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PRE-ORDER NOW!! Final Fantasy VII: Remake - PlayStation 4
Secret of Mana FAQ/Walkthrough
Version 1.0 (Last updated 19 May 2002)
by Chris Brennan

0. Contents:

1. The boring but necessary stuff...
1.1 E-Mail info
1.2 Copyright stuff
1.3 Version history
1.31 Future plans
1.4 A little about the game...
1.5 A little about this walkthrough...

2. Walkthrough
2.1 Returning home
2.2 The journey begins...
2.3 Pandora and Gaia's Navel
2.4 Dwarf Village
2.5 Haunted Forest and Elinee's Castle
2.6 Undine, the Water Elemental
2.7 The Underground Palace
2.8 The mystery of Pandora
2.9 The Water Seed
2.10 The Upper Land and Sylphid
2.11 Matango and the White Dragon
2.12 The Ice Country and Ice Palace
2.13 The Desert and the Sandship
2.14 Kakkara and the Fire Palace
2.15 Southtown and Northtown
2.16 The Northtown Castle
2.17 A couple of side quests...
2.18 Journey up the Lofty Mountains
2.19 The Palace of Darkness
2.20 The Gold Isle and Golden Tower
2.21 The Moon Palace
2.22 Tasnica
2.23 The test of courage
2.24 The Tree Palace
2.25 The Mana Palace
2.26 The Grand Palace
2.27 The Pure Land
2.28 The Mana Fortress

3. Strategy notes

4. Item lists

5. Magic info

6. Weapons lists and info

7. Credits

8. Copyright and random info again

1. The boring but necessary stuff...

1.1 E-Mail:
----------- is my e-mail address for everything to
do with my FAQs. I usually check my e-mail every other day at least,
unless I'm overly busy. During holidays though (Easter, Xmas, Summer)
I don't always have Net access, so don't be surprised if you don't get
a reply for a while at these times. Any recommendations, praise,
(constructive) criticism, and corrections to this walkthrough are

1.2 Copyright stuff:

This work is Copyright 2001/2002 Chris Brennan
( It is for personal use only, and may not be
reproduced without the author's permission (if for some warped reason
you do want to put this on your site, e-mail me with details). And
kiddies, plagiarism is baaaaad, so don't do it... ;)

1.3 Version history:

0.1 - Started this guide. First section complete, a provisional contents list
drawn up, and walkthrough completed up to and including Elinee's Castle.

0.2 - Walkthrough complete up to Matango, contents list revised.

0.3 - Items list done, walkthrough complete up to Kakkara, magic list

0.5 - All lists bar monster list complete. Credits section done.

0.6 (04 Feb 2002) - "Strategy Notes" section complete.

0.8 (21 Feb 2002) - Walkthrough done up to and including Moon Palace.

1.0 (19 May 2002) - Walkthrough complete. Magic list complete.

1.31 Future plans:

By the next update (v1.0) I should have...

- Included a monster list.
- Improved the walkthrough... if it needs improving. All suggestions are
welcome! :)

1.4 A little about the game:

Ahhh, old school SNES RPGs... aren't they great? And Secret of Mana
(henceforth SoM) was, and indeed still is one of the best. An
action-orientated RPG along the same lines as the equally wonderful
Zelda games, SoM is one of those games that I can keep playing through
without getting bored. My play through the game while writing this
walkthrough was about my 8th time through the game (albeit spread out
over 5 years or so...), so I can vouch for its replay value. The plot
is good, if a little unoriginal, and it has a great multiplayer option,
a rarity in SNES RPGs. Whether you’re playing SoM for the first time
(where have you been?), or the tenth, this guide is here to make sure
you don’t miss out on anything.

1.5 A little about this walkthrough:

The walkthrough assumes that you’re playing single-player mode – although
very little actually changes if you are playing multi-player, except for
the fact that it’s a lot more fun and your human partners will (hopefully)
be a little more intelligent than the somewhat dumb computer-controlled
characters. For simplicity, the hero is called "The hero", the girl is
called "The girl" and the Sprite is, amazingly called "The Sprite",
although you can name your characters. The walkthrough may contain
spoilers, although I’ve tried to avoid it it’s almost inevitable that
a couple will sneak in at some point or other.

Anyway, that’s quite enough of me blabbing...

2. Walkthrough:

2.1 Returning home

After a short introduction, the game starts with the boy being a tad
clumsy and falling off a log bridge, from which point you now have
control of him. Proceed south and you'll hear a strange voice calling
you. Cross the river and head north and you'll notice that your path
back home is blocked off by some bush-type things. You need something
to cut through them, so what about that nice shiny sword you probably
just noticed? Head towards it and "talk" to it. You'll hear a voice
telling the boy to remove the sword, and he obliges. It doesn't seem
like any ordinary sword though...

Now head back to those bushes blocking your path, cut them down with
your sword, and head east. You'll encounter your first enemies on the
next screen (Rabites), but they're very easy and will be mincemeat in
one or two hits. Keep following the path and killing the Rabites. If you
see any chests, pick them up as they'll almost always contain Candy,
which can be used to replenish lost HP. You'll soon arrive in Potos
Village, home. However I'd recommend going back outside and killing more
Rabites until you get to level 3 or 4, it may be tedious, but it helps.
Anyway, once you're done, head back to Potos and go to the shop (the
house with the sign with a blue vase on it) and buy a bandanna. Don't
forget to equip it! Now you can talk to the other villagers if you wish
and go to the Inn and save your game but you ultimately want to head to
the house in the top right corner of town. Talk to the old guy, and
he'll tell you the truth about the sword you have, and why removing it
wasn't such a smart move. An argument ensues which is only interrupted
by an earthquake. You fall down a hole and meet the first boss in SoM.

BOSS: Mantis Ant

Yawn... he's really easy. If you levelled up to level 3 or 4 and
equipped the bandanna you'll be able to block most of his attacks. Just
hit him a few times with your level 1 sword attack and he'll die, simple.
Even if you do somehow manage to die yourself you'll be revived anyway,
so there's no need to panic.

For defeating the Ant you'll receive a Sword's Orb, which can be used to
improve your sword later on. For now, you'll chat with Jema, who tells
you to visit Luka in the Water Palace for advice. First, go into the house
in the top-right corner of town, and you'll walk into a serious
discussion. Seems like your popularity rating's gone down a little since
you removed that sword...

After that, head downstairs and pick up the chest for 50GP. Go back
upstairs and talk to the Elder, who gets a little sentimental. Once
done, head to the south-east corner of the village and talk to the guy
there. Say "yes" and you'll be banished from the village...

2.2 The Journey begins...

So... the only thing you can do now is follow Jema's advice and make
tracks for the Water Palace. You can either use the Cannon Travel Service
(Jema's paid your far, so it's free), or you can walk. Walking gets you
more experience and more money, so it pays not to be lazy. Besides which,
that cannon's gotta hurt...

Just follow the signs for the Water Palace and you can't go wrong. You'll
encounter a couple of new enemy types as you proceed, but they're almost
as pathetic as the Rabites. Watch out for the Mushboom's (yes, "boom")
spore attack though, because it can knock you unconscious. Along this
path, you may want to stop at Neko's (it's signposted) and buy a wristband.

Just before you reach the Palace, you'll encounter a small group of
soldiers. Talk to them, and you'll find out a little about their mission.
Once they've headed off, go north and enter the Palace. Just keep heading
north, standing on the switches to activate the bridges, until you meet
Jema and Luka. Talk to Jema, and a long conversation will ensue. Once Jema
leaves, talk to Luka. Just reply " problem" and "Okay!" when you get
the chance to end the conversation (it will keep going round in loops if
you don't). Eventually after a little scene with the sword and the "Mana
Seed", Luka will tell you that you must visit the 7 other palaces in the
world and gain the power from the seeds there. First though, you need to
head for Gaia's Navel. Save, equip the spear that Luka gave you if you want
and exit the Palace.

2.3 Pandora and Gaia's Navel:

You now need to go back the way you came, but on your way you'll get an
unpleasant surprise. Seems like some Goblins want to invite you to dinner,
and not in the nice way. Just as you're about to be boiled though, a girl
comes and rescues you, then takes off abruptly. Head south to Pandora.

You'll notice that a lot of the villagers here are strangely silent, and
some are downright miserable. You'll be finding out why later. Stay at
the Inn and save if you need to, then head to the exit in the north east
of town, and to Pandora's Castle. The shop in Pandora sells nothing of
note if you already bought the wristband, so it can be ignored unless you
need to stock up on candy/medical herbs.

Explore the castle, and eventually you'll meet up with the girl who saved
you again. After a little discussion, she joins you. Now go through the
door just to the left, and you'll meet Jema again. Talk to the King if
you want, them leave.

Jema told you (again) to head for Gaia's Navel, so that would probably be
the best course of action. Take the south-western exit out of Pandora,
and follow the path. You'll meet another new enemy, Buzz Bee, who poses
no threat to you. At some point along this path you'll see an exit to the
west. This leads to Kippo Village. Enter, go to the item shop and buy
whatever armour you can afford. Explore the village if you want (there's
nothing vital to the plot here), and rest at the inn and save if you need
to. The exit the village and continue on the path to Gaia's Navel, heading
north. Keep going north and eventually you'll come to an exit to the north.
Here, you have a choice. You can either proceed with the girl's quest,
finding Dyluck, or you can head to Gaia's Navel. You will be unable to
finish the girl's quest right now, so the best option is to head to Gaia's
Navel. Take the steps to the south rather than the north exit. You'll soon
reach a place where two cave openings are accessible. Enter the left one.

Now, the girl will suddenly realize you're not off to save Dyluck, and will
challenge you. If you refuse to go with her (by saying "Underground Palace"
then "Yes"), she will leave the party. If you say "Exit", you will be
teleported outside and will have to go through the Haunted Forest (the
north exit that you ignored earlier). I would let her go - you'll have to
fight a boss without her (although the boss is pretty easy anyway), but
it saves a bit of time in the long run.

A lot of new enemies here. The bats are harmless but can cast Balloon,
which holds your character motionless for a while (8 seconds or so), and
is quite annoying. The Green Slimes can be annoying, kill them quickly
so they can’t reproduce. They can poison you if they hit you. The Kid
Goblins are easy. Along the way, you'll soon reach a room with a lava
pool blocking your path. There's an exit to the left of this area that
you need to take. Head north in this new area, and hit the skull switch
at the dead end to clear the lava.

At the extreme south of this area, where there are some stairs leading
down, don't go down them. Instead, go west, then north and head through
the doorway. Inside this room are two goblins and a treasure chest. Kill
the goblins and open the chest. It contains the magic rope, which allows
you to exit some areas should you get lost or need to rest. Now take
those stairs to the south. Continuing along the route, you should come
to a room with a Goblin and another Skull Switch. Hit it and head back
to the previous room, where an exit to the north should have opened up.
You'll now be in the Dwarf Village.

2.4 Dwarf Village:

Go through the usual routine here of resting and saving if you need to
and buying the best armour available. Be sure to keep 250 GP handy though,
you'll need it soon. Now go through the door in the extreme north-west
of town. Here, you'll meet Watts the blacksmith, who will offer to forge
your sword for 100 GP. Accept. The door to the west of the item shop is
your next destination. Head through here, and through the left doorway in
the next area. Pay 50 GP to see the show, and when prompted, agree to
donate 100 GP to the "poor sprite child". Don't worry, you'll get it back
soon. Once the show is done, go out and take the right doorway. Seems
those two have a bit of a scam going on... oh well, at least you get
your money back. Head back to the main area of the village. You'll be
greeted by another earthquake, and be forced into another boss fight.

BOSS: Tropicallo:

Easy. He pops up in one of three places, just hit him when he does and
he'll disappear again, only to pop up in one of the three places again
for more punishment. Ignore the two Bramblers, they can revive if you kill
them, and concentrate on Tropicallo. Use the time while he is buried to
charge up your level 1 sword/spear attack, then let him have it when he
reappears. The pumpkin bombs he fires out do little damage, so don't worry
too much about them. He should bite the dust after a couple of minutes.
Your reward for defeating it is a Spear's Orb.

A short conversation follows, and you should let the Sprite into your
party. Talk to the Sprite and you get a chance to name it. Now the Elder
tells you to go to Elinee's Castle to get her to dissolve the seal
protecting the Underground Palace. Coincidentally, this is where the
girl has gone to find Dyluck...

First, go and see Watts. After a short scene, he'll offer you an axe for
100 GP. Accept - you'll need it soon. Watts then shows you a shortcut
out of Gaia's Navel, but I'd choose to go out the long way and build up
the Sprite's levels a little. Before you depart, upgrade your spear if
you have the money and buy some armour for the Sprite.

2.5 Haunted Forest and Elinee's Castle:

Whichever path you choose out of Gaia's Navel, you'll want to head for
that exit to the Haunted Forest I mentioned earlier. Head north here.
When you reach a line of stone pillars, head north as far as you can and
you'll be teleported to the Forest.

