A      t     L         Twi                t      Sp
   r     h     a     :      lig      of     h       iri
     c     e     d              ht             e        ts


		a guide to the game from Otaku Gundam
				 and Tora Sora


Welcome, one and all. This is a FAQ. I'm sure you all know what one is, so 
onward.

Arc the Lad: Twilight of the Spirits (c) 2003 SCEA: Sony Corporation 
Entertainment of America [and all them rich folk].

This FAQ (c) 2003 Sora Coulter and "Domo" Takeshi [us poor folk].

This FAQ is liable to change opinions (meaning something might say ((Sora: 
*glares at power-trippin' Deimos*)) or <>Otaku: *glares at greedy Humans*<>) 
so beware of that. Just so you know who's talking when. ^_^

Also, please bear in mind that we're re-taking down information as we play 
through again. We sure as heck don't remember details from the beginning, so 
we're going through like we're playin' it for the very first time. So it'll be 
updated as our joint game-thingy progresses... Please be patient. Thanks. ^_^

To contact us: (since we know nobody really reads the Credits...) Email us 
(BOTH, heheh) at twilight_homies@yahoo.com. We know, aren't we cool. <>Otaku: 
I've noticed that some people have e-mailed my own e-mail address
with Arc: ToS questions. While I personally don't mind it, I do prefer to 
consult with Sora on the questions (since she knows some parts of it better than 
I). If you're concerned and want to make sure that at least one of the authors 
gets your question, then don't worry; we both check "twilight_homies" at least 
once a day, so it'll be almost impossible not to find your e-mail. Thank ye.<>

Sora is a girl. Otaku is a guy. Just so you know. Because we think some emailers 
are presuming that the "twilight homies" are both guys. We're not. One of each. 
^_^ Everybody happy? ((Sora: Please stop asking which female character I think 
is hot. Or I "love" the most. Please.)) <>Otaku: LOL, I actually found that 
quite humorous.<>

We're really sorry... we know this FAQ looks REALLY weird in Internet Explorer,
and we're still trying to figure out why it does what it does. We've been
testing it in Netscape, and the returns that we put in SHOULD carry over to IE,
but for some reason they just aren't working out. We'll try to fix it... in the
meantime, either (a) get Netscape to look at the FAQ or (b) don't blame us
if it looks muddled and confusing ^_^; heh...


-- MARK --
(spoilers)
...
This be an FAQ. Thar be spoilers ahead. Yar. Savvy?



- ~ - * UPDATE GUIDE * - ~ -

7/28/2003
Finished: Kharg's Story 3, Darc's Story 3, Kharg's Story 4, AND Darc's Story 4.
Updating now! Muahaha! Go us ^_^
... Please don't hate us for not updating sooner... ^_^;
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/25/2003
Continued to add Kharg's Story 3. Expected update soon.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/24/2003
Revamped the "Items, Etc" section to be easier to read.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/19/2003
Continuing with as much updating as possible in the span of a few days. 
We will get this thing finished. We swear, under pain of death.
... Well, it WILL be done... eventually. ^_^
Completed Ancient Tablet and Spirit Dictionary information. Added Kharg's Story
3 and more Arc References, as well as more Skills/Magic.
We plan to revamp the Items section soon so that Items will be easier to find.
Expect that within the next couple of updates.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/15/2003
Yessiree, we're updating, this time with one we'll upload to replace our
previous version on GameFAQs. Updates include: Kharg's Story 2, Darc's Story 2, 
Ganz, Volk, and Camellia added to the "Characters" section, more Skill/Magic
info, and several new sections: Battle Voices, AtL Collection References, the
"Cool List", and Ancient Tablet/Spirit Dictionary locations and info.
(Side note from Otaku: I've had my hands full for the last couple of days, due 
to the 2 websites I'm making as well as finding some time to play Arc the 
Lad...and take notes so I could write the notes up on the computer. As well as 
trying to keep my faction up and running (I'd put in a shameless plug here, but 
I don't think CJayC would be too happy about that. ^_^' heheh). This is a major 
reason for the late update, so...gomen nasai. -_-) Sora's busy too. Or 
something.
Don't hate us because we work hard. It's all for you. Yeah, you. *points* And 
maybe that guy next to you. And your cat. Rock, Kuroneko.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/5/2003
AIEEEEE!! We're published FAQ authorses! Uh... yeah. Thank yoooouuuu, CJayC!!
Updates today include the addition of Kharg's middle name to the Characters 
section, more additions to the Skills and Magic sections, and the beginning of 
Kharg's Story 2.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/3/2003
Darc's Story 1 finished, due to Otaku's writing prowess. Guide is now 
preliminarily done... ready to be submitted. Updates will follow. Wish us luck 
^_^
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/2/2003:
Well, we worked all through the night... still not much progress. Still writing 
Kharg's Story 1. It's 4 am. We think we'll sleep now. Hey, it's a damn good FAQ. 
You know it. Whoo. 'Night.
Later on: It's now 3 pm. Still not quite ready for submission... we reached the 
maximum amount of text for a SimpleText document and I (Sora) have been 
deleting carriage returns like my life depends on it to work in Microsoft Word. 
Back to the real work now. I hope I don't get carpal tunnel.
3:38 pm: Kharg's Story 1 is finally done. 
4:48 pm: The framework for the FAQ is finally complete. Sora wants to submit it 
now and then update from here on out. Otaku wants to keep working, then 
submit a more complete guide. It seems to be a conflict of interests. We'll keep 
you posted. Literally.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
7/1/2003:
We began this FAQ ^_^ There isn't a lot of information right now...  Started to 
write the beginning of the beginning. Stay tuned. We'll progress rapidly. 
Hopefully.
On a random note: Happy July.




- ~ - * TABLE OF CONTENTS * - ~ -

Note: To get around easily in this FAQ, simply do a search for a key part of the 
section title and you should be brought right to it.

I. Introduction
   A. Background Storyline: Previous ATL Summaries
   B. Background Storyline: War of the Spirits
   C. Spirit Stones

II. Characters
   A. Main Characters
   B. Secondary Characters

III. Menus and Controls
   A. Stats
   B. World Map/Town Controls
   C. Battle Controls

IV. Walkthrough
   A. Kharg's Story 1: The First Battle
   B. Darc's Story 1: Awakening
   C. Kharg's Story 2: Setting Out
   D. Darc's Story 2: Ambition
   E. Kharg's Story 3: Conflict
   F. Darc's Story 3: Love and Hate
   G. Kharg's Story 4: Rage
   H. Darc's Story 4: Reunion

V. Skills and Magic
   A. Overview: Acquiring Skills and Magic
   B. Skills
   C. Magic

VI. Items Etc.
   A. Kharg's Party Shop Info
   B. Darc's Party Shop Info

VII. Ancient Tablets and Spirit Dictionaries
   A. Ancient Tablets
   B. Spirit Dictionaries

VIII. Battle Voices
   A. Kharg's Scenario
   B. Darc's Scenario

IX. Arc the Lad Collection References

X. The "Cool List"

XI. Credits and Thanks



- ~ - * I . INTRODUCTION * - ~ -

(( Sora: Otaku thinks he's gonna snap because I "won't let him write any of 
this".  I think I'll be turning this over to him. ))

<> Otaku: Uh...heheh. *Ahem*... <>

A.  Background Storyline: Previous ATL Summaries

Before we leap into the new game, let's look back at the three previous ATL 
games and their overall plot.

Arc the Lad ~ Young lad Arc seeks his missing father Yoshoa, befriends allies 
along the way, then sets out to defeat an evil force (lead by the Dark One). It 
might not sound like much, but this simple strategy-RPG quickly became one of 
the most noteworthy in Japan. Allies include musician Poco, samurai Tosh, healer 
(and female love interest to Arc) Kukuru, and the eccentric summoner Chongara 
(his most powerful summon being Choko, who'll appear in the next three games...).

Arc the Lad II ~ The sequel to ATL is actually a continuation of the first game; 
all of the old characters are still here, but the main focus has switched over 
to a young Hunter named Elc (a.k.a. Elk in Japanese) and his group of friends.
Both the ATL and ATL II characters eventually become one large team, and 
together vanquish the Dark One. The defeat of the Dark One, however, costs Arc 
and Kukuru their lives...as well as causing "The Great Disaster", which also 
killed a whole lotta people. So, in short, there's a whole lot of dying. New 
characters in ATL II include ninja Shu, robot Diekbeck, and warrior Gruga. Choko 
also becomes a regular, playable character.

Arc the Lad III ~ The last ATL game to appear on the PSX (for now at least), Arc 
the Lad III incorporates a lot of new features. Non-chibi character sprites, 
impressive CG cutscenes, new battle features, and a storyline based around 
Hunter Guild jobs are just the beginning of what's in here. An all-new cast is 
introduced, including Alec (the "hero"), Lutz (his goofy best friend ^_^), Theo 
(the kid with a dream), Cheryl (the rebellious "loner" chick), Marsia (the mage 
girl), and Velhart (the guy with the huge sword and long hair). Also playable 
for short periods are Elc, Shu and Tosh from the previous Arc games, and other 
characters from the first two games make cameos as well.

B. Background Storyline: War of the Spirit Stones

Chaos and suffering are close on the horizon...and powerful spirits are about to 
play their hand!

For countless generations, Humans and Deimos have relied upon one natural 
resource- Spirit Stones. Both races mine the gems from sites around the world. 
To the Humans, the Stones are an energy source supplying warmth, light and 
mechanical power. To the Deimos, Spirit Stones are the vital force empowering 
their magical abilities.

Aside from Spirit Stones, the Humans and Deimos have almost nothing in common. 
Centuries ago both races decided to ignore the other's existence. Now each 
culture inhabits a different part of the world. On those rare occasions 
when Humans and Deimos clash, control of Spirit Stones is the reason.

To both Humans and Deimos, the most powerful treasures in the world are the 
five one-of-a-kind Great Spirit Stones, each representing one of the elemental 
powers of Water, Fire, Earth, Wind, and Light. If one being- Human or Deimos- 
were to possess all five stones, he would wield limitless power.

At this moment, a Human army is sweeping across the globe in an attempt to 
capture all five of these treasures and enslave every other being on the planet.

But the Spirits inhabiting the Great Spirit Stones will not let the future be 
decided so swiftly. Instead, they will place the fate of both races in the hands 
of two young warriors. One, named Kharg, lives a princely existence in the Human 
world. The other, Darc, is a lowly slave in the harsh Deimos civilization. He 
has suffered great hardship and carries a troubled heart. Each has sworn to 
defend his own world, and neither knows the other exists. Both these brave souls 
are unaware of the incredible powers they might soon possess.

Join the two young warriors as they carry out a solemn oath to defend their 
civilizations. Prepare your weapons, focus your magical powers and surround 
yourself with powerful allies.

It is time to battle the intruding darkness.

C. Spirit Stones

In ToS, characters do not have MP. Instead, they cast spells and use skills by 
harnessing the power from Spirit Stones. In a way, this is quite helpful; you 
can keep some characters constantly full of Spirit Stones (noted in this FAQ as 
"SS") by taking some away from characters  that you don't use (or at least don't 
use their spells/skills) often. However, this can also be a bit of a pain; 
unlike MP, SS aren't recovered when you heal. You'll either have to buy some SS 
at shops or pick some up with a character during battle.

For more information on magic spells, skills, or Spirit Stones in general, see 
the "Skills and Magic" section.



- ~ - * II . CHARACTERS * - ~ -

A. Main (Playable) Characters

Below is a description of main characters, along with other tidbits of interest. 
As the walkthrough progresses, so will the information on characters and 
characters themselves will be added.

Kharg Meleol Nidellia
First Appears In: Kharg's Story (obviously)
Age: 16-17
Weapon: Sword
Uses: Skills, later Spirit Magic
Description: Generally a happy guy, Kharg is one of the two main "heroes" in 
ToS. His family was once the ruling family of his country, Nidellia. He 
enjoys becoming a skilled warrior and strongly believes in protecting his 
country and his people with his strength. His best friend is Paulette, whom he 
has known since they were both very young. He is called "Lord Kharg" by many of 
the people in Yewbell but doesn't think it's necessary. He has a strange 
birthmark on his right arm and pointy-ish ears. ((Sora: ...is pointy-ish a 
word?)) His mother is Lady Nafia, and they live together in the town of Yewbell, 
in Nidellia. His father is dead, and his mother will not tell him anything about 
his dear ol' daddy-o.... 

Paulette
First Appears In: Kharg's Story
Age: 16-17
Weapon: ((Sora: It's a paper airplane on a wire! It is, I tell you!!)) Unknown 
for the time being.
Description: She is Kharg's best friend and has a bit of a crush on him. She is 
one of the only people to call him simply "Kharg". She is Lloyd's daughter and 
apparently the only female member of the Nidellia Defense Corps.

Maru
First Appears In: Kharg's Story
Age: Somewhere from 13-14, maybe older, maybe younger... meh. <>Otaku: 
Give or take.<>
Weapon: Bow and Arrow
Description: Maru is first known as the "wild monkey monster" with the green 
face that has been stealing food from the people of Yewbell. When Kharg 
ventures into the Chaos Forest, he encounters the "monkey monster" and 
discovers the true identity: that it's only Maru with a green mask. Maru claims 
to be the prince of his own country, yet doesn't remember what country or where 
it is, since he was taken away from it when he was young. He does however 
have a golden crown around his neck, which he uses as proof of his royalty. He 
eventually stops treating Kharg like a "peasant", but tends to treat everybody 
else like they are. Since both of his parents are dead, he has been living alone 
in Chaos Forest, but asks Kharg if he could go with him on his adventures 
because he wants companionship.

Ganz
First Appears In: Kharg's Story
Age: Somewhere in his mid 30s.
Weapon: A huge, frelling AXE. (Ok, so it's not HUGE, but... eh.)
Description: Ganz was a war orphan who became a mercenary to get money. However,
one day he was gonna die, was saved by a young, "rookie" soldier who was 
fighting to protect the country he loved, and had a conversion thing. He then 
started looking for something to protect, and ended up in Isulo Forest, where he
stays, known only as a "large, scary man" by the people in surrounding towns. He 
joins Kharg to look for that rookie soldier at first, later to get revenge.

Darc
First Appears In: Darc's Story
Age: 16-17
Weapon: At first his left arm, later a sword.
Description: Darc began life with his father, Windalf. Upon Windalf's untimely 
death, he entrusted his son with a shiny, pretty green stone (a.k.a. the Wind 
Stone). He was later rescued by a large, ugly... uh, woman named Geedo (who 
slightly resembles a hybrid of a frog... and Jabba the Hut) and taken in as a 
slave. She fed him (sort of) and took care of him (with a whip) so he grew up 
nice and strong. And angry. But anyway. Since Darc's mother was a human and 
his father was a Deimos, Darc shows physical characteristics of both. He looks 
mainly like a human with pointy ears, scales down one side of his body, and 
wings. He has a strange birthmark on his right arm.  He lives with (slaves for) 
Geedo in her... home thing near the Deimos town of Orcoth. He is known to the 
Orcons there as a Deimos- "wannabe".

Delma
First Appears In: Darc's Story
Age: 16-17 (you never can tell with Deimos...)
Weapon: First her legs/feet (she kicks), later a long metal claw.
Description: Delma is a Orcon girl who takes a special interest in Darc, the 
"wannabe". Her big brother Densimo is currently the leader of the Orcon and 
ruler of Orcoth. According to Gorma, the elder in Orcoth, Delma is really a shy 
girl... ((Sora: Uh-huh. Right.)) She joins Darc and begins to feel emotions and 
becomes quite attached to the "wannabe". That is, until the unfortunate  
incident, after which she vows to kill him. This alone is the "reason" she stays 
with Darc... ((Sora: Uh-huh. Sure. Right again.))

Volk
First Appears In: Kharg's Story, oddly enough...
Age: Uh... 20. Not in dog-years. Hahahahaha... uh... wolf.
Weapon: An axe-like thing. Apparently NOT human-made. Since he's against that
and all.
Description: Volk's first appearance is in the end of Kharg's first story, where
he most notably... kills Lloyd. But hey, Lloyd slaughtered his wife and kid, so
all's fair in love and death. And killing. And rage. And revenge. Yeah. Volk
then ventures around basically slaughtering things, until he gets to Darc's
arena in Orcoth, where he kills a buncha Orcon, fights Darc, loses, and swears 
allegiance to Darc as his "alpha". One might even go so far as to say Volk is 
Darc's bitch. Literally. (As in the DOG way, people.) So Volk is Darc's lackey. 

Camellia Rofeana Semalba
First Appears In: Darc's Story
Age: Um... she looks heeeeeeeeecka old. But she's probably not that old...
Weapon: A flower and poison dart-things. We think.
Description: Camellia is the Pianta Sage, which means... she knows a lot. She
first appears technically as an enemy to Darc's posse, fighting them inside a
Dilzweld machine called a "Argewalt". When they defeat it, Camellia is freed.
She was kidnapped (sage-napped?) by Dilzweld because her tribe knew the location
of the "Miracle Stone", actually the Water Stone. None from her tribe would tell
the Dilzweld where it was, so they were tortured and experimented on using the 
power of the Earth Stone that Dilzweld had. This is apparently why she has her 
shriveled, nasty appearance. She joins Darc in order to get the Water Stone and 
transform back into her regular self. But, like everyone else, she just wants to
follow Darc. Darc coo. We love Darc.

Bebedora
First Appears In: Darc's Story
Age: Looks like a young girl of maybe 9 or 10... actual age is OLLLLLLD.
Weapon: Stuffed Rabbit. Yeah, you heard us.
Description: Bebedora was created for the sole purpose of destroying the
world. Fun, huh? She's been trapped inside the Coleopt Shrine as a sort of
guard dog for Queen Selkis. She decides that, since Darc's emotions are so
different from any Deimos or Human, she wants to follow Darc and his posse
on their adventures to "see more" of Darc's emotions. She then takes Darc as
her "master" and swears to follow him. She says that she is a "puppet", human-
like, controls and is controlled. Her Mind Control skills are formidable, and,
in all honesty, nobody doesn't like her. (Ah, double negatives...)

B. Secondary (Non-Playable) Characters

Lilia
First Appears In: Kharg's Story
Age: 16-17
Weapon: None... her ortena? Her English singing voice? ^_- heh. <>Otaku: Ouch.<>
Description: Lilia has had a hard life. She lived in peace with her mother and 
father until Dilzweld decided to hunt out the Great Spirit Stones. Her hometown
was in possession of the Light Stone at that time, and ended up getting... 
mauled by Darkham's lackeys. The Light Stone was handed over to Lilia's family 
and they ran. One day, her father gave the Light Stone to her mother and up and
left, nobody knows why. Three years before the events of ToS, Lilia's mother 
died, leaving Lilia in sole possession of the Light Stone. Since then, Lilia has 
been running from Darkham. Kharg and gang find her after her airship crashes 
near Yewbell, while Lilia is on her way to Cathena to report Darkham's activity
to the World Alliance. She's wanted by Darkham for a special reason... one we've
yet to uncover. (Well, WE have, but YOU might not have. So we won't spoil it.)

(Lady) Nafia Yuriel Nidellia
First Appears In: Kharg's Story
Age: Unknown
Weapon: None, her optimism. ^_^ ((Sora: heh.)) <>Otaku: lol<>
Description: Kharg's mother, the former Queen of Nidellia. ((Sora: She's got a 
weird headdress thing...)) Whenever she hears about someone fighting, she 
lectures about not fighting with hatred, rather to protect someone or 
something. According to an old woman and old man in Yewbell, Nafia was quite a 
warrior in her day. She came back from a "long journey", 
<>Otaku:*coughhocough*<> many years ago ((Sora:*coughhocough*)) only to 
find that, in her absence, the country had been invaded, the castle burnt to the 
ground, and her hubby killed.  She immediately took charge and drove out the 
invaders, then declared Nidellia no longer a  monarchy, creating a peaceful, 
happy, EQUAL place. ((Sora: Peace and love, kiddies.)) However... she harbors a 
deep, dark secret and refuses to tell Kharg anything about his father......... 
((Sora: Come on, what did the townspeople THINK when she came BACK TO HER 
HUSBAND with a CHILD??))

Colonel Tatjana of the Dilzweld Army Special Forces Division ((Sora: ... o_O))
First Appears In: Kharg's Story
Age: Somewhere in her late 20s, maybe early 30s. With a lot of makeup.
Weapon: Special, scientific-y <>Otaku: That's not a word.<> ((Sora: ... Shut 
up!)) gun. Can shoot lotsa stuff.
Description: Tatjana first appears at Scrappe Plateau to take Lilia to Emperor
Darkham. She seems to think she's hot stuff and VERY loyal to Darkham, but 
that might all change... since Darkham probably sees her as a pawn to get
what he wants. Probably. So she might be moving outta the NPC section. Might.

Samson, the Double-barreled Gun-slinging Leader of the Moon Stone Gang of 
Thieves <>Otaku: 0_0 Dude! That's the longest title yet!<>
First Appears In: Kharg's Story
Age: Late 30s to early 40s, though he likes to play it young and get the ladies.
Weapon: Uh... double-barreled guns. Duh.
Description: Samson seems to show up just when you need him to. He's saved 
Kharg's... uh, booty more than once. This leader and his gang ONLY steal from 
Dilzweld for some... strange, unapPARENT reason. ((Sora: COUGH COUGH COUGH 
WHEEZE... sorry.)) Later on, Kharg may figure out Samson's secret... and Samson
may move out of the NPC section too. May. As in will.

Darkham Ekid na Bard
First Appears In: Kharg's Story
Age: maybe 40? Do vampires have the same age system as humans?
Weapon: Darkham Sword of Darkness and Despair <>Otaku: I made that up. It's 
actually just a sword. Meh.<>
Description: Darkham is the leader of Dilzweld, who seeks the 5 GSS so he can... 
well... we don't want to spoil the real reason for you. Anyway, he wants the 5 
GSS as well as Lilia, for she has something that Darkham needs. Darkham is never 
seen without his Royal Guards (the Emperor Palpatine rejects, as mentioned 
several times in the walkthrough).

Droguza
First Appears In: Darc's Story
Age: Uh...no clue.
Weapon: His large, Deimos right arm.
Description: Droguza looks like a whole mess of random Deimos. Once again, if we 
told you why that is, we'd spoil it for you. Droguza is also seeking out the 5 
GSS so he can become the Ultimate Deimos. He first meets Darc at the Rueloon 
Arena, where he is able to steal the Water Stone. For the remainder of the game, 
you will battle with Droguza several more times... including one that may be his 
last. May. As in will.

Captain Lloyd of the Nidellia Defense Corps. <>Otaku: Man, that's one hell of a 
title.<>
First Appears In: Kharg's Story
Age: Old
Weapon: Sword
Description: Paulette's father. He has been a father-figure to Kharg ever since 
Kharg was young, and taught Kharg to fight. He's currently growing old and slow 
<>Otaku: LOL!<> however, and will soon retire as Captain of the Defense Corps. 
He hopes to turn the title over to Kharg, who has proven that he is worthy of 
it. His buddy is Duncan, who mans the Defense Corps. office in the corner of the 
pub. Thought we'd mention Duncan here, instead of in his own entry. Poor fool.

Geedo
First Appears In: Darc's Story
Age: HOLY... uh, old. And FAT. And ugly. <>Otaku: You know, those are more 
physical characteris-<> ((Sora: Sha! She is, you know.)) <>Otaku: ... Yeah.<>
Weapon: Whip! ((Sora: Whippy whippy time.)) <>Otaku: Whoo-pah!<>
Description: Geedo... is fat and ugly. That out of the way, she took Darc in 
when he was very young and starving on the streets of Orcoth. Like we said 
before, she fed him poor and whipped him rich... er, good, so he grew up. That, 
in itself, was a miracle. Anyway. She likes a couple of things: (1) ordering 
Darc around, (2) whipping Darc when he doesn't do what she wants, (3) whipping 
Darc for no apparent reason, (4) Phoenix Blood, for drinkin'. Mmm, good for the 
heart. Or something. She also enjoys doing things for money. Greedy bastard. 
Er... whatever she is.

Gorma
First Appears In: Darc's Story
Age: uh... Elder-ly
Weapon: His staff, should he choose to use it.
Description: Gorma is the "village elder" of Orcoth and former leader/ruler of 
the town. He chose Densimo to rule after him, thinking that Densimo would be a 
good leader... <>Otaku: Boy was he wrong...<> Gorma very much likes Firbles, 
tiny-little-cute-white-lizard-like-creatures. Phew.  He wishes to try and raise 
one into a Pyron (flaming flying creatures) so that he can fly on it.

