Ephemeral Fantasia -- Walkthrough
Written by PyroFalkon (pyrofalkon@hotmail.com)
Version 0.1g
Last update: 28 March 2002

===

--VERSION HISTORY--

v0.1g (28 March 2002)
Went forward, slaughtering (and writing) all the way.

v0.1f (25 March 2002)
Got further in the game. Tossed the whole ability and magic list because I
figured that all the info is there for you in the Skill or Magic screen. Even
though the descriptions aren't very clear, using any skill or spell once will
explain to you how to use it much better than my text can. However, if you
really did like having the list, tell me and I'll add it again in a future
release.

v0.1e (21 March 2002)
Advanced more into the game. Added a bit to the opening paragraph too. Added
the mini-game section.

Also, I want to apologize to anyone who may have been confused with my comments
at the end. See, I write this as I play, and I use it as a notepad too. I
usually remember to delete my personal comments or notes before submitting it
to GameFAQs, but it slipped my mind this time. So, um, sorry about that, and
the instructions are back to being accurate.

v0.1d (17 March 2002)
Got a bit further in the game. Altered the ability and magic list, and
rearranged things a bit.

v0.1c (16 March 2002)
Added the table of contents, got further in the game, expanded the abilities
list to include the new characters, added the blacksmith shop list, and did a
whole bunch of other nifty stuff.

v0.1b (2 March 2002)
Let's see... I started the walkthrough again where I left off. Also, I added a
running list of abilities and magic, plus my records when I played the songs.
Finally, I switched my e-mail address back to my old one, and changed the
copyright info.

v0.1a (17 February 2002)
I just got home with the game, so there's not much here at the moment.

===

--TABLE OF CONTENTS--

1. Opening Blurb, and the Golden Rules of RPGs
2. Walkthrough
3. Blacksmith shops
4. Mini-games
5. Ending Blurb and Legal Info

===

--1. OPENING BLURB--

I would like to start by saying that IGN.com and other reviews didn't do this
game justice. While it has its problems (most of which slap you in the face
right off the bat), I think it's much better than it's being given credit for.

Okay, that's off my chest. I played about an hour into the game, then I
realized, "Hey! I could do an FAQ about this! Woo hoo!" So I started the game
over, and now I'm going to write as I play.

This will be my first real attempt at an FAQ that's actually in paragraph form.
I'll try to be witty and stuff so this isn't too boring. After all, games are
supposed to be fun, so why shouldn't FAQs be too?

I'm going to assume you've read the manual at least enough to know how to walk
and all that basic stuff. After the end of this tiny section, I jump into the
game, so if you want character bios, this isn't the place, although I'll offer
my own comments about personalities and such along the way. For example, if
there's something particularly stupid in the diaglogue, I'll make a note of it.
Feel free to submit your own!

This FAQ is designed to take you from the very beginning to the very end. There
are spoilers all over the place, including plot lines, so don't say I didn't
warn you.

One thing I pride myself on is making complete, accurate, and detailed
instructions on how to get from point A to point B. I can't stand FAQs that
simply say, "You need to be here, so go here and follow the path." Well, that
path may have a million intersections, and I don't like getting lost. If you
ever do get lost, e-mail me and I'll make sure to fix the directions for the
next update.

I'm also reading Bodi Anderson's FAQ on this game (also available at GameFAQs)
as a reference, although his is for the Japanese version. There's enough of a
difference between the two to warrant an FAQ on the American version, but if
you need advanced help, you may want to turn over to his FAQ for now.

Since I'm writing as I'm playing the game, my strategy may differ from yours.
If you have anything to add, by all means e-mail it my way. This game is
EXTREMELY non-linear after day 5, so you can do most of what I did in a
different order and still be okay. If you have a better suggestion of how to do
things, e-mail it to me, and I may put it in the next update. You'll get credit
where it's due, yada yada.

Enough of that, let's get on with this.

--THE GOLDEN RULES OF RPGs--

1. Talk to everybody.

2. Explore everything.

3. Search everywhere.

==

--2. WALKTHROUGH--

<<INTRO>>

Let's see... eject button... disc in... loading up... yay! Title screen!

Okay, if you're a fan of the Final Fantasy series (or, really, any other RPG
series out there), I recommend you head to the options, then choose Battle
Config, then turn off Command Memory. This has the same effect as the Cursor
Memory option of FF games, and I don't really like it. Then again, if you do,
by all means leave it.

Choosing start... now loading... wow! Shakespeare!

So there's this boat in the ocean. It looks small enough to fit inside my
living room.

Okay, our hero is riding this boat and heading to Pandule Island. He wakes up
as a seaman tells him the island is just over the bend. Apparently, he's been
asked to write this happy song for a royal wedding.

Pattimo, the lute that our hero has on his back, starts talking (maybe our hero
got a really bad case of motion sickness; I know that when I do, the ship
itself starts talking back to me).

Pattimo makes some off-hand (is that off-string?) comment about our hero
getting too distracted by women, and that he really should try to behave on
Pandule. Yeah, right, I can already see where this is heading.

The ship lands; our hero disembarks, and is told he'll be picked up in six
days. Sounds like a plan.

After that, you get into manual control, but you might as well just stand there
for a few seconds since you'll be forced into another automatic converation
with Seaman Kyte, some jabroni that's holding a swordfish. Moments later (while
still in automatic control), you run into Royal Guard Rummy, a strawberry blond
who apparently doesn't like wearing too much. Man, that's clich.

Anyway, you finally get to name your hero... The default name is Mouse?
Blech... Oh well, I always stick with defaults.

(The game zooms in on Rummy. It's funny, when you look at anyone straight on,
their nose seems to disappear.) Apparently, Rummy is Mouse's guide on the
island. She'll lead you to the inn while talking, and everything is still in
auto control. She gives you a bit of info about the island, like the fact that
there's only 400 people there, and that everyone is going nutty with
preperations for the wedding.

As they continue, you learn that Sir Xelpherpolis is marrying the princess,
which does sound like a pretty darn important event. Immediately after, Pattimo
makes a comment about Rummy's breasts. Man, games have changed in the past
decade.

Rummy and Mouse make their way to the inn, and Rummy shows Mouse to the room.
She says that she'll escort you to the palace at 5 PM, but you're free wander
the city while you wait. She then leaves, and Pattimo and Mouse again strike up
a conversation. That thing makes me nervous, but apparently Rummy makes IT
nervous. It wonders whether Rummy has a private adgenda, and warns you not to
let your guard down.

Then it reveals that apparently Mouse is not only a good musician, but a thief
as well. With the island in chaos over the event, swiping valuables should be
no big challenge, in theory.

Then, the inn keeper pops into your room and talks your ears off. He finally
goes away, indirectly giving you a piece of map (accessed by hitting the Select
button).

Finally, you get freedom.

<<DAY 1>>

Off the bat, search the other two rooms carefully for items. You get your first
chance to save when you exit the inn; from what I can tell, you can save
anytime you're not in a building (dungeons don't count; if you're in a place
with enemies, you can save whenever you want). I would just like to state for
the record that I love "save anywhere, anytime" games.

Hmm... it seems that every house has at least one item to swipe. Not too bad.
Just make sure to search every nook and cranny inside the houses if you enter
them. The townspeople don't have anything too important to say, but Golden Rule
#1 still holds merit.

One particular person, Wise Man Zakkio, informs you that the people of the
island may be wearing masks. There are ox masks (representing the earth), bird
masks (representing the sky), and sea snake masks (representing the wet stuff
your boat travelled on). Something tells me that that's going to be relatively
important sometime.

Quotable quote #1: "Drinkers always want to drink. They just want to always be
drinking!" ~Aldon's Brother

Anyway, explore to your heart's content. Make mental notes and directions so
you can get to the mall and Pubilc Office whenever you need to. The former lets
you buy items and weapon upgrades, and latter is a source of money soon, which
I'll explain in a second. At 5 PM, Rummy finds you no matter where you are and
escorts you to the palace, making automatic control kick in again.

You and Rummy meet General Bagoth at the palace doors. Sir Xelpherpolis is
waiting for everyone, so you're led to his throne room. (He looks like a nicer
version of Sephiroth from Final Fantasy 7, I notice.) He talks a bit, giving
everyone a bit of Mouse's past and reputation. He repeats his request that
Mouse write and perform a song for the wedding, knowing full well that 5 days
is a bit unreasonable.

After agreeing to perform (you're forced into it), Xelpherpolis -- you know
what, I'm going to call him Xel from now on -- Xel declares you a friend and
offers to pay you 100,000 gold once the wedding is done with. He pays you 10%
in advance now.

Just then, Princess Loreille enters the scene. She's the chick on the front
cover of the game, and she, like Rummy, thinks clothes are out of style and
skin is in. For some reason, I have this thing for anim chicks with that
aqua-colored hair. Bah, I still think Rummy is hotter.

Um, ahem, anyway... Mouse is completely overcome by Loreille's beauty and drops
Pattimo on the ground. Loreille silently picks it up for Mouse, then hands it
to them. As they both hold it, Mouse is inspired for his song.

Now, I'm gong to interject here and explain how this lute-playing thing works,
because I don't think the game did a good enough job at it.

First off, hit select to bring up options, and choose controller type. Four
buttons will be used, but you'll need extremely nimble fingers. Still, I
recommend the default control type.

Anyway, the way this works... see those three vertical columns on the left? As
the song plays, lines (the measures of the song) will scroll up from the
bottom, and sections will be colored. What you have to do is hold the correct
button matching the section. Then, as the color lines up with the colored bar
near the top of the column, you hit the pick button.

For example, the first note is colored red. So you'd hold L2, lighting up that
entire column. As the note hit the red bar near the top, you would hit Circle
to pluck the guitar and make the note. Of course, that's all under the type-A
control scheme. Your buttons may vary. Watch out for the very last note since
you'll need to hold all three buttons at once, which is a weird task in the
type-C and type-D schemes.

Don't worry if you totally bomb this on your first attempt, because you can
practice anytime afterwards. However, if you do exceptionally poorly, Xel will
take back some of his advance.

After the impromptu performance, an angry Rummy escorts Mouse out of the
palace. She's a bit jealous of Loreille, luckily (I thought it was because my
crappy performance). You get your manual control back, and now you can practice
the song anytime you wish by accessing Pattimo through the item screen.

Anyway, now you can explore the city again. Remember I told you to keep the
location of the Public Office in mind? To get your advance, head to the Public
Office building on your map and talk to Cofotober, the guy on the east wall.
Afterwards, start where you left off and keep pillaging the poor people. If you
get antsy and want to hurry to the next event, head back to the inn and check
your bed. You can sleep and advance the clock there by a few hours.

<<DAY 2>>

At either midnight (if you stayed up) or when you wake up, Pattimo will suggest
that you head to the palace. You're forced into it, but you don't have to worry
about walking there since you're teleported automatically. You begin at the
entrance of the palace, so move around and get a feel for the place.

Eventually, you'll want to head to the throne room. It's on the second floor,
and stairs are provided toward the north-western corner of the first floor. In
the throne room, Pattimo and Mouse look around but find nothing to steal.
Pattimo suggests that you "look over there," although it doesn't tell you what
exactly "there" is.

On the north end of the throne room, you can head east or west, though you
won't get anywhere important if you go east. To warn you ahead of time: when
you head west and follow the hallways, it will trigger an event that eventually
boots you from the castle, so if you're going to relieve the place of its
treasures, do it before heading there.

When you finally do head through the northwest door of the throne room, follow
the extremely linear path to Loreille's bedroom. You automatically walk out
onto her balcony to find her staring out at the starry sky. Pattimo starts
talking out loud, and it notices that Loreille doesn't seem to care that Mouse
just broke into the room (or the fact that the thing is talking at all).

For the first time, Loreille speaks, and calls the island paradise a prison.
Hmm... She then walks away, and Pattimo tells Mouse that they should leave.
That seemed rather pointless.

You're deposited at the castle entrance at the base of her tower.

You know, I just realized that you can go back in. I guess you're not booted
after all... You can't talk to Loreille any more, though. I hate it when they
keep secrets from me.

Anyway, you get freedom, so go exploring.

Quotable quote #2: "People who take things are thieves." ~from a piece of paper
inside a treasure box in the NE part of town

At a hair before 6 AM (again assuming you stayed up and explored), you're
thrown back to your room. The innkeeper whishes you good morning, then tells
you that the Holy Gem ceremony is happening today. Pattimo suggests you go.
Sounds like a plan.

At the beach, all is quiet and empty with no one in sight. Well, not until
Mouse looks over to his right, anyway. Standing in the water is Rummy, wearing
even less than normal. She says that the ceremony starts at 8 AM and is held a
bit north of where you're now standing. She then decides to escort you, which
just makes the day that much better.

As you head north, you enter your first fight. Rummy is strong enough to kill
it herself, but she'll comment on how strong Mouse is whether he actually did
anything.

I'm interjecting here again. Now that battles come into play, I want to talk
about the styles (or stances, as I call them). Before and during each fight,
you can select what stance you want your fighters to take: offensive,
defensive, or balanced. Offensive gives you more attack, but you take more
damage. Defensive does the opposite, and balanced lies somewhere in between.
Through most of these early stages of the game, I recommend a balanced stance,
although you can probably get away with an offensive stance, especially if
you're packing plenty of Live Berries to heal HP.

You can pick up a D.H. Egg in a treasure box on the west end of beach. Within a
few seconds, it'll be time for the Holy Gem Ceremony, and you'll be transported
there automattically.

Some weird funky magic happens as mummies do pelvic dances, and eventually the
Holy Gem appears. It's times like this that you just stare at a game and say
"Oookaaayyy..."