New enemy here, Chobin Hoods (nice name...). Try and keep the Sprite out
of the way of them for now, as it will probably still be at a low level.
Use your sword to cut the bushes down, as usual. Along this path you'll
soon see Neko. Save, and buy anything you need. A Cup of Wishes or two,
and any healing items (candy, chocolate) you can afford might be a wise
investment here, just in case the Sprite (or indeed you) bite the dust.
Head up the stairs and step on the strange symbol etched into the ground.
This is a teleporter, and you'll emerge in a new area. If you let the
girl go off on her own, you'll now see her having a little bit of
werewolf trouble. They can be a little difficult, just keep the Sprite
out of their way and keep hitting them (don't use your charge-up attacks,
it only leaves you vulnerable while you're charging). Kill them as
quickly as possible, as they can cast Cure Water (restores HP) and
Lunar Boost (attack up, evade down) on each other. The Girl will help
you out as well (and she can't be killed in the fight). The Sprite may
well be killed here (that's why you bought the Cup of Wishes), so revive
if necessary after the fight. As long as you're level 7 or so with decent
armour, you'll be fine.

In the next area with the toadstools, go right and continue along this
path until you reach another teleporter. Step on the teleporter in the
next area, and head back to the area with the toadstools. Now go left,
and you'll see what looks like two skulls mounted on pillars. Equip
your axe and hack them down (this is why you wouldn’t have been able
to complete this quest before visiting the Dwarf Village). Continue on,
using any teleporters you see, and you'll soon end up at the entrance
to Elinee's Castle. No enemies you haven't met before here. Be careful
with the Werewolves - try and protest the girl and Sprite, who will be
at a lower level than you. Don't get too close to the Wizard Eyes as
they can turn you into Moogles with a weird Moogle Ray (Kupo!). When
you reach the entrance, go in.

Proceed, using switches to open doorways where necessary. Be wary,
some of the chairs you'll see will come to life and attack you!
They're pretty easy though, and the path is quite simple. You'll
come to a switch which doesn't seem to work... odd. Go down the
stairs to the south, and you'll arrive in the dungeon. Free the
soldiers and you'll find out why the switch wasn't working. Neko
is also here, save your game and stock up on healing items, and
buy a few Cups of Wishes - there's a boss fight coming up soon and
it can be difficult. If you don't have enough money, just head back
through the Castle and kill some more enemies.

Now go back to that switch. It will open up a bridge to the north.
Proceed. When you come to a room with three doors, take the middle one
to save hassle. Use the switch to clear a path and keep going. You'll
soon meet up with Elinee, and she'll escape through the door. Follow her,
noting that this is your last chance to stock up on healing items and level
up before a boss fight. Make sure the boy is level 9 or 10 at least. A
short scene will follow, and now it's another boss fight!

BOSS: Spikey Tiger:

He can be surprisingly difficult for a boss at this early stage in the game.
Be careful and keep your distance whenever possible. It may be a wise idea to
equip yourself with a ranged weapon here to make things easier. His rolling
attack (whether it be the ground or air attack) can knock you unconscious,
so beware. When he jumps up, just run towards the furthest corner of the
area. Hit him, then move away, as he counters almost always after being
hit. If the girl and/or Sprite die (which is quite likely) don't bother
reviving them unless you really feel the need to. When he jumps up to one
of the higher areas, either equip the bow and continue hitting him (it's
the only weapon that you can attack him with while he's up there) or use
the time to charge your sword/spear attacks up (you should have at least
one of them at level 2 by now). Spikey can cast Fire Bouquet and use
Fire Breath (which is nasty) while he's up there. Be sure to heal once
you get reduced to 40 HP or so. He shouldn't take long to kill, and the
quicker the better as far as you're concerned. Once done, a Boomerang's
Orb is your reward.

Once Spikey has been killed, go back to the previous room where you first
saw Elinee. Talk to her and a scene will follow. She tells you you need the
magic of ice to get into the Underground Palace. For now, open the chests
and pick up some money and the whip. Now exit the castle. Unfortunately you
can't use the magic rope here, so you'll have to backtrack yourself. You'll
notice the enemies are gone now though, which is nice.

2.6 Undine, the Water Elemental:

Once outside the castle, you'll see a short scene, and Luka will summon
you to the Water Palace. Head back to the Haunted Forest. Now, after
exiting the first area of the Forest you can take a shortcut out of
there by heading up the stairs visible to the north and using the whip
to cross the chasm. I'd recommend taking the long way out and gaining
some valuable exp and money though.

If you take the shortcut, you'll emerge just south of the Water Palace.
If you took the longer way out, as soon as you leave the Forest take the
first exit to the east and use the Cannon Travel Center to get to the
Palace - it saves a lot of unrewarding travelling.

Go inside and talk to Luka. She'll tell you about Undine, who it seems is
in need of a little help. Exit the Palace and head north-east. You'll come
to an exit leading to a cave entrance, guarded by a few Iffish. Just
hoard them together and you can deal damage to all three at once, easy.
Repeat the process in the first room inside the cave, then proceed to
another boss fight!

BOSS: Tonpole/Biting Lizard:

The Tonpole is easy - imagine a Rabite but with a lot more HP. Just keep
attacking and soon the Tonpole will morph into a Biting Lizard. He doesn't
look all that tough, and, well he isn't really. The key here is to attack
him from a diagonal position so he can't eat you. What I mean is, get
yourself into a position where he is diagonal to you, then move in,
attack, and move out again. Using the whip or boomerang might make this
fight a little easier too. If you are unfortunate enough to get eaten,
switch characters (press Select) and hit him quickly to limit the damage
done. Once you've dealt enough damage, he'll start casting Cure Water on
himself - don't panic, just keep pummelling him and he'll give up the
ghost eventually. If the girl or sprite die there's no real need to revive
them - you can win the battle on your own easily enough. A Glove's Orb
is your reward for disposing of the Lizard.

An entrance will have opened up to the northeast. Go through it, and
meet Undine. She'll restore your HP/condition and a scene will follow,
during which you will gain Undine's powers! She'll also give you the
pole dart, which you can equip on the girl or sprite if you want. Now
go back to the Water Palace and speak with Luka again. She'll tell you
(in case you'd forgotten) that Undine's powers can remove the seal on
the Underground Palace in Gaia's Navel. So it might be a wise idea to
go there then. You might want to stop off at Neko's first and buy a
Faerie Walnut (replenishes MP), but if you don't have the money (1000 GP)
don't panic - you can get by without one for the time being.

2.7 The Underground Palace:

Head for Gaia's Navel, either by Cannon Travel or on foot. Once there,
it may be an idea to clear the caves out a few times to gain some money
and exp. Be sure to raise both the girl's and the Sprite's Undine magic
to level 1 (if you keep using the magic, it's level will go up in time),
it'll help with a boss you'll be facing soon. Just cast spells until
you're out of MP, then rest at the Inn at the Dwarf Village and repeat.

When you're done (you should be level 11 or 12 and your allies should be
level 10 or 11), go to the Dwarf Village. Before entering the Underground
Palace, first make sure you're equipped with the best armour from the shop
there. Then go and see Watts and get him to forge all the weapons you have
Orbs for, and stock up on healing items if you need to.

Now, making sure the Sprite has at least 2MP (if he does there's no need to
rest at the Inn just yet), head into the cave opening directly south of the
Inn. Here you should see a pool of lava and a Crystal Orb. Have the Sprite
cast Freeze on the Orb and the lava will vanish, clearing a path through to
the Underground Palace clear for you. Now you can rest at the Inn and save
if you need to before proceeding.

Once rested, go north past where the lava was and enter the opening. You're
now in the Underground Palace. A few new enemies here. The Goblins can be
annoying - kill the pink ones first to stop them spawning others, and be
wary of their boomerangs. The Chess Knights pose no threat, but can be hard
to hit. If you can't kill them easily, ignore them.

Proceed north, and you'll come to a T junction with paths leading off to
the left and right, and a blocked doorway to the north. Switches lie at the
end of both of these paths and you'll need to step on both of them to open
the doorway to the north. Continue through this door once it is cleared and
proceed along the path. Again you'll need to use the whip to get across a
chasm at one point. Soon you'll arrive at the stage room and a gnome will
block your path. A short scene follows, but you are interrupted by yet
another earthquake, and yet another boss fight!

BOSS: Fire Gigas:

His weakness, unsurprisingly is Ice. Have the girl cast Ice Saber on the
hero, and keep the sprite busy casting Freeze. When he morphs into a lot of
small fireball-like things, that's the time to charge up your sword attack
and heal if necessary (you can't target him with melee or magic when he is
in this form). When he resumes his initial form, continue to attack him.
He casts Exploder on all party members which is nothing to fear (~30 HP of
damage each). You should be able to kill him fairly quickly, and you get an
Axe's Orb for doing so.

Now head north into a new area. Keep going north and you'll see the gnome
again. A quite amusing scene follows, after which you receive Gnome's powers!
Don't be fooled, he may be a small guy but he's got some pretty nifty magic
for you to use. Now walk up the steps and press 'B' by the Mana Seed to gain
it's power. After you've done that, a scene follows during which the Sprite
regains some memories of the past. Apparently he lives in the Upper Land
Forest, but right now you don't have a clue how to get there. Great. Anyway,
use the Magic Rope to exit the Palace. In the Dwarf Village go through the
usual routine of forging weapons, stocking up on healing items, saving and
resting if necessary, then exit and make tracks for Neko's. You may as well
use Watts' shortcut out of Gaia's Navel now, as the enemies give too little
exp and GP to be worth troubling yourself with at this point. You can also
use the Cannon Travel Center south of the entrance to the Haunted Forest to
save time and effort (select "Water Palace" as Neko's is just south of
there). Buy a Faerie Walnut or two, depending on how much money you have,
as you will be needing them soon. Once done, head south to Pandora.

2.8 The Mystery of Pandora:

There is a girl with blue hair wandering around by the southern exit out of
town. Talk to her and she'll disappear. Hmmm, odd. It's time to check out
the ruins and find out what's going on here...

Take the southern exit out of town, and head east and north and you'll arrive
at the ruins. Lots of people are wandering about, but it seems that none of
them have anything to say to you. Talk to the girl who disappeared in Pandora
and she will walk away and inside the ruins. Follow her. The girl may have
said you have to hurry, but this is a nice time to level up your magic and
gain a little more exp. Feel free to wander around the ruins a little (don't
stray too far in though...), using magic liberally and then returning to
Pandora and resting to restore MP. If possible, get Undine to level 2 and
Gnome to level 1 for both the girl and the Sprite, but if this gets too
boring for you, just focus on getting Gnome to level 1, it'll come in useful
very soon. Once done, rest, save and go back to the ruins. Now it's time to
investigate properly.

New enemies in the ruins include Tomato Men, who seem to be impossible to hit
with normal physical attacks (either ignore them or try using charge-up
attacks), and zombies (spawned by the Tomato Men), who are easily killable
but can cast speed down. An easy way to gain exp is to kill the zombies that
the Tomato Men spawn, but leave the Tomato Men alone. They just keep spawning
zombies, and you just keep killing 'em. The Tomato Men themselves pose no
threat if you keep your distance, although they can cast fireball. Evil
Swords are pretty easy, but watch out if they cast Moon Saber, it allows
them to replenish their HP if they hit you, which isn't nice...

Anyway, from the first monster-occupied room in the ruins, go north and
through the double-doors in the centre. Continue along the path (it's a
simple path), conserving magic if possible (you'll need it soon). You'll
soon arrive in a large room with a few people scattered around and a
particularly scary-looking guy in the centre. Talk to him, a little trash
talking will follow, and it's time for another boss fight!

BOSS: Evil Wall:

This boss can be annoying if you don't keep a relentless attack going. Go
for the eyes first, the "face" keeps casting Cure Water on itself anyway.
Keep hitting them with level 2 sword attacks, and try and conserve your
magic for now. When the eyes "die", they can be revived, but with very few
HP and so a couple of level 2 sword attacks should be enough to see them
off again. The face mainly attacks with Freeze and the eyes use beam attacks
which are quite easy to dodge. Once both eyes are gone, the wall will start
to move. Errr, better kill it quickly then, don't you think? Those spikes
suddenly look a little bit threatening... This is why you've (hopefully)
been conserving your magic thus far. Cast Stone Saber on the hero, and keep
pummelling it with Gem Missile and level 1/2 sword attacks. You should kill
him with plenty of time to spare. A Bow's Orb is your reward.

Thanatos will take off with Dyluck and Phanna, but on the plus side the
villagers seem to be back to normal now. Talk to Jema and he'll tell you
to go back to the Water Palace (again) and teleport you to just outside
the ruins. Before going back to the Water Palace, head into Pandora again.
If you explored Pandora earlier, you may have noticed a "shop" that wasn't
selling anything. Well, now everything is back to normal, that isn't the case
anymore. The shop is in the east of the village, and has a purple sign just
above the door. Go in here and upgrade your armour, making sure to stock
up on healing items. Now, remember visiting Pandora's Castle? Well, visit
it again (the north-east exit out of town if you've forgotten). Head for the
King's room (the north-west exit from the Throne room, and speak with him. He
decides to part with his treasure, which is nice. Head down the now unguarded
stairs and pick up the treasure chests. You get some money (200 GP in all), a
Sword's Orb and a Spear's Orb. Now rest /save at the Inn before going to the
Water Palace.

2.9 The Water Seed:

Talk to Luka, and she'll tell you what's wrong. The Water Seed has been
stolen, the scoundrels! She tells you it's located around Gaia's Navel, so
that might be a good next destination.

