Once you win,return to Jean with the ingredients, and the cooking contestis on.
Of course, the usurper isn't going to risk his crown
on a fair contest. He threatens the master chef, with the
result that he is declared the winner. Petape, distraught
at the thought of the impending executions, decides to blow
up the castle. She runs off, and both Jean and the falsePrince Jean follow her.
* * * * * Chapter 10: Tunlan
Characters: Hero, Sten@, Bow, Nina@, Katt@, Bleu
When you arrive in Tunlan, talk to the Queen's
attendants. They'll tell you about a magician, Gedd, who
could help her. Gedd was exiled to Maori Isle, which is
west and north of HomeTown. Go there, and enter the nearest
cave. (Notice the healing fountain. :)
Proceed to the next room, where you'll find that the
Magician will only speak to 'a pretty girl'. Put either
Nina or Katt in the lead and talk to him. (Bleu won't
work.) After you straighten him out, he'll rush off toTunlan. Follow.
Return to the Queen's room. Gedd will need
ingredients. Take his letter and return to Maori Island, to
the apprentice. Speak to him, and take a good look at the
mushroom he shows you. You'll need one that looks just likeit.
Climb the mountain, using Sten to cross the gaps.
There are some nice treasures along the way. When you get
to the top, if you pick any mushroom, you will return to the
apprentice instantly. If it's the right one, he'll tell you
so and you can return to Tunlan. If not, you'll have to
make the climb again. The correct mushroom is on the left
side of the water--use Sten to cross to the island, and pick
up the middle mushroom.
Return to Tunlan and speak to Gedd. He'll send you
inside the Queen's body to kill the Fatties. You can leave
at any time by using the Mirror--it's in your Items-Spcls
menu. The Death spell is very useful inside the Queen'sbody.
This is not a typical dungeon, you can't just run
through to a boss. Go to the status screen and look at the
monster indicator at the top. If the critter is asleep, it
means there are no monsters in that room, and you can go on.
Otherwise, stay in that room and wander around. When there
are no monsters left in the room, move to the next room and
repeat. Note that you do NOT only have to kill the "Fatty"
enemy, any enemy will work. But the Fatty gives the best
xp. Once you've cleared all the encounters, Gedd will
remove you from the Queen's body.
The Queen will open the treasure vault to you.
Speak to the guard there to get the Therapy Pillow. Now you
can enter Gandaroof's memory.
The Hero should enter the bathroom wih the wall
switch (near the kitchen) and pull the switch. A secret
elevator descends to the dungeon level, giving the party
access to a corridor to the right. Inside, they find a
wounded Jean, and go onward to confront Petape and the
prince. The prince is really a demon, and attacks the
party. Afterward, angry at his defeat, he finishes
triggering the procedure Petape had started.
Jean enters and tells you not to be alarmed. The
console isn't an explosion control after all, but the key to
the secret treasure of SimaFort. The party can obtain the
SoleSD now. (This weapon occasionally "Toasts" an enemy,
killing it with one blow.) Petape and the king thank the
Hero for his help, and Jean decides to join permanently.
. * * * * *
Chapter 7: Trout and Whale
Characters: Hero, Katt@, Sten, Rand, Jean@, Bow@
With the usurper defeated, the frogmen of SimaFort
release Patty, the bat-winged thief. Return to HomeTown and
speak to the guard at Trout's house. Bow's name is now
clear, and he will rejoin you. Kilgore asks to talk to him.
Go to TownShip for Bow, return with Bow leading he party,
and speak to Kilgore. He will give you the magic hood,
allowing you to understand the language of Tunlan.
Tunlan is the next objective, to rescue the Grass
Man, Spar, from the carnival. But first, you'll need to
cross the ocean. Head back toward SimaFort. Then, with
Jean leading, transform into a frog and swim downstream past
the trees, to the W.Cape. (Just follow the signs. ;)
You'll have to descend into the cave. Make sure Katt is in
the party. It's also a good idea to have either Bow or Rand
along for healing, and Sten or Jean for combat ability.
Magic isn't as useful here. You can use the dragon statue
at W.Cape to change your party members.
If Katt is in the lead, she can break the flimsy
gate in the cave with her staff. Do so, and jump into the
hole. You'll meet an old man and a pair of dolphins, who
tell you you're inside a sleeping whale. You've got to wake
it up, and to do that, you have to go to the stomach and get
rid of the Stone Doll that's put it to sleep. If you need
to exit to heal, return to the whale's mouth, and the
dolphins will carry you out.
