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Guide and Walkthrough by Otaku Gundam / Tora Sora

Version: 1.80 | Updated: 09/13/2003

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

		a guide to the game from Otaku Gundam
				 and Tora Sora

				 *Version 1.80*

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

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

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

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

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

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

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

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

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

- ~ - * UPDATE GUIDE * - ~ -
Sorry about the lack of update. It seems Otaku can't log into Contributor
Central, and neither of us could upload over the existing FAQ for a while.
^_^; Anyway, this update includes more people to the "Cool List" and we can
tell you that the text version of the Flying Castle is ready to be sent out in
case you need it ^_^
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
A new section, thanks to a kind donation! Check out the "Art of Thievery", a
list of items that can be stolen from various monsters and bosses. We're also
considering revamping some of the sections...we'll let you know if we decide to.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
A few things have been added: Rueloon Arena can now be found under "Arena
Strategies", several secondary characters have been added to "Characters", the
Shop Lists have now been completed, and we've got some new quotes in "Battle
Voices" for ya, thanks to a very helpful contributor. ^_^ The FAQ is pretty much
done; all that can really be added are putting in more quotes for Battle Voices,
and putting in the Orcoth Arena fight strategies. We'll see what happens.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Our FAQ has indeed been updated on GameFAQs! Huzz! (Note: This is Otaku's word-
one among many others. You may not use this word, unless you gain permission
from him beforehand) So, to show how much we appreciate what Ceej did... we're
gonna submit the updates soon, so Ceej can work some more! -_-; We're sorry,
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Well, while waiting for the FAQ to be put up, we've fixed and added a few
things. Added Choko to the "Characters" and "Skills and Magic" section, as well
as putting up a brand new section: "Arena Strategies"! Fighter and equipment
suggestions, enemy information and levels... it's good. Really good. Especially
since Otaku worked very hard on it. That adds to the goodness. Or something. For
all those troubled by thou Arenas, go check it out.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
It seems for some reason, our FAQ has not been updated and isn't located on the
FTP server. o_O Since we've made a few additions to the guide anyway, we're
submitting it again now...
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
VERSION 1.0!!!
Finished: The walkthrough! This is version 1.0! Added some updates to the
Characters, Skills/Special Moves, Battle Voices, Arc References and Items
sections. Also added a new "section" to Introduction: The "Buying" Guide, made
for those who are uncertain on whether to purchase this great game. Item section
will be finished by the next update.
And as a side note: We were up so late working on this that we began stupid-
dancing to a random Japanese song (YST- Midnight Party), and drinking chocolate
milk with marshmellows. Lol.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Finished: Kharg's Story 3, Darc's Story 3, Kharg's Story 4, AND Darc's Story 4.
Updating now! Muahaha! Go us ^_^
... Please don't hate us for not updating sooner... ^_^;
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Continued to add Kharg's Story 3. Expected update soon.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Revamped the "Items, Etc" section to be easier to read.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Continuing with as much updating as possible in the span of a few days.
We will get this thing finished. We swear, under pain of death.
... Well, it WILL be done... eventually. ^_^
Completed Ancient Tablet and Spirit Dictionary information. Added Kharg's Story
3 and more Arc References, as well as more Skills/Magic.
We plan to revamp the Items section soon so that Items will be easier to find.
Expect that within the next couple of updates.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Yessiree, we're updating, this time with one we'll upload to replace our
previous version on GameFAQs. Updates include: Kharg's Story 2, Darc's Story 2,
Ganz, Volk, and Camellia added to the "Characters" section, more Skill/Magic
info, and several new sections: Battle Voices, AtL Collection References, the
"Cool List", and Ancient Tablet/Spirit Dictionary locations and info.
(Side note from Otaku: I've had my hands full for the last couple of days, due
to the 2 websites I'm making as well as finding some time to play Arc the
Lad...and take notes so I could write the notes up on the computer. As well as
trying to keep my faction up and running (I'd put in a shameless plug here, but
I don't think CJayC would be too happy about that. ^_^' heheh). This is a major
reason for the late update, so...gomen nasai. -_-) Sora's busy too. Or
Don't hate us because we work hard. It's all for you. Yeah, you. *points* And
maybe that guy next to you. And your cat. Rock, Kuroneko.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
AIEEEEE!! We're published FAQ authorses! Uh... yeah. Thank yoooouuuu, CJayC!!
Updates today include the addition of Kharg's middle name to the Characters
section, more additions to the Skills and Magic sections, and the beginning of
Kharg's Story 2.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Darc's Story 1 finished, due to Otaku's writing prowess. Guide is now
preliminarily done... ready to be submitted. Updates will follow. Wish us luck
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
Well, we worked all through the night... still not much progress. Still writing
Kharg's Story 1. It's 4 am. We think we'll sleep now. Hey, it's a damn good FAQ.
You know it. Whoo. 'Night.
Later on: It's now 3 pm. Still not quite ready for submission... we reached the
maximum amount of text for a SimpleText document and I (Sora) have been
deleting carriage returns like my life depends on it to work in Microsoft Word.
Back to the real work now. I hope I don't get carpal tunnel.
3:38 pm: Kharg's Story 1 is finally done.
4:48 pm: The framework for the FAQ is finally complete. Sora wants to submit it
now and then update from here on out. Otaku wants to keep working, then
submit a more complete guide. It seems to be a conflict of interests. We'll keep
you posted. Literally.
- ~ - ~ - ~ - ~ - ~ - ~ - ~ -
We began this FAQ ^_^ There isn't a lot of information right now...  Started to
write the beginning of the beginning. Stay tuned. We'll progress rapidly.
On a random note: Happy July.

- ~ - * TABLE OF CONTENTS * - ~ -

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

I. Introduction
   A. Background Storyline: Previous ATL Summaries
   B. Background Storyline: War of the Spirits
   C. Spirit Stones
   D. The "Buying" Guide

II. Characters
   A. Main Characters
   B. Secondary Characters

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

IV. Walkthrough
   A. Kharg's Story 1: The First Battle
   B. Darc's Story 1: Awakening
   C. Kharg's Story 2: Setting Out
   D. Darc's Story 2: Ambition
   E. Kharg's Story 3: Conflict
   F. Darc's Story 3: Love and Hate
   G. Kharg's Story 4: Rage
   H. Darc's Story 4: Reunion
   I. Kharg's Story 5: Truth
   J. Darc's Story 5: Evolution
   K. Kharg's Story 6: Rivalry
   L. Darc's Story 6: The Final Battle
   M. Kharg and Darc: The Final Battle

V. Arena Strategies

V1. The Art of Thievery

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

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

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

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

XI. Arc the Lad Collection References

XII. The "Cool List"

XIII. Credits and Thanks

- ~ - * I . INTRODUCTION * - ~ -

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

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

A.  Background Storyline: Previous ATL Summaries

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

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

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

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

B. Background Storyline: War of the Spirit Stones

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

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

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

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

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

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

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

It is time to battle the intruding darkness.

C. Spirit Stones

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

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

D. The Buying Guide

<>Otaku: w00t, a new section by me!<> This section is for all those out there
who have not yet purchased Arc the Lad: Twilight of the Spirits. Maybe you've
heard about it, or played it at a friend's house, or perhaps you happened to
see it at some store one day. Whatever the reason is, this small guide was
made to help determine whether you personally will like it, and whether you
should buy or rent it.

Part 1: Familiarity with Series

How familiar are you with the Arc the Lad series? Have you ever played any of
the first three games, or do you know someone who has? If so, then you should
enjoy Arc: ToS. It's chock full of many references, and although some may be
harder to find due to translation differences, most are easy enough. Does that
mean that you have to play any or all of the first three games? Most certainly
not. I'm merely saying that you will only get the MOST out of this game if you
have. Not to mention that the first three games are great RPGs anyway, so IMO
it's a win-win situation there.

Part 2: Familiarity with Battle System

Have you ever played a "strategy-RPG" before? In many of these games (such as
the first three Arc games), each battlefield is split into a large grid, with
the characters and enemies each residing in one square. Since you have a
limited range, you must use tactical decisions (as the name "strategy-RPG"
implies) in order to defeat your opponents. If you have played a strategy-RPG
(and you enjoyed it), then you would also probably enjoy Arc: ToS. The battle
system in Arc: ToS is different from that in the previous Arc games (rather
than fighting on a grid, characters and enemies can move a certain radius
around, which I found to work better in 3D fights), but the old Arc still
exists (the "Attacking from behind is always best" rule and familiar spells,
to name a few). However, despite all this, I think that even if you haven't
played a strategy-RPG before, you'll still catch onto the battle system pretty

Part 3: Length

Do you dislike games that aren't too long, or do you not really care? Although
Arc: ToS is a fine game, it can be finished fairly fast if you don't bother
with the Arenas (I personally don't care about the length of games, but I know
a decent amount of people that do). 40-50 hours is a reasonable estimate, give
or take depending on what you decide to do or not do. If you're one of those
people that love those 70-80 hour, two or more disk RPGs (which I am,
surprisingly), then you may want to consider renting Arc: ToS first.

Those are the main points to keep in mind when considering to add Arc: ToS to
your gaming library. All copies of this game should cost only $40 (or
somewhere around that much), and that's pretty cheap for a next-gen console
game nowadays. If you've gone over everything and are still unsure whether you
should get it or not, just go ahead and rent it. Or, if you don't mind
spoilers, you can read the first story or two of our walkthrough; you know,
see if it sounds somewhat interesting or anything like that. And so concludes
the buying guide. Have a question that the "guide" didn't cover? Or maybe have
a different comment on the guide? Feel free to drop us a line
(twilight_homies@yahoo.com) with anything of the like on the guide. I hope
it's been at least somewhat helpful.

- ~ - * II . CHARACTERS * - ~ -

A. Main (Playable) Characters

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

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

First Appears In: Kharg's Story
Age: 17-18
Weapon: ((Sora: It's a paper airplane on a wire! It is, I tell you!!)) Unknown
for the time being.
Description: She is Kharg's best friend and has a bit of a crush on him. She is
one of the only people to call him simply "Kharg". She is Lloyd's daughter and
apparently the only female member of the Nidellia Defense Corps.

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

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

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

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

Diekbeck, Leader of the Ultra-Mech Squad
First Appears In: Kharg's Story
Age: REALLY old.
Weapon: A gun on his arm.
Description: Diekbeck is a secret character that can be won in the Cathena
Arena. He first appeared in Arc the Lad 2, and some of his spells are still
intact in ToS (some of the names have been altered, though). His body has been
destroyed two times now (the first at the end of Arc 2, and the second near the
end of Arc 3...not including deaths in battle in Arc 2), yet always looks the

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

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

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

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

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

First Appears In: Darc's Story
Age: Looks about 9 or 10, although she's actually REALLY old
Weapon: Her shoes
Description: Choko is...well, a demon child. Or, as she puts it, "100% pure
Deimos". Appearing as a Chongara Summon Pot summon in the first AtL game, Choko
has made appearances in each Arc game to date; whether she be playable or
allowing you to play a few mini-games. However, she really got a chance to shine
in Arc the Lad 2, where a fun side-quest revolved around her and her past.
Ending with her merging with her twin sister Akura and learning new abilities,
Choko was then easily the best all-around character in the game. Too bad there's
nothing like it in Arc: ToS...

B. Secondary (Non-Playable) Characters

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

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

First Appears In: Darc's Story
Age: Probably a little older than Nafia...er, WAS a little older.
Weapon: Probably a sword, like most other Drakyr. Or his arm. Whatever.
Description: Darc's father, the former leader of the Drakyr. He fell in love
with Nafia, and ran away with her and the Wind Stone. Reaching the human-Deimos
paradise on Cragh Island, the two of them learned that humans and Deimos really
could live together, if the two sides would just try. Too bad that shortly after
that, Nafia fell to her presumed death and Windalf died due to an injury
inflicted upon him by pursuing Drakyr. Windalf appears to Darc at the beginning
of his first story, telling him to save the Deimos and to stop a looming crisis.
Windalf is the son of Williwo.

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

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

First Appears In: Kharg's Story
Age: 40-50?
Weapon: His cane? Liquor? Or maybe he just goes into a mad frenzy when he's
Description: Zev, the world famous explorer, is one of the first characters that
you will meet in the game. In fact, prior to your meeting with him is your very
first battle! Wow. Kharg will encounter this mysterious explorer several times
throughout the game. But how can he get around so fast... and what are his true
intentions? Maybe you'll find out later in the game... maybe, as in will.

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

First Appears In: Darc's Story
Age: Mid-20s?
Weapon: Uh...a sword. A certain type of sword, we'll bet.
Description: Rapier is a mercenary unlike all other mercenaries; rather than
fighting for wealth or fame, he fights to protect what is important to him.
Rapier saved Ganz (back while Ganz was in the service), and his words of wisdom
inspired Ganz to search for something he could protect (hence his living in
Isulo Forest). Even though he greatly affects Ganz for the duration of the game,
Rapier never actually appears in Kharg's Story; rather, he and some other
mercenaries stop by Windalf's grave. It's near his father's grave that Darc is
able to defeat Rapier and the other mercenaries. In fact, the armor and sword
that Darc uses for the rest of the game are indeed Rapier's...what a crazy

First Appears In: Kharg's Story
Age: Around Maru's age, possibly a little older.
Weapon: Her fortune-telling abilities? o_O
Description: Foh is a young girl who specializes in fortune-telling and seeing
into the future. She is the current "ruler" of Milmarna, due to a mishap with
the prince many years ago. It's a long story, with predicting the future, and an
assassination plot, and Foh's father being mauled by Deimos, and such. Anyway,
when Kharg and group arrive at Milmarna, Maru poses as the prince so they can
get the Lamda sutra translated. What a mean prank to pull, Maru. Or IS it...?

Yrena and Nazaal, wife and son (respectively) of Volk
First Appears In: Kharg's Story, briefly before dying >_<
Age: Yrena is probably a little younger than or the same as Volk, and Nazaal
looks about 7 or 8.
Weapon: Maybe Nazaal borrowed Volk's axe from time to time...and Yrena probably
had her own, even though she didn't use it.
Description: Yrena and Nazaal is the family Volk has to leave behind, all thanks
to Lloyd. Good job, Lloyd. But then again, if it wasn't for Lloyd and his
unjustified killing, Volk wouldn't have gone on that mad "kill-all-humans-and-
possibly-other-things-that-bother-me" trip and joined up with Darc. And that
would suck, since Volk is a rather nice addition to Darc's party. Anyway, the
death of Volk's family develops into a hate of Paulette...and although she
technically also has a just reason for hating Volk, since Volk killed Lloyd,
Lloyd DID start it all. Or so we presume. Too bad there isn't a scene that shows
what REALLY happened...meh.

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

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

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

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

First Appears In: Darc's Story
Age: Old. Very old.
Weapon: His cane...or maybe his bulk, kinda like Densimo.
Description: HEY HEY HEY! Williwo's here to stay! ... Excuse us. Anyway, Williwo
is the Drakyrnian elder. Darc will meet up with Williwo when the posse makes a
stop in Drakyrnia. Williwo is the father of that traitor Windalf; although he
seems quite displeased with his son's decisions, he rather prefers to throw the
blame of everything on that stupid human Nafia. Williwo will also explain to
Darc how every member of the family of Will has the Crest of Will on their body
somewhere, about Droguza and what he (Williwo) knows about him, and how his
(Darc's) mother and brother were killed years ago. But we know better, don't we?
Yes, yes we do.

First Appears In: Darc's Story
Age: Very old, but not as old as Williwo.
Weapon: He seems like one of those kickass old guys who can pwn with katanas or
bokens and stuff...but with that aside, he doesn't let on if he uses a weapon,
and if so what it is.
Description: Sagan is the long-time servant of Windalf, and despite Windalf's
"traitor"-ness, Sagan is still loyal to his master. Darc will meet Sagan on the
way up to see Williwo in Drakyrnia, who in turn will then introduce you to the
elder himself. Unlike Williwo, Sagan doesn't seem to have a big grudge against
Nafia (or, if he does, at least he hides it well).

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

A. Stats

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

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

B. World Map/ Town Controls

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

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

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

C. Battle Controls

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

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

In the battle menu...

