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~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Legend of Mana
Complete FAQ/Walkthrough
by: insomniac (slivesay3@home.com)
Created on December 22nd,2000
Last updated on January 1st,2000
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
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T A B L E O F C O N T E N T S
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1. Introduction
2. Legal info
3. Revision/History
4. Walkthrough
5. Characters
6. Weapon List
7. Armor List
8. ST list
9. Artifact List
10. Produce
11. Equipment
12. Dudbear translations
13. Diary/Encyclopedias
14. Credits
15. Contact Information
16. Final Thoughts
1. I N T R O D U C T I O N
Because of the differance in this game from Secret of Mana,the game
generally attracts two types of people. The first type is someone who
is very dissapointed with the game because of it's uniqueness(if that
is a word) and others like myself simply love the changes Square has
made to the game. For this single reason you will find some magazine
reviews simply hating the game and others who adore LOM,personally I
fall into the latter category.
The first thing that Square changed and the part that I like most about
this game,is the fact that you have freedom on how you want to beat the
game and I don't mean freedom like in Zelda I mean _total_ freedom. You
can choose what you want to do and what you don't want to do and for that
reason the game can be finished in an infinite number of ways.
Secondly the battle mode has changed slightly,Square took a few things out
and put a few things in but there are no big changes here. I just think
that LOM's battle mode is slightly superior to the other games because it
isn't quite so complicated. The style returns to the SNES days where "Hack
and Slash" games were where it was at. Even more mindless fun then you can
muster. One thing that I would like to point out though is that the battle
mode can get quite annoying when you keep battling the same creatures over
and over,just because you are trying to figure out a maze.
Anyway,the Developers of the game did a great job and made yet another gem
that we will all play for years to come,or atleast untill the sequel is
released that is...
2. L E G A L I N F O
Copyright 2000 by insomniac
All rights reserved
This document was created and maintained by insomniac, it's author. It is
the sole property of its author, whom bears the copyright and reserves all
rights. It is protected by "United States Code: Title 17 - Copyrights",
the "Berne Convention for the Protection of Literacy and Artistic Works
(Paris Text 1971)", any and all copyright and patent laws applicable and
International Treaties.
This document can only appear in one of two forms: electronic and a
personal printed file for private use. The ONLY websites that can post
this document are:
:: Gamewinners
:: VG Strategies
:: GameFAQs
This document may not be reproduced or retransmitted (the above listed
websites are the only sites exempted from this) in any way, shape, form, or
medium.
You may not alter, edit, format, remove or add materials to any part of
this document. It may not be offered for money and/or compensation (even
if profit attempt fails) or offered as a bonus or gift for accessing a web
page or purchasing an item. It may not be added to an archive of any type.
It must always remain in the English Language. It will not be translated
to any language for any reason whatsoever. It will not appear in any
publication. This document was in no way intended for commerical,
promotional and/or profitable uses. This guide is limited to personal and
private use only. Any other uses MUST be priorly approved by the author,
insomniac(slivesay3@home.com)
If this copyright is trangressed, the violators will face immediate civil
and/or criminal penalties to the fullest extent possible. Any breach of
copyright (which includes acts of stealing, plagerism, pirating, uses not
private and personal, posting without permission, ect.) is considered a
felony, and will be punished accordingly.
By accessing, reading, viewing, or using this document in any way, you
automatically agree to abide by this copyright. This copyright supercedes
any conversation, verbal exchange and written statements that have any
affiliation with this guide (barring statements through e-mail from the
author concerning the hosting of this guide). The latest version of this
document contains the copyright information that is valid for the latest
version, and all prior versions. There's no reason for not checking the
latest version, their locations are listed above. Ignorance to this, the
copyright, or the law is no excuse. Also, any part of this copyright may
change at anytime, withour prior warning.
Information in this document is provided "as is," without warranty or
guarantee of any kind, either express or implied.
Under no circumstances will this guide, it's author, and persons otherwise
associated with this guide, be held responsible by any party for any
direct, indirect, consequential, or special damages incurred through use of
this document, including without limitation, lost profits, and loss of
computer data.
If for any reason you do not agree with parts or the entire copyright, your
only remedy shall be to not use this guide.
A T T E N T I O N W E B M A S T E R S
---------------------------------------
If you wish to post this guide, you must agree to the following:
- You have prior, express, and written permission from the author, insomniac
(e-mail me with your name, the name of your site and it's URL)
- Allowing you to post this does NOT give you any bit of ownership
- It will remain in a text format unedited, unaltered, and unchanged
- Credit is given to it's author, Atom Edge
- No revenue/compensation may be made/gained through distribution
(including without limitation to placing it on a website that is
commercial, password protected/members only, or placing this guide on a
page that has any form of advertising, be it on the page or placed in a
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- It may not be used for commercial or promotional uses
- Your site must be videogame related and have no illegal material
- Your site must be freely accessible with no members/password protection
- You will keep the most current version displayed (I will e-mail the
latest version every time I update)
- You acknowledge that this is copyrighted work, and will abide by all
terms.
- You acknowledge that the author reserves all rights (including without
limitation to the right of having this document removed as I see fit
for any reason whatsoever).
This is so that I can keep track of who is using this. If you choose to
host this, your site's name and URL will be posted above. Take note, if
you choose to disregard any of the guidelines stated above, you are
committing a felony, which will be addressed accordingly.
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-------------------------[ END LEGAL INFORMATION ]-------------------------
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3. R E V I S I O N / H I S T O R Y
-------------------------------------------------------------------------------
December 21
-------------------------------------------------------------------------------
Just started the format of the guide
added part of the walkthrough
set the layout for most of the lists
started Artifact list
Expect more updates later this week
-------------------------------------------------------------------------------
December 22
-------------------------------------------------------------------------------
added walkthroughs to the following events.....
HOME Event
Niccolo's bussiness unusual
Two Torches
--------------------------------------------------------------------------------
December 24
--------------------------------------------------------------------------------
Added.....
Huntin' Du'cate
Mana Orchards
Expect more later. I know I said this earlier but right now I'm finishing up
my Dino Crisis 2 guide.
-------------------------------------------------------------------------------
January 1,2000
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sorry I have been on a little hiatus for the past few weeks or so. You know
visiting family,celebrating Christmas,actually having a life.....
Anyway I will be adding updates everyday untill I finish this damn thing..
4. W A L K T H R O U G H
Note that these events may be played in a different order,but this is the way
I played them in and that's the way I like it. Just print it out to make it
easier on yourself.
------------------------------------------------------------------------------
H O M E
------------------------------------------------------------------------------
BREAKDOWN
-Explore your home and enter your room to learn more about Legend of Mana.
-Head outside
-Talk to the Sproutling outside to recieve the Artifact "ColorBlocks"
-Go outside and build Domina
-Go up to the church
-get the Encyclopedia from the reverand
First you can explore your home a bit. Go into your room and read the books to
learn more about LOM. Now go outside and talk to the sproutling thats blocking
your path.He'll give you the artifact colorblocks. Now go outside to the world
map build Domina and head to the church inside. Talk to the reverand and select
every option to recieve the encyclopedias. You may also choose to explore the
rest of Domina,but this is only optional. Afterwards,you can start the next
event.
--------------------------------------------------------------------------------
N I C C O L O 'S B U S I N E S S U N U S U A L
--------------------------------------------------------------------------------
BREAKDOWN
-Head north to the shopping center
-Talk to Niccolo and allow him to join your party
-Go to Teapo's house
-now Niccolo will give you his relic
-use the relic and create Luon Highway
-First take the bottom path
-Talk to Gaeus
-Return to the fork
-Take the top path now.
-Follow the path to the end
-Defeat the Boss.
-this will end the event Niccolo's Business Unusual
First head north to the shopping center,in here you will notice a lot
people traveling around and shopping. To the east you will find Niccolo,
talk to him and let him join your party-this will start a new event called:
"Niccolo's Business Unusual". After you let him join he says that he needs
to go to Teapo's house so go there. If you don't know how to get there heres
how. Go all the way back to the beginning screen and in the Southwestern house
is where Niccolo lives. Once in,talk to Teapo(the bouncin' dude) and Niccolo
will try to sell him a relic for 50,000 Lucre,but of course he won't buy it
so instead Niccolo gives it to you!
Now go to the world map,and place the new artifact somewhere on the map.
Now enter it and follow the path a little untill you see the Onion guy
again. If you talk to him he'll teach you a few battle strategies for the
enemies up ahead. After going through the sub-sections and fighting baddies
along the way you will finally reach a fork. Follow the bottom path to the
end and you will reach a wisdom named Gaeus. After your done talking to him
return to the fork.
Now this time take the top path,but before doing so you may want to assign
a special technique to your character. Now after following the path to the
end you will reach the first boss of the game.
This guy is really,really easy if you use the steps as follows,
Stay as close as possible. This will increase your chances of evading his
attacks and also getting more attacks in.
When the boss freezes that will be your cue to use an ST. After it hits stay
close and continue using combonations to destroy him easily.
Of course you could still easily beat him even if you don't use these tips. :)
After you beat him Niccolo will give you a few items and also a few artifacts
including the medallion and flame (AF's). That will conclude the event Nic's
Business.
-----------------------------------------------------------------------------
F L A M E O F H O P E
-----------------------------------------------------------------------------
BREAKDOWN:
-Use the artifacts you earned and build new areas with them.
-Enter the Gato Grottoes
-Inside you will find a hurt Sproutling
-Follow the sproutling throughout the level
-After you follow him to the mountain to the west you'll find the jewel thief
-After she gets away the you will get AF: "Ancient Tablet"and Torch of Coral
-This will end the event
Build Gato Grottoes with your artifact from the previous event and enter the
Gato Grottoes. When you first enter you will watch a conversation with a
sproutling involved. You will learn that the sproutling is in pain,but that is
only the route of the problem in this even,as you will find out much more about
Legend of Mana's Storyline.
Now head all the way to the top of the mountain and at the fork take the right
path. Once in you will see the sproutling and someone who is suposebly trying
to remove the sproutlings pain. After the talk the sproutling will run away
and you need to follow him again. Now head back to the fork and take the left
path this time. Now after the spooky music passes go forward and enter the large
temple of healing. Inside you will find the sproutling yet again.
Now the sproutling will keep running away for awhile but he will always appear
in one of these areas. So after he isn't in any of those areas any more head all
the way south to the bottom of the mountain and then follow the map to the left.
Inside the caves you will see the sproutlings leaves. Follow the leaves all the
way to the end and you will find the sproutling,as well as the jewel hunter.
After the story advances you will recieve the "Torch of Coral" AF.
----------------------------------------------------------------------------------
H U N T I N' D U' C A T E
----------------------------------------------------------------------------------
BREAKDOWN
-Enter the jungle
-Let strange man cast a spell on you
-Find one of two hunters
-Let them join you
-Follow them as best you can :)
-Follow the path into the Du'cates territory
-Finally to the Spring of Beasts
-Fight the boss
-Get 500 Lucre
-Recieve the AF "Sand Rose"
Ok first you will need to have the Jungle built to complete this event. Go into
the jungle,Listen to the conversation then follow the road to the next area.
Follow the paths untill you reach the western section,go to the left and enter
a strange area that contains a chest,pick it up to make a strange man appear,
talk to him and then he'll cast a spell that will stop you from getting lost.
Go back to the jungle areas,wonder around the area till you reach one of the
two hunters,join him. Follow them through the Jungle past the Du'cates Territory
and finally past the Spring of the Beasts.
If you have done the above tasks you will start a boss fight with a Du"cate like
creature. This battle can be beaten much like the other fights,just use the same
strategies as before. This guy has a hefty amount of health so it might take quite
awhile to take him down. I also have an easy method to beat any boss in the game.
Hold down the left and down buttons or the right and down buttons and then tap
square like crazy. This will cause you to do uppercut after uppercut and quickly
reduce his health bar into nothingless. Have fun :p
After the fight you will watch yet another conversation and recieve the AF: Sand
Rose as well as 500 Lucre,or Wucre as Fuddy Duddy pronounces it.
-----------------------------------------------------------------------------
M A N A O R C H A R D S
-----------------------------------------------------------------------------
BREAKDOWN:
-Head home
-Go into your garden in the southwest corner
-Inside you will find some enemies
-Take care of them
-Afterwards,a tree will grow
-Feed it a variety of seeds
-Go to the world map and walk around
-Come Back
-Pick any seeds you've grown
-This will end the event
Go to your home,into the southwest corner and fight the small enemies. These
guys shouldn't be to hard for you because they aren't even bosses. Once down
a giant,tree covered with leaves will appear in the once empty spot. After he
finishes talking feed him any seeds that you have gotten untill he won't take
anymore and head onto the world map. Walk around untill about 2 weeks have past,
then go back to the tree and pick the fruit you have grown.
This will end the event.....
------------------------------------------------------------------------------
M O N S T E R C O R R A L
------------------------------------------------------------------------------
BREAKDOWN:
-Go to Domina
-Head into the outskirts
-Talk to Duelle
-Catch the monster egg
-Talk to Duelle again to complete this event
Well this is an easy event.....Anyway,first you must go to Domina. Then into the
outskirts and talk to Duelle,He will tell you a little about catching pets. After
he finishes go over to the pet and tap triangle to make your fruit list appear,
drop a couple,then grap the monster while he's eating,most fruit works really good
for your purposes so try to use a lot of those and that's about it....
Talk to Duelle again and he will take you to the Monster Corral,then talk to you
about using the Monster Corral,after that the event will end and everyone will be
happy.
-------------------------------------------------------------------------------
L O S T P R I N C E S S
-------------------------------------------------------------------------------
BREAKDOWN:
-Go to Domina
-Inside the bar talk to Elezul and get jade egg from Rachel
-Build the "Mekiv Caverns"
-Go inside and take the upper path at the fork
-you will reach a dead end
-Now fight boss Du'ink
-Recieve "Stone Eye" and "insomniac Lamp"
First you will need to make a quick stop off at Domina. Inside the bar pick up
Elazul,go talk to Rachel to recieve AF: Jade Egg,then leave and buid Mekiv
Caverns on the world map. Inside the Caves,take the upper left path when you
reach the fork in the road then follow it all the way to an area with many doors
and entrances. Take the upper left path take it to the end and you will reach a Du'-
ink as your boss.
Defeating him is much like the Du'Cate earlier because he is almost an excact
replicit of the Du'Cate. I have to give compliments to Square's creativity. After
you defeat him you will accomplish your task of finding Pearl the Lost Princess.
After Elazul persuades her to leave,Pearl will come back one last time to give
you some Artifacts: "Stone Eye" and the "insomniac Lamp." She will then run away
following Elazul and the event will end.
--------------------------------------------------------------------------------
D R O W N E D D R E A M S
--------------------------------------------------------------------------------
B R E A K D O W N :
-Go to Polpota Bay
-Enter Hotel
-Talk to the owner
-Go visit the knight
-Talk to the owner again
-Talk to Inspector Boyd
-Recieve AF: Spirit Bottle
Now this is event is annoying as hell and confusing at that so don't get to
frustrated,or you might break something. First of all you need to Enter Polpota
Bay so do that and once inside,run(or walk) straight north to a large building
in the center of the city. This is the Hotel for future reference. Head right,
talk to the employee sitting there and he will tell you about a ghost that
inhabits the hotel. What a Stephen King cliche. Anywho agree to help him then
go all the way out to the worldmap and left to the shore, where the knight named
Thoma resides.
After you listen to what Thoma has to say you need to go all the way back to the
hotel.Remember when I said this event was annoying. You will notice that the Basket
Fish has paid 50,000 lucre to rent out the entire dancing room so he can grope at
the dancer there.hmmm...,sounds like my kinda guy eh?
Go back to the main lobby again,take the bottom right stairs,follow it to the
bottom to find one of your old collegues,Inspector Boyd. Talk to him for awhile
about the knight and stuff and you will learn somemore about the mysterious jewel
thief that has been roaming around,this will add on much to the story later on.
Now head out to the worldmap again and head into the last place you haven't been.
Inside talk to Thoma again,he should be by some penguins,and he will talk a little
more,now for the last time go to the hotel and into the Dancer's room.
After the long conversations and such-you will recieve the AF: Spirit Bottle.
-----------------------------------------------------------------------------
T E A T I M E O F D A N G E R
-----------------------------------------------------------------------------
BREAKDOWN:
- Go to Mindas Ruins
- Start Event "Teatime of Danger"
- Talk to Duelle
- Mission: Save Teapo
- Chest: Virgin's Sigh
- Go north
- Talk to girl: Learn about Flowerlings
- Go left: Save
- Remember this tower
- Go left: talk to jester
- 2 chests: Sharp Claw and Morph Meat
- Go back, head north to find the Keys to the Gates
- Go south from there
- Go back to tower
- Go south
- Go east, then take lower right path
- Follow path until you reach a green man
- Keep going through the open gate
- Chest: Knockout Dust
- Go into small structure to the left
- Speak with green man to make 2 more fall
- Speak to upper-left one '<'
- Go back to the previous screen, and go through the
now open gate at the upper left
- Run past Megalithic Structor to "Western Gates"
- Take upper right path, past Boa, and to the three girls again
- Speak to lower-left girl until they look like this '\'
- Go back to Western Gates
- Take lower left path
- Go straight to next screen
- Chest: Creepy Eye
- Talk to green man
- Exit area, then take southern path
- After Chess Knight, go forward to Flowerkey's Corner
- Speak to upper and lower right men to make a '>' shape
- Return to Western Gates
- Take upper right path
- Return to the girl flowerkeys corner again
- Speak to them to make a '/' shape
- Leave and go east to Tower of Winds
- Run past Tower of Winds to Eastern Gates
- Get Vampire Fang from lower-right path
- Follow path
- Speak to the green men to make a '/' shape
- Return to Eastern Gates and take upper left path
- Speak to pink girl to reveal hidden passage
- Take the hidden stairs
- You should be inside the structure
- Fight Chess Knight
- Fight Succubus
- Fight Ape Mummy
- Chest: Clear Feather
- Meet Teapo, then talk to him
- You'll have to fight a Level 8 Count Dovula:
- Use Power Hits the most
- Avoid his fire attacks and ceiling attacks
- Remember that he has 3 Life Bars
- When you beat him, he'll drop a ton of HP Crystals
- You will also get the AF "Bottled Spirit"
- And the AF "Rusty Armor"
- You'll hear about Teapo's adventure afterwards
----------------------------------------------------------------------------------
M I N E Y O U R O W N B U S I N E S S
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to the Ulkan Mines
-Enter Watts' room
-Go to the save statue room
-Take the upperleft path
-Keep going through the rooms to reach a boss fight
-Defeat boss: Labanne
-Speak to Watts again
-Recieve Moon's Mirror
NOTE: This section will NOT explain the locations of each item,it will however
help anyone who is having trouble with the event. If you do want to know the
locations of the items then check Nemesis' guide because he has them.
First you will need to enter the Ulkan Mines,apon entering follow the path into
the second room and take the northern path to reach Watts' room,or what ever you
might call it. Inside you will meet Polkiehl a strange fellow that looks like he
just stepped out of a Zelda cartoon. After he tells you a little about Watts the
event,Mine your own Business will ensure....
After exiting the shop head into the next room by taking the right path. Now this
part is fairly linear so I'll spare your time. Just follow the many passages and
tunnels throughout the main path and eventually you will reach a large,ominious
shaft. The most notable thing is in the center of the room,which is a small save
statue. Take the upperleft path this time and up the stairs. Now follow the long,
desolate path over the bridge and through a few new rooms.
After you fight some creatures you will come to the end and meet up with Watts.
After you listen to his annoying mouth,for several seconds a large boss will appear,
one that they call Labanne. You can dispose of him easily using normal power attacks
and your STs. It should be NO challenge at all atleast if your at a decent level
anyway.
After the short lived boss fight,Watts will hand over another Artifact for your
large collection of worlds. This artifact being the "Moon's Mirror".
----------------------------------------------------------------------------------
N I C C O L O'S B U S I N E S S U N U S U A L P A R T : 2
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to the Gato Grottoes
-Head north to the town
-Meet Niccolo in the item shop
-Go to the waterfall to the south
-Speak to fairie
-Niccolo will finish and give you the greenball bun,Broken Doll AF,and 500 Lucre.
-The event will then conclude
Talk about an easy event. Anyway you first need to visit Gato Grottoes,then head
north to the city and let Niccolo join you. After you let the old wabbit join you
head south and then east. Choose to go to the waterfall and inside Niccolo will
start running around like crazy picking up greenball buns like the nutcase he is.
He will keep doing this for ever so to stop him exit to the east and then come back
in. Now a strange fairie will appear,talk to her. After you finish Niccolo sees you
talking to her so he finally stops picking greenballs.
After he finishes his rambling he will give you a couple items,a greenball bun,the
AF: "Broken Doll" and lastly,500 Lucre. After that the easiest event in the game
will end and all will be happy....
----------------------------------------------------------------------------------
N I C C O L O'S B U S I N E S S U N U S U A L P A R T : 3
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to Lumina
-Head into the item shop
-Speak with Niccolo
-He'll ask you to go to the Mindas ruins
-Find the telepathic flowerkey
-Go back to the entrance
-Fin
Here's another event that has you going on another wacky adventure with Niccolo
on his Unusual businesses. The event also gives you nothing other then the satis-
faction of completing another event in this gigantic game,Have fun.....:p To start
of you should head to Lumina and inside the item shop to the east I believe. You
know the drill,talk to Niccolo,let him join you and take him over to the Mindas
ruins.
In here you've got to find the psychokenetic flowerkey (say that three times fast).
So go north and talk to the female flowerkey first and aline the three flowerkeys so
from and over head view it looks like a "\" that they make. Exit,and go to the western
gates to find the crazy loon.
Niccolo will chase the guy for awhile untill he can prove that he's a fake,now you
just have to get back to the beginning which can be pretty hard,once you make it
out,the simple event will conclude....
----------------------------------------------------------------------------------
T H E L I T T L E S O R C E R E R S
----------------------------------------------------------------------------------
BREAKDOWN:
-Go Home
-Enter then exit your home
-As you leave,the pelican tells you about pumkins taking over West Domina,
thats your cue :)
-Go to the outskirts in Domina
-Fight Bud and Lisa and let them become your aprentices
-Then the event will end. That's right,no artifacts. :p
Jeez,is this just a long streak of easy events or has Square decided to stop
putting challenge into their games. First head to your humble home,wherever you
might have placed it and enter then exit your home. Now out of what seems no
where,a small pelican flies to your house and lands down,smack dab on your outside
path. Now the bird tells you that the outskirts of Domina are under attack by
pumkins,that's your cue.
Head to Domina,then at the entrance,immediatly turn left and follow the path as
far as it will take you. When you reach then end,you find culprites. Walk up to
the tiny kids and you will start an epic battle. Some tips...
Since there are two of them,take them out one at a time,that way the last one
will be much,much easier without the other kid to back them up.
I wouldn't recommend using Special Techniques,because half the time you'll
miss.
umm...,well that's about it. :)
----------------------------------------------------------------------------------
T H E I N F E R N A L D O L L
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to the junkyard
-Overhear the conversation
-This will begin the event,"The Infernal Doll"
-The guy tells you the directions through the maze,Jack-In-The-Box,teddy bear,
the DOll,Jack-In-The-Box,Rocking Horse.
-Follow each of these paths,while collecting items of all sorts.
-At the end you will fight a group of toys,hear are some tips.
Be quick on your feet,don't be slow unless you have a death wish
Use tons of combos,and lay of on the criticals
Just um...what's the word,oh yeah kick their shiny,plastic asses
:)
This event is fairly straightfoward,so it shouldn't be TOO difficult for you
mindless people out there. That is,if you know what to do,but I'm here to help
so don't fret. As you enter the large,color filled,junkyard you will eavesdrop
on a conversation with some toys. After you talk to the toy sitting there,and
listen to his directions,you will have all you need to get to the end of this maze.
If you forgot the directions then here they are,jeez and to think I put up with
you people. In a list format...the directions to the end of the junkyard
-Jack-In-The-Box path
-Teddy Bear path
-The doll path
-Jack-In-The-Box path
-Rocking horse path
Now you will fight a rather easy fight,but it can be quite difficult,but only
because there are 4 enemies,and only one of you. I left some tips above if you
need any help with them... afterwards you recieve AF: Tomb of Magic (Geo)
----------------------------------------------------------------------------------
N I C C O L O'S B U S I N E S S U N U S U A L P A R T : 4
----------------------------------------------------------------------------------
BREAKDOWN:
-Build Geo using the Tomb of Magic
-Find Niccolo in the food court,and take him to The Ulkan Mines
-Head over to Watt's shop
-Watch the cutscene
-Enter and Exit the shop untill Niccolo gets what he wants
-This concludes the event...
Okay,when your ready,head to Geo,or build it if you haven't already done so.
Now follow the path around to the upper left,inside the food court,and talk
to Niccolo,The main event. He wants you to take him with you to the Ulkan Mines
so do so and the event,to put it lightly,begins.
Enter the second room,take the upper door. Inside you will find a familiar place,
Watts'shop. Start talking to the guy and Niccolo will start chasing him like crazy,
left and right. Enter and exit the shop several times,untill the mayhem has ended
and Niccolo gets what he wanted from Watts.
Then the event ends...I know,really short section.
----------------------------------------------------------------------------
S U M M E R L O V I N'
----------------------------------------------------------------------------
BREAKDOWN:
- Head over to Mandora Beach
- You will overhear a conversation between David and Val on the beach. It's
just like a mini-soap opera. :p
- When they leave, you will start the event "Summer Lovin'"
- Take the right path (east), and into the next area
- Fight the two crabs
- Continue onward
- Enter the cave
- Go through the lower path to the right
- Fight the Sahagin and the 2 Bloodsuckers
- Kill the Big Baby, and enter the next area with some crabs
- Take upper left path
- You are now in Prince Beach
- Kill the enemies here, then enter the next cave
- Go into the next area
- Take the lower right path to fight the boss: Fullmetal Haggar
- Some tips:
- Just stay very close to him, and use combos fast
- Use Special Techniques whenever possible
- Just attack him so he can't attack you
- This guy is so easy that I beat him with 100% health left over!
