TALES OF PHANTASIA (SNES) LOWER MORIA FAQ

This guide was written exclusively by Link_Destined_1

Copyright 2010 Jeffrey Ollendorf

>-:VERSIONS:-<

November 29, 2010: Version 1.0 - Initial version

>-:(0) TABLE OF CONTENTS:-<

(1.00)  Introduction
(2.00)  Preparations
(3.00)  Walkthrough
       (3.01) Floor 11
       (3.02) Floor 12
       (3.03) Floor 13
       (3.04) Floor 14
       (3.05) Floor 15
       (3.06) Floor 16
       (3.07) Floor 17
       (3.08) Floor 18
       (3.09) Floor 19A
       (3.10) Floor 19B
       (3.11) Floor 20
       (3.12) Floor 21
       (3.13) Floor 21 (Return Trip)
       (3.14) Floor 20 (Return Trip)
       (3.15) Floor 19B (Return Trip)
       (3.16) Floor 19A (Return Trip)
       (3.17) Floor 18 (Return Trip)
       (3.18) Floor 17 (Return Trip)
       (3.19) Floor 10 (Return Trip)
(4.00) ENEMIES
       (4.01) Ahakola
       (4.02) Banshee
       (4.03) Beast Man
       (4.04) Big Foot
       (4.05) D. Flower
       (4.06) Hell Lord
       (4.07) Ice Child
       (4.08) Ishisu
       (4.09) Manticor
       (4.10) Mimm
       (4.11) Sokuram
       (4.12) Tusk Boar
       (4.13) Urchin
       (4.14) Wild Wolf
       (4.15) Yuinaru
(5.00) LEGAL STUFF
(6.00) CREDITS & THANKS
(7.00) CONTACT INFO


>-:(1.00) INTRODUCTION:-<

Once you use the Eternal Sword to reveal Dhaos' Castle and
fly over for the first time, you can leave and return to the
Moria Gallery. They have discovered ten new levels to the
dungeon to be explored. It is the toughest part of the game,
home to enemies that are even stronger than the enemies
in Dhaos' Castle.


>:-(2.00) PREPARATIONS-:<
Before heading down to Lower Moria, I highly suggest you
do the Ayflite's Treasure quest, which allows you
to get many ultimate equips for your characters. For this
walkthrough, I'll assume you're using Cless, Mint, Klarth
and Arche. They should have the following setup, and can
be found in the following places:

CLESS
Eternal Sword/Spinesheath (Storyline)/(Dhaos' Castle)
Gaia Armor (1 of 2 ?Armors from Dhaos' Castle)
Gold Helm (Ayflite's Treasure)
Blue Line Shield (Ayflite's Treasure)
Hyper Gauntlet  (Ayflite's Treasure)
Jade Ring (Bosses, Ayflite's Treasure)
Gorgon Amulet/Battle Rune (Enemies, stores)

MINT
Blue Crystal Rod (Chest in Treant Forest near Ninja Village)
Star Cloak (?Armor from certain dungeons)
Star Cap  (?Helm from certain dungeons)
Shield Ring (Chest from certain dungeons)
Cute Mittens (Chests from Fenrir's Cavern & Odin's Tower)
Fairy Ring (Rune Bottle on Jade Ring)
Mystical Rune/Mana Earring (Stores)/(Storyline)

KLARTH
Namco Gamer (Ayflite's Treasure)
Star Cloak (?Armor from certain dungeons)
Star Cap (?Helm from certain dungeons)
Shield Ring (Chest from certain dungeons
N/A
Fairy Ring (Rune Bottle on Jade Ring)
Mystical Rune/Diamond Ring (Stores)/(Storyline)

ARCHE
Star Broom (Talk to Innkeeper in Elven Village)
Dark Robe (Store in Elven Village)
Festive Ribbon (Chest)
Shield Ring (Chests in certain dungeons)
Cute Mittens (Chests in Fenrir's Cavern & Odin's Tower)
Fairy Ring (Rune Bottle on Jade Ring)
Mystical Rune (Stores)

You should also have the Emerald and Sapphire Rings
in your possession. The Emerald Ring can be found
in the Cave of Spirits in the Future, and the Sapphire
Ring can be founded in the Glaciated Cavern in the Future.

