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    LOOPY'S IN-DEPTH SEIKEN DENSETSU 3 (SNES) FAQ/WALKTHRU/STRATEGY GUIDE
    ---------------------------------------------------------------------
                                Version 1.1
                            (Released Dec. 2000)

  (The latest version of this FAQ and other useful information can always be
          found on my web page: http://www.jjyooi.co.uk/RPGs/SD3)

SD3 is, IMHO, probably SquareSoft's best RPG ever, but when I looked for FAQs
and walkthrus, I could only find specialised docs (like "FAQ for Kevin" or
"FAQ for Angela".) And most of them were a bit vague as to where to go. So,
what I've decided to do is to write an in-depth FAQ/Walkthru that holds for
_ALL_ characters with _CLEAR_ descriptions as to where to go and what to do.
I won't say "go here" or "go there" because it's very easy to get lost en
route. Believe me, I know. Because I'll be writing this FAQ for all
characters, the FAQ will end up both being very large and long and some of
the walkthrough will NOT be relevant to you, depending on who your main
character is. For example, when you look for Zable Fahr (the Dark God-Beast),
he (or she, I can't quite figure out) will be in different places in the game
depending on who your main character is. At this point, I'll split my
walkthrough into three parts. This is because there are three different
possible routes through the game, each determined by the main character (from
hereon known as "the hero.") The routes are Duran/Angela, Carlie/Kevin and
Lise/Hawk. The characters in each of the pairs have stories that overlap
(e.g. interconnect) Once I have split the walkthrough, I will independently
explain how to get to Zable for your chosen team. This "splitting" will
increase the size of the FAQ even more, sorry. There's no other way.

Also, I will ONLY put stuff in the walkthrough that will benefit your game.
My motto is "you don't want it, you don't need it, you don't get it."


CONTENTS
========
 * Characters
 * Class Changing
 * Classes
 * Walkthrough
 * Hints & Tips         } Only read these sections AFTER you've clocked the
 * Cheats               } entire game AT LEAST ONCE -- and with no cheats.
 * Class Breaking Items
 * The Black Rabite
 * Types
 * Teams
 * Credits
 * Things I need to check on/do
 * Responses
 * Disclaimer
 * Version History
 * FAQ Locations



Characters
----------
There are six different characters you can choose from in this game. They are
(in no particular order) as follows:

Duran, a Swordsman from Forcena.
Kevin, a Grappler from the Beast Kingdom.
Lise (aka Rise, Riesez and Riese), an Amazon from the Wind Kingdon Rolante.
Carlie (aka Charlotte), a Cleric from the Holy City Wendel.
Hawk (aka Hawkeye), a Thief from Navarre.
Angela, a Magician from the Magic Kingdom Altena.

Each of the characters have strengths and weaknesses:
Duran: A hard hitter, but slow to recover.
Kevin: The hardest hitter in the game, but only at night.
Lise: A good all rounder, but the attack strength is not too high.
Carlie: The best healer in the game, but lousy attack strength.
Hawk: Very fast, but attack strength not massively high. Hits twice per go.
Angela: The BEST offensive magic user, but low attack strength.

* Kevin and Hawk can cancel their standard attacks into their B-button
  attacks (or BAs.) When I say "cancel", I mean that when the character
  attacks, they will attack and then IMMEDIATELY perform their BA.
  Cancelling works with all BAs, Level 1 through to Level 3, and with all
  characters, but is easiest to do with Kevin and Hawk since they hit more
  than once, and it causes a lot of damage, since the enemy can't heal in
  between. The damage can be increased if you use the correct Saber type
  against the enemy.*



Class Changing
--------------
This is the high point of the game. Twice through the game, you have the
option of altering the looks and colours of each member of your team by
"Class-Changing" them. Think of it as evolving them to a higher level where
they are more powerful and learn better spells and moves. There are four ways
you can change each of your team members, determined by Light and Dark. In
other words, you can send each of your team down four different paths:

Light+Light
Light+Dark } These two are
Dark+Light } NOT the same!!
Dark+Dark

The Dark classes mostly learn destructive and stat down spells, whilst the
Light classes learn mostly healing and stat up spells. You can combine
classes so a Light+Dark or a Dark+Light class will have both Light spells AND
Dark spells. Classes as such are not dependent on other team members so you
could put Duran as Light+Light, Kevin as Light+Dark and Hawk as Dark+Dark or
you could put all your team as Light+Light - it's up to you.

The first class change is available at Level 18 and it done simply by talking
to a Mana Stone. Choose your path carefully as once you've chosen the first
class type, you can't go back.

The second class change is more tricky. You must obtain several "??? Seeds"
and then plant them at an inn. There, they will grow into items that will
break the seal of the second class change. By the time you reach the required
Level (38), the Mana Stones have been destroyed (see walkthru) so you need to
talk to the Goddess Statue in the Mana Holy Land in order to class change
your team. I'll explain this part in the walkthru. It's VERY unlikely that
you'll manage to get to L38 before the Stones break (unless you've got loads
of hours to kill and have no social life.) There are many types of seeds:
Item Seeds (grows into items like Round Drops and Puipui Grasses), Magic
Seeds (which grow into items like Magic Walnuts and Honey Drinks), Flying
Item Seeds (which grows into items you can throw in battle like Darts and
Bombs), Weapon/Armor Seeds (which grow into items you can equip on your team.
The items you get from these seeds are MUCH better than the armour and
weapons you can buy from the shops. You should always use these when you get
one) and ??? Seeds (which grow into class-breaking items. You can see what
class they will break by selecting them in or out of battle. The description
of the seed is the class they will break.) All seeds can be used in battle.
They will heal one member of your team by 50HPs, regardless of level. In
general, don't do this. Growing the seed in an inn is far more constructive.

When you level up in preparation for your class changing (this requires exp
points which you get from killing enemies), you're presented with a list of
options. At level up, you are allowed to increase ONE of these options. To
help you decide, here's what each does:

Strength     - Lets you hit harder. You'll do more damage with standard
               attacks and with BAs.
Agility      - Your evade rate increases. Enemy attacks and some level 1 BAs
               will miss. By "level 1", I mean the BA that involves the enemy
               flashing white as they perform it. Level 1 BAs don't usually
               freeze the action while they are performed. Level 2 and 3 BAs
               usually do.
Vitality     - Your defence increases and max HP goes up (increase depends on
               character and level.)
Intelligence - Magic evade rate increases so their magic may miss. Magic
               defence and offense levels also increase.
Spirit       - The effect of any known non-offensive magic (such as Healing,
               Stat, Saber and Summon magic) increases.
Luck         - Critical hits are more common (you see a big yellow star when
               you hit your opponent.) There are also less traps in the
               "Wheel of Misfortune"  (as I like to call it) which appears in
               certain booby-trapped item boxes. BTW: If you get a critical
               with a Sabered weapon, the colour of the star will change to
               that of the Saber in question (Ice = dark blue, Thunder= light
               blue, Diamond = grey, etc.)

I recommend that you try and keep all these the same level unless you need to
raise a certain option to learn a move (e.g. Intelligence for Angela/Carlie
or Agility for Hawk.)



Classes
-------
Every character has six classes, seven if you count the starting class (from
the first, there are two possible after the first class change and then two
for each of the two possible classes after that.) Here, I'll take each class
in turn and evaluate it's usefulness. I'll also describe all the BAs that
I've seen. I'll describe what the spells _do_, but not what the spells _look_
like. I won't describe the starting class BAs as you can see those clearly
yourself. You can view short movie clips of _ALL_ BAs (including the Level 1
ones) on my web site: http://www.jjyooi.co.uk/RPGs/SD3 -- all the clips are
in AVI format. I have a few screen shots of the game as well.

Duran's Classes:
Fighter (Starting)
Boring, just fights. Knows Cross-Slash as a B-button attack.

Knight (Light)
As a Knight, Duran isn't much better than the Fighter. He learns Heal Light
(restores HPs -- the amount depends on level and if you're casting on one or
all of your team) and can equip a shield which increases his evade rate, but
that's about it. However, the Paladin and the Lord are VERY powerful light
classes. Knows the 3-Step Cut as his BA, but it only hits one enemy and does
average damage (he slashes through, up and then down.) He can't multi-target
his Heal Light (yet.)

Paladin (Light+Light)
Probably Duran's best Light class, the Paladin learns Saint Saber (boosts
weapon's damage with the power of Light.) Saint Saber causes big damage to
evil or dark-type enemies (of which there are plenty.) Can't multi-target
Saint Saber and still can't multi-target his Heal Light. If you choose Duran,
I recommend the Sword Master as his best overall class -- unless you're
_really_ desperate for Saint Saber -- which _is_ quite handy later on in the
game. The Paladin or the Lord are both acceptable Light classes. Knows
Flashing Sword as his BA and it hits all enemies -- Duran runs to the middle
of the screen, waves his sword and lifts it up into the air. The sword
sparkles with light and explosions rock the screen. Big damage, especially
against Dark or Evil enemies like Zombies, Ghosts, etc. Use the Paladin's
Proof to unlock this class. I personally prefer this Light class to the Lord,
even though I can't use multi-target Heal Light.

Lord (Light+Dark)
The Lord class can multi-target Heal Light and learns Tinkle Rain (heals all
status ailments like Poison and Silence.) Tinkle Rain can't be multi-
targetted. The Lord learns Magic Circle as his BA which only hits one enemy,
but can be extremely powerful at higher levels (a Magic Circle flashes behind
the victim as Duran jumps and slashes downwards.) Use the Lord's Proof to
unlock this class.

Gladiator (Dark)
Duran's first Dark class and one of the more offensive. He knows all the
elemental Saber moves (Thunder, Diamond, Fire & Ice) which all boost the
power of the castee's weapon with the relevant element, but be careful when
using it, as you may _heal_ an enemy by using the wrong Saber. For example,
if you use a character whose weapon has been Ice Sabered on a Frost Dragon,
you'll end up _healing_ the dragon, not damaging it. This is the same with
Saint and Holy enemies and Dark and Evil enemies. The Gladiator can't multi-
target his Sabers, nor can he use a shield (and neither can any of Duran's
other Dark classes), but he does have a powerful full-screen, multi-hitting
BA (Whirlwind Sword -- sends Duran spinning around like a tornado) and a much
higher attack strength than the Knight.

Duelist (Dark+Light)
The Duelist is Duran's most powerful class, but it sucks in the magic
department. The Duelist knows Eruption Sword as his BA and it's bloody
powerful too (plunges his sword into the ground and a wall of fire (think of
the Blaze Wall animation) erupts around each of the enemies on the screen.)
It hits all enemies for anything up to 500+ HPs. The Duelist can't
multitarget any of his Sabers, but learns the Dark Saber spell. This move
sucks big time. It boosts the weapon with a Dark attribute and it only works
on Holy enemies of which the Potos (the guys that have a nasty habit of
licking you and then casting Saint Beam and the Saber spells) are the only
one I can think of. It doesn't work on the bosses (with the exception of
Lightgazer -- the Light God-Beast) because they are usually Dark type. If you
want to use a Dark class, go for the Sword Master. To unlock this class, use
the Duelist's Proof. I don't really recommend you go for this class.

Sword Master (Dark+Dark)
Duran's best Dark class and probably his best overall (IMHO.) The SM can
multi-target all his Saber spells (VERY useful.) He learns Moon and Leaf
Saber (which drains HPs and MPs from the enemy respectively.) And although he
can't multi-target these new spells, having them in one class is pretty neat.
In fact, the Sword Master is the ONLY class that learns both Moon and Leaf
Saber at the same time (as far as I know -- correct me if I'm wrong) so it's
very useful. The SM knows Vacuum Blade as his BA and it's even more powerful
than the Eruption Sword! You're looking at close to 600+ HP damage at later
levels! (Duran runs into the middle of the screen and spins his sword around,
creating an animation similar to Valkyrie Lise's Vacuum Wave Spear. The only
Sabers the SM doesn't learn are Saint and Dark Saber. The Dark one sucks
anyway, so it's not a big loss. Use the Master's Proof for this class.


Kevin's Classes:
Kevin is the ONLY person who can use two _DIFFERENT_ BAs. One is the standard
BA and the other is a grappling move. So after the second class change, Kevin
will end up with 5 BAs: one from the starting class, two from the second and
two from the last class change. You're spoilt for choice when deciding which
one to use, eh? To perform the Grapple BA, hold B with a charged BA bar. To
perform the other BA, _TAP_ B with a charged BA bar. It's tricky to perform
and even harder to do at will. I still sometimes pull off the wrong BA when I
mean to pull off the other. Kevin transforms into a werewolf at night making
him almost twice as powerful and depending on which class you choose, he will
change into various wolves, each with different attack levels. Anyway, his
classes:
Grappler (Starting):
Nothing new here, just fights. Boring. Knows the Ashura Dream Fist as his BA
but that's it. The Grappler only knows _one_ BA. Turns into a werewolf at
night (a standard werewolf?)

Monk (Light):
Turns into a standard werewolf and learns Pressure Point which ups Kev's
attack power to that of a werewolf so that he can do as much damage during
the day as if he was a werewolf at night. This is very useful, as it only
costs 1MP and cancels any Power Down effects. The downside is that it can
only be used on Kevin himself. The Monk learns Whirlwind Kick (multi --
identical to Gladiator Duran's Whirlwind Sword, but uses his leg like Ryu &
Ken's Hurricane Kick from Street Fighter 2) and Tornado Throw (single --
throws victim into the air) as his BAs. I recommend this path if you want to
turn Kev into a healer or if you don't have Carlie on your team. Learns Heal
Light (single.)

God-Hand (Light+Light):
A strong hitter, but pales in comparison to Kev's Dark classes. He can't
multi-target Heal Light, but gets the Aura Wave spell (when cast, maxes out
the person's BA bar so they can immediately perform their BA.) Some say the
Aura Wave is pointless and some disagree. You decide. The G-H turns into a
Golden Werewolf at night. He learns Byakko Shockwave (multi -- sends a ball
of lightning at all enemies. Think of Dangaard's (the Wind God-Beast)
Thunderball and you'll know what I mean. This move has BIG damage properties,
especially on Ground type enemies such as Mole Bears and bosses like Land
Umber and Jewel Eater, since Ground is weak against Wind) and Stardust Bomb
(single -- Grabs an enemy, jumps up, spinning around and then turns around,
sending his opponent into the ground head first like a giant drill bit. This
_isn't_ like Zangief's Spinning Pile Driver as Kev is always pushing his
opponent ahead of him) as his BAs. A good Light class, but if you really want
a Light class, I really recommend you go with the Warrior Monk. Use the Gold
Wolf Soul for this class.

Warrior Monk (Light+Dark):
Kev's best Light class. He can multi-target Heal Light and learns Leaf Saber
(drains MPs.) The WM learns the Genbu 100-Kick (Think of two Chun Li's doing
her trademark Hundred Foot Kick on each side of one enemy and you'll get a
good idea of what this look like) and Blow Impact (uppercuts his victim into
the air, follows them up, then smashes them down to the ground) as his BAs. A
good attack strength, but both his BAs only hit one person. Turns into a
Silver Wolf at night. Use the Silver Wolf Soul for this class. I tend to
choose this class solely for the multi-target Heal Light (and if I don't have
Carlie on my team.)

Bashkar (Dark):
Kev's first Dark class. He learns no new spells (pity), but does learn
Water-Moon Slice (A punching Hyper Combo followed by a Guile-Style Flash
Kick) and Bastard Slam (Grabs his opponent, jumps up into the air with them
and then throws them down to the ground from mid-air) which both hurt and
both only hit one enemy (like the Warrior Monk.) His attack strength is very
high and the two subsequent classes have even higher attack strength. Turns
into a Black Fang at night.

Dervish (Dark+Dark):
Kev's second strongest class. He learns Moon Saber and, uhm. That's it. He
can't multitarget Moon Saber, but learns the Suzaku Sky Dance (multi -- Kev
runs to the bottom of the screen, jumps up, the screen fades to white as the
screen splits into three horizontal strips) and Veritubach (single -- Kev
grabs his opponent, jumps up and suplexes them into the ground. Think of SSF2
Zangief) as BAs -- and only the Sky Dance hits multiple enemies but both to a
helluva chunk of damage. The Dervish turns into a Bloody Wolf at night. Use
the Demon Wolf Soul for this class. This class is acceptable as a final
class, but if you REALLY want to cause damage, go for the Death Hand.

Death Hand (Dark+Light):
Kev's ultimate class. He learns Energy Ball as his only spell (boosts the
castee's chances of critical hits.) and learns both the Seiyu Death Fist
(multi -- runs to the bottom of the screen, jumps up as the background fades
to black) and Dead Crush (single -- looks suspiciously like Zangief's
Spinning Pile Driver) as his BAs. At a high level, the SDF can cause 800+
damage. Against the Masked Mage (Kev's end boss), I had Lise (as a Fenrir
Knight) cast Protect Down and then I got Kev to do the SDF. The result? 989
HPs damage! If I had cast Energy Ball a few times, I probably would get 999
HPs damage. The DH becomes a Wolf Devil (the most powerful) at night. This is
THE class if you are going to use Kev. If you don't have a healer in your
group, go for the Warrior Monk. Use the Death Wolf Soul for this class.


Hawk's Classes:
Thief (Starting):
Same as Duran's and Kev's starting classes - boring. Knows Back Slash as his
BA.

Ranger (Light):
Not a great class and neither are Hawk's other Light classes (although they
do have a lot of variety.) He learns the Flying Swallow Toss (multi -- a
little lame, all he does is throws three daggers at each of the enemies on
the screen.) The Ranger learns Sleep Flower (causes sleep), Body Change
(miniturises enemy by turning him/her/it into a Shell Hunter and makes them
give you 0 exp when they die), Spike and Arrow (yes, they are the same as the
traps you get in those annoying booby-trapped boxes.) All are single-cast.
Hawk's Light classes use mostly traps for damage. His Dark classes use stat-
lowering ninja-type skills which are more effective, but Hawk doesn't seem to
learn as much as the Light classes. The Ranger's attack is pretty bad.

Wanderer (Light+Light):
Not an all too bad class. Learns the Dance of Roses as his BA which is a
single enemy attack and is a bit of a laugh. Hawk jumps away from his enemy,
goes through the spell-cast animation and then throws a single rose at his
chosen enemy. Hawk chases after the rose and slashes away like a psycho,
whilst the rose petals fly everywhere. Can cause 300HPs+ damage after Class
Changing. The Wanderer has one hell of an inventory: Body Change, Sleep
Flower and Arrow/Spike -- all the same as the Ranger, and Body Change can now
be multi-targetted. Learns Half Vanish (takes off 50% of the enemy's life if
successful), TransShape (makes one team mate flicker like a ghost. Evade
increases), Life Booster (increases maximum HPs), Aura Wave, Poison Bubble
(damages and can cause Poison status), Counter Magic (reverses all offensive
magic -- doesn't work against Stat, Saber and Summon magic and some very
powerful magic like Ancient and Gigaflare), Energy Ball, Lunatic (lowers
maximum HPs). If you want variety, this is the class to use. Lunatic is
_very_ useful against some of the bosses, especially those who know how to
heal. In case you don't know, Lunatic reduces the maximum HPs the enemy can
heal to. Even if the enemy heals, they won't get any higher than the new
maximum. If someone casts Lunatic on you, cancel it with Life Booster and
Heal Light (Life Booster will boost the max HPs but the current HPs will stay
the same. Heal Light will push the current HPs back up.) Use the Good Luck
Die for this class. A low attack power, but speed makes up for it. It's
_VERY_ easy to cancel BAs with this class. Counter Magic, Lunatic and Life
Booster _can_ be cancelled using AntiMagic and/or Stardust Herbs, so be
alert.

Rogue (Light+Dark):
Like the Wanderer, his BA (Shadow Slash) only hits one enemy, but he does
also have a great variety of moves: Body Change, Sleep Flower, Arrow/Spike,
Stone Drop, Denrai, Drill Missile, Axe Bomber, Rocket Launcher, Dark Kendo
Stick, Grenade Bomb, Silver Dart. Use the Bad Luck Die for this class.

Ninja (Dark):
The Ninja rocks, plain and simple! He knows Silhouette Slice (single -- jumps
back and then towards, slashing twice as he goes, shadow trails following.)
He learns Shuriken (ninja stars pierce the enemy), Earth Jutsu (the ground
spins underneath the enemy), Thunder Jutsu (electric bolts x-strike the
enemy), Water Jutsu (a waterfall cascades onto the enemy) and Fire Jutsu
(fire flows from Hawk to the enemy who then goes through the Flame Saber
animation, although his weapon doesn't get Flame Sabered.) All these moves
reduce various stats after casting (e.g. Shuriken lowers hit rate, Water
Jutsu lowers attack Strength, Earth Jutsu reduces Speed/Evade Fire Jutsu
lowers Magic Effectiveness and Thunder Jutsu reduces Defence.) His attack
strength is better than the Ranger. A better path to go down. All moves are
single enemy cast. Unlike spells, Jutsus are NOT taught by spirits.

Nightblade (Dark+Dark):
The best class for Hawk. Learns the Split-Image Slice as his BA (which REALLY
hurts _and_ hits all enemies on-screen. Hawk splits into one, two or three
(depending on the number of enemies on the screen) and each slashes a
different enemy a total of three times before merging back into one) His
inventory is: Shuriken, Earth Jutsu, Thunder Jutsu, Water Jutsu, Fire Jutsu,
Poison Breath, Fire Breath, Blow Needles, Deadly Weapon and Black Rain. All
are single-enemy cast except for Black Rain. Blow Needles pummels the enemy
with needles. It can also silence the enemy (useful.) Deadly Weapon throws a
spanner at the enemy :) and lowers their max HP, a la Lunatic. Black Rain
causes an oil-like rainstorm to fall on the enemy. It's a Dark-type spell and
damages all enemies. It doesn't lower any stats. Poison Breath blows a cloud
of poison towards an enemy. It damages and can poison. Fire Breath damages
only (but does hurt a lot.)

Ninja Master (Dark+Light):
A good class, but it's not as good as the Nightblade. The NM learns no new
spells, but gains the ability to multi-target all the Ninja's spells. His
BA is the Shadow Dive which only attacks one enemy (Hawk sinks into the
ground, moves over to his enemy and floats up, slashing away at his enemy.)
His inventory is: Shuriken, Earth Jutsu, Thunder Jutsu, Water Jutsu, Fire
Jutsu (all multi-targettable.) He has the highest attack strength of all
Hawk's classes, but has very little variety.


Angela's Classes:
Angela is the _best_ offensive magic user. If you want to use magic early,
choose Angie. Her classes are:
Magician (Starting):
Like Duran & Co. This only fights. She knows Double Attack as her BA _BUT_
she also gets to learn some offensive magic early. _PLUS_ they're all
multi-targettable. She learns Holy Ball (balls of Holy Light damage
enemy/enemies), Evil Gate (a gate to the Dark Side opens, sucking
enemy/enemies in), Gem Missile (hard diamonds are used as projectiles), Air
Blast (gale-force winds used to damage enemy/enemies), Fireball (balls of
fire hit enemy/enemies) and Ice Smash (balls of ice strike enemy/enemies.)
All are taught by different spirits and all are multi-targettable. Angela
will only learn magic after you pick up the spirit that teaches it. For
example, Angela won't learn Gem Missile if you haven't picked up Gnome yet.
Likewise she won't learn Fireball until you've picked up Salamando. Increase
Angie's Intelligence to learn the new magic. If you've maxed out the
Intelligence, increase something else and she'll still learn the new spell.
Apart from this new magic, the Magician is not too brilliant.

Sorceress (Light):
Recommended Angela path. She learns Pink Typhoon (jiggles her chest !!@__@!!
and blows a pink-shaped heart at her opponent) as her BA plus Saint Beam (a
beam of blue light fries a single enemy or white explosions rock the screen
if all enemies are to be affected), Earthquake (a single rock crashes onto a
single enemy or the ground opens up if all enemies are to be affected),
Thunderstorm (a bolt of lightning strikes a single enemy or four bolts strike
various parts of the screen if all enemies are to be affected), Explode (the
enemy is the victim of several explosions. If all enemies are to be affected,
then the whole screen is rocked by several explosions) and Mega Splash (drops
of water fall on enemy who gets poked by several icicles. If all enemies are
to be affected, lots of water drops and lots of icicles rise up from the
ground.) Angela learns these spells on top of the spells she learnt as a
Magician. She can't multi-target these new spells, though. A pretty poor
class, but the Devina and the Mage can more than make up for this.

Grand Devina (Light+Light):
As a GD, Angie can multi-target the extra spells learnt as a Sorceress (Saint
Beam, Earthquake, Thunderstorm, Explode and Mega Splash) and learns Double
Spell which casts Thunderstorm, Ice Smash and Lava Wave in quick succession.
(Angela doesn't actually _learn_ Lava Wave. When cast, Lava Wave causes a
small puddle of bubbling lava to form over the team. This causes powerful
Fire damage.) Useful, but annoying to wait for. She doesn't have the best
attack power out of all Angie's classes, but the ability to multi-target
EVERY spell is pretty damn useful. She knows Spiral Rod as her BA (spins her
rod like those parade leaders, tosses it up in the air and it lands on her
victim, cutting into him/her/it. The rod bounces back to Angie after doing
its job.) Use the Arcane Book for this class.

Arch Mage (Light+Dark):
This or the Grand Devina are Angie's recommended classes. Basically, the Arch
Mage is IDENTICAL to the Grand Devina with two differences. Firstly, she
learns Dancing Rod as her BA (waves her hand over the rod as it dances and
sends it flying at an opponent, who catches fire) and instead of learning
Double Spell, she learns Rainbow which calls four of the spirits (Gnome,
Salamando, Undine & Jinn, I think -- can someone check this for me?) in quick
succession to deliver powerful magic damage (a lot of colours flash about the
screen when you use this spell.) Use the Book of Secrets for this class.

Delvar (Dark):
Angie's first Dark class. Although the Delvar only learns one extra spell
(Dark Force -- many rods of Dark fire jab the enemy), the subsequent classes
(Magus & Rune Master) are extremely powerful. Dark Force cannot be multi-
targetted -- yet. The Delvar learns Star Attack as her BA (probably one of
her more flashier BAs. She sends three stars at a single opponent.)

Magus (Dark+Dark):
Ah yes, the Magus. This is the class you want if you want mass magic damage.
The Magus learns Ancient -- the most powerful and MP costly spell in the
entire game at 12MPs per go. It's basically the same as the Meteo spell from
the Final Fantasy series (tonnes of rocks fall from the sky) and it does
basically the same damage (i.e. a lot.) Like the final Light Classes, the
Magus learns all the Level 2 spells (Earthquake, Thunderstorm, Explode and
Mega Splash -- all single cast.) She doesn't learn Saint Beam because her
path is so Dark. Instead of this, she learns Ancient. If you look at the
stats screen, you'll see that this class fills up _all_ of the spell slots. I
think the Magus is the _ONLY_ class to do this. She learns Hot Shot as her
BA. Angela takes her rod and fires cannon balls out of it, smacking her
opponent for six. Her attack is above average so if you want a spell-caster
who can cause headaches with both spells and physical attacks, this is the
class you want. Use the Forbidden Book for this class. I think that the
Intelligence level must be 20 before Angela will learn this spell. She learns
it LAST so you must know Dark Force, Earthquake, Thunderstorm, Explode and
Mega Splash BEFORE she will learn Ancient.

Rune Master (Dark+Light):
The RM is THE class to choose if you want an offensive magic user. Whilst the
Magus has only the Ancient spell and the multi-target Level 2 magic, the RM
gets tonnes of new spells which, like Hawk's Ninja abilities, lowers stats
too. The RM's complete inventory is: Holy Ball (multi), Evil Gate (multi),
Gem Missile (multi), Air Blast (multi), Fireball (multi), Ice Smash (multi),
Dark Force (multi -- a black dome expands and explodes), Death Spell (single
-- a purple cloud covers the enemy and causes 999HPs damage if successful.
Usually only works on enemies lower than yourself), Stone Cloud (single -- a
cloud of rocks covers the enemy. Can petrify a single enemy), Stun Wind
(single -- damages by using a vortex of wind. Can silence a single enemy),
Blaze Wall (single -- a wall of fire erupts around a single enemy), Cold
Blaze (single -- snow falls and ice solidifies around enemy. Can freeze one
enemy.) In general, it's the option of having Ancient, the single most
powerful spell in the game (Magus), or having tonnes of new and more
effect-altering spells (Rune Master.) You decide. If you can't, use a coin
toss, I did! :) You need to use the Book of Rune for this class. The RM
learns "10t" as her BA -- Angela throws her rod up and a massive 10 ton
weight squashes the victim! :) Hmmm... I wonder how she gets her rod back?


Carlie's Classes:
Carlie is probably the worst physical attacker in the game, but she is the
BEST healer. Although Duran and Kevin can double up as healers, Carlie is,
hands down, the best. She can heal from her starting class (Cleric) and the
Cleric's Heal Light is cast very quickly. Her classes are:
Cleric (Starting):
Just like the others, does nothing more than fight. She learns (like Angela)
some magic before the first class change (Heal Light & Tinkle Rain.) This
can't be multi-targetted. Knows Bonkle as her BA. It's useful to have Carlie
in your team simply because of the early healing magic! Problem is, after
class changing, Carlie outlives her usefulness and becomes a burden on the
team.

Priestess (Light):
Carlie's first Light class and, although she has lousy attack strength, she
makes up for it with the magic. Learns all four elemental Sabers like
Gladiator Duran does (Diamond Saber, Thunder Saber, Flame Saber and Ice
Saber.) Also learns Holy Ball. The Priestess can now multi-target Heal Light,
but her BA (Jump) is only a one-enemy BA. Not a brilliant class, but
having both multi-cast Heal Light _and_ the Sabers in one class is REALLY
useful. This class is also necessary if you want to use the Bishop class
later on.

Bishop (Light+Light):
Can multi-target Tinkle Rain as well as Heal Light and learns a few new
spells: Saint Saber, Magic Shield (protects against magic -- this is like
Mind Up, but without the increase in Magic Effectiveness) and Turn Undead.
Only the Undead spell is multi-targettable. Basically, it destroys all undead
enemies like Zombies and Ghosts. This is Carlie's best Light class because of
this. Use the Holy Water Vial for this class. Most people, including myself,
only choose the Bishop for the Turn Undead spell. Learns ChopChop as her BA.