I'd walk to Gaia's Navel, using the journey to level up your magic some more
(rest at Pandora and Kippo Village to restore MP). Both Undine and Gnome
should be close to or at level 2 by the time you reach Gaia's Navel. Once
there, take the shortcut to the Dwarf Village. Upgrade whatever weapons you
can with Watts, then head for the Inn to save and rest. Once done, look just
south of the Underground Palace entrance and you'll see Jema, the Dwarven Elder,
and a big hole in the ground. Walk to the small platform that's poking out by
the hole and you'll climb down into the hole. Note that if you realise you've
forgotten something you can use the magic rope to escape. Head down the stairs
to your immediate south. Next, pick up the treasure chest in the north-east
of this new room for a Whip's Orb. Head through the doors to the north, and
you'll come to the Water Seed. Seems the "Scorpion Army" have stolen it.
You'll have a little chat, then walk north through the next set of doors and
it's a boss fight!

BOSS: Kilroy:

He is easy. Hit him with level 2 sword attacks and have the Sprite keep
casting either Gem Missile or Freeze, depending on which is at the higher
level. If they're both at the same level, Freeze works a little better. Let
the girl cast Ice or Stone Saber on you if you want, but it's not necessary -
the fight's easy enough without it. After a while he'll start moving a little
faster courtesy of a wheel that just seems to appear below him. Just keep
attacking him in the same way and he'll soon become scrap metal. His hammers
can turn you into Moogles (kupo!) and he can cast Lunar Boost on himself
(attack up, defense down). You get a Javelin's Orb for killing him.

The Scorpion Army will take off, leaving you with the Water Seed. You'll be
teleported outside the hole, next to the Elder. Talk to him, he'll tell you
that Jema has left. Before returning to the Water Palace, rest/save, and
visit Watts to get your weapons reforged. Now go back to the Water Palace.

Hmmm, seems there's trouble afoot at the Water Palace. There are enemies
lurking about for one thing. You've met the Iffish before, and the Water
Thugs are easy to deal with as long as you keep them isolated. A quick word
on your level, as I haven't mentioned it in a while, you should all be level
14 or close by now. If not, level up around the Water Palace for a while,
going to Neko's to heal. Anyway, proceed through the Water Palace to Luka
and you'll see some unfamiliar faces. Soldiers from the Empire are the latest
people to want the Water Seed. It doesn't matter whether you choose to hand
it over or run when prompted, you'll end up losing it anyway. The seal on
the Seed will be broken, and you'll end up in a boss fight!

BOSS: Jabberwocky:

Keep moving when you're not attacking - that way it's heads can't get at you
as easily. The Sprite should be busy casting Gem Missile and/or Earth Slide,
and have the girl cast Stone Saber on the hero and heal when necessary. The
hero should be using level 3 sword attacks (charge them while the Sprite is
casting magic, then release them a few seconds after the spell hits). The
boss' melee attacks can knock you unconscious, he can use poison gas (no
great threat) and he can cast Acid Storm on your party (~55 damage each and
defense down, nasty). When one of it's heads disappears you know he's close
to death, so keep up the pressure. A Bow's Orb is your reward for killing

Talk to Jema and he'll give you a Whip's Orb, as well as telling you how to
get to the Upper Land (where the Sprite lives, remember?). Now talk to Luka
and restore the seal on the Water Seed. Talk to Luka and she'll tell you of
your longer-term mission.

Now rest and stock up at Neko's if you need to, then head for the Cannon
Travel Center by Potos, like Jema said (it's signposted in case you've
forgotten where it is). Talk to the guy there and select Upper Land, and
you're off!

2.10 The Upper Land and Sylphid:

A short scene will occur upon your "landing", and the Sprite will get a
touch of memory loss. Great. Anyway, you're in some sort of Moogle encampment.
Talk to one of the Moogles to find out what happened to their village, then
head to the north of this area and you'll see Watts. Get your weapons you
have Orbs for reforged if you have the money, if not don't panic, just
proceed. Before exiting this area, equip the spear (you should have the
"Sprite's Spear" by now) on the hero. It can balloon standard enemies,
which is VERY useful. The southern exit leads to Neko, so go see him if
you need items or want to save. Upgrade your armour with him too if you
have the money.

Now take the north-eastern exit out of the Moogle encampment. In this
area you'll meet Nemesis Owls who can (and will) cast Silence. This
reverses your directional controls if cast on the character you're playing
as, which can be annoying. If you have trouble, just switch characters. The
Owls attack pretty relentlessly too. If you have trouble with them just
ignore them as best you can. Take the south-eastern exit out of here. This
area contains Silktails, basically souped-up Rabites who can cast Acid Storm,
Energy Absorb, and Cure Water. This still doesn't make them very dangerous

Take the north-western exit out of here, and you'll end up in the Moogle
Village. Well, the ex-Moogle village anyway, it seems some Pebblers are
in occupation of it now. Well, there's only one thing to do, right? The
Pebblers are easy. You shouldn't need to use magic, or even charge-up
attacks, but if you do need to use magic, Freeze is your best bet. Once
they're defeated, head towards the exit from the village, and the Moogles
will return! Kupo! Talk to one of the Moogles and the Sprite's memory will
return. He will tell you that you have to "Walk the seasons" to enter his

Open the two chests in the north-east of town to get a Glove's and an Axe's
Orb. Talk to Neko and buy whatever you need, then see Watts and get any
weapons you can reforged. Now, try and get to level 16 by wandering about
close to the village. Try not to use any magic though - you can't rest to
restore MP and Faerie Walnuts are expensive. When done, head back to the
village. Now head out again. This area is "Summer" (remember, you've got
to "Walk the seasons"). From this area take the south-west exit to proceed
to "Spring". Now go back the way you came (into "Summer), and take the exit
towards the north-east of this area and you'll end up in "Autumn". The
north-western exit here leads to "Winter". There's only one exit here, to
the southwest, and it leads back to "Spring", which is where you want to go.
If you've "Walked the seasons" correctly, you should hear a noise.
Apparently it came from the right, so go that way and through the exit in
the north-east of the area.

Now you're in the Sprite's Village, but he will notice that something is
amiss. Go north, through the exit, and it's a boss fight!

BOSS: Spring Beak:

Quite easy. He is hard to hit with physical attacks and very mobile, so
don't bother trying to hit him with your weapon. He can easily damage you
if you get too close too, so keep away as best as you can. Magic is your
sole damage dealer here. Have the Sprite continually casting Gem Missile,
and the boss will fall shortly. 5 castings of level 2 Gem Missile will kill
him. He can cast Thunderbolt (~50 damage each), but he shouldn't get the
chance to. You'll receive a Boomerang's Orb upon its defeat.

An exit will open up to the north, so proceed. Enter the Palace and talk
to the old man there. After the scene, you'll have gained Sylphid's powers!
You will also be healed and can save now. Once done, don't forget to seal
the Mana Seed with your sword before leaving.

Now, if you want to you can go back to the Moogle Village and stock up on
items as well as reforging weapons if you want. Then, go to "Spring" and
take the south-western exit, then go south-west. You should see a Crystal
Orb, much like the one that was by the Underground Palace. Have the Sprite
cast Air Blast on it to clear the path for you. Now proceed. You'll meet
a new enemy, the Crawler in this area, but it's nothing special, although
it can cast Sleep Flower. Just switch characters if he casts it on the
hero - the effect wears off pretty quickly. Take the exit to the west,
then the exit to the north-west, then enter the cave to the north.

2.11 Matango and the White Dragon:

Inside the cave, you'll see a Kimono Bird. They keep spawning Pebblers if
you let them, and they can cast Thunderbolt. Use Air Blast to kill it if
you have trouble hitting it with melee attacks, or alternatively you could
just ignore it. There's only one other exit in the cave, go through it and
you'll emerge in Matango. The mushroom-type people here are friendly, unlike
those enemies you may remember, so don't panic! Proceed along the path and
you'll come to an exit. In this new area is Fung Castle, home of King

Before going into the main area of the castle, go into the shop you'll see
beside it and upgrade your armour as well as stocking up on healing
equipment. Stock up on Faerie Walnuts too now they're cheaper. Now enter
the other door, and in this room you'll see Watts. Is he stalking you or
something? Oh well, it's not worth complaining as you can reforge your
weapons now. When done, go through the left-hand door and you'll meet King
Truffle. A short scene will follow, after which you should head up the stairs
to the right and pick up a Javelin's Orb from the chest there. Go back to
Watts and get it reforged if you have the money. Beside the room with Watts
in it is an Inn, just go up the stairs to the right. Now use the exit south
of the entrance to the Inn and you'll be back outside. Carry on along the
path and into the next area. Here, try to build up Sylphid's magic a little,
level 1 is fine, but try and get it to level 2 if you can be bothered. You'll
get decent exp and money while doing so here too, and head back to the Inn
to heal and restore MP when necessary.

Okay, you should all be around the level 19 mark now. Head out of the exit
to the south of the Inn entrance, then proceed along the path until you come
to a cave opening to the north. Go in. Continue along this path, using charge
up attacks to deal with the Kimono Birds as they're hard to hit with standard
attacks. You'll need to use the whip to get across small gaps again at
several points. After the second gap you cross with the whip, head down the
stairs nearby. The path is quite simple form here, and you should soon reach
a room with a Crystal Orb in the southwest corner. Use Earth Slide on it.
You won't see anything happen, but head back the way you came. In the area
after the room with the Orb, proceed to the newly-opened exit in the
south-west. Continuing along this path, you'll soon arrive at a boss fight!

BOSS: Great Viper:

Use either Air Blast or Thunderbolt continually. Attack quickly with your
sword when he stays still, using Thunder Saber, but be wary that he can
pygmise you if you get too close (shrink you, meaning you do practically
no damage and take more damage when hit. Use Remedy or Med Herbs to restore
normal status if this happens). When he disappears, use the time to heal if
necessary. If you have Sylphid at level 2 this should be an easy battle.
You get a Sword's Orb, and an exit opens up to the north, so go through it.

This path leads to a small dragon. Talk to it (don't worry, he's friendly),
and a short scene will follow, after which you'll be transported back to
the Castle. You'll have a chat with King Truffle, and he'll tell you to go
to the Fire Palace in Kakkara via the Cannan Travel center to the south.
Exit, making sure to reforge your weapons and rest/save before you go. Now
go back along the path you took when first entering Matango.

2.12 The Ice Country and Ice Palace:

Once you're through the cave with the Kimono Bird in it, head south-east
and take the exit to the east. You should be at a Cannon Travel Center.
Now, don't go to Kakkara like King Truffle said, you need to go to the
Ice Country instead. Why? You'll find out soon...

You'll "land" in Todo Village. Go to the item shop and buy the best
armour you can (as well as stocking up on essentials) and save/heal at
the Inn as well as visiting Watts if you need to (he's in one of the houses
in the south-east of the village). Now would also be a good time to build
up your levels and magic around the village (all magic at level 2 and your
characters at level 22 would be good going), as the monsters here give good
exp and money. The area next to the village is filled with Howlers, who can
do some damage if you're not careful and if you let them attack you in

So, once you're done levelling, head back to Todo Village and save/heal
as well as buying any armour you couldn't previously afford, then head
back out again (there's only one exit). In this area, take the
south-western exit and you'll end up in a new area with a house and little
else. Talk to Rudolph (yes, it's THAT Rudolph, nose an' all...) and he'll
tell you his master (hmm, who could that be?) has disappeared! He thinks
that he's been held by a monster in the Ice Palace. Okay, now go into the
house and collect the Spear's Orb from the chest. Now exit and exit this area
to the south.

The Shellblasts in this area are easy. Proceed until you see an exit to the
right (leading to a Cannon travel Center) then take the western route when
you have the choice between going west or south, and the exit from this area
is to the west. The LA Funk's in this area are impossible to hit with melee
attacks, so either hit them with Gem Missile or alternatively just ignore
them. If you stay close to them for too long they'll cast Freeze on you
and/or freeze you with their cold breath. Here the exit you want is to the
north-west. Take it, and you'll end up in another boss battle!

BOSS: Boreal Face:

Remember Tropicallo? This guy is basically a souped-up version of him. Magic
is ineffective here, so just use charge-up attacks on him (charge up when he
disappears, hit him when he fully re-emerges). He'll emerge in one of the 4
corners of the area when he burrows underground, so just wait for him. His
attacks are pretty weak and shouldn't cause you too much bother. He can cast
burst however, which is quite nasty (you'll know its coming when he dances
about for a few seconds instead of spitting the pumpkin bomb he normally
does). As soon as he's cast it on you, get the girl to cast Cure Water on
all of you to recover. He takes a while to kill, but should pose no great
threat to your health. If the girl and/or Sprite die (it's easily possible
if you aren't careful), don't bother reviving them - you can win the battle
on your own. You get a Bow's Orb for killing Tropicallo Version 2...

After the boss battle, you'll be whisked to a village which seems strangely
warm. Hmmmm, time to see what's going on, methinks. Go north a little and
talk to the guy by the stove who may look a little familiar. Once he leaves,
approach the stove and you'll hear a tapping sound. When prompted, say "Yes"
and the stove will open, revealing Salamando, the Fire Elemental! He'll give
you his powers, which sure is nice of him...