- After beating him, take the HP Crystals
- You'll get Granz Steel
Okay, when you are ready, head over to the Madora Beach section. Once you
enter, you will overhear a conversation. After the conversation between
Val and David is over, take the path on the right.
Just follow this sandy beach until you reach the opening to the cave at
the end. Along the way you will encounter some crabs and some other enemies.
Once you reach the cave, enter it. Inside here, take the path that's to
the lower-left of the screen. Along the way out of the cave you will
encounter a Sahagin, 2 Bloodsuckers, and a Big Baby. Defeat them, and
exit through the upper left path at the end.
You are now in the Prince Beach. Fight off the enemies here, then enter the
next cave at the other end of the beach. Inside here, take the path on the
lower right hand side of the screen to fight the boss of this level: Fullmetal
Haggar. Here are some easy tips to beat him:
- Just stay very close to him, and use combos fast
- Use Special Techniques whenever possible
- Just attack him so he can't attack you
This guy is really easy, since I beat him with ALL of my health!!! Anyways,
you will be back outside at the beach when it's done. You will overhear
David and Val's conversation again, and when it's done, talk to Val, and
you will recieve the Granz Steel. This concludes this event, "Summer Lovin'".
----------------------------------------------------------------------------------
D I D D L E'S L E T T E R
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to Domina
-Head into the Park of the Mana Angel
-Speak to Diddle,and he will run away.
-Talk to the monkey,Cappela twice
-Then follow Diddle to the outskirts
-Return to the park once again
-Go to the center of Domina
-Speak to the Sproutling
-Head into the hotel
-Follow Cappela again
-Return to the outskirts
-Speak to the Pelican there
-Go to Luon Highway
-Use the first Boink,to warp to Cappella's location
-Follow him to the cave entrance
-Take the lower left path when the rode splits in the second area
-Defeat the Giga Rex boss
-Recieve Gator skin for your effort
-The event then ends
Diddle's letter is a short,non-important event,but I have to list it nonetheless.
In Diddle's Letter you will first have to find Diddle,and Diddle is in Domina,so
what are you waiting for? Once there head east. To the Mana Angel Park,and talk to
Diddle,he then mumbles a few words and storms away. Now talk to his juggling partner
to find more information about his disapearence and then go down the same path that
Diddle took. When you don't find him there,go to the center of Domina to start
collecting clues.
First you will want to talk to the small Sproutling there,he says something stupid
but you are required to talk to him if you want to complete the event. Now enter
the hotel a few feet north of the sproutling and after the conversation,Cappella
will run away. Give chase and go to the outskirts,talk to the Pelican that is
delivering mail. He says something about a Highway,hmmmmm...Luon Highway comes to
mind. Head there ASAP and inside talk to the pink,pig like creature called a Boink.
After he warps you to Cappellas current location after you talk to him,he runs off
yet again. after following him a few screens,he will enter a huge cave. As you enter
cross over,and enter the second room. In here you find a new section that is much
bigger then the last. Take the lower left path and you will meet up with a new boss
the Giga Rex.
Remember to stay close,use combos and criticals. This will make the battle sooooo
much easier it's beyond belief. Keep pounding on him and the suprisingly easy boss
will explode in a gigantic fire. Pick up the HP crystals he leaves behind,and Diddle
will give you a gator skin for your efforts.
----------------------------------------------------------------------------------
G O R G O N E Y E
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to Lake Kilma
-Overhear the conversation
-Tell them the password (doesn't matter what you say)
-They will then run away
-Follow the paths of the petrified penguins
-jump of the cliff at the end
-You will now encounter a boss fight with Gorgon Eye
Some tips:
-Stay as close as possible
-use combo's criticals,and anything it takes to
pummel him.
-When the backround gets dark,run far,far away
-Gorgon Eye will die and all will end.
This event is pretty cool,because it's both easy and fun. Firstly you will
want to enter Lake Kilma,then you will overhear a conversation with some
penguins and their captain. They will then ask you for a password,but it doesn't
matter what you say,because it doesn't change the event whatsoever. After that,
they will run off,so you should give chase.
Just continue through each section,and when it splits to a fork,go the direction
of the petrified,penguins. This is always the right path,so eventually you will
reach the end. Along the way there are many treasure chests,with items inside,and
you can take them if you like. Most of the items are crap though so it doesn't
really give you a reason to open the chests.
Back to the point,at the end of the paths that you took,you should be led to
a cliff with a turtle at the top. His name is Tote,so go and talk to him,and
after he leads you in on what has happened,you can go ahead and jump of the
cliff. After the short cinema with the penguins,a boss fight will begin.
Remember earlier strategies,and this boss will be nooo problem. It seems strange
that Square made almost all of the bosses in this game so,patheticly easy.
Anyway after you finish,the event will gradually conclude.
-------------------------------------------------------------------------------
W A T T S D R O P S T H E H A M M E R
-------------------------------------------------------------------------------
BREAKDOWN:
-Head to the Ulkan Mines
-Go to Watts' shop
-Speak to him,and agree to find his hammer
-Go back to the entrance
-Tap X,when you are near the sign with an arrow on it
-The dudbear will take you to his house
-Grab the hammer that's on the floor to the north
-Now return it to Watts
-The event will end....
Now this event is so damn easy,it could be completed by a blindfolded rabbit in
a snowstorm. First go to the Ulkan Mines which was placed on the Worldmap. Apon
entering,go ahead and enter the second room,but take note of the entrance because
I will tell you to return here. In the second room,go around the obstacles,and
up to the top left room. This is Watts' shop. Talk to him inside,and he will tell
you about his lost hammer. Agree to find it.
Now head back to the entrance that I told you to take note of and go up to the
small,gold colored sign with an arrow on the top,and tap the X button,a dudbear
will come flying in at full speed and ask you if you want to go to his house or
something of the like. Say yes and inside of his house,go to the very top of the
room,and steal the hammer.
Exit the room,and make your way all the way back to....Watts' house,this time
without the dudbears help. Now give him the hammer,and after the short talk,the
event will end,I know very short...
-------------------------------------------------------------------------------
T H E P A T H O F T H E B L A C K S M I T H
-------------------------------------------------------------------------------
BREAKDOWN:
-Go to your home
-go left to the workshops
-here you will meet Watts
-Ask him every possible question
-you will get some Menosbronze
-When he leaves,say that you didn't recieve anything and you will get
another menosbronze.
-FIN
I take that back,Watt's Drops the Hammer is not the easiest event,this one is
even easier. To start off,you need to go to your home,and you will be suprised
with a suprise :) Head to the left when the path branches of from your house,
and curve around the left corner. When you reach the large opening in the hill,
go inside of it. This is the workshop if you didn't already know,take note of
it because I will have you return here several times later in the game.
Inside of the rather large workshops ,you will find that Watts has built a new
section for the use of Blacksmithing. Talk to Watts inside and he will let you
ask him a bunch of questions. Ask him every single one,even all of the sub-
questions. After you do he will give you a MenosBronze to experiment your skills
on,and before he leaves if you say that you didn't recieve anything,he will give
you a second MenosBronze. Geez,he has the memory of a goldfish...
----------------------------------------------------------------------------------
I N S E A R C H O F T H E F A E R I E S
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to Gato Grottoes and into the very back room of the Temple of Healing
-Go talk to Matilda
-She'll ask if you would find Rachel
-agree and go to the jungle
-Go north and speak to Rossioto,or the fat beast as I call him
-He will tell you where Daena is
-Go to Lake Kilma,Then follow the main path up to the cliff
-Talk to Tote (the turtle)
-Return back a couple of screens-and there's Daena
-Follow her to a boss,and defeat it
-Finish up the event
This event is FAIRLY easy. To start us off,trek over to Gato Grottoes,Now
head North and then east at the wide fork. This path leads into the Temple of
Healing if you didn't already know,go inside. Take either the left or right
path,it doesn't matter which,and into the very,very back room. In here you
will find Matilda,Lying in her bed,talk to her and agree to find Daena for her
and then head to the jungle on the world map.
Quickly talk to the flower key and warp to the forested ruins,take the northern
path and talk to the Large,Beast sitting in the throne. He then tells you where
Daena is,so follow his directions and go to Lake Kilma. Take the main path,all
the way up to the cliff,it's the same path you took in Gorgon Eye. Talk to the
turtle named Tote,and then walk back a few screens and wallah,there's Daena.
Secretly following her,she will run into a dangerous path and you will have to
fight a Boss. Use your main Critical attacks,and STs,and the beast will die. If
you somehow survive the feat,the challenging,and most spectactular event,will
conclude. One of my favs indeed.
----------------------------------------------------------------------------------
T H E M U R M E R I N G F O R E S T
----------------------------------------------------------------------------------
BREAKDOWN:
-Enter the jungle
-Talk to the flower key
-Warp to the forested ruins
-Talk to Roane the penguin
-Go back to the entrance
-This time warp to the Courtyard of Rain
-Tell the penguin to cast a spell on you
-Now go back to the forested ruins
-Talk to Selkie the Penguin and agree
-Go South East to a faerie area,and watch a scene
-Go left
-Beat up the Boss
-That's it
For some strange reason,this event makes me tired, *YAWN* Anyway go to the
boring old jungle and talk to the flowerkey. He will then let you warp to three
places,for now choose to go to the forested ruins. Now after you talk to roane
in this area,return to the beginning of the level,and now warp to the Courtyard
of Rain. Let the wacko penguin,"put a spell on you" and then head back to the
forested ruins,talk to the penguin,Selkie.
Now exit this area and head southeast to a faerie area. After a scene takes place,
follow the man to the left and you will be forced to fight a boss. Happy hunting.
After you beat the terribly easy boss,you will end this event....
----------------------------------------------------------------------------------
T H E L O O K I N G G L A S S T O W E R
----------------------------------------------------------------------------------
BREAKDOWN:
-Go to the Tower of Leires
-Talk to Pearl at the gates
-Go right at the entrance
-follow the stairs and such to the 8th floor
-take the teleporter up to the 10th floor
-on the 11th floor enter the door of Fate and defeat the Boss.
-Go all the way to the bottom floor again and defeat the second boss
-Then the event will conclude
Now we get to play the Mario/King Arthur/Banjo-kazooie...of course I mean anyone
that saves a princess. Now to start you will need to go to the large and omnious
Tower of Leires. Enter the large doors after talking to Pearl,and take a right at
the first turn. Now here's for the easy part,take the stairs,rooms,etc..etc...up
untill you reach the 8th floor. Don't go any further...
Take the bottom path,and enter the large door in the center of this room. Inside
you will find a brilliant crystal object,that glows in the strange tall room. Step
up to the foreign object,and tap X on the gamepad. Now the object glows more
beautifully then ever,and the room,like an elevetor takes you up to the 10th
floor.Follow the stairs once more,only to reach the Door of Fate,that lies
omniously ahead of you. Reluctently enter the door to start a boss fight.
Now this can be tough,but stay close,use STs,and everything will be fine. After
the Beast explodes in a horrific blast,Elazul will enter the room,telling you to
take her all the way back to the bottom of this huge tower. To make this easier,
jump out one of the many windows that litter the side wall. At the bottom another
terrible creature awaits your presence.
If you took care of the last boss,then you will have no trouble at all defeating
this Boss,because he is simply much,much easier then the preceding one. After you
finish,Pearl sneaks you the AFs: Frozen Heart,and AF: Pirate's Hook.
-------------------------------------------------------------------------------
T W O T O R C H E S
-------------------------------------------------------------------------------
BREAKDOWN:
-Head over to Gato Grottoes and north to the Temple of Healing.
-Either take the left or right path and then head north
-Take to Daena,and she'll let you inside of the room
-After the talk,exit the room,and you will see a hurt nun
-Follow her back into the room,and watch the cutscene
-Take to Daena now,and she will join you
-Now go to the dungeon area
-Let Daena take you to the sealed room
-Head right,and up the stairs to enter a boss fight
-Use your normal strategies to make mince-meat out of the Spriggan
-You will then recieve some Granz steal
-The event,Hmmm,what haven't I already said,oh hears one,The event comes to
a hulting stop.
Go to the Gato Grottoes,and go northwest to the Temple of Healing. Go either
left or right,doesn't matter which because they both lead to the same path.
Enter the room to north,but first talk to Daena to gain entrance. Inside the
room...listen to the conversation,exit the room and you will see a hurt nun.
YAH!!! now Whoopie Goldberg can stop making those half-assed crappy Sister
act Movies.
Back to reality,talk to Daena,and she will join you. Now head south to the
Dungeon section,and let Daena take you to the sealed room that she can open.
Quickly head up the stairs to the right,to fight a boss called Spriggan. This
guy is extremely easy,so even with your small mind you should be able to kick
the idiots butt.
And now the event,ummm,goes to a better place. ^_^
------------------------------------------------------------------------------
P R O F E S S O R B O M B'S L A B
------------------------------------------------------------------------------
BREAKDOWN:
-Go to the junkyard
-go to the professor's lab
-He'll ask you to find his Golem
-Agree,and go to Lake Kilma
-Go towards the Golem in the top left path
-He'll laugh and continue down the path
-Follow him
-Talk to him and he'll say something about taking over the world
-Beat up the golem
-End
This event is pretty easy,for your little minds. First you need to go to
Professor Bomb's lab. He will ask you to find his golem,so agree and head
to Lake Kilma. Go towards the golem in the top left path,he will laugh
and run to the left. Follow him and when you talk to him he will say
something about taking over the world.
After that he will fight you. Now the golem is one easy boss,so you should
have no trouble at all,unless you need to level up or something. The golem
will be KO'ed fairly fast,and the event will eventually end/
-----------------------------------------------------------------------------
G O L E M G O M A K E 'EM
-----------------------------------------------------------------------------
BREAKDOWN:
-Head back down
-Go west to the workshops
-Talk to the Professor bomb
-He'll say he made a Golem Laboratory
-Follow him into the Workshop
-He gives you the Basic Golemology Encyclopedia
-Answer his questions
-You'll get tons of items
-The event,ah hell with it,the event somehow ends
This is another event that's along the lines of "The Path of the BlackSmith".
In the event,Professor Bomb has built you a new workshop. So let's go see it.
Head home,then go east to the workshops and then inside of them to meet up
with Professor Bomb again. After he gives you the encyclopedia,you should e
either study it,or use it on the next part of the event.
In this part of the event,you will be asked some questions,kinda of like a
test. Answer every single one of his questions,and there's quite a few of them
you will recieve some items. If you have trouble with the questions,just guess
again because you can answer them an infinite number of times.
After you get all the items,the event will end.
---------------------------------------------------------------------------------
F A E R I E ' S L I G H T
---------------------------------------------------------------------------------
BREAKDOWN:
-Head over to Lumina,and into Bright Moon Alley
-Go north and enter the limelight shop
-Speak to Monique inside
-Agree to help her sell the lamps
-Leave the shop
-Agree to help Gilbert by splitting the work
-Return to the city map and head west to the Mischievous Spirit Tavern
-Speak to the bartendar to learn the dudbear language
-Now go translate what the didbears say,and sell the lamps
-Two lamps
-Head back to the entrance and sell the final lamp
-Go back to the lamp shop
-After the story advancement,you will get the AF: Trembling spoon
-Event Over
This event can be fairly annoying. Anyway,Make your way to Lumina,into Bright
Moon Alley and finally into the limelight shop. Speak to Monique and she tells
you that no one is buying her lamps. Exit the shop and Gilbert tells you about
splitting up the work. So in other words,you sell one 3 lamps,he sells 3 lamps.
Now return to the city map for a short while,and make your way to the left,
inside the Mischievous Spirit Tavern,and speak to the bartendar inside.
The bartendar will teach you the language of the dudbears,so either take notes
or print out my chart,it has it's own section,so go check the Table of Contents.
After you do that,go over to one of the two dudbears that are walking around the
room. When you talk to them at first,try to become there friends,and once you do
it will be easy to sell two of the lamps. Exit back to the worldmap.
This time return to the entrance to Lumina and in the center of the town,you
will find the final dudbear. This one will not be as easy as the others to
befriend. But after you do and sell the last lamp,return once again to the lamp
shop. Talk to Monique again inside and there will be a lot happening. I won't
spoil the story though,so just see it for yourself.
Then the event will slowly but surely end. Oh and also you will get the Trembling
Spoon AF.
---------------------------------------------------------------------------------
T H E T R E A S U R E M A P
---------------------------------------------------------------------------------
BREAKDOWN:
-Go to the S.S. Bucaneer
-Head down the stairs and into the wheelhouse
-Speak to the Ramtieger
-Tell him to take these directions:North,North,East
-Agree and you will be in the Mekiv Caverns
-Take the lower right path following the dudbears
-After you get the first piece,return back a screen
and take the lower right path.
-Take the two pieces and head back to the beginning of the level.
-Then take the right path,keep going to get somemore pieces
-after you get them all,you return to the S.S. Bucaneer.
-The captain gives you a crab
This is a pretty fun event. First go to the S.S bucaneer,and go down the stairs
inside the ship. Go to the Wheelhouse and tell him to go North,North and then
East. After that you will appear in the Mekiv Caverns. Following the dudbears,take
the right path and after they rip up the map,you have to find each of the pieces.
Take the bottom right path to get some of the pieces,then return to the beginning
of the Caverns.
Take the bottom right path again,keep going to recieve some more pieces. Explore
the rest of this area and you will find the other pieces,return to the ship and
get a crab as your reward. WOW! :)
-------------------------------------------------------------------------------
R E A C H F O R T H E S T A R S
-------------------------------------------------------------------------------
BREAKDOWN:
-Head into Duma Desert
-Speak to Kathinja to the right
-Agree to help her stop the thief
-Follow the main path,collecting chests along the way
-Get past any of the students that get in your way
-Finally you will reach Mephianse at the end
-He'll push you off the screen and a boss fight will begin
-Just fight normally and he will die quickly
-When it's over watch the fireworks show on the world map
-Neat eh?
-Then the event ends
This event can get really confusing because of the mazelike sections of the Duma
Desert. Once in the desert,head right and talk to Kathinja on the far right
section of the screen. Now agree to help her find a thief. Now follow the main
path,through the desert. You can collect quite a few treasure chests while going
through the desert,but non are needed to complete the event or the game. There
really only for collectable purposes.
Whenever you reach one of the students,get past them using any means neccesary.
Then at the end you will be forced to fight a boss,but he is no problem at all
to defeat. After your done,and you watch the neat fireworks show,the event will
conclude.
--------------------------------------------------------------------------------
C A N'T L O O K B A C K
--------------------------------------------------------------------------------
BREAKDOWN:
-Enter Fieg Snowfalls
-As you enter a man talks about his deceased wife
-Keep moving to the left
-Pass the save statue and then take the upper right path
-Talk to Mephianse
-Follow him
-Take the lower left path,then the lower right path
-Keep going and you will reach a boss
-Defeat him easily
-You will get some Wendal Silverm and the Event ends
This event can be really easy if you now what to do. After you go to the Fieg
Snowfalls,an old man will tell you about his dead wife. Then the event,"Can't
Look Back" will begin. Keep moving left,while collecting all of the items in
the chests. Pass the save statue,and then take the upper right path and talk to
the man here,named Mephianse.
Now follow him and take the path on the lower left part of the screen. Then in
the next section,take the lower RIGHT path. Keep going right,past Mephianse and
the witch untill you reach an easy boss fight. Just use your normal techniques
to beat the boss easily.
Then you get a Wendel Silver as your reward and the event will end...
-------------------------------------------------------------------------------
I N S E A R C H O F F A E R I E S
-------------------------------------------------------------------------------
-Go to the Temple of Healing in Gato Grottoes
-Go to the top room and talk to Matilda
-She'll ask you to go look for Daena
-Agree and then go to the jungle
-Once there take the right path and talk to the flowerkey,have him warp you to
the Forested ruins.
-Go north and talk to the beast
-Now go to Lake Kilma
-Follow all the paths all the way to Tote the Turtle
-Talk to her
-Go back a few screens and follow Daena
-At the end you will fight a boss,which is so easy that you don't need any
tips.
-The event will end
First of all you need to go to Gato Grottoes,then go to the Temple of Healing
to the north. Go up to the top room,and talk to Matilda. She will ask you to
find Daena,so agree and then head over to the jungle. Once there head all the
way right and talk to the first person you see-a flowerkey. Have him warp you
to the forested ruins,and then head north and talk to Rossioto.
Now quickly return to the World Map and head to Lake Kilma. Follow the paths
all the way up to the cliff where the turtle lives,and talk to home. Return
a few screens,then follow Daena,the story will develope a lot here,so I won't
spoil anything for you.
Then a boss fight will start-just use normal tactics and you will kill him
easily. Now the event concludes.
------------------------------------------------------------------------------
T H E W I S D O M O F G A E U S
------------------------------------------------------------------------------
BREAKDOWN:
-Go to the Domina inn
-Go in the guest room and let Daena join you
-Take her to Luon Highway
-Keep going right and take the bottom path at the fork
-Speak to Gaeus and Daena gives you the forbidden ring
-Then the event concludes
The following is meant to be read in one breath.
*Breaths in*
Okay first go to the Domina inn,talk to Daena inside and have her join you.
Once you finish take her to Luon Highway,Keep going right,then take the bottom
path at the fork. Talk to Gaeus the Wisdom and Daena will give you the forbidden
ring,now the event will end....
-------------------------------------------------------------------------------
D A D D Y'S B R O O M
-------------------------------------------------------------------------------
BREAKDOWN:
-Go back home,and upstairs
-You should take note that the L'il Cactus isn't there.
-Exit and re-enter your house
-Speak to Lisa
-Then go talk to the L'il cactus in your room
-go to the junkyard and make the same path you took in the event "The infernal
doll"
-defeat the easy gremlin
-Now bud repairs the broom and the event ends
This event is pretty strange,but I do like that gremlin. Well first you will
need to head home. Once in follow the staircase all the way up to your room.
In here you should notice something very strange (well not really..but you
get the idea) the L'il cactus isn't in his pot where he normally lives. Exit
your house and then enter it again,to find Lisa inside she says that somebody
took her broom.
Head upstairs real quick,and talk to the L'il cactus that somehow teleported
back to his pot. Afterwords go to the junkyard,now follow the same path that
you took in the event "The Infernal Doll".
At the end there will be a gremlin boss for you at the end,but he posses no
threat. Just play around with him,because there's nothing better to do,well
besides having a life :),then the event will as always,conclude. Damn Kewbored
cen't spel concwude wight. :)
------------------------------------------------------------------------------
E N C H A N T E D I N S T R U M E N T S 1 0 1
------------------------------------------------------------------------------
BREAKDOWN:
-Head home
-Go to the workshops
-After talking to the student,you will appear in west Domina
-When you have to select what to play,select play a soft tune and then the main
part.
-After that you will get tons of items
-Return to the Workshops
-She'll also give you the Auro Silver,Sala Silver,and MenosBronze.
-Then the event ends
First head home,go to the workshops and talk to the student inside. Then you will
appear in the outskirts,when asked to choose what type of note to play,select
a soft tune,and then the Main part. Then run right up to the monster and grab
it. For doing this you recieve tons of items.
Now return to the Workshops and the event will end,after you recieve even more
items.
--------------------------------------------------------------------------------
L I'L C A C T U S
--------------------------------------------------------------------------------
BREAKDOWN:
-This event kinda sucks :)
-First go home and talk to Bud and Lisa
-Go to Domina
-Talk to the fourtune teller and she will tell you that cactus juice will cure
Bud.
-When you go back home,Lisa says that the cactus left
-Go upstairs and examine his pot,and it says he went to Luon HIghway
-Go to Luon Highway
-Talk to Gaeus and he'll say that the cactus went to Selkie
-Go to the jungle and talk to the flowerkey Selkie
-Now go to Geo
-Go up to the school entrance and talk to Brownie
-Now she says that the cactus went to David,some pirate
-Go to the S.S. Bucaneer and into the lower deck
-Now go to the outskirts of Domina after you talk to David
-She'll say that she delivered him in a box
-Go back home and check your mailbox
-Guess who it is?
------------------------------------------------------------------------------
T H E B L E S S E D E L I X E R
------------------------------------------------------------------------------
BREAKDOWN:
-Go to the Gato Grottoes
-Then go inside the dungeon area
-Search around and you will find some nuns next to some barrels
-Exit the room
-Now you find Niccolo as drunk as a dog
-After you defeat him go back into the cave
-Go to Geo Now and go into the bar then talk to the person in the very back
-Then go to Lumina and talk to the bartendar
-Now go to the oasis in the Duma Desert and the event will eventually end.
-----------------------------------------------------------------------------
N I C C O L O C A L L S I T Q U I T S
-----------------------------------------------------------------------------
BREAKDOWN:
-Go to geo again
-Head into the palace of arts
-It appears taht the people owe Niccolo ten billion Lucre!!!! 10,000,000,000.
-Speak to the queen now
-Now go to Polpota Harbor
-Go to the shore and talk to Niccolo
-Let him join you and go back to the palace
-Then go to Domina and He runs away
-Go back to the Polpota Harbor and get him again
-After the scene go to the Harbor once last time
-Niccolo then takes over the palace and the event ends
----------------------------------------------------------------------------
W H E R E ' S P U T T Y ?
----------------------------------------------------------------------------
BREAKDOWN:
-Go inside the Ulkan Mines
-Take the sign to the dudbears house
-Watch the penguins kidnap Putty
-Exit the mines and go to the SS bucaneer
-Go see David in the lower decks
-Search the barrels to find Putty
-Now go to the shore in Polpota Harbor
-The dudbears will thank you and the event ends
---------------------------------------------------------------------------
G I L B E R T : S C H O O L A R M O R
---------------------------------------------------------------------------
BREAKDOWN:
-Head to Geo
-Go to the Western section of the city
-You will see a cutscene
-Kathinja then asks Gilbert to make the kids go to school
-Now go all around geo and have every kid go to school
-After you watch the cutscene...
