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FAQ/Walkthrough by Latilord

Version: 0.95 | Updated: 05/28/2014
Highest Rated FAQ

SAGA 3 WALKTHROUGH

By Latiaslord, a.k.a. Alxprit

Sorry, no fancy ASCII art. The information is solid, though, trust me!
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TABLE OF CONTENTS

1. Version History
2. Menu Tutorial
3. Main Interface
4. Battle Interface
5. Main Walkthrough
     5.1. Introduction
     5.2. Town of Dharm
     5.3. Shrine
     5.4. Pilgrim's Path
     5.5. Dharm Old Road
     5.6. North Tower
     5.7. Town of Irem
     5.8. Irem Heights
     5.9. Stethelos
     5.10. Pilgrim's Path (past)
     5.11. Irem Heights (past)
     5.12. Town of Irem (past)
     5.13. Town of Lei
     5.14. Irem Pass
     5.15. Mountain Cave
     5.16. Town of Mu (past)
     5.17. Coastal Crossroads (past)
     5.18. Fertile Hollow
     5.19. Town of Mu (present)
     5.20. Coastal Crossroads (present)
     5.21. South Tower
     5.22. Chaos Castle
     5.23. Irem Depths
     5.24. SS Neptune
     5.25. Town of Irem (future)
     5.26. Town of Mu (future)
     5.27. North Tower (future)
     5.28. Fertile Hollow (future)
     5.29. New Town of Dharm
     5.30. Deep-Sea Trench
     5.31. Viper City
     5.32. S.H.L.T.R
     5.33. Excavator Treasure List (optional)
     5.34. Town of Yaddith
     5.35. The Skyborne Wastes
     5.36. Empyrean Ruins
     5.37. Central Ridge
     5.38. Forbidden Mountain
     5.39. Summit Spire
     5.40. Town of Darius
     5.41. Hermit Village
     5.42. Catacombs
     5.43. Town of Kinaya
     5.44. Kinaya Highway
     5.45. Hasid Pass
     5.46. Mt. Hasid
     5.47. Crystal Cape
     5.48. Cape Old Road
     5.49. Lakeside Ruins
     5.50. Raging Desert
     5.51. Stethelos Airbase
     5.52. Town of Stratus
     5.53. Town of Zacharion
     5.54. Town of Porto
     5.55. Island Cave
     5.56. Channel Cave
     5.57. Ocean Cave
     5.58. South Staircase
     5.59. Underground Passage
     5.60. Mushroom Forests
     5.61. Vale of Pnath / Jormungandr's Husk
     5.62. Mozuma Village
     5.63. North Staircase
     5.64. Town of Kommando
     5.65. Western Towers
     5.66. Snowfield Trail
     5.67. Barrier Ruins
     5.68. Dark Cave
     5.69. Remote Cave
     5.70. Mt. Gote
     5.71. Ragna's Palace
     5.72. .....................
6. Encyclopedia
     6.1. Event Notes
         6.1.1. The Daily Constitutional
         6.1.2. A Lesson in Self-Reliance
         6.1.3. Can't Take It Back
         6.1.4. The Founder
         6.1.5. The Last One's Spell
         6.1.6. Saving Seed
         6.1.7. Lost in Shipping
         6.1.8. The Captain's Lament
         6.1.9. The Little Swordsman
         6.1.10. A Lesson in Trust
         6.1.11. Ashura's Legacy
         6.1.12. The Excavation Expert
         6.1.13. Salt in the Wound
         6.1.14. A Glimpse of the Future
         6.1.15. A Burden to Protect
         6.1.16. The Missing Ring
         6.1.17. Winners and Losers
         6.1.18. Smash and Grab
         6.1.19. An Ounce of Prevention
         6.1.20. Meant to Be
         6.1.21. Let the Hunt Begin
         6.1.22. The Hunt Continues
         6.1.23. The Worst Possible Time
         6.1.24. The Science of Deduction
         6.1.25. Back to the Hunt
         6.1.26. The Nasties
         6.1.27. The Caving Tour
         6.1.28. To Irem, With Love
         6.1.29. Choices
         6.1.30. The Limits of Pride
         6.1.31. Father's Footsteps
         6.1.32. The Haniwa
         6.1.33. Remaining Mini-Events
     6.2. Various Bonus Passwords
     6.3. Monster Notes
         6.3.1. Orcs
         6.3.2. Trees
         6.3.3. Slimes
         6.3.4. Deep Ones
         6.3.5. Cameras
         6.3.6. Skeletons
         6.3.7. Fishes
         6.3.8. Flybots
         6.3.9. Worms
         6.3.10. Canines
         6.3.11. Beetlebots
         6.3.12. Gargoyles
         6.3.13. Eyeballs
         6.3.14. Hermits
         6.3.15. Frogs
         6.3.16. Fairies
         6.3.17. Arms
         6.3.18. Fossil Dragons
         6.3.19. Birds
         6.3.20. Mollusks
         6.3.21. Lizards
         6.3.22. Dinosaurs
         6.3.23. Swords
         6.3.24. Ghosts
         6.3.25. Mermen
         6.3.26. Snakes
         6.3.27. Dragons
         6.3.28. Lizardmen
         6.3.29. Demons
         6.3.30. Robot (M)
         6.3.31. Pterosaurs
         6.3.32. Turtles
         6.3.33. Rocks
         6.3.34. Centaurs
         6.3.35. Dullahans
         6.3.36. Microbots
         6.3.37. Nagas
         6.3.38. Robot (F)
         6.3.39. Harpies
         6.3.40. Felines
         6.3.41. Mozuma
         6.3.42. Humans
         6.3.43. Bosses
         6.3.44. Gods
     6.4. Tech Notes
         6.4.1. Swords
         6.4.2. Katanas
         6.4.3. Greatswords
         6.4.4. Blades
         6.4.5. Spears
         6.4.6. Axes
         6.4.7. Jutsus
         6.4.8. Bows
         6.4.9. Guns
         6.4.10. Cannons
         6.4.11. Fire Magic
         6.4.12. Water Magic
         6.4.13. Earth Magic
         6.4.14. Wind Magic
         6.4.15. Darkness Magic
         6.4.16. Recovery Magic
         6.4.17. Restore Magic
         6.4.18. Buff Magic
         6.4.19. Ancient Magic
         6.4.20. Remote Control
		 6.4.21. Monster Abilities
     6.5. Item Notes
         6.5.1. Weapon Notes
         6.5.2. Magic Notes
         6.5.3. Armor Notes
         6.5.4. Consumable Notes
         6.5.5. Key Item Notes
7. Contact Me
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1. VERSION HISTORY

8/17/2011: v0.5, first public release and first recorded version. Contains most
essential data.

12/16/2011: v0.6, contains various fixes throughout the guide with the aid of
the new test patch. Also adds some easy-to-get Events.

12/26/2011: v0.7, revised the notes sections for better formatting and added
more Events.

2/12/2012: v0.8, fixed up most Events, changed more item names. Looking
for the patience to add all monster item drops. This version uses the first
public Menu Patch as its guideline.

7/14/2013: v0.9, more updates to names, clarification on plot events, and info
added on the "Choices" Event and the extra battle unlocked by it. Filled in
info gaps. Uses "public beta" patch as the guideline.

7/30/2013: v0.91, fixes broken passwords and adds password-exclusive hunts to
the walkthrough. Adds name changes not present in the public beta but that
will eventually be correct. Also adds all item drops and giant HP to Monsters.
Formatting errors with spaces should be fixed.

5/28/2014: v0.95, adds the locations of all but consumable items in the Item 
Notes section. Adds the Monster Abilities section. Other improvements have been 
made as well.
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2. MENU TUTORIAL

(There are some minor spoilers in this section.)

*Items
*Abilities
*Equipment
*Status
*Options
*Save

The first option is your item list. It is organized in this order; All items
(ALL), consumables (Chest), weapons (sword), magic (book), armor (shield),
key items (!).


The second option shows one's equipment. Each character can have six types of
weapons and six types of magic on them at any given time. The monster-looking
icon is for monster attacks, or as they were known in the original, Talents.
You can use abilities like Recovery Magic through this option.


The third option actually equips weapons, magic, and armor onto the character.
Note the armor: you can have only one helmet, armor, gloves, and boots
equipped, unless you're a Mecha. Two accessories are available as well. Note
that you can equip things on monsters, but they will not apply since they
cannot use them in battle.


The fourth option shows the general status of a character. At the top is their
HP, and then in clockwise order from top left, Power, Agility, Defense, and
Magic. Below that is their species and their innate element. The lower left
shows their weapon skill level; you can press left and right to toggle between
weapons and magic. On the lower right is their resistances and weaknesses to
particular elements, status afflictions, and so forth.

The kinds of weapons shown in the menu are, going down the rows, Swords,
Greatswords, Blades, Katanas, Jutsus, Axes, Spears, Bows, Guns, and
Cannons. Magic is in this order: Fire, Water, Earth, Wind, Dark, Ancient,
Revival, Recovery, and Endowment.


Options splits up into three menus:

*Player's Notes
*Configuration
*Password

"Player Notes" splits up into still six more categories.

*Main Story Notes
*Event Notes
*Monster Notes
*Ability Notes
*Item Notes
*Stethelos Armaments

Main Story Notes are basically a synopsis of what has happened from one point
of the game to the next.

Event Notes show what you have to do in any Event you have, if you haven't
completed it yet. They are also a synopsis, in a way, of these sidequests.
There are quite a bit of Events in the game!

The Monster Notes give you a summary of any monster you've fought, with
abilities and attacks shadowed until you turn into that monster (disregarding
bosses). They're split into dozens of categories. There are usually five or six
kinds of each type of monster.

The Ability Notes detail all of the techs, spells, and attacks you've sparked
or learned throughout the game. Selecting one will show you which weapon or
tome is associated with it and what level tech it is on that particular
item. It will also show how many enemies it targets and that attack's
particular element. It goes in order by weapon and magic types.

Item Notes are split into four categories:

*Weapon Notes
*Magic Notes
*Armor Notes
*Consumable Notes

Selecting a weapon will show you which techs it has, its base element, if any,
and what type of weapon it is. Same goes with magic. With armor, you can see
how it will boost stats. You can also see stat boosts for other classes by
pressing Y: it cycles from Human/Esper, to Beast, to Mecha, to Cyborg.

The Stethelos Armaments are just that; it shows you which weapons you have for
the Remote Control. They power up as you scout enemies, and are obtained further
from some Events. You can keep track of the power of the weapons through this
menu, but that's about it.


In the "Configuration" menu, you have six options:

*Menu Color (with four options)
*Model Outline (on or off)
*Message Speed (with three options)
*Cursor Position Memory (do you want it to remember what you last selected?)
*HP Bar Display (show it in battle above characters during attacks or not)
*Reset (reset the whole thing)


For "Password", you have but two options:

*Input Password
*Password List

Passwords are found through the game in chests and such, and are used to unlock
certain Events and earn additional items or excavation spots. The first
option inputs any six-character password you may have from another source, like
this guide, for example. (Four-character passwords may also be entered in this
option, despite there being six spaces!)


The final option, "Save", can be used anywhere. Save often!

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3. MAIN INTERFACE

On the main screen you can see, on the top screen, a map of the area, the
status of your four or five characters (with quick HP Bars and species
indicators), and the name of the area. On the lower left is your money, the
lower right is how long you've been playing. The lower center has the Gears of
Time display, which will be explained later on.

The bottom screen shows your character, which can be changed with START. The
top left has a compass. You can use L and R to rotate the camera a full 360
(but only in dungeons) which is handy for looking around corners and such. Use
the control pad to move about, and hold B to walk. Press Y to activate the
Timestop Device, and X to access the menu. A will examine the terrain, and do
things like open chests, excavate certain areas, and talk to NPCs.
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4. BATTLE INTERFACE

You enter your commands for characters in order: Dune, Polnaref, Milfie,
Sireugh, and your fifth. Your possible actions are as follows:
Use a weapon, cast a spell, use a talent, use an item, or do something else.
The "something else" is either Do Nothing, Flee, or Auto-Battle.

When you select any non-item action, you'll be given up to four choices for
using it. Each of these four are progressively stronger, but also use one
more point of the weapon's durability, or skill's spellcharges. Skills with
two swords next to their name can be linked in combos to other characters.

Each person's turn is shown on the top screen under the enemy group, right
above the drive you're using for the Gears of Time (changeable at any time with
Y and the directional buttons). People can link together in combos if they
both use the appropriate attack on the same enemy and are together in the turn
listing. A combo can end in a character achieving "transcendence", which
involves them using a tech they normally wouldn't know as a large finishing
move. This is completely random, however. You will be able to see if two
enemies will execute a combo, which you REALLY want to avoid by either getting
in the middle of their turn or just killing them first.

Winning a battle nets you no experience, because of the way this game works.
As you use skills, you will get progressively better in them. For example,
swinging at the enemy with a normal sword will possibly do one of three
things in addition to damage; increase your physical power, increase your
sword proficiency, or spark a new tech for that weapon. Sparking techs comes
easier with proficiency, but it mostly relies on luck. Almost anything you do
can increase your Maximum HP.

Once you win the battle, you do get a sum of money, and possibly an item.
Also, meat or parts may drop from one of the enemies you beat, and you have
the option of eating or installing it. You can use these to change your
species. Meat generally brings Humans and Espers to becoming Beasts, which
excel in Jutsus and have high agility and HP. Beasts who eat meat will
become Monsters, the same monsters you're actually fighting, which are variable
depending on what you eat and the strength of that particular meat. As for
parts, they will transform Humans and Espers into Cyborgs, who work well with
Greatswords and Axes and gain extra stats from their equipment. Cyborgs then
go towards being Mechas, who use double durability and can equip any kind of
armor in any slot. All classes have their merits (sort of) so experiment. Do
note, if a meat or part is the same element as a character (Dune is Fire,
Polnaref is Wind, Milfie is Water, Sireugh is Earth) they will not transform,
but instead possibly inherit that monster's skills/resistances into their own
repotoire. Likewise, if they install an opposite elemental part or meat (Fire
and Ice, Wind and Earth) they will go from human to esper and vice versa.
Humans excel in every kind of weapon, but particularly in Swords and Katanas.
Espers are good with Blades and Bows, and have great skill with Magic.
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5. WALKTHROUGH

Now, for the meat of the guide. First off, choose "New Game", conviniently in
English. You can choose either Easy or Normal difficulty at the beginning. In
Easy, durability and spellcharges never go down, saving you a lot of money, but
they're otherwise the same. Pick whichever suits you and go for it, but this
guide is written with Normal in mind.
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5.1. INTRODUCTION

The Diluvius. Ever since it mysteriously appeared years ago, it has been
flooding the world with both water and monsters. But there are some who would
stand against this otherworldly threat...

In the Town of Dharm, you'll be led inside a house by the camera, where you'll
be greeted by a purple-haired man. He will introduce the concept of "Passwords"
to you, wherein you get them throughout the game and they unlock rewards and
sidequests known as Events. He'll give you an example, 8da7, and this
is the only one you'll actually need to input. (It gives you five Salves.)
When you obtain passwords, they are automatically input; however, you can give
the password to your friend for them to get the reward earlier.

Now it's time to use the "Battle Trainer". But with whom, you might ask? Your
playable characters will then enter the room; in order, they are Dune,
Polnaref, and Milfie. You can choose out of four color schemes for them, the
first being the official. Dune will also get asked about a fourth, Sireugh, who
is also named and colored.

Now it's "OK!", so let's get to training.
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TUTORIAL BATTLE: Two BitMice, One Fire Lizard

You have a number of Salves in your inventory that heal about 60 HP, so there's
that. Dune's only weapon is a Long Sword, so have him target something with it.
You can only use one attack from a weapon right now, so be patient. His weapon
is a normal one based on raw power, so he might get a power boost from it at
the end of his turn.

Polnaref's weapon is a Rapier, a weapon that calculates power with Agility
rather than physical strength. As such, if you use it you'll get agility
boosts rather than power boosts, if even. Polnaref also comes with a Wind
Tome, which is a Magic based attack. You'll be gaining a lot of Magic for your
espers later on, so for now just slam the enemies with your Rapier.

Milfie is nearly identical, except she has a Water Tome. The Fire Lizards
are weak to water, and the Bitmice are weak to wind, so if you wanted a
little boost you could use it. However, agility is a bit harder to come by,
so just use your normal weapons.

Now, your last character, Melrose is outfitted quite well. He has a
Battle Axe, Longsword, and Bastard Sword. Even though he's a human, he also
has a Fire Tome and Recovery Tome. He's a bit more powerful than
the rest of your characters, so feel free to just target anybody with his Axe,
hope it doesn't miss, and watch the sparks fly. Unlike the other three, he has
a second-level attack with his Axe, Power Slam. It deals more damage at the
cost of more durability (but since this is just a simulation, you're not losing
durability even if you're not on Easy Mode).

At the end of the battle you'll get 360 Kero, this game's currency.
--------------------------------------------------------------------------------
Polnaref and Milfie are a bit smug about the victory. These three kids have
been training for a while to try and SAVE THE WORLD! But apparently this is
their last session and Melrose is a bit dissapointed he won't see you once you
set out in your journey. The four exchange some more words, and as Dune is
leaving Sireugh finds him to say goodbye. Aww, they love each other...

Later the group is talking with the Elder of Dharm about their mission. Sireugh
was too much of a wuss to see the group off, but eh. The elder tells them about
how they were sent from a destroyed future in order to keep the world afloat.
This was done by a man called Volage. Flashback time!

You see Volage, but only from the back, being confronted by a man in blue about
his "crazy" plan. But it seems the green-caped Volage is insistent. Who was
that other person...?

Volage's plan won't work if the future is already destroyed. But of course
we're going to try anyway. What kind of a game would this be if we stopped
now? After more chat, the elder gives you a key item, the Gears of Time, which
promptly appears on your top screen. It's from Volage, apparently. It doesn't
have any use at the moment, but just keep it in mind.

The party leaves the house and is quickly noticed by two youngsters, Dior
and Nemesis. They're super excited for the world to be saved! Doesn't Dior look
kind of familiar...? Dune assures them that the group will keep the world safe
for them, so no worries. The Elder will mark your next destination on the map,
the Shrine. But you have free roam now, so explore the town!
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5.2. TOWN OF DHARM

WEAPON SHOP:

Sword-Longsword
Blade-Rapier
Axe-Battle Hammer
Jutsu-Punch

ARMOR SHOP:

Body-Leather Armor
Gloves-Hide Gloves

MAGIC SHOP:

Magic-Fire Tome
Magic-Recovery Tome

ITEM SHOP:

Item-Salve
Item-Eyedrops
Item-Gold Needle
Item-Antidote

SHOPPING TIPS:

Once you get the money, outfit everybody who needs it with the armor available,
first thing. You'll also want to buy a Punch for anybody that will transform
into a Beast. Battle Hammers are good for upcoming Cyborgs as well. Fire Magic
is optional for the moment, but if you do buy it, so much the better. Any human
should have several weapons at their disposal to take advantage of the
durability. But if you're just starting out, wait until you take a trip to the
Shrine first.

The Inn works like previous titles; you only pay as much as you're hurt. The
guy on the left will let you sleep; the guy on the right will restore your
weapons and magic to max durability, either selectively or all at once.

STORY PROGRESSION:

The Elder will ask you to go to the Shrine right before you're given free roam,
so go ahead and do it. You'll have to skip on the Pilgrim's Path due to the way
the map system tutorial works, so yeah. Just go.

EVENTS:

HUNT: DHARM OLD ROAD
Once you return from the Shrine, a man right at the entrance has a quest for
you. It's a Hunt on the Dharm Old Road that involves fighting a big bug. This
Giant Caucasus is located in the top right corner of the Dharm Old Road. Kill
it and return to the man to get 1500 Kero. Clearing it allows the next hunt
below this one to take place.

HUNT: PILGRIM'S PATH
In the center of the square is another quest. It's a hunt that is instead on the
Pilgrim's Path. The Giant Archeopetryx is near the north exit, by the center
lake. Return after slaying it for two Plated Boots. Equip them on whoever needs
them the most; they give 2 defense more than Sneakers.

HUNT: NORTH TOWER
Once you clear the last hunt, you can get this one from a lady in the cafe.
You must head to the North Tower and find a Large...r Eyeball on the second
floor and beat it senseless. Return for a Mythril Shield, which isn't half bad.

DIG: PILGRIM'S PATH
A boy in the cafe will correspond to the Password you find in the chest on
Dharm Old Road. There's nothing you can do about it until later, though. When
you do get the Excavation System, you'll find three Fire Stones there.
--------------------------------------------------------------------------------
5.3. SHRINE

Here you'll find there are no monsters or shops or anything. After some banter,
you'll find that Melrose and Sireugh followed you here, and they will join your
party. Melrose is an "extra" character; his equipment cannot be switched out
for anything, so don't bother buying anything with him in mind.

The Elder will show the group the Stethelos at the bottom of the elevator; it
apparently was once capable of time travel. But to learn more about it, the
group has to head to Irem, across the sea. But protagonists of RPGs can't swim!
That's why the party has to head to the North Tower to get Muon. The Tower is
then added to your map. But before rushing into there, explore the field the
game made you pass up before coming here!
--------------------------------------------------------------------------------
5.4. PILGRIM'S PATH

MONSTERS:

Archeopetryx-Wind
Fire Lizard-Fire
Bitmouse-Earth
Pig Man-Fire

MONSTER STRATEGIES:

Now that you're getting into your first real battles, you have to remember to
balance your actions. Though continually using the same thing will help to get
proficiency in that particular weapon, and whatever stat it uses for offense,
you need to make sure you keep other weapons and magic considered. Have
Polnaref and Milfie attack with their Rapiers so they can have Agility; a
crucial stat for any character. Likewise, when you get the chance buy a Rapier
or a Punch for Dune or Sireugh so they can work on Agility as well.

As you fight you're bound to spark techs. Try to get these for all weapons and
magic you have for everybody, excepting Melrose. The level 2 spell techs, Fira,
Blizzara, and Thundara, are capable of multitargeting in a group, which is nice
to make up for the increased cost. (Two identical monsters that have A and B
next to their names are in the same group.)

The monsters around here are fairly weak, so use this to your advantage for
gaining stats, sparking techs, and becoming proficient. Only the Pigman doesn't
have an elemental weakness you can exploit; Bitmice are still weak to wind,
Fire Lizards to water, and Archeopetryx to fire. Melrose's offensive magic
isn't all that strong since he's not an Esper, so don't worry about him.

TREASURE:

Password-Gift: Item 18

AREA NOTES:

This place has four exits, two of which are not usable at the moment because
you need Muon from the North Tower. The only treasure here is straight ahead
from the eastern exit, and it unlocks Gift: Item 18. Remember to rotate the
camera with L and R if you're confused.
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5.5. DHARM OLD ROAD

MONSTERS:

Archeopetryx-Wind
Bitmouse-Earth
Crazy Horse-Fire
Fire Lizard-Fire
Pig Man-Fire

MONSTER STRATEGIES:

You're likely to run into your first Chain Encounter here, if you run into an
enemy in close proximity with another. This means you fight them in waves, one
right after another. For doing this you get, in addition to more chances to
up your stats, a money bonus for winning. Take advantage of them if you're
healthy.

You'll run into a horse monster called a Crazy Horse around here. Focus on
them, they're a step up from most other monsters in the area. They're not weak
to anything in particular, unfortunately.

Using two moves that have the dual sword icon next to them may result in a
combo attack. The two people using these moves have to act one right after the
other, and be targeting the same enemy or enemies. It results in increased
damage which is incremental the more people participate in the combo.

TREASURE:

Password-Dig: Pilgrim's Path
Blade-Rapier

AREA NOTES:

Just ahead of the south exit is a chest. It contains another password, for a
Password that will be useful later. Follow the hill down and go along the
road, and you'll run into a chest with a free Rapier inside. The only other
usable exit is further along the path. Once you're done training, make sure
your durability is high and head for the North Tower.
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5.6. NORTH TOWER

MONSTERS:

Bitmouse-Earth
Caterpillar-Earth
Gel-Wind
Pebble-Neutral
Pig Man-Fire
Rhinoceros-Earth
Snapping Turtle-Water
Warrior Lizard-Wind
Werewolf-Fire

MONSTER STRATEGIES:

Gels can and will drain HP from you with their attacks, so try to finish
them off quickly. They're somewhat resiliant, and also weak to Fire, as are
Caterpillars. Pebbles, on the other hand, are weak to water, but pretty strong
against your physical moves. Snapping Turtles are very resiliant and pack a
punch, so if you run into a group of them just try and focus on one at a time.
Water works wonders against the Rhinoceroses.

By this point your espers' physical attacks are probably doing almost nothing,
so stick to the Tomes until you can get a stronger weapon. Keep Melrose's
healing spell in mind, it helps a bunch until you can get your own for your own
party. You can, in fact, sneak up on enemies to get preemptive strikes, so
staying out of their line of sight can help you get the jump and survive better.
They can do the same to you, so if you're running around, watch your back.

TREASURE:

Item-Potion
Helmet-Hide Cap
Password-Gift: Item 17
Magic-Fire Tome
Glove-Hide Gloves
Key Item-Muon

AREA NOTES:

The first floor of this area has a fair amount of monsters. There's a chest
right in the bottom right corner, containing a Potion. Not much else is on this
floor, so head up to the next one.

The treasure chest across the pit to the right looks tempting, but you cannot
get it now; you'll fall down if you try. Curving around the left and going to
the bottom center portion of this area will lead you to a different chest with
a helmet; give it to your weakest character, likely one of the espers, or a
beast if you have one. The opposite side also has a chest, with another
password. Head up the stairs now.

Right by the stairs on the third floor will be a pit. Fall down it to access
the other chest on the second floor you couldn't get. Inside is a free Fire
Tome, so give that to one of your espers, and try to spark Fira as soon as
you can! Fall down again to get to the first floor, and retrace your steps back
to the third. Go around to the bottom corner of the third floor to find yet
another chest, which has the glove you could have bought at Dharm; if you
didn't get it before, now's your chance. The fourth floor stairs are in the
center of the main part of the floor, and be ready before heading up!

Once you climb the stairs, you see what looks like a Pebble monster guarding
the chest. No problem, right? Well, the Pebble is quite huge now that you've
taken a good look at it.

--------------------------------------------------------------------------------
BOSS BATTLE: GIANT Pebble, BitMice

GIANT Pebble-Neutral     640 HP
STR 9                    AGI 8
MAG 7                    DEF 8

Abilities:               Traits:
Tackle                   Immune Body
                         Water Vulnerable
                         Stone Immune

This is a Giant Monster Battle, and they're prominent in Events later on. Of
course, try to take out the other, smaller Bitmice monsters by its side first.
It's still weak to water, but being big it's not going to go down easy. It's
not a terribly hard battle, though, but an interesting one nonetheless. This
monster is different from other giant monsters in that it has unique stat
changes: it's not found anywhere in the Monster Notes. All the essential
information is there, however. It also cannot drop super meat like other
giant monsters, so don't try it. Sorry.

For winning, you'll get 420 Kero. Also, you'll get access to the chest with Muon
behind it! Now you can explore a bit more. Irem will be added to your map right
away. You'll have to walk out of the dungeon, so don't rest just yet.
--------------------------------------------------------------------------------
On your way to Irem, you'll run into another field area, but pass it up for
now, as you'll want to buy some things in the town. Rest up at Dharm first,
though.
--------------------------------------------------------------------------------
5.7. TOWN OF IREM

WEAPON SHOP:

Sword-Longsword
Greatsword-Bastard Sword
Blade-Rapier
Axe-Battle Hammer
Gun-Derringer

ARMOR SHOP:

Body-Leather Armor
Gloves-Hide Gloves
Accessory-Corsage (protects against sleep)

MAGIC SHOP:

You'll have to go into the Inn, head to the basement area, go into the hot
spring and walk into the flowing water to get to where it is. Talk to the lady
at the side here, Grandma, to progress the plot a little.

Magic-Fire Tome
Magic-Recovery Tome
Magic-Endowment Tome

ITEM SHOP:

Item-Salve
Item-Coffee (cures sleep)
Item-Silver Needle (cures paralysis)
Item-Mallet (cures confusion)
Item-Molotov (damaging, fire)

SHOPPING TIPS:

If you haven't already, get some Recovery Tomes for any Espers in your party.
The Derringer is a good weapon for Mechas, too; it has a nice durability count.
Even if you won't use them, get a lot of weapons for your Cyborg for the stat
boosts they provide. Disregard the Endowment Tome, it's totally not worth it.

STORY PROGRESSION:

The big house at the bottom center is where Cronus, the man with the Stethelos
plan, resides. Dune will introduce himself, and Cronus will tell of the
Stethelos's parts that facilitate its use. Cronus will then give you a part,
the "Past Warp", usable for time travel to the past! However, he's still
searching for the "Future Warp". With that, you're able to head back to the
Shrine and warp to the past... perhaps. But explore the field area first, you
may need the training.

EVENTS:

HUNT: IREM HEIGHTS
This hunt is password exclusive [f31qx8]. Once you've input it, this hunt will
be given to you by a man at the south edge. Defeat the giant Crazy Horse found
at the bottom right corner of Irem Heights, and return for two Gold Gauntlets,
which are pretty good at this point in the game.

DIG: SOUTH TOWER
A woman in Cronus' house will give this to you if you're on a New Game+.
The spot you're looking for there will be just by the stairs to the fourth 
floor, and it has three Wind Stones.

DIG: IREM HEIGHTS
There's a girl by the item shop that will give this quest to you on New Game+.
The point you're looking for will be near the top center portion, and you'll
get three Water Stones from it.
--------------------------------------------------------------------------------
5.8. IREM HEIGHTS

MONSTERS:

Caucasus-Fire
Crazy Horse-Fire
Gel-Wind
Sprite-Wind
Warrior Lizard-Wind
Werewolf-Fire

MONSTER STRATEGIES:

The monsters here are mostly shared with the North Tower, so use the same
strategies. Remember that level two spells multitarget in a group, so
definitely take advantage of that. Sprites are quite frail, but also very
speedy. They'll cast basic spells on you but otherwise aren't worth fretting
about. If you've been working hard with your weapons and spells, you should
have some level 3 techs by now, so work on getting more.

TREASURE:

Password-Gift: Item 22

AREA NOTES:

Directly ahead of the leftmost exit is a chest with another password, Item 22.
Otherwise there's not much else to this place except monsters.
--------------------------------------------------------------------------------
Make sure to save before entering the Shrine! Nothing much has changed here,
except for the slimy green creature in your way. It doesn't like the idea of
saving the world from the Diluvius. So, of course, we'll have to teach it a
lesson.
--------------------------------------------------------------------------------
BOSS BATTLE: Sahuagin

Sahuagin-Neutral         500 HP
STR 12                   AGI 12
MAG 10                   DEF 8

Abilities:               Traits:
Claw                     All Status Immune
Wind                     Fire Vulnerable
Psycho Blast             Water Resistant
Charge

Your first real boss battle is a fine one. You might as well go all out, so use
your best moves. It is not actually weak to Wind, like you'd expect, but to
Fire. It actually has some wind spells in addition to its normal attacks. But
It should go down in a couple of rounds, no big deal. You'll get a hefty
1200 Kero for winning.
--------------------------------------------------------------------------------
Once you're done with the battle, proceed forward, and Melrose will decide that
this is your journey and somebody needs to protect Dharm. So, he'll be leaving
your party. It's unfortunate, but we need to make room for new people anyway.
Go down the elevator and enter the Stethelos.
--------------------------------------------------------------------------------
5.9. STETHELOS

The time machine here has several different areas. The main one has a few
different friendly monsters that will provide different services. The Black
monster in the center of the first room will allow exchange of passwords
through DS Wireless Communications. In the room to the right there is a line
of shop-looking stands that you can't use right now. To the left of that is a
basement area with a fat green monster who you can store your items with. This
monster is also found in Inns around the world. The purple one with the green
hat will restore your durability. The other side of this area has a completely
empty room that you will furnish later. Head back to the first room by going
down from here, and enter the center door. This is the most important part of
the Stethelos.

Here there is a white monster who will give you the items from the item
passwords you've collected so far. At the top is the control panel, where you
can apply any parts of the Stethelos you've collected. Note the white circle by
the entrance of the room, though; it appears all around the Stethelos as a
quick way to warp from one room to the other.

Install the Past Warp onto the Stethelos, and select the first option to use
it! You'll be treated to a nice looking graphic where the Stethelos flies to
the left, indicating the past. Dune will also get put into a strange scene
where he's approached by a strange person wearing clothing reminiscent of the
Stethelos. He only names himself as a Wanderer. He'll tell you more about the
Gears of Time you got at Dharm, and how it manipulates time and such. The
man will not reveal anything about his background, but will enhance the Gears
of Time with the Past Drive, and vanish...

You'll be allowed free roam again. Proceed out of the Stethelos and out of the
Shrine to discover a brand new World Map. The pink creature you may have
noticed at the Shrine's entrance will repeat various tutorials.
--------------------------------------------------------------------------------
5.10. PILGRIM'S PATH (past)

Upon entering, you'll meet with the past Elder, looking for a place to
construct a new town. Dune and Sireugh will converse with him a bit, and
he'll run off. Now, the area may look similar, but there is a lot different
about it!

MONSTERS:

Ares-Dark
Earthworm-Earth
Giant Eyeball-Earth
Red Dragon-Fire
Turtle-Water

MONSTER STRATEGIES:

Your updated Gears of Time serves a purpose in battle; if you press Y while the
action is happening, you can repeat the first action your party took at the end
of the turn, and this is able to be done as long as it has charge. You build up
charge by taking action in battle, and the maximum it can have is 5. Save the
Gears of Time for more dangerous situations, though.

The new enemies aroud here pack a major punch. Turtles can stun you and poison
you (likely in the same attack!), and Ares are just plain powerful. Focus all
your attacks on a single target, probably the Turtles to start. They're weak to
fire, as are the worms, so keep that in mind. You'll have to go through this
area to get to other places, so this time around you'll be earning that Inn!
Try your best to get preemptive strikes.

TREASURE:

Password-Gift: Item 19
Item-Coffee
Body-Bronze Mail

AREA NOTES:

If you're looking for civilization, the fastest way is through the left exit.
South leads to the Coastal Crossroads, and East leads to an empty patch of land
with nothing there... for now.

Just ahead of the south exit is a chest. It has the password for good ol' Gift:
Item 19. On the opposite side is another chest containing Coffee. There's also
a chest in the alcove to the west, with Bronze Mail inside. Make sure to equip
it to whoever needs it the most.
--------------------------------------------------------------------------------
5.11. IREM HEIGHTS (past)

MONSTERS:

Beam Flower-Earth
Hell Condor-Wind
Lizard-Fire
Live Oak-Earth
Orc-Fire
Serpent-Earth
Spiegel-Neutral
Viper Lady-Earth

MONSTER STRATEGIES:

Beam Flowers and Lizards are weak to water, and Live Oaks to fire. The Lizards
are capable of stunning you, and Spiegels will confuse you as well. Hell
Condors may inflict you with blind, making you miss, and this status
actually lingers after battle, so be wary.

Some enemies will get the jump on you, and you'll definitely want to stay at
full health while you're here, since the power gets quite brutal. Enemies may
hit you with combo attacks, and you'll be able to see on the turn order whether
it will happen or not; if you can, stop it at all costs. Don't underestimate it.

TREASURE:

Password-Hunt: Irem Pass
Item-Soothing Crystal

AREA NOTES:

It still looks the same, but there is more to find. Head forward and right a
bit to find another password chest; it's for a new Event. It's directly ahead
of the north exit, the only one you can't take yet. There's also a chest in the
southeast alcove with an item that casts "Soothing Drop".

If you're not up to fighting you can skip ahead to Irem, same place as it's
been in the present. Buying some stuff there and having an Inn handy will
probably help you sleep at night. You'll probably want to train with some
weapons. Try to find a balance, as monsters are getting quite fast and you'll
have to be able to stop them from doing their own combo attacks on you.
--------------------------------------------------------------------------------
5.12. TOWN OF IREM (past)

WEAPON SHOP:

Katana-Katana
Greatsword-Defender
Spear-Spear
Jutsu-Kick
Bow-Bow
Cannon-Submachine Gun

ARMOR SHOP:

Shield-Bronze Shield
Helmet-Hide Cap
Body-Bronze Mail
Gloves-Hide Gloves
Boots-Sneaker
Accessory-Bandana (protects against Wind)

MAGIC SHOP:

Magic-Fire Tome
Magic-Earth Tome
Magic-Recovery Tome
Magic-Endowment Tome

ITEM SHOP:

Item-Salve
Item-Eyedrops
Item-Gold Needle
Item-Antidote
Item-Molotov

SHOPPING TIPS:

Some nice and major upgrades here. Beasts can use the Kick, Cyborgs can use the
Defender, Espers can use the Bow, and Humans can use it all, especially the
Katana. The armor is nice too, but make sure you're well prepared with your
moolah. Make sure to get an Earth Tome for at least one of your Espers, to
finally cover the four main elements.

If you're wondering, Shields go on your weapon slot and you use them in battle
to reduce damage partially. They'll increase the Defense of Cyborgs and Mechas
very nicely.

STORY PROGRESSION:

Head to Cronus' house and you'll find that intead of him, Grandma is there (the
one in the Present Magic Shop). Talk to her and Dune will mention the Stethelos
Parts, which Grandma will have a clue about. However, before the scene can
progress, a man will enter the room and say Dogra has taken a girl named
Freyja. Grandma decides she should head over to the cave in her rescue, but
Dune will try to dissuade her, and offer to go instead. Grandma will tell you
the location of the Mountain Cave on the map, south of Irem. That is your next
goal, but why not explore the era a bit more?

EVENTS:

THE DAILY CONSTITUTIONAL is your first big sidequest that can be done here.
Check the "Event Notes" section later in the document for a more detailed
walkthrough of the sidequests.

HUNT: IREM HEIGHTS
A boy just outside the big house has a quest. The large Land Turtle he wants
you to kill is in the bottom left corner of the Irem Heights. It's incredibly
resiliant, but give it your best shot with fixed-damage weapons. The boy will
give you a Brionac, a slightly stronger spear, when you win.

HUNT: IREM PASS
There are two people just to the right of the entrance with Events.
The younger one gives you this if you got the chest back in the Heights.
You'll be able to go to the pass after progressing the story, and find the
big Nike near the south exit. You get three Corsages upon return.

HUNT: PILGRIM'S PATH
Your first Hard Mode exclusive hunt will lead you to to the little girl in
the Inn. Talk to her and head to the Pilgrim's Path. You'll find a nice rock
monster ahead of the west exit, a fully upgraded and ready to fight Chaos.
Like the normal one, he has a weakness to Wind and great power with Earth, so
try not to go in with a weakness to earth. Also make sure you've got status
protection so that he wastes his time trying to petrify.
If you manage to defeat the guy, return to the girl and she'll casually hand
you the best spear in the game, the Gungnir. It is wind elemental, so its
power can be further augmented with "Wind Boost". It also attacks in a group
from the getgo, so it's a pretty damn amazing weapon.
--------------------------------------------------------------------------------
5.13. TOWN OF LEI

You can get here by taking the south exit from Irem Field.

WEAPON SHOP:

Sword-Mythril Sword
Greatsword-Defender
Spear-Spear
Cannon-Submachine Gun

ARMOR SHOP:

Shield-Bronze Shield
Helmet-Hide Cap
Helmet-Bronze Helmet

MAGIC SHOP:

Magic-Fire Tome
Magic-Water Tome
Magic-Recovery Tome
Magic-Endowment Tome

ITEM SHOP:

Item-Fire Crystal (fire-casting, Fire)
Item-Water Crystal (water-casting, Blizzard)
Item-Earth Crystal (earth-casting, Quake)
Item-Wind Crystal (wind-casting, Thunder)
Item-Dark Crystal (darkness-casting, Cloud)

SHOPPING TIPS:

Update your helmets and swords here. Not much else to do.

STORY PROGRESSION:

First off, there's a chest with a High Potion on the leftmost side of the area.
There are some Sahuagins around here that have been transformed by a virus.
Talk to the one running the item shop and he'll give you the Flush-O-Matic
for the Stethelos; it will transform anybody back one stage of the
transformation cycle. It apparently doesn't work unless installed, so that's
why they're giving it away. When installed, it goes in the empty room in the
Stethelos from before. If you don't get the Flush-O-Matic, talk to some
other Sahuagins in town and try again.

EVENTS:

HUNT: COASTAL CROSSROADS
This hunt is also password exclusive [3258kg]. You can input it to get this
request from a woman just outside the Inn. The giant Nymph is just straight
ahead from the eastern exit, and once it's dealt with return to Lei for
a prize of a Coral Sword, a Wind-elemental sword that's quite expensive at
this point.

HUNT: FERTILE HOLLOW
A Hard Mode exclusive quest, a man outside of the mall will give this quest to
you. Go to the Fertile Hollow and you'll find an interesting enemy; Belial!
He's a bit harder than his original form back in Normal Mode, and like before
he has no elemental weakness to exploit. You'll just have to try your best.
Don't take him lightly, as this is one of the reasons you ought to take a
New Game+ file! He is REALLY, REALLY HARD. Do not have any weakness to Fire!
Keep Ribbons and Magic Jewels handy! TRY EVERYTHING!
If by some crazy chance you managed to win, return to the man at Lei and he'll
give you the strongest Axe in the game, Pandemonium. It happens to be Earth
elemental, so try and get Earth Boost for its user.
--------------------------------------------------------------------------------
5.14. IREM PASS

This is the inbetween for Irem and the Mountain Cave.

MONSTERS:

Ares-Dark
Kaiser Ant-Fire
Land Turtle-Water
Live Oak-Earth
Orc-Fire
Spiegel-Neutral
Viper Lady-Earth

MONSTER STRATEGIES:

Land Turtles are quite hardy, but they move last, so take advantage of that,
and their weakness to fire. Kaiser Ants might look threatening, but they
aren't, really. Other than that there are pretty much similar monsters as
other areas around this era.

TREASURE:

Password-Gift: Item 20

AREA NOTES:

This place only has two exits, but the side paths loop around and interlock.
In the top left corner, by the wall there is a chest with another password,
Gift: Item 20. There's no other significant things here. Make sure to
heal up before heading south to the Mountain Cave.
--------------------------------------------------------------------------------
5.15. MOUNTAIN CAVE

MONSTERS:

Controller-Neutral
Duke-Dark
Gargoyle-Dark
Giant Worm-Earth
Hawk Girl-Wind
Land Turtle-Water
Leonardo-Dark
Live Oak-Earth
Lizard-Fire
Nike-Dark
Nymph-Wind
Red Dragon-Fire
Sea Monster-Water
Skeleton-Dark
Will-o-Wisp-Dark

MONSTER STRATEGIES:

The two human-like enemies and Nymphs are strong to earth, but Nymphs are also
weak to fire, and Skeletons are weak to wind attacks. The Controller is weak to
water, too. Gargoyles can drain your HP, but they're not so strong. Hawk Girls
will put you to sleep, but can be dealt with by wind spells. Nike are actually
quite strong for their stature, so don't underestimate them.

If you have a Monster in your party and you want to get them to be REALLY
strong, fight a battle with two worms, and weaken one slightly. It should use
"Absorption" and they'll become a bigger worm that will drop Super Meat, which
increases both the level of the monster and the level of your own monster when
you eat it. You can get some incredibly powerful monsters for this point by
eating Super Meat, so keep Absorption in mind.

Remember to keep working on your Recovery Magic to try and spark new techs
for it. They're somewhat hard to get compared to some other magic.

TREASURE:

Blade-Saber
Accessory-Corsage
Item-Protect Crystal

AREA NOTES:

Some might consider this the first real dungeon, since it's all cave-like and
such. Of course, start by heading through the dead end! You'll find a switch,
which will cause a chest to suddenly appear. It has a Saber inside, a new kind
of Blade. They'll give a sizeable Agility boost to your Cyborg, or just be a
plain better weapon for your Esper. Head around the loop, and at the end past
the stairs, take a right and you'll find a Corsage. The stairs will bring you
to the next floor.

Unfortunately, there's nothing at the other dead end but some monsters, so just
head for the stairs on this floor, going to the next. Once you're there, go
down the corridor all the way to the end to enter another part of the second
floor, with two switches to press. The left one will send you into a long
Chain Battle, but the right will reveal a chest with a strange item that will
cast Protect, a Defensive buff, on one character.

Back on the third floor, skip the other dead end and head for the western
staircase leading to yet another part of the second floor, except on this one
you'll find a path forward, blocked by a very childish-looking person... heal
up before approaching her, and get ready. She seems to be the Freyja we've been
looking for, except she talks strangely and robotically. Sireugh tries to warn
Dune that she might be possessed, and she'll engage in combat!
--------------------------------------------------------------------------------
BOSS BATTLE: Freyja

Freyja-Earth             600 HP
STR 7                    AGI 16
MAG 17                   DEF 5

Abilities:               Traits:
Rapier                   Silence Immune
Bow                      Sleep Immune
Fire Tome                Paralysis Immune
Wind Tome                Immune Body
Recovery Tome


Freyja is an Esper, so you'll want to beat her down with physical attacks. Keep
your own espers ready to heal when they can; if not, just go at her with all
you've got. Her magic is absurdly powerful, especially if you've happened to
inherit a weakness from a monster. She'll also heal herself periodically, but
you should be able to keep up. She's actually pretty frail, so don't worry
about the battle dragging on. You won't get anything as a reward for winning.
--------------------------------------------------------------------------------
Once you've knocked her out, she'll return to normal, and the group will decide
to take her along as your new fifth party member. She comes with Fire,
Wind and Recovery magic, along with a Bow and a Blade, all the specialities of
an Esper. You'll be using her for healing, mostly, as she has the second level
healing spell sparked already, and she has pretty high agility. Keep her in
mind for when you enter the next room.

Once you pass through, you'll find a sinister looking worm monster at the other
end. This is Dogra, who you're after. Apparently, it doesn't like you very much.
--------------------------------------------------------------------------------
BOSS BATTLE: Dogra, two Gazers

Dogra-Neutral            1000 HP
STR 23                   AGI 10
MAG 18                   DEF 10

Abilities:               Traits:
Destruction Laser        All Status Immune
Entangle
Odor


This is a particularly tough boss, as it's your first against more than one
target. You're going to want to take out the Gazers as quickly as possible,
since they pack a punch and support Dogra very well. They're not weak to either
of Freyja's elements, but if you attack them persistently they'll fall soon
enough. If they drop meat, make sure to take it for your mosnter, since they're
high-level enemies at this point.

As for Dogra himself, he's resilient to most magic, despite not carrying any
resistances. Your Espers will want to be healing, like before. Dogra's attacks
hurt more than their fair share, and some can Hold your characters. Thankfully,
Freyja's second Recovery spell has a buttload of priority and she can pull it
off before any attack. Like most battles, it's just about surviving long enough
to pull out the win.
--------------------------------------------------------------------------------
After the battle, Freyja will truly wake up and actually begin saying words.
She's a little girl, so she's understandably frightened by the surroudings,
but she'll trust the party to bring her back. Behind Dogra will be a chest
with a Stethelos part, "Drive Engine". It's just a matter of walking back.
--------------------------------------------------------------------------------
Head back to Irem and talk to Grandma. She'll thank you for saving Freyja, and
Dune will talk to her some more. He says they'll need to bring Freyja to Dharm.
Freyja is a bit frightened, but she is encouraged to go. Grandma will also give
you Summon Magic. A LESSON IN SELF-RELIANCE will open up at this point.

Talk to the pink haired person to the left of the big house and she'll put Mu
on your map, your first Summon Magic locale. You get there from the north exit
of Irem Heights.
--------------------------------------------------------------------------------
5.16. TOWN OF MU (past)

WEAPON SHOP:

Sword-Mythril Sword
Katana-Katana
Spear-Spear
Jutsu-Kick

MAGIC SHOP:

Magic-Fire Tome
Magic-Wind Tome
Magic-Recovery Tome
Magic-Endowment Tome

ARMOR SHOP:

Shield-Bronze Shield
Helmet-Hide Cap
Body-Bronze Mail
Gloves-Bronze Gauntlets
Boots-Sneakers
(Accessory-Warding Charm) (If you cleared "The Last One's Spell".)

ITEM SHOP:

Item-Potion
Item-Elixir
Item-Eyedrop
Item-Gold Needle
Item-Cough Drop
Item-Antidote
Item-Grenade

SHOPPING TIPS:

Nothing new here.

STORY PROGRESSION:

Enter the house all the way to the left and you'll find two chests, with a key
item, the "Seed of Ephraim", and a Gold Needle that heals petrify. Other houses
here are still under construction, so we should head back here when we get to
the Present. To make use of the Seed, head to the south exit of the Pilgrim's
Path by the Shrine.

EVENTS:

THE LAST ONE'S SPELL is available here if you have the password already input.

HUNT: SS DANDY AURORIA
Once you unlock the SS Dandy Auroria via "Meant to Be" later on, you can get
this Hunt from a woman near the Magic Shop. Head to the SS Dandy Auroria and go
to the farthest room, Cabin 2, to find the Giant Lizardman. It should be easy
at this point. You get a mere 4000 Kero for clearing this one.
--------------------------------------------------------------------------------
5.17. COASTAL CROSSROADS (past)

MONSTERS:

Beam Flower-Earth
Hell Condor-Wind
Live Oak-Earth
Lizard-Fire
Orc-Fire
Serpent-Earth
Violent Ray-Water

MONSTER STRATEGIES:

Nothing interesting here, though there is the Violent Ray that's indigenous.

TREASURE:

None.

AREA NOTES:

The left exit leads to Lei, the south to the South Tower (which has all but
the first floor locked at the moment), and the east to where we want to go, the
Fertile Hollow.

CAN'T TAKE IT BACK is available here, if you want a little extra power.
--------------------------------------------------------------------------------
5.18. FERTILE HOLLOW

Go to the middle, and the game will give you a prompt to plant the seed. Do
so. This won't seem to do anything yet, but it will later on. Go ahead and to
back to the Shrine now and warp to the Present with the Stethelos. Remember to
collect your password items from the White Monster!

You can also do THE FOUNDER at Pilgrim's Path if you meet the requirements.
--------------------------------------------------------------------------------
You'll be treated to another scene with the Wanderer when you're on your way
back. He mostly talks about how he knows everything you're doing, and mostly
considers it "futile". He leaves quickly... but you'll get the Present Drive
for the Gears of Time. You can switch drives in battle by holding Y while
selecting actions and pressing the control pad. The Present drive will allow
you to damage a single enemy with the power of all the attacks you have used
before activating it. It will use one charge for how many characters have acted
before it. For best results, use it at the very end of the turn.

In another scene, the Wanderer will appear behind Cronus, and converse with
him a bit. He has some information Cronus has been seeking...

Once you leave the shrine, you have some free roam. Go back to Mu, it's in the
same place as before.
--------------------------------------------------------------------------------
5.19. TOWN OF MU (present)

WEAPON SHOP:

Sword-Psycho Sword
Greatsword-Ogre Killer
Blade-Saber
Axe-Battle Axe
Gun-Arquebus
Cannon-Flamethrower

ARMOR SHOP:

Shield-Gold Shield
Body-Gold Mail
Gloves-Bronze Gauntlet
Shoes-Bronze Shoes
Accessory-Pendant

MAGIC SHOP:

Magic-Fire Tome
Magic-Water Tome
Magic-Earth Tome
Magic-Wind Tome
Magic-Dark Tome
Magic-Recovery Tome

ITEM SHOP:

Item-Salve
Item-Eyedrop
Item-Soft
Item-Cough Drop
Item-Antidote
Item-Soothing Crystal
Item-Teleporter
Item-Gas Grenade

SHOPPING TIPS:

There are a lot of nice upgrades here, but they're all very expensive
(especially the Cannon, oh man). Try to get what you can. The Dark Tome
isn't that useful, though it provides another element. It's more like a Poison-
type element, though, and it has "Cloud" spells. I wouldn't worry too much
about it, but if you have some room, go ahead. Remember to sell what you don't
need, too.

STORY PROGRESSION:

No real progression, but you can go into the middle house now that it's done
being built. Inside is a "Water Stone", an important item you'll want to save.

EVENTS:

HUNT: SS NEPTUNE
This hunt is only available on New Game+, and only if you've unlocked the
SS Neptune in the present via a certain option in "An Ounce of Prevention".
The lady just outside the Inn will ask you to slay a poor frog. You can find
the giant Shiroku Toad at the top left corner of the main room and get a small
reward of 6000 Kero from turning it in.
--------------------------------------------------------------------------------
When you return to Dharm, go to the middle house and talk to the Elder. You'll
drop off Freyja and her short stay in your party will be over. The Elder will
then tell you that Cronus may have found out new info as to where the Future
Warp is, so head back to Irem. The big event LOST IN SHIPPING may also be
available to you.

When you go back and talk to Cronus, you'll only exchange a few words before
the ground begins to shake. A man will come and tell you something happening at
the Lei coast. You'll then watch a castle-type area come out of the water.
The group and Cronus will go to the Irem Heights to gaze at the tower, the
destination now if you were to leave that area to the south. Apparently, a
Otherworld Deity known as Chaos resides there. But that's not of concern now;
Cronus will allude to the Future Warp being in South Tower. She'll give you
the key to its lock. Chaos Castle and South Tower will then be marked on your
map. Head for South Tower first. (If you did the sidequest "A Lesson in Self-
Reliance" in a specific way, talking to Cronus will get you the Jukebox.)
--------------------------------------------------------------------------------
5.20. COASTAL CROSSROADS (present)

MONSTERS:

Fairy-Wind
Gazer-Earth
Hekatonkheires-Dark
Poison Frog-Water
Sea Monk-Water
Stallion-Fire

MONSTER STRATEGIES:

Just like before, the frogs will be stunning and poisoning you. Gazers are
back, and still as annoying. Fairies will hit you with strong spells, but go
down easy with a good physical strike. The big giant Mechas go down from a
well placed magic attack, as long as it's strong enough. I wouldn't risk it,
they're quite strong. Sea Monks are weak to earth.

It may have been just me, but statups seemed prominent in this area and the
following ones. The enemies seem much weaker the more you fight; level two
spells oneshotting those weak to it, and weapons like the Psycho Sword and Ogre
Killer dealing massive damage even at first level. Note the Psycho Sword's
second level tech multitargets in a group, so that's something to keep in mind
for the future.

TREASURE:

Gloves-Gold Gauntlets
Password-Gift: Item 21

AREA NOTES:

You could have come here before warping to the past, but the monsters would
have been much too strong. Now you're ready to take them on, maybe. But as for
treasure, slightly to the left and forward is some Gold Gauntlets. Just ahead
of the south exit is another chest with a Password, again. This time, Gift:
Item 21. If you exit to the right you'll find the Fertile Hollow, but
nothing will have grown yet. When you get the chance, head back to the Fertile
Hollow in the past to fix it.

The quest THE EXCAVATION EXPERT is available if you've already input the
password needed for it. Going for it now would be pointless though.
--------------------------------------------------------------------------------
5.21. SOUTH TOWER

MONSTERS:

Gazer-Earth
Gigamouse-Earth
Hell Wisp-Dark
Killer Butterfly-Wind
Lizardman-Wind
Merman-Water
Rhamphorhynchus-Wind
Sargatannas-Dark
Sequoia-Earth
Stone-Neutral
War Pig-Fire

MONSTER STRATEGIES:

Hell Wisps resist Fire, and are weak to water. But Lizardmen, oddly enough, are
weak to fire and strong against water. In the same vein, the Sequoias also fall
to fire, being big trees, as do Butterflies. Stones are weak to water, as their
early iterations were, and Mermen to wind. And finally, Sargatannas don't like
earth. If you've been preparing yourselves, the monsters here should really
pose no threat. With high enough power, your level 2 spells should one-shot
most everything that doesn't resist it. When you get strong enough, it's a
good time to work on your lacking stats, like agility for your humans or
Recovery Magic skill.

TREASURE:

Accessory-Pendant
Item-Wind Stone

AREA NOTES:

It looks like North Tower, but it most certainly is not. First off, there are
many enemies on this first floor, so get to know them. You can use the key
straight up ahead.

On the second floor, there are two parts divided by a floor-wide pit. Ignore it
and head up to the next floor. The first chest is directly to your left when
you surface, and it contains a Pendant. Once you're done with that, fight your
way to the pit also splitting this floor apart, and fall down. You should land
on the side you weren't on back on the second floor. Once there, head to the
left, past the next flight of stairs, to find another chest with a "Wind
Stone". Save that, too.

The fourth floor is the peak, and it's quite evil-looking. Make sure you're in
fighting shape before approaching the big, hulking figure in the center. This
guy has our Future Warp! But when the monster, Ashura, is confronted, he will
tell you the Warp has already been moved to Chaos Castle. But you'll have to
fight him anyway. Duh. He wants to KILL YOU!
--------------------------------------------------------------------------------
BOSS BATTLE: Ashura, Two Lizardmen

Ashura-Fire              2000 HP
STR 35                   AGI 30
MAG 25                   DEF 27

Abilities:               Traits:
Punch                    All Status Immune
Gaze                     Water Vulnerable
Vajra                    Fire Resistant
Fire                     Fire Boost

The Lizardmen will go down quickly enough to a nice baking fire. Ashura will be
your main threat. He has powerful fire magic, so protect anybody in your party
that happens to be weak to it. But in reality, most of his attacks will pretty
much wreck up anybody they hit. Just be very careful when going all out. Keep
up with his moves and he'll be down soon enough. He's weak to Water.

You'll get 10300 Kero and the key to Chaos Castle for beating his snot. You
also obtain the Radar Array; installing it will allow you to see chests on
the minimap.
--------------------------------------------------------------------------------
The door on the other side of this room is locked, and will be for some time.
Its opening is related to the event ASHURA'S LEGACY, which I wouldn't
recommend doing for a while.

Anyway, get to Chaos Castle after you've rested up. The hole near the center
is a shortcut to the third floor and all its pits, which you can fall down in
succession to get back to the entrance.
--------------------------------------------------------------------------------
5.22. CHAOS CASTLE

MONSTERS:

Broken-Neutral
Durandal-Neutral
Fairy-Wind
Hekatonkheires-Dark
Killer Butterfly-Wind
Megaira-Dark
Rhamphorhynchus-Wind
Red Bone-Dark
Sargatannas-Dark
Stronger-Fire

MONSTER STRATEGIES:

Hope you liked South Tower monsters. Red Bones aren't too significant, they
don't hit too hard or anything. When you get further in you'll find new
monsters. Strongers are slow, and weak to Water. But they mostly shouldn't be
too hard to deal with.

TREASURE:

Gloves-Mythril Bangle
Item-Elixir
Item-Earth Stone
Item-Silver Needle
Axe-Tomahawk
Item-Teleporter
Body-Psycho Armor
Shield-Fire Shield
Accessory-Circlet
Item-Gold Needle

AREA NOTES:

This place looks huge and confusing, and that's because it sort of is. You'll
see several conveyer belts around here blocking your progress to some areas. To
go forward you'll have to go to the left, to the belt second from the left.
There's a switch at the upper left corner, but it doesn't seem to do anything.
Just follow the wall to the stairs. There's a switch in the corner, but you
can't press it... you have to jump from above to do so. We'll do that.

Here's where it starts getting confusing; you'll be treated to platforms that
move when you step on them, one way. Take the path directly forward and you'll
get to the next stairs quite easily, but that's not too fun. From the stairs
you can take the path to the bottom center and find a chest with a Mythril
Bangle, which is quite strong. Then take the north platform to another area,
then proceed to fall down off the platform. You'll land right by a chest with
an Elixir! Save it for emergencies, as it can revive your party members.

Head back up and go south from the first platform this time. From there, go
east and then north to another chest, containing an "Earth Stone". You know
what not to do with it. You'll be forced to drop down again, so do so, return
to this floor, and head for the stairs. Take the same path as before, but when
you get to where you dropped down for the Elixir, head to the left to find the
last chest on this floor. It has a Silver Needle in it for healing Paralysis.

Activating that switch from before is done by falling off at the top right
area. To do that, you need to fall and climb back up, taking the direct
platform to the west. When you get to the corner, there should be a little gap
in the railing. Go over it and you'll hit the switch. Now take the same path
and head south from the corner to get to the stairs to the third floor.

Here is a simple room. Opposite the door you entered is another, opened by
the switch you fell on. There is a single chest guarded by a giant Megaira
and her Stronger friend. The chest contains a Tomahawk. Now, leave and head
for the bigger door in the center of the past room. This big door will be
opened by the key you got before. Up the stairs and into the "meat" of this
dungeon. Here, at the bottom corner you'll find a chest with a "Teleporter",
which will warp you out of the dungeon. Pretty handy since this is a long area.

The next floor is straightforward, just head to the other side and you'll find
a chest with Psycho Armor, which will significantly raise the Agility stat of
who wears it. It's up to you who deserves it the most, but in my opinion the
Esper probably does, since they're probably the lowest on HP and most useful
for multitargeting. Note that it doesn't do a whole lot for Cyborgs. It can
also prove useful to significantly boost the damage of a Beastman.

The next corridor is also very straightforward, so just follow it. At the end
of the stairs right before the path to the boss is a chest with a Fire Shield,
which do help out Cyborgs quite a bit with a five point defense boost. Whether
it's useful for that or you'd rather keep the weapons to boost strength is your
call. Climb up the next stairs and keep on going up, up, up. In the second part
of this room you'll find two chests; one with a "Circlet" that protects you
from being turned to stone, which is CRITICAL quite soon. The other has a Gold
Needle, which heals the same ailment.

In the next room, you'll find the mastermind of the castle, Chaos. Let's get
that Future Warp from him, finally.
--------------------------------------------------------------------------------
BOSS BATTLE: Chaos, two Rocks

Chaos-Earth              3000 HP
STR 37                   AGI 28
MAG 30                   DEF 30

Abilities:               Traits:
Tackle                   All Status Immune
Earth                    Wind Vulnerable
Stone Block              Earth Resistant
Stone Beam               Earth Boost
Punch

Be careful with those Rocks, they can combo attack you. Try to kill them
quickly with water attacks. Both them and the big Chaos can really dish out
damage, so don't let up and use your strongest moves. If you're in danger,
make sure your Recovery Magic is up to par. Chaos can turn you to stone,
which is why the Circlet is important right away. He shouldn't be all that
hard, though, not like the last game. He's strong to Earth, so don't try that,
but he is, oddly enough, weak to Wind! Using that, he'll fall very easily.

You'll get a nice sum of 11340 Kero for beating him. If the Rocks drop meat,
definitely eat it for your Monster. In the story scene that follows, you'll get
the "Hover Engine" and the "Future Warp"! Feel free to use a Teleporter to
leave.
--------------------------------------------------------------------------------
Go back to Irem and report your success to Cronus. Grandma, who is also there,
will remember your good deed from fifteen years ago. Cronus, after some
chatting, will give you the "Timestop Device" for the Stethelos. Go back to the
Shrine and the two from Irem will meet you there. They'll see you off.

The Timestop Device uses the Gears of Time (by pressing Y) to freeze time
outside of battle. While this is going on the charges steadily decrease. It's
useful for getting jumps on the enemy or just avoiding battles. You'll also
apply the Radar Array (if you haven't already). Then the Hover Engine, and
finally the Future Warp. The gang will then automatically warp to the future.

Cronus and Grandma will talk a bit, not realizing why the present hasn't
changed immediately... She also mentions someone named Pulsar... but it looks
like this time Wanderer doesn't feel like talking.

If you haven't gone back to the Past to fix the Fertile Hollow, you can do so.
See SAVING SEED in the Event Notes if you care to. Go to the Future
and head out. It seems... the water... got a lot higher...