Now exit the village (which looks a little less warm now) to the north. This
area has two exits to the north. The western one will lead you to Neko,
where you can stock up on items if need be, and also save. This is a good
time to think about getting Salamando's magic up to level 1 (certainly at
least the Sprite's Salamando magic), it'll help shortly. Just buy Faerie
Walnuts from Neko to replace any you use while levelling your magic up. Once
done, head to the exit east of the exit leading to Neko, and you'll arrive
at the Ice Palace. Head north to get to the Palace itself, and enter.

First things first, turn up the music here! I love the Ice Palace music, it's
among the best in any SNES RPG. Anyway, that aside, you'll notice that the
switch to the north doesn't work so well. Go to the right and hit the switch
at the end of the path, now you can proceed. Ignore the Blue Drops in this
area if you want to preserve your sanity - they can be very annoying. Or use
Salamando against them - but it would be a good idea to conserve your MP at
the moment. Go through the right-hand door and continue along the path. In
the room at the end of the path is a chest containing a Glove's Orb. Now go
back to the room with 2 doors leading north and this time take the left-hand
door. Use Salamando to kill the Blue Drop and then hit the switch and

In the next room, the right-hand switch is the one to hit. Go through the
door to the north. The Weepy Eye is a new enemy, but he's easy to kill.
Continuing along this path, you'll soon come to a library-like room. The
Mystic Books are easy to kill, but can be annoying to kill if they cast
Lucid Barrier (blocks physical attacks) on themselves. The Specters can
be killed easily with Freeze or Gem Missile if they're annoying you. The
path can get a little confusing, but this area is small and the exit is
to the north-east.

In the next area, there are two switches to the north. Step on either of
them and you'll fall through a hole and straight into another boss fight!

BOSS: Tonpole/Biting Lizard (x3):

Very, very easy. Just focus standard attacks on one at a time and when the
Tonpole you're focusing on morphs into a Biting Lizard, hit it with a couple
of Fireballs and keep up your melee attacks, but take care not to be swallowed
(approach the Biting Lizard from a diagonal direction). If any of your party
are swallowed, switch character quickly if necessary and hit the Lizard to
release your character. They can cast Cure Water, but you'll be damaging them
at a far faster rate than the rate at which they're healing themselves. Once
one of them is dead, repeat this whole process for the other two, and you'll
be victorious very shortly.

You'll emerge in a new area. Continue along this path (you'll need to use
the whip to get across some gaps). At the end of this path, step on the
switch and you'll be teleported to a new area. Go through the door above you.
Now you'll be told to leave by a strange voice, reply "No" and you may well
have already guessed it's going to end in a boss fight!

BOSS: Frost Gigas:

Easy. Hit him with your charge-up sword attack, and have the Sprite cast
Exploder or Fireball on him continually. If he casts Ice Saber on you,
counter with Flame Saber, and keep attacking and curing when/if necessary.
When he morphs into lots of little pieces, that's the best time to cure if
you need to and charge up your sword attack. He casts Acid Rain a lot,
which does surprisingly little damage as well as his standard melee attack
and his Freeze Breath, which is his one annoying attack (it freezes you and
does decent damage, use Remedy or a Medical Herb to restore condition). He
should fall quite quickly though if you have level 1-2 Salamando for the
Sprite. You'll receive a Boomerang's Orb for defeating him.

You'll be transported back to the Throne Room, and Santa will tell you
what's been going on. After the conversation, Santa will give you the Fire
Seed (this is why you came here before going to Kakkara) and you'll be
transported outside the Palace. Now head all the way back to Todo Village,
rest/save, stock up on items and reforge weapons.

2.13 The Desert and the Sandship:

Now you'll want to head to that Cannon Travel Center you may have seen a
sign for on the way to the Ice Palace. To get there, head out of Todo Village
and go to the south-west exit in the next area. Now carry on south past
Rudolph and the house, and exit the next area to the east (the first exit
you'll see). Select Matango - the guy doesn't have enough gunpowder to get
you to Kakkara.

Exit Matango and head for the nearby Cannon Travel Center there. Now you
can go to Kakkara, and should do so. You'll end up "landing" in the middle
of the desert. Go north out of the fist area and you'll be in an enemy-filled
area. The Sand Stingers are new, but way too slow to be threatening. Take the
western exit here, and again in the next area, where you need to take care
not to fall into the sand whirlpools, because the Spider Legs within will
attack you with Earth Slide, not nice. You an use Air Blast or Thunderbolt
to make your passage a little safer if you want, but if you're careful it
shouldn't be an issue. Take the southern exit here, and the western exit
in the next area.

If all has gone well, you'll see a little scene. Head north and onto the
Sandship. After a chat with some of the crew, you'll be separated from the
girl and Sprite and assigned to kitchen duties. I know how much you all
hate kitchen work, so you'd better work on getting out on there! Talk to
Sergo (the big guy at the top of the room) twice, then talk to the guards
at the door. Sergo will pretend there is a fire, and you'll escape. Now,
to find your friends...

Keep walking around until you see some more stairs heading down into a new
area. Go down them and through the door in the next area and you'll see the
Sprite, who's obviously been very busy. Talk to him and he'll join you
again! Now head back onto the deck of the ship and go south then a little
east and through the door you'll see (it's a couple of screens below the
guard if you have trouble seeing it - it's quite difficult to spot).

Head up the stairs immediately north of you and talk to the guard to save
your game. Now go back and talk to the guards guarding the doors to the
north of the stairs. The Sprite will get rid of them, so go through the
doors. In this room you'll find Morie, who's busy trying to have his wicked
way with the girl. Seems like you timed your entrance pretty well. Just as
you're about to be recaptured, you'll be interrupted. Seems like the Empire
is snooping around. The soldiers on the ship will (pathetically) surrender.
Talk to Geshtar (the guy with the green hair on the top of the ship) and
he'll blab on for a while, after which you get the joy of another boss
fight! Woo-hoo!

BOSS: Mech Rider:

He looks pretty cool, but that's about as good as it gets as far as he's
concerned. Use your highest level attacking magic on him (almost certainly
Gnome or Undine) as well as charge up sword attacks when you get the
chance. He'll cast Speed Up on himself, which has very little noticeable
effect, and fire missiles at you, as well as speeding into you. His attacks
are weak though, and you should get through the fight without having to
heal - it really is that easy. After you've done enough damage, he'll run
off, leaving you with a Whip's Orb as a little pressie (how kind of him!).

You'll end up in a new area. Talk to Morie, Meria and Sergo if you want,
then talk to a soldier in the south who will say a rescue team is coming.
Reply "Yes" to him and you'll leave the area. Go north into Kakkara.

2.14 Kakkara and the Fire Palace:

In Kakkara go through your usual village routine. There's no new armor on
sale here, so if you bought the best armor in the Ice Country then you're
optimally equipped. Once you're done in Kakkara, head out via the south
exit. Now head south again into the next area, then west, then north, and
you should emerge in a new area close to the Fire Palace. In this area are
Robin Foot's, archers who can use Flame Saber, but they're nothing
especially difficult about them. Proceed along the path and into the

Once inside, go through the doorway to the left and along the path. You'll
come to a room filled with lava, and with a Crystal Orb in the middle, as
well as a couple of Dark Funks. Kill them with Freeze and then cast
Exploder on the Orb to clear the lava and open the path. Continue, meeting
another new enemy, the Red Drop in the next area. They're annoying, but can
easily be killed with Freeze if you're having a lot of trouble with them.
Take the exit to the lower-left corner and in the south-west corner of
this area is a chest with 1000G in it. Now go back a couple of areas, and
take the stairs up in the middle of this area. You'll be in a new area
where another Crystal Orb lies just to the south-west. This time use
Fireball and a path will open up. Head around and up the north-leading
path to pick up some more money from a chest. Now go back down and through
the door in the east of this room.

In this new area, go down the stairs that are directly to the west. The
path here leads to a chest with an Axe's Orb. Now go back up the stairs
and now you'll want to head down the stairs just south-east of the stairs
you've just come up. From here the path is simple, just hit a switch and
use the whip to cross a gap when necessary. Before long you should arrive
in a room with a switch and a lot of unlit torches. Step on the switch
and a Crystal Orb will appear, and all the torches will light up. Use
Freeze on the Orb and all but 2 of the torches will go out. Step between
the 2 lit torches and a set of stairs will appear. Proceed, and you'll
come to a boss fight!

BOSS: Minotaur:

His weakness is Sylphid, so cast Air Blast and/or Thunderbolt and he'll
die quickly. He's easy to beat, although he casts Earth Slide on you for
quite a lot of damage. He'll turn a reddish colour and speed up a little
when he's near death. You get a Javelin's Orb for beating him.

Now go through the doors to the north and you'll be in the stage room.
Restore the seal with your sword, then use the Magic Rope to warp back to
the Palace entrance. Now you'll want to head back to Kakkara.
Save/heal/buy/reforge as necessary, then talk to the old guy standing in
the middle of the village. He says they need a Sea Hare's tail to stop the
wells running dry - but you won't be able to get one for a while yet.
Talk to the woman wandering about in the north-west of town, and she'll
say something about Cannon Travel having a route to the Empire. Go to the
Cannon Travel Center just east of Kakkara and select "3". Now you're headed
for the Empire...

2.15 Southtown and Northtown:

You'll end up by anouther Cannon Travel Center. Go out of this area and
follow the path around, talking to the people you see if you want until
you reach the Inn/shop (first building you come to). The shop is upstairs
and sells some good new armour - be sure to buy what you can. In the
north-west of town there is a house with a woman standing outside -
approach it and she'll go inside. Follow her and talk to her and you'll
find out that she's a Tasnican spy. You'll have a short chat and she'll
give you the code to enter the sewers in the east of town (634). Talk to
the guard who's guarding the sewer entrance and give him the code, and
he'll let you pass.

There are a couple of new enemies in the Sewers. The Dinofish are basically
souped-up Iffish who can fire missiles at you. The Blue Drops are annoying
but good for gaining experience and money if you need it - they keep
reproducing, you keep killing them, you keep getting exp and gold - nice.
If you're level 28 or so with the armour from Southtown then they're both
no trouble. Anyway, the path through the Sewers is very simple and there
are no treasures to collect, so proceed and you'll soon come to the base
of the Resistance.

You'll chat with the Resistance's leader Krissie, and hear about what's
been happening around town. Anyway, make your way through the base, talking
to people as you go to get more information. You'll soon emerge outside.
Now would be a good time to rest/save and stock up on items. Also, be sure
to buy the new armour that's available and visit Watts, who's in the
basement below the Inn.

Once you're fully kitted out, head to the Ruins via the north-eastern exit
out of town. Walk to the north, and you'll see Phanna, who obviously isn't
herself. Krissie will come along and take her to the local doctor. Now go
north and through the doors. In this next area there are two sets of
stairs, one at each side of the room. Go up one of them,then continue and
you'll notice there are two doors. Go through one of them and continue
along the path, then repeat the process with the other door to pick up a
Bow's Orb and a Spear's Orb.

Once you're done with that, feel free to wander about a little (without
venturing too far into the ruins) and level up both your characters and
your magic a bit. Right now you should be focusing on leveling all of the
Sprite's magic up to level 3 and the girl's Undine to level 3 as well -
the rest you can do without. Your characters should be level 30 or so.
Return to the Inn in Northtown if you need to restore HP/MP. Once you're
ready to proceed, go back to the big room with the stairs on either side
and go through the double doors to the north.

There are lots of new enemies in the ruins, most of whom are souped-up
versions of enemies you've seen before, so you should know how to deal
with them. Watch out for the Imps - they evade attacks quite well and can
cast Fireball and Exploder for quite a bit of damage. If they're
frustrating you, ignore them or kill them with Freeze. The Specters
should either be dealt with by magic (Salamando works well) or just
ignored completely.

Anyway, once you've gone through the doors into the next area, proceed
along the path which is pretty simple for the next few areas. After the
room with the Blue, Green and Red Drops in it, go through the door to the
extreme left - the middle door leads to a dead end. Continuing along this
route you'll come to a room with a couple of sets of spikes blocking your
progress. Take the exit to the south-east of this area and carry on along
this path. Soon you'll come to a small room with a switch, step on it and
head back to the room with the spikes. Now go through the door in the
left of this room (the spikes blocking it will be gone) and pick up the
chest for a Sword's Orb. Now go to the other area that once was blocked
off by spikes and step on the switch there. A door appears to the north,
go through it.

From here the path is simple - step on the nearby switch to remove the
spikes when you reach a room filled with them. After passing through a
few more rooms you'll walk rather unceremoniously into a boss fight!

BOSS: Doom's Wall:

He looks just like Evil Wall (the boss you fought in the Ruins by Pandora),
but he attacks quite differently. Your strategy however should be exactly
the same as it was before. Attack the eyes first with charge-up attacks,
and maybe a little magic if you're struggling then use your highest-level
magic on the "Face" (probably Freeze or Gem Missile). The Face can revive
the eyes, but they'll have little HP and be easy to re-kill The Wall's
attacks are generally nothing to concern you, although it can cast
mid-level Thunderbolt and Energy Absorb for decent damage. The Face also
uses a move called Cave-In which is somewhat annoying - be ready to heal.
Unlike Evil Wall, Doom's Wall doesn't move once the eyes are dead, so
there's not much of a rush to kill it. A Whip's Orb is your reward for
destroying the Wall.