-The event ends
---------------------------------------------------------------------------
P O K H I E L : D R E A M T E L L E R
---------------------------------------------------------------------------
BREAKDOWN:
-First go to the Ulkan Mines and talk to Pokiel
-Listen to his story
-He'll leave
-So follow him
-Speak to him again
-Talk to him whenever he stops
-Say that your on Escads side
-Then the event ends
NOTE: To make this event go faster,say "yes" when you talk to him for the
second time
---------------------------------------------------------------------------
S T A R - C R O S S E D L O V E R S
---------------------------------------------------------------------------
- When you are ready, head into Gato Grottoes
- Go north to the Temple of Healing
- Go right, and up to the back room of the Temple of Healing
- You will overhear a conversation between Matilda and Daena
- After this is over, you will be sucked underground by Faeries
- Once you are at the bottom, go right (east) to exit this area
- Once you are at the right place, you will need to go left (west)
to find some Flowerkeys
- Arrange the Flowerkeys so that the southwestern path is open
- Head into that path and eventually you will meet up with Niccolo
- He'll take you to the Temple of Wind
- Along the way you will find a Save Statue, so save your game
- Now head upstairs
- At the top, you will find Daena and Escad fighting
- Depending on who's side you choose, you will fight a battle with either
Daena or Escad
- Tips to beat them (although this battle is easy):
- Just like almost every other boss in the game, just stay on top
of him or her and attack as fast as you can
- Get as close to him so that you won't take as much damage
- Use plenty of Special Techniques
- Watch out for his whipping attacks, because it takes off serious
damage
- Once the fight is over, you will be back with Matilda again
- She'll tell you a story...
- This concludes the event, "Star-Crossed Lovers"
-----------------------------------------------------------------------------
H E A V E N S G A T E
-----------------------------------------------------------------------------
- Right after you have completed "Star-Crossed Lovers" go into the back room
of the Temple of Healing and you will overhear a story about the end of
the world
- After the long-winded conversation, Matilda will give you the Brooch of Love
AF
- Now use the Brooch of Love to create Lucemia
- Go there now
- Pass the dead snake, and follow the path to the north
- Now go inside of the snake
- Head straight until you reach a fork in the path, then go right
- This is inside The Avenue of Deterioration
- If you follow it you will find the exit out of this area
- Once you get outside, you will meet Selva
- You will overhear the conversation
- When it's over, continue climbing the caves until you reach the Embracement
of Ancients
- Once inside this cave, follow the path until you get to a fork in the road
- Now take the upper right path
- Pass by the first exit you reach, because it's a dead end, then head out of
the second exit
- Continue along the path until you get to Destiny's Decay
- Make your way through here
- At the end of this path, you will find either Daena or Escad
- You will see them dissapear
- Now take the path up and to the left to find Irwin, who will then challenge
you to a fight
- Boss: Irwin
- Some tips to beat him:
- After the boss fight, Lucemia will collapse and destroy
- The story will advance, but I will not spoil it for you
- This concludes the event, "Heaven's Gate"
-----------------------------------------------------------------------------
T H E L U C K Y C L O V E R
-----------------------------------------------------------------------------
-Go to Domina
-Pick up Elazul at the pub
-Wait untill Gnome day and then enter Geo
-Esmeralda will talk to you on your way in
-Now wait untill Jinn day
-Then go into the academy
-Inside talk to Esmeralda again
-Then go and wait untill Gnome day again
-Then go into the Academy and into the basement
-Speak to Esmeralda again
-Now wait untill the NEXT gnome day and talk to Esmeralda in the same place
-When you get a choice,choose "knighthood".
-After the conversation,return to the inn,and wait untill Dryad day
-Now go to the principals office
-After she takes the jewel leave the academy
-Go to the Palace of the arts and you will get the second jewel
-Then head into the inn to get the final jewel
-Now go talk to Inspector Boyd in the academy
-Go talk to Elazul
-Now head back to the academy basement,to fight a boss
-Then the jewel thief disappears and the event ends
-----------------------------------------------------------------------------
T H E N O R D I C S N O W F I E L D
-----------------------------------------------------------------------------
-Go to the S.S. Bucaneer and speak to the ramtieger in the basement
-Give him the right directions and you will be in the Fieg Snowfalls
-The captain will tell you to look for his treasure
-Keep going along the path untill you reach the field of Innocence
-Head to the upperleft path and head northwest to find lakeshumi
-You will also find a treasure
-After you get another crab the event will end
-----------------------------------------------------------------------------
T H E Q U I E T S E A
-----------------------------------------------------------------------------
-Go to the S.S. Bucaneer again
-Go talk to the ramtieger
-Now you have to tell him the correct directions,I have no idea what they are
so you'll just have to guess.
-If you do it right,the event "The Quiet Sea" Begins
-Now go to the entrance of the S.S. Bucaneer
-You should see a penguin that is fishing,go talk to him
-He will open a bottle and a ghost comes out
-Go to the lower deck of the ship now
-Talk to the person in the barrel
-Now go talk to the captain of the ship
-Go back to the person in the barral
-Talk to him untill he gives you a bottle and runs off
-Follow him now and you must face a boss
-After you beat him the event ends
----------------------------------------------------------------------------
C O S M O
----------------------------------------------------------------------------
-OK,first meet Elazul back at your home
-After he tells you that Pearl has been kidnapped,the event begins
-Now he will tell you where to go
-Inside the area he tells you to go,you will find a duck
-Now follow the path the duck tells you to take
-Now you hear a long conversation
-After the long scene you have to fight another jewel beast,which you know
how to handle
-After the fight,things settle down
-Then "Cosmo" ends
----------------------------------------------------------------------------
T H E F A L L E N E M P E R O R
----------------------------------------------------------------------------
-Head over to the underworld
-Once you enter,you will meet a ghost
-Now go up to the tomb and listen to the voice
-It will say that you will be tested
-Now Larc will talk to you
-Say "yes" to his question
-Now talk to the ghost that comes out of nowhere
-Then he baptises you with fire....YOUCH
-Keep going down untill Larc asks you if you are ready to meet his master
-Say yes
-You will now have to face-Hitodana
-After you beat him,Larc will ask you to defeat 3 dragons for him
-Now you get the AF: Skull Lantern
----------------------------------------------------------------------------
T H E S E V E N W I S D O M S
----------------------------------------------------------------------------
-Go home
-Talk to Bud and he says he wants to see the seven wisdoms
-Here are the locations of them
1) Gaeus: Eastern Luon Highway
2) Tote : Lake Kilma,end cliff
3) Pokiehl: Ulkan Mines,inside Watt's shop
4) Rossioto: Inside the jungle,north forested ruins
5) Olbohn: The Underworld,In the same route as the fallen emperor
6) Selva : Inside Gato Grottoes near the avenue of Deterioration
Then you go home,and everyone is happy
----------------------------------------------------------------------------
T H E G U A R D I A N O F T H E W I N D S
----------------------------------------------------------------------------
-Go get Larc in the temple of Healing
-Now head to the Norn Peaks
-The dragoon tells you that one of your friends is fooling you
-Follow her
-Keep going along the path and fight the boss
-Keep going around and kill the last two windcallers
-Then head past the statue
-Beat the simple boss
-Then you recieve the DragonBone AF
-This concludes the event
----------------------------------------------------------------------------
T H E F I E L D T R I P
----------------------------------------------------------------------------
-Go to the bonefortress
-After the conversation,"The Field Trip" begins
-Now you need to get three ingrediants
1)Star Sprinkles
2)Silver Mushrooms
3)Fairy Scales
-Then you recieve a seed for your effort
-This ends "The Field Trip"
-----------------------------------------------------------------------------
T H E G H O S T O F N E M E S I S
-----------------------------------------------------------------------------
- One of my favorite events!
- Anyways, head over to Polpota Harbor, and head to the left of the city
and to the cliff where you first found Thoma the Knight
- Speak to him, and another Knight will enter and then leave
- He'll say something about the Bone Dragon
- Now go over to the Bone Fortress
- NOTE: Make sure Larc is with you for this event
- Enter the Bone Fortress, and start to head east (left)
- Speak to the students from the Academy, and you will learn of a "roaring"
coming from the center of the Fortress
- After you have spoken to them, Thoma will yell at you and tell you to leave
- Refuse to leave, and you will have to fight a small boss fight: Skeletal
Soldier
- Some tips to beat him:
- Just like almost every other boss in the game, just stay on top
of him and attack as fast as you can
- Get as close to him so that you won't take as much damage
- Use plenty of Special Techniques
- Watch out for his fire attacks, because it takes off serious
damage
- Afterwards, you will find out that you need a third party member
- Head back Home and either get a pet or a Golem from the Workshops
- Now return to the Bone Fortress
- Enter the Fortress and head east again
- Enter the giant skull
- Once you are in the middle of the Fortress, activate the button there
and you will reveal a trap
- Continue forward a few screens, until you find some skulls
- Speak to them
- They'll open up a hidden room
- Enter it and talk to the Statue inside
- He'll open another hidden door and you should be able to get your third
party member back again
- Okay, go back to the middle part of the Fortress and activate the other
two buttons to open the door to the north
- Go through it
- Go onto the elevator and head up to the 3rd floor
- At the top you will fight another small boss: Sierra
- Some tips to beat her:
- Just like almost every other boss in the game, just stay on top
of him and attack as fast as you can
- Get as close to him so that you won't take as much damage
- Use plenty of Special Techniques
- Watch out for his fire attacks, because it takes off serious
damage
- After the fight, you will recieve a key
- Go back to the elevator and head down to the second floor
- Run to the right (west) until you meet up with Larc again
- Wake him up and have him join your party
- Go back to the elevator and go up to the 3rd floor again
- Head to the right again, all the way until you reach some stairs
- Go up them
- Attempt to cross the bridge at the top...
- Another small boss: The Deathbringer
- Some tips to beat him:
- Just like almost every other boss in the game, just stay on top
of him and attack as fast as you can
- Get as close to him so that you won't take as much damage
- Use plenty of Special Techniques
- Watch out for his fire attacks, because it takes off serious
damage
- After the fight, continue to the left until you encounter yet another
small boss: Jajara
- Some tips to defeat her/him:
- Just like almost every other boss in the game, just stay on top
of him and attack as fast as you can
- Get as close to him so that you won't take as much damage
- Use plenty of Special Techniques
- Watch out for his fire attacks, because it takes off serious
damage
- After THAT fight, you will finally have to fight the final boss: Jajara
- Some tips to beat this boss:
- Just like almost every other boss in the game, just stay on top
of him and attack as fast as you can
- Get as close to him so that you won't take as much damage
- Use plenty of Special Techniques
- Watch out for his bone attacks, because it takes off serious
damage
- When the fight is over, you will overhear a conversation with Larc
- You will get the AF: "Green Cane"
- This concludes the event, "The Ghost of Nemesis"
------------------------------------------------------------------------------
D I D D L E H A D I T
------------------------------------------------------------------------------
-Go over to Lumina
-Then into the pub
-Talk to the dynamic duo
-Then exit to the world map
-Return to Lumina Pub
-This time the monkey runs away
-Now its time to visit the underworld
-Let Sierra join you and then enter the bottom lair
-Now make your way back to the top
-Then you must fight a boss
-It's easy so just fight normally
-Then "Diddle Had it" concludes
------------------------------------------------------------------------------
T H E D R A G O N P R I N C E S S
------------------------------------------------------------------------------
-This event is easy :)
-Head into the white forest
-Now have Larcs comments lead you through the forest
-Now you should find Sierra
-After the fight you are forced to fight Sierra
-Some tips to defeat him
-Attack fast
-First focus on Sierra
-Save your special techniques for the Dragon
-Once the battle is over,Sierra asks you to find Larc
-Then the event concludes
------------------------------------------------------------------------------
T H E C R I M S O N D R A G O N
------------------------------------------------------------------------------
-Go back to the Underworld
-Let Sierra join you
-After Sierra kills the enemies head to the very bottom of the underworld
-At the bottom,you'll find Larc
-Then Larc turns into a Centuar
-Just dodge his fire attacks and you'll be fine
-After the battle,head to the firey place to battle Zenou
-Once you finish head through the newly opened hallways to face another boss
-He's easy
-Now follow the paths to Drakonis
-Dodge his fire attacks and it is a lot easier
-After a bunch of stuff happens,the event ends
------------------------------------------------------------------------------
C A T C H I N' L I L L I P E A S
------------------------------------------------------------------------------
-Go to the white forest
-You will meet Sotherbee,Skipie and Hanson the whole crew
-Now you have to help them
-Find ALL of the Lilipeas,theres only five though
-I don't think I could list them because they very
-Now "Catchin' Lillipeas" concludes
------------------------------------------------------------------------------
T H E L E G E N D O F S K I P P I E
------------------------------------------------------------------------------
-This starts during "Catchin' Lillipeas"
-Speak to him at the entrance of the village
-Enter the village
-Speak to the Reverand
-Now you must fight a boss
-Some helpful tips
-Attack fast
-Use tons of Sts
-Watch out for his special attacks
-Now this event concludes
------------------------------------------------------------------------------
T H E C A G E O F D R E A M S
------------------------------------------------------------------------------
-Head home
-You will see tons of Sproutlings surrounding your house
-Follow all of the leaves
-At the end you meet someone
-After the conversation,leave the workshops
-Talk to Nunzuac again
-Then she transports you to another dimension......weird
-make your way to the southwest,then east and you'll find a sproutling
-You will recieve AF: Sword of Mana!!! WHOOHOO!!!
-This concludes "The cage of Dreams"
------------------------------------------------------------------------------
T W O P E A R L S
------------------------------------------------------------------------------
-Head into the Tower of Leires
-Meet Elazul
-You will find out that he is looking for Pearl again
-Agree to help him out
-Now take the same path you took in the last Tower of Leires event
-Inside the door of Fate you will find Two Pearls-a good one and a bad one
-Now you have to fight the evil Pearl
-Some tips:
Attack fast with combos
Stay close so you don't take damage
Use Sts
Watch out for her best attacks
-Then the event concludes
-----------------------------------------------------------------------------
A L E X A N D R I T E
-----------------------------------------------------------------------------
-Now go to Domina
-Meet up with Elazul and Pearl
-Pearl will join you
-Go to Geo after Elazul
-Go North to the Palace of Arts
-Head into the basement and speak to Sotherbee
-Now you need three keys to unlock Diana's heart
1) Inside instrument shop,on the first floor
2) Inside the principals office
3) Entrance of Geo
-Now use all of the keys to unlock Diana's statue
-Now you must listen to a long conversation
-"Alexandrite" concludes
-----------------------------------------------------------------------------
F L O U R I T E
-----------------------------------------------------------------------------
-Head to Geo
-Go into the instrument shop to be warped to a different dimension
-You will meet some people
-Afterwards they ask you to help Florina
-Accept
-Speak to Niccolo now,who should be nearby
-Let him lead you to a dudbear
-Keep going through conversations and you will reach a boss
-Use normal strategies to defeat him
-You will warp back
-This concludes the event
-----------------------------------------------------------------------------
T E A R D R O P C R Y S T A L
-----------------------------------------------------------------------------
-Go to Domina
-Go to the Church
-Tell Inspector Boyd about Elazul and Pearl
-Agree to help him on his quest
-Go to Geo now
-Now enter the jewel shop
-Search around and then exit
-Now you meet up with Elazul and Pearl
-Now search the chest inside
-You will be warped to Flourina
-After everything,you get the AF: "Jumi Staff"
-Now go use the AF and enter the area it creates
-Enter the large building
-Take all of the jewels
-Now beat another jewel beast
-Use the saphire and topaz on the pedestals to open the door
-Keep going and defeat the next jewel beast
-Head back to the first floor and collect all the crystals
-Head back to where you left off
-Use the gems in this order,red,green,blue
-Now go into the new door
-Go upstairs and get all of the gems again,then go through the new door
-Head upstairs to the 3rd floor and fight the golem to recieve the white gem
-Keep going and you will fight some bosses,but they are all easy
-Then the event "Teardrop Crystal" ends
-----------------------------------------------------------------------------
G I L B E R T : R E S U M E F O R L O V E
-----------------------------------------------------------------------------
-Go to Geo
-Head into the Palace of Arts
-then go into the basement to find Gilbert
-Head upstairs and talk to Sotherbee
-Now head to the Ulkan Mines and use the dudbear express
-Read the book of poems inside
-Now the cave starts to cave in
-go back into the mines and search for Gilbert
-Now go to Lumina and into Moniques shop
-Now head to Mandora beach
-use the Boink to warp to Monique
-This is what you should say to Gilbert
Earth with life
The ancient memories
Of motherearth fill
The truth that
Of Energy for all
-This concludes the event
----------------------------------------------------------------------------
A S I R E N ' S S O N G
----------------------------------------------------------------------------
-Head to Polpota Harbor
-Go into the hotel
-Take the lower right path
-Out here you will find Monique
-Go to the west part of the bar
-Speak to the police,then leave
-Now go to Mandora beach
-Make your way to the lighthouse
-Head right and wait for the person to dissapear,then enter the unguarded
lighthouse
-After you beat the boss,the event concludes
----------------------------------------------------------------------------
B U R I E D T R E A S U R E
----------------------------------------------------------------------------
- Head over to Mandora Beach when you are ready, and crush as many
crabs as you can
- Now go to the end of the caves where "Summer Lovin'" ended
- The crab will tell you how many crabs you crushed, then leave
- Once back at the World Map, go to the SS Buccanner
- Speak to Ramtieger again
- Go these directions: West, North, West
- This will lead you to the Captain's room
- After you talk with him, agree to help him
- He says he'll give you 15 Halo Coins to get rid of the pesky Dudbears
- After this, you will be back at Mandora Beach, and you will find the
Dudbears here again
- Run to the right side of the screen and give a Halo Coin to the center
Dudbear, and they'll leave
- Now run right some more, and enter the cave at the end
- Walk over to the Dudbear closest to you and give him 3 Halo Coins
- He will then hand over 3 L'il Bottles
- Find the Dudbear to the Lower-Right part of this area, and give him a
L'il Bottle to leave
- Now keep going right until you reach some more Dudbears
- Walk over to the Dudbear that is nearest to the light, and give him 2 L'il
Bottles
- He will hand you 2 Pucashells
- Head north to the next screen with another Dudbear and give him a
Pucashell. He should leave now
- Okay, once you are outside, go left and go inside the next cave
- Now follow the cave path until you get to another Dudbear
- Give him a Pucashell
- He'll leave, and you will find the Treasure!
- Roger will then enter, and try to turn the Dudbears against you
- Give them Halo Coins and they'll remove Roger
- You will be back at the ship, and the Captain will give you another crab
and some Wendel Silver
- This concludes the event, "Buried Treasure"
------------------------------------------------------------------------------
R A C H E L
------------------------------------------------------------------------------
-Go into the house to the left of Domina entrance
-Speak to Rachel and Mark
-Now wait untill Gnome day
-Then enter the weapon shop
-Now leave Geo
-Wait untill Salamander day and then go to the Library of arts
-Now head back to Domina
-Now talk to Rachel for awhile
-Then listen to the story to end the event
-This concludes "Rachel"
------------------------------------------------------------------------------
D I D D L E K I D N A P P E D
------------------------------------------------------------------------------
-Head to Domina Church
-You will see that the dudbears have taken over
-Go to The Mana Park and watch the dudbears kidnap Diddle
-Now head to the White forest
-Go left and take the northern paths
-Now you hear a conversation
-Then you have to fight a boss
Some tips:
stay close and attack fast
Use tons of Sts
Watch out for his special attacks
-Then the event ends
-----------------------------------------------------------------------------
T H E W I M P Y T H U G L I N G
-----------------------------------------------------------------------------
-Go to Duma Desert alone
-Follow the path untill you reach a fork
-Agree to help the freak and you're forced to fight a boss
-Some help ful tips
Stay close and attack fast
get close so you don't take damage
Use plenty of Sts
-After you finish,"The wimpy Thugling" concludes
-----------------------------------------------------------------------------
G I L B E R T : L O V E I S B L I N D
-----------------------------------------------------------------------------
-Go to Mandora beach and allow the Boink to warp you to the lighthouse
-Allow Elle to join you
-Now go to Polpota Harbor and visit Gilbert in the cafe
-This concludes the event!!!
-----------------------------------------------------------------------------
P E E - W E E B I R D I E
-----------------------------------------------------------------------------
-Head to Domina inn
-Miss Yuki will ask you for the following items
MenosBronze
Bobab wood
Animal hide
Flat seed
Cotton
Sulphur
Citrisquid
-Then the event concludes
----------------------------------------------------------------------------
* T H E L E G E N D O F M A N A *
----------------------------------------------------------------------------
-Use the sword of Mana AF and enter the Mana tree
-Speak to Pokiehl
-Now make your way to the top of the Mana tree
-At the very top you meet the Goddess of Mana
-Some tips to help you:
Use hit and run techniques
Use the crouch ability when needed
Don't fight like Rambo,unless of course you want to die :)
-After the boss,an FMV rolls,along with the credits. Enjoy the ending and
Congratulations on Beating Legend of Mana.
---------------------------------------------------------------------------
S E E I N G D O U B L E
---------------------------------------------------------------------------
- Go to Lumina and talk to Pokiehl by the gem shop on Bright Moon Alley.
Answer "yes" to his question
- Head over to Domina and see your clone beating up a sproutling!
- Talk to the sproutling.
- Follow your clone to the marketplace and watch him beat up another
sproutling!
- Talk to the sproutling.
- Follow your clone back to Teapo and watch Duelle up Teapo!
- Head back out of the shop and watch your clone beat up ANOTHER sproutling!
- Talk to the sproutling.
- Go throu Mana Angel Park and to the outskirts of Domina.
- Talk to the pelican (Bad hero!)
- Go to the West End and beat up your clone!
- This concludes the event
5. C H A R A C T E R S
I will list here characters in the game as well as descriptions to go with them.
Some of the characters I kinda brushed off but others I went into complete detail.
Note that I have not listed every character in the game as that would take way to
long.
---------------------------------------------------------------------------------
T H E S E P E O P L E W I L L J O I N Y O U R P A R T Y
---------------------------------------------------------------------------------
---------------
NICCOLO
---------------
The merchant rabbit,Niccolo is a perculier character that will go on many,many
events with you,Most of which he will be traveling around trying to sell merchandise
to people,hence the job name. He kinda sucks at fighting,but his hilarious lifestyle
makes up for it.
---------------
ELAZUL
---------------
Elazul the jumi knight. Besides his cool looking outfit this guy is quite a bore,
as he spends much of his time being an ass. The great thing about him though is
his STs and fighting skills are unmatched,deffenantly one of the best fighters in
Legend of Mana
---------------
DAENA
---------------
A freaky character indeed. Daena is some mutant cat human,that somehow appeared as
a crappy escuse of a character. She is supposebly a soldier in training (yeah right)
that is searching for someone.
---------------
PEARL
---------------
I guess everygame has to have atleast one horrible character,but LOM's takes the
heat,having no attacks what so ever,she is the most annoying human to grace the
planet. Have fun...:p
---------------
ESCAD
---------------
Another idiot,jeez this is the third one in a row,I promise it wasn't intentianal.
This guy is ok I guess,but I'd rather take another Niccolo type character,just for
the laughs though. Anyway Escad is an ok character that looks like a girl,actually
theres not much else to say....really.
---------------
BUD and LISA
---------------
There really one in the same,Bud and Lisa are two young apprentices that join you
on your quest. The cool thing about them is that every event they're in simply
rocks. I repeat,if you want to play an awesome event pick one with either of these
two. If you can explain to me otherwise then do so now. I rest my case.
---------------
SIERRA
---------------
Can you say "nutcase"? That sentence pretty much describes Sierra in everyway,
back to the point,Sierra is a strange jumi fighter that has a really sharp sword.
She also has a big,white dragon that scares me, :).
---------------
LARC
---------------
This guy is actually pretty cool,but not pretty. He's a tough fighter that comes
in handy later in the game (Thats when you get him),He is also one of the coolest
guys to grace Legend of Mana because he adds so much to the story
---------------------------------------------------------------------------------
P E O P L E T H A T D O N O T J O I N Y O U R P A R T Y
---------------------------------------------------------------------------------
- Li'l Cactus
- Miss Yuki
- Teapo
- Inspector Boyd
- Reverend Nouvelle
- Mark
- Rachel
- Watts
- Pelican
- Professor Bomb
- Duelle
6. W E A P O N L I S T
I used information from the game to make this list....you know 1 star being weak,5
being awesome.
