__________________________ BREATH | |____ ___ ___ ____| | | | | | | | | |OF| | | ____| |___| |___| |____ | FIRE |__________________________| A walkthrough by Henry LaPierre freeza@ix.netcom.com Version 1, January 13th 1998 Copyright (c) 1998 Henry LaPierre Table of Contents: Special notice Controls Dragon gene system Master system Special actions Fishing The Fairie Realm The Walkthrough Thanks list Idiot list Copyright notice Special notice: Sorry to start this walkthrough out on a less than happy note, but due to happenings in the past, I need to state this up front... Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent. Nor is permission granted for this document to be used as any type of "source material" for for-profit magazines or publications to use in any way. Be it basing their own articles from, reading/reviewing it prior to writing their own articles in order to get ideas/make sure they didn't miss anything, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. This happened way too often in the past, and it's time to put a stop to it. If your job is to write articles for gaming magazines, then do your own work, and stop stealing from mine. Now on to the good part :) Controls: Menu screen: Shows portraits of the three current party members Above them are seven icons: 1. Items 2. Magic 3. Equip 4. Formation 5. Status 6. Configuration 7. Camp(only highlighted if usable) 1. Items: Consists of the sub-groups, Item/Weapon/Armor/Option Use: use selected item Sort: individually, by types of items Discard: Yes/No after choosing item Key Items: items in your inventory that you need to progress 2. Magic: Consists of the sub-groups, Heal/Assist/Attack/Skill Cast: cast selected spell Sort: individually, high AP, low AP Note: remove one current skill from a character and place it in the Skill note category of your Camp menu, Yes/No Gene: lists all dragon genes currently in your possession 3. Equip: Consists of the sub-groups, Weapon/Armor/Option Equip: equip weapon, shield, helmet, breastplate, options Statistics shown are: Attack Strength, Defense, I.Q. and Speed Best Attack: equip best attack selections for character Best Speed: equip best selections for maximum speed for character Un-equip: take off selected equipment, Yes/No 4. Formation: Consists of the sub-groups, Shift/Allies Shift: Choose character lineup, then battle formation according to the chosen lineup(assigned number to each character). You start with three selectable formations, and after using certain Masters, you will gain three more, for a total of six. They are: #1: Walkabout #2: One Top #3: Stream #4: Chain #5: Wise #6: Enhance Allies: When on the world map(and not in camp), choose Formation from your menu, and you will be able to change current party members(note, this selection is only available while on the world map) 5. Status: Choose desired character to see their current statistics, HP and AP(magic points). Statistics at the right are as follows: Attack strength I.Q. Defense Speed 6. Configuration: Change the standard game settings to your liking. Exit and Default are at the top Message speed: fast, medium, slow Window color: semi-transparent, dark, green, red Background: wooden panel, brick, tile, leaf Sound: stereo, monoaural Dash: manual(hold button), auto(dash always instead of walking) Controller configure: assign buttons to the following commands Accept/Talk Dash Action(perform character's special action) Menu Rotate screen(hold + Directional Pad)/Cancel Change lead character 7. Camp(accessible on the world map): Inspect the book on the table in the tent to see the camp menu Rest: current party members will be assembled after resting. Any character that has been penalized Maximum HP(if they have died in battle) will be restored after resting if you stay at an inn(note, you will not be restored by resting at the camp). Save: choose memory card, then save file(Yes/No to save over file) Choose party: choose two characters other than the main character Skill note: sort(individually/by highest AP/by lowest AP), or trade skills between different characters: You must have one Skill ink per skill traded. Choose an empty slot in desired character's skill inventory, then choose the skill you would like that character to have from your existing choices. Master list: list of all the Masters you've currently found, their locations and which characters are presently being trained by each. A star next to the Master's name means that you have received at least one of everything that you can from them. World map controls: Select: bring up/cancel the compass and location descriptions Start: camp(if possible) Circle: enter location/battle Square: gives you a small text guide to what the current location is X: Rotates the world map(hold + Directional Pad) Battle menu: (note, in addition to pressing the Circle button, you can double tap the Directional Pad in the direction of the icon to choose it, this also works for the L1 or R1 shift buttons) L1: All weapon attack(all characters attack with weapons, auto battle, press "X" to cancel at start of next battle turn) R1: Escape Icon Grid, Top: Use Magic Icon Grid, Center: Use Weapon Icon Grid, Bottom: Use Item Icon Grid, Left: Watch enemy(choose which, if enemy does spell/attack, there is a chance you will learn it as a skill. Note, not all characters can learn all spells) Icon Grid, Right: Defend Dragon Gene System: During a battle, the main character has the ability to transform into one of a number of different dragons. To do this, first choose to perform a spell. Next, choose the first spell from the Attack list, as this is the Dragon Gene System. You will be presented with a box containing all of the dragon genes that you have discovered so far. Just above this box are three choices: Data: This contains the past six dragon transformations, choose any of them to repeat the transformation. (Note, press the Triangle button to save the data from any dragon in this group to save them in the "Best" category. Select: From the box of dragon genes below, select up to three dragon genes to combine for a dragon transformation. The cost in AP varies from gene to gene. Best: Choose one from up to twelve previously saved dragon transformations. You must have the correct amount of AP necessary to complete the transformation(total sum of all genes used). Also, your character will lose a specific amount of AP each battle turn(dependent on which dragon you transform into), and will automatically change back to human form if/when his supply of AP is depleted. Order of Dragon Genes in Battle Menu(cost in AP to use): Top row: Flame(5), Ice(5), Thunder(5), Dark(5), Light(5), Power(8) Center row: Protect(8), Magical(8), Wonder(16), Growth(8), Sharp(8), Reverse(3) Bottom row: Mutation(3), ? ? ?(8), Trans(8), Era(1), Fusion(16), Anfini(40) Dragon Gene locations: (Note, only your main character can pick up dragon genes) Flame: Automatically appears in your inventory after you transform into a dragon in front of Bario and Santo Protect: Automatically appears in your inventory after you slide down Boumou Mountain with Nina to escape being captured by Santo Reverse: Found in the "?" area at the base of the Boumou Mountain range, Eastern side Sharp: Found in the area where the rocket you rode out of Momo's fortress crash landed Ice: Found on the right side of the house beneath the Mekasu bridge Thunder: Found on the beach behind the house to the Northwest of the port town of Rapara Magical: Found on the roof of the lighthouse next to the port town of Rapara Wonder: Found in the third section of the caves within Fire Mountain Dark: Received after defeating the Dragon Zombie in the Dragon Mine Fusion: Received from female spirit in the Dragon Mine, just after receiving the Dark dragon gene Power: Found on duct in facility under Plant Growth: Found on the exit path to the tide place, just before reaching the village of Cliff, where Giest lives ???: Found in the "?" house area on the peninsula in Urukan territory Mutation: Found on the beach in the Ship Guild Trans: Found in the "?" tree area after leaving Konbinato Era: Found in the Colony temple Light: Found in the teleporter room in Container Yard Anfini: Received after defeating Bono, the Dragoneel wiseman, in his elder dragon form Dragon transformations (Note, these are not all the transformation combinations) Nina Hybrid Dragon: Have Nina in the battle party + Fusion Gene Momo Hybrid Dragon: Have Momo in the battle party + Fusion Gene Lei Hybrid Dragon: Have Lei in the battle party + Fusion Gene Pecoros Hybrid Dragon: Have Pecoros in the battle party + Fusion Gene Dragon: Sharp Gene + Ice Gene + Protect Gene Trigon: Fire Gene + Ice Gene + Thunder Gene Dragon Henna: Mutation Gene + ??? Gene Kaizer Dragon: Anfini Gene Nisekaizer Dragon: Era Gene + Anfini Gene Dragon Puppy: Era Gene Dark Dragon Puppy: Dark Gene Dragon Punk: Wonder Gene + ??? Gene Behemoth Dragon Punk: Magical Gene + Wonder Gene + ??? Gene Behemoth: Wonder Gene Teiamato: Dark Gene + Trans Gene Quicksilver: Wonder Gene + Sharp Gene + Reverse Gene Warrior Second: Power Gene + Trans Gene Using Masters: After aligning yourself with a Master, raise levels and return to them. You will be rewarded with Skills/Spells/Items/New Battle Formations, and other helpful things. When a Master gives you the option of using them, first they ask if you would like any of your current party members to align with them(learn from them), Yes/No. If you choose No at this point, they then ask you if you would like them to remove the current alignment from a member of your current party, Yes/No. A Master may only remove his own alignment from a party member(IE: Ri may only remove an alignment with Ri, not any other Master). However, a Master may align with a character who is currently aligned with another Master, thereby overriding the previous Master(IE: if Nina is currently aligned with Babaderu, but wishes to align herself with Emitai, she need not have Babaderu take his alignment off of her. Just have Emitai align with Nina, and Babaderu's alignment will be gone). Master list: 1. Babaderu: Woodsman in Shida Forest HP+2 AP-2 Attack Strength+2 I.Q.-3 Defense+1 2. Meigasu: Uruoru Territory, just West of Macneil Town AP+1 Attack Strength-1 I.Q.+2 Defense-1 3. Tree of Wisdom: Outside Plant, need Pecoros to contact this Master AP+1 HP-1 Defense+1 Attack Strength-2 I.Q.+2 Vulnerable to fire 4. Deyuran Daru: Windia, in the shack between outer walls of the castle ??? ??? 5. Gyodo: Fishman in Rapara Territory HP+4 Attack Strength-1 AP+3 Defense-1 Speed-1 I.Q.-1 6. Emitai: Dauna Mountain Territory, house with golem AP+4 Attack Strength-2 I.Q.+4 Defense-2 7. Haochi: Windia Castle cook HP+2 AP-2 Attack Strength+2 Speed-1 Defense+1 I.Q.-1 8. Baisu: Windia, one of the four teenagers, leader boy Attack Strength+1 9. Rangu: Windia, one of the four teenagers, fat boy Defense+1 10. Ri: Windia, one of the four teenagers, short girl I.Q.+1 11. Uin: Windia, one of the four teenagers, tall girl HP+1 12. Doronzo: Teahouse, girl at the top of the hill Attack Strength+1 HP-1 Speed+1 AP-2 Weapon use heightened 13. Meruripu: East Windia, in the forest "?" area to the Northwest of the Teahouse. Fairie Speed+2 HP-1 Attack Strength-1 Defense-1 14. Fuaru: Fortress to the South of Windia, horse barkeep in pub HP+4 Speed-3 Attack Strength+1 I.Q.-3 Defense+3 15. Hondara: Urukan Tapa, robed priest AP+1 Attack Strength-2 I.Q.+1 Faith up 16. Dragon God: Dragon portrait, need main character to contact Attack Strength+2 HP-6 Defense+2 AP-6 Speed+1 I.Q.+2 17. Deisu: Girl revived at Urukan temple, resides at the Fire Mountain temple. AP+3 HP-3 Attack Strength+1 Defense-3 I.Q.+3 Speed+1 Master requirements and Skill lists: (Note, level skill attained at refers to "full" levels raised. The first level raised, since not completely under the alignment of the particular Master does not count towards the amount of levels needed) Babaderu: Return to him at any point in the game after Lei and Teepo have left your party. Learned at 2 levels raised: Ogre giri AP 0 Learned at 5 levels raised: Strength up AP 0 Learned at 8 levels raised: Super Combo(press in order) AP 12 Learned at 10 levels raised: Near death(leaves 1 HP) AP 0 Meigasu: Wants all your z, appears after you return from the Gurausu Mountain area. Learned at 1 level raised: Reiga AP 2 Learned at 4 levels raised: Statistic up AP 0 Learned at 6 levels raised: Magic ball AP 2 Learned at 8 levels raised: Shieza-ga AP 7 Tree of Wisdom: AP 100 restore item, you must have Pecoros contact this Master each time you with to contact him. Learned at 2 levels raised: Ketsukai AP 5 Learned at 5 levels raised: Cure AP 2 Learned at 8 levels raised: Mikatekuto AP 4 Deyuran Daru: No requirement. Learned at 1 level raised: Yarukinashi AP 0 Learned at 2 levels raised: Suburi AP 0 Learned at 3 levels raised: Mineuchi AP 0 Gyodo: Must have fishing rank of Rod Master or higher. Learned at 2 levels raised: Random spell(must have 0 AP) AP 0 Learned at 5 levels raised: Berserker AP 2 Learned at 8 levels raised: Sudden death AP 1 Emitai: 10,000z. Learned at 1 level raised: Paria(defense up) AP 4 Learned at 3 levels raised: Mind sword AP 2 Learned at 5 levels raised: Tyakura(I.Q. up) AP 2 Haochi: Needs the following four items for a dish he's making, Hoshinku, Tsubamenosu, Lantern Fish, Firedako Fish. Learned at 1 level raised: Sengiri(slice attack) AP 0 Learned at 3 levels raised: Akumagiri(explosion) AP 1 Baisu: Find him the second time he hides(when he's a teenager). All four teenagers must be found first. Learned at 2 levels raised: Battle Formation #4, Chain Rangu: Find him the second time he hides(when he's a teenager). All four teenagers must be found first. Given at 2 levels raised: HP Ring(option item) Ri: Find her the second time she hides(when she's a teenager). All four teenagers must be found first. Learned at 2 levels raised: Battle Formation #5, Wise Uin: Find her the second time she hides(when she's a teenager). All four teenagers must be found first. Learned at 2 levels raised: Battle Formation #6, Enhance Doronzo: You must have fifteen different types of weapons in your possession(inventory). Learned at 2 levels raised: Soudori(all EXP. go to caster) AP 0 Learned at 3 levels raised: Gun tobashi(cancel enemy turn) AP 0 Learned at 4 levels raised: Steal item AP 0 Meruripu: Pecoros must knock a rock into the pond she lives in, you also must possess the Flower jewel. Need Pecoros in your party to make initial contact with her each time. Learned at 2 levels raised: Omazinai AP 0 Learned at 5 levels raised: Shadow Walk AP 8 Learned at 8 levels raised: Battle Song AP 6 Fuaru: Must have a character level 30 or above. Learned at 2 levels raised: Totsushin AP 0 Learned at 4 levels raised: Counter AP 0 Learned at 6 levels raised: Defensive Shield AP 2 Hondara: Must have previously learned the Skill "Mineuchi" from the Master, Deyuran Daru. Learned at 2 levels raised: Yakuri AP 4 Learned at 5 levels raised: Kirie(undead) AP 5 Learned at 8 levels raised: Benediction AP 20 Dragon God: Need Anfini dragon gene in your inventory, you must have your main character contact this Master each time you wish to contact him. Learned at 2 levels raised: Shin Gan AP 0 Learned at 4 levels raised: God Strike AP 2 Learned at 6 levels raised: Aura Barrier AP 5 Learned at 8 levels raised: Aura Smasher AP 20 Deisu: Available in the temple at Fire Mountain after reviving her at the Urukan temple. Must use your main character to gain access to her inner chamber. Learned at 2 levels raised: Badorama AP 10 Learned at 5 levels raised: Graycool AP 10 Learned at 8 levels raised: Valhalla AP 10 Learned at 11 levels raised: Domega AP 12 Learned at 15 levels raised: Seventh Sense AP 0 (Seventh Sense needs time to charge) Special actions of characters: You(Ryu): Sword swipe, only character that can pick up dragon genes Lei: Lockpick Teepo: Kick Nina: Wand blast Momo: Bazooka Garland: Push Pecoros: Bash(same as kick) Fishing notes: Fishing menu Equip: Rod/Lure Data: Notes on fish #'s 1-23 Instructions: Circle: Press to start power meter, then again to cast at desired power level. Reels in line when fish is caught X: Cancel Triangle: Brings up fishing menu Left(D-pad): Reels line left after cast Right(D-pad): Reels line right after cast Back(D-pad): Jerks line after cast Press Circle to start the power meter rising, the press Circle again at the desired power level to cast. When fish is on the line, press the Circle button to reel it in. The depth meter shows how far the lure has sunk. If it reaches the sea floor, there is a good chance the line will break. If your line breaks, or a fish escapes after being caught on the line, you lose the lure you were using. There are ways to increase your technique while fishing. While the lure is in the water, cause it to move(by any means) in the following rhythmic patterns to earn the following extra technique points(think of each of the movements/skips as a second of time): Tug, Skip, Tug: 1 point Tug, Tug: 2 points Tug, Tug, Skip, Tug: 3 points Tug, Tug, Skip, Skip, Tug, Skip, Tug: 4 points When you have a fish on the line, keep it in the green highlighted area on the Player vs Fish meter. Use the Directional Pad to move the meter. Tugging the line while reeling it in pulls it faster. At 60 meters out, a fish will escape. Catching fish earns you points towards your fishing rank. Each new type of fish caught earns points, as well as fish that bring you a size record. Fish that you catch can also be used as items, such as healing or AP restoring items or as spells used in battle. Money-ro fish can be traded along with other items in your inventory, for special items such as lures or equipment. Once you've caught a particular fish, it's name will appear on the guide listing in every fishing spot that it can be found in. Which lures to use for catching fish: (others will work, but these are common) Fish # Lure Item used as Average 1. Gemifish Worm HP 1 20 CM 2. Piranha Worm HP 20 30 CM 3. Pesura Toshipu Fire attack 35 CM 4. Brown Worm HP 40 50 CM 5. Rainbow Worm AP 5 50 CM 6. Red Kyato Kaerukun God Blade attack 60 CM 7. Bigmouth Sprite/Worm HP 80 30 CM 8. Firedako Sprite/Worm Blinding Cloud attack 60 CM 9. Hugemouth Worm All members HP 80 65 CM 10. Baramundei Kaerusan All members HP 240 b 150 CM 11. Gemifuroto Worm/Sinker HP 1 20 CM 12. Tobato Toshipu/Potsupa HP 20 15 CM 13. Ishimupesura Sprite/Worm Healing Rain spell 15 CM 14. Titan Worm/Sinker AP 5 30 CM 15. Shimouth Worm HP 80 45 CM 16. Chinuku Kaeru AP 20 45 CM 17. Tako Worm Blinding Cloud attack 50 CM 18. Lanternfish Sinker God Blade attack 75 CM 19. Borodebi Worm Lightning attack 90 CM 20. Hornedmarina Deep Dive All members HP 240 120 CM 21. Whale Deep Dive All members Full HP 180 CM 22. Shota Worm Used to make Shisu 50 CM 23. Money-ro Coin Trade in value* 150 CM * Trading Fish #23, 1st column is item you get 2nd column is items you trade with Money-ro fish Lower column is amount of items you have The Fairie Realm: Designating: Later in the game you will have to enter the Fairie Realm, and once there, attempt to help the fairies. The objective to reach in the Fairie Realm, is to help organize the fairies so that they are able to build a city/fortress for themselves. To do this, from time to time, enter the Fairie Realm and speak with the fairie floating near the front left corner of the shack. The fairie will ask you if you would like to designate jobs to each of the available fairies, Yes/No(note, if you choose no, you will be given information about the fairies in a similar fashion to how Beito, Shadow and Sinker gave you information about Rapara). After answering yes, highlight each fairie(in turn) available in the long thin box at the top of the job designation screen, then place them in the job that you think best suits them. The first available jobs are: Education: the eight central boxes, only one available to place fairies in at first(corresponds to the shack). Can be changed to Merchant or others after new topics are learned. Each later box corresponds to a room in the Fairie city/fortress Hunting/Exploring: top right box Gathering/Clearing materials: center right box Building: lower right box The way to determine which fairies will be best suited to each job, is by the four colored status bars that appear under their name when highlighted. The bars represent: Red: Hunting/Exploring prowess Green: Strength/Stamina Blue: Merchant skills Light Blue: Intelligence From these status bars you can determine that fairies with the highest hunting/exploring prowess would make the best hunters or explorers, whereas fairies with the highest strength/stamina would be good at gathering or building. Fairies with the highest merchant skills would be your best choice to run the shops that you set up within the fairie city(shop types are selectable once you gain new topics by way of education), and fairies with the highest intelligence will make the best scholars to earn you new topics(note, the appropriate colored bar in each fairie's status will light up as you highlight each job). If you do well in assigning the fairies, the Fairie Realm city will flourish, if you do poorly, fairies will begin to die. New fairies can be found/hatched by the fairies positioned in the Hunting/Exploring box. Fairie merchants: After learning new topics(merchant types), fairie shopkeepers can be designated to run a shop of the chosen type inside the city(or shack) in the Fairie Realm. The shop types are determined by the selections you choose while highlighting any of the eight central boxes on the job designation screen, the type of shop is shown in the icon that appears in the frame at the top left corner of each box. Shop types include weapons merchants, food or items merchants, inns, gift shops, fortune tellers, explorers, resale shops, musicians(this becomes a music select, with more songs added the better you do in the fairie realm), copy shops and casinos. To use the copy shop, talk to the fairie running the shop and she will ask you if you would like to leave an item to be copied, Yes/No. After answering yes, choose an item from your inventory, then leave it to be copied. You can pick it up again later when the fairie is finished with it. For the casino gambling shops, you are given two different types of games to play when you talk to the fairie that runs them: High and Low Code breaker To play Hi and low, first bet any amount from 1 - 100z, then choose whether the next eight cards in line will be either higher or lower than the previous. High = first choice(left) Low = second choice(center) Stop/Exit = last choice(right) When you play code breaker, the object is to guess the three digit code that is hidden under the upper set of cards within a certain amount of guesses. To do this, scroll to the desired numbers that you want on the three lower cards, then press the accept button. Your guess will then appear in the list at the top left of the screen. The red highlighted number next to your number is how many you guessed exactly right(number and position), while the blue highlighted number is how many you guessed right, but aren't in the correct position. Upon winning at code breaker, you will receive prizes such as HP statistic up items, or Domega spell rocks. Walkthrough: After naming your character and choosing your in-game options, the game begins inside the Dragon Mine in Dauna Mountain territory. It seems as though a baby dragon has been found sealed inside a large crystal. After using dynamite to free the dragon, the miners are surprised to find that the baby dragon is alive. They immediately attack the dragon out of fear. You play the role of the baby dragon. After killing the miners(they would have killed you), make your way out of the mine shafts to the area just outside the tunnels where the wooden platform is. Once arriving here, a large bull attempts to stop you from leaving. Upon attacking the bull, you are momentarily distracted and your attention is drawn to the mine. The crane operator uses this opportunity to his advantage, and swings the crane at you. It hits you in the side, knocking you unconscious. You are then caged and put onto a small train to be brought elsewhere. During the train ride, use the D-pad to shake and rattle yourself within the cage. After enough shaking, the cage will fall off the train and crash open upon impact with the ground below. The scene then cuts to show a tiger thief named Lei hunting wild boar in the Shida Forest. Just as he is about to capture his dinner, a loud crash occurs, and the boar is scared off. Lei goes to inspect the area where the noise came from, and is surprised to find a small naked boy lying on the ground surrounded by two wolves that look ready to pounce. With a show of his knife wielding skills, Lei saves the boy, then brings him to his home in the forest to assure his safety. Upon your arrival at Lei's home, you meet Teepo, Lei's partner in crime. Together they put the small boy to bed so he can rest and regain his strength. While sleeping, the boy finds out that he has dragon blood flowing through his veins. This is his story. Upon awaking the next morning(you now control the small boy), you find yourself all alone in the house. Leave the house and make your way to Macneil Town(small town on the world map just below the forest you were just in), where you will find Lei and Teepo. After your initial meeting with Lei and Teepo in the town of Macneil, speak to Teepo, and Lei will attempt to steal some weapons from a local merchant. It doesn't go well. Once you catch up with Lei and Teepo after this fiasco, you join up with them and all three of you will then travel together. Teepo suggests going to the Uruoru crossroads(the path crossroads just below the wheat field on the world map), so make that your first stop. Once there, walk to the crossroads, and Teepo will explain that the road to the right leads to Windia, and that someone is coming. At this point, hide behind the bushes in the grassy area above the road leading to Windia(where the hand shaped cursor points to). As soon as Babaderu walks by on the road below, Teepo pushes you out of the bushes into him. After finding out Babaderu's plans, Lei and Teepo decide that now would be a fine time to rob his house, as he will be away in Windia. Make your way to Babaderu's house in Shida Forest(same forest Lei and Teepo's house is in), and once you arrive, have Lei pick the lock on the front door. Once inside, make your way down the ladder to the basement of the house and inspect the bookcase that you'll see there. After finding an item in the bookcase(this item will be needed later in the game when you wish to gain Haochi, the Windia Castle chef as a Master, so don't use it until he asks for it), Lei and Teepo come down the ladder to see what you have. At this point Babaderu comes home unexpectedly, and can be heard by way of squeaky floorboards upstairs. Seeing as how there is no other way out of the basement, Lei goes up the ladder to try and take care of Babaderu. With a loud yell, and much crashing about, Lei is captured. Teepo goes to help his friend, and as soon as he is at the top of the ladder, more crashing sounds are heard. Going up the ladder reveals that the house is now empty. Proceed outside to get a better idea of what has happened to your friends. As soon as you step outside, you are cold cocked by Babaderu who was waiting just outside the front door. After