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 ||| Jade Cocoon: Story of the Tamamayu (PSX) Demo FAQ/Walkthrough v1.0 |||
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-------------------------------------------------------------------------------
Author: BZero
Email: [email protected]
-------------------------------------------------------------------------------


-{Copyright}-------------------------------------------------------------------

This FAQ/Walkthrough is for personal use only. You are not allowed to copy this
FAQ/Walkthrough or parts of it to use it on other web sites. You are not
allowed to use it to make your own FAQ/Walkthrough and you are not allowed to
sell it, publish it in a magazine or put it on a CD for sale. This
FAQ/Walkthrough is copyright BZero 2003.

-{End of copyright}------------------------------------------------------------

-{Contents}--------------------------------------------------------------------
1.-Introduction------------<ID>
2.-Character Stats---------<CS>
3.-Controls----------------<CT>
4.-Walkthrough-------------<WT>
----I:-Syrus---------------<^1>
---II:-Beetle Forest-------<^2>
5.-Bestiary----------------<BE>
6.-Item List---------------<IL>
7.-Ability List------------<AL>
8.-Game Script-------------<GS>



                       <1>-<<<<<<<Introduction>>>>>>>-<ID>

First of all, I just want to say that this is only my second FAQ/Walkthrough,
so don’t expect it to be all that good, OK? Now, let me explain the keywords
after each part in the contents. They are there to make it easier for you to
find what you’re looking for. If you read this on the net, press Ctrl+F to
bring up a search window. If you have copied and pasted it into Word, press
Ctrl+B. Then search for the keywords. If you notice a mistake, even if it is
just a little spelling- or grammar-mistake, or if you got any questions, or a
comment about the FAQ/Walkthrough, please email me at [email protected]. This
FAQ/Walkthrough is completely spoiler-free, unless you are very
spoiler-sensitive, and don’t wanna know the name of the main character's
father, or the name of the monsters etc. Anyway, I hope you find this
FAQ/Walkthrough helpful in some way, and that you enjoy this demo as much as I
did. I also have to mention that I have not played the full version (it's no
where to be found >_<), but I have played this demo A LOT! So, if there are
some things I should have mentioned in the FAQ/Walkthrough that you can't find
out in the demo, you know the reason. Also note that some names may have been
changed for the full version of the game.

                      <2>-<<<<<<<Character Stats>>>>>>>-<CS>

This is Levant and his Minion’s stats in the beginning of the demo:

+-------------------------+-------------------------+-------------------------+
| Name: Levant            | Name: Arpatron          | Name: Patalchu          |
| Capture Lv: 3           | Lv: 1                   | Lv: 1                   |
| Rank: Pupil             | HP: 30                  | HP: 32                  |
| HP: 100                 | Mana: 21                | Mana: 19                |
| Attack: 23              | Attack: 23              | Attack: 24              |
| Defense: 26             | Defense: 23             | Defense: 24             |
| Magic A: 20             | Magic A: 21             | Magic A: 17             |
| Magic D: 23             | Magic D: 20             | Magic D: 18             |
| Speed: 22               | Speed: 26               | Speed: 18               |
| Weapon: Dagger          | Element: Water          | Element: Fire           |
| Armor: Hunter's Vest    | Special: Water Attack   | Special: Fire Attack    |
| Other: Leather Headband | Magic: Vahli            | Magic: None             |
+-------------------------+-------------------------+-------------------------+

                         <3>-<<<<<<<Controls>>>>>>>-<CT>
____________
Field Screen

Directional Buttons: Character Movement
X Button: Confirm/Talk/Examine
O Button: Open Menu
Square Button: Dash (together with arrow up)
Triangle Button: Dash
Select Button: Exit demo
L1 Button: Confirm/Talk/Examine
L2 Button: Dash
___________
Menu Screen

Directional Buttons: Cycle between menus/Characters
X Button: Confirm
O Button: View Descriptions
Square Button: Change order of items
Triangle Button: Cancel
Select Button: Exit demo
L1 Button: Confirm
L2 Button: Cancel
_____________
Battle Screen

Directional Buttons: Change option
X Button: Confirm
O Button: View Descriptions
Triangle Button: Cancel
Select Button: Exit demo
L1 Button: Confirm
L2 Button: Cancel

                        <4>-<<<<<<<Walkthrough>>>>>>>-<WT>

:-:-:-:-:-:-:
:-:-Syrus-:-:  <^1>
:-:-:-:-:-:-:

After watching the short intro, you'll find yourself in Garai's house (more
like a hut really). If you go talk to Mahbu (the young girl in pink), you can
merge two monsters to create a new one. Mahbu can also spin your cocoons into
silk. In the full version you could have sold that silk, but you can't in the
demo, so don't bother with that option. If you got more than three monsters,
you can choose which of them to equip. The last option is to view the monsters
stats and abilities, and to rename your monsters if you want to do that. Also,
if you capture any monsters, you have to talk to Mahbu to be able to summon
them in battle.