Sage (Light+Dark):
Whatever you do, do NOT (I repeat _NOT_) choose this class. It sucks big
time. The only thing the Sage learns is multi-targetting of the Priestess's
spells. The BA is only one-enemy hitting so it sucks too. The BA? It's called
"BoomBoom." Probably Carlie's worst class and the worst class in the entire
game. Stay away from this class at all costs.

Enchantress (Dark):
The Enchantress is not brilliant either. She gets few Summon spells, can now
multi-target Heal Light and that's about it. But the Necromancer and the
Shaman more than make up for it. Her complete inventory is: Heal Light
(multi), Tinkle Rain (single), Machine Golem (single -- calls three Golems to
knock over the enemy), Unicorn Head (single -- calls two Unicorn Heads who
send the enemy into the air.) She knows Dash as her BA. Basically, it's
Bonkle, but with a run-up.

Evil Shaman (Dark+Dark):
The Shaman learns some pretty powerful Summon magic and learns Demon Breath
which is pretty useful later on (think of Poison Breath but with a Dark
property and slightly different animation and you'll see what I mean.) The
Shaman has the highest attack strength of all Carlie's classes. Her new
spells are: AntiMagic (resets super meter and/or removes all magic effects --
like using a Stardust Herb on the enemy), Gremlin/Great Demon (summons
relevant monster to cause damage) and Demon Breath (see earlier.) All are
single-enemy casts except Demon Breath which is multi-targettable. Use the
Bottle of Blood for this class. Her BA is HugeHuge (she inflates herself,
jumps off the top of the screen and squashes the opponent -- neat! That'll
teach those who mock her size!) *NOTE: I need to check this BA animation
again, see unknow unknow's e-mail in the response section to find out why.*

Necromancer (Dark+Light):
Not Carlie's best class, but the most useful. She has Black Curse which is
possibly the best stat-lowering spell in the game. Basically, it's Power
Down, Speed Down, Mind Down and Protect Down in one spell. It costs 6MP which
is less than if you had used Lise's stat-down spells. The only downside is
that it's a single-enemy spell, not a multi-target. When cast, Black Curse
surrounds the enemy with triangles while a black cloud gets to work lowering
their stats. She also learns Dark Saber (which sucks) and can multi-target
Heal Light and Tinkle Rain. She only learns two new Summons: Ghost and Ghoul
(summons Ghosts or Ghouls to damage a single enemy.) Her BA is a one-enemy
Craaaazy attack. It's called "Craaaazy", by the way - and yes, she does go
crazy. Just think of a psychopath with a flail and you'll know what I mean.


Lise's Classes:
Lise is a good all-round fighter. She is really useful when you want to lower
enemy stats and you don't have Carlie's Black Curse spell. Lise can also
boost your stats as well. If you want to lower enemies' stats, go Dark, to
boost your team's stats, go Light. Lise's classes are as follows:
Amazoness (Starting):
Nothing special. Knows Whirlwind Lance as her BA and that's it.

Valkyrie (Light):
Lise's first Light class. She learns the stat-up spells and they're not
multi-targettable (the spells she learns are Protect Up (balls of light flash
around team member which then pop), Speed Up (a yellow ring rolls around team
member for a bit. It disappears after a while), Power Up (team member gets
surrounded by a red column as blocks of energy go inside him/her), and Mind
Up (a ball of light appears above team mate and drops powder into team mate.)
Her BA attacks all enemies and does fairly decent damage (Vacuum Wave Spear
-- identical to Sword Master Duran's Vacuum Sword, but less powerful, since
this is only the first class change.) Not a brilliant class, but the
subsequent Light classes gotten through this class can be quite powerful in
stat-raising.

Vanadies (Light+Light):
Vanadies is pretty cool, but not as much as the Star Lancer. Vanadies can't
multi-target the stat spells, but does have a flashy Summon (Freya.) Freya
may look flashy (she rides around in a chariot for a bit), but (IMHO) is
pretty pointless. When summoned, Freya will damage and then minimise the
enemies on the screen, giving you 0 exp when you kill them. She learns the
Light Ball Spear as her BA this does SERIOUS damage to all on-screen enemies.
Apart from this, Vanadies isn't too great. Use the Briesingamen (uhm....) to
unlock this class.

Star Lancer (Light+Dark):
Lise's recommended class. She can multi-target all her stat spells and has a
decent summon (Marduke) which damages and SILENCES the enemy so they can't
counter with a spell or their own BA. Marduke flies in (he's got wings) and
throws some kind of ray at the camera. Marduke and all Lise's stat spells are
multi-targettable (Marduke and Lise's other Summons are always multi-target.)
If you choose Lise, this is where to go if you want to raise your team's
stats. The SL's BA only attacks one enemy, but is capable of causing a lot of
damage, especially if you've cast Attack Up on yourself before doing the BA.
Lise splits into three, one shooting up, the other two criss-crossing across
the victim who then criss-cross across again and then the final Lise plunges
down from the sky. The Shooting Star Spear, this is called. To unlock this
class, you need to use the Morning Star Chain.

Rune Maiden (Dark):
Lise's first Dark class. The RM learns all the stat-down spells like Lise's
Light class, but it uses less MP so you may probably choose this over Lise's
Light classes. She learns Protect Down (enemy glows green for a bit), Speed
Down (a clock appears over the enemy that slows down), Power Down (a cloud of
blue gas cloaks the enemy as blocks of energy are removed from them) and Mind
Down (a green cloud cloaks the enemy whilst small white balls float away from
them.) The RMs BA is the Falling Heaven Spear which attacks all enemies on
the screen and does fairly decent damage as well, especially after casting
Protect Down on the enemies. Lise bounces on the heads of her opponents as if
she's on a pogo stick. 

Fenrir Knight (Dark+Dark):
Like the Star Lancer, the Knight can multi-target all her stat spells. Her
Summon isn't too brilliant. It's called Lamia Naga (looks like a medusa but
without the face) and does Dark damage (I think.) It doesn't cause any status
changes. Pity. Still, her multi-targetting does make up for it. Her BA is the
Hundred Flower Dance (she dices up her victim with her spear. She slashes so
fast, the attack gets covered with smoke!) and hits one enemy only. To unlock
this class, use the Gleipnir.

Dragon Master (Dark+Light):
The DM is like Vanadies, not brilliant. She can't multi-target the stat
spells and has a poor Summon (Iormundgand -- a snake which bounces around the
screen for a bit whilst casting Poison Breath with the Demon Breath
animation.) Iormundgand damages and poisons all enemies. The only possible
good thing about this class is the BA (Dragon Tooth Spear) which both looks
cool and does average damage (Lise jumps out of the screen and flies through
her victim whilst a Fire Dragon Head follows her.) Single-hitting, flashy,
but I recommend that you don't choose this class if you can possibly help it.


That's all the classes. Be warned that which classes you choose will
drastically affect how you play the game. If you have a team with a low
defense but a high attack, you may end up healing a lot but if you have a
powerful healing team but a poor physical attack, the battles will a) last
longer and b) end with you dying because you've run out of MPs. It's usually
a good idea to have a mixed team. Make sure you've got at least one healer
on your team and one person who knows fairly decent magic. A good team would
be Kevin, Duran and either Angela or Lise. Kevin can become a healer, Duran
likewise and Angela knows all the offensive magic. Lise can be handy in
altering the stats of enemies or your team. In my opinion, the best offensive
team would be Kevin, Angela and Duran. Kevin as a Death Hand can wipe out all
resistance, Angela as any of her final classes can whip ass and Duran's Heal
Light as a Paladin or a Lord would come in handy. Remember, these are only
suggestions, guidelines. You don't have to take these as mandatory teams. You
can "Pick 'n Mix" teams as you like. It's up to _you_, not me, to decide your
team and remember to choose carefully and to choose even more carefully when
you do your class changing. FYI, when I first clocked the game, I chose Kev,
Angela and Lise with Kev as a Warrior Monk, Angela as an Arch Mage (and the
hero) and Lise as a Star Lancer. You might want to try these classes first.
Oh, and BTW, I didn't use any cheats! ;)

NOTE 1: The BA at the first level (before you've class changed) can be
performed even when silenced (a speech bubble with "..." follows your
character around.) However, after class changing, the new BA CAN'T be
performed if you're silenced. You CAN perform the level 1 BA (the first one),
but not the subsequent ones (Level 2 or Level 3.) Example: Kevin's Death Hand
class has five BAs: Ashura Dream Fist (Grappler), Water-Moon Slice & Bastard
Slam (Bashkar), Dead Crush & Seiyu Death Fist (Death Hand). Only the Dream
Fist (Grappler) can be performed when silenced. The other four cannot.

NOTE 2: When you use the item to break the seal of the second class change,
you KEEP the item, it's never actually used up. You can use the item during
battles and each item has a different effect. The result of using an item
varies depending on the class it breaks. For example, using the Paladin's
Proof casts Saint Saber on your team, whilst using Duelist's Proof will cast
Dark Saber on your team. Try each of the items out once you've done the
second class change and see what happens! You can always sell off the items,
they fetch a helluva lot of luc! If you want a full list of what the items
do when used, refer to the chapter "Class Breaking Items" near the end of the
FAQ.

NOTE 3: When you class change, you can STILL perform the BAs from the
previous class. So a Death-Hand can perform the Ashura Dream Fist, Water-
Moon Slice, Bastard Slam, Dead Crush AND Seiyu Death Fist, and not just the
last two.



*****************************************************************************
                            W A L K T H R O U G H
*****************************************************************************

This is the main heart of the FAQ, the walkthru. This walkthru has several
chapters because each of the characters have slightly different stories.

Chapter 1: The Beginning
Chapter 2: The Guardian Spirits
Chapter 3: The Mana Holy Land
Chapter 4: Rescuing the Fairy
           Part I:   Angela/Duran's Quest
           Part II:  Carlie/Kevin's Quest
           Part III: Lise/Hawk's Quest
Chapter 5: The God Beasts
           Part I: The Wind God-Beast
           Part II: The Fire God-Beast
           Part III: The Water God-Beast
           Part IV: The Wood God-Beast
           Part V: The Moon God-Beast
           Part VI: The Earth God-Beast
           Part VII: The Light God-Beast
Chapter 6: The Final God Beast -- The Dark God-Beast (Zable-Fahr)
           Part 0:   Getting the last Class Change
           Part I:   Angela/Duran's Quest
           Part II:  Carlie/Kevin's Quest
           Part III: Lise/Hawk's Quest
Chapter 7: The Final Battle -- Sub Bosses
           Part I:   Angela/Duran's Quest
           Part II:  Carlie/Kevin's Quest
           Part III: Lise/Hawk's Quest
Chapter 8: The Final Battle -- Boss
           Part I:   Angela/Duran's Quest
           Part II:  Carlie/Kevin's Quest
           Part III: Lise/Hawk's Quest
           Part IV:  The Ending



*****************************************************************************
                          Chapter 1: The Beginning
*****************************************************************************

Everyone has slighly different beginning stories so I'll take each of the
characters in turn and explain what you must do to complete their beginning.
All main characters (the first character you chose) end up in Astoria and
that will be where Chapter 2 will begin.



**Duran's Beginning**
Duran's story begins with him facing off against a L1 Armor Knight called
Bruiser in the finals of a sword-fighting competition. To beat Bruiser, wait
till Duran's ready to hit (his sword sparkles), walk in, hit him then retreat
until Duran's ready again. Keep doing this until the knight yields. Then,
talk to the King. Remember, when you've hit Bruiser four times, you get a
flashing green bar under your HP meter. Press B to perform your B-Button
Attack Move (BA for short.) After talking to the King, you'll get some brief
info on Duran's background. Duran then finds himself on the turrets of the
castle, taking night watch. He's having difficulty staying awake. He dozes
off and we see into Duran's past again. We see Loki (Duran's dad) leaving to
fight the Dragon Emporor, King Richard breaking the news to Duran's mum
(Simeone) that Loki died whilst trying to save him and finally Simeone dying.
We learn, again, that Stella (Duran's Aunt) then took both Duran and Wendy
(his sister) in and raised them both on her own.

Duran wakes up to the sounds of an invasion. You're now in control. Talk to
one of the passed-out guards and you'll see a Red Robed Wizard. This is Koren
and you'll battle him much later on. When you finally talk to him, you'll
fight him (well, kind of.) Try to hit him with your sword. He'll laugh, taunt
you and teleport around. Repeat and after a while, Koren will cast Fireball
and Ice Smash on you, leaving you with a tiny amount of energy left (8 HPs I
think.) He would finish you off, but the soldiers start shouting and looking
for him. Koren leaves and you pass out. The next day, King Richard discusses
the incident with some Knights of Gold. The knights think an invasion would
be a good idea, but Richard doesn't agree. He decides on increasing castle
security and sending an operative (e.g. spy) into Altena (Angela's place and
home of Koren.)

You resume the game in the pub. Wendy runs in and talks to Duran. He doesn't
respond (unsurprisingly.) Wendy shouts at him and runs out. Now you're in
control. Leave the pub (it's night time) and go to the Fortune Teller on the
floor above the library (it's to the west of Forcena.) Talk to him and then
leave. You'll decide to go to Wendel to speak with the Priest of Light about
class changing. Go to Duran's house (it's the same building as the
Weapon/Armour shop.) Once inside go to the first floor and open up the box
there. Duran will start packing for his journey. Once done, leave the room.
Duran will take one last look at Stella and Wendy and then put you in
control. Leave the house. It's day time. Stella catches up with Duran as he
leaves. She explains that Richard is waiting to speak with him, as he knew
Duran would be planning on doing such a thing. She also gives him a sword
that Loki used when he was younger. Now you're back in control. Make your way
north into the castle and speak with the King. By the way, to get to the
Throne Room just keep going north, you'll have to make your way around a
sleeping guard along your way. When you finally get to the King, talk to him
and Duran will explain his plans. When he finishes, leave the castle and the
village (if you can talk to the guard at the exit, he'll give you some brief
instructions on how to get to Wendel.) After leaving the village, you'll
enter the Molebear Highlands. Now we can get down to business!

Duran's first task is to get to Wendel, but to get there, you must travel via
Astoria. To get to Astoria go south, southeast, south and you'll enter the
Cleft of The Earth. Make your way through the cave and you'll come across a
canyon with a bridge. Make your way across the bridge and Duran will take
over. After a lot of narration, Duran ends up catching a boat bound for Jad.

Duran arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet. Go and sleep in the inn (try talking with
Angela - she's also sleeping in the inn. You'll get a funny scene!) It's free
because the inn keeper can't make a profit with the beast men around. Ask him
to wake you up at night. When you get up, exit via the southern gate of the
castle (it's a little tricky to find to begin with.)

Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.



**Hawk's Beginning**
Hawk is a thief and makes his living by robbing from the rich and giving it
to the poor -- a little like Robin Hood if you ask me. Anyway, his beginning
starts during the night in the Sand City Sultan. He's with a feline friend
called Nikita and two Navarre Guards. They come to a house and Hawk says he's
going to go in. He creeps upstairs and puts you in control. Open up the box.
The sleeping man wakes up. It turns out that the man had "stepped on many
toes" to get the money that was in the box (as Hawk says.) Hawk leaves the
building, waves at his colleagues and makes a quick getaway.

The team head to the Sand Fortress and Hawk speaks with King Flamekhan and
Isabella (her real name is Bigieu by the way, but you'll find this out later
on in the game.) We learn that the Thieves Guild that Hawk is a part of has
been disbanded and is now part of the Navarre Kingdom which will be under the
rule of Flamekhan. Isabella reveals their plans of an invasion -- of the Wind
Kingom Rolante (home of Lise.) After the discussion, you meet Jessica, a
close friend of Hawk's, sister of Eagle, Hawk's best friend and daughter of
the King. Hawk and Jessica discuss the recent chain of events and eventually,
Jessica leaves. Now you're in control. Follow these directions carefully,
it's easy to get lost in this place. From the window where you met Jessica,
go north into your room. Leave your room by going north again. Now, follow
the blue carpet until you reach the Throne Room. Now, take either the left
door or go up the stairs on the right -- either way, you'll end up in the
same place -- a corridor with two guards blocking a door. You can't get in,
but there's an opening opposite them. Walk through the opening. You're in the
dining room -- pity the dinner party's over... :) Anyway, go south out of the
room and you'll reach a bar. Leave by going south and go to Eagle's room by
going down the stairs to the right of the screen (you need to walk south a
bit to see them.) Talk to him. When he asks if you think his dad (the King)
is acting weird, answer "Yes." Eagle reveals that he thinks Isabella did
something to his dad whilst they were in the desert. Eagle decides to go off
and try to figure out what's going on. Eagle leaves. Follow him and go back
to the door that was blocked by the two guards. They're not blocking the door
now so you can go through. Once inside the room, Hawk takes control. Isabella
is talking to a dracula-type guy. This is Jagan and you'll meet him later on.
After some discussion, Isabella pits Eagle against you. You must fight him.
The way to defeat Eagle is much the same way as Duran. Run in, hit, retreat,
repeat. Remember the B-button attack when you get four hits in a row. Even
though you win, and you didn't kill Eagle, he is killed by Isabella's
Fireball spell. And if that wasn't bad enough, a guard called Bill comes in
and thinks HAWK killed Eagle.

Hawk gets put in jail awaiting execution. Isabella reveals that if he tells
Jessica about what happened, she will die because of a cursed necklace.
Isabella leaves. Talk to the bars several times. Weird things will happen and
then you'll see Jessica. Jessica asks who killed Eagle and Hawk is about to
tell her when he remembers about the necklace. He doesn't tell her so she is
led to believe that Hawk did kill Eagle -- sheesh, what a bad day! Jessica
leaves. Now, go to the back of the cell and talk to the dark patch of stone
in the wall. Nikita breaks you out of jail. Follow the tunnel through several
screens. You'll end up in Nikita's store. Nikita explains that the Priest of
Light in the Holy City Wendel may be able to break the curse. Hawk agrees to
go but Nikita refuses to go so no suspicions would be raised. After the
conversation, talk to Nikita again and you'll be able to save your game.
After this, leave via the back door. Damn! It appears that you've been found
out. The soldiers have worked out that you've escaped and are on your tail.
Better beat it quick! From where you exited Nikita's store, go round to the
front and up the path on the right of the building to get to the top of the
store. Go across the bridge and into the cave to the south. Inside, head
right and down the stairs. Finally, go through the opening in the southern
wall to leave the fortress. After this, Hawk will leave Navarre and catch a
boat to Jad.

Hawk arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
wouldn't recommend you buy any armour or weapons yet, but you might want to
fork out on a few Round Drops, though. Go and sleep in the inn (try talking
with Angela - she's also sleeping in the inn. You'll get a funny scene!) It's
free because the inn keeper can't make a profit with the beast men around.
Ask him to wake you up at night. When you get up, exit via the southern gate
of the castle (it's a little tricky to find to begin with.)

Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.



**Angela's Beginning**
To begin with, you'll get some background info on Altena. It turns out that
the Kingdom lies in a cold wasteland and Altena is kept warm by the Queen's
magic. Koren speaks with the wizards (yep, it's the same Koren as in Duran's
story) and decides on invading the other cities of the world in order to get
their Mana Stones. With all the Mana Stones they can open the gate to the
Mana Holy Land and get the Sword of Mana. With the sword, they can alter the
Altenian climate and rule the world (hmmm, where have I heard that before?)

You find Angela talking to her magic teacher Jose but no matter how hard she
tries, she just can't get the hang of magic. She storms out and puts you in
control. Walk across the platform and Angela will wave hi to Victor, a friend
of hers. After a short discussion (and more background info, this time on
Angela), walk into the opening on the far right of the platform. Inside the
building, take the exit on the bottom-left of the screen and you'll reach the
courtyard. Go south twice and you'll enter another part of the building. Go
south to save the game at the Grey Statue and then come back and go down the
steps. Go south again. You'll be in the lobby of the castle. Go east, north
and then enter the door directly in front of you. From here, go up and left,
following the path. You'll enter the dormatory. Talk to the woman standing by
the desk -- the one to the left of the sleeping woman. She'll comment on how
tough Koren's training is getting and tells Angela that she thinks Koren is
almost as powerful as the Queen herself. At this moment, Victor appears and
explains that the Queen and Koren wish to speak to Angela. So retrace your
steps back to the courtyard (that's east, south, south, west, north through
the arch, up the stairs, out the door and then north twice. You'll be in the
courtyard and you should be able to find Victor. Talk to him and he'll follow
you. Now, talk to either the left or right wizards guarding the doors and
enter the Throne Room. The ensuing scene is quite dramatic. Koren explains
that to open the gate to the Mana Holy Land, a cursed spell must be used to
release the energy of the Mana Stones. However, the spell was cursed so that
it would kill the person casting it. They want ANGELA to cast it. Angela's
mum says that she's "the shame of the Royal Family" for not being able to use
magic. Angela can't believe it and then, _somehow_, suddenly finds herself
outside the castle gates in the Sub-Zero Snowfield. Angela can't go back
because she could get killed so she's got no choice but to run. You're in
control now. Go south, south, east and then southeast. Angela, bitten so much
by the cold, collapses. When she comes round, she's in Elrand. Talk to the
woman and she'll explain that she and her daughter (ChiChi) found Angela in
the snow-field, passed out. Go down the stairs and make your way out of the
house. Go to the inn and talk to the Fortune Teller. She advises Angela to go
and see the Priest of Light in Wendel. Now, go and sleep at the inn (if you
want to) and then leave when you're ready. Angela decides to follow the
Fortune Teller's advice and leaves for Wendel. She catches a boat bound for
Jad.

Angela arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money),
although I wouldn't recommend it. You might do well to fork out on some Round
Drops (restores 100HPs.) Go and sleep in the inn (there's no-one here this
time! :) It's free because the inn keeper can't make a profit with the beast
men around. Ask him to wake you up at night. When you get up, exit via the
southern gate of the castle (it's a little tricky to find to begin with.)

Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.



**Lise's Beginning**
The beginning starts with Lise on a routine patrol with the rest of the
Amazon warriors. After taking control, you must fight the L1 Needle-Bird. If
you die, don't worry, you'll be resurrected by another Amazon. After you win,
Lise will comment on how the monsters are getting more numerous and more
powerful. She's also worried about the wind -- it seems to be... crying.
After this, we get background info about Rolante. After this, Lise explains
that she needs to find Eliott. So go north into the Throne Room and take the
top-right door. This will take you to two doors. The one on the left is
Lise's room and the one on the right is Eliott's room. There's no-one in
Eliott's room. Go down the stairs and go all the way south and then all the
way east. Now, go north and you'll see an Amazon guard. Talk to her and
she'll say that she hasn't seen Eliott but Alma might know and Alma's in
Eliott's room. So, retrace your steps back to Eliott's room (that's south,
west, north, up and the door on the right, by the way.) Talk to Alma and
you'll get some info on Lise and Eliott. Lise then starts to look for Eliott
again. Eliott is approached by two ninjas (Bill & Ben) and takes them to the
basement. Take the opening to the right of where you came out and make your
way down the stairs. Go through the opening in the southern wall and take the
stairs to the right. Notice something familiar? This is where Eliott was
approached by the two ninjas. Now we're getting warm! Go down the steps and
follow the path into the the opening. There's a Gold Statue here (which
restores your MPs and HPs. It also saves your game.) Go down the steps
(there's a lot of them.) And when you get to the bottom, Lise takes over. A
scene ensues with Bill and Ben tricking Eliott into stopping the wind
protecting Rolante. Lise is about to fight when she learns that the King, her
father is in danger. She rushes to help but Eliott doesn't make it and is
taken by Bill & Ben. Lise reaches the top of the steps before she realises
that Eliott isn't following. You're in control. Don't bother going back for
Eliott, he isn't there. Make your way to the Throne Room by going out of the
room with the Gold Statue, up the stairs, into the opening and up the steps
to the north-east (take the steps facing east, not the steps facing north.)
From here, take the opening in the southern wall and enter the Throne Room.
Approach the King and Lise takes over. The King has been fatally wounded and
dies in front of Lise. We see the whole castle burn and who's responsible?
Bigieu! Lise flees the castle, vowing to find Eliott and avenge her father's
death. Lise explains that her father spoke of the Priest of Light in Wendel
and that's where she's heading. She takes a boat bound for Jad.

Lise arrives in Jad but something doesn't seem right. After a brief talk to
the sailor, he'll confirm that he also thinks something's not right. It turns
out that Lugar and his men from the Beast Kingdom have taken over the city.
They've blocked the ports so the sailor can't go home. Looks like you're
stuck. Go and buy some armour and weapons if you want (and have the money.) I
don't recommend you do so yet. Go and sleep in the inn (try talking with
Angela - she's also sleeping in the inn. You'll get a funny scene!) It's free
because the inn keeper can't make a profit with the beast men around. Ask him
to wake you up at night. When you get up, exit via the southern gate of the
castle (it's a little tricky to find to begin with.)

Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.



**Kevin's Beginning**
Before Kev's intro starts, you see the meeting of the Beast King and the 
Deathjester (this is the guy who kidnaps Heath in Carlie's intro.) Now we
meet Kev in the Moonlight Forest where it's always night time. Kev is playing
with a friend, Karl the wolf cub. He's trying to teach him how to howl but
Karl just keeps yapping instead. Never mind! When you get control, save at
the Gold Statue and go east. Karl follows. Go east again and then north.
Follow the path for a bit and Karl growls. The next thing you know, he turns
into a Bound Wolf! Kev's gotta fight for his life! You're in control. Fight
Karl, but don't worry about your hit points (HPs), they _will_ hit zero. When
they do, Kev will find out he can turn into a werewolf. Attack Karl again and
this time you'll win. (Don't forget about the BA after four hits.) Karl is
dead, killed at the hands of the person who wanted to protect him. Kev buries
him in the screen with the Gold Statue and puts you in control.

After some narration, Kev returns back to the kingdom. What you need to do
now is to get Kev to speak with the Beast King so follow these directions:
From where you first get control, go south out of the opening (the unblocked
one) and then south twice. Go into the other door (the one on the other side
of the arch) and then head north. You'll hear Lugar talking about invading
Wendel. Once he's finished, go south twice so that you're back outside and
then go up through the arch between the doors. There's a guard blocking the
way into the Throne Room. He explains the King isn't in -- he went to talk to
some foreign-looking guy (the Deathjester, I'm guessing.) Go down the steps
and Kev will notice a coversation on the platform next to the one he's on.
It's the Beast King and the Deathjester! The King tells the Jester that now
Kev can turn into a werewolf, his job is done. Kev is furious! The Beast
King, his father, used Deathjester's magic to make Karl attack him! He turned
Kev into what he is now! He smashes through a wall and puts you in control.
Go up to the King and after a short conversation, try to hit him. The King
boots you clear out of the castle and asks the Deathjester to take care of
Kevin.

Kevin comes to in the same place where we first met him -- namely the place
with the Gold Statue. Use the Statue (Kev's only got 1HP) and then make your
way out of the forest. To do this, go west and then north. You'll see the
Deathjester here. Approach him and he will explain that he's only here to
help. The Deathjester explains that the Priest of Light in Wendel may be able
to help bring Karl back to life and since Lugar is on his way to invade
Wendel, Kev better hurry and get to Wendel first. The Deathjester opens a
path for Kev. Head east through the path and then take the north-western
path. Kev will take over and make his way to Jad. I'm not sure how he gets to
Jad -- he doesn't take a boat, that's for sure. Can he _really_ swim all that
way? Maybe...

Kevin arrives in Jad but something doesn't seem right. It turns out that
Lugar and his men have already taken over the city. They've blocked the ports
so you can't catch any boats out of the city. Looks like you're stuck. Go and
buy some armour and weapons if you want (and have the money.) I don't
recommend you do so yet. Go and sleep in the inn (try talking with Angela -
she's also sleeping in the inn. You'll get a funny scene!) It's free because
the inn keeper can't make a profit with the beast men around. Ask him to wake
you up at night. When you get up, exit via the southern gate of the castle
(it's a little tricky to find to begin with.)

Once you've left the castle, go south into the Rabite Forest. Go southwest,
west, south, south, south and you'll end up in Astoria. This is where the
second chapter of the walkthru begins so go there now.



**Carlie's Beginning**
Carlie's beginning is slightly different to the other five in that she
doesn't go to Jad, she ends up straight in Astoria. Here's her beginning:

Carlie is out playing the flowers, her parents watching. They walk away after
a while and Carlie runs after them, they now FLY away and leave Carlie alone,
she starts crying and... wakes up. Yep, it was a dream. Carlie leaves her
room and bumps into Heath (literally.) After a short conversation, Carlie
waves goodbye to him and runs away. Heath speaks with the Priest about
Carlie, the change in the Mana energy and the mysterious light in Astoria.
The Priest asks Heath to go and investigate the light and he goes off. Carlie
overhears this and thinks to herself that she must go and protect Heath in
case he gets into any trouble -- obviously she thinks highly of him! The only
problem is, each time she tries to leave the Temple, she gets pulled back
inside so she's going to need to find some help. The first thing to do is to
find another friend, Mick. If you want to, go and talk to the Priest and get
your game saved first. Anyway, to find Mick, follow these directions from the
moment you get control. Go south, up the stairs to the left, through the door
on your left and then the left door. Talk to the little boy, this is Mick.
He'll explain that he'll show Carlie how to get out of the Temple if she
meets him on the second floor terrace at night. So now we need to kill time
until it's night. No problem, back to bed. Leave Mick's room by taking the
back door (you have to walk a little to the left to see it.) Now, walk all
the way across the corridor until you find the last opening (it's very close
to the end wall.) Enter here. This is Carlie's room. Go into bed and say
"Yes" to sleep until night. Once Carlie's up, leave by nearest exit (right in
front of you) and go south out of that room. From here, you can see two
openings in the wall, a left one and a right one. Enter either one and you'll
see Mick. Go talk to him and he'll launch Carlie to Astoria. He immediately
knows he's fallen short of his target and runs away before anyone can find
out.

Carlie flies through the air and lands on top of your second team mate (who
doesn't join you yet.) He or she will take you to Astoria and put you up for
the night. You sleep for the night in the Astorian inn.

The next part of this walkthrough is in the next chapter, so go there now.
Carlie's walkthrough for Astoria is slightly different to the others so make
sure you read Chapter 2 carefully.