tying the three of you up, Babaderu demands that Lei travel to Gurausu Mountain(mountain just above Shida Forest on the world map)and kill the monster that lives there. After Lei leaves, Babaderu decides that if you and Teepo split enough firewood for him, then the both of you may leave to help Lei in his task at Gurausu Mountain. Upon accepting this request(top choice), press the "X" button to split the piece of firewood, just as Teepo releases it. After splitting enough wood, Babaderu lets you and Teepo go as well(note, the pond near Babaderu's house is filled with the "healing rain" item. Each time you inspect the water you will receive one of that item). Leave Shida Forest and make your way up the path(on the world map) leading Northeast, until you come to a "?" area. Enter the "?" area, and use Teepo's special action(kicking) to roll the small rocks scattered about the ground. Some rocks will reveal holes in the ground containing items, while once the small rock next to the large round rock(just across the small bridge where you entered the area) is kicked away from it, the large rock will roll into the stream below and block the flow of water. This will allow you to walk down the lower, now empty, stream bed and access a new area at the end of it containing a chest. After getting all the items from underneath the rocks, and from the chests, proceed to the opposite end of the "?" area and you will find a sign that tells you this is the way to Gurausu Mountain. Leave the area by the exit next to the sign. Once out of the "?" area and back out on the world map, proceed to the end of the path and you will find the entrance to Gurausu Mountain. Enter the Gurausu Mountain area and make your way up the hill towards the rear. Attempt to cross the bridge that the path at the top of the hill leads to. As soon as you do, night starts to fall, and Teepo leads you into a house that is nearby. Lei is inside the house, and calls out to you and Teepo as soon as you enter it. He tells you all he's discovered about the monster that is supposed to inhabit this mountain, the one Babaderu sent him to kill. The next morning your party is awoken by a bloodcurdling yell. Upon rushing outside, you will see a giant creature that looks like a mutated lion with three snakes for a tail. The creature jumps down from the cliff above the house and lands in front of your party members. It then begins it's attack on them. After inflicting a certain amount of damage on the creature, it flees into the mountain above. Make your way to the cave entrance in the side of the cliff above the house(you may use the dragon statue directly behind the house as a save spot) and enter it. Once inside the cave, you spot blood pools along the ground. Walk to the center branch off tunnel on the left, and enter the opening at the end of it. Once inside, walk to the skeleton at the rear and Teepo will spot more blood on the ground. Return to the main cave passage(where you entered the area with the skeleton from), and Teepo will suggest finding a way to enter the opening to the passage that was behind the waterfall that you just saw in the previous area. Walk to the rear left branch off passage and enter the opening at the end of it. Once inside, Teepo will suggest jumping into the water, and swimming to the passage behind the waterfall. At this point, choose the top choice to jump into the water(note, if you choose not to enter the water at this time, you need only to walk to the edge of the water in this room to be asked if you will jump in again). Your characters will swim downstream and fall into the passage opening behind the waterfall. After entering the passage behind the waterfall, and drying yourselves off, walk towards the opening at the end of this new passage. Just as you reach the opening, a loud screeching sound is heard from within. The lion creature then leaps out from inside and attacks your party. After defeating the creature, it falls dead, slightly blocking the opening at the end of the passage. Inspect the body to squeeze by the body and enter the passage behind it. Once past the body, you will come to a nest with three babies in it. The creature that you just killed was just a mother trying to protect her young. After learning this sad news, leave these passages and return to the waterfall. Once at the waterfall, you will be asked if you'd like to swim downstream to exit the caves, Yes/No. After choosing yes, your characters jump into the water and swim downstream. Once out of the caves, and back on dry land, Babaderu shows up. Your characters tell him what they have learned, and the sad fate of the monster they were sent to kill. The scene then fades. Upon regaining control of your characters, leave Shida Forest and walk towards Macneil Town on the world map. Just to the East of Macneil Town is a newly opened area(looks like a small open area with a tree stump in it, between Macneil Town and the fishing spot to the East) marked with a "?". Enter this new area to meet your first of seventeen Masters. Once in the area, walk to the end of the path and you will see a man standing next to a tree stump. This man is Meigasu, and he is what's known as a Master. A Master is basically a trainer. After aligning yourself(or others in your party) with them, you will gain new skills and other useful things, after a certain amount of level raising. You need to keep the alignment the same while you are level raising(until you are rewarded with the desired skill or item), as once you switch Masters, you start over again as far as the amount of levels needed to raise. Some Masters have more than one skill or item to give you, so you may not want to be so quick to change alignment from one Master to the next(a star next to the Master's profile in the Master list lets you know when a Master has given you everything he/she/it has). Upon talking to Meigasu, he will explain the theory of the Masters to you, then ask if any of your party members would like to align themselves with him, Yes/No(note, you can align more than one party member to a Master, but only one of each skill will be awarded to your party. Also, some Masters demand something in return for letting you use them). After aligning(or not) some of your party members with Meigasu, leave his area and proceed to Macneil Town. Once in Macneil Town, your party will be surrounded by the townsfolk. After straightening out the situation, speak to the robed man(Zurusuru) walking near your party. Answer his question, then go to talk to him in the small shed in the wheat field area, as you'll have more privacy there. Upon talking to him in the shed, you find out that he wants you to retrieve something for him from Macneil's house(note, Macneil is the dictator that rules the town of Macneil). After talking to Zurusuru, you wait in the shed until nightfall, then make your way to the grounds of Macneil's house(note, on the world map Macneil's house is just to the left of the wheat field). Lei and Teepo then run off to look for a way into the house. Inspect the broken section of the wall(to the left) and Lei and Teepo will come and see what you've found. Lei leans against the wall, and before you know it, you've found a way into Macneil's front yard. Once in the yard, make your way along the wall to the left, and you will find another robed man. Speak to him and he will give you 50 z(monetary denomination) to bribe the guardsmen that are patrolling the grounds with. After receiving the money, approach the first guard and use the 50 z to bribe him into letting you pass(choose top choice). After bribing the guard, talk to the second guard standing nearby, then walk up the stairs just ahead. Once up the stairs, open the chest that is hidden just down the balcony to the left and take the item from inside it. After receiving the item, walk down the balcony to the right and speak to the next guard that is there. He notices the item from the chest, and lets you pass if you give it to him(he takes it from you automatically). After passing the guard and continuing down the balcony to the right, you will come to more guards, these carrying lanterns so that they can keep better watch over the grounds in the dark. Be careful not to step in the light cast by any of the lanterns or you will be spotted and thrown out of the yard(you will then need to re-bribe the first guard after re-entering the yard. Note, if you don't give the item from the chest to the guard on the balcony, it is possible to sneak by the guard with the lantern at the bottom of the stairs in front of where the guard who wants the item is, you just need to time your run by him so that he is turning towards you just as you go by, that way his lantern isn't shining either way for a moment. You must be very quick). After proceeding past the guardsmen on the balcony, you will walk down a flight of stairs and come to a lookout post(high platform with ladder) with a bell on it. Climb the lookout post, and use either your character's or Teepo's special action(sword swipe/kick) to ring the bell. The ringing of the bell signals one of the guards below to leave the area he is in and take his cigarette break, thus allowing your party to further explore the yard. Proceed to the Northeast and talk to the guard having his cigarette break by the fountain. After speaking with him, walk down the walkway in front of him, towards the main gate. You will then be spotted by a large watchdog who will then attack your party. After defeating the watchdog, return to the guard smoking at the fountain. Speak to him now, and he will let you pass onto the right side of the yard. Once on the right side of the yard, talk to the guard standing in the grass without a lantern, then speak to the three peasants(one on the guard's side of the lower wall, and two on the opposite), then finally walk up to the small green shack beside the balcony to the right and talk to the guard standing in front of it. After he leaves, enter the green shack and you will find out it is the hen house. Just as Teepo takes an item from one of the nests, a giant chicken appears and attacks your party. After defeating the chicken, and the ruckus at the hen house dies down, the guardsmen from the center balcony come to question the peasants about the noise. Use this opportunity to climb the stairs to the center balcony and approach the front door of the house(go to the right once on the center balcony). Lei notices that most of the guardsmen have positioned themselves by the front door, so he runs by them brandishing his knives, in order to distract them so that you and Teepo can sneak into the house. Once you and Teepo are inside the house, enter the door to the right wing of the house. Here you will be able to rest and save your game by talking to the butler in the bedroom(top choice) before progressing through the rest of the house. After resting and saving(if necessary), return to the house's entryway and attempt to climb the main stairs that are there. You will be stopped by an invisible force. A ghost then appears and attacks you and Teepo in an attempt to stop you from proceeding further into the house. After defeating the ghost, it turns into a small flame and runs up the stairs. Proceed up the stairs and enter the rooms to the left. Towards the rear hall, you will see Macneil, or at least what you believed was him, for as you are talking to him, he turns into another of the ghost type creatures that you fought downstairs. Once the ghost reveals itself, it begins it's attack on you. After defeating this second ghost, it too turns into a small flame and runs off. Continue through the house, and just as you are about to descend the stairs at the rear right, another ghost appears to confront you and Teepo. After defeating this third ghost, it runs off down the stairs that you were about to descend. Go down the stairs and continue your journey through the house. In the room behind the kitchen you will be approached by yet another ghost. After defeating this ghost and watching it run off, you realize that these are the ghosts of the men in the portraits on the walls of the first room in the right wing of the house(just off the entryway). Continue through the house in the direction that this last ghost ran off in, and you will find the elevator. Inspect the switch on the side of the elevator, and you will be asked if you would like to ride to the floor above, Yes/No. After taking the elevator to the floor above, walk up the stairs in the room you arrive at, and you will find a bed to rest in, and a save book to save your progress. After resting(top choice) and saving your game(if necessary), proceed up the ladder that is in the room to the roof of the house. Once on the roof, you realize that you must find a way to reach the roof of the wing of the house to the left, as all the doors leading to it inside the house are locked. Proceed to the far end of the roof you are on, there you will find a grappling hook and rope in the lower left corner. After receiving the grappling hook and rope, Lei shows up and helps you get across to the other roof. Once across to the other roof, walk down the stairs in the open section to the North(almost directly across from the rope, the open section to the South only leads to the steam room area). Once down the stairs, proceed through the first room, and start to enter the master bedroom in the rear. As you approach the doorway, you will witness Macneil chasing a woman around the room. Upon entering and speaking to Macneil, five small flames suddenly appear throughout the room. The flames then merge to create a large version of the ghost creatures you fought as you made your way through the house. Once formed, the ghost then attacks your party. After defeating the ghost, and threatening Macneil, Lei and Teepo leave, followed shortly behind by your character. The scene then fades. When you regain control of your characters, you are back at your home in Shida Forest. Make your way back to the wheat field beneath the town of Macneil(you may want to save, or go see the Master first), and speak to Zurusuru(green cloak). After telling him what happened at Macneil's house, enter the small shed to the right(just across the road from the wheat field). Your characters will begin to talk about Zurusuru, when in walks Babaderu and a cow. After speaking to Babaderu about Zurusuru and Macneil, leave the shed and return to your home in Shida Forest. Once you arrive at your home, you will behold a horrible sight. Your tree house is engulfed in flames. As Lei rushes to see if there is anything he can do to stop this tragedy, Teepo calls out to him that there is trouble below. Two unicorn beasts are at the footbridge below your home, and they mean to do no good. The two unicorns, Bario(blue mane) and Santo(green mane), have come for Teepo, who at this point is terrified. After a few threats, Bario and Santo begin their attack on your party. You cannot win this battle, so let your party be defeated quickly, and don't waste any healing or AP items. After the battle, your character comes to in Babaderu's house. After waking up, walk outside the house and talk to Babaderu. He tells you that he found you in the forest and brought you to his home to help you get well. You are very upset over your loss of Lei and Teepo, and decide to set out for Windia. After asking Babaderu for directions on how to reach Windia, make your way to Moranzi Mountain(to the right of the Uruoru crossroads on the world map), which you must cross if you hope to reach Windia. Once you reach Moranzi Mountain, make your way to the top of it. At the top of the mountain, your character will run into Santo, who alerts Bario to your arrival. As Bario distracts you, Santo quietly sneaks behind you and draws a sword. You never knew what hit you. As Santo and Bario are laughing at what they have apparently done, something they find very confusing happens. Upon your supposed death, the dragon blood that flows through your veins, mutates your body into that of a small dragon(note, at this point you are automatically given the "Flame" dragon gene). Shocked by this turn of events, Bario and Santo cage you and bring you before the king of Windia. Bario and Santo intend to give the baby dragon to the king, but upon uncovering the cage in front of the king, all that is inside the cage is a small boy(your character). Bario and Santo are very upset by this and start kicking and punching the cage in an attempt to cause you to revert back to dragon form. All this does is anger the king, who orders all three of you to be thrown into the dungeon. While Bario and Santo are complaining in their cell, and you are crying in yours, the king's daughter, princess Nina, enters the dungeon and introduces herself to you. While you are talking to Nina, Santo calls for Nina to come over to their cell. Once she gets there, Santo and Bario persuade Nina to unlock the cell door. As soon as they are free, instead of thanking her, Santo knocks Nina unconscious. They then take her hostage and start an attempt to escape by heading down the stairs in the back. At this point, inspect your cell's door. Choose the bottom choice(top choice will cause you to call a guard for help, but he just ignores you) and your character will perform a running smash into the door to try and knock it open. It doesn't work. Inspect the door a second time, and choose the second choice(the running smash) again. This time your character will start running from further away in order to build up more momentum, and is successful in knocking the door loose. After getting back to your feet, make your way down the stairs to the rear right of the dungeon. At the bottom of the stairs you will find Bario and Santo, still holding Nina captive. After spotting you, Bario kicks Nina aside and the two villainous unicorns attack you. As in your previous battle with Bario and Santo, you cannot win, so don't waste any healing or AP items during this fight. Once Bario and Santo defeat you, they run off, leaving you with Nina. Nina helps you get back to your feet, and tells you that she would like to travel with you, and that she will help you escape the palace through the underground cemetery. Make your way down the stairs at the back of the room, and you will descend into the palace's underground cemetery. Walk through the cemetery until you find the large tombstone at the end of the stone ramp to the Northwest. Inspect the tombstone and choose the top choice of the two selections you are given. The tombstone tells you that you need to answer the questions on the other seven tombstones correctly in order to proceed. Walk around the cemetery and inspect the other seven tombstones(there are actually eight others, but ignore the tombstone furthest South at the top of the dirt ramp. There is a tombstone next to it that contains a question that needs answering however). When asked the question upon inspecting each tombstone, choose the answer highlighted in green. This will trigger the tombstones correctly. After you have triggered all seven tombstones correctly(one is slightly hidden below a drop spot to the Southwest), return to the large tombstone and inspect it again. Choose the top choice when prompted to make a selection, and you will open a hole in front of the tombstone that you and Nina will fall through. Upon landing in the area below, open the treasure chest that is there to receive a ring, then jump down the drop spot and make your way to the ladder to the North. After climbing the ladder and returning to the cemetery above, open the chest on the platform you appear on to receive a helmet. After receiving the helmet, proceed to the one tombstone that you didn't inspect previously(the tombstone furthest South out of the two that are up the dirt ramp). Inspect the tombstone and you will be asked a series of questions referring to the choices you made on the other seven tombstones. Answer them properly by selecting these choices: 1st question: 1st choice 2nd question: 1st choice 3rd question: 1st choice 4th question: 3rd choice 5th question: 2nd choice 6th question: 2nd choice 7th question: 2nd choice After answering the final question correctly, a hole will appear in the ground in front of the tombstone. Nina and your character fall through it and land in a new area. This new area is actually part of the lower area you fell into earlier(from the large tombstone), but on the other side of the large area with the pillars Southern wall. Walk to the left to fall into another hole, this one bringing you to the Royal Tomb. Upon landing in the Royal Tomb, you tell Nina of Lei and Teepo. After filling her in, leave the tomb and you will find yourself on the walls of Windia Castle. Walk down the walkway on the wall and enter the grounds of Windia Castle. After asking the various people about the castle grounds if anyone has seen Lei or Teepo, walk to the fountain at the lower level and speak to the four children playing around it. When you talk to the boy standing still in front of it, they decide to play hide and seek with you. Find all four of the children(now hiding within the grounds of Windia Castle) to receive some information. The children are in the following locations: Child #1: The Northeast corner of the lower level Child #2: The Northwest corner of the lower level Child #3: To the right of the weapons shop in the lower level Child #4: In the dining area(where tables are) at the top of the stairs, he is hiding behind the tree After finding all four children, they tell you that Teepo may have been taken to an area near the castle. After learning this, leave the Windia Castle and return to the world map. Proceed to the "?" area at the end of the path that cuts through the trees on the Western side of Windia Castle. Enter this area and you will find a chest hidden next to the wall of the castle. After obtaining the item from the chest, return to the world map and proceed to the other "?" area that is at the end of the path that runs between the Southern walls of Windia Castle. In this area, once you enter the shack that is there, you will meet another of the Masters. This Master is Deyuran Daru, and after meeting, and aligning with him(if necessary), return to the world map and walk down the road leading away from Windia Castle. Enter the area at the crossroads you come to(Eggnook, you can go no further). Once in Eggnook, enter the house that is there. Upon your entering the front door, you hear Nina scream. Run back outside, and you will see that Bario and Santo have returned and have captured Nina. After a painful stomping by Bario, you are knocked unconscious and brought to a pub in a bazaar type town just outside of Windia, where you are then left tied up in the back room. Bario and Santo leave after talking to the barkeep and saying hello to a large gargoyle type creature named Garland. After Bario and Santo leave, Nina is able to loosen her ropes enough to escape. She crawls to the corner of the back wall and peeks into the pub to get a better idea of what you are now up against. After coming back and untying you, you both attempt to sneak out of the pub, but are noticed just before you reach the door. After some smooth talking by Nina, the barkeep lets you both leave(note, the barkeep's name is Fuaru. He is also a Master. Return to him later in the game when one of your characters are level thirty or above and he will offer you his services as a Master). After escaping from the pub, leave the bazaar town and travel to Boumou Mountain(on the world map, mountain just to the right of the bazaar town). Once there, climb to the top of the mountain, and you will find two men standing outside of a small house. Talk to the two men and they will invite you inside. After telling the men that you are trying to escape being found by Bario and Santo, they tell you of the lift that will take you to the other side of the mountain range. They also tell you that you can rest in their back room. After talking to the two men, enter the door to the right(inside the house), as the back room and lift are that way. After a brief rest, make your way through the door at the back of the room and you will find the lift. Upon inspecting the lift, you find that it is not completely operational, and upon returning towards the room where the two men are, you find yourselves locked in the back room. Suddenly you hear Santo's voice. You've been betrayed, the men have sold you out to your enemies. At this point Nina exclaims that the two of you must get the lift working in order to escape being captured again. Return to the lift room and inspect the lift's control panel. It seems that there is no energy to drive the lift. Upon learning this, Nina tells you to get on the lift. As Santo is approaching the room you are in, Nina explains that she will try to use her special action(wand blast) to start the lift. As you try to hold off Santo, who has now entered the lift room, Nina blasts the control panel with a bolt of energy from her wand. The control panel burns out, but as it does, a charge of energy is released, and the lift starts. With a leap of faith by Nina, the two of you escape Santo once again. Upon reaching the landing dock for the lift at the opposite end of the mountain range, Nina suggests that the two of you should head down the mountain quickly. As you leave the landing dock, you find that the main gate to the road leading off the mountain is locked, and you will now have to figure out another way to get down from the mountain. Start to climb the high path(only one that leads anywhere), and at the very top of it, Nina starts to worry that there is no way to get down the mountain. To make matters worse, Santo suddenly shows himself just down the path. As he advances up the path towards your characters, you realize that there is only one way out... So down the side of the mountain you go. During your slide down the mountainside, your main character reverts back to dragon form. Once you hit the bottom of the mountain, Nina helps revive you, and you return to human form(note, at this point you automatically receive the "Protect" dragon gene). Once you are back on your feet, leave the area at the base of the mountain and return to the world map. Once on the world map, walk slightly to the left and you will find another "?" area(beside two trees at the base of the mountain range). Enter the "?" area and you will find the "Reverse" dragon gene. After receiving the Reverse dragon gene, return to the world map. Once back on the world map, proceed up the path heading North, until you come to the stone fortress. Enter the area where the fortress is, and talk to the fish man that you will find sitting next to the stairs. He is a merchant and will sell you a variety of useful items and armors. After doing business with the merchant, walk up the center set of stairs and inspect the plaque in front of the pool of water. Reading the plaque will tell you that in order to drain the water in the pool, so that you may reach the chest, you must light the four crystals surrounding the pool after lighting the large crystal inside the fortress first. Make your way into one of the lower doors to the fortress and use Nina's special action(wand blast) to light the large crystal on the pedestal near the stairs leading down into the pool of water. As soon as the crystal is lit, a timer appears letting you know that you have