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

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

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

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

- ~ - * IV . WALKTHROUGH * - ~ -

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

A. Kharg's Story 1: The First Battle

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

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

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

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

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

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

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

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

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

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

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

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

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

B. Darc's Story 1: Awakening

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

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

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

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

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

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

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

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

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

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

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

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

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

C. Kharg's Story 2: Setting Out

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

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

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

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

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

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

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

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

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

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

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

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

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

D. Darc's Story 2: Ambition

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

E. Kharg's Story 3: Conflict

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

F. Darc's Story 3: Love and Hate

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

G. Kharg's Story 4 : Rage

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

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

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

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

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

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

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

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

H. Darc's Story 4: Reunion

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

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

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

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

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

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

I. Kharg's Story 5: Truth

Onboard the airship Fiona, you find our good hero friend Kharg muttering in the
corner. Buster will express his concerns on continuing onto Cragh Island- the
supply of SS is running low. But Samson says that they'll manage all right.
Kharg is heading out to avenge Nafia's death, of whom Samson notes hearing of.
"Nafia, the heroic woman of Nidellia", who was brave and fought off invaders.
Kharg says that he didn't even know his mother at all, and reveals that's half
Deimos. He asks if Samson will still help him, and Samson asks if Kharg's still
going to go after Darkham. Kharg says that it's still the same; just that he'll
kill Darc and rescue Lilia first. Boomer warns of rocks ahead, and it's time for
a rather rocky landing! Take this opportunity to save, then talk with Samson. He
has decided to join up with you. Yay! Samson thinks there might be treasure on
this "uncharted island". Sure, whatever you say. Head on out, then over to the
Slothian Village. You'll be stopped at the Beach, where you'll see two Slothians
carving on a stone tablet, then they pass out. Kharg and Samson will discuss how
the Slothians are Deimos because they can speak, yet they are unafraid and non-
violent towards humans. You can ask them about Darc and Lilia, but they won't
know anything. So, onwards to the Slothian Village!

What the...!? In the Slothian Village, you will find...humans and
Deimos...living together!? Why, that's impossible! Anyway, talk to the villagers
and you'll learn that hundreds of years ago, humans tired of fighting came to
this island, where the Slothians accepted them. They also have no SS because
they have no machines. What, no machines!? Why, that's impossible! You'll also
find some Quorups to the right: a merchant to the right of a palm tree, and a
healer on the right side of the beach (next to a Save Point!). If you talk with
the Slothian on the dock, he will tell of two other "strangers" who came and
looked like the "New Hero and Holy Mother". Kharg doesn't know about them, so
head over to the Slothian Elders' hill (left path near the palm tree) to find

On the hill, you'll find... a lot of Slothian elders. Every time you talk to one
of them, you will get part of a story, then they will fall asleep. By talking
with several of them, you will eventually get the story. The "Holy Mother and
Hero" are Kukuru and Arc, and the "New Holy Mother and Hero" are... Nafia and
Windalf!? Yes, indeed. They were deeply in love, it seems. They had come to the
island to find "truth". Well, it's time to head over to the CoT (Cave of Truth,
not Cave of Trials...ah, Star Ocean 2).

(Note: Before heading out, check out the stone tablets around the elders; each
talks about characters from Arc 1!)

In the CoT, you'll quickly find Darc and Lilia- they're being attacked. Kharg
doesn't want to help Darc, so Samson runs in to help. Kharg follows, and a fight
begins. Now, Darc will be on your side during this fight HOWEVER you will not be
able to control him. Meaning that he will most likely keep attacking the
enemies, even if it leaves him vulnerable to attack or incredibly weak.
Therefore, try to keep him healed (don't worry if he dies, though; he'll be
auto-revived to full health after the fight ^_^). Once the fight is over, Samson
will tell Lilia that it's safe now. Meanwhile, Kharg and Darc will meet for the
very first time. And, just like every other pair of hybrid brothers separated at
birth, they prepare to fight to the death. Lilia quickly explains to Kharg how
Nafia died, and they stop for the moment. (Note the Crest of Will-touching
symbolism) Now then, head to the right room and inspect the crevice in the
wall with the symbol over it. Answer its question with "yes", then prepare for
another fight! Have Darc be a decoy (which he will do happily), while Samson
blasts them from afar. They shouldn't be too difficult. When you win, little
lights will appear. Talk to each one to hear a nice little story. When you've
listened to them all, head into the next room (in the upper-right) and talk to
another crevice with a symbol on the left wall. Another one of these fights.
Take them out, listen to the lights, then head up into the next room. You know
what to do: inspect crevice, fight, win fight, and be enlightened. Now, head
back into the main room and inspect the crevice thingy there. You can now go
into this room to learn even more! Darc and Kharg are reluctant, but Lilia
heads on it, so they follow. Inside this room, you will encounter the last
"living" Spirit in the world, the Spirit of Hope (aka a small child rising from
a shallow pool, wearing naught but a buttflap. Dude, put on a diaper or
something.) He's been kept alive by the hope left in the world, and he informs
the group that negative emotions are reawakening the Lord of the Black Abyss
(It's not the Lord of the Black Abyss! It's the Dark One! Meh...whatever.). He
tells you not to hate, then sinks back into the depths. o_O Okay then. Now then,
back to the Slothian Village.

The group will split up to be alone and to think. Night falls, and Kharg's still
thinking. Since you haven't done so in a while, go ahead and save. You can hear
music coming from the dock, and (not surprisingly) it's Lilia! And...Samson?
When Lilia is done, Samson will clap and surprise Lilia (who just happened to be
facing the other direction while humming and playing). Samson compliments Lilia
on her Ortena playing, but... how does he know it's an Ortena?
Uh...er...um...it's...eh...famous! Yeah, that's it! Well, at least he tried. He
compliments her again, asks her to play it again for him- Lilia says she is
tired, however, and hurries off to bed. Talk to Samson, and Kharg will ask
what's going on between him and Lilia. Samson replies that even if he is quite
the playa, he wouldn't go for a girl that young. But Kharg reminisces about how
Samson was always around when he needed him, and how he thought it was a
coincidence...but it wasn't! Samson was there for Lilia! And why else would
Samson come to Cragh Island with Kharg? Kharg explains that he knows of Lilia's
father, who disappeared years ago. And then it's revealed... Samson is Lilia's
father! Why, that's impos- er, I mean. Samson asks that Kharg doesn't tell
Lilia; he "gave her up to get revenge" on Dilzweld and can't call himself her
father now. Kharg thinks that he should tell her anyway, that a parent should
tell their child while they're alive. Kharg wonders why Nafia hid the truth from
him, and Samson replies that it was for Kharg's benefit. How so, Samson? Well,
he says that she held the secret to protect her child, and that she could hold
it forever. Samson says that "he" feels the same way as Kharg. But... who is
"he"? Oh right, that hybrid brother. Speaking of which, maybe (just maybe) you
should go to Elder Hill and see if he's there...after saving of course.

It seems that Darc is here...and after some discussion, IT'S CUTSCENE FIGHTING
TIME!! (sorry for that little outburst; you kinda get random spurts of energy at
4:50 in the morning). They'll fight, and fight, and fight some more... until
Lilia breaks it up. Dang, just as it was getting good. Or something. Lilia
reminds them both of Nafia and Windalf's dream. Kharg thinks that it would be
too dangerous for the humans, Darc thinks he should just kill Kharg now. To make
matters worse, Samson runs in and informs you three that the Dilzweld are here!
But why are they still after her? Darkham wants her still...for some strange
reason. Anyway, the Dilzweld can only come ashore at the Beach, so let's go cut
them off there! ... After you save, of course.

Upon your arrival at the Beach, you will have the privilege of taking out some
Dilzies. Yay. But...something's not right here. A little kid from town will rush
up to you after the fight and say that the Dilzweld got to town, and are
shooting up Slothians! Dammit, this was only a diversion! Back in town, most of
the Slothians are dead. ;_; Poor little guys. Hurry and save, then head on over
to Elder Hill. All of the Elders have been killed as well...and here you find
the Dilzweld that done it! Time to teach them not to screw with this homie trio.
It looks like they got Lilia...again. A bonfire is made, and the Elders are
buried. Samson is down near the village's beach, so go have a chat with him.
Kharg will ask to be taken back to Yewbell, so he can ask for his friends' help.
But that still leaves on question: Why does Darkham want Lilia? Perhaps it had
something to do with Lilia's birth; how her mother Fiona saw a light, and heard
it say that Lilia was a reincarnation of "a friend of the Spirits". Perhaps
Darkham needs Lilia in order to obtain the ultimate weapon/power! Only time (and
the spoilers in this FAQ) will tell.

J. Darc's Story 5: Evolution

Poor Darc is all alone on Cragh Island, thinking... he comes to a
decision. "Humans and Deimos could never get along." Forget Lilia
and Kharg, Darc's a Demios, darnit! He says he'll get the infinite
power, unite the Deimos, kill the humans... wait, is that Pyron over
there? Well Darc, it is indeed! The group reunites on the beach.
There's a whole lotta "Where in the hell were you?" and "We was
worried." and other such grammatically incorrect comments, ended by
Darc's completely inconspicuous, don't think anything of it, "I'M A
DEIMOS. A Demios. There's nothing to worry about. A Deimos is me."
... Ok Darc, we get ya. Now then! Darkham has 4 of the 5 Great Spirit
Stones and Lilia, so now might be a good time to foil his evil plans.
So, you need to go straight to the Dilzweld Empire, on the continent of
Halshinne. However, they've apparently got really good air defense, so
Camellia suggests landing on the southern part of the continent and
then trek through someplace called the Kanara Desert. Ok, go for it!
Hop on the Pyron and take that baby straight to Halshinne.

Once there, head for Kanara Desert. There's a "town" (if one can call
it that) called Barbadoth slightly to the southwest of the desert, but
don't you fret about that now. Entering the Kanara Desert, you'll be
met graciously- by a blinding sandstorm. Wow, talk about hospitality.
Uh, it would probably be a good idea to turn back and think up a new
plan. So now's the time to chill in Barbadoth.

Upon entering town, you can play every RPG player's dream mini-game and
every programmer's "ugh, not this again"- the LINE GAME! That's right,
you can choose to wait in line and get a drink of water, which is
essentially free healing. Or, you can use Sora's method (which she
proudly named the "Bully" Method) and go to the front of the line, wait
for one of the little gaps to appear in the line, and slide on into it.
Yeah, we know what you're thinking. We like water too. Anyway, a little
about Barbadoth. It's a refuge camp for Demios that have been chased
away by humans, Dilzweld in particular. You can listen to a "speech"
from the lovely Deimos on the box to the left of the entrance and line.
To the far right is a mummy that seems... dead... wait! He was just
Sleeping, apparently. Don't scare us like that, dude! Oye, mummies...
Directly to the left of the building at the far back is a tiny figure,
almost hidden... hey, it's Kirjath! He'll wait here for you to give
him all the Ancient Tablets (all 7) and then give you a Goddess
Statuette (which can only be equipped by female members of your party.)
Inside the building at the very back of town is the shop, healer, and
some guys who will tell you a bit about the sandstorm in Kanara Desert.
One will tell you that the sandstorm is the "cries of sorrow of
departed spirits of the Saryu Tribe." Long ago, another tribe called
the Niente destroyed the Saryu and stole from them. The Saryu were the
only ones who could calm the sandstorms of the desert; they did so with
some item. It was this item that the Niente stole from the Saryu. (Good
going, Niente, screw us all over why don't ya.) Later on, the Niente
were destroyed by Dilzweld. (Guess it kinda served them right.) Anyway,
you're told that some of the mummies in town are Niente spirits who
found their way into various corpses so as to keep living. (Look out,
high standards abound.) If you find an Niente mummy, they'll probably
know how to cross the desert and soothe the sandstorm. Hey, let's check
our dead buddy outside. He'll say that he is indeed a Niente spirit,
but alas his memory is shot. He tells you to find and ask Fuhstart, the
leader. Ok, Fuhstart is inside the building, in the far back-left,
complaining about pain and lying down. He'll tell you that you need
the "Flutes of the Saryu Tribe" to soothe the sandstorm, a.k.a. "Saryu
Sorrow". The flutes are twin flutes, named Nahm and Latta after a Saryu
leader and his brother. The flutes were taken back from the Niente by
Saryu mummies, who currently reside in the Pyramid Ruins outside of
town. Gotcha. Save, heal, buy whatever items you deem necessary, etc,
then head out for the Pyramid Ruins.

When you get there, you'll ooh and aah for a moment. Ok, enough of
that. Enter! Inside, there's a shut door that you can't enter. Ok, so
go up. The right path leads nowhere, so up again seems good. Left, up,
and in leads to a switch, pressing it will cause a stone block to fall,
creating a new pathway. Go back out, down, and back in again. Don't
press the switch there just yet, go up the stairs to the right and
outside for a treasure chest:
  - 240 SS
  - Life Tree Berry
Hit the switch on the wall outside there too. Go BACK out the initial
door for this section, into the other, downstairs and take that right
path that previously led nowhere. Well, now it leads to treasure! Chest
  - 100 SS
  - Earth Balm
  - Earth Balm
  - Earth Balm
Chest #2:
  - Clattery Dentures (Weapon Part for Bebedora)
  - Magefoil
and Chest #3:
  - Great Sorcerer's Remains (Accessory for Volk)
  - Earth Shy
  - Earth Shy
  - Earth Shy
Now then, get back to where you were on level 2 of that same room. Go
up the new stairway to the right, go TO the right, run along the path.
Pushing the switch at the end lights up one (of two) lights near the
sealed door at the beginning. You're halfway there! If you run inside
the door near that switch there is a treasure chest:
  - 2200 G
  - Thorned Ivy (Weapon Part for Darc)
Head back around the outside and in. Head to the left, out of the east
pyramid half and into the west half, straight across, back out and
around the outside, then you get to hit another switch (fun, huh?).
Light #2 comes on, now you can go in that sealed door. Down the narrow
stairs is a "gaping hole", so... (this is the fun part) jump in! It'll
Dump you back out right in front of the door you need to go in. The old
"down the laundry chute" trick works every time. So, go into this
mysterious door. Yay, Twin Flutes! Trying to grab them, a mystery voice
asks "Who dares disturb?" (It is I, Aladdin! Er, no, that's wrong...)
The voice won't give up the flutes... (stupid mystery voices!) Leave
now and you may keep your lives. Uh, no. We're RPG heroes here. Fight!
Pick up the flutes to fight lotsa mummies. They can use "Mummy's Curse"
which will lower your attack for a few turns, but Mind Control does
work on these guys. (One note here: Do they or do they not look like
they're shooting you with the Kamehameha wave when they use Mummy's
Curse? Huh? Huh?) Anyway, when you win, Darc comments that it was a
bit o' work. Back to Barbadoth for healing and saving, then onto the
Kanara Desert to see if these things work!

At the desert, Bebedora sees "rage, sadness, pain, betrayal and revenge
and agony and hatred" swirling there. Wow, deep. Darc plays the flutes
(cool sound) and the sandstorm stops. Bebedora can now see the emotions
"floating up". (Another note here: Only Bebedora, Delma and Darc came
out when you reached the desert. Yet Volk talks. 0_0 Where are you,
puppy?) So walk forward, and when you reach the giant swirly hole, jump
on in! (Note: Do not take this advice in real life. We have no
responsibility for you if you do.) Now it's a giant, "dive in the
swirly hole" puzzle maze thing! Waahoo! Anyway this is an FAQ, so we
tell you how to get through. Now where's the fun and bitter, bitter
resentment in that? Dive in the hole in the top-right first. When you
"emerge",, go to the left, skip over the first hole you see, and make
your way to the TOP-most hole you can on this screen. Dive in there.
Then you simply go up, right, and you're out! ^_^ Now that you've gone
through the desert, you don't have to do it again (Meaning you can
go back and forth over the top of it as much as you'd like.) You'll be
forced to make a stop at Maluise Tower, which is full of ancient magic
that can "break seals", magic revived by science and not magic of the
Spirits. Delma hears wings, coming closer- "Quick, hide!" (Ok, if you
know this reference you are our idol. Email it us, for the love of
Tosh!) So you hide and spy, it's... Droguza! Well of course you follow
to see what's up now. To the right, me hearties!

Droguza is conversing with some Dilzweld soldiers in front of a massive
(rather evil-looking) glowing black ball behind a gate. You overhear
the soldiers saying that once the Artificial Wind Stone is complete,
they can finally get closer to this big black ball, past the barricade.
(Well, there's something I'd want to do with my life. Create artificial
almost-holy items to break a magic barrier and get real close to some
foreboding evil-looking black sphere. But that's just me. Anyway.)
You show yourselves Droguza, of course, wants to fight. Claims he's
"evolved" using the power of the Great Spirit Stones. Uh... sure. Fight
now. You can Mind Control the weak Dilzy officers, as usual (they
don't have much willpower, you see). When you win, Droguza again claims
that he's "evolved", but apparently only slightly. He says he wants the
infinite power to revive his "tribe" - wait, Droguza is a Niente?! 0_0
Droguza flies away, "escaping", while Darc stutters that they are the
same- himself and Droguza. Delma, however, disagrees- Darc wants to
help ALL the Deimos, while Droguza is thinking only of himself. Eh, ok,
works for us. Onward to the Dilzweld base! Wait... let's make one pit-
stop first. To the left, a lovely little oasis called Azer Springs.

