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                                      $.$
                                       $

LUFIA: THE RUINS OF LORE, for the GameBoy Advance
------------------------------------------------------------------------
FAQ/Walkthrough, rev. 1.05, September 8th, 2003
(c) Phoenix 1911 <[email protected]>
------------------------------------------------------------------------

Hi, and hello, and welcome to my Lufia: The Ruins of Lore FAQ!  This FAQ
covers the GameBoy Advance version of the US-release, and should be
complete with game basics, a walkthrough, and supplementary information
such as charts and appendices.  This document is best viewed in a fixed-
width font, such as Courier New.  Also, I've made use of the "overscore"
character: ¯ (if this character does not look like an upside-down
underscore, many section headers will look like crap).  In any event,
enjoy!

Before we start, please take these three points in mind:

1.  This FAQ is copyrighted.  Don't gain any profit of it--reproduction
   and modification are prohibited, except for personal, private use.
   If you're a FAQ author and wish to use parts of my FAQ in any way,
   please contact me first.
2.  The latest version of this FAQ can always be found at GameFAQs.
   Wanna host this file?  Great!  You have to drop me a line requesting
   permission, and most likely you will get it.  I especially encourage
   fan-sites to list this document.
3.  I get almost no e-mail concerning this game, so I'll probably reply
   if you drop me a line.  Make sure to see section 5 first before
   contacting me!

Thanks for your courtesy, and have fun.

Note that I changed e-mail addresses; everything sent to my @hccnet.nl
after September 2004 was not received by me.  See above for my new
address, and sorry for any inconvenience.


 Table o' Contents:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   1.  THE GAME BASICS
         1-A:  Introduction
         1-B:  Cast of Characters
         1-C:  Getting Acquainted
         1-D:  Combat
         1-E:  The Other Stuff

   2.  WALKTHROUGH
         2-A:  Licensed to Hunt
         2-B:  Gruberik
         2-C:  The Black Auction
         2-D:  Over the Hills
         2-E:  Beauty and the Beast
         2-F:  The Ancient Ruins
         2-G:  Curses!
         2-H:  Through the Sewers
         2-I:  Gruberik Revisited
         2-J:  Ordens
         2-K:  The Tower's Treasure
         2-L:  The Almighty Swordsman
         2-M:  The Nimona Mines
         2-N:  Family Reunion
         2-O:  The Wind Stone
         2-P:  The Exorcist
         2-Q:  The Girl's Spirit
         2-R:  Gratze
         2-S:  The Royal Ring
         2-T:  The Time Portal
         2-U:  Inside the Behemoth
         2-V:  The Last Stone
         2-W:  Save the Townspeople!
         2-X:  A New Tower...
         2-Y:  To the Holy Land
         2-Z:  Goldiark and Ragule

   3.  APPENDICES
         3-A:  The Ancient Cave
         3-B:  Jobs and Skills
         3-C:  Disc Monsters
         3-D:  Blacksmiths and Alchemists

   4.  CHARTS
         4-A:  Items
         4-B:  Skills
         4-C:  Monsters
         4-D:  Shops and Inns

   5.  FREQUENTLY-ASKED QUESTIONS

   6.  THE FAQ'S REAR BUTT


 What's New?!:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯
  - Submitted info was added.  Keep those corrections comin', guys!
  - Small (miniscule) changes in the layout.


========================================================================
PART 1:  THE GAME BASICS
========================================================================

------------------------------------------------------------------------
1-A:  Introduction
------------------------------------------------------------------------

 The kingdom of Gratze attacks neighboring countries, while in search
 of the Beast.  It appears that the Beast is quite a powerful hunk,
 seeing as he is sought after for reasons not hard to make up: someone
 wants complete control of the world.  That someone is Ragule, a
 mysterious stranger who managed to get Gratze on his side.  Finding
 the Beast is no easy job; soul and body are separated, and it is said
 that one part is sealed away in the holy land.  Who can stop Ragule?

 You take the role of a kid named Eldin.  Although he appears to be a
 simple kid, something's different about him...  While he travels
 around the world, he meets a priestess, who is in search of shards and
 stones.  Those are needed to enter the holy land, and it so happens
 that that place is on Ragule's list of locations to visit.  During the
 game, Eldin, and his friends Torma and Rami, meet people, visit
 places, and are drawn into the historic sequence of events.
 Confrontation with Ragule is inevitable.  So in the end, it all comes
 down to saving the world from some evil bastard... how original.

 For the interested: Lufia: The Ruins of Lore takes place twenty years
 after Lufia II: Rise of the Sinistrals.  It takes place in the same
 world (i.e. a different world from the first Lufia or the third one),
 so you'll no doubt find some references to that game.

 You've played Lufia II, right?  That wonderful game on the Super
 Nintendo (which actually appeared in Europe, which I thank Taito for),
 which many people believe to be one of the best role-playing games on
 that console?  The third in the series appeared on the GameBoy Color
 and wasn't _that_ of a success, and this game, the fourth, should do
 something about that.


------------------------------------------------------------------------
1-B:  Cast of Characters
------------------------------------------------------------------------

 You see, I was supposed to give biopics for these characters, but they
 aren't exactly detailed throughout the game like other games.  So,
 here is a breakdown of their B-button skills and their battle
 usefulness.  Whee!

 Eldin:
 ¯¯¯¯¯¯
  - Eldin's B-button skill is a knife, with which he can cut away vines
    on the walls and bushes, and other stuff that can be hacked down.
  - In battle, compared to Lufia II, Eldin is Maxim.  All-around, not
    too shabby in the magic department, and okay when you need physical
    strength, but not the number one choice when pure muscles or an IQ
    of 200 is required.

 Torma:
 ¯¯¯¯¯¯
  - Torma's B-button skill is a rope.  This is similar to Lufia II's
    hook or Zelda's Hookshot; you can cross chasms when a pole/stake is
    on the other side.
  - In battle, Torma is between Eldin and Bau; his magic is lower than
    average and the size of his muscles more than average.  He's a
    little slow, however.

 Rami:
 ¯¯¯¯¯
  - Rami's B-button skill is fire; she's good at lighting up candles
    and the like, and burning away stuff, like bushes, tree stumps, or
    spider webs.  Pyromania forever!
  - In battle, compared to Lufia II, Rami is Tia.  A giant bucket of
    SUCK when talking about weapon and using them, but with powerful
    magic to her potential.  I'm not talking about pulling a rabbit out
    of your ass, but summoning a firebird and roasting your foes' butts
    to coal.  She's also good as a healer, because her AGL is the
    highest of the four main characters.

 Bau:
 ¯¯¯¯
  - Bau's B-button skill is a hammer, with which you can smash any
    breakable object to a hundred pieces.  Or something like that.
    Skulls and barrels break when bashed upon, but oddly enough, pots
    that fracture by knives are able to resist the hammer.
  - In battle, compared to Lufia II, Bau is Guy.  Can't learn magic
    (Bau isn't able to get a job), but powerful with his weapon.  Also
    seems quick in battle.  He however seems to miss many attacks,
    which sucks.


------------------------------------------------------------------------
1-C:  Getting Acquainted
------------------------------------------------------------------------

 ...also known as "role-playing games for dummies"; or "a beginner's
 guide to RPGs"; but most likely "the crap you can skip".  The "The
 Nuts 'n Bolts" section is copied from my other FAQs, because they just
 happened to be for RPGs as well.  Listen up!


 CONTROLS -------------------------------------------------------------

 Here is a quick rundown of the buttons and their functions.

   A      -- Confirm, interact, examine, etc.
   B      -- Cancel.
   L      -- On the field, you can switch characters with this button.
             Each personage has a unique ability, such as Eldin with
             his knife (to cut away stuff).
   R      -- Hold this button, and use the directional buttons to turn,
             without actually moving.
   Start  -- Save your game (GameBoy Advance-style: if you load your
             savegame, it is deleted upon reinitiating the game).
   Select -- Opens up the menu, from where you can configure, etc.

 Resetting the game software-wise can be done by simultaneously
 pressing and holding A, B, Start and Select.


 THE NUTS 'N BOLTS ----------------------------------------------------

 RPG.  That's role-playing game, I guess, and this genre involves
 gazing at your television screen or PC monitor while controlling a
 bunch of people.  The A-B-C is simple: your goal is to walk around and
 visit wacky places, slapping together a team of super-skilled
 personages, and accomplishing a certain goal (which is most likely
 saving the world for the thirty-seventh time).

 But wait; that's not all!  While doing this, you have to explore
 dungeons and slay monsters the monsters inside.  By doing this, you
 will get better (a.k.a. gaining experience), so that you can slay more
 monsters, so that you can slay the boss of the monsters (who usually
 resides near the end of a dungeon), and so that you can eventually
 slay the boss of the bosses.  Isn't that fun?!  To be frank, it's not.
 Fortunately, there is a storyline that makes you forget most of this
 essential RPG-element.

 A bit more on that gaining experience: another typical RPG-element is
 leveling up; fighting monsters willingly to get stronger, making
 future enemies a breeze.  In this game, as long as you don't escape
 from most battles, it's not absolutely necessary to spend hours of
 leveling up, but staying ahead a couple of levels DOES make the game a
 tad easier.  Of course, not only your experience level determines your
 strength in battle--you'll have to equip your characters with weapons
 as well.

 Besides dungeons, RPGs contain places where special events occur, and
 towns.  If you wanna save the world, it doesn't help much to stay in
 the same place the whole game, eh?  Therefore, you have to move on.
 Towns consist mostly of houses, shops and inns.  Shops make it
 possible to buy and sell things, and inns are sowed just about
 everywhere to recover every single lost bit of HP and AP.  EVEN if
 you've been roasted to a pile of nothingness, or attacked brutally by
 a madman, or just lost a few limbs... an inn instantly cures ANYTHING.
 The price of an inn, contrary to equipment, varies from town to town.
 It's mostly not much, trust me.

 You will also have to buy new armor and upgrade your weapons; like I
 said above, leveling up alone won't be enough to sustain the damage
 you take from newer enemies.  Stronger equipment is acquired as you
 go; a handful is hidden in chests, and there are always shops that put
 these things up for sale.  These stores are your main source of
 equipment, and monsters will be your main source of income (as well as
 selling your older gear).  Defeating them will result in the
 acquisition of G (gold; currency in the game), to reimburse the costs,
 or to sleep at inns to recover your health.  There you go.


 FEATURES UNIQUE TO LUFIA ---------------------------------------------

 Of course, not entirely "unique", but unique in such a way that not
 99% of all RPGs tackle the system in a similar way.

 In Lufia, there are no random battles.  It's more like Chrono Trigger,
 where you could see the monsters on the map and choose to fight them
 or not.  Since the game works with "tiles" (one step is one tile, or
 block), you can only touch a monster by standing in one of the four
 tiles surrounding one.  This is when combat initiates.  If you catch
 them in the back or in the side, you will gain an extra round of
 attacking.  If it's vice-versa, on the other hand, _you_ will have to
 bear with an extra black eye.

 Whereas in Lufia II the emphasis was on puzzles, that's not the case
 in this installment of the series.  Still, there are a few switches
 and pots to be found, and mini-puzzles.  Don't expect something to the
 effect of Lufia II, however.  Each character has been given a unique
 skill for usage in the field.  Torma, for example, has a rope.  With
 it, he can grab a hold of a stake on the other side and get the entire
 party there.  You can switch characters by using the L-button, and
 using skills is done by pressing B.  Sometimes, B-button abilities are
 crucial to continue.  In a few cases, they're optional (cutting away
 bushes to reveal items).

 Also, there are Disc Monsters (similar to Pokémon) you can capture.
 You can let them fight for you in battle; they'll be a new party
 member, so to say.  There's also the job system; you can switch to a
 certain class, and learn skills unique to that job, as well as getting
 stat-modifications particular to that it.  Although it is not crucial
 to know, section 1-E is a recommended read before you play the game.

 Conventionally, Lufia has four types of screens, which are the field,
 the battle screen, the world map, and the menu.  They are separately
 explicated below, except the battle information, which has been moved
 down to section 1-D.


 THE FIELD SCREEN -----------------------------------------------------

 You can walk around, talk to people, get items, see monsters, etc.
 Here are brief breakdowns of dungeon and town elements, i.e. well,
 everything that is not the ground:

 Dungeons:
 ¯¯¯¯¯¯¯¯¯
  + LADDERS, DOORS:  Self-explanatory.  ...I hope.

  + BUTTONS AND SWITCHES:  Appear as, well, buttons on the ground.
    Most are connected to doors; they open when you step on the button.
    In some cases, this isn't enough, as you'll need something to hold
    down the button forever.

  + BUSHES, VINES:  Cut away with Eldin's B-button technique.  You
    might find some obscure thing under it, and in some cases you
    _have_ to mow down in order to continue.  Some vines on the wall
    give cover to secret passageways, so keep a close eye on them...

  + POTS, BARRELS, AND OTHER THINGS YOU CAN MOVE:  Push or grab them,
    and most likely place them on a button.  Pots can be grabbed and
    placed freely (use the R-button technique if you need to), but the
    heavier stuff is limited to being pushed.  That means you must NOT
    push them against a wall, for they can't be *pulled*.

  + HAZARD:  Needless to say, don't step into the lava!  Or anything
    hazardous for that matter--HP is lost with every step.

 Towns:
 ¯¯¯¯¯¯
  + RESIDENCES:  Just your regular buildings, housing people to talk
    to.  I have yet to see an RPG with people that *do* bother about
    strange people wandering inside.

  + CHURCH:  Inside, you can save your game (for free), cure status
    ailments (for 100G), and remove cursed items (for 150G)--you can't
    remove the curse from the item itself.

  + INN:  The supplement to the church; recovering HP and AP.  Contrary
    to what the church asks in return, here the price varies from town
    to town.  And no; the trick from Lufia II (sleep for free if you
    don't have the money) doesn't work here.

  + SHOPS:  And of course, these can't be left unmentioned.  Buy all
    kinds of crap here, varying from items to cure your party to
    equipment that protects your characters and slaughters any
    opponents.  Unlike the inn, the price of everything is the same
    everywhere.  You can select to buy stuff, but for equipment, it's
    possible to equip what you want instantly.


 THE WORLD MAP --------------------------------------------------------

 Lufia's world map is different from those in other games in that you
 don't need to walk through the overworld.  Instead, you can just
 select the place you wish to visit and the game will take you there.
 This takes away the need of a boat and an airship, _and_ the need of
 the Warp-spell that was one of the most-used skills in Lufia II.  The
 positive side of this is that it makes the game easier, but the
 negative effect is that it, well, makes the game easier.  The
 developers presumably chose for this type in order to not have to give
 access to the entire world; e.g. Elcid, Sundletan and many other
 places that made appearance in Lufia II are not accessible in Lufia:
 The Ruins of Lore.

 Anyway, the overview of the entire world is the world map, and from
 there you can select parts, move to the area map.  Different locations
 are unlocked by progressing with the game, and different area maps are
 revealed by unlocking new places.  Red spots on the map indicate zones
 inhabited by monsters (dungeons, caves, etc.), while blue is a
 friendly color and thus specifies a town or village.


 THE MENU SCREEN ------------------------------------------------------

 Heh, this would be simple.  Press Select to bring it up when you're
 not busy in battle, and a few letters and numbers pop up.  The above
 bar is the status of your characters, in the lower-left corner you'll
 see your playing-time and the amount of cash you're carrying, and
 eight choices are found to the right of that box:

 Items:
 ¯¯¯¯¯¯
   Selecting this brings up a list of your items, from where you can
   Use those items or Discard them.  It's all straightforward, really;
   select an item and employ it on the person of preference, if
   applicable.  Most of what you see here are curative items, and
   battle-only stuff, equipment and some accessories are listed in
   grey.  This means that you can't use them from here.  Hit Select
   while hovering above an item to create a box with the description of
   that item.

 Special:
 ¯¯¯¯¯¯¯¯
   Similar to Items above, 'cept that this houses your--guess this--
   *special* items.  Some can be used, and some not.  Sometimes, you
   will need to use them in the field; the Stone Fragment, for
   instance, has to be placed in a hole.  This can be done by facing
   the hole and selecting the item in the Special menu.

 Skills:
 ¯¯¯¯¯¯¯
   Select this and the person whose skills you wish to see, and your
   wish is granted.  Skills are like magic in Lufia II or techs in
   Chrono Trigger; see section 3-B on how to learn them and 4-B for a
   list of the skills.  And skills aren't the same as the dungeon
   skills in Lufia II, such as the arrow and the bomb, so keep that in
   mind.

 Monsters:
 ¯¯¯¯¯¯¯¯¯
   Only available if you have captured a Disc Monster.  Simply a status
   screen with HP, AP, stats, etc. of the monster you select.  For more
   info, check out section 3-C.  Press L and R to switch between
   monsters quickly.

 Status:
 ¯¯¯¯¯¯¯
   The same as the Monsters menu, only this concerns yourself.  You
   will find your name, level, HP, AP, job, B-button technique,
   equipment, and much more here.  Again, press L and R for a handy
   shortcut to switch to other characters in your party.

 Equip:
 ¯¯¯¯¯¯
   Straightforward, really.  Select the character you wish to change
   the equipment of, then select which equipment to change, then select
   which equipment you want him or her to wear.  Note that some people
   can't equip this and that, and make sure to keep an eye on the stats
   to the left, which show the pros and cons of the equipment you
   select.

 Change:
 ¯¯¯¯¯¯¯
   This puts characters in the front or back row, or switches their
   position horizontally.  People in the back row (can't be done in the
   very beginning of the game, until you get five or more in your team)
   do not participate in battle, although you can switch them--during
   the fight--with other party members.

 Options:
 ¯¯¯¯¯¯¯¯
   The message speed can be configured here, as well as the cursor
   position (changing it to memory saves the position of the cursor
   when selecting options in battle and menus).  Furthermore, your
   Compendiums are located here; all your acquired items, captured
   monsters and much more are recorded in these books.


------------------------------------------------------------------------
1-D:  Combat
------------------------------------------------------------------------

 THE SCREEN -----------------------------------------------------------

 For starters, you have three important statistics in battle:

  + HP (HIT POINTS):  Determines your health; if it's zero, you're as
    good as dead.  A game-over is scored when everyone (Disc Monsters
    not counted) has kicked the bucket.

  + AP (ABILITY POINTS):  Allows the use of skills (a.k.a. magic).

  + IP (INSTALLATION POINTS):  IP is a special gauge unique to the
    series.  Basically, when you get hit, the gauge increases (think of
    it of a fury-meter).  When it's full, you can install with a
    monster you have captured, in order to become a stronger monster
    (even though you can't control it).  See below for more.

 Those stats are listed below, in the boxes.  On the screen are the
 monsters (your targets), and the weird characters below are your party
 members, which you control.


 THE OPTIONS ----------------------------------------------------------

 The battle system of the game works with rounds.  When it's your turn,
 you'll get to choose from three different options once they pop up:

  + SWITCH:  Change positions of your party members.  Although you have
    a party of four characters that actively hack and slash, in reality
    you've got actually eight; at any time, you can switch them with an
    active person.  Use this strategically; low-HP characters should be
    put in the back row, etc.  And remember _that_ this is possible in
    the first place (I didn't know 'til I've completed half of the
    game).  If you switch, everything's reset when the battle is over.

  + ATTACK:  This brings you to the actions sub-menu, from where you
    can choose from a variety of options, such as using an item,
    attacking, or defending.  See below for more details.

  + RUN:  Attempts to escape from battle.  This is different from Lufia
    II in the sense that you can assign this to your party members
    individually.  When one fails to escape, the battle just resumes.
    So if you really need to get away, set everyone to run.

 A note on those rounds and turns--it's not _entirely_ turn-based,
 because the AGL-stat (speed) is factored in a few cases.  If you
 surprise the enemy, you will get the first round (or vice-versa) no
 matter what.  Then it goes according to the AGL of the characters and
 monsters--the fastest attacks first.  If the AGL of someone is twice
 as much as another, then that person gets to attack twice as much.  I
 believe the mechanics work like this.


 THE ACTIONS ----------------------------------------------------------

 If you select Attack, then the following options appear:

  + ATTACK:  Physically attack the opponent(s).  This does damage based
    on the ATK-stat of the performer, and that stat is based on the
    character's strength and his or her weapon.

  + SKILL:  Opens up a menu with the spells the character in question
    has, and using them if you wish.  Press Select in this menu to see
    descriptions of the skills.

  + ITEM:  Use an item.  Well, duh.  You can choose healing Potions
    from here, or special balls to attack the enemy, or whatever you
    have collected.  Only items that can be used while fighting are
    listed, so you won't need to scroll through equipment and all of
    that useless crap.

  + DEFEND:  If you manage to defend before your foe attacks you,
    damage is decreased (how much is something I've yet to figure out).
    You cannot attack if you defend, though.

  + INSTALL:  Fuse with your monster--if you have one, that is.  This
    requires a full IP-bar.  When you fuse, you'll lose control over
    your character (and monster); for three rounds, the newly-created
    creature will attack on its own.  Of course, attack is pumped up,
    and you are immune for your opponent's attacks.

 Basically, you fight and get hit back, and because of the latter, you
 will need to sacrifice a few healing Potions or some AP to restore
 your health.  Always keep your HP high!


 TYPES OF ATTACKS -----------------------------------------------------

 Physical Attacks:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Physical attacks (the default option in battle) do damage according
   to the target's defense and the ATK-stat of the performer.  This
   kind of melee attacks is best reserved for use by the hard hitters;
   the weaker characters (Rami) are better off in the magic department.

   If you use a physical attack, there's a slight chance that your
   damage is doubled--this is called a critical hit, and it's indicated
   by a zoom-in of the camera and a flash.  Unfortunately, there's a
   possibility that you miss an attack, obviously doing no damage.

 Skills:
 ¯¯¯¯¯¯¯
   Skills cost AP (ability points), and they are usually stronger than
   just physical attacks.  We have physical skills, such as Knuckler,
   an ability of the fighter.  Magical attacks are there as well, like
   Cinder, which does fire-based damage.  All monsters are of a certain
   preset type, like Lava Dragons, which are fire.  Fire is
   extinguished by water, and so the obvious thing is to use water-
   based magic on this kind of monsters.  Furthermore, we have curative
   (heal HP, cure status effects) and supportive skills (stat-up
   spells, etc.), and a bunch of miscellaneous stuff (steal items,
   random damage, etc.).

   You learn skills according to the job you have (priests learn
   curative skills, etc.), and by defeating monsters.  The more
   experience they give out, the faster you learn them.

     Note:  Maximum damage, be it physical or magical, doesn't cap at
            an effective level of 999--the game calculates past that,
            although it doesn't show more.


 STATS ----------------------------------------------------------------

 Each character and monster has specific stats that determine his or
 her strength in specific things and all.  I think you've figured out
 already that some people are stronger physically, but others have
 absolutely no muscles but cast away with immensely powerful magic.
 Lufia doesn't have fifteen different types of stats, which makes it
 all the easier:

   HP  -- Hit points.  Your basic stat in battle.  See above.
   AP  -- And ability points would be your second basic stat.
   ATK -- ATK obviously stands for attack, and this is the indicator of
          physical strength--i.e. the higher this stat is, the more
          damage you do when using the default attacking option during
          combat.
   DEF -- Defense determines your resistance versus physical punches
          and kicks your stomach gets to endure.
   AGL -- Agility is your speed.  With your experience with other turn-
          based RPGs, you should know by now that speed is taken into
          account when deciding who attacks first and who last.
   INT -- Intelligence is the factor that decides how much damage your
          magical abilities do; makes sense, right?  Dumb people
          completely suck when it comes to this, so reserve the magical
          jobs to the smart.
   MGR -- Magic resistance is basically equal to the defense stat, with
          the only difference that MGR applies to _magical_ attacks.


 STATUS EFFECTS -------------------------------------------------------

 Like any other RPG, your character and your opponents can catch a
 negative status effect, like sleep; the inability to do something.  In
 order to negate these effects, use the appropriate skills or items--
 sleep, for example, is countered by using a Wake-Up Call.  Here's the
 list of the most-important (most-occurring) status effects:

   Burns            -- Similar to poison, see below.
   Confusion        -- You lose control over the character and it will
                       attack by itself, both ally and foe (including
                       him-/herself).  Cure this with a Sanity Pill.
   Deadly Poison    -- See "poison" below; replace "bit" with "bunch".
   Paralysis        -- Unable to act.  Cure with a Mysterious Pin or
                       the Release-spell.
   Poison           -- When a poisoned character acts, he or she will
                       lose a bit of HP.  Cure this with an Antidote.
                       If you're afflicted after battle, you will lose
                       1 HP with every step you do!
   Sleep            -- Unable to act.  Cure with a Wake-Up Call or with
                       the Wake-spell.  If you're hit by an attack, you
                       are usually woken up as well (*punch*  "Wake up,
                       you!")


------------------------------------------------------------------------
1-E:  The Other Stuff
------------------------------------------------------------------------

 THE JOB SYSTEM -------------------------------------------------------

 New to the Lufia series is the job system.  Once you reach Gruberik
 (somewhere in the beginning of the game), you can change the job of
 your characters (Eldin, Torma and Rami only).  Jobs are similar to
 "classes"--you can talk to people that accept you as their apprentices
 and switch to their style, if you accept their offer.

 So what does this do?  Stats are modified for one thing; should you
 become a swordsman, your ATP (attack power; how much damage you do
 physically) will rise significantly, or if you become a thief, your
 AGL (agility) goes up.  The downsides are not to be left unmentioned
 as well: becoming a swordsman results in a drop of the INT- and MGR-
 stats (intelligence and magic resistance respectively), and so on, and
 so forth.

 Not only are stats affected by the jobs; you will acquire special
 attacks or skills unique to that job.  Wizards get offensive magic,
 priests cure the party, and fighters learn how to teach opponents what
 melee fighting is.

 Furthermore, jobs are divided by rank.  You are a novice in the
 beginning, and via the apprentice-, expert-, and teacher-rank, your
 ultimate goal is becoming a master.  Jobs are assigned individually.
 That means that if you assign your main character to be a swordsman,
 the other people in your party are not (unless you opt to switch them
 to one as well).

 For the rest, see section 3-B.


 DISC MONSTERS --------------------------------------------------------

 Disc Monsters, many times abbreviated to DM in the game, are similar
 to Capsule Monsters (from Lufia II), but more alike to the monsters
 you catch in Pokémon.  Rather than letting them fight for you, you
 fight yourself, of course, but with their help.  You cannot control
 them; only statistic information is available.  Other differences are
 that Disc Monsters can be equipped with weapons and armor, and that
 you can teach them skills, plus a lot more.

 The pro of having Disc Monsters is that you stand better in battle.
 Disc Monsters attack, and they can deliver the final blow you just
 need.  They also take a few hits, so that you don't have to bear with
 the black eye yourself.  If Disc Monsters are killed, they are revived
 the next fight with just a little HP left; this contrary to the human
 part of the party, which stays dead when a new battle is entered.  The
 cons of having monsters with you are that they become a new addition
 to the party, and that they thus eat up your experience points;
 experience gain is divided among all party members, and if you have a
 Disc Monster for nothing, make sure you get rid of it.

 So how do you get them?  I'm sure you've given Pokémon a try--Lufia's
 way of capturing monsters is similar.  If you thought you were too old
 for Pokémon, here's how you do it: you weaken the monster first in
 order to reduce the chance of the capture failing, and you throw the
 monster a disc (Pokéball).  If you're successful, the disc is lost,
 but you have a new disc Monster to attack with.  If you've failed, the
 disc is lost and the monster resumes attacking your party.

 For the rest, see section 3-C.


========================================================================
PART 2:  WALKTHROUGH
========================================================================

 A few notes; your schoolwork for the next minute, before you, well,
 start walking (after all, this IS a walkthrough).  Read and learn.  Or
 something to that extent.  Whatever.

  * I've used some ASCII-drawings to explain a couple things in the
    game.  For them to line up correctly, you need to view this
    document in a fixed-width font, e.g. Courier New.  If you look at
    it in anything else, my FAQ will look more like utter crap than it
    does already.  It's also suggested to use a Windows 1250-compatible
    font, or the character ¯ may not be an upside-down underscore (I
    use this to underline a few headers).

  * Preceding each chapter is a list of items and monsters, as well as
    a recommended level (usually a range).  Sometimes, the levels are
    off, so don't depend on them TOO much.

  * Remember!  North is up, west is left, east is right, and south is
    down.  I use this quite often throughout the FAQ.

  * And finally, by reading further, you agree that you shall *not*
    send me e-mails consisting of roughly 3/4 of any abusive words-
    dictionary because I have ruined your gaming experience.
    Obviously, this is a walkthrough full of SPOILERS.  I have not made
    an effort in excluding every plot-revealing bit of text--something
    happens, I tell you what.  Remember that a solution to a problem is
    a spoiler as well; always try by yourself before you resort this or
    other guides.  Just don't read more than what you need and you'll
    be fine.


------------------------------------------------------------------------
2-A:  Licensed to Hunt
------------------------------------------------------------------------

   Items:     Clothes, Clothes, 100G, Potion, 10G, Potion, 5G, Potion,
              Potion, Potion; Monster Book, Weapon Book, Shield Book,
              Armor Book, Helmet Book, Accessory Book, Potion;
              Sharp Bone, 5G, Stone Fragment, Charred Newt, Cave Disc,
              5G, Cave Disc, Earth Fruit, Potion; Hunter's License

   Monsters:  Red Jelly, Puny Moth, Newt, Bat, Blue Jelly, Death Moth,
              Goblin

   Recommended Level:  1-3


 PARCELYTE ------------------------------------------------------------

 As you begin, press through the cut-scenes.  You'll acquire Clothes
 for your friend (Torma) and you (Eldin).  There will be a convo or
 two, the last of which is with an old guy (the major), about Priphea
 flowers being stepped on and stuff.  You know those old guys--just
 promise them you'll be good and everything's the tops.  In this case
 you really should, 'cuz you will have to pay 50G otherwise; although
 it has to be forked over eventually, you need it more at this moment.
 When you gain control over Eldin, you can talk to the guy again for
 some information.

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - Go to the right and enter the house.  There's a closet to the left
    (right of the bookshelf); open it to get 100G.  I'm sure grandma
    doesn't mind.
  - Head down.  Below the inn are three trees and five bushes; cut away
    the second one with the B-button to reveal a Potion.
  - Head inside the inn.  A girl says that the pots break easily, and
    it just *so* happens that there are pots here.  Fortunately, "you
    break it, you pay it!" does not apply here; break the second you
    find and you will _get_ 10G.  Not a bad deal.
  - Now go left for a shop.  You can go inside to, well, shop.
    However, it appears that it is enterable via the back; do so, and
    open the closet to receive a Potion.
  - You can also interact with the bed here to make it up, and get 5G
    from the shopkeeper as a reward.
  - Now get outside.  You see a mailbox there, right?  Under it is a
    bush, right?  Cut it away, then walk through the newly-created
    path.  Find yourself another bush and cut it away for another
    Potion.
  - Enter the house nearest to said mailbox.  Open the closet here for
    a Potion.  Potions potions potions.  They're supposed to cure you,
    but I get sick of them instead.
  - And your own house has a Potion as well.  Check the upper-left
    corner of the first floor; a bottle that is breakable.
  - And finally, there's some guy in your house.  Next to your bed is a
    Red Jelly; interacting with it reveals an alchemist.  He says that
    to make a Rune Ring, you'll need to get 150G and a Sacred Branch.
    The latter is not in your hands for the moment, so ignore this for
    now.

 I guess that's enough for now.  Remember you can sleep at an inn
 anytime (here for 20G) to recover health, and that saving or curing
 negative status is done at the church.  See section 4-D for a listing
 of what the shops sell.


 PARCELYTE CASTLE -----------------------------------------------------

 Your next goal is Parcelyte Castle, of which the entrance to is left
 of Parcelyte.  Enter it.  Apparently, there's a Hunter's test or
 anything like that, and it seems our hero gets to sign up for it.
 Upon entering, your buddy Torma joins your party.  Your new team has a
 talk with a soldier while waiting in line (learning that the new test
 is no cookie), and once it's their turn, they'll sign up.  You can
 name your first character (default: "Eldin") and choose an outfit for
 them.

   Note:  The outfit you choose has no effect on anything, except the
          way you look.  Remember you'll be stuck with it for the rest
          of the game!

 The soldier explains that there's a Lukie Cave around here and that
 your test is to go down it and find an old grave, read the inscription
 on it, and that's that.  Sounds simple, of course, but they say
 nobody's been down there for a hundred years.  You will lastly get the
 Compendiums, which are books that will fill up with info as you
 progress (sort of like a Pokédex, you know?).  Check "Options" in the
 menu to see 'em.

 Before we set out to the cave, let's dig an item: go up the upper-
 left stair set and open the second cabinet for a Potion.  The one to
 the left is empty.  You can reach Lukie Cave by taking the path in the
 lower-left corner.  Get there, whip out your sword, and prepare to
 kick some butt.


 LUKIE CAVE / PART ONE ------------------------------------------------

 In this cave, you will meet a variety of monsters that should not be
 unfamiliar to you if you've played Lufia II; Red Jellies, Puny Moths,
 Newts...  Same counts for the battle system; it's basically almost
 exactly the same.

 Go north until you find a lamp; head left through a hidden path before
 going north.  Ignore the Red Jelly and go on until you see a formation
 of bushes; the uppermost of the 3x3 formation has a Potion and the
 lone one left of it gives containment to a Sharp Bone.  That Sharp
 Bone (*bone*?  Looks more like a sword to me...) is a weapon;
 unfortunately, Eldin is already equipped with it and Torma has a
 stronger weapon.  Uselessness.

 Go back to the lamp and head north.  The guy says that he gives you a
 hint if you cut all the bushes in front of him... if you do so and
 talk to him, he'll say that monsters move when you do, and... yeah.
 Useless tip to veterans of the Lufia series.  Head north to the next
 area and you'll find what seems like a gravestone; unfortunately, it
 is not The Gravestone With The Inscription (tm), but as pointed out by
 Torma, there seems to be some empty space in it... wonder what's that
 for?  Perhaps it's got something to do with the weird door in the
 back...

 In any case, nothing can be done with it now, so let's move on.  Go to
 the upper-right corner and up the stairs, and have a chat with the
 guy.  He'll mention the Ancient Cave, which must means that the
 Ancient Cave is in this game.  YAY!  Head up to the plus-formation of
 bushes and cut away the bottommost one for 5G.  Yay again.  Don't go
 up, as nothing interesting is there unless dead ends interest you.  Go
 right instead, down, and the door closes behind you!  Oh no!  Also,
 there is one other door in this room.  However, it's closed as well.
 Oh no no!

 Your experience from Lufia II kicks in here (or this guide, if you
 didn't play it ^_^;)--you will need to defeat all monsters in this
 room (Red Jelly, Newt, Puny Moth) for the next area to become
 accessible.  Do so and enter a new room.

 Kill the Red Jelly; it seems to follow you, and that's fairly
 annoying.  Cut away the bush in the upper-right corner to reveal a
 button--step on it to open a door.  However, if you leave the button,
 the door closes!  Luckily, there's a pot in this room that you can
 place on the button, holding down it and allowing you to go through
 the door.  Simple stuff, really.  Pick it up with the A-button, and
 make sure to take note of the R-button technique that the guy in this
 room talks about.  Go to the next area.

 In here, move north till you reach a rectangular-shaped formation of
 bushes with a chest in the middle.  Open the chest for a Stone
 Fragment, and cut away the upper-right bush for a Charred Newt.  That
 Stone Fragment probably fits in the previously-visited grave!  Also,
 remember that room with the dead end I spoke of earlier?  To the left
 is that dead end, but seeing as you're on the other side, it's no
 longer a dead end.  Cut a bush and push a crate forward to make
 yourself a path, go through the entrance, then south one screen, then
 south one screen again.  Go to that mysterious grave.


 LUKIE CAVE / PART TWO ------------------------------------------------

   Note:  It is recommended to head back to Parcelyte and save, before
          continuing.  While you're at it, make sure you have enough
          Potions!

 Torma will mention that Stone Fragment, which apparently fits in
 there.  Press Select and choose "Special" in the menu (make sure to
 face the grave); select the Stone Fragment and you will put it in the
 empty spot.  A light emits and the door behind unlocks... go through.
 Or not and head back to Parcelyte first to save; you're roughly
 halfway done with this dungeon.  Inside, tell the guy to scram
 himself, and go up for your first puzzle!  ...and last, it seems.
 Damn.

 I'm an idiot who likes to draw ASCII-thingies, but I won't bother you
 with an ASCII-drawing of the situation this time, for the puzzle is
 really simple.  Blocks can be pushed, but not pulled; push the block
 in the middle all the way forwards against the stairs, and then cut
 away all bushes.  You can now push a block left or right; whatever you
 wish.  Doing so allows you to go down the stairs.

 As you enter, a guy comes to you and leaves; he's scared to hell.  We,
 of course, are not.  Head down and you'll see a switch; cut away the
 other bush to find another switch.  Left are four bottles.  However,
 only one of them can be picked up and put on the switch; the other
 three are just there to get broken.  Upon entering this room, you've
 seen a barrel; move this to the second switch (remember not to push it
 against a wall!).  The door opens.  Enter; the three chests you'll
 find here are empty, but there's a fourth!  Cut one of the bushes to
 reveal it; the Cave Disc is inside it.  Backtrack back to the room.
 Cave Discs can be used to capture monsters--see section 1-E.

 And go down.  As a small note, there's a new monster introduced here,
 the Death Moth.  Its name indicates the monster's friendliness against
 you, but dealing with it should be not a problem at all.  In the next
 room, go to the pole and Torma says this is a job for him; press L to
 switch to him and press B while facing the other pole.  He will cross
 the chasm with his, uh, fishing rod.  Like in Secret of Mana with the
 Whip, or, more appropriately, in Lufia II with the Hook.  In any case,
 you're on the other side, and that's all that matters.

 Defeat the Bat (recommended catching!  Use the Cave Disc) over there
 and pick up the bottle below.  Bring it up and place it on the switch
 in order for a pole on the other side to go up.  Use Torma's mad
 fishing skills to get to the other cliff and head up.  Make sure to
 surprise the next Bat; stand against the wall above, face left, and
 when the Bat comes down (he comes to you), make sure you're facing
 him.  The Bat should face down, and this leads to a surprise attack in
 your favor.  After defeating him, go left.  Get rid of the Newt in
 here, and cut away the plus-formation of bushes.  Grab the 5G that is
 revealed, and resume south.