You can merge the two monsters you got, but it really doesn't matter for this
short demo. When you're done, go talk to Garai. She will teach you everything
you need to know about cocoons and Minions. When you're done talking to Garai,
exit Garai's so-called house, and go to the town's gate. You'll then get to a
room with four paths. Take the right one to enter Beetle Forest. You don't have
the keys to the three other paths.

:-:-:-:-:-:-:-:-:-:-:
:-:-Beetle Forest-:-:  <^2>
:-:-:-:-:-:-:-:-:-:-:

Once you have entered the forest, you'll meet Koris. He'll teach you more about
cocoons and Minions. When you're done talking to Koris, go on to the next
screen. You'll see one monster here. Run into it to start a fight against a
Pataimel. You now got six choices: Attack the enemy, defend, summon a minion,
try capturing the monster, use an item, or escape the battle. The only way
Levant can get experience and eventually gain capture levels, is if you capture
the monster. If you want to level up your Minions, however, that Minion has to
strike the finishing blow. If you didn't merge your Minions, you can summon
Arpatron and use Water Attack, which will do about 20 damage to a Pataimel.
Then you can switch back to Levant and capture the monster, without loosing any
HP in this fight. But if you don't want to waste 10 of your Arpatron's Mana,
you can just attack it twice (sometimes you have to hit it three times, though)
with Levant before you capture it. You'll meet another Pataimel at the end of
this screen (or the beginning of the next one). Do as you wish; waste 10 Mana,
or loose a little of Levant's HP.

NOTE: If you ever want to use any of the monsters you capture, go back to Syrus
     (you can use the Hunter's Earring in the Valuables section of the menu),
     and talk to Mahbu. She will purify the monsters you have captured. Then
     you'll be able to summon them in fights!

Nothing of interest in the next screen. Just run through it. Now, in this
screen, you'll find a stone tablet. Examine it to get Knowledge (1). If you
look at it in the Valuables section of the menu, it'll teach you that
Fire-based creatures are weak against Water-based attacks, and Wind-based
creatures are weak against Fire. Now continue to the next screen. Here, you
have to be blind if you can't see what stands out. That is a warp portal. You
can't use it right now, though, so just ignore it, and go on to the next
screen.

Here, the path splits into two. A tree blocks the one going north, but it'll
move if you simply press X or L1 while standing close to it. No matter what
path you take, you'll end up at the same place, but we'll take the one going
left, as that's the shortest one. In the next screen, you'll see another
monster. It's a Patalchu this time. But this Patalchu isn't of the friendly
kind. This enemy is also Fire elemental, so if you don't want to loose any HP,
summon Arpatron. If it got enough Mana left, use a Water Attack, and attack it
physically once, before you switch back to Levant to capture it. If you don't
have enough Mana, just attack physically with Arpatron until it got about 10 HP
left.

After the battle, there's nothing more to do in this screen. The next screen is
empty as well. In the screen after that, the road splits again. The path to the
right is where you would have come if you had taken the other path a little
earlier. Capture the Patalchu here (which should cause you to level up if you
followed this walkthrough) and follow the path to the next screen. Here, you'll
find another stone tablet, which will give you a little more basic battle
information. Capture the Patalchu here as well, and go on. Now, the road, once
again, splits into two. Take the right path. Capture the Pataimel you encounter
and keep following the path until an event occurs.

