DRAGON WARRIOR 7 WALKTHROUGH Version 4.0 3/6/2002 by Mike Mawhinney (Shdwwrym@uymail.com) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The latest version of this FAQ can always be found at GameFAQs.com! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~ Contents: ~~~~~~~~~ 1. Updates 2. Disk 1 Walkthrough A. A Beginning in Fishbel B. The City of Estard C. Fanes and Shards D. When Are We? E. The God of Flame F. Solid When Wet G. The White Wolf of Orph H. Eri the MechSoldier I. Love's Labors, Lost and Found J. A Guardian's Decision K. Classes Are In Session L. The Sphinx, the Demon Lord, and the Dark Contact Lenses M. The Sacred Tree of Krage N. Time Repeats Time Repeats O. Cold Flood, HotStone P. The Priest and the Goddess Statue Q. The Many Trials of Loomin R. The Ultimate Magic S. Spirit Statues and BlissRocks T. The Truth About Lies U. The Great Lighthouse of Coastal V. God Verses the Demon Lord 3. Disk 2 Walkthrough A. God's Revival *NEW* B. The Sealing of Fishbel *NEW* C. The Flame Spirit *NEW* D. The Terra Spirit *NEW* E. The Wind Spirit *NEW* F. The Aqua Spirit and the Fall of the Demon Lord *NEW* G. Wrath of God: The First Bonus Dungeon *INCOMPLETE* 4. Lists A. Weapons *UPDATED* B. Armor *UPDATED* C. Shields *UPDATED* D. Helmets *UPDATED* E. Accessories *UPDATED* F. Items *UPDATED* G. Shops *UPDATED* H. Monsters *UPDATED* I. Experience Tables *UPDATED* J. Human Classes *UPDATED* K. Monster Classes *UPDATED* 5. Extras A. Shards *UPDATED* B. TinyMedals *UPDATED* C. Casinos D. Immigrant Town *UPDATED* E. Monster Park *UPDATED* 6. Credits *UPDATED* 7. Contact Information 8. Copyright Information ---~~~~~~~ 1. Updates ~~~~~~~~~~ 4.0 - 3/6/2002. Birthday update! Beaten the game, and left the guide at the end of the first bonus dungeon. More revisions in several areas, as well as updating nearly every part of the guide. 3.0 - 1/23/2002. Completed the guide up to the start of disk 2. Lots more revisions, and I added sections on Human and Monster Classes, as well as a Monster Park section, and a Credits section. 2.0 - 11/16/2001. Completed the guide up to heading for the present Dharma. Lots of general revision work, added a TinyMedal section, added a Casino section, added a section for the Immigrant Town, and updated all other areas. 1.0 - 11/4/2001. Started this guide! Completed up to the northwest Red Pedestal being successfully put together. ~~~~~~~~~~~~~~~~~~~~~ 2. Disk 1 Walkthrough ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ 2A. A Beginning in Fishbel ---~~~~~~~~~~~~~~~~~~~~~-- Items: 1G, 2G x 2, 3G x 2, 4G, 5G, 10G x 2, 110G, AmitDonut, AmitSnack x 2, Antidote, Cloth, DEFseed, Fish Sub, FishPaste, HairBand, Herb x 6, Leather Hat. "Phew... Let's call it a day and head back to the castle. Where's that exit...? Oh, here it is. Push up on your side. Remember, this is our secret! My father mustn't find out!" As the game starts out, and after the opening scene, you will find the character you have just named, on the beach with a girl named Maribel. She'll bug you to tell her where you've been sneaking off, and already you'll hit the game's first Yes/No prompt. Pretty fast for a Dragon Warrior game. ^^; She can't stay long, so either answer is okay. As she goes, she will remind you about tomorrow's Amitt Harvest, and that you should head back home. The two of you snuck out, after all, and you just might get in trouble for it. First though, let's explore the town of Fishbel as much as we can at night! While you can, and are infact encouraged to rotate your camera in this game, to see all around you, any directions given will be from the camera's initial position, which you can restore by pressing the Start button. Let's test this o quick, so that we aren't getting all confused when we need to go from one part to another. Head west, from where you start, and you should walk right into a boat, with a house above you. This's your house, but we don't want to go inside it yet! Head to the southwest, then northeast around the mountains in your way, and you should then see a cave to your east! See, that wasn't so hard, and you can hit Start anytime to recenter your camera. We can't go in this cave yet, so let's explore behind our house instead! You'll see three barrels, which you can pick up and throw with the Triangle button. The contents are fixed, and once you get them, you can't get them again, so bear that in mind. You'll find 3G, but nothing else just yet. East of the net behind your house, you'll see some steps going up. Move up both of them, then go west, to find some stairs leading up to a dirt path. This's the village's exit, and we can't go this way just yet. Head back outside and east afterwards, and behind the Temple, you'll see two vases, which you can also throw. They're empty, but it's still good practice. Head up the ladder on the eastern wall of the Temple, then walk along the platform to the west of the bell, before searching the ground for 10G. Every little bit helps! Now, go back down all the stairs, and walk inside of the Temple, which's still open at this hour. If you talk to the Priest inside, you'll hear an odd story; this island, that your village is on, is the only village in the entire world! That just doesn't seem right somehow, that there could be lots of ocean and just one island in it... Back outside, head east, and go through the barrels outside the house here, to find an Herb. Lastly, go southeast to the dock, and go behind the large building that is to the east, and toss some barrels around to find 5G. We're all set, so let's head back home! Inside, check the hanging sacks on the wall for another Herb, then check the dresser for 10G. Your parents, Mollie and Borkano, are here sleeping, as you should be too! Go to the ladder in the northwest of the house, and go up, to reach your room. Grab a Leather Hat from your dresser, and 110G from the treasure chest, then go to bed. Don't forget to equip your Leather Hat! The next morning, you'll be woken up to discover you've overslept. Your mom will ask you to bring your father a Fish Sub for lunch, and tells you to hurry to the harbor! Rather than do that, let's explore a bit. Return to the cave we saw last night, and walk inside to find many barrels and vases. Toss around the barrels to find 2G and an Herb, then break all the vases to find 1G. There's a heavy stone lid here, but we just can't open it alone. Go back outside, then go to the house that we found to the east of ours. While we do see a treasure chest, it's locked, so we just can't get inside. Walk over to the harbor, and enter the large building you'll find here. You can meet Maribel's mother here, and find out that she has run off. The kitchen on the first floor has a barrel with an Herb inside, and the eastern room has a dresser with 2G inside. Upstairs, you can check the eastern room for a HairBand inside the cabinets, and you can also examine the mirror for some funny text each time. ^^ Back outside, talk to the man in green, and he'll try to sell you an AmitDonut, and an AmitSnack. Try to, and he'll just hand them over for free. Great! ^^ Walk onto the boat, and talk to Amitt, to hear about the plans that're being made for this voyage. You'll give your dad his Fish Sub, and be asked to head down to clean out the cabin while they finish up. If you don't talk to Amitt or your dad, you can keep the Fish Sub, but your poor dad'll be hungry on his trip! ^^; Down below, you can break some barrels for 4G, then check the dressers out in the center room for an Herb and an Antidote. Continue downstairs, and you'll find some barrels and... Maribel? After you speak to her, the Head Cook'll discover that she's trying to stow away again, and will chase her off, but not before she threatens to get us in trouble for the place we go to explore. Great... x.x Toss around the vases in the kitchen for an AmitSnack, then talk to the Head Cook, who'll save us from the drudgery of potato-peeling. Head back up to the top of the ship, to see that this cruise's finally going to get underway! We can't go along on this one, so just wave bye to your dad as the boat sails off. Time to go home to another boring day... or so you would think. Before we even leave the harbor, we're intercepted by a soldier, who tells us the King of Estard wants to speak to us. To make matters worse, Maribel wants to tag along with us! Tell her yes, and she'll join the party. Hurry to your house, and talk to Mollie to get some advice about your manners, and a package of FishPaste. Head to the exit out of Fishbel, but go south first, and enter the building there. Go downstairs, and open the chest for a DEFseed, which's a good item to have. ^^ Now go back out and leave the village, to make your first appearance on the World Map. World Maps don't rotate, so the directions're easier to follow. Head west, following the dirt path as it moves a little southwest, to find a Woodsman's House. Enter, and search the cabinets for some Cloth. There're some stairs in the southeast corner of the room, going downstairs, where you can find 3G in the vases, and an Herb inside the barrels. You'll also find another locked chest. Back outside, check the barrels for 3G, and you can also check the well to go inside, even though nothing seems to be inside. Behind the house, you'll find an odd woodsman, who seems like he can communicate with and understand animals! He warns you about someone named Hondara, and how he is causing trouble around here. He also suggests you should return time to time, so that you can hear the latest news. Leave, and head north of this cottage on the World Map, and before you know it, you'll arrive at the city of Estard. ~~~~~~~~~~~~~~~~~~~~~~ 2B. The City of Estard ~~~~~~~~~~~~~~~~~~~~~~ Items: 1G, 2G x 3, 5G, 6G, AmitDonut, Antidote, Dung, Herb, INTseed, Spectacle, Stick. As you arrive, Maribel runs off so that she can check out some dresses, and she leaves us to explore the city on our own. To the east as we walk into Estard, is an Inn, where we find that Hondara, which the game reminds us is our uncle, has a big tab, and likes causing trouble. ^^; You'll also see the game's first bunny-girl, wai! ^^ Upstairs, check the dresser in the western room for a Stick, which can be used as a weapon. Outside the Inn, and to the north of it, you'll find a Shop where you can buy some better equipment to protect yourself if you choose. Upstairs, you can talk to Orka and Maribel, who denies that the two're dating, like the rumors going around Estard suggest. Go back outside, and go into the shop from the back door, then check out the chests to the sides of the merchant. Locked! Go upstairs now, and break the barrels for 2G. To the northeast of the Shop, you'll find a very cluttered room, which's being rented out to Hondara. He's still there, actually, though he's in deep sleep. Behind this house, you'll find a barrel with Dung, which isn't the greatest treat you could find. ^^; There is also some stairs leading underground, with a locked door in the way. Head north instead, down these stairs, and follow the tunnel until it comes outside, on a cliff with a house. Take out the barrels to find an INTseed, and go inside the house to break a vase with 2G inside. If you go down the stairs inside the house, you will find the Crazy Old Man on the Cliff! Nothing is really happening here, so retrace your steps back to outside of Hondara's house. Help yourself to the 1G from the vase behind the Temple, and the 6G from a vase behind the house north of the Temple, then walk north past the soldier to Estard Castle. Walk north across the bridge, and note both the Item Shop, and the Bank, which'll hold money in increments of 1000G for you. Walk up the stairs, and you'll immediately hear King Burns trying to find the Prince, Kiefer, who isn't known for his good behavior. You'll be lead upstairs, and King Burns will sit you down on his throne, and try to talk to you about his son. Prince Kiefer has taken a ring that the deceased Queen used to have, with a SunStone mounted on it. He asks that you take care of Kiefer, and keep him safe. Back down on the second floor, ransack the dressers in the western room for 5G, then return to the first floor. Pass through the dining room, and west into the kitchen, then break the vases to find an AmitDonut. Talk to the cooks here, and hand the FishPaste over, so that Kiefer'll get his favorite meal tonight. ^^ Head north finally, and down the stairs, to find a room with vases and barrels. The vases have an Antidote, Herb, and the Spectacle inside. Return the Spectacle to the old man in the room, and he'll tell you about how God and the Demon Lord once fought a large battle, before God finally won. With that all done, it's time to leave the Castle. Head back to Fisbel, noting the Shop that's now open in town, and visit the harbor, to find a person with a note for you from Prince Kiefer. The note says that he'll be waiting for us at the usual place... but where's that? Judging from Kiefer's actions lately, and from the game's opening scene, could the usual place be the old Estard Ruins, located to the northeast of Fishbel? It's a forbidden area, but Kiefer isn't exactly the most sensible person. Let's head towards there, and see if we can find him. Follow the path east and north, west, and northeast through the hills and forests, until you arrive at the Estard Ruins. ~~~~~~~~~~~~~~~~~~~~ 2C. Fanes and Shards ~~~~~~~~~~~~~~~~~~~~ Items: 10G, Ancient Key, Ancient Scroll, HotStone, LandShard x 3, LifeAcorn, Pearl Orb, Saint's Armor, Saint's Helmet, Saint's Shield, Saint's Sword, World Map. As we enter, thankfully, we can see Prince Kiefer towards the west of us. Make your way over to him, then talk to him. He'll hand over the Ancient Scroll, and asks us to read it. Inside, there's a picture of a wizard, which Kiefer thinks matches the statue nearby. He places the Sunstone Ring ontop of the wizard's staff, but nothing happens! Dejectedly, Kiefer will head back to the Castle, and tells us to let him know if we come up with any ideas. He also lets us hold onto the Ancient Scroll. Head back to Fishbel, then go inside the big house by the harbor, to talk to Maribel. Show her the Scroll, and she'll recommend bringing it to the man at the town's Item Shop. He shouldn't be hard to find! When we do find him, he's of no actual help to us. ^^; He just doesn't know how to appraise old books stolen from castle treasuries. At least he's honest. ^^; He does recommend the Crazy Old Man on the Cliff, though! You knew he had to be there for a reason, and he is good with books, as all his bookcases show. Return to Estard, and make your way to see this Crazy Old Man, then show him the book, after explaining that you're not trying to sell it to him. He asks to examine it for a while, so head outside and back to the Inn in Estard. Look, there's Hondara, and he's hitting on the bunny-girl! He'll wander off, once his attempt to convince the girl to date him because of his HotStone fails, and you should follow him back to his house. Talk to him, and then pick up the HotStone once it falls from his pocket. Yay! Now, go to the well behind the Inn, and talk to the old woman north of it. She'll comment on the sun, and then you'll see a sparkle down in the well. Examine the well to climb inside, then search the ground on the sparkly spot to get a Pearl Orb! Now, go back to the Estard Ruins, and use the HotStone on the statue, to do... nothing. x.x You will find a note from Kiefer, though, which asks that you go back to Estard Castle and talk to him. If you use the Pearl Orb instead, the same thing happens. I've just listed both of them, for the perfectionists out there. ^^ Hurry back to the second floor of Estard Castle, and talk to Kiefer, who will then join the party! If you want, you can bring him to the chef you gave the FishPaste to, to get some compliments on your mom's cooking. ^^ Once you've returned to the Crazy Old Man on the Cliff, he'll have deciphered the text in the Scroll. We don't need Sunstones or HeatStones, to enter the Estard Ruins, but the passion and good-heartedness of the Chosen One. This Chosen One just needs to stand infront of the statue and wish for the doors to open, more or less. ^^; Head