SeanKelson's Legend of Mana Walkthrough
~Version 10.1~
10/3/00
SeanKelson@aol.com
By SeanKelson
!!115 Printed Pages!!
~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~
Copyright, 2000 SeanKelson
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This walkthrough is a spoiler...
Table Of Contents
~~Glitches in Legend of Mana~~
--Version History--
1---Quests Organized by Li'l Cactuses Diary
2---Encyclopedias
A. Characters
B. Artifacts and Lands
C. Items and Equipment
D. Monsters
E. Produce
F. World History
G. Basic Golemology
H. Techniques
I. The Forbidden Tome....
3---Guide to Blacksmithing
A. Forging Weapons
B. Tempering & Altering
C. Forging Armor
4---Monster Corral
A. Finding Monsters
B. Raising Monsters
5---Instrument Making
A. Getting Elemental Coins
B. Elemental Tips
C. Instrument Power Chart
D. Magical Powers
6---Golems
A. General Creation
B. Painting
C. Logic Blocks
7---Tips 'n' Tricks
A. General
B. Fun Stuff
C. Boss & Enemy Tips
D. Gaining Lucre
E. Gaining Levels
F. Leveling Up Guide (How to max out your stats!)
G. Catching Monster Eggs
H. Dudbear Language
8---Item List
A. Item List
B. Monsters
C. Shopping List
9---Other Information
A. Author's Note
B. Contact Information
C. Future Versions
D. Credits & Copyright
---File Summary---
Note: If you find an error, please report it to me.
NEW NOTE: Please include the address of the site you found this on in your e-
mail.
----------
Known Glitches in LoM:
-The Medallion glitch has been fixed! You'll get the Medallion from The Quiet
Sea (#34)
-Another glitch allows you to get the Tome of Magic without completing The
Infernal Doll, but you don't get the Sand Rose.
----------
~~~~~~~~~~~~~~~~~
Version History
~~~~~~~~~~~~~~~~~
Changes from version 9.0 to version 10.0 (!):
--> Added a ton of info I had been sent in. Then most important info is
listed.
--> Added how to fix the Medallion glitch!
--> Fixed some names of some woods.
--> Updated Ultimate DiorWood Tempering!!!
Version 9.0 Changes:
Added sites to the sites list
Took legal precautions to avoid illegal posting on web sites.
Changes Since 5.0 (up to v9.0):
--> Added location of 2 monster eggs.
--> Updated Mystic Powers List
Changes since version 4.8:
--> Added several materials to blacksmithing and instrument creation
--> Added much more detail to the quests section.
--> Worked on fixing all of the errors.
Changes since version 4.5:
--> Divided Tips 'n' Tricks into smaller sections.
--> Completed Item List
--> Completed Forging Armor/Forging Weapons
--> Updated Mystic Power List!
Changes since version 4.4:
--> Fixed some errors.
--> Added Elemental Tips, a Gaining Levels section, and changed
Tempering/Altering
--> Copied encyclopedias into the walkthrough. Tiring! (People kept asking me
to put it in, so there ya go!)
Changes since version 4.0:
--> More logic blocks added.
--> Lots of minor changes.
Changes since version 3.0:
--> Items List and Golems added.
--> New materials in blacksmithing.
--> Fixed misc. appearance errors.
--> **GOT EVENT 66!**
Changes since version 2.1:
--> More information on The Forbidden Tome.
--> Created an Altering & Tempering and an Instrument Creation section!
--> Some prerequisites confirmed.
--> Charts fixed so they are viewable on all computers.
Changes since version 1.0:
--> Technique Encyclopedia completed!
--> Guide to Blacksmithing, Monster Corral, and Tips 'n' Tricks added
--> Minor changes in artifact, produce, and quest section (some prerequisites
confirmed)
--> Theory of artifacts fixed
--> **GOT EVENT 52**
------1: Quests:
Note: Some quests become impossible to complete when you lay an
artifact, or complete a quest. If this happens to you, you can
always beat the game and start it over with everything except
lands and artifacts (You will have the entries, but not the actual lands or
artifacts)!
Requirements for quest are like this:
Required: Artifact (Place it creates) and/or Quest (Number in diary)
These quests are in the order they appear in Li'l Cactus's diary.
1: Nicolo's Business Unusual
Required: Colorblocks (Domina)
In the marketplace of Domina, there is a rabbit named Nicolo. Talk to him.
Say "no" to his first question, and "yes" to his next. Nicolo has now
joined you. Now, go visit Teapo, the teapot in the house next to the item
shop. After a bit of chatting, you'll get the wheel. Use the wheel to create
the highway. At the highway, go straight until you get to the fork. Talk to
the person there, then go on the upper path. Go straight as far as you can go.
At the end will be a boss. Defeat him to win the quest.
Boss Tip: Mantis Ant
It's best to use a bow during this battle. Let Nicolo fight the Mantis Ant up
front, while you shoot at it from afar.
2: The Little Sorcerers
Required: Nicolo's Business Unusual (#1) or The Lost Princess (#5)
Go into your house then come back out. A pelican will tell you that pumpkins
and sorcerers are in western Domina. Go to the path behind the outskirts of
Domina to fight Bud and Lisa. Once you beat them, take them in as your
apprentices.
3: Gaeus's Wisdom
Required: Nicolo's Business Unusual(#1) and Heaven's Gate (#17) must NOT be
complete
In the inn at Domina there are three guest rooms. In one of them is Daena, who
you met on the highway. Tell her yes, then the soul lives forever and that you
will meet Gaeus with her. Now go to the highway and use Boink to get to the
fork. Head right. At the end of the canyon side, there is a large rock
creature. This is Gaeus. Speak to him and it's over. He will also tell you
about an ancient tree around your house...
4: Where's Putty?
Required: Mine Your Own Business (#14) and Pirate's Hook (SS Buccaneer),
Catchin' Lilipeas (#64) must NOT be complete
Enter the mines. You should see a sign in the first room. Walk up to it and
read it. It says "Dudbear Express." A dudbear will then transport you to its
hideout. There you will find out their dog, Putty, was kidnapped by pirates.
Now go to the SS Buccaneer. Go down stairs until you're at the 2nd to last
room. Talk to the barrel. Now, just go to the Polpota Harbor Shore (by the
cliff) to find Putty.
**By Polpota Harbor Shore, I mean to go to the cliff. At the start of the
cliff, go right to get to a small beach. This is Polpota Harbor Shore.**
5. The Lost Princess
Required: Colorblocks (Domina)
Note: If Elazul leaves, he will join you again when you re-enter Domina.
Go into the bar and talk to Elazul (The guy with a purple cape). Take
any options you want. If you choose the bottom three, Elazul will
instantly join you. Otherwise, go to the marketplace and leave. Elazul
should walk up to you on the map. Now go to the bar again and talk to
Rachel. She will give you the Jade Egg. Create the Caverns with the Jade
Egg. Go inside. Take the lower path at the fork. Once in the room, climb
down the stair-like rocks. There should be two sets of stairs. Go down both
of them (In the room right after the first room). In the third room, just go
straight. In the fourth room, go down and to the left. Go down the stairs.
Go through this room. In the room at the bottom of the stairs, you might see a
lady, Sandra. If Sandra is there, talk to her. Otherwise, just go on. Fight
the boss.
Boss Tip: Du'Inke
Most of Du'Inke's attacks affect the area in front of him. Get behind him
whenever you see him start an attack. But watch out for his kick attack, which
will harm you even if you're behind him.
6: Diddle's Letter
Required: Nicolo's Buisiness Unusual (#1), The Little Sorcerers (#2)
Talk to Diddle (the music player) in the park of Domina. He will walk away.
Then talk to the juggler. Go to the outskirts, look around, then go back to
the park. The juggler will talk to you, then leave. Go to the center of town
and talk to the sproutling. He will tell you about a bird. Go into the inn.
Listen to the speech, then go to the outskirts and talk to Capella. The
pelican
will take him somewhere. Then leave the outskirts and reenter. Talk to the
pelican. Now go to the highway and talk to Boink. Then talk to the juggler.
He will read Diddle's Letter. Go on the path at the bottom of the screen. You
will meet Diddle. Upon finding out Capella (the juggler) read his letter, he
will go in the cave. Enter the caves and take the stairs down. Go to the far
left of the room you wind up in and take the stairs down. Go up the stairs and
into the next room to meet a boss. Defeat him to win.
Boss Tip: Giga Rex
If you keep your distance, you'll avoid most of Giga Rex's attacks. If you
have a partner, this battle will end very quickly.
7: Two Torches
Required: Murmuring Forest (#9)
Go to Gato. You will see Escad enter the Temple of Healing. Go up to the
back room (Go to the left or right in the first room, then go up). Matilda
will wish to see you. After talking to her, leave the room. A nun will walk
in. Just go back into the room. The nun will take Matilda. Now you must go
find Matilda. Go outside the temple and listen to the chat. Go to the
dungeon. Daena will take you to the Meditation Room if you took her as your
partner, otherwise you must find the Meditation Room (To get there: far left
cave, right path, dow stairs, right path, [you should now be outside], up the
path, left cave, right path, [you should now be outside], up the path, right
cave, down stairs, left path, left path, [you should now be outside], down the
path, left cave, across bridge, up stairs, right path, go through the path on
the upper side of the screen that appears before the treasure chest, up stairs)
where a boss awaits!
Boss Tip: Spriggan
Avoid its attack by stepping off the red carpet to the top of the screen when
this boss charges up. It will use weaker enemies to attack, but let your
pet/golem and NPC handle that.
8: Huntin' Du'Cate
Required: Medallion (Jungle)
Enter the jungle and listen to the three people talking (Sotherbee, Skippie,
and Hamson). Then talk to the blue-clothed owl, Sotherbee. From the start, go
straight. Take the far right path. Go left. Take the path heading down.
Then go down on the far left path going down. A person runs out from the
bushes. Walk through the bushes and defeat the monsters. A pirate penguin
will come up. Talk to him and he'll cast a spell on you. The spell will make
it so you don't get lost. Go back to the entrance of the forest. This time,
take the lower path at the 3-way fork. Take the upper path (on the right),
then go left in the next area. Go on the path on the right, then the upper
path on the right. You'll meet up with Skippie again. Talk to him, then go
beyond the path he was standing in front of. You'll meet Rosiotti (A Wisdom).
Talk to him. Now go find & talk to Skippie and Hamson. Say that you'll help
them, but don't hint that the other person is helping. Follow Skippie into
Du'Cate's Territory, then go through Du'Cate's Territory. At the end, you will
fight Du'Cate.
Note: Your reply to Sotherbee when he gives you 500 Lucre determines the
quality of the item you receive.
Boss Tip: Du'Cate
This guy isn't that hard to kill. Avoid the melons being tossed down on you,
dodge the berries he uses like a machine-gun, and watch out when he falls from
the trees to the ground.
9: Murmuring Forest
Required: Huntin' Du'Cate (#8)
Go to the Forested Ruins (use the flowerling's teleportation service). Then go
to the place where Rosiotti is. A Pirate Penguin will be there. Talk to him.
Now go to the Courtyard of Rain. Fight the monsters there. Talk to the Pirate
Penguin that runs out. Go back to Rosiotti's place. Another penguin will be
there (Selkie). Talk to her. Say that you'll help. Now go through the
lower-left section of the forested ruins. Go through the forest there and
fight the boss.
Boss Tip: Punkmaster
Stop his attacks by using your own attacks. If he does get an attack off,
dodge it. This battle shouldn't be a problem if you brought an NPC.
10: The Gorgon's Eye
Required: Stone Eye (Lake Kilma)
Enter the lake, then follow the pirates (Take the bottom path, go straight,
take the upper path, straight, lower path, straight, upper path, straight, far
right path, upper path). Along the way you'll come across Tote. At the cliff
where the pirates wind up at, jump off after talking to Tote (the turtle). At
the bottom, you'll fight a boss.
Boss Tip: Gorgon's Eye
This boss has several nasty attacks, but if you bring Bud or Lisa they can help
out a lot. Be cautious of the beam attack that will temporary petrify you.
11: In Search of Faeries
Required: The Gorgon's Eye (#10) and Two Torches (#7)
Go to Gato and talk to Matilda. Go to Lake Kilma and talk to Tote (at the
cliff, see #10 on how to get there). Go back down the hill. Chase Daena down
the lower path. Go down that path until the boss.
Boss Tip: Boreal Hound
Whatever you do, DON'T USE GLOVES AGAINST THIS BOSS! When electricity flies
around the Hound, go to the top of the screen to avoid its attack.
12: Teatime of Danger
Required: Ancient Tablet (Ruins)
Enter the ancient ruins. Mark will tell you that Teapo got lost. Go up, then
to the left when you meet the person who tells you about the flowerlings.
Set the flowerings up in the following order
to open the western gate:
Upper Flowerling: Left
Lower Flowerling: Right
Go through the western gate and find the flowerling who will activate
psykokineses. Ignore the other blue flowerlings. They have no purpose in this
quest. Go back and switch the lower red flowerling over to the left side. Now
go through the gate. Talk to the red flowerling, and she will open the floor
on the temple. Now go in. You will be in a tunnel. At the end of the
tunnel, there will be a room will Teapo and a vampire in it. Kill the
vampire.
Boss Tip: Count Dovula
Use your special techniques wisely and the Count will be no more.
13: Star-Crossed Lovers
Required: In Search of Faeries (#11) and Teatime of Danger (#12), Pokiehl:
Story Teller (#15) (If you fail Pokiehl: Story Teller, you can still complete
this event.)
Go to the Gato Grottos and visit Matilda. You will wind up in the ruins. Find
Nicolo at the ruins and have him take you to the Tower of Winds (he's near the
lower path on the western gate). Now just climb the tower.
Boss Tip: Escad or Daena
It doesn't matter who you fight, but close in with the NPC and attack from both
sides.
14: Mine Your Own Business
Required: Bottled Spirit (Ulkan Mines)
Go into the mines. In the 2nd room from the entrance you should find Watt's
shop. Talk to Pokeihl. He will tell you Watts is in the mine. Now just go
into the mine and find him!
Boss Tip: Labanne
Move around the screen to avoid its magical attacks. Focus on one of the two
creatures with your partner.
15: Pokeihl: Dream Teller
Required: Mine Your Own Business (#14) and In Search of Faeries (#11)
--------DO NOT LEAVE THE MINES DURING THIS QUEST--------
Enter the mines and you should see Pokeihl. Talk to him. Proceed into the
mines. When you see Pokiehl again, tell him you're in a hurry. From the place
he teleports you, go down one more floor... If you can't decide who to side
with or choose Daena, you'll fight Escad.
Boss Tip: Escad
Close in from both sides with an NPC or pet/golem.
16: Diddle Kidnapped!?
Required: Diddle Had It! (#20) and Catchin' Lilipeas (#64)
Go into the church. All the diggers should be there. Talk to Roger.