You can go to several areas to start. North Tower is to the north, and it has
new treasure. To the south is the Fertile Hollow. And to the West is the Irem
Depths.
--------------------------------------------------------------------------------
5.23. IREM DEPTHS

MONSTERS:

Armed Cosmos-Earth
Fossil Dragon-Dark
Nightmare-Fire
Sea Bishop-Water
Shiroku Toad-Water
Simurgh-Neutral
Torent-Earth

MONSTER STRATEGIES

Fossil Dinos pack an incredible punch. They are definitely on priority to kill
(weak to fire), and also to become if you have a monster. Sea Bishops are weak
to Earth like their bretheren. If you've been keeping up, there really isn't
much to worry about here.

TREASURE:

None.

AREA NOTES:

Though you're underwater, there's no fear; stay as long as you like. There's no
treasure hidden amongst the waves here, unfortunately. The left exit leads to
Irem and Mu, while the north will take you to a Sunken Ship.
--------------------------------------------------------------------------------
5.24. SS NEPTUNE

MONSTERS:

Adamantoise-Water
Armed Cosmos-Earth
Bloodsucker-Dark
Fossil Dragon-Dark
Land Worm-Earth
Sea Bishop-Water
Simurgh-Wind
Treant-Earth
Wolfman-Fire

MONSTER STRATGIES:

Note that monsters are getting a bit fast outside of battle, so outrunning them
will be difficult, especially in places like this. If it gets annoying, don't
be ashamed to run in-battle. Sea Bishops are actually strong against water and
weak to fire, so be careful.

When you get a lot of inherited abilities and are about to inherit another, you
are allowed to choose which to get rid of. Take this chance to get rid of any
vulnerabilities you might have!

TREASURE:

Item-Magic Source

AREA NOTES:

A bit of a more interesting area... The bottom three rooms are the more
significant ones. However, only the one farthest from you has a chest, with an
Magic Source that raises Magic by several points to whoever takes it! Once you
get it, head to Irem... again.
--------------------------------------------------------------------------------
5.25. TOWN OF IREM (future)

WEAPON SHOP:

Sword-Mythril Sword
Katana-Qing Long Dao
Greatsword-Ogre Killer
Blade-Saber
Axe-Battle Axe

MAGIC SHOP:

Magic-Fire Tome
Magic-Water Tome
Magic-Earth Tome
Magic-Wind Tome
Magic-Dark Tome

ARMOR SHOP:

Shield-Gold Shield
Shield-Mythril Shield
Helmet-Gold Helmet
Shoes-Bronze Boots
Accessory-Pendant

ITEM SHOP:

Item-Potion
Item-Eyedrops
Item-Gold Needle
Item-Antidote
Item-Teleporter

SHOPPING NOTES:

Upgrade your Katanas, but NOT your helmets. There will be better things to buy
elsewhere in the future, so hang tight.

STORY PROGRESSION:

Head to the big house to find old Cronus, who immediately hands you a new
Excavator for the Stethelos, which, when applied, lets you find completely new
treasure! When you enter an area, you'll be alerted to Excavation Spots where
you can excavate items and passwords. She'll also note that Grandma wanted to
give you something. head to the Inn to find her, where sad music will play. Her
last gift to you will be the Metamor magic, which will allow you to enter Mu,
as it has now been overrun by the same virus that took over Lei before;
everybody there is a Sahuagin. Metamor will allow you to temporarily appear
to be a Sahuagin. Then Grandma... falls asleep?

EVENTS:

HUNT: NORTH TOWER (future)
The old man by the weapon shop will give you this sidequest. Go to North Tower
and find the chest with the Icebrand; the hunt target, a Giant Bloodsucker is
right in front of it. Defeat it and go back to Irem for your prize, 10000 Kero!

HUNT: IREM DEPTHS
You can only get this hunt from inputting a password [a70098]. Do so and you'll
be asked to take out a monster by an old lady in front of Cronus' house. It's
located at the southern edge of the area. Destroy the giant Blood Ray and
back at Irem, you'll get a Dimensional Sword. It's pretty advanced at this
point, so use it sparingly.

DIG: IREM DEPTHS
After getting the password from the Deep-Sea Trench, the old lady by the Inn
will give this quest to you. The spot is just south of the north exit. You
get three Earth Stones for your trouble.
--------------------------------------------------------------------------------
5.26. TOWN OF MU (future)

You'll be given the option to use Metamor when you enter if you have it; if
you don't, talking with any Sahuagin will start a battle. There's almost
nothing to be gained of this, so just use it.

WEAPON SHOP:

Sword-Psycho Sword
Axe-Battle Axe
Jutsu-Triple Lunge

MAGIC SHOP:

Magic-Fire Tome
Magic-Water Tome
Magic-Earth Tome
Magic-Wind Tome
Magic-Dark Tome

ARMOR SHOP:

Shield-Mythril Shield
Helmet-Mythril Helmet
Body-Magician's Garb
Gloves-Gold Gauntlets
Shoes-Plated Boots

ITEM SHOP:

Item-Potion
Item-Eyedrops
Item-Gold Needle
Item-Antidote
Item-Teleporter

SHOPPING TIPS:

All of the armor here is top of the line at this point, so get some. Also
upgrade your Jutsus here. If you don't care to explore the future at length,
you can skip out on buying armor, as better ones will be available shortly.

STORY PROGRESSION:

Nothing much to do but shop. The third house has been constructed, though, so
go in and get another Wind Stone. Now it's fine to head for the Fertile Hollow
or North Tower.

EVENTS:

AN OUNCE OF PREVENTION can be done here after accumulating a large amount of
Future Points.

HUNT: FORGOTTEN WRECK
Once you clear "An Ounce of Prevention", you'll get this quest from the bar
owner in Mu. You'll need to have unlocked the Forgotten Wreck from Pulsar's
sidequest to do this hunt. Fight the giant Roto Rex in the center southern
corridor of the Hull and return to Mu for your prize of 10000 Kero. You'll also
get the password for "The Missing Ring".

HUNT: BATTLESHIP ANNIE ROSA
A pointy-eared girl in the bar will give this Hard Mode exclusive hunt to you.
However, you can't complete it as soon as you can get it. Doing "An Ounce of
Prevention" is needed for this one, as well as one that gives you access to the
Battleship Annie Rosa. In the bow, the center south room, you'll find Maitreya,
who by this point should be pretty easy to kill. Fire will help a bit, too.
Defeat the fiend and return to Mu for your prize, the Suidan Bow;
Water-elemental.
--------------------------------------------------------------------------------
5.27. NORTH TOWER (future)

MONSTERS:

Caladbolg-Neutral
Fossil Dragon-Dark
Land Worm-Earth
Lizard Knight-Wind
Nightmare-Fire
Triceratops-Earth

MONSTER STRATEGIES:

Barely anything notable here. But if you want to get a jump on your monster
growth, try to get two Caladbolgs to become giant by absorption.

TREASURE:

Sword-Icebrand

AREA NOTES:

It's identical to the Present North Tower in appearance (why wouldn't it be?)
so just go through like you did before. The only new chest here has an Ice
Brand inside, which is an "icy" sword your human could use. Don't rely on it,
though; keep other non-elemental swords around. However, its fourth tech
targets all enemies no matter what, so keep that in mind for "emergencies"!

If you have a certain password you can do SMASH AND GRAB here in North Tower.
--------------------------------------------------------------------------------
5.28. FERTILE HOLLOW (future)

The tree has grown further, and will tell you about how Dharm has changed its
location. You look in the second row in the back of the Graveyard, and examine
the second grave on the right. That area will be marked on your map silently.

If you didn't help the tree grow, simply examine the soil and you'll get New
Dharm on your map. Just like the first version, it's optional to help out the
tree! That's a nice touch.

While you're hopping back and forth, two important sidequests may be available
at Dharm in the present if you have enough Future Points. These are THE LITTLE
SWORDSMAN and A GLIMPSE OF THE FUTURE. If you're on New Game+, you can also do
A LESSON IN TRUST with Melrose. Note that "A Glimpse of the Future" must be
done before progressing with the story at the later area, S.H.L.T.R!
--------------------------------------------------------------------------------
5.29. NEW TOWN OF DHARM

Though the tree's directions seem strange, the entrance will clearly be on
your minimap, so just go into the town.

MAGIC SHOP:

Magic-Earth Tome
Magic-Wind Tome
Magic-Dark Tome
Magic-Recovery Tome
Magic-Revival Tome

ITEM SHOP:

Item-Potion
Item-Cross
Item-Gold Needle
Item-Cough Drop
Item-Cottage
Item-Teleporter

SHOPPING TIPS:

GET THE REVIVAL TOME. It's very expensive, but will be CRUCIAL later on to
work with. Indeed, there aren't any other shops in this town...

STORY PROGRESSION:

In the big building to the north you'll find Melrose. Chat with him a bit.
He'll be reminiscent of the group's time together. He'll also note that the
Elder died a while back. He'll give you yet another system for the Stethelos,
too, the Threat Detector. This one marks enemies on your minimap! Finally,
he'll mark Viper on your map and tell you the password for the resistance base;
It's "ERAUQS", "Square" backwards. I love that.

There is another water area between New Dharm and Viper, so explore it at your
leisure.

EVENTS:

THE MISSING RING and WINNERS AND LOSERS are two password events that can be
done in this place. Also, with enough Future Points, you may unlock A BURDEN
TO PROTECT with Freyja.

HUNT: DEEP-SEA TRENCH
The owner of the Cafe in New Dharm will want you to go to the Deep-Sea Trench.
Go there and you'll find a clearly marked Giant Armed Cosmos to fight. When
you kill it, return to the guy and he'll give you two Diamond Mails! What an
amazing prize.

HUNT: FERTILE HOLLOW
Another Hard Mode Exclusive lies in this cafe, given by the woman in the cafe.
Once you arrive at the Fertile Hollow you'll be greeted by a harder Jormungandr.
He's definitely tougher than the harder Belial at the OTHER Fertile Hollow.
If you have a plethora of Recovery Crystals from fighting at Mt. Gote, you
may want to use them now (that is, if Cura isn't already an option). I wouldn't
blame you if you decided to leave it be for a while, though.
If you do manage to defeat the giant ass worm, you can get the strongest
Greatsword in the game from the girl, the Laevateinn. It's Fire-elemental!
--------------------------------------------------------------------------------
5.30. DEEP-SEA TRENCH

MONSTERS:

Armed Cosmos-Earth
Bloodsucker-Dark
Blood Ray-Water
Land Worm-Earth
Sea Bishop-Water
Simurgh-Wind

MONSTER STRATEGIES:

Your first revival spell, Raise, actually does more than that; it also heals
exactly 25%. If you're not hurt too badly, use it over your Recovery magic
to level its proficiency up.

TREASURE:

Item-Magic Source
Body-Diamond Mail

AREA NOTES:

Now treasure should be a crapton easier to find... Anyway, the first chest is
to your left when you enter, and up when you can't go left anymore. It has
another Magic Source. The other chest here is at the south end of the curve by
the north exit, and it contains a Diamond Mail. It's a tad stronger than
buyable armor at this moment.
--------------------------------------------------------------------------------
5.31. VIPER CITY

The area might be a bit confusing, but just head into the first area, and
you'll be treated to a monorail. You can make it stop by pressing A when it
indicates. The first area you can stop at is where you shop, and the other is
where the story will progress. Note that the big blue gates will always take
you to the World Map no matter what sector of Viper you're in.

WEAPON SHOP:

Sword-Psycho Sword
Spear-Brionac
Axe-Battle Axe
Cannon-Flamethrower

MAGIC SHOP:

Magic-Recovery Tome
Magic-Revival Tome
Magic-Endowment Tome

ARMOR SHOP:

Shield-Mythril Shield
Helmet-Mythril Helmet
Body-Gold Mail
Gloves-Gold Gauntlets
Shoes-Plated Boots

ITEM SHOP:

Item-Flame Crystal (fire-casting, Firaga)
Item-Chill Crystal (water-casting, Blizzaga)
Item-Soil Crystal (earth-casting, Quakega)
Item-Cloud Crystal (wind-casting, Thundaga)
Item-Black Crystal (darkness-casing, Cloudga)
Item-Teleporter

SHOPPING TIPS:

Basically, upgrade your Spears if you care.

STORY PROGRESSION:

Head to the third area and there will be a guy in front of the gate, who will
ask for the password. The first option is correct, the other is "Sphinx".
Inside, you'll find some people. The scientist to the right will heal you for
free. To progress further, talk to the man in the center in the blue armor.
He's Dior from old Dharm! He will inform you that the god, Sol, has somehow
been kidnapped. He'll also say that Cronus and Pulsar, another scientist,
have created a second Stethelos to travel to the Otherworld, another dimension
where Sol exists and where the Diluvius comes from. An advance party was put
on the Stethelos MK II to rescue Sol and Nemesis. A certain monster took the
Dimension Warp to allow your Stethelos to go to the Otherworld. That would be
Maitreya, who rules the Floatland. Pulsar has a plan, though, so the the group
needs to go to the S.H.L.T.R.

Dior will give you the "Capsule Hotel" part for the Stethelos, which will be
installed in the same room as the Flush-O-Matic and provides yet another
free Inn. He will also join your party! The S.H.L.T.R will be marked on your
map.

Dior comes with some pretty awesome stuff; a Coral Sword, a Yoshiyuki, and a
Dragon Sword. All his Swords multitarget in a group past the first tech
besides the Dragon Sword, and he also has Recovery and Water Magic. He's got
pretty balanced stats, and will be pretty overpowered and helpful for a
while.

EVENTS:

HUNT: SS NEPTUNE
Once again a password exclusive hunt roams here in Viper City [0z9075]. Plug it
in and a pointy-eared lady in the Rebel Base will ask you to go on a hunt.
At the SS Neptune, the monster you're looking for is in the center room. It's
a giant Lorn Master and defeating it gets you 10,000 Kero.

DIG: DEEP-SEA TRENCH
Well, in the Rebel Base there's a guy who will give you this quest that perhaps
comes from a password. The spot in the Deep-Sea Trench contains three Light
Stones and is located in the little inlet by the north exit. This Dig, however,
is only available on New Game+.
--------------------------------------------------------------------------------
5.32. S.H.L.T.R

There is a chest on the left side of this area which contains a Water Stone.

Pulsar is the guy in the lab coat at the center front. When he sees you're
friends with Cronus, he'll lay out the plan. He'll give you the Jet Packs
for flying to the Floatland. He'll also give you the Communicator for
contacting him when there. You'll need to find the Stethelos's Remote Control
at the Floatland along with the Dimensional Warp, which is all he needs to know
via radio. You'll then be given the option to go to the Floatland now, if you
so choose. You won't be able to leave until you're done there, so make sure
you're ready. Make sure to use the mining system to its fullest, you will get
some amazingly late-game equipment! Just be wary of using it, it costs a LOT to
restore durability. Now that you've met Dr. Pulsar, you may be able to do the
event MEANT TO BE at the Coastal Crossroads back in the Present.

(Note that Dior will not go with you if you feel like time traveling.)
--------------------------------------------------------------------------------
5.33. EXCAVATOR TREASURE LIST (optional)

Present:

TOWN OF DHARM

Item-Cottage

This spot is right near the slide to the left of the Elder's House.

PILGRIM'S PATH

Item-Nuclear Bomb

There's one spot in the top left corner. It's a usable item to damage enemies,
but it's quite powerful.

DHARM OLD ROAD

Magic-Healing Tome

Another mining spot is here in the top right corner. It has a Healing Tome,
but save it for now, it's expensive.

NORTH TOWER

Item-Wind Stone
Item-21k Gold Nugget

There's a spot directly in front of you as you enter. It has a Wind Stone.
Another spot is on the third floor in front of the fourth floor stairs,
containing a 21k Gold Nugget, one valuable little nugget.

IREM HEIGHTS

Shield-Mirror Shield
Axe-Guillotine

Two spots here, one back in the lower right corner, and another to the top left
by the center walls. They have a Mirror Shield and a Guillotine respectively,
two very strong pieces of equipment.

TOWN OF IREM

Item-Dynamite
Item-Teleporter

Two spots exist in the main town area. The one by the Inn has Dynamite (a
battle item), and the one by the Magic Shop (in the water) has a Teleporter.

SOUTH TOWER

Cannon-Missile

Drop down from the top floor to the third and there'll be a mining spot there.
It has some Missile artillery. Selling it could be a great boon.

CHAOS CASTLE

Item-Dark Stone

There's only one spot, it's to the right and up, at a dead end. It has a Dark
Stone.


Past:

IREM PASS

Item-Crimson Crystal
Item-Brave Crystal

There are two spots here, each in their own alcove to the left center of the
map. One has an offensive fire-casting item, the other a buff-casting item.

MOUNTAIN CAVE

Item-Earth Stone

On the second floor dead end there is a spot with an Earth Stone.

COASTAL CROSSROADS

Item-Healing Crystal
Sword-Grudge Sword

Two spots here, one in the top left corner and another in the center spiral.
They contain a Healing Crystal and a powerful longsword respectively.


Future:

IREM DEPTHS

Password-Gift: Item 23
Magic-Earth Tome

The two mining spots here are in the southeast corner and near the west exit.
The former has a password for Gift: Item 23. The latter has an Earth
Tome, which should be useless at this point.

SS NEPTUNE

Password-Gift: Item 28

There's a mining spot in the center back room that has a password. Gift: Item
28 is the one.

NEW TOWN OF DHARM

Password-Gift: Item 24

The spot in the town is located in the rebel base, in the room all the way
to the east (where Freyja might be). Inside is yet another password.

DEEP-SEA TRENCH

Password-Dig: Irem Depths

Only one spot here, in the center corridor to the left. It has a password for
an excavation Event. This Event is given by an old lady in Future Irem.
--------------------------------------------------------------------------------
Once you're all done, just talk to Pulsar when you're ready to go to the
Floatland. You'll blast off without a hitch. Dior will direct the group to
look for a village, and you'll find the next location, Yaddith.
--------------------------------------------------------------------------------
5.34. TOWN OF YADDITH

WEAPON SHOP:

Sword-Flame Sword
Sword-Icebrand
Greatsword-Espada del Fin
Axe-Tomahawk
Bow-Mythril Bow
Cannon-Flamethrower

MAGIC SHOP:

Magic-Fire Tome
Magic-Water Tome
Magic-Earth Tome
Magic-Wind Tome
Magic-Dark Tome
Magic-Recovery Tome

ARMOR SHOP:

Shield-Diamond Shield
Helmet-Beret
Body-Diamond Armor
Gloves-Mythril Gauntlets
Boots-Mythril Boots
Accessory-Brooch (protects from Poison)

ITEM SHOP:

Item-Antidote
Item-Silver Needle
Item-Mallet
Item-Healing Crystal (Recovery-casting)
Item-Teleporter
Item-Grenade (damaging)

SHOPPING TIPS:

The stuff around here isn't bad, but you might be strapped for cash after all
of the future's shops. If so, only get what you really need, like if you
haven't upgraded something in a while. Armor is always nice, though.

STORY PROGRESSION:

The man at the entrance will mark on your map the location of the Empyrean
Ruins. That is your next destination.

EVENTS:

HUNT: THE SKYBORNE WASTES
A man inbewteen two shops in the main area of the town will give you a new
hunt. The Giant Sigurd he wants you to kill is right near the north exit
of The Skyborne Wastes. Return to him and you get two Diamond Gauntlets as a
prize, along with the password for "Winners and Losers".

HUNT: EMPYREAN RUINS
More password hunts! You'd better input it now so you don't have to worry
about it later on [mi6693]. Do that and your new request will be handed out by
a guy near the weapon shop. Your mark is within the large mazy room (level B2).
Once the giant Spear Squid is taken out, you can get a nifty 3 Circlets as
your prize, rounding out the supply for all four mains.

HUNT: CENTRAL RIDGE
Once you beat the other one and have access to the Central Ridge, another man
will have a new hunt for you. There's a Giant Hermit right by the excavation
spot with the Recovery Crystal. The man will give you a Dark Tome for
completing it.

DIG: THE SKYBORNE WASTES
The guy by the magic shop gives this away, and the spot is to the middle west
of the field area. It has three Dark Stones. It's also New Game+ exclusive.
--------------------------------------------------------------------------------
5.35. THE SKYBORNE WASTES

MONSTERS:

Acid Gel-Wind
Caladbolg-Neutral
Hermit-Neutral
Lizard Knight-Wind
Pternodon-Wind
Sigurd-Dark

MONSTER STRATEGIES:

Watch out for Acid Gel; they hit hard and they drain HP. Try to put prority
on them. Caladbolgs can confuse you and merge together to become giant, which
will make them a lot harder to bring down. Giant monsters drop Super Meat,
though, which really accelerates monster growth. Sigurd, like all giant Mechas,
are generally weak to magic. Lizard Knights, as usual, fall to fire.

TREASURE:

None.

EXCAVATION TREASURE:

Item-Teleporter
Password-Hunt: Catacombs

The two spots here are in the center of the map, and to the left in the alcove.
The center spot has a Teleporter, and the other a Password.

AREA NOTES:

Straightforward and small, there's no chests to be found here. Be careful with
the monsters, though, if you're not going all out they will hurt. Badly.
--------------------------------------------------------------------------------
5.36. EMPYREAN RUINS

MONSTERS:

Acid Gel-Wind
Caladbolg-Neutral
Harpy-Wind
Hermit-Neutral
Lizard Knight-Wind
Mustang-Fire
Pod-Neutral
Pteranodon-Wind
Rock-Neutral
Side Winder-Earth
Sigurd-Dark
Spear Squid-Water
Shockenaw-Neutral

MONSTER STRATEGIES:

Harpies are generally weak and not worth worrying about. They're able to put
you to sleep, but are weak to wind (Dior's Coral Sword!). Sidewinders are
weak to Earth, and pose little threat as well. Mustangs are also unremarkable.
The Spear Squids are also weak to wind. You'll remember Rocks from the battle
with Chaos; they're not nearly as resilient with your newfound power. What you
should be most worried about are the Acid Gels from before, honestly. Watch
the tanks, though, they damage immensely; like the Mechas, they have no magic
defense, but unlike them they are strong against fire. And weak to earth!

TREASURE:

Cannon-Bazooka
Cannon-Flamethrower
Item-Light Stone
Item-Water Stone
Item-Water Stone
Cannon-Submachine Gun
Item-Health Source
Magic-Frigid Tome
Key Item-Remote
Item-Earth Stone

EXCAVATION TREASURE:

Item-Teleporter
Magic-Dark Tome
Item-Agility Source
Item-Defense Source

There is one spot in the first room counterclockwise from the entrance. It has
a Teleporter. Opposite it is a Dark Tome. Another spot is later in the dungeon,
within the long winding corridor room, in the small alcove near the lower left,
with an Agility Source (like a Magic Source). Finally, there lies a spot in a
room filled with strong currents, south of where the Water Stone is, containing
a Defense Source.

AREA NOTES:

Certainly a fun little dungeon. You'll notice as you enter the center room is
filled with flowing water; you can walk against it in some cases, like this
room. First, go around to the left room and you'll notice there are two ways in
and one way out. Going in through the bottom left entrance will lead you to the
mining spot mentioned with little enemy opposition; take the upper path for
the Event spot. The middle will take you out.

For further progression in the area the bottom right entrance is the way to go
from the main room. From here you can head north to a chest, but the current is
strong; use the Gears of Time to freeze time and go through easily. Inside is a
Bazooka. From there, head south through the other exit. No way back once you go
down the waterfall.

The next room is an incricate corridor area filled with monsters. A chest is in
the dead center; take a left on the water, then head right and forward, and
it's in the northern part of the alcove. Inside is a Flamethrower. The exit is
at the top left.

There's a chest in the next room too, directly south in the long hallway.
Inside is a Light Stone. At this point you'll start running into a wider
variety of enemies, so keep on your toes. You'll have to fight the current and
head west to progress. To the north of here is the next room to progress
through, but to the south is a room with more strong currents. Like before,
use the Gears of Time to go through. At the second south alcove is a mining
spot, and at the north end is a chest with a Water Stone.

At the north room there are two exits. The center one leads to a room wth a
Giant Hermit guarding a chest with a Water Stone. It's simple to get without
fighting, though; use the Gears of Time or just be smart about your movements.
Head out and across the small room to the next one. Yes, this place is quite
long.

Just to your left when you enter is a chest with a Submachine Gun. Go west at
the next path and follow it to yet another chest holding a Health Source for
your Max HP. Your Esper probably needs it. The next room is south of the
entrance, not a long trip.

We're almost done here. Skip out the next room directly north and hang a
left to a chest with an Frigid Tome. This kind of magic is basically
the same, except it starts with Blizzaga and costs a lot to repair compared to
the normal Water Tome. Just hold onto it for now.

The next room is finally the end of the monsters, in a way. Open the chest for
the "Remote Control", the item you've been after all this time. Once you get it
a new area will be marked on your map, "Forbidden Mountain". The swirly thing
to the right is a one-way portal that leads you to another room, with an Earth
Stone in a chest. Head out through the north and you'll find yourself back in
the main room. That's it for this place! Make sure you heal up and restore
durability before continuing.
--------------------------------------------------------------------------------
5.37. CENTRAL RIDGE

MONSTERS:

Caladbolg-Neutral
Hermit-Neutral
Lizard Knight-Wind
Rock-Neutral
Sigurd-Dark

MONSTER STRATEGIES:

Nothing new here.

EXCAVATION TREASURE:

Item-Teleporter
Item-Recovery Crystal
Password-Gift: Item 27

Three spots here; one directly ahead of the west exit, one in the bottom
center alcove, and one in the top right. They have a Teleporter, a
Recovery-casting item, and a password for Gift: Item 27.

TREASURE:

None.

AREA NOTES:

Like the last one, it's not notable in the slightest. Feel free to skip it over
if you aren't up to battling.
--------------------------------------------------------------------------------
5.38. FORBIDDEN MOUNTAIN

MONSTERS:

Acid Gel-Wind
Caladbolg-Neutral
Ghost-Dark
Harpy-Wind
Merman-Water
Mustang-Fire
Lamia-Earth
Rock-Neutral
Sidewinder-Earth

MONSTER STRATEGIES:

Mermen are weak to wind as per usual. Lamias don't do much but are weak to fire.
Ghosts aren't significant either.

EXCAVATION TREASURE:

Item-Fire Stone

There's a spot in the center right alcove of the second area with a Fire Stone.

TREASURE:

Item-Wind Stone
Item-Flame Crystal
Shield-Ice Shield
Item-Storm Crystal

AREA NOTES:

The first thing you'll notice is the water-like thing on your map; that is a
healing point. It doesn't restore durability, though... Head to the
empty-looking alcove on the right first and press the switch you find to reveal
a chest with a Wind Stone inside. The paths on this screen are small, so you'll
be doing a lot of fighting. The second area has a chest hidden by a switch in 
the top left alcove with a fire-casting item. Also, at the top center there's
an Ice Shield treasure. It's also surrounded by three monsters, so be careful.

The volume of monsters on the third screen looks threatening, and they're still
not any easier to avoid. At the end of the path, past the exit, is a switch
that reveals a chest with a wind-casting item. The next path doesn't seem to
have any monsters, but pressing the switch you see will shove you into a
Chain Battle, like at the Mountain Cave. Avoid it and head to the end of this
part to find a castle; Maitreya's domain...
--------------------------------------------------------------------------------
5.39. SUMMIT SPIRE

MONSTERS:

Acid Gel-Wind
Bone Soldier-Dark
Crowly-Dark
Dullahan-Dark
Merman-Water
Mustang-Fire
Lamia-Earth
Pod-Neutral
Shadow-Dark
Shockenaw-Neutral
Spear Squid-Water
Valkyrie-Dark
Yellow Dragon-Fire

MONSTER STRATEGIES:

Yellow Dragons are not very tough. The skeletons have a variety of status moves
but are otherwise weak. Shadows are weak to Water. All in all, as long as you
are prepared the monsters shouldn't be a problem.

While you're here, feel free to go all out with Dior's stuff without account
for durability. Just trust me on this one.

EXCAVATION TREASURE:

Item-Soil Crystal

Just as you enter, hang a right and you'll find a spot with an earth-casting
item.

TREASURE:

Item-High Potion
Item-Strength Source
Gun-Psycho Gun
Item-Earth Stone
Item-Teleporter
Item-12k Gold Nugget
Body-Battle Exosuit

AREA NOTES:

There's nothing of interest on the left, so just head forward. And get ready;
this place is going to be a whole mess of the same thing over and over.

On the second floor, right by the exit, is a chest with a High Potion. On the
same place on the third floor, there's a Strength Source. Nothing on the fourth
but more monsters, but there is a chest on the fourth-fifth between with a
Psycho Gun, which isn't bad for your Esper as it attacks with Magic Power like
the Psycho Sword. It even multitargets in a group from the getgo!

Nothing on the fifth floor at all. There's a chest right at the start of the
sixth floor with an Earth Stone. The seventh floor is barren of treasure, as is
the eighth. When you enter the eighth-ninth inbetween, a story scene will start.
Dune and his unseen party will step onto the center, and the floor will open,
causing them to fall in. Dior, however, is not on the trap. Dior moves further
up by himself and notices a turtle monster press a switch to open a secret
door. He decides to move forward on his own, and from this point on, your
party is without a fifth. You'll have to climb the eighth floor again.

Back on the eighth-ninth inbetween, the game will cut to Dior, who's found
Maitreya on his own. She apparently knows who he is and why he's come. Dior
demands the Dimensional Warp and Nemesis, but Maitreya has already sent Nemesis
to the Otherworld. They then begin to fight offscreen...

Now that you're in control again, open the chest with a Teleporter inside. The
ninth floor has only one monster, a Giant Acid Gel encounter. A Blizzaga
attached to a combo should be enough to take care of them. Sometimes, however,
they may be paired with other enemies, including a Giant Spear Squid or Giant
Shadow. That makes this place a great area to level monsters. Skip past the
secret door and head to the tenth floor the usual way, there are two nice chests
here. One has a 12k Gold Nugget, and another a Battle Exosuit, armor that raises
Strength. Like the Psycho Armor, it doesn't apply to Cyborgs. Now head back and
press the switch Dior saw.

Make sure you're all set and approach Maitreya at the end of the passage.
Talking to Dior will reveal that he was definitely not strong enough to beat
Maitreya on his own. He begs you to get the Dimensional Warp from her. Dune is
surely mad at Dior's injury, so he gets into rage mode when talking to
Maitreya. Dior also mentions that Sol and Nemesis are not in this dimension
anymore. Polnaref has a serious moment with the female master, apparently
formulating a plan out of brute force. Then the battle commences!
--------------------------------------------------------------------------------
BOSS BATTLE: Maitreya (and Harpies)

Maitreya-Water           6000 HP
STR 43                   AGI 48
MAG 36                   DEF 43

Abilities:               Traits:
Charge                   All Status Immune
Ice                      Fire Vulnerable
Slap                     Water Resistant
Lullaby                  Water Boost
Summon

Your first boss battle in a long time that isn't a big guy accompanied by
goons. Like usual, just launch your most powerful attacks all at the target.
Maitreya can summon Harpies to assit her, but they go down almost too easily.
A waste of a turn, if you will. She's strong against Water but weak to Fire. Be
careful about her Ice magic, it can easily one-shot anybody weak to it or not
invested in Magic.

You'll win 11110+ Kero once she's down, and the Dimensional Warp, expectedly.
You'll also unexpectedly win the Scouter System from her; when applied, it
allows you to sneak up behind an enemy and press A to attempt to remove them
without a fight. It won't work if they've noticed you. Its primary use is to
power up the Stethelos' weapons, though.

Dune rushes back to check on Dior, who seems worse than we thought. Dune
will use the Radio to call Pulsar, and inform him of their success on both
ends; the Dimensional Warp and the Remote. Pulsar wll then proceed to OPEN
THE SHRINE and the Stethelos will fly out, responding to Dune's Remote. Dune
will tell the Stethelos to bring the group to Viper City.
--------------------------------------------------------------------------------
The party regroups at the base in Viper, where a doctor is working on Dior (the
same one that heals you for free). Sireugh is apparently concerned about
Nemesis. Dior then emerges from the working room, healthy as can be. Of course
we can't have death in this game!

He'll rejoin your party, but only for an extremely short period; don't be
concerned about that. The game will then give you a tutorial on using the
Stethelos for navigation; you can travel freely about the World Map using the
Hover Engine. When you're over an area you want to go to, press A to enter it.
Press Y to board and leave the Stethelos when you're over an area. Press X to
go to the cockpit and use things like Warps and the Capsule Hotel. The new
first option when you examine the control panel is to start flying again.

There's also apparently a mining spot in the lab if you missed it before; it's
to the left of the main room and contains a Password, what else? It's Item 25.
--------------------------------------------------------------------------------
You can use the Stethelos to go to some places you couldn't before. An example
is the Irem Pass and Mountain Cave in the present, if you haven't done the
special Event with Freyja. The field area has two chests with a Fire Tome
and a Password for Item 41. The Mountain Cave has one chest in the right room
from the third floor, with Diamond Mail, and another with a Password in the
room before Dogra's, with a password for Item 44.

Before going to the Otherworld you need to talk to Pulsar again. He'll explain
the Scouter System, and then he'll upgrade your Remote. It is now an
equippable weapon capable of summoning the Stethelos to shoot the enemy in
battle. It only has one attack for now, and getting more is tied to quests. Now
you are free to go and warp to the Otherworld, but be warned; THIS IS A POINT
OF NO RETURN, at least for some time. There are some sidequests you can do
now; namely with Pulsar, LET THE HUNT BEGIN and its sister quest THE HUNT
CONTINUES will upgrade your Stethelos a bit more.

The group will install the Scouter System and warp to the Otherworld, cutting a
hole in the time fabric to go through. While this goes on, Dune gets another
visit from the Wanderer. He's still as mysterious as ever. But in the middle
of their talk the Stethelos begins to ring an alarm. It "had an accident". But
you'll get the Future Drive for your Gears of Time! It apparently does the same
thing as the Past Drive, except the character will use the strongest attack on
one of your weapons, and also act immediately after the use is enabled. Also,
you can go into the negative Gears of Time charges now; as thus, it will take
longer to bring back up, but negative charges can have benefits.

The party seems to be all right though the trip was shaky. Dior will inform the
party that in the crash, the Hover Engine and all Warps were damaged. You're
left with the crummy Drive Engine, which won't let you go wherever you want;
only on land. Dior decides to split off from the party on his own mission while
you're left to go find Nemesis.

From here, you can go to either Darius or Hermit Village. Darius has shops, so
head there first.
--------------------------------------------------------------------------------
5.40. TOWN OF DARIUS

WEAPON SHOP:

Sword-Coral Sword
Katana-Ninto
Blade-Psycho Dagger
Gun-'44 Magnum

MAGIC SHOP:

Magic-Fire Tome
Magic-Blaze Tome
Magic-Healing Tome

ARMOR SHOP:

Helmet-Beret
Body-Diamond Mail
Gloves-Mythril Bangle
Boots-Cyber Boots
Accessory-Sunglasses

ITEM SHOP:

Item-High Potion
Item-Elixir
Item-Gold Needle
Item-Cough Drop
Item-Antidote
Item-Remedy Crystal (revival-casting, Esuna)

SHOPPING TIPS:

Above all, get Cyber Boots for everybody; they raise Agility slightly, and for
once, equally for Cyborgs. Your esper will appreciate the Psycho Dagger; like
the gun and the sword, it uses Magic Power for its basic attack. Remember that
the sword is wind-elemental, so you might want to alternate between it and the
Icebrand. Buying the Blaze Tome is unnecessary.

STORY PROGRESSION:

In the two houses are treasure; the right has an Healing Tome, the left an
Elixir. People around here will tell you that Muon and Summon don't work around
here, so you really are stuck in this place. The ship doesn't seem to be
running yet either, so... might as well pop into the other locale around here.

EVENTS:

If you're on New Game+, you can do THE SCIENCE OF DEDUCTION at the bar.

HUNT: KINAYA HIGHWAY
Plug in a password for this new hunt in Darius [es4hju]. You'll be granted
the chance to go fight across the sea by a man near the docks. Once you have
access to the area, you'll find the giant Pirate straight ahead from the left
exit. Defeat it and return for a cool 25,000 Kero.

DIG: KINAYA HIGHWAY
The old man by the warehouses gives you this sidequest, but you can't do it
until you clear the Catacombs. The spot is located in the south, somewhat
trapezoidal area of the Kinaya Highway, and it has three Water Stones.
--------------------------------------------------------------------------------
5.41. HERMIT VILLAGE

MONSTERS:

Werecat-Fire

MONSTER STRATEGIES:

There are mummfied cats wandering around here; if you talk to one, it will
fight you. But it's one on four, and they're really weak, so don't worry about
a thing. They don't go away afterwards anyway...

AREA NOTES:

All the houses in the area are ransacked and destroyed. People around the place
have been turned to stone, except for one in the house closest to the entrance.
Talk to him and he'll tell you about Fenrir, the master who is just having a
ball ruining lives. He also seems to be the one with Nemesis now. Fenrir's
Labyrinth will be marked on your map. Before you head there, go to the leftmost
side of town and examine the tree; you'll get some Silver Vine Powder, which is
essential for getting through.
--------------------------------------------------------------------------------
5.42. CATACOMBS

MONSTERS:

Echidna-Earth
Hardwind-Wind
Mage-Neutral
Mummy Cat-Fire
Pirate-Fire
Salamander-Fire
Security-Neutral
Siren-Wind
Twinhead-Neutral
Wyvern-Wind

MONSTER STRATEGIES:

Put priority on Sirens, because they have instant death attacks. Twinheads are,
like any other tank, a dangerous force, but still weak to earth. Salamanders
are weak to water, but a Blizzara probably won't be enough to take them out in
one shot. The Pirate is strong against water. Though Security don't look like
much, they can still hurt significantly. Kill them with persistence. Hardwind
are weak to fire, but they also can be tough like Salamanders. Same with Mummy
Cats and Earth.

EXCAVATION TREASURE:

Password-Dig: Hasid Pass

One spot exists in the dead center corridor of the area. It has an Excavator
Password.

TREASURE:

Item-Magic Source
Body-Mink Coat
Item-Teleporter

AREA NOTES:

Doesn't look like there's a lot of monsters here, but that's cause the main map
is divided into sectors. To the left, your path is blocked by a cat, but you'll
use the Powder and it will go away. You'll then be treated to a scene with
Fenrir, apparently trying to interrogate his prisoner. You'll also get your
first look at Nemesis, the one with purple hair.

Your destination is the switch at the far end of the left area. Once you hit
it, go all the way around to the south entrance of that room, and head for the
exit directly north of there. Now a chest with a Magic Source will be
available. Go to the right side of the maze.

Taking the far right entrance will let you find a chest with monsters all
around it. Your prize for opening it will be a Mink Coat, which is just plain
amazing on Defense. Go around and take the near exit, looping around to a
ladder and heading north from there. To the right of this room is another
chest with a Teleporter. However, a locked door impedes your progress further,
so go back and take the left exit.

Your destination here is the center; go in and proceed down the hall. You'll
find Fenrir just in the next room, a much shorter dungeon than last time!
Fenrir will mention Ragna, his lord, who is the real guy behind the troubles
of the world, and that Nemesis has a power that could hurt him. Of course,
Fenrir doesn't have a problem explaining all this to you, mostly because he
doesn't seem to like Ragna either. But some guys are bad and some are good!
--------------------------------------------------------------------------------
BOSS BATTLE: Fenrir, two Osiris

Fenrir-Wind              6500 HP
STR 49                   AGI 52
MAG 35                   DEF 47

Abilities:               Traits:
Large Fang               All Status Immune
Enigma                   Earth Vulnerable
Double Kick              Wind Resistant
Wind                     Wind Boost
Break                    Status Infliction

Osiris-Fire              813 HP, LV 8
STR 52                   AGI 58
MAG 44                   DEF 48

Abilities:               Traits:
Claw                     Surprise Attack
Black Fang               Immune Body
Gaze                     Item Finding
Recovery


I implore you go focus on the Osiris first thing; the combined force of the
three fighters will kill you before you can say "labyrinth". Two well placed
level 4 techs should be enough to destroy them. Don't be afraid to use your
Elixirs if you find yourself in a tight spot. The Present Drive is also there
to deal that extra big boom you need to hurt the guy bad. He's strong against
Wind, so don't use that; use Earth.

You'll get 13180 Kero for winning. If the Osiris drop meat, definitely apply
it to your monster, they are very strong enemies for this point in the game.
You'll also get the key to the locked door from before. Head there, it's to
the top right of the area.
--------------------------------------------------------------------------------
Once you open the door, you'll be treated to a switch. It's a Chain Battle
trap, though, so ignore it. Head downstairs, and you'll see Nemesis, who was
expecting Dior. However, she's just as happy to see Dune. Dune asks about
Stethelos Mk II, but Nemesis doesn't know anything about it. Nemesis explains
that she was captured because she's the only one who can draw Excalibur, one
of the Sacred Swords. And these swords are the ultimate weakness of the god of
the Otherworld, Ragna.

Nemesis will then join your party! Dune will contact Dior by radio, and
he'll be happy to hear that Nemesis is all right. Once Dune relays all the
events to him, Dior will buzz out with other things to do.

Nemesis is a human, but despite that she's very balanced. She has the Gaia
Blade, which is unsurprisingly earth-elemental. She also has Dior's sword and
katana, along with a nice Axe. In the magic department, she has pre-sparked
the level 3 Recovery Cura, which targets all party members. This is something
you want to get for your own Esper really soon, too, so work on that. She has
basic Fire and Wind magic, and also all techs for Endowment magic. They
are "Bravery", "Faith", "Haste", and "Protect". To top it all off, she has a
Circlet on to prevent petrify. I'd use a Teleporter to get out of here once
you're done gawking.
--------------------------------------------------------------------------------
Go back to Hermit Village to find it's devoid of monsters now. Talk to the man
from before, and Dune will ask him about Excalibur. The man directs him to
take a ship from Darius to get to Kinaya in order to meet Barzai, his teacher.
He'll also mark "Mt. Hasid" on your map, where apparently there is something
important.

Don't leave yet, though; in the house that was blocked by a petrified person,
there is a chest with a Dark Stone. You could talk to him too, but it's just
a taste of what's to come at this point.

THE WORST POSSIBLE TIME is available here now.

HUNT: CATACOMBS
A man in the northern graveyard of Hermit Village will give you something
else to do in the Catacombs. The Giant Mummy Cat is in the room directly
south of the switch on the west wing. The man will give you one Black Tome
for your trouble, which has advanced Dark spells.

DIG: CATACOMBS
A woman south of the house with the Dark Stone corresponds to the password
you found back on the Floatland. The spot to mine is in the same room the Mink
Coat was in. It has three Fire Stones.

Once you're done, at Darius you are able to take the ship now; go ahead and do
that. It'll take you to Kinaya.
--------------------------------------------------------------------------------
5.43. TOWN OF KINAYA

There are actually several sets of shops here.

WEAPON SHOP 1:

Spear-Brionac
Spear-Orichalcum Spear
Jutsu-Triple Lunge
Jutsu-Flying Knee

WEAPON SHOP 2:

Greatsword-Arondight
Axe-Tomahawk
Gun-'44 Magnum
Cannon-Bazooka

WEAPON SHOP 3:

Sword-Coral Sword
Katana-Ninto
Greatsword-Espada del Fin
Blade-Psycho Dagger
Bow-Mythril Bow

MALL WEAPON SHOP:

Sword-Flame Sword
Sword-Icebrand
Greatsword-Espada del Fin
Cannon-Flamethrower

ARMOR SHOP 1:

Shield-Mythril Shield
Shield-Diamond Shield
Shield-Fire Shield
Shield-Ice Shield

ARMOR SHOP 2:

Accessory-Pendant
Accessory-Brooch
Accessory-Sunglasses
Accessory-Earring
Accessory-Fireproof Mantle (resists Fire)
Accessory-Coldproof Mantle (resists Water)

ARMOR SHOP 3:

Helmet-Cyber Helm
Armor-Cyber Suit
Gloves-Diamond Gauntlets
Boots-Cyber Boots

MALL ARMOR SHOP:

Helmet-Beret
Body-Psycho Armor
Gloves-Mythril Bangle
Boots-Diamond Geta

MAGIC SHOP 1:

Magic-Fire Tome
Magic-Blaze Tome
Magic-Water Tome
Magic-Frigid Tome
Magic-Dark Tome

MAGIC SHOP 2:

Magic-Recovery Tome
Magic-Healing Tome
Magic-Revival Tome
Magic-Endowment Tome

MAGIC SHOP 3:

Magic-Earth Tome
Magic-Gaia Tome
Magic-Wind Tome
Magic-Storm Tome

MALL MAGIC SHOP:

Magic-Fire Tome
Magic-Water Tome
Magic-Earth Tome
Magic-Wind Tome
Magic-Recovery Tome

ITEM SHOP 1:

Item-Flame Crystal (fire-casting, Firaga)
Item-Chill Crystal (water-casting, Blizzaga)
Item-Soil Crystal (earth-casting, Quakga)
Item-Cloud Crystal (wind-casting, Thundaga)
Item-Black Crystal (darkness-casting, Clouga)
Item-Remedy Crystal (revival-casting, Esuna)

ITEM SHOP 2:

Item-Molotov
Item-Gas Grenade
Item-Grenade
Item-Stun Grenade

ITEM SHOP 3:

Item-Cross
Item-Gold Needle
Item-Cough Drop
Item-Coffee
Item-Silver Needle
Item-Mallet

MALL ITEM SHOP:

Item-Salve
Item-Potion
Item-High Potion
Item-Elixir
Item-Cottage
Item-Teleporter

SHOPPING TIPS:

That is a lot of stuff. First off, yes, ALL of the Cyber gear will raise
agility slightly. Cyber Suits don't raise agility as much as Psycho Armor,
which you can buy here too, but they have more defense. It's your call on the
armor, but the Cyber Helms are an absolute must.

You can get elemental-resistance accessories here for the first time. If any of
your characters has a weakness, this would be a good way for it to go away. As
for status resistance, you'll probably want Earrings for resisting Paralysis.

Now, the weapons. Quite a bit of good stuff here. Note that as you get better
Jutsus, they reduce in durability. Keep your old ones equipped. Still, 70
is a lot of charges. Get the Arondight, and probably the Coral Sword if you
didn't before. If you feel up to it, get the Orichalcum Spear too, it's decent
enough if you've been investing in Strength.

Regarding Magic, I would still be wary about buying new stuff. Be patient.

STORY PROGRESSION:

The other ship here won't run, so once you're done shopping head out to the
field. It's time for a nice exploration run! By the way, the Stethelos will be
with you when you leave Kinaya, thanks to the generosity of the ship owner.

EVENTS:

DIG: HASID PASS
An old man in the corner gives you this Event that you got from the password
in the Catacombs. The spot located on the southern end of the road gives you
three Wind Stones.

HUNT: HASID PASS
A guy by the mall will give you this quest. The target is a Giant Echidna, who
is located just at the east entrance. Beat it and return for a twofold prize;
three Light Stones and the password for "The Last One's Spell".
--------------------------------------------------------------------------------
5.44. KINAYA HIGHWAY

MONSTERS:

Hammerhead-Water
Octopus-Water
Pirate-Fire
Salamander-Fire
Skull Rex-Dark

MONSTER STRATEGIES:

Enemies aren't worth worrying about here, just make sure you take care of the
dinosaurs rapid-like with Fire or a nice Physical strike.

EXCAVATION TREASURE:

Cannon-Missile

A sole spot is directly ahead and a little to the left of the west exit. Go
around the cliff to the lower level to find the spot, and within is another
Missile.

TREASURE:

Item-15k Gold Nugget
Password-Gift: Item 42

AREA NOTES:

A field area with normal treasure on it?! Anyway, they're both to the right of
the minimap, one at each corner. The top right chest has a 15k Gold Nugget and
the bottom right chest has a Password, Item 42. Remember that you can collect
these items at any time with the Stethelos following you around.
--------------------------------------------------------------------------------
5.45. HASID PASS

MONSTERS:

Hammerhead-Water
Mage-Neutral
Pirate-Fire
Salamander-Fire

MONSTER STRATEGIES:

Nothing notable here.

EXCAVATION TREASURE:

None unless you take the Excavation Event.

TREASURE:

Item-Earth Stone

AREA NOTES:

The one chest is in an alcove at the top center. There's an Earth Stone inside.
Now, there's an exit to the left of here that leads to the next dungeon, but
you won't be able to do anything there without going to the mountain first. You
could explore the field area before it, but I'll put it after the mountain for
simplicity's sake.
--------------------------------------------------------------------------------
5.46. MT. HASID

MONSTERS:

Echidna-Earth
Green Snake-Dark
Hardwind-Wind
Lizard Prince-Wind
Lorn Master-Water
Mummy Cat-Fire
Qing Wa Shen-Water
Security-Neutral
Twinhead-Neutral

MONSTER STRATEGIES:

More dreaded Security monsters, awesome. You'll be appreciating the Paralysis
Protection I recommended earlier here. Enemies will be respawning a lot earlier
than they used to, so don't be surprised if you're fighting your way to and
away from a chest or something. They're also getting quite fast; fish and
birds match your speed now.

The big thing to make battles a whole lot easier is to take advantage of all of
the Agility-boosting equipment and use skills and weapons that take advantage
of agility; Jutsus, Bows, Blades and things like that.

There aren't too many new monsters around the first areas of this place;
Echidnas are a simple matter and aren't too powerful. The third area has
Qing Wa Shens, which are somewhat frail. Green Snakes, the giant Mechas,
should be dealt with via magic as usual. Lorn Masters are strong against Wind.

EXCAVATION TREASURE:

Sword-Psycho Sword
Greatsword-Ogre Killer
Body-Cyber Suit
Item-12k Gold Nugget
Item-Revival Crystal

In the first area, at the extreme right is a spot with a Psycho Sword (a bit
late?).

The second area has three spots; two in the dead end right section and one in
the left. The two right spots are each at the end of paths that aren't chests,
and contain an Ogre Killer and a Cyber Suit. The left spot is in an alcove
halfway through and has another 12k Gold Nugget.

The fourth area has a spot at the top left, on the path that isn't the dead
end. It has a revival-casting item.

TREASURE:

Item-Light Stone
Password-Gift: Item 45
Accessory-Fireproof Mantle
Body-Cyber Suit
Item-Teleporter

AREA NOTES:

Your next dungeon is where the man told you to go; though Excalibur isn't here,
a crew member of the Stethelos is. You'll be fighting the current in the first
area, but it's possible to get through on your own. From there, head to the
right; though it's a dead end, the left path has an alcove in the middle with a
chest, which has a Light Stone. Then head out and go on the left path from the
entrance instead, and fight through to the third area.

A chest here is in the eastern path, and it contains a password. The lower left
will bring you towards the next area, but there are two exits; the closer one
is a dead end with a few chests. At the north end is a Fireproof Mantle; at the
south is yet another Cyber Suit. Leave and go to the far exit.

On this path there's an alcove to the right with a Teleporter. From there,
follow the path north to the next locale. This is the final part of the
dungeon; just a few more monsters on the way to the boss. When you reach it,
you'll realize that somebody already beat you to getting here. The man will be
talking to the god, Belial, asking him why they want to rule the world. Belial,
addressing the old guy as Barzai, only says that under the guidance of Ragna,
things just have to go the way he says. As Barzai is about to be attacked, Dune
and his party step in and begin the fight!
--------------------------------------------------------------------------------
BOSS BATTLE: Belial

Belial-Neutral           8000 HP
STR 47                   AGI 53
MAG 45                   DEF 50

Abilities:               Traits:
Poison Rain              All Status Immune
Ominous Laughter         Weapon Resistant
Entangle                 Status Infliction
Fire
Charge
Odor


You might as well go all out with this guy, there's no minions or anything. If
he hurts you badly (which he ought to) use Nemesis's magic to heal all party
members. He's able to stun party members, but that's not a big deal. He doesn't
seem to be weak to or strong against any element. He's capable of instant
death, so be careful. He has an attack that targets all party members, and
poisons them at the same time, which is brutal.

You'll win 12,000 Kero from him. Dune then tells Barzai about the Stethelos,
which he used to be a crewmember of. Dune will ask about the Excalibur, but
Barzai doesn't know about it... he will direct the party to another crewmember,
Charles, who lives near here. Barzai then motions towards the chest behind
Belial while Crystal Cape gets marked on your map. Opening the chest reveals
the Sword of Solomon, one of the Sacred Swords! It's a Greatsword, so hand it
to your Cyborg if you got one. Just don't use it willy nilly, it's one of the
strongest weapons in the game, so it's also one of the most expensive.
--------------------------------------------------------------------------------
Barzai will be in the shopping area of your Stethelos as the Item Salesman. If
you don't recall, it's the right door from the entrance area, or the first
option on the teleporter. He sells things like Elixirs, Teleporters, High
Potions, and magical items. Not quite that important, but he's there. There's
a field area between the Hasid Pass and the Crystal Cape, so go there
if you want.
--------------------------------------------------------------------------------
5.47. CRYSTAL CAPE

Charles is overlooking the ocean, and the accompanying giant hole, at the far
end. Dune tells him he was recommended by Barzai. Charles says there are four
Sacred Swords; the Solomon, Masamune, Kusanagi, and Excalibur. Of course, Dune
gets excited about the last one. Charles doesn't want to join the Stethelos
until you do something for him; stop Pagos at his labyrinth south of the area,
with Barzai's help. It will be marked on your map. Make sure you've healed up
before going in.
--------------------------------------------------------------------------------
5.48. CAPE OLD ROAD

MONSTERS:

Blue Dragon-Fire
Qing Wa Shen-Water
Joumon Sugi-Earth
Lizard Prince-Wind
Oxo Gel-Wind
Wyvern-Wind

MONSTER STRATEGIES:

Whaddya know, more gel. Once again, prioritize beating them up. Most
enemies here are weak to fire; the trees, the dragons, the frogs, and so forth.
Oxo Gel can become giant, and can be abused: I got a level 10 Flybot here once.

EXCAVATION TREASURE:

Item-High Potion
Password-Gift: Item 26

Two spots here; one ahead of the west exit, one in the top right area. They
have a High Potion and a password, respectively.

TREASURE:

Item-Water Stone

AREA NOTES:

The only chest here is in the bottom of the path curving towards the west exit.
It has a Water Stone.
--------------------------------------------------------------------------------
5.49. LAKESIDE RUINS

The minute you enter you'll see a big two-mouthed dragon blocking the way,
curtosy of Ragna. Yes, we already have a boss battle.
--------------------------------------------------------------------------------
BOSS BATTLE: Pagos

Pagos-Neutral            9750 HP
STR 56                   AGI 50
MAG 54                   DEF 53

Abilities:               Traits:
Claw                     All Status Immune
Tongue                   Holy Vulnerable
Earth                    Weapon Boost
Strengthen               Regeneration
Ancient                  Healing Boost


He's a lot stronger than Belial damage-wise, and even more annoying. The dragon
can still stun you up, and use Quakeja (level 4 spell). If anybody's weak to
it, they're dead. He even carries a multitarget version, which is not nice at
all. You should probably have Nemesis heal prematurely if she goes after Pagos.
All in all, this dragon will surely have you on your toes. The worst part is
that he has Regeneration, meaning he recovers HP each round (about 1400), and
if you're not keeping up he'll take a REALLY long time to defeat. Probably the
hardest boss period. If you keep having trouble, use those incredibly powerful
weapons you dug up before (Guillotine and Grudge Sword), and perhaps even the
Sword of Solomon, and see if you can't spark techs for them in the meantime.

You'll get a nice 12600 Kero for winning. However, he doesn't explode and get
out of your way afterwards like most bosses; apparently he's sealed in place by
Ragna. Barzai shows up at Dune's request and undoes the seal, much to Pagos's
pleasure. Before he's gone, however, he instructs you to stop the water flow.
--------------------------------------------------------------------------------
MONSTERS:

Boulder-Neutral
Gryphon-Wind
Insect-Wind
Iria-Wind
Joumon Sugi-Earth
Lizard Prince-Wind
Lorn Master-Water
Oannes-Water
Oxo Gel-Wind
Qing Wa Shen-Water
Wyvern-Wind

MONSTER STRATEGIES:

Just gotta say, I find Insects extremely cool looking. ANYWAY, Iria are weak to
wind like their flying cousins, similarly to Oannes. Gryphons are weak to
Water. Most monsters here aren't worth worrying about.

EXCAVATION TREASURE:

Magic-Storm Tome
Item-Frost Crystal
Item-Antidote
Item-15k Gold Nugget

First, a spot exists right in the first underground portion, at the bottom
right corner. It contains a Storm Tome, very nice. There's a spot in the top
center of the main area, after you've gone underground. It has an water-casting
item. A spot is present in the east area from the main, found near the bottom
center in the water, and hiding in it is an Antidote. One lies in the area
southwest of the main (with the third switch) near the top center, and has a
15k Gold Nugget.

TREASURE:

Item-Fire Stone
Item-Light Stone
Body-Sage's Surplice
Jutsu-Flying Knee
Bow-Yoichi's Bow
Item-Teleporter

AREA NOTES:

First off, there's a chest with a Fire Stone just above the stairs to the next
area. Grab it and head down. There will be a switch in this room, and you
should press it to solve the big puzzle of this area.

Once you surface, you'll be in the main area, where there are three chests; One
in the right center hallway, one in the top left portion, and one in the center
left. Within each is a Light Stone, a Sage's Surplice (even stronger than
the Mink Coat!), and a strong Jutsu you could have bought in Kinaya.

There are four switches including the one you pressed before, and they have to
be pressed in order, indicated by the number of orbs on the tablet by them. If
a switch has brown orbs, do not press it, it's a trap. Ths second switch is in
the northeast corridor, reachable by both the top right and the center right
exits.

The third is in the bottom left exit, in the east section of the place. Also in
this place are two chests, one at the top right and top left. The top right
chest contains a nice Bow, while the other has a Teleporter. At the other side
of this corridor is an outside room with the fourth switch; once you've pressed
them all correctly the water flow in the area will cease, casuing the river
blocking your path on the world map to dissapear. That's it for here.
--------------------------------------------------------------------------------
You'll have to head back to Charles's place, but make sure you're fully rested
up before doing anything. Remember that the Stethelos has all these features,
with the fat monster in the bottom area and the Capsule Hotel. Once you inform
Charles of your success, he'll suggest to go to Stratus for the sage that lives
there, who knows more about Sacred Swords. He'll then submit and go live on the
Stethelos. Stethelos Airbase will be marked on your map, as will the desert
between here and there. However, you'll be forced to fly the Stethelos there;
go ahead and land. What's the worst that could possibly happen?!
--------------------------------------------------------------------------------
5.50. RAGING DESERT

Unfortunately, the Stethelos gets caught in a sandstorm on the way through the
desert, and begins being destroyed. The party evacuates just in time, but the
Stethelos is done for. Everybody seems all right... until the ground begins
shaking. Barzai will tell the party that it's the Desert Master Jormungandr!
--------------------------------------------------------------------------------
BOSS BATTLE: Jormungandr

Jormungandr-Neutral      12000 HP
STR 63                   AGI 54
MAG 55                   DEF 57

Abilities:               Traits:
Tackle                   All Status Immune
Large Fang               Holy Vulnerable
Black Sand               Magic Resistant
Dissolve                 Weapon Resistant
Strengthen

Like most other battles with single targets, just go all out with your attacks
and keep Nemesis's healing in mind. Jormungandr is capable of Instant Death,
and he does hit pretty hard, too. Thankfully he can't really kill your entire
party at once like SOME bosses. He can use some HP-draining attacks, but you
should be able to keep up, unlike SOME bosses that REGENERATE HP. If you're
suffering, your character with the highest agility might be able to pull out a
High Potion before Jormungandr's next attack. The second level Recovery spell
also has "priority", so that can be good. Despite being a desert worm, he's
not weak to water, or really, anything but Sacred Swords. He has a lot of
resilience, so don't get discouraged if the battle drags on. He will go down
eventually.

The worm will drop 13800 Kero.
--------------------------------------------------------------------------------
Killing the monster did not bring back the Stethelos, so unfortunately you're
stuck without such novelties as the Radar Array and Timestop Device. The party
will have held on to some parts, but you'll need to explore the desert to find
a few. Thankfully, the game puts a convinient healing spot and the repairman
from the Stethelos right in front of you.

MONSTERS:

Answerer-Neutral
Hyper Brain-Dark
Mephisto-Dark
Pterodactyl-Wind
Roto Rex-Dark
Specter-Dark

MONSTER STRATEGIES:

Like all skele-dinos, Roto Rexes pack a major punch with their attacks. Deal
with them accordingly, like most dinos, with a Fire attack. Hyper Brains know
powerful Darkness magic, and Answerers are capable of confusion like their
swordy cousins. Mephistos and Hyper Brains can drain HP, but are otherwise
frail. Just watch out for Psycho Blast and its corresponding level 2 version.

TREASURE:

Key Item-Drive Engine
Key Item-Excavator
Key Item-Future Warp
Key Item-Past Warp

AREA NOTES:

The first part is right behind you, the Drive Engine. The map layout might be a
bit confusing, but basically you're in the bottom left corner of the desert,
and it's divided into four square sectors, one for each part. Head to the
right, and you'll eventually start running into enemies. Pretty strange ones
for a desert, too. They're quite spread out in this place, so don't worry about
running into chains or anything, for the most part.

The bottom right corner's part is in the center bottom portion of the area.
It's the Excavator. North of there, in the topmost portion, near the
south end of the biggest rock is the Future Warp. Finally, to the left is the
top left corner and its part, the Past Warp, in the top left corner. Once you
get them all, you are allowed to leave the area; it would have been forbidden
otherwise.

To leave, just go anywhere beyond the four corners. Stethelos Airbase is to the
north.

EXCAVATION TREASURE:

Item-Teleporter
Item-Cottage
Item-Scorching Crystal

Once you get the Stethelos back, you'll find some spots here. In the lower
left quadrant, there are two, both around the rock on the right center area.
One has a Teleporter, the other a Cottage. To the right, dead center is a
spot with a Scorching Crystal.
--------------------------------------------------------------------------------
5.51. STETHELOS AIRBASE

There's only one house here, so head over there. Once you enter, you'll find a
guy in a lab coat; ignore him and go to the left, where there are two chests.
Inside are a new Hover Engine!... and a Cottage. Now talk to the guy, who
reveals himself as Quasar. Nemesis knows him. She'll tell him about how Dune
saved her from Fenrir. Quasar will mention a man called Jupiter, who the group
hasn't seen yet... Nobody knows where he's gone. Quasar knows about Dune from
Cronus, and asks where the original Stethelos is. Dune says it was destroyed,
but they got the parts. Quasar takes them and heads out.

Nemesis asks Dune about Dior, and Dune agrees to give him a call on the Radio.
Apparently the signal is incredibly weak, and he hangs up quickly, before he
can explain anything. Quasar returns, saying he put the parts on the Stethelos
Mk II, which promptly explodes out of the wall just outside! Hooray!

EVENTS:

HUNT: RAGING DESERT
This is given by the girl just as you enter. Head on back to the desert's
northeast quadrant to find the Giant Black Dragon, quite an advanced enemy.
Beat it, and when you get back you get 25,000 Kero.

HUNT: CAPE OLD ROAD
The lady by the desk in the Rebel Base will hand over a Hard Mode exclusive
hunt. Head back to the Cape Old Road and your advanced mark will be midway
through the path on the west. It's your old friend Dogra! Like Belial he has
no weaknesses to exploit, so just hammer him with your strongest stuff. He's
really not that hard, being the first boss you fight, so no trouble. When you're
done, go back and claim your prize of the Phaser Cannon, the strongest Cannon of
them all. It's only got 40 uses, though... how sad.
--------------------------------------------------------------------------------
There are two crew members of the Stethelos left to find. Dune suggests the
party head to Stratus like they were told by Charles, to see if they can do
something about the Excalibur. Stratus is marked on the map. Charles being with
you may also unlock BACK TO THE HUNT.