Short Sword/Dagger
Requires : Technique
Highest no. of hits: 3
Speed : *****
Able to use shield : Yes
Strength : **
Technique : ***
Defense : ***
Magic : ***
Constitution : *
Spirit : ****
Charm : ***
One-Hand Sword
Requires : Strength
Highest no. of hits: 3
Speed : ***
Able to use shield : Yes
Strength : ***
Technique : ***
Magic : ***
Constitution : ***
Spirit : ***
Charm : ***
One-handed Axe
Requires : Strength
Highest no. of hits: 3
Speed : **
Able to use shield : Yes
Strength : ***
Technique : **
Defense : ***
Magic : ***
Constitution : ***
Spirit : *****
Charm : **
_________________________
Two-handed Sword
Requires : Strength
Highest no. of hits: 3
Speed : **
Able to use shield : No
Strength : ****
Technique : **
Defense : ***
Magic : ***
Constitution : ***
Spirit : **
Charm : ***
_________________________
Two-Handed Axe
Requires : Strength
Highest no. of hits: 3
Speed : *
Able to use shield : No
Strength : ****
Technique : **
Defense : *****
Magic : ***
Constitution : **
Spirit : ***
Charm : **
_________________________
War Hammer
Requires : Strength
Highest no. of hits: 3
Speed : *
Able to use shield : No
Strength : *****
Technique : **
Defense : **
Magic : ***
Constitution : ***
Spirit : ***
Charm : ***
_________________________
Spear
Requires : Technique
Highest no. of hits: 4
Speed : **
Able to use shield : No
Strength : **
Technique : ****
Defense : ***
Magic : ***
Constitution : *
Spirit : ***
Charm : ****
_________________________
Staff
Requires : Technique
Highest no. of hits: 4
Speed : **
Able to use shield : No
Strength : *
Technique : **
Defense : **
Magic : *****
Constitution : **
Spirit : ***
Charm : *****
_________________________
Gloves
Requires : Strength
Highest no. of hits: 5
Speed : ****
Able to use shield : No
Strength : ****
Technique : **
Defense : ***
Magic : **
Constitution : ****
Spirit : ***
Charm : ***
_________________________
Nunchuckas
Requires : Technique
Highest no. of hits: 4
Speed : ****
Able to use shield : No
Strength : **
Technique : ****
Defense : **
Magic : ***
Constitution : **
Spirit : ***
Charm : *****
_________________________
Bow and Arrows
Requires : Technique
Highest no. of hits: 3
Speed : ***
Able to use shield : No
Strength : *
Technique : *****
Defense : **
Magic : ***
Constitution : **
Spirit : ***
Charm : ****
_________________________
7. A R M O R L I S T
I haven't really gotten very many armor listings here,I might update it later if
I get enough e-mail on the subject. Here I will show the armor name and how much
defence it provides. So be happy.
-#-#-#-#-#-# -#-#-#-#-#-#
Name Defence
-#-#-#-#-#-# -#-#-#-#-#-#
WindCap + 2
MenosHGlove + 2
Ironpot + 1
MenosShield + 3
MenosHelm + 2
MenosHauberk + 5
MenosGauntlet + 2
MenosBoots + 2
DragonBone + 12
Wishbone + 4
8. S P E C I A L T E C H N I Q U E L I S T
Here I list a complete list of all the abilities and Special techniques in the game.
The number by each ST,tells the power of the ST. OK on to the list of incompetance.
----------------------------------------------------------------
|Knife ST Abilities |
|________________________________________________________________|
2 Admonition Lunge
1 Rising Eagle Jump
1 Vortex of Death Spin
1 Vapor Blade Somersault
1 Sonic Wave Back-Roll
1 Rising Dragon High-Jump
1 Crescent Moon Moonsault
1 Eclipse Back-Flip
2 Backstab Slide,Double-Jump
2 Puppet Retreat,Cheer
2 Cobra Fang Push,Retreat
2 Ninja Drop Grapple,Push
3 Pouncing Cat Back-Roll,Somersault
2 Back Slasher Whirl,Lunge
3 Reaping the Mist Back-Roll,Back-Flip,Lunge
1 Dark Assassins Evade,Spin,Crouch
3 Dance of Roses Defensive Lunge,Evade,High-Jump
3 Looking Glass Whirl,Bash,Taunt
4 Aerial Reaver Flip-Kick,Spin,Crouch,High-Jump
3 Phoenix Cheer,Evade,Double-Jump,Defensive Lunge
|___________________________________________________________________|
----------------------------------------------------------------
|Sword ST Abilities |
|________________________________________________________________|
2 Iai Strike Lunge
2 Cutting Bamboo Jump
1 Maelstrom Spin
2 Rising Sun Crouch
2 Triple Tiger Somersault
2 Blade Launcher Back-Roll
3 Cutting Pine High Jump
1 Bird of Prey Moonsault
2 Corkscrew Back-Flip
2 Cross Strike High-Jump,Lunge
2 Tiger Claw Somersault,Back-Roll
2 Clean Sweep Slide,Retreat
2 Dragon's Tail Tackle,Back-Flip
1 Orbiting Blades Spin,Defensive Lunge
3 Motion of Truth Tackle,Bash,Moonsault
3 Smashing Blade Push,Whirl,Somersault
3 Invisible Death Grapple,Lunge,Retreat
3 Dynamite X Jump,Crouch,Cheer
4 Terminal Velocity Whirl,Back-Flip,Spin,Lunge
3 Golden Dragon Toss,Evade,Crouch,High-Jump
|_________________________________________________________________|
----------------------------------------------------------------
|Axe ST Abilities |
|________________________________________________________________|
2 Deep Slice Lunge
2 Axe Bomb Jump
1 Tornado Spin
2 Electronic Yo-Yo Somersault
1 Retribution Back-Roll
1 Bird of Prey Moonsault
2 Salmon Upstream Back-Flip
2 Rising Sun Crouch
3 Cutting Pine High-Jump
3 Axe Bomber Evade,Bash
2 Black Wings Toss,Bash
4 Boulder Dash Back-Flip,Tackle
1 Orbiting Blades Spin,Defensive,Lunge
2 Cross Strike High-Jump,Lunge
3 True Strike Whirl,Somersault,Moonsault
3 Dynamite X Jump,Crouch,Cheer
3 Time Burst Push,Spin,Evade
4 Karma Cheer,High-Jump,Evade,Counterstrike
|_________________________________________________________________|
-------------------------------------------------------------------
|2 Handed Sword ST Abilities |
|___________________________________________________________________|
2 Lunging Arc Lunge
2 Rising Crush Crouch
1 Spiral Wave Somersault
2 Shish Kebob Back-Roll
2 Impulse High-Jump
1 Shield Breaker Jump
1 Windslasher Spin
2 Windwalker Moonsault
2 Splashblade Back-Roll,Back-Flip
2 Rain of Blood Toss,Double-Jump
3 Bring It On Retreat,Taunt
2 Marble Stream Evade,Lunge
3 Skullsplitter Whirl,Jump
3 Beautiful Three Tackle,Back-Flip,Lunge
3 Quakebringer Cheer,Moonsault,Crouch
3 Triple Offense Evade,Somersault,High-Jump
4 Deep Swing Crouch,Defend,Counterattack,Counterstrike
4 Raging Pain Evade,Flip-Kick,Jump,Taunt
|____________________________________________________________________|
----------------------------------------------------------------|
|2 Handed Axe ST Abilities |
|________________________________________________________________|
2 Sideswipe Lunge
2 Rising Claw Jump
1 Flying Sawblades Spin
2 Rolling Throw Somersault
1 Blurred Axe Back-Flip
2 Rising Crush Crouch
1 Spiral Wave Somersault
1 Impulse High-Jump
3 Divine Right Push,Back-Roll
3 Snowfall Toss,Spin
2 Spinning Hawk Back-Flip,Flip-Kick
1 Tidal Wave Evade,Defensive Lunge
2 Splashblade Back-Roll,Back-Flip
3 Angelic Lumberjack Somersault,Moonsault,Back-Flip
3 Buzzsaw of Doom Double-Jump,Somersault,Lunge
3 Spikestrike Whirl,Slide,Moonsault
4 Sparkling Rampage Retreat,High-Jump,Spin,Tackle
|_________________________________________________________________|
----------------------------------------------------------------
|Hammer ST Abilities |
|________________________________________________________________|
2 Super Slugger Lunge
2 Big Bang Jump
1 Blammo Spin
1 Mole-Hunting Somersault
1 Ground Zero High-Jump
2 Rising Crush Crouch
2 Windwalker Moonsault
1 Retribution Back-Roll
3 Blazing Hammer Retreat,Tackle
2 Double Impact Somersault,Moonsault
2 Thor's Hammer Toss,High-Jump
2 Skullsplitter Whirl,Jump
1 Tidal Wave Evade,Defensive Lunge
3 Ultra Slugger Toss,Retreat,Lunge
3 Intervention Double-Jump,Spin,Somersault
3 Volcano Crouch,Cheer,Jump
4 Pearly Gates Toss,Retreat,Lunge,Spin
|_________________________________________________________________|
----------------------------------------------------------------
|Spear ST Abilities |
|________________________________________________________________|
2 Lancer Lunge
1 Mighty Javelin Jump
1 Twister Spin
2 Dragon's Bite Somersault
1 Furious Copter High-Jump
2 Nebulous Saucer Moonsault
2 Lancenator Tackle,Crouch
2 Cyclone Racer Spin,Lunge
2 Rewind Back-Roll,Moonsault
3 Fool's Play Toss,Evade
2 Holy Light High-Jump,Somersault
3 Triple Supremacy Lunge,Crouch,Spin
3 Deadly Branding Bash,Taunt,Slide
3 Chrome Ray Back-Roll,Defensive Lunge,Grapple
3 Raging Fury Tackle,Evade,Lunge
4 Lo and Behold Crouch,Moonsault,Double-Jump,Spin
3 Blue Dragon Evade,Retreat,Spin,Defensive Lunge
|_________________________________________________________________|
----------------------------------------------------------------
|Staff ST Abilities |
|________________________________________________________________|
2 Gust Lunge
2 Paint it Black Jump
1 Aftershock Spin
1 Golden Pyres Crouch
2 Bubbles High-Jump
2 Blaze Moonsault
1 Halo Evade
2 Purgatory Tackle,Cheer
2 Flower of Gold Evade,Retreat
2 Fire and Ice Somersault,Back-Flip
2 Gates of the Fall Spin,Moonsault
3 Song of the Spirits Spin,Evade,Taunt
|_________________________________________________________________|
----------------------------------------------------------------
|Gloves ST Abilities |
|________________________________________________________________|
2 Bloody Knuckles Lunge
2 Lightning Kick Jump
1 Whirlwind Kick Spin
2 Jawbreaker Crouch
2 Rolling Slam Somersault
2 Flip-Thrust Back-Roll
2 Moonsault Stomp Moonsault
2 Giant Swing Grapple,Spin
3 Tiger Driver 91 Grapple,Crouch
3 Northern Lights Grapple,Jump
2 Mental Barrier Counterattack,Counterstrike
3 Sparkly Feet Toss,Evade,Double-Jump
3 Cough Drop Grapple,High-Jump,Bash
3 Fist of the Norse Star Lunge,Grapple,Evade
3 Flips of Thunder Back-Roll,Back-Flip,Back-Kick
3 Power Combo Grapple,Bash,Retreat,Lunge
3 Gravity Drop Toss,Crouch,High-Jump,Grapple
4 Earthquake Back-Roll,Back-Flip,Moonsault,Crouch
|_________________________________________________________________|
----------------------------------------------------------------
|Flail ST Abilities |
|________________________________________________________________|
2 Dragon Teeth Lunge
2 Setting Sun Jump
1 Pheonix Wings Spin
2 Chinsplitter Crouch
2 Drunken Monkey Somersault
2 Twilight High-Jump
1 Psyclone Moonsault
3 Double Dragon Moonsault,Evade
2 Back Slasher Whirl,Lunge
2 Enter the Tiger Slide,Retreat
2 Avalanche Crouch,Back-Flip
2 Puppet Retreat,Cheer
3 Challenger Tackle,Taunt,Counterattack
3 Demon's Howl Flip-Kick,High-Jump,Lunge
3 Extreme Conditions Evade,Tackle,Double-Jump
3 Looking Glass Whirl,Bash,Taunt
3 Malevolence Crouch,Evade,Jump,High-Jump
4 White Tiger Defensive Lunge,Grapple,Evade,Spin
|_________________________________________________________________|
----------------------------------------------------------------
|Bow ST Abilities |
|________________________________________________________________|
1 Trueshot Lunge
1 Forward Artillery Jump
1 Spinshot Spin
1 Needle Shower Back-Roll
2 Tri-Shot High-Jump
3 Trickshot Moonsault
2 Hypershot Toss
2 Change-Up Retreat
2 Backshot Bash
2 Flying Swallows Tackle,Double-Jump
2 Rain of Death High-Jump,Spin
3 Sureshot Flip-Kick,Back-Flip
2 Carpet Bomber Evade,High-Jump
3 Mastershot Whirl,Back-Flip,Spin
3 Wildshot Grapple,Back-Roll,Double-Jump
4 Main Gun Evade,Retreat,Lunge,Counterattack
|________________________________________________________________|
9. A R T I F A C T S
9. A R T I F A C T S
NAME WHAT IT BUILDS
Mailbox Home
Colorblocks Domina
Flame Gato Grottoes
Wheel Luon Highway
Medallion Jungle
Ancient Tablet Mindas Ruins
Torch of Coral Mandora Beach
Sand Rose Duma Desert
Jade Egg Meikiv Caverns
Stone Eye Lake Kilma
insomniac Lamp Lumina
Rusty Anchor Polpota Harbor
Bottled Spirit Ulkan Mines
Moon's Mirror Tower of Leires
Broken Doll Junkyard
Tome of Magic Geo
Frozen Heart Feig Snowfields
Pirate's Hook SS Buccaneer
Trembling Spoon The Underworld
Skull Lantern Norn Peaks
Brooch of Love Lucemia
Dragon's Bone The Bone Fortress
Green Cane White Forest
Jumi Staff Bejeweled City
Sword of Mana Mana Tree
10. P R O D U C E L I S T
Thanks a lot to my friend Tom for this extensive list.
1) Garlicrown:
"White Family. A crown-shaped garlic clove that might make you feel
like royalty! + Chm. - Arr."
2) Conchurnip:
"White Family. A turnip shaped like a conch shell. + Pwr, Def, Agr,
Arr. - Mgc."
3) Sweet Moai:
"Purple Family. A sweet potato shaped like a Moai. It's pretty tasty,
actually. + Def, Mgc, Lck, Laz. - Skl."
4) Pear O'Heels:
"White Family. A pear shaped like a high-heeled shoe. + Pwr, Def,
Chm, Arr. - Spr."
5) Mangolephant:
"White Family. A mango that even has a pair of tusk-like knobs. +
Pwr, HP, Agr, Arr."
6) Apricat:
"Red Family. An apricot with whiskers and ears that makes it look
like a cat. + Def, Clm."
7) Diceberry:
"Red Family. The ones with seeds placed like an actual dice are very
rare. + Pwr, Agr."
8) Peach Puppy:
"Red Family. A peach with a dog-like face, and ear-like flaps. + Pwr,
Skl, Frd. - Sch."
9) Applesocks:
"Red Group. An apple that looks like a Christmas stocking. + Skl,
Chm, Clm, Ind."
10) Whalamato:
"Red Family. A whale-shaped tomato with a stem that looks like a
water spout. + Mgc, HP, Chm. - Def, Agr."
11) Spiny Carrot:
"Orange Family. A carrot with knobs like those on spiny shells. +
Mgc, Spr, Clm, Ind. - Skl."
12) Loquat-Shoes:
"Orange Family. It has a hole that is big enough to fit a baby's
foot. + Skl, Chm, Sch, Laz. - HP."
13) Bumpkin:
"Orange Family. A pumpkin with a scary face. There are some with sad
faces, too. + Pwr, Spr, Agr, Arr, Sch, Laz."
14) Honey Onion:
"Orange Family. An onion with honey stuffed inside. + Skl, HP, Spr,
Ind. - Pwr."
15) Orange'Opus:
"Orange Family. An orange with tentacle-like projections. + Def, HP,
Sch, Laz."
16) Citrisquid:
"Yellow Family. A lemon with a sharp top and tentacle-like
projections. + Mgc, Sch."
17) Springanana:
"Yellow Family. A coily banana that is rather hard to eat. + HP. -
Ind."
18) Cornflower:
"Yellow Family. Is it a sunflower with corn kernals, or corn that
looks like a sunflower? + Mgc, Chm, Agr. - Clm."
19) Fishy Fruit:
"Yellow Family. It has fin-like bumps that make it look like a fish.
+ Skl, Mgc, Chm. - HP, Sch."
20) Rocket Papaya:
"Orange Family. A papaya with projections like a rocket. + Mgc, Chm,
Clm. - Agr."
21) Cabbadillo:
"Green Family. A cabbage that looks like a friendly armadillo. +
Def, Spr, Frd, Lon. - Chm."
22) Squalphin:
"Green Family. A squash that is shaped like a dolphin. + Mgc, Lck,
Frd, Lon. - Pwr."
23) Needlettuce:
"Green Family. A lettuce with leaves shaped like porcupine needles.
It's edible. + Def, Chm, Clm. - Agr."
24) Boarmelon:
"Green Family. A watermelon that has stripes and tusks like a young
boar. + Pwr, Skl, Spr, Lon. - Chm."
25) Dialaurel:
"Green Family. An herb that was named "Diamond" after its leaves'
shape. + Pwr, Lck, Agr. - Clm."
26) Heart Mint:
"Blue Family. This species of mint grows heart-shaped leaves. + Chm.
- Laz."
27) Spade Basil:
"Blue Family. An herb with slightly bitter flavor to it. + Spr. -
Lon."
28) Pine O'Clock:
"Blue Family. A very functional pineapple that works as an alarm
clock. + Pwr, Skl, Def, Mgc, HP, Spr, Chm, Lck. - Agr, Clm, Sch,
Frd."
29) Gold Clover:
"Blue Family. You will be really lucky if you find one with four
leaves! + Skl, Lck, Frd. - Sch."
30) Rhinoloupe:
"Blue Family. The skin is very tough and thick. + Pwr, HP, Spr. -
Mgc, Clm."
31) Lilipods:
"Purple Family. This lily has peas inside it! + Skl, HP, Clm, Ind,
Frd, Lon. - Mgc."
32) Cherry Bombs:
"Purple Family. Cherries with clear, glass-like flesh around the
seed. + HP, Frd."
33) Orcaplant:
"Purple Family. An eggplant that looks like a killer whale. + Def,
Mgc, Sch. - Frd."
34) Masked Potato:
"White Family. A potato with colorful designs on it, making it look
like a mask. + Def, HP, Spr. - Lck, Frd."
35) Bellgrapes:
"Purple Family. The grape is covered with a tough skin. When shaken,
it sounds like a bell. + Mgc, Spr, Sch. - Frd."
36) Mush-In-A-Box:
"Black Family. The insides pop out when touched. Its taste could be
surprising, too. + Lck."
37) Toadstoolshed:
"Black Family. A mushroom shaped like a house. Those with two
chimneys are rare! + Pwr, Skl, Def, Mgc, HP, Spr, Chm, Lck."
11. E Q U I P M E N T
1) Knife:
"A dagger. It comes in many different styles, and much work goes into
crafting the handle and blade. Most are designed to be practical. A
shield cannot be used with a knife. Although it has the shortest
reach, the rate of movement is the fastest."
2) Sword:
"A long sword. Most are double-edged and have sharp tips. The sword
is considered a holy weapon due to the precious metals it is made
from. It is wielded in one hand, so the rate of movement is average."
3) Axe:
"Also known as the hand-axe or hatchet, the axe is a single-bladed
weapon wielded in one hand. Often thought of as primitive, the rate
of its movement is slower than the sword."
4) 2H Sword:
"The ultimate in swords requires two hands. Yields epic damage when
swung in a wide arc. Cannot be used with a shield. It's quite heavy,
so the rate of your movement is slower."
5) 2H Axe:
"The two-handed axe is used for embedding a cold piece of steel in
your enemies. With an axe like this, who needs a shield?
Unfortunately, the sheer weight of this weapon will slow your
movement to a snail's pace."
6) Hammer:
"Knock some sense into your opponents with this huge two-handed
hammer. But don't complain about the slowest movement rate and being
unable to use a shield."
7) Spear:
"A great way to keep uglies at a distance. However, in actual combat
the spear is used in a variety of ways. Of course, a shield is out of
the question, and the shape of the weapon precludes fast movement."
8) Staff:
"Long staves such as these have multiple uses, and can hit an enemy
both up close and far away. Since they require both hands, a shield
cannot be used, and the rate of movement is slower than when wielding
a spear."
9) Glove:
"Nothing beats pummeling the enemy with these reinforced punching
gloves. Of course, proper boxing stance precludes the use of a
shield. Even though the attack range is short, the rate of its
movement is very fast."
10) Flail:
"Incredible power is gained when two or more staves are connected
with a chain. The rate of its movement is quite good, but it is
impossible to use a shield while wielding a flail."
11) Bow:
"With a bow, one can lay waste to enemies from afar, and thwack them
when up close, as well. Scoring a direct hit, however, requires much
practice. A shield cannot be equipped with a bow."
12) Shield:
"The smart sword or axe-wielder will always keep a shield handy.
From large, bejeweled shields to the familiar frying-pan lid,
shields vary greatly in size and strength."
13) Helm:
"Providing ample protection for the head, helms come in all shapes
and sizes, from great steel helms to upside-down pots. The round
shape of the helm helps deflect incoming blows."
14) Hat:
"Unlike helms, hats are often worn for the enchantments contained
within, rather than for physical defense. They often grace the heads
of well-known mages and priests."
15) Hauberk:
"there is a wide range of hauberk types, from highly-decorated
ceremonial hauberk to hauberk that is too heavy for practical use."
16) Robe:
"Oft worn by mages and clergymen, robes are often designed for other
purposes than mere physical protection, and are decorated with holy
symbols or arcane patterns."
17) Gauntlets:
"Gauntlets come in many shapes and sizes, but all of them help
protect the arms and hands from nasty cuts and bruises."
18) Ring:
"Even a small ring can help protect the finger. Some are plain,
while others are works of art, worn by those wise in the ways of
magic. Some rings are said to hold incredible power."
19) Boots:
"Heavy footwear for the combat enthusiast, boots give protection to
the feet, ankles, and shins from common nicks and scratches, where
needed most."
20) Sandals:
"Light footwear for the fashion-conscious warrior, sandals afford
less physical protection than boots, but they seem to protect best
against magic."
21) Armor:
"Completely protecting the head, torso, arms, and legs, armor gives
outstanding protection. However, very little additional armor can be
worn, because armor covers the whole body."
22) Mantle:
"Mantles are worn over the shoulders, and can be worn over any kind
of armor. Most protect against magical attacks."
23) Pendant:
"An accessory that can be worn under all types of armor, pendants
are used for their protective properties."
24) Harp:
"Harps are stringed instruments that can be used to perform magic
with an Elemental Coin. Such coins are gained by negotiating with a
Spirit."
25) Marimba:
"The marimba is a percussion instrument that can be used to play
magic with an Elemental Coin. The cycles of magic are determined by
the type of instrument, its main material, and the property of the
Elemental Coin used."
26) Flute:
"The flute is a wind instrument which can be used to play magic by
using an Elemental Coin. Elemental Coins are important because they
help determine the type and cycle of magic that will be played."
27) Drum:
"The drum is a percussion instrument which can be used to play magic
with an Elemental Coin. During negotiations with a Spirit, it is
important to play tunes the Spirit enjoys listening to."
12. D U D B E A R T R A N S A L A T I O N S
This will help you when talking to Dudbears..
---------------------------------------
| The Sound What it means |
|_______________________________________|
| Du "Little" / "Small" |
| Dub "Hi" / "Yeah" |
| Dud "Goodbye" / "No" |
| Duda "Me" |
| Duba "You" |
| Dubba "Friend" |
| Da "Light" / "Stars" |
| Dada "Please?" |
| Dadda "Lamp" |
| Dubababa "A Lot" |
| Bub "Huh?" / "What?" |
| Bubu "Dudbear" / "Me" |
| Baba "Music" / "Sound" |
| Ba "Night" / "Dark" |
| Gugu "Not me" |
| Gak! "Ack" / "Yuk" |
|_______________________________________|
13. D I A R Y / E N C Y C L O P E D I A S
~~~~~~~~~~~~~~~~~~
Cactus Diaries
~~~~~~~~~~~~~~~~~~
1: Nic's Business
"My master beat banditos with a creature called Niccolo. Niccolo was
scared of the banditos, but I'm scared to know what Niccolo is. What
could he possibly be?"
2: Tiny Sorcerers
"Today I heard a story about two little sorcerers trying to become
the kings of this world. But pumpkins? They used pumpkins? I hope
they're still yummy."
3: Gaeus's Wisdom
"A big face on a mountain? It's hard to believe, but my master saw
it, so I guess it's true. It knows and doesn't know lots of things.
What an amazing world."
4: Where's Putty?
"Today I heard about a scary macho man trying to find his doggie. I
like doggies' pointy noses and their wagging tails. Doggies are so
much cuter than macho men."
5: Lost Princess
"Fighting a monkey in the caverns and saving a girl! Wow, that sounds
like something out of a movie. But the girl was really shy and turned
red, and I guess that was too much for my master."
6: Diddle's Letter
"A pelican kidnapped a little boy!? And it threw the boy away
somewhere? That's just not right. What are the people at the child
protection agency doing?"
7: Two Torches
"A cat-eared woman and a long-haired man had a fight, and a grandma
was kidnapped. And then the two found the grandma. I think this kind
of story is getting old."
8: Huntin' Du'Cate
"Today my master saw a really big tree-hanging monkey and a really
BIG red animal with really BIG attitude. Why can't they be like me?"
9: Murmering Forest
"Today's adventure was in the Jungle where lots of Faeries live. The
long-haired man was there again. Is it just me, or is there trouble
brewing? I think I'm psychic."
10: Gorgon's Eye
"Lots of penguins fell into the lake, and their cap'n was thrown in
there by a turtle after being changed into stone! Penguins can swim,
but stone can't! Was the cap'n okay? What a scarey, scarey story."
11: Seeking Faeries
"Today's story was about a woman who disappeared when she went to
the lake to look for a demon. I say she should've been catching fish
instead of any demons."
12: Teatime
"It sounds like today's adventure was about opening and closing the
Flowerlings' gates. And today's monster kept sucking out my master's
blood. Stop bothering my master!"
13: Star-Crossed
"Escad and Daena are always fighting. Why do people keep fighting
each other? I wish for World Peace."
14: Mining Business
"The birdman says Watts doesn't have any heroic stories to tell. I
wish someone will come up with a story about ME. He moves like
lightning! He kicks monster butts! I think I like that."
15: Dream Teller
"My master went to a place that might have been a dream. What does
that mean? Maybe I can sneak in there when nobody is watching."
16: Diddle Kidnapped
"A little boy named Diddle was kidnapped. Diddle had a friend named
Capella who found him. Wish I could be somebody's help. No,
seriously."
