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|-----------------------Copyright 2003 Amanda Schrameck-----------------------|
|-----------------------Email:  [email protected]|
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                              /S@X//PSEUDO\\@I@\
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Version History:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide is currently v 1.0
I will update it as necessary, and include what has been updated in this area.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CONTENTS:              (for quick access CTRL+F, then section title)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Welcome to Spheda
2. Spheda Clubs
3. Spheda Strategy
4. Spheda Prize List
5. FAQs

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          SECTION 1:  WELCOME TO SPHEDA
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An Introduction to Spheda:

    Spheda is an interesting little mini game that you get to play in DC2.  It
can be a lot of fun if you know what you're doing.  On the other hand, if you
don't, it can be quite frustrating and make you want to break things.  So, to
save yourself some broken merchandise, read through this guide and hopefully
you can improve your swing.

   The first time you run into Spheda, it might make you want to scream if
you're not sure how to play.  The game's descriptions aren't all that helpful,
either.  I remember the first time I played I could not get the hang of it to
save myself.  The game makes it seem a little bit confusing, and takes a little
bit of tinkering to figure it out on your own. I'd like to spare you the grief,
and let you know how the game works.

    Your first go at it is in Barga's Valley, on your quest to find the 'White
Windflower'.  This is where you will find the 'Handy Stick' which I will fur-
ther describe in the Clubs section.  After you get the stick, you go back and
talk to Monica and you get to see the joy that is Spheda for the first time.
You can toy around with it and see how you do.  If you can't quite get the hang
of it, do not fear for all is not lost.  You do not have to play spheda to ad-
vance in the game.  If you can't get it, give up and Monica will do it for you.
Spheda is not a requirement to beat DC2.

----------------------------------
So why should you bother with playing Spheda?

*If you clear the distortion on your own in Barga's Valley, you will recieve
the 'Swan Club'.  This is a pretty good club to have.  If you don't win it
though, you can buy it later, or find it in chests.  You will get the 'Turkey
Club' instead if Monica does it for you.

*After your first bout with Spheda, new medal goals will be opened up in the
levels to where you can play spheda after you defeat all the monsters.  If you
fix the distortion, you will recieve  a medal for completing the goal (first
time only).  If you plan to obtain enough medals to buy all of Mayor Needs
outfits, you might want to brush up on Spheda.

*In addition to the medals, you will get a treasure chest for fixing the dis-
tortions.  The first time you clear it in a stage, you get what I will refer
to as 'super prizes'.These are typically better items than you would find in
a regular treasure chest.  After you clear it the first time, you will still
get a prize for repeat spheda wins, but it will be a lesser prize.  I will go
into more detail on prizes in the 'Prize' section.

*A new NPC will also be available to recruit in Palm Brinks.  Mena can be
found in city hall.  She's the one that always complains of illness.  Well,
if you talk to her as Monica, you will find out more about her illness, and
that if you repair 10 distortions, she will probably feel better.  Cure what
ails her, and you will have her on your train.

*It's a fun way to pass the time.  Makes a nifty reward for killing all the
monsters, and makes the dungeon crawling less repetitive.

*The satisfaction of being 'good' at Spheda.

----------------------------------
Spheda Practice:

    After you finish chapter 7, a new area will open up in the extras menu
for Spheda Practice.  This is set up basically like playing a game of golf.
You can get plenty of practice here so you can master the art of Spheda on
your next play through.