Charles is now in your crewroom, selling magic. He has Healing and Endowment
Tomes, along with Revival. Not quite that significant for now. Note that now
that you have the Hover Engine, you can go almost anywhere in the Otherworld...
except one snowy area blocked by a barrier. You can also warp back to the
Past, Present, and Future of the original dimension if you want to, there's no
penalty. Nemesis will not go with you outside the future (or any fifth party
member). There are several cave areas scattered around the Otherworld that you
can explore, but you ought to upgrade your equipment first. Go to Stratus in
the top right of the map.
--------------------------------------------------------------------------------
5.52. TOWN OF STRATUS

Barzai will come with you to find Zkauba here, because they're buddies.

WEAPON SHOP:

Sword-Gaia Blade
Katana-Yoshiyuki
Greatsword-Dragon Sword
Blade-Lightsaber
Axe-Broad Axe
Gun-Psycho Gun

ARMOR SHOP:

Shield-Dimensional Shield
Helmet-Dimensional Helmet
Body-Battle Exosuit
Gloves-Gauntlets
Boots-Dragon Boots
Accessory-Earring

MAGIC SHOP:

Magic-Blaze Tome
Magic-Frigid Tome
Magic-Gaia Tome
Magic-Storm Tome
Magic-Black Tome
Magic-Healing Tome

ITEM SHOP:

Item-Scorching Crystal (fire-casting, Fire Storm)
Item-Frost Crystal (water-casting, Icicles)
Item-Sand Crystal (earth-casting, Earthquake)
Item-Storm Crystal (wind-casting, Thunderbolts)
Item-Jet Black Crystal (darkness-casting, Abyss Mist)

SHOPPING TIPS:

HOLD OFF. Better shops will be available VERY SHORTLY.

STORY PROGRESSION:

A red werewolf by the mall shop will mark Zacahrion on your map, though you
could have gone there regardless because we can FLYYYYY! In the house to the
right is another crewmember, Zkauba. Dune will fill him in on the situation.
He'll also ask about Excalibur, but he'll say Masamune (the person) was more in
touch with weapons than he. After more chat, he'll leave for the Stethelos.

In the castle are a few things; first off, a chest to the left contains a Wind
Stone. Opposite it is a chest with a Water Stone. Then have a chat with the
king. They tell him of Ragna's threat, and it seems Dune gets respect for
comandeering the Stethelos. The king won't give them a pass through the
underworld without them getting the Excalibur, first.

EVENTS:

TO IREM, WITH LOVE is a password event that occurs here with the king.

HUNT: ISLAND CAVE
The same werewolf in front of the mall will give this quest to you if you're
on Hard Mode. The giant monster is in the bottom right corner of the minimap,
and it's Fenrir. Since it is Fenrir, you'll want to use Earth-elemental attacks
and the Pandemonium if you have it. Avoid Wind-elemental attacks and the Gungnir
for the same reason. It's pretty easy! Your fitting reward for this will be
the Cat Claw, the strongest Jutsu there is.

HUNT: OCEAN CAVE
Thought you were done? No, the naga by the Inn has another Hard Mode hunt for
you. This one takes place in the Ocean Cave. The big monster you're after is at
the far north section of the area. It is merely a giant Tyrannosaurus, though.
Kill it with really strong stuff. Head back for another 40,000 Kero reward.
--------------------------------------------------------------------------------
5.53. TOWN OF ZACHARION

ITEM SHOP:

Item-Salve
Item-High Potion
Item-Elixir
Item-Cottage
Item-Teleporter

STORY PROGRESSION:

At the top of the area is, well, the Excalibur. However, it seems to be stuck
in the ground like in legend. The game won't let you pull it out; only Nemesis
can. But before you can pull it out, you have to go into the rightmost house,
where Masamune lives. He REALLY likes Nemesis. He'll lead the party to the
Excalibur and order Nemesis to pull it out. She nervously does so. And it is
quite magical. Masamune, being a crewmember, will then join the party on the
Stethelos, finishing your additions once and for all. You'll get the Excalibur,
the second Sacred Sword in the game, to use; it's a normal sword despite how
bulky it looks, so give it to a human. Also, in Masamune's house are two chests
with a Light Stone and Elixir.

In the other house is a surprise cameo; the boy and his family from the second
SaGa game! They won't do much for the moment, though, except allude to certain
treasures needed to make a Sacred Sword.

EVENTS:

THE CAVING TOUR is available here, as long as you've been progressing along
enough.

DIG: ISLAND CAVE
The naga on the left side of town will give this to you straight. The spot
is at the top right corner of the area, past the Kijinto chest, and it has
three Earth Stones.

HUNT: CHANNEL CAVE
Another Hard Mode exclusive is given out by the naga slithering around the
bottom right corner of town. The big monster is right by the chest on the
eastern side of the cave with a High Potion. It's a giant Osiris. A bit of
a change from the super bosses, but oh well! Doesn't mean it's any less
intimidating. It should go down quickly, though, and your reward won't be
anything game-breaking, just a sum of 40,000 Kero.
--------------------------------------------------------------------------------
Let's explore the Stethelos crewmembers a bit. Masamune, when you talk to him,
will request that you try and find the Blade of Courage, Jewel of Kindness, and
Mirror of Wisdom so that he can forge a Sacred Sword. He also sells some
expensive stuff.

MASAMUNE'S SHOP:

Sword-Glass Sword
Greatsword-Dimensional Sword
Spear-Holy Lance
Jutsu-Triangle Kick
Bow-Shigetou's Bow
Cannon-Vulcan Cannon

Zkauba will ask you to find the Sacred Oil and Superalloy so he can forge some
great stuff, too. But for now, he sells these things.

ZKAUBA'S SHOP:

Shield-Dragon Shield
Helmet-Dragon Helm
Body-Dragon Mail
Gloves-Mirror Glove
Boots-Mirror Boots
Accessory-Onyx Ring

Get what you can, and if you're short, sell some stuff. The Magic-casting items
sell for a lot. The two of them onboard may also unlock THE NASTIES if you've
completed the other hunting quest, and THE LIMITS OF PRIDE.

Now, the coup de grace; now that you have all four, you can use the apparatus
in the center, the Fusion Reactor. It can mix and match all the Stones you've
been collecting to make items. Here's the list:

Fire and Fire->Body-Sage's Surplice
Fire and Water->Gloves-Genji Gloves
Fire and Earth->Fullbody-Powered Exosuit
Fire and Wind->Item-Gaia Crystal (earth-casting, Misericordia)
Fire and Dark->Item-Gale Crystal (wind-casting, Thunder Force)
Fire and Light->Item-Void Crystal (darkness-casting, Dark Field)

Water and Fire->Magic-Eternal Tome
Water and Water->Item-Ice Crystal (water-casting, Diamond Dust)
Water and Earth->Item-Crimson Crystal (fire-casting, Crimson Flare)
Water and Wind->Blade-Princess Sword
Water and Dark->Spear-Longinus
Water and Light->Helmet-Genji Helmet

Earth and Fire->Greatsword-Haja Sword
Earth and Water->Sword-Sunblade
Earth and Earth->Magic-Ancient Tome
Earth and Wind->Shield-Genji Shield
Earth and Dark->Body-Genji Armor
Earth and Light->Item-Elixir

Wind and Fire->Item-Nuclear Bomb
Wind and Water->Item-Recovery Crystal (recovery-casting, Cura)
Wind and Earth->Item-Revival Crystal (revival-casting, Raise)
Wind and Wind->Magic-Empowerment Tome
Wind and Dark->Magic-Revival Tome
Wind and Light->Katana-Kijinto

Dark and Fire->Bow-Yoichi's Bow
Dark and Water->Axe-Guillotine
Dark and Earth->Jutsu-Mountain Storm
Dark and Wind->Accessory-Skull Ring (protects against Instant Death)
Dark and Dark->Accessory-Ribbon (protects against EVERYTHING)
Dark and Light->Item-Brave Crystal (endowment-casting, Bravery)

Light and Fire->Item-Protect Crystal (endowment-casting, Protect)
Light and Water->Item-Haste Crystal (endowment-casting, Haste)
Light and Earth->Item-Faith Crystal (endowment-casting, Faith)
Light and Wind->Gun-Blackbird
Light and Dark->Cannon-Missile
Light and Light->Accessory-Magic Jewels (protects against everything)

As you can see, it's really quite extensive. Some of this stuff is trash (magic
casting items), but a lot of it is end-game equipment. I think by this point
you can go nuts with your new stuff, as this is when you're intended to get
it. And it's all for free (except for repair costs, but WHATEVER)! Get what
you think you need for your characters.

Ancient Magic Tomes all start with Flare, which attacks all enemies. Their
other techs don't matter, they're just elemental versions of the same attack,
so don't worry about getting one version or the other. Though I'd go for the
one that doesn't use your extremely limited supply of Fire Stones...

Fullbody Armor, if put on, negates your helmet, gloves, and boots. For now,
I'd mostly get Armor rather than weapons. The defense boost of Genji Armor far
outweighs the agility boost of even Psycho Armor, and if you haven't been
investing in agility you won't be outspeeding much by the end of the game
anyway, so it doesn't matter anymore.
--------------------------------------------------------------------------------
You still shouldn't explore the caverns, not before giving Nemesis a well
deserved break. To do that, first go to Stratus and show the King the
Excalibur. In return, he'll give Dune a pass, and tell him to use it at Porto
to go through the Underworld, in order to reach the area blocked by the
Stethelos barrier, Gote. Porto is then marked on your map. Go there.
--------------------------------------------------------------------------------
5.54. TOWN OF PORTO

ITEM SHOP:

Item-High Potion
Item-Gold Needle
Item-Coffee
Item-Mallet

STORY PROGRESSION:

When you enter the town, before long you'll find Dior! Nemesis will be super
happy to see him. Apparently he's been looking into Gote. Dior will tell
Nemesis to head back to the safety of the Stethelos, as he'll be rejoining the
party! Nemesis doesn't want to, but SHE MUST.

Dior's trained a large amount and upgraded his eqipment since he last saw him.
He has the Gaia Blade and a Kijinto katana, along with a powerful Dimensional
Sword and new Jutsu. He comes with Healing, Water, and Earth magic as well. He
also rocks some Sunglasses.

Now is the perfect time to go exploring. The straight path south goes to the
Underworld, but do you really think you're ready? Here are a few locations you
can go to beforehand. If you're not interested, skip ahead three sections.

EVENTS:

HUNT: SOUTH STAIRCASE
A naga by the center-north house of the area will give this to you, only on
Hard Mode. The super-powered Tyr is conviniently located right by the stairs.
Use your Sword of Solomon and Excalibur on him as much as possible. He's got
INSANELY powerful attacks, they could probably one-shot ANY of your characters!
There's really nothing to do but keep on reviving everybody with one character
and just pound on Tyr with the rest. If you do manage to beat him, you get a
high five from me and the almighty Deathbringer, a normal sword that's Dark-
elemental. You also get the password for "To Irem, With Love".

HUNT: UNDERGROUND PASSAGE
The red wolf by the port of Porto is the giver of this other Hard Mode quest.
At the south end of the Highway you'll find super Volvox. Like any other boss
at this point, you should hit 'em with a bunch of Sacred Swords. He's not
nearly as resilient or tough as Tyr, so you should be able to down the skull
cloud thingy with little trouble. He also doesn't have as many strong attacks;
Toxic Rain is really the only big offender... once you fell the beast, return
to Porto to get your prize, another Lost Armor.
--------------------------------------------------------------------------------
5.55. ISLAND CAVE

The cave is located southeast of Kinaya.

MONSTERS:

Boulder-Neutral
Gryphon-Wind
Joumon Sugi-Earth
Oannes-Water

MONSTER STRATEGIES:

Boulders are weak to water, and that's all you'll find new here.

EXCAVATION TREASURE:

None.

TREASURE:

Katana-Kijinto
Item-Fire Stone
Item-Dark Stone

AREA NOTES:

The three chests here are in the bottom left corner, the center bottom alcove,
and halfway through the top corridor. The top chest has a Katana inside, the
same one Dior has. To get to the bottom left chest, you need to press a switch
just north of the bottom center chest, which incidentally has a Fire Stone. The
switch behind the now open door has a Dark Stone.
--------------------------------------------------------------------------------
5.56. CHANNEL CAVE

This area is surrounded by familiar ones; Mt. Hasid, Darius, and such. It's in
the middle of a lake.

MONSTERS:

Boulder-Neutral
Gryphon-Wind
Kraken-Water
Joumon Sugi-Earth
Osiris-Fire
Stegosaurus-Earth

MONSTER STRATEGIES:

Krakens are weak to Wind. Osiris actually pack a huge punch (as you recall from
Fenrir), so don't take them lightly. Stegosauruses can do decent damage but
fall to water attacks; still, Blizzaga might not do it in one shot. But you've
got all this new equipment, don't you want to spark their techs? Take it easy
on the monsters. You don't want to go bankrupt, either.

EXCAVATION TREASURE:

Item-21k Gold Nugget

There's a spot right in front of you as you enter with a 21k Gold Nugget.

TREASURE:

Item-High Potion
Item-Light Stone
Greatsword-Haja Sword

AREA NOTES:

Three more chests in here, each at every dead end except the north one. From
right to left, they're a High Potion, Light Stone, and Haja Sword (the same you
could get from mixing stones).
--------------------------------------------------------------------------------
5.57. OCEAN CAVE

This cave is up and left of Stethelos Airbase.

MONSTERS:

Kraken-Water
Oxo Gel-Wind

MONSTER STRATEGIES:

Nothing new here.

EXCAVATION TREASURE:

None.

TREASURE:

Jutsu-Mountain Storm
Item-Fire Stone
Item-Elixir

AREA NOTES:

You can't go to the area with two chests in this place; some frightning wind
will keep you from proceeding. This is linked to the "The Caving Tour", found
at Zacharion. It will lead you to a Fire Stone and an Elixir, two good prizes.
The chest you can get is easy to find; hang a right at the first intersection
and it's right there. It has the Jutsu you can mix stones for.
--------------------------------------------------------------------------------
5.58. SOUTH STAIRCASE

When you first enter the underworld, you'll be shoved straight into this place.
Dior will suggest that we remember to try and trick the underground dwellers
that might be guarding the entrance to Gote.

MONSTERS:

Centaur-Fire
Gargouille-Dark
Hyper Brain-Dark
Insect-Wind
Nyx-Water
Pixie-Wind
Teramouse-Earth

MONSTER STRATEGIES:

The new monsters around here tend to hit harder than they used to, often
dealing around 200 damage or even 400. Despite this, it's still best to
conserve resources, as you're going to be going a very long time without seeing
civilization. And for the love of god, don't underestimate combos; if the enemy
manages to transcend, like with the Hyper Brain and TeraMouse's upgraded Psycho
Force, you're going to SUFFER. Nyx are, of course, weak to wind, as are
Teramice. Pixies have barely any physical defense, and other monsters should
just be hit with your semi-strongest attacks.

One spell you should really work on getting, besides Cura, is the third tech
for the Revival Tome, Raisera. It heals and revives the entire party by
50% of their HP, which is priceless in several battles later on. In short,
things are going to get a lot harder.

EXCAVATION TREASURE:

Item-Dark Stone
Item-Teleporter

There are two spots here, one in the top semi-circular area and another in the
middle of the enemyless path in the center of the place. Respectively they
contain a Dark Stone and a Teleporter.

TREASURE:

Magic-Revival Tome

AREA NOTES:

There's a treasure right behind you! You'll likely have to fight a chain battle
with the two monsters at either side of it, but when you win you'll get access
to a Revivial Tome. Fight the monsters here to get a taste of what to
expect for the rest of this essentially superlong dungeon disguised as an
overworld.
--------------------------------------------------------------------------------
5.59. UNDERGROUND PASSAGE

MONSTERS:

Centaur-Fire
Gargouille-Dark
Insect-Wind
Nyx-Water
Pixie-Wind
Zoom-Neutral

MONSTER STRATEGIES:

A few new things here; namely Zooms, who you'll hope stick to trying to inflict
blindness on Dior or something. They don't have much else going for them.

MINING SPOTS:

Item-Fire Stone
Item-15k Gold Nugget
Item-Teleporter

There are three that form a triangle around the center wall of this area. They
have a Fire Stone, a 15k Gold Nugget, and another Teleporter.

TREASURE:

None.

AREA NOTES:

The north path leads into the way forward, but the west path leads to those
mushroom areas we all know and love. There are six seperate ones, and you might
as well explore them now since they're chockful of neat treasure.
--------------------------------------------------------------------------------
5.60. MUSHROOM FORESTS

There are six. The first one is the northeast one, and you can travel to others
without having to clear them. I'll condense all six into one section to save
heartache.

MONSTERS:

Answerer-Neutral
Centaur-Fire
Death Knight-Dark
Dorcus-Fire
Hydra-Earth
Hyper Brain-Dark
Mephisto-Dark
Teramouse-Earth

MONSTER STRATEGIES:

Hydras are weak to earth. Same applies with the giant ones, if you so choose to
take them on. The rest are nothing terribly important.

SOUTH EXCAVATION TREASURE:

Magic-Gaia Tome

In the south field, there is a spot at the very top edge with an Land
Tome.

SOUTHWEST EXCAVATION TREASURE:

Item-Jet Black Crystal (darkness-casting, Abyss Mist)

The spot here is to the right of the top right portion of the forest. Inside
is a magic item that casts Abyss Mist.

NORTHWEST EXCAVATION TREASURE:

Item-Dark Stone

At the end of the area is a spot. It has a Dark Stone.

NORTH EXCAVATION TREASURE:

Item-??? (Recovery-casting)

A spot lies at the south portion of the map, right next to the chest. It has a
Recovery-casting item.

SOUTHEAST TREASURE:

Item-Earth Stone
Item-Ice Crystal

SOUTH TREASURE:

Item-High Potion

SOUTHWEST TREASURE:

Item-Magic Source

NORTHWEST TREASURE:

Item-Teleporter

NORTH TREASURE:

Item-Dark Stone
Key Item-Jewel of Kindness

AREA NOTES:

The northeast forest just has two monsters and a healing spring. Use it if you
need it.

The southeast forest is monsterless and has two treasures; an Earth Stone and
an water-casting item. It also has a healing spring. Consider it a sanctuary of
sorts.

The south forest has more monsters, and the lone chest here is guarded by a
Giant Hydra pair, along with a Spider Web. To get rid of the web, you have to
go to the west alcove in this area and press the switch there. The chest has a
measly High Potion, hardly worth the effort.

The southwest forest also has a lone chest, but not as well guarded. You'll
still have to press a switch to get rid of a web; this time it's near the
entrance, at the right corner of the bottom left portion. The chest at the end
has a Magic Source.

The northwest forest is much like the southwest; one chest, a few monsters
scattered around. The chest, at the top right corner, has a Teleporter.

Finally, the north forest, the largest of them all. There are two chests here,
one to the south and one nearby, to the right. A healing spring is to the east.
The nearby chest contains a Dark Stone. To the west is the switch you need to
press (yet again) to go south. There is one of the items you need to collect
for Masa, the "Jewel of Kindness".

I would highly recommend going back to town and restoring your durability
before going to the cave north of the second field.
--------------------------------------------------------------------------------
5.61. VALE OF PNATH / JORMUNGANDR'S HUSK

MONSTERS:

Answerer-Neutral
Death Knight-Dark
Gargouille-Dark
Mephisto-Dark
Nyx-Water
Pixie-Wind
Pterodactyl-Wind
Specter-Dark
Teramouse-Erth
Zoom-Neutral

MONSTER STRATEGIES:

Nothing new here.

EXCAVATION TREASURE:

Item-15k Gold Nugget
Item-Revival Crystal
Item-High Potion

In the first area, all the way to the left and down, is a spot with a Gold
Nugget 5. The north exit from the side area of the abyss, where there is a
quartet of paths, has a spot in the middle hiding a revival-casting item. Back
at the main cave, the southeast exit leads to a room, where a spot is to the
lower left. There's a Hi-Potion inside.

TREASURE:

Item-Elixir
Blade-Lightsaber
Magic-Gaia Tome
Helmet-Genji Helmet
Item-Light Stone
Spear-Holy Lance
Cannon-Missile
Item-Teleporter
Katana-Muramasa (!)
Item-Dark Stone
Item-Stun Grenade
Item-Earth Stone
Key Item-Sacred Oil
Item-Teleporter

AREA NOTES:

This place can get confusing relatively quickly, so try to keep up. The first
thing to worry about is the green slimy ground; you will take 1 HP of damage
periodically as you walk on it, and there is no way around it. I would first
suggest heading around the curve, and then east towards the left exit of this
first room. Inside will be a single chest with three monsters around it. Within
is an Elixir, so definitely worth the trip.

Go back to the entrance and head west; you should find a chest by a rock, and
inside is a Lightsaber. From there, head north and slightly west for another
chest, once again guarded by a Giant monster. This time it's some Specters.
Behind them is an Gaia Tome, a little too late... but you can still sell it! 
Take the exit near the chest to a part of the cave with different music~

This is Jormungandr's Husk, not part of the Vale of Pnath but included here
anyway. Follow the admittedly straightforward path and you'll eventually reach
an intersection; go east there, and you'll find two chests. They have a Light
Stone and a Genji Helmet. Another chest is on a loop to the southeast of the
area, with a Holy Lance inside. The south exit leads to a forked room with two
chests on the south and west paths. The south chest has a Missile, and the
other has a Teleporter.

Once you've left the room, run through the green acid to the north exit. Here
there are two chests, each at the left and right extremes. On the right is a
Muramasa, a Katana that has absolutely no power. Keep it for later, though. And
on the left, finishing this area, is a Dark Stone. A Teleporter will bring you
back to the entrance, where you can continue going through the cave by taking
the southeast exit instead.

There are several paths to take in this room. The one closest to the entrance
leads to another room with three monsters and a chest. Inside is a battle item,
a Stun Grenade. Head out and curve around to a chest with an Earth Stone. Now
go to the central exit, just south of where you are. Yet another room with
three monsters and a chest is inside, but this one has the Oil that Zkauba
wanted.

Finally, go to the top right of the main area and you'll find one more chest,
with a Teleporter. Head north to leave the abyss, and follow the path to an
icky place filled with disgusting things.
--------------------------------------------------------------------------------
5.62. MOZUMA VILLAGE

Like Future Mu, you'll have to use Metamor to get along with the ugly Mozumas
that live here. If you don't, they'll fight you, and they're not exactly pieces
of cake... but if you want to fill up your Monster Notes, go ahead.

WEAPON SHOP:

Sword-Grudge Sword
Greatsword-Raijin's Sword
Blade-Valkyrie Sword
Axe-Vajra
Jutsu-Flash Fist

ARMOR SHOP:

Shield-Mirror Shield
Helmet-Mirror Helm
Body-Mirror Armor
Gloves-Mirror Gloves
Boots-Justice Boots
Accessory-Circlet (protects against Stone!)

MAGIC SHOP:

Magic-Blaze Tome
Magic-Frigid Tome
Magic-Gaia Tome
Magic-Storm Tome
Magic-Black Tome
Magic-Healing Tome

ITEM SHOP:

Item-Salve
Item-Potion
Item-Hi-Potion
Item-Elixir
Item-Cottage
Item-Teleporter

SHOPPING TIPS:

They sell arguably better stuff elsewhere, but the Jutsu here is powerful
AND has 90 durability again! I wouldn't get it, though, since you'll find it
later. If you're lacking some money, sell all the extra equipment you got at
the Vale of Pnath. The boots that raise Magic are very nice for your Espers, and
are the best you can buy. You also can't mix Stones for them, so get a few.
Stock up on High Potions for pinch situations, too. Cottages heal everybody to
max, but not inbattle.

STORY PROGRESSION:

There is slime here that hurts you, so be careful where you step. Go to the
other house that isn't the mall and talk to the Mozuma elder, where you will
"warn" him that people are headed to Gote, and that they even defeated
Jormungandr. The Elder will direct you to the Northern Staircase, which
will be marked on your map, so that you can tell the guard there.

You can also talk to the Mozuma by the big house and he'll tell you about the
Western Towers near the village, which you could explore now... but you're
likely too tuckered out. Go to the right instead and head for the surface!

EVENTS:

HUNT: NORTH STAIRCASE
You can't miss the Mozuma right at the entrance who gives this quest to you.
The monster you are looking for is just by the staircase, to the east. The
Giant Pterodactyl should not give you much trouble. Return and you get three
Wind Stones.

HUNT: MUSHROOM FOREST
After clearing the first one here, you'll get this hunt. It's a bit inconvinient
now, but when you can, head for the NW Mushroom Forest. The Giant Death Knight
is in the bottom right section. Defeat it and go back to the village, claiming
three Water Stones.
--------------------------------------------------------------------------------
5.63. NORTH STAIRCASE

MONSTERS:

Hyper Brain-Dark
Centaur-Fire
Nyx-Water
Teramouse-Earth

MONSTER STRATEGIES:

Nothing new here.

EXCAVATION TREASURE:

Item-Light Stone

One spot is here, at the top left portion. Dig it up to get an Light Stone.

TREASURE:

Item-18k Gold Nugget

AREA NOTES:

The one chest here is just left of dead center. It doesn't appear so, but there
is a monster by it. Inside is a 18k Gold Nugget.

At the north exit there is a Mozuma Guard. Use Metamor when prompted and
you'll tell him the humans were spotted elsewhere. He'll then run off in
pursuit. Your flawless plan worked, are you proud? Go up the ladder and you'll
finally be in friendly territory.
--------------------------------------------------------------------------------
5.64. TOWN OF KOMMANDO

ITEM SHOP:

Item-High Potion
Item-Eyedrops
Item-Gold Needle
Item-Antidote
Item-Teleporter

STORY PROGRESSION:

You probably need to heal up after all that. Unfortunately, you can't use the
Stethelos's free beds here, since it can't get past the barrier (for once!). So
go to the Inn and pay fair for restoration and recharging.

To the west you'll find a house, where the SaGa 2 Family is now taking up
residence. Apparently they're having a lot of fun in OUR GAME. Anyway, talk to
Dad and he'll be slightly enticed by your story of Sacred Swords and saving the
world. He'll settle for giving you the "Blade of Courage", one of the three
things Masamune wants. He will then (offscreen, unfortunately) leave through
the window like old times, along with Mom and the kid.

Now, go back outside and talk to the man in the green cape. Guess who it is,
Volage! We haven't seen him since the first ten minutes of the game, but now
he's here to help in the fight, apparently. He will mourn Jupiter and Nemesis,
who were both apparently killed by Fenrir. But Dune will inform him that
Nemesis is alive and well, and they saved her. Odd...

Anyway, the next plan of action is to destroy the barrier around Gote.
Apparently it's being generated by a Master named Volvox in a temple near
here. Volage will give you High Explosives, and goes to investigate Mt. Gote,
the apparent hideout of Ragna. His last word before he parts is asking if you
have the Excalibur...

The Barrier Ruins are marked on your map. Might as well head on over there,
right? Or you could go to the West Towers. Your choice.

EVENTS:

HUNT: SNOWFIELD TRAIL
A guy near the exit gives this to you. The Giant Nyx you're looking for is
dead center in the Snowfield Trail. The man will give you 100,000 Kero
for your trouble!

HUNT: DARK CAVE
The guy near the southeast house gives this hunt to you as well. Once you're
able to fly to the Dark Cave, go and kill the Giant Cerberus. Slam it as quick
as possible, as it can cure itself. The reward for this quest is the same as
the last, 100,000 Kero!

FATHER'S FOOTSTEPS can be done if the password is inputted, after getting
the Blade of Courage from "Mask".

THE HANIWA can be done before or after, if you are on a New Game+.
--------------------------------------------------------------------------------
5.65. WESTERN TOWERS

MONSTERS:

Black Dragon-Fire
Bone Dragon-Dark
Devil's Angler-Water
Double Launcher-Neutral
Evil Eye-Earth
Grimalkin-Fire
Killer Bee-Wind
King Worm-Earth
Medusa-Earth
Mournblade-Neutral
Quetzalcoatl-Wind
Seth-Fire
Teramouse-Earth
Tyrannosaurus-Earth
Warlock-Neutral
Zoom-Neutral

MONSTER STRATEGIES:

Medusas seem especially weak to Agility attacks, as do Seth. Medusa actually
are weak to earth. Seth pack a major punch with their physical attacks, so try
to kill them first. Mournblades like to hit you with status effects (hate
confusion) and dark magic all the way up to Cloudja, and are also capable of
merging to become a Giant one. Warlocks are strong against earth. Evil Eyes
also employ Dark Magic, and you don't want their transcendence from a combo
activating. The non-skeletal dinosaur is now weak to water rather than fire.
But Killer Bees are weak to fire, so there you go.

EXCAVATION TREASURE:

Cannon-Laser Gun
Blade-Valkyrie Sword
Jutsu-Flash Fist
Axe-Guillotine

On the fourth floor of the first tower there is a spot with a Laser Gun. IF
you press the switch on the second tower, you'll land in a room, right next to
a spot with a Valkeryie Sword. There's also a spot in the north end of the
floor below that one, and it contains the Jutsu Dior has. The opposite
tower has a mining spot in the same place as the first one when you flip it,
which has another Guillotine.

TREASURE:

Item-Fire Stone
Magic-Blaze Tome
Item-High Potion
Item-Teleporter
Magic-Blaze Tome
Item-Wind Stone
Key Item-Mirror of Wisdom

AREA NOTES:

This place is a bit strange. You start on the first floor, of course, and as
you move up you have opportunities to change your perspective. Let's begin by
going to floor two.

No treasure yet, unless you've been eyeing the ceiling... but there's no way
you could get it up there! Nothing of note on the third floor, either. There is
a switch you can press, but it's a trap that releases Mozuma. There's finally
a chest you can get on the fourth floor, which contains a Fire Stone. Rush back
downstairs.

From here you can take the path to the right to go to the other tower. Ignore
the orb in the middle of the room for now. On the fourth floor of the other
tower there is another chest with an Blaze Tome. That should wrap up all of
the basic advanced spellbooks for free, so now wouldn't be a bad time to
"convert", per say.

Nothing on the second floor of this second tower, but on the first floor there
is a single chest with a single enemy. This chest has a lowly High Potion
inside. To the south is the exit, but we're not done yet! Go back to the third
floor and examine the orb. If you press it, the whole place shifts upside-down!
And we don't get hurt.

We're now on the second floor. Go down to the first and you'll find a chest
with a Teleporter. Go up three floors to find another room with a monster and a
chest, containing another Blaze Tome, for some reason. Go down a floor and
take the path back to the first tower.

No monsters on the fourth floor here, but there is a chest with a Wind Stone.
The last chest is on the first floor of this tower, and has what we really came
here for; the Mirror of Wisdom, Masamune's last item. That's it for here. Go
back to Kommando and leave there the normal way. There's a field area between
there and the Barrier Ruins.
--------------------------------------------------------------------------------
5.66. SNOWFIELD TRAIL

MONSTERS:

Grimalkin-Fire
Medusa-Earth
Quetzalcoatl-Wind
Seth-Fire
Tyrannosaurus-Earth
Warlock-Neutral

MONSTER STRATEGIES:

The only new thing here, the Quetzalcoatl, suffers the same way Medusa do;
through Agility attacks. They are capable of Instant Death, so treat them with
care.

EXCAVATION TREASURE:

None.

TREASURE:

Password-Gift: Item 43
Item-High Potion
Item-12k Gold Nugget

AREA NOTES:

There are actually three chests here; a lot for a field area. Two chests are at
the top and bottom of the north and south loops, and another is to the south of
the central area. The southern-most chest has a password, Item 43. The middle
chest contains a High Potion, and the top-most chest has a 12k Gold Nugget.
--------------------------------------------------------------------------------
5.67. BARRIER RUINS

MONSTERS:

Aphrodite-Dark
Devil's Angler-Water
Earth-Neutral
Evil Eye-Earth
Hell Ghost-Dark
Lich-Dark
Medusa-Earth
Oxo Gel-Wind
Quetzalcoatl-Wind
Viking-Fire
Zoom-Neutral

MONSTER STRATEGIES:

Devil's Anglers aren't really strong, but they resist earth and look weird.
Aphrodite like to kick and punch you up, and they can get powerful if left to
their devices. Earth are also weak to Agility, but make up for it with high
defenses. They're still not much to worry about. Use water on them, as always.
Hell Ghosts can actually cast Cura, and with monsters' naturally high Magic, it
will heal upwards of 1200 HP. Kill them quickly. Lich can cast instant death,
so keep your eye on them too.

At this point, fish and birds on the world map will be FASTER than you, so you
cannot outrun them. Likewise, all enemies will spot you from much farther away
than they used to. Try not to get snuck up on. Also, like on Summit Spire,
you can use Dior's skills with reckless abandon. You know why.

EXCAVATION TREASURE:

Item-Fire Stone
Item-Wind Stone
Accessory-Onyx Ring

On the entrance level's top tier's east wing is a spot with a Fire Stone. The
second floor has a spot all the way to the right of the minimap, inside a Wind
Stone lies. Another spot is on the fifth floor down, in the top right edge of
the perimeter hallway. There's an Onyx Ring in it.

TREASURE:

Item-Light Stone
Accessory-Circlet
Item-Earth Stone
Gloves-Dragon Wrist
Gloves-Dragon Wrist
Item-Dark Stone
Item-Magic Source
Body-Sage's Surplice
Item-Teleporter

AREA NOTES:

This place is filled with enemies, so keep your guard up; monsters are getting
stronger by the screen transition. To begin, note the minimap; there are
multiple tiers to a single floor. On this top tier there is one chest on the
western sector, all the way at the end. It contains a Light Stone. From there,
head down a tier and proceed through the hallway. You'll soon find a chest with
a Circlet, which you should equip right away. Down to the second floor after
that.

There's a few ways you could go here. Either way you'll want to curve down and
then north to the top part of the area. Go as far east as you can and head
south from there to another chest, with an Earth Stone inside. There's another
chest on this floor, but it's inaccessible from here. To get to it, return to
the first floor and near the stairs between the tiers, to the south is a hole.
Drop down it and claim the Dragon Wrist. You can drop down again to the third
floor from here.

Once you're on the third floor, a chest will be just next to you, with another
Dragon Wrist inside. Walk across the wire floor to the east for another chest,
with a Dark Stone. From here, the only way to the fourth floor is to drop down
again; the hole is in the bottom center portion of the floor.

Here, a chest is east, north, and west of where you are, in that order. It has
a Magic Source inside. If you take the stairs near there you'll be on the
second floor, but that's not the way we want. Go take the other stairs on this
part of the area to go to the fifth floor.

Quickly go around the stairs and follow the hallway, taking a turn south to go
up some stairs. These lead to the chest you saw but couldn't get, which has a
piece of body armor inside, same as the one found in the Underworld. Head back
up and go north up the stairs; you'll eventually find yourself in a long
hallway, which goes around the perimeter of the area. Follow it left and down,
skip up the exit, and keep on going until you find a turn. There's a chest
sitting there containing a Teleporter. Now go back and take the big path.

Dior will stop Dune and note that, just past the big monster ahead, is a
strange looking machine; it must be generating the barrier. Dior will then
abruptly leave your party to do his thang. Save now, and go confront the big
guy, swords ablaze. Apparently you're all fools!
--------------------------------------------------------------------------------
BOSS BATTLE: Volvox

Volvox-Neutral          15000 HP
STR 65                   AGI 63
MAG 63                   DEF 62

Abilities:               Traits:
Fang                     All Status Immune
Stone Gas                Holy Vulnerable
Cursed Eye
Seduction
Toxic Rain


Volvox, as you may remember him, was one of the most annoying bosses from the
original game. Not so much anymore. Save your attacks for right now... He can
petrify and blind party members, but not much else. After you've dealt some
damage, he'll start laughing. Apparently you haven't been hurting him at all!
The Barrier Machine seems to be protecting him from all forms of attack... Dior
then calls out to the party, and cuts the battle off.

While you've distracted Volvox, Dior made it to the barrier machine. Can he
really destroy it? He shows the party the bomb Volage gave you, and then SETS
IT OFF RIGHT WHERE HE'S STANDING

The battle continues from here. Looks like Dior's gone for good this time.
Dune decides you should take your revenge out on Volvox; the machine was
obviously obliterated, so now the battle starts for real! Like most bosses he
is weak to Sacred Swords like Excalibur and Solomon, so if you have money to
spare, go all out with them. If you do, the battle should end very, very
quickly, and Volvox won't have time to do anything horrible.

You'll win 15000 Kero for beating him, and the Fly Engine. The room has filled
up with smoke. There's no trace of Dior anywhere. Duh, guys, he stood in the
middle of an explosion. But... it seems he survived?! He's in incredibly bad
shape. Volage rushes in, and the party regroups at the Stethelos.
--------------------------------------------------------------------------------
Nemesis seems to be okay with the fact that Dior almost killed himself. Volage
will then tell you the only thing left to do now is go after Ragna and kill
him, releasing him from Sol, the god of the Otherworld. Mt. Gote is his base,
like was said. Volage will then join your party, and that's it; no more party
members. Mt. Gote will be marked on your map.

Volage is an Esper, so he's good with magic. That is an UNDERSTATEMENT. He
comes with Blaze, Wind, Darkness, and Recovery Magic. He also carries a
Revival Tome (with Raisera!) and an Ancient Tome. This is all you'll ever
need. His weapons are basically the strongest around; the Princess Sword, Sun
Blade, Laser Gun, Longinus, and Yoichi's Bow. But being an Esper, he doesn't
really have strong power to use them. Since his magic is so expensive, you'd
be better off not having him act unless you're in an emergency.

You can give Masamune the Muramasa, and he'll remove its curse. Turns out
it was the sword Masamune all along! It's a Sacred Sword, Katana type. Talk to
him again to merge your imperial treasures into the Kusanagi, a basic Mystic
Sword. Your human(s) should never have to worry about power again. However, you
still haven't found the metal for Zkauba; let's go do that. There are two caves
in the Gote reigon you can go to now with the barrier gone. If you've done some
certain quests correctly, CHOICES will be available at this point.
--------------------------------------------------------------------------------
5.68. DARK CAVE

This is the southern cave out of the two.

MONSTERS:

Boulder-Neutral
Gryphon-Wind
Joumon Sugi-Earth
Oannes-Water
Osiris-Fire
Oxo Gel-Wind
Seeker-Earth
Stegosaurus-Earth

MONSTER STRATEGIES:

By this point, even new enemies should fall to a single hit from your attacks
provided you've been fighting enough. But there's barely anything worth
worrying about here.

EXCAVATION TREASURE:

None.

TREASURE:

Item-Fire Stone
Item-Dark Stone
Key Item-Superalloy

AREA NOTES:

Follow the long path forward and several monsters will await you, along with
two switches to be pressed. From there, go east and take a north turn to a
corridor with two chests; They have a Fire Stone and Dark Stone. The southern
path leads to one more chest in here, holding the Alloy for Zkauba. He'll forge
you an Aegis Shield if you bring it back. Might as well stick it on your Cyborg.
--------------------------------------------------------------------------------
5.69. REMOTE CAVE

This is the northern cave of the two.

MONSTERS:

Boulder-Neutral
Gryphon-Wind
Oannes-Water
Osiris-Fire

MONSTER STRATEGIES:

Nothing new here.

EXCAVATION TREASURE:

None.

TREASURE:

Accessory-Ribbon
Body-Mobius Garb
Item-Dark Stone

AREA NOTES:

From the entrance, follow the path, taking all turns except the last one, and
you'll be lead to a chest with a Ribbon, which protects against everything. It
even reverses HP Draining attacks! Head straight north from there, take a left
and there's a chest with Mobius Garb. It's stronger than any armor in the
game! From there, go east for the last chest here, a Dark Stone.
--------------------------------------------------------------------------------
Mt. Gort is the final area in the game. Before you go blindly rushing in, you
should take some time to get more items from mixing stones. Though a lot of
equipment is found there, it wouldn't hurt to prepare accordingly. When you're
ready, fly over there.
--------------------------------------------------------------------------------
5.70. MT. GORT

MONSTERS:

Aphrodite-Dark
Avispa-Wind
Carborane Gel-Wind
Devil's Angler-Water
Earth-Neutral
Giga Worm-Earth
Heqet-Water
Hell Ghost-Dark
Khepri-Fire
Moldcat-Fire
Mournblade-Neutral
Warlock-Neutral
Yamata-no-Orochi-Earth
Yggdrasil-Earth

MONSTER STRATEGIES:

The enemies in the beginning are mostly identical to the Barrier Ruins, but
they will get tougher as time passes, oh, yes. As always, the trees are weak to
fire. Carborane Gel are the latest and greatest in Gel madness, and they can
deal very high damage. Avispa are the ultimate in humanoid insect, and almost
all of their non-magical attacks drain HP. They also have a high quantity of
it, much more than 1000. Aphrodite are actually strong against Mystic
Swords, so don't do that. Heqets are weak to them, though.

Take advantage of Chain Battles for an appreciated money bonus. Like I said, be
wary of using Volage in battle, since he'll go mass overkill on everything. And
if he gets all the kills, you won't get any stats for people who matter!

EXCAVATION TREASURE:

Axe-Sledge Hammer
Blade-Orichalcum

Directly ahead of the entrance of the second area is a spot with a
ridiculously strong hammer, second-best in the game. At the fifth area, there
is a spot at the top right. It also contains one of the best weapons, the
Orichalcum (a Blade).

TREASURE:

Item-Haste Crystal
Item-Light Stone
Item-21k Gold Nugget
Boots-Mobius Boots
Helmet-Mobius Mask
Magic-Healing Tome
Item-Teleporter
Magic-Revival Tome

AREA NOTES:

This is it, the home stretch. Make sure you're really ready, because this area
is LONG. The first thing you should notice as you enter is more acid floors
that damage you around here. Go up and take a right to a chest with some
monsters in the way; In the chest is a Haste-casting item. Head east and north
to proceed further. In the top left sector is a chest with an Light Stone. From
there, proceed northeast to the next area.

From here you can head east to find a healing spring in the corner. No chests
here, so head straight north from the spring to find the path to the third
area, wich is loaded with monsters. Chests are in the bottom right and top left
corners, and have a 21k Gold Nugget and Mobius Boots. Proceed east from the
top chest and move to the fourth area.

It's a... dead end? Did the villain put his lair in a place we can't reach for
once?! So what do we do now? Volage assures the party it's not too late, and
before long you hear a familiar sound. The Stethelos flies over to the mountain
by itself (even though we have like seven people on board who could probably
fly it). The group takes cover and the Stethelos shoots the mountain, opening
a path for the heroes. Volage then informs the party that the Stethelos is
powered with AI coming from the brain of Dune's future dad, who is Jupiter. But
the sad scene doesn't last for long. Use the healing spring and head for the
fifth area.

No treasure here besides mining, but it's a bit annoying as the monsters are
fast and the corridors are cramped. Expect to run into a lot of them. Don't
worry about running low on durability, though, there's a fix for that soon
enough. Move to area six, and it seems that there's another healing spring.
Good. Good for you. But there's a chest here at the first intersection, just
head southeast. It has a Mobius Mask, which is a helmet, and also raises
Magic slightly. The exit is to the south.

Here's another cramped monster-infested area. Head down to the water and follow
it up, taking a turn as soon as you can to get to a chest with a Healing
Tome. Really, game? Anyway, north of here is the eighth area, which is
absolutely crapping out enemies at a breakneck pace. I wouldn't blame you if
you just used the Timestop Device to walk through. I would also give you a high
five every day for the rest of your life if you kill them all. At the fork
in the middle of the area, go left for a chest with a Teleporter. Proceed to
the ninth area. We're almost there... sorta!

This part of Mt. Gote has a loop in the middle, which you can climb to a
healing spring and the fat guy from the Stethelos will restore your
durability... of course, for a price. Fighting enough enemies should give you
more money then you spent using all your stuff, so you should be fine in that
regard. But if you hang a right before going up the loop, you'll find a chest
with a Revival Tome. You know, just in case. Consider this place your final
haven before the worst of the game comes. Loop back down and follow the path
north.

The final part of Mt. Gote has no monsters, but you'll see Ragna's Palace
looming in the distance. This is it!
--------------------------------------------------------------------------------
5.71. RAGNA'S PALACE

MONSTERS:

Avispa-Wind
Archelon-Water
Behemoth-Earth
Belemnite-Water
Carborane Gel-Wind
Cerberus-Fire
Gargoyle King-Dark
Heqet-Water
Khepri-Fire
Lizard King-Wind
Manticore-Wind
Moldcat-Fire
Neo Dragon-Fire
Seraphim-Wind
Sorcerer-Neutral
Stormbringer-Neutral
Unknown-Earth
Yamata-no-Orochi-Earth

MONSTER STRATEGIES:

If you haven't put a Ancient Magic Tome on your Esper yet, you probably
should. The enemy groups here can get quite large so the ability to target
every single enemy on screen is golden. Volage is there for emergencies like
this, so don't forget. Monsters respawn very fast now, so don't waste a second
wandering. Unknowns are weak to Sacred Swords, Lizard Kings are weak to fire,
Manticores are weak to water, and there's not much else around here you can
exploit. Basically, use what you have and use it to the fullest. You'll win.

EXCAVATION TREASURE:

Bow-Orichalcum Bow
Fullbody-Lost Armor
Gloves-Mobius Glove

The first floor has a spot in the north alcove containing an Orichalcum Bow.

On the third floor, the same room that has the Rocket Punch, there's a spot
just by the stairs on the leftmost side holding Lost Armor, fullbody armor that
raises all stats. It's a waste on Cyborgs, though.

Once you've gone through the warp portal, a spot lies in the top left corner,
and inside is another pair of Mobius Gloves.

TREASURE:

Item-Light Stone
Shield-Mobius Shield
Gun-Rocket Punch
Item-Dark Stone
Accessory-Ribbon
Jutsu-Hell Wheel
Magic-Revival Tome
Item-Teleporter
Spear-Sol's Lance
Item-Nuclear Bomb

AREA NOTES:

As you enter you'll get a short scene with Volage and Dune, just getting all
riled up. Once it ends, you'll see quite a few monsters are on this floor.
There's also a few exits to this room; first, take the exit on the southwest
corner. You'll find a puzzle like the one in Chaos Castle; go as far north and
east as you can here, and take the lift left to a chest with an Light Stone.
Then fall off and head quickly for the exit just north of you.

There's a switch in the middle of this room; it changes the layout of the lifts
you saw. Ignore it for now and head into the next room, bringing you to the
northern part of the lift puzzle. Take the platform south and then west for a
chest with a Mobius Shield. Head on the north lift and then east to get to the
stairs leading to the third floor.

There's a chest completely opposite of the stairs here, and it has a Rocket
Punch inside, the best Gun in the game. Ignore the stairs, though, they lead to
a dead end; a cool looking one, but one nonetheless. Go back and take the lift
east, heading back to the room with the switch to change the lifts, and do so.
Then, drop down and go to the east exit on the first floor.

At the bottom, west of the stairs, is a well-guarded chest containing a Dark
Stone. Head up the stairs and fight your way past the monsters here to reach a
chest that wasn't accessible before the lift change, containing a Ribbon. Fall
back down and head to the base entrance of the platform puzzle from the other
room (If you need to head back to recharge your durability, do so NOW. I would
highly recommend it. You will not need to press the switch again if you do
leave.)

In order to proceed with the area, you must fall in just the right spot. That
spot is marked with a cute blue tile, right on the center top platform. Follow
the lift at the top west side to get there, like before, and fall down into a
warp portal. Might as well keep on going, right?

You have two hallways here, and there's plenty of acidic floor to walk on. A
set of stairways are to the left, but to the right are two chests, one at the
top right and the other just south of there. The top chest has the ultimate
Jutsu. The bottom; yet another Revival Tome. Hang in there.

The top staircase leads to a shortcut out of here, in case you realize you're
going to die horribly. Eh. It's also a major kick in the pants for those who
were just curious. That's why I'm warning you now. Instead, head for the middle
staircase; all that's there is a chest with a Teleporter. A warning, perhaps?
Anyway, start for the path opposite this one.

You'll have to fight through a fair amount of monsters, but near the end of
this floor is a fork; head south for a chest with Sol's Lance, the second best
there is. Heading north will treat you to an encounter with the strongest
master of them all, Tyr. Apparently Ragna is the sea in this strange world.
How wonderful. But regardless, we have to fight this guy. What, you didn't
think we'd go straight to the final boss, did you?
--------------------------------------------------------------------------------
BOSS BATTLE: Tyr

Tyr-Neutral              26000 HP
STR 79                   AGI 70
MAG 87                   DEF 76

Abilities:               Traits:
Claw                     All Status Immune
Ruination Ray            Holy Vulnerable
Alpha Virus              Weapon Resistant+
Ancient                  Magic Resistant+
Strengthen               Combo Resistant
                         Debuff Immune


It's not like you're getting your durability restored anytime soon, so just
throw everything you have at this guy. Like always, he's weak to Sacred Swords,
but be sure to save some for Ragna. Tyr actully has some decent offense
compared to Volvox, and defense too. All in all, not too threatening at all as
long as you keep your HP up. Just watch out for his Flare counterpart, Meza.

You get 15000 Kero for winning. Tyr will tell you that he was stalling you
as Ragna finished merging with Sol. Unfortunately Ragna's not just up the
stairs...
--------------------------------------------------------------------------------
When you do go up the stairs, quickly curve around and take the southern exit,
which will lead you to the very first chest you saw here, which has a Nuclear
Bomb inside; careful~. Go back through and take the upper stairs; you'll find
yourself in another hallway riddled with monsters. Make your way through
however you wish. A similar hallway is at the end of the next set of stairs,
too. But at the end of this corridor is finally the final part of the final
area, where you will host your final battle against the final boss.

Walk through the long hallway and at the end you'll find... Sol? He's huge.
Looks like Ragna hasn't quite finished the merge yet, but it's in grave danger
of being completed. Sol says the only way to stop Ragna is to kill himself
before Ragna can finish, which he can't do on his own!
--------------------------------------------------------------------------------
FINAL BOSS PART 1: Sol

Sol-Neutral              ??? HP
STR 60                   AGI 60
MAG 80                   DEF 70

Abilities:               Traits:
None.                    All Status Immune


Sol WILL NOT FIGHT BACK, so DON'T USE ANY STRONG MOVES. You will want to
conserve your durability. Basically, just continually whack him until he
succumbs. He'll comment on your work as you progress through.

Once you've beaten him for five turns, the battle will end... However, Sol gets
absorbed into a dark energy mass, resulting in Ragna appearing! Now it's time
for the REAL final battle.
--------------------------------------------------------------------------------
FINAL BOSS PART 2: Ragna

Ragna [red]-Neutral      23000 HP
STR 73                   AGI 70
MAG 80                   DEF 73

Abilities:               Traits:
Ancient                  All Status Immune
Ancient                  Weapon Resistant+
Tentacle                 Magic Resistant+
Diocon Badge             Holy Vulnerable
                         Initiative
                         Combo Resistant


Ragna [purple]-Neutral   27000 HP
STR 76                   AGI 71
MAG 87                   DEF 75

Abilities:               Traits:
Ancient                  All Status Immune
Ancient                  Weapon Resistant+
Tentacle                 Holy Vulnerable
Mobius Barrier          Debuff Immune
Chomping                 Combo Resistant
Summon


Mini-Ragna [blu]-Neutral 5300 HP
STR 48                   AGI 60
MAG 62                   DEF 58

Abilities:               Traits:
Ice                      All Status Immune
                         Magic Resistant


Mini-Ragna [pur]-Neutral 4900 HP
STR 49                   AGI 70
MAG 65                   DEF 53

Abilities:               Traits:
Dark                     All Status Immune


Mini-Ragna [red]-Neutral 5600 HP
STR 47                   AGI 80
MAG 60                   DEF 50

Abilities:               Traits:
Fire                     All Status Immune
                         Regeneration

Now feel free to go all out with everything you've got. You might want to save
your Sacred Swords, but other than that you're fine. You're bound to get some
four or five-man combos out of this, so you're sure to do some massive damage.
Have Volage on healing duty if anybody needs it. You'll tell you're doing
damage when his tentacles recede one by one.

Ragna knows some elemental variations on Flare, so resistances to elements
inherited through monsters wouldn't be horrible to have. He's got a basic
physical attack, too, but it's not too deadly. If anybody dies, use Raisera,
since the other party members are bound to be hurt too. Regeneration is also
handy in all cases. He doesn't have a weakness, except to Sacred Swords,
but be wary; this battle will last a long time. The Present Drive is also
always there for added mass power.

Once you've dealt enough damage, he'll turn purple and get lots of mouths on
his body. You know, just because it looks menacing. Everything gets more
powerful once he does this. He loses the "Magic Resistant+" trait at this time,
so go nuts with Flare. Ragna may create little Mini Ragnas, but a dose of Flare
or two should down them in no time. Don't let them live, since the combined
power of all four (ESPECIALLY if they combo) is brutal.
--------------------------------------------------------------------------------
FINAL BOSS PART 3: Shin Ragna

Shin Ragna-Neutral       36000 HP
STR 80                   AGI 73
MAG 94                   DEF 90

Abilities:               Traits:
Mobius Barrier           Magic Resistant+
Surge of Hades           Weapon Resistant+
Summon                   Combo Resistant
                         All Status Immune
                         Debuff Immune


After defeating purple Ragna, he will merge with the Diluvius and try to take
you on in one last desperate move. This is the ultimate form and the worst part
of the battle, so now is the time to use your strongest Sacred Swords to their
fullest potential. Do not let anything pass here. If Volage moves after Ragna,
have him PREMATURELY use Raisera. Do not take any risks! You don't want to get
this far and lose, right?

He can still release mini-Ragnas in this form, so always use Flare. Always. The
Excalibur and Kusanagi have level four techs that attack all enemies, so that
helps too. Occasionally Ragna will do nothing; that means he is preparing for a
monsterous attack by boosting his strength. Unfortunately I don't think it's
possible to kill him before he uses it; just be ready with Raisera. The big
attack happens two turns after the first chargeup. Ragna can also attack the
entire party with Psycho Blast and elemental Flares, bad news for anybody
with low Magic. Use Elixirs, you might as well take advantage of your supply
now. Basically, just about every attack he has hits the whole party, except
for some basic spells. Press through and you will make it, even if it seems
bleak!
--------------------------------------------------------------------------------
Once you defeat him, Dune will hear Sol's voice; since the merge had just
completed, they killed him too. But he's gonna destroy the Diluvius, woo! He
tells the group that it's time to go back to their world, since without Ragna's
power the warping power won't work. He'll then dissapear. So let's go to
the Stethelos!

Dune yells at Nemesis to get the hell out of here, and the group does so by
flying through the rapidly closing hole in the middle of the sea just in time.
They exit through the Diluvius, and Sireugh's shaking in her boots. The group
watches the Diluvius explode. Yaaaaaay

Volage decides it's time to put away the Stethelos, so the group heads over to
Viper by using Muon instead. The topic comes up of Jupiter, who Volage wants to
try and revive using the doctor at Viper, much like Dior (who needs treatment
too).

After some time passes, Sireugh and Dune share some words together. Before
long, the doctor shows up, and the operation went without a hitch. Jupiter
comes out, and he looks remarkably like human Dune, just with yellow hair and
some other stuff. When the group tells him Volage saved him, apparently
Jupiter says that Volage abandoned him when he was taken by Fenrir. More
strange things... But now he's all better. Jupiter will ask Dune for his name,
and then decide to name his kid that, too.

Quasar approaches the group and asks them what they'll do now. Dune wants to
head to the present (so that they don't run into themselves), but the
Stethelos's in no shape to do so. So he'll convice Quasar to build a time
machine (like the one they were sent to the present in in the first place).
Volage can help him out, despite his limited experience with time travel he
knows quite a bit. Quasar complies, in any case.

You can walk around now, but there's nothing to do but leave the building.
You'll find Dior and Nemesis outside, talking with Polnaref and Milfie.
They're really going to miss you guys when you go back to the present, but
that's no problem. The group decides to stay in Dharm while the time machine
is being built.

The party goes to New Dharm and approaches Melrose, asking him to put up the
four of them for some time. He has something to show the party, though; he's
build a brand new battle simulator! It's harder than before, so let's just
spend our days fighting forever and ever.

You don't actually fight anything though; various battle scenes will roll by as
the credits roll. That's it for SaGa 3! Yup. Nothing else to this game at all.
I'm serious. Once the credits finish, though, you'll be alerted to some new
things; you've unlocked New Game+ and Hard Mode! You can only access them with
a cleared save file on your current list of save files; once you load a clear
data file, you'll appear in front of Sol, not on a clear data file. So,
whatever you do, do not save over your new clear data file! Otherwise you'll
have to beat Ragna all over again to get the two unlockables back.

New Game+ cannot be played on Easy difficulty, for some reason. The gist of
this feature is to play the game over again... at the stats you had at the end
of the game. Yes, it is a boatload of fun. There's also some secrets involving
it... As for Hard Mode, it includes a myriad of new Hunts against tougher
variants of the bosses you've already fought, and everybody is a little
stronger at the same time. It's very rewarding to take it on, though!

Any game started on New Game+ counts as a clear file, so you can save it
without fear of losing that precious star. This also means you do not need to
go through all the way to the end if you want to import your stuff again. There
are some things you cannot keep on a New Game+, however:

-The race you were at. The four go back to their defaults.
-Any traits and abilities inherited from monsters.
-Key items, including Sacred Swords, the Aegis Shield, and the Remote Control.
-Any Stethelos parts. Gotta re-earn them.
-Your Future Point count.
-The stats of all fifth party members are reset, along with sparked techs.

...

...

...

...but...

...

...

...

...if you cleared the "Choices" sidequest...

...

...

...

...well... don't go ahead if you haven't!

...

...

...

...

...

...
--------------------------------------------------------------------------------
5.72. ???

(Just as an aside, the three quests needed to unlock the "Choices" event which
allows you to unlock this secret part are "The Little Swordsman", "A Glimpse of
the Future", and "A Burden to Protect", and the latter two must be completed
WITHOUT using the Gears of Time. That will unlock "Choices", which you must then
complete to get this. No New Game+ or Hard Mode is necessary.)

Fast foward to the time machine being ready. Dune is ready to set off to the
Present with the rest of the party. While consoling Nemesis and Dior, who are
sad to see the party go, eventually Volage shows up, invited by Dune. As a
toke of gratitude, Dune wanted Volage to "enjoy some time travel". Dune also
hints at shipping Dior and Nemesis together. Aww.

At the time machine, which looks JUST LIKE THE STETHELOS' DECK, Dune and Volage
meet Sireugh and Milfie. Polnaref is out making sure the thing works right. The
party sets off for the Present, and heads into the dimensional rift. Dune is
left alone with Volage, and then the music cuts out...

Dune brings up a couple of points. Volage said the man that would be Dune's
father was controlling the Stethelos Mk II. But Dune wasn't born yet. Dune
never knew his own father, and nobody else did, almost like... that was Volage's
intention. Eventually Polnaref joins the conversation and asks why nobody
knew about the Gears of Time either. Milfie walks in and provies more info,
saying that if the Gears of Time were better known, Cronus and the others could
have had a headstart on the mission. The group all together comes to the
conclusion that the Wanderer who did know about the Gears of time had to be...
VOLAGE! And it's true!

There were inconsistencies between Jupiter and Volage's stories, so that's when
Dune began to suspect that Volage wasn't telling the truth. He has no special
powers outside the rift between dimensions, however. His reason for delaying
everybody was that Ragna would have been defeated too soon. Ragna's goal was to
merge with Sol to gain back the power he lost. Sol was after the same thing,
and both worlds would have morphed and changed if they had not both been
defeated at the same time. This is also the reason why the Past and Future
warps were set to very specific points.

Volage then reveals that the ultimate slowdown of the plan came from him killing
Jupiter himself, so that he could be trusted by Fenrir. But yeah, Dune's not
having any of this. The two sides are not so different, always playing with
other people's lives using either their own powers or the Gears of Time. All
Volage wanted was for the dimensional rift that gave him power to still exist.
At this point you're given the choice to fight Volage or not. I believe that
no matter what you pick, you do end up fighting him, since he'll be the one to
attack you instead.

So, choose to fight him, and Dune will say he doesn't HATE Volage, but being
so damn cocky and being able to get off almost scot-free isn't something Dune
likes. So... NOW IT'S TIME! Oh, and don't worry: your durability is at max.
--------------------------------------------------------------------------------
SECRET BOSS BATTLE 1: Volage

Volage-Fire              23000 HP
STR 74                   AGI 70
MAG 78                   DEF 73

Abilities:               Traits:
Gungnir                  All Status Immune
Ancient Tome             Weapon Resistant+
Eternal Tome             Magic Resistant+
Haja Sword               Combo Resistant
Black Tome               Initiative
Empowerment Tome

Volage here is tougher than the final boss, of course, with how hard you had to
work to get here. He has physical attacks, magical attacks, the works. He also
has no weaknesses, so you're just going to have to fight him fairly.
Protection from elemental attacks, especially of the Black Tome he does have
and against his Gungnir which is Wind-elemental, can be extremely helpful.
Thankfully he doesn't seem to like to multitarget very often, but when he does,
it's elemental Flares. The big thing with this battle is that since you're
fighting Volage, he's not helping you out. So you should have somebody with
Flare, Raisera, and Cura(ga).
--------------------------------------------------------------------------------
SECRET BOSS BATTLE 2: Wanderer, Future Copies (not in the Monster Notes)

Wanderer-Neutral         26000 HP
STR 75                   AGI 74
MAG 85                   DEF 77

Abilities:               Traits:
Stethelos                All Status Immune
Future Drive             Weapon Resistant++
Present Drive            Magic Resistant++
                         Combo Resistant
                         Debuff Immune

Future Volage-Fire       12600 HP
STR 52                   AGI 68
MAG 65                   DEF 56

Abilities:               Traits:
Gungnir                  All Status Immune
Frigid Tome              Weapon Resistant+
Black Tome               Magic Resistant+
                         Combo Resistant
                         Initiative

Future Wanderer-Neutral  16800 HP
STR 52                   AGI 63
MAG 68                   DEF 57

Abilities:               Traits:
Fire                     All Status Immune
Present Drive            Weapon Resistant++
                         Magic Resistant++
                         Combo Resistant
                         Debuff Immune

Once you've dealt enough damage to him, he'll shift into his true form. This
is the only monster in the game with double + resistances at all, so he'll not
be taking as much damage as you'd probably hope for. You'll be lucky to break
even 800. He can summon the Stethelos to attack the party, but that's mitigated
with high Magic. He can use the Future Drive to summon "Future Volage" or
"Future Wanderer", which are new targets for the party. Finally, he can use the
Present Drive to deal a decent amount of single-target damage. Future Volage
seems to simply act a more simple version of Volage, while Future Wanderer is
more fiery than him. If you do manage to defeat either of the Future targets,
Wanderer will just summon more, so try to focus your attacks on him with
residual Flares in the background. Keep yourself at Max HP most of the time
as well. Once you defeat Wanderer, his copies fall with him. He can summon
two at a time on Hard Mode.
--------------------------------------------------------------------------------
Even though you've defeated him, Volage still seems to be sure of himself.
Dune is more ready than ever to be a good boy now, though. Wanderer will
disappear, waiting for the better world that Dune wants to create with action.
The party decides to return home now that everything's been taken care of.
Looks like we have a happy ending after all. And that's truly everything
in SaGa 3. Congratulations!
--------------------------------------------------------------------------------
6. ENCYCLOPEDIA

Here's basically a compilation of the game's data in a texty format, for
quick reference and such.
--------------------------------------------------------------------------------
6.1. EVENT NOTES

This is what you've all been waiting for, sorta. A list of Events and stuff,
what to do in them, and how to complete, unlock, and basically everything
you'd need to know. It also covers all of the password items and similar
related things.

Hunts that involve fighting a basic monster will ALWAYS result in fighting a
giant version of that monster, just so you know. Accompanying passwords will
be presented for Events that are unlocked by finding/entering it.

