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``````````````````````````BREATH OF FIRE III```````````````````````````
````````````````````````Mini Game & Puzzle FAQ`````````````````````````
```````````````````````Version 6.0 by DavidK519````````````````````````
```````````````````````E-mail- [email protected]````````````````````````
`````````````````````````Updated July 2, 2005``````````````````````````
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                          =================
                          Table of Contents
                          =================
       _______________________________________________________
      /                                                       \
      |     1. Version History                                |
      |     2. Introduction                                   |
      |     3. Cracking the Mini Games and Puzzles            |
      |          I. Wood Chopping Game                        |
      |          II. The Tombstone Puzzle                     |
      |          III. Hide & Seek: Part I                     |
      |          IV. The Tower’s Crystal Challenge            |
      |          V. Floor Panel Puzzle                        |
      |          VI. The Tower’s Cube Puzzle                  |
      |          VII. The Tower’s Laser Puzzle                |
      |          VIII. Training Beyd                          |
      |          IX. The Lighthouse Main Valve                |
      |          X. Angel Tower Cube Puzzle                   |
      |          XI. Pushing the Mine Cart                    |
      |          XII. Breaking the Greenhouse Windows         |
      |          XIII. Hide & Seek: Part II                   |
      |          XIV. Machine Pulling Game                    |
      |          XV. Finding the Ship Parts                   |
      |          XVI. The Well Game                           |
      |          XVII. Making Shisu                           |
      |          XVIII. Beating the Tides                     |
      |          XIX. The Black Ship Crane                    |
      |          XX. Boost Counter                            |
      |          XXI. Colony Portal Drive                     |
      |          XXII. Relay Point A Beam Puzzle              |
      |          XXIII. Floating Platform Puzzle              |
      |          XXIV. Aligning the Antenna                   |
      |          XXV. Workbot Puzzle                          |
      |          XXVI. The Desert of Death                    |
      |          XXVII. Myria Station Electric Floor Puzzle   |
      |     4. Acknowledgments and Closing                    |
      \_______________________________________________________/

To find what you're looking for, use Ctrl+F and type in the name of the
section or puzzle/mini game from the Table of Contents.


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                          1. VERSION HISTORY

=======================================================================

(7/2/05) Updated to Version 6.0- Added some extra descriptions to the
Tower's Crystal Challenge.

(11/7/04) Updated to Version 5.0- Just fixed an error in the Desert of
Death section. No major changes here.

(12/14/03) Updated to Version 4.0- The directions for getting the Death
Claws and Speed Boots have been added to the Desert of Death section.

(10/31/03) Updated to Version 3.0- No new information with this update.
I just made some changes in the formatting and changed my e-mail
address to my Comcast mailbox.

(8/31/03) Updated to Version 2.0- Finally added the ideal solution for
the Myria Station Electric Floor Puzzle. I also reformatted most of the
FAQ.

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                           2. INTRODUCTION

=======================================================================

Throughout the excellent game that is Breath of Fire III, there are a
great number of mini games and puzzles to solve. In many cases, you
must participate in these puzzles and mini games in order to progress
through the game. However, some of these activities are completely
optional. These games have a vast range of difficulty, from
ridiculously easy to frustratingly hard. Regardless of difficulty, the
purpose of this FAQ is to help you conquer every mini game and puzzle
the game throws at you.


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               3. CRACKING THE MINI GAMES AND PUZZLES

=======================================================================

This is the main (and practically only) section of the FAQ, which will
assist you in solving all of the game’s puzzles and mini games. They
are arranged in basic chronological order. The following is the layout
I will use for each puzzle/mini game:

Location: Where the activity is located.
Party Requirements: List of party members (besides Ryu) that must be
present in order to participate in the activity.
Other Requirements: Anything else that you need in order to participate
in the activity.

How to Crack it: The meat and potatoes of the FAQ. This part will tell
you how to solve the puzzles and gives the solutions to the puzzles.
With mini games, I will give my advice on how to conquer them, as well
as give solutions, if there are any.

*** NOTE- In some cases I may employ content from my own walkthrough.
So if something in this FAQ seems familiar, it’s because it was taken
from my walkthrough. In certain situations, the wording of content
taken from my walkthrough may have been altered of the purposes of this
FAQ.

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                        I. Wood Chopping Game

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Location: At Bunyan’s house in Cedar Woods
Party Requirements: None
Other Requirements: None

How to Crack it: This is the game’s first, and by far the game’s
easiest, mini game. After Bunyan sends Rei off to Mt. Glaus, he makes
Ryu and Teepo stay behind at his house and do some honest work by
chopping wood. This is how it works: Teepo sets the log on the stump
and tips it over so Ryu can cut it with his sword. In order to complete
this game, you must cut a certain amount of logs within the time limit.
To use Ryu’s sword, press the Triangle button. You’ll want to swing at
the log right after it begins to tip over. If you swing too early
you’ll hit Teepo, and if you swing too late you’ll miss the log
completely. The key here is to just keep your eyes on the log. Don’t
try to develop a rhythm, as sometimes Teepo waits longer to tip over
some logs than others. As long as you keep watching the log, and slice
it just after it begins to tip, you should be able to hit every single
one.

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                      II. The Tombstone Puzzle

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Location: Wyndian Catacombs
Party Requirements: None
Other Requirements: None

How to Crack it: This can be a confusing puzzle at first, but the key
to solving it is memorization. Well first of all, to start the puzzle
head left from the entrance to the catacombs and examine the big
tombstone at the end of the narrow path there and press “7”. Now,
return to the main area of the catacombs, and you’ll find seven small
tombstones scattered around the place. Each of the tombstones has two
switches you can press, and each switch is either green or red. Go
around and examine each tombstone, pressing the GREEN switches. If
you hit a red switch, you’ll fall through the floor and have to climb
back up to this area (However, you can get a Glass Domino in the
process). Here are the correct answers for all seven of the small
tombstones:

“above” or “beneath”
Answer- above

“climbing” or “outside”
Answer- outside

“This” or “that”
Answer- that

“Look” or “secrets”
Answer- secrets

“green” or “red”
Answer- green

“I” or “You”
Answer- You

“is” or “not”
Answer- not

Once you've hit all the green buttons, head over to the big tombstone
at the end of the narrow walkway at the west end of the room. Press the
button on that tombstone to fall through the floor and land next to a
chest containing a Light Bangle.

Go inspect the last tombstone at the east end of the room and you’ll be
faced with a series of switches to press. All you have to do is give
the answers that were in RED from the seven small tombstones. Here are
the answers to the big tombstone:

“red”
“climbing”
“I”
“is”
“Look”
“beneath”
“this”

Once you give all the correct answers to the big tombstone, you’ll fall
through the floor, allowing you to exit the catacombs.

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                      III. Hide & Seek: Part I

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Location: In Wyndia near the inoculation shop.
Party Requirements: None
Other Requirements: None

How to Crack it: Once you reach the town of Wyndia for the first time,
you’ll be wanting to get some information on some certain missing
people. If you talk to the leader of the kids playing near the fountain
by the inoculation shop, you’ll be forced into a game of Hide & Seek to
see if these kids will tell you anything if you play their little game.
The key to finding these little tikes is to look behind walls and other
objects using your camera angles, as none of the kids are hiding in
plain sight. Now, here’s where to find them all:

-Check behind the trees to the right of the fountain near the
inoculation shop where you start at.

-Check near the city’s entrance gate behind the left wall to find
another one.

-Head over to where the weapon shop is and check behind wall to the
left of where the bum is.

-Finally, walk up to the café area and check behind one of the trees
out in the open to find the last kid.