Densimo
First Appears In: Darc's Story
Age: Older than Delma, not as old as Gorma
Weapon: His sheer bulk, baby.
Description: Densimo is Delma's older brother, the current ruler of Orcoth. 
However, he's a bad leader; all he does is sit, sleep and eat Firbles. Oh yeah, 
he also bosses people around and threatens to kill them. Fun. Densimo only wants 
Firbles and power, and the power that comes with eating Firbles, and then 
s'more power. And Firbles. He joins Darc to fight humans and the Drakyr (other 
Deimos), but later, due to this... desperate want of Firbles, an incident occurs 
between Densimo and Darc that severs their alliance with each other. Densimo's 
biggest lackeys are Zoram and Zugalo.

Captain Spencer of the Epistia Resistance Team ((Sora: I made that up. Whoop.))
First Appears in: Kharg's Story 3
Age: An older gentleman... maybe in his 50s.
Weapon: Probably a gun, sword, something else... hand grenades... crossbow...
something else... yeah, he's armed.
Description: Spencer is leading the Resistance in Epistia. Shock, huh. His men 
"aid" Kharg and company only in that they cause trouble... he does allow you to
get a weapon upgraded to the Big Owl though, so he's not completely useless.



- ~ - * III . MENUS AND CONTROLS * - ~ -

A. Stats

Stats are pretty simple, really... If you've ever played any RPG, most will ring 
a 
bell. Or at least sound similar. Here's the lowdown.
  - LV: Level. Character's level. Goes up as you gain experience through 
battles.
  - * (SS image): Spirit Stone Total, the amount of SS the character currently 
has 
out of the total number that they could have.
  - (Picture of a bag): Item Total: The number of items that your character is 
holding out of the total number that they can hold.
  - HP: Hit points. The amount of health your character has out of the total 
amount that they have. If HP reaches 0... you win a prize! Yup, death. Happy 
hunting.
  - EXP: Experience your character has.
  - NEXT LEVEL: The amount of EXP your character needs to increase to the next 
level.
  - CLASS: A character's magic or skill level, represented by little gold stars. 
Gain SP to move up a Class.
  - NEXT CLASS: The amount of SP needed to increase to the next Class.
  - ATT: A character's attack power. The higher this number, the more damage 
the character dishes out.
  - SPD: Speed. This number determines who attacks when and how often in a 
battle. Higher numbers mean quicker attacks, more often.
  - CNT: Counterattack. The higher this number, the greater the chances of the 
character countering a Standard Attack.
  - MOV: Movement. The higher the number, the greater the area that can be 
moved around in during battle. A.k.a. your "reach" is bigger.
  - DEF: Defense. The higher the number, the less damage will be received from 
attacks.
  - HIT: Hit percentage. Probability that a character's Standard Attack will hit 
and 
not miss.
  - GRD: Guard. Probability that a character will block a Standard Attack.
  - TNS: Tension meter. As you take hits in battle, your character's tension 
meter will rise. Once it is full, a fire aura will appear around the character. 
In this state, all Standard Attacks by that character will be more powerful. In 
addition, if an ally is nearby when that character performs a Standard Attack, 
they will perform a dual attack for a buncha damage. ((Sora: TNS is a new 
addition to ATL games, fyi.))
  - MNT: Mental. The higher the number, the greater the effects of magic and 
skills.
  - SP: Spell casting. The ability to cast spells is earned with victories in 
combat. 
SP can later be used to "pay" for new skills and magic. 
  - AVO: Avoidance. A higher number means that the character can dodge 
attacks more easily.
  - CRI: Critical Hit percentage. The higher the number, the higher the 
probability that the character will perform a critical hit during a Standard Attack.

Elements: You can use elemental resistance items to make a character take less 
damage from certain elemental attacks. The elements are Fire, Water, Wind, 
Earth, Light and Dark.

B. World Map/ Town Controls

The controls for the World Map and towns are similar to that in previous ATL 
games. On the World Map, you can select a location using a flaming sword as a 
cursor. When a new area is brought up in conversation, it will appear in green 
text, signifying that it is now accessible on the World Map. By entering an area 
infested with monsters, you will automatically engage in a battle (or  
occasionally enter an important scene). By entering a town, you switch to the 
town controls:

- Left Analog Stick/D-pad: Run.
- Left Analog Stick halfway/Left Analog Stick+O/D-pad+O: Walk.
- X: Talk/Investigate.
- T (Triangle): Open main menu. (also usable on the World Map)
- O (when in main menu): Back/Close menu.

When dealing with merchants and other craftsmen (er...people), you can select 
sub-menus using the Left Analog Stick/D-pad and X. When purchasing weapon parts 
or accessories, the small images of characters in your party represent who 
can equip them. And whenever you find merchants, make sure to stock up on 
healing items and Spirit Stones!

C. Battle Controls

As soon as you enter a battle, you will be able to select party members that you 
wish to participate in the fight (as well as check party items and stats, or use 
items or skills). Once you have decided, select "Start" and then "OK" to begin. 
You will then view the victory conditions (these conditions must be met to 
successfully "win" the fight). Most of the time, the conditions will just be for 
you to defeat the enemies. Other times, however, you'll have to protect a 
character from harm or deal with another distraction while fighting. ((Sora: Yes 
indeedy.)) Anyway, after the victory conditions, you then switch to the battle 
controls:

- Left Analog Stick/D-pad: Move. (can only move within the blue area around 
your character)
- X: Standard Attack/Pick up item(s)/(when choosing a skill, item, or magic 
spell) Confirm selection.
- R1 (hold): Displays the character's Weapon Range (aim with Left Analog 
Stick/D-pad).
- S (Square): Displays cursor that can move freely around the screen (can check 
ally/enemy stats).
- T (Triangle): Open battle menu (use Left Analog Stick/D-pad to make a 
selection).

In the battle menu...

- Attack: If close enough and aimed at enemy, your character will perform a 
Standard Attack.
- Pick up: If standing directly over item(s) ("Item" will appear over 
character's head), your character can pick up the item(s). (note: Once a 
character has picked up an item, he/she will be unable to move. He/she can still 
attack and use skills, items, and magic, however)
- Skill (for Humans and Darc): Shows the skills the character knows (and the SS 
cost to use them).
- Magic (for Deimos and Kharg): Shows the magic the character knows (and the 
SS cost to use them).
- Items: Shows the items the character is currently holding.
- End: Ends the character's turn.

(by moving right or left while on the battle menu, you can reach these options:)

- Equip: Allows the character to change his/her equipment.
- Status: Shows the character's stats.
- Conditions: Displays the victory conditions (also notes what will result in a 
loss).
- Retreat: Allows your party to usually escape from most battles.

Also, not that it really matters, but unlike in previous ATL games, characters 
don't leap over one another; instead, they "shove" and move around them. ^_^ 
(heh)



- ~ - * IV . WALKTHROUGH * - ~ -

The game starts with a cutscene (where the English dub comes into play, and 
you can't do a darn thing about it) of a peaceful-looking girl sitting in a 
peaceful-looking place, playing some peaceful-sounding music on a strange...yet 
peaceful-looking instrument. She hears a noise and looks up suddenly to see a 
large airship and smaller craft approaching her in the sky. With "the Spirits 
guiding her", she takes off.

A. Kharg's Story 1: The First Battle

Okay, so technically there's another cutscene before this but...meh. Anyway, 
you'll see this cutscene of a boy (Kharg) preparing for a swordfight with an 
older man in armor (Lloyd). A girl (Paulette) cheers for Kharg from the 
sidelines. After enjoying Kharg's ownage <>Otaku: Is that a word? Eh.<>, Lloyd 
admits that Kharg has become very skilled. A stout man (Banjo) calls to Lloyd 
and asks to speak with him. Kharg and Paulette wonder what they are speaking 
about, and you gain control of Kharg! However, you can't do much right now 
so...just run over and talk to Banjo. Banjo explains that he was at Scrappe 
Plateau earlier and saw a "suspicious-looking old man" there. He wants it to be 
checked out. Kharg offers to go, and Lloyd agrees, telling Paulette to accompany 
him. Paulette suggests that you should stop in and tell "Lady Nafia" 
((Sora:*coughthehocough*)) where you are going. Kharg thinks it unnecessary, 
but YOU (lucky you) get to go to Kharg's house anyway. It's right there, where 
you were fighting, just GO in the door. Yup. 

Nafia seems not to be there... They hear a voice, however, that seems to be 
coming from Nafia's room. Kharg says he'll check in it out, and Paulette seems 
to think it would be "wrong" or something if she saw Nafia's room, so she stays 
in the doorway. Whatever. You can explore Kharg's home... uh, there ain't much 
there. His room is off to the right and consists of... a very large bed. Wow, 
simple decor. Go Kharg. There's another bed out in the middle of the freaking... 
living...room...thing... (which never seems to be used, by the way...), and Lady 
Nafia's room is across from the front door. Go ahead in, luckster. Kharg goes in 
and... nobody's there! Waahoo! Kharg notices a shiny thing, though, and goes to 
check it out. After all, it might be dangerous. He notes that it's a stone 
that's glowing. Hmm. Then the same voice that Kharg and Paulette heard earlier 
speaks again, this time to Kharg. A small, floating man appears, introducing 
himself as the Wind Spirit. It tells Kharg (basically) to save the world from 
impending darkness and "awaken" as a hero/savior. Whoop. Then the Spirit 
disappears and Kharg is left bewildered at what this all could mean. Time to go 
hunting for old guys on Scrappe Plateau.

You can take this chance to wander around town if you wish. Right next to your 
house is the gate to the Castle Ruins, which is currently locked, you'll soon 
find out why. Down the stairs to the  right of your house is the Item Shop, and 
further down those stairs (or through the Item Shop) is the Weapon/Accessory 
Shop. To the left of the Weapon Shop door is the Pub, down another small flight 
of stairs is the Refinery, where Spirit Stones are turned into energy for the 
town. 
If you go toward the Refinery, you'll meet a man outside named Butch, who is a 
worker and is waiting for Banjo to get there. He asks you to get Banjo (who is 
in the Item Shop). If you talk to Banjo then, he'll give you an item. If you 
venture into the Pub, you'll find a healer right inside the door (helpful), the 
"office" of the Defense Corps in the corner (very helpful), and a Save Point 
upstairs (most helpful). The man behind the Defense Corps. desk is Duncan. He 
can give you a lot of information, including why the gate to the Castle Ruins is 
currently locked. Apparently a "wild monkey monster" with a green face had been 
sneaking into town and stealing food, especially apples and bananas, coming from 
the nearby Chaos Forest, so Duncan had believed it the best course of action to 
lock the gate to the Castle Ruins. Awww, but now the young gangs have nowhere to 
play... Anyway, right next to the Pub is the exit to town. Head out, soldier.

Head to Scrappe Plateau. When you get there, you'll enter a small scenette 
where you see an old man with goggles and a cape being attacked by little rat-
like creatures. He's yelling at them to stop (which doesn't work) and calling 
for help (which... also doesn't work) when you show up. Paulette says that you 
should help, and you agree. You call to the old man and tell him to get 
somewhere safe, that you'll fight what Paulette called "Suskle Squirrels". He 
thanks you, now it's time for your first battle! If you've read our battle 
controls, you're set n' ready. If not... read 'em. An effective tactic if you 
can't reach any of them to begin with is to let them come to you. Trying to 
reach you, they will most likely group together, allowing you to attack more 
than one. Don't be afraid to heal if you need it, you'll get a lot more money 
later on. Pay attention to the small "dialogues" that take place in battles, 
some are important. This particular one talks  about how some characters have 
longer ranges with their weapons than other characters. Use this to your 
advantage when strategizing.

Once you defeat the Suskle Squirrels, the old man comes back to thank you. He 
says that his name is Zev, the world famous explorer. Yet... Kharg has never 
heard of him. Oh well, sorry Zev. Kharg and Paulette also introduce themselves. 
He says that he's looking for rare artifacts. Then he mentions the strange mark 
on Kharg's arm. Kharg says not to worry, he wasn't wounded fighting, that it is 
a birthmark that he's always had. Paulette muses that Kharg always touches it 
whenever he is anxious, worried, or otherwise concerned or emotional. Anyway... 
Zev says he wants to continue to explore, and Kharg says that Zev is welcome 
to come to Yewbell any time he wants. Then Kharg and Paulette can leave. 
(That'd be you, pally. Move out.) Head back to Yewbell.

<>Otaku: A tip, if you wish... After you heal in Yewbell, but before you head to 
find Lloyd, you can head to the Garagne Hills to train, if you wish.<>

Back in Yewbell, you search for Lloyd to tell him what you discovered. You can 
either ask Duncan where he is, or (since you're reading this) just head to 
Kharg's house. Inside, you find Lloyd and Lady Nafia talking. Apparently some 
Deimos have appeared in Plumb Canyon, an important resource of Spirit Stones for 
Yewbell. Lloyd says that he'll be going to check out the situation, as there are 
currently Defense Corps members at Plumb Canyon. He leaves. Kharg, upon his 
mother's suggestion, then goes to talk with Banjo about the supply of Spirit 
Stones and to make sure that the town isn't in significant trouble because of 
the rumors about Plumb Canyon. Banjo says that there's no real threat at the 
moment, that they have a large supply stocked up in case of emergency. 
However, Banjo mentions his big concern: once the Spirit Stone resources in 
Plumb Canyon run out, what will the people of Yewbell do for energy? He's 
worried about the long-term. ((Sora: A side note here...)) If you speak to 
Butch, he'll mention that the machine they are working with was built by 
something called the "Academy" and dug up. ((Sora: Arc 3 reference! Yay!)) 
Anyway, Kharg and Paulette head back to Lady Nafia, but on the way they stop. 
Lloyd is slowly coming into town, assisting an injured man. Paulette calls the 
wounded soldier Morth, and Kharg decides that Morth should be brought to his 
home right away so that his mother may tend to the man's injuries. Lloyd tells 
Paulette to summon the Defense Corps. right away and have them ready to move out 
to Plumb Canyon. 

Back at Kharg's house... Kharg is forced to sit in the "living room" while his 
mother and Lloyd tend to Morth's wounds. Paulette enters and asks how Morth 
is, Kharg answers that he doesn't know yet, he's been waiting outside the whole 
time. Just then, Nafia and Lloyd exit the room. Nafia notifies Paulette and 
Kharg that Morth is going to be all right, that his wounds are not serious. Then 
the story comes out... the Defense Corps. members at Plumb Canyon were attacked 
by Deimos. Morth was the only soldier to make it out. Lloyd tells Paulette that 
the Defense Corps. will be moving out to take care of those Deimos. Kharg 
agrees and says that they'll show those Deimos what humans can do... but Nafia 
makes a remark to Lloyd, and Lloyd tells Kharg that he is not to come with the 
Defense Corps. Lloyd and Paulette leave for the "square", where the Corps. are 
waiting. Needless to say, Kharg is pretty mad about not being able to go with 
the Defense Corps. Nafia gives him a speech about not fighting with hatred and 
anger, because that solves nothing. ((Sora: Peace and love.)) She accuses him 
of only wanting to test his strength, which he agrees to- he doesn't think 
there's anything wrong with that. Kharg leaves to go to the square and assist 
the Defense Corps. against his mother's wishes. When he gets there,  Lloyd also 
refuses him the privilege to accompany the troops. The Defense Corps. move 
out, leaving Kharg behind. He hot-foots it back to his house. Inside, go into 
Nafia's room and talk to Morth. Kharg asks if Morth knows why Nafia won't let 
him go to fight the Deimos, and at first Morth is reluctant to talk about it. 
With a little persuasion, however, Morth replies that he doesn't know exactly, 
but it was something about the look on Nafia's face when he mentioned that there 
were Deimos and described them. Then, "when Lloyd said that they sounded like 
Drakyr", Nafia looked pale and scared. ((Sora: Hmm, we wonder why...?)) Back 
out in the front room, Kharg speaks to his mother. Their conversation ends with 
an angry and rather determined Kharg leaving, focused completely on going to 
Plumb Canyon. 

Outside, Kharg hears a knocking... from the other side of the locked gate to the 
Castle Ruins! Who else could it be... but Zev. He states that this was the only 
way he could get to Yewbell and  begs Kharg to let him in, he's hungry! Kharg is 
struck with sudden inspiration: if I can't be rebellious and leave through the 
main exit from town, I'll be rebellious and leave through the Castle Ruins! 
First, however, he's gotta get them unlocked. Time for Duncan to come in handy. 
Head over to the pub and to Duncan's "office" and you'll talk to him about the 
Gate Key. He gives you the same old story about the monkey monster, and 
Kharg says fine, then I'll get rid of the monkey monster. Duncan hems and haws 
for a bit, then hands over the Gate Key. In other words, that conversation went 
something like this:
  Kharg: Give me the Gate Key.
  Duncan: Uh... I have no Gate Key.
  Kharg: I'll tear your arms off.
  Duncan: Oh you mean this Gate Key. *gives Gate Key*
((Sora: If any of you know that reference, email us. We commend you.))
With the key in hand, get back to the gate and open her up! Zev comes in, hears 
about the pub, and heads on over. Now, any time you need to find him... that's 
pretty much where he'll be. Drunken fool. Anywho, head out through the Castle 
Ruins (there's only one path you can really take anywhere). You'll end up out on 
the World Map. You'll find that you need to get through the Chaos Forest and 
the Edge of the Sea of Trees before you can reach Plumb Canyon, so better 
start. You'll automatically enter Chaos Forest when trying to move over/through 
it.

Cutscene time. Someone with a weird green face is watching Kharg. Uh-oh... he's 
got a bow and arrow! Nooo, not Kharg's... foot? Eh, he missed anyway. Kharg 
picks up the arrow and, with precision accuracy and mad strength, chucks it 
back at the bowman. "Damn it! Ow ow ow." The kid falls down from where he was. 
Wait, a kid? The green face is a mask, and it's just some jungle-child. He calls 
himself the "King of Chaos Forest" and apparently thinks he's hot stuff. Just 
then, some monsters appear and the kid takes cover behind Kharg. Way to go, 
kiddo. The Hemo-ji... er, "Sloth" roars, and Kharg suggests that the kid work 
with him to defeat the monsters. The kid agrees and introduces himself as Maru. 
You fight... It's a good thing to take out the Sloth first, only because he can 
turn you into a Hemo- er... Sloth, too. The "in-battle dialogue" for this battle 
revolves around the dead tree stump that you can attack. Sometimes inanimate 
objects can be attacked and, once you break them apart, they may contain items. 
In this case, there's an herb in the stump. Yippe-kai-yay. Once you win, Kharg 
starts to set off on his merry way, but Maru stops him. Maru claims to be the 
Prince of his own country...yet he can't remember what country or where it is. 
But he's got a bona-fide golden crown around his neck to prove it's true! After 
being taught a little lesson in humility (basically realizing that just because 
he thinks he's a Prince doesn't mean everyone is beneath him and will want to be 
his follower), Maru asks Kharg if he can accompany him. Maru says that, sure, 
he's used to being alone, but when they teamed up it was great. Since his 
parents are dead, he's got no companions. Kharg agrees, and you get an archer in 
your party. ((Sora: Long range = superb.)) Keep heading forward to Plumb Canyon 
through the Edge of the Sea of Trees (you may or may not enter into a battle as 
you try to pass over there) and enter once you're there.

You immediately notice some dead-looking people... this can't be good. Maru 
points out a girl in trouble... a girl? Defense Corps? Hmm... tricky one... but 
we bet it's Paulette. Yup, good guess. Lloyd and the remaining troops can't get 
to her because their path is blocked by Drakyr, and Paulette's surrounded by a 
Drakyr and some monsters. Kharg calls down that he'll help, and a battle begins. 
You have to fight a couple Drakyr and some Wyverns, none of which are really 
too difficult... use Maru's ability to aim at multiple people (as in line them 
up and get close enough so you can attack more than one of them at once) to your 
advantage, and make sure to hit boxes and things for items. Once you win, 
everybody's happy. Even Lloyd, though he gives you a speech about obeying 
your mother and whatnot. Then Lloyd and Paulette speed off to investigate 
some Deimos footprints found in the Garagne Hills. After you talk with the 
soldiers up near the entrance/exit, talk to Maru and tell him that you're ready 
to leave. He'll ask if he can come home with you... and share your food, of 
course. You agree, and you head back.

Make a pit stop at the Garagne Hills... as soon as you enter, two wolf-Deimos 
stumble forward and drop, dead, at your feet. Looking ahead, Paulette and Lloyd 
are fighting another, larger wolf-Deimos. The Deimos curses: that was his wife 
and child that Paulette and Lloyd had just killed! Kharg runs in to help and the 
wolf-Deimos leaves, vowing revenge. Paulette then meets Maru, and Kharg asks 
what happened with the wolf-Deimos. Paulette answers that she and her father 
split up, and she found him when he was already fighting them. Lloyd has been 
surprisingly silent up until now... suddenly, he falls to the ground in a 
cutscene.
Lloyd's gone. Poor old, slow Lloyd... Paulette cries, yada yada. Later, back at Yewbell...

Nafia is trying to comfort Paulette, who is still crying. Paulette swears that 
she'll never forgive the Deimos for what they did. Kharg has a flashback to [one 
of] his first "sparring" sessions with Lloyd, back when Kharg had no skill. Or 
game. Yeah. Kharg swears that there will be no more victims... he'll fight the 
Deimos.


B. Darc's Story 1: Awakening

This story also begins with a cutscene: some Drakyr are chasing a male Deimos 
and female Human, both of which are carrying a human-like baby in their arms. 
The two are eventually trapped when they reach a cliff. The male Deimos tells 
"Nafia", the female Human, <>Otaku: Hmmm...I wonder why that rings a bell...<> 
to escape with the children. However, their plans are cut short when a Drakyr 
launches a beam attack at them. The male Deimos takes the blow for the family 
(he takes the blow to his back, so that the baby he's holding doesn't get hit), 
and part of the cliff breaks off, causing "Nafia" and the baby she's holding to 
fall into the dark depths below. Fade out then back in on a young boy (the baby 
the male Deimos was holding), carrying his father through a desert-like area. 
They eventually reach some church ruins, where the young boy (who you discover 
is named "Darc" as he helps him father) thinks his father can recover. Instead, 
his father hands Darc the Wind Stone, tells him to save the Deimos, and dies. 
Not exactly what Darc wanted to happen, we bet. <>Otaku: Hey, at least Darc 
screams better than Paulette did when Lloyd died...<>

Now out of the cutscene, you see a spooky-looking house on a spooky-looking 
night, and can hear someone whipping somebody. Quite a switch, eh? A few more 
whips and insults to the "little bastard" later, you discover the "whipee": a 
17-year-old human-like Deimos that resembles that Darc kid. Or a 17-year-old 
Deimos-like human that resembles that Darc kid. Your choice. Although he is more 
human than Deimos...well, anyway. Not surprisingly, it's Darc. You also discover 
the whipper: Geedo, a LARGE and UGLY Deimos thing. <>Otaku: If you'd like to see 
more of our comments on this large 'n ugly...thing, see the Characters
section.<> She tells Darc to get her some Phoenix Blood, and hands over 100G. 
She also makes it a point that she'll whip him if he spends the money on 
something else. Surprise, surprise. Anyway, take this chance to save your game 
at the save point then head upstairs. If you try to open the treasure chest 
upstairs, Geedo will say that she's keeping it closed with her magic. Bah for 
us. Don't worry, though; you'll be able to come back for it a bit later. So, run 
out of Geedo's house then exit to the World Map.

Geedo wants you to head to Orcoth for the "Pho Blo", but you might want to train 
a little while you have the chance. <>Otaku: I suggest being level 2 or 3 before 
going to Orcoth, but that's just me.<> You can also stop by the Church Ruins, 
where your father's stone tomb is (it's the pile of stones under the big stained 
glass window). If you investigate the stones, Darc will talk for a bit about 
being pathetic, and how he shouldn't complain. Great. You'll also discover that 
the name of Darc's father is Windalf. Anyway, take note of an abandoned nest to 
the left of Windalf's tomb; it'll be important soon. That's all you can do at 
the Ruins for now, so unless you want to do some more training, go to Orcoth.