The most important and invisible aspect of Events are what are known as
Future Points (FP). You get them from completing Events, and some are
only unlocked after you get a sum of them. The game does not tell you how many
FP you have; the only indicator is the color of the round, central area of your
Gears of Time on the top screen. It starts off red and changes color as you get
more FP, in intervals of 90 each. The progression is as follows:

0 - Red
90 - Orange
180 - Yellow
270 - Green
360 - Sky Blue
450 - Dark Blue
540 - Purple
--------------------------------------------------------------------------------
6.1.1. THE DAILY CONSTITUTIONAL

SUMMARY:

Starts in Irem (past) by talking to woman NPC
Requires TP of 1 or 2
     1 TP gives no reward [FP: 5]
     2 TP gives Tomahawk [FP: 10]

DETAILS:

A woman in Irem in the past will give you this sidequest. She wants you to go
help her father. You need to talk to the man just east of her to find out
some info about his walk earlier. He tripped on a rock... apparently. (A kid
here in Irem by the inn will give you the Password for Gift: Item 1.)

From here, go to the highlands and find the "?" just ahead of the left exit.
The group will find the rock and talk about it, but be approached by a Fire
Lizard. You defeat the pair (simple) but will be faced with a decision
afterwards. This is the system for Events; you either choose to use the Gears
of Time, or solve the problem without it. The choice you make influences the
outcome, your prize (if any) and possibly future events. This scenario is
unique in that you must use the Gears of Time; you have the choice between
a two charge option or a one charge option.

If you use only one charge, you'll fight two Fire Lizards. That's it. Go back
to the man and he won't change his ways.

Using two charges will allow you to save the guy from the Fire Lizards. Sireugh
will convince him to stop taking his walks for the sake of his granddaughter.
He'll give you a Tomahawk back in the present Irem, which is somewhat advanced
for this point in the game. Enjoy it, but watch your Kero.
--------------------------------------------------------------------------------
6.1.2. A LESSON IN SELF-RELIANCE

SUMMARY:

Starts in Irem (past) by talking to Cronus
(Unlocks South Tower (past))
Must decide whether to take Cronus or not
     Taking him will net you a Magic Source
Later, requires TP of 0 or 2
     0 TP gives Jukebox via Cronus in the present
     2 TP gives Jukebox in present South Tower (if Cronus is with you)

(The conditions for getting FP vary depending on both choices. The best option
is to take Cronus with you and use the 2 charges on the gears of time. That
will net you 20 FP, the other choices give 5 or 10.)

DETAILS:

Once you beat Dogra and show the healthy Freyja to Grandma, Cronus (as a kid)
will be at the entrance of the big house in Irem. Talk to him and he'll show
you a Stethelos part or something. You'll need to take Cronus to Lei.

Once you're there, a small scene will play out. Talk to the item store owner,
the one that gave you the Flush-O-Matic, and you'll tell Cronus about it.
(If you didn't get the Flush-O-Matic yet, you'll get it now. Heh.) The
Sahuagin clerk will tell you about the South Tower, and you'll have a choice
to make. No Gears of Time, just two choices. The first one will let Cronus
come with you, and the other will leave him at Lei.

Picking either one will reveal the South Tower, not like you couldn't have
gone there before, but now you can explore it more. Head to it and you'll find
the first floor locked door has mysteriously opened.
--------------------------------------------------------------------------------
SOUTH TOWER (past)

MONSTERS:

Controller
Fairy
Gazer
Hekatonkheires
Kaiser Ant
Nike
Stallion

EXCAVATION TREASURE:

None.

TREASURE:

None.

AREA NOTES:

It's South Tower, but different! Oooh! Go to the third floor and you'll find
a "?", which turns out to be an empty chest. NOW is the time to use the Gears
of Time, that is, if you care. The chest may have contained the Future Warp,
or some vital component... you'll need two charges.

Use the Gears of Time and you'll go back to when the chest wasn't opened, but
a monster will show up. Kill it, it's just a pair of werewolves. Without
Cronus, you'll head back to Lei offscreen, and show the broken part to Cronus
to end the sidequest.

If Cronus came with you and you use the Gears of Time, after killing the
werewolves you'll talk a bit and then go back to Irem. He'll give you a Magic
Source and that'll be the end of that. Unlike the other option, the chest will
not get opened and the part won't be revealed, so it has potential!

Not using it will just send you back to Lei/Irem without getting the part.
You'll clear the sidequest (and get the Magic Source if Cronus came with you)
in any event.

If you go back to South Tower in the present and open the chest from the second
scenario, you'll get the Jukebox! This part for the Stethelos will allow you
to perform a kind of sound test with the game's music. It's located in the
south area of the Stethelos. You can press X when you're selecting a song to
change between the Repeat, Shuffle, and Consecutive options for the songs.
The song will also play throughout the Stethelos, too, so awesome. Doing the
quest in a different way will have Cronus simply give you the Jukebox in the
Present once you return.
--------------------------------------------------------------------------------
6.1.3. CAN'T TAKE IT BACK

SUMMARY:

Starts in Coastal Crossroads (past) by talking to man NPC
Requires TP of 0 or 1
     0 TP gives Half-Eaten Meat [FP: 10]
     1 TP gives Legendary Meat [FP: 5]

DETAILS:

There's one man by the south exit of the Coastal Crossroads that will want to
give you a quest. He got his Legendary Meat taken by a giant squid...
Once you talk to him, a "?" will appear by him for you to use your Gears of
Time on, or not. You only need one charge for this.

If you use the Gears of Time, you'll find the man being attacked by a Giant
Spear Squid. Kill it with little difficulty, and he'll give you Legendary Meat.
It's a reward for saving his life. This is the better choice of the two. The
item raises your STR and DEF like a source.

Not using it results in the Giant Spear Squid just sitting to the northeast of
where you are. Go and defeat it just the same and you'll get Half-Eaten Meat,
which isn't as good as the real thing. Talk to the man and show him, and he'll
be amazed, even though it's just half. All it does is fully heal you. You get
to keep it since he's such a nice guy~

Note that you get better FP by giving up the chance to get the Legendary Meat.
--------------------------------------------------------------------------------
6.1.4. THE FOUNDER

SUMMARY:

Starts in Pilgrim's Path (past) by talking to Gil
Requires TP of 0 or 2
     2 TP gives no reward [FP: 10]
     0 TP upgrades Dharm Armor Shop [FP: 20]

DETAILS:

You'll find the Past Dharm Elder near the southeast corner of Pilgrim's Path.
Talk to him to start this sidequest after you've beaten Dogra. From there, go
to the Meadow (east exit) and you'll find a few monsters have settled into
the normally quiet area. But of course, we can't just kill them; we have to
make a Gears of Time choice!

Having two charges on the Gears of Time and using it will allow you to take
out the monsters as normal. Just engage them and beat them up. You can't scout
them, of course. Once you defeat them all, Gil (the elder) will show up. He
takes a liking to the Meadow, and this finishes the quest.

Not using the Gears of Time results in a similar situation; you still have to
fight them all. But once you're done, you'll have to report to Gil. The
quest is still not done. He'll ask you to head to Irem. Go and talk to Grandma,
and she'll give you another Muon spell, which Gil was looking for.

Show the "Past Muon" to Gil and he'll have another task for you. You'll be
instructed to head to North Tower. This is to complete the timeline by
putting Muon in the chest where you found it in the first place. North Tower
has nothing new, so just run to the fourth floor and put Muon inside.

You'll find Gil back at the Meadow. Talk to him to finally finish this
alternative sidequest. If you do it this way, the Armor Store at Dharm in the
present will sell new equipment!

DHARM ARMOR SHOP:

Shield-Gold Shield
Helmet-Gold Helmet
Body-Gold Mail
Glove-Gold Gauntlets
Glove-Mythril Bangle
--------------------------------------------------------------------------------
6.1.5. THE LAST ONE'S SPELL [8ou1tx]

This is a password Event, and must be activated as such.
The password can be obtained from "Hunt: Hasid Pass".

SUMMARY:

Starts in Mu (past) by talking to Man NPC
Requires 0 or 3 TP
     0 TP causes Warding Charms to go on sale [FP: 10]
     3 TP gives no reward [FP: 5]

DETAILS:

A man in Past Mu, at the section south of the armor shop, will give this quest
to you. Once you talk to him, a "?" will appear just north of you. Milfie
appears to be the only one that wants to help. Three charges are needed for
the Gears of Time at this particular instance.

Use the Gears and Milfie will talk to the charm seller, and she will buy her
out so that the man won't have to worry about buying any anymore. Talk to the
man again and he won't get any, clearing the sidequest without much pleasure.

If you don't use the Gears, you'll have to talk to the salesman yourself.
This salesman will trade you what you want for 3 Red Feathers, which you can
get by defeating Hell Condors in the Irem Heights.

Once you get them, talk to her again and Warding Charms will go on permenant
sale, which you should tell the man about. This clears the sidequest as well,
but in either case you don't get much of a reward. All Warding Charms do are
protect you from stat lowering.
--------------------------------------------------------------------------------
6.1.6. SAVING SEED

SUMMARY:

Starts in Fertile Hollow (past) by planting Seed of Ephraim
Requires 0 or 3 TP
     0 TP gives Magic Source [FP: 10] Unlocks "Salt in the Wound"
     3 TP gives no reward [FP: 5]

DETAILS:

This is optional to the story, like in the original version. If you don't help
out the tree, simply examine the Fertile Hollow's soil in the future to
unlock the path to New Dharm.

Anyway, you plant the Seed of Ephraim at the Fertile Hollow and find that it
hasn't yet grown in the Present. In the past, you'll find a "?" that you'll
need three charges to use if you're talkin' Gears of Time.

Use it and you'll fight a Giant Caterpillar. The tree will be able to grow in
the future once you defeat it. There is no reward for doing it this way.

Don't use it and Sireugh will discover she was standing on the seed the whole
time. The party takes precautions so nothing happens again. Talk to the tree
in the present and it will give you a Magic Source. Better option here. Also,
you will unlock the second sidequest relating to the Tree of Ephraim if you
choose this option, "Salt in the Wound".
--------------------------------------------------------------------------------
6.1.7. LOST IN SHIPPING

70 Future Points are needed to start this sidequest.

SUMMARY:

Starts in Irem (present) by talking to weapon salesman
Requires 0 or 1 TP
     0 TP gives no reward [FP: 5]
     1 TP upgrades Irem and Dharm Weapon Shops [FP: 10]

DETAILS:

The weapon salesman in Present Irem will give you this sidequest. Go to the
Irem Heights and find the "?" right by the west exit. Once you approach it,
you'll find there's a Giant Acid Gel holding a chest inside of it. You'll have
to make a decision, though. Just one charge is needed for the Gears of Time.

Using the Gears of Time leads you to a time when the chest was not yet inside
of the Acid Gel. You'll then fight the Giant Acid Gel, which should go down
simply. Inside the chest are the "Recovered Weapons". Bring them to their
intended recipient, the weapon salesman in Dharm. After doing this, Dharm
and Irem's weapon stores sell better items!

IREM WEAPON SHOP:

Sword-Icebrand
Katana-Qing Long Dao
Greatsword-Bastard Sword
Greatsword-Ogre Killer
Blade-Saber
Spear-Brionac

DHARM WEAPON SHOP:

Sword-Flame Sword
Blade-Rapier
Axe-Battle Axe
Jutsu-Kick
Bow-Mythril Bow
Gun-Arquebus

But of course, I'm obligated to tell you what happens for the other choice.
Well, you'll fight the Gel with the chest still inside of it. You'll get some
"Melted Weapons", so it's not too good... return to Dharm and give it to the
guy anyway, and you'll clear the sidequest without any upgrades. So don't do
that.
--------------------------------------------------------------------------------
6.1.8. THE CAPTAIN'S LAMENT

80 Future Points are needed to start this sidequest.

SUMMARY:

Starts in Dharm Old Road (present)
(Unlocks The Black Diamond (present))
Requires 0 or 1 TP
     0 TP gives Knight's Medal [FP: 10]
     1 TP gives no reward [FP: 5]

DETAILS:

Talk to the man at the east exit of Dharm Old Road. He'll open the way to The
Black Diamond, which you need to enter for this sidequest.
--------------------------------------------------------------------------------
THE BLACK DIAMOND (present)

MONSTERS:

Fairy
Fishman
Gazer
Killer Butterfly
Sannakji
Sequoia
War Pig

EXCAVATION TREASURE:

Gloves-Mobius Glove
Item-Elixir

There's a spot at the northwest corner that contains a Mobius Glove, amazingly
enough. Another spot is in the center room in the bottom area, and that has an
Elixir.

TREASURE:

Item-Cloud Crystal
Item-6k Gold Nugget
Item-Earth Stone

AREA NOTES:

Your destination is the first door on the bottom part, but don't be in such
a rush. The farthest room has a chest with a Cloud Crystal. At the north end,
the western alcove has a chest with a 6k Gold Nugget. Finally, at the top room
you get an Earth Stone.

In the room you need to go, you'll find what looks like a normal Red Bone. The
group talks with it at length, about his past and his medal. You will eventually
get the option to use the Gears of Time. If you do, the party will teleport,
finding themselves in a battle with a Blood Ray to recover his medal. It goes
down easy. The situation ends from there with little reward.

Choosing not to use the Gears of Time will result in the party attempting to
leave after talking about his pride. However, the Red Bone stops you and
attacks, angry that you've "insulted" him!
--------------------------------------------------------------------------------
BOSS BATTLE: Captain

Captain-Dark             1200 HP
STR 25                   AGI 21
MAG 23                   DEF 18

Abilities:               Traits:
Punch                    Sleep Immune
Poison Needle            Wind Vulnerable
Storm                    Stealth

The Captain is not that tough; he's weak to wind and won't do much to
hurt you. But it does depend on when you decide to do this sidequest...
--------------------------------------------------------------------------------
Once you defeat the Captain, he'll give you the Knight's Medal, which decreases
damage from Combos. He will also attempt to pass on to the other side, but
seems to be trapped. Talk to him again and he leaves. This is the right way to
clear the sidequest, I believe.
--------------------------------------------------------------------------------
6.1.9. THE LITTLE SWORDSMAN

THIS SIDEQUEST IS ONE OF THREE THAT MUST BE DONE TO UNLOCK A VERY SPECIAL
ADDITION TO THE ENDING.

100 Future Points are needed to start this sidequest.

SUMMARY:

Starts in Dharm by talking to Melrose
Requires 1 TP (no alternative)
     Gives Psycho Sword [FP: 20]

DETAILS:

After finishing up in the past, return to Dharm and talk to Melrose once.
This starts the sidequest. Once you talk with Melrose, talk to young Dior
by the slide. He'll run off. (The kid by Dior also gives you a password, Gift:
Item 2.)

Next, talk to young Nemesis in the square. She will also run off. Report back to
Melrose, and from there talk to the guy standing dead center in the square.
Attempt to leave Dharm, and you're approached by another man. He'll tell you
that he saw Dior at Dharm Old Road, undertaking a dangerous hunt.

It's at this point that you have to use the Gears of Time, just one charge is
needed. There is no alternative to it this time around.

When you use them, the party goes to Dharm Old Road and finds Dior confronting
a Fire Lizard. You give him a Longsword and let him attack the monster, which
he defeats. Go back to Dharm and talk to Melrose. He'll give you a Psycho
Sword. And that's all she wrote.
--------------------------------------------------------------------------------
6.1.10. A LESSON IN TRUST

This sidequest can only be done on New Game+.
You must have cleared "The Little Swordsman" to start this quest.

SUMMARY:

Starts in Dharm by talking to Melrose
Requires 0 or 1 TP
     0 TP gives no reward (Melrose drops a Mythril Bow) [FP: 20]
     1 TP gives no reward [FP: 10]

DETAILS:

Finish up the quest just before this one and exit Melrose's house, then reenter
for him to give you this sidequest. He seems a bit down when you talk to him.
The Battle Trainer is a bit broken. He was trying to upgrade it. Once he's
done talking to Dune, go out and find the "?" in the square. It's a pretty
standard decision. One TP is needed to use the Gears this time.

Use the Gears, and you'll go back a bit. Nemesis will go into Melrose's house,
and go to his bed, and try to use a hair dryer near it. The party stops her
midaction, because that would fry the circuits. That's why the Trainer stopped
working. They talk for some time and she leaves. Now, the party returns to the
present. Talk to Melrose to finish the sidequest.

If you don't use the gears, simply go back and talk to Melrose. The group will
offer to fight him to show him that the Battle Trainer is not the only way
to get in shape, and it being broken doesn't make a difference. So...!
--------------------------------------------------------------------------------
BOSS BATTLE: Melrose

Melrose-Fire             1140 HP
STR 30                   AGI 30
MAG 30                   DEF 30
Drops: Mythril Bow

Abilities:               Traits:
Battle Axe               None.
Long Sword
Bastard Sword
Fire Tome
Recovery Tome

Yeah... he's not too hard. Use whatever you have and he'll go down.
--------------------------------------------------------------------------------
The group will talk with Melrose a bit more, and then the party leaves. This
finishes the sidequest as well.
--------------------------------------------------------------------------------
6.1.11. ASHURA'S LEGACY

110 Future Points are needed to start this sidequest.

SUMMARY:

Starts in Coastal Crossroads (present) by talking to man NPC
Requires 0 or -1 TP
     0 TP gives no reward [FP: 10]
     -1 TP gives Vajra [FP: 5]

DETAILS:

A man by the south exit of the Coastal Crossroads in the present will give you
this sidequest. You'll have to return to South Tower at his request. At the
apex, you'll find a big enemy by the locked door. Guess who! Ashura! However,
he's looking a little transparent. He'll be scared of some Dullahanmonster who
uses some spell to remove the ghastly Ashura. It wants to confront you now.
This is your chance to make a decision, which you'll need a single negative
point on your Gears of Time to do.

Not using the Gears will result in you fighting a Giant Dullahan pair. Defeating
them clears the sidequest... I guess. But that's no fun.

Use the negative Gears and you'll intercept the past Dullahan and Ghost Ashura.
The Dullahan pair will fight you like the last choice, but Ashura is still there
so we'd better do something about him too.
--------------------------------------------------------------------------------
BOSS BATTLE: Ashura Ghost

Ashura Ghost-Neutral     3300 HP
STR 37                   AGI 25
MAG 30                   DEF 23

Abilities:               Traits:
Punch                    All Status Immune
Gaze                     Weapon Immune
Vajra                    Fire Resistant
Fire                     Fire Boost
                         Magic Vulnerable

This battle can be easy or hard depending on when you do the sidequest. The
strategy, just by looking at his stats is to pelt him with non-Fire magic.
That should eliminate him quickly. He is actually IMMUNE to physical attacks,
so if you want to train and maybe gain some proficiency, now's the time. This
is actually a pretty awesome opportunity.

He'll drop 10800 Kero when you defeat him.
--------------------------------------------------------------------------------
Once you defeat the ghost, you'll return to the present. You'll also be able to
go into the locked door. Inside is a single chest with the Vajra axe. That's
it for this interesting sidequest. But if you want more FP you'll have to skip
out on the battle.
--------------------------------------------------------------------------------
6.1.12. THE EXCAVATION EXPERT [84o45p]

This is a password Event, and must be obtained as such.
This password cannot be obtained ingame.

SUMMARY:

Starts in Coastal Crossroads (present) by talking to man NPC
Plant Rapier, find it yourself
Plant Bastard Sword, find it yourself
Plant Katana, find it yourself [FP: 10]
     Let him find the things you buried [FP: 5]

DETAILS:

This sidequest starts in a prime location for sidequests, the Coastal Crossroads
in the present. The guy you're looking for is in the bottom left corner of the
area. Talk to him, and he wants a Rapier. You can buy one at Dharm. Then, warp
to the past and find the area where the man would be. A "?" will be there, and
you'll be asked to bury the Rapier there. Do so, and go back to the present.

(If you do not have the Excavator yet, you won't be able to get the best
rewards from this quest.)

Talk to the guy, and you'll be presented with a choice. You can find the Rapier
yourself, or tell him where it is. Choose the first option, and you'll get
the Rapier from a new excavation spot that just appears out of the blue. Dig
it up and you'll get Excavation Map 1 from the man. He'll meet you at the
Pilgrim's Path. But before you go, the map lets you find a new spot at the top
right of the area with a Water Stone.

He'll once again be in the same corner. Talk to him and he'll tell you about a
Bastard Sword. You'll have to buy it at Irem. Follow the same method you did
with the Rapier and plant the sword in Past Pilgrim's Path. Then go back and
dig up the Bastard Sword just like before and you'll get Excavation Map 2.
This reveals a spot just around the east bend from the south exit, and it has
a Glass Sword, which is pretty advanced... Head to the Irem Heights to meet
the guy one last time.

You'll find him just ahead of the east exit. This time he's looking for a
Katana. Buy one at Irem in the past and bury it as per usual. Follow the same
method once more, and he'll give you the final map, revealing a spot just to
the southeast. It has a Protect Crystal. This quest is now over.

If you don't decide to excavate the stuff, you won't get the Excavation Maps.
And that's no good.
--------------------------------------------------------------------------------
6.1.13. SALT IN THE WOUND

You must have cleared "Saving Seed" to do this quest, without TP.
You must have the Stethelos MK II to start this quest.
180 Future Points are needed to start this quest.

SUMMARY:

Starts in Fertile Hollow (future) by talking to Tree of Ephraim
(Unlocks RMS Colossus)
Requires 0 or 5 TP
     0 TP gives Yggdrasil Charm (R.M.S. Colossus gets blocked off) [FP: 10]
     5 TP gives Yggdrasil Armor [FP: 5]

DETAILS:

Talk to the Tree of Ephraim in the Fertile Hollow and he'll ask you to go to
a newly marked area. It's yet another Sunken Ship.
--------------------------------------------------------------------------------
RMS COLOSSUS

MONSTERS:

Adamantoise
Bloodsucker
Sea Bishop
Treant

EXCAVATION TREASURE:

Password-Gift: Item 31

One spot is just by the north room. It has a password.

TREASURE:

Body-Cyber Suit
Blade-Lightsaber
Item-Wind Stone

AREA NOTES:

If you've been to the Forgotten Wreck, it's exactly the same in layout. Go to
the north area for a chest with a Cyber Suit. In the cargo hold (the center
room) you'll find two other chests. They have a Lightsaber and Wind Stone.
Also in here is your mark, a regular Giant Octopus. It seems it can't be
beaten. After four turns, the battle will cut out and the ship will begin to
shake. The group decides to tell the Tree of Ephraim about this. You won't be
allowed back into the ship until you go talk to it. There's no other treasure,
so rest easy.
--------------------------------------------------------------------------------
Once you've talked to the tree, it seems your only option is to use the
Gears of Time. But how? Well, you can either choose not to use it or choose
to use it, plain as day, with the "?" right by the tree. You'll need 5 points
total to use it in this case, though.

Choosing to use it will lead you back to the ship, where you will have another
round with the Octopus. This time it is possible to beat, though. The ship
will shake, but only a little. When you return to the Tree of Ephraim, it will
give you Yggdrasil Armor as your reward. It's not a bad reward!

Choosing not to use the Gears of Time won't do anything until you talk to
the Tree of Ephraim again. It will give you a Yggdrasil Charm, which resists
Dark. It doesn't seem as good a reward as the armor, though. You can avoid the
fight this way. You won't be able to return to the ship, unlike the Gears of
Time option, either. Despite this, it's what the tree wants, so it's the
better option.
--------------------------------------------------------------------------------
6.1.14. A GLIMPSE OF THE FUTURE

THIS SIDEQUEST IS ONE OF THREE THAT MUST BE DONE IN A SPECIFIC WAY TO UNLOCK
A VERY SPECIAL ADDITION TO THE ENDING. NO GEARS OF TIME!

This Quest can only be done before entering the Floatland!
140 Future Points are needed to start this sidequest.

SUMMARY:

Starts in Dharm by talking to Dior
Ends up in the Shrine
Requires 0 or 2 TP
     2 TP gives no reward [FP: 10]
     0 TP helps unlock true ending [FP: 20]

DETAILS:

Once you have the requirements set up, head back to Present Dharm and talk to
Dior in Gil's house. He had an awful fight with Nemesis. He'll even flashback.

Dior and Nemesis are left alone by Gil while he attends a meeting. Dior begins
shooting insults, and "Nemmy" retaliates by stating Dune is her inspiration
for everything she does. Dior scares her with the "fact" that the party will
remain in the future when they're done saving it. Dumb, dumb, dumb Nemmy!

Dune takes Nemesis' side in the argument, obviously. You have to ask around to
find where she is. Continue the quest by going to the cafe and talking to the
owner. She's been buying sandwiches, apparently. There's no inkling of where
she could have gone, though. Go back to Gil's house and talk to him.

Gil has no idea what Nemesis has been doing. What a bad girl...? Suddenly, he
realizes, the Shrine! He reveals that he told Nemesis about the Stethelos
and reasons she must have gone there.

Go down to the Stethelos and you'll find Nemesis inside. She wanted to go with
you to the future! Aww. And she bought the sandwiches so nobody would be
hungry! Double aww. The group tries to bring her back to town, but Polnaref
makes a bad choice of words. She believed Dior's words very heartily. She runs
off to the Capsule Room of the Stethelos. Catch her there, and then catch her
again at the Sages' Cabin. From there, talk to her at the Hangar. All three of
Dune's friends are having a lot of trouble convincing her...

Finally she'll be at the cockpit. She decides she wants to try and break the
Stethelos so you can't go to the future! And she does this by punching the
controls. This actually activates the Stethelos and it begins to shake and
convulse... The party is knocked out. Nemesis tries to go get Gil to help, but
when she walks out of the Shrine, she realizes... this is the future.

Of course, since Dune's knocked out, this is the perfect time to talk to
Wanderer. He tells Dune what just happened. He also suggests that it would be
better if Nemesis hadn't seen this future... is he insinuating something? Yes,
he's suggesting Dune use the Gears of Time. It seems he cares about Nemesis
despite being some sort of demigod who knows everything.

Dune wakes up, and soon Polnaref comes back with news that Nemesis isn't in the
Stethelos. Dune tells them that she left the shrine. Wanderer helped out.
Now, you have the chance to use the gears. It's a long scene, so I hope you
saved beforehand if you want to see both outcomes.

If you use the Gears, you'll go back to the Stethelos' entrance in the shrine
and wait for Nemesis to come out. You intend on stopping her from seeing the
future. When she comes out, she begins crying tears of joy. Dune is okay~
The party goes back to Dharm in the present, and that's that.

But, if you don't use the Gears... the party goes out and sees Nemesis at a
"Barren Coast". She's traumatized. Dune can't tell her everything about the
future, though. However, what he does say convinces her that she should help
in any way she can, so she doesn't have to live in such a future. The party
brings her back to Present Dharm offscreen. She promises to keep it a secret.
*NOT USING THE GEARS OF TIME* is the better option here.
--------------------------------------------------------------------------------
6.1.15. A BURDEN TO PROTECT

THIS SIDEQUEST IS ONE OF THREE THAT MUST BE DONE IN A SPECIFIC WAY TO UNLOCK
A VERY SPECIAL ADDITION TO THE ENDING. NO GEARS OF TIME!

170 Future Points are needed to start this sidequest.
You must have completed "The Little Swordsman" to start this sidequest.

SUMMARY:

Starts in New Dharm by talking to Freyja
Continues in Present Dharm, Irem, and areas south
Requires 0 or 3 TP
     3 TP gives no reward [FP: 10]
     0 TP helps unlock true ending [FP: 20]

DETAILS:

You start it by talking to Freyja in the future, located in New Dharm's base,
westernmost room. Continue the quest by going to Melrose, also in the base,
and talking to him. And then you must go to the Present.

Talk to young Nemesis in the square at Dharm. Eventually Dior will join the
conversation, all about Freyja. She's afraid of going outside. Once you're done,
talk to her in the Elder's house. You'll offer to take her to Irem to talk to
Grandma. (She joins your party to do so. What a nice touch!)

You'll have to walk to Irem, as going in the Stethelos would risk Freyja being
seen by people from the future. Once you're there, her and Dior talk with
Dune and Sireugh, and then go off on their own. Talk to Grandma, who is in
Cronus' house. She seems a bit depressed, and doesn't think the problem with
Freyja is reasonable, because she is actually outgoing? After that, Grandma is
told that the children were stolen by monsters! Deja vu, huh? However, like
the Past Grandma, she is unable to go, and must send you. Irem Pass in the
present will be marked on your map if you haven't been there already.

When you leave the house, you see Freyja. She wants to join you to help
Dior. And she does, despite trying to be convinced otherwise by Milfie.
(Irem Pass in this time is the only place you can find Knife Fish, which
have the ability Weapon Boost. The two chests there contain a Fire Tome and
Gift: Item 41.)

Head to the Irem Pass, and go through just as you did in the Past. At
the south exit you'll find a large worm. It attacks the party, of course. It
is not difficult. But it seems Dior is nowhere to be found... well, that means
it's Gears of Time time! You'll need 3 charges to use it.

Choosing not to use it will result in the party leaving. Freyja is a bit sad
over the decision, though. From here, go into the Mountain Cave and find your
way to the third floor, where you want to go into the room opposite where Dogra
would have been. There you'll find ol' Dior, being strangled by another Giant
Land Worm. Freyja gets insulted by Dior, saying all she is is a burden, but
that only motivates her to retaliate and kill the worm. She's no burden!

(The chest behind the worm contains some Diamond Mail if you come back.)

Defeat the worm, and you'll automatically be brought to Dharm. Freyja and Dior
will be together and argue more. Now return to the future and go to New Dharm.
Talk to grown-up Freyja and she'll thank you, ending the sidequest.

Deciding to use the Gears of Time will bring you back to where Dior was
confronted with the first worm. You'll help him fend it off. The group returns
to Dharm, where you see Freyja and Dior together. Go back to the future, and
talk to Freyja. It's over, then. *NOT USING THE GEARS OF TIME* seems like the
right choice, despite the lack of reward either which way.
--------------------------------------------------------------------------------
6.1.16. THE MISSING RING [85ckz1]

This is a password Event, and must be activated as such.
The password can be obtained from "Hunt: Forgotten Wreck".

SUMMARY:

Starts in New Dharm by talking to man NPC
Requires 0 or 1 TP
     0 TP gives no reward [FP: 5]
     1 TP gives Defense Source [FP: 10]

DETAILS:

Once you're able to start this quest you'll find a man outside the cafe to the
left. Talk to him, of course. Leave the town and you'll find a "?" in the
graveyard's east side. Polnaref will find the ring in a bird dropping on the
ground, and wants to just polish it. Sireugh, however, wants to try something
different. In any case, it's Gears time. You'll need a single point.

If you don't use the Gears, well... you'll pick up the Wedding Ring. That was
easy. Deliver it to the man, and, uhh, he'll scream in terror, leave, and the
quest will be done. Not very well.

Use them and you'll meet a big bird. The party tries to casually walk away (hah)
but Sireugh stops them. Beat up the Simurgh and you'll get the Wedding Ring.
Go back to the man and he'll be happy enough to give you a Defense Source for
your trouble. That's the way to go!
--------------------------------------------------------------------------------
6.1.17. WINNERS AND LOSERS [9zf2p9]

This is a password Event, and must be activated as such.
The password can be obtained from "Hunt: The Empty Wastes".

SUMMARY:

Starts in New Dharm by talking to man NPC
Branches off many times from deciding one choice or another choice.
     First, choose first choice
     Second, choose first choice
     In New Dharm choose second choice
     Requires -2 TP, gives Elixir [FP: 15]

DETAILS:

The guy to start this quest is in the cafe. Strike up a chat. From there, head
to Dharm in the Present. Talk to the guy in the exact same position as the
one in the future and you'll have to make an unavoidable choice. You're intended
to choose the first one. From there, choose the first choice again, and then go
back to New Dharm.

Talk to the man again, and this time choose the second option. Now you'll need
to go to Irem way in the past! Go to its Inn and talk with the owner. Soon
you'll be interrupted by a man and his lady. Your destination now is the
Mountain Cave. There will be a "?" in the Southwest corner. However, this is a
negative Gears of Time choice. If you do not use the Gears, you will not get
the satisfactory ending you want, so have the Future Drive. You'll need -2.

The "?" will be an opened chest. Use your negative gears and you'll go back to
the chest being closed, and open it. But you'll be attacked by a big, bad,
Triceratops. Beat it up and once the scene ends, go back to New Dharm, talk to
the guy, and finish this sidequest properly. You'll get an Elixir. Choosing any
of the bad choices will leave you rewardless.
--------------------------------------------------------------------------------
6.1.18. SMASH AND GRAB [j0erp9]

This is a password Event, and must be activated as such.
The password cannot be obtained ingame.

SUMMARY:

Starts in North Tower 2F (future) by talking to man NPC
Requires 0 or 1 TP
     0 TP gives no reward [FP: 5]
     1 TP gives 21k Gold Nugget [FP: 10]

DETAILS:

Once you enter the password you'll be able to do something about the rock you
may or may not have seen here in North Tower, in the bottom left section of
the second floor. Talk to the man that appears in front of it, who is distraught
over the boulder. A "?" will appear behind him afterwards. You'll need 1 charge
to use the Gears for this one, and it's the better option.

Well, in any case, if you don't use the Gears, you'll go to the man and the rock
will begin to shake... it was a Rock! You know, the monster? Defeat it easily
and you'll be able to see a chest behind it, which the man rushes to open.
He then runs away without so much as a goodbye.

Use the gears to go back to before the man got there. The rock will reveal
itself to be a Rock again, and the party will defeat it in the same manner.
You go back to the present and the chest will once again be opened... but not
empty! From the false bottom, you'll get a 21k Gold Nugget. Yay!
--------------------------------------------------------------------------------
6.1.19. AN OUNCE OF PREVENTION

190 Future Points are needed to start this quest.

SUMMARY:

Starts in Mu (future) by talking to Man NPC
Branches off from deciding one choice or another choice
     First leads to 4 TP and Orichalcum Spear [FP: 10]
     Second leads to 0 TP and unlocks SS Neptune (present) [FP: 5]

DETAILS:

There's a lone human in Future Mu you can talk to after some point. He's by the
Magic Shop. Talk to him and a "?" will appear near the center of the town.
This quest seems to revolve around a "Sahuavirus". You'll have two non
Gears choices to make, and you have no way to opt out, so save beforehand.

If you choose the first option, your mission will be to go to Irem Heights
way in the past. I don't know HOW you're supposed to know this. But anyway,
you'll find a "?" by the northern exit. Approach it and use your Gears of Time
(4 charges needed) to accelerate time. You'll meet up with one heck of a
Sahuagin!
--------------------------------------------------------------------------------
BOSS BATTLE: King Sahuagin

King Sahuagin-Neutral    2000 HP (actually 6000 HP)
STR 27                   AGI 25
MAG 35                   DEF 21
Drops: Orichalcum Spear

Abilities:               Traits:
Claw                     All Status Immune
Wind                     Fire Vulnerable
Psycho Blast             Water Resistant
Charge

Though it says he has 2000 HP, he definitely has 6000 HP instead. But this is
pretty much like the first boss in the game, just a little tougher. Like before
the monster is weak to Fire. Slam it with that and some strong physical attacks
and you shouldn't have too much trouble.
--------------------------------------------------------------------------------
Once you defeat it, you get an Orichalcum Spear. This will end this nice little
Event. To see the fruits of your labor, head back to Mu in the Future and
all the people will be human! So will the infected in Lei with this choice.

Choosing not to use the Gears of Time will lead you to decide to head to the SS
NEPTUNE. But the one you can see outside won't be any help, of course not!
You have to time travel a bit and find the ship in the Present.
--------------------------------------------------------------------------------
SS NEPTUNE (present)

MONSTERS:

Fairy
Fishman
Gazer
Hell Wisp
Sannakji
War Pig

EXCAVATION TREASURE:

Item-Protect Crystal
Item-Wind Stone
Item-Cloud Crystal

There are two spots, one at the farthest end of the south area, and another at
the top right corner. They have a Protect Crystal and Wind Stone respectively.
In the southmost room is another spot with a Cloud Crystal.

TREASURE:

Item-Earth Stone
Item-Grenade
Item-Potion

AREA NOTES:

A pretty standard ship. Head to the north room to find a chest with an Earth
Stone. In this room is also a fixed giant Sannakji, if you ever need some
handy Super Meat. On the way is the cargo hold, which holds two chests. They
contain a Grenade and Potion. However, your true destination is the south end.
Examine the "?" there and a Sahuagin trio will run in and fight you. They're
pretty easy, since they're in a group to be multitargeted in. Once you win
they run off and you'll clear the sidequest, but without helping Lei.
--------------------------------------------------------------------------------
6.1.20. MEANT TO BE

180 Future Points are needed to start this quest.

SUMMARY:

Starts in Coastal Crossroads (present) by talking to Pulsar
Requires 0 or -2 TP
     -2 TP gives no reward [FP: 10]
     0 TP unlocks SS Dandy Auroria (all time periods) [FP: 20]

DETAILS:

To start this quest, head for the Coastal Crossroads in the Present. Just by
the east exit will be a scientist guy... it's Pulsar? But it is before he got
more famous. You'll talk for a bit before a woman comes walking along whose
name is apparently Elaine. He's very nervous around her. Once she leaves, you
and Pulsar talk for a bit more.

Approach the "?" right by him and you'll have another choice to make. But to
use the Gears of Time, you will need "-2" points. To achieve this, use the
Gears of Time after obtaining the Future Drive and wait until it goes past
zero into the negatives. However, it's not the best option for this quest
anyway, and here's why.

Using the negatively powered Gears of Time, the party will talk for a bit until
Pulsar approaches them (having just got there). He'll give the group a long
lecture, and the party will return to the present. Talk to Pulsar again and you
clear the sidequest by preventing his and Elaine's first meeting. But that's
not the best way to go about it.

Don't use the Gears, however, and the party will talk a bit. Return to Pulsar,
and he'll tell you she wants a memento. He'll mark the SS Dandy Auroria you
need to go to on your map to get it.
--------------------------------------------------------------------------------
SS DANDY AURORIA (present)

MONSTERS:

Fairy
Fishman
Killer Butterfly
Lizard Knight
Sannakji
War Pig

EXCAVATION TREASURE:

Password-Gift: Item 29

There's one spot in the south room. It has another password.

TREASURE:

Item-3k Gold Nugget
Item-Elixir

AREA NOTES:

There are two chests in the Cargo Hold (the midway room) with a 3k Gold Nugget
and Elixir inside. There's nothing in the north room, so head to the south and
the spot you're looking for is just past the passage on the western part of
the "forked" area. Nothing seems to happen when you touch it, and it goes
away... What to do now? Well, since we can't go into that room, we'll have to
see if there's an alternative... elsewhere.
--------------------------------------------------------------------------------
SS DANDY AURORIA (past)

MONSTERS:

Cannon
Duke
Earthworm
Gargoyle
Nike
Nymph
Sea Monster
Skeleton
Violent Ray
Will-o-Wisp

EXCAVATION TREASURE:

Helmet-Genji Helmet

A Genji Helmet is in the bow of the ship, to the south. Pretty good!

TREASURE:

Item-Dynamite
Item-Strength Source
Item-Haste Crystal
Item-Water Stone
Key Item-Parent's Mementos

AREA NOTES:

There are two chests in the main area; Dynamite and a Strength Source. The top
room has a Haste Crystal. From there, head to the back to get a few items.
There's one in each room! A Water Stone, excavation spot, and what we're
looking for, the Parents' Mementos.

Bring the Mementos back to Pulsar and he'll thank you and leave. Talk to him
again in the future to find that Elaine has taken up residence with him in the
S.H.L.T.R! How sweet. That's it for this sidequest. However, you CAN explore
the SS Dandy Auroria in the future too! Yeah! Only mining spots there, though.
--------------------------------------------------------------------------------
SS DANDY AURORIA (future)

MONSTERS:

Adamantoise
Bloodsucker
Fossil Dragon
Wolfman

EXCAVATION TREASURE:

Boots-Cyber Boots
Magic-Revival Tome

The Cyber Boots are at the top of the hull, while the Revival Tome is in the
farthest room at the south end.

TREASURE:

None.
--------------------------------------------------------------------------------
6.1.21. LET THE HUNT BEGIN

200 Future Points are needed to start this sidequest.

SUMMARY:

Starts in S.H.L.T.R by talking to Pulsar
(Unlocks Forgotten Wreck)
Stethelos "powered up" [FP: 10]

DETAILS:

Talk to Pulsar in the S.H.L.T.R after getting the Remote Control upgraded to be
a weapon. He'll direct you to a new area that you weren't able to go to before,
the Forgotten Wreck.
--------------------------------------------------------------------------------
FORGOTTEN WRECK

MONSTERS:

Adamantoise
Bloodsucker
Fossil Dragon
Nightmare
Land Worm
Treant
Wolfman

EXCAVATION TREASURE:

Item-12k Gold Nugget
Password-Gift: Item 33
Password-Gift: Item 30
Item-Elixir

There's one spot just to your right upon entering with 12k Gold Nugget. Another
is in the top right corner with an item password. Yet another is in the room
on the way to the Password spot to the side, and that has yet another password!
After beating the Shockenaw 2, behind it is a spot with an Elixir.

TREASURE:

None.

AREA NOTES:

There isn't any treasure here, besides excavating. When you're done with that,
head to the southern room where you'll find a nice tank. Avoid battles on the
way there in order to engage it.
--------------------------------------------------------------------------------
BOSS BATTLE: Shockenaw 2

Shockenaw 2-Neutral      445 HP
STR 27                   AGI 27
MAG 0                    DEF 27
Drops: Salve

Abilities:               Traits:
Artillery Cannon         Weapon Resistant
Tackle                   Earth Vulnerable
                         Fire Resistant

If you've been training at all, this should be no trouble at all. It's weak
to Earth, if you really need that extra boost. It'll drop 821 Kero and a
Salve, perhaps.
--------------------------------------------------------------------------------
Once you beat it, you capture the monster. Don't forget the excavation
spot in this room and head for the S.H.L.T.R.

If you fight two or more battles while in this area, the Shockenaw 2 will run
away and you'll be given the option to use the Gears of Time. If you spend
2 points, you can find the Shockenaw 2 there AND some extra treasure once
you've defeated it: an Earth Stone, Beret, and Bazooka.

Give the tank to Pulsar and he'll do some tinkering. But he's not done with you
yet. Check the next scenario for the continuation.
--------------------------------------------------------------------------------
6.1.22. THE HUNT CONTINUES

You must have completed the quest just above this one to start this.

SUMMARY:

Starts in S.H.L.T.R by talking to Pulsar
     Gives Long Range Laser to Stethelos Armaments [FP: 10]

(I'm unsure about the FP gain, but doing it completely correctly should
grant you 10. I think you get less FP if you only bring one monster back,
somehow. Like you'd ever do that!)

DETAILS:

As soon as you clear the last one, Pulsar will ask you to head to Viper City.
(While you're there, talk to the old lady in the first area for Gift: Item 5.)
Talk to the man at the entrance and he'll direct you to the Fertile Hollow,
where you'll find a Giant Hermit. But it's not an ordinary Giant Hermit.
--------------------------------------------------------------------------------
BOSS BATTLE: Great Hermit

Great Hermit-Neutral     327 HP
STR 23                   AGI 17
MAG 30                   DEF 28
Drops: Salve

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Water Vulnerable
Recovery                 Silence Immune
Esuna

Even weaker than the Shockenaw 2. Beat it up. It's weak to water, if you need
any help.
--------------------------------------------------------------------------------
Once you've killed it, there is another monster you need to look for. Talking
to Cronus, who Pulsar also asked you to find, will reveal a monster at the
Deep-Sea Trench. It's a nice, blue, dragon.
--------------------------------------------------------------------------------
BOSS BATTLE: Deep Dragon

Deep Dragon-Fire         552 HP
STR 31                   AGI 31
MAG 31                   DEF 31
Drops: Potion

Abilities:               Traits:
Claw                     Water Resistant
Black Fang               Fire Vulnerable
Strangle                 Healing Boost
Ice

Easy. Like the other monsters you've been fighting, it has a weakness; Fire.
--------------------------------------------------------------------------------
Now is the time to head back to the S.H.L.T.R. The party brings him into the
Stethelos, where he gets right to work. For doing this, you get the Long Range
Laser added to your Stethelos Weapons, usable through the Remote. It will
reduce the HP of monsters not inbattle during a Chain Attack by a certain %
as it increases in power.

(A password is also available from the pointy-eared woman in the S.H.L.T.R. It's
Gift: Item 6.)
--------------------------------------------------------------------------------
6.1.23. THE WORST POSSIBLE TIME

This quest can be done only after saving Nemesis.
280 Future Points are needed to start this quest.

SUMMARY:

Starts in Hermit Village by talking to man NPC
Requires 0 or 3 TP (three different 3 TP options)
     0 TP gives no reward [FP: 5]
     3 TP (any of them) give no reward [FP: 10]

DETAILS:

Once you've finished up in Catacombs, talk to the guy in the private
home of Hermit Village. A "?" will appear outside. Even if Nemesis isn't in your
party, she'll show up to provide her insight. You have four different ways to
clear this sidequest... three of which use 3 charges and the other uses none.

Avoid the Gears and and you'll find a woman has entered the home. She will
understand that the man got sick and start caring for him. Is that the way
things should go, however?

If you let Polnaref use the Gears, he'll come up with a brilliant plan,
and some craaaazy sounding stuff will happen. He'll return and reveal that he
made his bath water much hotter with Firaga. The man still got sick because he
jumped out of the water and ran around naked. That's that for him.

If you let Milfie use the Gears, she'll take a direct approach and waltz into
the house. Despite her talking, eventually he refuses to avoid the bath. Milfie
picks up his clothes, and his date walks in very shocked, assuming that
Milfie was a two-timer that the man was going out with. The group is
very dissapointed in Milfie.

If you let Nemesis use the Gears, she'll also take a direct approach. She'll
try her best to be nice to the man. She goes around and fixes up the house at
his request. The man still takes his bath due to her distraction, and his
clothes are ruined due to her leaving the iron on.

Despite the confusion here, you can ask any of them for help. Just don't
neglect the man and your FP will go up optimally.
--------------------------------------------------------------------------------
6.1.24. THE SCIENCE OF DEDUCTION

This quest can only be done on a New Game+.

SUMMARY:

Starts in Darius by talking to waiter in cafe
Requires 0 or 1 TP
     0 TP gives Elixir [FP: 10]
     1 TP gives Potion [FP: 5]

DETAILS:

First, talk to a guy in Darius' cafe. Once you do a "?" will appear outside
of it. Only one charge is needed if you want to do so.

Using the gears will ignore Polnaref's suggestion and he won't be too happy
about it. Dune will go into the cafe and warn the waiter, resulting in him
running home and back. You'll get a Potion. That'll be that.

Take Polnaref's suggestion by not using the Gears, and go back to the waiter.
The group will jibber-jabber with him. It will culminate in him running home
and back to find his keys. He'll give you an Elixir.
--------------------------------------------------------------------------------
6.1.25. BACK TO THE HUNT

270 Future Points are needed to start this quest.

SUMMARY:

Starts in Stethelos by talking to Charles
Go to Catacombs and Mt. Hasid and use either 0 or 2 TP
     Use 0 TP to fight in Catacombs, or 2 not to
     Use 2 TP to fight in Mt. Hasid, or 0 not to
     You'll get the Power Amplifier, a Stethelos Armament
     Get more FP by not fighting both [FP: 10]

DETAILS:

Talk to Charles near the end of the game and he'll ask you to head to both Mt.
Hasid and the Catacombs.

Go to the Catacombs and right ahead of you will be a fairy. It's not on
the minimap. Talk to it and will direct you to one of the rare monsters you're
looking for. Head to the top of the chain link area here, on the eastern
section. You'll find a naga there that will cause a critical decision to come
up. Two charges are needed to use the Gears of Time.

If you decide to use the Gears of Time, the group will go back in time to give
talking to the snake lady another shot. Eventually Milfie convinces it to not
be so angry using Sireugh as an example...? This is the better choice.

Not using the Gears of Time causes you to fight the Viper Lady. No biggie.
This seems to trigger something, but it might not be the best choice.

Then go to Mt. Hasid. A similar fairy is in the east alcove of the first area.
It will also fly off after directing you further up. No, you won't have to make
the long and annoying trek up Mt. Hasid; just go to the nearby cave and head
into the circular alcove in the sub-area. You'll have an extremely similar
decision to make, same amount of charges needed.

Using it is what will cause the Werecat to fight you this time. Defeat it with
any attack you care to use.

If you don't use it, The party will attempt to cheer up the crying cat. Sireugh
will give her some useful advice and the group will discover that she isn't
all that rare a monster, just like the viper lady.

From here, head back to the Stethelos and talk to Charles. You'll get a new
weapon for the Stethelos, the Power Amplifier; when used, it buffs your entire
party depending on how many enemies you've scouted. You'll get it regardless of
what choices you made, but choosing not to fight the "rare monsters" allows you
to avoid senseless violence and helping the real rare monsters...
--------------------------------------------------------------------------------
6.1.26. THE NASTIES

You must have completed "Back to the Hunt" to start this quest.
350 Future Points are needed to start this quest.

SUMMARY:

Starts in Stethelos by talking to Zkauba
Requires 3 TP (no alternative)
     3 TP gives Shield Generator, a Stethelos Armament [FP: 10]
     Ignoring it continues the loop [FP: 5]

DETAILS:

Here we have another sidequest given by a Stethelos crew member; this time,
Zkauba. He'll ask you to head for the Channel Cave, which is marked for you.

Once you're there, head to the northern section and you'll find an unmarked
chest. Examine it, and you'll be given the option to use your Gears of Time.
You could not use them, but that just repeats it forever. Once you use them, 
you'll appear at the chest, and you'll find those fairies from Charles's quest. 
However, they're not quite as happy to see you. It's that time again!
--------------------------------------------------------------------------------
BOSS BATTLE: Nasty Fairies

Nasty Pixie-Wind         5600 HP
STR 48                   AGI 64
MAG 68                   DEF 53

Abilities:               Traits:
Tackle                   All Status Immune
Ice                      Weapon Immune
Fire                     Magic Boost
Wind                     Combo Resistant
Seduction


Nasty Sylph-Wind         4500 HP
STR 49                   AGI 68
MAG 65                   DEF 54

Abilities:               Traits:
Tackle                   All Status Immune
Drop                     Magic Reflect
Storm                    Magic Boost
Seduction                Initiative
                         Status Infliction
                         Healing Boost

Funny how the Nasty Sylph is weaker than the actual Sylph... anyway, this is
actually somewhat hard if you haven't been investing in Magic. You'll need
some sort of magic to kill them, as the Pixie is immune to physical attacks
like the Ashura Ghost. But since you're in the Otherworld at this point, you
might have some magical help from one of your fifth members. All in all, you
should be fine to take them out. They'll give out 14500 Kero for being beaten.
--------------------------------------------------------------------------------
Once you defeat them, go back to Zkauba and he'll thank you with the final
Remote weapon, the Shield Generator. It increases your resistance to elements,
status afflictions, and such. If this is your final part for the Stethelos,
you'll also get a neat option in the main flight deck menu; you can change the
ship's color. It can be black, blue, red, or green now!
--------------------------------------------------------------------------------
6.1.27. THE CAVING TOUR

300 Future Points are needed to start this quest.

SUMMARY:

Starts in Zacharion by talking to man NPC
At Ocean Cave, requires 0 or 1 TP
     0 TP gives no reward [FP: 5]
     1 TP gives Sightseeing Glasses [FP: 10]

DETAILS:

This sidequest starts in Zacharion, given by a man in front of some houses.
Talk to him and then head to the Island Cave. (It'll be marked on
your map in case you forget where it was.)

You'll meet a guy at the entrance, who will talk to you a bit and then a big
monster will be revealed at the top portion. It's a giant Xuan Wu, which is
actually a level 11 monster. Be careful. It resists water and weapons, so you
will want to use some sort of magic on it. Once you kill it, return to the man
and he'll leave, ready to meet you at the Ocean Cave.

The man will be right at the Ocean Cave entrance as well. Talk to him, get
rejected by the windstorm that's blocking those tempting chests and return.
He'll tell you something... and a "?" will appear to the east of him. It's
decision time. Only a mere charge is needed for it.

Use the Gears of Time and you'll be met by a giant Wind Emperor, another level
11 monster. You're going to want to use physical attacks on it. It resists
Earth. When you return to the present, the man isn't there... But you can
proceed past the windy storm and get the items; a Fire Stone and Elixir. The
man is by the chest with the Elixir. An important flower sparkles behind him
as the group converses. For clearing the sidequest this way, he gives you
Sightseeing Glasses, which resist Blind and Hold.

Ignoring the Gears of Time will lead you back to the man, who leaves without
giving you anything. Take a wild guess what you were supposed to do.
--------------------------------------------------------------------------------
6.1.28. TO IREM, WITH LOVE [p8ik9y]

This is a password Event, and must be activated as such.
The password can be obtained from Hard Mode's "Hunt: South Staircase".

SUMMARY:

Starts in Stratus by talking to King Kuranes
Requires 0 or 2 TP
     2 TP gives Strength Source [FP: 10]
     0 TP gives Kuranes' Helmet [FP: 5]

DETAILS:

Go to Stratus and have an audience with the King. He'll give you a letter to
Irem (what a shock). Warp to Future Irem and talk to Cronus. It seems the
letter was intended for Grandma... you'll find a "?" by her bed. 2 charges
are needed to use the Gears for this one.

If you use the Gears, you'll go back to before Grandma "fell asleep". You'll
give her the letter... and she'll get mondo angry! The letter frightens her
quite a bit... but then she calms down. You'll get a Strength Source. Go back
and talk to Kuranes to end the sidequest.

Not using the Gears can be good too. Go back and talk to Cronus again. You'll
entrust the letter to her instead. Once you do, go back and talk to Kuranes.
Sireugh will tell a lot of lies, and the party will like it. They all keep him
from wanting to see Grandma in person. Once that's over, he'll give you
"Kuranes' Helmet", which isn't very special at all...

Return to Cronus, talk to her, and then go back to Grandma in the bed. This
will finally complete the sidequest.
--------------------------------------------------------------------------------
6.1.29. CHOICES (Scenario 5 on page 5)

THIS SIDEQUEST IS UNLOCKED BY DOING THE PREVIOUS THREE SPECIAL SCENARIOS IN THE
WAY THAT I EXPLAINED. IT MUST BE DONE FOR THE SPECIAL ENDING AS WELL.
400 Future Points are needed to start this quest.
You must have broken the Gote barrier to start this quest.

SUMMARY:

Starts in Dharm by talking to Nemesis
Two non-Gears options
     First option leads to 2 TP [FP: 20]
     Second option leads to 0 TP [FP: 20]
     Unlocks true ending

DETAILS:

Head to Dharm any time in the end-game and you'll find kid Nemesis in the town
square. She's concerned about Dior. The party tells her not to worry so much,
and the event begins...? To proceed, get back in your Stethelos and attempt to
warp. You'll get a surprise visit from the Wanderer! He'll tell you that Dharm
is about to be attacked by a horde of monsters. He goes into a lecture on how
Dune is making himself responsible for everything because of the Gears of Time.
He suggests that he let the raid happen and let the Dharm people learn from it.
But what do you think we should do?

Once Dune wakes up, you're given the option to use the Gears of Time or not.
If you pick the first option, the party will decide to stop the monsters. They
will also notice that Volage kinda ran off before. But he has an excuse. Now,
warp back to the Present and head for Pilgrim's Path. You'll find a "?" just
in front of the eastern exit. Use 2 charges and prepare for an ambush!

The battle is a Chain Battle against some monsters you've seen before. It should
be of little consequence to your party at this point. Once you've defeated them,
you'll have to face off against a giant Behemoth, which is more of a problem.
Still, take it out with your best single-target attacks. The super meat it
drops can help you get a level 11 monster if it's convinient.

Once you're done, head to Dharm and talk to the elder to deliver the report.
Dune will head to talk to Dior on his own while Sireugh has a chat with Nemmy.
Sireugh will have Nemesis talk to Dior once Dune's pep talk is over, and then
the sidequest will be over, the two becoming better friends than ever!

Now, if you choose the second option, things proceed mostly the same, except
it's Polnaref that disagrees with the decision to let the raid happen. Volage
still shows up and still gives his excuse. As before, head back to the Present,
but check out how Dharm is faring after the attack. It isn't doing so well.
Talk to Gil to proceed, and the same thing will happen with Dune and Sireugh
talking to Dior and Nemesis. The quest will complete. Now, which choice is
better? NEITHER! Just completing this quest UNLOCKS THE SECRET ENDING. And
both choices give a hefty amount of Future Points. Also, Dharm will magically
be back to normal when you head back.
--------------------------------------------------------------------------------
6.1.30. THE LIMITS OF PRIDE (Scenario 6 on page 5)

420 Future Points are needed to start this quest.

SUMMARY:

Starts in Stethelos by talking to Barzai
(Unlocks The Black Diamond (future) and Battleship Annie Rosa)
Requires 0 or 2 TP
     2 TP gives Queen's Medal [FP: 10]
     0 TP gives Queen's Medal and Sailor's Bandanna [FP: 10]

DETAILS:

This is yet another Stethelos crew quest; this one comes from Barzai. Talking
to him will unlock a somewhat new area; The Black Diamond. But in the future.
--------------------------------------------------------------------------------
THE BLACK DIAMOND (future)

MONSTERS:

Adamantoise
Fossil Dragon
Sea Bishop
Treant

EXCAVATION TREASURE:

Item-Cloud Crystal
Item-Gale Crystal

The excavation here is simply two wind-casting items. The Cloud Crystal is
on the Bow and the Gale Crystal in Cabin 2, right by the skeleton.

TREASURE:

Item-12k Gold Nugget
Accessory-Earring

AREA NOTES:

The 12k Gold Nugget here will be right in front of you as you enter, and an
Earring will be in the farthest room, Cabin 1. Once you're done treasure hunting
go to Cabin 2 and you'll find a white skeleton there. Barzai will attempt to
remove it using his magic, but he isn't ready to go. Besides, this isn't the
skeleton you're looking for. So that you'll leave him alone, the monster tells
you where the Captain went off to, the Battleship Annie Rosa.
--------------------------------------------------------------------------------
BATTLESHIP ANNIE ROSA

MONSTERS:

Bloodsucker
Fossil Dragon
Land Worm
Sea Bishop

EXCAVATION TREASURE:

Password-Gift: Item 32

The spot to dig here is in the Bow, and it has a password.

TREASURE:

Gun-.44 Magnum
Jutsu-Flash Fist
Item-Elixir

AREA NOTES:

You'll find both of the weapons in the main area of this ship. The Elixir is in
Cabin 1, the farthest room (yet again). To continue with the quest, approach
Cabin 2 and you'll automatically eavesdrop on your old Red Bone friend and
you'll find that he's gained some companions since last time. They'll converse
for a time until you decide to intervene, but you won't have much say in what
they do. You ought to use your Gears of Time... or ought you?

Well, if you don't use them, you'll end up in a nice Boss Battle.
--------------------------------------------------------------------------------
BOSS BATTLE: Ship Crew

Captain-Dark             4500 HP
STR 52                   AGI 60
MAG 75                   DEF 65

Abilities:               Traits:
Punch                    Immune Mind
Storm                    Holy Vulnerable
Ominous Laughter         K.O. Immune
Silence                  Stone Immune
Sing                     Status Infliction


Commander-Dark           5000 HP
STR 70                   AGI 57
MAG 65                   DEF 65

Abilities:               Traits:
Sword                    Immune Body
Sap Strength             Holy Vulnerable
                         Weapon Resistant
                         Frequent Combos
                         Magic Vulnerable


Commodore-Dark           6000 HP
STR 70                   AGI 65
MAG 60                   DEF 70

Abilities:               Traits:
Sword                    Immune Body
Dragon Shield            Holy Vulnerable
                         Weapon Resistant
                         Weapon Boost
                         Magic Vulnerable


Admiral-Dark             5500 HP
STR 67                   AGI 62
MAG 85                   DEF 60

Abilities:               Traits:
Dark                     All Status Immune
Death                    Holy Vulnerable
                         Magic Reflect
                         Weapon Vulnerable

Yeah. Good luck. Actually, these guys aren't too hard, but the sheer number can
offput anybody! However, if you want an easy strategy, use your Sacred Swords.
They're ALL weak to Holy, and if you happen to have the ultimate techs for some
of the swords they can hit ALL enemies, which is good for these ungrouped guys.
Stick to Flare as well. You'll defeat them eventually. This can be a hard
fight if you're not prepared, though...
--------------------------------------------------------------------------------
Once you defeat them all, Barzai will do his thing and remove them though
purification. For clearing the sidequest, you'll get a Queen's Medal and
Sailor's Bandanna, which resist all magic and all weapons respectively.

If you decide to use the Gears of Time, you'll intercept the meeting when you
were listening before. You'll only have to fight the Captain and Commander, and
defeating them only nets you a Queen's Medal, so the reward isn't as good as
refraining from using it. Just like last time.
--------------------------------------------------------------------------------
6.1.31. FATHER'S FOOTSTEPS (Scenario 1 on page 6) [ir40n1]

This is a password Event, and must be activated as such.
The password cannot be obtained ingame.

SUMMARY:

Starts in Kommando by talking to SaGa 2's protagonist
Requires 0 or 1 TP
     0 TP gives Father's Whip (improves Scouting) [FP: 10]
     1 TP gives no reward [FP: 5]

DETAILS:

Once you get the Sword from SaGa 2's Mask in Kommando, talk to his son. You'll
see him talk to Mom a bit. They'll talk about Mask and monsters. Go to where
Mask should be and you'll find a "?" instead. You'll have a simple Gears choice
to make, with one charge to use or not.

If you use no TP, the Remote Cave will be marked on your map. Enter it and
you'll find Mask mere steps away from the exit. You'll talk to him a bit, and
from there proceed into the cave. In the top right section you'll find a Giant
Unknown, that's not on your minimap for whatever reason. Kill it, using Holy
attacks if you're in dire need, and return to Mask. The game conviniently
removes all random enemies from the area for your convinience.

Talk to Mask and he'll give you the Father's Whip and run off. This key item
will improve your odds of scouting an enemy.

Don't even try using the Gears of Time, you won't get the Whip. You won't get
much of anything. You'll just keep Mask from doing anything exciting. Boring!
--------------------------------------------------------------------------------
6.1.32. THE HANIWA

This quest can only be done on New Game+.
"Father's Footsteps" cannot be done at the same time as this quest.

SUMMARY:

Starts in Kommando by talking to Mask
Choose the first option
Requires 1 TP (no alternative)
     Gives Seven-Branch Sword [FP: 10]

DETAILS:

Once you get the Sword from SaGa 2's dad in Kommando, and you're on New Game+,
you can get this quest by leaving Kommando, returning, and talking to Mask.
Pick the first option, and Mask will talk with his son and wife a bit. He'll
then mark the location of Dark Cave on your map. Then he jumps out the
window... again.

Once you can go over there, you'll find the family waiting for you at the
entrance. The kid spots somthing strange in front of the party, but it
dissapears. Mask and the rest of them move along on their own. You'll find them
to the right of the area with the two switches... head to the northern branch
of the area to find the Haniwa. Approach it and it dissapears once more. It's
Gears of Time... time! But it doesn't seem to work. Anyway, head for the
southern branch and you'll find the Haniwa there again. It continues to run
away! From here, go talk to Mask and a "?" will appear on your way to the
entrance of the cave.