17: Heaven's Gate
"A big big big big snake snake snake! My master walked inside a
snake and went up to its head to fight a demon. Do you think I
believe that kind of story?"
18: Daddy's Broom
"I threw away an old broom, and that made Bud and Lisa mad. They
went and got it back, and fixed where it was broken. I guess
everything is just hunky-dory now."
19: Infernal Doll
"The junk at the Junkyard really wasn't junk! They were the
leftovers of the artifacts used in wars long long ago. Wow... That
makes me like them a little. Only a little bit."
20: Diddle Had It!
"What's the difference between people who like doing the same thing
everyday and the ones who don't? I like being a cactus everyday, but
maybe I'm not supposed to. Did I get that right?"
21: Glass Tower
"A girl went up a tower to see her past, or something like that. I'm
losing track of what's going on, and getting a little bit tired of
keeping my diary lately."
22: Two Pearls
"Pearl disappeared, and then Elazul found her. But Blackpearl was
there too and wouldn't give Pearl back to Elazul. We need more love
in this world."
23: Flame of Hope
"Popo bug is reeaaally long, with lots and lots of knobs, and it's
easy to break one Popo bug to make two Popo bugs. Who gets hurt when
a Popo bug is in someone's tummy? The Popo bug?"
24: Cosmo
"Pearl disappeared again, so Elazul went and looked for her again.
Sandra and Lord Jewels and lots of people were in today's story. It
made me sleepy."
25: Can't Look Back
"I remember the part about a sorcerer named Mephianse, but I don't
remember anything else, because I sort of fell asleep. I hope my
master didn't see me sleeping."
26: A Siren's Song
"A birdgirl was trapped in a birdcage, and a fishgirl guarded the
birdcage for the birdgirl. I want a friend who guards my cactus
pot."
27: Summer Lovin'
"Clobbering crabs at the beach! That sounds like fun, but I feel bad
for the crabs. Surprise lesson of the day: penguins can fall in
love!"
28: Drowned Dreams
"I hear that Basket Fish is a weirdo and has attitude problems. He
should try harder, if he wants to become human. I think I'll try
harder too."
29: Fluorite
"Today it was about going to a desert and seeing desert people, or
something like that. It was a bit difficult for me to understand.
Desert troopers? Hurricane fighters?"
30: Faeries' Light
"Learned Dudbear words to sell lamps to Dudbears! Just what is
master up to? But it's neat that master comes by to tell me funny
stories like that."
31: Lucky Clover
"Another friend in my master's life. She was a pile of dirt? Did I
get it right? I didn't know what to say to that, so I couldn't look
straight into my master's eyes. Sorry."
32: Alexandrite
"Hey, what does a Jumi say when he sees his people after a long
time? "Jumis me?" Get it? "Ju-miss me?" Wait, what's the matter? You
can't take the "pun"ishment?"
33: Teardrop Stone
"I guess there is a place called the Bejeweled City in this world,
but that name sounds fakey. I think my master was making up this
story."
34: Quiet Sea
"A penguin reeled-in a bottled ghost, and all the penguins on the
ship ended up collapsing! That is really scary! But I wonder how the
ghost fit inside a bottle?"
35: Treasure Map
"Today my master joined a fight between the penguins and the
Dudbears. Why? I don't understand humans at all."
36: Reach for Stars
"A sorcerer did a little old magic in the desert. I was watching it,
too, and it was really cool! I guess the ancient people thought
better things back then."
37: Dragon Princess
"Larc is working for his Boss because he wants to get out of there.
But I think he is enjoying it. I've got to see him to learn the
truth."
38: Wind Guardian
"So my master fought lots of birds today. I wonder if it hurts to be
poked around by their beaks?"
39: Bone Dragon
"Was it fun going up and down in the fort made of bones? Or was it
scary? I wouldn't know, because I'm only a cactus in a pot."
40: Crimson Dragon
"The Underworld went upside down and a burning castle came out. And
there was a big dragon that master had to fight. Cuz my master came
back, I guess the dragon is no more, right?"
41: Fallen Emperor
"A dog-faced dragoon came out and took my master downstairs when
master touched a tombstone. How am I supposed to picture this? It's
really tough."
42: Blessed Elixir
"The barrel in my master's soul had a blast at the desert. Ah, the
desert! Home of my soul, desert! The hot, scorching sun and the dry,
dry air. I need to go there."
43: Seeing Double
"A tiny weirdo did all sorts of bad things today, and now a lot of
people got scratches on their hearts. Little scratches on people's
hearts will be gone if they pat them from behind, but the humans
don't know that."
44: Cage of Dreams
"Grandpa sorcerer hid a Sproutling in his dream! Wow, that grandpa
can really do amazing things. I wonder if I can do that?"
45: Nic's Business 2
"Greenballs look like locusts without their wings. They don't look
that yummy to me. I'd rather have fish for dinner."
46: Nic's Business 3
"Niccolo tried to catch the psychokinetic Flowerling to make himself
filthy rich, but it got away. I wish I was psychic, because I would
use that power to write my diaries."
47: Nic's Business 4
"Watts tried to make a new wallet just like his old one, but I think
he made a mistake somewhere. Maybe it's the width, or maybe it's the
crooked edge."
48: Final Business?
"Niccolo lost his memories and then got them back. My master didn't
tell me where and how they found the lost memories, so I guess it's
top secret. I will keep my mouth shut."
49: Li'l Cactus
"Finally I got to go on an adventure on my own. Greenballs, Tako
bugs, I will never forget your smiles. I feel like I saved the world
today. Just feeling like that is enough for me."
50: Rachel
"Rachel went to the witch of reincarnation and was turned into a
blue jiggly. I wonder what kind of life the green wiggly was having,
but am I the only one thinking about this?"
51: Nordic Field
"Faeries can be and can't be seen by people. I guess seeing a Faerie
is just like dreaming. Wait, do I actually see a dream? Or is it
something that really happens?"
52: Buried Treasure
"Today my master bribed the Dudbears to get some treasure. Oh, so
that's how the treasure-hunters get what they want. I see."
53: Blacksmithing
"There's a new room in the backyard workshop. It's to make weapons
and armors for my master to be able to whack some more little
monsters. That's not nice. We should all be friends."
54: Instruments 101
"Now my master can make more instruments in the backyard workshop.
Wow, master is really learning how to pick on those monsters!"
55: Golem Workshop
"I can put some stuff together and make my own Golem! My master
should add that to the resume for future job-hunting."
56: Mana Orchards
"Mr. Grandpa tree is so big and scary, it makes me want to hide by
his roots. His roots look like the best place to hide."
57: Monster Corral
"Now my master can bring back eggs of other animals to raise them as
pets! I can't pet them because I'm all spikey, but humans will be
okay because they aren't spiky like me."
58: School Amour
"They all didn't want to go back, but when my master talked to them
they decided to go back. What did master say to them? It must be
magic."
59: Resume for Love
"Gilbert got to travel to a lot of places because he was a stone
statue and was sold to those many places. Hey, I think he saved a
lot on travel expenses."
60: Prof. Bomb
"There was a big chase to catch a pile of junk that ran away from a
professor. How could a pile of junk run away on its own? I don't
think I get it. Master, you need a rest."
61: Watts's Hammer
"Watts lost his hammer, but my master found it for him. Doesn't it
feel good to do good things? It would be nice if master could read
me a story once in a while. Please?"
62: Seven Wisdoms
"The little boy got to find six of the Seven Wisdoms. There are only
six Wisdoms? Did they pick that name because it sounds good? Maybe
they can't do math."
63: The Field Trip
"Picking up stuff from the ground, mixing them and making 'em go
boom! Isn't that a little bit childish? Didn't your mommy tell you
not to do things like that?"
64: Catchin' Lilipeas
"I wonder how the Lilipeas sing songs about peas? Peas! Peas! I'm a
teeny-beany pea! Peas! Peas! I'm an itsy-bitsy pea! This could be a
never ending song."
65: Love is Blind
"My master went to the sea and tried sinking a ship by singing. The
ship didn't sink, but if they really believed that the ship would
sink that way, I'd need to make them see a doctor."
66: ???
67: Pee-Wee Birdie
"What kind of bird is Yuka? There are too many things and people not
involved in my life out there. That doesn't sound like a good thing
at all. It's okay with me, but is everybody okay with it?"
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Characters Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1: Niccolo
"He believes that he brings happiness to his customers with his
transactions, but he sometimes plays dirty tricks on them. Dislikes
the Sproutlings and the Flowerlings."
2: Escad
"Born into the Liotte family of Holy Knights. He fights for the cause
of justice with an overbearing sense of righteousness."
3: Daena
"A monk-soldier who protects Gato's temple. She grew up with Escad,
Matilda, and Irwin, but especially adores Matilda like her own
sister."
4: Larc
"A beast-warrior who once was a famous hero. He became Drakonis's
dragoon after he died."
5: Sierra
"A beast-warrior who is Vadise's dragoon. Never compromises, and
always hard on herself as well as on others."
6: Pearl
"Elazul's partner. She sometimes has a tough time speaking clearly,
and is also very shy. Has a tendancy to wander off and get lost while
thinking."
7: Lady Blackpearl
"A Jumi knight who devotes herself to leading the Jumi through the
threat of extinction. A very logical and level-headed individual."
8: Elazul
"Pearl's knight, and one of the youngest Jumi. He speaks and acts in
a rough manner and thus starts the occasional fight."
9: Elle
"A siren who refuses to sing as a result of an accident. Friends with
Flameshe and Monique."
10: Bud
"Lisa's twin brother. He thinks that he is a great sorcerer, though
he still has much to learn. He was run out of the Academy of Magic
because he was too mischievous. His magic frying-pan was once his
mother's."
11: Lisa
"A better sorcerer than her twin brother. She carries around her
father's broomstick."
12: Irwin
"A half-demon who is a childhood friend of Daena, Escad, and is
particularly close to Matilda."
13: Matilda
"Born into a family of priests in Gato, she began to question the
life that awaited her. Matilda became attracted to Irwin and his
free way of life. A decade ago her powers were taken by Irwin after
their temple escape was stopped by Escad. She has aged drastically
since then."
14: Inspector Boyd
"A little man with a rerally loud voice that could even reach a
nearby "land." He might be the most honest and kind-hearted man you
will ever meet."
15: Sandra
"The notorious jewel hunter who steals only the most brilliant
jewels. Her daring thefts resulted in secret admirers of her work."
16: Alex
"A mild-mannered geologist who also has a shop in Geo. He only keeps
the shop open for income to fund his research."
17: Florina
"A Guardian who was the Clarius in the Bejeweled City of Jumi. The
burden of healing all the wounded cores of the Jumi has caused her
own core to fall apart."
18: Flameshe
"A teenage mermaid who is sometimes a little hard to deal with. She
sneaked out of her family one day and went to the beach, where she
met and befriended Elle."
19: Pelican
"The mail carrier who delivers practically everything. She often
makes mistakes, and is not always on time, but she does not seem to
care."
20: Li`l Cactus
"A shy little cactus. He is a cactus of few words, but he happens to
be thinking about many things."
21: Pokiehl
"The poet of Truth. He is one of the Seven Wisdoms, and was a hero
who was called "the Messenger of the Cosmic Truth.""
22: Tote
"An ancient turtle who is one of the Seven Wisdoms. He only
introduces himself as "Turtle," and always speaks in a mild manner."
23: Olbohn
"The keeper of the Underworld and one of the Seven Wisdoms. In the
era of the Faeries' War, he went to the Underworld to defeat the
Faeries' leader."
24: Gilbert
"The poet of love who even sings during regular conversation. He
travels in search of love everywhere."
25: Watts
"A master blacksmith who becomes so absorbed when working that he
often forgets things."
26: Rosiotti
"One of the Seven Wisdoms, he was once a hero. Rosiotti now quietly
resides in the Jungle as the guardian of the creatures there."
27: Duelle
"An onion warrior. He likes everything straight-forward, and hates
people like Niccolo with a passion."
28: Miss Yuka
"The owner of Domina's only inn. She insists that she is a canary,
but there are rumors that she is really a Chocobo. Addressing her as
"Miss Yuka" is a must."
29: The Manager
"The bar manager in the town of Lumina. He is a gentleman who feels
joy in communicating with people."
30: Bartender
"A young man who has a tendancy to feel the blues a bit too often.
Sharing sob stories with the Manager seems to make him feel a bit
better."
31: Mark
"The owner of Domina's item shop and also Rachel's father. He really
loves his family, but they seem to be a little sick of his overdose
of love."
32: Jennifer
"Mark's wife, who likes spending time outside his shop. She says
anything that crosses her mind."
33: Rachel
"The daughter of Mark and Jennifer. She hardly talks, and does not
become too friendly with anyone. She is sick of her Faerie-like
appearance and the room decor."
34: Rev. Nouvelle
"The caretaker of the church on Domina's outskirts. He is a kind-
hearted man who is full of knowledge, from how to catch Rabites to
the history of this world."
35: Meimei
"A glamorous fortune teller. She led a luxurious and exciting life,
but now she seems to be saving money for her old age."
36: Capella
"An itinerant performer. He was inspired by Pokiehl's verses and
decided to go on a journey to send his audiences a message of some
sort."
37: Diddle
"Plays music for his performing partner, Capella. A kind-hearted,
sensitive boy who speaks very slowly."
38: Rubens
"A man who has given up everything. He is hiding the fact that he is
the Jumi of Ruby."
39: Prof. Bomb
"The leading pioneer of Golem development, who toils in a small
laboratory in the Junkyard. Also a woman-chaser."
40: Roger
"He met his true fate when he found divinity within his pet dog,
Putty, while working as a miner with Dudbears. Since then he has
become a man of faith."
41: Putty
"Roger's pet dog. He was made into a religious icon, but he is just
a dog."
42: Count Dovula
"Guardian of the ruins, he is also the leader of the Succubus clan."
43: Basket Fish
"One of the nouveau-riche who looks down on everyone, but in reality
he is the one who is looked down upon by everyone else. He LOOOOOVES
Revanshe the dancer."
44: Cap'n Tusk
"The dandy captain of the SS Buccaneer. He leads the Pirate Penguins
with his gentlemanly seaman philosophy. Ladies, he is a real catch!"
45: Revanshe
"The dancer at Polpota's Seaside Hotel. She's always dancing,
because dancing is her passion, her life."
46: Selva
"One of the Seven Wisdoms. He always knows what is happening in
Fa'Diel, since he is always gathering information from the Lilipeas
and birds."
47: Teapo
"A magical life-form with a kind heart. She things she is a jewelry
collector, but most of them are glass fakes that Niccolo sold to
her."
48: Belle
"A spirit of dreams who is in charge of managing all creatures'
dreams. A little too pushy at times, but she is only doing her job."
49: Esmeralda
"A very charming and sometimes childish student at Geo's Academy of
Magic. There are rumors that she may be Nunuzac's magical monster,
or a ghost."
50: Magnolia
"A doll with a Fire Stone core which Anuella the Witch made a
thousand years ago. She lives at the Junkyard, without any hope or
will."
51: Thesenis
"A professor at Geo's Acaedemy of Magic who is also a witch of
reincarnation. She is the most avoided person there, perhaps cause
of her creepy behavior and appearance."
52: Nunuzac
"Back in the day, he was a conjuror who fought in many wars. Now he
is a professor at the Academy of Magic, though his body is
represented by a magic circle since his body was trapped in another
dimension."
53: Kathinja
"The most popular professor at the Academy of Magic, she has the
power to explode things by staring at them. She always looks out for
people, and is friends with Thesenis."
54: Louie
"The caretaker of the magical creatures at the Junkyard. He is an
old magical creature himself, and he understands the anger and the
sorrow they feel."
55: Mephianse
"A professor at Geo's Academy of Magic who has a strong passion for
magic."
56: Skippie
"A sly little man who is a really fast runner. He sees through
everything, and is sometimes cunning. Works at Kristie's palace with
Hamson."
57: Hamson
"A big man who has the muscles, but not the mind for fighting.
Stupidly honest and can't seem to see the obvious."
58: Mr. Moti
"He is everywhere doing everything."
59: Diana
"The leader of the Jumi, and a Jumi of Diamond herself. She tried to
keep the Jumi from extinction, but her hard-headed dictatorship
caused her to lose support."
60: Crystalle
"The beautiful snow Faerie who guards the Garden of Icicle Flowers."
61: Sotherbee
"Madame Kristie's butler. He does everything perfectly, but inside
he is still a little child. His nickname is "Mr. Fuddy-duddy."
62: Kristie
"The owner of Geo's palace, which is also an art gallery. Deeply
loves art, money, herself, and everything else."
63: Monique
"A siren who works at Lumina's lamp shop. She sings to the spirits
and asks the to light the lamps in return, then later sells the
lamps."
64: Students
"Students at Geo's Academy of Magic. The color of their robes differ
by class."
65: Thoma
"A soldier belonging to the Deathbringer's army. His mind is being
controlled by the Deathbringer, and he would do anything for his
lord."
66: Thona
"One of Deathbringer's skeletal soldiers. His body has died, but his
soul is still controlled by the Deathbringer."
67: Sproutlings
"Little creatures that seem to appear out of nowhere and end up
living in any town. They all share the same mind with each other."
68: Gaeus
"A huge face on a mountainside that is also one of the Seven
Wisdoms. He always has answers to any questions."
69: Cancun Bird
"A huge and mysterious bird that is said to have been living in Gato
over the past several centuries."
70: Flowerlings
"When a flower blooms on a Sproutling's head, it becomes a
Flowerling. There are males and females, but the only difference
between the two seems to be appearance."
71: Lilipeas
"Small, strange creatures with tiny bird nests on their heads. They
multiply by rolling some mud in to Lilipea shapes."
72: Pirate Penguins
"Penguins that have the tendancy to tell silly jokes a little too
often. Extremely proud of the fact that they are pirates, though
they don't seem to act like pirates that often."
73: Faeries
"Deeply love nature and dislike humans. But they are still
interested in what humans are up to."
74: Dudbears
"Diggers who work for Roger's mining business. Now they are forced
to join his new religious activities, with a dog as their lord."
75: Shadoles
"Shadows of all living creatures and inhabitants of the Underworld.
They share the same consciousness."
76: Nuns
"Women who are in the process of spiritual training at Gato's
temple."
77: Windcallers
"The clan that serves Akravator as his dragoons. They are open-
hearted to those who respect their traditions, but reject all
others."
78: Trent
"The ancient tree that lives in the backyard at Home. He swallows
seeds to produce fruits and vegetables on his branches."
79: Boink
"A strange creature that knows the links between dimensions. Those
who touch it will immediately fly to where its tail is."
~~~~~~~~~~~~~~~~~~~~~~
Lands Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~
1: Home
"Home sweet home! Your home is comfortably located near a great tree,
surrounded by nature. Many visitors come and go. See MAILBOX."
2: Domina
"A lively town frequented by traveling merchants and entertainers.
The outskirts boast a church with a fabulous view of the
countryside. See COLORBLOCKS."
3: Luon Highway
"This highway was once traversed by merchants and entertainers, but
the highwaymen have stopped all traffic. Some say that one of the
Seven Wisdoms lives nearby. See WHEEL."
4: Mekiv Caverns
"This limestone cavern was created by underground currents. Over the
centuries it was hollowed out, and pillas were created. The cavern is
made up of many levels. See JADE EGG."
5: Lake Kilma
"This sizable lake is surrounded by quiet, forested mountains.
Faeries, servants of the lake, are often witnessed there. Some say
that incredible treasure lies under the lake. See STONE EYE."
6: Gato Grottes
"A town protected by divine winds. It is always windy on the
dangerous percipices. The temple of healing there is dedicated to the
Spirits of Air and Fire. See FLAME."
7: Jungle
"Due to the thick vegetation, many become lost in this jungle. Others
claim to have witnessed Faeries, while some say one of the Wisdoms
resides here. See MEDALLION."
8: Lumina
"The town of endless night. The town is always bathed in the light of
the full moon, so it never becomes completely dark. There is a tavern
where Dudbears frolic. See insomniac LAMP."
9: Duma Desert
"Only cactus grows in this wasteland. Great fossils litter the
landscape, and flowing sands hinder each step. It could be the ideal
site to conduct a colossal experiment. See SAND ROSE."
10: The Underworld
"Souls who have departed their earthly vessels are judged by the
King of the Underworld. His vassals, the Shadoles, bring the
departed to the Underworld. See TREMBLING SPOON."
11: Mindas Ruins
"These ruins are all that is left of a city which prospered around a
tower, built by mages during the end of the Faerie War. See ANCIENT
TABLET."
12: Madora Beach
"Come to Madora Beach for the best sun-bathing and finest sand
anywhere. Explore our many caverns. While you're here, why not try
some crab-hunting? See TORCH OF CORAL."
13: Junkyard
"This trash-heap is home to discarded items, mass-produced to fight
in a long-forgotten war. Some of the objects still bear a grude
towards humanity, and cling to their warrior past. See BROKEN DOLL."
14: Norn Peaks
"Strong winds howl through the treacherous mountain passes. The
foothills are home to a settlement of Wind-Callers, and their
Guardian Spirit is said to reside on the highest peak. See SKULL
LANTERN."
15: Polpota Harbor
"A tropical resort, home to soft breezes and sun-kissed surf. The
Seaside Hotel provides lodging in the center of town. See RUSTY
ANCHOR."
16: Tower of Leires
"Looming in the night sky, the Tower of Leires was constructed by
magicians during the Faerie Wars to increase their supply of Mana.
Nowadays, the tower is nothing but a stone testament to the power of
its builders. See MOON'S MIRROR."
17: Geo
"A castle-town with an academic atmosphere. Kristie's palace
occupies the center. The instructors at the Academy of Magic have a
lot of personality. See TOME OF MAGIC."
18: The Bone Fortress
"A tiny Flowerling village rests atop a gentle slope. Towering above
them looms the Bone Fortress. It is said that the foliage around the
walls holds huge amounts of Mana. See DRAGONBONE."
19: Ulkan Mines
"The Ulkan Mines have been abandoned for ages. Now, only curious
weaponsmiths hunt for ore, for a suspicious gang is based here. See
BOTTLED SPIRIT."
20: SS Buccaneer
"The good ship of the famed Cap'n Tusk, leader of a band of pirates.
They have sailed north, south, east, and west in search of buried
treasure. See PIRATE'S HOOK."
21: Fieg Snowfields
"A frozen land buried in snow. Some say Faeries' treasure is hidden
here, but none have laid eyes upon it. There are reports of
abominable snowmen here. See FROZEN HEART."
22: The White Forest
"A dense forest, home of the White Dragon. Legend has it that the
forest is populated by an extremely rare folk. See GREEN CANE."
23: Orchard
"A tree with a striking resemblance to the one in your backyard.
Perhaps mankind will never understand the connection which all plant
life shares. See GOLDEN SEED."
24: Lucemia
"Irwin has resurrected this legendary beast, who came from beyond
the stars during the ancient wars. The wingless dragon split the
earth asunder and razed entire cities, only to swallow a volcano and
burn himself up. See BROOCH OF LOVE."
25: Bejeweled City
"This is the home of the Jumi. Boulder-size jewels comprise every
part of the city, and now, even after the fall of the Jumi, it still
shines with an everlasting glow. See JUMI'S STAFF."
26: The Flames
"The castle of Drakonis. He has raised his domain from the depths of
the Underworld to return to the land of mortals."
27: Tree of Mana
"The ultimate source of all things. Everything within the Sanctuary
exists in an eternally immovable, absolute state. See SWORD OF
MANA."
~~~~~~~~~~~~~~~~~~~~~~~~~~
Artifacts Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~~~~~
1: Mailbox
"A few letters a month can mean a lot to a lonely, far-off home. See
HOME."
2: Colorblocks
"The town changes through the ages according to its citizens. It
doesn't change to accommodate a new age. It changes to bring about a
new age. See DOMINA."
3: Wheel
"Even the longest roads are rutted by the hundreds of wagons which
traverse them. Roads remember their travelers, and wagon wheels are
reflections of those memories. See LUON HIGHWAY."
4: Jade Egg
"By taking a stone formed through the ages inside the earth and
shaping it into the source of all things, the earth's creative power
was captured inside. See MEKIV CAVERNS."
5: Stone Eye
"This artifact uses the power of the Master of the Lake to turn to
stone those who harm the lake. However, the power does not respond to
the will of mankind. See LAKE KILMA."
6: Flame
"That which illuminated the shrine was but a small flame. Before
long, mankind ceased to notice the fire, but its significance
continued to grow. See GATO GROTTOES."
7: Medallion
"The beasts who followed a wise man were eaten by an invading beast.
It then gained wisdom and became a wise man itself. See JUNGLE."
8: insomniac Lamp
"One poet wrote that all of history comes from lovers' whispers. It
was a poem of lovers talking of love and the future, under the cool
light of fireflies in the midsummer night sky. See LUMINA."
9: Sand Rose
"An image of a rose in the Sanctuary of Mana; it never became a true
rose. It turned into crystal, its powers trapped inside for all
eternity. See DUMA DESERT."
10: Trembling Spoon
"A silver spoon for scooping up flames to baptize departed souls
into the Underworld. Sometimes a soul who resists death becomes
trapped inside; then the spoon begins to tremble and must be
discarded. See THE UNDERWORLD."
11: Ancient Tablet
"Long ago, in a civilization very different from our own,
unimaginable scientific advances were made, and are recorded on this
tablet. However, mankind has lost the ability to decipher it. See
MINDAS RUINS."
12: Torch of Coral
"The Mermen appear on the shore using a flame from this torch. It
gives off light invisible to human eyes, and so they remain hidden.
See MADORA BEACH."
13: Broken Doll
"This doll was a servant of mankind when artifacts were used as
instruments of war. See JUNKYARD."
14: Skull Lantern
"Mages, searching for a gem guarded by a dragon, crafted the skull
of a fallen comrade into a lantern. It glows of its own accord. See
NORN PEAKS."