After the ceremony, General Bagoth talks to Mouse and asks him to be at the
palace in the afternoon. Don't worry, like usual, you'll be transported there
automattically when the time comes. Rummy, the ever curious one, wants to know
what's going on, but doesn't stick around to pry. You're left alone with the
talking banjo again, and you're given freedom to explore the forest. Explore it
at your leisure, and make sure to level up as much as possible. Ignore
Pattimo's request to head back to the inn; fighting is more important.

Once to find the sign post in the middle of the forest plain, head north to the
farmers. In the house, you can find another map piece, this one for your
immediate area in the forest.

At about 11:30, Pattimo warns that you probably shouldn't go to the palace, but
realizes that you're going to go anyway. At 1 PM, Pattimo says that it's time
to go talk to the general.

At the palace, you find Rummy in one of her snide moods again. She escorts you
to Bagoth's chambers, where he greets you happily. He asks Rummy to fetch the
two men drinks, then mentions how she's always angry at everything. Bagoth
leads Mouse to a different room, leaving Rummy even more angry than she
started.

Bagoth confides in you that he's been sensing evil approaching the island, and
he asks if you think he's crazy. I answered yes, because I'm mean like that.

He leaves you alone, giving you freedom to explore. However, within a few
moments, you're attacked. Pattimo wonders aloud what the creature is, but lets
it pass. I assure you that all the enemies in this place are realatively easy,
as long as you avoid the offensive stance since you'll take mediocre amounts of
damage. I just stay balanced and performed well.

Anyway, now you can explore the castle. The paths are generally linear, but you
could get lost. The shortest route to the exit from your starting position is
to head west, go down the stairs, follow the hallway around, go down those
stairs, then just said straight south. However, I stick around a bit, grabbing
items and talking everyone. Of course, it's up to you.

If you head through the east path closest to the palace entrance, then enter
the room on the east edge, one of the two soldiers there will give you a map
piece. It's not that detailed, but hey, it's something.

At some point during your fights, you'll probably earn the Jump Slash, a
technique that I think is totally worthless in practice. I don't know, maybe
you'll have better luck with it than I do.

At precisely 5 PM, Rummy appears out of nowhere no matter where you are. She
invites you to join her at the restaurant in town at 7:30 PM and provides you
with a map. Unlike the events so far, you're not teleported there automatically
when the time comes. If you're on the other side of the palance, you need to
hurry to the exit to get to the restaurant in time. I would suggest that you
save, just in case you don't make it and need to do a second attempt. I timed
that it takes 1 hour and 10 minutes to get from the castle to the restaurant if
you run full speed, don't make wrong turns, and don't talk to anybody.
Therefore, the absolute latest you can leave the palace is at 6:20, and that's
cutting it close. If you get there early, I'd suggest practicing the song.
Practice makes perfect, as the saying goes.

In any event, once you're in the restaurant and 7:30 rolls around, Rummy
appears at a table. You sit with her, dine, and can ask her questions about
Loreille, Xel, the wedding, or Rummy herself. If you want the most information,
choose Loreille last and choose the others repeatedly until she starts
repeating herself.

Once you're ready to continue (or if you're in a hurry to just get on with it),
ask her about Loreille twice to trigger the next event. Rummy gets rather mad
again and walks out to the balcony, where Mouse follows her. There's a short
dialogue exchanged, then Rummy leaves. It's 8 PM, and you again have the
freedom to explore. You may want to get the piece of map on the east side of
town. It's held by a peace-keeping officer inside the church, which is two
buildings south of the restuarant.

<<DAY 3>>

Sometime in the morning after 6 AM, head back to the inn and talk to the
innkeeper from across the desk. He mentions that the bandits are active, so the
town is a bit dangerous at night. After a few more warnings, Rinna, the
innkeeper's daughter, pops up from nowhere and offers to give you a tour of the
island. Go for it.

She'll show you several places in the town, then take you to her "special
place," an area in the forest. There, you'll have to perform the song for her.
I don't think you get or lose anything no matter how well you do, but it's nice
to have a high score.

After the song, the Holy Crown Ceremony commences near the clearing. Rinna
leads Mouse to it. The mummies do more of their pelvic dances, Loreille passes
out again, and a gold crown appears on the pedestal. After that, you get to
explore the forest. Be careful with Rinna she's a total wussie. You may want to
keep her in a defensive stance; she's not all that strong anyway. I mean, just
how much damage CAN you do with a mop?

By the way, immediately after you get manual control back, head north east. In
a treasure box there will be a map.

At 4 PM, you'll be teleported back to the inn. Rinna departs, and the innkeeper
says that your presence is requested at the castle for the wedding reception.
At 6 PM, it starts raining, but dancers appear in the town square along with a
bunch of people. The citizens have some nifty things to say, some of which is
of course totally pointless. When 7 PM rolls around, a Lady of the Court will
appear and teleport you to the palace automatically. There, Xel publicly thanks
everyone for supporting him, then summons Loreille to appear in her wedding
dress. (Isn't that bad luck?) She is, of course, stunning.

Unfortunately, the party is crashed by bandits. During the battle, Loreille
says that the whole thing is staged and that Xel would win by stabbing the
leader in the chest. It happens that way exactly, with the stab accompanied by
a fountain of blood. Xel reveals for apparently no reason that he's actually
controlling the people on the island, and everyone eventually forgets their
identity to act how Xel himself chooses. In other words, not only does Xel LOOK
like Sephiroth, he's just as evil.

You're left to wander around for awhile.

<<DAY 4>>

At just a hair before 6 AM, you're thrown into a cutscene with Ano, the magic
scientist. He makes a comment about the sacred sword, and then the scene cuts
again to Xel and Loreille on her balcony. We find out a bit more just how
detestable Xel is. After that, the scene changes back to Mouse, wherever you
were standing when the scenes started, and you're free to explore again.

At some point in the morning, if you head to the castle, you'll trigger an
event. Xel more or less threatens you, although he does it in such a way that
you can't just bash him over the head with Pattimo, although that would
certainly be a nice option right now. Anyway, Ano pops up, informing Xel of a
few problems with the Sacred Sword. Xel tells you that you should have dinner
with him that night since it'll be the only chance you have to see all the
treasure up close and personal. He says that the dinner in the castle is as 8
PM, and then he leaves you in peace to wander everywhere again.

At 7:30, a nameless royal guard will appear and escort you to the palace
automatically for the dinner. Rummy is there to serve drinks, but Xel senses
something and takes Loreille's drink away from her, then orders Rummy to drink
it herself. Rummy tosses the glass away, which bursts into flames (that's some
powerful stuff). Rummy is taken away for her attempted murder, although Xel
doesn't seem too concerned. Loreille isn't pleased, but Xel insists that
everyone is going to end up being his puppets. What a nice guy!

An explosion in the Demon Reactor sends Mouse scurrying to the scene. Many are
wounded or dead, including Geneal Bagoth. He managed to save the Sacred Sword
though, so it's not all bad.

You have freedom, and you can even walk into the building that just exploded.
However, there's nothing inside the building except for enemies. Then again,
you could always hunt around here to gain a few levels and some money. As
always, it's up to you.


<<DAY 5>>

At about 6 AM, you get a cut scene of Xel, happy that this is the day of his
wedding. Immediately after, you get control of Mouse again. You're free to
explore until 8 PM, when a scene in the town square is shown. The dancers keep
dancing, and fireworks light the sky as the cloth on the statue finally comes
off to reveal a stupid large stony version of Xel. That guy's head is so large,
I'm not sure how it fits on his body. Anyway, you're again free to explore
until 10 till 9, when Pattimo says that it's time to give Xel a new present.

The wedding gets underway, with Loreille not looking too pleased about the
whole thing. The crowd happily applauds at everything as a spotlight falls on
Mouse. Here, you have to perform the same song, although it's a million times
harder. I absolutely bombed it. Here was my score:

Rank: D
Great: 96
Good: 61
Bad: 81
Max Combo: 37
Score: 1610400

The crowd applauds for you, no matter how badly you did. As Mouse goes up to
shake Xel's hand, the former pulls his sword out. However, Xel is too quick,
and he grabs the Sacred Sword to block, completely warding the attack. A few
words are exchanged, and the guards come rushing while the crowd becomes
panicked.

Loreille tries to cheer you on, but Xel says that it's too late to fight. Mouse
and Loreille look around to see everything frozen. A fight commences between
you and Xel, but it's a fixed fight that you WILL lose. Don't fret, it's part
of the storyline.

Anyway, you see the island getting washed over with Xel's evil magic as Mouse
gets frozen himself.

The screen goes black for a moment. When it clears, Mouse is on the boat that
had dropped him off. He's told that he's arrived at his destination, and is
thrown off onto the docks, just like last time. The boat disappears in a haze
as it sails away.

<<DAY 6>>

Just like last time, Seaman Kyte talks to you after a few seconds. The
conversation proceeds exactly as it had in day 1. Pattimo and Mouse realize
what's going on with the time, though Mouse plays along as if it had never
happened before. Rummy comes up and repeats what she said the first time
through. As Pattimo points out, everything that happened on the first day is
simply repeating itself. It's at this point that I thank Konami for putting in
the fast forward button to speed the cutscenes. The only real difference is
that Mouse cuts off Pattimo before it finishes its comment about Rummy's
breasts. Ah well, at least she doesn't walk away as mad this time.

Once she escorts you to your room at the inn and leaves, Pattimo updates you on
the situation. It explains it better than I ever could. In short, you need to
start your journey early and prevent little mistakes the islanders make. Your
reward will be additional people on your side who manage to remember
everything, in theory.

You are free to explore the place until 5 PM, when again Rummy will come for
you and teleport you to the castle to meet with Xel for the "first" time. Any
item you had at the end of Day 5 is gone (aside from equippable items and map
pieces), but any that you've swiped from houses are back in their drawers or
cupboards or wherever.

At 5 PM, Rummy appears and takes you to the castle. This time, Mouse doesn't
drop Pattimo when Loreille appears, but the conversation continues as if
nothing changed. She touches hands with Mouse, and he plays. Here, you can
select which song you want to play. I go with Impression since, you know, it's
the easiest of the three. If you've been practicing, you should be able to
absolutely tear up the song. Don't forget to collect your advance at the Public
Office.

<<DAY 7>>

It seems that now you're on full exploration mode. You need to find some allies
and get stronger so you can fight Xel. Sounds like a good idea.

Let's see, the first thing that happened after day 1 is... *scrolls up his FAQ*
... Pattimo suggested that you go to the castle. Well, nothing happened there
except that Loreille called you a prisoner of the island. I doubt we can
recruit her, so let's pass on that. The next event was... Ah! It was the whole
Holy Gem Ceremony! We met up with Rummy, who then took us to the event. Since
we know that she's going swimming, maybe we can beat her to the beach. Make
sure to stock up on Live Berries before heading out, you'll need them.

For the first time, you'll encounter enemies that can poison you. The poison
status sticks after a battle, but it only damages you when you're actually
fighting. Every few seconds, a chunk of your HP is taken, but the game won't
tell you how much. If you get poisoned (maybe that should be, WHEN you get
poisoned), always try to do quick attacks. If you're in the middle of casting a
long spell, HP will still be taken away during the magic animation, and it can
be a total killer, so be careful.

You'll need to get to the beach by 6 AM. I timed that I could make it in about
3 hours (remember, battles don't take game time), so you'll need to leave no
later than 3 AM. To get to the beach from the city, you need to take a path as
east as possible. Head to the inn, it's a good starting point. From there, go
west, and take the first path north. Follow that road as east as possible.
Eventually, you'll have to take a short turn to end up going east again. If
you're heading the right way, you'll cross the river on a stone bridge. The
road will come to an end, and it'll turn south. Go ahead and head south with
it, turning east at the little garden.

Now here, instead of following the road, keep going east behind the building. A
tiny path will be there that will lead you into the forest. This is around the
area where you saw the Holy Crown Ceremony, but you're still a bit away from
the beach. Follow the dirt trail south, around the bend, and east. When you
come to an intersection, head east, then follow the dirt path north. Keep an
eye out for a small dirt path one the east edge of the forest: that's what you
want to head to. After that, follow the dirt path as east as you can. You'll
eventually stumble onto a piece of map in a treasure box! Keep heading
northeast, following along the coastline of the river. You'll be able to
recognize the exact part of the beach by a tall pile of brown rocks. Once you
make it, hang out for awhile or fight around to get some money. Those weapon
upgrades are expensive!

At 6 AM, Rummy will appear there. Mouse explains what's going on, but Rummy
doesn't believe him, not that I can blame her. She gets ticked off, changes
clothes, then says that she'll escort you to the ceremony. There's no period of
fighting this time, you are teleported immediately. You watch the Holy Gem
Ceremony again, and General Bagoth again comes to ask you if you'd speak to him
at the castle. Rummy promises to pick you up after noon again.

Just like on Day 2, at exactly 1 PM you'll be teleported to the castle
automatically. There's no new dialogue until the General asks you whether you
think he's crazy. This time, I chose "No." Mouse goes through the trouble of
explaining things to Bagoth, but the General doesn't believe him. Pattimo
suggests that you show him proof, like foretelling something that will happen
in the next few days. Sounds good, keep it in mind.

(I just had a chilling thought... does this mean that a talking guitar is the
brains behind the good guys? That's not too reassuring.)

Anyway, you're free to wander around the castle. At 5PM, whether you're in the
castle or not, Rummy will appear and give you the invitation to dinner that
night at 7:30. You know the drill.

The dinner goes a little different this time, with Rummy getting absolutely
drunk off her cute little butt, and she poses a question to you: whether you
think she's attractive, especially compared to the Princess. How can you say
that those gorgeous green eyes are unattractive? I can't, I'll tell you! The
problem is, Rummy doesn't believe it. Bah.

Rummy passes out moments later, and Mouse does the gentleman thing, walking her
(well, practically carrying her) to her house. A short cut scene ensues, and
when it finished, almost 12 hours passed. Remember where Rummy's house is, I
use it as a reference point several more times.