Though I've personally done without it, Arche should have
the Meteor Storm spell from Dhaos' Castle.


>-:(3.00) WALKTHROUGH:-<

Once you reach the Gallery proper, work your way to the northeast
part of Floor 9 to find a bunch of people gathered. The person
near the dividing wall sells some items, including Gummies, Rune
Bottles, and food.

Convert your Apple, Orange, and Mixed Gummies into Lemon, Pine and
Miracle Gummies using Rune Bottles, and then buy more of the weaker.
kinds as well as more Rune Bottles. You should have at least 1
million in cash by now, so it should not be a problem. Sell off
any useless stuff if you're somehow lacking.

Now, make sure you have at least 1 Holy Bottle in your inventory
before you descend the stairs. As you approach the cave doorway,
your Holy Bottles will shatter! If you didn't have any, the game has
a chance of shattering all your Remedy Bottles instead! So, it looks
like  we're going to have to take on the normal encounter rate. Head
through the door.

I hope you have a bunch of Dark Bottles, because we've got a lot of
level grinding to do. Your level should probably be around 55-60.
I suggest grinding it up to level 70-75. This would be a good
opportunity to master any techs you've been neglecting, or the techs
you got from the past few dungeons: Teleport, Soul Wave and Soul
Edge, as well as getting the sense of how the battles should be
dealt with.

Start pacing around near the door and fight battles until your level
is high enough. Once you are ready, return to the 9th level, restock
your supply of Gummies and follow the bridge all the way.

-(3.01) FLOOR 11-
Simply walk across the bridge, down the steps and take the exit to
reach the next level.

-(3.02) FLOOR 12-
This area is also simple and linear. Walk across the bridges and
go down. You'll find two paths: one going right and one going down.
Take the downward exit to reach a room with chests containing
an Orange Gummy, a Dark Bottle, Veggies and a Yellow Cake. Go back
and take the exit to the right.

-(3.03) FLOOR 13-
Yet another linear area. Cross the bridges and into the next room.
Collect the Spy Lens from the chest, then walk down and get the
Flare Bottle from the chest, then go down the stairs.

-(3.04) FLOOR 14-
Yep. The going is still relatively easy. Just follow the linear
path to the 15th level.

-(3.05) FLOOR 15-
Still linear. Don't worry, things will get more interesting. Follow
the path to the 16th level. The woman here has nothing useful to say.

-(3.06) FLOOR 16-
Follow the linear path until you reach a room with two exits. Take
the southern exit to find a room full of...Shoki! We haven't seen
this since the Long Valley! Work your way toward the southeastern
area. If you have the Emerald Ring in your possession, a strange
creature will appear from the hole. Klarth will form a contract
with it, and he will obtain the rather-useless Chameleon summon.
Head back up and take the right exit this time.

-(3.07) FLOOR 17-
Work your way across the bridge past the soldier to be confronted
with a puzzle. There are four switches here. In order to continue,
all four switches must be pushed down. When a switch is pressed, the
switches on either side will switch from up to down. The solution
is simple. Ordering the switches from left to right, press them in
this order:

1, 2, 3, 4, 2

This will open the door. Just a note: unless you are badly hurt,
do not step on the circle nearby. This will take you back to
the 10th level. Go through the door and take the stairs down.

-(3.08) FLOOR 18-
Now things are getting interesting. The entire area is dark except
for a small light surrounding you, making it difficult to see. For
the purposes of this walkthrough, we will be getting all the
treasure.