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                  IV. The Tower’s Crystal Challenge

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Location: Momo’s Tower
Party Requirements: Nina
Other Requirements: None

How to Crack it: First of all, this is an optional puzzle, so you don’t
have to solve it in order to continue with the game. Also, you can do
the puzzle at any point during the game, as long as you have access to
Momo’s Tower. You’ll notice that in the outside courtyard in front of
the tower, there is a pool of water surrounded by four small crystals
with a treasure chest in it. Head through either door near the pool and
head up this path to reach a large crystal. If you light up the crystal
with Nina’s magic wand, a timer will start running, and you will have
30 seconds to go back outside and light up the four smaller crystals as
fast as you can. The catch is, a laser beam will prevent you from going
out the short way. So here’s the path you have to take to get back
outside:

Ok, before you even activate the crystal, stand right near the pillar
to the left of the crystal and activate it from there. This is so that
you can get to those stairs just north of the pillar as fast as
possible. Once you begin the puzzle, bolt up the stairs and take this
next path going southeast. Run down the hall and go through the door
leading outside along the southern wall. Now head southwest down the
stair sets and double back around to reach the pool. Take note that if
you go down stair sets at an angle going STRAIGHT DOWNWARDS you’ll go
faster. However, do NOT go UP a stair set at any odd angle like that,
as it will slow you down. Now hit the crystals in the following order
according to the diagram shown below:


                    B   | 2 |     | 4 |   D
                        |   |     |   |
                        |   |Pool |   |
                        |   |     |   |
                        |   |_____|   |
                        | 1         3 |   C
                        |_____________|


                          A

                     _____________________
                    _________STAIRS_________
                   __________________________
                  ____________________________

Point A is where you’ll want to be standing to hit crystal 1, point B
is where you’ll want to hit crystal 2, Point C is where you’ll want to
hit crystal 3, and point D is where you’ll want to hit crystal 4. You
should arrive at point A with about 16 seconds on the clock to be on
track for the best prize. Make sure you are facing the right way before
you try to hit the crystal, or else you’ll waste a lot of valuable time
shooting chrysm in the completely wrong direction. The best way to be
sure that you're facing the right direction without wasting time is to
tap ONE of the D-pad buttons upon reaching the point you want to shoot
from. These are the directions that you will fire in for each
corresponding D-pad button:

Up...... fires up and left diagonally
Down.... fires down and right diagonally
Left.... fires down and left diagonally
Right... fires up and right diagonally

So at point A you should tap right and fire; at point B, down; point C,
up; and point D, up.

Now if you complete the puzzle within the 30 seconds, the pool will
drain, allowing you to access the chest from back inside. The item in
the chest depends on how fast you completed the puzzle. Here are the
prizes according to how many seconds were left on the clock when you
completed the puzzle:

Less than 5 seconds left- MultiVitamin
5.0 to 5.99 seconds left- Wisdom Fruit
6 seconds or more left- Ring of Ice

Be aware that once you complete the puzzle, you have to exit and
reenter the tower to do the puzzle again. Also be aware that you can
only get each prize once.

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                        V. Floor Panel Puzzle

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Location: Momo’s Tower
Party Requirements: None
Other Requirements: None

How to Crack it: Shortly after getting Momo in your party, you can do
this optional puzzle. In one of the rooms near where you meet Momo,
you’ll find a 4x4 square consisting of orange and gray panels. The
object of the puzzle is to turn all of the panels gray, which will
unlock the door in this room. To start the puzzle, inspect the note on
the wall near the bookshelf. A panel will change color when you step
on it, and the puzzle will reset itself if you step off of it. Also,
you cannot walk directly backwards while doing the puzzle. Here’s a
diagram displaying one of the many ways that this puzzle can be solved.
The numbers represent the order in which you are to step on the panels:

        LOCKED DOOR


B     -------------------------------------
O     |   1    |   2    |   3    |   4    |
O     -------------------------------------
K     |   12   |  7,11  | 6,10,20|  5,21  |
S     -------------------------------------
H     |   13   |   8    |  9,19  |  18    |
E     -------------------------------------
L     |  14    |  15    |  16    |  17    |
F     -------------------------------------

In case you find this diagram hard to follow, here is a set of written
directions. I will refer to the side of the puzzle nearest to the
locked door as north, and the side nearest to the bookshelf as west,
which would make the side opposite to the locked door as south, and
the side opposite to the bookshelf as east. So, keeping that in mind,
here are the directions:

First, start in the northwest corner of the puzzle and walk east all
the way across the first row, stopping in the northeast corner. From
there, go south one space and head west two spaces. Now, head south one
space and then east one space. Walk north one space and then head left,
all the way over to the west side of the puzzle. Go down two spaces to
reach the southwest corner of the puzzle and then head east all the way
across the bottom row, stopping in the southeast corner. Now, walk
north one space and west one space. Go north one space again and then
go east two spaces to solve the puzzle.

Once you solve the puzzle, go through the door you just unlocked and
reap your reward of Flame Chrysm, Ice Chrysm, and a Skill Ink.

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                     VI. The Tower’s Cube Puzzle

-----------------------------------------------------------------------

Location: Momo’s Tower
Party Requirements: None
Other Requirements: None

How to Crack it: If you completed the previous puzzle, you can actually
get a hint on how to solve this one. In the middle of Momo’s Tower,
you’ll find yourself in a large hallway with five revolving cubes in it.
This is actually a trap. There are switches on each of the four cubes
nearest to you, and if you don’t hit the correct switches, then you’ll
fall through a hole in the floor as you try to walk by. The correct
switches to hit are the ones corresponding to the two cubes that are
identical. Look carefully to determine which two cubes are exactly
alike.

The correct switches to hit are the second and fourth cubes, going from
left to right.

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                    VII. The Tower’s Laser Puzzle

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Location: Momo’s Tower
Party Requirements: Nina
Other Requirements: None

How to Crack it: This is the last puzzle that you have to solve in
order to complete Momo’s Tower. In the hallway right before the last
room, you’ll find a crystal among three laser emitters. You can change
which lasers are on by hitting the crystal with Nina’s magic wand.
Refer to the diagram and directions below to solve it:

             Laser 1          Laser 2          Laser 3
                |                *                +
                |                *                +
                |        B       *                +
                |                *                +
         A      |     Crystal    *       C        +
                |                *                +
                |                *                +
                |                *                +
                |                *                +

Now, when you first enter the room, Lasers 1 and 3 will be on, and
Laser 2 will be off. Hit the crystal from point A to turn off Lasers 1
and 3 and turn on Laser 2. Walk over to point B (making sure all of
your characters are past the Laser 1 emitter) and hit the crystal to
turn Lasers 1 and 3 back on and turn Laser 2 off again. Now, walk over
to point C and hit the crystal one last time to turn off Lasers 1 and 3,
allowing you to continue into the last room.

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                         VIII. Training Beyd

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Location: Rhapala
Party Requirements: None
Other Requirements: None

How to Crack it: Shortly after reaching the town of Rhapala, you will
get into a situation in which you must train a nerdy guy named Beyd,
who’s in competition with a sailor named Zig to be the Guild Master.
The first thing Beyd will do is give you 1000z and ask you to buy him
a weapon and a suit of armor. Although he tells you not to get him
heavy equipment, don’t heed him, as his Agility is already as low as it
can get. He can use any weapon or body armor that Ryu can use, so go
out and get him the best weapon and armor you can. If you’re low on
money, you can always just give Beyd hand-me-down equipment from your
inventory and keep the 1000z zenny he gives you. Once you’ve gotten him
some equipment, go talk to him again and tell him you wish to begin
training. You’ll then meet in the town square at night for your first
training session.

Here’s a run down on how the training sessions work. Each session lasts
for either 20 turns, until Beyd’s HP reaches zero, or until your party
is wiped out, whichever comes first. You fight Beyd like in a normal
battle, using any combination of party members and formations that you
want. Beyd has three stats that can increase during his training: HP,
Power, and Defense. This is what determines how each stat increases.
You can see Beyd‘s stat progress at the end of each session:

HP- Determined by how much damage (total) that Beyd has taken.