back through the tunnels, and before you can leave for the Estard Ruins, you'll be intercepted by two Soldiers. They'll beg, plead, and whimper for the Prince to go with them to see King Burns, and he finally agrees. He tells you to head home, and that he'll be by when he can. The lackey insult was a bit harsh, though. ^^; Early the next morning, Kiefer will wake you up. The two of you should head to the Estard Ruins now, and walk over to the strange statue. As you and Kiefer pray, the statue starts to glow with a purple light, and it rotates on its base, before firing a beam at the locked door ahead of it. Now open, you can head inside to explore the fane! Kiefer will mention some odd writing by a ladder, that you can't read, before you're able to climb down to the next floor. Follow the snaking tunnel as it heads south, then move down the stairs. Head northwest in the big cavern you reach, to find more stairs leading downward. Go south, east, and south, to walk outside of the Ruins onto a cliff. Cross over the bridge, and examine the odd tablet you find here. You will suddenly gain the understanding to read it, to hear a cryptic message about fire and a helmet of some sort. Kiefer throws a small fit, but the two of you will continue on into the door above the tablet. Head north in this room, too, then you will find four statues with cauldrons of fire in their hand, plus a central torch. Whenever you put the torch out, the statue across from you will move to relight it. Extinguish the fire from the west, and notice the odd tile where the eastern statue was. Run over to it, and step on it, to open a small door. On the other side, you'll find the Saint's Helmet! Go back out to the torch room, then exit to the north. The next room has a large waterfall, and four statues of Saints, as well as a locked door. Head down the stairs you'll see here, then move west and north to some more stairs leading down. You'll see an odd scale in this room, to the west. Ignore it for now, and go down the stairs to the south, then move west, and north up the other stairs you'll see, to find a staircase going down. Move down, then down again, to find a room with a tablet on a pedestal, which details the Legends of the Four Saints. Each Saint seems to have its own element, and each seems to also have an item that'll restrain it. We have the Saint's Helmet, which seems to be used with the Third Saint, which represents Fire. Now, go back to the scale room, and move so that you're next to the scale itself, in the northeast. Step on it, and you'll be lowered into a smaller room. First, go inside the door here and get the chest with 10G inside, then go back out. Move the gray box onto the purple tile, and one of the doors will remain open! Next, move the box in the corridor to the west, to cover another purple tile. Walk inside this second door, and push the first box two spaces west, then south until it's to the east of the box out in the corridor. Move that box to the west, until it covers a purple tile, then go back and move the other gray box onto the second purple tile. Now, enter the small western room, and move the box so that it covers the purple tile here. Move east, and back up the stairs so you can reach the scale again, then stand on it. Run west and into the room there, to get through the gate that the scale raised for us. Thanks! ^^ Here, you'll find a locked door, and another path with stairs going up. Move up, then inside the door here, to find yet more stairs. Just how many floors do these old ruins have, anyways? Once you've gone up, head west and then follow the torches north to a statue of a lion's head, with an open mouth. Do you dare place your hand inside? Well, you have to! Do so, and you'll get the Ancient Key! Move back down the stairs to the room with the locked door, and walk inside. You will see a smaller tablet here, with a story about how trees must sprout their leaves towards the sun. The mural in the center of the room shows some trees. What does this mean? Look carefully at the mural, and you will see four leaf-like shapes, one on each tree. The order is west, east, west, and west. Go north into the next room, and you'll reach a fork. Follow the path that the mural showed us, and as you come to each fork, pick the appropriate path: first west, then east, then west, and west again. If you do this, you'll reach the end of the maze! Climb up the little stairs here, to reach the door, and go inside. Will this place ever end? Head north, and east across the bridge, before going south along the upper platform until you reach a chest, with a LifeAcorn inside. Now, go back north, and inside the door here, before going up a ladder in the next room. Move west, then north and up the stairs, passing by a crystal as we go east over a bridge, to read a tablet here. It mentions the very crystal we just passed, so go back over to it, pick it up, and place it on the stand south of the tablet. The dragons that were blocking the water on each side now change positions, so the lower floors must be flooded now! Head down the stairs, west, and then back down the ladder to the lower room. Hop on the raft, then move south to the nearby staircase leading down. Move down the stairs to the west, and then go north to yet another staircase. The tablet here mentions placing the images in the proper places, to reveal a path. Go down another floor, and you'll be in a room with four pyramid-like switches. Whenever you step on a pyramid, two pillars will appear, and you can look through each of the colored pillars, to see a monster. Remember them, and head back out, sailing your raft to the platform, then go east across the nearby bridge, then south down the stairs and north to a room. You'll see three statues of monsters on each side of the room, and two colored switches. This isn't a hard puzzle; each tile clicks when it's covered by the right statue, and you saw pictures of each in the previous room! If you're still confused, then number the statues in each room, from north to south, one, two, and three. In the west room, put statue 2 on the yellow tile. Put statue three on the green tile. In the eastern room, put statue three on the red tile, and statue one on the blue tile. The doors will open, and you'll get the Saint's Armor, which involves the First Saint, of Earth. Leave this room, and get back on the raft. Sail south to a door, to reach a room with a staircase, and a chest! Open the chest to get the Saint's Sword, which involves the Fourth Saint, of Water. Now, sail over to the stairs, and go up. Sail south, east, and south some more, until you reach another staircase going up. After moving up, sail further south, to reach a chest with the Saint's Shield, which involves the Second Saint, of Air. Sail to the southern platform, and go upstairs to be back in the room with the four Saints statues! Face each statue, and place the appropriate item on them. The proper order to the items is, from west to east, Saint's Armor, Saint's Shield, Saint's Helmet, and Saint's Sword. Once all four're placed, the door north of you will open. Continue north in the next room, and you will find an Adventure Journal ahead of you, on an altar. This's like a save point, so make use of it if you want! Further north, in the next room, you'll find a blue and red torch, as well as many empty braizers, and two large statues north of you. The one to the west has a red jewel infront, which means you need to use the red torch to light its brazier; the eastern statue, with the blue jewel infront, needs the blue torch to light its brazier. With each statue you light, they will show you which of the nine braziers in the lower room need to be lit, and with what color fire. The easy solution, if the braziers are in the same order as a touch-tone phone, is that one, three, and eight need to be lit with red fire. Five, seven, and nine must be lit with blue fire. That leaves two, four, and six unlit. Once you do this, and return the torches to their spots, the door ahead will open for you. Past this door is the Ancient Fane! Straight ahead in the next room, this tablet will tell you an amazing fact: the world was split into four pieces! No wonder the island seems like the entire world, all the other lands have been sealed and removed! Right next to that very tablet, you will find a LandShard! Are these the artifacts that the tablet mentioned? In any case, move west, and you'll find a room of greenish pedestals. North, is a room of red ones, and east of here, you'll find a room with four odd doorways, which're sealed, and a locked door to the north. Oddly, the southwest door here doesn't look green to me, except maybe from the back... Here in the Fane Dome, pick up the World Map on the floor, and move east. This's a room of yellow pedestals, and you'll see another LandShard here! Pick it up, and examine the northwestern pedestal. Place the first LandShard you got in the northeast corner of the pedestal, then rotate the second piece so that it can be placed into the southwest corner. Observant Kiefer will mention that we're still missing a piece, so head out of the Ancient Fane, and once you're outside, you'll find it's daylight. Kiefer will return to the castle, to do some research on the Shards, and he asks for you to find whatever information you can, as well. He'll run off, and you should run on home. Back in Fishbel, the Amitt Harvest is concluded. Go over to the docks, and talk to the sailor wandering around on the dock. He'll mention how your father's brought back lots of fish on his new fishing route. He also mentions that your dad found something unusual. Go home, and chat with your dad, to hear some interesting details about yourself. You're not quite an average kid, as you were born in just five short months! Among all the fish, Borkano also found an odd slab... it's a LandShard! Leave your house, and head back to Estard Castle. If you picked up the HotStone earlier, your drunk uncle Hondara will take it back now. Head up to the second floor of the Estard Castle, and talk to Kiefer, to mention the LandShard you picked up from your dad. He'll join you, and the two of you should head over to the Ancient Fane. Once you have, start inside, only to be stopped by Maribel! She's followed you, and if you don't let her go with you, she's tattling! Agree to let her go with you, and she'll join your party. Next stop, the Yellow Pedestal Room! Return to the northwest pedestal, and place your LandShard in the southeast corner. Light will begin to billow up from the pedestal, and after some odd blue light swirls around, you will awaken with the others in an unfamiliar clearing. ~~~~~~~~~~~~~~~~ 2D. When Are We? ~~~~~~~~~~~~~~~~ Items: 5G, 12G, 13G, 20G, 40G, 80G, AGLseed x 2, Antidote x 2, Bronze Knife, Cloth Suit, DEFseed, FireShard x 3, Green Orb, Herb x 3, HolyWater, Leather Hat, Leather Shield, MysticNut, STRseed, WindShard x 2, Wood Doll. While you and your party-members don't recognize where you are, you all agree that you must be somewhere on the island you've just not seen before. Maribel, a little annoyed by this "adventure," starts off for home, only to be interrupted by... monsters! Wherever you are, now, there're monsters here, and three jiggling blue Slimes attack! After fending them off, and after Kiefer gets over his battle-adrenaline, Maribel demands to be escorted home safely. The only way we can find home, is if we leave this area, and see what lies outside it. Head north off the next screen, then follow this path until you find someone! After introductions are exchanged, you'll meet Matilda. She is here to visit the graves, and can only place weeds over them, since there're no flowers here. Maribel will hand over some flower seeds she has, and Matilda will plant them. She offers to escort you to a place nearby where you can rest, though she avoids answering why she feels we can't return to Escard and Fishbel right now. Move north and out of the Odd Forest, before going east to an unfamiliar village. The moment you arrive, Matilda will have left. ^^; She did escort us here, but that didn't mean she stayed very long afterwards. The only thing we can do right now, is explore this village. Rexwood, as the citizens call it, seems like an odd place. The citizens're willingly destroying their houses! Monsters have appeared recently, and they kidnapped the children and wives of the people living here, telling them to take down their village, or their loved ones would die. That's why all these people're destroying their only shelter... On the center island is an Inn, where you can heal up if you took damage from the Slimes earlier. If you go through the eastern door of the Inn, you can get a Cloth Suit from the dressers. Northeast of the Inn, you'll find a man who's borrowing this house from someone named Hank. This man also owns a Weapon Shop, and you can browse his wares for any items that may help. We're going up against monsters, afterall, so offense and defense're important. You can get 12G from the vase in this house, as well. You'll notice a small building in the woods north of the Shop. Maneuver your way over to there, and go inside. A small boy, named Patrick, is trying to help his father, Hank, get well. He knows that a green colorstone, from the Mine southeast of the village, is just what is needed to heal him. He wishes to ask Matilda, who helps protect their village from monsters, to go and find this colorstone for him. He asks us to let her know if we see her, and goes back to nursing Hank's wounds. Leave Rexwood, and head to the southeast, where you'll see a cave. This's the Colorstone Mine that Patrick mentioned. Inside, smash the barrels south of the building to find an Herb, then head inside the mine itself. There are random enemies in here, just like out on the World Map, but the fights here are a little more difficult. Be careful! Take the path west at the fork, and follow the tunnel north to find Matilda. She's here to check on the local monsters. After being told about Patrick's problem, though, she says that her concerns can't rest on just one person, and she leaves. Your party's determined to help Patrick now that Matilda isn't. Continue along the tunnel, and go west again, breaking the barrels for a STRseed, and 40G, before heading east and taking these stairs down. Head west, then south as you reach the large room. The path will split, with one part going west, and the other part going east. You want to go east, where you'll see two red crystals, and stairs going down. If you push the two red crystals together, they'll shatter. This's a clue for the puzzle on the next floor. ^^ There'll be a path of red crystals going west, and a lower path of yellow crystals leading in the same direction. Walk west against the yellow crystals, and they'll shatter. Now, just go north and push the two blue crystals together, and you can reach the stairs going down to the next floor. Head north, and follow this tunnel to the next set of stairs heading down. You can ignore the yellow and blue crystals here. On this floor, avoid touching the red crystals, and stand to the east of the blue crystal. Walk west, so the blue crystals shatter, then look at the red crystal east of you. Walk around to the eastern side of it, pushing it west until it is lined up under another red crystal, causing them to shatter. Walk over to the eastern yellow crystal, and push it west until it shatters. Now, go east to the red crystal there, and push it west until it breaks. More stairs! This floor has a more complicated-looking puzzle, but it's actually rather easy. Push the blue crystal that's by the stairs, west, until it shatters. Next, move the center red crystal, to the west, so that it shatters also. Move the northern red crystal a space to the east, then walk east, north, west, and south, so you can push the yellow crystal south. It should be touching the red crystal we haven't touched yet, in the middle. Circle back around to the east of this yellow crystal, and push it west until it breaks. Easy! ^^ Head downstairs after this. Move around to the eastern side of the room, then go down the stairs, and walk over to the green, glowing crystal. This's what