 Here's a bunch of chests (only one of them is still unopened, though).
 Open the last one for a Cave Disc, and sequentially cut the lone bush
 left.  That one contains an Earth Fruit, which you should take with
 you as well.  Next, there seem no other entrances, meaning you'll need
 to cut away the rest of the bushes.  Start below; one of the lower
 ones holds a Potion.  Second, kill the Death Moth.  And thirdly, cut
 one of those bushes in the upper-left corner to reveal a hole.  Fall
 down it.

 Circle south through the path, and make your way to a vine.  As a
 small note, I see a *red* monster there, and when I fight it I get
 *Blue* Jellies down my throat.  What madness is this?  Anyway, that
 vine is not something to climb yet--it's a shortcut to go BACK, thus a
 longcut for now.  Instead, make your way north.  Beat the Bat in the
 next room and the door opens.  Before you continue, heal yourself!
 Use those Potions; you should've gotten plenty of them back in
 Parcelyte.  When you're ready, interact with the grave.  You'll open
 it--bad idea indeed, as a Goblin pops up, not even being grateful for
 being released.  It even attacks you!

 Boss Strategy -- Goblin:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            155    200   31    6     20    20    11    250     100

   Goblin's main attack is Tackle, but it rarely reaches the double
   digits if you've leveled up even the slightest bit.  Fumble disables
   your character for one round.  In battle, the Goblin is nothing
   tough.  Seeing as this is the beginning of the game, and that you're
   only with two characters, and that there's no magic to your
   potential, this is just a simple attack-attack-heal-and-repeat
   fight.  So, just attack him until your health gets below 10 HP, when
   you need to kick in a Potion.

 After the fight, Torma reads what's on the grave: "When the ancient
 sunken city awakens from its long slumber, the path to the holy land
 will appear."  Torma's question remains unanswered for this moment,
 and he's right about returning.  You're finished here, so let's report
 back to the soldier and become a Hunter!  Make sure to use the vine,
 for that's a shortcut to go back.  I'm sure you know the rest of the
 path.


 PARCELYTE CASTLE -----------------------------------------------------

 You will be brought to the King and you'll need to say what you've
 read on the inscription.  Rather, _he_ will say it and you'll need to
 fill in the blanks.  The correct answers are as follows: "City"
 (second option), "Slumber" (second option), and "Will appear" (first
 option).  By choosing the correct answers, you will acquire the
 Hunter's License--if you fail, video game voodoo kicks in and you can
 just try again.


 PARCELYTE ------------------------------------------------------------

 Once you have the license, let's head to Gruberik--home of the Ancient
 Cave and the Hunter's Guild.  Back in Parcelyte, there was a guy that
 was blocking the path leading south, right?  He isn't anymore,
 allowing you to go down that road.  Before you leave, though, go to
 the church (north in the village).  Save your game.  You might also
 want to visit the inn and rest the night for 20G, if you're low on
 health.  When you're done, pack your stuff, and go down.


------------------------------------------------------------------------
2-B:  Gruberik
------------------------------------------------------------------------

   Items:     Potion, Antidote, Field Disc, Pot, Field Disc,
              Field Disc, Insect Egg, Chopping Board; Katyusha,
              Cloth Tunic, Insect Egg, Antidote, Simple Ring,
              Sanity Pill, 100G, Cave Disc, Mysterious Pin, Sharp Bone,
              Field Disc, Potion, Vitamins, 50G, 100G, Simple Ring,
              Hi-Potion, Hi-Potion, Revive

   Monsters:  Red Jelly, Pupa, Baby Frog, Mosquito, Blue Jelly,
              Mousse S, Spider, Beetle, Green Jelly, King Spider

   Recommended Level:  2-4


 ROAD TO GRUBERIK / SOUTH ---------------------------------------------

 Go down, then left.  Don't worry about the formations of four bushes;
 there's a bunch of them on this road, but none of them contain items.
 Ignore the Red Jelly and just go left until you reach the next screen.
 Here's a Pupa--an enemy that looks like Kakuna in the Pokémon games.
 As it did in Pokémon, it poses no threat here.  After defeating it,
 head north.  Never mind the chickens; they're there just to *be* and
 you can't do that Legend of Zelda trick on them.  Unfortunately.
 Instead, see those bushes over there?  Cut all of them away; the last
 of them contains a Potion.  Pick it up and go left.  When the path
 goes to a lower level, go down that lower level.

 Head north and meet up with a Mosquito.  Beat it up, then cut away the
 bushes that lead to a small area inhabited by chickens and a Baby
 Frog.  There's a lone bush in here, which holds an Antidote for you to
 pick.  Get it, then head right.  Circle around the path (you will
 probably need to fight a Mosquito that crosses your path) and enter
 the next area.  The previous part of the road didn't require any
 brains, but that changes here.  A little.

 Switch to Torma by pressing L; you're gonna need his mad fishing
 skills again.  Go up and press the barrel to the left.  Walk up to the
 flower; you should see a pole at the far side of the screen.  Press B
 to get your ass there, and repeat the process with the pole left of
 you.  Defeat the Baby Frog and pick up the bottle.  Bring it north to
 an odd patch of ground--this is, well, a switch.  I know it's stupid.
 Place the pot there and the on-screen pole goes down.  Now go south,
 whip yourself to the right, then up, then go up; the pole you've used
 at first is now down, allowing you to go through the path.  Of course,
 you could've just hacked away that flower... but the game doesn't
 allow that.  Too bad.

 Anyway, head north.  Never mind the barrel with the switch; they're
 just there and I can't seem to find a true purpose behind them.  Walk
 past the jelly and you'll find a weird scum-like monster (looks
 similar to Jelze...); they're easy to get rid of and like to run away.
 Cut the four bushes for a Field Disc.  Great!  Now you can catch
 monsters from the field.  See the game basics for more info.  Cross
 the bridge and you'll eventually come to a fork (you can go up and
 right); if you head north, you'll get to a cave that you can't enter
 (spider web is blocking the entrance).  Which means, of course, that
 you'll need to take a right.  There's a house here, which you can
 enter.


 OPTIONAL / BLACKSMITH'S HOUSE ----------------------------------------

 Talk to the old hag and she says that the path to Gruberik is blocked
 by spider webs.  You can also break the uppermost pot to reveal a,
 well, a Pot.  o_O;  This Pot is a helmet--I know, it's really stupid
 (sort of like the OzziePants from Chrono Trigger).  But hey--whatever.
 Have any of your party members wear it and go through the entrance.
 You'll arrive in the basement, in which is a blacksmith.  Break the
 pot for a Field Disc and have a talk with the man; he says that he's a
 once-popular blacksmith and that he needs an apprentice--one whose
 best friend is the hammer.  Unfortunately, you know of nobody with a
 hammer, and thus you can't help him out yet.  Head out and let's
 continue.


 ROAD TO GRUBERIK / NORTH ---------------------------------------------

 Go right.  You'll see a fence with an opening; don't go through it
 (there's only a cave blocked by spider webs).  Instead, go right, and
 beat the Spider if you can't avoid it.  When the path forks, take the
 upper path; below is nothing of interest.  You'll find a Beetle and a
 vine on the wall; this is the first vine that covers a hidden
 entrance!  Cut it away and enter a secret cave.  Work your way through
 it (it's a super-small one), and after defeating the Pupa, open the
 chest to acquire a Field Disc.

 Exit the cave and head right, then up.  You can see a bag of cash in
 the lower-right corner of the screen; ignore it for the time being,
 because it remains inaccessible for the moment.  Instead, walk up and
 work your behind all the way to the left.  Ignore the vine as well; it
 _does_ lead to that bag of cash, but a stump will be blocking your
 path.  So go left; you will eventually find a well.  You can go down
 it, but something will be blocking your path all the way to the
 bottom.  Damn those things.  (If you avoid monsters and they're
 following you now, enter and exit the well.  They'll reset to their
 original places.)  Left of the well is a plus-shaped formation of
 bushes, the middle bush of which contains an Insect Egg.  Pick it up
 (don't use it yet; no need for that).  When you have it, take the path
 to the north.

 The path forks here.  A sign denotes that Gruberik is east (right),
 and to the east is a path blocked by a spider web.  Damn!  If you
 examine it, Torma says that it's different from the others (...spider-
 sense... tingling!).  It's still blocking your path, and you can't do
 anything with it yet.  Take the western path instead.  Take note of
 the monsters blocking your path: a Green Jelly and some more of that
 scum.  Crush them and resume, finding a Spider.  Crush that one as
 well, and enter the next area.  Here's a path, blocked again.  Not by
 spider web, but by vines--and vines can be cut away.  Do so, and enter
 the cave.

 Upon entering, you'll see a bunch of webs... a BUNCH of webs that is.
 Torma exactly sums up my thoughts.  Head north through the entrance
 and, well... crap.  That's quite a big spider over there, and it's the
 head honcho of the area.  And of course, he's not too keen on letting
 you kill him that easily.

 Boss Strategy -- King Spider:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            188    60    33    5     25    2     8     365     400

   King Spider's behavior in battle is the same as the Goblin, whose
   ass you've kicked earlier, except that Fumble is now replaced by
   "Toxic Cloud"--this hits all two of you and inflicts the more
   dangerous poison-status.  Use Antidotes when you are struck.
   Essentially, this fight is also similar to the one with Goblin: it's
   just trading hits and healing when needed, until you emerge
   victorious.  Basically, see the Goblin's strategy; heal, attack,
   repeat.

 After the fight, Torma points out the obvious.  The webs in the entire
 cave promptly disappeared upon defeating King Spider (stupid name),
 and that must mean that the webs everywhere else are bye-bye as well.
 Let's find out!  Exit the cave.

 Go down, then right, then up.  The path that leads to Gruberik that
 was blocked first isn't blocked anymore!  However, _only_ this path is
 unlocked.  The other two web-blocked paths are still there (the two
 near that house), however... go check it for yourself if you don't
 believe me.  In any case, you're on this road to find a way to
 Gruberik, so those aside.  Go through the path.  On your way is a
 bush; be sure to cut it away to get a Chopping Board (although no one
 can equip it yet).  Head north, bust some Mosquitoes, go north again,
 and finally, we're done here.


 GRUBERIK -------------------------------------------------------------

   Note:  From now on, the world map is available (accessible).  Just
          exit the town for a moment.  You won't enter the road, but
          instead a map appears on-screen; now you don't have to walk
          all the way to Parcelyte, but you just select it.  Handy!
          Also, there's a location left uncleared--this is the Old Well
          just below Gruberik and it's not needed to go through there
          now.

 Holy crap!  This place is BIG.  First, head all the way north.  Torma
 will say he'll visit his grandpa, and leaves your party.  You can
 visit the town now, but you might as well get Torma back now.  Head up
 the stairs and take a right when you can.  Go to the far right and
 walk south; you should see a small house.  Enter it.  Inside, you'll
 overhear a not-so-friendly conversation between Torma and his grandpa;
 grandpa is not best pleased with Torma and Torma is not best pleased
 with grandpa.  So Torma leaves, and Eldin as well.  Outside, Torma
 rejoins your team.  (Torma also rejoins when you go to the path to the
 Ancient Cave.  "Don't leave me behind!")

 Everything below until the next section is optional.  First I'll give
 you a rough summary of the place, then I'll discuss any hidden items
 I've found so far.  Roughly, Gruberik is divided into two parts, both
 of which have a screen for themselves: the village-part and the
 marketplace.

 First, the village.  Left of the entrance is a school of some sorts.
 If you talk to the teacher, you'll have to solve a puzzle--any math
 freak can easily solve this.  If you choose the wrong answer, you'll
 have to attend class for a sec or so, and I've no idea if this has
 effect on anything later on.  Also in this school (in the northern
 area) is a bookshelf.  Go check it for some info about Torma...  And
 other residences in this place are either empty of people or just for
 information.

 As for the marketplace, there is an item shop in the lower left
 corner, a weapon shop in the house above there (upstairs), and an
 armor shop in the same house (downstairs).  Scroll down to section 4-D
 for the lists.  Right of the item shop is a bar; everyone's talking
 about the hot dancer dancing here.  Visit the chick (Marin) upstairs,
 if you wanna.  Also, a blacksmith is in the lower-right corner of the
 map.  Check section 3-D for info on this special "shop".  And there's
 a fortune teller around; she costs 10G, and stays that you are
 boarding a pirate ship, stealing something.  Hmmm?

 Furthermore, you can stay in the inn for 50G.  Right of the inn is a
 huge house that says "Antique".  This is the Hunter's Guild (which you
 came for); check out below for the details.  And right of the guild is
 a small residence, housing a church.  Save if need be.  Right of THAT
 building is the path to Mr Cashwell's mansion.  ("So go away!!")  And
 in that manor is, well, a rich guy with enough $$$ to spend, as well
 as a members-only area.  I wonder what's there...  Left of the
 marketplace is a path leading to the Ancient Cave.  But... the cave is
 closed.  Too bad.  Right of the marketplace is the path leading to the
 dock; you can find a pirate ship, sailors, and a few more things here.
 Nothing exorbitantly interesting.

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - Go to that school again.  Right of the entrance to it is a stair
    set leading up; get on the roof and walk all the way to the left.
    Somewhere, there's a spot where you can drop down.  Do so, head
    north, and cut away the bush for a Katyusha.
  - Now enter the school--there's a back entrance directly south of the
    just-cut bush.  Slash the pot left of you to reveal a Cloth Tunic.
  - While you're in the school, talk to the monkey attending class.  It
    is in fact an alchemist, and it teaches you that in order to make
    Hi-Magic, you'll need to mix a Magic Jar with a Hi-Potion.
  - And lastly, open the cabinet near the teacher to get an Insect Egg.
  - Go north of the school.  Three houses are here; enter the uppermost
    one.  Two bottles are on your left; below them (you can barely see
    it) is an Antidote.  Pick it up.
  - North of Torma's grandfather's house is a house.  Enter it, head up
    the stairs, and open the cabinet to receive a Simple Ring.
  - West of Torma's grandfather's house is a house.  In there is a
    cabinet also, this time containing a Sanity Pill.
  - South of Torma's grandfather's house is a house.  An old hag
    inhabits it; check out what she reads!  A NAUGHTY PICTURE BOOK in
    the bookshelf!  Go read it too.  You're of course very interested
    in that book and check it again--you'll find 100G if you do so.
    And of course, pictures aren't shown on-screen... but oh well.
  - Finally, head to the marketplace.  On your way is a kid that wants
    a Charred Newt; give it and he'll give you a Cave Disc.

   Note:  The following portion below applies to the second part of
          Gruberik (the marketplace).

  - In the bar, go upstairs and visit Marin.  Open the cabinet to get a
    Mysterious Pin.  ("Yeah, I ought to visit your cabinet more
    often.")
  - In the weapon shop, go upstairs.  Push the crate forward and get a
    Sharp Bone out of the first cabinet.
  - Go to the inn (upper-left corner of the screen).  Don't enter it,
    but instead walk around it via the left side.  There's a pot, which
    has a Field Disc.
  - Inside the inn, go straight ahead through the entrance.  You will
    arrive in the suites.  One of the closets contains a Potion, and
    the other one Vitamins.
  - There's another suite (deluxe suite) in the inn with a locked
    cabinet.  I'm sure there's something good in there, but I know of
    no way yet to open it...
  - Right of the path to Mr Cashwell's mansion is a small house, in
    which there are two cabinets, one of which has 50G, which is some
    more to spend, which you can do at shops, which are elsewhere.
  - Two items are in the Cashwell Manor.  The first can be acquired by
    examining the bookshelf; someone was generous enough to put 100G
    between the pages of a romance novel.  Erm.
  - The other treasure, a Simple Ring, is in the cabinet.
  - Now, head to the docks--a path to them is right of the market.  You
    can see a Hi-Potion over there; get it by either passing the sailor
    to the left or via the house to the right.
  - Go to the Hunter's Guild via the big entrance, go through the
    entrance to the right, and find a cabinet that contains a Hi-
    Potion.
  - While you're still here, go upstairs to the job switching room.
    The first ad to the left (left of the stair set) says that you can
    buy a Revive from one Nick at the docks.  Head to the docks and
    talk to the first guy--the Revive costs 400G, but Revives are rare
    and not buyable (only one-time opportunity here).

 And MAN--this is one big place to cover.  I'm not even finished yet;
 that big building, the Hunter's Guild, is left uncovered.


 THE HUNTER'S GUILD ---------------------------------------------------

 The Hunter's Guild is a place from where you can do a variety of
 things.

 Keepers Assoc.:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   First, go straight ahead from the big entrance; you'll enter the
   Keepers Assoc., from where you can do all kinds of stuff with Disc
   Monsters.  There are bookshelves here; read them if you're new to
   the game.  Talk to the left guy to assign, teach skills, or set free
   monsters, or to the right guy to buy discs.  If you haven't captured
   any monsters yet, you can't do anything here, though.

 Bandino:
 ¯¯¯¯¯¯¯¯
   Take the flight of stairs in the western part of the building.  Talk
   to Bandino for a job--getting Iris Water out of the Ancient Cave for
   a reward of 100G.  Take it or not; you will have to wait anyway
   since the cave is closed for the moment.  Also, you can buy goods
   from him; first say no, then choose yes.  For more information, see
   section 3-A (and scroll down a bit from there).

 Jobs:
 ¯¯¯¯¯
   And lastly, jobs and all of that stuff.  You can change jobs here by
   talking to the people behind counters upstairs (follow the red
   carpet to reach the room) and becoming their apprentices.  You can
   choose to become a fighter, mage, priest, swordsman, thief, or
   wizard.

   You will learn skills and magic unique to the job you choose; if you
   become a wizard, for instance, you'll learn many offensive magic-
   spells, but changing into a fighter will result into learning a few
   martial arts-attacks.  Choose a job for both of your characters; I'd
   suggest (but that's my suggestion) to make Eldin a thief (stealing
   stuff, learn Escape, learn Sonar!) and Torma a swordsman (kill kill
   kill!).  Leave.

     Note:  It's possible to become a knight here, but being a master
            swordsman is a prerequisite for that.  Find the knight by
            going outside, up the stairs, then through the door, then
            through another door, upstairs to the roof, falling down
            one level, then entering a small room.  You can't become
            his apprentice just yet, though, unless you've mastered the
            swordsman already.  Unless you're a terribly obsessed
            FREAK, you haven't done so yet.


------------------------------------------------------------------------
2-C:  The Black Auction
------------------------------------------------------------------------

   Items:     Terror Ball, Antidote, Potion, Wind Fruit, Gold Shard,
              Priphea Flowers, Love Letter, Member's Card, 500G,
              Moon Stone

   Monsters:  (none)

   Recommended Level:  3-5


 CHASE THE THIEF! -----------------------------------------------------

 Head to the Ancient Cave (directly opposite to the docks).  The guys
 in front of the entrance to it say that the entrance has collapsed,
 meaning you'll have to wait till it gets fixed.  Also, there's an
 alchemist here; talk to the guy in the lower-right corner and he'll
 reveal to be one.  He says that in order to create a Cinder Ring, 150G
 and a Fire Ore is needed.  Which is great... if you had a Fire Ore.
 But you don't... so it's not great.

 Return; upon getting back to the marketplace, the camera pans over to
 a thief!  He steals some stuff from some lady, and of course, our
 party comes for the rescue.  Torma takes the lady to the inn and you
 have to chase the thief.  Run to the right and he bolts.  And the
 music changes to an unbelievably happy tone--this sounds like a mini-
 game, but it's not.  Chase the thief around a few times (just go in
 his direction, and if you lose him, walk around until you see him
 again).  Eventually, he will go to the docks; resume giving chase.  Go
 all the way north to the pirate ship; the music tones down again and
 the thief appears to be gone...  Now, talk to the bald sailor, and he
 says that the thief probably entered the ship.

 Oh well.  Return to the inn; there's nothing you can do for the
 moment.  Go to the suites and find Torma and the girl; near them and
 Barger joins in.  There's a short conversation; basically, the thief
 went on the pirate ship and the items _need_ to be returned.  And,
 well, you are the two victims that need to retrieve it.  The party
 seems a little hesitant, but immediately takes the job after learning
 that the gal is loaded with cash.


 PIRATE SHIP ----------------------------------------------------------

 Okay--you need to retrieve a stone with ancient lettering and a Gold
 Shard used to read it.  Head outside the inn and go to the docks;
 there is a spot on the docks where Torma asks you to board the ship.
 Get there and agree with him, and it's time for some Metal Gear Solid.

 Basically, there are chests, obstacles, and pirates.  Chests can be
 opened for items, and pirates may not see you.  If they see you, you
 will need to start all over again.  Which means, of course, that you
 have to try not to be seen.  That's what the obstacles are for; stand
 behind crates and that sort of stuff--basically, if you can't walk
 over it, the pirates can't see you through it.  There are some crates
 and pots that can be moved; this can be used to your advantage.
 Here's a mini-guide on getting all items and staying unseen.

  - Enter the ship and go down the stairs.
  - Go left and face the pot; you should see two guards left of it.
    One guard is in your horizontal range; the other can't see you.
    When the above guard turns left, pick up the pot, move two spaces
    to the left, and quickly place the pot.  That pot should be under
    the crate.
  - You can now safely open the chest for a Terror Ball.
  - Now go up, around the barrels, and open the other chest for an
    Antidote.  Don't open the chest from below--the pirate may see you.
  - Go to the right, back to the stairs.
  - You can see a pirate walking up and down, and a pot somewhere in
    that area.  Pick up that pot and walk two spaces to the right; make
    sure that the pirate walking in a circle is not seeing you.
  - Walk around the obstacle thing, using the pot if needed.
  - There's a pirate between two barrels and a wall; if you still have
    the pot, put that in his sight and go to the next part.
  - Circle south of the stack and push the crate ONE spot above; make
    sure the pirates don't see you.
  - And go down the stairs.

 And that's that.  You will now overhear a conversation; one of the
 items is sold, the other is still on the ship.  You'll also learn that
 the thief is to the casino in Daros, but save that tidbit for later.
 After a while, you'll regain control over Eldin and Torma; you see
 that crate over there?  Push it ALL THE WAY to the left 'til you lock
 in a pirate.  Once that's done, go in the room directly south of him,
 and break the pot for a Potion.  The pot in the other room is empty.
 Make sure the other pirate doesn't see you as well (there's a movable
 pot), and head left.

 Two chests are here!  Make sure to open the lower-right one FIRST; you
 will get a Wind Fruit.  Sequentially open the other chest to retrieve
 the Gold Shard.  You are automatically returned outside; and that
 "automatically" is the reason to open the other chest first.


 GETTING THE MEMBERSHIP CARD ------------------------------------------

 Barger notes that you know the son of Mr Cashwell, and perhaps he can
 provide you with what you need.  He'll be your next goal; Torma is
 unfortunately not happy with it.  You'll learn that Rubius is the name
 of the girl, and your new job starts now.

 Go to the bar (where Marin, the dancer, is).  Upon entering, you'll
 see Marin doing a dance and returning to her room.  Now, talk to the
 son of Cashwell--he's the guy with the glasses, at the bar.  He'll
 agree on helping you, but it's not like "Hey, you!  With the face!  I
 need a card!" and getting it immediately.  Rather, you'll need to get
 the guy a present to give to Marin... blargh you, kid.

 And what in the world would be that present for Marin, eh?  Let's ask
 the fortune teller.  She says, "You have flowers...  It's a present...
 Hmmm?  An old man?"  And that's enough for a hint.  Do you remember
 the major of Parcelyte?  That old guy is your next stop--leave the
 town to enter the world map.  Select Parcelyte to get there instantly,
 and find the major.  Talk to him and he'll be glad to give you a bunch
 of Priphea Flowers... for free!  Give him a thank and return to
 Gruberik.  (Note: it costs 50G if you didn't pay it in the beginning
 of the game.)

 Talk to Cashwell's son again (I still don't know his name... might his
 name be "Cashwell's son"?  Everyone calls him so...).  The gift you
 have is perfect--however, he's a bit wimpy, and you need to bring it
 yourself.  Torma's urge to destroy him rises... but he doesn't.  Go
 upstairs and give Marin the present, and return to Cashwell's son.
 The next thing he wants you to do is giving him the Love Letter he
 wrote.  This is too much for pansy-ass Torma and he decides to quit.
 Without him in your party, bring Marin the letter, and Marin will in
 turn get you the Member's Card.  Whee!

 She says that the auction starts in a few moments.  Let's bid some.
 Oh, and take note that Torma will join your party later on; don't
 worry about him.


 CASHWELL MANOR -------------------------------------------------------

 Go to Mr Cashwell's mansion (the path to it is right of the Hunter's
 Guild) and Rubius joins your party.  She'll not really *join* you in
 the sense of willing to take part in fights; she just trails your ass
 until she has what she needs.  She gives you 500G, which you need
 while bidding.  Go into the mansion and go down the stairs; the guy
 that used to guard it stands no longer in front of it, allowing you to
 enter the auction.

 "Next up... catalog number 25...  Here we have an ancient stone,
 straight from Nazare."  The bid starts at 100G; now, you can choose to
 either bid 50G more, or wait.  The most efficient way of bidding is by
 waiting TWICE and then bidding 400G--you should get the stone for 400G
 and you can put those 100 bucks in your own pocket.  If you bid from
 the start and don't wait, the guy to the left will constantly bid
 higher, and you'll have to fork over 550G eventually; this is a bad
 choice indeed.  Just wait, wait again, and then bid, and you'll get
 the Moon Stone for 400G.

 Alright then.  Outside, Rubius tells you that she's going to the Tower
 of Guidance by Karnack--say yes when she asks you to join her.
 Well... if you say no, she just asks it again.  And again.  And again.
 I hate video games.  In any case, Karnack is not far from Mera
 Volcano, and that volcano is your next stop.  Notice "Mera Volcano -
 East" on the map.

 If you use the Gold Shard on the Moon Stone, you will read, "WHEN THE
 DOORS OPEN"--this is part of an ancient script, I guess.  Wonder what
 it means?  And, before going, head back to the auction part.  There's
 an alchemist here; reveal him and learn that in order to create a Fire
 Ore, you'll need to mix a Fire Sand with Iris Water.  And the Ancient
 Cave is open right now--go have a look!  See section 3-A for info.


------------------------------------------------------------------------
2-D:  Over the Hills
------------------------------------------------------------------------

   Items:     Flame Fruit, Charred Newt, Antidote, Magic Guard,
              Iron Beak, Flame Fruit, Speed Source, Insect Crush,
              Potion, Potion, Charred Newt, Power Source

   Monsters:  Killer Bee, Newt, Lizard Mage, Windona, Pucci, Red Selph,
              King Lizard, Light Essence

   Recommended Level:  3-6


 MERA VOLCANO / EAST --------------------------------------------------

 For starters, Rubius sucks in battle.  You know why?  She doesn't even
 participate.  That means you're all on your own, unless you've
 captured monsters.  If not, go capture one now!  Make sure you have
 some Mountain Discs and Cave Discs; you can buy then in Gruberik in
 the Hunter's Guild.  Disc Monsters really help you here.  Make sure
 you have a lot of Potions as well.  AND be sure you're wearing a
 decent weapon!  The first time I went through the place I was armed
 with my initial equipment, and even though I managed to get to the
 end, that was something I regretted.

 Cross the path to the next screen.  You'll see a trio of bushes; take
 note of that.  Kill the Killer Bee; note that you can go left off the
 screen to get to the three bushes.  They contain a Flame Fruit and a
 Charred Newt.  Return and go up.  Defeat the Newt here and go all the
 way to the right; here is a lone bush that contains an Antidote.  Pick
 it up and go up.  There's a Killer Bee here--go to the right.  Left is
 a path also, but you'll only find a crack in the wall.  I suppose
 we'll get to that later.  To the right is a cave entrance, which you
 need to go through.

 Go up two vines and fight the Lizard Mage.  Kill it, and go down the
 entrance.  Outside, head up to the next screen, in which you'll find a
 mountain with climbable vines and a cave entrance.  There's no need to
 enter the cave--it leads to a dead end and is probably a shortcut
 while backtracking back.  Instead, climb the vines--you can climb on
 the wall from the vines.  If you look closely, you can see white steps
 on the wall--this indicates climbability.  (I just invented a new
 word!)

 Okay!  First go up the second vine.  Go all the way up 'til you can't
 go any further, then left, up, etc.  Make your way above until you
 find a cliff with a cave entrance.  Go inside and open the chest for a
 Magic Guard.  Kill the Lizard Mage if you wish, and return.  On the
 cliff again, press Down until you fall off... how you can survive that
 is beyond me.  Ignore the third vine and go up number four; again,
 find your way above and enter a cave.  In there, circle around the
 path, encounter a Lizard Mage, and end up on another cliff.  From
 here, don't go up yet.  Drop down first and enter the cave.  Push the
 blocks out of your way and follow the path to a chest--it contains an
 Iron Beak.  Go down and take route four again, and go up to the top of
 the mountain.  Don't go to the right, as there's nothing of interest.
 Instead, head up to the next screen, which is all foggy.

 Find a vine to climb and go up a level.  Left is a Windona (if you are
 interested in capturing), and up is another vine.  Go up another level
 and go to the right.  Climb a vine yet again, and cut away the bushes
 for a Flame Fruit.  Head back down and go left and up.  Here, meet up
 with a duck (Pucci).  Beat it up, then go to the next screen to repeat
 the process with a Windona.  Then go up for another one of those Pucci
 dudes.  Finally, head up and you're on the non-shroudy part of the
 mountain.

 Pass the monsters and follow the path.  Midway, the screen rumbles; a
 rock falls from way above and lands right in your path, disabling you
 from returning.  Yes.  Exactly THAT rock falls on exactly THAT place
 on exactly THAT moment.  In any case, we entered this mountain to
 continue and not to go back, so resume to the next screen.  And things
 aren't looking good for the team, as the bridge we need to cross is
 broken.  But fortunately, this is a video game, and video games are
 notorious for having alternate paths when the main path is
 inaccessible; this time it's a hole to the right.  Cut away the bushes
 and drop down the hole (it's hard to see because of the smoke but it
 IS there).


 MERA VOLCANO / WEST --------------------------------------------------

 As you might have guessed, that red substance in the area is lava, and
 lava is hot.  Video game power kicks in here; you can walk over the
 lava, though not safely--1 HP is lost with every step made in it
 (until you have 1 HP left, in which case you lose no HP ^_^;).
 There's enough normal land to walk on, so it's not necessary to go
 through the lava.  First, there's a Red Selph enemy over there; attack
 and defeat it.  Next, you see a chest in the corner there, right?  It
 is inaccessible, unless you can bear with the loss of 4 HP; the Speed
 Source inside instantly makes up for it.  Once you have it, go up,
 through the passage.

 In the next area, there are ultra-weak bridges that you can step over
 only once.  If you go over the tiles one more time, you're dropped
 down into the lava, meaning you'll have to walk through it all the way
 back to the beginning of the room--and that's a loss of a lot of HP.
 So make sure to be careful on those bridges--if you fail, re-enter the
 room for the bridge to reappear.  And speaking of bridges, there are
 two of them in this room; one is a 4x4 bridge, the other a 1x3.  Cross
 the 4x4 first, and enter a small room.  In here, defeat the King
 Lizard (capture it if you have no monster and a Cave Disc left), and
 sequentially get the Insect Crush out of the chest.  And equip that
 weapon, if it's better than what you're armed with now!

 Now go back and go over the other bridge.  Deal with the Lizard Mage
 if he stands in your way, then go left to the next area.  And this
 next area, let me tell you, sucks.  There's one long bridge and three
 enemies; you have to cross that bridge using a particular method and
 those three Pugs (probably plus companions) need to be fought.  Worst
 of all, two fight are surprise attacks, in favor of THEM.  Make sure
 you've got lots of Potions, that you're wearing the best stuff, then
 cross the bridge like this: at the first path-split go left, at the
 second down, third up, and fourth up again.  If you deviate from given
 route, you'll need to go back through the lava and re-enter.  Ugh!

 Anyway, if you've successfully crossed the route (hope you leveled up
 prior to entering), go through the next.  It's a Z-shaped (sorta)
 path, with a King Lizard and Red Selph on your way.  Resume the road
 and make sure to pick up the two Potions on your way.  With those two
 items in the bag, enter the final room.  Cross the bridge, and three
 Red Jelly-like substances are up ahead.  It's an inevitable fight.

 Boss Strategy -- Light Essence (x3):
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            95     200   28    4     10    5     5     500     200

   A fairly annoying fight; you're only with one character (your Disc
   Monster isn't _too_ much of a help...) and there are three of them
   to deal with.  It, again, is an attack-heal-repeat kind of fight.
   The fight's difficulty is hard in the beginning, and this decreases
   to medium once you kill off one of them, and it's a piece of cake
   when it's a one-on-one.  You'll probably use up a bunch of Potions--
   don't worry about this, as there's no other way of winning unless by
   leveling up.  The attacks of your foes are just about regular enemy-
   strength, and need only be feared in the beginning, when you get
   three down your throat every turn.

 One of the jellies manages to get away... but I suppose he'll be no
 trouble for you anymore.  Get out of the cave via the entrances.

 You're now on the other side of the broken bridge, which must mean
 we're close to the end.  Go down and find a long bush enclosed by dead
 trees; hack it away to reveal a Charred Newt.  Continue going down,
 and cut away the bush in the middle of the plus-shaped formation for a
 Power Source.  With that, go back and take the other path.  Climb down
 the wall, pass a Red Selph, resume going south, and you're FINALLY
 done here.


------------------------------------------------------------------------
2-E:  Beauty and the Beast
------------------------------------------------------------------------

   Items:     10G, Dried Meat, Aqua Fruit, 10G (x3); Potion, Earth Sap,
              Magic Source, Earth Fruit, Revive; Hi-Potion

   Monsters:  Goblin

   Recommended Level:  4-7


 KARNACK / DRY SEASON -------------------------------------------------

 Enter.  And, well, leave.  Upon heading out to the desert, Rubius
 faints.  Fortunately, some woman comes for the rescue and helps
 bringing Rubius to her house.  There, you'll learn her name (Aira),
 that she's blind, and that she needs to bring some water to Karnack.
 Your two party members will escort her there in return for helping
 Rubius.

 In Karnack, some guy tells you that another girl has been taken; this
 doesn't appear to be good.  Aira is asked to visit the Elder, and
 Eldin and Rubius decide to follow the villagers that head out to bring
 the girl to safety.  Go up and then right to the next screen; a
 signpost says that a rock cave is ahead.  But not a rock cave only; a
 beast is there as well, and this fellow appears to be the one having
 captured the girls.

 You'll discover that this monster actually talks, and the three people
 that were supposed to rescue the girl bolt away.  Which leaves you and
 Aira left; it ends up with a battle with him.  The enemy this time is
 a Goblin; exactly the same Goblin you've fought in Lukie Cave, with
 the only difference that you are stronger (but with only a single
 party member) now.  Defeat him.

 Aira appears to know this guy--he's Sando, whom she mentioned in her
 tent earlier.  Sando opens the cave in the back; his motives for
 kidnapping the girls is to let Aira see again, but the party warns him
 that she doesn't really know that he's a monster.  Sando passes away,
 to Aira's disappointment.  The good thing is that the girls are
 rescued; this includes some little brat by the name of Rami.  She will
 join your party now, which is a good thing, because she actually
 _helps_ fighting in battle.  (And saying no to her doesn't help.  "I
 won't take no for an answer!")

 With Rami in your team, you're finished in this town and the next goal
 is the Tower of Guidance (which you actually came for).  There is a
 number of random bits you might want to take note of (albeit totally
 optional).

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - From the entrance, take a left.  You'll see a person lying on the
    ground and two bottles; break the bottommost one to reveal 10G.
  - And talk to that person to reveal that he's in fact an alchemist!
    Learn that to make a Water Ore, you'll need Iris Water and a
    Crystal.
  - Of the tents "in the back", enter the first one (all the way to the
    left).  One of the pots inside contains Dried Meat.
  - The second tent has nothing but two youngsters in love (how cute).
    To enter the third, tell the beast that you have business with his
    master, which is a chemist.  If you feel the need to become her
    apprentice (400G), have a chat with her.
  - Next to her is a bottle that contains Aqua Fruit.
  - And in the fourth tent are four pots; if you're in need of cash,
    grab 10G out of one of them.  Well... if you're *desperately* in
    need of cash.
  - Exit the tent and go down; you'll find four other pots.  Cut away
    all of them.  One contains 10G, and another one has 10G as well.
    WOW.

 As for equipping and buying, I recommend equipping the Katyusha from
 Gruberik on Rami.  She can wear it.  If you don't have it yet... well,
 get it.  You should have a Chopping Board for her as well.  If you
 have some money, but her a Toga as well.  For Eldin, I suggest giving
 him some defensive items, if you didn't do so before.  A weapon is not
 absolutely necessary if you've acquired the Insect Crush in Mera
 Volcano.

 And get Rami a job!  Physically, she isn't worth a bean in battle, and
 thus I recommend making her anything that uses magic.  A chemist is
 okay (gains the ability to stop enemy movement for 10 steps in the
 field--useful), or a priest to heal your sluggish party.


 OPTIONAL / ROAD TO GRUBERIK ------------------------------------------

 Also, now you've got Rami, you can burn down bushes (rather than
 cutting them away), small tree stumps, and those spider webs.  Yeah!
 You might want some items, so head to the Road to Gruberik (North).
 Switch to Rami by pressing L.  Go down one screen and walk on until
 you see two stumps close together; burn them, and you'll gain access
 to a lone bush with a Potion.  Now go back and head down until you get
 to the fork (one path goes south, the other leads to King Spider's
 cave).  Go down.

 In this screen, immediately take a right, and burn the stump.  Do the
 same with the bush thereafter to reveal Earth Sap, and then circle
 around the ledge all the way while burning everything that crosses
 your path (which includes a Beetle).  Eventually, you will gain access
 to a bag of cash, which contains 200G.  Return when you have it, and
 head all the way to the entrance (of this screen).  Go down from there
 and you'll see an arrow leading down from the ledge (it's close to the
 well).  Drop down and burn the web.  Enter, avoid the Mad Bulb (he's
 tough), and find a chest with a Magic Source down the cave.  Go back.

 The other spider web is, unfortunately, inaccessible for now.  You
 need Torma to get there (chasm), and, well, you don't have Torma now.
 See the end of the chapter for more.  Go south from the fork (where
 north leads to said spider web), and find a tree stump enclosed by
 four bushes.  Under that stump is an Earth Fruit.

 Also, if you've changed to a chemist (which you should do, for the
 Tear Gas-skill) go to Gruberik.  Go to the room with all the jobs in
 the Hunter's Guild and read the second ad right of the stair set.
 Bacchus the blacksmith needs a healer (not a priest, but a chemist).
 After reading it, go to the blacksmith (lower-right corner of the
 marketplace-part of Gruberik) and talk to Bacchus (lower-left guy).
 He wants you to get some Aspirin from Sedel at the Hunter's Guild.  Go
 back to the jobs-room and find Sedel, the ex-chemist, in the lower-
 left corner.  Get the Aspirin, give it to Bacchus, and you will
 receive a Hi-Magic as a reward.  Yay...