thirty seconds to light the remaining four crystals outside. To make the task of lighting the crystals a little more difficult than it seems, a laser barricade is also activated so that you cannot leave this room by the doors that lead directly to the four crystals that you still need to light. Quickly make your way up the stairs to the left, and exit the fortress from the level above. Once back outside, make your way down the stairs, and use Nina's special action(wand blast) to light each of the four smaller crystals around the pool of water. If you are successful in lighting both the large crystal inside, and the four smaller crystals outside, within the allotted time, upon lighting the final crystal, the pool of water will drain. Once this happens, return inside to where the large crystal is, and walk down the stairs into the now empty pool. Walk through the pool to the chest, and open it to receive an AP 100 refill item(note, if you return to the fortress later in the game, the chest will be resealed. Re-opening it will get you an HP 100 refill item). After getting the item from the pool, make your way back into the fortress and proceed upstairs. On the third floor you will find a room where you can get some rest and save your progress. After resting and saving(if necessary), continue making your way upstairs. Upon rounding the first corner on the fourth floor, you hear a loud crash. A small robot then comes out from under a door, followed by a loud explosion from within the room where he came from. Follow the robot back into the room and you will meet Momo(and her little robot friend, Honey). After introducing yourselves(you'll have to yell, as Momo's hearing isn't that good after the explosion), Momo leaves with Honey for a moment while you rest up. Upon Momo's return, the scene cuts to show some men questioning the fishman merchant on your whereabouts. Momo suggests an alternate way out, from a device on the top level of the fortress, but it will be difficult to reach, as the fortress is filled with monsters. Nina asks if Momo will come with you, and after some thought, Momo agrees. At this point, Momo joins your party(you are also given the option to save your game, Yes/No). Leave the room and enter the next room in the outer hall(next to the stairs). In this room there is a four by four tile grid in the center of the floor, two bookcases, a sign on the wall and a locked door in the back. First, read the sign on the wall and it will tell you the way to unlock the door in the back of the room. To unlock the door you must turn all the tiles on the floor grid to gray, and then walk off the tiles. To turn the tiles from red to gray(or vice versa), just walk on them and they will change color. After changing all the tiles to gray(you must read the sign on the wall first for the tiles to be able to change), and walking off them, the door in the back unlocks. Enter the room and open the three chests to receive a skill ink and two weapons(flame and ice). After receiving the items, make your way back out to the hallway and continue on your way upstairs. You will come to a room at the end of a hall where there are five rotating, multicolored cubes atop small pedestals. Four of the cubes are near the door, while the fifth is in the center of the room. On the face of each of the four pedestals near the door is a switch. This room contains a trap. If you attempt to walk across the center of the room without deactivating the trap, you will open a large hole in the center of the room, and fall back down to the floor where the rest and save spot is. To deactivate the trap, flip the switches(top choice upon inspection) beneath the second and the fourth cubes(assuming you number them one thru four, from left to right). After flipping the proper switches, proceed through the room and continue your journey to the top floor. You will come to another room where there are red and blue levers, and floating floorplates in the gaps in the center of the floor. Due to the gaps in the floor, the room is divided into four sections. The Eastern section has a door that leads to two other rooms, one containing a bookshelf with books that tell you about energy, and the other containing a chest with money inside it. The Western section has a hallway that eventually leads to a room with a chest containing an all member HP restoration item. After getting the items from the rooms off the Eastern and Western sections, proceed to the Northern section and continue your trek upstairs. You will come to another room where the floor is divided up into sections due to gaps in it. Walk up the stairs that you can reach and ride the gray plate to the section to the left. From there, walk up the next set of stairs and you will find a large crystal on a pedestal. There is also a large red floating floorplate near the crystal. The sign on the wall to the right of the crystal tells you that you must charge up the crystal with energy in order to get the red floorplate to work. So just as you did to drain the pool of water outside the fortress, use Nina's special action(wand blast) to charge(it lights up) the large crystal. You need to charge the crystal with a specific amount of energy in order to cause the red floorplate to travel enough distance to reach the various chests and the exit to the room. To charge the crystal more, just use Nina's special action more than once. Here are the amounts of charging it takes to reach each desired location: 1st chest: Two uses worth of Nina's special action 2nd chest: Six uses worth of Nina's special action Stairs(to exit): Eight uses worth of Nina's special action After receiving the items from the chests(note, after each use of the red floorplate, you must use the drop spots and gray floorplates to make your way back to the crystal, as the red floorplate resets), proceed to the stairs and continue upwards. There will be a room containing a chest. Inside the chest is a new fishing pole. Shortly after the room with the chest containing the fishing pole, you will come to a room with laser barricades preventing you from crossing it. In order to get by this trap, use Nina's special action(wand blast) on the small crystal in the center of the room. The first wand blast will deactivate the red and blue laser barricades, but activate a purple laser barricade in the center. If you use a second wand blast on the crystal, it will deactivate the purple barricade, but reactivate the red and blue ones. Subsequent blasts will alternate between the above pattern. After making your way past the laser barricades, enter the door at the end of the room. You will now be in a small library, at the rear of which is a desk. Have Momo inspect the desk and she will find a switch underneath it. At this point you are asked if you would like Momo to flip the switch, Yes/No. After flipping the switch, an alarm sounds, and two of the bookcases near the desk rotate, allowing you to see a rocket in a silo beneath them. As the rocket rises from the silo in the floor, your characters grab onto it so that they may ride it out of the fortress once it launches. After a not so perfect landing, Honey wakes everyone, and Momo finds the rocket's manual. After receiving control of your characters, search the area that the rocket crash landed in, and you will find the "Sharp" dragon gene. After finding the Sharp dragon gene, leave the crash site and return to the world map. Once back on the world map, walk up the road to the Northwest until you reach the Teahouse(small shack next to mountains, you can go no further on the road past this point). Enter the Teahouse area and walk up the hill to the Teahouse itself, which is at the top of it. Once at the top of the hill, your characters will be seated at a table by a waitress. When the waitress leaves, a man comes over to talk to Momo. He tells her of a scientific community just West of the Teahouse, called Plant. After the man leaves, your party decides to go to Plant, but before you leave the Teahouse area, speak to the rest of the people that are there. On the very top of the hill(above the Teahouse) you will find a woman wearing green shorts and a halter top. She is Doronzo, another of the Masters. For her to offer her skills as a Master, she asks that you have fifteen different types of weapons in your possession(inventory), which is something that at this point you most likely do not have. Remember that Doronzo is here so that you may re-visit her at a later point in the game when you have amassed more of a collection of weapons. There is also a small robed person next to the well just down the path to the side of the Teahouse. Remember this person as well, as you will have to return to see him at a point later in your game. After talking to Doronzo and the others at the Teahouse, leave the area and return to the world map. Once back on the world map, you will be able to travel on the road past the Teahouse. Follow the road that leads Southwest to Plant(the gray dwelling on the raised area). Enter Plant, and make sure to choose Momo as your character that you use to interact with the people(speak) here. To get to the different levels in plant, you must ride the conveyor belts in the correct directions. The conveyor belts are controlled by the levers that are at one end of each of them. Make your way around Plant until you come to the area at the bottom of one of the red conveyor belts towards the Southwestern corner. Here you will find many bails of hay and a steel building. Talk to the scientists here, and upon talking to the man you spoke to at the Teahouse, he will draw your attention to the large plant bud at the edge of the steel building. He then tells you of the monsters in the cave in the mountain next to Plant. After hearing of the monsters, leave Plant and head to the mountain directly to the left of it. Enter the cave in the mountain and make your way to the blue lever in the center of the first section of the cave. Flip the lever twice(make sure none of your characters are on the conveyor belt or the lever will not move), so that you can reach the area behind the crates, where the chest is. Open the chest to receive a large sum of money, then return towards the cave entrance, but instead of leaving, walk to the upper area as now you will be able to reach the second chest that is on the ledge to the left of the lever. By moving the crates on the conveyor, you have created a bridge that will allow you to cross over to where the chest is from the upper area. Open the chest to receive a ring of defense. After receiving the ring, jump down the drop spot and proceed to the doorway at the Northwest corner of the cave. Once through the doorway, make your way to the levers just above the lava pit at the bottom of this section of the cave. Flip the red lever six or seven times, so that the two crates on the conveyor belt line up with the gaps in the ledges above. After lining the crates up with the gaps, walk towards the conveyor belt that runs from East to West at the top of this section of the cave, and proceed up the ramp on the side of it. You will now be able to walk across the ledges and reach the chest at the end of them(due to your moving the crates on the conveyor belt). Open the chest to receive another ring. After receiving the ring, make your way back off of the ledges and proceed to the doorway at the bottom right side of this section of the cave(the doorway surrounded by roots). Upon entering the doorway, you are attacked by the boss creature of the cave. After defeating the boss, you are brought out to the area where the lava pit is. The boss is now sitting on the conveyor belt, and asks you to finish him off. Flip the red lever to start the conveyor moving towards the lava, thereby dropping him into it. Once the boss hits the lava and seemingly burns up, a loud squeal is heard, and a small plant bud hops out of the lava pit and lands in front of the blue lever. Your main character believes the plant bud to be a threat, and starts to swing his sword at it. Momo steps in the way and asks you not to hurt it. She then talks to the bud. Nina then suggests the name Pecoros for the bud. Pecoros then joins your party(you have the option of changing current party members at this point also). After Pecoros joins your party, make your way out of the cave. After exiting the cave, make your way to the tree "?" area just East of Plant(between Plant and Momo's fortress). Enter the tree "?" area with Pecoros in your current party, and have him speak to the large gray tree at the end of the path inside. This is the Tree of Wisdom, and it takes an AP 100 restore item(if you have one, if not return here when you do) from you(choose top choice to let him have it) in return for allowing you his services as a Master. After aligning with the Tree of Wisdom(if necessary, note, Pecoros must initiate any contact with this Master), return to the world map and re-enter the scientific community of Plant. Once back in Plant, the man you met at the Teahouse greets you and you tell him how things went in the cave. Momo explains to him that Nina and your main character are trying to get back to Windia Castle, but that a certain pair of undesirables are making that task quite difficult. After talking to the man from the Teahouse, enter the building on the lower level(where you are now) and talk to the innkeeper(woman behind the counter). She will let you stay at the inn for free. When your characters wake up the next morning, you find that a ride to Windia has been arranged for you. All you need to do is hide beneath the hay in a wagon headed for Windia. After everyone hides in the wagon, your journey towards Windia Castle begins. The scene then fades. When the wagon reaches Eggnook, it is detained by none other than Santo. The driver tells him that he is just bringing hay from Plant to Windia, but Santo doesn't buy this and scares him off. Your characters are then captured and brought to the bazaar town, this time to compete in the arena. After being bound and led into Bario and Santo's office at the arena complex, you are given the choice of who you would rather have held as collateral, to insure that you don't try to escape from the arena complex, either Momo or Pecoros(note, the character that you do not choose stays in your battle party). After deciding which party member to leave behind, you regain control of your characters(note, if you talk to Santo at this point, you will be able to re-choose out of the remaining party members who you want left behind. They will not let you choose Nina or your main character) and will be allowed to wander the arena complex. Make your way to the rooms at the rear left of the arena complex(you will see four tanned men in speedo briefs in the hallway that the rooms you are looking for are in). Enter the room at the beginning of the rear left hall, as it is your dressing room for the first competition, and talk to the woman dressed in the bunny-girl uniform standing inside. She will then ask you if you know the rules of the first competition(tell them/already know), then she will ask if you are ready to begin the competition, Yes/No. After choosing yes, you are led into the first combat arena. In this first arena you must fight three opponents(one at a time) with only your main character(note, you can also hurt the men holding up the platforms that you and your opponents are standing on). After winning the first series of battles, the crowd cheers you on, shouting that you are number one. You are then brought back to your dressing room(room where you spoke to the woman in the bunny uniform), and told about the next team that you must face in battle. As you leave your dressing room, you notice Garland standing outside in the hall. Talk to him then make your way to the next combat arena(all the way to the rear right of the arena complex, your next dressing room is down the hall to the right of the mother and child). Once in your dressing room, talk to the woman by the rear door in the bunny uniform, and she will ask you the same questions that were asked of you in the previous dressing room, would you like to know the rules of the battle(tell them/already know), followed by, are you ready to begin the battle(Yes/No). After answering yes, your party is confronted by the opposing team(a father and two sons), who tell you a sad story about why they are fighting. After they leave, the father chants a spell and turns the children into muscle golems so they will have a chance in the battle, then you are brought into the arena to face them in battle. This battle is a three versus three battle, so Nina and your other party member(most likely Momo) will be with you. During this battle, if you defeat the man in the rear(the father), the two muscle golems will attack only each other until only one is left. After winning this second battle, the man in the back(the father) drags himself forward a short distance, then collapses. You have won the battle, but at what price? Back in the dressing room Santo appears and tells your main character that he must face Garland, the defending champion in the final battle. As Santo is leaving, he laughs about the opponents you just defeated in battle. Nina can then no longer hold back her tears, as she feels terrible about what you were just forced to do by Santo and Bario. The scene then fades. Next you are shown Santo informing Bario of the defeat of your last opponents. Bario finds this just as amusing as Santo did. They both then have a good laugh over the fate they think will befall you when you face Garland in the final battle. The scene then cuts back to show your characters in the dressing room. Once you regain control of your party, leave the dressing room and make your way to the next combat arena area(enter the door behind the guard just to the right of the weapons/items merchants). Enter your final dressing room(first door in the hall behind the guard), and speak to the woman in the bunny uniform again. You will only be asked if you are ready to fight the last battle, Yes/No. After answering yes, the scene cuts to show Bario and Santo talking to Garland in his dressing room. They warn him of your ability to turn into a dragon. Once they are finished speaking to him, you are called into the final combat arena to face Garland. Even though you try your best, Garland proves too much for you, and you cannot defeat him. With a mighty blow, Garland wins the battle and remains the arena's reigning champion. After the fight, Garland comes to your dressing room to see how you are. Upon finding out that you are ok, he leaves. When you regain control of your characters, make your way back to Bario and Santo's office(front right section of the arena complex). Once there, you will find Garland holding Bario and Santo at bay, to allow you time to release your other party member(most likely Pecoros) from the cage in the corner. After a quick word of thanks to Garland, your party races out the office door. Garland following shortly behind. After a few brief words from Garland, outside Bario and Santo's office, he leaves. At this point you are given the option of choosing your current party members. After selecting your party, leave the arena complex and the bazaar town, and proceed towards Windia Castle by way of Mekasu(the area where the bridge and small wooden house are, just to the Northwest of the bazaar town on the world map). Once you reach Mekasu, enter the area to find that Bario and Santo have blockaded the bridge leading to Windia with their hired mercenaries, a nasty looking gang of cutthroats. As you turn to retreat, you find that you are surrounded. You are now forced to fight the first three of the mercenaries. After defeating them, Bario and Santo step forward. Just as they do, Garland appears on the bridge behind you. He has taken care of the mercenaries that were blocking your retreat. Bario and Santo are worried by the fact that Garland came to your aid. At this point Garland joins your party and you are given the option of re-choosing the members of your current battle party(your main character and Garland must stay in the battle party). After choosing the third member of your battle party, Bario and Santo merge together into one, forming a giant creature called Starion. They(or it) then begin their attack on your party. After defeating Starion, the subject of Teepo and Lei is brought up, which starts your main character crying. After a discussion between your current party members, it is decided that they will head for Windia Castle. Before heading towards Windia, walk down the rear path(where your characters were talking after they defeated Starion) and make your way to the house beneath the Mekasu bridge. On the right side of the house, you will find the "Ice" dragon gene. After finding the Ice dragon gene, leave the Mekasu bridge area, and make your way slightly West(back towards the bazaar town) to the "?" area on the opposite side of the mountain from the road. Enter the "?" area with Pecoros in your party, and have him use his special action(bash) on the tree that has a bird sitting atop it, in front of the tent. Once Pecoros bashes the tree, the bird flies off, dropping an item called the "Flower Jewel". The flower jewel will be needed to acquire the services of another Master shortly. After receiving the flower jewel, leave the "?" area(the tent only contains three mercenary types, like those who were with Bario and Santo at the Mekasu bridge). Once back on the world map, make your way back to Windia Castle. Once there, make sure Nina is in your current party, then enter Windia Castle. Walk to the upper balcony and have Nina speak to the guard at the front door of the castle. The guard is very surprised to see Nina, and quickly allows you entrance to the castle. After a feast with the king of Windia, the scene cuts to show Nina alone in her bedroom. Suddenly, a loud screech is heard from another room, followed by a crashing noise. At this point you control only Nina(apparently someone's father thinks they were a little too young to be gallivanting all around the countryside with her friends, and made her stay put at home where she belongs). Walk downstairs and enter the dining room to the left. There you will find a waitress standing next to a broken plate. Upon talking to her, you find out that something startled her and that's why she dropped the plate. At this point, Honey(Momo's little robot friend) runs out from under the table and dashes away. Nina notices Honey run towards the left, so make your way up the stairs to the left. Here you will find the queen in her bed, and two servants attending to her. After talking to the queen(your mother), return downstairs and make your way to the lower levels of the castle. In the wine cellar(below the kitchen), you will find a mouse(hidden by the rows of wine barrels, rotate the screen to find him), and upon talking to him, he will give you some cheese. After getting the cheese from the mouse, look behind the top of the center row of wine barrels(again, rotate the screen) and you will find Honey hiding among them. Talk to Honey, and he will run off again, this time to your(Nina's) bedroom's balcony upstairs. Return to your bedroom and make your way to the balcony by going through the rear door. Once on the outer balcony, Honey talks to Nina about a way to escape from the castle. Honey then grabs Nina and jumps off of the balcony. As they are falling, an energy field appears around them, and lowers them slowly towards the ground. Just before they touch down, Honey drops out of the safety of the energy field, and lands rather badly on the ground below. As Nina goes to help Honey, she wonders how Momo will react to this. The scene then cuts to show your other party members who have set up camp just outside Windia Castle. Momo is wondering where Honey has run off to. As she is about to go and look for him, Nina appears in the camp and explains what happened to Honey. Momo tells her to bring him into the tent so that she can see what she can do. After a short while, Nina comes out of the tent and speaks to you and Garland. The scene then fades. When you appear on the world map(Nina is now back with your party), return to Babaderu's house in Shida Forest. You will find Babaderu out in front of the house splitting firewood. Talk to him and he will offer you his services as a Master. After aligning with Babaderu(if necessary), make your way back towards the Northeast, towards the Teahouse area. Instead of going into the Teahouse area, enter the "?" area down the path in the trees just to the Northwest of it(the Teahouse). Make sure Pecoros is in your party when you enter the "?" area. Once inside the "?" area, have your main character cut down the three bushes that are blocking the path leading to the small pond in the center. Once the bushes are cut down, have Pecoros run(get a running start) into the rock at the end of the path so that it is sent flying into the pond. The rock hitting the water causes a fairie to rise from the pond. The fairie is Meruripu, and she asks that you give her the flower jewel(note, the flower jewel is the item you received when Pecoros bashed the tree with the bird sitting atop it in the tent "?" area near Mekasu) in exchange for her offering her services to you as a Master, Yes/No. You may also want to have Pecoros bash the rocks on the ground in this area, as you may find items underneath them. After retrieving all the items from this area, and aligning with Meruripu(if necessary), return to the world map. Once back on the world map, continue to the Northeast(once you leave the woodsy path you are on), and enter the area at the start of the bridge you can see leading across the water to the East. Once inside, Garland convinces the guards to let your party cross the bridge. As Nina is walking past the guards, one of them recognizes her. Garland helps talk your way out of this as well. Once you are past the guards, and on the bridge, Garland tells you of a place that he must travel to, and then walks on ahead. You try to catch up to him, but Nina steps in your way, and tells you that she is worried. The scene then fades. When you are returned to the world map, you will be across the bridge, and in Rapara Territory. Once in Rapara Territory, make your way South to the "?" area on the beach. Enter it and speak to the fishman that is at the far end of the beach. He is Gyodo, another of the Masters that you have been meeting in your travels. If your fishing rank is Rod Master or above, he will offer his services to you as a Master(top choice). After aligning with Gyodo(if necessary), return to the world map and proceed to the wooden house "?" area to the Northwest(on the hill, between the bay and the ocean). Enter the house "?" area and walk down the stairs behind the house to the beach below. On the beach you will find the "Thunder" dragon gene. After receiving the Thunder dragon gene, return to the world map. Once back on the world map, make your way slightly Southeast to the port town of Rapara(four blue buildings at the start of the pier). Enter Rapara and proceed towards the rear of the first section of it(Rapara is composed of two sections, the first, which has shops and the inn, and the second where the rear dock and bridge to the lighthouse are). Towards the rear of the first section you will find the inn. Enter the inn and walk downstairs to the