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FAQ/Walkthrough by EChang
Version: 1.6 | Updated: 10/07/05
TALES OF LEGENDIA FAQ/WALKTHROUGH (v1.6, 10-7-05) by Edward Chang (chang dot 459 at osu dot edu) Revision History v1.6 (10-7-05) Second set of revisions complete. v1.5 (9-30-05) Revisions through Chloe's Quest complete. v1.4 (9-24-05) Revisions through the Character Quest introduction complete. v1.3 (9-18-05) Minor revisions throughout, added a note about the Quiz Minigame, though details about that are in a separate FAQ. Thanks go to Shinryu and Aurelious for informing about certain planned spelling changes in the names (Fenimorl -> Fenimore, etc.), though since the Namco representative has said he will wait until the Japanese official guide comes out (which is on the 29th of this month) I too will wait before making any spelling changes. v1.2 (9-10-05) Corrected an omission from the Rare Monsters list. Added Titles List, probably still missing some however. v1.1 (9-6-05) Sidequests added, Recipe list completed. Minor revisions throughout. v1.0 (9-5-05) Walkthrough portion now complete. Lists, side quests, and so on will be added/updated in subsequent updates. v0.9 (9-3-05) Chloe's and Moses's Character Quests complete. v0.8 (9-2-05) Walkthrough complete through Introduction, Will's, Norma's and Interlude for the Character Quests. v0.7 (8-31-05) Walkthrough for Main Quest completed. Walkthrough for Character Quests begun. v0.6 (8-30-05) Walkthrough complete through Chapter 6. Made some revisions and spelling corrections based on the info from the offical First Adventure Guide (ISBN 4-08-779335-4). Expanded recipe list. v0.5 (8-28-05) Walkthrough complete through Chapter 4. Expanded lists. v0.4 (8-27-05) Walkthrough complete through Chapter 2 and Chapter 3. Expanded lists. v0.3 (8-25-05) First version. FAQ portion mostly done, Walkthrough and lists started. TABLE OF CONTENTS 1. Introduction 2. Gameplay Basics Controls Characters NPCs Menus Exploration Battle 3. Walkthrough Main Quest Chapter One: In Pursuit Fallingwater Werites Beacon Port-on-Rage Country Cottage Misty Mountains Bandit's Lair Bandit's Lair~Crystal Forest Crystal Forest Bow Cottage Secret Passage Old Mofumofu Village Secret Passage Down the Cliff Chapter Two: Just Out of Reach Down the Cliff~Werites Beacon Port-on-Rage The Crags Mofumofu Village Mofumofu Village~Waterways Waterways Chapter Three: A Fateful Encounter Waterways~Ruins of Frozen Light Ruins of Frozen Light Ruins of Frozen Light~Great Hollow Great Hollow Ruins of Frozen Light Forest of No Return Chapter Four: The War-Torn Land Forest of No Return~Mauritz's Hermitage Mauritz's Hermitage Man-Eating Ruins Mauritz's Hermitage Hermit Hill Front Line Bridge Plain Triage Tent Bridge Chapter Five: Awakening Graveyard Vista Point Village of the Ferines Hidden Fortress Hidden Fortress~Altar of the Sea Altar of the Sea Chapter Six: The Fallen Lands The Quiet Lands Fire Monument Coast Ice Monument Coast Thunder Monument Coast Earth Monument Coast Geoglyph Area Coast Elevator Chapter Seven: Shining Blue Mirage Palace Werites Beacon Wings of Light Character Quests Introduction Down the Cliff Werites Beacon Port-on-Rage Werites Beacon Fallingwater Lumen Spring Will: A Flower And A Promise Werites Beacon Great Hollow Werites Beacon Quiet Lands Thunder Monument Werites Beacon Waterways Norma: Chasing a Dream Man-Eating Ruins Ice Monument Werites Beacon Crystal Forest Interlude Village of the Ferines Chloe: A Place to Call Home Hidden Fortress Werites Beacon Earth Monument Werites Beacon Forest of No Return Moses: Of Man and Beast Misty Mountains Werites Beacon The Crags Werites Beacon Bandit's Lair Jay: The Guardian and the Guarded Secret Passage Mofumofu Village Ruins of Frozen Light Mofumofu Village Mirage Palace Grune: Birth Fire Monument Bridge Werites Beacon Altar of the Sea Wings of Light Werites Beacon Altar of the Sea The Cradle of Time 4. Sidequests/Subevents Grade Shop Synthesis Shop Battle Arena Sound Test Skit Watching Quiz Minigame Portraits Rare Monster Hunting Searching for the Blue Sephira The Baker Grandma Caroline's Quest The Love-Love Couple Mimmy's Hat 5. Soujutsu (Eres) List 6. Recipe List 7. Title List 8. Frequently Asked Questions/Tips 9. Credits 1. INTRODUCTION This is an FAQ and walkthrough for the PS2 RPG Tales of Legendia. Tales of Legendia is the latest game in Namco's Tales of Series, although it is not made by Namco's Tales Studio division, making it somewhat different from previous games such as Tales of Rebirth and Tales of Symphonia. Tales of Legendia has been confirmed for a US release; as of yet no official release date for the US has been set. This Walkthrough also summarizes the plot of the game as it goes along, so that those of you who are playing who do not understand Japanese fluently can get a rough idea of what is going on. With that said, that also means that this Walkthrough WILL contain plot spoilers. Do not read ahead of where you are in the game in this FAQ if you are not willing to risk being spoiled. This FAQ makes use of SJIS encoding in order to display Japanese characters. I included this feature so that if you do not know Japanese, you can easily match up the characters on your TV screen to the characters in this guide. You will need to have support for viewing Japanese characters on your computer, however. Newer versions of Windows should have it built in, though you may have to install some new files from your Windows Install CD; otherwise, you'll either need to get a program like NJStar Communicator, or you'll need to get Japanese character support for Internet Explorer and open this file in IE instead of Notepad/Wordpad. The only website authorized to post this FAQ is www.gamefaqs.com. If you see this document elsewhere, not only are they posting without my permission, but they likely do not have the most current version of this FAQ. Emails to me asking questions already answered in the FAQ, even if the answers are not in the version you are reading, will be deleted without response. 2. GAMEPLAY BASICS ------------------------------------------------------------ CONTROLS ------------------------------------------------------------ T means Triangle; S means Square On the Field/Dungeons: Directional Pad - Walk Left Analog Stick - Run O - Examine (chests/signs etc.) Enter (towns/dungeons) Push/Pull Blocks (in Puzzle Booths) X - Cancel Enter (towns/dungeons) T - Open Camp Menu S - Open Bread Menu Start - Toggle Compass/Map (on World Map) Puzzle Booth Menu (in Puzzle Booths) Select - Play Skit (when skit balloon appears) L1/R1 - Rotate Map Rotate Character's Faced Direction L2 - Use Sorcery Scanner R2 - Use Sorcery Ring R3 - Full Screen Map In Menus: O - Select/Confirm X - Return/Cancel T - Unequip Default (in Options) S - Change Information Display L1/R1 - Change Character L2/R2 - Page Up/Down In Battle: Left/Right - Movement Down - Passing Through (Manual Mode Only) Up - Jump (Manual Mode Only) O - Basic Attack X - Special Attack (Soujutsu/Eres) T - Open Battle Menu S - Defend Start - Pause Select - Change Battle Mode (Manual/Semi-Auto/Auto) L1 - Climax Mode/Climax Combo R1 - Targetting Mode L2/R2 - Skill Shortcuts ------------------------------------------------------------ CHARACTERS ------------------------------------------------------------ There are eight playable characters in Tales of Legendia. Four of them use Arts-type Soujutsu (Soujutsu being the term for the use of mystical energy for a variety of uses in the game) which are basically battle skills and can thus be thought of as "fighter types". The other four use Breath-type Soujutsu, AKA magic spells, and can thus be thought of as "caster types". In th English version of the game, Soujutsu is known as "Eres", the people who use Soujutsu are "Eren", and Arts-type and Breath-type Soujutsu have become "Iron Eres" and "Crystal Eres", respectively. Character statistics are taken from the official website. Descriptions are my own. SENEL COOLIDGE セネル・クーリッジ Sex: Male Age: 17 Height: 171cm (5'7") Weight: 59kg (130lbs) Weapon: Wrists (Gauntlets/Knuckles, etc.) Occupation: Marine Trooper Voice Actor: Suzumura Ken'ichi The main character of our story, Senel is adrift at sea at the beginning of the game. Suddenly the Legacy appears and he and Shirley wash ashore. Senel calls Shirley his sister (but is she really?) and most of what he does is to either protect or rescue her. He fights with his fists in a martial arts manner, unusal for a Tales main character; he's more reminiscent of Farah from ToE. SHIRLEY FENNES シャーリィ・フェンネス Sex: Female Age: 15 Height: 154cm (5'1") Weight: 41kg (90lbs) Weapon: Pen Occupation: None Voice Actress: Hirohashi Ryou Shirley arrives on the Legacy with Senel and is immediately abducted. There are several strange things about her; saltwater makes her immensely sick while fresh water makes her well again (apparently she can be immersed in it with no problem... doesn't she need to breathe?!) and sometimes her hair glows. This has led many of the residents of the Legacy to decide she is the descendant of the MelNes, the creators of the Legacy. Naturally this means many people are after her, all for their own reasons. WILL RAYNERD ウィル・レイナード Sex: Male Age: 28 Height: 188cm (6'2") Weight: 76kg (167lbs) Weapon: Hammer Occupation: Sheriff Voice Actor: Chiba Susumu The Sheriff of the small town, Werites Beacon, (though he insists on calling himself a scholar). The most level-headed of the group, Will seems to have been shepherded into babysitting (as he calls it) the other party members. He has a giant hammer, but he mostly uses offensive and curative spells as a caster type. CHLOE VALENS クロエ・ヴァレンス Sex: Female Age: 17 Height: 167cm (5'6") Weight: 49kg (108lbs) Weapon: Sword Occupation: Knight Voice Actress: Asano Masumi A knight from the famous Valens family, Chloe arrives on the Iseki-sen (Legacy) for a reason she isn't willing to tell you, at least initially. Though at first she mistakes you for an enemy, she soon joins your party. As a sword user, Chloe inherits many of the classic Tales moves from the previous Tales 'main characters'. Those of you who are fond of moves like Kogahazan and Chirisazame (translated as Tiger Blade and Sword Rain in Symphonia) may prefer Chloe over Senel. NORMA BIATTY ノーマ・ビアッティ Sex: Female Age: 16 Height: 157cm (5'2") Weight: 43kg (95lbs) Weapon: Straw (for blowing bubbles) Occupation: Treasure Hunter Voice Actress: Mizuhashi Kaori Norma is the self-described 'world's best treasure hunter' who sort of forces her way into the party. She's searching for the Everlight, a possibly-mythical artifact that is said to be capable of granting any wish. Norma uses a straw that blows bubbles in battle and thus wins the award for strangest weapon in a Tales game (or perhaps all RPGs - and yes, I know about Shadow Hearts). She's also a Breath-type user and thus learns many classic spells, like Grave and Meteor Swarm, to help our your party. MOSES SANDOR モーゼス・シャンドル Sex: Male Age: 17 Height: 182cm (6'0") Weight: 66kg (145lbs) Weapon: Throwing Spears Occupation: Mountain Bandit Chief Voice Actor: Nakazi Kazuya The leader of a group of mountain bandits, Moses initially tries to kidnap Shirley (after all, who doesn't?) but later joins your party. He might be rough on the surface, but on the inside he's really a nice guy (cue lots of "aww!"ing). Moses is an Arts-type Soujutsu user and he comes equipped with a bunch of throwing spears for battle. JAY ジェイ Sex: Male Age: 16 Height: 155cm (5'1") Weight: 47kg (103lbs) Weapon: Daggers Occupation: Informant Voice Actress: Shiraishi Ryouko A strange type, Jay first meets Senel in Werites Beacon and immediately proceeds to get Senel in trouble to 'test his strength'. Jay collects information and is always curious about new things. In battle, he's quick and uses speed over strength with his daggers. Some might even call him ninja-like. GRUNE グルューネ Sex: Female Age: ? Height: 175cm (5'9") Weight: 53kg (117lbs) Weapon: Urn Occupation: Unknown Voice Actress: Kawasumi Ayako Grune's lost her memory, though rather than being depressed or angsty about it, she's decided to just take things in stride and not worry about the little things. She's a Breath-type Soujutsu user and she wields an urn, which certainly doesn't seem like just a normal urn... Grune's the most mysterious out of your party characters. ------------------------------------------------------------ NPCS ------------------------------------------------------------ Of course, Tales of Legendia has its share of NPCs, both ally and enemy, that are also important to the story. WALTER ワルター Sex: Male Age: 17 Voice Actor: Sakurai Takahiro Walter is a mysterious adolescent who for some reason is after Shirley. You'll be learning a lot more about him as the game progresses... VACLAV BOLUD (pronounced "vahts-lahf") ヴァーツラフ・ボラド Sex: Male Age: 36 Voice Actor: Kosugi Juurouta A General in the Kurzand army (a country on the west end of the continent), he is not a noble but gained a high rank through his merit in battle. He has three subordinates called the Triplekeitz. He, just like many others, is after Shirley. TRIPLEKEITZ Senku no Melanie 閃紅のメラニィ Sex: Female Age: 28 Voice Actress: Satou Yuuko Retsuzan no Stingle 烈斬のスティングル Sex: Male Age: 40 Voice Actor: Ooba Mahito Yuugen no Cashel 幽幻のカッシェル Sex: Male Age: 32 Voice Actor: Takato Yasuhiro The Triplekeitz are Vaclav's subordinates. As such, they'll be causing your party a fair amount of trouble in the game... THE PHEROMONE BOMBERS Ed Curtis エド・カーチス Sex: Male Age: 30 Voice Actor: Inada Tetsu Isabella Robbins イザベラ・ロビンズ Sex: Female Age: 27 Voice Actress: Mizushiro Rena Legendia's incarnation of the comic relief characters, love 'em or hate 'em, you'll be seeing the Pheromone Bombers throughout the game. It'll be hard to miss their musical entrances, at any rate. As a bit of trivia, Inada Tetsu has done the voice of Ifrit in Tales of Symphonia and Tales of Eternia, while Mizushiro Rena was Celsius in Symphonia. So the odd couple of Ifrit and Celsius from Sypmohnia now has a Legendia incarnation as well. THE MOFUMOFUS Cuppo キュッポ Sex: Male Age: 18 in human years Voice Actress: Takahashi Mikiko Pippo ピッポ Sex: Male Age: 17 in human years Voice Actress: Nakayama Sara Poppo ポッポ Sex: Male Age: 16 in human years Voice Actress: Hatano Wataru The Mofumofus are a race of cuddly furry things that the party makes the acquaintance of during the course of the game. For some reason, the English translation of the game chooses to call them Orensoren instead of Mofumofu, even though neither word really means anything... MIMMY BREAD ミミー・ブレッド Sex: Female Age: 22 Voice Actress: Kanda Akemi Mimmy Bread, the 28th Wonder Bread baker, is Legendia's version of the Wonder Chef. By finding her while exploring the world of ToL, you'll be able to learn new and more effective bread recipes from her. Since the high-level recipes can be very effective, be sure you look for the oddly placed objects that Mimmy is often disguised as. ------------------------------------------------------------ MENUS ------------------------------------------------------------ The menus in Legendia often use icons instead of words, making it rather user friendly for people who don't speak Japanese! Joy. MAIN CAMP MENU The Main Camp menu (press Triangle in most situations) has the following icons, from left to right: Finger: Soujutsu (remember that Soujutsu means Nail Arts). Allows you to set Soujutsu, check their properties, and so on. Pouch: Items. Lets you use/check items in your inventory. Sword/Shield: Equip. Lets you equip equipment as well as titles. Basket: Bread Basket. Lets you check your bread and eat it too. Info Sheet: Status. Stats of your characters and so on. Group of People: Tactics. Change your tactics for battle. Two People with Arrow: Switch. Switch party members in and out. Book: Books. Check the diary, your recipes, or the Collector Book. Tools: Options. Change the game settings. Memory Card: Save your game (World Map or Save Points only). The Soujutsu menu has several options. The first one (a starburst icon) lets you use Soujutsu from the menu. This is useful for using healing magic and so on out of battle. The next choice (a finger) lets you set Soujutsu. If you are a Manual mode character, you can set Soujutsu to your direction+X button combinations. You can also set two Shortcuts to L2 and R2. Shortcuts can be skills from other characters, too, so you can make your other characters use a specific skill at a specific time if you so wish. If setting Soujutsu for an Auto mode character, you can turn the skills on or off; skills set to off will not be used by the AI. The third option (a person icon) lets you make Garyuu Ougis (Arts-type users only; check the Soujutsu list in Section 5 below for more detail). The last option (a PS2 controller) lets you change between Manual, Semi-Auto, and Auto Modes. Auto means the character is controlled by the computer. Semi-Auto causes you to automatically run up to the correct distance when you attack, while Manual makes you do all of the movement yourself. In Items you can see your items or use them. By pressing L1/R1, you can see specific items only. From left to right, the icons are for: New Items, Consumable Items/Tools, Weapons, Armor, Helmets, Accessories, Ingredients, Important Items, and Sculptures. If you pick a piece of equipment on this screen and then choose a character, you can equip it without having to go into the equipment screen. You can press square to see the stats as well. In the Equip menu you choose a character to equip. The slots are Weapon 武器, Body 体, Head 頭, two Accessories 装備品, and Title 称号. O lets you choose from a list of the possible equipment for that slot. Triangle lets you unequip an item without replacing it (you cannot unequip Titles or weapons without replacing them). Square lets you see more detailed stats of the current selection, and L1/R1 lets you change characters. The Tactics menu of Legendia uses a series of gauges. At the top you'll see your current party and a layout which shows their initial formation in battle. You can choose a character and move him or her freely with O. Immediately below that are a series of gauges. The gauges are for Distance 間合い, Aggressiveness 攻防バランス, and TP use TP消費. These gauges determine the AI's behavior. Distance refers to how far the AI moves to the enemy, Aggressiveness is the balance between attacking and defending, and TP use will let you set how much they should conserve their TP, if at all. The last option is for targetting. You can change between same enemy 同じ敵, different enemy 違う敵, or up to you まかせる. Same enemy makes the AI attack whoever the leader is attacking, while different is obviously different. Up to you make the characters do what they want depending on their personality. The Bread Basket menu lets you check or use your completed Bread. You'll see the description of what the bread does and how many you have, as well as your current party's HP and TP. Status gives you a quick rundown of your characters statistics. You have your standard HP, TP, attack power 攻撃力, defense power 防御力, base attack (attack without any equipment) 基礎攻撃, base defense 基礎防御, intelligence 知性, hit 命中, evade 回避, and luck 幸運. This screen also shows you how much experience you have and how much more you need for the next level. The Book menu lets you choose from one of three books, the Synopsis ・らすじ, the Recipe book レシピ, and the Collector Book コレクター図鑑. Synopsis lets you check on the where you are in the plot if you haven't played for a few weeks and gives you hints on what to do next. In Legendia, the synopsis isn't a dry third-person account as it was in other Tales games, but is written as a diary from your characters' perspectives. The Recipe book lets you check the recipes you know and what you need to make them. The Collector book shows you what items you have obtained before. The Options menu changes your game settings. The options are: - メッセージスキップ Message Skip: change between manual and auto. - 字幕 Subtitles: on or off. - コントローラ振動 Controller Vibration: on or off. - 戦闘難易度 Difficulty: easy, normal, and difficult. - サウンド設定 Sound: stereo or mono. - BGM volume - 効果音 Sound Effects volume - バトルボイス Battle Voices volume - イベントボイス Event Voices volume - 画面位置調整 Screen Adjust: adjust the position of the display - 前回の設定状態に戻す Previous Settings - 初期設定に戻す Default Settings The save menu lets you save your game. This option is only selectable on the World Map or at save points. You need 27kB of free space on your memory card per save file. BATTLE MENU This menu is accessible by pressing triangle in battle. Many of the choices work the same as they do in the main camp menu. The options are: Finger: Set Soujutsu as in the Camp menu. Pouch: Item. Items that cannot be used in battle will not show up. Sword/Shield: Change Equipment. Megaphone: Orders. You can change between one of four general orders. Group of People: Tactics. Same as the Camp menu. Foot: Run. The four Orders you can choose are: 突撃しろ！集中攻撃 Charge! (focus) 突撃しろ！分散攻撃 Charge! (split) 今は耐えろ！ Endure for now! いつもどおり戦え 号令を解除 Fight as normal. The Charge!s will make your party go all-out aggressive regardless of Tactics settings. Focus and Split determine whether your party should focus on one enemy or split up. Endure for now! is the opposite and makes your party go all-out defensive regardless of Tactics. Fight as normal cancels currently active orders and returns the AI to Tactics settings. Run will make your party attempt to run from battle. A display will show how many more seconds it will take before you succeed. You cannot run from boss battles or certain event battles. ------------------------------------------------------------ EXPLORATION ------------------------------------------------------------ World Exploration The game takes place on what is essentially a giant floating landmass, known as the "Isekisen" (Relic Ship; "Legacy" in the English version). Senel and Shirley, stranded at sea, suddenly comes across the Relic Ship, and the adventure goes from there... As the game takes place on a ship, there is no standard North/South/East/ West. Rather, a clock-direction scheme is used. For instance, 12-o'clock refers to towards the boat's bow, while 6-o'clock refers to towards the stern. This is important as during skits and conversation and so on a person might tell you to 'head towards 3-o'clock' instead of 'head east'. While you're on the world map, a compass in the upper left of the screen will help you find your way. Nevertheless this is an unnatural system to use and I will often just use 'north' and 'south', by which I mean 12-o'clock and 6-o'clock respectively, in my FAQ. There is also of course a minimap in the lower right. This shows you the surrounding area, including features such as towns and dungeons, as well as telling you what direction you're facing and where the camera is oriented. Important destinations will also sometimes appear on the minimap. By pressing R3, you can bring up a larger fullscreen map. On the map you will encounter red platforms; these are part of the Duct system. The Duct system is a transportation system left behind by an ancient civilization; for your purposes, it's a means of fast travel. You can't use a Duct to go to place you haven't already been, but if you've already been to both sides, you can warp from one to the other by simply checking the Duct on the map. The World Map also has a Master Duct outside Werites which will allow you to travel to any of a number of Ducts. Dungeon Exploration Of course, much of the game takes place not on the world map, but in dungeons. There are several features of dungeons that are not seen on the regular field maps that you should be careful about. One is the Chaotic Zone system. These zones, which apear as purplish spherical areas on the screen, represent dangerous areas. Within the Zone the enemy encounter rate is raised significantly, and the enemies you encounter here are significantly stronger than the normal areas in the dungeon. Of course, Chaotic Zones often guard treasure chests with good items and so on. The other main feature is the Puzzle Booth system. In dungeons you will find green Duct platforms. These are not connected to the normal Ducts on the field map, but will instead take you to Puzzle Booth rooms, where your goal is to find the exit. As in previous Tales games, clever use of switches, pushing and pulling blocks, and use of the Sorcery Ring are required to get through Puzzle Booths. Pressing Start while in a Puzzle Booth brings up the Puzzle Booth menu. This brings up several options: think it over (考えなおす), change the view (視点を上・下げる), and cancel (キャンセル). If you pick to think it over, you'll be presented with more options; reset the booth (最初からやり直す), leave the booth (いったん引き返す), give up (あきらめる), and cancel. If you choose to give up your allies will solve the puzzle for you. Be warned that this will disqualify Senel from some titles. Sorcery Ring Used in Puzzle Booths, this will let you shoot balls of light. Depending on the Puzzle Booth setup, the light will do different things. Press R2 to fire the Sorcery Ring. Sorcery Scanner In the Character Quest portion of the game you will gain access to the Sorcery Scanner. This device lets you check your immediate surroundings for hidden items and objects and so on. Press L2 to activate the Sorcery Scanner. Skits The Skit system should be familiar to Tales veterans; basically they are conversations between your party members that take place, some related to the main plot, others just to be interesting and flesh out your characters' personalities. Skits take place graphically with something other than the in-game models; in most of the Tales game they took place with face portraits; in Destiny 2 and Rebirth they were frontal portraits. In Legendia the skits are portrayed with sideways character art, so your characters look like they are actually talking to each other. Legendia has two types of skits, Free Skits and Event Skits. Free Skits are just like before; while exploring, by fulfilling some sort of condition (such as simply being in a new area, or being at a certain point in the story, and so on) a skit title will show up in the upper right of the screen, telling you that a Free Skit is available. You can choose to ignore it if you wish, but Skits may give you helpful info or even just entertainment, so try and watch them. Event Skits take place automatically; they are just like another kind of story event. Titles Another system from previous Tales games, Titles are just that, Titles that your characters have earned. Your characters start with a basic title that has no effect, but by fulfilling conditions in the game, whether during exploration or in battle, your characters will earn new titles. Some titles are shared among your characters while others are unique to each character. Equipping a title on a characters changes their stats - for instance, the title "Combo Beginner" gives a +3 to Attack power - so titles do have a real impact and aren't just for show. As opposed to Symphonia where different titles affected your stat growth while levelling up, and Rebirth where earning new titles permanently raised a stat in a one-shot deal, Legendia titles are equippable, with the stat bonuses taking effect only while the title is equipped. So if you need a defense boost you can equip a title that raises defense, while if you need an HP boost you can equip a title that raises your max HP and so on. There are over 200 titles in Tales of Legendia; some are obviously harder to earn than others. See Section 7, the Titles List, for a list of the Titles, their effects, and how to earn them. Cooking (Bread Basket System) Cooking should be familiar to anybody who has played previous Tales games, though Legendia adds its own twist. In previous games, cooking was a means to heal your party away from towns; while exploring, one could simply bring up the menu, use a specified set of ingredients, and attempt to cook a meal which would restore HP, restore TP, or have any number of other beneficial effects. In Legendia the first major change is that all of the recipes are now types of Bread (as opposed to previous games where various recipes from Hamburgers to Salads to Pasta were possible). Another change is that cooking of bread can now only take place in bakeries in town. Finally, the bread is not consumed immediately upon cooking, but is put in your Bread Basket and can be carried with you just like any other item. At first you will only know a few basic bread recipes, but by finding the Wonder Baker "Mimmy Bread" you will learn more (just like previous games where you had to find the Wonder Chef). Mimmy Bread is usually disguised as some odd object; for instance she might be disguised as an odd looking piggy bank in the middle of a field. Find Mimmy and she will pass on a recipe to you. Other recipes are earned by performing basic bread recipes over and over again - after all, practice makes perfect. See Section 6 below, the Recipe List, for a complete list of bread recipes, their effects, and where to find them. Synthesis In the Character Quest portion of the game, the Synthesis Shops will open. At these places, you can combine items, equipment, and so on to get more powerful items, equipment, and so on. You can synthesize equipment better than what you could buy, so check them out. ------------------------------------------------------------ BATTLE ------------------------------------------------------------ Battles in the Tales series are real-time. All but two of the Tales games had battles take place on a 2D 'line', similar in concept to a 2D fighting game (Tales of Rebirth had three lines for a little added complexity; Tales of Symphonia had a pseudo-3D system where the battlefield itself was 3D but the player could only move in a 2D plane relative to the current target). Tales of Legendia returns to the 2D line system, with of course some added tweaks of its own. As the battles are real-time, you will control one character at a time while the AI controls other characters. Up to four characters can participate in a battle at once. Along the bottom of the screen you'll see your four characters and their HP and TP levels, as well as the Climax Gauge (explained later). Battles continue until all enemies are defeated, your party is defeated, or you run away. If you are defeated, the Game Over menu pops up. This lets you either Load a game or return to the main menu. For certain battles only, there will be another choice, Retry the Battle (もう一度挑戦する). Movement Movement is accomplished simply by pressing back or forth, which will cause your character to run in the appropriate direction on the screen. Jumping can be performed simply by pressing an upwards direction. A new addition to Legendia is the Passing Through system, where holding down while near an enemy will allow you to 'run around' them and end up behind them. Obviously this can be used to pincer the enemy, or avoid pincers yourself. However, enemies are capable of using Passing Blocks which will foil your Passing Through attempt and leave you open, so you can't use this with total freedom. Targetting Pressing R1 will allow you to choose your target. While choosing targets, you can also see a rundown of the enemies stats, such as their name, HP, enemy race, and weight (race and weight are important for throws, described in a bit). There will also be indicators for elemental attributes (red means the enemy is strong against an element, while blue means the enemy is weak) and stats (red means the enemy has that stat boosted, while blue means the stat is lowered). If you are in Semi-Auto mode, pressing attack buttons will cause you to run up to the appropriate range from your current target before you actually attack. In Manual mode, you must do all of the movement yourself, and thus you will probably not use targetting as often. Your current target's HP is displayed as a small pie-chart over its head, so you can keep track of how much damage you've done to the enemy and so on. Basic Attacks Pressing O will cause your character to perform a basic attack. In Manual mode, you can determine exactly which attack to perform, with pressing up+O giving an upwards attack, down+O giving a downwards attack, and so on. In Semi-auto mode the attack type is determined for you automatically. You can also attack while jumping. Senel, Chloe, and Jay can chain up to three attacks together at once. Special Attacks (Soujutsu) Special Attacks in Legendia are called Soujutsu (literally, 'nail arts', so-called because the use of such powers causes one's nails to glow); in the English version these are called Eres. They are of two types, Arts-type and Breath-type (Iron Eres and Crystal Eres, respectively, in English). Arts-type are basically special moves used by the fighter types, while Breath-type are basically magic spells. Arts-type Soujutsu usually are performed right away, while Breath-type Soujutsu require casting time and can be interrupted during this casting time. Some of the Soujutsu, such as Majinken, Chirisazame, and Indignation, will be familiar to Tales veterans, but of course Legendia has some unique moves of its own. In the menu Soujutsu can be assigned to one of four slots (up+X, down+X, back/forward+X, and neutral X), and pressing the appropriate combination in-battle will cause your character to perform the assigned technique. Unlike Basic Attacks, Soujutsu require TP (Technique Points) to perform; in exchange they are usually more powerful and/or have some sort of special effect. You will slowly regain TP in battle. There are multiple types of Arts-type Soujutsu. Tokugi ('Special Technique') are the basic type. Ougi ('Inner Technique') in ToL are basically combinations of two okugi. Finally, Garyuu Ougi ('Custom Ougi') are combinations of tokugi that you customize yourself; the moves you choose determine the properties of the end move. Breath-type Soujutsu require two things to learn - first, a caster will earn 'Spellbooks' upon levelling up; however, this does not allow you to use the spell. Next, 'Sculptures', collected from enemies, must be used to activate the spell. When the required number of the required types of Sculptures are collected, only then can your character use the skill. See Section 5 "Soujutsu (Eres) List" below for a list of Soujutsu, their effects, what it takes to learn them, and so on. Combos (Arts-type Characters Only) Move recovery can be cancelled into another move in a specific order. The normal order is regular attack -> tokugi -> ougi. Garyuu Ougi cannot be used in Combos. Throws (Senel Only) Some of Senel's Soujutsu are classified as throws. Throws are powerful, and enemies that are hit by a thrown enemy will also take damage. However throws are also limited. First, the enemy must be knocked down with some other move, such as with Senel's Shishi Senkou. Also, each specific throw will only work against certain races or weight classes of enemies. The move description will tell you what kind of enemies the throw is useful against, while the Targetting menu (press R1) will tell you what race and weight class each enemy belongs to. There are 5 weight classes, Very Light (超軽量級), Light (軽量級), Medium(中量級), Heavy (重量級), and Very Heavy (超重量級). Senel's basic throws work up to a certain weight class; for instance his first throw only works on Very Light Enemies, bus his subsequent throws will throw Medium and below, for example. His Garyuu Ougis all work against one specific monster race only. Guarding Pressing square will cause your character to guard. Obviously this reduces the damage of incoming attacks, and so it is a vital part of your battle strategy. Magic cannot be guarded in this way. If you keep guarding too much you will suffer a Guard Break and be left open to attack. Pressing back while guarding will allow you to do a backstep. Special Guarding (Soujutsu Guard) Pressing down+square simultaneously will cause you to do a special guard, as is reminiscent from Tales of Symphonia and Tales of Destiny 2. Unlike normal guarding, this kind of guard will also allow you to guard against magic. This does not cost you anything but it lasts for a specific amount of time only and you will be left open to attack after it is done. Caution Signals In Legendia, the game will warn you if an enemy is about to do something special. A yellow exclamation mark indicates that the enemy is about to perform some sort of special tactic or move, while a red exclamation mark indicates that the enemy is about to perform a particularly strong attack. Use Caution Signals to determine when to begin guarding/retreating. Fields of Effect (FOE) This is similar to the systems from Tales of Destiny 2 and Tales of Rebirth. Some enemies can put forth a magic circle around them, and entering the the field will cause your character to be afflicted with a variety of status effects, such as being frozen. Enemies with FOE are best fought at a distance. There are three types of FOE, yellow, red, and black, with black being the strongest type. Luckily, there are specific accessories (for instance FOE1 Check, which guards against yellow FOE) that allow you to ignore the effects of FOE. The types of FOE and the kinds of possible effects they cause are as follows: Yellow: Poison Seal Paralyze Attack Down Defense Down Intelligence Down Hit Down Red: Frozen On Fire Bind Running Speed Down Casting Speed Down Elemental Resistance Down Black: Petrify Panic Status Effects There are a variety of status effects in Legendia. There are as follows: Poison - your character has a greenish cloud. They'll slowly lose HP. Petrify - your character becomes a rock. They cannot do anything. Seal - an X appears by your character. They cannot use Soujutsu (Eres). Dead - your character's HP is zero. They cannot do anything. Frozen - your character turns to ice. They cannot move and will have their defense lowered. Frozen recovers upon being attacked. Bind - a web appears over your character. They cannot move. Bind recovers upon being attacked. On Fire - fire appears on your character. They'll slowly lose HP. Panic - your character sweats profusely. Panicked characters cannot attack and their directional movement is reversed. Paralyze - electrical bolts run over your character. Paralyzed characters will be forcibly interrupted every few seconds. Status Up - a red up arrow appears. One or more of your stats are boosted. Status Down - a blue down arrow appears. One or more of your stats are reduced. Elemental Defense Down - an elemental icon and a blue arrow appear. Your defense against that element is reduced. Poison, Petrify, Seal, and Dead carry over from battle to battle. All others automatically recover after the battle is over. Elements There are 6 elements in Tales of Legendia. Different moves and spells may have associated elements. Monsters as well as your characters can be weak or strong versus specific elements, which affects the damage done by elemental attacks. The six elements are: Fire 火 represented by a flame icon. Ice 氷 represented by a snowflake. Lightning 雷 represented by a lightning bolt. Earth 地 represented by a rock. Ocean 海 represented by a drop of water. Curse 呪 represented by a skull. Fire and Ice, Lightning and Earth, and Ocean and Curse are opposite elements. Thus, enemies strong to Lightning will often be weak to Earth, and so on. Climax Gauge and Climax Combos The gauge positioned over your character info on the bottom of the screen is known as the Climax Gauge. Attacking the enemy causes the gauge to fill up. Once full, pressing L1 will engage Climax Mode. During this mode the Gauge turns into a timer that counts down, and enemies become frozen and defenseless, allowing you to attack at will. Pressing L1 again will begin a Climax Combo, where your four characters land an extremely powerful attack on the enemy. Since the Climax Combo can be started at any time during Climax Mode, it's best to begin Climax Mode and attack the opponent normally until the timer is almost out, THEN engage the Climax Combo. Incidentally if you do not have 4 characters in your party you cannot perform a Climax Combo (but you can still enter Climax Mode if you wish). Grade As in previous games, at the end of the battle you will be awarded Grade depending on how you performed in battle. If you perform extremely poorly, you may even get negative grade. After you beat the game, you can use your earned accumulated grade to start a new game with extra features. Battle Summary At the end of the battle you'll get a quick rundown of the results, such as Exp earned, Gald earned, Bonus EXP (earned by getting high combos), Time elapsed, max hits, and how much grade you've earned. At this screen you can also press Start to see a more elaborate rundown of your results. This has three categories - Item, which lets you see items enemies have dropped (if any); Skill, which lets you see new skills your characters have earned (if any), and Grade, which gives you a complete rundown of all the plusses and minuses to grade you earned in that battle. Also, you'll gain a small percentage of your max TP back. 3. WALKTHROUGH The story of Legendia is split into two large parts; the 'main' story and the Character Quests. The main story is the first half of the game and involves the heroes vs. villains type of quest that you would expect from any RPG. The main story is divided into 7 chapters. The Character Quests, which are playable after clearing the main story, are a series of shorter stories in which each of your playable characters gets the spotlight, besides Senel and Shirley, get the spotlight; for instance, in Norma's character quest your party attempts to help her find the Everlight, which she has been searching for the entire game. If you're wondering why Senel and Shirley don't get Character Quests, just consider that the main story is pretty much their Character Quest. The Character Quests aren't just side quests and character development though; there are many features that expand gameplay that you can access once you've reached the Character Quests, such as Synthesis crafters (which let you combine items, weapons, and so on into new things), the Battle Arena, and the Sorcery Scanner, which lets you find new hidden items and areas in the game. ------------------------------------------------------------ MAIN QUEST - PROLOGUE ------------------------------------------------------------ Senel and Shirley are at sea, being attacked by monsters. Their engines aren't working so they are adrift. You'll experience your first battle here, it's quite simple; Senel has only learned Majinken at this point anyway so there isn't much for you to do except attack away. After the battle you'll get a cutscene, and Senel and Shirley will land upon the Isekisen (Legacy) itself. At the same time a strange pillar of light appears. You'll see a mysterious young man who appears to be able to control monsters. After meeting Will, you'll learn something strange about Shirley - if she touches saltwater, she gets very sick, whereas fresh water makes her better again. While submerged in the spring, Shirley's hair begins to glow. That and the earlier pillar of light are apparently part of a legend Will recognizes. Soon the mysterious man appears again and Senel tries to stop him. BOSS: ??? This is just an event battle. You won't be able to do any damage at all to him, and he can only do pitiful amounts of damage to you. Just do whatever you like. After awhile Shirley will scream, ending the battle. You'll see Shirley being abducted by a bandit with an eyepatch. The mysterious young man suddenly sprouts black wings and takes off after the pair; Will informs Senel that the bandit is named Moses Sandor and that they're no doubt headed to Moses's mountain hideout. He offers to show you the way, and thus begins the Chapter 1 proper. ------------------------------------------------------------ MAIN QUEST - CHAPTER ONE: IN PURSUIT シャーリィを追って ------------------------------------------------------------ FALLINGWATER 階段滝 Treasures: Apple Gummy x2, Orange Gummy x2, 500 Gald, Life Bottle Your first area is the site of a waterfall. You'll immediately see a treasure chest (Apple Gummy) and a save point. Proceed down the path and you'll see another cutscene... The strange piggy bank on the ground turns into the Wonder Baker, Mimmy Bread. She's a little strange, calling herself shousei (a very archaic personal pronoun) and ends all her sentences with 'pan' (which means bread in Japanese). But she will teach you your first recipe, Toast, as well as give you your bread basket. Continue onwards and you'll arrive at a cliff, where you get a good view of the terrain below. There's even a town down there. Will asks Senel if he's ever heard the term "MelNes", which he hasn't. Will will then tell you about an ancient civilization that used to flourish on the Legacy, called the Gensou Oukoku (Kingdom of Founders). The ones who ruled the Kingdom were called the MelNes. They were able to control the Legacy. Will explains that because of the pillar of light and the glowing hair, legend states that Shirley is probably a descendent of the MelNes, which means the Glowing Ones in the old language - hence why so many people are after her. The Legacy was discovered 15 years ago, and people have no idea why it's moving or where it's going, but as a descendent of the MelNes Shirley might be the key to understanding all of this. Continue onwards. You'll find an Orange Gummy atop the next platform. In the next area you'll see another treasure chest (Apple Gummy) and a glowing blue spot. Check it to refill your HP/TP. A little further on there is 500 Gald, and even further, and Orange Gummy. Down the path there's a Life Bottle (they sure are generous with the treasures early on, aren't they?). Continue on and you'll reach your first town, Werites Beacon. WERITES BEACON 灯台の街ウェルテス Treasures: Holy Bottle, Life Bottle x2, Apple Gummy x2, Cod Will explains to you that there's an old artifact that sometimes shines above the town, hence the name "Beacon". Nobody knows what's it for, though... immediately a townperson shows up and asks for Will, leaving you to explore the town yourself. He'll ask you to wait by the fountain in the middle of the town. There's a map and a save point right there. You can see where you are as well as a handy color coded map (red for the equipment store, blue for the bakery, yellow for an item store, and green for a bar/Inn. There are similar maps all around town, so take a look if you get lost. If you head south, you'll also see Will's house. There's a Holy Bottle in his backyard, but you can't enter his house just now. Bet you were thinking about looting his place! In the next area you'll find the shops. You can buy ingredients and make Toast at the bakery. The item store also has a synthesis store in it, but you can't use it yet (in fact, you can't use any of the synthesis stores until the Character Quest portion of the game). The Inn has a rather interesting basement... You can upgrade Senel's Iron Wrist to a Power Wrist at the weapon store, but it costs 700 Gald (a large chunk of your change, probably) and it only give you 4 more attack. If you head straight north from there you'll arrive at the fountain. But first explore the rest of the town. You won't be able to go to the right just yet since there's an angry couple blocking your way on one of the bridges and an old lady on the other. To the left is a hospital. You don't have any use for it yet (it's not running anyway), but in the backyard is a Life Bottle. In one of the cabinets upstairs you'll find an Apple Gummy, and next to the bed downstairs there is a Life Bottle. Head to the fountain and you'll see a bunch of people, including a strange-looking boy who strikes up a conversation with Senel. He realizes
