one Alhealer or Rescue Kit should smooth it over. Remember: if
 characters are too close together, you can choose 'escape' -- this makes 'em
 run around aimlessly, spreading out their positions in the meantime.

In case y'missed it, I don't recommend fighting Leviathan with Guido in the
party, as he's almost decidedly the designated healer -- he starts off with
wimpy HP and he'll have to really work to stay above water. Coming here after
[WK57] makes it much easier. Anyway, once the squid is slain, it's time to
visit the summit! Up the stairs, the wondrous bounty is laid bare:

• Sonic Belt [+70 ACT]
• Revival Stone [x2]
• Astral Miracle [doubles earned weapon skill EXP]
• Holy Crown [+38 DEF, slows IP loss]
• Ethereal Miracle [doubles earned magic skill EXP]
• Ring of Rage [restores lots of SP when attacked]
• Fruit of Defense [+3 DEF (permanently)]
• Fairy Tiara [+35 DEF, negates damage below 20]
• Hertz Spike [+65 ATK, may inflict instant death]

Note that the Sonic Belt is found by taking the spiraling path around the
perimeter of the tower, not at the apex with all the other chests. There's
also a stashing point nearby to ensure the player doesn't have to delete stuff
from the inventory. To exit the tower, use the teleporter on the north side --
it connects (one-way) to the teleporter at the tower's exterior entrance.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
45) BRINAN PLATEAU                                                       [WK45]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Mountain Ape, Snow Boar
DUNGEON: Repeatable (2 Screens)

Not much to say about the brutish enemies who appear here. They usually appear
in large (mixed) groups, and hang out on inaccessible slopes, jumping down to
get ambushes. Doing one hard-hitting attack (fire works well) and picking off
stragglers with weapons is a pretty decent strategy. Mountain Apes also drop
Mikeroma Scrolls, basically an Alheal-in-a-can -- pretty lame, but they sell
for 225g/per. You'll be getting a lot...just wait and see. =)

                  _ IN-| |__             |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
                 (2\   |   S|            |  S | Savepoint        |
                  \ \ _| |__|___         |  * | DungeonScope     |
                   \ ' ____     \        |  x | Snowball         |
     N            ,' ,'  __)1,-. \       | 01 | 250G             |
     |           / ,'   |  _/   \ \      | 02 | 750G             |
     |          ( (__   |_  |   _) \     | 03 | Restraint Walnut |
W ----+---- E    |  _ \__|  _|__/ _  )    | 04 | Crampons         |
     |          | | \           / |3|    | 05 | 250G             |
     |          |5(__)      4  (   ¯     | 06 | 250G             |
     S          |_/ _          /         | 07 | Seed of Power    |
                 / ( '-.____,-'\         | 08 | Seed of Life     |
                /   \___      Glacial    | 09 | 250G             |
               (6/¯\__  |_     Pond      | 10 | Fire Sword       |
                ¯  / ____ \              | 11 | Silence Sword    |
       ___________( (__  \7)             | 12 | Explosion Charm  |
      / ______   _ S _ \  ¯              |____|__________________|
     / /  ____| | | | ) )
    ( (  / * _  | |8| ) )      Unlike the savanna's wide open plains, this
    | | ( ( (_) )  ¯ /  |      region is confusing due to the multitude of
    | |  \ \___/ ___/ / |      passages: they intersect, twist on themselves,
    | (   \ \  x|__  /| |      lead nowhere, and branch on their own. Because
    |  \   \ \  |9 _/ | |      the glacial mountain is snow-covered and the
    | | )  _) ¯¯¯¯\   | |      places look alike, that just adds to it.
    | |x| |12/¯¯¯) )  |_|-10
    |11¯|  ¯¯ (¯¯_/¯)          The northern area is large, but surprisingly
     ¯¯¯       \_  /           has little of note. The main focus here is to
                / (-EXIT       locate the frozen pond at its center, which
                               any passage of note connects to. The [Crampons]
footwear is the only treasure to seek out, really, but the mountain does hold
some cash, often used as bait for enemy ambushes. These'll only grow in number
for the next section.

Speaking of which, the final area is like the first area on speed -- way more
confusion. Remember to rotate your map where overhang is, and it may just pay
off (as in Item #11's case). To reach the exit via the central(ish) walkway,
one must first find the SW snowball and toss it down the mountain. Doing this
fills in the broken path, letting you continue towards the exit. This same
procedure must be repeated to get Item #10, also. [Of course, any weapon here
is far inferior to those in the optional dungeons, so don't wallow in
underpowered agony any longer!]

46) LAINE VILLAGE     [WK46]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: n/a

At long last! Milda suggests talking with the Three Wise Cows...err, Men of
Laine to get the scoop on Angelou. Darlin is automatically introduced; after,
seek out Derlin (two hours west) and Dorlin (tower by eastern lake). Dorlin's
the key to cracking the Angelounian puzzle, but he lost one of his horns in
Old Laine, and with it, most of his marbles. Time for marble-hunting!

Equipment-wise, this is one of the first times nothing amazing jumps out at
the player. This is typically because (1) the optional dungeons provide way
better weapons (2) Zil Padon's selection is arguably better. [Also note that
this is the last dungeon Milda will help out for -- this was probably quite
obvious, what with her arriving at her hometown and all. Accordingly, trading
up her gear becomes an unnecessary expenditure.] There are some interesting
battle items for sale, though, particularly the Running Walnut which gives +2
ACT to all allies.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
47) ABANDONED LAINE VILLAGE                                              [WK47]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Sea Star, Fire Hound, Vanatos, Sphynx
DUNGEON: Repeatable (5 Screens)

Fire Hounds are your typical fire-composed enemies, and will be familiar to
those who did the Soldier's Graveyard awhile back. They drop Miracle Drinks
(restore 5MP of all levels to entire party), so that earns brownie points.
Sphynx foes are completely new, though, and show their appreciation with Zap!
spam most of the time. The Vanatos is just a cactus-type monster -- nothing
amazing here. Sea Stars can drop Move Breakers.
                     _____               _____
      __________    (C    )       ______/ 15E )      TO BOSS (24)    NW  N  NE
     ( A     1  \    \   /    ###|____________|       _| |  __   __    \ | /
      \  /¯¯¯¯¯) )    )4(     #     #   __   __      (23S(_/ _| (21\    \|/
      ( (_,-._/ (    /  B)    #    |¯|_|14) |12\__    ¯\  _ (   _\_ \
START  |  _   S ) ) _/ /¯¯     #    |_____ \  ¯) _ \___ (_(_) ) |20__/    22
    \_| | \__ * / (_   ¯)\   |¯|11  __   \ \_/_/_) ___| \ ' / _| |     _  \_
    / S (____|_(  (    ¯  )  | |   |8 \   \_____  |      )  \/ __|   _| |_| |
___/ _______2   )  \   _ 5) _| |__  ¯) )__ /^/  | |    __|    (__ __/17  ___|
( 3  /   ___ \ A/    ) | \/ (10* _ \  |  _ ' (  _| |_  (19 _|*  _ ' __ * /
\B /   ( D \ ¯¯     | |_    \__/ \ \_) / \  | (13   )  \_/ ) _| ) (  ) (
 ¯¯     \7C )       |  6|        _)  _/   )S(  \___ \_    (_/  ( E )(16 )
         ¯¯¯         ¯¯¯        |___  |  ( D )     \__|   18    '-'  ¯¯¯
                                    |9|   '-'
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|           ¯
|  S | Savepoint         |  Oh boy...another one of THESE dungeons. But, it's
|  * | DungeonScope      |  not quite as confusing once y'see the layouts.
|  # | Warp Path         |  To boot, there's three savepoints distributed
| 01 | 260G              |  amongst the three main areas, so the difficulty
| 02 | Smoked Salmon     |  is practically nonexistent.
| 03 | 780G              |
| 04 | 260G              |  We'll start with the first area -- it contains
| 05 | 260G              |  screen warps in defunct houses, but two of them
| 06 | Warp Staff        |  loop. Once y'loot the area (and you'll have to
| 07 | 260G              |  correct the screen to avoid missing some), take
| 08 | 780G              |  the route SW to the "B" teleport.
| 09 | Prime Rib         |
| 10 | 260G              |  This next area is straight up and down, but most
| 11 | Ogre Helm         |  of the goodies lie past the southern maze. Simply
| 12 | Seed of Power     |  move along and the route will open like falling
| 13 | Mana Egg          |  cards. The [Warp Staff] found down there isn't
| 14 | 260G              |  going to outclass anything, but warping during
| 15 | 260G              |  combat is always nice. Past the next tiny screen,
| 16 | Wolf Boots        |  it's time for the second main area.
| 17 | 260G              |
| 18 | 260G              |  This crystalline maze isn't quite as confusing as
| 19 | Prime Rib         |  its layout would suggest. At the first fork, go
| 20 | Fruit of Defense  |  west to get Items #8-11, then try the other route.
| 21 | Iron Clogs        |  This eastern area has items laying around, but it
| 22 | 780G              |  also has a few dead ends that look strange -- they
| 23 | 260G              |  teleport the player away to somewhere else in the
| 24 | Horn of Knowledge |  map (it's not randomized), and in general wastes
|____|___________________|  time. Only the NW dead end should be taken, which
                            leads to a cemetery. One of the doors furthest
 from the archway opens into the final area; just make sure to try both sides
 if you're unsure.

 The reward for coming this far is the opportunity to traipse through a gross,
 fleshy region complete with gigantic, black tongues flapping around! Hooray!
 This area is notably more craggy than the others, too, so rotate that cam to
 avoid missing anything. I guess it should be said that most stuff here isn't
 that amazing, except the [Fruit of Defense] and [Wolf Boots], the latter of
 which provide some of the best MOV-uppers in the game. Making headway to the
 NW savepoint should be rather simple. It's worth noting that, if you've just
 given a character a Water mana egg, you can grind some levels by letting that
 well-lubricated tongue (*shivers*) flap on you a bit -- it actually does nice
 damage for the task.

 North leads to...
 ____________________ ______________________________________________________
|                    |                                                      |
| BOSS: Gaia Battler | • Combination [LHand: 1-Hit/Single/Physical]         |
| HP -: 3567         | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
| HP -: 2573 [L.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
| HP -: 2528 [R.H.]  | • Grand Heal [RHand: 1-Hit/Enemies/restore 300 HP]   |
| EXP : 6300         | • Poison Gas [Body: 1-Hit/Area/DMG+Posn/NoCanceller] |
| $$$ : 8600         | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
|____________________|______________________________________________________|

 Gaia's got a bit more HP this time, but his skills are nearly the same, and
 should be little match for a team who (hopefully) conquered a bunch of
 optional dungeons. Even without doing that, the fight wouldn't be difficult,
 really. Just spam Dragon Cut, DragonZap, Splitter, and any other amazin'
 attacks. [Remember: left hand is weak to magic, right hand to physical. Also,
 Gaia's normal slaps can inflict Sleep.]

Well, that's that. Once y'leave (manual backtrack) and revisit Dorlin, our
favorite musclebound gal exits stage left. Now a party of three, it's time to
revisit Zil Padon and find that shrine entrance. [Don't forget that Milda's
weapon EXP was boiled down into books and left in the stashing place!]

48) ZIL PADON [II]     [WK48]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Items: Blue Medicine

Revisit the central fountain to meet Gina, a mogay who has a message: visit
the elder at the Mogay dwelling nearby. Y'know, the western one that's all
twisty and maze-like. The elder's residence is in the very center, but can
only be accessed from ground level. Inside, after some conversing, Guido will
join the party -- he'll be around for awhile.

So, let's speak on our new leporine ally. He joins at LV24 and comes with
decent equipment, although you'll want to upgrade at some point -- some of
his stuff is equippable only by him due to the miniscule size, also. Although
Guido can equip three weapons, he boasts a high initial proficiency in dagger
and bows (the latter in particular), which in turn means most of his skills're
unlocked. In fact, it's likely that he should only need a few more Sword LVs
to unlock the 5th and last skill, too. Magically, Guido is in the same boat as
Milda -- he knows none and can't learn any. Of course, without a powerhouse
skill like Splitter, Guido doesn't carry Milda's mantle that much; to make
up for it, his combo attacks hit thrice. [They also have an adorable attack
animation!]

As for Guido's skills, he certainly gets one. "Mogay Bomb" deals ridiculous
IP damage, "Mogay Hypo" restores a friend's SP, and "Mogay Pickpocket" is the
only skill that can steal items. "Power Up," the skill he has yet to learn,
gives a friend +1 on all parameters.

Aaanyway, upon revisiting the fountain, there'll be a prompt denoting the
point of no return -- if you agree to enter, there's no leaving until events
finish. Get prepared first! [The NPC in Mogay House 1 gives a Blue Medicine
at this time. Thanks to BackdatedFuture for this tip.]

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
49) ZIL RUINS                                                            [WK49]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Bird Skull, Lich, Warp Man, Magic Head
DUNGEON: One-Time-Only (11 Screens)

Liches can paralyze and may drop Pretty Jewels, an item that only exists to
be resold (value 2500-10000g). You'll want a ton of cash for later, so they
fit the bill nicely. Warp Men aren't that impressive, but have some elemental
resistances (fire, earth, etc.) to inflate their stayability. Bird Skulls can
drop Panaceas, and it's good to have a few on-hand in case magic can't cure
something -- Dragon Cut rips 'em a new one, too.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|              __                  __
|  S | Savepoint          |             / 5|           10   /14\___________
|  * | DungeonScope       |            ( (¯  _______    \_ (   ______  __16\
| 01 | Warp Shoes         |      _____  \ \_/ ____  \   / )|15/ _   _||_ \  )
| 02 | 270G               |     /1    \  \ * / __ |  \_/ (_|_/ ( |_| * _) )_|
| 03 | 270G               |    (       \  ) ( ( 4)|  6    _____|11_   / _/13|
| 04 | 810G               |   _|S 2\    \_| |__) )|   ___/ |12 __/ ) ( (    |
| 05 | Seed of Magic      |   ENTER      _______/ (_,'     )  | __/17 \_    |
| 06 | 270G               |   ¯\      _,'                 (__   _______*  __|
| 07 | 270G               |     )   ,'       _  __       _|  | | |23*| | |18|
| 08 | All-Around Seed    |    (3  /        ( \/24\_____| |   19  ¯¯¯  |_|  |
| 09 | 270G               |    (/ (          \   _______ S                  |
| 10 | 270G               |     ) (           \ (_____  | |     *   ________|
| 11 | Miracle Drink      |    (8 7\         __)  2526| |_|20 , 21 |22      |
| 12 | Seed of Power      |     )  _)       |31__|2728|    ¯¯¯ ¯¯¯¯ ¯¯¯¯¯¯¯¯
| 13 | 270G               |     |9|         | |  |2930|-BOSS          N
| 14 | 810G               |      ¯          | |   ¯¯¯¯                |
| 15 | 270G               |                 | |-Mural room            |
| 16 | Lightning Charm    |                 | |_                W ----+---- E
| 17 | 270G               |                 |_  |__________           |
| 18 | 270G               |                 ) |__________  |          |
| 19 | Seed of Defense    |             ___/34 35__   ___| |          S
| 20 | 810G               |            |  _ ¯|  (33| |  _  |
| 21 | 270G               |            | | |_  | ) |_| | | |
| 22 | 270G               |            | |   | | |___  | | |
| 23 | Main Gauche        |            |_|   | |36 37| | |_|-32
| 24 | Resurrect Potion   |                  |  ¯¯¯¯¯  |
| 25 | 270G               |                   ¯¯¯¯¯¯¯¯¯
| 26 | Seed of Running    |  This spacious cavern may remind a player of Rogue
| 27 | Counter Ring       |  Galaxy's methods -- make it as big as possible
| 28 | 270G               |  and skimp on useful stuff! The 1st area contains
| 29 | 270G               |  the entrance elevator, although there's no going
| 30 | Medal of Knowledge |  back at this juncture. Nearby is a savepoint and
| 31 | 270G               |  stashing place, helpful in general, especially if
| 32 | Seed of Power      |  y'forgot to deposit anyone's junk (like Guido's).
| 33 | 270G               |  The twisting eastern route leads to the next
| 34 | 810G               |  major area, but avoid it momentarily and exit
| 35 | Seed of Running    |  south, which lets one claim items #7-9 on a
| 36 | 270G               |  cul-de-sac cliff. Backtrack east when ready.
| 37 | Mana Egg           |
|____|____________________|  This fractured maze is split into two areas by
                             some well-placed debris. The northern part
visited first contains a weird maze, and ages without upkeep have made it
rather unenjoyable. Go east until y'fall through the floor, and start
collecting the items laying around (#11-17). To get some of the north items,
use the broken path area.

To access the southern path, find the "debris wall" and the two weird trenches
containing pink buttons. Operate them to open a path south, where one learns
platform-hopping is in the future. The western of the two entrances opens up
to ground level and some items (#18-21) are only available as such. To reach
the upper path, use the eastern of the two. This part isn't that difficult
to figure out layout-wise -- one can see ahead quite a few moves -- but the
farther west y'get, the better the reflexes must be. Item #23, the powerful
[Main Gauche], can only be obtained by detouring halfway through.

NOTE: If you fall off, you have to redo everything! This can be even more
      annoying if you left enemies below. Just sayin'...

