GameSurge Strategy Page
GAMESURGE HOME l STRATEGY HOME l

                        __________________________
                    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



Built by Text2Html
PREVIOUS PAGE l STRATEGY HOME l GAMESURGE HOME

At GameSurge, we pride ourselves in being a game site for ALL games. We are always looking for new and exciting features to add to our site. If you have a submission, or wish to join the strategy section staff here at GameSurge, you can contact us through our email at webmaster@gamesurge.com.
This page is Created by CD2HTML v3.4.2 (© 1999 by Falk Petro).


» Contact Us » Top » Homepage


All HTML coding are original and © GameSurge.
Original Graphics and layout are copyright © of P.D.Sanderson and shivaSite Designs.
No part of this site may not be reproduced without prior consent.
Site best viewed with I.E./NS 4+.
Resolution is 800x600, up to 1152x864. 16 bit+ color recommended
Designed by shivaSite