Start by hugging the left wall and just following it. You'll head
west, south, east, south through a thin tunnel, down some stairs,
and northwest to an exit in the west wall. Open the chest on this
tiny  lookout to obtain Black Hole, a somewhat useful instant-death
spell  for Arche. Return to the floor's entrance by following the
directions in reverse.

Once you reach the entrance to the floor, follow the north wall to
the east, going north whenever you can. You'll reach a room with
three chests:  a Bread, useless Iron Gloves, and a not-so-useless
Apple  Gummy. Leave and start  hugging  the wall to the south until
you find  some stairs. Go down and start working your way a little
south and then  east until you find a doorway on the east wall.
Enter it.

Here you'll find a useless Iron Circlet, an equally useless Broom,
and a not-that-useless Mixed Gummy. Leave and go west, then start
heading south and west until you reach some stairs on the south wall.
The stairs you'll pass to either the north or south beforehand will
be dead ends. Take the stairs to the 19th level.

-(3.09) FLOOR 19A-
From the entrance, walk a bit to the right until you see a path down.
You'll find a chest with a Silver Cape in an alcove. Continue
following the path to find a chest with a ?Armor. Don't waste a
Rune Bottle, as it transforms into a useless Tunic. Return to the
entrance of the floor.

Follow the wall to the west, and keeping hugging the left wall and
you'll eventually reach a chest with a Poison Amulet. Return to the
floor's entrance once more.

Start going west again, but this time take the second path down and
then take the western path and follow it until you reach some stairs.
Head right and down to reach a chamber with two chests: a Lotus
Perfume (good if you're looking to earn the Combo Command) and a
Pine Gummy. Head back north, go west a bit and take the next path
south to find a chest with a ?Weapon in it. Don't waste a Rune Bottle
on this one, as it transforms into a Longsword. Follow the path west
to an exit on the left wall to head for the second half of the floor.

You'll walk by a chest out in the open. Open it to get a ?Weapon.
This one SHOULD be identified, as it is a Bahamut Tail Axe, a weapon
that is more powerful than the Eternal Sword and Spinesheath. You may
have gotten a few others like this, but I have yet to determine which
enemy drops it. It's Dark elemental, but luckily nothing here negates
or absorbs it (except the Urchin). Continue onward to the second half
of the floor, Floor 19B.

-(3.10) FLOOR 19B-
Instead of a circle around you, the lights now stay off for the most
part, but will flash on for brief moments, making navigation even
more difficult. This particular room is arranged in a grid, with
rocks blocking many paths. It is also home to many, many chests.
There will also be little rocks, but you can simply walk around
them.

Start by heading straight west to collect a ?Armor (another Tunic),
then back east. Head south and take the first left you can to
collect a useful Miracle Gummy. Go back east and walk straight up
until you reach an chest containing a Cheese. Walk to the north wall,
and follow it west, but take the first turn south you can to pick up
a Gorgon Amulet. Head back north and continue west to a chest with
yet another ?Weapon (another Longsword). Go back east as far as
possible, then take your first left. Take your first turn to the
north and collect the chest containing another Poison Amulet. Turn
around and go  straight south for yet another Gorgon Amulet. Go back
north and then turn left, then turn north again to get a chest with
a Lemon Gummy. The path to the south will allow us to advance further
in the area, but  we'll get  to it later. Head west some more, then
going north at the next opportunity for a Dragon Steak, and then
straight south for a ?Armor (another Tunic).

Continue to the west, then turn south yet again for a Resist Ring,
then north and west along the upper wall for a THIRD Gorgon Amulet.
Head back east, turn south when you first can, then turn west once
more to reach the left wall. Go north to pick a chest containing a
Burger (the dwarves had hamburgers?) then hug the west wall until you
see a doorway to your left. This room contains three chests: a
Protect Ring, a Rune Bottle, and the neat Combo Counter. It does
exactly what it says: it displays the number of consecutive hits
dealt to a target. It's a neat little bonus that can be turned on
in the Custom menu, but it's not necessary at all.