Now go into the park. The dudbears will take Diddle. Now go to the White
Forest. Head to the left, then straight until you get to the dudbears. Talk
to all four of them. Make sure they have all fallen down. Now, take the upper
left path and fight the boss.
Boss Tip: Chimera Lord
If you coward in the corner, you should be missed by most of his attacks. Make
sure the beast is vulnerable, then unleash a technique.
17: Heaven's Gate
Required: Star-Crossed Lovers (#13)
Go talk to Matilda. You'll get AF Brooch of Love. Use it to create Lucemia.
Take Bud as your NPC and go to Lucemia. Go through Lucemia, saying "Of
Course!"
every time the Wisdom Selva asks you a question. You can get some good items
from chests here, so just explore Lucemia, because after this event you can't
go back! At the end, just kill Irwin.
Boss Tip: Irwin
When Irwin starts blinking, move to the side of the screen to dodge his magical
attacks.
18: Daddy's Broom
Required: Little Sorcerers (#2) and The Infernal Doll (#19), You must also have
completed around 18 events.
Go upstairs in your house. Talk to Li'l Cactus, then leave to the world map.
Then go back. Li'l Cactus is gone. Go downstairs. Talk to Bud and Lisa.
Then go upstairs and talk to Li'l Cactus. Take Bud with you to the Junkyard.
Once at the junkyard, follow this path from the Acropolis of Trash:
Teddy Bear, Soldier, Jack-In-The-Box, Rocking Horse
Fight the boss.
Boss Tip: Gremlin
With Bud, the Gremlin is easy. Just avoid its shrink attack.
19: The Infernal Doll
Required: Broken Doll (Junkyard)
Go into the junkyard. Go through the junkyard the following way:
Jack-In-The-Box, Teddy Bear, Soldier (Doll), Jack-In-The-Box, Rocking Horse.
Alternate Method: Keep going to the Acropolis of trash, talking to Louie, and
having the jack-in-the-box at the Acropolis of Trash teleport you back. Talk
to the jack-in-the-box at the beginning. Eventually, you'll be summoned to
Louie's room. Follow the path he tells you:
Teddy Bear, Soldier Doll, Jack-In-The-Box, Rocking Horse.
20: Diddle Had It!
Required: Diddle's Letter (#6) and Trembling Spoon (Underworld)
Go to Lumina. Talk to Capella and Diddle. Leave Lumina and go back to
the tavern. Diddle will walk away. Talk to Capella. Exit Lumina and enter
your house, then leave. Some Shadoles will approach Lumina. Go talk to
Capella. Then go to the underworld and find Diddle by dodging the Shadoles.
Or you could keep running into the Shadoles in the first room. Each time you
do this, it removes 1 Shadole from each room!
Boss Tip: Ape Mummy
The ape mummy is easily stunned by power attacks (square button), so use those
in combination with other attacks to eliminate this boss.
21: The Looking-Glass Tower
Required: Moon's Mirror (Tower of Leires)
Go to the Tower of Leires. Talk to Pearl. You can either take her along or
not. If you don't take her along, Elazul will be waiting in front of the Room
of Fate on the 11th floor. Then go to the 11th floor of the tower.
To climb the tower: go straight up stairs, don't worry about anything (don't
switch to another side of the tower, except at floor 1) until floor 5. Switch
to the other side. Go up to floor 8. Switch to the other side. Teleport to
floor 10 and go up the stairs you find. Enter the Room of Fate.....
Boss Tip: Iron Centaur
Use a bow or spear. Dodge the Centaur's magical attacks by going to the edge
of the screen.
Now you must take Pearl out of the tower. Jump off the 11th floor and climb
down from there. (Leave the tower at the exit by going to the sides of what
looks like the exit, not straight through) Fight the boss.
Boss Tip: Jewel Beast
It's good to use the bow or spear against the Jewel Beast. Dodge his attacks;
They're quite powerful.
22: Two Pearls
Required: Cosmo (#24)
Go into your house and talk to Elazul on the bed. Keep going upstairs,
talking to him, and going back downstairs until Elazul disappears. Then
find him at the Tower of Leires. Go to the 11th floor with him and into
the room of fate..... (See #21 on how to climb the tower)
Boss Tip: Lady Blackpearl
Equip a bow or spear, and let Elazul attack up close.
23: Flame of Hope
Required: Torch (Gato Grottos)
Enter the Gato Grottos and go into the town. There will be a sproutling there.
Now go up to the pathways. Talk to Mr. Rubens and head to the left. Talk to
the sproutling, then go to the temple. Then to the left, then to the temple,
then to the left. Talk to the sproutling each time. Then Inspector Boyd will
talk to you. He will tell you to go to the dungeon (if you cooperate). Go
through the dungeon following the sproutling leaves. Then go through the
waterfall to the bird's nest. You'll see a scene, then it's over.
24: Cosmo
Required: The Lucky Clover (#31)
Talk to Elazul outside your house. Tell him you haven't seen Pearl. Then
go to the caverns with him and search for Pearl.
Boss Tip: Jewel Beast
With Lady Blackpearl on your team, this boss will be dead before he knows it.
25: Can't Look Back
Required: Frozen Heart (Fieg Snowfields)
Go to the snowfields. Go down the path, then at the field of innocence head
on the upper right path. Go to the camp at the end of the path, talk to
everyone, then go back to the field of innocence. Now head down the lower
left path (don't take the left path after that!), and beat the boss at the end.
Boss Tip: Du'Mere
Let your NPC or pet/golem hammer the beast up front while you safely fire
arrows into the melee. Keep the arrows coming and the beast stands no chance.
26: A Siren's Song
Required: Drowned Dreams (#28), Faeries' Light (#30), Summer Lovin' (#27)
Go to Polpota Harbor. Find the knight on the cliff and talk to
him. Now go to Lumina. There, go to Crecent Moon Alley (over bridge at tavern
and to the upper-right). You will see some soldiers. Talk to them all, then
talk to the soldier in the candle shop. Now go to the harbor at Polpota Harbor
and talk to Monique. Then go to the small beach by the cliff. Talk to
everyone
there. Now go to Madora Beach. Go left as far as you can. You will be at the
lighthouse. Talk with Rameshe (mermaid), then go as far right as you can
without going out of the lighthouse place (hide). When the bubble at the door
pops (you'll see what I mean), run inside and fight the boss.
Boss Tip: Tropicallo
You won't be harmed in the lower-left corner.
**Note: Go to the cliff at Polpota Harbor. At the bottom of the cliff, go to
the right. This is the Polpota Harbor beach.**
27: Summer Lovin'
Required: Torch of Coral (Madora Beach)
Go to Madora Beach. There will be two penguins there. Now go explore
to the right and fight the boss.... To get to the boss, go into the cave.
Take the stairs going down. Head straight, straight, then take the upper-left
path. Go into the next cave, head to the path on the right, then the path on
the lower left.
Boss Tip: Fullmetal Hagger
Hack at Hagger, avoiding him when he steps forward to attack. Prepare yourself
when your attacks start to be blocked. When this happens, Fullmetal Hagger is
using a powerful attack.
28: Drowned Dreams
Required: Rusty Anchor (Polpota Harbor)
Go to Polpota Harbor and talk to the innkeepers. Say you'll help out. Go
talk to the soldier on the cliff about the ghost. Now go back to the hotel
and meet Basket Fish. At the harbor, find Inspector Boyd. Keep talking to
him until he leaves. Now go to the cafe and see the soldier. Now go to the
hotel entrance, then talk to the soldier in the lounge and you're done!
29: Fluorite
Required: Alexandrite (#32)
Go into the jewelry shop in Geo. Now, explore Florina's dreams (just
give Nicolo money). When you see Elazul the 2nd time, go through the
waterfall of sand that disappeared.
Boss Tip: Jewel Beast
Just beat it how you've been beating all the other Jewel Beasts.
30: Faeries' Light
Required: Firefly Lamp (Lumina)
Go to Lumina. Talk to Gilbert in Morning Moon Alley, then go in the
candle shop a bit below him. Now talk to Monique. Then go outside and
tell Gilbert you'll help sell lamps. Go to the tavern and ask the bartender
to teach you dudbear language. Now sell lamps to the dudbears. The dudbears
switch around each game, so I can't help much. However, wait until the dudbear
you're selling a lamp to agrees to be friends before saying Dada Dadda. Don't
spend the money you get from the lamps! Go talk to Gilbert after selling all
three lamps. Then talk to Monique, then Gilbert and Monique once they go
outside. After Gilbert leaves, talk to Monique.
31: Lucky Clover
Required: The Looking-Glass Tower (#21), Tome of Magic (Geo)
Important & Helpful Note: You can stay the night in Geo at the cafe.
Go to Geo and talk to Esmerelda at the academy of magic. Then go get
Elazul to join you at the Domina pub. Go to Geo and talk to Esmerelda
on days when she's in the classroom. Then talk to her when she's in the
library, then classroom, then library again. She will join you. Go to the
Palace of Arts and talk to Kristie. Then go downstairs and talk to Diana.
Then go to the principal's office on Dryad Day. Then go in the cafe and
talk to the Teapo behind the counter (go behind the counter to talk to her).
Then go back to the Geo map, then to the cafe. Find Elazul and say "A note
came." You'll meet the inspector at the school, then go to the Palace of Arts.
Talk to Kristie, then go talk to Diana.
Boss Tip: Jewel Beast
It has slow moves, so you can easily avoid it. Use quick attacks (X button)
and techniques to defeat the Beast.
32: Alexandrite
Required: Two Pearls (#22)
Go to the Domina pub and find Elazul. Accept his request. Go see Diana
in Geo now. Then go talk to Kristie. She will tell you to find three
keys. One is in the principal's office, one at the city gate, and the
last in the instrument shop. Then go talk to Kristie. Go down to the
battle arena.
33: Teardrop Crystal
Required: Fluorite (#29)
Find Boyd in front of the church in Domina. Follow him to Geo. In the
jewelry shop, try to leave and Pearl and Elazul will come in. Now,
search the treasure chest. Florina will give you AF Jumi's
Staff. Now, choose your NPC (if you choose Pearl then talk to Elazul you get
an IshePlatinum weapon: SwordOfFate) and go to the Bejeweled City using the
Jumi's
Staff. Get the 4 gems you can get, then examine the door. Fight the monster.
Put the green one and red one on the stands in front of the door. Go back to
the rooms where you found the green jewel and red jewel to get them again.
Go through the door, and get the turquoise and purple gem. Examine the door.
Now, place the gems on the 3 stands in a guess and check method (different
per game, or I'd give the combinations away). When you get three gems on
the stands, walk up to the door and hit X (or whatever you've set the main
button to). The number of bell rings is how many gems you got right
(like Mastermind). Go get the gems you used from their rooms. Get the
diamond, then use the method above to solve the final 4 stand door.
Inside, fight the two bosses.
Boss Tip: Jewel Beast
With your NPC along, the Beast should be a piece of cake. Otherwise, try
defeating them like you have all the other Jewel Beasts.
Boss Tip: Machine Golem
A golem guards the diamond. Avoid its laser beam attack at all costs. Your
best option is to kill it from a distance with a bow or spear.
Boss Tip: Lord of Jewels 999
This boss isn't buff, but its got brains. Fighting the Lord of Jewels up close
is not an option. Instead, fire arrows at it and use instruments.
Boss Tip: Lord of Jewels 1000
This battle is similar against the Lord of Jewels 999. Just dodge the magic
attacks, which will severely hurt you.
34: The Quiet Sea
Required: Pirate's Hook (SS Buccaneer on map)
Note: Sometimes you can't find the spot you must sail to to activate this
event. If you can't, check the sea chart at gamefaqs.
Go to the SS Buccaneer and go in the wheelhouse (across the hall from the
captain's cabin). Meet Ramtieger. Go south, east, east. Go up to the
quarter deck and talk to the penguin there fishing. Now leave, and go
back to the quarter deck. Talk to the fishing penguin. Now go and talk
to the captain. Go to the lower deck. Talk to the barrel and say "Pretty
girl's here!" Now go up back to the deck. Fight the boss.
Boss Tip: Gova
Use a combination of all your attacks to finish off Gova.
35: Treasure Map
Required: Pirate's Hook (SS Buccaneer) & The Lost Princess (#5)
Note: Sometimes you can't find the spot you must sail to to activate this
event. If you can't, check the sea chart at gamefaqs.
Go to the SS Buccaneer and talk to Ramtieger. Choose north, north, east.
Look around in the caverns. Once you find the map, find the 8 dudbears and
get the map pieces from them immediately!
Where to move to:
From entrance, take the upper boink, which will warp you to the room where
Roger sends off the dudbears, then take upper right path to room with the
map. Nail the dudbear, then take the lower right path to get to next
dudbears, then follow the penguins to find the rest of them.
More importantly, dodging Roger. As near as I can tell, Roger will catch
you if you spend too much time in one of the dudbear rooms. Found out when
I wasted all sorts of time fighting monsters, getting coins, etc. with no
sign of Roger. Also, this means that if you're having trouble catching a
dudbear, LEAVE the room, resets Roger counter - of particular use in the
room with 3 dudbears - failed the quest 3 times consecutively trying to get
the last dudbear, even though I was standing toe-to-toe with it for about 5
tries.
36: Reach for the Stars
---DO NOT LEAVE THE DESERT DURING THIS QUEST---
Required: Sand Rose (Duma Desert)
Go to the Duma Desert. Talk to Kathinjina a few times and offer help. Then,
go through the desert (Green students lie!). Once the students at the first
fork start fighting, take the lower path. Head on the far right path. Go
through the path the green students guard. Go left, then go on the upper path
on the left side of this area. Go through the path the green students guard,
then go straight to encounter Mephianse. Fight the boss.
Boss Tip: Axebeaks
Just dodge the axebeaks' attacks, and bring a partner since the axebeaks work
as a team.
37: The Dragon Princess
Required: Green Cane (White Forest)
---Bring a pet or golem, it makes it a lot easier.---
Go to the White Forest with Larc. Follow Larc's senses to Vadise. Larc will
get the Mana Crystal, then leave. That leaves you to fight Vadise. This is
the toughest boss, in my opinion.
Boss Tip: Vadise
Attack Sierra, and use a special on Vadise each time your meter
fills up. If Vadise or Sierra is dead for long enough, and the other is still
alive, one or the other will revive, so balance your attacks.
38: The Guardian of Winds
Required: Skull Lantern (Norn Peaks)
Go to the Norn Peaks with Larc. Climb up the mountain. Kill the three elders
on the mountain, then talk to the statue on the path. It will disappear. Go
up
the path and fight Akravator.
Boss Tip: Akravator
Your best chance to beat this boss is to get right by it when a spell is cast,
then hack at the dragon when he stops casting.