*****************************************************************************
                        Chapter 2: The Guardian Spirits
*****************************************************************************

You should, by now, be in Astoria. If you aren't, make sure you follow the
Chapter 1 walkthru properly.

Anyway, back to the story. There are nine (9) spirits you must collect. They
are (in the order you'll be picking them up):

Fairy (Guardian of the Mana Tree)
Wisp (Guardian of the Light Mana Stone)
Gnome (Guardian of the Earth Mana Stone)
Jinn (Guardian of the Wind Mana Stone)
Shade (Guardian of the Dark Mana Stone)
Undine (Guardian of the Ice Mana Stone)
Salamando (Guardian of the Fire Mana Stone)
Luna (Guardian of the Moon Mana Stone)
Dryad (Guardian of the Grass Mana Stone)

(A short note about the order: the spirits can be obtained in ANY order, but
a few of them must be obtained in a specific order. You MUST get Salamando
before you can get Luna and you MUST get Luna before you can get Dryad. The
others (Wisp, Gnome, Jinn, Shade, Undine and Salamando) can be obtained in
any order you like. You can get the spirits in this order: Salamando, Luna,
Dryad, Wisp, Gnome, Jinn, Shade or you can get them in this order: Shade,
Gnome, Jinn, Salamando, Luna, Dryad, Wisp, it depends on what you want to do.
Personally, I prefer, Wisp, Gnome, Jinn, Shade, Undine, Salamando, Luna,
Dryad because by the time you get to Luna and Lugar, you've got all the
spirits (except Luna and Dryad, of course) and you've had a chance to learn
a lot of the corresponding spells which will help in the battle with Lugar.
But that's just my opinion.)

Anyway, back to the story:

If you are _NOT_ playing with Carlie as your lead character (e.g. you chose
Duran, Kevin, Angela, Lise or Hawk as your main character), then there are
two different things you need to do in Astoria. If you ARE playing with
Carlie as your main character, you've also got two things to do, but they're
slightly different.

If your lead character *IS NOT* Carlie do this:
Talk to the boy and his dog (inside a house), the guy looking out to sea and
finally, the woman with a hood (looks like a shower cap.) Now, if you've done
this right, when you go back to sleep at the inn, you should be woken up by a
blue-green light. You need to follow it and I'll detail this in a moment.

If your lead character *IS* Carlie, do this:
After sleeping at the inn, head north three times to find Heath. Heath is
being attacked by some Beast Men. Carlie confronts them and Heath takes the
chance and casts Holy Ball, knocking the Beast Men out. However, Heath
senses another person coming. Try to return the Astoria. Heath knocks Carlie
away and gets caught by someone's Black Curse spell. The person emerges as
the Deathjester (from Kevin's intro), although you don't know his name yet.
Carlie tries to fight, but gets knocked away. The Deathjester casts Evil Gate
on Heath and the two of them disappear. Carlie cries again. Carlie will
automatically return to Astoria once this is over. Talk to the boy and his
dog inside a building, the guy looking out to sea and the woman with the
shower cap hood (as with the other version of the walkthrough.) Now, sleep at
the inn. You'll see the blue-green light as well. Again you need to follow
it.


*All Characters*
To follow the light (it can be quite tricky to follow), go north, north,
west, south, southwest (up the steps), save at the Gold Statue and then go
south, southwest, east and you'll find the light. It turns out to be a Fairy.
The Fairy falls to the ground. Approach it and you'll get a scene. The 
"chooses" you and asks for you to take her to Wendel -- which is where you
are going anyway so you agree to take her with you. The Fairy and you then
notice an explosion coming from Astoria. You decide to go back and
investigate. The Fairy takes a rest (inside YOUR HEAD!) And together, you
must return to Astoria. To return to Astoria, retrace your steps you took to
get here (in other words, west, north, northeast (save here), east, northeast
(down the steps first), east, south, south and you'll find Astoria in ruins.
It seems Lugar got here as well. Better hurry to Wendel. To get to Wendel,
you must go via the Cave of Waterfalls. If you've been doing a bit of
exploring by yourself, you know that the cave has a barrier around it and you
can't get in. So go to the cave by going north then east and you'll find your
first team mate (if you're playing as Carlie, you'll have already seen
him/her.) After some discussion in which he/she explains his/her story,
he/she will join you. Now, try to go into the cave and the Fairy will remove
the barrier. You're free to enter now so go in. Remember, you've now got two
characters. You can switch the lead character by pressing SELECT and
temporarily change the lead character by holding down either the L or R
button (L will switch with the person on the left of the screen and R will
switch with the person on the right of the screen. As long as you hold the
button, that person will stay leading. When you let go, whoever is supposed
to be leading will resume leading the team.)

Anyway, to get through the Cave of Waterfalls, this is what you must do:
follow the cave to the right until you get to some steps. Go down these steps
and save at the Gold Statue. When you're done, continue south and then go
southeast. There's an opening in the southern wall there. Go through the
opening. You'll see another opening in the southern wall here, don't go here,
it's a trap. Go west and you'll reach a bridge. You'll see Carlie dangling
over the edge (you only get this if you're not playing with Carlie as the
main character.) Go up to her and talk to her. You'll help her out. She
explains that she's on her way to Wendel and on her way to find Heath. She
explains her story and asks if she can come along. If you chose Carlie to be
in your team, she'll join, otherwise, she'll storm off. NOTE: If you chose
Carlie as a partner (not as the main character), you'll end up with three
characters taking on the first boss, and not just two. We'll come back to
this later on. Anyway, cross the bridge and go west, finally, head through
the opening in the southern wall (you need to go left a bit to find it) and
you'll end up outside the cave. Follow the path west and you'll soon reach
Wendel. Once you get there, go to the inn (if you need to) and think about
forking out on new weapons and armour. Stock up on Round Drops and Puipui
Grasses (you'll need them against the first boss.)

Once you've stocked up and equipped all your new stuff, go north through the
city and into the Temple of Light. If you've chosen Carlie as a partner, she
will temporarily leave your team and wait for you at the exit. Go inside and
talk to the Priest (keep heading straight up to get to the Throne Room.) Your
team mates will also speak with the Priest for a short while. The Fairy
emerges, much to the Priest's surprise (and horror, if you chose Carlie as
the main character.) She speaks with the Priest about the problem in the Mana
Holy Land -- the Mana is disappearing and the Mana Tree is dying. The Priest
explains that to save the world from losing Mana entirely, the Sword of Mana
must be pulled out from the Mana Tree and only the person who was chosen by
the Fairy can do this -- namely your main character. If you chose Carlie as
the main character, the Priest expresses his disbelief at Carlie being
chosen. Anyway, Legend has it that once the Sword is removed, the Goddess
will awaken and she can then save the world and grant the team their wishes.
The Fairy reveals that she is too weak and therefore cannot open the gate to
the Holy Land on her own, but, if they could find the eight Guardian Spirits
who protect the Mana Stones, their combined energy along with hers could,
perhaps, open the gate. The Priest agrees that this might work and suggests
that you try to find the Spirit of Light, Wisp first, as he is the nearest.
He lives in the Cave of Waterfalls (the place you just came from) and that
you should go there ASAP. Leave the Temple (if Carlie split before you went
in, talk to her on your way out and she'll rejoin you.)

Okay, so now we have to find Wisp. Firstly, make sure you're stocked up and
ready for action and make sure your team is at least level 4, the higher, the
better. If not, don't worry, you can make at least two more levels inside the
cave.

Leave the city of Wendel and make your way back into the Cave of Waterfalls.
Just outside the cave is Carlie (you'll see her only if you didn't choose for
her to be on your team.) Talk to her (use Kevin if you have him -- it's
funny) and watch the scene. When it's over, go inside. Once inside the cave,
go east, east (down the steps first) and watch. The Fairy notices some energy
from the opening further up. It could be Wisp, we don't know. We need to get
up there. So once the Fairy returns, go east, northeast, west (northwest is
the Gold Statue where you first saved when you came in and you can save here
again if you want to.) You can now see the opening, but there's no bridge.
How are you going to get across? When the pop-up screen appears. Opt to use
the Fairy. She'll focus some energy from the waterfall and help you across.
Go west now, up the steps, west, north up the steps. Here, you'll find two
exits from the room. To the west is a Gold Statue. Save here then go east
when you're ready. After going east, follow the path to the east and then go
north. Now, go through the opening to face the first boss of the game:



**Boss: Full Metal Hugger**
This guy is annoying. He heals himself constantly. Go for his eyes and make
sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
status. Only use the Drops when your HPs flash yellow (warning.) When he
shuts his eyes, you can't damage him with physical attacks. His attacks are
all Light-based. An easy boss, hit, hit, heal, hit, hit, heal, etc. If
Carlie's learnt Heal Light, then use it. Since all of FMHs attacks are
Light-Based, a lot of them are all taught by Wisp.

After you win, Wisp will appear and join your team. You now have two spirits:
Fairy and Wisp. Your main character will notice that there's another opening.
Go through here and you'll end up in the room with the steps. Go down the
steps, east and cross the gap using the Fairy, like last time. Hey! It's
Lugar. What the-? HEY!! He pushes you and your team off the edge and you go
plunging to the bottom of the waterfall. The Fairy can't do anything about
it.

During the intermission, we look into how the Fairy got to this world. There
were four fairies guarding the tree and all decided to go and see the Priest.
However, along the way, only one made it through.

You and your team wake up in Castle City Jad (you came here en route to
Astoria, remember? Unless you're playing as Carlie, that is.) Hey! You've all
only got 1 HP! Go to the bars and talk to them. You ask to be let out and the
person in the next cell talks to you. Go up and walk into the wall. The two
of you will talk. If you haven't got your second team mate, this will be
him/her. If you have already got all three members, it will be someone you
didn't choose to be on your team. A Beast Man appears and orders you all to
be quiet. The person in the other cell will get the Beast Man's attention
(with various ways: Hawk shows him how to pick the lock, Angela asks for help
changing her clothes (@__@), Duran insults the Beast Man, Kevin threatens to
tell the Beast King, and Lise says she thinks she can hear digging. I don't
think you'll ever get Carlie here.) Once the person's got the Beast Man's
attention, they'll lock him in the cell and let you out. If you didn't choose
Carlie as a partner, this person will join you, otherwise, he/she will bid
you farewell and leave. Now, top up your HPs and MPs and save your game using
the Gold Statue between the cells. Now, to get outta here: climb up the steps
to the left. Keep going south until you get out of the building. It's
night-time and the place is deserted. Go to the pier and get on the boat
(it's free.) If the other person joined you, nothing extra will happen. If
you had a team of three when you were captured (e.g. you had Carlie on your
team as a partner), then the person in the other cell will be left behind
(unfortunately.)

As the three of you sail away from Jad, the new team mate (if someone did
join) will explain his/her story. It turns out he/she has already spoken to
the Priest and was told about you. Ironic you should bump into him/her, eh?
Our next task is to find Gnome, the Guardian Spirit of the Earth Mana Stone.

The boat you jumped on arrives at its destination: Free City Maia. The sailor
explains that he can't go back home to Jad for some time because of the Beast
Men so he decides to remain here for a while. Anyway, head into town and rest
at the inn if you need to. Fork out on some weapons, armour and items. Talk
to the sailor blocking the northeastern exit and he'll explain that he
escaped from Jad on the same boat as you. He also tells you that the Priest
of Light in Wendel has but up a very powerful Magic Barrier around the city
and the spell has made him ill. Only Heath, it seems, can save him and he's
missing. If Carlie is on your team, she immediately wants to go back, but one
of your team mates explains that it would be too dangerous. Anyway, back to
the task in hand. Talk to the old man near the exit, he's a little south of
the inn. He explains that you should speak with King Richard -- he knows a
lot about the Mana Stones. Make sure you're ready and go west onto the Golden
Road. Follow the road until you see a cave. Leave the road and enter the
cave. This is the Cleft of The Earth (from Duran's intro.) Follow the cave
and save at the Grey Statue (this one doesn't restore your HPs and MPs.) Go
east and south and, before you cross the bridge, check your level. I
recommend a bare minimum of L5 and preferably L8 or L10. If you are not
anywhere near these levels, spend some time levelling up your team, it's well
worth it. When you are ready, come back here and cross the bridge. After a
lot of conversation (in which Angela starts crying if she's on your team),
you'll go up against:



**Bosses: Machine Golem x2**
These suckers can be difficult to beat. They don't attack often, but when
they do, their moves can do a lot of damage, especially the Rocket Launcher
and Drill Missile. The old hit, retreat, hit method works here. Use the Round
Drops, Pakkun Chocolates (if you've picked up any) and Carlie's Heal Light to
help you out. When you win, one of the Golems self-destructs, taking out the
bridge. Looks like you can't get to Forcena now.

Make your way back to Maia (north, east, follow the cave, east, follow the
Golden Road) and go into the house with the boy standing outside (it's on the
east side of the city.) Speak with the guy there. This is Bon Voyage and he's
invented a cannon that will send you to Forcena. Go out back and talk to BV
when he appears. He explains that he needs gunpowder for the cannon to work.
You need to get it for him. Leave the house and the three of you will discuss
where to get gunpowder. None of you know. Talk to the old man in front of the
inn. He'll suggest you try the dwarves village which is near the Cleft of The
Earth. Stock up on supplies and sleep at the inn if you need to. When you're
ready, follow the Golden Road back to the Grey Statue just before you fought
the Machine Golems. Talk to it and use Wisp (Spirit of Light) -- much like
when you used the Fairy in the Cave of Waterfalls earlier on. He'll explain
that the dwarves are using light to create illusions. Wisp will open up a
hidden path. Go down the steps, through the opening to the right of the steps
and straight up through the opening to enter the Dwarves Village.

The dwarves have a _lot_ of very good armour and weapons. It's worth forking
out on everything you can afford. I recommend levelling up to L10 or higher
here. You can do this next section at L7, but I wouldn't recommend it. Go to
the Item Shop and talk to the guy there. He'll explain that Watts is in the
tunnels checking out something weird. Ask around and you'll learn that Watts
is also the guy who has the gunpowder so you'll need to find him. Since
you're in the item shop, make sure you've got full slots (x9) of Round Drops,
Angel Grails and Pakkun Chocolates. Full slots of Puipui Grasses and Honey
Drinks wouldn't hurt. You can't buy any Honey Drinks yet, but chances are you
may have picked some up along the way. Leave the Item Shop and the village.
Once you leave the village, go east and talk to the dwarf. He'll open up a
tunnel for you. Go inside. The enemies are hard, which is why I recommend
such a high level. By the way, I was at L15 when I defeated the boss and it
took be ABSOLUTELY AGES to level up this much. Once inside the Dwarf Tunnels,
prepare to get lost. This place is like a maze. Make sure you follow these
directions or you will end up lost. Go northeast, up the steps and west. See
that guy above you? That's Watts. We need to speak with him. Go west,
northeast, east and you'll see Watts. Talk to him. He'll offer to sell you
the gunpowder for 5000 luc. Say "No" and he'll lower the price to 3000 luc.
Say no again and he'll walk off. Don't worry, you'll get it for free later
on. After Watts leaves, go east, east, southwest (down the steps), west,
west, southwest (again down the steps), northwest up the steps (this is a
large room), east, east, north (up the steps), east, east, up the steps,
west and west. Go south to save your game at the Grey Statue and come back to
this room and go west, west, down the steps, south and then northwest. You'll
find Watts again. He's trying to work out why this hole is here, he's never
seen it before. Suddenly, the place shakes and Watts runs out. Now you've got
to face the second boss:



**Boss: Jewel Eater**
This guy is tough. He knows a lot of magic which you can't avoid and all his
moves do a lot of damage. This is why I reminded you to get full slots of
everything. Chances are you're going to need it. Use any offensive magic if
you've got any (Angela's Holy Ball works OK -- remember to use the walnuts if
you've got them.) If you've got Kevin, make sure it's night time so he turns
into a werewolf. The only strategy for this SOAB is hit, retreat, HEAL,
repeat. The JE is like the Full Metal Hugger boss from earlier on, he can
block, thereby taking no damage. If you die, resume from the save game and
build up another 5 or so levels. I was at L15 before I could comfortably beat
this guy. A lot of JE's spells are taught by Gnome. Good luck!

After beating Jewel Eater, Gnome and Watts will appear and chat briefly. Talk
Gnome agrees to help you and joins the team. After this, talk to Watts and
he'll give you some gunpowder for free. He also offers to warp you out of the
tunnels using the Magic Rope (if you want to level up some more, say "No" and
fight your way out. If you do, you'll be teleported to the place in the Cleft
of The Earth with the Grey Statue, the place where Wisp opened up the
entrance for you.)

We've now got three spirits: Fairy, Wisp and Gnome. Who's next? We're not
sure. We need to ask King Richard of Forcena, he's the most knowledgable.
But the only problem is the bridge was messed up when we tried to get there
last time (remember with the Machine Golems?) We're going to have to use a
different form of transport, Bon Voyage's cannon. Leave the CoTE and return
to Maia like you did after fighting the Machine Golems. Talk to Bon Voyage
again and go to the cannon out back. Talk to BV again and he'll send you to
Forcena. Well, kind of. He misses and you land in the Molebear Highlands
(from Duran's intro.) Anyway, we've gotta get to Forcena. From where you
land, go north twice, save your game at the Grey Statue, jump into the hole,
then into the hole on the left of where you come out. You'll find Duran here
(unless he's on your team already.) He'll explain that Altena have begun to
invade Forcena and he's on his way back. He hurries away. If you have Angela
on your team, she'll feel really bad about this. From here, go southeast,
east, south, east, into the hole, northeast (ignore the other holes), north,
into the hole, north, east and finally north to reach Forcena. You've just
walked right into the middle of an invasion! And look who it is: Koren!
Better check the King to make sure he's alright. To do this, go up and take
either the left or the right door. Save and refresh your HP/MP at the Gold
Statue here (there's two, one in the room on the left and one in the room on
the right.) Go through the door in the back wall, and then keep going north
until you reach the courtyard. Here, enter via the arch at the top of the
screen, keep going north till you get to the throne room and then watch the
scene. (You'll stumble across Duran again if he's not on your team.) When you
face off against Koren, just go up and hit him once with your main chracter.
He'll taunt Duran or Angela (depending on who's on your team. If Angela only,
he'll taunt Angela. If Duran only, he'll taunt Duran and Duran will call him
a coward. If both are on your team, he'll taunt Angela and Duran will call
him a coward.)

After Koren leaves, talk to Richard and watch the scene. Richard will tell
you where the other Mana Stones lie and suggests you find Jinn (The Wind
Spirit) first. It lies in Rolante, in the Corridor of Wind. So that's we need
to go.

Leave Forcena (this time, you can go south all the way, the monsters have now
gone. Hey! Isn't that Bon Voyage? Nope, it's Bon Jour, Bon Voyage's brother.
He'll send you to Maia, but he hasn't set up the cannon yet. We'll have to
come back later. Leave the castle and enter the main city. Buy new weapons
and armour if you can afford it. Sleep at the inn if you need to. Forcena
also has a library which is very useful for later on. The Library lies
underneath the fortune teller's house. Go inside and read all the books --
there's an "X-Rated Book" there as well! :) I won't tell you what they all
detail, but they're worth reading.

When you're ready, go to the house in the south/southwest of the city and
talk to the woman at the table. She'll explain a cannon has been set up in
the castle and she's wondering what it's for. This is Bon Jour's cannon and
this means he's ready to send us back to Maia. Go back, talk to him and get
him to send you back. Bon Jour gets his aiming right, unlike his brother! ;)
If the woman isn't there, then it must be night so sleep at the inn until day
and then try again.

Once you're back at Maia, we need to get to Byzel. Remember that cave you
went into twice (once to fight the Machine Golems, the other to get to the
Dwarves Village)? Go back there, but this time, go straight past it and
follow the Golden Road all the way. You'll end up in the Merchant City Byzel.
Byzel is a wicked place. It has a Black Market that sells loads of stuff. Its
Item Shop has about 2 different merchants, each selling slightly different
things. If you ever want to buy stuff, this is the place to go. The only
problem is, this place if only open AT NIGHT. There aren't any weapon or
armour shops here, just the Black Market. Stock up on items (at night) if you
want. When ready, go to the port. The boat takes you to Palo which is where
you want to go, anyway. I STRONGLY recommend you spend some time beating up
enemies so you can buy as much of the items here as you can't buy a lot of
the items elsewhere. The major ones are the claws & scales (left salesman)
and the oils (right salesman.)

When you get to Palo, you'll notice something's wrong (listen to the music),
it turns out that Navarre has taken over Palo. Damn. They're already ahead of
you. Sleep at the inn if you need to (you shouldn't need to, but you _should_
save your game here.) If you haven't got all your armour and weapons yet, buy
them here. Stock up on all the items you've got money for. Now, we need to
get to the Corridor of Wind. We can't get in there yet (it's blocked), so we
need to talk to the Amazon soldiers first. Leave Palo by going west and then
go northwest, east, northeast twice, east (make sure you don't climb the
stairs), east across the bridge, east, save at the Grey Statue, south and
you'll be outside. Follow the path until it exits north and then follow the
path again. You'll stumble on a patch of flowers that make you fall asleep.

You wake up in the Amazon Hideout. Lise will wake first if she's on your team
otherwise it will be your main character. If Lise isn't on your team, then
the first person to greet you when you wake will be Lise herself. If Lise is
on your team, an Amazon soldier will greet Lise when she wakes up. Once
you've woken up, leave the room. There is a meeting taking place in the rear
room to discuss how the soldiers will retake Rolante Castle. If Lise is on
your team, the meeting will not be in progress yet. If she isn't on your
team, she will be here. The back room is to the top-right of the hideout. Go
in and you should automatically see the scene. The Elder explains that he's
not a strategist sohe can't really help, but they could look for Don Perignon
who lives in the Corobokkle Village (everyone here is tiny.) If you have been
doing some exploring, you'll find out that the Corridor of Wind is blocked
and you can't get to the Mana Stone because of the blockage. Until you've
spoken to Don Perignon (I'll explain later on), the blockage will remain. To
get to the forest, we need to find the Chibikko Hammer (aka the Midget Hammer
by some.) There's someone in Byzel who is selling it. So what we need to do
is go back there. But it's a very long way, isn't it? Never fear, we've got a
friend nearby. After leaving the meeting room, go up the nearby steps, leave
the hideout (you'll end up near the Sleeping Flowers. Once you've been
affected by the flowers, they won't affect you again.) Talk to the Amazon
blocking your way, she'll ask you to follow her. Do so. You'll find...
another cannon? Talk to the Amazon again -- it's Bon Voyage's cousin, Merci
(what the heck is the deal with all these French words???) and she'll offer
to send you to Byzel. Take up the offer.

Once you get to Byzel you need to wait until night. Of course, you can just
sleep at the inn until nightfall, or you can go an fight some Rabites and
Myconids and maybe get a few levels until nightfall, it's up to you.
Whichever way you choose, go into the market when it's night time. If you
want, talk to all the merchants and buy stuff. There's another merchant, who
looks different to the others. He's standing in front of the barrels. Talk
to this guy (?) and he'll give you the Chibikko Hammer for free. With this
baby, you can miniturise your team. Now, to find the Corobokkle Forest. Go to
the port and instruct the sailor to sail to Jad. Once in Jad, it's time to
find the Corobokkle Forest & Village! To get to the village from Jad, this is
what you must do: go south out of Jad then go south, southwest, west, south,
east, south, southwest (use the steps), save at the Gold Statue, south, go
east a bit and you'll see a Gargoyle Statue and a midget guy running away.
This is the entrance to the Corobokkle Forest, but we're too big. Use the
Chibikko Hammer on all your team (if the hammer comes up as one person, press
left and right until it says "All Allies" and then press A.) Once all of your
team are miniturised, talk to the Statue. A path will open to the top-left of
the Statue (it's hard to see, but it's there.) Go through the path (a little
tricky since you're now so small) and you'll end up in the Corobokkle
Village. An old man will talk to you automatically. You ask for Don Perignon,
but the old man doesn't know where he is. You have to look around. Enter all
the tree houses and talk to the midgets in there. After a while, one will say
"Hang on, wasn't there someone outside?" At which point you need to go back
and talk to the old man again. This time, he'll reveal himself. _HE_ is Don
Perignon. You explain the problem (in slightly different terms) and he tells
you how to get rid of the Navarre Raiders -- he knew all along! Anyway, he
instructs you to find Jinn in the Corridor of Wind (which has been opened
now) and use his powers to spread the pollen from the Sleeping Flowers (the
ones your team fell asleep on) into the castle where you can then take the
castle back.

So now you know what to do. We now need to find Jinn. Back to Palo! After the
conversation is finished, leave the village (south) and then retrace your
steps back to Jad (northeast, east, northwest, north, west, north, east,
northeast, north, north) and grab a boat back to Byzel. From Byzel, grab a
boat to Palo again (just like before.) From Palo, go to the Corridor of Wind
(in other words, go west out of Palo and then go northeast, east, northeast
twice, up the stairs (you went east here last time), northeast, northeast and
northwest. You'll end up inside the mountain. Go north and then west and
you'll end up in the Corridor of Wind. The directions here can be confusing,
so don't be surprised if you get lost or end up trapped. If you do, find your
own way out of the mountain, turn around and go back in.

To get through the Corridor of Wind, do this: after entering the Corridor, go
up and press the button there. Go left, down, press the button on the right
and then go west. You'll emerge outside. Go left and you'll find two openings
in the wall. Enter the first opening you come across (the second is a short
cut back once you've got Jinn.) Inside, go left and press the button. Now go
up and push the button at the junction. Now, take the left fork and exit
west. From the next room, exit south. You'll find yourself outside. Work your
way down the steps until you find an opening (there's only one way to go.)
Head inside the opening.

This next part is tricky. Head down-right and go down the wind column. Next,
loop up-right up the stairs and push the button there. Now, go up-left so you
have just done a complete 360 circle. Now, go down (into the wall) and then
go left. If you do this right, you'll end up in another room. Go right then
down and push the button there. Head up then left to go back to where you
came from and you can now go down. Before you leave the room, press the
button. You're now outside. This place curves like a crescent moon shape.
Half way around, there's an opening. DO NOT GO HERE YET! Follow the path all
the way around and you'll find another opening. Head inside here and you'll
find a Gold Statue. Refresh and save here. You can spend some time levelling
up here. I strongly recommend a minimum of L10 for the next boss. Ideally
L15, but L12 is OK. Go back and into the opening I said not to go into yet.

Inside is the Mana Stone of Wind. The Fairy talks to you about it and your
second partner (the last one you found) notices footprints and suggests you
follow them. Do so and you'll stumble across Jinn. He's being held hostage by
the Darkshine Knight (you'll see more of him later on, especially if you're
playing Duran or Angela's quest.) He casts AntiMagic on him and disappears.
Go talk to him. Something's not right. The next thing you know, Jinn vanishes
and you face the third boss:



**Boss: Tzenker**
Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
She flies around a helluva lot and it's difficult to hit her. Use magic a
lot. Carlie and Angela are very useful against her. If you've bought the item
that casts Mind Up from Byzel (the Sahagin's Scale I think it's called), use
it and then use Angela in abundance. The best you can do is hit, hit,
retreat, heal, repeat since you haven't class changed yet. Tzenker isn't too
hard, just heal when anyone's HPs go yellow. Try not to let anyone's HPs go
below 80, her Supersonic spell can kill them. I hope you've stocked up on the
items. I used up four walnuts on Angela against Tzenker. Use any magic on
Tzenker. I find rotating Angela's magic (e.g. Holy Ball, Gem Missile, Holy
Ball, Gem Missile, etc.) does good damage. Tzenker can cast Speed Up, Protect
Down and Protect Up on herself or on you. She has a nasty habit of picking up
your team mates and throwing them around, sending them off to la-la land. Her
most powerful spell is Supersonic and it does around 80 to 90 HPs damage. She
has a habit of firing her feathers at you too. You'll need a lot of healing
items against Tzenker. Tzenker CAN block -- kind of. She will wrap herself
with her wings and then open them up. If she doesn't do anything (e.g.
doesn't cast a spell or fire a feather), she is in "block" mode and won't
take any damage for a while. If you look carefully, she will not move whilst
in this mode. Once she does, you can hit her again. All Tzenker's attacks are
Wind-Based and a lot of them are taught by Jinn.

Once Tzenker dies, Jinn will appear, drained of energy. The Fairy casts Heal
Light and Jinn revives. He agrees to help you, after all, you saved his life!
Now we have four spirits: Fairy, Wisp, Gnome and Jinn. What's next? Back to
Forcena to ask Richard methinks! But first, we need to sort out the Navarre
Raiders and retake Rolante Castle.

Getting out of the Corridor of Wind is a hell of a lot easier than getting
into it. Here's what to do: from where you beat Tzenker, go west, south and
follow the path to the Gold Statue (remember, it's at the southwestern end)
refresh and save here. Now, go east and follow the path all the way round to
the top and go into the opening there. Remember this place? Now we've got to
deal with all the buttons again. Press the button right in front of you. Head
up, into the wind path of one of the Statues (you'll slide right into a cage)
and head north. Now, head right, slide down the wind path and curve up-right,
like you did on the way in. Enter the opening on the right (don't worry about
the button this time.) Once inside, head right, sliding across the wind path.
Exit through the opening on the right wall. You'll end up on the bridge with
the two openings. Remember? I told you to go into the one on the right and I
mentioned that the one on the left was a shortcut coming back? Anyway, once
outside, head right and into the opening there. Inside, head up into the wind
path of the Statue (if you can't go up, press the button on the right, this
will change the direction of the path), you'll slide right. Now head down and
right, out of the opening and make your way downwards out of the mountain
(you should recognise this place, it was the first room you entered when you
came into the Corridor of Wind.) You are now back on the Path To The Heavens.
You must now make your way back to Palo. In case you've forgotten, it's
southwest, southwest, southwest, down the steps, southwest, southwest, west,
southwest and east back into Palo. Save at the inn and rest. Now we need to
go back to the field with the Sleeping Flowers (remember from before?) You
CAN go straight there without passing through Palo, but I prefer to go back
to stock on supplies first.