we were looking for! But we can't just drag it out of the place with us. Luckily, Matilda will show up, and aid us in getting a piece of the colorstone! She will also give us a Wood Doll, which was given to her by her big brother many years ago. Bring the Green Orb with you out of the Colorstone Mine, and head back to Rexwood. At Patrick's, he'll use the Green Orb to try to heal his father. He'll mention how Hank went to try to rescue the women who were taken to the tower, and that it was because of Matilda that Hank was still alive now. He'll ask that you get some rest at the Inn, prepayed of course. ^^ This means that there'll be a scene, as it always does in games. Maribel will try to talk to you about how scared she is that you might not get back to Fishbel, but then she'll try to cover it up with making fun of your hat. ^^ After this, you'll see a flashback. You'll see Matilda's brother heading off to attack monsters, so that the villagers can back him up. Wait, isn't that the village's legend, about how Rex tried to fend off the monsters, but the cowardly villagers didn't help? This means that Rex must have been Matilda's brother! The next morning, visit Patrick, and you'll find out that Hank's all better now! You'll explain everything that's happened, including how you're trapped here, and the stronger-than-a-Golem Hank decides to come with us, to try to take on the monsters at the Eastern Tower again. Hank isn't an actual character you can control, but a Non-Player Character, or NPC. He'll tag along, and get his own blows in during battles, along with a few Sap and Heal spells. ^^ When you're set, head out for the tower, and walk inside the main enterance. Take the western path, and climb up the stairs when you reach them. Throw the pot here for 20G, then go back downstairs, taking the eastern path this time. Up the stairs here, you'll get an Herb. Now, head back outside. Climb up either of the staircases that're outside the Tower, then walk over to the ladder in the center, and climb up to a Golem standing guard over a door. The Golem recognizes Hank, and vows to kill him, and us too! Golem isn't very hard, as he can only physically attack, but he can take some damage. Have Maribel cat a Sap spell or two if she has it, then have her switch to Blaze. Your hero and Kiefer should attack, with a Heal spell thrown in when necessary. Not very long after it's started, the battle will end, and Golem will drop a WindShard! Now we just need to get back to the Ancient Fane... ^^; You may wish to return to Rexwood, to heal and save. Golem will be gone permanently, so don't worry about that. Return, and walk inside the unguarded door. Move north, and go down the stairs, then go south and down the next set. On this floor, you guessed it, move north. You'll see two treasure chests here, though. The one to the east has a Bronze Knife, and the one on the right has a FireShard! Head up the stairs to the east, and then go up the stairs again. In this room, smash the vase for 5G, and open the chest to get a Leather Shield! There's lots more items in here than there were in the Colorstone Mine! Go back down to where we found the two chests, and take the stairs west of them. Head upstairs again, and then again. Move south, and go upstairs here. On this floor, you'll see there's no outer wall around the edge of the Tower. You can jump off, without being hurt, incase you need to leave quickly for healing or saving. ^^ Walk south, and east, before going down the stairs here. Then go up the northern stairs, and you'll be back on the previous floor. Follow the path west, then south, before going up some more stairs. Take the north path, then go east and south when you see the pillars. You'll see some stairs going down, to a room with two chests north of you. Help yourself to the DEFseed and 80G, then move south to another staircase. Infront of you, a crab-like monster lies in wait. Calling you a coward for attacking when the leader isn't here, the Clawser starts a battle. He's faster than your party, so try to be careful. Have Maribel use Sap, and then Blaze. Kiefer should attack, as should your hero, but make sure to use a Heal spell on whoever the Clawser hurt last round. When the Clawser says he's ready to take an attack, any successful attacks or spells will hardly do any damage. He can't attack during that round, though, so it's just delaying the inevitible. Eventually, you'll win! After the fight, Matilda will appear, and slay the Clawser, after he says she's the boss. It was Matilda all along who was in control of the monsters here, all because of her hate for the cowardly villagers for allowing her brother Rex to die all those years ago. Patrick reminded her of her human emotions, and so she didn't want anyone else to die. Hank doesn't want to kill her, either, but if he doesn't, the villagers cannot return. A fight scene'll occur, and you'll have a descision to make. Should you kill Matilda? If you attack, she'll only defend herself, and not attack you. You can complete the battle for some EXP and Gold, or just run away. In either case, you will have to decide if you should stop Hank from killing Matilda. Whichever choice you make, Matilda will fade away, but not before telling you that you should return to the clearing you met her at. Outside, the sky's darkness lifts, and the sun shines down again. Back at the village, you'll find Matilda was telling the truth, as all of the people have been returned! Hank will tell Patrick that he thanked Matilda for her help before, but he won't tell him about Matilda being the boss of the tower. After commenting on the trophy he was given, Patrick wanders off, and Hank will give you some encouraging words inside the house. It looks like your adventure's earned you a friend for life. ^^ Return to the Odd Forest, and you'll see Patrick by the graves. The flowers Matilda planted have all blossomed, too! Patrick wants to show them to Matilda, but he doesn't know that he'll never be able to. You can give Patrick the Wood Doll Matilda gave you, though, which'll make him happy. Continue back to the screen where you woke up here, and you'll see a swirling portal of blue energy. Enter it, and you'll be back at the fane! You'll all decide to return to your homes, then Kiefer will leave for Estard, which leaves you and Maribel. You may want to fit the WindShard and the FireShard that you've collected onto their pedestals now, before you leave. If so, the WindShard fits on the northwest pedestal in the Green Pedestal Room, in the northwest corner. The FireShard fits on the northwest pedestal in the Red Pedestal Room, as well, on the western edge. Return home to Fishbel, and Maribel will head her seperate way. Go talk to your mom, to find that Amitt and your father're talking to King Burns about a new island being discovered near yours. There's something else out there! Hurry to Estard, and try to enter the castle. You'll see that the drawbridge's up, which's extremely unusual for the King to order. Speak to the guard to the east, and you'll find that Prince Kiefer has left, to visit his grandfather. Who could he mean? Perhaps it's the Crazy Old Man on the Cliff? Indeed, Kiefer is sitting there, waiting for us to show up. He mentions how everyone's already left to visit the island, everyone but him of course. This makes Kiefer decide that you and him should use your Secret Weapon! Walk back to Fishbel, and go to the dark cave with all the barrels and vases, to meet up with Maribel and Kiefer. Together, you move the stone lid, and descend the stairs. It seems that you and Kiefer have a ship! Don't you just love finding out something new? ^^ It's actually the boat Maribel's family used to own, but they took it out of service because it was too old and untrustworthy. I hope Kiefer is a good ship-repairer... Luckily, the ship sails without a hitch, and you should try to go north of Estard. It's not long before you'll spot an island, a very familiar one at that. Get off of your boat, and walk into the village, to find a very very familiar village, Rexwood! The citizens seem to think that they've always been here, even though your dad sailed right through where this island is, during the Amitt Festival. Let's explore the town a bit, to see what's going on here. Straight ahead of you is the Inn, where you can rest and heal up. The man in the turban west of the Inn is actually a Weapon Shop, and you can buy some things that're even better than those from the other Rexwood we were at. The barrels east of the Inn contain an AGLseed, so don't pass it up. Further east, you'll find the Church, which has an Herb inside one of the breakible vases. Patrick's house doesn't seem to be here, but there are some fields here instead, and a small shack further west, that will give you 25G. South of the shack, you'll find a house. Inside, the people will mention that they have no idea why the village's named Rexwood. This's rather strange... Stranger still, is the Shard that's sitting on a table! The woman here lets us have it for free, which's a rather sweet deal. Pocket the WindShard, then cross the bridge to the town's central area, and talk to the old man standing by some rocks. He mentions that if we like our stone, that we should check the colorstone mine, as that's where he found his. We know our next destination, once we're done with the town that is. Enter the large building where the Inn was in the other Rexwood, and climb the stairs up to the third floor. Break a vase for an Antidote, then head up to the top of the building, to speak to the man here. Hey, he's talking about Hank! But how could that've happened a long long time ago? We just participated in it! As we ponder this over, wander over to where the Weapon Shop was in the other Rexwood, and search the dressers here for a Leather Hat. Lead your confused party to the Colorstone Mine, and break the barrels outside of the house here for 13G. The barrel west of the house has an Antidote inside. After that, talk to the man infront of the mine, and since you found the WindShard in Rexwood, he'll let you by. The layout of the Mine is identical to how the other colorstone mine was. Maybe you really did go to the past somehow. In any event, head west at the split, then move north, passing the room you met Matilda in, so long ago. Literally, if we really did go to the past. ^^; Turn west at the branch, then break the barrels for a MysticNut. Head back east, and go down the stairs here. Move south through this large room, turning east when you can and walking down the stairs. This's where the layout gets to be a little different, as the puzzles are back, though different than before. First, move the red crystal all the way to the west, so it breaks, then go south and move the blue crystal west until it breaks, too. Push the yellow crystal all the way north so that it shatters, then circle around and push the east blue crystal, all the way west. Now you can safely go down the stairs! On the next floor, push the red crystal that's above you, a space to the east, then five spaces north, so it's on the corner. Now, push it east, and it should shatter along with another red crystal. Push the blue crystal a space east, then a space south, before push it all the way east so that it breaks. Now you can run over to the stairs leading further down. When you're in the narrow passage, move the blue crystal a space to the west, then take a step north and walk to the west, pushing the yellow crystals as you come to them, and breaking them as well. Go downstairs, then head south, moving west so that you're at the southwest corner of the room, and below a red crystal. Push this crystal north until it shatters, then circle back around the outside of the room so that you're above the red crystal in the northwest corner. Push it south five spaces, then push it all the way east, so that it breaks and frees a blue crystal. Circle around again, and push this blue crystal all the way to the west, then go downstairs. There are some monsters on this floor, so don't lower your guard. Walk around the edge of the room, then walk down the stairs to the east, so you can reach the center of the room. There is no green colorstone here, but there is a staircase tht we haven't seen before, which you should move down. You'll be in a fourway intersection, with only one blue crystal to push. You want to push the blue crystal north, so that it shatters, and then push the yellow crystals out of your way. At the end of this room, you'll find a FireShard on the ground! Kiefer suggests that you should go back to the castle now, but first you need to leave the Mine. Return to Estard Castle, and talk to the western guard, to lower the drawbridge again. Go up to the second floor, then enter the door next to Prince Kiefer's room, and take the stairs there leading up. Head east, and move south at the swordsman, entering the door you'll see to the east. Move downstairs, and then downstairs again, to find the Crazy Old Man on the Cliff, by the jail. He wants to go down to see his friend, but the guard isn't allowing visitors. Talk to him, and Kiefer will order him to open the door, so that the Crazy Old Man on the Cliff can go downstairs, and so can you. ^^ Downstairs, the Old Man will talk to his friend vaguely about "it," and how he needs to find it again. You'll tell him about the events in the Ancient Fain and at Rexwood, and he'll allow you to search for "it" as well. Talk to the captain to make him move, then hop on the raft and sail out into the moat. Sail south, west beneath the drawbridge, and north, to dock your raft and explore this area of Estard Castle. Move to the southwest corner of the Castle, and walk inside. The guard will mention that they've had maps showing the new land, and others too, in the treasury, but they couldn't believe them until now. Leave, and walk around behind the Castle, to the door beneath Princess Leesa's balcony. Move east, down the stairs, then down the next flight of stairs. Smash the vases in this room for an AGLseed, then search the bookshelf. Move it aside when you're given the option, and open the chest for a FireShard! Back at the Old Man, he'll encourage you to try this Shard out in the Ancient Fane, to see if a new land will infact emerge. It seems that he used to have this Shard himself, but a previous King confiscated it. He says he'll cover for you, and to run off to the Ancient Fain! On the way out, though, talk to Hondara at his house. He says that he'll give you some HolyWater, if you can answer his question. While Hondara normally causes problems, that HotStone of his did help us find Kiefer's note earlier, if nothing else. When he asks if your father and Amitt were invited to the Castle, tell him yes, and he'll hand over the HolyWater. Now, make tracks to that Ancient Fane! Rather than go directly to the Red Pedestal Room, make a detour to the Fane Dome, where we found the World Map. Walk inside the blue door with the flame above it, then walk inside the blue swirling energy here. I wonder if these're Traveler's Gates? ^^ You'll emerge in a completely different room, and you can exit through the southern door. You'll be underground, in a room with vines overhead and water infront of you. While we don't need to be here yet, this does open the door permanently, so you can use this route as a shortcut back into the Ancient Fane. If you leave the room to the southwest, and follow the tunnels, you'll emerge outside the stone lid you might have seen around the Estard Ruins. In any case, walk back into the energy swirl, then walk into the Red Pedestal Room, and set your FireShard in its place on the northwest pedestal, to the east. Here we go again! ~~~~~~~~~~~~~~~~~~~~ 2E. The God of Flame ~~~~~~~~~~~~~~~~~~~~ Items: 6G, 7G, 10G, 60G, 80G, 350G, Antidote x 5, AquaShard x 2, Boxer Shorts, Button, Cloth, Cloth Suit, DEFseed, Herb x 2, Horned Hat, Knife, LifeAcorn, Potion, RainbwDew, STRseed, TinyMedal, WindShard. As you party travels through the Gate, you will see a vision involving two people throwing a torch inside a volcano. They flee, as the lava rushes up and causes a volcanic eruption. You will appear outside of a small fane, with the blue