Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

FAQ/Walkthrough (Dutch)

by Patt3rson

           _        T  H  E     ___    ______________________________
          | |___ ____ ___ __  _|   \  |                              |
          | |  _|  _ |  _|  \| | |\ \ |        FAQ/WALKTHROUGH       |
          | |_ _| |_\|  _|     | |/ / |  � Shotgunnova (P. Summers)  |
          |___|_|__ ||___|_|\__|___/  |______________________________|
          | _ |  __\/  \ ___ ___ _______ ___ _  _
          || || _| | |\ \[] |[] | /\_\_ | _ | \| |         __
          ||_|| |  | |/ /  (|   ||__||_|||_||    |        |_ \
          |___|_|  |___/|_|_\_|_|__ |___|___|_|\_|          ) \
            _______________________\|_____________________ /  /______
           /----------------------------------------------\  ////////|
           \______________________________________________/  \_______|
                                                           \  \
                                                           _) /
--- TABLE OF CONTENTS ---                                 |__/

    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Story........................................................... STRY
       Characters...................................................... CHRC
       Icons........................................................... ICNS
       Additions....................................................... ADDT
       Status Abnormalities............................................ STTS
       Stat Overview................................................... STTV

  III. CHAPTER 1 - SERDIAN WAR  . . . . . . . . . . . . . . . . . . . . CHP1

       01) Seles....................................................... WK01
       02) Forest...................................................... WK02
       03) Hellena Prison.............................................. WK03
       04) Prairie..................................................... WK04
       05) Limestone Cave.............................................. WK05
       06) Indels Castle Capital Bale.................................. WK06
       07) Town of Hoax................................................ WK07
       08) Marshland................................................... WK08
       09) Volcano Villude............................................. WK09
       10) Nest of Dragon.............................................. WK10
       11) Commercial Town of Lohan.................................... WK11
       12) Shrine of Shirley........................................... WK12
       13) Commercial Town of Lohan.................................... WK13
       14) Hellena Prison.............................................. WK14
       15) Black Castle at Kazas....................................... WK15
       16) Black Castle at Kazas Pt. II................................ WK16

   IV. CHAPTER 2 - PLATINUM SHADOW  . . . . . . . . . . . . . . . . . . CHP2

       17) Twin Castle at Fletz........................................ WK17
       18) The Barrens................................................. WK18
       19) Donau the Flower City....................................... WK19
       20) Twin Castle at Fletz II..................................... WK20
       21) Valley of Corrupted Gravity................................. WK21
       22) Home of Giganto............................................. WK22
       23) Twin Castle at Fletz III.................................... WK23
       24) The Queen Fury.............................................. WK24
       25) Phantom Ship................................................ WK25
       26) Village of Lidiera.......................................... WK26
       27) City of Feuno............................................... WK27
       28) Undersea Cavern............................................. WK28
       29) Twin Castle at Fletz IV..................................... WK29

    V. CHAPTER 3 - FATE & SOUL  . . . . . . . . . . . . . . . . . . . . CHP3

       30) Furni the Water City........................................ WK30
       31) Evergreen Forest............................................ WK31
       32) Crystal Palace at Deningrad................................. WK32
       33) Forest of Winglies.......................................... WK33
       34) Royal Capital Kadessa....................................... WK34
       35) Crystal Palace at Deningrad II.............................. WK35
       36) Mountain of Mortal Dragon................................... WK36
       37) Kashua Glacier.............................................. WK37
       38) Tower of Flanvel............................................ WK38
       39) Snowfield................................................... WK39
       40) Fort Magrad ................................[OPTIONAL]...... WK40
       41) Capital Vellweb............................................. WK41

   VI. CHAPTER 4 - MOON & FATE  . . . . . . . . . . . . . . . . . . . . CHP4

       42) Death Frontier.............................................. WK42
       43) Spring Breath Town Ulara.................................... WK43
       44) Outland Village Rouge....................................... WK44
       45) Magical City Aglis.......................................... WK45
       46) Law City Zenebatos.......................................... WK46
       47) Death City Mayfil........................................... WK47
       48) TDT......................................................... WK48
       49) TMTNS....................................................... WK49

  VII. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . PPN1

       Shop List....................................................... SHPL
       Additions....................................................... ADTS
       Dragoon Magic................................................... DRGM
       Equipment List.................................................. EQPL
       Star Dust Finder................................................ STDF
       Repeatable Items................................................ RPTB
       Dragoon Tower Sidequest......................................... DTSD

 VIII. THANKS & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . THXS
   IX. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ
    X. UPDATES & LEGALITY . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�����������������������������������|��|����������������������������������������
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
    L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                  /  _    \________|__|________/    _  \
                 / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> | |_   _|   [SELECT]   [START]  [_]   (_)| <-- CIRCLE BUTTON
    PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                /            ____        ____            \
               /            /    \  __  /    \            \
               \         /\ \____/ /  \ \____/ /\         /
                \       /  \______/    \______/  \       /
                 \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                            (L3)          (R3)

  NOTE: Omitted buttons are not used.

 .-----------.---------------------------------------------------------------.
 | BUTTON    | USES         [F]ield, [O]ther, [W]orld Map, [B]attle, [M]enus |
 |-----------+---------------------------------------------------------------|
 | Start     | [W] - Display city/dungeon names when held down               |
 | Analog    | [O] - Toggles Analog mode on/off for DualShock controllers    |
 | D. Pad    | [M] - Controls menu movement                                  |
 |           | [B] - Select enemy target                                     |
 | Circle    | [M] - Close menu/cancel                                       |
 |           | [B] - Guards against counterattack during additions           |
 | Triangle  | [M] - Opens menu                                              |
 | X Button  | [M] - Confirms prompt options / proceed through dialogue box  |
 |           | [B] - Initiate character's current addition (if applicable)   |
 |           | [B] - Power up thrown attack items                            |
 | L1 Button | [F] - Turns off exit/entrance/enemy encounter icons           |
 |           | [W] - Rotates map POV                                         |
 | L2 Button | [W] - Changes map view, from down close to bird's-eye view    |
 | L. Analog | [M] - Controls menu movement                                  |
 |           | [B] - Select enemy target                                     |
 | R1 Button | [W] - Rotates map POV                                         |
 | R2 Button | [W] - Changes map view, from bird's-eye view to down close    |
 '-----------'---------------------------------------------------------------'

_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 This section is dedicated to fleshing out some of the essential aspects of
 the game...a reference tool, pretty much.

     _____________________________________________________________________
     ���������������������������������������������������������������������
     STORY                                                          [STRY]
     _____________________________________________________________________
     ���������������������������������������������������������������������

[This can be found in the instruction manual verbatim:]

 The Legend was born 10,000 years ago...and began with the Divine Tree. Nothing
 could compare to its mystical powers. It is said that this massive, yet grace-
 -ful entity gave birth to all living things. One after another, races of
 plants, animals and unique beings fell from its branches and life spilled
 forth over the land.

 The 105th race born of the Tree was the powerful Dragons. These towering
 winged destroyers would strike terror into anyone who beheld them. In time,
 their Dragon Spirit would be revered and worshipped.

 The 106th race was the Human race. These peaceful beings lived a quiet
 agrarian existence in harmony with the world.

 The 107th race was the formidable Winglies. These flying conquerors set out to
 build great floating cities and gain domination over all living things. In
 time, their aggression enslaved the passive Human race with little resistance.

 The spirit of the Divine Tree coursed through all its offspring. The races
 took their place on earth, filling the desolation with lushness and activity.
 But the beauty of the tree could not hide an ugly blemish in the land of
 floating ciites. The Winglies reigned supreme. The humans were enslaved.
 Divided by hatred, a battle for freedom would ensue. Both thought their very
 survival depended on victory over the other. According to legend, the Humans
 enlisted the help of Dragons. Drawing on magical forces, the Humans became
 Dragoon warriors harnessing the savage power and soul of the Dragons.
 Dragoons were supernatural warriors who attacked with fierce combat skills
 and deadly magic. They overpowered the Winglies in a bloody confrontation.
 The humans prevailed. And they learned to co-exist in peaceful harmony. But
 beneath the tranquility, lurks a mysterious prophecy. Love. Revenge. Death
 and destruction. A Black Monster. The emergence of another race. No one
 knows what its presence will bring. Eternal peace or happiness for all? Or
 the darkest evil imaginable? The past and the future are about to collide.
 Behold your destiny...

     _____________________________________________________________________
     ���������������������������������������������������������������������
     CHARACTERS                                                     [CHRC]
     _____________________________________________________________________
     ���������������������������������������������������������������������

 Slight spoilers here, although not much more than what you would learn in
 the instruction booklet. 

DART
----

  A swordsman originally from the village of Neet, which was destroyed by
  The Black Monster. Ever since, he's been on the lookout to get even for
  the deaths of his parents and the loss of his hometown. His sweetie-pie
  is Shana, who he's known since they were children.

  HP : Average
  AT : Average
  DF : Average
  MAT: Average
  MDF: Average
  SPD: Average
  ELM: Fire
  WEP: Longswords

ROSE
----

  Dart's savior at the beginning, teacher later on, and very knowledgeable
  in the Dragoons and history. She's cloaked in a mysterious aura and does
  not talk much about herself. But, as she travels with Dart's group, this
  will all change little by little...

  HP : Low
  AT : Average
  DF : Average
  MAT: Average
  MDF: Average-high
  SPD: Average
  ELM: Dark
  WEP: Short Swords

SHANA
-----

  Although she's mild-mannered and kind, she's chased by unknown pursuers,
  prison wardens, and a motley crew of those with evil intent. She's known
  Dart since childhood, and wants to kick the relationship up to the next
  level, although she'll have to break Dart's image of her being the 'li'l
  sister' in his life.

  HP : Low
  AT : Low
  DF : Low
  MAT: High
  MDF: High
  SPD: Average-high
  ELM: Light
  WEP: Bow & Arrow

LAVITZ
------

  A knight from Bale, and also King Albert's most trusted subordinate. The
  allegience to his country is put above all else, and he would stop those
  who seek to harm to his lord or innocents. His father and grandfather
  were also Serdian knights, and he proudly stands among their ranks.

  HP : High
  AT : High
  DF : High
  MAT: Average-low
  MDF: Average-low
  SPD: Average-low
  ELM: Wind
  WEP: Spear

ALBERT
------

  The kind King of Serdio, and also Lavitz' childhood friend. For the last
  20 years, his nemesis Emperor Doel has engaged him in war over who will
  control the continent, and has tipped the forces in his favor by taking
  the power of Dragons on his side. Albert wants nothing more than to keep
  his people safe, which is why he takes up arms.

  HP : High
  AT : High
  DF : High
  MAT: Average-low
  MDF: Average-low
  SPD: Average-low
  ELM: Wind
  WEP: Spear

HASCHEL
-------

  A 60-year-old martial arts master on what seems to be a never-ending
  quest to find his runaway daughter, Claire. It's been 20 years and it's
  not made any ground. His often joking personality attracts him many good
  friends, including Dart.

  HP : Average-high
  AT : High
  DF : Average-low
  MAT: Average-low
  MDF: Average-low 
  SPD: Average-high
  ELM: Thunder
  WEP: Knuckles

MERU
----

  A spry girl from the Flower City of Donau, she's like any other portrait
  of a teenage girl: hyperactive, often cheerful, a little uncouth. She
  initially joins the party as a tour guide, but still manages to keep a
  gigantic secret under wraps.

  HP : Average-low
  AT : Low
  DF : Low
  MAT: High
  MDF: High
  SPD: High
  ELM: Water
  WEP: Hammer/Mace

KONGOL
------

  The last of the powerful race of Gigantos, he serves Emperor Doel and is
  bent on doing his lord's will. Not much is known about him besides this.

  HP : High
  AT : High
  DF : High
  MAT: Low
  MDF: Low
  SPD: Low
  ELM: Earth
  WEP: Axe

     _____________________________________________________________________
     ���������������������������������������������������������������������
     ICONS                                                          [ICNS]
     _____________________________________________________________________
     ���������������������������������������������������������������������

    Here's a rundown on icons that are shown in menus and the like.

~~~ FIELD ~~~

    The field is the place where the characters walk in dungeons/towns (the
    worldmap is not included in this). When walking, certain icons are shown
    by using the L1/R1 Buttons, and are indicators for a variety of things.
    In a town setting, there are a few triangular markers that mean different
    things.

    � Blue   -> Entrance leads to a weapon/item shop area
    � Green  -> Entrance leads to a regular old house
    � Yellow -> Entrance leads to an inn/clinic area

    The town indicators do not often apply in a dungeon setting, although some
    times they can be found anyway. A different icon appears here, over Dart's
    head, and indicates the likelihood of a monster attack. As Dart walks thru
    the enemy-infested area, it changes colors to reflect the impending fight.

               BLUE ------------------> YELLOW ---------------> RED
        (Relatively safe)       (Enemies are near)      (Attack is at hand)

    After an attack, or if the party flees battle, the icon resets to blue &
    starts all over again. When leaving a dungeon area, the icon also resets
    to blue. The enemy attack indicator does NOT appear on the world map!

~~~ BATTLE ~~~

    During battle, a few special icons appear that can only be accessed then.
    Some circumstances do not allow all these to be used, however.

    � ATTACK  - Initiates the character's addition on enemy, if applicable.
    � GUARD   - Heals 10% of max HP and halves ALL damage until next turn. An
                attack that inflicts a status abnormality during this state
                will not be able to inflict that effect (instant death does
                not apply).
    � ITEMS   - Allows the player to search through his battle-item inventory
                and select one to be used.
    � RUN     - The allies try to flee from the fight. Doesn't always work...
    � DRAGOON - Allows a character to transform into a Dragoon. Collect SP by
                doing additions [etc.] to get this ability. As D'LV rises, the
                maximum 'charges' that can be stored rises also (max: 5).
    � SPECIAL - Changes all characters into Dragoons, but can only be used if
                all have full SP bars (blinking). The character who initiates
                the Special will have automatically completed D-Additions.

    Using the 'Dragoon' option changes the character into a Dragoon for a li'l
    while. A few options appear at this time. Note that using either option
    will deplete a 'charge' from the SP gauge, and once transformed, it's not
    possible to return to normal Human forum until the SP gauge is depleted.

    � D-ATTACK - Initiates a dragoon attack (d-addition) on a target with the
                 equipped weapon. Damage dealt depends on number of rotations
                 character does on icon beforehand.
    � MAGIC    - Uses dragoon magic on enemies, allies, or both. This can be
                 either offensive or defensive, but always uses a set number
                 of MP. Gain SP through additions to learn new magic skills.

    And, also like the enemy attack indicator on the field, those triangular
    markers are reused, appearing over all enemy/ally heads. This tells how
    good of fighting shape they are in, based on HP lost.

               BLUE ------------------> YELLOW ---------------> RED
             100%-51% HP                50%-26%              25%-Below

    Although not really 'icons' per se, there are a couple of meters to keep
    an eye on during battle. It could mean victory!

    � HP GAUGE - Displays current & max HP. The higher it is, the better. A
                 character cannot fight if at 0 HP.

    � MP GAUGE - Displays current & max MP. The higher it is, the more magic
                 skills can be used with the Dragoon command. If at 0 MP, no
                 Dragoon skills can be used.

    � SP GAUGE - Displays number of Dragoon 'charges' gained so far via SP.
                 The gauge will change colors depending on how many charges
                 are stored:

                 � LV 1 - Blue
                 � LV 2 - Green
                 � LV 3 - Yellow
                 � LV 4 - Orange
                 � LV 5 - Red

~~~ MAIN MENU ~~~

    When you press Triangle on the field, the main menu pops up.

    � Status   - Character stat, equipment, and D-magic overview
    � Item     - Use, Discard, List items, or view Key Items (Loot)
    � Armed    - Change equipment on all characters
    � Addition - Overview of learned Additions; change ally Additions
    � Replace  - Switch main party lineup (Dart cannot be removed)
    � Config   - Change miscellaneous options.

                 � Vibrate --> On/Off
                 � Sound ----> Stereo/Mono
                 � Morph ----> Normal/Short
                 � Note -----> Off/Half/Stay

    � Save     - Save the game, only available at world map / savepoints

     _____________________________________________________________________
     ���������������������������������������������������������������������
     ADDITIONS                                                      [ADDT]
     _____________________________________________________________________
     ���������������������������������������������������������������������

 Additions are weapon skills that every player, except Shana & Miranda, can
 do when choosing the 'Attack' option in-battle. When selected, a square will
 be shown on the screen while another square spins in towards it. When they've
 superimposed (or close to it), press the x-button to continue the chain of
 attacks. Completing the addition earns the most SP and, for every twenty of
 the additions completed, the SP and/or DMG% may increase.

 But, it's not all fun and games. Enemies can 'counterattack' during additions
 which will stop the completion and deal damage to the user. You'll know when
 a counterattack is coming because the squares will turn red, and the icon at
 the screen's right side calls for the O-button to be used. There's not much
 of a change-up besides pressing the O-button instead of the X-button; this
 allows the chain to keep going.

 For statistical information on Additions, check the appendices.

     _____________________________________________________________________
     ���������������������������������������������������������������������
     STATUS ABNORMALITIES                                           [STTS]
     _____________________________________________________________________
     ���������������������������������������������������������������������

 All status abnormalities can be cured by transforming into Dragoon status,
 except for "Can't Combat" which should be obvious.

 .---------------.------.----------------------------------------------------.
 | STATUS        | TYPE | SYMPTOMS                                           |
 |---------------+------+----------------------------------------------------|
 | FEAR          | Mind | Attack & Defense power is halved                   |
 | POISON        | Body | Ally loses 10% of max HP per turn                  |
 | STUNNED       | Body | Character is incapacitated. Phys. damage removes.  |
 | CONFUSED      | Mind | Character attacks enemies/allies indiscriminately  |
 | BEWITCHED     | Mind | Character attacks allies only                      |
 | DISPIRITED    | Mind | Character cannot gain SP through any means         |
 | CAN'T COMBAT  | ---- | Character is KO'd, and cannot fight at all         |
 | PETRIFICATION | Body | Character is completely incapacitated but not KO'd |
 | COMMAND BLOCK | Body | A command(s) are temporarily unusuable in battle   | 
 '---------------'------'----------------------------------------------------'

 As far as 'types' go, Mind types are cured with Mind Purifiers, and Body ones
 are cured with Body Purifiers. Simple, eh? The only statuses that do not wear
 off after three turns are Poison, Dispirited, Fear -- these last after battle
 and must be cured with items or the attendant at a clinic.

     _____________________________________________________________________
     ���������������������������������������������������������������������
     STAT OVERVIEW                                                  [STTV]
     _____________________________________________________________________
     ���������������������������������������������������������������������

     .-------.-----------------------------------------------------------.
     | HP    | Hit Points, which is the sustenance of the characters     |
     | MP    | Magic Points, used as 'currency' in Dragoon magic         |
     | AT    | Attack power                                              |
     | DF    | Physical defense power                                    |
     | LV    | The character's level                                     |
     | EXP   | Experience, the total gained and the needed for next LV   |
     | MAT   | Magic & item attack power                                 |
     | MDF   | Magic & item defense power                                |
     | D'LV  | Character's Dragoon Level                                 |
     | M-AV  | Magical evasion power                                     |
     | P-AV  | Physical evasion power                                    |
     | SPEED | Character's agility rating, determining # of battle turns |
     | A-HIT | Physical attack evasion rating                            |
     | M-HIT | Magical & item attack evasion rating                      |
     '-------'-----------------------------------------------------------'

_____________________________________
III. CHAPTER ONE - SERDIAN WAR [CHP1]|_________________________________________
�������������������������������������������������������������������������������
01) Seles                                                                [WK01]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * War Bulletin       * Burn Out         | * Knight of Sandora  | 1 (1/50) |
 | * Father's Stone                        |----------------------'----------'
 '-----------------------------------------'

  In the forest outside of town, the red-armored Dart reads a [WAR BULLETIN]
  before the tusked dragon Feyrbrand attacks. He returns to his village, and
  finds it smoldering from the some Imperial Sandora soldiers' attack. There
  is a brief fight between a couple stragglers, which is no problem with one
  dose of the 'Addition' system. Time the Square button press as the Dart
  nears the enemy and perform a 'Double Slash' attack. They have pitiful HP,
  so it's not much of a trial... Apparently someone named 'Shana' has been
  taken into the soldiers' custody, though.

  Afterwards, claim a [BURN OUT] in the chest near the (ironically) burnt-out
  house and save the game. Check out the southern part of town to find more
  grim tidings and smoke. An officer rides up, and it's the first...uh, boss
  you fight. He spits out that the captive's been escored to the fine place
  of Hellena Prison. Oh noes!

 .-----------------.--------.---------------.---------------------------------.
 | BOSS: Commander | HP: 20 | ELEMENT: ---- | DROP: Burn Out/2 Healing Potion |
 '-----------------'--------'---------------'---------------------------------'

  He's accompanied by two 'Knight of Sandora' enemies, but this isn't much of
  an upgrade battle-wise. A solitary Double Slash will take out the minions to
  be sure, and even if you mess up, two attacks'll suffice. The Commander then
  only takes four full additions, but to Dart's advantage, he's also faster. A
  few 'Guard' options will help refill our hero's health a bit without costing
  him anything from the inventory, as well as guarding against physical damage
  on the next attack. The commander will heal himself a pitiful amount of 4 HP
  and using a fire-elemental 'Burn Out', but neither should prove to be fatal.
  If you're forced to, use a Healing Potion; otherwise, save 'em for later. A
  win nets Dart 26G and 24 EXP.

  After defeating them, head towards the graveyard and find the 1st [STARDUST]
  item on one of the gravestones. This will be important for a sidequest later
  on, so we're collecting 'em now. There's also a knight named Master Tasman
  who can teach Dart -- and any new player -- the basics of fighting. Nothin'
  else here but rubble. Leave town and enter the world map, towards the Forest
  area. It's called 'Forest' too...no name trickery there...

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Forest                                                               [WK02]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * Healing Potion     * Charm Potion     | * Assassin Cock      | 0 (1/50) |
 | * Burn Out           * 20G              | * Goblin             |----------'
 '-----------------------------------------| * Trent              |
                                           | * Berserk Mouse      |
                                           '----------------------'

  There's a merchant right nearby here [SH01]. If you're the type of person
  who absolutely hates lots of encounters, buy a few Charm Potions to lower
  the risk of 'em. Also, I highly suggest you ditch Double Slash and start
  leveling up the 'Volcano' addition. Select it from 'Addition' tab in the
  status screen.
          ___              |���|����������������|���|����������������|
         /2  \             | 1 | Healing Potion | 3 | Burn Out       |
        / /�\ \            | 2 | Charm Potion   | 4 | 20G            |
       / /   \ \           |___|________________|___|________________|
      / /     ) )
  ___( (_    _| |_  __     Anyway, near the merchant, look for a crate
 | 3     |  |   _ \/1/     containing a [HEALING POTION]. In the second
 |       |  [  | \__/      screen's cliff-and-log setup, get a [CHARM POTION]
 |_  4___|   \ \           before traversing the bluff. This leads to a 3rd
   | |        \ \          screen with lots of foliage and lots of exits...a
   | |        ENTER        maze, in essence. There's a [BURN OUT] and [20G] to
   | |                     be had here. To reach the exit, take the path on
   | |                     the right side of the Burn Out's chest, in the NW
   ( (   ___  ___          part of here.
    \ \_/ _ \/ _ \_        
     \___/ \  / \__EXIT    Truck south for a small flashback, and follow the 
           /_/             zig-zag path to the world map. I suggest fighting a
           /               few monsters to reach LV4, and maybe get Volcano to
 To 'Prairie' (Blocked)    LV2 (use it correctly twenty times).

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Hellena Prison                                                       [WK03]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * 50G                * Angel's Prayer   | * Hellena Warden     | 0 (1/50) |
 | * Leather Jacket     * 20G              | * Senior Warden      |----------'
 | * Spark Net          * Key/Shana's Cell |----------------------'
 '-----------------------------------------'

  Dart will sneak into the prison when a peddler's wagon cart approaches, and
  then it's go time! You can talk to the hawker after defeating the enemy he
  summons to get a menu of his wares [SH02]. You can buy Angel's Prayers and
  Spark Nets if you need them, but you probably won't. Also, there aren't any
  random enemy encounters in this place, but you can see wardens walking the
  floor -- they supply enemies if you need to level up and such. (NOTE: Map
  is shown straight instead of at an angle, so adjust your thinkin'...)
                                            _________
 [LEGEND]                                  / _______ \
                                    ______/ /_______\ \
   1 - 50G                         | 5     // _____ \\ \
   2 - Angel's Prayer               ����/ (/ /     \ \) \___
   3 - Leather Jacket               ___(    (       )       |
   4 - 20G                         |  4   (\ \     / /) /���
   5 - Spark Net                    �����\ \\ \   / // /
   6 - Key to Shana's Cell                \ \\ \_/ // /    DOTTED LINES DENOTE
   7 - 20G                                 \ \\   // /      PATH OF ELEVATORS
   8 - 20G                                  \ \) (/ /
                                   ____      \_   _/
                                  |1 2 |       |_|         ___
                                  |_ 3_|       | |        | 6 |
                        Save   ___ _||         | |         |_|
                           '--|  _|__|        _| |        _| |
                              |  _|---->-----|___|--->---|_  |
                              ) /                          |_|
                             ( (                         /�   �\
                              \ \                       / /) (\ \
                               \ \                 __  / //   \\ \
                                \ \                \8\/ // /�\ \\_\
                                 \ \                \  // /   \ \\ \
            ______               _) )        _______/ // /     \ \\ \_____
           | SHOP |    |�|-EXIT |  _|       | SHANA   �  |     |  �     7 |
           | SAVE |    | |      |_|          �������\ (\ \     / /) /�����
            �|__|�     | |______| |                  \ \\ \___/ // /
             /   ������           |                   \ \\_____// /
            / /����|��������������                     \ \_____/ /
           /_/     '- BOSS: Freugel                     \_______/
          / /
         / /
        / /
       / /                          NOTE: Layout will not look the same as in
      /_/                           the game due to different camera angles.
       '- Broken Elevator

 To start, enter from the starting point out into the hallway. There'll be 2
 wardens here and three paths to take. All are dead-ends except for the right
 staircase, which you should take. Two screens later, you'll be on scaffolding
 near a save point and a cargo lift. Inside the doorway nearby there are a few
 wardens patrolling, but a LV2 Volcano can take 'em out instantly. Steal the
 [ANGEL'S PRAYER], [50G], and [LEATHER JACKET] from the chests nearby. You can
 also re-enter this room to find the wardens back, if you like power-leveling
 (LOL-worthy in this game). Save and take the lift up and enter the new tower.

 Inside, there will be a knight skewering some wardens. The name's Lavitz, and
 he teams up with Dart after the two tag-team some dopey guards (x3). Double
 back one screen to find the exit (blueish glow) and start from here. Go one
 screen clockwise (to the right) and enter a celldoor to find a chest and a
 woman. Use the crates to get the [20G] in there. In the next-door cell, there
 is a [SPARK NET] item. Return to the entrance (this tower is only 3 screens)
 and head towards the next lift, after fighting a warden. Save down below, if
 you want, also.

 Take the left exit first to find a tight-security checkpoint. Take the catwalk
 up to a resting area, and Dart will find a [KEY TO SHANA'S CELL] laying there.
 Return back to the elevator area and enter the second tower with the new key.
 Take a left to find some guards in front of a cell; defeat them and Shana'll
 be rescued at long last! Defeat a couple more guards and the former captive
 will be able to battle with the men. Shana can learn no Additions, though,
 but she can do everything else. Give her that Leather Jacket for a few extra
 defense points. Make sure to get that [20G] in the third screen's cell, too!

 Backtrack to the entrance (save when possible) and we'll fight a boss.

 .---------------.--------.----------------.--------------------------------.
 | BOSS: Fruegel | HP: 90 | ELEMENT: Earth | Knight Shield, HealingPotion x?|
 '---------------'--------'----------------'--------------------------------'

  At first Freugel appears with two Hellena Wardens who have about 12 HP (the
  others have about 8-9). Volcano can take these guys out in one go, however.
  I highly suggest that Shana simply defends during this time, as she'll be a
  lightning rod of damage (beating up girls = no-no). When the two grunts are
  dead, two more show up, being Senior Wardens w/ 25 HP. They're a little more
  tough and have a penchant for counterattacking during additions, so watch
  your bacon. When they're killed, they throw a magic attack that hits about
  all allies for 20 damage. Take out the senior wardens before they Power Up
  and get even better attack and defense. Make sure that Lavitz isn't in 
  bad shape, as his magic defense blows and he'll take ~40 per fiery attack.
  When the second wave of grunts has ended, Fruegel himself will be the only
  target. Keep Shana as an item healer while the men attack; not much else to
  this. Unlike his grunts, he's got no death-counter. 50G + 300 EXP awarded
  for winning.

 Everyone escapes out of the prison automatically, and onto the world map. The
 previous path back to Seles is now closed, and all that lies now is the realm
 of Mordor...err, the Prairie.

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Prairie                                                              [WK04]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * Ax from Shack      * Angel's Prayer   | * Mantis             | 0 (1/50) |
 '-----------------------------------------| * Crescent Bee       |----------'
                                           | * Vampire Kiwi       |
                      Enter                | * Mole               |
                      _/                   '----------------------'
                _____| |
  To Forest    / ______|   Upon entering, Lavitz' leg will get stuck with an
        \_    ( (______    arrow, so everyone hides to evade the pursuing
         \ \   \______ \   wardens. After emerging, go down the SW road and
          \ \_________) )  take refuge in the small farmhouse. When flashback
          (  __________/   time ends, the goal's set: return to the capital to
 River    /  \             inform the king of the goings-on. [Sitting in the
     \   ( (\ \            chair here refills health.]
Cliff '--| | \ \
  \ _    |1|  ) )    To get out of the prairie, go cliffside tree near the
   | |   |_|  | |    farmhouse, then the untraversable river at the NW fork.
   | |________| |    Get the [AX FROM SHACK] at the farmhouse, chop down the
   |__________  |    cliff tree, and revisit the river -- the log will brook
           |____|    a passage across. In the last screen, an [ANGEL'S PRAYER]
        Axe-'        is near some resting civilians.

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Limestone Cave                                                       [WK05]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * Detonate Rock      * 20G              | * Evil Spider        | 0 (1/50) |
 | * Bastard Sword      * Total Vanishing  | * Slime              |----------'
 | * Angel's Prayer     * Body Purifier    | * Ugly Balloon       |
 | * Burn Out           * 100G             | * Orc                |
 | * Charm Potion       * Spark Net        | * Screaming Bat      |
 | * Poison Guard       * Body Purifier    |----------------------'
 | * Bandana            * Healing Potion   |
 | * 50G                                   |
 '-----------------------------------------'

 In the next stepping stone room, get a [TOTAL VANISHING] and [BODY PURIFIER],
 the latter especially since this place will have poisonous baddies. After the
 minor slipup by Lavitz, enter the dark room beyond. There will be some glowing
 fireflies here (Rock Fireflies) that can heal all characters and remove their
 statuses. An [ANGEL'S PURIFIER] and a [BURN OUT] are also located here. There
 is also a [100G] chest near the NE exit (on tv). In the firefly room, take
 the southernmost exit to continue.

         _    Just inside, pick up a [DETONATE ROCK] and look for a small path
  ENTER-| |   down to a [HEALING POTION], which is easy to miss. Turn SW into a
      __| |   chamber with a bifurcating path, one being a waterslide. It's
     |1 16|   possible to get [20G] and a [BASTARD SWORD] by navigating this
      ��| |   place. Just make sure to use the d-pad/analog stick to steer Dart
     ___| |   into the branching slides; it's only 2 turns for the best item.
    |     |                           
    | |�\_|   In the next stepping stone room, get a [TOTAL VANISHING] and a
    | |       [BODY PURIFIER], the latter which comes in handy for the caustic
    |  ����|  critters. The dark room beyond has rock fireflies which act as a
    | |�|2 |  free healing/refresh point. An [ANGEL'S PRAYER] and [BURN OUT]'re
    | | |3 |  also located here. Snag a [100G] chest near the NE exit (on tv),
    |  �  /   while yer at it. In the firefly room, take the southernmost exit
    | |���    to continue along...
    | |                               
|���   ���|                           |����|�����������������|
|5       4|                           | 01 | Detonate Rock   |
|  _______|                           | 02 | 20G             |
| |                                   | 03 | Bastard Sword   |
| |  /��������������|                 | 04 | Total Vanishing |
 \ \/ /������|8   10|                 | 05 | Body Purifier   |
  \  (   \�\ |______|-11              | 06 | Angel's Prayer  |
  |   \  _)7)     /|\   EXIT          | 07 | Burn Out        |
  | |\ \/  /       |     |�|_         | 08 | 100G            |
  | | \ 6/�'--Rock |     | 15|        | 09 | Charm Potion    |
  ( \  ��  F'flies |     | |�         | 10 | Spark Net       |
   \ \/���|__      |    _| |_         | 11 | Poison Guard    |
    \_ 9     |-->--'   (  14 |        | 12 | Body Purifier   |
      |    |�           \ (��         | 13 | Bandana         |
       ��| |    ___      ) )          | 14 | Healing Potion  |
         | |___| 12|_____| |          | 15 | 50G             |
         |_____      BOSS  |          | 16 | Healing Potion  |
               | 13|�������           |____|_________________|
                ���
 This room has two exits as well. Raid the [CHARM POTION] and route straight
 ahead, not the one that wraps around the entrance. There will be a weird thing
 here that flees when you try to chase it. The object is to catch it, which is
 done by occupying the same space as the creature. It leaves a [POISON GUARD]
 accessory after being caught, which prevents that status. Don't leave this
 place without it! A [SPARK NET] can also be found in this area. Return to the
 area where the Charm Potion was and opt for the other road this time.

 It leads to a save point with a couple of crates lying around. One's a [BODY
 PURIFIER] and the other, a [BANDANA] helm...pretty crappy. Save and enter the
 final screen to find the giant boss. He'd make a good wall mount...

 .----------------.---------.----------------.-------------------------------.
 | BOSS: Urobolus | HP: 270 | ELEMENT: Earth | DROP: Wargod's Amulet         |
 '----------------'---------'----------------'-------------------------------'

  Probably named after an "ouroboros" symbol, this sucker is easy to analyze.
  The main thing to remember here is that using Defend not only halves damage
  but it prevents any statuses from working. In this case, the foe's poisonous
  spew attack will simply do nothing. Dart should be able to do 30+ with his
  Volcano attack (at least at Lv. 4) while Lavitz' Spinning Cane won't be too
  bad either. Have Shana be the item healer...meaning have her defend when she
  isn't doing anything. Eventually, Urobolus will climb a worm-eaten wall and
  wait for an attack. Use this time to Defend/heal since it likes to use its
  attack-all move for about 20dmg. After three turns, it's pattern returns to
  normal. 50G + 400 EXP awarded upon death.

 Leave through the cave nearby, into a small maze. There's a [HEALING POTION]
 to steal, as well as a [50G] jackpot by the actual exit. On the world map, do
 beeline for Indels Castle at Bale!

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) Indels Castle Capital Bale                                           [WK06]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * Portrait of Lavitz * 50G              | There ain't any!     | 6 (7/50) |
 | * 20G                * Good Spirits     |----------------------'----------'
 | * 20G                * 20G              |
 | * Healing Breeze     * Sparkle Arrow    |     Lavitz'
 | * 50G                * Active Ring      |      House       Barn
 | * 100G                                  |           \__   _/
 '-----------------------------------------'           |3 |_|7|
                                           Clinic-.    |  |_  |
 [LEGEND]                                         |    |__|_| |
                                         Library  |    |__|_  |
   1 ~ Portrait of Lavitz                  ____\__|_   _____| |
   2 ~ 50G                Indels  ____    |WPNS|    | |BAR 4|�|_____
   3 ~ 20G                Castle |5   |   |__ _|____|  �|_|�| |ITEMS|
   4 ~ Good Spirits           '--|8  9|____ _| |    |_ _| |_| |�|�|�
   5 ~ 20G                       |10  |____|_        _|_____   �   �|
   6 ~ 20G                       |11  |      |__ _ _|   |1 2| |�����
   7 ~ Healing Breeze            |____|         |_|      �|�| |__
   8 ~ Sparkle Arrow                                      |_   __|--> To Sewers
   9 ~ 50G                                                  |_|           (6)
  10 ~ Active Ring                                   Enter --'
  11 ~ 100G

 As you come into town, enter the first house you see and talk to the girl to
 have her make a [PORTAIT OF LAVITZ] key item, and a [50G] crate. Make for
 the castle past the market square when done, and head up every stairwell you
 find to reach the throne room. King Albert says that the Knights of Basil're
 holding the line at Hoax in the south, but Sandora's encroaching. When the
 party disbands for a while, talk to Shana out on the balcony and everyone'll
 decide to accompany Lavitz to Hoax.

 But, it's gettin' late, so return to Lavitz' house north of the city's entry
 point. When Lavitz asks what him and Dart should do before lunch, pick the
 fourth option of a home tour. Go upstairs into the library and some dialogue
 on the roof'll play; once lunch is over, leaving town's possible. There's
 still some stuff to do, however! Get the [20G] in Lavitz' house, remember...

 ---

 'Kay, first let's round up some Stardust around. There are six here, and
 their locations are:

 � In Lavitz' house's kitchen (post-tour)
 � On the street near Lavitz' house, in the well
 � In the weapon shop's polearm bin
 � At Indels Castle, in the blacksmith's kiln (located on ground floor)
 � At Indels Castle, NW corner of the area (by where the musician stands)
 � This one's a little tougher. In Indels Castle, use the ladders on the
   ground floor to reach the basement level. Turn a crank-wheel there to undo
   a locked door by a boat. Now, at the town bar, buy some [GOOD SPIRITS] for
   the drunkard in the sewers; he'll clear the way for you to enter further
   inside, which leads to the boat you saw before -- take it for a ride! When
   prompted by a doorway, choose to get off the boat and enter inside. Search
   the floor in the north to find a cobweb'D Stardust! Use the boat to leave
   again.

 As for extra items to find...

 � [20G] can be found in the castle's ground floor room, accessible via a
   sewer ladder (give Dran the Good Spirits to enter).
 � [20G] can be found in the sewer system, in the screen where the path forks