Power- Determined by how much damage (total) that Beyd deals to your
party.

Defense- Determined by how many times Beyd was attacked while defending.

The best way to train Beyd is to work on each stat separately. Don’t
just mindlessly fight him. Decide which stat you want to work on and
dedicate an entire session to it. Use the following methods to train
each stat:

Training HP:
Recommended team- Ryu, Momo, Garr
Notes- Beyd is extremely weak when you first start training him (and
that’s an understatement), so keep this in mind when you begin tuning
him up. Before you even start attacking, Have Ryu and Momo cast Protect
on Beyd 3 or so times so that you won’t be killing him in one hit. Then,
have Ryu and Garr attack Beyd while Momo heals him. Whenever Beyd starts
to get low on health, stop attacking him and heal him to full HP. Then
resume the pattern of attacking and healing Beyd. The only things you
have to fear are critical hits from Garr, which can probably kill Beyd
in one hit. If you don’t want to risk this, put Nina in your party
instead and have Ryu lead an Attack Formation. When the last round
comes up, you’ll want to deal as much damage as you can on the final
attack of the session. The best way to do this is to have Ryu use
Accession the turn before last and use his most powerful dragon attack
on Beyd, mainly an elemental Claw or Dragon Breath.

Training Power:
Recommended team- Ryu, Momo, Nina
Notes- Training Beyd’s power is easy. First of all, have Nina cast
Weaken on all of your party members to maximize the amount of damage
Beyd deals per hit. If Momo has Might, then cast it on Beyd to have him
do some insane damage to you. Your main concern should be keeping your
party healed while Beyd pounds you with his attacks. If anyone dies
(mainly Nina or Momo), revive them with an Ammonia. Whenever you’re not
preoccupied with healing yourself, attack Beyd to give his HP a boost.
Just remember to heal him if his HP gets to low.

Training Defense:
Recommended team- Ryu, Momo, Nina
Notes- In order to get Beyd to defend, you’ll have to bring him down to
about 1/5 or so health. To do this, first cast Protect on Beyd once or
twice and then have your party attack until you get Beyd’s HP low. Once
Beyd starts defending, have Ryu and Nina attack him as many times as
possible without killing him. Bring him down to a sliver of his health
and then heal him. Afterwards, repeat the process of bringing him down
to 1/5 of his health and then attacking. Ryu should stick to his normal
attacks, as well as a melee skill like Double Blow, while Nina uses
level 1 magic spells. Since Momo has the highest attack power of your
group, be careful when attacking with her so that you don’t
accidentally kill Beyd.

Once you feel you’ve trained Beyd enough, talk to him back at the Wharf
and tell him to go to the Lighthouse. Zig will overhear you and
challenge Beyd to a fight. The fight is supposed to be just between
Beyd and Zig, but whenever you see Zig turn his head away to wave at
Shadis, help Beyd out either by healing him or having your strongest
attacker (Garr) smack Zig. After Beyd bests Zig, go talk to him at the
Wharf the next day and he’ll give you a badge, which allows you to go
to the Lighthouse. Also, you’ll notice that Beyd has put out two
treasure chests for you to plunder. The prizes in the chest depend on
what equipment Beyd had when he beat Zig. They will be the next most
expensive weapon and the next most expensive armor.

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                    IX. The Lighthouse Main Valve

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Location: The Lighthouse near Rhapala
Party Requirements: None
Other Requirements: Flame Chrysm

How to Crack it: This is easily one of the game’s most frustrating
puzzles. While exploring the Lighthouse, you’ll come across a room
where you activate the Lighthouse boiler by opening the main valve. To
do this, you must first put some Flame Chrysm in the orange hatch near
the switch for the main valve. Then, examine the switch. A wave grid
will appear, and an arch will start bouncing about the grid. You’ll
also notice a little line at the top of the grid.

To open the main valve you must hit the switch (hit X) right when the
arch hits that line at the top of the grid. Before you go rushing into
this, just sit there and watch the pattern of the arch. It will hit the
line at the top every four runs, so watch it carefully and develop a
counting rhythm of 1,2,3,4 for each time the arch first hits the top of
the grid. Once you get a smooth rhythm going and you’re ready to
attempt to open the valve, start your counting after the arch hits the
line. Count to four according to your rhythm and hit X JUST BEFORE you
see the arch hit the line, and your timing should be perfect.

It’s best to try to open the valve on your first attempt, because each
attempt at this will cost you a Flame Chrysm. If you run out of Flame
Chrysm, exit this room through the doorway in the lower section of the
room. Head right and go through the doorway to the south to reach three
boxes, each containing a Flame Chrysm. If you run out of them even
after that, then you’ll have to go all the way back to Rhapala to buy
some more, sorry.

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                     X. Angel Tower Cube Puzzle

-----------------------------------------------------------------------

Location: Angel Tower
Party Requirements: Garr
Other Requirements: None

How to Crack it: As you go deeper into Angel Tower, you’ll eventually
end up in quite a large area with three big green cubes. In order to
reach the basement of Angel Tower, you must use Garr to push the cubes
into position to form a path leading to the stair set at the east end
of the area. Refer to the following instructions in order to solve the
puzzle.

From the beginning of the area, head down the next stair set you see
(to the southwest), and use your camera angles to find a chest
containing Napalm near the stairs. Now, continue down the path, past
the small stair set on the right to reach a big green block (similar to
the one you saw before). Have Garr push it straight against the ledge
to the far right and then up two spaces. Return to where you first
entered this room and go right. Follow this path to a stair set going
down. Head down those stairs to reach another block. Have Garr push it
to the left three times and then position yourself north of it to push
it southwards all the way it can go (to get north of the block, you’ll
have to switch your lead character to Ryu, because Garr’s too big to
get between it and the ledge). Once you’ve done that, get back to the
east of the block and continue down the path, hugging the rightmost
wall. Walk to the left and take the upper left path to get behind
another green block. Push it up twelve times so that it forms a bridge
with the block you pushed before. Now, as you can probably see, you’ve
formed a path to the stairs going down at the east end of the room. Use
the path you’ve made to reach the stairs, and then climb down them to
reach Angel Tower‘s basement.

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                      XI. Pushing the Mine Cart

-----------------------------------------------------------------------

Location: Dauna Mine
Party Requirements: Garr
Other Requirements: None

How to Crack it: This is really the first puzzle you’ll have to solve
after Ryu becomes an adult. As you’re making your way out of the Dauna
Mine, on floor B2 you’ll find a small network of tracks in the open
area, as well as a mine cart full of explosives. There’s a large
boulder blocking the exit to this area, so the object here is to set up
the tracks so that you can blow up the boulder using the cart of
explosives. It’s all really a matter of looking at the track layout in
order to hit all the right switches. Refer to the crude diagram and
instructions below to help you solve it:

                                S
                                S-------------
                                S       |    |
                                    [4| |    |
                              SSSSS     |    ----------------[Boulder]
                                |       |
*Mine Cart                       |       |
Starting Point                  |       |
                                |       |
SSSSS                            |       |
 |                              |       |
 |                              |       |
 |                         [3]  |--------
 |                              |
 |                              |
 |                              |        ________
 | [1]                          |       | Feather|
 |                              |       |  Sword |
 |                              |       |________| S
 |-------------------------------------------------S
 |                        [2]                      S
 |
 |
 |
 |
 |
 |
 |
 |
SSSSS

If you wish to follow the diagram, then keep in mind that the numbers
in the [] are the switches that change the track direction. The “SSSSS”
are the wooden boards where the cart will stop. First, go hit switches
1 and 2. Then have Garr push the cart and it will form a bridge
allowing you to get the Feather sword in the chest on the ledge. Now,
push the cart from the stopping point near the Feather Sword so that it
ends up right back where it started. Hit switches 2 and 3 and then push
the cart again. It’ll end up at the northernmost stopping point (near
switch 4). Now give the cart one more final shove to destroy the
boulder blocking your path.