that Senel's a Marine Trooper from his outfit... and then suddenly tells everybody that Senel's offering 50,000 Gald to anybody who can beat him in a fight! A bunch of villagers challenge Senel, but they change their minds once they find out he's a Soujutsu user. At this point you'll get a... very interesting... introduction to the Pheromone Bombers. Senel gets rather annoyed and beats them up... Will arrives. Senel wants to take off, but apparently fighting is against the law, so Will knocks Senel out with Lightning (it turns out he's the sheriff). Senel wakes up in jail. An old lady named Madam Musette asks Senel what Shirley's relationship to him is, and he says she's his sister. Madam Musette says that Senel better go rescue her then, and asks Will to let Senel out. She also asks Will to tag along, mentioning that another girl they had met earlier (Chloe Valens) had also gone off to Moses's hideout. Will joins the party at this point. He starts off with Lightning and First Aid, making him pretty helpful. Head upstairs. It turns out the jail is in the basement of Will's house. You can use Will's oven to bake bread if you wish. There's an Apple Gummy in one of the bookshelves upstairs. Upon leaving, Madam Musette gives you a World Map. You still can't explore the right side of town. If you go back to the fountain, you can check along its left side for a Cod. When you're ready, head out the south exit and you'll be on the world map. Will will explain the Duct system to you here, then you're off. In the first battle you may earn a Sculpture. This will make the skit announcement show up in the upper right; press select to see a skit about Sculptures and how to use them. PORT-ON-RAGE 内海港 Treasures: Scallop, Shrimp, Squid, Cod Port-on-Rage is close to your south. There's actually nothing you can do here except converse and pick up some treasure chests, with ingredients for cooking. You'll learn that the ships needed to cross the Inner Sea aren't ready yet. COUNTRY COTTAGE 街外れの小屋 You'll see this small building just north of Werites. The man in here will give you battle tutorials if you wish, and you can rest on the bed for free. There's also a save point. MISTY MOUNTAINS 霧の山脈 Treasures: 500 Gald, Mixed Gummy x2, Liquor Bottle, Hard Leather, Life Bottle x2 This area is northeast of Werites. A little bit inwards, you'll see your first Chaotic Zone. Inside these zones, the monster encounter rate is increased, and the monsters themselves are stronger than normal. Don't enter them unprepared. Of course, they usually guard good treasures, so they are worth challenging if you are confident. This first one has 500 Gald behind it. The path continues past more Chaotic Zones, which have a Mixed Gummy and a Liquor Bottle. At the top of the path, which you can access regardless of whether you passed the Chaotic Zones or not, there is a Hard Leather, which you can equip on Senel. Past the next screen (which has a save point) you'll see an event and be introduced to Chloe. She'll mistake you for more bandits and attack. BOSS: Chloe Like the earlier event battle, after awhile the battle will end automatically, so don't bother wasting your items and such. Will explains things. It turns out Chloe, acting on principles of justice alone, has also decided to come rescue Shirley. The bandits will catch up to you and the three of you will run. After you run, Chloe will disappear. Head down and you'll be where you came from. There's a Life Bottle down here though, so you should do it first. Proceed upwards. To the left and down you'll see another Chaotic Zone. Past it on the next screen is a Mixed Gummy. Return and now go up. You'll see a save point. Go down and you'll see a paper crane... strange, what's a crane doing here? Oh, it's Mimmy Bread again. You'll learn how to make Ham Sandwiches. Continue upwards (downwards leads you past where the Chaotic Zone was) to find a Life Bottle. Follow the bridge up and around to the next screen, which exits to the World Map. As soon as you leave you'll get a skit. Will tells Senel that the bandit hideout is straight along the path. There's a Duct just outside too, so you can return to Werites if you need to. BANDIT'S LAIR 山賊のアジト Treasures: Apple Gummy, Mixed Gummy, 800 Gald, Life Bottle, Leather Boots, Climax Bottle When you enter, Senel will fall into a trapdoor, leaving Will behind. The treasure chest here is an Apple Gummy. Past the first Chaotic Zone is a Mixed Gummy; the second has 800 Gald. On the next screen you'll find Chloe. Will will also join you again. Will rejoins your active party, but for now Chloe's just tagging along. The treasure chest is a Life Bottle. Head up and you'll be back upstairs. At this point Chloe will actually join your active party after a skit. You'll see an event with Shirley and Moses as well. He'll tell Shirley that the reason he came to the Legacy is that he wants the Sei-Soujutsu (Holy Soujutsu), the most powerful of all Soujutsu. He wants her to tell him where he can find it, but of course Shirley doesn't know much... The Chaotic Zone here guards a Leather Boots. Head leftwards and you can go straight down to exit (and save and return to town and such). Going up you'll see a large door; it's another exit that you can't use for now. To the right is a Chaotic Zone that has a Climax Bottle in it. Follow the path upstairs. Moses will come to taunt you; then you'll find your first Puzzle Booth. This one's really easy, just pull the blocks (the tops of the blocks glow so you can pick them out) and fill in the gap so you can reach the other side. You'll find the room where Shirley is, but the door is locked. Save, then go to the left where Moses is. It's fight time. BOSS: Moses and Geet Moses: 2194 HP Geet: 2852 HP Drops: Milk, Pine Gummy Your first battle with any real challenge. Both Moses and Geet have strong attacks capable of doing lots of damage to multiple party members at once. Moses's weak point here is that he can't attack people right next to him. Ideally what you should be able to do is pincer Moses and Geet in the same spot with Senel and Chloe and attack from both sides. Going into Climax Mode really helps (hell, it makes this battle easy). Mess up getting into position though, and you'll probably die a few times. After the battle, you'll be interrupted. It seems somebody else is storming the hideout in search of Shirley, as well. Except these guys don't seem very nice. Moses will give you the key, then go off to defend his hideout. Return to where Shirley is. Just when you get in, you'll see the young man from before taking Shirley away. Moses's subordinate Chaba will open the back door to Moses's hideout for you, which leads to the Crystal Forest. You'll also learn that Chloe is looking for somebody with a snake tattoo on his arm. BANDIT'S LAIR~CRYSTAL FOREST Treasures: Orange Gummy It's quite aways north to the Crystal Forest. There is an Orange Gummy on a cliff you see on the way. You'll run into Lightning Eggbears here. They drop Eggbear Sculptures that Will needs for his Stone Blast; however, don't let Will use his Lightning on them, obviously. Right before the entrance there is another Duct that you can use to get back to Werites. The shops in Werites have new items in stock now, so check them out. CRYSTAL FOREST 水晶の森 Treasures: Mixed Gummy x2, Restraint Check, Panacea Bottle, Misty Robe, Orange Gummy, Chainmail, Circlet Immediately upon entering you'll see a girl being chased by a Crystaltula. Senel and Chloe will get into a fight about whether to go help the girl or just keep going after Shirley, but in the end they're both the same way anyway. You'll also see a cutscene with Moses. Looks like he lost badly... If you head up where the Crystaltula came from you'll pass a few Chaotic Zones; there'll be a Mixed Gummy and a Restraint Check, which protects against Bind, up here. Continue north. in the next area, go left for a Panacea Bottle and a Misty Robe. Continue up and to the right, past the Chaotic Zone. There's a save point just up here. On the next screen, you'll run into the girl from before. After talking a little bit, she runs off, with the Crystaltula in hot pursuit, and apparently after you! BOSS: Crystaltula 5055 HP Drops: Poison Wrist This guy has quite a lot of HP. He has an attack where he can grab you and hold you in place for big damage. If this happens to one of your characters, hit him with somebody else to interrupt him. When he gets low on HP he'll start using a Bind FOE, so watch out. Again, going into Climax Mode should help a lot. After the battle the girl, Norma, will thank you. Looks like she's been looking for Soujutsu users, and she just found the three of you. She'll try to join you, but Senel and co. ignore her... After the cutscene head down and left past a Chaotic Zone for a Mixed Gummy. Then head back up. In the next area you'll find an Orange Gummy. Further north another Chaotic Zone guards a Chainmail. Chloe already has one equipped so you might as well give it to Senel. In the next area Norma will catch up to you and beg to join you again. Senel tries to ignore her again, but it looks like there's an area you can't pass. Norma says she'll help you pass if you let her join you... You'll also get the Collector's Book at this time, and Will will get a title. Don't forget to go back down and to the left to pick up a Circlet. In the next area there's a save point. But the next screen just leads to the World Map anyway (after you see a scene where Senel picks up Shirley's brooch, as well as a scene introducing Vaclav and the Triplekeitz). BOW COTTAGE 船首の小屋 You'll see this small cottage right away. But you can't go in for now, so ignore it. This is part of the Quiz Minigame subquest and you cannot enter it until the Character Quests. SECRET PASSAGE 秘密の地下道 Treasures: Apple Gummy, Gladius, Orange Gummy x2, Life Bottle, Shell Bottle, Panacea Bottle x2, FOE1 Check, Mixed Gummy Follow the coast around to the east to get here. There's a Duct outside, so be sure to go back to town, restock, and all that good stuff. At the entrance, you'll see the young man and Shirley. The young man somehow gains access to the Underground Passage. Your party tries to follow him, but Norma's efforts to open the door like the young man did fail. However, when all four of your party tries, the door opens. Norma will tell the party that this passage too is a remnant of the Founders. Down the path there'll be an Apple Gummy. Further on a Chaotic Zone guards a Gladius for Chloe, and there'll be an Orange Gummy next to a save point. In the next area you'll catch up to the mysterious young man. Another battle starts... BOSS: ??? As opposed to the first battle with this guy, he can and will do lots of damage to you. But in any case after awhile the battle will end automatically. The mysterious young man saves Shirley from a falling pillar. Surprising everyone, he's still alive, but he takes off, leaving Shirley behind. Be sure to grab the many treasures; a Life Bottle, Orange Gummy, Shell Bottle, and Panacea Bottle off to the left, and an FOE1 Check behind the Chaotic Zone. In the next area a Chaotic Zone guards a Mixed Gummy. Continue on and you'll find a Puzzle Booth. On the floor you'll find a Sorcery Ring. You'll need to use this to hit the switch in the upper right to activate the exit. Pressing R2 fires the ring. If it hits a reflector, the ball of light will change direction; however for this particular booth you can just walk up to the switch and fire if you want. The ball of light will reflect at most twice before it disappears, so remember this for future puzzles. After clearing it, you'll hear a little more about the MelNes legend and why Shirley might fit. After a little bit more conversation, you'll see a Mofumofu... He introduces himself as Pippo. He offers to show you the remains of his old village (it's already moved). After the conversation, save and check to the right for a Panacea Bottle. Head onwards. You'll meet Pippo's brother, Cuppo. After awhile the conversation turns to speculation on why the Founders civilization was destroyed. Will says that it might have been destroyed in the Great Sinking, where half of the world's continents sank into the ocean. Senel and Shirley will go off to talk privately for a bit. Senel returns Shirley's brooch. Back in the main area, the Mofumofus tell the party how to get back to the surface. OLD MOFUMOFU VILLAGE モフモフ族の村の跡地 Treasures: Buns, Scallop, Orange Gummy, Lettuce There's no enemies here, so take it easy. Collect the treasures and use the heal point/save point. Also make sure to check the odd dancing statue to find Mimmy again. You'll learn how to make Hamburgers. Head up north to find the exit. SECRET PASSAGE 秘密の地下道 Treasures: Firebolt, Warhammer, Iron Sallet, Mithril Circlet, Panacea Bottle x3, Cape, Life Bottle x2, Apple Gummy x3, Orange Gummy x2, Holy Bottle, Ringmail The second part of the Secret Passage awaits. Immediately ahead of the Chaotic Zone you'll find a Firebolt and Warhammer, weapons for Senel and Will respectively. Across the bridge, another Chaotic Zone guards an Iron Sallet and Mithril Circlet, two helmets. Follow the path straight north to find a Panacea Bottle and a Cape. Cross the bridge to the east and you'll find a Life Bottle and an Apple Gummy. Go back south to gain access to the grey-floored area below. You'll find a Panacea Bottle, Orange Gummy, Holy Bottle, and Apple Gummy here. Head north. The earthquake has blocked this area too, but the Mofumofus say that with a little bit of digging you should be able to get past. Time for some girl talk. Norma says the reason she's come to the Legacy is to find the Everlight, a mystical stone that can grant any wish. She even tries to buy Shirley's brooch off of her, thinking it might be it... Norma also mentions that Senel and Shirley don't look much alike, and asks if they have more siblings. Shirley says she has an older sister. Onwards. In the next area head up the ramp to the right to get past the fallen colums and go on. Go up the stairs and pick up the Orange Gummy and across the bridge for a Life Bottle. Continue south to find another save point. You're almost to the exit, but of course, the cause of all this shaking shows up now. Your party tries to run, but it catches up before you can open the door. Senel and Chloe try to hold the Worm off, but it looks like Norma and Will alone can't open the door. But somehow Shirley can, and your party escapes in one piece. Or does it? The worm just breaks open the door anyway... guess it's a boss fight after all. Thankfully the worm seems to be weakened by sunlight. BOSS: Dino Worm HP: 6549 Drops: Climax Bottle Senel might be able to learn his first Garyuu Ougi by now. Coincidentally, his Garyuu Ougi only works on Dino Worms. So try it out! Depending on which move you pick for the Accessory slot, you can lower either the Dino Worm's attack, defense, or hit. When it gets low on health, the Dino Worm uses a poison FOE, so be careful. Pippo decides Senel really is a true warrior. They do their victory dance, then they give him and Shirley Gemini Shells. These are Mofumofu talismans that show that two people are connected. While Will and the others are distracted by the Dino Worm's body, however, Senel and Shirley run off by themselves... Seems that Senel decides that they can avoid being chased more easily if they're only two people. Also, they don't want to get the others mixed up in any trouble that Shirley might cause. Silly Senel! You're only going to get into trouble this way... You'll have to fight as just Senel again, so be careful. Head up the path. You'll find a Panacea Bottle along the way. Past some Chaotic Zones you'll also find a Ringmail. Further on is an Apple Gummy. There's also a heal point and save point. Past here you'll run into the Triplekeitz. Shirley recognizes the soldiers; apparently the red-clad soldiers attacked Senel and Shirley's village 3 years ago. The reason Senel and Shirley were out at sea was also to get away from these soldiers. After a bit of chatting, another boss fight starts... BOSS: Melanie HP: 5038 You won't win this battle. After awhile Melanie will use Eruption and knock Senel out. Vaclav shows up here. Predictably, Shirley makes the "I'll-go-with-you-if you-don't-hurt-him" deal that almost always shows up in RPGs. But hey, it's good news for Senel, so can't complain. Vaclav mentions that Shirley's actions certainly resemble somebody else's... her older sister! The mean guy that he is, Vaclav decides to throw Senel off the cliff... something starts glowing strangely, but Vaclav decides it must just be the lightning. You'll get a flashback to Senel and someone else's younger days. Aww, how cute. Meanwhile a strange golden ball of light appears to have saved Senel. A strange little girl named Harriet Campbell meanwhile decides to escort Senel to town. The Gemini Shell Senel got from Pippo begins to glow. DOWN THE CLIFF 崖下 Treasures: Apple Gummy To your left is an Apple Gummy, a Mixed Gummy, and a save point. Head south and you'll see a cutscene where Shirley gets put in jail. Meanwhile her Gemini Shell also begins glowing. Thus Shirley finds out that Senel is still alive. Another voice talks to Shirley, interrupting her thoughts. The other voice addresses her as a "Mizu no Tami" (Water Folk). Thus ends Chapter One... ------------------------------------------------------------ MAIN QUEST - CHAPTER TWO: JUST OUT OF REACH 届かぬ手 ------------------------------------------------------------ DOWN THE CLIFF~WERITES BEACON Treasures: Squid Head around the mountains and westwards to get back to Werites. The items in the shops have been updated again. You can now also access the eastern part of the town. Well, some of it. There's not much in the new area, although if you stand on the dock and check the water you'll get a Squid. Again, there will be somebody in your way blocking you from exploring the entire town. Seems like the little girl knows Will... she'll ask you to take her to Will's place. First things first though; go to the weapon and armor store and check out the odd thing floating there. It's Mimmy again, of course. You'll learn how to make Hot Dogs. Go over westwards and you'll see Will and Chloe. Harriet is hiding for some reason... and she runs off before Will and Chloe see you. Senel repeats Harriet's guess that Will and Chloe are lovers, something that Chloe doesn't find very amusing... Will shows up and explains about Vaclav and where he is from. His country, Kurzand, is at war with Chloe's country, the Holy Gadria Kindgom. Chloe and Will want to find out what Vaclav is up to, so Will has decided to contact Unseen Jay, the best informant on the Legacy. Senel wants to go along, but Will refuses. He says those who act selfishly can't be trusted as allies. See, I told you you were being stupid, Senel. Head outside and you'll find Norma again. She decides that she'll help you. But as it turns out it's more because she wants Shirley's brooch. Ah well. Norma and Senel decide to chase after Will and Chloe. Unseen Jay's replies apparently show up by letter at the fountain, so Will and Chloe might be there. Head on over. You don't find Chloe or Will, but you do meet some old friends... Curtis and Isabella seem ready to fight again, but then Norma begs them to forgive Senel, since he's trying to find his most beloved sister. "Love" seems to be the hugest keyword for the Pheromone Bombers, as they immediately agree to assist Senel in any way they can. They tell Senel that Will and Chloe were headed to the Inner Sea. Meanwhile you get a cutscene with Shirley. Her mysterious neighbor is named Fenimorl, though her true name is Xelhes, which means Blessing. Shirley shares her own name as well as her true name, Fennes - it means One Who Prays. Apparently Shirley received that name from the mayor, though the mayor of who or what isn't revealed. Fenimorl also knows of the MelNes legend, although to the Water Folk MelNes apparently is somebody more like a savior who'll save them from the Land Folk. Before they can talk further, though, Shirley hears Fenimorl's jail cell being opened and her screaming... Back to the story. You'll need to head to Port-on-Rage, which if you'll remember is just southeast of Werites. PORT-ON-RAGE 内海港 If you didn't get the treasures here earlier, pick them up. Upon entering you'll see an event. Will and Chloe are here, apparently on the instructions from Unseen Jay's letter. The boy that got Senel in trouble with the Pheromone Bombers shows up and hands Will a letter. This letter tells them to cross the Inner Sea. Will, Chloe, and the boy take off. Too late for Senel and Norma... Luckily, somebody else offers his boat. Another cutscene with Shirley. Apparently her captors are running human experiments - including on Fenimorl. Back at sea, Norma and Senel catch up to Will and Chloe's boat. Senel warns Will that the boy is probably more than he seems. Apparently, he's also very good at piloting boats. The pair set off racing across the sea. Too bad Senel's ship has a bad engine... Stuck with a bad engine, it looks like Senel has another passenger... it's Harriet. She's the one who paid for the ship. Senel finally gets the engine fixed. Finally making it to shore, Norma reminds Senel that Will and Chloe should be headed to a lake. Off to find them! THE CRAGS 列岩地帯 Treasures: Freeze Check, Panacea Bottle, Shell Bottle, Lemon Gummy, Sage, Pine Gummy, Liquor Bottle, Apple Gummy, Orange Gummy, Hit Bottle, Scallop Gummy, Life Bottle Head left and you'll find a heal point and save point. Past the Chaotic Zones to the left you'll find a Freeze Check. I would suggest equipping it on Senel since the enemies here use Freeze FOEs. Equipping the FOE1 Check from earlier also helps a lot. South you'll find a Panacea Bottle. Keep heading westwards. Past some more Chaotic Zones you'll find a Shell Bottle, a Lemon Gummy, and Sage. Head west again. On the next screen you'll run into another Mofumofu, Poppo. He'll ask you to escort him to the (new) Mofumofu Village. It's on your way, so... The next Chaotic Zone guards a Pine Gummy. Another one closeby has a Liquor Bottle. Head southwards now. An Apple Gummy and Orange Gummy lie along the way. In the next area you'll see another heal point and save point. North of that Chaotic Zones guard a Hit Bottle and a Scallop Gummy. Head north and go left past the Chaotic Zone. In the next area go south to find a Life Bottle; a little further west and south you'll find a Lemon Gummy. Go north to see another event. It's another boss... BOSS: Dino Gordon HP: 7181 Weak against Curse Strong against Ocean Drops: Miracle Gummy This guy's quite annoying. He's also a Dino Worm race, though he stays in one place and just fires projectiles at you. His water bullet type move will knock you down if you don't use Special Guard. Try and keep away from Norma so that he doesn't get you both at the same time. Eventually you'll wear him down. Continue north. The Chaotic Zones guard a Climax Bottle. Then just head west to leave. Cue another cutscene with Shirley and Fenimorl. Seems like the masked member of Triplekeitz, Stingle, is responsible for the two of them being safe. After some more conversation, it seems that Shirley living with the Land Folk is highly irregular, as the Water Folk and Land Folk are bitter enemies. Fenimorl even goes so far as to call Shirley a traitor. Soon Triplekeitz comes to escort the pair away... MOFUMOFU VILLAGE モフモフ族の村 Treasures: Rune Bottle, Hot Dog Bun, Butter Roll Recipe There's only one way to go, and that's to the Mofumofu village straight north. Actually it's just a dock; you'll ride on a boat to get to the village proper. There seems to be a large island off the dock as well. Head on in and you'll see Will and Chloe again. Will recognizes Harriet. The mysterious boy also reveals that he is Jay. Head on into the cave. Here Will and Harriet have a confrontation of sorts. It turns out that Harriet is Will's daughter! Will has been deemed a criminal in his own country, and he couldn't even go back for Harriet's mother's funeral when she died. Harriet is upset, while Will believes he doesn't have the right to call himself a parent. Now head to the house in the back of the village, in the upper right. Here, Jay lays out what he knows. Vaclav is somewhere closeby; the main army is stationed further to the east. Jay's plan is to ambush Vaclav's unit before it can reunite with the main body of the army. The ideal place, he points out, is the Waterways off to the East. Upon leaving the house, Will and Chloe will join Senel again, after a bit of scolding. Now time to explore the village. Upstairs in the house you'll find a recipe for Butter Rolls. Don't feel bad for missing Mimmy yet, though; she's here too, on the dock, disguised as a Pac-man. Talk to her and you'll get the recipe for Bagel: Salmon. There's also treasure chests for a Hot Dug Bun and a Rune Bottle in the village. You can upgrade your equipment here as well. MOFUMOFU VILLAGE~WATERWAYS Treasures: Miracle Gummy There's a Duct outside the Mofumofu Village should you want to go back to Werites. You've got some walking to do. On the way, take a detour and head out far east to the tip of the landamass to find a treasure chest with a Miracle Gummy. Otherwise just keep following the paths/bridges and you should arrive at the Waterways just fine. There's another Duct just outside, so use it to refresh yourself before you head on in. WATERWAYS 毛細水道 Treasures: Apple Gummy, Orange Gummy x3, Life Bottle x2, Climax Bottle x2, Lemon Gummy, Liquor Bottle, Pine Gummy x2, 3000 Gald, Panacea Bottle, Mixed Gummy, Rabbit Symbol, Flare Bottle, Nightcap, Scallop Gummy Jay and the Mofumofus will be waiting to guide you. Jay lays out the battle strategy. The enemy unit will arrive soon. Will and Norma will cast magic to disrupt the enemy movement and draw attention. At the same time, the Mofumofus will make lots of noise to confuse the unit. Finally, Senel and Chloe will hide along the path. Jay will run for Shirley using his smoke bombs. Senel and Chloe will use the opportunity to grab Shirley in the confusion and run into the Waterways. Just as the plan is about to start, though, somebody else interferes... it's Moses's mountain bandit band! In the confusion, the party, Shirley, and Fenimorl somehow make it into the Waterways anyway. Chloe also gains a title here. Head down the stairs to your left for an Apple Gummy. There's a heal point straight ahead, but you can't get to it because of the water... keep following the path around. It's long, but there's only one way you can go. On the next screen you'll soldiers catching up to Shirley, but Chloe makes short work of them. Fenimorl is reluctant to be helped by Land Folk, however. Melanie soon catches up. Senel and company get swept away by the floodgates Melanie opens. Shirley tries to follow, but it's too late. Chloe meanwhile seems to be in trouble. Seems like she can't swim. Shirley and Fenimorl are in trouble, but suddenly they're saved, by the mysterious young man with black wings from earlier. He names himself Walter. Fenimorl recognizes him as one of the Water Folk as well. His true name is DelQes (you probably heard him screaming this in battle...), which means black wings. Shirley says that she's heard the name before. Senel and Chloe get separated from Will and Norma. Chloe seems embarrassed that Senel has found out she can't swim - apparently he's the only person who knows. Chloe gets another title here. (The title is 'Terrible Swimmer Swordsman...') The treasure chest nearby has an Orange Gummy. Head on up the stairs and you'll quickly find Will and Norma. Afterwards you'll see another cutscene. Walter is holding off pursuit while telling Shirley and Fenimorl to hide in the room up ahead. Back to the party. There's a heal point and save point. Follow the path around. A Life Bottle lies in the first treasure chest. Head down the stairs and right past a Chaotic Zone for a Climax Bottle. Now go down and right further (you can't go the way you saw earlier because of the water). On the next screen, grab the Liquor Bottle as well as the Lemon Gummy past the Chaotic Zone. Follow the path around; at the fork head right past a Chaotic Zone for another Climax Bottle. Go back left and down. Another Chaotic Zone guards a Pine Gummy. Continue following the path into the next area. A Chaotic Zone downwards has 3000 Gald behind it. As you head up you'll have another scene. Here you run into Moses. At Will's direction he decides not to fight you yet. Back to Shirley and Fenimorl. Thanks to her diving in the water earlier, she's fallen ill... Continue on to find a Puzzle Booth. Here you just need to hit the three switches with your Sorcery Ring. Remember that unlike in Symphonia and such, the ball of light will travel indefinitely far, so you can hit the one in the lower right all the way from up hear the duct. The one in the upper left will require you to use the reflector. Shouldn't be too hard at all. Shirley and Fenimorl are talking further. It turns out that Shirley's aversion to seawater started 3 years ago. Walter returns here. After a bit of conversation, Walter lets it slip that Shirley is the MelNes after all. On the other end of the Puzzle Booth you'll find a Panacea Bottle a little bit downwards. Go over to the right onto the next screen for a Mixed Gummy. Now go back and head further down and right past a Chaotic Zone to find a path to a Rabbit Symbol. Head down and follow the long path around to an Orange Gummy. Then keep following the path to the next screen. Back to Shirley. Walter collapses from his earlier injuries. Melanie searches the area. When you go back to your party, seems that Moses has tagged along for the ride. Head down (right leads to a dead end) to a chest with a Flare Bottle. Continue around and you'll see a scene. Senel realizes that Shirley must be closeby. However inside the secret room is only Walter and Fenimorl, who has Shirley's Gemini Shell. Shirley had decided to leave by herself as bait to draw off the pursuers. Senel asks Moses to take Walter along on Geet. Fenimorl tags along too. Back outside, use the heal point and save point. Quite a long dungeon, eh? Onwards! Head on left and all the way down; left again to the new screen (the other end will lead to a dead end, as you can see). Follow the path around the next few screens. Soon you'll find two treasure chests holding a Life Bottle and Nightcap. Follow the path up to find two more treasure chests with an Orange Gummy and Scallop Gummy. The Chaotic Zone ahead hides a Pine Gummy. Finally up ahead you'll see a save point. You know what that means. Finally you catch up to Melanie and Shirley. They run off however, leaving you to fight a strange giant turtle-ish thing. BOSS: Fortress Turtle HP: 7609 Drops: Lavender He isn't that tough. Just watch out for the move where he lets off some steam (?) which can do several hundred damage to your characters. Still, if you pincer him with Chloe and Senel he shouldn't be able to do match. A Climax Combo will make him even easier. On the next screen you'll be outside again. Looks like you lost sight of Shirley. Fenimorl will tell Senel about how Shirley gave her the Gemini Shell. Suddenly Walter awakens. He takes Fenimorl with her and takes off... not very friendly. Cuppo tells the party that Shirley's been carried off in the 4 o'clock direction, to where Vaclav's unit is. Moses also says he'll come along. Now you'll actually have Moses in your party, hurray. And now Chapter Three begins. ------------------------------------------------------------ MAIN QUEST - CHAPTER THREE: A FATEFUL ENCOUNTER 運命の再会 ------------------------------------------------------------ WATERWAYS~RUINS OF FROZEN LIGHT Your next destination is to the southeast, at the Ruins of Frozen Light. Vaclav is taking Shirley here for undoubtedly sinister reasons... the path is long, but it's not very confusing since for the most part you're just following a canyon. There aren't any treasures to be had, and right before the entrance there is another handy Duct that you can take back to Werites. There's nothing new back there just yet, though; just stock up on Bread and items if you need. RUINS OF FROZEN LIGHT 雪花の遺跡 Upon entering, the party will note how tight the guard is. Jay catches up to you. He'll explain the plan for here. There's actually another entrance to the Ruins of Frozen Light, and they're far to the west, in another ruins called the Great Hollow. A cutscene with Vaclav and Shirley follows; they arrive at a giant glowing orb. Upon drawing closer, Shirley realizes the glowing light is a person. After the scene head to the left. You'll exit to the world map again. RUINS OF FROZEN LIGHT~GREAT HOLLOW Treasure: Apple Gummy The Great Hollow is westwards. Unlike before this area is pretty wide open. To get to the Great Hollow you'll actually have to go past it on the north side, then head south and double back, crossing a bridge. Once again you'll activate a Duct right before it. About halfway there, in a little nook to the northeast, there's a chest with an Apple Gummy. GREAT HOLLOW 巨大風穴 Treasures: Apple Gummy, Poison Sword, Holy Circlet, Orange Gummy, Heavy Hands, Spectacles, Life Bottle, Panacea Bottle x2, Liquor Bottle, Flare Bottle x2, Rune Bottle, Leather Cape, Mixed Gummy, Camail The Great Hollow is... a giant hole in the ground. Norma recognizes it as another place mentioned in her old master's records. The panel here works like the earlier doors; Soujutsu users have to put their hands up against it to activate them. Geet arrives with a letter for Moses. The mountain bandits are all safe and have set up camp in the forest. Norma gains the title 'Bubble Girl'... Examine the switch. This will turn the platform into an elevator of sorts, and down you go. To your left is an Apple Gummy and, beyond the Chaotic Zone, a Poison Sword for Chloe. Head back to the fork and up and left for a Holy Circlet. Now go to the right. An Orange Gummy is in the first chest you see. Up and to the right is a Chaotic Zone and a Heavy Hands weapon for Senel. Continue up and left for a Spectacles. Next to it there'll be a save point. Head down for a Life Bottle, then onwards to the elevator. Down and left there is a Panacea Bottle, while up and left there's a Liquor Bottle. Now go down and right. Keep right for a Flare Bottle. Now go back down and left for a Rune Bottle. Lots of Bottles... Keep going left. Far left you'll find an Orange Gummy. Then head upwards. Another Panacea Bottle awaits you. You probably have too many of them by now. Follow the path around and back down to find a Leather Cape and a Mixed Gummy before the next elevator. Down here you'll find an underground river. This causes Chloe some consternation, understandably. Over at Vaclav and Shirley's place, they seem to have found some sort of artifact. The words are engraved in the old language of the Founders. According to Vaclav, they are instructions for operating an ultimate weapon left by the Founders - and Shirley can read it. Vaclav had brought others who could as well, but since they refused he had them killed. Head left. Will sees a bunch of giant bones and gets excited. A natural history scholar he is, after all. The bones are apparently from something called a Ground Gate. And Will wants to take them with him. Moses even gets drawn in. Here Poppo shows up. He invites you in to his workshop. Grab the treasures first - a Camail (armor) and a Flare Bottle. The Mofumofu standing to the right of the door will let you rest for free, whereas the one on the left will sell you items. So far so good. Inside Poppo shows you his latest creation - a submarine. Seems like this is how Jay was expecting you to arrive at the Ruins of Frozen Light. Poppo even says the chance of success is 10% or so... but he mentions that if he had the horns of a Ground Gate he could buff up the submarine. After the scene, check the suspicious traffic cone... you'll learn how to make Anpan (Japanese red bean paste bread) from Mimmy. Also take the opportunity to save. Healing and a save point? Could a boss be coming up? Naaaah. Norma finds the horn alright, except it happens to be attached to a living Ground Gate. Surprisingly, it's Moses who disturbs it, and yes, you'll get it angry. BOSS: Ground Gate HP: 22000 Drops: Gate Armor This guys large, with tons of HP. You'll want to make sure you have Chloe in, because with the Poison Sword you picked up earlier for her, you can poison this guy, causing him to lose 1000+ HP every so often, which really helps. He's not all that tough otherwise, though watch out for his move where he spins around, hitting everything near him multiple times. Moses gets a title here. Return to the workshop. You'll find Jay here. They'll need one day to remodel the submarine. Meanwhile everybody takes off on their freetime pursuits. While discussing why Senel's such a good swimmer, it's flashback time. Senel and Shirley and another girl named Stella are swimming. Shirley explains the "Water Dance Ritual" to Senel. It's how men propose marriage to women among the Water Folk. Stella, who turns out to be Shirley's older sister, explains the rest. If the water glows when the pair embrace, it signifies that their union will be blessed. Finally the submarine is finished. When you're prepared to take off, speak to Jay. As you depart, he gives you another bit of info - to check the walls with star marks on them in the Ruins of Frozen Light. Meanwhile, Shirley translates the inscription for Vaclav. According to her, the inscription is a warning not to use the weapon, not instructions for using it. Vaclav doesn't believe her, but spares her for now. He has another reason for bringing her here. He believes she can break the seal on the weapon, the "Bloodstained Lightning". The party reaches an underwater cave which Poppo described as near the goal. However, the walls have started to leak. Chloe REALLY doesn't take this too well. Luckily, the party makes it to their goal just before the sub sinks. RUINS OF FROZEN LIGHT 雪花の遺跡 Treasures: Climax Bottle x2, Bellbane, Elixir, Life Bottle, Mixed Gummy, Orange Gummy, Miracle Gummy, Hard Bottle, Flare Bottle, Rosemary Upon entering, the party finds a wall with a star on it. After some poking, Norma manages to open it, revealing a door. The door leads outside, though - seems like the submarine wasn't the only way to get in. Jay was using the party simply to test Poppo's inventions, nothing else. The party swears revenge on Jay... But at least now you have another entrance, in case you need to head back to town and stock up and so on. When you're ready, charge on in. Down and left just leads to the entrance with the guards (as Will tells you), so go in the other direction. After passing the door, go right at the fork for a Climax Bottle, then go past the Chaotic Zones and pick up a Bellbane and an Elixir. Loop back and head to the left now. Keep going until you reach the treasure chest with a Life Bottle. Then turn upwards and keep going (both of the other paths lead to dead ends). In the next area head left first to find a Mixed Gummy and Orange Gummy. Go back, and now go straight forward past the Chaotic Zone to find a Miracle Gummy. Now head right and head up the first intersection to find two treasure chests, a Hard Bottle and Flare Bottle. Continue following the path right to the next area. Go straight past the Chaotic Zone for a Climax Bottle and past another one for a Rosemary. Now head down onto the next screen. You'll see a switch here, activate it. Return to the previous screen and now head left. You'll see a save point, make use of it. Head up again and you'll find a Puzzle Booth. Again you'll need to hit the switches. To get the one on the left just reflect the Sorcery Ring off both reflectors at the proper angle. Push the blocks out of the way to reach the switch up and left. Now pull the blocks back into place such that you can climb on top of the blocks and head up to the upper left wall, from which you can hit the final switch in the left. Head on further and you'll get another event. Looks like another big monster is guarding the path. BOSS: Giganto HP: 25916 Weak against Ocean Strong against Curse Drops: Piyohan This guy is pretty damn tough. He doesn't stagger easily, and he seems to attack forever. Multi-hitting attacks or disrupting attacks are your friends here - thus, I'd leave out Moses. Go back and save if you want, then head forward. You've reached the area with the glowing light from earlier. Senel gets extremely distressed upon seeing who's in the light. It's Stella, Shirley's older sister. Vaclav comes in to spoil the reunion. He says that she's been in that state for the last 3 years. Senel had thought she had died. BOSS: Vaclav HP: 7622 Weak against Earth Strong against Lightning You can't win here. You don't do much damage, and after a bit Vaclav knocks your entire party down. Shirley shows up, escorted by Stingle and Cashel. Vaclav tells her to release the seal if she doesn't want him to kill Senel. He lets it spill that Senel and Shirley are not related by blood. Eventually Shirley agrees. Shirley enters the sphere along with Stella, and both girls' hair begins to glow. It doesn't seem to be enough, though. Vaclav orders more water to be poured in, but this water seems to be seawater, as Shirley begins to suffer. Suddenly she passes out, but a brighter light begins to shine. The sphere breaks. Vaclav orders Cashel to kill the party, but suddenly a golden butterfly (or is it a phoenix? I can't really tell) carries Senel off. The rest of the party chases after Senel. Vaclav sends Cashel and Stingle after the party, saying that now Senel might be of use. Flashback time to 3 years ago, when Senel's village was attacked. Stella tells Senel to run with Shirley while she stops the invaders. She promises to catch up to them soon, but she never came... Senel went back for her to find her collapsed. Stella says she knows what Senel really is, but tells him not to tell Shirley. Back in the present the party succeeds in waking Senel. They seem to have been taken to the Forest of No Return. The party tries to discuss how to get out, but Moses seems confident enough. It turns out that the forest where his bandit gang has been hiding out is this one, and that they have a base here. The party heads off, but Cashel and Stingle appear to be in pursuit. FOREST OF NO RETURN 帰らずの森 Treasures: Mixed Gummy, Liquor Bottle, Life Bottle, Orange Gummy, Hard Bottle, Aifread's Flag, War Javelin, Shell Bottle, Leather Boots Thankfully you'll get a full heal. The maps in this area loop unpredictably, making them a real pain. Sometimes there will be blue butterflies flying around; these mark the 'correct' exit. But they don't always appear. If you wander around long enough Moses will offer to guide you to the exit. You can accept to get out of this area for free, but if you do, Senel will miss out on a title and you may miss out on some treasure. So I'll tell you the right way to go to get to the exit and all the treasures. Each point below is one screen. Thus, everytime you change areas, go to the next line. -Go right, up, and left for a Mixed Gummy, then left again. -Go left and up for a save point and heal point, then right. -Go up and right. -You'll see an event where Cashel catches up to you. But you run anyway. Continue up for a Liquor Bottle, then go right for a Life Bottle, and further right. -Pick up an Orange Gummy, go right for a Hard Bottle, then double back and go up at the fork. You'll see a merchant. Go right from the merchant until the next screen. -There's a heal point here. Go right. -You'll see another event. Moses arrives at his band's hideout, but it's already been destroyed. Cashel catches up to you, while Stingle shows up from behind. Moses wants revenge on Cashel, but Will tries to stop him. Meanwhile Stingle says to Chloe that the Valens family daughter certainly has grown up, and that he had told her before if she wielded her sword he would have no mercy. Chloe realizes that Stingle must be the man with the snake tattoo that she has been looking for. She attacks Stingle but is no match for him. Will finally takes control and drags Moses off, instructing Norma to do the same for Chloe. After the event, head up and left. -Head left and down. -Head right past a Chaotic Zone to get an Aifread's Flag (an item you'll use for Synthesis later). Go back to the intersection, then go down, right, down, and right. -Go up and right for a War Javelin for Moses, return to the fork and go left. -Pick up a Shell Bottle and go up. -Go all the way up to get a Leather Boots, then return downwards, find the path with the blue butterflies, and go right. -Follow the path down and right. You'll see a save point. Save! Then head right to the exit. You've made it out of the forest, but you're not out of trouble yet. A weird huge fish-like thing comes and attacks you. BOSS: Armed Angler HP: 14875 Drops: Elixir As part of the Hill Angler race, this boss is susceptible to Senel's second Garyuu Ougi, Gyorin Sakutsuigeki (Rengan Hourakugeki+Goushourai). Use that Garyuu Ougi with Hakugekishou as the Accessory skill slot to lower his attack. Or use Bakugekishou to lower his defense. That and Climax Mode should give you the edge over this boss. He isn't terribly threatening otherwise. After the battle, the party heads onwards... only to run into Melanie and a whole mess of Anglers. It looks like she's the one controlling them. Norma says it's the end for them all... but then Vaclav activates something, and an ominous looking structure rises from the ocean (enjoy your first anime cutscene here). After the scene, it looks like Senel and company took the chance to run back. They run into some more soldiers, but oddly some of the soldiers fight some of the others. A voice says that the soldiers who saved Senel's group are in disguise under his command. Senel recognizes the voice as Mauritz, whom he knows from 3 years ago. Fenimorl shows up here too - it seems that she was the one who asked Mauritz for help. Mauritz explains that the building that rose up is the bridge of the whole Legacy. It was hidden because there, it is possible to control the Legacy without the power of a MelNes. One of Mauritz's subordinates bring the news - Vaclav has brought Shirley and Stella out of the Ruins of Frozen Light. They're no doubt headed for the Bridge. Mauritz says that his aim is probably the Sougahou (Souga Cannon). It's the main cannon of the Legacy. Norma asks why Mauritz knows all this. He explains that he is one of the Water Folk, or who the Land folk call the Glowing Ones. The Water Folk are actually the descendents of the MelNes who ruled the Kingdom of the Founders. Enough conversation for now. Mauritz will guide you to his base. And so ends Chapter Three. ------------------------------------------------------------ MAIN QUEST - CHAPTER FOUR: THE WAR-TORN LAND 動乱の大地 ------------------------------------------------------------ FOREST OF NO RETURN~MAURITZ'S HERMITAGE Treasures: Mixed Gummy Head out to the world map. Here, if you didn't use Moses's help earlier, you'll get a title for Senel. There'll be a Duct right away, so return to Werites if you need. You need to head southwest. Follow the curve of the forest south and make your way there. Once out of the forest, head south until you reach a rocky area with shallow water. A little nook to the south has a treasure chest with a Mixed Gummy in it. After that, turn westwards. Continue on and follow the path until you see the red dot on your map. There's another Duct just outside. To the northwest, along the bottom of the mountains, you'll find a chest with a Saffron. MAURITZ'S HERMITAGE マウリッツの庵 Mauritz will reveal the way in. Once inside, you'll run into Walter again. Walter mentions that he's headed off to find the Whisper Crystal. Mauritz invites you in. First go a little to the right... What's a Christmas Tree doing here? You guessed it. Mimmy will teach you Creampan. A little bit further a travelling salesman has items and equipment for sale. Upgrade your stuff here. The Holy Wrist for Senel is especially nice as it makes him regenerate HP from time to time. Now head inside. Senel asks what will become of Stella and Shirley. No doubt Vaclav intends to use them to activate the Sougahou. Mauritz reveals that the energy source that powers the Sougahou is no less than the lives of many Water Folk. Will asks what Mauritz's true aim is in helping them out. He admits that he did not help you just because of Fenimorl; he would also like to form an alliance between the Water Folk and the Land Folk. In other words, he would like you to help in getting Shirley and Stella back. He especially would like an alliance with Will's country, the Holy Lexeria Empire. It has sent people in secret to the Legacy, including Will, to ensure that no one country gains control of it. Eventually Will agrees to contact the Empire. But he wants the rest of the party to lay low until the war is over. The others protest, but Will's word holds. You'll be in the sleeping quarters downstairs with just Senel. Head outside for an event. Senel has another flashback. Shirley demonstrated the power to make a blue butterfly-like object when they were young. She names it the TelQes, which means beginner wings. Stella explains that when a Water Folk is able to make one, it shows that they are becoming mature. The shape and color of the TelQes differs from individual to individual. Senel wants to see Stella's too, but she refuses. Shirley says that when she completes the Oracle Ritual, she should be able to make a bigger one. In the present, Chloe comes out to see Senel. She wants to talk to him.