As soon as you exit, head south to pick up a Lemon Gummy. Now,
head back north until you can turn right, and then head east until
you have an unobstructed path south. Turn east at the first chance
you get to find a chest with another Burger. Head back west, skipping
the first turn south, and taking the second to find a chest with a
?Armor in it. This particular ?Armor should be identified: it becomes
the Golden Armor, Cless' ultimate armor! It has the best Defense of
any armor in the game, and absorbs a whole bunch of elements! Equip
that on him IMMEDIATELY. Go back north and head all the way west to
a chest with another Poison Amulet. Go back east and then head south
at the first chance you get, and go all the way to the south wall.
Head west, then north to a chest with a Resist Ring. Go back south,
east, and north, then turn east at the first opportunity, and go all
the way until you can't  anymore. Take the nearby path north to
collect a ?Weapon (another  Longsword...) then walk straight down,
and then east to collect the  last two chests on the floor: a Pine
Gummy and a Savory. Go west  along the south wall until you reach
stairs going down. Take them to finally reach the 20th level.

-(3.11) FLOOR 20-
Ah, some light! This floor is pretty short if you know what you're
doing. The statues here, if you are close to them, will bump you
around.

Starting by going to the left side of the room and standing to the
left of a pair of stalagmites. Walk down a bit, right a bit, and
down a bit. Go up a bit to let the statue to your left bump you to
the right, past the one facing up. Walk down a bit, and stand next
to one that will bump you to the right, past the one that bumps you
up. Walk down past it, collect the Jade Ring from the chest, and
proceed down to the final floor: Floor 21.

-(3.12) FLOOR 21-
What the heck happened to the music? Anyway, head right to collect a
Rune Bottle, then go down the stairs near you to collect a Protect
Ring. Go to the left side and obtain a Reverse Doll, then take
the exit to the right. Cross the bridges and into the room beyond.

Back to more flashing. We're close to the end now. Start by going
north, a bit east, then down the stairs. Before you reach the next
stairs, take the chest to the left for a ?Weapon (an Ice Coffin,
which is weaker than the Eternal Sword), then go down the next set of
stairs, then a bit east for a chest with another Jade Ring. Go down
the third and fourth sets to reach two chests: a very useful Elixir
and an Apple Gummy. Return to that first set of stairs by going
north, then go a bit east, then south down another set of stairs.
Go south and follow the west wall down yet more stairs to a chest
with a ?Weapon (an Ice Scimitar, very useless). Head back up the
previous set of stairs, then go east and north until you find a
path going north into the upper wall. The two chests here contain yet
another Jade Ring, and an Orange Gummy.

Leave the room, take the nearby stairs to the southwest, then go as
far east as you can to a chest with a ?Armor (a Reflect Plate, good
for  selling fodder and nothing more). Head back west a bit and take
two MORE sets of stairs down and then the north wall to a chest with
an Hourglass. Now, double back to the stairs you used after going
into the northern chamber, and go south to ANOTHER set of stairs,
then go southeast to still another set of stairs (geez, this floor
sure loves stairs) and open the nearby chest for a ?Helm (a Star Cap,
which would be good if we didn't have two already). Go back north
and then west and southwest (ignoring the nearby stairs for a moment)
to collect a ?Armor (a Mithril Mesh, also useless). Take the nearby
stairs down to reach a  wide open part of the area. Follow the wall
west, then south to find a chest with a ?Helm (a super-useless
Leather Hat). You'll notice that there is water here. Follow the
water southeast to a landbridge leading south and out of the room.
Exit to the south along the landbridge.

Another room full of Shoki! Walk down a bit and, if you have the
Sapphire Ring, you'll encounter a rather weird fellow that Klarth
contracts with. With this, Klarth obtains his final (and most
powerful) summon, Gremlin! Unfortunately, Klarth's AI is programmed
to never summon it if Origin is turned on. Turn Origin off and head
north back into the dark room. You'll notice in battles that Gremlin
is ludicrously powerful: it will be dealing between 6000 and 7000
non-elemental damage, way more than Origin!

