Baten Kaitos: Eternal Wings and the Lost Ocean FAQ/Walkthrough Version 0.3 - 05 January 2005 By darienkd - Please refer to Section IX for legal information a)-- Table of Contents-- a) Table of Contents b) Current Status I) Introduction II) The Characters III) Combat Mechanics IV) Walkthrough: Disc One i) Sadal Suud Frontier ii) Diadem iii) Anuenue iv) Mira and the Path of Souls <--(Walkthrough Progress Indicator) V) Walkthrough: Disc Two i) Alfard ii) Regrouping and Wazn iii) Onward and Downward iv) Loose Ends v) Cor Hydrae and Beyond VI) Magnopaedia VII) Special Combos VIII) Collection Subquests i) Star Map ii) Quzman's Family Tree iii) Animals for Wazn IX) Legals Appendix A) Mathematical Proof for Castle Elnath *------------------------------------------------------------------------------ b)--Current Status-- The current status of this guide is "shaping up well." What exactly does that mean? There is only one section that is currently without information - Section V (Disc Two Walkthrough). The Disc One Walkthrough is underway, but far from complete - it covers Sadal Suud comprehensively. The Magnopaedia presently has information for most of the game's 1022 Magnus, and the number is increasing steadily. 44 out 141 Special Combos are currently listed. The remaining sections - on the characters and mechanics - are in final form, though they will be added to and expanded should new information come to light, or pending suggestions. This document is being actively worked on at present, so expect updates to be rapid. If I don't have the information you need, chances are I will soon. If you absolutely can't wait for that, feel free to contact me, though I can't promise a response, and it is possible that I don't currently have the answer. This guide will shortly contain all the information I have about this game, but presently is a work in progress. I have every intention of making this the most complete, detailed guide to be found on the internet. Thanks to everyone who sent feedback or suggestions; if you sent particular information, rest assured that it was not ignored; a combination of technical difficulties and single-minded devotion to shaping up the walkthrough have simply delayed my organising and incorporating proposed additions. But it is coming. Progress has been steady; work was begun on 26 November 2004. Changelog: v0 (11-26-04): Work began with Magnopaedia. Expanded from there. v0.1 (12-06-04): First public release. Walkthrough of Sadal Suud complete. Sections I, II, III, and IX complete. v0.2 (01-03-05): Walkthrough of Diadem complete. Updated Magnopaedia, Special Combos, and Subquests. Added Appendix A. v0.3 (01-05-05): Walkthorough of Anuenue complete. Updated Magnopaedia, Special Combos, and Subquests. Slight formatting changes. *------------------------------------------------------------------------------ I)--Introduction-- Baten Kaitos: Eternal Wings and the Lost Ocean is an RPG with a twist: a rather unique card-based battle system. This system makes the combat much more fast-paced than in most RPGs, as you never know exactly what you'll be able to do on any given turn, and you don't get much time to decide. Indeed, the game is much more active in many respects than RPGs tend to be these days; it's about 60 hours long, and there's a lot of action and a relatively small amount of cinematic and screen text. And with 1022 different items, there's enough to keep even the most fanatical treasure-hunter interested. The purpose of this guide is to provide information that players of the game may find useful or interesting; I fully intend to keep representation of information found in the manual to a minimum. As such, this guide will be of the most use to people who are already familiar with the way Baten Kaitos is played, and have an understanding of the terms and mechanics involved. Please note that this guide contains a rather heavy quantity of spoilers, and, as that may reduce some people's enjoyment of the game, please judge accordingly before proceeding. So, without further ado, let's get this going. *------------------------------------------------------------------------------ II)--The Characters-- --Kalas-- Kalas is the most balanced of the characters. All of his stats compare favourably to those of the other characters, and there are no outstanding weaknesses.His primary weapon type - the sword - is available in all six elements, with a good proportion of normal-type weapons also, and a decent number of them have status effects. Also, Kalas can use most of his weapons for defense, substantially increasing his versatility and reducing the amount of armour needed in his deck. He can use most of the heavy armour, shields, and helms, and, for most of the game, is the character who can use Guardian Spirit attacks (see section III for more details). --Xelha-- Xelha is very fast, with average scores in the other stat categories. Her primary weapons are spells, and all six elements are represented equally among them. She has no normal-type attacks, however, and none of her attacks is capable of inflicting a status effect. Xelha has difficulty with defense, since her armour is weak compared to Kalas' and she cannot defend with weapons. Xelha is the character who uses Guardian Spirit attacks when Kalas is out of the party. --Gibari-- Gibari has a lot of attack and a lot of vitality, but is by far the slowest of the characters. His primary weapon is the oar, which comes in all six elements, though with wind and water being more common than the others. There are also a good number of normal-type oars, and, like Kalas, Gibari can use his weapons for defense, and they frequently have status effects. Gibari can wear the heaviest armour, though not some of the lighter armour, and can use shields and helms. --Lyude-- Lyude, like Kalas, has very balanced stats, with no major weaknesses. His primary weapon type is the horn, which comes only in light, dark, and normal. Not one of Lyude's weapons can cause a status condition or be used for defense. Lyude can wear most of the heavy armour and helms, but can use only light shields. --Savyna-- Savyna has high speed and attack, but low defense and vitality. also, Savyna has the shortest attack animations, meaning that you have less time for choosing your next card to attack with than you would with any other character. Her primary weapon is the glove, which is available in fire, water, and normal. Exactly one of them can be used for defense, though a good number have status effects. Savyna can wear medium armour and shields, along with a good representation of hoods. --Mizuti-- The Great Mizuti is much like Xelha, though with a lot more defense and a lot less agility. Mizuti attacks with spells - exactly the same spells used by Xelha, which means that, for most of the game, you probably won't have enough spell cards to use both of them in your party at the same time. Unlike Xelha, however, Mizuti has a few normal-type attacks, in her first three finishing moves. Mizuti uses exactly the same selection of robes and hoods that Xelha wears. *------------------------------------------------------------------------------ III)--Combat Mechanics Combat in Baten Kaitos is a matter of playing cards. Every character has Deck Size, Hand Size, ComboMax, and Initial Time stats that are dependent on his Class Level, and are the same for every character at a given level. The others are relatively obvious, but the ComboMax stat determines how many cards you can play in one attack action. Defense is not dependent on this; In a defense action, you can play as many cards as the attacker played against you. --Attacking-- As your class level increases, your hand size increases, which means more options at any given point. Unfortunately, it means more cards to scroll through, and your time is limited. It also extends the length of one combo, but also decreases the amount of time you have to choose your first card. Overall, increasing your class level is highly beneficial for your offense, as it means longer combos (and larger combo bonuses!). But bear in mind that the game will become more hectic and require more quick thinking as you raise class levels. The first confusing thing about the weapon stats is that the elemental power of a weapon is not in ADDITION to its normal listed power, but a part of it. So the Ray of Truth (ATK 48, Light 29), for example, will do 29 Light and 19 Normal damage (modified by Kalas' ATK stat), not 29 Light and 48 Normal. Then there's that peculiar "combo" number. That is simply the earliest point in your offensive combo that this card may be played. For example: our trusty Ray of Truth is Combo 2. That means you CANNOT play the Ray as the first card in an attack - it will be greyed out. After you've already played a card, it will light up and be playable. Obviously, then, cards with lower combo numbers have more versatility, since they can be played sooner in a turn. Nothing sucks as badly as looking at your hand and seeing nine late-combo weapons. Trust me; I know. What if you have all invalid cards? Can you play one? Yes and no. You can play it to get it out of your hand, but it will have no effect whatsoever. Furthermore, your attack combo ends *immediately* as soon as you play an illegal card. No matter your ComboMax stat, you are done playing cards. The elements of your weapons are in matched pairs: Fire and Water, Light and Dark, Time and Wind. No attack can do damage of two opposing types at the same time; they cancel each other out. What does that mean in practical terms? Say you attack with a Death Pendulum (ATK 108, Chrono 65) and a Void Phantom (ATK 225, Wind 135) in the same action (we're ignoring Kalas' attack power for the purposes of this illustration). The 65 Chrono and the 135 Wind will cancel out, leaving a net 70 Wind (and, of course, 0 Chrono). However, the Normal damage of the two weapons will NOT cancel out - the final power of this attack will be 70 Wind and 133 Normal. Sometimes it can be a good idea to play cards of opposing elements in the same action. Ignoring the case in which the monster resists 100% of both elements, sometimes the benefit from increasing a long combo can outweigh the reduced base damage. This is more true, obviously, of weapons with a better ratio of Normal damage to Elemental damage. So how is damage figured? First, the total power of all attacks involved is added together (but still kept separate by element). Next, the total defense of all defenses played is subtracted from that, element by element. After defense is figured, any weaknesses and resistances are applied, and the damage is de-elementalised and merged into one number. After that, any healing effect is applied. Finally, any combo bonus is applied, and the resulting sum is the damage done. Sort of complicated, yeah; the most important part from the player's point of view is that combo bonuses are the LAST thing to be applied, and therefore the monster has all possible chances to trivialise the damage before your Final Straight Sunset can make it huge. Most notably, if you were thinking of sneakily slipping the Broken Earth Sphere into your attack to try for the Sunset, keep in mind that the 1000 HP heal effect will be applied to all the damage you do with the other eight cards AFTER all defense and resistances, but BEFORE the bonus. You're almost always better off just taking the regular 8 straight. So how do those combos work, anyhow? If ALL the cards played in one action are in matched pairs or one long sequence, you'll get a damage bonus. The size of the bonus ranges from a trivial 10% for one pair up to an amazing 306% for The Final Straight Sunset (straight 9 to 1). Straights are worth more than sets, and a few large sets will be worth more than several small sets. But if you have even one card played that doesn't fit a set or straight, or one illegal card, you get no bonuses for anything you played. So consider carefully. Sometimes (often, in the late game) it's worth not playing your maximum hand size in order to preserve a large combo bonus. You have to figure the damage you'll gain from adding another attack against the damage you'd get from the bonus. And you have to do it quickly; the game won't wait for you. Hey, you'll get the hang of it. --Finishing Moves-- Every character has nine "finishing moves" ("arcane spells" for Xelha and Mizuti). Each character's are different. As the numbers increase, so does the power (and the combo number - level nine finishers are Combo 7!). As a rule (as long as you take the old finishers out of your deck as they become obsolete), these attacks do much more damage than your normal attacks. But they must be the last card you play. If you play one before you reach your ComboMax, it will end your attack turn immediately. They are useful, and powerful, but don't include too many in your deck, because you'll start to run out of options if all you have is finishers. Three is probably plenty. --Guardian Spirit Attacks-- Every so often, you may notice that one of your cards will change into a different card during battle! If this happens, it is always on the last card of the turn - so if you don't play all the way to your ComboMax, there is no chance that one will appear. These magically appearing attacks are called Guardian Spirit Attacks, and they are seriously powerful. But they do have a few drawbacks. First of all, there is one attack for each element (no Normal-type spirit attack), and whichever one you get will be totally random. It pays no attention to what your target is weak or strong against, or to what elements you've already played, or to what numbers you need to extend your combo. Whatever comes up comes up, and, if you can't use it, that's just too bad. The second associated drawback is that you have no say over which card gets replaced with the spirit attack. It may replace a card that would have helped you much more - a strong finisher of the right element, say. Losing Lord of the Wind to Lingering Time when you're already played eight wind attacks is NOT fun. So how can you determine when these will show up? Well, you can try to keep up a good relationship with your characters. They talk to you periodically; if you say the right things and maintain a good partnership, you will see more spirit attacks. Also, most of the time, the only character who can have spirit attacks is Kalas; the exception is while