She agrees with Will's assessment that they are too emotional and immature to handle this assignment. She then says that she isn't really a knight. The Valens family was a family of knights, but it is no longer. Five years ago, Stingle killed both of her parents before her eyes. She came to the Legacy for revenge. Senel tries to leave, but Chloe tells him that what he's doing isn't courage, it's just foolishness. Senel says that just sitting there while Shirley and Stella are suffering is wrong, and that he has to go. Chloe says she agrees - and that's why she's going with him! They decide to work together. Then Norma and Moses show up. They want to go too. Fenimorl shows up and asks why they're willing to go so far. She is worried about Shirley too, but she doesn't have the strength to fight. Chloe says that they're just doing what they can. Senel says there is something Fenimorl can do too, and that's precisely worrying for Shirley's sake. You'll be back in the sleeping quarters, where a save point has appeared. Head upstairs. The party begs to be included in the plans and pledges to follow Will's directions. Will refuses again. At that moment another Water Folk comes rushing in for Mauritz. Something has happened to Walter's group. They were attacked by monsters and failed to get the Whisper Crystal. Mauritz says that their chances of winning depended on that Crystal. Norma says that in that case the party will go and get it. Mauritz agrees. He says the Whisper Crystal is in a graveyard of the Founders. He directs the party to head northwest to a former island that is now stuck to the land. Norma finds this familiar and realizes that the place is also known as the Man-eating Ruins, known as an extremely dangerous place among Treasure Hunters. The party heads off, dragging Norma kicking and screaming. On the way out, Will shows up. He says he'll tag along as well. Thus your party is restored. The scene cuts to Vaclav. Apparently they've arrived at their destination. Leave the Hermitage. You can't head out to the upper right yet. MAN-EATING RUINS 人食い遺跡 Treasures: Panacea Bottle, Poison Check, Lemon Gummy, Spectacles, Saffron, Climax Bottle, Elixir, 2000 Gald, Liquor Bottle, Stone Check You'll need to head east until you find the path, then turn up and follow the path until the mountians to your west end. Keep those mountains to your south and head westwards until you reach a spiral-shaped beach. (You can easily see the spiral on your big map). Then just follow the beach and shallow waters around. Be sure to activate the Duct. At first there's only one way to go. A little ways in, you'll see a wedding cake. Huh? Yeah, it's Mimmy. What she's doing in a dungeon, I don't know. Either way, you'll learn Pizza from her. Head to the left for a Panacea Bottle. Back on the path, the first Chaotic Zone guards a Poison Check. The next one has a Lemon Gummy. Continue on to the next area. Just follow the path around here. In the next area, go right for a Spectacles, then go through the Chaotic Zone for a Saffron. Nearby another one has a Climax Bottle behind it. Go all the way right past two Chaotic Zones for an Elixir. Head back up and grab 2000 Gald and a Liquor Bottle from the chests. Go up and left through two more Zones for a Stone Check. Then go right past the save point and Zones for a Talisman. Save and proceed onwards. Up next is a Puzzle Booth. Stand next to the exit and fire straight downwards to hit the middle switch (no need to use the reflectors). Fire leftwards to get the other middle switch (again, no need for the reflectors). Now for the tricky ones in the corners. Push the blocks so that you can stand on the little island of two blocks near the exit. Stand on the island and fire straight left to hit the reflector and have it bounce up to hit the switch in the top corner. Then fire down onto another reflector to hit the switch in the right corner. Remember that you can use L1 and R1 to rotate the direction your character is facing without moving. I would return and save. You'll find an area with a lot of statues... I'd suggest equipping that Stone Check you found earlier. The FOE1 Check will help too. Of course, a boss (two of them, actually) are ahead. BOSS: Diva and Mimic Head Diva: 12000 HP Mimic Head: 15000 HP Drops: Protect Ring The Diva can petrify you while the Mimic Head uses a yellow FOE, so be prepared. Try and take out the Diva first if you can, as it will petrify you often if you aren't protected. Use Climax Mode to take out a good chunk of its HP first. And be sure to bring plenty of Panacea Bottles, just in case. Head up to arrive at an area with lots of pillars. You'll find the Whisper Crystal here. Moses charges ahead for it, but stops in his tracks when he sees somebody in the coffin. It's a strange woman... and she wakes up. She thinks her name is Grune, and otherwise she seems a little out of place. She even decides to tag along, saying it's better to have lots of people for a picnic. As the party leaves, one of the pillars begins glowing. With the Crystal in your possession, it's time to go back to the Hermitage. Simply go out the way you came in. When you reach the exit, some soldiers charge. Looks like they were lying in wait for you. Something robotic comes out from the Ruins though, it's part of the pillar from earlier. It begins shooting the soldiers. The party decides to take it back and show Mauritz it as well. Now to discuss Grune. Will asks if she can get back to town by herself, but she doesn't even seem to understand that. It looks like she's lost her memory. Thus she'll be coming with you for a little longer. In a cutscene, Vaclav reaches the command room of the bridge. He directs his men to pilot the Legacy towards the Holy Gadria Kingdom, Chloe's country... Time to head back to the Hermitage (take the Duct if you're lazy). MAURITZ'S HERMITAGE マウリッツの庵 Upon arriving you'll run into Jay again. He's come to see the Water Folk. Over in Werites Beacon, the townspeople notice that the columns of smoke that usually go straight up are going sideways. Looks like the Legacy has sped up considerably. Head over to Mauritz's place. He explains that the Whisper Crystal can be used to control the humanoid soldiers made by the Founders, such as the one the party has brought along. These soldiers are what they will use to go up against Vaclav's army. While the party was away, an answer had come back from the Empire - the alliance has been agreed upon. What's more, Jay has been put in charge of the strategy for the upcoming battle. Jay explains the current situation. It won't be much longer until the Legacy reaches the Holy Gadria Kingdom. On the plus side, at the speed at which the Legacy is travelling, noone can get on, which means Vaclav's unit will not be receiving reinforcements either. Jay and Will begin planning their strategy while the rest of the party takes a break. Chloe approaches Senel and asks him to meet her at night by the spring. When you're ready with supplies, head down to the sleeping quarters and take a rest. Senel goes out to see Chloe. She wants Senel to train with her. She seems awfully excited about it... Over at Vaclav's and company, Shirley begs Vaclav to stop the ship. He taunts her, saying that a MelNes should be able to control the ship by will alone, and that she must be a failure as a MelNes. Shirley hears voices saying that she failed the Oracle Ritual and that she has no power left. Meanwhile the villains have hooked Stella up to the ship's devices and begin to charge the Sougahou with her life energy. You'll have a party of Senel and Chloe. Head to the upper right where you couldn't go earlier. This will take you to Hermit Hill. HERMIT HILL 庵の裏山 There's a heal point here, use it if you get into trouble. You'll run into Dandoratulas here - about time, since Norma has probably been unable to learn Volt Arrow without their Sculptures. Try and get their Sculptures now. They will poison you, so be careful. After 5 battles, the pair will rest a little. Chloe says that fighting alongside Senel was the first time she's fought with anybody. Senel says that he too has only fought alone before. He tells Chloe he feels safer with her by his side. Awwwww... Time to fight some more. After a few more fights, the pair admits to getting somewhat tired. Chloe then asks Senel what Stella is like. Senel flashes back to his youth again. In one scene, Senel rests his head on her lap; in another, she tells him how worried she is; in yet another, Senel tries to stop her from going somewhere. He says that she was kind, but also very stubborn. He remembers again how Stella told him to take Shirley and run while she held the attackers off. In another memory, Stella embraces Senel, saying that she would like to stay that way for a little. He says that she was very graceful and ephemeral. He first met her five years ago. He then tells Chloe about how when Vaclav's army attacked three years ago, Stella sacrificed herself to let Senel and Shirley get away. He says that Stella being captures was his fault - thus, he wants to rescue her now. Chloe says she'll help out in any way she can. Suddenly the pair hear a suspicious rustling. After they both yell "Who's there!?", they hear a very bad impression of a cat meowing and a coughing... It's Norma and Moses! Norma even says that they went all the trouble to spy on them but Senel and Chloe were 'only' talking. Moses says he was expecting something better. Norma adds that since it's the middle of the night, it's okay if they do something sexier... In the morning, Norma and Moses are awfully sleepy. Guess they shouldn't have been up all night. Jay and Mauritz show up and start the tactics meeting. Jay points out the Bridge where Vaclav is. The Bridge has taken the place of the small lake next to where the Mofumofu Village is. Jay decides to call the area the Bridge Plains. Because of how it rose, it lifted up a border of rock around the area, making inflitrating the area difficult. The Mofumofu Village has been blocked off, and Jay mentions that noone is there right now anyway, as the Mofumofus have retreated to a safer place. Jay points out the area between The Crags and the lake, where there was a small canyon. This is the only place where the Bridge Plains can be accessed. Of course, Vaclav's front line is there. The first part of the attack plan is to attack the front lines at night. They would like to draw out the main body of the army out. Thus, the attack has to be successful enough to anger Vaclav. Will and the party form a unit, named Unit 30. Jay asks them to go to the front lines immediately. Upon leaving, you'll see a whole army of the robotic soldiers. The one leading this group will be Walter (who incidentally has changed his clothes, impressing Norma considerably). He still isn't very friendly to the group. Upon leaving, you'll go back to Vaclav. Both Stella and Shirley are now hooked up to the devices on the bridge. Vaclav directs Melanie to drain them without killing them, as he still has other uses for them. FRONT LINE 前線基地 Treasures: Miracle Gummy, Pine Gummy, Lemon Gummy, Life Bottle, Scallop Gummy, Flare Bottle, Silver Javelin, Liquor Bottle, Spectacles, Hard Bottle, Mixed Gummy, FOE2 Check, Dark Bottle, Panacea Bottle, Shell Bottle, Climax Bottle, Hunter Beat, Silver Sword To get here you'll need to travel in the 1 o'clock direction. Head eastwards until you see the road. Follow the road until it ends. Go straight up and you'll find a Rosemary. Now return a little bit and head eastwards to follow the mountains up. There'll be a Duct here. Be prepared before you go in, as once you do you can't come out until you've finished. Will directs the party to rest until night. Senel thinks back to the time Stella showed him her TelQes. He's woken up by the rest of the group. It's almost time when the armies will arrive. The party sees a ragtag group of people that Will says are all Holy Lexaria Empire soldiers. They've all been living on the Legacy disguised as normal people. Then two unexpected people show up - the Pheromone Bombers. According to Will, Curtis is the commander of the whole Lexaria army. Chloe asks why Curtis is here if his job is to protect the Emperor. Isabella replies that the Emperor too is on the Legacy. The combined armies charge, allowing your party to sneak in. On the first screen here there'll be a save point as well as various people to talk to. There's a merchant to the left (though he sells the same stuff as the one in the Hermitage) and the man to the right will let you rest should you desire. Your goal here is to sneak all the way past the front line. If you get spotted, not only will you be forced into battle, but after the battle you'll be sent back to the beginning of the screen. Head up and left for a Miracle Gummy. On the right side you'll find a Pine Gummy and Lemon Gummy. Watch out for the patrolling soldier. Continue on and find a Life Bottle before the next screen. On the next screen, wait for the soldier to come back from the left side and up the right side. Go up the left side. Suspicious looking table here. Check it to find Mimmy. She'll teach you how to make Chocolate Coronets. Continue on up. Wait for the next patrolling soldier to go up so you can go right to find a Scallop Gummy and Flare Bottle. Continue on to the third screen. Here, grab the Silver Javelin for Moses, and a little further a Liquor Bottle and Spectacles. Further up and right are a Hard Bottle and Mixed Gummy. On the fourth screen you'll begin to see your robotic soldier pals attack. Hurray! You'll see your home base discussing events. Fenimorl looks pensive. Head left and grab the FOE2 Check. Now go up and right for a Dark Bottle, Panacea Bottle, and Shell Bottle. Slip past the patrol and go on to the next screen. Grab the Climax Bottle here, then go left and grab the Hunter Beat weapon for Senel. Further up and left there's a Silver Sword for Chloe. Onwards. Slip past the first guy while he's in the corner. There's a save point here. Follow the next guy upwards (not too close). When he reaches the top, the third guard should be just heading down. Quickly run off to the side and past him to the next screen. Well, it was a save point, so you know a boss is waiting for you, right? BOSS: Pharaoh Giganto HP: 37444 Weak Against Ocean Strong Against Curse Drops: Seal Check This guy is rather annoying. He's big and strong, and he does a move where he charges all the way across the screen through your characters, meaning your rear characters aren't safe, plus it's hard to hold him down. There are a few things you can do to make this battle easier, though. One is to set Senel's Garyuu Ougi Kyouki Rakutsuigeki (Keigan Sairakugeki+ Funryuugeki) which works against the Meganto race. The other is simply to equip the Silver Sword you found earlier for Chloe, since it is Ocean- elemental. With Norma and Will using Booing and Antishield, you should be able to wear him down eventually. Back at main camp the commanders hear about your victory. Fenimorl seems anxious, or maybe relieved? With the Front Lines secured, the allied armies decide to push forward. Jay asks the unit to proceed forward to the Bridge Plains. Grune and Fenimorl show up... and Grune suddenly grabs Senel in 'congratulations'. Neither Fenimorl nor Chloe seem that happy. Suddenly a glowing golden light appears. Another pillar of light has appeared in the Inner Sea. Senel mentions that it's the same color as Stella's TelQes. Vaclav isn't terribly happy about these developments. He commands the army to prepare to counterattack. After the events, the Bridge Plain will be right in front of you. BRIDGE PLAIN 艦橋前平原 Once again you'll be able to buy items and rest for free at the camp. Head up and Jay will give you your next assignment. Like before, rather than fighting, your main goal is to break through the lines and reach the Bridge. Soon the two armies clash. Enjoy another anime scene! Vaclav sure is tall... There are two main ways to go, straight and right, but there aren't any treasures so there's really not much of a difference between the two. The straight path is shorter but has more enemies, while the right path is longer but has fewer. It all averages out to be the same, so just pick whichever one you feel like. When you see your allies being attacked, if you defeat the enemies attacking them, you can get some generic items (Gummies, etc.) as thanks. Eventually you'll get an event. The Legacy has almost reached land... meanwhile, Fenimorl asks Walter if there's anything she can help with. Walter asks her to bring food to the people repairing the robot soldiers. Another soldier brings Jay a disturbing report. It looks like the Mofumofus have joined in the battle as well. Jay doesn't take this news well. He heads out from main camp. Vaclav has reinforcements of his own. He sends Melanie to get them ready. After the events, if you head down a screen, you'll get warped back to main base. Use the chance to rest, then keep going on. You'll eventually get to a series of screens where you head on automatically, saving your allies along the way. Quite a few battles follow. After a few more screens you'll reunite with Cuppo, Poppo, and the other Mofumofus. There's something big and mean coming... BOSS: Dragon HP: 17507 Weak Against Ice Strong Against Fire Drops: Dragon Mail His bites hurt. Watch carefully for the Caution Signals; as long as you block the entire series of bites, you'll be fine (watch out for the last one, which comes out really late and can fool you). Personally I don't think he's as hard as the last boss, so just pound away. Afterwards, the Mofumofus are in trouble, surrounded by soldiers. At that moment, lightning hits all of them... It's Jay, he's come to help the Mofumofus. Seems that he has quite a soft spot for the Mofumofus. He thanks the party for saving them. The Mofumofus want to join Senel, but Jay still doesn't want to let them fight. Thus, he says that in their stead he'll join instead. And now you have your sixth character (and final Arts-type character). Vaclav assigns the Triplekeitz to guard the entrance to the Bridge. Meanwhile it looks like Shirley is in trouble. After the events, you'll be on the World Map again. TRIAGE TENT 救護テント Treasures: Bread Before entering the Bridge, Jay suggests heading to this small tent off to the side. Enter and you'll see Fenimorl. She'll pray for your safety. After the event you can rest here and buy stuff from the merchant (still no new equipment though). Check the pile of stuff next to the exit to get some bread. At this point I would also suggest getting the Titles "Berserker" (by doing a battle with all four Arts-type characters) and "Musai" (by doing a battle with all four male characters). When you're all prepared, head on to the Bridge. BRIDGE 艦橋 Treasures: Lemon Gummy, Panacea Bottle x2, Holy Bottle, Life Bottle x3, Hard Bottle x2, Mixed Gummy x3, Orange Gummy x4, Shell Bottle x2, Flare Bottle x2, Denei Bottle, Liquor Bottle, Spectacles, Lavender, Sage, Hit Bottle, Miracle Gummy, Climax Bottle Before you enter, Will goes over everybody's separate reasons for wanting to fight. None of them are the same, but they've still been able to work together. In the meantime Stella and Shirley continue to be drained. As soon as you head in you'll see Melanie. She attacks, but thanks to Jay's smoke bomb and quick work with switches, the party passes her by. Follow the path around. Head left at the first branch for a Lemon Gummy. The red flashing thing is a switch. Hit this also. Go up the hallway. Go into the first room on the left for a Panacea Bottle. There is also a switch here. Hit it. Continue up, then go right into another room for a Holy Bottle and switch. Enter the door at the end of the corridor to go to the next area. Here at the first fork check both sides to find a Life Bottle, Hard Bottle, Mixed Gummy, and Orange Gummy. Go up again and right to find a room with a Shell Bottle and another switch. To the left is a door that cannot be opened if you have not activated all four switches. In the next area follow the path down until you reach a save point. Follow the path left, then up at the fork. You'll find an Orange Gummy. Further along are three chests with a Liquor Bottle, Denei Bottle and Flare Bottle. There's also an entrance to a Puzzle Booth. This puzzle isn't so bad. Head down and push the block in the same direction (down and left). Next push the whole row of blocks up and left so that you've almost reached the exit. Push the remaining block on the right side onto the row you've just created. Now head along to the left side and push the block there downwards. Go to the block on the right side and pull it along, then go to the other side and push it into the gap to fill the last gap before the exit. On the other side of the Duct Melanie awaits. BOSS: Melanie and Fearful Bear X Melanie: 16000 HP Weak Against Ice Strong Against Fire Fearful Bear X: 8000 HP Drops: Resist Ring Beat up the Bear first, it isn't too threatening. Melanie uses tons of Fire magic, so try and keep your characters spread out. She does have a weak point to Ice, so use Jay's Hyouju and so on for good effect. As long as you can stop her from casting too often, she shouldn't be too tough. Afterwards save at the save point. Then it's upwards... the door to the next level is sealed. Cashel shows up and says the only thing that can open the door is the card key he is holding. He taunts Moses, trying to get him to attack, but Moses actually holds back, saying he's learned not to let his emotions get the best of him. Cashel still has some tricks though, as he makes illusions of himself. Jay says to leave it to him. Cashel asks him what he can do, and suddenly Jay makes lightning strike the real Cashel, and the illusions disappear. Cashel runs away, with your group in hot pursuit. Follow the ditch downward. Soon you'll get an event. Jay manages to find Cashel yet again. But Cashel runs. Keep going and follow the greyish platform down. Head back along another ditch. On the next screen, Jay stops an ambush by Cashel. He'll gain the title "Taunting Jay". Keep following Cashel. Thankfully there's only one path along here. On the next screen you'll finally catch up to Cashel. He tries making illusions again, but of course Jay sees through them. Cashel runs away again. You'll be next to a save point, go ahead and use it. Keep following the path around. Eventually you'll come back to where you began and have caught Cashel again. Time for the real fight. BOSS: Cashel HP: 13861 Weak Against Fire Strong Against Ice Drops: Doom Check He can be quite annoying with his multihit knife attacks, almost certain to guard break you, as well as with casting Bloody Howling and Volt Arrow. Again, split up and try and stay on both sides of him. This time the weakness is fire, so use Jay's Homura and so on to chip away at him. Moses has gotten his revenge. He thanks Jay for the help, but Jay doesn't seem to want Moses's thanks... you'll receive the Card Key. However, an odd booming noise begins. Jay says it's probably the defensive cannons of the Holy Gadria Kingdom, meaning the Legacy is close to its destination. In the control room Vaclav is enjoying himself. Use the Card Key and head in. Stingle is there, but all he says is that he'll wait for you at the end of the floor. Senel takes Chloe aside and assures her that they'll always be with her... but this gets strange looks from the rest of the party. Head up the left ramp for a Mixed Gummy. Go up the right ramp and use the heal point and save point, as well as grabbing the Life Bottle. Head up the stairs to the next area. Follow the spiral ramp upwards. You'll find a Panacea Bottle along the way. Further up is an Orange Gummy. At the top of the ramp you'll encounter Stingle. BOSS: Stingle 14513 HP Weak Against Lightning Strong Against Earth Drops: Heal Bangle Unlike Melanie and Cashel, Stingle is actually hard. His combination sword attacks do way too much damage, and if you fail to guard one, you'll quickly be almost dead, or dead. Also make sure to watch out for his special stances. Every time a caution signal goes up, he'll probably go into a stance which works like Chloe's reversal Garyuu Ougis. When he gets below half health, he even starts using a stance that causes instant death. Equip the Doom Check you got earlier to prevent this. Unfortunately your AI controlled characters are too stupid to not hit Stingle when he's in a reversal stance, so just be prepared to heal a lot... After the battle, Stingle manages to escape through a chute in the ground. Chloe wants to chase after him, but Senel stops her. Looks like you'll have to finish things with him later. Grab the Flare Bottle and Shell Bottle, then take the elevator up. From this view they can see the Sougahou's target. Chloe says that they can see the highest mountain in her country, below which is the capital, Baltoga. In the command room, Vaclav's underling tells him that the energy charging is complete. Head forward to find another save point. Then enter the large door. At the fork, you'll find a Hard Bottle. Go right to find an Orange Gummy and a switch. On this floor, you'll want to change all of the switches to the same color, the color of the barriers in your way. In this first area you'll want red. Head upwards and right again to find another switch and a Life Bottle. Then go up and left for a third switch and Spectacles. With the three switches set to red the barrier should disappear. Head on that way (down and left). In the next section, you'll want to change the switches to blue. Head down and left at the fork for a switch and a Sage. Up and right is another switch and a Lavender. Continue up, then go left at the fork for a switch and Mixed Gummy. Now go up and left for the last switch and a Hit Bottle. Head on to the last section. The color here is green. Go up and right at the fork for a switch and Miracle Gummy, then up and left for the other switch and a Climax Bottle. You've now unlocked the path to the last area. There's a save point here, make sure you use it. Then head on in! The party finally get to Vaclav, but it's too late. Vaclav fires the first shot of the Sougahou, levelling a mountain in the process. On the ground, Walter sees the cannon fire and flies off. Vaclav says that he meant to attack the capital, but luckily the cannon has missed. Senel calls out, and Shirley and Stella seem to still be alive. That's good news, but Vaclav wants to fire a second time... BOSS: Vaclav 17415 HP Weak Against Earth Strong Against Lightning Drops: Emerald Ring I don't find Vaclav as tough as Stingle. Maybe that's cause he doesn't have as much range, or he staggers easier. He's strong against lightning, so turn off Volt Arrow unless you want some major minus grade. If you can keep him pincered between Senel and Chloe he might not be able to do much, as long as you can keep him staggered. He's strong, but he doesn't have any fancy tricks like status effects and so on, so just keep beating on him until you win. WARNING! THE EVENTS AFTER THE VACLAV BATTLE ARE MAJOR SPOILERS FOR TALES OF LEGENDIA! DO NOT READ THIS SECTION IF YOU DO NOT WANT TO BE SPOILED! INSTEAD, SKIP DOWN TO THE NEXT ROW OF ASTERISKS WHERE CHAPTER FIVE BEGINS! ************************************************************ ************************************************************ ************************************************************ ************************************************************ ************************************************************ Vaclav's subordinates run off, and the party takes Stella and Shirley out of the machines. Suddenly the machines activate again, even without anybody in them. Vaclav is still alive, and he says he recognizes what Senel really is, and what he did 3 years ago. In his hands he presses a switch. The Sougahou seems to have been activated again. Walter arrives saying that the MelNes is safe, but they're too late to stop the Sougahou. Shirley asks what they can do. Walter says that if the MelNes can control the entire Legacy, they may be able to stop it. Shirley says she will enter the machine again and try to control the Legacy. But her power isn't enough, and the machine rejects her. The Sougahou fires again... and suddenly Stella's TelQes flies out and captures the Sougahou's beam, diverting it away. Stella's body drops to the floor. Walter says that Stella hadn't just lost her consciousness, she had become one with the Legacy itself. The pillars of light were manisfestations of her will. So was the thing that saved Senel in the Ruins of Frozen Light, as well as when falling off the cliff at the end of Chapter One. Even Senel's first meeting with the Legacy was guided by Stella. Senel begs Stella to wake up, but she is too weak for healing. Walter tells Shirley to use her brooch. It saved her life once, and now it might help Stella. With the brooch's power, Stella awakens. But she only awakens long enough to tell Shirley that her power is to help make everyone happy, and to tell Senel sorry. She collapses again. Senel and Shirley yell at her to wake up; Senel even says that he had planned to do the Water Dance Ritual with her, but if she dies he can't. But the brooch breaks, and Stella passes away. Outside the rest of the army is celebrating. Moses even has a reunion with his gang, who he thought had died. Stingle also manages to escape in the confusion. Grune talks to Harriet and Pippo, saying that they've found a beautiful place, but it somehow seems sad, because the ocean seems like it's crying. You'll be prompted to save if you wish. A caption comes up saying two weeks later. Harriet and Senel have come to pray at Stella's grave. Harriet thanks her for saving so many people from dying in the war. She also tells Senel to stop moping, since Stella would surely laugh at him if she saw him doing that. She says that 'that person' (Will) has asked her to take Senel to his house. Senel asks if they've made up yet - but apparently not. They're not even living together. ************************************************************ ************************************************************ ************************************************************ ************************************************************ ************************************************************ END SPOILERS FOR THE END OF CHAPTER FOUR ------------------------------------------------------------ MAIN QUEST - CHAPTER FIVE: AWAKENING 覚醒 ------------------------------------------------------------ GRAVEYARD 墓地 Treasures: Rune Bottle, Dark Bottle, Spectacles, Charm Bottle x2, Cheese The Graveyard is actually a part of Werites Beacon that you couldn't access before. Head down to the main part of town. There's a Charm Bottle in a treasure chest here. In the big house here, if you examine the carpet on the second floor you'll find another Charm Bottle. If you head clockwise and to the top part of town, you'll find that Moses's bandits have set up camp here as well... you can't go any further east, so the eastern part of town is still blocked off for you. To get to Will's house, go counter clockwise to the western part of town. Will tells you that the Holy Gadria Kingdom has sent medals to Senel and company. Will wants Senel to distribute them. Now to find your other members. Chloe's over in the hospital, left of center of town. She's been asking about rooms for rent. She's determined to stay on the Legacy until she finds Stingle. She'll get a title here. Head to the Inn to find Norma. She seems to want a permanent room as well, although Senel misunderstands her innuendo-laden conversation with the innkeep. Harriet asks her if she's still looking for the Everlight, which she is. She wants Senel's help too. Return to the place in the north of town where the bandits are camped out to find Moses. He too is planning to stay so he can look for the Sei- Soujutsu. Senel asks Chaba about his wounds. It seems like it was Stingle who saved their lives by giving them medicine after they were attacked by Cashel. Is he really such a bad guy after all? While you're here, check the boxes to the right of the house with the waterwheel for a Spectacles. After meeting the three of them, head to the central fountain plaza. There you'll find Curtis and... Grune? Seems she's taking Isabella's place while she's busy. But she isn't doing the job so well. Curtis asks Harriet if she wants to join his 'soldiers of love' too. Senel gives Grune a medal (did she even do anything?) when she suddenly embraces him again, apparently to make him feel better. Jay's the only one left, but Harriet says he's probably not in town. Head back to Will's place. Unexpectedly you'll find Jay there, spying on Will... the other party members arrive as well. Will comes out telling everybody to be quiet. He has a guest from the Holy Gadria Kingdom. The guest recognizes Chloe, and compliments her in a not so friendly way, saying that she's done well to clean the stain from her family name. Seems that shortly after Stingle killed Chloe's parents, the House of Valens was booted from the nobility. Senel and Norma take it worse than Chloe does, though. Talk turns to what the Holy Gadria Kingdom wants. Because of Vaclav's defeat, Gadria has won its war with Kurzand. But now it seeks to establish victor's rights - including control of the Legacy and Shirley. It's not just Gadria, either. Other countries have already dispatched representatives to the Legacy. Will says that with so many factions eager to use Shirley, it's a good thing that she isn't in town. The other party members scold him, saying they'd been trying to avoid talking about Shirley in front of Senel. Jay gets a title here. There'll be a flashback. Shirley has decided to stay with the Water Folk as the MelNes in hopes of helping in whatever way she can. Senel says that he doesn't have a right to stop her, but apparently he hasn't even gone to visit. Will tells him that he is going to the Water Folk village, so he should come along. The Empress has given him a message for Mauritz. At the mention of the Glowing Ones, Moses, Chloe, and Norma all exclaim that they'd forgotten why they showed up at Will's in the first place. Fenimorl has come to visit. She begs Senel to visit Shirley (note that she's calling him "Oniisan" now too...) It seems that she's been depressed since having left Senel. Senel finally agrees. The rest of the party wants to tag along as well. Now to actually explore town. There's new equipment in the weapon/armor shop, so upgrade accordingly. There's also new ingredients at the bakery. Speaking of which, if you go to the basement of the Inn, there's somebody playing the piano, named Shiina. Hmm. (The composer of Legendia's music is Shiina Gou.) He can play some of the in-game music for you, but if you give him the types of bread he asks for his playlist increases. Also, go over to the item shop and check the Wadadon (from Namco's Taiko no Tatsujin music game). It'll be Mimmy, and she'll teach you Melon-pan. You can access the area directly east of the fountain now. There's a treasure chest with a Rune Bottle, another one with a Dark Bottle, and a few important buildings. One is important very late in the game for getting a certain helmet for Shirley, while the other is important for the Love Love subquest. See the Subquest section for details on both of these. There's also a Cheese hidden in the crates on this screen. When you're all done, head out the south exit. Fenimorl tells you that the village is to the southwest. Follow the border of the Inner Sea around (yes, there's a new path where you couldn't go before). VISTA POINT 眺めのいい場所 Treasures: Mushroom This area is northwest of where the shallows enter the land again. It's where you saw Harriet, Pippo, and Grune talking in the end of Chapter 4. It'll become important again in Will's Character Quest. For now, though, if you check the roots of the tree you can find a Mushroom. VILLAGE OF THE FERINES 水の民の里 Treasures: Sage, Climax Bottle Apparently another term for the Water Folk is the "Ferines", despite never having been used in the game. Straight west from the village there is a treasure chest with a Sage. If you go past the village south and head all the way down to the tip of the landmass, there's another treasure chest with a Climax Bottle inside. Activate the Duct outside, then head in. Walter comes to meet the party. He doesn't even want to let the party in. Only with Will saying that he has a message for Mauritz does he let them pass. Mauritz apologizes for Walter's behavior, saying that lately there have plenty of people wanting to visit the village, most likely to try and go after Shirley. He says he will prepare a reply for the letter, then says he'll call Shirley in to meet them. A messenger comes in and whispers something to Mauritz. It's a message from Shirley, simply saying that she's busy and she can't meet them. Mauritz says that Shirley has indeed been busy as she's preparing for a certain ritual. She still doesn't have full grasp of her power as the MelNes. Mauritz has prepared a room for the party to stay. This is your chance to explore the village. Check the dancing knight piece to find Mimmy. She'll teach you how to make Muffins. In town and downwards, there's a travelling merchant. He does have some equipment and ingredients not sold in Werites, so be sure to check him out. You can use the oven in your room to bake bread as well. Otherwise there's not much going on in town. Take a rest in your room when you're ready. Fenimorl asks Shirley why she won't meet with Senel. Shirley says that she is the MelNes, and that she can't just think of herself. Fenimorl asks her why she is doing the MelNes's duty. Shirley says to make people happy, to which Fenimorl responds that if she can't even make herself happy, how can she expect to make others happy? She tells her to go see Senel, because after all she likes him. But Shirley responds that the one Senel picked was Stella. Fenimorl tells her to go anyway and not worry about Stella. Her duty is to become happy. At night, Senel receives a letter. It's a letter from Fenimorl, asking him to go to the garden in the back of the village, alone. Norma and Chloe begin to head out as well, only to be stopped by Will telling them not to spy on them... Head upwards to the meeting spot. Fenimorl tells Shirley to go, but she's having a tough time calming down. Finally the pair meet. Senel asks if she's feeling all right. Shirley says that she is busy, but otherwise she's fine. Shirley tries to say something else, but she can't seem to begin. That's when Senel tells her that things between them might not be the same, but if there's anything he can do, to tell him about it. That's what being a brother means. But Shirley stops him, saying there's something she needs to say. She begins to tell him that she's in love with him, but Senel suddenly stops her. She asks him why, and eventually he says that his place is with Stella. After a little bit of shock, Shirley says that she needs to try her best for her sister's sake as well. She tells him that Stella had been in love with him since they had first met. Then she excuses herself, saying she has things to do tomorrow, and runs off before she can break down crying. When Senel returns, he goes to sleep without answering everyone's questions. Over at Shirley's, Fenimorl tries to empathize with Shirley. Shirley tells her to just not worry about her and go to her hometown, but Fenimorl says that she can't ignore a friend. Shirley says it's the first time anybody called her a friend. In the morning, Walter comes to see the group. He's found a remnant of Vaclav's army. He's going to set off to take care of them. Senel says the group will go as well and asks Walter to guide them along. He says they should leave right away, but Jay notes that it's almost as if Senel wants to leave the village as fast as possible. Head outside. Walter and Senel prepare to leave. Moses asks Senel why he isn't going to say goodbye to Shirley. Head out. Shirley has changed her outfit. Mauritz and Shirley prepare to leave for the place where the Oracle Ritual will take place. Walter tells you that the enemy's hidden fort is to the north. Head back the way you came. After crossing the shallows, you'll be almost there. A Duct awaits you before the fortress. HIDDEN FORTRESS 隠し砦 Treasures: Mental Bangle, Life Bottle, Orange Gummy, Apple Gummy x7, Mixed Gummy, Panic Check, Fire Check, Climax Bottle Upon entering, Jay finds it suspicious that Vaclav's army would be here. Walter ignores him, however. Mauritz and Shirley arrive at the location of the the Oracle Ritual, the Altar of the Sea. It is apparently the location where the first MelNes heard the calling of the ocean. Head into the fortress. Follow the path around on the first screen. In the next area, head down through 4 (!) Chaotic Zones to find a Mental Bangle. Then go up the stairs and follow the path around. You'll come across treasure chests with a Life Bottle and Orange Gummy. Continue on to find a Puzzle Booth. Move the first block so that you can go up the stairs and cross it to get to the large path. Head down the next set of stairs. You'll come across a large set of blocks. Move them individually out of the way. Head up the stairs in the lower part of the block. Move the last block around to make a path to the platform. Hit the switch (no need to use the reflector). In the next area, Norma notes that they haven't seen any of Vaclav's troops. They've come across a jail and torture room. After the scene, use the save point. Check inside the two jail cells for an Apple Gummy and a key. Then move on. In the next area you'll see a glowing red sphere. Ignore it for now. Right next to it is a Mixed Gummy (you might miss the treasure chest because of the pillar). Go left and check the fourth jail cell for an Apple Gummy. Then go through the Chaotic Zone to find a Panic Check. Head right now. You'll see some odd spinning things. These are sentries; touching them will sound an alarm. If you trigger the alarm, check the glowing orb you saw earlier to reset it. Use the jail cells to hide out as the sentries pass by. After passing the first one head up and left. In the first cell you'll find an Apple Gummy. Then the one right next to the Chaotic Zone has the next key. Pass through the Chaotic Zone to find a Fire Check. Now head back the way you came and up through the locked door. The next area is quite similar. The fifth cage has an Apple Gummy. Head up and around. Go up when you see the Chaotic Zone. The cell right before it has the key. Past the Chaotic Zone is a Climax Bottle. Keep going right. The first and second cells have Apple Gummies. So does the cell before the door. In the next area you'll come across what looks like a small library. Norma and Will are shocked. The books are records of experiments on humans. Vaclav was running experiments on the captives of the war. He wanted to see if he could artifically create the MelNes's power in humans. Senel becomes enraged at the news. Moses suddenly notices that Walter has disappeared. Head on up to find Walter. He says that this is what the Land Folk have done. He then tells the group that the Water Folk's suffering will end once the MelNes undergoes the Oracle Ritual. Senel says that the last time she attempted the ritual she had almost died. Walter says he knows. The Oracle Ritual is also a ritual of rebirth. She will become one with the Souga and become reborn. Walter brought the party out here on a false pretense so that they would not be able to stop Shirley. But that's not the only reason. He wants to fight Senel, but suddenly his monster appears and tells him something. A Land Folk army has appeared at the ritual. He leaves the party behind. The party tries to follow, but some monsters have shown up. BOSS: Silver Galf and Gold Galf Silver Galf: 25991 HP Gold Galf: 25000 HP Drops: Elixir and Moon Crystal These guys might look like normal Galfs, but they're TOUGH. They have lots of HP and are pretty strong, dealing almost 1000 damage with some of their bite combos. Make sure you have Norma so you can cast Resurrection as needed. Try and catch them both in the same spot and activate Climax Mode so you can chip away at their HP. As they're both Galf, you can use Chloe's Garou Buyougeki Garyuu Ougi to inflict status effects on them as well as do some nice damage. After the battle, Jay notices a fallen book. It's titled "Plan to Capture the MelNes". Senel for some reason demands to have the book. Head back the way you came. Pretty mean of them not to give you a save point, eh? At least the weird patrolling things are now gone. Once outside, some Mofumofus will greet you. They inform Jay that Shirley went to the Altar of the Sea at the bow of the Legacy. Meanwhile Shirley begins the Ritual... The Land Folk army attacking turns out to be that of the Holy Gadria Kingdom. The leader seems to be the brusque visitor Will had earlier. He instructs his soldiers to prevent anybody else from getting the MelNes, even if it means killing her. HIDDEN FORTRESS~ALTAR OF THE SEA Treasures: Lemon Gummy Exit to the World Map. Take the Duct back to town if needed. Now head northeast. Head across the bridge and turn north. Follow the path up and cross two more bridges. Keep going north until you find the path again. Slightly before it on an overhang in the forest you'll find a Lemon Gummy. Keep following the path up until you see a Duct and your destination. ALTAR OF THE SEA 望海の祭壇 Treasures: Orange Gummy, Life Bottle, FOE3 Check, Silk Robe, Rune Beret, Mixed Gummy, Pine Gummy, Liquor Bottle When the party enters they'll see some bodies of the Water Folk. They're already dead. Jay points out a sword on the ground and asks Chloe if she recognizes it. She recognizes the emblem on the hilt as coming from her country. She swears she knows nothing about it, but Senel ignores her and charge in. Meanwhile the Water Folk begin to murmur. There hasn't been any response from the Souga yet. Perhaps she's lost her power after all. She remembers how last time she tried she passed out and had a fever for days. Suddenly a wounded Water Folk walks in. The Holy Gadria army has arrived. Head in and follow the path. Go left for an Orange Gummy. Keep following the path along and head down at the fork for a Life Bottle. Continue on past a Chaotic Zone for an FOE3 Check. In the next area there's a Silk Robe behind the Chaotic Zone. Follow the path around and go up for a Rune Beret. Continue up for the next screen. The party runs into more bodies. At the altar, the Gadria army says that Shirley is under arrest for controlling the Sougahou and attacking their country. But the other Water Folk stand in their way. The Gadria soldiers try to strike down the last woman, but Shirley runs in front of her. Fenimorl, seeing this, pushes Shirley out of the way, and gets stabbed instead... Go right for a Mixed Gummy. Follow the path around to find a Pine Gummy. Then go down and left into the next area. At the fork head down and left for a Liquor Bottle. Then go up, you'll see a save point. Save, then go up and around. At the altar, Walter has arrived at the scene of carnage. Mauritz stops him from interfering, however, saying this is a chance that they can't pass up. Fenimorl apologizes for saying that she could stay with her always, when it looks like that won't be the case. Fenimorl gives her last blessing to Shirley before passing away. The Gadria soldiers say that this is what happens when you resist them. They and the Water Folk are enemies. Shirley then hears a voice calling her. It's the voice of the Souga. Her hair begins glowing again, and energy surrounds her. Shirley remembers why she had failed at the last Oracle Ritual. It was because she knew what would happen if she succeeded. She purposefully failed the last time because that would mean she would awaken as the MelNes, and no longer be herself. It would also mean that she would kill Senel. The party runs into some soldiers that are running away. Meanwhile something that looks like Walter's monster attacks the party. BOSS: Gust Mammon HP: 21919 Drops: Poison Check He isn't very tough. Just keep pounding away at him. He has no weaknesses or strengths and doesn't really do anything that special. After the battle, the Water Folk controlling the monster run away. Head up the altar for the final scenes. The party sees Fenimorl lying dead. Walter blames it on the party, as Land Folk. He says he will not let the party anywhere near the MelNes. Meanwhile the Gadria commander says that the Water Folk don't even count as people. He orders Chloe, with the king's authority, to kill Shirley. Walter says that surely Senel must think that the Water Folk are monsters as well. Senel steps up and punches the commander out, saying that is his reply. Suddenly Shirley's hair stops glowing. Mauritz begins laughing in a rather disturbing manner. He calls on the MelNes to awaken, and suddenly Shirley's hair glows much brighter than before, and her TelQes appears. Walter and Mauritz's hair begins glowing as well, as the power of the Souga has awakened. Walter then steps up to fight the party. BOSS: Walter HP: 18266 Weak Against Curse Strong Against Ocean You can't do any bit of damage at all to Walter. After a little while, he does a much more powerful version of his usual DelQes attack and knocks the party down, ending the battle. Walter is entirely too strong. He says it is time to kill Senel. But Shirley stops him. Senel calls to her, but she says not to call her by that name - she is now the MelNes. Senel says that Shirley is Shirley, but she tells him to shut up, saying that she is no longer the person who called herself
his sister. She knocks him down with a sphere of energy. She then says that the Land Folk have no need of the blessing of the ocean. The party feels like something has been drained from them. The MelNes says that the will of the Souga is to return the world to the form it should have. Mauritz adds that the Water Folk act according to that will, and will exterminate the Land Folk. Walter prepares to kill them all, but a sudden blizzard appears and the party is swept away. Walter send his robot troops off in pursuit. Meanwhile the MelNes says she has remembered her duty. She says she will return to the Castle. She also wishes for Fenimorl to be buried. Walter says that he will do and begs the MelNes to let him. She agrees. At the beginning of the dungeon now, the party wonders what happened. Suddenly somebody unexpected shows up. It's Grune, and she's got a sphere of blue light with her. She greets the party, then begins talking to the light, asking who it is. The party members wonder if she's gone totally insane by now. It seems none of them can hear or see the light. The light names herself Celsius, and calls Grune her master. She says she has manifested in response to Grune's will to save Senel and company. However the elements in the area are weak and she cannot manifest any further. Grune tells her she can rest. Celsius turns into a seed, which Grune picks up. Suddenly Walter's robot soldiers show up. Senel and Chloe begin to fight them off - but neither of them can use their Soujutsu. Norma tries casting a spell, and she can't either. The party has no choice to run. Back in Werites Beacon, the party hears more disturbing news. It seems that EVERYBODY in the town can no longer use Soujutsu. Moses goes off to help his band. Meanwhile Isabella arrives and asks Will and Jay to go with her - the Empress of Lexaria is calling. That leaves Senel with Chloe, Norma, and Grune. They begin to go off to Will's house, but Senel suddenly collapses. Senel flashes back to when Stella told him to run away with Shirley. Then he remembers the words Shirley says as the MelNes. He says that back then, when he first called Shirley family, he had also decided to atone for some sin. Senel wakes up with Harriet and Grune watching over him. They go off to tell the others. Chloe however has been waiting outside. Senel asks her in. She tells Senel that war preparations are under way against the Water Folk. There are even rumors that a battalion of the robot soldiers is massing outside of Werites. Then Chloe apologizes to Senel. As a Gadrian herself, she feels that she is partially to blame for what happened with Shirley and Fenimorl. But Senel says she isn't like the others. Senel then gets frustrated. There are too many things he doesn't know. He doesn't want to fight Shirley. Chloe feels the same way too, however. Grune returns, saying that the two certainly get along well. She then says that if they both don't know something, it means they're thinking the same thing. Senel then says that that's the point, they don't know anything - they should go and find out the truth, instead of standing around and worrying about it. He asks Chloe to help him and come with him, which makes her a little too happy, perhaps. Norma comes in suddenly and says she'll go too. But they have no idea where to start. Suddenly all of them get the feeling that they have to visit the Beacon over Werites... They leave. Grune says to Chloe "great it worked out, right?" and Chloe says yes, abashed. You'll be on the second floor of the Inn. Go down and save, then leave. Suddenly some soldiers show up. It's the Gadrian commander. He tells Chloe she is under arrest as a traitor to the country for not following his orders at the altar. Senel says that it was him that punched him out, and the commander says Senel will be arrested too. Suddenly, help arrives from an unexpected place... After Curtis's song and dance, he punches the commander out. With that taken care off, head for the Beacon. But first, make sure you go to trigger the first Love Love Couple subevent (see the sidequests section for details) if you're doing that subquest. The window of opportunity is very limited. The east portion of town is now open to you as well. There's a Lemon Gummy in a treasure chest here, and if you check the bench facing the river north of that chest you'll find a Rune Bottle. Check the wheelbarrow in front of the large house (Madam Musette's) for an Apple Gummy. Search the urn on the second floor of her house for some Pickles. There's another Apple Gummy outside Madam Musette's house to the left, in a jar. Off to the Beacon. To get there, head to the top of the city and head straight up. The party runs into Jay and Will. They say that they too suddenly felt that they should go to the Beacon. The entrance to the Beacon has mysteriously opened. Jay says that in living memory, nobody has ever been able to open the door. Moses shows up too. He says a large robot army is waiting outside town. Seems like he wasn't a match for them. He too felt the pull to the place. Now head on in. The inside looks very mechanical, just like some of the other ruins. An elevator takes the party very far down. They can hear the ocean waves from here. They find a quiet ocean. Norma tells the party to hurry up and look up. The sky is like a ceiling, and it's entirely closed. They seem to be INSIDE the Legacy, somewhere far below the Beacon. Senel's hands begin glowing. He thinks for a moment, then Majinken's Moses. His Soujutsu appears to be back. Then Norma joins in. It looks like Moses is the practice dummy... and everybody else has their Soujutsu back as well. Moses runs off somewhere. Then he comes back... saying that when he tried to go up again, he was unable to use Soujutsu again. Their power has only returned while they are inside. The party then discusses their next step. The MelNes's aim is to purge humanity. The MelNes also told them that they did not need the ocean's blessing before they lost their Soujutsu. So the next step is to find out exactly what the Souga is. The party gets another vision. They decide to explore the interior area of the Legacy. Then Norma asks Grune why she's here anyway. She says it's because she likes everybody. She says she'll fight with the party too. The party leaves, but Jay wonders if it was really coincidence they came here in the first place. It seems more like somebody guided them there. Grune joins the party here. Over at the palace mentioned by the MelNes, they've reached the throne room. The MelNes says that the party has apparently arrived at the 'The Abandoned Lands'. And so ends Chapter Five. ------------------------------------------------------------ MAIN QUEST - CHAPTER SIX: THE FALLEN LANDS 打ち捨てられた地で ------------------------------------------------------------ THE QUIET LANDS 静の大地 Treasures: Apple Gummy, Orange Gummy, Spectacles, Squid, Shrimp, Cod, Liquor Bottle, Shell Bottle Though this looks like a map area, it actually counts as a dungeon area so you won't be able to rotate the screen, nor will you be able to see the map, nor will you be able to save except on the save point, which is just close to you on your right. There's an Apple Gummy in the chest next to it too. Explore the area and collect some treasures. An Orange Gummy lies to the east on a long platform. A Spectacles is on another platform south-southeast of the central elevator. South of the central elevator a bridge leads to an island with Squid, Shrimp, and Cod on it. Southwest there is a Liquor Bottle and west there is a Shell Bottle. You'll see some strange buildings and other places - a Coast right next to where you begin, an Ice Monument up northeast of the save point, a Geoglyph Area to the southeast, a Thunder Monument further southeast, a Fire Monument to the south (on the same island with the seafood treasures), and an Earth Monument west (same island as the Shell Bottle). In the vision the party saw everything was colored red. You guessed it, your first destination is the Fire Monument to the south. At any time you can take the Elevator back to Werites as well, so don't be afraid to stock up on essentials. There is also some new stock at the armor and item stores. FIRE MONUMENT 火のモニュメント Treasures: Rune Bottle, Spectacles, Dragon Tooth, Life Bottle x2, Apple Gummy, Piyo Check, Orange Gummy Upon entering your party will confirm that this is the place they saw in their vision. There is a platform with some lettering on it, but neither Jay nor Norma can read it. Norma kicks it, and it happens to activate the bridge towards the entrance anyway... It should be pretty obvious that almost all the enemies in here are fire-elemental. Turn off all of your offensive magic spells except for the ice ones. Enter the monument. Follow the ramps and blocks up and around. The first treasure chest is a Rune Bottle. You'll come to a large crystal thing. When Senel and Chloe approach, they get a strange vision of a square platform in the ocean. Continue following the ramps. Another crystal is in your path. The vision this time is of the platform from before, this time with land rising from it. Further on is a Spectacles. The third crystal you'll see gives you a vision of a diamond shaped landmass. Norma says this is probably the same as the platform from earlier - the visions seem to be a continuation of each previous one. Continue on to to find the door for the