Once inside Orcoth, head down a few sets of stairs. You'll watch a cutscene with 
an "Orcon girl", who soon introduces herself as Delma, the "Red Devil" of the 
Orcon tribe. Calling you a wannabe Deimos, she tells you to go home then walks 
off. Okay then. If you've been training, you'll want to heal; look for a short, 
fat monster with a white hat. That's a Quorup, and this particular kind will 
heal you. There's also a Quorup merchant (they wear red hats, btw) in Orcoth, 
but he doesn't seem to be in his shop (the big shop in the left part of town) 
right now. <>Otaku: If I have ever played a RPG before, which I have, then he'll 
probably show up right after I've done something that's important to the 
story.<> So, enter the big building in the right part of town; that's the Arena. 
You'll find Gorma, an old Deimos, yelling at another Deimos, Densimo, about 
"Firbles", which Densimo has supposedly been eating. Although Gorma 
claims that these Firbles could grow into mighty flying creatures, Densimo 
forcefully shows that he doesn't care. When you gain control of Darc again, 
Gorma is gone and Densimo is aggravated. There's a save point to the left of 
Densimo's throne, so we suggest you use it. When you leave the Arena, you'll 
find that the Quorup merchant is back in shop. Darc will tell him that he needs 
some Phoenix Blood, and the Quorup will reply that drinking too much of it will 
give Geedo an early grave. Anyway, purchase the "Pho Blo" and, if you have any 
extra Gold, try to get a few Healing Herbs. When you've healed, saved, and got 
the Phoenix Blood, try to leave town. You'll be blocked by two Deimos, Zoram and 
Zugalo, who demand that Darc, the "wannabe Deimos", hand over the Phoenix Blood. 
They soon decide against it, however, and instead challenge you to a fight in 
the Arena. Unable to do anything, you'll be lead to the Arena and you'll engage 
in a fight. Zugalo is pretty slow and doesn't have much range, so you should 
focus on Zoram first. If you've been training, it shouldn't be a hard fight. 
After the fight, Delma will talk to Darc about his joining up with her brother, 
Densimo. Darc declines, and she leaves. Back in control of Darc, save at the 
save point, heal outside at the Quorup, then head on back to Geedo.

When you reach Geedo's place, Darc mentions to her what the merchant told him. 
At first she doesn't care, but soon reconsiders and locks the PhoBlo in the 
treasure chest (the one mentioned earlier). <>Otaku: My rendition of that-
 Geedo: Mmmm...Pho Blo.
 Darc: Drink it and you'll die.
 Geedo: ...Shut up! I don't have to listen to you! However, I'm going to listen
to you anyway.<>
Geedo then asks if you know about Firbles (pick either answer; the first one 
will save you from a bit of dialogue, but otherwise they're the same). She says 
that since Deimos are obsessed with them, it's likely that they'll pay a lot for 
one. Your job is to go catch a Firble and bring it back to Geedo so she can then 
sell it for money. Doesn't that sound like fun? Well, nevertheless, you don't 
know much about Firbles. So, you better head back to Orcoth to dig up some info.

Rather than questioning the quite non-helpful Deimos out and about in Orcoth, 
head for the long structure near the Arena (it sorta resembles a 
traincar or something). Inside is that old Deimos Gorma; since he was talking 
about Firbles to Densimo earlier, it's a good bet that he'll know something 
about them. Luckily, he does (he'll also give you some information on Densimo, 
Delma, and himself). He tells Darc that Firbles can become Pyrons, the "Heroes 
of the Skies", who can fly anywhere, really fast. Gorma also mentions that 
Firbles need to stay near water to survive. That's the information we were 
looking for, so stop in the Arena to save then head on out of Orcoth.

Before heading to the next place, you should probably check Darc's current 
level. Try to get it to 5 or higher (don't worry about the "higher" part too 
much; lv 5 should be fine) before continuing on. After you're all done, go heal 
(if necessary) and save, then head for the "Haystir Marsh". Darc will encounter 
a Firble, but it runs away before Darc can catch it. Now you enter a mini-game 
sort of thing: you have to creep up behind a Firble and catch it before it 
"notices" you. Apparently many people have problems catching the little thing, 
so here are Otaku's fool-proof (well... more or less) tips: 
  - Walk, don't run!
  - Only walk on the grass! If you walk over the ground patches, you can clearly 
hear Darc's footsteps (regardless of whether he is walking or running) which is 
likely to frighten any close Firbles away. Also, take your time and try not to 
get frustrated if the Firbles keep running away.
  - Don't stand in one place for too long, or the Firble will "sense your 
presence" and run away.
  - Some have said that you should only walk while the Firble is "eating" (when 
it has its head down), but we don't think this is necessary...
Once you catch a Firble, Darc will talk about it and what will happen to it if 
he brings it back to Geedo. Soon Delma, Zugalo and Zoram will arrive at the 
marsh, also seeking Firbles. After telling the Firble to stay hidden, Darc will 
distract, insult, and eventually make the three leave. Good work there, Darcy. 
Darc now has another problem: since he doesn't want to bring the Firble back to 
Geedo, where should he leave it?

Cut to the abandoned nest near Windalf's grave (remember that?). A few dialogue 
boxes later, Delma will show herself. Darc explains that he wants the Firble to 
become a Pyron, and threatens that he'll kill her if she tells anybody else 
about the Firble. Instead of replying, she runs off. Run over to the area right 
of Windalf's tomb, and continue your conversation with Delma. Darc will ask her 
to keep it a secret. Delma agrees, but asks that Darc fly her around in return. 
He agrees, and you enter a cutscene. Darc is flying around with Delma, both seem 
so happy-go-lucky. Everything seems just so happy...until that Drakyr shows up. 
Damn Drakyr, always ruining everything. Out of the cutscene, Darc and Delma land 
back on solid ground, and the Drakyr confronts Darc. The Drakyr insults Windalf 
and Darc's mother, then asks for the Wind Stone. Seeing as how Windalf entrusted 
this stone to Darc when he died, Windalf's death was because of the Drakyr, and 
this Drakyr just insulted both of Darc's parents, it's no surprise that Darc 
declines the "offer". Battle time! Good news: Delma joins you for the fight! Bad 
news: Although there seemed to only be one Drakyr in the previous dialogue, you 
have to fight four. If you've been pumping up Darc with training, he should be 
able to hold his own (and then some). If not, use both Darc and Delma's magic to 
your advantage. Try to spare SS for Darc, though, since he knows Cure. After the 
fight, Darc thanks Delma for helping him. Delma claims that she "just doesn't 
like Drakyr". ((Sora: Uh-huh.)) Back out of the happy mood, Geedo "calls" for 
Darc by tightening the collar around his neck (isn't that nice?). Darc explains 
to Delma that Geedo forced him to wear the collar when he was young, not to 
mention all the whippings. When Delma suggests that Darc just kill Geedo, Darc 
says that she's "too clever" and that he owes Geedo his life. Anyway, Delma 
leaves and it's time to go. You can stop in Orcoth for saving, healing, and 
purchasing any items you might want (and can afford). When you're ready, head to 
Geedo's house where you shall be welcomed with warmth. In other words, she whips 
him rich.

While lying in Geedo's dungeon, Windalf appears to Darc and speaks of a 
"crisis". Of course, he also tells him to save the Deimos again. Darc's answer 
to this vision is...an inferiority complex. Poor kid. Anyway, save if you want 
then head upstairs to find that Geedo isn't here. As you leave Geedo's house, 
you'll be stopped by Delma, who wanted to check up on you. She thens joins you 
to "kill more Drakyr". Now that you have a new party member, you may want to go 
train a little. <>Otaku: I like training.<> Whether you train or don't train, 
when you're all ready, go to the Church Ruins. Darc and Delma will discover that 
the Firble has had eggs, and then Darc will explain happiness and how he wants 
all the Deimos to experience it. In the words of Delma: "Hap-pi-ness? What the 
hell is that? It's damn weird!" Anyway, this happy moment will once again be 
ruined; this time by a group of humans. You meet Ludhi, Rapier ((Sora: Take note 
of that name, kiddies. It'll come into play later. Poor dude.)), and two other 
guys (they don't get fancy names, but we've decided to name them Bob and Jimmy 
Boy. Just because.). Ludhi wants to loot the ruins, much to 
Rapier's dismay. Ludhi will also mention a place called Prodias on West Aldia 
(Arc the Lad II reference!). Rapier will leave, and Ludhi will tell his men to 
start searching. Darc and Delma quickly intervene, and after Rapier returns, 
you'll engage in a fight. Your enemies are Ludhi (attacks with a claw), Rapier 
(attacks with a sword), and the two other guys (attack with guns). Focus on 
Ludhi first, then have Delma go after the gun-wielders while Darc takes on 
Rapier. Watch your HP closely and heal whenever you find it necessary (if Delma 
knows Cure, have her be the healer). After the fight, Darc will talk about 
humans while Delma investigates their weapons. She grabs the claw Ludhi was 
using and some armor, and she tells Darc that he can use the sword and other 
armor. ((Sora: Why is the armor only one shouldered?)) Darc says that he doesn't 
need a human weapon, and Delma mentions to Darc that she still wants him to join 
up with Densimo. Time to head to Orcoth. Heal, stock up on items/SS, then talk 
to Zoram and Zugalo outside the Arena. After Delma tells them to move, enter the 
Arena. Save then talk to Densimo. Delma asks Densimo to join up with Darc to 
fight the Drakyr, but Densimo doesn't care. Delma then makes up that she heard 
the Drakyr insulting Orcons/Densimo. Densimo gets pissed and agrees to join up 
with you two; the only exception is that you have to take out humans at Zedora 
Abyss first. So save up then head to Zedora Abyss (it's down past Haystir 
Marsh).

When you get to the ZA, Darc and his posse will discover that the humans are 
stealing SS. Seeing how the humans are working together in groups, Darc suggests 
they come up with a strategy themselves. Densimo could care less, Delma wants to 
take the humans out, and both of them run off. So much for a strategy. Time for 
your second battle with humans; this time you're fighting 2 Spear Hunters and 3 
Cathenian Soldiers. Send Densimo into the fray; his attack power and sheer bulk 
makes him a perfect decoy. Although the Cathenian Soldiers can be a pain, the 
Spear Hunters can raise their attack power and they have a powerful magic spear 
attack. So, you might want to go for the Spear Hunters first. Try not to give 
Densimo all the experience; have him wail on humans until they're low on HP, 
then let Delma or Darc take them out. If any of your characters get low on 
Spirit Stones, there's some reserves in boxes in the far back. After you take 
the humans out, Densimo offers to make Darc his aide. Darc doesn't reply, so 
Densimo decides to give him some more time to think it over. Darc then ponders 
the way humans work together and power in numbers. When you gain control of 
Darc, run to the entrance, meet up with Delma and Densimo, then head to Orcoth 
again.

When you reach Orcoth, you'll have a group discussion on various things 
including Drakyr, Firbles, and eventually Geedo and her whereabouts. So, whether 
you like it or not, it's time to go find Geedo. Talk with Zugalo near the Quorup 
merchant to learn of Drakyr-like creatures in Varam Barrens. So...heal, save, 
stock up if need be, then head out. Once again, if you want to, train before 
going to Varam Barrens. You're very close to the end of Darc's first story, so 
training isn't a bad idea. <>Otaku: I was at level 9 when I was done with Varam 
Barrens.<> So if you trained, go heal, save, yadda yadda yadda...then head to 
Varam Barrens.

At Varam Barrens, you'll find...Geedo! She's tied by her hands to a tree.
((Sora: Wouldn't the tree branch break?)) Darc wonders who did this to her, and 
he gets his answer when, low and behold, the Drakyr show up. The Drakyr demand 
the Wind Stone, or else they will kill Geedo. Darc shouts out about the beeatch 
that Geedo is, and tells the Drakyr to go ahead and kill her. Adda boy, Darc! 
Unhappy that their hostage didn't work out, the Drakyr resort to Plan B which 
happens to be...a Wyvern battle for Darc and company! Some strategies for this 
fight: if Darc is at level 9 or higher, have Densimo be a decoy again while 
Delma fights off any other Wyverns. Have Darc sit in the back, casting Cure if 
necessary. If Darc is lower than level 9, then have him help out Delma. In any 
case, try your best to level Darc like mad before the next fight. Once 
you have defeated the Wyverns, a Drakyr will catch Darc by surprise and knock 
him down. Densimo will attempt to help, but the other Drakyr will knock him out 
with wind magic. You'll now enter a cutscene with the Drakyr with Darc, who 
threatens to tear off Darc's wings if he doesn't hand over the Wind Stone. Darc 
refuses, and off goes one of Darc's wings. The Drakyr asks him again, and Darc 
says no again. Off goes Darc's other wing. Delma doesn't want Darc to die, so 
she reveals the location of the Wind Stone. The Drakyr thanks her...by having 
his buddy knock her out with wind magic as well. <>Otaku: I like to call this 
cutscene "Wing Rip and Takin' Out Troublemakers".<> Darc sees that Delma's been 
knocked out, and passes out.

You'll see some dialogue between the Drakyr, Geedo, and Densimo. Darc then 
awakens, sees that Delma is still out and Densimo is missing, and remembers 
about the Wind Stone. When you have control of Darc, check your HP and SS. 
This is a primo opportunity to get back to Orcoth to heal and save, because a 
fight's a-comin'. ((Then, Sora suggests getting to level 10... it just makes 
ownage much easier. And we're still not sure if that's a word. Oh well.))
After that's taken care of, head out to the Church Ruins. Darc will find the 
Drakyr and Geedo searching around Windalf's tomb. Geedo talks about how she sold 
you out, then who should show up but Densimo! Darc quickly realizes that he has 
eaten the Firble you were keeping. Darc doesn't understand why his friend 
Densimo would betray him, but Densimo merely replies that he was never Darc's 
friend. After being thrown down some stairs, landing flat on his back, and being 
insulting in several ways, it's pay back time. ((Sora: Look at how his DEIMOS 
arm is pointing toward the HUMAN weapon! Ahh, the blazing symbolism!!)) 
Darc now wears the human armor and uses the sword in his "human" hand to fight. 
Darc can also learn skills now (his only learned skill is Claws of Rage, which 
you'll want to use in this fight)! This could be considered your first "Boss" 
fight since Densimo has "HP: ?", but it still shouldn't be too difficult if 
you've trained. First of all, make sure to heal often! Now then, go for Densimo 
first with Claws of Rage; three of those should probably take him down. Go for 
the Drakyr next, but instead of going up to them, lure them down to you. Geedo 
will probably stay where she is until almost everybody else is dead, but if you 
move into her range, she will not hesitate to use magic on you! Although you 
want to kill the Drakyr as soon as possible, use Standard Attacks to take them 
down and save your SS for healing. When everybody else is dead, just wail on 
Geedo. She can't do much damage to you, and she don't have much HP. Once you 
defeat them, the Wind Spirit will appear to Darc. Darc starts power-trippin', 
and Delma shows up. She sees dead Densimo and asks if the Drakyr killed him. 
Still being insane and power-trippin', Darc tells her that he killed Densimo. 
Darc claims that he shall become the King of the Deimos, Delma is freaking out, 
and so concludes this story. Save when you're asked, then continue on into 
Kharg's next story.


C. Kharg's Story 2: Setting Out

We begin this section of Kharg's life... er, this part of the story with some
kids running through Yewbell, trying to get to the Castle Ruins for something.
Apparently our beloved Lord Kharg is now going to become our beloved Commander-
of-the-Defense-Corps-Lord Kharg. Long-winded title. We'll just call him Kharg. 
Anyway. Everybody's there, including Zev (wow, he actually left the Pub!). They 
are all eagerly awaiting the ceremony. Once it begins, you'll see Duncan 
(wow, he actually left the Pub!) talking about the events of the last couple of 
days. He mentions Lloyd's unfortunate death, and says that they will be 
initiating a new Commander of the Defense Corps, (shock) Kharg. Duncan mentions
that Lady Nafia was hesitant at first to give her permission, but since Kharg
wanted to so much, she consented. Duncan asks Lady Nafia to come forward and
initiate Kharg. She says a few words about peace, love, Kharg's happy childhood
in Yewbell, and his full name (Kharg Meleol Nidellia), then says he can arise,
now he's Commander. Yay. Kharg gives a feel-good, hype speech about how much he 
loves his country and how he'll work hard to protect it. Yay again. Then you can
move around (that's you, buddy). Talking to Lady Nafia, she asks you to come
home for a minute; she has something to give you. Wondering, you can head out.
You'll be stopped to talk to Paulette and Maru. Paulette's wearing Lloyd's 
shoulder armor ((Sora: which makes her already bad outfit even worse... 
*shudder*)), FYI. Maru and Paulette decide to make their first "round" around
town. You know, to make sure Banjo isn't beating people in the alleyways or 
something. Because Yewbell's so dangerous. Spirit Stone muggings and all. 
Anywho. Kharg heads home, and go into Nafia's room. She's waiting... she hands
over the Wind Stone to Kharg, tells him his father has the other half of it,
then goes off AGAIN about peace and love, not fighting with hate or anger. And
she still refuses to tell Kharg anything about Windalf. ((Sora: coughhocough))
Kharg can leave now, and you'll get some (eh, maybe all) of the only mini-job-
thingies available in this game. First, make sure you've got your party back 
together. Maru's in front of the pub, and mentions something about Duncan 
wanting your aid to do a job. Paulette's in front of the Refinery, and says that 
Banjo wants your help with a job. You can accept both at the same time, then we
suggest you do Banjo's first. Just because. 

He says that Butch went down to good ol' Plumb Canyon to check out the repeated 
appearance of some Dancing Shells, and hasn't come back yet. Banjo's worried, so 
he'd like you to make sure Butch is ok and, if possible, figure out why the 
Dancing Shells keep coming back. Ok. Sure thing. Head over to 'da Canyon. There 
you'll find Butch... oh dear Lloyd! What will we do! Butch is... Butch is... 
completely safe from the Dancing  Shells. Way to go Banjo, worry over nothing. 
Anywho, Kharg says he'll take out the monsters, then Butch can figure out why 
they keep coming back. Finish off the Dancing Shells (a pretty quick fight), 
then Butch will discover that there is an odd commodity called "oil" (say it 
together now, kiddies) leaking. Have Kharg turn the "lever" (it's more of a 
wheel, actually...) to shut off the oil, it miraculously gets sucked back into 
the machine, and you're set. Now then, for Duncan's job.

Duncan's job deals with a young woman. She says that she was just proposed to by
her boyfriend, who gave her a ring (naturally), but she was robbed by a band of 
robbers who took the ring. She's in hysterics about it, as she can't face her 
fiance again without the ring. She says she believes the theft took place on
Scrappe Plateau, but doesn't sound entirely sure... Head up there to find a gang
o' thieves ((Sora: Man, I wish it was the Rainbow Bridge Gang... I love those 
guys!)). You'll fight them and, when you win, you'll get a carved bracelet as 
booty. (Yeah, we said booty. Get over it. <>Otaku: Hehe, BOOTY... uh, I mean. Be 
mature!<> ) They swear they didn't take anything else, then run off, promising 
to reform their lives. Whatever. Head back to the girl to clarify WHERE exactly 
she saw these damned fools. When you get there, Duncan says he's sorry, he sent
you on a wild goose chase. The woman's just confessed that she dropped the ring
in the river, it wasn't stolen. Her fiance comes up behind her and says no,
it's now HIS fault, he gave her a cheap ring in the first place. So, she slaps
him and... wait, that's what we WANTED to happen. She actually forgives him and 
he says he HAD carved a bracelet for her as a proposal present, but IT was 
stolen by some thieves. Hmm, bracelet, thieves? Way to deduce, Kharg! He hands 
it over, they go off all lovey dovey, happiness all around. Or close to. The 
third and final job you can do now involves that strange man in the pub... no, 
not Zev. The dude upstairs, in the room next to the Save Point. His name's Span, 
and he's from Peisus, to the east. He's a professor-dude. He's looking for
something, and wants to know if you'll retrieve it for him. You see, when he was
a kid he spent time in Yewbell, and was infatuated with the nature surrounding
it. He found something and hid it, then came back (now) to retrieve it finally.
However, wouldn't you know, the area's got monsters in it now. So will you
help him out? Sure, if you wanna start a side quest. ^_^ It's supposedly in a 
pot, under a rock, at the Edge of the Sea of Trees. The easiest way to get there 
is out through the Castle Ruins, so head out, soldier. Move them lazy thumbs.
Once you get there, search to the right of the entrance, under a near-vertical 
rock that's near a mound of earth with bushes on it. You should unearth a pot. 
Yay. Now, monsters. Fight the Suskle Squirrels and Kuskles that show up, win
((Sora: Dude, Suskle Squirrels do MAD splits when they dodge... heheheh))
and head on back. When you give it to Span, he's thrilled. Apparently it's a
"Spirit Dictionary", with information about the minor spirits in it. He says 
that there are more Spirit Dictionaries. He asks that, should you come across
any more in your travels, you bring them to him in Peisus. He thanks you,
says you can have the pot that the Dictionary was in, and leaves. Inside
the pot is a Stone Holder (accessory that lets you hold 15 more SS). Now it's
back-to-the-storyline time. Downstairs, have a chat with Zev. He says that he
saw an airship crash up north! Kharg wants the details, but that's all Zev can
give. Time for Commander Kharg to take action! Away to the crash site, Dragon 
Bone Valley (which is in Deimos Territory, FYI. Drakyr-folk. They ain't
friendly.)

You should be able to go directly to Dragon Bone Valley (with the exception
of random battles). When you get there, Maru complains of it being cold...
Paulette says yeah, dressed like that ((Sora: Like you should talk about dress, 
sweetheart...)), THEN Kharg notices the HUGE, massive, and otherwise can't-miss-
it battleship that's crashed less than 1000 feet in front of them. Not to 
mention it's smoking. Paulette notices a person lying on the ground, so run over
to make sure they're ok. Why... it's a girl! The girl from the opening cutscene,
none the less! She's unconscious, and (in a twenty second, totally pointless
cutscene), mumbles about "I won't give it to anyone... Hurry, let's get out
of here...". Sure, whatever, foreign-chick. She comes to, and Kharg orders Maru
and Paulette to search the area for any other survivors. Paulette lingers,
obviously jealous... wow, THIS jealousy issue won't get annoying REAL FAST. 
Anyway. Kharg tells the girl who he is and that she is in Nidellia, on Ragnoth.
She thanks him and introduces herself as Lilia. She says that she came alone 
from the east on her airship, the Big Owl. ((Sora: You know, if the last one was 
the Silver Noah... couldn't this one be, like, the Golden Moses or something 
clever like that? I mean... Big OWL? Owl's aren't holy... at least, not as far 
as I know...)) Anyway, Lilia's bothered because she hasn't reached her
destination, which is the city of  Cathena on the continent of Aldrow, home of 
the World Alliance. She won't say why she's going there, but does mention that
the Big Owl ((Sora: Golden Moses)) was shot down by the Dilzweld Army, she lost
her autopilot and crashed. She also won't say why the Dilzweld Army shot her 
down... never mind that, Kharg reminds them that they're on Deimos territory,
and that some Drakyr could show up at any moment. Nice call, Kharg, they're 
here! Great! A Drakyr calls you "annoying human scum" ((Sora: Like the guy in 
Star Wars! "You rebel scum!" I love that guy!)) Time for a REALLY annoying 
fight. Basically, your goal is to keep Lilia from dying while you kill off all 
the Drakyr. This is much harder than it sounds because Lilia (a) complains 
constantly about how "fighting isn't the answer!" and (b) runs into the freaking 
fray. "Here Mr. Drakyr, please kill me! Eek, I'm being attacked!" -_- Anywho, as 
long as you keep somebody in front of Lilia, she won't move. Use this to your
advantage, kill the Drakyr <>Otaku: I pwned at level 12... I like training.<>
and then head back toward Yewbell. You'll stop at Isulo Forest. 

Once you get to Isulo Forest, Paulette will pressure Lilia as to why the 
Dilzweld Army had been chasing her and why Dilzweld gunned down the Big Owl, 
but Lilia won't tell. An airship suddenly flies overhead (quickly, too); it's
Dilzweld. Everyone runs across the bridge, then stops in their tracks as they
see... well, a rather large, frightening man approach. He says that "the forest
is crying. You hurt the forest, you deal with me". Oookay, that's freaky.
Silently from behind you comes... your first look at Dilzweld soldiers! With
their (also) freaky "I'm-Cyclops-from-the-X-Men" helmets. The one in charge
tells a rifleman to aim for the legs. So, the dude... blasts Lilia in the legs.
Ouch. Man, that'll sting. She collapses to the ground and the burly forest-man 
decides that what just happened was a "cowardly act" and jumps in to help you.
In the fight, you can figure out that his name is Ganz, but he doesn't actually
tell you that until later. In the battle, the main objective is to first take
out the weak post of the bridge so that reinforcements for Dilzweld can't get
to you. You can have Ganz take care of that, if you wish. When you win the 
fight, Ganz starts to take off, telling you to get out of his forest. Kharg asks
him to wait- can he assist them with Lilia in any way? She's injured. Lilia 
insists that she's ok, the bullet just grazed her leg. ((Sora: Then WHY the hell 
did you COLLAPSE, freako? ... *sigh*)) <>Otaku: Maybe she thought it was a raid
and was ducking-and-covering... or something?<> Back at our story, Ganz feels 
pity, we guess, for the poor blasted-leg girl, and offers to take her to
his cabin nearby and tend to her wounds there. There, you control Kharg. Talking
to Ganz will prompt him to tell you his life story. He was a war orphan and 
became a mercenary later in life since all he could do was fight. He needed the 
money and only fought for it, not for any purpose. Then, one time, he was close
to death but was saved by a "rookie" soldier in his squad. This rookie claimed 
that everyone deserved to be protected, even Ganz, a mercenary. This rookie was
fighting to protect his country and his people. Ganz then gave up mercenary work
and began searching for something to protect. He eventually ended up in Isulo
Forest and decided to stay and protect it. That's why, he says, he won't join up
with Kharg and the Defense Corps. He finishes tending to Lilia's wounds, then
Kharg's posse can be on its way. You were heading to Yewbell, in case you forgot
that, so keep going. You'll be stopped AGAIN at Scrappe Plateau.