<<DAY 8>>

Since you're this close to the fish store, you can easily get another map piece
if you have at least 1000 gold. Across the street from Rummy's house, slightly
north, is the fish store. Enter it, then take the stairs on the east side of
the building to get to the sunny beach. Head south until you see a narrow
building with a blue awning. Now, somewhere along the wall hidden by the blue
awning is the door. It took me a few seconds to find it the first time, but I
assure you that there's a door there. Enter, and talk to the man behind the
counter. Buy either item (I chose the least expensive one since I'm stingy),
and he'll offer to sell you the map piece for 1000. Grab it.

Sometime after noon, head back to Rummy's house. Mouse eavesdrop on her
planning something. Creepy... although we already know what she's going to do.

This time, there's no escort to the castle when 7PM comes. Be sure you're in
the castle, and when 7PM passes, EXIT the castle. I know it sounds weird, but
that will trigger the next cutscene.

Sephiroth... er, Xel... appears for the party, and it's crashed again by the
bandits. One death later, Xel more or less admits that he knows Mouse is aware
of the time loop, but brags that Mouse can do nothing about it. Xel seems even
more evil than Sephiroth, but his taste in clothing is far worse.

Ahem. Onto the next day.

<<DAY 9>>

Since we know that Rummy is going to try something that will won't be very
healthy to her, let's go try to warn her ahead of time.

After noon, head to the castle. Rummy's room is on the floor below you. Take
the first path west, and bear west when the path turns north and splits into
two. Take those stairs down, then follow the path east. At the intersection,
head east until you smack into a wall. Take a quick hop south, then another
long path east. You'll encounter another set of stairs, but that's not the
target. The room that's just east of the stairs is Rummy's room. Head in there
and talk to her.

She'll leave you, and leave three items on her table at the same time. Check
out the piece of paper. Hmm... apparently, her homemade bomb can be nulled with
a Nightmare Root. Now check out the flower and stone, and you'll engage in a
fight. Beat the realitively easy monster to get the Root.

The dinner occurs at 8PM, remember, so you'll need to get to the kitchen before
then. Simply reverse the directions I gave you to go back to the stairs, but
don't take them. The kitchen is right across from them. Talk to the chefs, and
you'll find that you'll need to come back between 7 and 8. I suggest that you
just fight around in the hall until the appointed time. When the time comes, go
back into the kitchen and talk to the chefs. They'll tell you that the glasses
with the wine are "over there," or by the shelves toward the west end of the
room. Check the glasses, and you'll be asked which glass the Princess was
given. Choose the Blue one, and you'll engage in another fight. Afterwards,
you'll be taken to the banquet.

The scene starts the same way, with the drinks being served. When Xel orders
Rummy to drink the now-unpoisoned wine, however, Mouse volunteers himself. He
takes a drink, much to Rummy's scare, but because the bomb has been defused, he
simply hands the glass back with a smile. He then sits back down and starts
eating oblivious to everything, reminding me a bit of Shaggy from Scooby Doo.

The scene breaks to after the banquet. Rummy stops Mouse in the hall and asks
how he knew. Pattimo decides to make himself known now, and answers for him.
Mouse lays a hand affectionately on Rummy's shoulder, and POOF! You get a new
party member! Finally, battles that AREN'T solo!

Now that you have a second member, I need to tell you something that may break
your heart and/or annoy the snot out of you. Remember that you can upgrade your
weapon at blacksmith shops? The problem is that every character has their own
shop. Yeah, it bites... I'll put a list at then of the FAQ to tell you where
they are, but I'll also put it here in the walkthrough. Rummy's is the
south-west building of the group of six in the village mall, near the one for
Mouse.

Now, didn't it annoy you that you lost all your items after the time warp?
Let's prevent that from happening next time! Save the game if you haven't
recently, and then get the heck out of the castle. From the starting point,
head south and bear right, and follow the path around west and north to take
the stairs down. Then just run south, and you'll be free of the castle.

Then, head all the way south until you're down the stairs. Immediately head
east and cross the wooden bridge. Keep going east until you find the gray
cobblestone road and head south. Follow the road as it bends south-east, and
turn west at the intersection. Go down the little hill, then immedately go into
the gray building just to the south. This is the village bar.

Talk to the woman at the bar, the one with blue hair. This is Claire, the
famous watchmaker everyone in the world has been talking about. After speaking
with her, talk to the girl at the far west edge, behind the counter. Buy a
drink for 200G, then talk to Claire again. You'll pass the drink to her, making
her happy. One conversation later, you now have access to her watch shop.

<<DAY 10>>

Mess around or sleep until 6AM. After that, we should go check out the watch
shop. A good starting point is the statue in the center of the town square, so
head there. From it, take the road in the south-west corner of the square, then
turn west at the intersection. Keep following the road west, and you'll
eventually slam into the watch shop's door.

Once you enter, Claire will greet you. Go ahead and check things out, then
leave anytime. As you do, she'll stop you and give you a premonition that
you'll be involved with something big (well, gee whiz, ya think so?). Pattimo
then talks, and Claire doesn't seem too surprised. What's more surprising to
her is Mouse's knowledge of what's really down on the island. She managed to
accepts it as the truth though. As Claire and Mouse touch hands, WHAM! you've
got a brand spakin' new hottie on your side!

Your party is now three-strong, but let's not leave just yet. Enter the watch
shop again, and Claire will take you to the basement. She'll show you a safe
that she dubs the Time Vault, since items inside it don't get destroyed when
the time loops! The vault works like a bank. Deposit everything that you know
won't be carried over, including all your money. Claire will also unlock the
second floor door, in effect letting you quickly scale the wall. Between the
safe and the second door, Claire is a real time saver! (I know the pun was
stupid. I write stupid puns, it's what I do.) You can store up to 5 item types
in the vault, and as many of that type as you want (for example, you can shove
99 Live Berries in there).

I suggest that you take your new gals to the castle or forest and get them
trained for battle. Every experience point counts. By the way, the smith shop
for Claire is just to the west of the restaurant where you dine with Rummy.

There's not much time left, so go ahead and chill until 10 till 9, when the
wedding occurs. You'll be taken to it automatically, if you so desire. Go to
it, run through the drill, and don't worry about getting killed. Of course, you
may be asking, "Why should I bother fighting if I'm going to lose?" One word:
abilities. Just because you don't get experience doesn't mean you won't learn
new abilities. Take the pain, it's good for ya, and you won't get a game over,
I promise.

<<DAY 11>>

Most of the intro is chopped away. The scene opens with you already standing on
the dock. The gorgeous Claire welcomes you, and she follows you when you're
taken to your inn (although you don't actually have to watch that this time).
You, Claire, and Pattimo will relax in the room, trying to figure out what to
do. Mouse hears something outside the room and investigates, finding only a
mop. Apparently, Rinna overheard the conversation. Hmm... well, I'm pretty sure
we know of at least one more possible ally. Once Mouse heads downstairs, Rinna
says hi, but runs the heck away. Talk to her father from across the counter,
and you'll be told that she took off. You can't do anything more for now, so
let's get some other characters.

For the next one on your list, you need to throw Claire out of your party. Go
to the menu screen, then choose Status. Select Claire, then Remove From Party.
Don't worry, she's back in her shop, waiting for when you need her.

Head west from the inn and north up the little ramp. Head east, then north
immediately after, and go up THIS small ramp. From here, follow the road west,
ignoring the intersections. You'll pass under the long bridge if you're heading
the right way. Eventually, you'll encounter a small park. Go west through it,
and you'll see a little shrine with a stone bird. Go north-west from there, and
you'll see a little dirt path in the woods. Follow it as it bends south, and
you'll eventually encounter a house. This is the home of Plosi, an artist who
is going to paint a portrait of the Princess as a wedding gift.

Plosi's protrait of the princess would probably be very beautiful, if not for
the fact that Plosi seems to want to paint her in her bra and panties. Mouse
was going to leave at that point, but Plosi pleads with him to bring a young
girl to him to "refresh his memory what a young girl's skin looks like." We
know two young girls, don't we?

I'm going to choose Rummy since, you know, I think she's hotter. You can find
her in her room in the castle, and you can find Claire in her shop. Choose
either one, and put her into your party. Take your partner through the paths
again, and head to Plosi's house. Plosi then jumps your chosen model, who then
goes to town on his sorry butt.

As Plosi licks his wounds, Pattimo and he make a deal with your model as an
unwilling partner. Take whomever you chose back to Plosi's house between 6AM
and 9AM on the third day of the week, or Day 13 by now. I'll remind you of it
when we get that far. For now, we can't do a thing until tomorrow. Pick up the
other girl again if you wish, then mess around until 5 PM. Rummy will escort
you to the castle as usual. Go through the motions as you've done twice before,
although you won't have to play the song this time. You still get your advance
of 10,000, however, back at the public office.

<<DAY 12>>

Nothing important happens today.

<<DAY 13>>

This is going to be a busy day. Remember, you promised to deliver either Rummy
or Claire to Plosi this morning. Make sure your chosen hottie is in your party,
then head to his house. Once the time rolls around, you'll have to boot the
third person out of your party if you haven't already; just you and the chosen
model. Head inside and watch magic being made, or something.

Once the painting is done, Mouse gets the wise idea to disguise himself as
Plosi's assistant. That way, they can get into the interior of the castle.
Immediately, you are attacked. No problem, though, just fight hard. Plosi is a
wuss, but he can serve as a healer. The fight shows Plosi that you are telling
the truth about the time loop, which is cool. That's one less person who is
absorbed by Xel's magic.

The scene continues to the princess's room. She dismisses all her aides because
she can see through Mouse's disguise. He tosses it away, while Loreille asks
him why he bothers resisting the time loop. Plosi understands that her
threatening attitude is mostly because she cares deeply about him, turning the
game down the romance road. Mouse and Loreille hold hands, with the latter
wishing luck to the former.

The scene cuts away to the outside. Plosi and Mouse leave, with Plosi agreeing
to help you, if for no other reason than to pick up chicks. Perhaps he thinks
the castle is a night club, I dunno. Anyway, as the two shake hands, Plosi gets
taken out of the time loop. You now have four party members, although Plosi has
no way to directly attack. He also doesn't have a blacksmith shop, since his
weapon (a paintbrush, of all things) only has one level.

There's no time to take a break, though. Quickly head to Claire's shop for a
new happy item, one which will make your life so much easier. First, she tells
you that you can now store up to 10 item types in the vault, doubling its
capacity. Second, and most importantly, Claire shows you a floor mirror that
can teleport any inactive party member to you. Now, you don't have to run
around and hunt down your allies! We're getting into the fancy crap now!

Anyway, grab the two people you trust most, then head to the inn. We're not
heading to the wedding reception tonight, we have another ally to get! Once
inside, stand in front of the counter across from Rinna's father, and just
chill. At exactly 7PM, he'll tell you that Rinna still hasn't showed. Mouse and
Pattimo now figures out what happened. Thinking back to your first meeting with
her, you know that she has a favorite place in the forest. You'll need to
hurry, so you may want to save right now in case you have to make another
attempt.

From the inn, head west, then turn south, then head east, just like you did to
get to the pub. This time, though, bear to the north of the mall, not the
south. You'll cross a crappy looking wooden bridge if you're on the right path.
Keep heading east, and you'll the cobblestone road. At the south-or-east
intersection, take the east route, going up the little ramp. Follow the road as
it makes a sharp turn south. You'll soon see a guy laying on the ground. Pass
him, then look for the gray building with a big brown bottle (it'll be just
past the sleeping man). Go behind this building and keep heading east. You'll
see another small ramp going north here that you need to take. Follow that road
and turn east when the road goes in that direction. Immediately after, the road
turns south. Again ignore the turn and KEEP GOING EAST past the buildings.
You'll be in the forest on a light brown dirt path. Turn south, and go ALL the
way south. Turn east into the trees; this is where Rinna took you when you
played the song for her.

Pattimo will hear Rinna scream. She's surrounded by baddies who want to
re-educate her on how time works on the island. Mouse steps in, and a fight
ensues. Slaughter the Phoenix Masks first, they go down easily. Once the Ox
dude is alone, he's a piece of cake. You may not even need to heal anyone at
that point. Just use your strongest attacks, and he'll fall in no time.

The mask chips away to reveal a hideous beast who decides to take his leave.
Let him go, there will be other times to slaughter him. Now, we have to check
on Rinna. She apologizes for running away, but explains how afraid she was.
Mouse plays a song to calm her (you don't have to play it), and Rinna feels
better. As she leans on Mouse's shoulder, the spell breaks. You won't be able
to use her until the time loops again, but I think you can deal without her for
2 days.

Anyway, Mouse delivers the sleeping Rinna back to the inn automatically, saving
you a trip. She is put to bed, and the day ends.

<<DAY 14>>

With Claire and Rummy already in the party, today is more or less pointless.
You could use it to gain your people's skills, or upgrade weapons, or get
money, or heck, you could just sleep the day away.

<<DAY 15>>

Another rather slow day. However, make sure that you've deposited all your
items and money before continuing.

<<DAY 16>>

The beginning of week 4. Gettin' tired yet?

This time, we're greeted by Rinna. She recognizes Mouse off the bat, so we know
that she's cured of the spell. Rinna asks to be a part of the group now. Who
could say no to that cute face? Accept, and you'll now find that your party has
grown to 5 total. Trust me, she'll now be stronger than Mighty Mop Girl.

Well, sorta. If you look at Rinna through the Skill screen from menu, you'll
see that she still only has one skill, Spring Cleaning. However, you should
also notice that a fifth option has suddenly been added under the Skill list.
It's called "Change." Click it, and Rinna turns into RindRinna, who is
apparently a super hero with blue bunny ears, or something. (This is like
Sailor Moon Syndrome: "That's a good disguise, adding those things in your
hair! I can't recognize you at all!") Rinna, by the way, has no blacksmith
shop. Both her and her alterego have weapons with only one level.