Kalas is out of your party - during that time, Xelha gets them. Beyond that, you can't do much. I've never seen a spirit attack appear when my target is a party member, but I also don't often play healing items until my ComboMax. So it may be possible. --Defending-- There is precisely one thing that's hard about defense: often (read: most of the time) you won't move quickly enough to play your first defense card. Many monsters, especially in the mid-to-late game, give you only about one second to play your first card before it's too late, and that's not enough time. So take advantage of the fact that the game opposes your total defense against the monster's total offense; you don't HAVE to block every strike if the defenses you play are good enough. You will get as many defense actions as your opponent takes attack actions, regardless of your class level. To be considered, of course, is the combo number on any given defense. *Most* actual defense cards are Combo 1; all weapons, however, are at least Combo 2 if they can be used for defense at all. Unlike offense, however, your defensive turn does NOT end if you play an illegal card. That card does nothing, and you will be unable to get any combo bonuses, but you may continue playing cards. So you can use defense as an opportunity to get unwanted cards out of your hand (if, say, you're setting up for a special combo), or, if you have no defenses, you can throw things away and hope that you draw one. Elements on defense can be slightly confusing. The gist of it is, you want to play cards of the OPPOSITE element from the attack being used against you. So to stop Fire damage, play Water cards. And so on. If you should happen to play cards of opposing elements, they will cancel out, just like on offense, so be careful. Of course, the Normal defense will not cancel, so feel free to play armour of opposing elements if you're just playing it for the Normal defense. Combos on defense can seem a lot less powerful than on offense, but that's just because the numbers are smaller. Don't be fooled. Defensive combos obviously can't ever go higher than 100%, and the highest I've seen is in the high eighties. But defensive combos are *very* important. The reason is: there are six different elements involved in the damage process, and you can't really count on always having the right defense. If you want to fiddle with your decks between every battle, you can tune them pretty sharply, but it's still never a guarantee. And if you don't draw any Water cards, you'll take full damage from any Fire attack, no matter how much Normal defense you pile up. The solution is combo bonuses. If you can't block the type of damage it's doing, just focus on stringing together the longest, most impressive combo you can. That's almost as good, really. The other thing to watch out for is your resistances. There are eight different status effects, and each character has eight resistances to correspond. The catch is, they're all zero unless you modify them. One way to do this is through equipment - each piece of equipment has resistance levels associated with it. The other way is by playing cards on your defensive turn that give you resistance bonuses. So if you notice a lot of a particular status attack where you are, fill your decks with cards that grant bonuses to resist that attack. And, no, raising your Death resist to 100 does NOT make that character unkillable. It just means no instant-death attacks will work. If your HP goes to zero, you're still dead. Sorry. --Other Cards-- There are a lot of cards available that neither deal nor reduce damage, and don't affect your resists. Almost all of them are played on your offensive turn. They range in effect from healing to stat modification to taking pictures of things to "can be used when attacking, but nothing happens." The most important thing to realise about these cards is that they are not used up when they are played. So with proper amounts of healing cards in your decks, you should have no problem keeping your HP up without exhausting your supply of Shish Kebabs and such. The next most important thing to realise is that you will never be able to do anything in combat that isn't the result of playing a card. So if you want to be able to escape from battle, make sure you have cards that do that. If you want to be able to bring people back to life during battle, you need cards that let you - you can't use those Wheat Crackers while you're fighting. Why would you ever play a card that "can be used but does nothing?" There are a few possible reasons. The most important is that such cards are frequently part of special combos. In addition, if you're searching for weapons or trying to extend a combo, such a card, though it does nothing, does not end your attack turn nor does it break a combo (provided the number fits, of course). There have been plenty of long combos I've played with a Large Teamug right in the middle. *------------------------------------------------------------------------------ IV)--Walkthrough: Disc One-- Once you select your name and sex, the game begins in earnest. There is some narration to sit through, however. i)--Sadal Suud Frontier-- Note that the Shawras found throughout this area have a chance of dropping the Star Map fragment Vela (395). --Kalas' Inventory-- Short Sword (1) x6 Saber (2) x3 Long Sword (3) Ice Dagger (4) Leather Jacket (100) x2 Ice Armor (101) Power Helmet (140) Buckler (180) Round Shield (181) Camera 1 (230) Green Bananas (634) Bamboo Shoot (781) Aged Buckle (444) Shish Kebab (Small) (504) x2 Shish Kebab (Medium) (505) Wheat Crackers (521) Note that the last three are Use Magnus. This is the only time a character will join your party with Use Magnus. After you gain control of Kalas, look around the house. You can pick up a Shish Kebab (Small) in the leftmost box at the bottom edge. Larikush himself doesn't have much to say at this point, but his assistant can provide you with useful information about basic gameplay. So talk to her if you need to know that. Once you're done with that, step out into the village. --Cebalrai Village-- Important NPCs: Larikush, Maynee Normal Magnus: Shish Kebab (Small) (504) Shish Kebab (Medium) (505) Fire Burst Lv 1 (239) Dark Flare Lv 1 (242) Ice Dagger (4) Shampoo (698) Quest Magnus: Blank Magnus (972) x4 Explosives (1015) Mountain Apple (1000) Pow Milk (977) Stoked Flame (975) Valuables: Maynee's Pendant Star Map Pieces: Puppis (396) Quzman's Relatives: Surayj Animals: Shop: Bamboo Shoot (781) - 160G Wheat Crackers (521) - 300G Long Sword (3) x2 - 200G Safety Hood (160) - 40G Shish Kebab (Small) (504) x2 - 30G The first screen of the village contains nothing of importance yet except for the game's first save point. Save if you like, then proceed to the left to the next screen. The building directly above Kalas is the stable; there's nothing to do in there right now. On the lower right is the shop. The building directly above the shop has features of interest - talking to the old lady will get you a Shish Kebab (Medium), and searching the lower dresser you'll find a Dark Flare Lv 1 that Kalas can't use, but which will be helpful soon. Once you get those, enter the top building - the Mayor's house. In here, you'll find a Fire Burst Lv 1 in the stone shelf next to the bookshelf. There's nothing else of importance here, so talk to the Mayor and get going. Your last stop here in Cebalrai is to talk to the girl in pink standing near the exit. After that scene is over, leave the village, and head for Moonguile Forest (over the Mayor's protests). --Moonguile Forest-- Important NPCs: Normal Magnus: Voice 1 (233) Leather Hat (161) Bamboo Shoot (781) Flame Sword (5) Fire Burst Lv 1 (239) Ice Dagger (4) Escape (229) Quest Magnus: Pristine Water (973) Dead Bluebird (1008) Valuables: Star Map Pieces: Quzman's Relatives: Hawqal Animals: Monsters: Shawra (HP ~14, attacks Normal, Wind -30%, 2 XP) Unuk (HP ~25, attacks Normal/Fire, Water +30%, Fire -30%, 4 XP) Saber Dragon (See detail) Lord of the Spring (See detail) Destroy the Shawras, collect the Voice 1, and head up. The first thing you'll see on the next screen is a man sitting against a log. He'll give you combat advice if you talk to him. Head up to find an Unuk. Ignore the treasure on the other side of the log - you can't get it yet. Follow the shoreline north of the Unuk to find a Shawra and a Leather Hat that Kalas can't equip. On the other side of the stream are two Shawras - past the South one is a Bamboo Shoot that you may want. Head past the north Shawra to continue on. What's that noise? The Saber Dragon is attacking the girl! Though, really, it's mostly pulverising her buddy armour. Kalas to the rescue! Time for your first boss fight! --Boss: Saber Dragon-- HP: ~240 Weaknesses: Water (80%) Resistances: Fire (80%) Attack Types: Normal, Fire XP: 40 Drops: Blue Storm (275), Fire Burst Lv 1 (239), Draco (394) After disposing of the Saber Dragon (No big challenge, really), We get the first hint of sexual tension between Kalas and "girl," whose name is now revealed to be Xelha. After lengthy chatter, Xelha will join the party. --Xelha's Inventory-- Fire Burst Lv 1 (239) x2 Aqua Burst Lv 1 (240) x5 Light Flare Lv 1 (241) x3 Dark Flare Lv 1 (242) Leather Vest (120) x 2 Heat Robe (121) Leather Hat (161) Bananas (635) Green Bananas (634) Voice 1 (233) Dance of Light (284) Bamboo Shoot (781) Fancy Anklet (454) Change Xelha's deck around to suit your needs, then head north into the next area. You'll find yourself in a twisting room with a sign you can't read. Ignore it for now. Head between those arches, fight the Shawra, and collect the Flame Sword. You'll want it for the next boss battle. Head back out and take the path to the north. Go through the Shawra and the Unuk, and get the Fire Burst Lv 1. You'll want that for the boss, too. To continue, head to the west. You'll have to swing south around the big clump of trees and then up north, where there's another Shawra. Once that's done, head through the arch to the red flower and save. There's another boss immediately to the north. Equip as much fire stuff as you have, and then get ready. Head north, watch the text, and then: --Boss: Lord of the Spring-- HP: ~300 Weaknesses: Fire (80%) Resistances: Water (80%) Attack Types: Normal, Water XP: -- Drops: Scale Buckle (445), Wild Strawberry (371) The only real hardship you'll face fighting the God of Sog is that Xelha has exactly one piece of fire-elemental armour and Kalas has none. So you'll be taking the majority of that water damage. Fortunately, it's not very much, and his staying power leaves much to be desired. You shouldn't have any more trouble with this guy than you did with the Saber Dragon. After some spooky foreshadowing and an encounter with the ubiquitous Empire, you'll find yourself back in Cebalrai, and without that treasure you've been eyeing that's right next to the spring. You'll have to go back for it. Back in Cebalrai, you're in trouble. The mayor gets mad at Kalas and banishes him from the village! Fortunately, that doesn't actually have any effect on Kalas' ability to enter the village. What it amounts to is the mayor will bitch at you if you talk to him. So there's that. Once you level up, go talk to Larikush. He'll give you four blank Magnus, and tell you to get him an apple. They're in the barrels right outside his house. Bring one back, and he'll give you an Ice Dagger. Take the Explosives and go. Head to the stable and get two Pow Milk, then to the mayor's house and get a Stoked Flame. Head to the other house and give the girl one of the milks, and she'll give you a Star Map piece. Talk to Maynee - the purple-looking girl by the village exit - and she'll give you Maynee's Pendant. Then go back to Moonguile. Make your way to the log with the treasure behind it. You'll be prompted for a Quest Magnus. Use the Stoked Flame. The log will burn away, and you'll have a clear shot at the Ice Dagger behind it. Head back up to where you fought the Lord of the Spring, ignoring the birdcatcher for now. Take the Escape and then approach the spring itself to get two Pristine Water. Head back to the south, and use the Pristine Water on the dirty sign. It will become readable. The sign is a very minor hint about an event *much* later in the game, but isn't important beyond that. Talk to the birdcatcher now. Agree to help him. Basically, head north like you're going back to the spring, but don't actually change areas. Then turn around and head back. That should about do it. Return to him, and he'll give you the dubious privilege of taking some Dead Bluebirds. I know, I know, you probably feel kinda like a dick right now, but you have to do it. Take a Bluebird and head toward Nunki Valley. --Nunki Valley-- Important NPCs: Normal Magnus: Flame Shield (182) Frozen Shield (183) Secret Recipe 1 (753) Quest Magnus: Pristine Water (973) Valuables: Rainbow Spider's Web Star Map Pieces: Quzman's Relatives: Animals: Monsters: Shawra (HP ~14, attacks Normal, Wind -30%, 2XP) Unuk (HP ~25, attacks Normal/Fire, Water +30%, Fire -30%, 4XP) Doomer (HP 36-45, attacks Normal/Fire, Water + 100%, Fire -100%, 7XP) Nunkirantula (See details) Head straight north through the first Unuk and jump across the water. Jump west to the ledge. Follow it all the way south to an Unuk and a Flame Shield. Head back to the entrance and climb the log to the west platform. There's a Shawra and a Frozen Shield to the south, and a Shawra and an exit to the north. Get the treasure and go. Approach the pile of rubble and use the Explosives. It will be destroyed. So will the one on the other side of the river. Fight the Unuk and head up and around to a few more Unuks. Once they're disposed of, you can continue northeast to the next area, or hop some stones and fight a Unuk if you want to talk to the guy on the other side of the river. He doesn't say anything interesting, but this is your only chance if you want to do it. On the next screen, you'll be confronted by a pair of Doomers. You've never seen these before. They're tougher than anything you've encountered previously, but nothing you can't handle. Take 'em out. You can talk to the waterfall guy, but there's not much point to that yet. So go around behind him and get the Secret Recipe 1. This is a dead-end, so you'll have to head back to the previous area, hop across the stones, and go northeast from there now. If you don't have