When you return, follow the path northeast (hugging the waterline)
until you find a bridge going east. Go southeast once you're across
the bridge to get a Mixed Gummy from the chest. Head north, ignoring
the first exit (it's an empty chamber) and take the other one.

Follow the path to find a VERY MUCH NEEDED Save Point. SAVE NOW. Once
you're ready, head north to confront the guardian of Moria's lower
levels:

-WYVERN-
HP: 41,000
TP: 400
EXP: 50,000
Gald: 10,000
Weak: N/A
Items: N/A

Compared to the nightmarish enemies you've faced in the numerous
random encounters here, Wyvern is an absolute joke. Arche should be
using Meteor Storm, and Klarth should be  summoning the Gremlins. He'll
go down easy as long as you healed  up. I assume the programmers thought
the player would be heavily  drained on resources, which would probably
make this boss more challenging.

He fights pretty much like Ishrantu, except his dash attack actually
hurts, and he can cast Explode. If he does, Cless' Golden Armor and
Arche's Dark Robe will absorb the damage, though Klarth and Mint will
probably be sent for a loop. But as long as you stay on him, he
won't be able to.

Once Wyvern falls, continue north to reach the grand treasure vault!

The chests on the floor contain an Hourglass, an Elixir, 4 Life
Bottles, 4 Mixed Gummies and 4 Miracle Gummies. But the true
treasures are on the pedestal in the middle of the room:

-Scout Orb: An extremely useful item. By selecting it in the Item
menu, you can change the encounter rate to Low, Normal or High.
It's essentially possessing an infinite supply of Holy and Dark
Bottles!

-?Weapon: This transforms into Excalibur, the strongest weapon in
the game! Although its description states that it was given to a
paladin by God, it's Dark-elemental. Go figure. Equip it on Cless
immediately.

-Extinction: Arche's final spell. It's a death spell with a fairly
high hit rate, and it multi-targets. Not bad.

-Thor's Wrath: A new combination for Cless. This combines Lightning
Bolt and Tiger Teeth. Pretty powerful when you combine it with
Excalibur, but it's still kind of meh otherwise.

We have all the goodies in the dungeon, but we still need to get out!
Set the encounter rate to Low with the Scout Orb and return to the
Save Point.  Unless you're some sort of crazy person, we'll want to
keep random encounters to a minimum from hereon.

-(3.13) FLOOR 21 (Return Trip)-
From the entrance to the area with the Save Point, walk south and hug
the wall until you find the bridge. Go west, then hug the north wall
until you reach stairs. Go north, right around the column with the
torch, and up the nearby stairs (wait for a flash of light to
determine its exact location). Go north around another column and
up the stairs some more. Look for yet another set of stairs leading
up and take them. Follow the left wall to the exit on the left wall,
and take it. Cross the bridges into the next room, then head north to
the exit to Floor 20.

-(3.14) FLOOR 20 (Return Trip)-
Let the statues bump you to the north side, then take the exit to
Floor 19.

-(3.15) FLOOR 19B (Return Trip)-
Back here in the grid room, head two "squares" (denoted by the
torches) east, one square north, three west, one north, two east,
one north, and two east to reach the east wall. Follow it south to
find the exit to this part. Cross the bridges back into Floor 19A.

-(3.16) FLOOR 19A (Return Trip)-
Back to the small circle of light. Hug the north wall and follow it,
going up the stairs at your first opportunity, and keep following it
until you can spot the northern wall of the floor. Head east to reach
the exit back to Floor 18.

-(3.17) FLOOR 18 (Return Trip)-
Work your way northeast, passing up the stairs north and south at
first. When you get into an open area, hug the west wall to some
stairs up, and then head west, following the north wall to the exit
to Floor 17.