15: Rusty Anchor
"Even large anchors are small compared to their ships. These very
anchors are what hold the ships firmly to the harbor, not unlike
mankind's role on earth. See POLPOTA."
16: Moon's Mirror
"The mages of antiquity would pour water onto the mirror and reflect
the moon and stars to learn of mankind's fate from the heavens. See
TOWER OF LEIRES."
17: Tome of Magic
"In ages past, many tried to explain the works of the gods, spending
much time and making incredible sacrifices. The secrets they have
uncovered are small, but hold enough power to destroy a continent.
See GEO."
18: Dragonbone
"Ages ago, bones from dragons were used by alchemists. The Dragons
of Wisdom lived the longest and had unbelievable powers. Their bones
were the hardest to find. See BONE FORTRESS."
19: Bottled Spirit
"Once, a foolish mage tried to seize the powers of a spirit by
imprisoning it in a bottle. The mage was immediately slain by the
spirit's curse, but the bottle containing a powerful spirit
remained. See ULKAN MINES."
20: Pirate's Hook
"When a land-dweller first sets out to sea, he is faced with dangers
unknown. Even after replacing a lost hand with a hook, pirates
continue to challenge these dangers everyday. See SS BUCCANEER."
21: Frozen Heart
"Once a gem hardens into a core, it grows swiftly, not unlike the
hardness in one's heart. If the core grows large, it may remain
despite its owner's death. See FIEG SNOWFIELDS."
22: Green Cane
"This cane is capable of drawing power from the earth, converting it
to Mana, and releasing it into the atmosphere. It is said that by
sticking it into the ground, an entire forest shall grow overnight.
See THE WHITE FOREST."
23: Golden Seed
"Seeds contain everything. Everything starts from a seed. Each
generation of seeds produces another. See THE ORCHARDS."
24: Brooch of Love
"This was given to a mage who promised to acknowledge all and
understand all. Whoever wears this brooch is charged with overcoming
any ordeal through love. See LUCEMIA."
25: Jumi's Staff
"A staff replete with the power of gems of every color. The jewels
draw in and store the waves of various kinds of Mana. They can then
be released. See BEJEWELED CITY."
26: Sword of Mana
"This sword has the will to shape its own destiny. It is said that a
disruption of air follows this blade, and if you listen closely, you
can hear the air around it hum. See TREE OF MANA."
~~~~~~~~~~~~~~~~~~~~~~
5E. Items Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~
1: Metal
"Primary Material. Metallurgy has been the barometer of a
civilization's technological level. Different types of metals in
Fa'Diel are named after the areas where they were mined."
2: Wood
"Primary Material. Trees of Fa'Diel distribute the Mana energy as air
for the creatures in this world. Tools and simple buildings have been
made with wood since the ancient times."
3: Stone
"Primary Material. Stones have been used since the beginning of time
as tools, decorations, and in architecture."
4: Hide
"Primary Material. Armor can be made from softer materials such as
hide, but one should be aware of the compatibility between the
material and the item."
5: Scales
"Primary Material. Scales of some monsters and dragons can be used to
make armor and weapons. The materials used to create such items are
reflected in their effects and parameters."
6: Bone
"Primary Material. The world of Fa'Diel uses bones from the monsters
living there. When making armor, pay specific attention to the
materials' defense levels for effective compositions."
7: Fabric
"Primary Material. Fabric can be used to strengthen equipment as well
as being the primary material for armor. Those with mysterious
patterns or colorful designs may have magical properties."
8: Aerolite
"Primary Material. Aerolites are rocks that fall from the sky. They
tend to have unusual and useful properties when used to make
equipment."
9: Mana Stone
"Secondary Material. Mana Stones contain high concentration of Mana
energy. There are Mana Stones of Fire, Earth, Wind, and Water."
10: Mana Crystal
"When pure Mana energy becomes crystallized, Mana Crystals are made.
Most of them glow with the energy, but some that absorb light have
been found."
11: Coins
"Secondary Material. These coins represent the energy of each
elemental spirit. Sometimes the spirits give them to mortals they
favor."
12: Seeds
"Secondary Material. Each seed has a different color, and, like
mixing paint, one can grow wider varieties of produce by planting
two different seeds together at the same time."
13: Produce
"The produce that grows in the orchards varies by the seed
combinations, the day of the week they were planted, and by luck.
Used to feed pets and to color Golems."
14: Meat
"Secondary Material. Meat can be acquired by defeating different
types of monsters, and then it can be used along with produce to
catch monster eggs."
15: Fangs & Claws
"Secondary Material. The most powerful parts of monsters. Fangs and
claws are often used to make protective and magical items such as
talismans."
16: Eyes
"Secondary Material. Some stones look like eyeballs of monsters, and
they also have magical properties. Eyes are divided into groups by
their appearance."
17: Feathers
"Secondary Material. Usually the Aerial monsters' feathers are sold
on the market, but sometimes beautiful Arthropod monsters' wings are
considered useful."
18: Bottles
"Secondary Material. There are all sorts of liquids in many
different bottles. Some seem to contain liquids you cannot drink,
and others you couldn't even guess when they were last opened."
19: Vials
"Secondary Material. Even the most unthinkable things could be
sealed in these vials. There could be whispers, curses, or maybe
even some stinky breath."
20: Urns
"Secondary Material. No one can guess what these urns contain, or
what they are for. What could be inside the urns you find in this
story?"
21: Pellets
"Secondary Material. Little medicine pills made of material you
would not normally eat. Those that are known to be effective have a
higher price tag."
22: Powders
"Secondary Material. Some are mere dirt and some are blends of
materials with creepy effects. Keep out of reach of children."
23: Pouches
"Secondary Material. These pouches could contain some really unusual
and exciting items. On the other hand, the items may be quite normal
and plain."
~~~~~~~~~~~~~~~~~~~~~~~~~
Monsters Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~~~~
1: Rabite
"Beast. STR: Wisp, Dryad. WK: Shade, Aura. A round bunny-like
monster. Watch out for its biting attacks!"
2: Molebear
"Beast. STR: Aura, Gnome. WK: Dryad, Salamander. It attacks with its
long, sharp claws, and likes hiding underground."
3: Teedie
"Beast. STR: Jinn, Undine. WK: Gnome. Attacks enemies by throwing
rocks and feathers."
4: Howler
"Beast. STR: Jinn. WK: Gnome. Attacks by jump-kicking with its strong
hindlegs."
5: Gray Ox
"Beast. STR: Aura, Undine. WK: Dryad, Jinn. It attacks enemies by
headbutting with its horns or by licking them."
6: Lullabud
"Plant. STR: Wisp, Dryad. WK: Shade, Aura. Spews toxic pollen to
poison its enemies."
7: Mushboom
"Plant. STR: Shade, Dryad. WK: Wisp, Aura. A cute mushroom that
attacks by kicking, and by throwing its own cap."
8: Shrieknip
"Plant. STR: Dryad, Gnome. WK: Aura, Salamander. A giant radish that
shoots its leaves and seeds like missiles."
9: Marlboro
"Plant. STR: Aura, Gnome. WK: Dryad. All it can do is punch anything
in front of it and exhale really stinky breath."
10: Wooding
"Plant. STR: Wisp, Dryad. WK: Shade, Aura. A tree that became
possessed by evil spirits. Attacks with its arm-like branches."
11: Stinger Bug
"Anthropod. STR: Wisp, Dryad, Jinn. WK: Shade, Aura, Gnome. Attacks
with its scythe-like forearms, and with its huge needle in back."
12: Hoppin' Tick
"Anthropod. STR: Aura, Salamander. WK: Dryad, Undine. It jumps on
enemies to suck out blood."
13: Silkspitter
"Anthropod. STR: Dryad. WK: Aura. Instead of making a cocoon for
itself, it spews out fiber to attack enemies. Maybe it doesn't want
to grow up."
14: Sand Scorpion
"Arthropod. STR: Dryad, Gnome. WK: Aura, Salamander. Watch out for
its gigantic pinchers and tail!"
15: Gloomoth
"Arthropod. STR: Salamander, Jinn. WK: Gnome, Undine. Sprews
poisonous scale-powder on enemies. It can also shoot out lethal eye-
beams."
16: Tonpole
"Reptile. STR: Wisp, Undine. WK: Shade, Jinn. A cute little tadpole
that is trying its best to be a good monster."
17: Lizardon
"Reptile. STR: Undine. WK: Jinn. It swallows the enemies by using
its tongue, whether it's hungry or not."
18: Rattler Boa
"Reptile. STR: Dryad. WK: Aura. A rattlesnake that wraps around its
enemies to cause great damage."
19: Basilisk
"Reptile. STR: Jinn, Undine. WK: Gnome. Its eye beams cause
petrification in a flash!"
20: Tyrranos
"Reptile. STR: Gnome. WK: Salamander. It chomps on any enemies with
its huge jaws."
21: Iffish
"Aquatic. STR: Undine. WK: Jinn. A colorful spny fish. Attacks with
its water-bubble cannon."
22: Pincher Crab
"Aquatic. STR: Undine. WK: Jinn. A grumpy crab. Shoots out its huge
pinchers to attack enemies."
23: Seajack
"Aquatic. STR: Undine. WK: Jinn. A shark with a gigantic saw-like
nose. Watch for its lethal body blow!"
24: Seadragon
"Aquatic. STR: Undine. WK: Jinn. A sleepy-looking monster. Attacks
with water while floating in the air."
25: Big Baby
"Aquatic. STR: Undine. WK: Jinn. An adorable-looking monster with
big eyes. Spits out water bubbles."
26: Needlebeak
"Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. A ball-like bird which
attacks with its sharp beak."
27: Bloodsucker
"Aerial. STR: Shade, Jinn. WK: Wisp, Gnome. Attacks with ultrasonic
waves. For some strange reason it belongs to the Aerial Group."
28: Cockatrice
"Aerial. STR: Dryad, Gnome. WK: Aura, Salamander. A chubby, bird-
like monster. Its tail is a snake that can bite and petrify
enemies."
29: Chocobo
"Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. Nope, not the same
chocobo you know!"
30: Garuda
"Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. A large, bird-like
monster that attacks with its sharp beak and claws."
31: Shadow Zero
"Morph. STR: Shade. WK: Wisp. A quick-moving shadow with big
attacks."
32: Slime
"Morph. STR: Gnome. WK: Salamander. A gooey drop with two eyeballs.
33: Tezla
"Morph. STR: Wisp. WK: Shade. Generates an electric field to zap
anything around it."
34: Denden
"Morph. STR: Dryad. WK: Aura. A winged snail that can move faster
than its ground-crawling kin."
35: Moldy Goo
"Morph. STR: Aura, Undine. WK: Dryad, Jinn. A big lump of mold with
dead soldiers' weapons stuck to it."
36: Skull Beast
"Undead. STR: Gnome. WK: Salamander. Just a bunch of animal bones
with a funny walk."
37: Zombine
"Undead. STR: Gnome, Undine. WK: Salamander, Jinn. They happen to be
born this way."
38: Specter
"Undead. STR: Gnome, Undine. WK: Salamander, Jinn. A monster that
attacks enemies by slapping them with its big hands."
39: Skeleton
"Undead. STR: Shade, Dryad, Gnome. WK: Wisp, Aura, Salamander. A
fancily-clad skeleton knight."
40: Ape Mummy
"Undead. STR: Shade, Gnome. WK: Wisp, Salamander. A large mummified
ape. It charges towards enemies to attack."
41: Imp
"Demonic. STR: Shade, Jinn. WK: Wisp, Gnome. A tiny demon with a
tiny spear. It can use some magic, too."
42: Fierce Face
"Demonic. STR: Salamander. WK: Undine. A flaming monster-head that
floats in the air."
43: Punkster
"Demonic. STR: Shade, Jinn. WK: Wisp, Gnome. A fun-loving demon that
likes to start cyclones."
44: Dark Stalker
"Demonic. STR: Shade. WK: Wisp. A knight of shadow, clad in heavy
armor. It summons other monsters."
45: Chimera Beast
"Demonic. STR: Wisp, Undine. WK: Shade, Jinn. A huge chimera that
petrifies enemies with its eyebeams."
46: Kid Dragon
"Dragon. STR: Salamander, Jinn. WK: Gnome, Undine. A half-pint
dragon that could spit out some fire."
47: Sky Dragon
"Dragon. STR: Jinn. WK: Gnome. An aerial dragon with a glide
attack."
48: Land Dragon
"Dragon. STR: Aura, Gnome. WK: Dryad, Salamander. A dragon with
tough skin. It has a tendency to go berserk."
49: Eye Spy
"Oddity. STR: Wisp, Gnome. WK: Shade, Salamander. Attacks with
eyebeams, and can disappear to hide from enemies."
50: Spiny Cone
"Oddity. STR: Dryad, Jinn. WK: Aura, Gnome. A shadowy creature.
Shoots out thorns and poisonous air."
51: Poto
"Oddity. STR: Undine. WK: Jinn. A really sleepy-looking monster that
attacks enemies by licking them."
52: Beholder
"Oddity. STR: Aura, Salamander. WK: Dryad, Undine. A huge eyeball
that floats in the air."
53: Springball
"Oddity. STR: Aura. WK: Dryad. Attacks enemies by using its springy
neck."
54: Cursed Doll
"Poltergeist. STR: Shade. WK: Wisp. A doll that was given a mind.
Their existance is meaningful only when they fight."
55: Polter Box
"Poltergeist. STR: Aura, Gnome. WK: Dryad, Salamander. It preys upon
unwary treasure-hunters with surprise attacks."
56: Chess Knight
"Poltergeist. STR: Shade, Gnome. WK: Wisp, Salamander. Its
overwhelming wish to fight turned it into a monster."
57: Dainslaif
"Poltergeist. STR: Shade, Aura. WK: Wisp, Dryad. A possessed weapon
that exists to fight."
58: Machine Golem
"Poltergeist. STR: Aura. WK: Dryad. A man-made Golem. It was not
supposed to have its own mind."
59: Chobin Hood
"Demi-human. STR: Dryad. WK: Aura. A master bow-hunter species. They
look cute, but they could be pretty mean."
60: Goblin
"Demi-human. STR: Shade, Dryad. WK: Wisp, Aura. It firmly believes
that evil doing is the true meaning of life."
61: Tomato Man
"Demi-human. STR: Aura, Salamander. WK: Dryad, Undine. A clan of
black-magic priests. It is said that they never leave their pots."
62: Sahagin
"Demi-human. STR: Undine. WK: Jinn. It became a demi-human as it
began living ashore."
63: Succubus
"Demi-human. STR: Shade, Jinn. WK: Wisp, Gnome. One of the vampire
clans. They tend to look down on the other clans."
64: Narcissos
"Demi-human. STR: Aura, Gnome. WK: Dryad, Salamander. This clan is
obsessed with staying in shape by practicing their own martial
arts."
65: Mad Mallard
"Demi-human. STR: Wisp, Salamander. WK: Shade, Undine. Loaded with
attitude, these ducks pop out egg-bombs."
66: Axebeak
"A bird-like creature that lives in the deserts."
67: Chimera Lord
"A demonic creature with fierce appearance."
68: Punkmaster
"A small creature with an evil mind."
69: Gremlin
"A mischievous little demonic creature."
70: Shadow Zero-One
"A shadow that loves grabbing people's attention."
71: Skeletal Soldier
"Soldiers of the Deathbringer's army."
72: Wind Callers
"The entire clan serves Akravator as his dragoons."
73: Count Dovula
"The leader of the Succubus Clan."
74: Mantis Ant
75: Hegs Ant
76: Du'Inke
77: Du'Cate
78: Du'Mere
79: Gorgon's Eye
80: Boreal Hound
81: Gova
82: Spriggan
83: Labanne
84: Tropicallo
85: Fullmetal Haggar
86: Orc
87: Jewel Beast
88: Jewel Beast II
89: Jewel Beast III
90: Jewel Beast IV
91: Iron Centaur
92: Larc the Centaur
93: Zenoa
94: The Deathbringer
95: Deathbringer II
96: ???
97: Hitodama
98: Akravator
99: Jajara
100: Vadise
101: Drakonis
102: Lord of Jewels
103: Irwin
104: The Mana Goddess
105: Note
"(Example) STR: Wisp, Dryad. WK: Shade, Aura. The example above
shows that the monster becomes stronger (STR) in lands with more
Wisp and Dryad influence, and weaker (WK) in Shade and Aura lands.
This does not affect the player's pet monsters."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
World History Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1: The Beginning
"A twinkling consciousness became a star which sparkled in the night
and banished the darkness. The Mana Goddess acquired consciousness by
gazing into the light of that sun. She made Fa'Diel, a great land,
but so far an empty one."
2: The Moon Gods
"The Mana Goddess drew beams of six colors from the sun. They became
the six moons, each hiding a small diety within. When those gods
awoke, they played beautiful music and brought fortune to the land of
Fa'Diel."
3: The Names of Stones
"The six dieties became the Moon Gods and demanded that the Mana
Goddess name them. So the Mana Goddess gave each of them a shining
stone, which filled the air with music: Stars, follow me! Moons, walk
with me! And we shall celebrate your names!"
4: The Moon's Names
"Tryne, merciful god of water. Zea, passionate god of fire. Barlen,
selfish god of gold. Libleyt, hopeful god of wood. Morphes, wealthy
god of earth. Ghazel, whimsical god of wind. The Moon Gods rejoiced,
and the Mana Goddess returned to her slumber, becoming the great Mana
Tree. Fa'Diel was left to the whims of the Moon Gods."
5: The Creation
"The Moon Gods created land and ocean, trees and flowers, and gave
them light and the power to determine their fate. The light became
the Elemental Spirits, riding in the sky. They released bountiful
light, and were full of desire to serve the Moon Gods' will. The Moon
Gods then finally returned to slumber."
6: Flammies
"Then, a beautiful yet powerful beast appeared, awakening the Moon
Gods. The Moon Gods named this beast of strength and beauty Flammy.
Whenever one of the Moon Gods would fall asleep, another Flammy would
appear. Eventually, Flammies of all six colors came to populate all
the land."
7: Dark Clouds
"The Moon Gods tried to outdo each other in creating beauty.
Sometimes they argued trying follow the Mana Goddess's will and
create many beasts. But dark clouds came to Fa'Diel, and the Moon
Gods created greater beasts, and set them loose upon the land. The
Flammies often quarrelled, and the cycle of creation and destruction
repeated endlessly."
8: The Hole
"The trees withered, and the Elemental Spirits lost their luster. The
land dried up, and soon thereafter, wars began. As the wars dragged
on, the powers of the Moon Gods were lost. The land of Fa'Diel was
scarred, and pits to other worlds opened in the wounds. The Moon Gods
peeked into the other world, and came to know fear, envy, and
desire."
9: Rebirth
"Cracks appeared in the Mana Tree. Waves of chaos from other worlds
came and tried to envelop all of Fa'Diel. Each Moon God chose a
Flammy and gave it a stone. The Flammies rode into the sky. They were
born of the earth to ride in the sky and return to the earth. They
became a flying river of Mana."
10: The Thoughts
"Fa'Diel was filled with the power of Mana. It healed itself and
shut away the other world. The Flammies returned to the Moon Gods,
but could not find them. The Moon Gods had lost their memories and
became beasts. The six remaining Flammies cried in anguish and
despair. The waves in the air settled, and created many thought
forms."
11: The Revelation
"The Flammies turned their backs on the Moon Gods and flew into the
air. The Moon Gods turned into stars, and the Flammies never came
back down. New concepts came about after the Flammies and the Moon
Gods departed, but the Elemental Spirits were afraid and prayed to
the Mana Tree, who responded with soft pulses."
12: The Prophecy
"These formless beings will eventually be given form so that they
might live. They will be given the task of creating this world. The
thoughts they think will shape the landscape. They will be born into
this world in fear and sadness. Sometimes their thoughts may hurt
this world, but you must help them build it."
13: Man and Faerie
"Soon many new beings were born, such as men and Faeries. Man used
Mana to power his creations. Faeries amplified the power of Mana
with song and dance. Then, from beyond the heavens, six colored
beams of light shown down upon the land. Six Flammies gazed upon
Fa'Diel, and all life there prospered. A new age had begun."
14: The Dark One
"The Flammies of legend never returned from their heavenly climb.
Below, many similar creatures came into being. For example, dragons
reflected the Flammies' divinity, become a race of depp
introspection. They took it upon themselves to protect Fa'Diel from
its many foes."
15: The Fallen
"Wyrms are rumored to be Flammies who have fallen into another
world. Powerful mages summoned them into this world. Wyrms possess
the incredible powers of the Flammies, but they lack their nobility
and grandeur. True Flammies are said to appear regal and divine,
unlike dragons and wyrms, but no man can truthfully claim to have
seen them."
16: The Work of Man
"Humans were destined to reproduce and populate the land, and they
developed the technology to build. Soon they gained dominance over
all physical things. The humans who live in this world come in
different forms, but they are all humans. Some inherit their forms
from their parents, while others are shaped through their
experiences."
17: The Work of Faerie
"Faeries have transparent wings, which are not used for flying, and
are shed during growth. Only young Faeries are visible to humans,
and their bodies fade as time goes on. Eventually, they become
completely invisible to the human eye."
18: The Mana Tree
"The Mana Tree sustained the bond between the world of humans and of
Faeries. Plants exist in both the human and Faerie dimensions. They
absorb the Mana of Fa'Diel and release it into the atmosphere.
Humans use trees for fuel and tools, harnassing their power within
inanimate objects. Faeries use the Mana released by plants to make
Fa'Diel a better place."
19: Sorcerers
"Although not on par with the Faeries, all humans could once harnass
the power of Mana. The ability to draw on the power of Mana was
originally given to all humans equally, but many lost that ability
by relying on machines, and losing touch with the natural world.
Later, those with the power to draw Mana were called mages."
20: Anise
"The Great Witch Anise was the first mage to go down in history.
Anis bored a hole into the Mana Tree and built her laboratory there.
The flow of Mana into both human and Faerie worlds was diverted.
Anise constructed a jewel called the Eye of Flame using the vast
amounts of Mana in her laboratory. The Firestone brought out the
evil of whoever touched it."
21: Unknown Stones
"In the Age of Myth, the stones that the Mana Goddess gave to the
Moon Gods were the most powerful source of magic known. However,
some powerful magic users born in later ages possessed similar
stones. Anise tried to obtain such a stone when she created the Eye
of Flame, but it was difficult to control, and very dangerous."
22: Golden Age Ends
"Soon, many others learned how to construct their own Eyes of Flame.
The waves of Mana became chaotic, and shadows clouded the hearts of
man. These pulses tore rifts within dimensions and sent waves of
evil into the hearts of man. No longer was all life on the planet
descended from the spirits. An age had ended. A world had fallen
from its original purity."
23: Uraklius Aeon
"Evil ruled the land thereafter through men who could control the
waves of chaos. Those of truth cried in anguish, but mages, who
rejoiced in obtaining new powers, firmly believed that this was the
world they wanted. The mages declared the beginning of a new
thousand-year kingdom and called it the Aeon of Uraklius."
24: The Holy War
"Aion, the leader of the Faeries, sent an army to conquer Anise.
There, hundreds of Anise's mages battled thousands of Faerie
warriors. The battle was fought overnight, and almost all of the
Faeries were slain. The few remaining Faeries continued their lives
in the land of men."
25: The Hidden
"Although the Faeries thought that all humans were enemies, they
soon discovered that there were those in the land of men who could
understand the Faeries. With the help of the humans, they were again
able to battle Anise and her mages. Eventually they rose victorious.
Unfortunately, during the fight, the Mana Tree burned to the
ground."
26: Eyes of Flame
"Although it was thought that many Eyes of Flame would be recovered
from the ashes, only three were found. Aion was banished to the
Underworld. He refused to be reincarnated, and became the Lord of
the Underworld."
27: The Underworld
"Aion, leader of the Faeries, created his new servants, the
Shadoles. Shadoles were born from the thoughts of Aion, and they
brought the newly departed to the Underworld. From this time on, all
departed souls are brought to the Underworld to receive the
judgement of its Lord."
28: Seventh Moon
"Anise was killed by a stone called the "Seventh Moon." Legend has
it that the Faerie warrior who fought against Anise, a master of the
Eye of Flame in her own right, bested her using this mysterious
object."
29: A Brief Peace
"After the Holy War of the Mana Tree, the flow of Mana to the world
resumed. Before, mages would steal from others, using dangerous
magic, but now the land produced enough for all. However, the
surviving mages could not stand being equal to their fellow
creatures. They sought magic that could make everything their own."
30: Mages' Tower
"The mages started building towers at Mana Points all over Fa'Diel
in order to regain the Eyes of Flame. They took action against the
Faeries, who stood in the way of their plans. Whenever a tower was
built, an army would come to destroy it. Such wars continued for
hundreds of years. Soon, all of humanity came to think of Faeries as
evil beings."
31: Mountain School
"Elise, who called herself Anuella, was the daughter of Anise. She
had the power to bring mundane objects to life. After fleeing her
mother's self-righteous rule, she settled in the northern mountains
and there created a group of dolls who would obey her every command.
They came to be called magical beings, and her art was promulgated
by mages who idolized her."
32: Artificers
"There were two types of magical beings. One type was imbued with
life. Another type had hidden powers. The latter were called
artifacts. Artifacts had weaker magical powers than Eyes of Flame,
but were simpler to construct. Creating Eyes of Flame was frought
with accidents, so making artifacts became the most popular kind of
magic."
33: Argot
"The king of dragons, Argot, destroyed all the mage towers in the
land of Faeries. Argot opened a hole into the other worlds and
called forth many monsters. However, records state that he
eventually turned to evil, and was banished by the Faeries."
34: Lucemia
"Argot summoned a wyrm in the shape of a Flammy. He summoned
Lucemia, the Wyrm of Light, and the greatest of all the wyrms.
Legends says that Lcemia leveled each and every mage tower, and died
trying to swallow an entire volcano."
35: The Lilipeas
"The Lilipeas are a small tribe that settled in the northern
mountains. People said that they were similar to Anuella's dolls.