a Pristine Water with you, you can get one from the pool here. On the other side of the waterfall room, now, you'll notice a man sitting on the ground. He'll give you combat advice if you need it. Failing that, head up the ladder, carve through the Doomers, and you're all done here for now. As soon as you leave Nunki valley, defy common sense and return to Cebalrai. Get one more Pow Milk. Then continue on to Pherkad. --Pherkad-- Important NPCs: Palolo III, Quzman, Rodolfo Normal Magnus: Dark Flare Lv 2 (248) Shish Kebab (Medium) (505) Pine Tree (621) Fire Burst Lv 2 (245) Ice Dagger (4) Shadow Wings (276) Chain Mail (103) Wind Blow Lv 1 (244) Voice 2 (234) Mink Coat (123) Quest Magnus: Nameless Flower (1014) Pebble (986) Mountain Apple Wine (1013) Stoked Flame (975) Weak Flame (976) Family Tree (1021) Popular Pickup Line (967) Stagnant Water (974) Mountain Apple (1000) Valuables: Guestroom Key Star Map Pieces: Pyxis (398), Aquarius (397) Quzman's Relatives: Quzman, Taymiya, Sabin, Rushd, Sallam Animals: Shop: Shish Kebab (Small) (504) x5 - 30G Wheat Crackers (521) x2 - 300G Flame Sword (5) x2 - 250G Chain Mail (103) - 120G Light Flare Lv 1 (241) x2 - 230G Wind Blow Lv 1 (244) - 260G Mink Coat (123) - 350G Bananas (635) - 180G Chunk of Ice (606) - 100G Monsters: Imperial Soldier (HP ~70, attacks Normal/Fire, Fire - 20%, Water + 20%, 11XP) Giacomo (See details) As soon as you enter Pherkad, head to the flower bed you can see on the right and water it. Take the Nameless Flower. After that, look for an old lady who periodically walks down the street. Talk to her to get a Dark Flare Lv 2. Talk to the girls by the entrance to get the Star Map piece Pyxis. You can give the complaining girl a Mountain Apple if you want, but she'll just give you a Pebble, and you don't need that. The building on the left is the bar; you'll be able to get Mountain Apple Wine here later in the game, but there's nothing of importance in there now. There's a Shish Kebab (Medium) on the far-right bookshelf in the first house on the right, though. Take it, then take the right passage directly above that house. There's a blue flower here, and a shop in the upper-right. Get what use of them you can. That's all there is out here right now, so head back in and go to the next house up on the right. There's a Pine Tree in the potted plant on the south wall. You can also get a Stoked Flame in here if for some reason you want one. Head out and up to the next screen. The house on the right is Quzman's. Enter, and you'll be able to start the second collection subquest - he'll task you with finding his relatives, scattered all over the world. He'll give you the Family Tree and explain what you have to do. Aside from Quzman and Taymiya, who are in the house, if you head back to the docks you can get three more right away. Sallam is the blueberry-looking boy running around. Talk to him and he'll sign. Rushd is sitting on the wall. Give her that Dead Bluebird you picked up and she'll sign. Once Rushd signs, her father Sabin (standing next to her) will, as well. You can go back to Quzman's and talk to them if you want, but there's nothing to do there except get a Weak Flame if for some reason you want that. Next, head north to the manor.The guards won't let you in. After the scene with Palolo III, head south two screens and go back into the lower-right house. Talk to Palolo for a while, then go back to Nunki Valley and prepare for a boss fight. Nunki valley's exactly how you left it. The man in the waterfall is a relative of Quzman's, but he won't sign yet, so don't bother. He'll be a while. Head south one screen, and jump across the stones to where the Nunkirantula is. He's hard to miss. Oh, and grab a Pristine Water while you're here. Then put on your best Fire-type gear, and get ready for: --Boss: Nunkirantula-- HP: ~350 Weaknesses: Fire (50%), Wind (30%) Resistances: Water (50%) Attack Types: Normal, Water XP: 130 Drops: Duel Sword (6), Light Flare Lv 2 (247) The Nunkirantula is tougher than anything you've seen yet. In fact, he might actually give you some trouble. He has decent water attacks, and good defense, which he can raise using the Hardening Wax ability. His attacks are also rapid; you may miss defense opportunities if you're still getting accustomed to the gameplay. Once the Nunkirantula is no more, head back to Pherkad. You should have a Pressed Flower by now. If you do, give it to the girl by the flower bed in exchange for a Popular Pickup Line. You can only get this particular instance of the Pickup Line once, so don't throw it away. Before you go following Palolo, enter the top-right house - the one with the painting. Talk to the woman and give her the Pristine Water. She'll give you Aquarius. Enter Palolo's hideout. Pilulu, on the left, can give you advanced battle advice, if you want. Failing that, talk to Palolo. He'll sneak you into the mansion via the well. Important bit about the Mansion: you can come and go as you please, using the secret passage, *until* you've been to the roof. Once you go up to the roof of the Mansion, you won't be able to get back in for a LONG time. So make sure everything you want to do in the Mansion is done before going up there. That being said, the Mansion itself has a lot of stuff to do. You can get Weak Flame in the entryway, but don't. You don't need it. Head up the steps into the hall, and you get to tangle with some Imperial soldiers! They're not too bad, as long as you equip all your Water armour instead of that Fire stuff you used on the Nunkirantula. If you timed it right, you should have a Pow Milk Yogurt and a Pow Milk Cheese now. If you do, head up the stairs on the right immediately. You can use them both in the room up here. The woman walking around will give you a Fire Burst Lv 2 in exchange for the Yogurt, and the woman standing at the counter is Al-athir, one of Quzman's relatives. That's all there is here, so stop by the blue flower and go back down the stairs. The first room at the base of the stairs has two Imperial Soldiers and some Stagnant Water and Nameless Flowers in it. Kill the Soldiers, but ignore the Water and Flowers. There's also an Ice Dagger in the desk between the beds. The next room over is locked. Skip it for now. The one following contains a maid who gives you information, a monkey that doesn't do anything yet, more Flowers and Water, and the Shadow Wings Magnus. Make sure you get that. The last room over is locked, so head up the stairs. Take out the guards, grab the Chain Mail, and enter the room. Take the Wind Blow Lv 1 and the Guestroom Key. Watch the scene with Rodolfo, then leave and go back down the stairs. The first locked room you'll come to contains Aljeemo. Give him Maynee's Pendant and he'll give you Voice 2. There's a Mink Coat in the desk, and the typical Stagnant Water and Nameless Flowers. The other room is where Xelha is. After the dialogue, she rejoins your party. You can also find a Shrike Statue and Chronos Blow 1 here, along with the Water and Flowers. Head up the stairs to the right, stop to level Xelha up, and then proceed to the roof. Once on the roof, Kalas and Xelha will chase Giacomo onto the Goldoba, and the boss battle will begin: --Boss: Giacomo-- HP: ~800 Weaknesses: Water (30%), Light (30%) Resistances: Dark (30%), Fire (30%) Attack Types: Normal, Fire, Dark XP: -- Drops: Sparkle of Life (285), Chronos Blow 1 (243) Giacomo can be tough, because he can take two actions every turn and you can't defend against the dark yet. Like the Lord of the Spring, though, he doesn't have much staying power. Keep plugging away and he'll be down pretty quickly. After the fight, Giacomo blows Kalas and Xelha back off the deck of the Goldoba. They are automatically run out of the Mansion. That treasure on the roof? It's a teaser. You won't be getting that for a *long* time. It's time to wrap things up before we press onward. Once you leave Sadal Suud, you won't be able to come back for a long time, so do what you need to do. You should leave Sadal Suud with the Popular Pickup Line, some Pow Milk, and a Mountain Apple, which you can now get from the man at the fruit cart in Pherkad. Before you leave, though, there are two more members of Quzman's family to get: Surayj is in the Stable in Cebalrai, and Hawqal is the bird- catcher in Moonguile Forest. You can get them now, or wait until later - it doesn't really make much difference. But make sure you stop by Cebalrai long enough to get the Shampoo from Maynee. When you're all done, get on the liner to Diadem, Land of the Clouds, and part two of the walkthrough. *------------------------------------------------------------------------- ii)--Diadem, Land of the Clouds-- --Nashira-- Important NPCs: Anna, Lyude, Old Fortune Teller, Reblys Normal Magnus: Shortcake (Small) (511) Fire Burst Lv 2 (245) Scale Shield (184) Fire Yell Lv 1 (200) Pine Tree (621) Feathered Hat (162) Shako (164) Quest Magnus: Salty Water (995) Salt (996) Stagnant Water (974) Valuables: Star Map Pieces: Carina (399) Quzman's Relatives: Maymun Animals: Shop: Power Helmet (140) - 30G Shish Kebab (Medium) x2 (505) - 75G Wheat Crackers (521) - 300G Chestnut Truffle (523) x2 - 100G Silver Buckle (446) - 2500G Flame Sword x2 (5) - 250G Duel Sword (6) - 900G Frozen Shield (183) - 700G Fire Burst Lv 2 (245) - 950G Aqua Burst Lv 2 (246) - 950G Mineral Water (607) x2 - 50G Honey x2 (774) - 200G That pickup line you're carrying is on a relatively short timer, so the first thing to do when you get to Diadem is find the guy who wants it. Head west once and south two screens to get into the centre of Nashira. Head into the building on the far east of town - the bar. In the far corner is a man looking very troubled. Give him the pickup line. Come back later for your reward. Now that that's out of the way, you can properly look around Nashira. You'll find a Shortcake (Small) in the barrels in the northeast corner of the bar, and that's everything here for now. Head back out to the town. Directly south of the entrance to the bar you'll find a Fire Burst Lv 2. On the far west, there's a Scale Shield. While you're over here, talk to Lyude. Then head back toward the Liner. There's nothing of consequence to do on the bridge, so enter the storage area. Examine the jars with the red stripes and you'll find Salty Water, but you don't need that right now. The pots right below them contain a Fire Yell Lv 1. You can get Salt from the sacks, but you don't need that either. Up the stairs, you'll find Quzman's daughter Maymun. She'll sign without a struggle. There's a Pine Tree in the jar immediately west of her. Return to town, and go to the first house to the east. You'll find the Star Piece Carina in the boxes on the east wall. The barrels to the north contain stagnant water you don't need. Talk to the Fortune Teller and leave. The next building over is the shop. Buy the Power Helmet, the Mineral Waters, at least one Honey, and, if you can scrape up the money (which shouldn't be too hard), the Silver Buckle. The next (and last) building contains a Feathered Hat on the top bunk. The back room contains nothing of importance. Return to the bar and talk to the guy you gave the Pickup Line to. He'll give you a Shako. Then talk to Anna, the bartender. Reblys will enter and cause a scene, and then Gibari will join your party. --Gibari's Inventory-- Double Paddle (31) x5 Mosquito (32) x4 Stream Blade (33) x3 Flame Mail (102) Chain Mail (103) Calm Helmet (141) Frozen Shield (183) x2 Scale Shield (184) Aqua Yell Lv 1 (201) Voice 1 (233) Dragon Uppercut (293) Crystal Shot (294) Chunk of Ice (606) Mineral Water (607) Grapes (542) Bamboo Creel (464) Once Gibari has joined your party, you're all done here. You can go either to the Cloud Passage (by leaving town) or to the Lesser Celestial River (via Gibari's boat). There's nothing to do in the Cloud Passage, and the monsters there are liable to treat you *very* unkindly. Plus, the only thing you can find there is Salty Water, which you can get in Nashira. So go to the River instead. --Lesser Celestial River-- Important NPCs: Normal Magnus: Chaos Edge (7) Mana Stone (372) Stream Blade x2 (33) Camera 1 (230) Fire Burst Lv 2 (245) Century Veil (163) Hemp Creel (465) Cloak of Dark Night (124) Heron Statue (377) Quest Magnus: Thunderfish Bone (1012) Valuables: Star Map Pieces: Quzman's Relatives: Rustah, Hisham Animals: Monsters: Pul-Puk (HP 110, attacks Normal/Water, hit to Freeze, Water -80%, Fire +80%, XP 13) Cancerite (HP 125, attacks Normal/Water, hit for Sleep, Water -50%, Fire +50%, XP 16) Thunderfish (see details) Striper (HP 175, attacks Normal/Wind/Fire, hit for Poison, Wind -50%, Chrono +50%, XP 25) The monsters here are all strong against water, and all have water-type attacks, so minimise the water content of your decks before heading out. Immediately north of where you start, you'll find a Chaos Edge. Head to the west and fight the Pul-Puk. You can't get the treasure to the west just yet, so ignore it and head north. You'll be ambushed by Cancerites jumping across the rocks, so be prepared for that. Once across, you'll see more Pul-Puks. Beat them and claim the treasures: the Mana Stone and a Stream Blade. Cross the next few rocks and go to the next screen. You'll see a Pul-Puk right away upon entering. Beat it, and take the Camera 1. You then have two path choices; take the eastern path. It leads to a Cancerite and a Fire Burst Lv 2, and then ends. Go back and take the western path now. Once again, you'll face a Cancerite ambush. Beat it, and head over to the waterfall. You'll need to time your movement so that the waterfall doesn't hit you. If it does, you'll be washed back down the path and have to face the ambush again on your way back over. On the other side is a red flower and a Century Veil. Continue east to fight a Pul-Puk and proceed to the next area. As soon as you enter the next area, you'll be attacked by the Thunderfish. --Boss: Thunderfish-- HP: 1000 Weaknesses: Fire (+50%), Dark (+50%) Resistances: Light (-50%) Water (-50%) Attack Types: Normal, Water, Light, hit to Poison XP: 260 Drops: Energy Wave (277), Silver Anklet (456), Pisces (402) The Thunderfish shouldn't give you too much trouble. You won't really be able to block the light damage, but, fortunately, it isn't very much. Most of its attack power is in normal damage. The poison is a nuisance, but its poison attack is always a single-out attack that does no