 � A [HEALING BREEZE] can be found in the barn next to Lavitz' house, up in
   the loft. Get on Lavitz' house's roof via the 2nd-floor library room and
   roof-hop to the barn window. Dart will have to walk across a beam to get
   the item. If he starts to loose his balance, mash the action button when
   the (!) icon appears to maintain composure.
 � In Indels Castle (ground floor) there is a [SPARKLE ARROW] near the stable
   area. At the 2nd floor is [50G] and an [ACTIVE RING], the latter accessible
   from a third-floor ladder. Speaking of which, on the third floor, there is
   a [100G] container

 After outfitting your party, try to leave town and you'll run into Martel.
 This person's who you'll end up collecting all those piddly Stardust for in
 exchange for rare items, so make sure you're gettin' 'em! She'll stay in Bale
 for awhile, at the house near Lavitz' joint. You need 10 for the first prize,
 so we'll have to wait awhile (note: if you talk to her now, you'll give over
 all the 'dust you've collected so far).

 Leave for Hoax when ready. Remember to buy items in Bale; the destination has
 no shops.

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Town of Hoax                                                         [WK07]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|����������|�
 | ITEMS:                                  | ENEMIES:             | STARDUST |
 |                                         |                      |          |
 | * Angel's Prayer     * Healing Potion   | ---                  | 2 (9/50) |
 | * 20G                                   |                      |----------'
 '-----------------------------------------'----------------------'

 This fortified town serves as the frontline for the war against Sandora, and
 doesn't have much in the way of luxuries. Kaiser, the head of the Eighth
 Knighthood, is waiting for everyone's arrival, so let's not keep him waiting
 too long. First, let's loot the town before it gets too hectic.

   � Stardust #08 - The house just left of the inn, downstairs (in fireplace)
   � [ANGEL'S PRAYER] - in the resting area above Kaiser's station
   � [HEALING POTION] - House along southern city wall, under the stairs.
   � [20G] ------------ on upper wall of town, inside east openable window

 When ready, talk to Kaiser in the room under the hotel. Lavitz and Dart'll
 pull nightwatchman duty. One more item to get:

   � Stardust #09 - Near the lantern SW of where Kaiser's standing

 Talk to Kaiser when you're ready and he'll accompany Dart to the wall-side
 position. After relieving the guard, move our protagonist down the stairs
 to where the enemy's surprisingly surprising attack occurs!

 .-----------------.---------.----------------.------------------------------.
 | Sandora Soldier | HP: ~40 | ELEMENT: Fire  | DROP: Healing Potion         |
 '-----------------'---------'----------------'------------------------------'

  These guys are smallfry, but can do some minor damage just the same. Their
  down-slash attack can do about 30 damage, and their projectile can do a bit
  over 10. Defend a little to restore some health for the upcoming battle. And
  they may counterattack now and then, so be on guard. 60G + 50 EXP on defeat.

  Move up the stairway to victim #2...

 .----------------.----------.---------------.-------------------------------.
 | Sandora Elite  | HP: ~250 | ELEMENT: Dark | DROP: Healing Breeze          |
 '----------------'----------'---------------'-------------------------------'

  He's got a few tricks up his sleeve. Foremost, a green flame skill that'll
  inflict about 40dmg on both allies. Secondly, a chain-capture throwdown; it
  does less than 20dmg, normally. When his HP is halved, he makes two copies
  of himself that are full-fledged attackers; hit the wrong one and the damage
  is nullified. The copies disappear when a hit's landed on the real Elite, so
  the opening for further attack lies there. 50G + 200 EXP upon the kill.

 Immediately following, it's Giganto-guttin' time!

 .----------------.----------.----------------.------------------------------.
 | Kongol         | HP: ~275 | ELEMENT: Earth | DROP: Power Wrist            |
 '----------------'----------'----------------'------------------------------'

  His physical attack is alright, but nothing to write home about. He can,
  however, get consecutive attacks off on occasion, so don't let your HP go
  into critical at any time. When he puts his weapon away, he can do a harder-
  -hitting attack on both allies that's sure to give a headache -- it can do
  about 40damage to each. A weaker clothesline move is also found during this
  time. Note that after his HP is halved, if you don't complete an Addition
  properly, he'll rebuff the ally and counter with his head-knocker combo! It
  can hurt if you're not paying attention. 50G + 300 EXP for winning...

 After finishing off Kongol, the tables seem to be reversed. A flying girl w/
 black wings will awaken the "Red-Eye Dragoon" within Dart's stone and he'll
 become a Dragoon as well! The Sandoras leave in fear at this new development,
 also.

 The person who unleashed Dart's power is Rose, the holder of the Dark Dragoon
 Spirit. News that the 7th Knighthood is under attack reaches the place, and
 it's off to assist them in the Marshland. Our new friend Rose can give Dart a
 tutorial on how to use the Dragoon powers he's got, if you need it. Those new
 to the game should definitely check it out. [NOTE: Dart's Additions now grant
 SP, which is another incentive to complete them each time.]

 On the world map between Hoax & Bale, a path now branches to the Marshland. I
 switched out Shana for Rose at this point, but I know some people keep Shana
 around as an offensive item-thrower. Doesn't matter too much at this point...

_______________________________________________________________________________
�������������������������������������������������������������������������������
08) MARSHLAND                                                            [WK08]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Sun Rhapsody       * Sun Rhapsody     | * Merman             | 1 (10/50) |
 | * Wargod's Amulet    * Spirit Potion    | * Myconido           |-----------'
 | * Healing Potion     * Lance            | * Sea Dragon         |
 | * Spirit Potion      * Burn Out         | * Crocodile          |
 | * Body Purifier      * Stun Guard       |----------------------'
 | * Magic Sig Stone                       |    __________
 '-----------------------------------------'   |2 3 4  _  |
                                               |__5  _| |6|
   |����|�����������������|                       | |____�
   | 01 | Sun Rhapsody    |                       |      |
   | 02 | Sun Rhapsody    |                        ��/�  |
   | 03 | Wargod's Amulet |                         /1/| |
   | 04 | Spirit Potion   |                         �� ) (
   | 05 | Healing Potion  |   EXIT  ___________       [   ]
   | 06 | Lance           |      '-|__________ \       ) (
   | 07 | Spirit Potion   |                  _\ \___   | |
   | 08 | Burn Out        |         ______  |7  ___ \__|  )
   | 09 | Body Purifier   |        |10 11 |_|89|   \____ (
   | 10 | Stun Guard      |        |___________|        \_\
   | 11 | Magic Sig Stone |                              '--ENTER
   |____|_________________|

 At the beginning, the path splits to the north (7th Basil Fort) and west (the
 marsh). Make for the fort to find the Imperial Sandora raid still in progress,
 with Dart smack dab in the middle. Give affirmative answers about fighting the
 soldiers as they appear; if you choose to retreat, they'll have to be done all
 over.

 .-----------------.----------.----------------.-----------------------------.
 | Sandora Soldier | HP: ~40  | ELEMENT: Fire  | DROP: ---                   |
 | Sandora Soldier | HP: ~60  | ELEMENT: Water | DROP: ---                   |
 '-----------------'----------'----------------'-----------------------------'

  Soldiers have a weak projectile attack (~10) and a sword slash (~30) used w/
  equal favor. They can be taken down in two attacks each, so it's thoughtless
  battle, mostly. Just watch out for the low-level Spear Frost items they toss
  that can do about 50 dmg to Dart. 21G + 25 EXP for wins. [Battle is done five
  times minimum.]

 The Commander emerges when his five soldiers are stains on the walkway...

 .-----------------.----------.----------------.-----------------------------.
 | Commander       | HP:      | ELEMENT: Dark  | DROP: Attack Ball           |
 | Sandora Soldier | HP: ~40  | ELEMENT: Fire  | DROP: ---                   |
 '-----------------'----------'----------------'-----------------------------'

  Smallfry through and through -- Dart and Rose can easily rack up some kills
  with their Dragoon forms. The Commander's sword slash only does 'bout 20dmg,
  but in the latter half of the fight, can do ~40dmg and inflict Stunned on a
  single target (guard to make it ineffectual). Use Astral Drain for cleanup.
  27G + 45 EXP for winning.

 Get the [SUN RHAPSODY] on the plansk before movin' inside the monster-less
 fort. Bounty inside:

   � Stardust #10 (located by the bed)
   � [SUN RHAPSODY]
   � [SUN RHAPSODY]
   � [SPIRIT POTION]
   � [HEALING POTION]

 Talk to the head of the 7th Knighthood to receive a [WARGOD'S AMULET], then
 duck behind the fort (using the entrance nearby) to get a [LANCE] for Lavitz.
 That's all there is to do here, so backtrack to the fork that leads into the
 marshland...

 ---

 By walking along the warped & knotted tree branch, a small canoe can be used
 to maneuver in the waters and get the items lodged in the boughs. Items that
 can be found 'round this neck of the woods are:

   � [SPIRIT POTION]
   � [BURN OUT]
   � [BODY PURIFIER]
   � [STUN GUARD]
   � [MAGIC SIG STONE]
 
 Out of all of these normal items, one special items is found: the Magic Stone
 of Signet. For better or worse, this item does not deplete -- it can be used
 once per battle on a single enemy, and blocks them from taking action for 3
 turns. It's definitely something you'll want to keep around (some enemies'll
 flee ASAP and drop $$/items), although it'll take up one of your item slots
 for a long while...

 But, that's up to you. Swing the canoe back around to where you found it and
 use hoof it along dry earth, leading back onto the world map. Next stop on
 this gravy train is...

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) VOLCANO VILLUDE                                                      [WK09]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Spear Frost        * Mind Purifier    | * Magma Fish         | 0 (10/50) |
 | * Panic Guard        * Sapphire Pin     | * Salamander         |-----------'
 | * 50G                                   | * Fire Spirit        |
 '-----------------------------------------'----------------------'
               ____________________      _
       ___    |   ___________   __ \____/3|
      |   |___|  |______     | |  \______/
      |BOSS_________4__ \  |�  |
      |___|    ________) ) |2| |
              |  5  BOSS/   �| |                 |���|���������������|
              /���������     | |                 | 1 | Spear Frost   |
            Exit     |�����| |�|                 | 2 | Mind Purifier |
                     | |�|1|_| |                 | 3 | Panic Guard   |
                     | | |_____|                 | 4 | Sapphire Pin  |
                     | | |�����|                 | 5 | 50G           |
                     | |_| |�| |                 |___|_______________|
                     |_____| |_|
                              '--ENTER

 As everyone enters this lava-infested locale, a Fire Bird appears from the
 hot stuff and chases everyone into screen two. Pick up the [SPEAR FROST] and
 continue into screen three, where a [MIND PURIFIER] awaits. At the fork, go
 east to a [PANIC GUARD]; west leads to a save point. Heal up there and trek
 into a lavapool area, where, towards the end, Shana runs off by herself and
 leaves everyone to follow. Equip a Stun Guard before you go into the adjacent
 area. THAT AIN'T A STATUE, SON!

 .----------------.----------.----------------.------------------------------.
 | Virage (Arm)   | HP:  ~50 | ELEMENT: ----- | DROP: Healing Potion         |
 | Virage (Head)  | HP: ~350 | ELEMENT: ----- | DROP: Mind Purifier          |
 | Virage (Body)  | HP: ~400 | ELEMENT: ----- | DROP: Healing Potion         |
 '----------------'----------'----------------'------------------------------'

  The Arm is the weakest body part and killing it eliminates one extra attack
  (~40-50dmg) from the Virage's repertoire, so take it out first. It will
  regenerate a few times throughout the battle, but is an easy target just the
  same. The Head contains the deadliest attacks of all, though, and can slap
  everyone with 'Stunned' status or deal ~60dmg to a single target. Luckily,
  it happens to be rather slow -- this allows nonstop wailing. Astral Drain'll
  help out here, as well as any Dragoon Additions you choose to do...not that
  they're necessary. One thing to note is that you're unlikely to suffer any
  counterattacks when fighting any part! When both Body & Head are kaput, so
  is this battle. 100G + 600 EXP for the victorious.

 Now's a good time to heal up and save. Either way, east out of the lavapool
 area leads to Dabas, a guy hanging from a cliff by his suspenders. He bestows
 a [SAPPHIRE PIN] for rescuing him, then splits...what a nice guy. Down in the
 arc-shaped room, the next boss drops in...

 .----------------.----------.---------------.-------------------------------.
 | Fire Bird      | HP: ~600 | ELEMENT: Fire | DROPS: Red-Eye Stone          |
 '----------------'----------'---------------'-------------------------------'

  Powerful additions like Rod Typhoon can still do 60+ to this dork, and Spear
  Frosts are welcome projectiles for this goon (200%+ = 175dmg!). It's best
  technique involves diving into all party members for about 40dmg for fire-
  -type dmg. Second-best: summoning four Volcano Balls into battle. Destroy 'em
  before the boss throws them at an ally for damage -- quite simple really,
  although it's doubtful you'll destroy all four without an attack-all item.
  Either way, Fire Bird has crappy defense and is a blunt-weapon magnet. 100G
  and 800 EXP upon defeat.

 In the last screen, collect the [50G] and talk to Dabas to learn he's set up
 shop for awhile. Nothing special really, although if you like Pellets/Dancing
 Rays, buy some now 'cause they ain't available in the upcoming town. Also, a
 boss ahead is wind-elemental so Pellets will be of some use...

 Off to destroy a nest, now...

_______________________________________________________________________________
�������������������������������������������������������������������������������
10) NEST OF DRAGON                                                       [WK10]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Spirit Potion      * Body Purifier    | * Mandrake           | 0 (10/50) |
 | * Bravery Amulet     * Mind Purifier    | * Lizard Man         |-----------'
 | * Jade Dragon DS     * Chain Mail       | * Run Fast           |
 '-----------------------------------------| * Tricky Bat         |
                            ____           | * Man Eating Bud     |
                  .--------|BOSS|          '----------------------'
                  |         ��|�
                  |          |�|__/�/-SAVE
                  |          |__   /
                  |          ___| |_____           |���|����������������|
                  |         |B�<| |<   G|          | � | Mushroom       |
                  |          ���| |�����           | 1 | Spirit Potion  |
                  |             |  ���|H           | 2 | Body Purifier  |
        Exit      |         _   | |��� _           | 3 | Bravery Amulet |
           \      |       _| |  |A|   |D|          | 4 | Mind Purifier  |
Can't      |�|    |      |E �|   �    | |          | 5 | Chain Mail     |
 Pass  Hole| |<---'       �\ (        | |          |___|________________|
   \     \_|_ ���|          \1��������  |         
  |�|__  |   |�| |           �����������          
  |__  | |  _| | |                 _  _ _     __   
   __| | | |   | |            _   |B|/G/F/   /H/  
  |  __| | |   | |        .--|4|  |3/___/   / /  
  | |____| |   | |        |   �  _|�F_|    / /    
  |______  |   | |        |  ___|A|_|_____/ /    _
         | |   | |        '-| < | |< ____  (    |D|
         | |   | |       _   ���| |�|_   | |    | |
         | |   |5|      |E| |�| | |___|C | |_   | |
         |_|   |_|      | |_|2| | |____  |  C|  | |
        ENTER           |_____| | START| | |�   | |
                                 ������  |  ����  |
                                          ��������
 Enter a few screens to learn that there are dragon-poison spores floating in
 the air. Shana becomes ill almost immediately, but eventually gets used to
 the woody atmosphere. Continue along the cobwebbed ground until Dart's team
 falls through into an underground maze of sorts -- the dragon's nest.

 ---

 There is some spring water right by the landing spot, which heals everyone
 completely. To be quick about this, there are paths blocked by vines; to get
 past, you need to destroy the appropriate mushroom around the maze. It's not
 so hard as it seems, really. Here goes:

 ---

 Okay, so you're down by the pool. Climb the vine nearby to reach the upper
 floor. In front is a path blocked by vines, so you'll have to take the east
 vine down. There are three new exits here; ride the easternmost vine to get
 back on the upper floor. A [SPIRIT POTION] is accessible here, and by hitting
 the west mushroom, the vines leading to the savepoint area are released. But,
 that's not over yet -- we still need to get the vines blocking the exit. Get
 the [BODY PURIFIER] down the western purple-colored hole before backtracking
 to the lower room.

 ---

 Whew...! Return to the lower floor the way you came and enter that small
 little room right at the base of the vine you used. Follow it through a bunch
 of small passages until it leads to the upper room. There's a mushroom here
 that lowers the exit-blocking vines. Snag a [BRAVERY AMULET] down the western
 purple-colored hole, too.

 Backtrack to the lower room, get the [MIND PURIFIER] from the westernmost of
 the exits, and climb back to the top floor. The save point's accessible now!
 You may want to heal at the spring and hotfoot it upstairs so you're rearing
 to go. Give Rose the Sapphire Pin so her MP comes back for Astral Drain!

 .----------------.-----------.---------------.-----------------------------.
 | Greham         | HP: ~350  | ELEMENT: Wind | DROPS: Down Burst           |
 | Feyrbrand      | HP: ~500  | ELEMENT: Wind | DROPS: Plate Mail (maybe)   |
 '----------------'-----------'---------------'-----------------------------'

  It's a twofer, boss-style. As far as targetting goes, Greham's got the more
  annoying attacks, including a wind magic that affects everyone. His weapon
  attacks aren't that strong, but since Feybrand can inflict Poison/Stunned on
  single targets, it can make for a rather annoying tag-team. The best attack
  in Greham's arsenal is used when his HP's about half gone -- it involves
  a rather nasty impaling for ~80dmg. As for Feyrbrand, his attacks typically
  do in the ~50dmg area, which is rather easy to swallow most of the time.
  Rod Typhoon can do 50+ to Greham, which shouldn't be too hard to complete as
  there are, again, no counterattacks this entire time. Use Astral Drain on
  Feybrand and ciphon over 100 HPs from our dragon foe. His attack powers up
  if he's the only one left, but by a series of defending to regain HP & full
  additions, it's not a lot of strife. Unless you've got a stockpile of attack
  items, don't bother bringing Shana into this fight. 100G + 1200 EXP for the
  nice wind.
 
 Now that Greham's goin' to meet Servi, Lavitz is recognized as a Dragoon and
 gains the [JADE DRAGON DS]. Shana gets a bit sicker, however, so it's time to
 visit Lohan. Before going, make sure to get the [CHAIN MAIL] in the box where
 you first entered the forest. After climbing up the hole from the boss room,
 skirt along the side of the river (there's a part to cross on some cobwebs)
 until you can get it. [NOTE: On your way back, you'll have to cross the brook
 and backtrack through the maze to leave again.]

 After that, get the heck outta this forest via the way you climbed up.

_______________________________________________________________________________
�������������������������������������������������������������������������������
11) Commercial Town of Lohan                                             [WK11]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Water Bottle       * 100G             | There ain't any!     | 4 (14/50) |
 | * 200G               * Angel Robe       |----------------------'-----------'
 '-----------------------------------------'

 Dart takes Shana to Sanator's hospital and learns the poison is closing off
 her mind. "Dragoni Plant" may help her convalesce, but its existence is up
 for question. So, time to scour the town for information. On the city street,
 head south into the next screen, then enter the easternmost house (has a blue
 door) to find Dabas' shop.

 There's nothing for sale here, really, but Dabas reads some notes to recall
 sighting some north of the dragon's nest in a shrine. A plant blocks the way
 to the shrine, and needs to be purified...with Spring Water! Try to leave
 town and merchant will try to sell Dart a [WATER BOTTLE] for an exorbitant
 price. However, if you continually haggle his price down, he eventually gives
 it away for free!

 Before leaving, let's rob this place blind:

   � Stardust #11 - Screen by entrance, jar by Basil soldier
   � Stardust #12 - In Dabas' Shop, suit of armor on top floor
   � Stardust #13 - Screen before arena, by guinea pig
   � Stardust #14 - In screen with inn entrance, enter (left) door by bridge
                    and examine a bookcase to find secret passage. Find the
                    prize by a lower furnace.
   � [100G]       - Screen before arena, crate
   � [200G]       - Enter green door opposite from Sanator's and get into the
                    lower area of inn; crate.
   � [ANGEL ROBE] - Crate in front of Dabas' antique shop

 There's nothing else to do right now except return to the Nest of Dragon. Be
 sure to buy items and new equipment, the latter which should entail a Lance
 and/or Cape for Rose. Skidaddle!

 ---

 Okay, now we're back at Feybrand's old stomping ground. Fall back in the hole
 to get some [LIFE WATER], climb out where Greham was (way simpler this time),
 and skip across the brook using some stepping stones. The sidepath with the
 odd plant will be opened after it gets a taste of some pure spring water...

 The destination's on the map.

_______________________________________________________________________________
�������������������������������������������������������������������������������
12) Shrine of Shirley                                                    [WK12]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Silver Dragon DS   * Healing Breeze   | * Crystal Golem      | 0 (14/50) |
 | * Demon Stiletto     * 20G              | * Gargoyle           |-----------'
 | * 20G                * 20G              | * Strong Man         |
 | * 20G                * 20G              | * Plague Rat         |
 | * 20G                * 20G              |----------------------'
 '-----------------------------------------'

  A couple of things to remember: (1) all treasure chests you find before the
  boss are EMPTY (2) as such, you don't have to do much exploring and wasting
  time (3) use the Magic Sig Stone on Crystal Golems to avoid Stunned status
  and annoying light-element attacks.
      _______
     |1234567|                   |����|����������������|
     |  8 9  |                   |  X | Free Healing   |
     |__   __|                   | 01 | 20G            |
       _| |_                     | 02 | 20G            |
      |BOSS |                    | 03 | 20G            |
      |     |                    | 04 | 20G            |
      |_SAVE|                    | 05 | 20G            |
   _____| |�                     | 06 | 20G            |
  |  A  | |                      | 07 | 20G            | 
  |_   _| |                      | 08 | Healing Breeze |
    | | | |                      | 09 | Demon Stiletto |
    | |_| |_                     |____|________________|
    |_____  |
       ___| |  Continue on into the third, larger screen. There's a free heal
      |     |  point on the left-wall mural, but if you turn a crank on the
      |_   _|  left-wall door, it's lost permanently (although you won't be
      / | |_   able to 'find' out the statue tip if you don't open it). Either
  Stair |_  |  way, continue north into an open-aired series of stairways that
  Area    | |  lead to the forest canopy. Attempt to raid the chest and Dart's
       ___| |  sent on a mine cart trap ride back toward the beginning.
      |S _  |   _     _
      |_|_| |__| |_  |X|  However -- and pay attention to this -- the key to
      |  X    >| |<|_|S|  proceeding is shown during the mine cart sequence!
      |_|�| (��|_______|  Memorize the 3 numbers shown at this time (they're
          | |             randomized) and reenter the stairway area again. At
 ____     | |  the tri-rotary plate contraption, input the three numbers (in
|__  |    | |  order seen) to unlock a new exit in the wall.
 __| |____|A|
|ENTER      |  The last puzzle is a staircase that gets all slippery when one
 �����������   tries to ascend. To solve it, turn the gold statue towards the
 front, the silver to the left. Save/heal when allowed atop the stair and try
 to enter the large building nearby to face the boss.

 .------------------.-----------.----------------.---------------------------.
 | Drake the Bandit | HP: ~1200 | ELEMENT: Wind  | DROP: Bandit's Ring       |
 | Bursting Ball    | HP: ~70   | ELEMENT: ----- |---------------------------'
 | Wire             | HP: ~150  | ELEMENT: ----- |
 '------------------'-----------'----------------'
 
  This battle is annoying, but not really in the first half. Conserve Dragoon
  forms while you build up SP and wail on Drake normally. He does about 50 w/
  his dagger-throwing attack, but when he throws out three Bursting Balls, 
  they will eventually roll toward the ally they're lined up. Death Dimension
  can OHKO all the minor enemies, however. The last attack up his sleeve is to
  make a huge wire cobweb that shields him from being attacked until it's been
  destroyed. If you're using Rod Typhoon, the Wire won't last too long. He'll
  cure himself about ~360 HP at some point, but if you're using D-Additions to
  up the ante, it's easily re-erased. When his HP is redlining, Drake starts a
  hectic wire/bomb frenzy, so you'll have to waste some Spirit Potions to keep
  up with the attack-all dragoon magic. If you can't, it's precious time and
  HP wasted dealing with the bombs (which have decent DEF, actually). Other
  things of note: (1) nothing in this battle can refill MP, so the Sapphire
  Pin is useless (2) attacking Drake while the Wire is up makes the attacker
  lose 25 HP (3) Drake does NOT drop Bandit's Shoes, EVER. 100G + 1500 EXP is
  awarded for winning. [NOTE: Drake does a Bandit's Ring on occasion.]