----------------------------------
Spheda Basics:
    Look in the Spheda Strategies section for details on how to play Spheda.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          SECTION 2:  SPHEDA CLUBS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When Spheda first becomes available to you, you will find the 'Handy Stick'
laying around.  This will be the first club you will use in order to help Borga
fix the distortion in her nest.  As a reward, not only will you recieve the
'White Wind Flower', you will also recieve the 'Swan' Spheda Club.  However,
this is only if you do it yourself.  If you give up and let Monica fix the dis-
tortion for you, you will recieve the 'Turkey' club instead, from what I've
heard.  Throughout the game, you will be able to purchase and find clubs in
chests.  The clubs can also be built up and used just as you would a wrench,
however they aren't very strong, and in my opinion building them up is useless.
But if you wish to do so, here is the buildup order:

Handy Stick-Cannot be Built up

Turkey-
      \
       >Flamingo-->Falcon-->Albatross
      /
Swan-

OKay, you are probably wondering what is the difference between the clubs?
Well, I'm going to tell you.

===============================================================================
Ratings:  * It sucks.  Terribly.  ** It's pretty close to suckville.  Good luck
         ***  Good        **** Even better      ***** Awesome in every aspect
===============================================================================
Handy Stick: ***
    The Handy Stick is pretty good.  It has decent power, and the most room
for error. If you are having trouble with Spheda, hang on to this.  Besides,
you only get 1 gilda for selling it.  This is the best club to use if you
aren't having any luck in Spheda.

The Turkey: ***
    The Turkey is best for short shots.  It doesn't have a very high power
hit, but this makes it perfect for those shots where you are really close to
the distortion and don't want to risk overshooting.  It's pretty easy to get a
straight shot with the Turkey because it gives you plenty of room for error.
This club also works great with backspin.  It also does okay with curved shots.

The Swan: ****
    The Swan is a really great club.  You can use this for fairly long shots.
True, it won't shoot as far as the Albatross, but it does good for itself. It's
very easy to get a straight shot with the swan because it, like the turkey,
gives you plenty of room for error.  On the downside, curved shots sometimes
have a tendency to go crazy. Topspin works beautifully, however backspin some-
times backspins a bit too much.

The Flamingo:  *****
    The Flamingo, in my opinion, is the best club of all.  You have decent
amount of room for error.  You get good distance.  It handles curved shots won-
derfully well.  Topspin and Backspin also work decently with this club.  The
Flamingo is a deffinite must have in any Spheda collection.

The Falcon:  **
    The Falcon is for the Spheda player looking for a challenge.  This club
gets good distance, and handles backspin, topspin, and curved shots well.  How-
ever, you have very little room for error, and this is where the difficulty in-
serts itself.  If you have excellent hand-eye coordination, go for it.  If not,
don't bother.

The Albatross: *
    The Albatross is only for expert Spheda players.  This club has the high-
est power, and excellent handling on all aspects of Spheda, however, there is
literally NO room for error.  This can prove very difficult and frustrating.
If you are glutton for punishment, give it a go.  But you will find that land-
ing a shot with this club will take extreme concentration and hand-eye coor-
dination.
===============================================================================

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          SECTION 3:  SPHEDA STRATEGY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
How to Play:

   Well, first you need to locate the sphere.  It will be either a red or blue
ball with a number above it.  The number is how many shots you have.  After
you've used up all your shots, the sphere will disappear if you don't land it
in the distortion.  The color of it is very important too.  It has to be the
opposite color of the distortion to hit it in.  So, if the distortion is Red,
you need to try to turn the sphere blue before hitting it in, and vice versa.
Bouncing it on any surface hard enough will change the colors.  Okay anyway,
after you find your sphere, you need to have a club equipped on Max.  Max is
the only one that can play Spheda, so you need to be playing as him.  Approach
the sphere and press 'X'.  Your next step is to line up the shot.

----------------------------------
Lining up your Shot:

    Making sure you can get a good shot is perhaps the most important aspect
of Spheda.  You can gauge where your shots are going to go by lining up the
yellow dots on your screen.  You can affirm that you are going in the correct
direction by checking the red dots on your map.  You can move the map around,
by the way, using the directional pad if it is in your way, or turn it off
completely using select; however, I would not recommend the latter unless it
is just really bad in the way.  The map is a very important helper in Spheda.
As soon as you have your angles lined up correctly, it is time decide how much
power to use.