Your only choice is to use the Gears, so do it. You'll find the Haniwa again,
and this time it sits still!
--------------------------------------------------------------------------------
BOSS BATTLE: Haniwa

Haniwa-Neutral           10000 HP
STR 90                   AGI 90
MAG 90                   DEF 90
Drops: Seven-Branch Sword

Abilities:               Traits:
Seven-Branch Sword       All Status Immune
Tackle                   Regeneration
Ancient
Ancient

Okay, so this guy can hit pretty hard with his Seven-Branch Sword, and debuff
with it as well. He can also regenerate quite a bit of HP every round. Just
continue hitting it with your strongest attacks and keep your HP high. It's not
that hard if you just focus. When you defeat it, you'll get his Seven-Branch
Sword for yourself, the strongest Katana in the game! No Kero, though.
--------------------------------------------------------------------------------
The party returns to the present. Go talk to Dad and show him the Seven-Branch
Sword to prove your victory. The group leaves and you clear the quest.
--------------------------------------------------------------------------------
6.1.33. REMAINING MINI-EVENTS

These sidequests are small, simple, single-objective tasks given to you by
random people or passwords you find either scattered across the world, or
manually input into the game. GIFT events are delivered to you via the white
angel-winged slime in the Stethelos. All HUNT quests give you 3 FP.
--------------------------------------------------------------------------------
HUNT: DHARM OLD ROAD

From Dharm
You end up fighting a Caucasas.
You are rewarded with 1500 Kero.
--------------------------------------------------------------------------------
HUNT: PILGRIM'S PATH (present)

From Dharm
You end up fighting an Archaeopteryx.
You are rewarded with 2 Plated Boots.
--------------------------------------------------------------------------------
HUNT: NORTH TOWER (present)

From Dharm
You end up fighting a Large Eyeball.
You are rewarded with 1 Mythril Shield.
--------------------------------------------------------------------------------
HUNT: IREM HEIGHTS (present) [f31qx8]

From Irem (present)
You end up fighting a Crazy Horse.
You are rewarded with 2 Gold Gauntlets.
--------------------------------------------------------------------------------
HUNT: IREM HEIGHTS (past)

From Irem (past)
You end up fighting a Land Turtle.
You are rewarded with 1 Brionac.
--------------------------------------------------------------------------------
HUNT: IREM PASS (past) [c4mr36]

From Irem (past)
You end up fighting a Nike.
You are rewarded with 3 Corsages.
--------------------------------------------------------------------------------
HUNT: PILGRIM'S PATH (past) [HARD MODE]

From Irem (past)
You end up fighting Chaos.
You are rewarded with 1 Gungnir.
--------------------------------------------------------------------------------
HUNT: COASTAL CROSSROADS (past) [3258kg]

From Lei
You end up fighting a Nymph.
You are rewarded with 1 Coral Sword.
--------------------------------------------------------------------------------
HUNT: FERTILE HOLLOW (past) [HARD MODE]

From Lei
You end up fighting Belial.
You are rewarded with 1 Pandemonium.
--------------------------------------------------------------------------------
HUNT: SS DANDY AURORIA (past)

From Mu (past)
You end up fighting a Lizardman.
You are rewarded with 4000 Kero.
--------------------------------------------------------------------------------
HUNT: SS NEPTUNE (present) [NEW GAME+]

From Mu (present)
You end up fighting a Shiroku Toad.
You are rewarded with 6000 Kero.
--------------------------------------------------------------------------------
HUNT: DEEP-SEA TRENCH

From New Dharm
You end up fighting an Armed Cosmos.
You are rewarded with 2 Diamond Mails.
--------------------------------------------------------------------------------
HUNT: FERTILE HOLLOW (future) [HARD MODE]

From New Dharm
You end up fighting Jormungandr.
You are rewarded with 1 Laevateinn.
--------------------------------------------------------------------------------
HUNT: IREM DEPTHS [a70098]

From Irem (future)
You end up fighting a Blood Ray.
You are rewarded with 1 Dimensional Sword.
--------------------------------------------------------------------------------
HUNT: NORTH TOWER

From Irem (future)
You end up fighting a Bloodsucker.
You are rewarded with 10,000 Kero.
--------------------------------------------------------------------------------
HUNT: FORGOTTEN WRECK

From Mu (future)
You end up fighting a Roto Rex.
You are rewarded with 10,000 Kero.
--------------------------------------------------------------------------------
HUNT: BATTLESHIP ANNIE ROSA

From Mu (future)
You end up fighting Maitreya.
You are rewarded with 1 Suidan Bow.
--------------------------------------------------------------------------------
HUNT: SS NEPTUNE (future) [0z9075]

From Viper City
You end up fighting a Lorn Master.
You are rewarded with 10,000 Kero.
--------------------------------------------------------------------------------
HUNT: THE SKYBORNE WASTES

From Yaddith
You end up fighting a Sigurd.
You are rewarded with 1 Diamond Gauntlet.
--------------------------------------------------------------------------------
HUNT: CENTRAL RIDGE

From Yaddith
You end up fighting a Hermit.
You are rewarded with 1 Dark Tome.
--------------------------------------------------------------------------------
HUNT: EMPYREAN RUINS [mi6693]

From Yaddith
You end up fighting a Spear Squid.
You are rewarded with 3 Circlets.
--------------------------------------------------------------------------------
HUNT: CATACOMBS [ax33qi]

From Hermit Village
You end up fighting a Mummy Cat.
You are rewarded with 1 Black Tome.
--------------------------------------------------------------------------------
HUNT: KINAYA HIGHWAY [es4hju]

From Darius
You end up fighting a Pirate.
You are rewarded with 25000 Kero.
--------------------------------------------------------------------------------
HUNT: HASID PASS

From Kinaya
You end up fighting a Echidna.
You are rewarded with 3 Light Stones.
--------------------------------------------------------------------------------
HUNT: RAGING DESERT

From Stethelos Airbase
You end up fighting a Black Dragon.
You are rewarded with 25000 Kero.
--------------------------------------------------------------------------------
HUNT: CAPE OLD ROAD [HARD MODE]

From Stethelos Airbase
You end up fighting Dogra.
You are rewarded with 1 Phaser Cannon.
--------------------------------------------------------------------------------
HUNT: CHANNEL CAVE [NEW GAME+]

From Zacharion
You end up fighting an Osiris.
You are rewarded with 40,000 Kero.
--------------------------------------------------------------------------------
HUNT: ISLAND CAVE [HARD MODE]

From Stratus
You end up fighting Fenrir.
You are rewarded with 1 Cat Claw.
--------------------------------------------------------------------------------
HUNT: OCEAN CAVE [HARD MODE]

From Stratus
You end up fighting a Tyrannosaurus.
You are rewarded with 40,000 Kero.
--------------------------------------------------------------------------------
HUNT: SOUTH STAIRCASE [HARD MODE]

From Porto
You end up fighting Tyr.
You are rewarded with 1 Deathbringer.
--------------------------------------------------------------------------------
HUNT: UNDERGROUND PASSAGE [HARD MODE]

From Porto
You end up fighting Volvox.
You are rewarded with 1 Lost Armor.
--------------------------------------------------------------------------------
HUNT: NORTH STAIRCASE

From Mozuma Village
You end up fighting a Pterodactyl.
You are rewarded with 3 Earth Stones.
--------------------------------------------------------------------------------
HUNT: MUSHROOM FOREST (NW)

From Mozuma Village
You end up fighting a Death Knight.
You are rewarded with 3 Water Stones.
--------------------------------------------------------------------------------
HUNT: SNOWFIELD TRAIL

From Kommando
You end up fighting a Nyx.
You are rewarded with 100,000 Kero.
--------------------------------------------------------------------------------
HUNT: DARK CAVE

From Kommando
You end up fighting a Cerberus.
You are rewarded with 100,000 Kero.
--------------------------------------------------------------------------------
DIG: PILGRIM'S PATH [nv598n]

From Dharm
You get 3 Fire Stones for finding the new dig spot in the Present.
--------------------------------------------------------------------------------
DIG: IREM HEIGHTS [NEW GAME+]

From Irem
You get 3 Water Stones for finding the new dig spot in the Present.
--------------------------------------------------------------------------------
DIG: SOUTH TOWER [NEW GAME+]

From Irem
You get 3 Wind Stones for finding the new dig spot in the Present.
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DIG: IREM DEPTHS [0z7771]

From Irem
You get 3 Earth Stones for finding the new dig spot in the Future.
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DIG: DEEP-SEA TRENCH [NEW GAME+]

From Viper City
You get 3 Light Stones for finding the new dig spot in the Future.
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DIG: THE SKYBORNE WASTES [NEW GAME+]

From Yaddith
You get 3 Dark Stones for finding the new dig spot in the Floatland.
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DIG: CATACOMBS

From Hermit Village
You get 3 Fire Stones for finding the new dig spot in the Otherworld.
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DIG: KINAYA HIGHWAY

From Darius
You get 3 Water Stones for finding the new dig spot in the Otherworld.
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DIG: HASID PASS [x08n34]

From Kinaya
You get 3 Wind Stones for finding the new dig spot in the Otherworld.
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DIG: ISLAND CAVE

From Zacharion
You get 3 Earth Stones for finding the new dig spot in the Otherworld.
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GIFT: ITEM 1 [h0u84n]

Given by a kid in Past Irem near the Inn.
You get five Gold Needles for claiming it.
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GIFT: ITEM 2 [fxics3]

Given by a kid near the slide in Dharm.
You get five Coffees for claiming it.
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GIFT: ITEM 3 [2w5quw]

Given by a guy in front of Present Irem's Inn.
You get five Silver Needles for claiming it.
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GIFT: ITEM 4 [nov3kp]

Given by a kid near the slide in New Dharm.
You get three Teleporters for claiming it.
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GIFT: ITEM 5 [eg7pry]

Given by the old lady in the first area of Viper.
You get five Hi-Potions for claiming it.
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GIFT: ITEM 6 [kff816]

Given by a lady in the S.H.L.T.R.
You get two Brave Crystals for claiming it.
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GIFT: ITEM 7 [2921s4]

Given by a purple-cloaked man in Yaddith.
You get a Fire Stone for claiming it.
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GIFT: ITEM 8 [06w93k]

Given by a lady at the entrance of Darius.
You get two Faith Crystals for claiming it.
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GIFT: ITEM 9 [2fts0s]

Given by the owner of the cafe in Darius.
You get a Water Stone for claiming it.
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GIFT: ITEM 10 [ap29zc]

Given by a man in Kinaya's Mall.
You get a 12k Gold Nugget for claiming it.
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GIFT: ITEM 11 [0upao0]

Given by someone at the entrance to Stethelos Airbase.
You get an Elixir for claiming it.
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GIFT: ITEM 12 [o0fbpj]

Given by someone at the entrance of Zacharion.
You get a 15k Gold Nugget for claiming it.
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GIFT: ITEM 13 [riy60w]

Given by a man to the right in Stratus.
You get two Fire Stones for claiming it.
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GIFT: ITEM 14 [15973l]

Given by a monster at the entrance of Porto.
You get a 18k Gold Nugget for claiming it.
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GIFT: ITEM 15 [0a0194]

Given by a Mozuma in front of the Elder's House in Mozuma Village.
You get two Dark Stones for claiming it.
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GIFT: ITEM 16 [cx88z3]

Given by a man in a house in Kommando.
You get a 21k Gold Nugget for claiming it.
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GIFT: ITEM 17 [3d7yyf]

Found in the North Tower (present) in a chest.
You get five Eyedrops for claiming it.
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GIFT: ITEM 18 [9s389u]

Found in the Pilgrim's Path (present) in a chest.
You get five Crosses for claiming it.
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GIFT: ITEM 19 [xrb308]

Found in the Pilgrim's Path (past) in a chest.
You get five Cough Drops for claiming it.
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GIFT: ITEM 20 [61yn22]

Found in the Irem Pass (past) in a chest.
You get five Antidotes for claiming it.
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GIFT: ITEM 21 [971i14]

Found in the Coastal Crossroads (present) in a chest.
You get five Mallets for claiming it.
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GIFT: ITEM 22 [566ps6]

Found in the Irem Heights (present) in a chest.
You get a 9k Gold Nugget for claiming it.
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GIFT: ITEM 23 [s1fg9a]

Found in the Irem Depths (future) in an excavation spot.
You get a Light Stone for claiming it.
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GIFT: ITEM 24 [0lynr5]

Found in New Dharm in an excavation spot.
You get four Protect Crystals for claiming it.
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GIFT: ITEM 25 [56t2wd]

Found in Viper City in an excavation spot.
You get a Dark Stone for claiming it.
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GIFT: ITEM 26 [92z9wq]

Found in the Cape Old Road in an excavation spot.
You get four Haste Crystals for claiming it.
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GIFT: ITEM 27 [3vwxr9]

Found in the Central Ridge in an excavation spot.
You get an Earth Stone for claiming it.
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GIFT: ITEM 28 [dg52u1]

Found in the SS Neptune (future) in an excavation spot.
You get an Elixir for claiming it.
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GIFT: ITEM 29 [13th85]

Found in the SS Dandy Auroria (present) in an excavation spot.
You get four Cottages for claiming it.
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GIFT: ITEM 30 [og2k2d]

Found in the Forgotten Wreck in an excavation spot.
You get two Water Stones for claiming it.
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GIFT: ITEM 31 [oo99e0]

Found in the R.M.S. Colossus in an excavation spot.
You get two Wind Stones for claiming it.
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GIFT: ITEM 32 [f328z1]

Found in the Battleship Annie Rosa in an excavation spot.
You get a 24k Gold Nugget for claiming it.
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GIFT: ITEM 33 [5u449q]

Found in the Forgotten Wreck in an excavation spot.
You get two Light Stones for claiming it.
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GIFT: ITEM 34 [c3e4m7]

Password only.
You get a Wind Stone for claiming it.
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GIFT: ITEM 35 [6757i9]

Password only.
You get an Elixir for claiming it.
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GIFT: ITEM 36 [6dsray]

Password only.
You get five Grenades for claiming it.
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GIFT: ITEM 37 [2abz06]

Password only.
You get five Gas Grenades for claiming it.
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GIFT: ITEM 38 [6nps43]

Password only.
You get five Stun Grenades for claiming it.
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GIFT: ITEM 39 [0z073m]

Password only.
You get five Revival Crystals for claiming it.
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GIFT: ITEM 40 [st8fo5]

Password only.
You get a Fire Stone for claiming it.
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GIFT: ITEM 41 [6rjg52]

Found in the Irem Pass (present) in a chest.
You get a Wind Stone for claiming it.
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GIFT: ITEM 42 [z626p5]

Found in the Kinaya Highway in a chest.
You get a Water Stone for claiming it.
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GIFT: ITEM 43 [2lu142]

Found in the Snowfield Trail in a chest.
You get an Earth Stone for claiming it.
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GIFT: ITEM 44 [85n1ja]

Found in the Mountain Cave (present) in a chest.
You get a Dark Stone for claiming it.
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GIFT: ITEM 45 [04f22u]

Found in Mt. Hasid in a chest.
You get a Light Stone for claiming it.
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GIFT: ARMOR 1 [1938he]

All the following gifts are password only.
You get a Fire Shield for claiming it.
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GIFT: ARMOR 2 [9ukmpw]

You get an Ice Shield for claiming it.
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GIFT: ARMOR 3 [8goam0]

You get a Dragon Shield for claiming it.
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GIFT: ARMOR 4 [d677bh]

You get a Gold Shield for claiming it.
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GIFT: ARMOR 5 [2ycrbp]

You get a Mythril Shield for claiming it.
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GIFT: ARMOR 6 [o5k42r]

You get a Diamond Helmet for claiming it.
This item cannot be obtained anywhere else.
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GIFT: ARMOR 7 [3nnuqq]

You get a Gold Mail for claiming it.
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GIFT: ARMOR 8 [1zpi4l]

You get a Mythril Mail for claiming it.
This item cannot be obtained anywhere else.
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GIFT: ARMOR 9 [8duo35]

You get a Diamond Mail for claiming it.
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GIFT: ARMOR 10 [8obz2p]

You get Gold Gauntlets for claiming it.
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GIFT: ARMOR 11 [8333a0]

You get a Mythril Bangle for claiming it.
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GIFT: ARMOR 12 [i5p8gp]

You get Diamond Gauntlets for claiming it.
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GIFT: ARMOR 13 [5wm8x5]

You get Plated Boots for claiming it.
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GIFT: ARMOR 14 [1hq7ul]

You get Mythril Boots for claiming it.
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GIFT: ARMOR 15 [foctzu]

You get Diamond Geta for claiming it.
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GIFT: ARMOR 16 [198co0]

You get a Bandana for claiming it.
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GIFT: ARMOR 17 [f3r31o]

You get a Corsage for claiming it.
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GIFT: ARMOR 18 [2jw25f]

You get a Pendant for claiming it.
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GIFT: ARMOR 19 [i78czi]

You get a Brooch for claiming it.
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GIFT: ARMOR 20 [8axgcc]

You get a Circlet for claiming it.
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GIFT: ARMOR 21 [0j273v]

You get an Earring for claiming it.
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GIFT: ARMOR 22 [r9b3ib]

You get a Fireproof Mantle for claiming it.
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GIFT: ARMOR 23 [vb20q8]

You get an Coldproof Mantle for claiming it.
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GIFT: SPELLBOOK 1 [j7eq50]

You get a Revival Tome for claiming it.
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GIFT: SPELLBOOK 2 [j9zaul]

You get two Recovery Tomes for claiming it.
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GIFT: SPELLBOOK 3 [chf260]

You get a Healing Tome for claiming it.
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GIFT: SPELLBOOK 4 [oi0xu7]

You get two Endowment Tomes for claiming it.
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GIFT: SPELLBOOK 5 [s4st42]

You get an Enpowerment Tome for claiming it.
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These passwords are apparently given by the yellow slime traveling around the
world to "broaden his knowledge" from SaGa 2. I believe it's from talking
to him by leaving and re-entering where he is that gets him to move to the
next location, but for the actual password giving, I'm not 100% sure.
--------------------------------------------------------------------------------
GIFT FROM TEACHER 1 [devu00]

This one comes from the cafe in Mu (present).
You get a Fire Stone for claiming it.
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GIFT FROM TEACHER 2 [kisd4u]

This one comes from the Inn in Lei.
You get a Wind Stone for claiming it.
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GIFT FROM TEACHER 3 [jji27l]

This one comes from the hot springs in Irem (past).
You get a Water Stone for claiming it.
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GIFT FROM TEACHER 4 [hczs73]

This one comes from the cafe in New Dharm.
You get an Earth Stone for claiming it.
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GIFT FROM TEACHER 5 [k0dhle]

This one comes from the mall in Viper City.
You get a Dark Stone for claiming it.
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GIFT FROM TEACHER 6 [wgl9bn]

This one comes from the Inn in Yaddith.
You get a Light Stone for claiming it.
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GIFT FROM TEACHER 7 [gllnfz]

This one comes from the Inn in Zacharion.
You get an Elixir for claiming it.
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GIFT FROM TEACHER 8 [pjui9r]

This one comes from the cafe in Darius.
You get a Revival Crystal for claiming it.
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GIFT FROM TEACHER 9 [dlfkzm]

This one comes from the mall in Mozuma Village.
You get five Molotovs for claiming it.
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6.2. VARIOUS BONUS PASSWORDS

These passwords can first be input in the beginning of the game, when Melrose
asks you to input the Salvex5 password. Afterwards, you can still input them
via Input Password even though there's six spaces. They're not particularly
game-breaking or anything, but no reason to ignore them. They apply to every
character.

New colors [8b92]-Gets a fifth selectable color for the four main characters.
Max HP+5 [988a]-Increases max HP by 5.
Max HP+10 [9886]-Increases max HP by 10.
Strength+1 [8ba7]-Increases Strength by 1.
Defense+1 [8b89]-Increases Defense by 1.
Magic+1 [8b8e]-Increases Magic by 1.
Agility+1 [8b88]-Increases Agility by 1.

Sword skill [9daa]-Increases that weapon's proficiency.
Greatsword skill [9d9f]-Increases that weapon's proficiency.
Katana skill [9d8c]-Increases that weapon's proficiency.
Blade skill [9da6]-Increases that weapon's proficiency.
Spear skill [9da3]-Increases that weapon's proficiency.
Axe skill [9d99]-Increases that weapon's proficiency.
Jutsu skill [9d91]-Increases that weapon's proficiency.
Bow skill [9d93]-Increases that weapon's proficiency.
Gun skill [9d9c]-Increases that weapon's proficiency.
Cannon skill [9d8d]-Increases that weapon's proficiency.
Fire magic skill [9d8f]-Increases that magic's proficiency.
Water magic skill [9d98]-Increases that magic's proficiency.
Earth magic skill [9d86]-Increases that magic's proficiency.
Wind magic skill [9da0]-Increases that magic's proficiency.
Dark magic skill [9d85]-Increases that magic's proficiency.
Restore magic skill [9d88]-Increases that magic's proficiency.
Heal magic skill [9d97]-Increases that magic's proficiency.
Buff magic skill [9d90]-Increases that magic's proficiency.

Sword tech sparked [9eaa]-Sparks "Blurred Two-step".
Greatsword tech sparked [9e9f]-Sparks "Cross Break".
Katana tech sparked [9e8c]-Sparks "Two-stage Blast".
Blade tech sparked [9ea6]-Sparks "Cut In".
Spear tech sparked [9ea3]-Sparks "Penetrate".
Axe tech sparked [9e99]-Sparks "Power Dive".
Jutsu tech sparked [9e91]-Sparks "Flash Blow".
Bow tech sparked [9e93]-Sparks "Psych Out".
Gun tech sparked [9e9c]-Sparks "Quick Draw".
Cannon tech sparked [9e8d]-Sparks "Precision Fire".
Fire Magic tech sparked [9e8f]-Sparks "Fira".
Water Magic tech sparked [9e98]-Sparks "Blizzara".
Earth Magic tech sparked [9e86]-Sparks "Quakera".
Wind Magic tech sparked [9ea0]-Sparks "Thundara".
Darkness Magic tech sparked [9e85]-Sparks "Cloudra".
Restore Magic tech sparked [9e88]-Sparks "Esuna".
Heal Magic tech sparked [9e97]-Sparks "Healing Droplet".
Buff Magic tech sparked [9e90]-Sparks "Faith".

Sword 1 [9c88]-Gives you a "Longsword".
Sword 2 [9c89]-Gives you a "Mythril Sword".
Greatsword 1 [9584]-Gives you a "Bastard Sword".
Greatsword 2 [9585]-Gives you a "Defender".
Katana 1 [9472]-Gives you a "Katana".
Katana 2 [9473]-Gives you a "Qing Long Dao".
Blade 1 [9c84]-Gives you a "Rapier".
Blade 2 [9c85]-Gives you a "Saber".
Spear 1 [9c81]-Gives you a "Spear".
Spear 2 [9c82]-Gives you a "Brionac".
Axe 1 [8a89]-Gives you a "Battle Hammer".
Axe 2 [8a8a]-Gives you a "Battle Axe".
Jutsu 1 [8b80]-Gives you a "Punch".
Jutsu 2 [8b81]-Gives you a "Kick".
Bow 1 [8a83]-Gives you a "Bow".
Bow 2 [8a84]-Gives you a "Mythril Bow".
Gun 1 [9086]-Gives you a "Derringer".
Gun 2 [9087]-Gives you an "Arquebus".
Cannon 1 [9176]-Gives you a "Submachine Gun".
Cannon 2 [9177]-Gives you a "Flamethrower".
Fire Spellbook 1 [8f7a]-Gives you a "Fire Tome".
Water Spellbook 1 [a072]-Gives you a "Water Tome".
Earth Spellbook 1 [8e72]-Gives you an "Earth Tome".
Wind Spellbook 1 [a07a]-Gives you a "Wind Tome".
Dark Spellbook 1 [8d72]-Gives you a "Dark Tome".
Restore Spellbook 1 [8a78]-Gives you a "Revival Tome".
Heal Spellbook 1 [9b76]-Gives you a "Recovery Tome".
Buff Spellbook 1 [907a]-Gives you an "Endowment Tome".

SalveX5 [8da7]-Gives you five Salves. (Melrose's password.)
Fire CrystalX5 [8f9b]-Gives you five Fire Crystals.
Water CrystalX5 [a095]-Gives you five Water Crystals.
Earth CrystalX5 [8e9b]-Gives you five Earth Crystals.
Wind CrystalX5 [a08f]-Gives you five Wind Crystals.
Dark CrystalX5 [8d99]-Gives you five Dark Crystals.
Remedy CrystalX5 [8a86]-Gives you five Remedy Crystals.
Soothing CrystalX5 [9b8c]-Gives you five Soothing Crystals.
Brave CrystalX5 [908b]-Gives you five Brave Crystals.
Faith CrystalX5 [907b]-Gives you five Faith Crystals.
Haste CrystalX5 [907c]-Gives you five Haste Crystals.
Protect CrystalX5 [907d]-Gives you five Protect Crystals.
GrenadeX5 [8a9c]-Gives you five Grenades.
Flash GrenadeX5 [8a8b]-Gives you five Flash Grenades.
MolotovX5 [8a8c]-Gives you five Molotovs.
Nuclear BombX1 [8a8d]-Gives you one Nuclear Bomb.

Gear Points MAX [9ba5]-Completely charges the Gears of Time.
Kero+500 [9065]-Gives you 500 Kero.
Kero+1000 [9061]-Gives you 1000 Kero.
--------------------------------------------------------------------------------
6.3. MONSTER NOTES

You have access to these at any time after you've defeated at least one of
these monsters, but the information is limited unless you transform into them
over the course of the game. It also counts how many times you've scouted the
enemy, so you can keep track of the Stethelos' weapons. They go in order from
one monster class to the last, ending with unique and boss enemies.

Monsters will become "mutations" with slightly higher stats in Hard Mode. In
the Monster Notes you can see the different mutation with the Y button if
you've met it. Their normal stats are up 10% and their HP goes up about 40%,
all rounded up. I will only list the base stats here, however. All enemies will
have the stats of their mutation on Hard Mode, but becoming a monster mutation
is entirely based on chance; usually "giant meat" will lend to a mutation. Level
1 monsters do not have mutations. All bosses have unseeable mutations, however,
and those mutations follow no specific formula like normal monsters do. On
another note, giant monsters simply have a lot more HP than the normal versions,
and if a giant version of a monster exists, I will note its "giant" HP.

I will also provide monster levels; these affect what exactly you get when you
become a monster via meat. Naturally, the higher the level, the better the
monster. Level 11 monsters are mostly unseen in-game and serve only to be the
ultimate change you can make; Super Meat from giant monsters is the key to that.

Here is a chart of transformations. Meat is on top, eater on the left.
If a monster of that level does not exist and you try to transform, you might
level up or down one. Monsters cannot adapt abilities by eating meat, but eating
and not transforming will recover their monster ability charges and some HP.

       | Fire     | Water    | Earth     | Wind      | Dark      | Neutral
Fire   | Orcs     | Slimes   | Deep Ones | Trees     | Cameras   | Skeletons
       |          |          |           |           |           |
Water  | Fossil   | Frogs    | Arms      | Lizards   | Eyeballs  | Fairies
       |  Dragons |          |           |           |           |
Earth  | Birds    | Ghosts   | Dinosaurs | Swords    | Beetlebots| Mollusks
       |          |          |           |           |           |
Wind   | Worms    | Hermits  | Gargoyles | Flybots   | Fishes    | Canines OR
       |          |          |           |           |           |  Felines
Dark   | Dullahans| Dragons  | Lizardmen | Mermen    | Demons    | Snakes OR
       |          |          |           |           |           |  Nagas
Neutral| Turtles  | Microbots| Centaurs  | Robot     | Wyverns OR| Rocks
       |          |          |           | (M or F)  |  Harpies  |

NOTE: Columns with OR will have you turn into the first species if you're male
or the second species if you are female. You have been warned.

Some traits that aren't as straightforward are as follows:

Armor Piercing: Slightly decreases enemy defense to all kinds of attacks.
Stealth: Increases the chance of a preemptive strike before battle.
Stealth/Alertness: Decreases surprise attacks AND increases preemptive strikes.
Alertness: Decreases the chance of a surprise attack.
Provocation: Makes you more often the target of single-target attacks.
Diplomacy: Makes you less often the target of single-target attacks.
Magic Reflect: Occasionally bounces back spells targeted at them. Doesn't seem
to work on Psycho Blast, Flare, and its variants.
Healing Boost: Healing spells are powered up when targeting its possesser.
This also includes Regeneration. "Healing Reduction" does the opposite.
Initiative: Makes your turn come slightly faster.
Immune Body: Immunity to Hold, Paralysis, Poison, and Blind.
Immune Mind: Immunity to Silence, Sleep, Stone, Confusion, and Curse.
Weapon Immune: Complete immunity to physical attacks.
Weak Weapons: Physical attacks are powered down on this monster.

The layout is as follows. STR is physical power, AGI is speed, MAG is magic
power and defense, while DEF is physical defense.


Name-Element             ##### HP,  LV ##
STR ##                   AGI ##
MAG ##                   DEF ##
Drops: ???

Abilities:               Traits:
...                      ...
--------------------------------------------------------------------------------
6.3.1. ORCS
"Make use of their large bodies when attacking."
Somewhat unremarkable enemies. They can have Absorption, which is somewhat odd,
but as a monster they pose little threat.

Pig Man-Fire             55 HP, LV 1
STR 7                    AGI 7
MAG 2                    DEF 5
Drops: Salve, Silver Needle

Abilities:               Traits:
Punch                    Water Resistant
                         Magic Vulnerable


Orc-Fire                 148 HP, LV 2
STR 10                   AGI 11
MAG 3                    DEF 7
Drops: Salve, Silver Needle

Abilities:               Traits:
Punch                    Water Resistant
Snort                    Magic Vulnerable
Absorption


War Pig-Fire             152 HP, LV 3
STR 16                   AGI 16
MAG 6                    DEF 13
Drops: Potion, Silver Needle

Abilities:               Traits:
Punch                    Water Resistant
Snort                    Fire Vulnerable
Absorption


Pirate-Fire              466 HP, LV 6 (2575 HP when giant)
STR 31                   AGI 36
MAG 18                   DEF 32
Drops: High Potion, Silver Needle

Abilities:               Traits:
Tackle                   Water Resistant
Punch                    Weak Weapons
Snort                    Armor Piercing
Absorption


Viking-Fire              1092 HP, LV 9
STR 60                   AGI 61
MAG 30                   DEF 61
Drops: Recovery Crystal

Abilities:               Traits:
Tackle                   Weapon Boost
Power Blow               Magic Resistant
Wind                     Regeneration
Fire                     Kero Finding
Absorption
--------------------------------------------------------------------------------
6.3.2. TREES
"Obtained their own will as the long years passed by."
Pretty slow and unremarkable. One has Weapon Boost.

Live Oak-Earth           135 HP, LV 2
STR 9                    AGI 2
MAG 4                    DEF 8
Drops: Salve

Abilities:               Traits:
Tackle                   Hold Immune
Branch                   Fire Vulnerable


Sequoia-Earth            181 HP, LV 3
STR 14                   AGI 12
MAG 12                   DEF 14
Drops: Salve

Abilities:               Traits:
Tackle                   Paralysis Immune
Branch                   Fire Vulnerable
                         Regeneration


Treant-Earth             294 HP, LV 4
STR 24                   AGI 14
MAG 20                   DEF 21
Drops: Potion

Abilities:               Traits:
Tackle                   Confuse Immune
Branch                   Fire Vulnerable
Entangle                 Regeneration

Joumon Sugi-Earth        712 HP, LV 7
STR 43                   AGI 35
MAG 38                   DEF 45
Drops: High Potion, Mallet

Abilities:               Traits:
Tackle                   Immune Body
Branch                   Fire Vulnerable
Entangle                 Weapon Boost
Enigma

Yggdrasil-Earth          1115 HP, LV 9
STR 53                   AGI 50
MAG 54                   DEF 66
Drops: Recovery Crystal

Abilities:               Traits:
Tackle                   All Status Immune
Branch                   Fire Vulnerable
Entangle                 Stealth/Alertness
Esuna                    Holy Boost
Drop
--------------------------------------------------------------------------------
6.3.3. SLIMES
"Monsters animated through magical means."
They love to drain your HP and those attacks seem stronger than the average
magic spell, making them annoying. Its level 11 version has the ultimate version
of Psycho Blast, which is the closest you, as a monster, can have to Flare.
Also capable of Absorption.

Gel-Wind                 68 HP, LV 1
STR 7                    AGI 1
MAG 4                    DEF 2
Drops: Salve

Abilities:               Traits:
Dissolve                 Water Resistant
                         Fire Vulnerable


Acid Gel-Wind            410 HP, LV 5 (1073 HP when giant)
STR 20                   AGI 25
MAG 29                   DEF 26
Drops: Salve

Abilities:               Traits:
Dissolve                 Fire Resistant
Entangle                 Water Vulnerable
Absorption               Silence Immune


Oxo Gel-Wind             712 HP, LV 7
STR 38                   AGI 40
MAG 40                   DEF 42
Drops: Potion

Abilities:               Traits:
Dissolve                 All Status Immune
Entangle                 Weapon Vulnerable
Absorption

Carborane Gel-Wind       995 HP, LV 9
STR 43                   AGI 57
MAG 64                   DEF 66
Drops: High Potion

Abilities:               Traits:
Dissolve                 Dark Resistant
Entangle                 Healing Boost
Dark
Absorption


Super Slime-Wind         1635 HP, LV 11!
STR 86                   AGI 78
MAG 91                   DEF 86

Abilities:               Traits:
Drain Touch              Magic Boost
Entangle                 Weapon Resistant
Psycho Blast             Weak Weapons
Dark                     Provocation
Hypnosis
--------------------------------------------------------------------------------
6.3.4. DEEP ONES
"Creatures that originally came from the sea."
Mage-type enemies that aren't fast enough to well-represent their high magic.
Still, the strongest one has the almighty Recovery skill.

Sea Monster-Water        119 HP, LV 2
STR 11                   AGI 6
MAG 10                   DEF 6
Drops: Salve

Abilities:               Traits:
Rush                     Hold Immune
                         Earth Vulnerable


Sea Monk-Water           146 HP, LV 3
STR 14                   AGI 8
MAG 15                   DEF 12
Drops: Salve

Abilities:               Traits:
Rush                     Blindness Immune
Water                    Earth Vulnerable


Sea Bishop-Water         274 HP, LV 4
STR 17                   AGI 14
MAG 23                   DEF 18
Drops: Potion

Abilities:               Traits:
Rush                     K.O. Immune
Water                    Earth Vulnerable
Wind
Sing


Lorn Master-Water        521 HP, LV 6
STR 30                   AGI 29
MAG 38                   DEF 25
Drops: High Potion, Silver Needle, Cross

Abilities:               Traits:
Rush                     Wind Resistant
Water                    Debuff Immune
Wind                     Status Infliction
Sing
Gaze


Dagon-Water              1586 HP, LV 11!
STR 83                   AGI 78
MAG 97                   DEF 86

Abilities:               Traits:
Rush                     All Status Immune
Water                    Regeneration
Wind                     Weapon Resistant
Sing                     Stealth/Alertness
Gaze
Recovery
--------------------------------------------------------------------------------
6.3.5. CAMERAS
"Airborne surveillance cameras."
Pretty unremarkable until they start getting fixed damage attacks. Of course,
that evens out later on, making them a poor choice for the endgame. Their
magic isn't all that great to use with Rays and Gaze attacks.

Speigel-Neutral          126 HP, LV 2
STR 11                   AGI 14
MAG 8                    DEF 8
Drops: Salve, Cross

Abilities:               Traits:
Destruction Ray          Blindness Immune
Tackle                   Magic Vulnerable
Gaze


Pod-Neutral              374 HP, LV 5
STR 30                   AGI 32
MAG 26                   DEF 21
Drops: Salve, Cross, Silver Needle

Abilities:               Traits:
Piercing Ray             Blindness Immune
Tackle                   Magic Vulnerable
Gaze                     Hold Immune


Security-Neutral         521 HP, LV 6
STR 35                   AGI 40
MAG 28                   DEF 30
Drops: Potion, Cross, Silver Needle

Abilities:               Traits:
Piercing Ray             Blindness Immune
Tackle                   Magic Vulnerable
Gaze                     Diplomacy
Vulcan Cannon


Zoom-Neutral             830 HP, LV 8
STR 49                   AGI 58
MAG 44                   DEF 47
Drops: High Potion, Cross, Silver Needle

Abilities:               Traits:
Gaze                     Blindness Immune
Piercing Ray             Magic Vulnerable
Tackle                   Status Infliction
Vulcan Cannon


Focus-Neutral            1638 HP, LV 11!
STR 96                   AGI 98
MAG 80                   DEF 82

Abilities:               Traits:
Gaze                     Initiative
Ruination Ray
Tackle
Vulcan Cannon
Missile
--------------------------------------------------------------------------------
6.3.6. SKELETONS
"Walking corpses that continue to wither until only bone is left."
Average monsters with good magic and in the endgame, Magic Reflect. There
are better choices though.

Skeleton-Dark            133 HP, LV 2
STR 10                   AGI 11
MAG 14                   DEF 8
Drops: Salve, Coffee

Abilities:               Traits:
Punch                    Curse Immune
Storm                    Wind Vulnerable


Red Bone-Dark            152 HP, LV 3
STR 16                   AGI 17
MAG 20                   DEF 12
Drops: Salve, Coffee, Antidote

Abilities:               Traits:
Punch                    Sleep Immune
Poison Needle            Wind Vulnerable
Storm                    Stealth


Bone Soldier-Dark        399 HP, LV 5
STR 26                   AGI 24
MAG 30                   DEF 16
Drops: Potion, Mallet, Cough Drop, Antidote, Coffee

Abilities:               Traits:
Sword                    Stone Immune
Ominous Laughter         Wind Vulnerable
Storm                    Provocation
Silence


Death Knight-Dark        792 HP, LV 8 (5022 HP when giant)
STR 50                   AGI 52
MAG 53                   DEF 42
Drops: High Potion, Mallet, Cough Drop, Antidote, Coffee

Abilities:               Traits:
Sword                    Immune Body
Wind                     Holy Vulnerable
Ominous Laughter         Initiative
Storm
Silence


Lich-Dark                1076 HP, LV 9
STR 53                   AGI 57
MAG 68                   DEF 50
Drops: Recovery Crystal, Mallet, Cross, Coffee

Abilities:               Traits:
Earth                    All Status Immune
Death                    Holy Vulnerable
Sap Strength             Magic Reflect
Sing                     Weapon Vulnerable
Ominous Laughter
Dark
--------------------------------------------------------------------------------
6.3.7. FISHES
"Aquatic creatures that have learned to walk on land."
Mostly a waste of time. The Knife Fish has Weapon Boost, however.

Violent Ray-Water        147 HP, LV 2
STR 10                   AGI 10
MAG 8                    DEF 6
Drops: Salve

Abilities:               Traits:
Large Fang               Water Resistant
Water Gun                Fire Vulnerable


Knife Fish-Water         184 HP, LV 3
STR 17                   AGI 16
MAG 12                   DEF 11
Drops: Salve

Abilities:               Traits:
Large Fang               Water Resistant
Rush                     Fire Vulnerable
                         Weapon Boost


Blood Ray-Water          216 HP, LV 5 (825 when giant)
STR 20                   AGI 22
MAG 21                   DEF 17
Drops: Potion

Abilities:               Traits:
Headbutt                 Water Resistant
Rush                     Fire Vulnerable
Water Gun                Water Boost


Hammerhead-Water         589 HP, LV 7
STR 33                   AGI 36
MAG 35                   DEF 29
Drops: Potion

Abilities:               Traits:
Headbutt                 Water Resistant
Rush                     Earth Vulnerable
Water Gun                Kero Finding
Large Fang


Devil's Angler-Water     954 HP, LV 8
STR 43                   AGI 68
MAG 54                   DEF 59
Drops: Recovery Crystal

Abilities:               Traits:
Headbutt                 Fire Resistant
Large Fang               Earth Resistant
Rush                     Combo Boost
Electroshock             Alertness
Water Gun
--------------------------------------------------------------------------------
6.3.8. FLYBOTS
"Mechanoids made in the form of insects."
Not worth turning into until you get to be an Insect, which has an instant death
attack that only costs one charge. Later stages keep that distinction, along
with getting slowly more proficient in Wind magic.

Killer Butterfly-Wind    161 HP, LV 3
STR 8                    AGI 16
MAG 14                   DEF 9
Drops: Salve, Antidote

Abilities:               Traits:
Wind                     Wind Resistant
Gaze                     Fire Vulnerable
Electroshock


Hardwind-Wind            521 HP, LV 6
STR 24                   AGI 38
MAG 36                   DEF 29
Drops: Salve, Antidote, Silver Needle

Abilities:               Traits:
Wind                     Wind Resistant
Water                    Fire Vulnerable
Silence                  Curse Immune
Gaze


Insect-Wind              648 HP, LV 7
STR 43                   AGI 47
MAG 34                   DEF 39
Drops: Potion, Antidote, Silver Needle, Coffee

Abilities:               Traits:
Claw                     Wind Resistant
Vampire Fangs            Fire Vulnerable
Storm                    Status Infliction
                         Weak Weapons


Killer Bee-Wind          913 HP, LV 9
STR 53                   AGI 73
MAG 59                   DEF 55
Drops: High Potion, Revival Crystal, Antidote, Silver Needle, Coffee

Abilities:               Traits:
Dissolve                 Wind Resistant
Bloodthirsty Fang        Fire Vulnerable
Storm                    Status Infliction
Wind


Avispa-Wind              1270 HP, LV 10
STR 61                   AGI 81
MAG 62                   DEF 72
Drops: Recovery Crystal, Revival Crystal, Antidote, Silver Needle, Coffee

Abilities:               Traits:
Dissolve                 Wind Resistant
Storm                    Wind Boost
Seduction                Status Infliction
Bloodthirsty Fang        Armor Piercing
Wind
--------------------------------------------------------------------------------
6.3.9. WORMS
"Beasts that have long, oddly shaped bodies."
Useful as an Absorption monster, but not much else. Tail can multitarget in a
group, which can be good early on.

Caterpillar-Earth        47 HP, LV 1 (111 when giant)
STR 6                    AGI 7
MAG 4                    DEF 4
Drops: Salve

Abilities:               Traits:
Tail                     Water Resistant
                         Fire Vulnerable


Earthworm-Earth          146 HP, LV 2
STR 9                    AGI 8
MAG 7                    DEF 6
Drops: Potion

Abilities:               Traits:
Tail                     Wind Resistant
Quicksand                Fire Vulnerable
Sharp Fang               Blindness Immune
Absorption


Land Worm-Earth          354 HP, LV 4 (927 when giant)
STR 23                   AGI 24
MAG 13                   DEF 13
Drops: High Potion

Abilities:               Traits:
Tail                     Wind Resistant
Sharp Fang               Fire Vulnerable
Earth                    Blindness Immune
Quicksand
Absorption


King Worm-Earth          998 HP, LV 9
STR 59                   AGI 65
MAG 49                   DEF 60
Drops: High Potion

Abilities:               Traits:
Tail                     Wind Resistant
Sharp Fang               Stealth
Quicksand                Blindness Immune
Earth
Absorption


Giga Worm-Earth          1315 HP, LV 10
STR 69                   AGI 73
MAG 60                   DEF 66
Drops: Recovery Crystal

Abilities:               Traits:
Tail                     Wind Resistant
Sharp Fang               Fire Resistant
Earth                    Blindness Immune
Quicksand                Healing Boost
Fire
Absorption
--------------------------------------------------------------------------------
6.3.10. CANINES
"Tenacious dog-like beasts with a human-like stature."
Excellent for males, as they carry high agility, strength, and Recovery in the
late-game setting.

Werewolf-Fire            42 HP, LV 1
STR 9                    AGI 7
MAG 4                    DEF 3
Drops: Salve

Abilities:               Traits:
Claw                     Earth Vulnerable


Wolfman-Fire             255 HP, LV 4
STR 24                   AGI 22
MAG 16                   DEF 18
Drops: Potion, Cross

Abilities:               Traits:
Claw                     Earth Vulnerable
Black Fang               Status Infliction
Gaze


Osiris-Fire              813 HP, LV 8 (4870 when giant)
STR 52                   AGI 58
MAG 44                   DEF 48
Drops: High Potion, Cross, Silver Needle

Abilities:               Traits:
Claw                     Stealth
Black Fang               Immune Body
Gaze                     Item Finding
Recovery


Seth-Fire                1035 HP, LV 9
STR 60                   AGI 61
MAG 46                   DEF 61
Drops: High Potion

Abilities:               Traits:
Claw                     Immune Body
Black Fang               Curse Immune
Poison Fang              Earth Boost
Earth
Recovery


Cerberus-Fire            1405 HP, LV 10 (9464 when giant [HARD MODE ONLY])
STR 69                   AGI 73
MAG 59                   DEF 68
Drops: Recovery Crystal

Abilities:               Traits:
Claw                     Stealth/Alertness
Black Fang               Combo Resistant
Earth                    Weapon Resistant
Headbutt
Recovery


Naberius-Fire            1684 HP, LV 11!
STR 91                   AGI 86
MAG 80                   DEF 80

Abilities:               Traits:
Claw                     Magic Boost
Black Fang               Magic Resistant
Fire                     Stealth
Headbutt                 Immune Mind
Earth
Recovery
--------------------------------------------------------------------------------
6.3.11. BEETLEBOTS
"Mechas that protect themsleves by living in large beetle exoskeletons."
Strong robots with Accuracy, so they'll never miss. The lack of Magic can hurt,
but they have high Defense. The final one has Weapon Boost.

Caucasus-Fire            59 HP, LV 1 (216 HP when giant)
STR 8                    AGI 3
MAG 5                    DEF 7
Drops: Salve

Abilities:               Traits:
Rush                     Accuracy
                         Water Vulnerable


Kaiser Ant-Fire          137 HP, LV 3
STR 11                   AGI 4
MAG 6                    DEF 11
Drops: Salve

Abilities:               Traits:
Tackle                   Accuracy
Blindstrike              Water Vulnerable
                         Diplomacy


Stronger-Fire            226 HP, LV 4
STR 21                   AGI 9
MAG 9                    DEF 18
Drops: Potion, Eyedrops

Abilities:               Traits:
Scissors                 Accuracy
Quicksand                Water Vulnerable
Blindstrike              Debuff Immune


Dorcus-Fire              863 HP, LV 8
STR 48                   AGI 42
MAG 42                   DEF 61
Drops: High Potion

Abilities:               Traits:
Large Fang               Accuracy
Scissors                 Water Vulnerable
Fire                     Fire Boost
Dark
Doppleganger


Khepri-Fire              1315 HP, LV 10
STR 64                   AGI 63
MAG 55                   DEF 86
Drops: Recovery Crystal

Abilities:               Traits:
Large Fang               Accuracy
Tackle                   Immune Body
Dark                     Weapon Boost
Odor                     Dark Resistant
Drop
--------------------------------------------------------------------------------
6.3.12. GARGOYLES
"Living statues."
A variety of skills keep these guys from running low. They tend to have low
Agility. Ending with Recovery is pretty good, however.

Gargoyle-Dark            114 HP, LV 2
STR 9                    AGI 8
MAG 6                    DEF 9
Drops: Salve

Abilities:               Traits:
Sword                    Earth Resistant
Dissolve                 Water Vulnerable
Fire


Bloodsucker-Dark         274 HP, LV 4 (1482 when giant)
STR 24                   AGI 18
MAG 16                   DEF 16
Drops: Potion

Abilities:               Traits:
Sword                    Earth Resistant
Claw                     Water Vulnerable
Beak                     Stone Immune
Wind

Shadow-Dark              387 HP, LV 5 (894 when giant)
STR 28                   AGI 22
MAG 25                   DEF 28
Drops: High Potion, Cross, Silver Needle

Abilities:               Traits:
Sword                    Stone Immune
Claw                     Water Vulnerable
Beak                     Combo Boost
Dark
Gaze


Gargouille-Dark          806 HP, LV 8
STR 49                   AGI 48
MAG 51                   DEF 48
Drops: High Potion, Coffee

Abilities:               Traits:
Sword                    Immune Body
Claw                     Water Vulnerable
Sleep                    Dark Boost
Fire
Dark


Gargoyle King-Dark       1315 HP, LV 10
STR 64                   AGI 68
MAG 64                   DEF 78
Drops: Recovery Crystal, Revival Crystal

Abilities:               Traits:
Sword                    Immune Body
Dark                     Dark Resistant
Death                    Weapon Resistant
Recovery                 Status Infliction
Gaze
--------------------------------------------------------------------------------
6.3.13. EYEBALLS
"Creatures whose entire body is their one and only eye."
Skilled in magic use with their Ray and Gaze attacks. Capable of Absorption
and granting Time Point Boost, which can help a lot.

Big Eyeball-Earth        101 HP, LV 2 (619 when giant)
STR 8                    AGI 6
MAG 8                    DEF 5
Drops: Salve

Abilities:               Traits:
Destruction Ray          Hold Immune
                         Holy Vulnerable
                         Kero Finding


Gazer-Earth              180 HP, LV 3
STR 10                   AGI 8
MAG 15                   DEF 7
Drops: Salve, Cross, Silver Needle

Abilities:               Traits:
Destruction Ray          Paralysis Immune
Gaze                     Holy Vulnerable
Absorption               Initiative


Seeker-Earth             680 HP, LV 7
STR 42                   AGI 35
MAG 46                   DEF 41
Drops: Potion, Cross, Silver Needle, Eyedrops

Abilities:               Traits:
Piercing Ray             Blindness Immune
Gaze                     Holy Vulnerable
Absorption               Time Point Boost


Evil Eye-Earth           1076 HP, LV 9
STR 53                   AGI 55
MAG 64                   DEF 61
Drops: High Potion, Cross, Silver Needle, Eyedrops

Abilities:               Traits:
Piercing Ray             Curse Immune
Gaze                     Holy Vulnerable
Absorption               Magic Reflect
Dark


Unknown-Earth            1315 HP, LV 10 (3157 when giant)
STR 62                   AGI 66
MAG 73                   DEF 73
Drops: Recovery Crystal, Cross, Silver Needle, Eyedrops

Abilities:               Traits:
Piercing Ray             Immune Mind
Gaze                     Holy Vulnerable
Self-Destruct            Dark Boost
Absorption               Time Point Boost
Dark
--------------------------------------------------------------------------------
6.3.14. HERMITS
"Mutated creatures that wield both great intelligence and strong magic."
Mainly useful for their wide variety of elemental spells. They carry a pretty
good Agility stat to boot. Magic Reflect at the end.

Controller-Neutral       122 HP, LV 2
STR 6                    AGI 8
MAG 9                    DEF 5
Drops: Salve

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Water Vulnerable
Recovery


Hermit-Neutral           327 HP, LV 5 (756 when giant in Empyrean Ruins
STR 23                   AGI 17        1852 when giant in Hunt)
MAG 30                   DEF 28
Drops: Salve

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Water Vulnerable
Recovery                 Silence Immune
Esuna


Mage-Neutral             521 HP, LV 6
STR 24                   AGI 36
MAG 37                   DEF 27
Drops: Potion

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Water Vulnerable
Wind                     Fire Boost
Earth


Warlock-Neutral          1076 HP, LV 9
STR 60                   AGI 52
MAG 57                   DEF 55
Drops: High Potion

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Water Vulnerable
Wind                     Wind Boost
Earth

Sorcerer-Neutral         1315 HP, LV 10
STR 66                   AGI 63
MAG 71                   DEF 66
Drops: Recovery Crystal

Abilities:               Traits:
Beak                     Magic Boost
Fire                     Weapon Vulnerable
Earth                    Magic Reflect
Water                    Diplomacy
Wind
--------------------------------------------------------------------------------
6.3.15. FROGS
"Amphibians that waneder around through leaps and bounds."
Not very powerful, but their Tongue attack can inflict Hold, which can save
your skin on occasion. Otherwise, not worth worrying about.

Toad-Water               129 HP, LV 2
STR 8                    AGI 9
MAG 6                    DEF 5
Drops: Salve

Abilities:               Traits:
Tongue                   Poison Immune
                         Fire Vulnerable


Poison Frog-Water        189 HP, LV 3
STR 15                   AGI 16
MAG 10                   DEF 12
Drops: Salve

Abilities:               Traits:
Tongue                   Paralysis Immune
Dark                     Fire Vulnerable
                         Poison Immune


Shiroku Toad-Water       263 HP, LV 4
STR 22                   AGI 21
MAG 14                   DEF 17
Drops: Potion

Abilities:               Traits:
Tongue                   Immune Body
Dark                     Fire Vulnerable
Strangle                 Dark Resistant


Qing Wa Shen-Water       469 HP, LV 6
STR 37                   AGI 35
MAG 26                   DEF 26
Drops: High Potion

Abilities:               Traits:
Tongue                   Immune Body
Double Kick              Fire Vulnerable
Dark                     Evasion
Strangle


Heqet-Water              1360 HP, LV 10
STR 64                   AGI 78
MAG 53                   DEF 71
Drops: Recovery Crystal

Abilities:               Traits:
Tongue                   All Status Immune
Double Kick              Holy Vulnerable
Dark                     Magic Resistant
Strangle                 Provocation
Sing
--------------------------------------------------------------------------------
6.3.16. FAIRIES
"Little winged ladies with great magical power inside their small bodies."
Generally quick and magically based with a lick of healing, as well. Often
carry Magic Boost and at level 11, Magic Reflect. If you want a variety of
elements at level 11, Sylph's your gal.

Sprite-Wind              42 HP, LV 1
STR 5                    AGI 5
MAG 6                    DEF 4
Drops: Salve

Abilities:               Traits:
Tackle                   Earth Resistant
Water                    Fire Vulnerable


Nymph-Wind               132 HP, LV 2 (638 when giant)
STR 6                    AGI 8
MAG 11                   DEF 5
Drops: Salve

Abilities:               Traits:
Tackle                   Earth Resistant
Wind                     Fire Vulnerable
Drop                     Initiative


Fairy-Wind               152 HP, LV 3
STR 13                   AGI 15
MAG 16                   DEF 6
Drops: Potion

Abilities:               Traits:
Tackle                   Earth Resistant
Fire                     Weapon Vulnerable
Drop                     Magic Boost
Seduction


Pixie-Wind               792 HP, LV 8
STR 46                   AGI 51
MAG 54                   DEF 45
Drops: High Potion

Abilities:               Traits:
Tackle                   Earth Resistant
Water                    Weapon Vulnerable
Wind                     Magic Boost
Seduction                Provocation
Drop


Sylph-Wind               1486 HP, LV 11!
STR 72                   AGI 97
MAG 99                   DEF 80

Abilities:               Traits:
Tackle                   Earth Resistant
Water                    Magic Reflect
Wind                     Magic Boost
Fire                     Initiative
Drop
Seduction
--------------------------------------------------------------------------------
6.3.17. ARMS
"Tanks, fully loaded for war."
Extremely good in the beginning due to fixed damage not being obsolete yet.
The first use of Artillery Cannon is strong and does not need to go into other
attacks. Late-game the absence of a Magic stat will really hurt them.

Cannon-Neutral           154 HP, LV 3
STR 15                   AGI 11
MAG 0                    DEF 15
Drops: Salve

Abilities:               Traits:
Artillery Cannon         Weapon Resistant
Tackle                   Earth Vulnerable


Shockenaw-Neutral        445 HP, LV 5
STR 27                   AGI 27
MAG 0                    DEF 27
Drops: Salve

Abilities:               Traits:
Artillery Cannon         Weapon Resistant
Tackle                   Earth Vulnerable
                         Fire Resistant

Twinhead-Neutral         586 HP, LV 6
STR 38                   AGI 30
MAG 0                    DEF 38
Drops: Potion

Abilities:               Traits:
Artillery Cannon         Weapon Resistant
Tackle                   Earth Vulnerable
                         Immune Body


Double Launcher-Neutral  1138 HP, LV 9
STR 56                   AGI 64
MAG 0                    DEF 64
Drops: High Potion

Abilities:               Traits:
Artillery Cannon X       Weapon Resistant
Tackle                   Earth Vulnerable
Self-Destruct            Frequent Combos


Cannonhead-Neutral       1811 HP, LV 11!
STR 90                   AGI 90
MAG 0                    DEF 90

Abilities:               Traits:
Artillery Cannon XG      Weapon Resistant
Tackle
Self-Destruct
--------------------------------------------------------------------------------
6.3.18. FOSSIL DRAGONS
"Ancient creatures reborn through the power of darkness."
Easily accessible early-game, leading to a rift of immense power available way
before you should have it. Generally frail, however, and not good for much else
other than attacking. Stone Gas is pretty good, though.

Fossil Dragon-Dark       225 HP, LV 4
STR 28                   AGI 16
MAG 12                   DEF 18
Drops: Salve, Antidote, Coffee

Abilities:               Traits:
Claw                     Dark Resistant
Black Fang               Fire Vulnerable
Storm


Skullrex-Dark            434 HP, LV 5
STR 32                   AGI 25
MAG 22                   DEF 22
Drops: Salve, Antidote, Coffee

Abilities:               Traits:
Claw                     Dark Resistant
Earth                    Inaccuracy
Storm
Sap Strength


Roto Rex-Dark            863 HP, LV 8 (2189 HP when giant)
STR 52                   AGI 44
MAG 47                   DEF 49
Drops: Potion, Gold Needle

Abilities:               Traits:
Claw                     Dark Resistant
Black Fang               Fire Vulnerable
Tackle                   Weapon Boost
Stone Gas


Bone Dragon-Dark         1035 HP, LV 9
STR 60                   AGI 52
MAG 54                   DEF 61
Drops: High Potion, Gold Needle

Abilities:               Traits:
Claw                     Dark Resistant
Black Fang               Holy Vulnerable
Tackle                   Weapon Boost
Stone Gas                Status Infliction


Zombie Dragon-Dark       1486 HP, LV 11!
STR 96                   AGI 83
MAG 86                   DEF 94

Abilities:               Traits:
Claw                     Weapon Resistant
Black Fang               Holy Vulnerable
Tackle                   Dark Boost
Stone Gas                Immune Body
Dark
Earth
--------------------------------------------------------------------------------
6.3.19. BIRDS
"Love to toy around with grounded foes by flying very quickly."
Very fast monsters, but usually quite frail. The Wind Emperor carries Weapon
Boost to make his Beak attack even stronger.

Archaeopteryx-Wind       52 HP, LV 1 (214 when giant)
STR 4                    AGI 7
MAG 4                    DEF 5
Drops: Salve, Wind Crystal

Abilities:               Traits:
Beak                     Earth Resistant
                         Fire Vulnerable


Hell Condor-Wind         147 HP, LV 2
STR 6                    AGI 12
MAG 8                    DEF 6
Drops: Salve, Wind Crystal

Abilities:               Traits:
Beak                     Earth Resistant
Claw                     Fire Vulnerable
Blindstrike


Simurgh-Wind             216 HP, LV 4
STR 19                   AGI 24
MAG 21                   DEF 16
Drops: Potion, Cloud Crystal

Abilities:               Traits:
Beak                     Earth Resistant
Claw                     Fire Vulnerable
Blindstrike              Alertness
Storm


Gryphon-Wind             648 HP, LV 7
STR 42                   AGI 47
MAG 37                   DEF 41
Drops: High Potion, Cloud Crystal

Abilities:               Traits:
Claw                     Earth Resistant
Stone Beak               Water Vulnerable
Large Fang               Alertness
Wind


Manticore-Wind           1135 HP, LV 10
STR 64                   AGI 86
MAG 62                   DEF 66
Drops: Recovery Crystal, Storm Crystal

Abilities:               Traits:
Claw                     Earth Resistant
Large Fang               Fire Resistant
Poison Needle            Water Vulnerable
Wind
Drop


Wind Emperor-Wind        1386 HP, LV 11! (actually 1845 HP when fought)
STR 86                   AGI 99
MAG 91                   DEF 78

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Weapon Boost
Wind                     Alertness
Blindstrike
Drop
--------------------------------------------------------------------------------
6.3.20. MOLLUSKS
"Attack by using water and their tentacles."
Not very remarkable monsters, but they can have Absorption. They tend to be too
frail to last very long, and have weak attacks.

Sannakji-Water           217 HP, LV 3 (534 when giant)
STR 18                   AGI 12
MAG 14                   DEF 9
Drops: Salve, Eyedrops

Abilities:               Traits:
Tentacle                 Blindness Immune
Water Gun                Wind Vulnerable
Ink


Spear Squid-Water        390 HP, LV 5 (900 when giant in a sunken ship
STR 18                   AGI 23        2205 when giant in Hunt
MAG 28                   DEF 20        855 when giant in Can't Take It Back)
Drops: Salve, Eyedrops

Abilities:               Traits:
Tentacle                 Dark Boost
Dark                     Wind Vulnerable
Ink
Absorption


Octopus-Water            576 HP, LV 6
STR 37                   AGI 31
MAG 33                   DEF 27
Drops: Potion, Eyedrops, Antidote

Abilities:               Traits:
Crack                    Weapon Resistant
Tentacle                 Magic Vulnerable
Water
Ink
Absorption


Kraken-Water             965 HP, LV 8
STR 53                   AGI 47
MAG 52                   DEF 48
Drops: High Potion, Eyedrops, Antidote

Abilities:               Traits:
Tentacle                 Water Resistant
Crack                    Wind Vulnerable
Dissolve                 Initiative
Ink
Absorption


Belemnoid-Water          1405 HP, LV 10
STR 69                   AGI 71
MAG 57                   DEF 66
Drops: Cottage

Abilities:               Traits:
Tentacle                 Weapon Resistant
Crack                    Magic Vulnerable
Dissolve                 Frequent Combos
Water Gun
Absorption
Dark
--------------------------------------------------------------------------------
6.3.21. LIZARDS
"Lizards that have mutated and become overgrown."
Not really worth the effort usually. A lack of attacks and stats to use them
with contributes.

Fire Lizard-Fire         80 HP, LV 1
STR 6                    AGI 5
MAG 2                    DEF 5
Drops: Salve, Fire Crystal

Abilities:               Traits:
Large Fang               Fire Resistant
                         Water Vulnerable


Lizard-Fire              120 HP, LV 2
STR 9                    AGI 6
MAG 8                    DEF 6
Drops: Potion, Fire Crystal

Abilities:               Traits:
Large Fang               Curse Immune
Tongue                   Fire Resistant
Fire                     Water Vulnerable


Vulcan-Fire              152 HP, LV 3
STR 22                   AGI 12
MAG 18                   DEF 12
Drops: Potion, Flame Crystal

Abilities:               Traits:
Large Fang               Curse Immune
Rush                     Fire Resistant
Fire                     Wind Vulnerable


Salamander-Fire          521 HP, LV 6
STR 32                   AGI 33
MAG 30                   DEF 29
Drops: High Potion, Flame Crystal

Abilities:               Traits:
Large Fang               Fire Resistant
Tongue                   Regeneration
Fire                     Provocation
Gaze                     Water Vulnerable


Basilisk-Fire            1103 HP, LV 9
STR 64                   AGI 65
MAG 59                   DEF 67
Drops: Recovery Crystal, Scorching Crystal

Abilities:               Traits:
Large Fang               Immune Body
Tongue                   Fire Boost
Gaze                     Fire Resistant
Dark                     Dark Boost
Fire                     Stone Immune
--------------------------------------------------------------------------------
6.3.22. DINOSAURS
"Creatures thought to have only lived in ancient times."
Low magic power hurts them somewhat, but they can be quite strong. Frequent
Transcend on the Behemoth is a boon.

Rhinoceros-Earth        95 HP, LV 1
STR 10                   AGI 4
MAG 1                    DEF 5
Drops: Salve

Abilities:               Traits:
Black Fang               Water Vulnerable


Triceratops-Earth        354 HP, LV 4 (646 when giant)
STR 23                   AGI 13
MAG 13                   DEF 18
Drops: Salve

Abilities:               Traits:
Claw                     Earth Resistant
Black Fang               Water Vulnerable
Tackle                   Hold Immune


Stegosaurus-Earth        994 HP, LV 8
STR 56                   AGI 43
MAG 41                   DEF 52
Drops: Potion

Abilities:               Traits:
Claw                     Earth Resistant
Black Fang               Water Vulnerable
Headbutt                 Provocation
Tackle                   Kero Finding


Tyrannosaurus-Earth      1074 HP, LV 9 (5557 when giant [HARD MODE ONLY])
STR 66                   AGI 53
MAG 47                   DEF 63
Drops: High Potion

Abilities:               Traits:
Claw                     Earth Resistant
Black Fang               Water Vulnerable
Headbutt                 Weapon Resistant
Tackle


Behemoth-Earth           1501 HP, LV 10 (3603 when giant)
STR 76                   AGI 63
MAG 52                   DEF 73
Drops: Recovery Crystal

Abilities:               Traits:
Claw                     Earth Resistant
Black Fang               Water Vulnerable
Headbutt                 Earth Boost
Tackle                   Frequent Transcend
Earth
--------------------------------------------------------------------------------
6.3.23. SWORDS
"Blades that have been magically brought to life."
One word: Inaccuracy. That ruins what could be a pretty decent monster. Avoid
if possible, Inaccuracy loves to be inherited to other forms. They are capable
of Absorption, however. They can drop certain kinds of sword weapons, too!