Anyway, let's see. With only four characters recruited (not including Mouse),
we only have one-third of the roster. Let's start getting more!

The first thing we should probably do is get our items back, as normal. Plus,
you can get a full party, tailored any way you wish. You don't get to play your
song for Xel this time, so you can't rely on your automatic salary of 10,000.
But hey, now we can fight, so we can earn our money! With that out of the wait,
let's start getting more allies.

You can now recruit Kyte, the seaman who welcomes you the first (and sixth) day
of your visit. This is a multi-step process, but everything has a beginning.
From the town square, bear south and go east through the mall, then cross the
stone bridge into the bazaar area. Keep heading east until you find the
cobblestone road that you're probably very familiar with by now. Head south
along it, and south again at the intersection. The path is pretty much linear
then, until you come to a T-section. Head west there until you go into the
building at the very western tip of the harbor, the building the with the
rowboat on the roof. Enter this building between 6PM and 10PM. When you do,
you'll be thrown into a short cutscene, followed by a musical interlude with a
brand new, and extremely hard, song. Here was my first score...

Rank: D
Great: 47
Good: 35
Bad: 104
Max Combo: 15
Score: 587,200

Regardless of the outcome of the song, you get a round of applause from the
drunks. Kyte will offer you his own special drink, which seems to be about 250
proof from everybody's reactions to it. Well, say yes to drinking it anyway.
Mouse gets smashed, but hey, Kyte's your friend now. In addition, you now get a
brand new song, Call From Sea. This is the ultra-hard one you just dealt with,
and it can now be accessed anytime through Pattimo from the Item screen.

You can't do anything more with Kyte just yet, so now that the hellish song is
over with, you can relax your fingers a moment.

If you look at the party, you'll see that your allies are all remotely weak.
Sure, maybe two or three that you've constantly used are a threat, but in
general, everyone is a total wussie. We need some big guns, and since we've
done as much as we can with Kyte for now, we should find another target.
Remember back when we told General Bagoth the truth, Pattimo said we should use
proof? Let's give him some!

<<DAY 17>>

In order to talk to General Bagoth at all, we have to agree to meet with him on
the second day of the week. The place where we make the agreement is at the
Holy Gem Ceremony, just after it happens. Let's head there now.

You have to get there before 8AM. Remember how to get there? Take the exact
same path I mentioned above to get to Rinna's secret place, except instead of
actually going into her place, take the path just north of it (the one that
leads north east). Follow that, and you'll get to a T-section. Head east, then
keep going as the path curves north.

Once you're clear of that part of the forest, head north across the bridge.
Head northeast past the forest clearing until you get to the beach. You'll
probably be right around the shrine already. Fight around here to gain cash and
experience if you wish, but make sure you're standing near the shrine's
entrance at 8AM, when the ceremony comences. Watch the mummies do their
Chipendale impressions, then Bagoth will come up, etc. You know the drill.

At 1PM, you'll be automatically taken to General Bagoth in the castle. Make
sure that you answer "No" when he asks you whether he's crazy. You'll go
through the process of explaining things to him again. Leave the area by going
down the west hallway near the south end of the room. Continue through the
short hall north and head down the stairs. Follow the hall as long as it's
linear, then turn north at the intersection and head down those stairs. Head
south, then turn west as soon as you can. Take the FIRST north path, the one
that takes you to a room (instead of the stairs), then go through the doors on
the west edge. Inside this room is Ano the magic scientist, sitting on a table
and reading a book. Talk to him, then exit the room. Pattimo voices the plan.
Head back the way you came, but turn south at the intersection to exit the
castle.

Turn east after you pass the planter furthest from the castle, and follow that
path around to the back of the castle. Talk to Jailson, the old dude who's
wearing blue that's standing by the huge flower. Take a step toward the flower,
and you will engage it. Rip it apart like you know you can.

Check on the fallen Jailson to pickpocket his key. You would think that the
guard that's standing two feet away would arrest Mouse or something, but
whatever. Go back into the castle now, and turn east immediately. Follow the
hall as it turns north. Jailson's room will be the first door to your west
side. Enter the room (the key will activate automatically), then check the
dresser in the very southwest corner to get Jailson's clothes. Go back the way
you came, and head west toward Ano's room again. When you're in the room BEFORE
Ano's room, go to your items list and select Jailson's clothes. Mouse pulls a
Mission Impossible and goes into Ano's room alone looking like a perfect clone.
The cutscene is automatic, and Mouse walks away with the Reactor Key. Yay!

Whew, you've gone as far as you can for now. The rest of the day is yours to
mess around with, but make sure you're ready to go bright and early. We're
going to take the next step to get Kyte.

If you've been using the same two partners all day, you may want to switch them
both out now to get your lesser experienced guys a little more advanced. Of
course, it's up to you, but I always try to keep everybody at about the same
level in all games. Unless you're ALWAYS using the same three, Mouse will be
slightly stronger than the others, but thems the breaks.

<<DAY 18>>

Remember where you got Kyte? In the morning, as early as you can, head in that
direction. Starting at the town square, head east (bearing south), cross the
stone bridge, east to the cobblestone road, south, follow road until
intersection, west. Just to the north of the road are a few rowboats. Kyte will
appear there at 6AM. Talk to him, and he'll ask if you need his help. Answer in
the affirmative, and he'll join your party, although this is only a temporary
thing for now.

After you take a few steps, you'll engage in a fight with some real wussies.
Kyte has low defense so he may take some damage, but don't worry about it too
much. If he doesn't survive, no problem, he'll be alive once the battle is
over.

Afterwards, Pattimo makes himself known and tries to explain what's going to
Kyte. The sailor has as much trust as he has hair on his head (i.e., none). He
says that he needs to see these time demons for himself. No problem, the castle
is only a short jaunt away.

Kyte refuses to use the front door, but no matter. Head around the east path,
the one you took to find Jailson. See the door on the castle wall? Enter. A
fight will ensue after the cut scene. These are the same demons you've been
fighting all game, so rip them apart. After the battle, Kyte finally believes
you. Mouse and he shake hands, and WHAM BAM THANK YOU SIR you've got your next
ally! His weapon is all the way up to its highest level, so he doesn't get a
blacksmith shop.

Remember, Kyte's going to be behind everyone else at this point as far as power
goes, but there's nothing more to do this day, so you may want to just go
somewhere and level him up.

All right, no more for today. Don't rest too easily though, tomorrow we get
Bagoth!

<<DAY 19>>

You're free until 8PM... or rather, the event happens at 8PM. All you have to
do is make sure you're at have to do is make sure you're at the right place at
the right time.

I would recommend that you have one of your strongest people and one of your
weakest with you. This way, you won't get bored standing in one place, since
you can level up the wussie while you wait. But of course, it's up to you.

Head to the castle, but head west at the first planter. Follow the path around
until you see two doors. Go into the open door and climb the set of stairs all
the way to the top. There, you'll encounter a locked door. Just make sure
you're standing there at 8PM to trigger the event.

Bagoth will appear by the door and greet you. Mouse tells him about the reactor
explosion, and Bagoth volunteers the party to investigate. Once inside, Pattimo
explains what's going on. Bagoth and Mouse find some enemies, and the general
orders an attack.

Your party of three engages the enemies and is surrounded, but you should have
little trouble. The enemies all heal with fire attacks, making Plosi's HIDDEN
TALENT and Rummy's HARD PUNCH and magic attacks worthless. If you do have Rummy
and she knows her healing spell, just use it to keep up the HP of the others,
and mix in a few HI-KICKs now and then.

Once the battle is finished, the reactor cools and doesn't explode. As Bagoth
touches Mouse's hand in thanks, the spell breaks, and the general is now on
your side. The pair leave the reactor and celebrate their victory with the
pidley soldiers and Ano. Mouse gives the Reactor Key back to Ano, and the
cutscene ends.

As normal, I suggest subbing out whatever two people you have and subbing in
the newbie (Bagoth in this case) and perhaps your weakest member of the others.
And also as normal, it's entirely up to you.

If you do plan on using Bagoth, you may want to upgrade his weapon a time or
two. His blacksmith shop is south of Rummy's house. Take the second west turn
and you'll see a large brown building on the south side of the road, and the
entrance faces north.

Anyway, it's getting late, and there's not much you can do for the rest of
today. Good night and sleep tight, or good night and happy leveling-up,
whatever you choose to do.

<<DAY 20>>

Nothing to do today. Make sure you have your items and money saved, though.

<<DAY 21>>

Nothing to do today either, except for withdrawing the items and money.

<<DAY 22>>

So far a light week. Again, nothing big is happening yet.

<<DAY 23>>

It's time to start the process of getting Ano the Magic Dragon... er,
Scientist. Make sure you have Rummy AND Bagoth in your party, then head to
Ano's room. Remember where it is? Head into the castle, take the first west,
then the first north, then the doors to the west. He'll appear there at noon,
and due to how long this is going to take you, you'll want to MAKE SURE that
you're in there before him. When he appears, talk to him, and Mouse will
explain what's going. Ano looks at him like a sack of wet dirt, then goes on
giving a mathematical reason it can't happen.

Go ahead and talk to him again if you wish. Once he dismisses you, enter the
room beside his (the one with his researchers). Talk to the one in the corner,
and he'll make mention of Ano's special happy pen, the gold feather thingy.
Since we like getting stuff, I say we get one of those pens! Besides, it may
come in handy later (hint, hint...).

Keep Bagoth and Rummy in the party, then exit the castle and hurry toward
Rummy's house. From there, run south and take the second road that turns west.
Run west along there, passing Bagoth's blacksmith shop (unless you want to
upgrade his weapon right now), and keep following the road. It will turn north,
then you'll go west up a little ramp, and then turn south again. Follow that
road, and about halfway down you'll see a shop on the east side of the road
with a gold feather sign. Enter here.

The merchant says that it will take weeks to get the right feather for the pen,
which is more time than we have due to the loop. Pattimo wisely suggests we get
the feather ourselves. It's time to take a field trip out of town. Make sure
that run button is being held down the whole way.

Exit the shop and go back the way you came. When you get to the T-section, head
south. Keep bearing east as the road slightly bends in that direction. When the
road ends, walk between the buildings and turn west. You'll see a crappy road
made of bricks and dirt. Follow the trail south and west. Speak to the guard,
and he'll let you leave the town.

Follow the dirt trail as it winds west. The first treasure box you encounter
has a map piece, thankfully. You'll encounter some rather strong enemies, but
you'll get some nice experience and gold from them. You shouldn't have too much
trouble if you have plenty of recovery items with you. You DID remember to
withdraw them two days ago, right?

The trail is extremely linear until you reach the second road sign. Take the
west path and follow it; make sure to grab the treasure chest to get a piece of
the map. The path is linear for awhile, and then you'll encounter another road
sign with an accompanying intersection. Go north and follow the road as it
curves west. You'll soon find another intersection; choose south, and you'll
enter the Forest of Hope. If you thought those directions were confusing, trust
me, it gets worse.

You may want to save right now, because it's REAL easy to get lost in the
forest since there are paths everywhere. Keep heading south at all
intersections, and you should end up curving south-east. Keep going east and
you'll immediately find an intersection, giving you the choice between east and
south. Head east again, and you'll be forced to choose north or south after a
few steps. Go south; you'll know you're on the path if you find a clearing with
a treasure chest containing 10 gold. From this clearing, go south, and follow
the path as it bends west. Keep going west and you'll shortly be on the white
sands of the shore. From this shore, head south, and bear east. Re-enter the
forest as soon as you can, and you'll be right on the doorstep of a village.

Talk to everyone around the village. You'll find that the golden bird shows up
at night at the graveyard. Oy, it's a long way back... but the trip will be
worth it, right? Reverse your directions to exit the forest, obviously.

Now you get a lot of time on your hands. You'll need to be in the graveyard
after midnight, but you have nothing to do until then. You could just go to the
graveyard now and wait, or you can do something else if you please. It's up to
you. Just be sure to have both Rummy and Bagoth in your party when you're set.

When you're ready to the graveyard, be it now or later, you'll have another
small maze to deal with. Remember the intersection at which you went north to
get to the forest? This time, take the east path, and you'll hit another
intersection after a few steps. Take this one north. More trail, and another
intersection. Take this one west. Talk to the guard, and he'll let you in.

Trace your way west through the graveyard and you'll find a building with a
treasure chest beside it to the south. Be careful here, you may get into a
fight with the undead. They're quite strong defensively, and you'll have to
rely on offensive magic to beat them. Anyway, grab the contents of the chest,
then enter the building. Talk to the guy in there for a piece of map, then rob
him blind if you wish.

<<DAY 24>>

At midnight, the golden bird will appear and fly around, then land on a branch
north of the building, just at the coast of the river. Run around a bit in
front of it, and you'll engage it. It's pretty strong defensively, but it's
nothing you should be afraid of.

After you layeth the smacketh down on its candy bootah, you'll win the Gold
Feather. Exit the graveyard and turn south down the dirt road. At the next
intersection, turn west, then south. This should be looking REAL familiar. Take
the next intersection south, and follow the linear trail back to town. Cut
between the buildings again to get back on the road, and take the road north.
Head back to the pen shop (remember the way?) and talk to the clerk. You'll
automatically hand over the pen, and you'll be told to come back in 6 hours.
Blow off those 6 hours any way you wish, then go back to get the pen.

You can't do any more for Ano at the moment, but there's stuff to do for others
you haven't met yet. Leave the pen shop and get ready to run.

Alter your party any way you wish, but make sure that Kyte is NOT in the active
party. Head back to the trail that leads out of the town. Yes, we're going back
to the maze of rocks.