Encounters here aren't too bad. This is a good
place to power-up Sten for the Highfort scenario. Make your
way through the whale. Straight paths take you the proper
directions; side branches are dead ends, but occasionally
hold treasures. You'll confront the Stone Doll, which isn't
a very tough enemy, although it can put the party to sleep.
Once you've beaten it... nothing happens. The whale
still hasn't awakened. Make your way back towards the
mouth, and have Katt hit the whale's Adam's apple with her
staff. If the Doll is gone, this will wake the whale.
The whale (Grandpa) will thank you for waking it up,
and tell you to borrow the Whale Bell from the old man on
the beach. Do so. The party can now summon Grandpa by
standing at any beach and ringing the bell by pressing A.
Most of the world is open for exploration.
* * * * * Chapter 8: Spar
Characters: Hero, Nina, Sten, Rand, Bow, Bleu
When you arrive at Tunlan, you find that the magic
hood allows you to understand the musical language, but you
are unable to speak it. Later, you'll need to do something
about that, but for now, ignore it. Go to see the carnivaloutside the city.
Hmm, the Grass Man isn't an attraction any more, and
the ringmaster will feed it to a demon! Unless, of course,
you can offer him money some other way. He'll take either
90,000 coins or an Uparupa.
Uparupa like to eat OwlFruit, and some monster
hunters near Capitan have what you need. Go to their house
(south and east of Capitan). You'll find it empty. Proceed
through the back door into the forest. You'll hear
singing... and if you follow the music, you'll find a
strange girl. It turns out to be a vicious monster andattacks the party.
There are three enemies here. The central monster
usually attacks a single party member for massive damage, or
regenerates one of the smaller monsters. The smaller
monster further to the right of the screen casts Cure2; the
one to the left casts Thunder. It's important to get rid of
the Thunder-casting monster quickly, and to try to keep both
smaller monsters dead (the big one can revive them). Having
Bow equipped with the Dual Bow helps. Nina and Sten should
both have area attacks (S.Boom, Flame) to use in the early
rounds. Sten can use items in later rounds. If Nina still
has no area effect spells, you may want to recover Bleu and
take her along instead.
When you win, you'll be able to pick five OwlFruit.Hope it's enough!
The Uparupa live in a water-filled cave near
Coursair. The only way to enter the cave is to ride a whale
in. Encounters in the cave are on the difficult side, but
it's a short cave. You'll quickly find yourself in the
Uparupa's Cave, where there are no enemies except Uparupa.
To lure an Uparupa, put food in front of its hole
and back up a little. When it comes out of its hole, wait
until it gets its food, then quickly run and 'speak' to it.It will attack.
Uparupas do not attack physically, but they have a
devastating counterattack. Only the Hero should attack
physically; others should use spells, since they probably
cannot do enough damage physically. The correct Uparupa to
take is the furthest one along the left-hand path. (This
Uparupa is at the top center of the overall cavern.)
When you beat the correct Uparupa, it will not
disappear as others do, but will instead try to communicate
something. You have a choice: You can keep it or let it go
free. If you let it go, you will receive a better sword.
You should let it go. (If you don't do so immediately, you
can return later to free it, and still get the sword.)
Return to the carnival tent. The ringmaster will
ask whether you've brought the coins or the Uparupa. Answer
that you brought nothing. (This choice is only given after
you catch the Uparupa.) He will become enraged and
attack... after transforming into a demon.
When you win, you'll be able to free the Grass Man,
Spar. He will join your party. He'll also tell you to go
to the west and talk to the Great Tree Gandaroof.
* * * * *
Chapter 9: Highfort
Characters: Hero, Sten@, Spar, Rand, Bow
Gandaroof can't remember what he had to say to you,
and he tells you you'll have to enter his mind to find the
information. To do so, you'll need a Therapy Pillow from
Tunlan. Return to Tunlan.
There's now a man standing between the Inn and Item
Shop. When you speak to him, he tells you that the people
of Tunlan won't understand you unless you have a fine
musical instrument--like the Famous Flute of Highfort.