Azer Springs is Quorup-ville. You can buy buy buy or sell sell sell! Or
heal and save, that's good too. It's a quaint little place to get some
rest, much needed relaxation, and some wide-range Super Duper Bombs.
... Onward to Dilzweld!

Cut to onboard the Megist, where one soldier reports that the guards
at the "Restricted Dimension" (a.k.a. Maluise Tower) were wiped out by
some Deimos! Hey hey hey pal, that's Mr. Deimos to you. The Captain
starts dissing Droguza and...Droguza comes in. Whoops. Droguza wants
the security level raised to level 4. This Darc and his posse are
"hostile". Wow, your very own adjective! Now back to you, Joan.
You come up to the Megist, now beat down the guards. Atta boy, Darc.
When you win, you can go in. Remember this place? Kind of? Darc sees a
ghostly image of Nafia being shot... that's gotta burn. Ok, now
we'll save you some trouble. There's nothing to the right now (where
you had previously saved Lilia), so head up the stairs and into the
door. You'll encounter guards, shock. They shut down the direct
elevator to Darkham. Fight them. Win fight. Then head to the left.
The stairways both lead to the same place, so just go up. Surprise!
Fight more. When you win, go look at the blinky red light. Switch it
on. Yay. Back to zee elevator room! Once there, two "things" come outta
the elevator. Man, that's wack. More troops show up too, so fight the
soldiers and the cyborg-bird-Deimos-things. The Deimos have apparently
been altered, just as Camellia was. Anywho, go up the elevator when you

Upstairs, you're surrounded by experiments in huge, creepy tanks. Mmm.
There's a save point to the left. Now then, for any RANDOM information
collectors out there, just in case you wanted to know, we're going to
list, by tank, which hybrids are which. That's right. "Romalia Chimera
Project" - Arc 2 Reference. Whoop. Listy:
  Sample A: Human-Deimos fusion.
  Sample B: Monster-Machine fusion.
  Sample C: Deimos-Monster fusion.
  Sample D: Monster-Human fusion.
  Sample E: Deimos-Machine fusion.
Ok, done. That was... unproductive. Go through the leftmost door.
Pull the lever there, which creates bridges to the upper and rightmost
rooms from the room you just came from. More Altered Deimos drop down,
so you get to fight again... win again... back to the main room!
Go in the rightmost door now.

Dear Holy Mother, it's the room where Camellia was "tortured"! A Dilz
guy is busy fusing two more Deimos (who are most unwilling) to create
another Altered Deimos. You'll have to fight 3 of them and the Dilz
dude, so do so. Afterward, Camellia contemplates the machine. According
to Bebedora's insight (HAH! Get it? In, Sight? As in she can- oh, never
mind.) Camellia wants to try something with the machine but is afraid
of death. Aren't we all, Camellia? Aren't we all? Well...most of us,
anyway? Anywho, Camellia decides she'd rather die trying to be her old
self than be stuck in her current form. She asks Darc to help her and
work the machine. Darc says ok, sure. Why not. So the experiment
commences! Wow, bright n' shiny. Cutscene of the successful
transformation, Camellia's new form! Sadly, she's just as horrid in
battle as she ever was, though. She thanks Darc and says that she's in
his debt. Delma gets jealous, again. Aw, how touching. Uh, got a world
to save, here. Pick up the Card Key from the little lit-up area near
the transformation machine and head out. Going up to the top door,
you'll need to use the Card Key on the little gadget on the right side
of the door. The door shalt open, and the scene shalt cut to Droguza
and Darkham.

Droguza is asking for further "evolution". Darkham's mad (greedy
Deimos) but agrees, as this will be a good test of his newly-completed
Artificial Wind Stone. Droguza gets in zee funky machine and the
"evolution" process begins. You come in and Darkham laughs at you. Now
he will test his Ultimate Altered Deimos on you! What? Droguza was
actually an Altered Deimos, made by Dilzweld? Darc doesn't believe it,
but Darkham claims that he created Droguza, gave him false memories and
false hopes of reviving the Niente Tribe- a tribe Droguza never really
belonged to. Darkham leaves, and you get to try and stop this evolution
before Droguza goes beeatch on yo asses. Fight!

The object of this fight is to destroy the machines (the 5 of them)
that are evolving Droguza. The machines don't take much, so FINALLY,
FINALLY a fight where Camellia's range comes in useful! You can pretty
much ignore the other enemies (once you destroy the machines the
fight is over), so long as you stay healed. Once you take out the
machines, the whole thing goes berserk- uh-oh. Uh, Droguza seems to
have evolved anyway. Let's get ready to rrrrrrumble!!

The Droguza fight has been said to be the toughest one in the game-
but it's really not so bad if your levels are decent and you have a
good strategy. ((Sora: My levels were decent enough and I, unlike my
friend Otaku here, do NOT like training. Not in the least. In fact,
I've been underleveled for most any RPG you can think of. ^_^;))
Sora has a tried-and-true strategy that's due to work almost every
  First off, your main attackers will be Delma, Volk, and Darc. Darc
Should know Raise Spirits and Delma should know Healing Rain. They will
work their way up to Droguza and use physical attacks (with Delma
healing when necessary). Bebedora and Camellia (unless yours are really
useful, mine weren't) serve to "distract" Droguza should he choose to
use his lovely tail-beam-arc. Sitting Darc in the middle of your
attackers, have him Raise Spirits, then perform as many dual-attacks as
you can- they do the most damage you can in this fight and will take
out Droguza relatively quickly. As for your "decoys", Bebedora can use
Resurrection when necessary to get Camellia back to life (because if
your Camellia was anything like mine, she's got crap for HP), and
Camellia can heal when necessary. With this strategy, you shouldn't
have too much trouble. If you need any help on this, email us by all
means. We'll do our best to accommodate to the situation. ^_^

Once the fight is done, Droguza tells Darc to go to Maluise Tower;
that's apparently where Darkham went. Darkham is trying to break the
seal on an ancient weapon of incredible power. Droguza also asks if
he's a real Deimos. Darc hesitates only for a moment before telling
Droguza that of course he's a real Deimos. Droguza thanks Darc, King of
the Deimos, and dies. It's now up to Darc to save the Deimos race...

K. Kharg's Story 6: Rivalry

Scene: Yewbell. A cat runs by, chasing a mouse. Samson and Kharg
appear. Kharg's a little nervous about coming back, he thinks the
town feels betrayed. Samson says Kharg needs more faith in himself-
he came back because he needed his friends' help, didn't he? And his
friends WANTED to follow him, they didn't have to at all. Samson says
that this is where he leaves you, he doesn't want to complicate
anything. So away he goes. Talking to people around town, they all seem
so... forgiving. o_O Your friends are apparently at the Castle Ruins,
since they... well, aren't anywhere else. Maru is the first one Kharg
sees. He's overjoyed and asks for forgiveness. He wants to be taken
with Kharg again. Kharg says no- I came to ask you to join me again.
Will you? Maru agrees, then tells the story of why everyone's so
friendly again. It's because of Paulette. What? That's right. Paulette
walked around and talked to everyone in town personally, convincing
them to get back behind Kharg and support him. She reminded them of
how much Kharg and Nafia had done for the town. People ignored her,
got angry, threw rocks at her, but she kept going. Wow, what loyalty.
How sweet. She's apparently at Nafia's grave right now- go see her.

There, you'll discover that Nafia's grave has also been spruced up.
Paulette and Kharg have a touching moment and forgiveness all around,
Maru shows up to wreck the moment with a comic crack (can't have too
much emotion in this game, now can we?), and you'll find out that Ganz
and Tatjana went up to Thunor Point to take care of some remaining
Dilzweld soldiers there. Ok, sounds good, head there.

At Thunor Point, Ganz and Tatjana have just finished up. Don't worry,
Those soldiers aren't dead. They're just sleeping... Ganz and Tatjana
are happy to see Kharg, there's a mini celebratory reunion and then you
find out that Darkham's gone to the Dilzweld Empire on Halshinne.
That means he's making an Artificial Wind Stone...! Gasp! Time to storm
the empire! Muahahaha! To the Khargmobile! Or Big Owl, whatever.

Tatjana says you shouldn't head straight in via air since Dilzweld is
Very proud of it's anti-air artillery. It's got something called the
"Curtain of Death", an impenetrable artillery line. They've also been
building a giant turret called Maluise Tower. Riiiiight. Tatjana says
that the easiest way in would be to land in east Halshinne near a place
called Lusah Forest and try to cross over Mt. Lamda. Yippe-ky-yay, off!

You'll land, sure enough, near Lusah Forest. Then head up to Mt. Lamda.
You'll stop at the mini-building in front of it... why, it's a temple!
A temple in front of a mountain! Where monks train! (Now then, where's
Iga? Arc 1, 2, and 3 reference, FYI.) Tatjana informs you that this is
Lamda Temple, which is supposed to have been where it is for three
thousand years! (It's actually probably more than that...) The monks
here learn to use the power of earth and air in the form of "Qi". You
have to "make it through the temple" in order to get to Mt. Lamda. To
bust through would be to face countless warrior monks- not the best
idea, sparky. Kharg shouts for the gates to be opened, states his name,
country, etc. and the gates open. Inside, the cool synchronized monks
practice. Heh. The monk closest to the gate and slightly left will let
you compete in the Lamda Arena- one person, no Skills or Magic. (If
you win the 30 battle though, you get the Romancing Stone.) Anyway, go
up to the front center and talk to the priest.

Our friend Mr. Lamda Priest says that in order to cross My. Lamda, you
Must complete the training at Lamda Temple to become a monk. There's no
time for that, man! We've got to save the world! Ok then, he'll let you
pass on one condition: you must grasp the true meaning of the Lamda
secrets. Ok, fabu. Going out the main gate, Kharg ponders if there may
be somewhere else that has information on Lamda Temple- somewhere that
you could go to find out it's "secrets"? Tatjana says that maybe the
"Great Library" in "Peisus" (Arc 3! Arc 3!) would have something. Ok,
let's head there (South and slightly east on the world map).

Ooooh, pretty. The library is a town all in itself, and looks like a
Giant pagoda-gone-even fancier. The librarian in the little booth tells
you that they have something called the "Lamda Sutra". Unfortunately,
library rules (due to the eccentric head librarian, Mormatt) say that
they can't tell you where to find the book- you have to discover that
on your own. But hey, once you find it, you're allowed to take it!
Peachy. Better start looking then!

Upstairs is a huge display of every possible Arc reference you could
think of, from roses to swords and guns to music boxes that play songs.
Check the reference section for that, though. There's a guy who's
just opened up shop here, and a healer for your convenience. Wow.
Head Eccentric Librarian Mormatt is over to the left, FYI. Also, take
note of the dragon statue/carvings on each wall (Right and Left). Then
head on in.

Inside, Maru tells you he doesn't want to look around, so he'll just
wait for you. Ok, whatever. Second shelf, standing right near the
center is- Span! Hey, our old Spirit Dictionary buddy! He'll take
whatever Spirit Dictionaries you happen to have and read you ones
you've given him already. Looking around at the various books in the
library you'll find that every one of them has some Arc reference in
it. But that's all in the reference section, so on to the storyline.
On the center back wall, there's a scroll that says "The dragon of the
west brightens its eyes with the rising of the sun... and the dragon of
the east brightens its eyes with the tranquility of the sea... When
those two dragons come together, the world shall split in two... Shao
Li". Uhhhh... you may ask. Well, take note of the two dragon
statue/carvings on either side of this scroll- MUCH like the ones in
the artifact room! Go back out to that room and examine the two there-
you'll find that one has a red gem for an eye and the other has a blue
gem. Wow, coinkydink. Back to the scroll, place the red gem in the eye
of the dragon on the left side, the blue gem in the one on the right
side, and viola! The wall splits open, and nobody else in the entire
library seems to notice it. Weird. So, go in.

Ooooooh, pretty lights! ((Sora: I want some of those for my room...))
Heading down the mysteriously-lit corridor, chances are you'll find...
some special stuff. The scroll on the left is the "Ninja Scroll"
((Sora: Good anime.)), the scroll on the right is the "Projectile
Picture Scroll", and dead center is "Lamda Sutra - The Road to
Enlightenment". It's written in ancient Sumlian, though... who can read
it now? Back in the main part of the library, the group regroups, Kharg
announces that he's found it, tells about the language barrier, and now
you have to find someone who can read the darn thing. Wait, Maru's
missing. Darn kid. Oh wait, he's in the corner of the artifact room,
talking to Mormatt. Mormatt's apparently pestering Maru about his crown
since it looks rare and valuable. Mormatt says you should at least get
the crown looked at by the Milmarna Appraisal Office. Oh yeah, and
the office can also read ancient texts. Well whooop-dee-doo! Off to
Milmarna! (South by South by... uh, south.)

Milmarna's got cool scenery and pretty music. Maru gets kinda spacey
and asks if it would be ok for him to walk around for a little bit by
himself. Uh... sure kid. Look around. There's a healer, shop, etc.
There's also a dog guarding a treasure chest, let's take care of this

palace. You'll pass a small piece of land with an old man on it. This
old man will tell you the history of Milmarna. (Arc references abound.)
Hidden in the rock near the old man on this little "island" (as we'll
call it) is a bone. Use the bone to get past the dog. Opening the
chest, you'll find that inside there is some beef jerky and a letter.
Reading the letter, you'll find it's from the dog's owner. He does the
"if you're reading this, I'm no longer in this world" thing, then asks
whoever reads the letter to take care of his doggie, Rover, because
Rover won't understand that his master is gone. The jerky is for
Rover, by the way. Since Kharg has no time to be dog-sitting, ask the
young boy outside, who will be more than happy to take care of Rover.
Yay, a happy little POINTLESS sidequest thing. Back to storyline.

Head to the palace. Inside, you can get your various fortunes told by
the fortune-tellers to the left, or head to the right to get to the
Appraisal "office". On the barrel nearby is Spirit Dictionary 5. You
get all psyched up, only to find that the office is forbidden to
decipher Sumlian writing. What? Why? Sumlian is like a secret, known
only to Milmarnan royalty. You'll need permission from Madame Rosanna
before they'll translate the text for you. Well, Rosanna's apparently
the lady up at the center on top, walking back and forth... how to get
to her? Try the lady in green at the far, far right. She won't let you
in, either. Then Maru shows up... claims he's the Prince of Milmarna
0_0 He says the crown is proof- the lady agrees, it is the crown of
the Milmarnan royalty. Maru is allowed in, alone. You can run up to
where the line of people is waiting and hear the conversation between
Maru and Rosanna. Rosanna says Maru is really "Prince Yumalnoh". Foh,
the best and most famed fortune-teller there, is really a little girl,
Rosanna's daughter and heir to the Milmarnan throne. She's also Maru
(or Yumalnoh)'s cousin, and she foresaw his arrival. Rosanna gives her
permission for the text to be translated, so go drop it off while Maru,
Foh and Rosanna go into the "royal palace" (a.k.a. Foh's room) to talk.
Deciphering the scroll will take a little while, so go in to join the
talking. Foh and Rosanna are apologizing- Rosanna says if only she had
"stopped her husband" ...?? What? Foh wants Maru to step in and be the
next ruler of Milmarna- whoa! Hold up there. Maru needs some time to
think about this... so he leaves. Now you can talk to Rosanna and
get the whole story.
There is a tradition in Milmarna- those who can best demonstrate the
ability to see into the future inherit the throne. Maru's father could,
so he had a long and great rule. When he and his wife died however,
Rosanna's husband, Mobihto, wanted Foh to take over, not Maru. This man
was the king's brother, Maru's uncle. Mobihto claimed that Maru had no
ability to see into the future, but got scared that Maru would one day
gain that power and reclaim the throne. So... he tried to have Maru
killed. (Bad man! Bad, bad power-hungry human!) Rosanna did the only
thing she could think of- had the young Prince run away. And that's
the story.
If you talk to Foh, she'll tell you an interesting tidbit. One day,
when she was very young, she and "Yumalnoh" were playing together.
He told her that he foresaw a fight- the fight over himself and Foh.
So he really does have powers to see the future... or at least did.