The short eastern route revisits the first area, just far, far across the
chasm (in fact, y'may forget the other area's there!). There's a few foes
lurking, and the temple area nearby contains a boss, so heal up before tryin'
your luck.
 __________________ ________________________________________________________
|                  |                                                        |
| BOSS: Ruin Guard | • Attack [A: 1-Hit/Area/NoCanceller]                   |
|   HP: 4500       | • Boomerang [B: 1-Hit/Single/Canceller]                |
| BOSS: Ax         | • Healer [RG: Self/Single/Restores 100 HP]             |
|   HP: 2350       | • Zap! [RG: 1-Hit/Single/Lightning/NoCanceller]        |
| BOSS: Boomerang  | • Vanish [Global/Nullifies all stat changes]           |
|   HP: 2350       |                                                        |
| EXP : 7950       | DROPS: Thunder Arrow, Pretty Jewel                     |
| $$$ : 5160       |________________________________________________________|
|__________________|  </pre><pre id="faqspan-6">
                      Another 3-target boss, only this one's subordinates
                      have less HP than Gaia Battlers and worse resistances.
 The boss' main damage is dealt by its swiping area attack and Zap!, not
 Boomerang, although that attack is pretty fast. In essence, offense is the
 best defense -- spamming Dragon Cut, DragonZap and any other goodies just
 piles on the IP damage and by the time it gets a turn, half its HP should
 be depleted. [Mogay Bomb is a fun tech to use here.] Spreading out renders
 impotent both Zap! and Ax's attack, and on a two-headed beast, impotence is
 pretty embarrassing. But that's what y'get when there's more weapons than
 brains... [Apparently, in the German version, the boss drops another Jewel
 instead of the bow. This may be a prevalent thing in PAL versions.]

Afterwards, loot the area for items. When y'entered, the camera fixed, but
now it's rotatable, revealing the [Seed of Running] near the entrance. There
is also a hidden [Counter Ring] chest behind a false panel, just to the side
of the stairway into the shrine's 2nd chamber. Speaking of which, the [Medal
of Knowledge] is found just beyond, with some moneybags to keep it company.

Start backtracking to the floating platform room to see some scenes preventing
access that way. Return to the shrine, jump down the cliff and witness even
more scenes in the creepy mural room. (That's right: Mullen is so annoying,
his mere presence destabilitizes the architecture.) Flee this area when the
time comes, and enter the third of the main areas -- where items #7-9 are,
just way across the chasm. There's a maze here, but enemies only appear down
and in-between. Near the western exit, there's a small stairway that leads
into the lower passages, giving access to items #34-37, including that nice
[Mana Egg].

Exiting west cues some more scenes; after, Justin is all alone at the bottom
of the (enemy-less) ravine. No map needed for this tiny part, really. Items
here include: two 270g, Revival Stone, Seed of Speed, Seed of Power. Make sure
to stash all Justin's worthless stuff, because he'll be going through the next
ruins by his lonesome.

B2: This place has rooms in various shapes. It's worth noting that, from the
    starting chamber, the SW corridor system leads toward the exit stairway
    (but has no items to find en route). The NE corridors lead to a few items,
    although the odd rooms require a nice camera workout to find everything.
    Items: 270G (x3), Crimson Potion, Earth Charm, Seed of Speed

B1: More of the same, except there's no clear route like before. There's less
    enemies, too. Items available here: 270g (x2), 810g, Fruit of Magic,
    Demon Eye Stone.

Exiting the ruins has Justin surface back in the Zil Padon cavern, just an
isolated spot. There's little to do here except cross the southern bridge,
watch a scene and use the elevator to exit.

50) THE GRANDEUR     [WK50]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies: Combatant
Dungeon: One-Time-Only (10 Screens)
Items -: 280G (x7), 840G (x2), Fruit of Moves, Warrior's Mail

Like the last dungeon, there's no leaving this place until events conclude.
Luckily for the player, this place isn't even a quarter of the last place's
size. Leave the deck (has savepoint) for the passageway, the first location
with Combatants -- they're typical soldier enemies, just they drop Rescue
Sets and Battle Helms (23 DEF, +3 Magic Block resistance). Note that in the
German version, Combatants may drop money in place of the better alternatives.
Most of the fights can be avoided, though.

 _____________ _____________________________________________________________
|             |                                                             |
| BOSS: Saki  | • Cold [M: 1-Hit/Single/-2 WIT]                             |
|   HP: 5000  | • Zap! [N: 1-Hit/Area/Lightning]                            |
|             | • WOW! [S: 1-Hit/Single/+1 ATK LV]                          |
| BOSS: Nana  | • Freeze! [M: 1-Hit/Enemies/-2 MOV]                         |
|   HP: 4000  | • Stram [M: 1-Hit/Single/-2 ATK Level]                      |
|             | • BOOM! [S: 1-Hit/Area/Explosion-elem]                      |
| BOSS: Mio   | • Fiora [N: 1-Hit/Area/add: Move Block]                     |
|   HP: 3000  | • Speedy [S: 1-Hit/Single/+1 WIT to ally]                   |
|             | • Max Lariat [S: 1-Hit/Single/Physical]                     |
|  EXP: 9600  | • Shhh! [N: 1-Hit/Single/add: Magic Block]                  |
|  $$$: 10320 | • Trinity Attack [SNM: 1-Hit/Area/Canceller]                |
|             | • Alhealer+ [M: 1-Hit/Single/Restores 200 HP]               |
|             | • Electric Yo-Yo [N: 1-Hit/Circle]                          |
|             | • Spinning Yo-Yo [N: 1-Hit/Circle/NoCanceller]              |
|             | • Kill Stun Gun [M: 1-Hit/Single/Canceller/Paralyzer]       |
|             | • Super Balloon [M: 1-Hit/Area/Canceller/Sleep&Paralyzer]   |
|             | • Slapstick Home Run [S: 1-Hit/Single/Displacer/Paralyzer]  |
|_____________|_____________________________________________________________|

 Quite a combined skillset these gals have -- too bad it's mostly worthless
 in the face of consistant damage. For instance, if Guido spams Mogay Bomb
 and Justin unleashes Dragon Cut (or similarly damaging magic), they can cut
 a huge chunk out of the gals before they can act! Who says a three-member
 party is a handicap? Speaking of which, note that most of the sergeants
 have upgraded their skills, dumping some lackluster abilities for themed
 magic: Saki has Explosion stuff, Nana has impairing types, and Mio plays
 healer. Mio also has the more annoying skills and lowest health, so she'll
 bite the big one first, hopefully. Really, with enemies everywhere dropping
 multiple Rescue Sets (restore 120 HP to party), there's little to worry
 about, even if one's team is underleveled. [If there's one downside, it's
 that there's little to do to disperse the party, which means consecutive
 Trinity Attacks CAN hurt!]

With the girls walloped, watch the scene and loot the bridge for any goodies
(four moneybags). Baal's room is empty, so use the other passage to exit --
and whaddya know, Justin finds himself alone...AGAIN! Follow the passage to
the bow and command center; after, backtrack to the ship's heliport. [There
is a savepoint/stashing place in route, but no enemies respawn in-between,
so save wisely.]
 ____________ ______________________________________________________________
|            |                                                              |
| BOSS: Baal | • Attack [1-Hit/Single]                                      |
| HP -: 2783 | • Zap! [1-Hit/Area/Lightning-elem]                           |
| EXP : 4500 | • Healer [1-Hit/Self/restores 200 HP]                        |
| $$$ : 3000 | • Fiora [1-Hit/Single/add: Move Block]                       |
|            | • Shhh! [1-Hit/Single/add: Magic Block]                      |
|            | • BOOM-POW! [1-Hit/Enemies/Explosion-elem]                   |
|            | • Howlnado [1-Hit/Allies&Enemies/Wind-elem]                  |
|____________|______________________________________________________________|

 Gadzooks, Baal actually has less health than Mio!? Only fitting for a fight
 that's mano e mano, I suppose. Baal deals most of his damage via magic, so
 of course, any equipment that mitigates it makes this fight a cakewalk...
 which it might be anyway. Try using damaging single-target attacks (Lotus
 Cut, Ice Slash, Thor Cut) since Baal's got wimpy defenses -- even physical
 attacks can help. In essence, the fight's a chip shot.

A few adventures later, everyone's camping out at the Brinan Mountains, and
the destination is Laine. Visit Darlin, then Dorlin, to learn the passage to
Alent takes place at Rainbow Mountain. This location is accessed from the
village itself (not world map) by going around the lake's eastern shore.

NOTE: If you check Feena's abilities, you'll find she can learn her unique
      spells at this time (Time Gate, Tree of Life, End of the World) if the
      requirements are met!

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
51) RAINBOW MOUNTAIN                                                     [WK51]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Gill Newt, Thud Bird, Crimsona
DUNGEON: Repeatable (2 Screens)

Crimsonas are crustacean monsters that have ridiculous defense, so burning 'em
on the skills/magic works well. Gill Newts are easier to kill and may drop
Scarabs (+4 poison/plague/paralysis resistance) that resale for 4500g -- not
a bad haul. Thud Birds have a lot of HP and appear in fours, making them the
popular "nuisance" enemy here. [Note: in the German version, some rare drops
seem to be swapped out for money.]

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|             N
|  S | Savepoint        |             |
|  # | River Path       |             |
|  * | DungeonScope     |       W ----+---- E             __
| 01 | 290G             |             |                  /15)    /¯¯¯¯\
| 02 | Fruit of Life    |             |                 (  ¯¯)  / /¯¯\ \-16
| 03 | 290G             |             S                 (14*/¯'¯ / ___)¯)
| 04 | Seed of Defense  |                          ___   \     ,' (EXIT(
| 05 | 870G             |          __ ##       __,'   '.  \ \ (    ¯¯¯) )
| 06 | 290G             |         | 2|## ___  (       11\ (13\ '.____/ /
| 07 | Seed of Life     |         |__|##| 1 )_ \ \       \ ¯) \       /
| 08 | Phantom Silk     |        _/  |##|__/  | \ \       ¯¯  (  17  /
| 09 | 290G             |   ____/ ___|==|8  / |__)S\10    (¯¯\ \___,'
| 10 | 290G             |   _____/   |##|¯¯¯7 ____ (¯¯¯¯¯\_)  \ \_
| 11 | 290G             |      /4\_  |##|___,'    \9)          \12)
| 12 | 290G             |      \_(   |##|  3|      ¯            ¯¯
| 13 | 870G             |         \__|##| |¯|
| 14 | 290G             |         |*6|##|_| |
| 15 | Bond of Trust    |         /¯¯|##|   )
| 16 | Fruit of Defense |         \__|##|  /
| 17 | Seed of Defense  |         |5 |##(,'
|____|__________________|          ¯¯ ##

Rainbow Mountain is split into two areas, the base and summit. The former is
first (naturally) and involves navigating cliffs along a watercourse via ivy
"bridges". These aren't displayed on the map, but the place is more linear
than one'd think. The basic route from the insertion point is counterclockwise
a bit, then south, then zig-zagging to the SE cliff; from here, it's more
zig-zagging back to the east-central exit. Most of the items here are along
the main path -- it's only items #4, 5 and 8 that require any detours. That
[Phantom Silk] near the exit gives +4 blizzard (water/wind) resistance, so
don't forget it.

Starting the eastern route is a welcome savepoint, which y'may want to revisit
occasionally -- this place has tons of Thud Birds (800+ HP) and little of
worth. Items #9-11 are laying around the cliff west of the river, while the
others are across the river along the summit's meandering footpath. There's
no surprises here, as all the items are in plain sight, except #13, a giant
moneybag hidden by the broad waterfall.

Approaching the summit will automatically cue some scenes, in which Guido
leaves (permanently) and the way to Alent is revealed. If you want a savefile
with Guido on it, make an optional save beforehand! Note that leaving Alent
before events conclude is impossible, so making that auxiliary save may be
all that more important!

52) ALENT     [WK52]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies: n/a
Dungeon: One-Time-Only (3 Screens)
Items -: Mana Egg, 360g

Ahh, Alent...not quite as beautiful as one's mental image, but it's alright.
Progressing here is very linear, especially nice after the stopgap dungeons
lately (especially Tower of Temptation, if y'did it). The [Mana Egg] is the
first item obtained before the savepoint/stashing place, and that same path
leads directly to...
                   ______ __________________________________________________
                  |  HP  | SKILLS                                           |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Hydra     | 3771 | • Head Crash* [1-Hit/Single]                     |
|                 |      | • Crackling [1-hit/Allies/Blizzard-elem]         |
| BOSS: Perl Head | 2848 | • Sudden Death [1-hit/Single/damage=ally max HP] |
| BOSS: AwfulHead | 2462 | • Poison Gas [1-Hit/Area/Poisoner]               |
| BOSS: Hot Head  | 2292 | • Hot Gas [1-Hit/Area/Fire-Elem/NoCanceller]     |
| BOSS: Nice Head | 1742 | • Recover Gas [1-Hit/Enemies/Heals 100 HP]       |
| EXP : 5000      |      |                                                  |
| $$$ : 7500      |      | * - requires 2 or more living heads to use       |
|_________________|______|__________________________________________________|

 Even without a 4th character, this fight is a pushover -- by the time you
 finish spamming Dragon Cut, Sidethrow, Random Hurl or any other hard-hitters,
 most of the heads should be dead already. This continuous skillspam attack
 should mean little (or no) offense from the boss, making it reminiscent of
 the weakling the boss is modeled after. The body is immune to fire-elemental
 attacks, but the heads aren't, which is a little funny because (as before)
 defeating the four heads automatically kills the body. Other than that, the
 main threat here is the Pearl Head's Sudden Death tech, which avoids sudden
 death resistance by dealing damage equal to a character's max HP. [DROPS:
 Resurrect Potion x2, Deep Blue Potion, Crimson Potion]

Save/heal up afterwards, collect the moneybag down the stairs, and use the
robotic tram sitting on the sand. This may seem like a one-way tram, but in
actuality, there's a small drop-off point on the destination platform, so
one can revisit the savepoint whenever needed. And, you may have to after the
next boss down the lane...
                        ______ _____________________________________________
                       |   HP | SKILLS                                      |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Great Susano-o | 3453 | • Howlnado [1-Hit/Allies/Wind/NoCanceller]  |
|                      |      | • Vanish [Global/Nullifies status changes]  |
| BOSS: Ax             | 2306 | • Attack [1-Hit/Area/Physical/NoCanceller]  |
| BOSS: Iron Ball      | 1600 | • Hammer Shot [1-Hit/Area/Canceller]        |
| EXP : 3000           |      |                                             |
| $$$ : ----           |      | DROPS: Chain of Gems, Emperor's Whip,       |
|______________________|      |        Revival Stone                        |
                       |______|_____________________________________________|

 Another pitiful boss that falls prey to the last tactic: skillspam until
 the two subordinate parts die, making that Howlnado far easier to stomach.
 It helps that Susie can be canceled like a normal grunt, too. [Apparently,
 in the German version -- and maybe others -- the Chain of Gems is replaced
 with 10000g.]

Heal up and visit the final boss, at the path's conclusion...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Phantom Dragon | • Attack [1-Hit/Area]                              |
| HP -: 3976           | • Fire Breath [1-Hit/Line/Fire-elem]               |
| EXP : 2000           | • Alhealer+ [1-Hit/Self/Restores 200 HP]           |
| $$$ : ----           | • Crackling [1-Hit/Allies/Blizzard-elemental]      |
|                      | • Vanish [Global/Nullifies all status changes]     |
|______________________|____________________________________________________|

 Another joke boss, not dissimilar from Madragon, the monster this one's
 based on. Basically, the body portion controls the normal attacks and
 Crackling, while the head portion does breath and healing. As before, it's
 quite possible to avoid Fire Breath simply by correct positioning, meaning
 -- once again -- the boss must fallback on its magic to make headway. Yawn.
 [DROPS: Deep Blue Potion, Golden Potion]

Access to Alent's cathedral is now open. Speak to each "illusion" inside,
then the one guarding the balcony door, which leads to Liete. After some
scenes, she joins up as the 4th and last ally -- no more guests!

Liete's long residence in Alent has made her quite a magical powerhouse, and
she has a handful of unique fire (Magical Art, Meteor Strike) and support
(Star Symphony, Enclose) magic. She also starts with all LV13+ in all normal
magics, eliminating the need to use Mana Eggs on 'er. As a tradeoff, she can
only equip mace-type weapons and gets a mere 2 skills (the last of which is
an MP-drainer). Her casting is pretty fast, though, and as soon as she gets
an ACT boost, she's a force to be reckoned with -- even more so!

Leaving the library -- and Alent, via a hilarious scene -- drops everyone to
the Savanna's east region. Liete has some kind of built-in sonar to locate
Gaia, and thus knows the next destination is the Luzet Mountains, which now
appear on the map.