 I think that's all the noteworthy stuff.  When you're done, leave
 whatever place you are in and head for the Tower of Guidance.


------------------------------------------------------------------------
2-F:  The Ancient Ruins
------------------------------------------------------------------------

   Items:     Escape Ball, Ice Ball, Fire Ball, Revive, Magic Jar,
              Tower Disc, Potion, Thin Cape, Camu Armor

   Monsters:  Armored Horse, Mini Dragon, Spinner, Baby Frog,
              Blood Bat, Poison Toad, Snail

   Recommended Level:  4-7


 TOWER OF GUIDANCE ----------------------------------------------------

 Go one step forward.  Rami says that this is one of the Ancient Ruins,
 and then you'll regain control over your team.  Head forward, read the
 stone with Rubius if you wish, and to the next area.  Cross down the
 hall.  In the next room is a broken bridge, thus creating a chasm--
 seeing as going down the abyss isn't of preference, there's no way to
 continue.  Or is there?  If you examine the gray pillar-like things,
 Rami says that they're stone lamps... and that she can light them up.
 Let's try so; press L to switch to her, and hit B to create a fire.
 Lo and behold: a bridge pops up.  Convenient, eh?  I love those
 programmers.

 In the sequent chamber is a number of monsters (the first four of the
 list on top), as well as a crack in the wall in the upper-left corner
 (which you can't do anything with yet) and a chest in the upper-right
 corner (open it for an Escape Ball).  When you're done, head straight
 up to an elevator, and lift yourself up.  The next area is a maze-like
 room.

 Two steps down and you're confronted by two ways you can take; left or
 right.  If you're an item collection freak, take the left path first;
 push away the blocks and trail down the paths.  Skip the dead ends and
 you will eventually find a chest with an Ice Ball (and a Buffalo
 guarding it).  When you take the remaining path, you will again get to
 a fork; going down here brings you to a chest with a Fire Ball (and
 Buffalo), leaving the other to continue.  Take the ball if you wish
 and go up.  Push away the blocks, read the stone if you wish, give the
 Baby Dragon a beating if you feel like it, then head down.  Get past
 the Platypus in the way of your preference, and go down to the next
 screen.

 Step on the switch to open up an entrance, then go through it.  In
 here is a trio of King Frogs, and the frogs' chaotic movements make it
 hard to get past them unscathed.  Still, it's possible... but of
 course, collecting the experience should be done as well.  You will
 get to some formation of blocks, two of which are movable.  Move one
 of them two blocks up, then push it all the way to the left or right
 (on a button).  Repeat with the other, and both doors should be open.
 You can opt to take the left door first to land in a trap, filled with
 monsters (Neo Bats, Baby Dragons, and T-Rexes) and chests (Revive and
 Magic Jar).  Push the four blocks on the switches to create a path to
 return, if you enter.  Take the other path when you're finished.

 Here are more blocks and switches; you need to push all blocks on the
 switches to lower the stakes in the room.  This opens up a path, but
 also releases two Buffaloes, who are obviously blood-thirsty and ready
 to kick your butt.  If you wish to avoid them, push the lower blocks
 last to gain a head-start.  When you're done, follow the path to a
 stone--read it if you want--and two paths to take.  Skip the lower,
 and go up the stairs.

 Beat up the Baby Dragon (which you can't avoid), and then drop down
 the gap in the middle.  There are nine weak spots on the ground; you
 can walk over them once, and the second time you do so you'll land in
 the floor below you.  So, walk over the weak spot in the middle, then
 return over it.  You should land exactly on a switch, which creates a
 path to the north.  Go through it.  Use your sword to hack your way
 through the two Platypuses, and go up a floor.  Pick up the Tower Disc
 in this room (below), and go through the entrance.

 Again, there are two doors.  Two switches are there as well, and one
 block.  The door to the right is a trap (two Armored Horses), so push
 the block on the left switch.  Go through the door.  This chamber is
 plus-shaped; north and west lead to a dead end, leaving only south
 left.  Go there.  What awaits you here is another of those
 pathetically-easy puzzles.  There are four switches and three bottles;
 pick up the top-left (or -right) pot and place it near the buttons,
 then pick up the other and put it on the upper right button.  This
 reveals a fourth pot, allowing you to complete the puzzle.  Do so and
 a door opens up.  Go through.

 Pick up a Potion from the chest and go up the stairs after dealing
 with the Baby Dragon and other monsters.  Go south before going up the
 stairs and acquire a Thin Cape from another chest (Rami can equip it,
 but doesn't need it if you bought her a Toga).  What's left is going
 up a few floors and walking through a door, arriving outside.

 As for hostile bother, there is an Armored Horse here, as well as a
 King Frog.  If you manage to pass them, you can access a lift and two
 entrances.  The lift leads to a chest, giving containment to the all-
 popular Camu Armor.  There's also a stone inscription here.  Be sure
 to grab the armor (unfortunately, nobody you have now can equip it),
 and go back down.  Of the two entrances you can take, you might want
 to take the second (the left one) first, as the other was only
 inserted to annoy you--only a Platypus and stone inscription are found
 inside.

 The other entrance leads inside as well, and it's another stair set.
 Follow it all the way to the top of the tower.  Outside, find some
 more stairs, go up them, and the game takes over.  If you carefully
 attended the inscriptions, you can deduce that this place is the
 portal to the holy land (four dragons around you).  If you didn't,
 well, Rubius will do.  She will also inform you of the stones and
 shards you retrieved from the pirates, and ends with a did-you-
 understand question.  Say yes when you're sick of her lecture, and
 then you'll get to deal with something confusing for importers.

 But now it's all clear: your objective is putting the stone in one of
 the four holes and then standing in the middle to see if it works.
 The solution is facing the lower-left hole (the one with the
 yellow/orange/gold dragon), going to Special in the menu, and
 selecting either the Moon Stone or the Gold Shard.  Select its
 counterpart to read the stone.  Press Start to translate, then turn
 around with the shard until you read text (one turn clockwise to read,
 "When the doors open").  Lastly, press A to confirm and place it in
 the hole.  Now stand in the middle.  If nothing happens, you either
 didn't rotate the translator correctly or the stone wasn't put in the
 right hole.  And if something DOES happen, well, you're screwed as
 well.  A lightning bolt strikes Eldin as he inspects the stone, Rami
 gets help, and the screen fades black...


 PARCELYTE ------------------------------------------------------------

 Eldin awakes in his own bed, with the team plus Torma around him.  You
 will learn about Rubius, the tower, that a curse fell upon you, and
 about the Northeastern War.  Apparently, some Ragule guy entered the
 kingdom of Gratze, resurrected an ancient Beast, and let the King of
 the kingdom conquer the world.  That Beast is now split in two, a body
 and a spirit, and Gratze is presently invading other lands to get the
 Beast back.  The soul is in the holy land, to which the portal was on
 the just-visited tower, and yes, you need to find it.  And save the
 world.  Again.

 Anyway, this curse is your priority for the time being, and the Elder
 of Nazare might know a way to do away with it.  Nazare is behind Mt.
 Ruhie, a mountain now accessible on the world map.  Torma rejoins your
 party, which is great, of course, as strolling around with a two-
 member party isn't the tops.

 Stuff To Do:
 ¯¯¯¯¯¯¯¯¯¯¯¯
  - Get Torma a job!  If you haven't done so already, of course.
    Personally, I'd make him an ass-kicker, so make him a swordsman or
    fighter.  Forget about the mages or wizards; Torma doesn't like
    them.
  - Get a job from Bandino (in the Hunter's Guild), if you haven't done
    so before.
  - Equip Torma with some better items.  If you have the money, my
    recommendations are a Slingshot and Leather Shield (Gruberik) and a
    Scale Plate (Karnack).
  - You can now reach the other spider web and burn it with Rami's
    super powers.  Go there, beat the enemies (Blood Bat, Poison Toad,
    Snail) and receive a Revive.  If you didn't take the trip to the
    Road to Gruberik before with Rami, go get the other stuff as well!
    See the start of this chapter.
  - Make sure to sleep at the inn before moving on.


------------------------------------------------------------------------
2-G:  Curses!
------------------------------------------------------------------------

   Items:     Escape Ball, Ice Ball, Magic Source, Aqua Fruit,
              Dried Bread, Smoke Ball, Earth Fruit, Lak Cheese,
              Ice Ball, Mountain Disc, Sanity Pill, Light Tattoo,
              Victory Bandanna, 20G, Ice Ball; Mysterious Pin,
              Magic Jar, 10G, Wind Fruit, Revive

   Monsters:  Wondy, Mad Bulb, Goblin, Bolt Fish, Blue Selph, Wyvern,
              Stone Hawk, Elpasar

   Recommended Level:  5-8


 MT. RUHIE / EAST -----------------------------------------------------

 Head up.  There's a Wondy to your left and four bushes, but those
 bushes don't contain nice items, so there's no need to go there and
 the enemy can be safely skipped.  The Mad Bulb next ahead is a little
 harder to avoid, as it's right in your way, but it's not impossible.
 Take the path to the next screen--two obstacles will be in your way.
 Melt the ice with Rami and then hack away the revealed bottles in
 order to make yourself a path.  In the middle of the road is a
 whatever-it-is that pushes you back.  It's weird.  Avoid it by just
 walking around it... I've no idea what's the use of this, other than
 to annoy you.  In the next screen, Eldin will lose control for a
 second, and Rubius says that the village is just ahead.  JUST AHEAD,
 she says, and if there's a twelve-paragraphed walkthrough for this
 mountain, something's not right about those two words.

 Immediately take a left, and go through a secret passageway.  Head
 down, then left, and so on, until you meet up with a Wondy.  Beat it
 up, have Rami get fiery on the two bottles, and let Eldin finish up
 with his blade.  An Escape Ball and Ice Ball are revealed by doing
 this.  Take them both and return.  If you're in for more items, go all
 the way to the right.  At the four bushes, go down, and circle around
 until you see a chest partially covered in ice.  Rami is your girl
 here; a Magic Source can be found inside it.  Two Bolt Fish are near
 this chest, but they can be avoided.  Go back.

 Apparently, there are certain holes in the ice; when you walk over
 them, you fall in and you can't move.  To get out, you'll need to
 press the directional buttons eight times.  These holes are on the way
 north, and if you're prepared to fight a bunch of monsters, go there.
 Beat the various enemies, climb the vine, assault the Blue Selph, then
 light the lower-left bottle and break it for the item.  Return, and
 take the left path (which you should've taken in the beginning,
 actually).

 Resume going left and don't bother with the ice bottle (it's empty).
 Fight or skip the Mad Bulb, and go left.  The four bushes contain no
 items as well, so don't cut them if you don't feel like fighting the
 Goblin behind them.  A Mad Bulb is up ahead, as well as a few of those
 annoying holes; when you pass them, you'll be at a T-split.  Take a
 right and cut the plus-formation of bushes on your way.  A Dried Bread
 is hidden beneath one of them, and your next obstacle is a Wyvern
 (which is unavoidable).  Behind it is a Wondy; beat both of them, then
 find your way around those pesky holes (just damn those things) to get
 to the bottles.  Light and break the first to reveal an Earth Fruit.

 Head back to the T-split and go left.  Skip the two ice bottles at the
 west side of the road and make your way past the Mad Bulb and Stone
 Hawk.  As the bushes contain nothing of use, head to the next area.
 Rubius notes here that the exit lies west, and that means you must go
 east first.  Kill the Blue Selph and continue until you see six bushes
 with a Goblin behind them.  The bush in front of him has a Smoke Ball,
 which you can freely take; the Goblin doesn't attack until you opt to
 touch him.


 MT. RUHIE / WEST -----------------------------------------------------

 Return, and there are again two paths you can take.  I would suggest
 the upper road if you're in for some Lak Cheese and fighting a few
 monsters (and falling in those friggin' holes).  Jump down via the
 arrow on the ledge and continue.  At a certain point, there'll be a
 narrow path, but it cannot be passed because you're blown to a hole if
 you walk in a certain spot.  The solution to your problem is Torma;
 see that pole on the other side?  Whip yourself there and resume left.
 When you reach the end of the path, Rubius says we're close.  A bird
 flies by at this moment, however, and catches Rubius.  Which sucks, as
 you're obliged to save her ass now.

 Go left.  Forget about the Wyvern and head up.  See those white steps
 on the wall?  They're hard to see, but they're there.  Climb them and
 mow down the quartet of bushes--an Ice Ball is under them.  Jump down
 the steps, go right, fight the Stone Hawk, and seek for more steps.
 Go up them.  This... is getting repetitive.  Once you arrive in the
 next part of the mountain, a skull drops down from high above--how
 utterly depressing.  There are a few monsters here, and again, paths
 on the walls.  The previous time I covered a place like this, I found
 a step-by-step guide worked best, so I'll bother you with that crap
 again.

  - Firstly, do a Rami/Eldin combo on the ice bottle close to you and
    grab a Mountain Disc out of it.
  - Now, from the skull that dropped down, walk to the left until you
    see another skull.  Look for steps on the wall and climb up.
  - Get on the first "platform" with a pole, and use Torma to whip to
    the platform right of it.
  - Climb up the steps to another platform, whip to the right again,
    climb up, and you will find a bottle and a half-frozen chest,
    respectively containing a Sanity Pill and a Light Tattoo.
  - Climb down and whip left.  Two paths of steps are on the wall; one
    was used to get here a moment earlier, and the other is the one
    you'll need to use now.
  - The next platform has three paths.  Take the leftmost one.
  - Whip left, go up, and whip right.  You can now go up via the wall,
    but opt to fall down (arrows on the ledge allow you to do so)
    instead.  You will land near a bottle with a Victory Bandanna.
  - Fall down again (well... you *have* to).  Follow the path to the
    platform you chose to drop down from and climb the wall instead.
    Whip to the right and climb up again.

 Make your way to the left and you'll fortunately see Rubius.  She
 appears unconscious, and upon trying to get to her, the bird that took
 off with her pops out and rears his butt for you to kick it.

 Boss Strategy -- Elpasar:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            478    320   55    60    30    1     11    2000    550

   Not too tough; Elpasar appears to use Relentless over and over doing
   not too much damage to you, especially if you leveled up and/or
   equipped the best armor yet, as well as a Frost-attack, dealing even
   less damage.  Eldin and Torma are your attackers, and Rami stays on
   the defensive side.  What your Disc Monster does is up to him or
   her; you don't really need him.  The basic strategy is having Eldin
   and Torma use Cinder Slash repeatedly, until they run out of MP, in
   which case they should resume with physical attacks.  If they don't
   have Cinder Slash, use Blaze.  If they don't have Blaze, use Cinder.
   Cinder Slash stays preferred, though (compared to Cinder, it's less
   MP and you get a free physical attack extra).  Have Rami heal when
   it's needed, and that should be, like, once or twice.  Repeat until
   you win.

 Rubius is okay, and rejoins the team.  Find your way back down again;
 video game physics say that jumping down from insane heights deals
 zero damage in many occasions; use that to your advantage and go left
 to the next screen.  Here was a skull at first, but it is now removed,
 allowing you to continue.  Beat the monsters and head to the next
 area; take note that there are two paths you can take--take the narrow
 one and cut the bushes for 20G.  Go back and resume trudging through
 the field of snow and ice, and cut away the middle of a formation of
 eight bushes (Ice Ball).

 From here, all that's left is going down a stair set, and you'll
 appear on the World Map.  A new village is accessible, and that is the
 village of Nazare.


 NAZARE VILLAGE -------------------------------------------------------

 Welcome to Rubius's home.  I am unfortunately one of those guys who
 like to find all items.  I am also unfortunately one of those guys who
 like to list that kind of stuff down.

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - First thing is an alchemist.  Take a left from the entrance to find
    a dog; talk to it, reveal him, and learn that Bright Gem + Star
    Quartz = Bright Ore.
  - Head into the house directly above you and go down a floor.  Take
    it to the right part of this bedroom and cut the bottle for a
    Mysterious Pin.
  - Exit and go to the right.  Enter the item shop (see below for a
    list), take the ladder downstairs, and open the closet.  You can
    steal a Magic Jar out of it unseen.
  - Head north and enter the inn (in which you can rest for 80 bucks).
    Go downstairs and make the bed; the lady will reward you with 10G
    for this.  I really don't know why I include these small
    unimportant things.
  - Next of the inn is another house, although I didn't find anything
    of use inside.  Instead, head into the cave north of it--this is
    the Nazare bazaar.  There's a guy selling stuff (see below for a
    list).  Behind him are two chests, containing a Wind Fruit and a
    Revive.
  - While you're still in the bazaar, head upstairs to the Training
    Hall--doesn't seem much of a "training hall" though...  In any
    event, go upstairs and through the entrance.  Talk to the guy
    (don't fall off!), who says he's matured into a bishop.  If you
    have mastered the job of a priest, you can change to a bishop too.
  - There's a woman in front of the Elder's house, who wants a tea of
    some sorts (Ordens Blue Tea).

 We also have shops down here; items are found in the house somewhat
 south of the inn, and equipment is sold by the guy in the Nazare
 bazaar (behind the inn).  Check section 4-D for a reprint of the list.


 THE ELDER ------------------------------------------------------------

 And now it's time to see the Elder!  He's in the big fat tent.  Have a
 talk to him; you'll learn that the curse can't be broken by him, and
 that the answer may lie in the holy land.  In order to get there,
 though, you'll have to continue traveling with Rubius and getting the
 other stones required to access it.  The old guy wonders if Eldin is
 actually a descendant of the Ancients.  He says that the town of
 Narbick is your place to go for more info on reaching the holy land.

 However!  Some messenger guy pops in and tells the Elder that Gratze
 has captured Gruberik (*panicky music*).  Our party wants to go there
 and kick some sorry asses, and since the front door is closed, we'll
 have to bring a visit to Jida (apparently close to Gruberik), the home
 of the hobbits, first.  Perhaps they know a way inside.  Head out of
 the town; the closest area to Gruberik is the Old Well, and since it
 is yet to be visited, let's enter it.


------------------------------------------------------------------------
2-H:  Through the Sewers
------------------------------------------------------------------------

   Items:     Moldy Bread, Revive, Power Source, Moldy Bread,
              Insect Egg, Lizard Shield, Jelly Shield, Rotten Meat,
              Poison Claw, Poison Needle; 10G x7, Life Source,
              Hi-Potion

   Monsters:  Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
              Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
              Ice Lizard

   Recommended Level:  6-9


 OLD WELL -------------------------------------------------------------

 Just before the entrance to this place is a white bird lying near the
 trees to the left.  Have a chat with it and you will discover that it
 is in fact an alchemist.  He'll tell you that in order to create a
 Flash Ring, 150G and an Earth Ore are needed.  When he disappears, go
 north and jump inside the well, despite its dark, slimy interior.  Bon
 appetit!


 SEWERS ---------------------------------------------------------------

 Climb all the way down and place the bottle elsewhere.  Jump down the
 hole you make, and watch the conversation.  When it's over, make a
 right.  See that bridge there?  Cross it, then go in the water via the
 steps.  Go left and then down, then on the normal path again.  First
 go down and crush the four bottles you see for a Moldy Bread, then
 head north until you reach a chest that contains a Revive.  Get it,
 then let Torma get the party to the other side with his hook, avoiding
 the Snail in the water.  Walk back to the bridge you went over
 earlier, cross it again, and go to the right (don't go in the water,
 this time).

 Move on.  When you come across a pole, let Torma do his thing.  Walk
 up, kill the Small Crab, whip to the left, and let Eldin break the pot
 for a Power Source.  Pull yourself back, go to the right, and cross
 the ravine to the right.  Go in the water and make damn sure you don't
 touch the streaming water--it takes you back to the start.  Go to the
 right instead, get past the Snails, and make your way to the next
 screen.

 Take the upper path first, get the Moldy Bread out of the chest, and
 then take the lower path--otherwise you only find a Lizardman (which
 is only good for being captured, if you need a Disc Monster).  Go back
 and take the lower path.  When your feet get wet again, go up, past
 the Shadowfly and Snail, and through a small gate.  You will
 eventually find a nice formation of bushes and pots; only hack away
 the upper-left bush, for it is the only one with an item (an Insect
 Egg).  A new enemy is found here as well (Blood Bat).  Lastly, use
 Torma to whip yourself to the right.  Go in the water, and beat the
 Shell Fiend if you wish (fire-magic works best).  Go with the stream,
 and you will arrive near a chest, which contains a Lizard Shield.
 Unfortunately, none of your human party members are able to equip it,
 as it's meant for Disc Monsters.

 In any case, head back to where you entered this water, and go to the
 right (the path that is yet to be explored).  Continue down the path,
 whip yourself to the other side at the end, kill the Blood Bat, and
 notice a path behind that vine... a little too obvious, right?  Get
 inside the secret room, and it is treasure-time: a Jelly Shield in the
 chest, and Rotten Meat in the bush up-left of it.  If you're wondering
 what the hell you're supposed to do with Rotten Meat--it's for Disc
 Monster of shadow-types, which are damaged by healing potions etc.;
 this then is what they need for a HP boost.  Don't go back; that path
 leads to a dead end.  Instead, take a right and have Torma do
 something witty with his rope.

 You'll witness two Lizardmen and some snake just ahead.  The fights
 with the two lizards are inevitable; make sure to surprise them for an
 extra round.  Once they're done with, free the Corydoras; heal and
 make sure you surprise them, and when you fight, don't hesitate to
 unload a good dose of fiery whoop-ass.  Don't walk around if you're
 poisoned; immediately pop out an Antidote in that case.  The door
 opens by clearing the room of monsters, so continue.

 Again, make your way through a stream, end up somewhere south, etc.
 I'm sure you know the deal.  When you can choose between crossing a
 river with Torma's rope, and jumping in the river and returning to the
 beginning, do the former.  Head up and pull the switch, and voila!
 Something happens and the water isn't streaming anymore, meaning it
 won't take you to random locations every time you just want to take a
 swim.  Unfortunately, this means an invitation for a bunch more
 monsters...  Anyway, whip to the pole and head south all the way.
 There are Poison Toads on your way, but they are easily avoided.

 Follow the path.  When you get the chance to get out of the water,
 don't and continue heading east.  Eventually, you'll get to an upside-
 down T-split; head north, fight two Poison Toads, and to the next
 screen.  Upon entering, the party witnesses a creature being attacked
 by a snake!  Heal your party, make sure to have some AP left, and talk
 to the unconscious creature.  The snake that attacked returns and
 assaults you.

 Boss Strategy -- Ice Lizard:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            428    255   65    50    22    20    16    2500    1300

   Ice Lizard is relatively easy, compared to some of the bosses you've
   butt-kicked earlier.  He either comes alone or with a Lizardman, and
   if that ally of his kicks the bucket, Ice Lizard calls for help--
   sometimes, this is good, for it occasionally fails, giving you an
   extra round to attack.  In case it wasn't already obvious, Ice
   Lizard is of the ice-element, and ice melts when it comes in contact
   with fire.  Have each of your party members use Cinder Slash or
   Cinder, if they've learned it, and let anyone heal the party when
   they take hits.  It's not that hard.  When a Lizardman joins the
   fight, make sure you kill it as soon as possible, though.

 After the battle, the creature (it's a fox) (or a dog?) awakens,
 thanks you, and faints again.  It appears he was a human that fused
 with a monster, and can't revert to his original form again.  Rubius
 suggests carrying him somewhere safe, and then you'll regain control
 over the party.  In the upper-left corner of the room are two chests,
 containing a Poison Claw and a Poison Needle.  When you have those in
 your inventory, use Torma to swing to the right.  Pull the switch
 there to put the water to rest.

 Walk back to the previous screen.  From the T-split, head left and get
 out of the water.  Now make your way to the right, cross the fence-
 bridge, cross the other fence-bridge, and climb the short ladder.
 Cross ravines with Torma's rope, and enter the water (which you told
 to stay quiet earlier).  Head all the way north and beat up any
 enemies you encounter, follow the path, and you'll meet up with a
 hobbit.  Jida Village is near, and he lets you pass--he won't if you
 haven't brought Bau (the dog), though.


 JIDA VILLAGE ---------------------------------------------------------

 Apparently, the hobbits hold a grudge against humans, meaning you
 don't need to expect hospitality anytime soon.  Anyway, when you
 enter, there's a bunch of paths to take; to your left is the church
 (make sure to save), and a path leading to a cave with 70G (10G x7).
 Go show these fellows another reason to hate humans (a.k.a. get the
 cash), and head back.  The path to the north has a ladder leading to a
 hobbit making dinner, while the other stairs bring you to a floor
 below.

 Go down and to the right; keep holding Right and you will walk in a
 green sort of thing.  Have a chat with the fish to reveal an
 alchemist, who in turn reveals that an Earth Ore requires Iris Water
 and Lake Sand.  Skip the weapon shop (go away!), head south instead,
 and enter the Treasure Room.  Three chests can be found here, one of
 which is empty, another of which contains a Life Source, and the last
 of which has a Hi-Potion.  Head all the way back to the first room,
 where one cave is still unexplored; it's the Chief's Dwelling, and
 your next stop.

 Chat up with the oldest guy around.  While he doesn't hate you like
 the rest in this place does, he unfortunately isn't too helpful once
 you request his help to get in Gruberik--you need a guide for that,
 and he wants to keep his gang together.  So then the obvious solution
 is to send Bau; apparently, the dog-human isn't too welcome here
 either, and we're all set.  The party rests the night (HP and AP
 restored), and you can leave.  You might want to bring a visit to the
 weapon shop first, though (it's open now).

 If you can afford it and want optimal defense, Bark Shields and Bark
 Helmets are your number one choice; keep an eye on your wallet,
 though, and distribute equipment evenly.  Don't buy the Stone Horn for
 Bau, as we'll get something almost as good in a moment.  When you're
 finished, leave.


------------------------------------------------------------------------
2-I:  Gruberik Revisited
------------------------------------------------------------------------

   Items:     Wooden Mallet, Dark Fruit, Tail Ring, Bitter Cheese,
              Life Source, Aqua Fruit, Sea Disc, Revive, 200G, 30G,
              Escape Ball, Iron Box, Moldy Bread, Insect Egg,
              Rotten Meat; Wake-Up Call, Potion, Mountain Disc,
              Fire Ball, 100G

   Monsters:  Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
              Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
              Baby Hydra, Shell Snake

   Recommended Level:  7-10


 SEWERS / CONTINUED ---------------------------------------------------

 Instead of going to the right, return left first.  Stand directly
 under the hobbit you are "offending" (hahaha), and swing south.
 Switch to Bau and use his B-button skill, which is to smash down stuff
 with his hammer.  By breaking the barrels, you'll gain access to a
 chest, which contains a Wooden Mallet.  Have Bau equip it, and if he
 isn't already in your team, make him a member.  Return via the water,
 and take the previously-ignored path leading east.  Enter the water,
 walk to the right, and exit the water.

 Barrels are blocking your way, and the party has an argument regarding
 that blockade--which is a pretty stupid thing if you just acquired the
 Wooden Mallet.  In any event, head right, and cross the bridge.  In
 the water, head south to the next screen.  Here, resume south, then
 east, then north.  Go over the bridge and don't use Torma's rope when
 the opportunity arises; head left first and pull the switch.  Go back,
 swing, get out of the water and enter the land north; get to the end
 and smash the bottle in order to receive Dark Fruit.

 Go back in the water and walk left to the T-split.  Go south until you
 find something weird-looking on the wall; here is where the
 programmers went wrong with sprites, and this is supposed to be a
 crack in the wall.  Bau saves the day here; switch to him and bust the
 place open.  There's a lotta treasure to be found here, although three
 Blood Bats dwell around the area.  Open the treasure chest for a Tail
 Ring.  The bottle in the third column has a Bitter Cheese, and the
 uppermost bottle in the seventh column has a Life Source.  Head
 outside and go up, to the aforementioned T-split.  Go left to the next
 screen.

 Go left, and you'll find yourself in the screen to the right of Jida
 Village, except that the water isn't running like hell anymore,
 allowing you to continue through a passage (first fork, go up).  Do
 so.  Head north and then walk to the right, and from there go south to
 reach a chest with 200G, as well as a Lizardman (which doesn't appear
 to attack unless you touch him).  Now, go back and walk up.  When you
 get the chance to step out of the water, do so and resume going to the
 right--go all the way to the right until you can't anymore.

 Here you might want to opt taking the southern path, if you're
 interested in a Dark Fruit.  Get it out of a bottle and return, and
 choose the steps to the right.  Walk up and enter the water.  From
 here, you have two choices; either take a side-trip to the right,
 which is a dead-end (although there are some items to be found), or
 continue left.  Skip the next paragraph if you don't want to bother.

 Or not, of course.  I would suggest healing the party.  Go right and
 up.  Bau denotes that you're going the wrong way, so tell him to shut
 up and continue.  Cross the bridge and beat the Lizardman, and go to
 the left (to the right leads back to the beginning).  When you see a
 stake, use Torma to get there, and go up.  One of the bushes there has
 Aqua Fruit.  Head back south and follow the path (you will step in and
 out of the water once).  At the end, you will find a Sea Disc and a
 Revive.  The other side is inaccessible as of yet, so go back in the
 water, and walk all the way to the right.

 Back at the fork.  See those four bushes over there?  One of them
 contains 30G, if you're interested.  Now, head south; there's a
 stream, and you can "enter" it via the left or the right; hug the wall
 left (of the screen) and you'll wind up near a door.  A Baby Hydra is
 here as well.  Defeat it, and get the Escape Ball out of the chest.
 Do not use Torma to swing to the left, unless you wish to go back.
 Rather, utilize his rope in the next room.  Go through the door and
 defeat each monster you find, and another door opens up.
 Additionally, open the chest for an Iron Box, and Moldy Bread is under
 one of the bushes in the upper-right corner.  Enter the next room.

 Change to Bau and use his hammer to smash the skulls blocking the way
 to the bridge.  Then, it is time for another of those stupidly-
 pathetic puzzles (I believe it's the second one?) in the game; two
 pots are here and two spots on the ground are marked by arrows.  Guess
 what to do?  Place the pots there.  The door opens, and if it's not
 already bluntly obvious, you'll need to go through it.

 This area is the one with the optional items and such, except on the
 other side.  Walk to the right and enter the water.  Don't go down the
 waterfall, but follow the path to the left, which leads to the next
 screen.  Go up and get out of the water.  There's a crack in the wall;
 first walk to the right, though.  Follow the path until you find some
 pots, one of which has an Insect Egg.  Get it, return, and smash the
 wall.  Here, you'll need to cut away all the bushes in the vicinity of
 the crates (there's one bush with Rotten Meat), then first push the
 right crate up, the left crate to the left, and then the right crate
 all the way to the right.  After you beat the Blood Bat (unavoidable),
 take the ladder.

 Supposedly, Gruberik is just ahead.  Unfortunately, the ladder is too
 short to reach the next level.  In order to continue, have Bau smash
 the skull to create a path (which is amazing--how the hell did *that*
 happen?).  Make sure to heal, and resume north.  A boss spots you, and
 decides he's hungry.

 Boss Strategy -- Shell Snake:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            720    300   72    50    23    45    54    3000    1010

   Shell Snake uses Strike all the time, which isn't too harmful.
   Every now and then, he opts to attack with Fury, doing more damage.
   But worry not, my friend--this battle is easier than you would
   expect.  You have three things you can do: (1) just mash the A-
   button repeatedly and you're practically set, unless you're unlucky.
   Or (2) a guaranteed victory, by also making sure to heal those
   struck upon with Fury.  Or (3) to royally kick this fella's butt,
   use fire-elemental skills.  Or (4) a combination of (2) and (3).

 Walk north, bonk the skull, and climb the ladder.


 GRUBERIK -------------------------------------------------------------

 You will wind out of the well near the Ancient Cave area.  Go to the
 right to the marketplace, and a Gratzean soldier halts you (weird
 tidbit: upon that event, Bau *changes into* Rubius).  The bunch of you
 looks suspicious, which is enough reason for him to dump you in jail.
 Great!

 Imprisoned, the party discusses this entire event and what to do next.
 Fortunately, the guard that took you to this place says he'll get you
 out of here, because he's sick of fighting.  The only he asks in
 return is bringing him to Ordens, past Meadow Road--a secret exit is
 next to the item shop--and his name is Cain, the mayor's son.  Say yes
 when Torma asks you whether you should trust the guy or not, and
 you'll appear in the Hunter's Guild.  Make sure to change jobs if you
 want to (Bau unfortunately can't become an apprentice), and head
 outside.

 So what's up in Gruberik?  For starters, Gratzean soldiers are
 everywhere, watching your every move and, well, being there.  The
 entire marketplace is dead, but the Ancient Cave is thankfully still
 functional (Gratze is looking for something down there... what could
 that be?).  Also, you can't exit Gruberik the normal way (soldiers are
 blocking the road).  Some normal residences are also blocked.  And, if
 you care, Parcelyte's inn is closed as well.

 Walk southeast to a guy with four bottles next to him.  The one left
 of him has a Wake-Up Call, and right of him is a Potion.  Walk to the
 left from there.  Four bushes are here, the uppermost of which
 contains a Mountain Disc.  Pick it up, then make it to the rightmost
 side of the town.  Two bottles are there.  Break the uppermost one to
 find a Fire Ball.  There are also shops (still in the lower-left
 corner of this part of the town), which have new stuff.  Check section
 4-D for the list.

 Head south to the first screen of Gruberik, and cut away the bushes
 all the way near the bottom--you will get 100G.  Next, bring a visit
 to Torma's grandpa.  He's still the same and tells you to jump in the
 lake.  Exit and witness a rat left of his house (not sure: if it isn't
 there, open the closet in grandpa's house).  Talk to it and reveal an
 alchemist, which in turn teaches you that a Dark Ore's recipe is a
 Dark Ruby mixed with Black Water.

 Basically, you're all set and you can leave now.  Go back to the now-
 defunct marketplace, and go to the lower-left corner (item shop).
 Cain says that the secret exit is here.  Before you leave, Bau stays
 behind to rest--he'll return later in the game, though (much later).
 Note that you can enter and exit Gruberik at any time from the World
 Map, now.

 Your next stop is Meadow Road, near Parcelyte.


------------------------------------------------------------------------
2-J:  Ordens
------------------------------------------------------------------------

   Items:     Antidote, Earth Fruit, Mysterious Crest, Hi-Potion,
              Potion, Escape Ball, Mysterious Pin, Mysterious Pin,
              Thornlet, Stun Ball, Revive; Sleep Ball, Boomerang,
              Daze Ball, Lak Cheese, 10G, Terror Ball; Navaroa;
              Blue Tea (x3), Black Key

   Monsters:  Butterfly, Morphan, Eagle, Rugamo, Wild Bull, Cockatrice,
              Treant, Pretty Moth

   Recommended Level:  8-11


 MEADOW ROAD / EAST ---------------------------------------------------

 At the start, you see a yellow/white grassy area to the left.  You can
 walk through those shrubs, but only when there are short lines on the
 borders.  Try it with the first shrub, which has a bottle containing
 an Antidote.  Head to the left then to find a guy.  He says that there
 are quickly-regenerating trees around the place, which probably evolve
 into monsters sooner or later.  Eek!  Worse news is that there are
 more trees like that to the west, blocking the path to Ordens.
 Another guy tells you that there's a side-trail down the path, which
 according to him "is really tough!"

 You, unlike this scared fellow, are armed, and should have the
 audacity to take the road through the shrubs.  Your path is blocked by
 a barrel only Bau can do away with, however, but fortunately there are
 more of those lines and pluses in the shrubs.  Find a path to the area
 with a Butterfly, walk a bit down and enter the shrubs again.  There
 are two paths you can take from here; you're probably interested in
 taking the left one, which leads to an Insect Egg under the bushes.
 When you have it, don't head back yet; you can advance further through
 the grass.  Do so, and you will finally reach a chest, guarded by a
 Cockatrice, that contains a Short Sword.  Equip it, head back and take
 the last path.  Beware for the Rugamo that lurks at the end, and walk
 to the next screen.

 From the beginning, make your way to the left, and cut the lone bush
 to reveal an Earth Fruit.  Then go back and find a path that leads
 north, and take it.  Ultimately, you'll cross a Cockatrice.  Beat it
 up, and again, there are two paths you can take.  You might want to
 opt going south first (don't take the path through the shrubs that
 leads to a pole); it eventually gets you to a pot surrounded by
 bushes, and under that pot is a hole.

 Open the chest inside the cave for a Mysterious Crest, but beware: a
 Treant spawns from the skull upon opening it.  Use fire if you have it
 to beat it, then go back.  Cut the bushes around the pot and look
 left.  Press Up and Down for the Wild Bull to move with you (if it's
 there), and use Torma's rope to go to the left; you _should_ surprise-
 attack the monster.  Travel north to the next screen.

 This area consists of a path leading north, west, and east.  To the
 right is the road that you would've been able to take if it weren't
 for those damn trees in the beginning, north are more of those trees
 blocking your way, which means that left is the way to go.  To the
 right are some items, but since you can't get all of them at once,
 we'll get to those later.  So, head left, past the Butterflies.  In
 the next screen, get yourself to the left part of the area.  There's a
 shrub with a chicken inside; enter it via the left, walk to the right,
 then down, then find a corner to the left; you should be able to reach
 a pot with a Hi-Potion.  Head back now and go all the way north.


 MEADOW ROAD / WEST ---------------------------------------------------

 In the screen thereafter, enter the shrub via what looks like a,
 well... never mind.  When you reach the plus, take a right first.  Cut
 the middle bush for a Potion, make sure not to get back-attacked by
 the two Pretty Moths, and go back to the left (somewhere along the
 path, you'll need to walk one block up).  Exit the shrub via the north
 border, and enter yet another one via what looks like an asshole.
 Follow the path to the right and you'll see a barrel; push it to the
 *left* or the *right*--otherwise you won't be able to reach the Escape
 Ball down the vine.  Get it, head northwest, and arrive in the next
 screen.

 Enter the shrub, exit the shrub, and go all the way to the right.
 Here's a quartet of bushes, two of which have Mysterious Pins.  Pick
 them up, find a line on the border of the shrub, and head right to the
 next area.  Here's a little "puzzle" for you; find a vine leading down
 to the "maze" and search for a bottle.  Pick it up, bring it all the
 way to the right, and place it on the button.  Get down the vine you
 just gained access to, hack away the two bushes between the box and
 the button, and then those objects.  Go back to where you found the
 bottle and jump down the cliff.