At the east-west intersection, go west. At the next one, east. At the next one,
north. At the next one, north again. You'll cross a bridge if you're on the
right path. At the next intersection, go east. At the next, north. You'll come
to the coast and enter a cutscene in which Kyte is already standing there.

The two of you watch a ship rise from the water. It looks like it's been
through a few tornados of Wizard of Oz quality. The ship's name is Matilda, and
it used to be Kyte's. He tells a tale of his ship being attacked by a sea
monster. He was the only survivor, and wonders how the monsters were so strong.
He has resolve to figure everything out though, since he's free of the time
spell.

After the scene ends, go north on the beach. Poke around and you'll find a
chest with a map piece. After that, you're free to do whatever you want.
There's nothing more to do today until tomorrow evening.

<<DAY 25>>

Today is short. At 6PM, get to the castle and go to Ano's room. He'll be
sitting at his table where you left him two days ago. Talk to him, and he'll
tell you to leave him alone. Choose the option to talk to him, and he'll get
more ticked. He angrily throws his pen into the table, breaking it. Aw, what a
shame...

Mouse hands over the gold pen that you've received awhile ago. He wonders how
you could have known his pen would break (I'd like to see Mouse try to explain
my FAQ). Ano then fully understands about the time thing, and he sees a time
demon. You engage it; it's nothing you can't take out.

Once the battle is over, Ano is kneeling and panting. (Why? It's not like he
did anything during the fight!) He shakes hands with Mouse, and you have a new
ally! Only five more to complete the roster! Ano's weak, like all the
newcomers, so you may want to level him. His weapon, the Book of Magic, doesn't
need to be upgraded.

There's nothing else you need to do this week, so you could just sleep away the
rest of the night. Just be sure to deposit your items and money first!

<<DAY 26>>

You awaken on the shore, as usual. Ano welcomes you and flips a bit about
Pattimo being able to talk. Add him or not, doesn't matter.

As you walk along the cobblestone road, notice that Kyte isn't standing there
like he normally is. There's a guy with blue hair and wearing a green vest
standing there instead. Talk to him, and you'll trigger a cutscene. Pattimo
realizes that something's amiss. Time to go find our friend.

Make a quick stop at Claire's shop to rearrange your party and get your cash
and items. If Rummy has not learned her Diving Kick attack yet, definitely put
her in your party, because we're going to end up making life easy on your feet
and time now. This is going to be a LONG trip, so stock up on healing items if
you don't already have them. Don't worry, you'll only have to run this far
once, I promise. Ready? Let's go!

Leave the city from the southern entrance, heading yet again to the trail maze.
When you reach the first intersection, go west. At the next, go east. At the
next, north. At the next, north again. You'll cross the bridge if you're going
the right way. At the next, east. At the next, east a second time.

You'll know you're on the right path if you pass a small house. Inside here is
a woman who will max out the party's HP and MP, sorta like an inn in typical
RPGs. This is a good place to save, too. On the little desk inside the building
is a piece of map. Grab it.

From the building, head east. You'll be on the western gate of the swamp. It's
time to get a little stinky.

Once in the swamp, take the first east when the dock splits. Take the east dock
when you reach the little island. When that short dock splits, both ways head
to treasure, including a map piece (friggin' helpful in here). Grab the booty,
then head back the way you came. If you take the north dock on the island, you
can grab a Super Live Berry if you wish. Either way, head back to the first
dock split and take the north path.

After the dock winds around a bit, you'll come to another split. Take the one
that heads north-east. At the next little island, head north, and you'll get
another piece of map. Keep moving along the dock to pick up a few more items at
the dead end, then head back to the island and take the east dock this time.

The dock will wind around a bit, but you'll finally be free of the swamp. Talk
to the soldier standing by the gate, and he'll give you a piece of map. Hit
Select to take a look at it for a moment. See the path that exits near the
north-east corner? That's where you want to go. Follow the line of trees as the
path curves back south. Stay along the trees, and just keep heading south. You
may want to rotate the camera 180-degrees here because the trees obscure a
treasure box that contains a piece of map. Like all map pieces, you'll want
this one.

The path will curve slightly east and back south, but the trees will be your
guide the whole way. Eventually, you should step on a brown dirt path. It leads
south into more white rocks. At the first intersection, head west. Within a
moment, you'll leave the little area and enter another forest. The path here is
linear for a moment. Keep an eye out for a little pile of blue flowers on the
ground, which marks an intersection in the path. Take the south-east route
here. The path will curve around and eventually go west. Keep following it, and
you'll finally enter a tiny town, the Woodcutter's Village. Take a breath, you
earned it.

If you've hurried through this day, you'll probably be in the village around
the evening. Hang around until night falls, and go into the house closest to
the lift. Inside is a guy named Moricorne. Talk to him and he'll give you a
piece of map for the area. Gotta love map pieces.

Since we can't do anything else around here for today, then it's time to get a
technique that will save you time. Hopefully, you took my suggestion and placed
Rummy in your party. Battle, and use her Hard Punch until she learns Hi-Kick.
Once she does, use that enough to get it up to level 5, and you'll get Diving
Kick. If Rummy uses that one a few times, Mouse will learn a move called Power
Jump.

Power Jump is the answer to your silent prayers. It allows you to instantly
transport to any place that you've managed to collect a map piece for! To use
this happy power, go to the status screen for Mouse. It's sitting there on the
menu as an option, sort of like Rinna's Change command. Using it will hack 100
HP off of Mouse, but one Live Berry will take care of that.

Anyway, hang around the Woodcutter's Village until the sun rises again, or
level up, or something. It may be a long wait if you decide to be idle, but
either way, you need to be in this village in the day time.

<<DAYS 27-30>>

In the morning in the Woodcutter's Village, head to the lift. Look for a guy
just to the west of it wearing orange. This guy's name is Reyan, and he has a
mission for you. Talk to him, and he'll ask you to go get the parts to repair
the lift. Agree to do so, then get back to the blacksmith shop that upgrades
Mouse's sword. Hopefully, you know the power jump to instantly teleport there.
Otherwise, you'll have to walk. Simply talk to the woman behind the counter,
and she'll hand over what you need, once you pay her 1000G.

Head back to the Woodcutter's Village and talk to Reyan again. You'll hand over
the parts and get a crappy D.H. Egg for payment. Ah well, at least the lift is
going to work again.

After that, head to the house in southeast corner of the village. At noon, a
big guy named Varely will be cutting some logs just outside the house. Talk to
him, and he'll thank you for fixing the lift by giving a new song, entitled
Celestial Road. It's real short, and real easy. Here's my first score...

Rank: B
Great: 20
Good: 9
Bad: 1
Max Combo: 15
Score: 1,900,000

Now, I'm going to assume that you picked up both pieces of map that were in the
swamp. Hit Select to check out your map, which is probably half-done by now. As
you can see, the word "Swamp" is on two map tiles, split across the center.
Click the map sqaure that shows the top half of the word. You can see two
islands and a bunch of docks, but also a trail through the forest. That trail
is your next target, but make sure you have at least 11,000 G and a lot of Live
Berries before preceeding.

Since you have the map, you can Power Jump over there if you have it.
Otherwise, you'll have to leave the Woodcutter's Village and wind your way back
to the swamp. Either way, get to that trail in the forest. Follow it, and
you'll come to a village on the beach that SEEMS abandoned. However, if you
explore the town and houses, you may see shadows around. If you check them,
they will talk to you. Hmm...

Once you're done exploring, head to the northeast corner of the city. You'll
find a huge, hollow tree. Stand before it and play your new song, Celestial
Road. Doing so will make a huge beam of light shoot out of the tree, and it
will open up. Walk into the tree, and you'll be moved to a pale area that is
the real village! It's a floating island, hovering miles above the planet!

There will be a little boy next to the tree when you appear. He serves as a
shop for items, but he has something more important. Talk to him, and after you
exit the shop menu, he'll offer to sell you a map piece for 1000G. I don't
think I need to tell you whether you should buy it.

Head to the building in the southwest corner of the village. Inside is the
village leader, who explains that his people are not effected by the time loop
Xel has done. However, he is powerless to do anything about it, and doesn't
like meddling in the affairs of humans anyway.

Make sure you talk to every single person in the city (there are eight
citizens, some of whom are in houses). Note that you don't have to talk to
anyone who is invisible back on the planet. Also, make sure you go to the well
in the center of town and check it. Pattimo will see the view and comment on
it.

Once all the eight people have been spoken to and the well has been checked, go
back near the tree entrance. Just south of the tree is a building with a
run-down shed beside it. Enter here, and talk to the old guy. He'll offer to
let you ride the falcon for 10,000 G. Go ahead and accept, you'll be making
back your money FAST.

A putry blue falcon will take Mouse far from the main island. You'll be
delivered to a tiny island west of the village. Unfortunately, your allies are
not with you. You'll be doing this mission alone. Head northwest from your
landing location to find a stone building. This is the entrance of what
arguably wins the award for Most Annoying Dungeon In The History Of Gaming.
It's large, complex, and full of enemies. The first two aren't that serious in
and of themselves, but most of your battles will be AT LEAST 6-on-1, and you
don't get much experience at all (1 to 3 points per enemy). The only good thing
with so many fights is the large amount of money you're going to earn.

Let's worry about that later though. This dungeon is by far one of the complex
pieces of architecture in any game known to man. Several other FAQs advise that
you make a map, and I advise that as well. However, I will provide you with
directions, so use my words and, if you wish, your map together.

Let me start by saying that this dungeon, complex though it is, is very linear
in the sense that you will end up having to explore pretty much every inch of
it anyway. Don't worry about missing any chests, because you'll see them all.
Finally, I *highly* recommend that you set the camera in the overhead
perspective. It makes calling directions a million times easier, and that way
no chest or landmark will be obscured by a wall.

All right. This dungeon has several floors, and you start at about the
south-central part of the first floor. From the entrance, head east, the only
way you can. The path turns north, then splits into three paths: south bearing
east, north bearing east, and north bearing west (straight ahead). Call this
area Point A, we'll be back here in a moment. For now, head north bearing west,
and the path will soon turn west.

Keep going west, ignoring the first intersection. At the end of the hallway,
the path takes a tiny turn south before splitting into another intersection.
Head west from here. You'll pass three hallways leading south, and each one
leads to a dead end with a treasure chest. Grab what loot you want, but don't
forget to keep moving west once you leave the dead end.

Eventually, the hallway will turn south (the fourth south, if you're counting
the number after you initially turned). This one does not lead to a dead end,
so keep going. After going south a bit, it will then turn back west. There will
be three hallways leading north, all of which have dead ends, but two of which
have treasure. Keep heading west once you have your fill.

The path will turn north, then turn west again. You'll encounter a turn to the
south, but it leads to a dead end. Head west again, and the path will split
into two, letting you choose north or south. This area is a circle, but your
target is more south, so go that way. After a moment, the path will break west;
keep following it.

When the hall finally bends north again, you'll see a stone tablet in the
corner. This is the first of four tablets that are scattered around the first
floor. Check it, and you'll discover a switch. Go ahead and press it. There's a
box just north of your current location, but other than that there's nothing
else in this area.

Once the switch is pressed and you have your treasure, head back east. I
assumed you've explored all the dead ends, so you can skip those on your return
trip. Get back to Point A, then turn south bearing east. There is another stone
tablet waiting for you. Check and press, then head north bearing east. You're
done with the southern half for the rest of this dungeon.

Go north from the southeast tablet (the one you just messed with), and your
path will be quite linear. You'll be pretty much forced to turn west, so go
ahead and do so. The path becomes a four-way intersection, with you coming from
the east, stairs to the west, and more hallways north and south. There are some
treasures if you take the north path, but you can entirely ignore it if you
wish. To continue smacking switches, go south.

The path will turn west shortly. Keep following it, and you'll find another
three-way intersection. This small area is a bit complex, so read carefully. Go
north, and skip the the first intersection you come to, which leads to a dead
end. Take the next opportunity west. Keep going west, and you should be dumped
into a room that's just a hair larger than the hall sizes so far. Bear SLIGHTLY
west and go north.

You'll know you're on the right path if the hall turns east. Take that east
turn, then take the first turn north. You should enter a VAST room. In the very
center is a stone tablet, but not one of the four you need to mess with. Check
it if you like though, and you'll get a "scary" message.

Leave the large room via the east path. The hall splits into a four-way
intersection. Go north, then east at the end. Keep going east and you'll find a
turn south, but it leads to a dead end. Keep moving east and ignore the second
turn that can lead you south, too. Instead, continue to the end and turn north.
At the end of this hallway is the third stone tablet with the switch. See the
staircase on the other side of the wall? We'll be heading there eventually, but
don't go exploring it yet.

From the third stone tablet, head south, then west. Keep moving until you're
back at the huge room. Once there, take the path that's in the northwestern
corner. That path leads north and makes sharp turn east. It will then curve
back north and smack into a T-section. Take this path west. At the end of the
hallway is the final stone tablet. Check it, press the switch, and turn south.
You'll go into a small room with a little pool of water. Check that, and you'll
be given full HP and MP along with the chance to save. Do so, you've earned it.

All four tablets have now been checked and their switches pressed. Remember the
first staircase? You need to get back there. From the fourth tablet, head east
and take the first turn south. Follow that path south, and as it curves east
and south. You'll be back at the friggin' large room. Exit it via the south
path, and keep heading south until the path breaks west a moment before going
south again. You should shortly be back at the tiny room. Go east of that, then
turn south. Ignore the turn west and keep going south. Take the turn east as
soon as you can, and the staircase should come into view.

Once down the staircase, the path becomes linear for about half a second, then
splits north and south. Go south and follow it as it wraps around east. Take
the stairs that the path leads to. Here, you'll be on a very linear path that
goes south, west, north, east, north, and west. At the end is a treasure chest.
It doesn't contain treasure, but it does contain a switch. (Yes, more
switches.) Press it, then retrace your steps up the stairs.