At Scrappe Plateau, Lilia pauses and says that she doesn't think she should
continue on to Yewbell; she believes she's putting everyone there in too much
danger if she goes. Kharg tells her not to worry, now that Dilzweld has invaded
Nidellia's territory, there's a problem that they have to deal with anyway. He
also tells her to simply call him Kharg (versus "Mr. Kharg"), much to the 
dislike of Paulette. There we go again. Maru mentions Ganz and how much of
a shame it was that Ganz wouldn't join them. Paulette says that it couldn't be
helped, he was the kind of person who hated other people, but Lilia disagrees.
She says that if Ganz had hated people, he would have left her, injured, to
deal on her own. He certainly wouldn't have tended to her wounds carefully
as he did. Then, out of the blue (Aha, get it? They came from the SKY? Out of 
the BLUE? Ahaha... never mind.) come some Dilzweld soldiers in funny little 
flying machines. Why they don't use them in the next battle is beyond us...
Anyway, they call you scum again (you rebel scum!) and you get to fight, again.
After you win, Maru and Paulette start dissing Dilzweld but... Luke, it's a 
trap! IT'S A TRAP! Ah, Star Wars. Anyway, you're surrounded. Can't get out now,
bucko, nope! Nuh-uh! No way! Uh, anyway. A chick in a white lab coat shows up,
apparently she's somewhat in charge. Kharg introduces himself, Commander Kharg 
of the Nidellia Defense Corps, and asks her who she is and why she's invading 
his country. After all, that IS standard procedure, is it not? She states that 
she is Colonel Tatjana of the Dilzweld Army Special Forces Division <>Otaku:
DAMN! That title may be even longer than Lloyds! Poor, old, slow Lloyd...<>. 
Tatjana claims that Dilzweld is only there for Lilia, but still doesn't mention 
why they want Lilia. Tatjana basically threatens to kill Kharg and Co. if Lilia
doesn't come with the soldiers, so Lilia consents, not wanting Kharg and posse
to get hurt. As she's walking away with Tatjana, Tatjana receives a message on 
her earphone-stereo-radio thing. She relays it to her men: Those who assisted
Lilia in her escape are to be executed. Lilia gasps- that wasn't the deal! She
promised to give Dilzweld what they wanted already. Tatjana says of course, she
still will, it's just that now Kharg and Co. are gonna die. Simple, huh? The
soldiers take aim and prepare to kill 'em, when Kharg gets pissed. And we mean 
PISSED. Ever heard of someone exploding with anger? Well... Kharg does, 
summoning a massive tornado to blow all the Dilzweld soldiers away. Tatjana 
(left over), basically does a "Holy... uh, crap" and runs, leaving Lilia.
Apparently Kharg has a new-found Magic power, "Spirit Magic" according to 
Paulette. Cool, well from now on Kharg will put it to good use (meaning you
can use SP to buy Kharg Magic as well as Skills). Now, FINALLY back to Yewbell.
Kharg starts giving Lilia a mini-tour, Paulette gets jealous (AGAIN) and runs
off to Nafia. Following, Kharg and Lilia tell the story, yet Lilia still 
leaves out WHY Dilzweld is chasing her, for fear that she will cause more
mayhem and destruction. Nafia understands, and at once says that Lilia should
stay in Yewbell until she is well enough to resume her journey to Cathena,
at which point Kharg and group will accompany her, to ensure that she gets there 
safely. 
((<>Double Note: For your personal information... despotic: (adj) related to a 
dictator, dictatorship, tyranny, autocracy. despotism: (n) SYN oppression. Nafia 
uses the term "despotic" while referring to the Dilzweld Army and Emperor 
Darkham. ^_^ Man, that's a big word... we need to brush up on our dictionary-
reading... <>))
Anywho, Lilia is invited to spend the night and heal as best she can, then leave
in the morning, providing they can figure out some means of transportation. 
Everyone says good night and heads of to sleepy land. In the middle of the 
night, Kharg is awakened by Nafia. She says Lilia is missing, but doesn't 
believe that the girl has run away. Nafia says that Lilia is the kind of person 
who would leave a note if they were to run off, and there was no note left. She 
believes that Lilia is probably just out, wandering around the town, but doesn't
think it safe for Lilia to be alone, so Nafia asks Kharg to find her. Kharg 
agrees, so head out to search Yewbell. You can only go into a few buildings, a 
"few" meaning your house and the pub, basically. If you head into the pub you'll 
see *shock* Zev, drinking away. If you talk to him and choose to listen to his
travel stories, he'll tell you about "Hunters" and something called the "Great
Disaster" that happened long ago. ((Sora: 'Nother reference, baby.)) You can
also find Paulette outside on the bridge. She's "sorry" she got mad (Kharg's 
still clueless- he didn't even know she was) and she asks about means of
transportation. She wonders if you could fix up the Big Owl somehow to make
it fly. Then you can go find Lilia, she's at the Castle Ruins.

When you get there, there will be a short scenette where Lilia is playing her
instrument (just like in the veeery opening cutscene). When she's done, Kharg
will applaud her and ask about the strange instrument. Lilia replies that it's 
called an "ortena" and mentions that they are only found in her hometown. She
says that it's a memory of her mother- the ortena was a gift from her father to
her mother on their wedding day. Kharg asks where her father is, and Lilia 
replies that she doesn't know. She then apologizes for making Kharg come out
in the middle of the night, she hadn't meant to stay out so long. Kharg says
that his mother was just worried, and Lilia mentions that Lady Nafia is a "great
woman", letting her stay in their home without even knowing why the Dilzweld 
Army is chasing her. Lilia says that she should have told Kharg and Nafia the
reason. She then mentions things called "Great Spirit Stones", Spirit Stones
which the actual Spirits sealed their powers into. There are 5: Earth, Wind, 
Water, Fire, and Light. Lilia says that Dilzweld is after the Great Spirit 
Stones (GSS) because when all 5 come together, an "infinite power" will be born.
Darkham wants this power. Lilia confesses that she holds the Light Stone, and 
Kharg whips out the Wind Stone. "Hey, I've got one too! Fun, huh?" Then the
Light Spirit appears, basically says "When all 5 GSS come together, there's a 
reeal big power. Save me from destruction. Bye now," and disappears. Fabu. Lilia
wonders why this happened, and Kharg mentions that Maru thinks he's the 
reincarnation of the great Hero of past times, maybe Lilia is the reincarnation 
of the Holy Mother. Lilia only laughs at this; Kharg has magic powers, she does
not, so obviously she can't be the Holy Mother's reincarnation. She then 
mentions that Emperor Darkham already has the Earth Stone and is questing for 
the rest. Kharg realizes that the power of the Earth Stone must have been why
the Dilzweld Empire was able to have such power and technology. They finish
their conversation and start to head back... and we see Paulette, jealously
spying from behind a pillar. ((Sora: ... Dude, he ain't yours to fuss over in
the first place! *sigh* )) Kharg and Lilia head back to Nafia, where Kharg tells
his mother about Lilia's Light Stone and asks about the Wind Stone. Of course,
he brings up his father (since the Wind Stone is broken in half and Windalf
apparently has the other half), and, of course, Nafia won't tell him anything 
about his dad. Kharg gets a little mad about this, but nothing serious happens.
Go to sleep, ya crazed insomniacs. ((Sora: Like I should be talking... *yawn*)

The next morning, you awaken to find... your house full of people. Maru and 
Paulette are waiting at the door, and Nafia has decided that Lilia needs a bit 
more rest. Paulette will ask you if you "remember what she said last night", 
(regarding repairing the Big Owl) and either repeat it all or just tell you
that your group should look into that. Fabu. So let's see, who in Yewbell might
know something about airships? You know, someone who's been around... and 
around... and around... oh yeah, Zev. And he's (where else) in the pub. Talk to
him and, after he finishes hitting on Paulette, he'll tell you that he "already
took a look at the Big Owl" (wow, this guy works fast, considering he was in the 
pub all day the day before, all night last night, and presumably all morning 
this morning... o_O). Zev says that it needs new Control Parts, but everything 
else seems to be OK. He mentions the airship at Scrappe Plateau that couldn't
run if you wanted it to, but perhaps it has some Control Parts that are 
useable? Sure thing. But... if we remember correctly (and we hope we do, since
we're essentially leading you through this game), there isn't any battery at 
Scrappe Plateau, so you can't work the control panel-thing. Never fear! For the
writers put that in, and there's a spare battery that you can take down at Plumb
Canyon. Just "talk" to the battery and select that you want to take it. Then
head on up to Scrappe Plateau and put the battery in the slot, work the 
controls, and a little platform should rise up with some glowy shiny stuff on 
it. That's the stuff you want, so grab it! Kharg says that maybe Lilia has 
rested up enough to go now, so stop back at your house before testing the 
Control Parts. Inside your home sweet home, Lilia is telling Nafia about Kharg's 
display of ownage at Scrappe Plateau. Nafia seems surprised that Kharg can use 
magic, yet isn't THAT surprised...hmmm...anyway. Pick up Lilia, who is OK, and 
scuttle on up to Dragon Bone Valley.

On the way to 'da valley, you'll stop in Isulo Forest. In case you forgot, you 
had to take out the bridge earlier. However, it seems the bridge has been fixed! 
What good news for you! You can also take a gander around Ganz's place, but 
whether you look around there or not, we'll just let you know; Ganz ain't there. 
So, continue on now to DBV where you'll find... (can you guess?) ... (go ahead, 
try) ... (fine, we'll just tell you) ... Ganz! He's been inspecting the Big Owl, 
and since he had to do a lot of repair work back when he was a mercenary, he 
offers to put the Control Parts into the BO for you. It seems Ganz wants to 
travel with you to Cathena so he can look for the soldier who saved his life. So 
it seems Ganz has joined your party! Yahoo! (Side note from Sora: Cool music!) 
Aboard the Big Owl, run around and talk to everybody, saving Ganz for last. (Also 
take note of the Save Point to the left, and the room in the back which serves 
as free healing!) After talking with Ganz, Lilia will mention that somebody is 
approaching the airship. Why, it's... Nafia!? Run outside and Nafia will tell 
Kharg to be safe and careful. Nafia will also mention that she's been "familiar 
with the area since she was young", and that she used a path that's unknown to 
even the Drakyr...hmmmmm...anyway. Kharg will say farewell, then rejoin his 
group onboard. Talk to Ganz again, and he'll tell you that he just finished the 
repairs. To show that the repairs are indeed done and that Ganz wasn't just 
lying, the globe-like panel in front of Paulette will light up. "Talk" to it, 
and choose your destination...which is Aldrow, for those who forgot. Take off to 
the sky, Big Owl!

Once you have control of Kharg again, go around and talk to everybody, this time 
save Lilia for last. (You may also want to heal and save, in case you forgot to 
do it earlier) She'll tell you how twelve years ago, Dilzweld mauled her 
hometown, and that she and her parents fled with the Light Stone. It was all and 
good until one day when Lilia's father handed his wife the Light Stone and left. 
Then her mother got sick, and three years ago, Lilia's mother gave Lilia the 
Light Stone and died. Lilia and Kharg chat for a little longer (about how Lilia 
keeping the Light Stone safe is good, and other junk of the sort). Meanwhile, 
Maru tells Paulette that she has a rival, and Paulette in return threatens him. 
Now then, this happy and sensitive moment has gone on for too long. How about a 
few nice bullets through the Big Owl to (literally) cut it short? Thanks to some 
blasts from a Dilzweld airship, the Big Owl goes down...down...down...and thanks 
to gravity, continues on down...

Some hours have passed, and the Big Owl has crash landed. You'll see Kharg lying 
flat on his back, while the other party members look down at him. (Note: This is 
"Kharg flat on his back while party members look down at him" #1. Stay tuned for 
the next one) Kharg will wake up, and the group will explain that Lilia left. 
Ganz says she left a note ("Don't want to cause trouble"), and Kharg is worried. 
After all, they're on some strange continent! Who knows what kind of terrible 
creatures could inhabit this area? Outside, you'll notice that you've landed in 
a forest. And, just to make it hard for you, a group of Deimos shows up! Ganz 
identifies them as Orcon, which apparently means you're on Aldrow. Take care of 
the Orcon (Ganz should make the fight considerably easy), then Paulette will 
start blabbing about how all Deimos are alike. Whatever. Head down to the left, 
and on the next screen you'll find... Dilzweld people! They seem to be looking 
for Lilia. "Help" them in their search (by kicking their arses), then head all 
the way up and right. You should come across some more Dilzweld soldiers, who 
you should also "help". Once you're done with that, Maru will start shouting for 
Lilia. Instead of Lilia, Tatjana shows up. Uh-oh, that ain't good. You'll get 
surrounded by Dilzweld soldiers, but you will suddenly be saved by... Samson! 
The "double-barreled gun-slinging leader of the Moon Stone Gang of Thieves"! 
After watching the nice cutscene, Samson will reveal that the Dilzweld soldiers 
are surrounded by his men. Tatjana retreats, and introductions are made between 
Kharg and Samson. You tell him that you're looking for Lilia, and he says that 
he'll send two of his men (Buster and Boomer) out to look for her. Meanwhile, he 
invites you to his "hideout" and heads out. You currently have no other place to 
go, so go ahead and follow him to the "Wilbur Shore". Talk to the dude on the 
bridge, and he'll ask you for the password. Any of the choices will work, but 
the second one is rather humorous. Onboard, you will learn (among other things) 
about Samson's sweet ship, the "Fiona" (named after his wife); and that Samson's 
gang of thieves only steal from Dilzweld. Down below deck, you'll find Samson as 
well as a Save Point (you know what to do). After saving, talk to Samson. He'll 
say that his men are still looking around for Lilia, and you'll start to chat; 
about the ship mostly, but Kharg also asks Samson if he wants to come with you. 
Samson declines, and Boomer will then come in and report. It seems that Lilia 
was seen entering the Republic of Cathena, with Dilzweld close behind. You 
better hurry after her! However...if you'd like an Arc 2/3 reference, don't 
hurry out just yet. Talk to Boomer, and he'll mention the "3 Legendary Hunters": 
Elk, Shu, and Alec. Besides just mentioning their names, he'll actually tell you 
a little about each one! (Note: We believe that "Foresta Mall" is supposed to be 
"Forestamore", where Arc 2 party member Lieza had a monster ranch in Arc 3) Oh, 
and if you talk to the guy next to the exit back to the World Map, he'll tell 
you a little about Samson. Yay. Now on to the Republic of Cathena!

As soon as you enter, talk to the first guy you meet and he'll tell you about 
each continent: Halshinne (the largest one, humans have more control than 
Deimos), Adenade (where Deimos are almost in complete control), and Ragnoth 
(where humans and Deimos are about equal). You can check out the Weapon and Item 
shops if you want, and you can also heal yourself if need be. The large building 
to the left of the healer is the Consulate (that's where you want to go). You 
may want to go look around town a bit before going there, though. There's a guy 
who is being "trained" by "Mr. Chacha" the cat (remember him... you can do a 
somewhat fun, yet completely pointless "mini-game" later on). Take note of the 
other large building in town, which is the Cathena Arena. Unless you don't mind 
putting off Darc's next story for a little bit, we suggest either just 
completing the first Arena challenge (5 fights) or wait until Kharg's next 
story to do all of them.

When you're all ready, talk to the Cathenian Solider outside of the 
Consulate. He'll let you by, and Ganz will take his leave (he's going to check 
on the Big Owl and try to fix and move it closer). Inside, you'll find a Save 
Point (use it!). There are two doors that are currently blocked by soldiers, but 
you'll be able to get by in Kharg's next story (remember that...or we'll just 
remember that for you). For some pointless fun, you can ride up the left 
elevator and talk to the people up there (as well as look out a telescope or 
two). The right elevator is being repaired, so save then head through the main 
door. You'll see delegates discussing Dilzweld (the "Milmarnan" one seemingly 
making the most sense). It seems that Lilia hasn't shown up yet, but...how could 
that be? Kharg and group rush in, and discover that Lilia hasn't arrived. Samson 
tricked them! The delegates need to "hold a discussion" about whether or not 
they can trust Kharg and his group. Kharg gets impatient about this and heads 
out to look for Lilia, with his posse close behind.


D. Darc's Story 2: Ambition

Kill! Maim! Destroy! As some Orcon cheer on two other Orcon fighting in the 
Arena, Darc watches from the throne. Darc's the new leader of Orcoth, and with 
the title comes the old leader's lackeys Zoram and Zugalo. Zoram asks for Darc's 
opinion on the fight, but Darc replies that it's just the "same old, same old". 
Darc needs strong Deimos allies in order to help him reach his goal of saving 
the Deimos; allies that are not only strong enough to fight with him, but who
will remain faithful even when faced with stronger enemies. He questions Zoram
about this, and Zoram gives a... well, typical and cowardly answer, probably not 
wanting to be killed. Smart move, lackey. Zoram mentions something about a 
strong Deimos in the dungeon, but whoever could it be? Don't think too hard, 
since Zugalo will enter and say that Delma is going berserk in the dungeon. Now 
then, go ahead and save once you have control of Darc. If you talk to Zoram, you 
can participate in the Orcoth Arena...but the fights may be a bit tough 
depending on your level, so you best save it for later. On the way to the 
dungeon, stop by the merchant Quorup who now sells Weapon Parts and Accessories! 
Yay! Make any purchases that you need/might like, then head on down to the 
dungeon. You'll see that Delma is yelling to be let out. Now, pardon us, but 
yelling to be let out isn't exactly our definition of "going berserk". Whatever. 
Delma's screaming about "wanting out" of the dungeon and yells at Darc for 
killing Densimo, and apparently doesn't believe Darc when he tells her that
Densimo betrayed them. She complains again that she wants out, but refuses to 
work for Darc (or with Darc, for that matter). Darc leaves her to cool off, and 
heads back upstairs. You have the opportunity to save again, go ahead, then
let's head off to do some useful stuff, savvy? ((Sora: Sorry, went to see 
Pirates of the Caribbean. Goooood movie.)) Head to Geedo's house, that poor,
ugly, fat... er, she's dead now. So let's loot and pillage.

At the old fatso's home, you can now open the chest that was previously sealed 
by magic. Inside you'll find the Phoenix Blood (right where you left it) and
some weird piece of stone with writing on it. You read it, and it says "Over 
the oceans from long, long ago  Comes a voice in the wind from an ancient soul".
Weird. What's even weirder is the guy that appears after you read it... some
poor, cursed ghost-fool named Kirjath. He basically pissed off the gods, so
they cursed him. Serves ya right, ghosty. ((Sora: The moonlight reveals him
for what he is- er... wait, damn, he's not a pirate.)) He claims that the
piece of stone is an "Ancient Tablet" (#1, to be precise, conveniently) and that
all the tablets, if brought together, can form some sort of salvation for him.
"Relief", we believe is what he says. Or something to that effect, anyway. 
He pulls a Smoky the Bear and says "Only YOU *points at Darc* can save me, 
Darc!" Darc says eh, why not. Kirjath disappears, so now you have a mini-quest
thing to do. Fabu. Now you can head to the Church Ruins. Always good to talk to
your dad's grave. But it don't say anything, and that's not why you're here
anyway. Go check out the nest. Gasp! There's a single egg left! That idiot 
Densimo musta had stomach cramps or something. Darc's thrilled and wants to 
keep it safe, so he assigns an Orcon to guard it, under pain of death if he
eats it or otherwise harms it. Ok, so that fool's nice and scared. Back to
Orcoth!

Back near the Orcoth arena, Darc is notified by his lackeys that a "strange 
Deimos" came in and owned all the Orcon. Well, judging by their... lack of
fighting skill, that shouldn't be too hard. But Darc's interested, so go in
to meet this Deimos- a Lupine to be exact. ((Sora: Lupine always reminds me of 
Lupin the Third...)) <>Otaku: Ah, Lupin... heh<> The blue wolfy-dude says that
he's Volk, an "avenger of kin", out to kill humans because they caused him some 
trouble. He wishes to fight Darc to test Darc's strength. Okee dokee mister, 
let's rumble. Fight him, he shouldn't be too hard. He can raise his attack with
his "Heated Soul" skill and can use water magic, but nothing extraordinary.
(If you know and use Steal in this battle, you can get a "Balo Nut" off of
Volk, the equivalent (and mistranslation) of a Palo Nut, raises your speed.)
When you win, he drops to his knees and mumbles about losing. He lost his wife,
Yrena, and his son, Nazaal, to some wretched humans (Damn you, Lloyd!). Darc 
calls him a "self-satisfied fool", then asks him to fight to help him unite the
Deimos. Hmm, insult then semi-compliment. Very diplomatic. Volk agrees, swears
on his "divine protector", the moon, that he'll be loyal to Darc, and pronounces 
Darc the "alpha leader". Hey, he's a wolf first and foremost, I guess. Woof.
Head outside, you can buy some weapons and stuff for Volk if you'd like, then 
talk to Zugalo outside the jail, Delma's apparently "acting strangely" again.
Wonder what that means this time.

Inside, Delma's acting nice, sweet, kind, even... hospitable. She welcomes Darc,
telling him that she was wrong and agreeing to fight with him. She throws in 
some sap story about Densimo breaking her horns, too, but that's pretty 
unimportant. Whoopee, a three person party. Now then, the Orcon at the gate to 
town will tell you that he saw a "strange light" crash in Asheeda Forest, 
nearby. Volk says it's a "human thing". Oh NO Volk, not humans! Let's get em!
Yeah. Anyway, go to Asheeda Forest.

In the forest, Delma spots humans. Yick, stupid humans. They spot you too, so 
fight them off, you wicked Deimos, you. They're just Dilzweld dudes, not hard.
After you win, Darc wonders why humans would be in Asheeda Forest. Delma says
that it's Spirit Stones, of course! ((Sora: Funny how much she has in common
with Paulette, isn't it? ... No, actually, it's not. Never mind.)) Volk says 
that Asheeda Forest doesn't have many Spirit Stones though... maybe a further
search will reveal their purpose. Then they suddenly turn to Darc and ask if 
he's nervous... (o_O) Delma says that whenever things start to get a little
"hairy", Darc touches the birthmark on his arm ((Sora: The similarity is getting
scary now.)). Darc says he's just excited to kick some human booty. Let's roll, 
team.

Up one screen is the Big Owl and more Dilzweld lackeys. They're talking about 
something called "Lilia"... hmm, Darc wonders what a "Lilia" is. The Dilzies 
spot you, so fight, again. And win, again. Then there's a little dialogue about
humans and human weapons because Delma tries to touch the Big Owl. Basically,
Volk's scared of human weapons. Poor doggie. Darc decides that they have to get
this "Lilia" before the humans do. So head down and to the right to find... yet
MORE Dilzies. And Tatjana. WOOF. 'Scuze you, Volk. Er... anyway. Tatjana's 
yelling at her troops because they haven't found Lilia yet. Darc learns that 
"Lilia" is a girl. Yay. You're spotted, again. (Don't seem to have much 
camouflage, do you?) Fight, win. STEAL off Tatjana if you're planning on
getting Choko later on, there's a great accessory for Choko, the High Heels.
For the love of Jack Sparrow, steal man, steal! ... Er... sorry, that's CAPTAIN 
Jack Sparrow, savvy? Anywho. When you win,  Volk starts giving Tatjana some 
righteous, humans-are-bad speech. Delma says they're gonna kill 'Jana, so the
long-titled lady pulls out her special, "I shoot lots of different kind of 
stuff" gun and fires some inviso-ray. Now ya can't see her. What is this, hide-
and-seek? Not for Volky, who can still smell her. Fetch, doggie! They run off,
and Darc sees something running away down-screen. Looks like a girl. Hey Darc,
maybe it's Lilia. Darc has a revelation. "Maybe it's Lilia!" (Brilliant.) 
Follow.