A doorway will open up to the north, so go through. Keep going north until
you see Dyluck. A scene will follow, and it will become fairly obvious
that Dyluck isn't himself either. You'll knock a bit of sense back into
him, but it may be too late. Go through the door at the top of this area,
and after a little scene it's another boss fight!

BOSS: Vampire:

He'll jump around a lot - be sure to chip in with attacks when he's on the
ground, and keep on the move while he's airborne. Just keep casting any
high-level magic on him (his weakness is Lumina, and you don't have Lumina
yet..) and he'll soon die. If he sends the hero to sleep, just switch
characters and keep casting. He'll use some mid-level magic, mainly Undine,
but it shouldn't be anything to worry about. You get a Boomerang's Orb for
killing him.

You'll see a short, sad scene, after which you should use the Magic Rope to
get out quickly. Go back to Northtown and into the right-hand door of the
large building just to the left of the small fountain-type feature and talk
to Phanna and the doctor. Now go back to the Resistance's base and see
Krissie. Krissie will tell you that the Emperor wants a truce, and that
you should follow them to the castle to go see him. Suspicious? You should

Go out and save/heal/stock up/reforge as necessary before going to the
castle (the entrance is to the north). Don't make the same mistake I did
the first time I played through the game and think the Emperor really
wants peace - I had to go through the castle (and two bosses) with no magic
and without bothering to save beforehand, which was a little awkward to say
the least...

2.16 The Northtown Castle:

You should be about level 32 at this point. There's only one path you can
follow here, and it will lead you to thethrone room - where you'll see the
Emperor but strangely Krissie and theothers aren't there. Talk to the Emperor
and you'll find out what's going on. You'll be thrown in a prison cell. Talk
to the guard at the door and he'll let you out... into a boss fight!

BOSS: Metal Mantis:

Oh dear. He is pathetically easy - don't waste your magic, just hit him with
level 1-2 charge up attacks and he'll die quickly. His one relatively
damaging attack, Fire Beam, is perhaps the easiest attack to dodge in the
game. If it does hit you and you get engulfed, just use Remedy to restore
status. If you must use magic, just cast a few higher-level spells (he has
no spell weaknesses or strengths) and he'll be toast soon enough. You get a
Glove's Orb for defeating him.

Now step on the tile that appears and you'll be transported to a new area.
Use the little yellow thing to clear the gap and proceed along the path.
Pickup the treasure chest on your way for 1000GP. In the next areas monsters
will start appearing. The Embermen are annoying - they're quite quick and can
reproduce but their attacks can be blocked more often or not if you're at a
reasonable level. Use Freeze on them to help out if you need to. In the next
room is the jail cell you were imprisoned in - step on the switch to free the
others then go up the stairs to the left.

Carry on and you'll arrive outside the castle. Here there are Armoured Men
around - they're easily killable and too slow to be a threat. Proceed past
the door inthe middle of this area and go up the stairs to the right and
through the door there. At the end of this path are two chests - one with an
Axe's Orb and the other with a Whip's Orb. Now go back outside and throught
the door you ignored earlier. The Dark Ninjas are quite fast and can cast
Flame Saber, Burst, and Speed Down, so take care and use Freeze/Gem Missile
sparingly if you need to. Go up the left-hand set of stairs - the right one
leads you back to a deserted throne room.

The path from here is simple, step on the switch to open a nearby door when
you see it. When you arrive in the room with the tiles that knock you back
(you'll see what I mean), go to the right and step on the tile there to be
transported to another part of this area. Here, before stepping on the tile
to the north, hit the switch on the wall beside it (it's hard to see if you
don't know about it - I was stuck here for ages the first time I played

Go through the double doors and you'll meet up with the Emperor and a few
of his henchmen. Geshtar will volunteer to fight you, and it's another boss

BOSS: Mech Rider II:

He's quite quick and you're in a very small area, so attack quickly. Just
have the Sprite reel off a few Gem Missiles or Freezes at a time, and hit
him with your sword (don't bother charging past level 1) if you get the
chance. He'll attack you with his charging attack (which can knock you
unconscious) as well as missiles, but you should kill him quickly enough so
that you don't have to heal more than once or twice at most. Once you've
dealt enough damage he'll run off again, leaving a Javelin's Orb behind.

Geshtar isn't done with you yet though. He sets the castle alight, trapping
you. Is this the end...? Of course not! You'll hear King Truffle, so go to
the right and talk to him. He'll tell you about Flammie, and he'll give you
the Flammie Drum, which can be used to call him anytime you're outdoors.
You'll hop on Flammie and escape.

Truffle told you to take him to Matango, which is to the south-west. It's just
to the north of a huge forest and just south of a small mountain range. Land
there. Truffle will then tell you to go to the Lofty Mountains, to the

2.17 A couple of side quests:

Now you have Flammie you can get a couple of items which could be useful in
the future. First head to Gaia's Navel, which is to the south-east of Matango.
It looks something like a few waterfalls in a couple of rings of hills. Land
there and go to the Dwarf Village. Talk to the Dwarven Elder and he'll give
you the Midge Mallet, which can (un)shrink you.

Now go out, get back on Flammie, and fly between north-west and west. You
should see a very small hexagonal island, land there. Go into the large hut
above you and talk to the shopkeeper. He'll give you a Sea Hare's tail.
Remember Kakkara? They need a Sea Hare's tail there, coincidentally. Fly there
(it's to the north). Talk to King Amar, and the wells will be refilled and as
a bonus he'll give you the Moogle Belt, which (de)Moogles you. Right, now
those things are out of the way, it's time to proceed to the Lofty Mountains.

2.18 Journey up the Lofty Mountains:

Go southeast form the desert and you'll see a small village surrounded by
mountains. Land there. Visit the shop and buy all the new equipment you can
afford, and visit Watts in the south-westernmost house to reforge weapons.
Finally, save at the Inn before exiting Mandala to the south.

Now you need to go up the mountain. There are a few new enemies here. Bomb
Bees are just souped-up versions of Buzz Bees from very early on in the game.
The Trap Flowers cast Sleep Flower as soon as they are acivated by you coming
near them which can be annoying if your level isn't high enough for you to
resist the attack- use level 3+ charge up attacks or Gem Missileon them to
prevent this.Eggatrices are easy - they're very sloooow. Take the chance while
heading up the mountain to level up your magic if you want.

The path is simple - you'll need to use the whip a few times, but that's as
complicated as it gets. At the top of the mountain there's an entrance to a
cave - go in. There you'll meet someone who is apparently called Jehk. He
tells you that Sage Joch (the guy you're looking for... remember?) went to
the Palace of Darkness at the base of the mountain. Go back down the
mountain - you can use Flammie to shorten the journey but I'd recommend
walking it to gain exp and money. You'll see Neko on your way down - I'd
ignore him and buy anything you need from the village as it's cheaper there.
You can use Neko to save if you want though. Now level up a little if you
need to - you should be level 36 or above before going into the Palace of

2.19 The Palace of Darkness:

Go back to Mandala and save/heal/stock up. Once done, go out via the south
exit again. This time enter the cave opening you ignored earlier - this is the
Palace of Darkness. New enemies in here are the Fierce Heads, who are easy,
and the Dark Knights, ditto.

From the entrance go north, then through the right-hand door, then north. Use
the axe to chop the spikes down, and go through the exit to the south-east.
Then go through the doorway to your immediate left and step on the switch.
Now exit this area and go to the exit in the south-east. Go through the
doorway to the east, ignoring the switch to your left for now. Along this
path is a chest containing 1000GP, take it (duh!). Now head back the way you
came, to the room with the switch you ignored earlier. Step on it, then use
the Magic Rope to warp back to the start of the Palace, then go north and
through the middle doorway. In here will be a chest containing a Glove's Orb.

Go back one area and through the right-hand door, then go north twice and
you'll be back in the room with the spikes. Go through the south-east exit
and then take the exit to the south (these areas should be pretty familiar by
now..). Go along the corridor you got the chest with the money in it from,
but this time use the exit at the end of it. Exit the next area to the north,
then go north again. Use the whip to cross the gap and step on the switch.

Now use the Magic Rope again. Again, go north, right-hand door, north to get
back to the room with spikes, but now use the newly-opened door to the north.
Now go north, and in this next room you'll have to step on the switches and
walk between the torches that light up to proceed (you'll see what I mean -
it's pretty simple..). The exit is to the north, and leads to a boss fight!

BOSS: Lime Slime:

A lot of people seem to make a lot of fuss about how hard this guy is, but
I really don't think he's that difficult. The main difficulty lies in the
fact that you have very little room for maneuver, and some of his attacks
are annoying. Just be ready to heal at a moment's notice and if anyone dies,
revive them immediately. Magic isn't all that useful, as the boss has no
magical weaknesses (except Lumina, which you don't have yet..), so you'll be
relying heavily on charge-up attacks. You can try casting a few Gem Missiles/
Freezes at a time for moderate damage if you want, but the battle is possible
(and probably quicker) to win without magic. Having your allies set
agressively (top-left) on the action grid with charge-up attacks set to level
4 or so will help too, as will having Speed Up cast on all of you. He can cast
Dispel Magic, which is little to worry about as the Sprite's magic isn't
needed and curing can be done with items if necessary. He attacks mainly with
blobs of slime that he fires at you, but also has a few spells, albeit weak
ones at his disposal. He just attacks very relentlessly and can freeze/engulf
you when he turns blue/green, so keep an eye on your HP and use Cure
Water/Remedy as needed. He gets smaller as you damage him, so this is a good
indicator of how damaged he is (it saves you using Analyzer, anyway... :P).

You get a Javelin's Orb for beating him and will be warped to the stage
room. Talk to Shade and you'll get his powers! Don't forget to seal the Mana
Seed with your sword before using the Magic Rope to warp out. Go back to
Mandala and heal/save/reforge/stock up as necessary, then head up to the top
of the mountain again, taking the opportunity again to cast a few spells and
level your magic up as well as yourself.

Go into the cave at the peak and talk to Jehk again. Hmmm, seems Joch went
wandering off to the Gold Isle, to the north-east. Proceed back down the
mountain (I recommend doing this just for the exp and money..),
rest/save/stock up/reforge if you need to, then call Flammie.

2.20 The Gold Isle and Golden Tower:

Head directly north-east and you should see a smallish island - land there.
Now go up the stairs just to the left of the guard who talks about the
Golden Tower and make your way around this path. At the end of the path is
an old man who will tell you about the Tower and where to find its key, on
a Tasnican Spy in Southtown. Well, what are you waiting for? Call Flammie
and go to Southtown (it's to the east). Go to Mara's house (you land right
by it and talk to herand she'll give you the key. Now go back to the Gold
Island again.

Now have a wander about, talking to the villagers if you wish and buying the
best new armour at the shop (note: it's pretty expensive, if you find yourself
short of GP just go back to the Lofty Mountains and run through them a few
times, you really need the best armour for the next section..). Save/heal at
the Inn if you need to, and visit Watts too. Now go to the second/third floors
of the Inn and talk to the people there to learn a little about how money
crazy they all are (there's no real need to do this, it's just quite amusing..

Anyway, once you're fully stocked up, take the northern exit out of town, then
enter the Golden Tower. The Beast Zombies here are souped up Howlers, and can
be very dangerous if you let them corner you. If you find yourself getting
pummelled by them, level up some more (39/40 should be fine). Flame Saber also
works quite well, as does any of the Sprite's magic, but you should try and
conserve your magic for the moment.

In the first room is a chest that you can't miss with a Spear's Orb inside it.
The path through the Tower is very simple, so just proceed up it. Walk up the
first set of stairs, and it's a boss fight!

BOSS: Blue Spike:

Remember Spikey Tiger? This guy's just a more powerful version of him, but he's
actually easier to beat than Spikey because now you have magic and the area
you're in is less enclosed here. Just have the Sprite fire away with any
high-level magic (Freeze seems to work best for me..) and hit him with
low-level charge attacks, simple. When he goes up onto one of the ledges, just
equip the bow and keep attacking. He'll use a few different attacks but none
of them are very life-threatening, just keep one eye on your HP and be ready to
heal if the need arises. The first time you "kill" him he'll come back to life,
but with few HP, and should be easy to finish off for good. You'll receive a
Boomerang's Orb for killing him.

Now if you need to restock, head back to town and do so. Proceed up the Tower
(the path is still simple..), making sure not to miss the treasure chest on
the way (Axe's Orb). Up the next set of stairs there is another boss waiting
for you!

BOSS: Gorgon Bull:

Incredibly easy. Cast Thunder Saber on the boy, then have the Sprite cast
Thunderbolt continually, steling a hit with your sword every now and then if
you want. He has fairly damaging spells and a nasty charge attack, but if
you act quickly you need never see them. You get a Bow's Orb for killing it.

Now proceed up to the stage where you'll meet Lumina, whose powers you will
gain. Don't forget to seal the mana seed with your sword before leaving (use
the Magic Rope).

So, having not found the elusive Sage Joch again, there's little left to do
but to head back to the Lofty Mountains. Save/heal/reforge/stock up in
Mandala, then head on up the mountain again, once more taking the opportunity
to level up magic and get gold and experience. Talk to Jehk again at the peak
of the mountain, and he'll tell you that Joch is out AGAIN. This time he's
gone to the Moon Palace, apparently. You may well be starting to think that
something fishy is going on by now, but you may as well check it out. Get out,
call Flammie, and go to the desert (to the north - stop by at Kakkara to
rest/save if you want). Specifically, you want to land by the opening in the
almost complete circle of mountains with a weird dark area inside it.