immediate damage, so, in a way, it's a reprieve. And, if you brought Mineral Waters, you can cure the poison anyhow. As soon as you beat the Thunderfish, turn around and go right back into the area in which you fought it. Head north, and ford the waterfall at the shallow part. You'll be ambushed by a Cancerite, and there's a Pul-Puk on the other side. Take care of them and head west, picking up the Hemp Creel on the way. This screen is actually the lower part of a section of the Cloud Passage, so you'll get a chance to fight some nasty monsters. The Stripers in here can put up a heck of a fight. Make your way through the first one, then head around the south bend to rescue the drowning man. His name is Rustah, and he's one of Quzman's relatives. Go west through another Striper, then south. You'll have to jump across some rocks to get there. Then head all the way west to another drowning relative. This one's called Hisham. There's a Stream Blade hidden underneath the clouds near where you landed, so get that, too. You're done here now, but instead of going back the way you came, head a little bit south. You'll find a spot where you can jump across a rock. Going this way leads to a Cloak of Dark Night - the treasure you could see before your fight with the Thunderfish. Then you're all done - head back through the Thunderfish area to the red flower. Back in this area, you'll notice the skull of the Thunderfish is stuck on a rock. Go over to it - the waterfall is no longer running, in case you thought you could be sneaky and avoid the Cancerite ambush - and you'll be given the option to help it on its way. Do so, then follow it south a screen. Head up to it again, and pick the same option. Now, with the bone in the way, you can get the treasure that was unreachable before. It's the Heron Statue. Then you can take the Thunderfish Bone, if you want it. Leave it alone for now. Note that, if you happen to take the bone for whatever reason before you get the Statue, you can put it back just as easily. Now you're done here. Go back to Nashira. Once you get back to Nashira, you're stuck here for a while. The town is crawling with soldiers. Go to the bar and talk to Reblys. He'll tell you to find Anna. She's in the warehouse fighting with some soldiers. Once you've talked to her, go back to the bar and talk to her again there. She'll show you out of town through a secret passage. Then it's on to the Cloud Passage. --Cloud Passage-- Important NPCs: Normal Magnus: Aqua Burst Lv 2 (246) Quest Magnus: Cloud (978) Salty Water (995) (Before beating Thunderfish only) Valuables: Star Map Pieces: Cygnus (400) Quzman's Relatives: Qutayba Animals: Monsters: Striper (HP 175, attacks Normal/Wind/Fire, hit for Poison, Wind -50%, Chrono +50%, XP 25) Albireo (HP 150, attacks Normal, Wind -50%, Chrono +50%, XP 20) Iron Beetle I (see details) As soon as you enter, you'll see Stripers. They shouldn't be hard for you to handle now, with Kalas and Xelha at Class 3. The only thing to watch for is that that Century Veil is the only Time-elemental armour you have to date, so you'll be taking full damage from the wind attacks. Traveling on down the path leads to two more encounters with Stripers, and then to the next area. This area you'll recognise - you're now on the top part of the place where you saved the two boys from drowning. Take the west fork, beat the Striper, and talk to the man at the end of the path. This is Quzman's Son-in-Law, Qutayba. He won't sign unless you've rescued his sons. Then go up the east fork, fight a striper, and proceed. This area has another fork. Start with the east path this time. Carve up the stripers and the albireos, and go onward. The only thing you can get to here is the cloud reeling machine. Turn it on, and you can gather Clouds. Take two, then go back a screen and use one to extend the cloud that stretches between the forks. Cross the bridge, and head north. Fight the stripers and albireos here, and head up the eastern path. Use your Cloud here to make a path across to some more monsters, a save point, and the only treasure to be found in the Cloud Passage: Cygnus and an Aqua Burst Lv 2. Then head around west and try to leave. You'll be attacked by the Iron Beetle. --Boss: Iron Beetle I-- HP: 1500 Weaknesses: Water (+30%), Light (+30%) Resistances: Fire (-30%), Dark (-30%) Attack Types: Normal, Fire, Dark XP: -- Drops: Soul Flash (286), Shark Tooth (381) The Iron Beetle is in the habit of raising its attack power using Nitro Boost, so you can take some pretty big damage pretty quickly here. With any luck, your defensive and healing items are up to the task. You can't do a thing about the large dark damage, unfortunately, so fight quickly and bring ample healing items. Fortunately for you, the Beetle attacks only every other round. Unfortunately, its Voldocannon hits hard enough that even after you play defensive cards, you'll still take around two hundred damage. Xelha's big light and Gibari's big water attacks will help a lot here. After the Beetle's down, exit west to get back to the map, and move on to Sheliak. --Sheliak, the Castle Town-- Important NPCs: Normal Magnus: Light Flare Lv 2 (247) Clock Shield (185) Red and Blue Pencil (784) Ray of Truth (8) Calm Helmet (141) Voice 2 (234) Fading Notebook (714) Flash Armor (105) Savings Book (696) Butterfly (34) Quest Magnus: Nameless Flower (1014) Stoked Flame (975) Valuables: Star Map Pieces: Quzman's Relatives: Animals: Shop: Shish Kebab (Medium) x2 (505) - 75G Wheat Crackers (521) - 300G Chestnut Truffle (523) - 100G Ray of Truth (8) - 1200G Mosquito (32) - 250G Stream Blade (33) - 520G Shadow Suit (104) - 300G Clock Shield (185) - 1000G Light Flare Lv 2 (247) - 1050G Dark Flare Lv 2 (248) - 1050G Century Veil (163) - 550G Milk (580) - 250G Rooster (820) - 150G Shadow Cornet (59) - 1600G Note that, unlike Nashira, you are *not* stuck here in Sheliak. Despite what the guards at the entrance say, they will let you leave if you try. You won't be able to enter the first building you see just now, so leave it be. The next is the shop. Buy at least the Ray of Truth and the Light Flare Lv 2, and then head east to the next area. Go in the first door you come to. In here is a Light Flare Lv 2 in the cabinets on the east side, a Clock Shield on the shelf along the north wall, and Nameless Flowers (which you don't need) in the pot in the southwest corner. In the next house over is the Red and Blue Pencil - search the desk north of the entrance for it. The bookcase can be pushed to the right to reveal a secret passage into the next house. It leads to a room containing a Ray of Truth and a Calm Helmet. Now exit and come into this building through the front door. There's a Voice 2 in the cupboard north of the entrance, and a Fading Notebook in the southwest corner. There are three stationary guards in the main Sheliak area. The one in the middle wants something to drink. There's no point in bringing him anything. Even if you move fast enough to get a Pristine Water here (and you have to go through Diadem *blindingly* quickly to make it), you still don't get anything. So don't bother. Now try to go to the castle. After a few cutscenes, go steal the imperial "boat." It will take you to Castle Elnath. --Castle Elnath-- Important NPCs: Ladekahn Normal Magnus: Infinity Mask (142) Dark Sword (9) Dark Flare Lv 2 (248) Butterfly (34) Light Flare Lv 2 (247) Chronos Aura 1 (339) Magical Anklet (457) Fading Notebook (714) Fire Aura 1 (335) Dark Yell Lv 1 (203) Flash Armor (105) Shadow Suit (104) Light Aura 1 (337) Dark Aura 1 (338) Aqua Aura 1 (336) Light Yell Lv 1 (202) Wind Aura 1 (340) Wheat Crackers (521) Tempest Shield (186) Glass Earrings (474) Quest Magnus: Diadem Royal Crest (1005) Blank Magnus (972) Pebble (986) Valuables: Ladekahn's Letter Star Map Pieces: Hydra (401) Quzman's Relatives: Animals: Shop: Wheat Crackers (521) x3 - 300G Chestnut Truffle (523) x3 - 100G Shish Kebab (Medium) (505) x10 - 75G Cypress Creel (466) - 350G Monsters: Imperial Elite (HP 230, attacks Normal, hit for Sleep, Light +50%, Dark -50%, XP 31) Imperial Blackhelm (HP 250, attacks Normal/Dark, Light +50%, Dark -50%, XP 36) Iron Beetle V (see details) Before I walk you through the area, I need to provide an introduction to the odd mechanics at work here. You will be given command of the Diadem Knights fighting against the Imperial Soldiers. Every time you encounter a battle, you may send a certain number of knights to battle against the enemy. Your knights are divided into four types: Squires, Apprentices, Knights, and Senior Knights. The enemy comes in only two varieties: Elites (in red armour) and Blackhelms (in black, of course). In addition, every battle you enter will have Diadem knights already involved in the fighting. So how do you figure out how much manpower to assign? It's kind of tricky. Fortunately, I've already done all the work so you don't have to. The weakest kind of knight involved in this melee is the Diadem Squire, so we'll assign him a value of 1. Therefore, the values of all the different troops are as follows: Squire = 1 Apprentice = 2 Knight = 4 Senior Knight = 8 Imperial Elite = 2 Imperial Blackhelm = 4 In addition, all the knights already involved in battle (i.e., the ones you didn't dispatch) are equivalent to an Apprentice (value 2). Those of you who are interested in a mathematical proof of this, please refer to Appendix A. But it's safe to take my word for it. The outcome of any given battle can be one of three things. If the total value of the Diadem Knights is greater than the total value of the Imperial Soldiers, then the knights win. In this case, you don't have to fight the soldiers, and you get a Magnus as a reward for your success. If the values are equal, then the two sides will stalemate. You don't have to fight the soldiers, but you don't get a reward either. If the total value of the soldiers is greater than the total value of the knights, then the knights are defeated. You don't get the reward, and you have to fight the soldiers. So the ideal outcome is for the knights to win every battle - you'll get a bunch of bonus Magnus, most of them rare Magnus that you can't get anywhere else. If you're a Magnus fancier, you'll definitely want to do this - all six Auras are gained as rewards here, and since they'll progress through six levels each, that's thirty-six Magnus that you'll never see unless you help the Knights out. Of course, if you're not interested in Magnus for Magnus' sake, the Auras are not very useful, and you get some decent treasure drops from fighting the soldiers, in addition to the experience (for example, this is the first place you can get the very important Uncooked Rice). So it's up to you. As a final note, don't worry too much about skimping. The amount of manpower you have at your disposal is seriously high. The walkthrough I give will tell you a highly minimal amount of manpower to use to win the battles, but it also leaves you with a bunch left over. According to my figures, the game gives you a total Knight value (including the knights already placed in battles) of 101, against a total enemy value of 52. That's some pretty comfortable wiggle room. So, on to the castle. There's an Infinity Mask at the west end of the dock you arrive at. Get it, go down the stairs, and enter the castle. You'll find a Dark Sword to the west and the Diadem Royal Crest on the north wall. There's no reason to take the crest, though, since the Head Knight blocking the stairs will give one to you when you talk to him. At the base of the stairs, the far right statue has a Dark Flare Lv 2. Enter the combat, and dispatch a Squire and an Apprentice. You'll get a Butterfly for the win. The middle statue on this side has a Light Flare Lv 2. Go down the stairs to the next room. The door you see on the higher landing leads to another battle. Be careful not to walk into the Imperial troops, or you'll have to fight them, and you won't get the reward - a Chronos Aura 1. Dispatch a Knight. By the window is a Magical Anklet, and there's a Fading Notebook in the jars on the north wall. Grab them and go back out. Go down the stairs and head east, and fight the Imperial Blackhelm on the north wall. Then go back to the left and fight the Imperial Elites by this door - you won't have any choice. Once they're beaten, go through the door. This is the barracks where you can recruit more soldiers with the Crest. Recruit the Squire, the Knight sitting on the floor by the lower bed, and the Apprentice Knight in the lower bed. Go east to the staircase, and dispatch a Squire and an Apprentice. You'll get a Fire Aura 1. Check the rightmost painting for a Dark Yell Lv 1, then go back to the barracks. Recruit the Knight sitting in front of the lower bed, and the Squire in the lower bed. Then head out and down the stairs. As soon as you enter this room, you'll have to fight an Imperial Elite - there's no way around him. After that, dispatch a Knight and your Squire to the battle by the door. You'll get a Light Aura 1. Then go back up to the barracks. Recruit the Knight and any of the Senior Knights. Return to the large chamber, and go down the stairs. Take advantage of the red flower here. Under the stairs you'll find a Flash Armor and a Shadow Suit. Enter the battle and dispatch a Knight and a Senior Knight. The reward here is Dark Aura 1. Back to the barracks! Grab a Senior Knight and an Apprentice Knight, then come back and exit up the eastern stairs. Deploy a Knight and an Apprentice here. You'll get Aqua Aura 1. You can get a Pebble from the debris on the stairs, but don't bother. The painting on the far right contains a Light Yell Lv 1. Enter the eastern door and dispatch a Senior Knight. The win gets you Wind Aura 1. Climb up through the window to the higher floor. There are Wheat Crackers on the table. Get them and go out to the hall. You'll watch an extended cutscene, then you'll be sent straight into a boss battle with Lyude instead of Xelha. --Boss: Iron Beetle V-- HP: 1900 Weaknesses: Water (+40%), Light (+30%) Resistances: Fire (-40%), Dark (-30%) Attack Types: Normal, Dark, Fire XP: -- Drops: Crescent Buckle (447), Shadow Cornet (59) 1900 HP is a lot. But in addition to that, the Iron Beetle V can use Self- Repair, which, not entirely coincidentally, restores 1900 HP. At least it only does that once. Much like the first Iron Beetle, this one can do a *lot* of damage in one hit. Unlike