next area. The party decides to take a rest here. The party discusses the visions, although Grune doesn't seem to take it that seriously... After the event, use the save point and head on. Here in the next area you'll find treasure chests with switches behind them. Activate all six switches. You'll find a Life Bottle, Dragon Tooth, Orange Gummy, Apple Gummy, Life Bottle, and Piyo Check in front of the switches. Once you hit all of them the door onwards will open. Past it there's another crystal. This one doesn't show a simple scene, however, it seems to warp the party somewhere - the Lumen Spring (where Senel and Shirley first met Will). However, it seems different from the one Senel and company know. Whereas the one they know has crumbled, this one is fully intact. Where there was a forest before, there's just a few young trees. The party sees a vision of somebody that looks like Shirley. But it keeps disappearing and reappearing. Next the party gets warped to a black space with a spinning pinwheel of light. Something large comes out of it towards the party... BOSS: Volcano Gate HP: 36048 Weak Against Ice Strong Against Fire Drops: Flare Mantle This guy's huge. As a plus, that means he's easy to hit. He also doesn't get knocked back, so he's actually quite easy to get large combos on. If you don't have the 100-hit title yet, now is the time to go for it. Just cast plenty of Ice Spells as well and you should get plenty of Grade for this fight. Also, Senel by now may be able to make a Garyuu Ougi that affects all of the Sea Gate race, so try it out if you want. The party then hears a voice asking the MelNes why she is sacrificing herself. Another voice says that this is all the Land Folk's fault, and if they were gone, this wouldn't have happened. A third voice says that the "Kousekiyoku" (Wings of Light) is an abominable thing, but it is necessary for them now. A fourth voice says that the only thing they can do is watch over the MelNes. A new cutscene shows the pictures from before, only this time in motion. The white platform suddenly emits a large star of light, and land erupts over it, converting it into the diamond shape. A new voice says that the lives of the Water Folk end here, and that the rest is up to the next MelNes. The party finds themselves warped out of the Monument. Suddenly, they all feel very weak. Also, the Mofumofus show up. They've followed the party, hearing that they were inside the Beacon. Thankfully, they've made a camp, and offer to let the party rest there. Something appears on the ground in front of Senel. It looks like a fragment of a larger stone. Leave and the Mofumofus will tell you that their camp is at the Coast that was next to the place where you started. Go towards the save point first, then head there. COAST 海岸 Your party falls asleep as soon as you arrive. Guess everybody was tired. Afterwards, Jay reports on the events from up above. The war has yet to start - the robots outside of town haven't yet attacked. Discussion turns to the visions they saw. It seems that it might have been the birth of the Legacy. The Glowing Ones caused land to grow over the original white square ship and created the ship. Norma wonders if it was the MelNes's power that brought about that change. Will is worried about the Kousekiyoku, as well as why the legendary monster Gate should have appeared. Jay says that creating a floating continent seems a bit excessive even for the Water Folk. Senel says they must have had some important reason for leaving their original home and making the Legacy. Jay says if that's the case, the question is what was the reason. Suddenly the party gets another vision. It looks like it's time to move on to the next monument. It really does seem like somebody is watching over them and guiding them onwards. Flashback time. Senel is telling Shirley that they should stay in an empty house they found until they meet up with Stella. He tells her not to worry, since Stella promised she would come. Shirley asks him why he's doing so much for her. Then Senel hears another voice saying "Thanks to you, we now know where the village is." He wonders to himself whether it's repentance, or something else. The next morning, Pippo and Jay tell the party that they are in The Quiet Lands, which is legendary among Mofumofus (but you already knew that...) Jay says that if this is the legendary Quiet Lands, they might also see the Heavenly Path, but that's apparently a path that is not a path floating in the sky somewhere, according to Pippo. After the conversation, you're free to go. Another Mofumofu has arrived, who serves as a merchant, and you can rest here anytime. There's also a save point here. ICE MONUMENT 氷のモニュメント Treasures: Liquor Bottle, Rune Bottle, Mixed Gummy, Panacea Bottle, Mithril Hammer, Mithril Spear, Life Bottle, Shell Bottle Your next destination is here, in the northeast of the Quiet Lands. Of course, you should turn off your ice spells from before and turn on fire spells. Norma sees an odd shadow upon entering. It turns out to be Walter. He wants to fight. However, it looks like as opposed to above, he has no power down here... The party tries to attack him, but they're stopped by a bluish butterfly-shaped object - it's Shirley's TelQes. A sphere of light envelopes Walter and carries him away. Senel thinks Shirley may be nearby, but he gets no response. Will wonders why the Glowing Ones call the Quiet Lands "The Abandoned Lands". Norma simply kicks the switch again to enter the ruins. The layout of this place is nearly identical to the Fire Monument. However here, spikes of ice come up from the ground with a little bit of warning. Touch them and you'll end up taking damage, so watch out. Head along to find a Liquor Bottle. You'll soon encounter your first glowing crystal here. This time the party sees the square white platform from a different view. It appears to be next to another landmass. Will and Norma mention that every time they see a vision, they get more and more tired. The next crystal shows what seems to be a zoomed back version of the platform and landmass. It seems to be headed out from port. The third view is even further back. The landmass from earlier seems to be in decline. A little onwards you'll find a Rune Bottle. Continue on to the next area. Again, your party will take a little rest. Norma will stick to Senel, making Chloe angry. Norma wonders why Chloe is angry, then seems to figure it out. She whispers to Chloe that if she's going to go for Senel, better do it now while Shirley is gone... Senel gains a title after the scene. Save at the save point then head on. Now this room is slightly more complex than the one in the Fire Monument. You only want to hit some of the switches. Your goal is to make all of the cylinders begin bubbling. In this case, just hitting all the switches on the left side will work. Grab the Panacea Bottle, Mixed Gummy, Mithril Hammer, Mithril Spear, Life Bottle, and Shell Bottle from the chests, then proceed on. The final vision here warps your party to an area where many dead Water Folk and Land Folk lie. It seems to be somewhere on the main continent. There are women and children among the Water Folk bodies as well. Senel sees somebody who looks like Shirley standing in the distance. But once again she disappears. They see a group of Water Folk standing around a woman who might be the MelNes. But again they all disappear, and the party is once again warped to blackness. Again, it's time for a fight. BOSS: Glacier Gate HP: 37745 Weak Against Fire Strong Against Ice Drops: Freeze Mantle You can fight him pretty much as you fought the previous Gate. Sometimes he dives, and when he does watch out when he surfaces again, as he'll do a rather strong tail attack. Also watch out for Freeze Lancer. But again, keep him busy and he won't be able to do much. The party hears a voice saying to kill all of the Glowing Ones. It says to chase them into the ocean. Another voice curses the Land Folk, wishing they'd never come. A third says to protect the MelNes no matter what. And again, you'll see an anime version of the previous memory flashbacks, with the rectangular ship leaving some sort of port. A voice identified as that of the MelNes tells the Water Folk to board the ship. She tells them to separate from the cursed land that has taken so much blood. You'll be warped back to the entrance, and your party will get another stone fragment. Once again the engraving seems to recall the scenes the party saw earlier. When you're all done head out and return to the Coast. COAST 海岸 Once again, the party is tremendously tired. Jay tells the party that they think they know where Shirley is - a castle at the stern of the Legacy. Norma calls it by another name, the Mirage Palace. Among Treasure Hunters it's known that the Palace is unreachable from land. The Mofumofus are searching for a possible way to enter. Now the party reviews what they saw earlier. The 'important reason' that the Glowing Ones left the continent for seems to have been the war that drove them from the land. Norma wonders if their mysterious guide is trying to tell them that the differences between Water Folk and Land Folk are irreconcilable. But Senel says no - he and Shirley got along quite well these past three years. Will says there is still one other thing bothering him - why the war started in the first place. Once again upon asking, another vision arrives. The next destination has been shown. Jay says that he might have an idea on who it is that is helping them out. But he refuses to say who it is just yet. He says he can't prove it, so he won't bother yet. He gets a title here. Another flashback - Shirley asks Senel if he has to be a Marine Trooper. She tells him that if it's about money she'll work too. But he tells her he would rather that she stayed at home. Then he hears Stella's voice. She asks him if he's forgotten his promise, if he's forgotten her. Senel replies of course not, and that with Shirley... At the palace, the MelNes says it is time to prepare to activate the Wings of Light. Walter returns asking why she stopped him from fighting Senel. Mauritz says the Abandoned Lands are said to be the only place where the blessing of the Souga doesn't reach. He forbids Walter from interfering with the party while they're there. Time to head out again. THUNDER MONUMENT 雷のモニュメント Treasures: Flare Bottle, Hit Bottle, Orange Gummy, Apple Gummy, Mixed Gummy, Beat Homing, Rune Bottle, Lemon Gummy Remember that in Legendia, Thunder and Earth are opposing elements. So turn on your Earth spells here. A sudden bolt of lightning scares the party as they enter. Chloe grabs onto Norma rather scared... Norma kicks the monument again, and in they go. Seems like inside lightning can strike too. Once again Chloe seems abnormally scared. She denies Norma's suggestion that she's afraid of lightning, though. She then whispers to Chloe that the next time they hear thunder she should grab Senel. She tells her not to let this chance away. Go Norma, playing Cupid... In here touching the black balls will warp you. Touch the first one you see and grab the Flare Bottle, then head back. Follow the ramp up and take the Hit Bottle. Now go up to the warp. You'll come across your first crystal here. The vision they get now appears to be of a meteor-like object. Head up to the next warp. Move along down the ramp for another crystal. The party sees a calm-looking ocean. At the bottom of the ramp there will be two warps. Take the one on the right. Follow the path up to find another crystal. There's a humongous wave rising from the ocean... Return and take either the warp in the corner or the left warp. They'll lead you to the exit. In the next small room, the party once again stops temporarily. Norma tells Chloe that this is her chance. At the next bolt of lightning, Chloe begins to scream... but after the flash, for some reason Moses is grabbing on to Senel. He can't stand loud noises. Poor Chloe. Chloe gets a title here. Save and move on. This time you want to hit the switches on both sides in the first and third rows. The treasures here are an Orange Gummy, Apple Gummy, Beat Homing (a weapon for Senel), Mixed Gummy, Rune Bottle, and Lemon Gummy. This time the party is warped over an ocean. Since it's not real, though, they don't sink, much to Chloe's relief. Senel suddenly runs off, as he's seen Shirley again. But of course she disappears. She was looking upwards. After being warped to the black area again, the next boss fight awaits. BOSS: Tempest Gate HP: 39522 Weak Against Earth Strong Against Lightning Drops: Thunder Mantle Once again the same tactics suffice. Use Earth magic if you're going to use magic at all. Afterwards more voices. They say a meteor has fallen. But another voice says no, it's a ship - a large white ship. And again, an anime sequence summarizes what befell. A large object - the white square ship from before - fell into the ocean from the sky and caused a huge wave. The party gets warped outside and is once again tired. A third stone fragment presents itself to your party. Time to head back to camp. COAST 海岸 Time to review what you've seen. Will proposes the theory that the Glowing Ones actually came from another world. Norma says that considering their hair glows, they can breathe water, and that they can use TelQes, it's not such a radical idea after all. Jay says he is also worried that the someone that is guiding them is also convinced that the Glowing Ones are too different from humans. That is the root of the hatred between the two races. The Glowing Ones even call themselves enemies of humans. But Senel says none of it matters. Jay tells him that may be what he thinks, but other humans may not think that way, maybe not even Chloe or Moses. Senel yells for their 'helper' to show themselves and tell them straight what they want. There's no response. Senel tells Jay to tell them who their helper is. Jay reminds them of when they first arrived - they wanted to know what the Souga was. They know the MelNes is the representative of the Souga. The MelNes calls herself the one who hears the voice of the Souga. The Glowing Ones follow the will of the Souga in an attempt to purge humanity. Jay says that whoever is trying to help them is analagous to the Souga's relationship to the Glowing Ones. It might be the Souga itself. Will and Chloe say that doesn't make sense. But Senel asks if maybe in these Abandoned Lands there is a second Souga. Jay agrees. Norma asks who the second Souga is. Jay then points away. Senel wonders if he means Grune. But Jay says to look beyond her - at the ocean itself. He says the Souga is the will of the ocean. The MelNes's power is to connect to the will of the ocean. Since the MelNes wants to exterminate humanity, the second Souga in the Abandoned Lands called the party down there. Moses asks for proof, but Jay says he has none. He then calls out to whoever is helping them, asking them to show if his guess is correct, and what the Glowing Ones are trying to do. The party then receives another vision. Jay says it's time to forward, and asks Senel not to run from the truth. Senel says there's no way he'll do that, and Jay says to remember that for later. Flashback time again. Senel and Shirley look around their house, saying they've already lived here for 3 years. Shirley then thanks Senel for being with her. Again Senel hears Stella. She tells him that she sacrificed herself to save him. She asks him again if she's forgotten that. Jay and the Mofumofus look out to the ocean. The Mofumofus tell him he looks scary, and ask him if he's thinking about taking care of Shirley by himself. He tells them he can't count on the party to do it, and he's already experienced in a number of areas... At the palace, Mauritz says that the Wings of Light haven't yet activated. He says it's possible that Shirley's awakening as the MelNes may not be complete. He wonders if the reason is Senel. He and Walter discuss how to take care of the problem. In the morning, head out to the final monument, the Earth Monument. EARTH MONUMENT 地のモニュメント Treasures: Life Bottle, Rune Bottle, 555 Gald, 765 Gald, 888 Gald, 1000 Gald, 1500 Gald The Earth Monument is westwards. As opposed to the other Monuments, there are no monsters inside the first area. This monument looks peaceful in comparison to the others. Norma wants to have a picnic, but there's no time for that. Once again Norma kicks the platform to raise the bridge. Touching the black square things here will get you warped to the beginning. So avoid them and head on. The first chest has a Life Bottle. Afterwards you'll find the first crystal. It shows you an odd tower in the sea with 12 smaller pillars around it. Jay says it may be a secret weapon of some sort. The next crystal shows a zoomed out picture. The objects from before are floating in the Inner Sea of the Legacy, and the surrounding ocean is glowing. Will says it may be the activation of the weapon. Next is a chest with a Rune Bottle, and nearby the third crystal. The third vision shows humongous waves ranging all over. Jay says this new weapon may be far more powerful than the Sougahou. Continue on to the next area. Discussion time again. Or rather Norma and Grune seem to have formed a comedy duo. Norma is asking the Souga what color Grune's underwear is... Just head onwards. But save first. Norma and Grune get titles here. More switches. There are actually enemies here so be careful. Hit the right one in the first and third rows and the left one in the second row. There's lots of Gald in these chests (not that you should have been running short of cash anyway). The party is warped to a strange area. Someone is sitting on a strange platform with wings of light emanating from it. They are dressed the same as Shirley. Shirley faces the party with a cold expression, then disappears. Then the other MelNes disappears as well. Black area. Boss. You know the drill. BOSS: Earthquake Gate HP: 41383 Weak Against Lightning Strong Against Earth Drops: Geo Mantle Same as the rest. Shouldn't be a problem. More voices. The MelNes says she will use the Wings of Light and become one with the Souga. An anime sequence shows the activation of the secret weapon, causing immense destruction. The ocean splits the very land itself. The MelNes's voice says that there's still half left, and that her will is fading away. She says some day the next MelNes will finish the job. Jay recalls the legend of the Great Sinking, where half of the world's continents were swallowed by the ocean. He says that is precisely what they just saw. The Great Sinking really happened, and it was the work of the previous MelNes. And now the current MelNes, Shirley, is trying to do the same thing. Chloe asks Senel if he's okay, now that he knows what Shirley is trying to do. He asks her if she saw Shirley's expression. There is once again another tablet, this one with the snowflake-ish design that the secret weapon caused (and also incidentally part of the Tales of Legendia logo). Time to return to camp. COAST 海岸 The party discusses the disaster that might befall them if the Great Sinking happens. The secret weapon of the Water Folk is the Wings of Light. Jay calls the Water Folk enemies, which Senel doesn't take to kindly. He asks everybody if they really think Shirley will cause the Great Sinking. He says she can't even bring herself to kill a bug. Jay gets angry, telling him that he can't call her his sister anymore. Senel then just says if they stop the Great Sinking, it will be all right. He tells the group he will simply convince her. Jay and the group don't believe him. But suddenly a glowing comes from the southeast. It looks like the Souga is calling again. There has been no change with the MelNes. Mauritz asks Walter how many hostages from Vaclav's army they have. Mauritz tells him to look for people who match certain qualities. You didn't get an automatic heal this time, so rest up, then head out southeast, east of the elevator. GEOGLYPH AREA ジオグリフエリア The glow disappears as the party enters. They find some notches on the ground that match up with the four fragments they found earlier. Jay explains the drawings on each one again. Your task is to put them in order. The correct order is 3, 2, 1, 4 - in other words, chronological order. Upon doing so, the fragments glow. The Souga wanted to show them the truth of history. The Glowing Ones arrived from another world. However, they and the Land Folk became wrapped up in a war, and the Land Folk won. The Glowing Ones left the continent on their ship and founded the Kingdom of the Founders. But their hate for the Land Folk was too much, and they caused the Great Sinking. Now the entire ocean begins to glow. The party deduces that now the Souga wants to know what they intend to do. Will's nails begin to glow. He steps forward. He says he has been chased from the continent too, and that he has Harriet. But he can't allow the Great Sinking to disrupt the peace of everyone's life. Will's nails begin to glow more strongly now. He feels a great strength in him. Moses's nails glow next. He says he belives that if Mauritz and Walter are defeated, Shirley will return to normal. He swears to stop the Great Sinking as well. He thinks that he's finally gained the Holy Soujutsu, although the legends say that the Holy Soujutsu makes one's nails glow in rainbow colors, not bright white... either way, he's pretty happy. Next up is Norma. She says all she wanted to do was find the Everlight, and that it isn't in her personality to care about big things... but that she can't allow the Great Sinking either. She might have run away from home, but she still has parents, and she can't let them die. Chloe mentions that this is the first time she heard that Norma had run away from home. Next is Jay. He says that the Legacy is his home, and that he doesn't really care about the land. But, the Glowing Ones probably won't leave the Legacy alone either. Thus, he too swears to stop the Great Sinking. Jay says that Soujutsu itself might be a way of communing with the Souga. Next, unusually, is Grune. All she says is hello, but that somehow seems to be enough for the Souga... Chloe is up. She says that she doesn't intend to give up on peace, and that she doesn't want power just to defeat Shirley. She says she may be an idealist, but without ideals, what can one do? She will stop the Great Sinking and bring about peace. Next would seem to be Senel's turn... but nothing happens. He begins yelling at the Souga, telling it he's the only one who can convince Shirley. But the glow disappears. The rest of the party is shocked as well. But there's nothing to be done but return to camp. COAST 海岸 One by one the party leaves Senel alone. Go over to your blanket and rest. Over at the elevator, the rest of the party is gathered. They've tested their Soujutsu on the surface and it all works. Now they gather to discuss how to stop the Great Sinking. Chloe wonders if they can really convince Shirley without Senel. But Jay and Will say they must be prepared for the worst... even if that includes killing Shirley. Jay says not to worry - if it comes to that, he'll do it himself. Moses calls him cold- blooded. Jay excuses himself, saying he has other things to do. Back at camp, Jay says he'll be fine. Will comes up and tells him that this is everybody's problem, not just his. Moses agrees, saying that he won't let Jay do the dirty work himself. Senel is thinking about Stella again. Her voice tells him that he's done well, and that he doesn't have to do any more. She tells him that he'll always have her by his side. Chloe interrupts his reverie, asking him if he's worrying about something. She says that maybe the Souga didn't refuse him - it was the other way around. She tells Senel that she can help him through things. She doesn't like seeing him suffer. Senel hands Chloe the "Plan to Capture the MelNes" notes that were picked up before. He tells her that his name is in it - on the side of the planning army. He too was in Vaclav's army, recruited as a war orphan. And his assignment was to abduct Shirley. Since he was only 12 years old, the Water Folk did not find him suspicious. But as he spent time in the village, he found himself at more peace than than he had ever been. He was unable to finish the mission. When Shirley failed at the Oracle Ritual, however, she fell very sick. Senel and Stella left the village to retrieve and ore said to be able to cure any illness. They got the ore, but they had been followed on their way back. Thus the Vaclav army found out the location of the village, and the attack began. Senel says what happened to Stella and Shirley is all his fault. He says if he had't arrived at the village... if he'd never been able to use Soujutsu in the first place... Chloe asks if Shirley knows about this. She doesn't, because he had promised Stella, who did know, not to tell her. He must keep the promise because he has chosen Stella. He tells Chloe about what happened in the Village of the Ferines, how Shirley was about to confess to him but he stopped her, saying Stella was by his side always. He says Stella must have been waiting for him those 3 years for him to save her, but he couldn't, so the least he can do is 'choose' her now. Chloe slaps Senel, hard. She tells him he's a fool, and that she knows why the Souga refused him. It's because he doesn't even know himself. His line about his promise with Stella is just an excuse. Senel angrily retorts that Chloe doesn't know anything about him. Chloe slaps him again, saying of course she knows. She might not have been capable of knowing earlier, but she does now, so much that it hurts. She tells him that there is only one thing for him to do - to meet Shirley and tell her everything: his past, his feelings, everything. She calls him a coward, saying that his real reason for all of this is that he's running away from meeting Shirley again. Senel finally realizes that what he needed to know wasn't the truth of history, but his own feelings. (Incidentally for the first time here, Chloe calls Senel by his first name, rather than 'Coolidge'.) He hears Stella's voice telling him to stay with her, but he says that it isn't Stella - it's his own heart's weakness. He tells Chloe that noone can change the past. All they can do is carry their happiness and sadness along with them. That's what it means to live. He vows to move forward, to meet Shirley. The ocean begins glowing now - it looks like the Souga has finally accepted Senel now too. The rest of the party arrives, drawn by the glow. Senel asks them for one more chance to convince Shirley. Jay says that Shirley might listen, but the MelNes might not. Senel says if it comes to that, he will finish things with his own hands. The party plans again. Jay says that the Mofumofus have found an underground passage similar to the one they passed through before that leads to the Mirage Palace. He asks the party to meet him in front of the Elevator. So off you go. ELEVATOR 昇降装置 Jay asks the party to stand in place, then presses a switch. The floor next to them shifts, revealing a rail and a corridor. Then he presses another switch, opening a door... when a huge train comes out. The Mofumofus discovered it as a path to the Mirage Palace. Jay says the train must connect to the surface somehow. It even has a drill on it in case the corridor is blocked. One of Mauritz's subordinates comes to get him, saying they've found something. Meanwhile Shirley thinks about the Souga's will, to return the world to how it should be. Walter says there was one person in the Vaclav army that fulfills their needs. Mauritz then asks him a question. The train stops and the party stops in front of a door to the surface. It's sealed similar to the other ruins. The party presents their hands and the seal opens. The train moves onwards. The party discusses the two Sougas. Chloe proposes calling them by different names so that they can tell them apart. Norma has some weird nicknames for them, but eventually Will proposes the Quiet Souga and the Raging Souga. Norma gets a title here. The train stops again. The party goes up to the surface and looks around... and the last chapter in the main quest begins. ------------------------------------------------------------ MAIN QUEST - CHAPTER SEVEN: SHINING BLUE 輝ける青 ------------------------------------------------------------ MIRAGE PALACE 蜃気楼の宮殿 Treasures: Holy Cloak, Stone Check, Belbane, Climax Bottle, Flare Bottle, Pine Gummy, Life Bottle x2, Nintou: Gyouten, Elengi Hat, Mixed Gummy, Rune Bottle, Denei Bottle, Hit Bottle, Rune Mail, Flare Bottle, Holy Robe, Climax Bottle, Bimetal, Nintou: Chizakura, Holy Bottle, Panic Check, Lemon Gummy, Orange Gummy, Apple Gummy, Magic Mist, Aqua Mantle, Elixir, Savory, Seal Check, All Divide Head left at the entrance past a Chaotic Zone for a Holy Cloak. Then head right and up and follow the path around. Follow the next Chaotic Zone down to a Stone Check. Then take the path up and left to the next area. Go up past the Zone to find a Belbane. Go down and another zone hides a Climax Bottle. Follow the platforms to the left into the next area. The Chaotic Zone here just guards a shortcut, no treasure. Keep going left. The part arrives at an area of bridges and waterways. This is apparently the Mirage Palace proper. And finally you get a save point. The glowing monuments you see are warp points. Head a little up and left for a Flare Bottle. Continue up to find a Pine Gummy. Even further up there is a Life Bottle. Head all the way south to find a Doryu (a weapon for Grune). Warp at the column and pick up the Liquor Bottle and Lemon Gummy. Keep following the path down under the bridges onto the next screen. Go down past a Zone to find a Nintou: Gyouten for Jay. Up a bit is an Elengi Hat. Past that is a Mixed Gummy. Take the warp next to it. Pick up the Rune Bottle and follow the path around. You'll end up going inside. In a scene, Walter hears that your party has arrived. But he can't leave Shirley's side, so he sends the robotic soldiers instead. Your party sees something approaching, and all of a sudden it's time for a boss battle. BOSS: Gust Lucifer HP: 33162 Drops: Elixir Not very hard. I don't even think he casts any magic, or at least he didn't get a chance to. The Water Folk controlling the Gust run off. Walter swears to the MelNes that he will not let Senel and company near her. To your left is a Denei Bottle. Go up and left to find a Hit Bottle, and behind a Zone, a Rune Mail. Go to the right and follow the twisting path onwards. You'll come across a save point and heal point (thankfully!) next to a Flare Bottle. Go onto the narrow platform up and to the left. Past the Chaotic Zone there's a Holy Robe. Go down past another one and leftwards to go to the next area. At the first fork head up past a Zone for a Climax Bottle. Another Zone to the north guards a Bimetal (for Senel). Return down and continue onwards. A Nintou: Chizakura is behind the next Zone. It's for Jay, but its attack power is no different from the weapon you picked up for him earlier. The only difference is that this weapon is Curse-elemental, whereas the previous one was Ocean-elemental. Head up some more as the path bends to the left. There's a Puzzle Booth here now. Head up the stairs to the platform right next to you and push the two blocks that you can off. Rearrange them so that the platform is bigger, so that now you can pull the third block away from the corner and push it off as well. Now line the three blocks up so that you make a bridge towards the next platform towards the bottom of the screen. Push all three blocks off that one as well. Now make a line of those blocks so that they extend towards the platform on the right side with the two reflectors and switch (it will not reach all the way). Now head up the stairs again and stand on the line of blocks you just made to hit the three switches. To hit the bottom switch, stand on the second block and fire towards the reflector to your lower right. To hit the top switch, stand on the third block and fire up and left. To hit the switch on the right, stand just at the junction of the second and third blocks and fire up and right. Now the exit is open. Use the six movable blocks to make a bridge to where the exit is and leave. In the next area, the glowing rings will warp you. You'll find a Holy Bottle in the first chest. This area is kind of a maze. If you don't care about the treasure chests, you can just take the left route each time. But if you want all the treasures, you'll have to search around a bit. If you get lost, keep warping and Will eventually will ask if he should guide you. Accept and you'll be taken directly to the exit, but be warned that like with the Forest of No Return earlier this will prevent Senel from getting a title. Pick the third option to have Will leave you alone. Or, you can just cheat and follow these directions to get everything. Take the first warp. Now take the one on the left to find a Panic Check. Go to the warp on the right side until you get to the platform that looks like it has a door with a red dot on it (it's not anything really, just a landmark). Take the left warp for a Lemon Gummy, then the right warp for a Life Bottle. Take the bottom warp, then the top warp to go back to the beginning. Take the left warp to go to the screen that had the Panic Check, then take the left warp twice more to find an Orange Gummy and Apple Gummy. Now just follow the looping path to the left upwards. Do this without using Will's help and you'll get your title for Senel. Go up and left past the Chaotic Zones for a Magic Mist and Aqua Mantle. Head right, past the first Chaotic Zone (Elixir) and second one (Savory), then follow the path up and left. Onto the next area. Go right to see a Chaotic Zone guarding a Seal Check. Then go over to the left and up past a Zone for an All-Divide. That's all for the treasure here. Go up the laaaaaaarge staircase for a heal point and save point. You know that means a boss awaits you. Enter the next room area, and Walter is waiting for you. Senel asks him if Shirley is waiting in the room behind him. Walter says if she is, what is he going to do about it. Senel says he will talk to her as he's planned to. But Walter says the MelNes no longer has any connection with him. Senel says that he'll be the one to judge that. BOSS: Walter HP: 55270 Weak Against Curse Strong Against Ocean Drops: Force Ring He's tough, as you might expect, but not THAT tough. He does cast Indignation, but his primary threat is his physical attacks. Keep him away from your casters no matter what. Ideally you should be able to smash him into a corner and just combo him to death with Senel's Renga Hienrenkyaku and Chloe's Shuu'u Majinken, but thanks to his small size the combo might break a few times. Rather than trying to start the combo again, guard his attacks, wait for him to leave himself open, THEN start smashing on him again. Senel tells Walter that it's over. But Walter seems determined to fight on. He says that he is the one who will protect the MelNes. He then summons his wings and flies off (didn't he just say he wouldn't let them pass?) Will says he might be trying to take Shirley and run. Head on upwards into the throne room. Indeed, Walter has run here. But he's exceedingly weak. He tells the MelNes to run. The party catches up. Senel tells Shirley that they did not come to fight - they came to talk. Senel pleads with Shirley to stop the Great Sinking. Walter wonders how Senel knows that much. Jay tells them about the second Souga that lives in the Abandoned Lands. Chloe says that they accept the fact that their ancestors participated in a racist war. Senel says that there is no need to live in the past. Will asks her if she won't reconsider and look for a way to peace. But the MelNes finds their talk a mere annoyance. She tells them not to draw closer, or she'll activate the Wings of Light. Apparently the throne itself is the switch. Senel then asks Shirley if it's all right to be by her side a little longer. He just wants to be able to see her again. He manages to get just up to the dais where Shirley is. Shirley tells him once again that she isn't the one who pretended to be his sister. Senel says that's why he came. He says that now he can say what his true feelings are. He tells her that he wants to be with her not as brother and sister, but as the same humans. Shirley asks in a more normal voice about Stella. Senel says he won't forget her, but that she'll be just that, a memory. He says that the one important to him now is Shirley. Shirley says that those words are what she thought she wanted to hear for more than 3 years. She thanks him. But she says that she has her duty to fulfill, and activates the switch. Senel asks her why. She says that it's because she was selected to be the MelNes. There is no turning back. She says he can't understand the responsibility and expectation that she has to bear. Senel asks her if she really wants the Great Sinking to occur. She tells him that that is her entire reason for existing as the MelNes. She tells him that if he wants to stop the Great Sinking, he will have to kill her. She prepares to fight Senel as Walter tries to hold off the rest of the party. But she seems to be fighting an internal struggle. She asks Senel why he won't attack, and says that if he doesn't she'll have to attack first. But Senel says he can't do it. He says he promised that he would finish things if Shirley was the MelNes. But now he understands what the MelNes is to him. Shirley is just Shirley. She tries to attack him, but her TelQes disappears. Senel draws closer, and Shirley still can't call forth her power. She cries out that she bears the thoughts of thousands of years of Water Folk, so why can't she even attack? Senel simply says that they should go home. But Mauritz arrives, with one of Vaclav's soldiers. He tells Shirley that Senel has been fooling her the entire time, and that he will tell her the truth. He tells her that Senel was one of Vaclav's soldiers, and that he was the one responsible for the incident 3 years ago. Shirley asks him if it's true. Senel responds that it is. She asks if Stella knew, and he says yes. He tries to explain, but she stops him. She says it must have been hard for him to keep it a secret from her the entire time. She says she had thought she and he were close enough to share their thoughts. But she says that was just an illusion. She says that's it's only to be expected, since she's a Water Folk and he's a Land Folk. She wonders why they even had to meet. Suddenly she glows again, and Senel gets knocked off the dais. Shirley tells him farewell. The entire platform begins glowing. Mauritz says that the Wings of Light are finally awakening. A bright light covers everything, and when it subsides Shirley is gone. The entire Palace begins shaking. Head over to the indicated door and go outside onto the balcony. Here the party watches the Wings of Light awaken from the Inner Sea. Jay says that Shirley and Mauritz must be headed there. Senel apologizes for breaking his promise, but the party disagrees. They all say that who he met wasn't the MelNes, it was Shirley. They say there's still a chance. The party begins to plan how to get onto the Wings of Light. Jay notices some light shining far away. Will says that it's coming from the direction of Werites. The Beacon seems to be shining towards the Wings of Light. The Mofumofus show up. Poppo tells them that the light of the Beacon must be the legendary Heavenly Path. If Jay's theory is correct, they can use the path from the Beacon to get to the Wings of Light. The Mofumofus say that the train can even take them all the way back to the Beacon. At their destination, Jay presses a button, and the train tracks suddenly get a glowing addition that reaches out to the Wings of Light. The party says they should wait and rest a night before heading out. WERITES BEACON 灯台の街ウェルテス Time to finish up some loose ends! Take the elevator to your right. That will bring you down to the main entrance of the Beacon, and from there you can exit to the town. Norma wants to have a party to raise everybody's spirits before the final battle. She tells them all to meet at the fountain when they're finished with their business. Head over to the fountain. You can take care of other stuff later.
You'll see Moses talking to his band. He tells them he's always thought of them as family, but he's beginning to think of Senel and co. that way as well. He gets a title here. The Mofumofus and Jay say that it was good that they got to meet everyone. Jay even says that it was good meeting that 'stupid mountain bandit'. Chloe arrives at the fountain. She's the only one there with Senel now. Will says goodbye to Madam Musette, who wishes him well. She then asks him if he won't see Harriet before he goes. Will says that Harriet probably doesn't want to see him. But Harriet bursts into the room. Norma's writing a letter to her parents, but it keeps turning out strangely... she gives up and thinks about her master instead. Something catches her eye on the windowsill. She says that she has to put aside the Everlight for now. Back at the fountain, Chloe tries to talk to Senel, but she has trouble even saying his first name (remember she's been calling him Coolidge for most of the game). She tries to ask him what kind of relationship he has with Shirley, but quickly changes the subject. She says that remembering what happened in the Palace, it must be hard for people to understand one another. Senel replies that precisely because it's hard, people reach out for one another. Will and Harriet are talking elsewhere. Harriet says that her grandpa says Will is the worst sort of person. But her mother said he was the best. Will says he isn't worthy of such praise. Harriet says she came to the Legacy to figure out which one was right... but Will won't even accept her. He's never around and never talks to her. He apologizes, but promises her one thing - that he'll always protect her. Harriet is brusque, but as he walks away, she says that if the land sinks, then her mother's grave will be gone too. She tells Will that if he doesn't protect her mother's grave, she'll never forgive him. Back at the fountain Senel asks Chloe if she'll be friends with Shirley when she comes back. He says that there are some things that only girls can share with each other. Chloe agrees after awhile... but says that she'll also become honest with her own feelings. She says that when Shirley comes back, she won't hold back herself. Senel asks her if she dislikes Shirley that much. Chloe gets mad. Senel sure is dumb about picking up on girls liking him, isn't he? But that is standard Tales hero fare, after all. Chloe gives up, and calls him a brute, good-for-nothing, and a coward... but says that the last one applies to herself too. Senel's still clueless. Both of them get titles here. Senel thinks to himself that there is one thing he definitely wants to tell her - it's that everybody there has called her their friend. Her place is there with them. She isn't alone. The next day Jay says the preparations are complete. They can leave any time. The Mofumofus say now is the time to make sure they have everything they need. This is your cue to go back to town and start exploring. Be sure to go to the bar and check the carton of milk to find Mimmy - she'll teach you how to make Crepes. She's also hidden at the bakery as a kettle, and there she'll teach Apple Pie. The Weapon store does have a new weapon for Norma, and the Armor store has some upgrades as well, so check those out. Feel free to head outside and wander around too. Now is a good time to catch up on all those Sculptures you're missing, if any. Also, if you take the Duct to the Secret Passage and enter the shallow waters just north of it, you can follow the new land that wasn't there before to explore the eastern end of the Legacy. You'll find a Savory and an Elixir along the way, as well as the Starboard Cottage (which is part of the Quiz Minigame, so you can't do anything with it yet.) Just southeast of Werites is another small island that you couldn't get to before with a Lavender on it. When you're ready to proceed, head to the Beacon and talk to the Mofumofus. The party boards the train and heads for the Wings of Light. Inside, the huge wings from the device begin glowing; elsewhere, Walter beholds a large robot... WINGS OF LIGHT 光跡翼 Treasures: Longinus, Miracle Gummy x3, Elixir x2, Climax Bottle, Flare Bottle, Misty Symbol, Feet Symbol, Excalibur, Attack Symbol, FOE1 Check, Pine Gummy, Denei Bottle, Hard Bottle, Lemon Gummy, Life Bottle You can take the train back to Werites at any time. There's a save point just ahead, and further on, an elevator. Follow the pipes and so on. Head straight up past the Chaotic Zone to find a Longinus for Moses. Head right and up some more cables to the next area. Go along to the left to find a Miracle Gummy. Head up then right past the Zone for an Elixir. Go all the way left past another Zone for a Climax Bottle Now head back and down. A Flare Bottle awaits you in the next chest. Follow the path left and down to the next area. Head rightwards and go up past two Chaotic Zones for a Feet Symbol and down past two for a Misty Symbol. Return and go down and right at the next branch for an Excalibur for Chloe. Now go down again (up some cables) to find a puzzle booth. This isn't that tricky, it just requires timing, as you'll see moving reflectors. To get the two switches on the left, go to the platform on the top of the screen and time your shots so that they bounce off the reflector downwards. You won't see the second one so remember its position. For the two on the right, use the platform on the bottom of the screen. One of them requires one bounce, while the other requires a second bounce off of one of the reflectors already in the middle. When you're done take the exit. Follow the red path up and to the left. Pass the Chaotic Zone for an Attack Symbol, then go all the way right and up the elevator onto the green path. Follow the green path right to the next area. Take the elevator down and follow the red path again. Take it all the way up to a Miracle Gummy. Then return to the elevator you saw before and go up to the green path. Follow it up to the next screen. A Chaotic Zone guards an FOE1 Check. Continue following the red path as it curves up and left then down again in to the next area. Go along the red path left past a Zone to an Elixir. Follow the path again as it curves up and right. Then take the elevator up to the green path and a waiting elevator. The party arrives at what looks more like a control room. A machine seems to be showing something that is creating land. The party mostly ignores it, but Jay wonders that if the Wings of Light can also create land, why the Glowing Ones wanted land in the first place. Head over to the right to get on another elevator. It takes the party to a darker room. The party sees a light that is the same color as Shirley's TelQes. Seems like that's your goal. There's a heal point and save point here, talk about godsends. Time to proceed along the final stretch. Go down the rocky slope to the next area. Head right along the rocks and metal. You'll see a chest with a Pine Gummy. Keep going until the path ends, then turn down and left along the rocky path. Follow it until it turns into a metal surface again and go down to the next area. In the next area the path turns to rock again. Follow it around. There's a Denei Bottle on this screen. Follow it along until the path ends at the blue metallic surface with glowing lines on it. Follow that up to the next screen. Keep going onwards. A Hard Bottle is next after a few screens. Onwards. The same screen has a Lemon Gummy further up. From there head down and left. After quite awhile you'll arrive at a circular platform. Once there, Walter screams to you that that's as far as you go. He send out a large robot to attack you. BOSS: Automata Royal HP: 41875 Drops: Charm Bottle His initial laser blast is very powerful, but if you keep on him the only thing he'll do after that is fall on you, which isn't that damaging. Just keep up the Resurrection casting and pound away and you should be fine. Afterwards, Walter collapses, and his TelQes disappears. Walter wonders why it was Senel that the MelNes chose. He was the one who was supposed to protect her. He passes away asking why. Senel says they must move forward to end everything. So on you go. Straight up is a Miracle Gummy. Head left and around to the next area. There's a Life Bottle, heal point, and save point up here. This is the last point before the series of events that end the main quest. So proceed on only when you're fully prepared. Head up the looong bridge. And I do mean long. In this final area, Mauritz stands in your way. He blames Senel for the deaths of Stella and Walter. Senel says that he knows what he has come for and has no regrets. Mauritz says he'll test that resolve and releases his power. BOSS: Mauritz HP: 31724 Weak Against Curse Strong Against Ocean Not too tough just yet. He does have combination staff attacks to watch for, but just pin him down and hammer away. The party tells Mauritz that it's over. But he says his wounds are nothing. His power rushes forth again and he fights you again. BOSS: Mauritz HP: 33217 Weak Against Curse Strong Against Ocean Drops: Miracle Gummy He's much more annoying this time, casting spells like Indignation and Aqua Laser, as well as using a "burst" type move that knocks nearby people down and almost always dizzies them. It's much more important to spread your people out this time as Aqua Laser among others will quickly kill you if you don't. Mauritz's hair begins glowing and he stand up once again. But then he falls over. However, the entire ground begins glowing, as well as Shirley. You'll receive a free heal here. If you want to, you can run back down the long ramp to save again. This will be your last chance. Head forward to Shirley's platform. Her TelQes stands in your way and blows your party back. Shirley sends energy balls to trap the party. She begins to glow more strongly, and the entire ground shakes. Mauritz rises up momentarily only to say that the Great Sinking has begun. He tells the party that they probably think of the Water Folk as beings from another world. But he says the opposite is true. The Water Folk were the original inhabitants of this world. It was the Land Folk who came later. The Legacy, the Sougahou (which uses the life force of Water Folk), and the Wings of Light were the creations of the Land Folk. They used it to create land on a planet that was originally entirely ocean. The anger of the Souga manifests itself as the storms of the seas. The Water Folk's true aim is to complete the Great Sinking and placate the Raging Souga. Senel calls out to Shirley, but Mauritz says it's useless. He says that right now she is the pure incarnation of the Souga's will. When the Wings of Light completes its work, she will become one with the Souga. He tells Senel to give up. Senel says that there's no way they will after they've come so far. But the rest of the party is still shocked at the revelation that they were the invaders, not the Water Folk. Senel says that no matter what anybody says, Shirley is Shirley, not anything else. His nails begin glowing and he tries to move towards Shirley. Chloe asks him to forgive her, then hits him with some of her energy. The other party members also attack the TelQes holding him. Finally Senel breaks free. He staggers up to Shirley and embraces her, saying he believes in her. The glowing stops and the large wings disappear. Shirley says that Senel's holding her too tight. She thanks him, seemingly back to normal. Senel and Shirley go to the rest of the party, but the floor begins glowing again. A bolt of lightning hits Shirley. It's Mauritz again. He calls Shirley a traitor and says she no longer has the right to be the MelNes. He then calls forth the power of the Souga himself. It appears to have granted him its power. He wants to start the Great Sinking himself. Shirley stands in his way, saying she won't let her friends die here. She says she will believe in them and the tomorrow they create. Another bolt of lightning strikes her. Mauritz asks her what she can do without the Souga's blessing. He says he'll kill her first. But something disrupts his power. Shirley says he's becoming engulfed by the Souga. Mauritz catches her and holds her aloft. The rest of the party tries to help, but they don't seem to have any energy left. But a blue glow fills the air - it's the Quiet Souga. Senel feels it lending him power. He grabs Shirley back from Mauritz. The Quiet Souga talks to them both. It says that it wishes for them to return the angered ocean to normal. Both of their hands begin glowing in a rainbow color. They try to counter Mauritz, but Senel seems to be weakened from the sudden input of power. Chloe says not to forget them. And the party prepares to take care of the Raging Souga. BOSS: Nelfes HP: 83043 Weak Against Curse Strong Against Ocean Drops: Fairy Ring He's much, much tougher than before. He has moves that will certainly dizzy you, so equip your controlled character with a Piyo Check. At times he'll go into a floating sphere form that will start casting powerful spells and also drop from the ceiling, making a large damage splash. You can't even block this with special guard, so run to the edge of the screen and hope that your AI characters do the same. Use Climax Mode to good effect (you'll probably be able to do it twice). Having Norma in with Resurrection is a great idea; have her focus on that instead of casting Dark Force. If you want offensive magic, put in Grune with Bloody Howling. Chloe wonders if it's over. Will points out to the ocean - it's calm and shining. Grune calls it the Kagayakeru Ao (Shining Blue) and says that when the visitors from another world first came here and saw this ocean, that is what they called it. Now why does she know that? She doesn't seem to know either... Shirley asks Senel how he's feeling, but he says he's fine. She says it's such a pretty ocean that she's sure she can like this one. Senel suddenly feels weak though, and collapses forward off the tower. Shirley screams, and something glows blue. Shirley dives down after him and catches him. She asks him if he remembers about the Water Dance Ritual, and the ocean around them begins to glow. It's the proof that the ocean is blessing them. Enjoy the credits and the ending song by Donna Burke and Gab Desmond, "my tales". But of course you're not done yet. After the credits run, you'll be prompted to save your game. After that, you'll see a shore and an ominous figure wreathed in black smoke appearing on that shore. She disappears again. And thus begins the Character Quest portion of the game. ------------------------------------------------------------ CHARACTER QUESTS - INTRODUCTION 序奏 ------------------------------------------------------------ DOWN THE CLIFF 崖下 Treasures: Life Bottle, Panacea Bottle The scene begins with Senel facing an Eggbear. He tells Shirley to hold back, but she says she will fight too. And for the first time in the game, you actually have Shirley in your party. You can change your equipment here if you wish, then exit the menu to begin. He does have a lot of HP and does a fair bit of damage. Don't be fooled, as all of the enemies are a lot harder than they were in the main quest portion of the game. Senel checks on Shirley, but behind him the Eggbear is still up. It attacks again. He'll only have half as much HP or so now, so just fight in the same maanner. Senel wonders if it's over, but the Eggbear stands up yet again. Its wounds regenerate before their eyes. Something really odd is going on here. The party defeats the Eggbear again. Apparently they've been asked to handle monsters by Will. Senel tells her not to overdo it, since she's also busy mediating between the Land Folk and Water Folk. But she says she's thankful to Will, because in this way she can spend time with Senel. A black mist rises from the Eggbear. Something strange is going on after all. The pair agree to go and report to Will. Immediately you'll see a save point, a Life Bottle, and a Panacea Bottle. Leave to the world map and return to Werites. To remind you, follow the mountains clockwise and then head west. Southwards you'll quickly find a treasure chest with a Radish. WERITES BEACON 灯台の街ウェルテス Treasures: Rosemary, Pickles, Charm Bottle, Lavender, Belbane, Radish, Sage, Vonvar, Saffron Once you arrive, you'll run into Harriet. She's rather angry about something. Senel asks her if she knows where Will is. She went to see him at Madam Musette's house, but all he said was that he was busy with work, and told her to leave. Shirley asks her if she'll go with them. She's still too mad to go. Senel tells her that everybody is relying on Will, so he's rather busy. Harriet just wants to play with them. She tries to drag Shirley off but Senel makes her mad by trying to take Shirley with him... Go to Madam Musette's house, which is in the east part of town. Will meets them outside. He tells Shirley that the Empress would like to see her (it seems that the Holy Lexaria Empire's ruler is none other than Madam Musette). Will asks Senel if he's okay with Shirley playing the role of diplomat. Senel says that Shirley wishes for the kind of world where Land Folk and Water Folk can live together. Therefore she's doing all she can now. She's told Senel that until she finishes her job, she purposely wants to put some distance between them. Shirley comes out looking pleased. It looks like the Water Folk that have been scattered will be able to start gathering once again. Will praises Shirley's efforts, but she says she doesn't deserve the credit. She says Mauritz is taking care of things over at the Village of the Ferines. Talk turns to the events surrounding the monsters. Senel says that the rumors about the monsters becoming fiercer seem to be true. He tells Will about the monsters being able to regenerate and attack again, as well as the black mist. Will says he will investigate further. He then asks Senel for another favor. Senel tells him that he doesn't have time to play with Harriet, and the pair tell him that he should act more like a parent. But Will's favor is to go to the port and escort Chloe. It looks like she's returned from the continent. But for now explore the rest of the town. Many of the treasure chests have been reset. There's a Rosemary southeast of Madam Musette's house, a Pickles inside the jar on the second floor, a Charm Bottle in one of the statues in Madam Musette's room, a Lavender by the two waterwheel on the screen right of the path leading to the central fountain, a Belbane upwards on the same screen, a Radish behind the hospital, a Sage behind Will's house, a Vonvar for Grune in Will's bathroom, and a Saffron in the northwest part of town next to the stream. The Weapon/Armor shops have new stock, and