swirl of a Gate already there. Unlike the first world, you just need to walk back here to hop between the past and the present, incase you've forgotten something, or incase you want equipment you can't get here. In any event, walk east, ignoring the path south of you for now, then following the mountains south when you reach the coastline. Eventually, you will see a village, which you should enter of course. ^^; This's Engow, a rather sandy place. Directly infront of us is the Inn, which I am sure you need after the long walk here. Back outside, east of the Inn, you'll find a lone vase with 10G inside. There's 6G in another vase, if you enter the little house north of you. The house above this one has a mother faking an illness, so that her son will not leave Engow and get hurt. A woman named Pamela is supposedly a fortune-teller of sorts for this village. Her son will run off to get some medicine after you talk to him. Nab the Cloth Suit, then go back outside. The next house to the northwest is actually a Church. Behind it, you'll find a little boy who found something after having asked Pamela where to look. Maybe she really is a fortune-teller. West of the Church, is the Village Elder's house. Break the barrel by the stove for an Antidote, then move upstairs. You can pick up a Horned Hat from a dresser, and one of the books on the bookshelf, "The Analects of Granaly," which says that hiding behind a shield does not make you a coward. That's nice to know. ^^ Talk to the Elder, and an earthquake will occur. You'll tell him about your vision, but he doesn't believe that their God of Flame would kill them all like this. He invites you to stay at the Inn until the Festival starts, which we should do once we've explored the rest of Engow. Break the vase west of the Elder's house, and pocket the LifeAcorn you find. There's never enough stat-boosting seeds! ^^ South of there, you'll find the local Shop, as well as Pamela. She seems rather preoccupied right now, and scolds us for bothering her. Nab the Antidote from the vase south of the shop, and go back to the Inn for a rest when you're ready. I wonder what all the noise outside is about? Pamela's seen the same vision we have, about Mt. Flame erupting at the very end of the Festival. The townspeople refuse to believe her, their beliefs about the God of Flame are much stronger than their belief in her predictions. The Mayor and Pamela walk off to talk privately, with a small cutscene describing how the citizens just refuse to believe. Afterwards, you'll be inside the Elder's house. Go upstairs, and listen in to the conversation that's going on. The Elder doesn't seem like he believes Pamela, either, or perhaps he's following the book on his desk, about the villagers' livelihood being more important than anything else. Whatever the reason, the Elder's going to start the Festival tonight, and Pamela's in a panic. She asks for you to visit her at her room the first moment you can, so that you can do the heroic thing and save Engow. ^^v Standing by her crystal ball, Pamela says that her predicitions always come true if nothing is done. The future can be shaped and changed, since it hasn't happened yet, and that your party may be the ones who can help change this one. The plan is to sneak into Mt. Flame at night, when the Festival's going on, to see if some being has taken control of the mountain, to try to make it erupt. Spend some time at the Inn, but only when you're ready to start the Festival. You might want to save beforehand, just incase! Walk around the village, talking to the people and the Elder, taking in the sights. The turbaned man west of the Inn is a dealer, and he's selling a Leather Dress that would look nice on Maribel, as well as some Scale Shields. ^^ Visit Pamela when you're ready to save the day, and after you go outside, everyone will be holding torches. Walk to the northwest part of the village, and speak to the Elder, to get your torches. Tell him you're ready, and the Procession of Flame will start. After the opening ritual, the citizens will start to walk towards Mt. Flame, as should you. Go a little northwest of the village, then move north until you arrive. Wander up the trail, talking to people as you go, until you reach the man standing at the front of the line. The Elder will come out, to announce the Procession of Fire, and then he'll allow us to be first afterall. ^^ He will lead you to the top of Mt. Flame, and toss your torches into the volcano. Rather than leave, circle south around the crater, to find Pamela by a door. She asks us to hurry and go inside, to see what the problem is, and tells us to talk to her for any healing or saving needs. Let's get to work! Head downstairs, and then move east, to reach another staircase going down. Follow the tunnel as it goes northeast to some stairs, then north and west to another staircase. After you go down, a scene will play, showing another villager throwing his torch into the volcano. If all the torches get thrown in, the volcano will erupt! If that does happen, don't worry, the game allows it to be a 'bad dream' and you'll just start the Festival over again. If you take too long going down or up each floor, another torch will be thrown in, until they all have been eventually. This isn't a large problem, though. Head east and down the stairs, then move south to descend the final staircase. Grab the STRseed from the chest, then run back up all the stairs and go west past the stairs we originally came down. Move north, then down the stairs here. The next staircase you want is to the north again. Follow the tunnel southwest and south, walking east when the path turns, and going down the stairs. Take the northwest path here, following it until you reach a chest with a DEFseed in it. Run back the way you came, and head northeast, opening the chest you see for an Herb. Head west, down the next staircase, then move south and east to some more stairs. On this floor, exit the room from the southern door, to be on a cliff with a chest, and a Knife. You can also see just how many villagers are left in line before the volcano will explode. ^^; Run back inside, and up the stairs, before going up another flight. One more set of stairs going up, and there's nowhere to go but down anymore. Literally. Head south, and when you see the fiery crater, jump into it! You won't get burnt, but just land on a lower floor. Jump down again, then walk into the green pillar of light to the northeast, to get all of your HP and MP restored to full. Wai! In the southwest corner of the room, you'll find two chests, with 110G and an Antidote inside them. Once you have them, jump into the crater twice, to land on the bottom floor. Some weird red face is down here, with a large jar of darkish fire. Because he's oblivious to us and talking in the traditional villain way of revealing his entire plan for no real reason, we learn that he's trying to awaken the Flame of Darkness, which's what will cause an eruption if it's not stopped! He'll turn around suddenly, and attack! Being a creature of fire, FireGiant is thus immune to Kiefer's FireSlash, and Maribel's Blaze spell, so this'll be more of a physical slug match. Have Maribel use a Sap spell, then have everyone attack with their weapons, having your hero Heal when people are starting to take some damage. FireGiant has three attacks to torment your party with. He has a move where he can breathe flames, to damage everyone in your party at once. Another one of his moves also hits the entire party, though it's a physical attack rather than a fire-based one. His most frequent attack, other than a normal physical blow, is when he uses up a turn to ChargeUp. You should have your party Parry for that round, as his blows will do extra damage, and the Parry will reduce it. All in all, it's not a difficult battle, just keep your HP up. ^^ He'll drop an AquaShard once he's defeated. With the FireGiant's passing, the large jar will vanish, but the Flame of Darkness will rise. Run past where the jar was, and drop down the hole you'll find back here, to retrace your steps to where you found the STRseed earlier. Make your way back up, and outside to the crater. The Flame of Darkness has grown huge already, hovering and getting ready to cause unknowible destruction. Speak to Pamela, and tell her everything that you found inside the volcano. Even with death and destruction posed infront of her, Pamela cracks a rather bad joke at the Elder's expense, and uses her fortune-telling powers to determine that the answer to this problem, lies in a really messy room with a drunkard inside. That has to be Hondara! A liquid in a jar he has can fix this problem. Aren't you glad we already found the HolyWater? Stand between Pamela and the Elder, face the Flame of Darkness, and use your HolyWater. The day is saved! In celebration, in words the Elder can sum up better than I can, you all return to the village to celebrate. The next morning, return to Pamela's house, and talk to her. She'll reward your help with an AquaShard! It seems your hard work here has payed off, and another land is safe. Make your way back to the Gate we came here from, and step through, to reach the Ancient Fane. Eager to see if a new land has indeed appeared here, Kiefer suggests that you should go to Estard Castle to find out. Sure enough, the King and everyone else, it seems, are waiting for you to report. The King, while happy that you've restored another land, suddenly forbids that Prince Kiefer should participate in this. Amitt, Maribel's dad, feels the same way, and drags her off. Your father seems a bit more sensible, and just brings you home for a private talk. Tell him that you wish to continue, even without your friends if need be, and your parents will give their permission, and send you off to bed to rest before you go exploring anywhere else. Right outside of your house, Maribel's waiting for you! She's managed to convince her dad to let her go! Maribel knows that Kiefer has his princely duties, wheither or not he likes to admit it, so she says that you and her should go off to see the new volcanic island that was discovered. Return to the cave, and try to lift the stone lid to get to your boat, but you just can't manage it with two people alone. Leave the cave, and thankfully, there's Kiefer! He slipped away from the castle, yet again, and now the three of you can head to the new island, which's north of Rexwood. Your first stop is the vase east of the Inn, where you can pick up an Antidote. The house north of here also has an Antidote inside a vase. The next house to the north has a small tavern, but there's not much to do there other than watch the dancer. You'll see a little boy outside the tavern, who's looking for his button. He's considering asking Auntie Pamela to find it, but that costs money. If the Engow we were in, was in the past, how can Pamela still be alive? She was pretty old then, afterall. ^^; Not much's going on in the Chief's house, either, though he asks you to tell people about the village. The barrel down in the kitchen has 7G, while an upstairs dresser has a Cloth you can put in your pocket. Get a Potion from the vase west of the Chief's house, then head south to the shop. Meet Pamela, or at least this generation's Pamela. It seems that ever since Pamela originally helped to save this village at Mt. Flame, along with the servant of the God of Flame (that's you ^^;), every fortune-teller in that family was given the name of Pamela. She'll tell you to look around a sign infront of the Inn, and then she'll take her 5G fee from you. ^^; Go to the sign, and examine it, to find a Button! Return it to the boy who lost it, to be rewarded with a TinyMedal! You'll definitely want to hold onto this. Walk over to the village's well, and talk to the people around it. It seems that it is now a natural hot-spring. Climb down, and raid the dressers for a pair of Boxer Shorts. Once you're done with this, you can leave the village, and head to our next stop, Mt. Flame. Walk up the trail leading inside the mountain, and enter the crater area. People don't respect the God of Flame anymore, and just come here for treasure-hunting. Ignore the Gate that's here for now, and walk through the southern door leading inside the volcano. Move downstairs, then head east and down the stairs, just like we did in the past. Go northeast, down the stairs, then north and west to some more stairs. Go east and down those stairs, then south and down a final flight of stairs. Open the chest here to get a WindShard! Head back up to the stairs we came down from originally, then go west and north to stairs leading down. Move north, and down the stairs, then travel south and east to another staircase. Take the northwest path here, to a chest with 80G, then go back to the stairs and move northeast to get to a chest with an Herb. Walk northwest and west, down the stairs, then south and east to some stairs leading up. Move south and outside to the cliff, pillage the chest for 350G, then go back inside and up the next three flights of stairs. Walking west and south will get you to the central crater area again. Hop down twice, then deprive the chests in the southwest corner of an Antidote and 60G. Touch the pillar of light to the northeast if you need to heal your HP and MP, then jump into the crater twice more. Walk north and jump into the hole in the ground, to arrive at the WindShard chest again. You should be able to get out of here now. ^^ Back out at the crater, use that Gate we left alone until now. When you arrive, you'll find that you've arrived back at the Ancient Fane, in the Fane Dome. Before rushing off to place your Shards, take a detour to the blue door with the flame above it, in the Fane Dome. When you arrive, leave the room by the southern door, then go east. Face the water of the Rainbow Cove, and fill your empty Bottle with some RainbwDew! ^^ This might come in handy later. Now, go back to the Green Pedestal Room, and place your WindShard on the northwest pedestal, on the eastern part. Now, go to the Blue Pedestal Room, and place your second AquaShard on the northeast pedestal, on the southern part. One Shard to go! Walk over to the northwest pedestal, and place your last remaining AquaShard on the east side. This pedestal's completed, and it's time to explore another land! ~~~~~~~~~~~~~~~~~~ 2F. Solid When Wet ~~~~~~~~~~~~~~~~~~ Items: 5G, 7G, 10G, AngelTear, Cloth Suit, Herb, LandShard, Leather Hat, WindShard. After arriving in the past, if you can't find the nearest village, you should give your game away. ^^; It's the only other object on this tiny, tiny bit of land in the middle of the ocean. Walk inside, and you'll soon see that the entire village of Dialac is dead silent, and that the only things you can see, are stone statues. After examining a few, Maribel realizes that these must be real people that've turned to stone! How horrible! Let's look for clues as to why this happened... Both the Church and Inn are deserted, but you can save and heal for free. You can find a Leather Hat inside a dresser, which's in a house north of the Church. North of the Inn, you'll see a gigantic block of stone, and north of there is a house. Help yourself to the Cloth Suit which's inside the dressers here. West of the Inn, you can walk up some stairs to get to the upper ledge. The first house to the north has 7G inside, hidden within a barrel. A little further north, you'll find 10G inside a vase, and you'll see a statue standing infront of a house, so that we can't enter. You'll also see an Old Man! He's not a statue, so walk over to him and say hello. The Old Man is very upset about Dialac's condition, and is sitting here, waiting for the end. He says there's no way to cure the citizens back to their previous state, and he advises us to leave. When you try to, he'll stop you, and give you a bottle containing AngelTear, which can cure people that've been turned to stone. AngelTear can't help the citizens here, though, because their bodies have been weathered too long, and they can't be restored to healthy, living human beings again. Looking as if he is suffering from paranoid thoughts of the citizens of the village, he