-(3.18) FLOOR 17 (Return Trip)-
We're almost out! The switch puzzle solution is reversed:

4, 3, 2, 1, 3.

Go through the door and step on the exit portal on the other side.

-(3.19) FLOOR 10-
Save your game and go north to return to Floor 9! We made it!

>:-(4.00) ENEMIES-:<
The dungeon has a few puzzles, but the true dangers are the
enemies, who are powerful, and can easily wipe out your
party if you're not careful.

-(4.01) AHLAKOLA-
HP: 22,150
TP: 0
EXP: 14,000
Gald: 9,200
Weak: N/A
Items: N/A

A Gargoyle palette swap. They don't have any particularly
nasty tricks, so use whatever you have in your arsenal to
bring them down. They always appear in a pair, alongside
a Mimm. While they only appear in pairs alongside a Mimm,
the latter is encountered in the Euclid Coliseum, thus
allowing their experience and Gald to be calculated.

-(4.02) BANSHEE-
HP: 20,000
TP: 150
EXP: 10,000
Gald: 2,000
Weak: Light, Earth
Items: ?Bow (Sand Spread)

Aska and Meteor Storm are your best bets against them.
Unlike their namesake, they can't inflict instant death.

-(4.03) BEAST MAN-
HP: 20,700
TP: 0
EXP: 34,000 (1 + 1 Manticor) or 65,535 (1 + 3 Tusk Boars)
Gald: 11,270 (1 + 1 Manticor) or 12,020 (1 + 3 Tusk Boars)
Weak: N/A
Items: ?Bow (Shortbow) ?Bow (Berserker Bow)

These Demitel palette swaps are interesting. They are never
encountered alone, but are always encountered with either a
Manticor or 3 Tusk Boars. They have most of the same moves Demitel
possessed, but have no weakness. The Berserker Bow that they can
drop is Chester's ultimate weapon, which, while it has less attack
power than the Soul Stealer (dropped by Origin), it fires two arrows
at once.

-(4.04) BIG FOOT-
HP: 36,000
TP: 100
EXP: 20,000
Gald: 12,000
Weak: Fire
Items: Ivory Tusk

These enemies are actually NOT palette swaps of anything, and are
among the toughest enemies in the dungeon. Exploit their Fire
weakness with Explode and fire-based techs. They can attack with
their feet, fists, spikes, or a rain of snowballs. If they extend
their spikes, they are immune to physical attacks, and if you use
Teleport when it happens, Cless is going to die for sure. The Ivory
Tusk they can drop can either be brought to Aegis' Workshop to turn
them into powerful Mahjong Tiles, which deal strong damage when
used in battle. You can also do this by using a Rune Bottle on them.

-(4.05) D. FLOWER-
HP: 9,200
TP: 100
EXP: 3,250
Gald: 2,800
Weak: Fire
Items: Veggies

They have an attack called Death Scream that inflicts Instant
Death. Kill them quickly with Explode and physical attacks.

-(4.06) HELL LORD-
HP: 24,700
TP: 0
EXP: 34,000 (1 + 2 Yuinarus)
Gald: 9,220 (1 + 2 Yuinarus)
Weak: N/A
Items: N/A

Like its cousin the Beast Man, this guys is just a Demitel palette
swap. Deal with it how you will.

-(4.07) ICE CHILD-
HP: 20,000
TP: 100
EXP: 12,000
Gald: 9,000
Weak: N/A
Items: N/A

Nymph palette swaps that can cast Tidal Wave, and always appear
in groups of three. Kill them quickly with your strongest attacks.

-(4.08) ISHISU-
HP: 20,000
TP: 200
EXP: 30,000
Gald: 8,00
Weak: Light
Items: ?Weapon (Longsword), ?Weapon (Saint's Rapier)

An interesting enemy similar to the Banshee. If you physically
strike them, they disappear temporarily, during which they are
invincible. If you leave them alone, they will cast Meteor Storm,
which you not want to let happen. The Saint's Rapier has the highest
Attack of any weapon, but only in its Thrust. Its Slash is pathetic
in comparison. They have a scream attack called Restrict, but I'm
not sure what it does, other than pathetic damage.