Durandal-Neutral         202 HP, LV 3 (498 when giant)
STR 18                   AGI 14
MAG 14                   DEF 9
Drops: Salve, Longsword, Katana, Bastard Sword

Abilities:               Traits:
Lunge                    Sleep Immune
Ominous Laughter         Inaccuracy
Electroshock


Caladbolg-Neutral        410 HP, LV 5
STR 23                   AGI 25
MAG 28                   DEF 20
Drops: Potion, Mythril Sword, Qing Long Dao, Defender

Abilities:               Traits:
Lunge                    Confuse Immune
Ominous Laughter         Inaccuracy
Electroshock             Weapon Resistant
Absorption


Answerer-Neutral         792 HP, LV 8
STR 48                   AGI 53
MAG 52                   DEF 49
Drops: High Potion, Ninto, Ogre Killer, Flame Sword, Icebrand

Abilities:               Traits:
Dark                     Immune Body
Ominous Laughter         Inaccuracy
Gaze                     Weapon Resistant
Critical                 Stone Immune
Absorption
Silence


Mournblade-Neutral       1115 HP, LV 9
STR 52                   AGI 61
MAG 59                   DEF 55
Drops: High Potion, Coral Sword, Espada del Fin, Yoshiyuki

Abilities:               Traits:
Dark                     Immune Body
Ominous Laughter         Evasion
Gaze                     Weapon Resistant
Critical                 Stone Immune
Absorption
Silence


Stormbringer-Neutral     1225 HP, LV 10
STR 69                   AGI 76
MAG 69                   DEF 71
Drops: Recovery Crystal, Arondight, Gaia Blade, Kijinto

Abilities:               Traits:
Dark                     Immune Body
Charge                   Inaccuracy
Gaze                     Weapon Resistant
Critical                 Armor Piercing
Absorption               Stone Immune
Silence
--------------------------------------------------------------------------------
6.3.24. GHOSTS
"Spirits of the dead who have unfinished business in the world."
Mage-types that can start doing HP Draining later on, making them pretty useful.
Hell Ghosts even carry Recovery. And they are Absorption users.

Will-o-Wisp-Dark         133 HP, LV 2
STR 8                    AGI 9
MAG 9                    DEF 5
Drops: Salve

Abilities:               Traits:
Wind                     Wind Boost
                         Water Vulnerable

Hell Wisp-Dark           152 HP, LV 3
STR 13                   AGI 13
MAG 15                   DEF 13
Drops: Salve

Abilities:               Traits:
Wind                     Fire Resistant
Absorption               Water Vulnerable
                         Evasion


Ghost-Dark               410 HP, LV 5
STR 20                   AGI 29
MAG 29                   DEF 19
Drops: Potion

Abilities:               Traits:
Wind                     Debuff Immune
Dissolve                 Fire Vulnerable
Electroshock             Weapon Resistant
Absorption


Specter-Dark             900 HP, LV 8 (1902 when giant)
STR 41                   AGI 57
MAG 54                   DEF 42
Drops: High Potion

Abilities:               Traits:
Wind                     K.O. Immune
Dissolve                 Magic Resistant
Sap Strength             Diplomacy
Sing
Electroshock
Absorption


Hell Ghost-Dark          995 HP, LV 9
STR 44                   AGI 68
MAG 61                   DEF 50
Drops: Recovery Crystal

Abilities:               Traits:
Wind                     K.O. Immune
Dissolve                 Wind Boost
Sap Strength             Frequent Transcend
Death                    Holy Vulnerable
Recovery
Absorption
--------------------------------------------------------------------------------
6.3.25. MERMEN
"Half-human half-fish that live in the depths of the ocean."
They could be potentially good if their Water Gun was a bit stronger. But
they are pretty weak, unfortunately.

Fishman-Water            103 HP, LV 3
STR 14                   AGI 16
MAG 14                   DEF 10
Drops: Salve

Abilities:               Traits:
Large Fang               Water Resistant
Tackle                   Wind Vulnerable
Water Gun
Sap Strength


Merman-Water             364 HP, LV 5
STR 23                   AGI 29
MAG 23                   DEF 25
Drops: Salve

Abilities:               Traits:
Large Fang               Water Resistant
Tackle                   Wind Vulnerable
Water Gun                Debuff Immune
Sap Strength


Oannes-Water             696 HP, LV 7
STR 40                   AGI 49
MAG 35                   DEF 43
Drops: Potion

Abilities:               Traits:
Large Fang               Water Resistant
Tackle                   Wind Vulnerable
Water                    Water Boost
Sap Strength
Esuna


Nyx-Water                863 HP, LV 8 (5776 when giant)
STR 46                   AGI 57
MAG 44                   DEF 51
Drops: High Potion

Abilities:               Traits:
Large Fang               Water Resistant
Tackle                   Wind Vulnerable
Claw                     Holy Boost
Water
Sap Strength
Esuna


Selkie-Water             1435 HP, LV 11!
STR 83                   AGI 94
MAG 91                   DEF 83

Abilities:               Traits:
Large Fang               Water Resistant
Tackle                   Item Finding
Claw                     Combo Boost
Water                    Provocation
Sap Strength
Esuna
--------------------------------------------------------------------------------
6.3.26. SNAKES
"Long, thin reptiles that attack by biting and constrict their foes."
Pretty weak for a monster that can get to level 11.

Serpent-Earth            121 HP, LV 2
STR 9                    AGI 9
MAG 6                    DEF 7
Drops: Salve

Abilities:               Traits:
Black Fang               Poison Immune
                         Water Vulnerable


Sidewinder-Earth         387 HP, LV 5
STR 25                   AGI 25
MAG 22                   DEF 28
Drops: Salve, Antidote

Abilities:               Traits:
Black Fang               Paralysis Immune
Strangle                 Earth Vulnerable
Poison Fang
Gaze


Hydra-Earth              863 HP, LV 8 (1824 when giant)
STR 50                   AGI 51
MAG 40                   DEF 53
Drops: Potion, Antidote

Abilities:               Traits:
Dissolve                 Hold Immune
Headbutt                 Earth Vulnerable
Strangle
Stone Gas


Yamata-no-Orochi-Earth   1315 HP, LV 10
STR 67                   AGI 73
MAG 53                   DEF 76
Drops: High Potion, Antidote

Abilities:               Traits:
Headbutt                 Water Resistant
Strangle                 Fire Vulnerable
Water
Gaze


Zilla Snake-Earth        1586 HP, LV 11!
STR 89                   AGI 86
MAG 80                   DEF 89

Abilities:               Traits:
Black Fang               Earth Resistant
Headbutt                 Immune Body
Dark
Water
--------------------------------------------------------------------------------
6.3.27. DRAGONS
"Mythical reptillian beasts said to be capable of breathing fire."
Dragons are an odd bunch: they try to balance strength and magic, and have
variable weaknesses. They tend to be pretty good if you can get them early.

Red Dragon-Fire          134 HP, LV 2
STR 8                    AGI 8
MAG 8                    DEF 5
Drops: Salve

Abilities:               Traits:
Claw                     Fire Resistant
Fire                     Water Vulnerable


Yellow Dragon-Fire       387 HP, LV 5
STR 26                   AGI 20
MAG 26                   DEF 25
Drops: Salve

Abilities:               Traits:
Claw                     Wind Resistant
Black Fang               Earth Vulnerable
Wind                     Evasion


Blue Dragon-Fire         618 HP, LV 7
STR 43                   AGI 41
MAG 41                   DEF 41
Drops: Potion

Abilities:               Traits:
Claw                     Water Resistant
Black Fang               Fire Vulnerable
Strangle                 Healing Boost
Water


Black Dragon-Fire        1076 HP, LV 9 (4090 when giant)
STR 56                   AGI 55
MAG 54                   DEF 61
Drops: High Potion

Abilities:               Traits:
Claw                     Dark Resistant
Black Fang               Holy Vulnerable
Strangle                 Inaccuracy
Dark                     Armor Piercing
Fire


Neo Dragon-Fire          1315 HP, LV 10
STR 67                   AGI 66
MAG 62                   DEF 73
Drops: Recovery Crystal

Abilities:               Traits:
Claw                     Weapon Resistant
Black Fang               Magic Resistant
Strangle                 Initiative
Earth                    Healing Reduction
Wind


Crimson Dragon-Fire      1586 HP, LV 11!
STR 89                   AGI 78
MAG 91                   DEF 86

Abilities:               Traits:
Strangle                 Fire Boost
Black Fang               Wind Boost
Tail                     Provocation
Electroshock             Debuff Immune
Fire
Wind
--------------------------------------------------------------------------------
6.3.28. LIZARDMEN
"Evolved reptiles, said to have great wisdom."
Somewhat lackluster to start, but eventually they get HP Draining. Not a lot of
magic to use it with though.

Warrior Lizard-Wind      83 HP, LV 1
STR 9                    AGI 5
MAG 3                    DEF 4
Drops: Salve

Abilities:               Traits:
Sword                    Water Resistant
                         Fire Vulnerable


Lizardman-Wind           204 HP, LV 3 (966 when giant)
STR 15                   AGI 11
MAG 11                   DEF 13
Drops: Salve

Abilities:               Traits:
Sword                    Water Resistant
Claw                     Fire Vulnerable
                         Accuracy


Lizard Knight-Wind       434 HP, LV 5
STR 28                   AGI 25
MAG 22                   DEF 22
Drops: Potion

Abilities:               Traits:
Sword                    Water Resistant
Electroshock             Fire Vulnerable
                         Immune Mind


Lizard Prince-Wind       643 HP, LV 6
STR 39                   AGI 32
MAG 25                   DEF 29
Drops: High Potion, Coffee

Abilities:               Traits:
Sword                    Water Resistant
Dissolve                 Fire Vulnerable
Electroshock             Weapon Resistant
Mesmerize


Lizard King-Wind         1405 HP, LV 10
STR 69                   AGI 73
MAG 59                   DEF 68
Drops: Recovery Crystal, Coffee

Abilities:               Traits:
Sword                    Water Resistant
Dissolve                 Fire Vulnerable
Electroshock             Provocation
Mesmerize                Wind Boost
Wind
--------------------------------------------------------------------------------
6.3.29. DEMONS
"Monsters consumed by darkness with vast knowledge of the human world."
Average enemies with decent power and magic. The very advanced ones can drain
HP and use strong Dark magic.

Leonardo-Dark            134 HP, LV 2
STR 10                   AGI 5
MAG 9                    DEF 8
Drops: Salve

Abilities:               Traits:
Paralyzing Claw          Paralysis Immune
Dark                     Water Vulnerable


Sargatannas-Dark         152 HP, LV 3
STR 15                   AGI 11
MAG 15                   DEF 11
Drops: Salve, Cough Drop

Abilities:               Traits:
Claw                     Silence Immune
Wind                     Earth Vulnerable
Silence                  Frequent Combos


Crowley-Dark             356 HP, LV 5
STR 24                   AGI 24
MAG 26                   DEF 24
Drops: Potion, Cough Drop

Abilities:               Traits:
Sword                    Stone Immune
Dark                     Fire Vulnerable
Odor                     Weapon Boost
Silence


Mephisto-Dark            792 HP, LV 8
STR 48                   AGI 51
MAG 52                   DEF 51
Drops: High Potion

Abilities:               Traits:
Sword                    Magic Resistant
Dissolve                 Holy Vulnerable
Dark                     Provocation
Silence

Lucifer-Dark             1486 HP, LV 11!
STR 86                   AGI 86
MAG 91                   DEF 86

Abilities:               Traits:
Sword                    Holy Boost
Earth                    Holy Resistant
Drain Touch              Dark Boost
Dark                     Combo Resistant
Silence
--------------------------------------------------------------------------------
6.3.30. ROBOT (M)
"Giant mechanoids modeled after male humans."
Similar to Arms, these male monsters are masters of fixed damage... or they
would be if it weren't for their Inaccuracy. The Level 11 one loses it, but at
that point fixed damage isn't that great. Avoid gun-based attacks.

Ares-Dark                145 HP, LV 2
STR 13                   AGI 8
MAG 0                    DEF 13
Drops: Salve

Abilities:               Traits:
Submachine Gun           Immune Mind
                         Magic Vulnerable
                         Inaccuracy


Hekatonkeires-Dark       200 HP, LV 3
STR 16                   AGI 11
MAG 0                    DEF 16
Drops: Salve

Abilities:               Traits:
Submachine Gun           Immune Mind
Beam Rifle               Magic Vulnerable
                         Inaccuracy


Sigurd-Dark              410 HP, LV 5
STR 29                   AGI 24
MAG 0                    DEF 29
Drops: Potion

Abilities:               Traits:
Submachine Gun           Immune Mind
Beam Rifle               Inaccuracy
                         Frequent Transcend


Green Snake-Dark         627 HP, LV 6
STR 45                   AGI 41
MAG 0                    DEF 48
Drops: High Potion

Abilities:               Traits:
Submachine Gun           Immune Mind
Vulcan Cannon            Inaccuracy
Rocket Punch             Kero Finding



Hephaestus-Dark          1780 HP, LV 11!
STR 93                   AGI 85
MAG 0                    DEF 93

Abilities:               Traits:
Submachine Gun           All Status Immune
Vulcan Cannon
Rocket Punch
Missile
--------------------------------------------------------------------------------
6.3.31. PTEROSAURS
"Said to be the ancient rulers of the skies."
Basic monsters, like birds, but a little more advanced. They always carry
Regeneration, which is always nice. You can grab Holy Boost from the final
one to amplify the power of a Sacred Sword.

Rhamphorhynchus-Wind     217 HP, LV 3
STR 15                   AGI 12
MAG 12                   DEF 9
Drops: Salve, Eyedrops

Abilities:               Traits:
Beak                     Regeneration
Claw                     Magic Vulnerable
Blindstrike


Pterodon-Wind            387 HP, LV 5
STR 27                   AGI 23
MAG 28                   DEF 20
Drops: Salve, Eyedrops

Abilities:               Traits:
Beak                     Regeneration
Claw                     Magic Vulnerable
Blindstrike              Blindness Immune
Wind


Wyvern-Wind              549 HP, LV 6
STR 43                   AGI 33
MAG 25                   DEF 31
Drops: Potion, Eyedrops, Silver Needle

Abilities:               Traits:
Beak                     Regeneration
Claw                     Magic Vulnerable
Blindstrike              Wind Resistant
Paralyzing Claw
Wind


Pterodactyl-Wind         886 HP, LV 8 (5304 when giant)
STR 53                   AGI 53
MAG 37                   DEF 49
Drops: High Potion, Eyedrops, Silver Needle, Antidote

Abilities:               Traits:
Sharp Fang               Regeneration
Claw                     Evasion
Poison Needle            Status Infliction
Paralyzing Claw
Blindstrike


Quetzalcoatl-Wind        1035 HP, LV 9
STR 60                   AGI 61
MAG 46                   DEF 61
Drops: Recovery Crystal, Eyedrops, Silver Needle, Antidote

Abilities:               Traits:
Sharp Fang               Regeneration
Claw                     Magic Resistant
Poison Needle            Holy Boost
Paralyzing Claw          Wind Boost
Wind
Blindstrike
--------------------------------------------------------------------------------
6.3.32. TURTLES
"Reptiles that live within their large, strong shells."
Defensive and strong, but slow. Their unique Tortoise Shell bolsters defense
even further in the event that you want to ensure survival. It carries the
wonderful Recovery skill at level 11, as well.

Snapping Turtle-Water    82 HP, LV 1
STR 8                    AGI 2
MAG 2                    DEF 7
Drops: Salve

Abilities:               Traits:
Black Fang               Water Resistant


Land Turtle-Water        135 HP, LV 2 (598 when giant)
STR 10                   AGI 3
MAG 3                    DEF 12
Drops: Potion

Abilities:               Traits:
Black Fang               Water Resistant
Dissolve                 Fire Vulnerable
Tortoise Shell


Adamantoise-Water        274 HP, LV 4
STR 24                   AGI 12
MAG 15                   DEF 27
Drops: High Potion, Gold Needle

Abilities:               Traits:
Black Fang               Water Resistant
Tackle                   Poison Immune
Water                    Fire Vulnerable
Stone Gas


Archelon-Water           1315 HP, LV 10
STR 64                   AGI 63
MAG 55                   DEF 86
Drops: Recovery Crystal, Cottage

Abilities:               Traits:
Black Fang               Water Resistant
Tackle                   Poison Immune
Dark                     Weapon Resistant
Water                    Fire Vulnerable
Tortoise Shell


Xuan Wu-Water            1586 HP, LV 11! (actually 2111 when fought)
STR 86                   AGI 75
MAG 83                   DEF 99

Abilities:               Traits:
Black Fang               Water Resistant
Tackle                   Paralysis Immune
Dark                     Weapon Resistant
Water
Recovery
Tortoise Shell
--------------------------------------------------------------------------------
6.3.33. ROCKS
"Living rocks that have incredibly hard bodies."
Slow and weak enemies with decent defense but terrible magic. They are good
at the Absorption dance, however. Stone Gas can be a boon as well.

Pebble-Neutral           47 HP, LV 1
STR 7                    AGI 2
MAG 3                    DEF 7
Drops: Salve

Abilities:               Traits:
Tackle                   Immune Body
                         Water Vulnerable
                         Stone Immune


Stone-Neutral            200 HP, LV 3
STR 14                   AGI 5
MAG 7                    DEF 18
Drops: Salve

Abilities:               Traits:
Tackle                   Immune Body
Quicksand                Water Vulnerable
Absorption               Weapon Resistant
                         Stone Immune


Rock-Neutral             387 HP, LV 5
STR 25                   AGI 19
MAG 23                   DEF 32
Drops: Potion, Gold Needle

Abilities:               Traits:
Tackle                   Immune Body
Quicksand                Water Vulnerable
Stone Gas                Status Infliction
Absorption               Stone Immune


Boulder-Neutral          712 HP, LV 7
STR 42                   AGI 32
MAG 37                   DEF 51
Drops: High Potion, Gold Needle

Abilities:               Traits:
Tackle                   Immune Body
Psycho Blast             Water Vulnerable
Quicksand                Combo Resistant
Stone Gas                Stone Immune
Absorption


Earth-Neutral            1035 HP, LV 9
STR 52                   AGI 50
MAG 51                   DEF 71
Drops: Recovery Crystal, Gold Needle

Abilities:               Traits:
Tackle                   Immune Body
Psycho Blast             Water Vulnerable
Quicksand                Armor Piercing
Stone Gas                Inaccuracy
Absorption               Stone Immune
--------------------------------------------------------------------------------
6.3.34. CENTAURS
"Half horse, half man, has great agility in battle."
Balanced in Strength and Agility, these monsters are average at best.

Crazy Horse-Fire         61 HP, LV 1 (278 when giant)
STR 6                    AGI 7
MAG 6                    DEF 5
Drops: Salve

Abilities:               Traits:
Kick                     Evasion
                         Inaccuracy


Stallion-Fire            184 HP, LV 3
STR 14                   AGI 14
MAG 10                   DEF 13
Drops: Salve

Abilities:               Traits:
Kick                     Weapon Boost
Sharp Fang               Inaccuracy


Nightmare-Fire           274 HP, LV 4
STR 21                   AGI 21
MAG 17                   DEF 19
Drops: Potion

Abilities:               Traits:
Kick                     Weapon Boost
Sharp Fang               Inaccuracy
                         Frequent Combos


Mustang-Fire             410 HP, LV 5
STR 25                   AGI 28
MAG 20                   DEF 25
Drops: High Potion

Abilities:               Traits:
Double Kick              Immune Mind
Tackle                   Alertness
Mesmerize


Centaur-Fire             863 HP, LV 8
STR 50                   AGI 53
MAG 40                   DEF 51
Drops: Recovery Crystal

Abilities:               Traits:
Double Kick              Immune Body
Tackle                   Healing Boost
Sleep                    Stealth/Alertness
Seduction
Drop
Esuna


Qilin-Fire               1586 HP, LV 11!
STR 89                   AGI 89
MAG 80                   DEF 86

Abilities:               Traits:
Rush                     Magic Resistant
Double Kick              Immune Mind
Wind                     Provocation
Drop                     Frequent Transcend
Fire
Esuna
--------------------------------------------------------------------------------
6.3.35. DULLAHANS
"Headless, mechanical suits of armor."
These guys wished they had better magic because they carry Psycho Blast all the
damn time. But they're mostly just physical beasts with okay defense. Don't
expect much else.

Duke-Neutral             133 HP, LV 2
STR 12                   AGI 7
MAG 5                    DEF 11
Drops: Salve, Mallet

Abilities:               Traits:
Sword                    Confuse Immune
Enigma                   Earth Vulnerable


Broken-Neutral           231 HP, LV 3
STR 19                   AGI 13
MAG 10                   DEF 14
Drops: Salve, Mallet, Eyedrops

Abilities:               Traits:
Sword                    Blindness Immune
Psycho Blast             Earth Vulnerable
Blindstrike
Enigma


Dullahan-Neutral         410 HP, LV 5 (1058 when giant)
STR 25                   AGI 22
MAG 22                   DEF 29
Drops: Potion, Mallet, Eyedrops

Abilities:               Traits:
Sword                    Immune Mind
Psycho Blast             Earth Vulnerable
Blindstrike              Diplomacy
Enigma


Hyper Brain-Neutral      863 HP, LV 8
STR 50                   AGI 51
MAG 40                   DEF 53
Drops: High Potion, Mallet, Eyedrops

Abilities:               Traits:
Sword                    Dark Resistant
Dissolve                 Magic Vulnerable
Psycho Blast             Kero Finding
Dark
Blindstrike
Enigma


Noma Gene-Neutral        1586 HP, LV 11!
STR 94                   AGI 88
MAG 82                   DEF 90

Abilities:               Traits:
Sword                    All Status Immune
Drain Touch              Holy Vulnerable
Psycho Blast             Regeneration
Storm
Blindstrike
Enigma
--------------------------------------------------------------------------------
6.3.36. MICROBOTS
"Little tiny roaming machines."
Surprisingly high magic for robots and carriers of Psycho Blast later on.
They're too frail, though.

Bitmouse-Earth           47 HP, LV 1
STR 6                    AGI 7
MAG 4                    DEF 3
Drops: Salve, Coffee

Abilities:               Traits:
Tackle                   Fire Resistant
Hypnosis                 Wind Vulnerable
                         Sleep Immune


Beam Flower-Earth        76 HP, LV 2
STR 9                    AGI 13
MAG 7                    DEF 4
Drops: Salve

Abilities:               Traits:
Sharp Fang               Water Vulnerable


Gigamouse-Earth          152 HP, LV 3
STR 12                   AGI 18
MAG 11                   DEF 10
Drops: Potion, Coffee

Abilities:               Traits:
Tackle                   Fire Resistant
Psycho Blast             Wind Vulnerable
Hypnosis                 Combo Resistant
Gaze


Armed Cosmos-Earth       216 HP, LV 4
STR 21                   AGI 26
MAG 18                   DEF 15
Drops: High Potion

Abilities:               Traits:
Sharp Fang               Fire Resistant
Thorn                    Wind Vulnerable
Storm                    Poison Immune


Teramouse-Earth          919 HP, LV 9
STR 42                   AGI 70
MAG 59                   DEF 46
Drops: Recovery Crystal, Coffee

Abilities:               Traits:
Tackle                   Fire Resistant
Psycho Blast             Wind Vulnerable
Hypnosis                 Weapon Boost
Gaze                     Immune Mind
--------------------------------------------------------------------------------
6.3.37. NAGAS
"Known for having voluptuous half-snake-like bodies."
Like their male counterpart, Nagas are simply unremarkable. The strongest
carries Weapon Boost but no boon for her already high magic.

Viper Lady-Earth         132 HP, LV 2
STR 9                    AGI 9
MAG 10                   DEF 5
Drops: Salve, Antidote

Abilities:               Traits:
Tail                     Poison Immune
Poison Fang              Fire Vulnerable


Lamia-Earth              410 HP, LV 5
STR 25                   AGI 23
MAG 30                   DEF 19
Drops: Salve, Antidote

Abilities:               Traits:
Tail                     Poison Immune
Poison Fang              Fire Vulnerable
Water                    Water Boost
Odor


Echidna-Earth            557 HP, LV 6 (3286 when giant)
STR 29                   AGI 32
MAG 36                   DEF 26
Drops: Potion, Antidote, Silver Needle, Cross

Abilities:               Traits:
Tail                     Stone Immune
Poison Fang              Fire Vulnerable
Water                    Water Boost
Odor
Gaze


Medusa-Earth             1076 HP, LV 9
STR 52                   AGI 61
MAG 61                   DEF 57
Drops: High Potion, Eyedrops, Gold Needle, Cross

Abilities:               Traits:
Tail                     Stone Immune
Headbutt                 Earth Vulnerable
Wind                     Status Infliction
Odor
Gaze


Naga-Earth               1586 HP, LV 11!
STR 83                   AGI 86
MAG 94                   DEF 80

Abilities:               Traits:
Tail                     Stone Immune
Headbutt                 Earth Vulnerable
Wind                     Weapon Boost
Odor
Gaze
Seduction
--------------------------------------------------------------------------------
6.3.38. ROBOT (F)
"Petite robotic female warrior."
These monsters are fast and have a good array of Agility-based attacks to
complement that, but have low magic to use their other skills with.

Nike-Dark                138 HP, LV 2 (608 when giant)
STR 11                   AGI 15
MAG 5                    DEF 12
Drops: Salve

Abilities:               Traits:
Kick                     Earth Resistant
Punch                    Fire Vulnerable
Claw


Megaira-Dark             183 HP, LV 3 (450 when giant)
STR 11                   AGI 18
MAG 9                    DEF 18
Drops: Salve

Abilities:               Traits:
Kick                     Earth Resistant
Punch                    Fire Vulnerable
Destruction Ray          Paralysis Immune
Gaze


Valkyrie-Dark            390 HP, LV 5
STR 23                   AGI 31
MAG 14                   DEF 31
Drops: Potion

Abilities:               Traits:
Double Kick              Earth Resistant
Punch                    Fire Vulnerable
Piercing Ray             Time Point Boost
Enigma
Sap Strength


Silver Maiden-Dark       886 HP, LV 8
STR 50                   AGI 59
MAG 19                   DEF 59
Drops: High Potion

Abilities:               Traits:
Double Kick              Earth Resistant
Power Blow               Fire Vulnerable
Piercing Ray             Holy Resistant
Claw
Enigma
Sap Strength


Aphrodite-Dark           1093 HP, LV 9
STR 54                   AGI 67
MAG 20                   DEF 67
Drops: Recovery Crystal

Abilities:               Traits:
Double Kick              Earth Resistant
Power Blow               Holy Boost
Piercing Ray             Holy Resistant
Claw                     Initiative
Gaze
Sap Strength
--------------------------------------------------------------------------------
6.3.39. HARPIES
"Birdlike women who love to seduce men with their manipulative voice."
Fast, but frail. Not very good monsters.

Falcon Girl-Wind         119 HP, LV 2
STR 11                   AGI 10
MAG 8                    DEF 4
Drops: Salve, Coffee

Abilities:               Traits:
Claw                     Earth Resistant
Sharp Fang               Wind Vulnerable
Sing


Harpy-Wind               317 HP, LV 5
STR 23                   AGI 29
MAG 28                   DEF 23
Drops: Salve, Coffee, Cross

Abilities:               Traits:
Claw                     Earth Resistant
Sharp Fang               Wind Vulnerable
Tackle                   Sleep Immune
Sing


Siren-Wind               576 HP, LV 6
STR 29                   AGI 36
MAG 30                   DEF 29
Drops: Potion, Coffee, Cross

Abilities:               Traits:
Claw                     Earth Resistant
Sharp Fang               Wind Vulnerable
Tackle                   Immune Mind
Sing


Iria-Wind                648 HP, LV 7
STR 42                   AGI 47
MAG 37                   DEF 41
Drops: High Potion, Coffee, Cross, Cough Drop

Abilities:               Traits:
Claw                     Earth Resistant
Sharp Fang               Wind Vulnerable
Tackle                   Dark Boost
Sing
Silence


Seraphim-Wind            1180 HP, LV 10
STR 62                   AGI 81
MAG 62                   DEF 71
Drops: Recovery Crystal, Revival Crystal, Cross, Coffee, Mallet, Antidote

Abilities:               Traits:
Claw                     Magic Resistant
Sharp Fang
Sing
Storm
--------------------------------------------------------------------------------
6.3.40. FELINES
"Cats that have mutated into monstrous forms."
Just like Canines, these are strong and agile monsters with a good array of
different attacks. They can even drain HP and have Stone Gas.

Werecat-Fire             170 HP, LV 3
STR 20                   AGI 22
MAG 12                   DEF 9
Drops: Salve

Abilities:               Traits:
Large Fang               Poison Immune
Claw                     Earth Vulnerable


Mummy Cat-Fire           546 HP, LV 6 (2815 when giant)
STR 34                   AGI 39
MAG 22                   DEF 27
Drops: Salve

Abilities:               Traits:
Large Fang               Poison Immune
Claw                     Earth Vulnerable
Odor                     Frequent Combos
Poison Fang


Grimalkin-Fire           913 HP, LV 9
STR 58                   AGI 73
MAG 54                   DEF 55
Drops: Potion

Abilities:               Traits:
Large Fang               Confuse Immune
Dissolve                 Water Vulnerable
Earth                    Combo Resistant
Electroshock
Odor


Moldcat-Fire             1135 HP, LV 10
STR 65                   AGI 86
MAG 62                   DEF 66
Drops: High Potion, Mallet, Gold Needle

Abilities:               Traits:
Large Fang               Stone Immune
Dissolve                 Fire Vulnerable
Earth                    Time Point Boost
Seduction
Stone Gas

Sekiri-Fire              1535 HP, LV 11!
STR 86                   AGI 94
MAG 86                   DEF 81

Abilities:               Traits:
Large Fang               Magic Resistant
Drain Touch              Poison Immune
Earth                    Combo Boost
Seduction
Stone Gas
Fire
--------------------------------------------------------------------------------
6.3.41. MOZUMA
"Beings who live within an underground village of the same name."
If you're going to train on these guys, their magic is much better to strike
at than their physical defense.

Mozuma-Neutral           2230 HP
STR 74                   AGI 47
MAG 38                   DEF 70

Abilities:               Traits:
Punch                    All Status Immune
Tackle


Mini-Mozuma-Neutral      1450 HP
STR 62                   AGI 74
MAG 48                   DEF 62

Abilities:               Traits:
Tackle                   All Status Immune
Sap Strength
Electroshock
--------------------------------------------------------------------------------
6.3.42. HUMANS
"People with whom combat could not be avoided."

Freyja-Earth             600 HP
STR 7                    AGI 16
MAG 17                   DEF 5

Abilities:               Traits:
Rapier                   Silence Immune
Bow                      Sleep Immune
Fire Tome                Paralysis Immune
Wind Tome                Immune Body
Recovery Tome


Melrose-Fire             1140 HP
STR 30                   AGI 30
MAG 30                   DEF 30
Drops: Mythril Bow

Abilities:               Traits:
Battle Axe               None.
Long Sword
Bastard Sword
Fire Tome
Recovery Tome


Volage-Fire              23000 HP
STR 74                   AGI 70
MAG 78                   DEF 73

Abilities:               Traits:
Gungnir                  All Status Immune
Ancient Tome             Weapon Resistant+
Eternal Tome             Magic Resistant+
Haja Sword               Combo Resistant
Black Tome               Initiative
Empowerment Tome


Wanderer-Neutral         26000 HP
STR 75                   AGI 74
MAG 85                   DEF 77

Abilities:               Traits:
Stethelos                All Status Immune
Future Drive             Weapon Resistant++
Present Drive            Magic Resistant++
                         Combo Resistant
                         Debuff Immune
--------------------------------------------------------------------------------
6.3.43. BOSSES
"Event exclusive bosses."
The in-game notes deliberately lie about the Shockenaw 2, Deep Dragon, and
Great Hermit's HP. Be careful.

Captain-Dark             1200 HP
STR 25                   AGI 21
MAG 23                   DEF 18

Abilities:               Traits:
Punch                    Sleep Immune
Poison Needle            Wind Vulnerable
Storm                    Stealth


Shockenaw 2-Neutral      445 HP (actually 901 HP)
STR 27                   AGI 27
MAG 0                    DEF 27
Drops: Salve

Abilities:               Traits:
Artillery Cannon         Weapon Resistant
Tackle                   Earth Vulnerable
                         Fire Resistant


Deep Dragon-Fire         552 HP (actually 1172 HP)
STR 31                   AGI 31
MAG 31                   DEF 31
Drops: Potion

Abilities:               Traits:
Claw                     Water Resistant
Black Fang               Fire Vulnerable
Strangle                 Healing Boost
Water


Great Hermit-Neutral     327 HP (actually 754 HP)
STR 23                   AGI 17
MAG 30                   DEF 28
Drops: Salve

Abilities:               Traits:
Beak                     Earth Resistant
Fire                     Water Vulnerable
Recovery                 Silence Immune
Esuna


Nasty Pixie-Wind         5600 HP
STR 48                   AGI 64
MAG 68                   DEF 53

Abilities:               Traits:
Tackle                   All Status Immune
Water                    Weapon Immune
Fire                     Magic Boost
Wind                     Combo Resistant
Seduction


Nasty Sylph-Wind         4500 HP
STR 49                   AGI 68
MAG 65                   DEF 54

Abilities:               Traits:
Tackle                   All Status Immune
Drop                     Magic Reflect
Storm                    Magic Boost
Seduction                Initiative
                         Status Infliction
                         Evasion


Captain-Dark             4500 HP
STR 52                   AGI 60
MAG 75                   DEF 65

Abilities:               Traits:
Punch                    Immune Mind
Storm                    Holy Vulnerable
Ominous Laughter         K.O. Immune
Silence                  Stone Immune
Sing                     Status Infliction


Commander-Dark           5000 HP
STR 70                   AGI 57
MAG 65                   DEF 65

Abilities:               Traits:
Sword                    Immune Body
Sap Strength             Holy Vulnerable
                         Weapon Resistant
                         Frequent Combos
                         Magic Vulnerable


Commodore-Dark           6000 HP
STR 70                   AGI 65
MAG 60                   DEF 70

Abilities:               Traits:
Sword                    Immune Body
Dragon Shield            Holy Vulnerable
                         Weapon Resistant
                         Weapon Boost
                         Magic Vulnerable


Admiral-Dark             5500 HP
STR 67                   AGI 62
MAG 85                   DEF 60

Abilities:               Traits:
Dark                     All Status Immune
Death                    Holy Vulnerable
                         Magic Reflect
                         Weapon Vulnerable


Haniwa-Neutral           10000 HP
STR 90                   AGI 90
MAG 90                   DEF 90
Drops: Seven-Branch Sword

Abilities:               Traits:
Seven-Branch Sword       All Status Immune
Tackle                   Regeneration
Ancient
Ancient


Ashura Ghost-Neutral     3300 HP
STR 37                   AGI 25
MAG 30                   DEF 23

Abilities:               Traits:
Punch                    All Status Immune
Gaze                     Weapon Immune
Vajra                    Fire Resistant
Fire                     Fire Boost
                         Magic Vulnerable
--------------------------------------------------------------------------------
6.3.44. GODS
"Boss monsters that stand in the way of our heroes."
The in-game notes once again lie about the King Sahuagin's HP. The Sahuagin
has altered stats for "An Ounce of Prevention" which are listed in parentheses.
HP values for Hunts exclusive to Hard Mode are also included.

King Sahuagin-Neutral    2000 HP (actually 6000 HP)
STR 27                   AGI 25
MAG 35                   DEF 21
Drops: Orichalcum Spear

Abilities:               Traits:
Claw                     All Status Immune
Wind                     Fire Vulnerable
Psycho Blast             Water Resistant
Charge


Sahuagin-Neutral         500 HP (250 HP)
STR 12 (22)              AGI 12 (20)
MAG 10 (16)              DEF 8  (15)

Abilities:               Traits:
Claw                     All Status Immune
Wind                     Fire Vulnerable
Psycho Blast             Water Resistant
Charge


Dogra-Neutral            1000 HP (13200 HP during Hunt)
STR 23                   AGI 10
MAG 18                   DEF 10

Abilities:               Traits:
Destruction Laser        All Status Immune
Entangle
Odor


Ashura-Fire              2000 HP
STR 35                   AGI 30
MAG 25                   DEF 27

Abilities:               Traits:
Punch                    All Status Immune
Gaze                     Water Vulnerable
Vajra                    Fire Resistant
Fire                     Fire Boost


Chaos-Earth              3000 HP (20400 HP during Hunt)
STR 37                   AGI 28
MAG 30                   DEF 30

Abilities:               Traits:
Tackle                   All Status Immune
Earth                    Wind Vulnerable
Stone Block              Earth Resistant
Stone Beam               Earth Boost
Punch


Maitreya-Water           6000 HP (24600 HP during Hunt)
STR 43                   AGI 48
MAG 36                   DEF 43

Abilities:               Traits:
Charge                   All Status Immune
Water                    Fire Vulnerable
Slap                     Water Resistant
Lullaby                  Water Boost
Summon


Fenrir-Wind              6500 HP (9750 HP during Hunt)
STR 49                   AGI 52
MAG 35                   DEF 47

Abilities:               Traits:
Large Fang               All Status Immune
Enigma                   Earth Vulnerable
Double Kick              Wind Resistant
Wind                     Wind Boost
Break                    Status Infliction


Belial-Neutral           8000 HP (30400 HP during Hunt)
STR 47                   AGI 53
MAG 45                   DEF 50

Abilities:               Traits:
Poison Rain              All Status Immune
Ominous Laughter         Weapon Resistant
Entangle                 Status Infliction
Fire
Charge
Odor


Pagos-Neutral            9750 HP
STR 56                   AGI 50
MAG 54                   DEF 53

Abilities:               Traits:
Claw                     All Status Immune
Tongue                   Holy Vulnerable
Earth                    Weapon Boost
Strengthen               Regeneration
Ancient                  Healing Boost


Jormungandr-Neutral      12000 HP (37200 HP during Hunt)
STR 63                   AGI 54
MAG 55                   DEF 57

Abilities:               Traits:
Tackle                   All Status Immune
Large Fang               Holy Vulnerable
Black Sand               Magic Resistant
Dissolve                 Weapon Resistant
Strengthen


Volvox-Neutral           15000 HP (40500 HP during Hunt)
STR 65                   AGI 63
MAG 63                   DEF 62

Abilities:               Traits:
Fang                     All Status Immune
Stone Gas                Holy Vulnerable
Cursed Eye
Seduction
Toxic Rain


Tyr-Neutral              26000 HP (70200 HP during Hunt)
STR 79                   AGI 70
MAG 87                   DEF 76

Abilities:               Traits:
Claw                     All Status Immune
Ruination Ray            Holy Vulnerable
Alpha Virus              Weapon Resistant+
Ancient                  Magic Resistant+
Strengthen               Combo Resistant
                         Debuff Immune


Sol-Neutral              ??? HP
STR 60                   AGI 60
MAG 80                   DEF 70

Abilities:               Traits:
None.                    All Status Immune


Ragna [red]-Neutral      23000 HP
STR 73                   AGI 70
MAG 80                   DEF 73

Abilities:               Traits:
Ancient                  All Status Immune
Ancient                  Weapon Resistant+
Tentacle                 Magic Resistant+
Diocon Badge             Holy Vulnerable
                         Initiative
                         Combo Resistant


Ragna [purple]-Neutral   27000 HP
STR 76                   AGI 71
MAG 87                   DEF 75

Abilities:               Traits:
Ancient                  All Status Immune
Ancient                  Weapon Resistant+
Tentacle                 Holy Vulnerable
Mobius Barrier           Debuff Immune
Chomping                 Combo Resistant
Summon


Mini-Ragna [blu]-Neutral 5300 HP
STR 48                   AGI 60
MAG 62                   DEF 58

Abilities:               Traits:
Water                    All Status Immune
                         Magic Resistant


Mini-Ragna [pur]-Neutral 4900 HP
STR 49                   AGI 70
MAG 65                   DEF 53

Abilities:               Traits:
Dark                     All Status Immune
                         Weapon Resistant


Mini-Ragna [red]-Neutral 5600 HP
STR 47                   AGI 80
MAG 60                   DEF 50

Abilities:               Traits:
Fire                     All Status Immune
                         Regeneration


Shin Ragna-Neutral       36000 HP
STR 80                   AGI 73
MAG 94                   DEF 90

Abilities:               Traits:
Mobius Barrier           Magic Resistant+
Surge of Hades           Weapon Resistant+
Summon                   Combo Resistant
                         All Status Immune
                         Debuff Immune

Shin Ragna has more attacks that aren't displayed here: he goes through 
different changes in his AI Script that shifts what he can use through the 
move "Mobius Barrier". The moves are added to the three that are present in 
his normal moveset. They are chosen from these sets:

BLUE:   Frigid, Hypnosis
RED:    Blaze, Curse Flame
PURPLE: Black, Poison
BROWN:  Gaia, Breakga
GREEN:  Storm, Paralysis?
WHITE:  Emptiness?, Silence, Summon
--------------------------------------------------------------------------------
6.4. TECH NOTES

This lists all of the techs you have sparked for weapons and magic alike. The
list goes in order from normal swords, all the way to Buff Magic. The weapons
that use the tech are listed, as well as its range and element, if any. Their
power value is also provided; the power value is a number added to the base
power of the weapon the tech is on.

If a skill has a * by its name, it has the possibility of raising the user's
Defense rather than the appropriate skill when they use it.
"Reviews" of weapon types are also available.
--------------------------------------------------------------------------------
6.4.1. SWORDS

A classic weapon. You won't go wrong if you want a balance between hitting
one enemy, an enemy group, or all of them. Humans are especially good at
using Swords, and no other class is proficient in them. Two Sacred Swords
are in this category, as well.

Blurred Two-step: One Enemy
     Longsword 2
Worldly Two-step: One Enemy, inflicts Stun and K.O.
     Longsword 3
     Mythril Sword 2
Shockwave: Enemy Group
     Longsword 4
     Mythril Sword 3
     Psycho Sword 2
Heavenly Brandish: One Enemy, lowers AGI
     Mythril Sword 4
     Flame Sword 2
     Icebrand 2
     Psycho Sword 3
Discutter: Enemy Group
     Long Sword T
     Flame Sword 3
     Icebrand 3
     Psycho Sword 4
Crystal Sky: One Enemy
     Glass Sword 2
Heretic's Blade: Enemy Group
     Coral Sword 2
Zenith Drive: Enemy Group
     Mythril Sword T
     Coral Sword 3
     Gaia Blade 2
Scorching Hell: All Enemies, Fire-elemental
     Flame Sword 4
Silver Frost: All Enemies, Water-elemental
     Icebrand 4
Cyclone: All Enemies, Wind-elemental
     Coral Sword 4
Step-in: One Enemy
     Sunblade 4
Dead Sky: One Enemy
     Gaia Blade 3
Earth Shaker: All Enemies, Earth-elemental
     Gaia Blade 4
Breeze Drive: One Enemy
     Sunblade 3
     Grudge Sword 4
Hado Ken: Enemy Group
     Grudge Sword 2
     Glass Sword 3
Quick Gleam: One Enemy, Holy-elemental, inflicts K.O.
     Kusanagi 2
Heavens Drive: Enemy Group, Holy-elemental
     Excalibur 2
Flashstrike: Enemy Group
     Sunblade 2
     Psycho Sword T
     Grudge Sword 3
     Glass Sword 4
Grand Cross*: Enemy Group, Holy-elemental, pierces defense
     Excalibur 3
Million Blades*: Enemy Group, Holy-elemental
     Kusanagi 3
Wicked Wave: Enemy Group, Dark-elemental, inflicts Sleep
     Deathbringer 2
Lux Solis: All Enemies, Holy-elemental, pierces defense
     Sunblade T
     Excalibur 4
Judgement: All Enemies, Holy-elemental
     Kusanagi 4
Vacuum Sever: Enemy Group, Dark-elemental
     Deathbringer 3
Last Judgement: Enemy Group, Dark-elemental, inflicts K.O.
     Deathbringer 4
Fiery Howl: All Enemies, Fire-elemental
     Flame Sword T
Ice Kiss: All Enemies, Water-elemental
     Icebrand T
Judgement Lightning: All Enemies, Wind-elemental
     Coral Sword T
Plasma Quake: All Enemies, Earth-elemental
     Gaia Blade T
Limit Release: All Enemies
     Glass Sword T
Impact Dawn*: Enemy Group
     Grudge Sword T
Final Ark: All Enemies, Holy-elemental
     Kusanagi T
Deadend: All Enemies, Holy-elemental, pierces defense
     Excalibur T
Final Deadlock*: All Enemies, Dark-elemental
     Deathbringer T
--------------------------------------------------------------------------------
6.4.2. KATANAS

Katanas have less durability than swords, but are usually more powerful. These
weapons are another that humans are proficient in. Almost no techs of them hit
all enemies, unfortunately. There is one Sacred Sword that is a Katana.

Two-stage Blast: One Enemy
     Katana 2
Helm Splitter: One Enemy
     Katana 3
Dividing Slash: One Enemy
     Qing Long Dao 3
     Ninto 2
Headwind Sword: One Enemy
     Qing Long Dao 2
     Katana 4
Sea Fire: One Enemy, inflicts Paralysis
     Qing Long Dao 4
     Katana T
     Ninto 3
     Yoshiyuki 2
Zantetsuken: Enemy Group, inflicts K.O., lowers AGI
     Ninto 4
     Yoshiyuki 3
Moonlight Blade: Enemy Group, inflicts Paralysis
     Qing Long Dao T
     Muramasa 2
     Yoshiyuki 4
Snowstorm Sword: Enemy Group
     Muramasa 3
     Ninto T
     Kijinto 2
Hanabi Blade: Enemy Group, inflicts Stone
     Muramasa 4
     Yoshiyuki T
     Kijinto 3
     Masamune 2
Phantom Sword*: Enemy Group, inflicts Sleep
     Kijinto 4
     Masamune 3
Midare Setsugekka*: Enemy Group, pierces defense
     Muramasa T
     Seven-Branch Sword 2
     Masamune 4
Rhythmless: Enemy Group, lowers STR and DEF
     Seven-Branch Sword 3
     Kijinto T
Sword Rain: All Enemies, Holy-elemental, lowers STR
     Seven-Branch Sword 4
     Masamune T
Seven-Branch Slash*: Enemy Group
     Seven-Branch Sword T
--------------------------------------------------------------------------------
6.4.3. GREATSWORDS

Greatswords have a lot of durability for such big weapons. Like the Katanas,
they take a while to get to Group-targeting techs. Cyborgs love this weapon,
but humans can use it too. They never target all enemies unless Transcending.
The last Sacred Sword is in this category.

(The Defender raises Defense with its basic attack.)

Cross Break: One Enemy, lowers DEF
     Bastard Sword 2
Accel Buster: One Enemy, inflicts Hold
     Defender 2
     Bastard Sword 3
Dragon Tail Reversal: One Enemy
     Ogre Killer 2
     Defender 3
     Bastard Sword 4
Power Smash: One Enemy
     Ogre Killer 3
     Defender 4
     Espada del Fin 2
Vandalize: One Enemy, inflicts Paralysis
     Dragon Sword 2
     Ogre Killer 4
     Bastard Sword T
     Espada del Fin 3
     Arondight 2
Sword Flash: Enemy Group
     Dragon Sword 3
     Ogre Killer T
     Defender T
     Espada del Fin 4
     Arondight 3
     Dimensional Sword 2
Snow Storm: Enemy Group, Water-elemental
     Arondight 4
Show Ryu Ken: One Enemy, inflicts Hold
     Dragon Sword 4
     Raijin's Sword 2
     Dimensional Sword 3
Dragon Dive: Enemy Group, lowers ALL
     Dragon Sword T
     Haja Sword 4
Cherry Blossom: Enemy Group, inflicts Hold
     Espada del Fin T
     Raijin's Sword 3
     Arondight T
     Dimensional Sword 4
     Haja Sword 2
Infinite Paths*: Enemy Group
     Laevateinn 2
     Dimensional Sword T
     Sword of Solomon 2
Takemikazuchi: Enemy Group, Wind-elemental
     Raijin's Sword 4
     Haja Sword 3
Raiko's Strike: Enemy Group, Wind-elemental
     Raijin's Sword T
     Sword of Solomon 3
Testament: One Enemy, Holy-elemental
     Haja Sword T
     Sword of Solomon 4
Nova Flame: Enemy Group, Fire-elemental
     Laevateinn 3
Flash Fire: Enemy Group, Fire-elemental
     Laevateinn 4
Genesis*: All Enemies, Holy-elemental
     Sword of Solomon T
Idle Blade of Wisdom*: Enemy Group, Fire-elemental
     Laevateinn T
--------------------------------------------------------------------------------
6.4.4. BLADES

Blades are high-durability Agility-based weapons. They're the preferred weapon
of Espers, but Humans can deal with them. Unlike most weapons, there is no
special Blade you get only on Hard Mode. They never target all enemies.

Cut In: One Enemy
     Rapier 2
Sniper Whip: One Enemy, lowers STR and AGI
     Rapier 3
Snake Shot: Enemy Group, inflicts Hold and Paralysis
     Saber 2
Clutch: One Enemy, lowers STR, AGI, and DEF
     Rapier 4
Spikeshot: Enemy Group
     Saber 3
     Psycho Dagger 2
Quicktrick: One Enemy, lowers AGI
     Saber 4
     Lightsaber 2
     Psycho Dagger 3
Moulin Rouge: Enemy Group
     Rapier T
     Lightsaber 3
     Psycho Dagger 4
Slasher: One Enemy, lowers STR and AGI
     Lightsaber T
     Princess Sword 3
     Orichalcum 2
Divided Edge: Enemy Group
     Saber T
     Psycho Dagger T
     Valkyrie Sword 3
Drizzling Slash: Enemy Group, inflicts K.O.
     Princess Sword 2
     Valkyrie Sword 4
Split-second Twinkle*: Enemy Group
     Princess Sword 4
     Valkyrie Sword T
     Orichalcum 3
Optical Illusion: One Enemy, lowers STR, AGI, and DEF
     Lightsaber 4
     Valkyrie Sword 2
Danse Macabre*: One Enemy
     Princess Sword T
     Orichalcum 4
Final Letter*: One Enemy, inflicts K.O.
     Orichalcum T
--------------------------------------------------------------------------------
6.4.5. SPEARS

Spears are oddly the specialty of Beastmen, but they cannot use them
effectively due to their lower strength, which Spears are based off of. You'd
be better off letting a human handle these weapons. Spears love to multitarget.

Penetrate: One Enemy
     Spear 2
Shadow Sweep: Enemy Group
     Spear 3
Shining: One Enemy
     Brionac 3
Storm Lancer: Enemy Group
     Spear 4
     Brionac 2
Forever Zero: Enemy Group
     Spear T
     Orichalcum Spear 2
     Brionac 4
Aiming: One Enemy
     Orichalcum Spear 3
     Holy Lance 2
Star Lancer: One Enemy
     Longinus 2
     Holy Lance 4
Big Bang: Enemy Group
     Orichalcum Spear 4
     Brionac T
     Holy Lance 3
Swift Three-step*: One Enemy
     Longinus 4
     Holy Lance T
     Sol's Lance 3
Dual Dragon: Enemy Group
     Orichalcum Spear T
     Longinus 3
     Sol's Lance 2
Peerless Strike: Enemy Group
     Gungnir 2
     Longinus T
Peerless Two-step: Enemy Group
     Gungnir 3
     Sol's Lance 4
Warriors Triple*: Enemy Group
     Gungnir 4
     Sol's Lance T
Ragnarok*: All Enemies, Wind-elemental
     Gungnir T
--------------------------------------------------------------------------------
6.4.6. AXES

The Cyborg's other favorite weapon, axes have low durability but high power.
They don't multitarget for a while, but they do eventually.

Power Dive: One Enemy
     Battle Hammer 2
     Battle Axe 2
Infinite Hell: One Enemy
     Battle Hammer 3
     Battle Axe 3
Blade Roll: One Enemy
     Battle Hammer 4
     Battle Axe 4
     Tomahawk 2
Deadly Spin: One Enemy, inflicts K.O.
     Battle Hammer T
     Tomahawk 3
     Broad Axe 2
Edge Smash: One Enemy
     Vajra 2
     Tomahawk T
     Broad Axe 4
Grand Impact: One Enemy
     Battle Axe T
     Tomahawk 4
     Broad Axe 3
Sky Drive: One Enemy
     Vajra 3
     Guillotine 2
Earth Buster: Enemy Group
     Vajra 4
     Broad Axe T
     Guillotine 3
     Sledge Hammer 2
Sympathizer*: Enemy Group
     Vajra T
     Pandomonium 2
     Guillotine 4
     Sledge Hammer 3
Resonating Fist: Enemy Group
     Pandemonium 3
     Guillotine T
     Sledge Hammer 4
Glandslam*: All Enemies
     Pandemonium 4
     Sledge Hammer T
Universal Collapse*: All Enemies, Earth-elemental
     Pandemonium T
--------------------------------------------------------------------------------
6.4.7. JUTSUS

The favorite weapon of Beastmen, Jutsus have varying durability, and are
Agility-based. They never, ever, hit more than one enemy, but the sheer power
they possess more than makes up for it.

Flash Blow: One Enemy
     Punch 2
Screw: One Enemy
     Punch 3
Meteor Kick: One Enemy
     Kick 2
Flash Trick: One Enemy
     Kick 3
     Flying Knee 2
Adamantine Fist: One Enemy
     Punch 4
     Triple Lunge 2
Rakshasa's Fist: One Enemy, inflicts K.O.
     Punch T
     Triple Lunge 3
Waterfall Ascent: One Enemy
     Triangle Kick 2
Palm Blast: One Enemy
     Triple Lunge 4
Palette Kick: One Enemy
     Kick 4
     Flying Knee 3
Silence: One Enemy
     Kick T
     Flying Knee 4
Tiger Break: One Enemy
     Flying Knee T
     Triangle Kick 3
Infinite Revolution: One Enemy
     Triple Lunge T
     Flash Fist 2
Dragon Break: One Enemy, pierces defense
     Triangle Kick 4
Heavenly Fist: One Enemy
     Flash Fist 3
Mirage Claw: One Enemy
     Cat Claw 2
Black Fist of God: One Enemy, pierces defense
     Flash Fist 4
Vacuum Drop: One Enemy, inflicts Hold
     Mountain Storm 2
Cross Mirage*: One Enemy
     Cat Claw 3
Death Drop: One Enemy, inflicts K.O. and Hold
     Hell Wheel 4
Tempest*: One Enemy, inflicts Hold
     Mountain Storm 3
     Hell Wheel 3
Eternal Destruction: One Enemy, inflicts Hold
     Mountain Storm 3
     Hell Wheel 2
Illusion: One Enemy
     Cat Claw 4
Triple Dragon: One Enemy, pierces defense
     Triangle Kick T
Eternal Light: One Enemy
     Flash Fist T
Sky Tower*: One Enemy, inflicts Hold
     Mountain Storm T
Hades' Reply*: One Enemy, inflicts K.O. and Hold
     Hell Wheel T
Phantom Claw*: One Enemy, pierces defense
     Cat Claw T
--------------------------------------------------------------------------------
6.4.8. BOWS

Another of the Esper's specialties is the Bow. They deal fixed damage and are
Agility-based. However, they get quite weak over the course of the game and
may not be worth bothering with in the long run.

Psych Out: One Enemy, lowers MAG
     Bow 2
Multishot: One Enemy
     Bow 3
     Mythril Bow 2
Abyss Shot: One Enemy
     Bow 4
     Shigetou's Bow 2
     Mythril Bow 3
Bullet-Arrow: One Enemy
     Bow T
     Shigetou's Bow 3
     Mythril Bow 4
Turbulence Shot: Enemy Group
     Shigetou's Bow 4
     Yoichi's Bow 2
     Mythril Bow T
Arrow Rain: Enemy Group
     Shigetou's Bow T
     Yoichi's Bow 3
Resonance Arrow: Enemy Group
     Yoichi's Bow 4
     Orichalcum Bow 2
     Suidan Bow 2
Serene Arrow: One Enemy, lowers ALL by a lot
     Orichalcum Bow 3
     Suidan Bow 3
Million Dollars*: All Enemies
     Yoichi's Bow T
     Orichalcum Bow 4
     Suidan Bow 4
Meteor Strike*: All enemies, Fire-elemental
     Orichalcum Bow T
Zero Arrow: All enemies, Water-elemental
     Suidan Bow T
--------------------------------------------------------------------------------
6.4.9. GUNS

Guns are another fixed-damage weapon that are based on power instead. Mechas
enjoy using them, and get a boost to their fixed power compared to other races.
They tend to have high durability, but hardly ever multitarget. An oddball in
this group is the Psycho Gun, which does not use fixed power, but Magic...

Quick Draw: One Enemy
     Derringer 2
     Arquebus 2
Spotshot: One Enemy, inflicts Paralysis
     Derringer 3
     Arquebus 3
     .44 Magnum 2
Sniper Shot: One Enemy
     Derringer 4
     .44 Magnum 3
Psycho Shot: Enemy Group
     Psycho Gun 2
Bullet Chain: Enemy Group, lowers DEF
     .44 Magnum T
     Blackbird 2
Accel Shot: Enemy Group
     Psycho Gun 3
Bullet Burst: One Enemy
     Derringer T
     Arquebus 4
Brave Zapper: Enemy Group
     Arquebus T
     .44 Magnum 4
Dreamline: Enemy Group
     Psycho Gun 4
Parallel Shot: Enemy Group
     Blackbird 3
Buster Charge*: One Enemy
     Rocket Punch 2
Accel Bunker*: One Enemy
     Rocket Punch 3
Grand Noir*: One Enemy
     Blackbird 4
Power Booster*: One Enemy
     Rocket Punch 4
Mobius Blast*: Enemy Group
     Psycho Gun T
Shell Rampage: Enemy Group
     Blackbird T
Drill Break*: One Enemy, lowers DEF
     Rocket Punch T
--------------------------------------------------------------------------------
6.4.10. CANNONS

The final and most expensive weapon is the Cannon, another Mecha favorite.
Their durability varies, and they too use Fixed Power. I would never actually
buy one, rather just use them when you find them. They hardly ever single-
target, and have the most all-enemies techs of all. They have the strange
property of never sharing one tech with another Cannon.

Precision Fire: Enemy Group
     Submachine Gun 2
Mow Down: Enemy Group
     Submachine Gun 3
Blaze Cannon: Enemy Group, Fire-elemental
     Flamethrower 2
Concentrated Fire: One Enemy
     Submachine Gun 4
Ifrit: Enemy Group
     Flamethrower 3
Striker: Enemy Group
     Bazooka 2
Inferno: One Enemy
     Flamethrower 4
Carnage: Enemy Group
     Bazooka 3
Spitfire: Enemy Group, pierces defense
     Vulcan Cannon 2
Sunburst: All Enemies
     Bazooka 4
Wild Shot: Enemy Group
     Vulcan Cannon 3
Barrage: One Enemy
     Vulcan Cannon 4
Ruthless Angel: All Enemies
     Missile 2
Meteor: All Enemies
     Missile 3
Valkyrie: All Enemies
     Missile 4
Multishot Break: One Enemy
     Laser Gun 2
Kaleidoscope: One Enemy
     Laser Gun 3
Paradigm Shift: All Enemies
     Phaser Cannon 2
Clutch Shot*: One Enemy
     Laser Gun 4
Neo-universe*: All Enemies
     Phaser Cannon 3
Overdrive: All Enemies
     Phaser Cannon 4
Barrage (2): All Enemies
     Submachine Gun T
Cremation: All Enemies, Fire-elemental, inflicts K.O.
     Flamethrower T
Area Impact: All Enemies
     Bazooka T
Multi-Assault: All Enemies
     Vulcan Cannon T
Laplace Demon: All Enemies
     Missile T
XG Buster*: One Enemy
     Laser Gun T
Dimensional Reverser*: All Enemies
     Phaser Cannon T
--------------------------------------------------------------------------------
6.4.11. FIRE MAGIC

Espers excel at all magic. Enemies are weak to fire the most.

Fire: One Enemy, Fire-elemental
     Fire Tome 1
Fira: Enemy Group, Fire-elemental
     Fire Tome 2
Firaga: Enemy Group, Fire-elemental
     Fire Tome 3
     Blaze Tome 1
Firaja: Enemy Group, Fire-elemental
     Fire Tome 4
     Blaze Tome 2
Firestorm: Enemy Group, Fire-elemental
     Blaze Tome 3
Crimson Flare: Enemy Group, Fire-elemental
     Blaze Tome 4
Blaze: All Enemies, Fire-elemental
     Fire Tome T
Hell Fire: All Enemies, Fire-elemental
     Blaze Tome T
--------------------------------------------------------------------------------
6.4.12. WATER MAGIC

Espers excel at all magic. A fair amount of enemies are weak to water.

Blizzard: One Enemy, Water-elemental
     Water Tome 1
Blizzara: Enemy Group, Water-elemental
     Water Tome 2
Blizzaga: Enemy Group, Water-elemental
     Water Tome 3
     Frigid Tome 1
Blizzaja: Enemy Group, Water-elemental
     Water Tome 3
     Frigid Tome 2
Icicles: Enemy Group, Water-elemental
     Frigid Tome 3
Diamond Dust: Enemy Group, Water-elemental
     Frigid Tome 4
Ice Floe: All Enemies, Water-elemental
     Water Tome T
Absolute Zero: All Enemies, Water-elemental
     Frigid Tome T
--------------------------------------------------------------------------------
6.4.13. EARTH MAGIC

Espers excel at all magic. Some enemies are weak to earth, but not a lot.

Quake: One Enemy, Earth-elemental
     Earth Tome 1
Quakera: Enemy Group, Earth-elemental
     Earth Tome 2
Quakega: Enemy Group, Earth-elemental
     Earth Tome 3
     Gaia Tome 1
Quakeja: Enemy Group, Earth-elemental
     Earth Tome 4
     Gaia Tome 4
Earthquake: Enemy Group, Earth-elemental
     Gaia Tome 3
Misericordia: Enemy Group, Earth-elemental
     Gaia Tome 4
Intense Quake: All Enemies, Earth-elemental
     Earth Tome T
Calamity: All Enemies, Earth-elemental
     Gaia Tome T
--------------------------------------------------------------------------------
6.4.14. WIND MAGIC

Espers excel at all magic. Some enemies are weak to wind, but not a lot.

Thunder: One Enemy, Wind-elemental
     Wind Tome 1
Thundara: Enemy Group, Wind-elemental
     Wind Tome 2
Thundaga: Enemy Group, Wind-elemental
     Wind Tome 3
     Storm Tome 1
Thundaja: Enemy Group, Wind-elemental
     Wind Tome 4
     Storm Tome 2
Thunderbolts: Enemy Group, Wind-elemental
     Storm Tome 3
Thunder Force: Enemy Group, Wind-elemental
     Storm Tome 4
Thunder Call: All Enemies, Wind-elemental
     Wind Tome T
Godly Thunder: All Enemies, Wind-elemental
     Storm Tome T
--------------------------------------------------------------------------------
6.4.15. DARKNESS MAGIC

Espers excel at all magic. No enemy is weak to Dark, so don't bother.