As you come to the intersection again, head north this time. The path ends up
going west a moment, then it splits. Take the path leading north and follow it
as it turns east, south, and west. Take the stairs at the end of the hall, and
you'll be taken to another extremely linear path. This one takes you north,
then west, then south, then east. There, will be a treasure chest with another
switch. Press this one too, and again retrace your steps back up the stairs.

Go back to the intersection that you were a few seconds ago, but this time go
west. After a moment, the path splits yet again, asking you to choose north or
south. Go north, and take the stairs. For the third time in a row, you'll be
dropped onto an area that features a short, linear path to a chest. Go ahead
and pop it, hit the switch, and retrace your steps.

Back at the intersection, so south and take those stairs. You'll be thrown onto
a fourth path similiar to the other three. Nail the final switch, and the
screen and Dual Shock will give you a signal that all four are pressed. You're
done with switches! Retrace your steps back to the intersection. It's time to
go back to the first floor.

Retrace your way east, east again at the intersection, south as the hall turns,
and east at that intersection too. Take those stairs back to the first floor.

You should be standing at a familiar four-way intersection. Go south and move
along as the path turns west. This should be looking familiar. Go north at the
intersection, then take the second west. You'll run into the small room yet
again. Go north, follow the path as it bends east and north again, and keep
going. You should wind up in the big room again. Again take the northwest path
and follow it north, then east, then north again. You'll soon be at the
T-section. If your health is low, or you want to save, I'd suggest going west
back to the pool. Once you're ready, go east from this T-section. The path is
quite linear, although it splits twice to dead ends with treasure chests. At
the end of the hallway is the second set of stairs that you saw from across the
wall when you messed with the fourth tablet. Now it's time to explore this
part.

Go down the stairs and you'll be delivered to a small, linear hallway. All it
does is go south, then west, then south again. At the end is another set of
stairs. Take them. You'll again be taken to a very linear path. This one goes
west, north, east, south, west, north, and east to another staircase. Take that
one and you'll be on another path that's almost entirely linear as well. Go
south, then west, then south, then west again. The first turn north leads to a
dead end, although it has a treasure box. Keep going west, and the hall bends
north, then west, then north, then east, then north. Another set of stairs
greets you. We're almost there, just hold on a bit longer!

Take the stairs and you'll be on another linear path. This one goes west, bends
south, turns west, turns south and snakes around a bit, turns east, then south,
then east, then north, then west, then north again. You should be in a room
with a huge tile with a picture of the sun on it. Step on that, and you'll be
teleported.

This is the last floor. Go east, take the first turn south, then follow that
around until you hit a T-section. Go east from there.

You'll see Kyte on the ground wrapped up by tentacles. Talk to him, and you'll
save him from suffication, then engage a boss. You'll be facing two zombies,
both of which can be taken out by one or two Jump Slashes by Mouse. You'll have
Kyte as an ally for this, but he can really only serve as a healer (although he
can do that very well). Just keep up the pressure against the boss once the
zombies are down, it will fall before too long.

Now the entire dungeon is caving in. You'll have four game hours to exit the
place, although if you're good you can make it out in two. Remember, since
battles take no time, all you have to worry about is your path. I'll help you
out by giving you the directions you should choose at intersections, as well as
landmarks to help you. If you've been making a map so far, you should already
see the best way. Ready? Here we go.

West, north, east, teleporter.

Linear path that goes south, east, south, west, north, west, north, snakes a
bit, east, north, curves east, south, stairs.

South, west, south, east, south, east, skip the intersection, north, east,
north, northwest, stairs.

West, south, east, north, west, south, east, stairs.

North, east, north, stairs.

West, south, west, north, west. Here you can go west to the pool, but you don't
need to. South, curves west, south, skip, east into the big room. Exit out the
south way, then go west at the turn, and south again. You'll be at the small
room. Go east, south, skip, east, north. That should bring you to the four-way
intersection with the stairs just to the west. Go east, south, west, south,
west, and you'll see the exit. Get the heck outta there.

Kyte and mouse will take some heavy breaths, something I joined them in after
that run. They decide to take the birds back to land, and when they get back to
the main island, Rummy will greet them. She hugs Mouse happily, something Kyte
(and I) are a tad jealous of.

Pattimo and Mouse realize that the falcons can get back to the mainland. They
decide to tie messages around their ankles and send them to Mouse's partners in
crime. You have the chance to name them, but as usual I stick with the default
names, Beak and Fang. After they birds fly away, Kyte gives you two pieces of
map, letting you Power Jump back to that dungeon any time you want. There's a
plot hole: the thing caved in, but you can go back? Whatever.

Anyway, that's over and done with. You've now got Kyte back as an option for
the party whenever you want. You're done for this week, but you should have
large sums of money after that dungeon (I made over 70,000 G). This would be a
good time to upgrage weapons and buy items. Remember to store everything in the
Time Vault before advancing the week, and you'll be all set.

<<DAY 31>>

So we've been in Pandule for a month. We've come a long way. We're not done
yet, but we're getting VERY close.

Okay, get your items and money, along with two allies, as normal. Then make
your way to the inn. After noon, talk to Rinna's dad from across his desk.
You'll receive an item called a Gift from the Palace. Immediately head upstairs
to your room. The moemnt you enter, a little cutscene will take place. Turns
out that the gift is a broken watch from Loreille. We know where we should go
with a broken watch, don't we?

Talk to Claire in her shop and she'll examine the watch. It's of high quality,
quite a nice little item. She'll take it from you to repair it.

Now, Power Jump your way over to the Woodcutter's Village. Exit the village
immediately and go along the forest path as it curves north. It will curve east
after a moment, then curve north again. You'll then be on a familiar dirt trail
among some white rocks. At the intersection, go east.

From here, the path is quite linear. At the first intersection that you come
to, the southern path leads to a house where you can pay 500G to be healed.
Also inside is a piece of map; just search her bookshelves to find it. When
you're ready, take the path that leads east. Skip the next intersection and
keep following the road as it slowly curves around north. As you enter the Dark
Forest, you'll be confronted by a few people. You'll engage them; don't worry,
they have the strength of buttered toast.

After shredding them, their leader, Gallhint, appears to condemn his people for
fighting a battle they couldn't win. He also has the observation to notice that
Mouse was a thief... he wouldn't make too shabby of an ally, would he? Besides,
we need to tell him about what's happening so Xel doesn't kill him week after
week.

While it's rude to scoff at Gallhint's plea, we need to tell him about the time
loop. Go ahead and move forward. At the intersection of the path, go northeast.
When you get to the white stones, go east. You'll encounter a rather large
white wall. Inside that wall is Gallhint's fortress. Go in, talk to everyone,
explore, yada yada. Inside Gallhint's room is a piece of map in one of his
dresser drawers. Go ahead and grab it, Gallhint doesn't mind. There's also a
mini-game here, which I address in the mini-game section.

Once you're done here, then you are free for the rest of the day. Level up,
maybe win some money from your new mini-game, or just sleep the day off.

<<DAY 32>>

Nothin'. Just sleep.

<<DAYS 33-35>>

Today, and the rest of the week, is short. After noon, Power Jump over to
Gallhint's fortress. Enter his little house, and you'll get a cutscene.
Apparently, Gallhint is quite aware of what's going on already, and he's simply
willingly died since this all began. He apparently thinks that no one can
defeat Xel. We'll just see about that!

Anyway, he blows you off, and you have nothing else to do for the rest of this
week. You may want to play the drinking game with Claire to get those map
pieces if you haven't already, or you may want to level up, or... well, you
know the drill by now.

<<DAY 36>>

Nothing happens, but grab your items and money, along with two good party
members.

<<DAY 37>>

Do what you want to during the morning, but make sure you're in the city at
1PM. Then, Rinna's father will appear and tell you that you've got a beautiful
but tough guest in the lobby of the inn. Could it be Rummy? We'll see; the
thing teleports you there automatically.

Rats, it's only Zenne, Gallhint's girlfriend. Well, maybe she'll have something
interesting to say. She seems ticked off at Mouse for something, but the two go
outside to talk.

Remember that Zenne overheard the conversation between Mouse and Gallhint?
Apparently, that slightly jarred her memory, and she knows that something will
happen to Gallhint. She pleas for Mouse's help, saying that only Mouse can save
him since the two men are so alike. She then takes her leave, expecting you to
do something about it.

Immediately, Power Jump over to Gallhint's fortress. Gallhint will be there to
greet you, and to choke your neck while yelling at your face. Sheesh, some
people get snippy during time loops.

Anyway, Gallhint explains how he was suckered into coming to the island in the
first place. Apparently, the plot eventually went that every single thief was
killed. However, it hurt Gallhint so much that he bargained with Xel, and only
he was killed so the others were spared. That's why he doesn't mind dying week
after week.

Mouse starts walking away. When Gallhint challenges him, Pattimo throws in a
bit of reverse psychology. The two also know the main rule of acting ("Leave
them wanting more!"), and they leave just as Gallhint takes in Pattimo's words.
Zenne talks to Gallhint, pretty much damning herself for bringing her plea to
Mouse. Gallhint smacks her (which doesn't seem too Gallhint-like from her
reaction), and she decides to leave to prepare for the attack which always
happens on the third day. Gallhint slams his head into the wall, angry at
himself for his cowardice.

You then get manual control. There's nothing else to do today, but get ready
for tomorrow. Some neat stuff is going to happen!

<<DAY 38>>

Do what you wish in the morning and afternoon, but make sure you're standing on
the castle grounds at 7:45PM. You'll be taken to the familiar scene of the
wedding reception. We see Loreille in her wedding dress and funky hat, and the
bandits attack... yawn... Gallhint runs up to attack Xel, ready to die yet
again.

But wait! Gallhint attacks! He's not laying down like he always does! Rummy and
Mouse join him to fight!

You'll then engage Xelpherpolis himself. This one is NOT a fixed fight! Xel is
kinda tough, but he's nothing you shouldn't be able to handle. Since Gallhint
is probably the weakest among the three, let him heal the other two as they
fight.

Once Xel is taken down, Gallhint celebrates. Rummy has a beautiful, happy smile
as they party celebrates their win.

...Hmm, looks like they celebrated too soon. Xel turns into a... a something.
He declares himself the island's god.

Then he says that the reason people manage to revive after the time loops is
because the damage is only physical. However, if they're killed by Time Magic,
they're destroyed entirely. To prove his point, Xel kills one of Gallhint's
friends. Then, he teleports higher and kills anouther one. And another one.
And... Zenne.

Gallhint's love takes a fatal shot from Xel's magic. She says a few final
words, then disappears from Gallhint's arms.

Gallhint charges Xel, but is nailed by a magic blast and disappears as well.
Rummy finally gets a backbone and tells Xel off, although he just laughs at
her. After a few words are exchanged, Rummy is nailed by the same magic blast
that made Gallhint disappear. Xel challenges you to follow her. Go for it.

Mouse trips out, and he wakes up in a house with Rummy standing beside him. The
two are a couple, and she tells him that he promised to take her out today. You
then get a close-up of Rummy's face, which is very cute, aside from the fact
that her nose is missing. Ah well.

Anyway, Rummy says that Mouse also promised to marry her. Geez, talk about a
Twilight Zone deal. Speaking of that, check out the clock: the day is ?, and
the time is frozen at 3PM. Weird... Talk to her if you wish, then exit the
house. The two walk down the street talking about "last year, when Xel married
Loreille." She says that she dreams of getting married, and really wants to
marry him. This is so cute and sweet, I may just vomit.

Anyway, you get back your manual control. At this point, you can enter an easy
fighting tournament. Go for it!

From where you're standing, go a bit south, then west, then north (as if you're
heading to the inn). Keep going east past the inn and run to the end of the
road. The big building (marked Gymnasium on your map) is your target. Go in
using the first floor entrance and talk to the old guy in green and brown.

You'll engage in several battles, gauntlet style... that is, no time to heal
between each. You shouldn't have a single problem though, all the enemies are
pussycats.

Cap all your enemies, and your reward is a romantic scene of Rummy and Mouse
(and Pattimo, oddly; I'd leave him at home). They watch fireworks light up the
night sky, and Rummy wants a kiss. Mouse just gives her one on her forehead.
Wussie.

Two seconds later, you wake up again. Weird, huh? This is bizarro world, all
right.

Explore the island to your content. Depending on your actions, you'll get some
romantic scenes. Whenever you're ready to leave, go to Claire's shop. Check the
Time Vault and you'll find the Princess's watch. Apparently, Claire's got it
all fixed now. As Mouse looks at the name engraved on the watch (Loreille), he
remembers everything and is teleported back to the real world.

Mouse wakes up on a beach near Rummy and Pattimo. She's not too pleased about
being woken up, though, since she truly enjoyed her dream with Mouse. She
admits that though the world was fake, her feelings were not.

You'll then be prompted to comfort her, or just ignore it all. I chose to
comfort her. Rummy gets slightly embarrassed, but she's probably more than
happy.

Once the scene is over, it's Day 39.

<<DAYs 39-40>>

The moment you get control, Power Jump yourself to the inn. The moment you
enter, Rinna greets you and says that there's someone waiting for you in your
room. Sounds good, let's see who it is...

DAMN! The moment we get in, we're attacked with a big dude with a bigger sword!
Sheesh, of all the nerve...

Well, Mouse, being the cool guy (or whatever) that he his, he manages to avoid
death. Pattimo greets the stranger as Beak. Apparently, the Golden Three greet
each other by trying to kill one another. Great friends! Beak offers his
services, and Rinna falls for him, so far as to even say the word "kewl," which
has got to be a first in gaming history. This island just gets weirder and
weirder.