You'll have to fight a mini-boss. He got no elemental weaknesses, so just
attack with Levant, and heal with a Mugwort Herb if your HP goes below 15. When
the boss' HP is red, summon a Minion you want to level up. Let the Minion get
the finishing blow. It will get all the experience, and level up. After the
battle, go inside his hut and pick up the Aquazor. Equip it, and keep going
north, until you get to a screen with four paths. Go right, and capture the
Marrdreg along the way. It got 61 HP, and you can't capture it, before it got
about 5 HP left. Watch your HP, and heal before it drops below 25 (because
there's always a chance it will use two Air Attacks in a row). Keep going and
you'll get to another Warp Portal. Pick up the Beetle Warp Key, and you will be
able to warp between the two portals in the forest. Unless you want to go back
to Syrus to get your Minions purified, you don't need this portal, so just head
back to where the road splits. You can head north now, to finish the demo, but
that's no fun, is it? Let's go left to explore the rest of the forest as well.

Keep going until you see some new enemies. Those are Nushabs. They always
appear in pairs and their attacks are poisonous, so I recommend you use your
Minions before capturing them. Use Arpatron's Water Attack if it got enough
Mana left. One Water Attack and a physical attack is all you need to be able to
capture them. Repeat this for the other one as well. Also, capture the other
couple, before you pick up the Strange Key. Go right, and capture yet another
pair of Nushabs. Keep going until you encounter a Mukhambu. It only got 25 HP,
but when it's HP gets low (not necessarily red), it will heal itself to almost
full HP. When it got about 10 HP left, you can capture it. Also capture the
other Mukhambu, and pick up the last stone tablet. Keep going south and capture
the Mukhambu and the Patalchu along the way. When the path splits, keep going
south. The next time the path splits go right. Capture the two Mukhambus here,
and go right again. Now, you can open the treasure chest here with the Strange
Key you found. You'll get MetaMugwort Herb x4, Shab Liquor x4 and an Iron
Headband. I don't recommend equipping the Iron Headband, but that's your
choice.

Now, there's really nothing more to do in this demo, but you can go back to
Syrus to merge some Minions if you want to. When you're done, you can go finish
the demo. Go to the screen where the path splits into four in the forest. From
here, just go north (capture the Marrdreg if you want to) until you get to
Koris' hut. Watch the event there, and you have finished the demo. Now, go out
and buy the full version to continue the quest! :)

                          <5>-<<<<<<Bestiary>>>>>>-<BE>

+----------------------+
| Name: Marrdreg       |
| Lv: 3                |
| HP: 61               |
| Element: Air         |
| Weakness: Fire       |
+----------------------+
| Name: Mukhambu       |
| Lv: 1                |
| HP: 25               |
| Element: Water       |
| Weakness: Earth      |
| Note: Heals itself   |
|       when HP gets   |
|       low (not       |
|       necessarily    |
|       red).          |
+----------------------+
| Name: Nushab         |
| Lv: 1                |
| HP: 30               |
| Element: Fire        |
| Weakness: Water      |
| Note: Always appear  |
|       in pairs. Uses |
|       poisonous      |
|       attacks.       |
+----------------------+
| Name: Pataimel       |
| Lv: 1                |
| HP: 29               |
| Element: Fire        |
| Weakness: Water      |
+----------------------+
| Name: Patalchu       |
| Lv: 1                |
| HP: 32               |
| Element: Fire        |
| Weakness: Water      |
+----------------------+