Once you're ready, make your way to the Sleeping Flowers. It's the same as
before and in case you've forgotten, it's: west, northeast, east, northeast
twice, east (make sure you don't climb the stairs), east across the bridge,
east, save at the Grey Statue, south and you'll be outside. Follow the path
until it exits north and then follow the path again. When you get to the
flowers, you'll find some of the Amazon solders and the Elder waiting for
you. After a short talk, you'll be asked what to do. Use Jinn and he'll send
the pollen from the Sleeping Flowers (uses the animation to Sleep Flower
(multi) by the way) into Rolante Castle, knocking out the Navarre Raiders --
just like Don Perignon said!

You resume control just outside the castle. The Amazon by the barrels will
tell you that the barrels contains supplies and you can take them. Do so (you
may need to press START and shift some of your items into storage) and go
inside the castle.

Once inside Rolante Castle, head north (when you reach a room with two north
doors, pick one, it doesn't matter which one) until you reach the Throne
Room. Take the right door and then go down the steps. Head south all the way
then east all the way and go north through the last door. If you're playing
as Lise, you'll remember this from her intro -- this is the place where you
spoke to the Amazon soldier when you were looking for Eliott. Go through the
door and take the steps just below you. At the top you'll find Hawk who'll
explain his story (you won't get Hawk here if he's on your team.) Talk to him
and if you have Lise on your team, watch the scene, it's very funny!

Make your way through the castle (it's not too hard), when you come outside,
head west and you'll find a door. Don't go inside, it's a dead end. Take the
path to the RIGHT of the door and follow the path into the side of the tower.
You'll go into a hidden door.

When you reach a balcony with two doors, enter the left door and look for a
door a little on the right of the centre of the screen. Inside here is a Gold
Statue. Refresh and save here. Follow the path around and down and you'll end
up outside the building. Follow the path and you'll stumble across Lise (she
won't be here if she's already on your team.) Talk to her and continue on the
path. If you're playing Hawk's quest, you'll also see Bill & Ben here. When
ready, go through the door and face the next boss:



**Boss: Genova**
Genova is tough, make no mistake about it. He spits out Shape Shifters which
morph into various monsters. They won't do any magic, but they DO have the
attack strength of the monster they are imitating so if they morph into a
powerful monster, kill them quick. I tend to go for Genova whilst the team
mates go for the Shape Shifters. If you've got Kevin, use the Dreamsee Herb
to make sure it's night time first. You can get away with only healing when
your energy flashes yellow. Make sure you've got full slots of healing items
and walnuts (if you have Angela and/or Carlie on your team.) Use magic and
physical attacks as much as possible. Genova's magic can be powerful and
annoying (he can cast Power Up on the shifters.) Genova's attacks are all
Fire-Based and a lot of them are taught by Salamando.

This fight isn't over yet. Once you win, you'll be healed, but can't escape.
Head north and meet:



**Bosses: Bill & Ben**
Hawk will attempt to reason with them (he knows them) but they still fight.
Bill & Ben (BB for short) will fuse into one body. This is when they are
weakest. Use any multi-targettable magic like Holy Ball or Gem Missile.
There's no real strategy here: hit, hit, heal, hit. Heal when anyone's HPs go
below 70, 80 for safety. BB are not as hard as Genova as they have less HPs.
When you win, they'll disappear. Head up and talk to Bigieu. She'll give back
the castle and leave. If you're playing as Hawk, she also reveals that her
name is really Bigieu and not Isabella and that she serves the Dark Prince,
Jagan. Hawk, really mad, gets ready to kill her when she reminds him of the
curse -- if Hawk kills Bigieu then Jessica dies too. Hawk doesn't kill Bigieu
because of this. After some chatting with the Amazons, you'll end up outside
the castle again. If you're playing as Hawk, you'll say farewell to Lise
here. Your first team mate will decide to go back to Forcena because we need
to decide which spirit to find next. Head east, south, east and you should
recognise where you are. The opening above your head is the Corridor of Wind.
Make your way back to Palo like last time. Its southwest, southwest,
southwest, down the steps, southwest, southwest, west, southwest and east in
case you've forgotten.

When you reach Palo, you'll get a scene involving Nikita and Hawk (he'll
split from your team temporarily.) The two will chat about what has happened
since Hawk left Navarre. Nikita was given the task of looking after Jessica
(see Hawk's intro) but he couldn't fulfill it. He apologises to Hawk. Hawk
forgives him and asks that he doesn't go back for her -- it's too dangerous.
You'll end up in the inn and after a bit more talking, Nikita will leave.
Hawk will leave with him if he's not part of your team. Rest and stock up.
The Navarre raiders have gone and they've left some great weapons and armour
behind. Stock up and buy all the weapons and armour you can afford. Level up
to L12 or L14 if you have the time (and the will.) Now, we need to take a
ship to Byzel. The ship in port is a free ride, but something's not right --
who'd be giving free rides? You're right. This isn't a normal ship, it's a
_Ghost_ Ship. Before you go on, I STRONGLY recommend a team of AT LEAST L10.
L9 WILL NOT DO. The enemies on the ship are very strong and the boss even
stronger. The next spirit you will pick up is Shade (Spirit of Darkness) and
you'll pick him up here. If you can level up higher than L14, then that's a
bonus. You can beat the boss on L12 (I did), but you need a lot of healing
items. Anyway, when you think you're ready, (>L10, L12 preferably), get on.
Remember, it's a free ride so you don't pay anything for it! :) After a long
time, you'll wake up and wonder why you haven't reached Byzel yet. The team
wakes up and puts you in control.

Exit out of the sleeping quarters. This ship is weird, it's like a maze and
it has lots of dark monsters (Saint Saber comes in VERY handy here, if you've
class changed already, which you probably haven't.) There are plenty of
saleszombies around but you need to beat the guys in the room for it. Plus,
you will LOSE one member of your team (you get to choose which one, though.)
You'll get that member back later on, though, so don't worry.

Anyway, one you get out of the sleeping quarters, head east and you'll hear
a sound. Head up the stairs and out the southern opening. Now, follow these
directions CAREFULLY, this place is worse than the Corridor of Wind!

Walk to the left of the corridor and you'll hear another sound. Your lead
character will get scared and the Fairy will appear. She can sense another
spirit's presence (Shade) and suggests you look around. Just then, the
monsters start appearing. Just bloody great!

Remember this place, you'll come back to it. There are three doors in the
wall. I'll call them A, B and C (from left to right.) C is where you came out
B has two monsters (a Specter and and Zombie.) Beat them, and a Ghost will
appear who will sell you items. Stock up on items if you didn't at Palo. A
leads a bookshelf which we'll come back to later. Head out of whatever room
you're currently in so that you're in the three-door room and follow the path
up the steps. Head south and go down until you reach the T-junction. There
are two doors, one on the right and one on the left. The right leads to a
room which prompts you to sleep. DON'T. Once you sleep, three monsters appear
and attack you. The door on the left can't be opened (yet), but there's a
piece of paper outside. Read it. It says "Book of Blood, Book of Death, Book
of Curses, Book of Death." What does this mean? Remember the three-door room
from earlier on? Remember door A? It leads to a bookshelf. So go back there
by going down the steps to the top of the room and following the path down.
You're back into the three-door room. Go into door A (the left-most door)
follow the path (there's only one way) and you'll eventually find yourself in
the library with a large bookshelf in front of you. There are three books on
the shelf, (starting from the left), Death, Curses and Blood. Read them in
the order mentioned by the poster (e.g. Blood, Death, Curses, Death.) The
wall will vanish. Go into the other room and open the Captain's Log. What's
this? "DieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDieDie?"
Who the Hell is this? Oh, it's Mataro, the paranormal guy from Byzel. Be
careful, now. This is where you LOSE one of your team mates. Pick the weakest
one (I tend to chose Carlie or Duran) and make him/her your main character.
Now talk to Mataro with the new main character. He'll curse your that
character and turn him/her into a ghost so now he/she can't fight with you.
Now you've only got two people on your team, which makes the boss fight and
the enemies in this place a LOT harder. Leave the room and follow the path
back to the three-door room. Head into door C (where you started) and go back
to the Sleeping Quarters. Sleep and save here. It's like an inn, but free.
When done, go back so you're back in the three-door room and make your way to
the door that couldn't be opened (the one with the poster next to it.) In
case you've forgetten, follow the path outside the three-doors, up the steps,
down and left. Enter the door and go up the stairs. Head south and you'll
reach another three-door room. You've just come out of door C. In A and B,
beat up the monsters to get zombies who will sell you weapons (B) and armour
(A). Follow the path up the steps and prepare to meet the fourth boss:



**Boss: Gorva**
All Gorva's moves are Dark-Based and are taught by Shade. Gorva fades in and
out of the screen like a nutcase. Since his skill is Dark, and Dark is weak
against Light, use Holy Ball against him. If you have Carlie/Angela on your
team (and didn't let them get cursed) then use them. Make sure to use the
walnuts if you run out of MPs. You can only hit Gorva with physical attacks
when he's at ground level. Watch out for the silencing moves. Cure silence
status with the Puipui Grasses or Stardust Herbs. You can use Tinkle Rain if
Carlie is on your team. You obviously can't use Tinkle Rain if Carlie is
silenced. This battle won't last long if you have Angela and Kevin as a team
and they are L12 or L14. Cast Holy Ball, Holy Ball, Holy Ball and he's as
good as dead.

When Gorva dies, Shade appears and joins. Fairy, Wisp, Gnome, Jinn and Shade,
that's our spirit collection now. Shade thanks you for beating Gorva and
removes the curse from your team mate. He/She appears and rejoins the team.
The only problem that you'll get now is that this team mate will ALWAYS be
behind in the experience points list as all the exp points the monsters you
beat between losing this team mate and beating the boss will not count on
this team mate's meter. Anyway, Shade and the Fairy talk. The Dark Mana Stone
was destroyed ages ago and the God-Beast has since gone missing. Before he
went missing, he rampaged across the world, nearly destroying civilisation in
the process. Before Shade can finish, the ship starts to crumble and you find
yourself on Bucca, the Volcano Island and it looks like the Volcano's going
to erupt, we'd better find our way of the island and FAST!

Head up the north path to the right of the screen and exit east. You'll find
a Gold Statue here. Refresh and save. Now, come back to the starting point
(west, south, west) and head north twice. You'll see a green turtle. This is
Booskaboo and he'll help you out later on. Go south, south, east, south. If
you've been here before you spotted Booskaboo, it will have been sealed off.
Now, go right a bit and take the path north. Now go east, northeast, south,
northeast, north, northeast, east and you'll reach the Village of The Dark
Priests. Don't worry, you won't fight these guys. The first thing you should
do is talk to the Totem Pole, this is like a Gold Statue, it will heal your
team and save your game. Now, talk to all the priests, some sell you weapons
and armour (you need these. If you don't have enough, fight some more) and
others sell you items (stock up on these.) Once you're done, it's time to
leave the village. Exit the way you came and go east, southwest, northwest,
northwest, west twice. You'll reach a dead end with a boulder above you. Talk
to the boulder and use Gnome (Earth Spirit), he'll create an opening for you
to go in. Go in (I suggest L14-L16 here, the enemies here are VERY strong.)
Welcome to Seashore Cave.

Seashore Cave leads into the heart of the volcano and the Sea Dweller lives
there. This is the person we're trying to find as he may be able to help us
escape the island before it blows. The only problem is, the enemies here are
extremely powerful and unless you find a Gold Statue, you're in deep BS. So,
the first step is to find the Gold Statue. By the way, leave the Potos till
last. They can cast multi-target Heal Light plus when they get near death,
they can call the Mama-Poto monsters. The Potos are Holy enemies, so you need
to use any Dark magic like Evil Gate. To get to the nearest Gold Statue, go
east, down the steps, southwest, follow the path, go south twice you'll end
up outside. Head northeast and go through the opening. Go north, northeast,
west (you need to defeat the monsters first), down the steps, west, south,
east, southeast, go down all the steps and head west. You'll find the Gold
Statue. Save and refresh your team here. I strongly advise L15 or above by
this time.

From the Gold Statue, go east. In this room, go east, beat up the monsters
and a path will open. Go east through the newly opened path and then go
south, west, south, northwest, west, south, southwest, save at the Gold
Statue and head north. You can level up to L15 or L16 quite easily in this
area and I _STRONGLY_ advise you do so.

After heading north, go northwest and you'll end up trapped with the Sea
Dweller nowhere in sight. You meet a dark, dracula-type guy (this is Jagan.
If you're playing as Hawk or Lise, you'll meet him again later on.) Hawk will
get a flashback to the start of the game if you're playing his quest. (The
flashback shows scene involving Hawk, Eagle, Bigieu and Jagan.) After some
discussion, he'll teleport away and leave you to die in the erupting volcano.
Just then, you see the green turtle from earlier on, he picks you up and
takes you to the beach just south of the Golden Road leading from Byzel to
Maia. You wave goodbye to him and decide to head to Forcena which is where
you were going until you were sidetracked (first the Ghost Ship, then Bucca.)
Head east then north to get onto the Golden Road and then, follow the path
east until you get to Maia. Once here, rest and stock up on items. By the
way, since you're L15, the enemies on the Golden Road should be p**s easy --
they're only about L4 or L5. When you're ready, talk to Bon Voyage, he's set
up the cannon routes, but no-one wants to use them. He'll offer to send you
to Forcena again. Take him up on his offer. This time, he gets his aiming
right and you land next to Bon Jour in the courtyard of Forcena Castle. Make
your way north to get to the Throne Room and talk to Richard again. He
welcomes you back and informs you where the other Stones are (I won't tell
you where they are, we're heading there anyway.) The closest Stone to Forcena
is the Water Mana Stone, guarded by Undine. This Stone resides in the
Labyrinth of Ice Walls, just south of Altena. However, the problem lies in
getting there as no ships sail to Altena. Richard explains that the turtle
that carried you to Maia, Booskaboo can help. He gives you the Pihyara Flute
which, when played on certain beaches will cause Booskaboo to appear and
carry you where you want to go. This means you won't need to use ships
anymore! Yay! Now, to find Undine!! Forcena has no beach nearby so we need to
head back to Maia and use the beach there. Go talk to Bon Jour in the
courtyard south of the Throne Room and get him to send you to Maia. Once in
Maia, make your way to the beach where Booskaboo dropped you off (west,
south, east.) Play the Pihyara Flute to get control of Booskaboo. Now, look
at the screen. You're in control of Booskaboo and he's at the bottom of the
screen. In the top-left is the world map with important places in red. In the
top-right is a close-up of the local area. The Labyrinth is at the position
shown by the top-most red dot so make your way there. "Park" Booskaboo at the
beach to the north of the island and head east (the beach is at the v-shaped
dip in the northern part of the island.) Welcome to Snow City Elrand. Fork
out on the new weapons and armour if you haven't already done so and save
your game at the inn. You should be at least L16 or L17 by now and be nearly
ready to class change (you can CC at L18 or above.) When you're ready, go
southeast into the Sub-Zero Snowfield.

The enemies in the snowfield are very tough so be prepared with Puipui
Grasses, Stardust Herbs and Tinkle Rain. The nearest Gold Statue is still a
fair way away so it's going to be hard (although you will find a Grey Statue
along the way.) To get to the Gold Statue, go southwest, south, west three
times, southwest, west twice (you'll get trapped so beat up all the
monsters), south, northwest, save at the Grey Statue, north, northwest, north
twice and then go west. Recognise this place? This is where Angela fainted in
her intro. From this place, go west, south (you'll get trapped here so beat
up the monsters again), south, southeast and you'll find the Gold Statue.
Save and refresh here. Level up to A MINIMUM of L18 (for class changing) and
when you're ready, go west twice to meet the Darkshine Knight. After a brief
conversation (which varies slightly depending on whether or not you have
Duran in your team), he will disappear, trapping you with:



**Bosses: Machine Golems x3**
These guys are like before with two main differences. First, there's three
and not two, secondly, they don't attack as often as before, but they do do a
helluva lot of damage. Hit, retreat, heal, repeat is the order of the day. If
you've forked out on walnuts and have Angela on your team, use her here. No
real strategy here, just go all out. Gem Missile doesn't seem to work. Use
Holy Ball or Air Blast. If you can't beat the Golems, then there are two
things you can do. Firstly, try levelling up a bit more (maybe an extra 5 or
so levels) and trying again or secondly, going to Rolante, class changing at
the Wind Mana Stone (just before you picked up Jinn) and then coming back
here and trying again. Either way, it's going to be tough.

Once the Golems are defeated (which WILL take a long time), you can continue
through (Duran will be really ticked off since the Darkshine Knight mentioned
that they'll sacrifice the Sword to the Dragon Emperor and Duran thought that
his father had died while defeating him.) Go west until you get to a cave. Go
inside and talk to the Water Mana Stone. After some discussion, Undine will
appear and join you. Now if your team are at or above L18, talk to the Stone
again to class change. You need to get each member (use SELECT to switch
leading characters) to talk so you can class change that person. If you have
enough experience (>=L18), you will be given two options, the one on the top
is the Light Class and the other is the Dark Class. Refer to the Class
Changing section near the top of this FAQ to see what the classes can do.

Once you've CCed, come out and head east to the Gold Statue and save there.
The monsters here should now be much easier (I was dealing 1HP and taking 40
before CCing and now I'm taking 1-3HPs and dealing nearly 100!)

Now we have six spirits: Fairy, Wisp, Gnome, Jinn, Shade and Undine. The next
one is Salamando and he resides in the Valley of Flames, south of Navarre.
First, we need to get out of the snowfields. Make your way back to Elrand
(from the Gold Statue, west, north, fight then north, east, south twice,
southeast, south, save at the Grey Statue, southeast, north, fight then east,
east two times, northeast, east three times then north to end up back in
Elrand.) The enemies here should now be MUCH easier to beat. Once back in
Elrand, sleep at the inn, stock up on supplies and head for the beach (use
the southwestern exit.) Call Booskaboo like last time and now, to head to
Navarre!

The Valley of Flames is the southeastern most dot. Head there and then make
your way along the coast (in a clockwise fashion.) You'll find a beach just
northwest of the dot. Park here and exit east. You'll find yourself in the
Sand City Sultan.

Here, stock up on items. The merchants here sell the same weapons and armour
as in Elrand so buy anything you didn't buy in Elrand. Sleep at the inn and
save. When you're ready, exit east. Time to head for the Valley of Flames,
but first, we need to stop off in another town, Oasis Village Deen.

After leaving Sultan, go east, east, southeast, fight all the enemies to open
another path, south, southeast, east and finally, southeast. You'll end up in
the Oasis Village Deen. The merchants here are annoying. Like in Byzel, when
the mart is only open at night, you can only buy weapons from the merchant at
night. During the day, another merchant sells armour. The weapons are exactly
the same as the ones in Elrand so you won't need to buy any. But the armour
is very good. Fork out on the armour (don't forget to equip it) and sleep at
the inn to save. When you're ready, we can now go the Valley of Flames.

After leaving Deen, go northwest, west, west, southwest, south and then east
to find Jessica, Bigieu and:



**Bosses: Bill & Ben**
Again Hawk tries to reason with them and again he fails. BB are the same as
last time, but with more Ninja-like moves (specifically, the "... Jutsu"
moves.) Your best bet is to have Carlie as an Enchantress for the multi-
target Heal Light and to go all out. Don't even try this without class-
changing. Keep hitting until you can use your Level 2 BA and then whack 'em.
The good thing is that once you beat them this time, they're gone forever and
you'll never see them again <G>.

Once BB are dead, you will be auto-healed. When you're ready (you may want to
head back to Deen for supplies before you start the next section), head
inside the cave to the southeast and you'll find yourself in the Valley of
Flames. The enemies here are strong, but if you've been following my
instructions, they shouldn't be taking too much damage off you (although the
Ninjas can.) I advise a minimum of L20 by now, although L18 is acceptable. If
you are at L18, prepare for a hard time. You can do this section at L18, but
it WILL be hard. I nearly used up all of my Angel's Grails by the time I
reached the Gold Statue.

Go get to the Fire Mana Stone, this is what you must do: once inside the
valley, follow the path until you exit south. Now, go south, down the steps,
east, south (down the steps), east, northeast, follow the path as it curls
around and exit west. You'll find a Gold Statue below you. Head down the
steps to refresh and save. Once you're done, go east and you'll see Bigieu
and Jessica. Walk up to them. Bigieu threatens to throw Jessica into the
fire. If Hawk is on your team then Nikita will appear and save Jessica. If
Hawk isn't on your team then Hawk will appear and save Jessica. Once Bigieu
goes off, walk up to Jessica. After a short talk, she gets taken to Deen by
Hawk/Nikita to recover. Once everyone has left, go over the bridge and
through the opening. You'll find the Fire Mana Stone and Bigieu standing in
front of it. Go up towards her and she'll reveal that she has released the
Stone's energy and vanishes. After she leaves, talk to the Stone and after
some discussion, you'll see Salamando, the Fire Spirit (with a lousy sense of
humour.) He'll join you.

We now have Fairy, Wisp, Gnome, Jinn, Shade, Undine and Salamando as spirits.
That's seven spirits. We have only two more to get Luna (Moon) and Dryad
(Grass.) To find Luna, we must travel to the Beast Kingdom. Luna is the
HARDEST spirit to get because the boss is so damn hard.

You should, by now, be at level 20 minimum. Make your way back to the
entrance of the cave by going west twice, save at the Gold Statue then go up
the steps and through the opening in the north. Now follow the path south. Go
northeast via the steps. Go northeast again, up the steps, north, northeast
and you'll be outside. Now make your way back to Sultan by going west,
northeast, northeast, northeast. From here, you have two options. Either go
to Sultan or stop off at Deen for supplies. To get to Deen from here, go
southeast, east, southeast. Stock up, rest and then go west, northwest, west
to get back to here. If you want to go to Sultan direct, from this screen, go
north, north, west, northwest, northwest, west. In Sultan, stock up on
supplies (if you decided not to go to Deen) then sleep and save at the inn.
Once done, head for beach west of Sultan and call Booskaboo again. Next stop,
the Beast Kingdom!

You can't get to the Beast Kingdom directly. You must stop at the Moonlight
City Mintos. From Sultan, follow the coastline southeast and eventually, you
will find the beach near Mintos (the red dot is nearby.) Mintos lies deep
inside the continent so you'll have to go down a river to get at it. After
you've gotten off Booskaboo, you notice the beach is sealed off. Walk up to
the statue blocking the exit and it'll disappear (you must have obtained
Salamando for the statue to disappear.) Go east then southeast and you'll
find yourself in Mintos. If you're playing as Kevin, you'll no doubt
recognise this place -- it's the place in Kev's intro. Mintos is a strange
place. West of Mintos lies the Moonlight Forest where the Beast Men live.
Mintos, the forest and the Beast Kingdom all lie under the influence of the
Moon Mana Stone which causes it to always be night and therefore the Beast
Men are always werewolves. This is also the reason why the Inn Keeper will
never ask if you want to be waken up in the morning or night -- because it's
always night here. I _STRONGLY_ advise a team of L20 or above in this area.
You will be able to level up to L25 here, and I advise that you do because
the boss is extremely tough. Once inside Mintos, stock up on armour, weapons
and healing items such as walnuts, honey, chocolates and round drops. Make
sure you save at the inn.

If you can stand the wait, I would advise you level up to L25 before you face
the boss. L20 is OK against the enemies in this area, but L25 is better.

When you're ready, head west into the Moonlight Forest. I must warn you, this
whole thing is like an endurance test -- a very TOUGH endurance test. You
must be able to beat all the enemies here without taking too much damage. The
less damage the better because there is no Gold Statue before the boss, only
a Grey one. Once inside the forest, Kev will turn into a werewolf, seeing as
the whole place is night time (the werewolf type depends on your class change
choice.) The Moonlight Forest is a nightmare to navigate. It's worse than the
Corridor of Wind in Rolante! There are TWO routes through the forest, one
direct and the other indirect. The direct route does NOT pass through a Gold
Statue so you'll be in trouble against the last boss. The indirect route does
pass through a gold statue so you can level up further. The downside to the
indirect route is that it's longer. The routes are as follows:

Indirect (with Gold Statue): southwest, southeast, southwest, southwest,
west, southwest, southeast, southwest, southwest, east. You'll end up in the
place with a Gold Statue and Karl's grave (from Kev's intro.) Once you've
saved and refreshed, the next step is to get to the boss area. To get there,
go (from the Statue) west, north, east, northwest, west, northwest, north.
Save here (Grey Statue) and head northeast to face the boss.

Direct (with _NO_ Gold Statue): southwest, southeast, west twice, southwest,
south, southwest, north. Save here (Grey Statue) and head northeast to face
the boss.

When you head into the opening, you'll find Deathjester with some fatally
injured Altenian wizards. He casts Death Spell on one and Energy Ball on the
other, absorbing the souls. Kevin appears and accuses him or lying about
Karl. Deathjester says that Kev is an fool for believing him. Kev and
Deathjester starts to fight. Deathjester casts Stun Wind (which damages and
silences a single enemy) and Kev is paralyzed (you get Kev in this scene even
if he's not on your team.) Then you appear with the rest of the team and
challenge Deathjester to fight. Lugar appears and accepts the challenge. If
Kev is a member of your team, he'll get up and fight with you, otherwise,
he'll lie out cold to the side of the opening for the duration of the battle.
If Carlie is on your team, she'll blabber on at Deathjester (after all, he
DID kidnap Heath, didn't he?) before Lugar appears. Deathjester will reveal
that Heath has accepted a new role under his master the Masked Mage and is
now the number two man. Deathjester is the number one man. Now you must
fight:



**Boss: Beast Man Lugar**
You remember Lugar don't you? You BUMPED into him when you were in the Cave
of Waterfalls on your way to Wendel near the start of the game. Now you get
to fight him. Lugar is VERY tough. He can switch werewolf types when he
wants. EVERY class that Kev can learn, he knows already and can switch
between them. Because of this, he has no weak spots. Lugar can pull off the
Suzaku Sky Dance (Dervish) and then immediately do the Seiyu Death Fist
(Death Hand) and finish off with the Water-Moon Slice (Bashkar.) You will
need full slots of Round Drops, Angel Grails, Pakkun Chocolates and Honey
Drinks. Make sure you have at least one person who knows Heal Light. If they
can multi-target it, all the better. The battle starts in earnest with you
doing a lot of damage, and then Lugar does Moon Saber (Death Hand) and he
lets rip with all the BAs you can think off. Get ready with the healing
items. If you can't beat him, resume from the save game and build up about
another 5 or so levels before trying again. If you have Lise on your team,
try using her stat spells.

After you beat Lugar, Deathjester will run away and you'll get a scene
involving Lugar, Kevin, Luna and the Fairy. After the fight, it appears that
Lugar is dying. Luna appears and, at Kevin's request, revives Lugar as a
baby. If Kev is on your team, he'll rejoin your team, if not, he'll wave bye
and take off.

Head inside the Moonreading Tower (don't go up any floors yet, we'll come
back later to do that) and talk to the Mana Stone. After the short
conversation, leave the tower and head south to get to the Grey Statue. Save
here (unless you want to fight Lugar all over again. Personally, I don't.)
Now we need to make our way back to Mintos so retrace your steps. Go
southeast, east, north, east, northeast, east, north, northwest, east to end
up back in Mintos. Sleep in the inn, stock up on supplies and then head
north, northwest to get to the beach. Call Booskaboo and get ready to head to
Diorre and Dryad, the final spirit.

Diorre is a tricky place to find and access. To get into it, we must have
Luna. This is why I'm getting you to find Luna first. Anyway, to summarise,
We now have Fairy, Wisp, Gnome, Jinn, Shade, Undine, Salamando and Luna as
spirits. We only have one more to get and that's Dryad.

Once you board Booskaboo, you should see that there is only one red dot left.
This is Diorre. The beach you want to dock at is to the east of the red dot.
Follow the coast and you'll find it. Dock here and head west. You'll stumble
across a tree blocking your way. When asked, use Luna (the spirit you just
obtained.) She'll recognise the tree as being from the Moonlight Forest and
will open a path for you. Now the tricky part. If Carlie is on your team,
she'll recognise the place and explain that the forest must hold a secret. If
she's not on your team, you'll meet her just a little further down. She'll
storm off after a chat. Head southwest and beat up the monsters here. Talk to
Carlie again and she'll reveal the secret of the plants. The secret is that
the flowers glow in the dark. If you follow the red plants, they will take
you to Diorre. The forest is called the Lampflower Forest for this reason.
Wait until dark and then follow the red flowers -- it's not too hard. I'm not
going to tell you where to go, the path is right in front of you. Oh, all
right, in case it's day time, go (where were you meet Carlie the second time)
south, southwest, south, south, east, south, west, west and north to enter
Diorre (notice the two graves outside. They belong to Leroy and Shayla,
Carlie's parents. When you look around, no-one will talk to you and actually
try to avoid you. The King's house is on the southeastern part of town. Go
inside and make your way to the top room. You'll find the King. Talk to him
and Carlie will take over (if she's on your team) or run into the room (if
she's not.) Watch the scene and then leave. Carlie will rejoin your team if
she's a member otherwise, you'll never see her again.

*NOW* the people will talk to you. The elves here make really powerful
weapons, better than the dwarves. Fork out on everything you can afford and
stock up on supplies. The inn here is very cheap, only 10 luc per night. When
you're done, the next thing we need to do is to find the Gold Statue the King
spoke about.

When you're ready, head south then east out of the town and back into the
Lampflower Forest. Now go north (notice the flowers again?) and west to get
to the Gold Statue the Fairy King mentioned. The enemies should now be easier
because you've got new weapons and armour. Once at the statue, talk to it and
opt to use Luna when asked. Luna will open up a path and keep one of the
plants because of their scent. When she has finished, save at the Gold Statue
and then head west down the path Luna opened. Now go northeast, north and
north again to face:



**Boss: Gildervine**
Gildervine isn't too hard. He is weak against any electrical-based attack so
use Thunder Saber, Thunderstorm, Thunder Jutsu or anything similar. If you
don't have any of Jinn's more powerful moves, the basic Fireball spell does
wonders, especially after Lise has cast Protect Down and Mind Down on
Gildervine (you can get Lise to cast Mind _UP_ on Angela instead if you want
to.) This fight is one of the easier ones. A few of the spells are taught by
Dryad.

Once Gildervine is defeated, Dryad will appear and join your team (after some
persuasion.) Right! That's all nine spirits. Where to now? The Island of
Obilivion. It lies in the middle of the world. It is the centre of all Mana
energy --  and that's where we're heading next.