bar/restaurant that is on the floor below. Once in the bar, talk to the man in the red vest(Sinker) at the table next to the flight of stairs towards the upper left. After talking to Sinker, leave the inn and proceed to the stone bridge behind it(at the very rear left of the first section of Rapara), leading Northwest. This stone bridge leads to the second section of the port town of Rapara. Walk across the stone bridge and proceed to the Northern end of this second section of Rapara, towards the ocean bay. Here you will find a body builder showing off for a woman by terrorizing a smaller man. Talk to the woman(Shadow), and the body builder(Zigu) will accost the smaller man(Beito) by knocking him over. Zigu then turns to Shadow and laughs. Before leaving, Zigu flexes his muscles at Beito in an attempt to scare him further. After Zigu leaves, you are introduced to Beito. Beito speaks to Shadow and then she too leaves. After Shadow leaves, you can talk to Beito to gain information on various topics such as, Shadow, Zigu or the guild. After speaking with Beito, return to the stone bridge that leads to the first section of Rapara, and you will find Shadow. Speak to her again(if you speak to her twice, she will give you information on various topics as Beito did), then return to the bar beneath the inn, and speak to Sinker, the man in the red vest again. Sinker tells you of Fire Mountain(speaking to him a second time will allow you to receive information as you did from Beito and Shadow). After speaking to him, leave the port town of Rapara and you will enter an automatic camp scene where your characters discuss what to do about the guild, Shadow, Zigu and Beito. After the camp scene(your characters automatically rest, and you are given Momo and Nina in your current party), return to the port town of Rapara, and speak to Beito(he's where he was before, at the rear dock). It seems that there is going to be a fight between him and Zigu over Shadow. He also tells you that he would like to propose to Shadow. After you finish talking to him, he returns to the rear dock to try to stop Zigu from accosting Shadow. Follow Beito to the rear dock and you will see him on the ground, apparently shoved aside by Zigu, who is professing his feelings to a very annoyed Shadow. Speak to Beito, and you'll tell him that for 1,000z you will help him prepare for his battle Against Zigu. He agrees and gives you the 1,000z. After receiving the money, talk to Beito again and choose the second choice(the first choice allows you to exit the conversation). This will bring up two more selections, again choose the second choice(the first choice allows you to exit the conversation again) and you will be brought to the town square(later that nite) to help Beito train for the fight. You are then asked to equip Beito(note, if you hit the "X" button to cancel out of the equipping screen, then exit the training by talking to Beito and choosing the second choice, he will give you another 1,000z to buy equipment with) with a sword and a breastplate. After equipping Beito, talk to him and you will be presented with six choices: 1. Exit menu(not training) 2. Instructions on training Beito, Yes/No 3. Begin training 4. Equip Beito 5. Member change(change current party members) 6. Exit the training, Yes/No The object here is to train Beito well enough so that he can survive a fight against Zigu the body builder. To do this, attack him, but don't kill him(keep healing him with one or more characters) for twenty turns. After each training session is completed, you will be awarded raised statistics for Beito in these categories: Defense up Damage inflicted on Beito = HP up Damage inflicted on your party by Beito = Attack strength up After each training session, you are sent back to the world map and must return to the port town of Rapara and talk to Beito again if you wish to continue training him. Upon talking to Beito after training him at least once, you will get three selections to choose from instead of two. The first two are still, Exit the conversation, and Train Beito. The third however is Start the fight between Beito and Zigu. After training Beito to the desired level(you can train him any number of times), talk to him at the rear dock and choose the bottom selection to start the fight between him and Zigu. During the fight against Zigu, you may interfere, but only when Zigu is waving at Shadow(this happens after Zigu has delivered a massive attack on Beito and he feels overly confident) and not paying attention. Any other interference will cause the fight to end prematurely. You can use magic or herbs to heal or defend Beito. Be careful to choose a character to interfere with that will perform his/her turn before Beito, as once Beito hits Zigu, Zigu's attention will return to the fight. After Beito defeats Zigu, you will be sent back to the world map. Return to the rear dock and speak to Beito, who will give you a pass for the guild, which will allow you to gain access to the lighthouse area, and two chests containing a sword for your main character, and a piece of armor. After getting the items from the chests, and the pass from Beito, show the pass to the guard on the wooden bridge at the Northwest end of the port town of Rapara. Upon finding out that you have the pass, he will step aside(after a word of warning about the monsters that you should be cautious of) and let you cross the bridge. After crossing the bridge, make your way around the stairs, ladders and buildings, until you come to the large door on the section of building at the upper Northeast. Enter the door and you'll see a sign that will give you information on the boiler and valves that are in the basement, and run throughout this building. After looking at the sign, look around the inside of this building and you will find steel chests that contain Flame Ghosts. After finding these items, proceed to the boiler room on the lowest level, and put a Flame Ghost in the incinerator(brown panel on the boiler, inspect it and choose the top choice to toss a Flame Ghost in). Next, walk to the blue lever that is in upper corner of the room with the boiler/incinerator. This is the main valve. Pull the lever once to cause a monitor to appear. The monitor shows an EKG type chart with a blip running across it in a wave pattern. The object here is to pull the lever a second time while the blip that is running across the chart is somewhat in the center(note, if you run out of Flame Ghosts, and need more than you could find, the weapons merchant in the port town of Rapara sells them. They are the first item on his menu, and cost 500z a piece). If done successfully, the main valve will open(you will know you did it correctly, as the duct that runs along the floor of the lower section of the room will light up with orange lights) and energy will start traveling towards the roof. Your next task is to flip the levers in the rest of this building so that the energy completes it's circuit to the roof(the ducts will light up with orange lights as the one in the boiler room did, when they have energy flowing through them). To do this, flip each of the two levers in the remaining part of the building once. Once you have the energy flowing properly, make your way towards the roof. As soon as you pass the point where the stairs that lead back outside are, a creature appears and stops you from reaching the stairs that lead to the roof. Approach the creature and speak to it, then attempt to make your way up the stairs that lead to the roof. As you are about to climb the stairs, a huge living eye bounces down them and lands on the raised arms of the creature you spoke to previously. The giant eye then attacks your party. After defeating the eye, proceed to the roof. Upon reaching the roof, you will find the "Magical" dragon gene. After receiving the Magical dragon gene, flip the final lever that is also on the roof. Flipping the lever will cause energy to be emitted from the crystal in the center. A fairie then flies up and breaks the lever so that it can't be shut off. After doing this, the fairie gives you the fairie tear, an object that when used, will allow you to travel into the fairie realm through the rings of flowers scattered throughout the world map(to used the fairie tear, stand over a flower circle on the world map and enter it like it was a location, you will then be asked if you would like to use the fairie tear to enter, Yes/No). The fairie then flies off. Once the fairie leaves, leave the roof and make your way back to the world map. Once on the world map, go to the ring of flowers "?" area just outside of the port town of Rapara and attempt to enter it. You will be asked if you would like to use the fairie tear to enter the fairie realm, Yes/No. After answering yes, you are brought to the fairie realm. Walk up the path and enter the small shack, you will meet three of the fairie that live here(note, no matter which characters you have in your party, Momo and Nina will automatically take their place at this point). The fairies tell you of a terrible monster that has been troubling them, and ask if you can help them in dealing with it. You tell them that you will try your best to help them with their problem(note, there is a small cocoon in the corner of the shack, near the window). After regaining control of your characters, leave the shack and make your way down the path to the left that leads to the beach. Once you are on the beach, walk to the water's edge, and look out towards the sea. You will then be asked if you would like to wait and see if the monster shows up, Yes/No. After answering yes, your characters wait out the day at the beach. As nite begins to fall, you notice something moving around in the water just offshore. As your characters arm themselves, a large fin rises from the water and heads towards the small beach. As the fin reaches the beach, your characters are surprised to see a dolphin emerge from the water. They are all slightly confused, is this the terrible monster? After a slight discussion, Momo and Nina leave to tell the fairies about the dolphin, leaving your main character alone with it. As soon as you are alone with the dolphin, it spits water at you, soaking you to the bone. You are then asked if you would like to see the water splashing scene again, Yes/No. After answering the question, Momo and Nina return to the beach with the three fairies. As the fairies approach the dolphin and let their guard down, the dolphin lunges forward out of the water, a huge horn spouting from it's head. The fairies quickly fly off. Now that you can see more of the dolphin, you can tell it's not the cute and friendly creature you thought it was. Now that the dolphin has shown it's true self, it begins an attack on your party. After defeating the dolphin, return to the shack and one of the fairies will give your main character a kiss that knocks him flat on his back. After this, the cocoon in the corner hatches and another fairie emerges. At this point, leave the fairie realm(through the ring of flowers) and return to the world map. Once back on the world map, return to the port town of Rapara and talk to Beito(he is at the rear dock with Shadow). Beito tells you to go speak to Sinker at the bar beneath the inn. Upon talking to Sinker, he asks if you are going to resume your travels. He tells you that in order to proceed through Fire Mountain, you will need a special pass. Having this pass is the only way that the guards at Fire Mountain will let you enter the mountain, and in order to travel past it, you must pass through the caves within. With this, Sinker gives you the pass you will need. After receiving the pass from Sinker, leave the port town of Rapara and return to the world map. On the world map, proceed to the temple in front of the volcano to the East. This is Fire Mountain, the gateway to Urukan Territory. Enter the Fire Mountain area, then make your way up the temple steps and follow the walkway that leads upwards to the right. The guard at the base of the walkway will let you pass now that you have the pass that Sinker gave you. Upon reaching the top of the walkway of steps(to the right, the left walkway is blocked by flowing magma), you will find the cave entrance to Fire Mountain. Enter the cave and make your way through the various passages inside(note, the steam coming from the small holes in the ground, and the patches of hot magma can hurt you). Inside a chest in the second section of the caves, you will find a ring of fire protection(gain HP when hit with fire attacks if equipped). In the third section of the caves, you will find the "Wonder" dragon gene(towards the upper right corner). After receiving the Wonder dragon gene, proceed to the Southeastern section of the cave section you are in(third). Upon trying to cross the last path through the magma, a drooling, hunchbacked old man walking with a cane appears and blocks your passage. After a few brief words with him, he summons two giant magma leeches from the pools of lava on either side of the path. Your characters then draw their weapons, and the battle to exit Fire Mountain begins. After defeating the old man and magma leeches, exit the third section of the caves within Fire Mountain through the doorway at the end of the path ahead of you(where the old man was). Once through the doorway, walk down the hill(note, there is a maximum HP up item in a chest hidden by the wall at the bottom of the hill, rotate the screen to find it) and exit Fire Mountain. Upon exiting Fire Mountain, you will be returned to the world map. You will be in Urukan Territory. Make sure Garland is in your current party, then walk down the path leading Northeast and enter Urukan Tapa(block shaped city with ladders on the outside of it). Once inside Urukan Tapa, enter the doorway in the dwelling to the right. There you will see three people kneeling in prayer, and a robed priest on the level above them delivering a sermon. The priest's name is Hondara, and if you meet his requirements, he will offer you his services as a Master. Hondara requires that a member of your party(doesn't have to be a current party member) know the skill of "Mineuchi", which is the third skill learned from Deyuran Daru, the Master that lives in the shack within the outer walls of Windia Castle. If a member of your party has previously learned this skill, Hondara will ask if you'd like to align a current party member with him, Yes/No. After aligning with Hondara(if necessary), climb the ladder behind him to the roof above. Continue upwards by way of the next ladder, and you will find a large rock blocking the entrance to the top level. Use Garland to push the rock aside, and enter the doorway that it was blocking. Once inside, a scene will play out where your characters meet Sudama, the Urukan Tapa village elder. Sudama recognizes Garland, and tells him of his role as a guardian. After hearing this, leave Urukan Tapa and you will encounter another automatic camp scene, this one involving Garland discussing his responsibilities to the people of Urukan Tapa with your main character... Until Nina calls them both to bed that is. When you appear on the world map the next morning, proceed to the temple(semi pyramid shaped dwelling) just East of Urukan Tapa. Upon entering the temple area with Garland in your party, the two guards will let you enter the temple grounds(proceed past them). Make your way up the stairs and across the upper ledges of the temple. Use the drop spots(the edges of each ledge can be jumped off of) to reach the stairs on the right side of the temple. At the foot of the stairs leading up the right side of the temple, are a set of stairs leading down a hole to a lower chamber. Walk down these stairs and you will find a nude woman(Deisu) sealed within a pyramid shaped dome of energy. After seeing Deisu, return to the temple above, and proceed up the stairs on the side of it. At the top of this right hand set of stairs, you will find the entrance to the temple itself. Enter the temple and proceed down the stairs that you will find inside. At the bottom of the first set of stairs inside the temple, if you go left you will come to a dead end. At this dead end you will see a section of the rear wall that looks different from the rest. If you have Momo in your current party, use her special action(bazooka) to blast the wall and reveal a hidden doorway(note, if you do not have Momo in your current party, you can either return to the world map and camp so you can get her, or you can come back to the Urukan temple later in the game) that leads to a room with two chests. After finding the two chests in the hidden area, make your way down through the temple until you reach the long hallway with the single stone block at the end of it. Use Garland to push the stone block back down the hallway to the left(where you came from), and then push it into the first gap in the upper wall that you come to(not the one with the door you entered the hallway from). After pushing the stone block into the gap in the wall, return to the level above and enter the area where the upper ledge in the hallway is(door at the end of the hall in the level above). You will find that you can now walk across the top of the stone block you just pushed into the gap, and reach a chest at the rear containing a helmet. After receiving the helmet, return to the hallway below(where you pushed the stone block) and enter the doorway at the right end of it. In the next room, proceed down the stairs(note, there is a room to the left, before going down the stairs, that has a chest containing a ring in it) and have Garland push the three stone blocks so that you can climb the steps in the center of the room, and cross over the tops of them(the blocks) to reach the stairs leading down in the far right corner(to do this, push the single stone block at the right side of the room to the left, then downwards against the ledge with the steps leading down. Next, push the two left most blocks upward so they form a bridge from the first set of steps to the ledge to the right of them). After pushing the blocks, and descending the stairs to the next level, Nina(or whoever your third party member is) is asked to wait above, as only Garland and your main character are needed at this point. After Nina(or whoever your third party member is) goes back upstairs, walk to the left and read the stone plaques in front of the North, East, South and West sides of the pyramid shaped monument. The plaques list the names of the guardians who have come before Garland. Upon reading the plaque at the Western side of the monument, you read Garland's name. At this point, energy begins to rise from the now visible bones of dragons scattered about the lower floor of this chamber. Garland begins to speak to you, but a dragon spirit then materializes in front of him and stops him. The spirit then vanishes just as suddenly as it had appeared. Garland then tells you some disturbing truths about the guardians and their role in the protection of Urukan Tapa. With this, Garland then draws his weapon. After telling you to prepare for battle, Garland attacks you. After defeating Garland, the dragon spirit returns and causes you to change into the Kaizer dragon before Garland. You then vanish, and a rockfall begins, causing Garland to seek refuge. The scene then fades. Your character is then shown wandering in the darkness, being confronted by visions of the dragon spirit from the monument, and of Teepo(only much older than when you last saw him), both of which are trying to make you come to grips with your true destiny, one that lies in the blood of the dragons which flows through your veins. After the visions your character changes into a dragon puppy and returns to the Dragon Mine, from where he was originally found. Garland is there with him, and despite attempts to evade him, Garland overcomes you, and knocks you out. You then return to human form, but something is different, time has passed, and you are now older. Garland wakes you and leaves a bag of clothing(you were naked when you returned to human form) for you to wear. After putting the clothes on(happens during a scene fade), leave the dark section of the mine you are in, and meet up with Garland in the next section. After talking with Garland about a four hundred year old dragon that is supposed to roam the mine, make your way to the lift at the Southwestern corner of the level(B3) you are on. Inspect the control panel next to the lift to be given these selections: Ride to level B1 (this leads to an items merchant) Ride to level B2 (this leads to the exit from the mine) Exit Upon choosing which level you'd like to ride to first, you and Garland get into the lift and are brought to a level above. As you are leaving level B3, a supernatural entity flickers briefly near the lift controls. Upon reaching level B2(presumably after going to level B1 and finding the items merchant if necessary), you will find a room just to the right of the lift control panel where you can rest and save your progress. After resting and saving(if necessary), make your way to the room at the end of the small hallway at the Northeast corner of the main room(where the mine cart tracks are) on level B2. In this room you will find a steel lock box with an item in it, but take notice of the wall next to it. Where the wall has a broken section, with an "X" shaped pieces of wood on it, there is a hidden door. To open this door(there is a steel box inside that contains an item called the merchant pass), you will need to use Momo's special action(bazooka), so keep this room in mind when you eventually meet back up with Momo later in the game. After taking note of the broken section of the wall, return to the main room and you will notice a mine cart filled with TNT, and various levers scattered throughout the room. These levers control the mine cart track turnoffs. You will also notice an enormous rock blocking a doorway at the far right side of the room. The object of this room is to flip the levers so that the mine cart tracks lead towards the rock blocking the doorway at the far right(note, to get to the steel lock box on the ledge near the rock, flip the first two track turnoff levers, then have Garland push the TNT filled mine cart. It will roll down the tracks and stop in the gap between the bottom ledge and the ledge with the steel lock box. You can then walk up the bottom ledge and cross over the top of the mine cart to reach the steel lock box, which contains a more powerful sword for your main character. After getting the sword, use Garland to push the mine cart back to it's starting position, then finish positioning the levers correctly). Once the tracks are aligned so that the mine cart can be pushed towards the large rock, use Garland to send it on it's way(note, you'll have to align the last section of the track after the mine cart is pushed towards the rock, as it stops just before the final section of track). Once the mine cart hits the rock, the TNT inside detonates, and the rock is destroyed. At this point, the supernatural entity you saw briefly on level B1 appears on the ledge just behind Garland. As the entity calls out to Garland, it shows it's true self, that of a dragon zombie. It tries to sway your main character away from Garland by telling you what the guardians have done, but you will hear none of it. The battle against the dragon zombie then begins. After inflicting a certain amount of damage on the dragon zombie, it changes into another of the dragon genes, which rolls off the ledge and lands at your main character's feet. You then take possession of the "Dark" dragon gene. After receiving the Dark dragon gene, another spirit, this one of a winged woman, appears in a burst of bright light. With a point of her hand towards your main character, she too turns into another of the dragon genes. You then take possession of the "Fusion" dragon gene. After receiving he Fusion dragon gene, proceed through the doorway that was previously blocked by the large rock(note, you may want to save your progress at this point). Once through the doorway, proceed down the tunnel towards the South(the ladder at the Eastern end goes nowhere) and enter the door on the platform at the end of it. Continue through the tunnels until you come to a gap in the ground that you cannot cross. At this point, enter the room just to the side, and flip the lever that you will find inside three times. This will raise a platform that will allow you to cross the gap. After crossing the gap, exit the tunnel by the doorway just beyond. Once outside the mine tunnels, one of the mine workers recognizes Garland. Garland tells him of what happened in the mine. As Garland is talking to the mine worker, your main character starts to feel drained, and collapses to his knees. The mine worker suggests going to see a man called Kantoku, in one of the houses below. At this point, walk to the house on the left and enter it. Garland will speak to Kantoku, then both of your characters will leave the house. Next, leave the mining area, and you will encounter another automatic camp scene, in which your main character awakens from a terrible nightmare involving his past. As you come out of the tent, and talk to Garland who is sitting by the fire, he tells you that the two of you must make your way down through the mountains and head back towards Windia. The scene then fades. Upon returning to the world map, walk down the road and enter the "?" area where there is a house next to the mine tracks(just East of the Dragon Mine). Once inside the "?" area, walk up the hill and enter the house. Inside you will find a purple haired man dressed in rags near the chimney. This man is Emitai. Talk to Emitai and he will ask you for a loan of 10,000z. If you give him the 10,000z, he will offer his services as a Master to you and your party. After aligning with Emitai(if necessary), leave the "?" area and return to the world map. Proceed Southwest through Dauna Mountain Territory, and you will come to what looks like a wooden platform surrounding a small mountain on three sides. The small mountain is in the center of a group of larger mountains. This is the market, enter it and purchase all the items/equipment that your characters need(if necessary). There is a bum sitting against one of the merchant's stands that will give you information on a variety of topics for a small fee(note, he asks for 20z each time you wish to speak to him. Choose the top choice to give it to him when asked). After purchasing what you need at the market, return to the world map. Once back on the world map, walk towards the Northeast, but before crossing the bridge, head to the South and walk down the path next to the fence that leads into the forest area. These are the Ogre Woods. Enter the Ogre Woods area, and make your way towards the exit at the Southern end of them. About halfway through the woods, you will find three fernlike plants(Sabi) growing in a swampy area. Cut them down using your main character's special action(sword swipe) and you will receive them as items in your inventory(note, these will be important later, as you will need them to progress in the game). After cutting down, and receiving the Sabi plants, continue on your journey through the Ogre Woods(note, there are chests containing useful items in the woods as well). Just beyond the area where you