----------------------------------
The Power Meter:

    At the bottom of the screen you will see the power bar.  It looks some-
thing like this:

                                                                   power hit:
=====================|=====================[\\red\\|yellow|//red//]==   129m

    The power hit number will vary depending on what club you are using, as
will the red and yellow areas (Some clubs do not have much if any of a red or
yellow area).  The power bar is what you will use to hit the ball with basic-
ally.  After you line up your shot, you will press 'X' to start the power
meter going.  How far to the left the meter goes is how hard you will hit
the sphere.
     Before you start the meter up though, you need to figure out how much
power you need to get the sphere where you want it.  This is where the power
hit number, the map, a little bit of basic math, and the distance to goal num-
ber comes into play.  First, look at your map.  Figure out how many shots
minimum it is going to take to get the sphere to the distortion.  Next, deter-
mine how far you can hit it on the first shot (For example, if you have to go
around 5 corners, and the corners are all close together, you will want to
start off by using light hits until you are around the corners.  Or, if you
have a really long hallway that is straight, you will want to use considerably
more power if you need to get it to the end of that corridor.  After you have
played Spheda a few times, you may want to try using angles, bouncing off of
the walls and such and getting around 2 or even 3 corners with one swing.  For
now though, just take it easy, one corner at a time, until the distortion is
in view or at least a straight shot away).
    Once you determined how far you can hit, decide what kind of power you
want to use and press 'X' again to set your power.  Next, watch the moving bar
until it gets into the yellow area on the meter.  Press 'X' once more while it
is in the yellow area to get a good shot.  If you get it in the red area, you
still might get an okay shot, but it also likely to mess it up.  If you are not
in any of the red or yellow colored areas, your shot is terrible and its going
to take a miracle to land it where you intended it to go.
    As soon as the distortion comes into view, it is time to make the final
and most crucial shot.  It is really easy to overshoot or undershoot, or to
accidentally bounce too much to the wrong color, or to not bounce at all when
you need a different color.  I'm going to break the final shot down into two
sections.

----------------------------------
 You already have the correct color:
    For this, you need a straight shot into the distortion.  You do not
want it to bounce so you must be sure not to undershoot it.  Look at the
distance to goal number, and your power hit number. This is how you will
determine how hard to hit it.  For instance, if your power hit number was
100, and your distance to goal was 20, you want to use about 25-30% power.
Always add about 5 or 10% to your power because if you don't you will
probably undershoot it. Don't add too much though because that will cause
you to overshoot, and while sometimes overshooting works out okay, a lot
of times it will cause the sphere to fly up too high and straight over the
distortion.  Be careful.  If you adjust it just right, you should land the
sphere right into the distortion and claim your prize.

----------------------------------
 You need to change the color:
    This can be done in a few different ways. If you have more than one
shot, just go ahead and shoot it against a wall or up straight in the air
or some- thing, just enough to make it bouce to a different color. Don't
hit it too hard or you may end up sending it too far away from the
distortion.  After you get the color changed, refer to the above paragraph
(You already have the correct color).
    If you are down to one shot, you are going to have to be a little bit
more crafty.  Sometimes you will get lucky and it will have set you up for
an easy off the wall-into the distortion shot.  These are great when they
work.  It is, however, very easy to misjudge you angles and end up shooting
to far in front or behind the distortion.  Use this method carefully.
    My preferred method of sinking it in with one shot left is to bounce
it on the floor. This is done by lining up your shot into the air at about
a 45 degree angle.  As to how hard to hit it, it depends on how close you
are.  Look at the the distance to goal number.  Look at your power hit
number.  If your power hit is 100, and you are 20 from goal, you will want
to hit it at about 20-25% power. With a little bit of luck and good
judgement, you will sink the sphere deep into the distortion.