From the place where you beat Gildervine, go south, south, east and you'll be
back at the Gold Statue. Refresh and save here and then head for the beach.
There's a shortcut you can take to get to the beach quickly. Go northeast
from the Gold Statue. Now go east, north and east again and you'll end up
back at the beach. Call Booskaboo and head for the final red dot -- The
Island of Oblivion. Park Booskaboo at the beach (it should be obvious where
the beach is, the Island is small enough) and then head east. Watch the
scene. The Fairy manages to open up the gateway and then Altena, the Beast
Kingdom and the Navarre Kingdom all get inside. The Fairy works out that the
energy of the Mana Stones have been released and that the energy, when
combined with hers, opened the Gate. Before you have a chance to take this
all in, Koren sails by in an airship and decides to drop a few bombs on your
heads, knocking you all out. You're gonna have one _major_ headache when you
wake up!

When all three kingdoms have gotten inside the gate, the Fairy will wake the
rest of the team up. We need to get inside the gate, but we can't get high
enough. After some discussion (which varies slightly depending on if you have
Lise on your team or not), you decide to go and find the Father of The Winged
Ones in Rolante to see if he can help you out.

Head for the beach and call Booskaboo. We now need to head for Rolante, but
there's a problem. There's no red dot on the map so we need to find it
ourself. Bummer.

There are many ways of getting to Rolante. The Path to The Heavens has a
beach, but it is quite tricky to find. The easiest thing to do is hitch a
ride on a boat, but I prefer to save money and use the beach. After all,
that's what it's there for! If you really can't be bothered to find Rolante
yourself, head back to Jad and catch a boat from Jad to Palo. From there,
climb up to the top (the VERY top, where the Rolante Castle lies. See a
little later on for the directions.)

Like I said, Rolante is a tricky place to find on the map. If you can't be
bothered to catch a boat, you CAN go straight to Rolante without the boat
trip.
                  
The beach for The Path to The Heavens lies towards the southeast of the
world. If you look at the map, there is a v-shaped mouth pointing to the
east. Inside this mouth lies a beach. This is the beach we're looking for.
Dock here and head east. The screen will pop-up saying "Path to The Heavens"
so you know you're on the right track. Head north up the steps and then east
into Palo. The enemies here are much easier than before so you should not be
having much trouble. Once inside Palo, stock up on supplies and save at the
inn. Now make your way up to the top of the Path. In case you've forgotten,
it's: go west out of Palo and then go northeast, east, northeast twice, up
the stairs, northeast, northeast and then northeast (northwest takes you
inside to mountain and to the Corridor of Wind.) Now go east again and you'll
end up outside Rolante Castle. Go east and you'll see an Amazon solder. Talk
to her and she'll open up a path for you. Go east through this path. The
enemies in THIS area are much harder -- even though they are the same kind of
monster as before, so make sure you're prepared.

To get through this area, go into the eastern opening (you have to go
northeast and follow the curving path) and then go north, north up the
stairs, west, north, north, up the steps and then take the southwestern exit.
You'll get a scene which involves your team making the last part of the trek
by themselves (automatic.) They reach the top and find the Father of The
Winged Ones. Hmmm.... Seems a bit small for a father. After a bit of
discussion, you find out that this is not the Father, but a daughter. The
Fairy (or Lise, if she's on your team) decides to give her a cuter name --
Flammie. Flammie takes you to the Mana Holyland and drops you off in an
opening. And so begins the next chapter of the walkthrough...



*****************************************************************************
                       Chapter 3: The Mana Holy Land
*****************************************************************************

What we need to do, now we're here is to hurry to the Mana Tree and grab the
Sword of Mana before any of the other people get it. Doesn't look like
this'll happen any time soon, look at the number of bodies around! But still,
we need to get the sword. So, from the opening where Flammie dropped you off,
go north, northwest, north, west (use the steps), north (use the lillies),
southeast, northeast, north and save at the Gold Statue (any one.) Go up the
steps and talk to the Goddess Statue. The Fairy will explain that you can use
this Statue to perform class changes and asks you if you want to try. Unless
you've picked up some "??? Seeds" and planted them already, say no and come
back later. When you're ready, go east, east, northwest (don't go the
lillies way), cross the north bridge and then go north. Finally, go east and
walk across the fallen tree log. You'll spot the Sword. Go and try to pull it
out -- NOTE: You must use the hero (e.g. the first character you chose.)
After some problems, you manage to pull it out, but the Fairy has gone
missing, presumed kidnapped. The Goddess appears and explains she cannot help
much more because the Mana is now so weak. She departs with a gift -- the
Wind Drum. You use this to call Flammie. Now we need to get Fairy back. And
so, we begin the next part of the walkthrough...



*****************************************************************************
                       Chapter 4: Rescuing The Fairy
*****************************************************************************

With the Fairy kidnapped, the next part is to find out who kidnapped her and
to rescue her. Make your way back to the opening were Flammie dropped you
off. If you've forgotten, it's: cross the log, southeast, cross the bridge,
south, west, west, save (Gold Statue), south, south, northwest, southwest
(use the lillies), east (use the steps), south, southeast and finally south.
En route, you will meet several people. Who you will meet depends on your
hero. You will see the other two bad guys' teams depending on the hero of the
team. So, if Kevin is the hero, you'll see Koren/Darkshine Knight and
Bigieu/Jagan. The Deathjester and Heath will have kidnapped the Fairy. Not
_too_ hard to understand, eh?

Depending on the hero, the Fairy will be kidnapped by these people:
Angela/Duran: Darkshine Knight/Koren
Hawk/Lise: Bigieu/Jagan
Kevin/Carlie: Deathjester/Heath

And you'll see the other two pairs en route to the opening. The kidnappers
will be waiting for you in there. They have kidnapped the Fairy and are
forcing you to trade the Sword of Mana for the Fairy (well, what would you
rather have, the Sword or the Fairy?) Depending on who the kidnapper is, you
will have to go to different places to recover the Fairy:

Angela/Duran: Altena
Hawk/Lise: Navarre Fortress
Kevin/Carlie: Beast Kingdom

So now I'm going to have to split the walkthrough again.



**Part I: Angela/Duran -- Altena**
Now you've got to go back to Altena to pick up the Fairy.

Use the Wind Drum to call Flammie and head Altena -- it's the red dot on the
map.

Flying Flammie is really easy. Use B to descend and A to ascend. Use L/R to
switch to ground view. Once you've descended enough, Flammie will drop your
team off. Easy!

Altena has a lot of magic users so make sure you've got plenty of MPs and
Magic Walnuts. Lise's Mind Up/Down comes in VERY useful here. If she hasn't
learnt it, consider levelling up until she does.

Once you land, you'll find yourself outside the gates of Altena. They're
shut. Go up to them and press A. The gates will open for you. Head north and
stock up on items, weapons and armour. Rest and save at the inn.

Our task now is to get to the Throne Room, talk to Koren and get the Fairy
back, even if it costs the Sword. I also recommend to level up to around L25
to L30. You need to do this BEFORE you get Koren's scene as once the scene is
over, all the monsters will disappear. So, once you've healed up and equipped
all the new weapons and armour, head north through the arch and into the
castle. Now, go north through either one of the doors. Go north again and now
south through the central opening in the southern wall. It's the second
opening from the left wall and the third from the right wall. Once inside, go
up the steps and north to find yourself outside the castle, on the turrets.
Now go north, north and take either the northeast or northwest doors (it
doesn't matter.) Watch the scene. Koren takes the Sword, which becomes heavy
so the Knight casts AntiMagic and the Sword accepts Koren's ownership. Then,
the Knight orders Koren to release the God-Beasts and teleports away. Koren
casts Death Spell on Valda, Angela's Mum, killing her and teleports away as
well. The Fairy revives and apologises to the team for costing them the
Sword, but we've got no time for blame, we've got to stop the God-Beasts and
that's the next part of the walkthru (Chapter 5.) Your team has been
teleported outside the castle so call Flammie and start reading the next
Chapter of the walkthru.



**Part II: Kevin/Carlie -- The Beast Kingdom**
Deathjester/Heath have kidnapped the Fairy and you must travel to the Beast
Kingdom to recover her. I hope you realise, you chose the HARDEST of the
three quests. This part is EXTREMELY difficult, even with Kevin in werewolf
form.

Use the Wind Drum to call Flammie and head for the Beast Kingdom.

Flying Flammie is really easy. Use B to descend and A to ascend. Use L/R to
switch to ground view. Once you've descended enough, Flammie will drop your
team off. Easy!

Once Flammie drops you off, you'll end up outside the gates to the Beast
Kingdom castle. I _STRONGLY_ recommend a level of 25 or higher. The enemies
here (all werewolves) are VERY strong. If you can level to L30, it'll be (a
little) easier. If you're not a L30 yet, don't worry, you can get at least 3
or so levels en route.

Our job here is to retrieve the Fairy from Deathjester and Heath and to get
out of here ASAP.

To find Deathjester and Heath, head north into the Kingdom. Now go north,
take the right-hand door, head north a bit and take the first door you see.
Now go up the steps, south and save at the Gold Statue. If you're playing
Kev's story, you should recognise this area from his intro. From the Gold
Statue, go west, south, south, up the steps and step through the arch. Watch
the scene. You will be forced to give up the Sword of Mana to Deathjester.
It becomes too heavy for him. Heath casts AntiMagic and the Sword accepts its
new owner. After some discussion, Deathjester and Heath will disappear, and
the God-Beasts will be released. The Fairy shows you all the Stones being
broken and the God-Beasts being released. Now our next task is to go and beat
up the God-Beasts. If you want to, you can head up to the roof and talk to
the Beast King.

To get out of the castle, go south from the Throne Room, take the right-hand
door, go north, east save here then go north, down the steps, south (take the
long route, not the opening directly in front of you), south, south, south
and you'll end up outside. Call Flammie and prepare to fight the God-Beasts!

This is the next chapter of the walkthrough, Chapter 5: The God-Beasts.
(By the way, if you're playing as Kevin, you can follow the Beast King onto
the roof and talk to him. He'll reveal the reason why he asked Deathjester to
make Kevin angry and shows Kevin that Karl is still alive. If you're playing
as Carlie, the Beast King will not talk to you... EVER.)



**Part III: Lise/Hawk -- Navarre Fortress**
Cast your mind back to when we were on our way to pick up Salamando. As we
made our way to the Valley of Flames, we opened up a path to Navarre
Fortress, but we never used it, remember? Well, _now_ we're going to use it.
What we need to do now is to head to Sand City Sultan using Flammie.

Use the Wind Drum to call Flammie.

Flying Flammie is really easy. Use B to descend and A to ascend. Use L/R to
switch to ground view. Once you've descended enough, Flammie will drop your
team off. Easy!

Once you've landed in Sultan, rest and stock up on supplies. When you're
ready, make your way to Navarre Fortress by going east, east, southeast, east
(this is the path that was opened last time), now go north, east and then
north to get to the Navarre Fortress. Now go up into the door, and this time,
it'll open up (it usually doesn't.) Now, if you're playing as Hawk, you'll
recognise this place from his intro. What you need to do is to fight your way
to the Throne Room. The Fortress is full of Ninjas, Night Blades and Ninja
Masters who all know the relevant Ninja moves so make sure you've got some
healing items and maybe a few Angel Grails. It also wouldn't hurt to have a
few Stardust Herbs to cancel stat-down magic (a la the "... Jutsu" moves), if
you're desperate.

To get to the Throne Room, you need to follow these instructions: First, make
sure your team is at a level of between L25 and L30 before you start the
trip. You can make around 2 or 3 levels before you reach the end, so if your
team is around L22, don't worry. Enter the fortress, take the left steps and
go northwest (the path curls back on itself.) Now go north until you find an
opening. Go in here. Go north again. Now go northeast up the steps, south,
north (through the _other_ opening, but NOT up the steps), north again and
finally, east (you _can_ choose west, but it doesn't matter, you'll still end
up in the same place.)

Watch the scene. Jagan removes the Sword and collapses under the weight.
Bigieu casts AntiMagic and the Sword adapts to Jagan. Jagan and Bigieu vanish
and the Fairy revives. She shows you all the Mana Stones breaking and
explains that we now need to beat the God-Beasts. You are automatically
teleported outside the Fortress. Call Flammie and go to the next chapter of
the walkthru to find out about the God-Beasts.



*****************************************************************************
                        Chapter 5: The God-Beasts
*****************************************************************************

The eight God-Beasts are the monsters which destroyed the world. The Goddess
of Mana used the Sword and defeated all eight. She imprisoned them in the
Mana Stones and the Stones were protected by the Spirits we have already
obtained. The God-Beasts are unimaginably tough and you'll have your work cut
out for sure.

You can defeat the God-Beasts in any order, but I find that beating them in
the order of this walkthrough is the easiest, as the enemies and bosses along
the way get higher and harder.

An important note is that you do NOT have to fight the God-Beasts in this
order (Wind, Fire, Water, Wood, Moon, Earth, Light, Dark.) You can fight them
in any order. The Dark one will only be accessible after you've defeated the
other seven, so the Dark one always be last, no matter what you do. Choose
your ordering with care!

The God-Beasts only know attacks that are taught by the relevant spirit so
Xan Bie knows Flame Saber, Fireball, Explode, etc. But doesn't know Holy Ball
or Dark Force as these aren't taught by Salamando.



**Part I: The Wind God-Beast**
Dangaard, you'll be pleased to know is one of the easier GBs (God-Beasts) to
beat. He resides in the air so he's hard to find. What you need to do is
fly Flammie to the southeastern-most dot (Rolante) and land there. Now, we
need to make our way through the Corridor of Wind again. Go east, east, cross
the bridge and through the opening. You're back inside the mountain. Head
north then east, like last time and make your way through the Corridor. In
case you can't be bothered to scroll all the way back up the walkthrough,
here's the part for the Corridor of Wind. By the way, the enemies in the CoW
are now all L25 MINIMUM so make sure you can handle them:

To get through the Corridor of Wind, do this: after entering the Corridor, go
up and press the button there. Go left, down, press the button on the right
and then go west. You'll emerge outside. Go left and you'll find two openings
in the wall. Enter the first opening you come across (the second is a short
cut back once you've got Jinn.) Inside, go left and press the button. Now go
up and push the button at the junction. Now, take the left fork and exit
west. From the next room, exit south. You'll find yourself outside. Work your
way down the steps until you find an opening (there's only one way to go.)
Head inside the opening:

This next part is tricky. Head down-right and go down the wind column. Next,
loop up-right up the stairs and push the button there. Now, go up-left so you
have just done a complete 360 circle. Now, go down (into the wall) and then
go left. If you do this right, you'll end up in another room. Go right then
down and push the button there. Head up then left to go back to where you
came from and you can now go down. Before you leave the room, press the
button. You're now outside. This place curves like a crescent moon shape.
Half way around, there's an opening. DO NOT GO HERE YET! Follow the path all
the way around and you'll find another opening. Head inside here and you'll
find a Gold Statue. Refresh and save here. Go back and into the opening I
said not to go into yet.

Once you're in the room where the Mana Stone used to lie, make sure you're at
L25 minimum (I recommend L30, but it's not mandatory.) Head east and watch
the scene. Remember this place? It's where you fought Tzenker earlier on,
just before you picked up Jinn. Anyway, once here, you'll spot Dangaard up in
the sky (Flammie will be called automatically) and you'll fight him in
mid-air (whilst still on Flammie's back!)


***Boss: God-Beast Dangaard***
There are four "rounds" in which you must beat Dangaard. Each round finishes
with a cloud obscuring the view of Flammie, Dangaard and your team. The
battle here is easy, but very, very long. If you have Duran or Carlie, get
him/her to Diamond Saber your team, or you will do little (1-5HP) damage. If
you have Lise, use her stat spells on either Dangaard or your team. If you
have Angela, use her constantly and cast any magic except Jinn-taught spells
like Air Blast or Thunderstorm. Gem Missile, Dark Force, Fireball, everything
works OK. Experiment with different spells to see which one works best. I
think Shade's and Gnome's spells are best. Dark Force and Gem Missile seem to
do the best damage, especially after casting Mind Up/Mind Down. After
Dangaard casts Air Slasher or Thunderball, HEAL IMMEDIATELY, these spells do
a helluva lot of damage. The others you can get away with.



**Part II: The Fire God-Beast**
The next GB is the Fire GB and we need to make our way back to the Valley of
Flames where we picked up Salamando. Conveniently, the Valley of Flames is
just south of where we are right now. I don't recommend you go there just
yet. Just north of the Valley you'll find Deen. Land here, save and refresh
at the inn and restock up on supplies as you need. _NOW_ head for the Valley
of Flames as you did last time (northwest, west, west, southwest, south [if
you go southWEST instead, you'll see two merchant cats who will sell you
really good weapons and armour -- I recommend you consider buying some of
their stuff, but it's all very expensive], east, southeast.) Once inside, run
for the Gold Statue as you did before (south, south, down the steps, east,
south (down the steps), east, northeast, follow the path as it curls around
and exit west. Bear in mind that the enemies here are all around L30. You'll
find the Gold Statue below you. Save. Now, head up the steps and through the
opening in the north. Now follow the path south. Go northeast via the steps.
Go northeast again, up the steps, east, east, south (beat up the enemies
first), southeast (don't take the steps route), down the steps, east,
northeast (beat up the enemies first), southeast, southeast, east, northeast
and then prepare to face:


***Boss: God-Beast Xan Bie***
Xan Bie isn't too bad. He has several forms: flying fire (only hittable by
magic), normal fire, dragon fire and furnace healing. If you've got Duran or
Carlie on your team, make sure you cast Ice Saber on your team before you
attack. Since water puts out fire, use ice and water moves where possible. If
XB casts Flame Saber on any of your team, use the Stardust Herb or cancel it
with another Saber (preferably Ice.) Remember, if any of your team has been
Flame Sabered, you'll be HEALING Xan and not damaging him (it?) XB does have
several powerful spells up his sleeves (if he HAD sleeves, that is...)
Anyway, make sure you heal after he casts Gigaburn, Lava Wave or Heat Beam.
After you've taken him low enough, he'll retreat into the furnace and get
about 1000HPs back and be much stronger. Cast all stat-down spells again. You
_can_ take out the furnace so that XB can't heal (I recommend you do this as
soon as possible.) Once inside the furnace, XB will attack himself with Lava
Wave and Heat Beam, healing himself. This battle is shorter than Dangaard's
but in some cases it is more intense as spells end up flying all over the
place. I tend to use Angela's Ice Smash (multi) the most here. You can do
around 400HPs damage per go after casting Mind Up/Down + Ice Saber. I
recommend that you use any Water or Ice-based move like Ice Saber or Ice
Smash. If you do this, the fight won't last very long.

Once you've beaten Xan Bie, you'll end up outside the Valley of Flames, fully
healed. Make your way to Sultan or Deen to heal (the enemies here shouldn't
be too much of a handful by now.) In case you've forgotten, here's the bit
from earlier on. 

Now make your way back to Sultan by going west, northeast, northeast,
northeast. From here, you have two options. Either go to Sultan or stop off
at Deen for supplies. To get to Deen from here, go southeast, east,
southeast. Stock up, rest and then go west, northwest, west to get back to
here. If you want to go to Sultan direct, from this screen, go north, north,
west, northwest, northwest, west. In Sultan, stock up on supplies (if you
decided not to go to Deen) then sleep and save at the inn.

Whether you're at Deen or Sultan, stock up on supplies and save at the inn.
Then, when you're ready, call Flammie. Next stop, the Sub-Zero Ice Fields!



**Part III: The Water God-Beast**
Fly Flammie to the northwestern-most red dot which is the Labyrinth of Ice
Walls (where you picked up Undine earlier.) Land Flammie here and you'll end
up outside the cave where the Mana Stone used to be. You'll find the merchant
cats outside here so buy the weapons and amour if you didn't do so in the
desert earlier on. Head east twice to save at the Gold Statue and make sure
your team is L25 or above (L30 or above is STRONGLY recommended) and then
head inside the cave. This place is called a labyrinth for good reason, it's
a real pain getting through this place. There is only one Gold Statue and
it's a pain getting too it. Once you get there, you can level up quite
easily. Watch out for the Posiedons, their bubble attack lowers your attack
level so you only do 1HP damage.

Follow these instructions CAREFULLY, it's VERY easy to get completely lost in
here. To get to the Gold Statue, go north into the labyrinth so that you're
now in the cave where the Mana Stone used to be. Now go northeast into the
main labyrinth (last time you came here, the labyrinth entrance was sealed so
you couldn't get in.) Now, go southwest and then north (2nd door.) You'll be
trapped. Beat up all the monsters here and continue north. Go west, north
(1st door), north, northwest, northeast, southeast, northeast and save here
(Gold Statue.) Level up to L30 minimum using the local area and when you're
ready, come back and save again. When you're ready to face the GB, go south
from the Gold Statue, southeast, northeast and prepare to face off against:


***Boss: God-Beast Fiegmund***
Fiegmund is easy, just like Dangaard. Ice melts when exposed to Fire, right?
So use ANY fire move. Fireball, Explode, Flame Saber. It all works. Keep a
few Puipui Grasses and Stardust Herbs handy to cure Freeze status. Just keep
hammering away and he'll die before long. When he starts climbing behind the
platform, use Hawk (Fire Jutsu) or Angela (Fireball/Explode) -- physical
attacks can't hit him from here. Oh, and make sure you've got some Magic
Walnuts handy too!

Once you beat Fiegmund (which shouldn't take too long), you'll wind up
outside, fully healed. If you haven't already done so, fork out on the new
weapons and armour from the cats outside. Next stop, Forest of Wonder.



**Part IV: The Wood God-Beast**
To the east of the Labyrinth of Ice Walls is Elrand. Fly there, stock up on
supplies and rest/save at the inn (you _can_ trek there from the labyrinth
if you want to add a few levels.) Once you've stocked up, call Flammie again
and head to the northeastern-most red dot. This is the Forest of Wonder and
home of the Wood God-Beast. Now, the first thing we need to do is to find the
Gold Statue so we can save the game. The Gold Statue can be found by going
northwest, southwest (you can buy stuff from the cats here if you want to),
southwest, northeast, northwest, northeast, east (large area), northwest,
northwest, west, save at the Gold Statue here. Now, level up to L30 or so, it
will make the battle easier. Besides, the enemies here are all L35 so you'll
get tonnes of experience points. When you're ready, save again and then go
northeast, northeast, east, east to face:


***Boss: God-Beast Mispolm***
You'd think that Wood would be weak against Fire seeing as wood can catch
fire but nope, this guy is weak against Lightning. Use any electric spell
such as Thunder Jutsu or Thunderstorm. Make sure you Thunder Saber all of
your team if you have Duran or Carlie. This is one of the easier fights. The
only thing you should be aware of is the two creatures to each side. They
may sometimes grab a team mate and do about 200HPs damage. To avoid this, the
moment the character gets grabbed and pulled up into the air, use an item
(any item) on him/her. The item must cause the character to react (such as
the healing items.) They will drop down and take no or little damage
(cheating? Nah, I don't think so.) This does take a bit of timing, though.
Also watch out for Mispolm's Counter Magic. From then on, any offensive magic
cast on him will be reversed automatically so use physical attacks instead.
Summon spells (such as Unicorn Head and Machine Golem) do NOT count as
offensive spells so they can be used, as do the stat-down spells. Try using
AntiMagic if you have it. I'm not sure, but I think this cancels the Counter
Magic effect. This fight will not last very long. Make sure you heal after
the Killstinger, Poison Bubble and Grenade Bomb. You can use any Fire-based
spell and it'll be just as (if not, more) effective.

Once you win, you'll end up back at the opening where Flammie dropped you
off. So call her again. Next stop, the Beast Kingdom!!



**Part V: The Moon God-Beast**
We're half way there, but now we've got our work REALLY cut out. The last
four GBs are super hard (and I'm not kidding.) Make sure your team are at L35
AT LEAST. I STRONGLY recommend L40. You can beat the fifth GB at L35 (I
did), but it's VERY hard.

We need to make our way to Mintos again. See the third red dot from the top
of the world map? This is the Moonreading Tower where the Moon Mana Stone
used to be (we picked up Luna here, remember?) We can't land near the Tower.
Mintos is east of the Tower so we need to land there and make our way to the
Tower on foot like last time (remember, there's two ways to get there, the
direct and indirect way. Since you're such a high level, you'll probably get
only 1 or 2 extra levels by taking the indirect route.) I strongly recommend
you fork out on 9 Stardust Herbs and 9 Puipui Grasses:

Indirect (with Gold Statue): southwest, southeast, southwest, southwest,
west, southwest, southeast, southwest, southwest, east. You'll end up in the
place with a Gold Statue and Karl's grave (from Kev's intro.)  Go (from the
Statue) west, north, east, northwest, west, northwest, north. Save here (Grey
Statue), buy all the stuff you can afford from the cats (they've got some new
stuff as well) and head northeast then north to get into the Tower.

Direct (with _NO_ Gold Statue): southwest, southeast, west twice, southwest,
south, southwest, north. Save here (Grey Statue), but all the stuff you can
afford from the cats and head northeast then north to get into the Tower.

Once inside the tower, prepare for a hard time. The enemies here are SUPER
hard. They're all L35+ and know how to heal and use magic. A good idea would
be to ignore them completely until you find the Gold Statue and use it to
level up to L35-L40. To get to the Gold Statue, do this: From inside the
tower, take the northeastern door, go up the steps and south through the
opening, now follow the path down, right and up and head through the
northeastern door there. Go up the steps and south through the opening. Now
follow the path right and up and enter the door there. Save here (Gold
Statue.) Right! Down to business. From here on, I'll tell you how to get to
the GB. Feel free to explore and level up along the way, in fact, I RECOMMEND
you do this. Try to level up to L38 so you can class change later on. I
advise L40, but it's not necessary.

Once you've refreshed and saved, you can now start fighting. From the room
with the Gold Statue, exit south out of the room, now go left and take the
northwestern door. Go up, and south. Now take the northeastern door and go up
and south as before. Now walk to the left of the screen and take the
northwestern door. Again, go up and south. Take the northeastern door and go
up, south again. Head down and left of the screen and take the southwestern
door. Go up, south again. Now take the northeastern door, go up and south
again and walk to the left to take the northwestern door. Go up and south to
get to the room which leads to the Moon God Beast. The path is curved to a
rough 'U' shape. You enter via the left-hand door. In the right-hand door is
a Gold Statue where you can save and refresh. Make sure your team is a L35+,
preferably L40 (minimum L38 for CCing.) If not, use this statue for levelling
up. When you're ready, climb the steps and head north to face:


***Boss: God-Beast Dolan***
Unlike the previous four, this GB is a nightmare. His attacks are all
Moon-Based (I think Luna teaches a lot of them.) His main ones are Spiral
Moon, Graviton Press, Body Change and Lunatic. Heal after the Spiral Moon (is
it just me, or does the attack remind you of a famous Street Fighter?) and
Half Vanish. Dolan casts Moon Saber on himself so you don't need to worry
about healing him. His most annoying attack is Body Change which miniturises
the victim. If he does this, use either the herbs or grasses or Carlie's
Tinkle Rain. If you don't have any of these, use the Mama Poto Oil which you
can buy from Byzel's Black Market (the saleman on the right of the room sells
it.) It casts Tinkle Rain (single/multi) on your team. I recommend casting
any or all of the stat spells on yourself or on Dolan. If you have Duran or
Carlie, cast any of the Saber spells. Moon types have only one weakness, and
that's Grass. If you don't have Leaf Saber, try all the Sabers you have in
turn to see which one is best and stick with it. I tend to use Angela's level
2 spells (Saint Beam, Dark Force, etc.) against Dolan. Make sure you use Heal
Light as much as possible and make sure you restore MPs with the walnuts.
Against Dolan there's not much of a strategy, just hit, hit, hit and make
sure you heal often. Spiral Moon can do a helluva lot of damage (and it can
lower your max HP just like with Lunatic) so make sure you've got either some
Honey Drinks or someone who knows Heal Light like Kevin, Duran or Carlie.
Spiral Moon will take off up to 400HPs (unless you've got Lise/Carlie's stat
magic) so make sure everyone has more than that or they will die very
quickly. A lot of Dolan's moves (not just Spiral Moon) can cause Lunatic-like
effects (e.g. your maximum HP goes down) so you'll definitely need to use
Angel Grails at least once.

Once you defeat Dolan, you'll automatically be healed and end up outside the
Moonreading Tower. Head south and save at the Grey Statue. Now, make your way
back to Mintos by heading southeast, east, north, east, northeast, east,
north, northwest and finally east (the enemies here should be dealing 0 or
1HPs damage and taking between 100 to 200HPs by now.) Once back at Mintos,
sleep at the inn, stock up on supplies and call Flammie when you're ready.
Next stop, The Cleft of The Earth, Version 2!



**Part VI: The Earth God-Beast**
Head the eastern-most red dot (shows up as "Cleft of The Earth"), face North
and then hold down B+Forward. Flammie will move forward and land when she has
the chance. You'll end up on another part of the Molebear Highlands. The
enemies here a p**s easy as they're all about L7 and you should by now be
close to L40 and ready to class change any time soon. You should be able to
kill the enemies here with one hit.

Anyway, the first step is to find the entrance to the Gemstone Valley Dorian
where the Earth God-Beast resides. To do that, go as follows: northwest,
northwest, southeast, west, take the hole (go under the bridge), west, west
and you'll find a flight of steps with the two merchant cats. You should, by
now, have bought virtually all of the stuff the cats sell. If you don't make
sure you do, as the enemies here are hard and most of them at least L35. Now
go down the steps to head into the Gemstone Valley Dorian. Prepare for a hard
time. This may be a hard place, but it's excellent for gaining some levels.
TIP: Fight all the way to where the GB is and save. Then fight all the way
back to the entrance, you should get a minimum 1 level en route, depending on
your team's current level. Repeat until you have gained as many levels as you
want.

First step, the Gold Statue. To get there, you need to go as follows: south,
southeast, southeast (you'll need to walk down the screen to see the exit),
east, southeast (walk down screen to see exit), southwest (walk down), west,
west, southeast (walk down), southeast (walk down), south, southwest (walk
down), save here (Gold Statue.)

Now level up to between L35 and L40. If you've picked up any "??? Seeds",
planted them, and got the items you want, refer to Part 0 of the next chapter
to see how to class change.