found the Sabi plants, your characters come face to face with a monster. The monster is a were-tiger, and without provocation, it attacks your party. After inflicting a certain amount of damage on the were-tiger, it runs off into the woods. Once this happens, make your way out of the woods by way of the exit to the South. Once back out on the world map(now in Uruoru Territory), continue down the road to the Southeast. You will soon come to another mountain range(Rivett Mountain). Enter Rivett Mountain, and make your way through it(note, there are chests with useful items in them that you can find here as well). At the top of the first hill, there is a hole to the right(you can't see it until you walk on the spot where it is located). After making your way through Rivett Mountain, and exiting to the East, you will return to the world map. After crossing the mountain range, return to the Uruoru crossroads(you can't go any further than this point). Enter the crossroads and you will find that the road to Windia has been blocked. Talk to the knight at the roadblock, then proceed North towards Macneil Town. After proceeding North from the Uruoru crossroads, you will be returned to the world map. Proceed to Macneil Town, where once you enter it, Garland suggests that the two of you get some rest. Go to the Macneil Town inn, where you will find the innkeeper standing outside the front door. Talk to her and you will be brought inside. The innkeeper tells you that the were-tiger that you saw in Ogre Woods has been seen in Shida Forest. You are then given a free night's room and board. After resting, leave the inn and you will notice that all the townspeople of Macneil are being questioned about Macneil himself(the man), by the Windia guards. Leave Macneil Town and return to the tree house in Shida Forest where you lived briefly with Lei and Teepo. Once you reach the area where the tree house is, you see a brief flashback involving what happened to Lei just after the battle against Bario and Santo. After the flashback, start to walk up the path to the tree house. Your main character will ask Garland to wait below while he goes to the tree house. A growling is heard. As you walk towards the tree house, the growling grows louder. As you reach the turn in the path that leads behind the tree house, you see Lei. Lei talks to you of your meeting in Ogre Woods, and of some unfinished business at the market in Dauna Mountain Territory. The subject of Teepo is brought up, and shortly after, Lei leaps from the tree house with a mighty roar and disappears into the forest. Leave the tree house yourself, and return down the path to where Garland is waiting. Speak to Garland, then return to the world map. Next, make your way to the wheat field below Macneil Town and enter it. From the wheat field, follow the road to the East and make your way to Macneil House. Once you enter the Macneil House area, you will see Macneil himself, bound, and being led away by a group of Windia guardsmen. The guardsmen are under the command of none other than Nina, who tells them to take Macneil to the dungeons at Windia Castle. After giving the guardsmen their orders, Nina notices you. She comes over to say hello. Nina has aged, just as you have, and is shocked by how you look. After the guardsmen leave with Macneil, Nina, Garland and your main character spend some time in the pasture next to Macneil House catching up on what has happened since last they met. After talking to Nina about the market in Dauna Mountain Territory, she rejoins your party. As you leave the pasture to return towards Macneil House, a shadowy figure leaps unnoticed from a nearby tree. A familiar growl is heard as well. At this point, return to the world map. From the world map, return to the Uruoru crossroads and have Nina speak to the guards that are at the roadblock preventing you from heading towards Windia. After speaking to them, exit the crossroads by the Western road, and return with Nina to the market in Dauna Mountain Territory(note, you will need to re-cross Rivett Mountain in Uruoru Territory). Once you enter the market in Dauna Mountain Territory with Nina, you behold a terrible sight. There is blood everywhere. People are lying hurt, in shock, or dead all around the market. Make your way through the market, past the now lowered gate, and proceed to the room at the opposite end of it(the entrance to the room looks like a snarling cat's mouth). Once you enter the room, talk to the bleeding man against the rear wall. He will tell you that the person who did this went towards the house to the North(on the world map, to the North of the market, and West of the Dragon Mine, house with large gate next to it). Could Lei have done this terrible deed? After talking to the wounded man, and getting the item from the chest, leave the room. Nina voices her suspicions of Lei once you are in the hall outside the room. After hearing Nina out, make your way out of the market. From the market, walk to the Northwest and enter the area where the house is(house next to the giant wall) to try and find the person who is responsible for what happened at the market. As soon as you enter the area, the were-tiger jumps from the hill to your side. Soon after, the were-tiger changes into Lei, and he then confronts a large man wearing a red cape(Mikuba). As Mikuba tries to walk away from Lei, a knife is thrown by his shoulder, hitting the large gate by the house. Mikuba turns to face Lei, who is enraged at him. After a few brief words, Lei slashes him in the chest with one of his knives. Lei then notices you, and talks to you of Mikuba's involvement in what happened to Teepo and the market. As Lei is talking to your party, Mikuba mutates into a large creature weilding an axe. Mikuba then strikes Lei, who falls to the ground. At this point, your party rushes to aid Lei in his battle against Mikuba. You are then given the option of re-choosing the members of your current battle party(note, you cannot remove Lei, or your main character, as they must take part in this battle). After choosing your battle party, you will be asked to re-choose your battle formation. After selecting these two things, you are returned to the battle to face Mikuba. After defeating Mikuba, he reverts back to human form and dies. Lei then regains consciousness and fills in your party with the details of him becoming a were-tiger. Nina suggests heading back towards Windia. At this point, Lei officially rejoins your party(you are again asked to select current party members). Once Lei has rejoined your party, enter the house that you just fought Mikuba in front of. Use Lei to pick the lock on the locked door inside to gain access to a room with a chest containing a new fishing rod(note, the boxes in this room contain items as well). After receiving the fishing rod and the items from the boxes, leave the room and return to the world map. Once back on the world map, make your way to Eggnook, in front of Windia Castle. After entering Eggnook, Nina, Garland and your main character discuss what to do next. It is decided that they must travel to Plant, so once you regain control of your characters, make your way to the scientific community. Upon entering Plant, make your way to the area where you first saw Pecoros(where the large steel building is). After stepping off the final conveyor belt, and reaching the area with the steel building, you see Honey stop his activities and run over to Momo, who is welding a valve on the energy conductor to the left. As Honey tells Momo that she has visitors, Momo turns to see who it is. Unfortunately Momo doesn't recognize you, and returns to her welding. Honey then tells Momo who you are. With a startled look, Momo yells your name. It's been a long time, and you look so different. With that, Momo goes with you to the sleeping quarters of the Plant hotel to catch up with you and Nina on what's been going on. Nina asks Momo to rejoin your party, and after calling Honey over, she accepts(Momo is now officially a member of your party from this point on). Leave the hotel, and as you walk outside, Momo tells you that Pecoros has been spending his time with the Tree of Wisdom. After learning this, leave Plant and return to the world map. Enter the "?" area where the Tree of Wisdom is(next to Plant), and you will see Pecoros, animals all around him, talking to the tree Master. Momo walks forward and talks to Pecoros about rejoining the party to help out with something in Plant. Pecoros agrees, and after he becomes a member of your party, you are given the option of re-choosing your current party members(note, put Pecoros and Momo in your current party, as you will need them in Plant shortly). After Pecoros rejoins your party, return to the scientific community of Plant. After returning to Plant with Pecoros and Momo in your party, proceed towards the two greenhouses in the upper left section. You will notice that the greenhouses are filled with a strange green gas. Your objective here, is to find a way to release the gas from the two greenhouses. In order to release the gas from the greenhouses, make your way to the ledges above them, where you will find several small rocks. Using Pecoros' special action(bash), position a rock on each of the two "X" marks written in the sand at the edge of each overlooking ledge(there is one above each greenhouse). Once the rocks have been properly placed, still using Pecoros, get a running start and run into each of the rocks that you placed on an "X"(note, the further away that you start running from the rocks, the further the rocks will travel when hit). If you've gotten a good enough running start(and placed the rocks properly), when Pecoros bashes the rocks(happens automatically upon impact, no need to hit the special action button) they will be sent flying off the ledges and smash through the large window on the top of each of the greenhouses. Once each greenhouse is broken open, and the gas escapes, a terrible rumbling occurs and your attention is drawn to the steel building nearby. The smoke coming from the two smokestacks in the steel building, suddenly turns to the same type of green gas that you just released from the two greenhouses. Upon regaining control of your characters, proceed to the steel building where the gas is now coming from the smokestacks and enter it. Once inside, have Momo use her special action(bazooka) to shoot the furnace against the back wall. Doing this will reveal a room with a ladder leading to a new area. After your characters descend into the facility beneath Plant, you will notice that certain locked doors have the numbers one thru four stenciled on them. To unlock and open these doors, you will need to have Momo access the correct computer terminals for each door in the computer control room(to the right of the ladder you entered the facility from). In order for Momo to access the computer terminals, you must have previously discovered the particular computer's password(note, upon entering the computer control room, the computer that you currently need to access, will be turned on with a red number showing on the screen. Once the correct password has been entered, the number will turn from red to green, and the next computer you need to access will light up). The passwords can be found in the various rooms of the facility(note, the password to computer number one does not need to be found, as when you access it with Momo, she guesses the password correctly). After opening the number one marked doors(note, when a numbered door is unlocked, all doors marked with the same number will unlock as well, unless another computer is nearby. Also, make note of the fact that there is a rest and save room behind the computer control room. To rest, inspect one of the beds, and you will be asked if you would like to rest, Yes/No. After resting, you will be asked whether or not you would like to save your progress in the game, Yes/No), make your way to the room past the second number one marked door(there is a computer with a number two on it's screen here as well). Once in this room, proceed down the stairs at the lower right corner of it. They will lead to a radiation filled room that you can enter, but only for brief periods of time(you will be brought back to the top of the stairs after about fifteen seconds). In this radiation filled room, you will find another plant bud sample, similar to Pecoros, in one of the garden terrariums(top right of room). Inspect the plant bud to learn the password for the computer to open the number two marked doors. After inspecting the plant bud and learning the password for the computer terminal that controls the locks on the number two marked doors, return to the computer control room(note, you cannot use the number two marked computer in the room above the radiation filled room until you access the one marked number two in the computer control room first) and have Momo access the number two marked computer terminal. After Momo inputs the password(this happens automatically upon inspecting the computer terminal), the main number two marked door opens, and the terminal in the room above the radiation filled room becomes usable. Make your way back to the computer terminal in the room above the radiation filled room, and have Momo access the terminal. Once she does, the door next to it will open. Enter the room and you will find a steel box containing a piece of armor. After receiving the armor, leave the room and proceed through the number two marked door that Momo opened by accessing the computer terminal in the computer control room. Once through the door, you will see another door marked with a number two directly to your right. Proceed through this door as well. This second door leads to a small thin blocked off area of a room where all you can reach is a blue lever. Pull the lever to turn the power on to the console terminals in the large part of the room you are in(on the opposite side of the duct you are behind). After pulling the lever, return to the previous room and descend the stairs in the left corner of the upper balcony that you are on(near the number three marked computer terminal). Once down the stairs, you will be able to climb onto the gray ducts that run above the lower rooms. Follow the ducts upwards and you will find a memo on top of the machinery that the ducts lead to. Read the memo, then return to where you first climbed onto the ducts(above the radiation filled room). Once back, enter the doorway behind the crane, and you will find a room with more ducts that you can climb onto, and a conveyor belt leading to an upper area. If you walk around behind the ducts, you will find another memo on the ground in the corner. Read the memo, and you will learn the password for the number three marked computer terminal in the computer control room. After reading the memo, climb onto the ducts that you are standing behind, and follow them upwards to the right. At the end of this series of ducts, you will find the "Power" dragon gene. After receiving the Power dragon gene, return to the room where you found the last memo(the one that contained the password). Once back, ride the conveyor belt to the upper area to the right, and exit through the door that is there. In the next room, you will find a chest containing a more powerful weapon for Momo, and also another conveyor belt. After receiving the weapon, ride the conveyor belt back to the main hallway of the facility. Once back in the main hallway(the hall where you originally entered the facility), return to the computer control room and have Momo access the number three marked computer terminal. Once Momo accesses the terminal, the number three marked door in the large room off the main hallway will open. Proceed through the number three marked door that you just opened, and you will enter the larger portion of the room where you turned on the power to the console terminals by way of flipping a lever earlier. After inspecting the three lower terminals(objects with green lit screens), walk to the door at the rear of the room. Just as you approach it, there is a loud rumbling and the door opens, gas then leaks into the room you are in. Enter the now open door, and you will witness many larvae climbing through a vent in the floor, and forming together into a giant slug like creature. Once formed, the creature attacks your party. After defeating the creature, return to the previous room(where the terminals are) and make your way up the stairs to the left. At the top of the stairs, you will find a yellow book, two more console terminals, and a chest containing an intelligence ring(I.Q. up). After receiving the ring, read the yellow book and inspect the two new terminals. After doing this, return to the computer control room and have Momo access the number four marked computer terminal. She will be given the following password choices(note, there are two screens worth of selections): First screen: 1-2-3-4-5 1-2-3-5-4 1-2-4-3-5 1-3-2-4-5 2-1-3-4-5 Next screen(go to) Second screen: 2-1-3-5-4 2-1-4-5-3 1-3-2-5-4 3-1-2-4-5 3-1-2-5-4 Previous screen(go back to) The correct password is 1-3-2-5-4, which is on the second selection screen. After choosing the correct password, the door marked with the number four will unlock and open(note, the door is after the halls behind the rest and save room). Proceed through the now unlocked door marked with the number four, and you will come to a balcony overlooking the room with the green lit consoles. Proceed across the duct in this room, and descend the ladder on the other side(to the right). Once down the ladder, you will see the scientist you met at the teahouse again. He flips a lever, and starts the large generator behind him running. After a moment it stops. Your characters then confront him about his activities. He seems nervous as he tries to explain himself. At the end of his explanation, he takes out a beaker, and drinks the chemicals from it. Soon afterwards, he is mutated into a giant mushroom type creature, with an enormous two colored brain. You must then fight the creature. After defeating the creature that the scientist became, your task will be to stop the generator. To do this, inspect the blue lever and choose the top choice(the bottom choice exits without pulling the lever). After stopping the generator, leave the facility by way of the ladder under the steel building(same way you entered it), and return to Plant. From Plant, return to the world map, and you will encounter another automatic camp scene. After the camp scene, return to Windia Castle. Nina, Lei and your main character will enter the castle grounds(no matter who you have in your current party). Nina asks Lei to accompany her into the castle, and also that your main character wait outside at the camp. With that, your main character heads back to the world map, and you take control of Nina and Lei. Proceed to the fountain at the right, and speak to the tall teenager standing in the front. These are the same four children that you had to find when Nina and your main character escaped from Windia Castle long ago: Baisu, tall boy(leader) Rangu, fat boy Uin, tall girl Ri, short girl(sitting) Baisu will ask you if you are up for a challenge(explain challenge/exit without accepting the challenge at this time). After asking him to explain the challenge, he tells you that the four of them(teenagers) will hide in various locations throughout the lands(could be anywhere), and that if you find any of them, they will offer you their services as a Master. After he explains the challenge to you, you are given three choices: You accept the challenge(they all hide) Repeat the challenge Exit(do not accept the challenge at this time) After accepting the challenge, and the four teenagers have left to hide, if you find any of them, they will return to the fountain in the lower level of the Windia Castle grounds(where you are now). After they are found, if you talk to them at the fountain, they will offer you their services as Masters(note, you must finish the present Windia Castle scenario first, they will not become Masters until afterwards. You also have to have found all four of them in order to use any of them as a Master). The four teenagers can be found in the following locations(note, you will have to wait until after you leave Windia Castle to begin searching for three of the four of them): Baisu: Level B3 of the Dragon Mine Rangu: In the Royal Tomb beneath Windia Castle Uin: Behind a hut in Junk Town Ri: Behind(waterside) wall leading to the bridge that connects Windia Territory to Rapara Territory Once the four teenagers have hidden, proceed to the main entrance to Windia Castle(the door on the upper balcony). Once there, have Nina speak to the guard in front of the door and you will be brought inside. After speaking with the king about what happened in Plant, proceed upstairs and talk to the queen with Nina. After speaking with the queen, proceed downstairs to the floor above the kitchen(note, if you go to Nina's bedroom and have Lei attempt to open her bureau, Nina gets embarrassed and stops him, as there are ladies private things inside :) . Once downstairs, Nina suggests going to the kitchen. At this point, Honey comes down the stairs, and together you decide to try to leave the castle by way of the balcony outside Nina's bedroom as you did before. Unfortunately, once you walk up the stairs, a guard stops you. You are then sent to the dining area, where the king and queen are sitting down to dinner. After a long argument between Nina and her parents, Nina and Lei run off. They are stopped from escaping by way of the main door, so they run back downstairs, Honey leading the way. Lei wonders that if they can't make it to the balcony, how will they get out of the castle. Honey then runs down to the kitchen. Follow Honey to the kitchen level. In the kitchen, one of the chefs tells you that Honey went downstairs to the wine cellar, so follow Honey's lead and continue downstairs. Once in the wine cellar, you see Honey jump down the ladder in the corner to the level below. Continue following Honey. Once down the ladder, you see Honey trying desperately to smash open a locked door. As Nina distracts the nearby guard, Lei picks the lock on the door Honey is trying to open. Lei and Honey then run inside the room. Inside the room is a teleportation device, and Honey knows the navigation code needed to start it working. After Honey enters the navigation code needed to start the portal drive(teleporter), it activates, and Honey hurries into the transport field and escapes. Lei then goes back out the door to get Nina, who is about to be swarmed by the queen and her guards. After a final attempt at making her mother understand, Nina and Lei run into the unlocked room and escape by way of the teleporter. Lei and Nina appear on another teleport pad, in a room where Honey is waiting for them. Upon climbing up the ladder in the rear, you find that this teleport room(where they came out) is directly beneath Deyuran Daru's shack between the outer walls of Windia Castle. Once you have escaped Windia Castle by way of the teleporter, you can return to Windia Castle at any time by way of certain teleport pads. The teleport pad in the basement of Windia Castle is "Relay Point B", and all the teleports that are linked to it are now operational. If you return to the teleport pad in the basement of Windia Castle, you can change the destination that you will appear in once you teleport from Relay Point B, by resetting the controls on the portal drive(teleport) control panel(the panel that Honey put the navigation code into) next to the teleporter. Your choices(listed when you access the control panel) are: Dauna Mountain Territory(basement of Emitai's house) Uruoru Territory(house next to Rivett Mountain) Windia(basement of Deyuran Daru's shack) Relay Point A(unavailable until later in the game) Exit Upon leaving Deyuran Daru's shack and returning to the world map, you are sent to another automatic camp scene where Lei fills your other party members in on what happened inside Windia Castle. After the camp scene, you are given the opportunity to re-choose your current party members. After doing this, enter the area where the bridge is that runs from Windia Territory to Rapara Territory. Once inside, approach the guards at the entrance gate to the bridge. Talk to them and they will let you cross the bridge(note, Ri is hiding behind the gate to the left). After crossing the bridge and entering Rapara Territory, enter the port town of Rapara. Once in the port town, seek out Shadow at one of the rear docks and speak to her. It seems that her and Beito have had a child since you have last seen them. As you are there, you witness Beito and Shadow's child take it's first steps. After speaking with Shadow, make your way to Urukan Tapa(note, you must cross the temple at Fire Mountain in order to reach it. You don't have to go through Fire Mountain itself, as the lava flow has stopped, allowing you to cross at the top of the left hand path of steps) and bring Garland in to speak with Sudama(the village elder). After Garland speaks with Sudama, leave Urukan Tapa and proceed to the Urukan temple to the Southeast. Once you arrive at the Urukan temple(make sure you still have Garland in your party), have Garland lead your party up the front stairs(note, the guards will only allow you to pass if Garland is leading the party). At the top of the temple, Garland, one of the last of the guardians, preys to the gods. The sky grows dark, and Garland is told that the way to resurrect Deisu(the girl sealed beneath the energy pyramid in the chamber below the temple) can be found by journeying to see another of the guardians, guardian Giest. In a flash, everything returns to normal. Garland knows what must be done, he must resurrect Deisu, and to do so, he must seek out guardian Giest. After Garland is finished telling your party members of what they now face, leave the Urukan temple and return to the world map. Once back on the world map, enter Urukan Tapa and have Garland speak with Sudama again. Sudama gives you information about Giest. After learning about guardian Giest, leave Urukan Tapa and return to the world map. On the world map, make your way South, and follow the path that runs along the shore of the Southern sea. After a bit of walking(the path leads back into Rapara territory), you will come to an area known as the tide place(note, you can go no further down the path once you reach the tide place). The tide place is a series of caves that are affected by the high and low tides of the sea. Enter the tide place and walk past the fishman who is sitting on the ground next to a cave entrance, eating his lunch. As soon as you pass the fishman, the ground begins to rumble. This rumbling is the tide going out. Make your way through the caves(note, whenever you hear this rumbling, it is the tide going in or out. Depending on the tide, there will be chests in various sections of the caves that you will be able to reach). When the tide is in, you will be able to use rafts to explore different sections of the caves that you would otherwise not be able to reach. To gain access to the raft, use your main character's special action(sword swipe) to cut the rope and lower the section of the dock that leads to it(the raft). In order to proceed through the caves, the tide must be out, as you