39: The Ghost of Nemisis
Required: Dragonbone (Bone Fortress) and The Field Trip (#63)
Go to the Bone Fortress with a pet/golem and talk to the students. Then go to
the entrance of the bone fortress and fight the Deathbringer's Knight. Then
go inside. You will fall into a trap. Go across the bridge, then to the room
behind the monsters. Talk to the skull. Go in the door he opens. Talk to the
knight and go in the room. You will get your pet/golem back. Now go to the
main room. Step on the two platforms. From the elevator, go to the 3rd floor.
Fight Sierra, grab the key, then go to the 2nd floor. Talk to the knight in
one of the rooms and get Larc back. Go up the staircase on the 3rd floor.
Fight the Deathbringer, then fight Jajara.
Boss Tip: Deathbringer
As long as you have a pet or golem to take hits for you, the boss isn't that
hard. Use a combination of attacks to bring the Deathbringer death.
Boss Tip: Jajara
This boss will collapse parts of the roof at times, so try your hardest to
dodge that. Also avoid Jajara's spells.
40: The Crimson Dragon
Required: The Dragon Princess (#37)
Go down the underworld to Drakonis. Fight Larc (See below). The Underworld
will transform into the Flames. Enter the Flames. At floor 2, go to the left.
Go up to the fourth floor and go inside the big door. You fall down into a
room. Go down the stairway to the left and fight the boss. Go back up the
left stairway. Fall down into the room again, this time go down the stairway
to the right. Now fight the boss. Go to the left again. Fall down into the
room. Go in the left doorway. Fight the boss, and go through the far right
doorway. It will take you to the 4th floor. Go through that familiar door.
You won't fall now. Go across and fight Drakonis.
Boss Tip: Larc the Centaur
This is an easy boss if you learn to dodge its attacks.
Mini-Boss Tip: Sky Dragon
Use quick attacks to win this fight.
Mini-Boss Tip: Land Dragon
Crouch and dodge, then just use quick attacks.
Boss Tip: Zenoa
Move around to dodge attacks, and use quick attacks to hurt the beast.
Boss Tip: Drakonis
He frequently travels across the screen. Crouch during these periods. Quick
attacks are good to use against Drakonis. Carefully dodge his attacks.
To find Larc, travel down to the Underworld. Go down the same stairs you went
down before until you reach the Shrine of Silent Faces. Leave the shrine
through the other door. Look around, and you should see the Shrine of Silent
Faces again. Leave through the other door, and you should see some Shadoles.
Look around for the Shrine once more, then go through the other door one final
time.
41: The Fallen Emperor
Required: Trembling Spoon (Underworld)
Go to Lumina. Go to the right dot. If Pokiehl is there, tell him you'd like
to visit the underworld. Otherwise, don't worry. Go to the tombstone at the
underworld without an NPC. Larc will appear. Take him down to meet his
master. Go down the stairs and meet Olbohn. You'll receive the Baptism of the
Flames. Now look through the doors until you find some stairs going down.
Take these stairs down to meet Larc's master, but first you must be tested.
Boss Tip: Hitodama
When Hitodama disappears, some faces on the wall start chanting. If all 4
chant, move to the lower part of the screen to dodge the deadly trident. When
Hitodama reappears, finish him off with techniques.
42: The Blessed Elixir
Required: Tome of Magic (Geo), Torch (Gato Grottos)
Go to Geo and talk to the bartender. Go to the barrel room in the dungeon of
Gato (it's near the exit). Talk to the nuns twice. Then go to Geo and speak
with the bartender. Then go to Lumina and talk to the bartender there. Get
the barrel in your soul, then go to the oasis in the Duma Desert. The barrel
will fill. Go back to the barrel room and talk to the nuns.
43: Seeing Double
Required: Dumina's Shade Level at 3 (Just put the Mana Tree by Domina, since
Pee-Wee Birdie (#67) is similar)
Go to Domina. You will see yourself take three leaves from a sproutling. Then
go talk to the sproutling. Go to the market from the northern entrance (Just
take the same exit the other you took from the center of Domina). Then go talk
to Teapo. Go talk to the sproutling again. Go to the western end of town to
fight the fake you.
Boss Tip: Shadow Zero One
Shadow Zero One has a lot of powerful attacks. Keep your distance when he
starts to use an attacks. Make careful use of your special techniques. It is
hard to regain HP in this battle, so crouch whenever possible. Always stay on
the move in this battle.
44: The Cage of Dreams
Required: Full Mana Tree in upper-left corner of map, you also must have either
The Crimson Dragon (#40), Teardrop Crystal (#33), or Heaven's Gate (#17)
complete.
If the event doesn't trigger, place another artifact on the map.
Note: The size of the tree in the corner of the map is determined by how much
mana energy there is in the world. The tree grows when you place artifacts,
not complete quests.
Enter your home, then leave to the map. Enter your home again. Your
sproutling will be on the ground and there will be 3 other sproutlings. Talk
to everyone, then enter your house and leave. Talk to the three sproutlings.
Follow the trail of leaves to your workshop. Inside you will see Nunuzac and
another guy arguing. Listen, talk to them both, then leave. Say you'll join
the conversation with Pokiehl. Then talk to Nunuzac. Go through the wimpy
dungeon.
45: Nicolo's Business Unusual: Part 2
Required: Nicolo's Business 1 (#1) and The Flame of Hope (#23)
Go to the shop in Gato and talk to Nicolo. Go with him to the waterfall. While
he searches, go to the bird's nest and go back. Wait for the fairy to appear,
then talk to her.
46: Nicolo's Business Unusual: Part 3
Required: Nicolo's Business 2 (#45) and Firefly Lamp (Lumina) and Teatime of
Danger (#12)
Go to Lumina and find Nicolo in one of the shops. Go to the ruins with him,
and find the sproutling who activated the psykinesis. Then you gotta get out
of the ruins. Go to the flowerlings that are south of where you just were.
Move the bottom flowerling over to the right. Rearrange the flowerlings near
the north gate. Go south past the Megalithic Structure to find another set of
gates. Go south to find yet another set of flowerlings. Rearrange them
(there's only one way to rearrange them) to be able to leave.
47: Nicolo's Business Unusual: Part 4
Required: Nicolo's Business 3 (#47) and Tome of Magic (Geo)
Find Nicolo in the fruit parlor. Go see Watts. Make sure you have some Gator
Skin (It's OK if you don't). Keep going in and out of Watts's shop, talking to
Watts if necessary. If you don't have Gator Skin when Watts asks for it, Miss
Yuka at the Domina Inn will give some to you, or you can buy it at the Diggers'
Hideout lower in the mines.
48: Nicolo Calls it Quits
Required: Nicolo's Business 4 (#47), Tome of Magic (Geo) and Rusty Anchor
(Polpota Harbor)
Go to Geo and talk to Kristie and Sotherbee (In the Palace of Arts). Then go
to Polpota Harbor and find Nicolo at the *shore by the cliff.* Take Nicolo to
Kristie and Sotherbee. Talk to them both. Go to the bird's nest in Gato. Go
take the medicine to Kristie. Go back to the bird's nest. Nicolo will fall.
Go to Polpota Harbor *shore by the cliff* and get Nicolo again. Go to the
Palace of Arts.
**Note: Go to the cliff at Polpota Harbor. At the bottom of the cliff, go to
the right. This is the Polpota Harbor shore.**
49: Li'l Cactus
Required: Gilbert: School Amour (#58), The Little Sorcerers (#2) it helps to
have Huntin' Du'Cate (#8)
done too. You must have 8 events in Li'l Cactus's Diary.
Go to your house. Go upstairs, talk to Li'l Cactus, then go back downstairs.
Talk to Bud, then Lisa. Go to the fortune teller in the Domina marketplace.
Go back to your house, and Li'l Cactus will be gone! Search his pot, then go
see Gaeus on the highway (See #3 on how to get to him). Now go to the Jungle.
Find where Rosiotti is. If the pirate penguin's sister isn't back, fight the
monsters at the Courtyard of Rain, then go to where Rosiotti is. Talk to
Selkie (the pirate penguin's sister). Then go to Geo and talk to Brownie (the
one at the door to the classroom). Now go to the SS Buccaneer's lower deck to
find David. Then go talk to Pelican (the mail carrier) in Domina. Now go home
to find Li'l Cactus on your mailbox.
50: Rachel
Required: Rachel home in her room. (Requires time.)
Tip: Traveling on the world map (from one place to another) makes a day pass.
Go to the upstairs room of Rachel's house to find her and Mark. Talk to them.
After that, find Rachel's mother in the marketplace on a day she's in the
marketplace. Talk to her. Then go to the upstairs room again. Talk to Teapo
downstairs. Go to the Geo library on a day when Nunuzac isn't there
(Salamander Day, for instance. Go back to Domina into the upstairs room and
talk to Mark (when he's there) and Rachel. Find Rachel's mom in the
marketplace on her day off, then go to the upstairs room again.
51: Nordic Field
Required: Can't Look Back (#25), Treasure Map (#35) and Pirate's Hook (SS
Buccaneer)
Note: Sometimes you can't find the spot you must sail to to activate this
event. If you can't, check the sea chart at gamefaqs.
Find Ramtieger in the wheelhouse of the SS Buccaneer. Go west, west, south,
south, east. A penguin will rush in. Tell the captain you'll help. Now, find
faries in the snowfield. Earn your way to level 7 eye level, and save. Go
down the lower right path to find 3 faries. One of them is Ehrlang. Ehrlang
is usually the one in the upper-left when you enter.
52: Buried Treasure
Required: Pirate's Hook (SS Buccaneer), You must crush at least 20 crabs on
Madora Beach. Then talk to the crab that tells you how many crabs you killed
without leaving Madora Beach. If you got at least 20, you should go back to
the world map instantly.
Note: Sometimes you can't find the spot you must sail to to activate this
event. If you can't, check the sea chart at gamefaqs.
Find Ramtieger in the SS Buccaneer's Wheelhouse. Go west, north, west. Help
the captain. You'll get 15 Halo Coins. To the right you'll find 5 dudbears.
Give a Halo Coin to the middle dudbear. In the first cave, you'll find many
dudbears. One of them will give you a Li'l Bottle in exchange for a Halo Coin.
Get 2 more Li'l Bottles from it. Give a Li'l Bottle to the dudbear in the
lower-right entrance. He will move. In the next cave, find the dudbear
closest
to the white circle on the floor. Give him 2 Li'l Bottles for 2 shells. Give
a shell to the dudbear guarding an exit. Do the same in the next cave. When
you find the treasure and Roger walks up, give them a Halo Coin.
53: The Path of the Blacksmith
Required: Watts Drops the Hammer (#61)
Go in your workshop. Watts will come out. He will tell you how to be a
blacksmith.
54: Enchanted Instruments 101
Required: Gilbert: School Amour (#58), Reach for the Stars (#36)
Go in your workshop. A student will teach you about making instruments.
55: Golem Workshop
Required: Professor Bomb (#60)
Go in your workshop. Professor Bomb will give you a handout, then quiz you on
golem creation. I won't put the answers here. It's good to know how to make a
golem.
56: The Mana Orchards
Required: Visit Gaeus at the highway at least once (See #3).
Go to your backyard orchard and fight the monsters. An ancient tree will
somehow instantly appear. After you harvest your first pieces of fruit, the
quest is complete.
57: Monster Corral
Required: Nicolo's Business (#1) and The Lost Princess (#5)
Go to the western end of town (by the outskirts). You will see a beast egg.
Duelle will help you catch it by giving you 3 pieces of fruit and telling you
how to catch an egg.
58: Gilbert: School Amour
Required: Faeries' Light (#30) and Tome of Magic (Geo)
Go to the fruit parlor in Geo. Gilbert and Kathinjina will be talking. Talk
to Gilbert after Kathinjina leaves. Offer help. There are 15 students you
must convince to go back to school. You just need to answer questions to get
them back, and you have infinite tries.
3 students in the fruit parlor
2 students at the market/mall
3 students in the instrument shop - One of these students will not return to
school until you have when you talk to all other 14 students, you won't have
any options on what to say.
2 students in cafe/inn
2 students outside the academy
1 student in academy hallway
2 students in school library
59: Gilbert: Resume for Love
Required: Gilbert: School Amour (#58), A Siren's Song (#26) and Gilbert must be
taken from the city gate and in basement of the Palace of Arts (Talk to Alex in
the Geo jewelry shop)
Go to the Palace of Arts. Talk to Sotherbee. Go to the storage room in the
Palace of Arts and talk to the Gilbert statue. Go to the Digger's Hideout at
the Mines (If Mine Your Own Business (#14) is done, take the Dudbear Express).
Read the book. Talk to Roger now that he came in. You'll be back on the map.
Go back to the Digger's Hideout, read the book and talk to Roger again. Go
talk to Gilbert in the dark abandoned room on level 1 of the mine. Now go to
the lamp shop in Lumina and talk to Monique. She'll tell you she wants to go
to
the beach. Go to the lighthouse on the beach (Use Boink!) and find Monique and
Elle inside. Then go back to Gilbert after hearing about the mermaid spell.
Go back to Gilbert and help Monique with the spell. Answers to the spell:
A - earth with life B - The ancient memories C - Of Mother Earth fill
D - The truth that E - Of energy for all
60: Professor Bomb's Lab
Required: The Infernal Doll (#19)
Enter the junkyard and let the flowerling take you to Professor Bomb's Lab.
Keep talking to Professor Bomb until he tells you about his golem. Help him
find the golem by going to the fortune teller in the Domina marketplace and
getting your fortune told. Then fight the golem on the lake.
Boss Tip: Golem
Move away from the golem between your attacks to dodge its attacks. Once you
know his attacks, this boss is a sinch.
61: Watts Drops the Hammer
Required: Mine Your Own Business (#14)
Talk to Watts in his shop in the mines. He has lost his hammer. Go get his
hammer in the Digger's Hideout (Take the Dudbear Express!). Go back up to
Watts.
62: The Seven Wisdoms
Required: The Little Sorcerers (#2)
Talk to Bud twice. He will tell you about six wisdoms he wants to visit. The
Wisdoms are:
1) Tote (Turtle at Lake Kilma)
2) Rosiotti (Beast in the Jungle)
3) Gaeus (See Quest #3)
4) Olbohn (Keeper of the Underworld)
5) Pokiehl (Poet in Watts's shop in the Mines, Lumina or at the Mana Tree)
6) Selva (See Heaven's Gate, #17 or Gato Grottos after you find the other
Wisdoms)
63: The Field Trip
Required: Dragonbone (Bone Fortress)
Go to the Bone Fortress and talk to all three students. Go to the entrance of
the Bone Fortress. Get the spotted silver mushrooms from a female red
flowering, star sparkles from a male red flowerling, and farie scales from one
of the blue students. You must get all three in a row to mix them together.
64: Catchin' Lilipeas
Required: The Dragon Princess (#37)
Go to the White Forest and meet Sotherbee, Skippie, and Hamson. Go find the
church minister guarding the path to a Lilipea village. Talk to him. In the
forest, talk to Skippie and Hamson to stop them from chasing the Lilipeas they
were chasing. There are also two barrels you need to break and get the
Lilipeas out of. Now enter the Lilipea village. Keep talking to everyone, and
eventually the minister will get close enough to the chief to translate what
he's saying. Talk to the chief, and fight the minor monster.