Now, to find the second Gold Statue (it's nearer the GB than this one.) This
statue can be reached by going east, east, south, west, south, west. Save
here and level up further if you're not already high enough. When you're
ready, head west, walk to the left of the screen to find the opening and head
northwest into it. Now you'll face off against:


***Boss: God-Beast Land Umber***
LU is slow, but his attacks can do a lot of damage. Before he's finished
forming, make sure you've Thunder Sabered your team. LU's weakness is Jinn so
use any Jinn-taught or electric magic spell like Thunderstorm, Air Blast or
Thunder Jutsu. If you have Carlie, Duran or Kevin, make sure you heal fairly
often. LU will grab the person dealing the most damage and throw them around
the room, halving their HPs (CrashBall.) If you have Kevin on your team and
have him Thunder Sabered, he'll do anything up to 4 or 500HPs damage with his
Level 1 BA. This fight is tough, but not as tough as Dolan and nowhere as
long as Dangaard. Not too hard to beat, but make sure you watch out for his
Hyper Cannon.



**Part VII: The Light God-Beast**
Once you've beaten LU, you'll be healed and dumped outside the Gemstone
Valley. Buy the rest of the items from the cats (which you should have done
by now) and call Flammie. Next stop, The Ancient Ruins of Light. But first,
we need to rest. After getting on Flammie's back, fly to the easternmost red
dot. This is the Mountain Zone where you fought Dangaard (the Wind GB.) The
Ancient Ruins of Light is the red dot to the west of it but don't land here
yet. Southwest of this dot is the Holy City Wendel. Land here and stock up on
supplies. Get full (x9) slots of Grasses and Herbs. Consider heading to Byzel
to buy other items such as Walnuts and Claws. You'll need it for the next GB.
Rest and save at the inn. There's no new weapons or armour here so don't
bother. When you're ready, call Flammie again and head for the red dot to the
northeast of Wendel (where you just came from.) Land near the Ruins and now,
to find the Gold Statue. Firstly, a word of warning. The enemies can be very
annoying. The Grells (the monsters that look like floating jellyfish) can
perform the "Tricky Dance" which is like Lunatic and lowers your max HPs.
They can also perform "Flash" which Moogles your entire team so everything
misses and you can't use magic. If this happens to you, run outside and then
come in again. The Sirens can perform "Melody" which is similar to the
"Tricky Dance" in that it lowers your max HP and when they attack, they can
silence you which means you can't perform your Level 2 or 3 BAs. Secondly,
it is possible to get some "??? Seeds" here by beating up the Papa Potos (the
grey ones) so spend some time getting these. NOTE: Some people claim that you
can only get the seeds if you have already beaten 3 GBs. I have been unable
to confirm this yet. Can anyone else confirm this? Anyway, to get to the Gold
Statue go: northeast, northwest (you need to walk up the screen to find the
exit), west, (we'll go north later) up the steps (top of screen), north,
north, southeast, east, south and down the steps. Go up the opposite steps
(note the two tablets on the wall, we'll come back to them later.) Once up
the other flight of steps, beat the monsters here and read the poster on the
wall (if you want to, head south, follow the path and you'll find a box with
several Honey Drinks inside. If you don't have enough space, press START and
shift some items into storage.) The poster says "To the left, light. To the
right..." -- the last word is missing. Head back to the two slabs by going
northwest and use Wisp on the left slab. A path will open just below you. Use
Shade (the opposite force -- the word which was missing from the poster was
"Dark" -- "To the left, Light. To the right, Dark") on the right slab. You'll
hear running water. Head through the opening and southwest through another
opening. Recognise this place? You should do. Head west and then north (we
went west here last time.) Now go east and then down the steps and through
the opening in the north wall. If you came here before releasing the two
switches hidden in the two stone slabs, the water will be too high to go
through. The switch released by Shade has lowered the water so you can now go
through the opening. Once through, you'll find two openings in the north
wall. The right opens to a short path the the Light God-Beast and the left
gives you a Gold Statue. Take the left opening, save and level up to around
L40. L35 is the minimum (I was at L35 and I had to resurrect my team _so_
often, it got pretty frustrating.) Once you're ready, save here, exit south
and take the right opening. Head north and prepare to face: 


***Boss: God-Beast Lightgazer***
Light Gazer is the Light God-Beast. He is one of the harder bosses. He can
use all the Light-Based, Wisp taught moves like Saint Beam, Saint Saber, Holy
Ball and Heal Light. That's right, LG can self-heal. That's what makes this
battle so damn long. Plus, LG has a VERY annoying move. It's called Prisoner
and Moogles everyone. Once Moogled, every attack misses and you can't use any
magic. You can only heal Moogle status using Stardust Herbs, Puipui Grasses
or Tinkle Rain. If you have the time (and the will), head for Byzel and buy
the "Mama Poto Oil" (it's the red jug and you buy it from the merchant on the
right of the Black Market) -- this casts Tinkle Rain (single/multi) on your
party and can cure Moogle status. If you're lucky, you may pick up a few on
your way to fight Lightgazer (beat up the Mama Potos -- the brown ones and
you may or may not get a box with the oil inside.) What I suggest you do
during the battle is this: have your team mates attack constantly whilst you
(as Carlie, Kevin or Duran) keep using Heal Light. While you're chanting a
spell or waiting to do your level 2 BA, all status-changing spells such as
Prisoner WILL NOT AFFECT YOU. If this person is Carlie or someone else who
knows Heal Light/Tinkle Rain, this will be beneficial as you will never need
to use the Herbs. LG is light-based, right? So use Dark Saber (if you have
it.) Yeah, I know, I said Dark Saber sucks and it does. LG is the ONLY boss
on which this spell works. Any Shade-taught spell like Evil Gate or Dark
Force works really well. Dark Saber everyone (LG can cast Saint Saber on one
of your team -- which can only be cancelled by casting another Saber or using
the Stardust Herbs. Tinkle Rain doesn't help, as it only sorts out STATUS
changes like Moogle or Poison, but using the Stardust Herbs cancels the
Saber's effect plus any stat-down spells) and use any Dark spell. This won't
last long if you have Carlie/Duran, Kevin and Angela as your team. If you've
done the second class change and have the Book of Rune (breaks Angela's Rune
Master class), use it. It casts Death Spell and since LG is weak against
Dark, it'll do 999 damage. Use it several times. Also use the Forbidden Book
(breaks Angela's Magus class) if you have it. If you have the Duelist's Proof
(breaks Duran's Duelist class), use it at the start as it casts Dark Saber
(multi) and use it again if LG casts Saint Saber on more than one team member
-- but don't use it if Carlie or Duran knows Dark Saber already.

Next, the last GB, the Dark God-Beast.



*****************************************************************************
      Chapter 6: The Final God Beast -- The Dark God-Beast (Zable-Fahr)
*****************************************************************************

Okay, that's seven God-Beasts. But there's still one left. The Dark
God-Beast. But Shade told us the Dark Mana Stone was destroyed and the GB
went missing. So what do we do? Remember the merchant cats? Josephine, (the
female one) mentioned that the city of Pedan has really good weapons and
armour. Why not head there and stock up on stuff until we figure out what to
do next? So, when you get control of your team, call Flammie and head for the
red dot (there's only one on the map this time. This is Pedan, but you can't
land here. There's an opening to the west of Pedan. This is the Jungle of
Illusions (it still shows up as "Pedan" on the screen.) Land here. This place
is called the Jungle of Illusions for a good reason -- as you'll find out
soon enough. From where you land, head down the steps and exit south. Now
walk to the east and head north when you get the chance. You'll see the ruins
of Pedan. There's a small derelict building here. You need to wade into the
water to go inside. Do so. Hmmm. Looks like an inn. Go up to the place where
the inn keeper would be and talk to the poster. Opt to rest the night and
save when asked. When done, walk outsi-? Hey! Check it out! Pedan's bustling
with activity! It wasn't like this last night! Never mind. Down to business.
There are two people you must talk to in this city. One is a Mana Stone Guru
and he lives in a building to the west of the city. He tells you that there
are eight Mana Stones, but the world only knows about seven. He says he knows
where the eighth one is and tells you where it is. Depending on who your hero
is, he will say different things:

Angela/Duran: Dragon's Hole (via the Glass Desert)
Carlie/Kevin: Mirage Palace
Hawk/Lise: Dark Castle (via the Cave of Darkness)

Once you know where the final Stone lies, head to the north of the city till
you see a temple. Just outside is a guy who will sell you weapons -- buy all
the stuff you can afford. To the east side of town is the armoury -- we'll
come back here in a moment. Enter the temple and you'll see a tablet. You
can't read it because it's written in an ancient script. Talk to the old guy
and he'll translate for you. The tablet describes the final boss of the game
(which varies depending on the hero: Dragon Emperor - Angela/Duran, Masked
Mage: Carlie/Kevin, Dark Prince: Hawk/Lise.) Once done, head to the armoury
and buy all the armour you can afford (there is NO item shop in Pedan.) If
you're playing as Angela or Duran, Loki (Duran's dad) and Prince Richard will
be here. No, that's not a typo, it's _Prince_ Richard, not King Richard. You
see, this whole place is really an illusion, the jungle included. What we see
here is what took place 12 years ago, when Duran was only five (he's 17 now.)
Talk to them and they'll leave for Dragon's Hole (Duran and Loki will talk a
bit longer if you're playing Duran's quest.) The next step is to get the
class change. Zable is almost impossible to beat without the second class
change so this is what you need to do. Spend some time in the Jungle of
Illusions, beating up all the monsters. When they leave boxes, open them.
Chances are you'll get some "??? Seeds" once you get between 3 and 6, head
back to the inn, SAVE and then plant them and see what you get. If you keep
getting the same item, reset, resume from the save game and try again, as
this means you're using a cheat and that's screwing up the game a bit. You
will need to reactivate the cheat (if you were using one) after you've used
up all the seeds or picked up the items you need to break the class you want.
The description of the item will tell you what class you'll get if you use
that to break the seal. If you're not sure which class is better for your
team, take a look at the class changing section earlier on in the FAQ. If you
can't seem to get any seeds here, don't worry, go to the next section of your
quest (e.g. the Mirage Palace for Carlie/Kevin, the Glass Desert for
Angela/Duran or the Cave of Darkness for Hawk/Lise) and fight there. You'll
be guaranteed some seeds here. For the best luck in the Jungle of Illusions,
try fighting at night and beat up the Boulders, making sure they are the last
monsters to die. Make sure you're at L38 before attempting the next part of
the walkthru.



**Part 0: Getting the last Class Change**
Okay. Now you know where you need to go. Make sure you've levelled up to at
least L38 by now or you can't class change. Make sure you've got all the
items that will break the seals of their final class changes (a maximum of
6 -- a maximum of two for each character on your team.) Now, call Flammie and
head to the Mana Holy Land, just like last time. Now make your way to the
place with the four Gold Statues and the Goddess Statue (last time you came
here, the Fairy said that you can use the Goddess Statue to class change and
that's what we're here for.) The Mana Holy Land is dying (you can tell by the
colour of the plants, but the path to the Gold Statues is still the same.
From the opening where Flammie dropped you off, go north, northwest, north,
west (use the steps), north (use the lillies), southeast, northeast, north
and save at the Gold Statue (any one.) Once saved, head up the steps, talk to
the Statue and use the correct item for the Class Change. If you do it right,
you'll class change again. Once all the characters have been class changed,
trek back to the opening at the start, call Flammie and head to Byzel's Black
Market for supplies if you want. Make sure you buy virtually everything from
all of the salemen. The claws and oils are very important if you don't have
any (or very few) Saber spells on your team. The coins you can leave if
you've got Angela on your team. If you've forgotten how to get back to the
opening from the Class Change point, go: south, south, northwest, southwest
(use the lillies), east (use the steps), south, southeast and finally south.
Call Flammie here. When you're ready, follow whichever part of the
walkthrough is relevant for you. Before you do, it may be wise to level up a
bit in the Jungle of Illusion. The enemies here are now much easier to
beat, they give you decent exp points plus you can learn new moves as you
level up. But it's your call. If you want to, level up to L45 or until all
your team learns all their new moves. Remember that you may need to increase
certain characteristics for them to learn their new moves. Hawk for example,
requires an increase in Agility to learn all his new Ninja moves and
Angela/Carlie require an increase in Intelligence to learn all their new
spells.

Once all your team know all their new moves, it's time to head off to find
the final God-Beast, Zable Fahr. Follow whichever of the following parts is
for your hero. But before you go, listen carefully. Over the course of the
game, you may have picked up some Weapon/Armor seeds. Plant those at an inn
after you've Class Changed and equip the stuff you get. The weapons and
armour these seeds give you are the best you can get. Even the shops don't
sell these! But if you sell the stuff you get, it will fetch a LOT of luc!



**Part I: Angela/Duran -- The Glass Desert**
The Glass Desert lies just west of Altena and is only accessable by air so
you need to use Flammie. The desert has a lot of ninjas and their attacks do
hurt a lot so make sure you've got decent weapons and armour from Pedan or it
will be a tough trek.

Once you've called Flammie, head for the red dots to the northeast of the
world. Conveniently, it's directly North from Pedan!

When you reach the island, land anywhere (as long as it says "Glass Desert.")
You'll find yourself in an enclosed area of the desert. If you come here
before you find out that you're supposed to be here, this area will be sealed
off and you won't be able to go any further.

The first step is to find the Gold Statue. There's only one statue here and
you can only get to it after beating Zable Fahr. I recommend a team of around
L40 or above.

From the start, go north, northeast, northeast, north, north, west, east (go
left, down and then right to exit), east, northwest, northeast (the exit is
above you, make sure you don't exit the same way you entered), north and
finally north. Beat up the monsters and make sure your team are all stocked
up on healing items and Grails. Go through the northeastern opening and face:


***Boss: God-Beast Zable-Fahr***
Forget about the other God-Beasts, _THIS_ is a GB. ZF knows all the high
damage spells like Death Spell, Dark Blazon and Dark Force. You'll definitely
need Angel Grails, Honey Drinks, Pakkun Chocs, the lot. There's no strategy
against ZF, but if anyone on your team knows Saint Saber, Holy Ball, or Saint
Beam, make sure you use it in abundance. If you've class changed, spend some
time levelling up so you learn all the new moves of your class before facing
Zable. As you fight, you'll do a fair amount of damage. After you've
destroyed both of the two heads (the one on the right tends to use all the
Shade-taught magic like Evil Gate and Dark Force. The one on the left tends
to use physical attacks) a female head appears in the middle and casts
REGENERATION on both the other two heads, reviving them completely (just like
you would if you used an Angel's Grail.) _NOW_ the real battle begins. Ignore
the other two heads and concentrate on the one in the middle. This one uses
all the high-damage dark moves like Hell Cross (requires all three heads to
be alive), Dark Force (multi) and Death Spell (999HPs damage.) Once you
destroy the female head, the others will go too. In short, the basic strategy
is to use all your healing items and Holy magic in this fight. Don't use the
Angel's Grails if you can possibly help it. Zable (female) will almost
certainly cast Death Spell at least once, so make sure you're ready. This
fight is both long and MP costly, so make sure you've also got your Walnuts
handy.

Another handy tip that unknow unknow brought up is to use Hawk's Thunder
Jutsu on all three heads, then Saint Saber your team and attack as normal.
Thunder Jutsu lowers the defense of the enemy so the Saint Sabered weapons
will do FAR more damage than usual and since Zable is already weak against
Holy type magic, they will do even more damage. You can also replace Thunder
Jutsu with any other defense lowering spell like Protect Down.

Once Zable dies, the Fairy will realise that the whole God-Beast beating was
a trap. Now that all eight of the God-Beasts have been defeated, the power of
all eight beasts now rests within the Sword of Mana! We'd better stop the
Dragon Emperor from getting that sword!

Now we must fight the final battle sub-bosses. This is the next section of
the walkthrough.



**Part II: Carlie/Kevin -- The Mirage Palace**
The Mirage Palace lies to the west of Pedan and it's a nightmare to get to.
This is the only time you won't be using Flammie as it's very close to Pedan.
Be warned, that on the way to the Mirage Palace you will meet some VERY
powerful enemies. To name one would be the Wolf Devil -- the most powerful
werewolf in the game (and he also has the most powerful BA, the Seiyu Death
Fist.) I hope you're ready. A level of L40 or L45 would be STRONGLY advised.
If you're not anywhere near this, consider spending some time in the Jungle
of Illusions levelling up. You should by now, have done the final class
change. When ready, follow these directions: from Pedan, head south, east
(down the steps into the water.) Follow the river northwest then head
northwest again. Now go north, up the steps on the left of the screen and
head west. You'll see a headless Grey Statue. Talk to it and use Dryad (the
Grass Spirit.) She'll open up a path for you. Talk to the Statue again and
you can now save your game. When done, head south via the opening Dryad
opened for you and now prepare to get lost. This is a very confusing place
that loops back on itself like you would not believe. As you go down the
right path, you'll hear clicks. If you don't you're not going down the right
way. If you follow my directions, you should be OK. The exact directions to
get through here are (from the Grey Statue): south, east, north, west, south,
west, west, and finally north. Go up the steps, but DON'T HEAD NORTH yet. Go
left and down the other steps. Head west, north twice and save at the
(headless) Gold Statue. Head south, south, east and north (through the place
I told you not to go) and you'll face:


***Boss: God-Beast Zable-Fahr***
Forget about the other God-Beasts, _THIS_ is a GB. ZF knows all the high
damage spells like Death Spell, Dark Blazon and Dark Force. You'll definitely
need Angel Grails, Honey Drinks, Pakkun Chocs, the lot. There's no strategy
against ZF, but if anyone on your team knows Saint Saber, Holy Ball, or Saint
Beam, make sure you use it in abundance. If you've class changed, spend some
time levelling up so you learn all the new moves of your class before facing
Zable. As you fight, you'll do a fair amount of damage. After you've
destroyed both of the two heads (the one on the right tends to use all the
Shade-taught magic like Evil Gate and Dark Force. The one on the left tends
to use physical attacks) a female head appears in the middle and casts
REGENERATION on both the other two heads, reviving them completely (just like
you would if you used an Angel's Grail.) _NOW_ the real battle begins. Ignore
the other two heads and concentrate on the one in the middle. This one uses
all the high-damage dark moves like Hell Cross (requires all three heads to
be alive), Dark Force (multi) and Death Spell (999HPs damage.) Once you
destroy the female head, the others will go too. In short, the basic strategy
is to use all your healing items and Holy magic in this fight. Don't use the
Angel's Grails if you can possibly help it. Zable will almost certainly cast
Death Spell at least once, so make sure you're ready. This fight is both long
and MP costly, so make sure you've also got your Walnuts handy.

Another handy tip that unknow unknow brought up is to use Hawk's Thunder
Jutsu on all three heads, then Saint Saber your team and attack as normal.
Thunder Jutsu lowers the defense of the enemy so the Saint Sabered weapons
will do FAR more damage than usual and since Zable is already weak against
Holy type magic, they will do even more damage. You can also replace Thunder
Jutsu with any other defense lowering spell like Protect Down.

Once Zable dies, the Fairy will realise that the whole God-Beast beating was
a trap. Now that all eight of the God-Beasts have been defeated, the power of
all eight beasts now rests within the Sword of Mana! We'd better stop the
Masked Mage from getting that sword! After Zable is defeated, a Treasure Box
will appear. Look inside to find the Illusion Mirror. You'll also see the
Mirage Palace appear. Keep the Illusion Mirror handy, you'll need it later
on. Next, we fight the final battle sub-bosses. This is the next section of
the walkthrough.



**Part III: Hawk/Lise -- Dark Castle**
Dark Castle lies to the northeast of the world, but you need to go there via
the Cave of Darkness. After you've got the final class change (see part 0),
consider levelling up to L40 or L45 so you learn all the new moves. When
you're ready, call Flammie. There are two red dots on the map now. The top
one is Dark Castle. You CANNOT land here. You need to land at the lower red
dot. This is the Cave of Darkness.

Once you land, head north into the cave. Inside, you'll find lots of Dark-
type monsters so if you have Saint Saber on your team, this'll be really
easy. You will also meet the Wolf Devil -- prepare to get your candy ass
whipped! If you can, silence him with Blow Needles or Stun Wind because once
he pulls off his BA (Seiyu Death Fist), you're in deep BS.

Once inside the cave, our next task is to find Zable Fahr. There is NO Gold
Statue here so you've got your work cut out. Go west, go north, north, east,
north. Beat up the monsters here and stock up on items from your storage.
Heal up all your team using magic and items. When you're ready, head
northwest to face:


***Boss: God-Beast Zable-Fahr***
Forget about the other God-Beasts, _THIS_ is a GB. ZF knows all the high
damage spells like Death Spell, Dark Blazon and Dark Force. You'll definitely
need Angel Grails, Honey Drinks, Pakkun Chocs, the lot. There's no strategy
against ZF, but if anyone on your team knows Saint Saber, Holy Ball, or Saint
Beam, make sure you use it in abundance. If you've class changed, spend some
time levelling up so you learn all the new moves of your class before facing
Zable. As you fight, you'll do a fair amount of damage. After you've
destroyed both of the two heads (the one on the right tends to use all the
Shade-taught magic like Evil Gate and Dark Force. The one on the left tends
to use physical attacks) a female head appears in the middle and casts
REGENERATION on both the other two heads, reviving them completely (just like
you would if you used an Angel's Grail.) _NOW_ the real battle begins. Ignore
the other two heads and concentrate on the one in the middle. This one uses
all the high-damage dark moves like Hell Cross (requires all three heads to
be alive), Dark Force (multi) and Death Spell (999HPs damage.) Once you
destroy the female head, the others will go too. In short, the basic strategy
is to use all your healing items and Holy magic in this fight. Don't use the
Angel's Grails if you can possibly help it. Zable will almost certainly cast
Death Spell at least once, so make sure you're ready. This fight is both long
and MP costly, so make sure you've also got your Walnuts handy.

Another handy tip that unknow unknow brought up is to use Hawk's Thunder
Jutsu on all three heads, then Saint Saber your team and attack as normal.
Thunder Jutsu lowers the defense of the enemy so the Saint Sabered weapons
will do FAR more damage than usual and since Zable is already weak against
Holy type magic, they will do even more damage. You can also replace Thunder
Jutsu with any other defense lowering spell like Protect Down.

Once Zable dies, the Fairy will realise that the whole God-Beast beating was
a trap. Now that all eight of the God-Beasts have been defeated, the power of
all eight beasts now rests within the Sword of Mana! We'd better stop the
Dark Prince from using the Sword!



*****************************************************************************
                 Chapter 7: The Final Battle -- Sub Bosses
*****************************************************************************

Now that we've defeated the eight God-Beasts, we need to get to the Mana Holy
Land before the bad guys do. But first, we need to try and stop them from
even leaving this realm. This is where the work you've done with your team is
put to the ultimate test.



**Part I: Angela/Duran's Quest**
From where you beat Zable, head east and follow the path. You'll find a
headless Gold Statue. Save here - you've earned it. Now, make sure your team
is a minimum of L45. I _really_ advise L50 as the next boss is super-hard.

Once you've levelled up enough, follow these instructions: go up the steps to
the left of the headless Gold Statue and trek to the right until you find a
dragon's mouth. Enter it, watch the scene between Duran and the boss (this
scene happens even if you have Angela as the hero and Duran as a partner) and
prepare to face:


***Boss: Darkshine Knight***
This boss is hard, make no mistake about. Similar to Lugar, he knows all the
classes that Duran can learn and he can pull off any of the spells and/or
BAs, Vacuum Sword, Whirlwind Sword and Eruption Sword seem to be his
favourites. If you've got any super strong spells like Ancient or Rainbow,
make sure you use them. If you have Lise's stat magic or Carlie's Black
Curse, make sure you use them too. If you have Flame Saber, cast that and
you'll do around 130HPs per hit, 250HPs with Power Up cast. This may help
ease things a little. Do get me wrong, this battle will be long and hard and
you may die so make sure you save before attempting to fight him. Make sure
one member of your team knows Heal Light (multi) as this will really help. I
advise you to keep your distance and pummel him with magic. If any of your
team knows Leaf or Moon Saber, use them as well in case you run out of magic
or get low on HPs. No real strategy on this boss, just keep your HPs up above
the 200HPs, level or 400HPs if you haven't cast any "... Down" magic or used
Black Curse. Make sure you heal when necessary. Hit, hit, heal, repeat is
probably the best bet. When the Knight starts chanting, cast Heal Light.
Don't go all out, he can cause a lot of damage when his sword hits you.

Once the Knight dies, Duran's father appears (he won't if you don't have
Duran on your team) and explains that his soul was cursed by the Dragon
Emperor and he became the Darkshine Knight. His soul has now been released
and he can rest in peace. Duran vows to destroy the Emperor and Koren
personally. Loki's ghost vanishes and the front and rear entrances are
released. We can now enter Dragon's Hole. Be warned, the enemies here are
_much_ harder than the others you've faced. Be careful of the Death Machines
as they have a spell called Thunderbolt (multi) which damages and silences
ALL members of your team so you can't use your Level 2 or 3 BAs.

To get through Dragon's Hole, we must fight several bosses that have been
brought back to life, presumably by Koren.

First up, Tzenker. Follow these directions carefully, as it is very easy to
get lost here. The directions are: from the place where you defeat the
Knight, go north, north, east, east, north, east, up the spiralling pathway
and west to face Tzenker. The old strategy still holds, only this time you're
more powerful. Tzenker has more HPs so the battle will still be long. If
you've got any Gnome-taught spells like Earthquake or Diamond Missile, use
it. If you have it, cast Diamond Saber.


***Boss: Tzenker***
Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
She flies around a helluva lot and it's difficult to hit her. Use magic a
lot. Carlie and Angela are very useful against her. If you've bought the item
that casts Mind Up from Byzel (the Sahagin's Scale I think it's called), use
it and then use Angela in abundance. The best you can do is hit, hit,
retreat, heal, repeat since you haven't class changed yet. Tzenker isn't too
hard, just heal when anyone's HPs go yellow. Try not to let anyone's HPs go
below 80, her Supersonic spell can kill them. I hope you've stocked up on the
items. I used up four walnuts on Angela against Tzenker. Use any magic on
Tzenker. I find rotating Angela's magic (e.g. Holy Ball, Gem Missile, Holy
Ball, Gem Missile, etc.) does good damage. Tzenker can cast Speed Up, Protect
Down and Protect Up on herself or on you. She has a nasty habit of picking up
your team mates and throwing them around, sending them off to la-la land. Her
most powerful spell is Supersonic and it does around 80 to 90 HPs damage. She
has a habit of firing her feathers at you too. You'll need a lot of healing
items against Tzenker. Tzenker CAN block, kind of. She will wrap herself with
her wings and then open them up. If she doesn't do anything (e.g. doesn't
cast a spell or fire a feather), she is in "block" mode and won't take any
damage for a while. If you look carefully, she will not move whilst in this
mode. Once she does, you can hit her again. All Tzenker's attacks are Wind-
Based and are taught by Jinn.

Once you've defeated Tzenker, go east, down the spiral, south, west and save
(Grey Statue.)

Now, for the next boss, Jewel Eater. Go east, southwest, west, south, east,
east, southeast, southwest (use the flights of steps), southwest and west to
face Jewel Eater again. Like Tzenker, he has boosted HPs and attack strength
so this battle will be as long, if not longer than the last time you met him.
Here's the bit from earlier on -- although the levels bit is obviously a bit
wrong now! :)


***Boss: Jewel Eater***
This guy is tough. He knows a lot of magic which you can't avoid and all his
moves do a lot of damage. This is why I reminded you to get full slots of
everything. Chances are you're going to need it. Use any offensive magic if
you've got any (Angela's Holy Ball works OK -- remember to use the walnuts if
you've got them.) If you've got Kevin, make sure it's night time. The only
strategy for this SOAB is hit, retreat, HEAL, repeat. The JE is like the Full
Metal Hugger boss from earlier on, he can block, thereby taking no damage. If
you die, resume from the save game and build up another 5 or so levels. I was
at L15 before I could comfortably beat this guy. Good luck!

Okay, next boss up is the Full Metal Hugger. Go south, east, north,
southeast, save here (Grey Statue), east, south (use the steps again),
finally north (tricky) to face Full Metal Hugger. He hasn't changed much
since the last time we met him. Apart from the usual boost in strength and
HPs, he's just like last time.


***Boss: Full Metal Hugger***
This guy is annoying. He heals himself constantly. Go for his eyes and make
sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
status. Only use the Drops when your HPs flash yellow (warning.) When he
shuts his eyes, you can't damage him. His attacks are all Light-based. An
easy boss, hit, hit, heal, hit, hit, heal, etc. If Carlie's learnt Heal
Light, then use it. Since all of FMHs attacks are Light-Based, they are all
taught by Wisp.

That's all three Dragon's Hole bosses. We can now go found Koren. To do that,
go southwest, southeast, northwest (use the steps), save here (Grey Statue),
west, north, northwest, west, south, south, south, southeast, northeast and
north. You'll climb a flight of steps which will vanish, leaving you trapped
on a floating island. You hear Koren's voice and some dragons will start to
appear, beat them all up until you can get off.

Once the stairs reappear, go south, down the spiral path, south, save (Grey
Statue), west, west, northeast, northeast (use the steps -- it can be
tricky), north and north. You'll be in a room with the top entrance blocked
off, you must fight around 20 monsters without dying before it will be
opened. Think of this as an endurance. You are allowed to leave the room and
come back inside to continue, but you must beat all 20 monsters in one go
before continuing. If you leave and then come back, you'll have to start
beating up the monsters again. Once you have, go north and watch the scene.
The Dragon Emperor absorbs the Sword and then goes off to kill the Goddess.
Koren stays behind to destroy you. So now, you must face:


***Boss: Koren***
Koren only ever uses magic, but boy does he know how to use it! He can cast
vitually any spell, from the simple Holy Ball to the devastating Ancient. Be
ready with Heal Light, Angel Grails and Honey Drinks. Every so often, Koren
will cast Barrier Change which alters his strong/weak spots. The best way to
beat him is to watch what spell he uses and counter by casting an opposing
spell or casting the opposite Saber type on your team. Koren isn't too hard
to beat, you've just got to be careful about your HPs. Be wary of casting
Sabers, as if he switches to a type that matches your Saber, you'll end up
healing him. For example, if you cast Leaf Saber on your team and then Koren
changes to a Grass type, you'll LOSE your MPs, not gain them. Likewise with
Moon types and Moon Saber, so be careful.