Outside, your scroll is ready. In short, it says "Clear away all
Distractions and keep your mind open at all times." Ok, gotcha. Now
Then, Maru's sitting in the upper left, (near the fortune teller there)
On top of a box. He says he doesn't want to rule... then suddenly
claims he's not the real Prince. Uh, yeah. The real Prince met him
a long time ago and... uh, GAVE him the crown, right. Foh overhears
this, believes it, and runs out crying. (Sheesh.) Maru gets up to leave
and happens to look into the nearby crystal ball. Gets worried for a
second... Maru? He wants to talk to Foh again before you leave

Outside, Foh is standing near a boat, apparently contemplating going
out to the ocean with it. Maru manages to stall her though, and the
boat sinks like a freaking ROCK. Hey, Maru foresaw that! He really IS
the Prince! ^_^ He gives Milmarna to Foh. So then, back to Lamda

There, Kharg reports what he's learned to Mr. Priest. (You better be
able to choose the right option without us listing them all, or you
need more help than this FAQ can give you ^_-) The priest says you
still can't pass, though- you haven't SHOWN that you truly understand
the teaching, merely recited it. You must now fight!
Battle with warrior monks 1: whole group versus. Win. Not too hard.
Good, good, says Mr. Priest. Now then, time for some freaky smoke/
incense. What? What up with this, priest-man? The priest tells you
to turn around, and you see... wtf? Darc's party?! Anger flies, but
the priest stops you- the smoke screen turns off, and you see that
"Darc's party" was really... a bunch of warrior monks. The smoke was
special- it manifests hidden emotions, especially those of anger or
hatred. He says you all failed the test- all except Maru, who has
apparently "kept his mind clear of distraction". Maru may now fight
the monks alone- if he wins, you'll be let through to Mt. Lamda. Ok,
pally! Fight time!
Maru should be at level 23 or higher... that just makes things a little
easier. A good strategy for this is to use the fact that the monks
won't move to attack you unless you're a certain distance from them to
your advantage. If you move all the way to the left, for example,
you'll only have to fight one or two at a time, then you can slowly
move in to take on the next, and the next and so on. Another popular
strategy is to use stat-altering items on Maru, like a Napping Bell
(to put them to sleep) or the like. This means you have to get close to
all of them, though, and you risk getting hit a lot. If you make sure
Maru has mad speed and use the "one-at-a-time" technique, you'll get
by with less damage, but more slowly than the other methods.
In any case, when you win, Maru is commended by the rest of the team.
Lamda priest-man lets you go by, but tells you that the reason for the
incense test was this: there is a mysterious fog on Mt. Lamda that
makes those without clear minds see illusions. They get lost and fall
prey to the monsters on the mountain. It's Maru's job to lead the rest
of the gang safely through the mountain. Ok boss! So then, head out the
door to the left and out!

First thing, you'll come to a bunch of little red tiles. Up into the
Little alcove is a treasure chest:
  - 180 SS
  - Bountiful Fruit
When you get back on the main path, beware of very suddenly appearing
enemies. See, we told you. Fight them and win, then continue on.
When the path splits to and upper path and lower path, take the lower
one first for more treasure:
  - Weathercock (Weapon Part for Maru)
  - Balo Nut
  - Wind Shy
Get back up to the "upper" path, run for a bit, then veer down for
another treasure chest:
  - Great Herb
  - Great Herb
  - Great Herb
  - Great Herb
  - Life Tree Berry
Keep on going, head into the next little "alcove" for more treasure!
  - Tanzanite
  - Ice Blade (Weapon Part for Ganz)
There'll be more suddenly-appearing enemies, fight and win. And then...
you'll come across the hallucinatory gas. It's up to you, Maru!

Your first hallucination will be in Yewbell. Monsters show up, so
fight them! Maru says that to get through the hallucinations, you
need to head for the "Ring of Light". Ok, well here there are two rings
of light. There's one directly to the right, around the doorway of the
house there, and there's another near the gate to the Castle Ruins. For
a cool little mappy-thingy of the Ring of Light that Sora made, go
Otherwise, you should know that either path will take you eventually
through Asheeda Forest, where there will be two Rings of Light again.
If you go through the topmost one (near the Big Owl), you'll be in a
loop that'll take you to the same places you've been. If you go through
the bottom one, however, you'll end up on the bottom level of Scrappe
Plateau, then you'll get out. The fog will clear, Kharg and Co. will
be able to see clearly once more, there's a save point in the grass,
and you get to go on to the Dilzweld Empire! Huzzah! (Oh, a little FYI:
if you're like us and like FREE healing and saving, you can go back to
the Big Owl now and not have to go through Mt. Lamda again. You can
just go "over" it, so to speak ^_^ Man, we're cheapskates.)

The Dilzweld "Empire" that you go to is actually a city. You'll be
stopped at the Eastern Fortress. Lots of Dilzweld are laying around-
dead? What? The Fiona's there, and it's crashed! Looking around, you'll
find Boomer and Buster. They'll tell you that Samson was following the
Megist and they tried to bulldoze their way into the Empire. Samson
ordered all of his men to abandon ship before they reached the
"Curtain of Death", but Buster and Boomer refused, staying with their
captain. Of course, the Fiona was shot down and all three of its
occupants are greatly wounded, Samson worse than the others. But he
already took off for the Dilzweld Empire, after Darkham and Lilia!
His men ask you to find him and make sure he's ok. Tatjana comes up
with a plan so you don't have to sneak around- so head into the city.

The guard at the gate recognizes Tatjana and says he thought she had
died in the line of duty- Tatjana rebuts this. She says Kharg and the
others are mercenaries she picked up to help her along the way. The
guard radios in that Tatjana is alive, and you get to go into town.
Typical of a city under a dictatorship, those living on the "upper
level" are those who keep chanting "long live Lord Darkham!" and those
who live on the lower level are those who have done something, anything
to piss off the lovely Lord Darkham or his soldiers. Walk around, talk
to the lovely people. There's a healer and save point in the pub, where
soldiers are getting hammered. One guy in the "slums" will ask you if
you support Darkham- answer harshly (yet truthfully) and he'll tell you
that they helped Samson out- dressed him as a poor man, let him rest a
bit and sent him on his way. Another man there will tell you about
Tatjana's past- her parents died, and she used to live in the slums.
She was noticed by Darkham 15 years ago, and worked hard to become the
best soldier and scientist he had. All the way down all the stairs is
an alleyway with a bunch of cats and a picture of Choko. No point, just
strange. Anyway, go talk to the 3 guards that are standing near a
barricade on the "upper level". One will tell you that the Megist is
under attack (wonder who that could be?), but says that Darkham escaped
with Lilia to Maluise Tower. Tatjana, playing it cool, says she'll go
there as well then.

IMPORTANT! Once you enter Maluise Tower with Kharg and party, events
Will occur that will make it impossible to go back to Cathena. If
you want to do the Cathena Arena, do it now! You can't later!

At Maluise Tower... we smell foreboding. Ack, Samson is hurted! He says
he had planned to take on Darkham... no matter the cost...
(Begin Samson mini-flashback)
Darkham shows Lilia "his masterpiece", Maluise Tower. Samson shows up,
prepared to kill Darkham. Lilia says to shoot, even if ("at that
distance") he might hit her. She also calls him father. Samson is
surprised- how did she know? Samson asks forgiveness from Fiona... then
Lilia... gunshot! But-but... Samson was shot?! From behind by a sniper
who arrives with a Royal Guard. Lilia laments... You find out from
Darkham that Samson's real name is Wyse (cool), and Lilia apologizes-
She never got a chance to sing to her father.
(End Samson  mini-flashback)
Samson asks Kharg to save Lilia, then starts speaking to his daughter
out loud- he says he can hear her and Fiona singing together... it's so
beautiful... Then, my friends, Samson dies... *a minute of grieving,
Samson is cool!! ;_;* Now then, Darkham, you bastard! Let's go kick his
scrawny ass. Into the tower!

Inside, upstairs. To the left and down is a treasure chest (nice how
Darkham even had the treasure chests put in with the tower's
construction, ne?)
  - 200 SS
  - Super-Duper Bomb
  - Super-Duper Bomb
Back up and to the right is... a battle! Fight em, win. Forward and
towards the back is more treasure!
  - Life Tree Berry
  - Revival Medicine
  - Revival Medicine
  - Wind Blade (Weapon Part for Ganz)
Up, up, up... Battle! Down the path that branches off to the right is
Another treasure chest:
  - Stun Unit (Weapon Part for Tatjana)
  - Light Shy
  - Light Shy
Alllll the way left and outside... then back in! And... battle!
<( Important battle note: in the FAR back box (the one you wouldn't get
unless we told you to) is Snake Wire, a weapon part for Paulette that
doubles her range! It's GOOD! Get it! )> Away and down is another
  - Frey's Hair Ornament (female party members only)
  - High Green Lens
Then, a save point! You must be getting close! Outside, cut to Darkham
and his little gang. Lilia's passed out on some altar-thing with the
Great Spirit Stones nearby. Lilia is to act as a stimulus for the GSS
to react. Darkham's going to open the "Restricted Dimension" and talks
to the "noble Flying Castle". (Dude, it's the same crater from Arc 3
0_0) The Flying Castle appears and... cutscene! The Flying Castle
awakens! End cutscene- because the Artificial Wind Stone broke! (Haha!)
Then the "mysterious man" appears, telling Darkham not to worry, the
Restricted Dimension is broken, that's enough. Darkham now wants to
test the power of the Flying Castle on... Cathena?! Cutscene where a
giant beam from the Flying Castle annihilates Cathena. Wow. Back to you
Up the stairs- it's showdown time.

A little bit of talk, then... fight! (Note: What a stupid freaking
looking hat! Ahahahahahahahaha!!!) The Royal Guards have mad game
though, it's a good idea (if you want to) to group them together and
make good use of Maru's Great Hunter (the UBER spell). Again, any
problems with the battle, email us. We help.

When you win, Darkham reveals his true intentions. He wants to
annihilate the Deimos?! One day, when he was very young, Deimos invaded
The Dilzweld Empire. Darkham was sent to Cathena to get help but, the
Delegates being their usual selves, hemmed and hawed over it for so
long that by the time Darkham returned, the Empire was in shambles.
The Deimos had taken children as hostages, killed the people, then
killed their hostages... Darkham asks Kharg to destroy the Deimos in
his place, then, being ever-so weak, topples from the tower and is

L. Darc's Story 6: The Final Battle

Kharg and his group will discuss the Deimos, when suddenly... here comes
Darc and his group! Kharg will wipe out the Deimos! Darc will wipe out
the humans! Bebedora will feel Maru's pain, and then it's decided: the
humans will fight the Deimos for the 5 GSS, winner takes all. You now
will have a choice: will you fight on the human side or the Deimos side?
It's really your choice. We suggest that if you have been pumping a
particular team, pick that one. Be warned, though; the opposing team
will have considerable game regardless. ((Sora: I didn't even know that
I purchased Earthquake for Camellia...and there she was, pulling it out
on my ass.))

When you win, the opposing team will be quite wiped. You'll get ready to
grab the GSS, when...what in the!? You're levitating! In fact, everybody
is! (Note how the characters who "mirror" one another float the same
way, such as Delma and Paulette, Volk and Ganz, etc.) Cutscene time. And
who should appear but...Zev!? That's right, ladies and gentlemen. Our
good, pub-loving friend is really "The Divine Ruler"! Muhahahaha...ha.
Don't look into his eyes, kiddies. He's got none. ((Sora: I'm scared out
of my mind! O_O *hides from nightmares with no-eyed Zev* *shudders*))
<>Otaku: Yep, that was pretty freaky.<> He was the one that created the
monsters, and he is... THE LORD OF THE BLACK ABYSS!! (sorry...it's that
energy spurt thing again) "Zev" was just a temporary name, as well as
his body. He was the first human to defy the gods, and was sealed away
for thousands of years. He mentions the era of the "Twilight of the
Spirits" (Ooh, title reference. You must be close to the game.) However,
in order to achieve full resurrection, he must break the seal on the
Ark! He was merely using Kharg to fight Darkham and to compete with
Darc, as well as make Darkham create Droguza. After all, negative
feelings really up his resurrection time. Lilia begins to levitate, then
so do the 5 GSS and the Divine Ruler, and before you know it, they're

So much happening in such a short time. Anyway, you need to rescue Lilia
and get the 5 GSS back. (Deimos side) Darc will discuss how they were part of
the Divine Ruler's plot before they were even born. Why? Because they are the
descentants of monsters, the Divine Ruler's creations. That's why the Deimos
have a natural battle instinct and a desire to fight; they were created as
weapons by the Divine Ruler! The group will ponder if they could truly be pawns;
Bebedora mentions how they are "all just like me" and that the Divine Ruler is
the true father of all monsters. Darc suggests they head out for the Flying
Castle and stop the Lord of the Black Abyss. Volk and Delma wonder if they
should kill the humans, but Darc says they were manipulated "just like we were".
He continues to say how they have proved who's stronger, and that the Deimos
don't kill the weak for no reason... "unlike the 'civilized' humans". (Ouch)
(Human side) Similar to the Deimos discussion, with the appropriate changes to
make sense. Kharg will offer for Darc and his team to come with you, but they
will decline. So, when that's over, head on back down through Maluise
Tower, then head right and to the castle. Come on, hurry up! "Time is
running out for the human race!" (Another obscure reference. Email us if
you know it. We'll love you. Promise.) Wow, it's...big. When you
enter, you'll be asked if you REALLY want to enter; after all, this is
the last dungeon. Meaning that once you're in, there's no coming back
out. But then again, it's not exactly like you have anything that you
want to do beforehand. And if you do...well, it's sort of pointless now.
In any case, head on in.

Meanwhile, Kharg/Darc will ponder it all over and, for their own reasons, the
group will decide to go after the LBA as well. Head on down and to the Flying
Castle, where you will meet up with the humans/Deimos. Does this mean that
they're joining forces? No way! They could never live in peace with each
other. And suddenly, the castle takes off into the sky and the floor beneath
everybody will drop out! Down they drop, and up the castle goes. Where will they
land, nobody (except for us and other people who have beaten the game, or at
least gotten to this part) knows.

You'll awaken to find that only some of you are around. Kharg,
Paulette, Ganz... and Volk and Delma!? Uh-oh, this doesn't look good.
Kharg thinks they should fight together until they meet up with Darc and
the others, but the others need some convincing. When monsters show up,
they decide to put their quarrels aside for the moment. Fight them, win,
and then the group will reluctantly join up. Cool. If you "touch" the
stone in the corner of the room, a platform will start moving (which is
good news for you). Ride the platform to the other side, where you'll
find another stone- "touch" it and begin to cross the newly created
bridge. Members of your team express concern of the lack of supports
under the bridge. So, Kharg decides to look down and see if he can see
if something is holding them up. Not surprisingly, Delma decides this
would be a nice opportunity to push Kharg off into the dark depths
below. She lunges forward, Kharg notices her and quickly moves, and she
almost falls, barely holding on. And who should come to her rescue but
good old... Ganz!? That's right, Ganz. Mr. "I-hate-Orcon-cuz-they-
killed-my-war-buddy" Ganz. But...why? He says that when a "comrade" is
in trouble, you should save them no matter what. Kharg also mentions
that if Delma really wanted to push him off, she would have succeeded-
guess she must have had some hesitation. Anyway, time to continue on.
Cross, go into this next room, fight some more monsters. Go onto the
elevator, and then walk up to the big wall. You'll wait there until Darc
and the others arrive. Speaking of which...

M. Kharg/ Darc: The Final Battle

Time for us to see how the Deimos-Human team #2 is doing now. It seems
all right until Tatjana and Camellia start arguing... again. Bebedora
senses enemies approaching. Oops, no choice now but to join forces and
fight. After the battle, you've got 4 ways to go: left, right, down,
or up on the elevator- which is currently not working. So head left,
just because. You'll encounter a fight, win. Then touch the cool-
looking stone there. Ooh, I sense a pattern. Go back and head down.
Fight, touch the stone. Patterns, yay. Back and to the right- fight,
touchy stone. Now the elevator works! Huzzah! Save point! Bebedora gets
"attacked" by "the darkness", seems a little odd and tells you which
elevator to get on. Uh... ooookay... In the new room, Bebedora runs
ahead. When Darc asks what this place is, she answers that it's a
"monster box"- a place to get rid of intruders. Two giant dragons drop
down, and Bebedora says that they're gifts to her from the Divine
Ruler. She's gone psycho, controlled by the Divine Ruler. You're gonna
have to fight her. (Note: The objective for this battle is "Destroy the
Bebedora." Was there ever more than one? o_O) So long as you stay
grouped enough so that the dragons can't land on the same platform
as you, they'll only use their distance magic (which is powerful, but
not overwhelmingly so). Every time you hit Bebedora, she'll transport
to a different area of the stage. Once you completely kill her, you
win the fight. Everybody's sad for her, even Tatjana, though Camellia
refuses to believe that Tatjana could be sad for the death of a Deimos.
The group starts to leave but- Bebedora's alive! She wants to know who
her master is- Darc answers that she's her own master, they're just all
her friends. Bebedora chooses to be free and be "like Maru", wants to
have her own heart and feel every emotion. Yay. Go back down the
elevator to the save point, then onto the other one. Hey, whaddya know,
it's Kharg and company! There's a giant meet-up, in front of the big
door of fate. Or something. Kharg asks Darc to join forces and fight
the Lord of the Black Abyss... Darc initially refuses. After much more
talk though, they both agree. You join up! And, with a nice screenshot,
you're prompted to choose which character you'll run around as- Kharg
or Darc? (This makes no difference, you have both parties to choose
from in battle in any case.) The door opens, and in you go!