Now, here are some directions you can use if you don’t want to use the
diagram. First, walk past the mining cart and hit the first switch you
come across along the track. Then follow the track northeast and hit
the switch on the right side of the track. Now have Garr push the cart
full of explosives, and it should end up forming a small bridge that
lets you get to the chest containing a Feather Sword on the ledge. Grab
the Feather Sword and then have Garr push the cart back to where it
was when you first found it. Then hit the switch to the south of the
Feather Sword chest again (the 2nd switch you hit). From that switch,
head upwards and hit the switch directly northwest of it. After that’s
done, push the cart, and it should end up stopping at the left end of
the northernmost track. Push it from that location, and the cart should
collide with and shatter the big boulder that was blocking the
passageway out.

-----------------------------------------------------------------------

                XII. Breaking the Greenhouse Windows

-----------------------------------------------------------------------

Location: The Plant
Party Requirements: Peco
Other Requirements: None

How to Crack it: During your investigation at the Plant (on your second
visit), two of the greenhouses will get filled with chrysm gas. You
must release the gas from the greenhouses in order to continue. Put
Peco in your party and ride all the conveyor belts up to the ledges
overlooking the chrysm flooded greenhouses to find a bunch of rocks
lying around, as well as an X on the ground across from the big window
pane of the greenhouse. Well, I think it’s not too hard to figure out
what you’re supposed to do here. To break the greenhouse window, have
Peco position a rock on the X and then kick it towards the greenhouse
with a running start. However, there seems to be some misconceptions
about exactly how to get a “running start”. To build up speed, all you
have to do is continuously run. You don’t necessarily have to run in
one direction to do this. Since you have very limited space up on these
ledges, the best way to build up speed is to run around in small
circles and then run over and kick the rock. See the following diagrams
and instructions if you’re having trouble doing this:

Greenhouse 1:

                           ___________________
                          |                   |
                        __|                   |CONVEYOR BELT
                       |        --------      |
                     __|        |      |      |
                    |           | Mach |      |
                    |           |      |      |    --------------
                    |           --------      |    |     G      |
                    |                         |    |     R      |
                    |                         |    |     E      |
                    |__              A        |    |     E      |
                       |_     ---        ->  X|    |     N      |
                         |_   |S|           __|    |     H      |
                           |  ---          |       |     O      |
                           |_______________|       |     U      |
                                CONVEYOR           |     S      |
                                  BELT             |     E      |
                                                   --------------

First off, the S in the box is the switch for the southern conveyor
belt and the bigger box labeled Mach is the reactor in the middle of
the ledge. First, have Peco kick a rock into the X. Then run around in
circles around near point A. Then, without stopping, turn and run into
the rock in the direction the small arrow is pointing.

Greenhouse 2:        ---------------------------------
                    |                               |
                    |                               |
                    |          GREENHOUSE           |
                    |                               |
                    |                               |
      CONVEYOR      ---------------------------------
        BELT
      ____________________________________________________
    _|                                        X           |
   |                                                      |
   | A  ->      ->      ->      ->      ->    B           |
   |        ---  _________________________________________|
   |        |S| |                                   CONVEYOR
   |        --- |                                     BELT
   |            |
   |            |
   |__          |
      |__      _|
         |    |
         |    |
          PATH

Once again, the S box stands for the switch that’s on the path. Have
Peco position a rock onto the X and then head over to point A. From
there, run down the narrow part of the ledge in the direction the small
arrows are pointing. Quickly turn at point B, running into the rock
going towards the greenhouse. Make sure you don’t stop moving as you
turn, or you’ll lose all the speed you’ve built up.

-----------------------------------------------------------------------

                     XIII. Hide & Seek: Part II

-----------------------------------------------------------------------

Location: Wyndia (Adulthood)
Party Requirements: None
Other Requirements: None

How to Crack it: Wyndia stays pretty much the same old city, even after
Ryu grows up. But it looks like some people will never grow up. Go to
Wyndia after Ryu becomes an adult and you’ll find the same four people
who you played Hide & Seek with when you were a kid. And surprise,
surprise, they’re still playing Hide & Seek. However, instead of just
hiding in Wyndia, now the entire known world is their playground. Talk
to their leader, Bais, and he’ll challenge you to a game. Accept their
challenge, and they’ll all give you hints about where they’re going to
hide:

Bais- “Somewhere in the northwest where there’s lots of strong men”
Lang- “Someplace close”
Wynn- “That place that smells like oil”
Lee- “The place that connects this world with that world”

Use these hints to try to determine where they’re hiding. And while
you’re searching for them, keep in mind that you must use your camera
angles to spot them, as none of them are hiding in plain sight. Here
are their exact locations:

Bais- He’s hid himself deep inside the Dauna Mine, so I’ll explain in
detail how to find him. From the elevator on the B3 level, Follow the
path right and then northeast onto a wooden bridge. Take the bridge up
to a junction and head northwest. Use you camera angles to check around
the last pillar along the path to find him.

Lang- Behind one of the tombstones in the Wyndian royal graveyard.

Wynn- Behind one of the houses at the west end of Junk Town.

Lee- Behind the left Eastern Checkpoint gate.

Find them all and then return to Wyndia. Talk to them and they’ll all
become masters. Level up three levels under each of them to get the
following rewards:

Bais- Chain Formation
Lang- Cupid’s Lyre (item)
Wynn- Refuge Formation
Lee- Magic Formation

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                      XIV. Machine Pulling Game

-----------------------------------------------------------------------

Location: Steel Beach
Party Requirements: Garr
Other Requirements: None

How to Crack it: In order to get a warrant to look for parts inside
the Steel Beach freighter, you’ll have to prove your worth to the
foreman by pulling machines up out of the water. So put Garr in the
lead position of your party and talk to the foreman to play the machine
pulling mini game. Here’s a rundown of how the game works. Garr and
the foreman will work together pulling the machine up to the shore by
taking turns pulling their respective ropes. The little monkey guy
holding the flags shows you whose turn it is. If he’s holding up the
red flag it’s Garr’s turn, and if he’s holding up the white flag it’s
the foreman’s turn. If you pull the rope when it’s not your turn, it’ll
break and you’ll fail. Also, watch the rope lengths for both Garr and
the foreman. If the difference in your rope lengths exceeds 2 meters
then you’ll also fail. Pull the machine in to about 6 meters to beat
this mini game.

Now, the key to completing this mini game successfully is to always
stay 1 meter ahead of the foreman. Why? Well, while you can adjust the
speed at which you pull the rope to compensate for the difference in
your rope length, the foreman does not. No matter what the difference
in your rope length is, the foreman will always pull at the same speed,
forcing you to take some initiative. So, start out the game pulling the
rope as fast as you can, whenever it’s your turn, until you get 1 meter
ahead of the foreman at the end of your turn. After the foreman catches
up and your turn comes around again, make sure to get back ahead of him
by at least 1 meter. Remember, just don’t get 2 meters ahead or the
rope will break. If you constantly stay ahead of the foreman in this
fashion, he’ll never get the opportunity to pull 2 meters ahead of you.
And from there, all you have to do is carefully watch the little monkey
guy to make sure you only pull the rope when it’s your turn (the red
flag). Sometimes, either Garr or the foreman can get an extra turn. If
you get an extra turn and you’re already 1 meter ahead, then just pull
the rope slowly, putting some extra distance between you, but just
don’t get 2 meters ahead. If the foreman gets an extra turn, you’ll
have some catching up to do on your next turn.

Once you complete the mini game, you’ll fight the Angler boss, so make
sure you bring another good party member along with Ryu and Garr.