----------------------------------
Moving the Sphere:
    Sometimes the sphere will get in a position that you can't get to due a
slightly glitchy nature of some dungeons. If you need to pull the sphere to
you, stand where you have a good angle for a shot (have to be within certain
distance of the sphere, about 10 or so game feet) and press 'Square'.  It
will ask you if you want to move the sphere for one penalty point. What this
means is, you lose one shot.  The interesting thing about this function is
that you can still do it if you only have one shot left.  Since you only have
one, it can't take that shot away.  So its basically a freebie.  Take
advantage of this feature.  A lot of times when you are down to one shot, you
will realize that if you were only a few feet away or just around the corner,
you would have a perfect shot. Well, now you can be.  Just get where you are
lined up with the distortion, and press square. If you don't get the pop up,
keep taking a step closer to the sphere, and press square again, repeating
this process untill you get the pop up and still have the best shot possible.

----------------------------------
Advanced Spheda Swings:

   You can do more than just plain old straight shots in Spheda.  This is ac-
complishedby using Topspin, Backspin, Hook, and Slice. To use these features,
you just press the left analog in the direction indicated by the display (in
the lower left hand corner of the screen) while your power bar is in motion.
You will notice the red dot move to the direction pressed on the display if
done correctly.
   To better define what I'm talking about, refer to the basic play instruct-
ions above.  After you press 'X' to start the power bar moving, is the time to
press in the direction of the action you wish do.  Hold the left analog in that
direction until after you've pressed 'X' again to stop the power bar.  Then you
can let go of the analog, and watch your swing.
   Now I will describe each of the four advanced swings:

----------------------------------
 Topspin:
    Topspin is used to make the sphere go a little bit further than you would
normally be able to hit it.  This is good to use on those distant shots when
you're not quite sure if you can make it with a regular swing.  Topspin is per-
formed by pressing up on the left analog while the power bar is in motion.

----------------------------------
 Backspin:
    Backspin is if you don't want to overshoot something, or you don't want
to go off a ledge or off course.  It's also good for those shots where it
sticks you really close to the distortion with the same color.  Sometimes
you can use the backspin just right so that it bounces back into the
distortion after turning colors.  This isn't foolproof though.  Backspin
is performed by pulling down on the left analog while the power bar is in
motion.

----------------------------------
 Hook & Slice:
    Hook and Slice can be a little tricky sometimes until you get the hang of
it anyway.  While Hook is performed by pushing to the right on the analog, it
actually curves to the left, and vice versa with Slice.  These actions are
great for getting around obstacles.  The best way to get the hang of these
functions are to just play around with it a little bit. Once you get a feel
for it, you'll be sailing the sphere around any obstacle that dares to stand
in your way.

----------------------------------
Per Dungeon Tips:

----------------------------------
 Underground Channel:
    Okay, simply put, spheda is a little bit annoying down here. All the
little water spots along the edges are out of bounds, so you have to be
careful not to land a ball in there.  The turkey is probably the best club
to use in here, because of all the corners and edges.  This way you can just
kind of putt your way to the distortion.  Use backspin at your own discretion,
as it tends to get away from you on this surface.

----------------------------------
 Rainbow Butterfly Wood:
    This place can be very difficult for some, and very easy for others.  The
advantage here is that you don't have walls, so you can shoot over the trees.
The downside is, you get very few shots, and there are a lot of out of bounds
areas.  Landing a shot in here is about 90% luck, and 10% skill.  So, that
being said, Good Luck.  Shoot through the trees by lining up your shots in
between the breaks in trees.  If you go off course, just keep trying.  You'll
get it eventually.  I recommend the Swan club for this dungeon, and take
advantage of your topspin.

----------------------------------
 Starlight Canyon:
    I had a lot of fun and a lot of ease in Starlight Canyon.  You have vast
open areas, and its usually pretty easy to land the shot in 1 or 2 swings.
Sometimes it can be a little tricky when you have to go around corners, but
you will quickly get the hang of it.  The Flamingo is an excellent club to
use here, to handle any curved shots you may need to make.