Wait, Quorup in the Flying Castle? Apparently they snuck in, hoping
to make some good sales or find treasure... man, they be screwed now.
Anyway, you can conveniently heal, save, and buy items, weapon parts,
accessories, airship parts, Pyron food, and everything else.

Now then. To save space and trouble for you (lots of writing can get
very confusing, we know. Believe us. Especially at 5:30 in the
morning.) Sora's made pretty little maps, color-coded, of each floor of
the Flying Castle. If for some reason these don't make sense, email
us and we'll give you the "text-version" of it. For now, the only thing
here is going to be the lists of what's inside various treasure chests.

Water Floor Map: http://www.neo-dynasty.com/water_level.html

Fire Floor Map: http://www.neo-dynasty.com/fire_level.html

Wind Floor Map: http://www.neo-dynasty.com/wind_level.html

Now then, treasure lists:

Water Floor, top treasure room:
  - 1000 G
  - Steel Ripper (Accessory for Paulette)
  - Satan's Beads
  - Angel Statuette (male-only)
  - Ice Talisman
  - Rescue Kit
  - Rescue Kit
  - Rescue Kit
  - Satan's Ribbon (Choko only)
  - 180 SS
  - Life Tree Berry
  - Life Tree Berry

Fire Floor, up elevator, first treasure room:
  - Blade of the Giants (Weapon Part for Volk)
  - 240 SS
  - Duel Spike (Weapon Part for Delma)
  - Light Talisman
  - White Charm

Fire Floor, up elevator, second treasure room:
  - Superconductor Coil (Tatjana only)
  - Life Ring
  - Black Charm
  - 200 SS
  - Life Tree Berry
  - Life Tree Berry

Fire Floor, to the left and then up:
  - Red Charm
  - Red Charm
  - Fire Talisman
  - Battle Jacket (Ganz Only)
  - Power Berry
  - 3600 G
  - Strongest Herb
  - Strongest Herb
  - Strongest Herb
  - Strongest Herb
  - 240 SS
  - Type 4 Ruby Lens Proto

Wind Floor, right treasure room:
  - Green Charm
  - Green Charm
  - Storm Talisman
  - Sorcerer Mask (Maru Only)
  - Diamond Coating

Wind Floor, on elevator, then up:
  - 280 SS
  - Life Tree Berry
  - Raging War God's Blade (Volk Only)
  - Reiki Leaf
  - Reiki Leaf
  - 360 SS
  - Land Talisman

Once you get to the black hall, you'll be fighting the Dark One/
Lord of the Black Abyss very soon. There are Quorup here to heal ya/
sell stuff (just in case you always wanted some item and never bought
it), etc. Save up, friends, and head in!

Cutscene where Lilia will "chant" to break the seal on the ark. Then
she passes out. Thanks a lot, Lilia. Thanks a whole heap mon. (That's
an indirect reference too. Betcha didn't think we'd throw one in right
before the final battle, did you? ^_- As always, email us if you know
it. The Cool List always wants more people.)
Anyway, Zev gets "supercharged" and becomes the Lord of the Black Abyss
once more. Ah, crap. He blasts ye all.

Wait, Kharg's alone in... black? Run around to find everybody else,
staring at a flame (Volk gets two, he's special). As you approach, the
flames turn into insecurities and fears that their respective person
holds... (note: if you talk to the "flame" people again, they talk
backwards. Teehee ^_^)
Here's the quick list of who-sees-who:
Bebedora sees herself, who taunts her about being a puppet.
Paulette sees Lloyd, who tells her she dragged Kharg into unnecessary
Camellia sees her ugly self, who taunts her about beauty and fading.
Delma sees Densimo, who yells at her for being weak and not killing
Maru sees Foh, who tells him that he needs to come back and save
Ganz sees Rapier, who tells him he can just go back to Isulo Forest-
he doesn't really need to be here.
Tatjana sees Darkham, who asks her if she's carrying out his wishes.
Volk sees his wife and son, who accuse him of forgetting them.
Darc sees Windalf, who says he made a mistake- he asked too much of
Darc- "you'll never be a Deimos". (ouch.)
Finally, Kharg has his own flame bottom center- Nafia. She tells him
that he mustn't fight- go to her, you're so... sleepy...

What, Lilia? Her voice comes outta nowhere, telling you all to wake up.
Clear your hearts of darkness! It's all an illusion!
Nafia turns into a "Meshimgen" demon-thing (that was wack), curses
"meddling Lilia", and you get to fight.

Ew, nasty setting. Here's the trick to this battle. Whoever you put in
gets to fight their "flame" person. If someone attacks a Meshimgen that
isn't "their" person, they'll do no damage and get turned into a
Meshimgen NPC for a few turns. In addition, you can't use any Skills,
Magic or items! Here's a hint: use someone in this battle who's
relatively weak as your "tester". Basically, send them around to find
out who's who. The reason for a weak person is that when they're NPC,
they won't do much damage to the other party members! ^_^;
When you win- earthquake! The Lord of the Black Abyss talks to you.
Good job, says he... but I will now stain your hearts in darkness!
Muahahahaha. You all disappear and reappear in a room where Lilia is in
The middle of a freaky tentacle thing. You have to choose- if you
kill it, she dies, too. Well, you have no choice... fight!

Look out for the Meshimgens in this fight- it's not the same situation
as last time. These mutha- er, little buggers will attack you of their
own free will and do quite decent damage. We suggest holding them off
with a few strong characters and having the rest kill off "Lilia
Getman". The thing with Lilia can resurrect one Meshimgen at a time
and can let loose magic on people grouped close together, but not much
more than that. When it dies, you're "trapped". Crap. Lilia shows back
up, claiming that the Hero and Holy Mother saved her and enlightened
her. You all get in a big circle of friends and use the "hope for the
future" to call Captain Planet... er, to escape. Now it's time to
fight... that's right...

The customary Dark One Eyeball of the Arc the Lad Series!!

A few good quotes come in here... "He's a pretty one." - Darc, and, of
course, "We're brothers! *Kharg and Darc draw swords simultaneously"
- Kharg. w00t. All righty, final fight time!

To actually do decent damage to the LBA (or Dark One, whatever you want
to call it), you'll need to kill off the mini-eyes that it spawns.
Doing this will slowly get rid of the black "cloud" that surrounds the
LBA. Now then, the LBA has a few things it does:
1) Spawn little eyes.
2) Hurls ball of Dark magic at single/group that are within it's
immediate range.
3) Shoots deadly Dark beam straight down the middle of the stage.
He'll only use this when the black cloud around him is gone.

Now then, we hope you've been pumping up Maru, and that Paulette's
at SOME decent level, because they've got the range that you'll need
for our strategy.
1st off, get your people to the sides. That way, once you've cleared
the black cloud, the LBA won't use his beam attack. Second- See where
the sides kind of "bend" in toward the LBA? DO NOT get any closer to
him than behind these bends. This way he won't use his Dark magic ball
Now the only thing he's got left to do is spawn little eyeballs, which
Anywhere up to 5/6 of your party members can kill off. All you need
is one person (for Sora it was Maru) attacking the LBA every chance he/
she gets. You can also use distance magic if you don't want to use
Maru. IMPORTANT: When taking out the mini-eyeballs, do NOT get any
closer to the center than ABSOLUTE sides. We mean, touch the damn
sides of the stage, and don't get any closer than that. If you do, LBA
will release the beam on yo ass and he'll regenerate his black cloud.
It's slow going, but you'll finally beat him... (email us with
questions, by all means)!

Once you win, he's still kind of living... Lilia begins to try and seal
him away as Arc once did, by giving her life, then the Spirit of Hope
(the baby-with-a-buttflap) shows up, along with the other Spirits-
they are going to give up their existence on this world to seal away
the Dark One for GOOD. Wow... the Era of the Twilight of the Spirits...

*mood music plays* *mood music stops* On with the game, you ain't
done yet.
LBA gets locked away, the Spirits bade farewell...

On Cragh Island...
The Flying Fortress has crashed into the sea. Everyone's looking at it.
(Except the Quorups! Whatever happened to the poor Quorups that were
on board, huh? DID YOU LEAVE THEM THERE TO DIE?!) What now for the
Deimos? Sure, humans relied on Spirit Stones and their energy for
resources, but for Deimos, Spirit Stones were literally a life force.
Lilia lets on that the Hero and Holy Mother told her that nobody needed
supernatural powers at all...! Darc is looking straight out, into the
future... it might just be ok.

Up where the brothers once fought, they meet again. They talk for a
bit, then realize there is no one there to stop them from fighting
now... they draw swords, but Kharg puts his away, claiming they don't
have to fight now. Maybe they'll clash in the future, but for now
they don't have to.

The brothers shake hands, one human, one Deimos, knowing that a
difficult path lies in front of each of them. The future will not be
without conflict, now that the era of the Twilight of the Spirits has
come to pass...

Peace, Sunset, FIN.

... or it would be, if Lilia's English dub didn't start humming. That
gets rid of the peace, for one.

We love you all. Thanks for sticking with us. The walkthrough part
is done. For the love of Tosh. And Shu. Man, we love them.
And Arc, Elk, Velhart... Lutz.

Ah, Lutz...

Sora and Otaku

- ~ - * V . ARENA STRATEGIES * - ~ -

Below are some examples of fights that you will encounter in the various arenas
of Arc ToS. There will also be suggestions for who to use, levels, equipment,
and other information to hopefully help make your arena experience a bit less

I've listed as many fights I can remember; if you think of a fight that I don't
have listed here, give us an e-mail and I'll try to put up a strategy as soon as
I can. -_-; Also, I've tried to include the levels of each enemy for each
possible fight. Aren't I helpful? Presuming that you said 'yes', thank you.

*Some overall tips:
  -Try to buy at least one of every elemental weapon part that you can
(Aquamarine, Gunpowder, Catfish Whiskers, etc.). There are MANY enemies in the
arena that are weak against an element, and no matter how strong they are, a
well placed elemental attack or two to their back should take them down.
  -Always have 999 (or close to) SS before starting the highest round challenge.
Also, try to be sparing; if you are fighting easy enemies, don't use a powerful
spell or special move to quickly take them out.
  -HEAL between fights. Even if you think that the next fight will be just as
easy as the last, chances are that it won't. If you have lost 75-100 HP or more,
you should definitely heal before entering the next fight no matter what. Also,
(although it's more of a given) if you have any Romantic Earrings, make sure to
equip them on whoever is healing!


Cathena Arena
Suggested fighters: Kharg, Maru
Suggested levels: 20+ for 5-round, 25+ for 15 and 20-round
Suggested equipment: Napping Bell for Maru (can be bought at the Cathena Weapon
Part shop), one of the strongest armbands and coatings you can buy on each
Suggested skills/magic: Maru's Great Hunter, Kharg's Windblade Fury and Healing
Prizes for winning: Stone Bag (let's you carry 30 more SS) for 5-round (Bitter
Leaf x5 after that), Angel Earrings (accessory that blocks
Stickiness/Silence/Paralysis for females) for 15-round (Super-Duper Bomb x5
after that), and Ancient Curiosity (secret character Diekbeck) for 20-round
(Romantic Earrings after that)

Maru is the star attraction here at the Cathena Arena; his attack range, his
speed, and the ever-handy Great Hunter. Kharg is suggested for healing and
fighting. Although the fights may be tough, this is the only Arena that has a
20-round challenge as the highest rather than 30.

*Note: You must complete all (or any that you want) of the Cathena Arena
challenges before the end of Kharg's Story 6 (Rivalry).*

Possible Fights-

Ninja (x4), Spear Lady (x4) (all lvl 10)
Thanks to Maru's mad range, he should be able to attack (or at least attempt to
attack, in case one or two dodge) either of these pairs of four. Meanwhile, have
Kharg slowly kill off the other group with standard attacks; although you can
use a weak spell or special move to finish them off quickly, they're not worth

Pugnacious (x2), Spear Lady (x2), Rhoke (x3) (all lvl 10)
Stay back (down) and hope to lure a few to you. Take them out when they come to
you, then head up and take out the rest.

Shotgun Hunter (x4), Bandit (x2), Monk (x2) (all lvl 15)
The Shotgun Hunters can raise their ATT and have a powerful special move. The
Monks can heal. The Bandits...can shoot at you. Therefore, focus on the Shotgun
Hunters first, then the Monks. These guys can be a pain, so if you need to, feel
free to use some magic/special moves.

Pugnacious (x4), Rhoke (x4) (all lvl 10)
The Rhokes and Pugs should all be together in their respective group, with the
exception of one Pug over to the left of the Rhokes. Have Maru attack one group
(standard attacks or low SS costing group special moves will work), while Kharg
can either attack the lone Pug or the other group.

Whip Hunter (x6), Viper (x2) (WH all lvl 15) (one Viper lvl 12; other lvl 13)
There's a whole lotta poison going around here. Try to hit as many as you can
each turn, but make sure to keep your eye on your HP. If you have any
accessories that block Poison, you may want to equip it one of your fighters to
save you a little trouble.

Viper (x8) (lvls vary between 10-15)
There's a lot of them, but they aren't very hard. Not much more to say.

Stone Tortoise (x6), Whip Hunter (x2) (all lvl 15)
The Tortoises can raise their defense, but other that, it should be the same
old, same old.

Swordsman (x3), Whip Lady (x3) (all lvl 20)
Okay, now the enemy levels start to rise noticeably. The Swordsmen can raise
their attack, and the Whip Ladies have a special move that can hit a large area.
Try to hit them while they're grouped together, whether it be with standard
attacks or special moves/magic. Try to save enough SS for Maru, because if
things get drastic, a Great Hunter may still obtain victory for you.

Bandit (x8) (lvls vary between 15 and 16)
The battle will start with them surrounding you, so unfortunately you can't use
the "lure" method that I will mention many times. However, if you want, a well-
placed Great Hunter should be able to take them all out in one swoop. And, even
if it doesn't, good old Kharg can take out what's left.

Lamda Monk (x3), Sword Lady (x3), Swordsman (x2) (all lvl 20)
Another tough fight. The Lamda Monks can heal, although they will usually vouch
for attacking you instead if you're close enough to them. This is another fight
where you may want to solve your problem with a Great Hunter. Don't worry; you
have plenty of party SS to give to Maru between fights. Right? Right?

Lamda Monk (x2), Sword Lady (x2), Spear Hunter (x2), Swordsman (x2) (all lvl 20)
This is just like the last fight, except that you take away a Lamda Monk and
Sword Lady and add instead two Spear Hunters (aren't I just the 1337
mathematician?). Once again, a Great Hunter will do well for you. If you can't
hit everybody, you can always have Kharg do clean-up duty.

Sword Lady (x8) (all lvl 20)
This should be the last fight you encounter during the 15-round challenge. If
you can spare the SS, use another Great Hunter. If you can't target everyone,
have Kharg attack the rest.

Ninja Master (x8?) (unsure on lvls)
This should be the last fight in the 20-round challenge, and also the toughest
IMO. Unless you have serious pumped up Maru and his speed is surprisingly high,
these guys will always attack first. And there's a good number of them. And they
can do decent damage. They also have high AVD, so they will dodge most of your
standard attacks. Therefore, pull out a Great Hunter on as many as you can and
have Kharg Windblade Fury the rest. It's tough, but you should be able to pull
through it.

When you win the 20-round challenge, you'll watch a cutscene where Diekbeck
emerges. He will explain how he was the leader of the Ultra-Mechs and companion
to the 7 Great Heroes, then join up with your party.