the Synthesis shop in the Item shop has finally opened. The Bakery has new ingredients too. When you're done looking around, head to Port-on-Rage. PORT-ON-RAGE 内海港 Treasures: Shrimp, Squid, Pineapple, Salmon The boat will already have arrived when you get here. Chloe arrives after a bit. She'll join your party. The treasure chests here have been reset as well. Pick up some ingredients. Now head out. Senel asks Chloe how her visit home went. She only went back to visit her parents' grave, so it wasn't much of a fun visit. Shirley tells her that right now it's only her, Senel, and Will in Werites - the others have gone off on their own thing. Senel talks about how he's being treated like a sheriff now too, prompting Chloe to laugh. Shirley notes how Senel's mood is always lighter around Will or Chloe. Chloe hears Shirley calling Senel 'oniichan' still... Suddenly the party hears some screaming. Further on a man is guarding his daughter Elza from some Lizardmen. She's too sick to run - but the party distracts the lizardmen. Time for a fight. These are two 'Lizardmen+', but they aren't hard. Chloe helps Elza up. Her father thanks them as well. Shirley asks where they're going, and they reply that they're headed for Werites. Senel offers to escort them there. The father thanks the party. He introduces himself as Orcot. The two of them have been on the Legacy for awhile, but they've never stayed in one place for long. Currently Orcot is taking Elza to the hospital there. Chloe asks them if it wouldn't be better to return to the continent, but Orcot tells them that the only thing that can help Elza is a special herb that grows on the Legacy. Orcot compounds herbs for a living, so he has to stay on the Legacy to treat Elza. Senel and Shirley get a title here. Return to Werites. WERITES BEACON 灯台の街ウェルテス Orcot and Elza thank the party again. Elza seems to have taken a fancy to Chloe, asking her to come visit her at the hospital. The pair leave. Head to Will's place. Will's there, but Moses and Jay aren't. Will suggests looking around town some more. Outside, Chloe mentions that Senel seems brighter and more relaxed now. Suddenly a strange old man almost runs Chloe over. Shirley asks him if he's looking for something. He replies that he's looking for the graveyard. It turns out he's blind, so directions won't suffice; take him to the graveyard. Once there, the party runs into Norma. She's praying in front of a grave. Norma stares at the old man they've brought along. She recognizes him and lets out a scream. The old man says that as usual she's quite a loud girl. Norma asks why is Old Man Zamaran here. She gets rather mad at Senel and demands an explanation. Zamaran calls her a monkey with no manners. Norma gets angry and drags Shirley off with her. Senel asks him what connection he has with Norma. Zamaran tells him that right now he just wants to be alone. He tells him to ask Norma instead. Leave the graveyard to find a still-very-angry Norma. Shirley asks her who Zamaran is, but Norma's reluctant to answer. Chloe lets her off the hook, saying that everybody has a few things from their past they don't want to share. Norma looks at the three and tells Chloe not to overdo it. Senel asks what they're talking about, and Norma says it's his fault. He asks what is his fault, since he didn't do anything, and Norma says that's precisely the problem. Enter Curtis. He's been looking for Senel - he tells him to hurry to the basement of the Inn. Norma joins the party here. Head over to find Geet. Seems like Moses is nearby? The lady at the counter welcomes them to the Opening Ceremonies. It's the opening of the Arena. Senel gets inducted into the Opening Ceremonies against his will... and his opponent is none other than Moses. The party cheers on Senel. Moses asks if nobody's cheering him on, when another voice yells out 'Please die, Moses-san!' Sounds familiar, eh? BOSS: Moses HP: 34781 He's got a lot of HP somehow, but he isn't hard. Take advantage of the weakness in his coverage by standing right next to him, which will make most of his moves miss entirely. Afterwards, it seems like Moses was tricked by the Pheromone Bombers too. Then Jay shows up (he was the one yelling at Moses earlier). He tells Senel that he's so nice for not finishing off his opponent... The party prepares to head back to Will's house, missing the Pheromone Bombers' next entrance... Moses and Jay join the party. In front of Will's house, Grune appears to be planting flowers for some reason. Seems to be the same old Grune... The party wonders if Grune's lost even more of her memory, but Grune's hearing is as sharp as ever. Shirley asks her what she's been up to. Grune says that she's been wandering around in case she sees something that jogs her memory. She says she's been planting Celsius's seeds. Grune joins the party here. Head inside to see Will. The party catches up with Jay and Moses. Jay has been taking a break with the Mofumofus. Moses has been living with Geet in the forest. Norma laments that nobody's paying attention to her. Grune comforts her and Norma cries in her arms... then suddenly turns to the men and asks them if they're jealous. Seems like they all are... Will turns to business discussing the monsters. Jay notes that the same has been happening elsewhere. Suddenly a huge shaking interrupts their conversation - and Curtis and Isabella arrive. The Empress would like them to investigate. Will says that the earthquakes have become more frequent lately. Isabella says that the shaking seems to come from the Lumen Spring. Curtis gives Senel the Sorcery Scanner. Using it, you can find hidden objects and monsters and so on. Use L2 to search your immediate area. Will joins the party here, and he and Jay get titles. Check the Bonsai tree at the Inn to find Mimmy, who'll teach you how to make Croissants. Equip your party and so on, then head out the west exit to go towards the Lumen Spring. FALLINGWATER 階段滝 Treasures: Radish x2, Black Ores, Pudding, Pineapple, Elixir Norma notes that it's the first time all 8 of them have travelled together, since it's the first time you have Shirley. While you're at it, you might want to get the titles Wizard (have all four magic-type characters in one battle) and Kou Yonten (have all four females in one battle), which you couldn't do without Shirley. Just follow the path and pick up the treasures along the way. When you get to the overlook, Norma says something is odd about it. She'll ask Senel to use the Sorcery Scanner here. Doing so, she finds the Bow Key. This is sort of your introduction to using the Scanner. At the next overlook, Norma uses the Scanner again - but this time she finds a monster! The Scanner is also used to find special Rare Monsters, so be warned. With that said, the Rare Monsters sometimes drop rare items as well, so you should look for them. As you go onwards, use the Scanner at the place where you ran into Mimmy for the first time to find another rare monster, the Wonder Bread Lizard... Head on to the save point. Right next to the tree next to the save point, you can pick up an Elixir by using the Sorcery Scanner. LUMEN SPRING 輝きの泉 Head down towards the shore. Another shaking begins, and a monster appears. But it seems odd somehow. A black mist emits from the monster, and it soon tranforms into another monster. Then the monsters fuse somehow. BOSS: Valt HP: 55650 Weak Against Ocean Strong Against Curse Drops: Rune Cape This guy is quite tough and does a lot of damage. Especially watch out for the move where he lifts a ball of energy and throws it down. The lifting part of the move does damage as well. Have Norma in and spamming Resurrection. As before, the monster begins regenerating and rising again, but Geet and Moses attack it before it can regenerate fully. Another earthquake occurs and the black mist rises again, then disappears. Grune sounds like she might recognize it for a bit, but as usual she remains her airy self. Will examines the body. The monster is completely normal in every respect. It appears to be the black mist that is responsible for everything. The party leaves to report back, but Grune stays behind. She approaches the body, when suddenly it turns into the ominous figure from before. She introduces herself, but the woman simply disappears. She then says that it's beginning again, and that either she or somebody else will... but when Shirley comes to check on her, she doesn't even seem to remember what she was saying. Will says he'll report to the Empress; he asks Senel to wait for him. Norma asks Senel if he's staying at Will's house, and he says yes. Norma gives Senel and Shirley an odd look, then mutters something about divorce. She then whispers to Chloe the same thing. Shirley meanwhile is staying at Madam Musette's. You'll get a chance to save. Off at the Vista Point, Harriet wonders if the flower she's looking for is anywhere on the Legacy. It's apparently a flower she heard about from her mother. Shirley wakes Senel at Will's house. But they suddenly hear Harriet yelling elsewhere. She runs out mad again, saying she doesn't have any father. She then recruits Shirley and Senel to take her to Madam Musette's. And thus begins your first Character Quest. ------------------------------------------------------------ CHARACTER QUESTS - WILL: A FLOWER AND A PROMISE 約束の花 ------------------------------------------------------------ WERITES BEACON 灯台の街ウェルテス Head over to Madam Musette's house. Harriet has another tantrum, which lasts well into the night. Senel finally gets her to tell him what's wrong. He told her not to go to a place with lots of flowers. It's outside the village, and he's worried for her safety. But she has an important reason for wanting to go. She's looking for the flower that's represented in her hair decoration. Her mother told her that there was a place where many of those flowers bloomed. Harriet wants to see the real flowers, since the decoration is very important to her. Shirley sees that she's carrying a flowerbud. It was the only flower that hadn't bloomed in the field, so Harriet brought it back. None of them recognize what kind of flower it is. But Madam Musette recognizes it as a kind of flower that only grows on the Legacy. It had only been discovered recently, so it wasn't even named. But somebody gave it a name, and now everybody calls it by that name. Harriet wants to know what the name is, but Madam Musette tells her to go ask Will. Harriet refuses, and sets off another tantrum. Senel and Shirley try to convince her. At Will's place, he remembers Harriet's mother, Amelia. There are many ways in which Harriet is just like her. He flashes back to when Amelia told him that she loved a certain meadow with flowers growing. She tells him that once their child is born, they should all 3 come there together. She then asks him if he's thought up a name. He says that he'll think about it, and by the next time they come here he'll have thought up a good one. Will gets a title here. The next day, Senel's woken up by the cry of a baby. Somehow Shirley is holding a baby... a stranger apparently suddenly handed Harriet the baby, asking her to take care of it. There's a letter along with its clothes. Senel reads it and is shocked. He asks Harriet who left it. She answers that it was a young man and woman. He asks where they went - apparently they can't find work or food, and are determined to commit suicide, leaving their child in Will's care. Head outside. You'll run into Chloe and Elza. Chloe says that she saw Will leaving town just a little earlier. Elza asks if the baby is theirs, to sharp refusals from Senel and Shirley. Senel thens asks what they're doing. Chloe says they're just taking a walk, but Elza says they're on a date... looks like Elza's taken quite a fancy to Chloe, indeed. Chloe says she'll help them find Will after taking Elza home. But Will has come back already. They explain things to him. Will tells Harriet to stay home, which angers her, naturally. But they have no time to argue. Will finally says that she can come along with a few conditions. First, she needs to protect herself. Second, she needs to take care of the baby. Will says he knows where the couple is headed - the Great Hollow. They gather the entire party, and it's time to set off. When you're prepared for your trip, take the Duct to the Great Hollow. GREAT HOLLOW 巨大風穴 Treasures: Apple Gummy, Charm Bottle, Blue Talisman, Dark Bottle, Climax Bottle, 4000 Gald, Orange Gummy, Life Bottle, Hit Bottle, All Divide, Denei Bottle, Panacea Bottle, Flare Bottle, Liquor Bottle, Hard Bottle, Aifread's Flag, Black Ores You should know the general direction. This, like the other dungeons in the Character Quests, have new treasures, so be sure to pick them up. Especially nice is the Blue Talisman here on the first screen past two Chaotic Zones. When you get down to the second floor, the party talks a bit. Will, seeing Harriet look tired, calls for the party to rest a bit. He says he'll look on ahead while the rest of the party rests. Suddenly the baby gets fidgety and starts pulling on Harriet's hair. She finally asks the rest of the party for help. It starts pulling on her headband, though, and she yells at the baby without thinking, which makes it cry. Will hears it and calms the baby down... Will says to Harriet that 9 years ago, she was like this baby too. He says that she wasn't as well-behaved, and would always kick him and step on him. But he says that's the duty of a parent. After the event go to the right. You'll see a Chaotic Zone with seemingly nothing behind it. Here's your cue to use the Sorcery Scanner. You'll pick up an All Divide this way. Continue on to the elevator to the bottom. Here you'll spot the child's parents. They're being attacked by a monster. BOSS: Ancient Puppy HP: 59488 Drops: Red Lavender He's a little hard to hit since he's flying, but otherwise he's cake. Just keep him on the ground and you should be fine. Afterwards the parents thank the party. Will asks them if they've learned the value of living now. He tells them to think of the child's future. The father says they thought the child might be happy with Will, but Will says angrily that they can't expect the child to be happy without a family. The parents realize the error of their ways and take the child back. After a bit, Harriet reluctantly says that her opinion of Will has improved a bit. But Will soon gets enraptured with the monster you just killed... he even says that he thinks there was a related monster in the Thunder Monument, and wants the party to set off there. Talk about enthusiasm. But Senel says they should escort the parents back home first. While you're down here, check the right side of the screen with the Sorcery Scanner to find a rare monster, the Tsumikigame. Then head over left to check out Pippo's workshop. You can rest here, buy stuff, save inside, and pick up an Aifread's Flag and a Black Ores in the chests here. Also, if you go over to where the Ground Gate was, you'll find another Rare Monster with the Sorcery Scanner, a Siren. When you're all done, head back to the surface and back to town. WERITES BEACON 灯台の街ウェルテス The parents thank the party once again and promise to take care of their child. Harriet thinks about what Will told the baby's parents. She wonders why Will never came to see her or her mother if he believes what he said. Her mother never got angry, so maybe she believed in him. She wonders if maybe she should make up with Will too. But she doesn't quite know how to do it either. However, she soon comes up with a plan... Shirley wakes Senel up. Harriet has asked them to do something. Meet up at the central fountain. Everybody's there except Will. Harriet would like the party to take her to the Thunder Monument. She wants to capture the monster that Will was talking about, called the Lesser Puppy. After some begging, the party agrees. Prepare youself as usual, then take the elevator in the Beacon down to the Quiet Lands. QUIET LANDS 静の大地 Treasures: Black Ores, Radish x5, Dark Seal, Aifread's Flag, Demon Knife The Thunder Monument is southeast. But first things first - grab the new treasures here. The camp and merchant at the Coast are still there, so use them if you need. The Ducts here lead to islands on the overworld that you couldn't get to otherwise. The one in the east takes you to a chest with a Dark Seal, one to the west takes you to a chest with a Radish, while the one to the southeast takes you to a large open area at the southern end of the Legacy. The last cottage in the Quiz Minigame is here. There's also a treasure chest with an Aifread's Flag out here. Finally, if you go to the Geoglyph Area and use the Scanner a little south of the stones, you can get a Demon Knife for Jay. THUNDER MONUMENT 雷のモニュメント Treasures: Scallop, Pineapple, Lemon Gummy, Pine Gummy, Thunder Cape, Thieves' Cape, Force Ring, Mixed Gummy The layout is the same, of course, but there are new treasures. Take the first warp to a Scallop, then return for a Pineapple. Follow the paths and warps around. At the bottom of the big ramp, take the left warp over to the exit. In the next room Harriet says the Lesser Puppy doesn't like to show itself in front of people. Guess it's time to search further, after a little rest. Norma and Harriet don't seem to get along too well, despite being eerily alike. Shirley asks Harriet about her flower, which makes her think about her mother. She remembers again how Will never came back to see her mother before she died, and starts crying again. But Senel says that it must have been hard for Will too, since it's unbearable for people to watch somebody they care about die, knowing they can't do anything about it. Going into the next screen, the party sees the Lesser Puppy. It runs away, with the party in hot pursuit. But after awhile it comes back... with another monster in tow. BOSS: Fabnir HP: 69475 Drops: Purple Ores It's a dragon, and he has the same attack patterns as the other dragons, so be warned. He's pretty strong, but nothing to worry about if you can handle the other dragons just fine. He's got no particular strength or weaknesses, so just beat away on him. Harriet succeeds in catching the Lesser Puppy. But it begins fussing, and she drops her hairpiece. She goes to pick it up, but the Fabnir isn't quite dead yet. Shirley pushes her out of the way and takes the hit herself. The other party members defeat the Fabnir again, only to watch the black mist rise from it. Shirley's fine, but Harriet's flower decoration is broken... Don't forget to grab the treasure chests on the way out. Head back to Werites. WERITES BEACON 灯台の街ウェルテス The party immediately runs into Will. Angry, he drags Harriet off. Senel feels responsible. Go over to Will's house. Harriet's giving Will the silent treatment. Will sees Shirley's wound, and deduces that it was Harriet's fault. This angers him further. Harriet protests, saying she didn't want to lose her flower ornament, but Will just explodes, saying that his friends were hurt for a mere thing. Harriet yells back, saying she has her important things too. She tells Will that he should have died instead of her mother, and runs out, dropping her ornament. Shirley tries to calm Harriet down, but she's inconsolabe. Senel and Shirley explains to Will what Harriet was trying to do. Will says he has something to do and leaves. Head to Will's house again. Senel and Shirley try to find Will, but he doesn't seem to be around. They go to the second floor to find that the door that's always been locked before is now open. It's a room for Harriet. Will says that he's been looking for a reason to connect with Harriet too. But all he can seem to do is scold or demand as a father. Senel and Shirley encourage him to tell Harriet this. Will says that sometimes he wonders if he was right coming back to the Legacy. Even though he was threatened with arrest if he went back to the continent (since, from Amelia's parents' viewpoint, he was guilty of kidnapping a noble), he couldn't leave the ones he loved. It was Amelia's death that drove him back to the Legacy. He was prepared to be arrested, and even went to the funeral, but Harriet was there crying and cursing Will the entire time. He couldn't bring himself to face her. Senel and Shirley check up on Harriet again. She's still mad, and says she even wants to go back to the continent. Senel says he has something he wants to show her. Once again, return to Will's house. Go to the second floor again. Harriet can't believe it. Senel tells her not to turn away from Will's feelings. Shirley tells her that it's not too late for her to find happiness with Will. She says she'll try her best. Will is in the meadow of flowers, looking around. He says that it's strange, there should be buds that he's looking for, but there are none. Suddenly a black mist envelops Will. The ominous figure appears, then disappears again. Will feels the ground and finds that it's cold from the mist. He says he must do something before the flowers wither. He looks to the sky and says he'll fulfill his promise to protect the flowers... Another flashback. Amelia asks Will if he regrets bringing her to the Legacy. He had a future as a reputable scholar on the continent, but now he's seen as a criminal who abducted her. He tells her that even dealing with her demands is enjoyable to him. Suddenly she starts coughing. After she calms down, she asks Will what he would do if she said she didn't want to die. But then she brushes it off as a joke. She asks him to make a last promise with her. Will just asks which number last wish it is, and she says it's her 53rd... but she wants him to protect the flowers there, since they are important to them both. The next morning, Will comes back home. He tells Senel that he wants him to help him. Senel tells him he should go see Harriet, since she's been waiting for him. But Will says that his task is an emergency. He would like to go to the Waterways and check on the water and earth feeding the meadow. You'll have your full party again. Stock up and then take the Duct to the Waterways. WATERWAYS 毛細水道 Treasures: Liquor Bottle x2, Elixir, 2000 Gald, Orange Gummy, All Divide x2, Climax Bottle x2, Elven Cape, Angel Tear, Holy Ring, Hit Bottle, Mixed Gummy, Denei Bottle, Purple Eres, Rouseki, 3000 Gald, Lavender, Flare Bottle, Toast, Mixed Gummy Northeast of this dungeon you'll find treasures chests with a Radish and an Orange Gummy. Nothing terribly valuable, so take them if you have the time to spare. Surely you remember this long and winding dungeon? There are some dangerous casters of the Mandrake family who cast Big Bang and Extension with frightening speed. Take them out first, and if there's more than one, have Norma cast Silence. Even with all that, prepare to heal frequently... Head down the stairs immediately for a Liquor Bottle. Then go towards the save point past a two Chaotic Zones for an Elixir. Continue on the same path to find 2000 Gald and an Orange Gummy. Past the next Zone you'll find two chests, an All Divide and a Climax Bottle. Press onward for an Elven Cape and an Angel Tear (sword for Chloe). Now return all the way back to the save point. Head down the other path towards the lower right. Follow the path all the way around to the next screen - there aren't any treasure chests on this path. In the next area you'll run across a monster. The party wants to catch it, but they realize Will has no interest, unusually. Grune notes that there's an odd smell, which the party blames on Moses initially, but it's apparently something else. Afterwards follow the direction Will went. In the next area take the stairs down past the Chaotic Zone to return to the lower part of the screen you just came from. There's a Climax Bottle here. Past the next couple of Zones on the next screen are an All Divide and a Holy Ring. Now head back the way you came. Go up the stairs and follow them up and around to the right. You'll come across a heal point and save point in front of the secret room that Shirley and Fenimorl hid in earlier. While you're here, go on inside and use the Sorcery Scanner to find the Rare Eggbear. It'll drop a Bear Head, which is used for Synthesis. Continue down and around the path. You'll come across a Hit Bottle. Go down the next set of stairs, head left, and then up those stairs. Continue following the path in the next area all the way around. You'll find a Mixed Gummy in the next chest. Head right at the next fork and up for a Liquor Bottle. Return and go all the way right to the next screen for a Purple Ores. Now go back and head left for a Denei Bottle, then go up the stairs. Time for a Puzzle Booth. Activate the switch at the top of the screen by using the reflector next to it. Now stand next to the exit and fire straight left so that the light bounces off two reflectors and hits the switch under you. Finally stand on the block right next to the exit and fire down and left. You won't be able to see it, but you'll hit the last switch this way. After the Booth head straight down past a Zone for a Rouseki (for Shirley). Go right, then up. Go all the way right until you find 3000 Gald. Return to the path you passed and head over for a Lavender behind a Chaotic Zone and a Flare Bottle. Follow the path down. Past the next Chaotic Zone is a Toast. In the same area is a Mixed Gummy. Now head down and left to a heal point and save point. Yes, you're almost done. In the next area, the party encounters an area filled with some foul black mist. No wonder the water and earth are spoiled. Soon the mist coalesces into somebody that looks familiar... boss time. BOSS: Dark Will HP: 43776 Weak Against Ocean Strong Against Curse Drops: Lure He's not that threatening, though he can do a lot of damage if you let him, with spells like Indignation and Freeze Lancer. You should be able to dodge Freeze Lancer, though. Have Grune in casting Aqua Laser and Brilliant Lance, etc, to hammer at his Ocean weakness. The party has won, but the mist seems to keep spreading. The party starts to run, but Will stays behind. He tells Senel that he must keep his promise. He unleashes the power of his Soujutsu, but the mist envelops him. In a dark area, the ominous-looking woman from before asks him why he insists on continuing. They say that destruction is the natural state of things, and that humans can't change that. Will tells them that he must fulfill his promise. The ominous figure tells Will that in that case he should return to nothingness and give himself up - then his wish will be fulfilled. Will says that if his promise is fulfilled, then he doesn't mind. But then he hears Senel's voice. Senel yells at him and asks him if he intends to leave Harriet alone. Will remembers that protecting the flowers was not his only promise. His power flows forth again. He tells the figure that he continues on, even with the pain of living, because there are people who belive in him. The figure tells him to be enveloped by his own darkness, and turns into Dark Will. Will unleashes his Soujutsu in a flash of light... The mist disappears, and Will appears safe. Grune suddenly clutches her head. She might have gained back her memory... or maybe not. A ball of fire appears in front of her, naming himself Ifrit. Again, the rest of the party can't see it. Ifrit asks Grune if she's forgotten him. He says that her memory still hasn't returned. He says that until her power has returned, he will sleep for awhile. He turns into a seed just as Celsius did. Grune says she should plant Ifrit's seed right there. Will then remembers what he was about to do, and they decide to hurry back to town. You can save here. The party arrives back at Werites and meets Madam Musette. She tells them that Harriet has disappeared. Will says he has an idea of where she's gone, and runs off. At the meadow of flowers, Will finds Harriet. He tells her that Amelia loved this place. She would come here no matter if something happy or sad happened. He says that sometimes he would fight with Amelia, especially if he told her her food was bad. Harriet says that her mother was always bad at cooking. But she loved her because she was happy doing it. Will suddenly asks Harriet to live with him. She says that it would be a waste to let the room go unused. Will notes that it's a new moon. He says he'll show Harriet something special - the thing he and Amelia loved the most. There's a flower that only blooms during the new moon. It only grows there, and they discovered it. Harriet realizes it's the bud she found earlier, the one that Madam Musette told her had a wonderful name. Will tells her that he and Amelia decided its name. The whole meadow, filled with the flowers, begins to bloom, filling the meadow with light - and Will tells her they named the flower Harriet. He picks one and puts it in her hair, telling her that the slightest bit of light crystallizes the flower. Her previous hair ornament had been a real flower all along. He tells her that he's thankful to Amelia, because without her he'd never have been able to meet either Harriet. When the pair returns home, Harriet demands to go in first and that Will not go in until she says so. After she says okay, Will opens the door to find her standing there, saying 'Welcome home, papa'. You can save again. Senel's now living in the formerly empty house in the eastern part of town. He tells Will he doesn't want to bother him and Harriet. Back at Will's house, the girls are cooking. Harriet tells them they should hurry and bring lunch to the working guys. Cue some more awkward tension between Shirley and Chloe... Grune arrives and sees Norma lying asleep on the couch. Shirley goes over to try and wake her up, but Norma's talking in her sleep. She says something about oniichan. Chloe tells her that she should help too, but Norma says that unlike the two of them she doesn't have anybody to cook for, embarassing them both. At Senel's new place everybody has a picnic. Shirley's food is great, but Harriet's... Will tells her it's terrible, rather honestly. Harriet says she'll take it back, but he says he has a parent's responsibility to eat it all... But Harriet's made enough for everybody, even Geet. Not even Geet seems to like it, and Moses doesn't react to it too well. Grune seems to be the only one who can even stand it. Someone enters... it's Elza. She's come to chat with Chloe. But she also mentions that there seems to be something going on at the entrance. Somebody asks the crowd to answer a question... Head over there now. When you arrive, the crowd is starting to thin out. Somebody comes in, and she looks exactly like Fenimorl. But she introduces herself as Tulla, Fenimorl's twin sister. She greets Shirley. But she tells Shirley that she wonders if, living in Werites, she's forgotten all about her sister. She asks her why she's in Werites, and if she's forgotten her duty. She blames Shirley for Fenimorl's death and says she can't believe that Shirley's living with Land Folk. She says that Shirley is betraying all of the Water Folk. Seems like some
of the Water Folk still wish for the Land Folk to be destroyed. She asks Shirley why, even after seeing so many Water Folk, including Fenimorl, killed before her very eyes, is she not using her power to destroy them. She blames Shirley again, saying it's as if she killed Fenimorl herself. Shirley agrees, to Senel's dismay, saying that if she had only pulled herself together Fenimorl would have left the Legacy and wouldn't have been put in that situation. But she says Tulla's wrong in thinking that the Land Folk should be destroyed. Tulla says she can't understand her, and leaves. Chloe says that Tulla must have some tenacity if she came all this way to argue with Shirley. Norma says that she should have more guts as well, but doesn't explain why. The party says that it will be hard to reconcile with the Water Folk, but that they must try, gradually. Later, Senel finds Shirley at the graveyard in front of Stella's grave. The pair begin to leave, but they see Norma walking in. They hear her praying to her master's grave that she will definitely find something. Senel asks her what. Norma tries to brush it off and leaves. Shirley says that maybe Norma did not want to be seen there. Senel reads the name off the grave - it's Sven. And now you get to save again. Moses comes to Senel's house to wake him up. He tells him that Norma has a favor to ask of everybody. You're supposed to meet her at the fountain. So go over there. But when you arrive, Norma is fighting with the old man, Zamaran, from before. She tells him to hurry up and leave the Legacy. Zamaran tells her that she should give up chasing a stupid dream. He tells her that she'll soon learn the taste of despair, like another idiot, Sven. She gets angrier, telling him that noone badmouths her master, no matter who they are. He tells her that reality doesn't bend to conform to fantasy. He tells her to wake up and not waste her life, like Sven did. Then he leaves. After some hesitation, Norma begins to tell them why she gathered them all - she wants them to help her find the Everlight. To get there, she'll need to go to the Man-eating Ruins. After some discussion, the party agrees. And so begins Norma's Character Quest. ------------------------------------------------------------ CHARACTER QUESTS - NORMA: CHASING A DREAM 夢の行方 ------------------------------------------------------------ Go to the battle arena and check the flag to find Mimmy. This time you'll learn Curry Bread. When you've restocked and so on, head to the Man-Eating Ruins via the Duct. On your way out, Norma gets a flashback to when Sven told her about the Everlight. He seems just as hyper as Norma... From this conversation, we learn that Zamaran is Sven's master. But Sven was kicked out of Zamaran's school, for disputing Zamaran's assertion that the Everlight doesn't exist. MAN-EATING RUINS 人食い遺跡 Treasures: Flare Bottle, All Divide, Climax Bottle, Aifread's Flag, Life Bottle, Shell Bottle, Love-love Straw, Lure, Purple Ores, Reverse Doll, Red Ores, Radish South of the Ruins (west of Maruitz's Hermitage) there's a Radish, while to the northeast there's a chest with a Saffron. Upon entering, Norma says that the Everlight should be inside somewhere. Chloe asks what it looks like, and Norma says she doesn't know. Will says that nobody knows, and explains how the legend of the Everlight came to be. Once, a scholar translated an ancient inscription as "The prayer crystal, with mysterious power, grants salvation to the one who wishes it". As you'll remember, this dungeon is pretty straight forward, with only one way to go most of the time. In the first area, you'll find a Flare Bottle, All Divide, and Climax Bottle. On the next screen, Norma stops the party. She says a trap has been laid. But she triggers it herself by being too loud. Moses falls down a pitfall, to Jay's delight. He makes his way back, only to almost fall into the same trap again. In the next area, behind the Chaotic Zone with nothing behind it, you can pick up an Aifread's Flag with the Sorcery Scanner. You'll also find a Life Bottle, Shell Bottle, Love-love Straw (for Norma; it'll also give her a title), a Lure, Purple Ores, Reverse Doll, and Red Ores in this area. Use the scanner in the lower right corner for a Radish as well. Save at the save point and then continue on to a Puzzle Booth. At first you'll have two movable blocks. Use those to make bridges to the blocks on top of the platforms nearby so that now there are 4 blocks on the ground. Then use those to drop the further blocks so there are now 6 movable blocks. Use all 6 blocks to make a bridge straight from between the two staircases near the entrance all the way towards the exit. Push the final block into the gap between your new bridge and the exit, then pull the remaining block out of the way, and take the other stairs to the exit. In the next room with all the petrified people, use the Sorcery Scanner to fight some rare monsters, a MelloMello and MelloMello Head. They'll drop a Ray, an odd weapon for Senel (has low attack power but very high luck). This will also get Senel a title. Head to the next room. Norma looks around for the Everlight, but manages to hit a switch instead... BOSS: Bloody Bed and Mind Flare Bloody Bed: 11459 HP Weak Against Ice Strong Against Fire Mind Flare: 40315 HP Drops: Elixir The Bloody Bed uses a red FOE, but it has quite low HP, so take it out quickly to get it out of the way. After that all you have to do is not let the Mind Flare cast any spells, which should be easy enough since it staggers comparatively frequently. Norma admits that the Everlight doesn't seem to be here. Use the Sorcery Scanner back here where the Whisper Crystal was to find a Turquoise. Then head back to town. WERITES BEACON 灯台の街ウェルテス Upon returning, the party runs into Zamaran again. He notes that despite Norma's cheery attitude, she's come back with nothing. Norma says that she was just checking on something, and Zamaran tells her not to spend her whole life checking before walking away. Another flashback. Norma wonders aloud to Sven if she has no talent. Sven somehow knows that she's been studying the ancient language. He says he heard it from one of her rich friends. He tells her that it's no fun if you know everything from the beginning. Norma then asks Sven why he keeps looking for the Everlight even though he's failed so many times. He tells her that it's because he belives it exists, and if she doesn't understand that, someday she will. Norma then asks him if he's listening to her, and he replies that he's looking at her, which makes her flush. But she gets angry, saying that she can't believe him ever since a certain incident earlier, when he told her that warming a hard-boiled egg would make it hatch into a chick. He seems way too amused about it... Chloe comes to wake Senel the next morning. Seems like Norma has an idea for a new place to look. Head over to Will's house to meet everybody. Her next guess is the Ice Monument. Senel wants to hear her reason for looking for the Everlight. Chloe guesses that it has something to do with Zamaran as well. Senel adds that it has to do with somebody named Sven too. Norma tells the party about Sven - how he was the world's biggest idiot, but being with him was fun. Her parents were always fighting, so she frequently ran away from home. That's when she met Sven. When he found out she could use Breath-type Soujutsu, he arranged to have her admitted to a good school, even paying for her out of his pocket. Since he was looking for the Everlight, now Norma feels the need to carry on his will. Then Norma says half of what she said she made up, making Chloe and Moses angry... but Senel wonders if it was really made up after all. He agrees to help her go to the Ice Monument. Stock up, then go to the Beacon and take the elevator down to the Quiet Lands, then from there go northeast to the Ice Monument. ICE MONUMENT 氷のモニュメント Treasures: Aifread's Flag, Freeze Mantle, Flare Bottle, Lemon Gummy, Miracle Gummy, Liquor Bottle, Blue Ores, Happi Remember to dodge the ice spikes. This dungeon is quite small and straightforward; just pick up the treasures on your way to the back. On reaching the small room in the middle, Norma looks around, saying something is suspicious. She knocks on a few walls and ends up kicking it... which causes another suspicious noise... poor Moses gets hit with another trap. Save and continue on. Gather the treasure chests in the next area and continue on. You'll run across a Valt, similar to the one you fought in the Introduction. Grune suddenly says that she knows the black mist... but when pressed, she seems to have forgotten again. BOSS: Bear Valt HP: 80406 Weak Against Fire Strong Against Ice Drops: FOE2 Check His attack patterns are pretty much the same as the first guy - in other words, extremely annoying. Watch out again for the glowing orb attack and the one where he just dashes forward, doing tons of damage to your guys, though there really isn't much of a warning for each one. Heal often and guard more often than not. Norma examines the ground behind where the monster was and finds something. She pushes the button which causes an alarm to sound... and a trap triggers, hurting her. The party heals her wounds, but she still seems to be suffering. Jay says the trap must have been poisoned. But no matter what Shirley or Will do, she doesn't get any better. There's still a fragment of the trap stuck in her arm. Senel pulls it out and Will tells him to keep it, since it might prove useful in finding an antidote. Then hurry back to town. WERITES BEACON 灯台の街ウェルテス Upon returning, your party runs into Orcot. They ask him to take a look at Norma. Senel asks if he can make an antidote from the sample they took back. The rest of the party takes Norma to lie down while Senel and Chloe go with Orcot. Go to the hospital. Orcot begins working on an antidote. Elza tells them that there isn't a medicine her father can't make. He comes out a bit later saying he's identified the poison. He asks Elza to pick some flowers from outside, and Chloe goes to help. Soon he gives Senel a medicine with directions to have Norma drink it. He says not to let their guard down, however, as the poison will still continue to cause fevers and pains for awhile. Now head to the inn. After a little bit, Shirley reports that Norma seems to have stabilized. With that the party decides what they should do next. Jay and Will believe they should give up trying to find the Everlight. But Chloe brings up how important this is to Norma. Senel agrees, and goes to look in on Norma. When they get in, however, she's gone, and she's left her notes behind. According to Shirley, it's mostly in the ancient language, and Norma's translations are mostly correct. Only the Water Folk were supposed to be able to read the ancient language, but Norma seems to have learned well. They show the rest of the party the notes. Will exclaims that not even the research centers on the continent could understand this. It seems that Norma's reasons for going to the Man-eating Ruins and the Ice Monument weren't random after all. Senel says that they're the only ones who can help her, and the party decides to help her keep looking. But first to actually find her. Norma's in the graveyard, stumbling to Sven's grave. She wonders aloud what she's doing, when she can't even solve simple traps. Flashback time. Sven is telling her that she needs to be more patient in solving traps. But she just runs off, getting Sven in trouble. In the present, Norma reflects that she hasn't grown at all since back then. She says she's grown scared because she's starting to doubt if the Everlight even exists. She says she's been chasing his dream, but she doesn't know if she can make it. She wonders if it's okay to stop believing. She cries that it's too hard to go on believing all by herself. Suddenly the black mist appears behind her, and the ominous woman tells her that it's okay to give up, that nobody will blame her. She says that Sven will forgive her too. Norma says that's what she wants, then collapses. Meanwhile the party has been failing to find Norma. They run across Zamaran. He tells them she probably went to Sven's grave. Head there. The party finds Norma's body, wreathed in black smoke. As they approach, however, it disappears. They give Norma more of the medicine. Take her back to the Inn. On the way, Norma says she doesn't care about the Everlight anymore. The party asks her if she's serious. Senel tells her that they've seen her notes. She says that no matter how much she gets right, it doesn't have any meaning. She didn't have any reason to study so hard. She says she could have had Shirley translate it for her, but she didn't. She didn't because she was afraid of finding out that she was mistaken. She was afraid of finding out that what she believed in didn't exist. They ask her if she's really okay with giving it up. She says yes. Senel tells her that's fine... if she can live on without regretting it, without regretting everything that's happened up until then. She tells him to leave her alone, that she's not just a loud idiot. Zamaran steps in. He tells her that she's opened her eyes, unlike that idiot Sven. Norma tells him not to badmouth Sven. But he replies that somebody who's given up on her dream has no right to talk about Sven. Norma says she'll prove that the Everlight isn't just a story, and runs off. Will tells Zamaran he's quite good at handling Norma. Zamaran says that he just doesn't want Norma to be hurt like he and Sven her. Apparently he lost his own sight while triggering a trap investigating some ruins. And Sven never came back from looking for the Everlight one day. Zamaran came to the Legacy to take Norma back. But he hasn't been able to tell her he's worried about her. Moses and the others return, saying Norma seems to have left town already. Zamaran tells them she probably went to the Crystal Forest, since that is where Sven last went trying to look for the Everlight. The party agrees to head there, and Zamaran tells them he's counting on them to bring Norma back. Stock up on goods and head over to the Crystal Forest. CRYSTAL FOREST 水晶の森 Treasures: Red Saffron, Technical Ring, Flare Bottle, Blue Ores x2, Speed Wrist, Holy Bottle, Life Bottle If you remember, there was a treasure chest before on the world map between the Crystal Forest and the Bandit Lair. It now holds a Radish, so grab that while you're here. Grab the treasures as you go - as an early dungeon, the layout is very simple. Next to the very first treasure chest, use the Scanner in the center of the platform to find the rare Kotatsu monster. Geet picks up Norma's scent, but it seems like she's gone pretty far. Off at her part, it looks like the poison's taking effect again. She stumbles around, but seems to find something. Go left past a Zone for a Speed Wrist. It's not a very good weapon for Senel, but using it you can make a pretty good weapon at the Synthesis Shop. On the next screen, check the area behind the Chaotic Zone with nothing behind it to find a Blue Ores with the Scanner. When you get to the area where Norma busted down the door at the beginning of the game, Geet will find something. There's a crack in the crystal, and Norma's scent is coming from there. There's a new path where there wasn't one before, and a suspicious save point nearby. Save and go in. You'll find Norma collapsed on the ground. But luckily, she seems to be just sleeping... Chloe gives her another dose of the medicine, and she seems to have recovered. She checks the nearby platform and activates something. Glowing runes appear in the air, which she translates as disaster, flames, future. But she suddenly seems depressed again. She says that all of her research points to here, and if the Everlight isn't here, she won't know what to do. She's afraid of finding out the truth. The black mist suddenly appears again, trailing behind her. She runs off. Suddenly the mist turns into a copy of Norma, making the real Norma kind of unhappy... Norma will be added to your party, so you can switch her in just before the fight. BOSS: Dark Norma HP: 52619 Weak Against Ocean Strong Against Curse Drops: Red Ores Pretty easy. Just watch out for her Blizzard (which you can Special Guard easily enough) and interrupt all her spells. Her normal attack is nothing to worry about. Once again, Grune clutches her head. She wonders if she's forgotten something important. A black orb shows up and names himself Shadow. Yet again the party can't see him. Like Celsius and Ifrit, Shadow says he cannot manifest for long in a world without order and says he will rest, leaving a seed behind. Senel asks about the Everlight. Norma says that she has to do it, and proceeds to follow the instructions from the runes. She begins to get some doubts again, and the black mist appears again from her. It then coalesces as a Dark Norma again. It doesn't attack though. It seems the more depressed she gets, the more mist appears. But Grune tells her to cheer up and remember why she's here. She tells her to accept her own feelings and not be afraid. The rest of the party tells her that her effort won't be wasted and that they will support what she believes in. In the darkness of the mist, Norma says that along the way, she somehow lost sight of the fun of following her dreams. She asks Sven for help, and her Soujutsu power begins to flow. She says she's found her dream, and won't flounder anymore. She'll live on with her belief. The mist disappears, and Norma approaches the runes. A warp appears. Head in. Norma reaches another set of runes. These say 'destruction', 'trap', 'hell', 'birth', and 'slaughter'. Obviously she picks the one called Birth... Go into the next warp. Norma arrives at a place where a green gem is floating in the air. Chloe says its power feels familiar. Shirley says it's the same as the Souga. The Everlight may be the crystallized remnant of a Souga, Will says. Senel notes some words on the wall. It's Sven's writing, written in the ancient language. She begins crying, telling him that she can read it all, that she can understand his feelings because she's studied so hard to catch up to him. Shirley reads the words: "My beloved pupil, I promise to some day meet you again in this place. I've been able to find the Everlight because you believed in me. I believe that someday soon you will also reach this place. Thus I leave these words to you. Thank you. And well done. To Norma Biatty, from Sven, with dreams and romance". Norma cheers up amazingly fast (as usual). She says she is going to show Zamaran. The party accompanies her as she drags him there. Norma says this was Sven's wish, which Zamaran doesn't understand. Norma prays to the Everlight, and Zamaran's sight is restored. This was Sven's wish all along. The Everlight shakes, and crumbles. Its power is apparently gone. Back at town, Zamaran says he'll stay on the Legacy awhile longer. Norma says she'll stay as well. Something glows in her hand. She's taken the shell of the Everlight. She runs off to show it to Sven's grave. You'll get another chance to save. An earthquake shakes Senel out of bed, but Grune still has to come and wake him up. Shirley seems to take it entirely the wrong way... Senel asks Shirley about her brooch, and Shirley says she thinks her brooch was the shell of an Everlight as well. Shirley and Grune ask Senel to go to Will's. And that's it for Norma's quest. ------------------------------------------------------------ CHARACTER QUESTS - INTERLUDE 間奏 ------------------------------------------------------------ Outside Senel's house a stranger asks him directions to the graveyard. He spies Shirley and mentions the Glowing Ones, in a sinister sort of manner. He leaves for now. Head over towards Will's house. In front, Chaba is telling Moses that another of their band was attacked by something. Chaba wonders if it was Geet, but Moses says that's impossible. Inside, everybody's already there except for Norma. Go to the Inn to pick her up. Zamaran's trying to pull the same stunt that Norma did earlier. Now return to Will's. He would like the party to accompany him to the Village of the Ferines. He's received a message from Mauritz asking to meet them. Shirley says she is going too, even if that means running into Tulla again. VILLAGE OF THE FERINES 水の民の里 Treasures: Fabric, Banana, Resume Ring West of the Village there is a treasure chest with a Climax Bottle. If you go south all the way to the dead end, you can also find a Radish. Upon entering, the party runs into Tulla straight away. She tells Shirley she doesn't want to hear what she has to say and tells her to leave. But Mauritz comes out and tells her that he is the one who asked them to come. Tulla runs off. Mauritz asks you to come to his tent. Before you do that, go to Shirley's former tent. There's a Fabric here, and if you check the bed you'll find a Banana. If you use the Scanner on the right side of her bed, you'll also pick up a Resume Ring. Also talk to the Merchant here, he has some new wares. He even sells Unicorn Horns, which you use for Synthesis. Mauritz says he's been having a hard time convincing the entire village. He says that now that the Souga wishes for peace between the two races, there is no reason for the Water Folk to consider the Land Folk as enemies. There's another reason Mauritz has called the party here. There have been reports of the black mist appearing around the village as well. He doesn't know what it is either, but would like the party to keep investigating. Tulla storms in, demanding that they leave once again. She wonders why the Souga chose Shirley. Shirley tells her that a power that can only destroy is not a power worth having. Senel tells her that Shirley hasn't forgotten that she is a Water Folk, or the MelNes. She is with them for the future of all the Water Folk. He tells her that Fenimorl accepted them. Tulla says she won't believe them, and runs off. Shirley chases after her. Shirley comes across a place she realizes is Fenimorl's grave. She says that she should have come sooner. She remembers how Tulla was a lot like Fenimorl when she first met her. She was very angry when she found out that Shirley was the MelNes, and her relationship with Senel. But she eventually became their friend. She tells her that she'll take care of Tulla. Go outside of Mauritz's tent and head up to the grave. Suddenly another earthquake takes place, and the party hears Tulla screaming. Rest and save in your tent while you're at it, then go to the entrance. A Galf is attacking Tulla, and suddenly the ominous woman appears behind her. She disappears when Shirley and company arrive, but the mist fuses with the Galf. BOSS: Galf Valt HP: 84191 Weak Against Ocean Strong Against Curse Drops: Sephira Same pattern before, except now he also uses a black FOE, so equip a FOE3 Check on your character. Tulla blames the party for being attacked, and the black mist grows stronger around her. But Shirley runs up and embraces her, and a light glows from her, banishing the mist. Tulla reluctantly thanks the party. Once again Grune's head begins to hurt. She says she should know what the black mist is. But all she can remember is the fact that she should remember something... She decides to plant Shadow's seed right under the tree. The party discusses the mist again. The earthquakes, mist, and monsters are all related. Will says that the mist might actually react to people's emotions. Jay adds that the mist appears to have a will of its own. The party decides to return to Werites. On their way out, Shirley asks to talk to Tulla a bit. She says that to return hatred with hatred is very easy, but it won't get anywhere. She says if she caused the Great Sinking, she doesn't believe the Water Folk would have become any happier. She says she would rather use her power to help out those she believes in. Tulla says the Land Folk have done many terrible things. Shirley agrees, but says that not every Land Folk is like that. She wants a world where the Land Folk and Water Folk can walk together. She prepares to leave again, but Tulla stops her, asking her if she's happy. Tulla says she can't go along with her way of thinking right away - but she will try for the sake of returning the same sort of smile to everybody in the village. Mauritz tells her that one day she might look back thinking that it was a good thing that Shirley became the MelNes. He says the ocean has been peaceful, and Tulla says that there is still hope, because Shirley's smile was genuine. Head back to Werites. The party discuss recent events, but Chloe only seems a little down. Senel asks her what's wrong, but Chloe says it's nothing. The party disbands for the night, and Chloe thinks to herself about what Shirley told Tulla - that it's easy to return hate with hate. She says that it was the easiest path for her, and if somebody asked her if she was happy, she couldn't smile and answer like Shirley did. Chloe flashes back to the day her parents were killed. A figure tells her that if they had just handed over their money, it wouldn't have ended like this. The figure tells her that if she takes the sword he won't have any mercy. Chloe can't do anything, and the figure says she doesn't have the determination to fight. He says that the famous Valens family was nothing after all, and he picks up a sword and comes after her... Chloe awakens suddenly from the nightmare. It's raining outside, and Chloe wonders when she'll be able to break free. Elza comes in to see her, saying there is something she wants to ask of her. Her father went to gather herbs, but hasn't come back. Chloe agrees to look for him. Elza says he went to a fort used by the Va-something or other. Chloe realizes he must have gone to Vaclav's Hidden Fortress. Elza wants Chloe to bring her along too, but Chloe refuses, saying it's dangerous. Elza says that she can't stand seeing her father come back hurt everytime he goes out looking for medicine for her. But Chloe refuses again, saying she'll ask Senel and the others for help, and that Elza should stay for her sake. Harriet arrives to wake Senel up. She tells him that Chloe has asked for them all to meet at Will's house. Go over there. Chloe tells the party what happened with Orcot, but then she adds that Elza ran off from the hospital without her knowing. Will finds it a little odd that Orcot would've gone to the Hidden Fortress. The party agrees to go look for Orcot and Elza both. And now it's Chloe's turn. ------------------------------------------------------------ CHARACTER QUESTS - CHLOE: A PLACE TO CALL HOME 帰りたい場所 ------------------------------------------------------------ HIDDEN FORTRESS 隠し砦 Treasures: Water Ores, Mental Ring, Belbane, Pine Gummy, Lemon Gummy, Mixed Gummy, Lure, Red Savory, Purple Ores When you enter, you'll see a scene with an exhausted Elza staggering through the fortress. Chloe catches up to her and yells at her, telling her that they'll look for Orcot so she should go home. Senel says that it's dangerous, so it would be better if they took her with her as they search. In the first area past some Zones you'll find a Water Ores and a Mental Ring. A little further on are a Belbane, Pine Gummy, and Lemon Gummy, before a Puzzle Booth. Push the first block to make a bridge over to the right area. Now this next part is a little complicated. If we consider the arrangement of blocks to be like this: X A B C D E F G H I J where X is the unmovable block, the letters are the movable blocks, and 'down' is towards the lower right... first pull A up, then push C down, and push B left. Push D and E down, then pull B down and push A further up. Now push A, B, C, and F back towards the stairs. Moving the rest out of the way should be easy. Head over, hit both switches, and take the exit. In the next area, Chloe asks Elza how she's doing. She says she's fine, but her legs are shaking. The party decides to rest, while Jay, Moses, and Grune scout on ahead. Elza falls asleep quite quickly on Chloe's lap, while Will mentions that Elza's worrying about Orcot is a lot nicer than how Harriet treats him... Apparently she's dreaming about cooking something for Chloe. But then in her dream she tells Chloe not to leave her alone. She wakes up and asks if she said anything weird. Norma tells her that she said Chloe's name a lot, embarassing her. She then says that she admires Chloe, but she'll never be like her, since her body's always been weak. Chloe tells her that she's not such a great person to be admired. But Elza insists Chloe's the best, much to Norma's delight, who begins teasing her about love and such... The three scouts return, saying they haven't found Orcot. Chloe gets a title here. Save, then press onward. On the next screen grab the Mixed Gummy, then go left past the Zone and use the Scanner to find a Lure. Go up and left past another Zone for a Red Savory. Then go up to the next area. There's a Purple Ores in the chest here. Then go up past the Chaotic Zone and use the Scanner for a rare monster, a Wanwan. In the next area the party finds Orcot collapsed on the ground. He's received a deep wound from something. When Will and Senel examine his arm, they find a tattoo. Will heals him and Orcot stands up. But Chloe draws her sword in front of Orcot. Moments later they hear a roaring, and the thing that wounded Orcot shows itself. BOSS: Chariot Gate HP: 124610 Drops: Red Savory Everytime you knock him down, he'll do his spinning attack when he gets up, so be sure to block the whole thing. Otherwise, he fights pretty much like most of the other Gates you've encountered. Since he's a Ground Gate, you can use Senel's Garyuu Ougi to inflict defense down and such on him. Elza asks Chloe if she's all right, but the Gate rises again. Then Orcot defeats the Gate with his own sword. The party talks about going back, and Norma asks if Orcot's found what he's looking for. He tells the party that what he's looking for is in the locker in the back. It's locked for Norma, but when Orcot touches it it opens. He thanks the party for helping Elza. The party heads back, but Chloe stays behind. She says she saw a tattoo on Orcot's right arm, and she says she's found him. Head back out and go to Werites. WERITES BEACON 灯台の街ウェルテス Orcot thanks the party again. Chloe suddenly steps up and says she has something to ask him. But Elza is weakened from her trip and Orcot asks her to wait until later. The pair leave; Norma mentions that Chloe has seemed different lately. Jay says that there is something bothering him. Head to Will's house to discuss things. The discussion centers around Orcot. Senel wonders why he was at the Hidden Fortress. Jay says that if Orcot said he was going to the Hidden Fortress to get medicinal herbs, it means he knew they were there in the first place. He not only knew the location of the fortress, but also the contents of the locker in the back. Senel says what worries him is Orcot's sword technique. He's seen it before. Senel asks Chloe what she thinks, but she's lost in her own thoughts. Norma tries to snap her out of it in a rather unorthodox manner. The party continues on. Jay says it's almost certain that Orcot had some sort of link with Vaclav. Norma says she owes Orcot and doesn't want to doubt him. Moses adds that he doesn't seem like a bad sort. Shirley says he really cares about Elza as well. Jay says that for now all they should do is be cautious, and if it's a misunderstanding, so much the better. The party disbands for the night. Shirley asks what's wrong with Chloe, and Senel says Orcot's tattoo is probably the reason. Will says that if it's the one Chloe's been looking for, it could mean that Orcot and Stingle are the same person. They agree to help Chloe through her tough times. Out in town, Chloe says she had thought that she had forgotten her hatred and desire for revenge. But she hasn't - she hasn't forgotten what happened that day, or the pain she's suffered since. She wonders if she'll never be able to get rid of it. In a flashback, a noblewoman and nobleman talk about what happened to the Valens family. They say that the head of the family and his wife were killed by a bandit, leaving only their 12 year old daughter behind. They wonder what will happen to the House of Valens. The nobleman says that the daughter is of the great Valens family, and she should be able to handle things even at her young age. But the nobleman also mentions that it should be amusing to watch what happens to the House of Valens. Chloe swears to carry on her family name. Shirley rushes in to Senel's house, saying that Elza told her Chloe hasn't returned home yet. Head to the graveyard. Chloe says aloud that she hadn't wished to meet again. Her desire for revenge had thinned, but suddenly he had to appear again. If only she didn't find out, she could have continued living peacefully. But now that she knows, she can't, as she can't help the hatred that envelops her. A bandit walks up and says that he didn't expect a young girl out alone, and demands all of her money. Chloe flashes back to the bandit who killed her parents, who said the same sort of thing. She tells the bandit that she's in a very bad mood, and tells him to leave if he wants his life. The bandit rushes her, but Chloe knocks him down. He begs for his life, but Chloe approaches him again. The black mist envelops her, and she's about to cut him down when Senel yells for her to stop. The mist dissipates as Senel and Shirley arrive, and the bandit runs off. Chloe asks angrily why he stopped her, and Senel says there was no reason to kill him. Chloe says she has no sympathy for somebody who attacks people for money. Senel says Chloe's been acting weird lately. He then says that he know the reason is Orcot. He knew that the reason Chloe drew her sword so fast in the Hidden Fortress is because she intended to kill Orcot. He adds that he also saw the tattoo. Chloe says she never would have told him if she knew this day would come, and walks off. Senel tells Shirley about Chloe's situation. The next day a voice tries to wake Senel, calling him onii-chan... then the voice talks like Chloe, saying 'wake up, Coolidge!'