2.21 The Moon Palace:

Go north, and get on the ferry (yes, the captain does look like a Chobin Hood,
but he's friendly..). Once off the ferry, go north, then north again. The
enemies here are pathetically easy, by the way. Now you should be in a dark,
almost empty large room. It's difficult to say where to go here, but I
usually just head in a general north-easterly direction. Hopefully you'll
soon see a Crystal Orb (note: if you get really lost, the Magic Rope works
here..). Use Lucent Beam on the Orb to be transported to a new area. Here,
go north to the stage room and talk to Luna, who will give you his powers.
Seal the Mana Seed, then get out with the Magic Rope, go back to the desert
via the Ferry, then call Flammie, and it's time to go back to the Lofty
Mountains AGAIN...

Rest in the Inn and stock up if needed, then proceed up the mountain again.
Use the opportunity to build up your new Luna magic a little (the girl's Luna
is especially helpful, Moon Saber and Moon Energy will be very useful later),
as well as building up any other magic that needs leveling up. I haven't
mentioned your character's levels in a while - you should probably be around
level 41 by now. If you're in serious need of levels, just run through the
mountain path a few times (this is a good way of getting GP too..).

Anyway, talk to Jehk again, and, amazingly, Sage Joch is STILL not in!
This time he's gone to Tasnica or so Jehk says. It's to the west, so hop on
Flammie and go there after resting/stocking up if necessary.

2.22 Tasnica:

Once you've landed, head north into the castle. You'll see Jema, and he'll
tell you about what's going on here. It seems there's a spy in the castle
who's after the King. Well, let's go investigate then! Proceed through either
the left or the right-hand door, it makes no difference as you'll end up in
the same place ultimately - the throne room. Talk to the King and a guard
willreveal him to be an imposter. After a little chat, a boss fight will

PATHETIC BOSS: Dark Stalker:

Just hit him a few times and he's dead. I didn't put the word pathetic there
for no reason, you know... :)

Talk to the king once the crappy boss is out of the way, then talk to him
again and he'll give you a Sword's Orb. Now talk to Jema and he'll tell you
to find Sage Joch. Well duh, that's what you've been trying to do for the
past few hours isn't it? Oh well, one more trip up the Lofty Mountains is in
order I guess. Luckily, this will be your last necessary one. Go out of the
castle, call Flammie and head back to the Lofty Mountains. Stock
up/rest/save/reforge as needed, then go back up the mountain again. Save your
MP this time (especially the girl's) as you'll be needing it soon.

2.23 The test of courage:

Once up the mountain, talk to Jehk again, and you'll finally meet Sage Joch!
He will ask you to attempt a test of courage. Say yes, and a passageway will
open up. Go through it and into a new area.

The enemies here are annoying, and the bast advice I can give you is to
equip the hero with the Axe and run through the area, maybe using something
like Ice Saber to stop the enemies in their tracks. The path is quite simple,
just follow it and you'll soon come to an exit to the north-east. Go through
it and you'll face the test - a boss fight... against yourselves!

BOSS: Shadow X1, Shadow X2, Shadow X3:

As lond as you're level 42 or so, this is pretty easy. Don't bother with any
offensive magic, as it is ineffective here. Instead, use Moon Enrgy on the
boy, and hit them with charge-up attacks (normal attacks seem to be
ineffective). Concentrate your attacks on one of them at a time (use the
Targeting menu), and they should be gone before long. They don't use magic,
only physical attacks, but if you get trapped you will probably die, so
keep moving at all times. Heal if/when necessary.

Once they're gone, go back out of the area and talk to Jehk. He will reveal
that he is actually Joch (please try to resist punching the screen at this
moment..), and he'll tell you that you weren't ready for the test before.
He will also tell you to head for the Tree Palace, so let's get moving!
First, head back to Mandala and make all necessary preparations.

2.24 The Tree Palace:

From Mandala, call Flammie and head in an easterly direction. You should
see a purple island with a Palace in the middle of it - land here. Enter
the Palace and you'll meet a few familiar faces. The Emperor will tell you
of his plans, then Sheex (the Dalk Stalker from Tasnica) will volunteer to
kill you. Yeah right...

BOSS: Aegagropilon:

Don't be fooled by that cute name - this guy is quite nasty. He'll use
Dryad's magic often (Wall, Sleep Flower, Burst) and his physical attacks
pack a punch too. I'd suggest not using offensive magic, as if he casts Wall
at the wrong moment it can *really* screw you over. Also, don't let him trap
you in a corner, as if you do you may as well just reset. The best strategy
to use is to cast Moon Saber on everyone, then Moon Energy on the hero, and
melee away - use standard attacks, charge-ups leave you too vulnerable here.
Keep recasting them as necessary, and healing too. If he uses Sleep Flower,
counter immediately with Remedy or a Medical Herb - he has a nasty habit of
double-casting Burst on sleeping characters, and a sleeping character hinders
your mobility too - which is really important here. If the character you're
controlling is sent to sleep, press select to switch character, then cure.
Heal if any character's HP drops under 100 (it shouldn't though if you're
using Moon Saber..). He doesn't seem to have that many HP, so you should be
able to dismiss of him quite quickly. You gat a Spear's Orb as your reward.

Now go left and down, then up the stairs. Try and seal the Mana Seed with
your sword, and you'll quickly realize you're too late. Dryad, the Tree
spirit appears and tells you to get out. After a bit of convincing, he
agrees to join you. The Palace will begin to rise, and Flammie will save
you. Take this opportunity to stock up/heal/etc at a village of your
choosing, and then head back to the newly-risen Mana Palace.

2.25 The Mana Palace:

Upon landing, kill the Dark Knights around you, then talk to Jema. Then go
south down the stairs and down the left-hand set of stairs into the water.
Some ofhe enemies here are annoying - I suggest you ignore the Shapeshifters
as they take too long to kill, but try and kill the others as they give good
experience and GP. Once in the water, go north-west and down the stairs you

Now you're inside, chop down the little spike things with your Axe, and use
the little yellow springy thing to bounce up to the next level. Walk across
the waterfall (you need to be at the top to avoid falling down) and pick up
the chest for a Boomerang's Orb. Now go through the door just to the left.
Now you should be in an area with lots of those spike things. Head north,
ignoring the switch you'll see and the first path to the left. Go left when
you can't head north any more, then go down the waterfall, walking upward to
slow your descent down a little. Be sure to hit the switch to the left with
your weapon to stop the flow of water. Then go back up, left and down the
second waterfall, then left again and down a third one, hitting the switch to
the right as you go. Then head back up and to the left, through the door and
into a boss fight!

BOSS: Hydra:

Pretty easy, especially if you have the Sprite's Salamando at level 3 or
above. Cast Flame Saber on the boy, and keep casting Fireball on the Hydra
while using charge-up attacks in-between castings. His attacks are generally
weak, he mainly uses Undine but has a nasty mone called Fire Breath which can
engulf you in flames (stopping movement and spell-casting). Just use Remedy or
a medical herb to counter if this happens. You only need to heal if your HP
drops into double figures. One of the Hydra's heads keeps disappearing and
reappearing as you damage it, just ignore that (just because the head
reappears doesn't mean the Hydra is healing..). You'll get a Whip's Orb for
beating him.

After the boss fight you'll meet the Empire's main men again. Rather than
fighting you they'll leave, thinking that the Mana Fortress will destroy you
(heh, fools..). Anyway, exit this area to the north once the conversation's
over. Continue along the path for a few rooms (it's simple..). You'll come to
a room with two conveyor belts - go down the right-hand one, then up the left
hand one while holding left to get to a small hidden room with a switch in it.
Hit the switch, then go all the way up and back down again. The switch opened
a doorway that was blocking the path to the south, but now you can get
through. Along this path go through the first doorway you see to meet up with
Watts and a few Resistance members. Krissie will heal you if you need it (she
won't restore your MP though..).

Now go back out and follow the path to the right and up. Follow the path for
a couple of rooms (there's only one way you can go..). Step on the first
switch you see to open a doorway for you back towards the left (you'll have
probably noticed it as you passed). Head through there and continue along the
long corridor until you drop down into a small room with a blocked corridor to
the north-west and 4 tiles on the floor, looking like this...




S denotes where you need to step to open the blocked doorway (it was kinda
hard to put into words.. :P). Now carry on up the newly-opened passage into
a new area. Carry on along this path until you reach an area with 4 lights
on the wall. Hit them with your weapon in this order: red, blue, yellow,
green to open up the door just below you. Go through here and into a new
area. Step on the switch you see before dropping down to the area below it,
or else you'll have to go all the way around again. Now continue along this
path, go down the conveyor belt you'll see, and into a new area.

Here, ignore the doorway immediately to your right and carry on right, then
up. You'll come to a train, enter it via the left door. Once inside, keep
going to the right. It can be tempting to rush through, but take the time
to kill the Ghouls as they're easy and give decent exp (and there are lots
of them here!). When you can't go right any more, head down and out of the
train. Ignore the Eggplant Man, as he's hard to kill and spawns Needlions
(very annoying souped-up Pebblers..). Anyway, go south until you reach an
area with a blocked off doorway to the south and two 'H'-shaped areas above
it. Go through the middle of the right-hand one to hit a switch that opens up
the doorway below. In the next area, head for the door to the south-west.
Enter, and you'll meet the Scorpion Army again (remember them from the Water
Palace and the Ice Country?). It seems they've been busy, and they're all too
ready to take you on in a boss fight!

BOSS: Kettle Kin:

Pretty simple. If you feel daring, try casting Moon Energy on the boy, then
Lucid Barrier and meleeing him, but otherwise I'd just keep your distance and
use any of your high-level magic (Freeze and Gem Missile work well), as his
melee attack where he spins around and clobbers you all is pretty nasty and
Lucid Barrier won't last long. If he casts LucidBarrier on himself, of course
it would make sense to scrap any melee you're attempting and just use magic
to finish him off. As before, when he's near death a wheel appears below him
and he speeds up, but you should be able to kill him quickly enough from here
to make sure that isn't a threat. He has few HP, so the battle will be over
quickly, and you'll get a Bow's Orb for killing him.

The Scorpion Army high-tails it, and you end up back outside. Head to the left
and go up the stairs all the way up until you see Jema. He'll tell you that
they've found a shortcut to the Grand Palace, which is good. Now would be a
nice time to call Flammie and head out to a village and
restock/save/heal/reforge, so do so. Once you're done, return and head all the
way back down the stairs, taking the right set of stairs at the end and
entering the door just to the left. Now you're in the Grand Palace.

2.26 The Grand Palace:

Ack... this place is annoying, both in terms of the enemies here and in terms
of finding your way through the place. There are a few new enemies here, the
Heck Hounds are quite dangerous and have a couple of nasty spells, so be sure
to take care of them quickly. The Turtlances and Doom Swords are less
dangerous, and the Gremlins can be awkward to kill and their ice breath
attack can be a pain - just ignore them if you have a lot of trouble hitting
them. Right, in the first room in the Palace go striaght up and into the
doorway there- ignore the door above for now. In the next room there are doors
to the right and left, go to the left one first. At the top of this room is a
Crystal Orb, and these rooms are (I think) supposed to represent the 8
Elements. You'll have to activate the Orbs in all 8 rooms to proceed, but
first you actually have to _find_ all 8 rooms...

Anyway, in this room cast Gem Missile on the Orb to proceed. If you can't be
bothered dealing with the Doom Swords, just go up the side of the room until
you see the Orb, then use your magic. Now go back one room, and go into the
right-hand room in this area. This time use Freeze on the Orb at the top of
this room to activate it, then exit. Now go back one room and exit this room
the way you first came into it - through the middle stairway. In this room
(you should be back in the first room of the Palace) go up one of the sets of
stairs and exit through the uppermost door. Go down in this room and use the
whip to go down, then left. You should be able to get to the door here - if
not then you haven't activated the first two Orbs so go back. Go through this
door and in the next room use Air Blast on the Orb to activate it. Now go
back one room and go straight down - you should emerge in a new area. Go all
the way to the right and enter the doorway and you should travel up to an
area with a doorway just above you. Enter it, and cast Fireball on the Crystal
Orb to activate it.

Now go back to the last room, and go straight down - back the way you just
came. Now go up the stairs and into the middle doorway that you went past
earlier. You should now be in an area with a passage blocked by a grille
directly above you. Ignore that for now, and go a little left then down. In
this next area go a little to the right and pick up the chest you should see
for a Sword's Orb, then go through the leftmost door to enter another room
with a Crystal Orb. This time activate it by casting Lucent Beam. Go back one
room and go all the way to the right and enter the door there. Cast Dark Force
on this Orb to proceed. Now go back and through the door immediately to your

This room should look pretty familiar, but now a new stairway has appeared!
It's directly above you, in case you didn't notice. Go up it and through the
door. Now follow the path until you get to a switch, then hit it and you
should see the grille blocking the passage move, clearing that passage. Now go
back to that room (the way you came..) and go through the newly-opened passage
in the middle of the room. Carry on up and go through the doorway/stairs

In this large room go up and left and down the stairs there. Continue along
this path until you come to a dead end with a doorway nearby, which you should
go through (duh! :P). In here, go left and up and hit the switch there, then
hit the one below it and go down, using the whip when needed. Enter the
doorway in the bottom left of this area and cast Lunar Magic on the Orb to
activate it. Now go out of this room and in the room with the switches go to
the top-right and hit the switch there, then go down and hit that switch, then
carry on to the bottom-right of this area and go through the door there. Heal,
then hit the switch nearby, and it's a (sort of) Boss fight!