Lamda Arena
Suggested fighters: Diekbeck
Suggested levels: 37+ for all challenges
Suggested equipment: Diamond Coating x3 (unless you can buy stronger coatings),
Steel Armband x2, Diek Screw (can be obtained from Diekpeck in the Peisus
library, sutra room)
Suggested skills/magic: None necessary
Prizes for winning: Star Wing Blade (weapon part for Paulette) for 5-round
(Attack Bottle x5 after that), Life Ring (raises HP by 15% for males) for 15-
round, Romantic Stone (reduces SS cost for all spells to zero) for 30-round
(Bountiful Fruit after that)

Thanks to the Diek Screw, Diekbeck can pump up his attack and defense with the
Diamond Coatings and Steel Armbands without worry. This set of equipment should
make the Lamda Arena surprisingly easy, having the strongest competitors only
strike up around 50 damage or less to you, while you can easily blast back 120.

Possible Fights-

Shotgun Hunter, Bandit, Monk (x2) (all lvl 20)
You can either hang back and take them out using the "lure" method, or move
forward and attack the Shotgun Hunter first thing; the two Monks should move
toward you, making for a nice line of three targets for you. And as for the
Bandit...well, I'm sure you can handle him.

Sword Lady (x2), Swordsman (x2) (all lvl 20)
It's up to you whether or not to lure them away or charge them. Thanks to your
equipment, they can't do much to you anyway.

Whip Hunter (x3) (two at lvl 20; other at lvl 18)
Ditto the above strategy. ^_^

Lamda Monk (x3) (all lvl 20)
This should be the last fight you encounter in the 5-round challenge (and
randomly in the 15 or 30-rounds). They can heal and raise their attack, but a
few blasts to the head will show them what good it did.

Tin Golem (x3) (two at lvl 30; one at lvl 31)
Now you see why having this set of equipment is good! Without it, these guys
would do some nice damage to you. (They can deal 25-30 damage with regular
attacks and 40-50 damage with special moves to my level 46 Diekbeck with 120
defense...think how much they could do with worse defense -_-) And since they
have poor movement, you can easily use the lure method to take them down.

Spear Hunter (x2), Whip Lady, Shotgun Lady (all lvl 25)
Uh-oh, they're at high(er) levels. See the "Sword Lady (x2), Swordsman (x2)" or
"Whip Hunter (x3)" strategies for details.

Spear Hunter (x2), Whip Lady (x2) (all lvl 25)
A slight variation on the above fight. Despite that, use the same strategy.

Monk (x3) (all lvl 20)
FIGHT! ... Diekbeck wins! (Yes, another random reference. Yes, even in the Arena
Strategies, we still have our random references. So, e-mail us if you know it.
And if you do know it... Otaku commends you. Seriously.)

Spear Hunter (x4) (all lvl 25)
If these simple fights keep up, I'm going to start putting in random quotes and
references as the "strategies". Oh wait... I already did that. Well, then I'll
continue to.

Wild Dog (x4) (all lvl 18)
Watch out! These guys can raise their attack!
Yeah, that's about it. Now, do what you've been doing for the other easy fights.

Bandit, Monk (x2) (Bandit at lvl 10) (one Monk at lvl 10; other at lvl 11)
I could probably do this all night, so I best move onto the next fight now.

Bandit (x4) (all lvl 20)
Another simple fight. They start out (and will usually travel around) in a small
group, so lure them back slightly; if they stay in the same formation, you
should be able to blast three of them with one attack. Heh, poor fools.

PA-300 (x4) (unsure on lvl)
These guys are not only strong, but have a mid-range special move that is also
strong. The best strategy for this fight is to use the lure method; however,
make sure to move ALL the way to the left, and either up or down to only attract
one. Defeat that one, repeat this process and you should succeed.

Lamda Priest (x4) (all lvl 25)
This is one of those "last fights in *blah* challenge"; this happens to be the
final battle for both the 15 and 30-round challenges. And your enemies are...
what the hell!? Yes, it seems even the Lamda Priest will take to the ring if you
do well enough. Well, whatever. The lure method is suggested, since the Priests
can still do a good amount of damage to poor Diek. Note that only the 15-round
Lamda Priests are level 25; I believe the 30-round Priests are either level 35
or 40. -_-


Orcoth Arena
Suggested fighters: Darc or Choko
Suggested levels: 32+ for Darc, doesn't matter for Choko
Suggested equipment: None
Suggested skills/magic: Dragon Fang Sword and Air Blade for Darc, any for Choko
Prizes for winning: Guard Fang (weapon part for Darc) for 5-round, Leila's
Mirror (accessory that blocks Poison/Sleep/Confusion for females) for 15-round,
and King Statuette (doubles EXP earned in battle) for 30-round

You can enter the Orcoth Arena anytime after Darc's Story 2 (Ambition). The
Guard Fang is a particularly useful weapon part for Darc, so getting it as early
as possible is suggested. You can put off the other two challenges until you
pump Darc up some more... or until you get Choko.

*Note: You must do all (or any that you want) of the Orcoth Arena challenges
before the end of Darc's Story 5 (Evolution).*

(Due to my position in my current game -about to enter the Flying Castle- I am
unable to head back to the Orcoth Arena. I apologize for the inconvenience, and
I will try my best to get at least SOME strategies up as soon as possible.)

Rueloon Arena
Suggested fighters: Darc, Volk
Suggested levels: 36+ for Darc, 30+ for Volk
Suggested equipment: Gale Headband x2 (can be bought on Cragh Island) for Volk
Suggested skills/magic: None necessary
Prizes for winning: Anti-Poison Ring (accessory that blocks Poison) for 5-round
(Heart Seed x5 after that), Rainbow Charm (raises tolerance to all elements) for
15-round (Monster Medal after that), and Ancient Treasure (secret character
Choko) for 30-round (Deimos Medal after that).

Since the Rueloon Arena doesn't allow any magic or special moves, you'll have to
hack and slash your way through. Who better to do this than Darc and Volk. In
case you're wondering about my suggested equipment... when I was entering the
Arena to get Choko, I noticed that Volk had one slot open in his Accessories.
So, wanting to put something in there that would aid me in my excursion, I put
another Gale Headband on him. Thanks to that, his speed was pumped up to over
50, allowing him to always attack first and often. It's up to you whether you
want to follow my suggestion, but I must say that it worked in my favor.

Possible Fights-

Wild Slothian (x4) (three at lvl 26; one at lvl 24)
They're at somewhat high levels, but they can't do much to you. Use the lure
method, putting both of your fighters on one side to only attract one or two at
a time.

Lakelta (x4) (all lvl 25)
It seems there really are quite a diverse population of Deimos here at Rueloon,
including these Episitian natives. Have any Aquamarines? If so, equip, lure, and
attack. If not, then just lure and attack.

Wild Slothian (x4) (all lvl 20)
Similar to the other Slothian fight, but easier. Use the same strategy, and
you'll make it through.

Ogre (x3) (two at lvl 16; one at lvl 18)
Lure away the two lower leveled Ogres, and take them all out. And on a random
note, I'd like to apologize for the vagueness of some of my strategies; in all
honesty, some of these battles really are easier than others. I tend to write
down simple strategies for the simple fights, and put a little more effort into
the harder ones. Just so you know.

Golem (x3) (two at lvl 21; one at lvl 22)
Last fight in the 5-round challenge...I believe. Gang up on one at a time, and
they should go down quite easily.

Mummy (x4) (all lvl 26)
Here we go, a tough fight. These guys are pretty much a stronger version of the
fights with Coleopts you can encounter here. Their special attack works like the
Coleopt Spheres (lowering your attack, defense, speed, etc.), but it also does
high damage to whoever it hits. And this fight seems to be "popular" in the 15-
round challenge, or at least it was the last time I played through that
challenge (I encountered this same fight three times consecutively -_-). If one
of your fighters can reach a Mummy that you know that your other fighter can
most likely also reach, go for that one. If you can only reach a Mummy that your
other fighter can't, then either move as far as you can towards your other
fighter's target or have each fighter take on his own Mummy. Seeing as how they
use the same status alteration as the Coleopts, I see no reason why the Coleopt
Froth would not cure the effects of the Mummy's Kameha...er, energy ball.

Ogre (x3), Lackey Demon (x2) (Ogre all lvl 22) (Lackey Demon all lvl 24)
Okay, there should be three Ogres near the upper portion of the arena, and two
Lackey Demons near the bottom. I suggest you send your fighters down to take out
the Lackey Demons first; even though they are technically at higher levels than
the Ogres, I've found that they generally do less damage and can be quickly
taken out. Once they've been defeated, you can try to lure the Ogres into a
group for hitting more enemies with attacks... or you could just rush them.
Either way.

Coleopt (x4) (all lvl 22)
Hey, remember these guys? Well, if you don't, you'll most likely remember soon
into the fight. The chances are high that at least one of the Coleopts will use
a Coleopt Sphere once or twice during your fight... and that's if you get lucky,
or are able to take them out quickly. Since the Coleopts can hit you with their
spheres from a decent range, you should go for the two topmost ones first. The
Coleopts also seem to prefer attacking you physically when up close, rather than
using their spheres, so use that to your advantage to kill them off quickly.
Once you have defeated the topmost enemies, try to lure the other two (if you
can lure just one, do it) towards you so you can gang up on both of them. If you
have Coleopt Froth, I suggest having one or two on each of your fighters before
entering the Arena. If you don't... you may want to stock up before heading on

Killer Gargoyle (x3) (all lvl 25)
This fight can be tough or easy, depending on what happens and what you have.
These guys are Dark-elemental. So, if you have a Luminous Moss, great! If you
have two Luminous Moss, even better. Put them on, then head down to attack the
lone Gargoyle first. Even if you don't have any Luminous Moss, just head down
and you should be able to take out the Gargoyle between your two fighters pretty

Reaper (x3) (all lvl 26)
Yay, another Luminous Moss-made-easy fight! Lure them down one by one, then
smack them around with some Light. Pain for them, joy for you.

Zombie (x3), Ghoul (x2) (Zombie all lvl 22) (Ghoul all lvl 24)
Sweet, more Luminous Moss goodness. Lure them down and off to either side, then
wail on those decaying corpses.
Or something of the like.

Canidae (x4) (all lvl 24)
Now, for starters, I think these guys are Water-elemental. THINK. They have a
fire spell, if I'm not mistaken, but after attacking a few with an Aquamarine
equipped, I noticed that I was doing a little less damage to them than usual.
So, if you want to try it with Gunpowder, be my guest. Otherwise, just lure one
or two down, then show them why they should go get drunk in the pub rather than
fighting in here. Or something of the like.

Dark Knight (x2) (all lvl 28)
Wow, high levels. However, there ARE only two of them. Plus they happen to
be...can you guess?...weak against Light! Mwahahaha, it's time for the Luminous
Moss to shine yet again! (Oohh, bad pun...y'know, SHINE? Luminous Moss? It's
LIGHT elemental? ... Meh) Even with the Luminous Moss, it will most likely take
at least two attacks to take these guys down. So, the lure method is suggested.
In fact, the lure method is suggested for almost all the fights. But that's
okay, since it's a good method anyway.

Mechanical Doll (x3), Doll Master (x2) (Mech Doll all lvl 24) (Doll Master all
lvl 25)
Final fight in the 15-round challenge. And they happen to be weak against a
certain element. Now then class, can anybody guess what it is? Anyone? Anyone?
Okay then, I'll just tell you: Light! Yes, you can use the Luminous Moss to help
you out once again. The Mech Dolls have little HP, so you should be able to take
them out easily. Once done with that, pound on the Doll Masters to secure your

When you win the 30-round challenge, you'll watch a cutscene where Choko
emerges. She will explain how she is 100% pure Deimos and wants to go have fun
with your party. She will then "gate-crash" the party...and join up with you.

Besides the nice addition to your party, it seems getting Choko unlocks
something else. When you exit the Rueloon Arena with Choko in tow, you may
notice something different: a Quorup merchant is sitting next to the entrance
with a snake! Yes, he is a snake charmer. Go ahead and watch the humorous show.
Does it do anything for you? No. It's just for fun. And if you come back later,
he'll bring out three small snakes to add to his routine. He will also start
asking for donations, but for such a great show, it's hard to say 'no'.

I hope these strategies have proved useful to all you readers. If you'd like to
comment on these strategies, ask for more help with a certain fight, or perhaps
even requesting for me to put up a strategy not listed here, give us an e-mail
and I'll try my best. Really.

- ~ - * VI . THE ART OF THIEVERY * - ~ -

Thanks to a rather kind donation from dbrandon, we started up a brand new
section. In case you didn't already guess, this section is all about stealing.
Know of something that can be stolen that isn't listed here? Send it on in, and
we'll add it along with credit to you.

- Regular Monsters -

Alraune - Numbness Apple
Bandit - Elixir, Evasion Leaf (after first steal)
Bomber Fly - Super Bomb
Cannon Trap - Dilz Bomb
Cerberus - Gunpowder
Cobra - Antitoxic Nut
Coleopt - Coleopt Froth
Commander - First Aid Kit (not counting plot fights)
Commando - Rescue Kit
Dandelion - Green Memory Grass
Dark Dweller - Dark Balm
Desert Devil - Critical Leaf
Dragon Fly - Fire Balm
Evil Eye - Dark Shy
Foot Soldier - Bomb
Ghoul - Anti-Reaper Cologne
Gunner - Accuracy Leaf
Hellhound - Blue Flower
Hunter Fly - Red Berry
Killer Gargoyle - Water Balm
Lakelta - Water Shy
Lackey Demon - Super Bomb
Mage - Heart Seed
Mandrake - Healing Herb
Mer Apis - Revival Medicine
Monk - Attack Leaf
Ninja - Sleep Firecracker, Attack Leaf (after first steal)
Ninja Master - Confusion Firecracker
PA-200 - Super-Duper Bomb
Poison Slime - Antitoxic Nut
Reaper - Anti-Reaper Cologne
Red Dragon - Gunpowder
Reecher - Dark Balm
Rhoke - Evasion Leaf
Rifleman - Accuracy Leaf
Rognas Gormon - Great Herb
Royal Guard - Bewitching Beads
SA-100 - Guard Support
Scorpion - Nerve Stimulant
Sidewinder - Strength Drain
Skull Warrior - Water Balm
Sleeping Gust - Mint
Slime - Soap
Stone Blob - Spiked Steel Ball
Stone Tortoise - Guard Drain, Bitter Leaf (after first steal)
Supreme Ninja - Evasion Leaf
Swordsman - Attack Bottle
Sword Master - Critical Leaf
Thief - Good Herb
Tin Golem - Spiked Steel Ball
Toxic Ooze - Nervy Cologne
Viper - Attack Bottle
Warlock - Revival Medicine
Wild Dog - Blabber Mouth Cologne
Witch Plant - Antitoxic Nut
Zombie - Guard Drain

- Boss/Plot-line Fights -

Altima (1) - Golem Mask
Altima (2) - Bear Stuffed Animal
Argewalt - Life Tree Berry
Darkham - Burst Blade
Drakyr (Lilia fight) - Green Charm
Droguza (First time) - Swordsman's Blade
Droguza (Second time) - Bountiful Fruit
Droguza (Third time) - Mad Warrior's Skull
Fulkrum - Fire Talisman
Gold Dragon - Dragon's Wrath
Mummy (Pyramid fight) - Lark Coat of Arms, Life Tree Berry
Silver Dragon - Storm Talisman
Skeleton (Mt. Lamda fight) - Shoulder Spikes, Broken Sword
Skull Warrior (Coleopt Shrine fight) - Amethyst Coating
Supreme Ninja (Parez Ruins fight) - Stone Crusher
Tatjana - High Heels
Tsaw - Silk Bowstring
Tsee - Heat Blade
Volk - Bolo Nut

- ~ - * VII . SKILLS AND MAGIC * - ~ -

A. Overview: Acquiring Skills and Magic

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

B. Skills (Humans, Darc, and Choko)

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

	Skill			SP			Class			SS Cost
	First Aid		Learned			*			6
	Sling Knife		?			*			10
	Antidote Treatment	100			**			8
	Sign of Silence		160			**			14
	Stinging Rain		300			***			16
	Mental Focus		400			***			14
	Hypnotize		200			***			14
	Fire Sling		400			****			20
	Mind-Scan		380			****			12
	Interceptor Stance	400			****			12
	Heat Cannon		600			*****			20
	Psyche Up Charge	600			*****			14
	Steel Wall Guard	600			******			14
	Defensive Stance	1600			******		12
	Burning Rain	?			*******		25
	Heat Cyclone	2500			********		30