                         <6>-<<<<<<<Item List>>>>>>>-<IL>

+------------------------+-----------------------------------------------------+
| Name: MetaMugwort Herb | Description: Restores Health. A type of mugwort,    |
| Type: Useable          | but smaller, sweeter   smelling, and with fuzzier   |
|                        | leaves. Cures bleeding and reduces fever.           |
+------------------------+-----------------------------------------------------+
| Name: Mugwort Herb     | Description: Restores Health. Grows in open areas   |
| Type: Useable          | of the forest. Increases health and slows bleeding. |
|                        | Grind leaves into powder and apply to wounds.       |
+------------------------+-----------------------------------------------------+
| Name: Shab Liquor      | Description: Restores Minion HP and Mana. Liquor    |
| Type: Useable          | made from pickled Shab Minion. Restores a little of |
|                        | both HP and Mana.                                   |
+------------------------+-----------------------------------------------------+
| Name: Strange Key      | Description: Key to Treasure Chest. Multipurpose    |
| Type: Useable          | Key, used to open Gehenapahle chests. Bends itself  |
|                        | into a useless state after one use.                 |
+------------------------+-----------------------------------------------------+
| Name: Aquazor          | Description: Javelin. Provides holy protection      |
| Type: Weapon           | against water so the blade never rusts.             |
+------------------------+-----------------------------------------------------+
| Name: Dagger           | Description: Small Knife. Used for cutting away     |
| Type: Weapon           | branches and carving meat.                          |
+------------------------+-----------------------------------------------------+
| Name: Hunter’s Vest    | Description: Armor. Warm, but airy. Suitable for    |
| Type: Armor            | the forest.                                         |
+------------------------+-----------------------------------------------------+
| Name: Iron Headband    | Description: Decorational Ornament. Band with iron  |
| Type: Other            | woven in to be worn on head. Though, but heavy.     |
+------------------------+-----------------------------------------------------+
| Name: Leather Headband | Description: Decorational Ornament. Band with       |
| Type: Other            | leather woven in to be worn on head. Protects head  |
|                        | from animal claw scratches.                         |
+------------------------+-----------------------------------------------------+
| Name: Beetle Key       | Description: Valuable. Key engraved with mark of    |
| Type: Valuable         | the jewel beetle. Unlocks the gate to the Jewel     |
|                        | Beetle Forest.                                      |
+------------------------+-----------------------------------------------------+
| Name: Beetle Warp Key  | Description: Valuable. Used for traveling device in |
| Type: Valuable         | the Beetle Forest. Allows user to travel quickly    |
|                        | between two points.                                 |
+------------------------+-----------------------------------------------------+
| Name: Flute of Capture | Description: Valuable. Musical instrument, passed   |
| Type: Valuable         | down for generations. Needed for capturing and      |
|                        | summoning holy minions.                             |
+------------------------+-----------------------------------------------------+
| Name: Hunter’s Earring | Description: Valuable. A symbol of an adult Cocoon  |
| Type: Valuable         | Master. Guides you back to the Barrier Gate.        |
+------------------------+-----------------------------------------------------+
| Name: Knowledge (1)    | Description: Water-based attacks are effective      |
| Type: Valuable         | against Fire-based creatures. Fire-based attacks    |
|                        | are effective against Wind-based creatures.         |
+------------------------+-----------------------------------------------------+
| Name: Knowledge (2)    | Description: The higher your HP or MP, the higher   |
| Type: Valuable         | the effectiveness of your attacks. The higher your  |
|                        | speed, the more turns you receive to attack your    |
|                        | enemy.                                              |
+------------------------+-----------------------------------------------------+
| Name: Knowledge (3)    | Description: While infected by poison, your         |
| Type: Valuable         | physical and magic attack decreases, and you do     |
|                        | less damage. You will also lose HP at the start of  |
|                        | your turn.                                          |
+------------------------+-----------------------------------------------------+

                       <7>-<<<<<<<Ability List>>>>>>>-<AL>

+------------------------+-----------------------------------------------------+
| Name: Agni             | Description: Fire-based single-attack spell. Extra  |
| Type: Magic            | damage vs Air. Higher fire element ratio yields     |
| Element: Fire          | more damage.                                        |
+------------------------+-----------------------------------------------------+
| Name: Medina           | Description: Restores health spell. Restores        |
| Type: Magic            | health.                                             |
| Element: Heal          |                                                     |
+------------------------+-----------------------------------------------------+
| Name: Vahli            | Description: Water-based single-attack spell. Extra |
| Type: Magic            | damage vs Fire. Higher water element ratio yields   |
| Element: Water         | more damage.                                        |
+------------------------+-----------------------------------------------------+
| Name: Air Attack       | Description: Air-based Special Attack. Air attack,  |
| Type: Special          | efficient against Earth-based enemies. Higher air   |
| Element: Air           | element ratio yields more damage.                   |
+------------------------+-----------------------------------------------------+
| Name: Fire Attack      | Description: Fire-based Special Attack. Fire        |
| Type: Special          | attack, efficient against Air-based enemies. Higher |
| Element: Fire          | fire element ratio yields more damage.              |
+------------------------+-----------------------------------------------------+
| Name: Poison Attack    | Description: Poison-infecting Special Attack.       |
| Type: Special          | Causes physical damage and infects enemy with       |
| Element: Poison        | poison.                                             |
+------------------------+-----------------------------------------------------+
| Name: Water Attack     | Description: Water-based Special Attack. Water      |
| Type: Special          | attack, efficient against Fire-based enemies.       |
| Element: Water         | Higher water element ratio yields more damage.      |
+------------------------+-----------------------------------------------------+

                        <8>-<<<<<<<Game Script>>>>>>>-<GS>

<Levant talks to Mahbu>

Mahbu: Don’t overdo it, at least until you get better at hunting, alright? Try
      talking with Garai if there’s something you don’t understand. But watch
      out, her stories are long and boring! And don’t tell her I said that!
      Well, take care! I’ll be waiting for you!