 Climb the vine below you and slash the bushes to the right to reveal a
 button.  That means we need a bottle, and that can be found at your
 left hand; cut any of the bushes that form a spade to reveal it.  Do
 what I'm sure you can figure out yourself with it, and travel south.
 In the next screen, jump down two times, and Torma says that those
 trees are REALLY getting on his nerves, whereupon Rami discovers the
 big momma--heal before you take it on, and assault the source of this
 forest's greatest annoyance.

 Boss Strategy -- Madeant:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            720    320   100   60    30    30    25    4500    1500

   Nothing terribly exciting--mainly because Madeant has nothing better
   to do than using Leaf Edge over and over again, doing little-to-
   medium damage, and sometimes popping in with Leech, absorbing a
   medium amount of HP.  Which, yes, means that this will be another
   attack-and-watch-your-HP-and-repeat fight.  I figured that a tree is
   made of wood, and with wood burning good and all that, you might be
   interested in causing a little forest fire.

 Post-battle, Rubius and Torma point out the obvious.  The other trees
 have also decided to leave before they have their butts roasted to
 coal as well, and frankly, that was a smart thing to do.  Take note of
 the Earth Sap in one of the bushes behind where Madeant was, and walk
 to the right.  As you can see and if you remember, you are back in one
 of those areas you've crossed earlier.  Ordens is west, but a trip
 east for some items never hurts, right?

 Head to the right and open the chest behind the fence for a Thornlet.
 Next, enter the shrub to find a Stun Ball and a Revive.  When you have
 them, go two screens to the left.  Walk left, past the shrub with the
 chicken, and go down from here--this path was blocked by trees
 earlier, if you remember.  The rest is straightforward; you'll
 eventually wind up in the Village of Ordens, unlocking the fourth part
 of the World Map.


 VILLAGE OF ORDENS ----------------------------------------------------

 Cain leaves your party here.  Before following him to his home, you
 might want to explore around.

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - From the entrance, walk to the right and cut the bushes you see to
    reveal a Sleep Ball.
  - A few steps to the right from there is the inn.  Make sure to take
    a nap for 80G, and open the closet for a Boomerang.
  - While you're still here, break the pot for a Daze Ball.
  - North of the inn are shops; left is the equipment store, and to the
    right, you can buy items.  See below for reprints.  You can make
    some grand cash here by buying 99 Blue Tea for 100G and then
    selling it for 150G at the same store--that's about 5000G in just a
    few seconds.  Not bad, eh?  Remember, though, that this is the only
    opportunity to do it.  In a few moments, it isn't possible
    anymore!!  See section 4-D for a reprint of the shops.
  - Walk to the upper-left part of the village and cut the bushes; you
    will find Lak Cheese.
  - Go to the right and enter the church.  Save and do whatever you
    need with the holy guy, and break the pot for 10G.
  - Somewhere under the church is a bush, which you can reach by
    circling around the tree right of it.  Under it is a Terror Ball.
  - In the lower-right corner is a horse (or cow?) "trapped" behind
    bushes.  Talk to it and it's an alchemist: a Wind Ore is created if
    you combine a Star Quartz with Iris Water.

 Also, bring Blue Tea to Karnack.  Some woman in front of the Elder's
 tent wants this tea, and gives you a Navaroa in return.  Lufia II
 flashback!


 THE KEY TO THE RUINS -------------------------------------------------

 The only motive for your visit to Ordens is bringing Cain back home,
 so let's see how he's doing.  In the upper-right corner of the village
 is the Mayor's Estate.  Enter it, and Cain's mom wants Cain to piss
 off, back to the Gratzean army.  Some homecoming, no?  Cain exits the
 house, and then Torma suggests leaving as well.  Exit the room and
 then return; to the left is a path leading to nine bottles, three of
 which contain Blue Tea and one a Black Key.  Pick it up and head
 outside.

 You can talk to Cain and Abel if you wish.  When you're done, walk
 left and up, and have a chat with the old guy who seemed to have
 "relations" with a horse earlier.  Rubius gets all freaked out when he
 mentions the Ancient Ruins.  The old man says that the mayor may know
 more, so go back to the Mayor's Estate and speak with Cain's mom.  She
 says, however, that it is locked and that the key is missing...

 Then, Hayes comes in and says that Gratze is heading in this
 direction, and of course that's not good at all.  This means that Cain
 needs to leave to the tower.  She then notices the key you have there
 (if you don't have it yet, pick it up and talk to her again), but
 Hayes then steals it from you.  Oh no!  Leave the village and enter
 the Tower of Dohain, which is a new spot on the world map.  Actually,
 that tower is compared to the previous dungeons--which were easy as
 crap--a little harder, and you'll easily get lost.


------------------------------------------------------------------------
2-K:  The Tower's Treasure
------------------------------------------------------------------------

   Items:     Magic Jar, Iron Beak, Iron Fang, Blood Rod, Escape Ball,
              Hi-Potion, Power Source, Stone Helm, Stone Horn,
              Stone Plate, Golem Helm, Green Shard

   Monsters:  Imp, Skeleton, Doben, Butterfly, Bone Golem, Necromancer,
              Poison Bug, Earth Viper, Gargoyle

   Recommended Level:  9-12


 TOWER OF DOHAIN ------------------------------------------------------

 Head north.  There's no sign of Hayes here, and Rami notices that
 there are no monsters around... but just like Torma, I'm not
 complaining!  All paths are blocked by cats, except for the one
 northwest of you.  Head there, and find a Hayes who got what he just
 deserved.  Go left, down, left, up, and to the next floor.  South of
 you is a bottle with a Magic Jar.  Pick it up and follow the trail to
 the door--meanwhile, you see a Gratzean soldier strolling around as
 well.  The door is blocked by a spider web, so have Rami cause a small
 fire to gain access to a small room.

 Inside, you'll find four strange white tiles, and HOW COINCIDENTAL,
 there are four blocks to be found as well.  And guess what?  You'll
 need to place those blocks on the tiles.  When you do so, all red cats
 turn into monsters--which isn't good, of course, but the pros are that
 your path isn't blocked anymore.  Exit, beat up the Imp, walk around
 and defeat a Skeleton, and take the stairs leading down.  Here, walk
 to the right and take the ladder going down.

 This is an annoying maze, with lots of stakes and buttons which are
 connected in some way.  Pick up the pot and place it on the switch.
 Walk to the left, over the stake that went down, then down until you
 see a bottle.  Place it on the switch left of you, and a stake goes
 down, thus allowing you to reach that other switch.  Go all the way
 back to the start, pick up the bottle, and go to the aforementioned
 switch (there are various paths to take).  Place it and head south.
 Three chests are now accessible--open them to find an Iron Beak, an
 Iron Fang, and a Blood Rod.  The iron stuff is for your Disc Monsters,
 and Rami can wear the rod--beware, though, as it's cursed.  Exit the
 room.

 Head south.  Follow the path (no need to break the jars) to a stair
 set and go up.  Go down, left, and down again, and follow the way to
 more stairs leading up; you'll see a Gratzean lackey walking around.
 Circle around the area and enter the room with an entrance with yellow
 (or orange; whatever) blocks on its sides.  Inside, open the chest for
 an Escape Ball, and push the blocks on the white tiles.  This time
 it's a bit harder; if you fail, re-enter the room, and if you have
 trouble, take in mind that stepping (rather than moving a block on it)
 works as well (only for the last tile).

 All yellow cats are brought to life.  Find a way back to the entrance
 area and head north.  Enter the room with a blue entrance, and this
 time, it's not going to be that simple to push the blocks.  Placing a
 block on the middle tile lowers the stakes, so start by pushing lower-
 left block (you can get to it via below) in the middle.  Push the
 second of the two blocks that stand next to each other below, and I
 think you can do the rest yourself.  The blue cats are now
 "monsterized".

 Head outside.  After attacking the Necromancer, head south.  In the
 lower-right part is a now-open entrance.  Enter.  There's a Hi-Potion
 here, plus there's a stair set leading up.  Take it, and run all the
 way to the right.  Ascend another floor.  Grab the pot and bring it to
 the left.  Put it on the switch and backtrack a few steps.  A pole
 went up north, so use Torma to get you there.  Behind the spider web
 is another pot, but first go up the stairs--there's a Power Source to
 be found there, as well as a Stone Helm if you walk through the narrow
 path.  Head back and get the pot from behind the web, and rather than
 placing it on the southern switch, go up.  Place it and swing to the
 other side.

 Open the chest for a Stone Horn.  Don't go down the ladder!  It's a
 shortcut if you want to leave, but go down and you can't go up
 anymore.  Instead, walk left of the barrel, and try to stay in the
 middle of the road.  You can go through the wall (damn those hidden
 paths).  At the end, you should stumble upon a barrel (damn those
 hidden objects), and you might get attacked by a Butterfly (damn those
 hidden enemies).  Push the barrel to the far left, then down, then
 left, and then down on the switch.  This makes a pole elsewhere go up.
 Open the chest for a Stone Plate, and go back.  The barrel needs to be
 placed on the switch, but it's against the wall--move it up first,
 then one tile to the right, then down.

 Cross the chasm with the rope, pick up the bottle you've placed on the
 button, and relocate it on the button south of the stair set.  Whip
 south, then whip to the left.  Follow the way, and swing north when
 the opportunity is there--you'll get a Golem Helm this way (only if
 you secretly pushed the secret barrel on the secret switch in the
 secret area north of the screen).  Go back and ascend one floor.

 There's something blocking your path and a button that clears it;
 however, you need something to hold it.  You should know by now that a
 lot is hidden around this tower, so search behind the lower-left one
 of the eight poles for a crate.  Push it on the button, and voila!
 Enter the next screen, and you'll discover a bunch of dead Gratzean
 soldiers.  Hah!  Serves 'em right.  Go north and you'll find a chest--
 when I last checked Sonar, zero treasures were in this area, so this
 must be a trap.  Interact with it and the three cat-statues turn into
 snakes.  You'll be attacked.

 Boss Strategy -- Earth Viper:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            705    200   105   85    28    27    24    4000    1800

   Er, I could swear I saw *three* of them.  Anyway.  Earth Viper's
   battle behavior is pretty much like using Bite most of the time, now
   and then attacking with Crush, dealing slightly more damage than
   Bite (but sometimes misses), and I saw an attack that greatly
   reduced everyone's DEF.  But no worries here; the previous bosses
   weren't hard at all and Earth Viper makes no difference; just attack
   and heal whenever needed...  Oh, and this guy might come with a
   Gargoyle as his fighting buddy.  Just defeat that one before
   focusing on Earth Viper.

 Open the chest Gratze was after (and failed to get), and you'll
 acquire the Green Shard out of it.  Rubius is all excited, but isn't
 sure about this shard's function--the mayor of Ordens is our next
 stop.  If someone in your party is or has been a thief, use Escape to
 leave immediately.  Or, use an Escape Ball.  Otherwise you'll need to
 WALK to the exit, and I feel for you in that case.  Make sure to make
 use of the ladder-shortcut I mentioned earlier.


 ORDENS / REVISITED ---------------------------------------------------

 Visit the mayor and she says that you can keep the treasure of the
 tower, so long as you give back the key.  A fine deal if you ask me.
 Rami asks if there's a boat or something nearby, for the next
 destination is across the ocean; the mayor replies with Daros, a
 bigger town, which may have what we need.  Daros lies beyond the
 Windlands, so that'll be our next stop.  Outside, Cain is told to
 leave to one Ugene in Merix village (might that be the kid who gave us
 a Dragon Egg in Lufia II?).  Exit the village and enter the Windlands.


------------------------------------------------------------------------
2-L:  The Almighty Swordsman
------------------------------------------------------------------------

   Items:     Field Disc, Turban, Speed Source, Wind Armor, Dried Milk,
              Wind Fruit, Dried Meat, Dried Bread; 10G, Hi-Potion,
              Revive, Earth Fruit, 10G (x2), Cave Disc, 10G (x2),
              Flame Fruit

   Monsters:  Yan, Galeon, Procyon, Crow, Armored Nail, Neo Trice,
              Horned Beetle, Lion, Dryzan

   Recommended Level:  10-13


 WINDLANDS / EAST -----------------------------------------------------

 Head south and west.  Fight the Yans and go one screen to the left.
 Besides the monsters, take care when you see little cactuses on the
 ground, which you shouldn't walk over unless you want to take damage.
 Also, there are arrows on your way, and stepping on them will move you
 in the direction they're pointing to.

 First off, walk all the way to the left until you see a chest in a
 narrow passage, and open it to get a Field Disc.  Then make for the
 north.  Beat the Crow, and you'll find those arrows I mentioned.  Find
 a way to the right (make sure to watch out not to get back-attacked!);
 to pass the last trail, you'll need Torma's rope (or you can walk
 around the cactus).  All the way to the right is a chest with a Turban
 (burn the stumps if you wish to remain damage-free).  Head back.
 South of the second arrow-trail is a pole, and from there, you can
 swing to the cliff right of it.  Do so, and head south to the next
 screen.

 Resume south, and go left when you can.  Beat the Galeon, and break
 the pot to reveal a Speed Source.  Pick it up, return, and make for
 the left.  Here, there's nothing much else to say than to follow the
 way and killing monsters until you get to a fork.  Choose to go up
 first, burn the stumps, and you'll find two arrow-trails.  Take the
 one going up--you will fly to the parallel cliff ("But you see, dear,
 that's *magic*...").  Walk around the trails via the right, and whip
 yourself down to the leftmost pole.  Walk left from there, swing up,
 walk left, and beat the Procyon.  Walk down, below the tree, until
 you're horizontally aligned with the chest.  Walk one step down, to
 the pole, then go to the chest and open it to get the Wind Armor.
 Then, take the arrow-trail going north (you'll lose 1 HP by landing in
 a cactus-field), and head back to the fork.  Walk down to the next
 area.

 Follow the way until you see a signpost, with the message that Daros
 is north.  Well, yes; Daros _is_ north, but that path is blocked, and
 the only thing to find is a Wind Fruit.  If you want, get it (it's
 under pots; you'll have to pass a few enemies to reach it, and you'll
 see a monster eating a snake--a snake which has an abnormally large
 head at that) and return back, and go south of the signpost.  Two
 (groups of) Lions need to be fought.  Follow the path until you reach
 the screen with the Wind Fruit, but now the other side.

 North of you is a chest with Dog Ears (...yay), and right of you is an
 arrow-trail; rather than using it, walk "manually" and use Torma's
 rope to swoosh to the pole to the right.  South of that pole, across
 an arrow-trail, is another pole.  Get there, follow the way to a chest
 with an Insect Edge guarded by Galeons, and backtrack back.

 Find arrows that point north, and take a ride to the other side...
 which rhymes, by the way.  Walk one step to the right and two steps up
 (meanwhile, the camera pans back to the previous beast--probably the
 monster the mayor of Ordens mentioned--which apparently is sleeping).
 We're only a few steps away from the monster, and Rami suggests
 walking slowly past him.  Just a little video gaming experience is
 required to predict that something's going to happen, and this time
 it's Eldin tripping (idiot)--the Dryzan spots you, and seems to be
 hungry again.  Make sure to be healed up before engaging in combat.

 Boss Strategy -- Dryzan:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            750    320   90    52    92    45    80    6000    2500

   Wind Storm causes medium damage to everyone, and it appears that
   this attack is your main threat during the fight.  Besides that,
   Bite seems exclusive to his attack pattern, and this is nothing to
   worry about.  By now, you should have the fighter's Chance Hit skill
   (which does trippin' damage if you're lucky).  If not, you are
   pretty much limited to attacking and healing whenever needed.  If
   someone of you is a mage, using Enfeeble to lower Dryzan's defense
   is a must.  And don't forget to install as well.  This battle will
   be short if you're lucky and have Chance Hit, a bit longer if luck
   isn't by your side, or long if you don't have that skill.  And yes,
   that skill seems a bit overpowered.  But who's complaining about
   that?

 After dealing with Mr Dryzan, crush the bottles behind him for Dried
 Meat, and go south.  From there, follow the way until you find another
 four bottles, one of which has Dried Bread.  Exit north, and you'll be
 in the Town of Daros.


 TOWN OF DAROS --------------------------------------------------------

 Upon entering, you'll see Marin hopping in as well.  After the chat,
 you're free to explore the town.

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - The inn (hotel) is right ahead, where you can sleep for 80G (I
    believe the post with "Bar Desert Rose" is misplaced).  Upstairs
    are two pots, one of which has 10G inside.
  - Right of the inn is arms store "Wildboar", and some real good
    equipment can be bought there.  Next to that house is the church,
    and north of the church is the item shop.  Inside is a pot with a
    free Hi-Potion.  The lists are in section 4-D.
  - All the way to the right, near the church, is a guy watching over a
    couple of horses.  Talk to him twice--he needs Dried Milk for his
    horses, and if you give him some, you'll get a Revive in exchange.
  - Slightly northwest of the item shop is a small house, in which
    Marin and her mother live; enter it.  Go to the beds (please, no
    snickering) and break the bottle next to the closet.  There's a
    hidden path to the left, in which you can find an Earth Fruit, and
    two times 10G.
  - Also, there's an alchemist to be found (the chicken).  Talk to it
    and learn that a Squall Ring can be made if you have 150G and a
    Water Ore.
  - North of Marin's house are two houses, in the rightmost of which
    you can get a Cave Disc.
  - And finally, the big place on the elevated area is the casino.
    Don't enter it via the main entrance, but from the left.  Break the
    pots to get two bags of 10G.
  - Then enter the main hall of the place.  There's a Flame Fruit all
    the way to the right.  Get it.
  - If you have Iris Water (from the Ancient Cave), look at one of the
    ads on the wall and talk to the owner (he's on the same floor).  He
    wants to buy it for 120G.

 I *strongly* recommend buying the Main Gauche for Eldin and the Cutter
 Whip for Torma, plus armor for everyone.  Those weapons kick some ass,
 I tell ya.  They are expensive, yes, but via the Blue Tea trick (buy
 99 Blue Tea in Ordens for 100G apiece and sell for 150G), this should
 be no problem.  I love exploits (although this isn't possible anymore
 in a few moments!).  Anyway:


 DEKAR, AN OLD FRIEND (LITERALLY) -------------------------------------

 When you're ready with all, go upstairs in the casino.  You will watch
 two guys gambling; one dumb guy losing everything he's got, and a
 pirate making some major cash.  However, the dumb guy shows his sword,
 which is the Dekar Sword... which must mean that this is Dekar!  Yeah!
 Still the dumb fool he was a few years ago.  In any case, Marin comes
 in, and right when Eldin and co. wants to have a chat with Dekar,
 Gratzean soldiers come in.  Of course, they're after you and the
 stones you have, but fortunately Marin knows a way out...

 After the escapade to her house, the pirate leaves (after telling
 everyone he's got a ship in Gruberik), there'll be some more
 conversation, and in the end, Dekar joins your party!  Apparently,
 he's after the Beast and you share the same goals.  The now-
 unstoppable party stays the night.  Your next goal is Parcelyte,
 because the king might have a ship to borrow.  During the night, Eldin
 overhears Marin and her mom.

 When you regain control over the party, you may want to add Dekar to
 the active team.  Dekar is quite strong (although slow like hell,
 unable to switch jobs and thus use magic, and field ability-less), and
 even though he looks weird (he looked WAY cooler in Lufia II), he'll
 be a great asset to the team.  If you've mastered the job of a thief,
 you can change to a rogue as well--the one to talk to can be found on
 the third floor of the casino.  Make sure to equip your party (don't
 forget the Main Gauche and Cutter Whip for Eldin and Torma), and leave
 town.

 On your way out, however, some kid stops you and asks for Dekar.
 Gratze attacked the Nimona Mines, and his dad is buried under the
 ground.  Worry not, my son, because we shall save that father of
 yours.


------------------------------------------------------------------------
2-M:  The Nimona Mines
------------------------------------------------------------------------

   Items:     Cave Disc, Vitamins, Goggles, Dark Fang, Kukuri, 300G,
              Explosives, Wooden Mallet, Headband, Pump Fuel,
              Fatal Pick, Ship Fuel; Fire Armor, Flame Fruit, Navaroa

   Monsters:  Shadow, Tartner, Basilisk, T-Rex, Gorgon, Salamander,
              King Spider, High Hydra, Fire Dragon; Magma Golem,
              Firebird, Blue Core

   Recommended Level:  12-15


 PARCELYTE ------------------------------------------------------------

 Dekar said that he was planning to pay the king of Parcelyte a visit
 and check if he's got a shop for us.  If you go to him now, he says
 that all ships were deployed to the front lines.  Unfortunately, can't
 lend you a boat during these times, and that means you'll have to find
 a civilian vessel.  Now then.  Remember the pirate in Daros, who said
 he had a ship?  Let's bring him a visit.


 GRUBERIK -------------------------------------------------------------

 Enter Gruberik.  Yes, in case you didn't know, Gruberik can be re-
 entered; just click on it on the world map, go one step to the right
 and one step up.  Voila!  Head to the docks, and go to the place where
 you retrieved Rubius's stuff earlier.  If you speak to the pirate, he
 says that you're welcome to board... but unluckily, we've got a
 problem here as well: his fuel has been taken possession of by the
 army.  Damn.  This means that we need to find fuel, and where is this
 kind of stuff mostly found?  That's right; mines.  And what spot just
 appeared on the world map?  The Nimona Mines.  This is too easy.


 NIMONA MINES / PART ONE ----------------------------------------------

 A *long* dungeon, as you can see by the size of the walkthrough for
 this location.  Fortunately, no boss is here to bother you, and it
 seemed that the monsters weren't too hard--of course, that's because I
 went through it with Dekar, plus the latest weaponry for Eldin and
 Torma.  Before entering, make sure to have at least two Escape Balls.
 They aren't buyable at the moment, I think, so if you don't have them,
 make sure that someone is/was a thief and has learned Escape.

 As you enter, the dramatic music sounds, and that means something's
 up.  You'll see some guys lying on the ground.  Also, there's a cave
 entrance, plus a pole to the right of it.  Some idiot is blocking that
 pole, however, meaning you'll have to go inside first.  The old guys
 inside seem not too happy on seeing you--they say that they don't need
 your help.  Make sure to talk to everyone, and checked the cave-in in
 the back.  You'll hear a sound on your way back.  Go out and head
 right; the moron who blocked your way to the stake earlier allows you
 to go through now.

 So, whip to the right, climb up, push the barrel to the right up, and
 enter the cave.  Inside, get in the cart and ride off.  Enter the
 other cart, and drop down the hole you'll wind up at.  Fight the
 Tartners and head east, where a chest is with a Cave Disc.  Pick it
 up, go back to the wagon, and ride back.  If you're interested in
 Vitamins, walk up-left-down to one of the chests you saw while
 spurting by them.  The other chest remains inaccessible.  Head north
 through the passage.

 First, there's a bunch of monsters around (the warping flame is a
 Shadow).  There's also a chest with Goggles (helmet; equip it if you
 don't have something better already), and the exit is to the right.
 Take it.  There's a sequence of things to do now; first go south, whip
 right, and whip down.  Pull the lever for the rails to switch
 (although it's not to see on-screen).  Whip left twice and go up.
 Don't head into the cart or pull yourself over the rails; follow the
 path instead (there's a High Hydra to defeat), and open the chest for
 a Dark Fang.  Go back, whip up, and enter the cart that goes south.

 Push the barrels out of the way, lift the pot, and enter the hole.
 From here, just follow the way until you find a ladder, and climb up.
 Don't go in the cart but walk around it.  Fight the King Spider (...I
 know you), and open the chest to receive a Kukuri.  Drive the cart,
 swing to the left, fight the Gorgon, climb the ladder, and head to the
 next screen.  It's getting a little boring already, eh?

 Move the crates to the left away and kill the Basilisk just ahead.
 Climb down and jump down the arrow.  From here, walk to the left for a
 bag with 300G (and a High Hydra).  Jump down again.  There's an old
 guy who says that his friend went below for some explosives, and he
 hasn't come back yet...  Well, if you go down (the other path is
 blocked by rubble), you'll see that fellow.  He's scared to hell
 because monsters are blocking the way, which of course means that we
 will have to clear the road.  Three pairs of King Spiders (they always
 seem to come in pairs) are on dinner.

 When they're done for, pick up the Explosives (boom boom boom!) and
 head back.  Talk to the man and give him the bombs by pressing Select
 and selecting it in the Special-menu (it has a funny description).
 With it, he'll head back.  Take the other path and talk to the guy.
 Watch the scene, then head through the path they just bombed open.
 You are now in the same area you were at first (with those bad-
 tempered old guys), and the left path is open.  However, you might
 want to head back to Daros and save, as well as sleeping at the hotel.


 NIMONA MINES / PART TWO ----------------------------------------------

 Take the left path those men dug open (they say they're exhausted...
 and for a damn reason, yes).  Just follow the path from here; it's
 straightforward.  On your way is a chest that contains a Wooden Mallet
 (it's guarded by a Gorgon, but you can avoid it).  Enter the next
 screen, and from there, enter the next screen.  This room is inhabited
 by two Shadows, and there are two exits; take the rightmost one.

 Take the elevator downstairs.  Continue on until you see a wagon, but
 don't enter it yet.  Don't touch the first crate, and push the second
 one to the right.  Burn the web with Rami's B-button skill, and fight
 three King Spiders.  Behind them is a worker, which you need to save.
 Do so, head back, and enter the cart.  Vroom vroom!

 Fork.  You can go north, southwest, and southeast.  First take the
 southeastern path.  Here's a mini-puzzle, sort of; the deep abyss is
 something you don't want to fall into (trap: Fire Dragons), and the
 path is weak; you can only step on each tile once.  Do so twice, you
 fall down, and you need to fight those dragons.  Here's the solution;
 U, D, L, and R refer to directions, numbers to the amount of steps (if
 it's 0, then you need to hold the R-button!), and you need to start by
 entering the lowermost tile:

   1U, 5R, 1U, (pick up pot), 3L, 2U, 0D, (place pot), 0R, (pick up
   pot), 4U, 0D, (place pot), 0U, (use Torma's rope)

 There.  That wasn't too hard, was it?  Enter the room and speak with
 the guy.  He sprained his ankle and needs you to move the barrels
 away, so do so.  He runs off (eh?).  Torma gives note--even if you
 didn't talk to the guy earlier.  Anyway, you should also take the path
 he took.  You'll be back at the fork, with a single path left; the
 lower-left one.

 Ride the wagon.  Switch to Torma and go up.  See that lever on the
 other side?  Pull it with Torma's rope, and re-enter the cart.  You
 will now exit from the left side, so go left.  Pick up the Headband
 out of the chest, after you defeat the Basilisk, and go back to the
 cart.  Ride it again, and it will now take a left because you pulled
 the lever earlier.  Follow the path to the next screen.  Follow the
 path to the next screen.  Follow the path to the next screen.  (Sorry
 about that.)

 Get something on the switch and the barrels surrounding the pot
 disappear.  Hmmm.  Must be voodoo.  In any event, you can relocate the
 pot, which you should do.  You'll reveal a hole to go down.  North is
 a path festooned with spider web; if you go inside (not needed now),
 you will find a pump of some sorts, although there's no fuel for it.
 Which means that you need to find fuel, and you can do so by taking
 the path that leads in the water.  Go to the screen to the right and
 don't bother with the crates and barrels over there; I've spent a good
 while trying to reach the chest, and saw later that there's a lever in
 the lower-right corner.  Pull it and the barrel mysteriously breaks
 into pieces, allowing you to open the chest, which conveniently has
 the Pump Fuel.

 Now head back to aforementioned room and stand in front of the pump's
 control panel.  Press Select and choose the Pump Fuel in the sub-menu
 with the key items, and go back outside.  The water you just went
 through is gone (that's quick; must be a very strong pump), so enter
 the empty pool (the Tartner that followed you earlier is now scared of
 you!) and go through the entrance north.

 Follow the path to the north until you find a chest with a Fatal Pick.
 Get it, go back, swing up, and enter the cart.  In the sequent room,
 take the elevator down.  The room blocked by webs is just a dead end,
 so go through the hole below.  The interior is different here (I still
 see railings in the battle screen.  What the hell?).

 Head right.  See the web?  Burn it (burn the spot right below the
 switch) and defeat the Tartner.  Go to the right, then up, then left,
 then circle around to the crate (the place seems kinda cold... what is
 a Fire Dragon doing around here?).  Push the crate *carefully* (as in
 don't push it against the damn wall--the paths are extremely narrow
 here) to and on the switch.  Go back.  The stake you saw earlier is
 down; push the crate to the left and pull the lever on the other side
 with Torma's rope.  This makes the three barrels elsewhere in this
 chamber go splotch, allowing you to get the Explosives.

 Go north and talk to the old guy, who isn't aware of the situation.
 He runs off.  Well, now it's time to head back to where you found the
 Pump Fuel earlier.  Make your way there, and a man will be standing
 next to the cave-in.  Talk to him and give him the Explosives (give it
 without talking to him; he'll say the same thing twice!).  After
 blasting the cave-in, a new path has opened up, and the worker is
 saved.  Walk a little further and take the elevator up.

 Now you're done saving the people, you need to leave the mines.  Do so
 by using the Escape-skill (the thief learns it), or by using an Escape
 Ball.  If you don't have either of them... well, sucks to be you.

   Note:  If you've visited Parcelyte and Gruberik already and know
          about the fuel problem, read on below.  If not, you'll need
          to go there first.

 Talk to the miner.  He says that there's coal down the mines, and
 because he owes you a favor, he goes with you to the bottom level.
 Which means you need to go through that damn mine again--fortunately,
 it's possible without fighting too much of a monster.  Enter, and take
 the left path, and from there just follow the road until you end up at
 the fork (where both paths are elevators).

 The left path is an elevator going down, and it should be available if
 you took it up after you bombed the last cave-in.  That elevator is
 not there, either if you didn't take it up, or if you've re-entered
 the mines (from the world map, that is).  Take either path; the left
 is just a little faster than the other is.  Continue until you're at
 the drained pool.  Head through the path and make it to the next
 elevator.  Go down it, and climb the ladder.  Burn the spider web and
 head inside.  Walk to the next screen and the miner will clear the way
 for you.  Fight any monsters in your way and the Fire Dragon guarding
 the chest at the end, then open that chest to get the Ship Fuel.
 ...finally.  Leave the dungeon using your method of preference.


 GRUBERIK -------------------------------------------------------------

 When you enter, you'll see two kids bullying Bau, who apparently
 wasn't too welcome in this town.  Then our party joins the scene, the
 kids see the BIG sword Dekar's carrying, and they run off.  After the
 talk, Bau leaves.  Head to the docks and talk to the pirate near the
 ship.  He sees that you brought some fuel, which means we're ready to
 launch off.  Before you leave, Bau (permanently) joins your party, to
 Pixie's grief.

 When you arrive, exit the screen and return.  Talk to the pirate and
 get on the ship; leave, because there're some things to do.


 OPTIONAL / RANDOM BITS 'N PIECES -------------------------------------

 Contrary to what he says himself, Bau's actually good for something.

  + Head for the Road to Gruberik (most convenient is if you enter from
    the north) and follow the way to the Blacksmith's House.  Now you
    have Bau, you can forge items.  See section 3-D.

  + Head for Mera Volcano (enter from the east side).  Enter the next
    screen, and enter the next screen again.  Head north until there's
    a fork; to the right is the cave, but left is the way to go.  Break
    the crack with Bau and enter.  Inside are Magma Golems (the battle
    theme is different!), and they come with Firebirds and Blue Cores--
    these cores, as you may know from Lufia II, give massive EXP, have
    little HP, but extreme DEF.  In any case, there are five or so
    monsters.  After you beat them, you'll appear outside again, where
    you can cut the bushes to get a Fire Armor, and Flame Fruit.

      Note:  If you beat all of them and get the Fire Armor, these
             monsters will NOT reappear!  However, an alert contributor
             adds that this place _can_ be used as a level-up spot:
             "If you kill all but one of them and do *not* take the
             Fire Armor, you can re-kill all (but one) of them over and
             over...  You just need to leave one alive (Tear Gas helps
             greatly with that), exit the cave, and go right back in.
             Repeat until bored.  If you have three chars with Chance
             Hit (instant-kills the cores), this builds levels *fast*."

  + Head for Mt. Ruhie (enter from the west side).  Remember when you
    exited this place that there were some stakes blocking a side-path?
    Well, it just happens that Bau can whomp them down!  Do so.  Take
    the path to the right leading to a chest, melt the ice with Rami,
    then open it for a Navaroa.

 I recall there being a crack in the Tower of Guidance as well, but
 unfortunately, the entrance is closed...  Also, make sure to equip Bau
 with the latest stuff you've got.  Many equipment you've found a
 couple of whiles earlier wasn't wearable by your human party members,
 so Bau might be able to equip them.  In addition, if you enter
 Parcelyte, a scene between Marin and Dekar takes place (not that it's
 any important).


------------------------------------------------------------------------
2-N:  Family Reunion
------------------------------------------------------------------------

   Items:     Insect Egg, 10G, Large Egg, Wild Berry, Mountain Disc,
              Insect Cover, Earth Sap, Francesca, Earth Fruit, 10G,
              Power Source, Rose Seed, Revive; Cloud Stone, Pure Water,
              Magic Jar, Hell Armor, 10G (x4), 100G, Sacred Fruit

   Monsters:  Bug Lord, Butterfly, Rafflesia, Stinger, Blue Griff,
              Madeant, Whitewing, Desert Rose, Winged Blossom,
              King Creeper

   Recommended Level:  13-16


 JUNGLE SPIRE / EAST --------------------------------------------------

 Head up, left, up, and right, while beating the Bug Lords, Stingers,
 and any buddies they bring with them.  At the fork, go right first.
 Cut the bushes away; at the end is one with an Insect Egg.  Take it
 and go all the way left to the next screen.  You'll see breakable
 rocks to your left, but skip them for the moment.  One of the bushes
 near the Blue Griff has 10G.  Get it and move on.  At one point is a
 vine leading down.  If you want an item, go down; there's a Blue
 Griff, and it will surprise-attack you no matter what--heal before
 going into battle.  After beating it, break the egg above it and get a
 Large Egg out of it.  (Which, of course, is abnormally stupid,
 considering you just smashed that egg to pieces.)  (Which, actually,
 is _really_ stupid, because the item inside that egg doesn't even look
 like an egg at all.)  (But anyway.)  If you now go left, past the
 Whitewing, you'll find a dead end.

 Return to those rocks I mentioned and break them with Bau's hammer.
 Head left and climb the fourth vine.  You're now past the "dead end"
 that blocked your way earlier.  Travel to the left from here, and burn
 the stump below the stake.  A hole is hidden underneath it, which you
 need to go through.  You'll land near an egg, which has a Wild Berry.
 Pick it up, fall down, break the egg for a Mountain Disc, make sure to
 surprise-attack the Desert Rose, and climb the vine again.  Go back to
 the stump and the stake, and this time, use Bau to bump the stake
 down.  A stake on the other side goes up.  Swing across with Torma
 twice, and enter the next area.

 From here, just follow the path; there's no way you can get lost.  At
 a certain point, you can choose to either to left or right, and that
 path to the right is blocked by a Madeant.  Defeat it and break the
 eggs behind it; make sure to ONLY break the upper-left and lower-right
 one for an Insect Cover and Earth Sap respectively.  If you hit the
 last one, three Whitewings appear (trap).  Go back and go to the next
 screen.

 South of you are five bushes, the middle of which has an Earth Fruit.
 Walk left and drop into the hole.  You are now surrounded by four
 stakes--smash the left one (the other ones release Rafflesias) to
 reveal another hole and go down.  Exit the cave, go left, climb the
 vines, and take a right; there's a chest here with a Francesca.  Take
 it and travel to the left.  There should be a vine leading down at a
 certain point, which you should take; after the Madeant is an egg with
 a Thornlet.

 Go back and resume left until you see a collection of bushes, with a
 few enemies as well; they should be no problem, seeing as it's easy to
 surprise-attack them.  One of the bushes has 10G, and another one has
 a hole (the bush two tiles left of the Whitewing)--make sure you don't
 fall in it yet, because all the way in the back is another bush, and
 it has a Power Source.  Once you have that, leap down.  Go northwest
 from here and cut the bushes to get a Rose Seed.  With this in your
 inventory, go back to the intersection and walk left.  You'll hear a
 monster-sound on the way.

 Kill the tree, head up the vine, cut the bush for a Revive, kill
 another tree, and stop!  Heal your party, make sure your healer has
 enough AP, and then resume left.  When you reach a decapitated tree,
 Dekar senses something.  He says his instinct never fails him, and I
 have to acknowledge that.

 Boss Strategy -- King Creeper:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1000   999   128   99    32    32    35    7000    2800

   King Creeper is a tree with hungry leaves, or so it seems.  Looks
   hard and has a lovely name, but you'll be surprised at this fellow's
   easiness--it only took me a few rounds before he kicked the bucket.
   Your general strategy is, as always, using Chance Hit whenever
   possible, and healing whenever needed.  Installation and powerful
   spells should be thrown at him too.  King Creeper's strategy
   involves using Heal Plus (restore 100 HP) frequently, which is
   advantageous for you, because it takes up his round, and you should
   do over 100 HP damage anyway.  He has a normal attack, but also uses
   Mind Blast, causing damage and confusion.  Confusion sucks, and that
   could become a big problem--use Sanity Pills, or switch them with
   someone in the inactive party.  If you can overcome Mind Blast, you
   can easily overcome this entire battle.

 Go to the left and climb down the vine.  Go south a few screens and
 you'll appear on the world map.  A new spot on the map, Narbick
 Village, is available.  (Shouldn't that be Narvick?  Yes it should.
 But you know those translators...)


 NARBICK VILLAGE ------------------------------------------------------

 The first guy you see says that Narbick is a village that worships the
 ancient gods (I think he refers to the Sinistrals).  If you explore
 around for a bit, some woman in a house says that Rand is in town;
 Rand is your father who left in the beginning of the game, in case you
 forgot (you probably did).  This must mean that he's still alive, so
 let's bring him a visit!  He's in the large house in the north.  Go
 downstairs, and you'll have a chat with him.

 He says that he met Ragule ten years ago to give him the Royal Ring,
 from which Rand learned that it leads to a sunken island.  Ragule
 returned later to take it back.  He is apparently from Eristol; people
 with Eristolean blood made the Beast long ago, and that same Beast
 destroyed Eristol.  Rand says that there's a stone in the forest by
 Narbick, and that another is in Eristol, and that half of the Beast's
 body is there as well.  Lastly, he gives you the Cloud Stone.  Later,
 Rubius will talk with Rand about Eldin's curse; he says that his
 family hasn't inherited the ancients' blood, although he does reveal
 that Eldin has.  Huh?