	Skill			SP			Class			SS Cost
	Venom Arrow		Learned			*			16
	Antidote Treatment	100			*			8
	Maru's Story Time	180			**			12
	Steal			220			**			3
	First Aid		280			***			6
	Silent Arrow		420			***			20
	Binding Arrow		760			****			24
	Mind-Scan		450			****			12
	Maru's Big News		550			*****			20
	Defensive Stance	720			*****			12
	Hunting Arrow		520			******			20
	Setting Aim		560			******			10
	Shuffle Shot		2000			*******			36
	Steal Lv2		550			*******			8
	Psyche Up Charge	450			********		14
	Great Hunter		2200			********		40

	Skill			SP			Class			SS Cost
	Rolling Axe		Learned			*			12
	Interceptor Stance	40			*			12
	Bone Crush		100			**			20
	Steel Wall Guard	150			**			14
	Power Charge		360			***			14
	Psyche Up Charge	240			***			14
	Speed Storm		100			****			24
	Intimidation		400			****			10
	Extreme Grenade		1600			*******			20
	Antidote Treatment	500			*******			8

	Skill			SP			Class			SS Cost
	Medical Machine		Learned			*			26
	E Gale			Learned			**			?
	E Revive		340			*****			20

	Skill			SP			Class			SS Cost
	Big Shot		Learned			*			15
	Sharp Shooter		Learned			**			30
	Raise Spirits		Learned			***			20
	Gattling Gun		100			****			20
	Psyche Up Charge	200			*****			14
	Intimidation		240			******			10

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

	Skill			SP			Class			SS Cost
	Fire Blast		Learned		*			16
	Happy Rays		650			****			26
	Divine Judgement		700			*****			36
	Diek-Break		1500				********		80

	Skill			SP			Class			SS Cost
	Flare Up		Learned		*			20
	Splash Splash		250		***			20
	Swoosh		600			*****			20
	Stone Skewer		1250		*******		20

C. Magic (Deimos, Kharg, and Diek)

	Magic			SP			Class			SS Cost
	Cure			Learned			*			8
	Wind Slasher		Learned			*			10
	Refresh			200			***			10
	Slow Enemy		600			*****			12
	Pure Silence		1200			*******			14
	Air Blade		2400			********		36

	Magic			SP			Class			SS Cost
	Flaming Arrow		Learned			*			10
	Speed Up		Learned			*			12
	Cure			150			**			8
	Refresh			50			**			10
	Wind Slasher		400			****			10
	Healing Rain		600			*****			12
	Stone Rush		600			*****			14
	Explosion		1840			******			38
	Guard Field		700			******			14
	Earthquake		1200			*******			20
	Resurrection		1200			*******			18

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

	Magic			SP			Class			SS Cost
	Water Crash		Learned			*			12
	Heated Soul		Learned			*			16
	Guard Field		100			**			14
	Power Loss		120			**			16
	System Shock		260			***			14
	Slow Enemy		400			****			12
	Pure Silence		680			****			14
	Cure			600			*****			8
	Refresh			600			*****			10
	Wind Slasher		740			******			10
	Speed Up		800			******			12

	Magic			SP			Class			SS Cost
	Cure			Learned			*			8
	Healing Rain		Learned			*			12
	Stone Rush		Learned			*			14
	Pure Silence		100			**			14
	Sleepy Wind		80			**			16
	Refresh			240			***			10
	Earthquake		200			****			20
	Magic Shield		420			****			14

	Magic			SP			Class			SS Cost
	Mind Control		Learned			*			?
	Black Out		Learned			*			?
	Resurrection		160			**			18
	Inferno			420			***			16
	Tornado			640			***			20
	Pure Silence		600			****			14

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

	Magic			SP			Class			SS Cost
	Cure			50			**			8
	Refresh		250			***			10
	Healing Rain		600			******		12
	Resurrection		1250			*******		18
	Magic			SP			Class			SS Cost
	Resurrection		50		**			18
	Vital Energy		450		****			20
	Thunder Storm		800		******		34
	Dark Extreme		1600		********		36

- ~ - * VIII . ITEMS ETC. * - ~ -

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

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

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

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

Also, the lists for the Flying Castle are listed under both parties for your

A. Kharg's Party : Shop Information

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

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

	Spirit Stones -- 3G each
	Healing Herb  --  20G  --  Restores 50 HP
	Good Herb  --  50G  --  Restores 100 HP
	Great Herb  --  100G  --  Restores 200 HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Lamda's Wonder Cure  --  200G  --  Raises morale
	Poison Drug  --  80G  --  Poison the enemy
	Sleeping Pill  --  80G  --  Puts enemy to Sleep
	Sticky Beans  --  60G  --  Makes enemy Sticky
	Yellow Powder  --  100G  --  Makes enemy Silent
	Poison Firecracker  --  360G  --  Poisons enemies in wide range
	Sleep Firecracker  --  360G  --  Puts enemies in wide range to Sleep
	Sticky Firecracker  --  360G  --  Makes enemies in wide range Sticky
	Silent Firecracker  --  360G  --  Makes enemies in wide range Silent
	Steel Ball  --  120G  --  Extensive enemy damage
	Spiked Steel Ball  --  350G  --  Lethal enemy damage
	Bomb  --  	120G  --  Explodes for enemy damage
	Super Bomb  --  320G  --  Wide range explosion
	Amethyst Coating  --  320G  --  Strengthens weapon well (ATT +4)
	Sapphire Coating  --  860G  --  ATT +8
	Critical Hit Support  --  320G  --  CRI +20
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Traitor's Soul  --  860G  --  ATT +6, CNT +50, AVD -8
	Gunpowder  --  240G  --  Adds Fire element
	Aquamarine  --  240G  --  Adds Water element
	Spirit Windmill  --  240G  --  Adds Wind element
	Catfish Whiskers  --  240G  --  Adds Earth element
	Napping Bell  --  1000G  --  Adds Sleep to Standard Attack
	Putrefied Beans  --  1000G  --  Adds Stickiness to Standard Attack
	Mute Stone  --  1600G  --  Adds Silence to Standard Attack
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Crystal Beads  --  200G  --  MNT +5
	Jade Beads  --  420G  --  MNT +8
	Scroll of Evasion  --  960G  --  AVD +8
	Stone Holder  --  240G  --  Lets you carry 15 more SS
	Type 1 Ruby Lens  --  200G
	Low Green Lens  --  260G
	Blue Beam Lens  --  150G
	Star Variable Amplifier  --  2600G

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

	Spirit Stones  --  3G each
	Great Herb  --  100G  --  Restores 200 HP
	Strongest Herb  --  150G  --  Restores all HP
	Ancient Herb  --  240G  --  Restores a little HP to more than one person
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Attack Bottle  --  220G  --  Temporarily increases ATT
	Blabbermouth Cologne  --  260G  --  Temp. increases resistance to Silence
	Memory Cologne  --  320G  --  Temp. increases resistance to Confusion
	Nervy Cologne  --  320G  --  Temp. increases resistance to Paralysis
	Anti-Reaper Cologne  --  460G  --  Temp. up resist. to Instant Death
	Strength Drain  --  120G  --  Temp. lower enemy ATT
	Guard Drain  --  120G  --  Temp. lower enemy GRD
	Mind Drain  --  120G  --  Temp. lower enemy MNT
	Agility Drain  --  120G  --  Temp. lower enemy SPD
	Lamda's Wonder Cure  --  200G  --  Temporarily raises morale
	Iron Arm  --  240G  --  Temp. raises distance you can throw items
	Full Sails Tonic  --  260G  --  Temp. increases MOV
	Sapphire Coating  --  860G  --  ATT +8
	Diamond Coating   --  1200G  --  ATT +12
	Aiming Device  --  240G  --  HIT +22
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Traitor's Soul  --  860G  --  ATT +6, CNT +50, AVD -8
	Luminous Moss  --  360G  --  Adds Light element
	Soot of Darkness  --  360G  --  Adds Dark element
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Jade Beads  --  420G  --  MNT +8
	Bewitching Beads  --  980G  --  MNT +12
	Gale Headband  --  1200G  --  SPD +8
	Stone Holder  --  240G  --  Lets you carry 15 more SS
	Type 1 Ruby Lens  --  200G
	Type 2 Ruby Lens  --  360G
	Blue Power Lend  --  280G
	Simple Booster  --  860G

	Spirit Stones  --  3G each
	Great Herb  --  100G  --  Restores 200 HP
	Strongest Herb  --  150G  --  Restores all HP
	Ancient Herb  --  240G  --  Restores a little HP to more than one person
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Anti-Poison Cologne  --  260G  --  Temp. increases resistance to Poison
	Mint Cologne  --  260G  --  Temp. increases resistance to Sleep
	Smooth n' Dry Cologne  --  260G  -- Temp. increases resistance to Sticky
	Poison Firecracker  --  360G  --  Poisons enemies in wide range
	Sleep Firecracker  --  360G  --  Puts enemies in wide range to Sleep
	Super Duper Bomb  --  680G  --  Wide range explosion
	Sapphire Coating  --  860G  --  ATT +8
	Diamond Coating   --  1200G  --  ATT +12
	Poison Apple Essence  --  1200G  --  Adds Poison to Standard Attack
	Napping Bell  --  1000G  --  Adds Sleep to Standard Attack
	Putrefied Beans  --  1000G  --  Adds Stickiness to Standard Attack
	Mute Stone  --  1600G  --  Adds Silence to Standard Attack
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Jade Beads  --  420G  --  MNT +8
	Bewitching Beads  --  980G  --  MNT +12
	Steel Turtle Armband  --  680G  --  DEF +20
	Pitcher's Tale  --  740G  --  Throw items farther
	Stone Bag  --  860G  --  Lets you carry 30 more SS

Dilzweld City
	Spirit Stones	4G each
	First-Aid Kit  --  80G  --  Restores 80 HP to allies
	Rescue Kit  --  240G  --  Restores 160 HP to allies
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Lamda's Wonder Cure  --  200G  --  Temporarily raises morale
	Nervy Cologne  --  320G  --  Temp. increases resistance to Paralysis
	Anti-Reaper Cologne  --  460G  --  Temp. up resist. to Instant Death
	Purple Memory Grass  --  120G  --  Confuses enemy
	Numbness Apple  --  140G  --  Paralyzes enemy
	Assassin Ball  --  240G  --  Instantly kills enemy
	Sticky Firecracker  --  360G  --  Makes enemies in wide range Sticky
	Silent Firecracker  --  360G  --  Makes enemies in wide range Silent
	Bomb  --  	120G  --  Explodes for enemy damage
	Super Bomb  --  320G  --  Wide range explosion
	Super-Duper Bomb  --  680G  --  Wide range explosion
	Dilz Bomb  --  1200G  --  Dilzweld bomb
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Sapphire Coating  --  860G  --  ATT +8
	Diamond Coating   --  1200G  --  ATT +12
	Aiming Device  --  240G  --  HIT +22
	Luminous Moss  --  360G  --  Adds Light element
	Soot of Darkness  --  360G  --  Adds Dark element
	Putrefied Beans  --  1000G  --  Adds Stickiness to Standard Attack
	Mute Stone  --  1600G  --  Adds Silence to Standard Attack
	Unit 64 K  --  1000G  --  Optical gun for Tatjana
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Jade Beads  --  420G  --  MNT +8
	Bewitching Beads  --  980G  --  MNT +12
	Stone Bag  --  860G  --  Lets you carry 30 more SS
	Scroll of Evasion  --  960G  --  AVD +8
	Gale Headband  --  1200G  --  SPD +8
	Pitcher's Tale  --  740G  --  Throw items farther
	Type 3 Ruby Lens  --  680G
	Medium Green Lens  --  460G
	Max Blue Lens  --  560G
	Noah- Double Amplifier  --  1200G

Flying Castle
	Spirit Stones  --  4G each
	Great Herb  --  100G  --  Restores 200 HP
	Strongest Herb  --  150G  --  Restores all HP
	Ancient Herb  --  240G  --  Restores a little HP to more than one person
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Dark Balm  --  80G  --  Raises tolerance to Dark
	Silent Firecracker  --  360G  --  Makes enemies in wide range Silent
	Confusion Firecracker  --  420G  --  Makes enemies in wide range Confused
	Paralysis Firecracker  --  560G  --  Makes enemies in wide range Paralyzed
	Assassin Firecracker  --  860G  --  Instantly kills enemies in wide range
	Super Bomb  --  320G  --  Wide range explosion
	Super-Duper Bomb  --  680G  --  Wide range explosion
	Witch Blood Flower  --  32G
	Green Nettle  --  22G
	Green Dahlia  --  34G
	Blue Snake Ivy  --  200G
	Tumble Grass  --  120G
	Shiny Grass  --  200G
	Soft Grass  --  240G
	Diamond Coating   --  1200G  --  ATT +12
	Traitor's Soul  --  860G  --  ATT +6, CNT +50, AVD -8
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Critical Hit Support  --  320G  --  CRI +20
	Titanium Armband  --  1200G  --  DEF +12
	Bewitching Beads  --  980G  --  MNT +12
	Satan's Beads  --  1500G  --  MNT + 15
	Gale Headband  --  1200G  --  SPD +8
	Stone Bag  --  860G  --  Lets you carry 30 more SS
	Blue Elec Giant Lens Mod  --  1400G
	Neutrino Charge  --  3200G

B. Darc's Party : Shop Info

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

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

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

	Spirit Stones  --  4G each
	Healing Herb  --  20G  --  Restores 50 HP
	Good Herb  --  50G  --  Restores 100 HP
	Great Herb  --  100G  --  Restores 200 HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Full Sails Tonic  --  260G  --  Temp. increases MOV
	Poison Drug  --  80G  --  Poison the enemy
	Sleeping Pill  --  80G  --  Puts enemy to Sleep
	Sticky Beans  --  60G  --  Makes enemy Sticky
	Yellow Powder  --  100G  --  Makes enemy Silent
	Poison Firecracker  --  360G  --  Poisons enemies in wide range
	Sleep Firecracker  --  360G  --  Puts enemies in wide range to Sleep
	Sticky Firecracker  --  360G  --  Makes enemies in wide range Sticky
	Silent Firecracker  --  360G  --  Makes enemies in wide range Silent
	Witch Blood Flower  --  32G
	Green Nettle  --  22G
	Green Dahlia  --  34G
	Blue Snake Ivy  --  200G
	Soft Grass  --  240G
	Amethyst Coating  --  320G  --  Strengthens weapon well (ATT +4)
	Sapphire Coating  --  860G  --  ATT +8
	Aiming Device  --  240G  --  Raises HIT rate
	Heavy Blade  --  520G  --  Darc Only: Adds to weapon weight to up ATT
	Steel Spike  --  460G  --  Delma Only: Very sharp spike (+ ATT)
	Spirit Windmill  --  240G  --  Adds Wind element
	Catfish Whiskers  --  240G  --  Adds Earth element
	Sleep Bug Eggs  --  860G  --  Camellia Only: Adds sleep to standard attack
	Bone Armband  --  320G  --  DEF +5
	Jade Beads  --  420G  --  MNT +8
	Green Charm  --  480G  --  Raises tolerance to Wind
	Stone Holder  --  240G  --  Lets you carry 15 more SS
	Rabbit Stuffed Animal  --  1200G  --  Bebedora Only: SPD, MNT, and AVD +6

	Spirit Stones  --  3G each
	Good Herb  --  50G  --  Restores 100 HP
	Great Herb  --  100G  --  Restores 200 HP
	Ancient Herb  --  240G  --  Restores a little HP to more than one person
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Accuracy Leaf  --  140G  --  Temporarily raises HIT
	Evasion Leaf  --  140G  --  Temporarily raises dodge rate
	Lamda's Wonder Cure  --  200G  --  Temporarily raises morale
	Nervy Cologne  --  320G  --  Temp. increases resistance to Paralysis
	Anti-Reaper Cologne  --  460G  --  Temp. up resist. to Instant Death
	Iron Arm  --  240G  --  Temporarily throw items farther
	Full Sails Tonic  --  260G  --  Temporarily increase MOV
	Super Bomb  --  320G  --  Wide range explosion
	Super-Duper Bomb  --  680G  --  Wide range explosion
	Hungry Red Tendril  --  50G
	Blue Fruit  --  30G
	Blue Ice Waterweed  --  50G
	Shiny Grass  --  200G
	Soft Grass  --  240G
	Sapphire Coating  --  860G  --  ATT +8
	Diamond Coating   --  1200G  --  ATT +12
	Aiming Device  --  240G  --  HIT +22
	Traitor's Soul  --  860G  --  ATT +6, CNT +50, AVD -8
	Spirit Windmill  --  240G  --  Adds Wind element
	Catfish Whiskers  --  240G  --  Adds Earth element
	Mouth-Sealing Needle  --  860G  --  Adds Silence to standard attack
	Death Ant Nectar  --  3600G  --  Camellia: Inst. kill with standard attack
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Titanium Armband  --  1200G  --  DEF +12
	Jade Beads  --  420G  --  MNT +8
	Bewitching Beads  --  980G  --  MNT +12
	Stone Bag  --  860G  --  Lets you carry 30 more SS
	Gale Headband  --  1200G  --  SPD +8
	Armored Swallowtail  --  520G  --  Camellia Only: + ATT