 Afterwards, Shirley, the ghost of a former Dragoon, demands to know what is
 going on. She says she'll give her Dragoon Spirit to save Shana if they can
 defeat her in battle.

 .----------------.-----------.----------------.-----------------------------.
 | Shirley        | HP: ????? | ELEMENT: Light | DROP: Silver Stone          |
 '----------------'-----------'----------------'-----------------------------'

  First off, don't attack Shirley -- this isn't an offensive battle. She will
  ask questions about the characters' lives and they have to answer truthfully
  in order to proceed. So, it's pretty easy. Choose these options (if you do
  not, you start over):

   � Either "To protect those we love." or "For pride and honor."

   [DART'S SECTION]
    � To pursue the Black Monster.
    � Of course, get revenge!
    � Shana.

   [LAVITZ' SECTION]
    � That's not like you!
    � Shana needs me!

  The single questions she asks Dart, Rose, and Lavitz thereafter have no real
  correct answer. 100G + 1500 EXP awarded for winning.

 That ends the Shirley saga -- the [SILVER DRAGON DS] is received! Raid the
 room behind Drake for a massive amount of treasure: [20G], [20G], [20G], a
 [HEALING BREEZE], [DEMON STILETTO], [20G], [20G], [20G], and...[20G].

 Time to leave...and, no, the treasure chests don't magically become full or
 anything. C'mon Riders of Rohan...err, Lohan!

_______________________________________________________________________________
�������������������������������������������������������������������������������
13) Commercial Town of Lohan (II)                                        [WK13]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 0 (14/50) |
 '-----------------------------------------'----------------------'-----------'

 Return to Sanator's hospital and the dragoon spirit will heal Shana. And, it
 also appears that Shana is the...White Silver Dragoon! She still cannot use
 regular additions, however. Seeing such a miracle, Sanator suggests going to
 enter the town's Hero Competition that's held in the arena. This must be done
 even if you don't want to. =p

 Make for the arena and register at the tourney signup booth. Lavitz tells him
 to stay away from Dragoon form, so that option won't be eligible in any of
 the ensuing fights. Anyway, Dart finds an old (...really OLD) acquaintance of
 his -- Haschel the martial arts expert -- here before the match begins. 'Fore
 you enter, change your addition to the one with the highest damage%, because
 SP gains don't matter from here on in, naturally... Equip a Poison Guard for
 this first round, also. A few notes about the fights:

    � No EXP/$$ awarded
    � Magic Sig Stone doesn't work
    � It's possible to save after each victory

 Talk with the attendant to get a move-on...

 .----------------.-----------.----------------.-----------------------------.
 | Gorgaga        | HP:  ~200 | ELEMENT: ----- | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  Cheapskate Gorgaga uses a poisonous attack on Dart before the battle even
  starts, but the Poison Guard blocks it you 'anticipated' it. Anyway, this
  axe-wielder deals ~30dmg a hit, and sometimes throws a Pellet (earth-elem)
  for ~40dmg. Either way, simple going -- a LV 12 Dart can Guard and smooth
  over the damage done, and it should only take 3 Volcanos to put this one
  in the history books.

 For Round #2, make sure to switch the Poison Guard for

 .----------------.-----------.----------------.-----------------------------.
 | Serfius        | HP:  ~250 | ELEMENT: Fire  | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  This guy does about ~40dmg per sword slash, but when placed in critical HP
  or thereabouts, starts doing ~60dmg per regular attack and gets a defensive
  boost. If you're having problems, try throwing some Spear Frosts which will
  maul this guy like a starved grizzly bear. Red-Eye Stone doesn't do anything
  damage-reduction-wise.

 Round #3! No special setups, really.

 .----------------.-----------.----------------.-----------------------------.
 | Danton         | HP:  ~250 | ELEMENT: Earth | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  This fatty uses a hammer and is very susceptible to any wind-element items
  you can throw at it. His regular attack does a little under 60dmg, while he
  can be taking that from a fully-levelled Volcano. When his HP is critically
  low, he does an "All-Out Attack" to make Dart's HP -> 1. Heal immediately
  after and commence the smackdown as you've been doing. One other thing to
  note is that he tries to counterattack during additions (you know, making
  them mess up with the red squares).

 Penultimate round...! Equip a Bravery Amulet if you have one.

 .----------------.-----------.----------------.-----------------------------.
 | Atlow          | HP:  ~250 | ELEMENT: Dark  | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  Atlow's attacks are pretty crappy (~30dmg); however, he shoots parts of the
  body instead of simply attacking scattershot. Every five turns he will use
  his "technique blocker" attack which inflicts Fear on Dart. So, either do
  the above advice and equip a Bravery Amulet or guard before his 4th turn as
  the 5th comes without prep time. Said attack does about 75dmg, but nothing
  else makes this fight out of the ordinary. Any light-element attack items
  you've got will break Atlow like a watermelon. He tries to mess up Dart's
  additions every so often, also.

 Final fight is with...

 .----------------.-----------.----------------.-----------------------------.
 | Lloyd          | HP: ????? | ELEMENT: ----- | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  This battle is unwinnable, as Lloyd evades all attacks and any attack items
  will miss. Keep attempting to land hits and eventually he'll end the entire
  battle with some great attacks. Don't bother using items or guarding as it
  only prolongs the inevitable. Instead, listen to his soundbytes of "Missed!"
  and "Too slow!" which make you want to wring his neck...

 Although Dart couldn't pull this one out, runner-up ain't too bad. Lavitz'll
 make him and Shana "date" for awhile around the arena, and gives them three
 tickets to play some games with. This part is boring -- see the minigame
 section if you want to know the details about the games -- so play a random
 game and tell Lavitz you're ready to scoot.

 Try to leave town and a wounded Basil knight tells Lavitz that King Albert's
 been kidnapped and taken to Hellena. Oh no.....ROAD TRIP TIME! The prison is
 now accessible from the world map. Oh, and Haschel will join the party! Wow,
 quite a little crew we've got now.

 ---

 The last boss of this disc will be pretty hard to go through, and Shana will
 can have better healing magic by then. Using her is optional, naturally, but
 if you want to prepare, step up and begin around now.

_______________________________________________________________________________
�������������������������������������������������������������������������������
14) Hellena Prison (II)                                                  [WK14]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Burn Out           * Felt Hat         | * Senior Warden      | 0 (14/50) |
 | * Therapy Ring       * Pandemonium      | * Hellena Warden     |-----------'
 | * Thunderbolt        * Leather Armor    | * Fowl Fighter       |
 | * Silver Vest        * Healing Potion   |----------------------'
 | * Sachet             * Healing Potion   |
 '-----------------------------------------'

  Well, here we are again... Dart and crew infiltrate via the same method as
  before. Lavitz and Dart cannot be taken out of the party at this point, so
  pick your third member wisely (I'm going with Rose).

  One other thing of note: enemies walking around the field do not reappear.
  A good tip is to use the Magic Sig Stone on Senior Wardens because they will
  throw a fire-elemental item when in near-critical status.

 In the shop/save room, the adjacent room leads to a [BURN OUT]. Then, in the
 hallway outside (where the horse is), enter west (south on map) to the lift
 that was broken previously. It now functions!
                                            _________
 [NEW ITEM LEGEND]                         / _______ \
                                    ______/ /______ \ \
   1 - Burn Out                    |       // _____ \\ \
   2 - Felt Hat                     ����/ (/ /     \ \) \__
   3 - Therapy Ring                 ___(  _ (       )      |
   4 - Pandemonium                 |      \\ \     / /) /��
   5 - Thunderbolt                  �����\ \\ \   / // /
   6 - Leather Armor                      \ \\ \_/ // /  DOTTED LINES DENOTE
   7 - Silver Embroidered Vest             \ \\   // /    PATH OF ELEVATORS
   8 - Healing Potion                       \ \) (/ /
   9 - Sachet                      ___       \_   _/
  10 - Healing Potion             |   |        | |
  11 - Broad Sword                |_  |        | |
  12 - Spear            Save   ___ _| |        | |
  13 - 20G                 '--|  _|___|       _| |
                              |  _|----------|___|--BROKEN
                              ) /                  ELEVATOR
                             ( (
                              \ \
                               \ \           _______
                                \ \         | BOSS  |
         __                      \ \        |__ _ __|
         \1\______    ENTER      _\ \      ____| |__
          \_ SHOP |    |�|      |  _|     |11 12 13 |
            |SAVE |    | |      | |       |____   __| <- SAVE
             �| |�     | |______| |            | |
             /   ������           |      |���|_|�|
            / /�������������������       |>| |___|
           / /                            �| |
          / /                              | |  .---------------.
         /_/                              _| |_|�|              |
         |                               |  _____|      _       |
         |                               | |___________|8|      |
         |                               |T'DOOR_______  |      |
         |                               |_____|     __| |      |   ____
         |             TO PRISON TOWER <----'       |____|     |�|_| 10 |
         |        ___                                |         |___| |< |
         |       |  5|        __________             |             | |��
         |       |���|       |6         | .----------'         ____| |
         |       |  [7]       ��������| | |                   |JIANGO|
         |       |                    | | |                   |  9   |
         |       |  .-------.       __| | |  /���|             ������
         |    _  |  |   .---+---.  |  __|-' /2/| |______________
         |   |4| |  |   |   |   |  | | |   / / |              3 |
         |   |�| | |�| |�| |�|_|�|_| | |  ( (   ����������������
         |   |_| | |_| |_| |_________|-+->|_|
         |    '--+--'   |              |
         |       '------'              |
         '-----------------------------'

 In this new area, there is a bunch of doorways and small elevators that taxi
 the player around a bit. As long as you don't take the one that lets you "go
 upstairs," Dart remains in this screen. Easy-to-find chest are the [SILVER
 VEST], [PANDEMONIUM], [LEATHER ARMOR], and [THUNDERBOLT]. One doorway on the
 lower level that looks separated from the rest can actually be jumped to quite
 easily, leading to a [FELT HAT] and the awesome [THERAPY RING] which recovers
 HP each turn. The one chest that might be hard to find is the [SILVER VEST].
 Take the elevator up towards the [THUNDERBOLT] chest and look for a thin black
 rope along the wall that lowers Dart near a chest on a large fossil. Ride the
 main elevator upwards when ready. There's a [HEALING POTION] in a chest by a
 lantern; exit south when ready. A warden ambush takes place and they drop the
 party into a lair... Collect the [SACHET], inspect the wall Shana is peering
 at, and the boss fight begins.

 .----------------.-----------.----------------.-----------------------------.
 | Jiango         | HP: ~1200 | ELEMENT: Earth | DROPS: Sachet               |
 '----------------'-----------'----------------'-----------------------------'

  If you visited the prison cells, a man would have said a Sachet can help in
  defeating Jiango (strangely, Dart already knows this). Use it at once and
  get in some free attacks before it awakens. His normal physical attack does
  about ~55, but the most powerful stalagmite drop tech does about ~90 to all
  allies. Keep your HP above 150 at all times, thus. The last attack in the
  arsenal involves inflicting Confusion on a single target. Cure it with a
  Mind Purifier or by transforming into a Dragoon. Given the consistancy of
  that stalagmite attack, try to have one or two people defending on and off
  so everyone doesn't get caught up in it. Astral Drain will help somewhat in
  keeping HP up, but don't be afraid to use a Healing Breeze if you have some
  (I was doing 200+ with the skill, which equals 72+ to each character). And,
  last but not least, BLOSSOM STORM! It reduces damage taken for three turns,
  and is probably one of, if not the most, useful non-offensive d-magic. 100G
  + 2000 EXP awarded for the win.

 Continue up the stairs until you have to fight two wardens. It's a bunch of
 minor enemies, so it's just like any other random battle. Continue north up
 the way that's been inaccessible thus far and eventually get to an open-aired
 save point area with [20G], a [BROAD SWORD], and [SPEAR]. Further in, watch a
 few scenes and it's time for the rescue. God save the King!

 .----------------.-----------.----------------.-----------------------------.
 | Fruegel        | HP: ~1000 | ELEMENT: Earth | DROPS: Gravity Grabber      |
 | Guftas         | HP:  ~400 | ELEMENT: Dark  | DROPS: -------------------- |
 | Rodriguez      | HP:  ~400 | ELEMENT: Wind  | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  First things first: defeat the minions. This can be accomplished with a nice
  Demon's Gate or a Total Vanishing; otherwise, you'll have to rely on attacks
  and waste a bunch of time. Guftas/Rodriguez can inflict status effects, so
  you'll want to get rid of them ASAP. Fruegel himself is rather bland, doing
  a club-smash attack (~60) or a boulder throw (~120), all single targets. It
  isn't that hard, but using Blossom Storm will help expedite the battle just
  the same. [LOL @ Astral Drain's sword going right in Fruegel's eye!] 200G +
  2000 EXP for the win.

 ---

 After saving His Majesty, Lavitz retires and the Jade Dragon DS finds a new
 owner in Albert. He'll have all the same skills and d-magics, so it's not a
 huge step-down or anything. After gathering everyone in Seles, it's decided
 that the last assault on Doel has to be done immediately. He's located in
 Kazas, which is near Lohan and accessible now.

_______________________________________________________________________________
�������������������������������������������������������������������������������
15) Black Castle at Kazas                                                [WK15]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * 100G               * Attack Ball      |                      | 6 (20/50) |
 | * Twister Glaive     * 20G              | * Knight of Sandora  |-----------'
 | * Spark Net                             | * Hell Hound         |
 '-----------------------------------------'----------------------'

 This is the last area on Disc #1! Loot this place...

    � Stardust #15     - Mercenary guild attic; in a big pile of boxes
    � Stardust #16     - Room across from mercenary guild; in some barrels
    � Stardust #17     - Weapon shop; shelf by the counter
    � [100G]           - In a house, try to signup to be a mercenary &
                         the guy will give you this after watching a scene.
    � [ATTACK BALL]    - In attic above mercenary signup guild
    � [TWISTER GLAIVE] - In room on right side of street

---

 Approach the front gate and it's decided another way is needed to infiltrate
 the Black Castle. Go north along the start of the drawbridge into a crappy-
 -looking slum of a fort. Start working your way down the houses' layers and
 eventually a kid will stop and ask Dart three questions. Proceed by answering:
 (1) "I cannot say which." (2) "Take care of home." (3) "To protect something."
 The kid -- Popo, the New Serdio Party rep -- says that there is a secret path
 into the Black Castle. Before taking the plunge, get:

    � Stardust #18     - In a bunch of pots in weapon shop/clinic/item store
    � Stardust #19     - In same clinic area, bunch of pots by leftmost path
    � Stardust #20     - In highest room of slum fort; bookcase

 In the clinic area, the healer has a secret weapon shop and an item shop will
 sell two new attack items: Fatal Blizzard & Dark Mist. Check 'em out if you've
 got the room. When ready, save at the lowest part of the slum fort and follow
 the top catwalk where Popo went. Accept the challenge when the prompt comes up
 and follow the long hallway (get the [20G] there) to a small area with
 Imperial patrols. A [SPARK NET] is within this portion, then the castle proper 
 emerges...

_______________________________________________________________________________
�������������������������������������������������������������������������������
16) Black Castle at Kazas (II)                                           [WK16]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Magic Oil          * Dark Mist        | * Knight of Sandora  | 0 (20/50) |
 | * Blue Stone         * Trans Light      | * Hell Hound         |-----------'
 | * Red Stone          * Blue Stone       | * Sandora Elite      |
 | * Beast Fang         * Yellow Stone     |----------------------'
 | * Spinning Gale      * Spirit Ring      |
 | * Spear Frost        * Material Shield  |
 | * Pellet             * Burn Out         |
 | * Violet Dragon DS                      |
 '-----------------------------------------'

  TIPS:

   - If you have Albert along, kill Hell Hounds immediately. His magic defense
     sucks and he can still take 100+ damage from its flame attack...even when
     he's guarding!!!! Use the Magic Sig Stone for good effect here.

   - Enemies don't appear randomly in this place, so if you want a good camp
     spot, the guards by the 1st-floor elevator (near White Flame Researcher)
     are good since they WILL come back. A few others come back, but that is
     the best spot [NOTE: Returning to 1st floor is what makes some reappear
     on floors above.]

   - The Material Shield prevents physical attacks for 3 turns. It's _MISSABLE_
     and half-hidden to boot, so make sure you get it before entering Doel's
     chamber.                      ________
                                  |EMPEROR |_ _______                    _____
                                  |  DOEL    |_KONGOL|                  |11 12|
                                   ����������  |_ 13_|  FOURTH FLOOR     ���|�
                                            _____|�|            _____ _____|�|
                                           |STATUE |           |_____|_______|
                                           |__ SAVE|             |     |  __
                                              |_|��    _     .---+--.  '-|10|
                                              |_|     |9|    |   |  |     ��
                                               |   ___|�|_ _|�|_|�| |
         .------------------------.            |--|_______|_______| |
         |                        |            |      THIRD FLOOR   |
         |                        .------------+--------------------'
         |                        |            |
         |    ____              _|�|_ ______ _|�|_        1 - Pellet
         |   /  3 \          .-|_____|SHOP 8|_____|-.     2 - Burn Out
       _|�|_/ ____ \         |        ������        |     3 - Magic Oil
      |    _|/____\|-------. '----------------------'     4 - Trans Light
      |>| |>|  7  |        |        SECOND FLOOR          5 - Dark Mist
       �| |� �����  _____  |                              6 - Red Stone
        |�|    .---|_____|-'                              7 - Blue Stone
      __| |    |___________                               8 - Beast Fang
ENTER|__  |    |________  6|                              9 - Yellow Stone
      __|_|__  |________���                              10 - Spinning Gale
     | 1  2  | | 4   5  |                                11 - Spirit Ring
      �������   ��������                                 12 - Spear Frost
                                                         13 - Material Shield

 When you emerge into the darkly-lit castle, enter south (foreground) to find
 the drawbridge area. There is a [PELLET] chest level with Dart, and by taking
 a small stairway, access to a [BURN OUT] becomes available.

 From where you enter, take the ladder opposite the one Dart climbs down and
 follow it towards the keep. There will be a small courtyard with elevators;
 they're not able to be used yet, so exit east. There, some researchers let
 slip that the purple flame they've made is used to power the castle lifts &
 elevators. They bestow some [MAGIC OIL] to power the elevators before getting
 back to work. Use that oil to power the east elevator in that room and make
 your way down to the garbage dump area. A [RED STONE] can be obtained if Dart
 can make it across the temporary rock-holding platform; in the dump area far
 below, a [TRANS LIGHT] and [DARK MIST] are sitting around.

 Back in the area before the Magic Oil researchers, take the left elevator to
 where Mr. Magi is conducting his research. He'll accidentally transform into
 a dog, however, so steal his [BLUE STONE] in the nearby chest. Backtrack to
 the elevator room and enter the one two guards were keeping watch over. This
 enters the real part of the castle.

 ---

 As you enter, go east to find a shopkeeper and a room with a [BEAST FANG] for
 Haschel. Go east once again, light the elevator, and go up to the 3rd Floor;
 plow through the mandatory battle with three Knights of Sandora. You have to
 fight 'em mano e mano for some reason. o_O  Take the elevator just behind the
 trio to find the Great Commander of Sandora's room. After a talk, he'll bestow
 the [YELLOW STONE] in the hopes of ending the war. Descend the lift.

 Go in an easterly direction, take the stairs upwards, and fight the Sandora
 Elite. Just use a Magic Sig Stone on it and dismantle! Past there, a mini-lift
 leads to a [SPINNING GALE]. Use the large, odd-shaped elevator to be carried
 to another roof with two chests: a [SPIRIT RING] & [SPEAR FROST].

 ---

 When ready to continue, make sure you have the Red, Yellow, and Blue Stones
 from around the castle. Inspect the map if you can't remember where they are.
 Travel back to where the three Knights were training and take the large lift
 up to the fourth floor. This comes to a large statue where you insert the 3
 stones into grooves to make a doorway unlock. Save before taking the interior
 statue lift, because it eventually leads to a boss fight with...

 .----------------.-----------.----------------.-----------------------------.
 | Kongol         | HP: ~1000 | ELEMENT: Earth | DROPS: Wargod Calling       |
 '----------------'-----------'----------------'-----------------------------'

  As a bit of leverage, Kongol now wears a huge suit of armor. His attacks're
  able to do about 90dmg normally, and his bash-foe-against-wall special can
  do ~175 to non-wind types. Be careful when attacking, because even though
  Kongol does not counterattack during an addition, if you fail to complete
  it, he'll send the ally back flying. It's not too hard for those who've been
  decently levelled, so just remember that Astral Drain/Rose Storm will be of
  some use if you get in a bind. Kongol can put up a magic barrier as well...
  not of too much use, really -- physical attacks are enough to demolish our
  least favorite Gigantos... 200G + 2000 EXP for winning.

 Go back and save, then head past Kongol towards the door. There is a hidden
 repeat item obscured by the pillar, a [MATERIAL SHIELD]. The final boss is
 in the adjacent room, so you might want to backtrack all the way to White
 Flame Researcher and get full HP/MP -- you'll need it for the road ahead!

 As for final setups for my three characters, it was like this:

 DART               ROSE                ALBERT
 ----               ----                ------
 
 - Heat Blade       - Demon Stiletto    - Twister Glaive
 - Armet            - Cape              - Armet
 - Chain Mail       - Silver Vest       - Scale Armor
 - Iron Kneepiece   - Leather Shoes     - Iron Kneepiece
 - Spirit Ring      - Therapy Ring      - Sapphire Pin

 You can switch the Sapphire Pin/Therapy Ring around depending on if you want
 to use Astral Drain or Rose Storm the most, but it's up to you, ultimately.
 Sun Rhapsodies (MP refills) are available at the 2nd-floor shop (denoted on
 the map) if you need some extras. Anyway, the heat's on as the final boss of
 this disc suits up... Be sure to put your additions are up to par!

 .----------------.-----------.----------------.-----------------------------.
 | Emperor Doel   | HP:  ~650 | ELEMENT: Thndr | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  This incarnation is pretty timid, doing about the same damage with physical
  attacks as Kongol (80-95dmg). Don't bother using your best items or dragoon
  forms here -- save it for the moment after. Anyway, Doel's defense is not a
  big obstacle here...luckily part two is imminent! Have a few people defend
  when his HP is in critical while one attacks.

 .----------------.-----------.----------------.-----------------------------.
 | Dragoon Doel   | HP: ~1500 | ELEMENT: Thndr | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  Doel is of the Thunder element which has no weaknesses (shucks!), so we'll
  have to play it safe to get through. His best attack is an attack-all that
  can do ~160 to all allies; his other single-hitters usually do single-digit
  damage. Since it's never known when Doel unleashes his best attack, try to
  (1) have one person defending at all times; doesn't have to be the same one
  of course (2) Rose Storm! The reason he got the Therapy Ring (3) don't have
  everyone transform into a Dragoon at once; layer out the usage. My LV 15
  Dart was doing 110 with Volcano + Heat Blade, which helped the thing along
  a bit; at least it's indicative of how Doel's defense isn't superb, really.
  Rose Storm can really make or break this battle, so it helps if Albert can
  pull of Rod Typhoons (+75 SP) and have someone feed Sun Rhapsodies if/when
  he needs them. Astral Drain can do about 200+ dmg (70 heal for all), and w/
  its low SP cost, it's a lifesaver. If Dart has Final Burst -- I'd gotten it
  right after Kongol's battle -- pump that baby out! Almost 300dmg in one go.
  When Doel's HP gets halved, he erects a shield that prevents damage, so use
  this time to heal up; he'll also use Flash Hall (light-elem) attack items
  that can do ~100 at best, even on Albert (LOL). The forcefield dispels on
  its own, so continue the slaughter afterwards... 200G + 3000 EXP.

 After defeating Doel, everyone learns Lloyd went to the neighboring country
 of Tiberoa. Haschel plans on leaving to find his daughter, but decides to