that other Beetle, though, the Mark V attacks every round (when it's not Self-Repairing). The one saving grace in its attack is that it never hits for Dark and Fire at the same time. Defensively, the thing's a wash - you can do quite a lot of damage to it without any difficulty. Your major weakness in this battle is that Xelha - who was probably loaded down with high-powered water and light attacks - is replaced with Lyude, who is playing with a deck you haven't so much as rifled through yet. And this is made even more galling by the fact that his deck contains a few too many Roosters, Pretty Flowers, and Escapes than you probably want heading into a boss battle. On the up side, he does have big light. The cutscene is still going on the other side of the Beetle. When it's over, you'll be off to the Shrine of the Winds, and Lyude will officially join your party. --Lyude's Inventory-- Krone Horn (56) x6 Assault Trumpet (57) x5 Shining Horn (58) x2 Shadow Cornet (59) x2 Shadow Suit (104) Flash Armor (105) Infinity Mask (142) Clock Shield (185) Tempest Shield (186) Light Yell Lv 1 (202) Dark Yell Lv 1 (203) Camera 1 (230) Voice 2 (234) Overture (302) Concerto (303) Deluxe Sweet Wine (544) Pretty Flower (589) Milk (580) Rooster (820) Escape (229) Dark Red Earrings (473) Now that you have four characters, you need to decide which one won't be used in combat. For the time being, Lyude should be the odd man out - his deck is very raw right now, and most of the monsters you're facing don't care very much about light and dark. So shift him down to the fourth spot, and put Xelha back in play. The leftmost of the solders in the back of the room is a shop, and the rightmost is an inn. Buy the Cypress Creel and rest, then head out the secret passage. The Shrine of the Winds is a very minor area. It has just one room, and the only things in it are a cutscene and a boss battle. --Boss: Lord of the Winds-- HP: 2000 Weaknesses: Chrono (+80%) Resistances: Wind (-80%) Attack Types: Normal, Wind, hit to Poison, hit for Sleep XP: -- Drops: Coral Plant (373), Magic Pen (716) The Lord of the Winds is fairly easy to beat. Just like the Thunderfish, his hit to Poison is always single out. His damage is about two-thirds normal, so you should be fairly capable of defending against him if you've done a good job of accumulating what Chronos-type defense cards have been available. He's also not much of a defender; he can block a good amount of chrono damage, but you have almost no chrono attacks at this point. Gibari's at a disadvantage because of the Lord's mammoth wind resist, but that shouldn't be a big deal. Just be aware that later in the battle, he'll start taking two actions every round and putting people to sleep. That's the only time this could get out of hand. Afterwards, you'll find yourself back in Castle Elnath. I would strongly recommend that you put the Magic Pen and one of your (by now) Blank Notebooks into someone's deck right away; the output from that combo - the Prophet's Notebook - is one of the most useful Magnus in the game. Talk to Lyude, then try to leave the room. You'll automatically rest. When you wake up, you'll be in a different room, and you won't have Lyude. Both situations can be remedied by heading up the stairs and into the next room. After that, you can look around Elnath. If you missed anything before, you can get it now. In addition to that, there are a few spots where you can help clean up the castle. In the first one, you shove rubble to the sides of the hallway to clear it out. It's a bit tricky because the controls are somewhat wonky, but you'll know that you have the rubble in the right place because it will slide the last part of the way of its own accord. Completing that gets you Hydra. For the second, you simply have to absorb all the debris (Pebbles) into Quest Magnus. Once that's done, you get a Tempest Shield and the satisfaction of knowing that it's now possible to walk through the hallway. If you do both of them, you'll also get the Glass Earrings. When you've done that, go back out to Sheliak. The Imperial Soldiers are all gone now. Give some Salty Water (which you could get in Nashira earlier, but you'll have to catch a Cloud and wait for it to transform now) to the guy trying to clean the graffiti off the streetlight, and he'll give you a Flash Armor. Also, giving a Stagnant Water to the Knight running around town gets you a Shadow Cornet. Once you've done that, enter the Mayor's House - the house you couldn't enter before - and check the cupboard on the north wall for a Savings Book. Also, you can get Nameless Flowers from the flowerpot, but you don't need them. The next room over has a Stoked Flame - which you also don't need - and a Butterfly. Once you've done that, it's time to wrap up any loose ends you have here on Diadem. You won't be coming back for a long time, so make sure you've done what you want to do. When you're ready, the Mindeer is at the top of Castle Elnath, waiting to take you onward to Anuenue! *------------------------------------------------------------------------- iii)--Anuenue, the Rainbow Nation-- When you're ready to leave, talk to the Knight standing in front of the Mindeer. Ladekahn will appear and give you the letter to present to Queen Corellia. After that, the game spirits you off to Anuenue. --Anuenue Port-- Important NPCs: Normal Magnus: Explosive Paddle (295) Bamboo Grass Creel (467) Snake Tuba (60) Quest Magnus: Valuables: Star Map Pieces: Auriga (404) Quzman's Relatives: Animals: The area you land in is small, and without much to do. There's a slightly- tricky ladder leading downward (directly south of the obvious ladder going up) that leads to Gibari's Explosive Paddle move. Up the stairs and in the house, you can find Auriga in the cabinet on the north wall. The Bamboo Grass Creel is in plain sight on the east wall. Exiting, walk up the tree limb and all the way out to the left to find a Snake Tuba. That's all there is to do here, so exit right to end up on the map. The only other destination you have to choose from is Komo Mai, so go there. --Komo Mai, City of Flowers-- Important NPCs: Corellia, Principal of the Academy Normal Magnus: Bananas (635) Chronos Blow 2 (249) Magical Piggy Bank (724) Sweetheart Picture (703) Black Scepter (35) Secret Recipe 3 (755) Silkworm (573) Deluxe Bananas (637) Flower Bud (587) Strawberries (585) Hair Dryer (701) Mattress (710) Doll (592) Zeit Robe (126) Quest Magnus: Nameless Flower (1014) Stagnant Water (974) Fantail Duck Egg (982) Weak Flame (976) Celestial Flower Seeds (979) Popular Pickup Line (967) Valuables: Landmark Stone Komo Mai Cookies Star Map Pieces: Quzman's Relatives: Tulun Animals: Shop: Shish Kebab (Medium) (505) x2 - 75G Wheat Crackers (521) - 300G Chestnut Truffle (523) x2 - 100G Fruity Gelatin (522) x2 - 200G Dark Sword (9) - 2600G Marvelous Sword (10) - 4000G Shadow Cornet (59) - 1600G Black Scepter (35) - 2300G Shako (164) - 1250G Light Flare Lv 2 (247) - 1050G Dark Flare Lv 2 (248) - 1050G Peach (616) x2 - 600G Komo Mai is a big city with lots to do. Which is good, since you'll be spending a lot of time here. In the first house on the right, you can get Nameless Flowers, but don't. You can also get Stagnant Water in there, but don't do that either. The next house over is slightly more interesting, in that the Quest Magnus you don't need is at least one you haven't seen before - the Fantail Duck Egg. Also, you could get Stagnant Water here as well. Back outside, if you walk all the way to the south and find the banana cart (next to the laughing couple), you can get Bananas. Follow the path all the way out east until it ends and you'll find a blue flower and the shop. Go in and buy at least the Marvelous Sword, the Light Flare Lv 2, and the Peaches. If you didn't get many Shakos from fighting Stripers, buy that, too. When you're done, go up the loopy stairs to the next area. Once arriving, talk to the old man immediately on the right. You won't be able to get into the palace just yet, so go west into the Academy instead. Go into the first room you come to. In here, you can find a Chronos Blow 2 in the lockers on the east wall. Talk to the student in the middle row on the left side, and he'll ask you to bother the guy in front of him. Talk to the student in front of him four times. For your assistance, the first student will reward you with a Magical Piggy Bank. That's all there is to do here, so leave and enter the next room. Talk to the teacher sitting in the centre of the room. You can find a Sweetheart Picture if you examine the display just north of the teacher. That's all there is in here, so go back out and up into the east side of the Academy. The first room on this side is home to a Black Scepter (in the lockers on the west wall) and Secret Recipe 3 (on the eastern bookcase). The lockers on the east side can't be opened yet, so don't bother. That's all you can do in here for now, so go back out and into the other room. You can get a Weak Flame in here, but there's no need to. Go to the giant flask in the northeast corner and choose to taste the liquid. Talk to the woman standing in front of it, and she'll give you a Silkworm. Talk to the principal, then leave the Academy for now. When you get back out to the city, you'll notice that the portable shrine show is over, and you can get to the Palace now. Do so. Go to the west room, and you can find Deluxe Bananas in the flowerpot by the door. The first room on the east side contains a Flower Bud (in the flowerpot by the door) and Strawberries (on the central table). Queen Corellia's room - the other room on this side - is where you'll find the Hair Dryer (in the vanity on the west), a Mattress (in the bed), and the Celestial Flower Seeds (on the shelf next to the bed). You don't need the seeds just yet, but take the rest and then go up to see Queen Corellia. After the long cutscene, leave the palace. You'll be advised to go to the Ancient Library of Magic. Do so. --Ancient Library of Magic-- Important NPCs: Normal Magnus: Zeit Robe (126) Sforzando (304) Will-O'-Wisp Hat (165) Wave Blade (36) Kite Shield (187) Deluxe Bonbon (518) Fruity Gelatin (522) Deluxe Shortcake (513) Falcon Statue (378) Scarlet Shell (382) Deluxe Cookies (517) Magnum Cornet (61) Silver Sword (11) Ruby Earrings (476) Water Mirror Anklet (458) Quest Magnus: Valuables: Geography Section Key Philosophy Section Key History Section Key Literature Section Key Geography Book Philsophy Book History Book Literature Book Star Map Pieces: Taurus (405) Quzman's Relatives: Tufayr Animals: Monsters: Skeleton Warrior (HP 284, attacks Normal/Dark, Water -30%, Dark -60%, Fire +30%, Light +60%, XP 42) Cursed Spell Book (HP 240, attacks Normal/Fire/Light/Chrono, hit for Sleep, Light -30%, Wind -30%, Water -30%, Dark +30%, Chrono +30%, Fire +30% XP 47) Cursed Grimoire (HP 300, attacks Normal, Water -30%, Light -30%, Wind -30%, Fire +30%, Dark +30%, Chrono +30%, XP 53) Folon (see details) The Ancient Library of Magic is a tricky sort of area. It requires a decent amount of searching and some backtracking, rather than just being a straightforward hike like all the dungeons you've seen to date. It also has a few tricks up its sleeve. The only monster you'll see walking around on the map is the Skeleton Warrior - both of the books will pop out at you when you examine certain bookshelves. I've noted their location in the text; note that when I say "bookshelf X is a Cursed Spell Book," it is actually an encounter with any combination of Cursed Spell Books and Cursed Grimoires, though the latter are significantly less common. All three of the area's monsters are, however, strong against water, and two of them are strong against wind. This means that if you take Gibari, you'll be hitting against a 30% penalty most of the time. The other side of the coin is that Lyude, who has yet to discover a single light-type weapon other than the two he started with, will be at a heavy penalty against the Skeleton Warriors. This is balanced out somewhat by his advantage against the dark-vulnerable spellbooks, though, so it may be worth your while to swap him in for Gibari at this point. Just make sure you put Gibari back in before you fight the boss. The other other side of the coin is that it is quite possible for you, if you follow the walkthrough, to avoid fighting a single book (they're all clearly marked). If you take this option, stick with Gibari the whole time. I can't recommend it very highly, however, since you'll be missing out on a bunch of XP and some good treasure. In fact, the monsters in the Library give out good amounts of very high-quality treasure, including the Chump Change (which will be useful after it evolves a time or two). So I'd suggest fighting as many battles as you can. One final note: the Skeleton Warriors have a skill called Nether Whistle. This skill brings any defeated Skeleton Warrior back to life with half HP. This makes them an excellent choice for farming for XP. As soon as you get here, go behind the counter and pick up the Geography Section Key from the shelf (it's the shining object). Beat the Skeletons and get the Zeit Robe. The Geography Section is through the lower of the two doors. Go in. In here you'll have your first encounter with the red bookshelves. The red bookshelves can be pushed around, which you will need to do to accomplish various objectives. The one you see here should be pushed all the way to the left. Beat the Skeleton and push the bookcase, moving on through until you get to the next bookcase. Push this one south just enough that you can get around it - push it too far, and it will block your path to the south, preventing you from getting the Sforzando. The bookcase to the right of the Sforzando is a group of Cursed Spell Books. To the east of this is a bookcase with the Geography Book on it, and on the floor to the west is the Philosophy Section Key. Collect them both, then head all the way north along the west wall to reach another Cursed Spell Book, if you wish. Immediately to your right as you face that bookshelf - and hidden by the bookshelves in front of it - you can find a Will-O'-Wisp Hat. Get it. You're all done in there, so now you're going to want to find the Philosophy Section. That's upstairs. All the way at the east side of the lobby, you'll find the staircase. At the far east of the second floor, past the Skeletons, you'll find a Wave Blade. Get