. The voice continues imitating other party members, but Senel won't wake up. Then Norma yells to wake Senel up. She tells him to hurry to the hospital. Elza's condition has deteriorated since coming back from the Fortress. Head over there. Will says Elza's in pretty bad shape. Orcot adds that the medicine he usually gives her won't help. He says that they must strike the illness at its source. He can make a medicine to do it, but he doesn't have the proper ingredients. Chloe arrives downstairs and says that she will get what he needs. Senel says he'll help as well. Orcot says he needs two things, a spider coccoon and a plant called the No Return Grass. The spiders that live in the Earth Monument make coccoons. Will says it's a rather rare monster. Orcot adds that like its name implies, the No Return Grass is found in the Forest of No Return. They agree to split up - Senel and the party will head to the Earth Monument, while Orcot will go to the Forest of No Return. Stock up on essentials, then take the elevator down to the Quiet Lands and go to the Earth Monument, which is west of the elevator. When you enter the elevator, you'll see more of Chloe's memories. Some more nobles are talking about the House of Valens. Apparently since it has only Chloe as its head, the royal family has decided to boot the House of Valens from the nobility. Chloe says she's been trying her best, and that her parents' death wasn't her fault. She yells for the voices to stop gossipping about her family. She says it was that man who stole everything from her, and that she'll never forgive him. It was that day when she swore not to forget her hate and to seek revenge. But now, she says she doesn't want to kill; she doesn't want to make somebody else sad. EARTH MONUMENT 地のモニュメント Treasures: Liquor Bottle, Panacea Bottle, Aifread's Flag, Fabric, Geas Mantle, Red Sage, Yellow Ores, Aloewood Will tells the party about the monster they're looking for. It's a kind of rare Dandoratula. It's normally very peaceful. Jay tells Norma and Moses not to bother it. Again, there are no enemies in this first area. You'll find a Liquor Bottle and Panacea Bottle here. Also in the upper left corner of the room, use the Scanner to find a rare monster, Quox. Near the exit, check the Daruma to find Mimmy... You'll learn how to make Long Donuts. In the next room, the party says they probably have to go further to find one. Norma wants Geet to find the monster, but Geet hasn't come along this time. Moses says he's left Geet behind since he didn't want him to be used by Norma... Grune says that Orcot is probably at the Forest of No Return by now, prompting Chloe to sink into another reverie. She tells herself that she has to think about Elza. But no matter how hard she tries, she ends up thinking about other things. In a flashback, one of the Valens maids asks her if she's really okay with getting her beautiful long hair cut off. Chloe says she's decided to become a knight worthy of the House of Valens. In the present, Chloe says that she remembers her feeling so clearly. Her hatred is still there. After the scene, return to the room you just left to save. Pick up the treasures in the next room (there are monsters here), then head to the back to find the monster you're looking for. Moses makes it angry almost right away... The black mist appears and once again fuses with the monster. BOSS: Tula Valt HP: 96649 Weak Against Ocean Strong Against Curse Drops: FOE1 Check Same as the other Valts. Again, he uses a black FOE (Panic), so equip the appropriate counter accessories. With the monster defeated, the party gets the coccoon. Time to go back to town. WERITES BEACON 灯台の街ウェルテス The party decides to hurry back to the hospital and see if Orcot has returned yet. Head there. Harriet chides the party for being late, then says that Orcot left two letters - one for Chloe and one for Will. In Will's letter, he's left instructions for compounding the medicine for Elza. Chloe, upon reading her letter, crumbles it in her hand. Meanwhile Moses thinks of the idea to hold Elza over with Breath magic until they can make the medicine. Grune thinks this is a great idea, and hugs Moses - which makes him a little more than happy. The party decides to wait until morning, and if Orcot hasn't yet returned, to go there themselves. Elza seems to be suffering, and Chloe watches over her wondering what to do. She runs off, causing Will and Senel to worry about her, and what was in her letter. At the graveyard, Chloe remembers again when her parents were killed. She says that if she doesn't free herself from those memories, she can't move forward - but she didn't want it to be Orcot. The black mist appears behind her and coalesces into a young version of herself. It tells her that the answer is simple. It asks her who it was that took her parents away. It asks her why she took up the sword and practice until her arms shook. It asks her who she vowed to kill. Chloe answers Orcot. Moses finally returns from his happy-trip. Senel asks him if he saw Chloe, and Moses responds that he saw her going to the graveyard. So head there yourself. It's begun raining in the graveyard. Senel arrives and asks Chloe where she's going. He asks her what was in Orcot's letter. Chloe says it doesn't involve him. She says she's been foolish, and that by being with them she's forgotten her goal. She had given up on getting revenge, because she didn't have the will to try and find Stingle. She was going to just forget about it, but then she found out that Orcot was Stingle. And because of that, she can't have any peace. Her hatred is too much for her to bear. Senel tells her that when he was having his own problems, she was there to listen to him and to help him. If it weren't for her, he says, he wouldn't be there today. He begs her not to suffer alone. Chloe says her life changed hugely when her parents were killed. She cried endlessly, but as the survivor of the House of Valens, she had to carry herself as others expected of her status. But despite her effort, it was only a matter of time before the House was dis-ennobled. Her old acquaintances were kind to her, but she knew what they called her behind her back - the puppet hosue leader. She realized that she would always be Chloe Valens, bound by her blood and name. Chloe says Orcot's letter said simply "if you are prepared, bring your sword and come". Orcot knew that Chloe knew about her. Chloe tells Senel to step aside. Senel asks her what she's going to do about Elza, and her friends. He tells her that running off to disappear is childish. Chloe says that may be true, and that her time stopped when she made the vow to get revenge. She tells Senel to get out of her way again. She asks him if he could stay calm when Vaclav, the one who took Stella away from him, was in front of him. Senel has no good answer for that. Chloe says that the deep will to kill is too much for her to bear. She draws her sword and tells Senel to step aside once again. Senel tells her that if she draws her sword, she won't be able to take it back, and Chloe says she had no intention of doing so. She tells Senel that it's her final warning, but Senel still refuses. Chloe tells him to stop doing things for her, because his kindness just hurts her all the more. Chloe then attacks Senel, saying that if he isn't prepared to fight he'll die... BOSS: Chloe HP: 60405 This can be a tough battle if you do things poorly. Equip the Holy Ring on Senel so he'll regenerate, and you'll be ok. Try knocking Chloe down and then throwing her to disrupt her combos; otherwise she really doesn't stagger too much and will counter what you try to do. After the battle, Senel asks Chloe to stop once more, but she suddenly stabs him, saying that she told him if he wasn't prepared to fight, he would die. She says that with the wound she's given him, now she has no place left to return. In a grotesque fashion, that's sharpened her resolve, so she thanks him. Senel says he won't accept it. Chloe asks him why he came to stop her, and he tells her it's because she's an important friend. Chloe says that she wishes she could accept those words. The words that should have made her happy are hurting her instead. She then leaves, while Senel collapses begging her not to leave. A few moments later, Shirley comes across Senel fallen on the ground. Awhile later, Senel suddenly wakes up to a relieved Shirley. She tells him that Chloe hasn't returned. Senel says he has to go find her, but his injury is still severe. Shirley asks him if he intends to go no matter what, and Senel says he must - he can't leave a friend alone. Shirley says that the rest of the party is gathered at the hospital. She says that Chloe is an important friend to her as well. At the hospital, the party is all gathered. Will notes that Orcot must have known this would happen. That's why he gave the instructions on the medicine to Will. Senel says Chloe is still confused. Moses says that somebody who is just confused wouldn't take up arms against Senel. Senel says that he doesn't believe Chloe will become happy by killing Orcot. He says that she looked pained the entire time. Her old pain may disappear, but what waits for her is a new pain. Therefore he has to stop Chloe. The other members are less sure, and Senel asks them if they really want to part in this manner. Jay asks them if they can forgive Stingle. Senel says that he can believe in the man who is Orcot now. The party decides to follow Chloe. Then Elza comes down the stairs. She's heard the conversation. She says she realized about her father, somehow. There were times when he went out supposedly to gather herbs, but would come back with battle wounds. She blames herself, since Orcot was only thinking about helping her with her sickness. Senel tells her not to blame herself. Elza begs them to take her with them. Senel says that it may be emotionally rough for her, but she's okay with that. Prepare to head out to the Forest of No Return. FOREST OF NO RETURN 帰らずの森 Treasures: Yellow Ores x2, Aloewood x2, Elven Boots, Purple Ores, Water Ores x2, Lure If you take a loooong detour all the way south on the world map you can find a treasure chest with a Savory. Up to you on whether it's worth it or not. Senel asks Elza if she feels alright, and she says she's fine for now. Jay warns them that it may come to a fight again, but Senel says he's prepared. He says he wasn't prepared earlier to help Chloe with the burden she carries, but he is now. Elza says she's jealous since Chloe has such nice friends. Norma tells her that she's important to Chloe as well. Now off to the maze. As before, I'm going to to put it in bullet format. Each new bullet is a screen transition, so just follow these directions. -starting from the save point, go all the way left -go up at the fork to find a Yellow Ores. Go all the way down. -head right, grab the Yellow Ores, and keep going right. -go all the way right to find some Aloewood, then return to the fork and go down, then left. -go up at the fork, then left and up again. Go right past the Chaotic Zone and use the scanner northwest of the little lake to find the rare monster, Atlas Helmet Hopper. Return to the fork and head up (past the blue butterflies). -go up past the first fork to the second one, then right. -go all the way right. -go up. -go left. -use the Scanner in one of the craters to get an Elven Boots, then go down to see a cutscene. Orcot reveals that he has Chloe's father's sword. Chloe becomes enveloped in the black mist, then attacks Orcot. -go left after the scene. -there's a heal point here. Use it and continue left. -head left until you find the merchant. He doesn't have anything new. Go down to find a chest with a Purple Ores. Go right to find a Water Ores. Go right to the next screen. -pick up the Aloewood. Keep going right to find a Lure. Then return to the fork and go down. -at the first fork, go left, down, and left again, past more blue butterflies. -you'll find a heal point and save point. Use them, then head down and left for a Water Ores, then head back to the fork and go down, then head left. When your party arrives, Chloe has overpowered Orcot and knocked his sword away. She asks him if he has any last requests. Orcot says he wants her to take the No Return Grass and make the medicine for Elza. Chloe agrees, and moves in to make the final blow. Then Senel yells for her to stop. Grune steps up and tells her that she can't become enveloped by the black mist, because it will steal her heart away. She says the mist is the darkness in Chloe's heart. Chloe asks again why they've come, and Senel says it's to stop her. He tells her the fight is over. Chloe says her goal wasn't to fight, it was to kill Orcot. Then Elza yells for Chloe to stop too, and runs in front of Orcot. Orcot tells her not to do it, that he doesn't deserve it, but Elza says it was all for her sake that he had committed crimes. Orcot confesses to Chloe that he attacked her parents because he needed money for the treatments. He also confesses to Shirley that he joined Vaclav's army because he needed to look for new treatments. Chloe says that if he accepts it then he's ready to die. Senel tells her not to be swallowed up by her past. The black mist coalesces into the young Chloe again. She tells her not to be fooled. Grune tells her not to listen to the voice. Chloe steps forward again, but Elza stand in front of Orcot, saying that even though he's committed many sins he's still the father she cares about. She goes over to the sword Orcot dropped. Chloe tells her that if she picks it up, she won't have any mercy, even if it's her. But Elza picks it up anyway. She says that she likes Chloe, but she cannot allow her to hurt her father. Chloe struggles as the young Chloe eggs her on and the rest of the party tries to stop her. Shirley tells her that she needs to confront her own feelings. She said when she didn't confront her own feelings herself, she caused lots of trouble for the party. After some more egging on, Chloe finally says she never wished for revenge. The fake Chloe asks if she's denying her, and turns into Dark Chloe. Chloe asks her parents for the strength to defeat her own darkness, and returns to your party. BOSS: Dark Chloe HP: 66226 Weak Against Ocean Strong Against Curse Drops: Water Ores Unlike the previous two dark incarnations, Dark Chloe is quite hard. She's nearly impossible to stun, and eating a full combo from her can easily kill your party members. Have Norma casting Resurrection nonstop. Put somebody up front and have them mostly guard to hold Dark Chloe back while you cast Ocean-elemental magic at her with Grune. Only attack yourself if the magic starts to stagger her. The young Chloe says that she will never disappear, as long as Chloe has the hatred in her heart. But Chloe tells her that she must be lonely. She remembers how because of her loneliness, she decided to run by letting hatred consume her. She says she now has no reason to hate, and says she will release her. Her Soujutsu power begins to glow, and the Young Chloe disappears. Chloe says what she was looking for was already there. She takes her father's sword from Elza and walks off. Elza begins to get sick again, and the party decides to take her back to town, while Senel chases after Chloe. He finds her in a field as it starts to rain again. She says that when she saw Elza before her, she learned something important. Senel says that everyone makes mistakes, and that noone can handle everything that comes to them alone. Chloe asks him what she should do. Senel says that
she's done well already, and she can rest now. He tells her that nobody will blame her, and it's okay if she gives up her quest for revenge. He tells her she doesn't have to live in the shadow of other people anymore. Chloe says that if it were anybody else but Senel telling her that, she would have flown into their arms and began crying... In a nice anime scene, she asks Senel to just lend her his back for a moment. Back at town, the rest of the party wonders what will happen with Chloe. Jay says that with her personality, she might decide to leave the Legacy. She would feel responsible for hurting Senel, and it would be hard for her to be around Orcot and Elza. Norma adds that Senel might be the biggest problem. She says that if she were Chloe, she wouldn't have anywhere left to go, since once her feelings for Senel were revealed, it would be hard just to be around him. Chloe and Senel return just then. As Jay predicted, Chloe says she is going back to the continent. She says that she has caused everybody too much trouble and that she's settled her fight. Norma gives a meaningful glance and says she's settled that fight too. Chloe says yes. Then Shirley steps up and slaps Chloe. She tells her to look at everybody, to see how much they've worried about her. She asks her if she really thinks she can throw that all away and leave. She says that Chloe's place is here. The rest of the party adds on their opinions. Chloe asks if it's really okay for her to stay, but Norma tells her that's the wrong thing to say. Chloe then says she wants to stay, to Norma's approval. Chloe begins crying, to Norma's amusement. She says that now she's found her place, and that she can finally answer the question of whether she's happy or not with a smile. Shirley and Chloe get titles here, and you can save. Afterwards Shirley comes to wake Senel up, again. They were supposed to check on how Elza was doing today, and they were supposed to meet at the fountain. But of course Senel is sleepy as usual so Shirley leaves first. At the fountain, Chloe walks in. They greet each other kind of awkwardly, and Shirley asks her to sit down next to her. Shirley tells Chloe that she was supposed to meet Senel there since they were going to go see Elza. Chloe tells her Elza is doing a lot better. Shirley says she heard that Orcot and Elza intend to stay in Werites. Chloe says it was she who asked them to stay, since she thinks Orcot's skill with medicine will help others. Chloe mentions how late Senel is. But she says that's all right, because she wanted to talk to Shirley. She thanks Shirley for helping her realize that her place was there with them. She says she can't match up with Shirley's inner strength. Shirley tells her she was jealous of her, since Senel always talked so naturally with her, and depended on and trusted her. She thought when they first thought that they might have been more involved. But Chloe says that she is just one of Senel's friends. She was happy to be with him, but she's now realized that it just meant that. However, she is fine with that. She felt honored, but the kind of girl Senel was looking for is not the kind fighting by his side. It was just her own perception of things. Shirley apologizes for hitting Chloe earlier. Chloe says that she didn't do anything that she needs to apologize for. She says that it didn't hurt because it helped her realize some important things. Shirley then confesses that she put her full strength behind it, surprising Chloe a little. They both begin laughing, and saying how they wished they could have talked like this earlier. Then Chloe tells Shirley to stop calling her "Chloe-san" and just call her Chloe. Shirley does so, embarassing Chloe a little. Then Chloe tells her one thing - she won't give up being by Senel's side. Shirley acknowledges it, and then says that everybody should be at the hospital by now. The two leave together. Later Senel finally arrives... Go to the hospital. On the way in, Senel sees the somewhat sinister man from before who asked him the way to the graveyard. He asks about Shirley, then says the town is so peaceful as to be boring. Senel says peace is a good thing. The man says that it's the kind of atmosphere where nobody would believe that the person next to them would suddenly attack them. He says that people who've gotten too used to peace have no right to live. Senel angrily asks him who he is and why he's on the Legacy. The man says he has no right to hear his reasons for coming. He says he'll soon know anyway. Senel prepares to fight, but the man disappears in a cloud of smoke. Continue inside the hospital. Elza thanks everybody for coming to see her. She's all better now. Orcot thanks the party again. Will tells him that he would like him to use his knowledge to help others. Elza says she'll help too. Jay asks Orcot if he knows anything about the black mist, but he says that was the first time he'd ever seen it. Grune wonders aloud about the mist again. She sees an image in her head of two people fighting, and clutches her head again. But once again she is unable to remember everything. A purple orb appears - it's Volt. He says that she seems different from before. He says that it's a proof that this world is not complete, and that he himself cannot manifest for long. Like the others, he says he will rest until the time comes. He leaves behind a seed. Suddenly, Chaba comes calling for Moses. Another of their band has been attacked, in the Misty Mountains. He explains that many of their band have been attacked by monsters up to this point. Chaba says he hasn't told the rest of the party before because it seems like Galfs are the ones responsible. The party wonders if Geet could be involved. The current incident is the 7th time someone's been attacked. Moses says Geet couldn't have done it. Will asks him where Geet is now, but Moses doesn't know. Chaba tells them they should find Geet and find the truth. He says he knows how much Geet means to Moses, but everybody is afraid that Geet might have gone wild. Moses says he'll check on things, and Senel says he'll help too. Chaba asks to go along as well so that he can know the truth. With that, the party decides to head to the Misty Mountains, and begin Moses's Character Quest. ------------------------------------------------------------ CHARACTER QUESTS - MOSES: OF MAN AND BEAST 決意の咆哮 ------------------------------------------------------------ On the way out, the party finds Geet. There's something stuck to his claws and teeth - it looks like blood. Moses thinks Geet must have fought off some monsters, but the rest of the party doesn't seem so sure. Jay says that Geet is a Galf first and foremost, and no matter how trust they have in each other, that fact doesn't change. Moses says he's proof that humans and Galf can coexist together. He says he'll defeat the real culprit, and runs off together with Geet. MISTY MOUNTAINS 霧の山脈 Treasures: Charm Bottle, Reflect Ring, Aloewood, Pudding, Lure, Yellow Ores, Black Ores The Misty Mountains were your very first dungeon area, if you remember, and there's no Duct there - you just walk there straight from Werites. When the party enters, Geet hasn't yet found anything. Moses says they'll probably have to go in deeper. Then another Galf comes out. Geet defeats the other Galf, but Jay says that Galf was too weak to have been the culprit. Chaba agrees, and the party continues searching. Collect treasures as before. On the third screen in, you'll get an event. The party decides to rest a bit, while Moses and Geet scout ahead. Senel asks Chaba why the band suspects Geet. Chaba admits that the band is afraid that Geet will become wild again. He says that all domesticated monsters eventually become wild again, with no exception. He says that Geet is a kind of Galf known as the Grand Galf. Grand Galf are known for their ferocity; he says that in one of the camps he used to be in, a single Grand Galf killed half of the men there. Jay asks if there is a particular reason that monsters return to being wild. Chaba says that the usual reason is when its master weakens - when the monster is too strong for the master, it no longer accepts its master. Another reason is if it tastes blood, which might make it recall its monster instincts. Shirley asks what happens to monsters who go wild. Chaba says that two possible things happen - either its master kills it, or it kills its master. Chaba says this is the destiny of all beastmasters. Moses returns and says that he and Geet will change that destiny. He insists he'll be all right. After the scene save at the save point, then use the scanner to the left of the rock next to it to find a rare monster, the Shrimp Tempura Angler. Mmm... tasty. In the next area, you'll see the area of bridges where you first met Chloe. Cross the bridge and head down to find a Lure. Go on up to the next area. Cross the bridge to the left then head down past a Zone to return to the previous screen. Past another zone you'll find a Yellow Ores. Return and head on upwards to another save point. Further on is a Black Ores. When you arrive at the last area, the party notes that they haven't seen anything that could be the culprit. Then a flying monster attacks. BOSS: Sphinx HP: 90000 Drops: Elven Boots A Phinx-type monster, he flies around and can effectively go anywhere on the screen instantly with his divebomb attack. He's hard to hit normally so make sure to use attacks that are strong in the upwards direction, like Funryuugeki, Kogahazan, etc. Moses's auto-homing attacks are also helpful. After the battle, the Sphinx tries to fly off, but Geet attacks it. Moses tells Geet to stop it, but Geet won't listen. Finally Geet howls and walks off. Moses insists that Geet sometimes ignores him anyway. Go up and use the Scanner at the very top to find the recipe for Mabo Bread. Then return to Werites. At the exit, Moses walks off, looking depressed. Will says that it's not unusual considering Chaba's story earlier about a beastmaster's destiny. WERITES BEACON 灯台の街ウェルテス Geet meets the party, but howls and runs off again. Moses gets annoyed and tells him to do whatever he wants, then runs off himself. Senel says that for now all they can do is watch and see how Geet acts. Will says that it might be too late to act if something does happen. Jay says he'll gather what info he can. At his camp Moses is talking to himself. He says he'll be together with Geet no matter what happens. He flashes back to when he was a kid, chasing a Galf. But in his excitement he runs off a cliff... Time for another waking up Senel scene. Shirley runs in, panicking. She says something bad has happened, and tells Senel to hurry to Will's house. Go over there now. There are many villagers gathered in front of Will's. Will tries to calm them down, but the crowd demands to see Geet. Apparently some villagers were attacked by some monsters, and the village blames Geet. Shirley says Geet hasn't been seen since last night. Will tells the visitors he will take the responsibility to investigate. Eventually the crowd disperses. Moses insists that Geet wasn't responsible. Senel says the monster they defeated at the Misty Mountains wasn't the culprit after all. Moses asks angrily if they don't trust him or Geet. Senel says they have to find the real culprit to prove Geet's innocence. Jay and Chaba arrive, saying that the gang of beasts that attacked earlier is hiding out in The Crags. Gather your goods and head out to your next destination. THE CRAGS 列岩地帯 Treasures: Water Ores, Red Belbane, Aloewood, Red Rosemary, Climax Bottle, Scallop Gummy x2, Miracle Charm, Water Ores, Mental Symbol, All Divide, Red Lavender, Red Saffron To get here, take the Duct to the "Opposite Shore" (内海の対岸) location. From there it's a short walk to The Crags. Inside Moses sees something that bothers him, but he tells the party it's nothing. He doesn't even seem to be in the mood to joke with Norma and Jay as usual. Head up past a Zone for a Water Ores, then go down to the next area. Go all the way down past a Zone for a Red Belbane. Follow the path right and down to find some Aloewood. Go back up and continue to the right. You'll get an event in this next area. Norma says she can't stand the grim atmosphere. She tries to cheer the party up and tells Moses not to worry, but Moses says he isn't worrying. Jay tells him that he's been acting weirdly. Again, Moses doesn't respond as he normally does. Will tells the two to stop it and says it's time to move on. Go down past the Zone. Check the dancing cactus to find Mimmy... you'll learn how to make Baumkuchen. Go down and left past the Zone and use the Scanner in the empty area to find two rare monsters, the Watermelon Element and Watermelon-breaking Lizard. Then go right and use the Scanner on the other side for a Red Rosemary. Return and head down for a heal and save point. You'll find a Climax Bottle and Scallop Gummy in the next area. Up past a Zone is a Miracle Charm. Nearby is another Zone with a Water Ores. Continue right to the next area. Surrounded by several Zones you'll find a Mental Symbol and All Divide. Going right from there past another Zone is a Red Lavender. On the next screen the party says nobody is there. But Jay says his information is not incorrect. The party hears a growling. A Galf attacks the party. BOSS: Fenrir HP: 118602 Weak Against Earth Strong Against Lightning Drops: Kusanagi Sword His attack pattern aren't too threatening, although for some reason he casts Lightning. With a weakness of Earth, frequent use of Ground Dasher will serve you well. The party says that now they can prove Geet's innocence, but Moses remains gloomy. He says things aren't finished yet. He tells Geet to stop hiding and come out. Geet suddenly appears. More Galf appear as well and surround the party. Moses tells the party to trust him and Geet. He tells Geet that that's enough playing and it's time to go home. But Geet attacks Moses and knocks him down. He attacks Senel as well, then howls and runs off. Senel seems fine, but Moses is badly injured. Will heals him; meanwhile Shirley picks up Moses's eyepatch, which he dropped when he was attacked. Will tells Moses to move his hand or he can't heal his eye wound, but Moses says it's nothing to worry about, then faints. Moses is taken out of your party for now. Time to head back. On the way back there's a heal point and save point, plus a Red Saffron and Scallop Gummy in treasure chests that you automatically skipped earlier. WERITES BEACON 灯台の街ウェルテス In town, a group of villagers immediately confronts the group. More people have been attacked by the monsters. Will tells the party to take Moses to rest while he handles the villagers. Back at Will's house, the party discusses their next move. If Geet really has gone wild, they might have to kill him. Senel says that Moses had a large wound near his eye, and asks Chaba about it. Chaba says the wound is the proof of Moses and Geet's connection. In another flashback, the young Moses sees Geet again and swears to catch him again. He runs around, but can't catch him. Later Geet is being attacked by some Eggbears. Moses defeats them, but receives a wound to his eye. He tells Geet to run as more Eggbears show up. His wound throws his aim off, and the second set of Eggbears looks like it might kill him. But Geet comes back and attacks the Eggbears as well. Moses collapses from his wound. Geet takes Moses on his back and carries him back to his camp. Moses is out for three days, and the entire time Geet waits in front of his tent. From that day the pair were inseparable. But the others in the camp didn't trust Geet, and eventually they chased Moses and Geet out. Chaba and a few others who believed in Moses left with them, and the entire group came to the Legacy. Go up to the second floor to check on Moses. He's already up and about. He tells them that despite being a Grand Galf, Geet is naive and a coward. He didn't even know how to hunt or fight properly when they first met. But he fought to protect Moses. Since then Moses has sworn to never betray Geet. But now he feels lost, after having seen so many other beastmasters have their beasts turn on them. Jay suddenly tells him that he sounds pathetic, and that he's even stupider than he thought. Moses gets extremely angry, and Will tells the two to stop. Senel asks him if he's going to give up. He says that the Moses he knows is to type to follow through with what he wants no matter what. The party reminds him of his earlier words about Geet. Moses decides that he needs to meet Geet again. A howling sounds through town, and Moses says that it's definitely Geet. He says it's coming from the bandit camp in the north part of town, and suddenly starts to worry about Chaba and the others. Head up there now. The party finds many wounded camp members. Shirley points out Chaba. Chaba, sobbing, tells Moses that it was Geet who attacked them. Chaba apologizes for not being any use. When they knew that they were facing Geet, they couldn't fight. Not even the ones who doubted Geet could fight. He tells Moses that everyone there likes Geet, and wishes that he could be with Moses always. Moses suddenly sees some tracks. They're Geet's tracks. Moses remembers his good times with Geet. He says he doesn't know any other way to do things, and asks Geet to forgive him. Moses then tells the party that he will kill Geet. The rest of the party asks him if he's serious. Moses tells them that Geet has done something unforgivable. He can't afford to have any mercy now. He asks Senel for help. Senel says he will help, but he will help to save Geet, not kill him. Jay says he'll investigate where Geet went. Shirley comes to wake Senel up, saying that they know where Geet is. Go to Will's house. Jay tells them that Geet is in the Bandit Lair. BANDIT'S LAIR 山賊のアジト Treasures: Golden Helm, Purple Ores, Radish, Persha Boots, Red Savory, Lure Moses finds Geet's tracks upon entering. Looks like Jay's information was right after all. Moses has a flashback to when he woke up and found Geet waiting for him, and gave him that name. Then the ominous figure shows up and says that such memories have no use in the world of nothingness. Go right past the zone and use the Scanner in the empty area to find the Golden Helm. Now go down to the basement to get some more treasures. There's a Purple Ores, Radish, and Persha Boots down here, and if you use the Scanner in the empty area behind one of the Zones you'll find a rare monster, the Bomb Element. The Bomb Element drops a good (albeit joke) weapon for Chloe, the Paper Fan, and gives her a title as well. Return upstairs. There's a Red Savory here behind a Zone. Then go up to the second floor. Here Moses says he will do all he can to be able to communicate with Geet again. But if it won't work... Senel stops him, and says that if he contemplates failure, he won't be able to succeed. Moses says he is prepared, and if Geet's going wild is unstoppable, he will kill him. Shirley says she doesn't want to give up, and asks if there isn't some other way besides killing. Moses says he's tried to think of a way ever since he left his camp with Geet for the first time. The party tells him not to struggle by himself. They say they will help him find a way to save Geet. After the event, head on to a Puzzle Booth. This one looks very similar to the very first one you did, but it's actually significantly harder. But it's not that hard. Ignore the first block for now and go for the second on in the middle of the screen. Pull that block all the way into the dent on the left side. Pull the block next to your starting position all the way into the corner on the lower right part of the screen such that you'll be able to cross the bridge. Now pull the block you pushed into the dent to fill the first gap. Take the path around and go down the stairs to push the last block into place. Save at the save point here. Go into Moses's room (on the left) to grab a Lure, then when you're ready go into the room on the right. The party finds Geet, injured. He keeps running himself into a wall. Will guesses that he would rather kill himself than kill Moses. Moses yells for him to stop, and approaches Geet. He tells Geet that he feels the same way. Geet seems to calm down. Then the ominous figure's voice says there is no need to fight. Geet howls, then becomes enveloped in the black mist. The party says the black mist must have been the root of it, and if they take care of the mist they can solve the problem. Grune says she seems to recognize the voice. The figure materializes and says that they shouldn't deny their thirst. It turns into Dark Moses. BOSS: Dark Moses and Crazed Geet Dark Moses: 79605 HP Weak Against Ocean Strong Against Curse Wild Geet: 103487 HP Drops: Yellow Ores, Black Ores A fairly tough battle. Geet has more HP, but he casts some strong magic, so try and focus on taking him first. As before, Moses's attack patterns mean it's comparatively hard for him to hit you if you're standing right next to him. Try and chase both of them to the right edge of the screen and keep them there. Use whatever you can (including Climax Bottles, since you probably have plenty by now) to give you the edge. Moses tells Geet that he doesn't need the fake standing next to him; he says he believes in Geet, so Geet should believe in him. Moses pets Geet, and his Soujutsu power glows, banishing the Dark Moses and returning Geet to normal. The party discusses the black mist, wondering who could be behind it. Senel wonders if any human is capable of doing such things, but Jay says there are still many things in the world that exceed their capability to imagine. Grune's head begins to hurt again. Again, when pressed, she can't remember. A green orb appears, naming itself Gnome. Grune says that like Norma, he's very energetic, and even their names are alike (Noomu vs. Nooma in romaji). Gnome says that Grune seems a little different, and then says of course, this place is still not matured. He says he will rest, and coalesces in Grune's urn, leaving a seed. The party notes that Moses still seems down. He says he can't bring Geet back. He says that he's learned quite well that eventually, Geet will go wild. There is nowhere where Geet can live, because eventually he will go wild and hurt somebody. He says that it's both his and Geet's wish that he kill Geet, to prevent him from ever hurting anybody. The pair prepare to fight. But Norma and Jay interrupt. Jay suggests letting Geet live in the Quiet Lands. Norma adds that there's nobody living there. Jay and Norma make fun of the rest of the party for forgetting that little fact... You'll be prompted to save. Afterwards you'll be taken down to the Quiet Lands. Moses asks Jay for a favor. He asks Jay to cut off a bit of his hair, because he wants to make a memento for Geet. Then he takes some of Geet's fur to make a memento for himself. Grune decides this is the best place to plant Gnome's seed... Moses and the party bid their farewell to Geet. He tells Geet that if he feels himself going wild, to remember all the times he had with Moses. He swears that he will come visit Geet again. He tells him to always remember that Moses considered him family. Grune gets a title here. The party returns to town, to be greeted by Chaba. Chaba asks where Geet is, and Moses responds that Geet will be with him always. Moses gets a title. You'll be prompted to save again. A little later, Will and Harriet are having a picnic while Shirley and Grune are planting seeds. The rest of the party is there too. Chloe and Shirley are being quite friendly to each other, prompting Norma to wonder if something happened. She goes over to try and join them, but Shirley says it's a secret between them what they were talking about. Norma suddenly catches on that Shirley called Chloe "Chloe" (instead of "Chloe-san") and demands an explanation, but they tell her again it's a secret. Norma tells her to let her in on it too and asks Shirley to call her just "Norma". Shirley tries, but just says "Norma-san". After another try, Shirley gets it right, and the three girls begin to chatter again. Back at the picnic, the Mofumofus have showed up in front of Jay. Harriet feeds everybody her famous cooking... The Mofumofus note that Jay has become a lot more lively since meeting everybody. Jay thinks about his past. A person looking like the sinister man who was looking for Shirley tells Jay he didn't say he could sleep. Jay collapses, apparently exhausted. The man slaps him. He says he's doing all of this for Jay's sake, and tells him that he better be prepared to put his life on the line. The party tries to snap Jay out of his reverie, and Moses eventually feeds him Harriet's food to do so. Then Norma calls the party to listen to her. Will says that today is the Star Festival. He explains to the Mofumofus what it is. On that day, people write their wishes on leaves and then put them in streams and springs. It's said that if they do so their wishes will be granted. Senel hypothesizes that the festival began originally as a prayer ritual to the Souga. Norma tells everybody they should do it too. But Jay says he has nothing to wish for, and walks off. The Mofumofus chase after him. The rest of the party writes their wishes. Grune wishes for world peace. Harriet asks Will what he wishes for, and Will responds peace at the dinner table... Harriet wishes for him to call her food delicious some day. Chloe wishes a happy life for Elza. Moses wishes happines for Geet. Norma calls their wishes boring. Chloe asks her what she wrote, and she says she wants a better figure... she says it's okay if she's not as good as Grune, but she wants one at least as good as Chloe's. Chloe tells her if she's going to aim for something, she should aim for Grune after all, making Norma yell that she doesn't understand anything. She says that Grune is too much of a peak to aim for, and if she's going to be realistic she's going to aim for Chloe's proportions. Chloe tells Norma to calm down... and suddenly Shirley adds that she's jealous of Chloe too. Norma and Senel ask Shirley what she wrote. Shirley is too embarassed to tell anybody, though. Grune asks Senel what he wrote, and he wrote that he wishes to always be with his friends. Norma calls it boring too... Off a little ways, Jay's staring at a leaf. The Mofumofus tell him he should join the rest of the party. He says he doesn't like being with the others, because he's different from them. Senel gets at title, and you'll be prompted to save again. At night, another earthquake strikes. Jay comes to Senel's house in the morning, to find Senel sleeping on the floor. He tells Senel that the group is discussing things at Musette's place. Senel arrives to see the group waiting, as well as the Pheromone Bombers. Isabella explains that a certain assassin group appears to have infiltrated the Legacy. Moses says that they should just chase them off, but Isabella says it won't be that easy. The group is composed of ninjas. Jay seems surprised at this. Moses asks what a ninja is, and Jay explains that they throw away their personal feelings and only focus on fulfilling whatever duty they've been given. He says the most frightening thing about a ninja is that they do not value their own lives. They will give up their own lives for the sake of their mission if necessary. Isabella says she is not sure who sent the ninjas to the Legacy. Jay says that evidently the struggle for control over the Legacy is still going on. Senel says he won't let anybody engage in war for the Legacy. Jay reminds the group that the Water Folk are needed to control the Legacy, so Shirley may become a target. Madam Musette asks them to investigate where the Mofumofu village used to be, as there appears to be some suspicious people camping out there. Off you go to begin Jay's quest. ------------------------------------------------------------ CHARACTER QUESTS - JAY: THE GUARDIAN AND THE GUARDED 守る者、守られる者 ------------------------------------------------------------ As soon as you leave Werites, you'll be reminded that the old Mofumofu village is past the Secret Passage. Head there to begin. SECRET PASSAGE 秘密の地下道 Treasures: Hard Bottle x2, Shell Bottle, Lemon Gummy x2, Pine Gummy x3, Aloewood x2, Mixed Gummy x2, Blue Sephira, Water Ores x2, Pineapple, Scallop Gummy, Red Lavender, Radish, Miracle Charm, Life Bottle, Panacea Bottle, Flare Bottle x2, Rune Mantle, Bagel, Denei Bottle, Hit Bottle, Fabric, Lure, Water Ores If you take the shallow waters a little north of the Secret Passage southwards, you'll find two treasure chests with Radishes as well as the path to the Starboard Cottage, part of the Quiz Minigame. Jay warns the party not to get too careless, but soon he gets caught up in comparing his height with Shirley... Norma too delights in calling Will old man, dangerously enough. Jay tells Moses not to drag the rest of the group behind, as normal. Grune comments that the two of them get along really well, and Shirley says that when she's with everybody, she find it easy to smile. Jay gets a title. This dungeon is straightforward enough. On the second screen, in the empty area behind the Chaotic Zone, use the Scanner to find two of the rare monster mushrooms. After the first save point, the party mentions they haven't found any ninjas. But Jay warns the party to be careful. A ninja suddenly appears out of nowhere. He's not threatening enough to call a boss, so just beat him up. After the battle, Jay thinks to himself that he recognizes the ninja's techniques. Norma and Moses joke around, but Jay gets surprisingly irritated. After the scene collect the treasure chests and press forward. On the other side of the screen from where the 3 treasure chests are, use the Scanner to find the Blue Sephira. On the next screen you'll find a Water Ores past a Zone, and then a Puzzle Booth. Climb the stairs and push the free block off towards the bottom left. Push it to connect to the other movable block to its left so you can push a third block off. Now use those three blocks to make a bridge down to where a fourth block is. Do not push that fourth block down. Instead pull it back towards the stairs. Stand where the block was and fire left to hit two reflectors and the switch, activating the exit. Now look at the following diagram of the right part of the screen. X's are the unmovable blocks and the P is a large pillar, while S are the stairs and B are the movable blocks: S S X P B X X X B X X X X 1 X X X X X X X X O O P You want to move two of the blocks already on the ground to the positions marked with O. Then you want to push the block that you pulled back earlier onto the platform onto the space marked 1. Now you can take the two blocks that are in the corner and drop them into the main area. Use the five blocks you now have available to you to make a path up to the exit. Pull the block back 2 spaces. Now rearrange the blocks such that you can push the block down and out of the way. Take the exit. There's a save point here. Past the Zone is another Water Ores. Continue on to find yourself in the Old Mofumofu Village. Once again, a ninja appears out of nowhere. He tells them that he knew they were coming, as he deliberately let the information that he was there leak. The ninja says he's come for Shirley, and summons a monster to attack. BOSS: Beelzebub and Belladonna Beelzebub: 85020 HP Weak Against Lightning Strong Against Earth Belladonna: 20828 HP Weak Against Ocean Strong Against Curse Drops: Blue Ores These guys aren't too tough. The Belldonna has some dangerous spells, but low HP, so take her out first. The Beelzebub uses a poison FOE when its HP gets low, so use the appropriate countermeasures and you'll be fine. The ninja runs away. Jay runs off after him, leaving your party for now. You'll be taken to the end of the village, but you should double back and pick up the Pineapple and Scallop Gummy in the chests as well as use the heal point/save point. Also, if you go to the top of the little canyon in the village and use the Scanner, you'll find a rare monster, a Booboo. Go up past the Zone to find a Red Lavender and Radish. On the other side of the bridge, use the Scanner inside the Chaotic Zone (not past it) to find a Miracle Charm. Go up to find a Life Bottle and Panacea Bottle. Cross the bridge for a Lemon Gummy and Pine Gummy. Head down and to the left for a Flare Bottle and Rune Mantle, then down to the tracks for a Denei Bottle and a Bagel. In the next area, the party mentions that it was unusual for the normally calm Jay to be this hasty. Elsewhere Jay is fighting the ninja. It disappears, and when he reappears, it's the sinister man who was stalking Shirley in Werites. He calls Jay his pupil. Jay identifies him as Solon and asks why he's here, in disbelief. He loses his normal composure and begins to act clumsily. Solon tells him that all he wants is Jay's help. Jay refuses, and Solon hits him. Jay refuses again and Solon knocks him to the ground and begins to stomp on him. Jay says he won't no matter what. Then Solon mentions the Mofumofus. He wonders aloud what color their blood is and what they sound like when they scream. Jay yells at him to stop as he just laughs. Move on to the next area. Follow the path around for a Pine Gummy and Mixed Gummy. You'll come across another save point. Use it, then head up the stairs. The party catches up to Solon and Jay. Solon taunts the party a little. Will demands to know who his client is, but of course Solon doesn't answer. He says it doesn't matter anyway, as whoever takes control of the Legacy will seize all political power. Chloe tells him he's an idiot, But Solon tells her that her country is after the Legacy too, calling her by name. He tells the party he already knows everything about them. Then he says that it's only during battle that he feels alive, and that he will bring excitement to the world. Senel and Chloe attack, but he just disappears. The party notes that Jay looks badly worn, and agrees to take him to the Mofumofu village. Before you leave, head up to find three Bottles. Keep going and you'll find some Fabric. Exit outside to the "Mountain Path" area and follow it along all the way to find a Lure, Water Ores, and Aloewood. There's a heal point and save point at the end here too, but after you get everything you'll have to double back to leave. MOFUMOFU VILLAGE モフモフ族の村 Treasures: Red Sage When the party arrives, Jay just walks off without saying a word. The rest of the party wonders what happened between him and Solon. Head back to the house where you had your meeting with Jay awhile back. There's a Red Sage outside and a save point as well. The Mofumofus tell you that Jay just locked himself into his room without saying anything. Senel explains what happened. Cuppo says that the man must be Solon. He tells the party that Solon was the man who raised him. Jay was abandoned by his real parents and raised by Solon as an assassin. Jay first came to the Legacy on a mission to kill someone. He failed, however. Solon took a number of his followers and arrived on the Legacy. They were defeated by a large army, and many people died. Solon used Jay as a distraction and escaped. Jay collapsed, wounded and exhausted, in front of the Mofumofu village. That's when the three Mofumofus first met him. At first Jay didn't tell them anything. He was basically emotionless. Slowly, however, he began to show more emotion. Poppo says that especially when Jay is with the party, he manages to smile. Cuppo says that Jay has always been afraid that Solon would come back. Poppo says they'll protect Jay from Solon. Senel says he will help too. Will says he will investigate where Solon is hiding out. The party leaves Jay in the Mofumofus' care and decides to return to Werites. The Mofumofus try to cheer Jay up, but he simply sits there. He remembers more of his days under Solon. Solon sees Jay carrying a bell. He tells Jay that he had already commanded him to throw it away. Jay protests that it's the only clue he has for finding his family. Solon tells him it's because he's holding onto things like those that he can't become any stronger. He says he will keep the bell until Jay becomes competent enough. He tells Jay to become stronger, and that killing tools need no emotions. Jay wonders if anybody will be sad should he die. The black mist appears before him. The ominous woman tells him that noone needs him. It says that no one thinks of him as a person, but rather as a tool. Jay remembers Solon's threats about the Mofumofus. The black mist disappears, leaving Jay to wonder what he should do. Back in Werites, it's evidently Chloe's turn to wake Senel up. Unfortunately for him, he calls her Shirley, angering her mightily... She tells him that Jay has something to discuss with all of them. Go over to Will's house. Jay tells them they don't need to worry about him. He wants them to help defeat Solon. He says that when fighting ninjas, taking the initiative is the important step. He also already knows where Solon is - the Ruins of Frozen Light. RUINS OF FROZEN LIGHT 雪花の遺跡 Treasures: Climax Bottle x2, Misty Symbol, Holy Symbol, Panacea Bottle, Water Ores, Blue Ores, Pine Gummy, Lemon Gummy, All Divide, Pudding If you first go out to the west side of the Ruins, southwards there is a treasure chest with a Radish; to the west there is another one with a Radish as well. The party prepares to find Solon. Jay tells himself that there's no turning back now... Head