Beak is now an active party member. His blacksmith shop is the same one as
Mouse's, but even before upgrades, he's one seriously powerful addition to the
team. Add that to the fact that he has a free healing skill, and you've got one
extremely versitile person. By the way, if you notice, his resting place is the
bed you've been using to sleep time away. From now on, if you want to rest, use
the bed closest to the door of your room.

There's nothing to do for the rest of the week.

<<DAY 41>>

We're one step closer to ending Xel's reign of terror once and for all.

After the time loops, Ano greets you and tells you that there's an emergency.
He takes you to the reactor and shows you the sacred sword that has been used
in the wedding ceremonies. Ano flips out a bit, and you get a cutscene of the
baddies.

Then, the WHOLE party appears in Mouse's room. Ano explains that Xel had his
little cohorts wipe the memories of the islanders clean when it came to the
treasures. No one knows where the ceremonies will be now. Several question why
he bothered changing anything.

Ano suggests that Xel has allowed the group to live because he doesn't think
the party can do anything. So when he made this change in the plot, he
unintentionally revealed a possible weakness: perhaps that once we possess the
Holy Gem, Holy Crown, and Sacred Sword, we could stop this bloody time loop.
This is only a theory though, but since it's the only plan we have, it's worth
a shot. It's time to see where those treasures are hidden.

As the party files out of the room, Ano tells you that he cannot fight in any
battles since he needs to do some research and get some evidence to support
this theory. This is fine by me, since he was a pretty worthless fighter
anyway. He tosses you a dagger, the weapon that Gallhint used. You're then
prompted to choose your party. I suggest getting two people you're VERY
comfortable with, especially if one (or both) is a healer. If RindRinna is at a
decently high level, I seriously recommend you take her with you.

After that, you're kicked to outside the inn. Save it if you desire, and head
to Claire's shop to get your money and items. Next, go to Ano's room in the
castle... you know, in the northwest corner of the first floor. Talk to him,
and he'll say that he wishes he had someone he could talk to about things.

All right, from here, Power Jump the heck over to Gallhint's little fortress.
Head all the way north through this forest. You'll get to a white sandy beach.
Go northeast and you'll find a box with a piece of map. Continue that way and
you'll see a little path leading north into the mountains.

The enemies in this dungeon are decently tough. This is a pretty good place to
level, especially if you've been blitzing the game so far. On the other hand,
if you've been slaughtering enemies without blinking, then your party is
extremely powerful and very well on your way to blasting Xel to heck.

This map can be very long or very short, depending on how much treasure you
want. I'll list the short way for you here. If you want to explore, go for it,
just make sure to make a map as you go.

This is how to get immediately through it, ignoring all boxes. From the
entrance, go up the tiny ramp just to the west. The ramp goes south, but the
path it connects to goes west and bends north. Follow it, and at the
intersection, turn east. You'll soon hit another intersection; go north. Keep
going north here every chance you get, then turn west when you can't go any
further north. You should encounter a wooden bridge. Cross it, and follow that
path all the way west. After going up the tiny ramp, head north. At the next
intersection, turn east. You should see another wooden bridge. Cross that, and
go south. At the east-west intersection, turn east. You should cross UNDER yet
another bridge if you're on the right track. From here, the path is linear.

Whether you go through it the short way or the long way, a lot of enemies will
get in your face. By the time you get out, it'll probably be...

<<DAY 42>>

Head north from the dungeon exit. The path is linear, but make sure you pick up
each box. One of them contains a map piece, making this trip worlds easier in
the future.

Anyway, you'll encounter a hut with a 200-year-old person who calls herself the
Ugly Hag. Whatever. Talk to her twice, and you'll ask for the book of spirits
that Ano needs. However, she wants you to do her a favor before she gives it
up. I'm getting downright sick of favors, but we need that book. Sigh.

Apparently, she has four daughters spread throughout the land. They're pretty,
and they're always arguing about which is the prettiest. The hag volunteers you
to play pagent judge and oggle all four, then report back to her to rank them.
Well, at least this favor doesn't involve stupid monsters trying to break your
face, but it does involve a lot of traveling. Of course, it's MUCH easier since
you got Power Jump for Mouse. You DID get Power Jump, didn't you?

All right, the first one is close to Gallhint's Fortress. Remember, we passed
her house on the way to confront Gallhint for the first time. The map piece you
need to jump to is in the center of the right edge. The woman there is the
second daughter of the hag. She's named Almeria, and she calls herself the
sexiest.

We've already passed the second one also. Her house is right before the western
gate of the swamp. As of v0.1g of my FAQ, I don't have a map piece for the area
yet. How weird. Anyway, PJ to the bottom map piece of the swamp (the one that
has the lower half of the letters), and make your way west. This is Lupinus,
the third daughter of the hag. She says that she has the nicest skin of the
four. The map piece for the area is in her house on her little desk. I'll have
to make sure I note that above for another FAQ version.

Okay, time to get the two you probably haven't seen yet. PJ over to the map
square that's just to the east of the swamp (the map piece that the one guard
gave you). Go northeast, then follow the coastline as it bends east. You'll
slam into the next house. Inside here is Lilac, the oldest daughter and the one
with the most beautiful eyes. Raid her bedside tables for a piece of map.

The last daughter is in the middle of one of the many forests. PJ to the square
that has the graveyard. Take a look at the map piece for a moment. See near the
western edge, there's a path leading south into the forest? That's your target.

Once you're in the forest, head south, and keep heading south at all
intersections that give you a choice. You'll eventually bump into a T-section.
Go west here, and you'll find yourself on white sands that should look
familiar. Go south, bearing east. Turn east when you can, and you'll find
yourself in the Hunter's Village that you visited forever ago.

Go out the northeast path of the village and head north. Keep going north at
every intersection, and eventually the path will bend west. Take it, and keep
going west. You'll bump into the last witch's house. Inside here is Helenum,
the youngest daughter and the thinnest. Raid this one's beside tables too for a
piece of map.

Now that we have all the daughters' names (and the pieces of map in their
houses), hit the Select button for a moment. This is living proof how far
you've come in the game. All those colored sections, with just a few still blue
and white, attest that you've been around awhile. Kinda calming, huh?

Anyway, exit Helenum's house and PJ back to the map piece in the very northeast
corner. Follow the path north bag to the Ugly Hag's house. Talk to her, and
she'll ask you to rank the four in the order that you think of their beauty.
Now, the order you choose is up to you, but remember that the names are
case-sensitive, and only perfect spelling will get you through. The names again
are Almeria, Lupinus, Lilac, and Helenum.

Once you give her your ranking, she'll turn over the Spirit Encyclopedia. Talk
to her again, and she'll become a shop with some potent healing items. Also,
she'll offer to sell you a map piece for 1000G.

With the book in hand, PJ over to the castle. Run to Ano's room and talk to him
to hand him the book. He takes a brief glance, then tells you to come back the
next day, by which time he should have finised his research. Cool, we're
getting somewhere.

<<DAYS 43-44>>

24 hours after you gave Ano the book, he's managed to figure out everything he
needs to know. After his explaination of everything, he gives you back the book
and becomes another option for your party. He's probably a bit behind in level
by now, so you may want to consider using him. Also, put Rummy in your party
for now. You may remove her later if you desire, this will just save a step.

The three treasures are being kept in three separate dungeons. To get to the
first one, PJ to the map square just east of the swamp. Follow the line of
trees on the west side, and you'll soon see a little stone arch that marks a
path not on your map. Go in, and follow it as it goes west and turns north.
You'll bump into a big blue wall. Pattimo decides to use the bomb potion that
Rummy used to try to kill Loreille in the first days. She buried it near her
house. Blast.

Go to Rummy's house and follow her yard around until you're near her bedsheet
that she has hanging in the southeast corner. Check the wall around there to
find the Strong Gunpowder. Since you're right near Claire's shop, go in and
double-check your party. You're about to encounter some EXTREMELY strong
enemies, so you may want to put a healer in there. I'd suggest you save here
while you're at it.

Once you're ready, PJ back over to the blue wall. You'll use the potion
automatically. Once you're on the other side of the wall, you are in the Forest
Dungeon. The enemies you need to watch out for are the Flower Spirits and Star
Spirits. They are EXTREMELY strong offensively, and it will take at least two
or three hits to bring them down. They seem rather susceptible to sleep, so if
RindRinna is in your party, don't be stingy with Dance of Serenity if you have
it.

A word of warning here. This dungeon nearly made me quit the game out of
frustration MANY times. To be honest, if I wasn't writing this FAQ, I probably
would have. Bite your lip at the sheer imbalance of the game, and just try your
best. Determination on the player's part is one extremely important element to
getting through this.

At the first intersection (the one immediately after the wall), go east. The
path will turn north, passing a few blue flowers on the ground. Go north until
you can't anymore, then choose east. This path goes east, bends north, then
bends east again. You'll soon find another T-section. Go south. The path will
shortly bend west, then north, then east, but it's totally linear.

You'll then find a little gravestone thing. Talk to it; it tells you to leave
and asks if you want to. Answer no. It'll then ask if you are fighting to stay
on the island. Uh, no, we're trying to get the heck outta here. Say no again.
It'll ask you what you're fighting for. Choose what you wish. The stone will
say a long speech, then asks if you really believe that you can free everyone.
Choose yes. The forest (and your controller) will shake, and a new path is
opened a little ways from your current position.

Exit this little area west. The path has changed and U-turns around east.
You've already been here; head east and turn south again at the T-section.
Follow the path as it bends west. Instead of curving toward the stone however,
it now curves south away from the stone. Go south with the path, and it will
U-turn east immediately.

The path is pretty linear for awhile, but eventually splits into a T-section.
Choose the south path (the path marked with pink flowers). The path immediately
goes east, then turns north for a moment, then east again. You'll hit an
intersection; go north. Eventually, the path will U-turn south. After a tiny
turn east, you'll be presented with another intersection. Go east (the path may
be a bit obscured by the trees). The trail will curve north and be linear, but
it will hit an intersection eventually. Head north here, and eventually the
path will curve west where you'll find an intersection. Go south. The path is
very linear from here. Eventually, it will curve south, and you'll be at the
doorstep of the boss!

This boss, oddly, is quite weak compared with what you just had to deal with.
Blast the little monkey things first, then target the main boss. As long as you
keep your HP up, they'll all be worm food in no time, and you'll get stupid
amounts of experience and gold. Afterwards, check the pedestal to get the Earth
Crown. One down, two to go!

Reverse directions and head north, taking the path as it curves back west. The
path is linear for awhile. At the intersection, go east and follow it as it
goes south. Head west at the next intersection. At the next, west again. The
path will go north, then U-turn back south. Head west at the intersection.
You'll know you're on the right path if the next intersection you encounter is
the one marked with flowers.

Go north here. The path is linear for awhile. Go west as soon as you can. The
trail will shortly U-turn back east. You'll see the gravestone again. Talk to
it, and answer yes. Now the trees are back to the way they were when you
entered the place.

Exit the little area west, and the path will curve south and back east. The
trail is linear for awhile. Go west as soon as you can. Again the path is
linear for awhile. Go south at the next intersection, and keep going south
until you slam into the trees. You'll be forced to go west here and... you'll
see the blue wall! The hell (well, this hell) is over!

There's a piece of map quite close to you, so let's get that before doing
anything else. From the stone arch, head north. You'll eventually exit the
forest and you'll be on the beach. Search carefully around the cliff near the
east edge, and you'll find it nestled in a treasure box. The box is obscured by
trees, so you'll need to rotate the camera to get south at the top.

Go around and restock your healing items. After that, chill until 8PM on day 44
(4th day of the week). Whether Rinna is in your party or not, a soldier will
appear and say that she has been kidnapped. You'll be teleported back to the
inn, where Rinna's dad will give you a ransom letter. The party gathers in
Mouse's room to discuss matters. Apparently, the kidnapper is Grantus, one of
Xel's little buddies. Remember, he's the one we slaughtered when he tried to
smack around Rinna the first time. Grantus wants Mouse in a duel with Mouse in
return for Rinna. Go ahead and accept the duel, since we have to do the heroic
thing.

And then, wait until...

<<DAY 45>>

At 5AM, you'll be teleported to where you need to go. Grantus waits for Mouse
with Rinna unconscious beside him. Pattimo and Grantus strike up a
conversation, in which the former asks why bother to have the duel since Mouse
will wake back up if he loses. Grantus explains that there is a tribe called
the KANON. The KANON can manipulate time. Grantus, the other two servants, Xel,
and Mouse are all descendants of the tribe. If a KANON member fights with the
intent to kill, then the time loop would have no effect (which explains why
bosses stay dead once Mouse slaughters them). That means that Grantus will be
intending to kill Mouse in this duel. How nice.

This ALSO means that up until now, Xel has never really fought you with all his
heart. If he had, you'd be dead on the fifth day of this adventure. Hmm...

Anyway, Rinna wakes up at this point. She punches Grantus, which has even less
effect that her broom had. Grantus actually apologizes to Rinna for the
inconvienence, since he simply wanted to draw Mouse out into a duel. For being
an evil... an evil whatever, he certainly has high morals and is rather polite.
Rinna declares that she will fight too, but Pattimo nicely tells her to blow
off.

Grantus pulls off his mask to reveal that his face is that of an ox's anyway.
He picks up his battle axe as Mouse draws his sword. And away we go!

Grantus is invincible against all status ailments, so don't bother with Duet or
anything like that. Just use Slash since that takes the least amout of AP (you
may even get to attack twice in a row sometimes). The big disadvantage here is
that you can't use items, so make sure you just attack, attack, attack. Grantus
will fall to one knee when you damage him enough. If Mouse is still standing at
that point, you have the match won. Just Slash until Grantus submits.