----------------------------------
 Ocean Roar Cave:
    Okay. This place is super easy. There are rarely any off course areas
here. This is a big spheda playground.  You really should not have any prob-
lems here, except for occasionally getting a ball stuck on the wall.  Speak-
ing of walls, the walls here are uneven, so I wouldn't try any fancy off the
wall shots.  You really won't need them though.  The Swan or Flamingo should
work just fine in here.

----------------------------------
 Mount Gundor:
    Okay, the fun is over.  Mount Gundor is Spheda Hell.  It's underground
channel difficulty times 20.  The edges are jagged, the walls are uneven, and
you will see off course so often you will swear it says "Of Course!" instead.
I suggest using the Turkey, and taking baby steps through this one. One benefit
is that they usually give you a lot of shots to make it in.  Just try your best
not to waste them, because you are going to need all the shots you can get.
Backspin works beautifully in here, and will be your best friend.

----------------------------------
 Moon Flower Palace:
    Yay!  Spheda Paradise!  This is 10 times easier that Ocean Roar Cave.  Any
Club will do just fine. There are barely any off course areas, and the walls
are flat for the most part.  You can get creative with your shots in here.  One
thing to be careful about is the chandeliers hanging in the hallways.  If you
shoot too high, a lot of times it will hit that and bounce right back to you.
Other than that, this place really doesn't need any tips.  Just have fun with
it.  Enjoy your reward.

----------------------------------
 Zelmite Mine:
    This place is only difficult at first.  After you get used to it, it is
super easy to land your shots.  Take advantage of the wooden support beams
everywhere.  They make great places to bounce shots off of.  The flamingo works
wonderfully in here, as curved shots can be very helpful and surprisingly easy
to pull off.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          SECTION 4:  SPHEDA PRIZE LIST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Okay.  I've noticed on the message boards, a lot of people would like to know
what prizes they can get for spheda, and how the prize system works.  Well, the
first time you beat spheda in a level, there is a set prize.  After that, you
can play again, and you will still get a prize, however you won't get the
(sometimes) awesome prize you get the first time.  I'm not sure if the prize
becomes random, or a new set prize (however I do intend to find out).  I have
noticed on some stages the second prize stays the same.  As soon as I know I
will update this FAQ.  I got the original information for this list out of the
Prima official strategy guide.  Some of the quantity numbers were, however,
incorrect, and I have corrected the ones I have noticed in my list.  If you
spot any other errors that I didn't catch, let me know and I will fix it.

So on with the list.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SPHEDA PRIZES (FIRST TIME ONLY)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

UNDERGROUND CHANNEL:
To the outside world- 2 treasure chest keys
Battle with rats - Diamond
Ghost in the channel - 4 improved bombs
Steve's Battle - 2 level up powders
Sweet Scary Treasure chest - Treasure chest key

--------------------------------------------------
RAINBOW BUTTERFLY FORREST
Frightening forrest - 3 treasure chest keys
Strange tree - 2 Resurrection Powder
Rolling Shells - 3 Stamina drinks
This is a geostone? - 2 level up powders
Noise in the forrest - 2 Stamina drinks
I'm a pixie - 4 armband repair powders
Legendary killer snake - 4 gun repair powders
-ch 6 levels-
Looking for the earth gem - 3 gift capsules
Something Rare here! - Ama no murakumo
Scary Tree - 3 final bombs

--------------------------------------------------
STARLIGHT CANYON
Headlong dash - Ruby
Fire and ice dont mix - 2 level up powders
Earth shaking demon - amethyst
Powerful yo yo robot - Topaz
Elephan army in valley - 4 stamina drinks
Dangerous treasure chest - Indestructible coin
Little Dragon Counterstrike - 2 level up powders
Warrior in starlight canyon - 5 wind stones
Smiling fairy village - 4 improved bombs
Cursed mask - 5 lightning stones
Were the roly poly brothers - bulls eye coin
Dragon slayer - poison coin
Rama priests like cheese - 3 wind crystals
Natures threat - turquoise
Moon baron - level up powder
Lighthouse appears - Indestructible coin