NOTE: If you were waiting to take on Tower of Temptation, now's a great time,
as Liete is far more valuable in battle than Guido, whose lack of powerhouse
techniques gimped him against physically tough enemies.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
53) LUZET MOUNTAINS                                                      [WK53]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Sand Snake, Yeti, King Horn
DUNGEON: Repeatable (2 Screens)

The Yeti and King Horn foes often travel in a mix, just like the counterparts
in the Brinan Mountains. [Only this time, Yets drop nothing instead of many
Mikeroma Scrolls!] Sand Snakes tend to spam their weak earth-elem Sandwave
attack, nothing to worry about.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|                 ,-.
|  S | Savepoint        |         __ ___ ( 5 )
|  * | DungeonScope     |     ___/ 1|   \_) (         11  ______     ____
| 01 | 300G             |    |    /¯( (\__  |      __   \/   12 \   /  _ \
| 02 | Seed of Running  |   _|S| (  _\4\  ) (     / 8|  / /¯¯¯¯) \ (  ( \ '-.
| 03 | Magic Lipstick   | _/ __| |_/2)) )(__ \   ( (¯ _(_(_ (¯¯   \/ _ \ \14 )
| 04 | 300G             |   / (_   _/( (    )6)  | | (  _  ) ¯\ (\__/ ) ) ) (__
| 05 | Seed of Running  | ¯¯\   \ (   ) )  / /  _| |_| |^| |   ) )    | | |EXIT
| 06 | 300G             |  ENTER ) \_/ (_ ( (_,'  S    ) ) ) _/ /     ) ) | |¯¯
| 07 | 900G             |        |    3  \ \__  /¯¯¯/¯¯ / ( (  (_    ( (__) )
| 08 | Deep Blue Potion |         ¯¯¯¯¯¯\/  (7 /   (  _/  9¯¯¯\  |    \___ (
| 09 | 900G             |       N            ¯¯     \10 (¯¯¯¯\  _|       _) )
| 10 | 300G             |       |                    ¯¯\ ¯¯¯\/ /        (13/
| 11 | Soul of Asura    |   W --+-- E                   ¯¯¯\__/          ¯¯
| 12 | 900G             |       |
| 13 | Seed of Moves    |       S
| 14 | 300G             |
|____|__________________|

Another tiny stopgap dungeon, split into two parts and filled with enemies.
The first one is so linear, that it needs no explanation -- everything is
laying on or near the main path and it's completely devoid of surprises. Not
even a secret passage! The second area's a bit more complex, with at least
three semi-hidden routes: (1) a shortcut leading to a drop-down point near
item #8, accessed from the east (2) a shortcut leading to item #12, accessed
from the west (3) a long tunnel bypassing much of the area's western range,
containing items #10 and #11. That [Soul of Asura] is found inside the tunnel,
so one will have to stumble along blindly, mashing action button until the
game finds it. #11 is found at the outer entrance, and can be seen when the
camera is turned just so.

54) J BASE     [WK54]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: n/a
ITEMS -: n/a
DUNGEON: Repeatable (9 Screens)

One may have expected a giant standoff upon reaching the Garlyle stronghold,
but it's quite the opposite -- there aren't any foes to content with! The
first area contains a hangar (contains nothing but savepoint) and a few
hallways, but there's no items to find. Locate the TACOM Center containing a
defeated guard to learn a secret passage is opened by twisting the statue
nearby. Beyond there, see the scene and jump down the ladder to...

  _| |_         55) UNDERGROUND RAILWAY RUINS     [WK55]
 |    (         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 |     \___      ENEMIES: Stuttle, Scarab, Hyena Man
 |  _    1 |     DUNGEON: 2 screens (One-time-only)
 | S | 2*  |
 |¯| |¯¯¯¯¯|     The palette-swapped enemies here shouldn't be revelatory in
 |4|_    3 |     any respect, save the ton of EXP (600+) and cash (1200+) they
 | |       (     generally drop. What? They're probably the bankers of the
 |   (_     \    monster world. Most elements work fine, but lightning techs
 | | | '.    )   work particularly well, especially against Hyena Men.
 | |_|   \6  |
 |      5 )  |
 |      __|  )                    |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 |     | 7|  |                    |  S | Savepoint        |
 |      __|  |                    |  * | DungeonScope     |
 )     |  )  |                    | 01 | 310G             |
(_ _   |_/   )                    | 02 | 310G             |
| (  _(    8/                     | 03 | 310G             |
|9   10)  /¯                      | 04 | Fruit of Agility |
|__) )¯  /                        | 05 | 310G             |
|   _|  (                         | 06 | 310G             |
|   _   |                         | 07 | 930G             |
|  | |  |                         | 08 | 310G             |
|11|_|12)                         | 09 | Pope's Hat       |
|____  ¯|_                        | 10 | 310G             |
|14  |    |                       | 11 | 310G             |
|¯| |¯| | |                       | 12 | Seed of Running  |
| | | |_| |                       | 13 | 310G             |
|     13  |                       | 14 | 310G             |
(¯¯¯) (¯¯¯)                       | 15 | Deep Blue Potion |
 '. 15S ,'                        |____|__________________|
   ¯| |¯

All aboard the underground railroad! Harriet Tubman wouldn't be very proud,
though -- everything is in disrepair, and most sections are gigantic since
they contain two rail lines.

Area 1 introduces the idea of using train cars as a way to pass through the
debris barriers. Unfortunately, of the first six items available in this
section, only the [Fruit of Agility] alongside the west boundary is worth
seeking out. One can enter the next screen using the western expanse or the
SE-moving track.

Taking the former into Area 2 might be best, as it drops the player within
walking distance of the [Pope's Hat], arguably the best item to find in this
dungeon. Boasting 28 DEF and all-character availability, it also slows IP
loss, and can replace nearly any other headwear. South from the defunct
train cars, the single exit into Area 3 is found. It consists of 3 platforms
leading to a save/stashing point near Item #15, the [Deep Blue Potion]. Go
up the elevator to the ovarian chamber, and face...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Baal       | • Gaia Power [B: 1-Hit/Self/Heals 400 HP]              |
|   HP: 6000       | • Hoist Heel [G: 1-Hit/Self/Heals 700 HP]              |
| BOSS: G. Tentacl | • Vanish [B: Global/nullifies all status changes]      |
|   HP: 7000       | • Gaia Fang [G: 1-Hit/Area/-2 DEF Level/Canceller]     |
| EXP : 11600      | • Attack [B: 1-Hit/Single/Curser/Confuser/Poisoner]    |
| $$$ : 10000      | • Gaia Strike [G: 1-Hit/Single/IP damage+/Canceller]   |
|__________________|________________________________________________________|

 Baal and his slippery tentacle each get their own healthbar here, and while
 this fight isn't too difficult, it can be longer than some previous, thanks
 to Baal's status-inflicting normal attack and Gaia Strike's annoying "IP
 stun" effect. Both bosses also have abilities that negate status buffs, with
 Gaia Fang being the most damaging out of both repertoires. Baal may have less
 health, but it matters little -- defeating either target wins the fight. To
 prepare, bring that Spirit Staff (from Tower of Temptation 7F) for free
 Halvahs and maybe make Liete the designated healer, since she knows Alhealer
 and Resurrect initially. Speaking of which, both bosses have self-healing
 abilities and both can be cancelled (occasionally). Baal tends to have better
 elemental resistances, so pure physical attacks/skills can be more useful
 than normal.

56) THE LYONLOT     [WK56]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: n/a
DUNGEON: One-Time-Only (3 Screens)
ITEMS -: 280G (x2)

Such a stately ship. After whooping Baal, everyone automatically ends up on
Mullen's aircraft, which has a similar layout to the Grandeur destroyed a few
days ago. The only difference is most places are blocked off, so no map's
required.

57) LUZET MOUNTAIN CAMP     [WK57]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: n/a
DUNGEON: Repeatable (5 Screens)
ITEMS -: Seed of Life, Seed of Running, Seed of Magic, 250G (x5)

The Garlyle encampment in the Luzet range is enemy-free, so feel free to
loot the two areas without fear of ambushes. The tent closest to the save
cone is the quartermaster (effectively the game's penultimate vendor), but
since Feena ain't with, y'may wanna wait until she's back. Do this by finding
her in the officers' tent, then speaking to Leen in the TACOM center.

Those who conquered the Tower of Temptation may not need much upgrading here,
but in general, the Charisma Helm [26 DEF, +30 ACT] and Battle Boots [prevents
instant death] are good buys.

The destination is now Zil Padon, and all other locations (save Savanna
Wilderness) are closed off. This means the Tower of Temptation is still
accessible, and now is the ideal time to do it, as Liete makes a killer 4th
ally, with her great healing prowess and her starting with Resurrect. If this
is a return trip, bring some Rescue Kits and Resurrect Potions, just in case!

58) ZIL PADON [III]     [WK58]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Gaia Horn
ITEMS -: n/a

Time for our knights to save the proverbial damsel. The enemies here (groups
of 4 Gaia Horns, glorified palette-swappers) are encountered by wandering
in-between scenes. After two fights with the Horns, and a scene involving
the Mogay section, rush out to meet...
 ____________________ ______________________________________________________
|                    |                                                      |
| BOSS: Gaia Battler | • Combination [LHand: 1-Hit/Single/Physical]         |
| HP -: 4976         | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
| HP -: 3109 [L.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
| HP -: 2742 [R.H.]  | • Grand Heal [RHand: 1-Hit/Enemies/restore 300 HP]   |
| EXP : 6300         | • Rust Gas [Body: 1-Hit/Area/DMG&-2DEF/NoCanceller]  |
| $$$ : 12900        | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
|____________________|______________________________________________________|

 Another one of these idiots? Geez. Left hand is susceptible to physical
 attacks, right hand is susceptible to magical attacks, body takes general
 damage -- we can sleepwalk through this crap.

Following events afterwards, Rapp suggests resting in the new tent by the
town entrance (mandatory). There's also a shop remaining on one of main
street's burnt-out building husks, containing mostly items, with only Freesia
Flowers and items Liete started with (Black Nail Polish, Magic Lipstick)
being of actual note. The other shop -- the one selling items already found
in Zil Padon -- is located in the OTHER tent near the gate.

After a peaceful rest, it's time for a return to J Base...only problem is,
we gotta trek through the Luzet Mountains again. Where's a hiking montage
when y'need one...?

NOTE: Savanna Wilderness now boasts new "Gaia" monsters, making it the most
      convenient way to grind some skill/magic levels. [The default entrance
      becomes the northern plain in the western half, rather than the eastern
      extremity of the east half, where the Alent craft crashed.] Brinan
      Plateau, which has now reopened, doesn't get the same kindness, but can
      be used just same.

59) LUZET MOUNTAINS [II]     [WK59]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Gaia Snake, Gaia Ape, Gaia Horn
DUNGEON: Repeatable (2 Screens)

Everything's the same as last time, except the mutated foes -- now they're
"Gaia" versions and give out extra EXP/cash, as well as take a few more
punches than their wimpy former selves. [Gaia Snakes even drop Pretty Jewels
in case your pocketbook needs CPR.] Items forgotten last time 'round will
remain; if they were all obtained, all that's left is to get through the
ridiculous number of foes. If you're having trouble with the route, check the
map in section [WK53].

NOTE: Entering J Base is the point of no return, and you won't be able to
      leave for any reason. A separate save before diving in can't hurt, if
      you're unsure.

At J Base, enter the upstairs control room for a scene, then use the steam
cannon room back downstairs for roof access.

60) ZIL PADON [IV] / LUZET MOUNTAIN CAMP [II]     [WK60]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: n/a
DUNGEON: n/a
ITEMS -: n/a

After the J Base scenes, everyone returns to Zil Padon in sour spirits. Speak
with Rapp and Liete to cue Mullen's arrival and see the scene in the tent.
Following, visit Guido's house, then return to Feena's tent -- quite a li'l
Houdini that one.

Return to the field base. If you wanted to sample the quartermaster's wares,
make sure to do so before visiting the docked Lyonlot (north cliffs), because
the entire camp vanishes after the scenes. The savepoint/stashing place will
remain indefinitely, though, along with any items forgotten in the rush.

There's a mandatory stop in the Savanna before another trip to Zil Padon.
Speak to Guido on main street for many heart-warming scenes. Main street'll
now house a door to the Spirits' sanctuary, and we finally get a proper
dungeon after all bevy of mini-events! [And, yes, you have to take on the
next trial with only 3 members...which seems silly after the reintroductions,
eh?]

NOTE: You cannot leave once you enter the Sanctuary, so make sure to stash
      any garbage [closest location is Guido's House] before going inside!
      Also, this is the last time a shop will be available, so stock up if
      required.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
61) SPIRIT SANCTUARY                                                     [WK61]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Critter, Guardian, Stingray
DUNGEON: One-Time-Only (1 Screen)

Critters and Guardians are the most common enemies here (based on Will-o'-Wisp
and Sphinxes) and shouldn't pose a problem. Stingrays have about 400 HP and
wimpy physical defense, so they're easy to kill without wasting resources.

          ,-._________,-.__,-.______,-.
         ( # _   _   _ # __   _   __ #5)                   N
  ________\_/_| | ) ( '-'  '-' | |  ) (                    |
 |  ________  | |( # )      ___) (__| |                W --+-- E
 | |___,-.  | | | '-',-.   |  _*# __  |                    |
 | |  _ 2 )_| |  ¯¯¯¯   )  |_| ) (  ) (                    S
 | | | '-'|# __¯¯|¯¯¯) (_  ,-._| | ( # )
 | | |_,-.'-',-|_|_(¯6 7 )(4# ___|  '-'         |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 |>| |_ 8 ) ( # ___ BOSS9| ) ( ,-.___           |  S | Savepoint          |
  ¯| | '-'   \  ^| |_____) | |( # _  |          |  * | DungeonScope       |
   | | ,-.    ¯¯¯    ,-.   ) (_) ( | |          |  # | Path-opener Panel  |
   | |( 1 )   /¯¯¯\ ( # )  |_____| ) (____      | 01 | Revival Stone      |
   | | ) (___/ (¯) ) ) (   ___    (   __  |     | 02 | Force Knife        |
   | |_|_____ # )| | | |  / _ \   _) (  | |     | 03 | Spirit Shoes       |
   |_______  ) ( | | | | ( ( ) )_| __|  ) (     | 04 | All-Around Fruit   |
       ,-._| | |_) ( | | ) (_|_  |_  | ( 3 )    | 05 | Fruit of Magic     |
      ( #  <-| |_   )| |( #  ->| |___|  '-'     | 06 | Seed of Life       |
       '-'¯¯¯| | '-' ) ( '-'¯|¯ _|              | 07 | Fruit of Moves     |
             |  ¯¯¯¯¯ S ¯¯¯¯¯  |                | 08 | Gauntlets of Light |
              ¯¯¯¯¯¯¯) (¯¯¯¯¯¯¯                 | 09 | Spirit Sword       |
                     | |-ENTER                  |____|____________________|

Ahh, the 3rd-to-last dungeon. Most of the paths in this place are invisible
until one steps on a particular panel (denoted by '#' on map) -- this often
erects 'em permanently.

Alright, kickstart the process by visiting the door panel north of the save
cone, which opens the west/east paths from that platform. Going west should
be done first; it's a veritable dead end in the grand scheme of things. Find
the first elevator down that path and wait for it to lower again, letting
y'claim the first item, a [Revival Stone]. That same elevator leads to an
upstairs panel, which opens a looong path to the second treasure, a [Force
Knife]. It has the highest base ATK of any knife at sixty-five, and it can
attack from further away, so it's a nice addition even if y'cleaned out Tower
of Temptation.

That's it for that western area; backtrack to the savepoint and venture east.
This is a rather linear path, eventually leading to a platform where one can
steal Item #3, [Spirit Shoes] -- these can outclass any current shoe, pretty
much. Follow the northerly path past Item #4 to the NE corner of the map,
basically a weird path-panel maze. To solve it, take the red path (east),
green path (east), and blue path (north) -- this opens up a giant, twisting
blue path that leads up and out of this loop.

The rest of the path leading to the large central platform is quite easy to
navigate. The boss guards the southern stairwell, but don't let that stop ya
from stealing #6-7 before fighting it. Also, the western path complex leads
to Item #8, [Gauntlets of Light] -- these provide +1 magical resistance as
well as decent DEF, so don't leave 'em behind! Of course, this is all a
prelude to the mage-mashin'...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Mage King | • Howlnado [1-Hit/Allies/Displacer/Wind-elem]           |
|   HP: 3892      | • Atomic Shot [1-hit/Line/IP damage+/Canceller]         |
| BOSS: Wand      |_________________________________________________________|
|   HP: 2346      |
| EXP : 3405      |  Mage King is a relative of Lord's Ghost from way back
| $$$ : 9600      |  when, and uses the same build: 2 "body" targets sharing
|_________________|  health and 1 subordinate "wand" portion. The body parts
                     use Howlnado and Atomic Shot, the latter of which is a
 version of X-Ray Shot that deals extra IP damage and comes every turn.
 Howlnado may end up being the most-damaging attack, doing 60ish to those w/o
 mitigating factors. [On a sidenote, Howlnado's shuffling effect can rob
 Atomic Shot of extra targets; Atomic Shot can also miss entirely of its own
 volition.] As for the fight's difficulty, his royal highness can't muster
 enough damage to be a threat -- an Alhealer every other turn should suffice.

Up the stairs, walk Justin through the platforms (press action button to make
other platforms appear) until he receives the [Spirit Sword]

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
62) ICARIAN CITY                                                         [WK62]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ENEMIES: Skeleton, Lilith, Coelacanth, Dragonoid
DUNGEON: One-Time-Only (9 Screens)

Not too much to say here, except Skeletons drop Blue Medicine and Liliths
drop Resurrect Potions, both good items to stock up on for the final area.
Also, explosion-type skills/magic clean house versus any monster, so let 'em
have it, eh?