BOSS: Snap Dragon:

I don't really know why I classified him as a boss- I guess it nust have been
that groovy boss music... Anyway he's easy, just cast Fireball/Exploder a few
times in succession and he's as good as dead. I don't really know if he has
any other attacksbesides the "eat you" attack, because I didn't even let him
get a chance to try. He should die in seconds... literally, and you get a
Javelin's Orb for killing him.

This room should now look pretty familiar - you're back at the entrance to
the Tree Palace! Go to the Stage Room (the lower-left exit) and you'll see the
Emperor there, but something seems amiss. You'll notice an exit behind the
stage - go through it and you'll meet Fanha and Thanatos, who were using the
Emperor all along! After a little trash talking, they take there leave, but
they leave you a little present... another Boss fight!

BOSS: Hexas:

She has a few attacks which are best described as annoying. Pygmus Glare
pygmises (shrinks) one of your characters - use the Midge Mallet immediately
if you have it - otherwise cast Remedy or use a Medical Herb. Dispel Magic
cancels one of your characters spellcasting abilities for a while. Anyway, to
beat her cast Moon Energy straight away on the Boy, and have the Sprite busy
casting Salamando (Fireball and/or Exploder), although maybe Gem Missile
would be better if you have it at a higher level. Your main source of damage
here is the Boy, keep using low-level (I recommend level 3) charge up attacks
and with Moon Energy you can do up to 600+ damage per level 3 charge-up hit.
Just keep at it, she takes a while to kill, but if you keep using the Midge
Mallet, recasting Moon Energy and healing when needed you shouldn't even come
close to dying. Like I said, she's more annoying than deadly. You'll get a
Whip's Orb for defeating her.

Now I'd suggest you leave and go to a town to heal/save and stock up, as
another boss battle is imminent. Once you're prepared, go north from the room
where you fought Hexas and keep going up until you come to a switch. Step on
it, and before you know it, Geshtar appears! Or does he...?

BOSS: Mech Rider:

He can and will cast Wall on himself, so it would probably be a good idea to
use offensive magic sparingly here, although try and hit him with a few Gem
Missiles/Fireballs before he first casts Wall. You should, cast Moon Energy as
usual, thenjust attack him with standard attacks - he's too quick to make
charge-ups effective. He'll occasionally be stupid and try to cast Speed Up on
himself while his Wall is still on, thus giving you a nice little boost. If
you notice he is able to cast Speed Up on himself, then fire off a few more
spells in his direction, or alternatively you could use a low MP cost spell
like Analyzer to test to see if his Wall is still active, but I suggest you
don't bother and just keep attacking him with weapons instead. He can knock you
unconscious when he speeds across the screen, so be careful and heal quickly.
It may take a while, but he should die with little trouble.

You'll get a Spear's Orb for killing him, but the Mana Fortress will be
activated. You'll escape on Flammie, and you'll notice the flight music has
changed. Land at the Tree Palace again, and talk to the people there,
especially Jema who tells you about the Pure Land, which will be your next
destination. If you go around the outside of the Palace in a clockwise
direction, you'll come to Neko, whop is now selling the best buyable Armor
in the game, so be sure to buy what you can, and I'd suggest you go raise
some money killing enemies in the Lofty Mountains so you can get whatever
you can't afford. Don't forget to sell old equipment too to raise more funds!

(Note: If you try to enter the Mana Fortress now (by flying close to it at a
high altitude and staying still) you'll simply not be able to enter, so don't
bother trying... :P)

2.27 The Pure Land:

After you've got what you need and have saved/restocked/reforged, call Flammie
and fly to the Moon Palace. From there head directly north and you should come
to what looks like a large mountain with a hole in the middle. Land in the
middle of the "mountain", this is the Pure Land! Make sure you're all about
level 50 before proceeding.

This area is very, very annoying, yet very cool. You'll be fighting a lot of
bosses here and even the regular enemies are no pushover, so be prepared.
Remember you can turn back and head out at any time if you need
healing/supplies by going back to the first area and calling Flammie (the Magic
Rope doesn't work here though, unfortunately..).

Upon landing you'll hear a voice telling you to "Come here quick!". I can only
assume this is the Mana Tree calling for you to help it... but you've got a
lot to get through before you get to the Mana Tree! Go north and out of the
first area, taking care of the Needlion and Griffin Hand on the way. In this
next area take the exit just north-west of your starting point (you can
proceed the other way but the path is slightly longer). Now go north, then
north-west, then east, then finally up into the small cave you'll see above.
Make sure you're fully healed, because it's the first of many boss fights in
this area!

BOSS: Dragon Worm:

Have the Girl cast Moon energy and Thunder Saber on the hero, and have the
Sprite casting Air Blast or Thunderbolt. He mainly uses Earth spells, Earth
Slide being the most damaging, although he can petrify and pygmize you with
his attacks, so be ready to cast Remedy or use the Midge Mallet at a moment's
notice. When he disappears off the screen, that's the best time to cure and
recover status, as well as recasting Moon Energy and Thunder Saber if you wish
to or need to. Try to keep your meleeing to a minimum though, and don't use
charge-ups, as the DragonWorm can hurt if you let him get too close. Once he
is defeated you get an axe's Orb and can exit the area to the north.

Now you can either head back if you wish to restock, as is an option after
every other boss fight here, or you can choose to proceed. Anyway, once you're
ready go north from the area in which you fought the Dragon Worm, then keep
going north until you find your path blocked by a voice which says you must
defeat a dragon to pass. From here you can save your game if you wish, then
go west, then north-west, and prepare yourself for another boss!

BOSS: Snow Dragon:

As usual, you can use Moon Energy if you wish, along with Flame Saber, but you
may just find it easier to sit back and have the Sprite continually cast
Fireball. He of course uses Ice magic mainly, and has a pretty decent melee
tail attack. Just keep your distance and cast away, then when he disappears
from the screen is a good time to heal up if you need to. You'll get a Bow's
Orb for defeating the Snow Dragon.

Now go back to the passage you couldn't pass through before and now you will
be allowed to pass. Go north, then north again, then go into the cave you
see to the east. Continue through this area, then into the next, where,
amazingly, you get to face off against another boss!

BOSS: Axe Beak:

You could try attacking him with the bow if you want, but I'd recommend you
throw melee out of the window altogether in this fight. He is a fire-based
boss, so of course you'll be wanting to use Undine against him, Freeze more
specifically. Stay clear of him and you'll avoid the worst of his attacks -
the fight is rather easy though. When you beat him you'll get a Javelin's Orb.

Now proceed up from this area. After following the (linear) path for a while
you'll reach another passageway that you can't get through. Save again, then
go to the west then up into the nearby cave, and you'll face off against boss
number 4 in this area!

BOSS: Red Dragon:

Basically just look above at the strategy for Axe Beak, as the same applies
here, although the Red Dragon has some nastier spells (prepare to be burned,
make sure you're ready to cast Cure Water once your HP gets under 200 or so),
and you may need to use Remedy too. If you wish you can use melee here - it's
a little more effective here than against Axe Beak, just use Moon Energy/Ice
Saber on the hero and try low-level charge-up attacks. For defeating him you
will receive a Glove's Orb.

Now go back to the previously blocked off passage and continue through it.
There are a few paths you can choose to get to the next boss, and they all
ultimately converge in the same place. When you get to a + junction, go north
and continue, and you'll walk into boss fight number 5!

BOSS: Thunder Gigas:

He's offensively quite dangerous, so you'll want to kill him quickly. Cast
Stone Saber and moon Energy on the hero and use low-level charged attacks when
you get the opportunity, and have the Sprite chain together a few Gem Missiles
at a time. You may need to cure a few times - the bast time to do so is when
he "splits" into small orbs - he can't attack you then. Defeat him and get a
Sword's Orb.

Now proceed along the simple path heading north, and you will soon reach yet
another passage which is blocked off. From here, exit to the west and go
through the next area. You will come to yet another boss!

BOSS: Blue Dragon:

You need to use essentially the same strategy mentioned above for the Thunder
Gigas, although this time melee is less effective, so you may just want to
stick to reeling off a few Gem Missiles at a time and curing when necessary,
ideally when the dragon flies off screen. He is slightly weaker offensively
than the Thunder Gigas, so this fight should be relatively easy. Upon his
defeat you will recieve a Boomerang's Orb.

Now, you are close to the end of the Pure Land now (no bosses left - yay!),
so don't head back to an town now, silly! Just head back to the gateway that
was previously blocked and proceed through it. You'll be on a cliff, and the
view will pan downwards to reveal... the Mana Tree! You'll have a short
dialogue, but while you are talking a huge beam of light engulfs the Mana
Tree, and destroys it. You are knocked unconscious, and emerge next to the
Tree's remains. The Tree will speak with you, and will reveal some shocking
truths that I couldn't possibly spoil for you here... ;) It also tells you
that you must destroy the Mana Beast before it attacks the Mana Fortress, or
else the world will be destroyed! Ack... that sure ain't good news! There is
good news though - the mana seals on the Seeds are all restored with the last
energy of the Tree. Now it's time to go to the Mana Fortress!

2.28 The Mana Fortress:

Before you proceed to the Fortress, make preparations. Be sure to level up
until you're about level 60 to make life easier on yourself, and take time
to level your magic (be sure not to neglect Shade and Lumina - they may be
generally weak but they are important in Boss fights later..), and level up
your weapons too, which you should also go and reforge if you haven't done so
already. Stock up on items - Royal Jam, Faerie Walnuts, the lot, and buy the
best armor from Neko outside the Tree Palace if you didn't have the money
earlier. Finally, once you're done, be sure to save.

Once you're ready, call Flammie and fly close to the Mana Fortress at as high
an altitude as you can. Stop when you get near to it and Flammie will fly off
the top of the screen and emerge beside the Fortress, dropping your characters
off on it. The path through the Fortress is quite straightforward, and you
will be able to find your way inside it without any trouble. Note that all of
the normal enemies in the Fortress are souped-up versions of enemies you have
met before, so you should have little trouble dealing with them, especially if
you took the time to level up a little earlier. Once inside the Fortress the
path continues to be straightforward - just make sure to note that the pink
gem-like things can be used to cross areas with the whip, and the green ones
can be hacked away with your sword. If you like, you can continue to build
your levels, magic, and weapons up here, and if you need to exit the fortress
just go outside and call Flammie. Plus, enemies in the Fortress can drop the
strongest equipment in the game, AND can drop the final weapon Orbs, so that's
more of a reason to hang around for a while. Anyway, eventually you will reach
a small room with a Whimper (one of those weird flying eye things) and a green
tile. Step on the green tile, and you'll be transported to Fortress boss
number one!

BOSS: Buffy:

No, not the vampire slayer, but... err... a vampire, much like the one you
faced in the Northtown Ruins. Use Light Saber and Moon Energy on the hero,
coupled with low-level charged attacks, and also have the girl cast Lucent
Beam for huge damage. He will most likely use Wall at some point or other,
in which case you can use Dispel Magic if you have it at a high enough level,
you can keep casting a low-MP spell like Analyzer, where it doesn't matter if
it reflects to you until the Wall is removed, or (probably best) you can just
stick to meleeing him with Light Saber and Moon Energy. Set your allies to
offensive on the action grid and use Moon Energy on them too if you wish - it
can make this fight a little shorter, if riskier. Once he is defeated, you will
receive..... nothing. Damn. Oh well.

Now, from where you are go north-east and you should see an area you can cross
with your whip. Continue north, taking the first path to the east and you will
soon see another green tile. Step on it, and it's off to Boss battle number 2!

BOSS: Dread Slime:

Okay, this guy is annoying. Very annoying. He will attack very quickly and
relentlessly with big blobs of slime, so be quick to cure if needed - try not
to let your HPs drop lower than 200 or you may well end up dead before you
know it. He has a few nasty spells too - the threat of which can be
neutralized by casting Wall on all characters. Melee doesn't work too well
here, although a Moon Energy/High-level charged attack combination can work
quite well if you're willing to take a risk. The best way to kill him is have
the Sprite reel off Dark Force spells - Dread Slime is weak against Shade. If
you've raised Shade to level 6 or above you should be okay. One thing to note
with Dread Slime is as he takes damage he increases in size, until he fills
the whole screen. His size is a decent indicator of how close to death he is
(well, it saves you from using Analyzer anyway... :P).

Once the slime has been vaporized, proceed into the next area. There are new
enemies here, the strongest normal enemies in the game (Master Ninja and
Terminator), but again they are essentially just souped-up versions of older,
easier enemies. Proceed through the Fortress (again the path is simple..) and
you will soon come to another green tile. Step on it, then go east and step
on the next tile you see to be transported to Thanatos, who is with Dyluck.
Thanatos will attempt to take over Dyluck's body, but he fails, and Dyluck
dies in the process. Obviously Thanatos isn't too happy at this, so he morphs
into his true form and decides to attack you - time for vengeance!