it, then turn around and go in the western door. Try to take the key from the red bookshelf, and it will fall over. Head to the east and get the Kite Shield, then push the red shelf to the right to unblock the other door. Go out and around and back in the other door to get the History Section key. The History Section was back on the first floor, so now you have a choice. Do the History Section first. In the History Section, there's a Deluxe Bonbon in the bookshelf north of the entrance. The bookcase standing on its own in the centre of the room is a Cursed Spell Book. The History Book is on the shelf in the southwest corner, and up the west passage you'll find Taurus and a Fruity Gelatin. The bookshelf at the end of the passage is also a Cursed Spell Book. That done, go back upstairs and into the big room. Go north past the fallen bookshelf, and you'll find a place to put the Geography Book that you have. Put it there. The right side of this shelf is a Cursed Spell Book. Go east through the Skeleton, and the first bookshelf you come to holds a Deluxe Shortcake. Go north around the corner and place the History Book on the first shelf here. The second is a Cursed Spell Book. Go around this corner to find a Skeleton, a Falcon Statue, and the spot for the Philsophy Book that you don't have yet. This door won't open until you find all four books, so don't bother with it. Do avail yourself of the red flower, though. South of the red flower is the shelf for the Literature Book (which you also don't have) and a red shelf that, if pushed northward, will reveal the entrance to the Philosophy Section. Enter. You'll have a Skeleton to fight as soon as you enter, so dispose of him and go south. Moving past the red shelf gets you to a bookshelf with a Cursed Spell Book in it. Turn around and go up the ladder; jumping to the north gets you to the Scarlet Shell. Jump west two times and climb down to get the Literature Section Key; to the north are some Deluxe Cookies. Going all the way east from the Cookies leads to a bookshelf with the ubiquitous Cursed Spell Book encounter. Head down south and push the red shelf all the way down. Climb the ladder again, and you'll be able to jump west now (onto the red shelf). Jump west again and climb down the ladder and you'll reach a Magnum Cornet and the Philosophy Book. That's everything here, so make your way back out and down to the Literature Section. The shelf immediately north of the door in the Literature Section is a Cursed Spell Book. The only way to progress into the room is blocked by a Skeleton, so take care of him. Behind him you'll find a Silver Sword. South of that is a Cursed Spell Book. Go north and all the way west, then push the red shelf to the south, just enough that you can get to the northern ladder. Climb up and jump south. Climb down this ladder, pick up the Ruby Earrings from the corner, and push the red shelf north all the way. Climb back up the ladder, jump north, and now you can reach the book hanging off the shelf. It's the Literature Book. Take it, then jump back south, climb down, and push the other red shelf to the right. Now you'll be able to leave. Once you place the Philosophy and Literature Books on their respective shelves, you'll be able to go through that door that wouldn't open earlier. As soon as you enter, you'll be ambushed! --Boss: Folon-- HP: 2300 Weaknesses: Light (+50%), Water (+30%) Resistances: Dark (-50%), Fire (-30%) Attack Types: Normal, Fire, Dark, Chrono, hit to Paralyze XP: -- Drops: Heartlight Candle, Devil Eupho Folon is the first boss you fight who has the ability to do large amounts of elemental damage. To make matters worse, the element he does the most damage with is chrono, and that doubles as the one you're the least able to defend against. I suggest that, rather than bringing in Feathered Hats and Calm Helmets, you just count on taking the full 57 chrono damage every time he attacks - it's not like that would put a real dent in your HP at this point. Folon uses his dark attack sparingly, and seemingly only late in the battle; it doubles as a hit to Paralyze, so bring some Paralysis protection/prevention with you, just in case. Mercifully, Folon is actually *weak* against water, thereby allowing Gibari a break for the first time in this entire area. Unfortunately, if you're not prepared, you'll still have all fire spells in Xelha's deck. The high dark resist hurts Kalas a bit, and eliminates Lyude as a serious factor in this battle, so you'll be leaning on Xelha and Gibari for most of your offense. Still, he's not very strong, and 2300 HP doesn't go very far at this point in the game, so he should give you a fairly minimal amount of trouble. After beating Folon, the game gallingly sends you back outside the Library, meaning you need to go all the way back through it to get the treasure you could see before Folon attacked. I strongly recommend this - it's the Water Mirror Anklet, which is a fairly outstanding piece of equipment at this point in time. While you're here, though, you can recruit Quzman's relative Tufayr, who can be found in the Philosophy section after the battle with Folon. Also, after you get Tufayr to sign, you'll be able to sign his sister back in Komo Mai. He'll also give you a hint as to where his father is - though it's a hint you won't be able to follow up for a long time indeed. Before you can go off to Opu as you were told to do, you need to return to Komo Mai. You need to get a Landmark Stone from the Principal in the Academy before you can make it through Holoholo Jungle. While you're in the Academy, go to the room next to the one the Principal's in and talk to the girl standing by the northwest bookcase. This is Tufayr's sister Tulun, and she'll sign the family tree now that her brother has. With that out of the way, it's time to go to Holoholo Jungle. --Holoholo Jungle-- Important NPCs: Normal Magnus: Silver Earrings (477) Ice Crystal Buckle (448) Brave Knight Helm (145) Heat Paddle (37) Wind Yell Lv 1 (205) Smash Tackle (296) Fire Burst Lv 3 (251) Quest Magnus: Valuables: Star Map Pieces: Equuleus (406) Quzman's Relatives: Animals: Monsters: Acheron (HP 380, attacks Normal/Water, Water -60%, Fire +60%, XP 68) Mirabilis (HP 500, attacks Normal/Water, hit to Poison, Water -30%, Chrono -30%, Fire +30%, Wind +30%, XP 87) Spell Shellfish (HP 120, attacks Water/Light/Wind, All elements -20%, XP 60) Undead Swordsman (HP 300, attacks Normal/Dark/Wind, Dark -50%, Wind -30%, Light +50%, Chrono +30%, XP 77) It's hard to tell where you're going in the Holoholo Jungle. Visibility is rather poor at best. But, as you enter, head generally north through the hole in the trees and fight the Acheron you see there. Then go to the west until you find a path north, and take it to the next screen. Follow the path along and fight the Mirabilis. From here, it continues north and curves around east toward the Acheron. The path continues to the east past the Acheron, but there's a ladder downward just west of the southernmost point of it. Go down the ladder. The Silver Earrings are down here. Continue west to find an Acheron and an area transition back to the first screen. There's a hard-to-see Mirabilis to the south, and past that is the Ice Crystal Buckle. This is a rather phenomenal piece of equipment with a Headache-inducing side effect. I suggest you learn to cope with Headache, since the stat boosts make Kalas very powerful. That's all there is to do here, so head back north and climb the ladder again (there is an east exit from the base of the ladder, but it doesn't lead anywhere), then exit east. There's a ladder to the south again (easier to spot than the last). Climb down, and go east through the Mirabilis and the Undead Swordsman to reach a huge pile of treasure: a Brave Knight Helm, Heat Paddle, Wind Yell Lv 1, Equuleus, Smash Tackle, and Fire Burst Lv 3. Once you have that, you're done down here, so do back up the ladder and continue east. Eventually, the path will curve south and then back west a bit. Exit the area to the south, fighting the Undead Swordsman on the way. This leads you back to the first area again. There's a Mirabilis here for you to fight, and the path curves southeast toward an area transition. Oddly, you'll enter this new area from the south, despite the fact that you were travelling southeast to the transition. You'll probably run right back across the transition before you notice it if you're holding the stick. But, from here, it's just a short jaunt to the east, and you're out of the Jungle. --Opu, the Waterfall Village-- Important NPCs: Mayfee Normal Magnus: Uncooked Rice (547) Ice Knuckles (82) Curry (777) Flash Explosion (278) Quest Magnus: Boiled Egg (983) Stoked Flame (975) Weak Flame (976) Valuables: Star Map Pieces: Lupus (407) Perseus (408) Quzman's Relatives: Animals: Shop: Shish Kebab (Large) (506) x2 - 250G Wheat Crackers (521) - 300G Chestnut Truffle (523) x2 - 100G Fruity Gelatin (522) x2 - 200G Wave Blade (36) - 3000G Flame Sphere (81) - 2400G Feathered Barrette (485) - 5000G Light Yell Lv 1 (202) - 1600G Dark Yell Lv 1 (203) - 1600G Opu is a very small town, and there isn't very much to do here. The shop is the first building you'll come to, but there isn't much there worth buying. Get the Wave Blade if you have money to burn. When you reach the bottom of the bridge, go into the first house. You can get a Boiled Egg here, but you don't need it for anything. The pots in the northeast corner, however, contain Lupus. Also, you can get Uncooked Rice in the tub south of the cogwheel. Go back out, but skip the next house for now. Instead, go down the next flight of stairs and talk to the girl scraping around on the ground for the Perseus Magnus. Inside the house, you can find Ice Knuckles in the jars on the west wall, Stoked Flame in the fireplace, and Weak Flame in the lantern. Take the Knuckles and leave the rest. Now go back up and enter the house you skipped earlier. There's a Curry in the pot by the fireplace and Stoked Flame in the fireplace, but that exhausts what you can collect in here. Talk to Mayfee and her grandmother, then follow Mayfee to the house next door and talk to her again there. Then talk to the guy behind the cogwheel, and exit. You'll collectively decide to go hunt for Komo Mai Cookies. Go talk to the cookie salesman in Komo Mai, and he'll tell you to bring him a Celestial Flower Seed. They're in the pot in Corellia's room. Bring him one, and you'll get the Komo Mai Cookies. For every additional seed you bring him, he'll give you a Doll. Bring the Cookies back to Mayfee, and you'll be told that the mysterious woman is back and waiting for you. You can get Flash Explosion in the back room of the waterwheel building. Once that's done, head down to the bottom house and talk to the mysterious woman. Following that, she'll join your party. --Savyna's Inventory-- Leather Gloves (78) x5 Power Knuckles (79) x5 Battle Claws (80) x3 Flame Sphere (81) x2 Heat Jacket (106) x2 Crystal Mail (107) Clock Shield (185) x2 Tempest Shield (186) Fire Yell Lv 2 (206) Aqua Yell Lv 2 (207) Burning Arrow (311) Erupting Flail (312) Splash Spear (313) Deluxe Bananas (637) Skipjack (641) Pickled Plums (643) Bomb (601) Rubber Barrette (484) With Savyna in tow, go talk to Mayfee's grandmother. She'll tell you that Mayfee's gone to the Celestial Tree. Follow along after her. --The Celestial Tree-- Important NPCs: Normal Magnus: Wild Cherry Bud (388) Quest Magnus: Gold Beetle Carapace (993) Valuables: Star Map Pieces: Crater (410) Quzman's Relatives: Animals: Monsters: Blood Leaf (HP 360, attacks Normal/Wind, hit for Poison, Wind -80%, Chrono +80%, XP 98) Devil Claws (HP 500, attacks Normal/Fire, Fire -30%, Wind -20%, Water +30%, Chrono +20%, XP 110) The hut on the right side has Crater in it, so grab that before you go climbing the tree. Then it's time to climb. Start with the left side, which leads through a Blood Leaf to the Wild Cherry Bud. Then climb back down and go up the right side. There's a Devil Claws in the centre of this area. Fight it and climb up the right side. Go through a few more Blood Leafs and Devil Clawses to reach an intersection with a red flower at it. Climb down the east path to reach Mayfee, who is being threatened by a Devil Claws. Once you beat the Devil Claws, Mayfee will tag along with you. Go back up to the flower, and climb up the right side; get the Gold Beetle Carapace from the cave, then go back and climb up the left side. You'll be ambushed by a Devil Claws. Once you reach the top, Mayfee will open the door, and you can go in and fight the boss. --Boss: Tree Guardian-- HP: 2800 Weaknesses: Fire (+50%), Dark (+20%) Resistances: Water (-50%), Light (-20%) Attack Types: Normal, Water XP: -- Drops: Freezing Axe, Dancing Flames --Sub-boss: Tentacle (x2)-- HP: 500 Weaknesses: Fire (+80%), Dark (+30%) Resistances: Water (-80%), Light (-30%) Attack Types: Normal, Water, Wind, hit for Sleep, hit to Paralyze Take out the tentacles first, since they can each hit for Sleepand for Paralyze, and the Guardian himself can do huge amounts of damage if you can't defend yourself. Besides, the tentacles are weak, and 80% fire weakness means Xelha can probably kill one tentacle every round. You want Xelha for this battle, and probably Lyude also, since Gibari's water will leave him at a disadvantage, while Lyude has a lot of dark. Kalas is very effective here, since the combination of the dark he alreadyhad plus the Flametongues you can get for beating Blood Leafs on the way up would spell trouble for this boss even without the Ice Crystal Buckle. The Guardian can spend its action to revive a fallen tentacle with half HP, but don't worry about that; you can kill a full HP tentacle in one attack, so half HP is a breeze, and the Guardian won't be attacking during a round in which it revives a tentacle. The Guardian is the toughest boss you've fought so far, so be prepared. Good healing items are a must (you can have Extra Fluffy Rice easily by this point), as are fire- type defenses. After the battle, you'll be given the choice to fight Savyna or not to fight her. You'll end up in battle regardless, though, so choose to fight. --Boss: Savyna-- HP: 3500 Weaknesses: -- Resistances: -- Attack Types: Normal, Fire XP: -- Drops: -- Savyna is nothing special. Offensively, the only threat she poses is that her attacks are rapid enough that you may miss opportunities to play defensive cards. On defense, her major strength is that she has no weaknesses for you to exploit. 