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|           _  _____|¯¯¯¯¯|
|  S | Savepoint          |    TO B3-| ||_   _   5  |
|  * | DungeonScope       |          | |  |x| |_   _|     B3    ,-.  TO B2
|  x | Stairwell Entry    |  _____   | |   ¯ ___| |      LEVEL (16 ) _| |_
| 01 | Magic Block Charm  | |     |__) (   _|  _  |_            ) (_|  S  |
| 02 | 320G               | |      __ 9 ) |  _| |_  |   ,-.___  |  _  15  |
| 03 | 320G               | |_   _|  '-' _| |_    ) (  (   _  | | | |_____|-.
| 04 | 320G               |   | |_,-.___|    7|  ( 6 )  )x|_| |_| |   |  _ 20)
| 05 | 320G               |   |___   ___      |   '-'    ¯|10 11| |  _| |_) (
| 06 | Golden Potion      |       | |   |_____|           |  12 | |_|18 17| |
| 07 | Spirit Shield      |   ,-._| |                     |_____|       19| |
| 08 | 320G               |  ( 8 ___| B2 LEVEL                   ¯¯¯¯¯¯¯¯¯ ¯)
| 09 | 320G               |   '-'                  _   _____            TO B4
| 10 | 320G               |      _               _| |_|     |
| 11 | 320G               |     |x|             |EXIT_      |
| 12 | Lion Boots         |    _) (__            ¯|_| |_   _|
| 13 | Spirit Helm        |   /    \1\                 _) (_    B4
| 14 | Gauntlets of Light |  (2       )               | 24  |  LEVEL
| 15 | Crimson Potion     |   \_/ )_\/         TO B3  |_BOSS| _____
| 16 | Angel's Robe       |    / /             _| |_   _| |¯ | 14  | ,-.
| 17 | 320G               |  ENTER   ,-.______|     |_|S 23¯||_   _|( 13)
| 18 | 960G               |         /    _   _  21   _      |  ) |___) (_
| 19 | 320G               |         \   / ) ( |_____| |_____| (   ___   x|
| 20 | 320G               |          ) ( ( 22)                 '-'   '-'¯
| 21 | 320G               |         (   ) '-'
| 22 | Evil Shuriken      |          '-'
| 23 | 320G               |
| 24 | Deep Blue Potion   |  Oh...another one of THESE dungeons. Luckily,
|____|____________________|  proceeding ain't too hard, if y'know the layout.
                             Items #1-4 are found at the insertion point, and
past the save cone, the main stairway connecting multiple floors (denoted by
'x' on map). Excepting B4, all stairway entrances are found on the north side,
so change the camera to reveal the doors.

Ignore B2 for the moment and head to B3. This is just a tiny area containing
items #10-12, including the [Lion Boots]. Taking the treasure here cues a
ceiling-drop trap as well as depositing some enemies into the room. Y'can
stop on gray areas to avoid damage, but the whole place is so tiny, there's
little strategy needed.

From there, visit the bottom floor. There's a weird teleport trap here that
sucks the party into a multi-colored sphere -- whichever color the player
stops (with action button) determines the stopping platform. Managing to stop
on blue leads one to Item #13's room; stopping on yellow leads one toward
Item #14. Both the [Spirit Helm] and [Gauntlets of Light] arce great items,
especially if y'forgot the latter during the Spirit Sanctuary.

Okay, back upstairs to the level we skipped (B2). The first room contains a
stupid elevating-tile puzzle; very simple to get through. The 2nd big chamber
has a unique maze: stepping on tiles lowers adjacent tiles' heights, and
changes the layout enough to visit upper levels. If you find yourself stuck,
make sure to walk over all current tiles to find the right "trigger". Using
this method, one can get [Golden Potion] in the NE corner.

From here, venture west -- the next crossroads leads to item #8 (in south)
or clockwise towards #9. This northern path here leads to a stairway that,
when the button nearby is triggered, lets one into the floor below (B3).

A savepoint kicks off the next B3 section. There's a bunch of tiny buttons
around the [Crimson Potion] chest, and stepping on 'em all opens the path
west. At the bifurcation, the north route leads to a flowery [Angel's Robe]
chest, perfect for Liete, while the southern route leads to Items #17-20,
all moneybags. The alternate exit to B4 is there, too.

The final "real" area of this dungeon! The eastern path is blocked currently
but the western corridor is fine, and it leads to another one of those colored
orb puzzles. This time, the grand prize is [Evil Shriken], the most powerful
throwable weapon. Further west, use the crystalline path-changing bridge to
get south; the orb teleporter leads to the eastern section that was blocked
off. [Open the blocked door to connect the two areas.] Save up, stash your
junk, and head north to square off with...
 ____________________ ______________________________________________________
|                    |                                                      |
| BOSS: Gaia Battler | • Combination [LHand: 1-Hit/Single/Physical]         |
| HP -: 5871         | • Ray Spread [RHand: 1-Hit/Area/NoCanceller]         |
| HP -: 4291 [L.H.]  | • Lightning [Body: 1-Hit/Allies/NoCanceller]         |
| HP -: 4237 [R.H.]  | • Grand Heal [RHand: 1-Hit/Enemies/restore 300 HP]   |
| EXP : 6300         | • Rust Gas [Body: 1-Hit/Area/DMG&-2DEF/NoCanceller]  |
| $$$ : 12900        | • Attack [L/RHand: 1-Hit/Single/Physical/NoCancellr] |
|____________________|______________________________________________________|

 Remember this guy? He's back for, what, the millionth time? The only thing
 working against the party is having a 3-person squad. Spamming Dragon Cut,
 Heaven&Earth Cut, lightning-elem magic, and so on is often enough to cut
 this goofball off at the knees.

Follow the remaining path to the exit (to B5), where some scenes'll play out,

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Mullen | • WOW! [1-Hit/Self/+1 ATK Level]                           |
| HP -: 2946   | • Fireburner [1-Hit/Single/Fire-elem]                      |
| EXP : 5682   | • Crackling [1-Hit/Allies/Blizzard-elem]                   |
| DEF : ----   | • Alhealer+ [1-Hit/Enemies/Heals 300 HP]                   |
|______________| • Sonic Boom [1-Hit/Line/Physical/NoCanceller]             |
               | • Attack [2-Hit/Single/Physical/MoveBlocker/NoCanceller]   |
               | • Rising Dragon Cut [1-Hit/Single/MoveBlocker/Canceller]   |
               |____________________________________________________________|

 Justin squares off against his "nemesis" in a 1-on-1 fight, and how hard it
 is depends a bit on how powerful Justin is -- he should be competent, at
 least, since he's always in the party. For instance, even if Mullen manages
 to inflict Move Block, Justin's normal combo can do 500+, with the Spirit
 Sword and hours of STR-leveling in the books. Of course, Immortal Aura can
 erase any challenge whatsoever. ;) [When Mullen defends, he'll guard against
 all damage.]

After the fight, Feena rejoins the party and the only option left is to enter
the final dungeon, located just up the exterior stairway.

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
63) GAIA                                                                 [WK63]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
DUNGEON: One-Time-Only
ENEMIES: Gaia Slime, Gaia Tree, Gaia Mold, Gaia Man, Gaia Alien, Gaia Slug
         Gaia Cancer, Gaia Star, Gaia Demon, Gaia Knight, Gaia Devil, Gaia
         Zombie, Gaia Brain, Gaia Drago

All the enemies here (2-3 types appear per area) are versions that have been
seen before, just with a new paint job and "Gaia" slapped on their name. A few
foes drop useful items (like Gaia Men's Golden Potions) but most give bupkis.
Explosion-type skills, like the oft-mentioned Dragon Cut, are killer here,
and only Gaia Devils manage to hang on after a use.

|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|                             ______
|  S | Savepoint        |               N          __|  __  '.__
|  * | DungeonScope     |               |         (  | |6 \  |  \
| 01 | Tear Jewel       |               |          ) | |_  ) (3 4)
| 02 | 990G             |         W ----+---- E    |___   _|7|  /
| 03 | Whip of Light    |               |            /   |   ) (_
| 04 | Chain of Gems    |               |           (5 | |A /2,  \
| 05 | 330G             |               S            ¯¯|  ¯¯¯¯   (
| 06 | Talisman         |                              |S|¯¯¯¯¯)1/
| 07 | Spirit Potion    |                               ¯       ¯
| 08 | 330G             |             BOSS               ______
| 09 | 990G             |                 \,-._________ (   _  |
| 10 | Deep Blue Potion |                 (17 _______  |_) |_| |_
| 11 | Discus           |                  ) (       |  ___|  _  |
| 12 | 330G             |               TO-| |_ _____|_|___|C|  _|  _____|C|_
| 13 | 330G             |             GAIA | | |            ¯  |_  |_   ___  |
| 14 | 330G             | 13,14-|B|    (3) |B|  _|¯¯¯| |¯¯¯¯¯|  D|   | |  _| |
| 15 | Spirit Armor     | 15,16 | |          |_|  ___| |_____ ¯¯¯   _| |  D  |
| 16 | Spirit Charm     |    ___| |_         | |_|  _| |<-  _|      E  |  ¯) |
| 17 | 330G             |   (12   11)        |  E| | | |¯| |        ¯¯¯   (__|
| 18 | 990G             |    \     (_    ____| |¯| |_| |_| |_
| 19 | Robe of the Sun  |    _)    10)  |18  |  ¯|   |_______|
| 20 | Spirit Potion    |   (9  _   (_  | 19  ¯¯¯  | |_
|____|__________________|    ¯|      8| |____|¯¯¯|¯S 20|
                              |     |¯           |_   _|
                              (S A  )              | |-EXIT (to Gaia 5)
                               ¯¯¯¯¯
REMINDER: There's no shops in this place, so feel free to ignore any money
          caches laying around. They ain't worth a hill of beans here.

Well, here we are! There's a savepoint by the entrance, but no stashing place,
so hope y'have some room left over. East from the first crossroads is a giant
slime blob, which spawns tinier Gaia Slimes -- good to sharpen your skills
without venturing very far into the place. North of this place is a lot with
items and monsters encased in webbing; they open up when the four cactus-like
buttons are pressed in a certain order. Only a specific combination will open
the treasures -- if you mentally number them 1-4, starting at 12:00 position
and going clockwise, then:

3421 = Whip of Light [+65 ATK, +2 Skill Power LV]
2134 = Chain of Gems [+1 Combo Attack chance]

Further north, y'may see netlike traps -- stepping in these often cues some
kind of monster infestation, so avoid 'em if possible. Item #4, a [Talisman],
prevents all status effects so make sure to pick it up from the dead end it's
in. Clockwise from that north passage, is...
                    ______ _________________________________________________
                   |   HP | SKILLS                                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Gaia Trent | 4578 | • Attack [1-Hit/Single/Physical]                |
|                  |      | • Sleep Pollen [1-Hit/Area/Sleeper/NoDamage]    |
| BOSS: Flower     | 3167 | • Flower Laser [1-Hit/Line/NoCanceller]         |
| BOSS: Arm        | 2963 | • Attack [1-Hit/Area/Physical/NoCanceller]      |
| EXP : 5765       |      |                                                 |
| $$$ : 14400      |      | DROPS: n/a                                      |
|__________________|______|_________________________________________________|

 Another lame boss, barely on par with a Gaia Battler. Here, while the boss
 has decent elemental resistances, it's a complete jobber to physical strikes.
 Basically, stick to purely physical skills/combos and it'll go down in a
 jiff. Hell, Flower Laser commonly misses even when the characters are in a
 group -- hallmark of a failure. [Insert pruning joke here.]

The exit to F2 is just south of Trent's remains, accessed by a hanging rope.
Actually, F2 is completely devoid of mazes, with all its items located on the
periphery of the map. Most enemies are standing on platforms or just out of
reach, and jump down when approached or items are taken. As expected, there's
a ton of money here, and avoiding it can save a lot of hassle. The [Discus]
and [Deep Blue Potion] are all eastern edge, near the northern exit -- it
looks like a slug's backside, y'can't miss it!

The inside of this place isn't complicated distance-wise, but it certainly can
be annoying to trek through just the same. This is because Gaia's 3rd section</pre><pre id="faqspan-7">
is inside a segmented, wormlike body, and to get through, one must do
horizontal rotations, including extra ones to get the treasures. Here's the
play-by-play:

• Collect the two [330G] deposits and head north
• Use rotator orb #1; exit south
• Collect the Justin-only [Spirit Armor]
• Return to segment 2, use rotator twice (to make path remain the same)
• Go north to segment 3 and take [Spirit Charm]
• Use rotator orb #1 once, and go north
• Use path system to go north again, exiting maze.

Gaia's fourth area is a simple chamber housing...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Gaia Armor | • Gravity [E: 1-Hit/Single/-4 Move LV]                 |
| BOSS: Eye        | • Healer [E: 1-Hit/Single/Heals 500 HP]                |
|   HP: 6785       | • Vanish [E: Global/Nullifies status effects]          |
| EXP : 7000       | • Dead Circle [GA: 1-Hit/Area/Physical/NoCanceller]    |
| $$$ : 14920      | • Killer Tackle [GA: 1-Hit/Line/Physical/NoCanceller]  |
|__________________|________________________________________________________|

 Nothing too surprising here, except the shared HP extending GA's lifespan.
 While the Eye controls the non-damaging magic-type abilities, the body
 reigns supreme over the damaging ones -- unfortunately only Killer Tackle
 is worth talking about, as it attacks in a wide line AoE, and Dead Circle
 makes a pitiful substitue. Physical-oriented skills/combos tend to work
 quite well, while elemental stuff (like Dragon Cut) earn measly dividends.

Pluck that [330G] and get ready to traverse the criss-crossing tunnels of the
final stretch. Thankfully, there's more monsters than items, so there's little
reason to go exploring if y'know the layout. First, make towards the NE corner
where the lower C/D entrances are. [Note that the C/D/E passages don't lead
anywhere in particular, and can be avoided entirely.] Use the long westward
passage seen there and hang south when possible, dropping everyone in a purple
intestine...err, hallway. Hang north and loop back south -- from here, one
can go west to collect items #18-19 or east and down to the savepoint/exit.
Just note that the passage entrances close once you're in the treasure room,
so twist those elongate bristle-lookin' things to open them up again. [This
must be done each time.]

Save, stash your junk and head into the fifth area, a weird membranous area
that one explores by riding mucus bubbles (eww). Above, a boss reveals his
presence...         ______ _________________________________________________
                   |   HP | SKILLS                                          |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Baal       | 7000 | • Gaia Tail [1-Hit/Single/Nullifier/Canceller]  |
|                  |      | • Vanish [Global/Removes all status changes]    |
|                  |      | • Grand Cross* [1-Hit/Allies/Suction effect]    |
| BOSS: G. Tentacl | 6000 | • Def-Loss [1-Hit/Allies/-1 Defense LV]         |
|                  |      | • Cold [1-Hit/Single/-2 WIT Level]              |
|                  |      | • Alhealer [1-Hit/Enemies/Heals ??? HP]         |
|                  |      | • Stram [1-Hit/Single/-2 ATK Level]             |
| BOSS: G. Tentacl | 5456 | • Zap! [1-Hit/Area/Lightning-elem]              |
|                  |      | • BOOM! [1-Hit/Area/Explosion-elem]             |
|                  |      | • Burnflare [1-Hit/Allies/Fire-elem]            |
|                  |      | • Burnstrike [1-Hit/Single/Fire-elem]           |
| BOSS: Gaia Cyst  | 4500 | • Seed Smash [1-Hit/Allies/Canceller]           |
|                  |      | • Death Mark [1-Hit/Allies/Canceller]           |
| EXP : 6810       |      |                                                 |
| $$$ : ----       |      | DROPS: n/a                                      |
|__________________|______|_________________________________________________|
 * - requires tentacles to use

 Four targets? Good heavens! Both tentacles focus on magic, with the left
 doing de/buffs and healing and letting its other do the damage-dealers.
 The magically-resistant Cyst just spams cancelling attacks the entire time,
 making it the most annoying enemy here. Baal, surprisingly, isn't very
 tough, and mostly just uses Gaia Tail and -- depending if its tentacles're
 alive -- Grand Cross. Thus, stripping away his subordinates reveals just how
 pathetic Baal really is offensively. Speaking of which, since Cyst is the
 go-to target here, use purely physical skills/attacks (Shockwave, Random
 Hurl, Discutter, etc.) to level it early. Without Cyst, this fight is a
 cinch...well, a cinch that requires an occasional Alhealer.

Float upwards to the Gaia Core, where four treasures await: [Spirit Potion],
[Crimson Potion] and two [Golden Potions]. Essentially, a readymade kit for
the final boss. Since there's no savepoint above, y'may have to use 'em right
off the bat! Past the stashing point is the final boss. My final party:

Justin               Feena              Rapp              Liete

• Spirit Sword       • Godspeed Knife   • Force Knife     • Spirit Staff
• Gauntlets of Light • Gauntlets        • Spirit Shield   • Gauntlets of Light
• Spirit Armor       • Robe of the Sun  • Aura Armor      • Angel's Robe
• Spirit Helm        • Pope's Hat       • Man's Headband  • Holy Crown
• Lion Boots         • Winged Boots     • Winged Boots    • Spirit Shoes
• Energy Charm       • Demon Eye Stone  • Black Belt      • Sonic Belt

I left a few older pieces of equipment on to make it a smidge more difficult,
but no reader should feel the same need. [Who am I kidding? Things haven't
been difficult since Disc 1!]
                   ______ __________________________________________________
                  |   HP | SKILLS                                           |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Gaia Core | 9999 | • Zap All [1-Hit/Allies/Lightning-elem]          |
|                 |      | • Alhealer+ [1-Hit/Enemies/Heals 500 HP]         |
|                 |      | • BOOM-POW! [1-Hit/Allies/Explosion-elem]        |
|                 |      | • Vanish [Global/Nullifies status changes]       |
|                 |      | • Fireburner [1-Hit/Single/Fire-elem]            |
| BOSS: Mega Gaia | 4800 | • Multiply [Global/Spawn 2 G. Tentacles]         |
|            [x2] |      | • Tentacle Attack [1-Hit/Single/Req. tentacles]  |
|                 |      | • Spin Strike [1-Hit/Area/Physical/NoCanceller]  |
|                 |      | • Death Tornado [1-Hit/Single/Physical]          |
| EXP : ----      |      |                                                  |
| $$$ : -----     |      | DROPS: n/a                                       |
|_________________|______|__________________________________________________|

 Surely this be a farce!? Gaia Core, who has max allowable HP, often performs
 defensive measures or simply idles, making it less of a threat than the 2
 Gaia Cores. These are magically-resistant bosses that can summon 2 (max/per)
 Gaia Tentacles (1300 HP) into the fight. These suckers are also magically
 resistant and on a full field, that's 7 targets to sort through! In short,
 this fight can easily become a war of attrition. To avoid such an outcome,
 take advantage of Gaia Core's weak physical DEF -- it can only take 8-9 turns
 of constant pounding/physical skills before it goes belly up. Of course, if
 y'take this route, make sure to cast an Alhealer(+) or use a Crimson Potion
 every other turn, because focusing solely on Gaia Core means one will take a
 beating on the other end. [Well, it's more like death by a thousand cuts,
 but those Death Tornadoes -- the most damaging attack here -- do add up.]
 If y'manage to kill a Mega Gaia, the Core won't respawn 'em, meaning no more
 tentacles summoned, meaning a far easier time. So, there's a few ways to get
 through this brawl. Since this is the last fight in the game, feel free to
 down those rare potions and items you've been savin'...no use for 'em after
 this!