will need to enter the lower caves, and these caves are below sea level when the tide is in. Once you have successfully made your way through the caves, and have exited back onto the shore, you will find the "Growth" dragon gene. After receiving the Growth dragon gene, leave the tide place area and return to the world map. Once back on the world map, continue South, and at the end of the path you will find the village of Cliff. With Garland in your current party, enter the village of Cliff and make your way into the cave at the end of the Western end of the second tier. Upon entering this cave, you will meet Giest. After Garland discusses reviving Deisu with him, Giest asks to have a word with your main character. At this point, Garland and your other party member leave the cave so that Giest will be able to speak to you privately. Once Giest has spoken to you, leave his cave and speak to Garland, who is standing on the path just outside. Garland tells you that you have been chosen to battle Giest. You are then asked if you will accept this challenge, Yes/No. After answering yes(note, if you answer no, you will be asked again), return to Giest's cave and speak with him. He will ask you if you are ready to challenge him, Yes/No. After answering yes, Giest tells you to step into the center of the two flames at the exit hallway to his cave. Once you step between the two flames(note, you must be directly in the center of them), they emit energy which surrounds Giest. Your battle against Giest then begins(note, Giest turns into a demon that is aligned with fire. The two flames on either side of your character will heal Giest during the battle. Destroy the flames first to stop this from happening). After defeating Giest, with his dying breath, he tells you what you need to know about Deisu. Your other two party members then enter the cave. Garland goes to his fellow guardian's side, and before your eyes, Giest turns to ash. Inspect the ashes to receive Giest's spear, the Beast Spear. The Beast Spear is extremely powerful, but the power comes at a price, as the user loses a small amount of HP every battle turn that the Beast Spear is equipped(note, only Garland can use the Beast Spear). At this point, make your way out of Cliff and return to the world map. Once back on the world map, with Garland still in your party, return to the Urukan temple. Once there, make your way to the chamber beneath the temple(stairs leading down at the right side of the temple). As soon as you enter the lower chamber, the seal that Deisu is encased under will be lifted, and Deisu will be revived. Upon her revival, Deisu calls for Garland to step closer(I wonder if they will clothe Deisu in this scene for the American release?). Once he does, Deisu unleashes her anger at the guardians on him in the form of a severe beating. For five hundred years Deisu has remained sealed in this temple, and now she is free. With this, she gives Garland another good whack. Deisu then tells your main character(in the form of a flashback) what Garland, Giest, and the other guardians did to the others of your species. Deisu has no love for the guardians. After informing you of this, Deisu tells you that she will now travel to Fire Mountain, and if you need her, she will be in the temple at the base of it. With that said, she vanishes. At this point, make your way to the temple at Fire Mountain. Once there, enter the temple by the doorway where the guards are. Inside you will find a wall at the end of a short walkway. Inspect the wall with your main character, and the wall will emit energy. Your main character then dematerializes and is sucked into the chamber beyond the wall. Once your main character materializes in the inner chamber, Deisu, in her true form, walks out of the shadows and steps onto a platform in the center of the room. She then addresses your character. You are asked a question(choose the top choice), and then Garland materializes next to you. Deisu then creates a symbol out of energy, and with it, she draws a hidden power that was buried deep within you to the surface. This power will point you in the right direction in times of crisis. After releasing this new power in you, Deisu speaks a few brief words to you and Garland. You are then sent back to the temple's inner walkway(Note, if had any character other than Nina as your third party member, Nina will now be waiting in the inner walkway instead of your third party member). At this point, make your way out of the temple at Fire Mountain and return to the world map. After leaving the temple at Fire Mountain, make your way back to Urukan territory. Once in Urukan territory, proceed to Junk Town. Junk Town is the town located to the North of Urukan Tapa on the world map. It is surrounded on three sides by piles of rubble. Enter Junk Town and proceed to it's lower level. Talk to Beito and the sailors who are standing at the lower gate, talking to the guard. Beito and the sailors are looking for a boat to reach the port town of Rapara in. The guard directs Beito and his crew to the docks, which are through this lower exit and to the South. After getting this information from the guard, Beito and company leave Junk Town through the lower exit(note, Uin, one of the teenagers from the Windia Castle grounds, is hiding behind one of the lower huts here in Junk Town. Find her before you leave Junk Town, and she will return to the Windia Castle grounds and await your return so she can offer you her services as a Master) and proceed to the docks to the South. Enter the docks area with Momo in your current party, and make your way to the boat docked at the Southern end. Beito and his men are there talking to a mechanic. It seems the boat's engine is damaged, and the boat is not in any shape to travel. At this point, Beito notices your party and you step forward to speak with him. Once you regain control of your characters, have Momo talk to Beito. Momo suggests taking over as the ship's engineer, and goes to take a look at what the problem may be. Once in the ship's engine room, Momo gives the ship's engine a quick glance, then jumps up on top of it to get a better look. Shortly after this, Momo calls you over. She has figured out what's wrong, and has drawn a small diagram of the parts that she will need to do the necessary repairs. After you receive the diagram, the mechanic suggests going to the Ship Guild to try and get the necessary parts. After finding this out, leave the boat(Momo stays behind to work on the engine), and speak to the man on the dock(this happens automatically). After speaking with the man on the dock, leave the dock area and return to the world map. Once back on the world map, you will be prompted to pick another party member to replace Momo. After choosing your third party member, return to Junk Town and enter the top left hut on the lower level(to the right of where you found Uin). Once inside the hut, speak to the man standing at the table wearing a headband. The man will give you the pass needed to enter the Ship Guild(where you need to go to find the parts for the boat). Once you have the Ship Guild pass(note, it appears in your key items category), leave Junk Town by the lower exit and return to the world map. Once on the world map, walk West from Junk Town, and you will see a cave. This cave is the entrance to the Ship Guild. Instead of entering the cave, continue down the path to the Southwest that runs along the peninsula. At the end of the peninsula, you will come to a "?" area where there is a wooden house. Enter the wooden house "?" area and look inside the house that is there. Behind the sheet hanging at the back of the room inside the house, you will find the "???" dragon gene. After receiving the ??? dragon gene, leave the house, and talk to the man fishing off the cliff outside of the house. After speaking with the fisherman, leave the "?" area and return to the world map. Return to the cave at the beginning of the peninsula, and enter it with Garland in your current party. Once in the cave, proceed past the guard, towards the lit doorway. The guard, seeing that you have the Ship Guild pass, lets you pass. You then enter the Ship Guild. Once in the Ship Guild, walk down the beach to the Northeastern corner. There you will find the "Mutation" dragon gene. After receiving the Mutation dragon gene, have Garland speak to Chief(the large bull wearing the hat, standing at the side of the winch). The Chief suggests a rope pulling competition between himself and Garland. To do the rope pulling competition, when the monkey raises the white flag, it's Chief's turn. When he raises the red flag, it's Garland's turn. Rapidly press the "Circle" button only when it's Garland's turn. Do not press the button while it is Chief's turn, or you will be disqualified. You must also keep within two meters of your competitor, or the competition will end. Just before the competition is to begin, you will be asked if you are ready, Begin/Wait(note, if you answer wait, you will be given the option of seeing the instructions for the competition again). After answering to begin, the competition starts. During the course of the competition, you will pull in a giant fish creature. The fish creature crawls onto the beach and attacks your party. After defeating the creature, parts for the boat appear on the beach area, and the guard will now let you enter the steel building(ship hangar) to the left. There are also parts for the boat within the ship hangar. You will find these parts, necessary for repairing the boat, in the following locations(note, you will need to raise and lower the lifts in the bottom of the ship hangar to find all the parts hidden inside): Part A: in the water in front of the winch Part H: on the beach against the cliff, behind the winch Part B: hidden in a junk pile on the beach Part F: on the beach on the side of the man welding the ship hangar Part G: against the cliff in front of the ship hangar Part C: in the top right corner of the base of the ship hangar Part D: at the foot of the center lift in the ship hangar Part A: on the crate at the bottom right corner of the base of the ship hangar Part H: behind the girder in front of the center lift in the ship hangar Part G: at the foot of the left-most lift in the ship hangar Part C: on the side of the crate at the bottom left of the ship hangar Part E: on the side of the top left-most crate in the ship hanger Part C: on a crate towards the top left of the base of the ship hangar. You need to raise the lift high to reach this part Part F: on one of the top left crates at the base of the ship hangar. You need to have the lift at it's low point to reach this part Part B: on the upper walkway in the ship hangar, near the locked door Part D: inside the ship hangar, near the entrance There is also a chest hidden on the side of the top left-most crate at the base of the ship hangar. Once you have found all the parts needed to repair the boat, leave the Ship Guild and return to the dock area. Once back at the dock, make your way to the engine room of the boat. When you enter the engine room, speak to Momo(walk towards her) and she will ask you to give her the parts needed to repair the boat. You will then be presented with a list of all the parts you found at the Ship Guild. Press "X" to exit the repair screen, press "Triangle" to check the diagram that Momo gave you, and press "Circle" to give the desired part to Momo. The parts you need to give Momo are as follows: Part A = 2 Part C = 3 Part D = 2 Part F = 1 Part H = 2 After giving Momo all the parts necessary for repairing the boat, Beito and your main character head up to the ship's bridge. Once on the bridge, Momo calls up from the engine room that she has fixed the engine. Shortly afterwards, the boat sets sail. Beito tells the sailor at the wheel to set a course for the port town of Rapara. Once you regain control of your main character, leave the bridge and talk to your fellow party members. After talking to Nina, you see a large ship floating out in the Mid Sea. Shortly after this, your boat pulls into the port town of Rapara, where Beito and his crew disembark. At this point, Zigu steps forward and offers his services as ship's captain. He then heads for the bridge of the boat. Once you regain control of your characters, board the boat and proceed to the bridge. Once there, talk to Zigu and he will ask if you'd like to set sail from the port town of Rapara, Yes/No. After choosing yes, the boat begins to travel into the Mid Sea. At this point, talk to Zigu, and he will ask if you'd like to take over the controls of the boat, Yes/No. The boat's controls are: Directional Pad: left, right, forward, reverse Triangle(hold): speed burst, lasts until green status bar is depleted Start: re-enter the boat Once you take control of the boat, attempt to sail out of the inlet(Mid Sea) and into the rough sea(blue section of water). Once you sail out to sea, you find that the waters are far too rough to sail upon without knowing the correct direction in which to sail. Zigu suggests sailing to the fishing community of Patch, to see if someone there knows how to travel these treacherous waters. At this time, retake control of the boat and sail to the fishing community of Patch(small dock with two wooden houses, located across the inlet, slightly Northwest of the port town of Rapara). Once you've docked at Patch, make your way into the village and enter the house at the Northeastern corner. There you will find the village wiseman sitting on the floor. His wife and advisor(robed man) are in the house as well. Speak to the wiseman and he will tell you that in return for the directions through the sea, he would like for you to bring him something. He tells you that the people in Mekasu will know how to get what he wants(note, if you speak to the advisor(robed man), he will remind you that Mekasu is in Windia territory, between Windia Castle and the Bazaar town). Once you find out about Mekasu, leave Patch and return to the mainland. Once back on the mainland, return to Mekasu with Pecoros in your current party. Enter the house beneath the bridge in Mekasu, and speak to the people that are there. Upon speaking to the woman in the pink skirt, you are given a listing of the ingredients for making a food called Shisu. They are: Shota Fish Water Syarii Fruit Sabi Plant She then gives you a list of topics which include the locations where the various ingredients can be found: Shota Fish: found in the fishing spot in front of Mekasu(note, this fishing spot appears in Mekasu at this time) Syarii Fruit: found in the tree behind the house in Mekasu(note, have Pecoros bash the tree to knock the fruit out of it) Water: found in the well at the Teahouse(note, have Garland pull a pail of water out of the well) Sabi Plant: found in Ogre Woods(note, have your main character cut the plants down with his sword swipe) Shisu: general information Exit: exit the menu After receiving the information on making the Shisu, leave the house and have Pecoros bash the tree behind it in order to gather the Syarii Fruit(note, Pecoros can hurt himself by bashing into things, but he will not drop below one HP). After receiving the Syarii Fruit(you need at least eight), leave the Mekasu area and gather the other items you need for the Shisu. After getting at least four Sabi Plants, and a Shota Fish, make your way to the Teahouse to collect the water. Enter the Teahouse area with Garland in your party, and have him talk to the small robed person standing in front of the well. Upon talking to the robed person, Garland will be given the opportunity to try and raise a bucket of water from the well. The controls for getting the water from the well are as follows: "X": rapidly press this button to lower the rope and bucket Directional Pad: wiggle this to scoop water into the bucket "Circle": rapidly press this button to raise the bucket, you must be fast and steady After hearing out the robed person, you will be asked if you would like to give it a try, Try/Repeat instructions. After successfully drawing water from the well(note, each successful try will get you four units of water), leave the Teahouse area and return to the world map. After returning to the world map, return towards Windia Castle, as there is another Master that you may be able to acquire at this time. Once near Windia Castle, enter Deyuran Daru's shack and use the teleporter in the basement to return to the basement of Windia Castle. From the basement, make your way to the kitchen. Once in the kitchen, talk to Haochi the cook(Haochi is the fat cat chef with the meat cleaver standing next to the stairs to the next level). In return for Haochi to come to your aid as a Master, he asks that you give him four items that he needs for a dish he's making. They are: Hoshinku: HP 100 item, the type you stole from Babaderu's house Tsubamenosu: Statistic/Resistance up item Lantern Fish: Can be caught off the shore near the Urukan temple Firedako Fish: Caught in the fishing spot just outside Windia Castle Once you give him these four items, he will offer his services to you as a Master. After aligning with Haochi(if necessary), make your way out of the castle by way of the teleporter. If you haven't found the four teenagers yet, now would be a good time to do so, as you are able to enter the castle grounds at this time as well. Once all four teenagers have been found, they will each offer their services to you as a Master. Once you have finished in Windia, return to the world map and make your way back to the house under the bridge in Mekasu. Once there, talk to the woman in the pink skirt again. Upon exiting her information menu, she will ask if you know the correct amounts of each item to use in the Shisu, Tell You/Exit. After asking her to tell you, she gives you the following amounts: 10 ounce Shota Fish 8 Syarii Fruit 2 Units of water 4 Sabi Plants After learning the correct amounts of each ingredient to use in the Shisu, leave Mekasu and return via the boat to the fishing community of Patch. Upon returning to Patch, proceed to the wiseman's house and speak to his advisor(robed man). He will then ask you to prepare the Shisu for the wiseman. You are then sent to the following menu in order to prepare the dish: Combine Shisu Exit Shisu(ingredients) Amount Shota Fish x?? Syarii Fruit x?? Water x?? Sabi Plant x?? To make the Shisu, select the amount of each item you would like to add( 1 Shota Fish, 8 Syarii Fruit, 2 Water, 4 Sabi Plants), then choose the "Combine Shisu" box at the top of the menu. Once the Shisu has been combined, choose the "Exit" box, and you will be returned to the game. Once out of the menu, the wiseman gets up and walks over to the table. You present him with the Shisu you have made for him, and he eats it with tear filled eyes. After the wiseman eats the Shisu(if you made it properly), he will honor your request of help in navigating the rough sea that lies beyond the coast of Patch by presenting you with a map. This map shows the way through the rough sea to reach Kukurusu's cabin in the sea. After receiving the map, speak with the advisor and he will give you an AP 20 item. After this, return to your boat and sail out of the Mid Sea into the rough waters(out of the inlet). Once you leave the inlet, sail to the "?" area between the two small islands on the edge of the Mid Sea. Enter this "?" area and you will find that the waters there are now calm enough to sail upon. At this point, the map that the wiseman in Patch gave you will appear at the lower right corner of the screen. A timer will also appear. You will now have thirty seconds to guide the boat to your desired destination. There are four locations in this mapped section of the sea that will be of interest to you. They are: Kukurusu's cabin, to the Northwest A chest containing a dagger, to the East A chest containing Blizzard Mail armor, to the North A chest containing a Water shield, to the Southwest You can make as many attempts at reaching each, or all of the destinations as you'd like, just re-enter the "?" area at the edge of the inlet to try again. You do not need to reach all the destinations in one attempt. After reaching all three chests(if necessary), sail to Kukurusu's cabin on the dock to the Northwest(by way of the "?" area). Once you dock at Kukurusu's cabin, you will meet Kukurusu(doesn't his bird sound like Nelson from the Simpsons, Ha Ha :). Nina, Momo and your main character follow Kukurusu into his cabin to talk to him. Kukurusu tells you of the warship that you saw in the Mid Sea earlier. At this point, the scene cuts to show your characters back onboard the boat, sailing alongside the warship. Momo takes a shot at the warship with her bazooka, but all it does is trigger the warship's defenses to fire back at them. Luckily they miss the smaller boat, and hit only the water nearby. The explosion in the water rocks your ship violently. Upon regaining control of your characters, talk to Momo, who is on the ship's deck, then return to the ship's bridge and talk to Zigu. Take over control of the boat from Zigu(happens automatically) and you will see the warship entering the Mid Sea(inlet). Your objective at this time, is to stop the warship and somehow get aboard it. To do this, simply ram it at full speed(press and hold the Triangle button) in the rear. After the collision, make your way to your boat's engine room and revive Momo, as she was knocked unconscious upon the impact. Momo will then recall something Kukurusu spoke of. After a discussion with your other party members aboard the small boat, you will be asked to choose a boarding party to bring onto the warship to assess the situation. Make sure to bring Momo, as she will be needed once you reach the bridge of the warship. After choosing your boarding party, make your way onto the warship from the deck of your boat. Once aboard the warship, make your way into the ship and proceed to the lower decks. You will come to a room at the end of a hall where you will have to ride a platform across numerous conveyor belts, in order to reach the doorway at the opposite end, or the holes leading to the rooms below. To use the platform on the conveyor belts, access the computer to the right, and you will be given a choice of six programs(cycles to run the platform in), P1 - P6. Choose program 2, and then walk onto the platform. You will then be brought to the opposite end of the room. Once there, proceed through the doorway that is there and you will enter a hallway with an access terminal at the end of it. Inspect the access terminal and you will find the I.D. Card. After receiving the I.D. Card(it appears in your Key Items category in your inventory), return to the previous room and make your way back to the platform control computer. Choose program 4, then ride the platform to a lower room where you will find a steel box containing a Skill Ink. After receiving the Skill Ink, return to the platform control computer and choose program 3. Program 3 will cause the platform to take you(after you step on it) to a lower room that leads to the room where you will find the main power switch for the crane(the crane is in one of the rooms above, near where you entered the warship). Turn on the main switch so that the crane will have power flowing to it, then make your way back upstairs to the crane room itself. Once in the crane room, use the crane to create a bridge across the gap in the room, from three crates. To use the crane, inspect the console panel that is just in front of it. You will then be given three choices: Guide start(use the crane) Guide instructions(instructions on using the crane) Exit(leave crane menu) To use the crane, choose Guide start, then press and hold the circle button to start the crane traveling Northeast. Release the circle button to stop the crane from traveling in the Northeastern direction. Press and hold the circle button a second time to start the crane traveling in a Northwestern direction. As before, release the circle button when it reaches the desired spot. Press the circle button a third time to have the crane lower and attempt to grab anything that is underneath it. Once a crate has been successfully picked up, it will automatically be placed in the correct location in the center of the room(note, use the red cross indicator as a guide, align it with the center of each crate. Also, if you grab the crate that is between the rear red steel containers, it will be dropped onto the platform you are on, and break open revealing a chest. The chest contains a shield). Once all three crates are properly placed, proceed across the makeshift bridge and exit the crane room by the door to the South(note, the side door leads toward the steel box that is on one of the rear containers in the crane room). Once out of the crane room, flip the blue lever that is next to the door to raise a steel beam that will allow you to travel from this section of the warship, back towards where your boat is. After raising the steel beam, make your way up the stairs and make your way through the ship until you reach the elevator. Use the I.D. Card to access the elevator(choose the top choice upon inspecting the access terminal next to the elevator) and you will be allowed the use of it(you will automatically ride the elevator up to the next floor). After stepping out of the elevator, continue up the stairs at the side of the room, and you will reach the warship's bridge. Once on the bridge, have Momo inspect the main controls, at which point she will tell you to go and check the "Boost counter" in the ship's monitor room(the location will be shown in a cut scene, the monitor room is in the hallway where the personal quarters are). She needs to know when it reaches one hundred. After Momo finishes talking, she asks if you are ready, Yes/Repeat instructions. After telling her that you are ready, make your way down to the monitor room(minus Momo, as she stays on the bridge) to check the boost counter. The object here, is to talk to Momo on the warship's bridge when the counter reaches one hundred, so that she'll know when the counter reaches that point(100). Once you reach the monitor room, inspect the boost counter and it will start counting upwards, making a beeping noise at each number. Start walking back to the bridge when the counter is around seventy five, and count the number of beeps to keep track of the number the boost counter is at. This way, you can talk to Momo at the appropriate time. After successfully telling Momo when the boost counter reaches one hundred, the warship's engines will start. Momo then calls your other party members on the smaller boat, to come to the bridge of the warship. Once everyone is gathered on the bridge of the warship, the hidden force in your main character that was revealed by Deisu, emerges and guides the warship on it's journey across the sea(many cut scenes of the characters passing the time are shown). While on your journey across the sea, something unexpected happens on the upper deck. Sirens wail and red warning lights flash. At this point, you must make your way to the ship's bridge. Once on the bridge, Momo tells you that something is approaching the rear section of the upper deck. You will then be asked to choose a battle party to take with you to investigate what is happening. After choosing your party, make your way to the previously locked door on the personal