BOSS: Dark Lich:

This is another one of those "Turn the volume up!" moments, the music here is
great! Unfortunately, the boss is annoying, and will take quite a while to
kill. Don't bother with melee here, even with Moon Energy and Light Saber your
weapons do no significant damage to him. Instead, cast Wall on yourselves to
protect from some of his spells, then go on the offensive. Lucent Beam and
Fireball seem to work best, althoguh you might want to use other Sprite magic
if your Salamando is at a low level (it shouldn't be though..). His beam
attacks are easily avoidable, and his spells will be reflected by Wall,
leaving him with little in the way of offense, so just keep whittling away at
him with spells of your own. Eventually, he will bite the dust.

Now, with Thanatos defeated, the seal on Dryad's Mana Magic is removed. It's
time to take on the Mana Beast! Suddenly, the Fortress shakes - yep, that'll
be the Mana Beast then. A short scene will follow, and you will all decide
that althoguh the beast's intentions are good, and although defeating it may
result in the Sprite "disappearing", it's in everyone's best interests to
fight the Beast. You'll emerge on a small ledge outside the Fortress - time
for the final battle!

FINAL BOSS: Mana Beast:

He has 2 main attacks - he will swirl around in a pretty spiral shape and
crash into you or he will just forget about the fancy stuff and charge
straight at you. At regular intervals, he will fly slowly past you, this is
when you have the girl and Sprite *both* cast Mana Magic on the Hero, and
smack the Beast into oblivion. Don't botehr with any offensive spells, they do
no damage at all - even at level 8, just concentrate on hitting him with the
Mana Sword when you get the chance. Also, when he charges at you, if you cast
Cure Water or a similar spell (defensive, affecting whole party) a few seconds
before impact, you can avoid taking any damage at all! This takes some
practice to time though, and it's a little cheesy, so try not to use it... ;)

Once the Beast dies, you can sit back, relax, and watch the groovy ending.
Congratulations! You've just beaten one of the best RPGs of all time!

3. Strategy Notes:

- The Action Grid and weapon selection. If you're playing single-player,
put your non-player characters in the lower-left corner of the action grid
and equip him/her with a ranged weapon (bow, boomerang, javelin, whip).
This provides generally the best balance between offense and defense.

I normally use the following weapon setup...

Hero - Specialise in Sword and Spear
Girl - Specialise in Whip and Javelin
Sprite - Specialise in Bow and Boomerang

If you're playing with friends, then that setup is definitely changeable,
but I think it makes the best usage of your 2 computer allies in
single-player games. Finally, feel free to experiment with the level of
charge-up attack your computer allies use (select it on the action grid

- Continuous casting. With many offensive spells it is possible to
continually cast them at enemies (bosses) while not giving the enemy a
chance to respond. Cast the spell, then as soon as the spirit (Gnome,
Undine or whoever) disappears, cast the spell again. If you've done it
right, the two spells should hit one after the other, and you can repeat
the process to pull off many casts in a row. Damage done by continuous
casts can never exceed 999 though (the damage of continuous casts is
registered only after the spells have stopped hitting, so they're damage
is added up), so don't keep casting for too long! This trick loses
effectiveness later in the game, where spells damage on their own gets
close to 999 anyway...

- Levelling. If you find you're having trouble with a boss or in a certain
area and the walkthrough isn't helping you, go back to a previous area
and try and gain a couple of levels. It's amazing how much easier being a
couple of levels higher can make an area (I found this to be especially
true with the Pure Land).

- You can escape taking damage from a spell cast on you by simply exiting
the area you are in before the spell hits you. Of course, this doesn't work
against bosses though...

4. Item lists:

Item lists are in alphabetical order.


Name Cost Defense bonus Equippable by

Battle Suit 30,000 139 All
Chain Vest 120 10 All
Chest Guard 1,000 28 Girl, Sprite
Faerie Cloak* N/A 250 Girl, Sprite
Fancy Overalls 675 22 All
Flower Suit 21,000 115 Girl
Golden Vest 2,250 34 All
Kung Fu Dress 350 17 Girl
Kung Fu Suit 25 4 Girl
Magical Armour 11,500 78 All
Midge Robe 22 7 Sprite
Overalls 20 3 Hero
Power Suit* N/A 245 Hero
Ruby Vest 4,500 43 All
Spiky Suit 260 13 Hero, Sprite
Tiger Bikini 7,100 64 Girl
Tiger Suit 6,375 52 Hero, Sprite
Tortoise Mail 14,850 95 Hero, Sprite
Vampire Cape* N/A 243 Girl, Sprite
Vestguard 65,550 240 All


Name Cost Defense bonus Equippable by

Amulet Helm* N/A 143 Girl, Sprite
Bandanna 50 2 Hero
Circlet 2,300 38 Hero, Sprite
Cockatrice Cap* N/A 142 All
Dragon Helm 7,500 66 All
Duck Helm 11,250 78 Girl, Sprite
Faerie Crown* N/A 145 Girl, Sprite
Golden Tiara 350 17 Girl, Sprite
Griffin Helm* N/A 145 Hero
Hair Ribbon 55 3 Girl
Head Gear 70 7 Hero
Needle Helm 30,000 140 All
Quill Cap 110 10 Girl, Sprite
Quilted Hood 700 26 Girl, Sprite
Rabite Cap 45 5 Sprite
Raccoon Cap 550 21 All
Steel Cap 180 13 Hero
Tiger Cap 1,100 32 All
Unicorn Helm 5,625 55 All


Name Cost Defense bonus Protects from

Amulet Ring* N/A 95 Petrify
Cobra Bracelet 280 6 None
Dragon Ring N/A 92 None
Elbow Pad 90 2 None
Faerie's Ring* N/A 100 Confuse,
Frosty Ring 1,200 16 None
Gold Bracelet 3,750 24 None
Golem Ring 750 13 None
Gauntlet 37,500 90 None
Guardian Ring* N/A 41 None
Imps' Ring* N/A 94 Engulf,
Ivy Amulet 1,875 20 None
Lazuri Ring 8,800 35 None
Ninja Gloves* N/A 91 Tangle
Power Wrist 150 4 None
Shield Ring 5,100 29 None
Silver Band 525 10 None
Watcher Ring* N/A 93 Moogle
Wolf's Band 400 8 None
Wristband† 45 1 None

* - Item can only be dropped by monsters
† - Only equippable by Hero and Sprite


Name Cost Effect

Candy 10 Restores HP
Medical Herb 10 Restores status
Chocolate 30 Restores HP
Royal Jam 100 Restores HP
Faerie Walnut 500 Restores MP
Cup of Wishes 150 Revives character
Barrel 900 Temporary invulnerability

Magic Rope N/A Escapes dungeon
Flammie Drum N/A Summons Flammie
Midge Mallett N/A Shrinks/enlarges character
Moogle Belt N/A (De)Moogles character

5. Magic info:



Name Effect MP Cost

Cure Water Restores HP 2
Remedy Restores status 1
Ice Saber Adds ice power to weapon 2


Name Effect MP Cost

Defender Defense up 2
Speed Up Speed/evade up 3
Stone Saber Adds earth power to weapon 4


Name Effect MP Cost

Balloon Holds enemies still 2
Analyzer Gives info on enemy 1
Thunder Saber Adds thunder power to weapon 3


Name Effect MP Cost

Blaze Wall Wall of fire damages enemies 4
Fire Bouquet Lowers enemy strength and does damage 3
Fire Saber Adds fire power to weapon 2


Name Effect MP Cost

Lunar Boost Battle power up 2
Moon Energy Critical Hit % up 2
Moon Saber Successful hits leech HP 3


Name Effect MP Cost

Lucid Barrier Protects from physical attacks 4
Lucent Beam Light beam attacks enemies 8
Light Saber Adds light power to weapon 5


Name Effect MP Cost

Revivifier Resurrects character 10
Wall Reflects magic 6
Mana Magic* Restores the Mana Sword 1

* - Special magic not obtained until near the end of the game



Name Effect MP Cost

Energy Absorb Enemy's HP added to caster's 2
Freeze Balls of ice hit target 2
Acid Storm Damages enemy and lowers defense 3


Name Effect MP Cost

Gem Missile Shards of diamond hit target 2
Earth Slide Mud falls on target 3
Speed Down Umm, speeds target down. Duh 1


Name Effect MP Cost

Air Blast Powerful blast of air hits target 2
Thunderbolt Lightning hits target 4
Silence Confuses target 2


Name Effect MP Cost

Fireball Fireballs hit target 2
Lava Wave Lava burns target 3
Exploder Explosion damages target 4


Name Effect MP Cost

Magic Absorb Steal enemy MP 1
Change Form Target is shapeshifted 5
Lunar Magic Random status effects 8


Name Effect MP Cost

Dark Force Dark matter engulfs target 2
Dispel Magic Removes magic 4
Evil Gate Dark portal engulfs target 8


Name Effect MP Cost

Sleep Flower Sends target to sleep 2
Burst Burst of energy hits target 4
Mana Magic* Restores the Mana Sword 1

* - Special magic not obtained until near the end of the game.

6. Weapons lists:


Name Strength bonus Special ability

Rusty Sword 3 None
Broad Sword 8 Agility/Evade up
Herald Sword 14 Effective vs. slimes/lizards
Claymore 20  Effective vs. insects
Excalibur 27 Effective vs. undead
Masamune 35 Critical hit % up
Gigas Sword 44 Strength up
Dragon Buster 52 Effective vs. dragons


Name Strength bonus Special ability

Spear 4 None
Heavy Spear 11 None
Sprite's Spear 16 Balloons enemies
Partizan 23 Effective vs. slimes/lizards
Halberd 29 Confuses enemies
Oceanid Spear 38 Sends enemies to sleep
Gigas Lance 47 Strength up
Dragoon Lance 54 Effective vs. dragons
Daedalus Lance 56 None


Name Strength bonus Special ability

Spike Knuckle 2 None
Power Glove 6 Effective vs. insects
Moogle Claws 11 Sends enemies to sleep
Chakra Hand 17 Intelligence/Wisdom up
Heavy Glove 24 Effective vs. insects
Hyper Fist 29 Effective vs. slimes/lizards
Griffin Claws 38 Poisons enemies
Dragon Claws 47 Effective vs. dragons
Aura Glove 53 None


Name Strength bonus Special ability

Watts' Axe 4 None
Lode Axe 11 Effective vs. plants/fish
Stout Axe 16 Constitution up
Battle Axe 23 Effective vs. plants/fish
Golden Axe 29 Effective vs. insects
Were-Buster 38 Effective vs. animals/birds/beasts
Great Axe 46 Effective vs. plants/fish
Gigas Axe 59 Strength up
Doom Axe 56 None


Name Strength bonus Special ability

Whip 2 None
Black Whip 6 Slows enemies
Backhand Whip 14 Agility/Evade up
Chain Whip 17 Effective vs. slimes/lizards
Flail of Hope 24 Effective vs. undead
Morning Star 30 Effective vs. insects
Hammer Flail 38 Slows enemies
Nimbus Chain 47 Effective vs. insects
Gigas Flail 53 None


Name Strength bonus Special ability

Chobin's Bow 3 None
Short Bow 8 None
Long Bow 12 Effective vs. animals/birds/beasts
Great Bow 20 Confuses enemies
Bow of Hope 27 Effective vs. undead
Elfin Bow 35 Intelligence/Wisdom up
Wing Bow 43 Confuses enemies
Doom Bow 52 Critical Hit % up
Garuda Buster 54 None


Name Strength bonus Special ability

Boomerang 2 None
Chakram 6 Effective vs. slimes/lizards
Lode Boomerang 12 Slows enemies
Rising Sun 17 None
Red Cleaver 24 Effective vs. insects
Cobra Shuttle 30 Poisons enemies
Frizbar 38 Effective vs. slimes/lizards
Shuriken 47 Critical Hit % up
Ninja's Trump 53 None


Name Strength bonus Special ability

Pole Dart 2 None
Javelin 6 None
Light Trident 12 Effective vs. animals/birds/beasts
Lode Javelin 17 Balloons enemies
Fork of Hope 24 Effective vs. undead
Imp's Fork 30 Balloons enemies
Elf's Harpoon 38 Intelligence/Wisdom up
Dragon Dart 47 Effective vs. dragons
Valkyrian 53 None

7. Credits:

Thanks go out to (in no particular order...)

- Square - For making this and many other great games, of course!

- Dallas Scott and AstroBlue - For their great FAQ writing guide. Go see
it at - it's a must for any prospective FAQ
writers who want to know how to get started.

- Savior ( webmaster) - For putting this guide up on
RPGD, and for making a groovy lil' site... :)

- CJayC ( webmaster) - For making probably the best game
resource site out there and hopefully putting this guide up.

- Dave - I still remember our 30-hour SoM marathon all those years ago... :)

16. Copyright and random info again:

This work is Copyright © 2001/2002 Chris Brennan
( It is for personal use only, and may not be
reproduced without the author's permission, and if for some warped reason
you do want to put this on your site, you must e-mail me first and get my
permission! And everyone, plagiarism is baaaaad, so don't do it or nasty
things will happen...

The following sites have permission to use this FAQ:

The latest version of this FAQ can always be found at

Contact me via e-mail ( or AIM (Darksyde XVIII) if
you have any questions/suggestions/comments.

_,.~'End of Document'~.,_
Article Source: : Secret of Mana Walkthrough  :
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