65: Gilbert: Love is Blind
Required: Faerie's Light (#30), A Siren's Song (#26) and you must NOT have
completed Gilbert: School Amour (#58)
Go to the lighthouse at the beach and get Elle to join your party. Go to
the Polpota Harbor cafe and talk to Gilbert. Then go back to the lighthouse
and find Elle again. Have her join you again. Go outside. Gilbert will take
Elle to the SS Buccaneer. At the SS Buccaneer, talk to Gilbert and Elle, then
talk to the captain. Go up to see Elle and Gilbert again, and then fight the
boss.
Boss Tip: Orc
This boss is vulnerable to techniques and magic, so that should be your method
of attack. His attacks are fairly easy to dodge, so this boss is simple.
66: The Wimpy Thugling
Required: Duma Desert's Dryad level at 3, The Blessed Elixir (#42), Reach for
the Stars (#36), Main character's level 40+, Fluorite (#29) must NOT be
complete
Go to the Duma Desert without your pet/golem. At the fork you should see a
scene involving a fish. Offer to help the fish. Find the boss by following
the trembling.
Boss Tip: Kima
This boss has powerful attacks, but it becomes easy once you use counter.
67: Pee-Wee Birdie
Required: Wisp and Salamander levels at 3
Go into the Domina Inn. Miss Yuka will ask for MenosBronze, Bobab Wood, Animal
Hide, Topple Cotton Flat Seed, Citrisquid, Rotten Meat, and Sulpher. Some of
these can be gotten from the person selling minerals in one of the guest rooms.
Others can be gotten from the Mana Orchard. The other ones you should have
picked up somewhere in your travels.
Final Event:
Legend of Mana
Required: Sword of Mana (Tree of Mana)
Go to the Mana Tree and climb to the Sanctuary of Mana. Kill all the monsters
here to fight the last boss...
Boss Tip: Mana Goddess
Hiding in the lower-left corner is a good idea. The following are her powerful
attacks:
-Whirlwind centered on her.
-Ball of lightning flies and whoever hit gets hacked at.
-Black Sphere erupts in front of her (VERY STRONG)
-Used when moon is hidden: Beams unleashed from the moon and sky sweep across
the ground
-Used when moon is full: She moves rapidly as a beam of light.
See the ending, and you'll have started your game over with everything the same
except the lands, place you play, and artifacts. It's like the New Game + in
Chrono Trigger. I had to go through the game 5 times to get all I have here.
------2: Encyclopedias
Here are all of the encyclopedias.
Each encyclopedia has the stuff I've written and the actual encyclopedia.
--------A) Characters
I have copied the text from the game onto the characters now.
1. Nicolo
Is found in: Events #1, #45-48, #13 and in #29.
He can be an NPC in your party.
"He believes that he brings happiness to his customers with his transactions,
but he sometimes plays dirty tricks on them. Dislikes the Sproutlings and
Flowerlings."
2. Escad
Is found in: Events #7, #9, #11, #13, #15, and #33.
Only found in event #33 if he's not dead.
He can be an NPC in your party.
"Born into the Liotte family of Holy Knights. He fights for the cause of
justice with an overbearing sense of righteousness."
3. Daena
Is found in: Events #7, #9, #11, #33, #13 and #3.
Only found in event #33 if she's not dead.
She can be an NPC in your party.
"A monk soldier who protects Gato's temple. She grew up with Escad, Matilda,
and Irwin, but especially adores Matilda like her own sister."
4. Larc
Is found in: Events #37-#41
He can be an NPC in your party. After event #40, he can be an NPC in your
party if you talk to him at the tombstone at the underworld.
"A beast-warrior who once was a famous hero. He became Drakonis's dragoon
after he died."
5: Sierra
Is found in: Events #37-#40
She can be an NPC in your party. After event #40, visit her in the White
Forest to make her an NPC.
"A beast-warrior who is Vadise's dragoon. Never compromises, and always hard
on herself as well as others."
6: Pearl
Is found in: Events #5, #21, #22, #24, #29, #31-#33
She can be a useless NPC in your party, unless she transforms into Blackpearl
(Event #33). After #33, you can get her in your party at the Bejeweled City.
"Elazul's partner. She sometimes has a tough time speaking clearly, and is
also very shy. Has a tendency to wander off and get lost while thinking."
7: Blackpearl
Is found in: Events #21, #22, #33, #24
Blackpearl can be an awesome NPC, but can't be used too much. See "6: Pearl".
"A Jumi knight who devotes herself to leading the Jumi through the threat of
extinction. A very logical and level-headed individual."
8: Elazul
Is found in: Events #5, #21, #22, #24, #29, #31-#33
He can be an NPC. You can get him as an NPC in the Bejeweled City after event
#33.
"Pearl's knight, and one of the youngest Jumi. He speaks and acts in a rough
manner and thus starts the occasional fight."
9: Elle
Is found in: Events #26, #59, #65
She can be an NPC. She is found in the lighthouse after event #26.
"A siren who refuses to sing as the result of an accident. Friends with
Flameshe and Monique."
10: Bud
Is found in: Event #2, in the house afterwards
He can be an NPC. He's in the house after event #2, ready to join you in your
quests.
"Lisa's twin brother. He thinks he is a great sorcerer, though he still has
much to learn. He was run out of the Academy of Magic because he was too
mischievous. His magic frying-pan was once his mother's."
11: Lisa
Is found in: Event #2, in the house afterwards
She can be an NPC. She's in the house after event #2, ready to join you in
your
quests.
"A better sorcerer than her twin brother. She carries around her father's
broomstick."
12: Irwin
Is found in: Events #17, #11, #13 and #3.
"A half-demon who is a childhood friend of Daena, Escad, and is particularly
close to Matilda."
2nd Entry:
"He took away Matilda's elemental powers when he saw her suffering from her
fate. This caused Matilda to age much more rapidly then she was supposed too."
13: Matilda
Is found in: Events #7, #11, #13, #33, and #15.
"Born into a family of priests in Gato, she began to question the life that
awaited her. Matilda became attracted to Irwin and his free way of life."
2nd Entry:
"A decade ago her powers were taken by Irwin after their temple escape was
stopped by Escad. She has aged drastically since then."
14: Inspector Boyd
Is found in: Events #29, #31, #28, and #23. Sometimes found outside the church
in Domina. The Inspector is working as hard as he can to catch Sandra.
"A little man with a really loud voice that could even reach a nearby land. He
might be the most honest and kind-hearted person you'll ever meet."
15: Sandra
Is found in: Events #29, #31, #28, and #23. Sometimes found in a guest room in
the Domina inn.
"The notorious jewel hunter who steals only the most brilliant jewels. Her
daring thefts resulted in secret admirers of her work."
16: Alex
Is found in: The jewel shop in Geo.
"A mild-mannered geologist who also has a shop in Geo. He only keeps the shop
for income to fund his research."
17: Florina
Is found in: #29, #33, after #33 is found in the Bejeweled City
"A Guardian who was the Clarius in the Bejeweled City of Jumi. The burden of
healing all the wounded cores of the Jumi has caused her own core to fall
apart."
18: Flameshe
Is found in: Birdcage Lighthouse sometimes, and by the flower booth in the
market of Polpota Harbor.
"A teenage mermaid who is sometimes a little hard to deal with. She sneaked
out of her family one day and went to the beach, where she met and befriended
Elle."
19: Pelican
Is found in: Outskirts of Domina
"The mail carrier who delivers practically everything. She often makes
mistakes and is not always on time, but she does not seem to care."
20: Li'l Cactus
Is found in: Your room in your house!
"A shy little cactus. He is a cactus of few words, but he happens to be
thinking about many things."
21: Pokiehl
Is found in: Events #44, #15, usually in Watts's shop
"The poet of Truth. He is one of the Seven Wisdoms, and was a hero who was
called 'the Messenger of the Cosmic Truth.'"
22: Tote
Is found at: Lake Kilma
"An ancient turtle who is one of the Seven Wisdoms. He only introduces himself
as 'Turtle,' and always speaks in a mild manner."
23: Olbohn
Is found in: The Underworld
"The keeper of the Underworld and one of the Seven Wisdoms. In the era of the
Faerie's War, he went to the Underworld to defeat the Faerie's leader."
24: Gilbert
Is found in: #30, #58, #65, #59
"The poet of love who even sings during regular conversation. He travels in
search of love everywhere."
25: Watts
Is found in: his shop in the mines
"A master blacksmith who becomes so absorbed in working that he often forgets
things."
26: Rosiotti
Is found in: The Jungle
"One of the Seven Wisdoms, he was once a hero. Rosiotti now quietly resides in
the Jungle as the guardian of the creatures there."
27: Duelle
Is found in: Events #12 and #57, also found in his house
"An onion warrior. He likes everything straight-forward and hates people like
Nicolo with a passion."
28: Miss Yuka
Is found in: Domina Inn
"The owner of Domina's only inn. She insists that she is a canary, but there
are rumors that she is really a Chocobo. Addressing her as 'Miss Yuka' is a
must."
29: The Manager
Is found in: Lumina Tavern
"The bar manager in the town of Lumina. He is a gentleman who feels joy in
communicating with people."
30: The Bartender
Is found in: Geo Fruit Parlor
"A young man who has a tendency to feel the blues a little too often. Sharing
sob stories with the Manager seems to make him feel a bit better."
31: Mark
Is found in: Domina shop and his house
"The owner of Domina's item shop and also Rachel's father. He really loves his
family, but they seem to be a little sick of his overdose of love."
32: Jennifer
Is found in: Domina shop or marketplace
"Mark's wife, who likes spending time outside his shop. She says anything that
crosses her mind."
33: Rachel
Is found in: Domina pub or her house
"The daughter of Mark and Jennifer. She hardly talks, and does not become too
friendly with anyone. She is sick of her Faerie-like appearance and the room
decor."
34: Rev. Nouvelle
Is found in: Domina church and Lilipea village
"The caretaker of the church on Domina's outskirts. He is a kind-hearted man
full of knowledge, from how to catch Rabites to the history of this world."
35: Meimei
Is found in: Domina Marketplace
"A glamorous fortune teller. She led a luxurious and exciting life, but now
she seems to be saving money for her old age."
36: Capella
Is found in: Domina Park or Lumina Bar
"An itinerant performer. He was inspired by Pokiehl's verses and decided to go
on a journey to send his audience a message of some sort."
37: Diddle
Is found in: Domina Park or Lumina Bar
"Plays music for his performing partner, Capella. A kind-hearted, sensitive
boy who speaks very slowly."
38: Rubens
Is found in: Gato Grottos, Underworld and Bejeweled City
"A man who has given up everything. He is hiding the fact that he is a Jumi of
Ruby."
39: Prof. Bomb
Is found in: Prof. Bomb's Lab (Junkyard)
"The leading pioneer of golem development, who toils in a small laboratory in
the Junkyard. Also a girl-chaser."
40: Roger
Is found in: Digger's Hideout
"He met his true fate when he found divinity with his pet dog, Putty, while
working as a miner with the dudbears. Since then he has become a man of
faith."
41: Putty
Is found in: Event #4, #16
"Roger's pet dog. He was made into a religious icon, but is just a dog."
42: Count Dovula
Is found in: Event #12
"Guardian of the ruins, he is also the leader of the Succubs clan."
43: Basket Fish
Is found in: Event #28
"One of the nouveau-riche who looks down on everyone, but in reality he is the
one who is looked down on by everybody else. He LOOOOOVES Revanshe the
dancer."
44: Cap'n Tusk
Is found in: Captain's Cabin of SS Buccaneer, Event #12
"The dandy captain of the SS Buccaneer. He leads the Pirate Penguins with his
gentlemanly sense of philosophy. Ladies, he is a real catch!"
45: Revanshe
Is found in: Hotel at Polpota Harbor
"The dancer at Polpota's Seaside Hotel. She's always dancing, because dancing
is her passion, her life."
46: Selva
Is found in: #17, Gato Grottos fork at times.
"One of the Seven Wisdoms. He always knows what is happening in Fa'Diel, since
he is always gathering information from the Lilipeas and the birds."
47: Teapo
Is found in: Rachel's House, Event #12
"A magical life-from with a kind heart. She thinks she is a jewelry collector,
but most of them are fakes Nicolo sold to her."
48: Belle
Is found in: Event #44
"A spirit of dreams who is in charge of managing all creatures' dreams. A
little too pushy at times, but she is only doing her job."
49: Esmerelda
Is found at: Academy of Magic, Event #31
Can be an NPC in your party.
"A very charming and sometimes childish student at Geo's Academy of Magic.
There are rumors that she may be Nunuzac's magical monster, or a ghost."
50: Magnolia
Is found at: Academy of Magic, Event #19
"A doll with a Fire Stone core that Anuella the Witch made a thousand years
ago. She lives at the Junkyard, without any hope or will."
51: Thesenis
Is found at: Academy of Magic, Event #63
"A professor at Geo's Academy of Magic who is also a witch of reincarnation.
She is the most avoided person there, perhaps of her creepy behavior and
appearance."
52: Nunuzac
Is found at: Academy of Magic, Event #44
"Back in the day, he was a conjuror who fought in many wars. Now he is a
professor at the Academy of Magic, though his body is represented by a magic
circle since his body was trapped in another dimension."
53: Kathinjina
Is found at: Academy of Magic, Event #36
"The most popular professor at the Academy of Magic, she has the power to
explode things by staring at them. She always looks out with people, and is
friends with Thesenis."
54: Louie
Is found at: Junkyard
"The caretaker of the magical creatures of the Junkyard. He is an old magical
creature himself, and he understands the anger and sorrow they feel."
55: Mephianse
Is found at: Academy of Magic, Event #36
"A professor at Geo's Academy of Magic who has a strong passion for magic."
56: Skippie
Is found in: Palace of Arts, Event #8 and #64
"A shy little man who is a really fast runner. He sees through everything, and
is sometimes cunning. Works at Kristie's place with Hamson."
57: Hamson
Is found in: Palace of Arts, Event #8 and #64
"A big man who has the muscles, but not the mind for fighting. Stupidly honest
and can't seem to see the obvious."
58: Mr. Moti
Is found: All over the world!
"He is everywhere doing everything."
59: Diana
Is found in: Bejeweled City, Events #31, #32, and #29
"The leader of the Jumi, and a Jumi of Diamond herself. She tried to keep the
Jumi from extinction, but her hard-headed dictatorship caused her to lose
support."
60: Crystalle
Is found in: Event #25
"The beautiful snow Faerie who guards the Garden of Icicle Flowers."
61: Sotherbee
Is found at: Palace of Arts, Event #8 and #64
"Madame Kristie's butler. He does everything perfectly, but inside he is still
a little child. His nickname is 'Mr. Fuddy-Duddy.'"