tells you not to venture out of any buildings at night, but he won't say why. Well, we need to find out, don't we? ^^ Rest at the Inn, and in the middle of the night, your hero'll hear a mournful cry, which wakes him up. Maribel and Kiefer are still asleep, so walk out of the Inn, to see all of the statues glowing white. Inspect the statue of the young lady, that's by the Water God statue, to see a vision of the woman's last few moments. Dialac hasn't had rain in a long time, and their village will die out soon if they don't get any. A warrior named Claymore heads off for some supplies, and hopes to be back intime for the rain prayers. Next, talk to the farmer that's northeast of the woman. He worries about his crops, but after a young boy bumps into him, he can smile, and knows that the next generation will have a happy, bright future. Unfortunately, it looks like he was wrong, as even the young girl east of him is a statue as well. Rena, the little girl, sneaks up on Joseph to find out he's been writing on walls, for guide markers, and even found a secret base of sorts. They make plans to visit it after the rain prayers... whatever happened, must have happened before or a short time after those prayers. Examine the priest, and you'll receive a vision of a young woman, Millie, praying that Clayman will return safely from his supply journey. However, it seems a jealous young man doesn't want Clayman to return intime for his wedding, so that he can marry Millie instead. Could he have caused this statue problem? The next statue to examine, is the one of a woman by the stairs north of the Church. This's Millie, and the scene that appears is from before Clayman goes off to get supplies for the village. The monsters outside are a problem, and it seems Clayman is the only warrior in Dialac. The two kiss, and make plans to be married once Clayman returns, before the vision ends. The old woman infront of the large stone is praying to the Boulder God. The priest walks up to her, and asks why she is praying to the Boulder God, rather than the Water God. It's much harder for Boulder Gods to get water than it is for Water Gods, afterall. ^^; The old woman gives the priest a quick lesson on why she believes as she does, and the priest can't help but see her side of the issue. The woman west of the old woman, seems to be Joseph's mother, and she wants him to stick around and get ready for the water prayer. He's wandered off, but Rena seems reluctant to mention where he went to. Hmm... North of Joseph's mom, is the man who's tying to marry Millie for himself. He's shown examining the statue of the Water God, hoping that it'll rain a lot this year finally. Head west of the inn, up the stairs, and talk to the middle-aged man's statue. It's the local barkeeper, and you can listen in on a conversation between Joseph and his dad, Keene. This town used to be a battlefield, and was later rebuilt. Maybe that's why there's so little crops growing, because of the blood that was spilled here. Further north, talk to the statue that's infront of the house, to see Keene's talk with the barkeeper. He'll walk out of the house, and towards his own, commenting on the oddity of prayers creating rain. But suddenly, it does begin to rain! A muddy rain, which is turning people into stone! He tries to go inside his house to warn his family, but never makes it through the door... After the vision, Keene's statue will crumble away, leaving nothing in his place. Inside his house, on the western bookcase, you can find a note in Joseph's handwriting, just like in the vision. He mentions one base is near a pointed tree, where he made markings on a cliff, and that a second base is beneath the bar. Walk north of Millie's house, now, and speak to the Old Man. He saw the gray rain fifty years ago, but he didn't get turned to stone because he was not inside the village. This must be Clayman! He feels as if this's his fault, and that being alive is why the statues glow, because they hate him. While we've seen almost everyone here, we have not seen where Joseph's statue is. None of the visions we saw happened to show where he went, but from Rena's shyness in telling Joseph's mom, and from the note we found, perhaps he's in his secret base? If you go over towards the bar, you'll see white writing on the wall. This's Joseph's guide marker, so the pointed tree must be the one nearby? Search the ground a little north of the tree, and you'll hear that there's a hollow sound. We can't go in at night, though, so go back to the Inn and rest until morning. Now that it's morning (how can you tell? ^^;), go back outside and search the hollow-sounding ground to find a staircase! Enter, then walk down the stairs here, to find a small room that could have been used for sleep-overs or the like. Move down the next flight of stairs, then go east. After going downstairs, you'll see a note on the wall, saying that this's the second secret base. Take the Herb and 5G from the vases here, then go up a flight of stairs, before heading south, east and north to a rope. We'll be ontop of the Boulder God once we climb up to the top. Use the AngelTear here, and daylight will return to Dialac. You'll also see a staircase open, and Joseph will walk out! Hurry outside and talk to him! To Joseph, a few seconds have passed since he was moving around, but to the real world, fifty long years have passed. He doesn't believe us at first, but asks that we help him find out what happened, and he tags along with us. Walk over to the well to talk to Clayman, and he'll recognize Joseph's voice, even if he can't see him so well. The two will realize that they're all that's left, and that they should take care of each other. The next morning, Joseph and Clayman decide to warn other places of this gray rain, and to try to find a cure for the rest of the people, even though they may not find it. Where does our party go from here, though? Well, there is one barrel we've not looked at yet, in Joseph's first secret base. Sure enough, we've found a LandShard! Let's return to our time first, so we can plan our next move. At the Ancient Fane, go to the Yellow Pedestal Room, and set your LandShard on the central pedestal, on the southern part. Now, walk outside, and get in your boat. Sail south of Fishbel, until you can't see any land, then sail east, and you should arrive at the island where Dialac was in the past. Enter the temple-like area, and you'll find yourself at an empty field, with a large boulder, an Old Man, and... a WindShard! This man is Sim, and he wanted to live by the Boulder God's stone, but when he came here, Dialac had long since been gone. He asks that you send people here if they're interested in finding a new place to live! This'll be like creating our own town. This'll all be covered in its own section, so just return to the Ancient Fane, and the Green Pedestal Room, then set your WindShard on the northwest pedestal, in the northern part. Next stop... who knows? ^^; ~~~~~~~~~~~~~~~~~~~~~~~~~~ 2G. The White Wolf of Orph ~~~~~~~~~~~~~~~~~~~~~~~~~~ Items: 5G x 3, 15G x 2, 30G, 120G x 2, DEFseed, Antidote, AquaShard x 3, Bone Knife, Bunny Tiara, Copper Sword, DEFseed, Dung, Herb x 2, LifeAcorn, Monster Book, MysticNut, Stone Claw, STRseed, TinyMedal x 2, WindShard. Once you arrive in the past, head directly north, to find a new village. This village is hardly a normal one, though: it seems there're tons of animals here! The few people that're here do not seem like they can speak, either. While we probably can't get many clues from living creatures here, we can search the town, to see what we dig up. First, go west, and enter the Item Shop. Despite the owner being a chicken, you can buy and sell items normally here. Walk around to the back of the Shop, and search the hanging sacks on the wall for a DEFseed. Break the vases for an Herb, then get a HairBand from the dresser upstairs. Don't forget the chest in the southeast corner, with a LifeAcorn inside. East of the Item Shop, enter the house and raid the dresser for 5G. Directly north of this house, past the Church, you can find a Weapon Shop, with another chicken as the merchant. In the back of the shop, you can get a chest with a Copper Sword, as well. West of the Church, is the Inn, where you can stay for free. Don't forget to check the dressers here for a TinyMedal! Break the barrels outside of the Inn for some Dung, then go north to another house. A vase here contains a Bone Knife, which none of your party-members can use. That's definitely odd... East of this house, you'll find two more, in their own walled area. The westernmost of the two houses has vases you can break for 5G, and an Antidote, while the eastern shed has... a kid chained to a wall?? The collar's too tight for us to free, so we're going to have to find some help. The cow here seems panic-striken, mooing loudly. Kiefer mentions that the cow probably knows the entire story, as does the rest of the animals in town. Wasn't there a person in a House west of Fishbel, that could talk to animals? Yup! Return to the Ancient Fane, and visit the Woodsman's House. The place is slightly different, as the woodsman isn't by the bonfire he has in his backyard. There is a squirrel, though, which offers you a MysticNut. Accept! ^^ Inside the house, the woodsman will be trying to help a cat get confidence in asking a female cat out. While he thinks you're joking about a town full of animals, the woodsman will be convinced to join your party by the cat. ^^; Back in the village, the woodsman won't be able to talk to any of the animals. Is he a fraud afterall? This has never happened to him, he says. Wander inside the Item Shop, and go to the second floor, to talk to the woman here. The woodsman will be surprised suddenly. This isn't a person; it's a cat trapped in a human body! You'll be able to get the story now. There was a monster that tried to cause problems in this village. The white wolves were the defenders of the village, and they tried to stop the monster. But one by one, they were getting killed off. Enter the house east of the Shop, and talk to the old man, I mean horse, in the backyard to hear more of the tale. The wolves lured the monster away inside a cave, which was in Mt. Ceide. The monster was sealed, and one female wolf lived, who happened to be pregnant. Now talk to the man, or dog, behind the Church. Recently, a monster came by to cause problems, and all the animals were turned into people, and people were turned into animals. Back in the shed, the woodsman helps you free the boy who's been chained to the wall. Rather than stay, the boy quickly runs off! Maybe to go back home? Now that he's rescued, we can find the last animal-turned-human, in the house west of the shed, who'll tell us that the monster that did this came from the Mountain of God, Mt. Ceide. That's where the white wolves sealed a monster up before, too. The woodsman will offer to summarize the entire story, incase you've forgotten. ^^; Leave the village, then head west and northwest, until you arrive at Mt. Ceide. Very shortly, you'll find a wolf. Follow it up the trail, and into the cave it enters. Once inside, head north, taking the first path east that you reach, to get to a chest with 120G inside. Go back went, and further north, until the path splits again. Take the path that leads east, then follow it south to a staircase leading up. This next area is like a maze. Move south, then west, ignoring the cave enterance here before moving south, east, south and west to another cave. Note this one, but don't go inside of it yet. Head south, east, and south to a chest with a STRseed, then go back to the other cave. To the northwest in this room, you can find a chest with an AquaShard inside. Every little Shard helps! ^^ Exit this room to the south, then head north along the path. Go upstairs, and walk north, following the tunnel east and south. When the tunnel forks, follow it southwest and up the stairs. On this floor, walk south and east, then exit out the southern door, onto a cliff outside. Walk clockwise around the mountain, over the bridge, and to a cave enterance, which looks like it was uncovered recently. Instead of going in, continue up the cliff, until you reach another doorway. Inside, you'll find a chest with an AquaShard inside! Go back down the mountain, and stop outside the unsealed cave. Magic will not work inside here, so you should use all your MP to heal yourself up now, and stockpile lots of Herbs in your inventory for each character. When you think you're ready, walk inside. Avoid the poisonous areas, and go upstairs, to find the wolf you met earlier. As you walk towards it, the boy from earlier will knock you aside, to stand by the wolf, looking around carefully and warily. The woodsman will feel a monster's presence, and as you walk by the huge coffin, a monster'll drop from the ceiling! The boy'll suddenly rush and attack the monster, Deathpal, and you'll hurry over to defend him! This is one of the harder fights you've had so far in the game. Deathpal can use two actions a turn, and all of your magic's sealed as well. Skills still work, though, as do items. The woodsman will help you in this fight, and while he's weak in physical attacks, he'll use his Herbs to help cure you. Don't depend on them, and heal anyone who's HP are starting to get low. When she's not healing, you may want Maribel to use Retaliate, to copy any moves that she's hit with. Deathpal's special attacks are WindBeast, which can do a decent amount of damage both to one of your party-members, and to Deathpal himself if it's Retaliated, and Flash, which lowers your hit percentage. Since this's an all-physical fight, that's bad! Of course, if Deathpal's hit with it, his physical attacks can be penalized too. The most important advice, is just to keep HP up above all else, and to kill him before you run out of Herbs. After the fight, Deathpal starts to turn you into animals as well, before the boy lunges forward and bites him! Slowly, Deathpal's body loses control, and he is forcibly flown above his coffin. Deathpal realizes suddenly that a white wolf can do that, and this boy must've been in the village when he switched animals into people. With a last curse to seal the boy in a human body, he falls inside the coffin, and with the woodsman's help, you can close the lid. This restores daylight outside, and turns the people back into animals, or animals back into people, depending on which they originally are. All except for the boy, that is. The woodsman explains that the boy, Gabo, must be the last white wolf cub, and this other wolf helped to raise him before the curse hit. With questions about who could have released Deathpal, your party returns to the village. Gabo and the wolf will run off, while we're left to talk to the citizens. Now that they're human again, we can finally learn the name of their village: Orph! Enter the house west of the shed, and talk to the Mayor, to learn that Deathpal's cave couldn't have been unsealed from the inside. Someone must've unsealed it on purpose, someone bad. Walk inside the shed, and talk to the farmer here, to learn all about why Gabo was in there in the first place. When you leave, Gabo and the wolf'll be there waiting for you. The woodsman decides that both Gabo and the wolf need a home, now, and he offers his own to them. Gabo accepts, and the three of them leave town ahead of you. Follow them outside, and back to the Ancient Fane. It's here that Gabo, with the help of the wolf, explains his feelings: he wants to help stop whoever unsealed Deathpal! The woodsman will agree, and you'll gain a new party-member! ^^ Gabo starts off at Level 1, so you may want to beat up some monsters to help build up his stats, and to afford to buy him some equipment. Before leaving, don't forget to visit the Blue Pedestal Room, and set your two AquaShards on the northeast pedestal, to the north and southwest. Sail west of the Woodsman's Cottage, and you'll arrive at the new land. The village of Orph is right where it was before, so you shouldn't have trouble finding it. In the village square, you'll see a lot of animals going in a circle. Did Deathpal come back and curse