Only Selva, who was tall and slim, oft visited Anuella by riding on
a bird. Selva often took Anuella's dolls outside."
36: The Ashes
"In a charcoal-maker's hut, a little girl awaited her father's
return. Her name was Magnolia, and her father made a living from
hunting and from making charcoal. Selva gave this girl one of
Anuella's dolls."
37: Anise's Fire
"The doll that was brought into Magnolia's room had red stones as
its eyes. They were the Eyes of Flame that Anise made, and they
burst into flames and burned the hut to ashes."
38: Mage and Ruby
"Magnolia lost her life in the hut as it burned down, but the doll
was saved. The doll began to call herself Magnolia, and she stayed
with the Lilipeas, until one day she left with a mage. The mage
wanted to steal the Eyes of Flame in Magnolia's eyes, for they
contained more Mana energy than the enchanted instruments."
39: Gaeus
"Anuella saw through the mage's plot. She left the northern
mountain, then gave life to a rocky hill so the mage's caravan could
not progress further. The living hill called itself Gaeus, and its
knowledge seemed deeper, and more vast than Anuella's. Anuella
called for Gaeus' help and prepared for war."
40: The Conductor
"All the Faeries fought on Anuella's side, using many enchanted
instruments. The mage's force fell apart against the power of the
instruments with infinite Mana power. Anuella came to be known as
the "player of the Flying Contravass," and as "the Conductor" among
Faeries."
41: Mage Halciet
"Halciet the Mage was the last one who stood against Anuella. He
used a stone called "the Seventh Moon" and fought against Anuella,
but the mages among his army began a quarrel over the stone's
possession, and Halciet left the force."
42: Geimaswald
"The mages made a magic circle with the Eyes of Flame and summoned
the Wyrm of Thunder, Geimaswald, to attack Anuella. But the Lilipeas
lured Geimaswald into a cave and killed it. The leader of the
Lilipeas was Selva of the Four Winds."
43: Eastern Wind
"It became known to the mages that these instruments could be used
as weapons. The mages took the remaining Eyes of Flame and the
instruments acquired in the previous battles and fled to the East.
There, the mages made instruments with more Mana power and dedicated
them to their new lord, Lonway."
44: Emperor Lonway
"The mages provided Lonway with their magic, and urged him to
prepare for battle with the Faeries. Lonway's army then progressed
to the ancient city of Mindas to open the gates to the land of
Faeries. Many nations used this as an excuse to start their own
political battles."
45: Ricrot IV
"Ricrot IV was supported by Anuella, and was given an army of wooden
horses that could fly in the sky to fight against Lonway and his
mages. He came to be known as the "King of Wooden Horses." Many
brave men enlisted in Ricrot's army."
46: Spiritual War
"Gato Grottoes were Fa'Diel's power nexus, protected by "the Spirits
of the Ascetics." Many monks fought as soldiers, and the high
priests stopped enemies from other dimensions by sending their
spirits to battle. Intense battles between the dimensions and other
worlds took place in Gato."
47: Rosiotti
"Rosiotti was a hero who could pierce a warrior's chest with his
arrows from miles away. It was anticipated that his bravery and
skills would change the war's outcome. However, he only became
Lonway's general because Lonway promised him great rewards."
48: The Chase
"In the midst of intense battles between Ricrot and Lonway's army,
Selva of the Four Winds brought his army of Lilipeas and Flowerlings
to fight on Ricrot's side. Lonway then ordered Rosiotti to kill
Selva. No one had ever escaped Rosiotti's arrows, and the chase was
on."
49: Selva
"Selva kept commanding his army, while fleeing Rosiotti's never-
ending chase at the same time. When Rosiotti finally shot Selva's
heart with his arrows, he was surrounded by countless Lilipeas. It
was then that Rosiotti was told to become a Wisdom, to walk the same
path with them."
50: Conjuror Nunuzac
"Nunuzac was Lonway's best and the most powerful summoner. He
summoned Freymold, the Wyrm of Fire, as Lonway ordered him when the
tide of war began to turn against him. Nunuzac kept summoning
monsters until Lonway was killed, and he himself became trapped in
the dimension on the other side of his magic circle."
51: Warrior Olbohn
"Another army to join the war was Aion's force of "Creatures of
Shadow" from the Underworld. These "Creatures of Shadow," or the
Shadoles, caught and threw living people into the Underworld and
trapped them there. Olbohn the swordsman went down to the Underworld
by himself and defeated Aion."
52: Freymold
"Freymold, the Wyrm that was summoned by Nunuzac, flew across
Fa'Diel and burned Rosiotti's jungle to ashes. Rosiotti raged over
this event, and later joined Anuella's force."
53: Knight of Truth
"Lasdanac was the Holy Knight of Ricrot's army who was taught the
"Spell of Truth" by the Faeries. With this spell, he defeated
Freymold, but it is told that he later fell to a Faerie's curse."
54: The New World
"After the war came to an end, Ricrot IV built churches and began
compiling "The Book of Divine Guidance." He also established the
Academy of Magic with a portrait of the great witch, Anise, inside
and summoned her spirit to it. Anuella was displeased by this
event."
55: Temple of Healing
"The temples lost many of their monks and priests as they came under
Ricrot's rule. All the male priests were taken and sent to the
Academy of Magic as magic researchers, to lessen resistance from the
religious organizations."
56: Anuella
"In the years following the war, Ricrot sent soldiers to capture and
kill off the surviving soldiers of Lonway's army, as well as the
Faeries, which he called "the Ones with Devilish Powers." Anuella
left Ricrot and locked herself into a place named "The Graveyard of
Artifacts.""
57: Mana Stones
"The seventh Mana Stone was desired for its Mana power, and it
appeared in history many times. Jumis were the first ones to be
searched for the possession of the stone. It is said that an
uncountible number of Jumis were hunted down and killed for this
purpose."
58: Dirt
"When Jumis were being hunted during the search for the seventh Mana
Stone, they died after intentionally lessening the energy flow in
their jewel cores. Many Jumis died this way to protect the secret of
their clan, and mages began to call them "lumps of dirt" as a
result."
59: Angels
"There was a new movement in the land of Faeries, as Zuf'ben became
their leader. The spiritual waves of the two worlds were becoming
magnified, and many expected the worlds to become one. Zuf'ben
lamented over the humans' corruption, and called upon higher beings
for help. Angels answered his prayers."
60: Janna
"Angels were beings who serve the Goddess, and cannot normally be
seen by Faeries or humans. Seven angels chose to reincarnate in the
land of Faeries, and they rode on Janna, a ship with its own
consciousness."
61: Incarnation
"In order to control the Janna, the angels decided to reincarnate
into Faeries and humans. The reborn angels would lose their
memories, until Janna could awaken them."
62: Malicious Mind
"Zuf'ben rode Janna and searched both Fa'Diel and the land of
Faeries to find the seven angels, but humans attacked Janna, afraid
of the flying ship. During the attack, the minds of those onboard
the ship were tainted with evil."
63: Unawakened Angels
"The angels transmuted into their human and Faeries forms, but they
lost awareness of their true nature, because they could not sense
Janna's benevolence. Some of the angels even joined the battle to
gain control of Janna. Janna turned to evil, and villainous people
gained demands over her."
64: Ancient Memories
"Even though Janna had not awakened them, six of the seven angels
regained their memories. One cried for a fallen friend, one
confronted Janna, one crossed swords with a former angel, one heard
the guidance of a Wisdom: Six angels' memories were restored, but
the seventh would never awaken."
65: Seventh Angel
"In the dreams of the six angels, a seventh angel appeared. But he
did not answer the calls of the others. He was neither human nor
Faerie, but a Jumi. Both humans and Faeries had used the Jumi to
strengthen their magic in the war."
66: Janna's End
"The angels gave up on retrieving Janna, and chose to fight for the
Jumi. With help from the Wisdoms, they built a ship to confront
Janna, and joined the war. The angels defeated the leader of humans
and Zuf'ben, who had become an evil Faerie, and sealed Janna in the
dimensional gap. Then they remained in Fa'Diel."
67: Divine Guidance
"As time went by, "the Rule for Peace" which Ricrot started changed
to "the Peace for Rule." "The Book of Divine Guidance" was used to
propagate the empire's religious and political thoughts, and many
"heretics" were hunted down by the empire's army."
68: Deathbringer
"Irzoile Enaanshalc was the fifteenth emperor of the Enaanshalc
Empire, and he was called the Deathbringer. He was a descendant of
Ricrot Enaanshalc, a hero in the era of the Faerie War, but his
oppressive reign caused the empire's fall."
69: Holy Knight
"The chivalric code, which Ricrot IV established, produced many
legendary heroes in a short time period. Julio Liotte was the most
accomplished knight in the empire's army, and thus he was given the
title of "Holy Knight," and became the guardian of the empire. The
Liotte family passed this title down the line."
70: The Halloways
"To commemorate the souls of heroes lost during the war, Ricrot IV
established shrines to the Mana Goddess, and closed down most of the
older temples aside from the one in Gato. The Halloway family was a
line of priests, but under the rule of Ricrot's empire, its
influence diminished."
71: Windcallers
"The clan of Windcallers could speak to and control the wind. They
live quietly in a village by the base of Norn's Peak, and kept their
watchful eyes on any intruders that might disturb their way of
life."
72: Empire's Fall
"Irzoile Enaanshalc desired immortality, and sent his army to
retrieve the Dragon Stones which the ancient dragons protected. His
attempts failed, and he lost his life as a result. But his
overwhelming desire for immortality made Jajara, the bone dragon,
choose him to become his dragoon."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5J. Basic Golemology Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1: Golem's Composition
"Q: What are the neccessary components? A: A completed body and logic
blocks. The body of the golem determines its power level, and the
logic blocks provides the action patterns of the weapons it equips."
2: Golem's Body
"Q: What makes up the golem's body? A: At least one weapon or piece
of armor. A golem's body is made by combining a lifeball with one
weapon and up to three pieces of armor. Its preformance and
characteristic parameters reflect those of the materials."
3: Logic Blocks
"Q: What makes up a logic block? A: Two pieces of equipment. Choose
two pieces of equipment from your list of armor, weapons, or
instruments. Each block provides certain action pattern for a golem."
4: Logic Grid
"Q: What determines the size of the logic grid? A: The number of
armor pieces used for the golem's body. The larger the grid, the more
logic blocks it can hold, for a wider variety of golem actions."
5: Golem's Actions
"Q: What determines a logic block's type? A: The combination of its
components. Try different equipment combinations to create blocks you
want for desired action patterns of your golem!"
6: Logic Types
"Q: What determines a logic block's shape? A: The combination of its
components. All logic blocks have one of 11 shapes, and each block's
effectiveness derives from the components' parameters."
7: Attack Types
"Q: What determines the golem's attack mode? A: The type of the
weapon used for golem's body. Some blocks cannot be assigned to a
golem if the block's attack type differs from the golem's attack
type."
8: Attack & Defense Level
"Q: What determines golem attack and defense levels? A: The
characteristics of the weapons and armor used. Golem parameters such
as HP, attack and defense, and elemental levels, are determined by
the components used to make its body. This does not include logic
grid size and rate of malfunction."
9: Malfunction Rate
"Q: How is the malfunction rate determined? A: The number of armor
pieces used as components. The higher the percentage shown on the
menu screen, the more frequently golem fails to deliver an attack. If
one action fails, actions connected by wedge-marks also fail to
deliver."
10: Choices of Action
"Q: How does a golem decide which action to take? A: By referring to
its action gauge and calculating the distance to the enemy. The
logic grid has two axes. One is the action gauge, and the other is
the distance between the golem and the enemy."
~~~~~~~~~~~~~~~~~~~~~~~~~~~
5K. Techniques Encyclopedia
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1: Jump
"Ability. Might as well jump."
2: Defend
"Ability. But remember that the best defense is a good offense."
3: Lunge
"Ability. A quick step forward."
4: Retreat
"Ability. A quick step backward."
5: Crouch
"Ability. Increases regeneration of Hit Points, but while crouching
defense rating is zero."
6: Push
"Ability. Stuns target."
7: Cheer
"Ability. No real use, but increases the power move gauge slightly."
8: Spin
"Ability. Stuns opponents. Attacking while spinning turns the ability
into a spin attack."
9: Grapple
"Ability. Grabs an opponent, then use attack to throw. Required
Abilities: Defend, Push."
10: Whirl
"Ability. Turns opponents to expose their back. Required Abilities:
Grapple, Spin."
11: Bash
"Ability. Runs the opponent to the edge of the screen. Required
Abilities: Whirl, Push."
12: Somersault
"Ability. Executes a forward flip while dodging attacks. Required
Abilities: Lunge, Jump."
13: Back-Roll
"Ability. Executes a back-roll while dodging an enemy's attack. Hit
the power attack button to add an attack. Required Abilities:
Retreat, Jump."
14: Back-Flip
"Ability. Cannot be hit until starting the descent. Pressing the
power attack button adds an attack. Required Abilities: High Jump,
Back-Roll."
15: Moonsault
"Ability. Invulnerable until starting the descent. Required
Abilities: High Jump, Somersault."
16: High Jump
"Ability. Soars high above opponents. Required Abilities: Crouch,
Jump."
17: Double Jump
"Ability. Jumps again in the middle of a jump. Required Abilities:
High Jump, Jump."
18: Tackle
"Ability. Knocks opponents back. Required Abilities: Lunge, Push."
19: Counterattack
"Ability. Counters an enemy's move with an attack for double the
damage of a quick attack. Required Abilities: Defend."
20: Counterstrike
"Ability. Counters an enemy's move with an attack for quadruple the
damage of a power attacl. Required Abilities: Counterattack."
21: Taunt
"Ability. Gets an opponent's attention. Required Abilities: Retreat,
Cheer."
22: Evade
"Ability. Evasive action. Required Abilities: Lunge, Retreat."
23: Toss
"Ability. Juggles the opponent. Required Abilities: Crouch, Bash."
24: Defensive Lunge
"Ability. Lunges forward while blocking. Required Abilities: Defend,
Lunge."
25: Slide
"Ability. Knocks an opponent down. Required Abilities: Crouch,
Lunge."
26: Flip-Kick
"Ability. A sudden attack while doing a flip. Required Abilities:
Back-Roll, Back-Flip."
27: Admonition
"Knife Technique. Close in quickly with an opponent, executing a
quick slice. Required Abilites: Lunge."
"Mid-Range, Direct. Medium Damage."
28: Rising Eagle
"Knife Technique. A jump into the air, followed by a sudden knife-
throw. Required Abilities: Jump."
"Frontal Small Area Atk. Minor Damage."
29: Vortex of Death
"Knife Technique. Cut up opponents in a death-bringing spin.
Required Abilities: Spin."
"Hits all nearby foes. Minor Damage."
30: Vapor Blade
"Knife Technique. A quick roll into the enemy, followed by a
devastating double attack. Required Abilities: Somersault."
"Mid-Range, Direct. Minor Damage."
31: Sonic Wave
"Knife Technique. A tremendous sonic wave, released after two
impressive flip-kicks. Required Abilities: Back-Roll."
"Long-Range, Direct. Minor Damage."
32: Rising Dragon
"Knife Technique. A jump into the air, followed by a hail of
daggers. Required Abilities: High Jump."
"Frontal Mid Area Atk. Minor Damage."
33: Crescent Moon
"Knife Technique. A leap into the air in a grand arc, followed by
multiple slashes. Required Abilities: Moonsault."
"Frontal Mid Area Atk. Minor Damage."
34: Eclipse
"Knife Technique. A back-flip followed by a stab into the space-time
continuum. Damages any creatures nearby. Required Abilities: Back-
Flip."
"Hits all nearby foes. Minor Damage."
35: Backstab
"Knife Technique. A leap into the opponent's blind spot, creating an
opening for the coup-de-grace. Required Abilities: Slide, Double-
Jump."
"Mid-Range. Medium Damage."
36: Puppet
"Knife Technique. A retreat leaving a dummy, which fights in your
place. Also usable with: Flail. Required Abilities: Retreat, Cheer."
"Short-Range. Medium Damage."
37: Cobra Fang
"Knife Technique. A short push and quick retreat, ending with a
dagger throw. Required Abilities: Push, Retreat."
"Short-Range. Medium Damage."
38: Ninja Drop
"Knife Technique. A decoy hides the location of the true attacker,
who drops in a crescendo of force. Required Abilities: Grapple,
Evade."
"Short-Range. Medium Damage."
39: Pouncing Cat
"Knife Technique. A vertical swing sets up the perfect finishing
blow. Required Abilities: Back-Roll, Somersault."
"Short-Range. Major Damage."
40: Back Slasher
"Knife Technique. The first strike knocks the enemy back and exposes
its blind side, the next deals a crippling blow. Also usable with:
Flail. Required Abilities: Whirl, Lunge."
"Short-Range. Medium Damage."
41: Reaping the Mist
"Knife Technique. This amazing technique consists of acrobatics
which lead into a lunging attack straight through any opposition.
Required Abilities: Back-Roll, Back-Flip, Lunge."
"Long-Range, Direct. Major Damage."
42: Dark Assassins
"Knife Technique. A sinister attack that summons dark assassins to
clear the area of enemies. Required Abilities: Evade, Spin, Crouch."
"Hits all foes. Minor Damage."
43: Dance of Roses
"Knife Technique. A rising slice with the power of a thousand
thorns. Required Abilities: Defensive Lunge, Evade, High Jump."
"Mid-Range. Major Damage."
44: Looking Glass
"Knife Technique. Traps an enemy in a dimensional mirror. The enemy
suffers great damage once the mirror is broken. Also usable with:
Flail. Required Abilities: Whirl, Bash, Taunt."
"Short-Range. Major Damage."
45: Aerial Reaver
"Knife Technique. A secret technique of throwing enemies up into the
air and carving into them as they fall. Required Abilities: Flip-
Kick, Spin, Crouch, High Jump."
"Front Small Area Atk. Extreme Damage!"
46: Phoenix
"Knife Technique. A fantastic array of pyrotechnics that crescendos
into an immortal force, reducing opponents to ashes. Required
Abilities: Cheer, Evade, Double-Jump, Defensive Lunge."
"Hits all nearby foes. Major Damage."
47: Iai Strike
"Sword Technique. A sudden lunge, followed by a slice through the
enemy. Required Abilities: Lunge."
"Mid-Range. Medium Damage."
48: Cutting Bamboo
"Sword Technique. A vertical jump with a downward slash. Required
Abilities: Jump."
"Mid-Range. Medium Damage."
49: Maelstrom
"Sword Technique. A more powerful version of Spin. Required
Abilities: Spin."
"Hits all nearby foes. Minor Damage."
50: Rising Sun
"Sword Technique. A series of two anti-aerial slashes from a
crouching position. Also usable with: Axe. Required Abilities:
Crouch."
"Short-Range. Medium Damage."
51: Triple Tiger
"Sword Technique. A rolling slash, a rolling jab, and a rolling
upward cut. Required Abilities: Somersault."
"Mid-Range. Medium Damage."
52: Blade Launcher
"Sword Technique. Uses the force of a back-roll to launch opponents
into the air. Required Abilities: Back-Roll."
"Short-Range. Medium Damage."
53: Cutting Pine
"Sword Technique. A more powerful version of Cutting Bamboo. Also
usable with: Axe. Required Abilities: High Jump."
"Mid-Range. Major Damage."
54: Bird of Prey
"Sword Technique. A high moonsault followed by multiple devastating
strikes. Required Abilities: Moonsault."
"Frontal Area Atk. Minor Damage."
55: Corkscrew
"Sword Technique. A back-flip while swinging the sword. Required
Abilities: Back-Flip."
"Rear Small Area Atk. Medium Damage."
56: Cross Strike
"Sword Technique. A vertical strike from the air, followed by a
horizontal strike on the ground. Also usable with: Axe. Required
Abilities: High Jump, Lunge."
"Short-Range. Medium Damage."
57: Tiger Claw
"Sword Technique. A slashing combination from above and below.
Required Abilities: Somersault, Back-Roll."
"Short-Range. Medium Damage."
58: Clean Sweep
"Sword Technique. A low slide knocks the opponent off balance. The
finishing strike follows. Required Abilities: Slide, Retreat."
"Mid-Range. Medium Damage."
59: Dragon's Tail
"Sword Technique. An attack so swift that the enemy doesn't know
it's dead, until... Required Abilities: Tackle, Back-Flip."
"Mid-Range. Medium Damage."
60: Orbiting Blades
"Sword Technique. A lunge into the enemy with multiple blades
whirling above. Also usable with: Axe. Required Abilities: Spin,
Defensive Lunge."
"Frontal Area Attack. Minor Damage."
61: Motion of Truth
"Sword Technique. A triple attack consisting of a quick jab, a
rising strike, and an earth-shattering spinning strike. Required
Abilities: Tackle, Bash, Moonsault."
"Mid-Range. Major Damage."
62: Smashing Blades
"Sword Technique. A push to knock the enemy off-balance. It uses a
slash, and a grab to turn the enemy away. The final blow connects
from behind. Required Abilities: Push, Whirl, Somersault."
"Short-Range. Major Damage."
63: Invisible Death
"Sword Technique. A whirlwind of attacks so fast that the swordsman
seems invisible. Required Abilities: Grapple, Lunge, Retreat."
"Short-Range. Major Damage."
64: Dynamite X
"Sword Technique. Cuts an X into the enemy. Causes an explosion when
the X is crossed. Also usable with: Axe. Required Abilities: Jump,
Crouch, Cheer."
"Mid-Range. Major Damage."
65: Terminal Velocity
"Sword Technique. Uses centrifugal force to release a blow of mythic
proportions. Required Abilities: Whirl, Back-Flip, Spin, Lunge."
"Short-Range. Extreme Damage!"
66: Golden Dragon
"Sword Technique. Buries the enemy by summoning the incredible
powers of the Golden Dragon. Required Abilities: Toss, Evade,
Crouch, High Jump."
"Short-Range. Major Damage."
67: Deep Slice
"Axe Technique. A lunging horizontal swing cuts deep into the enemy
and exposes its back. Required Abilities: Lunge."
"Short-Range. Major Damage."
68: Axe Bomb
"Axe Technique. A leap into the air, followed by a devastating axe
throw. Required Abilities: Jump."
"Frontal Small Area Atk. Medium Damage."
69: Tornado
"Axe Technique. A spin while holding the axe horizontally. Required
Abilities: Spin."
"Hits adjacent enemies. Minor Damage."
70: Electronic Yo-Yo
"Axe Technique. Uses the axe like a yo-yo. Required Abilities:
Somersault."
"Mid-Range, Direct. Medium Damage."
71: Retribution
"Axe Technique. Once the axe is thrown skywards, a huge axe falls
from the clouds. Also usable with: Hammer. Required Abilities: Back-
Roll."
"Frontal Area Attack. Minor Damage."
72: Bird of Prey
"Axe Technique. Releases multiple axes during a moonsault. Required
Abilities: Moonsault."
"Hits all nearby enemies. Minor Damage."
73: Salmon Upstream
"Axe Technique. A vertical jump while swinging the axe. Required
Abilities: Back-Flip."
"Hits adjacent enemies. Medium Damage."
74: Rising Sun
"Axe Technique. A low strike stuns the opponent, followed by a
rising slash. Also usable with: Sword. Required Abilities: Crouch."
"Short-Range. Medium Damage."
75: Cutting Pine
"Axe Technique. A more powerful version of Cutting Bamboo. Also
usable with: Sword. Required Abilities: High Jump."
"Mid-Range. Major Damage."
76: Axe Bomber
"Axe Technique. A push followed by an immense axe swing. Required
Abilities: Evade, Bash."
"Short-Range. Major Damage."
77: Black Wings
"Axe Technique. Sends multiple homing axes into an enemy knocked
into the air. Required Abilities: Toss, Retreat."
"Short-Range. Medium Damage."
78: Boulder Dash
"Axe Technique. A build-up of energy is spent crashing into enemies.
Required Abilities: Back-Flip, Tackle."
"Long-Range, Direct. Extreme Damage!"
79: Orbiting Blades
"Axe Technique. A lunge into the enemy with multiple blades whirling
above. Also usable with: Sword. Required Abilities: Spin, Defensive
Lunge."
"Frontal Area Attack. Minor Damage."
80: Cross Strike
"Axe Technique. A verical strike from the air, followed by a
horizontal strike on the ground. Also usable with: Sword. Required
Abilities: High Jump, Lunge."
"Short-Range. Medium Damage."
81: True Strike
"Axe Technique. A push, a roll, and a preliminary strike that knocks
the enemy off-balance. A flip-attack is the grande finale. Required
Abilities: Whirl, Somersault, Moonsault."
"Short-Range. Major Damage."
82: Dynamite X
"Axe Technique. Cuts an X into the enemy. Causes an explosion when
the X is crossed. Also usable with: Sword. Required Abilities: Jump,
Crouch, Cheer."
"Mid-Range. Major Damage."
83: Time Burst
"Axe Technique. Spins multiple axes and stops time. Suddenly, the
enemy has changed position and has been chopped by the axes.
Required Abilities: Push, Spin, Evade."
"Short-Range. Major Damage."
84: Karma
"Axe Technique. A berserker attack against all enemies in sight.
Required Abilities: Cheer, High Jump, Evade, Counterstrike."
"Frontal Wide-Area Atk. Extreme Damage!"
85: Lunging Arc
"2H Sword Technique. A sudden lunge into the enemy, followed by a
series of heavy swings. Required Abilities: Lunge."
"Mid-Range. Medium Damage."
86: Rising Crush
"2H Sword Technique. A rising cut into the opponent's throat. Also
usable with: 2H Axe, Hammer. Required Abilities: Crouch."
"Mid-Range. Medium Damage."
87: Spiral Wave
"2H Sword Technique. A spinning move that releases a wave of
unbelievable force. Also usable with: 2H Axe. Required Abilities:
Somersault."
"Mid-Range, Direct. Minor Damage."