62: Kristie
Is found at: Palace of Arts
"The owner of Geo's palace, which is also an art gallery. Deeply loves art,
money, herself, and everything else."
63: Monique
Is found in: Lumina Lamp Shop, Events #30, #26, and #59
"A siren who works at Lumina's lamp shop. She sings to the spirits ad asks
them to light her lamps in return, then later sells the lamps."
64: Students
Are found in: Event #36, Geo
"Students at Geo's Academy of Magic. The color of their robes differ by
classes."
65: Thoma
Is found in: Event #26, #28
"A soldier belonging to the Deathbringer's army. His mind is being controlled
by the Deathbringer, and he would do anything for his lord."
66: Thona
Is found in: Event #26, #28
"One of the Deathbringer's skeletal soldiers. His body has died, but his soul
is still controlled by the Deathbringer."
67: Sproutlings
Are found: All over the world!
"Little creatures that appear out of nowhere and end up living in any town.
They all share the same mind with each other."
68: Gaeus
Is found at: The Highway
"A huge face on a mountainside that is also one of the Seven Wisdoms. He
always has answers to any question."
69: Cancun Bird
Is found at: Gato, Event #17
"A huge and mysterious bird that is said to have been living in Gato over the
past several centuries."
70: Flowerlings
Are found at: Ruins, Bone Fortress
"When a flower blooms on a Sproutling's head, it becomes a flowerling. There
are males and females, but the only difference between the two seems to be
appearance."
71: Lilipeas
Are found at: White Forest, Jungle
"Strange, small creatures with tiny bird nests on their heads. They multiply
by rolling some mud into Lilipea shapes."
72: Pirate Penguins
Are found at: Event #10, SS Buccaneer
"Penguins that have the tendency to tell silly jokes a little too often.
Extremely proud of the fact that they are pirates, though they don't seem to
act like pirates very often."
73: Faeries
Are found at: Lake Kilma, Jungle
"Deeply love nature and dislike humans. But they are still interested in what
humans are up to."
74: Dudbears
Are found at: Digger's Hideout in the Mines, Lumina, Event #16
"Diggers who work for Roger's mining business. Now they are forced to join his
new religious activities, with the dog as their lord."
75: Shadoles
Are found in: The Underworld
"Shadows of all living creatures and inhabitants of the Underworld. They share
the same conciousness."
76: Nuns
Are found at: Gato
"Women who are in the process of spiritual training at Gato's temple."
77: Wind Callers
Are found at: Norn Peaks
"The clan that serves Akravator as his dragoons. They are open-hearted to
those who respect their traditions, but no others."
78: Trent
Is found at: Event #56
"The ancient tree that lives in the backyard at Home. He swallows seeds to
produce fruits and vegetables on his branches."
79: Boink
Is found: Lots of places such as The Highway and Mekiv Caverns
"A strange creature that knows the links between dimensions. Those who touch
it will immediately fly to where its tail is."
--------B) Artifacts and Lands
This section tells you what the artifacts are, what lands they create, and how
to get them. The "Encyclopedia Entry" below shows the entries.
Artifact | Land | Where to get it
-------------------------------------------
Mailbox | Home | You start with it
Colorblocks | Domina | Talk to the sproutling in front of your house
Wheel | Luon Highway | Event #1 (Nicolo's Business Unusual)
Jade Egg | Mekiv Caverns | Event #5 (The Lost Princess), The Lucky
Clover
(#31)
Stone Eye | Lake Kilma | The Lost Princess (#5)
Flame | Gato Grottos | Nicolo's Business Unusual (#1) or The
Gorgon's Eye (#10)
Medallion | Jungle | Nicolo's Business Unusual (#1) or The
Gorgon's Eye (#10), OR The Quiet Sea (#34)
Firefly Lamp | Lumina | The Lost Princess (#5)
Sand Rose | Duma Desert | Huntin' Du'Cate (#8) or Faeries' Light (#30)
Trembling Spoon| The Underworld | Faeries' Light (#30)
Ancient Tablet | Mindas Ruins | Huntin' Du'Cate (#8) or The Flame of Hope
(#23)
Torch of Coral | Madora Beach | The Dragon Princess(#37) or The Flame of
Hope(#23)
Broken Doll | Junkyard | Nicolo's Business Unusual: Part 2 (#45) or
Reach for the Stars (#36), The Fallen Emperor (#41)
Skull Lantern | Norn Peaks | Event #41 (The Fallen Emperor)
Rusty Anchor | Polpota Harbor | Summer Lovin'(#27) or Teatime of Danger (#12)
Moon's Mirror | Tower of Leires| Summer Lovin'(#27), Mine Your Own Business
(#14), or The Infernal Doll (#19)
Tome of Magic | Geo | Event #19 (The Infernal Doll)
Dragonbone | Bone Fortress | Event #39 (The Guardian of Winds)
Bottled Spirit | Ulkan Mines | Drowned Dreams (#28) or Teatime of Danger
(#12)
Pirate's Hook | SS Buccaneer | Drowned Dreams (#28)
Frozen Heart | Fieg Snowfields| The Looking-Glass Tower (#21)
Green Cane | White Forest | Event #38 (The Ghost of Nemisis)
Golden Seed | Orchard | Harvest 60 pieces of fruit from Trent
Brooch of Love | Lucemia | Event #17 (Heaven's Gate)
Jumi Staff | Bejeweled City | Event #33 (Teardrop Crystal)
-----None----- | The Flames | See Event #40 (The Crimson Dragon)
Sword of Mana | Tree of Mana | See Event #44 (Cage of Dreams)
Encyclopedia Entry:
Lands:
1. Home
"Home sweet home! Your home is comfortably located near a giant tree,
surrounded by nature. Many visitors come and go.
See MAILBOX"
2. Domina
"A lively town frequented by traveling merchants and entertainers. The
outskirts boast a church with a fabulous view of the countryside.
See COLORBLOCKS"
3. Luon Highway
"This highway was once traversed by merchants and entertainers, but the
highwaymen have stopped all of the traffic. Some say that one of the Seven
Wisdoms lives nearby.
See WHEEL"
4. Mekiv Caverns
"This limestone cavern was created by underground currents. Over the centuries
it was hollowed out, and pillars were created. The cavern is made up of many
levels.
See JADE EGG"
5. Lake Kilma
"This sizeable lake is surrounded by quiet, forested mountains. Faeries,
servants of the lake, are often witnessed there. Some say that incredible
treasure lies under the lake.
See STONE EYE"
6. Gato Grottoes
"A town protected by divine winds. It is always windy on the dangerous
precipices. The temple of healing there is dedicated to the Spirits of Air and
Fire.
See FLAME"
7. Jungle
"Due to thick vegetation, many became lost in this jungle. Others claim to
have witnessed Faeries, while some say one of the Wisdoms resides here.
See MEDALLION"
8. Lumina
"The town of endless night. The town is always bathed in the light of the full
moon, so it never becomes completely dark. There is a tavern where Dudbears
frolic.
See FIREFLY LAMP"
9. Duma Desert
"Only cactus grows in this wasteland. Great fossils litter the landscape, and
flowing sands hinder each step. It could be the ideal site to conduct a
colossal experiment.
See SAND ROSE"
10. The Underworld
"Souls who have departed their earthly vessels are judged by the King of the
Underworld. His vassals, the Shadoles, bring the departed to the Underworld.
See TREMBLING SPOON"
11. Mindas Ruins
"These ruins are all that is left of a city which prospered around a tower,
built by mages during the end of the Faerie War.
See ANCIENT TABLET"
12. Madora Beach
"Come to Madora Beach for the best sun-bathing and finest sand anywhere.
Explore our many caverns! While you're here, why not try some crab-hunting.
See TORCH OF CORAL"
13. Junkyard
"This trash-heap is home to discarded items, mass-produced to fight in a
long-forgotten war. Some of the objects still bear a grudge towards humanity,
and cling to their warrior past.
See BROKEN DOLL"
14. Norn Peaks
"Strong winds howl through the treacherous mountain passes. The foothills are
home to a settlement of Wind-Callers, and their Guardian Spirit is said to
reside on the highest peak.
See SKULL LANTERN"
15. Polpota Harbor
"A tropical resort, home to soft breezes and sun-kissed surf. The Seaside
Hotel provides lodging in the center of the town.
See RUSTY ANCHOR"
16. Tower of Leires
"Looming in the night sky, the Tower of Leires was constructed by magicians
during the Faerie Wars to increase their supply of Mana. Nowadays, the tower
is nothing but a stone testament to the power of its builders.
See MOON'S MIRROR"
17. Geo
"A castle-town with an academic atmosphere. Kristie's palace occupies the
center. The instructors at the Academy of Magic have a lot of personality.
Se TOME OF MAGIC"
18. The Bone Fortress
"A tiny Flowerling village rests atop a gentle slope. Towering above them
looms the Bone Fortress. It is said that the foliage around the walls holds
huge amounts of Mana.
See DRAGONBONE"
19. Ulkan Mines
"The Ulkan Mines have been abandoned for ages. Now, only curious weaponsmiths
hunt for ore, for a suspicious gang is based here.
See BOTTLED SPIRIT"
20. SS Buccaneer
"The good ship of the famed Cap'n Tusk, leader of a band of pirates. They have
sailed north, south, east, and west in search of buried treasure.
See PIRATE'S HOOK"
21. Fieg Snowfields
"A frozen land buried in snow. Some say Faeries' treasure is hidden here, but
none have ever laid eyes upon it. There are reports of an abominable snowman
here.
See FROZEN HEART"
22. The White Forest
"A dense forest, home of the White Dragon. Legend has it that the forest is
populated by an extremely rare folk.
See GREEN CANE"
23. Orchard
"A tree with a striking resemblance to the one in your backyard. Perhaps
mankind will never understand the connection which all plant life shares.
See GOLDEN SEED"
24. Lucemia
"Irwin has resurrected this legendary beast, who came from beyond the stars
during the ancient wars. The wingless dragon split the earth asunder and razed
entire cities, only to swallow a volcano and burn himself up."
See BROOCH OF LOVE"
25. Bejeweled City
"This is the home of the Jumi. Boulder-size jewels comprise every part of the
city, and now, even after the fall of the Jumi, it still shines with an
everlasting glow.
See JUMI'S STAFF"
26. The Flames
"The castle of Drakonis. He has raised his domain from the depths of the
Underworld to return to the land of the mortals."
27. Tree of Mana
"The ultimate source of all things. Everything within the Sanctuary exists in
an eternally invisible immovable, absolute state.
See SWORD OF MANA"
Artifacts:
1. Mailbox
"A few letters a month can mean a lot to a lonely, far-off home.
See MAILBOX"
2. Colorblocks
"The town changes through the ages according to its citizens. It doesn't
change according to bring about a new age.
See DOMINA"
3. Wheel
"Even the longest roads are rutted by hundreds of wagons which traverse them.
Roads remember their travelers, and wagon wheels are reflections of those
memories.
See LUON HIGHWAY"
4. Jade Egg
"By taking a stone formed through the ages inside the earth and shaping it into
the source of all things, the earth's creative power was captured inside.
See MEKIV CAVERNS"
5. Stone Eye
"This artifact uses the power of the Master of the Lake to turn to stone those
who harm the lake. However, the power does not respond to the will of mankind.
See LAKE KILMA"
6. Flame
"That which illuminated the shrine was but a small flame. Before long, mankind
ceased to notice the fire, but its significance continued to grow.
See GATO GRATTOS"
7. Medallion
"The beasts who followed a wise man were eaten by an invading beast. It then
gained wisdom and became a wise man itself.
See JUNGLE"
8. Firefly Lamp
"One poet wrote that all of history comes from lovers' whispers. It was a poem
of lovers talking of love and the future, under the cool light of fireflies in
the midsummer night sky.
See LUMINA"
9. Sand Rose
"An image of a rose in the Sanctuary of Mana; it never became a true rose. It
turned into crystal, its powers trapped inside for all eternity.
See DUMA DESERT"
10. Trembling Spoon
"A silver spoons for scooping up flames to baptize departed souls into the
Underworld. Sometimes a soul who resists death become trapped inside; then the
spoon begins to tremble and must be discarded.
See UNDERWORLD"
11. Ancient Tablet
"Long ago, a civilization very different than our own, unimaginable scientific
advances were made, and are recorded on this tablet. However, mankind has lost
the ability to decipher it.
See MINDAS RUINS"
12. Torch of Coral
"The Mermen appear on the shore using a flame from this torch. It gives off
light invisible to human eyes, and so they remain hidden.
See MADORA BEACH"
13. Broken Doll
"This doll was a servant of mankind when artifacts were used as instruments of
war.
See JUNKYARD"
14. Skull Lantern
"Mages, searching for a gem guarded by a dragon, crafted a skull of a fallen
comrade into a lantern. It glows of its own accord.
See NORN PEAKS"
15. Rusty Anchor
"Even large anchors are small compared to their ships. These very anchors are
what hold the ships firmly to the harbor, not unlike mankind's roll on earth.
See POLPOTA"
16. Moon's Mirror
"The mages of antiquity would pour water onto the mirror and reflect the moon
and stars to learn of mankind's fate from the heavens.
See TOWER OF LEIRES"
17. Tome of Magic
"In ages past, many tried to explain the works of the gods, spending much time
making incredible sacrifices. The secrets they have uncovered are small, but
hold enough power to destroy a continent.
See GEO"
18. Dragonbone
"Ages ago, bones from dragons were used by alchemists. The Dragon of Wisdom
lived the longest and had unbelievable powers. Their bones were the hardest to
find.
See BONE FORTRESS"
19. Bottled Spirit
"Once, a foolish mage tried to seize the powers of a spirit by imprisoning it
in a bottle. The mage was immediately slain by the spirit's curse, but the
bottle containing a powerful spirit remained.
See ULKAN MINES"
20. Pirate's Hook
"When a land-dweller first sets out to sea, he is faced with dangers unknown.
Even after replacing a lost hand with a hook, pirates continue to challenge
these dangers everyday.
See SS BUCCANEER"
21. Frozen Heart
"Once a gem hardens into a core, it grows swiftly, not unlike the hardness of
one's heart. If the core grows large, it may remain despite its owner's death.
See FIEG SNOWFIELDS"
22. Green Cane
"The cane is capable of drawing power from the earth, converting it to Mana,
and releasing it into the atmosphere. It is said that by sticking it into the
ground, an entire forest shall grow overnight.
See THE WHITE FOREST"
23. Golden Seed
"Seeds contain everything. Everything starts from a seed. Each generation of
seeds produces another.
See THE ORCHARDS"
24. Brooch of Love
"This was given to a mage who promised to acknowledge all and understand all.
Whoever wears this brooch is charged with overcoming any ordeal through love.
See LUCEMIA"
25. Jumi's Staff
"A staff replete with the power of gems of every color. The jewels draw in and
store the waves of various kinds of Mana. They can then be released.
See BEJEWELED CITY"
26. Sword of Mana
"This sword has the will to shape its own destiny. It is said that a
disruption of air follows this blade, and if you listen closely, you can hear
the air around it hum.