 stay instead, now that he's received the [VIOLET DRAGON DS] and become the
 Violet Dragoon!

 ______  _________ _______  _______      __        _______  _        ______  
(  __  \ \__   __/(  ____ \(  ____ \    /  \      (  ____ \( (    /|(  __  \ 
| (  \  )   ) (   | (    \/| (    \/    \/) )     | (    \/|  \  ( || (  \  )
| |   ) |   | |   | (_____ | |            | |     | (__    |   \ | || |   ) |
| |   | |   | |   (_____  )| |            | |     |  __)   | (\ \) || |   | |
| |   ) |   | |         ) || |            | |     | (      | | \   || |   ) |
| (__/  )___) (___/\____) || (____/\    __) (_    | (____/\| )  \  || (__/  )
(______/ \_______/\_______)(_______/    \____/    (_______/|/    )_)(______/ 


 Disc-switch time! Now showing: Chapter 2 - Platinum Shadow!
______________________________________
IV. CHAPTER 2 - PLATINUM SHADOW [CHP2]|________________________________________
�������������������������������������������������������������������������������
17) Twin Castle at Fletz                                                 [WK17]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 5 (25/50) |
 '-----------------------------------------'----------------------'-----------'

           TO CASTLE             Disc 2 begins...now. First, time loot-'em-up!
           _____|�|_
          |         |            � Stardust #21 - Weapon shop (sword crate)
   _____ _| |�����| |________    � Stardust #22 - Bar hallway (by wine barrels)
  |ITEMS|_  |     |  ___     |   � Stardust #23 - On top of building by church
   �����  | |     | |   |    |   � Stardust #24 - Jewelry shop (by yellow orb)
 _______ _| |_____| |___|    |   � Stardust #25 - Item shop (by wooden object)
|JEWELRY|_             CLINIC|
 �������  | |�����| |��������    In the area leading to the jeweler/clinic, a
 _______ _| |     | |_           scene automatically plays where Princess
|WEAPONS|_  |     |  _|-FESTER   Emille comes down and 'terrorizes' a pregnant
 �������  | |_ _  |  _|-SAVE     mother. Following, return to the bar, which's
      |�| |  _|_| |  _|-BAR      now open. Kaffi the waitress' overexcited
      |�|_| |_____| |_ _         questions have to be answered in a certain
      |  _      __   _| |        way to continue (or it's a do-over). Answer:
Nello-+->_|    /  | |  �         
      |_____  |   |_|            � "Yes we are."
            \_\    |             � "I'm sorry, but...."
             '-----'-ENTER       � "Uh huh."

 At this point, it will be nightfall and the man Kaffi wanted to introduce the
 party to -- Fester, the astronomer next door -- will be home. He talks a bit
 about the Black Monster before leaving to tutor Princess Lisa on astronomy.
 Return towards the entrance at this time and enter the house with chairs on
 it; it's the house of Nello, the representative of the Green Project. Tell her
 you're interested in making the world green and she'll let you stay the night.

 Come morning, return to the entrance to make The Barrens available on the map.
 Be sure to stock up on items and equipment before leaving, now! Oh, and if you
 return to the cafe, Martel -- the person you're collecting Star Dust for -- is
 now present. You should now have (had) up to 25 Star Dust pass through your
 hands at this point, redeemable for a [PHYSICAL RING] and [AMULET].

 To the Barrens, you barons!

_______________________________________________________________________________
�������������������������������������������������������������������������������
18) The Barrens                                                          [WK18]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Warrior Dress      * Recovery Ball    | * Scissorhands       | 0 (25/50) |
 | * 50G                                   | * Frilled Lizard     |-----------'
 '-----------------------------------------| * Earth Shaker       |
                                           | * Arrow Shooter      |
                                           | * Stinger            |
                                           '----------------------'
                TO DONAU
                    |   _       NOTE: Arrow Shooters can drop 'Bemusing Arrow'
                   |�|_|3|_           weapons for Shana!
                   |____  |
                    ____| |
                   |  ____|
                   | |_
    TO             |_  |__             [LEGEND]
 VALLEY OF    _____ _|   2|
 CORRUPTED <-|_   _|___|��              1 - Warrior Dress
  GRAVITY      | |                      
              _|_|_                     2 - Recovery Ball
             |> _  |
             | |^  |                    3 - 50G
             | |���
             |  ���|
             |   | |
             |  _|1|
             |_|  �
            ENTER

 Get the [WARRIOR DRESS] for Haschel and continue into the second screen, to
 be introduced to the Gehrich Gang and the hot-headed thief Mappi. Time for a
 scuffle!

 .-----------------.-----------.----------------.----------------------------.
 | Mappi           | HP:  ~700 | ELEMENT: Dark  | DROPS: Total Vanishing     |
 | Crafty Thief x2 | HP:  ~300 | ELEMENT: Dark  | DROPS: ------------------- |
 '-----------------'-----------'----------------'----------------------------'

  Their regular attacks do ~60 damage and they've got poor DEF -- recipe for
  disaster! No special attacks, and by now, defending should be an easy way to
  regain lost HP. 150G + 2000 EXP for winning.

 Unfortunately, Mappi steals Dart's dragoon spirit, so he'll be unable to 
 use Dragoon Form or its additions/magic. Sucks for him. At the fork, take
 the right path (the left path leads to the Valley of Corrupted Gravity which
 is closed right now). Take the bottom-level cave entrance until it leads to
 a [RECOVERY BALL] on top of a cliff. There's also a [50G] chest near the exit
 to Donau, which is where we're going.......now.

_______________________________________________________________________________
�������������������������������������������������������������������������������
19) Donau the Flower City                                                [WK19]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Letter from Lynn                      | There ain't any!     | 2 (27/50) |
 '-----------------------------------------'----------------------'-----------'

              MAYOR-|�|  ___|�|-HARBOR  
                    | | |___  |           ______
                    | |_____| | Inn      |CLINIC|
                    |_______  |   |      | |����
                            | |__|�|�|___| |_________
                            |_____   ________ WEAPONS|
                                  | |_       | ITEMS |
                                  |  _|-Kate  �������
                                  |_|
                                 ENTER

 After an odd welcome from a little girl, and a cutscene involving Wink, one
 of the Sacred Sisters of Mille Seseau, enter Kate's House. She tells about
 her fiance leaving to stop the Gehrichs, then gives a [LETTER FROM LYNN] to
 show the mayor. Talk with him in his house and, after trying to leave town,
 a "beautiful dancer" named Meru will ask to go with you. You can't refuse her
 invitation even if you try, so that's that. Before leaving, stock up on the
 weapon shop's female-only equipment and get:

    � Stardust #26 - Entrance screen; bird fountainesque pool
    � Stardust #27 - Mayor's house; in kitchen water basin

 Since we need the King's permission, return to Fletz via The Barrens.

_______________________________________________________________________________
�������������������������������������������������������������������������������
20) Twin Castle at Fletz (II)                                            [WK20]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Pass For Valley                       | There ain't any!     | 2 (29/50) |
 '-----------------------------------------'----------------------'-----------'

                      TO CASTLE              Approach the gate guard near the
                          |                  castle and Meru will try to storm
                    _____|�|_                the place. When prompted, choose
                   |         |               to 'retreat for now'; this allows
            _____ _| |�����| |_ ______       the guard to say he'll let them in
           |ITEMS|_  |     |  _|_     |      if someone vouches for their non-
            �����  | |     | |   |    |      -bandit status.
          _______ _| |_____| |_ _|    |
         |JEWELRY|_           _|CLINIC|      Talk to Fester at the item shop to
          �������  | |�����| |  ������       learn he'll be available later on
          _______ _|�|     |�|_              if Dart needs to talk with him. He
         |WEAPONS|_  |     |  _|-FESTER'S    moseys to the castle gate market,
          �������  | |_ _  |  _|-INN/SAVE    taking everyone back to his home
               |�| |  _|_| |  _|-BAR         afterwards.
               |�|_| |_____| |_ _
               |  _      __   _| |           Now that he knows the situation, a
 Nello's House |->_|    /  | |  �            vouch-ee is found! Permission to
               |_____  |   |_|               enter the Twin Castle is achieved,
                     \_\    |                and Fester takes everyone inside.
                      '-----'--ENTER/EXIT

 After acquiring the [PASS FOR VALLEY], Dart can wander around the castle (to
 an extent). Time to get some more Stardust!

    � Stardust #28 - In main hall, check statue on the right

 Try to leave and Libria, the princesses' maid, will stop everyone and ask they
 see Princess Lisa. There, learn of her concerns for her sister and accept to
 help investigate the relationship 'tween Emille and the Gehrichs. When ready
 to have dinner, talk to Libria who's wandering around the castle lobby. This
 evening culminates in going to the guest room to sleep.

 At daybreak, exploring the entire castle is possible. Before leaving for the
 Valley of Corrupted Gravity...

    � Stardust #29 - Enter the Moon Tower (leftmost) and look for a purple door
                     that leads to a star fantasia. It's inside there.

 Stock up on Healing Breezes and better equipment before scooting to The
 Barrens. In Screen #2, at the two-way fork, go left onto the world map. This
 is the way to the Valley.

_______________________________________________________________________________
�������������������������������������������������������������������������������
21) Valley of Corrupted Gravity                                          [WK21]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Speed Up           * Sachet           | * Erupting Chick     | 0 (29/50) |
 | * Meteor Fall        * Talisman         | * Dragonfly          |-----------'
 | * Knight Helm                           | * Spider Urchin      |
 '-----------------------------------------| * Roc                |
                                           | * Killer Bird        |
                                           '----------------------'

   EXIT-|�|______   Show the guards the pass to open the mammoth barricade...
        |_ BOSS  |      _________________
    ____  |____  |     | LEGEND          |  Even in the first screen, you'll
   |SAVE|------|_|     |���|�������������|  get a lesson in moving rocks! They
    ��|�    _____      | 1 | Speed Up    |  act as stepping stones but may fall
      |    |4__  |     | 2 | Sachet      |  or move away while on them. Claim a
      |     ___| |     | 3 | Meteor Fall |  [SPEED UP] 'infinite' item and the
    _ |___ |_____|     | 4 | Talisman    |  [SACHET] on the ledge from there;
   |5||BSS|----|----.  | 5 | Knight Helm |  you'll need to go to the other side
   |�  ���     |    |  |___|_____________|  of the rock to return to the main
   |    |��|-. |    |                       path, for the latter.
   |    |�� _|_|__  |
   |    |  |______| |  Screen #2! A [METEOR FALL] can be obtained on a small
   |  |��|  __   |  |  branch by taking a rock that floats higher than the
   |   ��| |__|  |  |  rest; then, instead of jumping off at the peak, waiting
   |     | ||_|--+--'  for it to go lower again. At its peak, however, it leads
   |     | |     |     to the exit.
   '--|��|-'|�����|
       ��    ��|��   Screen #3! The only option is to use the rock lifts to go
               |     up the right side of the screen into the 4th area. Reap a
            |���|    [TALISMAN], an instadeath-protection accessory, from the
            | |�     chest and backtrack to Screen #3 again. The second-from-
           _| |      -highest ledge has a weird white spot on it. This light
          |  _|      pillar will make Dart walk on the underside of a rock, and
         _| |_       access the rest of the floating liftrocks. Continue down
        |    3|      to where an inert rock stands; this leads back up to the
        |_   _|      4th screen where a [KNIGHT HELM] awaits.
          | |
          | |  _     Backtrack to the 3rd screen again and take the other weird
Rock--|�| | |_|2|    white light pillar by where the inert rock rests. This'll
Fire  | |_|  _  |    lead upwards to where the boss is located. You can save
Flies |  _  | |_|    before approaching, though. Equip the Talisman on someone
      |1| ) )<-'     who's strong, preferably Dart who has no use for MP/SP-
       � / /         -increasing accessories at the moment. Give powerful 
        | |          additions to the rest of the crew -- More & More and Rod
        |_|-ENTER    Typhoon for me can do 100+ which is decent enough. C'mon!

 .-----------------.-----------.----------------.----------------------------.
 | Virage (head)   | HP: ~1500 | ELEMENT: ----- | DROPS: Moon Serenade       |
 | Virage (arm) x2 | HP:  ~350 | ELEMENT: ----- | DROPS: ---                 |
 | Virage (body)   | HP:  ~900 | ELEMENT: ----- | DROPS: ---                 |
 '-----------------'-----------'----------------'----------------------------'

  The arms are the weakest parts and also the ones that have the instant death
  crushing ability. They regenerate (as you saw previously), though, so you'll
  never be out of the clear until Virage's dead. It can use a beam of pulsating
  light to inflict ~100dmg to everyone. It's most annoying attack, arguably, is
  the one that inflicts Stunned/Confused on party members. The best course for
  dealing with this is Mind/Body Purifiers or one of Shana's dragoon abilities,
  as the 'Special' option for transforming all into Dragoons is not available.
  The Speed Up item can help Rose get in extra turns, especially if More & More
  is doing 100+. Other than this, the battle is not too special. Miscellaneous
  tips:

   - Only the left hand of Virage can inflict instant death
   - Only the right hand of Virage can do the attack-all beam attack
   - Only the head can do the Fear/Stunned/Confused abnormality attack
   - I BELIEVE the Material Shield can prevent the instant-death attack

  A tip from one Ben Furtick: "In the Valley of Corrupted Gravity (WK21) when
  you fight Virage, if you use Dart, Rose, and Albert (level 16-17ish; about
  what they would normally be at this area) there is an easy way to win the
  battle without loosing a single health point.  If you simply use the Magic
  Sig Stone at the start and use the speed up on Albert, Virage quickly
  succumbs to some whops on the noggin' before it can even attack."

  As before, defeating the Head or Body will defeat Virage. 200G + 4500 EXP on
  defeat.

 After an odd display from Shana, talk to all the allies to get information --
 the exit opens up after that. Where are we going-o? Why-o, it's to...

_______________________________________________________________________________
�������������������������������������������������������������������������������
22) Home of Giganto                                                      [WK22]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Fake Knight Shield * 20G              | * Piggy              | 1 (30/50) |
 | * Bandit's Ring      * Angel's Prayer   | * Berserker          |-----------'
 | * Red Dragoon DS                        | * Crafty Thief       |
 '-----------------------------------------'----------------------'

 This place isn't too hard. Get the [FAKE KNIGHT SHIELD] in a pale-looking
 crate in the first area, then enter the west three-door place. A [20G] chest
 is ripe for the picking, but...what's that sparkly thing? Press the switch
 and all the arrow traps at the 1st screen will stop firing. But, don't leave
 just yet! One of the doors leads to the much-coveted [BANDIT'S RING]!

 Now, in the second screen, enemies will shoot arrows and block the way in
 further when Dart tries to proceed. When Dart tries to leave, other enemies
 block his way. Dodge the arrows for awhile until the pests send a gangster to
 do battle.

 .-----------------.-----------.----------------.----------------------------.
 | Gangster        | HP:  ~300 | ELEMENT: Earth | DROPS: Bandit's Ring       |
 | Crafty Thief x2 | HP:  ~200 | ELEMENT: Dark  | DROPS: ------------------- |
 '-----------------'-----------'----------------'----------------------------'

  What a joke of a battle. Use the Magic Sig Stone on the Gangster and wail on
  him with powerful attacks -- Rod Typhoon can probably OHKO him, actually...
  Crafty Thieves suck as always, but their DEF is a bit better. Still easy!!!
  They can flee also, not that it matters much. 30G + 110 EXP for achieving a
  harrowing victory.

 Further in, Haschel will go off on his own, meaning he can't be in the party
 at the moment. Use the rock fireflies and crack open an [ANGEL'S PRAYER] by
 the weird statue face. Save at the entrance, equip that Talisman on someone
 for good reason, and continue to find an ex-disciple and cohort inside...
 Haschel has to be in the battle, also, so choose your third man wisely (I
 went with Albert).

 .----------------.-----------.----------------.-----------------------------.
 | Mappi          | HP: ~1200 | ELEMENT: Dark  | DROPS: Diamond Claw         |
 | Gehrich        | HP: ~1800 | ELEMENT: Earth | DROPS: Soul Headband        |
 '----------------'-----------'----------------'-----------------------------'

  Mappi can inflict instant death, so he should be your first target. Gehrich
  can also do a double-attack with Mappi on a single target, which requires
  our hunched-over freak to be living (it can do ~240dmg!!). When Mappi goes
  to disappear, he'll kill someone three turns after, so remember that. When
  Mappi finally bites the big one, erect Rose Storm immediately (if you have
  not already) to prevent the powerful physical attacks from doing uber dmg.
  Gehrich's physical attack can do ~180, his knife attack ~120. Albert's wind-
  -elemental d-additions can rack up almost 400dmg for a perfect 5-hitter, so
  if you're good with that, you're good to go. Haschel's Thunder-attacks are
  not that bad either, although his d-additions will serve better. Gehrich's
  single-attack patterns after Mappi's death do well for allowing people to
  Defend for HP; but, if he's still laying waste, use a Healing Breeze or 2.
  Oh, and put those Speed Up/Material Shield items to work, too, eh? 200G +
  5000 EXP for winning. Well-met!

 Afterwards, Kongol joins as a party member. Get Stardust #30 on the right-side
 torch of Gehrich's throne and go below into the secret room. Search the bottom
 corner where a sparkle is to get the [RED DRAGON DS]. After that, it's time
 to leave back to Fletz. Have fun walking the entire way. -____-

 .----------------------.
 | Earth Dragoon Spirit |
 |----------------------'----------------------------------------------------.
 | Kongol can receive his Dragoon Spirit automatically later on; however, if |
 | you want him ripped for battle with some shiny new powers, his DS can be  |
 | bought in Lohan for 1000G. Hooray for the [GOLD DRAGON DS]!               |
 '---------------------------------------------------------------------------'

 .-----------------------------.
 | Kate & Lynn's Donau Wedding |
 |-----------------------------'---------------------------------------------.
 | After seeing Lynn off at The Barrens, follow him to the Flower City and a |
 | wedding will take place. If you press the x-button at the prompt, Shana   |
 | will catch [KATE'S BOUQUET]. It doesn't do anything, but is a fun thing ! |
 '---------------------------------------------------------------------------'

_______________________________________________________________________________
�������������������������������������������������������������������������������
23) Twin Castle at Fletz (III)                                           [WK23]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 0 (30/50) |
 '-----------------------------------------'----------------------'-----------'

 If you've been following this guide, you should have collected 30 Stardust
 pieces by now. Trade the ones you have in to get the items from Martel (at
 the bar); the newest 3rd item is a [WARGOD'S SASH] which raises SP gains by
 50%. Enter the castle when ready, save if you want (you _CAN_ leave towards
 the end, pre-boss).

 ---

 Try to enter the throne room and a bandit or two will stop and say Princess
 Lisa is cooped up in her room. Dart will have to make his way to the Star
 Tower (rightmost one) and evade capture by the bandit knights. As Kaffi said,
 they're pretty slipshod and as long as you don't get in their sights, they
 can't find you.

 To proceed, enter the purple-doored star divining room and head towards the
 top of the tower. Talk with Princess Lisa and she will join the party (not as
 a fighter) which helps the party avoid some trouble with the bandit guards.
 The next destination is the Moon Tower where Emille's room is. Dart has to
 sneak in the same way, only this time if he's caught, he starts in the Star
 Tower opposite his destination! It's pretty annoying, but once at the summit,
 the bandit knights flee.

 In Emille's room, inspect the large portrait to learn there is a magical
 dimension made behind it where the real Emille's been kept. Inspect the weird
 white, pulsating light on the wall and a bridge will form. Emille, once she's
 awaken, wants to be taken to the Chamber of the Sun (throne room) posthaste!

 ---

 Suggested accessories:

 Dart   -> Amulet (doubles max MP)
 Rose   -> Therapy Ring  (Refills HP automagically on her turn)
 Albert -> Physical Ring (Max HP x1.5)

 You can still leave the castle and go train if you absolutely need to! I
 recommend learning Final Burst if you haven't and buying a whole bunch of
 Healing Breezes (50/per) at the item store. You won't regret it a bit! Make
 room by selling off crappy attack items and excess mind/body purifiers. I
 was able to pack in about 12 Healing Breezes without throwing away the good
 stuff (repeat items, angel's prayers, MP restoring items). Equip Dart with
 a Heat Blade as well...ribbed for "her discomfort". ^___^

 ---

 Some events are revealed and then it's boss-crushin' time!

 .----------------.-----------.----------------.-----------------------------.
 | Lenus          | HP: ~3400 | ELEMENT: Water | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  Lenus...is fast. Sometimes she'll even get four attacks in a row! That is
  why it's imperative that Rose Storm gets spammed as much as possible, and
  that Dart plays off her weakness with Final Burst as much as possible. At
  D'LV 3 Final Burst does 400+; at D'LV 4 about 600ish. That ain't no laughing
  matter! With the Spirit Ring, Dart can pull off his Final Bursts without any
  turns wasted to refilling his MP, which is good. Astral Drain is pretty weak
  here; you're better off keeping Rose out of dragoon form as much as possible
  and using Healing Breezes when necessary. She will need to cover slow-as-a-
  -turtle Albert's back! Speaking of which, a full Rod Typhoon earns 100 SP in
  one go, equating to an instant Rose Storm. As Lenus' HP goes down, her attks
  only seem to get more hectic -- keep everyone's HP as close to max as humanly
  possible, because some of her attack items can do 600+ to a single target...!
  This battle is not for comeback kids, I'm afraid -- people who get revived
  from death faced a good chance of dying again immediately. Don't let Lenus
  get a chance to mess this up!! Use that Moon Serenade to refill everyone's
  MP if you need to...might as well put it to good use. Oh, and use Speed Up
  on Albert towards the end if you need to squeeze in a turn -- it helps! I
  must say, the Physical Ring on Albert can make all the difference, what with
  his wretched magic defense. 200G + 6000 EXP for the accomplished win!

---

 Lenus escapes with the Moon Dagger, because she's a Wingly and can fly away
 unheeded. The King decides that he'll send the Queen Fury, his most powerful
 warship, after her -- it seems she's going 'cross Illisa Bay. The harbor is
 in Donau, so head there now. Commodore Puler will accept everyone and it'll
 be time to ride the high seas. Avast!

_______________________________________________________________________________
�������������������������������������������������������������������������������
24) The Queen Fury                                                       [WK24]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 2 (32/50) |
 '-----------------------------------------'----------------------'-----------'

    � Stardust #31 - Take stairs by savepoint; inside of a lantern by Kongol
    � Stardust #32 - Area leading to Albert's room/kitchen; pipe in SE corner

 Everyone lazes around the massive warship, and the player starts out taking
 control of Shana, who's looking for Dart, on the topdeck. Enter the area w/
 three doors and take the two stairways that lead toward the bridge. Dart's
 up here, and after a little chitchat, the player controls him. He's looking
 for Rose who's in the crow's-nest. This area's accessible from the ladder in
 the bridge. She'll be the next person to get controlled.

 Take a walk into the area prior to the bridge and Rose talks with Haschel,
 the latter who is eventually controlled by the player. He wants to pester our
 friend Kongol a bit, so go back to the save point and enter the front engine
 room down below. Kongol will then want to find Albert, who's in his quarters
 (enter three-entrance doorway, take entrance immediately in front).

 Albert then seeks out Meru; she's in the room past the entrance to the kitchen
 area. She will then want to hang out with Dart, who's still on the bridge. He
 will join up with her on an "expedition" for awhile. Last person to talk to
 is... ... ... Rose! Up in the crow's-nest, the phantom ship of sailors' lore
 is spotted, and it blindsides the warship.

 So, the only thing to do during repairs is explore this hunkajunk!

_______________________________________________________________________________
�������������������������������������������������������������������������������
25) Phantom Ship                                                         [WK25]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * 20G                * 50G              | * Death              | 0 (32/50) |
 | * 100G               * 200G             | * Will-o'-Wisp       |-----------'
 | * Key to Ship        * Bravery Amulet   | * Skeleton           |
 | * Dancing Dagger                        | * Magician Bogy      |
 '-----------------------------------------'----------------------'