Cloud: One Enemy
     Dark Tome 1
Cloudra: Enemy Group
     Dark Tome 2
Cloudga: Enemy Group
     Dark Tome 3
     Black Tome 1
Cloudja: Enemy Group
     Dark Tome 4
     Black Tome 2
Abyss Mist: Enemy Group
     Black Tome 3
Darkfield: Enemy Group
     Black Tome 4
Decaying Mist: All Enemies
     Dark Tome T
Black Fog: All Enemies
     Black Tome T
--------------------------------------------------------------------------------
6.4.16. RECOVERY MAGIC

Espers excel at all magic. Always keep your health up and work towards Cura!

Soothing Droplet: One Ally
     Recovery Tome 1
Healing Droplet: One Ally
     Recover Tome 2
     Healing Tome 1
Cura: All Allies
     Recovery Tome 3
     Healing Tome 2
Recovery Drop: One Ally
     Recovery Tome 4
     Healing Tome 3
Curaga: All Allies
     Healing Tome 4
--------------------------------------------------------------------------------
6.4.17. RESTORE MAGIC

Espers excel at all magic. Raisera is one of the best recoveries out there!

Raise: One Ally
     Revival Tome 1
Esuna: One Ally
     Revival Tome 2
Raisera: All Allies
     Revival Tome 3
Esunara: All Allies
     Revival Tome 4
--------------------------------------------------------------------------------
6.4.18. BUFF MAGIC

Espers excel at all magic. Buffs aren't terribly important...

Bravery: One Ally, STR up 5
     Endowment Tome 1
Faith: One Ally, MAG up 5
     Endowment Tome 2
Haste: One Ally, AGI up 5
     Endowment Tome 3
Protect: One Ally, DEF up 5
     Endowment Tome 4
Bravega: All Allies, STR up 6
     Empowerment Tome 1
Faithga: All Allies, MAG up 6
     Empowerment Tome 2
Hastega: All Allies, AGI up 6
     Empowerment Tome 3
Protectga: All Allies, DEF up 6
     Empowerment Tome 4
--------------------------------------------------------------------------------
6.4.19. ANCIENT MAGIC

Espers excel at all magic. None of these are stronger than Flare, except
the Transendence, so if you don't want to learn the techs, don't. Ancient Magic
is the only magic that has less durability than the others.

Flare: All Enemies
     Ancient Tome 1
     Eternal Tome 1
Aura: All Enemies, Fire-elemental
     Ancient Tome 2
Hurricane: All Enemies, Water-elemental
     Ancient Tome 3
Magma: All Enemies, Earth-elemental
     Ancient Tome 4
Mezannine: All Enemies, Wind-elemental
     Eternal Tome 2
Damian: All Enemies, Dark-elemental
     Eternal Tome 3
Maitreya: All Enemies, Holy-elemental
     Eternal Tome 4
Ashura: All Enemies
     Ancient Tome T
     Eternal Tome T
--------------------------------------------------------------------------------
6.4.20. REMOTE CONTROL

The Remote Control can have from one to four techs on it that have varying
power depending on how many monsters you've scouted. The power can be checked
at any time with the "Stethelos Armaments" section in the menu.

Standard Laser: All Enemies, deals 300-1550 damage
     Remote Control 1 (5 charges)
Long Range Laster: All Reinforcements, deals 15%-98% damage
     Remote Control 2 (2 charges)
Power Amplifier: All Allies, increases all stats for 1-3 turns
     Remote Control 3 (2 charges)
Shield Generator: All Alies, increases resistance by 10%-25% for 3 turns
     Remote Control 4 (3 charges)
--------------------------------------------------------------------------------
6.4.21. MONSTER ABILITIES

This data is not included in the game's notes; "Monster Abilities" are used by
the monsters in this game, and also by you if you are a monster. A skill can
have many different variations, each one using a number of skills for that
ability; as monsters get higher in level, they use variations that know more
skills in a way similar to sparking. The power of these abilities is not fixed,
also similarly to techs. The more skills a variation has, the higher the power
of those skills tends to be, so it's always worth transforming to try and get
more of these attacks.

Usually, if a variation has some skills, the transendence for it will be the
next skill on the list; the last variation will have an often unique
transcendence, though some skills are shared between abilities. Some attacks do
not follow this formula, however, and can get wonky with which attacks are
displayed on certain variations. If an ability can be inherited like a trait,
it's marked with a *. In this guide, abilities are listed with each variation
getting their own entry. The base power, number of charges, attacks, and
transcendence are shown, [along with the monsters that can have the abilities
without inheritance.]

There are some errors in the current translation's version of the skills. I
will note them here for consistency's sake, but an update should follow if
and when they are corrected.
--------------------------------------------------------------------------------
STRENGTH BASED ATTACKS

Large Fang 1

POWER  23
USES   15
ATK 1  Large Fang
ATK 2  Raging Hurricane
ATK 3  ---
ATK 4  ---
TRANS  Cruel Fang
LEARN  Violent Ray, Knife Fish / Fire Lizard, Lizard, Vulcan / Fishman
      / Werecat

Large Fang 2

POWER  27
USES   15
ATK 1  Large Fang
ATK 2  Raging Hurricane
ATK 3  Cruel Fang
ATK 4  ---
TRANS  Grave Tackle
LEARN  Hammerhead / Gryphon / Salamander / Merman, Oannes / Mummy Cat

Large Fang 3

POWER  32
USES   15
ATK 1  Large Fang
ATK 2  Raging Hurricane
ATK 3  Cruel Fang
ATK 4  Grave Tackle
TRANS  Blast Charge
LEARN  Dorcus / Basilisk / Nyx / Grimalkin

Large Fang 4

POWER  38
USES   15
ATK 1  Large Fang
ATK 2  Cruel Fang
ATK 3  Grave Tackle
ATK 4  Blast Charge
TRANS  Hurricane Claw
LEARN  Khepri / Manticore / Selkie / Moldcat, Sekiri

Poison Fang 1

POWER  26
USES   20
ATK 1  Poison Fang
ATK 2  Raging Hurricane
ATK 3  ---
ATK 4  ---
TRANS  Final Chomp
LEARN  Viper Lady

Poison Fang 2

POWER  27
USES   20
ATK 1  Poison Fang
ATK 2  Raging Hurricane
ATK 3  Final Chomp
ATK 4  ---
TRANS  Meteor Fang
LEARN  Sidewinder / Lamia, Echidna / Mummy Cat

Poison Fang 3

POWER  35
USES   20
ATK 1  Poison Fang
ATK 2  Raging Hurricane
ATK 3  Final Chomp
ATK 4  Meteor Fang
TRANS  Kokuu Claw
LEARN  Seth

Sharp Fang 1

POWER  26
USES   15
ATK 1  Sharp Fang
ATK 2  Dagger Jaw
ATK 3  ---
ATK 4  ---
TRANS  Final Chomp
LEARN  Earthworm / Stallion / Beam Flower / Falcon Girl

Sharp Fang 2

POWER  28
USES   15
ATK 1  Sharp Fang
ATK 2  Dagger Jaw
ATK 3  Final Chomp
ATK 4  ---
TRANS  Jugular Fang
LEARN  Land Worm / Nightmare / Armed Cosmos / Harpy, Siren

Sharp Fang 3

POWER  31
USES   15
ATK 1  Sharp Fang
ATK 2  Dagger Jaw
ATK 3  Final Chomp
ATK 4  Jugular Fang
TRANS  Wind Cutter
LEARN  King Worm / Pterodactyl, Quetzalcoatl / Iria

Sharp Fang 4

POWER  36
USES   15
ATK 1  Sharp Fang
ATK 2  Final Chomp
ATK 3  Jugular Fang
ATK 4  Wind Cutter
TRANS  Kokuu Claw
LEARN  Giga Worm / Seraphim

Vampire Fangs

POWER  30
USES   15
ATK 1  Vampire Fangs
ATK 2  Dagger Jaw
ATK 3  Drain Fang
ATK 4  ---
TRANS  Jugular Fang
LEARN  Insect

Bloodthirsty Fang (Vampire Fangs 2)

POWER  35
USES   15
ATK 1  Vampire Fangs
ATK 2  Dagger Jaw
ATK 3  Drain Fang
ATK 4  Jugular Fang
TRANS  Hell Fang
LEARN  Killer Bee, Avispa

Black Fang 1

POWER  24
USES   15
ATK 1  Black Fang
ATK 2  Hollow Fang
ATK 3  ---
ATK 4  ---
TRANS  Killer Fang
LEARN  Rhinoceros / Serpent / Snapping Turtle, Land Turtle

Black Fang 2

POWER  28
USES   15
ATK 1  Black Fang
ATK 2  Hollow Fang
ATK 3  Killer Fang
ATK 4  ---
TRANS  Vacuum Fang
LEARN  Wolfman / Fossil Dragon / Triceratops / Sidewinder / Yellow Dragon
      / Adamantoise

Black Fang 3

POWER  34
USES   15
ATK 1  Black Fang
ATK 2  Hollow Fang
ATK 3  Killer Fang
ATK 4  Vacuum Fang
TRANS  Meteor Fang
LEARN  Osiris, Seth / Roto Rex, Bone Dragon / Stegosaurus, Tyrannosaurus
      / Blue Dragon, Black Dragon

Black Fang 4

POWER  42
USES   15
ATK 1  Black Fang
ATK 2  Killer Fang
ATK 3  Vacuum Fang
ATK 4  Meteor Fang
TRANS  Thin Air
LEARN  Cerberus, Naberius / Fossil Dragon / Behemoth / Zilla Snake
      / Neo Dragon, Crimson Dragon / Archelon, Xuan Wu

Claw 1

POWER  22
USES   30
ATK 1  Claw
ATK 2  Power Ripper
ATK 3  ---
ATK 4  ---
TRANS  Soul Claw
LEARN  Werewolf / Hell Condor / Red Dragon / Nike / Falcon Girl

Claw 2

POWER  25
USES   30
ATK 1  Claw
ATK 2  Power Ripper
ATK 3  Soul Claw
ATK 4  ---
TRANS  Heavy Claw
LEARN  Wolfman / Bloodsucker / Fossil Dragon / Simurgh / Triceratops
      / Lizardman / Sargatannas / Rhamphorhynchus / Werecat

Claw 3

POWER  28
USES   30
ATK 1  Claw
ATK 2  Power Ripper
ATK 3  Soul Claw
ATK 4  Heavy Claw
TRANS  Sky Edge
LEARN  Shadow / Skullrex / Yellow Dragon / Pterodon, Wyvern / Harpy, Siren
      / Mummy Cat


Claw 4

POWER  32
USES   30
ATK 1  Claw
ATK 2  Soul Claw
ATK 3  Heavy Claw
ATK 4  Sky Edge
TRANS  Glider Claw
LEARN  Osiris / Gargouille, Gargoyle King / Roto Rex / Gryphon / Stegosaurus
      / Nyx / Blue Dragon / Pterodactyl / Silver Maiden / Iria

Claw 5

POWER  37
USES   30
ATK 1  Claw
ATK 2  Soul Claw
ATK 3  Heavy Claw
ATK 4  Glider Claw
TRANS  Wild Assault
LEARN  Seth, Cerberus / Bone Dragon / Manticore / Tyrannosaurus, Behemoth
      / Black Dragon, Neo Dragon / Quetzalcoatl / Aphrodite / Seraphim

Claw 6

POWER  43
USES   30
ATK 1  Claw
ATK 2  Heavy Claw
ATK 3  Sky Edge
ATK 4  Wild Assault
TRANS  Heavens Claw
LEARN  Naberius / Zombie Dragon / Selkie

Paralyzing Claw 1

POWER  24
USES   20
ATK 1  Paralyzing Claw
ATK 2  Power Ripper
ATK 3  ---
ATK 4  ---
TRANS  Soul Claw
LEARN  Leonardo / Wyvern

Paralyzing Claw 2

POWER  35
USES   20
ATK 1  Paralyzing Claw
ATK 2  Soul Claw
ATK 3  Heavy Claw
ATK 4  Sky Edge
TRANS  Glider Claw
LEARN  Pterodactyl, Quetzalcoatl

Scissors 1

POWER  24
USES   30
ATK 1  Scissors
ATK 2  Round Slice
ATK 3  ---
ATK 4  ---
TRANS  Cross Scissors
LEARN  Stronger

Scissors 2

POWER  38
USES   30
ATK 1  Scissors
ATK 2  Round Slice
ATK 3  Cross Scissors
ATK 4  Great Sever
TRANS  Stream Edge
LEARN  Dorcus

Tackle 1

POWER  23
USES   15
ATK 1  Tackle
ATK 2  Raging Hurricane
ATK 3  ---
ATK 4  ---
TRANS  Nu Flash
LEARN  Live Oak, Sequoia / Spiegel / Kaiser Ant / Sprite, Nymph, Fairy / Cannon
      / Pebble, Stone / Bitmouse, Gigamouse

Tackle 2

POWER  27
USES   15
ATK 1  Tackle
ATK 2  Raging Hurricane
ATK 3  Nu Flash
ATK 4  ---
TRANS  Clutchhold
LEARN  Pirate / Treant / Pod, Security / Shockenaw, Twinhead / Triceratops
      / Adamantoise / Rock / Mustang / Harpy, Siren

Tackle 3

POWER  32
USES   15
ATK 1  Tackle
ATK 2  Raging Hurricane
ATK 3  Nu Flash
ATK 4  Clutchhold
TRANS  Grave Tackle
LEARN  Joumon Sugi / Zoom / Pixie / Roto Rex / Stegosaurus / Boulder / Centaur
      / Iria / (Mozuma, Mini-Mozuma)

Tackle 4

POWER  37
USES   15
ATK 1  Tackle
ATK 2  Nu Flash
ATK 3  Clutchhold
ATK 4  Grave Tackle
TRANS  Heavenly Crash
LEARN  Viking / Yggdrasil / Khepri / Double Launcher / Bone Dragon
      / Tyrannosaurus, Behemoth / Archelon / Earth / Teramouse

Tackle 5

POWER  41
USES   15
ATK 1  Tackle
ATK 2  Clutchhold
ATK 3  Grave Tackle
ATK 4  Heavenly Crash
TRANS  Blast Charge
LEARN  Focus / Sylph / Cannonhead / Fossil Dragon / Xuan Wu

Rush 1

POWER  24
USES   15
ATK 1  Rush
ATK 2  Sharp Tackle
ATK 3  ---
ATK 4  ---
TRANS  Spinning Bolt
LEARN  Sea Monster, Sea Monk / Knife Fish / Caucasus / Vulcan

Rush 2

POWER  28
USES   15
ATK 1  Rush
ATK 2  Sharp Tackle
ATK 3  Spinning Bolt
ATK 4  ---
TRANS  Break Charge
LEARN  Sea Bishop, Lorn Master / Blood Ray, Hammerhead

Rush 3

POWER  34
USES   15
ATK 1  Rush
ATK 2  Sharp Tackle
ATK 3  Spinning Bolt
ATK 4  Break Charge
TRANS  Assault Rush
LEARN  Devil's Angler

Rush 4

POWER  40
USES   15
ATK 1  Rush
ATK 2  Spinning Bolt
ATK 3  Break Charge
ATK 4  Assault Rush
TRANS  Tornado Spin
LEARN  Dagon / Qilin

Lunge 1

POWER  25
USES   30
ATK 1  Lunge
ATK 2  Raging Hurricane
ATK 3  ---
ATK 4  ---
TRANS  Grave Tackle
LEARN  Durandal

Lunge 2

POWER  28
USES   30
ATK 1  Lunge
ATK 2  Raging Hurricane
ATK 3  Grave Tackle
ATK 4  ---
TRANS  Blast Charge
LEARN  Caladbolg

Charge

POWER  35
USES   15
ATK 1  Charge
ATK 2  Raging Hurricane
ATK 3  Grave Tackle
ATK 4  Blast Charge
TRANS  Dragon Dance
LEARN  Stormbringer

Critical

POWER  36
USES   10
ATK 1  Critical
ATK 2  Double Slash
ATK 3  Triple Slash
ATK 4  Multistrike
TRANS  Near Slash
LEARN  Answerer, Mournblade, Stormbringer

Sword 1

POWER  23
USES   30
ATK 1  Sword
ATK 2  Double Slash
ATK 3  ---
ATK 4  ---
TRANS  Triple Slash
LEARN  Gargoyle / Warrior Lizard / Duke

Sword 2

POWER  26
USES   30
ATK 1  Sword
ATK 2  Double Slash
ATK 3  Triple Slash
ATK 4  ---
TRANS  Multistrike
LEARN  Bloodsucker / Lizardman / Broken

Sword 3

POWER  28
USES   30
ATK 1  Sword
ATK 2  Triple Slash
ATK 3  Multistrike
ATK 4  ---
TRANS  Twin Sword Slash
LEARN  Bone Soldier / Shadow / Lizard Knight, Lizard Prince / Crowley
      / Dullahan

Sword 4

POWER  36
USES   30
ATK 1  Sword
ATK 2  Triple Slash
ATK 3  Multistrike
ATK 4  Twin Sword Slash
TRANS  Dual-blade Triple Slash (subject to change)
LEARN  Death Knight / Gargouille, Gargoyle King / Lizard King / Mephisto
      / Hyper Brain

Sword 5

POWER  43
USES   30
ATK 1  Sword
ATK 2  Multistrike
ATK 3  Twin Sword Slash
ATK 4  Dual-blade Triple Slash
TRANS  Near Slash
LEARN  Lucifer / Noma Gene

Thorn

POWER  25
USES   30
ATK 1  Thorn
ATK 2  Double Slash
ATK 3  Triple Slash
ATK 4  ---
TRANS  Multistrike
LEARN  Armed Cosmos

Headbutt 1

POWER  26
USES   15
ATK 1  Headbutt
ATK 2  Scratch
ATK 3  ---
ATK 4  ---
TRANS  Combination
LEARN  Blood Ray

Headbutt 2

POWER  28
USES   15
ATK 1  Headbutt
ATK 2  Scratch
ATK 3  Headbutt2
ATK 4  ---
TRANS  Combination
LEARN  Hammerhead

Headbutt 3

POWER  32
USES   15
ATK 1  Headbutt
ATK 2  Scratch
ATK 3  Headbutt2
ATK 4  Combination
TRANS  Crashbang
LEARN  Devil's Angler / Cerberus / Stegosaurus, Tyrannosaurus, Behemoth
      / Hydra, Yamata-no-Orochi / Medusa

Headbutt 4

POWER  40
USES   15
ATK 1  Headbutt
ATK 2  Headbutt2
ATK 3  Combination
ATK 4  Crashbang
TRANS  Rock Rush
LEARN  Naberius / Zilla Snake / Naga

Branch 1

POWER  25
USES   30
ATK 1  Branch
ATK 2  Cracker
ATK 3  ---
ATK 4  ---
TRANS  Power Smash
LEARN  Live Oak

Branch 2

POWER  25
USES   30
ATK 1  Branch
ATK 2  Cracker
ATK 3  Power Smash
ATK 4  ---
TRANS  Sky Hook
LEARN  Sequoia

Branch 3

POWER  27
USES   30
ATK 1  Branch
ATK 2  Cracker
ATK 3  Power Smash
ATK 4  Sky Hook
TRANS  Crashdust
LEARN  Treant

Branch 4

POWER  32
USES   30
ATK 1  Branch
ATK 2  Power Smash
ATK 3  Sky Hook
ATK 4  Crashdust
TRANS  Double Height
LEARN  Joumon Sugi

Branch 5

POWER  37
USES   30
ATK 1  Branch
ATK 2  Sky Hook
ATK 3  Crashdust
ATK 4  Double Height
TRANS  High Smasher
LEARN  Yggdrasil

Tentacle 1

POWER  22
USES   30
ATK 1  Tentacle
ATK 2  Cracker
ATK 3  ---
ATK 4  ---
TRANS  Scratch
LEARN  Sannakji

Tentacle 2

POWER  25
USES   30
ATK 1  Tentacle
ATK 2  Cracker
ATK 3  Scratch
ATK 4  ---
TRANS  Power Smash
LEARN  Spear Squid

Tentacle 3

POWER  26
USES   30
ATK 1  Tentacle
ATK 2  Cracker
ATK 3  Scratch
ATK 4  Power Smash
TRANS  Combination
LEARN  Octopus

Tentacle 4

POWER  30
USES   30
ATK 1  Tentacle
ATK 2  Scratch
ATK 3  Power Smash
ATK 4  Combination
TRANS  Double Height
LEARN  Kraken

Tentacle 5

POWER  37
USES   30
ATK 1  Tentacle
ATK 2  Power Smash
ATK 3  Combination
ATK 4  Double Height
TRANS  Rock Rush
LEARN  Belemnoid

Crack 1

POWER  30
USES   15
ATK 1  Crack
ATK 2  Explosion
ATK 3  Hollow Rend
ATK 4  ---
TRANS  Heltier
LEARN  Octopus, Kraken

Crack 2

POWER  30
USES   15
ATK 1  Crack
ATK 2  Explosion
ATK 3  Hollow Rend
ATK 4  Heltier
TRANS  Thunderclap
LEARN  Belemnoid

Tongue 1

POWER  26
USES   30
ATK 1  Tongue
ATK 2  Slimy Tongue
ATK 3  ---
ATK 4  ---
TRANS  Lick
LEARN  Toad, Poison Frog / Lizard

Tongue 2

POWER  29
USES   30
ATK 1  Tongue
ATK 2  Slimy Tongue
ATK 3  Lick
ATK 4  ---
TRANS  100 Licks
LEARN  Shiroku Toad, Qing Wa Shen / Salamander

Tongue 3

POWER  35
USES   30
ATK 1  Tongue
ATK 2  Slimy Tongue
ATK 3  Lick
ATK 4  100 Licks
TRANS  Furious Lick
LEARN  Heqet / Basilisk

Entangle 1

POWER  26
USES   20
ATK 1  Entangle
ATK 2  Hard Press
ATK 3  Pulsar Wave
ATK 4  ---
TRANS  Death's Embrace
LEARN  Treant / Acid Gel

Entangle 2

POWER  30
USES   20
ATK 1  Entangle
ATK 2  Hard Press
ATK 3  Pulsar Wave
ATK 4  Death's Embrace
TRANS  Sonic Turn
LEARN  Joumon Sugi, Yggdrasil / Oxo Gel

Entangle 3

POWER  34
USES   20
ATK 1  Entangle
ATK 2  Pulsar Wave
ATK 3  Death's Embrace
ATK 4  Sonic Turn
TRANS  Compression
LEARN  Carborane Gel

Entangle 4

POWER  38
USES   20
ATK 1  Entangle
ATK 2  Death's Embrace
ATK 3  Sonic Turn
ATK 4  Compression
TRANS  Pedro Whip
LEARN  Super Slime

Strangle 1

POWER  27
USES   15
ATK 1  Strangle
ATK 2  Hard Press
ATK 3  Pulsar Wave
ATK 4  ---
TRANS  Death's Embrace
LEARN  Shiroku Toad, Qing Wa Shen / Sidewinder

Strangle 2

POWER  30
USES   15
ATK 1  Strangle
ATK 2  Hard Press
ATK 3  Pulsar Wave
ATK 4  Death's Embrace
TRANS  Spiral Cut
LEARN  Hydra / Blue Dragon

Strangle 3

POWER  35
USES   15
ATK 1  Strangle
ATK 2  Pulsar Wave
ATK 3  Death's Embrace
ATK 4  Spiral Cut
TRANS  Compression
LEARN  Heqet / Yamata-no-Orochi / Black Dragon, Neo Dragon

Strangle 4

POWER  40
USES   15
ATK 1  Strangle
ATK 2  Death's Embrace
ATK 3  Spiral Cut
ATK 4  Compression
TRANS  Snake Whip
LEARN  Crimson Dragon
--------------------------------------------------------------------------------
AGILITY BASED ATTACKS

Beak 1

POWER  20
USES   30
ATK 1  Beak
ATK 2  Hell Lunge
ATK 3  ---
ATK 4  ---
TRANS  Lighting
LEARN  Controller / Archaeopteryx, Hell Condor, Simurgh / Rhamphorhynchus

Beak 2

POWER  27
USES   30
ATK 1  Beak
ATK 2  Hell Lunge
ATK 3  Lighting
ATK 4  ---
TRANS  Rapid Thrust
LEARN  Bloodsucker, Shadow / Controller, Mage / Pterodon, Wyvern

Beak 3

POWER  33
USES   30
ATK 1  Beak
ATK 2  Hell Lunge
ATK 3  Lighting
ATK 4  Rapid Thrust
TRANS  Empty Beak
LEARN  Warlock

Beak 4

POWER  37
USES   30
ATK 1  Beak
ATK 2  Lighting
ATK 3  Rapid Thrust
ATK 4  Empty Beak
TRANS  Samidare Lunge
LEARN  Sorcerer / Wind Emperor

Stone Beak

POWER  26
USES   20
ATK 1  Stone Beak
ATK 2  Hell Lunge
ATK 3  Lighting
ATK 4  ---
TRANS  Empty Beak
LEARN  Gryphon

Tail 1

POWER  24
USES   30
ATK 1  Tail
ATK 2  Swing
ATK 3  ---
ATK 4  ---
TRANS  Full Swing
LEARN  Caterpillar, Earthworm / Viper Lady

Tail 2

POWER  24
USES   30
ATK 1  Tail
ATK 2  Swing
ATK 3  Full Swing
ATK 4  ---
TRANS  Tail Whip
LEARN  Earthworm / Lamia, Echidna

Tail 3

POWER  28
USES   30
ATK 1  Tail
ATK 2  Full Swing
ATK 3  Tail Whip
ATK 4  Tail Slap
TRANS  Rotation
LEARN  King Worm, Giga Worm / Medusa

Tail 4

POWER  38
USES   30
ATK 1  Tail
ATK 2  Tail Whip
ATK 3  Tail Slap
ATK 4  Rotation
TRANS  Tail Crash
LEARN  Crimson Dragon / Naga

Punch 1

POWER  23
USES   30
ATK 1  Punch
ATK 2  Power Knuckle
ATK 3  ---
ATK 4  ---
TRANS  Power Smash
LEARN  Pig Man, Orc / Skeleton / Nike

Punch 2

POWER  25
USES   30
ATK 1  Punch
ATK 2  Power Knuckle
ATK 3  Power Smash
ATK 4  ---
TRANS  Double Height
LEARN  War Pig / Red Bone / Megaira

Punch 3

POWER  27
USES   30
ATK 1  Punch
ATK 2  Power Knuckle
ATK 3  Power Smash
ATK 4  Double Height
TRANS  Rolling Out
LEARN  Pirate / Valkyrie / (Mini-Mozuma)

Power Blow

POWER  32
USES   30
ATK 1  Power Blow
ATK 2  Power Smash
ATK 3  Double Height
ATK 4  Rolling Out
TRANS  Sky Hook
LEARN  Viking / Silver Maiden, Aphrodite

Kick 1

POWER  23
USES   15
ATK 1  Kick
ATK 2  Power Kick
ATK 3  ---
ATK 4  ---
TRANS  Charge Kick
LEARN  Crazy Horse, Stallion / Nike, Megaira

Kick 2

POWER  26
USES   15
ATK 1  Kick
ATK 2  Power Kick
ATK 3  Charge Kick
ATK 4  ---
TRANS  Trickster
LEARN  Nightmare

Double Kick 1

POWER  27
USES   15
ATK 1  Double Kick
ATK 2  Power Kick
ATK 3  Charge Kick
ATK 4  Trickster
TRANS  Blast Kick
LEARN  Qing Wa Shen / Mustang / Valkyrie

Double Kick 2

POWER  32
USES   15
ATK 1  Double Kick
ATK 2  Charge Kick
ATK 3  Trickster
ATK 4  Blast Kick
TRANS  Wind Cutter / Centaur / Silver Maiden, Aphrodite

Double Kick 3

POWER  38
USES   15
ATK 1  Double Kick
ATK 2  Trickster
ATK 3  Blast Kick
ATK 4  Wind Cutter
TRANS  Kokuu Claw
LEARN  Heqet / Qilin
--------------------------------------------------------------------------------
MAGIC BASED ATTACKS
These attacks, just like magic, are disabled if you're under Silence.

Water Gun 1

POWER  18
USES   15
ATK 1  Water Gun
ATK 2  Water Gun2
ATK 3  ---
ATK 4  ---
TRANS  Splash
LEARN  Violent Ray, Blood Ray / Sannakji / Fishman

Water Gun 2

POWER  22
USES   15
ATK 1  Water Gun
ATK 2  Water Gun2
ATK 3  Splash
ATK 4  ---
TRANS  Hydro Shot
LEARN  Hammerhead / Merman

Water Gun 3

POWER  26
USES   15
ATK 1  Water Gun
ATK 2  Water Gun2
ATK 3  Splash
ATK 4  Hydro Shot
TRANS  Snowstorm
LEARN  Devil's Angler / Belemnoid

Destruction Ray

POWER  18
USES   15
ATK 1  Destruction Ray
ATK 2  Beam Compression
ATK 3  ---
ATK 4  ---
TRANS  Quantum Gun
LEARN  Speigel / Big Eyeball, Gazer / Megaira

Piercing Ray 1

POWER  25
USES   15
ATK 1  Piercing Ray
ATK 2  Beam Compression
ATK 3  Quantum Gun
ATK 4  ---
TRANS  Degenerate Cannon
LEARN  Pod, Security / Seeker, Evil Eye / Valkyrie

Piercing Ray 2

POWER  28
USES   15
ATK 1  Piercing Ray
ATK 2  Beam Compression
ATK 3  Quantum Gun
ATK 4  Degenerate Cannon
TRANS  Worm Cluster
LEARN  Zoom / Unknown / Silver Maiden, Aphrodite

Ruination Ray

POWER  31
USES   15
ATK 1  Ruination Ray
ATK 2  Quantum Gun
ATK 3  Degenerate Cannon
ATK 4  Worm Cluster
TRANS  Lightblast
LEARN  Focus

Psycho Blast 1*

POWER  20
USES   15
ATK 1  Psycho Blast
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Broken / Gigamouse

Psycho Blast 2*

POWER  22
USES   15
ATK 1  Psycho Blast
ATK 2  Psycho Shock
ATK 3  ---
ATK 4  ---
TRANS  Psycho Force
LEARN  Boulder / Dullahan

Psycho Blast 3*

POWER  24
USES   15
ATK 1  Psycho Blast
ATK 2  Psycho Shock
ATK 3  Psycho Force
ATK 4  ---
TRANS  Psycho Burst
LEARN  Earth / Hyper Brain / Teramouse

Psycho Blast 4*

POWER  26
USES   50
ATK 1  Psycho Blast
ATK 2  Psycho Shock
ATK 3  Psycho Force
ATK 4  Psycho Burst
TRANS  Psycho Flash
LEARN  Super Slime / Noma Gene

Fire 1*

POWER  18
USES   30
ATK 1  Fire
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Gargoyle / Controller / Fairy / Lizard, Vulcan / Red Dragon

Fire 2*

POWER  22
USES   30
ATK 1  Fire
ATK 2  Fira
ATK 3  ---
ATK 4  ---
TRANS  Flame
LEARN  Hermit, Mage / Salamander

Fire 3*

POWER  26
USES   30
ATK 1  Fire
ATK 2  Fira
ATK 3  Firaga
ATK 4  ---
TRANS  Blaze
LEARN  Dorcus / Gargouille / Warlock

Fire 4*

POWER  30
USES   30
ATK 1  Fire
ATK 2  Fira
ATK 3  Firaga
ATK 4  Firaja
TRANS  Scorch
LEARN  Viking / Giga Worm / Sorcerer / Basilisk / Black Dragon

Fire 5*

POWER  34
USES   30
ATK 1  Fire
ATK 2  Firaga
ATK 3  Firaja
ATK 4  Crimson Flare
TRANS  Hell Fire
LEARN  Naberius / Sylph / Wind Emperor / Crimson Dragon / Qilin / Sekiri

Water 1*

POWER  18
USES   30
ATK 1  Blizzard
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Sea Monk / Sprite

Water 2*

POWER  22
USES   30
ATK 1  Blizzard
ATK 2  Blizzara
ATK 3  ---
ATK 4  ---
TRANS  Cold Wave
LEARN  Sea Bishop, Lorn Master / Hardwind / Octopus / Adamantoise / Lamia,
       Echidna

Water 3*

POWER  26
USES   30
ATK 1  Blizzard
ATK 2  Blizzara
ATK 3  Blizzaga
ATK 4  ---
TRANS  Ice Floe
LEARN  Pixie / Oannes, Nyx / Blue Dragon

Water 4*

POWER  30
USES   30
ATK 1  Blizzard
ATK 2  Blizzara
ATK 3  Blizzaga
ATK 4  Blizzaja
TRANS  Hail
LEARN  Sorcerer / Yamata-no-Orochi / Archelon

Water 5*

POWER  34
USES   30
ATK 1  Blizzard
ATK 2  Blizzaga
ATK 3  Blizzaja
ATK 4  Diamond Dust
TRANS  Absolute Zero
LEARN  Dagon / Sylph / Selkie / Zilla Snake / Xuan Wu

Wind 1*

POWER  18
USES   30
ATK 1  Thunder
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Killer Butterfly / Nymph / Will-o-Wisp, Hell Wisp / Sargatannas

Wind 2*

POWER  22
USES   30
ATK 1  Thunder
ATK 2  Thundara
ATK 3  ---
ATK 4  ---
TRANS  Lightning
LEARN  Sea Bishop, Lorn Master / Hardwind / Bloodsucker / Mage / Ghost
      / Yellow Dragon / Pterodon, Wyvern

Wind 3*

POWER  26
USES   30
ATK 1  Thunder
ATK 2  Thundara
ATK 3  Thundaga
ATK 4  ---
TRANS  Thunder Call
LEARN  Death Knight / Warlock / Pixie / Gryphon / Specter

Wind 4*

POWER  30
USES   30
ATK 1  Thunder
ATK 2  Thundara
ATK 3  Thundaga
ATK 4  Thundaja
TRANS  Heavens Thunder
LEARN  Viking / Killer Bee, Avispa / Sorcerer / Manticore / Hell Ghost
      / Neo Dragon / Lizard King / Quetzalcoatl / Medusa

Wind 5*

POWER  34
USES   30
ATK 1  Thunder
ATK 2  Thundaga
ATK 3  Thundaja
ATK 4  Thunder Force
TRANS  Godly Thunder
LEARN  Dagon / Sylph / Wind Emperor / Crimson Dragon / Qilin / Naga

Earth 1*

POWER  18
USES   30
ATK 1  Quake
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---

Earth 2*

POWER  22
USES   30
ATK 1  Quake
ATK 2  Quakera
ATK 3  ---
ATK 4  ---
TRANS  Earthquake
LEARN  Land Worm / Mage / Skullrex

Earth 3*

POWER  26
USES   30
ATK 1  Quake
ATK 2  Quakera
ATK 3  Quakega
ATK 4  ---
TRANS  Intense Quake
LEARN  Warlock

Earth 4*

POWER  30
USES   30
ATK 1  Quake
ATK 2  Quakera
ATK 3  Quakega
ATK 4  Quakeja
TRANS  Land Shift
LEARN  Lich / King Worm, Giga Worm / Seth, Cerberus / Sorcerer / Behemoth
      / Neo Dragon / Grimalkin, Moldcat

Earth 5*

POWER  34
USES   30
ATK 1  Quake
ATK 2  Quakera
ATK 3  Quakeja
ATK 4  Misericordia
TRANS  Cataclysm
LEARN  Naberius / Fossil Dragon / Lucifer / Sekiri

Dark 1*

POWER  18
USES   30
ATK 1  Cloud
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Poison Frog, Shiroku Toad / Leonardo

Dark 2*

POWER  22
USES   30
ATK 1  Cloud
ATK 2  Cloudra
ATK 3  ---
ATK 4  ---
TRANS  Poison Mist
LEARN  Shadow / Qing Wa Shen / Spear Squid / Crowley

Dark 3*

POWER  26
USES   30
ATK 1  Cloud
ATK 2  Cloudra
ATK 3  Cloudga
ATK 4  ---
TRANS  Decaying Mist
LEARN  Dorcus / Gargouille / Answerer / Mephisto / Hyper Brain

Dark 4*

POWER  30
USES   30
ATK 1  Cloud
ATK 2  Cloudra
ATK 3  Cloudga
ATK 4  Cloudja
TRANS  Miasma
LEARN  Carborane Gel / Lich / Khepri / Evil Eye, Unknown / Heqet / Belemnoid
      / Basilisk / Mournblade, Stormbringer / Black Dragon / Archelon

Dark 5*

POWER  34
USES   30
ATK 1  Cloud
ATK 2  Cloudga
ATK 3  Cloudja
ATK 4  Dark Field
TRANS  Black Fog
LEARN  Super Slime / Fossil Dragon / Zilla Snake / Lucifer / Xuan Wu

Dissolve 1

POWER  15
USES   15
ATK 1  Dissolve
ATK 2  Spoil
ATK 3  ---
ATK 4  ---
TRANS  Snatch
LEARN  Gel / Gargoyle / Land Turtle

Dissolve 2

POWER  18
USES   15
ATK 1  Dissolve
ATK 2  Spoil
ATK 3  Snatch
ATK 4  ---
TRANS  Acid Touch
LEARN  Acid Gel / Ghost / Lizard Prince

Dissolve 3

POWER  21
USES   15
ATK 1  Dissolve
ATK 2  Spoil
ATK 3  Snatch
ATK 4  Acid Touch
TRANS  Ghastly Touch
LEARN  Oxo Gel / Kraken / Specter / Hydra / Mephisto / Hyper Brain

Dissolve 4

POWER  21
USES   15
ATK 1  Dissolve
ATK 2  Snatch
ATK 3  Acid Touch
ATK 4  Ghastly Touch
TRANS  Ash Snatch
LEARN  Carborane Gel / Killer Bee, Avispa / Belemnoid / Hell Ghost
      / Lizard King / Moldcat

Drain Touch

POWER  24
USES   15
ATK 1  Drain Touch
ATK 2  Acid Touch
ATK 3  Ghastly Touch
ATK 4  Ash Snatch
TRANS  Life Shaver
LEARN  Super Slime / Lucifer / Noma Gene / Sekiri

Absorption
(When on a monster, Absorption causes them to meld with another monster in the
same group when at low HP; when you have it, it's just a draining attack.)

POWER  28
USES   10
ATK 1  Absorption
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Orc, War Pig, Pirate, Viking / Acid Gel, Oxo Gel, Carborane Gel
      / Earthworm, Land Worm, King Worm, Giga Worm / Gazer, Seeker, Evil Eye,
       Unknown / Caladbolg, Answerer, Mournblade, Stormbringer / Hell Wisp,
       Ghost, Specter, Hell Ghost / Stone, Rock, Boulder, Earth
--------------------------------------------------------------------------------
GUN AND CANNON-LIKE ATTACKS
These skills act like those weapons, and suffer from the same limitations
regarding fixed damage. Cannons are usually better, but be wary.

Beam Rifle 1

POWER  70
USES   30
ATK 1  Beam Rifle
ATK 2  Homing Beam
ATK 3  ---
ATK 4  ---
TRANS  Kaleidoscope
LEARN  Hekatonkeires

Beam Rifle 2

POWER  285
USES   30
ATK 1  Beam Rifle
ATK 2  Homing Beam
ATK 3  Kaleidoscope
ATK 4  ---
TRANS  Clutch Shot
LEARN  Sigurd

Rocket Punch 1

POWER  360
USES   30
ATK 1  Rocket Punch
ATK 2  Buster Charge
ATK 3  Accel Bunker
ATK 4  ---
TRANS  Power Booster
LEARN  Green Snake

Rocket Punch 2

POWER  530
USES   30
ATK 1  Rocket Punch
ATK 2  Buster Charge
ATK 3  Accel Bunker
ATK 4  Power Booster
TRANS  Drill Break
LEARN  Hephaestus

Artillery Cannon 1

POWER  16
USES   20
ATK 1  Artillery Cannon
ATK 2  Burst Cannon
ATK 3  ---
ATK 4  ---
TRANS  Explode
LEARN  Cannon

Artillery Cannon 2

POWER  40
USES   20
ATK 1  Artillery Cannon
ATK 2  Burst Cannon
ATK 3  Explode
ATK 4  ---
TRANS  Railgun
LEARN  Shockenaw, Twinhead

Artillery Cannon X

POWER  90
USES   20
ATK 1  Artillery Cannon X
ATK 2  Burst Cannon
ATK 3  Explode
ATK 4  Railgun
TRANS  Calamity Cannon
LEARN  Double Launcher

Artillery Cannon XG

POWER  110
USES   20
ATK 1  Artillery Cannon XG
ATK 2  Explode
ATK 3  Railgun
ATK 4  Calamity Cannon
TRANS  Super Railgun
LEARN  Cannonhead

Submachine Gun 1

POWER  15
USES   30
ATK 1  Submachine Gun
ATK 2  Point-blank Fire
ATK 3  ---
ATK 4  ---
TRANS  Mow Down
LEARN  Ares, Hekatonkeires

Submachine Gun 2

POWER  30
USES   30
ATK 1  Submachine Gun
ATK 2  Point-blank Fire
ATK 3  Mow Down
ATK 4  ---
TRANS  Concetrated Fire2
LEARN  Sigurd, Green Snake

Submachine Gun 3

POWER  100
USES   30
ATK 1  Sub Machine Gun (subject to change)
ATK 2  Point-blank Fire
ATK 3  Mow Down
ATK 4  Concetrated Fire2 (subject to change)
TRANS  Barrage
LEARN  Hephaestus

Vulcan Cannon 1

POWER  45
USES   30
ATK 1  Vulcan Cannon
ATK 2  Spitfire
ATK 3  Blind Fire
ATK 4  ---
TRANS  Concentrated Fire
LEARN  Security / Green Snake

Vulcan Cannon 2

POWER  60
USES   30
ATK 1  Vulcan Cannon
ATK 2  Spitfire
ATK 3  Blind Fire
ATK 4  Concentrated Fire
TRANS  Multi-Assault
LEARN  Zoom, Focus / Hephaestus

Missile

POWER  100
USES   30
ATK 1  Missile
ATK 2  Ruthless Angel
ATK 3  Meteor
ATK 4  Valkyrie
TRANS  Laplace Demon
LEARN  Focus / Hephaestus
--------------------------------------------------------------------------------
HEALING MAGIC ABILITIES

Drop 1*

POWER  22
USES   15
ATK 1  Soothing Droplet
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Nymph, Fairy

Drop 2*

POWER  28
USES   15
ATK 1  Soothing Droplet
ATK 2  Healing Droplet
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Pixie / Centaur

Drop 3*

POWER  36
USES   15
ATK 1  Soothing Droplet
ATK 2  Healing Droplet
ATK 3  Recovery Drop
ATK 4  ---
TRANS  ---
LEARN  Yggdrasil / Khepri / Sylph / Manticore, Wind Emperor / Qilin

Recovery 1*

POWER  12
USES   30
ATK 1  Cure
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Controller

Recovery 2*

POWER  18
USES   30
ATK 1  Cure
ATK 2  Cura
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Hermit

Recovery 3*

POWER  26
USES   30
ATK 1  Cure
ATK 2  Cura
ATK 3  Curaga
ATK 4  ---
TRANS  ---
LEARN  Osiris, Seth, Cerberus / Gargoyle King / Hell Ghost

Recovery 4*

POWER  38
USES   30
ATK 1  Cure
ATK 2  Cura
ATK 3  Curaga
ATK 4  Full Cure
TRANS  ---
LEARN  Dagon / Naberius / Xuan Wu

Esuna 1*

POWER  ---
USES   30
ATK 1  Esuna
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Hermit

Esuna 2*

POWER  ---
USES   30
ATK 1  Esuna
ATK 2  Esunara
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Yggdrasil / Oannes, Nyx, Selkie / Centaur, Qilin
--------------------------------------------------------------------------------
STATUS-BASED ABILITIES

Gaze 1
(Note: You can only transcend when using an offensive combo skill of Gaze's.
The basic Gaze won't do that, so "Demon Eye" goes unused on Gaze 1.)

POWER  18
USES   15
ATK 1  Gaze
ATK 2  Cursed Eye
ATK 3  ---
ATK 4  ---
TRANS  (Demon Eye)
LEARN  Spiegel / Killer Butterfly / Wolfman / Gazer / Gigamouse / Megaira

Gaze 2

POWER  21
USES   15
ATK 1  Paralyzing Gaze
ATK 2  Cursed Eye
ATK 3  Demon Eye
ATK 4  ---
TRANS  Ultra Gaze
LEARN  Lorn Master / Pod, Security / Hardwind / Shadow / Salamander / Answerer
      / Yamata-no-Orochi / Echidna / Aphrodite

Gaze 3

POWER  24
USES   15
ATK 1  Flash Eye
ATK 2  Cursed Eye
ATK 3  Demon Eye
ATK 4  Stone Gaze
TRANS  Ultra Gaze
LEARN  Dagon / Zoom / Osiris / Seeker / Mournblade, Stormbringer / Medusa,
       Naga

Gaze 4

POWER  27
USES   15
ATK 1  Drain Eye
ATK 2  Demon Eye
ATK 3  Stone Gaze
ATK 4  Ultra Gaze
TRANS  Abyss Eye
LEARN  Gargoyle King / Evil Eye, Unknown / Basilisk / Teramouse

Gaze 5

POWER  30
USES   15
ATK 1  Death Gaze
ATK 2  Stone Gaze
ATK 3  Ultra Gaze
ATK 4  Abyss Eye
TRANS  Necromancy
LEARN  Focus

Storm 1

POWER  ---
USES   15
ATK 1  Poison Storm
ATK 2  Slumber Storm
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Skeleton, Red Bone

Storm 2

POWER  ---
USES   15
ATK 1  Poison Storm
ATK 2  Slumber Storm
ATK 3  Healing Storm
ATK 4  ---
TRANS  ---
LEARN  Bone Knight / Fossil Dragon, Skullrex / Armed Cosmos

Storm 3

POWER  ---
USES   15
ATK 1  Poison Storm
ATK 2  Slumber Storm
ATK 3  Healing Storm
ATK 4  Paralyzing Storm
TRANS  ---
LEARN  Death Knight / Insect

Storm 4

POWER  ---
USES   15
ATK 1  Poison Storm
ATK 2  Slumber Storm
ATK 3  Healing Storm
ATK 4  Death Storm
TRANS  ---
LEARN  Killer Bee, Avispa / Seraphim

Storm 5

POWER  ---
USES   50
ATK 1  Slumber Storm
ATK 2  Healing Storm
ATK 3  Death Storm
ATK 4  Deadly Poison Storm
TRANS  ---
LEARN  Noma Gene

Sing 1

POWER  ---
USES   5
ATK 1  Lullaby
ATK 2  ---
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Falcon Girl

Sing 2

POWER  ---
USES   5
ATK 1  Lullaby
ATK 2  Curse Song
ATK 3  ---
ATK 4  ---
TRANS  ---
LEARN  Sea Bishop, Lorn Master / Harpy, Siren, Iria

Sing 3

POWER  ---
USES   5
ATK 1  Lullaby
ATK 2  Curse Song
ATK 3  Song of Allurement
ATK 4  ---
TRANS  ---
LEARN  Lich / Heqet / Specter / Seraphim

Sing 4

POWER  ---
USES   5
ATK 1  Lullaby
ATK 2  Curse Song
ATK 3  Song of Allurement
ATK 4  Death Song
TRANS  ---
LEARN  Dagon

Since these skills are so simple, they will be shown in a more abridged format.

Hypnosis: 15 Charges
 LEARN: Super Slime / Bitmouse, Gigamouse, Teramouse

Poison Needle & Blind Stinging: 20 Charges
 LEARN: Red Bone
 LEARN 2: Pterodon, Quetzalcoatl

Ink & Ink Breath: 15 Charges
 LEARN: Sannakji, Spear Squid, Octopus
 LEARN 2: Kraken

Stone Gas & Stone Breath: 15 Charges
 LEARN: Hydra / Adamantoise / Rock, Boulder
 LEARN 2: Roto Rex, Bone Dragon, Fossil Dragon / Earth / Moldcat, Sekiri

Blindstrike: 20 Charges
 LEARN: Kaiser Ant, Stronger / Hell Condor, Simurgh, Wind Emperor / PTEROSAURS
       / Broken, Dullahan, Hyper Brain, Noma Gene

Snort: 20 Charges
 LEARN: Orc, War Pig, Pirate

Silence: 20 Charges
 LEARN: Bone Soldier, Death Knight / Hardwind / Answerer, Mournblade,
        Stormbringer / Sargatannas, Crowley, Mephisto, Lucifer / Iria

Enigma: 5 Charges
 LEARN: Joumon Sugi / DULLAHANS / Valkyrie, Silver Maiden

Seduction: 15 Charges
 LEARN: Avispa / Fairy, Pixie, Sylph / Centaur / Naga / Moldcat, Sekiri

Ominous Laughter: 20 Charges
 LEARN: Bone Soldier, Death Knight, Lich / Durandal, Caladbolg, Answerer,
        Mournblade /

Sleep & Sleepga*: 15 charges
 LEARN: Gargouille / Centaur

Mesmerize*: 15 Charges
 LEARN: Lizard Prince, Lizard King / Mustang

Death*: 15 Charges
 LEARN: Lich / Gargoyle King / Hell Ghost

(Sap Strength) Disempower & Diminish Strength: 15 Charges
 LEARN: Fishman, Merman / Valkyrie
 LEARN 2: Lich / Specter, Hell Ghost / Oannes, Nyx, Selkie / Silver Maiden,
          Aphrodite / (Mozuma)

Electroshock & Lightning Strike: 15 Charges
 LEARN: Killer Butterfly / Durandal, Caladbolg / Ghost / Lizard Knight
 LEARN 2: Devil's Angler / Specter / Electroshock / Lizard Prince, Lizard King
         / Grimalkin / (Mozuma)

Quicksand & Quicksand2: 15 Charges
 LEARN: Earthworm, Land Worm / Stronger / Stone, Rock
 LEARN 2: King Worm, Giga Worm / Boulder, Earth

Odor & Rotten Odor: 15 Charges
 LEARN: Crowley / Lamia
 LEARN 2: Khepri / Echidna, Medusa, Lamia / Mummy Cat, Grimalkin

Doppleganger: 15 Charges
 LEARN: Stronger
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OTHER ABILITIES

Self-Destruct: 1 Charge
 LEARN: Unknown / Double Launcher, Cannonhead

Tortoise Shell: 30 charges
 LEARN: Land Turtle, Archelon, Xuan Wu
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ALPHABETICAL ATTACK LIST

This section will detail the individual strengths of each attack in easy,
alphabetical order. Whether they use strength, agility, magic, are fixed, do no
damage or even heal yourself, every single ability will be here. It would be
best to just use Ctrl+F to find the particular one you are interested in.
As before, asterisks indicate which skills may also raise defense.

100 Licks: +9 attack, STR, added effect of DEF Down
Absolute Zero: +20 attack, MAG, Water-elemental, hits all enemies
Absorption: +0 attack, MAG, drains HP, cannot raise any stats
Abyss Eye: +16 attack, MAG, hits a group, may Confuse, Stone, Paralyze, Curse
Accel Bunker: +40 attack, Fixed
Acid Touch: +11 attack, MAG, drains HP, added effect of Poison
Artillery Cannon X: +0 attack, Fixed, hits a group
Artillery Cannon XG: +0 attack, Fixed, hits a group
Artillery Cannon: 40/90 attack, Fixed, hits a group
Ash Snatch: +14 attack, MAG, drains HP, added effect of Stone & K.O.
Assault Rush: +16 attack, STR
Barrage: +40 attack, Fixed, hits all enemies
Beak: +0 attack, AGI
Beam Compression: +3 attack, MAG, hits a group, ignores defense
Beam Rifle: +5 attack, Fixed
Black Fang: +0 attack, STR
Black Fog: +20 attack, MAG, Dark-elemental, hits all enemies, may Poison
Blast Charge: +13 attack, STR, hits a group, added effect of DEF Down
Blast Kick: +16 attack, AGI, added effect of Hold
Blaze: +12 attack, MAG, Fire-elemental, hits all enemies
Blind Fire: +120 attack, Fixed, hits a group
Blind Stinging: Effect of Poison, hits a group
Blindstrike: Effect of Blind
Blizzaga: +8 attack, MAG, Water-elemental, hits a group
Blizzaja: +12 attack, MAG, Water-elemental, hits a group
Blizzara: +4 attack, MAG, Water-elemental, hits a group
Blizzard: +0 attack, MAG, Water-elemental
Branch: +0 attack, STR
Break Charge: +8 attack, STR, added effect of DEF Down
Burst Cannon: +10 attack, Fixed, hits a group, ignores defense
Buster Charge: +20 attack, Fixed
Calamity Cannon: +230, Fixed, hits a group, ignores defense
Cataclysm: +20 attack, MAG, Earth-elemental, hits all enemies
Charge Kick: +7 attack, AGI
Charge: +0 attack, STR
Claw: +0 attack, STR
Cloud: +0 attack, MAG, Dark-elemental
Cloudga: +8 attack, MAG, Dark-elemental, hits a group
Cloudja: +12 attack, MAG, Dark-elemental, hits a group
Cloudra: +4 attack, MAG, Dark-elemental, hits a group
Clutch Shot: +140 attack, Fixed
Clutchhold: +11 attack, STR
Cold Wave: +12 attack, MAG, Water-elemental, hits all enemies
Combination: +17 attack, STR
Compression*: +25 attack, STR, added effect of Hold
Concentrated Fire: +120 attack, Fixed
Concentrated Fire2: +50 attack, Fixed
Crack: +0 attack, STR
Cracker: +3 attack, STR, added effect of STR Down
Crashbang: +14 attack, STR
Crashdust: +11 attack, STR, added effect of STR Down
Crimson Flare: +16 attack, MAG, Fire-elemental, hits a group
Critical: +0 attack, STR
Cross Scissors: +12 attack, STR
Cruel Fang: +9 attack, STR
Cura: +15 healing, MAG, heals entire party
Curaga: +31 healing, MAG, heals entire party
Cure: +0 healing, MAG, heals entire party
Curse Song: Effect of Curse, hits a group
Cursed Eye: Effect of Curse, hits a group
Dagger Jaw: +5 attack, STR
Dark Field: +16 attack, MAG, Dark-elemental, hits a group, may Poison
Deadly Poison Storm: Causes Poison, Sleep, Confusion, & Paralysis, hits a group
Death Song: Effect of K.O., hits a group
Death Storm: Effect of K.O., hits a group
Death: Effect of K.O.
Death's Embrace: +12 attack, STR, added effect of Hold & K.O.
Decaying Mist: +12 attack, MAG, Dark-elemental, hits all enemies, may Poison
Degenerate Cannon: +11 attack, MAG, hits a group
Demon Eye: +14 attack, MAG, added effect of Confusion, hits a group
Destruction Ray: +0 attack, MAG
Diamond Dust: +16 attack, MAG, Water-elemental, hits a group
Diminish Strength: Effect of STR Down, hits a group
Disempower: Effect of STR Down
Dissolve: +0 attack, MAG, drains HP
Doppleganger: Effect of AGI Up, self only
Double Height: +16 attack, AGI, effect of DEF Down
Double Kick: +0 attack, AGI
Double Slash: +4 attack, STR
Dragon Dance: +5 attack, STR, hits a group, added effect of STR, AGI, DEF Down
Drain Eye: +0 attack, MAG, drains HP
Drain Fang: +11 attack, STR, drains HP
Drain Touch: +0 attack, MAG, drains HP
Drill Break: +30 attack, Fixed
Dual-blade Triple Slash: +21 attack, STR
Earthquake: +12 attack, MAG, Earth-elemental, hits all enemies
Electroshock: Effect of AGI Down
Empty Beak: +14 attack, AGI
Enigma: Effect of Confusion
Entangle: +0 attack, STR, added effect of Paralysis
Esuna: Heals single status
Esunara: Heals party's status
Explode: +15 attack, Fixed, hits a group
Explosion: +6 attack, STR
Final Chomp: +5 attack, STR, added effect of K.O.
Fira: +4 attack, MAG, Fire-elemental, hits a group
Firaga: +8 attack, MAG, Fire-elemental, hits a group
Firaja: +12 attack, MAG, Fire-elemental, hits a group
Fire: +0 attack, MAG, Fire-elemental
Flame: +12 attack, MAG, Fire-elemental, hits all enemies
Flash Eye: Effect of Blind, hits a group
Full Cure: 100% healing, heals entire party
Full Swing: +7 attack, AGI, hits a group
Furious Lick: +9 attack, STR, added effect of STR, DEF Down
Gaze: +0 attack, MAG, added effect of Confusion
Ghastly Touch: +21 attack, MAG, drains HP, added effect of Paralysis
Glider Claw: +22 attack, STR
Godly Thunder: +20 attack, MAG, Wind-elemental, hits all enemies
Grave Tackle: +5 attack, STR, hits a group, added effect of K.O.
Great Sever: +22 attack, STR
Hail: +16 attack, MAG, Water-elemental, hits all enemies
Hard Press: +4 attack, STR, added effect of Hold
Headbutt: +0 attack, STR
Headbutt2: +9 attack, STR
Healing Droplet: +12 healing, MAG, heals single
Healing Storm: 16 MAG, heals single
Heavenly Crash: +14 attack, STR
Heavens Claw: +16 attack, STR, ignores defense
Heavens Thunder: +16 attack, MAG, Wind-elemental, hits all enemies
Heavy Claw: +12 attack, STR
Hell Fang: +17 attack, STR, drains HP
Hell Fire: +20 attack, MAG, Fire-elemental, hits all enemies
Hell Lunge: +4 attack, AGI
Heltier: +16 attack, STR
High Smasher: +27 attack, STR, added effect of DEF Down
Hollow Fang: +4 attack, STR
Hollow Rend: +12 attack, STR
Homing Beam: +20 attack, Fixed
Hurricane Claw: +23 attack, STR, hits a group
Hydro Shot: +11 attack, MAG, hits a group, Water-elemental
Hypnosis: Effect of Sleep, hits a group
Ice Floe: +12 attack, MAG, Water-elemental, hits all enemies
Ink Breath: Effect of Blind, hits a group
Ink: Effect of Blind
Intense Quake: +12 attack, MAG, Earth-elemental, hits all enemies
Jugular Fang: +8 attack, STR, added effect of K.O.
Kaleidoscope: +30 attack, Fixed
Kick: +0 attack, AGI
Killer Fang: +8 attack, STR, added effect of DEF Down
Kokuu Claw: +22 attack, STR, added effect of DEF Down and Blind
Land Shift: +16 attack, MAG, Earth-elemental, hits all enemies
Laplace Demon: +12 attack, Fixed, hits all enemies
Large Fang: +0 attack, STR
Lick: +8 attack, STR, added effect of Hold
Life Shaver: +21 attack, MAG, drains HP, hits a group
Lightblast: +20 attack, MAG, hits a group
Lighting: +4 attack, AGI, ignores defense
Lightning Strike: Effect of AGI Down, hits a group
Lightning: +12 attack, MAG, Wind-elemental, hits all enemies
Lullaby: Effect of Sleep, hits a group
Lunge: +0 attack, STR
Mesmerize: Effect of Sleep, hits a group
Meteor Fang: +18 attack, STR
Meteor: +10 attack, Fixed, hits all enemies
Miasma: +16 attack, MAG, Dark-elemental, hits all enemies, may Poison
Misericordia: +16 attack, MAG, Earth-elemental, hits a group
Missile: +0 attack, Fixed, hits a group
Mow Down: +30 attack, Fixed, hits a group
Multi-Assault: +120 attack, Fixed, hits all enemies
Multistrike: +12 attack, STR
Near Slash: +19 attack, STR, hits a group
Necromancy: +16 attack, MAG, hits a group, may Confuse, Stone, Paralyze, Curse
Nu Flash: +7 attack, STR
Odor: Effect of DEF Down
Ominous Laughter: Effect of Confusion
Paralyzing Claw: +0 attack, STR, added effect of Paralysis
Paralyzing Gaze: Effect of Paralysis, hits a group
Paralyzing Storm: Effect of Paralysis, hits a group
Pedro Whip*: +16 attack, STR
Piercing Ray: +0 attack, MAG
Point-blank Fire: +25 attack, Fixed, hits a group
Poison Fang: +0 attack, STR, added effect of Poison
Poison Mist: +12 attack, MAG, Dark-elemental, hits all enemies, may Poison
Poison Needle: Effect of Poison
Poison Storm: Effect of Poison
Power Blow: +0 attack, AGI
Power Booster: +70 attack, Fixed, added effect of DEF Down
Power Kick: +4 attack, AGI
Power Knuckle: +4 attack, AGI
Power Ripper: +4 attack, STR
Power Smash: +13 attack, AGI
Psycho Blast: +0 attack, MAG, hits all enemies
Psycho Burst: +11 attack, MAG, hits all enemies
Psycho Flash: +14 attack, MAG, hits all enemies
Psycho Force: +8 attack, MAG, hits all enemies
Psycho Shock: +4 attack, MAG, hits all enemies
Pulsar Wave: +8 attack, STR
Punch: +0 attack, AGI
Quake: +0 attack, MAG, Earth-elemental
Quakega: +8 attack, MAG, Earth-elemental, hits a group
Quakeja: +12 attack, MAG, Earth-elemental, hits a group
Quakera: +4 attack, MAG, Earth-elemental, hits a group
Quantum Gun: +7 attack, MAG, hits a group, ignores defense
Quicksand: Effect of AGI Down
Quicksand2: Effect of AGI Down, hits a group
Raging Hurricane: +4 attack, STR
Railgun: +36 attack, Fixed, hits a group
Rapid Thrust: +11 attack, AGI
Recovery Drop: +24 healing, MAG, heals single
Rock Rush*: +22 attack, STR
Rocket Punch: +0 attack, Fixed
Rolling Out: +23 attack, AGI
Rotation: +15 attack, AGI, hits a group
Rotton Odor: Effect of DEF Down, hits a group
Round Slice: +6 attack, STR
Ruination Ray: +0 attack, MAG
Rush: +0 attack, STR
Ruthless Angel: +9 attack, Fixed, hits all enemies
Samidare Lunge: +16 attack, AGI
Scissors: +0 attack, STR
Scorch: +16 attack, MAG, Fire-elemental, hits all enemies
Scratch*: +7 attack, STR
Seduction: Effect of Confusion, hits a group
Self-Destruct: Deals 50% of current HP, kills user, hits all enemies
Sharp Fang: +0 attack, STR
Sharp Tackle: +4 attack, STR
Silence: Effect of Silence
Sky Edge: +17 attack, STR, added effect of Blind
Sky Hook: +11 attack, AGI
Sleep: Effect of Sleep
Sleepga: Effect of Sleep, hits a group
Slimy Tongue: +2 attack, STR, added effect of Poison & Hold
Slumber Storm: Effect of Sleep, hits a group
Snake Whip: +16 attack, STR
Snatch: +8 attack, MAG, drains HP
Snort: Effect of Paralysis
Snowstorm: +16 attack, MAG, hits a group, Water-elemental
Song of Allurement: Effect of Confusion, hits a group
Sonic Turn: +14 attack, STR
Soothing Droplet: +0 healing, MAG, heals single
Soul Claw: +8 attack, STR, added effect of Paralysis
Spinning Bolt: +6 attack, STR, added effect of DEF Down
Spiral Cut: +21 attack, STR
Spitfire: +70 attack, Fixed, hits a group
Splash: +8 attack, MAG, hits a group, Water-elemental
Spoil: +3 attack, MAG, drains HP
Stone Beak: +0 attack, AGI, added effect of Stone
Stone Breath: Effect of Stone, hits a group
Stone Gas: Effect of Stone
Stone Gaze: Effect of Stone, hits a group
Strangle: +0 attack, STR, added effect of Hold
Stream Edge: +26 attack, STR
Submachine Gun: +0 attack, Fixed, hits a group
Super Railgun: +60 attack, Fixed, hits a group
Swing: +3 attack, AGI, hits a group
Sword: +0 attack, STR
Tackle: +0 attack, STR
Tail Crash: +15 attack, AGI, hits a group
Tail Slap +20 attack, AGI, hits a group
Tail Whip: +11 attack, AGI, hits a group
Tail: +0 attack, AGI
Tentacle: +0 attack, STR
Thin Air: +15 attack, STR, added effect of DEF Down
Thorn: +0 attack, STR
Thundaga: +8 attack, MAG, Wind-elemental, hits a group
Thundaja: +12 attack, MAG, Wind-elemental, hits a group
Thundara: +4 attack, MAG, Wind-elemental, hits a group
Thunder Call: +12 attack, MAG, Wind-elemental, hits all enemies
Thunder Force: +16 attack, MAG, Wind-elemental, hits a group
Thunder: +0 attack, MAG, Wind-elemental
Thunderclap: +23 attack, STR
Tongue: +0 attack, STR
Tornado Spin: +23 attack, STR
Tortoise Shell: Increases evasion and halves all damage to self only
Trickster: +11 attack, AGI
Triple Slash: +8 attack, STR
Twin Sword Slash*: +16 attack, STR
Ultra Gaze: +10 attack, MAG, hits a group, added effect of Confusion & Stone
Vacuum Fang: +12 attack, STR
Valkyrie: +11 attack, Fixed, hits all enemies
Vampire Fangs: +0 attack, STR, drains HP, added effect of K.O.
Vulcan Cannon: +0 attack, Fixed, hits a group
Water Gun: +0 attack, MAG, hits a group, Water-elemental
Water Gun2: +3 attack, MAG, hits a group, Water-elemental
Wild Assault: +21 attack, STR, added effect of Paralysis
Wind Cutter*: +20 attack, STR
Worm Cluster: +15 attack, MAG, hits a group
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6.5. ITEM NOTES

This encyclopedia provides information on every item you can use in the game,
including equipment. It's split into Weapons, Magic, Armor, and Consumables.
All items will have data on where to get them, split into several different
categories: find/dig, buying, rewards, enemy drops, and starter equipment.
--------------------------------------------------------------------------------
6.5.1. WEAPON NOTES

Weapons are used by all but monsters. They each have four different techs plus
a transendence. Cyborgs and Mechas get boosts to their HP and STR or AGI when
they equip weapons. There are several different types of weapons, as well. The
cost of a weapon, even if you can't technically buy it, is included for
reference as to how much you'll spend using it in battle. The formula is around
half of the buying price divided by the number of charges, but it varies.