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS: Evil Gaia | • Cold [1-Hit/Single/-2 WIT]                            |
| HP -: 9999      | • Stram [1-Hit/Single/-2 ATK Level]                     |
| EXP : ----      | • Poizn [1-Hit/Area/Damage+Poisoner]                    |
| $$$ : -----     | • Freeze! [1-Hit/Allies/-2 Move Level]                  |
|_________________|_________________________________________________________|

 This is like a repeat of the previous fight, except the boss loses all its
 subordinates and retains its crappy physical DEF. Also, any previous status
 buffs carry over to this fight, which can make it even easier! Its final
 skillset is mostly status/LV1 attack magic...perhaps this is suggests Gaia's
 core is a monster to be pitied. Oh well, mincemeat is mincemeat. =)

Enter the Spirit Stone chamber once the fighting's over, and enjoy the scenes.
Remember to keep watching after the credits for a cute epilogue!
                                                      ______________________
______________________________________________________/ V. APPENDICES [APND] |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT LIST                                                           [EQPT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

NOTE: Items with an in-battle effect (like the Lightning Sword) don't cost
      any MP, but in return, earn no magic EXP.

____________________ _________________ ______ ______________________________
| SWORDS             | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Zero Sword         | +00 --- --- --- | ---- | ---------------------------- |
| Wooden Sword       | +07 --- --- --- | ---- | ---------------------------- |
| Wobbly Sword       | +09 --- --- --- | ---- | ---------------------------- |
| Ceramic Sword      | +12 --- --- --- | ---- | ---------------------------- |
| Admiral's Sword    | +14 --- --- --- | ---- | ---------------------------- |
| Great Sword        | +16 --- --- --- | ---- | ---------------------------- |
| Army Saber         | +22 --- --- --- | ---- | ---------------------------- |
| The Sword Himmler  | +24 --- --- --- | ---- | ---------------------------- |
| Dragon Killer      | +26 --- --- --- | ---- | Good vs. Dragons             |
| Swordfish Sword    | +29 --- --- --- | ---- | ---------------------------- |
| Shadow Sword       | +34 --- --- -15 | ---- | May cause sudden death       |
| Fire Sword         | +38 --- --- --- | Fire | ---------------------------- |
| Gil Sword**        | +38 --- --- --- | ---- | Increases item drop rate     |
| Silence Sword      | +40 --- --- --- | ---- | Magic Block effect           |
| Ice Blade          | +40 --- --- --- | Bliz | Effect: Cold                 |
| Main Gauche        | +44 +10 --- --- | ---- | ---------------------------- |
| Battle Saber       | +48 --- --- --- | ---- | ---------------------------- |
| Holy Sword Lorenzo | +49 --- --- --- | ---- | Reduces defense of enemy     |
| Lightning Sword    | +50 --- --- --- | Thdr | Effect: Zap!                 |
| Spirit Sword*      | +70 --- --- --- | ---- | Restores SP in attacks       |
|____________________|_________________|______|______________________________|
* - Spirit Sword is Justin-only
** - items that drop 100% of time may not drop if this is equipped

____________________ _________________ ______ ______________________________
| DAGGERS            | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Zero Knife         | +00 --- --- --- | ---- | ---------------------------- |
| Ruination Knife    | +00 -40 --- --- | ---- | +3 Combo Hits                |
| Paring Knife       | +08 --- --- --- | ---- | ---------------------------- |
| Hunter's Knife     | +18 --- --- --- | ---- | ---------------------------- |
| Flint Knife        | +20 --- --- --- | ---- | ---------------------------- |
| Gust Knife         | +24 --- --- --- | Wind | ---------------------------- |
| Azure Knife        | +25 --- --- --- | ---- | ---------------------------- |
| Shocking Knife     | +33 --- --- --- | ---- | May paralyze target          |
| Poisoned Knife     | +35 --- --- --- | ---- | May poison target            |
| Ice Pick           | +38 --- --- --- | Bliz | ---------------------------- |
| Assassin's Dagger  | +50 --- --- --- | ---- | ---------------------------- |
| Bloody Knife       | +55 --- --- --- | ---- | Good vs. Humans              |
| Godspeed Knife     | +60 --- +30 --- | ---- | ---------------------------- |
| Force Knife        | +65 --- --- --- | ---- | Attack Range+ / Effect: WOW! |
|____________________|_________________|______|______________________________|

____________________ _________________ ______ ______________________________
| AXES               | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Zero Ax            | +00 --- --- --- | ---- | ---------------------------- |
| Ceremonial Rock Ax | +08 --- --- --- | ---- | ---------------------------- |
| Hand Ax            | +10 --- --- -03 | ---- | ---------------------------- |
| Big Hatchet        | +18 --- --- --- | ---- | Good vs. Plants              |
| Woodchopper's Ax   | +23 --- --- --- | ---- | Good vs. Plants              |
| Klepp's Sickle     | +25 --- --- --- | ---- | ---------------------------- |
| Frog Ax            | +28 --- --- --- | ---- | ---------------------------- |
| Wrecking Ax        | +35 --- --- --- | Expl | Effect: BOOM!                |
| Dragon Bone Ax     | +38 --- --- -10 | ---- | ---------------------------- |
| Bone Splitter Ax   | +41 --- --- --- | ---- | May cause sudden death       |
| Buster Ax          | +52 --- --- -25 | ---- | ---------------------------- |
| Earthen Ax         | +68 --- --- --- | Expl | ---------------------------- |
|____________________|_________________|______|______________________________|

____________________ _________________ ______ ______________________________
| MACES/HAMMERS      | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Zero Rod           | +00 --- --- --- | ---- | ---------------------------- |
| Wooden Pole        | +05 --- --- --- | ---- | ---------------------------- |
| Officer's Baton    | +07 --- --- --- | ---- | ---------------------------- |
| Metal Bat          | +10 --- --- --- | ---- | ---------------------------- |
| Miner's Hammer     | +11 --- --- --- | ---- | ---------------------------- |
| Iron Mace          | +19 --- -10 --- | ---- | ---------------------------- |
| Holy Mace          | +20 --- --- --- | ---- | Good vs. Ghosts              |
| Oracle's Staff     | +22 --- --- --- | ---- | Effect: Cure Confusion       |
| Fire Rod           | +25 --- --- --- | Fire | ---------------------------- |
| Raincloud Staff    | +26 --- --- --- | Watr | Effect: Snooze               |
| Aromatic Tree Root | +33 --- --- --- | ---- | Unblocks magic in combat     |
| Home Run Hammer    | +36 --- --- --- | ---- | ---------------------------- |
| Warp Staff         | +38 --- --- --- | ---- | Bearer warps in combat       |
| Sparkling Rod      | +42 --- --- --- | ---- | Speeds up spell casting      |
| War Hammer         | +43 --- --- -10 | ---- | ---------------------------- |
| Lassic Hammer      | +50 --- --- --- | ---- | ---------------------------- |
| General's Staff    | +55 --- --- --- | ---- | Restores HP in attacks       |
| Staff of Life      | +58 --- --- --- | ---- | +2 HP Level in combat        |
| Magic Rod          | +60 --- --- --- | ---- | +2 Magic Power Level         |
| Spirit Staff       | +63 --- --- --- | ---- | Effect: Halvah               |
| Hertz Spike        | +65 --- --- --- | ---- | May inflict sudden death     |
|____________________|_________________|______|______________________________|

____________________ _________________ ______ ______________________________
| BOWS               | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Toy Bow and Arrow  | +05 --- --- --- | ---- | ---------------------------- |
| Hunter's Bow       | +16 --- --- --- | ---- | ---------------------------- |
| Flint Bow          | +20 --- --- --- | ---- | ---------------------------- |
| Hail Bow           | +20 --- --- --- | Bliz | Effect: Crackle              |
| Flying Fish Bow    | +25 --- --- --- | ---- | ---------------------------- |
| Exorcising Bow     | +45 --- --- --- | ---- | Good vs. Ghosts              |
| Thunder Arrow      | +50 --- --- --- | ---- | ---------------------------- |
|____________________|_________________|______|______________________________|

____________________ _________________ ______ ______________________________
| THROWABLE WEAPONS  | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Zero Shuriken      | +00 --- --- --- | ---- | ---------------------------- |
| Handmade Darts     | +07 --- --- --- | ---- | ---------------------------- |
| Army Darts         | +18 --- --- --- | ---- | ---------------------------- |
| Cafu Shuriken      | +26 --- --- --- | ---- | ---------------------------- |
| Angel's Darts      | +28 --- --- --- | ---- | Restores HP during attack    |
| Boomerang          | +33 --- --- --- | ---- | ---------------------------- |
| Cactus Thorns      | +38 --- --- --- | ---- | ---------------------------- |
| Fire Darts         | +41 --- --- --- | Fire | ---------------------------- |
| Discus             | +53 --- --- --- | ---- | Good vs. Insects             |
| Demonslayer Boomer | +60 --- --- --- | ---- | Good vs. Demons              |
| Evil Shuriken      | +64 --- +20 --- | ---- | ---------------------------- |
|____________________|_________________|______|______________________________|

____________________ _________________ ______ ______________________________
| WHIPS              | ATK DEF ACT MOV | ELEM | OTHER                        |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Zero Whip          | +00 --- --- --- | ---- | ---------------------------- |
| Leather Whip       | +09 --- --- --- | ---- | ---------------------------- |
| Thorny Whip        | +15 --- --- --- | ---- | ---------------------------- |
| Mist-Cracking Whip | +20 --- --- --- | ---- | Good vs. nebulous monsters   |
| Gale Whip          | +27 --- --- --- | Wind | Effect: Runner               |
| Burning Hot Whip   | +30 --- --- --- | Expl | ---------------------------- |
| Giant Snake Whip   | +33 --- --- --- | ---- | May poison target            |
| Morning Star       | +40 --- --- -15 | ---- | ---------------------------- |
| Catfish Whiskers   | +43 --- --- --- | Watr | ---------------------------- |
| Emperor's Whip     | +53 --- --- --- | ---- | +2 Moves power level         |
| Binding Whip       | +56 --- --- --- | ---- | May bind target              |
| Whip of Light      | +65 --- --- --- | ---- | +2 Skill power level         |
|____________________|_________________|______|______________________________|

____________________ _________________ _____________________________________
| HEADWEAR           | ATK DEF ACT MOV | OTHER                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Iron Pot           | --- +01 --- --- | ----------------------------------- |
| Goggles            | --- +01 --- --- | ----------------------------------- |
| Safety Helmet      | --- +01 --- --- | ----------------------------------- |
| Ribbon             | --- +01 --- --- | Female-only                         |
| Fluffy Ribbon      | --- +02 --- --- | Female-only                         |
| Barrette           | --- +03 --- --- | Female-only                         |
| Pirate's Hat       | --- +04 --- --- | ----------------------------------- |
| Cowboy Hat         | --- +04 --- --- | ----------------------------------- |
| Climbing Hat       | --- +05 --- --- | ----------------------------------- |
| Headgear           | --- +07 --- --- | ----------------------------------- |
| Pearl Helmet       | --- +07 --- --- | ----------------------------------- |
| Iron Bandana       | --- +08 --- --- | Milda-only                          |
| Stone Head         | --- +09 --- --- | ----------------------------------- |
| Odd Hat            | --- +11 --- --- | Warps during attacks                |
| Pirate's Helmet    | --- +12 --- --- | ----------------------------------- |
| Swallowtail Hat    | --- +12 --- --- | +3 confusion resistance             |
| Feathered Turban   | --- +13 --- --- | ----------------------------------- |
| Cactus Helm        | --- +13 --- --- | +3 magic block resistance           |
| Mystic Mask        | --- +17 --- --- | Slows IP loss                       |
| Ogre Helm          | --- +20 --- -10 | ----------------------------------- |
| Battle Helm        | --- +23 --- --- | +3 magic block resistance           |
| Angel's Hat        | --- +23 --- --- | Restores HP in attacks              |
| Death Mask         | --- +26 --- --- | Slows IP loss                       |
| Charisma Helm      | --- +26 +30 --- | ----------------------------------- |
| Man's Headband     | +15 +28 --- --- | Men-only                            |
| Pope's Hat         | --- +28 --- --- | Slows IP loss                       |
| Fairy Tiara        | --- +35 --- --- | Damage 20 and below is negated      |
| Holy Crown         | --- +38 --- --- | Slows IP loss                       |
| Spirit Helm        | --- +42 --- --- | Prevents sudden death               |
|____________________|_________________|_____________________________________|

____________________ _________________ _____________________________________
| ARMOR              | ATK DEF ACT MOV | OTHER                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Apron              | --- +01 --- --- | ----------------------------------- |
| Adventure Clothes  | --- +02 --- --- | ----------------------------------- |
| Sunday Best        | --- +02 --- --- | ----------------------------------- |
| Work Clothes       | --- +03 --- --- | ----------------------------------- |
| Sportswear         | --- +04 --- --- | ----------------------------------- |
| Outdated Armor     | --- +04 --- --- | ----------------------------------- |
| Bamboo Armor       | --- +06 --- --- | ----------------------------------- |
| Breastplate        | --- +06 --- --- | ----------------------------------- |
| Soldier's Uniform  | --- +07 --- --- | ----------------------------------- |
| Shell Armor        | --- +08 --- --- | ----------------------------------- |
| Officer's Uniform  | --- +09 --- --- | ----------------------------------- |
| Spy Clothes        | --- +10 --- --- | ----------------------------------- |
| Frog Shirt         | --- +10 --- --- | +1 anti-water level                 |
| Battle Bikini      | +04 +10 --- --- | Female-only                         |
| Fairy Robe         | --- +10 --- --- | +2 Confusion/Sleep resistance       |
| Thick Armor        | --- +12 --- --- | ----------------------------------- |
| Swordfish Armor    | --- +12 --- --- | ----------------------------------- |
| Flying Dragon Vest | --- +14 --- --- | +2 anti-fire level                  |
| Skull Armor        | --- +15 --- --- | ----------------------------------- |
| Chameleon Armor    | --- +18 --- --- | May warp when damaged               |
| Chain Mail         | --- +19 --- --- | ----------------------------------- |
| Cactus Armor       | --- +21 --- --- | +3 move block resistance            |
| Plug Suit          | --- +21 +15 --- | ----------------------------------- |
| Dark Armor         | --- +22 --- --- | Restores SP when damaged            |
| Enchantress' Robe  | --- +23 --- --- | +1 magic resistance (all)           |
| Mink Coat          | --- +25 --- --- | +5 water/wind resistance            |
| Mogay Clothes      | --- +30 --- --- | Guido-only                          |
| Warrior's Mail     | --- +32 --- --- | +3 move block resistance            |
| Devil's Robe       | --- +32 --- --- | +2 magic resistance (all)           |
| Angel's Robe       | --- +33 --- --- | Restores HP in combat               |
| Aura Armor         | --- +35 --- --- | +1 skill power level                |
| Robe of the Sun    | --- +45 --- --- | Slows IP loss                       |
| Spirit Armor       | --- +55 --- --- | Restores HP in combat / Justin-only |
|____________________|_________________|_____________________________________|

____________________ _________________ _____________________________________
| ARMWEAR            | ATK DEF ACT MOV | OTHER                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Pot Lid            | --- +01 --- --- | ----------------------------------- |
| Cutting Board      | --- +01 --- --- | ----------------------------------- |
| Woolen Mittens     | --- +01 --- --- | ----------------------------------- |
| Leather Gloves     | --- +02 --- --- | ----------------------------------- |
| Oaken Shield       | --- +03 --- --- | ----------------------------------- |
| Shell Shield       | --- +05 --- --- | ----------------------------------- |
| Dragon Gauntlet    | --- +05 --- --- | ----------------------------------- |
| Escargot Shield    | --- +07 --- --- | ----------------------------------- |
| Seashell Shield    | --- +08 --- --- | ----------------------------------- |
| Mushroom Shield    | --- +09 --- --- | +1 plague resistance                |
| Power Shield       | +07 +10 --- --- | ----------------------------------- |
| Alligator Gauntlet | --- +12 --- --- | ----------------------------------- |
| Leaf Shield        | --- +12 --- --- | +2 poison resistance                |
| MagicMirror Shield | --- +13 --- --- | Returns normal attacks              |
| Lafa Flower Shield | --- +19 --- --- | +1 magic power level                |
| Magic Gloves       | --- +20 --- --- | ----------------------------------- |
| Gauntlets          | +10 +20 --- --- | ----------------------------------- |
| Moonlight Shield   | --- +21 --- --- | +2 water/wind resistance            |
| Heavy Shield       | --- +23 --- -20 | ----------------------------------- |
| Gauntlets of Light | --- +25 --- --- | +1 magic resistance (all)           |
| Spirit Shield      | --- +45 --- --- | +4 status resistance (all)          |
|____________________|_________________|_____________________________________|