-----------------------------------------------------------------------

                     XV. Finding the Ship Parts

-----------------------------------------------------------------------

Location: Steel Beach and the freighter
Party Requirements: None
Other Requirements: Beat the Machine Pulling Game

How to Crack it: After defeating the Angler upon completion of the
Machine Pulling Game, you’ll have proven yourself worthy of going
inside the freighter to look for the parts you need to fix the ship.
However, before you go inside the freighter, there are a few parts
lying around outside to pick up:

-In the water just north of where the foreman is standing
-Behind the southern wall southeast of where the foreman is standing
-In the small junk pile south of where the foreman is standing
-Behind the ledge southeast of the freighter’s entrance
-Hidden on the right side of the freighter near the guy using the
blowtorch

Once you’ve gotten all of the parts outside, head inside the freighter
and search the place from top to bottom to find the rest of the parts
you need. Some of the parts will be lying around in plain sight, but
many of them are hidden behind crates and walls and underneath beams.
Use your camera angles to check for hidden parts. Now, here are some
directions on finding all of the parts in the freighter:

When you get inside, first, take this path northwest and check behind
the short railing to the left at the end to find a part. From there,
keep heading northwest until you find an “H” shaped part on the ground.
Pick it up and head back southeast. Go down the stairs to the right,
and then climb down the two ladders below it. Then walk left on this
narrow path and climb down the next ladder to reach the lower level of
the freighter. Head right and hit the blue switch there two times. Now,
pass under the beam you just raised and pick up the part to the right.
Head left from there to find another blue switch. Pick up the part to
its left and the part hidden behind it, and then hit that switch two
times. Return to the last ladder that you came down, climb back up it,
and head right. Walk across the first beam and pick up the part on top
of the crate. Go down the tiny ramp and then northwest across the next
beam. Make your way across the beam after that and collect the part on
top of the crate. Now, go back to the lower level of the freighter.
From the bottom of the ladder, walk northwest to a third and final blue
switch; hit it two times. Pass under the beam and check around for the
part hidden behind it. Head northwest a little ways and pick up the
part hidden behind the crates on the left. Then, check around the
crates to the right to find another part and a chest containing a Robe
of Wind. Now, once again, climb back up the ladder you took to get down
here. Head right and walk across the three beams again to get to the
last part.

Once you find all the parts, go back to the engine room of the ship
back at the Dock and give all the parts to Momo.

-----------------------------------------------------------------------

                         XVI. The Well Game

-----------------------------------------------------------------------

Location: Coffee Shop
Party Requirements: Garr
Other Requirements: Volume on your television

How to Crack it: This can be one of the most frustratingly annoying
mini games that the game has to offer. In order to get the vinegar you
need for making shisu, you’ll have to help the little cloaked guy
standing near the well at the Coffee Shop. Put Garr in the lead
position of your party and talk to the little guy near the well to play
the well mini game. The object of the game, obviously, is to draw water
from the well. To do this, you must first lower the bucket by hitting
the X button. Once you hear a splash, swish the bucket around with the
d-pad until the sound of the bucket filling up stops. Finally, pull the
bucket back up by hitting the Triangle button THE SAME NUMER OF TIMES
AS YOU HIT THE X BUTTON. This is a very important fact to remember, as
most of the time, failure in this mini game is a result of not hitting
the Triangle button the right number of times. If you do everything
correctly, you’ll beat yet another mini game and get two helpings of
vinegar.

Now that you know how the game works, it’s time to learn how to conquer
it. The most common mistakes made in this game are not hitting X and
Triangle fast enough, and not hitting Triangle the same number of times
as you hit X. Keeping that in mind, it’s time to go through this step
by step. First, hit the X button at a good pace. By good pace I mean
hit it quickly while still being able to count the number of times you
hit X before you hear the splashing sound. Once you hear the splash,
stop hitting X (making sure to remember exactly how many times you hit
it) and use the d-pad to fill up the bucket. You can do this part at
any pace, so don’t worry about that. Now, once the sound of the bucket
filling up stops, quickly hit the Triangle button the same number of
times you hit the X button and at relatively the same pace as you hit
the X button, then JUST STOP. Even though Garr may still be pulling on
the rope when you stop hitting the Triangle button, as long as you did
everything correctly, Garr will stop shortly and you will have done it!

-----------------------------------------------------------------------

                          XVII. Making Shisu

-----------------------------------------------------------------------

Location: Parch
Party Requirements: None
Other Requirements: The shisu ingredients (explained below)

How to Crack it: In your quest to cross the Outer Sea, you’ll need to
seek information about someone called the Legendary Mariner, the only
person ever to cross the ocean. It turns out the mayor of Parch knows
quite a bit about the Legendary Mariner, but he refuses to speak with
anybody due to his grumpiness over the fish he’s forced to eat there.
However, he drops a hint about the Maekyss Gorge, so pay it a visit.
Talk to the lady inside the house under the bridge, and she suggests
that you feed the mayor shisu to help get him over his hatred of fish.
Before you can begin making the shisu, you have to collect all the
ingredients, listed here:

Mackerel- You can catch these in the fishing spot that appears right
next to the Maekyss Gorge after you’re finished talking to the lady in
the house. Look for the medium-small sized shadows and catch them with
just about any kind of bait. A simple worm will do just fine. You’ll
only need to catch one of them.

Shally Seed- You’ll have to have Peco in your party to obtain the
Shally Seeds. Once he’s in your group, have him bash the tree in the
alcove under the bridge in the Maekyss Gorge to get some Shally Seeds.
You should probably get anywhere from 20-40 of these.

Vinegar- This is obtained by playing the well mini game at the Coffee
Shop (explained in the previous section). You’ll receive 2 servings per
play. Pick up 4-6 servings of it.

Horseradish- Go to Ogre Road back in the Dauna region and cut down the
strange looking bushes along the northwest end of the road to pick up
some Horseradish. Be sure to get 5-10 helpings of it.

Return to the Maekyss Gorge once you get all the ingredients and speak
with the lady again to get some more detailed descriptions on how to
make the shisu. To make the shisu, first lay out your mackerel slice
and make your shally seed ball. Then add vinegar and horseradish, and
finally, knead it one or two times. Some key things that you need to
remember are:

-You’ll want to make the shally seed ball about as big as the mackerel
slice before kneading it.
-Keep the vinegar to shally seed ratio about 1:4.
-Keep the vinegar to horseradish ratio about 1:2.
-Be aware that you lose one shally seed every time you knead.

Once you’re actually ready to make the shisu for the mayor, go back to
Parch and speak with the mayor’s advisor to begin. First, select your
mackerel slice and make your shally seed ball about as big as the slice
of mackerel. Remember to count how many shally seeds you use. Also, be
sure to add slowly, as you can’t take shally seeds away if you
accidentally make the ball too big. Once your shally seed ball is done,
determine right now how many times you’re planning on kneading the
shisu. If you’re only going to knead it one time then subtract 1 from
your shally seed count, and if you’re going to knead it twice then
subtract two from your seed count. Now, add vinegar equal to about a
fourth of your shally seeds, taking the kneading subtractions into
account. Then, add about twice as much horseradish as vinegar (a 2:1
ratio). Then knead it one or two times, depending on what you planned
on earlier. Then hit end and see if the mayor likes it.

If you were successful, the mayor will love the shisu and give you the
Sea Charts, which will help you in finding the Legendary Mariner. Also,
talk to the mayor’s advisor afterwards and he’ll give you a present of
his own as a token of his appreciation. The item he gives you depends
on how well you made the shisu. Although following the basic formula
that I have presented here will probably not net you the absolute best
prize (a Shaman’s Ring), it will win you something good.