--ch 6 levels --
Looking for the wind gem - opal
Evil spirit in the valley - level up powder
Brave warriours in the valley - 2 resurrection powder

--------------------------------------------------
OCEAN'S ROAR CAVE
Sand moloers - 5 stamina drinks
Bat den - Pearl
Pirates hideout - 5 chill crystals
Wandering zappy - level up powder
Banquet of the dead - absorption coin
Improvements - 5 treasure chest keys

--ch 6 lvls--
Looking for the water gem - 2 Resurrection powder
Pirates Revenge - 5 treasure chest keys
Death ocean - level up powder

--------------------------------------------------
MOUNT GUNDORE
Battle with griffon's army - level up powder
Mt gundor wind - 5 treasure chest keys
Little dranon on the mountain - level up powder
Steam goyone - resurrection powder
Mountain baddie appears - bandit coin
Magmanoff - ruby
Danger zone - 2 mighty healing
Secret of fire mountain - amethyst
Deathtrap - topaz
Desperation on the mountain - level up powder
Pains in the neck - indestructible coin
Walking the path of flames - 2 resurrection powder
Burning undead - 2 level up powders
Fire dragon - indestructible coin
Treasure chest danger zone - sapphire
Road to the river of flames - turquoise

--ch 6 lvls-
Looking for the fire gem - level up powder
Explosive hot spring - 2 mighty healing
Crazy mountain - wealth coin

--------------------------------------------------
MOON FLOWER PALACE
Ancient wind - level up powder
Card warriors gather - 5 treasure chest keys
Dangerous treasure - 5 holy stones
Zombie zone - 2 resurrection powder
Missing gem dealer - level up powder
Max's longest day - 5 destruction crystals
Hells corridor - level up powder
Monica all alone - level up powder
Raging spirits - 2 resurrection powder
Lonely machine - 5 lightneing stones
Nobility - 2 resurrection powder
Palace watchdog - time coin
Road to memories - 4 double puddings
Final trump card - bandit coin
Elemental party - 2 resurrection powder
Wandering knights soul - level up powder
Beware carelessness - 5 treasure chest keys
Final battle - 5 holy stones
Feeling out of place - level up powder
Living stature - 2 gold bars
Danger zone - emerald
Scary women - diamond
Hell elephant - 2 resurrection powder
Crash the undead - bull's eye coin

--------------------------------------------------
ZELMITE MINE
Get the zelmite - healing coin
Moon mole - bullseye coin
Powerful frog - potato pie
Evil bat invasion - 10 mighty healing
Crossroads of destiny - garnet
Scary face - amethyst
Powerful wild boar - aquamarine
Murderous tank - potato pie
Which one? - Pearl
The old woman saw it - fruit of eden
A giant snake - peridot
Undaunted soldiers - sapphire
Hell, ward 1 - witch parfait
Road to truth - witch parfait
Crossroads - moon stone
Lost road - level up powder
Indecision - 8 teasure chest keys
Little dragon army - 2 level up powders
Captain returns - fruit of eden
Hell's turning point - 2 level up powders
Mumys heaven - stamina drink
Ward 3 entrance - garnet
Flotsams broken army - amethyst
Hell ward 3 wellside gossip - aquamarine
Devil elevental - daimond
Mariner - level up powder
Ultimate snake - pearl
Omen - ruby
Anxiety - peridot
Firm belief - sapphire
Seeping light - topaz
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                          SECTION 5:  FAQs
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As nobody has asked any questions yet, this section is empty.  If anyone does
have any questions they would like answered, feel free to email me and ask.  I
will then put your questions and answers in this section.
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