____________________ _________________ _____________________________________
| FOOTWEAR           | ATK DEF ACT MOV | OTHER                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Iron Clogs         | --- +13 --- -20 | ----------------------------------- |
| Heavy Boots        | --- +10 --- --- | ----------------------------------- |
| Battle Boots       | --- +20 --- --- | Prevents sudden death               |
| Glass Slippers     | --- --- +30 +20 | Women-only                          |
| Warp Shoes         | --- --- --- --- | Warps during attacks                |
| Queen Heels        | --- --- --- --- | Blocks killer moves during attacks  |
| Curious Clogs      | --- +03 --- --- | Warps when damaged                  |
| Rainbow High Heels | --- +05 --- --- | Warps when damaged                  |
| Dragon Boots       | --- +04 --- +05 | ----------------------------------- |
| Crampons           | --- +08 --- +10 | ----------------------------------- |
| Beach Sandals      | --- --- --- +15 | ----------------------------------- |
| Army Boots         | --- +02 --- +15 | ----------------------------------- |
| Leather Greaves    | --- +01 --- +17 | ----------------------------------- |
| Rubber Boots       | --- +01 --- +20 | ----------------------------------- |
| Ninja Sandals      | --- +05 --- +20 | ----------------------------------- |
| Ogre Boots         | --- +08 --- +20 | ----------------------------------- |
| Dress Shoes        | --- --- --- +30 | Sue-only                            |
| Hunter's Boots     | --- +01 --- +30 | ----------------------------------- |
| Mach 1 Boots       | --- +05 --- +30 | ----------------------------------- |
| Rabbit Shoes       | --- +05 --- +30 | Guido-only                          |
| Sneakers           | --- --- --- +35 | ----------------------------------- |
| Shiny Shoes        | --- --- --- +35 | ----------------------------------- |
| Wolf Boots         | --- +10 --- +40 | ----------------------------------- |
| Air Sneakers       | --- --- --- +48 | ----------------------------------- |
| Winged Boots       | --- +07 --- +50 | ----------------------------------- |
| Lion Boots         | --- +26 --- +48 | ----------------------------------- |
| Spirit Shoes       | --- +30 --- +50 | ----------------------------------- |
|____________________|_________________|_____________________________________|
* - in-game, Winged Boots erroneously says +35 MOV

____________________ _________________ _____________________________________
| ACCESSORIES        | ATK DEF ACT MOV | OTHER                               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Amulet of Relief   | --- +15 --- --- | Restores HP in combat               |
| Ancestor's Amulet  | --- --- --- --- | +4 plague resistance                |
| Anklet             | --- --- --- +30 | ----------------------------------- |
| Astral Miracle     | --- --- --- --- | Doubles earned skill EXP            |
| Black Belt         | --- --- --- --- | +2 Move power level                 |
| Blizzard Charm     | --- --- --- --- | +2 water/wind resistance            |
| Chain of Gems      | --- --- --- --- | +1 combo attack chance              |
| Chain Earrings     | +10 --- --- --- | +3 move block resistance            |
| Combat Anklet      | +20 --- --- --- | ----------------------------------- |
| Confusion Charm    | --- --- --- --- | Resists confusion                   |
| Counter Ring       | --- --- --- --- | May return normal attacks           |
| Crescent Jade      | --- --- --- --- | +2 sleep/confusion resistance       |
| Demon Eye Stone    | --- --- --- --- | Speeds casting of spells            |
| Demon Sword Amulet | --- +05 --- --- | +1 magic resistance (all)           |
| Diana's Amulet     | --- --- --- --- | Move&Magic Block immune/Effect:Rfrsh|
| Dragon Scales      | --- --- --- --- | Damage under 10 is negated          |
| Earth Charm        | --- --- --- --- | +4 earth resistance                 |
| Elite Badge        | --- --- +33 --- | ----------------------------------- |
| Energy Ring        | --- --- --- --- | Restores SP a lot during attacks    |
| Energy Charm       | --- --- --- --- | Halves SP costs                     |
| Ethereal Miracle   | --- --- --- --- | Doubles earned magic EXP            |
| Explosion Charm    | --- --- --- --- | +2 earth/fire resistance            |
| Fire Charm         | --- --- --- --- | +4 fire resistance                  |
| Fireproof Cape     | --- --- --- --- | +2 fire resistance                  |
| Forest Charm       | --- --- --- --- | +2 earth/water resistance           |
| Hero Badge         | --- --- +02 --- | ----------------------------------- |
| Holy Ring          | --- +10 --- --- | +2 magic resistance (all)           |
| Hurricane Belt     | --- --- +50 --- | ----------------------------------- |
| Iridescent Amulet  | --- +10 --- --- | ----------------------------------- |
| Jade Charm         | +02 --- --- --- | ----------------------------------- |
| Light God Amulet   | --- --- --- --- | +1 magic resistance (all)           |
| Lightning Charm    | --- --- --- --- | +2 fire/wind resistance             |
| Magic Block Charm  | --- --- --- --- | Resists magic blocking              |
| Mama's Amulet      | --- +02 --- --- | ----------------------------------- |
| Medal of Yore      | --- --- --- --- | Restores SP during attacks          |
| Metal Frog         | --- --- --- --- | +3 magic/move block resistance      |
| Miraculous Scales  | --- --- --- --- | Doubles after-battle money          |
| Mysterious Veil    | --- --- --- --- | +3 status abnormality resist (all)  |
| Officer's Badge    | --- --- +15 --- | ----------------------------------- |
| Paperweight        | --- --- --- --- | When struck, bearer won't fall down |
| Paralysis Charm    | --- --- --- --- | Resists paralysis                   |
| Phantom Silk       | --- --- --- --- | +4 water/wind resistance            |
| Raincoat           | --- --- --- --- | Prevents sleep                      |
| Ring of Rage       | --- --- --- --- | Restores lots of SP when attacked   |
| Rune Ring          | --- +01 --- --- | Slows IP loss                       |
| Scarab             | --- --- --- --- | +4 Poison/Plague/Paralysis resist.  |
| Secret Move Ring   | --- --- --- --- | +3 move power level                 |
| Snake Earrings     | --- +01 --- --- | +3 poison resistance                |
| Sonic Belt         | --- --- +70 --- | ----------------------------------- |
| Soul of Asura      | --- --- --- --- | +1 combo/critical attack chance     |
| Spectacles         | --- --- --- --- | +2 critical resistance              |
| Spirit Charm       | --- +20 --- --- | +2 magic resistance (all)           |
| Sudden Death Charm | --- --- --- --- | Resists sudden death                |
| Talisman           | --- --- --- --- | Prevents status abnormalities       |
| Telescope          | --- --- --- --- | Extends attack range                |
| Titan's Ring       | +05 --- --- --- | ----------------------------------- |
| Tree God Amulet    | --- --- --- --- | Reduces SP usage for killer moves   |
| Water Charm        | --- --- --- --- | +4 water resistance                 |
| Wind Charm         | --- --- --- --- | +4 wind resistance                  |
|____________________|_________________|_____________________________________|


Battle-usable items can affect either one person (Single), everyone (All),
or an area that has a "blast radius" based off the selected target (Ranged).
Some items, such as stat-increasing seeds, can't be used during fights. Who
an item is used on is often self-evident -- if it heals or gives a positive
effect, it's ally(s); if it gives a negative or offensive effect, enemy(s).

____________________ _______________________________________________________
| ITEM               | EFFECT                                                |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| All-Around Fruit   | +3 STR, VIT, WIT, AGI (permanently)          (Single) |
| Bamboo Shoots      | Restore: 20 HP                               (Single) |
| Bamo Fruit         | Restore: 04 MP (LV2)                         (Single) |
| Banana             | Restore: 12 HP                               (Single) |
| Bandage            | Restore: 50 HP                               (Single) |
| Baobab Fruit       | Restore: 10 SP                               (Single) |
| Beef Jerky         | Restore: 60 HP                               (Single) |
| Black Nail Polish  | +3 Attack Level                              (Single) |
| Blue Crayon        | Sue's Water Magic EXP +1/3                   (Single) |
| Blue Medicine      | Restore: 20 MP of each level                 (Single) |
| Boiled Coconut     | Restore: 80 HP                               (Single) |
| Bond of Trust      | Speeds up IP (permanently)                   (Single) |
| BOOM! Scroll       | Attack: 120 HP (Explosion)                   (Ranged) |
| Box of Sweets      | Restore: 10 HP                               (Single) |
| Bow Coloring Book  | Sue's Bow EXP +1/3                           (Single) |
| Brown Crayon       | Sue's Earth Magic EXP +1/3                   (Single) |
| Cabin Key          | Key to 1st-class cabins on Steamer           (------) |
| Chocolate          | Restore: 40 HP                               (Single) |
| Cholla             | Restore: 03 MP (LV1)                         (Single) |
| Coal Candy         | +2 ATK (ally)                                (Single) |
| Cone of Light      | Stops damage on character temporarily        (Single) |
| Cookies            | Restore: 80 HP                               (Single) |
| Crimson Potion     | Restore: 150 HP                                 (All) |
| Culture Medium     | Attack: Inflicts Plague                      (Ranged) |
| Deep Blue Potion   | Restore: 20 MP of each level                    (All) |
| Dream Truffle      | Attack: Confusion                            (Single) |
| Dried Fish         | Restore: 40 HP                               (Single) |
| Dynamite           | Attack: 70 HP (Fire)                         (Ranged) |
| Earth Secrets      | Gadwin's Earth Magic EXP +1/3                (Single) |
| Expensive Jewel    | Valuable jewel                               (------) |
| Fire Secrets       | Gadwin's Fire Magic EXP +1/3                 (Single) |
| Firewood Sparks    | Attack: 80 HP / Good vs. Plants              (Single) |
| First Aid Kit      | Restore: 60 HP                                  (All) |
| Freesia Flowers    | Restore: 8 MP (all levels)                   (Single) |
| Fruit of Agility   | +3 AGI (permanently)                         (Single) |
| Fruit of Defense   | +3 DEF (permanently)                         (Single) |
| Fruit of Life      | +10 HP (permanently)                         (Single) |
| Fruit of Magic     | +2 MP (all levels/permanently)               (Single) |
| Fruit of Moves     | +5 SP (permanently)                          (Single) |
| Fruit of Power     | +3 STR (permanently)                         (Single) |
| Gaia Sprout        | Found in Tower of Doom                       (------) |
| Gale Scroll        | Attack: 120 HP (Ice)                         (Single) |
| Gantz's Key        | The key to Gantz's treasure chest            (------) |
| Ginseng            | Restore: 40 HP                               (Single) |
| Gold Key           | Key to Hill of Teleportation                 (------) |
| Golden Potion      | Restore: 30 SP                                  (All) |
| Hand Grenade       | Attack: 30 HP (Fire)                         (Ranged) |
| Health Weed        | Restore: 80 HP                               (Single) |
| Holy Fire          | Attack: 30 HP (Good vs. Ghosts)              (Ranged) |
| Honey              | Restore: 100 HP                              (Single) |
| Horn of Knowledge  | Dorlin's lost horn                           (------) |
| How to Chop 'Em    | Milda's Ax EXP +1/3                          (Single) |
| How to Cut 'Em     | Milda's Sword EXP +1/3                       (Single) |
| How to Pound 'Em   | Milda's Mace EXP +1/3                        (Single) |
| Howler Scroll      | Attack: 50 HP (Wind)                         (Ranged) |
| Java's Wallet      | Key item for Java at Leck Mines              (------) |
| Key to the Cafe    | Key to the cafe in Parm                      (------) |
| Launch Fireworks   | Attack: 120 HP (Fire)                        (Ranged) |
| Lightning Scroll   | Attack: 150 HP (Lightning)                   (Ranged) |
| Lilly's Letter     | Obtained when leaving Parm                   (------) |
| Mace Coloring Book | Sue's Mace EXP +1/3                          (Single) |
| Magic Lamp         | Restore: 2 MP of each level (repeatable)     (Single) |
| Magic Lipstick     | +3 Action Level                              (Single) |
| Mana Egg           | Used to purchase magic at shops              (------) |
| Master Key         | Master key to the Garlyle Base               (------) |
| Medal of Knowledge | Key to entering Alent                        (------) |
| Medal of Wisdom    | Received from Liete                          (------) |
| Mikeroma Scroll    | Restore: 50 HP                                  (All) |
| Miracle Drink      | Restore: 05 MP of each level                    (All) |
| Mist-Clearing Nut  | Clears mist from Misty Forest East           (------) |
| Mogay Teachings 1  | Guido's Dagger EXP +1/3                      (Single) |
| Mogay Teachings 2  | Guido's Sword EXP +1/3                       (Single) |
| Mogay Teachings 3  | Guido's Bow EXP +1/3                         (Single) |
| Move Breaker       | Cures Move Block                             (Single) |
| Move Mushroom      | +3 Move Level                                (Single) |
| Nectar of the Gods | Nectar to give to Luc Village chief          (------) |
| Orb of Silence     | Attack: Magic Block                          (Single) |
| Overflowing Walnut | +2 Attack Level                              (Single) |
| Panacea            | Cures all non-KO status effects              (Single) |
| Paralysis Ointment | Cures Paralysis                              (Single) |
| Poison Antidote    | Cures Poison                                 (Single) |
| Power Mushroom     | +3 Attack Level                              (Single) |
| Pretty Jewel       | High resale value (2500-10000G)              (------) |
| Prime Rib          | Restore: 150 HP                              (Single) |
| Rainbow Weed       | Restore: 100 HP                              (Single) |
| Red Crayon         | Sue's Fire Magic EXP +1/3                    (Single) |
| Red Medicine       | Restore: 200 HP                              (Single) |
| Rescue Set         | Restore: 120 HP                                 (All) |
| Restraint Walnut   | +2 Defense Level                             (Single) |
| Resurrect Potion   | Resurrects KO'd ally to full health          (Single) |
| Revival Stone      | Resurrects KO'd ally once upon defeat        (Single) |
| Roach Bomb         | Attack: 60 HP / Good vs. Insects             (Ranged) |
| Root of Confusion  | Attack: Confusion                            (Single) |
| Running Walnut     | +2 Action Level                              (Single) |
| Seed of Defense    | +1 Max VIT (permanently)                     (Single) |
| Seed of Life       | +3 Max HP (permanently)                      (Single) |
| Seed of Magic      | +1 Max MP (all levels/permanently)           (Single) |
| Seed of Moves      | +2 Max SP (permanently)                      (Single) |
| Seed of Power      | +1 STR (permanently)                         (Single) |
| Seed of Running    | +1 AGI (permanently)                         (Single) |
| Seed of Speed      | +1 WIT (permanently)                         (Single) |
| Silver Key         | Key to Hill of Teleportation                 (------) |
| Sky-Blue Crayon    | Sue's Wind Magic EXP +1/3                    (Single) |
| Smarna Weed        | -1 DEF (enemies)                                (All) |
| Smoked Salmon      | Restore: 75 HP                               (Single) |
| Snooze Scroll      | Attack: Snooze                                  (All) |
| Sonic Nut          | +2 Action Level                              (Single) |
| Soldier's Soul     | Used for puzzle at Soldier's Graveyard       (------) |
| Spell Breaker      | Cures Magic Block                            (Single) |
| Spirit Potion      | Restore: 99 MP (all levels)                     (All) |
| Spirit Stone       | +1 Max HP Level (infinite uses)              (Single) |
| Squid Guts         | Restore: 20 SP                               (Single) |
| Sue's Shoes        | Shoes found in Valley of the Flying Dragon   (------) |
| Sulfa Weed         | Key item found in Herb Mountains             (------) |
| Sword Secrets      | Gadwin's Sword EXP +1/3                      (Single) |
| Tear Jewel         | Restore: 3 SP (multiple uses)                (Single) |
| Teleportation Orb  | Orb for Mysterious Vanishing Hill teleporter (------) |
| Torte's Whistle    | Cures Sleep                                     (All) |
| Thor's Fury        | Attack: 120 HP (Lightning)                   (Ranged) |
| Tremor Scroll      | Attack: 70 HP (Earth)                        (Ranged) |
| Trudge Weed        | Attack: -2 MOV (Foes)                           (All) |
| Ultra Drink        | Restore: 20 SP                                  (All) |
| Vaccine            | Cures Plague                                 (Single) |
| Vacuum Scroll      | Attack: 100 HP (Wind)                           (All) |
| Weeds              | Restore: 01 HP                               (Single) |
| White Sulfa Weed   | Restore: 35 HP                               (Single) |
| Wound Salve        | Restore: 40 HP                               (Single) |
| Yellow Medicine    | Restore: 30 SP                               (Single) |
| Zap! Book          | Attack: 180 HP (Lightning)                   (Ranged) |
|____________________|_______________________________________________________|

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SKILL LIST                                                               [SKLL]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Here's the list of everyone's skills and magic.

Skills are character-specific techniques that use up SP in battle. They've a
variety of effects, and all require upgrading one's weapon proficiency(s),
and may even require magical proficiency(s). Note that a skill won't appear
in a character's list until the proper mana egg(s) are acquired; for this
reason, it pays to buy magic carefully. Using weapon attacks in-battle will
gradually restore SP, and increasing any weapon's proficiency gives +1 SP
permanently, as well as weapon-specific bonuses.

Magic is bought from shops by trading rare "mana eggs," items often found in
dungeons or on bosses. One egg allows a character to learn one of the four
main elemental magics (although some characters may be barred from learning
some or all magics; this is to prevent wasting eggs on someone who may not
be around long). Magic is tiered -- it comes in LV1, LV2 and LV3, growing
stronger as the levels advance. Like skills, increasing magical proficiencies
will open up new magic, although weapon proficiencies don't factor into this
growth. Magic also can be "combined" -- for instance, learning both fire and
wind magic will open up a lightning (fire + wind) magic on that character,
once the prerequisites are met. Combination magic, when used, also gives EXP
for both the base elements involved, allowing its base elements to level
quicker. Finally, increasing a base element's level gives +2 MP permanently
(although whether those gains will be LV1, LV2 or LV3 is completely random)
and magic-specific bonuses, too.