You'll have to travel to Highfort, on the desert
plateau--the beach to land at is south of TownShip, near a
house. You'll need Sten to get in. It's a good idea to
take Spar along, since he needs to be powered up and since
his Nature special does about 70 hp damage to all enemies
when used in the desert. You'll probably also want more
healing, so Rand or Bow can fill out the party.
You'll enter Highfort and find out more about Sten's
past. He will leave the party temporarily, telling you to
go get the flute. The other three party members should
continue into Highfort and enter the War Council Room.
They'll hear the speech of the new General, Shupkay, who
will drop them into a pit.
Now it's Sten's turn, and he'll be solo for a while.
First, go down the stairs that were formerly blocked.
Retrieve the nearby treasures (and hope you're not
attacked). You'll obtain such things as QuickCL and anExtract. Equip Sten.
Go back upstairs and trace the party's route.
Partway there, you'll be forced into a fight with Trubo, who
holds an old grudge against Sten. Trubo has an Eggbetr dual
attack, so watch Sten's HP. The best way to fight Trubo is
just to fight, and use a healing item when necessary. Don't
use RIP, since it lowers Sten's defense and Sten is the only
possible target. Save your AP for now.
After a short fight, Trubo will step back and blow
up the bridge, challenging Sten to beat him in three rounds.
Simply casting Bomb three times in succession will work.
Sten and Trubo will fall safely into the water, and Sten
will drag Trubo out. They'll agree to go confront Shupkay.
Trubo will enter the nearby door, while Sten will pull
himself across a gap and head along a different trail.
Encounters will be tough, with only Sten, but make sure you
get the NinjaDR and other treasures. Soon, you'll find
yourself confronting Shupkay. Before you can do anything,
she drops Sten into a pit. Sten rejoins his friends.
With a full party, the portion of the maze that's
left isn't too hard to get through. You'll meet Trubo,
who's stuck at a door. Sten will push him out of the way,
and your party will have to defeat the Portal boss.
Physical attacks work best here. Don't forget to
heal... the Hero and Rand or Bow should both have Cure2 bythis point.
With that done, the party leaves Trubo to destroy
the machinery, and continues onward to confront Shupkay.
You'll arrive just in time to rescue the princess from the
strange device. Shupkay can attack with S.Boom, but does so
infrequently. Most of her other spells and attacks are
fairly ineffective. You can defeat Shupkay without using
Dragon spells, so don't worry if your Hero is low on AP fromhealing.
The defeated Shupkay attempts to use the machine to
convert her hate into energy for a weapon, but Trubo
succeeds in smashing the device. A chain reaction begins,
and the castle starts to crumble. Your party will run for
the door, and Sten will stay behind to turn the crank on the
hand-powered elevator. The princess will give you the Famous Flute as a
reward. Trubo will escort you outside, where you'll see
Sten once again. (You knew he wasn't killed in there,
right?) Sten will rejoin you, and you can proceed to Tunlan
with the Flute in hand.
* * * * * Chapter 10: Tunlan
Characters: Hero, Sten@, Bow, Nina@, Katt@, Bleu
When you arrive in Tunlan, talk to the Queen's
attendants. They'll tell you about a magician, Gedd, who
could help her. Gedd was exiled to Maori Isle, which is
west and north of HomeTown. Go there, and enter the nearest
cave. (Notice the healing fountain. :)
Proceed to the next room, where you'll find that the
Magician will only speak to 'a pretty girl'. Put either
Nina or Katt in the lead and talk to him. (Bleu won't
work.) After you straighten him out, he'll rush off toTunlan. Follow.
Return to the Queen's room. Gedd will need
ingredients. Take his letter and return to Maori Island, to
the apprentice. Speak to him, and take a good look at the
mushroom he shows you. You'll need one that looks just likeit.
Climb the mountain, using Sten to cross the gaps.
There are some nice treasures along the way. When you get
to the top, if you pick any mushroom, you will return to the
apprentice instantly. If it's the right one, he'll tell you
so and you can return to Tunlan. If not, you'll have to
make the climb again. The correct mushroom is on the left
side of the water--use Sten to cross to the island, and pick
up the middle mushroom.
Return to Tunlan and speak to Gedd. He'll send you
inside the Queen's body to kill the Fatties. You can leave
at any time by using the Mirror--it's in your Items-Spcls
menu. The Death spell is very useful inside the Queen'sbody.
This is not a typical dungeon, you can't just run
through to a boss. Go to the status screen and look at the
monster indicator at the top. If the critter is asleep, it
means there are no monsters in that room, and you can go on.