-----------------------------------------------------------------------

                       XVIII. Beating the Tides

-----------------------------------------------------------------------

Location: [?] area between the rocks at the edge of the Inner Sea
Party Requirements: None
Other Requirements: None

How to Crack it: This can prove to be one of the more difficult mini
games if your boat driving skills are not sharp. When you enter the [?]
among the crags to the far east of Parch, you’ll have 25 seconds to get
wherever you need to go due to the rapid change in the tides here.
Along with the Legendary Mariner’s house, there are three items to pick
up in this area (Ice Shield, Blizzard Mail, and Heavy Dagger). Don’t
try to go after more than one item in one run through, because there
just isn’t enough time. Try to get all the items before going to the
Legendary Mariner’s house. The key to getting around this area quickly
is to know your boat controls well, and to dash in bursts. And when
you’re waiting for your dash bar to fill back up, make sure you’re
still holding up on the d-pad so you’ll still be moving forward. Just
NEVER let you engine overheat, or else you be stopped dead in your
tracks for a few seconds. And remember, in order to open a chest, you
must face it and hit the X button. Now, here are some directions:

-From the start, dash straight ahead up the channel going northeast.
maneuver around the rocks at the end of the channel to reach a Heavy
Dagger.

-Once again, head up the channel to the northeast from the beginning.
Dash north at the end of the channel, passing the above chest among the
rocks to the right, and head for the entrance to the extremely narrow
channel there. Follow this channel all the way around to a chest
containing a Blizzard Mail.

-Take the wide channel to the northwest from the start and dash up it.
Maneuver around the rocks at the end of the channel and make your way
to the west. Continue to the west, staying on the southern side of the
channel to avoid rocks, until the Legendary Mariner’s house comes into
sight. Then head down into the small channel south of the house to
reach the last chest, which contains an Ice Shield.

-To make it to the Legendary Mariner’s house, follow the above
directions, except run towards the house when it comes into sight and
dock there before the clock runs out (Note- Return to the Legendary
Mariner‘s house a second time later on to get a Protein).

-----------------------------------------------------------------------

                      XIX. The Black Ship Crane

-----------------------------------------------------------------------

Location: The Black Ship
Party Requirements: None
Other Requirements: None

How to Crack it: As you move through the Black Ship, you’ll eventually
encounter a room full of crates along with a big crane. In order to
proceed, you’ll need to use the crane to pick up the smaller crates in
the lower area to form a bridge leading to the other side of the room.
This crane operates just like the standard “prize grabber” machine.
First, hold down X to move the crane across. Release X and then hold it
down again to move up. After releasing X the second time, the crane
will attempt to grab something. If it grabs a crate, it’ll
automatically drop it into place to form the bridge. If it comes up
empty handed, it’ll return to it’s starting position. So, you can only
move in each direction once. Use the floor tiles in the lower area to
help you line up the crane as you’re moving it across. First determine
which row the crate is on, then use the laser the crane emits to stop
on the right row. Then, simply move the crane up and stop it when the
laser lands right in the middle of the crate. Remember, you can only
pick up the small crates. Really the only crate you should have trouble
with is the one partially hidden amongst the large crates. Since the
row it lies on is hidden by the ledge you’re standing on, you’ll have
to time it moving across. Only hold down X for about a second and you
should get positioned onto the proper row. The rest is simple, just
watch the laser.

Once you successfully grab three crates, your bridge will be complete.
However, by picking up a fourth crate you can get the item trapped
inside of it. Each crate holds a different item, shown here:

                  ___ ___ ___ ___ ___ ___ ___ ___ ___
                 |   |********   |   |   |   |   |   |
                 |___|********_********__|___|___|___|
                 |   |******** ********  |   | ******|
                 |___********#####*****  |   | ******|
                 |   ********# 4 # ******************|
                 |___********#####_******************|
                 |   ********|   | ******************|
                 |___********|___|___|__*************|
                 |   **************  |  ****** ******|
                 |___|___|___******__|__******___|___|
                 |   |   |   ******  |   |   |   #####
                 |___|___|___|___|___|___|___|___# 3 #
                 |   |   |   |   |   |   |   |   #####
                 |___|___|___#####___|___|___|___|___|
                 |   |   |   # 1 #   #####   |   |   |
                 |___|___|___#####___# 2 #___|___|___|
                 |   |   |   |   |   #####   |   |   |
                 |___|___|___|___|___|___|___|___|___|
                         |   |   |   |   |   |
                  LEDGE  |___|___|___|___|___| LEDGE
                         |   |   |   |   |   |
                         |___|___|___|___|___|
                  CRANE

The areas blocked out with * are the bigger crates, amd the numberd #
boxes are the smaller crates. All of the open squares just represent
the tile floor. Now, here are the items that are in each crate:

Crate 1- Ascension
Crate 2- Light Bangle
Crate 3- Wisdom Fruit
Crate 4- Protectors

Be aware that you can get all the items from the four crates. To do
this, simply get one item, then leave the room and come back in. The
crates will now be reset, allowing you to access another item.

-----------------------------------------------------------------------

                          XX. Boost Counter

-----------------------------------------------------------------------

Location: The Black Ship
Party Requirements: Momo
Other Requirements: Volume on your television

How to Crack it: Upon reaching the bridge of the Black Ship, have Momo
take a look at the controls. She’ll tell you that in order to get the
ship’s guidance system active, you must activate the boost counter.
This is how the boost counter works. Once you begin, Momo will stay at
the bridge while your other two party members go down and look at the
number reading on the boost counter, which is in the northeasternmost
room in the hall where the bedrooms are. Check the boost counter and
them come back up to the bridge and tell Momo exactly when the counter
reaches 100. The good thing is, you don’t have to fight random battles
while your doing this.

Ok, here’s how it’s done. Leave the bridge via the stairs on the right
and ride down the elevator in this room. Go down the next set of stairs
and head through the first door on the right side of this hallway to
reach the boost counter room. Now, examine the panel in here and you’ll
see the boost counter going up. Watch it for a little while, and when
you’re ready to go back up to the bridge, be absolutely sure to
remember the last number you see on the counter. Also turn the on the
volume on your television. Now, when you close the counter screen,
you’ll start hearing beeps. These beeps correspond to the boost counter
where you left off after closing the screen. For example, if the last
number you saw on the boost counter was 40, then the first beep you
hear will be 41, and the next beep will be 42, and the next 43, and so
on. Now count the beeps carefully as you make your way back up the the
bridge. Go stand right next to Momo when you get to the bridge and keep
counting the beeps. Once your count reaches 100, quickly talk to Momo
and you will have done it!

-----------------------------------------------------------------------

                      XXI. Colony Portal Drive

-----------------------------------------------------------------------

Location: Colony
Party Requirements: Momo
Other Requirements: None

How to Crack it: Once you pick up the Key that’s lying on the inactive
portal drive at the top of the Colony, make you way to east end of the
Colony and junp through the glass window near the chest containing a
Wisdom Fruit. Have Momo examine the controls in this room and put the
Key in. Now, you’ll notice that there are three big mirror-like
reflectors in the middle of this room. In order to activate the portal
drive, you must get the laser at the southeast end of the room to hit
the fuse at the opposite end of the room. You are to use the big
mirrors to reflect the laser beam into the fuse. You can change the
angle of the reflectors by hitting the buttons at their bases. In order
to reflect the laser into the fuse, you’ll want to have the mirrors set
up like this:


FUSE
    ____
 ___\___\____
 \___\___\___\
      \___\                          |--__
                                     |    --|
    |--__                            |      |
    |    --|                         |      |
    |      |                         |      |
    |      |                         |--__  |
    |      |                              --|
    |--__  |
         --|                         |\
                                     | \
                                     |  \
                                     |   \
                                     |   |
                                     \   |
                                      \  |
                                       \ |
                                        \|


                                                  LASER

                                                 _______
                                                 \      \
                                                  \      \
                                                   \______\


If you’re having trouble with the diagram, then just turn the southern
reflector two times, the eastern one two times, and the western one
three times. Then hit the switch for the laser and the portal drive
will be activated.