 * Some skills can only be used while certain weapons are equipped. Unusable
   skills are featured in gray.

With that out of the way, here's the list of bonuses. Note that throwable
weapons (shurikens, etc.) count towards Bow experience, and staves/hammers
count towards mace experience since they're all blunt weapons.

Fire: +1 WIT
Wind: +1 AGI
Watr: +1 HP
Erth: +1 STR

Axe : +2 STR
Bow : +2 STR, +1 HP
Dagr: +2 AGI, +1 HP
Mace: +1 VIT, +2 HP
Swrd: +1 STR, +2 WIT
Whip: +2 WIT, +1 HP

Other things to mention...hmm. Runner gives +2 Move Level to the target but
only +1 to incidental targets.

______
¯¯¯¯¯¯
JUSTIN
______
¯¯¯¯¯¯
Weapons: Sword, Mace, Ax
Default: Wooden Pole, Cutting Board, Adventure Clothes, Goggles, Sneakers,
         Hero's Badge; Wound Salve (x3)

Justin's our protagonist bro, and naturally gets an all-around style of
development. Some of his skills require using mace- or ax-type weapons, but
his key abilities require sword LVs. If you find yourself using swords most
of the time, that's fine -- the extra WIT levels will turn him into a speed
demon.
____________________ _____________ ________ ____ ___________________________
| MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
| Zap!               | 05 04 -- -- | Circ/E | 11 | ------------------------- |
| Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
| Crackle            | -- 03 02 -- | Sngl/E | 02 | ------------------------- |
| Freeze!            | -- 06 05 -- | All /E | 03 | -2 Move Level             |
| Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP               |
| Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
| Cure               | -- -- 03 02 | Sngl/A | 01 | Cures Poison              |
| Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
| Boom!              | 07 -- -- 06 | Circ/E | 07 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflame          | 04 -- -- -- | Circ/E | 04 | ------------------------- |
| Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
| Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
| Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
| Cold               | -- 10 08 -- | Sngl/E | 03 | -2 WIT                    |</pre><pre id="faqspan-8">
| Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
| Alheal             | -- -- 05 -- | All /A | 04 | Restores HP (Small)       |
| Healer             | -- -- 08 -- | Sngl/E | 03 | Restores HP (Large)       |
| Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
| BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
| Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
| DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
| GadZap             | 19 15 -- -- | Sngl/E | 13 | ------------------------- |
| Howlnado           | -- 23 -- -- | AllA&E | 08 | ------------------------- |
| Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally at full HP   |
| Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
| Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
| Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
| BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
|____________________|_____________|________|____|___________________________|

Justin can equip many different weapons, but his skills require no specific
one for usage -- lucky!
____________________ ______________________ _____ ____ _____________________
| JUSTIN SKILLS      | Sw Mc Ax Fr Wi Wt Er | RA. | SP | OTHER               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| V-Slash            | 01 -- -- -- -- -- -- | 1-E | 14 | ------------------- |
| W-Break            | 06 04 -- -- -- -- -- | 1-E | 20 | ------------------- |
| Shockwave          | -- 07 05 -- -- -- -- | C-E | 30 | ------------------- |
| Midair Cut         | -- 10 12 -- -- -- -- | 1-E | 32 | ------------------- |
| Lotus Cut          | 12 -- -- 08 -- -- -- | 1-E | 32 | ------------------- |
| Ice Slash          | -- -- 16 -- 10 10 -- | 1-E | 36 | ------------------- |
| Thor Cut           | 23 -- -- 17 17 -- -- | 1-E | 40 | ------------------- |
| Immortal Aura      | 20 25 22 -- -- -- -- | Slf | 45 | Temp. invincibility |
| Dragon Cut         | 16 -- -- 06 -- -- 07 | A-E | 45 | ------------------- |
| Heaven & Earth Cut | 32 29 30 -- -- -- -- | A-E | 90 | ------------------- |
|____________________|______________________|_____|____|_____________________|

______
¯¯¯¯¯¯
FEENA
______
¯¯¯¯¯¯
Weapons: Dagger, Whip
Default: Leather Whip, Leather Gloves, Breastplate, Barrette, Leather Greaves,
         Jade Charm; First Aid Kit, Ginseng (x2), Paralysis Ointment, Poison
         Antidote, Paring Knife

Feena is a badass adventurer by trade, but as the game goes on, she may end up
settling into the badass mage mold. Why? She lacks STR-increasing weapons, and
thus must use Earth magic to stay competitive on that end. But, as far as
mages go, Feena outclasses everyone, and is the only early castmember who
gets unique spells.
____________________ _____________ ________ ____ ___________________________
| MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
| Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
| Runner             | -- 02 -- -- | Circ/A | 01 | +1 Move Level             |
| Crackle            | -- 03 02 -- | Sngl/E | 02 | ------------------------- |
| Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP               |
| Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
| Cure               | -- -- 03 02 | Sngl/A | 01 | Cures Poison              |
| Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
| WOW!               | 05 -- -- 05 | Sngl/A | 03 | +1 Attack Level           |
| Time Gate          | -- 99 99 -- | Global | 99 | Stops everyone else's IP  |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflame          | 04 -- -- -- | Circ/E | 04 | ------------------------- |
| Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
| Shhh!              | -- 12 -- -- | Sngl/E | 03 | Inflicts Magic Block      |
| Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
| Alheal             | -- -- 05 -- | All /A | 04 | Restores HP (Small)       |
| Healer             | -- -- 08 -- | Sngl/A | 03 | Restores HP (Large)       |
| Alhealer           | -- -- 12 -- | All /A | 08 | Restores HP (Large)       |
| Refresh            | -- -- 12 10 | Sngl/A | 03 | Cures Move Block          |
| Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
| Tree of Life       | -- -- 23 22 | All /E | 28 | Restores all HP + Refresh |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
| DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
| Fiora              | -- 08 10 -- | Sngl/E | 02 | Inflicts Move Block       |
| Protection         | -- 20 23 -- | Sngl/A | 21 | Temp. protection from DMG |
| Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally at full HP   |
| Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
| Speedy             | -- -- 13 13 | Sngl/A | 04 | WIT +1                    |
| Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
| BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
| End of the World   | 27 -- -- -- | All /E | 33 | ------------------------- |
|____________________|_____________|________|____|___________________________|

Obviously, techs that specify "whip" in the title require one to be used.
Daggers are necessary for "hurl" techs.
____________________ ___________________ _____ ____ ________________________
| FEENA SKILLS       | Da Wh Fr Wi Wt Er | RA. | SP | OTHER                  |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Knife Hurl         | 03 -- -- -- -- -- | 1-E | 10 | ---------------------- |
| Random Hurl        | 10 -- -- -- -- -- | A-E | 28 | ---------------------- |
| Paralyzing Whip    | -- 04 -- -- -- -- | 1-E | 15 | Paralyzes target       |
| Fire Whip          | 14 -- 12 -- -- -- | C-E | 32 | Fire-elemental         |
| Zap! Whip          | 24 -- 15 15 -- -- | 1-E | 38 | Lightning-elemental    |
|____________________|___________________|_____|____|________________________|

______
¯¯¯¯¯¯
SUE
______
¯¯¯¯¯¯
Weapons: Bow, Mace
Default: Toy Bow and Arrow, Woolen Mittens, Sunday Best, Ribbon, Dress Shoes,
         Mama's Amulet; Sweets (x2), Banana, Wound Salve

Adorable, precocious, annoying -- all of these describe Sue, our spunky li'l
girl from Parm. Since she can learn water LVs very easily, many push her into
the role of healer/supporter, something she's not TOO comfortable in. Her
skillset allows her to be a jane-of-all-trades, and befitting that mixed bag,
some of her skills (like Rah-Rah Cheer) lose their usefulness while some (Fire
Away, Fight Cheer) never do.
____________________ _____________ ________ ____ ___________________________
| MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
| Zap!               | 05 04 -- -- | Circ/E | 11 | ------------------------- |
| Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
| Crackle            | -- 03 02 -- | Sngl/E | 02 | ------------------------- |
| Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP               |
| Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
| Cure               | -- -- 03 02 | Sngl/A | 01 | Cures Poison              |
| Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
| Def-Loss           | -- -- -- 06 | All /E | 03 | -1 Defense Level          |
| BOOM!              | 07 -- -- 06 | Circ/E | 07 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflame          | 04 -- -- -- | Circ/E | 04 | ------------------------- |
| Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
| Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
| Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
| Shhh!              | -- 12 -- -- | Sngl/E | 03 | Inflicts Magic Block      |
| Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
| Alheal             | -- -- 05 -- | All /A | 04 | Restores HP (Small)       |
| Refresh            | -- -- 12 10 | Sngl/A | 03 | Cures Move Block          |
| Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
| BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
| Howlnado           | -- 23 -- -- | AllA&E | 08 | ------------------------- |
| Fiora              | -- 08 10 -- | Sngl/E | 02 | Inflicts Move Block       |
| Protection         | -- 20 23 -- | Sngl/A | 21 | Temp. protection from DMG |
| Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally at full HP   |
| Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
| Speedy             | -- -- 13 13 | Sngl/A | 04 | WIT +1                    |
| Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
| Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
| BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
|____________________|_____________|________|____|___________________________|

Most of Sue's techs can be used without a weapon restriction. However, Round
Whacker and Fire Away require a mace- and throwable-type weapon, respectively.

____________________ ___________________ _____ ____ ________________________
| SUE SKILLS         | Ma Bw Fr Wi Wt Er | RA. | SP | OTHER                  |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Puffy Kick         | -- 01 -- -- -- -- | 1-E | 08 | ---------------------- |
| "Rah-Rah!" Cheer   | 01 01 -- -- -- -- | A-A | 18 | Restores HP (small)    |
| Round Whacker      | 07 -- -- -- -- -- | C-E | 30 | ---------------------- |
| Fire Away          | -- 10 -- -- -- -- | A-E | 28 | ---------------------- |
| Yawn               | 10 -- -- -- 03 -- | C-E | 05 | Inflicts Sleep         |
| Puffy Fire         | -- 12 02 -- -- -- | C-E | 36 | ---------------------- |
| Fight! Cheer       | 08 -- 03 -- -- 02 | A-A | 16 | +1 Attack Level        |
|____________________|___________________|_____|____|________________________|

______
¯¯¯¯¯¯
GADWIN
______
¯¯¯¯¯¯
Weapons: Sword
Default: The Sword Himmler, Dragon Gauntlet, Thick Armor, Pirate's Helmet,
         Dragon Boots, Ancestor's Amulet; Vaccine (x2), Squid Guts, Mikeroma
         Scroll

Gadwin is the strongest swordsman of Dight Village, and joins the party for
a good deal of the first disc. He's overpowered for the most part, entering
the party at a much higher level and being unable to learn other magic. Oh,
and his MOV sucks. But, even with those drawbacks, he's such a powerhouse
that you'd practically have to let an enemy wail on him to see a game over
screen. [He starts with all skills learned at minimum requirements.]

____________________ _____________ ________ ____ ___________________________
| MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
| Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
| Def-Loss           | -- -- -- 06 | All /E | 03 | -1 Defense Level          |
| WOW!               | 05 -- -- 05 | Sngl/A | 03 | +1 Attack Level           |
| BOOM!              | 07 -- -- 06 | Circ/E | 07 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflame          | 04 -- -- -- | All /E | 04 | ------------------------- |
| Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
| Tremor             | -- -- -- 03 | Circ/E | 03 | ------------------------- |
| Gravity            | -- -- -- 12 | Sngl/E | 04 | -7 Move Level             |
| Meteor Strike      | 13 -- -- 15 | Sngl/E | 10 | ------------------------- |
| BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
| Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
| Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
| BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
|____________________|_____________|________|____|___________________________|

Gadwin can only equip swords, so he'll never be in a situation where he's
mismatched...thankfully.
____________________ ________________ _____ ____ ___________________________
| GADWIN SKILLS      | Sw Fr Wi Wt Er | RA. | SP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Flying Dragon Cut  | 04 -- -- -- -- | 1-E | 14 | ------------------------- |
| Eruption Cut       | 08 03 -- -- 03 | 1-E | 24 | ------------------------- |
| Dragon Cut         | 16 06 -- -- 07 | A-E | 45 | ------------------------- |
|____________________|________________|_____|____|___________________________|

______
¯¯¯¯¯¯
RAPP
______
¯¯¯¯¯¯
Weapons: Daggers, Swords, Throwables
Default: Cafu Shuriken, Alligator Gauntlet, Spy Clothes, Headgear, Ninja
         Sandals, Black Belt; Red Medicine, Chocolate Cookies, Honey, Vaccine

Rapp combines the will of a warrior with the brashness of a brat, and his
stats tend to go towards middle of the pack, at least in the beginning. He
only has a handful of skills that can attack large groups, and one of them
has ridiculous requirements. To me, this kinda nudges him towards throwable
weapons. Still, he can often take hand-me-downs from other characters when
new ones are obtained, and that's always a good thing. In a way, he's kinda
like Sue, equipment-wise.

____________________ _____________ ________ ____ ___________________________
| MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burn!              | 01 -- -- -- | Circ/E | 01 | ------------------------- |
| Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
| Runner             | -- 02 -- -- | Circ/A | 01 | +1 Move Level             |
| Heal               | -- -- 01 -- | Sngl/A | 01 | Restores HP (Small)       |
| Snooze             | -- -- 03 -- | All /E | 02 | Inflicts Sleep            |
| Poizn              | -- -- 05 03 | Circ/E | 02 | Damage + Inflicts Poison  |
| Stram              | -- -- 06 05 | Sngl/E | 03 | -2 Attack Level           |
| Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
| Def-Loss           | -- -- -- 06 | All /E | 03 | -1 Defense Level          |
| WOW!               | 05 -- -- 05 | Sngl/A | 03 | +1 Attack Level           |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflame          | 04 -- -- -- | All /E | 04 | ------------------------- |
| Burnstrike         | 18 -- -- -- | Sngl/E | 05 | ------------------------- |
| Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
| Shhh!              | -- 12 -- -- | Sngl/E | 03 | Inflicts Magic Block      |
| Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
| Healer             | -- -- 08 -- | Sngl/A | 03 | Restores HP (Large)       |
| Craze              | -- -- 10 10 | Sngl/E | 01 | Inflicts Confusion        |
| Gravity            | -- -- -- 12 | Sngl/E | 04 | -7 Move Level             |
| Meteor Strike      | 13 -- -- 15 | Sngl/E | 10 | ------------------------- |
| BOOM-POW!          | 10 -- -- 10 | All /E | 10 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflare          | 09 -- -- -- | All /E | 07 | ------------------------- |
| Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
| DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
| Howlnado           | -- 23 -- -- | AllA&E | 08 | ------------------------- |
| Cold               | -- 08 10 -- | Sngl/E | 03 | -2 WIT                    |
| Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (All)         |
| Speedy             | -- -- 13 13 | Sngl/A | 04 | +1 WIT                    |
| Halvah             | -- -- 19 16 | Sngl/A | 05 | Cures all status effects  |
| Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
| BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
|____________________|_____________|________|____|___________________________|

Missile, Fireball and Sidethrow require a throwable weapon. Daggers & swords
should suffice for all other skills.
____________________ ______________________ _____ ____ _____________________
| RAPP SKILLS        | Da Sw Bw Fr Wi Wt Er | RA. | SP | OTHER               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Mist Hide          | 05 -- -- -- -- -- -- | Slf | 05 | Warps to new spot   |
| Doppelganger       | 12 09 -- -- -- -- -- | 1-E | 27 | ------------------- |
| Dethsword          | 16 14 -- -- -- -- -- | 1-E | 25 | May instakill targt |
| Missile            | -- -- 07 -- -- -- -- | 1-E | 14 | ------------------- |
| Fireball           | -- -- 12 10 -- -- -- | C-E | 36 | ------------------- |
| Side Throw         | -- -- 22 -- -- -- -- | A-E | 40 | ------------------- |
| Discutter          | 10 07 15 -- -- -- -- | Lne | 30 | ------------------- |
| Demon Ball         | 20 18 23 -- -- -- -- | 1-E | 40 | ------------------- |
| Neo Demon Ball     | 24 25 32 -- -- -- -- | A-E | 85 | ------------------- |
|____________________|______________________|_____|____|_____________________|

______
¯¯¯¯¯¯
MILDA
______
¯¯¯¯¯¯
Weapons: Swords, Maces, Axes
Default: Wrecking Ax, Power Shield, Battle Bikini, Iron Bandana, Beach
         Sandals, Titan's Ring; Smoked Salmon (x2), Prime Rib (x2)

Milda is a brutish woman who joins up for awhile, and while she can't use
magic, Milda can just smash things with her fists. Or axes...or pipes...or
bricks... Well, let's say she just likes smashing things. She joins up with
all abilities learned and immediately fills the role of powerhouse. Her
effectiveness is lessened a bit without magic, but in general she's going to
do quite well. Her DEF isn't that good to start with, though, so if y'don't
take care, she can bite the big one. [Milda's skills require no particular
weapon.]
____________________ ______________________ _____ ____ _____________________
| MILDA SKILLS       | Sw Mc Ax Fr Wi Wt Er | RA. | SP | OTHER               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Milda Kick         | -- -- 10 -- -- -- -- | 1-E | 16 | ------------------- |
| Splitter           | 13 15 -- -- -- -- -- | A-E | 40 | ------------------- |
| Milda Hit          | 20 21 24 -- -- -- -- | 1-E | 75 | ------------------- |
|____________________|______________________|_____|____|_____________________|