everyone? Hurry to the Elder's house, and you'll quickly learn why many people like bunny-girls. >"< You'll also hear an explanation for all the animals. Put on the offered costumes, and you can take part in the festival! ^^ We should also start exploring houses, so let's start with this one. Break the vases in this house for a DEFseed, then go to the shed, and get 30G from a barrel in there. The house west of the Elder's house has 5G in a vase, and the barrels outside the inn south of there has 15G in a barrel. In the back room of the Weapon Shop, raid the treasure chest for a WindShard! ^^ Last but not least, go into the Item Shop's backroom, and search the hanging sacks on the wall for an Herb. Grab a Cloth Suit from the upstairs dresser, then have fun opening the empty treasure chest. At the square, a game of sorts seems to be underway. Talk to the man here, and agree to give it a try! You need to figure out which three of the people dressed as animals are women. Of course, since you're reading this guide, it won't be so hard to win. ^^ The horse, dog, and one of the cows are the women. You should pick the cow first, as once you've picked the right one, you won't accidently pick the wrong one. When you get all three correct, the Elder will come out with Mimi, and award you with the Monster Book! When you're outside, you can now see what monsters you've beaten, how many, what items they drop as random treasures, and just how much EXP and Gold you've won from them. Plus, you can press the X Button to see the monster animations. You can see one at first, then a second one for every twenty monsters of that kind that you kill, until you can see all the animations. ^^ This's a great prize! Northwest of Orph, you'll see something new, a place for boats to sail back and forth from someone's mansion. Walk inside the nearby house, and break a barrel for 15G, then try to talk to the soldier here. He just doesn't know who lives inside that mansion. That's rather odd... We can't sail over and investigate this spot just yet, but maybe we can later. Walk over to Mt. Ceide, and go up the trail inside the mountain. Head north, east and north to a chest with the Stone Claw inside. Move back south, west, and then north, until the tunnel splits. Head east and south to some stairs, then go up them. Wander south, west, south, east, south, west, south, east, and south to a chest, which contains 120G. Move north and west to a cave opening, and go through, opening the chest northwest of you for a TinyMedal. Walk south, outside the opening, and then move north to more stairs. Move north, east, then south, taking the southwest tunnel to a staircase when you're given the chance. Travel south, then east, before moving out the cave exit and onto the outer cliff. Walk across the bridge and continue to follow the trail in a clockwise manner, moving past the sealed cave, until you reach the end of the trail. Walk inside, and search the chest for a Bunny Tiara, then go back outside to the sealed cave. The stone infront of the enterance will move as you touch it, and you can walk inside and up the stairs. Approach the coffin, and despite the many prompts trying to scare you off, awaken Deathpal from his sleep, and remove the lid from ontop. After his years of imprisonment, Deathpal's turned human! He's sorry for the trouble he caused, and tries to cure Gabo's curse. He botches it, though, and rather than a cure, he's enabled Gabo to talk in Human! Don't forget to pocket the AquaShard he offers to you! I bet you know where to go now. Return to the Ancient Fane, and the Blue Pedestal Room, then set your AquaShard on the northeast pedestal, in the southeast part. ~~~~~~~~~~~~~~~~~~~~~~~ 2H. Eri the MechSoldier ~~~~~~~~~~~~~~~~~~~~~~~ Items: 2G x 2, 3G x 2, 5G x 2, 8G, 10G, 15G, 21G, 100G, 250G, 1200G, Bone Knife, Bronze Knife, Bug Knife, DEFseed, FireShard x 4, HairBand, Herb x 2, Iron Claw, Iron Shield, Leather Armor, Leather Shield, MechParts, Noble Robe, Scale Armor x 2, SeaShell Hat, STRseed x 3, Tights, TinyMedal x 6, WindShard, Wooden Hat. When you appear in the past, start walking east, and note that oddly, the island isn't shrouded in darkness. You will soon reach a broken bridge, which you cannot cross. Start to walk southwest, now, and you'll see an unusual area, like a small cliff, on the map. Walk into it, and you'll be infront of a cave leading underground, guarded by swarms of what look like robots. Walk around to the northeast side, and try to climb down, to get stopped by a guard, who'll pull you aside to tell you the story. These creatures are MechSoldiers, and this is the MechSoldier Base. The soldier mentions a place called Falrish, west of here, that you should go to first. Sure enough, you'll find the village of Falrish to the west. This city has certainly seen better days, with soldiers in the streets and deactivated MechSoldiers all around. You'll probably need to use the Inn, especially if you've been in fights with the local Clockmech enemies. Go over to the guard building in the southeast corner of the city, and go inside. The man with a turban here is a small Item Shop, and the barrels near him hide a TinyMedal! On the roof, the guard will mention Falrod Castle, to the southwest, and how it feels like forever since he's been here defending Falrish. North of this building, is the Weapon Shop, which's selling some pretty good weapons and armor. Enter the door northwest of the Shop, to see a little boy crying over the MechSoldier that killed his father. You can find some Leather Armor in the chest here, and 10G in a vase. Next, go west of the Inn, and there should be a little doorway hidden by the stairs leading ontop of the fortification. You can gain 15G from the barrels, an Herb and a STRseed from the vases, and a FireShard from the chest! Go back outside, and up the stairs, to find a guarded Church. If you go downstairs, which you should, you'll stumble on a meeting of the city's guards, who are discussing strategy about what to do while the Captain returns to Falrod Castle for a report. Hopefully they'll be ready if there's an attack! You can exit from the southern door in this area, to smash a barrel with 3G inside. Directly southwest of Falrish is Falrod Castle, where you'll see some of the local guards sparring. Enter the building to the west, and speak to the guards here. One of them, named Hanes, says that he hasn't seen the Captain come back yet, and he's getting worried. In the eastern building, search the dressers for a Leather Shield, then talk to the guard here and sign up as mercenaries! We want to help, anyways, and maybe we can take out a MechSoldier or two. Agree to a demonstration, and you'll be lead outside to battle a Falroider. This isn't a difficult battle, really, and is a good test of your abilities at this point. If you had trouble with the Falroider, then you should try to gain a level or two, as well as upgrade your equipment. After the battle, you'll be told that there's no current emergency occuring, so you should go inside the castle to visit the King. Let's do that, shall we? Enter the castle, and head upstairs to the second floor. Search the King's room to the east, and get the Scale Armor from the dresser. Then, walk up to the King's throne and speak to him. After the introductions, Captain Trad will arrive, to tell the King about the battle in Falrish, and then will ask you to report to the guardhouse. Let's do a little exploration first! Exit through the door to the south of the stairs, noting the behavior of the cleaning-mech that is attacking a pillar. They do malfunction sometimes, the local people say. Head east, and down the stairs here, to arrive outside the Royal Family's bunker. You can use the lever to open the door, and go down the stairs. Raid the room at the end of the tunnel, to find 5G in a vase, and a DEFseed from the chest. Head back upstairs, and move west through the door, then north through another door, to have a chat with the Princess. After that, go back inside the castle, walking west, then north over the bridge to two vases. One has a TinyMedal, so don't miss it! Check out the southeast guard tower, to find a vase with a STRseed inside, then go over to the southwest guard tower. Drop down the hole here, and we can get this tactics meeting started. Captain Trad is trying to find some strategy that'll work, but nobody's sure exactly what to do. You can't starve them, and they're stronger physically than most people, plus they have sheer numbers. One soldier will mention Zebbot, a mechanical engineer, who lives west of the castle. Talk to Hanes, and tell him you'll go visit Zebbot and ask him, as your first mercenary mission. It's directly west of the castle, a white house with a blue roof, so start walking! Head around to the back of Zebbot's house, and break the barrels here for 2G. If you enter the shed, you'll find a chest with a Bronze Knife inside. You'll also see one of the many cleaning robots you've seen in Falrish and Falrod, the Zebbot III. There's a note on this one, though, saying that they're defective and undergoing remodeling. Why're so many still in use, then? Go inside the house, and inside the west room, searching this dresser for a SeaShell Hat. Now head east, and talk to Zebbot here. He doesn't seem to care at all, not about Captain Trad, and not about Falrish or Falrod! He asks us to leave, but don't leave yet. Smash the vase in his room for a Bone Knife, then inspect the robot he's working on. He tells you to get your hands off of Eri. Examine the southern bookcase to find a note. Trad and Zebbot're brothers, and it seems that something happened to a girl named Eri. Is Zebbot trying to honor her memory by naming his newest creation after her? Return to Falrod Castle, and talk to Hanes in the western guardhouse. Tell him that Zebbot won't cooperate, and Trad will walk into the room, agreeing. You'll be assigned to the guard towers, so climb up to the top of the southwest tower. The moment you do, an injured guard, from Falrish, will collapse outside. Run downstairs, and jump down the hole, to find out that Falrish has been partially-overrun by the MechSoldiers! While the other mercenaries assemble, Trad decides on a desperate plan, and joins your group. Your mission is to return to Zebbot's house and get some last-second information to save Falrish! When you get there, Zebbot will have partially finished his Eri robot, which can stand and wave its arms around. ^^; Trad will try to talk sense into Zebbot, but he still doesn't care about anything, sine the original Eri's passing. Deciding the castle should be protected if nothing else, your party should start back for the castle. Outside, a singular MechSoldier waits for you. Before it can attack, though, it breaks down from the damage that has been inflicted to it. Zebbot comes outside to yell at you, but notices the MechSoldier, and is a little fascinated by it. Trad decides to help him bring it inside the house, so Zebbot can study it, and asks you to return to the castle without him. When you return to Falrod Castle, it'll be under attack! Run to the west, and you'll see a singular MechSoldier running around. Talk to it, and it'll start a battle with a Clockmech. Defeat it, then head towards the castle gates, defeating the Clockmech running around there too. Run inside the castle, talk to the guard defending the stairs, then run back outside to see two of the guards driven back! The enemy will attack you, so defeat these two Clockmechs before they can do any more damage. A next wave of three MechSoldiers will run at you, but a sudden loud noise causes them to walk around erraticly, their artificial intelligence scrambled. Zebbot and Trad have come to the rescue! The captured MechSoldier has been reprogrammed to emit a signal that jams the one controling the MechSoldiers at the castle. A strategy session is planned for the next morning, which gives you a chance to get your HP and MP restored. Walk down to the southeast guardhouse, which has been slightly remodeled. Trad and Zebbot are here, working on a MechSoldier. Zebbot feels an evil power must've made these, and Trad asks you to tell Hanes to get a strategy session going. Don't forget to look in the dresser here for a Wooden Hat first! Talk to Hanes, then Captain Trad, then go to the southwest guardhouse to start the strategy session. The plan is for a small group, composed of your party, Trad, and the reprogrammed MechSoldier, to attack the main MechSoldier base! When you're ready to go, walk to the southeast guardhouse, and tell Trad, who'll leave with Zebbot. Zebbot just can't let this MechSoldier, who he's taken to calling Eri, go off by itself. Outside, talk to Trad, and his group will depart ahead of you to Falrish. Falrish hardly exists anymore. The main buildings stand, but many people do not. Many more MechSoldiers are deactivated around the town, but that can't make up for all the lives lost. Walk into the Church, saving if you need to, then walk downstairs to find Trad reassuring another soldier. Talk to Trad, and we'll finally leave for the main MechSoldier encampment we saw so long ago. Return to the northeast side of the surrounding cliff, and the guard stationed here will mention how many more MechSoldiers lie in wait below. Trad, Zebbot and Eri will arrive, and we're set to begin the final assault. Eri will start the disruption noise, which allows you to walk down into the cave without being challenged. We can't be sure if anything inside is hearing this noise, however... Follow the metallic grey path on the floor as it goes to the northeast, and step on the little platform to discover it is an elevator leading down a floor. Follow the grey path here as well, to the southwest, where it stops at another elevator. Don't use this one, though, and go northwest, getting on this elevator to go back up a floor. The chest to the west has 250G inside, but the chest to the east is a Cannibox! These guys can be tricky, so if you do plan on fighting it, make sure to heal your party up first. After you kill or avoid the Cannibox, head back down the elevator, moving southeast until you get to the elevator we avoided. Avoid it again, and move south, to another elevator. After moving down, open the two chests here, to get a STRseed and an Iron Shield. Talk to the MechSoldier standing here to reactivate the elevator, and go back upstairs. Now you can go back to the elevator we were avoiding, and take it downstairs. Follow the grey path to the northeast, where two MechSoldiers/Clockmechs are standing guard. Why didn't they just call them one or the other? ;_; Defeat them, like you have all the other ones so far in this land, and in the next room, ahead of you, you'll see a giant MechSoldier waiting for you. Ignore him for now, and walk around the east edge of this area, breaking a vase for 100G, and opening a chest to find a FireShard! Now, approach the central MechSoldier. He'll send a group of three Clockmechs to attack you. Due to the disruption outside, though, they'll often stand still and unsure of what to do during their turn. Their boss, Machinoid, is not so confused, and he'll attack you immediately after the Clockmechs're taken care of. This battle isn't very hard, other than Machinoid's ability to call for Clockmechs to help. Either focus your attacks on Machinoid, then deal with the Clockmechs afterwards, or use Gabo's Bark to distract Machinoid, then take out the Clockmechs and the big guy himself. Once you win, Machinoid will rant about the Dark World, and how the Demon Lord told him to spread chaos through this world. Now that he's damaged beyond repair, Machinoid doesn't care, and calls for his biggest MechSoldier, EvilMech, to appear and take care of you. It's another boss-fight! And a real one at that, compared to the last two battles we've had. EvilMech, who looks surprisingly like Esterk from Dragon Warrior 4, has a variety of attacks. Besides breathing fire, and using Flash on us, he also uses 2EdgeHit often, which damages you, but causes 1/4th of that damage to hurt him as well. He literally cares more about killing you than he does about surviving. Add to all this the fact that he can act twice a