to the right for a Climax Bottle, then pass the Chaotic Zones for a Misty Symbol, and past another one, a Holy Symbol. Now return and go left to the end to find a Panacea Bottle. At the fork you passed, turn down and go to the next screen. It's a dead end, but if you use the Sorcery Scanner slightly before the barrier you'll find a rare monster, the White Nekomata. Return and turn upwards and follow the path to the next area. Turn left and go all the way past a Chaotic Zone to find a Water Ores and Blue Ores. Go back to the fork and go up this time for a Climax Bottle. Head right and up at the next fork for a Lemon Gummy and Pine Gummy. Then go all the way right and up to the next screen. Past the Zones here is an All Divide. You'll also find a Pudding close by. Go to the left of the area and you'll find a save point. Up next is a Puzzle Booth. Stand on the block next to the exit and fire left to hit the two reflectors into the switch. Push the block into the other gap so that you can go down the other set of stairs. Move the next two blocks into place so that you can make a zigzag path towards the switches on the right. Also get the switch behind the second block. Pull the first block you moved into place to complete the zigzag path. Once you hit the switch, move the blocks back into place so that now they lead up to the movable block sitting on top of another block. Pull that block all the way back, then rearrange the blocks so you can push the block off to the right. Make the bridge again now that the block is out of the way and hit the upper switch. Finally, move two blocks into place to make a bridge to the line of three platforms so that you can get a clear shot at the switch on the right. Now head to the exit. Senel notes that something seems strange - there doesn't seem to be much guard activity. Jay once again seems lost in his thoughts. Senel tells him that if there's something he's worried about, to tell them. But Jay says it's nothing. Moses gets a title here. In the next room head to the left. There's a door in the back. It's a control room of some sort. Jay asks Shirley to step up to the screen and translate something. As soon as she does, a large cage drops down and traps the rest of the party. Jay knocks Shirley out. Solon then appears and congratulates Jay. The party asks Jay if it's true that he's betraying them. Senel tells him to explain his reasons himself. Solon just summons a monster for the party. Jay, Shirley, and Solon all disappear. Suddenly the black mist appears around the monster Solon summoned. It fuses with the monster. BOSS: Dullahan HP: 146216 Weak Against Fire Weak Against Ocean Strong Against Everything Else Drops: FOE2 Check With a plethora of weaknesses and strengths, adjust your spellcasters accordingly. Otherwise he's like the other Valts. Again, he uses a black FOE (Panic) so equip Panic Checks and such. The party discusses why Jay would have betrayed the party. Senel swears to save both Shirley and Jay. They decide to go back to the Mofumofu Village and ask for help in getting information. Unfortunately there's no shortcut, so you'll have to leave yourself on foot. MOFUMOFU VILLAGE モフモフ族の村 Treasures: Red Rosemary When your party arrives, they realize there are no Mofumofus around. They split up to look for anybody, but they're nowhere to be seen. Norma runs up in a panic saying that a letter was left behind. Go up to Jay and company's house. The letter is from the Mofumofus. It asks the party to forgive Jay. It tells them that Solon threatened to kill all the Mofumofus if Jay did not cooperate. It adds that they've gone out to kill Solon for Jay's sake. Will and Moses scout for information. Meanwhile Jay is telling Solon that he's breaking his promise. Solon says that he never promised not to harm the Mofumofus if Jay did cooperate. Jay calls him trash, and Solon knocks him to the ground again, kicking him. Suddenly Solon is surrounded by the black mist momentarily, confusing him. He hits Jay something again, and Jay drops something - a leaf. Solon picks it up and reads it. He breaks out laughing. He tells Shirley that the wish is to have a family. Solon says that it would be impossible for a murderer like him to have a family. He prepares to hit Jay again, but then the Mofumofus walk in. They tell him that they are Jay's family. Solon tries to call in his troops, and Cuppo tells him that the other Mofumofu villagers are already taking care of the other ninjas. The three attack Solon, allowing Jay and Shirley to run off. Solon again becomes surrounded by the black mist. But Jay says he can't leave everybody. Shirley stops him, saying that he can't fight the way he is now. Jay says that he has to protect them. Shirley tells him that he should know by now that the Mofumofus are strong in their own way. Jay says he intended to protect them all along, but maybe it was them who was protecting him. Shirley says that noone is capable of doing everything. That is why people help each other. Jay says there is nobody to help him. Shirley tells him that Senel, Moses, and the others are worried about him. She says that it's Jay who's refusing the help. She says he needs the courage to step forth; just waiting won't get him anywhere. She says she will go back and ask for everybody's help, and that Jay can decide what he wants to do himself. Jay remembers his fond memories with the Mofumofus. He says he wants to protect them, and thus he needs everybody's help. At the Mofumofu village, Moses runs in to tell Senel that Jay and Shirley are back. Go upstairs to grab a Red Rosemary from Jay's room, then go out to meet them. Jay tells the others that the Mofumofus were always there for him. He says that the Mofumofus are his family, and that he wants to save them. He says he can't do it himself, and he asks the party for help. Moses tells him that he won't forgive the person who made his family cry. Chloe congratulates him on a new brother, to which Jay replies he wishes he had a better one. Looks like Jay's back in top form already. Return to town to restock, then head out to the Mirage Palace. Remember, to get there take the train from the Beacon. MIRAGE PALACE 蜃気楼の宮殿 Treasures: Aqua Mantle, All Divide x3, Climax Bottle x3, Life Bottle, Pine Gummy x2, Hit Bottle, Lemon Gummy x3, Dark Bottle, Spectacles, Miracle Gummy, Mixed Gummy x2, Panacea Bottle, Hit Bottle, Saffron, Destroyer, Rosemary, Attack Symbol, Breaker, Fabric, Lavender, Rosemary, Reflect Ring, Feet Symbol, Elixir, Aifread's Flag As you'll recall a long and rather complex dungeon. Head left first for the Aqua Mantle. There's also an All Divide in this area. The next area has two Climax Bottles. The party runs across some fallen Mofumofus. Jay says they didn't need to go this far, but Senel says that sometimes people have to be wounded for things they hold important. Chloe says to the Mofumofus, Jay is important. Use the save point. Go left for a Life Bottle and up to find a Pine Gummy. Up further is a Hit Bottle, and then all the way down is a Lemon Gummy. Use the warp here and pick up a Dark Bottle and Spectacles. Follow the path down and around. Down at the fork you'll find another Climax Bottle. Head up for a Miracle Gummy and Mixed Gummy, then take the next warp. Pick up the Panacea Bottle and follow the path around. This will take you to the next big area. Here the party finds Cuppo. After a bit of help from Shirley, he seems fine. Jay asks about Pippo and Poppo, to which Cuppo replies that they served to lure the enemies away from Cuppo. Cuppo also tells them that some strange power is with Solon, as his wounds heal instantly and he never gets tired. Will notes it is the same as the black mist monsters. Go left for a Hit Bottle, up and left for a Saffron, and through the zone for a Destroyer (for Chloe). Return to the right. There's a Rosemary here as well as a heal and save point. Go onto the narrow platforms. Past the first Zone is an Attack Symbol. Continue following the curve left to the next screen. Behind the Zones here you'll find a Breaker (for Senel) and an All Divide. Past the other Zone use the Scanner to find the rare monsters GelUres Scissors and Bacula. They'll drop a Puchiures Sword for Chloe. Continue on your way to a Puzzle Booth. Push the two close blocks off, then rearrange them so you can pull the third block out of its corner and drop it as well. Make a bridge with those three blocks going down/right to drop the fourth block. With those four blocks, make a bridge from the platform with the stairs to the block in the lower left, like this: S X X X X O O O O B Pull the block two squares back. Now rearrange the blocks like this: S X X X X O O O B Using this arrangement you can now push the block down. Use those 5 blocks to make a bridge to the block in the center, and drop that block as well to make a connection to the immovable block past that. Stand on that block and fire down/right to hit the switch. Move the blocks to make a path straight to the down/right wall so that you can hit the bottom switch. Now just use all six blocks to make a bridge to the exit. Grab the Pine Gummy from the chest. Warp time again. Take the first warp. Take the left one for a Fabric. Take the right warp three times until you see the door-like shape with the red dot, then take the left warp to find a Lemon Gummy. Take the right warp for a Mixed Gummy. Take the bottom warp and then the top warp to return. Now just take the left warp until you reach the end, picking up a Lavender and Rosemary along the way. Go up and left. There is a Reflect Ring and Feet Symbol here. Over to the right is an Elixir. Past the other Zone use the Scanner for an Aifread's Flag. To the right in the next area you'll find an All Divide. And to the left past the Zone use the Scanner for two more rare monsters, Red Demon and Blue Demon. Now head up the long stairs to the save point and heal point. You're almost done. Head all the way down the long hallways. You'll find Solon, enveloped in black mist, standing over the two fallen Mofumofus. Shirley and Norma heal the pair. Solon tells the party that Jay is simply a bloodied killing tool. Jay admits that he's killed innocent people. Suddenly he becomes enveloped in the mist as well. Solon tells him that he is on his side, but Jay suddenly attacks Solon. He says there are people who accept him even as he is. The Mofumofus add that they will help Jay bear his burden. Jay says he is no longer alone, and the black mist disappears from him. It coalesces into a Dark Jay. BOSS: Dark Jay and Solon Dark Jay: 86713 HP Weak Against Ocean Strong Against Curse Solon: 88737 HP Drops: Red Sage, Aloewood You'll definitely want three melee fighters and Norma for Resurrection. The pair is exceedingly annoying and if you let them they'll massacre your casters in no time flat. Dark Jay's Fuuga and Solon's Shouon also tend to Guard Break you, and to top it off Solon casts a number of annoying spells like Blizzard and Ground Dasher. Go after Solon first and tell the AI to split up - hopefully it'll be smart enough to keep Dark Jay busy and not let him kill Norma. Use Persha Boots, Force Rings, and whatever else you can think of because it'll help tremendously. The dark mist leaves Solon behind, stripping him of his power. As a last resort he tries attacking the Mofumofus, but Jay is too quick for him. Jay's Soujutsu power begins glowing and he defeats Solon. The party celebrates. Jay finds that Solon dropped the bell he took from him so long ago. Norma seems to want to buy it... Shirley steps up and returns the leaf to Jay. Norma and Jay want to see what he wrote, but Jay runs away. They ask Shirley what he wrote, and she contemplates whether to say anything. Grune seems lost in thought. She wonders what the ominous feeling she's getting is. The black mist suddenly rises from Solon's body again and everybody is paralyzed. It coalesces into the figure, a masked woman in black. She greets Grune, saying it has been a long time. Grune asks if she knows her, and the woman says that she knows Grune just as Grune knows her. She says that even if Grune has no memory she will end up going down the path of destruction anyway. An explosion knocks Grune to the floor. Senel demands to know who she is, and she says he has no
need to know, and disappears. Shirley goes to check up on Grune. She heals her wound, but Grune still doesn't wake up. Will says to bring her back to town. You'll be prompted to save. Back at the inn, Shirley says Grune still hasn't woken up. The party discusses the woman in black. Chloe wonders if she was even human. She somehow felt different. Will meanwhile is lost in thought. He says he has heard the woman's voice before, when he faced his own shadow. The others agree. They say that voice saps their spirit and spreads a feeling of despair. Shirley wonders why she and Grune would know each other. Moses says it would be nice if meeting the woman would trigger Grune's memory to return. Jay says that even if her memory does return, whether or not she'll tell them is a different matter. He says the mist affects everything, and that the woman in black seems to be the source. He adds that if Grune and the woman in black know each other... Moses stops him from saying anymore. Go upstairs to check on Grune. She's already up, and talking to a ball of light. The light tells her her strength hasn't returned and identifies herself as Lem. Lem says her power and memory must have both been sealed. Again, she says that with this immature world it's not surprising, and adds that she cannot stay for long. She becomes a seed like the others. Grune greets the others in her usual airy manner. She wonders why everybody is so worried about her. Will says she doesn't seem to even have any memory of what just happened, but Grune says of course she remembers meeting Schwarze (in German, Schwarze means 'the black one', while Grune means 'the green one'). Norma asks who that is, and Grune just says she doesn't remember... Senel tries to confirm that the woman in black is Schwarze, and Grune says that she is indeed Schwarze-chan... but she only seems to remember her name. She then asks the party for a favor. She wants to meet Schwarze again. Moses reminds her that she was attacked, and Grune says she has a feeling that if she meets her again more of her memory will return. Jay says that she received a serious injury, and Grune says maybe this time they'll be friendlier. Moses protests, but he can't stand up to Grune's uh, 'persuasion'. Jay wonders how they can even go about meeting Schwarze in the first place. Grune says that she doesn't know why, but she can feel Schwarze's presence, so it should be easy to find her. She says right now she seems to be at the Bridge. The rest of the party wonders what to do. Schwarze's power seemed tremendous, and they couldn't even move when she was around. But Senel says they can't afford to leave her alone either. Grune says she's very happy to have all of them, and that she feels like hugging them all, embarassing the males mightily (and angering Shirley...) On to the very last Character Quest. ------------------------------------------------------------ CHARACTER QUESTS - GRUNE: BIRTH 誕生 ------------------------------------------------------------ FIRE MONUMENT 火のモニュメント Treasures: Red Ores x3, Charm Bottle, Savory, Sage, Flare Mantle, Jet Boots The Fire Monument, if you remember, is in the south part of the Quiet Lands. Although it's not part of the quest at all, I suggest that at this time you visit the Fire Monument. Not only do you get some treasures here, but in the back you'll find a snowman. Wait, what's a snowman doing in the Fire Monument? Oh, it's Mimmy, and she'll teach you the last recipe she can, Fish Stew. BRIDGE 艦橋 Treasures: Climax Bottle, Radish, Aloewood, Spectacles x2, Flare Bottle x2, Hit Bottle, Hard Bottle x2, Panacea Bottle x2, Denei Bottle x2, Rune Bottle x3, Pine Gummy x2, Rabbit Symbol, Salmon, Cod, Life Bottle, Mixed Gummy, Liquor Bottle, Shell Bottle, Holy Bottle, Dark Bottle, Miracle Gummy x2 Take the Duct to the Opposite Shore (内海の対岸) location in order to reach the Bridge. Grune says she still feels Schwarze here. Her head begins hurting again, and she mentions that it's been happening more frequently. But she tells the party not to worry and heads on. Chloe mentions that it's unusual for Grune to take the lead like that. Senel, Shirley, and Chloe are amused by Norma's calling Will 'old man', but they all get a taste of his medicine. Senel's head sounds different from the other two, for some odd reason. Shirley mentions that she's happy that she got scolded by Will for the first time, though... You don't need to worry about switches this time through since you've already been here. Grab the treasures as they come along in this first section. There's nothing all that valuable here except for possibly the Radish and Aloewood in the first area, so you can skip it all if you're so inclined. You'll come across a save point shortly before a Puzzle Booth. Block pushing puzzle time. Head down and left and push the first block into the hole. Now push the two nearby blocks in the same direction, i.e. both down and left. Now push the two remaining blocks in the lower area up and left such that you start making a path towards the exit. Return to the beginning and pull the lone block up top down and around, then push it into the hole such that you can reach the two blocks arranged diagonally. Use those two blocks to continue making the path up and left to reach the exit. There's a save point again. Proceed on through this next area. Again, the treasures are nothing big. Grune's head begins to hurt again and the party decides to rest. Will says the headaches may herald her returning memory. The group discusses having a party for Grune when she gets her memory back. There's no need to follow the path around where Cashel led you on a chase; just go inside. You'll find a heal point and save point just inside. Go up and around the ramp as before. You'll find a Rune Bottle and Spectacles in the room where you fought Stingle. Then take the elevator up to the next (and final) area. No need to worry about the switches again here. Raid the treasure chests (still nothing good - what a disappointment of a dungeon, eh?) and head to the last area. You'll get a save point right before the last room. The party looks around, but there doesn't seem to be anybody there. Grune wonders if she's mistaken... but the black mist appears again. Schwarze says that Grune at least has enough power to be able to feel her presence. Senel says he has something to ask her, but she tells him to mind his words. Once again everybody except Grune becomes paralyzed. Grune says she has something to ask as well, but Schwarze says that with time Grune will regain everything. She tells her to wait until that time. She says she pities her for not even knowing who she is. She then adds that once the world returns to nothingness Grune should know everything. Schwarze says that she and the black mist are one and the same. Senel yells at her to answer their questions, but a single blow from Schwarze takes him out. Senel stands up again and says that if she intends to bring disaster, they'll be the ones who stand in her way. Everyone's Soujutsu begins to glow and they are able to move once again, while the black mist dissipates. Schwarze says that if they are the seeds of Grune's hope, she will return them to nothingness right there. More black mist appears, and coalesces into... Vaclav! BOSS: Dark Vaclav HP: 115017 Weak Against Earth Strong Against Lightning Drops: Heal Bangle His attack patterns are the same as Vaclav from before, though he of course is stronger and he also casts some Curse magic. You should be able to interrupt him when he tries casting, however; his bigger threat is his melee combos. Have Norma casting Resurrection constantly and you should be fine enough; use stuff like Ground Dasher if you can. Senel and Shirley use their Soujutsu to banish the Dark Vaclav. Schwarze is already gone. Grune clutches her head again, and this time the pain seems worse than before. She once again sees the scene of two people, seemingly herself and Schwarze, fighting. Shirley asks her if she's remembered anything, but she still hasn't. The party agrees to return to Werites and think about their next move. You'll be warped outside, but you still have to walk to the Duct and take it back. WERITES BEACON 灯台の街ウェルテス The party notes that they can't leave Schwarze alone now that they know she is connected to the black mist. Grune seems to be contemplating something. The party disbands for the night. Grune takes a seat at the table in front of the inn and tries to remember who she is. She sees again the scenes of her and Schwarze fighting, and says she's finally remembered what it is she needs to do. But she doesn't remember why she needs to defeat Schwarze. She wonders if it would be better to not remember. Shirley comes to wake up Senel in a panic. Grune has disappeared. She left a letter behind. Hurry over to Will's. Shirley reads the letter. In it Grune apologizes for running off without saying anything. She tells them not to worry about her. She says she can try and get her memories back by herself, so they should go on living happily as they have. She says she is very thankful for the time she's spent with them. She then wishes each of them well individually, and bids them farewell. The party reacts sadly or angrily, but Will tells them to calm down. Jay says they should think about where she went. But none of them can track Schwarze like Grune can. Shirley says there is a way, however. She says that if she asks the Souga, it might know where Schwarze is. The party says that contacting the Raging Souga might be dangerous. But Shirley says that with everyone by her side, she will not be consumed by the Raging Souga. They agree to head to the Altar of the Sea so that Shirley can contact the Souga. ALTAR OF THE SEA 望海の祭壇 Treasures: Life Bottle, Panacea Bottle, All Divide, Climax Bottle, Lemon Gummy, Pine Gummy, Miracle Gummy Before you go in, if you go a little south on the world map you can find a treasure chest with a Hit Bottle. Yeah, nothing special at all, but for you completists out there... The party agrees again that they need to find Grune quickly. Moses says that Schwarze is dangerous, and they can't leave Grune alone. Jay however remembers that while the rest of them were paralyzed, Grune could still move. This dungeon isn't too complicated. In the first area past the Chaotic Zone use the Scanner to find a rare monster, the Dried Shark. In the next area the Zone hides an All Divide. Otherwise all of the treasures here are just Bottles or Gummies. Part of the way in Norma notes that despite the history behind the last time they came here they have to look forward to a brighter future. The party reflects on how long they've been together, even though they all have different reasons for fighting. Keep going along the path. You'll see a save point along the way. When you reach the altar, a large monster will be waiting for you. The black mist envelops it and fuses with it. Seems that Schwarze knew you were coming. BOSS: Anubis Giganto HP: 163787 Weak Against Ocean Strong Against Curse Drops: FOE3 Check He can petrify you, so be prepared with Stone Checks. His power punch is pretty much a guaranteed guard crush, so when you see it coming backstep or otherwise dodge rather than block. Other than those two little details, he's not that hard. Hammer away with Ocean-elemental magic (though with Grune gone, you won't have very much) and don't get lazy on the healing. After the battle, Shirley prepares to commune with the Raging Souga. The rest of the party promises their support. As she begins praying, however, the Anubis Giganto rises again. It goes after Shirley, but she begins glowing strongly, and the light banishes it. She tells the party that both Grune and Schwarze are in the Wings of Light. She adds that the Souga was very calm. Norma notes that they probably can't call it the Raging Souga anymore. She wants to call it Souga-chin, but Will suggests Ooinaru Sooga (Great Souga). Suddenly the altar begins shaking. It's another earthquake. The party says they should hurry to the Kousekiyoku. Head out the way you came. WINGS OF LIGHT 光跡翼 Treasures: Climax Bottle x2, Pine Gummy, Radish x3, Lemon Gummy x2, All Divide, Holy Bottle, Miracle Charm, Life Bottle x2, Miracle Gummy x3, Elixir To get here you need to take the train from the Beacon in Werites. Restock in town while you're here, then head over to the Wings of Light. When you arrive, you'll see a scene where Grune arrives at Schwarze's place. Schwarze asks her what she is doing here. Grune says she must fight her. She doesn't remember anything else, but she does remember that. Schwarze says she will regret coming with such a half-assed attitude. Grune says she won't regret it, because she is doing what she believes is right. They begin to fight. The first Chaotic Zone leads to a Climax Bottle. In the next area you'll find a Pine Gummy; then the next two Chaotic Zones guard Radishes. There's also a Lemon Gummy in this area. Head right first in the next area. Going up past the Zones will give you a Holy Symbol. Go down past the two other Zones and use the Scanner to find the last rare monster, the Party Panda. It'll drop a Miracle Charm. Return and head down then right past some more zones for an All Divide. Continue down to reach a Puzzle Booth. This one isn't tricky, it's just a matter of timing. Aim to hit the slow- moving reflector from the bottom and left areas to get the middle two switches; for the outer two you only need to stand on the top and right platforms and hit the reflectors, without worrying about the moving ones. Take the exit. If you've done every single Puzzle Booth in the game without getting any help, Senel receives a title here. A large shaking resonates through the dungeon in the next area. The party agrees to hurry. Head along the red path. If you go left through the Chaotic Zone and use the Scanner in the middle of the area between the two Zones, you'll get a Miracle Charm. Go right and up to the green path. Follow that right into the new area. Follow the red path for a Life Bottle, then return to the green path. Take it up to the next area. Behind the Chaotic Zone here is a Climax Bottle. Keep following the red path around and down to the next area. There's a Miracle Gummy here. Keep going to find the elevator to the next area. Take the large elevator up and you'll get a heal point and save point. Remember this long trek? Time to make it again. Along the way you'll find a Miracle Gummy, Lemon Gummy, Radish, another Miracle Gummy, Life Bottle, and an Elixir. As you do, beware the Dino Worms that occasionally show up. They have boss-class HP (almost 200,000!) and can both Poison and Paralyze you. They aren't that damaging, but they will take a very long time to go down. If you need to fight lots of them (such as for Sculptures for Shirley's Tidal Wave, for instance), you can cheat a little and use Will's Extension, or Senel's Dino Worm hi-ougi with Ryuuou Tenku as the accessory, to try and insta-kill them. There's another heal point and save point near the end. When the party arrives Grune and Schwarze are holding each other off with their power. The party tells Grune that they are there to fight by her side. They say they won't allow them to part with Grune like that. Schwarze paralyzes them all again, however. She tells Grune that this is the worth of this planet - it isn't worth protecting with her life. Grune responds that if Schwarze intends to take that planet, she will stand in her way. Schwarze asks her what kind of worth an immature world that can't even support the existence of the elemental spirits has. Grune says she is not willing to part with something that gave her happiness. Schwarze says happiness is useless, since it only brings sadness with it too. She says that humans are sad beings who bring sadness to each other fighting for and stealing what they desire. She says she will return things to nothingness so that there is no happiness or sadness. Schwarze tells Grune to not bother her anymore. Their powers collide once again, but Schwarze is too strong and she begins to push Grune away. Senel tells them they can't just sit by, and their Soujutsu power manifests again. They break free of their paralysis. Schwarze tells them not to struggle, but Grune says that's what humans are - they struggle to live happily. The party's Soujutsu power combines and flows into Grune in a brief anime sequence. Schwarze realizes that Grune's power and memory have returned. But she tells them it's too late. Grune rejoins your party and you have a chance to rearrange things before the fight begins. BOSS: Schwarze HP: 138253 Weak Against Ocean Strong Against Everything Else She's quite mean. She casts Extension a lot, so make sure you equip Doom Checks to ward off its insta-death effect. Also turn off every spell except Ocean-elemental ones (a good reason to put Grune in - notice how Grune is talking differently now, incidentally?) Put Norma in for Resurrection, as usual, and you should be ok. When you take her down to about half HP, the battle will end automatically. Schwarze tells the party that the charade is over. She tells them that if they want to involve the entire planet, she is fine with that. She calls on the power of human sadness and anger to give her power. Another earthquake happens and the entire room fills with black mist. The party feels themselves filled with an unnatural fear. Schwarze tells them to stop struggling. Senel tells her they won't let her do what she wants. Schwarze tells him to be quiet, and the mist gathers above her head. Grune senses a powerful wave and tells the party to run. Senel and Shirley try to use their Soujutsu to hold Schwarze off, but they are helpless in front of her. Schwarze tells them the planet is headed towards its end. No matter what power they have, they can't stop it. She tells Grune that the planet wishes to be destroyed, and disappears. Norma notes how different Grune is now. Grune thanks the party for helping her regain her memory. The party whispers among themselves that it's hard to believe this is the same Grune they knew. A feather appears in front of Grune. She says it's the proof of her awakening. Norma wants to sell it, of course... Grune gets a title here. The party returns to town. WERITES BEACON 灯台の街ウェルテス Upon returning, the party is greeted by Ed and Isabella. They say that there have been reports of a shadowy figure being spotted around town. Grune says she still feels the traces of Schwarze around. Isabella notes the change in Grune's demeanor as well... She asks Will and Jay to come along to see the Empress as well. But Will says that currently they have nothing to report, and that he needs a little more time to investigate. Return to Will's house. The party asks Grune some questions. Grune explains that the black mist is the manifestation of human weaknesses - anger, hatred, fear, sadness, and lamentation. Schwarze draws her power from negative human emotions. The earthquakes too were caused by Schwarze, to bring disaster and misfortune to humans. Will asks what the monsters that come from the black mist are. Grune says it is the black mist itself, crystallized into physical form. Senel asks what Schwarze is. Grune says that she is the being that guides the world from the beginning to the end, the 'hollow guide'. She is the power to return everything to nothingness. Norma says she sounds like a god, and Grune says she is, in their terms. She says that they did not actually survive - they were spared. Norma asks Grune what she is. Grune says she is the being meant to defeat Schwarze. She exists solely to defeat her. Senel asks what Schwarze's aim is. Grune says that Schwarze came to this world to answer wishes - the wish to be saved from suffering. She says that there is more than way to be freed from suffering. Humans suffer because they possess emotions. If everything is erased and returned to nothingness, they are freed from suffering. The party notes how little power they have against Schwarze. Grune asks them to leave it to her, since it is her duty. Senel protests, but Grune tells him that honestly, as they are right now, they'd only get in her way. Shirley wonders if they really can't do anything. Moses says he can't just stand by and watch. Grune tells him that if he tries to face Schwarze, he is choosing death. Moses goes outside to calm himself. Grune tells them all to rest for the day, and to forget everything she told them. Senel too leaves to calm himself. Moses and Chaba are talking in the Quiet Lands. They see somebody who's like Geet watching over them, but it runs off. Moses tells Chaba that he swore Geet that he would become a great man, and that it can't end like this. He can't afford to lose before the fight even starts. Norma is sitting in front of the Everlight's old place. She talks aloud and tells Sven that she wants to go forward, but she can't see what lies ahead. She doesn't know what she can do. She wonders what Sven would've done. Zamaran calls to answer and says that it's obvious. He would've ran in without thinking, because he was that kind of man. He tells Norma that it's time for her to move on from being the whiny student. He says that Sven had one good thing about him - his confidence and pride in his way of life. Norma recalls Sven's words to her, and says that the future doesn't wait for anybody - one has to go and receive it themselves. Will is sitting in the meadow of flowers when Harriet walks up. Will tells her that he told her not to leave town alone. Harriet says it's his fault, because even though she called to him he just left without saying anything. Will suddenly asks Harriet if she has a dream. Will says his dream is to hit the person who comes to ask him for Harriet's hand in marriage. Thinking ahead, is he... He says no matter who it is, he'll hit them because they'll try and take his precious daughter from him. He says he can't let the world end before that day comes. Chloe is standing by the fountain, when Elza runs up to talk to her. She's been studying medicine with Orcot. She tells Chloe excitedly that a patient sent her thanks for a medicine she made herself. She says that she wants to study enough to become a great help to the people in the village. Chloe says she definitely can do it. She then says that thanks to her, she's remembered something important - the sword at her side isn't just a decoration. It's there to protect the happiness of people. Jay is at his house. The Mofumofus welcome him back. He stays quiet, though. The Mofumofus ask if anything happened. Jay says that he's an idiot for having to come all the way back here to realize it - one does not fight because one wants to win, one fights because one has something to protect. Shirley is praying at Fenimorl's grave when Tulla walks up. Tulla asks her what she's doing there. Shirley says she came so that nobody would go easy on her. She tells Fenimorl that she has something to do. Tulla tells her to wait - she says she would like it if Shirley came to visit her sister's grave again. She tells her not to misunderstand her - she still hasn't forgiven her. Shirley says that is okay, because she is happy just talking to her. She says she wants to become Tulla's friend, because it was Fenimorl who taught her what being a friend was about. Tulla tells her that her true name is WelZes. Shirley suddenly hugs her - WelZes means hope. She says that it's not that everything is already over. They still have hope. She receives a title here. Senel is in front of Stella's grave. He tells her that he's gained many important things since coming to the Legacy. He's learned what it is to trust in, and rely on, and believe in people. He says that that's why he wants to protect the future of those people. He says he can't do it by himself, but he can do it with everybody else. Grune is preparing to leave Werites, when she sees everybody waiting for her at the entrance. Senel tells her that this is their desire. Grune tells them that they mustn't, and tries to walk off. Moses says that they have to do something to protect their world. Will says they can't close off their future. Chloe says that her sword is there for that purpose. Shirley says that everybody feels the same way, and that this is their answer. Senel says that they are there of their own will, and that nothing anybody says can change that will. Jay says they realize that they don't have the power to stand up to Schwarze. Chloe says that is why they want to think of a way in which they can win. Grune tells them this isn't something that humans can do. Shirley says that it is still their world. Therefore it should be them who protects it. Grune tells them they are welcoming death. She thanks them for their feelings, but says she cannot allow them to go with her. Norma tells her that she better give up, because they are all idiots who can't change their minds. Will says that first they need to find enough power so that they can be useful in a fight. Moses wonders if there is a power stronger than the Sei-soujutsu (Holy Soujutsu) that they received from the Quiet Souga, and Norma jokingly says the Super Holy Soujutsu. But Shirley says that maybe what they need to do is ask for power from the Great Souga as well. The party prepares to head for the Altar of the Sea again. After a long bit of convincing, Grune agrees to go with them. But before you do, check out the town. There are now new items to be made in the Synthesis shop, some of the best ones in the game. There's also new items in the weapon/armor store, but nothing quite as good. Now's also a good time to learn new recipes and finish up the arena and so on. ALTAR OF THE SEA 望海の祭壇 Thankfully, you'll be taken straight to the altar without having to run through the dungeon again. The party asks the Souga to grant them power so that they can protect the world. It takes quite awhile for them to get its attention... The 'flash' of the Souga happens and a monster appears out of nowhere. It seems that the Great Souga has decided to test the party. BOSS: Pandemonium Gate HP: 260570 Weak Against Ocean Strong Against Curse Drops: FOE3 Check He's pretty weak, despite his high HP. Just keep hammering away and he'll go down. The party feels no different after the battle. But then Grune feels the Souga's presence, and in turn everybody's nails begin glowing again, this time in rainbow colors. This is apparently the true Holy Soujutsu. At the same time, a glowing gate appears in the sky. Grune explains that it is the Cradle of Time, where time begins and ends, and also where Schwarze is. After the scene you can step onto the glowing platform at the altar to be taken to the Cradle. THE CRADLE OF TIME 時の揺り籠 Grune warns the party that there may be no turning back. But everybody's resolve is firm. There isn't much strategy to this place. After going forward just a little bit, some black mist stops you and tells you (oddly enough) that to proceed forward you will have to defeat six monsters, without running. Use the heal point then go for it. All six have boss-like HP, but otherwise they're normal monsters, so they're not too much to worry about. After each one just keep going to the next warp. Again, if you turn back before defeating all 6, you'll lose the whole chain. The fourth battle actually has two monsters (two Galfs). The fifth battle (Diva) can paralyze, and the sixth can poison and paralyze. That's about it for tricks. After the last battle, a Dino Worm, you can return to town and save and so on if you want. You don't have to trek through the Altar either, as Grune will ask you whether you want to be taken straight to the beginning. When you arrive at the next area, Grune suddenly stops the party. There's another concentration of black mist ahead...and it coalesces into versions of Senel and Shirley! BOSS: Dark Senel and Dark Shirley Dark Senel: 158711 HP Weak Against Ocean Strong Against Curse Dark Shirley: 158711 HP Weak Against Ocean Strong Against Curse A very very tough battle. If you don't get everything right in the first 20 seconds, you're probably going to die. Dark Shirley casts Blizzard and Tractor Beam and other fun spells while Dark Senel pounds away at you. Ideally you want to be able to push Dark Senel all the way back to where Shirley is and attack them both at once. If not, one or the other will probably kill your caster(s) while you aren't looking. I prefer having Norma with all of her offensive spells turned off as a dedicated healer while Grune spams Aqua Laser and Maelstrom. Don't be afraid to use lots of items should you need it; you'll still be able to head back to town after this. After the battle Senel and Shirley tell their Dark selves they no longer have to suffer. With the power of their Soujutsu, they banish their Dark selves. Next is another chain of 6 fights. If you could handle Dark Senel and Dark Shirley, you should be just fine with these guys. After these 6 fights, it'll be your last chance to head back to town, restock, and do whatever else you need. The party finally arrives at Schwarze's location. They give her their standard this-is-why-I-fight speech. Schwarze asks Grune what she is doing. Grune says she will not stand in the way of the path chosen by humans. And the fight begins. BOSS: Schwarze HP: 174005 Weak Against Ocean Strong Against Everything Else She's not too tough... yet. Once again, when you take her down to half health, the fight ends automatically. The party realizes that they're not even hurting her. They wonder if even with the power of both Sougas, they can't compete with Schwarze. Schwarze tells them she intends to save everyone from existence. She asks Grune why she doesn't understand that. Grune tells her that she is making the same mistake once again. Schwarze says that the mistake is humans, and she is fixing their mistakes - that is why she is the "Hollow Guide". She says that Grune is the one who is mistaken, having spent too much time with the humans. Schwarze tells them that her power is the power of humans and their negative emotions. That is why they cannot stand up to her. The black mist envelops the entire area, and out to the entire Legacy, as seen by Harriet, the Pheromone Bombers, and others. Earthquakes strike as well. The black mist begins coalescing into multiple images of Schwarze, surrounding the Water Folk, the Mofumofu, and the others. Grune tells everybody that Schwarze has caused more uncertainty and fear and she is drawing more power from it. Schwarze sends her power at the party, but Grune blocks it with her own. However, Schwarze's power is too strong. Schwarze says the Souga's wish will be fulfilled. Senel and the others say that the Souga doesn't wish for destruction, and they call upon their Soujutsu. Schwarze tells them that if they choose to die now, so be it. The black mist becomes stronger than ever. Schwarze gathers it and tells them to return to nothingness. The party combines all of their Soujutsu power and barely manages to hold off the first blast. Grune holds off the second one, but things look grim. Senel and co. tell her that they are indeed small pathetic beings compared to her, and that they experience sadness and suffering. But it's because they can overcome those feelings that they are able to walk on towards the future. Their powers combine with Grune's. Around the Legacy, everybody being attacked suddenly starts glowing with the Soujutsu power as well, driving off the images of Schwarze. Even Geet gets its power. The black mist dissipates. But Schwarze says that they can no longer stop the return to nothingness. BOSS: Schwarze HP: 174005 Weak Against Ocean Strong Against Everything Else Although her stats are the same as before, she's tougher now that she casts Ancient Nova and Black Hole frequently, and she also has a move where she simply jumps into the air and lets forth a wave of darkness, which hurts a lot. Still, I actually think she's easier than the Dark Senel and Dark Shirley pair. Just keep up with the healing and have either Grune cast Maelstrom or Shirley cast Tidal Wave over and over again. Schwarze tells them the struggle is over. She gathers her power and says she will return them, and the world, to nothingness. They combine their powers once again, and cancel Schwarze's attack, breaking her mask in the process. The party is surprised to see that she and Grune have the same face. Schwarze tells them that she and Grune are the opposite, yet the same being. She says that if she is the "Hollow Guide", then Grune is the "Weaver of Time". If she is the one who cuts the threads of time, Grune is the one who spins them. The party is surprised to learn that Grune isn't human (I thought that was obvious...) Schwarze begins to fade. She tells them to remember that if humans should wish it, she will appear again, since she is born out of human emotions. Senel tells her that they will walk on to a bright future, and they will not meet her again. Schwarze tells them that is just a vain dream - but adds that that is what humans do. She disappears in a flash of dark feathers. The ground begins to shake, and Grune says that with Schwarze gone the Cradle of Time is also returning to nothingness. The party hurries to leave. They arrive at the Altar of the Sea just as the Cradle disappears. The sky begins to shine brightly once again. The party prepares to return to town. But suddenly Grune begins glowing and starts to fade. She plants Lem's seed at the altar. She then tells them that because she is the same being as Schwarze, she exists when Schwarze exists - and when Schwarze doesn't exist, she also doesn't exist. Shirley asks her if she knew this would happen from the beginning. She said she did, and that she did not tell them because that would have brought doubt into their hearts, and doubt would cut into their will to fight. She says that it's all right, because that is her duty. She tells them not to have regrets about it. The party protests and tells her they all promised to be together from then on. Norma says that she promised they would all have a party when her memory returned. The others add that they won't stand for it. Grune tells them that the world is not perfect, and that they cannot stop her disappearance. Senel says that it's not a matter of gods - they're talking to her as one of their friends. Moses says that she is family. Grune thanks everybody. She tells them that she is very happy, talking a little like she used to before she had her memory back. Norma runs up and tells her that if that's the case she should stay with them, because everybody wants to stay with her. The others once again remind her of their promise to stay with each other. Grune thanks them again, but tells them that just as children have to leave their parents some day, so too do humans have to set off without her. She tells them it is not a separation, but the beginning of a journey. She asks them if they will grant her a last wish - to part with her with smiles on their faces. She says she will give them a last present so that they can live happily. Norma says they don't want presents, they want to be with her. But Senel finally acknowledges that they should do as she asks. He says that it's hard to part with a friend, but before they arrived he was prepared to accept whatever happened, no matter what it was. The others remember that they swore the same. He adds that Grune looks sad now, and that he doesn't want to make others sad. The others agree, reluctantly. Jay even hugs Moses. Grune thanks them a final time before stepping up to the altar. She says that with the last remnant of her power, she will release the elemental spirits. She asks the party to be as friendly to them as they carry on her power as they were to her. She calls Lem, Ifrit, Celsius, Volt, Gnome, and Shadow to her side. They begin to glow brightly, and then shoot into the sky. She tells them to awaken, and where she planted the seeds, flowers suddenly begin sprouting, and the spirits rise into the air. She tells them that her time with them is over, but the experiences she had with them will never fade. She bids them on a good journey before fading. The party says they are all thinking of the same thing, and they give one last cheer. Enjoy the ending credits; you've now completed Tales of Legendia. The ending theme this time is a medley starting with Donna Burke's version of Hotarubi. 4. SIDEQUESTS/SUBEVENTS What would an RPG be without sidequests and subevents? This section lists the sidequests and minigames and so on in Tales of Legendia. Many of these only happen after you've completed the main quest and have begun the Character Quest portion of the game. ------------------------------------------------------------ GRADE SHOP ------------------------------------------------------------ After you beat the game, you'll be prompted to save. Don't save over a game you want to keep, as when you load this save you'll actually start a new game with the option of buying things from the Grade Shop. The Grade Shop in Legendia is relatively small, and has the following options: Required Grade Option 20 Max Items 20 アイテム数２０個 50 Max Items 30 アイテム数３０個 50 Max HP Up 最大HP増加 10 Max HP Down 最大HP減少 100 Exp x2 経験値２倍 10 Exp 1/2 経験値半分 20 Combo Maniac コンボ命 100 Inherit Techniques 術技引継ぎ 5 Inherit Recipes 料理レシピの引継ぎ 30 Grade x2 取得GRADE２倍 50 Inherit Gald ガルド引継ぎ 5 Inherit Battle Information 戦闘情報の引継ぎ 5 Inherit Playtime プレイ時間引継ぎ 5 Inherit Collector's Book コレクター図鑑の引継ぎ 50 Costumes: Formal Wear コスチューム変更・正装 50 Costumes: Mascots コスチューム変更・着ぐるみ Max Items raises the limit on how many of one item you can hold at once (ordinarily 15). Max HP Up gives all characters a 200 HP bonus on starting the game, whereas Max HP Down gives all characters a 100 HP penalty (if you like a challenge). Exp x2 and Exp 1/2 are self-explanatory. Combo Maniac makes it so that all battles give you only 1 Experience; however, the Bonus Experience you get for your max combo hits is multiplied by ten. If you consistently get high combos in battle, Combo Maniac gives you more experience than anything else. Inherit Techniques will make it so that you can start the game with all the Soujutsu that you've already learned; it also carries over number of times used (for mastering purposes) and Sculptures. Inherit Recipes carries over your recipes, but NOT the number of times used. Grade x2 doubles all grade changes (including negative grade). Inherit Gald, Battle Information (max combo, number of encounters), Playtime, and Collector's Book are self-explanatory. Finally the Costumes choices will change your character's outfits (in battle only) to either Formal Wear or animal mascots. Once chosen you cannot change them, so beware. Titles are automatically inherited. ------------------------------------------------------------ SYNTHESIS SHOP ------------------------------------------------------------ The synthesis shop is in the same building as the Item Shop in Werites, but it remains closed throughout the main quest. Once you get to the Character Quests, it opens. Here you combine various materials and components that you've found to make new equipment and so on. The equipment you can make is better than anything you can buy, and it doesn't cost anything except for the materials themselves, so check it out. After you clear the Wings of Light in Grune's Character Quest, the Synthesis Shop's list grows. Some of the most powerful equipment in the game is added to the list, so make sure you return after clearing the Wings of Light. Here is what you can make at the Synthesis Shop. Incidentally, if you've been following this walkthrough you should have more than enough materials to make everything at least once, so you don't need to worry about saving up materials for something else. Items marked with an asterisk are only available after clearing the Wings of Light. GAUNTLETS Ghost Shell 536 ATK, Curse-elemental Heavy Hands, FOE1 Check, Liquor Bottle, Dark Bottle, Black Ores Aqua Shell 536 ATK, Hit+20, Ocean-elemental Dynamic Arts, Hit Bottle, Holy Bottle, Spectacles, Lure Diamond Shell 595 ATK, Regain 5% Max TP when you kill an enemy Heavy Hands, Pine Gummy, Life Bottle, Holy Bottle, Red Savory, Croissant Highspeed Wrist 638 ATK, Evade+50 Speed Wrist, Elven Boots, Climax Bottle, Red Saffron, Aifread's Flag, Lure, Baumkuchen Kaiser Geas * 893 ATK, Extra Damage vs. Schwarze Bimetal, Feet Symbol, Climax Bottle, Holy Bottle, Water Ores SWORDS Flamberge 558 ATK, Fire-elemental Ether Sword, Life Bottle, Flare Bottle x2, Red Ores Ice Coffin 569 ATK, Ice-elemental Ether Sword, Panacea Bottle, Flare Bottle, Blue Ores Laser Blade 586 ATK, Ocean-elemental Grim Sword, Panacea Bottle, Holy Bottle, Red Sage, Water Ores Meganto Killer 596 ATK, Extra Damage vs. Megantos Grim Sword, Flare Bottle, Climax Bottle, Spectacles, Aifread's Flag, Red Ores, Water Ores Eternal Sword * 879 ATK Valens Family Sword, Flare Bottle, Holy Bottle, Water Ores SPEARS Thunder Javelin 507 ATK, Lightning-elemental War Javelin, Mixed Gummy, Flare Bottle, Purple Ores, Ham Sandwich Piyo Spear 547 ATK, Extra Damage vs. Piyopiyo/Piyopiyo Heads Spear, Hit Bottle, Rune Bottle, Lure, Blue Ores, Egg Geas Javelin 592 ATK, Earth-elemental War Javelin, Scallop Gummy, Flare Bottle, Purple Ores, Long Donut KNIVES Nintou: Shiden 491 ATK, Lightning-elemental Nintou Toufuu, Scallop Gummy, Flare Bottle, Purple Ores, Pineapple Nintou Tou'un 566 ATK, Regain 5% Max TP when you kill an enemy Nintou Toufuu, Scallop Gummy, Flare Bottle, Unicorn Horn, Curry Bread Nintou Kagehoushi 602 ATK, Evade+50 Nintou Toufuu, Scallop Gummy, Climax Bottle, Lure, Long Donut Nintou: Hotate * 807 ATK, Regain 10% Max TP when you kill an enemy Jay's Bell, Scallop Gummy, Unicorn Horn, Scallop, Cod, Salmon, Shrimp, Squid HAMMERS Pikohan 180 ATK, Evade+20 Hammer, Cape, Hit Bottle, Spectacles Deck Brush 524 ATK, Evade+50 Mofumofu Hammer, Leather Boots, Mixed Gummy, Saffron, Red Saffron Marvel Straw 490 ATK, Regen TP Piyoro, Holy Bottle, Red Savory, Unicorn Horn, Strawberry, Custard Creme, Chocolate Scope Straw 515 ATK, Hit+50 Strike Straw, Hit Bottle, Spectacles, Red Rosemary, Lure, Baumkuchen URNS Spylla 468 ATK, Ice-elemental Doryu, Freeze Check, Flare Bottle, Blue Ores, Tomato Dyktuon 502 ATK, Curse-elemental Doryu, Panic Check, Pine Gummy, Panacea Bottle, Black Ores, Aloewood, Long Donut Temnein 517 ATK, Ocean-elemental Doryu, Paralyze Check, Miracle Gummy, Elixir, Liquor Bottle, Water Ores, Aifread's Flag, Baumkuchen WRITING TOOLS Koupou Brush 483 ATK Feather Pen, Fabric, Radish High Grade Pen 541 ATK, Hit+50 Feather Pen, Hit Bottle, Aloewood, Lure, Baumkuchen Angel Feather Pen * 601 ATK, Ocean-elemental Grune's Feather, Feather Pen, Flare Bottle, Holy Bottle, Water Ores ARMOR Reflex 58 DEF, Phys Damage -30% Plereflex, Hard Bottle, Purple Ores, Yellow Ores, Aifread's Flag Star Mail 62 DEF, Regen TP Silver Mail, Rabbit Symbol, Pine Gummy, Holy Bottle, Unicorn Horn, Baumkuchen Star Cloak 50 DEF, Regen TP Witch Dress, Cape, Pine Gummy, Holy Bottle, Unicorn Horn Spirit Robe 50 DEF, INT+20 Bloody Robe, Technical Ring, Panacea Bottle, Denei Bottle Moon Robe 51 DEF, Regen TP Bloody Robe, Pine Gummy, Holy Bottle, Aloewood, Unicorn Horn Kasa 55 DEF, Ocean Resist+20 Hard Bottle, Holy Bottle, Water Ores, Aloewood, Long Donut Body Paint * 84 DEF, Regen HP Geet's Charm, Unicorn Horn, Holy Bottle, Squid Heavenly Garb * 68, INT+20 Colored Shell, Cocktail Dress, Denei Bottle, Fabric Aurora * 72 DEF, All element resistance+40 Warlock Garb, Red Ores, Blue Ores, Purple Ores, Yellow Ores, Water Ores, Black Ores, Fabric Amelia's Love * 69 DEF, Luck+50 Harriet's Flower, Bloody Robe, Rabbit Symbol, Holy Bottle HELMS Bone Helmet DEF+37, Luck-10 Dark Bottle, Black Ores, Aloewood, Aifread's Flag, Clear Shell Mortarboard DEF+24, INT+20 Silk Hat, Denei Bottle, Spectacles, Aloewood, Aifread's Flag Angel Ring DEF+24, INT+30 Circlet, Denei Bottle, Rune Bottle, Aloewood ACCESSORIES Demon's Seal Experience +100%, ATK/DEF/HIT 1/4th Ray, Bat, Bear Outfit, Bear Head, Turquoise, All Divide, Rune Bottle RECIPES Pudding Bread HP/TP 100% Sephira, Black Onyx, Moon Crystal, Elixir, Fabric, Unicorn Horn, Pudding Note that many of the components needed to make the starred items (Valens Family Sword, Grune's Feather, etc.) are key items that you automatically get as you proceed through the Character Quests. Also, if you synthesize the Pudding Bread you'll learn the recipe, you won't actually make the bread (you have to go to the bakery and make the bread as usual). ------------------------------------------------------------ BATTLE ARENA ------------------------------------------------------------ The Battle Arena opens shortly after the Character Quests begin, once you get the little scene with the Pheromone Bombers 'introducing' Senel and Moses to the arena. When you talk to the receptionist, you'll be asked whether you want to participate in single (シングル) or party (パーティ) battles. You'll then be asked to select the rank. At first only Beginner (初級) rank is available, but when you beat that you'll open up Intermediate (中級), Advanced (上級), and finally Special (スペシャル) ranks. Single Beginner costs 500 Gald, Single Intermediate costs 1000, and Single Advanced costs 2000. Party Beginner costs 1000, Party Intermediate costs 2000, and Party Advanced costs 3000. The Special battles are free, but if you manage to clear those, you won't be able to try them again (but, if you fail, you can try as many times as you want.) Each rank except the Specials consists of three consectutive battles. You cannot use items at all during arena battles, so minimizing damage is very important. You CAN change equipment, so swapping in regenerative items such as Holy Symbols is a viable strategy. The monsters you will face are as follows. Single Beginner 1. Bibiri Hopper (11087 HP, Hopper Race, Light Weight, Weak to Earth, Strong to Lightning) 2. Bear Boss (11836 HP, Eggbear Race, Heavy Weight) 3. Knock Meganto (24309 HP, Meganto Race, Special Weight) Single Intermediate 1. Dandoratula (22727 HP, Dandoratula Race, Very Heavy Weight) - he can cause bind status so be careful. 2. Ves Diva (22715 HP, Diva Race, Heavy Weight, Weak to Earth, Strong to Lightning) - she can petrify you, so equip a Stone Check to be safe. 3. Piyopiyo Head (29447 HP, Piyopiyo Head Race, Medium Weight) Single Advanced 1. Tree Turtle (32729 HP, Dodaigame Race, Very Heavy Weight) 2. Seaweed Angler (58527 HP, Hill Angler Race, Special Weight, Weak to Lightning, Strong to Earth) 3. Storm Dragon (52029 HP, Dragon Race, Special Weight, Weak to Earth, Strong to Lightning) Single Special 1. Mimmy (61255 HP, Human Race, Medium Weight) Party Beginner 1. Sand Lizard x4 (10434 HP, Lizardman Race, Heavy Weight, Weak to Ice, Strong to Fire) 2. Phinx (17754 HP, Phinx Race, Medium Weight) Blue Galf x2 (17754 HP, Galf Race, Heavy Weight, Weak to Fire, Strong to Ice) 3. Meganto (24309 HP, Meganto Race, Special Weight) GelUres Sword (12869 HP, GelUres Sword Race, Medium Weight) GelUres Shield (12869 HP, GelUres Shield Race, Medium Weight) Party Intermediate 1. Hopper Fly x2 (20661 HP, Hopper Fly Race, Light Weight) Hopper x2 (17562 HP, Hopper Race, Light Weight) -be very careful about the poison effect in this battle, as it will carry over to subsequent battles. Either have Will in with Recover or equip Poison Checks) 2. Burned Elengi x2 (21633 HP, Elengi Race, Light Weight, Weak to Ice, Strong to Fire) Kes Element (21633 HP, Element Race, Very Light Weight) Ves Element (21633 HP, Element Race, Very Light Weight, Weak to Earth, Strong to Lightning) 3. Piyopiyo x3 (16989 HP, Piyopiyo Race, Very Light Weight) Electric Angler (38508 HP, Hill Angler Race, Special Weight) Party Advanced 1. Lightning Bear (42548 HP, Eggbear Race, Heavy Weight, Weak to Earth, Strong to Lightning) Gokuraku Head (42548 HP, Piyopiyo Head Race, Medium Weight, Weak to Curse, Strong to Ocean) Mandrake (32729 HP, Mandrake Race, Heavy Weight) -the Mandrake casts some strong spells, so get rid of it as fast as possible. 2. El Plain (23988 HP, El Race, Light Weight) El Charm (23988 HP, El Race, Light Weight) El Ice (23988 HP, El Race, Light Weight, Weak to Fire, Strong to Ice) 3. Lion Dance Gate (64589 HP, Ground Gate Race, Special Weight) Stonehead Hopper (30500 HP, Hopper Race, Very Light Weight, Weak to Lightning, Strong to Earth) Party Special 1. Curtis (75687 HP, Human Race, Medium Weight) Isabella (60765 HP, Human Race, Medium Weight) Of course, winning in the arena gives you special prizes. Prizes for each rank are as follows (prizes in parenthesis are what you get the second and subsequent times that you clear a rank). The Single Advanced prize depends on who you are using. Also, clearing Single Advanced gives that character their Arena title. Single Beginner Life Bottle, Flare Bottle, Denei Bottle, 5000 Gald (Apple Gummy, Orange Gummy, Mixed Gummy, 5000 Gald) Single Intermediate Life Bottle, Flare Bottle, Denei Bottle, Hit Bottle, Hard Bottle, Climax Bottle, 10000 Gald (Lemon Gummy, Pine Gummy, Miracle Gummy, 10000 Gald) Single Advanced 30000 Gald, Mum Bane (Senel), Shaman Dress (Shirley), Mjollnir (Will),