See TREE OF MANA"
--------C) Items and Equipment
You get these encyclopedias near the beginning of the game.
Getting these encyclopedias:
Talk to Jessica (By the fruit-fortune lady) to get the items encyclopedia
on her day off.
Talk to Mark (In the chair in Rachel/Teapo/Duelle's house) on his day off
to get the equipment encyclopedia.
Encyclopedia Entry:
Items:
1: Metal
"Primary Material. Metallurgy has been the barometer of a civilization's
technological level. Different types of metals in Fa'Diel are named after the
areas where they were mined."
2: Wood
"Primary Material. Trees of Fa'Diel distribute the Mana energy as air for the
creatures in this world. Tools and simple buildings have been made with wood
since the ancient times."
3: Stone
"Primary Material. Stones have been used since the beginning of time as tools,
decorations, and in architecture."
4: Hide
"Primary Material. Armor can be made from softer materials such as hide, but
one should be aware of the compatibility between the material and the item."
5: Scales
"Primary Material. Scales of some monsters and dragons can be used to make
armor and weapons. The materials used to create such items are reflected in
their effects and parameters."
6: Bone
"Primary Material. The world of Fa'Diel uses bones from the monsters living
there. When making armor, pay specific attention to the materials' defense
levels for effective compositions."
7: Fabric
"Primary Material. Fabric can be used to strengthen equipment as well as being
the primary material for armor. Those with mysterious patterns or colorful
designs may have magical properties."
8: Aerolite
"Primary Material. Aerolites are rocks that fall from the sky. They tend to
have unusual and useful properties when used to make equipment."
9: Mana Stone
"Secondary Material. Mana Stones contain high concentration of Mana energy.
There are Mana Stones of Fire, Earth, Wind, and Water."
10: Mana Crystal
"When pure Mana energy becomes crystallized, Mana Crystals are made. Most of
them glow with the energy, but some that absorb light have been found."
11: Coins
"Secondary Material. These coins represent the energy of each elemental spirit.
Sometimes the spirits give them to mortals they favor."
12: Seeds
"Secondary Material. Each seed has a different color, and, like mixing paint,
one can grow wider varieties of produce by planting two different seeds
together at the same time."
13: Produce
"The produce that grows in the orchards varies by the seed combinations, the
day of the week they were planted, and by luck. Used to feed pets and to color
Golems."
14: Meat
"Secondary Material. Meat can be acquired by defeating different types of
monsters, and then it can be used along with produce to catch monster eggs."
15: Fangs & Claws
"Secondary Material. The most powerful parts of monsters. Fangs and claws are
often used to make protective and magical items such as talismans."
16: Eyes
"Secondary Material. Some stones look like eyeballs of monsters, and they also
have magical properties. Eyes are divided into groups by their appearance."
17: Feathers
"Secondary Material. Usually the Aerial monsters' feathers are sold on the
market, but sometimes beautiful Arthropod monsters' wings are considered
useful."
18: Bottles
"Secondary Material. There are all sorts of liquids in many different bottles.
Some seem to contain liquids you cannot drink, and others you couldn't even
guess when they were last opened."
19: Vials
"Secondary Material. Even the most unthinkable things could be sealed in these
vials. There could be whispers, curses, or maybe even some stinky breath."
20: Urns
"Secondary Material. No one can guess what these urns contain, or what they are
for. What could be inside the urns you find in this story?"
21: Pellets
"Secondary Material. Little medicine pills made of material you would not
normally eat. Those that are known to be effective have a higher price tag."
22: Powders
"Secondary Material. Some are mere dirt and some are blends of materials with
creepy effects. Keep out of reach of children."
23: Pouches
"Secondary Material. These pouches could contain some really unusual and
exciting items. On the other hand, the items may be quite normal and plain."
Equipment:
1: Knife
"A dagger. It comes in many different styles, and much work goes into crafting
the handle and blade. Most are designed to be practical. A shield cannot be
used with a knife. Although it has the shortest reach, the rate of movement is
the fastest."
2: Sword
"A long sword. Most are double-edged and have sharp tips. The sword is
considered a holy weapon due to the precious metals it is made from. It is
wielded in one hand, so the rate of movement is average."
3: Axe
"Also known as the hand-axe or hatchet, the axe is a single-bladed weapon
wielded in one hand. Often thought of as primitive, the rate of its movement is
slower than the sword."
4: 2H Sword
"The ultimate in swords requires two hands. Yields epic damage when swung in a
wide arc. Cannot be used with a shield. It's quite heavy, so the rate of your
movement is slower."
5: 2H Axe
"The two-handed axe is used for embedding a cold piece of steel in your
enemies. With an axe like this, who needs a shield? Unfortunately, the sheer
weight of this weapon will slow your movement to a snail's pace."
6: Hammer
"Knock some sense into your opponents with this huge two-handed hammer. But
don't complain about the slowest movement rate and being unable to use a
shield."
7: Spear
"A great way to keep uglies at a distance. However, in actual combat the spear
is used in a variety of ways. Of course, a shield is out of the question, and
the shape of the weapon precludes fast movement."
8: Staff
"Long staves such as these have multiple uses, and can hit an enemy both up
close and far away. Since they require both hands, a shield cannot be used, and
the rate of movement is slower than when wielding a spear."
9: Glove
"Nothing beats pummeling the enemy with these reinforced punching gloves. Of
course, proper boxing stance precludes the use of a shield. Even though the
attack range is short, the rate of its movement is very fast."
10: Flail
"Incredible power is gained when two or more staves are connected with a chain.
The rate of its movement is quite good, but it is impossible to use a shield
while wielding a flail."
11: Bow
"With a bow, one can lay waste to enemies from afar, and thwack them when up
close, as well. Scoring a direct hit, however, requires much practice. A shield
cannot be equipped with a bow."
12: Shield
"The smart sword or axe-wielder will always keep a shield handy. From large,
bejeweled shields to the familiar frying-pan lid, shields vary greatly in size
and strength."
13: Helm
"Providing ample protection for the head, helms come in all shapes and sizes,
from great steel helms to upside-down pots. The round shape of the helm helps
deflect incoming blows."
14: Hat
"Unlike helms, hats are often worn for the enchantments contained within,
rather than for physical defense. They often grace the heads of well-known
mages and priests."
15: Hauberk
"There is a wide range of hauberk types, from highly-decorated ceremonial
hauberk to hauberk that is too heavy for practical use."
16: Robe
"Oft worn by mages and clergymen, robes are often designed for other purposes
than mere physical protection, and are decorated with holy symbols or arcane
patterns."
17: Gauntlets
"Gauntlets come in many shapes and sizes, but all of them help protect the arms
and hands from nasty cuts and bruises."
18: Ring
"Even a small ring can help protect the finger. Some are plain, while others
are works of art, worn by those wise in the ways of magic. Some rings are said
to hold incredible power."
19: Boots
"Heavy footwear for the combat enthusiast, boots give protection to the feet,
ankles, and shins from common nicks and scratches, where needed most."
20: Sandals
"Light footwear for the fashion-conscious warrior, sandals afford less physical
protection than boots, but they seem to protect best against magic."
21: Armor
"Completely protecting the head, torso, arms, and legs, armor gives outstanding
protection. However, very little additional armor can be worn, because armor
covers the whole body."
22: Mantle
"Mantles are worn over the shoulders, and can be worn over any kind of armor.
Most protect against magical attacks."
23: Pendant
"An accessory that can be worn under all types of armor, pendants are used for
their protective properties."
24: Harp
"Harps are stringed instruments that can be used to perform magic with an
Elemental Coin. Such coins are gained by negotiating with a Spirit."
25: Marimba
"The marimba is a percussion instrument that can be used to play magic with an
Elemental Coin. The cycles of magic are determined by the type of instrument,
its main material, and the property of the Elemental Coin used."
26: Flute
"The flute is a wind instrument which can be used to play magic by using an
Elemental Coin. Elemental Coins are important because they help determine the
type and cycle of magic that will be played."
27: Drum
"The drum is a percussion instrument which can be used to play magic with an
Elemental Coin. During negotiations with a Spirit, it is important to play
tunes the Spirit enjoys listening to."
--------D) Monsters
For information on what the classes are useful for, see Monster Corral -->
Finding Monsters
Encyclopedia Entry:
STR = Strength
WK = Weakness
Monsters:
1: Rabite -Beast-
"STR: Wisp, Dryad
WK: Shade, Aura
A round bunny-like monster. Watch out for its biting attacks!"
2: Molebear -Beast-
"STR: Aura, Gnome
WK: Dryad, Salamander
It attacks with its long, sharp claws, and likes hiding underground."
3: Teedie -Beast-
"STR: Jinn, Undine
WK: Gnome
Attacks enemies by throwing rocks and feathers."
4: Howler -Beast-
"STR: Jinn
WK: Gnome
Attacks by jump-kicking with its strong hind legs."
5: Gray Ox -Beast-
"STR: Aura, Undine
WK: Dryad, Jinn
It attacks enemies by headbutting with its horns or by licking them."
6: Lullabud -Plant-
"STR: Wisp, Dryad
WK: Shade, Aura
Spews toxic pollen to poison its enemies."
7: Mushboom -Plant-
STR: Shade, Dryad
WK: Wisp, Aura
A cute mushroom that attacks by kicking, and by throwing its own cap."
8: Shrieknip -Plant-
"STR: Dryad, Gnome.
WK: Aura, Salamander.
A giant radish that shoots its leaves and seeds like missiles."
9: Marlboro -Plant-
STR: Aura, Gnome
WK: Dryad
All it can do is punch anything in front of it and exhale really stinky
breath."
10: Wooding -Plant-
"STR: Wisp, Dryad.
WK: Shade, Aura.
A tree that became possessed by evil spirits. Attacks with its arm-like
branches."
11: Stinger Bug -Anthropod-
"STR: Wisp, Dryad, Jinn
WK: Shade, Aura, Gnome
Attacks with its scythe-like forearms, and with its huge needle in back."
12: Hoppin' Tick -Arthropod-
"STR: Aura, Salamander
WK: Dryad, Undine
It jumps on enemies to suck out blood."
13: Silkspitter -Arthropod-
"STR: Dryad
WK: Aura
Instead of making a cocoon for itself, it spews out fiber to attack enemies.
Maybe it doesn't want to grow up."
14: Sand Scorpion -Arthropod-
"STR: Dryad, Gnome
WK: Aura, Salamander
Watch out for its gigantic pinchers and tail!"
15: Gloomoth -Arthropod-
"STR: Salamander, Jinn
WK: Gnome, Undine
Sprews poisonous scale-powder on enemies. It can also shoot out lethal eye-
beams."
16: Tonpole -Reptile-
"STR: Wisp, Undine
WK: Shade, Jinn
A cute little tadpole that is trying its best to be a good monster."
17: Lizardon -Reptile-
"STR: Undine
WK: Jinn
It swallows the enemies by using its tongue, whether it's hungry or not."
18: Rattler Boa -Reptile-
"STR: Dryad.
WK: Aura.
A rattlesnake that wraps around its enemies to cause great damage."
19: Basilisk -Reptile-
"STR: Jinn, Undine
WK: Gnome
Its eye beams cause petrifacation in a flash!"
20: Tyrranos -Reptile-
"STR: Gnome
WK: Salamander
It chomps on any enemies with its huge jaws."
21: Iffish -Aquatic-
"STR: Undine
WK: Jinn
A colorful spiny fish. Attacks with its water-bubble cannon."
22: Pincher Crab -Aquatic-
"STR: Undine
WK: Jinn
A grumpy crab. Shoots out its huge pinchers to attack enemies."
23: Seajack -Aquatic-
"STR: Undine
WK: Jinn
A shark with a gigantic saw-like nose. Watch for its lethal body blow!"
24: Seadragon -Aquatic-
"STR: Undine
WK: Jinn
A sleepy-looking monster. Attacks with water while floating in the air."
25: Big Baby -Aquatic-
"STR: Undine
WK: Jinn
An adorable-looking monster with big eyes. Spits out water bubbles."
26: Needlebeak -Aerial-
"STR: Wisp, Jinn
WK: Shade, Gnome
A ball-like bird which attacks with its sharp beak."
27: Bloodsucker -Aerial-
"STR: Shade, Jinn
WK: Wisp, Gnome
Attacks with ultrasonic waves. For some strange reason it belongs to the Aerial
Group."
28: Cockatrice -Aerial-
STR: Dryad, Gnome
WK: Aura, Salamander
A chubby, bird- like monster. Its tail is a snake that can bite and petrify
enemies."
29: Chocobo -Aerial-
"STR: Wisp, Jinn
WK: Shade, Gnome
Nope, not the same chocobo you know!"
30: Garuda -Aerial-
STR: Wisp, Jinn
WK: Shade, Gnome
A large, bird-like monster that attacks with its sharp beak and claws."
31: Shadow Zero -Morph-
"STR: Shade
WK: Wisp
A quick-moving shadow with big attacks."
32: Slime -Morph-
"STR: Gnome
WK: Salamander
A gooey drop with two eyeballs.
33: Tezla -Morph-
"STR: Wisp.
WK: Shade.
Generates an electric field to zap anything around it."
34: Denden -Morph-
"STR: Dryad
WK: Aura
A winged snail that can move faster than its ground-crawling kin."
35: Moldy Goo -Morph-
"STR: Aura, Undine
WK: Dryad, Jinn
A big lump of mold with dead soldiers' weapons stuck to it."
36: Skull Beast -Undead-
"STR: Gnome
WK: Salamander
Just a bunch of animal bones with a funny walk."
37: Zombine -Undead-
"STR: Gnome, Undine
WK: Salamander, Jinn
They happen to be born this way."
38: Specter -Undead-
"STR: Gnome, Undine
WK: Salamander, Jinn
A monster that attacks enemies by slapping them with its big hands."
39: Skeleton -Undead-
"STR: Shade, Dryad, Gnome
WK: Wisp, Aura, Salamander
A fancily-clad skeleton knight."
40: Ape Mummy -Undead-
"STR: Shade, Gnome
WK: Wisp, Salamander
A large mummified ape. It charges towards enemies to attack."
41: Imp -Demonic-
"STR: Shade, Jinn
WK: Wisp, Gnome
A tiny demon with a tiny spear. It can use some magic, too."
42: Fierce Face -Demonic-
"STR: Salamander
WK: Undine
A flaming monster-head that floats in the air."
43: Punkster -Demonic-
"STR: Shade, Jinn
WK: Wisp, Gnome
A fun-loving demon that likes to start cyclones."
44: Dark Stalker -Demonic-
"STR: Shade
WK: Wisp
A knight of shadow, clad in heavy armor. It summons other monsters."
45: Chimera Beast -Demonic-
"STR: Wisp, Undine
WK: Shade, Jinn
A huge chimera that petrifies enemies with its eye beams."