Humans can use every weapon fine, but especially Swords and Katanas.
Espers only use Blades and Bows with proficiency.
Beastmen excel in Jutsu usage, and also in Spears (for no reason).
Cyborgs only like to use the heavy Greatswords and Axes.
Mechas fix their numbers and prefer Guns and Cannons.

Longsword: 25 Power, 50 Charges, 200 Kero
     Techs: Blurred Two-step, Worldly Two-step, Shockwave [T: Discutter]
     Mecha: 9 HP and 2 STR gained
     Cyborg: 5 HP and 1 STR gained
	 STARTER: Dune, Sireugh, Melrose
	 BUY: Dharm, Irem (present)
	 REWARD: Sword 1
	 DROP: Durandal
Mythril Sword: 28 Power, 50 Charges, 750 Kero
     Techs: Worldly Two-step, Shockwave, Heavenly Brandish [T: Zenith Drive]
     Mecha: 14 HP and 3 STR gained
     Cyborg: 7 HP and 2 STR gained
	 BUY: Lei, Mu (past), Irem (future)
	 REWARD: Sword 2
	 DROP: Caladbolg
Psycho Sword: 31 Power, 50 Charges, 7600 Kero
     Techs: Shockwave, Heavenly Brandish, Discutter [T: Flashstrike]
     Mecha: 18 HP and 4 STR gained
     Cyborg: 9 HP and 2 STR gained
	 BUY: Mu (present, future), Viper City
	 REWARD: The Little Swordsman
	 DIG: Mt. Hasid
Flame Sword: 33 Power, 50 Charges, Fire-elemental, 14800 Kero
     Techs: Heavenly Brandish, Discutter, Scorching Hell [T: Fiery Howl]
     Mecha: 24 HP and 5 STR gained
     Cyborg: 12 HP and 3 STR gained
	 BUY: Yaddith, Kinaya, Dharm+
	 DROP: Answerer
Icebrand: 33 Power, 50 Charges, Ice-elemental, 14800 Kero
     Techs: Heavenly Brandish, Discutter, Silver Frost [T: Ice Kiss]
     Mecha: 24 HP and 5 STR gained
     Cyborg: 12 HP and 3 STR gained
	 BUY: Yaddith, Kinaya, Irem+ (present)
	 DROP: Answerer
	 FIND: North Tower (future)
Coral Sword: 36 Power, 50 Charges, Wind-elemental, 26000 Kero
     Techs: Heretic's Blade, Zenith Drive, Cyclone [T: Judgement Lightning]
     Mecha: 32 HP and 7 STR gained
     Cyborg: 16 HP and 4 STR gained
	 STARTER: Dior
	 BUY: Darius, Kinaya
	 DROP: Mournblade
	 REWARD: Hunt: Coastal Crossroads
Gaia Blade: 38 Power, 50 Charges, Earth-elemental, 34800 Kero
     Techs: Zenith Drive, Dead Sky, Earth Shaker [T: Plasma Quake]
     Mecha: 41 HP and 9 STR gained
     Cyborg: 20 HP and 5 STR gained
	 STARTER: Nemesis, Dior+
	 BUY: Stratus
	 DROP: Stormbringer
Glass Sword: 41 Power, 50 Charges, 52000 Kero
     Techs: Crystal Sky, Hado Ken, Flashstrike [T: Limit Release]
     Mecha: 50 HP and 11 STR gained
     Cyborg: 25 HP and 6 STR gained
	 BUY: Masamune
	 REWARD: The Excavation Expert
Grudge Sword: 44 Power, 50 Charges, 65000 Kero
     Techs: Hado Ken, Flashstrike, Breeze Drive [T: Impact Dawn]
     Mecha: 54 HP and 12 STR gained
     Cyborg: 25 HP and 6 STR gained
	 BUY: Mozuma Village
	 DIG: Coastal Crossroads (past)
Sunblade: 47 Power, 50 Charges, 80000 Kero
     Techs: Flashstrike, Breeze Drive, Step-in [T: Lux Solis]
     Mecha: 59 HP and 13 STR gained
     Cyborg: 29 HP and 7 STR gained
	 STARTER: Volage
	 FUSION: Earth + Water
Kusanagi: 50 Power, 50 Charges, Holy-elemental, 100000 Kero
     Techs: Quick Gleam, Million Blades, Judgement [T: Final Arc]
     Mecha: 72 HP and 16 STR gained
     Cyborg: 36 HP and 8 STR gained
	 KEY ITEM: Bring the Mirror, Jewel, and Blade to Masamune
Excalibur: 50 Power, 50 Charges, Holy-elemental, 100000 Kero
     Techs: Heavens Drive, Grand Cross, Lux Solis [T: Deadend]
     Mecha: 69 HP and 15 STR gained
     Cyborg: 35 HP and 8 STR gained
	 KEY ITEM: Draw out from Zacharion as part of the story
Deathbringer: 54 Power, 50 Charges, Dark-elemental, 170000 Kero
     Techs: Wicked Wave, Vaccum Sever, Last Judgement [T: Final Deadlock]
     Mecha: 72 HP and 16 STR gained
     Cyborg: 36 HP and 8 STR gained
	 REWARD: Hunt: South Staircase
--------------------------------------------------------------------------------
Katana: 29 Power, 40 Charges, 900 Kero
     Techs: Two-stage Blast, Helm Splitter, Headwind Sword [T: Sea Fire]
     Mecha: 23 HP and 5 STR gained
     Cyborg: 12 HP and 3 STR gained
	 BUY: Irem (past), Mu (past)
	 REWARD: Katana 1
	 DROP: Durandal
Qing Long Dao: 35 Power, 40 Charges, 12000 Kero
     Techs: Headwind Sword, Dividing Glash, Sea Fire [T: Moonlight Blade]
     Mecha: 32 HP and 9 STR gained
     Cyborg: 16 HP and 5 STR gained
	 BUY: Irem (future), Irem+
	 REWARD: Katana 2
	 DROP: Caladbolg
Ninto: 38 Power, 40 Charges, 18700 Kero
     Techs: Dividing Slash, Sea Fire, Zantetsuken [T: Snowstorm Sword]
     Mecha: 32 HP and 7 STR gained
     Cyborg: 16 HP and 4 STR gained
	 BUY: Darius, Kinaya
	 DROP: Answerer
Yoshiyuki: 41 Power, 40 Charges, 38000 Kero
     Techs: Sea Fire, Zantetsuken, Moonlight Blade [T: Hanabi Blade]
     Mecha: 41 HP and 12 STR gained
     Cyborg: 21 HP and 6 STR gained
	 STARTER: Dior, Nemesis
	 BUY: Stratus
	 DROP: Mournblade
Muramasa: 1 Power, 40 Charges, 75400 Kero (HAHAHA)
     Techs: Moonlight Blade, Snowstorm Sword, Hanabi Blade
     Mecha: 50 HP and 11 STR gained                   [T: Midare Setsugekka]
     Cyborg: 25 HP and 6 STR gained
	 FIND: Jormungandr's Husk
Kijinto: 49 Power, 40 Charges, 54000 Kero
     Techs: Snowstorm Sword, Hanabi Blade, Phantom Sword [T: Rhythmless]
     Mecha: 59 HP and 13 STR gained
     Cyborg: 30 HP and 7 STR gained
	 STARTER: Dior+
	 FUSION: Wind + Light
	 FIND: Island Cave
	 DROP: Stormbringer
Masamune: 53 Power, 40 Charges, Holy-elemental, 100000 Kero
     Techs: Hanabi Blade, Phantom Sword, Midare Sestugekka [T: Sword Rain]
     Mecha: 68 HP and 15 STR gained
     Cyborg: 36 HP and 8 STR gained
	 KEY ITEM: Uncurse Muramasa with Masamune
Seven-Branch Sword: 57 Power, 40 Charges, 240000 Kero
     Techs: Midare Setsugekka, Rhythmless, Sword Rain(holy)
     Mecha: 72 HP and 16 STR gained                  [T: Seven-Branch Strike]
     Cyborg: 36 HP and 8 STR gained
	 DROP: Haniwa
--------------------------------------------------------------------------------
Bastard Sword: 27 Power, 50 Charges, 250 Kero
     Techs: Cross Break, Accel Buster, Dragon Tail Reversal [T: Vandalize]
     Mecha: 14 HP and 3 STR gained
     Cyborg: 7 HP and 2 STR gained
	 STARTER: Melrose
	 BUY: Irem (present)
	 REWARD: Greatsword 1
	 DROP: Durandal
Defender: 30 Power, 50 Charges, 900 Kero
     Techs: Accel Buster, Dragon Tail Reversal, Power Smash [T: Sword Flash]
     Mecha: 18 HP and 4 STR gained
     Cyborg: 9 HP and 2 STR gained
	 BUY: Irem (past), Lei
	 REWARD: Greatsword 2
	 DROP: Caladbolg
Ogre Killer: 32 Power, 50 Charges, 8000 Kero
     Techs: Dragon Tail Reversal, Power Smash, Vandalize [T: Sword Flash]
     Mecha: 24 HP and 5 STR gained
     Cyborg: 12 HP and 3 STR gained
	 BUY: Mu (present), Irem (future), Irem+
	 DIG: Mt. Hasid
	 DROP: Answerer
Espada del Fin: 35 Power, 50 Charges, 19200 Kero
     Techs: Power Smash, Vandalize, Sword Flash [T: Cherry Blossom]
     Mecha: 32 HP and 7 STR gained
     Cyborg: 16 HP and 4 STR gained
	 BUY: Yaddith, Kinaya
	 DROP: Mournblade
Arondight: 38 Power, 50 Charges, 24800 Kero
     Techs: Vandalize, Sword Flash, Snow Storm(water) [T: Cherry Blossom]
     Mecha: 43 HP and 10 STR gained
     Cyborg: 25 HP and 5 STR gained
	 BUY: Kinaya
	 DROP: Stormbringer
Dragon Sword: 41 Power, 50 Charges, 36000 Kero
     Techs: Vandalize, Sword Flash, Show Ryu Ken [T: Dragon Dive]
     Mecha: 50 HP and 11 STR gained
     Cyborg: 25 HP and 6 STR gained
	 STARTER: Dior, Nemesis
	 BUY: Stratus
Dimensional Sword: 44 Power, 50 Charges, 56000 Kero
     Techs: Sword Flash, Show Ryu Ken, Cherry Blossom [T: Infinte Paths]
     Mecha: 106 HP (!) and 12 STR gained
     Cyborg: 29 HP and 6 STR gained
	 STARTER: Dior+
	 BUY: Masamune
	 REWARD: Hunt: Irem Depths
Raijin's Sword: 47 Power, 50 Charges, Wind-elemental, 70000 Kero
     Techs: Show Ryu Ken, Cherry Blossom, Takemikazuchi [T: Raiko's Strike]
     Mecha: 59 HP and 13 STR gained
     Cyborg: 29 HP and 7 STR gained
	 BUY: Mozuma Village
Haja Sword: 49 Power, 50 Charges, 86000 Kero
     Techs: Cherry Blossom, Takemikazuchi(wind), Dragon Dive [T: Testament]
     Mecha: 63 HP and 14 STR gained
     Cyborg: 32 HP and 7 STR gained
	 STARTER: Volage
	 FUSION: Earth + Fire
	 FIND: Channel Cave
Sword of Solomon: 53 Power, 50 Charges, Holy-elemental, 100000 Kero
     Techs: Infinite Paths, Raiko's Strike(wind), Testament [T: Genesis]
     Mecha: 63 HP and 15 STR gained
     Cyborg: 36 HP and 8 STR gained
	 FIND: Mt. Hasid
Laevateinn: 57 Power, 50 Charges, Fire-elemental, 200000 Kero
     Techs: Infinite Paths, Nova Flame, Flash Fire [T: Idle Blade of Wisdom]
     Mecha: 72 HP and 16 STR gained
     Cyborg: 36 HP and 8 STR gained
	 REWARD: Hunt: Fertile Hollow (future)
--------------------------------------------------------------------------------
Rapier: 24 Power, 60 Charges, 180 Kero
     Techs: Cut in, Sniper Whip, Clutch [T: Moulin Rouge]
     Mecha: 9 HP and 2 AGI gained
     Cyborg: 5 HP and 1 AGI gained
	 STARTER: Polnaref, Milfie, Freyja
	 BUY: Dharm, Irem
	 FIND: Dharm Old Road
	 REWARD: Blade 1
Saber: 29 Power, 60 Charges, 6400 Kero
     Techs: Snake Shot, Spikeshot, Quicktrick [T: Divided Edge]
     Mecha: 14 HP and 5 AGI gained
     Cyborg: 7 HP and 2 AGI gained
	 BUY: Mu (present), Irem (future), Irem+
	 FIND: Mountain Cave (past)
	 REWARD: Blade 2
Psycho Dagger: 31 Power, 60 Charges, 14000 Kero
     Techs: Spikeshot, Quicktrick, Moulin Rouge [T: Divided Edge]
     Mecha: 23 HP and 5 AGI gained
     Cyborg: 12 HP and 3 AGI gained
	 BUY: Darius, Kinaya
Lightsaber: 34 Power, 60 Charges, 29800 Kero
     Techs: Quicktrick, Moulin Rouge, Optical Illusion [T: Slasher]
     Mecha: 18 HP and 4 AGI gained
     Cyborg: 9 HP and 2 AGI gained
	 BUY: Stratus
	 FIND: Vale of Pnath, RMS Colossus
Valkyrie Sword: 37 Power, 60 Charges, 48700 Kero
     Techs: Optical Illusion, Divided Edge, Drizzling Slash
     Mecha: 32 HP and 7 AGI gained                    [T: Spilt-second Twinkle]
     Cyborg: 16 HP and 4 AGI gained
	 BUY: Mozuma Village
	 DIG: Western Towers
Princess Sword: 42 Power, 60 Charges, 58000 Kero
     Techs: Drizzling Slash, Slasher, Split-second Twinkle [T: Danse Macabre]
     Mecha: 50 HP and 11 AGI gained
     Cyborg: 25 HP and 6 AGI gained
	 STARTER: Volage
	 FUSION: Water + Wind
Orichalcum: 48 Power, 60 Charges, 78000 Kero
     Techs: Slasher, Split-second Twinkle, Danse Macabre [T: Final Letter]
     Mecha: 72 HP and 13 AGI gained
     Cyborg: 36 HP and 7 AGI gained
	 DIG: Mt. Gort
--------------------------------------------------------------------------------
Spear: 26 Power, 50 Charges, 700 Kero
     Techs: Penetrate, Shadow Sweep, Storm Lancer [T: Forever Zero]
     Mecha: 14 HP and 3 STR gained
     Cyborg: 7 HP and 2 STR gained
	 BUY: Irem (past), Lei, Mu (past)
	 REWARD: Spear 1
Brionac: 31 Power, 50 Charges, 18200 Kero
     Techs: Storm Lancer, Shining, Forever Zero [T: Big Bang]
     Mecha: 18 HP and 4 STR gained
     Cyborg: 9 HP and 2 STR gained
	 BUY: Viper City, Kinaya, Irem+
	 REWARD: Spear 2, Hunt: Irem Heights
Orichalcum Spear: 37 Power, 50 Charges, 24000 Kero
     Techs: Forever Zero, Aiming, Big Bang [T: Dual Dragon]
     Mecha: 24 HP and 5 STR gained
     Cyborg: 12 HP and 3 STR gained
	 BUY: Kinaya
	 DROP: King Sahuagin
Holy Lance: 39 Power, 50 Charges, 58000 Kero
     Techs: Aiming, Big Bang, Star Lancer [T: Swift Three-step]
     Mecha: 41 HP and 9 STR gained
     Cyborg: 21 HP and 5 STR gained
	 BUY: Masamune
	 FIND: Jormungandr's Husk
Longinus: 44 Power, 50 Charges, 68000 Kero
     Techs: Star Lancer, Dual Dragon, Swift Three-step [T: Peerless Strike]
     Mecha: 59 HP and 13 STR gained
     Cyborg: 30 HP and 7 STR gained
	 STARTER: Volage
	 FUSION: Water + Dark
Sol's Lance: 48 Power, 50 Charges, 86000 Kero
     Techs: Dual Dragon, Swift Three-step, Peerless Two-step
     Mecha: 64 HP and 15 STR gained                       [T: Warriors Triple]
     Cyborg: 32 HP and 8 STR gained
	 FIND: Ragna's Palace
Gungnir: 51 Power, 50 Charges, Wind-elemental, 200000 Kero
     Techs: Peerless Strike, Peerless Two-step, Warriors Triple [T: Ragnarok]
     Mecha: 72 HP and 16 STR gained
     Cyborg: 36 HP and 8 STR gained
	 REWARD: Hunt: Pilgrim's Path (past)
--------------------------------------------------------------------------------
Battle Hammer: 28 Power, 30 Charges, 250 Kero
     Techs: Power Dive, Infinite Hell, Blade Roll [T: Deadly Spin]
     Mecha: 5 HP and 2 STR gained
     Cyborg 3 HP and 1 STR gained
	 BUY: Dharm, Irem (present)
	 REWARD: Axe 1
Battle Axe: 31 Power, 30 Charges, 6500 Kero
     Techs: Power Dive, Infinite Hell, Blade Roll [T: Grand Impact]
     Mecha: 14 HP and 3 STR gained
     Cyborg 7 HP and 2 STR gained
	 BUY: Mu (present, future), Irem (future), Viper City, Dharm+
	 STARTER: Melrose
	 REWARD: Axe 2
Tomahawk: 36 Power, 30 Charges, 19500 Kero
     Techs: Blade Roll, Deadly Spin, Grand Impact [T: Edge Smash]
     Mecha: 23 HP and 5 STR gained
     Cyborg: 12 HP and 3 STR gained
	 BUY: Yaddith, Kinaya
	 FIND: Chaos Castle
	 REWARD: The Daily Constitutional
Broad Axe: 40 Power, 30 Charges, 47800 Kero
     Techs: Deadly Spin, Grand Impact, Edge Smash [T: Earth Buster]
     Mecha: 45 HP and 7 STR gained
     Cyborg: 23 HP and 4 STR gained
	 STARTER: Nemesis
	 BUY: Stratus
Vajra: 44 Power, 30 Charges, 51400 Kero
     Techs: Edge Smash, Sky Drive, Earth Buster [T: Sympathizer]
     Mecha: 41 HP and 9 STR gained
     Cyborg: 21 HP and 5 STR gained
	 BUY: Mozuma Village
	 REWARD: Ashura's Legacy
Guillotine: 49 Power, 30 Charges, 68900 Kero
     Techs: Sky Drive, Earth Buster, Sympathizer [T: Resonating Fist]
     Mecha: 50 HP and 11 STR gained
     Cyborg: 25 HP and 6 STR gained
	 FUSION: Dark + Water
	 DIG: Irem Heights (present), Western Towers
Sledge Hammer: 56 Power, 30 Charges, 74300 Kero
     Techs: Earth Buster, Sympathizer, Resonating Fist [T: Glandslam]
     Mecha: 59 HP and 13 STR gained
     Cyborg: 29 HP and 7 STR gained
	 DIG: Mt. Gort
Pandemonium: 60 Power, 30 Charges, Earth-elemental, 190000 Kero
     Techs: Sympathizer, Resonating Fist, Glandslam [T: Universal Collapse]
     Mecha: 63 HP and 14 STR gained
     Cyborg: 32 HP and 7 STR gained
	 REWARD: Hunt: Fertile Hollow (past)
--------------------------------------------------------------------------------
Punch: 24 Power, 90 Charges, 100 Kero
     Techs: Flash Blow, Screw, Adamantine Fist [T: Rakshasa's Fist]
     Mecha: 5 HP and 2 AGI gained
     Cyborg: 3 HP and 1 AGI gained
	 BUY: Dharm
	 REWARD: Jutsu 1
Kick: 28 Power, 90 Charges, 500 Kero
     Techs: Meteor Kick, Flash Trick, Palette Kick [T: Silence]
     Mecha: 14 HP and 3 AGI gained
     Cyborg: 7 HP and 2 AGI gained
	 BUY: Irem (past), Mu (past)
	 REWARD: Jutsu 2
Triple Lunge: 36 Power, 80 Charges, 15000 Kero
     Techs: Adamantine Fist, Rakshasa's Fist, Palm Blast
     Mecha: 23 HP and 5 AGI gained                    [T: Infinite Revolution]
     Cyborg: 12 HP and 3 AGI gained
	 BUY: Mu (future), Kinaya
Flying Knee: 39 Power, 70 Charges, 21000 Kero
     Techs: Flash Trick, Palette Kick, Silence [T: Tiger Break]
     Mecha: 41 HP and 9 AGI gained
     Cyborg: 21 HP and 5 AGI gained
	 BUY: Kinaya
	 FIND: Lakeside Ruins
Triangle Kick: 43 Power, 70 Charges, 49800 Kero
     Techs: Waterfall Ascent, Tiger Break, Dragon Break [T: Triple Dragon]
     Mecha: 56 HP and 13 AGI gained
     Cyborg: 26 HP and 6 AGI gained
	 BUY: Masamune
Flash Fist: 47 Power, 90 Charges, 64000 Kero
     Techs: Infinite Revolution, Heavenly Fist, Black Fist of God
     Mecha: 56 HP and 13 AGI gained                      [T: Eternal Light]
     Cyborg: 28 HP and 7 AGI gained
	 STARTER: Dior+
	 BUY: Mozuma Village
	 FIND: Battleship Annie Rosa
	 DIG: Western Towers
Mountain Storm: 49 Power, 60 Charges, 79000 Kero
     Techs: Vacuum Drop, Eternal Destruction, Tempest [T: Sky Tower]
     Mecha: 63 HP and 14 AGI gained
     Cyborg: 31 HP and 7 AGI gained
	 FUSION: Dark + Earth
	 FIND: Ocean Cave
Hell Wheel: 52 Power, 60 Charges, 84000 Kero
     Techs: Eternal Destruction, Tempest, Death Drop [T: Hades' Reply]
     Mecha: 66 HP and 15 AGI gained
     Cyborg: 33 HP and 8 AGI gained
	 FIND: Ragna's Palace
Cat Claw: 54 Power, 80 Charges, 215000 Kero
     Techs: Mirage Claw, Cross Mirage, Illusion [T: Phantom Claw]
     Mecha: 72 HP and 16 AGI gained
     Cyborg: 36 HP and 8 AGI gained
	 REWARD: Hunt: Island Cave
--------------------------------------------------------------------------------
Bow: Fixed 50, 40 Charges, 100 Kero
     Techs: Psych Out, Multishot, Abyss Shot [T: Bullet-Arrow]
     Mecha: 5 HP and 1 AGI gained
     Cyborg: 2 HP and 1 AGI gained
	 STARTER: Freyja
	 BUY: Irem (past)
	 REWARD: Bow 1
Mythril Bow: Fixed 300, 40 Charges, 18000 Kero
     Techs: Multishot, Abyss Shot, Bullet-Arrow [T: Turbulence Shot]
     Mecha: 22 HP and 5 AGI gained
     Cyborg: 11 HP and 3 AGI gained
	 BUY: Yaddith, Kinaya, Dharm+
	 DROP: Melrose
	 REWARD: Bow 2
Shigetou's Bow: Fixed 450, 40 Charges, 55000 Kero
     Techs: Abyss Shot, Bullet-Arrow, Turbulence Shot [T: Arrow Rain]
     Mecha: 32 HP and 7 AGI gained
     Cyborg: 16 HP and 4 AGI gained
	 BUY: Masamune
Yoichi's Bow: Fixed 450, 40 Charges, 65000 Kero
     Techs: Turbulence Shot, Arrow Rain, Resonance Arrow [T: Million Dollars]
     Mecha: 59 HP and 13 AGI gained (!)
     Cyborg: 30 HP and 7 AGI gained (!)
	 STARTER: Volage
	 FUSION: Dark + Fire
	 FIND: Lakeside Ruins
Orichalcum Bow: Fixed 540, 40 Charges, 82500 Kero
     Techs: Resonance Arrow, Serene Arrow, Million Dollars [T: Meteor Strike]
     Mecha: 34 HP and 8 AGI gained
     Cyborg: 17 HP and 4 AGI gained
	 DIG: Ragna's Palace
Suidan Bow: Fixed 650, 40 Charges, Ice-elemental, 195000 Kero
     Techs: Resonance Arrow, Serene Arrow, Million Dollars [T: Zero Arrow]
     Mecha: 45 HP and 10 AGI gained
     Cyborg: 23 HP and 5 AGI gained
	 REWARD: Hunt: Battleship Annie Rosa
--------------------------------------------------------------------------------
Derringer: Fixed 75, 80 Charges, 300 Kero
     Techs: Quick Draw, Spotshot, Sniper Shot [T: Bullet Burst]
     Mecha: 13 HP and 3 STR gained
     Cyborg: 7 HP and 2 STR gained
	 BUY: Irem (present)
	 REWARD: Gun 1
Arquebus: Fixed 220, 80 Charges, 7000 Kero
     Techs: Quick Draw, Spotshot, Bullet Burst [T: Brave Zapper]
     Mecha: 23 HP and 5 STR gained
     Cyborg: 11 HP and 3 STR gained
	 BUY: Mu (present), Dharm+
	 REWARD: Gun 2
.44 Magnum: Fixed 350, 80 Charges, 28000 Kero
     Techs: Spotshot, Sniper Shot, Brave Zapper [T: Bullet Chain]
     Mecha: 32 HP and 7 STR gained
     Cyborg: 16 HP and 4 STR gained
	 FIND: Battleship Annie Rosa
Psycho Gun: 38 Power, 80 Charges, 51000 Kero
     Techs: Psycho Shot, Accel Shot, Dreamline [T: Mobius Blast]
     Mecha: 45 HP and 10 STR gained
     Cyborg: 23 HP and 5 STR gained
	 BUY: Stratus
	 FIND: Summit Spire
Blackbird: Fixed 510, 80 Charges, 59000 Kero
     Techs: Bullet Chain, Parallel Shot, Grand Noir [T: Shell Rampage]
     Mecha: 41 HP and 12 STR gained
     Cyborg: 20 HP and 6 STR gained
	 FUSION: Light + Wind
Rocket Punch: Fixed 560, 80 Charges, 90000 Kero
     Techs: Buster Charge, Accel Bunker, Power Booster [T: Drill Break]
     Mecha: 59 HP and 13 STR gained
     Cyborg: 30 HP and 7 STR gained
	 FIND: Ragna's Palace
--------------------------------------------------------------------------------
Submachine Gun: 15 Power, 60 Charges, 1500 Kero
     Techs: Precision Fire, Mow Down, Concentrated Fire [T: Barrage (2)]
     Mecha: 45 HP and 3 STR gained
     Cyborg: 12 HP and 2 STR gained
	 BUY: Irem (past), Lei
	 FIND: Empyrean Ruins
	 REWARD: Cannon 1
Flamethrower: 25 Power, 60 Charges, Fire-elemental, 20000 Kero
     Techs: Blaze Cannon, Ifrit, Inferno [T: Cremation]
     Mecha: 63 HP and 4 STR gained
     Cyborg: 16 HP and 2 STR gained
	 BUY: Mu (present), Viper City, Yaddith, Kinaya
	 FIND: Empyrean Ruins
	 REWARD: Cannon 2
Bazooka: 30 Power, 60 Charges, 38000 Kero
     Techs: Striker, Carnage, Sunburst [T: Area Impact]
     Mecha: 81 HP and 6 STR gained
     Cyborg: 21 HP and 3 STR gained
	 BUY: Kinaya
	 FIND: Empyrean Ruins
	 REWARD: Let The Hunt Begin (TGP option)
Vulcan Cannon: 50 Power, 60 Charges, 40000 Kero
     Techs: Spitfire, Wild Shot, Barrage [T: Multi-Assault]
     Mecha: 90 HP and 7 STR gained
     Cyborg: 23 HP and 4 STR gained
	 BUY: Masamune
Missile: 65 Power, 60 Charges, 70000 Kero
     Techs: Ruthless Angel, Meteor, Valkyrie [T: Laplace Demon]
     Mecha: 99 HP and 9 STR gained
     Cyborg: 25 HP and 4 STR gained
	 FUSION: Light + Dark
	 FIND: Jormungandr's Husk
	 DIG: South Tower (present), Kinaya Highway
Laser Gun: 115 Power, 60 Charges, 92000 Kero
     Techs: Multishot Break, Kaleidoscope, Clutch Shot [T: XG Buster]
     Mecha: 117 HP and 10 STR gained
     Cyborg: 30 HP and 6 STR gained
	 STARTER: Volage
	 DIG: Western Towers
Phaser Cannon: 135 Power, 40 Charges, 223000 Kero
     Techs: Paradigm Shift, Neo-universe, Overdrive [T: Dimensional Reverser]
     Mecha: 144 HP and 13 STR gained
     Cyborg: 36 HP and 6 STR gained
	 REWARD: Hunt: Cape Old Road
--------------------------------------------------------------------------------
6.5.2. MAGIC NOTES

Magic can be used by all but Monsters and Mechas. However, only Espers are
proficient in magic; equipping it on any other class is a waste, usually. It
doesn't even grant any statups to Cyborgs or Mechas. Basic tomes are 1000 Kero
while advanced tomes are 50000 Kero. Exceptions are noted.

Espers use ALL magic well.

Fire Tome: Fire (Fira, Firaga, Firaja) [T: Blaze]
	 STARTER: Melrose, Freyja, Nemesis
	 BUY: Dharm, Irem, Lei, Mu, Yaddith, Darius, Kinaya
	 FIND: North Tower, Irem Pass (present)
	 REWARD: Fire Spellbook 1
Blaze Tome: Firaga (Firaja, Fire Storm, Crimson Flare) [T: Hell Fire]
     STARTER: Volage
     BUY: Darius, Kinaya, Stratus, Mozuma Village
	 FIND: Western Towers (2 of them)

Water Tome: Blizzard (Blizzara, Blizzaga, Blizzaja) [T: Ice Floe]
	 STARTER: Milfie, Dior
	 BUY: Lei, Mu (present/future), Irem (future), Yaddith, Kinaya
	 REWARD: Water Spellbook 1
Frigid Tome: Blizzaga (Blizzaja, Icicles, Diamond Dust) [T: Absolute Zero]
     STARTER: Dior+
     BUY: Kinaya, Stratus, Mozuma Village
     FIND: Empyrean Ruins

Earth Tome: Quake (Quakera, Quakega, Quakeja) [T: Intense Quake]
     BUY: Irem (past/future), Mu (present/future), New Dharm, Yaddith, Kinaya
	 REWARD: Earth Spellbook 1
Gaia Tome: Quakega (Quakeja, Earthquake, Misericordia) [T: Calamity]
     STARTER: Dior+
     BUY: Kinaya, Stratus, Mozuma Village
	 FIND: Vale of Pnath
	 DIG: Mushroom Forest S

Wind Tome: Thunder (Thundara, Thundaga, Thundaja) [T: Thunder Call]
	 STARTER: Polnaref, Freyja, Nemesis
	 BUY: Mu, Irem (future), New Dharm, Yaddith, Kinaya
	 REWARD: Wind Spellbook 1
Storm Tome: Thundaga (Thundaja, Thunderbolts, Thunder Force) [T: Godly Thunder]
     STARTER: Volage
     BUY: Kinaya, Stratus, Mozuma Village
	 DIG: Lakeside Ruins

Dark Tome: Cloud (Cloudra, Cloudga, Cloudja) [T: Decaying Mist]
     BUY: Mu (present/future), Irem (future), New Dharm, Yaddith, Kinaya
	 REWARD: Dark Spellbook 1
Black Tome: Clouga (Cloudja, Abyss Mist, Darkfield) [T: Black Fog]
     STARTER: Volage
     BUY: Stratus, Mozuma Village

Recovery Tome: Soothing Drops (Healing Drop, Cura, Recovery Drop)  1500 Kero
     STARTER: Melrose, Freyja, Dior, Nemesis
	 BUY: Dharm, Irem (present), Lei, Mu (present/past), New Dharm, Viper, 
	      Kinaya
Healing Tome: Healing Drop (Cura, Recovery Drop, Curaga)  65000 Kero
     STARTER: Dior+, Volage
     BUY: Darius, Kinaya, Barzai, Stratus, Mozuma Village
	 FIND: Darius, Mt. Gort
	 DIG: Dharm Old Road
	 REWARD: Gift: Spellbook 3

Revival Tome: Raise (Esuna, Raisera, Esunara)  20000 Kero
     STARTER: Volage
	 BUY: New Dharm, Viper, Kinaya, Barzai
	 FUSION: Wind + Dark

Endowment Tome: Bravery (Faith, Haste, Protect)  3000 Kero
     STARTER: Nemesis
	 BUY: Irem (present), Lei, Mu (past), Viper
Empowerment Tome: Bravega (Faithga, Hastega, Protectga)  80000 Kero
     BUY: Barzai
	 FUSION: Wind + Wind

Ancient Tome: Flare (Aura, Hurricane, Magma) [T: Ashura]         Both are
     STARTER: Volage
	 FUSION: Earth + Earth
Eternal Tome: Flare (Mezzanine, Damian, Maitreya) [T: Ashura]    100000 Kero
     FUSION: Water + Fire
--------------------------------------------------------------------------------
6.5.3. ARMOR NOTES

There are several different kinds of armor. Most go into your armor slots, but
Shields are a bit different; they are considered a weapon and take up charges.
They don't grant immediate defense, but increase your evasion if an enemy
tries to hit you after you put it up. Cyborgs and Mechas do get HP and DEF from
them, though. Their Kero is listed like on the weapons for reference.

All other armor is standard. It grants DEF to whoever wears it, except monsters.
Mechas can put any kind of armor on any slot. They and Cyborgs also get an HP
bonus from average armor. Some armor boosts other stats, too. Accessories grant
an immunity or resistance to something, and each character can equip two.

The first stat noted is for Humans, Espers, and Beastmen. Mechas and Cyborgs'
stat gains are noted afterwards. Resistances apply to all classes but monsters.

Bronze Shield: 50% Evasion, 50 Charges, 700 Kero
     Mecha: 18 HP and 5 DEF gained
     Cyborg: 9 HP and 3 DEF gained
	 BUY: Irem (past), Lei, Mu (past)
Gold Shield: 55% Evasion, 50 Charges, 1500 Kero
     Mecha: 28 HP and 8 DEF gained
     Cyborg: 9 HP and 3 DEF gained
	 BUY: Mu (present), Irem (future), Dharm+
	 REWARD: Gift: Armor 4
Mythril Shield: 60% Evasion, 50 Charges, 8000 Kero
     Mecha: 28 HP and 8 DEF gained
     Cyborg: 14 HP and 4 DEF gained
	 BUY: Irem (future), Mu (future), Viper City, Kinaya
	 REWARD: Hunt: North Tower (present), Gift: Armor 5
Diamond Shield: 80% Evasion, 50 Charges, 17000 Kero
     Mecha: 71 HP and 19 DEF gained
     Cyborg: 36 HP and 10 DEF gained
     BUY: Yaddith, Kinaya
Fire Shield: 65% Evasion, 30 Charges, Immune to Fire, 30000 Kero
     Mecha: 38 HP and 10 DEF gained
     Cyborg: 19 HP and 5 DEF gained
	 FIND: Chaos Castle
	 BUY: Kinaya
	 REWARD: Gift: Armor 1
Ice Shield: 65% Evasion, 30 Charges, Immune to Ice, 30000 Kero
     Mecha: 38 HP and 10 DEF gained
     Cyborg: 19 HP and 5 DEF gained
	 FIND: Forbidden Mountain
	 BUY: Kinaya
	 REWARD: Gift: Armor 2
Dimensional Shield: 85% Evasion, 50 Charges, 50000 Kero
     Mecha: 89 HP and 22 DEF gained
     Cyborg: 45 HP and 11 DEF gained
	 BUY: Stratus
Dragon Shield: 70% Evasion, 30 Charges, Immune to all elements, 63000 Kero
     Mecha: 48 HP and 13 DEF gained
     Cyborg: 24 HP and 7 DEF gained
	 BUY: Zkauba
	 REWARD: Gift: Armor 3
Mirror Shield: 75% Evasion, 40 Charges, Immune to Sleep, Confusion, Curse, Stone
     Mecha: 59 HP and 16 DEF gained      and Silence, 95000 Kero
     Cyborg: 30 HP and 8 DEF gained
	 DIG: Irem Heights
	 BUY: Mozuma Village
Genji Shield: 90% Evasion, 50 Charges, Immune to Paralysis, Blind, and Hold
     Mecha: 103 HP and 25 DEF gained    and Poison, 99000 Kero
     Cyborg: 52 HP and 13 DEF gained
	 FUSION: Earth + Wind
Mobius Shield: 85% Evasion, 50 Charges, Immune to all status, 120000 Kero
     Mecha: 120 HP and 28 DEF gained
     Cyborg: 60 HP and 14 DEF gained
	 FIND: Ragna's Palace
Aegis Shield: 100% Evasion, 30 Charges, Immune to everything, 110000 Kero
     Mecha: 144 HP and 32 DEF gained
     Cyborg: 72 HP and 16 DEF gained
	 KEY ITEM: Bring Superalloy and Sacred Oil to Zkauba
--------------------------------------------------------------------------------
Hide Cap: 2 DEF
     Mecha: 2 DEF and 9 HP
     Cyborg: 2 DEF and 3 HP
	 FIND: North Tower (present)
	 BUY: Irem (past), Lei, Mu (past)
Bronze Helmet: 3 DEF
     Mecha: 4 DEF and 20 HP
     Cyborg: 4 DEF and 5 HP
	 BUY: Lei
Gold Helmet: 4 DEF
     Mecha: 7 DEF and 30 HP
     Cyborg: 7 DEF and 8 HP
	 BUY: Dharm+, Irem (future)
Mythril Helmet: 7 DEF
     Mecha: 9 DEF and 40 HP
     Cyborg: 9 DEF and 10 HP
	 BUY: Mu (future), Viper City
	 STARTER: Dior
Beret: 9 DEF [Resists Sleep]
     Mecha: 13 DEF and 60 HP
     Cyborg: 11 DEF and 13 HP
	 FIND: Forgotten Wreck (special scenario in "Let The Hunt Begin")
	 BUY: Yaddith, Darius, Kinaya
Diamond Helmet: 11 DEF
     Mecha: 14 DEF and 60 HP
     Cyborg: 13 DEF and 15 HP
	 REWARD: Gift: Armor 6
Cyber Helm: 13 DEF and 5 AGI
     Mecha: 17 DEF, 70 HP and 5 AGI
     Cyborg: 16 DEF, 18 HP and 5 AGI
	 BUY: Kinaya
Kuranes' Helmet: 14 DEF
     Mecha: 17 DEF and 70 HP
     Cyborg: 13 DEF and 15 HP
	 REWARD: To Irem, With Love (0 TP)
Dimensional Helmet: 16 DEF
     Mecha: 19 DEF and 80 HP
     Cyborg: 18 DEF and 20 HP
	 BUY: Stratus
Dragon Helm: 18 DEF [Resists Wind]
     Mecha: 22 DEF and 90 HP
     Cyborg: 20 DEF and 23 HP
	 BUY: Zkauba
	 STARTER: Dior+
Mirror Helm: 20 DEF [Resists Silence]
     Mecha: 24 DEF and 100 HP
     Cyborg: 22 DEF and 25 HP
	 BUY: Mozuma Village
Genji Helmet: 23 DEF [Resists Stone]
     Mecha: 27 DEF and 110 HP
     Cyborg: 25 DEF and 28 HP
	 FIND: Jormungandr's Husk
	 DIG: SS Dandy Auroria (past)
	 FUSION: Water + Light
Mobius Mask: 26 DEF and 5 MAG
     Mecha: 30 DEF, 126 HP and 5 MAG
     Cyborg: 28 DEF, 32 HP and 5 MAG
	 FIND: Mt. Gort
--------------------------------------------------------------------------------
Leather Armor: 3 DEF
     Mecha: 2 DEF and 9 HP
     Cyborg: 3 DEF and 2 HP
	 BUY: Dharm, Irem (present)
	 STARTER: Dune, Polnaref, Melrose, Freyja
Bronze Mail: 5 DEF
     Mecha: 4 DEF and 20 HP
     Cyborg: 5 DEF and 5 HP
	 FIND: Pilgrim's Path (past)
	 BUY: Irem (past), Mu (past)
Gold Mail: 7 DEF
     Mecha: 7 DEF and 28 HP
     Cyborg: 7 DEF and 7 HP
	 BUY: Mu (present), Dharm+, Viper City
	 REWARD: Gift: Armor 7
Mythril Mail: 8 DEF
     Mecha: 9 DEF and 40 HP
     Cyborg: 10 DEF and 10 HP
	 REWARD: Gift: Armor 8
Magician's Garb: 11 DEF
     Mecha: 11 DEF and 49 HP
     Cyborg: 12 DEF and 12 HP
	 BUY: Mu (future)
Diamond Mail: 13 DEF
     Mecha: 14 DEF and 59 HP
     Cyborg: 14 DEF and 15 HP
	 FIND: Deep-Sea Trench, Mountain Cave (present)
	 BUY: Darius
	 REWARD: Gift: Armor 9
Psycho Armor: 16 DEF and 17 AGI
     Mecha: 17 DEF, 69 HP and 3 AGI
     Cyborg: 17 DEF, 17 HP and 3 AGI
	 FIND: Chaos Castle
	 BUY: Kinaya
Cyber Suit: 19 DEF and 5 AGI
     Mecha: 19 DEF and 80 HP
     Cyborg: 19 DEF and 20 HP
	 FIND: Mt. Hasid, RMS Colossus
	 DIG: Mt. Hasid
	 BUY: Kinaya
Battle Exosuit: 22 DEF and 5 STR
     Mecha: 20 DEF and 90 HP
     Cyborg: 21 DEF and 23 HP
	 FIND: Summit Spire
	 BUY: Stratus
	 STARTER: Nemesis, Dior+
Yggdrasil Armor: 30 DEF
     Mecha: 32 DEF and 127 HP
     Cyborg: 30 DEF and 35 HP
	 REWARD: Salt in the Wound (5 TP)
Mink Coat: 25 DEF [Resists Paralysis]
     Mecha: 24 DEF and 105 HP
     Cyborg: 24 DEF and 26 HP
	 FIND: Catacombs
Dragon Mail: 28 DEF [Resists Wind]
     Mecha: 27 DEF and 118 HP
     Cyborg: 27 DEF and 30 HP
	 BUY: Zkauba
Mirror Armor: 30 DEF [Resists Silence]
     Mecha: 30 DEF and 127 HP
     Cyborg: 29 DEF and 32 HP
	 BUY: Mozuma Village
Genji Armor: 34 DEF [Resists Stone]
     Mecha: 34 DEF and 151 HP
     Cyborg: 34 DEF and 38 HP
	 FUSION: Earth + Dark
Sage's Surplice: 33 DEF
     Mecha: 32 DEF and 139 HP
     Cyborg: 32 DEF and 35 HP
	 FIND: Lakeside Ruins, Barrier Ruins
	 FUSION: Fire + Fire
	 STARTER: Volage
Mobius Garb: 36 DEF
     Mecha: 36 DEF and 164 HP
     Cyborg: 36 DEF and 41 HP
	 FIND: Remote Cave
--------------------------------------------------------------------------------
Powered Exosuit: 75 DEF, 5 MAG and 5 AGI [Resists all status]
     Mecha: 32 DEF and 144 HP
     Cyborg: 72 DEF and 36 HP
	 FUSION: Fire + Earth
Lost Armor: 85 DEF and 10 All [Resists all status]
     Mecha: 40 DEF and 164 HP
     Cyborg: 80 DEF and 41 HP
	 DIG: Ragna's Palace
	 REWARD: Hunt: Underground Passage
--------------------------------------------------------------------------------
Hide Gloves: 1 DEF
     Mecha: 2 DEF and 9 HP
     Cyborg: 1 DEF and 2 HP
	 FIND: North Tower (present)
	 BUY: Dharm, Irem (present & past)
	 STARTER: Sireugh, Freyja
Bronze Gauntlets: 2 DEF
     Mecha: 3 DEF and 19 HP
     Cyborg: 1 DEF and 5 HP
	 BUY: Mu (past)
Gold Gauntlets: 4 DEF
     Mecha: 4 DEF and 29 HP
     Cyborg: 4 DEF and 7 HP
	 FIND: Coastal Crossroads (present)
	 BUY: Dharm+, Mu (future), Viper City
	 REWARD: Hunt: Irem Heights (x2), Gift: Armor 10
Mythril Bangle: 5 DEF
     Mecha: 6 DEF and 39 HP
     Cyborg: 6 DEF and 10 HP
	 FIND: Chaos Castle
	 BUY: Dharm+, Darius, Kinaya
	 REWARD: Gift: Armor 11
Diamond Gauntlets: 7 DEF
     Mecha: 8 DEF and 50 HP
     Cyborg: 8 DEF and 13 HP
	 BUY: Kinaya
	 REWARD: Hunt: The Skyborne Wastes (x2), Gift: Armor 12
Gauntlets: 9 DEF
     Mecha: 10 DEF and 60 HP
     Cyborg: 9 DEF and 15 HP
	 BUY: Stratus
	 STARTER: Nemesis
Dragon Wrist: 11 DEF [Resists Wind]
     Mecha: 12 DEF and 70 HP
     Cyborg: 11 DEF and 18 HP
	 FIND: Barrier Ruins (x2)
Mirror Glove: 13 DEF [Resists Silence]
     Mecha: 16 DEF and 90 HP
     Cyborg: 14 DEF and 23 HP
	 BUY: Zkauba
	 STARTER: Volage
Genji Gloves: 16 DEF [Resists Stone]
     Mecha: 14 DEF and 80 HP
     Cyborg: 13 DEF and 20 HP
	 FUSION: Fire + Water
Mobius Glove: 19 DEF
     Mecha: 18 DEF and 99 HP
     Cyborg: 16 DEF and 25 HP
	 DIG: The Black Diamond (present), Ragna's Palace
--------------------------------------------------------------------------------
Sneakers: 1 DEF
     Mecha: 2 DEF and 9 HP
     Cyborg: 1 DEF and 2 HP
	 BUY: Mu (past)
	 STARTER: Milfie
Bronze Boots: 2 DEF
     Mecha: 4 DEF and 19 HP
     Cyborg: 2 DEF and 5 HP
	 BUY: Irem (future)
Plated Boots: 3 DEF
     Mecha: 6 DEF and 29 HP
     Cyborg: 4 DEF and 7 HP
	 BUY: Mu (future), Viper City
	 REWARD: Hunt: Pilgrim's Path (present) (x2), Gift: Armor 13
Mythril Boots: 4 DEF
     Mecha: 10 DEF and 39 HP
     Cyborg: 6 HP and 10 HP
	 BUY: Yaddith
	 REWARD: Gift: Armor 14
Cyber Boots: 5 DEF, 5 AGI
     Mecha: 10 DEF, 49 HP and 5 AGI
     Cyborg: 8 DEF, 12 HP and 5 AGI
	 BUY: Darius, Kinaya
	 DIG: SS Dandy Auroria (future)
Diamond Geta: 6 DEF
     Mecha: 12 DEF and 59 HP
     Cyborg: 9 DEF and 15 HP
	 BUY: Kinaya
	 REWARD: Gift: Armor 15
	 STARTER: Dior
Dragon Boots: 8 DEF [Resists Wind]
     Mecha: 14 DEF and 69 HP
     Cyborg: 11 DEF and 17 HP
	 BUY: Stratus
	 STARTER: Dior+
Mirror Boots: 10 DEF [Resists Silence]
     Mecha: 16 DEF and 79 HP
     Cyborg: 12 DEF and 20 HP
	 BUY: Zkauba
Justice Boots: 12 DEF, 5 AGI and 15 MAG
     Mecha: 18 DEF, 89 HP and 10 AGI
     Cyborg: 14 DEF, 23 HP and 5 AGI
	 BUY: Mozuma Village
	 STARTER: Volage
Mobius Boots: 15 DEF, 5 AGI
     Mecha: 20 DEF, 99 HP and 5 AGI
     Cyborg: 15 DEF, 25 HP and 5 AGI
	 FIND: Mt. Gort
--------------------------------------------------------------------------------
Bandana (protects against wind)
     BUY: Irem (past)
	 REWARD: Gift: Armor 16
	 STARTER: Milfie, Sireugh
Corsage (Protects against sleep)
     FIND: Mountain Cave (past)
     BUY: Irem (present)
	 REWARD: Gift: Armor 17
Pendant (protects against curse)
     FIND: South Tower
	 BUY: Mu (present), Irem (future), Kinaya
	 REWARD: Gift: Armor 18
	 STARTER: Freyja
Warding Charm (protects against stat debuffs)
	 BUY: Mu (past) (After completing "The Last One's Spell")
Brooch (protects against poison)
     BUY: Yaddith, Kinaya
	 REWARD: Gift: Armor 19
Sunglasses (protects against blind)
     BUY: Darius, Kinaya
	 STARTER: Dior, Dior+
Earring (protects against paralysis)
     FIND: The Black Diamond (future)
     BUY: Kinaya, Stratus
	 REWARD: Gift: Armor 21
	 STARTER: Nemesis
Circlet (protects against petrify)
     FIND: Chaos Castle, Barrier Ruins
	 BUY: Mozuma Village
	 REWARD: Gift: Armor 20
	 STARTER: Nemesis, Volage
Sightseeing Glasses (protects against blind and stun)
     REWARD: The Caving Tour (1 TP)
Fireproof Mantle (protects against fire)
     FIND: Mt. Hasid
     BUY: Kinaya
	 REWARD: Gift: Armor 22
Coldproof Mantle (protects against water)
     BUY: Kinaya
	 REWARD: Gift: Armor 23
Onyx Ring (protects against silence)
	 DIG: Barrier Ruins
     BUY: Zkauba
Yggdrasil Charm (protects against dark)
     REWARD: Salt in the Wound (0 TP)
Skull Ring (protects against instant death)
     FUSION: Dark + Wind
Sailor's Bandanna (protects against physical)
     REWARD: The Limits of Pride (0 TP)
Knight's Medal (protects against combo damage)
     REWARD: The Captain's Lament (0 TP)
Queen's Medal (protects against magic)
     REWARD: The Limits of Pride
Magic Jewels (protects against everything)
     FUSION: Light + Light
Ribbon (protects against everything)
     FIND: Remote Cave, Ragna's Palace
     FUSION: Dark + Dark
--------------------------------------------------------------------------------
6.5.4. CONSUMABLE NOTES

Salve, 50 Kero [80 HP]
"Restores a very small amount of HP."

Potion, 100 Kero [200 HP]
"Restores a small amount of HP."

High Potion, 1000 Kero [500 HP]
"Restores a large amount of HP."

Elixir, 5000 Kero [100% HP, Revives]
"Fully recovers HP, abilities, and all status ailments except Hold."

Eyedrops, 200 Kero
"Cures Blind status."

Cross, 300 Kero
"Cures Curse status."

Gold Needle, 200 Kero
"Cures Stone status."

Cough Drop, 200 Kero
"Cures Silence status."

Antidote, 200 Kero
"Cures Poison status."

Coffee, 200 Kero
"Cures Sleep status."

Silver Needle, 200 Kero
"Cures Paralysis."

Mallet, 200 Kero
"Cures Confusion."

Cottage, 1000 Kero [Only usable out of battle, like a portable Inn]
"Fully recover everyone's HP, Status, and Abilities."

Health Source
"Raises Max HP by 40 points."

Strength Source
"Raises strength by 3 points."

Agility Source
"Raises agility by 3 points."

Magic Source
"Raises magic power by 3 points."

Defense Source
"Raises defense by 3 points."

Fire Crystal, 100 Kero
"Crystal containing the power of 'Fire'."

Flame Crystal, 750 Kero
"Crystal containing the power of 'Firaga'."

Scorching Crystal, 1500 Kero
"Crystal containing the power of 'Firestorm'."

Crimson Crystal
"Crystal containing the power of 'Crimson Flare'."

Water Crystal, 100 Kero
"Crystal containing the power of 'Blizzard'."

Chill Crystal, 750 Kero
"Crystal containing the power of 'Blizzaga'."

Frost Crystal, 1500 Kero
"Crystal containing the power of 'Icicles'."

Ice Crystal
"Crystal containing the power of 'Diamond Dust'."

Earth Crystal, 100 Kero
"Crystal containing the power of 'Quake'."

Soil Crystal, 750 Kero
"Crystal containing the power of 'Quakega'."

Sand Crystal, 1500 Kero
"Crystal containing the power of 'Earthquake'."

Gaia Crystal
"Crystal containing the power of 'Misericordia'."

Wind Crystal, 100 Kero
"Crystal containing the power of 'Thunder'."

Cloud Crystal, 750 Kero
"Crystal containing the power of 'Thundaga'."

Storm Crystal, 1500 Kero
"Crystal containing the power of 'Thunderbolts'."

Gale Crystal
"Crystal containing the power of 'Thunder Force'."

Dark Crystal, 100 Kero
"Crystal containing the power of 'Cloud'."

Black Crystal, 750 Kero
"Crystal containing the power of 'Cloudga'."

Jet Crystal, 1500 Kero
"Crystal containing the power of 'Abyss Mist'."

Void Crystal
"Crystal containing the power of 'Dark Field'."

Remedy Crystal
"Crystal containing the power of 'Esuna'."

Revival Crystal, 1250 Kero
"Crystal containing the power of 'Raise'."

Soothing Crystal, 260 Kero
"Crystal containing the power of 'Soothing Drops'."

Healing Crystal, 1000 Kero
"Crystal containing the power of 'Healing Drops'."

Recovery Crystal
"Crystal containing the power of 'Cura'."

Curing Crystal
"Crystal containing the power of 'Curaga'."

Brave Crystal
"Crystal containing the power of 'Bravery'."

Faith Crystal
"Crystal containing the power of 'Faith'."

Haste Crystal
"Crystal containing the power of 'Haste'."

Protect Crystal
"Crystal containing the power of 'Protect'."

Teleporter, 2000 Kero
"Escape from a dungeon."

Molotov, 80 Kero [Fixed 17]
"Lights an area on fire, damaging a group of enemies."

Gas Grenade, 400 Kero [Fixed 60]
"A gas explosion that deals damage and blinds an enemy group."

Grenade, 700 Kero [Fixed 75]
"Bomb blast that damages an enemy group."

Stun Grenade, 1000 Kero [Fixed 84]
"Damages and stuns an enemy group with a violent explosion and harsh light."

Flash Bomb, 2100 Kero [Fixed 130]
"Deals heavy damage and causes temporary immobility to an enemy group."

Dynamite, 2500 Kero [Fixed 190]
"Damages a group with a violent explosion."

Nuclear Bomb [Fixed 500]
"A bomb that deals dangerously high levels of damage."

3k Gold Nugget, sells for 500 Kero
"So full of impurities that you can hardly call it gold."

6k Gold Nugget, sells for 1000 Kero
"Still too many impurities to call it gold."

9k Gold Nugget, sells for 2000 Kero
"Not greatly pure, but still sparkles beautifully."

12k Gold Nugget, sells for 4000 Kero
"One look and you know it's real gold."

15k Gold Nugget, sells for 8000 Kero
"The gold to impurity ratio is large for this pricy nugget."

18k Gold Nugget, sells for 16000 Kero
"You'll get a LOT of money for this one."

21k Gold Nugget, sells for 32000 Kero
"No one will argue if you say this is pure gold."

24k Gold Nugget, sells for 64000 Kero
"This level of purity has never been seen before."

Legendary Meat
"Recieved as a gift. Raises stength and defense by 3 points each."

Half-Eaten Meat
"Half eaten meat recieved as a gift. Recovers a single ally to full HP."

Red Feather [60 HP]
"Ingredient of a Warding Charm. Can also recover a small amount of HP."

Fire Stone
"Contains the power of Fire. Someone of great power may be able to use them."

Water Stone
"Contains the power of Water. Someone of great power may be able to use them."

Earth Stone
"Contains the power of Earth. Someone of great power may be able to use them."

Wind Stone
"Contains the power of Wind. Someone of great power may be able to use them."

Dark Stone
"Contains the power of Darkness. Someone of great power may be able to use
them."

Light Stone
"Contains the power of Light. Someone of great power may be able to use them."
--------------------------------------------------------------------------------
6.5.5. KEY ITEM NOTES

Muon - Found at North Tower
"A spell that summons a floating island."

Summon - Given by Grandma in Irem (past)
"A spell that wraps its user in a large bubble. Used to explore the ocean 
floor."

Seed of Ephraim - Found in Mu (past)
"A seed from the Tree of Ephraim."

South Tower Key - Given by Cronus in Irem (present)
"A key from Cronus that allows entry to the South Tower."

Chaos Castle Key - Gotten from beating Ashura
"A key to the front door of Chaos Castle."

Metamor - Given by Grandma in Irem (future)
"A spell that allows the user to take the form of a monster."

Silver Vine Powder - Found in Hermit Village
"An item that can neutralize some monsters in the catacombs."

Prison Key - Gotten from beating Fenrir
"The key to Nemesis' holding cell."

Royal Pass - Given by King Kuranes in Stratus
"A permit from King Kuranes that allows the holder into the Underworld."

High Explosives - Given by Volage in Kommando
"An explosive for destroying the barrier generator."

Blade of Courage - Given by Mask in Kommando
"One of three sacred treasures. A blade used to make the Kusanagi."

Mirror of Wisdom - Found in the Western Towers
"One of three sacred treasures. A mirror used to make the Kusanagi."

Jewel of Kindness - Found in the Mushroom Forest
"One of three sacred treasures. A jewel used to make the Kusanagi."

Sacred Oil - Found in the Vale of Pnath
"Used to make the Aegis Shield."

Superalloy - Found in Dark Cave
"Used to make the Aegis Shield."


Muon (past) - Given by Gil during "The Founder"
"Past Muon"

Recovered Weapons - Won from slime in TP "Lost in Shipping"
"Weapons recovered from a monster."

Melted Weapons - Won from slime in non-TP "Lost in Shipping"
"Useless melted weapons."

Excavation Map 1 - Given as part of "The Excavation Expert"
"Map leading to a hidden treasure."

Excavation Map 2 - Given as part of "The Excavation Expert"
"Map leading to a hidden treasure."

Excavation Map 3 - Given as part of "The Excavation Expert"
"Map leading to a hidden treasure."

Wedding Ring - Found during "The Missing Ring"
"Someone's lost wedding ring."

Parents' Mementos - Found in the SS Dandy Auroria during "Meant to Be"
"Elaine's parents' mementos."

King's Letter - Given by King Kuranes during "To Irem, With Love"
"Letter received from King Kuranes."

Father's Whip - Given by Mask at the end of "Father's Footsteps"
"Raises the effectiveness of the Scouter. Said to have been used by a 
famous commander."


Gears of Time - Given by Gil at the very beginning
"A mysterious item that can manipulate time."

Jet Packs - Given by Dr. Pulsar before going to Floatland
"Rocket-propelled equipment that allows users to fly to the floating 
continent."

Communicator - Given by Dr. Pulsar before going to Floatland
"A portable device that allows the user to keep in touch with far away 
comrades."

Drive Engine - Found in Mountain Cave behind Dogra / Lost at Raging Desert
"A low-power engine that can't cross mountains or the sea."

Hover Engine - Gotten from beating Chaos / Found in Stethelos Airbase
"A medium-power engine that allows land and sea travel but not over mountains."

Fly Engine - Gotten from beating Volvox
"Soars high above land, sea, mountains, and all other obstacles."

Past Warp - Given by Cronus at Irem / Lost at Raging Desert
"A device that allows for time travel between Past and Present."

Future Warp - Gotten from beating Chaos / Lost at Raging Desert
"A device that allows for time travel between Present and Future."

Dimension Warp - Gotten from beating Maitreya
"A device that allows for travel between dimensions."

Remote Control - Found in the Empyrean Ruins
"Summons the Stethelos to your current position. It can also command the 
ship's weaponry."

Capsule Hotel - Given by Dior at Viper City
"A device that fully restores HP and abilities."

Flush-O-Matic - Given by Item Shop owner in Lei
"A device that can revert transformed bodies by one step."

Jukebox - Obtained as part of "A Lesson in Self-Reliance"
"A music player that lets you listen to any tune you've already heard."

Timestop Device - Given by Cronus before going to the future
"Allows the user to stop the flow of time."

Excavator - Given by Cronus in Irem (future) / Lost at Raging Desert
"Allows the user to dig up hidden items."

Scouter System - Gotten from beating Maitreya
"Allows for the collection of monsters to power-up the Stethelos' armaments."

Radar Array - Gotten from beating Ashura
"Shows the location of treasure chests on the map."

Threat Detector - Given by Melrose at New Dharm
"Shows the location of monsters on the map."
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7. CONTACT ME

I am very proud of my work, but it still needs help, so if you're good with the
Japanese or have any sort of information to give me, suggestions on how to
improve format or anything like that, then by all means shoot me an E-mail at
kmaster0 [att] gmail [dott] com. I think you can interpret that. I will need
your help more than ever to get this walkthrough to an actual v1.0! Anything
marked by triple question marks, new battle strategies, and such are all
welcome.

Thank you for the wonderful people at Cain's Domain for giving this game the
shot it deserves at translation. Thank you to whoever decided it was a good idea
to remake this game.

And thank you for reading!

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