 That's the storyline stuff, and you are no doubt interested in
 collecting some odds and ends.  There's a lot to find here in Narbick,
 and some extras don't hurt, right?  Make sure you start from the house
 where you met Rand.

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - There's Pure Water in the closet in the main room of the house.
  - Exit and walk to the right; a Magic Jar can be found next to the
    house there.  If you go inside the house, you can read a book that
    says that money is hidden everywhere.  We're about to find out...
  - Go south and enter the house with the blue roofing.  It's the
    equipment shop, and it has EXTREMELY POWERFUL stuff.  Fortunately,
    it's extremely expensive as well.
  - Left of the shop is another house.  If you make the bed, you'll get
    a Hell Armor out of it (it says Bark Tapa, but that's a script
    error).  Beware--it's cursed!  Also, if you check the bookcase, you
    will face off with a really odd surprise.
  - West of that house is the church; save if you need to.
  - North of the church are the graves of Saints Marie, Lisa, and
    Clare; the three girls who helped Maxim to defeat the Sinistrals.
    The three bushes near them cover 10G, 10G, and 100G.
  - South of the church is the brawler's home.  You can change to the
    brawler-class if you wish, granted you have mastered the fighter.
  - There are two bushes near the entrance with 10G each.
  - You can sleep at the inn for 80G.  There's also a guy inside with
    items for sale.  See below for a reprint of the list.
  - Go upstairs at the inn and talk to the sleeping guy.  You will
    reveal an alchemist that way; a Revive is made by mixing Bright Ore
    with a Hi-Potion.
  - The bottle in front of the inn has a Sacred Fruit.

 I will continue the next few boss strategies assuming you don't have
 anything with "Zircon" in its name, because that would eliminate the
 need of strategies.  You can afford it if you exploited the Blue Tea
 trick like hell earlier (it's not possible anymore), otherwise you're
 limited to the weaker items (which aren't too bad).


------------------------------------------------------------------------
2-O:  The Wind Stone
------------------------------------------------------------------------

 Take note: this chapter can be skipped.  Although it has to be done
 eventually, you can go to the Border Forest now and do this in the
 end.

   Items:     Large Egg, Cotehardie, Bark Helm, Bark Tapa, Escape Ball,
              Dark Fruit, Bark Shield, Rose Seed, Heavy Tunic, Revive,
              Hi-Potion, Large Egg, Flame Fruit, Antennae, Flame Fruit,
              Mysterious Crest, Wind Stone

   Monsters:  Wispy, Medusa, Ice Lizard, Firebird, Red Core,
              Thunder Dragon, Winged Lion, Lava Dragon, Demon

   Recommended Level:  14-17


 JUNGLE SPIRE / WEST --------------------------------------------------

 We now need to go through the west part of the Jungle Spire.  Go back
 to where you beat King Creeper and head left from there.  In the next
 screen, head up and break the eggs for a Large Egg.  Now go back and
 take a left, and go up the structure.  Walk on until you see a stair
 set down; there's a dog here.  Talk to it; it's an alchemist, who says
 that an Ex-Potion is made of a Hi-Potion with Iris Water.  Walk on
 until you see a big face on the wall.  Examine it, and Rami remembers,
 "A different face between night and day..."  This means that it might
 open in the night, and so the party waits until it gets dark.  It
 seems to work, as the mouth opens, and an entrance becomes visible.

 Inside, there's a tombstone with ancient inscriptions; if you read it
 with Rubius, you'll learn that you need to continue via the hole and
 that "a curtain of water" needs to be risen.  Fall down the hole (step
 on the marked tiles twice) and walk outside.

 Go left.  Fight the Wispy and Medusa, and take the road up at the
 fork.  A chest with a Cotehardie is here.  Get it and continue.  An
 Ice Lizard is up ahead, as well as two stakes further on.  Use Bau to
 hammer the first one down, and use Torma to swing over the obstacle.
 Walk to the next screen.  Go up and right, and cut the bushes to
 reveal a Bark Helm.  Also, there's a Firebird here.  I've seen this
 (and other monsters) come with a Red Core--cores give massive EXP
 (they have little HP but extreme DEF).  When you're ready, go left,
 swing left, and make your way through the "maze".  You might need to
 fight a Medusa.  Follow the way a little longer until you see there
 bushes (near the exit of this screen).  One has a Bark Tapa.  Get it
 and head up.

 From here, go up until you see a waterfall and a pedestal.  Light the
 pedestal with Rami, but to reach it, you'll need to fight a Thunder
 Dragon (forced back-attack).  Make sure to heal before and after, then
 go back down and to the right, over the tree.  When you find an Ice
 Lizard, there's a path to the left and one leading to the right.  The
 one to the left is your final goal after lighting all four pedestals,
 although you're free to check here if you want.  Otherwise, head
 right.

 Follow the way, beat a Winged Lion, and look for four bushes on the
 path.  There's an Escape Ball under the lower-right one.  Then
 continue to a vine, a LONG vine that is, and make it to the top.  You
 are now near pedestal number two, and this time it's guarded by a Lava
 Dragon (no forced back-attack).  Fight the monster and light the
 torch.  Resume left, and go down one screen via the vines.  If you
 wish, walk left and cut three bushes for a Dark Fruit, although you
 can get this later as well.

 Swing across to the right, and fall down the arrow.  Cut the bushes to
 receive a Bark Shield, and make sure NOT to do so with the four bushes
 below; a Thunder Dragon will pop out and give you a good scare.  Go
 down the vines instead, and head into the red substance.  It's luckily
 not HP-draining, although Firebirds are in it.  Find a spot where you
 can get on land again, and go south to the next screen.

 Go down and left.  Don't enter the hole yet, but cut the bushes north
 of them for a Rose Seed first.  When you have it, leap down.  Don't
 cut the bush here but use it to gain a surprise-attack against the
 Firebird, and go to the lower-right corner.  Open the chest for a
 Heavy Tunic (for Dekar; if he wears the Stone Plate, give him the
 Heavy Tunic and give the Stone Plate to Bau).  Return and go up the
 vine.  You'll need Torma again, for his roping skills.  In the red
 liquid are holes that bring you to the cave you just visited, so whip
 across it via the poles.  Swing south and then east.  On this
 "island", stand in the tile right of the plant (?) thing, and walk to
 the right.  You should reach a bush with a Revive.  Go south from
 here, cut the grass for a Hi-Potion, and move east to the next screen.
 There are other paths you could've taken from here, but we'll get to
 those later.

 Go north, past the hole (which, although Sonar denotes there's one
 treasure in there, has nothing but monsters), and past the Thunder
 Dragon.  Break the egg to receive a Large Egg, then go east; there are
 holes in the red liquid, but if you stay close to the cliff, you
 should not fall in any of them.  Cut the grass you'll find next for
 Flame Fruit, and enter the hole you'll find next.  There is a chest
 here with Antennae.  Open it and exit the hole, and go right.  Make
 sure to stay _against_ the cliff--there's a hole around the corner, so
 watch out.  There's a seemingly-dead end, but somewhere near the end
 of the red "river" is a hole.  Find it and drop down.  You'll see a
 monster, which is a boss, and strangely enough, you need to initiate
 the fight.  Heal before you attack.

 Boss Strategy -- Demon:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            900    350   158   120   50    25    25    9000    3200

   Chance Hit is your friend again, and if you're lucky, this guy's out
   in a few rounds.  When I attempted this boss without Chance Hit, I
   discovered he's not THAT easy--Leech absorbs a bunch of HP, Destroy
   can instant-kill a character of yours, and Dark Breath is the
   nastiest spell I've seen a boss use; it can inflict confusion,
   sleep, and paralysis!  Fortunately, he uses the last two not much; I
   went into battle and got hit by these only in the beginning.  Heal-
   attack-repeat from there on.  Use strong attacks!

 After beating him, go up the vine and fight the Lava Dragon.  Light
 the pedestal afterwards, go left, and jump down.  Go down and left,
 past the red river, to the area with the huge collection of poles.
 Walk up to a pole, then walk through the red stuff to the "island"
 left of it, then whip twice to the left.  Break the eggs for a Flame
 Fruit.  Now walk a bit south of the pole and swing to the right.  From
 here, head south.  Instead of going to the pole left, go to the lower-
 right corner of the screen; there's a hole, and inside is a chest with
 a Mysterious Crest.  Pick it up, go back, swing west twice and north
 once, and walk to the next screen.

 Here's the last pedestal, and another of those stupid forced back-
 attack fights, this time with a Lava Dragon.  Settle it and light the
 torch.  Fall down, go left to the next part.  Continue all the way to
 the left from here and you'll be back at the maze part in the
 beginning, if you still remember.  Head left, up, right, and up to the
 next screen.  Walk on until you see a tree, and go over it.  At the
 next fork, don't go to the right.  Instead, climb the vine and cut
 three bushes for a Dark Fruit (if you didn't get it before), return
 and go left through the "decoration" (whatever it is).  Walk under the
 waterfall and enter the cave.

 If you followed the walkthrough correctly or put your gaming skills to
 good use, all four pedestals are lit, and something has appeared--as
 the inscription on the stone said.  In the box is a Wind Stone,
 mentioned by Rand, and that means that we now need to find the other
 stone in Eristol.  To find Eristol, the Royal Ring is needed, and it
 is either in Ragule's or Gratze's hands.  You know that Gratze is on
 the eastern continent, and it is accessible with your ship (only the
 Border Forest can be entered; you'll need to reach Gratze via land),
 so that is your next stop.  Cast Escape, use an Escape Ball, or exit
 by foot, and leave.


------------------------------------------------------------------------
2-P:  The Exorcist
------------------------------------------------------------------------

   Items:     Dark Fruit, Holy Water, Forest Disc, Dark Tattoo,
              Zombie Killer, Sleep Rod, Life Source, Earth Sap,
              Wild Berry; Dried Meat, Moldy Bread, Moldy Bread,
              Moldy Bread

   Monsters:  Death Petal, Butterfly, Shell Snake, Giant Bloom,
              Dark Fly, Vampire Rose, Snow Fiend, Ice Lizard, Chimera,
              Ghoul, Medusa, Shadow, Zombie, Doganbo, Winged Blossom

   Recommended Level:  15-18


 BORDER FOREST / EAST -------------------------------------------------

 On the docks is a pirate who apparently saw a ghost; a priest inside
 the house says that these wandering spirits might have been awakened
 by Gratze's invasion.  Inside that same house is a treasure--Sonar
 denotes there's one, and it no doubt is in that closet (the pots are
 empty).  Unluckily, the priest is in the way, so exit left to the
 forest.

 Follow the path around to the next screen, and you will see a ghost!
 Gah!  Scary stuff this is indeed.  Follow him (i.e. go south; the path
 to the right is blocked).  Walk on until you see four bushes; one of
 them has a Dark Fruit.  Follow the ghost again, and... wait.  Did I
 just enter the same area?  This area is a loop, and it's pointless to
 continue.  Instead, head back.  Monsters have appeared.  Beat the
 Death Petal and go to the right.  The priest guy is here, and if he's
 here, he isn't blocking the way to previously-mentioned closet, so
 return to the docks.  You'll find Shell Snakes (weaker forms; not the
 same boss), Snow Fiends, Chimeras and more monsters, although none of
 them should pose a threat.

 Enter the building on the docks and open the closet for Holy Water
 (key item).  With it, return to the forest and get to the priest.
 Talk to him; he says that with it, you must go to the graves and
 banish the evil, yadda yadda, et cetera.  You should know the deal by
 now.  Whip across the river of some juicy substance (mm... lemonade)
 with Torma.  Beat the Ghoul and walk on until you see a chest.  Get
 the Forest Disc out of it.  Go all the way south from here, kill the
 Doganbo guarding a chest, and claim the Dark Tattoo as your reward.
 Equip it; it's a nice accessory that ups both ATK and DEF.

 Go to the right and up a cliff (the other way is a little longer),
 fight the Ghoul if he's blocking the path, and go across the acid
 (make sure not to touch it).  Walk up and right to the next screen,
 where the fog has cleared.  Here, cross the acid by following the
 mapped-out path in it, and switch to Torma.  Whip south twice and east
 once.  If you're interested in an okay weapon (effective against
 zombies) and don't care about losing a great deal of HP (although you
 can't die unless you run into monsters), jump in the acid.  Walk up-
 right-down and get the Zombie Killer out of the chest.  Return all the
 way left to the path, HEAL, and resume whipping (south twice, east
 twice, and north once).  Go up to the next screen.

 You'll see the ghost again, and it enters a grave, which no doubt
 needs to be cleansed with that Holy Water you have right there.  Stand
 in front of the grave and select the item in the menu.  The ghost
 shows his face, and it seems that he's... not too happy.

 Boss Strategy -- Demon Steed:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1050   305   164   68    50    15    27    9800    3800

   Seriously; the previous bosses were cookies, and it doesn't get any
   harder, eh?  Normally, you shouldn't be able to kill a boss without
   losing a party member, by using physical attacks only and not even
   healing.  It seems to be possible here.  I suggest going in with
   your strongest characters and Chance Hitting him to death, or
   draining his DEF if you attack physically, and healing when your HP
   is about 25%-50% of the max.  His Slash-attack does mediocre damage,
   and Cinder Slash a little more.  Evil Flame causes burns and (if it
   doesn't miss) should be cured with either Cold Wind or Soothe, and,
   well, that's it.  If he's such a fan of fire, it must mean he's weak
   against water (Blizzard and other ice-attacks did 1 damage when I
   used them), although fire seems to do the same damage.

 Let's hope that this gets rid of the curse upon the forest.  Return to
 the previous screen and go to the upper-left part, and whip left.
 Return to the screen where the path looped continuously and go south.
 You are now in a new area, and let's hope that Gratze's nearby.


 BORDER FOREST / SOUTH ------------------------------------------------

 Fork.  Take a left and burn the stump.  Go through the path you just
 created and fight the Giant Bloom.  Climb the vine, burn another
 stump, kill the three Ghouls that appear (it's easy to surprise-attack
 them), and finally, claim the Sleep Rod out of the chest.  Equip it if
 you want to, and go back to the first stump you roasted.  Go south
 from there.  Follow the way (ignore the stakes), until you find two
 stumps close together.  The rightmost one has a Life Source.  Now go
 up, mark this place with an X (or just remember it), and then right,
 and whip down.  Kill the Doganbo and get Earth Sap out of the egg, and
 whip up.  Go back to spot X and take the lower-left road.  The three
 eggs below are empty, but the one above, guarded by a Doganbo, has a
 Wild Berry.  Get it, return to spot X, and take the upper-left road to
 the next part of the forest.

 The creepy music changes into a militaristic tune, and that must mean
 that we're close to Gratze.  Burn the four stumps you see to reveal a
 Hell Scythe.  Now, head north.  As you walk on, an arrow is fired upon
 you.  Gratzean soldiers don't like you, and although I prefer Dekar's
 method of busting in (if they use bows and arrows... then THIS IS
 GONNA BE EASY), we need to sneak in as unnoticed as possible.  Walk up
 (they won't hurt you) and left into the forest--there's a path through
 the trees you can take.  Go through and left, and you'll be in a
 village.  A rather scary village.


 GONDARLE -------------------------------------------------------------

 Gondarle was victim to Gratze's attacks, and all the villagers are
 dead, it seems.  From what I understand, everything you see consists
 of memories.  Yeah, I know it's weird.

 Before we continue to Gratze, there's a bunch of things you can
 collect and do.  Remember: if you miss an item now, you can't get it
 later!  First off, the inn costs 120G, the church is in the upper-
 right corner (open the book), the item shop is left of the church, and
 equipment can be bought in the house with the yellow/brown roof.  What
 you can buy is listed in section 4-D.

 If you ask me, the Restraint Chain isn't worth the 30,000 bucks.
 Torma will do 1.5 or 2 times as much damage, depending on what weapon
 he's wearing now (not counting Zircon stuff), and if he has the Cutter
 Whip, which hits all monsters, I would choose to stay with the Cutter
 Whip.  Rather, I'd say, buy a Holy Cap and Silk Toga for Rami, and if
 you need armor for the others, buy them in Narbick (there's nothing
 for Rami in Narbick).

 As for items: enter the house in the lower-right corner and break the
 bottle inside to get Dried Meat.  Go left and head in the equipment
 shop.  Open the closet for Moldy Bread.  Inside the inn is another
 closet with, again, Moldy Bread.  And above the inn is the item shop,
 and you can enter it from the left.  Open the closet for yet another
 Moldy Bread.  Yeah; it's not much and it's worth crap, but hey, life
 is roughly like that.


------------------------------------------------------------------------
2-Q:  The Girl's Spirit
------------------------------------------------------------------------

   Items:     Killer Armor, Charred Newt (x2), Revive, Life Source,
              Dark Chains, Antidote, Clothes, Dark Armor, Room Key,
              Rotten Meat, Moldy Bread, Rotten Meat, Dark Crystal,
              Magical Bikini, Moldy Bread, Mind Source (x2),
              Mirror Key, Dark Armor, Demon Mask, Soldier Shield,
              Magic Jar, Tail Ring, Storage Key, Memorial Pendant,
              White Shard; 10G (x9)

   Monsters:  Dark Spirit, Sprite, Zombie, Sky Horse, Hellhound,
              Dark Wolf, Black Dragon, Wispy, Girl's Spirit

   Recommended Level:  16-20


 GONDARLE -------------------------------------------------------------

 In the village, there is an upper-left path and an upper-right path
 leading outside.  If we take the westernmost one, we'll find a mansion
 with closed doors.  If we take the easternmost path, we see a couple
 of graves and a hole.  Enter that hole.


 LAND OF THE DEAD -----------------------------------------------------

 Creepy!  And complex (somewhat) too... this is going to require some
 brains; try to remember what you've found and what not, as you hike
 through this haunted mansion.

 Head left and go through the door.  At the end of this room, inhabited
 by two Lichs, are two candlesticks and a crack in the wall.  Let's try
 to light the candles; the room illuminates and the crack opens.
 Enter, and try not to step in the red waste you see; it's hazardous.
 Go north to the next room, and go left when you can.  You will fall
 down; if you fell in the lower-leftmost spot, you should land near two
 skulls.  Press Up until you're near the grave, and pick up the Killer
 Armor (cursed).  Go back via the same path and head south--if you do
 it like this, the skulls should not come to life and you shouldn't
 fall in a hole.  Take the ladder up, break the pots for two Charred
 Newts and a Revive, and go north (you'll lose 1 HP).

 Back in the room that you fell through, follow the path while NOT
 falling down.  Instead, light each candle on your way (you might have
 to fight a Sprite), and the crack in the back pops open.  Go through.
 Here are Zombies, the evolved forms of Ghouls.  Go all the way up and
 break the pot in the upper-right corner for a Life Source, and go left
 to the next room.  New monsters: a Sky Horse and Hellhound are inside.
 Plus unlit candles and a crack, although they aren't connected: just
 use Bau to smash your way through.  Before you enter the next room,
 get the Dark Chains and Antidote from the pots in the lower-left
 corner.  Those Dark Chains are best equipped on Rami, because its
 stats are DEF +30.


 LAND OF THE DEAD / INSIDE THE MANSION --------------------------------

 Head to the right.  Here's a locked door that says "Storage Area", and
 there are bottles, one of which has Dark Armor.  Go back to the
 crates.  Push the first crate up, smash the barrel, push the second
 crate up, smash the other barrel, and go upstairs.  This is the main
 room, so to say, and there's a total of eight doors.  That's the
 reason why I thought an overview of the place might come in handy:

   Upper-left door  -- ROOM 1
   Upper door       -- LOCKED ROOM 1
   Upper-right door -- ROOM 2
   Left door        -- BLOCKED ROOM (blocked by a statue)
   Middle door      -- LOCKED ROOM 2
   Right door       -- TO STORAGE AREA (used to enter this place)
   Lower-left door  -- MIRROR ROOM
   Lower-right door -- ROOM 3

 Rooms 1, 2 and 3 can be entered with no trouble, but the locked rooms
 require something to clear the lock.

 In the upper-right corner of Room 1 is a bottle with Clothes.  You
 most likely have to fight Dark Spirits to get it.  Once you do have
 it, enter Room 2.  Fight the first Zombie and open the closet to get
 the Room Key.  With it, exit the room.  Enter Locked Room 1 by
 standing in front of it and selecting the Room Key in the key items
 menu.  You'll see a girl appear and vanish... she seems to be looking
 for a pendant.  Read the diary, if you wish.

 Now, it's time to go to Locked Room 2; just go to the first level and
 the door simply opens.  How convenient.  Go inside.  This time, there
 is a total of three doors, and a hallway leading outside.  The doors
 are completely optional and for items, so I'll cover those first:

  - Enter the leftmost room.  In the upper-left corner is Rotten Meat,
    and Moldy Bread right of it.  Whee!  Enter the next room and beat
    all enemies (three), for the door to open.  Make sure to heal
    before and after.  Break the bottles north for Rotten Meat, and go
    into the next room.  Nothing here; just go up.  Read the diary and
    go all the way to the lower-left corner.  Get a Dark Crystal out of
    the bottle, and backtrack all the way back to the three doors.
  - Enter the second room (the one in the middle) and break the lower-
    left bottles.  You will get a Magical Bikini (...no dirty thoughts
    here) and Moldy Bread.  Make sure to give the bikini to Rami--it is
    EXTREMELY USEFUL.  It leeches 50 HP (i.e. all HP, sadly) whenever
    she gets hit, and even though it sometimes fails, it can even save
    her life when she dies.
  - Go right, then at the intersections go down and left.  When you
    reach four bottles, break them for two Mind Sources.  Go back.

 Now, take the hallway outside.  In the garden (or whatever it is), try
 to stay on the path; if you deviate from the route, you might fall in
 a hole.  There're a few enemies on your way as well, including skulls
 that turn into Dark Spirits when you walk over a certain spot.  If you
 wish to avoid all of them, go left from the entrance and all the way
 south (as far as possible).  Then go to the right, and lastly, up.
 You might have to fight Black Dragons, but the Dark Spirits are evaded
 this way.  Enter the building and break the upper-right pot; the
 Mirror Key is inside.

 Now, go back to the main room (with the eight doors).  You have a
 Mirror Key, so that means it must fit on the Mirror Room; head there
 and use the key on the door.  It--*gasp*--opens.  Inside, Rami will go
 to the mirrors; her reflected image comes to life, and you'll have to
 fight a Lich.  During the fight, the mirror breaks, and there's a
 stairway behind it.  Before you take it, you can read the diary on the
 table and get a Dark Armor from the pots in the lower-left corner.

 In the next room, watch out--the holes CAN be fallen through, and they
 either take you to the Mirror Room or the central hall.  Make your way
 to the end, and use Torma to swing across the one-to-last hole.  Break
 the pots in the upper-right corner to get a Demon Mask (cursed), and
 fall down the 2x3 hole.  You'll land in a small room with bottles
 everywhere, and a Zombie and Dark Wolf--this is in fact Room 3, except
 you're now in the back part that was inaccessible from the front.
 Break the jars to the right to get a Soldier Shield (a key item), push
 the crate out of the way, beat the Dark Spirit, and smash the jars to
 your right to reveal a Magic Jar (in case you didn't get it earlier).

 Go back to the central area, and walk to the Blocked Room.  A statue
 is blocking the door, and Bau says that it looks different from the
 others.  If you compare the statues, you'll see that this one has no
 shield, and whaddaya know, you just happen to have a shield for him!
 Equip the statue and it moves away, allowing you to go through.  So,
 well, what are you waiting for?  Inside, there are monsters having
 dinner (or so it seems), a picture on the wall, another part of the
 diary, a Tail Ring in the lower-right corner, and the bottle in the
 upper-left corner as the Storage Key.  Get it and leave.

 Well, a Storage Key.  Remember a Storage Area in the beginning of the
 mansion?  Go there (go through the door opposite of the one you just
 exited).  Use the key on the door and enter.  There's a bunch of
 bottles and stuff here, plus two roaming monsters.  Make it to the
 right, break the barrels, and open the closet--you will get the
 Memorial Pendant.  It's from the girl that haunts the place, and let's
 give it back.

 Head back to the central area, go upstairs, and enter the room in the
 middle (previously referred to as "Locked Room 1").  Heal up.  The
 girl was last seen on her bed, so use the pendant on the bed.  The
 girl's spirit appears, and some dark force takes her over--you'll have
 to kick her butt, and she's good at returning the favor.

 Boss Strategy -- Girl's Spirit:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1580   320   154   137   30    30    27    10000   4400

   I've seen her use three different attacks: Black Storm, doing about
   as much damage to kill Rami in one hit, Haunting, a little weaker
   than Black Storm (but a cool-looking attack), and Toxic Cloud, which
   attempts to cause poison.  Because of her strong attacks, choose a
   party of Eldin, Torma, Bau and Dekar, who should be able to take a
   few Black Storms.  Just let them attack with their strongest attacks
   (again, Chance Hit works wonders), and let them heal themselves (Hi-
   Potions, or Heal Plus, or anything that restores many HP) when you
   think one hit kills them.  Your party seems faster than your
   opponent, so that's a plus.  Eventually, you should win.

 The dark forces disappear, and a mysterious man (priest?  Or perhaps
 her love that she was waiting for?) comes in.  He gives the girl a
 pendant, she takes it, and the gives someone a White Shard.  I don't
 know whether it's for the man or Eldin, but Eldin just takes it (why
 the sore face?).  The girl is freed from her misery, I think, and
 disappears.  The mansion falls apart, and the party escapes... the
 mysterious man goes with them but is gone in the end.  No, I don't get
 it.  I don't get this entire event, in fact.  But that's probably
 because I need some sleep.


 OPTIONAL / GONDARLE --------------------------------------------------

 South is Gondarle, only this time in reality, and not a memory.
 Everything's kaput and dead, except for a few dogs populating the
 land.  And a rat; find it, talk to it, and reveal that it is an
 alchemist: a Witch Ring is made by mixing 150G and a Dark Ruby.
 Furthermore, cut all the bushes, and you can find a total of nine bags
 with 10G.  The church is still intact (amazingly, it looks even better
 than it was before), so make sure to save and restore the status
 effects you've been inflicted by.


------------------------------------------------------------------------
2-R:  Gratze
------------------------------------------------------------------------

   Items:     Pure Water, Speed Source, Magic Source, Sacred Fruit,
              Escape Ball, Blood Chain, Rotten Meat, Dark Fruit;
              Dark Fruit, Life Source, Mind Source, Estoc, Bronze Armor

   Monsters:  Wood Fairy, Blood Plant, Green Jelly, Metal Yan,
              Beast Grass, Commander, Thunder Hawk, Lunar Bear,
              Green Core

   Recommended Level:  17-21


 BORDER FOREST / WEST -------------------------------------------------

 Go up, beat the Wood Fairy (oh my God!  They're *naked*!), and cut the
 bushes for Pure Water.  Walk right to the next screen--you're back
 near Gratze, except now on the other side of a tree (which blocked
 your path).  Fight the Blood Plant and get a Speed Source out of the
 bush in the lower-left corner.  Go up until you're at a fork with a
 bunch of Green Jellies, and go to the right (optional).  Kill the
 Beast Grass (you have to), heal your party, and head south.  Gratzean
 soldiers spot you, and they'll attempt to dispose of you.  The word
 "attempt" is the keyword in the previous sentence.

 Boss Strategy -- Commander (x2):
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            700    320   160   155   70    50    50    12000   3800

   The strategy?  Keep your HP above 50, and you're practically set.
   They know Slash and Slash All, doing a little less than 50 hit
   points of damage, plus they have the S.O.S.-skill, with which they
   can call for backup.  This never works, it seems (if it does work, a
   Soldier is summoned, nothing tough).  Keep attacking, and, well,
   attack a little more.  It's all about watching your HP, and when it
   gets low, healing with Heal Plus or a Hi-Potion.  And don't bring
   Rami... when I did, she was mostly healing.  Herself.

 The three soldiers (I could swear I only fought two) pass away, and
 the gate opens.  You can now travel via that shortcut without having
 to hike through Gondarle.  Go back to the fork with the Green Jellies
 and head northwest.  The path forks; go up, burn the stumps to reveal
 a Magic Source.  Follow the way to the next screen (you'll probably
 have to fight a few monsters; the Thunder Hawks might come with Green
 Cores).  If you unluckily fall in a hole, make sure to face the
 monsters while you're getting out: back-attacks suck.

 You'll hear a streaming river.  Go to the left and whip across it.
 Follow the path to a chest with Sacred Fruit, return, go up, and whip
 again to the left.  Walk to the next screen.  Follow the path south
 until you see an opening in the trees.  Ignore it.  Go left, kill the
 Lunar Bear, and move on until you reach a stake.  Above it is another
 opening in the trees, and you need to go through it.  Cut the bushes
 for an Escape Ball, and go through the trees at your right hand.
 Break the rocks surrounding a bush, cut away the bush, and go down the
 hole under it.

   Note:  Inside the cave, you'll see three weird monsters--these are
          Green Cores, have an "avoidy" behavior, mostly escape in
          battle, and are your favorite targets the next couple of
          minutes.  They have little HP and high DEF, and drop a load
          of EXP (2525 each); it can be annoying to kill them, so
          Chance Hit (which instantly kills them no matter what) is a
          good choice.  Make sure to kill them all!  Experience =
          leveling up = good.

 Get the Blood Chain (cursed) next to the skeleton, and use Bau to
 smash that skeleton to pieces.  There's an exit behind him.  Go
 through and fall in the hole.  Break the upper-right skull to get
 Rotten Meat (it must be *extremely* rotten if you find it _there_).
 Elsewhere in this room are five bushes, the rightmost of which has
 Dark Fruit.  Get it as well.  Defeat all five monsters, and you'll
 hear the sound of a door opening.  Go back to the spot that you fell
 on, and there'll be a pot.  Take it to the vine all the way left, cut
 the bush here, and place it on the switch.  Climb up.

 Back in the forest, go one screen left, and immediately return.  You
 are now on the world map, from where you should head to a town, rest,
 and save.  When you're done, you can go to Gratze.


 GRATZE ---------------------------------------------------------------

 There are two soldiers guarding the gate, and once Dekar talks to
 them, they decide to attack.  You know what to do.  If not, scroll a
 bit up for a wee strategy.  After you beat them, head inside the town
 (it's not actually a town, but has all town-elements).  There's a
 bunch of stuff to collect and to do, but Gratze is quite a maze, so
 try to stay with me.  Gratze Fortress is your main goal, but we'll
 first take care of the odds and ends.

   Note:  Everything below is optional.

 Go up, past the two soldiers, and to the right.  Enter the small house
 and open the chests; two are empty, but one has a Dark Fruit.  When
 you have it, go up.  Find a large doorway and go through it.  There
 are more people and rooms in the first screen, but none of them hold
 anything valuable.  (Also, if you use Sonar, you'll see that there's
 one treasure to be found--unfortunately, I haven't been able to find
 it.  Help?)  Go up to the second part of Gratze.

 Head up and then right.  Enter the door and talk to the girl; you can
 sleep here for 100G.  There's also a chest here with a Life Source.
 Exit and head left, until you see a ladder.  Climb down and enter the
 room.  Inside, you can buy discs (left) and items (right), and some
 old grandma is here as well.  If you talk to her, she asks what item
 she needs to wake someone--that's of course a Wake-Up Call, so tell
 her so (she's smart enough that it's not an Antidote).  You will
 receive a Mind Source in return.  North of this "house" is the weapon
 shop.

 Having 99 Potions is a good thing (to heal outside of battle when AP
 is needed for other things), and make sure to have some Hi-Potions as
 well (so Bau and Dekar can heal too, when needed).  Buy discs as well,
 while you're here.  As for equipment, try to make sure that everyone
 has a DEF-value of around 125 or more, and 150 is a nice value to have
 for ATK (bar Rami).  Don't buy a weapon for Rami; she won't use it.  A
 shield for Dekar is unneeded too--we'll get something good in a few
 moments.  If you want to be up-to-date, buy weapons that greatly up
 ATK (by 40 or so), and Crystal Mails wouldn't hurt either.  But before
 you buy, get the following two items first:

 Go to the upper-right corner of the area and enter the door.  A
 treasure chest is here, containing an Estoc, a nice weapon for Eldin.
 But don't leave yet!  He's not seeable on-screen, but in the lower-
 right corner of the "cell" is an alchemist!  He tells you that a Frost
 Ring is made from 150G and a Wind Ore.  Leave, then enter the room
 left of it, and head all the way to the right.  Open the closet for a
 Bronze Armor, also something nice for Eldin (or Dekar).

 Go left, down the stairs, down the stairs again, then down the stairs
 to the right.  Go through the big entrance.


------------------------------------------------------------------------
2-S:  The Royal Ring
------------------------------------------------------------------------

   Items:     Iron Box, Escape Ball, Long Sword, Tower Disc,
              Lantern Shield, Main Gauche, Power Ring, Angelic Ring,
              Power Source, Hell Armor, Fire Ore, Royal Ring

   Monsters:  Commander, Earth Viper, Soldier, Blue Core, Armored Dog,
              Mimic, Magma Golem, Firebird, Sphinx, Teio, Thunder Hawk,
              Metal Yan, Sprite

   Recommended Level:  18-22


 GRATZE FORTRESS / PART ONE (THE PIPELINES) ---------------------------

 Go north and fight the two Commanders (scroll a few pages up if you're
 in desperate need of a strategy).  Follow the one-way path.  An Earth
 Viper is on your way; notice the new battle music?  When you reach two
 Soldiers, fight them (they rarely come with a Blue Core, are extremely
 easy, and you'll have to beat four in total).  You can take the path
 to the right if you with, but it's just a dead end with nothing but an
 Armored Dog (and Mimic).  Walk a little further to find a Commander
 (not as strong as the boss-versions, plus you'll gain the surprise-
 attack).

 Climb the ladder and you'll be on a pipeline.  Follow it until you get
 to an intersection.  Go south first, for some items.  Follow the
 southern pipe-part, go down the ladder, and when you can go up, go up.
 Take the left path for an Iron Box, and the right path for an Escape
 Ball (and a Magma Golem and Armored Dog).  Go back.  The path to the
 right leads to the prisons (guarded by two Commanders), but since
 there's nothing you're able to do there, you might as well skip it.
 Go back to the intersection on the pipe and take the path to the
 right.

 Eventually, you'll wind up at another intersection: north or south?
 The answer I'd give is north--follow that path and you'll find a Long
 Sword (you'll have to beat a Sphinx to reach the chest).  Now, take
 the southern path, go down the ladder, fight the Blue Core, fight the
 Magma Golem, and get on another pipe.  Follow this one until you reach
 a door, guarded by two Soldiers.  Beat them and head inside.

 A Teio and Commander are inside.  There are two elevators as well;
 take the one to the right (the left one leads to... NOTHING).  Exit
 outside.  There is an electric barrier below, and you'll lose 5 hit
 points if you attempt to go through it.  Rather, deactivate it by
 going to the right and swinging your sword at the brown wire three
 times.  It breaks, and you can go to the next area.  Do so, follow the
 path, and open the chest for a Tower Disc.  From here, you can again
 choose from two different paths.  Head north over the wire netting
 first and open the two chests for a Lantern Shield and Main Gauche.
 Equip the Lantern Shield (Dekar)!  Now go back to the previous screen,
 and enter the pipe.

 When you reach an intersection, go south.  The other way leads to a
 dead end.  Continue until you see a ladder, and go down it.  Follow
 the way to two chests with a Power Ring and an Angelic Ring, both of
 which should be equipped immediately.  Return, go up the ladder, and
 go south.


 GRATZE FORTRESS / PART TWO -------------------------------------------

 You'll be in a foggy area.  Just follow the way until you get on
 another pipe, and head forward until you can't continue anymore.
 Cross the hole with Torma's rope, and resume until you're in a room.
 Cut the BROWN wire.  Don't break the other one--it will release a
 bunch of monsters (although it's good for the EXP).  Return to where
 you crossed with Torma, and fall down via the arrow.  Head to the
 left, and go through a few screens.  Eventually, you should reach a
 now-disabled electric field guarded by a Commander.  Beat him and go
 down.

 Follow the way (the Teio seems to be in a hurry--he makes two steps if
 you move once).  Walk on until you see a Soldier guarding a stair set
 (surprise-attack him), go to the next floor, open the door, and step
 on the transporting tile.  Then, use the other tile to go south.
 Enter it again from the left to reach a chest with a Power Source, go
 back, and walk on.  You will again find two elevators, the left of
 which doesn't lead to anything.  Take the right one instead, lift up,
 and walk to the next room.

 Go south, follow the path to the right (not over the wire netting) and
 open the chest for a Hell Armor.  Go back one screen and take the
 upper path (nice tanks).  Eventually, you should find a bunch of
 soldiers that guard the area, and you need to dispose of them.  After
 you do so, one person stays behind and crosses the chasm.  He just
 walked over air, which must mean there's a secret path.  It's as
 follows (start in the lower-leftmost tile): 3 down, 4 right, 3 down.
 Go to the next room, and you'll find another hole with invisible
 tiles.  Look closely at the soldier to see where to start: under the
 one-to-last black tile.  Do this: 3 up, 6 left, 3 up.

   Note:  If you ever fall in the hole, you'll land in a storage room
          with lots of monsters.  Get out (exit is south), walk left
          and find your way over the wire netting to the previous
          screen.  Try again!

 There are three doors here.  Number one has a treasure chest with a
 Fire Ore.  Get it.  Number two has four wires--cut the third one (the
 second one if you want a soldier to attack you).  Number three has a
 Blue Core, and a soldier if you smash the skeleton.  Make sure you've
 cut the wire, and head south.  Two poles are on the other side.  Whip
 across to the right one, and go through the door.  The electric
 barrier is gone.  Fight the two Commanders and go upstairs.

 The floor is different, which must mean we're close.  Follow the way
 to a Commander (this time the boss-version), beat it, and head inside
 the throne room.  You will come to the shocking discovery of the
 reason why the King doesn't show up anymore and why nobody may enter
 this place (and why is it such a freakin' long path to REACH it in the
 first place?).  Push his chair in any direction and you'll fall down
 to a treasure chest.  Open it to get the Royal Ring, inscribed with,
 "When this ring returns to the sleeping capital, Eristol, the home of
 the cursed Beast, shall be awoken from its slumber."


 AT SEA ---------------------------------------------------------------

 So, well, Eristol is our next stop.  Exit using Escape or an Escape
 Ball, and you'll find yourself on the pirate's ship.  You can talk to
 your party members, if you wish, and if you want to continue, face the
 ocean and select the Royal Ring.  When you throw it in the water, the
 screen tremors, and you'll find yourself on the world map.  A new,
 sore music, plus there's an entire new island north of Gratze.  Well,
 what are you waiting for?  Get there!