You'll end up in Crossell Springs (though it will bring you there automatically)
and Delma suggests that you spilt up and search. Yahoo. Lilia's hiding behind
the big tree near Darc (left side of the screen). She also keeps muttering 
(aloud) something to the effect of "Please don't let them find me! Please don't 
let them find me!" Smart, girlie. ((Sora: Maybe a Drakyr beat her on the head 
and she lost some brain cells. Meh.)) Shock, Darc finds her. She squeals.
"AHH, a D-deimos! Stay away!" Right, he'll listen to you. Meanwhile, Darc seems
fascinated that "Lilia" is a "human girl". Wow Darc, sheer brilliance. No, she's
a monkey. A monkey named Lilia. Meanwhile, this sweet little scene is cut down
(hehehe) by Delma, who slashes Darc in the back, says it's revenge, and leaves.
  Darc: Ow.
  Delma: I have revenge.
  Darc: Ow.
  Delma: You killed my brother!
  Darc: I am your brother. *Darth Vader breathing noises*
  Delma: ... No, you're not.
  Darc: Ow.
Lilia decides to be sweet, fixes Darc's wounds, props him against a large rock,
and stays there to ponder... staying there. This may just be too intelligent 
for us to handle, sorry. Darc wakes up. Ooh, a girl. Wow. There are "human" 
introductions made, Darc remembers that the Dilzies were searching for Lilia.
He asks why. The Light Spirit appears. (Why hello, little Namek!) The Light
Spirit says the same thing about the 5 GSS, asks to be "guarded from darkness",
and disappears. Darc figures out that Lilia has the Light Stone and wants it. 
There's an adorable little exchange that goes on.
  Darc: Give me the Light Stone.
  Lilia: I have no Light Stone.
  Darc: I'll tear- er, I'll maul you good with mah sword.
  Lilia: ... Um... I have... no Light Stone?
  Darc: I'll still maul you good. I'm heartless. Or something.
  Lilia: My mom gave me it when she was dying.
  Darc: Damn, same old story! Always using excuses- wait, that's my story. 
Bitch. Fine. Come with me.
  Lilia: Ok! *dances*
Stop back at Asheeda Forest to pick up Volk. For all his woofin' and braggin,
he seemingly ain't got no game, and didn't catch Tatjana. Oh well. He wants to
kill Lilia, but Darc says no, she'll be useful. Then Volk wants to kill Delma 
for betraying Darc, but Darc says no, he'll take care of her. (Volk: Dammit,
let me kill! I have a bloodlust! *Tooku Made plays*) Darc claims he knows where
Delma went. Hoist the missiles and full speed to Orcoth!

At Orcoth, Delma is telling everybody how she killed Darc. Wow, one shot to the 
back kills him, eh? She's the STRONGEST DEIMOS EVER. Apparently. Nobody believes
her. Darc heads down, telling Volk to keep his eye on Lilia. Everybody else 
conveniently sees Darc before Delma, so when she turns around you get this nice
"D-D-D-D-D-D-D-DARC?!" <>Otaku: T-t-t-t-t-today, junior! Mail us if you know
the reference. Seriously.<> Darc asks Delma to have a little "talk" with him
in the arena. There, she's scared that he's going to kill her. He says that, if 
she's going to kill him, she should get it right next time. Shocked, she asks 
him why he's letting her live. He says he needs strong Deimos to fight with.
He also suggests that she stay "close to him" to try and kill him again. Smart
kid. She pulls a Heero Yuy, promises to kill Darc, then they leave.

Outside, everyone's fawning over Lilia. Fawning as in threatening. Volk swears
he's been watching her the whole time. Wow, literal meaning. Go, woofie. Darc
saves her from instant death and... throws her in the dungeon. Now then, go 
ahead and heal/save, then head on down to the ever-popular dungeon to talk with 
Lilia. She'll tell Darc that he's different from the other Deimos, but he would 
rather talk about the GSS. Lilia says she doesn't know much, but she mentions 
that she met a person named "Kharg" on Ragnoth who had the other half of the 
Wind Stone. Lilia even starts to mention the possibility that Darc and Kharg 
could be... but is then interrupted by Darc. Dammit Darc, don't try to run from 
the truth! THE TRUTH!! Ahem, anyway. Darc demands to know where the other GSS 
are. Lilia reveals that Dilzweld, the people that were looking for her, have the 
Earth Stone, but she knows not of the other GSS. Determined to find the GSS 
before the humans do so that he can use the GSS' power to unite the Deimos, Darc 
leaves Lilia in the dungeon and once back upstairs, tells the other party 
members what he has learned. Now to find some information about the GSS and some 
kind of transportation. How about a "Hero of the Sky"? Go talk to Gorma, and 
he'll tell you how to transform a Firble into a Pyron. You'll need three things: 
   * Rebound Fruit, which can be found by defeating some Crimson Rhokes in 
Tindalos Woods.
   * Phoenix Blood, which seems to be hard to find nowadays (but not for you, 
thanks to that fat ol' greed-o Geedo)
   * Fire Fragment, which Gorma offers to make for you.
Well then, speaking of Firbles, why don't you go check on the egg? Not 
surprisingly, when you arrive at the Church Ruins, the Orcon on guard duty will 
tell your group that the Firble hatched! Huzzah. Go see it for yourself, then 
head on out to the Tindalos Woods for a Rebound Fruit.

Now then, it seems that a Crimson Rhoke fight is NOT automatic. Although both of 
us writing this FAQ have always gotten into the fight on the first try, we've 
heard that some people don't. So, if you don't get into a Crimson Rhoke 
fight...retreat, then try again until you get one. When you do enter a C. Rhoke 
fight, just defeat them. Don't bother stealing, because you'll automatically 
receive a Rebound Fruit; during the black screen between the end of the C. Rhoke 
fight and returning back to the World Map, a dialogue box should pop up saying 
that you found one. Yay. Back to Orcoth. Go talk to Gorma again, and Darc will 
tell him about the Firble. He'll then happily start making that Fire Fragment 
for you, so you'll have to come back later. Go to the Church Ruins and feed the 
two required materials you have to the Firble. Back to Orcoth, where you'll 
find...less Orcon than when you left. Where'd they all go? Head down to the 
dungeon to find out.

Time to listen to... AHHHH! AN ENGLISH DUB SONG! AAAAAHHHHH! Ahem. Lilia will 
sing for a little bit, but will be cut off by Darc (whew, thanks). He'll yell at 
the Orcon down there, and they'll all run off in fear. Darc stops Gorma on his 
way out to ask if he made the Fire Fragment yet. Gorma replies that he gave the 
Fire Fragment to the merchant Quorup, so head on back up. Talk to the merchant, 
who will give you the Fire Fragment... for 500G! Wasn't that nice of Gorma? 
Well, you need it so pay up. Go back to the Church Ruins and feed the Fire 
Fragment (actually, you "give" it... but whatever) to the Firble. It will then 
proceed to... fall over. Wow, it looks pretty dead-like. Good job, Gorma! First 
make us pay for the Fire Fragment, then kill the Firble using it. Well, go on 
back to Orcoth to give Gorma a well deserved yellin'.

Near the entrance to town, you'll discover Lilia's Ortena. How strange. You'll 
also see that all of the Orcons around you are completely dead. How strange. Go 
down to the dungeon, where you'll find Zugalo. He's not dead, but he doesn't 
seem that alive. He says that some humans came for Lilia, so he and fellow Orcon 
tried to fight them off. However, as you saw when outside, the Orcon lost and 
Lilia was taken. Zugalo asks for forgiveness, but Darc tells him not to speak 
and to save his strength. That being the nicest thing that was ever said to him, 
Zugalo dies happily. Run back upstairs and talk to the Quorup merchant. He'll 
say that he and some others were able to survive, and that they're all hiding 
out in the Arena. Go there and speak with Gorma. It was the Dilzweld Army that 
took Lilia! Imagine that. Although Gorma still has a yellin' coming to him, 
there'll be time for it later. Time to head to their base in Varam Barrens!

At Varam Barrens, the battleship Megist is prepping for takeoff. According to a 
Dilzweld officer, they had to drug Lilia to get her on board. Supposedly she 
even bit somebody. Isn't biting somebody some toned down kind of "fighting", 
which she is so very much against? Well, whatever; good job, Lilia. They are 
anticipating Darc and his posse's arrival, and have set up an "Argewalt" to take 
care of them. Enter Darc and his posse, exit the Dilzweld people. Darc gives 
chase, but the Argewalt awakens and it's time for fightin'. Now, the Argewalt 
has a limited number of attacks: it can create monsters for you to fight, it can
try to confuse you, and it can deliver a shockwave attack to a small area 
around it. It'll use that first attack much more often than the other two, so 
focus your strength on the Argewalt itself. If you can/want to, have one 
character go after the boxes and the created monsters; it'll be good experience 
for them, and you can pick up some nice treasure too. When you do defeat it, 
you'll see the Megist taking off. Dang. Now, during the Argewalt battle, Delma 
mentioned that the "thing" inside the Argewalt looked like a Deimos. You'll 
discover that the Deimos "thing" is still alive! She's Camellia, the "Pianta 
Sage". She explains how she and her tribe were captured by Dilzweld, and were 
"treated". She also mentions a Miracle Stone, which Darc thinks may be a GSS. 
Camellia then asks to accompany you, knowing the "labyrinth"-like mazes of the 
Coleopt Shrine (where the Miracle Stone is). Darc agrees, so you get a fourth 
party member! Now then, back to Orcoth.

Since the Coleopt Shrine is on Adenade, you'll be needing that Pyron. When you 
get to Orcoth, go talk to Gorma and he'll explain that Firbles sleep for a while 
before evolving. He just forgot to mention it earlier. Good old, forgetful 
Gorma. However, that's good news for you. So, get any items you may want, heal, 
save, and do anything else you want to do on Aldrow for now, then head on to the 
Church Ruins.

At the Ruins, there's some large, fiery thing over to the right. Maybe that's a 
Pyron? Well, indeed it is. After discussing Pyrons for a little bit, Camellia 
will suggest that Darc try to talk to it. He does so, and the Pyron... flies 
off. That ain't good. Camellia says that it's just getting "larger". You'll then 
see a LARGE, fiery thing descend from the sky. Man, that's one big Pyron. Get on 
it and enjoy the nice flying cutscene. You'll land on Adenade, and now it's time 
to head off to the Coleopt Shrine. A quick note: Your Pyron is not only a means 
of transportation, but also a means of free healing and quick saving. This means 
that it's a perfect time to do a little training, if you haven't bothered to do 
so earlier. You can also head up to the town of Rueloon, but since you'll go 
there later on automatically, we won't go into that right now. We'll just 
mention that you can find a Coleopt in the Rueloon back alley (head left between 
the stairs leading up to the Arena), who will sell you Coleopt Froth (the only 
item that can heal you from the effects of Coleopt spheres...you'll find out 
soon). So, to the Coleopt Shrine!

Speak to the Coleopts, and you'll discover that they eat all the weak members. 
Wow, that's a little harsh. You'll also find out that the Coleopts serve Queen 
Selkis, and they don't fear death. Whoa. Anyway, part of the Coleopt army is 
guarding the entrance to the shrine itself. When you approach, you are denied 
access to the shrine. You have the option to "retreat for now" or to "force your 
way in". Retreating does nothing, so time to force your way in! You'll enter a 
fight with about 6 Coleopts. Your major concern in this fight is their one and 
only magic: Coleopt Spheres. All of your skill levels will be lowered 
considerably, and the only remedy is Coleopt Froth. Don't worry if you don't 
have any/many, just focus on killing the Coleopts. When you're done, head on in 
(unless you're really weak, in which you should go heal at the Pyron, THEN head 
on in).

Inside, a tentacle monster <>Otaku: Kinda reminds me of a Like-Like from LoZ.<> 
busts outta the wall. Your initial response is what would be expected, "What 
the...?!" But then it retracts back in- why? Continue forward to find that some 
Dilzweld soldiers have blasted through a wall in search of the "Miracle Stone"/
Water Stone. You'll fight them, take them out. They were, however, apparently a 
distraction, so hurry on to the main room. You'll find two Dilzweld lackeys in
search of the Miracle Stone. Everyone except Camellia steps over the mini-bridge
that leads to the larger platform, then one soldier steps on the red tiles in
front of a large, treasure chest-looking thing. This causes the bridge to lower, 
cutting Camellia off from the rest of you. She cackles and says that in this
main room is a monster created to destroy the world. This monster is named 
Bebedora. Apparently you've been betrayed, as Camellia runs off to the Throne 
Room where the Water Stone really is. That shriveled, little, creepy... er, 
anyway, Bebedora comes out in a cutscene. And she looks like a little girl. Woo, 
scary. But then she uses mind-controlling magic to take over the Dilzies- that's
a little scarier now. Fight the soldiers and win, then Bebedora complains that
her "toys" broke. ((Sora: *shudder* ... She's cool ^_^)) She makes the skeletons
on the walls come to life, stating that they won't break as easily. Now you get
to fight THEM. Whoopee. They're a bit harder, but stay healed and you'll be 
fine. But try to avoid using regular attacks, as they don't do much. Stick to 
magic and you'll do much better, esp. Wind attacks we find work well.
Afterwards, Darc attempts to soothingly talk to Bebedora so that she won't use
that little trick of hers on your party. She "sees" his emotions' 
colors and decides that he's very complex, not human yet not Deimos. She decides 
to help you and tells you that, to get out, you have to push a switch to your
left, on the wall. <>Otaku: More like a GIANT switch, that thing's huge...<> 
Thanking her, you go and hit the switch. However, she's decided Darc is 
impossibly interesting and wants to join you. Hey, feared evil monster on your 
team? Sure, join on up, girlie. Be sure to pick up the Ancient Tablet on the 
floor in Bebedora's room. Continue down the path you are on to find a
treasure chest. This one contains:960 G, 100 Spirit Stones, and Black Rose Thorn
(Weapon Part for Camellia, adds Poison to attack). Crossing over to the right,
there is a save point. Down from there is another treasure chest, containing:
160 Spirit Stones, Aquamarine (Accessory), and 3 Water Balms. Last but not 
least, there's a third treasure chest accessible from crossing to the left of
where you came in, containing: 480 G, King-Size Soap (Accessory, prevents 
Stickiness), a Life Tree Berry, and a Water Shy. Now, head back to the Save 
Point, save up, then go to da door.

Small, very short scenette where Camellia is getting what's been coming to her.
Hah, serves ya right to betray the almighty Darc! ... Ahem. The Queen of the 
Coleopt, Selkis, is controlling those large, Like-Like...er, -like tentacles.
Camellia begs you to help her, and you'll fight Selkis. Not to help Camellia, 
but to get the Water Stone. Boss fight! Bebedora's Mind Control is extremely 
useful and can be used on both the little flying-wasp things that the tentacles 
produce or on Selkis' bodyguard Coleopts, but ONLY TWO AT A TIME. (Ahem, sorry. 
That made us waste some time. And SS.) Taking out the tentacles first is a must, 
then focus on the bodyguards, THEN Selkis herself. Watch out for getting too 
close to Selkis and staying grouped together, her spells can attack people in a 
fair range and do either a lot of damage or the equivalent of the Coleopt 
Sphere. This is a decent fight ((Sora: Or was for me, anyway, but I don't mad-
train like Otaku does ^_-)) Using magic on Selkis is a decent idea, since she 
really can't hit you unless you're on the stairs or closer, so far-range damage 
is better. Once you win, congrats! ^_^

The Water Spirit appears once Darc has the Water Stone and talks about hatred 
and negative emotions. He warns the group about them. Hate bad. Negative 
emotions bad. Peace and love. Then Darc gives a spiel about wanting power.
((Sora: Hey, like the Taco Bell Dog! Darc's voice! "Darc: Yo quiero powa."
heheheheh...)) The group heads out, ending Darc's second chapter...


E. Kharg's Story 3: Conflict

Begin with Kharg, Paulette and Maru rushing into the Cathena Consulate. The
representatives have decided that Kharg can speak in place of Lilia! ... 
Providing he receives and brings them a letter from the Nidellian 
representative, Nafia. The hell? Sure we will, old man... not! Then the kind 
delegate from Milmarna wishes to speak to you. She goes off to the left, into a 
fancy meeting room. Cool. Following her, you find out that she is Savina. Kharg
and Maru (strangely) have heard of Milmarna, her country. Hmm... there's a small 
Arc 3 reference to Sania and Yonan (her young counselor) here, then she starts
speaking about Dilzweld and Emperor Darkham. She tells the group that Dilzweld
has invaded the continent of Epistia, and Kharg tells her Lilia's story, with 
the Light Stone and the running and all. Well, it's technically a story told in 
a screen blackout, but meh. Afterward, Savina mentions that something called the
"Flame Egg" supposedly rests inside a volcano on Epistia; maybe that's why 
Dilzweld is there! Our little genius baby Kharg fights fire with fire and 
figures out that the Flame Egg must be the Fire Stone! Wowie! Savina tells you
that Epistia is to the west of Aldia, the east side of a continent called 
Halshinne. Then a Cathenian soldier comes in to inform you that the battleship
Megist (Darkham's shuttle, if you will) has taken off. There's a little exchange 
that goes something like this:
 Soldier: The Megist took off. And they took Lilia with them.
 Kharg: It might be Lilia!
 Soldier: Uh... it is Lilia. Or was.
 Kharg: ... It must be Lilia!
So, now that Kharg's 2 for 2, you should probably set off for Epistia, after
Lilia and Darkham. And that Flame Egg thing, too. Head on outta there, then.
But wait! Before you leave, swing on into the conference room on the right side
to pick up a Spirit Dictionary. Now then, on your way. When you reach the door,
a voice will stop you. The Cathenian soldier informs you that the council wishes
to speak with you. Savina comes out and tells you to forget about it, the 
council takes forever anyway. She tells you to contact a man named Spencer on
Epistia, who is apparently leading the underground Resistance movement against
Dilzweld. (Indirect "reference" to Arc 2, where Shu and Tosh led a Resistance 
themselves ^_^) Okee dokee. Onward to Epistia! Heading out, you'll find the Big
Man himself... no, not the Kool-Aid guy, Ganz. Sheesh. He'll inform you that the 
Big Owl is ready and waiting on the coast nearby. He wants to stop at the Arena,
where he's been informed there are people who knew his war buddy there. Ok, so
head there first. Ganz talks to the two guys who were apparently in the same
"squad" as his buddy, Rapier. (Rapier? Sounds kinda familiar...) They give Ganz
the bad news that Rapier was recently killed...! What? Yup, killed by Deimos.
Orcon, to be exact, near Orcoth. (Damn you, Darc and Delma! Er...) The guys go
off about how Rapier was a mercenary who didn't really care about killing for 
money, treasure, or the like... he just wanted to protect the world. How sad...
Ganz wants revenge on the Orcon and decides he'd like to accompany Kharg and 
the rest of the gang around the world and such. Hooray. Now then, REALLY on 
to Epistia!

Once you reach Epistia, you'll want to head into the main city, Sulfas. On the
way there, you'll stop at Kassim Highway, a 'checkpoint' of sorts for Dilzweld.
There's a group discussion there, and it's decided that the best way in is not
to rush the soldiers, but rather try to answer any questions they might have and
get in virtually undetected. The man near the road blocks will ask you questions
in order for you to be "let in" to Sulfas. (We have reason to believe that any
of the answers will work... you must name Darkham Ekid na Bard correctly,
however.)
  Sora picked the following answers: Aldrow, Mercenaries, Ex-general Spencer,
and Darkham Ekid na Bard
  Otaku picked: Ragnoth, Merchants, Samson, and Darkham Ekid na Bard.
Once you answer the questions, he'll let you in. Whoopee. Now you can go to 
Sulfas. Upon your arrival, some Dilzweld soldiers will be moving out to relieve
the troops at Kassim Highway. Now it's time to try to get some info on Spencer 
and find this guy. Nobody will tell you anything, though, as there are soldiers
all around the place. There's a healer to the right, near the bridge into town
should you need it, but she's about the only purchasing you can make right now-
the shops won't/can't sell you anything. Going into the item shop near the
healer, you'll see a soldier talking with the woman there, named Leonora. Her
husband Jaqual is the owner of the shop and, according to the soldier, selling
things on the black market to aid the Resistance movement. Leonora refuses to 
tell anything about her husband, claiming she doesn't know where he is. The 
soldier says that he'll wait there- Kharg steps in and mentions that he saw 
someone fitting Jaqual's description on Kassim Highway. The soldier, thrilled
with the news, rushes out. When questioned by Leonora, Kharg says that the
suspicious person on Kassim Highway was himself. Leonora, figuring she can trust
Kharg, tells him that her husband is around town, selling items in secret. He
won't answer to his name, but will accept a sort-of password: "The Dolban 
delight in dealing". (Note: We believe "Dolban", spoken of here and later 
spoken of by Leonora may be a different translation of "Dorvan", the father of 
the merchant family that causes the party many problems in Arc 3.) Now that you
know the secret words, go find Jaqual. 

Downscreen from Leonora's item shop there is a small alcove where there is a
trash can. Before speaking to Leonora, there will be two people talking there,
one of which you cannot reach. Now the other person will be gone, so you can 
speak with the man. Turns out he's Jaqual, whoop. Kharg mentions the "magic
words" and Jaqual will sell you stuff. He'll also tell you that there is a 
secret passage in the pub, leading to the HQ of the Resistance and- gasp-
General Spencer. Waahoo, let's head to the pub! (Not to get drunk, mind you.
They remind us all too often that Kharg is underage.) The pub is in the back 
part of town, near a gate that you can't open from the outside. Hmm. Talk to 
the pub-masta and he'll give you a riddle to finding the secret passage:
"The back and the front always come to the same number." Now then... what the
hell can that mean? Very simple! You may have noticed that the guy reading the
"Rules of the Pub" has mysteriously left. Looks like a sign to us. Pardon the
pun. Now then, if you picture a dice... the opposite sides... always add up...
to the same number: 7! So you must have to read rule 7. For some reason. The 
other rules are humorous though, so read them too. Anywho, when you read rule 7,
there'll be an option that asks if you want to push a button that's behind the
rules. Well, yeah. Ahhh! The freaking wall's moving and- oh, right, that secret
passage thing. Well, head on down then.

Downstairs are a bunch of Resistance soldiers, a man behind a counter who will
eventually sell you Weapon Parts and Accessories, and a big guy with white hair.
Looks like we've found Spencer. Introductions are made, and then you'll see... 
Zev!? It seems the Resistance found him coming down from Mt. Quina and suspected 
him as a Dilzweld spy. Kharg vouches for Zev, and asks to speak with him 
quickly. Talk to the explorer and he'll explain that he heard rumors of the 
Flame Egg and, being an explorer and all, was trying to locate it. However, the 
Dilzweld Army is building a stronghold in Mt. Quina. Using his mad deduction 
skills, Kharg figures that Dilzweld must looking for the Flame Egg! Spencer 
mentions that if you attack the stronghold directly, the Dilzweld will send for 
reinforcements (not to mention that they have big cannons there O_O). So, it's 
decided that before storming the base, Kharg and party will take out the 
garrisons: the Parez Ruins, where the Dilzweld are getting parts and weapons; 
and the Viorav Mines, where they get SS. On the way out, stop by the dude behind 
the counter for Weapon Parts and Accessories. You can either exit the pub the 
way you came in, or walk out the door down from the box Zev's sitting on 
(outside is the gate that you couldn't get past before because you were on the 
wrong side; well, now you're on the right side). Once outside the pub, you can 
go heal and save, then head on out of Sulfas.

It's your choice on where to go first: the Parez Ruins to the north or the 
Viorav Mines to the south. Both of us writing this did Parez first, but we don't 
think it matters any. So, head on over to wherever you picked first and... uh-
oh. You'll be stopped in Kassim Highway; they've caught on, it seems. After a 
few random comments and insults (Kharg... gaudy?), you shall engage in a battle.
Not too tough, just be sure to heal when it's needed. And use Ganz's Rolling Axe 
if the soldiers are stupid enough to crowd around him. ^_^ Once you win, you can 
go back and heal/save, or just the latter... or neither, if you'd like. Up to 
you. Now then, head to either place. (Since we both head to Parez first, we'll 
talk about it first)

As soon as you enter the Parez Ruins, you will engage in a fight. You'll soon 
notice that the soldiers have placed garbage heaps in front of them to build 
makeshift barriers. There should be three heaps all together: two to the left of 
you, and one south of you. The heaps are only in your way; the Dilzweld soldiers 
can shoot at you through the heaps, without damaging the heaps at all. 
Therefore, you shouldn't send out Ganz or Kharg to take out the heaps (unless 
you have really pumped them up with defense). You can either have Maru and 
Paulette both attack the left garbage heaps, or have Maru attack the south heap 
while Paulette attacks the left ones. That way, Kharg and Ganz can sneak around 
for a sort of surprise attack. Watch out for the gun-totting machines; they can 
pack a punch. Other than that, you should be just fine. Once you win, the Parez 
Ruins will be freed from Dilzweld! Hooray. Before you leave, you can run around 
and look at stuff (everything that you can "interact" with is conveniently under 
a spotlight). Be sure to check the TV screen; you'll get a quick glimpse of a 
certain main character... who happened to star in Arc the Lad 1... as well as 
co-star in Arc 2... and appear briefly in Arc 3... in case you're incredibly 
confused, it's Arc himself. Also, there is a robot in the lower left corner who 
goes by the name "Ziekbeck". He will claim to be the former leader of the Ultra-
Mech Army, but if you've played Arc the Lad 2, you'll know that he's lying. Then 
again, even if you haven't played Arc 2, we just told you that he's lying. So in 
any case, you now know he's lying. So, tell him that you don't believe him. Ziek 
will reward your knowledge with a Shadow Talisman, then will become permanently 
disabled. (Note: We're not sure if you can get another/a different item from 
Ziek if you talk with him after you get Diekbeck.) Well, time to head out to the 
Viorav Mines then.