Once Koren is defeated, he'll explain his story. He wanted to use magic and
the Dragon Emperor told him that, in trade for part of his soul, he would
make Koren the best sorcerer in the world, but _this_ is what happened. Koren
casts Dark Force (multi) -- on himself and dies. Duran feels a little bad at
what happened and Angela calls Koren a fool for taking his own life. When the
talking is finished, head south off the balcony where you fought Koren and
you'll find Valda, Angela's mum. After some discussion, Angela will break
down and cry as the screen fades to black. When it fades back in, you'll find
yourself in Altena Castle. Wait for the talking to finish and go southwest
(or southeast, it doesn't matter), south, south, south, down, south, south,
south. You're now back in the village. Sleep at the inn, stock up on supplies
and get ready to fight the final boss, we've got to stop the Dragon Emperor
from getting to the Mana Tree! We'll deal with that in the next Chapter.



**Part II: Carlie/Kevin's Quest**
Okay, onto the Mirage Palace. From where you beat Zable, go south, southwest
(down the steps), north, north and save at the headless Gold Statue. From
here, go south, west, northwest. You'll hit a dead end. Weird. The Mirage
Palace should be this way. Now what do we do? Use the Illusion Mirror. Guess
who we find?


***Boss: Deathjester***
This guy is a real nutcase. The first thing he does is split into three. Only
one is the real one. But which one? That's the hard part. DJ knows a lot of
spells. Some are: Blaze Wall, Holy Ball, Death Roulette, Stun Wind, Cold
Blaze. He doesn't know Hell Cross (luckily.) However, he can (and will) cast
Death Roulette several times. Be ready with the Angel Grails. The best thing
to do is to use Undine's spells. I think that Undine is DJ's weakness. A
simple Ice Smash (single) on the right DJ did 500HPs damage after casting
Mind Down on him. If you attack with a BA and it's not the right one, don't
worry, you don't lose your BA bar so you can try again. If you watch
carefully, only the REAL DJ casts the spells so once you find him, whack him
to the ground. Every so often, DJ will flash white. Once he does this, he's
switched places with one of the clones so you'll need to find which one he is
again. This is one of the harder bosses. You may need to resume from the save
game several times. I advise a team of L45 or higher. Be sure you have full
slots of Herbs, Grasses and Grails.

Once the Deathjester dies, a flight of steps will appear. Head up and north
and you'll be in front of the Mirage Palace. Our next step is to get through
the Mirage Palace, but this is easier said than done (as you'll find out.)

From the entrance, head north and then north again. As you pass through the
arch, you'll experience a mirage and find yourself back in Wendel. Go and
talk to the Priest and beat up all of the monsters here. When they're all
dead, go through the northwest door (it's open) and you'll return to the
Mirage Palace. Now, head north and save at the Skull Statue (it's like a Grey
Goddess Statue.) See all the orbs? We need to make them all light up before
we can continue so we need to go down each of the paths. First: southwest.
Head southwest, down the steps and into the arch. You'll be taken back to the
Dwarves' Tunnels where you faced Jewel Eater. Head west, southwest (down the
steps), down the steps (ignore the monsters), down the steps to the southeast
of this room (there are two sets of steps and you must ignore the monsters
here.) From here, go down again and again, ignore the monsters. You'll see a
box. Open the box and read the message. Now retrace your steps back to the
beginning by going, north four times (climb any steps and beat up any
monsters to open up the paths), north, east, south to exit the mirage. Once
outside, head east and then northeast. Two orbs should now be alight. Next,
the west. Head west, northwest through the arch. This mirage takes you back
to the Moonreading Tower. From where you start, take the right door and then
the middle door and face:


***Boss: Genova***
Yep. It's Genova again, the only difference is that this isn't a mirage, but
the strategy is the same as before:

Genova is tough, make no mistake about it. He spits out Shape Shifters which
morph into various monsters. They won't do any magic, but they DO have the
attack strength of the monster they are imitating so if they morph into a
powerful monster, kill them quick. I tend to go for Genova whilst the team
mates go for the Shape Shifters. If you've got Kevin, use the Dreamsee Herb
to make sure it's night time first. You can get away with only healing when
your energy flashes yellow. Make sure you've got full slots of healing items
and walnuts (if you have Angela and/or Carlie on your team.) Use magic and
physical attacks as much as possible. Genova's magic can be powerful and
annoying (he can cast Power Up on the shifters.) Genova's attacks are all
Fire-Based and a large majority of them are taught by Salamando.

By now, you should have done the second class change. If you can, use Cold
Blaze or Mega Splash as Genova's weakness is Undine. I had Lise cast Mind
Down and Angela Cold Blaz and he took 850HPs damage.

Once Genova dies, the exit opens up. Head through it and you'll be teleported
back to the Mirage Palace. Head east back to the orbs and you'll see that
three orbs are now lit. This is very worrying. We beat up Genova earlier on
and we just had to beat him _again_?! What else does the Mirage Palace hold
for us? We'll have to find out. The next exit we'll use is southeast. Head
southeast. Kill the monster there, follow the path around and enter the arch.
This mirage takes you back to the Sub-Zero Snowfields between Altena and
Elrand. Beat all the monsters here and you'll then be teleported to The Path
To The Heavens near Palo and Rolante. Again, beat all the monsters here.
Next, you'll be taken to Forest of Wonder, the Ancient Ruins of Light and
finally, the Valley of Flames. In each of the sections, beat up all the
enemies. When done, make your way back to the orbs. Next, the east exit. Head
east, northeast and prepare to face:


***Boss: Gildervine***
Another resurrected boss. Damn. I'm getting a severe case of deja vu. The old
strategy still holds:

Gildervine isn't too hard. He is weak against any electrical-based attack so
use Thunder Saber, Thunderstorm, Thunder Jutsu or anything similar. If you
don't have any of Jinn's more powerful moves, the basic Fireball spell does
wonders, especially after Lise has cast Protect Down and Mind Down on
Gildervine (you can get Lise to cast Mind _UP_ on Angela instead if you want
to.) If you have any level 2 spells (Explode, Blaze Wall, Fire Jutsu, etc.)
Use them. Gildervine has more HPs than last time so the fight will probably
last a little longer.

Once he's dead, go south then west to return the orbs. There are now only
three orbs left, northeast, northwest and north. Right. Northwest one next.
Go northwest, there's a set of steps to the far right of the platform. Head
up the steps, beat up all the monsters and step on the square tile switch
there. The blockage will be removed from the arch below you. Don't head
inside there yet. Head east, east and down the steps (not the one that leads
into the lava, the other one.) From here, head north. This mirage takes you
back to Astoria. All the people here are dead (they're all ghosts and
flicker.) Head south out of the room you start in and talk to all the ghosts
(and I mean _all_.) When you're done, come back and you'll see a merchant who
isn't a ghost. Talk to him and he'll turn into:


***Boss: L52 Ghost***
No strategy. Just attack like you would a normal Ghost or Specter. If you're
having problems, use some Holy magic like Holy Ball, Saint Beam or Saint
Saber.

When you beat the ghost, you'll return to the hallway. From here, go west up
the steps, east, east, down the steps (they're at the far right of the
platform), north through the arch (the arch was blocked until you hit the
switch earlier on. This is the final mirage.) This mirage takes you back to
Rolante Castle. It's long winded, but obvious where to go. Work your way
through, climbing up the steps as you need (there's only one route and no
forks so you won't get lost.) On your way, you'll meet Heath (Carlie) or Karl
(Kevin.) Talk to them and they'll run away. DO NOT FOLLOW THEM! Just continue
on and eventually, you'll hit the end. Once you've finished the mirage, go
south then southwest to return to the orbs. There are now 7 orbs lit (if you
are wondering, the northeast mirage was the Astoria one.) Only one remains:
north. Stand in front of the Skull Statue and press A (as if you were going
to save your game.) A path will open up. Save your game and then head north
and north again. You'll be teleported to a dark room with around 10 to 15
monsters. You must beat all the monsters (in groups of between 1 and 3) with
no refresh. Each time you beat a group, more will appear in another part of
the room. Once you beat all the monsters ("Victory!" appears), a doorway will
appear. Head through the doorway and head north into the castle to enter a
long corridor. Go all the way up and you'll see a switch. Don't hit the
switch yet (leave it in the "Up" position.) Head around and up and through
the door to find a headless Grey Statue. Save your game here.

When done, level up to around L45 or L50. Now from the Statue go south, west
(go around the switch, but don't press it), north, north, south into the
next exit along, press the left switch so it points down and the right switch
points up. Now go north, and down the steps to the right of the platform.
Follow the wall and walk into the dark wall. You'll enter the basement. Pull
the switch here and make your way back to the two switches room by going
east, north, south (first opening), south, west and then stop. If you pulled
the switch in the basement, there will be a bridge here. There are five
panels on the other side of the room. The second from the left is a secret
entrance (if you look carefully, it has no shadow.) Go into this panel (using
the bridge, obviously) and use the teleporter. From the other side, walk west
and prepare to face:


***Boss: Gorva***
The only difference between this match and the one before is that you have a
team of three and not two plus you've done your second class change. This
battle will be much shorter if you have Duran/Carlie's Saint Saber, Carlie's
Black Curse, Lise's stat magic and Angela's Holy Ball/Saint Beam. In general,
use all the new Holy magic your team has learnt. Whatever you do, don't use
any Shade offensive magic on Gorva (such as Dark Force or Evil Gate) as it
will heal him. The previous strategy still holds (although the levels bit is
obviously a bit different by now):

All Gorva's moves are Dark-Based and are taught by Shade. Gorva fades in and
out of the screen like a nutcase. Since his skill is Dark, and Dark is weak
against Light, use Holy Ball against him. If you have Carlie/Angela on your
team (and didn't let them get cursed) then use them. Make sure to use the
walnuts if you run out of MPs. You can only hit Gorva with physical attacks
when he's at ground level. Watch out for the silencing moves. Cure silence
status with the Puipui Grasses or Stardust Herbs. You can use Tinkle Rain if
Carlie is on your team. You obviously can't use Tinkle Rain if Carlie is
silenced. This battle won't last long if you have Angela and Kevin as a team
and they are L12 or L14. Cast Holy Ball, Holy Ball, Holy Ball and he's as
good as dead.

When Gorva dies, a path will open up. Head west and use the teleporter. From
here, go south, northeast (another room) and use the left-hand transporter.
You'll see a scene involving the Masked Mage, Heath and Carlie/Kevin. The
Mage absorbs the Sword and goes off to kill the Goddess. Heath teleports you
to another area and you must now battle him.


***Boss: Heath***
Heath is tough, make no mistake. Heath only ever uses magic so make sure you
cast Mind Up/Down and hit him with everything you've got. Heath has no weak
spots so this fight is going to be tough. Use all your high damage moves and
spells. This is one fight that ends up with a 75% chance of you losing. Heath
loves to use his summons (Freya, Marduke, etc.) a lot and each causes a
status change (Freya = Minimise, Marduke = Silence) so make sure you've got
someone who knows multi-cast Tinkle Rain and make sure you've got a couple of
Stardust Herbs handy. Good Luck, you'll need it!

When (_if_) you win, Heath's brainwashing is removed and he tells his story.
The Masked Mage is Belgar, his father. He and the Priest of Light had a
falling out over a girl's incurable disease. Belgar wanted to cure her, but
Light magic couldn't help. So, he went and studied Dark magic and The Priest
of Light exiled him. The magic corrupted his mind and body and he has since
worn the mask to hide his identity. Heath asks for you and your team to head
to the Holy Land to stop the Mage. After placing his trust in you, he casts
Holy Ball on himself (he's become a Dark magic user) and dies. Carlie wails
(unsurprisingly.)

After this, you'll end up outside the Mirage Palace. Call Flammie. Time to
head for the Mana Holy Land and the Final Showdown! That will be the final
section of the walkthru so go there now.



**Part III: Lise/Hawk's Quest**
From where you beat Zable, go west, south, south and then up the steps at the
south of the screen. You'll end up outside the Cave of Darkness. Head north
up the steps and into the door you find. You'll see a headless Gold Statue.
Save here and refresh -- you've earned it! When you're done, head east, east,
east and you'll see a gargoyle statue, just like earlier on when you were
looking for the entrance to the Corobokkle Village. Talk to the statue and
you'll get a flash of light. Now go west, south, down the steps, west, and
you'll see the Jagan. Approach him and he'll float away. You and your team
will drop down the hole...

Once you recover, you'll chat with Jagan and then face:


**Bosses: L44 Bloody Wolf, L44 Carmilla Queen, Jagan**
Yep, you get to face Jagan himself. As for the Carmilla Queen and Bloody
Wolf, beat them up as you would do normally. Use Saint Saber if you have to.
Jagan flickers like a ghost and a lot of your attacks will miss him. What I
suggest you do is hold a finger on the A button until you have enough for
your level 2 BA and then whack B and pummel him. Jagan knows a lot of Dark-
type magic like Psycho Wave, Ghost Road, Dark Force, Death Spell and Black
Rain -- make sure you've got plenty of Angel Grails handy. Make sure you
Saint Saber your team or you'll probably end up doing little damage. If
you've got Kevin on your team, make sure it's night time before talking to
Jagan and battling him. Use the Dreamsee Herb if you have to. Make sure your
team are around the same level as the monsters (e.g. about L40 to L45.)

Once Jagan dies, a flight of stairs will appear, head up them. You'll end up
in a room near to where you fought Zable Fahr. Head north, northwest. This is
where you defeated Zable (don't worry, you won't face him/her again.) From
here, go west, south, south, up the steps at the south of the screen, north
and through the door. Save here (just like last time.) Now, go east. You'll
be standing on a bridge with a rock floating a little bit to the north of
you. There is an invisible path leading up to it. Try walking on air and
you'll find it. Follow the path all the way up and you'll find an opening in
the eastern wall. Head through it. From this room, there are four exits --
northeast, northwest, southeast and southwest. You come in through the
southwestern exit. Northwest and southeast are dead ends. Beat up all the
monsters here and you'll open up the northeastern exit. Go through here. Now
go up the steps and north. Now go north again then head up the screen to find
another headless Gold Statue. Save here. When done, head east, east and north
and you'll find yourself on the path to Dark Castle. Follow it and enter the
castle.

Inside Dark Castle are a lot of Magic users -- specifically Dark, so any Holy
magic will really help here. Once inside, go, east, beat up all the monsters
here, east, beat up the monsters here as well, east again, north, beat up the
Demon and go south, west, and up the stairs (you couldn't before. Beating up
the Demon removed the fire wall.) Once upstairs, follow the path until you
find a skeleton hanging on the wall. Talk to it and a door will open below
you. Now continue following the path until it exits west. Go down the steps,
east (ignore the open stairs for now), north (through the door you just
opened) and north again.

This part of Dark Castle isn't as symmetrical as the other part, but still is
a little tricky to navigate. From the start, keep going east, beating up the
monsters to remove the fire walls. When you can't go east anymore, beat up
the monsters in the room and the fire wall blocking the southern exit will be
removed. Head south and save at the headless Grey Statue.

In the final part of Dark Castle, you'll end up facing off against enemies
who can heal so make sure you can handle them. After saving at the statue, go
up the stairs and then head west until you find a door to the north of you.
Go through the door and walk up to the throne. You'll fall through a hole in
the floor and have to face:


***Boss: Full Metal Hugger***
Yep, this guy is back and he's just as annoying. He's got more HPs than last
time and he's at a higher level so this battle could last just as, if not
longer than last time. The previous strategy still holds:

This guy is annoying. He heals himself constantly. Go for his eyes and make
sure you've got plenty of Round Drops and Puipui Grasses to cure Poison
status. Only use the Drops when your HPs flash yellow (warning.) When he
shuts his eyes, you can't damage him. His attacks are all Light-based. An
easy boss, hit, hit, heal, hit, hit, heal, etc. If Carlie's learnt Heal
Light, then use it.

Now, this is worrying. We beat FMH ages ago and he's back? Chances are we're
going to have to face other former bosses again so we'd better make sure
we're ready.

From where you beat FMH, go south (the path that just opened up), east,
south, southwest, hit the switch on the north wall to open up the door. Go in
then go southwest, hit the switch and go north again. Open up the box to get
some Magic Walnuts. Go south, southwest, south and do the switch thing again.
Now prepare to rematch:


***Boss: Genova***
Genova is tough, make no mistake about it. He spits out Shape Shifters which
morph into various monsters. They won't do any magic, but they DO have the
attack strength of the monster they are imitating so if they morph into a
powerful monster, kill them quick. I tend to go for Genova whilst the team
mates go for the Shape Shifters. If you've got Kevin, use the Dreamsee Herb
to make sure it's night time first. You can get away with only healing when
your energy flashes yellow. Make sure you've got full slots of healing items
and walnuts (if you have Angela and/or Carlie on your team.) Use magic and
physical attacks as much as possible. Genova's magic can be powerful and
annoying (he can cast Power Up on the shifters.) Genova's attacks are all
Fire-Based and are taught by Salamando (Fire Spirit) -- with the exception of
the trap spells.

Man, I dunno about you, but I am getting a SEVERE case of deja vu. FMH and
Genova have been resurrected? Who next?

After beating Genova, go north, north, north, beat up the monsters here and
then go east. Do this again and then go up, west, south, save here (headless
Grey Statue), north, up, south and prepare to rematch:


***Boss: Tzenker***
Tzenker is not as irritating as the Jewel Eater, but can cause a headache.
She flies around a helluva lot and it's difficult to hit her. Use magic a
lot. Carlie and Angela are very useful against her. If you've bought the item
that casts Mind Up from Byzel (the Sahagin's Scale I think it's called), use
it and then use Angela in abundance. The best you can do is hit, hit,
retreat, heal, repeat since you haven't class changed yet. Tzenker isn't too
hard, just heal when anyone's HPs go yellow. Try not to let anyone's HPs go
below 80, her Supersonic spell can kill them. I hope you've stocked up on the
items. I used up four walnuts on Angela against Tzenker. Use any magic on
Tzenker. I find rotating Angela's magic (e.g. Holy Ball, Gem Missile, Holy
Ball, Gem Missile, etc.) does good damage. Tzenker can cast Speed Up, Protect
Down and Protect Up on herself or on you. She has a nasty habit of picking up
your team mates and throwing them around, sending them off to la-la land. Her
most powerful spell is Supersonic and it does around 330HPs damage. She has a
habit of firing her feathers at you too. You'll need a lot of healing items
against Tzenker. Tzenker CAN block, kind of. She will wrap herself with her
wings and then open them up. If she doesn't do anything (e.g. doesn't cast a
spell or fire a feather), she is in "block" mode and won't take any damage
for a while. If you look carefully, she will not move whilst in this mode.
Once she does, you can hit her again. All Tzenker's attacks are Wind-Based
and are taught by Jinn.

Once you beat Tzenker (who happens to be the last of the resurrected bosses
-- thankfully), go east, northeast, down the steps and follow the path to the
south. You'll find a headless Grey Statue. Save here. Now go east and
northeast through the door. Watch the scene and you'll end up having to face:


***Boss: Bigieu***
YES! This is it. Now you can whip ol' Big-ass to bits. Don't hold back -- ol'
big-head has been a pain since the start of the game, bringing about the
death of Lise's dad and killing Hawk's best friend, Eagle, so this is a
definite grudge match!

There's only one problem. Bigieu decides to go all feline on you and turns
into a creature resembling Felicia from Vampire Saviour!

Bigieu is not like Koren or Heath, she can use both Magic and physical
attacks. In fact, her physical attacks really hurt. The main attacks Bigieu
uses are: Moon Saber (give her some HPs back with every attack), Body Change
(miniturises all of your team), Rose Highclaw (a slashing combo that causes
up to 250HPs of damage), Lamia Naga (Dark monster summon), Energy Ball
(increases chance of critical hits), Lunatic (lowers max HPs.) Bigieu uses
Energy Ball A LOT and will therefore hit a lot of critical hits. Make sure
you've got a lot of healing items and some herbs and grasses to heal miniture
status. The best strategy I can give you is to pin her at a distance with
magic spells. If you have Aura Wave, use it and then pummel her with the BAs.
This fight isn't as long as the other sub-bosses as Bigieu doesn't know how
to heal -- she relies on the Moon Saber spell so if you don't let her hit
you, you'll be okay.

Once Bigieu dies, she turns back to normal. Talk to her and she'll explain
her story. The Dark Prince was once the heir to the Kingdom of Light's
throne. He was feared and hated by all the people until one day. The demons
of the underworld offered him respect and power if he destroys his kingdom
and gives up his soul. He does so. Bigieu only wanted to bring the old Prince
back, to bring back his soul... After this, she dies and the castle begins to
collapse. The Fairy advises you to run. Best bit of advice I've heard for a
long time!! Go south out of the room and you'll see the castle break apart.
After the discussion, go west and save at the Grey Statue again. When done,
go up (you'll need to move up the screen to see the steps), south and
northeast (this exit was sealed last time you came here. If you go west,
you'll be at the place where you rematched Tzenker earlier on.) Go up the
steps (there are several flights), south and get a scene involving Hawk/Lise,
The Fairy and The Dark Prince. The Prince offers you a post in his kingdom.
You refuse and he absorbs the Sword of Mana. He senses the Goddess is still
alive and goes off to seal her away. By the way, the kid next to the Prince
is Prince Eliott -- Lise's little brother. Lise will throw a major wobbly if
you're playing her quest.

The Dark Prince takes off along with Eliott. Man, are we in deep BS or what?



*****************************************************************************
                    Chapter 8: The Final Battle -- Boss
*****************************************************************************

This is it. The final battle. This is where all your work is put to the
ultimate and final test. I advise a team of at minimum L50. L55 or L60 is
better and is probably more advisable, just to be on the safe side.

Just to recap, we've failed in stopping the big boss from leaving this realm
so our last chance in beating them lies in defeating them at the Mana Holy
Land before they can cut down the Mana Tree and thereby killing the Goddess,
but first, we need to stock up on supplies and rest after that last battle.
Call Flammie from where you defeated the final sub-boss and head for Byzel.
Once there, stock up on stuff from the Black Market and save at the inn.
Consider grabbing a few more levels from whichever place you get to. I advise
a team of L55 _minimum_ -- you can beat the boss at L55 (I did), but I used
up all my healing items and Angel Grails and I _almost_ didn't make it.
Almost....

Once your team is up and ready, we can now head for the Holy Land. An
important note to remember is that each of the three stories through the game
has a _different_ final boss, but the routes through the Holy Land are all
the same.

Once you land in the Holy Land, we need to trek to the Gold Statues again,
but there are two different things here. Firstly, the Holy Land is getting
worse and the route there is different to the route before. Secondly, there
are new, more dangerous enemies here. The one to watch for is the Shadow Zero
enemy. This monster is a variation on the old Shape-Shifter monster. He can
morph into one of your team and then pull off his/her BAs at will AND THEY
WILL DO THE SAME DAMAGE AS IF _YOU_ HAD PULLED THEM OFF. So make sure you
kill the Shadows ASAP. If you can't kill them straight away, make sure you at
least cast one of the "... Down" spells or use Carlie's Black Curse. Silence
them as well if you can.

The route to get to the Gold Statues is as follows: north, northwest, north,
east, east, northeast, northwest, north, northwest, north. Once you get here,
save and level up to around L55 if you haven't already. Now, onto the final
battle!

From the Gold Statues, head west, north, west, beat all the monsters here,
west (through the opened path), northwest, northeast, east. From this screen,
you'll see two logs. Cross the lower one, head up and cross the second. The
final scene appears. The boss has chopped down the tree and killed the
Goddess. We're too late!! But still, we can at least kill him!



**Part I: Angela/Duran's Quest**


***Boss: Dragon Emperor***
The Emperor, like the other bosses, switches modes throughout the battle. By
looking at his colour, you can work out what mode he is in and therefore what
to fight with. Counter his skill with the opposite. So Water <=> Fire, Holy
<=> Dark, Ground <=> Wind, etc. Watch out for the super-strong spells like
Ancient and Gigaflare. Make sure your HPs are well above the 200HPs level. Be
alert, as the Emperor can move to different places around the fighting arena.



**Part II: Carlie/Kevin's Quest**


***Boss: Marked Mage***
This guy isn't too hard. Just make sure you keep your HPs up at a safe level.
Above 100 is good. The Mage's strong and weak spots change constantly. To
begin with, he's a Dark type (weak against Holy) so Saint Saber everyone and
use Holy Magic like Saint Beam and Holy Ball. When the background changes (it
changes at random), his type changes so watch what spell he uses and counter
with a level 2 spell of the opposite type (so Dark <=> Holy, Fire <=>
Water/Ice, etc.) If you can, immediately Saber your team with the opposite
Saber. Counter Magic really helps. Make sure you have FULL slots of all
healing items, Angel Grails and maybe one or two extra items from Byzel's
Black Market. Watch out when he becomes a Holy type. If you don't have a full
complement of Saber spells (Ice, Fire, Thunder, Diamond, Dark/Saint), then
cancel your team's Sabers with another when he becomes the same type. For
example, if you've Saint Sabered your team and he becomes a Holy Type, use
Dark Saber if you have it (which is unlikely if you have Saint Saber) or
another Saber, just to cancel your teams Sabers.



**Part III: Lise/Hawk's Quest**


***Boss: Archdemon (Vers. 1)***
You must defeat the Archdemon twice to win the game. V1 (as I like to call
him) switches modes and uses magic depending on which mode he is currently
in. He knows all the Level 2 spells for each mode he switches to. You can
tell what mode he's in by the colour of the armour: Red=Fire, Black=Dark,
Brown=Ground, etc. If you have all the Saber spells (including Dark and
Saint), this'll be easy. Simply cast the relevant opposite Saber depending on
his type and you'll do lots of damage. V1 likes to use a lot of
status-altering magic, _especially_ Black Curse. What I recommend you do is
this: pick your strongest fighter (usually Kevin or Duran) and _only_ use the
Stardust Herbs to remove all the status effects when V1 casts Black Curse on
them. Remember, doing so also cancels the Saber effect. A complete inventory
of V1's magic is: Blaze Wall, Black Curse, Stun Wind, Air Slasher, Explode,
Gigaburn, Hypercannon, Dark Force, Death Spell, Hell Cross, Earthquake,
Thunderstorm, Body Change (get the Puipui Grasses, Tinkle Rain and Mama Poto
Oil ready!), Half Vanish and Spiral Moon -- I think that's everything. Make
sure that everyone's HPs stay above 125HPs. If you've got Counter Magic, use
it. Make sure you've got full slots of Puipui Grasses, Stardust Herbs, Angel
Grails, Magic Walnuts and Mama Poto Oil (buy this in Byzel from the salesman
on the right side of the market.)

Once you've battered Archdemon V1, his armour will explode and you'll now
have to face:


***Boss: Archdemon (Vers. 2)***
V2 tends to use more physical attacks than V1 so you may want to consider
removing your team's status effects with the herbs. Again, cast Counter Magic
on your team (the herbs will probably remove it.) Cast Saint, Ice or Flame
Saber on your team as that is V2's weakness (V2 is a Dark type and Dark seems
to be weak against both Holy, Fire _AND_ Water/Ice.) V2 doesn't switch types
and doesn't use status magic as much. His main attacks are Demon Breath,
Catastrophe, Demon Scream and Black Curse. Yes, he _does_ still use Black
Curse, but just not as much. V2 likes to throw people around the room like
Jagan, so make sure your team stays above 150HPs, 200HPs for safety. If you
have any Stat magic, use it to your maximum advantage. This fight isn't as
long as V1 and before long, he's dead.



**Part IV: The Ending**
When you beat the final boss, you'll learn that even though the Goddess is
dead and the Mana has been destroyed, there is still hope. The Fairy, who has
been travelling with you for so long, becomes the next Goddess (she explains
that "The Fairy is the seed of the Mana Tree" and instructs you to return to
your world. The Fairy tells you that in 1000 years, Mana will return to our
world.) Here, your team parts company with the new Goddess and you'll get
your endings. Hmmm.... "In 1000 years, Mana will return to your world..." Is
it just me, or does that sound like there's going to be a sequel....?

CONGRATULATIONS!! You have just completed Seiken Densetsu 3! Give yourself a
pat on the back, open a few cans of beer (if you're old enough) and put your
feet up. You've earned it.



*****************************************************************************
*                    E N D  O F  W A L K T H R O U G H                      *
*****************************************************************************

The walkthru is finished now. I've added a couple of sections that may help
you next time you play the game. I've added them AFTER the walkthru because
they'll ruin the fun of the playing the game with no cheat or hints if you
know about them first. So, in your own interests, only read the following
sections AFTER YOU'VE PLAYED THE GAME _AT LEAST ONCE_ -- it's not too hard to
clock the game without the cheats, I've done it and if I can, so can you.



Hints & Tips
-----------
This section details a few things I think you may want to know because they
may help you complete the game a little easier

1. Level up to the same level (or a little higher) as the enemies around you.
So, if you're facing L21 Werewolves, (try to) level up to L21 or L25 before
continuing. This way, your game will be a little easier to complete.
2. Try cancelling your BAs. It's easier to cancel BAs with Hawk and Kev since
they hit more than once but what you have to do is press A and then B
quickly -- usually just before your attack hits. With Kev and Hawk, hit B
just before the last hit connects (you may need to adjust the timing to suit
yourself.) If you do this right, your character will attack and then
immediately do his/her BA. If you time it right again, you can even attack
right after the BA! And the neat thing is, if you do this bit right, your
standard attack will hit as a critical hit and will do the about the same
damage as the BA would! This trick works for all characters, and for all BAs
from Level 1 to Level 3, but it's hard to pull off at will (I can't do it
sometimes, but I've done it enough to see that it works.)
3. Play the game from start to finish many times, each time with a different
class for the characters. Chances are you may disagree with my recommended
classes so try the rest out.
4. You can get up to two friends (a total of three people) to play along with
you. Once you've plugged in the controllers, press START on the relevant
controller (P2 or P3) and they'll control the relevant character. Player 2
will be the first partner you met and player 3 will be the second partner you
met. Player 1 (you) will be the hero. If your friend(s) don't want to play
for a while, all they need to do is to press START on their controller again
and then the computer will take over.
5. *HOT TIP* Instant/Chain-Casting Spells: Remember how you could chain-cast
spells in Secret of Mana 1? Well, there's a similar thing in SD3. You can
either use it to chain-cast 2 or 3 spells together or instant-cast one spell.
You can't (unfortunately) chain-cast one spell into itself. How do I do it?
Like this: switch to a character who _doesn't_ have the spell you want. Press
X to bring up the magic box (if you get the item box, press U or D to switch
to the magic box.) Press L or R (button, not direction) to switch to the
person who has the spell you want. Select the spell and press A. Rapidly
press X to bring up the magic box again and press L or R to select the
_other_ team mate and get them to cast a spell as well (you don't need to,
but it causes extra damage.) Now, the first team member will cast their spell
IMMEDIATELY and this will be quickly followed by the second team mate (if you
decided to make your other team mate cast a spell, that is.) If you're quick,
try this: after you've chosen the second spell, press X quickly again and
choose a spell from your own inventory and you'll end up with a three spell
chain-combination attack. Let's see if the bad guys can get up after _that_!
An important note is that you DO NOT need to choose a spell when you switch
to the second character and it is quite tricky to get the three-spell combo
off.