   Note:  Oh, and your party formation is reset, so make sure to place
          everyone correctly.


------------------------------------------------------------------------
2-T:  The Time Portal
------------------------------------------------------------------------

   Items:     Sea Disc, Sea Disc, Water Armor, Maze Key, Blue Shard

   Monsters:  Hornfish, Garbost, Ammon, Octopod, Seahorse, Medusa,
              Drill Shell, Elasmosaur, Aqualoi, Devilfish, Proto Kraken

   Recommended Level:  19-23


 ERISTOL / PRESENT ----------------------------------------------------

 Go north and enter the building.  Read the ancient inscriptions if you
 wish, and make sure to check the inscription upstairs--it says that in
 order to make a Protect Ring, all that is needed is a Bright Gem (so
 it's an alchemist, but it's not an alchemist... I'm sure you know what
 I mean).  Exit, go left, up, and downstairs.  If you enter the
 building to your right, you'll find a few inscriptions, including a
 very interesting one upstairs... especially what Rubius thinks after
 reading it.

 Anyway, north of the village (I assume it was a village) is a big
 entrance, and you need to go there.


 LABYRINTH OF ERISTOL / PRESENT ---------------------------------------

 Go up, follow the way, down the stairs (the bottles are empty), and to
 a doorway blocked by a block.  Push it away and head through.
 Monsters are here--they are water-type enemies because the place is
 flooded, and that means you can't use B-button skills underwater.  Go
 up, beat the Hornfish (they are twice as fast as you on the screen--
 watch out!), and inspect the stone with Rubius.  By reading what it
 says, the door in the back opens.  Go through.  There are many more
 inscriptions on the walls throughout this labyrinth, but I won't
 mention them; read them though.

 When you can go up or left, swim up first.  There's a treasure chest
 with a Sea Disc inside.  When you have it, take the other path.  Get
 out of the water, head up, and all the way left.  When you see two
 pillars, whip yourself to the other side, and enter the door.  Stand
 on the transporting tile and walk to the next screen.  Here, walk
 south (the water just a pool; dead end), and enter the water again
 (might have to fight a few monsters).  The path splits again, and the
 one going to the right has nothing but an Elasmosaur.  So, go left.

 Here, instead of going into the water, rope to the left.  For this
 puzzle with the transporting tiles, do the following.  First, enter
 the first tile from above.  From the two tiles you can take now, use
 the lower-left one.  Walk around the platform and re-enter it from
 below to go up.  Enter the next tile from above, and then get on the
 last tile.  Exit via the path south.  In the next room, go in the
 water.  To the right is a dead end, so swim down.  Continue on until
 you see a bridge.  Go over it and make it to the end, but watch out;
 you can only step on a tile once, and if you fall, you'll have to re-
 enter the room and fight a few enemies.

 Now, just follow the way until your path is blocked.  Push the block
 out of the way, watch out for the Devilfish, and go downstairs.
 Follow the way to the next screen; just ignore the pillars.  Go up and
 get a Sea Disc out of the chest, then jump in the water.  Swim onward,
 but when you see a ladder, don't take it!  Instead, go to the left, to
 the next screen, and through the doorway.  You'll eventually reach a
 dead end... but do I see a crack in the wall there?  It is!  Smash
 your way through with Bau, whomp the life out of the Medusa, and find
 a chest with Water Armor.  Equip it on any water-type Disc Monsters
 you have, and head back to aforementioned ladder.  Climb it.

 Head into the first door you see, step on the tile, and open the
 chest.  You'll get the Maze Key.  With it, go back, and take the
 ladder you haven't climbed yet.  All the way up, go through the big
 entrance.  Follow the path north and you'll see a door--it appears to
 be locked, and it's such a damn coincidence that you just found a key.
 Maybe you should use it on the door?  Inside is an inscription on a
 stone: "Proceed, ye who bear the sacrifice."  ...oops.

 Well, there's no other path to take, so I guess there's no other
 choice than to sacrifice ourselves.  In the next room, go left, and
 you'll find a big entrance and a crack in the wall.  Ignore the crack
 just yet.  Step on the transporting platform and follow the path,
 while you defeat all those annoying Aqualois.  You should reach four
 lion heads, and you can actually enter the second (the fourth has a
 monster).  Again, four heads: enter the third (first has monster).
 Now, enter the fourth (second one has monster).  You'll see a water-
 type monster, and it's the boss of the dungeon.

 Boss Strategy -- Proto Kraken:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1050   999   180   177   82    66    50    15000   4500

   Proto Kraken comes with two Drill Shells.  Getting rid of those two
   should be done as soon as possible (although it's not extremely
   important).  His attacks include Tidal Wave and Bubble Bath, doing
   medium-to-high damage.  Both hit all your characters, so healing is
   extremely important.  I've also seen him using Sap Suds, which
   lowers DEF by 60 (everyone), and makes Tidal Wave more effective.
   Plus, he used Heal Plus quite much (heal himself for 100 HP).  I can
   tell you that using strong attacks without healing doesn't work as
   well as it did with others--see how much damage his attacks do and
   then make sure the amount of HP of your characters is and stays
   above that value.

 Go through the door that opens and open the chest.  The Blue Shard is
 inside...  Rami wonders why it's a shard, and says, "I thought there
 was a stone in Eristol..."  Well, technically, there WAS a stone in
 Eristol.

 Now, head back to the crack in the wall and bust it open.  Enter.
 Proceed through the cave to the next screen, which is a...


 TIME PORTAL / PRESENT ------------------------------------------------

 There's a strange light, which apparently takes us through time.
 Also, an exit is below, and it's recommended to take it before going
 inside the light (Torma stops you; just exit again).  Save, heal, and
 go back.  Jump in the portal...


------------------------------------------------------------------------
2-U:  Inside the Behemoth
------------------------------------------------------------------------

   Items:     Hi-Magic, Revive, Hi-Potion, Life Source, Core Mail,
              Void Disc, Rotten Meat, Muscle Ring, Insect Egg,
              Antennae, Life Source, Wedding Bouquet, Insect Egg,
              Meat Cube, Earth Ore, Insect Egg; 10G (x4), Golden Cloak,
              Honey Stone

   Monsters:  Neo Jelly, Flying Egg, Incubus, Anti-Core, Mousse L,
              Demon Eye, Parasitic Cell

   Recommended Level:  20-24


 INSIDE THE BEHEMOTH --------------------------------------------------

 And you'll appear in what seems the stomach of something.  Is it the
 Beast?  Well, it DID look like a giant mouth, and the inscriptions in
 Eristol aren't denying it.  Imagine the smell...

 Well, head up and climb the vine.  Or, uh, the nerve.  Slash the
 pillar with your sword and the door opens.  Don't ask.  Anyway, you
 see a jelly over there; it's an advanced one (Neo Jelly), but should
 still be not a single problem.  You can use Eldin's knife to splash
 the bubbles, which are this place's form of bushes.  One of them has a
 Hi-Magic.  Go north, beat the Flying Egg (which is indeed an
 incredibly stupid name), and climb down.  One of the bubbles here has
 a Revive, and there's an Anti-Core--it gives 3535 EXP each, but hell,
 don't count on capturing it.  They escape even if you surprise-attack
 them!  There's also a Mousse L, and a hole on this floor, which you
 have to fall through.

 You'll land in a not-so-pleasant substance; you'll lose 1 HP for every
 step you make in it.  There are four ways you can go: in the upper-
 left corner is the path to continue, upper-right is a nerve leading
 back to the previous floor, and in the lower-left and -right corner
 are a Hi-Potion and Life Source respectively.  Get the two items, and
 go to the upper-left path.  Before you engage in battle with the
 Incubus, make sure to heal.  Then, go through the "door" (it opens
 automatically when you touch it).

 Face the Anti-Core, but don't count on laying a finger on it.  Go
 north, under the bridge (or whatever it's supposed to be), and follow
 the path.  When you see a pole, don't slash it yet but go south to the
 next room.  You'll have to fight all three monsters (two Neo Jellies,
 Demon Eye) to go back, but your reward is the Core Mail in one of the
 bubbles.  Go back and hit the pole.  A part of a bridge forms for each
 hit you make, so hit it four times and go to the other side.  Walk to
 the next screen.

 Here, climb down the nerve and whip to the right, over the acid (at
 least three steps in it are unavoidable).  Get the Void Disc out of
 one of the bubbles, and climb all the way up.  In the next room, there
 is a collection of holes, plus a few items.  To the left (from the
 entrance) is Rotten Meat, north from there a Muscle Ring, and somewhat
 east from there is an Insect Egg.  As for other things in this room,
 there are five holes and an entrance north; ignore that entrance, and
 let's talk about the holes.  They lead to a platform with either an
 entrance through what look like intestinal canals, to a room with
 items, or to nothing.  You can go north and climb the vine to return
 to this room.

 The first hole in the upper-left corner leads to a room with a Neo
 Jelly and Antennae in one of the bubbles.  Get that helmet, and return
 to the previous room.  Fall down, walk to the right, and smash the
 skull with Bau's hammer to reveal a Life Source.  Go up and climb up
 to the holes again, and go through the second hole in the upper-right
 corner.  You'll find a Wedding Bouquet (eh?), a shield (Rami only,
 greatly ups MGR), and an Insect Egg.  When you have them, exit, and
 fall down the arrows.  Immediately go right and cut the bubbles for a
 Meat Cube, and go back to the floor above.  The third and fourth holes
 lead to an empty platform, and you need to go through the lower-left
 hole to continue.  Do so, and head to the next area.

 From this point on, you can only walk left or right.  There are poles
 that turn the screen around when you hit them, and that's what you
 need to do.  It's nearly impossible to get lost here, though.  Hit the
 pole, fall down, go to the right, hit the pole, and go through the
 door.  In the next room, just walk forward until you see a pole and
 hit it, until you can enter a door.  Now, make sure to heal everyone,
 and cut all the bubbles.  The last one has a parasitic cell, and for
 just a cell, it's quite big.

 Boss Strategy -- Parasitic Cell:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1250   300   200   210   40    40    40    20100   500

   Virus kills everyone with less than 50 HP instantly, so leave Rami
   out.  Poison Hit does medium damage (just pray it doesn't critical-
   hit) and causes poison (which is annoying as hell).  This boss is
   difficult (especially compared to everything you've faced 'til now),
   and a good thing is that you're faster than him (everyone should get
   a turn before Parasitic Cell attacks).  If you have Dekar, just let
   him attack, and cure himself with Hi-Potions when his HP gets low.
   Eldin and Torma should Miracle Hit him, or use Chance Hit, and when
   they lose a fair bit of HP, use either Heal Plus (or Sacrifice on
   themselves; this is a bug and heals them completely).  Rami is
   doomed in this battle, so have a Disc Monster to install with.  When
   it dies, bring Bau, and let him do what Dekar does.  When you're
   poisoned AND your HP is low, make sure to deal with your HP first!

 Go through the door.  Bop the pillars to make the poles come up, whip
 yourself to the other side twice, and enter the next room.  Follow the
 path, and eventually, there are three paths to take.  The rightmost
 "vine" leads to emptiness, but if you take the middle one you can find
 an Earth Ore.  Take it, return, and go to the lower-left corner of the
 room.  One of the bubbles has an Insect Egg.  When you have it, take
 the leftmost nerve and climb all the way up.


 RANGOON TOWN ---------------------------------------------------------

 A... town.  It's weird, I know.  The screen tremors for a short
 moment; that's from the creature you are on waking up.  Rubius says
 that Rangoon Town was destroyed years ago, according to the books, so
 either you're in the past, which is very possible, or Rubius/those
 books say crap.  Let's assume it's the former.

 First, some items: near the entrance are two pots under two barrels;
 those pots contain 10G each.  If you go northwest from there, you'll
 again find two times 10G.  Open the closet in the equipment shop (shop
 is in upper-right corner) to get a Golden Cloak, and then, well, there
 isn't much more to do.  Oh wait!  In the upper-left corner is an
 alchemist!  Talk to the core and learn that an Egg Ring is made of
 150G and an Egg Dragon Fang.  Whee!  Directly north from the entrance
 is the item shop, the equipment shop is in the upper-right corner, and
 you can find the inn (200G) in the upper-left part of the town.  See
 section 4-D.

 To continue, enter the house south of the equipment shop.  If you talk
 to the people inside, you'll learn that their laks fell into a hole in
 the ground.  One of them mentions that Bau is actually a Wild Fencer,
 a fighter with monster abilities.  He says that he knows how to reach
 Eristol via his doorway, but asks for your help to catch his runaway
 laks.  Say yes.  Go upstairs, open the closet for a Honey Stone, and
 exit the house.  Head in the hole.

 Saving the laks is extremely simple.  It's just one not-so-big room
 with a few easy monsters, and three laks to interact with.  Just touch
 them, follow the path, etc. until you've rescued all three laks, and
 head back.  Also, this place is a little bugged; I've found a few
 spots where you can walk through (which should be normally possible).
 Anyway, when you're done, head back and talk to the guy.  Take the
 ladder down (it's a LONG one).

 You'll appear on the world map.  Actually, it's the area map, but
 since you have no ship (you're in the past), there's no way you can
 reach the outside world.  Head to Eristol.


------------------------------------------------------------------------
2-V:  The Last Stone
------------------------------------------------------------------------

   Items:     Wind Fruit, Power Source, Hi-Magic, Magic Source, Revive;
              Aqua Fruit, Mind Source, Meat Cube, Solid Milk,
              Magic Source, Sea King Helm, Surf Staff, Pure Water,
              Sacred Fruit, Revive, Sea Stone, Healing Disc

   Monsters:  White Whale, Killer Whale, Aqualoi, Lamia, Elasmosaur,
              Sea Dragon, Sea Giant, Octopus, Ammonite, Kraken

   Recommended Level:  21-25


 ERISTOL / PAST -------------------------------------------------------

 The Labyrinth of Eristol is your main destination, but since there's a
 bunch to do, let's explore a little.  From what I understand,
 Eristol's civilization is more advanced than the rest of the world, so
 everyone's busy doing nothing.  Although everyone claims not to work
 or do anything useful, there are shops; straight ahead, in fact.  See
 section 4-D for a reprint of what they sell.

 And...

 Odds and Ends:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - In the lower-left corner is the inn, where you can rest the night
    for 200G.  There's a Wind Fruit in the closet, and if you read the
    books, you'll learn the recipe (alchemist) for Ex-Magic: a Magic
    Jar plus an Ex-Potion.
  - From the inn, go up and enter the left house.  Inside is a girl in
    a bunny outfit; tell her it was cute and she'll tell you how to
    make a Fortune Ring!  Needed are a Light Ore and 3000G.
  - Right of that house are the shops (see above).
  - Go up, and enter the church.  Save, cure, etc.  Make sure to get
    the Power Source out of the bottle!
  - Head inside the building horizontally opposite to the church
    (upstairs).  In the lower-right corner, you can find a Hi-Magic and
    a Magic Source.  Talk to the people as well for information.
  - Walk downstairs and break the bottles at your left hand.  A Revive
    should be inside one of them.  Again, if you want, talk to the
    people for info.  The Elder says that you kind of look like his
    daughter...

 Head to the labyrinth.


 LABYRINTH OF ERISTOL / PAST ------------------------------------------

   Note:  This is the same dungeon you've visited before, but seeing as
          it wasn't a filled pool of water a while earlier, the water
          is lower.  You can now reach places you weren't able to
          access first.

   Note:  There are chests you've opened already, even though you are
          in the past.  The programmers haven't played Chrono Trigger,
          I believe.

 Go forward and downstairs until you find the nine bottles, and break
 them to get Aqua Fruit.  Head left, push the block out of the way, and
 enter.  The water is still here, as are the monsters (the monsters in
 this place are stronger).  Head north, read the stone with Rubius, and
 the door opens.  Follow the way and enter the water.  Ignore the way
 north; it's an opened chest (see the note above).

 So head to the left, climb the ladder to get out of the water, and
 move on.  You should see a ladder to get wet again, but skip it.  Take
 the path to the left instead, kill the Sea Dragon, and go through the
 door (the door below, not the one above).  Open the chest for a Mind
 Source.  As you can see, the upper level is a dead end, so return all
 the way back to the ladder we've skipped earlier.  Get past the Sea
 Giant and go through the door.  In the next room, get out of the
 water, and walk through another doorway.

 You can see a monster here, a weak spot in the ground, and a crack in
 the wall.  Bust the crack open first.  This is apparently a treasure
 chamber, and you'll have to break all walls to reach the chests.  Go
 right and all the way up for a Meat Cube.  Go back, left, and up for
 Solid Milk.  Follow the path around and break the other walls, and you
 should reach the last chest, which is a Magic Source.  Now, head back
 one room, and fall down the weak spot (walk over it twice).

 Exit the water.  The stairs bring you to a dead end (the same dead end
 you've visited earlier, only now from the other side), so go south.
 When the path forks, go to the right.  Enter the first door you see
 (under the lion head), and step on the switch (the Octopuses will
 attack you).  Return, and go to the right.  Enter another room and a
 chest will be here (not if you didn't push the button)--open it to get
 a Sea King Helm.  When you have it, go back to the fork, and take the
 other path to the next chamber.  The previous time you visited this
 room, you had to do annoying stuff with transporting tiles and all--
 this time you just need to go to the lower-right corner of the room,
 where there's an entrance to take.

 From here on, just follow the path all the way.  When the path forks,
 go left, and cross the bridge (the bridge with the tiles you can only
 step over once).  Remember that the bridge is different; if you're too
 fast for a second, you're going to have to fight.  Follow the one-way
 path until you see three poles, whip yourself across, and enter the
 next room.  Because you've been here already, a few rooms don't have
 to be entered, so go in the water, climb the ladder, and push the
 crates out of the way.  There's a new room you can access; continue
 left, push the crates away, and it is treasure-time!  Your prizes are
 a Surf Staff, Pure Water, Sacred Fruit, and a Revive.  Cool, huh?

 Go back to the first crate you pushed and climb up.  Kill the Lamia,
 go up, and head north all the way.  Resume until you see the stone
 again that says that the upcoming path leads to the sacrificing spot.
 Go downstairs.  Are you low on health?  Take the path to the Time
 Portal (west, through the crack in the wall), don't go in the light
 but exit to Rangoon Town or Eristol, save and heal up, and return to
 where you are now.  Go south, in the water, and follow the way.
 Eventually, you should be in a similar room to the one you fought
 Proto Kraken in, and this time his follower is inside.  (How that is
 possible is beyond me.)

 Boss Strategy -- Kraken:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1480   280   208   200   32    68    52    25000   6000

   Kraken is this time accompanied by two Sea Giants, and like before,
   you'll need to focus your attacks on them until they die.  Basically
   the same strategy; heal after the strong attacks (Tsunami does much
   damage, Strike does almost the same to one target).  Fortunately, he
   knows Heal Plus--although it heals him for 100 HP, you should be
   doing a lot more, and it doesn't hurt you.  Attack with your best
   attacks and you should eventually win.  Actually, I had more trouble
   with the prototype version of this boss, so...

 The door opens.  A chest is inside the next room, and it has the last
 stone: the Sea Stone.  If you've followed the walkthrough, you should
 have all four shards and stones--Rubius will say so if you do.  If you
 haven't, you did not get the shard in Eristol (the present version),
 or the stone in the Jungle Spire near Narbick.

 Break the crack in the back and get a Healing Disc.  The other path
 leads to the Beast, but there's nothing you can do there at the
 moment.  So, go back, and go to the Time Portal.


 TIME PORTAL / PAST ---------------------------------------------------

 Well, warp Back To The Future (tm).  Erm, Present.


 TIME PORTAL / PRESENT ------------------------------------------------

 We're home!  Happiness!  Until the pirate comes in and says that
 Gratze has taken everything from Gruberik.  So I went to Gruberik, but
 there didn't seem to have happened anything.  Weird!  Your next goal
 is Gratze.


------------------------------------------------------------------------
2-W:  Save the Townspeople!
------------------------------------------------------------------------

   Items:     Stun Gun, Crystal Robe, Revival Armor, Jail Key, 100G,
              Pure Water, Magic Source, Music Box, Mind Source,
              Speed Source; Dark Fruit, Mind Source, Life Source,
              Aqua Fruit

   Monsters:  Iron Golem, Mousse XL, Gold Golem, Faux Chest,
              Silver Dragon, Anti-Core, Dark Skull, Blue Core

   Recommended Level:  22-26


 GRATZE ---------------------------------------------------------------

 Parcelyte has attacked Gratze, so if you check the "town-part" of the
 kingdom, you'll see dead soldiers everywhere.  You can still shop and
 sleep at the inn, plus the townsfolk are still alive.  We don't know
 what's up with the townsfolk of Gruberik, so let's check up on them.
 Go to Gratze Fortress.

   Note:  There are new enemies on your way, namely the Iron Golem
          (high defense, but one or two Chance Hits should kill it), a
          Mousse XL, Gold Golems, and Faux Chests.  If you've gotten
          all chests during your first go-through of this place, most
          "unopened" chests are actually monsters.  Take care!

 Follow the path until it forks; a Commander is here, and you can go
 either to the right or up.  Go up and find your way on a pipe.  Follow
 this one until you can either go south or east, and continue down.
 When you get off the pipe, make it all the way to the right and enter
 the prisons (you'll have to fight a Soldier and two Commanders).
 Here, you'll find a variety of townspeople, including Cashwell and his
 son (bahaha), and... Marin.  Unfortunately, Dekar isn't able to break-
 open the cell door like he did years ago, so we'll have to do it the
 "normal" way--getting the Jail Key.  Walk back outside.  On your way,
 a Commander spots you and you'll have to fight it (the boss-version,
 but should now be easy EXP).  After the battle, you can see him drop
 the Jail Key.  The guard manages to take it and get away, though, so
 follow him!

 Outside, you see him walking on the pipe, so get on it as well and
 return to the intersection.  Now take the path that goes to the right,
 and follow it to the end.  At one point, the path forks up and down.
 Go down, because up leads to a Faux Chest (looks like a chest but is a
 monster instead).  Follow the path, kill two Gold Golems, and resume
 until you see the commander whose key you need.  Enter the building,
 and take the rightmost elevator.  Exit, go to the right, break the
 brown wire, and go to the next screen.  Again, some guards will be in
 your way.  Move on until you find a Silver Dragon, and take the ladder
 on the pipe.  Remember that the chests are monsters!

 While you go over the pipe, the path should split to the right and
 down.  Go down, and the path should now split to the left and down.
 Go down again.  Walk through the foggy area and over the pipes until
 you need to whip across, do so, and follow the way.  You will see
 Tappa, an old friend of Torma and company, who managed to deal with a
 Gratzean soldier.  Enter the building and break the brown wire (needs
 a few slashes)--not the other one, because that opens two doors to
 rooms with both two Mousses XL and an Iron Golem.

 Now, go back to where you whipped with Torma, and fall down the arrow.
 Heal before you do so, though, because three Gold Golems have to be
 fought!  After overcoming both of them, head left, kill the two guards
 at the electric barrier you just disabled, enter and exit a foggy
 area, and go in a building.  Go on, step on a transporting tile, and
 enter another building (background messed up here?).  Lift up, and
 when the path splits, take the one leading south (i.e. not to the
 invisible platforms).  Go to the big chamber with the wire netting-
 bridge.

 Go over the bridge and go down one level (the chest you see is fake).
 Walk to the right and enter the door.  Here, the storage area, go to
 the right, and you'll see the Jail Key-carrying soldier enter a room.
 Before you enter it as well and kick some sorry butt, enter the cell
 to the right.  Some great stuff is here: a Stun Gun, a Crystal Robe,
 and a Revival Armor.  You might just be interested in equipping them
 as well.  The Revival Armor _attempts to_ revive you when you die.

 Now enter the other room, and you'll five Commanders--the last one in
 the lower-right corner holds the key, but you can choose to fight the
 others (talk to them).  They're the boss-versions, and since they're
 not so hard, fight them all: a LOT of experience points up for grabs!
 When you're done, give the last one a hello and kick his ass so hard
 he'll crap that friggin' key out.  Get is and cast Escape, or use an
 Escape Ball (that's faster than walking back; the prisons are closer
 to the entrance).

 Find your way to the prisons and release everyone.  In the second
 cell, talk to Mr Cashwell too to receive your reward: 100G (a little
 TOO much), and get the Pure Water from the chest.  In the third cell
 is a Magic Source, and in the fifth cell, hammer the skeleton in the
 back to uncover a path.  Follow the path and get a Music Box out of
 the fourth cell (it's for Bandino; see section 3-A).  In the sixth
 cell is a Mind Source, and before you open the last cell with Marin,
 remove all of Dekar's equipment.  Unfortunately, he leaves the party
 to join the army and kick some Gratze butt.  Get the Speed Source out
 of the cell and exit this place--you'll automatically arrive in
 Parcelyte.


 PARCELYTE ------------------------------------------------------------

 Everyone will meet up at the church, so head there, talk to the
 townsfolk if you wish, and save.  Then leave.

 So, what to do next?  The Tower of Guidance!  If you have the four
 shards and the four stones, that is.  But alas, even if you enter the
 tower with them, you'll see that the entrance is closed.  However,
 there's a new tower on the map: Lugwa Tower.  Before you enter it, you
 might want to bring Karnack a visit.


------------------------------------------------------------------------
2-X:  A New Tower...
------------------------------------------------------------------------

   Items:     Dark Fruit, Mind Source, Life Source, Aqua Fruit;
              Bolt Shield, Wind Shield, Magic Source, Life Source,
              Blue Flame, Strong Disc, Terror Ball, Gold Flame,
              Escape Ball, Sacred Fruit, Pure Water, Nectar,
              White Flame, Holy Edge, Wind Fruit, Rainbow Veil

   Monsters:  Death, Dark Skull, Neo Goblin, Earth Dragon, Ice Demon,
              Demon Steed, Holiner, Dark Guardian

   Recommended Level:  23-27


 KARNACK / WET SEASON -------------------------------------------------

 The previous time you entered Karnack, it was dry season.  And now,
 it's wet season!  Nothing much has changed, except Aira now lives here
 and some now stuff can be bought.  And most people talk about The Two
 Towers (tm), the last of which just appeared.  There are two item
 shops; one straight ahead from the entrance, and one in front of the
 chemist's tent.  The guy in the tent next to the first item seller has
 equipment.

 There're some items you can get as well.  At the western part of the
 village, left of Aira's tent, is a bunch of bottles, and one of them
 has Dark Fruit.  Above Aira's tent is the item seller, and the bottles
 around him have a Mind Source and a Life Source.  Right of the
 equipment shop's tent is another tent, and in the lower-left corner
 (you can barely see it) is a pot with Aqua Fruit.  And lastly, there's
 a fish near this tent, and it's an alchemist.  Nectar is made by
 mixing a Wild Berry with an Ex-Potion.


 PREPARATION ----------------------------------------------------------

 You should have plenty of money right now; enough to buy the strongest
 equipment available.  A Zircon Sword for Eldin, Restraint Chain for
 Torma, and a Zircon Axe for Bau will come in handy, and I'll assume
 you take those through Lugwa Tower.  If you didn't get them earlier,
 make sure you have the Revival Armor (Eldin/Torma, Gratze Fortress),
 Golden Cloak (Eldin/Torma, Rangoon Town), and Crystal Robe (Rami,
 Gratze Fortress).  If you need a shield for Eldin or Torma, you will
 get a good one right at the start of Lugwa Tower.


 LUGWA TOWER ----------------------------------------------------------

 Enter the tower from the world map.  Before you actually go inside,
 walk right of the entrance and open the chest for a Bolt Shield.  You
 might want to check the other side as well; enter to find a door, and
 go in.  Ignore the empty chest, because, well, they're empty.  Try to
 surprise-attack the Death-monster--it knows instant-death and you
 probably don't want to get hit by it.  Go to the back of the room and
 climb down the ladder.  Open the chest for a Wind Shield, and go one
 level down.  Make it to the right until you see three skulls somewhat
 close together, and break the leftmost one for a Magic Source.  You
 can find a Life Source as well if you head all the way to the right
 and break the pot.

 Somewhat south of that pot if a switch.  Pull it.  Go back to the
 three skulls.  A ladder has appeared that leads to a small platform
 with another switch on the wall.  Pull that one as well, and a lot
 (and I mean A LOT) of sand comes flying down.  Any Neo Goblins in the
 room are dead meat, but the sand is an invitation for other enemies
 (Earth Dragons, Ice Demons, etc.).  You can now enter a new room
 (entrance in the middle of the northern wall), and there's a bright,
 blue flame inside.  The stone says something about a triad burning and
 a King being arisen, and don't ask me how Eldin does it, but you can
 get that blue flame.  Or, Blue Flame.  With this "item" in your
 pocket, go back to the entrance (you can use Escape... if you're THAT
 lazy).

 And enter via the normal door.  You'll see three holes (you can't fall
 in them anymore) and a pot.  Break that pot for a Strong Disc, and
 there'll be two paths to take.  Left leads to a dead end, but there's
 an item, so follow left to the end until you reach nine pots.  Break
 them to get a Terror Ball, backtrack back, and enter the other stair
 set.  This time, you can go north and south.  Opt to go north first,
 bash the skulls, and open the chest in the northwest corner.  Inside
 is a... wait--it's an alchemist!  The last alchemist of the entire
 game!  He tells you that mixing Bright Ore with Dark Ore makes a
 Miracle.  Great.  Now go back, and go south.

 And AGAIN, the path forks.  Which way to go now?  To the right, I
 suggest.  Break the crack in the wall and go down the stairs.  In here
 is the Gold Flame.  Get it, then go back to where the path forked.  Go
 up the stairs to the left.  Go around left, kill the Neo Goblin, beat
 the Demon Steed, and break the pots north for an Escape Ball.  Go back
 to the stair set and walk to the right.  You'll enter a maze, and it's
 pretty easy; there's only one fork, and you should go right from there
 to reach Sacred Fruit.  When you have that, go back and take the other
 path, through the entrance.

 Gratze Fortress still fresh in your mind?  Remember the holes with the
 invisible paths?  They're back, and this time, step on the tile in the
 lower-left corner to see what path you need to take.  If you don't
 care about remembering all this crap, start in the solution-giving
 tile, and press the following sequence of keys (if you fail, you will
 land in the room with the alchemist-chest):

   2L, 4U, 2R, 1D, 2R, 2U, 1R, 2U, 1L, 1U, 2L, 2D, 3L, 1D, 2L, 2D, 2L,
   4U, 3R, 1U, 2R, 1U

 And voila!  In the next chamber is a chest ripe for the grape (Pure
 Water).  Go back left and all the way south, and get Nectar.  Go to
 the right and go down to another room with a flame, and this time add
 the White Flame to your inventory.  Go back and to the right, past the
 Holiner, break the pots, and get a Holy Edge from the chest.  With all
 these new items, head back to where you found the Pure Water.  See
 those stairs?  Don't go up them just yet; south of them is a bottle
 guarded by a Death, and you might want to take the Wind Fruit out of
 it.  Now go up the stairs, follow the way around the block, and exit
 outside.

 Shut up, Bau.  Go to the right and go through the big entrance.  Read
 the inscription on the statue; it says to seek the one across and the
 camera pans over to another statue.  That you need to do; find the
 other statue.  That one will point you to another, and another, and
 eventually, something will happen.  This is indeed annoying, with all
 the enemies on the exterior of the tower (Tear Gas might help dealing
 with those).  It's also annoying that it's not clear where you are,
 but anyway.  And it is also annoying that I'm annoyed, so I'm not in
 the mood to figure out exactly what to do; just follow the path around
 and eventually, the last statue will make a path leading to the right.
 Follow it and enter the warp.

 Climb the ladder, and open the chest to the left for a Rainbow Veil.
 There are three stones: the symbol of peace, the source of life, and
 the sign of prosperity.  You just happen to have three flames, and
 they belong here.  Add the White Flame to peace, the Blue Flame to
 life, and the Gold Flame to prosperity.  If you place the wrong ones,
 nothing happens.  But when the triad burns appropriately, the screen
 rumbles and the guardian of the place awakens.  I don't think he's
 glad you woke him.

 Boss Strategy -- Dark Guardian:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1800   500   222   200   105   60    12    27000   4500

   Sometimes comes with Death Skull.  His most absolutely irritating
   move is Meditate, which restores 20% of his HP--and because he has a
   lot of HP, that's 360 HP restored.  Which sucks.  He attacks with
   Slash a few times as well, as well as Mind Blast, which hurts a
   little more.  Pray that he never uses Meditate and BLAST AWAY.  He's
   not really that hard.  He has a low MGR, so if you taught Rami some
   neat spells, whoop his ass with those.

 After defeating the guardian, you will hear a song.  Rubius's
 suggestion is visiting the Tower of Guidance, because a seal,
 according to the song, is broken.  Perhaps you can now enter...


------------------------------------------------------------------------
2-Y:  To the Holy Land
------------------------------------------------------------------------

   Items:     Silver Sword, Silver Rod, Silver Plate, Escape Ball,
              Rune Rapier, Revival Armor, Miracle, Bright Armor

   Monsters:  Death, Garm, Toutei, Demon, Death Skull, Goblin Mage,
              King Hydra, Dullahan, Neo Goblin; Unicorn, Commander,
              Yeti, Divine Bird, Thunder Beast, Air Elemental,
              Bolt Fish, Narwhal, Gold Dragon, Serpentine Dragon

   Recommended Level:  25-29


 TOWER OF GUIDANCE ----------------------------------------------------

 The door's open!  Neat.  Go through.  You'll find out that new
 monsters are here.  Walk on, light the two torches, and enter the big
 hallway.  If you don't want to fight monsters, go one step up, nine
 steps to the left, and all the way up.  Bash the crack in the wall
 with Bau, read the inscription inside and open the two chests: a
 Silver Sword and a Silver Rod.  Go back to the previous room and enter
 the next area.  Go up the lift and enter the maze-like area.

 See the pole to your left?  Push the blocks south of you out of your
 way and follow the path until you reach that pole, and cross to the
 other side.  Go south to the next room.  Go upstairs, and open the
 chest to acquire a Silver Plate.  Swing across to the right twice, and
 go upstairs again.  In the next area, pull the switch to make a
 barrier of poles go up on the other side.  Swing across, then use
 Torma's rope to pull the switch again.  Continue through the door.

 Get the Escape Ball out of the chest.  Don't go through the door but
 stay in this room; there's a small maze with pillars, and if you fall
 down, you'll fall in a room with some monsters (the way back is
 through the door you ignore).  Push the pillar on "the path" to the
 right, go back, and whip to it from below.  Push it all the way up,
 and push the other all the way to the left.  Move the other one back
 on the switch and go through the door.  Immediately go back and open
 the chest for a Rune Rapier.  Whip south to the pillar against the
 wall and repeat the puzzle, and go again to the next room.

 Before you go to the right, you might want to break the crack first.
 Go north, watch out for the King Hydra, and you'll find another
 puzzle.  Solution to get the chest?  Stand under the blue block, press
 and hold A, and follow these directions: right, up, right, up, up,
 left, left, up, left, left, down, right, and voila.  A Holy Shield.
 Going back shouldn't be too much of a hard job.  Follow the path until
 you see a pole, and go down to the next chamber.  Walk to the end of
 the room, and don't go through the entrance below.  Instead, fall
 through any of the holes in the maze, and make it north to two chests,
 with a Revival Armor and a Miracle.  When you have them, go south, and
 make it to the room with the puzzle.  You'll lose a bit of HP by
 walking through the spikes, but it's not much.

 Solution: first, whip to the left.  Whip up (to a pole with space in
 front of it), push the pillar left of you to the left, and push the
 other pillar one space to the right.  Whip up and whip right.  There's
 a pole in the lower-right corner of the screen, now.  Stand in the
 tile northeast of it and whip south--you'll cling on the pillar near
 the chest.  Get the Bright Armor and whip back up to another pillar.
 Push that one two up and go all the way left.  Push the pillar to the
 left, go back, and whip yourself under that pillar by reaching the one
 southwest of it.  Push the pillar on the switch and go north to the
 next area.

 The poles appear to form a dead end, but fortunately, Bau is able to
 smash them down.  Do so and enter the next chamber.  This plus-shaped
 room was visited before, if you remember.  Go north first--there's a
 crack in the wall and can now be busted open for a Feathered Cap.  Go
 back to the plus and go south.  Here, move the three bottles on three
 of the four switches (put the last one on the upper-right switch), a
 path opens, etc. etc. etc., you know what to do.

 Go north, defeat or avoid the Dullahans, go up the many stairs, and
 you'll be on top of the tower.  Ignore the elevator and the first
 entrance and take the second, go up, and you'll arrive at the dragons
 and the spots to place the stones in.  You'll need to place the stones
 in the following way (stand in front of the hole and use a shard on a
 stone; the order doesn't matter, but make sure to rotate the shards
 correctly that you can read the message on the stone):

  - Upper-left dragon (gray): White Shard on Cloud Stone.
  - Lower-left dragon (gold): Gold Shard on Moon Stone.
  - Upper-right dragon (green): Green Shard on Wind Stone.
  - Lower-right dragon (blue): Blue Shard on Sea Stone.

 "When the door is opened, that which is sealed in the white lands and
 blue depths shall be freed once again..."  That is what the four
 stones say.  Heal your party, and step on the center platform.  The
 screen fades, but Ragule and his buddies come in.  This is the first
 time you actually see his face, and to be honest, it's ugly.  Ragule's
 power is way too much for you at the moment, and he manages to enter
 the holy land.  His minions attack before you can follow him.

 Boss Strategy -- Monster Crony (x2):
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            900    280   230   230   100   50    22    16000   6850

   Their weakness is their low amount of HP--only 900, and it's easy to
   drain it.  They have strong attacks, however: Slash does medium-to-
   high damage, Dark Breath attempts to cause confusion, sleep, and
   paralysis, and they have Sad Suds, lowering your DEF.  Use your
   strongest attacks and heal aplenty (you should have Heal All by
   now).  You can use Fortify to negate the effect of Sap Suds,
   although it will take up a few rounds.  Just pray that Dark Breath
   is ineffective most of the fight and you'll have this boss in the
   bag.  Try to focus your attacks on one of them first, because versus
   one, this battle is easy.

 After seeing what Ragule's capable of, wielding the power of the
 Beast's half, we need to free the other half and gain its power.
 Although there are a few risks involved in this, Eldin is the one to
 possess that power, located in Nazare.


 NAZARE VILLAGE -------------------------------------------------------

 I could swear I saw Nazare a few moments ago on the world map, but
 it's gone now!  Originally, you've reached the village via the Mt.
 Ruhie, and that means you'll have to go through that damn place again.