quarters level(note, there is now a camp menu book available to you in the conference room on the personal quarters level. It contains all but the "Rest" option). Once there, proceed through the now unlocked door(thanks to Momo), and make your way to the ship's upper deck. Once there, proceed to the rear of the ship, and two creatures will rise from the water and approach you. Once this happens, walk your party members backwards until the creatures(they are following you) are in line with the side mounted defense gun. Once there, the creatures will attack you, but the defense gun will randomly fire at them to aid you in this battle. After defeating the creatures, climb back down the ladder to the lower deck and the scene will fade. When the next scene rises, the warship, having completed it's journey across the sea, will be docked in Konbinato. All of your characters will be outside talking, after which you will be asked to choose members for your current party. Upon arriving in Konbinato, and having chosen your current party, look for the robot hidden behind the side of the weapons/items building(he's on the right side). Upon talking to him, he will emit a series of sounds, then ask you to choose one of six selections. The object here is to choose the selection that contains a correct portion of the pattern of sounds the robot emitted previously. The correct choice is selection number three, which when chosen, will prompt the robot to give you a Homing Bomb(a weapon for Momo). After exploring Konbinato, and buying all the equipment you need(if necessary), leave the town by the stairs to the Northwest, and you will be presented with another automatic camp scene. In this scene, Lei, Nina and Momo talk to visions of themselves. After the camp scene, you will emerge on the world map in this new area you have sailed to. Put Pecoros in your current party, then make your way to the tree "?" area to the Northwest. Enter the tree "?" area, and have Pecoros speak to the large gray tree at the end of the path inside. It seems that the Tree of Wisdom is part of a network. After Pecoros talks to the Tree of Wisdom, use your main character to pick up the "Trans" dragon gene that is at the right side of the tree. After receiving the Trans dragon gene, leave the area and return to the world map. Once back on the world map, proceed to the abandoned airplane hangar just Southeast of where you are. With Momo in your party, enter the abandoned hangar area and make your way to the roof of the hangars themselves(note, there are chests in this area that contain goggles and a speed ring). Once there, find the open hatch and climb down the ladder into the hangar itself. Once inside the hangar, have Momo shoot the wall to the left of the bank of terminals. A hidden doorway will be revealed that leads to the control room. In the control room you will find a chest containing a new fishing pole. After receiving the fishing pole, leave the hangar and continue through the hangar grounds to the exit at the North in order to return to the world map. Upon returning to the world map, after exiting the hangar area from the North, you will be able to travel through the hangar area by way of the world map(you don't have to enter it and walk through). Now that you've proceeded past the hangar, with Momo still in your party, proceed to the Colony temple(dwelling shaped like the Urukan temple) to the North. Once you enter the Colony temple area, your party will notice a large antennae dish at the top of the temple(note, if you do not have Momo in your current party at this time, your members will suggest that you go and get her). Walk up the main stairs and enter the room below the antennae dish. Here you will find a teleporter that is not currently functioning. Your characters realize that if they can get the teleporter working, they would have a much easier time returning to Windia. Open the bag on the teleport pad to receive a part that you will need to return it(the teleporter) to functional status(note, the item appears in your Key Items category once you pick it up). After receiving the item, leave the teleporter room and jump down the drop spot to the left of the stairs. Once down the drop spot, you will be able to reach the "Era" dragon gene which is on a ledge to the left. After receiving the Era dragon gene(note, there is a Deep Dive fishing lure inside a satchel in a room below), walk down the stairs nearby, and you will find a locked door. To get to the room beyond this locked door, make your way around the outer ledges, until you reach the area at the top right side of the temple. Here you will find a drop spot above a blue glass skylight. Jump down the drop spot, and your characters will crash through the glass skylight and land in the generator room for the teleporter. Have Momo inspect the terminal with the lever on it, and you will be asked if you would like to place the item you found on the teleport pad in the terminal, Yes/No. After Momo places the item into the terminal, she will find out that you now need to align the laser reflectors that direct power to the conductors properly(note, you need to do this before throwing the lever). Once the switch is thrown, a beam will be projected from the machine at the right. You want to align the reflectors(inspect them and they will rotate slightly) so that the beam can reach the conductors at the rear of the room. To align the reflectors properly, turn the reflector closest to the beam projector once, then turn the reflector to the left of the lever three times. After aligning the reflectors properly, throw the lever, and the beam will travel to the conductors, thereby powering the teleporter in the room at the top of the temple(beneath the antennae dish). After starting the conductors, use the teleporter to get to Relay Point A. Once you arrive at Relay Point A, check the control panel for the teleporter. By doing so, you will find out that the antenna that controls the outgoing transports from this relay point is currently down(note, from this point on, you can reach Relay Point A from the teleporter in the basement of the Windia Castle if you set the controls for that destination). Leave the teleporter room, and you will see Honey appear and run off down a hallway. Follow Honey(he went down the hall to the right, not straight ahead) and you will find that you are actually back in Urukan territory, in the ship guild, and the Relay Point was what was on the opposite side of the previously locked door(note, the door was locked if you approached it from the ship guild side when you were searching for the parts to repair the boat. Also, Zigu is at the boat dock below Junk Town with your smaller boat if you want to see him/it. After finding out that you are at the ship guild, you will be asked to choose which party members you would like to take with you into the Relay Point, so that you can attempt to repair the antennae. Once you've chosen your current party, return inside the Relay Point, and start to make your way through it to the antenna on the roof. On your way to the roof, you will come to an area with four switches and four girders, each labeled with a corresponding color circle, dark red, red, blue and light blue. The object here is to raise all four of the girders in order to reach the stairway(the dark red labeled girder and the stairs are out of your current line of vision) that will lead you towards the roof. To raise or lower the girders, flip the switches in a specific order. Some switches cause some girders to raise, while others lower, or vice versa. If you choose incorrectly, inspect the large rectangular stone in front of the dark red switch. It will ask if you'd like to know about the switches, Yes/No, then if you would like to reset the switches/girders to their original positions, Yes/No. The switches raise and lower the girders in the following fashion: Blue switch: Blue girder: Up Red girder: Down Light Blue girder: Nothing Dark Red girder: Up Light Blue switch: Blue girder: Nothing Red girder: Up Light Blue girder: Up Dark Red: Down Red switch: Blue girder: Down Red girder: Up Light Blue girder: Nothing Dark Red girder: Down Dark Red switch: Blue girder: Nothing Red girder: Nothing Light Blue girder: Nothing Dark Red girder: Up From these patterns you can see that you need to flip the switches in this order: Blue Light Blue Dark Red Flipping the switches in this order will raise all four girders, and allow you to cross the first three girders, then pass under the fourth to reach the stairs beyond. After proceeding up the stairs past the girders, you will come to a locked door beside a large open pit. There are three floating platforms hovering in the air over the pit. To open the door, you must ride one of the platforms to the island in the center of the pit, and trigger the door's unlocking mechanism. The platforms will travel in a straight line across the pit in whichever direction you walk onto them from. To make it to the center, line all three platforms up against one side, then ride the one closest to the center straight across the pit. Walk back around the pit, and ride a second platform around the edges of the pit, until it hits the one you just rode across(you will be automatically sent onto the first platform and it will bring you back to the side of the pit). From here, you can go back to the second platform you rode around the edges, and ride it across the pit to the island in the center and unlock the door(note, you must move forward slightly once on the center island to trigger the unlocking mechanism). Take the platform back across the pit and proceed through the now unlocked door. A short walk later, you should arrive on the roof. Inspect the antenna's controls and you will be prompted to align the antenna properly(first by asking if you would like instructions for aligning the antennae, Yes/No. Then by asking if you would like to try aligning the antennae dish itself, Yes/No). To do this, use the D-pad to turn the antenna, and press the Circle button when the antenna is in the position you want it to stay in. The object here, is to place the antenna at an angle where it isn't receiving any interference(crackling), just straight signal. The correct direction to face the antenna is between North and Northwest(you will know by a small cut scene when you've accomplished this task correctly). Once you have properly positioned the antenna, make your way back down to the teleporter and inspect it's control panel. You can now use Relay Point A (this teleporter) to reach: Colony temple Dragoneel Container Yard Relay Point B Exit Just choose which location you'd like to go to, and step onto the teleporter. Your next destination should be to go to Dragoneel, but first make a quick trip to Container Yard. Once in Container Yard, you will find the "Light" dragon gene in a corner of the room you appear in. Retrieve the Light dragon gene, then use the teleporter to return to Relay Point A. Once back at Relay Point A, reprogram the control panel for the teleporter to take you to Dragoneel and step back onto it. Upon arriving in Dragoneel, leave the teleporter room, and you will be brought by an old man to see the village leader. During a feast with the village leader, Garland is asked about his status as a guardian. After this you will have a vision, and awake separated from your other party members. Upon leaving the dining area(tent the feast took place in), Lei appears, and joins back up with you. Lei suggests meeting up with Garland(note: you can save your game at the small gray dragon statue in one of the tents on the upper section of the village). Go and talk to Garland, he is standing at the top of the temple at the rear of the village. After a brief discussion with Garland, the old man approaches and tells you that with Garland with you, you may enter the temple through the well in the center of the village. At this point, leave Dragoneel and set up camp. Once you have set up camp, change party members so that Nina is in your current party instead of Lei. Bring Garland and Nina back into Dragoneel and climb down the ladder into the well. There you will find another ladder across the bottom of the well that leads to a stairway. Walk up the stairway to enter the temple. At the top of the stairs you will see a very familiar sight. There is a wall in the entry hall with a mural painted on it(note, it is the mural that you see when you first turn on the game, during the intro). Proceed past the hall with the mural, until you come to a room where a wiseman is seated on the floor. Talk to the wiseman(Bono), and the prophecy of the mural will be explained. Bono will also tell you of someone called "Miria". After the wiseman has spoken, and you have regained control of your characters, approach the wiseman with Garland. Garland will then speak to the wiseman about his role as a guardian, and of what is to come. After Garland is finished speaking to Bono, have Nina speak with the wiseman. He will tell Nina more about Miria, and then ask her a question. After choosing the top choice as an answer to his question, Nina gives him a kiss. After you regain control of your party, talk to Bono once more with your main character(note, choose the top choice when you approach the steps in front of him, and you will walk towards Bono and speak to him). After giving you more information about Miria, Bono decides to test you, by turning into an Elder Dragon, and attacking your party(note, you cannot use your dragon transformation abilities in this test battle). After defeating the dragon that he had become, talk to Bono once more with your main character. He(Bono) will tell you that you have been deemed worthy of receiving the "Anfini" dragon gene. He then disappears, leaving in his place, the final dragon gene, the Anfini dragon gene. After taking the gene, leave the temple, and the old man will meet you by the top of the well. After seeing that you have the Anfini dragon gene, he tells you that the man with the camel standing near the gate to the village could use your help in getting safe passage to his home. After talking to the old man, speak to the woman in the tent where you had the feast. She will tell you of a passage through the factory to the Northwest of Dragoneel. At any point after receiving the Anfini dragon gene, have your main character inspect the dragon shaped carving at the top of the temple(above the teleport room) and it will come to life. This is the Dragon God, and it will then offer you it's services as a Master. After aligning with the Dragon God(if necessary), speak to the man(Hoisu) with the camel standing by the gate to the village. Choose the top choice when he asks you a question, and he will travel with your party as an unplayable character(if you camp, you will see him and his camel sitting beside the fire) to his home in the desert beyond the giant wall to the Northwest. After Hoisu joins you, make your way out of Dragoneel, and proceed to the factory that is to the Northwest. Make sure to have Momo and Pecoros in your party, as they will be needed in the factory. Once at the factory, make your way down the dirt paths(there are treasure chests at some of the dead ends) to the open door at the bottom that leads into the factory. Once inside the factory itself, make your way to the rear of the lower level. There is a wall there that Momo can shoot out with her bazooka to reveal a hidden room. There is a treasure chest containing a spear for Garland in the hidden room. After receiving the spear from the chest in the hidden room, find the stairway that leads up into the factory around the center of the lower level. After climbing the stairway, do not flip the switch that you see next to the door, as once thrown, a wall of lasers is activated to the left of it. Instead, proceed through the door and make your way past the maze of switches and electric floor panels(trigger specific switches to deactivate corresponding floor panels), until you reach an area where there is a robot and a control panel(the control panel is atop a raised area with a blue tiled floor). Flip the switch to the right of the raised area(with anyone other than your main character) to gain access to the stairs that lead to the control panel. The robot in the area beyond the control panel is a remote controlled robot. To use him, choose the center selection when accessing the control panel(the top choice is instructions, while the bottom is exit). To control him, move your character around on the blue tiled floor of the platform where the control panel is. The robot will move accordingly(as if your character was a computer's mouse, and the robot was the onscreen pointer). Use the robot to flip the switches, thereby deactivating the electric currents that are running along the floor in the area he is in. To flip a switch, hit the action button while the robot is facing it. To gain extra walking space, have the robot get stuck on the opposite sides of the small square pillars, while you put some distance between yourself and the robot. Once the three switches have been triggered, and the electric floor panels where the robot is have all been shut off, you will be able to access the higher area above where the robot was. Walk around to the higher area, and enter the door that is there(there is a chest to the right, open it before entering the door). You will come to a long set of stairs, at the top of which is a locked door. A lock control panel is on the wall, slightly to the left of the locked door. This panel controls the lock on the door. To open this door, you must either, shoot the lock control panel with Momo's bazooka, or equip the lock break weapon on Pecoros, and then use his slam on the lock control panel. The lock break weapon can be found in one of the chests in the lower level of the factory. After breaking the lock control panel, the door automatically opens, allowing you to exit back onto the world map, but in a desert area on the other side of the giant wall. Once you have made your way past the factory, and are in the desert, you will come to Hoisu's home(tee pee area, walk slightly North while on the world map, and you will automatically be brought there). A scene showing Nina, Lei and your main character talking to Hoisu will then take place. After this, talk to Hoisu and he will tell you the way to wander the desert in search of both an item you could use, and the way to get to the Oasis town. The way to both of these places involve using the stars as your guides. Hoisu says that his camel creature(Baku) will travel with you, in case you get lost along the way(to return, camp and talk to the camel. Choose the top choice to both his questions and you will be returned to Hoisu's). Hoisu will also tell you that you may get dehydrated from walking in the desert, and that it is better to walk at night, and camp during the day, as during the day the heat will cause you to need more water. He tells you to make sure to bring plenty of water with you(inspect the jar next to Hoisu's tee pee, it contains water. Choose the center choice to receive sixteen units worth of water. Use the water when the text appears onscreen as you are walking across the desert to prevent HP loss). To leave Hoisu's home area, walk to the edge of the screen and choose the top choice(the second choice returns you to the world map so you can go back towards the factory if you need to, while the bottom choice cancels out of the text so that you stay in Hoisu's home area. To find the armor, you must walk towards the red star(left hand red star) that you face when you leave Hoisu's home area. Upon walking towards it, you will notice that the positioning of the blue stars to the left, both the single and three diagonally lined stars, is changing. The blue stars are coming closer together due to the angle of your journey across the desert. When the single blue star is lined up directly above the first of the three diagonally lined blue stars(the rightmost one, most likely the only one visible over the horizon at this point), turn and walk towards them, keeping the single star aligned over the right-most of the three diagonal stars as you travel. You will eventually encounter a random battle screen, where, instead of/in addition to, a satchel containing an item as your reward, there will be a large armor breastplate(graphically it looks like a breastplate sitting in the sand). Once you find the breastplate, return to Hoisu's. Once back, restock your water supply, then head back out into the desert to start your trek to the Oasis town. To reach the Oasis town, walk towards the lower red star(to the right) once you leave Hoisu's, and are in the desert. Whenever you get into a battle, or use the camp, redirect yourself so you are facing the star(right hand red star, if necessary) and continue walking towards it. At around the fourth night, you will notice red lights appear just above the horizon. These lights are from Oasis Town, and during the daylight hours, you will be able to see the town in the distance. Continue walking towards the right hand red star, until you notice the lights from Oasis Town fade away(what did you expect from an oasis). At this point, turn towards the left hand red star(two turns to the left) and walk towards it. You will notice the stars are starting to align in a certain manner, due to the directions that you have been walking. The two red stars are now at even heights in the sky, and the three blue diagonally lined stars are slightly lower, near the center of them. This star alignment was a key to reaching the Oasis town. Upon nearing this star alignment, you will then encounter another random battle, but this one will be different. A giant creature will rise from under a mountain of sand and attack your party. This is Manmo, the boss creature of the desert. After defeating him, you will then go into an automatic camp scene, in which, Nina is terribly ill and needs you to do an unspeakable act in order to save her. She needs Baku meat in order to return to normal health. To get the meat, go outside the tent and use your main character's special action(sword swipe) while you are behind the Baku(Hoisu's camel). After a terrible cry, inspect the carcass to receive the meat, then bring it into the tent and it will automatically be given to Nina. After this scene ends, you will arrive at the Oasis town. After arriving at the Oasis town, and enjoying a feast(does dinner look familiar?) and some rest and recreation for your party members, you find out that Nina is going to be allright. You then regain control of your characters(note, the girl Lei was talking to on the dock in front of the inn will replenish your supply of water to sixteen units, in case you need it). Your next step is to take the path up the hill out of the Oasis town. This will bring you back to the world map(rather than leave the Oasis town through the gate to the South that leads back out into the desert). Once on the world map, make sure Garland is in your party, then make your way Northeast to Container Yard(the "?" area with the small square building and crates near it). Enter Container Yard and walk into the building at the Northern end. You will see that this is the Container Yard that the teleporter at Relay Point A brought you to earlier(where you found the Light dragon gene). Have Garland push the crate that is blocking the ladders, and it will break apart against the wall, allowing your party access to the teleporter above(now you don't need to walk back across the desert to return to familiar territory). After gaining access to the teleporter at Container Yard, return outside to the world map, and enter the city to the Northwest. Once inside the city, you will find two shops that you can use, a weapon/armor shop, and an item shop. Both shops are staffed by robots. After buying the necessary items and weapons that you need, enter the security building at the Northeast corner of the first section of the city(walk down the main road and turn right at the red circular marker. The building you are looking for is on the left at the end of the turn off road). Inside the building, you will find a honey type robot lying on the floor. Continue through the building until you come to the room containing a checkered floor section, between four posts(there is a chest in the center of the checkered section of the floor). Walk around the outside of the four posts, to the stairs at the left leading down. Once down the stairs, enter the door to the security room. Inside this room is a switch, in the "On" position, the security system is in "Normal mode"(default, what it is on now), while in the "Off" position, the security system will go into "Test mode". Turn the switch to the off position, so the security system will go into test mode. Doing this will shut out the lights in the building. Return to the checkered floor area above and you will notice that there are infa-red beams coming from the tops of the four posts surrounding the checkered area of the floor. These beams are the building's security system(hitting any of them causes HP loss, and your character to be knocked backwards). Now that you can see the beams, open the chest and take the item that is inside it(all members HP full). After taking the item, walk up the set of stairs to the right and make your way past the next set of infa-red beams, then exit the building by the door at the rear. Once back outside, enter the door to the North and you will be in the station control room. Access the main terminal in the rear of the room(blue screen), and answer yes(Yes/No) to the two questions that you are asked. Doing so will bring the station back online, and unlock a door inside another building in the city. After using the terminal, go back outside the station control room and jump down off the ledge you are on, to the ledge below(there is a drop point in front of the door where you came out of the security building). Next, enter the building at the rear of this section of the city(the only building you can enter at the lower part of this section). Once inside, access the terminal you will see, to open the closed gate(you unlocked this gate in the station control room) at the top of the stairs to the left. After the gate opens, walk up the stairs and proceed through the door at the other end of the upper level. Once you pass through the door, you will hear a loudspeaker call attention to the lift that goes to Station Miria. Your characters then realize that this must be the Miria that Bono, the wiseman in Dragoneel spoke of. Proceed up the stairs next to you, and walk onto the lift that is there. As soon as you are on the lift, an attention alarm will sound, followed by your party being raised high into the sky to a floating station, Station Miria. After walking off the lift and arriving at Station Miria, try the door just down the platform. You will be told that in order to unlock it, you will need to do it from a terminal in the work area. Proceed down the stairs to the right, and make your way to the stairs leading up, a few rooms further ahead. Walk up the stairs and flip the blue switch that is in the room at the top of them. This will turn the energy on for the elevator(the control panel for the elevator is in the room below, down the stairs that you just came up). Go to the elevator and inspect the control panel(note, there are two items hidden