Confused? I thought as much. Maybe things will be a bit clearer if I give an
example (my team is Lise, Kevin and Angela and the letters are the button
presses):
Start with Kevin
X (Kev's Magic Box)
L (Lise's Magic Box)
Protect Down (multi) chosen
X (Kev's Magic Box)
R (Angela's Magic Box)
Ancient (multi) chosen
X (Kev's Magic Box) <== Tricky to get to
Heal Light (multi) chosen

The result is Protect Down followed by Ancient followed by Heal Light in
quick succession. So fast, that the enemy can't usually heal between attacks.
If you can do this (Lise, Angela, Lise, Angela, etc.) quickly enough against
the bosses, you can pummel them so much they'll die before they even have a
chance to hit you! The problem is, you'll probably run out of MPs before they
die on you so you'll probably lose your rhythm.

Another example is:
Start with Kevin
X (Kev's Magic Box)
L (Lise's Magic Box)
Protect Down (multi) chosen
X (Kev's Magic Box)
Heal Light (multi) chosen

The result here is Protect Down followed quickly by Heal Light.

If you don't want to risk using up your MPs too quickly, try this:
Start with Kevin
X (Kev's Magic Box)
R (Angela's Magic Box)
Ancient (multi) chosen
X (Kev's Magic Box)
L (Lise's Magic Box)
B (Cancelled)

The result of this is an immediate Ancient spell. Ancient takes ages to cast
if you do so normally so if you use this, you'll get Meteo cast within one
second. This trick works with other long-delay spells.

Still confused? E-mail me and I'll try to explain it in terms of your team.
If you REALLY want to see the power of the chain-casting, let me know and
I'll create a video clip showing it.
6. Hawk (Wanderer) learns Poison Bubble and Aura Wave. Poison Bubble damages,
poisons and DRAINS MPS, so what you can do is Aura Wave, Poison Bubble, Aura
Wave, Poison Bubble, etc. forever and pummel any boss with infinite BAs. My
tip is to cast Aura Wave on Kevin and let him pummel the bosses. Whilst Hawk
does the Aura Wave/Poison Bubble casting. NOTE: The Assassin Bug Eye also
casts Poison Bubble and this does the same thing so if you run out of Walnuts
and have some of these eyes, use them instead.
7. Counter Magic's effect NEVER wears off so once you've cast it and any
offensive magic is cast on you, it'll bounce and damage the caster. I _think_
AntiMagic and Stardust Herbs remove this effect. There are some exceptions to
the "offensive magic" category. Ancient, Gigaburn, Gigaflare and other such
super-powerful spells will still break through the barrier and damage you,
but you'll take less damage. Reflected spells will not heal the enemy. So if
you bounce a Saint Beam back at a Holy-type enemy, it won't heal them, but
damage them. How much damage? The same damage as if they weren't weak or
strong against it. Confused? Okay, if Saint Beam would do 89HPs damage to
you, 150HPs against a Dark-type enemy and 1HP against a Holy-type enemy,
bouncing the spell back at a Holy enemy would cause 89HPs (no weakness.)
8. Whenever you find a statue (Grey or Gold, it doesn't matter), make sure
you do a save. It sounds dumb, but nothing is more annoying than not saving,
facing a boss and dying only to find that you didn't save closer to the boss
area and having to do that area all over again.
9. Try putting a "special" pair in your team (by "special", I mean two people
from the same story group such as Kevin & Carlie, Hawk & Lise or Duran &
Angela.) The two will talk to each other more often than usual. When you need
to talk to a "stray" character (on who is not on your team and will not join)
-- like Lise in Rolante Castle or Carlie in the Lampflower Forest -- use
their "special" partner (e.g. Hawk & Lise in the previous example) and see
what happens.
10. Status effects such as Poison, Silence and Mini will disappear after a
battle or if you run out of the screen and then run back in again.
11. Angel Grails revive a team mate with FULL HPs, MPs and no magic effects.
For example: you can do is use your Magic Walnuts on Angela until you have no
more, wait for her to use up her MPs, let her die, revive her using a Grail
and she'll have another full slot of MPs!
12. After you beat certain bosses, you're teleported outside the area where
they are located. If you go back inside, you'll find that the monsters have
increased by between 2 and 5 levels so you can gain some extra levels before
going onto the next section. Example: the monsters inside the Labyrinth of
Ice Walls where you fight Fiegmund the Water God-Beast are all around L32
when you first go in. After beating up Fiegmund, they're around L34/L35 so
you can get another few levels before going to beat up Mispolm the Wood
God-Beast. **See e-mail from IGN/e about this hint**
13. For _BIG_ BA damage, try this: charge up your BA meter and wait for your
team mates to do the same. Now, all of you press B together and you'll do a
three-person BA combo attack with no chance of the enemy healing in between
(unless they were intending to heal before you starting the triple team.)
14. Saber effects do NOT affect the Level 2 and 3 BAs, only Level 1 so you
should consider not using the Level 2/3 BAs on bosses and only using the
Level 1 BA as it can cause more damage than the Level 2/3 BAs because you've
been Sabered. Example: Kev as a Dervish knows: Ashura Dream Fist, Water-Moon
Slice, Bastard Slam, Suzaku Sky Dance and Veritubach. On Land Umber, sabering
him with Thunder Saber and then doing the Dream Fist can cause up to 2000HPs
damage -- two whilst he's spinning (2x 500) and the other two (2x 500) whilst
he's running forward whilst attacking. The Level 2/3 BAs will never _EVER_
come anywhere near this kind of damage. To stop your team mates using their
level 2 and 3 BAs, press Y, left, A, A and change the option to the top one.
After this, press Left and Right to select the other characters and repeat.
From now on, they will only use their level 1 BAs. Useful against typed
bosses.
15. When Moogled, you can't cast magic spells, including Tinkle Rain, but
there's a trick you can use. When you go into a battle in which you risk
being moogled (such as against Light Gazer the Light God-Beast), bring along
the Chibikko Hammer (remember, the one your got from Byzel's Black Market?)
If your team gets Moogled, use the Hammer to miniturise the team, cancelling
the Moogle effect. The game only allows one status effect (e.g. Poison, Mute)
so causing another effect cancels the first. For example, if you are muted
whilst miniturised, mini status will be cancelled. You will therefore return
to normal and be muted. So if you're miniturised whilst Moogled, you'll be
miniturised, but be able to cast spells so all you need to do now is to cast
Tinkle Rain (preferably multi-cast) to return your team to normal. Easy!



Cheats
------
Simple cheats to make your life easier:

7FEDF2E7 + 7FEDF303 -- Player 1 (Hero) Infinite Energy
7FF0F2E7 + 7FF0F303 -- Player 2 (Partner 1) Infinite Energy
7FF3F2E7 + 7FF3F303 -- Player 3 (Partner 2) Infinite Energy
7E2C26FF -- Infinite Money

(NOTE: If, after entering the infinite energy cheat, only two of the team has
999HPs, that means another cheat is still in effect and it also means that
the effects of this cheat will only work after an event in the storyline.
Such events are: getting a Spirit, defeating a God-Beast getting a class
change, levelling up, hopping on board a ship, Flammie or Booskaboo, or any
other event that make the HPs meter vanish. The cheat doesn't kick in
straight away. It only kicks in during a battle or if you move screens.)



Class Breaking Items
--------------------
When you use an item to break a class, you never actually _use_ it up so you
can use it during a battle. Depending on the class the item breaks, various
things will happen. Usually, the effect of the item is a spell taught by the
class it breaks. Here's an alphabetical list of all the items and what they
cast. Some are single, some multi and some both. To prevent ruining the fun,
I'm not going to tell you. Try them out and see. I think all of the class-
breaking items are here. If I've missed one, let me know and I'll add it to
the list:

Arcane Book: Saint Beam
Bad Luck Die: Denrai
Book of Rune: Death Spell
Book of Secrets: Explode
Briesingamen: Power Up
Bullseye Die: Fire Jutsu
Death Wolf Soul: Energy Ball
Demon Wolf Soul: Moon Saber
Duelist's Proof: Dark Saber
Forbidden Book: Dark Force
Gleipnir: Mind Down
Gold Wolf Soul: Aura Wave
Good Luck Die: Life Booster
Holy Water Vial: Heal Light
Bottle of Ashes: Black Curse
Bottle of Blood: AntiMagic
Bottle of Salt: Tinkle Rain
KnightDragon Chain: Protect Down
Lord's Proof: Heal Light
Master's Proof: Diamond Saber
MorningStar Chain: Speed Up
Nighteye Die: Thunder Jutsu
Paladin's Proof: Saint Saber
Silver Wolf Soul: Leaf Saber



The Black Rabite
----------------
The Black Rabite is a super-hard secret hidden boss. You don't need to beat
him to complete the game but he's there nonetheless. Gamers tend to go up
against him just so they can say "I went up against the Black Rabite."

To get to him, you need to do several things. First, you must be playing with
either Angela or Duran as your hero. Second, you must have already beaten
Koren. Once this is done, you'll be returned to Altena. Now, call Flammie and
go back to Dragon's Hole. Follow these directions: from the place where you
defeated the Darkshine Knight, go north, northwest, north, east, east,
northwest, west, southwest. You'll be in the room which branches off to the
room with the Black Rabite. There are no enemies here and if you try to
access the secret room before beating Koren, you won't be able to get through
the wall. The room is like a corridor leading north-south. Once you reach
here, walk down to about halfway and walk into the left wall, if you've done
this right, you'll be teleported to another room where the Black Rabite will
appear. The Rabite is L99 and can Summon monsters of the same level (e.g.
L99) and he can cast virtually every spell in the game, from the simple Holy
Ball, to Ancient and Lava Wave. He can do a spell flurry in which he casts
Dark Force, Evil Gate and Hell Cross on himself to heal -- yes, the Rabite is
a Dark type so Saint Saber your team or use the Paladin's Proof (casts Saint
Saber on all members of your team.) The Rabite can cast Dark Saber (multi),
making you heal him so cancel with either the Stardust Herbs, Saint Saber, or
the Paladin's Proof. Killing the L99 Summoned monsters (usually Great Demons)
results in 0 exp. Upon killing the Rabite, you may (or may not) get the
Moogle Badge which Moogles and De-Moogles your team at will.

How do you kill the Black Rabite? Well, there's the easy way and the hard
way. The hard way is to go all out and treat the Rabite as a normal Dark-type
boss. The easy way? Well, it's pretty easy if you know how: Go into the room
and watch the intro. After the intro, the Rabite will immediately cast Dark
Force on the entire team. Get hit and run out. Heal up with your healing
items and go back in. Spot the bug? Firstly, your lead character can't seem
to see the Rabite, even though he's still there (your lead team member _will_
see the Rabite after the intro.) Secondly, after the Rabite hits you with
Dark Force again, the music stops. Now the tricky bit. If you have it, throw
a Specter's Eye or cast AntiMagic on him. It'll stop him from healing when he
is on the receiving end of Dark-type magic. If you don't have any Specter's
Eyes or AntiMagic, don't worry, you can still win. Chain-Cast (see Tip 5 from
earlier) an offensive Dark-type spell like Dark Force or Evil Gate into an
offensive Holy/Light-type spell like Saint Beam or Holy Ball. Don't worry
about healing the Rabite with the chain, it's supposed to happen. After the
chain is finished, the Rabite should be either dead or very weak. If you
don't have Saint Beam, Holy Ball, Dark Force or Evil Gate, use the coins or
Class-Breaking items. After you're done, lay into him with your team (don't
use magic) and he'll die before long. Remember, you need to throw the two
items or cast the two spells in pretty quick succession (that's why I
recommend you use the chain tip.)

Confused? Well, I'm thinking about creating a video that shows how to kill
the Rabite using this quick and easy method. If you want me to do this,
e-mail me (jjyooi@yahoo.com) and, if I get a lot of requests, I will.



Types
-----
Almost all enemies in the game can be classified into one of eight types,
each represented by a Spirit and each type has a weakness. Exploit their
weakness and the fight involving them will be over very quickly.

Fire/Flame (Salamando)
Water/Ice (Undine)
Ground/Earth (Gnome)
Grass/Leaf (Dyrad)
Moon (Luna)
Dark/Evil (Shade)
Light/Holy (Wisp)
Wind/Air (Jinn)

The weaknesses are as follows. Bear in mind that opposites work, so Fire is
WEAK against Water _AND_ Water is WEAK against Fire:

Fire <=> Water
Ground <=> Wind
Grass <=> Moon
Dark <=> Light



Teams
-----
There are six characters in the game, right? The dilemma is to decide what
members should be on your team. Well, here's some themed teams for you. You
can pick your own. Let me know what your team is and what its theme is and
I'll put it in here, giving you credit, of course

The Insanely Offensive Warriors:
Kevin (Death Hand), Hawk (Wanderer), Duran (Sword Master)
Kevin's Seiyu Death Fist can cause heaps of damage, Duran's Whirlwind Sword
can cause a lot of damage as well. As for Hawk? Well, he learns Aura Wave and
Poison Bubble. If you use Aura Wave on Kevin (controlled by the CPU), and
then cast Poison Bubble, you'll be able to do heaps of damage constantly.

The Healers:
Kevin (Warrior Monk), Duran (Lord), Carlie (Bishop/Sage)
What can I say? All three can multi-target Heal Light and all can do a decent
amount of damage (except Carlie.)

The Dark Warriors:
Kevin (Death Hand), Angela (Magus), Hawk (Ninja Master)
All Dark+Dark. Can cause real damage against Holy types and they can kick
some serious butt as well.

The Pure Warriors:
Duran (Paladin), Kevin (God Hand), Hawk (Wanderer)
All Light+Light. Good healers and very fast (except maybe Duran.) A good
defensive team.

The Beginner's Team:
Kevin (Warrior Monk), Angela (Arch Mage), Lise (Star Lancer)
A good class for beginners to the game. Kev can multi-target Heal Light and
his BAs do good damage. Angela as an Arch Mage (or Grand Devina) has great
magic properties and Lisa as a Star Lancer has three good points: 1. Has a
decent Summon (Marduke - silences enemy), 2. Can multi-target ALL her stat-up
spells and 3. Has a flashy BA (Shooting Star Spear.)

The Expert's Team:
Any combination of: Duran (Duelist), Kevin (God-Hand), Hawk (Ninja Master),
Angela (Magus), Carlie (Sage), Lise (Vanadies)
These are the character classes that are hard to play as. All have more down
sides than up sides. Pick a team of three and see if you can clock the game.



Credits
-------
* Squaresoft for making such a brilliant game
* GameFAQs for putting this FAQ up
* You for giving me feedback



Things I need to check on/do
----------------------------
1. I have been known to write west instead of east and vice versa. Please
e-mail me (jjyooi@yahoo.com) if you find an error.
2. Kevin's classes -- what are the names of the werewolves of his normal and
first Light classes? Are they both standard werewolves? They sure don't look
like it. I'm pretty sure the Monk is a standard werewolf, but what about the
Grappler?
3. Sometimes, rather than noting down the exact route coming back, I just
write the reverse of the route taken to get there, which isn't always
accurate so feel free too e-mail corrections to me at jjyooi@yahoo.com.



Responses
---------
This section is set aside for e-mails I've received regarding my FAQ. I'll
do my best to answer the queries raised in the e-mails


From Kyle:
>i am playing Seiken Densetsu 3 and i dont know how to use spells could you
> please email me back and tell me how to use them as soon as possible

To use magic, press X to bring up the Item/Magic box. If you've got the Magic
Box, use left and right to select your spell and press A. If you've got the
Item Box, press up or down to get the Magic Box, select your spell using left
and right and press A.


From Falcon459:
>I'm past the shadow god beast and deathjester and I'm at level 41, but when
>ever I plant a ??? seed (of which I have many) all I get all the time are
>forbidden books for Angela.  Do you have any idea why this keeps happening?
>
>P.S.- I have Kevin as my main character and Duran & Angela in my party. 
>(In case it has anything to do with it)

This kind of problem often occurs when you have a Game Shark or Game Genie
code inputted into the game. It doesn't matter who your team is. If you keep
getting the same item over and over, here's how you solve it: first, go to an
inn and save. Next, deactivate the cheat code(s) and reboot the SNES. Resume
your save game and plant the seeds. You'll now get different items. Once
you've got the items you want, put the cheat codes back in and continue on
your quest.


From ISN/e:
> I am referring to your SD3 Walktru version 1
> There are no dates mentioned in both version number and history (hint hint
> hint) so it's a bit difficult to tell how recent it is and weather or not
> you're still updating it (HINT HINT HINT).

Talk about being pedantic! :)

Anyway, you're right. I didn't include the date so yeah, maybe I should.
Point taken. Thanks. And I _AM_ still updating it.

> 1: hints and tips #12
> You claim that there are certain "dungeons" (if I may use the term) where
> the critters gain a couple of levels after you beet the boss. As an example
> you give the ice GB. Actually, it happens just there, with the God Beasts I
> mean. I beleave that all the critters in all the god beast dungeons start
> out at L26 (IIRC, could be 24, I have to check). Beat a GB (any GB) and all
> critters in all GB dungeons gain 2 levels. Kill an other GB, and all
> critters gain an other 2 levels (which means they've reached L30). Not
> everyone will agree with me, but I like to go to the moonreading tower
> quite early. I have a thing with hi leveled werewolves. I can't stand 'em.
> I think every GB gets a boost as well whenever an other GB kicks it, but
> that's more difficult to confirm. IIRC you have to kill 3 GB's before the
> mama poto's in the Ice cave and Ruins of Light can call Papa Poto's. =>
> ???? seeds => 3rd class change.

I've checked your claim out and yeah, you're right. Every "dungeon" has
enemies of L28 and they go up around 3 or 4 levels each time you beat a
God-Beast. I've added a small paragraph that tells the gamer they can fight
the God-Beasts in any order (I think Zable Fahr MUST come last, regardless.)

About killing 3 God-Beasts -- I don't really notice the Mama Poto's calling
the Papa's only after three GB defeats. Did anyone else notice?

> 2: nitpicking, I know, but the black rabite _may_ leave the moogle
> belt/badge/thing. It doesn't always.

Thought as much, but I also thought it was because I did something wrong.
Every time after that, it _has_ dropped the belt. I've added the "maybe" in
the Black Rabite section.


From unknow unknow:
> i checked your page, and its really good job but there is one thiing that
> id like to add:the best team ( i think )would be duran as a sword master,
> carlie as a bishop and hawk as a nightblade. duran is the best the best
> fighter i know and it can use six saber when he is sword master:  Thunder,
> Diamond, Fire , Ice, leaf & moon and can multi target the Thunder, Diamond,
> Fire & Ice.  carlie as a bishop can also use the Thunder, Diamond, Fire &
> Ice but she also have saint saber so you can have ALL saber element except
> for dark, but its not a big loss 'cuz it sucks, as you always says. she
> also have turn undead that can be VERY useful and she is a pretty good
> healer. hawk as a nightblade is the best class i ever saw. he can do most
> of the elements with is magic (wich is VERY strong) and can lower stats
> with jutsu. when i killed zable farh ( the god-beasts of darkness) i had
> hawk do 2 or 3 thunder jutsu ( lowers defense) then i casted saint saber on
> everybody and i attacked him. it took me about 5 minutes to kill him (i was
> lvl 40 or 41) i think this team is invincible. try it and you will see.

You've got some valid points there. Carlie _is_ a good healer and Duran _is_
a real kick-ass fighter. Hawk _is_ a really fast guy, but the point is, not
everyone has the same opinions. Some might like Angela a lot and have her in
their team. My first team was Angela (Arch Mage + Hero), Kevin (Warrior Monk)
and Lise (Star Lancer) because they seemed like the best combination of
healing and attack strength. This is my opinion and your team of Hawk
(Nightblade), Duran (Sword Master) and Carlie (Bishop) seems to rely heavily
on Saber magic -- not that it's a bad thing, of course.

> ps:could you make the video about 'killing the black rabite' you
> mentionned?

Sure, but it'll take a while, I've got to start up a new game and fight all
the way up to Koren again... :(

Does anyone else want me to post up the Black Rabite movie when I've done it?


From seymore butt:
> hi,i checked your page, its good job and id like to know: do you play a
> snes game on an snes instead of a rom? cuz' if yes i wanna where ya got it
> (if its not japanese).oh too it would be cool if you make `killing [black]
> rabite video` you mentionned.

I use a ROM and emulator (yeah, yeah, I know, it's not right but it's never
going to come out in English is it?) Where I got it? I got it off a website
(I can't remember the URL right now...) and it's a English-patched ROM. As
for the Black Rabite video, I'm still working my way through the game, trying
to get to Koren and the Darkshine Knight so I can capture the video. It will
be a while, but keep checking my web site and it'll be posted up when I've
done it.

And *NO* I will not send ROMs or anything like it via e-mail.


From ThienHng:
> I am at level 27 and I didn't class change to my 1st level yet.  I'm not
> sure exactly how to. And is it too late for me to change now since I'm past
> level 18.  Please e-mail me back on how to class change and if I still can.
> Thank you.

You don't _HAVE_ to class change at L18. You can class change at any level
_ABOVE_ L18, including L27. To class change, all you have to do is walk up to
a Mana Stone (any one) and talk to it. You'll be given two options. The top
one is the Light class, the bottom is the Dark class. Choose carefully,
because once you've chosen it's impossible to change back. Make sure each of
your team gets a turn in talking to the Mana Stone so that all members of
your team gets class changed.

If all the stones have been broken (e.g. you're now fighting against the God
Beasts), then all is not lost. Go to the Mana Holyland using Flammie (use the
Wind Drum if you've got it. If you don't, go to Rolante to pick up Flammie.)
Work your way through until you reach a clearing with two Gold Statues and a
statue of the Goddess. Walk up to it and talk to it as if it were a Mana
Stone. You'll be able to class change here. In fact, this is where I
recommend you do the second class change. Again, make sure all members of
your team have a turn in talking to the Statue.

I should add, the first class change is done by talking to the Stones or the
Statue. The second requires you to have planted some ??? Seeds and have the
items ready. The MINIMUM level for the first class change is 18 and the
second is 38, but you don't have to change at these levels, you can do the
first change at L50 and the second at L75 if you wanted (although I don't
know why you'd want to do that...)


From "Paul":
> awesome job on the seiken 3 faq man!
> it rocks :); btw one of the responses mentions a third class change (????
> seeds): do you know more about this?? i'm printing the faq out now ;) my
> printer is real busy hehe. anyway, lookin 4ward to your email =)

Nononono.... There is NO third class change, there are three _classes_ on any
one path, but only _two_ class changes. Just to summarise:

Kevin (Grappler) - Class 1 (He starts off in this class)
Kevin (Bashkar) - Class 2 (Dark -- class change via talking to Mana Stone)
Kevin (Death Hand) - Class 3 (Dark + Dark -- class change via ??? Seeds)


From unknow unknow :
> i've completed the the game a few times and i've noticed that carlie's BA
> as evil shaman is not the one you mentionnesd in the faq . all she does is
> she throw her flail, it get huge she and smash the enemy with it

Hmmm. I'll have to check that again some time. Maybe I was wrong about the
description. Thanks for bringing that to my attention.

Another thing, the Rabites in the Jungle of Illusion near Pedan can do
HugeHuge (Evil Shaman's tech) and, in this case, they inflate and jump off
the screen, so I believe that this is what happens with Carlie.


From lyricsmachine:
> Well, I read through the walkthrough, and i'm really impressed. I didn't
> think too much of the other walkthrought on gamefaqs.com. I do have a quick
> question though. I'm fairly new to the game and I'm wondering if you can
> tell me how to..."cancel attacks?" also send me your url for ur website...

Cancelling attacks. Okay, this is gonna be tough to explain. I did explain
about this in the FAQ, but I'll try again.

Basically, cancelling BAs (or techs), involves you pressing A (attack) and
then B just as the attack makes contact. If done correctly, the character
will attack and then immediately perform his/her tech. Of course, this relies
on the fact that the BA meter is full and he/she isn't silenced, but if
performed correctly (it's easiest with Hawk and Kevin -- they hit more than
once so you've got twice as many chances to cancel.) Cancelled attacks open
up lots of new possibilities, since it's possible to do this against Zable
Fahr:

(Assume team all have charged up BAs and are Saint Sabered)
Chant for Thunder Jutsu (multi)
Chant for Saint Beam (multi)
Players 2 and 3 get ready to perform their BA.
Player 1 attacks, cancels and goes into his/her BA.
Because all three are trying to perform their BAs, you get a three-person
team-up BA, which, providing Zable isn't trying to cast a spell already,
can't be countered until the end. With Sabers, you can cause anything up to
2000HPs damage on all enemies this way.

As for my website URL. Did you read the first few lines of my FAQ? The URL is
there, you know. The URL of my FAQs page is: http://www.jjyooi.co.uk/FAQs

I'm going to try making a movie demonstrating how to cancel attacks into
techs. I'll make this movie after the Black Rabite one, so you'll have to be
patient. Until then, try the A->B cancel. Vary the timings between the button
presses. Try pressing a bit before the point of contact and a bit after.
Eventually, you'll find a point where you can cancel, but it doesn't seem to
be the same point so it's difficult to cancel at will. Until I find a
fail-safe, this will have to do.


From abcddcba12345:
> i have a little problem:when i class changed, i checked faqs to know wich 
> one choose and now im lvl 48  (angela, magus  duran, swordmaster and
> carlie, bishop) but the problem is, angela does not learn dark force
> (multi). my  stats are:
> strength   16
> agility  13
> vitality  17
> intelligence  22
> spirit  16
> luck  13
> 
> do you have any idea why this happen?

I think it's only the Rune Master (Dark+Light) that learns Dark Force (multi)
-- in which case there's an error in my FAQ. I'm going to send Angela
Dark+Light in my current game so I'll just check this to make sure. If you've
got Angela's intelligence at 22 already, has she learnt Ancient? If she has
and she hasn't learnt Dark Force, then that solves the problem -- the Magus
doesn't learn Dark Force (multi.)


From abcddcba12345 wrote:
> BTW, im lvl 50 now and i just beat koren. i tried to reach the black rabite
> but the directions are imossible to follow. what i mean is : i can easily 
> get to where ive beaten the darkshine knight. then (following your
> directions, i gonorth, northwesat, north, east and i reach a grey statue. i 
> save here, and i continue: east again.all to this point is okay, but when i
> try to continue (it says northwest) but the path is like this:

>                  (another path)    (another path)(this is where i go)
>                     /    /                    /    /
> ___________________/    /____________________/    /___
> (where i come from)
>                                     /              /
>                                    /              /
>                                   /              /
>                                  /              /
> ________________________________/              /
> (another path)                                /
> _____________________________________________/
> 
> (i know,this map sucks but at least you understand)

Hey, at least you're better at ASCII art than I am.

> i go nortwest and i reach the spiral path. i go all the way up, enter the 
> only path and im blocked.(im right where i fought tzenker resurected) could 
> you help me please?

On the map you gave me, I meant that FIRST northwest exit. You've taken the
second -- which leads to the resurrected Tzenker so go back and try the other
exit. BTW: I'm replaying through the game in order to capture the video of
the Black Rabite I promised so I'll be able to check my directions. If there
are any changes, you'll find out in the next version of my FAQ and also, I
have been known to right east instead of west and vice versa so if northwest
doesn't work, try northeast and vice versa. Secondly, if I mean an exit that
is off the screen, I will usually explicitly mention it. If I say
"northwest", I mean the exit that is visible in the screen.


From lyricsmachine:
> thanx for the tip and can't wait for the clips to be ready on ur site...
> keep me posted ok?

I can do better than that, on my SD3 page, there's box that asks for your
e-mail address. If you put your e-mail address. If you put your address in
there and register, whenever my page changes, you'll automatically get an
e-mail saying so.



DISCLAIMER
----------
Seiken Densetsu, Secret of Mana and all its related names are Registered
Trademarks (TM) and Copyright (C) Squaresoft. This Walkthrough, FAQ and all
other information contained herein are Copyright (C) Loopy 2000.

(Hey, I know you don't like reading this. Hell, I don't even like writing it,
but I have to. Someone's gotta do the job, even though it's a lousy one.)



Version History
---------------
V0.1 -- Preliminary Release. Released only on www.idrive.com and
        www.jjyooi.co.uk. Kind of like a "Work In Progress" FAQ. Not released
        to the public.
V1.0a -- Alpha Release. First public release. Still a "Work In Progress", but
         more complete. Comments and corrections welcomed.
V1.0b -- Beta Release. Second public release. Still a "Work In Progress", but
         more complete. A few grammar mistakes and errors corrected. Added
         the solution to the Black Rabite sub-quest and the list of locations
         where this FAQ can be found.
V1.0 -- Finally released the public version of the FAQ. Corrected a few
        spelling and grammar mistakes. Tweaked the FAQ here and there.
V1.1 -- After getting several e-mail from people about the FAQ, I've decided
        to add the "Responses" section to the FAQ.



FAQ Locations
-------------
These are the major sites that have my permission to house this FAQ. Other,
smaller sites have my permission, but if you want to post my FAQ, then please
tell me, I'd like to see where my FAQ is heading.

http://www.jjyooi.co.uk
http://www.idrive.com/tuxedoloopy
http://www.gamefaqs.com
http://www.gameadvice.com

****************************************************************************
   FAQ (C) Loopy (jjyooi@yahoo.com) All other (C) Copyrights Acknowledged
****************************************************************************
****************************************************************************