<Levant talks to Garai>

Garai: Ever since your father disappeared into the forest, Koris has been
      taking very good care of Syrus... However, he promised to do so only
      until you came of age. I think it would be best for you to study under
      him. Is there anything else you would like to know about?

Levant: Cocoons.

Garai: Well then, what shall we talk about?

Levant: Empty cocoons.

Garai: Empties are normal silkworm cocoons. They have not been changed in any
      way. Capturing your prey into the empties is the foundation of the
      Cocoon Master hunting teqnique. Fierce minions cannot be captured right
      away. First you must weaken them and pacify their spirit. That is where
      swordsmanship comes into play. Once you have weakened them, play your
      flute. If the tune has soothed the minion... it’s spirit will seek
      tranquility, and thus become captured into the empty cocoon. Cocoons
      that contain a captured minion are known as fireflies. Well then, what
      shall we talk about?

Levant: Firefly cocoons.

Garai: A firefly is a cocoon in which a minion has been captured. But do not be
      deceived by it’s beautiful glow. Although it has been captured in the
      cocoon, it is still a minion. It’s curse has by no means been removed.
      If left like this, you cannot summon the minion within, nor spin it into
      silk. If a villager tries to spin a firefly into silk, they shall be
      doomed to die by it’s curse. Removing the curse requires purification by
      the divine magic of my people, the Nagi. Well then, what shall we talk
      about?

Levant: White cocoons.

Garai: Once purified, a firefly cocoon changes into a white cocoon. You can
      summon the magic beast from within a white cocoon. Summon the magic
      beast to fight in your stead by playing your flute. The power of a
      summoned beast shall far exceed your swordsmanship. I think you will
      find it to be a powerful weapon. There are four types of magic. They are
      fire, water, earth and air. Each has it’s own properties. An adept
      Cocoon Master must also be able to use the right type of magic at the
      right time. Also remember that white cocoons can also be spun into
      beautiful silk thread. Well then, what shall we talk about?

Levant: Black cocoons.

Garai: Black cocoons are the cocoons of ruin. They are cocoons that do not
      belong in this world. The difference between black and white cocoons
      lies in their method of purifications. Purification by a Nagi woman
      yields a white cocoon. But if a man purifies one, it will become a black
      cocoon, which will bear a wicked dark beast. If a Nagi male purifies a
      firefly, he shall become possessed by the resulting black cocoon, and be
      transformed into a beast. Everything a black cocoon touches shall be
      reduced to ruin. Even a Cocoon Master. The black cocoon is the ruin of
      people’s hearts. You must never touch one. Is there anything else you
      would like to know about?

Levant: Purification.

Garai: Minions that you capture in the forest are merely imprisoned in cocoons.
      A firefly cocoon is of no use to you as it is. You may neither use it
      for profit or release the spirit imprisoned within. You must first ask
      Mavoo to purify it to cleanse the spirit within. Cleansed firefly
      cocoons become white cocoons. You will find the minions to useful in
      more ways than one. Purification is the work of a Nagi woman who has wed
      a Cocoon Master. Releasing the spirits is not your work alone. It is to
      be done by the both of you. Is there anything else you would like to
      know about?

Levant: My father.

Garai: That was soon after I left the Nagi village with Mavoo, who was yet an
      infant. I came across a wounded man laying collapsed on the ground. He
      was a Cocoon Master. They were grave wounds, but my treatment revived
      him. The man thanked me and produced a flute from his pocket. He said
      that he wished me to deliver it to his son in Syrus. Then he disappeared
      into the depths of the forest without telling me why. That man was your
      father Riketz, also known as, the Lion of Parel. So we were fated to
      settle down and live here in Syrus. Perhaps this too was the will of
      Erlim, god of the forest. Well, you should be off now. Oh, and please do
      be careful.