   Chest Passwrd                Captain's       [LEGEND]
       Room            Start      Cabin
         \_____ ____  (____        \              1 - 50G
         |     |7  6| |    |_______|���|          2 - 20G
        _|_   _|__| | |  __________ 345|          3 - 100G
       | |_| |____| |_| |_         |___|          4 - 200G
       |  ________________|-.                     5 - Key to Ship
       | |______            | ___   ___   ___     6 - Bravery Amulet 
       |       _|-Free      ||_  | |  _| |   |    7 - Dancing Dagger
       |______|  Healing   |�|_| |_| |___|2  |
                           |          1      |-Crewmans' Passcode
                            �����������������
 Because we're dealing with the undead, you'll want to equip a Talisman on
 someone and, when fighting Death enemies, attack them first with the Magic
 Sig Stone. This helps avoid instant death nonsense. Also, back on the Queen
 Fury, you can now buy Weapons/Items in the depot (where Kongol was), and 
 there is a free healing point near there.

 ---

 First off, visit the corridor to the captain's room. A ghost crewman will try
 to enter but can't. Return to the starting area to see him again; he'll want
 Dart to try and help in some way before disappearing. Go downstairs and see
 the purple-colored ghost that enters a nearby room. Inside, open the chest
 to find it + fight a boring battle with Skeletons. In the next-door room, the
 purple ghost can be found in another chest -- pretty much the same battle as
 well, except the Magician Bogy (purple ghost) is fought as well. It is still
 susceptible to the Magic Sig Stone, though, so kill it before it can inflict
 nasty abnormalities (Stuned/Bewitched). At the end of the hallway, there is
 a battle with three Magician Bogys -- equip proper status protection to get
 through easier (or Defend/Dragoon form a lot). The ghost of the captain will
 then want Dart to come to the captain's cabin.

 Enter, watch the scene, and claim the [KEY TO SHIP] that the captain leaves
 behind. A [200G] & [100G] chest duo are also here. The last stretch of this
 dungeon involves entering the locked door on the topdeck, at the starting
 point. It's a good idea to save/heal before entering there.

 .-----------------------------.
 | Ship Chest Opening Minigame |
 |-----------------------------'---------------------------------------------.
 | Before finishing this dungeon, there is a minigame you may have played in |
 | the room near Puler. It involves opening a 'magic' chest with numerical   |
 | passcodes told in the Magician Bogeys room. Resetting the game or failing |
 | to open the chest (in ten tries = forced Skeleton x 3 fight) resets the   |
 | passcodes. After defeating the boss this cannot be done, so make sure to  |
 | get the prizes. The best is the Ultimate Wargod & Talisman, although all  |
 | but the Talisman can be bought in various places.                         |
 |------------------.-----------------.--------------------------------------|
 | 00    Tries Left | 100G            | ...currency                          |
 | 01-02 Tries Left | Ultimate Wargod | Additions auto-complete; full SP/pwr |
 | 03-04 Tries Left | Talisman        | Defends against instant death status |
 | 05-06 Tries Left | Magic Ego Bell  | Defends against 'Bewitched' status   |
 | 07-08 Tries Left | Panic Guard     | Defends against 'Confusion' status   |
 | 09-10 Tries Left | Stun Guard      | Defends against 'Stunned' status     |
 '------------------'-----------------'--------------------------------------'

 Enter the locked room and try the weird, misty door to initiate the bosses
 of this level.

 .-----------------.-----------.---------------.-----------------------------.
 | Ghost Commander | HP: ~1300 | ELEMENT: Dark | DROPS: Night Raid           |
 | Ghost Knight x4 | HP: ~ 300 | ELEMENT: Dark | DROPS: ---                  |
 '-----------------'-----------'---------------'-----------------------------'

  This battle can be an utter annoyance if you're not careful. Once defeated,
  the enemies will rise again (they're undead, duh) -- to win, all must be
  slain at once. The easiest way to do this is to get all enemies into the
  red (critical HP) and use Shana's Star Children attack -or- a Dancing Ray
  attack item (light-elem) that can be bought on the Queen Fury. But that's
  just the gameplan. The commander can inflict fear on a target, and attacks
  will do 100+ physically. It helps to equip someone with the Therapy Ring &
  Physical Ring for the extra comfort, as well as having Rose Storm on the
  ready. It makes sense to take the commander first since he can drain HP if
  in hard times. 200G + 6000 EXP for the victory.

 After battle, collect the [BRAVERY AMULET] and enter the newly-opened door.
 Get the [DANCING DAGGER] and inspect the baby crib. Then, after some scenes,
 Dart and Rose will be thrown overboard and end up in the small village of...

_______________________________________________________________________________
�������������������������������������������������������������������������������
26) Village of Lidiera                                                   [WK26]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Healing Potion                        | There ain't any!     | 1 (33/50) |
 '-----------------------------------------'----------------------'-----------'

 After Pete and his pooch find Dart/Rose in a cave, he takes them to his tiny
 village. Past the dialogue, exploring town is possible. Use the boat to get
 onto the pier and the rest of the town's accessible. Let's loot this poor
 town, shall we?

    � Stardust #33     - Enter biggest house via backladder outside; on shelf
    � [HEALING POTION] - Chest by the inn

 There is a cave with items in it, but it's blocked off currently. Anyway,
 leave town towards the Undersea Cavern. Ninety-nine percent of it is blocked
 off at this juncture, so you can continue right through Illisa Bay to...

_______________________________________________________________________________
�������������������������������������������������������������������������������
27) City of Feuno                                                        [WK27]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 2 (35/50) |
 '-----------------------------------------'----------------------'-----------'

 Ah, the last stop on Disc 2! Pete and his ma will say goodbye at this point,
 so check out the weapon/item shop by the entrance and scour the place for
 some-a that stardust!

    � Stardust #34 - Hotel; barrels 'neath the stairs
    � Stardust #35 - Inside the clinic, check the painting

 The inn is full up and you can't enter upstairs...hmm... Go down to the ship
 dock and talk to Kayla, then return to town and see Meru. She directs the
 errant duo to the hotel to see Shana. Everyone bands back together and, by
 talking with Drippy the town drunk at the entrance, it appears that a dragon
 is on the "Prison Island" available through the Undersea Cavern.

_______________________________________________________________________________
�������������������������������������������������������������������������������
28) Undersea Cavern                                                      [WK28]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Attack Ball        * Jeweled Crown    | * Mermaid            | 0 (35/50) |
 | * Gushing Magma      * Recovery Ball    | * Screw Shell        |-----------'
 | * Recovery Ball      * Attack Ball      | * Sea Pirahna        |
 | * Burn Out           * Blue Dragon DS   | * Flabby Troll       |
 '-----------------------------------------| * Glare              |
                                           '----------------------'

 Actually, you must first visit Lidiera to uncover the reason why the water's
 not ebbing in the cavern. In town, take a boat to the ocean terrace and tell
 the mayor "We need to see the monster" -- a villager will open a gate nearby.
 Ride to Pete's house and enter the cliff-wall opening. Rob the cache for a
 [HEALING RAIN] and [HEALING FOG] before spinnin' the crankvalve. The Undersea
 Cavern's flood tide will be out. Let's roll!
                                         _____
                              |����|____|     |
                              | >| |____ BOSS |
                 /���/         ��| |    |_____|
                / /3/        ____| |
               / /��    ____|SAVE  |   [LEGEND]
              / /____  |6_  |�| |��
      |������/ /<    \ | >| |� 7|      1 - Attack Ball
      |5|���/ /�����\ \ ��| |���       2 - Jeweled Crown
       �   / /       \ ���  |          3 - Burn Out
          / /         ) |���           4 - Gushing Magma
         / /    _     | |              5 - Recovery Ball
         \ \   \4\____| |              6 - Recovery Ball
          \ \   \  _____|              7 - Attack Ball
           \ \  / /
            \ \/ /
            /  \/______             This area is awfully straightforward, even
           / /\       2|            down to the end. Get the [ATTACK BALL] in
          (___/) |�����             the initial screen, the [JEWELED CROWN] for
               | |                  Shana/Meru in the next, and take the higher
            ___|1|__                path to the NW. It leads to a [BURN OUT] if
           / ______ \               wanna use it for the upcoming boss. Double
To Feuno <-\/      \/-> Lidiera     back and take the under-bridge way to the
                                    much better [GUSHING MAGMA]. Follow NE...

 Toward a twirling conch-shaped tower, ignore it momentarily and go NW into a
 low-lying path where a [RECOVERY BALL] sits. Back at the conch, use the upper
 path to jump to another [RECOVERY BALL]. Before a save point, there's a kinda
 stupid [ATTACK BALL] to steal. Save, heal in your preferred method, and trek
 to the middle of the Prison Island to find an old friend... Consider putting
 the Heat Blade and Spirit Ring (double MP) on Dart for this one.

 .----------------.-----------.----------------.-----------------------------.
 | Lenus          | HP: ~3200 | ELEMENT: Water | DROPS: Frozen Jet           |
 | Regole         | HP: ~3000 | ELEMENT: Water | DROPS: Jeweled Crown        |
 '----------------'-----------'----------------'-----------------------------'

  Number one rule about fighting...THE 'SPECIAL' TRANSFORMATION = DON'T USE!

  Wow, probably the most difficult battle to date. First, the scoop on enemy
  attacks. Lenus has a weak attack (~200), a double attack with her dragon
  Regole (~400+ to all), and a target-all attack (~300). Regole can do a
  weak-sauce single-target attack and a beam hit-all tech (~100-200 overall)
  The attack with her dragon is actually the most hard-hitting in the arsenal,
  so initiate a heavy Final Burst attack spree on Regole as quickly as
  possible. Depending on your D'LV (I was at 3), it can 1000+. It's not
  difficult at all to put it out of commission before it can do heinous damage.
  With the Spirit Ring, Rose can afford to use Healing Breezes instead of the
  time-waster Sun Rhapsodies (although you'll have to use them later for Rose
  Storm if you plan on using it). If you're SP-minded, a LV5 More & More,
  Crush Dance, and Rod Typhoon can each give ~100 when fully done, so it's not
  too much of a stretch to get right back in top form for Final Burst-ing our
  remaining boss. To be honest, even without uber-leveling, I found this battle
  to be far easier than the previous Lenus battle. For one, her extraordinary
  speed has been toned down by the heavy armor (apparently) and she's now just
  slightly faster than the party...meaning no attacking 4 times consecutively.
  Second, with the Physical Ring on Albert, she will most likely fail to sink
  him with magical-oriented attacks -- he's almost got 2000 HP at around L21.
  Third, with her crappy physical attacks and people being able to defend for
  over 100 HP, it pretty much wastes any turn where she doesn't use her attack-
  -all water-elem strike. In fact, with Regole gone, it's quite possible to
  survive without Rose Storm or Astral Drain. 250G + 7000 EXP gained, although
  you may not get the Jeweled Crown.

  -- NOTE: Some/most fighters experience a glitch against Lenus where the fight
  freezes on the battle EXP screen. It seems to be attributable to transforming
  into a Dragoon. If possible, play the game on a PS1 console -- it seems to be
  able to remedy the problem on that end. Also...don't transform into a Dragoon
  during battle! It'll be hard, but with enough Healing Breezes and strategies,
  it's possible to persevere through this (I did this at Lv. 21 on all chars. )
  Regole should still remain the first target, as it can use the massive tidal
  wave attack even after Lenus' has retired. Speed Up on Dart will help remove
  Regole from the running a bit easier. Also try to save your Healing Rain and
  Fog for the end if at all possible; at worst, go back to Feuno and stockpile
  a bunch of Healing Breezes (I only used 6 in all w/ all chars at Lv. 21). IT
  __WILL__ work if you don't change into a dragoon; it ain't conjecture, yo...

 After Lenus passes, Meru becomes a dragoon and gets the [BLUE DRAGON DS] from
 its previous owner. Albert says that King Zior must be notified that the Moon
 Dagger could not be reclaimed. Backtrack outta this depressing place and make
 for Feuno. Try to board the Queen Fury and leave; if you tell consider being
 a "man of the sea" when Puler asks, he'll give you [100G]. Whee!

 Anyway, it's a long day's journey to Fletz. Put on your walkin' shoes...

_______________________________________________________________________________
�������������������������������������������������������������������������������
29) Twin Castle at Fletz (IV)                                            [WK29]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Moon Serenade      * Sun Rhapsody     | There ain't any!     | 0 (35/50) |
 '-----------------------------------------'----------------------'-----------'

 Watch the scene with Princess Emille at the castle gates, then enter inside
 to hear Zior's praise for everyone. After a bit of dialogue, Dart will have
 to round up his allies to be fitted for their dresses and other fancy wear.
 Shana is already with, so that leaves...

    � Albert  -> Emille's room
    � Haschel -> In Kitchen (joins by walking by)
    � Kongol  -> Knights' training room, under Chamber of the Sun
    � Rose    -> Guest bedroom
    � Meru    -> In Kitchen (joins by walking by)

 Make sure to get the [MOON SERENADE] & [SUN RHAPSODY] in the training area
 if you haven't already! After the collection's been done, it's time to find
 Libria -- she's in the area right by the training room, conveniently. In a
 bit, the party starts. Talk to all the allies to make Libria summon Dart to
 the balcony. Hooray for a tender moment!

 ______  _________ _______  _______     _______     _______  _        ______  
(  __  \ \__   __/(  ____ \(  ____ \   / ___   )   (  ____ \( (    /|(  __  \ 
| (  \  )   ) (   | (    \/| (    \/   \/   )  |   | (    \/|  \  ( || (  \  )
| |   ) |   | |   | (_____ | |             /   )   | (__    |   \ | || |   ) |
| |   | |   | |   (_____  )| |            /   /    |  __)   | (\ \) || |   | |
| |   ) |   | |         ) || |           /   /     | (      | | \   || |   ) |
| (__/  )___) (___/\____) || (____/\    /   /���/  | (____/\| )  \  || (__/  )
(______/ \_______/\_______)(_______/   (_______/   (_______/|/    )_)(______/


 Once on disc 3, you come back to the Twin Castle
_________________________________
V. CHAPTER 3 - FATE & SOUL [CHP3]|_____________________________________________
�������������������������������������������������������������������������������
30) Furni the Water City                                                 [WK30]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Boat License                          | There ain't any!     | 2 (37/50) |
 '-----------------------------------------'----------------------'-----------'

 This area can be confusing since it's a mixture of canals and passages. Go
 downtown to find a bunch of hunters gathered to kill a white wolf (Kamuy) and
 rescue a kid (Teo) who got lost in the Evergreen Forest nearby. A hunter by
 the handle of Bulgus threatens Dart, but nothing comes of it. Time to do some
 other stuff first...

 First off, we need to get a [BOAT LICENSE]. Go into the savepoint area and
 talk to the rent-a-boat guy. Tell him "No, we are not" the warriors who came
 to fight Kamuy. He'll recognize Dart and give him the license for free. Now
 Dart can ride the waters and access the various shops. On the map, the hash
 marks ('#') represent water-only routes.


                    Clinic               To proceed, take a boatride to the
   Mayor's        ___/                   mayor's digs. He'll explain the town's
    House \____  |  _|   Teo's           situation involving Teo, Kamuy, and 
          |   _| |#|     House           his self-muted daughter Fa. Stay the
          |__|#   #  _____/              night there.
              #   # |    _|
              ######|   |_               On the morrow, the way out of town and
                 #  |_____|              to the Evergreen Forest lies open. Get
     Inn         #   _    \              Stardust #36 and Stardust #37 before 
        \_____   #  | |   To the         leaving, though!
Weapon  |SAVE |__#__|�| Evergreen
  Shop  |_____|_____  |   Forest         The former is found where the "X" is
     \_    #     #  | |                  displayed on the map, in a dead-end
     |_|##########  | |                  room. Easy pickins. The latter's a
               #    | |                  little more effort to get.
      |�����|  #    | |  ____
 ITEM | |�|�|  #    |�| |    |##         Enter Teo's house and go upstairs to
 SHOP |_| ( (  #    | |_|_  _| #         the top of the slide. Inspect the wall
       #   \ \_#____|       X| #         shelf to open a lower gate. Slide all
       #    \_______  |������  #         the way down to a lower storage area.
       #       #####| |#########         Inspect the snowglobe-lookin' thing to
       #########    |_|                  get the last of Furni's Stardust. ^__^
                      \
                     Queen               Okay, now you can leave. Check out the
                      Fury               shops first -- especially Depetrifier!

_______________________________________________________________________________
�������������������������������������������������������������������������������
31) Evergreen Forest                                                     [WK31]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Destone Amulet     * Body Purifier    | * Moss Dresser       | 0 (37/50) |
 | * Depetrifier                           | * Forest Runner      |-----------'
 '-----------------------------------------| * Dark Elf           |
                                           | * Flying Rat         |
                                           | * Wounded Bear       |
                                           '----------------------'

 Around this time, I substituted Meru for Rose (I'm not a big Shana fan), so
 that's my lineup now. Not that it really matters. <shrug>  Both Rose & Meru
 will temporarily leave the party to do "errands," so they won't be able to
 rumble with the boss of this level.
        ______
       | BOSS_|         |�|
  Can't ��| |           |�|_
  Enter  _|�|_ ___ _____|_  |_
     '--|_   _|_  |     |_| |3|               [LEGEND]
        __| |   | | |_ X ___| |
       |  __|   |_  | | |   | |                1 - Destone Amulet
       |_|  _     | | | |___| | Dangerous      2 - Body Purifier
      .-'  |2|____|�| |_____  |_/ Road         3 - Depetrifier
     To    |_|_SAVE |       |___|
 Deningrad     | |��     _
               | |_ ____|1|
               |  _|______|   NOTE: You can leave to Deningard without doing
               |_|            the Kamuy events, if you want to......meanie.
              ENTER

 At the first screen's fork, go east and grab a [DESTONE AMULET]; then, near
 the savepoint, go west and get a [BODY PURIFIER] if you have room. Continue
 towards the "X" spot of the map where a little kid is. A scene will play as
 hunters try to kill Kamuy, but the wolf takes Teo on its back and rides away.
 Collect the [DEPETRIFIER] in a dead end nearby and follow Kamuy -- it went to
 the west exit in this very screen.

 Follow to the four-way juncture and swing north to where the boss is.

 .----------------.-----------.----------------.-----------------------------.
 | Kamuy          | HP: ~3000 | ELEMENT: ----- | DROPS: Darkness Stone       |
 '----------------'-----------'----------------'-----------------------------'

  Kamuy's has a physical attack (~220), a howling attack ('Stunned' to all),
  and a treeclimber special (~150 to all). Use Rose Storm when possible and
  use regular additions to take him down. For a strong beast, he's got pretty
  crappy defense -- Rod Typhoon/Crush Dance were each doing ~300 per hit. And,
  with a Platinum Collar on, Meru could get easy MP replenished by Kamuy's
  almost single-minded physical attacks. Rainbow Breath is what I used, but
  if you have Shana along, she's got some skills right up that alley as well.
  Besides the occasional counterattack during additions, this battle's a bit
  weak on difficulty. I mean, you smoked Lenus, remember? 0G + 8000 EXP given.

 After the battle, Shana makes a happy ending. You can head for Deningrad at
 once -- Meru and Rose will leave temporarily -- or return to Furni and get a
 big fat reward from Harris: [500G]! Wowee zowee.

 Either way, Deningrad is the next target. From the four-way juncture. Keep a
 straight route south until you come out on the world map.

_______________________________________________________________________________
�������������������������������������������������������������������������������
32) Crystal Palace at Deningrad                                          [WK32]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Angel's Prayer     * Holy Ankh        | There ain't any!     | 0 (37/50) |
 '-----------------------------------------'----------------------'-----------'


       To Crystal Palace                   Nice frosty city we've got here. A
                |                          trip throughout most of the city is
              _|�|_                        not necessary, as the first stop's
             |SAVE |                       at the church. Bishop Dille's happy
NATIONAL    _|     |_                      to educate all on the Divine Tree;
LIBRARY -> |_|_   _|_|                     then, suggests everyone check out
            _ _| |_ _                      Mille Seseau's National Library in
           |_|_   _|_| <- INN              the downtown area. The librarian's
               |_|                         also in the church -- talk to him
               | |___ _                    to get the library open.
               |    _|_|__                 
 CLINIC -> |�|_|    ____|_| <- CHURCH      There, talk to all teammates, then
           |_____   _| |<- WEAPON/ITEM     Ute. Upstairs, have him tell about
                 |  _|�|                   the Black Monster/Moon Child, and
                 |_|  �                    learn about another survivor from
                ENTER                      Neet: Sister Luanna, 2nd Sacred
                                           Sister of Mille Seseau.

 At this time, Rose & Meru's errands will be revealed (I won't spoil'em), and
 those in Deningrad will regain control. Try to exit town and the errant ally
 duo will rejoin after some...err, low-flying scenes. The way into the Crystal
 Palace will be open now.

 Get a [ANGEL'S PRAYER] in the stairway room, and at the first fork, go left.
 A [HOLY ANKH] can be found in the knights' quarters, in plain sight. Back a
 room, take the walkway straight north (to background) where Queen Theresa's
 throne is. After some scenes, Shana will get "lost" -- find her by returning
 to the audience hall's antechamber. The 1st Sacred Sister Miranda (the spunky
 one) will become the new White Silver DS holder in Shana's stead. She'll get
 all of Shana's equipment, dragoon magic, and nonexistant additions to boot...

 But onto the Forest of Winglies! --NOTE:-- You cannot get any of the town's
 five (5) Stardust yet. That will come in a little bit.

_______________________________________________________________________________
�������������������������������������������������������������������������������
33) Forest of Winglies                                                   [WK33]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 3 (40/50) |
 '-----------------------------------------'----------------------'-----------'

 #############################################################################
    � Stardust #38 - Neet - First screen; inside the unlit lantern

 I mention this now since there's no reason to ever go to Neet in-game, and it
 is close by at the moment. Go do it before entering the Winglies' town & stay
 with the walkthrough's Stardust total
 #############################################################################

              F. of Winglies Enter
        ______          \              Anyway, pretty simple really. Go to the
       | BOSS_|         |�|            area denoted on the map and Meru opens
  Can't ��| |           |�|_           the special gate into the Wingly city.
  Enter  _|�|_ ___ _____|_  |_         Past the initial commotion, s'time to
     '--|_   _|_  |     |_| | |        seek out Ancestor Blano in the back of
        __| |   | | |_   ___| |        the forest.
       |  __|   |_  | | |   | |  To
       |_|  _     | | | |___| | Neet   In Screen #2, one of the Winglies will
      .-'  | |____|�| |_____  |_/      carry Dart up to the skybridge. From
     To    |_|_SAVE |       |___|      here, of the three exits, go to
 Deningrad     | |��     _             the east end and take the SE of the 2
               | |_ ____| |            teleporters. This leads to an area w/
               |  _|______|            a pink ceiling where Elder Bardel will
               |_|                     show up. From there, a Wingly carries
              ENTER                    everyone to the Ancestor.

 He'll open the route to the Forbidden Land, which is the way to the staff...
 You'll go there automatically, but it's still possible to get the following
 Stardust while you're around:

    � Stardust #39 - Guaraha's room - upper-right corner
    � Stardust #40 - In room where Meru's parents are, go to the two warptiles
                     that are side by side; take the right/SE one. This leads
                     to a pink area where Bardel first shows up. In the lower
                     area of here, search by the teleport to find it.

 NOTE: You cannot leave Kadessa once you enter, so make sure to stock up on
       Healing Breezes/Angel's Prayers/whatever else you need. Preparation!

_______________________________________________________________________________
�������������������������������������������������������������������������������
34) Royal Capital Kadessa                                                [WK34]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Mind Purifier      * Dancer's Shoes   | * Gnome              | 0 (40/50) |
 | * Power Up           * Mind Crush       | * Toad Stool         |-----------'