turn, and has high defense, plus your HP are probably below maximum from the last two fights, this's going to be a great fight! ^^ A good idea would be for Maribel to hit EvilMech with Sap, so you can actually deal good damage physically, and then have your hero use Upper on each party-member. PsycheUp, then attacking with Kiefer is a good idea too, as you'll do slightly more damage than if you made two seperate attacks. And if you manage a critical hit, you'll be wracking up the damage! Gabo can get his hits in, and use Herbs on party-members when necessary. Yes, eventually, you will survive this fight, and come out victorious. Trad and Zebbot appear immediately after the fight, coincidently too slow to help us, to find that we've defeated the leaders of the MechSoldiers. Falrish and Falrod Castle should be safe now! Use Outside to escape the base, if you have MP left for it, because even while the leaders have been defeated, there're still random battles here. Return to Falrish, and talk to the happy citizens. As you do, Zebbot and Eri will appear, only to be driven off by the citizens. They're scared, rightfully so, about any MechSoldiers, and about Zebbot's tendancy to have less than perfect experiments. Hopefully one day, the citizens will be able to relax again, and put this pain behind them. Back at Falrod Castle, Hanes decides to discharge you of your mercenary duties, and asks that you return to see him after visiting the King. The citizens of Falrod are gathered up infront of the castle, and eager to see you as you walk inside. Up in the throne room, you are rewarded a Bug Knife for your victory, but Zebbot is upset, and walks out, followed by the Princess. If you go downstairs to where the Princess sits to look at the flowers, you'll here her talking to Zebbot, about Eri, both the real and the fake one. Zebbot and Eri walk away, leaving the Princess to wonder if MechSoldiers really could have souls. Visit Hanes now, and he'll reward you 1200G for your hard work! ^^ Back in our world, sail southeast of Fishbel, and a little east of Your City. This's where the new land is, and this'll put you around where Zebbot's house was. Follow the coastline south until you can land, then walk northwest to the house. Behind the house, you'll see the cleaning robot's rusted solid, never to run again. Get a TinyMedal from a barrel here, then look in the shed. Get the FireShard from this chest, then walk inside the house. In the western room, you will find a horrific scene: Zebbot, the man obsessed with letting his lost love live forever, has achieved that in naming his MechSoldier Eri. Eri is still running, while Zebbot has long since turned to bones, having decomposed on his very bed. Eri has spent unnamed years checking on him daily, and trying to cook him soup to make him feel better... Take the HairBand from the dresser here, and quietly part the house. At Falrod Castle, it seems that scientists are trying to use technology to make robots too. They've improved on Zebbot's old cleaning robots, but not much else. They feel that robots may be a faraway dream, and don't seem to know that their country almost lost to that very dream before. Don't forget the Scale Armor from the dresser in here. Upstairs, the King will be speaking to his scientists, having tried to get research advanced on robots. They won't have any real progress, but it's not long before someone runs in to report that to the west, they've found a legendary MechSoldier. That must be Eri! The King will ready an expedition and rush off, but don't forget to get the Noble Robe from the King's dresser first. Downstairs, Armand, an advisor for the King, pleads with him not to go, but he is ignored. He asks us to go and stop the King for him, and we will, once we've explored a bit more. Back up on the second floor, exit through the southern door, then go down the stairs to the east. Open the gate by using the lever, and take a tour of the castle's former bunker, now a dungeon without any prisoners. One vase here has 5G inside, one barrel has an Herb, and the only chest here has a WindShard. Go back upstairs, and move west to the castle's kitchen, smashing the barrel here for a TinyMedal. Back upstairs, explore the southeastern guardtower, and break a vase in here for 8G. The southwest tower has 2G inside a barrel. Walk to Zebbot's house, and then walk outside, to see that the King has arrived. They careflly drag Eri off with them, as she tries to continue making soup for Zebbot. At the castle, they try to remove a balancing device from Eri, which makes her fall down. Armand seems to know Eri's name, and the King calls for the guards on grounds of suspicion. Eri lies on the ground, sadly looking at you, while Armand is brought to the unlocked dungeon. Visit him there, and you'll learn that he saw Eri at the cabin before, and just like the writer of the FAQ you're reading now, felt that Eri should be left alone. He asks that you go to Falrish, and find his granddaughter, who should have parts that'll work on Eri, so she can return to the cabin. Of course we will! We were going to go there anyways. ^^ Falrish's still a little bit to the northeast, just like it used to be. Inside the Inn, check the dresser in the eastern room for some Tights. West of the Inn, in the little door hidden on the wall, you'll find 21G in one of the vases. The southwest vase is an EvilPot, and it'll attack you when you throw it! You can fight it or avoid it, your choice, but the chest here has a TinyMedal inside, that you should pick up. East of the Inn is the old guardtower, and inside it is a little girl. This's Armand's granddaughter, and she says that the parts are underground, by the barrel near the water. In this room, though, is a barrel with 3G. What is with all the small amounts of money in barrels and vases, anyways? ^^; Make your way to the Church, and go down the stairs, then exit out the southern door. Throw the barrel here, and search the ground under it to find the MechParts! Bring these back to Armand, who is speaking to his son, the Captain of the guards here at the castle. After an assisted escape, walk to where the southeast guardhouse used to be, which is now a laboratory. For a scientist, the one working here is rather stupid, and just leaves us alone to carry out our plan. Once repaired, Eri will confuse Armand for Zebbot, and will try to bring him home. The guards will come in, and thinking that Eri's gone berserk, they'll attack. The King sees this, and yells for them to stop. He realizes the error of his ways, and agrees that Eri should be returned. Repaired, and cooking again, everyone will leave. Before you go, say goodbye to Eri, and she'll tell you that she's happy here, thanks to you. ^^ Visit Armand's house in Falrish, and he'll thank you again for helping Eri. Talk to his granddaughter, and she'll hand over a FireShard to us. ^^ Now, we are not quite ready for the next area yet, as we still have some things to wrap up. Head east of Falrish, and return to the MechSoldier Base. You'll see a fortune-teller here, who can tell you where to find Shards that you may have missed, or haven't received yet. She's good to talk to if you're lost. Walk inside the base, following the grey path to the northeast and going down the elevator. Follow the next path southwest to another elevator, but ignore it, and walk to the northwest instead. Take this elevator up, and help yourself to the STRseed in the western chest. The eastern chest is a Cannibox! Return to the elevator we ignored, and ignore it again, moving south and using this elevator. The north chest is empty, but the south one contains a TinyMedal. Go back up the elevator, and go down the elevator we kept ignoring. Follow the path north to the next room, and walk around the water's eastern edge. The vase is an EvilPot, while the chest has an Iron Claw. Leave the Base behind, and move east over the now-fixed bridge. You'll see a place by the water, Coral Lake, which you should enter. The information you find here is about God, and that while he is gone, he is gone only physically. The rebirth of the world that was mentioned must be what we're doing with the lands. If we come back later perhaps, we'll be able to do something of importance here? For now, though, we have a new world to explore. Return to the Ancient Fane, and the Green Pedestal Room. Set the one WindShard you have on the southwest pedestal, in the southwest area. With that done, walk to the Red Pedestal Room, and the southeast pedestal, setting FireShard pieces on the southwest, east, north, and southeast areas. What sort of situation will we be in the middle of this time? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2I. Love's Labors, Lost and Found ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Items: 3G, 5G, 25G, 50G, 100G, 250G, Bunny Tiara, DEFseed, Dung, Fur Hat, Garter, Glam Robe, Horned Hat, LandShard, Mila Drug, Slime Earrings, TinyMedal x 4, Traveler Suit, WindShard x 3, Wooden Hat. When you appear in the darkened past, start to walk to the northeast, and you'll see a village. This village, Verdham according to the sign, is rather empty right now. If you enter any of the buildings, you'll see why: the people here have been turned into stone! This happened very recently, though, so perhaps whatever is causing it is still here. Head directly north of the enterance, then walk west of the sign. You'll se a house with stairs going up to a door. You can't go inside that door, or the ones beneath it, but you will see a monster on the roof. Is that what's causing all this? Enter the third door here, and walk inside, taking the stairs up to the second floor. Rather than go up the next stairs, head west first, entering the first room you come to. A dresser in here has a Glam Robe, but the chest is locked. Now you can go up two flights of stairs, and fight the Rainmaker here. This isn't a difficult fight, as Rainmaker often just attacks physically. He can go twice a round, though, and the SickLicks attack he uses also lowers your defense. Cast Upper on individuals that lose a turn from this move, and keep your HP up. The only other attack he uses can blow frigid breath over everyone in your party. Take him out fast enough, and he won't have a chance to use HealMore, let alone kill anyone in your party. ^^ With the Rainmaker's death, the town still stands as statues. However, you still have the AngelTear from Dialac, and you are at a high elevation. Use the potion that Clayman gave you, and daylight will return, and the people of the town will be restored to their normal selves! Walk downstairs, to see someone named Iwan looking through a window. He thinks that Pepe has attacked a girl he likes, named Linda, and is laying right ontop of her! He rushes off, and you can head down the stairs. Make a little detour south for the kitchen, and break a barrel here for 25G. When you go outside, you'll hear that there's trouble in the herb garden, but there're too many people in the way to walk over and check. Go around the west side of the house, to the back door, to see Iwan. It seems Iwan and Linda're engaged to be married. When you go over to the three of them in the herb garden, you'll hear the story. Pepe didn't attack Linda, but covered her so he'd get hit by more of the rain than she did. That must be why he's still stiff now, even though he's not stone. After a scene with Iwan and Linda, walk downstairs to get a Wooden Hat from the dresser. Behind the bed where Pepe is, you can search the bookcase for a love letter that Porta, Pepe's brother, was writing, but it's not finished. Back in the mansion, Borlock will chew Iwan out for caring more about the marriage than about Linda's feelings. Upstairs, you'll find a maid, Kaya, talking to Iwan about Linda. Kaya seems like she likes Iwan, and she says that Linda's so upset about Pepe, because she'd want to kiss him as well! Let's explore the town, while we figure out what to do. The house west of Borlock's has a vase with 3G inside. South of that house, you can go upstairs to find a Bunny Tiara in the dresser. A little east of there, is the Item Shop, where you'll find that Iwan just got yelled at. ^^ Upstairs is Linda's room, where a man tries to help her out by giving her money towards the debt her parents owed. She refuses it, but once he hears about the wedding, the man leaves it as a wedding gift. Linda just feels so confused and unsure of herself. If you read the diary on the table, though, it seems like she may be talking about Pepe. The moment you leave the house, Linda will go rushing off! Before going anywhere, enter the east side door of the Item Shop, and help yourself to a TinyMedal from the chest. East of here is the Inn, where there is a priest availible for any priestly duties other than saving. There's an Adventure Journal on the table, though, so it's not something to worry about. Upstairs, you can get a Traveler Suit from the dresser. Don't complain, you can always sell it if you don't have a use for it. ^^; Make sure to check out the local Weapon Shop while you're there! Walk to Pepe's shed in the herb garden, and you'll see Linda talking to Pepe's dad. They'll talk about a secret potion, that can cure ailments like this, somewhere east of here. From all the clues the townspeople say, from Mt. Flame and fortune-tellers who aren't good with medicine, you can figure out that you need to return to Engow, the past one, to talk to Pamela. She's at the Elder's house, and if you tell her about Pepe, she'll run back to her place to get some medicine. Go there, and she'll hand you the Mila Drug. Run back to Verdham, and Pepe's dad will meet you there. He runs off to tell Linda, and you should return to the shed. The Mila Drug works wonders on Pepe, and he's healed within seconds. Iwan decides they should throw a party tonight in honor of Pepe, and you're invited! Later that night, the party will start. While many people are attending, including two people that sound like they're Nara and Mara from Dragon Warrior 4, Pepe doesn't seem to be here. Talk to Borlock, who tells us that he'll make an announcement shortly, then head out of the herb garden, and west, towards a tree stump in the northwest of the town. Pepe and Kaya are here, and Pepe doesn't seem happy. Kaya's trying to make him elope with Linda, and just ignore his family here. Kaya definitely seems to be the scheming sort, doesn't she? Pepe walks away angrily, while Kaya stays there, and even makes a poison joke to you! Not the best person. ^^; Pepe will be outside Borlock's house, saying he doesn't feel good, so go back to the garden and talk to Borlock. Before he can announce the wedding, it starts to rain. Someone shouts that it's gray rain, and they all panic! It's normal rain, though, so ignore it, and go back to the tree stump to hear Linda and Pepe. Pepe refuses to marry Linda, because he feels it'll hurt a lot of people. Linda wants him to think about himself, and not everyone else, but he won't listen. He walks off, as Linda yells at him. When you reach the exit to the town, though, Pepe will be waiting for you. He's decided to leave everyone here, and just to go out by himself. He realizes that Linda and him could have payed the debt off together, since Borlock's not a cruel man, but it's much too late for that... The next morning, the town's a bit shaken by Pepe's leaving. Some citizens do mention a merchant, however, who collected Shards. We are here to collect those things, afterall, so this's a good clue. The merchant was going after a treasure that supposedly is in a cave to the west, so get your things together and start walking! The Swamp Cave is north of Verdham, then west after you pass through the mountains. It's surrounded by swamp, appropriately enough, so it's hard to miss. Inside, do not head north, as the floor up ahead is weak, and you'll fall. Move east instead, then north, northwest, northeast, and west, then go down the stairs you'll see. Walk east, then south when you reach the room with the rocks sticking out of the floor. Head downstairs, then move to the southeast when you can, until the path splits to the northeast and to the south. Move northeast, walking southeast when you