 MT. RUHIE ------------------------------------------------------------

 Go north, beat the Unicorn, and talk to the Gratzean soldier.  Of
 course, no entry is allowed, and since they still haven't learned, you
 have to kill them.  Easy EXP.  Same place, new enemies (see monster
 list, monsters after the semicolon), so in case you grabbed all the
 items on your previous visit, don't take the side-paths (and even if
 you didn't, they aren't any worth).

 That means that in the next screen, with lots of monsters, you'll need
 to go left.  Follow the way till another fork (with a Unicorn), and go
 left.  When you reach the place with a bunch of paths on the wall,
 skip it and go all the way left.  You're going to have to fight a Gold
 Dragon.  A moment after that, you'll find a Gratzean soldier, who
 sends you a Serpentine Dragon.

 Boss Strategy -- Serpentine Dragon:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1600   500   222   224   120   60    55    30000   11000

   Serpentine Dragon has three attacks: Dragon Breath and Ultra Dark,
   doing medium-to-high damage, and Deadly Hit, a little weaker (but
   capable of adding deadly poison).  Each hits all, and each hits hard
   if you haven't leveled up sufficiently.  Dragon Breath is mostly
   used, and I've noticed that if you wear a Bolt Shield (found at
   start of Lugwa Tower), damage is greatly reduced (lower than 10).
   In my game, the only character faster than this guy was Rami, so
   that's probably the case in your game as well.  Therefore, make Rami
   your healer--Heal All is great to use.  Let her Chance Hit when
   healing is not needed.

   If you don't have Heal All or enough AP, then it'll be tougher.  Use
   AP-restoring items before the fight, if the latter is the case.  You
   can also try to use Miracle Hit, which restores 50 HP, so let Eldin
   and Torma use it.  Equip said Bolt Shield on one of them and let
   that one use his most powerful attack--Dragon Slash is supposed to
   do a bunch of damage, but wasn't as effective as other spells.  I
   don't know what to do with Bau; he doesn't have any skills and more
   than half of his HP is drained if he's hit by an attack.  If I let
   him heal, the only thing he'd be doing is healing himself, so I just
   let him die during the fight.  Make surviving your first priority
   and attacking your second, and you can't lose.

 The soldier is of course on the run.  If you wish, you can fight him
 (talk to him) for the EXP (it's the boss-version of a Commander).
 When you're done, head south.  Take either path (left requires Bau's
 hammer), and enter Nazare.


------------------------------------------------------------------------
2-Z:  Goldiark and Ragule
------------------------------------------------------------------------

   Items:     Miracle (x2), Ancient Shield, Strong Disc, Ancient Sword,
              Ancient Helmet

   Monsters:  Sky Tree, Deathbringer, Necromancer, Nightmare Dragon,
              White Snake, Golden Fox, Demon Lord, Ragule, Goldiark

   Recommended Level:  27-31


 NAZARE VILLAGE -------------------------------------------------------

 Ragule was a guest to Nazare earlier, it seems, and Gratze is crawling
 all over the place.  That means that you have some ass to kick,
 because Soldiers and Commanders (normal enemy-versions) are sprayed
 everywhere.  You can still buy items and a weapon, the inn is closed
 (it's recommended to sleep elsewhere before continuing), but the
 Elder's tent is your main goal.  Find your way there.

 Oh, and in the item shop, if you go downstairs, you can get a Life
 Source out of the closet.

 Now go to the Elder's tent.  The inner chamber was blocked earlier,
 but you can enter now.  Follow the way (Gratze hasn't taken this
 building yet), talk to the Elder if you're in for a chat, and
 continue.  The seal on the half of the Beast is Rubius's twin-sister
 Irmis.  Rubius breaks the seal, and I don't think that the Beast was
 supposed to wake up.  Uh, oops?

 Boss Strategy -- Beast Half:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            1700   500   255   250   50    55    99    32000   30000

   This fellow's attack-scheme consists of Fire Breath and Meteor Rain
   (rare), reducing about 1/3 of your HP (except Bau, in my case).  His
   Meditate restores 340 HP, but it's better when that happens rather
   than a shower of meteors down your throat.  I found this fight
   actually easier than the one with Serpentine Dragon earlier, since
   all characters are faster than him.  Fury and Rapidfire him to death
   and heal when possible.  If this is the threat of the world, then
   this is gonna be easy.  On the other hand, if this is the power
   Eldin will get, this is gonna suck.

 As the Beast's power, now possessed by Eldin (unfortunately doesn't
 affect his stats...), will destroy Eldin in time, it has to be
 resealed after beating that Ragule mister to pulp.  Rubius and Irmis
 have a short chat when the others have left, and the next goal is the
 holy land.  Whee!  Leave Nazare and head for the Tower of Guidance.


 TOWER OF GUIDANCE ----------------------------------------------------

 Before you go, make sure you have the following: a few Miracles, which
 you can forge at Gruberik's blacksmith, the best equipment available
 (just use up all your cash), the skills Miracle Hit and Fury for Eldin
 and Torma, Chance Hit for Rami, and Heal All for Eldin, Torma, and
 Rami.  You're gonna need 'em.  I suggest being around or over level
 30; it helps so much for the final boss.  If you aren't, then take a
 few trips through the Ancient Cave--if you make it to the final level,
 you're practically guaranteed to win.  And make sure to use up all
 those Sources!

 And yes, you'll need to go up this friggin' tower again.  I won't
 bother you with a guide again; read above if you're stuck.  When you
 finally reach the summit, enter the portal and you are warped to the
 holy land...


 BASTAAM --------------------------------------------------------------

 Well, not just yet.  First read all the inscriptions on the pillars
 (eight in total); you'll learn a lot more about what's happened.
 Then, examine the weird portal on the northern stone.  You are then
 warped to what seems like an island in space.


 ANCIENT TEMPLE -------------------------------------------------------

 It does look a little ahead of its time for an *ancient* temple.  But
 anyway.  Left and right are two "chests"--break them with your sword
 (they stole the animation from a bottle!) and get two Miracles.  Go
 north to the next screen and resume up until you see a Sky Tree.  Beat
 it, continue left (take the upper path), fight the Deathbringer, and
 follow the way until you get to a fork.  Go left from there (you'll
 meet a Lucifer), and head to the next screen.

 Three stair sets to choose from; the lower-right one leads to nothing,
 and the left set is a "longcut" leading to the upper-right stairs.
 So, take the upper-right flight, kill the Nightmare Dragon, and take
 the stairs in the upper-left corner.  Follow the path.  When it forks,
 go up, beat the White Snake, and crush the package-thingies to get an
 Ancient Shield.  And you better damn well equip it right away!  Once
 you've done so, go back to the fork with a Golden Fox, and take the
 other path leading to the next area.  Here, basically follow the one-
 way path until it forks, go left, and fight the Sky Tree that blocks
 your way.  Before going to the left, head south and break the objects
 for a Strong Disc.  Go back and take the upper flight of stairs to the
 next room.

 Go up, and now, FOUR stairs.  What madness is this?  The upper-left
 one is a dead end, so skip that one.  The upper-right flight leads to
 an item you MUST get, so take those stairs.  Follow the path, take the
 elevator up, and smash the objects.  One of them has an Ancient Sword,
 and, well, it kicks some rear ends HARD.  Go back to the four stairs
 and take the lower-right path.  Follow it, go up an elevator, and walk
 on.  Next room, you'll find a bunch of monsters and a bunch of objects
 as well.  Break the ones in each corner to find a Miracle, a Hi-Magic,
 another Hi-Magic, and an Ancient Helmet.  You know what to do with the
 helmet.

 Go down the hole in the middle of the room, and you'll fall, fall,
 fall...  Turns out to be a bit high, eh?  Go north and follow the way
 (I want those torches in my room too!), and you'll find Ragule.  Talk
 to him; he uses his power to try to stop you, but Eldin is strong
 enough to resist.  Sequentially, a fight ensues.

 Boss Strategy -- Ragule:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            2240   500   334   295   158   290   65    0       0

   So.  The bad guy himself.  First his attacks, which, well, hurt
   quite a bit.  Double Hit is about enough to kill someone in one hit,
   Miracle Hit is weak, Vacuum Wave and Star Burst hit everyone and
   deplete about half (or more) of their HP.  Heal Plus is mostly
   enough to negate the effect of those attacks, but using Heal All is
   preferred.  Use your most powerful attacks to take this guy down as
   fast as possible.  But!  Be aware that after beating Ragule, you
   have to fight the next--much harder--boss without getting the chance
   to patch yourself up.  Make sure to do so before releasing the final
   blows!

 Ragule kicks the bucket, and the Beast reveals that he is Goldiark;
 actually Odin, who joined with him.  Unfortunately, this installation
 is permanent, and Goldiark decides to eat you.

 Boss Strategy -- Goldiark:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Stats -- HP:    AP:   ATK:  DEF:  AGL:  INT:  MGR:  EXP:    G:
            8000   500   365   365   178   150   126   32767   32000

   And this would be the other half of the Beast, whose name you now
   know.  And holy crap--just look at the amount of HP this guy's got.
   8000!  Normally, I don't consider "leveling up" a strategy to beat a
   boss.  I make an exception now, however--if you're level 20-25, you
   stand almost no chance against Goldiark.  Apparently, the developers
   are assuming you've taken the time to master all the jobs and that
   level 60 is already cleared.

   There's one simple strategy to beat him, and that's by draining all
   his AP.  He's got 500, and equipping everyone with Rune Rings (forge
   at Gruberik's blacksmith) is a good way to deplete it to zero.  If
   you do so, most of the time Goldiark will be doing nothing ("Miracle
   Hit!  ...but nothing happened."), although he has 0 AP spells as
   well.  Speaking of his spells, he has Meteor Rain and Big Bang,
   doing about 100 HP of damage to everyone (0 AP).  Furthermore, he
   has Heal Plus and Miracle Hit (nothing to fear), Mind Blast (cure
   the status effect!), and Double Hit.  This hurts.  Extremely.  It
   *fortunately* attacks only one person at a time, but that's enough
   already--it's mostly enough to kill the person in one hit.  He won't
   use this when he has 0 AP left.

   Okay, so, I suggest the AP-draining strategy.  If not, then it is
   going to be a long, hard battle.  Level 30 is a minimum, and the
   Ancient equipment you've found everywhere is recommended to equip.
   Use Fury, or whatever attack is most powerful for you.  Install with
   your Disc Monster (if you didn't use up the IP previous fight) as
   soon as possible (it probably gets killed in a few rounds), and,
   well, I suggest having two healers.  If you're lucky, one of your
   characters is faster than Goldiark, and that'll be your main healer.
   Have the second use AP-restoring items and Miracles when the main
   healer isn't able to.  I don't know what to do with Bau, but I just
   let him die (he's underpowered, after having missed a few levels).
   Keep a close eye on your HP, and attack.  Make surviving your main
   priority, and pray that you win.

 So, did you win?  Congratulations; you've beaten the game.  Watch the
 ending, which I won't spoil for you, and pat yourself on the back for
 a job well done.


========================================================================
PART 3:  APPENDICES
========================================================================

------------------------------------------------------------------------
3-A:  The Ancient Cave
------------------------------------------------------------------------

 WHAT THIS STUFF IS ALL ABOUT -----------------------------------------

 The Ancient Cave is back, and it's differently different.  You can
 find it in Gruberik, and since that's the second town you'll come to,
 you'll gain access to it soon.  Unfortunately, the cave is closed on
 your first visit, meaning you'll have to continue playing for a little
 while until after clearing the auctioning scene (which is just a
 little while later).

 The Ancient Cave is a big cave that consists of 60 levels, and since
 it was so tough in Lufia II to get all the way to the bottom (99
 levels in that game), and even tougher in Lufia: The Legend Returns
 (200 friggin' floors!), it's a bit easier in The Ruins of Lore.  The
 point is to go down the cave and collect all kinds of rare items, many
 of which aren't findable elsewhere.  Only Eldin can go inside, and the
 Disc Monster assigned to him goes with him.  You will choose a total
 of ten items prior to entering.

   Note:  The *number* of items you bring with you isn't taken into
          account, so if you choose Potion, you will bring the number
          of Potions you have--be it 1 or 99.

 And the level of Eldin is not reset to 1; Eldin brings his learned
 skills and experience with him.  If you die, you'll lose everything
 you've found in the cave, all the experience you've acquired and the
 skills you've learned.  So make sure you don't die!  Also lost are the
 ten items you've chosen to bring with you, so be sure you have a save-
 game right before entering.  In order to leave the cave, you'll have
 to use a Providence, which you'll find throughout your journey through
 the cave.  Sometimes it appears on floor 1, sometimes all the way down
 the bottom... it's all random.

 Also, if you managed to reach floor x and exited, you can choose to
 start from floor 1 to x when you re-enter the Ancient Cave.  This is
 another factor that makes it easier to make it all the way down to the
 bottom, but the main reason this was implemented is because the items
 and equipment aren't spread randomly throughout the cave.  Whereas in
 Lufia II you could get the Sky Sword and all the ultra-powerful whoop-
 ass weapons on the first floor, in The Ruins of Lore not.  The
 programmers probably decided to do this to prevent you from getting
 the best stuff in the beginning of the game, making the rest a breeze.
 So that means if you want to make it to the final floor, you WILL need
 to level up and you stand NO chance in the beginning of the game.


 THINGS YOU'LL ENCOUNTER ----------------------------------------------

 As for the dungeon levels themselves: instead of monsters walking
 around the entire place, they aren't there anymore.  Instead, you'll
 find the following:

  - Chests, bags, and decorated pots.  These contain items, or a
    monster is hiding in them, or a trap (lose a bit of HP), or nothing
    at all.
  - "Shrines"--all weird-looking objects that don't include the above.
    There are different types of shrines.  Not all shrines can be used
    by everybody; in order to use a certain shrine, you'll have to be
    of a particular job.  Also, note that some shrines are in fact
    thieves, stealing an amount of cash (the higher the floor number,
    the higher the amount).  Don't touch a shrine if you know you can't
    use it, because it might be a thief.  If you can't use it but it
    isn't a thief as well, it just gives you a cancel-sound.
  - Temples--these things either restore HP, or AP, or cure status
    effects, or cause poison, deadly poison, or burns.  Or it lowers
    your HP, or AP.  Recommended to avoid--it's too risky.
  - Red balls of light restore all HP, and blue balls restore all AP.
  - Bushes and vines.  Don't cut them away unless they're blocking your
    path, because there's nothing under them.  Methinks that bushes
    randomly become treasures--the rooms aren't ENTIRELY random.
  - Paths.  In each room is one path to continue, and if you enter a
    room, there's no way to return to the previous one.  Sort of like
    the stairs in Lufia II's cave, but now with doors.  There are no
    two-way paths, and make sure to have grabbed everything in the room
    before you move on.
  - Floor Masters.  Eventually, you'll reach the final room; inside is
    the Floor Master--the "boss" of the area.  You will need to beat it
    to continue to the next floor.

 The cave isn't your ordinary dungeon, as you've read above.  Unlike
 Lufia II (I've mentioned that game _so_ many times in this FAQ.  Does
 it show I've played that game to death?), your progress through the
 game *does* factor in your journey through the cave.  It's risky to
 enter it in the beginning of the game, so wait until you reach the
 middle or somewhere like that--if you have the patience.  :P


 THE REWARD -----------------------------------------------------------

 Your reward for beating the Big Red Jelly is an Egg Ring!  This thing
 owns--it ups all stats by 50--but of course, it's nothing compared to
 what it was in Lufia II.  When you're able to get one, get some extra
 ones for your party members.  Just start from floor 60 and beat the
 jelly once more.

 However, the real treasure lies in the chests, bags and pots.  Make
 sure to be a frequent guest to floors 57-60, as the stuff you'll find
 there is uber.

 I used to have a level-by-level breakdown of the floors in the Ancient
 Cave.  However, it was just based on what I've received, and to
 complete the list I had to go through each floor at least twenty
 times.  That is the reason it's not in this FAQ anymore, and it would
 unnecessarily bloat up my FAQ in terms of KB anyway.  Instead, I refer
 you to the Ancient Cave FAQ, written by bhr, available on GameFAQs.
 My old list is adapted in his.


 BANDINO'S JOBS -------------------------------------------------------

 Bandino is found in the Hunter's Guild (take the stairs in the western
 part of the house).  He wants you to go down the cave and get items
 for him.  In return, he gives you an amount of cash, which increases
 as you find more things for him.  The better the goods he asks, the
 deeper you have to go through the cave.  The rewards aren't much, but
 still.

   Item:                 Reward:     Found on Floors:
   ¯¯¯¯¯                 ¯¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Iris Water         -- 100G     -- B03F to B10F
   Crystal            -- 300G     -- B06F to B13F
   Dark Ruby          -- 500G     -- B11F to B20F
   Bright Gem         -- 600G     -- B16F to B22F
   Fire Sand          -- 700G     -- B25F to B27F
   Bitter Cheese      -- 800G     -- B32F to B42F (*)
   Rotten Meat        -- 1000G    -- B01F to B60F (*)
   Music Box          -- 2000G    -- -- (*)
   Rose Seed          -- 3000G    -- B27F to B34F (*)
   Navaroa            -- 3500G    -- B32F to B36F (*)
   Meat Cube          -- 4000G    -- B37F to B57F (*)
   Egg Dragon Fang    -- 5000G    -- B37F to B43F

    * Bitter Cheese is also found in the Sewers, in a pot in a hidden
      room, a while after Jida Village.
    * Rotten Meat is found twice in the Sewers, and can be bought in
      Daros.  If you don't have it by now, though, you suck.
    * Music Box is found in Gratze Fortress (second visit); when you
      save the townsfolk, enter the fifth cell, break the skeleton, and
      walk around.
    * Rose Seeds are findable in the Jungle Spire.
    * Navaroa can be gotten by trading a Blue Tea with the woman in
      front of the chief's tent in Nazare.  If you have no Blue Tea, go
      to Mt. Ruhie with Bau (see walkthrough, end of section 2-N).
    * Meat Cubes can be bought in Eristol (Past).

     Note:  I have taken the "Found on Floors" column values from bhr's
            Ancient Cave FAQ.  Take note that it's not something to
            rely on completely; if we didn't find this item on that
            floor, it doesn't necessarily mean it cannot be found
            there.  It's just that we didn't spot and record it.


------------------------------------------------------------------------
3-B:  Jobs and Skills
------------------------------------------------------------------------

 Make sure to see section 1-E for the basics of the job system.  This
 is the detailed information.  As for this section, if you don't care
 about the descriptions and all that stuff, at least read the last
 part, "Tips and Recommendations".


 LOCATIONS ------------------------------------------------------------

 In the Hunter's Guild in Gruberik, go upstairs and talk to the various
 people behind the counters to change to a wizard, mage, thief,
 fighter, swordsman, and priest.  As for locations of the "secret"
 fellows, read ahead:

   Chemist:  Karnack; head to the northern part of the town and enter
             the tent guarded by a bear.  You can switch to a chemist,
             but there's a 400G fee.  This is the only "hidden" class
             that doesn't require you to have mastered a certain job--
             chemists are "standalone".

   Knight:   Hunter's Guild, Gruberik.  Go up the stairs from outside
             the building, go through the door, and you'll be inside.
             Go through the door nearest to you and get up to the roof
             again.  Fall down one level (ONE level), then enter the
             small room to find a knight.  In order to become a knight,
             you will need to have mastered the swordsman.

   Bishop:   Training Hall, Nazare.  Enter the bazaar (behind the inn),
             go upstairs, and through a door.  Make sure not to fall
             off, and talk to the fellow who's devoted way too much
             time to this kind of stuff.  In order to become a bishop,
             you will need to have mastered the priest.

   Rogue:    Casino, Daros.  The rogue is the cloaked person on the
             third floor of the casino; you can get there after the
             events in this town.  In order to become a rogue, you will
             need to have mastered the thief.

   Brawler:  Narbick; the first house to the left.  Talk to the guy in
             front of the entrance, get in, and you'll find the master
             of martial arts.  In order to become a brawler, you will
             need to have mastered the fighter.


 WHICH JOB OUGHT ONE TO CHOOSE? ---------------------------------------

 The job descriptions are in alphabetical order.  I cover the skills
 you'll learn with the class, and then judge the stat modifications.
 See below this section for the stat changes in one handy table.

 Bishop:
 ¯¯¯¯¯¯¯
  - The only useful skills the bishop learns are the last three; Rally,
    which revives and restores 1/4 of the total HP, Heal All, recovers
    all HP of all party members (40 AP!), and Valor, which revives and
    restores all HP.  Bishops also get an offensive holy-spell, but
    they get useful later in the game when you have much AP and healing
    needs to be done as quickly as possible.
  - Bishops are nice if you need a magical boost, but they're not
    nearly as useful as the wizards.  If you think the wizard loses too
    much on the ATK- and DEF-side, then choose the bishop, because it
    loses only 10% in that department.

 Brawler:
 ¯¯¯¯¯¯¯¯
  - Upgrade of the fighter.  Useful is Sacrifice, which kills an enemy
    (not bosses) but you as well.  You can also use Sacrifice on
    yourself and you'll restore all HP (bug).  Brawlers get two
    physical attacks, and Fury is a strong one.  Regenerate, the last
    skill, restores half of the max HP, and is unfortunately not that
    useful.
  - This is great: attack and defense go up, and your speed as well.
    Of course, everything related to magic decreases, but if you don't
    care about that, choose the brawler.

 Chemist:
 ¯¯¯¯¯¯¯¯
  - The chemist learns the useful Tear Gas (the second skill), which
    stops enemy movement in dungeons for 0 AP--well, it's useful if you
    use it.  Chemists also gain weird attacks like Imitate (copy
    enemy's skill set for the battle) and Manipulate (force an enemy to
    attack for you).
  - As for the stat modifications, the chemist gets a gain in AGL.  The
    rest stays the same, except AP, which decreases, and you'll take
    more damage because DEF and MGR go down as well.  If you want an
    "average" job, choose the chemist and equip the best defensive
    stuff you can get.

 Fighter:
 ¯¯¯¯¯¯¯¯
  - There's only one reason to become a fighter, and that is the fourth
    skill: Chance Hit.  Chance Hit is overpowered--I would suggest
    teaching this to Rami as soon as possible, because Chance Hit does
    a random amount of damage from 20 to 200, and especially in the
    first half of the game, this is a killer.
  - See brawler.

 Knight:
 ¯¯¯¯¯¯¯
  - The upgrade of the swordsman (described below).  The greatest skill
    of the knight is the last one: Miracle Hit.  It deals higher-than-
    normal damage and restores 50 HP no matter what.  The other skills
    are so-so.  One of them is nearly useless; disable an ally until
    the end of the fight?  Bah.
  - Compared to the swordsman, the knight is still a job with the focus
    on the ATK-stat, but this time, DEF rises as well when you choose
    him.  Consider it a less-extreme swordsman.  It's actually exactly
    the same as the fighter/brawler, but the knight gains a decrease in
    AGL rather than increase.

 Mage:
 ¯¯¯¯¯
  - Mages are neither offensive (wizard) nor defensive (priest).
    Rather, they're supportive, with effect-spells (stat-up and stat-
    down, etc.).  Their first skill, Enfeeble, which reduces the
    target's DEF, is extremely useful especially in the beginning of
    the game.  If you ask me, mages are underrated; most people think
    they can do without them, but trust me--they make battles, in
    particular boss fights, much easier.
  - Lots of AP, lots of INT, and the belonging stat-downs.  Rami, by
    default, has lots of AP and lots of INT.  If you make her a mage,
    she will be so freakin' weak against physical attacks that one
    smash by Bau's hammer will not send her to Tokyo, but _via_ Tokyo
    to the third moon of Jupiter.

 Priest:
 ¯¯¯¯¯¯¯
  - They learn curative magic.  Need I say more?  Priests can cure the
    party, treat poison and other status effects, and they get a holy-
    elemental attack.  Mainly, you'll have priests to cure, though.
  - See bishop.

 Rogue:
 ¯¯¯¯¯¯
  - The rogue is an upgraded form of the thief (read below).  Whereas
    the thief gains knowledge of non-battle skills, like Escape and
    Sonar, the rogue learns a few attacks.  Shared Pain, for instance,
    does damage that depends on the caster and the target's current HP,
    and Magic Drain lets you absorb AP when you're attacked.
  - See chemist.

 Swordsman:
 ¯¯¯¯¯¯¯¯¯¯
  - The swordsman is the offensive type in the physical department.  He
    doesn't learn many skills; the first is Cinder Slash, with which
    you normally attack and cast Cinder, and Slash All, a normal attack
    that targets the entire enemy party.
  - The one in the Hunter's Guild says it himself: "Your ATK will go
    through the roof!"  If you ask me, that is the main profit of being
    a swordsman--HP and ATK are greatly increased, although AP, DEF and
    AGL suffer from that.

 Thief:
 ¯¯¯¯¯¯
  - Ah, the thief.  Thieves have a varying set of skills, most of which
    have not much to do with actual fighting.  Of course, if you change
    to a thief, you'll learn to steal things from enemies (although the
    programmers didn't put much time in this feature, it seems).
    You'll also get Escape, to instantly leave a dungeon, as well as
    Sonar, to see how much treasures are still left in the room (the
    _room_; not the entire dungeon).  Lastly, you'll get Scan, to
    discover monsters' amount of HP, AP, and their element.
  - See chemist.

 Wizard:
 ¯¯¯¯¯¯¯
  - The wizard is an offensive type in the magic department.  Wizards
    learn spells such as Cinder, a fire-elemental attack that is good
    to use in the beginning in the game, to Ice Storm, a level-three
    ice-attack.  They get instant-death-attacks as well.
  - See mage.  The difference between the wizard and the mage is that
    the mage's ATK is decreased a little more.


 STAT MODIFICATIONS ---------------------------------------------------

 Here's a chart with all the stat changes.  For the significance of the
 stats, see section 1-D of the game basics.  Two hyphens ("--")
 indicate that the stat is not altered.

   Job:          HP:    AP:    ATK:   DEF:   AGL:   INT:   MGR:
   ¯¯¯¯          ¯¯¯    ¯¯¯    ¯¯¯¯   ¯¯¯¯   ¯¯¯¯   ¯¯¯¯   ¯¯¯¯
   Bishop        --     +32%   -10%   -10%   --     +12%   +10%
   Brawler       +16%   -34%   +20%   +14%   +20%   -15%   -10%
   Chemist       --     -23%   --     -10%   +25%   --     -10%
   Fighter       +16%   -34%   +20%   +14%   +20%   -15%   -10%
   Knight        +16%   -34%   +20%   +14%   -20%   -15%   -10%
   Mage          -30%   +44%   -30%   -20%   --     +25%   +10%
   Priest        --     +32%   -10%   -10%   --     +12%   +10%
   Rogue         --     -23%   --     -10%   +25%   --     -10%
   Swordsman     +26%   -40%   +30%   -30%   -30%   -20%   -10%
   Thief         --     -23%   --     -10%   +25%   --     -10%
   Wizard        -30%   +44%   -20%   -20%   --     +25%   +10%


 AFTER MASTERING ALL JOBS ---------------------------------------------

 So!  Mastered all the jobs?  That means the only reason for switching
 jobs is the modification of your stats.  Choose what fits your style
 by studying the chart above.  To narrow the options down, the knight
 and the mage should not be taken, for the reason that there is at
 least one class with better stats (e.g. comparing the knight with the
 brawler, you see that everything is the same, except that the knight
 has -20% AGL, rather than +20% AGL for the brawler).  Priest = bishop,
 fighter = brawler, and chemist = thief = rogue, so that leaves five
 options:

  - PRIEST/BISHOP:  AP, INT and MGR up, ATK and DEF down.
  - FIGHTER/BRAWLER:  Everything stat related to magic goes down, while
    the rest of the stats gain a few points.
  - CHEMIST/THIEF/ROGUE:  Not much goes up.  AGL rises, and AP and MGR
    go down.
  - SWORDSMAN:  The job to use if you go all out offensive on the
    physical side; HP and ATK are increased greatly, but defensive and
    magical stats, and your AGL, go down.
  - WIZARD:  The best job if you want many AP and a high INT, but it is
    suggested to wear some good armor; HP and DEF both decrease
    significantly.


 TIPS AND RECOMMENDATIONS ---------------------------------------------

 1.  The first time you can change jobs, set Eldin and Torma to priest
     and battle until you've learned Heal.  Healing is an absolute must
     because your main healer later (Rami, mostly) might run out of AP.
     It heals 30 HP no matter what, so it doesn't matter what INT you
     have.
 2.  Since Eldin isn't prolific in the physical and magical department
     (he's kinda average), make him a thief.  That job is extremely
     useful--the first skill is Pickpocket, to steal items, and with
     the second skill, Escape, you can instantly leave from a dungeon.
 3.  When you get to Karnack, have at least one party member become a
     chemist, temporarily or not.  Make sure he or she learns the Tear
     Gas skill (the second one you'll learn)--this costs 0 AP and stops
     enemy movement for a brief while on the field screen.  This is the
     replacement of Lufia II's arrow, and will be your best friend when
     your healer is down and your HP low.
 4.  When Rami isn't busy with anything, make her a fighter.  She isn't
     worth crap physically, but Chance Hit does random damage up to 200
     and ignores defense--incredibly useful, especially against bosses.
     Chance Hit is useful in the beginning of the game, and does
     respectable damage even later.
 5.  When you can change to the rogue, make sure to do so; Rapidfire is
     great, costs 0 AP, targets all enemies, and temporarily increases
     your AGL.  Another great skill is Fury, of the brawler.

 There's a wee bug concerning Pickpocket--if you select the skill,
 target a monster, cancel, and choose to defend, you will defend _and_
 steal an item/G.  Exploit this whenever you defend!  Another bug with
 Sacrifice--cast this on yourself (i.e. the caster) and you will
 restore all of your HP.  And that for 0 AP!  Only usable in battle,
 but still...


 LIST OF SPELLS -------------------------------------------------------

 Scroll down to section 4-B...


------------------------------------------------------------------------
3-C:  Disc Monsters
------------------------------------------------------------------------

 Make sure to see section 1-E for the basics of the Disc Monster
 system.  This is the detailed information.

 There are different types of discs in the world of Lufia; they are
 tuned to fit the area.  You have Cave Discs, for example, which are to
 be used in caves.  Tower Discs, on the other hand, have the highest
 success rate in towers.  This doesn't mean that a Cave Disc doesn't
 work in towers, though; the chances of being successful are just a
 little worsened.  Therefore, it is recommended to keep a handful of
 various types of discs with you when you go on your journey; in
 Gruberik's Hunter's Guild (the Keepers Assoc.), you can buy them.
 They aren't really expensive.

 There are 198 monsters to capture in total, and catching one (not just
 fighting one) means an addition to your Monster Book (compendium).
 The only exception to this is when you capture one in the Ancient
 Cave, in which case it does _not_ get recorded.

 Also, monsters learn skills as they level up and get experience.  They
 can only have a maximum of eight skills, and only three of them may be
 used in battle.  Press Select and choose Monsters, and you can Set
 Skills and Forget them; this should be done to fully customize your
 monster and kick some ass appropriately.  Note that if you learn a
 ninth skill, you are prompted to choose to replace a skill at the end
 of a battle.  This prompt will nag you every time you complete a
 battle until you remove a skill and put the skill "waiting in line" in
 an empty slot.


 THE KEEPERS ASSOC. ---------------------------------------------------

 If you capture a monster, it will be instantly assigned to the one who
 has thrown the disc.  Only Eldin, Torma and Rami are able to use
 discs.  If they successfully catch a monster while they already have
 one with them, the captured monster is sent to the Keeper's Assoc.

 If you want to change or remove monsters, you need to pay a visit to
 that place, in the Hunter's Guild all the way in the back of Gruberik.
 Talk to the left guy.  Three options are given:

  - ASSIGN:  Choosing your monster.  If you abhor that stupid Red Jelly
    which does nothing useful in battle, switch/remove it with this
    option.
  - TEACH SKILL:  You need to have two or more monsters for this.  One
    monster has a skill and another one wants to learn that skill.
    Here, you can make that happen.  The catch to this, however, is
    that the teaching monster will DISAPPEAR.  Bear that in mind!
  - SET FREE:  If you need room.  You can only hold 16 monsters here!

 Many monsters are acquirable, but some aren't.  If you're unsure,
 check out section 4-C.


 TIPS AND RECOMMENDATIONS ---------------------------------------------

 1.  A Disc Monster is nice, but keep in mind: the experience you
     receive at the end of a battle is split upon the party.  This
     includes your Disc Monsters and everyone in the back row (inactive
     people).  If you have three Disc Monsters, only one of which you
     actually use, get rid of the last two!  They eat up the EXP, which
     can be put to better use.
 2.  When you meet a Pucci (Road to Gruberik, Mera Volcano), make sure
     to catch a few.  They aren't worth using in the long run, but are
     great to teach Rapidfire with--a 0 AP skill that does respectable
     damage to everyone.
 3.  Pucci also learns Sacrifice, as well as the T-Rex (Tower of
     Guidance).  This skill does 999 damage and kills the Disc Monster;
     handy in normal battles (doesn't work against bosses), although
     not EXP-furnishing (for the Disc Monster).
 4.  Later in the game, catch a Gold Core.  If you can't come up with a
     good name for it, I believe "Ownage" is a nice title.

 Got your own tips?  Know of a monster that kicks butt like Dekar in
 his earlier days?  Seen your pet use a skill that shakes the planet?
 Or anything else?  I'm waiting for your e-mails.


------------------------------------------------------------------------
3-D:  Blacksmiths and Alchemists
------------------------------------------------------------------------

 BLACKSMITH IN GRUBERIK -----------------------------------------------

 The blacksmiths in Gruberik (second screen, lower-right corner) can
 forge a bunch of things for you, varying from rings, ores, and special
 potions.  But they're different from normal shops--you'll need to give
 them the ingredients, plus you need to have learned the recipe from an
 alchemist.  So if you have the required items, but haven't spoken to
 the alchemist (hidden everywhere), you can't make it.

 Here is everything you need:

  + RUNE RING --> 150G + Sacred Branch
    Parcelyte, in your own house, next to your bed (Red Jelly)

  + HI-MAGIC --> Magic Jar + Hi-Potion
    Gruberik, student in the school (monkey)

  + CINDER RING --> 150G + Fire Ore
    In front of Ancient Cave, Gruberik, guy in the lower-right corner

  + FIRE ORE --> Fire Sand + Iris Water
    Cashwell Manor, Gruberik, auction room

  + WATER ORE --> Iris Water + Crystal
    Karnack (Dry Season), some person lying behind pots, west part

  + BRIGHT ORE --> Bright Gem + Star Quartz
    Nazare, a dog lying on the ground

  + FLASH RING --> 150G + Earth Ore
    Old Well, a chicken (right?) in front of the entrance to the well

  + EARTH ORE --> Iris Water + Lake Sand
    Jida Village, near the weapon shop (you can walk into the green)

  + DARK ORE --> Dark Ruby + Black Water
    Gruberik (after second time), next to Torma's grandfather's house

  + WIND ORE --> Star Quartz + Iris Water
    Village of Ordens, a horse in the lower-right corner of the village

  + SQUALL RING --> 150G + Water Ore
    Town of Daros, a chicken in Marin's house (secret room)

  + REVIVE --> Bright Ore + Hi-Potion
    Narbick Village, inn, upstairs, in a bed

  + EX-POTION --> Hi-Potion + Iris Water
    Jungle Spire (west), a dog somewhere in front of "the big head"

  + WITCH RING --> 150G + Dark Ruby
    Gondarle, a rat, after the event at the mansion

  + FROST RING --> 150G + Wind Ore
    Gratze, second screen, upper-right room, near the chest in the cell

  + PROTECT RING --> Bright Gem
    Eristol, first building, read the ancient inscriptions upstairs

  + EGG RING --> 150G + Egg Dragon Fang
    Rangoon Town, a core in the upper-left corner of the town

  + EX-MAGIC --> Magic Jar + Ex-Potion
    Eristol (Past), check the bookcase in the inn

  + FORTUNE RING --> Light Ore + 3000G
    Eristol (Past), house above the inn, talk to the bunny girl

  + NECTAR --> Wild Berry + Ex-Potion
    Karnack (Wet Season), a fish in the eastern section of the village

  + MIRACLE --> Bright Ore + Dark Ore
    Lugwa Tower, a chest in the corner of a room


 BLACKSMITH ON ROAD TO GRUBERIK ---------------------------------------

 You will meet this blacksmith in the beginning of the game, on your
 way to Gruberik.  He needs someone with a hammer--Bau is the perfect
 one.  When Bau permanently joins your party (once you get a ship),
 visit him again, watch the comical scene, and start hammering.  You
 need to bring him an item and hammer it 'til you get a new item.  Mid-
 way, you can choose to keep the item or keep hammering; it might
 furnish a better item.  However, it might break... see in the list
 below before you hammer further.  There are four forgeable items:

   Rose Seed --> Stun Gun --> Gold Bracelet
   Dragon Edge --> Silver Sword --> Silver Shield
   Arcane Rod --> Silver Rod --> (breaks)
   Miracle Plate --> Heavy Lance --> Adamant Axe --> (breaks)

 Some Notes (some are important):
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - ...if this guy knows how to turn a seed into a bracelet with a
    hammer, I want to know his secret.
  - When the guy just says, "Whew!  I'm beat after all that work." and
    doesn't do anything else, talk to the grandma on the first floor
    and he'll continue working (if you have the item).
  - You can only forge an item once.  If you finish the Rose Seed, he
    will ask for a Dragon Edge.
  - When you get the item, make sure you forge them IMMEDIATELY.  What
    he asks for is not based on what he's forged already for you, but
    on what point you are in the game.  If you didn't forge a Rose Seed
    and you're at the point that you can forge the Arcane Rod, you
    can't forge the first two items!
  - There's an exploitable bug, which is all detailed below.

 Whereabouts:
 ¯¯¯¯¯¯¯¯¯¯¯¯
  - Rose Seeds can be found in the Jungle Spire.  See the walkthrough
    for exact locations.  When you forge it, get the Stun Gun instead
    of the Gold Bracelet!
  - Dragon Edges are dropped by Black Dragons (Land of the Dead).
  - Arcane Rods can be found in the Ancient Cave, somewhere in the
    middle.  You need to forge them before going to Gratze for the
    second time (before saving the townsfolk).
  - Miracle Plates can be found in the Ancient Cave too, on the final
    floors.  Forge it before clearing the Tower of Guidance (for the
    second time).

 The Exploitable Bug:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   The exploitable bug: this works when he asks for an item other than
   the Rose Seed.  Talk to him and he asks for something (if he says
   he's beat, talk to the grandma first).  Because you don't have it,
   you can't forge it.  However, the programmers forgot to "reset" the
   table (the one you hammer on): if you hammer on it with Bau a few
   times, you will AGAIN get the previous item.