You'll engage in a fight as soon as you enter again. There aren't any garbage 
heaps here, but there are a few barrels. Try to take out the enemies as they 
come to you. You shouldn't have much trouble in this fight either, but do be 
sure to watch out for the Intruders (<>Otaku: Or maybe they're Gunners...I can't 
remember the name<>). They can pack a punch. Even more so than those other gun 
machines. Once you've defeated them, you've now taken back the Viorav Mines!
Better head on back to Sulfas now.

Now that you've taken care of the garrisons, it's time to take on the Main 
Plant. Since you're here, feel free to heal/save. <>Otaku: If you're miserly 
like me, go get free healing at the Big Owl.<> Then, enter the plant (big 
building that was guarded by soldiers earlier, north end of town, between the 
Item and Weapon Part/Accessory shops). There are only soldiers in this fight (no
gunners or those other gun machines), so it should be fairly easy. If you can, 
break open the Steel Boxes for goodies. When you defeat them... Sulfas has been 
liberated! Time to heal, save, then head on back to the casino.

Back at the Resistance "base", Spencer will congratulate you on your good work. 
As he damn well should. <>Otaku: I mean, why didn't he send a Resistance member 
or two along with you or give you free items or something?<> Whatever. The 
Resistance members aren't exactly as happy as Spencer is, though. In fact, they 
are down-right pissed. They think that they could have taken back the city 
themselves, and that you meddling kids got involved in their affairs. ((Sora:
What are we, in Scooby Doo? )) They decide to attack the Mountain Stronghold 
themselves, and a few Resistance members run off. Spencer is concerned; after 
all, the Stronghold does have those cannons and all. He asks you to go fetch 
them. Go fetch 'em, Khargy! Go fetch those Resistance members! Too bad that 
Spencer won't even give you a freaking Milk Bone in return. Well, whatever. Off 
to the Mountain Stronghold (west of Sulfas).

You'll see a little scenette thing. The Resistance members aren't doing too bad; 
they've already cleared out a good number of Dilzweld soldiers. However, once 
those cannons power up, they go down like a falling lead-filled balloon. Kharg 
and his party then arrive, and it's fighting time again. Now, as Ganz will point 
out near the beginning of the fight (through the "battle talk" that he and Kharg 
will have), it's impossible to defeat those cannons. Your job is do rescue the 
three Resistance members. But wait! The cannons have a good range, but not THAT 
good of range. If you stay on the ground floor where you start from, the cannons 
will not be able to reach you. Therefore, lure the other enemies down and defeat 
them. When you are ready, head on up. Don't group together, or the cannons will 
hit all of you. Keep them close enough that they can easily heal someone, 
though. If you've taught Kharg Healing Rain, it'll come in handy in this fight. 
Also, try to keep to one side; if you stand in the middle, it's possible that 
both cannons will attack you. In order to "rescue" a Resistance team member, you 
have to get right next to them and "talk" to them. It'll prompt you "Save 
Resistance Member?" Well duh, answer yes. (Even if you don't really want to). 
Email us if you're having trouble here, we'll do our best to help. That's about 
the only advice we can give... Once you've rescued the Resistance members, head
back to Sulfas and report to Spencer. He thanks you... again not really well 
enough, but it'll do. And those Resistance guys are still huffy. Whatever. 
Spencer then mentions that the Resistance members (and you, of course) are at a 
huge disadvantage- for one, Dilzweld's got the mega-cannons from hell. Two, 
you're attacking uphill, a BIG strategic no-no in any general's book. Maru 
suggests attacking from above then, but the only way you could do that is with 
an airship and the Big Owl isn't equipped properly for attacking. Hmm. Wait, 
there's a solution to the airship problem, otherwise it wouldn't have been 
mentioned! (RPG rules, you know.) Spencer can get the Big Owl equipped with a 
"beam cannon", all you need to do is head to the Main Plant. Ganz goes off to 
fetch the Big Owl (seems like he does that a lot), so head into the Main Plant.

Inside, one of the men in the main room will talk about the plant- he says it's
a "Russ-Style" plant. (Indirect-Arc 3-mistranslation-reference! Waahoo!) That's
just an FYI. Plotline wise, head in the door on the left wall. If you head all 
the way past Spencer and the other two guys there and then down at the very end,
you can get Spirit Dictionary 3. Also an FYI. Right, plot. We know. But... 
but... one more FYI! You can (just for fun) get electrically "shocked" in the
upper-right corner of this room. It's fun. If you do it enough... you'll see
what happens. Ok, now, PLOT! Muahaha. Righto. Talking to Spencer, Ganz will show 
up and you'll find out that the volcano is becoming more active. Wow, lots at 
once. It will come to your attention that you'll need a means of controlling
the airship since you'll all be on the ground and it will be, well, in the air.
To do this you'll need a remote, a "Tele-Op" to be precise. You'll need four
things for the Tele-Op: An Antenna, a Magnetron, an Integrated Circuit, and 200
Spirit Stones. Well, the electric-y stuff you should be able to find at the 
Parenz Ruins, and Viorav Mine is supposed to be chock full o' Spirit Stones. So
it's your pick where you go first. Either way...

At the Parenz Ruins, you're looking for three things: Antenna, Magnetron, and
Integrated Circuit. You may have noticed (or perhaps remembered us mentioning it 
earlier) that some items at the Ruins are strangely "lit up"... that is, there's 
light shining on them. Almost like some kind of creepy sign, isn't it? Anyway, 
the Antenna can be taken from the Radio at the back of the Ruins, the Magnetron 
from the microwave on the left side, and the Integrated Circuit from the 
computer on the right. We've mentioned Arc the Lad on the TV screen before, 
but we'll mention him again. w00t, go Arc! Anyway. On your way out you'll be 
stopped by ninjas who think they own the place, the "Shinobi Gang". Show them 
who's back. (And it ain't Shinobi, dudes.) Once you've whipped their butts...

Viorav Mines. Full of Spirit Stones, just waiting to be scooped up by the next
bright-eyed opportunist who comes by- except Deimos, that is. Not Deimos. Never.
Go deep into the mines, my friend! (Beware of Balrogs) Use the elevator, then...
you'll fight monsters! Well whoooopee! You came. You fought. You better have
conquered, otherwise go train some more, then come back. Once that's done, hit
the detonator in the upper-left. *disco music starts playing* It's a-Rainin' 
Spirit Stones- Hallelujah! It's a-Rainin' Spirit Stones- Amen! Um... ahem.
So you gather the stones and go. Yay, now you can get your ber beam cannon.
(Wing Zero, anyone? ... We didn't think so either. We only wish the Big Owl 
could be that cool.) Back to Sulfas and the Plant.

You get the cannon installed, yada yada yada. Off to the stronghold! ((Sora: I 
think that's the most straightforward direction we've given in this entire 
FAQ... o_O))

Fight again, you can use mostly the same strategy. Lure the enemies down to you
and kill them off. However, this time Kharg has a new, special choice under 
Special Moves! He can summon the Big Owl! Yay! Summon on those blasted (pardon
the pun) cannons, you should take each out in a single hit. Whoop-dawg. When you 
win this fight, you may finally enter... *dun dun dun* the Volcano!! ... ... ...
Yeah. 

Another Dilzweld fight awaits you inside. When you win, the commander calls you
"Rebel Scum" (Another 'email us the reference' opportunity!) and dies. You find 
out that the Deimos inside the Volcano are called "Lakelta". Then Zev shows up.

...
...
Wait, Zev? What the faaa---zoo?
He notifies you that the Fire Stone is inside the Volcano. Great, you knew that.
Ah, but he knows WHERE inside the Volcano! Near the crater, in an ancient 
shrine. Oooh, aaah. Oh yeah, one more piece of info? The volcano's gonna erupt
soon. Might wanna hustle. Then Zev leaves. Asking you to bring him back goodies.
Sure, whatever. So get on zee elevator, laddies/ lasses!

CUTSCENE! Wahoo, to Lilia and... meet Darkham Ekid na Bard. ((Sora: Eeeewwwwww!
He looks like someone out of Rocky Horror! Or a strange, demented vampire! ...
Must... cleanse... mind... nightmares...)) It seems like Darkham's guards were
Emperor Palpatine's rejects, too. And every Dilzweld officer wants to be Cyclops
from the X-Men. (Sorry, we had to dish out the references. They were eating us 
alive. Well... no, not really.) Darkham finds out that you're in the volcano,
apparently his troops are well on their way to the Fire Stone too, yada yada,
back to you in the studio, Kharg. This has been Darkham Ekid na Bard, reporting.
And looking vampire-ish.

The Volcano used to be a coal mine, turned active through the power of the Fire
Stone. (A little bit of back info for y'all.) To the right and down, there's a 
treasure chest (Yay, our first dungeon-layout for the FAQ! Every treasure chest 
will have contents listed like this, FYI):
  - 460 G
  - 220 Spirit Stones
  - Red Charm
Follow the path... go over the bridge before the door for another treasure chest!
  - 180 Spirit Stones
  - Life Tree Berry
  - Super Bomb
  - Super Bomb
Into zee elevator. When you emerge, you'll fight the funky Deimos, Lakelta. Mmm,
quite... fire-y in here. There's nothing of interest here, so head into the 
elevator to the left. Now you're back in the main room, but on the upper level.
Follow the path to the next elevator, but cross the bridge before it to get more
treasure:
  - Gunpowder
  - Fire Shy
  - Fire Shy
  - Power Berry
Through the elevator, more fighting with monsters and Lakelta, yay. Another lift
(that's elevator in British-talk ^_^)... Then the path branches for a moment. To
the left is treasure!
  - 1200 G
  - Fire Balm
  - Fire Balm
  - Fire Statuette
Back on the right path is a Save Point! Hooray! Now then, there's only one 
working elevator in this room, so logic says you should take that one. Welcome
to the Shrine! Complete with your lovely Dilzweld welcoming committee- including
the ever-friendly Tatjana. (Note: The soldiers call her "sir". Wtf? o_O We 
didn't wanna know that...) Suddenly, 3 BOSS-LIKE Lakelta show up! They're 
brothers, how cute. And their names fit with each other, even cuter! The eldest 
is Fulkrum (as in a point of leverage), the middle one is Tsee, and the youngest
is Tsaw. Aww, Tsee-Tsaw and Fulkrum. ... -_-; Anyway, to get straight to the 
point, Tatjana gets abandoned by her men and Kharg decides to help her.
Time to fight! Tatjana's on your team, though she doesn't really help much...
we're not sure if she has to stay alive or not, but we kept her healed 
nonetheless. ((Sora's Tip: Rage (TNS) attacks help a LOT in boss fights. A LOT))
<>Otaku's Tip: Even if the fight gets rough... don't forget to steal! Tsaw has a 
Silk Bowstring, Tsee has a Heat Blade, and Fulkrum has...uh...something. -_- 
Sorry, I forgot!<> When you win, Kharg gives a little speech about why he helped 
Tatjana. She's going to shoot him, doesn't, runs off to get Fire Stone. Quick, 
after her! When they reach it, it "won't accept" Tatjana. Kharg seems to be in 
pain, and... starts glowing blue. 0_0 That's... a new one. The Fire Spirit 
speaks to Kharg, then... Darkham shows up with the Palpatine rejects? They're 
holding Lilia hostage and want the Fire Stone in return for her. Fine, Kharg 
accepts... but we smell foul play. Stupid... evil-doers! Kharg wants Lilia 
first, Darkham wants the Fire Stone first. Of course, Kharg agrees and tosses 
Darkham the Fire Stone. Kharg runs toward the bridge leading to Lilia, but it 
blows up and he's knocked back, unconscious. (Kharg's flat on his back for time 
#2! Take note, there may be a quiz... probably not though.) When he comes to, 
the gang is trapped. The Volcano's gonna erupt, and Darkham has left, WITH 
Lilia, leaving Tatjana there to "give her life for his cause", or some bad guy 
bull like that. Just when it seems you should give up hope... Ganz hears 
something! What is it, Ganzy? Why, it's none other than Samson and his ship! 
(Rock.) They save you, and Tatjana decides to "go with you" (rather than die). 
Good choice, we'd say.

Cut to Darkham, who knows you've escaped. A "mysterious man" (whom you can see a 
lot of, btw) talks to Darkham and seems to be almost a superior to Darkham. Hmm.
Darkham- having a little trouble with the Water Stone? Not at all, he's sent in
the "Hybrid Weapon" for that. And it's only a matter of time before he has the 
Wind Stone taken care of, too- seemingly he needs to visit Dragon Bone Valley
for that. He's off to Ragnoth... and Nidellia.


F. Darc's Story 3: Love and Hate
  
Darc and his posse arrive in a town (if you stopped here on the way to the 
Coleopt Shrine, you know it's Rueloon). Camellia is begging for Darc to forgive 
her, and (of course) Delma is yelling back at her. Volk delivers a great line 
here: "Delma seems to think you shouldn't forgive people who betray you." Ooooh, 
that's gotta burn! Delma attempts to give a good comeback, and they continue to 
bicker. Meanwhile a Drakyr lands nearby, unseen by Darc and his bickering batch 
of buds. <>Otaku: Wow, that's a whole lotta 'b's.<> He tells Darc (well, he 
doesn't actually "tell" Darc; just speaks aloud) to enjoy his freedom, because 
he won't have it for long. Back to Darc, he suddenly turns to where the Drakyr 
was hiding, but... he's gone! Volk asks what's wrong, and Darc says he sensed 
"deep bloodlust". (*Tooku Made plays* No one will probably get this unless they 
are anime otaku. Still, if you know the reference, email us!) Bebedora starts 
talking about soul colors, and how "all Deimos are simple except Darc". Volk 
suggests that everybody rests up, then you'll get control of Darc.

Now then, where should we start? How about the Quorup merchants, since they 
happen to be right here. Have a look at their wares, buy stuff you need, etc. 
etc. (fyi, you can get also get some Pyron food here). Talk with the other Orcon 
here; you can explain to one that you're the leader of the Orcon, and you can 
hear from another how Delma is his type, but maybe Delma "already has her eye on 
someone". Wow, now who could it possibly be? Before heading up to the Arena and 
Inn, head into the backalley (walk left between the stairs and the nearest 
Quorup merchant). For one thing, that Coleopt woman isn't here anymore... but 
that's not of why you're here. Grab the Ancient Tablet that's lying on the 
ground (note: it's not actually "in" the alley, rather on the screen before it). 
Now then, up the stairs you'll the Arena and Inn. It seems that the Arena is 
closed at night, so you can't do any late-night fightin'. Oh well. Head into the 
Inn. There's a Save Point and Quorup healer here. Go ahead and save, but don't 
heal! Have a look at the statues; if you've played Arc the Lad 3, you should 
find some familiar people. If you head upstairs to the pub, you can talk to a 
drunken Canidae. He's not as think as you drunk he is. Really. Anyway, there 
isn't anything else to do right now so... talk with the little guy in the statue 
room of the Inn, next to the stairway leading up to the pub. He'll ask if you 
want to rest, and agree. Sweet, free healing.

Later that night, Camellia is awake due to Delma's snoring. So is Volk, but not 
for the same reason; he has a bad feeling. He decides to go drink until it goes 
away. Nice philosophy there, Volky. Camellia realizes that Darc's alone, and she 
creeps in, but for what possible reason? Well, Darc will wake up pissed as hell, 
so it must have been something good. Everybody rushes over to Darc, and Bebedora 
senses "deep red anger" in Darc's soul. Darc will reveal that the Water Stone's 
gone! Dammit, Camellia. Time to search for her. However, since you're reading 
this FAQ, you won't have to search. Just follow our directions. Anyway, go into 
the Arena.

You'll see that Camellia is praying with the Water Stone, in hopes of returning 
to her beautiful, young self. Suddenly, some Drakyr show up! They're here 
with... some weird pegasus-like Deimos. Whatever. They steal the Water Stone, 
and then Darc enters (with the rest of his party close behind). The mysterious 
new Deimos is revealed as "Droguza", and he also wants to the King of the 
Deimos. Hey now, that's Darc's job! Well, time to fight. You'll obviously want 
to concentrate on Droguza (Steal off of him! You can get something good for 
Volk!). Droguza's Drakyr lackeys can be Mind Controlled, so have Bebedora take 
care of that. Just keep wailing on him, and you'll eventually win. Darc demands 
the Water Stone, but Droguza is able to escape due to a cool flash of light 
thing. Darc and Droguza are now rivals, and Droguza leaves some words of wisdom 
as he flies off. Bebedora goes philosophical again, and Delma and Camellia start 
fighting again. Anyway, head back to the Inn, save, then rest up again.

In the morning, everybody is wondering what Darc will do now. When Darc comes 
out, he asks Camellia what the 5 GSS do when gathered together. She tells him 
that whomever gathers them together will become the Ultimate Deimos. This must 
be why Droguza wants them so bad. Darc decides that the group shall head to the 
Drakyr homeland of Drakyrnia on Ragnoth. Volk reminisces a bit about his time on 
Ragnoth, while Bebedora looks into his soul (much to Volk's displeasure). Save 
again when you can, and you can stop by the Arena if you want. You can't use any 
Magic or Special Moves in the Rueloon Arena, however items are allowed. It's 
pretty tough, but if you can beat the 30-round match, you'll get the secret 
character Choko! Well, it's up to you whether or not you wish to test your luck 
in the Arena. But in any case, this FAQ must continue on with the story. Okay 
then, let's head on out!

Head to your Pyron and you can now fly to Ragnoth. You'll land near Drakyrnia, 
so go to the town. It looks... pretty cruddy. Volk comments that it's "quiet"; 
no one seems to be upset or surprised by Darc's arrival. Before heading to where 
you're supposed to go, let's look around a bit. Talk to the Drakyrs nearby, then 
enter the building next to the Quorup healer. There are two Quorup merchant 
brothers in here, as well as a Save Point and... an Ancient Tablet right next to 
it! Yay. Grab it, save, then head out. Now, run down to the right, across the 
bridge over the waterfall, and up the flights of stairs. You'll eventually be 
stopped by an "old Drakyr", who will say that Darc is "of Windalf's line". He's 
Sagan, and he used to serve Windalf. He also tells you that the elder is 
Williwo, and that you can find him a little ways up. Go up the next two flights 
of stairs, then enter the door that the Drakyr is standing guard outside of.

Once you walk in, you'll see a large Drakyr. There's a good chance that he's 
Williwo. Just to confirm it, Sagan will follow you in and introduce you to 
Williwo. You'll talk for a little bit, but Williwo doesn't seem to have a liking 
for Windalf. According to Williwo, Windalf commited "crimes" and neglected the 
duties of a Drakyr leader by consorting with a human and stealing the Wind 
Stone. You'll then discover that Droguza came from Halshinne, stopped by 
Drakyrnia, then left with young Drakyr. So, Droguza's Drakyr lackeys have no 
connection with Drakyrnia anymore. Darc demands to know where Droguza is, but 
Williwo won't tell. That is, unless Darc passes a "dragon ordeal". Darc must go 
to Dragon Bone Valley and fetch the "Dragon Master Crown". Well, you need to 
find Droguza, so run back down, save and get any supplies you think you might 
need, then over to the Dragon Bone Valley you shall go.

Once you enter the valley, you'll find Dilzweld soldiers! Darc will see a cave 
in the far back, and seeing no other caves around, figures that must be the cave 
which the Dragon Master Crown must be in. The best way to get to the cave is 
through these guys, so quickly dispose of them. Once you're done, head for the 
cave entrance (you'll have to run back down the slope near the entrance, then 
run around to the right to actually reach it). However, before walking in, look 
over to the right side. There's an Ancient Tablet lying on the ground here! Now 
then, walk into the cave. Darc will stop and tell everybody that he's doing this 
alone. Delma thinks he should forget what Williwo said and let them help, but 
Volk agrees that Darc must do this on his own. Now then, if you forgot anything, 
all you have to do is talk to one of your party members. They each have a 
different way of asking if you want to rejoin the party, so if you forgot to do
something, pick the first answer. All you'll need to do is heal and replenish 
any lost SS Darc may have used in the last fight. So, when you are ready, have 
Darc head on in.

Ooh, pretty cave. Especially those two shiny dragon statues that happen to be on 
each side of this staircase that leads up to something. Head up the staircase 
and pick up the crown that's lying there. Good job, you now have the Dragon 
Master Crown! Too easy? Well, don't worry; for each easily gotten important 
item, there is at least one badass boss creature waiting to strike. And in this 
certain situation, you get to fight TWO badass boss creatures. Head back down 
the stairs and the eye on the dragon "hieroglyph" will light up. It will also 
cause the two dragon statues to come alive. O_O They will question Darc, and 
he'll discover that Williwo is Windalf's father! The dragons will also go off 
about the crest of Will, and Nafia, and Windalf... and eventually, you get to 
fight. Now then, these dragons have massive range. So, no matter where you are, 
it's always possible that they can reach you. The silver dragon does less damage 
than the golden dragon, so you may want to take out the bigger threat first. And 
don't be afraid to heal! And, of course, steal from them! The golden dragon has 
Dragon's Wrath, which will raise Darc's counter to 100, and the silver dragon 
has a Storm Talisman, which will render Wind ineffectual. ((Sora's Tip: Try to 
get Dragon's Wrath as soon as you can and equip it on Darc. Also, focus your 
attacks on one dragon at a time.)) Once you win, the "hieroglyph" will commend 
you on completing the test. Darc doesn't care; he doesn't want to be the King of 
the Drakyr, he wants to be the King of the Deimos. The "hieroglyph" will talk 
metaphoically about Darc and Kharg being two winds, or tornadoes, or something 
like that. It'll then go into eternal slumber, or something like that. Okay, 
head out, rejoin your party, then run back to Drakyrnia.

Once back in Drakyrnia, heal, save, then head across the bridge above the 
waterfall. As you go up the first stairs, Darc will tell his party that he 
wishes to talk to Williwo alone. When you can, run all the way up and go in to 
Williwo's place. You'll see that Williwo is... quite ill. Darc will show him the 
crown, and Williwo will tell him that Droguza is at Thunor Point. It seems that 
Droguza is in cahoots with Dilzweld. What!? Deimos... in cahoots... with 
humans!? Anyway, before heading off to Droguza, you can ask Williwo a few things 
(some questions will not appear until you ask him something else):
   The Crest of Will- Proof of the "Will" line; everybody in the line has the 
birthmark somewhere. Darc has it, Windalf had it, and Williwo has it.
   Droguza- A "mystery" Deimos. He showed up in Drakyrnia a few years ago, got 
the Drakyr stirred up to go after the Wind Stone, then left with some young 
Drakyr.
   Windalf's Past- Windalf was a young, trusted, and respected leader. That is, 
until he met a human woman, Nafia (green text! new question!), who he had Darc 
with. He broke Deimos law, was banished, and he stole the Wind Stone.
   Nafia?- She lived on this continent. She "wanted the Wind Stone and seduced 
Windalf", and according to Williwo, "she started it!". And that, my friend, is 
the way to play the blame game. Anyway, when Windalf and Nafia were pursued by 
the Drakyr, she fell off a cliff, along with the baby (more green text!) she was 
carrying.
   Baby?- Nafia had twins with Windalf: Darc and Kharg, but... "they're all dead 
now". Nafia, Windalf, and Kharg. Well Williwo, you're right about one of them at 
least.
When you've finished, walk out and Darc will think of his brother, and how he 
would have gone through all the things that Darc went through, with the same 
thoughts, same pain. But he's dead... or IS he? Didn't Lilia mention something 
about a human named Kharg, whose mother was Nafia? No, it can't be... it must be 
just a coincidence. Lilia must have just lied. Yes, lied... that would work. 
Whatever, Darc. Anyway, go reunite with your group. You'll talk for a little 
bit, ending with Volk saying how he's your friend. Awww, that's so touching. In 
the words of Darc: "That damn Volk. He's sounding more like a human every day!" 
Now then, go save then head for Thunor Point.

On the way to Thunor, you'll be stopped in Vayu Dam. Fight some soldiers and 
Drakyr, then Darc will talk with a Drakyr. There's a conversation about allying 
with humans, and "Deimos or dirt", and soon some more Dilzweld people will show 
up in order to keep you away from the flagship Megist. Take them out, then head 
on to Thunor where Droguza awaits.