can, then north to stairs going down. Travel south, then west, moving northwest when you reach the pit to find some stairs leading down. Tred over the swamps and north up the stairs, then walk clockwise around the corner and up another flight of stairs. The chest here contains a WindShard! Go back down two flights of stairs, and back up one, to reach the room we were at originally. Move south and east, then walk down the stairs that you'll find here. West of you, you'll find two chests, one of which is empty. The unopened chest is a Cannibox, so be prepared! Back at the stairs, move north, and you'll be in a room with a waterfall. Climb up the ramps, and enter the room past the waterfall. Head east, then heal up before moving down the ramp. It seems the rumors of treasure were just that, rumors. Cavemon and two JewelBags were luring people here, then killing them for fun. Let's teach them a lesson! These guys attack as a team. If you have weapons that'll attack multiple enemies, like boomerangs or whips, then you've got it made. Focus any single-target weapons against Cavemon, as his Firebane spell can hit you rather hard. The JewelBags are more of an annoyance than anything else, so you can ignore them until Cavemon's gone down. After the fight, heal up, and open the western chest for 50G. Watch out for the chests east of here! While the one that's a little bit lower and to the west is safe, with a TinyMedal inside, the other chest has a Cannibox ready to eat you. Head southwest, and out the door here, to find a WindShard on the ground, next to some skeletons. This must be what happened to that merchant who came in here. It's safe to go outside now, and return to the Ancient Fane. It wouldn't hurt to place your Shards now while we're here, either. Both go on the southwest pedestal in the Green Pedestal Room, with one piece fitting in the northwest part, and the other fitting in the northeast part. Return to Engow, and start walking north, between the mountains, then west towards where the Gate in the past used to be. Head south when you see a break in the mountains, then west through the hills until you reach a village where none was in the past. The sign here says this is the Mentare Herb Garden, and that the town west of here used to be famous for its herbs, but it's just a ruin now. Could that have been Verdham? Before running off to check, let's explore the town. If you talk to the turban-wearing man north of the house to your west, you'll find he's a merchant, and he's selling a diverse amount of items. Also, enter the house south of the merchant, to break a vase for 3G. The big house to the northeast is where the current boss of Mentare lives, so walk inside the first floor. Go inside the storage area, and pillage the chests for a pair of Slime Earrings, and 250G. Go up to the second floor, and search the dresser in the room with a mirror for a Garter. Up on the third floor, break the vases for 5G, then open the chests here to find a LandShard! Walk out of Mentare to the north, following the path towards the Geionne Monastery. You'll have to pass through some cliffs to get there, and you'll see an old, fallen-down house. Could this be where Pepe lived? Poor guy... he left a TinyMedal in a vase for us, so be sure not to miss it. Continue climbing the path, and move north to the next screen. Here, pass northwest under the bridge, and walk clockwise around the pond, to find a chest with 100G inside. Move back south, and climb the trail here to cross over the bridge. Walk around to the northeast side of the lake, to find a locked chest, then move to the southeast edge, descending the ladder here and walking inside the cave. Inside, you will find a very strange herb, with glowing petals, as well as a dresser with a Horned Hat inside. You can get some Dung from the vases, if you really want to. ^^; Leave the cave, and exit the screen to the north again, to reach the Monastary. This's mainly a small little place, without much going on, but you can save and heal for free here. Up on the second floor, you can break a vase for a DEFseed, and get a Fur Hat from a dresser here. Before starting back to Mentare, examine the two tombstones in the northeast, by the cliff. One of them has the name Linda on it, and the other, Pepe. Perhaps in the end, they found each other at last. Start walking west of Mentare, now, and you'll come across where what's left of Verdham is. The only thing that's really still here, is Pepe's old herb garden, the rest is lost. Pick up the WindShard from the ground here, and put it in your pocket. Our last goal is to go north of the ruins of Verdham, and then west, towards where the cave we fought Cavemon in, used to be. In its place, you'll find a rather expensive Inn. Downstairs, though, you'll find an old man who mentions Orgodemir, the Demon Lord, and how he caused the world to be split up like this during his war with God. So, if we restore all the lands, then we'll have wiped out the terrible deeds of the Demon Lord! ^^ Great! Get the TinyMedal from the barrels here, then return to the Ancient Fane, placing the LandShard on the center pedestal in the Yellow Pedestal Room, to the southwest. Enter the Green Pedestal Room, and place your WindShard on the southwest pedestal, in the empty southeast position, to begin the next step of our quest to restore the world. ~~~~~~~~~~~~~~~~~~~~~~~~~ 2J. A Guardian's Decision ~~~~~~~~~~~~~~~~~~~~~~~~~ Items: 3G, 5G x 2, 13G, 15G x 2, 17G, 20G x 2, AGLseed x 2, AquaShard x 3, Bug Knife, DEFseed x 2, Fur Robe, Herb, INTseed, Kiefer's Letter, LandShard, Leather Hat, MysticNut, Potion, TinyMedal x 4, Viva Grape, Wizard Ring. On the other side of the Gate, head west, until you hit a mountain range, then start to walk to the southwest. You'll find a tent here, where some travelers must be camping. Enter their little settlement, and talk to the man infront of the big tent you come to. This's the Deja Tribe, and they travel around nomadicly. Right now they're having a ceremony, so he asks that we talk to him later. Break the vases west of here for 13G, then enter the nearby tent. You can find 20G and a TinyMedal inside the baskets here, which look remarkibly like chests. ^^; The tent to the east has a basket with a Leather Hat inside. The girl here mentions that the festival is for their tribal dancer, Layla, and that she has something called a Terra Spirit in her. The tent to the east has a little boy in it, who says that someone named Jann is going to marry Layla. The large tent directly southwest of that one has a basket with an important AquaShard inside! The people here will talk about the Terra Spirit, and how it's one of four others, that God released when he was sealed. Wait, sealed? Everyone else we've talked to said God was dead, not locked up. The tent northwest of here has people mentioning the Deja Tribe's quest: try to ressurrect the sealed God, with the help of the Terra Spirit. Back at the main tent, the ceremony will complete itself, and you'll see Layla and Jann, as well as meet the Chief and his wife, Beretta. The Chief functions as the Tribe's priest, in that you can save and such with him. Don't forget the baskets here, so help yourself to 5G and a DEFseed. The other two baskets're locked up tight, so curious adventurers can't get to them. ^^; Outside the tent, everyone will split off to explore, so you'll be left all alone. Go inside Layla's tent, and talk to her, to find that she's in deep thought over her new responsibilities. Leave the tent, and go to the southeast part of the encampment, after talking with Kiefer, to get a bottle of Viva Grape, the tribe's wine. Bring it back to Kiefer, and he'll talk to Layla inside her tent about his responsibilities and avoiding them. Jann will walk in, misinterpreting the scene, and nearly attacks Kiefer before you can help to put a stop to it. You'll drink heavily, and nod off later that evening. You'll be awoken by the sounds of a struggle, and when you leave the tent, you'll see Kiefer trying to defend Layla from a ManEater monster. He drives it away, then explains to you what happened. Beretta will cure Datz, Layla's father, but he's going to need some bedrest still. Tomorrow's the big day for the Deja Tribe, though, because they're going to ressurrect God. A plan's made and agreed upon: Kiefer will stay here to protect Layla and Datz, while Maribel, Gabo, and you go off to help the Tribe reach their destination, the Temple of God, to the west. Leave the camp by the southwest exit, then move west and north, passing east across a bridge. The monsters aren't tough, thankfully, and many of them are familiar. We're one party-member short, though, so you're going to be killing the monsters off slower than normal. Head north after crossing the bridge, and you'll see a lone Church. This isn't the one we want, but you can go inside to save and all that, plus talking to the cat here will restore all your HP and MP! Nice kitty. ^^ Southwest of the Church is the bridge we want to cross, leading inside a cave. The layout's rather simple: move north, west, and north to the stairs on the first floor, then west, north, northeast, and a bit north and west to some more stairs. Northwest and west will bring us to a door out of the cave, where the Deja Tribe is already waiting. Smash the vases northwest of the campfire for an AGLseed, then talk to the people here. Jann loves Layla, but they can't marry, because they both have divine marks on them. That's against a tribal custom, it seems. Enter the western tent and talk to the woman here to rest for the night. By the time you wake back up, the Deja Tribe's all packed up, and they've headed south to a spot by their sunked Temple. Here, at the Lake Altar, you'll find that the Chief was wrong; the two relics needed to get into the Temple, are within the Temple itself. So how do you get in to get the relics that're needed to go inside? ^^; Beretta says that this will take a bit, so after talking to all the people on the carpet, enter the tent north of you and have a nap. Outside, Jann decides to join the party, since he has a TerraBell that may help drain the water here. Move north and enter the cave that's in the grassy hill, the Lake Altar Cave, then walk northwest and start climbing the steps. Move west, and when you find steps leading down, take them, moving west and southwest to find an empty chest. Jann'll be mad, both at the monsters being here and the empty chest, wondering if the contents have been stolen, and how monsters could be here so close to God. Go back up the steps, and walk west and south, down the last few steps, and south to the next room of the cave. This room looks partially flooded, and there are some steps and chests you just can't access right now. There's also an odd stone door to the southwest, that won't open either. There are stairs going down a floor, though, so move down those steps and to the next floor. Move east of the stairs here, through the wall, and north to exit by the eastern torches, opening the chests here for a TinyMedal and a Bug Knife. Go back to the stairs, then move west, between the two torches there, and through the opening in the wall. Move north, being careful not to fall into the pits just yet, and open the two chests here to find that they're empty too. Now fall down a pit, and move north to find a tablet. Jann will translate it for you: "May the brave one be guided by the flame of God. The Flame of Bravery to the East, Flame of Wisdom to the West." Speaking of east, walk east and open the chest here for a Fur Robe. Now, go back towards the steps south of the tablet, and walk west through the wall to find a hidden chest with an AGLseed! This one took me a while to find, so don't feel bad if you missed it. ^^; Go back east and south to the room you fell into, and go up the stairs here. Back north, you'll reach the room with the pit. Head east, and through the opening in the wall between the two torches. Maneuver your way over to the torches east and north of you, then head north and west until you find a room south of you with a staircase. Go down two flights, and Jann will happily read the tablet you'll find there: "Ascenticism may lead you to the path of God." Your mysterious ability to read ancient writing will kick in as well, to Jann's surprise. Move north, east, and south to the next room, then south to a chest with 5G. If you exit to the south, you'll find yourself in the same room, even down to the opened chest. Odd... Move east and south instead, and you'll reach another room, with two chests to the east, with 15G and 20G inside. Exit to the southwest, and move west, to open the chests with an Herb, 3G, and an INTseed. Head west, to grab a Potion, then go back east, past the chests. Move south, then west, taking the northwest path to reach a chest with a MysticNut. Go back around, and take the southwest path, moving west to find some stairs and, a Healer? Talk to it, and it'll tell you that it's a friend of the Dejans, and the TerraBell will help to drain the lake. Downstairs, move west and read the tablet here: "You possess both wisdom and bravery. Prove yourself to be a child of God, and let him show you the way." Jann will ring the TerraBell, and a shimmering platform will appear! You can cross it to the other side, then move north and east to the next platform. You should move north next, then west, and south to find another platform, with a chest on the other side containing a Wizard Ring. Walk back north, and west across the platform here, then down the stairs. Walk north, and Jann will ring the TerraBell, which does infact drain the water here. Exit through the southern door, and climb north up the stairs, opening the chest you come to for a LandShard. Climb further up and out the door, to find yourself back at the stone door that wouldn't open before. Walk around to where the lake was, and walk down the steps, getting the chests here for a DEFseed, 15G, and a TinyMedal. Exit to the south, and we'll reach the Temple! Layla isn't here yet, nor her father or Kiefer, but everyone else is waiting. Talk to Beretta to have her move out of the way, then read the plaque on the wall: "When the ancient TerraTula shines like a golden fire, the dawning of a new age is nigh!" The stairs will move aside, and Jann will hurry inside. He feels that once this's accomplished, his mission will be over, and he'll be free to marry Layla. He'll take the TerraTula and the Sacred Gown that're here, then Kiefer and Layla will arrive! She's sprained her ankle on the way here, but should be okay for the dancing. Outside, an incensed Jann will demand that they revive God now, even though the TerraTula isn't shining. Layla slowly follows him, and after a scene, nothing will have happened. He'll reveal to the citizens that he does have a divine mark, like Layla, and that he's been deceiving them all this time. Handing the TerraTula back, he'll run off, saying that he's leaving the tribe. The Chief decrees that the lake should be resealed, and Datz will go with you to do that. Kiefer seems a little sweet on Layla, too. ^^ Head off inside the cave, and one cutscene later, the lake is refilled, and you're back at the main Deja Tribe camp. You'll have a feast, which's unfortunately not shown, and Kiefer will speak to you in the middle of the night, even though you're asleep. You'll learn about your birthmark, which for some odd reason, never came up into conversation before now. ^^; Kiefer will also mention how he wants to do something special, like he knows you will, and being a Prince or King just isn't one of those things. The next morning, Maribel, Gabo, and you will wake up, walking outside the tent to find Kiefer and Datz fighting! It seems that Kiefer wants to remain here as the Deja's Guardian, so that he can be with Layla, and also do something that he feels he can accomplish. Kiefer will win, and gain his title, before he escorts you to the Gate leading back to the Ancient Fane. He asks that you tell his father his descision, that he's found his dream, and he suddenly pushes you back through the Gate so you can't stop him. On the other side, you'll find a bag with his belongings, and a letter. Before leavi