   For example: you have forged a Rose Seed and he now asks for a
   Dragon Edge (which you don't have).  Hammer on the table and you
   will get a Stun Gun for free!  If you now talk to grandma and resume
   hammering without talking to the bloke, you'll get the Gold Bracelet
   too.  If you missed an item, so for example he asks for an Arcane
   Rod while you haven't forged the Rose Seed and Dragon Edge, and you
   hammer on the table, you'll get the Dragon Edge's product: a Silver
   Sword that you can turn into a Silver Shield too.

   A good thing about this bug is that it can be done infinitely: get
   an item, talk to grandma on the first floor, then get the item
   again.  Get loads of items, and this is a good way to make a fat,
   bulky amount of cash.  Because it works with the previous item, it
   doesn't work with the last item, unfortunately...


========================================================================
PART 4:  CHARTS
========================================================================

------------------------------------------------------------------------
4-A:  Items
------------------------------------------------------------------------

 Consumable Items: (curative/supportive)
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Potion           -- Restores 30 HP
   Hi-Potion        -- Restores 100 HP
   Ex-Potion        -- Restores 300 HP
   Magic Jar        -- Restores 10 AP
   Hi-Magic         -- Restores 50 AP
   Ex-Magic         -- Restores 100 AP
   Revive           -- Restores 100 HP, can revive
   Miracle          -- Restores all HP/AP, can revive
   Antidote         -- Removes status effect poison
   Wake-Up Call     -- Removes status effect sleep
   Sanity Pill      -- Removes status effect confusion
   Mysterious Pin   -- Removes status effect paralysis
   Vitamins         -- Raises ATK for the duration of the battle
   Smart Tonic      -- Raises INT for the duration of the battle
   Magic Guard      -- Raises MGR for the duration of the battle
   Life Source      -- Permanently raises max HP
   Magic Source     -- Permanently raises max AP
   Power Source     -- Permanently raises ATK
   Speed Source     -- Permanently raises AGL
   Mind Source      -- Permanently raises INT
   Aspirin          -- Makes your head stop hurting
   Bitter Cheese    -- Restores 40 HP and 10 AP
   Blue Tea         -- Restores 20 HP
   Charred Newt     -- Restores 5 HP/AP
   Dried Bread      -- Restores 50 HP
   Dried Milk       -- Restores 50 HP
   Dried Meat       -- Restores 120 HP
   Honey Stone      -- Restores 100 HP
   Insect Egg       -- Restores 10 AP
   Lak Cheese       -- Restores 80 HP and 10 AP
   Large Egg        -- Restores 20 AP, raises ATK by 30 during battle
   Meat Cube        -- Restores 200 HP
   Moldy Bread      -- Damages for 20 HP and causes poison (use to heal
                       demon-type monsters); doesn't damage outside of
                       battle
   Navaroa          -- Restores all HP, can only be used in battle
   Nectar           -- Restores 100 HP and all HP, or restores all HP
                       and AP during battle
   Rotten Meat      -- Damages for 20 HP and causes poison (use to heal
                       demon-type monsters); doesn't damage outside of
                       battle
   Solid Milk       -- Restores 50 AP, raises DEF by 50 during battle

 Consumable Items: (Disc Monster-related)
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Water Ore        -- Raises max HP/AP of water-elemental monsters
   Dark Ore         -- Raises max HP/AP of dark-elemental monsters
   Bright Ore       -- Raises max HP/AP of light-elemental monsters
   Fire Ore         -- Raises max HP/AP of fire-elemental monsters
   Earth Ore        -- Raises max HP/AP of earth-elemental monsters
   Wind Ore         -- Raises max HP/AP of wind-elemental monsters
   Sacred Fruit     -- Light-elemental fruit, used to evolve monsters
   Dark Fruit       -- Dark-elemental fruit, used to evolve monsters
   Earth Fruit      -- Earth-elemental fruit, used to evolve monsters
   Wind Fruit       -- Wind-elemental fruit, used to evolve monsters
   Flame Fruit      -- Fire-elemental fruit, used to evolve monsters
   Aqua Fruit       -- Water-elemental fruit, used to evolve monsters
   Sea Disc         -- A disc, used to capture monsters in the sea or
                       other wet areas
   Mountain Disc    -- A disc, used to capture monsters on mountains
   Forest Disc      -- A disc, used to capture monsters in forests
   Field Disc       -- A disc, used to capture monsters on the fields
   Cave Disc        -- A disc, used to capture monsters in caves
   Tower Disc       -- A disc, used to capture monsters in towers
   Void Disc        -- A disc, used to capture monsters in alternate
                       dimensions (Inside the Behemoth, Ancient Temple)
   Strong Disc      -- A white disc
   Healing Disc     -- A blue disc
   Revival Disc     -- A gold disc
   Platinum Disc    -- A disc that shines with light

 Consumable Items: (miscellaneous)
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Monster Book     -- Compendium
   Weapon Book      -- Compendium
   Shield Book      -- Compendium
   Armor Book       -- Compendium
   Helmet Book      -- Compendium
   Accessory Book   -- Compendium
   Sleep Ball       -- Adds status effect sleep
   Daze Ball        -- Adds status effect confusion
   Stun Ball        -- Adds status effect paralysis
   Smoke Ball       -- Allows you to run away from a battle
   Ice Ball         -- Ice-elemental attack
   Fire Ball        -- Fire-elemental attack
   Terror Ball      -- Instant-death
   Escape Ball      -- Transports the party out of a dungeon
   Pure Water       -- Removes cursed equipment (doesn't remove curse)
   Wild Berry       -- Used to forge items
   Earth Sap        -- Used in various occasions throughout the game
   Rose Seed        -- Forge at the blacksmith on the Road to Gruberik,
                       given to Bandino for 3000G

 Ancient Cave Items:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Black Water      -- Used to forge items
   Bright Gem       -- Given to Bandino for 600G, used to forge items
   Crystal          -- Given to Bandino for 300G, used to forge items
   Dark Ruby        -- Given to Bandino for 500G, used to forge items
   Dragon Fossil    -- Usage unknown (to me)
   Egg Dragon Fang  -- Given to Bandino for 5000G, used to forge items
   Fire Sand        -- Given to Bandino for 700G, used to forge items
   Iris Water       -- Given to Bandino for 100G, used to forge items
   Lake Sand        -- Used to forge items
   Providence       -- Allows you to escape from the Ancient Cave
   Sacred Branch    -- Used to forge items
   Star Quartz      -- Used to forge items

 Special Items:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Note:  Sorted in order of acquisition.  Spoilers (if any--it's not
            THAT harmful) are avoided by not looking at items you don't
            have yet.

   Stone Fragment   -- A stone with an inscription; found and used in
                       Lukie Cave, to continue
   Hunter's License -- A Hunter's license (THAT'S helpful, eh?)
   Gold Shard       -- A stone with ancient writing on it, used to
                       translate what is said on the Moon Stone
   Priphea Flowers  -- A bouquet of Priphea flowers, planted by the
                       mayor of Parcelyte, used in the Quest To Get The
                       Membership Card
   Love Letter      -- A letter written to Marin by Cashwell's son
   Member's Card    -- Used to participate in Cashwell Manor's auctions
   Moon Stone       -- A stone with ancient writing on it
   Black Key        -- The key to Dohain Tower
   Green Shard      -- A stone with ancient writing on it, used to
                       translate what is said on the Wind Stone
   Explosives       -- Boom boom boom!
   Pump Fuel        -- Oil that is used as fuel, required to activate a
                       hydraulic pump
   Ship Fuel        -- Fuel for ships (well, DUH), obtained in the
                       Nimona Mines after learning that the original
                       fuel for the ship has been confiscated by Gratze
   Cloud Stone      -- A stone with ancient writing on it
   Wind Stone       -- A stone with ancient writing on it
   Holy Water       -- Water from a sacred spring, used to exorcise the
                       demons plaguing the Border Forest
   Room Key         -- A simple-looking key, used to access the girl's
                       spirit's room
   Mirror Key       -- A key made of glass, used to access the Mirror
                       Room in the haunted house (Land of the Dead)
   Soldier Shield   -- A slightly rusty steel shield, belongs to a
                       shield-less statue
   Storage Key      -- A normal key made of wood, used to access the
                       Storage Area in the haunted house (Land of the
                       Dead
   Memorial Pendant -- A memorial pendant with a photo of two people,
                       lost and sought after by a girl's spirit
   White Shard      -- A stone with ancient writing on it, used to
                       translate what is said on the Cloud Stone
   Royal Ring       -- A mysterious ring from Ragule, used to find the
                       way to the sunken land Eristol; by throwing this
                       in the water, the land rises
   Maze Key         -- Found in the Labyrinth of Eristol
   Blue Shard       -- A stone with ancient writing on it, used to
                       translate what is said on the...
   Sea Stone        -- A stone with ancient writing on it
   Jail Key         -- A key that opens Gratze Fortress's jail doors,
                       held by a commander that wants his ass kicked
   Music Box        -- Made by a friend of Bandino; Bandino wants you
                       to get this (found in Gratze Fortress) (this
                       appears in your regular item list)
   Blue Flame       -- A sacred blue flame, used in Lugwa Tower
   Gold Flame       -- A sacred golden flame, used in Lugwa Tower
   White Flame      -- A sacred white flame, used in Lugwa Tower


------------------------------------------------------------------------
4-B:  Skills
------------------------------------------------------------------------

 The jobs are listed on alphabetical order, but the skills are sorted
 in the order that you learn them.  You will need to have learned the
 last skill to acquire a master-rank for that job.

   Note:  1T = 1 Target (be it ally or foe)
          1A = 1 Ally
          1E = 1 Enemy
          AA = All Allies
          AE = yep, you guessed it: All Enemies
          -- = only works outside of battle

  + Bishop:             Range, MP:  Effect:
    ¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Soothe           -- 1T, 5    -- Removes status effect burns
    Divine Ray       -- AE, 38   -- Level 3 light-elemental attack
    Defrost          -- 1T, 5    -- Removes status effect frozen
    Rally            -- 1A, 20   -- Restores 1/4 of max HP, can revive
    Heal All         -- AA, 40   -- Restores all HP
    Valor            -- 1A, 30   -- Restores all HP, can revive

  + Brawler:            Range, MP:  Effect:
    ¯¯¯¯¯¯¯¯            ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Fatal Blow       -- 1T, 6    -- Physical attack
    Sacrifice        -- 1T, 0    -- Guaranteed instant-kill to target,
                                    at the cost of the caster dying as
                                    well (BUG: target yourself to bring
                                    back all HP!) (misses on bosses)
    Fury             -- 1T, 3    -- Physical attack
    Shared Pain      -- 1T, 30   -- Current HP of the target plus that
                                    of the caster, divided by two, is
                                    the calculated damage done to both
                                    (doesn't work on bosses)
    Regenerate       -- 1T, 8    -- Restores 1/2 of max HP

  + Chemist:            Range, MP:  Effect:
    ¯¯¯¯¯¯¯¯            ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Toxic Cloud      -- AE, 0    -- Adds status effect poison (can
                                    miss)
    Tear Gas         -- --, 0    -- Stops enemy movement on the screen
                                    for 10 steps (touching them doesn't
                                    result in a fight)
    Imitate          -- 1T, 30   -- You'll get all the skills the enemy
                                    is able to use, for the duration of
                                    the battle
    Poison Fumes     -- AE, 2    -- Adds status effect deadly poison
    Virus            -- AE, 20   -- Guaranteed instant-kill to target,
                                    if it has less than 50 HP
    Manipulate       -- 1T, 20   -- Makes target attack itself/other
                                    foes for one turn

  + Fighter:            Range, MP:  Effect:
    ¯¯¯¯¯¯¯¯            ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Knuckler         -- 1T, 2    -- Physical attack
    Risky Hit        -- AE, 3    -- Physical attack
    Cover            -- 1T, 0    -- If the target has less than 20 HP,
                                    the caster of this skill will take
                                    damage done to him or her
    Chance Hit       -- 1T, 2    -- Does a random amount of damage
                                    (cannot miss), from 20 to 200 (in
                                    twenties)
    Raging Fist      -- 1T, 2    -- Physical attack

  + Knight:             Range, MP:  Effect:
    ¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Blunt Hit        -- 1A, 1    -- Instant-kill an ally for the fight
                                    (he or she will revive _after_ the
                                    battle with 1 HP left)
    Dragon Slash     -- 1T, 2    -- Physical attack, strong versus
                                    dragons
    Horrify          -- 1T, 4    -- Physical attack, adds status effect
                                    fear (target can't act for a round)
    Earth Slash      -- AE, 10   -- Earth-elemental attack
    Miracle Hit      -- 1T, 3    -- Physical attack, and get 50 HP

  + Mage:               Range, MP:  Effect:
    ¯¯¯¯¯               ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Enfeeble         -- 1T, 5    -- Lowers the target's DEF
    Flash            -- 1T, 5    -- Level 1 wind-elemental attack
    Feint            -- 1T, 4    -- Raises the target's AGL
    Fortify          -- 1T, 8    -- Raises the target's DEF
    Sleep            -- AE, 4    -- Adds status effect sleep
    Shield           -- 1T, 4    -- Raises the target's MGR
    Bolt             -- 1T, 10   -- Level 2 wind-elemental attack
    Silence          -- AE, 8    -- Adds status effect silence
    Mirror           -- 1T, 8    -- Reflects magical attacks cast upon
                                    you
    Absorb           -- 1T, 3    -- Drains AP from the target
    Thunder          -- 1T, 24   -- Level 3 wind-elemental attack

  + Priest:             Range, MP:  Effect:
    ¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Heal             -- 1T, 3    -- Restores 30 HP
    Antidote         -- 1T, 2    -- Removes status effects poison and
                                    deadly poison
    Awaken           -- 1T, 4    -- Removes status effect sleep
    Release          -- 1T, 2    -- Removes status effect paralysis
    Heal Plus        -- 1T, 8    -- Restores 100 HP
    Banishment       -- AE, 25   -- Level 2 light-elemental attack

  + Rogue:              Range, MP:  Effect:
    ¯¯¯¯¯¯              ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Rapidfire        -- AE, 0    -- Physical attack
    Smog             -- AE, 0    -- Adds status effect blind
    Shared Pain      -- 1T, 30   -- Current HP of the target plus that
                                    of the caster, divided by two, is
                                    the calculated damage done to both
                                    (doesn't work on bosses)
    Magic Drain      -- 1T, 0    -- When hit, absorbs the amount of AP
                                    equal to the cost of the attack
    Bribe            -- 1T, 0    -- For 1000G, the target starts
                                    attacking anyone, except your party

  + Swordsman:          Range, MP:  Effect:
    ¯¯¯¯¯¯¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Cinder Slash     -- 1T, 2    -- First a regular physical attack,
                                    then Cinder (a wizard-spell)
    Deflect          -- 1T, 0    -- Reflects attacks cast upon you
    Frost Slash      -- 1T, 6    -- First a regular physical attack,
                                    then Frost (a wizard-spell)
    Slash All        -- AE, 3    -- Stronger physical attack
    Vorpal Blade     -- 1T, 2    -- Physical attack, strong versus
                                    hard-type monsters

  + Thief:              Range, MP:  Effect:
    ¯¯¯¯¯¯              ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Pickpocket       -- 1T, 0    -- Steal money or items
    Escape           -- --, 3    -- Exit to entrance of dungeon (to
                                    where you've entered, which may not
                                    be the beginning)
    Fumble           -- 1T, 0    -- Target cannot act for one round
    Sonar            -- --, 0    -- Reveals the amount of items left in
                                    the room (i.e. not entire area),
                                    not including items in closets
    Cold Wind        -- 1T, 3    -- Removes status effect burns (can
                                    only be used in battle)
    Scan             -- 1T, 1    -- View target's HP, AP and element

  + Wizard:             Range, MP:  Effect:
    ¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯  ¯¯¯¯¯¯¯
    Cinder           -- 1T, 3    -- Level 1 fire-elemental attack
    Frost            -- AE, 8    -- Level 1 ice-elemental attack
    Squall           -- 1T, 4    -- Level 1 water-elemental attack
    Blaze            -- 1T, 6    -- Level 2 fire-elemental attack
    Blizzard         -- AE, 12   -- Level 2 ice-elemental attack
    Destroy          -- 1T, 4    -- Chance of instant death
    Explode          -- AE, 12   -- Level 1 non-elemental attack
    Whirlpool        -- 1T, 7    -- Level 2 water-elemental attack
    Blast            -- AE, 15   -- Level 2 non-elemental attack
    Flood            -- 1T, 22   -- Level 3 water-elemental attack
    Firebird         -- AE, 30   -- Level 3 fire-elemental attack
    Ice Storm        -- AE, 32   -- Level 3 ice-elemental attack
    Obliterate       -- 1T, 8    -- Better chance of instant death
    Sunder           -- AE, 33   -- Level 3 non-elemental attack


------------------------------------------------------------------------
4-C:  Monsters
------------------------------------------------------------------------

 Ya wondering what monsters can be caught and which not?  Ah yes.  This
 is a list of all monsters in the game; if you don't see it here, don't
 bother wasting any discs on them!  I suggest using a Find-command
 (Ctrl + F, or F3, in most Windows text viewers) to check quickly.  Or
 if you wish to use this as a checklist, print it out.

   001  Eagle              067  Killer Bee         133  Ghoul
   002  Whitewing          068  King Spider        134  Goblin
   003  Windona            069  Shadowfly          135  Neo Goblin
   004  Crow               070  Stinger            136  Goblin Mage
   005  Neo Trice          071  Spider             137  Shadow
   006  Cockatrice         072  Sentopez           138  Skeleton
   007  Divine Bird        073  Dark Fly           139  Siren
   008  Thunder Hawk       074  Pretty Moth        140  Zombie
   009  Stone Hawk         075  Death Moth         141  Dark Skull
   010  Snow Fiend         076  Dulfille           142  Dark Spirit
   011  Pug                077  Butterfly          143  Demon
   012  Firebird           078  Beetle             144  Death
   013  Pucci              079  Puny Moth          145  Death Skull
   014  Blue Griff         080  Pupa               146  Deathbringer
   015  Blue Selph         081  Poison Bug         147  Demon Lord
   016  Rugamo             082  Poison Moth        148  Dullahan
   017  Red Selph          083  Vampire Fly        149  Necromancer
   018  Dark Hunter        084  Horned Beetle      150  Demon Steed
   019  Armored Dog        085  Metal Yan          151  Bone Golem
   020  Armored Nail       086  Mosquito           152  Incubus
   021  Armored Horse      087  Morphan            153  Medusa
   022  Yeti               088  Yan                154  Lamia
   023  Newt               089  Ammon              155  Lich
   024  Winged Lion        090  Aqualoi            156  Lucifer
   025  Winged Lizard      091  Narwhal            157  Wispy
   026  Wondy              092  Shell Fiend        158  Flying Egg
   027  Air Elemental      093  Octopus            159  Sky Horse
   028  Garm               094  Garbost            160  Sprite
   029  Galeon             095  Sea Dragon         161  Saint Fang
   030  Chimera            096  Sea Crab           162  White Snake
   031  King Frog          097  Killer Crab        163  Wood Fairy
   032  Gorgon             098  Killer Whale       164  Holiner
   033  Golden Toad        099  Sea Giant          165  Muse
   034  Corydoras          100  Seahorse           166  Unicorn
   035  Salamander         101  Small Crab         167  Giant Bloom
   036  Thunder Beast      102  Devilfish          168  Death Petal
   037  Spinner            103  Drill Shell        169  Beast Grass
   038  Sphinx             104  Octopod            170  Desert Rose
   039  Dark Wolf          105  Elasmosaur         171  Treant
   040  Tartner            106  Hornfish           172  Vampire Rose
   041  Teio               107  Bolt Fish          173  Sky Tree
   042  Toutei             108  White Whale        174  Blood Plant
   043  Poison Toad        109  Snail              175  Madeant
   044  Doben              110  Piranha            176  Mad Bulb
   045  Doganbo            111  T-Rex              177  Rafflesia
   046  Basilisk           112  Earth Dragon       178  Earth Viper
   047  Bat                113  Lava Dragon        179  Iron Golem
   048  Buffalo            114  Dark Dragon        180  Jelly Lord
   049  Neo Bat            115  King Hydra         181  Green Core
   050  Blood Bat          116  Gold Dragon        182  Green Jelly
   051  Ice Lizard         117  Baby Dragon        183  Gold Core
   052  Baby Frog          118  Thunder Dragon     184  Gold Golem
   053  Wild Bull          119  Silver Dragon      185  Golden Fox
   054  Shell Snake        120  Black Dragon       186  Anti-Core
   055  Hellhound          121  Cyclops Dragon     187  Neo Jelly
   056  Platypus           122  Nightmare Dragon   188  Blue Core
   057  Minotaur           123  High Hydra         189  Blue Jelly
   058  Lion               124  Fire Dragon        190  Faux Chest
   059  King Lizard        125  Mini Dragon        191  Magma Golem
   060  Lizardman          126  Procyon            192  Mimic
   061  Lizard Mage        127  Baby Hydra         193  Mousse XL
   062  Stag               128  Wyvern             194  Mousse L
   063  Lunar Bear         129  Ice Demon          195  Mousse M
   064  Ant Worm           130  Imp                196  Mousse S
   065  Tarantula          131  Demon Eye          197  Red Core
   066  Bug Lord           132  Gargoyle           198  Red Jelly

     Note:  The monsters are sorted on their family.  For the two or
            three interested people:

              000-018 -- Bird
              019-063 -- Beast
              064-087 -- Bug
              088-110 -- Sea
              111-128 -- Dragon
              129-156 -- Demon
              157-166 -- Holy
              167-177 -- Plant
              178-198 -- Object


------------------------------------------------------------------------
4-D:  Shops and Inns
------------------------------------------------------------------------

 In case you were wondering, are wondering, or will wonder:

   I = items
   E = equipment
   W = weapons
   D = discs

 And without further ado, the list:

  + Parcelyte: (inn: 20G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Sanity Pill      -- 20
        Antidote         -- 120            Mysterious Pin   -- 30
        Wake-Up Call     -- 20

    E:  Sharp Bone       -- 7              Cloth Tunic      -- 11044
        Bamboo Spear     -- 30             Leather Vest     -- 150
        Club             -- 110            Chopping Board   -- 30
        Fishing Rod      -- 50             Pot              -- 30

  + Gruberik: (inn: 50G, church: yes)
    ¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Sanity Pill      -- 20
        Antidote         -- 120            Mysterious Pin   -- 30
        Wake-Up Call     -- 20

    W:  Sharp Bone       -- 7              Slingshot        -- 550
        Bamboo Spear     -- 30             Boomerang        -- 650
        Rapier           -- 210            Kukuri           -- 1500
        Knife            -- 380

    E:  Cloth Tunic      -- 110            Mini Shield      -- 800
        Leather Armor    -- 180            Pointy Hat       -- 70
        Bronze Armor     -- 2000           Cloth Hood       -- 70
        Tray             -- 100            Cap              -- 120
        Leather Shield   -- 200            Simple Ring      -- 300

    D:  Sea Disc         -- 40             Cave Disc        -- 20
        Mountain Disc    -- 30             Tower Disc       -- 30
        Forest Disc      -- 40             Void Disc        -- 100
        Field Disc       -- 20

    B:  Club             -- 110            Stone Horn       -- 1100
        Boomerang        -- 650            Potion           -- 30
        Butterfly Knife  -- 900            Antidote         -- 120

      Note:  The disc dealer is found in the Hunter's Guild, at the
             Keepers Assoc.  Bandino ("B") is in the Hunter's Guild as
             well; say no first, and then yes, in order to start
             shopping.

  + Karnack (Dry Season): (inn: N/A, church: N/A)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Antidote         -- 120            Smoke Ball       -- 100
        Wake-Up Call     -- 20             Fire Ball        -- 200
        Sanity Pill      -- 20             Lak Cheese       -- 250

    E:  Butterfly Knife  -- 900            Scale Plate      -- 380
        Wooden Sword     -- 800            Toga             -- 700
        Iron Claw        -- 1400           Bark Shield      -- 1200
        Leather Whip     -- 1400           Lantern Shield   -- 7500
        Dagger           -- 1620           Cat Ears         -- 120
        Insect Crush     -- 780            Cloth Helm       -- 400
        One-Piece        -- 110            Turban           -- 4100

  + Nazare Village: (inn: 80G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Antidote         -- 120            Smart Tonic      -- 100
        Wake-Up Call     -- 20             Sleep Ball       -- 100
        Sanity Pill      -- 20             Ice Ball         -- 200

    E:  Mace             -- 610            Fur Cape         -- 1200
        Rod              -- 1800           Training Outfit  -- 1500
        Flail            -- 2200           Cotehardie       -- 5000
        Gladius          -- 2400           Rune Shield      -- 4200
        Wooden Staff     -- 3600           White Band       -- 400
        Aqua Whip        -- 3950           Pelt Hood        -- 500
        Cloth Robe       -- 300            Glass Stud       -- 500

  + Jida Village: (inn: N/A, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
    E:  Sharp Bone       -- 7              Bark Tapa        -- 720
        Slingshot        -- 550            Fur Cape         -- 1200
        Insect Crush     -- 780            Bark Shield      -- 1200
        Stone Horn       -- 1100           Bark Helm        -- 1400
        Battle Wire      -- 1800

  + Gruberik (Revisited): (inn: 50G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Sanity Pill      -- 20
        Antidote         -- 120            Mysterious Pin   -- 30
        Wake-Up Call     -- 20

    W:  Kukuri           -- 1500           Scimitar         -- 4400
        Francesca        -- 3200           Fire Dagger      -- 5800
        Aqua Whip        -- 3950           Long Staff       -- 6200
        Iron Hammer      -- 4000

    E:  Training Outfit  -- 1500           Mini Shield      -- 800
        Bronze Armor     -- 2000           Pointy Hat       -- 70
        Heavy Tunic      -- 4700           Glass Cap        -- 1300
        Stone Plate      -- 4850           Full Face        -- 2100
        Tray             -- 100            Simple Ring      -- 300
        Buckler          -- 600

  + Village of Ordens: (inn: 80G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Antidote         -- 120            Vitamins         -- 100
        Wake-Up Call     -- 20             Smoke Ball       -- 100
        Sanity Pill      -- 20             Blue Tea         -- 100

    E:  Short Sword      -- 1480           Shell Armor      -- 3800
        Divine Staff     -- 6000           Kukuri           -- 1500
        Power Knuckles   -- 7100           Cloth Armor      -- 400
        Moonlight Lance  -- 7500           Kite Shield      -- 2200
        Mace             -- 610            Katyusha         -- 350
        Silk Toga        -- 6300

  + Town of Daros: (inn: 80G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Antidote         -- 120            Vitamins         -- 100
        Wake-Up Call     -- 20             Smoke Ball       -- 100
        Sanity Pill      -- 20             Rotten Meat      -- 20

    E:  Kukuri           -- 1500           Chain Mail       -- 1800
        Power Knuckles   -- 7100           Light Armor      -- 700
        Scimitar         -- 4400           Hard Leather     -- 600
        Long Sword       -- 8100           Bronze Shield    -- 3600
        Main Gauche      -- 9500           Stone Helm       -- 2900
        Cutter Whip      -- 9100           Leather Helm     -- 800
        Camu Armor       -- 1000           Glass Bracelet   -- 800

  + Narbick Village: (inn: 80G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Sanity Pill      -- 20
        Antidote         -- 120            Mysterious Pin   -- 30
        Wake-Up Call     -- 20             Large Egg        -- 140

    E:  Holy Staff       -- 8000           Zircon Armor     -- 54000
        Pain Whip        -- 9500           Hard Coat        -- 9000
        Estoc            -- 11500          Zircon Shield    -- 34400
        Rockbreaker      -- 9850           Hollow Shield    -- 4800
        Zircon Sword     -- 38000          Feather Shield   -- 5100
        Zircon Axe       -- 37500          Zircon Helm      -- 34000

  + Gondarle: (inn: 120G, church: yes)
    ¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Antidote         -- 120            Terror Ball      -- 1000
        Wake-Up Call     -- 20             Rotten Meat      -- 20
        Sanity Pill      -- 20             Moldy Bread      -- 10

    E:  Chakram          -- 13800          Golden Cloak     -- 9200
        Chain            -- 10000          Silk Toga        -- 18600
        Holy Staff       -- 8000           Holy Cap         -- 18600
        Restraint Chain  -- 30000          Gold Bracelet    -- 1500

  + Gratze: (inn: 120G, church: yes)
    ¯¯¯¯¯¯¯
    I:  Potion           -- 30             Sanity Pill      -- 20
        Hi-Potion        -- 300            Mysterious Pin   -- 30
        Antidote         -- 120            Fire Ball        -- 200
        Wake-Up Call     -- 20

    D:  Sea Disc         -- 40             Cave Disc        -- 20
        Mountain Disc    -- 30             Tower Disc       -- 30
        Forest Disc      -- 40             Void Disc        -- 100
        Field Disc       -- 20

    E:  Hammer Rod       -- 12100          Metal Mail       -- 6250
        Dragon Slayer    -- 12500          Round Shield     -- 4600
        Stun Gun         -- 14500          Tower Shield     -- 6000
        Aqua Sword       -- 15000          Spiked Helm      -- 9600
        Pole Axe         -- 6500           Erinite Helm     -- 8800
        Crystal Mail     -- 14500

  + Rangoon Town: (inn: 200G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Sanity Pill      -- 20
        Hi-Potion        -- 300            Mysterious Pin   -- 30
        Antidote         -- 120            Honey Stone      -- 180
        Wake-Up Call     -- 20

    E:  Rangoon Sword    -- 16500          Crystal Robe     -- 15000
        Halberd          -- 17400          Fake Fur         -- 12000
        Trident          -- 20900          Crystal Shield   -- 8000
        Heavy Lance      -- 24500          Spiked Shield    -- 7500
        Pole Axe         -- 6500           Gauntlet         -- 13200

  + Eristol (Past): (inn: 200G, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Hi-Potion        -- 300            Power Beans      -- 850
        Antidote         -- 120            Solid Milk       -- 800
        Wake-Up Call     -- 20             Meat Cube        -- 850
        Sanity Pill      -- 20

    E:  Ice Boomerang    -- 18400          Erinite Dress    -- 22000
        Scimitar         -- 4400           Techt Buckler    -- 8500
        Silver Sword     -- 29000          Silver Shield    -- 6900
        Silver Rod       -- 35000          Silver Helm      -- 6800
        Silver Plate     -- 11000          Circlet          -- 9000
        Silver Robe      -- 11000

  + Karnack (Wet Season): (inn: N/A, church: N/A)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Hi-Potion        -- 300            Smoke Ball       -- 100
        Antidote         -- 120            Fire Ball        -- 200
        Wake-Up Call     -- 20             Lak Cheese       -- 250
        Sanity Pill      -- 20

    E:  Restraint Chain  -- 30000          Power Robe       -- 30000
        Trident          -- 20900          Feather Cloak    -- 18000
        Heavy Lance      -- 24900          Lantern Shield   -- 7500
        Silver Rod       -- 35000          Turban           -- 4100

  + Nazare Village (Revisited): (inn: N/A, church: yes)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    I:  Potion           -- 30             Mysterious Pin   -- 30
        Hi-Potion        -- 300            Smart Tonic      -- 100
        Antidote         -- 120            Sleep Ball       -- 100
        Wake-Up Call     -- 20             Ice Ball         -- 200
        Sanity Pill      -- 20

    E:  Ice Boomerang    -- 18400


========================================================================
PART 5:  FREQUENTLY-ASKED QUESTIONS
========================================================================

 Q:  Help!  The game crashes when I sell items!

 A:  You're probably using the ROM of the game; if so, tough luck.  Two
     ROMs were released; one apparently works (Eurasia release) and the
     other did not (Mode Seven release), getting its deserved nuke.
     Solution is of course getting the working ROM or *BUYING THE
     ACTUAL CARTRIDGE*.  Unless you live in Europe, in which case I
     feel for you, as the game has yet to be released there (if at
     all); you don't know how much I agree with you that Atlus and
     Taito suck on that part.


 Q:  How do I save the game?  How does the church work?

 A:  Saving can only be done at a church.  Talk to the priest, and you
     will get three options: save, cure, and remove.  These are quite
     vague; "save", of course, is obvious, "cure" revives a fallen
     party member, and choose "remove" to remove cursed equipment.
     There are no other methods of saving (other than pressing Start,
     but that save will be deleted when you load the game).


 Q:  Whoops!  I let Eldin die in the beginning.  How do you revive him?

 A:  Access to Revive-items is gained access to later in the game, and
     Revive-magic WAY later.  So how do you revitalize your party
     members?  The church, of course!  See the above question.


 Q:  How do I get rid of those friggin' monsters I don't want anymore?

 A:  In Gruberik, enter the Hunter's Guild (the big building in the
     back of the town).  The Keepers Assoc. is straight ahead (if you
     enter from the main entrance).  This is where you can store your
     monsters, dump them, teach skills, etc.


 Q:  Can I return to Gruberik after Bau leaves my party?

 A:  Yes you can; remember how you exited Gruberik?  You'll have to
     enter via the exact same path through the trees, and Taito
     deserves a punch for not making that more obvious.  After
     selecting Gruberik on the world map, go one step right and one
     step up, and voila--you're in.


 Q:  I'm stuck in the Nimona Mines!

 A:  Apparently, you're not the only one.  Here are a few pointers:

      - If you still have to start on this dungeon, I recommend
        following the walkthrough for this place from beginning to end.
        If you do, you can't get lost.
      - Can't enter the mine in the first place (everyone tells you to
        get lost)?  Talk to everyone, check the cave-in in the back,
        and go back (you'll hear a sound).  The guy who blocked the
        stake earlier isn't blocking it now.
      - Missed a miner?  Well... I can't really help you here.  I would
        restart the dungeon and follow the walkthrough from beginning
        to end.
      - Are you annoyed to hell by this place?  Try to resist the urge
        to throw your GBA to random people around you.
      - Does the miner not join you to get the Ship Fuel?  Exit and go
        to Parcelyte.  Talk to the king.  Now, head over to Gruberik
        and enter the docks.  Talk to the pirate at the ship to learn
        about the fuel problem, and NOW you can get the miner to join
        you.


 Q:  Hey, you're missing something!

 A:  I know!  If you can help me, I would _greatly_ appreciate it.  Any
     corrections?  E-mail me!  Got nothing better to do?  E-mail me!
     Know about the following?  E-mail me!

     1.  In Gruberik, the Hunter's Guild, the room with all the jobs,
         if you select Sonar, it will say that there's a treasure.
         I've searched high and low, and found nothing.  There are some
         inaccessible pots... might it be in there?
     2.  In the "town-part" of Gratze, if you select Sonar, there's one
         treasure.  I haven't been able to find it--help?


========================================================================
PART 6:  THE FAQ'S REAR BUTT
========================================================================

 Legal Junk:
 ¯¯¯¯¯¯¯¯¯¯¯
   Copyright (c) 2003 R.D. van Heuven van Staereling

   The FAQ is entirely unofficial, and may not be reproduced and/or
   altered (in part or in whole) without permission, except for
   personal, private use.  No complaining or breaking the rules, boy,
   or your ass and my foot will have an appointment.  Furthermore, all
   copyrights and trademarks contained within this document are owned
   by their respective holders--any usage of them in this file does not
   comprise a challenge to those rights.

   If you wish to host this file on your website, that's great--I only
   ask from you that you drop me a line first, asking me for permission
   (and you will almost always get it).  This way, I know where my work
   floats around on the Internet, and I will be able to send you any
   updates when I revise the FAQ.


 Special Thanks:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  - CJayC.  Need I give a reason?
  - D. Simpson, a great FAQ author.  I've partially based my own layout
    on his style, which is the best.
  - Athanor, from whose FAQ I got the Blue Tea selling trick.  The Hell
    Armor/Bark Tapa error in Narbick was from his guide as well, and
    the Wind Ore alchemist.
  - captainj, who mentioned the Pickpocket/defend trick on the GameFAQs
    message boards.
  - bhr, for a few things in the Ancient Cave section.
  - Darien, for pointing out what to do with Bacchus's ad in Gruberik.
  - falcon815, for a strategy to beat the last boss (from his FAQ).
  - Hannah Chung, for informing that a Commander can summon Soldiers.
  - Senpuu, for correcting a few left/right mess-ups.
  - Wes Burchnall, for correcting another left/right mess-up.
  - Ben, for a nice level-up spot (at the end of section 2-M).


 Revision History:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   0.0  -- 05/09/03 -- Got the game, drooled, and started FAQing.
   0.05 -- 05/13/03 -- My contribution account is exactly 1 year old!
                       Preliminary version; walkthrough up to Karnack.
   0.1  -- 06/08/03 -- Walkthrough up to Nazare.
   0.15 -- 06/15/03 -- Walkthrough up to Gruberik (second visit).
   0.2  -- 06/17/03 -- Added Ancient Cave breakdown, list of skills.
   0.25 -- 06/19/03 -- Walkthrough up to Tower of Dohain.
   0.3  -- 06/24/03 -- Walkthrough up to Daros, FAQ restyled, Ancient
                       Cave levels removed (waste of space).
   0.35 -- 06/26/03 -- Walkthrough up to Narbick, sections updated.
   0.4  -- 06/28/03 -- Walkthrough up to Gratze Fortress.
   0.45 -- 06/30/03 -- Walkthrough up to Labyrinth of Eristol (Past).
   0.5  -- 07/02/03 -- Walkthrough up to Karnack (Wet Season), job info
                       completed, many other sections updated too.
   0.55 -- 07/04/03 -- Walkthrough almost finished; one chapter left.
   0.6  -- 07/06/03 -- Ladies and gentlemen, the walkthrough is done.
                       Additions here and there too, layout revision.
   0.65 -- 07/10/03 -- Item chart added, many corrections everywhere.
   1.0  -- 07/21/03 -- Disc Monster info added.  It's complete enough
                       for now; no more big updates from here on.
   1.05 -- 09/08/03 -- Submitted info added (birthday-update!).


 Final Words...:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   My fourth FAQ on GameFAQs (of fifth, if you count that 70%-completed
   one for Splinter Cell, now removed due to lack of interest in the
   game), and yet again fun to work on (although the game turned out to
   be a little unsatisfactory for me).  In case you glanced at the text
   (my apologies if the wording is so boring--I couldn't find the
   inspiration this time...), and you are obviously doing so, thanks
   for using my FAQ!  I appreciate it.

     -- phx


   Thanks for reading!

   SHAMELESS PLUG--other FAQs written by me, myself, and I:
   http://www.gamefaqs.com/features/recognition/19734.html