 | * Dragon Blocker                        | * Puck               |
 '-----------------------------------------| * Spinninghead       |
                                           | * Fairy              |
                                           '----------------------'

  AKA 'Forbidden Land'. Enjoy the awesome new battle theme! GLITCH NOTE: When
  I beat the Grand Jewel here, I went back to fight the S Virage. After that
  was killed, the game froze up when trying to enter the Grand Jewel's room
  after that. You might want to avoid doing that. =p
                                                           TO PATH B
                                                               |
                                                              |�|   TO PATH A
                                                         SAVE-| |___    |
                                                              |    _|  |�|
                                             |����������������|   |'---'�
                                             |   COLISEUM   |� �|_|
   .--------------------.                  .-|______________|    |
   |   .--------------. |                  '----------.        Heal
   |  |�|_________    | |  __                        |�|       Spot
   |_ |___ X      |   | '-|__|-.                    _| |
   |_|    | |���|_|   |        |  ____     ___    _|  _|
 .-|_|    | |   | |--.'-|����|-+-|   2| .-|___|--|___|
 |  ______|�|    �   |   ����  |  ����  |
 | |    < | |�����|--'         '-|����|-'
 '-|_|����|_|�����                ����
           |
           '-------.
                   |                   [ 1 - Mind Purifier]
      |����������| |
      | |������| | |                   [ 2 - Dancer's Shoes]
      | |----. |_|-'
      | |__  |_____                    [ 3 - Mind Crush ]
      |____| |_   _|
               |�|_                    [ 4 - Power Up ]
               |_  |
              _| __|_
             |      1|___
             | ������  __|
              ������| |
                    |�|_
                    |_  |
                      |_|-ENTER

 The chest in the second screen contains a [MIND PURIFIER] -- you may not want
 to get it if you're carrying around a bunch of healing items, repeat items,
 and the best elemental attack items. Follow the mostly straightforward warp
 tiles until you get to the 'X' on the map. Take the teleport here and follow
 it to a [DANCER'S SHOES] chest. It'll help out Meru if you're using her like
 I am.

 Back in the "X" room, take the exit along the east side of the room -- there
 is another long, boring, easy-to-follow tile path that goes to the colloseum
 area. Meru talks a little about the history, then it's time to move along up
 the ridged side of the wall. This leads to a save/heal area that's good for
 leveling up (although character status is not healed. Grr!). At this point,
 the player can choose which of the two paths to take in getting to the end
 boss -- one has another boss to fight and is shorter; the other, longer and
 not as hard monster-wise. The player's choice, really. I'll detail both of
 the sides, though.

 All paths will begin in the savepoint area. NOTE: You can do both paths if
 you want, which is recommended. 

[PATH A - THE LONG WAY]
               __________
     Path B   |  _ _____ | <- PRE-DBS ROOM
      Exit -> |_| | ____ |  __    _      ___
          ______  ||  __|| | _|--|_|----|_  |
         |      |-||-|___| ||     _      _| |
         |Dragon| ||_______||    |_|    | | |
         | Block| |_________|   _/  _   |3| |
         | Staff|              |_|-|_|  _�|_|
          ���|��                 .-|_|-|_|-'
            TO                  [4]     |
         ENTRANCE               _______|�|______
           ARE                 |   |         X  |
                               |X|_    X   _   _|
                               |___|      | | |_
                               | _________|�    |
                               |X           | X |
                                ������|_|��� ���
                                       |
                               TO SAVEPOINT AREA

 The green teleporter is the way to go at this time. A bunch of Spinningheads
 will attack the party, and keep doing it as they jump around the field. Dart
 has to get to all five barrier generators and destroy them to make the north
 exit open. Since there are no random fights here and all Spinninghead battles
 are one-on-one, abuse the Magic Sig Stone to bypass any crappy status effects
 that they can inflict. Each seal that's destroyed also takes with it an enemy
 so it quickly becomes child's play. =p

 The room beyond there has circular, stepping-stone platforms. Ride the first
 one all the way to the top where a repeatable [POWER UP] item is found. Take
 it to the second-from-highest level and use the platforms until they arrive
 at two that are sort of close to each other. Step on one, and mash X to get
 across to a [MIND CRUSH] sword for Dart. From there, take the lowest path
 to the Pre-DBS room. Path A & B intersect here.

[PATH B - EXTRA BOSS FIGHT]

          .-To Pre-DBS Room
    _____ | _____
   |_____|+|_____|
   / .----| ____|____
  (__| |�� | ELEVTRS |
  |BOSS|   |___   ___|
   ����        |_|
                |
        TO SAVEPOINT AREA

 In the elevator room, a certain order has to be taken to get the lift down.
 From left to right, the six teleports are 1-6. Enter them in the following
 order: 6 -> 1 -> 3 -> 4 -> 5 -> 2. Follow the teleporters to a boss fight!

 .-----------------.------------.----------------.---------------------------.
 | S Virage (arm ) | HP: ~3000  | ELEMENT: ----- | DROPS: ---                |
 | S Virage (head) | HP: ~10000 | ELEMENT: ----- | DROPS: Healing Rain       |
 | S Virage (body) | HP: ~10000 | ELEMENT: ----- | DROPS: ---                |
 '-----------------'------------'----------------'---------------------------'

  I'll note right off the bat that this battle ends in 10 turns. However, it
  is up to the player if they want to play a defensive or offensive card. He
  will still give his EXP even if you decide not to slice him down. As before
  the Virage dies if its Head/Body is defeated. As for attacks? It can drop a
  bit of debris (~300 to all), use its Arm to attack a target (~200), an
  underground tendril attack (~350) and, if you let it die normally instead of
  killing it yourselves, a death-counter against all targets (~500). Make sure
  to use Rose Storm when it says "1 Lives Remaining" to ensure that you don't
  get blown away by its death-counter! 200G + 4000 EXP.

[PRE-DBS ROOM]

 the top exit is sealed and the way towards the Dragon Block Staff is
 the only way open. BEFORE ENTERING, take heed: it can lower Dragoon Powers if
 it gets the chance, so deplete all of your SP so it's to Lv. 1 -- this way a
 transformation and attack is possible, then the change back takes place 'fore
 it can use its skill.

 The upcoming boss NEVER uses physical attacks, so if you have any accessories
 with [phys damage -> +SP/MP] effects, change 'em out for better ones.

 .----------------.-----------.----------------.-----------------------------.
 | Grand Jewel    | HP: ~4500 | ELEMENT: Earth | DROPS: Spectral Flash       |
 '----------------'-----------'----------------'-----------------------------'

  This battle can be awfully annoying, as the 'Dragon Block Staff' attack can
  SEVERELY cripple a transformed Dragoon's stats. If you have 100-199 SP,
  however, you can transform once, do an attack, and then change back before
  it can do its skill (which it only does if its turn comes up and a Dragoon
  is about). Besides that, it uses its Spectral Flash attack to do heavy
  magical damage to all parties involved; have Healing Breezes ready. The
  Grand Jewel can also use an attack that maes allies 'Level Go Down', which,
  apparently, sets their base stats back to a few levels before (5?). It's not
  too bad, however. For Albert, transforming for Rose Storm/D-Additions is the
  best course of action. For further annoyance, the Grand Jewel is able to
  heal itself for ~1350 HP; couple that with the level-down effect, and this
  battle's end can be prolonged quite a bit. HOWEVER, eventually, your levels
  can go back up, although this luxury takes a long time to witness. If you
  happen to have Miranda with, this battle might not be such a trial since she
  can heal better than Meru's Rainbow Breath; also, she's much better at using
  attack items. I was able to beat this battle with Albert being the only one
  transforming and Meru/Dart attacking and using Healing Breezes (~6). Physical
  attacks made up most of the routine, although if you get the chance before a
  level-down effect occurs, get in as many Final Bursts [etc.] as possible. No
  getting around how peeving this battle can be, but if you prepared ahead of
  time (Albert = Physical Ring; Meru = Therapy Ring), victory is possible. 300G
  & 9000 EXP for winning.

 Dart receives the [DRAGON BLOCKER] -- yes, that's what it's called in the
 Goods list -- and can access the teleporter on the opposite side of the room.
 It will lead back towards the beginning of the level, making it quite an easy
 task to simply blow this joint. Blano will teleport everyone to Deningrad...

_______________________________________________________________________________
�������������������������������������������������������������������������������
35) Crystal Palace in Deningrad II                                       [WK35]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | There ain't any!                        | There ain't any!     | 5 (45/50) |
 '-----------------------------------------'----------------------'-----------'

 NOTE: Clinic is now in upstairs of inn.

 ---

 With the Crystal Palace smoked like a cheap cigar, Miranda runs to the place.
 Follow her through the sorta-changed landscape, through the Crystal Palace,
 and the scenes will end at the inn. The five Stardust in Deningrad can now be
 obtained! (If you find yourself one short, did you get the one at Tragic
 Village of Neet?)

    � Stardust #41 - Crystal Palace - Screen 2; entrance to Shana's old room
    � Stardust #42 - Crystal Palace - Throne room; blocked east entrance
    � Stardust #43 - Deningrad Inn  - 2nd-floor clinic; by wire spool
    � Stardust #44 - Town Entrance  - Red mat in front of weapon/item shop
    � Stardust #45 - Town Entrance  - Red mat in front of weapon/item shop

 Now that you should have 40+, you can find Martel at the town entrance. Trade
 in your extra Stardust for a [RAINBOW EARRING]...hopefully. Martel is talking
 to a living NPC named 'Casualty' -- hilarious! Anyway, the mountain nearby is
 now accessible, although you'll have to go through Evergreen Forest to locate
 the entrance. Know where the knight blocks a path? A [MIND PURIFIER] occupies
 the chest behind him...then it's off to crack a dragon's skull...

_______________________________________________________________________________
�������������������������������������������������������������������������������
36) Mountain of Mortal Dragon                                            [WK36]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Attack Ball        * Mind Purifier    | * Deadly Spider      | 0 (45/50) |
 | * Giganto Armor      * Healing Breeze   | * Mega Sea Dragon    |-----------'
 | * Dragon Helm        * Total Vanishing  | * Wyvern             |
 | * Body Purifier      * Speed Down       | * Baby Dragon        |
 '-----------------------------------------| * Beastie Dragon     |
                                 _____     '----------------------'
                                |BOSS |
                                 �|_|�
                                  |7|
                                  |8|
                                 _|�|_
                                [SAVE ]     [LEGEND]
                                 �|6|�
           |��������������|  _____|�|        1 - Attack Ball
           |_|������| |�|_| |  _____|        2 - Mind Purifier
           |_| |����  | | | | |              3 - Giganto Armor
           |3| | |��|_| |_| | |              4 - Healing Breeze
            �  |�|  |_| |5|_|�|              5 - Dragon Helm
              _|�|  |4| |_____|              6 - Total Vanishing
        ___ _| __|__ �___                    7 - Body Purifier
       |  _|________|� 2 |                   8 - Speed Down
       | |           ����
       |1|
       |�|  
       | |    The trek up the mountain isn't too bad, really. In Screen 2, get
       |_|    an [ATTACK BALL] and continue to a fork. Take the lower path to
      ENTER   a [MIND PURIFIER] at a dead end, then go back and take the high
              road to a ledge, lava-side. Go down the lowest tunnel and claim
              some [GIGANTO ARMOR] for Kongol, which helps his magic defense a
              bit (thankfully!).

 Back two screens by the lava, another of the tunnels leads to a [HEALING
 BREEZE] that will help in the upcoming battle. Take the lava-side ledge around
 to the mountainside where a [DRAGON HELM] can be found. If you have Meru with,
 this will give her 50% more HP, a great boon if you combine it w/ the Therapy
 Ring. Either way, low-HP characters can use that quite a bit.

 Follow the road to the save point, getting the [TOTAL VANISHING] along the
 ashen road. The next screen up, get a [BODY PURIFIER]. But wait! There's a
 hint of white south of there, if your eyes are trained to see it. This chest
 contains a [SPEED DOWN] repeatable item to tote around. Save the game if you
 haven't already, and go to meet your maker...err, boss.

 .----------------.-----------.----------------.-----------------------------.
 | Divine Ball    | HP: ~2000 | ELEMENT: ----- | Flash Hall                  |
 | Divine Dragon  | HP: ~5000 | ELEMENT: ----- | Dragon Shield               |
 | Divine Cannon  | HP: ~2000 | ELEMENT: ----- | Gravity Grabber             |
 '----------------'-----------'----------------'-----------------------------'

  I'll go over the attacks first. The Divine Dragon uses all of the best attack
  item abilities, such as Down Burst, Night Raid, etc. These can usually do up
  to 600 on poor magic defense characters, and more if it strikes an elemental
  weakness. Its attack-all claw attack is alright (~250), a missile salvo attk
  on all (~300), and a fear-inflicting attack on all. The Divine Cannon's able
  to attack all characters, and the Divine Ball seems to do the magical attack
  techniques. Either way, the 'minor' enemies should be the first targets. The
  powerful attack items can take them out in almost two hits, in the right
  hands.

  Because the Dragon Block Staff has lowered the power of the Divine Dragon,
  it also cripples the dragoons' attack and defense. If you transform, do it
  for healing or Rose Storm; otherwise, stick to physical additions and attack
  items. Speaking of which, if you've been saving those powerful attack items
  such as the ones the Divine Dragon uses, those should be used here if you're
  in a bind -- they can do almost 1000 each. I've heard people moan and groan
  over this battle, but even with my selection (Dart/Meru/Albert, ~Lv. 23-25),
  this battle was a cinch! It's a good idea to not bring people who have poor
  magic defense into here (Kongol?) unless they have the Physical Ring on as
  my Albert did -- at least this way they can survive any one magic attack,
  even in Dragoon form where it can do 1500+. Also, SPEED DOWN! It seems to
  work really well, and even better when offset by fast types like Meru who
  can get in multiple attacks before it. Overall, pretty disappointing coming
  after annoying fights like the Grand Jewel. But, I guess that's to be known
  since Lloyd took a big chunk out of it already. 300G + 10000 EXP awarded.

 After our Dragon Buster owner does some things, follow him down the mountain
 and a secret about him is revealed. Shock + awe, right? Backtrack out of this
 place, witness an event in Evergreen Forest, and beat it back to Deningrad.

---

 Return to the Crystal Palace throne room (NOTE: I had to change my disc speed
 because it froze up at this spot. The heck?) and talk around to learn that
 our favorite platinum-haired goofus went to the Tower of Flanvel, west of the
 Kashua Glacier. That's the next destination...heave-ho!

_______________________________________________________________________________
�������������������������������������������������������������������������������
37) Kashua Glacier                                                       [WK37]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Thunderbolt        * Heat Blade       | * Land Skater        | 0 (45/50) |
 | * Meteor Fall        * Heavy Mace       | * Rocky Turtle       |-----------'
 | * Gushing Magma      * Dancing Ray      | * Freeze Knight      |
 | * Phoenix Plume      * Fatal Blizzard   | * Icicle Ball        |
 | * Black Rain                            | * Mammoth            |
 '-----------------------------------------'----------------------'

                                                             ____
                                              _        _____|9   |_  Flanvel
                             ____ _________ _|7|____ _|   __|__   _|-> Tower
                            |    |__ 5 __ _|_   SAVE|_BOSS_______|      
                            ||���_  |SHOP|   | |����  |__| |8|
               WORLD   ___  ||  |3|  ����    |6|            �
                MAP <-|_  | | ��  |           �
                        | | | __| |_ ___________
                        | |/ /  |___|__  _____ 2|
                        |_  /          |_____ |�
                        |4 /           | _____|
                         ��            ||  ___
                                       ||_|1  |
                                       |      |
                                        ����|_|

 Pretty simple going. Get the [THUNDERBOLT] and [HEAT BLADE] in the first
 screen, then move onto the slippery slopes of the next. A [METEOR FALL] is
 in the north, and a [HEAVY MACE] for Meru -- finally something with status
 effects! -- is in the south. Look for light-blue parts of the path that are
 where you can cross. Anyway, Miranda stops Dart if he tries to go west, so
 take the lower path curving east to keep going.

 Some shopowners are here, and the weapons store has some good stuff. Weapon
 upgrades for most people, Saint Armor for Dart/Albert, and the awesome Guard
 Badge (1000g) that raises DF/MDF by 20 each! If you can spare it, that might
 not be too bad of a purchase, especially for people like Meru/Miranda. The
 next screen has Dart rappeling down some icicle 'ropes.' A [DANCING RAY] is
 found on one of the ledges, and the awesome [PHOENIX PLUME] as well. It's no
 Rainbow Earring, but a decent replacement just the same. Save at the bottom
 and enter the next screen. A [FATAL BLIZZARD] is underneath a log, but it's
 not that important. Take the road upwards to encounter...

 .----------------.-----------.----------------.-----------------------------.
 | Heart          | HP:     3 | ELEMENT: Water | DROPS: ---                  |
 | Windigo        | HP: 10000 | ELEMENT: Water | DROPS: Brass Knuckle        |
 | Snow Cannon    | HP:   400 | ELEMENT: Water | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  This guy's got some pretty weak defense, I gotta say -- it's not too hard
  to take off around 1000+ per turn (just so you know the 10,000 HP isn't
  very daunting). Most of his attacks do ~300dmg, but you'll still probably
  want to Speed Down him and keep Rose Storm on standby. Eventually, he will
  put one of the allies into his chest compartment and summon two Snow Cannon
  enemies to wreak a little havoc. Luckily, Crush Dance/Rod Typhoon can OHKO
  them -- when both are dead, the ally is spit back out and can fight again.
  Try to defeat the cannons quickly as they can really damage Dart if he's
  left in low HP; also, Wendigo drains HP from his captured victims. Oh noes!
  When an ally is spit out, the 'Heart' can be attacked temporarily. It only
  takes 1 damage when hit, but only has 3 HP -- easy way to win this battle,
  if you wanna. Let's just say this fight isn't on the same calibur as Grand
  Jewel, 'kay? [PS: Windigo can still imprison people in dragoon form.]
  250G + 11000 EXP awarded.

 Get the [BLACK RAIN] and continue to the base of Flanvel's tower. There's a
 [RAVE TWISTER] in a sorta-camouflaged chest, if you want it. Open sesame!

_______________________________________________________________________________
�������������������������������������������������������������������������������
38) Tower of Flanvel                                                     [WK38]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Spirit Ring        * Mage Ring        | * Freeze Knight      | 0 (45/50) |
 | * Moon Dagger        * Moon Gem         | * Icicle Ball        |-----------'
 | * Moon Mirror        * Therapy Ring     | * Mammoth            |
 '-----------------------------------------| * Rocky Turtle       |
                                           | * Land Skater        |
               _____.-[345]                '----------------------'
              [BO SS]
               ��|��
              __|�|__
             | SAVE  |
             |_|���|_|----.
              |          |6|
              |    _      �
              |   |_|                 _____
              |     |    _          _|  2  |        1 - Spirit Ring
              |     |  _|_|--------|_   _  |        2 - Mage Ring
              |    _|_/   _          |_| |_|        3 - Moon Mirror
               \_ / |    |_|     _        |         4 - Moon Dagger
               |_|--'           |_|    _  |         5 - Moon Gem
                                      |_| |         6 - Therapy Ring
                                ______/|  |
                              _/       |  |
                             |_|------|�|-'
                              |   _    �
                              |  |_|
                              |
                             |�|___
                             |    1|
                              �|_|�
                              ENTER

 Yeah, not too difficult -- in fact, it's incredibly easy to proceed. Open the
 [SPIRIT RING] crate in the initial room, taking the teleport to a huge and
 complex-looking array. Luckily, it's easy as pie -- the teleporters shoot
 across the way, perfectly straight. Use the SE 'circular container' to get
 into a room with a [MAGE RING] -- it refills MP automatically. Very nice for
 some healer types. In the next complex-looking teleport room, use the SW
 circular container's NW tile to get to the savepoint room. Heal up, save and
 stuff, and enter in to fight a boss! Oh, and he'll be able to inflict instant
 death ahead, so make sure that you have a Talisman on someone to avoid that
 effect. Everyone else should enter with 100-199 SP, so their Dragoon forms'll
 be safe from this effect as well. [NOTE: My game froze up when I tried to
 enter the Moon Mirror chamber, but it seemed to be corrected when I reset the
 texture mapping/disc speed settings. Try it if you're having trouble.]

 .----------------.-----------.----------------.-----------------------------.
 | Lloyd          | HP: ~7000 | ELEMENT: ----- | DROPS: -------------------- |
 '----------------'-----------'----------------'-----------------------------'

  Lloyd still has the Dragon Buster, so if you transform into a Dragoon, he'll
  use it to OHKO that character if possible; if you return to normal after the
  attack/magic, he can't use it. The character with the Talisman can avoid the
  Dragon Buster's nasty effect, and, there's a fun trick to making this battle
  easier! Lloyd's AI is set up to use the Dragon Buster on the character who's
  a Dragoon; if that Dragoon can't die, he'll still keep usin' it! This type
  of single-mindedness really swings the battle favor to Dart's group. Don't
  be afraid to toss Lloyd a Speed Down, either, which helps, too. When Lloyd
  doesn't have a dragoon to impale, he'll use a powerful non-elemental strike
  (magical) on all allies. Healing Breezes will take care of it, though. As
  you may expect, Lloyd's physical evasion is Winglytastic and additions can
  miss some of the time; that doesn't mean his defense is incredible, though.
  Should you be able to get a Rose Storm off, good for you; it's usually not
  necessary though, as a full Crush Dance gives 100+ SP in one go and getting
  back into the 'bait Lloyd' strategy is easy. When his HP gets low, however,
  he starts doing a sword attack and a huge energy ball attack, both of which
  can do ~600 to a single target. 300G + 12000 EXP awarded.

 The [MOON MIRROR], [MOON DAGGER], and [MOON GEM] are acquired or re-acquired
 at this point. You can leave at this point, but if you backtrack to the save
 area, you can take the other teleport to a 2nd [THERAPY RING]. Don't leave
 without this valuable valuable! If you accidentally initiate battle with the
 weird person (Faust), you can flee battle. Anyway, his sidequest comes later
 on. Leave when ready!

---

 When you get back to the area where Meru's Heavy Mace was found, in Kashua
 Glacier, take the slippery slope west -- Miranda won't stop you or anything.

_______________________________________________________________________________
�������������������������������������������������������������������������������
39) Snowfield                                                            [WK39]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Burn Out           * Burning Wave     | * Bowling            | 0 (45/50) |
 | * Gushing Magma      * Magic Shield     | * Windy Weasel       |-----------'
 | * Dancer's Ring                         | * Mr. Bone           |
 '-----------------------------------------'----------------------'

 Just inside the place, find the [BURN OUT] near the small cave and enter that
 dwelling. Lloyd jabbers for awhile and the blizzard ends, letting everyone
 continue. In the second snowy screen, by the signpost, it's possible to slide
 down and up at Fort Magrad's doorstep. This place is optional, so I'll cover
 it in the next section.

 A few treasure chests litter the slope that can be slid down, however -- they
 are a [BURNING WAVE] and a [GUSHING MAGMA]. This can be hard if you're not a
 master of button input (hey, some people still suck at additions, yo!), so
 here's how to do do it. Note that where you slide down by the sign has impact
 as well!

 [MAGIC SHIELD]  -> Slide down left side; press x-button at 1st, 3rd, 4th icons
 [DANCER'S RING] -> Slide down right side; press x-button at 2nd and 4th icons

 The Magic Shield is a repeatable item that defends against magic attacks. It
 is pretty useful! Unless you're going to Fort Magrad, you can exit Snowfield
 by going back to the upper sign and heading toward the background. Well, you
 know how to toggle on exit markers, so...yeah.

_______________________________________________________________________________
�������������������������������������������������������������������������������
40) Fort Magrad [OPTIONAL]                                               [WK40]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Midnight Terror    * Stunning Hammer  | * Windy Weasel       | 0 (45/50) |
 | * Poison Needle      * Panic Bell       | * Bowling            |-----------'
 | * Armor of Yore                         | * Mr. Bone           |