Azer Springs
	Spirit Stones  --  3G each
	Good Herb  --  50G  --  Restores 100 HP
	Great Herb  --  100G  --  Restores 200 HP
	Strongest Herb  --  150G  --  Restores all HP
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Purple Memory Grass  --  120G  --  Confuses enemy
	Numbness Apple  --  140G  --  Paralyzes enemy
	Assassin Ball  --  240G  --  Instantly kills enemy
	Poison Firecracker  --  360G  --  Poisons enemies in wide range
	Sleep Firecracker  --  360G  --  Puts enemies in wide range to Sleep
	Super-Duper Bomb  --  680G  --  Wide range explosion
	Dilz Bomb  --  1200G  --  Dilzweld bomb
	Witch Blood Flower  --  32G
	Green Dahlia  --  34G
	Blue Ice Waterweed  --  50G
	Blue Flower  --  160G
	Shiny Grass  --  200G
	Soft Grass  --  240G
	Droopy Grass  --  420G
	Traitor's Soul  --  860G  --  ATT +6, CNT +50, AVD -8
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Sapphire Coating  --  860G  --  ATT +8
	Diamond Coating   --  1200G  --  ATT +12
	Aiming Device  --  240G  --  HIT +22
	Gunpowder  --  240G  --  Adds Fire element
	Luminous Moss  --  360G  --  Adds Light element
	Soot of Darkness  --  360G  --  Adds Dark element
	Poison Apple Essence  --  1200G  --  Adds Poison to Standard Attack
	Napping Bell  --  1000G  --  Adds Sleep to Standard Attack
	Mute Stone  --  1600G  --  Adds Silence to Standard Attack
	Bone Armband  --  320G  --  DEF +5
	Steel Armband  --  750G  --  DEF +8
	Jade Beads  --  420G  --  MNT +8
	Bewitching Beads  --  980G  --  MNT +12
	White Charm  --  780G  --  Raises tolerance to Light
	Black Charm  --  780G  --  Raises tolerance to Dark
	Stone Bag  --  860G  --  Lets you carry 30 more SS
	Armored Swallowtail  --  520G  --  Camellia Only: + ATT

Flying Castle
	Spirit Stones  --  4G each
	Great Herb  --  100G  --  Restores 200 HP
	Strongest Herb  --  150G  --  Restores all HP
	Ancient Herb  --  240G  --  Restores a little HP to more than one person
	Revival Medicine	160G  --  Revives from Critical Condition
	Elixir  --  120G  --  Cures abnormal status
	Dark Balm  --  80G  --  Raises tolerance to Dark
	Silent Firecracker  --  360G  --  Makes enemies in wide range Silent
	Confusion Firecracker  --  420G  --  Makes enemies in wide range Confused
	Paralysis Firecracker  --  560G  --  Makes enemies in wide range Paralyzed
	Assassin Firecracker  --  860G  --  Instantly kills enemies in wide range
	Super Bomb  --  320G  --  Wide range explosion
	Super-Duper Bomb  --  680G  --  Wide range explosion
	Witch Blood Flower  --  32G
	Green Nettle  --  22G
	Green Dahlia  --  34G
	Blue Snake Ivy  --  200G
	Tumble Grass  --  120G
	Shiny Grass  --  200G
	Soft Grass  --  240G
	Diamond Coating   --  1200G  --  ATT +12
	Traitor's Soul  --  860G  --  ATT +6, CNT +50, AVD -8
	Guard Support  --  260G  --  Increases GRD (GRD +20)
	Critical Hit Support  --  320G  --  CRI +20
	Titanium Armband  --  1200G  --  DEF +12
	Bewitching Beads  --  980G  --  MNT +12
	Satan's Beads  --  1500G  --  MNT + 15
	Gale Headband  --  1200G  --  SPD +8
	Stone Bag  --  860G  --  Lets you carry 30 more SS
	Blue Elec Giant Lens Mod  --  1400G
	Neutrino Charge  --  3200G


A. Ancient Tablets

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

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

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

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

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

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

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

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

B. Spirit Dictionaries

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

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

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

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

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

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

- ~ - * X . BATTLE VOICES * - ~ -

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

Battle Voice Contributors:
- shelley (^)
(Thanks a lot to the only current contributor of battle quotes, with the
exception of us authors. To all the rest of you: follow the example and send in
some! ^_^ j/k But if you DO have some...well, as you can see from this little
part, we'll be sure to give you credit)

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

Disclaimer: The majority of these quotes are accurate. The others...aren't. For
the quotes that we are not sure about, we have put down what we believe they
say. The majority of those are humorous, so...laugh. And enjoy.

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

A. Kharg's Scenario


Justice will prevail! (begin)
You'll never defeat me! (begin)
How's that? (attack)
Justice wins again! (kill)
Don't throw your life away! (kill... o.O)
You never had a chance!^ (kill)
Too slow! (dodge)
Forget it! (dodge)
Is that your best? (block)
Don't get excited about THAT. (when attacked)
Got it! (pick up)
It's ours now! (pick up)
Let the healing wind blow and rain down new strength! Cure! (magic/skill: Cure)
May a blessed rain give us new power! Healing Rain! (magic/skill: Healing Rain)
Take the windblade of fury! Power Shot! (magic/skill: Power Shot)
Oh mighty wind, may you consume all! Windblade Fury! (magic/skill: Windblade
Strike from above! Go for it, Big Owl! (magic/skill: Big Owl)
Thanks, Paulette. (when healed...by Paulette, obviously)
Let's go, Paulette! (dual w/ Paulette)
Watch out for me! (level up)
I feel the strength! (level up)


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


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


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


Let's get this party started! (begin)
Stay right there! (attack)
OlZ olZ! (attack)
Ready for a hole in your gut? (attack)
Yahoo! (attack)
Go go go! (attack)
I'm on fire! (after attack)
Never better, baby! (critical)
Like the wind! (dodge)
You'll have to better than that! (dodge)
Heheheheh. (block)
I've got room for more. (pick up)
Gotcha. (dual)
Can this get any better? (level up)


Where's the enemy? (begin)
It's my turn now. (begin)
Here I go. (attack)
Don't move. (attack)
Whatcha doing? (when attacked)
Knock it off! (when attacked)
Weakling. (kill)
Haha. (dodge)
Yahoozor. (dodge)
Get bent. (dodge)
For me. (pick up)
What's this? (pick up)
Goody. (pick up)
Focus on the enemy! (dual)
What are you waiting for? (dual)

B. Darc's Scenario


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


I'll slice ya' to pieces! (begin)
I'm on the prowl. (begin)
Special delivery! (attack)
It's over for you! (attack)
Hah, another weakling! (attack)
I hate you! (after attack)
Too bad for you! (kill)
Another weakling!^ (kill)
Nice try, bucko. (block)
Wuss! (block)
Quit playing around! (miss)
Oh, it's on now!^ (miss)
Nice shot. (when attacked)
Dammit! (when attacked)
Must be luck.^ (when attacked)
Last chance! (dodge)
Didn't even scratch me. (dodge)
Lookie here. (pick up)
I'll take that. (pick up)
You looking for trouble? (when healed)
I'm not done yet... (weak begin)
Guess it's time for some healing. Cure! (magic/skill: Cure)
You're about to die, y'know. Healing Rain! (magic/skill: Healing Rain)
Feel my rage! Flaming Arrow/Fire Storm! (magic/skill: Flaming Arrow/Fire Storm)
Watch yourself!^ (dual)
Witness my power! (level up)
Watch out for me! (level up)
No one gets in my way!^ (level up)
Nothing can stand up to me!^ (level up)


Who wants some? (begin)
Time for battle! (begin)
Death is calling you. (attack)
Witness the rage of a Lupine! (attack)
No mercy! (attack)
Hit harder!^ (when attacked)
*howls* (critical)
You're weak. Too weak. (kill)
Nice try. (dodge)
You need more practice. (dodge)
I'll take that. (pick up)
Thanks. (pick up)
Hand that over. (pick up)
Be strong! The battle rages on! Cure! (magic/skill: Cure)
My hot blood and fighting spirit boils and burns! Heated Soul! (magic/skill:
Heated Soul)
Understood! (dual w/ Darc)
One day, I will get revenge! (level up)
Guardian stars, lend me your protection! (level up)


Are you happy to face this pretty flower? (begin)
It's my turn now. (begin)
Prepare to meet your maker! (attack)
What are you doing to me?^ (when attacked)
May you rest in peace.^ (kill)
Short is the life of a flower.^ (defeat)
What a pity! (dodge)
What a dimwit!^ (dodge)
Sneaky little bugger!^ (miss)
Running away are we?^ (miss)
I've hit the jackpot, baby! (pick up)
You shall feel the rage of the earth. Earthquake! (magic/skill: Earthquake)
I am a blossoming flower of the most noble kind! (level up)


I'm Bebedora. (begin)
I must defeat the enemy. (begin)
Are you the enemy?^ (begin)
This is the end for you. (attack)
I can see your despair.^ (after attack)
Not broken yet?^ (after attack)
I'm breaking little by little.^ (weak after attack)
You must be embarrassed. (dodge)
I can dodge anything. (dodge)
I don't need this. (pick up)
My puppets must weave a web of destruction. Mind Control! (magic/skill: Mind
Everything returns to darkness. Black Out! (magic/skill: Black Out)
I get it.^ (dual)
I will soon control everything.^ (level up)

-Choko (Choco)-

Iiitttt's Cho-ko's turn! (begin)
Wanna play with me? (begin)
Taaaake THIS! (attack)
Buuurn! (attack)
Choko did it! (attack attack)
Choko win! (kill)
I'm mad now! (when attacked)
Missed me! (dodge)
I wonder how it tastes? (pick up)
What is this? (pick up)
Present? (pick up)
Let's get 'em good! (dual)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  - The stone monuments found on Elder Hill on Cragh Island each speak of a
different Arc the Lad 1 character.
	- "One wears a red headband; wields the power of the Spirits; searches for
a box" = Arc
	- "One possesses a long white beard; knows much; and can wield much magic"
= Gogen
	- "One is always striving to be strong; is tough on everyone; but is
toughest on self" = Iga
	- "One carries a pot; rules over the monsters; all hail the King the King"
= Chongara
	- "One has locks of red; angers easily; likes to drink; picks flowers" =
	- "One did not visit here; but has a woman friend; that's what everyone
thinks" = Kukuru?
	- "One was small and round; wore a tall pointy hat; plays many sounds;
makes things fun" = Poco
	- "One rows a boat; is always in the boat; gives us food; and pets us" =
On one monument, you can read a small testimony by Chopin:
             In the year of....., the Silver Noah arrived on the shores of Cragh
Island, with them aboard.
The will of the darkness manipulates power and opinion, pursuing them
tenaciously, without end.
But they will never give in.
Before long, they will surely shatter the darkness.
And one day, they are sure to be called... "Heroes".
However, when they become legends, who will even know?
Who will know that, before they were heroes, they were regular people, faced
with their own troubles, pains, and sometimes, even their own sins.
Therefore, as a companion on their journey, I shall leave this record of their
Until that day when we are able to return to our beautiful homeland,
I shall do my best to aid them, any way I can.
             Francois Eric Chopinne

  - Inside the battleship Megist, Darc's party encounters hybrid humans,
Deimos, and monsters. There is a sign that says that this is continued
research of the "Romalia Chimera Research Project". While Elk attended the
White House (Arc 2), many Chimera projects occurred, including experiments
on his two best friends, which he later was forced to kill.

  - The "Great Library" in "Peisus" Grand List -

    - "Images of Umen" (the big head in the artifact room) was "taken from
Yagos Islands, where Elk originally found Diekbeck in Arc 2.
    - "The Songstresses' Music Boz" plays two songs- the first is Shante's
Song from Arc 2/ Arc Arena, and the second is Raia's song ("Way of the Earth")
and the closing theme to Arc 3.
    - The "Love and Lunah" gun is the Lunar Gun from Arc 3, created by Cheryl,
the "genius of a 14 year old girl".
    - "Hero's Armor" is the best armor in Arc 3/
    - "Crimson Blaze" is Tosh's Sword, the Crimson Edge, from all three games.
    - "Princess Henrietta" is the rose bred specially for Anrietta (Arc 3) and
is passed down through the family of butlers serving the Rochefort family-
Sebastian! ^_^
    - "Monster Summon Trophy" is the trophy Chongara gets in "South Sraht"
(a.k.a. South Sulatro, Arc 3) and "Pandilla's Casino House" (Pandira Casino,
also Arc 3), was changed to Chongara's Casino House.
    - The young woman inside the library mentions a "school of magic" that used
to be nearby- this school was Rushalt, where Marsia (Arc 3) once attended.
    - "Intro to Diekbeck Research" : Diekbeck (Arc 2, 3)
    - "Legend of Ultra-Mechs" : Diekbeck and "Grogalde", whom Diek had to fight
in Arc 2.
    - "Tale of Mother Claire" : Mother Claire is from Arc 2- the book also
mentions "beast-talkers and cardists"; beasttalkers are from Arc 2 (Lieza) and
Cardists are from Arc 3 (Theo and his mother).
- "The Wizard and the Mysterious Maze" : This is essentially the story of
the guild job in Arc 3 where Alec must make his way in to see Gogen, the
legendary master of magic. Gogen is in all three Arc games.
    - "Research on Magic by Marisa Aqui Qharts" : Marsia is a party member in
Arc 3. The book mentions Rushalt, the school where Marsia studied, which was
near Paysus in Arc 3.
    - "Illustrated Book of Monsters" : Mentions Lieza (Arc 2 and 3) and the
Pyron card, a plot event in Arc 3.
    - "Writings of Merlinne" : Rainbow Bridge Gang (Arc 3)!! The leader, "Agite"
(previously Aguito), leader of the "Rainbow Bridge Thieves" writes in this book.
The RBG was a hillarious running gag in Arc 3 ^_^
    - "New Academy Manifesto" : Speaks about the Academy's goals. The Academy
was the main, "evil-driven" force in Arc 3.
- "How To Impress the Ladies (Self-Published)": Book by Spicy of Arc 3,the
unluckiest man on earth when it came to love. "When the wind blows, I want you
to remember me..." was his catch phrase, more or less, and he writes it again
here. The book also mentions a specific guild job in Arc 3 (the one with
triplets) ^_^ lol.
    - "Choko's Diary- The Manuscript" : Talks about Choko in general, mentions
"Choko in pot for nap, waits for new friends", a reference to Arc 3 where Choko
can only be found inside various pots when you wish to play her minigame.
    - "Spirit Faiths Around the World" : We believe "Aribasa" is a reference
to Arc 2. This is the place where the people worship the Water Spirit. It also
mentions North Aldrow, where they worship the Fire Spirit and learn to harness
the power of Fire.
    - "Mts. of the World" : Mention Mt. Sion, which contained the ark.
    - "History of the Arena" : Mentions "Clenia", where Gruga was from, near
Choko's hometown. Also mentions the Danger Dome in Gislem (Arc 3) and "Baltos",
or Palatos, from Arc 3.
    - "Research on Choko's Diary" :  More on Choko.
    - "Lamda Scroll" :  Mentions "Grand Bishop Eaghar Lamdakia", which they
somehow got translated- it's supposed to be Iga ^_^;

  - Mistranslations: Mt. Lamda is supposed to be Mt. Amidar, Peisus is Paysus,
Milmarna is Milmana.

  - The old man in Milmarna who will tell you about its history mentions the
"Great Disaster" (plot event just before Arc 3) and how Milmarna was rebuilt
after this disaster by the "Royal Queen", Sania, and her "advisors", one of
which is Yonan, an Arc 3 reference.

  - There is a poster of Choko in the alleyway in the Dilzweld Empire. ^_^

  - The Flying Castle (which has been in Arc 2 and 3), the Dark One (enemy in
all Arc games!) and the crater made by the Flying Castle, which may or may not
be the same crater as it was in Arc 3 ^_-

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

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

Rock on, guys. Teh coolzor. ^_^

- ~ - * XIII . CREDITS AND THANKS * - ~ -

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

Contact the authors at: twilight_homies@yahoo.com

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

Credit to SCEA for publishing the game.

Credit to Working Designs for their translations. Period.

Credit to Otaku for helping write the FAQ.

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

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

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

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

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