At Thunor Point, Darc and friends will find Droguza. He says that he has "new 
power", and you will fight. You can have Bebedora Mind Control some of the 
soldiers here if you want, although Droguza will probably take them out 
afterwards. Just keep attacking him, and keep a healer closeby. <>Otaku's Tip: 
Droguza may be tough, but don't let that stop you from getting goodies! Have 
Camellia, Bebedora, and any soldiers you control head down the stairs to the 
right, where Steel Boxes await. The box in upper-right corner, near the Megist, 
has some nice Romantic Earrings inside!<> Darc asks for the Water Stone, but 
Droguza says that it's with Darkham, his "master". More Dilzweld soldiers will 
come in to protect the ship, while Droguza makes his getaway. Rather than 
wasting time, Darc and the group split up; Darc will head into the Megist by 
himself, while everybody else takes care of the Dilzweld soldiers. Agreeing to 
rendevous in Drakyrnia, Darc heads up and in.

Cut over to Lilia, who is waiting in her room (complete with a Save Point). 
Darkham enters, and he's concerned because she hasn't eaten her dinner. He 
informs her that he now has the Water Stone, and that once he has all 5, it'll 
be her "turn to shine". She refuses, but Darkham brings somebody in that he 
thinks will help Lilia cooperate. Why, it's... Nafia!

Now back with Darc, enter the Megist (small door to the right). The ramp 
slightly to the north leads to a locked door, so head on through the bottom 
door. You'll see two Dilzweld soldiers exiting a room. They talk about how Lilia 
has agreed to cooperate, and one talks about how they're both beautiful. They'll 
walk over to the elevator, enter a password, then step in. Head into the first 
door you come to and you'll find a treasure chest!
  - 200 SS
  - Bountiful Fruit
  - Life Ring
Now, enter the next room you come to, and you'll find... another treasure chest!
  - Sleepless Guard
  - Sparkly Eyeballs
Try to enter the room that the Dilzweld soldiers left, and it'll be locked. Darc 
ponders why he's concerned with humans at a time like this. He notices a vent, 
and he "owes Lilia one", so...into the vent he goes!

Inside the room, Darc will listen in on Lilia and Nafia's conversation. Lilia is 
blaming herself for this, but Nafia is trying to comfort her. Then Darc hops on 
down, and after he is greeted by Lilia, he hands over her ortena. He explains 
that he didn't come here just to give her this, that he's only after the Water 
Stone; "this was... secondary". He also tells Lilia to hold onto her ortena, and 
that "if something's truly important to you, you never let it go, ever in your 
life". Ouch, with the pointed stare at Nafia and all. Nafia realizes that he 
must indeed by her son, but Darc yells back that he has no mother. Darc claims 
that Nafia tricked Windalf, but she says that they were both in love. Suddenly, 
an alarm sounds! Lilia says that Darc's been found out. He tells Lilia to come 
with him and escape, but doesn't care about Nafia. Lilia refuses to go with 
someone who would "abandon his own mother". Darc finally agrees, and after a 
brief save, run on outta there.

When you reach the main room, you will see two Dilzweld soldiers talking about 
the alarm. It seems that Samson and his thieves have breached Vayu Dam! They're 
about to head out and help, when Darc shows up! Time for a fight (a quite simple 
fight at that). However, don't kill them both yet! Make sure to break open the 
Steel Box for a Gale Headband! Then, by all means, take the poor fools out. Once 
you have defeated them, it's time to go... but wait! One of those soldiers is 
still alive! With his last breath, he's able to shoot at Darc. However Nafia, 
who happened to turn around at that time, jumps in the way and takes the bullet 
for Darc! Lilia rushes over to her, but Nafia claims that she's okay. Well, 
let's hurry back to Yewbell then.

Back on the World Map, Darc will point out the obvious: go to Yewbell. Since you 
can't go anywhere else, go there. The gatekeeper welcomes Lilia and Nafia, but 
jumps when he sees Darc. Nafia says that it's okay, he's her son. Okay, hurry on 
to Nafia's house. Inside, you will watch a rather long cutscene. Darc complains 
about how frail humans are. Nafia says that she loves him. Darc says that she 
doesn't love him. Darc goes on about his hardships. Nafia tells him to go to the 
Cave of Truth and to listen to the Spirits there. Then she dies. Darc tells her 
that she's not allowed to die yet, that he wants to kill her himself. He 
screams, he cries, he calls her "mother"... it's all rather touching. Cut over 
to Nafia's grave (still in the cutscene). Lilia tells Darc to fulfill Nafia's 
wish, to go to the Cave of Truth, to find what answers may be there...

G. Kharg's Story 4 : Rage

The gang is in the newly-liberated Sulfas, celebrating. Spencer thanks
Kharg; Epistia is now free from Dilzweld control. Kharg mentions the
nitty-gritties of the job however, they lost the Fire Stone, and Lila
is still a captive of Darkham. Spencer also mentions Tatjana, who is
being watched in the "secret basement" of the pub. Kharg has complete
control over Tatjana's destiny, since he is, after all, the man who
liberated Epistia. Going down to visit Tatjana, some Resistance 
members who are down there want to kill her and pretend it was an
accident. Kharg shows up and takes over "guarding" her. He says it's
the best decision to have her sent to prision in Cathena (versus
public execution... yeah). She still wants to know why Kharg helped
her- he says he had the option to give someone life. Aww, how
noble. Spencer comes down and notifies you that Samson is going to
take off soon, you might want to bid him farewell. Ok, sure thing.
Samson's upstairs talking with Paulette. Talking to him, he makes a 
crack about there being no beautiful women in Sulfas- Paulette gets
huffy, and we all laugh. Hahaha. Samson needs to find his two top
men, Boomer and Buster, before he can take off; apparently they're
out around town. Kharg volunteers to go find them, so go out on the
town for a bit.

Buster is located where Jaqual used to be (selling stuff), hitting on 
some poor girl. Kharg steps in and notifies Buster that Samson wants
him back, Buster gives an overdramatic farewell, and the woman thanks
Kharg. All in a day's work. Boomer is located inside the first room of
the Main Plant, toward the back, talking with an engineer-dude.
Kharg gives the same speech about Samson wanting him back to take off,
Boomer leaves, and you can go back to the pub. Oh yeah, and if you talk
to the dudes in the Main Plant again, they'll tell you more about "Russ
Canik" ((Sora: o_O)) and some guy called "Ringo". We have NO clue what
"Ringo's" name used to be. Or if he even existed before. Go figure.

Back at the pub, Samson is ready to head out. He's going to launch a
Surprise attack on the Megist. Kharg has one question before they go,
though... why did Samson lie to them in Cathena about Lilia? Samson
says he didn't know you well enough then to know if he could trust you
or not... apparently he can now. He heads off, and Kharg and Co. prep
themselves to leave after Darkham and Lilia. You can buy whatever you'd
like, save, then try to leave town. Spencer and Resistance soldiers 
will show up, taking Tatjana to Cathena for imprisonment. She freezes
in place, however, then asks if she can go with Kharg. She wants to
figure out what's right for herself. Kharg says... ok. "Typical Kharg!"
There's a sappy moment, Paulette wrecks it (as usual), and Tatjana says
she can find out where Darkham went if you head back to the Mountain
Stronghold. There's gonna be a wireless radio you can check.

Ok now, remember where Zev came in and met you? And where the captain
guy told you how to get in and then died? Well, there's a red-lit panel
there, examine it and Tatjana will set a new elevator working. Get on
and head down. Down here, in the FAR back left is a treasure chest!
  - 680 G
  - Fire Talisman
  - Simple Booster
Also, next to the crate is Spirit Dictionary #4. Then examine the
little red light on the side of the car and Tatjana will try and
work the wireless radio. You get clips of a conversation/orders, enough
to find out that Darkham went to Ragnoth. Pause for a short
conversation about why Darkham wants the Great Spirit Stones- wants
to resurrect the "Ultimate Weapon". He's also been doing experiments
to try and create an Artificial Wind Stone! Ganz ponders why Darkham's
keeping Lilia: he HAS the Light Stone, why doesn't he let her go?
Tatjana doesn't know either- all she knows is that there were orders
to always keep Lilia alive and bring her to Darkham. End the convo,
head out. There you'll encounter... Zev? (Where DOES he come from?) He
notifies you that Yewbell was taken over by Deimos! Gasp! Quick, head
back to Ragnoth! Time for some serious plotline crossing.

Good ol' Yewbell has been practically totalled. The windmills were
Knocked down, the town is a-shambles. Paulette and Maru run off to 
check the rest of town and talk to people, and Kharg, seeing Banjo, 
demands to know what happened. Bajo's response is a lovely, articulate,
"Uuhh! H-help!", then he runs off. Uh... strange. Everyone in town 
seems either (a) really pissed at or (b) afraid of Kharg. If you go
talk to Maru (he's in front of the right-most house in the middle of
town), he'll inform you that Dilzweld actually attacked and destroyed
the town. It seems Deimos came to Yewbell first and Dilzweld followed,
using the pretense of driving out the Deimos to destroy the town. 
Walking up toward your house, two women come out of it and freak out
when when they see Kharg. Inside your home, Paulette is crying. She 
gives you the bad news- Nafia has died. Kharg runs into Nafia's room
and calls for "Mother". Paulette comes in and tells him that Nafia's
grave is at the Castle Ruins. Kharg asks who killed his mother- "they
say it was a Drakyr by the name of Darc." Oooh, twisty. Then go to the
Castle Ruins and examine your mom's grave. There's a bit of a mourning
scenette, Kharg condemns Darc, then Paulette mentions that people in 
town have said that Darc is Nafia's child- apparently Lady Nafia said
so herself. B-b-but that's impossible! Paulette apologizes, of course
it is. Apparently Darc went to the Cave of Truth- and took Lilia with
him. Of course, that's why Dilzweld came to Yewbell! (Kharg reasoning,
watch out.) Darc kidnapped Lilia and took her to Yewbell, killed Nafia,
Dilzweld shot up the town and BOOM. Oh, of course. "Darc the Drakyr, 
I'll never forgive him!" screams Kharg. (Suspenseful.) Then Maru comes 
running in to tell Kharg that there's a bunch of people looking for
him... and they don't seem happy. They are coming.

Now then, what's with the people acting strange? How is that exactly?
Well, it's a they're-after-you-in-an-angry-mob how. Head towards the
gate to town only to be pushed back! Banjo yells, "Let's get him!"
((Sora: LOL at Banjo)) <>Otaku: LOL at Banjo<> But- why?! Duncan
claims that Nafia was "in with the Deimos", the townspeople say
Nafia said that Darc was her son. That means that Kharg is "a Deimos,
just like Darc!" Kharg starts to protest, and the "kid gang leader"
throws a rock at him and tells Kharg to get out, calls him a demon.
Uh-oh, Kharg looks a little mad and...

Poof! Kharg sprouts wings! (Great cutscene btw.) The townspeople run,
Paulette gasps and falls over, telling Kharg not to get near her,
so Kharg runs off screaming. Wow, deep.

At Scrappe Plateau... Kharg is busy tearing his wings off. ((Sora: Ok,
I know I shouldn't expect RPG physics and biology to be equal to real
life, but PLEASE! Ripping a wing off is about the equvalent of tearing
an arm off. Or pulling your own shoulderblade OUT. 0_0 *huff huff* Ok, 
sorry, needed to vent that.)) Kharg screams at his dead mother 
(Just to prove that FAQs can, in fact, be educational: This is a
literary device called apostrophe, occurs when you're talking to
someone who is not there, in most cases someone who is dead. ^__^)
Kharg claims he's "ready for Darc" and kill all the Deimos! He's gonna
make a safe world for humans.


H. Darc's Story 4: Reunion

You start out with the group minus Darc, wondering where their brave 
Leader is. They've been waiting patiently in Drakyrnia... Hmm, maybe
he was captured? Delma refuses that this could have happened! Bebedora
reads Delma's "blossom pink anger" and a golden yellow- Delma misses
Darc. Aww. Volk wonders why Darc has seemed so "tormented" since they 
came to Drakyrnia and Darc went to see that elder guy... hey, good
Question! Let's get to Williwo and find out! Williwo will state the
obvious, that not one of Darc's followers is from the same race or
tribe- so why do you al follow him, he asks? Any answer works here,
and then Williwo will tell you Darc's sad story in a fade-out. (Eek,
darkness! ;_;) Wow, so that's it. Darc's all alone and unique in the
world. Poor dude. Outside, Bebedora picks up on Darc's feelings from
when he stood there- there are apparently "traces" of his feelings
left there. She says that Darc believed his brother is still alive
... and wants to find him! Hey, so maybe Darc's off looking for his
long lost bro. Volk has the idea to search in Yewbell, since that's
where that lady, what was her name? Oh yeah, Nafia, USED to live.
(None of these Deimos are observant enough to realize that she freaking
still owns Nideliia... sheesh). All righty troops, save if you will and 
head out. Your path takes you through Chaos Forest, where you'll stop
to decide on the best plan of action.

Volk wants to rush in and charge the place, make the humans tell them
where Darc is, and kill kill kill! Uh... not such a good idea. It ends
up being decided that Bebedora should go alone and find out as much as
she can about Darc's whereabouts, since she looks the most "human-like"
and can use Mind Control if anything goes wrong. Yeah, better idea. You
get to control Bebedora now (With cool music! Ja!) and take her towards 
the Castle Ruins. On the way, stop to pick up Ancient Tablet 7, which
Bebedora will "keep and give to Darc". Whoop. So then head in.

In town, nobody seems to notice anything weird, which is... weird. You 
can talk to people around town, but all they say is "damn Deimos!" and
vent about Nafia and the like. Time to further the storyline kiddies,
head into Kharg's house. There you'll be greeted by Paulette, who 
though you were Kharg. Hmm... pretty teenage boy vs. small demon
monster girl. Uh... no. Bebedora (being herself) reads Paulette's
"rosy-colored attraction" and secret tender emotions- "you have 
feelings for Kharg" (Pretty music here.). Bebedora says she's looking 
for her friend but won't let Paulette help. Bebedora reads Paulette's
"azure sadness", "deep crimson of pain" and "dark grey of repentance"-
sorrow? Says that Paulette's sorry she hurt someone. She has been 
betrayed. Bebedora tells Paulette to find her own friend- "that's what
her heart wants." Paulette, realizing Bebedora is right, intruduces 
herself, thanks Bebedora, and heads out. Bebedora, not being able to
stand the feeling of gratitude, is about to leave herself when she
again picks up on Darc's 'left-behind' feelings. He's alive! Or was,
an hour ago... (Reference! Email us! Waahoo!) Now, off around town
again. Head to the pub, where you'll find Paulette again. She greets
you, but rushes off, apparently there's something she has to do. If
you talk to the pub lady, she'll say that as soon as Paulette found
out that there were Deimos in Chaos Forest, she rushed right off- one
of them was the one that killed her father! Uh-oh, trouble's a-brewing. 
Get your move on to Chaos Forest!

While walking through the Castle Ruins this time, you'll hear sniffling 
and see a figure at Nafia's grave, crying. Hmm, check it out. It's Maru
and he's grieving for Nafia because "somebody has to". Introductions 
are made all around, and Bebedora states that Maru's heart is more
compex than even a Deimos heart. Maru tells her about Kharg and how
Kharg was his very first friend ever- and turned out to be part Deimos.
Maru relates the story Paulette told him: a Deimos named Darc killed 
Nafia and took Lilia to the Cave of Truth. Hey hey, now Bebedora knows
Where Darc is! She'll go there, then. When Bebedora says that she was
made to destroy the world, Maru tells her she shouldn't speak of such 
things, because if the world were destroyed, everybody would be sad.
Bebedora thinks... maybe she could be sad, too... Then, Tatjana and
Ganz run up, calling for Maru. Paulette's run off to Chaos Forest
alone and is likely to get herself killed. Maru introduces Bebedora to
them (Tatjana thinks Bebedora's familiar, but can't place it), then 
Maru tells Bebedora to stay- it's dangerous. Well duh, but not for
Bebedora. Head out.

Cut back to Chaos Forest, where the rest of the crew is becoming 
impatient. Their bickering is cut short by the appearance of some
mercenaries, hunting Deimos. Yay, a fight! When you win, Paulette
shows up. Zoom frames on Volk and Paulette, who obviously hate each
other because of the various family deaths. Tatjana, Ganz and Maru 
arrive, zoom frames on Tatjana and Camellia because they hate each
other due to Dilzweld experiments, and zoom on Ganz and Delma since 
Ganz hates Orcon- they killed Rapier. Bebedora shows up and Maru is
disappointed to find out that she's a legendary monster. Paulette,
Volk, Ganz and Camellia are getting irrantional and thoughtless
because they're blinded by their individual hates, so Tatjana thinks
it best not to fight in this condition. She launches a smoke-bomb
type thing and the humans retreat.

The Deimos are pissed about this "magic called science", according to
Camellia. Stupid cheap humans. Bebedora reports that Darc has gone to
the Cave of Truth. Camellia convientely knows where that is- on a 
place called "Cragh Island", a cursed island, an island of the dead.
((Sora: Isle del Muerte! Pirates of the Caribbean!! Er... sorry.))
Bebedora also mentions Lila, Delma gets jealous (surprise surprise),
and the crew is off to Cragh Island.

I. Kharg's Story 5: Truth
    Coming Soon! ^_^


- ~ - * V . SKILLS AND MAGIC * - ~ -

A. Overview: Acquiring Skills and Magic

Depending on the Skill or Spell, a character may start out with it. However, for 
those that are not already learned when you get a character, you need SP and 
Class. SP are gained in victorious battle and are used to "purchase", in a way, 
new Skills and Magic. Your character's Class also goes up (in the same way that 
characters' Levels go up) with repeated victories in battle. You can check how 
many more SP you need to "Class Up" on the status screen for a given character.
Certain Skills and Spells go hand-in-hand with certain Classes: this means that
you have to be at a certain Class to have the opportunity to learn the Skill or 
Spell. You can then spend SP to acquire the Skill or Spell.

B. Skills (Humans and Darc)

Kharg
	Skill			SP			Class			SS Cost
	Fang-Breaker Blade	Learned			*			14
	One Last Chance		100			*			12
	Power Shot		?			**			16
	Mind-Scan		100			**			12
	Whirlwind Crusher	200			***			18
	Raise Spirits		500			*****			20
	Windblade Waltz		1260			******			20
	Power Wave		1600			*******			25
	Windblade Fury		2200			********		?
	

Paulette
	Skill			SP			Class			SS Cost
	First Aid		Learned			*			6
	Sling Knife		?			*			10
	Antidote Treatment	100			**			8
	Sign of Silence		160			**			14
	Stinging Rain		300			***			16
	Mental Focus		400			***			14
	Hypnotize		200			***			14
	Fire Sling		400			****			20
	Mind-Scan		380			****			12
	Interceptor Stance	400			****			12
	Heat Cannon		600			*****			20
	Psyche Up Charge	600			*****			14
	Steel Wall Guard	600			*****			14
	Defensive Stance	1600			********		12
	

Maru
	Skill			SP			Class			SS Cost
	Venom Arrow		Learned			*			16
	Antidote Treatment	100			*			8
	Maru's Story Time	180			**			12
	Steal			220			**			3
	First Aid		280			***			6
	Silent Arrow		420			***			20
	Binding Arrow		760			****			24
	Mind-Scan		450			****			12
	Maru's Big News		550			*****			20
	Defensive Stance	720			*****			12
	Hunting Arrow		520			******			20
	Setting Aim		560			******			10

Ganz
	Skill			SP			Class			SS Cost
	Rolling Axe		Learned			*			12
	Interceptor Stance	40			*			12
	Bone Crush		100			**			20
	Steel Wall Guard	150			**			14
	Power Charge		360			***			14
	Psyche Up Charge	240			***			14
	Speed Storm		100			****			24
	Intimidation		400			****			10

Darc
	Skill			SP			Class			SS Cost
	Claws of Rage		Learned			*			12
	Intimidation		400			****			10
	Vampire Fang		600			*****			26
	Dragon Fang Sword	1800			*******			32


C. Magic (Deimos and Kharg)

Darc
	Magic			SP			Class			SS Cost
	Cure			Learned			*			8
	Wind Slasher		Learned			*			10
	Refresh			200			***			10
	Slow Enemy		600			*****			12
	Pure Silence		1200			*******			14

Delma
	Magic			SP			Class			SS Cost
	Flaming Arrow		Learned			*			10
	Speed Up		Learned			*			12
	Cure			150			**			8
	Refresh			50			**			10
	Wind Slasher		400			****			10
	Healing Rain		600			*****			12
	Stone Rush		600			*****			14
	Explosion		1840			******			38
	Guard Field		700			******			14

Densimo
	Magic			SP			Class			SS Cost
	Flaming Arrow		Learned			*			10
	Guard Field		Learned			*			14

Volk
	Magic			SP			Class			SS Cost
	Water Crash		Learned			*			12
	Heated Soul		Learned			*			16
	Guard Field		100			**			14
	Power Loss		120			**			16
	System Shock		260			***			14
	Slow Enemy		400			****			12
	Pure Silence		680			****			14
	Cure			600			*****			8
	Refresh			600			*****			10

Camellia
	Magic			SP			Class			SS Cost
	Cure			Learned			*			8
	Healing Rain		Learned			*			12
	Stone Rush		Learned			*			14
	Pure Silence		100			**			14
	Sleepy Wind		80			**			16
	Refresh			240			***			10

Bebedora
	Magic			SP			Class			SS Cost
	Mind Control		Learned			*			?
	Black Out		Learned			*			?
	Resurrection		160			**			18
	Inferno			420			***			16
	Tornado			640			***			20

Kharg
	Magic			SP			Class			SS Cost
	Wind Slasher		100			**			10
	Cure			200			***			8
	Refresh			400			***			10
	Healing Rain		420			***			12
	Tornado			580			*****			20
	Resurrection		600			*****			18
	Vital Energy		1600			*******?		20



- ~ - * VI . ITEMS ETC. * - ~ -

Items can be purchased at stores and/or picked up during battle. Generally they 
serve to (a) heal, revive or refresh you or allies from a certain condition or 
(b) damage or alter an enemy's status in some way. Below is a list of Items and 
where they can be purchased in the game. This will be continually added to as 
we progress. Spirit Stones are always the same, everywhere that there's a 
merchant.

Weapon parts assist in "upgrading" your weapons. Unlike many other RPGs and
previous ATL games, you don't purchase new weapons to get stronger, you just 
make your weapon stronger using weapon parts. Below is a list of weapon parts 
and where you can buy them... and, like the others, it'll be added to as we 
progress. Shock.

Accessories generally raise DEF or allow you to carry more of something (items, 
etc.). Some also allow you to add elements and "statuses" to your attack, e.g. 
Stickiness, Sloth, Sleep, etc.

Select shops after certain points in both stories will also start selling
Airship Parts (for Kharg) and Pyron Foods (for Darc). These serve to strengthen
the Big Owl and the Pyron for when you may summon them in battle.