Grantus explains that while Xel may be enjoying himself with the time loop,
Grantus is getting really bored after all these years. He was waiting for a
strong warrior to fight with, and now that he has, he's pleased. He gives Mouse
a key to Loreille's room. He tells you that her room is sealed with magic on
the 5th day of each week, but that key will let you in. Grantus then says
goodbye, walks several paces away, and kills himself with a magic spell. Rinna
and Mouse make him a tombstone, and Pattimo utters a final goodbye.

Rinna says that 6PM is the latest you should get to the castle. That gives us
plenty of time to run one quick mission.

First, make sure you have at least 1000G on hand. PJ to the map square that
contains Rummy's house. Across the street from her house is the fish shop.
Enter it, then go down the stairs on the east edge to descend to the beach. Go
north and follow the sands as they bend east. You'll soon see another fish
shop. Pass it and enter the building beside it. Talk to the guy behind the
counter and buy a Wish Flower.

Now, PJ to the map square with Ano's Ruins (also the Woodcutter's Village).
Enter the ruins and find Grantus's tombstone. Stand before it, then go to your
Items list. Select the flower, and you'll leave it by his grave.

All right, time to go to the castle. PJ to the city and drop off all your items
and money at Claire's shop, because you're not going to have another chance
this week. Arrange your party, then head to the castle.

The moment you cross the bridge to the castle, the entire party will appear at
the side door. They decide that only three people should attack, and Rummy
volunteers herself. Counting Mouse, you can only put one more person in there.
Up until now, you know that I've been preaching about having a rotation system.
The second reason I recommend one is so you get used to everyone. At this
point, however, you pretty much know who you like and who you don't. For your
second person, just pick someone you really like, especially if they're at a
high level. My choice was RindRinna, and oddly, this threesome is my alpha
team, the squad I perfer most of all combinations.

From the entrance, head west and ignore the doors. At the intersection, go
west. At the next, go north. Follow that west and go up the stairs. You're now
on the floor that you normally come in on. Go east, skip the firth path north
(which leads to Ano's room) and take the second. Turn west at the T-section,
and take those stairs up. Go east at the intersection, then enter the throne
room just to the north. Exit the throne room via the hall in the northwest
corner. It's linear from here, just take the stairs up when you get to them.

You'll get a cutscene that stars Loreille. She's rather pleased about Mouse's
appearence and reacts accordingly. Rummy acts like she wants to vomit, and
Mouse acts likes he's confused. Ah, young love.

Anyway, you suddenly get a time limit. You need to take Loreille the heck out
of the castle quickly. Even though you see her following the party, she doesn't
get to fight. Run through the throne room, go west, take the stairs, south,
west, north at the stairs. Go east, take a short trip south, then east. North
the next, then run out the side exit.

You go into auto mode here and retreat into the woods, where the rest of the
party awaits by a campfire. Mouse is all smiles as he approaches, and the party
celebrates their victory.

A bang gets the party's attention. Fireworks are being fired into the night
sky; they're having the wedding ceremony! Everyone turns to Loreille in wonder,
and the princess pulls an Exorcist moment, spinning on her torso. Brilliant
light shines from her, and her body freezes.

You're then greeted by Jawarro, one of Xel's two remaining servants. She
explains that the "princess" is Lloyd, a robot created from magical science. A
quick shot of the ceremony shows that the real Loreille is still unwillingly in
the clutches of Xel.

Jaws then explains her plan and badmouths the deceased Grantus, then casts a
spell on Mouse. As Mouse floats up to be dropped into a blackhole, Jaws says
that she'll get rid of the hero and wipe the memories of the rest of the party
clean. Mouse helplessly floats there, and Gallhint's dagger slips out of his
pocket into the hole. Suddenly, a hand grabs the weapon and chucks it through
Lloyd, destroying the robot and making the hole disappear! Yay!

You're prompted to pick the party. Grab two that you're comfortable with, and
you'll engage Lloyd. It has the strength of moldy sausage. Rip it apart like
you know you can.

Once it's finished, Jaws takes her leave. Ano checks out Lloyd, and Rummy gives
Mouse a bear hug. Two seconds later, a huge firework marks the time loop.

<<DAYS 46-47>>

Mouse wakes up where he always does. He and Pattimo see Gallhint's knife
pinning a card with the royal family's crest. Hmm... Rummy appears and tells
you to get to Claire's shop, where everyone already is. Family meeting!

Ano has examined Lloyd, and is thoroughly depressed because he can't figure it
out. After the party gives him a pep talk, he says that he will figure it out
in two days. Then he finds a piece that he doesn't understand. Claire picks it
up and for some reason knows exactly what to do with it. Anyway, Pattimo
correctly states that he and Mouse aren't going to get anything done standing
there. You're given the option to use the Time Vault and get two party members,
though Ano and Claire are taking a vacation. Make sure to do what you need to,
because you won't be able to enter Claire's shop until Ano is finished.

Now, since we can't do anything for awhile, let's run around and get some more
map pieces to complete the collection. Assuming you've followed my walkthrough
all the way through without exploring on your own, and assuming you've played
the drinking game with Claire enough times to win all the map pieces you can
from her, you should be missing only 10 pieces. For two, Power Jump to the map
piece that's just to the west of the palace.

Hit Select to bring up the map. See the path leading north at the northwest
corner? Take that. As the road bends east, look for a box that's obscured by
some trees. That box contains your map piece. Keep moving east on the road.
You'll soon encounter a little village, home to some coal miners. Go all the
way to house at the very east edge and raid the drawers there to get the piece
of map for the area.

Now PJ over to the map piece with the graveyard. Again hit Select to bring it
up. Your target is the path that exits out the west edge. Walk along this road
as it bends southwest, and you'll find yet another box that is obscured by a
tree. That one has what you need.

Now you have the entire northern half of the map. Nifty, huh? Keep heading
south on the road you're still on. At the intersection, go west. There will be
two treasure boxes there, one of which contains your next map.

Now, PJ to the map piece with Rummy's house. Head south and take the main road
that leads west. Keep walking along the main road as it turns north, then west,
then south, then west, north, and west. Here, you'll come to an intersection.
Go southwest and you'll find a huge brown building. Inside is a museum of old
artifacts and things. Search the bookshelves for a piece of map.

Exit the building and continue along the road north. When it splits, go west.
Follow it around and you'll go up a tiny ramp, then U-turn back north. Keep
going and you'll find a rather large building. This is a fortune teller's shop.
Make your way through the obstacles he has around him and talk to him. Though
he says that telling your fortune will cost you 30G, he'll later say that this
one was free. Agree to get your fortune told, and once you're done, you'll be
given a piece of map.

As of FAQ v0.1g, that's all the map pieces I can find. Only four are left. If
you know where to get them, e-mail me at pyrofalkon@hotmail.com, and I'll post
it here with all due credit.

===

--3. BLACKSMITH SHOPS--

Remember, the person whose weapon you're upgrading needs to be in your active
party.

Mouse: The south-central building in the village mall.
1st Upgrade:
2nd:
3rd: 24000
4th: 36000

Rummy: The south-west building in the village mall.
1st Upgrade: 3000
2nd: 6000
3rd: 9000
4th: 12000

Claire: Just to the west of the marked restaurant.
1st Upgrade: 2000
2nd: 21000

Plosi: None

Rinna/RindRinna: None

Kyte: None

Bagoth: South of Rummy's house, second street that turns west, large brown
building just south of the road.
1st Upgrade: 6000
2nd: 12000
3rd: 24000
4th: 39000

Ano: None

Beak: The south-central building in the village mall.
1st Upgrade: 30000
2nd:

===

--4. MINI-GAMES--

Starting with Super Mario RPG: Legend of the Seven Stars for the Super
Nintendo, it became REAL trendy to put mini-games into RPGs. I totally agree...
if you ever get bored of exploring and talking and fighting, you have ways to
distract yourself, and usually get some nice booty from it.

Here, I'll list the mini-games in order of availability.

<<MUSIC>>

As you probably know, you can whip out Pattimo through the item screen. With
your score, rank, and goods/greats recorded for all to see, you can get real
creative with it. Heck, I suppose you can even make a drinking game out of it
("For every 'bad' you get, take a shot!").

Anyway, here are my current records for playing all the songs. Compare them to
your own scores to see how well you did. Remember: practice makes perfect.

IMPRESSION
Rank: A
Great: 70
Good: 20
Bad: 0
Max Combo: 90 (The whole thing!)
Score: 11,725,800

LOVE GROW
Rank: B
Great: 71
Good: 36
Bad: 10
Max Combo: 49
Score: 3,986,400

CELESTIAL ROAD
Rank: B
Great: 19
Good: 11
Bad: 0
Max Combo: 30 (The whole thing!)
Score: 3,246,000

CALL FROM SEA
Rank: D
Great: 57
Good: 39
Bad: 80
Max Combo: 33
Score: 1,364,100

ETERNAL LOVE
Rank: B
Great: 141
Good: 48
Bad: 24
Max Combo: 52
Score: 3,970,100

<<THE DRINKING GAME>>

And speaking of drinking games, Mouse can have one with Claire!

Go to the bar where you found her any day after 10PM (she does not have to be
in the active party). Talk to the girl in black and red behind the counter, and
you can initiate a drinking game for 100G.

Before I get into the rules and methods, let me note that the programmers mixed
up the text a bit. When it's Claire's turn, it says "your turn," and vice
versa. No matter whose turn it is, though, you are the one in control.

The way this one works is simple. The goal is to be less drunk than Claire.
She'll go first, but the controls are identical between each person's turn.

Once a turn begins, you'll see three two-digit numbers shuffle. This is the
mixture ratio, and it can range from being one-heavy (80%, 10%, 10%) to being
equal across the board (34%, 33%, 33%). Simply hit the X button and you'll set
the ratio.

After the ratio is set, you'll see a slot machine with several bottles of
drinks go flying by. Hit the X button to freeze the reels, one at a time.
Whatever three drinks are across the middle get mixed together in the same
ratio. The cocktail is then sucked down by whoever's turn is up.

The color of the panes that the bottles are on represent how much alcohol is in
them. For example, the glass of water and the bottle of soda are on a blue
background; they have zero alcohol in them. There are a few bottles with bright
red backgrounds, and those are probably as strong as Kyte's Shark Killer.

Anyway, after the target takes a drink, his or her meter will start rising,
indicating how smashed they are. You'll see both getting drunk by their faces
and bodies, too. Whether they're just slightly woozy to down-right blasted, you
can see how the game is going.

The game lasts three rounds, after which the winner is whoever is less drunk.
If you win, you'll get a piece of map for a remote location. You can get those
maps 6 times. On your 7th win and thereafter, you'll start getting other items.

The strategy behind this is a bit difficult. With the speed that the mixture
ratio and drink selection fly, there's not a whole lot of planning you can do.
This game more or less relies on luck, although with enough practice you might
be able to time it well. Remember, try to have Mouse drink low-alcohol drinks,
and have Claire drink the hard stuff.

<<MUSICAL DOMINOS>>

The northeast building of Gallhint's fortress has three thieves inside. The one
sitting on the chair wants to play a game with you similar to dominos. This can
a be relatively high stakes game: half of your current total is on the line. So
if you have 40,000 G on you, you'll either walk away 20,000 richer or 20,000
poorer. It's a gamble to say the least.

When the game commences, it's just you and your opponent. The person who goes
first is random. Select any of your tiles; the placement is automatic. Your
opponent then lays down a tile beside yours, and the symbols that touch have to
match. Then you select another of your tiles to lay on the line. As long as the
symbol matches, you can add onto either end of the line. If you or your
opponent cannot make a play -- that is, you don't have a tile with a symbol
that matches the ends of the line -- then the player must select one tile to
place on his point pile.

The game is over after 14 turns. Each player then adds up the number of points
that the tiles in his point pile represent. The lowest score wins. If you tie,
then the game is a draw.

Here's the point scale, with an English translation of the notes for those of
us who are not musically inclined...

16th note triplet (three notes joined with two bars) = 6 points
8th note triplet (three notes joined with one bar) = 5 points
16th note couplet (two notes joined with two bars) = 4 points
8th note couplet (two notes joined with one bar) = 3 points
16th single note (one note with two flags) = 2 points
8th single note (one note with one flag) = 1 point

The point values are added per tile. For example, if you have a tile that has
an 8th single note and 16th note couplet, the total score is 1+4, or 5.

Obviously, this means that if you are forced to put a tile in your point pile,
you'll want to choose whatever one gives the lowest total (usally anything with
8th single notes).

The strategy I have is kinda simple. First of all, try to get rid of your
highest valued tiles. If you start the game with a tile that has two 16th note
triplets, play that one first (those 12 points would bite you in the butt if
you had to toss it on the point pile). Second, try to keep a variety of tiles
on hand. If you have all six symbols, then no matter what's on the ends of the
line, you can make a play. Finally, if you have any duplicates, try to use them
as soon as you can. That is, if you have two tiles with BOTH symbols idenitcal,
play as soon as you can, especially if the total is rather high.

This game can be QUITE lucrative. If you want to do a bit of cheating, you can
save just outside the house. If you lose the game, reset the console and you'll
get your money back.

===

--5. ENDING BLURB & COPYRIGHT INFO--

An abrupt end, no? Don't worry, it's only because my session is done for now.
I'll pick up the game again tomorrow, then continue my FAQ, and I should have
an update soon.

This is my fifth FAQ. I've also written time studies for Age of Empires II and
its expansion; a time study for C&C: Red Alert 2; and and a full FAQ and
strategy guide for Golden Nugget 64.

This document is copyright 2002 for J. "PyroFalkon" Habib. Until this FAQ is
complete, I will not allow it to be re-distributed in any way. This document is
exclusive for GameFAQs.

pyrofalkon@hotmail.com

Good luck in all your gaming experiences, and never trust the smiling penguin.