-(4.09) MANTICOR-
HP: 32,500
TP: 100
EXP: 34,000 (1 + 1 Beast Man)
Gald: 11,270 (1 + 1 Beast Man)
Weak: Light
Items: N/A

A daunting foe. Can inflict petrify with its physical attacks, and
can fire a version of Dhaos Laser if given the chance. It can also
combo with its stinger, so watch out! Kill them quickly with Aska.
This guy is the primary reason you want a Gorgon Amulet on Cless.

-(4.10) MIMM-
HP: 32,300
TP: 100
EXP: 21,500
Gald: 8,500
Weak: N/A
Items: N/A

Palette swaps of that annoying boss Jahmir from when you first
visited Alvanista, complete with damaging barrier. They resist
a lot of elements, and their high Magic Defense makes them
resist non-elemental spells as well. Indignation seems to
work best on them, though they can cast Indignation themselves.

-(4.11) SOKURAM-
HP: 16,400
TP: 100
EXP: 32,000
Gald: 15,000
Weak: Light, Shadow
Items: ?Bow (Shortbow) ?Bow (Berserker Bow)

Palette swaps of Maxwell. Aska and Shadow rip through them, but
they can cast Explode if allowed, and their Molecular Attack can
easily eat a hole in your party's HP in no time flat.

-(4.12) TUSK BOAR-
HP: 20,150
TP: 10
EXP: 65,535 (3 + 1 Beast Man)
Gald: 12,020 (3 + 1 Beast Man
Weak: Fire, Thunder
Items: N/A

Remeber the Boar mini-boss from way back at the beginning
of the game? Say hello to its much meaner, much stronger
cousin. These guys can devastate your party with their
physical attacks at an astonishing speed, and they're quick,
so attacking them physically will prove a nuisance. Use
Explode and Indignation to kill them, and have Cless spam
Teleport to protect the casters.

-(4.13) URCHIN-
HP: 765
TP: 765
EXP: 0
Gald: 0
Weak: N/A
Items: N/A

Don't be fooled by their size. They cannot be defeated by
any known means, as they negate all magic and just touching.
them inflicts 9999 damage. There is only one option: RUN AWAY.

-(4.14) WILD WOLF-
HP: 50,000
TP: 100
EXP: 12,000
Gald: 9,000
Weak: N/A
Items: ?Weapon (Longsword) ?Weapon (Demon Hand)

Hey, look! It's Fang Wolf's cousin! This enemy has the highest
HP of any regular enemy in the game, absorbs Fire and Thunder,
and fights just like Fang Wolf. The Demon Hand weapon is powerful,
but there are still better weapons.

-(4.15) YUINARU-
HP: 14,200
TP: 100
EXP: 34,000 (2 + 1 Hell Lord)
Gald: 9,220 (2 + 1 Hell Lord)
Weak: N/A
Items: Sage

Unlike their annoying cousins the Charons, they are fairly
easy to kill. They can cast Hammer to stun your party, but
they go down quickly enough with sufficient pressure. They
drop Sages, which is nice.


>-:(5.00) LEGAL STUFF:-<

This FAQ is for personal use only. Do not host it without my explicit
permission. Only GameFAQs has my explicit permission to host this FAQ
at this time. It cannot be altered in any fashion without my
explicit written permission.

Copyright 2010 Jeffrey Ollendorf


>-:(6.00) CREDITS & THANKS:-<

Time to give credit and thanks to where they're due.

-CJayC, for creating GameFAQs
-Joaquin Pugo, for much of the information in this guide
-Namco, for making the Tales series


>-:(7.00) CONTACT INFO :-<

If you wish to contact me with additions or questions about this guide,
you can email me at:

thewindhero (at) hotmail (dot) com