Otherwise, stay in that room and wander around. When there
are no monsters left in the room, move to the next room and
repeat. Note that you do NOT only have to kill the "Fatty"
enemy, any enemy will work. But the Fatty gives the best
xp. Once you've cleared all the encounters, Gedd will
remove you from the Queen's body.
The Queen will open the treasure vault to you.
Speak to the guard there to get the Therapy Pillow. Now you
can enter Gandaroof's memory.
* * * * * Chapter 11: Gandaroof
Characters: Hero, Spar@, Rand, Nina, Bleu
With Spar in the lead, return to Gandaroof and use
the Pillow to enter his mind. You'll find yourself near a
town. Go in and speak to the people there. They'll give
you useful information and tell you about another town to
the east. There is also a shop here. If you want to buy
any of the improved weapons or armor, do it now, because you
probably won't get another chance.
Go to the second town and speak to everyone. You
can rest here, and even leave the mind. Hmm, it seems
there's another town to the north. Go to this third town.Talk to people again.
Hmm, there are only supposed to be two towns, and a
tower. You can see the tower from the west of the lake, so
go there... and you'll see the first town. If you return to
the first town and enter it, you'll find yourself in theTower!
You won't be able to see anything that's close to
you except treasure chests inside this tower, but that's
more of an annoyance than a problem. Make your way through,
and watch out for RoadSlugs, who often cast S.Boom or
Thunder. You'll want to have a healer other than Sparalong.
At the top, you'll confront the demon who's
destroying Gandaroof's memory--and it reveals that it caused
everyone in Gate to forget about you, years ago! Fight it.
It's very weak, but it does have one annoying ability--it
can chant "Forget about your magic" and make every character
in the party unable to cast his or her most recent spell
(the last one on the spell list). The second time it does
this, they forget the second-last spell, and so on. Thiscan be a pain.
Once you've destroyed it, leave the tower and the
mind. You can get sketchy information from Gandaroof.
You'll have to head south to find allies in your fightagainst the demon.
* * * * *
Chapter 12: Namanda, Namanda
Characters: Hero, Rand@, Spar, Nina, Bow
Heading south across the bridge, you'll find
yourself in a mist-filled valley. It will be impossible to
press on. The man who's stuck there says that something
must be wrong with SkyTower...
SkyTower is in the ocean west of Gate. Ride Grandpa
to it. If you've spoken with the man in the valley, the
Primans will let you enter. The Tower (which used to be
Spyre) is now filled with water in most places. You'll have
to enter an air-filled room every three minutes, or drown.
There are enough air-filled spaces that this isn't a
problem, unless you go to the extreme southwest on the first
floor and down. That area has no breathing rooms, so you'll
have to grab its treasure and get back quickly. The
treasure is worth it, though. Climb your way through
SkyTower. When you reach the top, you'll be in an
air-filled room that's home to Spoor, the Wind Shaman.
She's responsible for the fog, it seems, but she banishes it
and returns to Granny. You can now unite with her.
Return to the valley. You can move through
it--watch out for the large green cyclops monster. The
ogres aren't too bad. In any case, the valley is very
short. South of the valley, you'll see a town... FarmTown.
Enter FarmTown. Talk to people with and without
Rand leading the party. When Rand talks to Daisy, he'll be
recruited to plow the field. The others will help, of
course. Just smash everything, but use normal attacks
rather than magic. You don't want to damage the ground.
Once that's done, Daisy asks you to go to the
Namanda Shrine to the west and pray. Go right ahead. Make
sure you donate at least 20 times in a row (2000 GP). If
you do this, you will be able to get the Earth Shaman later.
Return to Farmtown when you're done. Go back to
Daisy's house. Speak to the strange man in the field.
(Say, didn't Daisy throw him out before?) He says she's
converted to St. Eva and given her land to build a church!
Rand knows that Daisy believes in Namanda, and gets into a
(solo) fight with the Paladin. The fight isn't too
tough... just make sure you have some HelpBLs. And remember
not to use 8.0 or Thunder, or other attack magic. The
worshipper of St. Eva will fall. Then Ray will appear.
After a tense exchange, Ray takes the man and leaves. But
where is Daisy? You'll have to go to St. Eva's Church to
look for her... but how will you fly across the ocean?
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