<In the forest, Levant meets Koris>

Koris: Who goes there? I’ve been hearing recently of poachers who travel in the
      guise of Cocoon Masters... If you are a real Cocoon Master, prove it to
      me by playing that flute... Slowly now.

<Levant plays his flute>

Koris: Umm... that melody! Might you be the son of Riketz? The Cocoon Master of
      Syrus? So if Riketz’ son has ventured out here... to the forest...
      something terrible must have happened in Syrus. Tell me what it is.

<Levant tell Koris what is going on>

Koris: I see. So the locusts have reached as far as Syrus... So, you have come
      seeking the calabas herb? But, your flute playing... You still have much
      to learn, don’t you? Your father would never forgive me if I let you go
      into the forest and die. My name is Koris. Since my friend Riketz is not
      here to do so, I shall be the one to initiate you into the secret arts
      of the Cocoon Master. The path to becoming a Cocoon Master will be a
      long and difficult one. Feel free to ask me any questions you might
      have.

Levant: Purification of Cocoons.

Koris: You will capture many minions as you wonder through this forest. But
      merely trapping them is not enough. To be useful to you, the firefly
      cocoons which imprison their spirits must be purified. There’s a young
      Nagi girl back in town, called Navoo. Do you know of her? She can help
      you with the purification of your cocoons. Once purified, the firefly
      cocoon becomes a white cocoon. Indeed, we Cocoon Masters have the power
      to magically summon beasts into combat. But only from within the white
      cocoons.

Levant: Summoning Holy Minions.

Koris: Yes. We can summon the holy minions... that is why we are known as
      Cocoon Masters. When you play your flute, you will be summoning to this
      earth the divine magic of the captured minions. After all, we -- the
      beasts of knowledge -- are no match for the minions lurking deep in the
      forest. They are stronger than us, so we must use them to our advantage.
      We pit them against each other, Minion versus Minion. Keep in mind, you
      may only carry three minions at a time. You can store extras back in the
      village. Also, each beast possesses an elemental property. Keep the
      following relationships in mind during battle: (E)arth withstands water;
      (W)ater douses fire; (F)ire consumes air; and (A)ir blows away earth.
      Know you opponent’s element, and think before you act.

Levant: Merging Minions.

Koris: With each battle won, your minions will gain in strength and size. But
      they grow much faster when you merge them with one another. Once you
      have obtained a few of them... return to the village and ask Mavoo to
      merge them for you. The elemental and physical characteristics of the
      two creatures you choose will be combined into one. Attributes and
      special abilities can be either lost or gained depending on your
      choices. I encourage to you gather a wide variety of creatures, and
      experiment by merging them in new and interesting ways. Alright then.
      Let us put what I have taught you into practice. My retreat is in the
      depths of this forest. If you arrive there safely, I shall acknowledge
      your potential. Oh son of the Lion of Parel. You shall become a Cocoon
      Master worthy of you fathers name! Go on now! Get going!!

<Levant talks to Koris again>

Koris: Your first task is to safely reach my hut. I live in the back of these
      woods, and there will be much danger along the way. To survive, you
      should listen carefully to the words of Garai. Speak with her again if
      you need too. Good luck.

<Deeper into the forest, Levant meets a stranger>

Stranger: Halt, boy! I hear that there are those who disguise themselves as
         Cocoon Masters to poach game here. And you could be one of them! Look
         man... uhh... I mean...Look boy, I shall test whether or not you are
         the real thing!

<Levant defeats the stranger>

Stranger: Man, you really creamed me! Well... that will be all for today.
         Koris’ retreat lies in the depths of this forest. Go on... get out of
         here! Next time, I won’t go so easy on you!

<Levant talks to Koris in his hut>

Koris: Ah-ha! So, the son of Riketz is even more capable than I had thought. I
      checked my texts for information on the Calabas Herb, but came up empty
      handed. But, I have heard of a folktale that describes a powder that
      wakes the sleeping. It is a tale of a wonderous powder possessed by a
      bird-man named Kikinak who lives in the Dragonfly Forest. Perhaps that
      powder is infused with the Calabas? Though this is but conjecture, I
      think it is worth looking into. Here is the key to the Dragonfly Gate.
      You should have it. Well then, head back to the village and continue to
      build your skills. It will take a few months before you are ready for
      the Dragonfly Forest! Meet me back here this summer and I will teach you
      what you need to continue your quest.





© 2003