A. Kharg's Party : Shop Information


Yewbell
-------
	Spirit Stones	2G each
	-------------------------
	Healing Herb  --  20G  --  Restores 50 HP
	Good Herb  --  50G  --  Restores 100 HP
	Revival Medicine  --  160G  --  Revives from Critical Condition
	Antitoxic Nut  --  30G  --  Cures Poison
	Soap  --  40G  --  Cures Stickiness
	Mint  --  30G  --  Cures Sleep
	Painful Needle  --  40G  --  Cures Silence
	Green Memory Grass  --  50G  --  Cures Confusion
	Nerve Stimulant  --  50G  --  Cures Paralysis	
	Energy Snack  --  40G  --  Cures Sloth
	Energy Cologne  --  360G  --  Raises resistance to Sloth
	Stone  --  	20G  --  Throw for minor damage to enemy
	Bomb  --  120G  --  Explodes for enemy damage
	-----------------------
	Stone Coating  --  120G  --  Slightly strengthens weapon
	Amethyst Coating  --  320G  --  Strengthens weapon well
	Thorn of Revenge  --  240G  --  Raises CNT rate
	Aiming Device  --  240G  --  Raises HIT rate
	Gunpowder  --  240G  --  Adds Fire element
	-----------------------
	Leather Armband  --  120G  --  DEF band made from a beast's hide
	Stone Holder  --  240G  --  Lets you carry 15 more SS


Cathena
-------
	Spirit Stones	2G each
	-------------------------
	Healing Herb  --  20G  --  Restores 50 HP
	Good Herb  --  50G  --  Restores 100 HP
	Great Herb  --  100G  --  Restores 200 HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Antitoxic Nut  --  30G  --  Cures Poison
	Soap  --  	40G  --  Cures Stickiness
	Mint  --  	30G  --  Cures Sleep
	Painful Needle  --  40G  --  Cures Silence
	Memory Grass  --  50G  --  Cures Confusion
	Nerve Stimulant  --  50G  --  Cures Paralysis	
	Elixr  --  	120G  --  Cures abnormal status
	Lamda's Wonder Cure  --  200G  --  Raises morale
	Poison Drug  --  80G  --  Poison the enemy
	Sleeping Pill  --  80G  --  Puts enemy to Sleep
	Sticky Beans  --  60G  --  Makes enemy Sticky
	Yellow Powder  --  100G  --  Makes enemy Silent
	Poison Firecracker  --  360G  --  Poisons enemies in wide range
	Sleep Firecracker  --  360G  --  Puts enemies in wide range to Sleep
	Sticky Firecracker  --  360G  --  Makes enemies in wide range Sticky
	Silent Firecracker  --  360G  --  Makes enemies in wide range Silent
	Steel Ball  --  120G  --  Extensive enemy damage
	Bomb  --  	120G  --  Explodes for enemy damage
	Super Bomb  --  320G  --  Wide range explosion
	Iron Arm  --  240G  --  Temporarily throw items farther
	Full Sails Tonic  --  260G  --  Temporarily increase MOV
	------------------------
	Stone Coating  --  120G  --  Slightly strengthens weapon
	Amethyst Coating  --  320G  --  Strengthens weapon well
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Spirit Windmill  --  240G  --  Adds Wind element
	Catfish Whiskers  --  240G  --  Adds Earth element
	Poison Apple Essence  --  1200G  --  Adds Poison to Standard Attack
	Napping Bell  --  1000G  --  Adds Sleep to Standard Attack
	Putrefied Beans  --  1000G  --  Adds Stickiness to Standard Attack
	Mute Stone  --  1600G  --  Adds Silence to Standard Attack
	------------------------
	Leather Armband  --  120G  --  DEF band made from a beast's hide
	Bone Armband  --  320G  --  DEF +5
	Crystal Beads  --  200G  --  MNT +5
	Jade Beads  --  420G  --  MNT +8
	Yellow Charm	480G  --  Raises tolerance to Earth
	Green Charm  --  480G  --  Raises tolerance to Wind



Slothian Village
----------------
	Spirit Stones  --  3G each
	--------------------------
	Good Herb  --  50G  --  Restores 100 HP
	Great Herb  --  100G  --  Restores 200 HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixr  --  	120G  --  Cures abnormal status
	Accuracy Leaf  --  140G  --  Temporarily raises HIT
	Evasion Leaf  --  140G  --  Temporarily raises dodge rate
	--------------------------
	Sapphire Coating  --  860G  --  ATT +8
	Diamond Coating   --  1200G  --  ATT +12
	Aiming Device  --  240G  --  HIT +22
	Luminous Moss  --  360G  --  Adds Light element
	Soot of Darkness  --  360G  --  Adds Dark element
	Putrefied Beans  --  1000G  --  Adds Stickiness to standard attack
	Mute Stone  --  1600G  --  Adds Silence to standard attack
	-------------------------
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Jade Beads  --  420G  --  MNT +8
	Bewitching Beads  --  980G  --  MNT +12
	Gale Headband  --  1200G  --  SPD +8
	White Charm  --  780G  --  Raises tolerance to Light
	Black Charm  --  780G  --  Raises tolerance to Dark
	Anti-Slothian  --  5600G  --  Prevents Slothian change


B. Darc's Party : Shop Info


Orcoth
------
	Spirit Stones	2G each
	-------------------------
	Healing Herb  --  20G  --  Restores 50 HP
	Good Herb  --  50G  --  Restores 100 HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Antitoxic Nut  --  30G  --  Cures Poison
	Soap  --  	40G  --  Cures Stickiness
	Attack Bottle  --  220G  --  Raises ATT Temporarily
	------------------------
	Stone Coating  --  120G  --  Slightly strengthens weapon
	Iron Skewer  --  240G  --  Delma Only: ATT Up
	Gunpowder  --  240G  --  Adds Fire element
	Aquamarine  --  240G  --  Adds Water element
	-----------------------
	Leather Armband  --  120G  --  DEF band made from a beast's hide
	Stone Holder  --  240G  --  Lets you carry 15 more SS


Rueloon
-------
	Spirit Stones  --  2G each
	-------------------------
	Healing Herb  --  20G  --  Restores 50 HP
	Good Herb  --  50G  --  Restores 100 HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Antitoxic Nut  --  30G  --  Cures Poison
	Mint  --  	30G  --  Cures Sleep
	Green Memory Grass	50G  --  Cures Confusion
	Nerve Stimulant  --  50G  --  Cures Paralysis	
	Elixr  --  	120G  --  Cures abnormal status
	Poison Drug  --  80G  --  Poison the enemy
	Sleeping Pill  --  80G  --  Puts enemy to Sleep
	Sticky Beans  --  60G  --  Makes enemy Sticky
	Yellow Powder  --  100G  --  Makes enemy Silent
	-----------------------
	Red Berry  --  12G
	Green Fruit  --  16G	
	Deep Green Creeper  --  45G
	Tumble Grass  --  120G
	----------------------
	Stone Coating  --  120G  --  Slightly strengthens weapon
	Amethyst Coating  --  320G  --  Strengthens weapon well
	Heavy Blade  --  520G  --  Darc Only: Adds to weapon weight to up ATT
	Steel Spike  --  460G  --  Delma Only: Very sharp spike (+ ATT)
	Thorn of Revenge  --  240G  --  Raises CNT rate
	Aiming Device  --  240G  --  Raises HIT rate
	Aquamarine  --  240G  --  Adds Water element
	Catfish Whiskers  --  240G  --  Adds Earth element
	---------------------
	Bone Armband  --  320G  --  DEF +5
	Leather Armband  --  120G  --  DEF +3
	Crystal Beads  --  200G  --  MNT +5
	Jade Beads  --  420G  --  MNT +8
	Armored Swallowtail  --  520G  --  Camellia Only: + ATT
	Stone Holder  --  240G  --  Lets you carry 15 more SS
	---------------------
	Coleopt Froth  --  160G  --  Cures abnormal status [caused by Coleopts]


Coleopt Shrine (after the Coleopt leaves the Back Alley in Rueloon)
--------------
	Spirit Stones  --  2G each
	--------------------------
	Attack Leaf  --  160G  --  Temporarily raises CNT
	Guard Leaf  --  160G  --  Temporarily raises GRD
	Critical Leaf  --  160G  --  Temporarily raises CRI
	Accuracy Leaf  --  140G  --  Temporarily raises HIT
	Evasion Leaf  --  140G  --  Temporarily raises dodge rate
	Coleopt Froth  --  160G  --  Eliminates abnormal status
	--------------------------
	Red Berry  --  12G
	Green Nettle  --  22G
	Soft Grass  --  240G
	--------------------------
	Gunpowder  --  240G  --  Adds Fire element
	Aquamarine  --  240G  --  Adds Water element



	

- ~ - * VII . ANCIENT TABLETS AND SPIRIT DICTIONARIES * - ~ -

A. Ancient Tablets

Kirjath, the undead, cursd soul (ah, we're so Shakespearean) wants the
Ancient Tablets so that he can finally be at peace. He can be found in Barbadoth 
on the continent of Halshinne, which you get to in Darc's Story 5, in the back 
left corner, near the building.
The "prize" for returning all 7 Ancient Tablets to Kirjath is... his happiness!
Oh yeah, and a Goddess Statuette (accessory, can only be equipped by females).

- Ancient Tablet 1
  Found: Inside Geedo's chest (Aldrow) after her spell is broken (Darc's Story 
2).
  Says: "Over the oceans from long, long ago  Comes a voice in the wind from
an ancient soul"

- Ancient Tablet 2
  Found: Drakyrnia (Ragnoth), on the ground next to the Save Point inside near
the merchants (Darc's Story 3).
  Says: "Storm clouds break away  Revealing a shining sun  pouring out the light 
that will guide me  How could you see and not believe?"

- Ancient Tablet 3
  Found: Dragon Bone Valley (Ragnoth), directly outside on the right (Darc's 
Story 3).
  Says: "I don't know when I'll leave this life  So if I'm going to be I 
might as well be flying high  Maybe soon will come a day all things will fall
into place  Holding and trusting miracles teach us to believe"

- Ancient Tablet 4
  Found: Coleopt Shrine in Bebedora's room, on the floor. Down from the save 
point and slightly to the left (Darc's Story 2).
  Says: "Will there be a wind strong enough to fly and carry me?  And will there
be a wave from across the sea to cool me?  The eyes of hope shine before me in 
the fire..."

- Ancient Tablet 5
  Found: In the back alley of Rueloon (Adenade), to the immediate left of the 
stairs leading to the arena (Darc's Story 3).
  Says: "I am carrying the torch now  With love, I'll light the way from where 
you stand."

- Ancient Tablet 6
Found: Pyramid Ruins (Halshinne), straight up the first two staircase sets you 
come to, then right (Darc's Story 5).
  Says: "Words to carry me when nothing is really sure...  'There will come a
day you will find peace'  A thousand years pass and even then..."

- Ancient Tablet 7
  Found: Chaos Forest (Ragnoth), while controlling Bebedora, directly in the 
path as you move toward the Castle Ruins (Darc's Story 4).
  Says: "Over the mountains from far, far away  Came a voice on the wings of a
bird so brave"

B. Spirit Dictionaries

Span, a scholar from Peisus (The Great Library! Waahoo!) wishes to have all 5
Spirit Dictionaries, that he may learn about the lesser Spirits. He can be found
in Peisus on the continent of Halshinne, which you get to in Kharg's Story 6.
The "prize" for collecting all 5 Spirit Dictionaries is the Hero Bandanna 
(accessory, can only be equipped by Kharg (or Darc, later, but that's another
story) ... ).

- Spirit Dictionary 1
  Found: The Edge of the Sea of Trees (Ragnoth), in a pot that is under a 
smallish rock about midway into the forest: the rock is almost vertical, to the 
right of the entrance, near a mound of earth with bushes on it (Kharg's Story
2).
  Contains Info On: Time Spirit, Dream Spirit, Prayer Spirit, Slumber Spirit

- Spirit Dictionary 2
  Found: Cathena (Aldrow), in the rightmost room of the World Alliance's 
assembly hall building. Can be picked up any time after Kharg speaks with Savina
(Kharg's Story 3).
  Contains Info On: Learning Spirit, Book Spirit, Sound Spirit, Song Spirit

- Spirit Dictionary 3
  Found: Inside the hangar, inside the Main Plant in Sulfas (Epistia), in the 
farthest left corner from the door, near some barrels. Can be picked up during 
or after the Big Owl is "revamped" with weaponry (Kharg's Story 3).
  Contains Info On: Sword Spirit, Mirror Spirit, Ring Spirit, Liquor Spirit

- Spirit Dictionary 4
  Found: Mountain Stronghold (Epistia), next to a crate near the wireless radio.
Can be picked up any time after Tatjana joins Kharg's party (Kharg's Story 4).
  Contains Info On: Path Spirit, Flower Spirit, Fountain Spirit, Well Spirit

- Spirit Dictionary 5
  Found: Milmarna (Halshinne), inside the "palace" (Fortune Hall), on top of
a barrel next to the Artifact/Text Appraisal Center. Can be picked up after your
first visit to Milmarna (Kharg's Story 6)
  Contains Info On: Cloud Spirit, Moonlight Spirit, Mountain Spirit, Soil Spirit



- ~ - * VIII . BATTLE VOICES * - ~ -

Below are various quotes you can overhear during battles. Whether you like or 
dislike the voice actors, there are some cool quotes for a lot of the 
characters. By the way, some of the quotes can be grouped together, such as 
"You, huh?" then "Come on!". However, since each of these can be said without 
the other (ex. just "You, huh?" or just "Come on!"), these will be considered 
separate quotes.

(If you have any quotes that we have not listed here, feel free to e-mail us 
(twilight_homies@yahoo.com, in case you forgot) and we'll put them up. With 
credit, of course. We're not the kind of people who would just not give credit. 
Because that's harsh. Anyway.)

Legend:
(begin)- is said when the character begins his/her turn
(attack)- is said when the character attacks an enemy
(block)- is said when the character blocks an enemy attack
(dodge)- is said when the character dodges an enemy attack
(miss)- is said when the character misses an enemy
(when attacked)- is said after the character is attacked by the enemy
(after attack)- is said after the character attacks an enemy
(kill)- is said when the character defeats an enemy
(defeat)- is said when the character is defeated
(weak after atk)- is said when the character receives an enemy attack that
leaves them critically weak
(weak begin)- is said when the character begins his/her turn while critically weak
(weak attack)- is said when the character attacks an enemy while critically weak
(pick up)- is said when the character picks up a item
(magic/skill)- is said when the character uses magic or a skill
(when healed)- is said when the character is healed by another character
(dual)- is said when the character performs a dual attack
(level up)- is said when the character levels up

A. Kharg's Scenario

-Kharg-

Justice will prevail! (begin)
How's that? (attack)
Justice wins again! (kill)
Don't throw your life away! (kill... o.O)
Too slow! (dodge)
Forget it! (dodge)
Is that your best? (block)
Don't get excited about THAT. (when attacked)
Got it! (pick up)
It's ours now! (pick up)
Let the healing wind blow and rain down new strength! Cure! (magic/skill: Cure)
May a blessed rain give us new power! Healing Rain! (magic/skill: Healing Rain)
Take the windblade of fury! Power Shot! (magic/skill: Power Shot)
Oh mighty wind, may you consume all! Windblade Fury! (magic/skill: Windblade Fury)
Strike from above! Go for it, Big Owl! (magic/skill: Big Owl)
Thanks, Paulette. (when healed...by Paulette, obviously)
Let's go, Paulette! (dual w/ Paulette)
Watch out for me! (level up)
I feel the strength! (level up)


-Paulette-

All right, who's first? (begin)
You, huh? (attack)
Come on! (attack)
Not so bad, am I? (kill)
Too slow! (dodge)
What's this? (pick up)
I'll take that. (pick up)
Felt good, huh? (after attack)
Retreat while you can! (after attack)
To heal your wounds... (magic/skill: First Aid)
Back to your old self. (magic/skill: Antidote Treatment)
Once I get you, you'll never escape! Sling Knife/Fire Sling! (magic/skill:
Sling Knife/Fire Sling)
Oh shooting stars, smash our enemies! Fire Sling! (magic/skill: Fire Sling)
Better than ever. (level up)
Have I surpassed my father? (level up)


-Maru-

Touch me and you'll be sorry! (begin)
All right! (attack)
Go! (attack)
That's right! (after attack)
Another one down! (kill)
Wanna be my servant? (kill)
Heheheheheheheheh! (dodge)
Tough break, huh? (dodge)
Come on! (miss)
Is this edible? (pick up)
Woohoo! (pick up)
Let the arrows rain down! Venom Arrow/Silent Arrow/Binding Arrow! That's
right/Let 'em fly! (magic/skill: Venom Arrow/Silent Arrow/Binding Arrow)
This will fix you up! (magic/skill: First Aid)
They can't keep you down! (magic/skill: Antidote Treatment)
I feel like talking! Everybody, gather around! (magic/skill:
Maru's Story Time)
We've got a big one on our hands! Hunting Arrow/Great Hunter! Bullseye! 
(magic/skill: Hunting Arrow/Great Hunter)
They got me...good... (weak after atk)
I can still fight... (weak begin)
What a pal! (when healed)
Just trust your buds! (dual)
Big game hunting! (dual)
Woo, here I go! (dual)
I'm back! New and improved! (level up)
Here we go! (level up)


-Ganz-

I can't lose in a battle of strength! (begin)
My strength is supreme! (begin)
Out of the way! (attack)
Take that! (attack)
Retreat if you value your life! (after attack)
Soul of the land, give me strength! Rolling Axe/Speed Storm!
(magic/skill: Rolling Axe/Speed Storm)
Too slow! (dodge)
Quit playing around. (dodge)
Hand that over. (pick up)


-Diekbeck-

Where's the enemy? (begin)
It's my turn now. (begin)
Focus on the enemy! (dual)
What are you waiting for? (dual)


B. Darc's Scenario

-Darc-

Which path shall I walk? (begin)
I will save the Deimos! (begin)
Follow my lead! (begin)
Deimos...only understand...power... (weak begin)
Die! (attack)
How's that? (attack)
So you defy me? (attack)
Too slow! (dodge)
What was that? (dodge)
Fool. (block)
Not quite. (block)
All mine. (pick up)
Can I use this? (pick up)
Thanks. (when healed)
Soothing breeze, lend me your strength! Cure! (magic/skill: Cure)
Prepare to die! ... Sword of Awakening! (magic/skill: Sword of Awakening)
I'll devour your soul! Vampire Fang! (magic/skill: Vampire Fang)
Let's go, Volk! (dual w/ Volk)
Volk, back me up! (dual w/ Volk)
Back me up! (dual)
Deimos only understand power! (level up)
I need more power! (level up)
My power increases! (level up)


-Delma-

I'll slice ya' to pieces! (begin)
I'm on the prowl. (begin)
Special delivery! (attack)
It's over for you! (attack)
Hah, another weakling! (attack)
I hate you! (after attack)
Too bad for you! (kill)
Nice try, bucko. (block)
Wuss! (block)
Quit playing around! (miss)
Nice shot. (when attacked)
Dammit! (when attacked)
Last chance! (dodge)
Didn't even scratch me. (dodge)
Lookie here. (pick up)
I'll take that. (pick up)
You looking for trouble? (when healed)
I'm not done yet... (weak begin)
Guess it's time for some healing. Cure! (magic/skill: Cure)
You're about to die, y'know. Healing Rain! (magic/skill: Healing Rain)
Feel my RAGE! Flaming Arrow! (magic/skill: Flaming Arrow)
Witness my power! (level up)
Watch out for me! (level up)


-Volk-

Who wants some? (begin)
Time for battle! (begin)
Death is calling you. (attack)
Witness the rage of a Lupine! (attack)
No mercy! (attack)
You're weak. Too weak. (kill)
Nice try. (dodge)
You need more practice. (dodge)
I'll take that. (pick up)
Thanks. (pick up)
Hand that over. (pick up)
Be strong! The battle rages on! Cure! (magic/skill: Cure)
One day, I will get revenge! (level up)
Understood! (dual w/ Darc)


-Camellia-

Are you happy to face this pretty flower? (begin)
It's my turn now. (begin)
Prepare to meet your maker! (attack)
What a pity! (dodge)
I've hit the jackpot, baby! (pick up)
You shall feel the rage of the earth. Earthquake! (magic/skill: Earthquake)


-Bebedora-

I'm Bebedora. (begin)
I must defeat the enemy. (begin)
You must be embarrassed. (dodge)
I can dodge anything. (dodge)
I don't need this. (pick up)
My puppets must weave a web of destruction. Mind Control! (magic/skill: Mind 
Control)
Everything returns to darkness. Black Out! (magic/skill: Black Out)


- ~ - * IX . ARC THE LAD REFERENCES * - ~ -

Although we mention AtL references in the walkthrough, we thought it might be 
nice to have another section devoted to it. A section in which we could go a bit 
more in depth about each reference, and hopefully help you understand it a bit 
better. Y'know, stuff like that.

  - There is a picture of the Silver Noah, Arc's ship from Arc 1 and 2 on 
Kharg's bedroom wall. The "king" of Palencia gives Arc the ship early on in Arc 
1. The Silver Noah is run by a chap named Chopin.

  - Butch in the Refinery mentions the fact that the machine they are using 
there was built by the "Academy" from Arc 3. The Academy is the main "enemy" 
force in Arc 3 and is run by the "Professor", the antagonist in the story who 
eventually reawakens the Dark One from his (its?) slumber.

  - "Prodias" in "West Aldia" is mentioned by Ludhi to Rapier (Darc's Story 1) 
before their... rather untimely deaths. Elk's apartment was located in Prodias 
in Arc 2. Elk was a main character in Arc 2 and helped greatly in Arc 3 thanks 
to "the Hien", his personal airship.

  - The man in the room upstairs in the pub (Kharg's Story 2) says he is from 
the east, a place called Peisus. This is different translation of Paysus, a town
near Mt. Amaidar in Arc 1, 2, and 3. Iga and his monks live and train on Mt. 
Amaidar. Also nearby is Rushalt (in Arc 3), home to a Spell Institute and its 
top student, Marsia (Arc 3).

  - Spirit Dictionary #1 (given to Span in Kharg's Story 2) mentions the
"Dream Spirit", who "likes to travel in gas and give those who breathe it
strange dreams", a distant reference to a guild job in Arc 3. In this guild
job, Alec's party is asked to aid in the investigation of a strange treasure
chest. Lutz, of course, opens it, and this very "Dream Gas" comes out, causing
each of the party members to have a strange (yet HILLARIOUS!) dream.

  - Dragon Bone Valley in Ragnoth may be a mistranslation (or different 
translation) of White Bone Forest in Ragnok (where you fought mainly... dragons)
from Arc 3. Ragnok was the location of the Academy HQ, hence why the machine in
the Refinery could have been "dug up" on "Ragnoth".

  - If Kharg talks to Zev in the middle of the night (when he is looking for 
Lilia), Zev will tell him about "Hunters" and the "Great Disaster", references
to the event that occurred at the end of Arc 2 and that plays a large role
in the lives of people and the storyline in general of Arc 3.

  - Boomer on Samson's ship (Kharg's Story 2) mentions the "3 great Hunters", 
Elk, Shu, and Alec. He talks about each one, giving a little background story.
Shu is in Arc 2 and 3, Elk is the "hero" of Arc 2 and helps out in 3, and Alec 
is the "hero" in Arc 3.

  - The Resistance in Epistia shares several traits with the Resistance in 
Romalia from Arc 2 (including the name). Both were under pubs, which could be 
reached by finding a hidden switch. Both were attempting to overthrow the main 
force of "evil" for their respective game (Romalia in Arc 2 and Dilzweld in 
ToS). There is one thing that they don't share in common, though: The Resistance 
in Romalia was eventually found out and most of them were brutally murdered. -_- 
It was okay though, since the Resistance was able to reform...and because Shu 
and Tosh own. ^_^

  - We believe "Dolban", spoken of by Leonora in Sulfas, may be a 
different translation of "Dorvan", the father of the merchant family that causes 
the party many problems in Arc 3. Dorvan and his family traveled the world, 
looking for the perfect spot to set up their family shop, and Leonora mentions 
that Dolban traveled the world.

  - You can catch a glimpse of the ever-famous Arc on the TV set at the Parenz 
Ruins (Epistia). Arc was...well, the hero in Arc 1.

  - A man inside the Main Plant in Sulfas (Epistia) mentions that the plant is 
"Russ-Style", and will also explain a little about "Russ" himself. "Russ" is a 
mistranslation of Lutz. Lutz is the laughable, "ladies man", item-loving 
companion of Alec in Arc the Lad 3.

  - The former town of Paltos (Arc 3) has now become Rueloon (Adenade). The 
large Arena in the back, with the Pair Battles and No Ninja Rule, is one 
similarity. Also, in the Rueloon Inn, there are statues of Mattheus, Velhart, 
and Gruga (it's a mistranslation). There was also a statue of Mattheus in 
Paltos, not to mention that both Velhart and Gruga lived in Paltos in Arc 3. 
Velhart was one of the main characters in Arc the Lad 3, and Gruga was a main 
character in Arc 2. Also, the envious man who killed Mattheus (mentioned in the 
inscription on Mattheus' statue in Rueloon) served as a boss character in Arc 3; 
Velhart had to fight him by himself in order to get the Eternal Steel.


- ~ - * X . THE "COOL LIST" * - ~ -

Congrats to the following people, who knew one or more of our random references.
You guys are "teh cool". Seriously. 
(we don't know if you want us to post your emails or not. ^_^ heh.)
- ScL
- daamon 
- justin
- david
- mike
- jmalacho
- kyle
- doug man
- elliot
- Eric
- silverdragon
- Roger
- Shingilcari

Rock on, guys. Teh coolzor. ^_^



- ~ - * XI . CREDITS AND THANKS * - ~ -

This FAQ/Walkthrough (c) 2003 Otaku Gundam and Tora Sora. It may not be 
reproduced, copied, copied from or distributed in any way without explicit 
permission from both the authors.
This FAQ/Walkthrough should only be found on GameFAQS (gamefaqs.com), despite
the many requests people have made to get it for their sites ^_^; We're loyal
GameFAQs junkies, darnit!

Contact the authors at: twilight_homies@yahoo.com

Credit to the Arc the Lad: Twilight of the Spirits instruction manual for 
helpful advice and storyline information.

Credit to SCEA for publishing the game.

Credit to Working Designs for their translations. Period.

Credit to Otaku for helping write the FAQ.

Credit to Sora... for helping write the FAQ.

Credit to all them "Credits" in the back of the instruction manual for... 
whatever they all did.

Credit and Thanks to CJayC for starting, running, and everything else GameFAQs. 
Rock.

Thanks to all of you for reading. And voting that this guide was helpful. Right? 
Right?