46: Kid Dragon -Dragon-
"STR: Salamander, Jinn
WK: Gnome, Undine
A half-pint dragon that could spit out some fire."
47: Sky Dragon -Dragon-
"STR: Jinn
WK: Gnome
An aerial dragon with a glide attack."
48: Land Dragon -Dragon-
"STR: Aura, Gnome
WK: Dryad, Salamander
A dragon with tough skin. It has a tendency to go berserk."
49: Eye Spy -Oddity-
"STR: Wisp, Gnome
WK: Shade, Salamander
Attacks with eye beams, and can disappear to hide from enemies."
50: Spiny Cone -Oddity-
"STR: Dryad, Jinn
WK: Aura, Gnome
A shadowy creature. Shoots out thorns and poisonous air."
51: Poto -Oddity-
"STR: Undine.
WK: Jinn.
A really sleepy-looking monster that attacks enemies by licking them."
52: Beholder -Oddity-
"STR: Aura, Salamander
WK: Dryad, Undine
A huge eyeball that floats in the air."
53: Springball -Oddity-
"STR: Aura
WK: Dryad
Attacks enemies by using its springy neck."
54: Cursed Doll -Poltergeist-
"STR: Shade
WK: Wisp
A doll that was given a mind. Their existence is meaningful only when they
fight."
55: Polter Box -Poltergeist-
"STR: Aura, Gnome
WK: Dryad, Salamander
It preys upon unwary treasure-hunters with surprise attacks."
56: Chess Knight -Poltergeist-
"STR: Shade, Gnome
WK: Wisp, Salamander
Its overwhelming wish to fight turned it into a monster."
57: Dainslaif -Poltergeist-
"STR: Shade, Aura
WK: Wisp, Dryad
A possessed weapon that exists to fight."
58: Machine Golem -Poltergeist-
"STR: Aura
WK: Dryad
A man-made Golem. It was not supposed to have its own mind."
59: Chobin Hood -Demi-human-
"STR: Dryad.
WK: Aura.
A master bow-hunter species. They look cute, but they could be pretty mean."
60: Goblin -Demi-human-
"STR: Shade, Dryad
WK: Wisp, Aura
It firmly believes that evil doing is the true meaning of life."
61: Tomato Man -Demi-human-
"STR: Aura, Salamander
WK: Dryad, Undine
A clan of black-magic priests. It is said that they never leave their pots."
62: Sahagin -Demi-human-
"STR: Undine
WK: Jinn
It became a demi-human as it began living ashore."
63: Succubus -Demi-human-
"STR: Shade, Jinn
WK: Wisp, Gnome
One of the vampire clans. They tend to look down on the other clans."
64: Narcissos -Demi-human-
"STR: Aura, Gnome
WK: Dryad, Salamander
This clan is obsessed with staying in shape by practicing their own martial
arts."
65: Mad Mallard -Demi-human-
"STR: Wisp, Salamander
WK: Shade, Undine
Loaded with attitude, these ducks pop out egg-bombs."
66: Axebeak
"A bird-like creature that lives in the deserts."
67: Chimera Lord
"A demonic creature with fierce appearance."
68: Punkmaster
"A small creature with an evil mind."
69: Gremlin
"A mischievous little demonic creature."
70: Shadow Zero-One
"A shadow that loves grabbing people's attention."
71: Skeletal Soldier
Soldiers of the Deathbringer's army."
72: Wind Callers
"The entire clan serves Akravator as his dragoons."
73: Count Dovula
"The leader of the Succubus Clan."
74: Mantis Ant
75: Hegs Ant
76: Du'Inke
77: Du'Cate
78: Du'Mere
79: Gorgon's Eye
80: Boreal Hound
81: Gova
82: Spriggan
83: Labanne
84: Tropicallo
85: Fullmetal Haggar
86: Orc
87: Jewel Beast
88: Jewel Beast II
89: Jewel Beast III
90: Jewel Beast IV
91: Iron Centaur
92: Larc the Centaur
93: Zenoa
94: The Deathbringer
95: Deathbringer II (You need a Saga Frontier 2 save for this. See Tips 'n'
Tricks --> Fun Stuff)
96: Kima
97: Hitodama
98: Akravator
99: Jajara
100: Vadise
101: Drakonis
102: Lord of Jewels
103: Irwin
104: The Mana Goddess
105: Note
"(Example) STR: Wisp, Dryad.
WK: Shade, Aura.
The example above shows that the monster becomes stronger (STR) in lands with
more Wisp and Dryad influence, and weaker (WK) in Shade and Aura lands. This
does not affect the player's pet monsters."
--------E) Produce
My notes:
Harvest around 40 fruits from Trent to get this book. You can also get this
book much earlier. Talk to Rev. Nouvelle (the guy at the church). Choose to
talk about the town, then townsmen, then others, then Meimei to get the produce
Encyclopedia.
Each seed has a color. I have no clue what the colors mean. You can get some
seeds from enemies, and others from Trent when you grow seeds. You can buy
some seeds at the Bone Fortress after The Field Trip (#63). It's seems to be
easier to get rarer fruits and seeds in the Orchard.
Some Planting Stuff:
Oblong + Crooked = Red, Yellow and Orange Families
Round + Oblong = Blue, Yellow and Green Families
Crooked + Round = Blue, Red and Purple Families
Round + Long = Green, Purple and Black Families
Spiky = All Families
Seeds:
Round Seed - Blue
Oblong Seed - Yellow
Crooked Seed - Red
Big Seed - Green
Small Seed - Orange
Long Seed - Purple
Flat Seed - White
Spiny Seed - Rainbow
Effects of Produce:
Abbreviations:
Abilities:
Pwr - Power
Skl - Skills
Def - Defense
Mgc - Magic
HP - HP
Spr - Spirit
Chm - Charm
Lck - Luck
Personalities:
Agr - Aggressiveness
Arr - Arrogant
Clm - Calm
Ind - Indecisive
Sch - Scheming
Laz - Lazy
Frd - Friendly
Lon - Lonely
How to read this list:
Name: +Stuff, -Stuff ~ Family
Applesocks: +Skl, +Chm, +Clm, +Ind ~ Red
Apricat: +Def, +Clm ~
Bellgrapes: +Mgc, +Spr, +Sch, -Frd ~ Purple
Boarmelon: +Pwr, +Skl, +Spr, +Lon, -Chm ~ Green
Bumpkin: +Pwr, +Spr, +Agr, +Arr, +Sch, +Laz ~ Orange
Cabbadillo: +Def, +Spr, +Frd, +Lon, -Chm ~ Green
Cherry Bombs: +HP, +Frd ~ Purple
Citrisquid: +Mgc, +Sch ~ Yellow
Conchurnip: +Pwr, +Def, +Agr, +Arr, -Mgc ~ White
Cornflower: +Mgc, +Chm, +Agr, -Clm ~ Yellow
Dialaurel: +Pwr, +Lck, +Agr, -Clm ~ Green
Diceberry: +Pwr, +Agr ~ Red
Fishy Fruit: +Skl, +Mgc, +Chm, -HP, -Sch ~ Yellow
Garlicrown: +Chm, -Arr ~ White
Gold Clover: +Skl, +Lck, +Frd, -Sch ~ Blue
Heart Mint: +Chm, -Laz ~ Blue
Honey Onion: +Skl, +HP, +Spr, +Ind, -Pwr ~ Orange
Lilipods: +Skl, +HP, +Clm, +Ind, +Frd, +Lon, -Mgc ~ Purple
Loquat-Shoes: +Skl, +Chm, +Sch, +Laz, -HP ~ Orange
Mangolephant: +Pwr, +HP, +Agr, +Arr ~ White
Masked Potato: +Def, +HP, +Spr, -Lck, -Frd ~ White
Mush-In-A-Box: +Lck ~ Black
Needlettuce: +Def, +Chm, +Clm, -Agr ~ Green
Orange'opus: +Def, +HP, +Sch, +Laz ~ Orange
Orcaplant: +Def, +Mgc, +Sch, -Frd ~ Purple
Peachpuppy: +Pwr, +Skl, +Frd, -Sch ~ Red
Pear O'Heels: +Pwr, +Def, +Chm, +Arr, -Spr ~ White
Pine O'Clock: +Pwr, +Skl, +Def, +Mgc, +HP, +Spr, +Chm, +Lck, -Agr, -Clm, -Sch,
-Frd ~ Blue
Rhinolupe: +Pwr, +HP, +Spr, -Mgc, -Clm ~ Blue
Rocket Papaya: +Mgc, +Chm, +Clm, -Agr ~ Orange
Spade Basil: +Spr, -Lon ~ Blue
Spiny Carrot: +Mgc, +Spr, +Clm, +Ind, -Skl ~ Orange
Springanana: +HP, -Ind ~ Yellow
Squalphin: +Mgc, +Lck, +Frd, +Lon, -Pwr ~ Green
Sweet Moai: +Def, +Mgc, +Lck, +Laz, -Skl ~ Purple
Toadstoolshed: +Pwr, +Skl, +Def, +Mgc, +HP, +Spr, +Chm, +Lck ~ Black
Whalamato: +Mgc, +HP, +Chm, -Def, -Agr ~ Red
Encyclopedia Entry (Stats & Family not included):
Produce:
1: Garlicrown
"A crown-shaped garlic clove that might make you feel like royalty!"
2: Cunchurnip
"A turnip shaped like a conch shell."
3: Sweet Moai
"A sweet potato shaped like a Moai. It's pretty tasty, actually."
4: Pear O'Heels
"A pear shaped like a high-heeled shoe."
5: Mangolephant
"A mango that even has a pear of tusk-like knobs."
6: Apricat
"An apricot with whiskers and ears that make it look like a cat."
7: Diceberry
"The ones with seeds placed like actual dice are very rare."
8: Peach Puppy
"A peach with a dog-like face, and ear-like flaps."
9: Applesocks
"An apple that looks like a Christmas stocking."
10: Whalamato
"A whale-shaped tomato with a stem that looks like a water sprout."
11: Spiny Carrot
"A carrot with knobs like those on spiny shells."
12: Loquat-Shoes
"It has a hole that is big enough to fit a baby's foot."
13: Bumpkin
"A pumpkin with a scary face. There are some with sad faces too."
14: Honey Onion
"An onion with honey stuffed inside."
15: Orange'opus
"An orange with tentacle-like projections."
16: Citrisquid
"A lemon with a sharp top and tentacle-like projections."
17: Springana
"A coily banana that is rather hard to eat."
18: Cornflower
"Is it a sunflower with corn kernels, or corn that looks like a sunflower?"
19: Fishy Fruit
"It has fin-like bumps that make it look like a fish."
20: Rocket Papaya
"A papaya with projections like a rocket."
21: Cabbadillo
"A cabbage that looks like a friendly armadillo."
22: Squalphin
"A squash that is shaped like a dolphin."
23: Needlettuce
"A lettuce with leaves shaped like porcupine needles. It's edible."
24: Boarmelon
"A watermelon that has stripes and tusks like a young boar."
25: Dialaurel
"An herb that was named "Diamond" after its leaves' shape."
26: Heart Mint
"This species of mint grows in heart-shaped leaves."
27: Spade Basil
"An herb with a slightly bitter flavor to it."
28: Pine O'Clock
"A very functional pineapple that works as an alarm clock."
29: Gold Clover
"You will be really lucky if you find one with four leaves!"
30: Rhinoloupe
"The skin is very tough and thick."
31: Lilipods
"This lily has peas inside it!"
32: Cherry Bombs
"Cherries with a clear, glass-like flesh around the seed."
33: Orcaplant
"An eggplant that looks like a killer whale."
34: Masked Potato
"A potato with colorful designs on it, making it look like a mask."
35: Bellgrapes
"The grape is covered with a tough skin. When shaken it sounds like a bell."
36: Mush-in-a-Box
"The inside pops out when touched. Its taste could be surprising, too."
37: Toadstoolshed
"A mushroom shaped like a house. Those with two chimneys are rare!"
38: Note telling about the abbreviations.
--------F) World History
I hear you can get world history by taking Bud to the Wisdoms.
Encyclopedia Entry:
World History:
1: The Beginning
"A twinkling consciousness became a star which sparkled in the night and
banished the darkness. The Mana Goddess acquired consciousness by gazing into
the light of that sun. She made Fa'Diel, a great land, but so far an empty
one."
2: The Moon Gods
"The Mana Goddess drew beams of six colors from the sun. They became the six
moons, each hiding a small deity within. When those gods awoke, they played
beautiful music and brought fortune to the land of Fa'Diel."
3: The Names of Stones
"The six deities became the Moon Gods and demanded that the Mana Goddess name
them. So the Mana Goddess gave each of them a shining stone, which filled the
air with music: Stars, follow me! Moons, walk with me! And we shall celebrate
your names!"
4: The Moon's Names
"Tryne, merciful god of water.
Zea, passionate god of fire.
Barlen, selfish god of gold.
Libleyt, hopeful god of wood.
Morphes, wealthy god of earth.
Ghazel, whimsical god of wind.
The Moon Gods rejoiced, and the Mana Goddess returned to her slumber, becoming
the great Mana Tree. Fa'Diel was left to the whims of the Moon Gods."
5: The Creation
"The Moon Gods created land and ocean, trees and flowers, and gave them light
and the power to determine their fate. The light became the Elemental Spirits,
riding in the sky. They released bountiful light, and were full of desire to
serve the Moon Gods' will. The Moon Gods then finally returned to slumber."
6: Flammies
"Then, a beautiful yet powerful beast appeared, awakening the Moon Gods. The
Moon Gods named this beast of strength and beauty Flammy. Whenever one of the
Moon Gods would fall asleep, another Flammy would appear. Eventually, Flammies
of all six colors came to populate all the land."
7: Dark Clouds
"The Moon Gods tried to outdo each other in creating beauty. Sometimes they
argued trying follow the Mana Goddess's will and create many beasts. But dark
clouds came to Fa'Diel, and the Moon Gods created greater beasts, and set them
loose upon the land. The Flammies often quarreled, and the cycle of creation
and destruction repeated endlessly."
8: The Hole
"The trees withered, and the Elemental Spirits lost their luster. The land
dried up, and soon thereafter, wars began. As the wars dragged on, the powers
of the Moon Gods were lost. The land of Fa'Diel was scarred, and pits to other
worlds opened in the wounds. The Moon Gods peeked into the other world, and
came to know fear, envy, and desire."
9: Rebirth
"Cracks appeared in the Mana Tree. Waves of chaos from other worlds came and
tried to envelop all of Fa'Diel. Each Moon God chose a Flammy and gave it a
stone. The Flammies rode into the sky. They were born of the earth to ride in
the sky and return to the earth. They became a flying river of Mana."
10: The Thoughts
"Fa'Diel was filled with the power of Mana. It healed itself and shut away the
other world. The Flammies returned to the Moon Gods, but could not find them.
The Moon Gods had lost their memories and became beasts. The six remaining
Flammies cried in anguish and despair. The waves in the air settled, and
created many thought forms."