Gold Armor (Chloe), Gold Straw (Norma), Gungnir (Moses), Ninja Mask (Jay), Purple Hood (Grune) (Mixed Gummy, Miracle Gummy, Scallop Gummy, Life Bottle, Liquor Bottle, Shell Bottle, 30000 Gald) Single Special Heaven's Claw, 500000 Gald Party Beginner Life Bottle x2, Flare Bottle x2, Denei Bottle x2, 10000 Gald (Apple Gummy x2, Orange Gummy x2, Mixed Gummy x2, 10000 Gald) Party Intermediate Life Bottle x3, Flare Bottle x3, Denei Bottle x3, Hit Bottle x3, Hard Bottle x3, Climax Bottle x3, 20000 Gald (Lemon Gummy x3, Pine Gummy x3, Miracle Gummy x3, 20000 Gald) Party Advanced Extreme, Elixir, 60000 Gald (Mixed Gummy x4, Miracle Gummy x4, Scallop Gummy x4, Life Bottle x4, Liquor Bottle x4, Shell Bottle x4, 60000 Gald) Party Special Krona Symbol, 1000000 Gald Especially valuable are the Single Advanced prizes, which usually give the best armor or weapon for that character, and the Party Advanced's Extreme. The Extreme accessory is quite ridiculous in ToL, as it DOUBLES Attack and Hit (but halves Defense and Evade). This is in sharp contrast to say, ToS, where Extreme only gave +200 to attack and -99 to Evade. How to win these battles? You'll obviously want a Holy Symbol on hand for healing. The Persha Boots (from the Bandit Lair), which halve all damage taken, are also big helps. If all else fails, clear the Party Advanced first and get the Extreme as well - it should make the rest of the battles very easy, even for the caster characters. Also, remember that difficulty in the settings affects the arena too, so knock it down to Easy if you're still failing to win with say, Norma. Another important note for casters is that if you spin the left stick clockwise quickly (you'll know if you're doing it right because the character will move their hands faster), you can cut down on the casting time for any spells you may try to cast. ------------------------------------------------------------ SOUND TEST ------------------------------------------------------------ If you talk to the man playing the piano at the bar downstairs of the inn in Werites, you can get him to play you some of the songs played in the game. Incidentally, the piano player is named Shiina (the composer for Legendia's music is Shiina Gou). However, he only starts off with a small subset of the songs in the game. To get him to be able to play more songs, you have to bring him certain kinds of bread. The kinds of bread he wants in order are Toast, Pizza, Crepe, Pudding Bread, and Mabo Curry Bread. The second time through the game he'll also have an extra category automatically added, and he'll carry over the songs he already knew so there's no need to feed him more bread again. ------------------------------------------------------------ SKIT WATCHING ------------------------------------------------------------ If you go to the Country Cottage just outside of Werites Beacon during the Character Quests, you'll find that the old man who was previously sleeping there has now woken up. He says he'll tell you about his dreams. What his dreams are are actually the skits that you've seen in the game. If you ask him about it, he can replay skits so that you can watch them again. He can play skits even if you haven't watched them as long as you have fulfilled the conditions for activating those skits, so check them out if you're interested. Also, on your second and subsequent times through the game the skits are carried over so there's no need to activate them again. ------------------------------------------------------------ PORTRAITS ------------------------------------------------------------ There is an artist in Werites living across from Will's house. If you talk to him, he'll show you portraits of various NPCs throughout the game. As it turns out, the portraits he shows you change depending on who your party leader is. Also, you have to have proceeded to a certain point in the game to see some of the portraits; for instance, you won't see Grune's until you are actually mid-way through her character quest. The portraits are: Senel - Walter (x2), Mauritz Shirley - Fenimorl Will - Harriet Chloe - Stingle, Vaclav Norma - Ed Curtis, Isabella Moses - Melanie, Cashel Jay - Cuppo, Poppo, Pippo Grune - Schwarze ------------------------------------------------------------ QUIZ MINIGAME ------------------------------------------------------------ The Bow Key that you get in the Introduction to the Character Quests lets you open the Bow Cottage that you saw in the beginning of the game, outside the Crystal Forest. The Bow Cottage is the first in a series of four cottages where you can play a Quiz Minigame for some nice prizes. Refer to my separate Quiz Minigame FAQ for details on the quiz questions and answers. ------------------------------------------------------------ RARE MONSTER HUNTING ------------------------------------------------------------ Once you receive the Sorcery Scanner in the Character Quests, you can start hunting for Rare Monsters. There are 19 spots in all. Kaz, the man who lives in the house on the same screen as the save spot on the west side of Werites, will give you hints as to their locations. Some of them drop rare equipment (mostly joke weapons and so on) bu not all of them do. I've listed them in the walkthrough as I've gone along, but I will list them again here: Wonder Bread Lizard (Drops: Bat) Fallingwater - where you first met Mimmy Building Block Turtle Great Hollow - the very bottom floor, near the elevator Siren Underground Lake - where you fought the Ground Gate Rare Eggbear (Drops: Bear Head) Waterways - middle of the hidden room where Shirley and Fenimorl hid Mellomello, Mellomello Head Man-Eating Ruins - middle of the room with the petrified people Kotatsu Crystal Forest - spiderwebs on the left side of the very first screen Wanwan (Drops: Red Savory) Hidden Fortress - behind a Chaotic Zone with nothing behind it Quox Earth Monument - upper left area of the big room, where the 3rd crystal was Atlas Helmet Hopper (Drops: Midi Blouse) Forest of No Return - up and left of the small lake behind a Chaotic Zone Shrimp Tempura Angler Misty Mountains - left of the rock on the third screen (has a save point) Watermelon Element, Watermelon-breaking Lizard The Crags - behind a Chaotic Zone with nothing behind it Bomb Element (Drops: Paper Fan) Bandit Lair - behind a Chaotic Zone with nothing behind it Nameko, Maitake Secret Passage - behind a Chaotic Zone with nothing behind it Buubuu Old Mofumofu Village - In the small canyon in the middle of the village White Nekotama Ruins of Frozen Light - deadend in the first area of the narrow hallways GelUres Scissors, Bacula (Drops: Puchiures Sword) Mirage Palace - behind a Chaotic Zone with nothing behind it Red Demon, Blue Demon Mirage Palace - behind a Chaotic Zone with nothing behind it Dried Shark Altar of the Sea - behind a Chaotic Zone with nothing behind it Party Panda Wings of Light - behind a Chaotic Zone with nothing behind it If you find and beat all of the monsters that Kaz tells you about (he tells you about nine of them: the Siren, Building Block Turtle, Mellomello, Kotatsu, Bowwow, Quox, Shrimp Tempura Angler, and Buubuu), and then talk to him once again during Grune's quest, you'll receive the "Aifread's Hat" as well as the title "Pirate" for Moses. Also, once you find all 19 spots with the rare monsters Will will gain the title "Rare Monster Master". ------------------------------------------------------------ SEARCHING FOR THE BLUE SEPHIRA ------------------------------------------------------------ In the northwest part of town you'll find a large house with a red roof. Inside you'll find Yuri, the daughter of a nobleman, and Kerel, a treasure hunter. Yuri's father has forbidden Kerel from marrying Yuri, unless he can find one of the legendary artifacts - the Blue Sephira. When you talk to Yuri during the Character Quests, he'll notice that you have the Sorcery Scanner. Using this, you can help him find the treasures he's looking for. He'll give you a location to look for, and he says you can keep anything that isn't the Blue Sephira. The treasures you'll get are as follows. Demon Knife Geoglyph Area - below the geoglyphs Turquoise Man-Eating Ruins - very last room where the Whisper Crystal was Resume Ring Village of the Ferines - Shirley's tent Elven Boots Forest of No Return - small area with the craters, inside one of them Mabo Curry Recipe Misty Mountains - last screen where the Sphinx is Blue Sephira Secret Passage - across from the three chests in the first area With the Blue Sephira in hand, return to Yuri's house. You'll see an event, and in the end you'll end up keeping the Blue Sephira anyway. ------------------------------------------------------------ THE BAKER GRANDMA ------------------------------------------------------------ The Baker Grandma lives right next door to Senel (formerly empty house with the save point in its front yard). You can't do much with her in the main quest, but once the Character Quests begins, you can do a few of things. First, talk to her with a full basket and with all of the basic recipes from the main quest learned, and she'll give you a larger basket. You can now carry 30 breads at once instead of 10. Second, when you've learned all of the other recipes in the game, talk to her to learn Meat Stew. This gives Jay and Senel titles as well. ------------------------------------------------------------ CAROLINE'S QUEST ------------------------------------------------------------ Caroline lives two houses over from Senel in Werites. She's looking for something called the Capoeirakko ('Rakko' means sea otter in Japanese; lots of people in Legendia mistake the Mofumofus for sea otters, apparently.) If you talk to her at certain times during the game, her speech changes and you'll get the Capoeirakko Robe. The times to talk to Caroline are: 1 - Chapter 5, when the eastern part of town is available 2 - Character Quest Introduction, after you get the Sorcery Scanner 3 - Will's Quest, at the very end when Elza comes into the picnic to tell you that there's a commotion at the entrance 4 - Character Quest Interlude, once it starts 5 - End of Chloe's Quest after you return from the Forest of No Return; talk to Caroline twice to receive the Robe. The Capoeirakko Robe is Jay's best armor. Incidentally, the windows for talking to Caroline are much more relaxed than the ones for the Love-Love Couple event below, so if you miss one don't worry too much, as long as TOO much time hasn't passed there's a good chance you can still catch up and talk to Caroline. ------------------------------------------------------------ THE LOVE-LOVE COUPLE ------------------------------------------------------------ This couple lives in the pink-roofed house in the area just right of the area leading to the fountain in Werites. If you visit this house at specific times, you'll see some special events. This is one of the more picky sidequests in Legendia, because if you miss one of them you'll screw up and you won't get the rewards at the end. The times to visit the house are: 1 - End of Chapter 5, right before going to the Beacon (right after Curtis's appearance) 2 - Chapter 7, right before going to the Wings of Light after the nighttime 'party' at the fountain 3 - Introduction, as soon as you return to Werites with Senel and Shirley 4 - Will's Quest, at the very end when Elza comes into the picnic to tell you that there's a commotion at the entrance 5 - Interlude, as soon as the chapter begins when you get Grune and Shirley in your party 6 - Chloe's Quest, as soon as the chapter starts When you see the last bit you'll get the Clear Shell item needed to make the Bone Helmet in the Synthesis Shop, as well as a title for Chloe. ------------------------------------------------------------ MIMMY'S HAT ------------------------------------------------------------ Once you've learned all the recipes in the game, visit the seemingly empty house Werites (right next to the two waterwheels). If you hear a noise when going in, exit and then go in again. There's somebody sleeping on the bed... She protests that she's not Mimmy, but her speech patterns, as well as the baker's hat in her drawers, gives her away. After you see this event you'll get Mimmy's Hat and a title for Shirley. 5. SOUJUTSU (ERES) LIST There are two major types of Soujutsu in the game; Arts-type (Iron) and Breath-type (Crystal). Arts-type are further divided into Tokugi, Ougi, and Garyuu Ougi. Tokugi are learned simply by levelling up. Learning Ougi requires mastering the two Tokugi that form the basic components of the move; mastering Tokugi is as simple as hitting an enemy with them a certain number of times. Garyuu Ougi involve combining at least three mastered Tokugi to form your own 'custom' ougi. Breath-type are also divided into types like Healing, Offensive, and Support, but there aren't any big differences in how you learn these. All Breath-type Soujutsu require two things to learn: a spellbook for the spell, which is gained automatically upon reaching the designated level, and a certain number of Sculptures which are collected by defeating enemies. Garyuu Ougi are made in the camp menu under the Soujutsu option. You will need Mastered techniques; you can check which techniques you have mastered simply by looking at the skill descriptions. A Garyuu Ougi is made of three components - two 'main' moves and one 'accessory' move. The main move determines the property of the final Garyuu Ougi, while the 'accessory' move does things like add status effects to the Garyuu Ougi. Choose a slot and a list of techniques you can put there will show up. Orange icons indicate moves that can be added to the first main slot, while blue icons are moves that can be added to the second main slot. Green icons are moves that can be added to the accessory slot. Also, the Main 1 and Main 2 moves must have the same icon shape. Once the Garyuu Ougi is made you can read about its properties. A character may make one Garyuu Ougi at a time. This section will list by character the Soujutsu in the game. For Arts-type users, the list will start with Tokugi, then it will list Ougi and finally Garyuu Ougi. It will also list the TP cost, the level learned (for Tokugi) or the component Tokugi that need to be mastered (for Ougi/Garyuu Ougi), and other details. For Breath-type users, the list will describe the TP cost, the level that the spellbook is gained, and the kinds and number of Sculptures required. ------------------------------------------------------------ SENEL COOLIDGE ------------------------------------------------------------ Majinken 魔神券 4 TP; Initial Send a shockwave along the ground. Genryuuken 幻竜券 4 TP; Level 2 Senel charges forward with his fist. Hakugekishou 迫撃掌 5 TP; Level 4 Senel does a two punch combination, the second of which knocks the opponent down. Your first starter move for throws. Keigan Sairakugeki 軽岩砕洛撃 6 TP, Level 6 Your first throw, this throw only works on "Very Light" class monsters. Senel tosses the enemy into the air and then spikes them to the ground. Funryuugeki 噴竜撃 8 TP, Level 11 Senel does a rising-falling punch combination. Sort of like his version of Kogahazan. Yousoukyaku 鷹爪脚 9 TP, Level 15 Senel hops into the air, dives down and hits a series of stomp-kicks, and jumps back. A hit-and-run type of move. (Shades of Kim Kaphwan?!) Rengan Hourakugeki 煉岩崩落撃 10 TP, Level 17 A throw that works on Very Light or Light monsters. On Very Light monsters the animation is the same as his earlier throw, but on Light monsters Senel jumps over its head and flips them over in a powerbomb-type move. Goushourai 剛招来 11 TP, Level 19 Raises Senel's attack power temporarily. Hien Renkyaku 飛燕連脚 13 TP, Level 23 Senel performs a kick combination in the air. Rekigan Hakurakugeki 礫岩迫落撃 13 TP, Level 25 A throw that works on Medium monsters or below. On Medium monsters, Senel will pick them up and Giant Swing them. Rengadan 連牙弾 14 TP, Level 27 Senel performs a fast series of kicks. Rondo Senpuu 輪舞旋風 16 TP, Level 31 Senel performs a spin kick on the enemy. Kyogan Retsurakugeki 巨岩裂落撃 17 TP, Level 33 A throw that works on Heavy class monsters or below. On Heavy monsters, Senel picks the enemy up and then slams them straight down again. Majinken: Souga 魔神券・双牙 17 TP, Level 35 Senel throws two Majinkens along the ground. Garyuusai 臥竜砕 19 TP, Level 39 Senel steps in and uppercuts the enemy. Gakugan Zetsurakugeki 嶽岩絶落撃 20 TP, Level 42 Throws any enemy except for Special weight class. For Very Heavy monsters, Senel tosses the enemy to the ground and then stomps on them. Bakuryuuken 爆竜券 21 TP, Level 44 Senel dashes in towards the enmy and launches a combination attack. Shishi Senkou 獅子戦吼 22 TP, Level 49 Senel knocks the enemy down with a lion-shaped aura Bakugadan 爆牙弾 27 TP, Level 59 Senel does some combination kicks that knock down the opponent. Houou Tenku 鳳凰天駆 30 TP, Level 69 Senel jumps into the air, then charges downwards wrapped in flames. Fire- elemental. Banbutsu Shintsuigeki 万物神追撃 40 TP, Level 99 Throws any enemy. Majin Genryuuken 魔神幻竜券 6 TP, Master Majinken and Genryuuken Senel performs a Genryuuken and Majinken in quick succession. Bakugekishou 爆撃掌 7 TP, Master Majinken and Hakugekishou Senel does a pumped-up version of Hakugekishou, again knocking the enemy down. Shinryuugeki 神竜撃 10 TP, Master Funryuugeki and Hakugekishou Senel performs a straight punch and rising uppercut combination. Hakugeki Goushourai 迫撃剛招来 14 TP, Master Hakugekishou and Goushourai Senel powers up, then performs a Hakugekishou. Hiren Genryuuken 飛連幻竜券 16 TP, Master Hien Renkyaku and Genryuuken Senel performs a Genryuuken and Hien Renkyaku in succession. Renga Hienkyaku 連牙飛燕脚 18 TP, Master Hien Renkyaku and Rengadan Senel performs a Hienkyaku and Rengadan in succession. Rondo Funryuurengeki 輪舞噴竜連撃 20 TP, Master Funryuugeki and Rondo Senpuu Senel performs Rondo and Funryuugeki in succession. Majinken: Ryuuga 魔神券・竜牙 22 TP, Master Majinken and Majinken: Souga Senel creates a huge shockwave in front of him. Saiga Bakuryuuken 砕臥爆竜券 27 TP, Master Bakuryuuken and Garyuusai Senel performs Garyuusai and Bakuryuuken together. Hakugeki Senkou 迫撃戦吼 28 TP, Master Hakugekishou and Shishi Senkou Senel performs a hard punch and produces a lion aura that knocks the enemy down. Rondo Bakugadan 輪舞爆牙弾 34 TP, Master Bakugadan and Rondo Senpuu Senel performs Rondo Senpuu and Bakugadan together. Ryuuou Tenku 竜凰天駆 38 TP, Master Houou Tenku and Garyuusai Senel floats the enemy, then charges downwards with a flame aura. Fire- elemental. Touma Meitsuigeki 筒魔冥追撃 40 TP, Garyuu Ougi (Keigan Sairakugeki+Genryuuken) Only works on the Dino Worm race. Senel attacks the Dino Worm, inflicting damage from the inside. Kyouki Rakutsuigeki 凶鬼落追撃 40 TP, Garyuu Ougi (Keigan Sairakugeki+Funryuugeki) Only works on the Meganto race. Senel lifts them up and slams them to the ground. Gyorin Sakutsuigeki 魚鱗削追撃 40 TP, Garyuu Ougi (Rengan Hourakugeki+Goushourai) Only works on the Hill Angler race. Senel attacks the Hill Angler, inflicting damage from the inside. Youga Houtsuigeki 妖臥崩追撃 40 TP, Garyuu Ougi (Rekigan Hakurakugeki+Goushourai) Only works on the Mimichead race. Senel throws the enemy far away. Ouja Koutsuigeki 翁蛇絞追撃 40 TP, Garyuu Ougi (Kyogan Retsurakugeki+Rengadan) Only works on Dragons. Senel slams the dragon multiple times onto the ground. Son'ou Gokutsuigeki 尊王獄追撃 40 TP, Garyuu Ougi (Kyogan Retsurakugeki+Majinken: Souga) Only works on the Sea Gate race. Senel jumps in and attacks the Sea Gate from the inside. Haou Jintsuigeki 覇王迅追撃 40 TP, Garyuu Ougi (Gakugan Zetsurakugeki+Garyuusai) Only works on the Ground Gate race. Senel jumps in and attacks the Ground Gate from the inside. Guuki Santsuigeki 偶機散追撃 40 TP, Garyuu Ougi (Gakugan Zetsurakugeki+Bakuryuuken) Only works on the Automata race. Senel slams the Automata to the ground. Moukai Sentsuigeki 猛海閃追撃 40 TP, Garyuu Ougi (Gakugan Zetsurakugeki+Shishi Senkou) Only works on the Nelfes. Senel throws it to the ground. Mujin Keitsuigeki 霧神禊追撃 40 TP, Garyuu Ougi (Gakugan Zetsurakugeki+Houou Tenku) Only works on Schwarze. Senel throws her to the ground. Garyuu Ougi Accessory Effects Majinken: None Hakugekishou: Attack Down Shinryuugeki: On Fire status Bakugekishou: Defense Down Majin Genryuuken: Hit Down Yousoukyaku: Poison status Hakugeki Goushourai: Attack Down Hien Renkyaku: On Fire status Hiren Genryuuken: Hit Down Renga Hienkyaku: Paralyze status Rondo Senpuu: Paralyze status Majinken: Ryuuga: Poison status Hakugeki Senkou: On Fire status Bakugadan: Poison status Rondo Bakugadan: Panic status Ryuuou Tenku: Sudden Death ------------------------------------------------------------ WILL RAYNERD ------------------------------------------------------------ Lightning ライトニング 7 TP, Initial Will calls down a bolt of lightning over the target. Lightning-elemental. First Aid ファーストエイド 7 TP, Initial Will heals an ally for a little bit of HP. Stone Blast ストーンブラスト 9 TP, Level 5, 15 Eggbear and 23 Piyopiyo Sculptures Stones rise up from under the target, hitting the enemy. Earth-elemental. Fireball ファイアボール 12 TP, Level 8, 69 Lizardman and 61 Piyopiyo Head Sculptures Fireballs rain down on the enemy. Fire-elemental. Antishield アンチシールド 15 TP, Level 11, 46 Littlebear and 188 Takoegg Sculptures Lowers the defense of one enemy temporarily. Ice Needle アイスニードル 17 TP, Lvl 14, 183 El and 114 Element Sculptures Needles of ice pierce the enemy. Ice-elemental. Recover リカバー 20 TP, Level 17, 169 Piyopiyo and 193 Elengi Sculptures Cures an ally's status effects. Shield シールド 23 TP, Level 20, 212 Lizardman and 49 Hopper Sculptures Raises the defense of one ally temporarily. Spread スプレッド 25 TP, Level 23, 428 Lizardman and 117 GelUres Sword Sculptures Causes a column of water to rise from under the enemy. Ocean-elemental. Freeze Lancer フリーズランサー 28 TP, Level 26, 523 Meganto and 226 Phinx Sculptures Creates a spear of ice that pierces the enemy. Ice-elemental. Flame Cutter フレイムカッター 31 TP, Level 29, 435 Eggbear and 135 GelUres Shield Sculptures Creates a sword of flame to cut the enemy. Fire-elemental. Thunder Blade サンダーブレイド 33 TP, Level 32, 672 Galf and 150 Diva Sculptures Creates a sword of lightning that slices the enemy. Lightning-elemental. Indignation インディグネイション 36 TP, Level 35, 265 Mimic Head and 445 Takoegg Sculptures Calls down strong bolts of lightning. Lightning-elemental. Cure キュア 39 TP, Level 38, 499 Eggbear and 245 Dragon Sculptures Heals one ally completely. Icicle Bolt アイシクルボルト 42 TP, Level 41, 899 Phinx and 400 Dragon Sculptures Freezes the enemy, then hits them with lightning. Ice-elemental. Antishelter アンチシェルター 44 TP, Level 44, 700 Gust and 600 Mini Automata Sculptures Lowers the defense of all enemies temporarily. Shelter シェルター 47 TP, Level 47, 672 Galf and 800 Hill Angler Sculptures Raises the defense of all allies temporarily. Eruption イラプション 50 TP, Level 50, 239 Automata and 1375 Hill Angler Sculptures Causes magma to erupt from the ground. Fire-elemental. Embrace End インブレイスエンド 53 TP, Level 54, 800 Hopper and 868 Mimic Head Sculptures Causes a spear of ice to fall on the enemies. Ice-elemental. Black Hole ブラックホール 57 TP, Level 58, 1133 Diva and 1053 Hopper Sculptures Creates a large globe of darkness. Curse-elemental. Extension エクステンション 60 TP, Level 62, 1461 Dodaigame and 850 Mandrake Sculptures Damages the enemy and has a chance of killing them instantly. Shooting Star シューティングスター 64 TP, Level 66, 929 Galf and 1128 Lizardman Sculptures Causes countless comets to attack the enemy. Ice-elemental. Big Bang ビッグバン 68 TP, Level 70, 2205 Meganto and 1097 Ground Gate Sculptures Causes a tremendous explosion to attack the enemies. Fire-elemental. ------------------------------------------------------------ CHLOE VALENS ------------------------------------------------------------ Majinken 魔神剣 5 TP, Initial Chloe creates a shockwave that travels along the ground. Chirisazame 散沙雨 5 TP, Initial Chloe launches a fast series of thrusts on the enemy. Kogahazan 虎牙破斬 7 TP, Level 8 Chloe slices upwards, kicks the enemy, then catches her sword and slices down again. A little fancier than the older Kogahazan... Shippuusen 疾風閃 8 TP, Level 12 Chloe charges forward with a fast thrust. Sort of like Senel's Genryuuken. Kuuretsuzan 空裂斬 10 TP, Level 16 Chloe sticks her sword into the ground and uses it to vault into a kick combination before bringing her sword downwards. Shoubu 昇舞 11 TP, Level 20 Chloe steps forward and tosses her sword upwards in boomerang fashion, floating nearby enemies. Kenbu 絢舞 13 TP, Level 24 Chloe steps forward and sweeps her sword, blowing enemies away. Getsueijin 月影刃 15 TP, Level 28 Chloe turns around and stabs the enemy hard. Genshouken 幻晶剣 16 TP, Level 32 Chloe spins around and attacks with many slices. Juushourai 柔招来 18 TP, Level 36 Raises Chloe's Hit temporarily. Jin'u 迅羽 19 TP, Level 40 Chloe stabs the enemy then draws them inwards. Akisazame 秋沙雨 21 TP, Level 44 Chloe launches a series of stabs then blows the enemy into the air. Jinpuusen 神風閃 23 TP, Level 48 Chloe rushes in and hits a series of attacks on the enemy. Majinken: Souga 魔神剣・双牙 27 TP, Level 58 Chloe creates two Majinkens. Shuusou Raizan 襲爪雷斬 31 TP, Level 68 Chloe calls forth lightning and slashes the enemy. Lightning-elemental. Shuu'u Majinken 驟雨魔神剣 6 TP, Master Majinken and Chirisazame Chloe performs a fast series of thrusts and then a Majinken to finish. Shuu'u Kogahazan 驟雨虎牙破斬 9 TP, Master Chirisazame and Kogahazan Chloe performs a fast series of thrusts and then a Kogahazan to finish. Koga Kuuretsuzan 虎牙空裂斬 13 TP, Master Kogahazan and Kuuretsuzan Chloe performs a Kuuretsuzan and Kogahazan in fast succession. Majinken: Kenbu 魔神剣・絢舞 17 TP, Master Majinken and Kenbu Chloe slides forward, attacking with a shockwave, and then sweeps upward, knocking the enemy down. Getsuei Shoubu 月影昇舞 19 TP, Master Shoubu and Getsueijin Chloe performs Shoubu and Getsueijin in succession. Shuu'u Genshouken 驟雨幻晶剣 21 TP, Master Chirisazame and Genshouken Chloe performs Chirisazame and Genshouken in succession. Jin'u Kuuretsuzan 迅羽空裂斬 25 TP, Master Jin'u and Kuuretsuzan Chloe performs Kuuretsuzan and Jin'u in succession. Kirisazame 霧沙雨 27 TP, Master Chirisazame and Akisazame Chloe performs Chirisazame and Akisazame together. Shoubu Jinpuusen 昇舞神風閃 29 TP, Master Shoubu and Jinpuusen Chloe performs Shoubu and Jinpuusen together. Majinken: Shunga 魔神剣・瞬牙 34 TP, Master Majinken: Souga and Majinken Chloe creates a high-power shockwave. Shiden Getsueijin 紫電月影刃 38 TP, Master Shuuou Raizan and Getsueijin Chloe stabs the enemy with a lightning-enhanced sword and knocks them down. Lightning-elemental. Rinjin Senyougeki 鱗人閃邀撃 40 TP, Garyuu Ougi (Shippuusen+Chirisazame) Reversal stance. If an enemy tries to attack, Chloe counters with a series of thrusts. Works especially well against the Lizardmen race. Kyouhi Retsuyougeki 凶羆裂邀撃 40 TP, Garyuu Ougi (Kuuretsuzan+Kogahazan) Reversal stance. If an enemy tries to attack, Chloe counters with a series of sword attacks. Works especially well against the Eggbear race. Garou Buyougeki 餓狼舞邀撃 40 TP, Garyuu Ougi (Kenbu+Shoubu) Reversal stance. If an enemy tries to attack, Chloe counters with a series of sword attacks. Works especially well against the Galf race. Youken Eiyougeki 妖剣影邀撃 40 TP, Garyuu Ougi (Genshouken+Getsueiken) Reversal stance. If an enemy tries to attack, Chloe counters with a series of sword attacks. Works especially well against the GelUres Sword race. Kiki Jinyougeki 鬼亀迅邀撃 40 TP, Garyuu Ougi (Jin'u+Juushourai) Reversal stance. If an enemy tries to attack, Chloe counters with a series of sword attacks. Works especially well against the Dodaigame race. Sekki Fuuyougeki 石姫風邀撃 40 TP, Garyuu Ougi (Jinpuusen+Akisazame) Reversal stance. If an enemy tries to attack, Chloe counters with a series of sword attacks. Works especially well against the Diva race. Garyuu Ougi Accessory Effects Majinken: None Shuu'u Majinken: Attack Down Shuu'u Kogahazan: Defense Down Koga Kuuretsuzan: Hit Down Majinken: Kenbu: Attack Down Getsuei Shoubu: Bind status Shuu'u Genshouken: Defense Down Jin'u Kuuretsuzan: Hit Down Kirisazame: Bind status Shoubu Jinpuusen: Frozen status Majinken: Souga: Defense Down Majinken: Shunga: Bind status Shuusou Raizan: Frozen status Shiden Getsueijin: Panic status ------------------------------------------------------------ NORMA BIATTY ------------------------------------------------------------ Grave グレーブ 9 TP, Initial A spike of rock rises from the ground. Earth-elemental. Firewall ファイアウォール 12 TP, Initial, 30 Galf and 50 Takoegg Sculptures Norma creates a wall of fire from under the enemy's feet. Fire-elemental. Icewall アイスウォール 15 TP, Level 11, 90 Eggbear and 63 Elengi Sculptures Norma creates a wall of ice from under the enemy's feet. Ice-elemental. Booing ブーイング 18 TP, Level 14, 130 Eggbear and 218 Takoegg Sculptures Lowers an enemy's attack power temporarily. Cheering チアリング 20 TP, Level 17, 94 Dodaigame and 304 Takoegg Sculptures Raises an ally's attack power temporarily. Volt Arrow ヴォルトアロー 23 TP, Level 20, 254 Meganto and 34 Dandoratula Sculptures Norma creates a lightning field that attacks enemies within it. Lightning- elemental. Silence サイレンス 26 TP, Level 23, 447 El and 101 Piyopiyo Head Sculptures Seals the Soujutsu of one enemy. Resurrection リザレクション 28 TP, Level 26, 418 Lizardman and 37 GelUres Sword Sculptures Heals all allies for some HP. Firestorm ファイアストーム 31 TP, Level 29, 672 Galf and 121 Dodaigame Sculptures A storm of fire envelops the enemies. Fire-elemental. Raise Dead レイズデッド 34 TP, Level 32, 143 Dandoratula and 332 Takoegg Sculptures Returns an ally to life. Dark Force ダークフォース 37 TP, Level 35, 596 Phinx and 91 Hopper Fly Sculptures Causes a sphere of dark energy to attack the enemy. Curse-elemental. Booing Dance ブーイングダンス 39 TP, Level 38, 312 Hopper and 477 Element Sculptures Lowers all enemies' attack power temporarily. Rolling Stone ローリングストーン 42 TP, Level 41, 343 GelUres Shield and 516 Diva Sculptures Cause a large rock to roll across the field. Earth-elemental. Blizzard ブリザード 45 TP, Level 44, 1138 Dodaigame and 349 Mandrake Sculptures Causes a blizzard to envelop a large area of the screen. Ice-elemental. Cheer Dance チアダンス 47 TP, Level 47, 1607 Meganto and 860 Lizardman Sculptures Raises all allies' attack power temporarily. Ray レイ 50 TP, Level 50, 862 Lizardman and 530 Mandrake Sculptures Creates numerous rays of light that attack the enemy. Ocean-elemental. Ground Dasher グランドダッシャー 54 TP, Level 54, 1000 Gast and 743 Element Sculptures Causes the ground to split open and swallow the enemies. Earth-elemental. Black Hole ブラックホール 57 TP, Level 58, 580 Elengi and 677 Piyopiyo Head Sculptures Creates a large globe of darkness. Curse-elemental. Tractor Beam トラクタービーム 61 TP, Level 62, 765 Hill Angler and 656 Galdshark Sculptures Lifts the enemy and then drops them to the ground. Ancient Nova エンシェントノヴァ 64 TP, Level 66, 601 Elengi and 1014 Mandrake Sculptures Creates a huge explosion to damage the enemy. Fire-elemental. Meteor Swarm メテオスォーム 68 TP, Level 70, 1048 Elengi and 1618 Dragon Sculptures Calls down meteors from the sky. Fire-elemental. ------------------------------------------------------------ MOSES SANDOR ------------------------------------------------------------ Rouha 狼破 9 TP, Initial Moses throws a spear with a wolf-shaped aura. Washuu 鷲羽 11 TP, Level 19 Moses jumps into the air and throws a spear with an eagle aura. Senkou 穿孔 13 TP, Level 24 Moses throws a spear downwards, causing a small explosion. Koshin 弧心 15 TP, Level 29 Moses launches a spear that stuns the enemy momentarily. Renpa 連破 17 TP, Level 34 Moses throws two spears in a row. Ranjin 嵐陣 19 TP, Level 39 Moses causes many spears to focus in on the target enemy. Shinten 震天 21 TP, Level 44 Moses throws a spear into the air which causes a rain of spears downwards. Rekkuu 烈空 25 TP, Level 54 Moses throws a strong spear straight at the enemy that knocks them down. Kohou 虎砲 29 TP, Level 63 Moses makes a giant spear fall from the sky, knocking down enemies. Rou'u 狼羽 27 TP, Master Rouha and Washuu Moses jumps into the air and throws a spear with a wolf aura. Senkou Rouha 穿孔狼破 22 TP, Master Rouha and Senkou Moses blows the enemy into the air, then throws a spear with a wolf aura. Kaishin 戒心 24 TP, Master Koshin and Renpa Moses jumps into the air and launches multiple spears downward. Senkou Ranjinsha 穿孔嵐陣射 29 TP, Master Ranjin and Senkou Moses performs Ranjin and Senkou in succession. Retten 裂天 17 TP, Master Shinten and Renpa Moses throws many spears into the air which creates a shower of spears onto the enemy. Koshin Rekkuusha 弧心烈空射 36 TP, Master Koshin and Rekkuu Moses stuns the enemy with an attack, then attacks from the sky, knocking the enemy down. Rououha 狼王破 14 TP, Master Kohou and Rouha Moses releases a huge wolf aura that attacks the enemy. Jutsushi Ryuumousha 術士龍猛射 40 TP, Garyuu Ougi (Rouha+Washuu) Moses charges up, then throws a spear into the ground that releases a white dragon aura. Especially effective against Els. Kaichou Yokumousha 怪鳥翼猛射 40 TP, Garyuu Ougi (Koshin+Washuu) Moses charges up, then throws a spear into the ground that releases a falcon aura. Especially effective against Piyopiyo Heads. Doujou Senmousha 動茸穿猛射 40 TP, Garyuu Ougi (Senkou+Renpa) Moses charges up, then throws a spear into the ground that releases a tiger aura. Especially effective against Elengis. Genkai Ranmousha 源塊嵐猛射 40 TP, Garyuu Ougi (Ranjin+Renpa) Moses charges up, then throws a spear into the ground that releases a lion aura. Especially effective against Elements. Kiran Oumousha 奇卵凰猛射 40 TP, Garyuu Ougi (Rekkuu+Shinten) Moses charges up, then throws a spear into the ground that releases a phoenix aura. Especially effective against Takoeggs. Yokubyou Retsumousha 翼猫烈猛射 40 TP, Garyuu Ougi (Rekkuu+Kohou) Moses charges up, then throws a spear into the ground that releases a dragon aura. Especially effective against Phinxes. Garyuu Ougi Accessory Effects Rou'u: Seal status Senkou Rouha: Cast Speed Down Kaishin: Hit Down Senkou Ranjinsha: Intelligence Down Koshin Rekkuusha: Hit Down Rououha: Intellligence Down ------------------------------------------------------------ JAY ------------------------------------------------------------ Kunai 苦無 13 TP, Initial Jay throws some knives that explode. Homura 焔 13 TP, Initial Jay causes fire to explode from the ground. Fire-elemental. Hyouju 氷樹 14 TP, Level 27 Jay causes ice to rise from the ground. Ice-elemental. Kyousatsu 鏡殺 15 TP, Level 30 Causes Jay's moving speed to increase temporarily. Ansouha 闇走破 17 TP, Level 33 Jay charges past the enemy and attacks. Curse-elemental. Doran 土乱 18 TP, Level 36 Jay causes rocks to rise from the ground. Earth-elemental. Raiden 雷電 19 TP, Level 39 Jay causes lightning to rise from the ground. Lightning-elemental. Kagenui 影縫い 20 TP, Level 42 Jay pins the enemy's shadow to the ground, holding them in place. Curse- elemental. Ukigumo 浮雲 21 TP, Level 45 Jay rushes at the enemy's feet, tripping them. Fuuga 風雅 23 TP, Level 49 Jay creates a whirlwind to slice the enemy. Shouyoku 翔翼 24 TP, Level 53 Jay throws some exploding knives from midair. Izuna-otoshi 飯綱落とし 26 TP, Level 57 Jay jumps on top of the enemy and attacks them from above. Rinmei 鈴鳴 30 TP, Level 67 Jay does several spinning kicks. Kunai: Homura 苦無・焔 23 TP, Master Kunai and Homura Jay performs Kunai and Homura in succession. Fire-elemental. Oboro Hyouju 朧氷樹 20 TP, Master Hyouju and Kyousatsu Jay causes multiple particles of ice to erupt from the ground. Ice-elemental. Ansou Homura 闇走焔 24 TP, Master Homura and Ansouha Jay performs Ansouha and Homura together. Fire-elemental. Oboro Doran 朧土乱 17 TP, Master Doran and Kyousatsu Jay causes multiple particles of earth to erupt from the ground. Earth- elemental. Ansou Raiden 闇走雷電 26 TP, Master Raiden and Ansouha Jay performs Ansouha and Raiden together. Lightning-elemental. Kagesouha 影走破 29 TP, Master Ansouha and Kagenui Jay performs Kagenui and Ansouha together. Curse-elemental. Ukigumo: Fuuga 浮雲・風雅 38 TP, Master Ukigumo and Fuuga Jay performs Ukigumo and Fuuga together. Rinmei Kunai 鈴鳴苦無 21 TP, Master Rinmei and Kunai Jay performs Rinmei and Kunai together. Gishin Rakusatsugeki 偽神落殺劇 40 TP, Garyuu Ougi (Kunai+Hyouju) Jay performs a series of fast attacks on an enemy. Especially effective against human enemies. Chouchuu Funsatsugeki 跳蟲噴殺劇 40 TP, Garyuu Ougi (Kyousatsu+Homura) Jay calls forth a mysterious energy to attack the enemy. Especially effective against Hoppers and Hopperflies. Gen'ei Sousatsugeki 幻影走殺劇 40 TP, Garyuu Ougi (Kyousatsu+Ansouha) Jay rushes back and forth slicing the enemy. Especially effective against Gusts. Chishu Shuusatsugeki 蜘蛛蹴殺劇 40 TP, Garyuu Ougi (Kunai+Doran) Jay floats the enemy with a series of kicks. Especially effective against Dandoratulas. Youjun Bakusatsugeki 妖盾爆殺劇 40 TP, Garyuu Ougi (Ukigumo+Kagenui) Jay slashes the enemy multiple times and causes an explosion. Especially effective against GelUres Shields. Majin Fuusatsugeki 魔神封殺劇 40 TP, Garyuu Ougi (Izuna-otoshi+Fuuga) Jay stuns the enemy with a shockwave, then throws multiple knives at them. Especially effective against Valts. Garyuu Ougi Accessory Effects Kunai: Homura: Fire Resistance Down Oboro Hyouju: Ice Resistance Down Ansou Homura: Curse Resistance Down Oboro Doran: Earth Resistance Down Raiden: Lightning Resistance Down Ansou Raiden: Lightning Resistance Down Kagesouha: Curse Resistance Down Ukigumo: Fuuga: None Shouyoku: Ice Resistance Down Rinmei: Ocean Resistance Down Rinmei Kunai: Fire Resistance Down ------------------------------------------------------------ GRUNE ------------------------------------------------------------ Bloody Howling ブラッディハウリング 37 TP, Initial Summons forth a sphere of dark energy. Curse-elemental. Aqua Laser アクアレイザー 40 TP, Level 39, 1097 El and 652 Dodaigame Sculptures Grune causes a high pressures stream of water to attack the enemy. Ocean- elemental. Absolute アブソリュート 43 TP, Level 42, 742 Eggbear and 534 Piyopiyo Head Sculptures Grune causes a field of ice to envelop the enemies. Ice-elemental. Brilliant Lance ブリリアントランス 45 TP, Level 45, 45 Sea Gate and 828 Dragon Sculptures Cause shards of light to pierce the enemy. Ocean-elemental. Eruption イラプション 50 TP, Level 48, 968 Phinx and 250 Automata Sculptures Causes magma to erupt from the ground. Fire-elemental. Demon's Lance デモンズランス 51 TP, Level 51, 507 Dandoratula and 508 GelUres Sword Sculptures. Causes shards of darkness to pierce the enemy. Curse-elemental. Negative Blade ネガティブブレード 54 TP, Level 56, 312 Piyopiyo and 900 Dragon Sculptures Creates a sword of darkness to attack the enemy. Curse-elemental. Ray レイ 50 TP, Level 59, 242 Littlebear and 819 Takoegg Sculptures Causes rays of light to shower the enemy. Ocean-elemental. Black Hole ブラックホール 57 TP, Level 63, 879 Galf and 845 Ground Gate Sculptures Creates a large globe of darkness. Curse-elemental. Maelstrom メイルシュトローム 65 TP, Level 67, 2262 El and 1074 Hopper Sculptures Causes a huge whirlpool to swallow the enemies. Ocean-elemental. God Breath ゴッドブレス 69 TP, Level 71, 500 Gentelmen and 750 Valt Sculptures Calls down judgment from the heavens. Ocean-elemental. ------------------------------------------------------------ SHIRLEY FENNES ------------------------------------------------------------ Fireball ファイアボール 52 TP, Initial Sends fireballs raining down on the enemy. Fire-elemental. Cure キュア 39 TP, Initial Heals one party member fully. Cheering チアリング 20 TP, Level 52, 1461 Dodaigame and 424 Hopperfly Sculptures Raises the attack power of one ally temporarily. Ice Wall アイスウォール 54 TP, Level 55, 1001 Diva and 592 Dandoratula Sculptures Causes a block of ice to rise from under the enemy. Ice-elemental. Indignation インディグネイション 57 TP, Level 58, 975 Dragon and 397 Galdshark Sculptures Calls down a powerful bolt of lightning. Lightning-elemental. Ground Dasher グランドダッシャー 60 TP, Level 61, 2003 El and 1106 Phinx Sculptures Causes the ground to open and swallow the enemies. Earth-elemental. Blizzard ブリザード 63 TP, Level 64, 921 Lizardman and 581 Elengi Sculptures Causes a blizzard to attack all of the enemies on the screen. Ice-elemental. Shelter シェルター 47 TP, Level 67, 878 GelUres Sword and 927 Element Sculptures Raises the defense of all party members temporarily. Shooting Star シューティングスター 68 TP, Level 70, 1295 Diva and 1014 Mandrake Sculptures Calls down countless comets to attack the enemy. Ice-elemental. Tractor Beam トラクタービーム 71 TP, Level 73, 1227 Galf and 1000 Hill Angler Sculptures Lifts the enemy and drops them to the ground. Tidal Wave タイダルウェーブ 73 TP, Level 76, 2221 Piyopiyo Head and 400 Dino Worm Sculptures Causes a gigantic pillar of water to swallow the enemies. Ocean-elemental. 6. RECIPE LIST All recipes in ToL are for different kinds of bread or bread-related food, such as sandwiches. There are two kinds of recipes in Legendia. Basic recipes are learned by finding Mimmy Bread while exploring the world. Like the Wonder Chefs of previous Tales games, Mimmy Bread is usually disguised as an innocuous-yet-out-of-place item, like a piggy bank. Another set of recipes, the Arrange type, is learned as you practice the basic recipes over and over again; they might require using a specific recipe 5 times, for instance. To use a recipe you must go to a bakery in town and use the oven there. What you make can then be carried with you in your 'bread basket', and your finished product can be used like any other item in your inventory. You can hold up to 10 pieces of bread in the bead basket at once. As opposed to previous Tales games, there is no limit as to how many times you can eat between battles. For the recipes that require you to make X number of a kind of recipe, you can mix and match types. For instance, if you need to make 25 Toasts, you can fulfill that condition by making 12 Toast and 13 Jam Toast, or all Toast, or all Jam Toast, etc. For the recipes that you learn from Mimmy, if you miss one you can still go back later; however you won't get the scene with Mimmy that you would have had you found her when you were supposed to, she'll just leave you a letter instead. Toast トースト Bread, Butter Heal HP 15% Gained automatically in the event at Fallingwater. Jam Toast ジャムトースト Bread, Butter, Jam Heal HP 20% Make Toast 5 times. Garlic Toast ガーリックトースト Baguette, Butter, Garlic, Parsley Heal HP 25% Make a total of 25 Toasts. French Toast フレンチトースト Baguette, Butter, Egg, Milk Heal HP 25%, Cure Poison Make a total of 50 Toasts. Ham Sandwich ハムサンド Bread, Butter, Ham Heal TP 15% Check the paper crane at Misty Mountains. Tuna Sandwich ツナサンド Bread, Butter, Tuna Heal TP 20% Make Ham Sandwich 10 times. Strawberry Sandwich イチゴサンド Bread, Strawberry, Cream Heal TP 25%, Cure Poison Make a total of 25 Sandwiches. Cutlet Sandwich カツサンド Bread, Butter, Lettuce, Beef Heal TP 25%, Cure Petrify Make a total of 40 Sandwiches. Mixed Sandwich ミックスサンド Bread, Butter, Ham, Tuna, Lettuce, Beef Heal TP 35% Make a total of 60 Sandwiches. Hamburger ハンバーガー Buns, Hamburg, Lettuce, Pickles Heal HP 20% Check the statue at the Old Mofumofu Village. Cheeseburger チーズバーガー Buns, Hamburg, Lettuce, Cheese Heal HP 25% Make Hamburger 10 times. Fishburger フィッシュバーガ Buns, Cheese, Cod Heal HP 30% Make a total of 25 Burgers. Scallopburger ホタテバーガー Buns, Lettuce, Scallop Heal HP 40% Make a total of 40 Burgers. Healthy Burger ヘルシーバーガー Buns, Parsley, Lettuce, Tomato, Hamburg, Pickles, Onion, Carrot, Radish Heal HP 50%, Raise Dead Make a total of 60 Burgers. Bagel: Salmon ベーグル・サーモン Bagel, Cream Cheese, Salmon Heal HP and TP 15% Check the Pacman at Mofumofu Village. Bagel: Beef ベーグル・ビーフ Bagel, Cream Cheese, Beef Heal HP and TP 20% Make Bagel: Salmon 10 times. Bagel: Chicken ベーグル・チキン Bagel, Creem Cheese, Chicken Heal HP and TP 20%, Cure Petrify Make a total of 25 Bagels. Hot Dog ホットドッグ Hot Dog Bun, Sausage, Cabbage Heal HP and TP 15% Check the pot lid at the Werites Weapon/Armor Shop in Chapter 2. Spicy Dog スパイシードッグ Hot Dog Bun, Sausage, Cabbage, Mustard Heal HP and TP 20% Make Hot Dog 10 times. Cheese Dog チーズドッグ Hot Dog Bun, Sausage, Cabbage, Cheese Heal HP and TP 30% Make a total of 25 Dogs. Yakisoba Bread ヤキソバパン Hot Dog Bun, Cabbage, Noodles, Onion, Pork, Sauce Heal HP and TP 40% Make a total of 40 Dogs. Butter Roll バターロール Breadmaking Set, Butter, Skim Milk Heal HP 40% Found in a treasure chest in Mofumofu Village. Anpan アンパン Breadmaking Set, Egg, Skim Milk, Red Bean Paste Heal TP 50% Check the traffic cone in Pippo's workshop after the Great Hollow. Creampan クレームパン Breadmaking Set, Egg, Skim Milk, Custard Cream Heal TP 60% Check the Christmas Tree at Mauritz's Hermitage. Choco Coronet チョココロネ Breadmaking Set, Egg, Skim Milk, Chocolate Heal TP 70% Check the tea table on the Front Line. Melonpan メロンパン Breadmaking Set, Egg, Melon, Lard, Baking Powder Heal HP 60% and TP 25% Check the Wadadon in the Werites Item Shop from Chapter 5 onwards. Chocolate Chop Melonpan チョコチップメロンパン Breadmaking Set, Egg, Melon, Lard, Baking Powder, Chocolate Heal HP 60% and TP 50% Make Melonpan 10 times. Croissant クロワッサン Breadmaking Set, Butter, Egg, Milk Heal HP and TP 70% Check the bonsai in the Werites Inn (Character Quest). Pizza ピザ Breadmaking Set, Tomato, Cheese, Mushroom, Pepperoni Heal HP 60% Check the wedding cake in the Man-Eating Ruins. Seafood Pizza シーフードピザ Breadmaking Set, Cheese, Scallop, Cod, Shrimp, Squid Heal HP 70%, Cure Poison Make Pizza 10 times. Tropical Pizza トロピカルピザ Breadmaking Set, Tomato, Ham, Pineapple, Banana Heal HP 80%, Cure Petrify Make a total of 25 Pizzas. Spicy Pizza スパイシーピザ Breadmaking Set, Cheese, Tomato, Mustard, Mushroom, Pepperoni, Toban Sauce Heal HP 80%, Cure all status effects Make a total of 40 Pizzas. Muffin マフィン Breadmaking Set, Egg, Lard Raise dead with 60% HP Check the knight piece at the Village of the Ferines. Chocolate Chip Muffin チョコチップマフィン Breadmaking Set, Egg, Lard, Chocolate Raise dead with 65% HP and 25% TP Make Muffin 10 times. Long Donut ロングドーナツ Breadmaking Set, Butter, Egg Cures all status effects Check the Daruma in the Earth Monument (Character Quest). Pudding Bread プリンパン Breadmaking Set, Butter, Egg, Pudding Heal HP and TP 100% Make the recipe at the Synthesis Shop. Apple Pie アップルパイ Breadmaking Set, Butter, Egg, Apple Heal HP 60% and TP 50% Check the kettle in the Bakery from the middle of Chapter 7. Banana Pie バナナパイ Breadmaking Set, Butter, Egg, Banana Heal HP 65% and TP 55% Make Apple Pie 10 times. Mabo Pie マーボーパイ Breadmaking Set, Butter, Egg, Garlic, Pork, Tofu, Toban Sauce Heal HP 75% and TP 65% Make a total of 25 Pies. Baumkuchen バームクーヘン Breadmaking Set, Butter, Egg, Milk, Baking Powder Raises dead Check the cactus in The Crags (Character Quest) Crepe クレープ Breadmaking Set, Butter, Egg, Milk, Cream Heal HP 60% and TP 50% Check the milk at the Werites Bar from the middle of Chapter 7. Strawberry Crepe ストロベリークレープ Breadmaking Set, Butter, Egg, Milk, Cream, Strawberry Heal HP 65% and TP 50%, Cure Poison Make Crepe 10 times. Melon Crepe メロンクレープ Breadmaking Set, Butter, Egg, Milk, Cream, Melon Heal HP 65% and TP 60% Make a total of 25 Crepes. Pineapple Crepe パインクレープ Breadmaking Set, Butter, Egg, Milk, Cream, Pineapple Heal HP 65% and TP 60%, Cure Petrify Make a total of 40 Crepes. Scallop Crepe ホタテクレープ Breadmaking Set, Butter, Egg, Milk, Cream, Scallop Heal HP 70% and TP 65% Make a total of 60 Crepes. Curry Bread カレーパン Breadmaking Set, Milk, Egg, Beef, Onion, Curry Powder, Carrot Heal HP 85% and TP 50% Check the S Flag in the Battle Arena in Werites (Character Quest). Mabo Bread マーボーパン Breadmaking Set, Garlic, Pork, Tofu, Toban Sauce Heal HP 80% and TP 65% Check the back area of the Misty Mountains with the Sorcery Scanner. Mabo Curry Bread マーボーカレパン Breadmaking Set, Garlic, Pork, Tofu, Toban Sauce, Curry Powder, Onion Heal HP and TP 80% Make Mabo Bread 10 times. Fish Stew Bread 魚鍋パン Breadmaking Set, Scallop, Cod, Salmon, Shrimp, Squid, Mushroom
Heal HP and TP 90%, Cure all status effects Check the snowman in the Fire Monument (Character Quest). Meat Stew Bread 肉鍋パン Breadmaking Set, Beef, Pork, Chicken, Tofu, Cabbage, Mushroom, Carrot, Radish Heal HP and TP 100%, Raise Dead, Cure all status effects Learn all other recipes, then talk to the Baker Grandma in Werites. 7. TITLE LIST Titles are earned by your characters through story events, feats in battle, and so on. Some titles are shared among all characters in your party, while others are specific to each character. Equipping a title will give you a bonus to your stats while that title is equipped; titles can be changed in the Equip menu. This section lists the titles in the game by character, with titles shared between characters listed at the end. For more details on how to actually obtain the titles, see my separate Titles FAQ. SENEL COOLIDGE Kind Brother やさしいお兄ちゃん Default Cowardly Brother いくじなしお兄ちゃん INT+1 Bum Brother ろくでなしお兄ちゃん INT+2 Stubborn Brother どんかんお兄ちゃん HIT+1 Still Brother いまだにお兄ちゃん LUCK+1 Sleepy Brother ねぼすけお兄ちゃん EVA+1 Brutish Brother ひとでなしお兄ちゃん INT+3 Flowery Martial Artist 花の格闘家 LUCK+3 Puzzle Master パズルマスター INT+4 True Puzzle Master 真パズルマスター INT+5 He Who Knows the Forest 森を知る者 LUCK+4 He Who Knows the Palace 宮殿を知る者 LUCK+4 Baker パン屋 DEF+5 HIT+5 Bread Master パンマスター ATK+5 HIT+4 Battler 闘士 HP+20 Conqueror 覇王 HP+30 Martial Emperor 武帝 TP+20 God of Battle 戦神 TP+25 God of War 闘神 HP+50 TP+25 Daredevil がむしゃら HIT+3 EVA+3 Indecisive 優柔不断 EVA+3 Speed-of-sound Warrior 音速の戦士 ATK+3 HIT+3 Halfwit うすのろ HP+30 EVA+3 Give Orders 命令させろ ATK+2 Battle Administrator 戦闘奉行 HIT+3 Tears of Loneliness おさみしなみだ EVA+3 Unreliable Brother たよりないお兄ちゃん HP+30 Enthusiastic Brother はりきるお兄ちゃん ATK+3 Popular Senel もてもてセネル TP+15 DEF+3 Solidarity 一致団結 ATK+3 True Martial Artist 真の格闘家 HP+50 Lightspeed Fist 光速の拳 HP+50 ATK+5 HIT+5 WILL RAYNERD Scholarly Old Man 博物オヤジ Default Lightning old Man 雷オヤジ ATK+1 Maniac Old Man マニアオヤジ INT+1 Attacking Old Man 攻めてるオヤジ HIT+1 Stubborn Old Man 堅物オヤジ HIT+2 Ironfisted Old Man 鉄拳オヤジ ATK+2 Professor Old Man 先生オヤジ LUCK+1 Old Man of Flowers 花のオヤジ INT+2 Janitor 清掃員 INT+3 Rare Monster Master レアモン使い DEF+5 INT+5 Researcher 研究者 TP+15 Scholar 学者 TP+20 Professor 博士 HP+30 Sage 賢者 HP+40 Great Sage 大賢者 HP+50 TP+25 Hammer Instead of Pen ペンよりハンマー ATK+4 Great Variety バラエティに富む INT+5 HIT+3 Intelli-champ インテリチャンプ TP+25 DEF+5 INT+5 CHLOE VALENS Girl Swordsman 少女剣士 Default Aloof Swordsman つんつん剣士 ATK+1 Terrible Swimmer Swordsman カナヅチ剣士 EVA+1 Houseguest Swordsman いそうろう剣士 HP+10 Girlish Heart Swordsman おとめごころ剣士 EVA+2 Can't Become Honest Swordsman すなおになれない剣士 TP+5 Yearned Swordsman なつかれ剣士 HIT+1 Morning Returner Swordsman 朝帰り剣士 LUCK+1 Dreamer Girl 夢見る少女 LUCK+2 Straightman ツッコミ HIT+3 Masked One 仮面の人 DEF+3 INT+3 Lower-class Knight 下級騎士 HP+20 Upper-class Knight 上級騎士 HP+30 Royal Guard ロイヤルガード TP+20 Paladin パラディン TP+25 Knight of Legend ナイトオブレジェンド HP+50 TP+25 Beautiful Finish 華麗なるフィニッシュ TP+15 ATK+3 Rain and Hail ・め・られ HIT+4 Soul Edge ソウルエッジ HP+50 ATK+5 HIT+5 NORMA BIATTY Treasure Girl おたから娘 Default Bubble Girl シャボン娘 DEF+1 Fast-asleep Girl ばくすい娘 INT+1 Frivolous Girl ヘラヘラ娘 TP+5 Naming Girl ネーミング娘 HIT+1 Naive Girl じゅんぱく娘 INT+2 Favorite Pupil Girl まなでし娘 LUCK+1 Imitator Girl ものまね娘 ATK+1 Seeker of Love 愛の探求者 HIT+3 Scan Master スキャンマスター LUCK+5 Delinquent Girl 休学娘 LUCK+3 Greatest Treasure Hunter 至高の宝・ハンター LUCK+2 Collector Soul コレクター魂 INT+5 HIT+4 Rich One お金持ち HP+50 LUCK+5 Pretty Girl プリティガール TP+15 Noisy Girl やかましガール TP+20 Beautiful Girl ビューティフルガール HP+30 Wonderful Girl ワンダフルガール HP+40 Eternal Girl 永遠のガール HP+50 TP+25 One-track Mind 進んだら一直線 ATK+3 All Luxuries 贅沢三昧 DEF+4 INT+4 The Sky is Blue 空が青い EVA+3 Exhilirated ウハウハ TP+25 INT+5 Bubble Master バブルマスター TP+25 DEF+5 INT+5 MOSES SANDOR Beasttamer Man 魔獣使いの男 Default Hit-often Man ボコられる男 EVA+1 Family Love Man 家族愛の男 DEF+1 Dirty Man フケツの男 HIT+1 Instinct Man 本能の男 ATK+1 Man Among Men 男の中の男 EVA+2 Wild Man 野生の男 HP+10 Empathetic Man 人情の男 HIT+1 Pirate 海賊 HP+40 INT+3 Big Brother ・にき HP+20 Naughty Big Brother やんちゃな・にき HP+30 Wandering Big Brother はっちゃけ・にき TP+20 Strongest of the Legacy Big Brother 遺跡船最強・にき TP+25 Strongest in the World Big Brother 世界最強・にき HP+50 TP+25 Bullet 鉄砲玉 ATK+3 HIT+3 Seven Falls, Eight Rises 七転び八起き HP+30 ATK+3 Crying Face 泣きっ面にはち TP+15 DEF+3 Good Brawler ケンカ上等 HP+50 ATK+5 HIT+5 JAY "Unseen" Jay 「不可視」のジェイ Default "Taunting" Jay 「挑発」のジェイ HIT+1 "Spoiled" Jay 「かたなし」のジェイ DEF+1 "Cheeky" Jay 「生意気」のジェイ INT+1 "Thundering Voice" Jay 「一喝」のジェイ ATK+1 "Rebellious" Jay 「ひねくれ」のジェイ EVA+1 "Youngest" Jay 「末っ子」のジェイ LUCK+1 "Crying" Jay 「泣きべそ」のジェイ ATK+2 Flavor of Home 家庭の味 EVA+4 LUCK+3 Beginner Boy かけだし少年 HP+30 Swift Boy しゅんそく少年 TP+20 Sonic Speed Boy 音速少年 TP+25 Light Speed Boy 光速少年 HP+50 TP+25 No Deviations 偏りがち DEF+4 Killer Jay 殺し屋ジェイ HP+50 ATK+5 HIT+5 GRUNE Mysterious Sister なぞのねえさん Default Confused Sister どさくさねえさん DEF+1 Careless Sister うっかりねえさん HIT+1 Singer Sister うたひめねえさん LUCK+1 Will-ish Sister うぃるすねえさん ATK+1 Easygoing Sister ほんわかねえさん EVA+1 Sharp Sister しゃっきりねえさん INT+1 Bathtime バスタイム LUCK+2 Model モデル TP+20 Beautiful Model 美人モデル HP+30 Super Model スーパーモデル HP+40 Heavenly Maiden 天女 HP+50 TP+25 Let Her Drink Too Much のませすぎ EVA+3 Doesn't Learn 学習しない LUCK+2 Lethargic Syndrome 無気力症候群 EVA+4 TP Consumption 1/2 Relies on Others 他力本願 LUCK +2 Queen 女王様 TP+25 DEF+5 INT+5 SHIRLEY FENNES Praying Girl いのる少女 Default Cheerful Girl うきうき少女 EVA+1 Can't-Call Girl 呼べない少女 HP+10 Jealous Girl やきもち少女 DEF+1 Blessing Girl 祝福の少女 LUCK+1 Slapping Girl ひっぱたき少女 ATK+1 Teasing? Girl いじめっこ？少女 TP+5 Girl of Hope 希望の少女 HIT+1 Attracting Girl 看板娘 INT+4 Representative of the Souga 滄我の代行者 TP+20 Child of the Ocean 海の申し子 HP+40 Proud MelNes 気高きメルネス HP+50 TP+25 In Charge of Items アイテム係 EVA+3 Proper Girl おすまし DEF+4 Pound Them たたみかけ INT+4 One Woman 紅一点 EVA+3 Angry MelNes 怒りのメルネス TP+25 DEF+5 INT+5 COMMON TITLES Combo Beginner コンボ初級者 ATK+3 (All Characters) Combo Initiate コンボ有段者 HP+40 (All Characters) Combo Master コンボ達人 TP+25 (All Characters) Combo Graduate コンボ免許皆伝 HP+50 TP+25 (All Characters) No Women むさい HP+30 ATK+3 (Senel, Will, Moses, Jay) Four Women 紅四点 INT+3 EVA+3 (Chloe, Norma, Grune, Shirley) Berserker バーサーカー HP+30 ATK+5 (Senel, Chloe, Moses, Jay) Wizard ウィザード TP+15 INT+5 (Will, Norma, Grune, Shirley) Berserk ベルセルク HP+40 ATK+4 (Senel, Chloe, Moses, Jay) Arts-type Master アーツ系制覇 HP+50 ATK+5 (Senel, Chloe, Moses, Jay) Breath-type Master ブレス系制覇 INT+5 (Will, Norma, Grune, Shirley) One-hit Kill 一撃必殺 ATK+3 INT+3 (All Except Senel) 8. FREQUENTLY ASKED QUESTIONS/TIPS Q. When is this game coming out in North America? A. There has been no official release date set for NA. Some news sites have guessed Spring '06, but these are just that, guesses. Q. Is the game coming out in Europe? A. Unknown at this time. It probably depends on how well it sells in Japan and maybe NA. Q. How can I play multiplayer? A. Unlike previous Tales games, Legendia is 1P only. Sorry. Q. What about secret dungeons? A. At this point in time no secret dungeon for Legendia has yet been discovered. Q. How do I do hi-ougis? A. At this point in time no hi-ougis have yet been discovered. Q. No multiplayer, no secret dungeons, no hi-ougis? This game sucks! A. It's your choice to see it that way if you wish. The gameplay for Legendia might be on the simple side, but story-wise, character-wise, and music-wise, Legendia is the best game in the entire Tales series, IMHO. Q. How do I change characters during battle? Q. How do I throw away items? Q. How do I get the Monster Collection? Q. How do I unlock the music test? A. These do not exist in Tales of Legendia. Q. Where can I get ingredients to cook? A. Eventually the bakery in Werites will sell most of the ingredients that you need. For the seafood items, you'll either have to go to the Mofumofu Village or the merchant in the Quiet Lands. There are two ingredients that are not sold anywhere: Radish and Pudding. Radishes can be found in many treasure chests, while Pudding is found in a few treasure chests, and is also a rare drop of some monsters in the Wings of Light. Q. How come my throws aren't working? A. Read more carefully. A specific throw is limited in what race or weight class of enemy it can successfully throw. If your throw is not working, you are trying to use it against the wrong kind of enemy. Use the Targetting menu (R1) and Spectacles to check what race/weight class an enemy is if you aren't sure. Q. Aren't the elements kind of weird in this game? A. If you think about the story and how important the ocean is to the story, I guess it makes sense that 'water' and 'light' elemental effects from previous Tales games got condensed into one 'Ocean' element. There's no wind element, though, so yes, they are kind of unusual. 9. CREDITS Thanks go to: Namco for another great Tales of game. Shinryu and Aurelious for informing me of planned name changes for the US release. MasterLL for telling me about the ability to return to camp quickly halfway through the Bridge Plains. Shinryu and Holystar for telling me about some items I missed. The only website authorized to post this FAQ is www.gamefaqs.com. If you see this document elsewhere, not only are they posting without my permission, but they likely do not have the most current version of this FAQ. Emails to me asking questions already answered in the FAQ, even if the answers are not in the version you are reading, will be deleted without response. This FAQ Copyright 2005 to Edward Chang. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.