3500 HP with no weaknesses can last a while, but you won't really be in any danger here. Note that if you take a picture of Savyna during this battle, it will always be a Rare Shot. Once you're back out on the map, go back to Komo Mai. Before you talk to Corellia, go into the east side of the Adademy and talk to the guy south and just east of the clock. You can get the Popular Pickup Line. Go into the room on the left and give the pickup line to the man sitting on the left end of the middle row on the right side. Leave the room and re-enter, and he'll give you a Zeit Robe for your trouble. Now return to the palace and talk to Corellia. After the cutscene, you'll be in the west room of the palace; go to Corellia's room and talk to her again. The Mindeer will take you to Mira whenever you're ready. Make sure you have all your loose ends tied up before you, leave, because, as usual, you won't be coming back here for quite a while. *------------------------------------------------------------------------------ V)--Walkthrough: Disc Two-- Forthcoming. *------------------------------------------------------------------------------ VI)--Magnopaedia-- Here you'll find a listing of all the Magnus in the game, insofar as I have been able to discover them. I've divided the Magnus into eight sections and sorted them in the order given by the game in the Gathering screen. A brief summary of the types of Magnus follows. The first type I call "Deck Magnus," for the obvious reason that these are put in a character's deck for use. This is by far the largest category of Magnus (though not all presented now), and the most complex. They look like this: (0) - Foo (Bar) (Chrono) Attack: 50 (Chrono 33), 50% chance of Paralysis (Combo 1) Defense: 50 (Chrono 33), Poison resist + 25 (Combo 1) Use: -- Spirit Numbers: Seventeen Text: Hello World! To explain what all that means: The top line begins with a number. This is the number of the index in which that Magnus appears in the Gathering screen. Note that they are NOT numbered as such by the game; I do this for convenience in identifying potential Magnus the reader may be missing. After the hyphen is the name of the Magnus, followed by (in parentheses) the characters who can use that Magnus, and the Magnus' element. Lines two through four are simply the "attack" "defense" and "use" lines copied straight from the Gathering screen. To my knowledge, there are no cards that can be placed in a deck that can also be "used;" I hesitate to remove the line, however, since I am still missing many Magnus. Line five tells you how many spirit numbers the Magnus in question will have, and also whether or not it can contain a 9. Line six is an exact transcript of the flavour text from the Gathering screen. Line Seven, if present, lists the cards - by name and index - that this card is eligible to change into over time. If this line is not present, I am not aware of any transformations for the Magnus in question. Note that this does NOT include special combos; they are dealt with separately. Compared to all that, the next category - "Level Magnus" - is relatively straightforward. They look like this: (0) - Foobar (Normal) Text: A Bar of Foo. Required for raising Kalas' Class Level to 7. Explains itself, really. Following that is the section on Star Map pieces, which I won't bother explaining, since it's basically just a list of names. Equipment comes next, and that looks like this: (0) - Fugly Buckle (Kalas) (Chrono) ATK + 50, DEF + 50, AGL + 50, HP + 50 Death 50, Sleep 50, Paralysis 50, Freezing 50 Flames 50, Poison 50, Headache 50, Confusion 50 Also pretty simple. Just the Stat and resistance modifiers from the Gathering screen for the item. Next is the second section of Deck Magnus, which also contains the Use Magnus. Use Magnus look like this: (0) - Foobar (Normal) Use: Restores 43% of the user's HP Text: A yummy bar of foo. Note that all Deck Magnus in this section have one spirit number; as such, I don't bother with a Spirit Numbers line. After that is photographs, and then Quest Magnus, both of which are simplicity in manifestations. All Magnus have a "Found" line. This tells you where to get that Magnus. If it names a character, that character has that Magnus when he joins your party. The name of an area means that you can find it or someone will give it to you in that area. See the area description for more details. If it's an area name with (shop) following it, it can be bought there. A monster name means that monster can drop it after combat. The name of another Magnus means that other Magnus changes into it. Lastly, a special combo number means it is the result of said combo; see the section on special combos for more information. So, without further ado, onward to the big list! -- Deck Magnus I -- (1) - Short Sword (Kalas) (Normal) Attack: ATK 4 (Combo 1) Defense: DEF 3 (Combo 2) Use: -- Spirit Numbers: One Text: A straight sword, light and easy to handle. Its short blade offers accurate targeting, and is handy for close combat and quick attacks. Sale Price: 1G Found: Kalas (x6), Shawra, Flame Sword (5) (2) - Saber (Kalas) (Normal) Attack: ATK 8 (Combo 1) Defense: DEF 5 (Combo 2) Use: -- Spirit Numbers: One Text: A straight blade with a knuckle-guard to protect the fist. Light, long, and easy to handle, this type of weapon is often used by knights on horseback. Sale Price: 1G Found: Kalas (x3), Shawra, Solar Saber (19) (3) - Long Sword (Kalas) (Normal) Attack: ATK 12 (Combo 1) Defense: DEF 7 (Combo 2) Use: -- Spirit Numbers: One Text: A long, sharp-edged blade with superior cutting, poking, and stabbing properties. This well-balanced sword is suited for both close combat and mounted attacks. Sale Price: 2G Found: Kalas, Unuk, Cebalrai Shop (4) - Ice Dagger (Kalas) (Water) Attack: ATK 23 (Water 14), 3% chance of freezing (Combo 1) Defense: DEF 16 (Water 14) (Combo 2) Use: -- Spirit Numbers: One Text: This dagger damages its target by releasing frigid air from its edge on impact, occasionally freezing its victims. Sale Price: 2G Found: Kalas, Cebalrai, Pherkad, Moonguile (5) - Flame Sword (Kalas) (Fire) Attack: ATK 28 (Fire 17), 10% chance of flames (Combo 1) Defense: DEF 19 (Fire 17) (Combo 2) Use: -- Spirit Numbers: One Text: A mere short sword imbued with flames from a blacksmith's forge, a simple graze with this weapon can set the target ablaze, though the enchantment on the blade itself tends to be short-lived. Changes into: Short Sword (1) Sale Price: 2G Found: Moonguile, Doomer, Star Map (Vela), Pherkad Shop, Nashira Shop (6) - Duel Sword (Kalas) (Normal) Attack: ATK 28 (Combo 2) Defense: DEF 16 (Combo 2) Use: -- Spirit Numbers: One Text: Also known as a Sword Breaker, this twin-forked blade is designed to catch and shatter enemy blades. Such weapons are said to grant supernatural strength to warriors heading into combat. Found: Nashira Shop (7) - Chaos Edge (Kalas) (Dark) Attack: ATK 40 (Dark 24), 12% chance of poison (Combo 1) Defense: DEF 27 (Dark 24) (Combo 2) Use: -- Spirit Numbers: Two Text: This sword's curved edge entices its bearer to seek out enemies and spill their blood. Those on the receiving end of this weapon have been known to be stricken with venom. Sale Price: 10G Found: Lesser Celestial River, Albireo (8) - Ray of Truth (Kalas) (Light) Attack: ATK 48 (Light 29) (Combo 2) Defense: DEF 32 (Light 29) (Combo 2) Use: -- Spirit Numbers: Two Text: This blade is imbued with divine light, designed to strike down and purge the evils of this world. Though effective against the denizens of darkness, it is unwieldy and inadequate for quick attacks. Sale Price: 12G Found: Sheliak Shop, Sheliak (9) - Dark Sword (Kalas) (Dark) Attack: ATK 55 (Dark 33), 15% chance of sleep (Combo 1) Defense: DEF 36 (Dark 33) (Combo 2) Use: -- Spirit Numbers: Two Text: The souls of victims claimed by this sword are doomed to wander in darkness. Their ghostly forms can be seen in the form of a pale, blue light emanating from the blade. Sale Price: 26G Found: Castle Elnath, Komo Mai Shop (10) - Marvelous Sword (Kalas) (Normal) Attack: ATK 50 (Combo 1) Defense: DEF 29 (Combo 2) Use: -- Spirit Numbers: Two Text: This blade cuts as fiercely as it looks, one swing being enough to split the hardest rock. Made of a special metal with a golden hue, this weapon is in the prime of its popularity. Sale Price: 40G Found: Komo Mai Shop (11) - Silver Sword (Kalas) (Normal) Attack: ATK 56 (Combo 1) Defense: DEF 32 (Combo 2) Use: -- Spirit Numbers: Two Text: A steel blade coated with soft iron, this weapon's edge is designed to absorb the impact of enemy attacks. Lightweight, well-balanced, and ideal for hitting where it hurts. Sale Price: 56G Found: Ancient Library (12) - Flametongue (Kalas) (Fire) Attack: ATK 78 (Fire 47), 25% chance of flames (Combo 1) Defense: DEF 51 (Fire 47) (Combo 2) Use: -- Spirit Numbers: Two Text: The fierce fire trapped in this sword sparks a flame within the wielder's eyes. Many victims struck with this weapon are engulfed in its blaze and perish in its fiery clutches. Found: Blood Leaf (13) - Crystal Edge (Kalas) (Water) Attack: ATK 85 (Water 51) (Combo 2) Defense: DEF 56 (Water 51) (Combo 2) Use: -- Spirit Numbers: Two Text: The rise and fall of the 'Divine Waters' can be seen in the wave- shaped edge of this crystalline sword. The mystical waters lost their life force ages ago, and have reverted to normal water. (14) - Gladius (Kalas) (Normal) Attack: ATK 74 (Combo 1) Defense: -- Use: -- Spirit Numbers: Two Text: A short sword with a razor-sharp edge and an easy-to-hold grip. This weapon is much more cumbersome than it looks, though, and is unfit for defensive use. (15) - Wind God Blade (Kalas) (Wind) Attack: ATK 100 (Wind 60) (Combo 1) Defense: DEF 65 (Wind 60) (Combo 2) Use: -- Spirit Numbers: Three Text: Blessed with the power of a wind god, this blade can be swung at terrifying speeds, engulfing its target in the god's breath and tearing its spirit asunder. (16) - Death Pendulum (Kalas) (Chrono) Attack: ATK 108 (Chrono 65) (Combo 2) Defense: DEF 71 (Chrono 65) (Combo 2) Use: -- Spirit Numbers: Three Text: This blade enshrouds its victims in silence, wrought with suggestions of impending death. Those who fail to see through this illusion are doomed to an untimely demise. (17) - Cetaka's Sword (Kalas) (Normal) Attack: ATK 92, 5% chance of sleep (Combo 1) Defense: DEF 52 (Combo 2) Use: -- Spirit Numbers: Three Text: A sacred weapon believed to have been wielded by the oriental deity Cetaka, this blade rids the soul of lurking evils and earthly desires, lulling the victim into a deep slumber. (18) - Shadow Thruster (Kalas) (Dark) Attack: ATK 123 (Dark 74), 10% chance of poison (Combo 1) Defense: DEF 80 (Dark 74) (Combo 2) Use: -- Spirit Numbers: Three Text: The blade of this weapon can only be seen by the wielder. Others can merely discern a ghostly outline of its shape, making it difficult to parry of avoid. Victims are occasionally struck with poison. (19) - Solar Saber (Kalas) (Light) Attack: ATK 133 (Light 80) (Combo 1) Defense: DEF 87 (Light 80) (Combo 2) Use: -- Spirit Numbers: Three Text: Imbued with sunlight, the blue-white brilliance emanating from this weapon awes the enemy and breaks its morale. The power within the blade expires within an hour or so, leaving but a mundane saber. Changes into: Saber (2) (20) - Blood Sword (Kalas) (Dark) Attack: ATK 140 (Dark 84), 30% chance of poison (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: Enemies struck with this sword never shed blood, as the blade soaks up the spoils of its passing, occasionally leaving the victim poisoned. Its design prevents it from being used for defense. (21) - Dimension Blade (Kalas) (Chrono) Attack: ATK 148 (Chrono 89) (Combo 2) Defense: DEF 96 (Chrono 89) (Combo 2) Use: -- Spirit Numbers: Three Text: The shock waves unleashed with a mere swing of this weapon tear time and space asunder, leaving little need to connect with the target. (22) - Air Slash (Kalas) (Wind) Attack: ATK 155 (Wind 93) (Combo 1) Defense: DEF 101 (Wind 93) (Combo 2) Use: -- Spirit Numbers: Three Text: An almost weightless sword shaped like a feather, the sky-blue edge of this weapon creates a vacuum with every swing, inflicting severe lacerations on its target. (23) - Apocalypse Sword (Kalas) (Normal) Attack: ATK 132 (Combo 1) Defense: DEF 74 (Combo 2) Use: -- Spirit Numbers: Four Text: The legendary Apocalypse Sword, symbol of an all-ending war. It is said to appear in this world when times are chaotic, and to bring victory to its wielder. (24) - Efreeti Saber (Kalas) (Fire) Attack: ATK 173 (Fire 104), 75% chance of flames (Combo 1) Defense: DEF 112 (Fire 104) (Combo 2) Use: -- Spirit Numbers: Four Text: This blade is totally engulfed in the flames of the efreeti, elemental spirits of fire. Its blaze never dies once ignited, delivering a fiery end to those who dare defy the efreeti. (25) - Aqua Truth (Kalas) (Water) Attack: ATK 183 (Water 110), 15% chance of freezing (Combo 1) Defense: DEF 119 (Water 110) (Combo 2) Use: -- Spirit Numbers: Four Text: As calm as a quiet stream when drawn, as fierce as an ocean storm when swung. Much easier to handle than its broad blade would suggest, this sword occasionally freezes its target on contact. (26) - Kusanagi Blade (Kalas) (Fire) Attack: ATK 190 (Fire 114), 15% chance of paralysis (Combo 1) Defense: DEF 123 (Fire 114) (Combo 2) Use: -- Spirit Numbers: Four Text: Claimed by the legendary Yamato Takeru after slaying an eight-headed dragon. The dragon's curse occasionally paralyses the weapon's target. (27) - Durandal (Kalas) (Light) Attack: ATK 198 (Light 119) (Combo 3) Defense: DEF 128 (Light 119) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: In addition to its outstanding offensive capabilities, this weapon's knuckle guard, shaped like an angel's wings, makes it a durable defensive weapon. It is unfit for quick parrying, though. (28) - Muramasa Blade (Kalas) (Dark) Attack: ATK 208 (Dark 125), 5% chance of death (Combo 1) Defense: DEF 135 (Dark 125) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: The gleam and razor-sharp edge of this blade have attracted great kings. This fearsome weapon has the potential of slaying an opponent with a single blow. (29) - Esperanza (Kalas) (Chrono) Attack: ATK 215 (Chrono 129) (Combo 2) Defense: DEF 139 (Chrono 129) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: Passed down among countless generations, Chronos himself is said to come to the aid of its wielder. His powers surround the blade to increase its might. (30) - Void Phantom (Kalas) (Wind) Attack: ATK 225 (Wind 135) (Combo 1) Defense: DEF 145 (Wind 135) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: Those who oppose the wielder of this blade place their very existence in jeopardy. All traces of the victim will be scattered by the wind... (31) - Double Paddle (Gibari) (Normal) Attack: ATK 14 (Combo 1) Defense: DEF 8 (Combo 2) Use: -- Spirit Numbers: One Text: A double-headed oar used to propel boats. A special coating reinforces this weapon against enemy attacks. Sale Price: 1G Found: Gibari (x5) (32) - Mosquito (Gibari) (Wind) Attack: ATK 23 (Wind 14), 3% chance of paralysis (Combo 1) Defense: DEF 15 (Wind 14) (Combo 2) Use: -- Spirit Numbers: One Text: Named after its shape and the buzzing sound created when swung at high speeds, this weapon is relatively light and easy to handle, occasionally paralyzing its target. Found: Gibari (x4), Pul-Puk, Sheliak Shop (33) - Stream Blade (Gibari) (Water) Attack: ATK 30 (Water 18), 5% chance of freezing (Combo 1) Defense: DEF 19 (Water 18) (Combo 2) Use: -- Spirit Numbers: Two Text: With a curved handle resembling the flow of a quiet, gentle stream, this oar is designed to provide precision control in rough waters, resulting in ease of use as a weapon. Found: Gibari (x3), Lesser Celestial River (x2), Sheliak Shop (34) - Butterfly (Gibari) (Wind) Attack: ATK 38 (Wind 23) (Combo 1) Defense: DEF 25 (Wind 23) (Combo 2) Use: -- Spirit Numbers: Two Text: Use fancy footwork while using this oar and weave in close to the enemy before striking. Adjustments have been made to the original design to enable its use as a weapon. Sale Price: 13G Found: Castle Elnath, Sheliak (35) - Black Scepter (Gibari) (Dark) Attack: ATK 45 (Dark 27), 10% chance of poison (Combo 1) Defense: DEF 29 (Dark 27) (Combo 2) Use: -- Spirit Numbers: Two Text: Taken from a wicked boatman, this oar dooms its victims to an eternity of torment. Each swing is accompanied with the wailing and moaning of the dead. The occasional hit can poison its target. Sale Price: 23G Found: Komo Mai Shop, Komo Mai, Cursed Spell Book (36) - Wave Blade (Gibari) (Water) Attack: ATK 53 (Water 32), 7% chance of freezing (Combo 1) Defense: DEF 34 (Water 32) (Combo 2) Use: -- Spirit Numbers: Two Text: This oar is said to prevent seafarers from straying off course in perilous waters. The edge of the weapon ripples on impact, increasing damage dealt to the enemy. Sale Price: 30G Found: Ancient Library, Opu Shop (37) - Heat Paddle (Gibari) (Fire) Attack: ATK 60 (Fire 36), 10% chance of flames (Combo 1) Defense: DEF 39 (Fire 36) (Combo 2) Use: -- Spirit Numbers: Two Text: This oar is imbued with fire, a rarity among seafaring tools. It never loses its warmth, even when used in icy waters. Sale Price: 48G Found: Holoholo Jungle, Devil Claws (38) - Green Oak (Gibari) (Normal) Attack: ATK 54, 5% chance of paralysis (Combo 1) Defense: DEF 30 (Combo 2) Use: -- Spirit Numbers: Two Text: Colored a youthful green like spring leaves, this oar fills its wielder with vitality and soothes his soul. It occasionally paralyzes its target. (39) - Mayfly (Gibari) (Wind) Attack: ATK 78 (Wind 47) (Combo 1) Defense: DEF 50 (Wind 47) (Combo 2) Use: -- Spirit Numbers: Two Text: This weapon resembles a mayfly's wings, hence its name. When swung, it engulfs its target in a vacuum and smothers it. (40) - Second Hand (Gibari) (Chrono) Attack: ATK 85 (Chrono 51), 10% chance of confusion (Combo 1) Defense: DEF 55 (Chrono 51) (Combo 2) Use: -- Spirit Numbers: Two Text: Resembling the second hand on a clock, this weapon emits powerful magnetic waves that occasionally confuse its target. (41) - White Scepter (Gibari) (Light) Attack: ATK 93 (Light 56), 50% chance to cure poison (Combo 1) Defense: DEF 60 (Light 56) (Combo 2) Use: -- Spirit Numbers: Three Text: Blessed with the grace of angels, this weapon is light and easily wielded. It purges evil from its targets, yet also cures them of poison. (42) - Black Ash (Gibari) (Dark) Attack: ATK 103 (Dark 62), 1% chance of death (Combo 1) Defense: DEF 66 (Dark 62) (Combo 2) Use: -- Spirit Numbers: Three Text: Imbued with the curse of Hades, god of the netherworld, a single touch from this weapon devours the victim's life force, sometimes resulting in the immediate death of the subject. (43) - Red Oak (Gibari) (Normal) Attack: ATK 88 (Combo 1) Defense: DEF 49 (Combo 2) Use: -- Spirit Numbers: Three Text: Carefully carved from hundred-year old oak, a spirit of the earth is believed to reside in this oar. (44) - Wave Cutter (Gibari) (Water) Attack: ATK 120 (Water 72) (Combo 1) Defense: DEF 77 (Water 72) (Combo 2) Use: -- Spirit Numbers: Three Text: The tremendous shock wave created by this oar could slice through a wave like butter, and enemies just as easily. (45) - Dragonfly (Gibari) (Wind) Attack: ATK 128 (Wind 77), 10% chance of sleep (Combo 1) Defense: DEF 82 (Wind 77) (Combo 2) Use: -- Spirit Numbers: Three Text: Smooth, razor-sharp, and relatively light, this weapon allows the wielder to zip around his enemies at lightning speed. Occasionally it knocks enemies into a deep slumber. (46) - Crystal Wing (Gibari) (Water) Attack: ATK 138 (Water 83), 20% chance of freezing (Combo 1) Defense: DEF 89 (Water 83) (Combo 2) Use: -- Spirit Numbers: Three Text: The striking beauty of this weapon is said to have rendered Poseidon speechless. Victims are engulfed by particles of ice and occasionally frozen solid. (47) - White Ash (Gibari) (Light) Attack: ATK 145 (Light 87), 70% chance to cure poison (Combo 1) Defense: DEF 93 (Light 87) (Combo 2) Use: -- Spirit Numbers: Three Text: Blessings bestowed upon this oar allow it to easily purify the muddiest of rivers and turn putrid bogs into pleasant watering holes. (48) - Power Blade (Gibari) (Normal) Attack: ATK 124, 4% chance of death (Combo 1) Defense: DEF 68 (Combo 2) Use: -- Spirit Numbers: Three Text: This weapon was crafted from the legendary Tree of Iron, which is said to be uncuttable by axe or saw. It's coated with a special dye, and occasionally slays its target in a single blow. (49) - Bloody Vortex (Gibari) (Dark) Attack: ATK 165 (Dark 99), 30% chance of paralysis (Combo 1) Defense: DEF 106 (Dark 99) (Combo 2) Use: -- Spirit Numbers: Four Text: Though the tip of this oar is blunt, the vampiric essence within it draws a mist of blood from the victim, creating a maelstrom of crimson. (50) - Rainbow Ash (Gibari) (Light) Attack: ATK 173 (Light 104), 100% chance to cure sleep (Combo 1) Defense: DEF 111 (Light 104) (Combo 2) Use: -- Spirit Numbers: Four Text: This weapon emanates the color of rainbows - truly a marvelous sight to behold. Though its offensive potential is devastating, one hit from this oar will awaken the target from the deepest of comas. (51) - Silver Ash (Gibari) (Normal) Attack: ATK 146 (Combo 1) Defense: 80 (Combo 2) Use: -- Spirit Numbers: Four Text: This oar was carves from a rare hardwood tree that grows once every millennium and is usually reserved for crafting sacred artifacts. It was created for the safety of travelers and fishermen. (52) - Spatula (Gibari) (Chrono) Attack: ATK 193 (Chrono 116), 30% chance of paralysis (Combo 1) Defense: DEF 124 (Chrono 116) (Combo 2) Use: -- Spirit Numbers: Four Text: Blessed by Chronos, a blow from this weapon is likely to confuse the target's biological clock and drastically reduce its defensive abilities. (53) - Mirage Blade (Gibari) (Wind) Attack: ATK 203 (Wind 122), 30% chance of confusion (Combo 1) Defense: DEF 130 (Wind 122) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: Inflicts lightning-quick blows hardly perceivable and rarely avoidable by its targets. The transparent, flame-like mirage surrounding this weapon instills panic in its victims. (54) - Firefly (Gibari) (Fire) Attack: ATK 213 (Fire 128), 45% chance of flames (Combo 1) Defense: DEF 136 (Fire 128) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: Light produced by fireflies was collected and refined, resulting in a mixture potent enough to ignite on contact with air. The blaze engulfing this weapon continues to burn even when dipped in water. (55) - Balgora's Paddle (Gibari) (Water) Attack: 220 (Water 132), 50% chance of freezing (Combo 1) Defense: 141 (Water 132) (Combo 2) Use: -- Spirit Numbers: Four, can include 9 Text: The legendary Balgora is said to have used this oar. Simply touching its tip to the water propels the largest of ships forward. Only a true Skyfarer can wield this weapon properly. (56) - Krone Horn (Lyude) (Normal) Attack: ATK 20 (Combo 1) Defense: -- Use: -- Spirit Numbers: One Text: Light enough for easy handling, heavy enough for recoil control. Originally designed for civilian use, this weapon's stopping power is limited. Sale Price: 3G Found: Lyude (x6) (57) - Assault Trumpet (Lyude) (Normal) Attack: ATK 24 (Combo 1) Defense: -- Use: -- Spirit Numbers: One Text: Designed for covert use by assassins, this weapon offers a trade-off of accurate targeting for reduced penetration, making it less effective against heavily armored targets. Sale Price: 5G Found: Lyude (x4) (58) - Shining Horn (Lyude) (Light) Attack: ATK 38 (Light 23) (Combo 1) Defense: -- Use: -- Spirit Numbers: Two Text: The design of this weapon makes it easy to aim, and what it lacks in firepower it makes up for with its purging capabilities. Sale Price: 9G Found: Lyude (x2) (59) - Shadow Cornet (Lyude) (Dark) Attack: ATK 45 (Dark 27) (Combo 1) Defense: -- Use: -- Spirit Numbers: Two Text: Equipped with a suppressor to mask its sound, this weapon can remove unwanted company in silence. Sale Price: 16G Found: Sheliak Shop, Iron Beetle V, Lyude (x2), Komo Mai Shop (60) - Snake Tuba (Lyude) (Normal) Attack: ATK 42 (Combo 1) Defense: -- Use: -- Spirit Numbers: Two Text: This weapon was designed for battling dragons. Its sonic projectiles pursue the target with snake-like precision, piercing the scaly armor of dragons with ease. Sale Price: 22G Found: Anuenue Port, Blood Leaf (61) - Magnum Cornet (Lyude) (Normal) Attack: ATK 50 (Combo 1) Defense: -- Use: -- Spirit Numbers: Two Text: Offering excellent accuracy and firepower in the harshest of conditions, and enhanced friend-or-foe identification, this weapon can be used in melee situations with little fear of friendly fire. Sale Price: 45G Found: Ancient Library, Devil Claws (62) - Devil Eupho (Lyude) (Dark) Attack: ATK 70 (Dark 42) (Combo 1) Defense: -- Use: -- Sprit Numbers: Two Text: Merging negative energy with its sonic projectiles, this weapon strikes fear into the hearts of its victims. But it's much less effective against those who feed off dark energy. Sale Price: 73G Found: Folon (First Battle) (63) - Brilliant Horn (Lyude) (Light) Attack: ATK 80 (Light 48) (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: This weapon gleams with a golden tint and emits the most enthralling of sounds. When used in battle, however, the bolts of light it fires make short work of evil entities. (64) - Indra Horn (Lyude) (Normal) Attack: ATK 70 (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: This weapon throbs with the power of Indra, the merciless god of war. The slightest pull of its trigger causes energy to spurt forth explosively. (65) - Veda Cornet (Lyude) (Normal) Attack: ATK 78 Defense: -- Use: -- Spirit Numbers: Three Text: Rounds fired from this weapon burst into a buckshot pattern before hitting their target, pumping victims full of holes, and guaranteeing a painful death. (66) - Saxoflare (Lyude) (Light) Attack: ATK 105 (Light 63) (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: This weapon fired projectiles imbued with holy light at terrifying speeds, smiting any evil in its way. Only those pure of heart can resist such an attack. (67) - Asura Tuba (Lyude) (Dark) Attack: ATK 115 (Dark 69) (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: Though the projectiles shot from this weapon are slow, the negative energy within bursts on impact, tearing through flesh and bone alike. (68) - Golden Bugle (Lyude) (Normal) Attack: ATK 100 (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: This masterpiece sports a shimmering golden hue. As a weapon, it's devastating both in accuracy and firepower. Every shot will find its mark. (69) - Saxolauncher (Lyude) (Normal) Attack: ATK 106 (Combo 1) Defense: -- Use: -- Spirit Numbers: Three Text: The weight of this weapon is designed to counter its fierce recoil. Prolonged use is a feat in itself. (70) - ? Attack: Defense: Use: Spirit Numbers: Text: (71) - Hades Horn (Lyude) (Dark) Attack: ATK 153 (Dark 92) (Combo 1) Defense: -- Use: -- Spirit Numbers: Four Text: This weapon releases spirits of Hades in the form of sonic projectiles. The spirits then torment the victim, sometimes crushing a weak target. (72) - Varna Horn (Lyude) (Normal) Attack: ATK 130 (Combo 1) Defense: -- Use: -- Spirit Numbers: Four Text: Veteran marksmen are said to bend its shots at will. Though potentially accurate, only the best of the best know how to put it to use. (73) - Agni Tuba (Lyude) (Normal) Attack: ATK 138 (Combo 1) Defense: -- Use: -- Spirit Numbers: Four Text: This weapon is based on a military design, enhanced to deal with the more powerful monsters. Its wide-bore muzzle allows the launching of large-caliber sonic projectiles. (74) - Ravana Pet (Lyude) (Dark) Attack: ATK 183 (Dark 110) (Combo 1) Defense: -- Use: -- Spirit Numbers: Four Text: This weapon fires the essence of Ravana, king of a powerful race of beings feared by the gods themselves. Merely taking aim consumes the target's strength. (75) - Shining Trumpet (Lyude) (Light) Attack: ATK 193 (Light 116) (Combo 1) Defense: -- Use: -- Spirit Numbers: Four, can include 9 Text: In a deep valley somewhere in the mountains, the clear, lyrical note of this trumpet was heard amidst the morning mists. Its mysterious owner is rumored to be a wise hermit living in seclusion. (76) - ? Attack: Defense: Use: Spirit Numbers: Text: (77) - Vishnu (Lyude) (Normal) Attack: ATK 170 (Combo 1) Defense: -- Use: -- Spirit Numbers: Four, can include 9 Text: According to legend, when the world falls into chaos, the god Vishnu will appear incarnate to destroy the evils of the world and save its people. This weapon's name... its sheer might... could it be? (78) - Leather Gloves (Savyna) (Normal) Attack: ATK 24 (Combo 1) Defense: -- Use: -- Sp