11: The Revelation
"The Flammies turned their backs on the Moon Gods and flew into the air. The
Moon Gods turned into stars, and the Flammies never came back down. New
concepts came about after the Flammies and the Moon Gods departed, but the
Elemental Spirits were afraid and prayed to the Mana Tree, who responded with
soft pulses."
12: The Prophecy
"These formless beings will eventually be given form so that they might live.
They will be given the task of creating this world. The thoughts they think
will shape the landscape. They will be born into this world in fear and
sadness. Sometimes their thoughts may hurt this world, but you must help them
build it."
13: Man and Faerie
"Soon many new beings were born, such as men and Faeries. Man used Mana to
power his creations. Faeries amplified the power of Mana with song and dance.
Then, from beyond the heavens, six colored beams of light shown down upon the
land. Six Flammies gazed upon Fa'Diel, and all life there prospered. A new age
had begun."
14: The Dark One
"The Flammies of legend never returned from their heavenly climb. Below, many
similar creatures came into being. For example, dragons reflected the Flammies'
divinity, become a race of depp introspection. They took it upon themselves to
protect Fa'Diel from its many foes."
15: The Fallen
"Wyrms are rumored to be Flammies who have fallen into another world. Powerful
mages summoned them into this world. Wyrms possess the incredible powers of the
Flammies, but they lack their nobility and grandeur. True Flammies are said to
appear regal and divine, unlike dragons and wyrms, but no man can truthfully
claim to have seen them."
16: The Work of Man
"Humans were destined to reproduce and populate the land, and they developed
the technology to build. Soon they gained dominance over all physical things.
The humans who live in this world come in different forms, but they are all
humans. Some inherit their forms from their parents, while others are shaped
through their experiences."
17: The Work of Faerie
"Faeries have transparent wings, which are not used for flying, and are shed
during growth. Only young Faeries are visible to humans, and their bodies fade
as time goes on. Eventually, they become completely invisible to the human
eye."
18: The Mana Tree
"The Mana Tree sustained the bond between the world of humans and of Faeries.
Plants exist in both the human and Faerie dimensions. They absorb the Mana of
Fa'Diel and release it into the atmosphere. Humans use trees for fuel and
tools, harnassing their power within inanimate objects. Faeries use the Mana
released by plants to make Fa'Diel a better place."
19: Sorcerers
"Although not on par with the Faeries, all humans could once harnass the power
of Mana. The ability to draw on the power of Mana was originally given to all
humans equally, but many lost that ability by relying on machines, and losing
touch with the natural world. Later, those with the power to draw Mana were
called mages."
20: Anise
"The Great Witch Anise was the first mage to go down in history. Anis bored a
hole into the Mana Tree and built her laboratory there. The flow of Mana into
both human and Faerie worlds was diverted. Anise constructed a jewel called the
Eye of Flame using the vast amounts of Mana in her laboratory. The Firestone
brought out the evil of whoever touched it."
21: Unknown Stones
"In the Age of Myth, the stones that the Mana Goddess gave to the Moon Gods
were the most powerful source of magic known. However, some powerful magic
users born in later ages possessed similar stones. Anise tried to obtain such a
stone when she created the Eye of Flame, but it was difficult to control, and
very dangerous."
22: Golden Age Ends
"Soon, many others learned how to construct their own Eyes of Flame. The waves
of Mana became chaotic, and shadows clouded the hearts of man. These pulses
tore rifts within dimensions and sent waves of evil into the hearts of man. No
longer was all life on the planet descended from the spirits. An age had ended.
A world had fallen from its original purity."
23: Uraklius Aeon
"Evil ruled the land thereafter through men who could control the waves of
chaos. Those of truth cried in anguish, but mages, who rejoiced in obtaining
new powers, firmly believed that this was the world they wanted. The mages
declared the beginning of a new thousand-year kingdom and called it the Aeon of
Uraklius."
24: The Holy War
"Aion, the leader of the Faeries, sent an army to conquer Anise. There,
hundreds of Anise's mages battled thousands of Faerie warriors. The battle was
fought overnight, and almost all of the Faeries were slain. The few remaining
Faeries continued their lives in the land of men."
25: The Hidden
"Although the Faeries thought that all humans were enemies, they soon
discovered that there were those in the land of men who could understand the
Faeries. With the help of the humans, they were again able to battle Anise and
her mages. Eventually they rose victorious. Unfortunately, during the fight,
the Mana Tree burned to the ground."
26: Eyes of Flame
"Although it was thought that many Eyes of Flame would be recovered from the
ashes, only three were found. Aion was banished to the Underworld. He refused
to be reincarnated, and became the Lord of the Underworld."
27: The Underworld
"Aion, leader of the Faeries, created his new servants, the Shadoles. Shadoles
were born from the thoughts of Aion, and they brought the newly departed to the
Underworld. From this time on, all departed souls are brought to the Underworld
to receive the judgement of its Lord."
28: Seventh Moon
"Anise was killed by a stone called the "Seventh Moon." Legend has it that the
Faerie warrior who fought against Anise, a master of the Eye of Flame in her
own right, bested her using this mysterious object."
29: A Brief Peace
"After the Holy War of the Mana Tree, the flow of Mana to the world resumed.
Before, mages would steal from others, using dangerous magic, but now the land
produced enough for all. However, the surviving mages could not stand being
equal to their fellow creatures. They sought magic that could make everything
their own."
30: Mages' Tower
"The mages started building towers at Mana Points all over Fa'Diel in order to
regain the Eyes of Flame. They took action against the Faeries, who stood in
the way of their plans. Whenever a tower was built, an army would come to
destroy it. Such wars continued for hundreds of years. Soon, all of humanity
came to think of Faeries as evil beings."
31: Mountain School
"Elise, who called herself Anuella, was the daughter of Anise. She had the
power to bring mundane objects to life. After fleeing her mother's
self-righteous rule, she settled in the northern mountains and there created a
group of dolls who would obey her every command. They came to be called magical
beings, and her art was promulgated by mages who idolized her."
32: Artificers
"There were two types of magical beings. One type was imbued with life. Another
type had hidden powers. The latter were called artifacts. Artifacts had weaker
magical powers than Eyes of Flame, but were simpler to construct. Creating Eyes
of Flame was frought with accidents, so making artifacts became the most
popular kind of magic."
33: Argot
"The king of dragons, Argot, destroyed all the mage towers in the land of
Faeries. Argot opened a hole into the other worlds and called forth many
monsters. However, records state that he eventually turned to evil, and was
banished by the Faeries."
34: Lucemia
"Argot summoned a wyrm in the shape of a Flammy. He summoned Lucemia, the Wyrm
of Light, and the greatest of all the wyrms. Legends says that Lcemia leveled
each and every mage tower, and died trying to swallow an entire volcano."
35: The Lilipeas
"The Lilipeas are a small tribe that settled in the northern mountains. People
said that they were similar to Anuella's dolls. Only Selva, who was tall and
slim, oft visited Anuella by riding on a bird. Selva often took Anuella's dolls
outside."
36: The Ashes
"In a charcoal-maker's hut, a little girl awaited her father's return. Her name
was Magnolia, and her father made a living from hunting and from making
charcoal. Selva gave this girl one of Anuella's dolls."
37: Anise's Fire
"The doll that was brought into Magnolia's room had red stones as its eyes.
They were the Eyes of Flame that Anise made, and they burst into flames and
burned the hut to ashes."
38: Mage and Ruby
"Magnolia lost her life in the hut as it burned down, but the doll was saved.
The doll began to call herself Magnolia, and she stayed with the Lilipeas,
until one day she left with a mage. The mage wanted to steal the Eyes of Flame
in Magnolia's eyes, for they contained more Mana energy than the enchanted
instruments."
39: Gaeus
"Anuella saw through the mage's plot. She left the northern mountain, then gave
life to a rocky hill so the mage's caravan could not progress further. The
living hill called itself Gaeus, and its knowledge seemed deeper, and more vast
than Anuella's. Anuella called for Gaeus' help and prepared for war."
40: The Conductor
"All the Faeries fought on Anuella's side, using many enchanted instruments.
The mage's force fell apart against the power of the instruments with infinite
Mana power. Anuella came to be known as the "player of the Flying Contravass,"
and as "the Conductor" among Faeries."
41: Mage Halciet
"Halciet the Mage was the last one who stood against Anuella. He used a stone
called "the Seventh Moon" and fought against Anuella, but the mages among his
army began a quarrel over the stone's possession, and Halciet left the force."
42: Geimaswald
"The mages made a magic circle with the Eyes of Flame and summoned the Wyrm of
Thunder, Geimaswald, to attack Anuella. But the Lilipeas lured Geimaswald into
a cave and killed it. The leader of the Lilipeas was Selva of the Four Winds."
43: Eastern Wind
"It became known to the mages that these instruments could be used as weapons.
The mages took the remaining Eyes of Flame and the instruments acquired in the
previous battles and fled to the East. There, the mages made instruments with
more Mana power and dedicated them to their new lord, Lonway."
44: Emperor Lonway
"The mages provided Lonway with their magic, and urged him to prepare for
battle with the Faeries. Lonway's army then progressed to the ancient city of
Mindas to open the gates to the land of Faeries. Many nations used this as an
excuse to start their own political battles."
45: Ricrot IV
"Ricrot IV was supported by Anuella, and was given an army of wooden horses
that could fly in the sky to fight against Lonway and his mages. He came to be
known as the "King of Wooden Horses." Many brave men enlisted in Ricrot's
army."
46: Spiritual War
"Gato Grottoes were Fa'Diel's power nexus, protected by "the Spirits of the
Ascetics." Many monks fought as soldiers, and the high priests stopped enemies
from other dimensions by sending their spirits to battle. Intense battles
between the dimensions and other worlds took place in Gato."
47: Rosiotti
"Rosiotti was a hero who could pierce a warrior's chest with his arrows from
miles away. It was anticipated that his bravery and skills would change the
war's outcome. However, he only became Lonway's general because Lonway promised
him great rewards."
48: The Chase
"In the midst of intense battles between Ricrot and Lonway's army, Selva of the
Four Winds brought his army of Lilipeas and Flowerlings to fight on Ricrot's
side. Lonway then ordered Rosiotti to kill Selva. No one had ever escaped
Rosiotti's arrows, and the chase was on."
49: Selva
"Selva kept commanding his army, while fleeing Rosiotti's never- ending chase
at the same time. When Rosiotti finally shot Selva's heart with his arrows, he
was surrounded by countless Lilipeas. It was then that Rosiotti was told to
become a Wisdom, to walk the same path with them."
50: Conjuror Nunuzac
"Nunuzac was Lonway's best and the most powerful summoner. He summoned
Freymold, the Wyrm of Fire, as Lonway ordered him when the tide of war began to
turn against him. Nunuzac kept summoning monsters until Lonway was killed, and
he himself became trapped in the dimension on the other side of his magic
circle."
51: Warrior Olbohn
"Another army to join the war was Aion's force of "Creatures of Shadow" from
the Underworld. These "Creatures of Shadow," or the Shadoles, caught and threw
living people into the Underworld and trapped them there. Olbohn the swordsman
went down to the Underworld by himself and defeated Aion."
52: Freymold
"Freymold, the Wyrm that was summoned by Nunuzac, flew across Fa'Diel and
burned Rosiotti's jungle to ashes. Rosiotti raged over this event, and later
joined Anuella's force."
53: Knight of Truth
"Lasdanac was the Holy Knight of Ricrot's army who was taught the "Spell of
Truth" by the Faeries. With this spell, he defeated Freymold, but it is told
that he later fell to a Faerie's curse."
54: The New World
"After the war came to an end, Ricrot IV built churches and began compiling
"The Book of Divine Guidance." He also established the Academy of Magic with a
portrait of the great witch, Anise, inside and summoned her spirit to it.
Anuella was displeased by this event."
55: Temple of Healing
"The temples lost many of their monks and priests as they came under Ricrot's
rule. All the male priests were taken and sent to the Academy of Magic as magic
researchers, to lessen resistance from the religious organizations."
56: Anuella
"In the years following the war, Ricrot sent soldiers to capture and kill off
the surviving soldiers of Lonway's army, as well as the Faeries, which he
called "the Ones with Devilish Powers." Anuella left Ricrot and locked herself
into a place named 'The Graveyard of Artifacts.'"
57: Mana Stones
"The seventh Mana Stone was desired for its Mana power, and it appeared in
history many times. Jumis were the first ones to be searched for the possession
of the stone. It is said that an uncountible number of Jumis were hunted down
and killed for this purpose."
58: Dirt
"When Jumis were being hunted during the search for the seventh Mana Stone,
they died after intentionally lessening the energy flow in their jewel cores.
Many Jumis died this way to protect the secret of their clan, and mages began
to call them "lumps of dirt" as a result."
59: Angels
"There was a new movement in the land of Faeries, as Zuf'ben became their
leader. The spiritual waves of the two worlds were becoming magnified, and many
expected the worlds to become one. Zuf'ben lamented over the humans'
corruption, and called upon higher beings for help. Angels answered his
prayers."
60: Janna
"Angels were beings who serve the Goddess, and cannot normally be seen by
Faeries or humans. Seven angels chose to reincarnate in the land of Faeries,
and they rode on Janna, a ship with its own consciousness."
61: Incarnation
"In order to control the Janna, the angels decided to reincarnate into Faeries
and humans. The reborn angels would lose their memories, until Janna could
awaken them."
62: Malicious Mind
"Zuf'ben rode Janna and searched both Fa'Diel and the land of Faeries to find
the seven angels, but humans attacked Janna, afraid of the flying ship. During
the attack, the minds of those onboard the ship were tainted with evil."
63: Unawakened Angels
"The angels transmuted into their human and Faeries forms, but they lost
awareness of their true nature, because they could not sense Janna's
benevolence. Some of the angels even joined the battle to gain control of
Janna. Janna turned to evil, and villainous people gained demands over her."
64: Ancient Memories
"Even though Janna had not awakened them, six of the seven angels regained
their memories. One cried for a fallen friend, one confronted Janna, one
crossed swords with a former angel, one heard the guidance of a Wisdom: Six
angels' memories were restored, but the seventh would never awaken."
65: Seventh Angel
"In the dreams of the six angels, a seventh angel appeared. But he did not
answer the calls of the others. He was neither human nor Faerie, but a Jumi.
Both humans and Faeries had used the Jumi to strengthen their magic in the
war."
66: Janna's End
"The angels gave up on retrieving Janna, and chose to fight for the Jumi. With
help from the Wisdoms, they built a ship to confront Janna, and joined the war.
The angels defeated the leader of humans and Zuf'ben, who had become an evil
Faerie, and sealed Janna in the dimensional gap. Then they remained in
Fa'Diel."
67: Divine Guidance
"As time went by, "the Rule for Peace" which Ricrot started changed to "the
Peace for Rule." "The Book of Divine Guidance" was used to propagate the
empire's religious and political thoughts, and many "heretics" we |