______
¯¯¯¯¯¯
GUIDO
______
¯¯¯¯¯¯
Weapons: Dagger, Sword, Throwables
Default: Poisoned Knife, Moonlight shield, Mogay Clothes, Feathered Turban,
         Rabbit Shoes, Scarab; Panacea (x2), Launch Fireworks (x2), Resurrect
         Potion (x2), Revival Stone

El-ahrairah, is that you? Nope, just Guido, our favorite rabbit-eared buddy.
He joins temporarily and as y'can see from his skills, he's sort of like
Milda, just without any super-damaging aces in the hole. He is, however, the
only person who can steal items, and many of his abilities have a uniqueness
about them. Mogay Bomb's super IP damage, for instance, can be very useful.
[Mogay Shot requires a throwable weapon to use, but that's the only skill.]
____________________ ______________________ _____ ____ _____________________
| GUIDO SKILLS       | Da Sw Bw Fr Wi Wt Er | RA. | SP | OTHER               |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Mogay Shot         | -- -- 05 -- -- -- -- | 1-E | 14 | ------------------- |
| Mogay Bomb         | -- -- 12 -- -- -- -- | C-E | 38 | Maximum IP damage   |
| Mogay Hypo         | 15 06 -- -- -- -- -- | 1-A | 45 | Restores SP (some)  |
| Power Up           | 19 10 -- -- -- -- -- | 1-A | 20 | All Parameters +1   |
| Mogay Pickpocket*  | 13 08 15 -- -- -- -- | 1-E | 10 | May steal from foe  |
|____________________|______________________|_____|____|_____________________|
* - gains EXP even on miss / pickpocketed foes drop nothing on defeat

______
¯¯¯¯¯¯
LIETE
______
¯¯¯¯¯¯
Weapons: Mace
Default: Sparkling Rod, Magic Gloves, Enchantress' Robe, Angel's Hat, Rainbow
         High Heels, Holy Ring; Blue Medicine (x2), Deep Blue Potion (x2),
         Magic Lipstick, Black Nail Polish

Our favorite beauty, Liete joins up with a magical arsenal that would make
Gandalf weep, including several unique abilities to match her charmability.
She can only equip mace-type weapons, though, and gets a pitiful two skills
total -- but when you command such a mastery of magic, who cares about
whacking stuff with primitive weapons? That's for barbarians.
____________________ _____________ ________ ____ ___________________________
| MAGIC              | Fr Wn Wa Er | Range? | MP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burn!              | 01 -- -- -- | Sngl/E | 01 | ------------------------- |
| Zap!               | 05 04 -- -- | Circ/E | 11 | ------------------------- |
| Howl               | -- 01 -- -- | Circ/E | 02 | ------------------------- |
| Freeze!            | -- 06 05 -- | All /E | 03 | -2 Move Level             |
| Heal               | -- -- 01 -- | Sngl/E | 01 | Restores HP (Small)       |
| Poizn              | -- -- 05 03 | Circ/E | 02 | Damage + Inflicts Poison  |
| Stram              | -- -- 06 05 | Sngl/E | 03 | -2 Attack Level           |
| Diggin'            | -- -- -- 01 | All /A | 01 | +1 Defense Level          |
| BOOM!              | 06 -- -- 07 | Circ/E | 07 | ------------------------- |
| Magic Art          | 12 -- -- -- | Sngl/E | 11 | ------------------------- |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Burnflame          | 04 -- -- -- | All /E | 04 | ------------------------- |
| Zap! All           | 10 09 -- -- | All /E | 13 | ------------------------- |
| Howlslash          | -- 06 -- -- | All /E | 06 | ------------------------- |
| Cold               | -- 10 08 -- | Sngl/E | 03 | -2 WIT                    |
| Crackling          | -- 10 12 -- | All /E | 14 | ------------------------- |
| Alhealer           | -- -- 12 -- | All /A | 08 | Restores HP (Large)       |
| Craze              | -- -- 10 10 | Sngl/E | 01 | Inflicts Confusion        |
| Gravity            | -- -- -- 12 | Sngl/E | 04 | -7 MOV                    |
| Meteor Strike      | 13 -- -- 15 | Sngl/E | 10 | ------------------------- |
| Star Symphony      | -- -- 20 20 | All /A | 12 | +1 all parameters         |
|____________________|_____________|________|____|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Fireburner         | 25 -- -- -- | Sngl/E | 08 | ------------------------- |
| DragonZap          | 21 19 -- -- | All /E | 20 | ------------------------- |
| GadZap             | 19 15 -- -- | All /E | 13 | ------------------------- |
| Howlnado           | -- 23 -- -- | AllA/E | 08 | ------------------------- |
| Protection         | -- 20 23 -- | Sngl/A | 21 | Temporary invincibility   |
| Resurrect          | -- -- 16 -- | Sngl/A | 06 | Revives ally from KO      |
| Alhealer+          | -- -- 20 -- | All /A | 12 | Restores HP (Large)       |
| Quake              | -- -- -- 19 | All /E | 12 | ------------------------- |
| BA-BOOM!           | 18 -- -- 20 | All /E | 18 | ------------------------- |
| Enclose            | 23 24 -- -- | Sngl/E | 26 | Inflicts Move & Magic Blk |
|____________________|_____________|________|____|___________________________|

Like Gadwin, Liete never encounters a problem with skill usage since she can
only use one weapon type.
____________________ ________________ _____ ____ ___________________________
| LIETE SKILLS       | Ma Fr Wi Wt Er | RA. | SP | OTHER                     |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Redshock           | 10 -- -- -- -- | 1-E | 28 | ------------------------- |
| Enchantment Dance  | 18 -- -- -- -- | 1-E | 34 | Steals MP from target     |
|____________________|________________|_____|____|___________________________|

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SHOP LIST                                                                [SHPL]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01) Port Town of Parm ................................................. SH01
02) Steamer Ship ...................................................... SH02
03) New Parm .......................................................... SH03
04) Luc Village ....................................................... SH04
05) Dight Village ..................................................... SH05
06) Gumbo Village ..................................................... SH06
07) Cafu Village ...................................................... SH07
08) Zil Padon ......................................................... SH08
09) Laine Village ..................................................... SH09
10) Luzet Mountains Field Base ........................................ SH10
11) Zil Padon [II] .................................................... SH11
12) Tower of Temptation ............................................... SH12

01) PORT TOWN OF PARM                                                 [SH01]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ceramic Sword ............... 500        Metal Bat .................... 300
Handmade Darts .............. 150        Sportswear ................... 150
Leather Gloves ............... 80        Fluffy Ribbon ................. 40
Air Sneakers ................. 90        Shiny Shoes ................... 50
Wound Salve .................. 40        Herbs ......................... 15

02) STEAMER SHIP                                                      [SH02]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ceramic Sword ............... 500        Paring Knife ................. 250
Hand Ax ..................... 300        Metal Bat .................... 300
Handmade Darts .............. 150        Leather Gloves ................ 80
Sportswear .................. 150        Air Sneakers .................. 90
First Aid Kit ............... 180        Herbs ......................... 15
Wound Salve .................. 40

03) NEW PARM                                                          [SH03]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Paring Knife ................ 250        Hunter's Knife .............. 1000
Great Sword ................. 750        Ceramic Sword ................ 500
Big Hatchet ................ 1000        Iron Mace ................... 1200
Thorny Whip ................. 650        Hunter's Bow ................. 850
Bamboo Armor ................ 360        Shell Shield ................. 250
Cowboy Hat .................. 160        Hunter's Boots ............... 200
Snake Earrings .............. 200        Dried Fish .................... 60
Bamboo Shoots ................ 30        Beef Jerky .................... 90
Poison Antidote ............. 100        First Aid Kit ................ 180
Smarna Weed ................. 150        Roach Bomb .................... 90
Dream Truffle ................ 50

04) LUC VILLAGE                                                       [SH04]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flint Knife ................ 2000        Oracle's Staff .............. 2600
Woodchopper's Ax ........... 2600        Flint Bow ................... 2000
Fairy Robe ................. 1800        Escargot Shield .............. 750
Climbing Hat ................ 400        Curious Clogs ............... 1000
Tree God Amulet ............ 1000        Bandage ...................... 100
Move Breaker ................ 200        Spell Breaker ................ 200
Smelling Salts .............. 100        Paralysis Ointment ........... 100
Resurrect Potion ........... 1000        Baobab Fruit ................. 200
Smarna Weed ................. 150        Firewood Sparks .............. 140
Snooze Scroll ............... 200        Zap! Book .................... 720

05) DIGHT VILLAGE                                                     [SH05]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Swordfish Sword ............ 4500        Dragon Bone Ax ............. 10000
Fire Rod ................... 2900        Gale Whip ................... 3300
Flying Fish Bow ............ 3000        Swordfish Armor ............. 2100
Skull Armor ................ 3300        Seashell Shield .............. 960
Pearl Helmet ................ 700        Dragon Boots ................. 640
Disease Charm ............... 750        Cholla Flowers ............... 400
Bamo Fruit .................. 600        Squid Guts ................... 400
Move Mushroom ............... 200        Power Mushroom ............... 200
Poison Antidote ............. 100        Resurrect Potion ............ 1000
Panacea ..................... 800        Vaccine ....................... 50
Mikeroma Scroll ............. 450        Dynamite ..................... 280

06) GUMBO VILLAGE                                                     [SH06]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Azure Knife ................ 3100        Raincloud Staff ............. 4000
Frog Ax .................... 4200        Flying Dragon Vest .......... 3000
Frog Shirt ................. 2500        MagicMirror Shield .......... 8000
Stone Head ................. 1400        Mach 1 Boots ................ 2000
Metal Frog ................. 2000        Spectacles ................... 500
Raincoat .................... 800        Vaccine ....................... 50
Boiled Coconut .............. 240        Panacea ...................... 800
Holy Fire ................... 150        Dynamite ..................... 280
Blizzard Scroll ............ 1600        Lightning Scroll ............ 1650
Gale Scroll ................. 480

07) CAFU VILLAGE                                                      [SH07]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Shocking Knife ............. 6500        Shadow Sword ................ 7000
Aromatic Tree Root ......... 6500        Giant Snake Whip ............ 5400
Catfish Whiskers .......... 11000        Cafu Shuriken ............... 4000
Boomerang .................. 5400        Chain Mail .................. 5100
Chameleon Armor ............ 5300        Leaf Shield ................. 3000
Lafa Flower Shield ........ 18000        Swallowtail Hat ............. 2500
Ninja Sandals ............... 700        Winged Boots ................ 5000
Confusion Charm ............ 2000        Iridescent Amulet ........... 1800
Black Belt ................. 2400        Cookies ...................... 400
Honey ....................... 500        Torte's Whistle .............. 200
Resurrect Potion ........... 3000        Poison Antidote .............. 100
Howler Scroll ............... 100        Tremor Scroll ................ 500
Gale Scroll ................. 480        Zap! Scroll .................. 720

08) ZIL PADON                                                         [SH08]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Assassin's Dagger ......... 20000        Gil Sword ................... 8600
Lassic Hammer ............. 17500        Holy Sword Lorenzo ......... 40000
Fire Darts ................. 9800        Exorcising Bow ............. 12000
Discus .................... 22000        Aura Armor ................. 20000
Moonlight Shield ........... 5700        Feathered Turban ............ 2000
Mystic Mask ................ 4000        Queen Heels ................. 5000
Heavy Boots ................ 2000        Scarab ...................... 9000
Titan's Ring ............... 2000        Talisman ................... 30000
Root of Confusion ........... 400        Trudge Weed .................. 150
Resurrect Potion ........... 3000        Magic Lamp .................. 7500
Crimson Potion ............. 1500        Deep Blue Potion ............ 5000
Golden Potion .............. 3000

09) LAINE VILLAGE                                                     [SH09]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ice Pick ................... 8600        Silence Sword .............. 11000
War Hammer ................ 11000        Bone Splitter Ax ............ 9800
Buster Ax ................. 32000        Morning Star ................ 9600
Mink Coat .................. 8000        Ogre Helm ................... 4000
Iron Clogs ................. 1500        Ogre Boots .................. 2000
Magic Block Charm .......... 2000        Move Unblocker .............. 3500
Chain Earrings ............. 5000        Smoked Salmon ................ 500
Prime Rib .................. 1000        Panacea ...................... 800
Resurrect Potion ........... 3000        Launch Fireworks ............ 1200
Overflowing Walnut ......... 3000        Restraint Walnut ............ 2800
Sonic Nut .................. 1400        Running Walnut ............... 700

10) LUZET MOUNTAINS FIELD BASE                                        [SH10]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Battle Saber .............. 31500        General's Staff ............ 35000
Warrior's Mail ............ 10000        Charisma Helm .............. 23800
Battle Helm ................ 5500        Battle Boots ................ 4800
Amulet of Relief ........... 7000        Combat Anklet ............... 4000
Elite Badge ............... 15000        Rescue Set .................. 1200
Eye Drops ................... 600        Smelling Salts ............... 100
Paralysis Ointment .......... 100        Culture Medium ............... 240
Lightning Scroll ........... 1650        Hand Grenade ................. 200

11) ZIL PADON [II]                                                    [SH11]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Telescope .................. 2000        Freesia Flowers ............. 3000
Magic Lipstick ............. 3000        Black Nail Polish ........... 5000
Launch Fireworks ........... 1200        Thor's Fury .................. 400
BOOM! Scroll ................ 500        Vacuum Scroll ............... 1000
Tremor Scroll ............... 500        Gale Scroll .................. 480

Holy Sword Lorenzo ........ 40000        Buster Ax .................. 32000
War Hammer ................ 11000        Discus ..................... 22000
Devil's Robe .............. 23000        Aura Armor ................. 20000
Moonlight Shield ........... 5700        Lafa Flower Shield ......... 18000
Mystic Mask ................ 4000        Heavy Boots ................. 2000
Queen Heels ................ 5000        Scarab ...................... 9000
Titan's Ring ............... 2000        Talisman ................... 30000
Resurrect Potion ........... 3000        Panacea ...................... 800
Magic Lamp ................. 7500        Crimson Potion .............. 1500
Deep Blue Potion ........... 5000        Golden Potion ............... 3000

12) TOWER OF TEMPTATION                                               [SH12]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Fire Charm ................. 2000        Water Charm ................. 2000
Wind Charm ................. 2000        Earth Charm ................. 2500
Tree God Amulet ............ 1000        Metal Frog .................. 2000
Hurricane Belt ............ 10000        Secret Move Ring ........... 15000
Miraculous Scales ......... 60000        Cone of Light ............... 4000

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VI. FREQUENTLY ASKED QUESTIONS                                           [FAQZ]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[Q] - Hey, I beat [boss] and the [dropped item] isn't in my inventory!
[A] - Occasionally, you'll fight a boss with a party member errant. When the
      current allies' inventories are full, dropped items automatically get
      transferred to the absent ally's. And, if all allies lack item room, it
      gets shoved into the Stashing Place. [So, if y'find items magically
      appearing in there, that's why.] This is done to prevent useful items
      from being permanently skipped.

[Q] - Why do some magic/skills have "??" as their requirements?
[A] - These skills are story-related and their unlocking conditions aren't
      revealed until the plot demands it. They can have lofty prerequisites
      so don't be in a rush to get 'em (especially Time Gate...whew!).

[Q] - Can you unlock that door in the Castle of Dreams' foyer?
[A] - Not that I've seen. If you rotate the camera, it looks like it's made
      to be accessible (in that it's different from a background image) but
      it could simply be a dummied-out exit or an exposed texture.

[Q] - Can I have a list of all the Mana Eggs?
[A] - There's eighteen in the game, although only fourteen are needed to fill
      each character's quota. The first eleven are on Disc 1, all others on
      the second. Their locations:

      01) Ghost Ship (from Squid King boss)
      02) Merrill Road
      03) Underground Passage
      04) Rangle Mountains (West)
      05) Rangle Mountains (East)
      06) Dom Ruins 2 (East)
      07) Valley of the Flying Dragon (3)
      08) Valley of the Flying Dragon (4)
      09) Mt. Typhoon
      10) Typhoon Tower (1)
      11) Volcano (Slope)
      12) Petrified Forest (1)
      13) Castle of Dreams (Dining Hall)
      14) Savanna Wilderness (West)
      15) Savanna Wilderness (East)
      16) Abandoned Laine Village (2)
      17) Zil Ruins (screen after Mural Room)
      18) Alent

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VII. UPDATES & CONTRIBUTORS                                              [UPDT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
10-13-11 ---------------------------+ Started walkthrough
02-10-12 ---------------------------+ Finished walkthrough

THANKS TO...
¯¯¯¯¯¯¯¯¯¯¯¯
• Sailor/Ceej, for hosting my junk
• unknownleon, for German version drop anomalies
• ball4376, for Petrified Forest Alligator tip
• João Paulo TIZ, for missing Gaia core magics
• Christian Ascone, for WK60 tip about Guido's House
• Ugo Belfiore, for missing item @ Luzet Mountains & Tower of Temp. map error
• Psycho Penguin, who suggested I write the guide. Rest in peace, brotha.
• BackdatedFuture, for Coal Candy and Parm stowaway prize, missing equipment
  entries, map corrections (M. Forest West/East), missing boss attacks & some
  other clerical errors

NOTES TO SELF
¯¯¯¯¯¯¯¯¯¯¯¯¯
• Recheck which boss attacks do/n't cancel
• Luzet Mountains: 2nd (mandatory) time through, do previous items remain?
• Grand Cross: does it cancel? Forgot to check.

Like usual, if y'find something I've forgotten or have a witty tip to add,
send me an email and I may just stick it in.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.
_______________________________________________________________________________
LET'S                         Document © Shotgunnova, 1997-2014 (and countin'!)
CHASE THE                                  Grandia namesake © respective owners
CLOCK, GIRL                                       E N D   O F   D O C U M E N T