-----------------------------------------------------------------------

                   XXII. Relay Point A Beam Puzzle

-----------------------------------------------------------------------

Location: Relay Point A (Steel Beach Freighter)
Party Requirements: None
Other Requirements: None

How to Crack it: Early in your ascent of the Relay Point A antenna
tower, you’ll come across an area with four switches which control the
four beams in the area. You’ll need to use the switches to manipulate
the positions of the beams in order to get around in this area and
continue on with the mission. However, if you play around with the
switches you’ll notice that each switch can control more than one beam,
and you can only hit each switch once without resetting them all. To
reset the switches and the beams, examine the green monument right near
the switches. The big green monuments scattered throughout the
surrounding areas will tell you how each switch controls the beams.
They are as follows:

North Switch (Brown)          South Switch (Light Green)
East Beam- No effect          East Beam- No effect
West Beam- No effect          West Beam- Up
South Beam- No effect         South Beam- Up
North Beam- Up                North Beam- Down

East Switch (Blue)            West Switch (Red)
East Beam- Up                 East Beam- Down
West Beam- Down               West Beam- Up
South Beam- No effect         South Beam- No effect
North Beam- Down              North Beam- Down

Using this information, you can probably figure out how to position the
beams to get where you need to go. However, if you’re still stuck then
use the following directions:

First, hit the blue switch, pass under the eastern beam, and go through
the door there. In this next room, head up the stairs, go to the right,
and then go down the next set of stairs. Walk left along this path and
pick up the Hourglass in the chest. Return to the four switches area
and reset the switches. Once the switches are reset, hit the light
green switch and pass under the southern beam. Head up the stairs to
the right and go through the door at the top. Take this next path all
the way around, and go through the doorway at the end. Walk left across
the northern beam, and pick up the Lacquer Staff in the chest. Then, go
back to the four switches area and reset the switches. Hit the blue,
light green, and brown switches in that order. Pass under the western
beam, and go up the stairs to the left. Walk across the west, south,
and east beams, and then pass under the northern beam to reach the big
stair set. You will now be able to continue on with the mission.

-----------------------------------------------------------------------

                   XXIII. Floating Platform Puzzle

-----------------------------------------------------------------------

Location: Relay Point A (Steel Beach Freighter)
Party Requirements: None
Other Requirements: None

How to Crack it: Shortly after completing the beam puzzle in Relay
Point A, you’ll end up in a room with a big pit in the middle of it. In
order to unlock the next door, you must access the switch on top of the
pillar in the middle of the pit by using the three floating platforms.
When you step on a platform, it’ll move in the direction in which you
approached it. So if get on a platform from on its right, it’ll move
left. The platform will keep moving until it reaches the edge of the
pit or another platform. The key to solving this puzzle is to line up
all three platforms in the northwest corner of the pit. From there you
can probably figure out the solution, however, I’ll go through this
step by step in the following diagrams, as well as provide some written
directions at the end of the section. The “S” stands for the switch in
the middle, while the [#]’s are the floating platforms.

Step 1: Ride platform 2 to the left, which will cause you to ride
platform 1 into the northwest corner of the pit. Ride platform 3 up to
line up all three platforms.

                        ------------------------
                        |<- [1]             [2]| <-
                        |                      |
                        |                      |
                        |                      |
                        |          SS          |
                        |          SS          |
                        |                      |
                        |                      |
                        |                      |
                        |   [3]                |
                        ------------------------
                             ^
                             ^
Result of Step 1:

                        ------------------------
                        |[1][3][2]             |
                        |                      |
                        |                      |
                        |                      |
                        |          SS          |
                        |          SS          |
                        |                      |
                        |                      |
                        |                      |
                        |                      |
                        ------------------------

Step 2: Ride platform 2 downwards and get on platform 1 from the left
side, causing you to ride platform 3 over to the northeast corner of
the pit.

Result of Step 2:

                        ------------------------
                        |[1]                [3]|
                        |                      |
                        |                      |
                        |                      |
                        |          SS          |
                        |          SS          |
                        |                      |
                        |                      |
                        |                      |
                        |      [2]             |
                        ------------------------

Step 3: Ride platform 2 up and then ride platform 3 to the left. This
will line up platform 3 with the pillar, allowing you to ride it
downwards to access the switch for the lock (shown by the line).

Result of Step 3:

                        ------------------------
                        |[1][2]   [3]          |
                        |          |           |
                        |          |           |
                        |          |           |
                        |          SS          |
                        |          SS          |
                        |                      |
                        |                      |
                        |                      |
                        |                      |
                        ------------------------

Now if you’re having trouble with the diagrams, then simply follow
these written directions. First, ride the platform in the northeast
corner to the left. Then ride the southernmost platform up to line up
all three platforms in the northwest corner. Now, ride the rightmost
platform downward. Go back up to the northwest corner and ride the two
platforms there to the right. Ride the southernmost platform up, and
then ride the platform in the northeast corner to the left. Get back on
that same platform and ride it downwards to reach the pillar in the
center.

-----------------------------------------------------------------------

                     XXIV. Aligning the Antenna

-----------------------------------------------------------------------

Location: Relay Point A (Steel Beach Freighter)
Party Requirements: None
Other Requirements: Volume on your television

How to Crack it: This is quite easy. When you reach the top of Relay
Point A, you’ll have to align the big satellite dish there to get the
portal drive out of auto-receive mode. To do this, simply point it in
the direction that has no static, hence why you need your television’s
volume on to do this correctly. Turn the antenna so it’s facing to the
left to reduce the static and then adjust it’s position slightly until
you hear practically no static noise at all. Once you do this you can
use all the portals in the game freely.

-----------------------------------------------------------------------

                         XXV. Workbot Puzzle

-----------------------------------------------------------------------

Location: Factory
Party Requirements: None
Other Requirements: None

How to Crack it: In the last area of the Factory there are a bunch of
electric livewire lines running along the floor, blocking your path to
the exit. The only way to turn off these livewire lines is to use the
workbot, the little robot amongst the switches in the middle of all the
livewire lines. To control the workbot, examine the panel on the big
blue platform south of where all the livewire lines are. This is how it
works. Once you activate the program, the workbot will move whenever
you move. So if you walk upwards, the workbot will move upwards as well.
And if you stop moving, the workbot will also stop moving. Watch the
workbot as you move and try to position it near the switches. To hit a
switch, have the workbot face it and hit the Triangle button. The
secret to reaching those switches is using the little cubic objects to
manipulate your range of movement. For example, move so that the
workbot gets up against one of the cubes, then keep moving in that
direction. You’ll still be able to move and the workbot will be stuck
there. Then walk back in the opposite direction to allow the workbot to
move even farther than before.

This is how it’s done step by step, literally! Well first of all, when
I’m referring to direction, up means walking towards where the workbot
is and down is walking towards the side with the stairs. Now, take two
steps to the left and one step down to end have the workbot end up on
the left side of one of the cubes. Walk right three steps and then go
back left by one step. Head up one step, then left one step, and then
up one step again. Now take one more step to the left to position the
workbot in front of one of the switches. Hit it and then walk right one
step. Head south one step and then take two steps to the right to get
the workbot back behind one of the cubes. Take three steps downward,
and then go back up by three steps to reach another switch. Flip the
switch and take two steps to the right to access the last switch.

-----------------------------------------------------------------------

                      XXVI. The Desert of Death

-----------------------------------------------------------------------

Location: Outside the northern side of the Factory
Party Requirements: None
Other Requirements: Water Jug (explained below)

How to Crack it: Once you make it through the Factory wall, you’ll
emerge on the edge of the Desert of Death. Talk to Horis at the base
camp, and he’ll give you a list of help topics to choose from which
explain how to travel in the desert. Here are the desert basics. In the
desert, you travel at night and make camp during the day. You are to
use the stars in the night sky to navigate. There are three different
stars you have to worry about:

                                N
                                1
                        3              2

                    W                      E



                                S

1. The North Star- This is your main navigation star. It will always
stay exactly to the north and never move.

2. Fake North Star- It will most always be to the northeast and it
looks very similar to the true north star. However, the fake north star
can move.