on this level, a piece of armor outside the rear door, and a weapon called the Head breaker outside the lower door). You will be given three choices: Home(up, leads to a chest containing an AP recovery item) Maintenance Deck(down) Cancel After getting the item from the chest in the level above(by using the elevator), use the elevator to go to the Maintenance Deck on the lower level. On the lower level, walk down the platform to the elevator at the other end. Take this second elevator back to the work area(only place it goes). Once there, enter the door to the left and walk through the room it leads to. You will come to a hallway with two locked doors that need level's A and B clearance card keys to be opened. Walk to the left section of the hall, and you will find an unlocked door that leads to the worker's locker room and sleeping quarters. In the sleeping quarters you can rest your party by inspecting the beds(rest, Yes/No), and use the save book to save your game, change party members and such. After using the sleeping quarters, walk up the stairs in the right section of the outer hallway. Once up the stairs, inspect both terminals(they look like keypads) to unlock both the automatic lock on the door by the lift you used to reach Station Miria, and the laser locks in the area to the left of where you are now(answer yes, top choice, to the question you are asked at each terminal to shut off/unlock them. Note, the door that is by the lift, is on the other side of the glass partitions in the area where the laser locks were). After using the terminals, return down the stairs to the hallway, and make your way up the stairs at the left end of it(near the sleeping quarters). Walk through the room at the top of the stairs, and you will enter the area where the laser locks were. There are green and yellow tiled paths on the floor of this area. Follow the yellow tile path up the stairs and through the next few rooms(note, the rooms with the white cross signs on the wall, towards the end of both the yellow and green paths, will heal all characters to maximum HP/AP levels as soon as you walk into them. Also, to the side of the conveyor belts, is a chest containing 10,000z), until you reach the large room at the end with three doors on the level you are on, and some lower sections that you can see to the left. Enter the door at the very end of the yellow path and your characters will see a giant creature contained in a cell filled with sleeping gas. Use the terminal to stop the flow of sleeping gas to the cell. Once the gas clears, you will see that there is a card key in the cell with the creature. You must now go and retrieve it. Exit the room and enter the first door in the larger outside room. You will see a terminal just across from the door, and some stairs leading to an electrified section of floor(shock area, you will be asked if you'd like to enter it when you approach the doorway, Yes/No) in the rear. To make a path through the electrified section of floor, use the single terminal in this room, and the two terminals(shock panel monitors) in the room to the left, to cut the flow of electricity to various sections of the floor. Upon using them, you will get a three part schematic of the of the shock area's floor(each terminal corresponds to one of the parts of the schematic), blue dashes represent a negative charge, while red crosses represent a positive charge. The object here is to think of each section of the schematic as if it were overlain on top of the others, and that a positive charge on top of a negative charge will cancel each other out. So you want to "cancel out" a path through the electrified floor. If you number the schematics one, two and three, from left to right, the way to line them up so you'll have an "S" shaped path through the shock area is as follows (note, press the Circle button when the schematics are positioned to your liking to see an overhead view of the shock area): On schematic one: Put the single red cross in the top row in the top right corner. On schematic two: Put the single red cross in the bottom row in the bottom left corner. On schematic three: Put the single blue dash in the top row in the top right corner. After positioning the schematics correctly, proceed safely across the shock area and walk onto the lift(square tile with circular pattern on it) on the other side of it. The lift will take you down to the level below(that you could see from the large open room), and from there you can make your way around to a second lift that will take you back up to the level above(use terminal, choose top choice). Once you arrive on the upper level again, enter the doorway to the left and you will be inside the cell with the giant creature that you saw earlier. With a loud screech from the creature, the glass walls shatter, and the creature attacks your party. After defeating the creature, pick up the level B card key from the floor in front of you, then walk onto the lift that the creature had been sitting on(Note, if Lei is not in your current party, return to the sleeping quarters and get him before stepping onto the lift). The lift brings you to the lower level, where you will come to a locked gate(note, before the locked gate, you will find a steel box containing a weapon for Momo called the Orange Shell. This weapon will be important later), beyond which is a room with several chests(they contain two shields and a helmet). Use Lei to pick the lock and open the gate. After receiving the items from the chests, return to the hallway where the sleeping quarters are, and use the level B card key on the access terminal on the wall next to the locked level B door. Choose the top choice to run an ID check on the card key, and the door will unlock and open. Enter the level B room and talk to the Honey model robots that are gathered inside. Talk to the one standing by itself(choose the top choice when prompted) to get more information(note, there is a chest containing a weapon in the room also). After talking to the Honey robots, return to the outer hallway and walk up the left set of stairs again(make sure Lei and Momo are in your party at this point) and make your way to the area with the green and yellow paths. This time, follow the green path to it's end. At the end of the green path(you will pass another healing room just before the end of the path) you will find a doorway blocked by a wall of plants. Use the Orange Shell(weapon for Momo) to destroy the plants that are blocking the door, then enter the atrium beyond it. Make your way across the atrium and use Lei to unlock the door with the deadbolt on it on the other side. After entering the door that Lei just unlocked, walk around the glass cage in the center of the room, while being careful not to step on the thorns that are hanging out of the cage, or you will be poisoned. Exit the room by the door on the other side of the glass cage and continue through the atrium until you reach it's Northwest corner. Here you will find two possible ways to go, through a door straight ahead, or up the stairs to the right. Proceed through the door at the Northwest corner first(you must walk up the grassy knoll to reach it). In the room that follows is a chest that contains a Dragon spear. After receiving the spear, return to the atrium and proceed up the stairs to the right then enter the doorway at the end of the walkway above. Through the doorway is a dark hallway, at the end of which is an elevator that goes to a place called Eden. After taking the elevator to Eden(choose Eden, which is the top choice), your characters arrive in a bright grassy field. There are trees all over, and the sound of birds chirping fills the air. A small brook also runs across the Western section of this new area. Upon crossing the bridge to reach the other side of the brook, your characters startle a bird that was sitting in the grass, just on the other side. The bird flies a short distance to a person(who is facing away from your party) who is playing with several other birds. At this point all the birds fly away, leaving your party to meet this new person. The person recognizes your main character, and upon the person turning around, Lei asks... Teepo? It is in fact your long lost friend. After filling each other in on what has happened(in a series of flashbacks. It seems that Teepo is also part of the Dragon clan that your main character is from, and has the same dragon transformation abilities as you. However, after becoming separated from Lei and your main character during the initial battle between Bario and Santo, Teepo was found by Miria. Miria convinced Teepo that the dragons were evil, and as such, Teepo agreed to stay here in Eden and abandon his powers) since you last saw each other, Teepo points at you, and all of your party, including Teepo, vanish. You reappear alone, in the center of four stones, a blue light shining down on you in an otherwise dark area. Teepo enters the light and points to the Northwest. Another blue lit area then appears, and Teepo exits. Upon walking towards the second blue light, you notice that there is a line of blue lights that travel into the distance. As you walk towards the third light, you hear Nina. Upon reaching the third light, visions of Nina appear and speak to you. In the fourth light there is a dragon statue(it will not let you save your game). After inspecting the statue, walk into the fifth circle of blue light. As you try to enter the sixth light, you will hit a repeating loop, and be sent back to the circle of light where Nina was. After encountering this loop, continue to the circle of light where the dragon statue was, and inspect it again. After re-inspecting the dragon statue, walk back towards the first circle of blue light(where Teepo was). Upon trying to return to the first circle of light, you will be teleported to another blue lit area where there is a vision of Lei. There is also another dragon statue here(note, in these next areas where your main character is alone, walking will restore your HP level). After Lei vanishes, inspect the dragon statue to be restored to full HP/AP levels. It will then ask you if you'd like to save your game, Yes/No. After using the statue, walk towards the lights to the upper left until you reach another dragon statue. On either side of this statue are raised terminals. Use the terminals to light the areas on either side of the circle of light that you are presently in. Both newly lit areas contain a chest. If you walk towards the left light, you will fall into a hole(note, there is a hole to the right as well) that leads to another dragon statue. Inspect the dragon statue to light the area to the left of where you now are(choose the top choice when prompted). This newly lit area contains a chest. Open the chest to receive the Shaman ring. After receiving the Shaman ring, walk back to the right, past the dragon statue, to the next circle of light. Here you will find a cylinder of rising energy. Step into it to be teleported back to a circle of blue light that is just to the South of where you saw the vision of Lei(where the dragon statue heal/save spot is). After returning to the upper level with the Shaman ring, walk back to the dragon statue between the two raised terminals. Read the inscription on the dragon statue and then remain motionless in front of it for a few moments(10-15 seconds). While you are standing still in front of the statue, another light will appear in the dark area behind the statue. Once this new area lights up, you can begin moving your character again. Begin walking into the newly lit area and you will encounter a vision of Momo and Honey. After they disappear, walk into the newly lit area. From this new area you can reach the chests that were on the opposite sides of the holes you fell into earlier. After opening the chests and receiving the items from them, walk to the circle of light at the rear that contains another cylinder of energy. Walk into the cylinder of energy to be brought to a new area consisting of a maze of ledges. Within this maze of ledges are many colored teleport markers(snow flake shaped) on the ground. There are two of each color, and as you walk onto one, you will appear on the second of the same color in another section of the maze. There are a white and a yellow marker in the first section of the maze, and purple, green, red, pink and blue markers, which can only be reached after using either the white or yellow teleport markers. The object of the maze is to reach the blue teleport marker, as it has another cylinder of energy on it that will take you to the next area. To reach the blue marker, walk onto the yellow marker first, then after seeing a vision of Garland(between the yellow and purple markers), follow the markers by going through them in this order, purple, green and after seeing a vision of Pecoros, finally blue. After going through the blue teleport marker, you will arrive at the base of a set of stairs. A vision of yourself blocks your path. After talking to the vision, it mentions Miria and you fall to the ground. As the vision offers you a hand in getting to your feet, you stand and walk through it, causing it to disappear. Walk towards the stairs and a vision of Teepo will appear at the top of them. He talks to you of the dragon blood flowing through your veins, and how grand it would be if you joined him here in Eden, serving Miria. After the discussion ends, Teepo calls forth a skeleton riding a two headed wolf beast(hellrider) to challenge you. After defeating the hellrider, you fall back down to Eden, where the true Teepo confronts you. In a flash of light, Teepo transforms into an immense Dragon Lord, at which point you are able to choose two party members to join you in the forthcoming battle. After choosing your party members and your battle formation, you then face Teepo in his Dragon Lord form. After inflicting a certain amount of damage on Teepo's Dragon Lord form, he will revert back to his human form. The two characters that were in your party before Teepo made everyone vanish, are there as well. As your characters speak to Teepo, he changes form once again, this time to that of a purple baby dragon. Upon the dragon's death(from wounds inflicted during the battle with your party), it vanishes, leaving the level A card key in it's place. At this point you regain control of your characters. Walk to the card key and pick it up. After receiving the card key, return via the lift to the lower levels of Station Miria, and use the level A card key on the access terminal for the level A door(top choice when prompted) in the hallway where the sleeping quarters are. After the door is unlocked and opened, enter the level A room and open the chest that is inside to receive a ring. After receiving the ring, make your way back up the left hand set of stairs in the outer hallway(next to the sleeping quarters) and return to the area above where the green and yellow tiled paths begin. Once there, walk through the gates where the laser locks were, and proceed to the locked door(level A access required) at the bottom left. Use the level A card key in the access terminal next to the door(top choice when prompted) to unlock and open it. After opening the door, proceed through it and follow the hall(there are numerous dead ends) that it leads to, to the bottom, where you will find a door with a light over it. Enter the door and you will be inside a maze of doors and rooms, three levels high. A red light over a door means that you haven't entered it yet, while a green light means that you have. Make your way through this maze, in which you will fight many versions of past enemies and bosses(called samples), to a room towards the rear left. This room contains a save book which will let you save your progress, change characters, and look at your Skill and Master lists. The room also contains a ladder that leads down. Before going down the ladder, rest in the room behind this one(you will find beds in it) to regain any HP/AP you may have used getting here. When you are ready, proceed down the ladder in the room with the save book. Once you reach the bottom of the ladder, you will find yourself in a dark hallway. Honey will emerge and run down the hallway ahead of you, proceed after him. When you reach the bend in the hall, you will witness Honey project a beam at the gate in front of him that is blocking the hallway. The beam deactivates the lock on the gate, causing it to lower, thus allowing your party to travel deeper into the hallway. Before you can continue however, a holographic screen appears just beyond the gate, and calls for your attention(note, the face on the screen talks about the information you learned from the Honey model robots in the level B clearance room earlier in your journey through Station Miria. If you are not allowed to pass this screen, return to the level B clearance room and speak with the Honey type robots). After the screen fades away, proceed down the hall and enter the door at the end of it. You will step onto a lift that carries your party far below, to the very bottom levels of Station Miria. Upon stepping out of the lift, the hallway in front of you lights up like a runway, a vision of a red haired woman standing towards the end of it. Talk to the vision to learn that Miria awaits you below. Proceed past the vision and leave the hallway and enter the next area. You will find more visions of the same red haired woman here. Walk down the walkway that leads around the outer rim of this new area and you will trigger another holographic view screen, this one showing Urukan territory. Continue around the side of the area and you will encounter more visions and view screens. Follow the lit walkway that is to the left after the vision who shows you Junk Town, and make your way into the room at the end of it. Speak to the vision in this room for more information, including a viewing of the Dragon Mine, then return to the previous area and continue following the lit walkway towards the center of the area. Just before the center, you will find a lift that will bring you to the center platform, step onto it. Once you reach the center platform, your entire party(all six members) assembles, a winged woman then appears and speaks to them. This woman is Miria herself. While talking to Miria, you are shown different locations throughout the world map, and learn that Miria is responsible for everything that goes on. It seems that Miria is the enemy of the dragon clan(the species that Teepo and your main character belong to) and made people everywhere believe that they were the cause of all evil. You also find out that Garland is actually a guardian of Miria, and under her orders, he and the other guardians destroyed nearly all of the dragon clan. Although the dragons could have defended themselves, they knew that in doing so, the powers that they would need to call upon, could very well destroy the world. Due to this terrible fact, they willingly let themselves be slaughtered. However, they never gave up hope, as it was prophecised that a chosen member of the dragon clan would survive, and someday confront Miria herself. At this point Miria tells you that the humans are next in line for extinction, as they are abusing the world. She claims that technology is hazardous, and cites destructive weapons as an example. Teepo is then mentioned, at which point Lei draws his weapons, and declares that he isn't buying any of Miria's story. Nina adds that if the dragons were truly evil, then how does she explain your main character. Nina believes in you, and knows you are not evil. This enrages Miria, which causes her to use her powers to dematerialize Lei, then Momo, Nina, and finally Garland. Shortly after this, Pecoros, spared by the powers of the Tree of Wisdom, runs to your character. Through Pecoros, the Tree of Wisdom tells Miria that she is all wrong, and that she must learn about human values before she commits such dire acts. With this, the Tree of Wisdom blocks Miria from destroying your party members, and returns them to your side. After the Tree of Wisdom is finished lecturing her, Miria lands and kneels on the floor. At this point you regain control of your main character. Speak to each of your party members, then approach Miria. Miria will ask your character a question(be careful not to use the Circle button to advance the text quickly here, as you may skip over your choice). You have to make a choice... Forsake the powers of the dragon clan, and take Teepo's place in Eden(top choice). Or, believe in yourself, and challenge Miria herself(bottom choice). If you choose the top choice you will get the game's bad ending, which entails your main character spending the rest of his life sitting in Eden, so choose the bottom choice. Your character will then draw his sword and swing it at Miria. At this point you will be asked to choose your battle party and formation. After doing this, you will do battle with Miria, who has transformed herself into the Goddess of Destruction. After defeating Miria(note, she has roughly 20,000HP in this form), you return to the center platform in the bottom level of Station Miria where you first met Miria herself. Garland, Nina and your character are talking about what just happened, when suddenly, you hear a loud crash. At this point, Garland, who was a guardian of Miria's, turns into a stone statue, due to her defeat. Miria is then shown in human form on the platform where you fought her. Deisu(who turns out to be her sister) then appears in front of her and attempts to hold her at bay while you make your escape. Nina and your character are then shown attempting to leave the lower levels of the station. Deisu is then shown again confronting Miria. The scene cuts to show your character and Nina being ushered quickly to the ladder in the dark hallway at the top of the lift by Honey, Momo and Lei. All around them the station is shaking. Deisu is then shown perishing at her sister Miria's side. Your characters, minus Garland, then escape the station just as it explodes and crumbles to the ground behind them. Your character's sword is then shown half buried in the desert sand. The scene then cuts to show him walking across the sand. Nina joins him, and together they walk to the edge of a nearby cliff, where Lei and Momo are waiting for them. After the credits roll, a small shot of Pecoros almost totally buried in the sand is shown. The tip of his head(all that is above ground level) starts to shake, and a plant sprouts. Life begins again............... FIN After this screen fades, you are then asked if you would like to save a "Breath of Fire 3 Clear Game" file, Yes/No. Upon loading a clear game save file, your party will appear in front of the Dragon God, at Dragoneel. I'd like to extend my thanks and appreciation to the following: Thanks to Capcom, this is the first turn based RPG I've enjoyed since playing Persona. Thanks to Joe Chan at Playstation Gamer(http://www.sol.no/games/psgamer), for all his help. Everything from name corrections, to helping me explain the ending, and numerous things in between :) Thanks to Paul Hansen, for his tips on Oasis town and where to find the water for the Shisu Thanks to Jim Solomon, for the rides home :) Thanks to Dave Laehn, for bein' a Dave Thanks to all the people who have sent me letters about my work in the past. There have been some very nice things written to me, and I just want to say that I appreciate it a great deal :) Thanks to Mick and the boys, for the CDs I listened to while typing, and the great shows I saw during this and their three previous tours(nothing compares to 2nd row at a Stones show) Thanks to Pup, for climbing up my leg and hopping onto the desk every time I sat down at the computer to type :) The list of Idiots: Official U.S. Playstation Magazine/Dave Malec, for stealing solutions directly out of my Alundra walkthru for his article on Alundra. Thanks a lot Dave, you thief, you didn't even bother to change anything to make it look different. I hope you got paid well for my work!!! Why is it the gaming magazines/writers feel that they don't need to do the work for themselves anymore? All they seem to do is grab from the internet these days. A bit of information that the magazines need to learn is that just because something is posted to the internet, it does not make it a public domain piece of work. You are not legally entitled to use it as you want. The copyrights that we faq/walkthrough writers put on them, hold, and one of these days someone just might take you to court to prove it. EGM2, for basing their February 1998 issue number 44 article on Alundra on my walkthrough without asking first for permission. Anyone who doubts the article was based on my walkthrough need only to look at the small strat-stats box on page 82. There you will find my name listed below these two interesting facts... Time to complete: 23 hours, Challenge: ok for beginners. Yeah right. These, combined with the fact that the article uses the same format/wording as my faq, makes it painfully obvious the writers didn't do the job all by themselves, and that they played through the game with a certain bit of help in front of them. Although it's nice to see my name in the magazine, asking first(as it clearly states in all my work) would have gone a long way. After putting so much time and effort into writing these walkthroughs, I can tell you first hand, it really hurts to see them taken without prior consent. gemini, for posting my Alundra faq to the rec.games.video.sony newsgroup. He did not ask my permission to do this, and the version he posted was incomplete and formatted in a different way than the faq was written. Hence the version he posted was inaccurate, incomplete, and had extremely messy spacing due to the format it was posted in. Due to this, I have had to deal with e-mails regarding these problems, which is something I should not have to do. Matt Rhodes, for spoiling the end of Wild Arms for me, even after I asked him to be quiet about it, as I hadn't completed it at the time. Nothing more fun than playing 30 or more hours just to have someone ruin it for you :( Scott Deyesso, for running my car without oil, thereby throwing a rod and destroying my engine(note, this directly ties in with the thank you that I give to Jim Solomon). :) Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent. Nor is it granted for this document to be used as any type of "source material" for for-profit magazines to use in any way, be it basing their own articles from, reading prior to get ideas, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this or any of my faqs to sway people into buying the game from them, when without a walkthrough or translation, they wouldn't have purchased the game(ring any bells Game cave? I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites. A specific note to Game cave, I adamantly deny your use of this faq in any way. Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website................................................. Get the picture? You are not authorized to use this faq in any way, shape or form...PERIOD! This walkthrough was written by Henry LaPierre, freeza@ix.netcom.com. Feel free to E-mail me with any questions you may have on the game, and I'll do my best to try and help you out :) Thanks for reading :) This faq is copyright (c) 1998, Henry LaPierre All rights reserved