88: Shish Kebob
"2H Sword Technique. A flip-kick to knock the enemy into the air is
followed by a powerful stab. Required Abilities: Back-Roll."
"Short-Range. Medium Damage."
89: Impulse
"2H Sword Technique. A leap into the air is followed by a thundering
stab into the earth that devastates all caught in the blast radius.
Also usable with: 2H Axe. Required Abilities: High Jump."
"Short-Range. Minor Damage."
90: Shield Breaker
"2H Sword Technique. A leap into the air and a crushing blow down
into the enemy. Required Abilities: Jump."
"Mid-Range. Medium Damage."
91: Windslasher
"2H Sword Technique. A spin which releases shockwaves in every
direction. Required Abilities: Spin."
"Hits all enemies. Minor Damage."
92: Windwalker
"2H Sword Technique. A fantastic move consisting of tremendous sword
slashes and acrobatics galore. Also usable with: Hammer. Required
Abilities: Moonsault."
"Short-Range. Medium Damage."
93: Splashblade
"2H Sword Technique. A slash. A jump. A spin. A kill... Also usable
with: 2H Axe. Required Abilities: Back-Roll, Back-Flip."
"Short-Range. Medium Damage."
94: Rain of Blood
"2H Sword Technique. A deep cut into a foe flung skyward. Required
Abilities: Toss, Double-Jump."
"Short-Range. Medium Damage."
95: Bring It On
"2H Sword Technique. A taunt from a distance and an attack, once the
enemy gives chase. Required Abilities: Retreat, Taunt."
"Short-Range. Major Damage."
96: Marble Stream
"2H Sword Technique. An incredible move in which numerous images
appear and then strike simultaneously. Required Abilities: Evade,
Lunge."
"Long-Range, Direct. Medium Damage."
97: Skullsplitter
"2H Sword Technique. A powerful jumping attack to the back of an
enemy's head. Also usable with: Hammer. Required Abilities: Whirl,
Jump."
"Short-Range. Major Damage."
98: Beautiful Three
"2H Sword Technique. A series of strikes with the coldness of snow,
the brilliance of the moon, and the perfection of blossoms. Required
Abilities: Tackle, Back-Flip, Lunge."
"Mid-Range. Major Damage."
99: Quakebringer
"2H Sword Technique. A great leap, followed by a fantastic stab into
the earth. Required Abilities: Cheer, Moonsault, Crouch."
"Front Wide-Area Atk. Major Damage."
100: Triple Offense
"2H Sword Technique. A technique which strikes high, middle, and
low simultaneously. Required Abilities: Evade, Somersault, High
Jump."
"Short-Range. Major Damage."
101: Deep Swing
"2H Sword Technique. A simple, but ultimately deadly, attack.
Required Abilities: Crouch, Defend, Counterattack, Counterstrike."
"Mid-Range, Direct. Extreme Damage!"
102: Raging Pain
"2H Sword Technique. A devastating combination of unimaginable
terror. Required Abilities: Evade, Flip-Kick, Jump, Taunt."
"Mid-Range. Extreme Damage!"
103: Sideswipe
"2H Axe Technique. A single horizontal strike. Required Abilities:
Lunge."
"Mid-Range. Medium Damage."
104: Rising Claw
"2H Axe Technique. A rising swing and a jump. Required Abilities:
Jump."
"Short-Range. Medium Damage."
105: Flying Sawblades
"2H Axe Technique. A spin which releases axes in six directions.
Required Abilities: Spin."
"Hits all enemies. Minor Damage."
106: Rolling Throw
"2H Axe Technique. A somersault followed by a powerful throw.
Required Abilities: Somersault."
"Long-Range, Direct. Medium Damage."
107: Blurred Axe
"2H Axe Technique. A move with a back-flip so fast that the image
of the axe becomes blurred. Required Abilities: Back-Flip."
"Rear Area Attack. Minor Damage."
108: Rising Crush
"2H Axe Technique. A rising cut into the opponent's throat. Also
usable with: 2H Sword, Hammer. Required Abilities: Crouch."
"Short-Range. Medium Damage."
109: Spiral Wave
"2H Axe Technique. A spinning move that releases a wave of
unbelievable force. Also usable with: 2H Sword. Required Abilities:
Somersault."
"Mid-Range, Direct. Minor Damage."
110: Impulse
"2H Axe Technique. A leap into the air is followed by a thundering
stab into the earth that devastates all caught in the blast radius.
Also usable with: 2H Sword. Required Abilities: High Jump."
"Front Wide-Area Atk. Minor Damage."
111: Divine Right
"2H Axe Technique. A shove which pushes the enemy right into the
arc of the falling axe. Required Abilities: Push, Back-Roll."
"Short-Range. Major Damage."
112: Snowfall
"2H Axe Technique. A move which tosses the enemy up into the air to
be shredded upon a spinning axe. Required Abilities: Toss, Spin."
"Short-Range. Major Damage."
113: Spinning Hawk
"2H Axe Technique. A spectacular feat in which the axe is thrown
spinning into the air, and an enemy is catapulted into it. Required
Abilities: Back-Flip, Flip-Kick."
"Short-Range. Medium Damage."
114: Tidal Wave
"2H Axe Technique. A overwhelming display of force, in which beams
of raw power emanate in a wide arc. Also usable with: Hammer.
Required Abilities: Evade, Defensive Lunge."
"Front Wide-Area Atk. Minor Damage."
115: Splashblade
"2H Axe Technique. A slash. A jump. A spin. A kill... Also usable
with: 2H Sword. Required Abilities: Back-Roll, Back-Flip."
"Short-Range. Medium Damage."
116: Angelic Lumberjack
"2H Axe Technique. Three acrobatic stunts to increase the power of
the final mighty blow. Required Abilities: Somersault, Moonsault,
Back-Flip."
"Front Small Area Atk. Major Damage."
117: Buzzsaw of Doom
"2H Axe Technique. A light leap to the rear, followed by an uncanny
rolling aerial attack. Required Abilities: Double-Jump, Somersault,
Lunge."
"Mid-Range, Direct. Major Damage."
118: Spikestrike
"2H Axe Technique. A sweep of the opponent's legs, followed by an
aerial slice from behind. Required Abilities: Whirl, Slide,
Moonsault."
"Short-Range. Major Damage."
119: Sparkling Rampage
"2H Axe Technique. This fantastic move utilizes Faerie magic to
smite foes. Required Abilities: Retreat, High Jump, Spin, Tackle."
"Long-Range, Direct. Extreme Damage!"
120: Super Slugger
"Hammer Technique. A huge horizontal swing for scoring home runs.
Required Abilities: Lunge."
"Mid-Range. Medium Damage."
121: Big Bang
"Hammer Technique. Death from above. Required Abilities: Jump."
"Mid-Range. Medium Damage."
122: Blammo
"Hammer Technique. An explosion that results from a powerful spin.
Required Abilities: Spin."
"Hits all nearby foes. Minor Damage."
123: Mole-Hunting
"Hammer Technique. A slam into the ground that opens the earth in a
straight line. Required Abilities: Somersault."
"Long-Range, Direct. Minor Damage."
124: Ground Zero
"Hammer Technique. A mid-air hammer-throw which engulfs all in its
explosion. Required Abilities: High Jump."
"Frontal Area Attack. Minor Damage."
125: Rising Crush
"Hammer Technique. A rising strike into the opponent's throat. Also
usable with: 2H Sword, 2H Axe. Required Abilities: Crouch."
"Short-Range. Medium Damage."
126: Windwalker
"Hammer Technique. A fantastic move consisting of tremendous hammer
strikes and acrobatics galore. Also usable with: 2H Sword. Required
Abilities: Moonsault."
"Short-Range. Medium Damage."
127: Retribution
"Hammer Technique. Once the hammer is thrown skywards, a huge
hammer falls from the clouds. Also usable with: Axe. Required
Abilities: Back-Roll."
"Frontal Area Attack. Minor Damage."
128: Blazing Hammer
"Hammer Technique. A technique in which built-up power is unleashed
in a powerful strike. Required Abilities: Retreat, Tackle."
"Short-Range. Major Damage."
129: Double Impact
"Hammer Technique. A strike so powerful that the enemy feels the
pain twice. Required Abilities: Somersault, Moonsault."
"Short-Range. Medium Damage."
130: Thor's Hammer
"Hammer Technique. A move in which the opponent is tossed up into
the air, only to be tragically struck down. Required Abilities:
Toss, High Jump."
"Short-Range. Medium Damage."
131: Skullsplitter
"Hammer Technique. A powerful jumping attack to the back of an
enemy's head. Also usable with: 2H Sword. Required Abilities:
Whirl, Jump."
"Short-Range. Medium Damage."
132: Tidal Wave
"Hammer Technique. An overwhelming display of force, in which beams
of raw power emanate in a wide arc. Also usable with: 2H Axe.
Required Abilities: Evade, Defensive Lunge."
"Frontal Wide-Area Atk. Minor Damage."
133: Ultra Slugger
"Hammer Technique. A huge horizontal swing for scoring out-of-the-
park home runs. Required Abilities: Toss, Retreat, Lunge."
"Short-Range. Major Damage."
134: Intervention
"Hammer Technique. An incredible leap into the heavens to call
forth a divine hammer, of course. Required Abilities: Double-Jump,
Spin, Somersault."
"Frontal Wide-Area Atk. Major Damage."
135: Volcano
"Hammer Technique. The enemy, once tossed to an impressive height,
is greeted by the force of one mean hammer. Required Abilities:
Crouch, Cheer, Jump."
"Short-Range. Major Damage."
136: Pearly Gates
"Hammer Technique. A truely jaw-dropping move in which the enemy is
hit all the way to the gates of heaven and back. Required
Abilities: Toss, Retreat, Lunge, Spin."
"Short-Range. Extreme Damage!"
137: Lancer
"Spear Technique. A lunging strike from afar. Required Abilities:
Lunge."
"Mid-Range. Medium Damage."
138: Mighty Javelin
"Spear Technique. A mid-air javelin throw. Required Abilities:
Jump."
"Frontal Area Attack. Minor Damage."
139: Twister
"Spear Technique. A spin so fast that it causes a tornado which
carries enemies away. Required Abilities: Spin."
"Hits all nearby foes. Minor Damage."
140: Dragon's Bite
"Spear Technique. A spear-throwing technique which strikes all in a
straight line. Required Abilities: Somersault."
"Long-Range, Direct. Medium Damage."
141: Furious Copter
"Spear Technique. A jump while spinning the spear at great speeds
that blasts all beneath in a terrific backwash. Required Abilities:
High Jump."
"Hits all enemies. Minor Damage."
142: Nebulous Saucer
"Spear Technique. An incredible spear throw at the height of a
moonsault's arc. Required Abilities: Moonsault."
"Short-Range. Medium Damage."
143: Lancenator
"Spear Technique. A slam with the shoulder into the opponent
followed by a devastating impalement. Required Abilities: Tackle,
Crouch."
"Mid-Range. Medium Damage."
144: Cyclone Racer
"Spear Technique. A quick lunge while spinning the spear overhead,
thwacking all opposition. Required Abilities: Spin, Lunge."
"Mid-Range. Medium Damage."
145: Rewind
"Spear Technique. A technique in which the spear is spun in place
and then called back after its owner executes a flashy moonsault.
Required Abilities: Back-Roll, Moonsault."
"Short-Range. Medium Damage."
146: Fool's Play
"Spear Technique. A technique so fast that the enemy is thrown up
into the air, only to be juggled like a ball. Required Abilities:
Toss, Evade."
"Short-Range. Major Damage."
147: Holy Light
"Spear Technique. A terrific leap into the air, followed by a
shower of divine light that smites foes below. Required Abilities:
High Jump, Somersault."
"Frontal Sml Area Atk. Medium Damage."
148: Triple Supremacy
"Spear Technique. A powerful thrust, a launch into the air, and a
finishing blow. Required Abilities: Lunge, Crouch, Spin."
"Mid-Range. Major Damage."
149: Deadly Branding
"Spear Technique. A crafty maneuver involving knocking the enemy
right into the path of flying spears. Required Abilities: Bash,
Taunt, Slide."
"Short-Range. Major Damage."
150: Chrome Ray
"Spear Technique. A complex tecnhique which required much planning
to execute properly. Required Abilities: Back-Roll, Defensive
Lunge, Grapple."
"Short-Range. Major Damage."
151: Raging Fury
"Spear Technique. A furious rage which follows a dramatic lunge
into the enemy. Required Abilities: Tackle, Evade, Lunge."
"Mid-Range. Major Damage."
152: Lo and Behold
"Spear Technique. An attack combination in which an unfortunate
soul is the recipient of indescribable pain. Required Abilities:
Crouch, Moonsault, Double-Jump, Spin."
"Short-Range. Extreme Damage!"
153: Blue Dragon
"Spear Technique. An earth-rendering display of power, not unlike
that of a blue dragon. Required Abilities: Evade, Retreat, Spin,
Defensive Lunge."
"Long-Range, Direct. Major Damage."
154: Gust
"Staff Technique. A lunge with a spinning staff. Required
Abilities: Lunge."
"Mid-Range. Medium Damage."
155: Paint It Black
"Staff Technique. A move which brings forth a tiny black hole when
the thrown staff makes impact with the ground. Required Abilities:
Jump."
"Frontal Area Attack. Medium Damage."
156: Aftershock
"Staff Technique. A helicopter trip to dizzying heights, and a
crashing return to earth. Required Abilities: Spin."
"Hits adjacent foes. Minor Damage."
157: Golden Pyres
"Staff Technique. Conjures up a ring of mighty golden columns.
Required Abilities: Crouch."
"Hits all nearby foes. Minor Damage."
158: Bubbles
"Staff Technique. A flying bubble launcher. Required Abilities:
High Jump."
"Frontal Area Attack. Medium Damage."
159: Blaze
"Staff Technique. A fiery leap. Required Abilities: Moonsault."
"Frontal Small-Area Atk. Medium Damage."
160: Halo
"Staff Technique. A technique which forms a ring of protection
around the user. Required Abilities: Evade."
"Hits all nearby foes. Minor Damage."
161: Purgatory
"Staff Technique. A forceful bash covers enemies in a blanket of
darkness and finishes them off in an explosion of light. Required
Abilities: Tackle, Cheer."
"Mid-Range. Medium Damage."
162: Flower of Gold
"Staff Technique. A move in which a golden flower blooms, one who
pollen brings death to all who smell its fragrance. Required
Abilities: Evade, Retreat."
"Hits all nearby foes. Medium Damage."
163: Fire and Ice
"Staff Technique. A vertical strike with the powers of heat and
cold together. Required Abilities: Somersault, Back-Flip."
"Mid-Range. Medium Damage."
164: Gales of the Fall
"Staff Technique. A double offensive consisting of a twirling
tornado attack that deviously positions to the enemy to plummet
onto some really sharp rocks. Required Abilities: Spin, Moonsault."
"Hits adjacent foes. Medium Damage."
165: Song of the Spirits
"Staff Technique. A move which calls forth all of the Elemental
Spirits to sing in unison. Required Abilities: Spin, Evade, Taunt."
"Hits all foes. Major Damage."
166: Bloody Knuckles
"Glove Technique. A straight right to the opponent's face. Required
Abilities: Lunge."
"Mid-Range. Medium Damage."
167: Lightning Kick
"Glove Technique. A jumping kick as fast as lightning. Required
Abilities: Jump."
"Mid-Range. Medium Damage."
168: Whirlwind Kick
"Glove Technique. A wild spinning kick. Required Abilities: Spin."
"Hits all nearby foes. Minor Damage."
169: Jawbreaker
"Glove Technique. A spectacular double-uppercut combo. Required
Abilities: Crouch."
"Short-Range. Medium Damage."
170: Rolling Slam
"Glove Technique. A flying slam into opponents. Required Abilities:
Somersault."
"Short-Range. Medium Damage."
171: Flip Thrust
"Glove Technique. A kick facing away from the opponent. Required
Abilities: Back-Roll."
"Mid-Range. Medium Damage."
172: Moonsault Stomp
"Glove Technique. A stomp on the enemy's head with a graceful
moonsault. Required Abilities: Moonsault."
"Short-Range. Medium Damage."
173: Giant Swing
"Glove Technique. Throw the opponent by grabbing its ankles and
swinging wildly. Required Abilities: Grapple, Spin."
"Short-Range. Medium Damage."
174: Tiger Driver 91
"Glove Technique. The enemy is lifted high, and thrown straight
into the ground. Required Abilities: Grapple, Crouch."
"Short-Range. Major Damage."
175: Northern Lights
"Glove Technique. A crushing head-first drive into the earth.
Required Abilities: Grapple, Jump."
"Short-Range. Major Damage."
176: Mental Barrier
"Glove Technique. An metaphysical manifestation of the will of the
practitioner which gives protection from all attacks, and knocks
away all attackers. Required Abilities: Counterattack,
Counterstrike."
"Hits adjacent foes. Medium Damage."
177: Sparkly Feet
"Glove Technique. A groovy mid-air kick combo. Required Abilities:
Toss, Evade, Double-Jump."
"Short-Range. Major Damage."
178: Cough Drop
"Glove Technique. A vicious grab to the throat followed by a
skullcrushing drop. Parental discretion advised. Required
Abilities: Grapple, High-Jump, Bash."
"Short-Range. Major Damage."
179: Fist of the Norse Star
"Glove Technique. A whirlwind of death and devastation. Required
Abilities: Lunge, Grapple, Evade."
"Mid-Range. Major Damage."
180: Flips of Thunder
"Glove Technique. A triple flipping assault, complete with flashy
lightning effects. Required Abilities: Back-Roll, Back-Flip, Flip-
Kick."
"Short-Range. Major Damage."
181: Power Combo
"Glove Technique. A suplex followed by a clothesline. Too bad
there's no scorpion-pin. Required Abilities: Grapple, Bash,
Retreat, Lunge."
"Short-Range. Major Damage."
182: Gravity Drop
"Glove Technique. The enemy is tossed with extreme prejudice, and
then slammed head-first into the ground. Required Abilities: Toss,
Crouch, High-Jump, Grapple."
"Short-Range. Major Damage."
183: Earthquake
"Glove Technique. The legendary technique causes the earth itself
to tremor, dealing lethal damage to enemies. Required Abilities:
Back-Roll, Back-Flip, Moonsault, Crouch."
"Rear Area Attack. Extreme Damage!"
184: Dragon Teeth
"Flail Technique. A quick dash with flail swinging. Required
Abilities: Lunge."
"Mid-Range. Medium Damage."
185: Setting Sun
"Flail Technique. A strike that knocks the enemy into the air, and
a flying thwack to knock it out. Required Abilities: Jump."
"Short-Range. Medium Damage."
186: Phoenix Wings
"Flail Technique. A spinning attack with the flail. Required
Abilities: Spin."
"Hits all nearby foes. Minor Damage."
187: Chinsplitter
"Flail Technique. An uppercut which launches the enemy skywards.
Required Abilities: Crouch."
"Short-Range. Medium Damage."
188: Drunken Monkey
"Flail Technique. Multiple somersaults followed by a furious
attack. Required Abilities: Somersault."
"Mid-Range. Medium Damage."
189: Twilight
"Flail Technique. A more powerful version of Setting Sun in which
the enemy is launched into the air and struck repeatedly. Required
Abilities: High Jump."
"Short-Range. Medium Damage."
190: Psyclone
"Flail Technique. An impressive moonsault, followed by a series of
furious circular attacks. Required Abilities: Moonsault."
"Frontal Area Attack. Minor Damage."
191: Double Dragon
"Flail Technique. An attack from both sides with double the power.
Required Abilities: Moonsault, Evade."
"Short-Range. Major Damage."
192: Back Slasher
"Flail Technique. The first strike knocks the enemy back and
exposes its blind side, the next deals a crippling blow. Also
usable with: Knife. Required Abilities: Whirl, Lunge."
"Short-Range. Medium Damage."
193: Enter the Tiger
"Flail Technique. A sweep of the enemy's legs, followed up by a
vicious flailing. Required Abilities: Slide, Retreat."
"Mid-Range. Medium Damage."
194: Avalanche
"Flail Technique. An uppercut which knocks the enemy backwards, and
a flying back-flip which really applies the hurt. Required
Abilities: Crouch, Back-Flip."
"Short-Range. Medium Damage."
195: Puppet
"Flail Technique. A retreat leaving a dummy, which fights in your
place. Also usable with: Knife. Required Abilities: Retreat,
Cheer."
"Short-Range. Medium Damage."
196: Challenger
"Flail Technique. A taunt, and an explosive counterattack. Required
Abilities: Tackle, Taunt, Counterattack."
"Mid-Range. Major Damage."
197: Demon's Howl
"Flail Technique. A fantastic maneuver in which an opponent is
knocked into the air, smashed back to the ground, and finished off
in a strike of great furor. Required Abilities: Flip-Kick, High
Jump, Lunge."
"Short-Range. Major Damage."
198: Extreme Conditions
"Flail Technique. An attack from the front and the rear, topped off
with fire and ice. Required Abilities: Evade, Tackle, Double-Jump."
"Mid-Range. Major Damage."
199: Looking Glass
"Flail Technique. Traps an enemy into a dimensional mirror. The
enemy is dealth great damage once the mirror is broken. Also usable
with: Knife. Required Abilities: Whirl, Bash, Taunt."
"Short-Range. Major Damage."
200: Malevolence
"Flail Technique. An accumulation of incredible fighting spirit
that immediately smites all enemies. Required Abilities: Crouch,
Evade, Jump, High Jump."
"Hits all nearby foes. Major Damage."
201: White Tiger
"Flail Technique. A move that releases the power of the legendary
white tiger, whose wrath none can survive. Required Abilities:
Defensive Lunge, Grapple, Evade, Spin."
"Mid-Range. Extreme Damage!"
202: Trueshot
"Bow Technique. A lunging arrow shot so powerful that it penetrates
just about everything. Required Abilities: Lunge."
"Long-Range, Direct. Minor Damage."
203: Forward Artillery
"Bow Technique. An arrow launched in mid-air which damages all in
its blast radius. Required Abilities: Jump."
"Frontal Area Attack. Minor Damage."
204: Spinshot
"Bow Technique. An attack that fires arrows in all directions.
Required Abilities: Spin."
"Hits all enemies, period. Minor Damage."
205: Needle Shower
"Bow Technique. A shot fired vertically during a backwards roll,
which sends a rain of arrows over enemies. Required Abilities:
Back-Roll."
"Frontal Area Attack. Minor Damage."
206: Tri-Shot
"Bow Technique. A triplet of arrows shot during a high jump, which
hit all in a straight line. Required Abilities: High Jump."
"Mid-Range, Direct. Medium Damage."
207: Trickshot
"Bow Technique. Homing arrows are released into the sky, which
inflict great damage. Required Abilities: Moonsault."
"Frontal Small-Area Atk. Major Damage."
208: Hypershot
"Bow Technique. An opponent is thrown into the air, and
pincushioned with a multitude of arrows. Required Abilities: Toss."
"Short-Range. Medium Damage."
209: Change-Up
"Bow Technique. A shot that flies through the air in slow-motion,
inflicting great damage over a large area. Required Abilities:
Retreat."
"Mid-Range, Direct. Medium Damage."
210: Backshot
"Bow Technique. A shot in the enemy's back, after throwing it a
great distance. Required Abilities: Bash."
"Short-Range. Medium Damage."
211: Flying Swallows
"Bow Technique. A two-shot attack while flying about in the air.
Required Abilities: Tackle, Double-Jump."
"Mid-Range. Medium Damage."
212: Rain of Death
"Bow Technique. A jumping attack which sends arrows all over the
screen. Required Abilities: High Jump, Spin."
"Hits all nearby foes. Medium Damage."
213: Sureshot
"Bow Technique. A kick to knock the opponent into the air, and a
shot which never misses its target. Required Abilities: Flip-Kick,
Back-Flip."
"Short-Range. Major Damage."
214: Carpet Bomber
"Bow Technique. A multitude of explosions dropped from above.
Required Abilities: Evade, High Jump."
"Hits all foes, period. Medium Damage."
215: Mastershot
"Bow Technique. Fires an infinite number of arrows that home-in on
the target. Required Abilities: Whirl, Back-Flip, Spin."
"Short-Range. Major Damage."
216: Wildshot
"Bow Technique. A devastating volley of arrows fired upon a prone
opponent. Required Abilities: Grapple, Back-Roll, Double-Jump."
"Short-Range. Major Damage."
217: Main Gun
"Bow Technique. Releases inner energy built-up prior to an ultimate
counter-attack. Required Abilities: Evade, Retreat, Lunge,
Counterattack."
"Long-Range, Direct. Extreme Damage!"
14. C R E D I T S
COMPANIES
-----------
Sony: Their machine,so I have to give them credit.
Square: They created the game and countless other AAA+ games.
PEOPLE
------
Jeff "CJayC" Veasey: For accepting all of my guides,while maintaining the best
website on the internet.
Jeff Chan (Atom Edge): For creating the great art at the top of my guide,and
he did it by hand!
Tom: He contributed the extensive produce list.
Me: For typing up this FAQ
15. C O N T R I B U T O R I N F O R M A T I O N
you can send a question or a contribution to my FAQ through
e-mail at slivesay3@home.com and I will give you credit for
anything you add to my FAQ. :)
I will except:
-questions that are not answered in the FAQ
-contributions to my FAQ
-questions about my FAQ
-asking me to put my FAQ on your site
I will not except:
-questions that are answered in the FAQ
-asking If you can sell my FAQ. DUH!
-e-mails with typos every other word
-HATE mail ect. ect.
Also remember that I only check my e-mail every few decades. If you don't get
a reply in about a week or two,it's safe to say that you asked a very stupid
question.
16. F I N A L T H O U G H T S
I hope this guide helped you in some way,whether it be that you were stuck or
missing some events. Anyway,for my Birthday I recieved some great games,and I
will most likely do guides for them. So I hope I see you in the future,
This document is copyright © insomniac 2000
Sincerely,
~End Of Document~