3. Evening Star- This star is usually somewhere in the northwestern or
western sky. It moves frequently depending on which direction you’re
walking in. It is easily distinguishable from the true and fake north
stars.

Take note that it takes four turns to change a cardinal direction. So
if you’re facing north, it takes four turns to the right to be facing
east and four turns to the left to be facing west. Likewise, it takes
eight turns to face the opposite direction.

As you walk through the desert, you’ll periodically need to drink
water. To get some water, examine the big vase at base camp and pick up
16 helpings of it. Only drink water when you are prompted to, and only
use one helping of water each time. If you go without water for too
long, you’ll start to take damage as you walk, and eventually your max
HP will begin to decrease, permanently! If you really want to stretch
your water supply, you can take about 20 steps after the prompt before
you begin to take damage. However, if you follow all the directions
carefully, you shouldn’t run the risk of running out of water. You’ll
end up using 1-2 servings of water per night.

You’ll also be forced into random battlefields while going through the
desert. Be aware that some of the enemies you fight in the desert are
weak against ice magic, with the exception of the Scorpion, whose
weakness is electricity. Be sure to check all the random battlefields
thoroughly, as there can be more than one prize in some instances. Also,
you may frequently come across unusually good items, such as Swallow
Eyes and Moon Tears. You’ll encounter about 2-3 random battlefields
per night.

When exactly you make and break camp is also important. Only make camp
after the sun has completely risen and you get a prompt to make camp.
To set up camp, simply press start. Exactly half of a day passes when
you rest at camp. If you make camp before the night is completely over,
it’ll still be daytime after you rest. And also, do NOT follow the
directions that are on Horis’s memo. Although he gives you the right
instructions when you talk to him, the directions he has written down
are wrong, so don’t heed them.

Lastly, if you get lost, simply make camp and talk to the rakda (the
little camel looking creature), and you’ll be able to automatically
return to the base camp outside the Factory (Note- If you’ve already
made it to the Oasis once, you may also choose to return there as well).

Directions:

The directions to the Oasis that Horis gives you can be difficult to
follow, so I have also provided two more simple methods of reaching the
Oasis. However, I’ll begin with Horis’s instructions:

First, walk north for two nights. The evening star should now be
directly to the west. Walk east, away from the evening star, until it
sinks below the horizon, which should occur after about two and a half
nights. Make sure you check the evening star periodically while doing
this. Then continue north until you reach the Oasis, which takes about
three nights.

Here are two quicker and simpler ways to reach the Oasis:

From the start, walk north for two nights. Now, turn twice to the right
so that you’re facing the fake north star. Follow the fake north star
and you’ll reach the Oasis after four nights.

Now, here’s the easiest way to get to the Oasis. Take one turn to the
right while facing the north star, and you’ll be facing right between
the true north star and the fake north star. Now just walk in that
direction to reach the Oasis within six nights.

***Note- Regardless of which directions you follow, right before you
actually reach the Oasis, you’ll have to fight the Manmo boss.
Afterwards, you are put into a situation in which you must kill your
rakda.

Side Trips:

After you get to the Oasis, there are a few other trips you can take
into the desert to get some nice items, which include the Royal Sword,
Life Armor, Death Claws, and Speed Boots. Talk to the strange man
hanging out in the Oasis item shop to get some hints about where to
look for these items. However, I wouldn’t recommend taking these trips
unless you are unable to get these pieces of equipment by trading at
the Manillo shop near Kombinat (Note- You cannot find the Death Claws
anywhere else, and Speed Boots can be traded for at the Manillo shop
near Cliff). But if you are going to take these extra trips, be sure to
get some wore water in the Oasis before heading back out. Now here are
the directions:

Royal Sword- Leave from the Oasis and head west for four nights.
Afterwards walk south, and you’ll find the sword in a random
battlefield after about a night or so.

Life Armor- From the base camp at the Factory, walk north for two
nights and then go west for three nights. You’ll find the armor in one
of the random battlefields.

Death Claws- Walk directly west from the Oasis and you should come
across the Death Claws after around seven nights.

Speed Boots- From the Factory, just go east, and after about seven
nights you'll find them.

-----------------------------------------------------------------------

             XXVII. Myria Station Electric Floor Puzzle

-----------------------------------------------------------------------

Location: Myria Station Laboratory
Party Requirements: None
Other Requirements: None

How to Crack it: This last major puzzle is one of the most time
consuming puzzles in the game. And actually, it isn’t completely
necessary to solve this puzzle in order to continue on with the game.
You’ll notice, in the main area of the laboratory, there is a large
section of floor charged up with electricity which obstructs the path
to the lift you need to access. To avoid having to deal with the puzzle
entirely, you could walk across the electric floor and simply heal
yourself of all the damage and status changes you’ll take by doing so.
However, if you’re going to take the time to solve the puzzle, you’ll
have to use the three panels within the two rooms near the electric
floor. There are two panels in the northernmost room and one panel in
the room southeast of it. Examine a panel and three grids yielding a
bunch of +’s and -’s will pop up. Hit left or right on the d-pad to
adjust the pluses and minuses on one of the three grids, depending on
which panel you’re working at. You’ll want to line up the positives and
negatives so that they overlap each other on the other grids. For
example, if there is a + in a certain spot on one grid, you’ll want to
adjust the other two grids so that there is a - in the same spot on
another grid. If opposite charges occupy the same spot on different
grids in this manner, then the corresponding spot on the electric floor
will lose its electrical charge. To confirm your adjustment, just hit X,
and you’ll get a quick view of the electric floor with the changes you
just applied to it. The objective is to create a clear,
electricity-free path going across the floor. So, look at the grids
carefully and align them so that large concentrations of opposite
charges overlap each other.

In case that may have sounded confusing, here is the ideal solution to
the puzzle. You'll want to adjust the grids so that their configuration
looks like this (Note that the + and - represent the pluses and minuses,
and the "n" represents a blank square with no charge):

    Grid 1                Grid 2               Grid 3
n n n n - - - - +    n n n n + + + + n    + + + + n n n n -
- - - - n n n n -    n n n n - - - - n    n n n n + + + + +
n n n n - - n n n    - - - - + + n n n    n n n n n n + + +
- n - + n n - n -    - n n n - - - - n    n n + + + + + + +
+ + + + + + n n n    n n n n - - - n n    + + + + n n - - -
+ n n n n n + + +    - - - - - - n n n    n + + + + + n n n
- n n n n - - - -    + n n n n n - - o    n n n n n + n n n


***Note- Highlighting the diagram may make it easier to read.***

To get this configuration, adjust Grid 1 two clicks to the left, Grid 2
two clicks to the right, and Grid 3 one click to the left. This will
create a nice, clear path across the electric floor.


=======================================================================

                    4. Acknowledgments and Closing

=======================================================================

I’d like to thank the following for either help or inspiration on my
guide:

Capcom- For making one heck of an RPG, and a heck of a series for that
matter.

Game FAQs- For providing a website where gamers can share their secrets
and expertise with others.

All the contributors to Game FAQs- The site wouldn’t exist without
those who put time and effort into writing the FAQs.

Neoseeker and IGN- Other great gaming websites.

AnybodyKilla- Whose frustrating struggle through some of these mini
games somewhat inspired me to make this FAQ.


----------------
COPYRIGHT NOTICE
----------------

This document Copyright 2003 David Kovaz. This document is not to be
reproduced and/or distributed in any way for profit. It is not to be
reproduced and/or distributed at all without the author's prior written
consent and approval. This document is not to appear anywhere without
the author’s alias (DavidK519, DKK5, or David Kovaz) in or attached to
it. This document is not to appear anywhere in an altered or incomplete
form. This document is not to be used as a reference for any
publication unless proper credit is given to the author and the source.


Most recently updated versions of this guide can be found at:

http://www.gamefaqs.com
http://faqs.ign.com
http://neoseeker.com