 '-----------------------------------------| * Wildman            |
                                           '----------------------'

 After Meru's mini-snowball fight, get the [MIDNIGHT TERROR] and enter toward
 the adjacent area. Rose has a flashback for a sec, and then it's possible to
 get the [STUNNING HAMMER] -- no, it's not for Meru! A [POISON NEEDLE] loafs
 in a chest 'round the savepoint area, also. Before proceeding, save and stick
 a Talisman on someone -- the optional boss can inflict instant death!

 .----------------.-----------.----------------.-----------------------------.
 | Polter Helm    | HP: ~2500 | ELEMENT: Dark  | DROPS: ---                  |
 | Polter Armor   | HP: ~3500 | ELEMENT: Dark  | DROPS: Smoke Ball           |
 | Polter Sword   | HP: ~3500 | ELEMENT: Dark  | DROPS: Soul Eater           |
 '----------------'-----------'----------------'-----------------------------'

  This battle can get crazy, mostly because the Polter Helm can inflict some
  crappy 'block' attacks -- meaning, it prevents a character from using select
  commands. The ability blocking can be removed through normal item or magical
  means, of course (although killing the Helm removes all statuses on allies.)
  The armor is in charge of the annoying magical attacks, which is probably
  where most of the damage comes from, to be honest. The sword has a single-
  -target physical attack. BUT, when any part of the boss (including itself)
  is destroyed, the Sword inflicts instant death on the attacker -- make sure
  the person with the Talisman deals the killing blow on the Sword first to
  make the rest of the battle easier. Besides that, erect Rose Storm ASAP and
  Speed Up/Power Up the best attacker to destroy the Polter Armor. It's the
  only portion that does consistant damage, and destroying that leaves only a
  weakling Helm, which has no damage-dealing tactics at all. I left it for
  last because Rainbow Breath removed ability block statuses; if you can't do
  that, well, you may want to take it out second...before all that constraining
  catches up to you. After all, Dragoon form is often the first choice blocked.
  200G + 6000 EXP awarded.

 Collect the [ARMOR OF YORE] and [PANIC BELL] after the battle. The Smoke Ball
 that was dropped allows 100% escape from minor enemies, so it's pretty useful
 in high-encounter areas like that slope just outside Fort Magrad. It's also
 a repeatable item. ^___^

 The Soul Crush takes off one-tenth of Dart's HP every turn, but its negative
 effect can be cancelled out with a Therapy Ring. It'll be useful in Vellweb,
 which is where we're goin' right about......now.

_______________________________________________________________________________
�������������������������������������������������������������������������������
41) Capital Vellweb                                                      [WK41]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Attack Ball       * Rose's Hair Band  | * Succubus           | 1 (46/50) |
 | * Spirit Potion                         | * Spring Hitter      |-----------'
 '-----------------------------------------| * Witch              |
                                           | * Terminator         |
                                           | * Maximum Volt       |
                                           '----------------------'

   .-----------------------------------------.     [LEGEND]
   | Dragoon    Dragoon                      |
   |     |       _/           Dragoon        |       X - Stardust #46
   |    |�| |�| |_|_         /     _  \      |       1 - Attack Ball
   |    |�| |�| |_  |__|�| |�|    |X| |�|    |       2 - Rose's Hair Band
   |    | | | |   |  __ �| |�|____|�| |�|    |       3 - Spirit Potion
   |   _| |_| |_ _| |  | |_|__   ___|_| |_   |
   '--|_________|___|  |___|______________|--'
                                   |   ___
                                   '--|_  |-SAVE         ___
                                       _| |_ __         |   |
                                   .--|_____|_ |  ____ _| |_/__
                           _   _   |          ||_|  __|______  |
                  _  |�|  |3| |E|  |           |__  |___ |1| | |
                 |2|_|�|__|�| |N|  |             |_|SHOP| �  | |
                 |�|_   __  | |D|  |                ����___ _|�|
                  �  | |  |_|_|_|  |                  /�___|___|
                     |�|_ |_____|  |                 ( (___
                     |___|---------'                  \____|-ENTER

 Ah, here at last. Enter the third screen and use the mini-stairs to reap the
 [ATTACK BALL] 'neath the main path. There's also a pair of peddlers nearby
 there as well, so stock up on goodies you may need...Healing Breezes, natch?
 Continue alone until Shirley shows up and talks about anchoring the Dragoon
 souls of ages past. There's a mini sidequest to do later on about this, but
 for now, ignore it. Save and enter the Dragoon Towers.

    � Stardust #46 - In Dragoon tower; room right above entrance; at altar

 There's nothing else to do in the Dragoon area, however. Return to where the
 Shirley sighting was (she heals you each time you see her, btw), save, and
 take a left outta here. In the spiral tower area beyond, ignore the first
 doorway (dead end) and take the second, which leads to a chest containing a
 [ROSE'S HAIR BAND]. Back in the stairwell, the fourth door leads to the
 last treasure here, a [SPIRIT POTION].

 Take the third door to where "Emperor Diaz" is and, after a series of profound
 revelations and intrigue, the disc ends. Whoo-whoo!

 ______  _________ _______  _______     ______      _______  _        ______
(  __  \ \__   __/(  ____ \(  ____ \   / ___  \    (  ____ \( (    /|(  __  \
| (  \  )   ) (   | (    \/| (    \/   \/   \  \   | (    \/|  \  ( || (  \  )
| |   ) |   | |   | (_____ | |            ___) /   | (__    |   \ | || |   ) |
| |   | |   | |   (_____  )| |           (___ (    |  __)   | (\ \) || |   | |
| |   ) |   | |         ) || |               ) \   | (      | | \   || |   ) |
| (__/  )___) (___/\____) || (____/\   /\___/  /   | (____/\| )  \  || (__/  )
(______/ \_______/\_______)(_______/   \______/    (_______/|/    )_)(______/

__________________________________
VI. CHAPTER 4 - MOON & FATE [CHP4]|____________________________________________
�������������������������������������������������������������������������������
42) Death Frontier                                                       [WK42]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Moon Serenade      * Healing Breeze   | * Sandworm           | 0 (46/50) |
 | * Healing Fog        * Healing Rain     | * Scorpion           |-----------'
 | * Gladius            * Recovery Ball    | * Canbria Dayfly     |
 | * Sun Rhapsody       * Power Down       | * Spiky Beetle       |
 | * Healing Potion     * Sun Rhapsody     | * Cactus             |
 | * Bandit's Shoes                        |----------------------'
 '-----------------------------------------'

 This place is quite large and confusing, so I'll make a bigger map! "#" marks
 indicate sandpits that drop characters down into subterranean caves around
 that area, which is cause for backtracking. Any number within "#" marks means
 that you have to drop into the pit to get it. Also, there are no random fights
 here -- all enemies are present on the field, whether underground (shadows're
 shown) or floating.

 NOTE: There is no Halberd to find in this level. Some other FAQs may have said
       this but it is in fact false. Don't waste your time!

                                                     Exit
                                                   _/
        [LEGEND]                         _____   _| |_   _____
                                        |     |_|     |_|09   |
          S - Free Healing              |                     |
         01 - Moon Serenade             |_   _|�|_   _|�|_   _|
         02 - Healing Breeze              | |     |#|     |#|-10
         03 - Healing Fog                _| |_   _|#|_   _|#|_
         04 - Healing Rain              |     |_|     |_|     |
         05 - Gladius                   |                     |
         06 - Recovery Ball             |_   _|�|_   _|�|_   _|
         07 - Power Down                  | |     | |     | |
         08 - Sun Rhapsody               _| |_   _| |_   _| |_
         09 - Healing Potion            |     |_|OASIS|_|     |
         10 - Bandit's Shoes            |        SAVE         |
          # - Sandpit                   |_   _|�|_   _|�|_   _|
                                          |#|     | |     |#|
                                         _|#|_   _| |_   _|#|_
                                        |     |_|     |_|     |
                                        |  7  #8#             |
             Cave  Start                |_   _|�|_   _|�|_   _|
            Save \_/                      | |     | |     | |
        _____   _|_|_   _____            _| |_   _| |_   _| |_   _____
       |     |_|     |_|     |          |     |_|     |_|     |_|     |
       |      _       _      |          |     ###      _      ###     |
       |_   _| |_   _| |_   _|          |_   _|�|_   _| |_   _|�|_   _|
         | |     |#|     | |              | |     |#|     | |     | |
         | |     |#|     | |             _| |_   _|#|_   _| |_   _| |_
       |�   �|_|�   �|_|�   �|          |     |_|     |_|     |_|     |
       |     #1#  2  ###     |          |      _       _       _      |
       |_   _|�|_   _|�|_   _|          |_   _| |_   _| |_   _| |_   _|
         | |     | |     | |              |#|     | |     | |     | |
         | |     | |     | |             _|#|_   _| |_   _| |_   _| |_
       |�   �|_|�   �|_|�   �|          |     |_|OASIS|_|     |_|     |
       |      _       _      |          |      _ SAVE  _      ###     |
       |_   _| |_   _| |_   _|          |_   _| |CAVE_| |_   _|�|_   _|
         |#|     | |     | |              | |    �|_|     | |     | |
         |4|     | |     | |              |�|    _| |_   _| |_   _| |_
       |� # �|_|�   �|_|�   �|_ __________| |   |     |_|     |_|     |
       | 3    _      #S#      _|____________|   |     ###     #6#  5  |
       |_____| |_____|�|_____|                  |_____|�|_____|�|_____|

 To begin, inspect the map above. See where the "2" is? Manuever to the sand
 pit just WEST of there and drop inside to get the first treasure, a [MOON
 SERENADE]. Backtrack back to that western spot and go straight south into a
 different sandpit, this time getting the [HEALING RAIN] in the cave. That's
 all for that cave, so no more "pit" stops. ^___^   There's a [HEALING BREEZE]
 and [HEALING FOG] to search out in this first desert area, which you should
 be able to do with the diagram above. Exit's in the very SE corner.

 Now, onto the second, larger stretch. Avoid the 1st sandpit here to encounter
 a tropical oasis. Free healing, save point, and where the cave surfaces if
 you fall underground. Observe the map to get your bearings. To get the nice
 [GLADIUS] weapon for Rose, you need to work your way to the eastern cliffs,
 then go straight south. After that, fall in the nearby pit to land near the
 [RECOVERY BALL]. Back at the save point, go one screen north, one west, and
 two north to find a [POWER DOWN] item. The nearby (eastern) sandpit leads to
 a [SUN RHAPSODY], if you can carry one. If you retrace your steps a bit (once
 you get back to oasis), the "9" treasure, another [SUN RHAPSODY], is en route
 to the Power Down's location.

 From the map, the way towards the exit is clear. But, don't leave yet. Get a
 [HEALING POTION] from the upper-right corner, and jump into the sandpit just
 south of there to get the lauded, one-of-a-kind [BANDIT'S SHOES]! Yes, they
 are finally here.

 Backtrack (yes, we're getting tired of that aren't we?) and exit north to
 the world map.

_______________________________________________________________________________
�������������������������������������������������������������������������������
43) Spring Breath Town Ulara                                             [WK43]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Sun Rhapsody       * Moon Serenade    | There ain't any!     | 3 (49/50) |
 '-----------------------------------------'----------------------'-----------'

 There's a [SUN RHAPSODY] by the teleporter in; make sure you snatch it up!
 Follow the map to a teleport that leads to Charle Frahma's chambers. When
 prompted, ask her about the 3 options (Zieg, Moon That Never Sets, Signet
 Sphere) and a fourth option is able to be chosen. A 5th option opens up after
 that, which clues everyone in about the other locations of the Spheres. When
 Charle finishes blabbing, get the [ 


                    _ _______   |�������| <- CHARLE
           SHOPS <-|_|_      |  |__ 2 __|    FRAHMA
                       | SAVE|     |_|
        _____           �| |�      |_|
       |     |        ___/�/        |
       |_   _|       / ___/         |              [LEGEND]
         \ \______ _/ /             |
          |_______|_ (             \�\              1 - Sun Rhapsody
             |      \ \_________    \�\__
             |       \__   ____ \_ _/    |          2 - Moon Serenade
             |         _| |    \__|______|
            |�|  BAR<-|___|
            |1|
             �

 Everyone disperses after the line of questioning Charle. Now's a good time to
 get some Stardust.

    � Stardust #47 - Savepoint fountain area; check the rose-covered ledge
    � Stardust #48 - In the shop building; inside the large piece of pottery
    � Stardust #49 - In the fountain area with living roses; inspect waterside

 Visit the Bar, Shop, and Entrance areas to collect all party members. Return
 to the entrance the following day and Caron and Charle will be prepared to
 send you all to...Home of Gigantos!? We have to backtrack so far!? ARGH! Oh,
 it's better than hoofing it there... They'll road is then open. 

---

 From there, backtrack to Fletz! In the lobby savepoint room, the two lower
 doors now lead to a fully-fledged seaport. Stock up on stuff in town and get
 a move on to Rouge!

_______________________________________________________________________________
�������������������������������������������������������������������������������
44) Outland Village Rouge                                                [WK44]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Wargod's Calling   * Satori Vest      | There ain't any!     | 1 (50/50) |
 | * 100G               * Vanishing Stone  |----------------------'-----------'
 '-----------------------------------------'

 Upon arrival, the mayor invites his old friend Haschel to "come up" and talk
 about their journey. Let's loot the place first...

    � Stardust #50       - In 100G room, check the fat-lookin' pot

    � [WARGOD'S CALLING] - In dock area, take ladder near entrance to training
                           area. In savepoint room, take an east door out onto
                           outer walkway where crate is.

    � [SATORI VEST]      - Do the same as above, but this time, take the east
                           ladder (instead of east door) which leads down to a
                           lower walkway where the crate is.

    � [100G]             - From Martel's room, take outer walkway to crate.

 From the savepoint room, you can enter north into a room where Martel and her
 daughter Lil have settled in. If you've been following this guide, it's also
 possible to get the [VANISHING STONE] from Martel, the prize for collecting
 all of the Stardust.

 Anyway, the mayor is in the largest, crowded room. Talk to him to learn there
 has been a weird "stick" that suddenly rose from the sea, and is visible from
 the clifftop. You can find the entrance from the lower dock, by going south
 into the jungle. At the destination, Magic City Aglis will have arisen from
 the sea! It's now accessible from the boat dock. Save before entering and
 make sure you've stocked up on healing items, as once you're in, there's no
 way out but to finish the place (shops are in dock section).

 After getting on the boat, confirm the prompt with Dart and gallop in thar!

_______________________________________________________________________________
�������������������������������������������������������������������������������
45) Magical City Aglis                                                   [WK45]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Burn Out           * Gushing Magma    | * Aqua King          | 0 (50/50) |
 | * Magical Hat        * Moon Serenade    | * Scud Shark         |-----------'
 | * Angel's Prayer     * Sun Rhapsody     | * Minotaur           |
 | * Healing Fog        * Healing Rain     | * Jelly              |
 | * Psyche Bomb X      * 200G             | * Stern Fish         |
 '-----------------------------------------'----------------------'
                          ____________
                       .-|____________|-.
                       |        .-------'
                       '--------+-------.
                          ______|_____  |   _
                       .-|____________|-+--|_|-.
 ____   _ _ _          |                |      |
|10__|-|_|9|_|-.       '--------.       |      |
| |       �    |      .-|�������������|-'      |
 �\            |  ____|_ �������������         |
  '----------. '-|______|                     |�|__
         __  |                        SAVAN-> |SAVE|
        |11| |                                |_|��
     ___|  | |                   ____    .-.  |_|-.
  .-|______|-'                  |____|  /   \___  |
 |�|                             |  |  \�\_/ _  | |
 | |                            |�| |   \   / |_|-'.-|�|     _________
 |_|     ______                 |�| |    |_|\      | |�| .--|_______  |
 | |__ _|      |                | | '-----' '------' | | |   _______| |
 |SAVE|_  BOSS |                | |                  | | |.-|_________|
  ����  |______|                | |                  |_|-'|   ____
                                |_|-----------------------+--|8   |
                                                          |   ����
                                                          '-|���������|
[LEGEND]                                                     ��|_|��| |
                                                             .-'____| |
  1 - Burn Out                                               | |7     |
  2 - Gushing Magma                                          |  ������
  3 - Magical Hat                                            '---------|�|
  4 - Moon Serenade                                                    |�|
  5 - Angel's Prayer                                                   |�|
  6 - Sun Rhapsody                                                     |_|
  7 - Healing Fog                                                       '--|�|
  8 - Healing Rain                                              .----------| |
  9 - Psyche Bomb/Psyche Bomb X                                 |    ______ �
 10 - 200G                                    ___            .--+---|____  |
 11 - Healing Breeze             .---.     .-|___|           | |�|__   .-| |
                                 |  |�|   _|_   _\__         '-|  __|--' |6|
                                 |  |_|--|___| |3 4 |          |_|        �
  (To Zenebatos) Locked       _  |  ___         ����      ___   '--.
                    \      .-|1|-+-|_ 2|                 | 5 |_ __|�|
                   _|�|_ _ '-.�  |   | |_ _    _   .-|�|�      |____|
                .-|_____|_|--'   |   |___|_|--|_|--'  � �����\�
                |                '----'                   Laboratory
               |�|               
               |�|
               |_|
              ENTER

 Now that you're here, there's no way out except to proceed. Continue into the
 screen where Ruff, a magically-made dog is, then find the adjacent area. It
 contains a [BURN OUT] and [GUSHING MAGMA] right along the main path. There is
 a fork, where you can enter the next screen or take a teleport. The latter'll
 lead to to a [MAGICAL HAT] and [MOON SERENADE] four platforms and one screen
 later. That Magical Hat raises MAT/MDF and makes MP values x1.5, so make sure
 to snag it when possible. Return to the fork, and take the straightforward 
 path to a laboratory area. There's a [ANGEL'S PRAYER] in this region.

 Onto the next part of the maze. In the T-shaped area with 4 teleports, the
 middle or right one leads to a platform holding a [SUN RHAPSODY]. The northern
 one is the correct way to go. Follow for awhile until landing near a [HEALING
 FOG]. Follow further until a y-shaped area with five teleports is found. The
 NW part of the "Y" will eventually lead to a [HEALING RAIN], while the fifth
 one leads to Savan's chamber, as you can see from the map (just check it, yo).

 In here, Savan says he's waited 4000 years for Rose to come along, and he'll
 need everyone's courage to create the 'Psychedelic Bomb'. Tell him you're good
 to go and SAVE THE GAME -- there's only one shot to get the resultant item; it
 happens to be an offensive repeatable item. After saving, move Dart to the red
 teleporter to begin the challenges. To pass all challenges perfectly, choose:

    � Kongol  -> "Take Doel's sword."
    � Miranda -> [Answer doesn't matter] & "I cannot die now."
    � Albert  -> "I...cannot do that."
    � Meru    -> "I still cannot die!"
    � Haschel -> "I couldn't stop her."
    � Rose    -> She doesn't have a choice to make."
    � Dart    -> "I will save Shana no matter what!"

    NOTE: As far as I've seen, the first series of answers you give as Miranda
          don't mean anything. To be safe, don't save after the challenges are
          completed.

 After that enter the next room with a bunch of teleports. It's simple to get
 through, though. Take the first to the middle of the long three. Go to the
 end of that one, and up at the lower of the three long platforms. Take the
 teleport furthest from the entrance and you'll be on your way to Savan's room.
 Here, Savan will give the party a [PSYCHE BOMB] if they didn't complete the
 challenges 100%, or a [PSYCHE BOMB X] if they did it 100%. The latter is the
 unbased (non-elemental) repeatable item, so make sure you get it!!! If you do
 get the Psyche Bomb X, go back and save before continuing past Savan's room.

 Follow the easy-to-follow teleport arrangement for a [200G] and [HEALING
 BREEZE], and keep trailing Savan's visage. Without spoiling too much, there's
 a boss to fight at the very end...

 .----------------.------------.----------------.----------------------------.
 | Cleone         | HP:  ~1300 | ELEMENT: Water | DROPS: ---                 |
 | Last Kraken    | HP: ~10000 | ELEMENT: Water | DROPS: Pretty Hammer       |
 '----------------'------------'----------------'----------------------------'

  This is like a Lenus redux with more HP and worse attacks. Use a Speed Down
  on it, which makes it INCREDIBLY slow. Basically, it relies on a powerful
  water-jet attack on a single target (~400-500), Frozen Jet (~200-600 to all)
  and creating two Cleones when its HP gets below 50%. Basically, these things
  are pretty fast but have poor DEF to back it up; a powerful addition can
  take them out in two turns, maybe one with Power Up. Dart can completely rip
  this octopus a new one with Final Burst, often doing +1000 a pop. There's no
  elaborate strategy to do on this one, as its attacks are often single-serve
  and crappy. Erect Rose Storm, any boost/de-buff items, and the Psyche Bomb X
  to give an early edge. Just keep your HP at around 800 at all times, and up
  above 1000 if there are Cleones present. Rainbow Breath and Miranda's magic
  can help here, if you have 'em. 300G + 12000 EXP awarded. [NOTE: The game's
  froze up at this point, too! Simply not transforming into a Dragoon seems to
  bypass the cause, without having to toggle disc speed/texture mapping/etc.]

 After battle, save the game and backtrack a ways. In the area where you first
 met Ruff, the locked door (as marked on the map) will now teleport the party
 to their next destination. 

_______________________________________________________________________________
�������������������������������������������������������������������������������
46) Law City Zenebatos                                                   [WK46]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Frozen Jet         * Burning Wave     | * Guillotine         | 0 (50/50) |
 | * Spectral Flash     * Night Raid       | * Death Purger       |-----------'
 | * Rainbow Dress      * Down Burst       | * Sky Chaser         |
 | * Spirit Cloak       * Gravity Grabber  | * Professor          |
 | * Flash Hall         * 200G             | * Harpy              |
 | * Law Maker          * Law Output       |----------------------'
 '-----------------------------------------'

  [LEGEND]                     [ORDER OF PROCEDURE]

    1 - Frozen Jet              Leg. Center --> Law Factory --> Law Launcher
    2 - Burning Wave
    3 - Spectral Flash
    4 - Night Raid
    5 - Rainbow Dress                        |�������| <- LAW LAUNCHER
    6 - Down Burst                           |_______|
    7 - Spirit Cloak                           (
    8 - Gravity Grabber                      |�������|
    9 - Flash Hall                           | 6 7 8 |
   10 - 200G                                 |  _____|
                              _______        | |     _______
                      LAW -> |       |       | |    |       | <- LEGISLATION
                   FACTORY   |_______|       |_|    |_______|       CENTER
                              __(____        |_|    (_______
        GREAT                |       |_ ____  |  _ _|       |
        COURT                | 3 4 5  _|SHOP|-+-|_|_ 1  2   |
         /                   |_______|  ����  |     |_______|
     |���|_ _____              ______         |
     |BOSS_| SAVE|    JAIL -> | |9 10|-----> |�|-SAVE
     |___|  ���|_|            |_|____|      _|�|
                '--------------------------|_  |
                                            _| |
                               TELEPORTER -|_| |
                                   COOLON -|___|

 Exit the teleport to find out that this is a weird city, under martial law
 11,000 years prior and still in that state. One of Savan's creations, Coolon,
 allows the party to fly to previous cities on the map; however, you'll have
 to insert the correct disc the past cities are featured on to enter (sadly).

 But anyway, there are only three parts of the city available at this point. A
 Legislation Center, Law Factory, and Law Launcher. Use the small teleport by
 the entrance and inspect a blue plaque to learn the Signet Sphere cannot be
 entered by humans due to "Article 703." We'll have to amend this to proceed.

 -------------------

 A bit of a rundown on the procedure here. The Legislation is always the first
 stop, and is where laws can be amended. Dart states the name of the article
 he wants to change and receives a [LAW MAKER] accordingly. After that, it's
 off to the Law Factory where a [LAW OUTPUT] is given. Third step is the Law
 Launcher, where the law is enacted. For reference, here are the article #'s
 and the laws that go with them.

    � Article 339 - Turns off shops (DO NOT DO THIS)
    � Article 410 - Allows teleporter to go to Death City Mayfil
    � Article 640 - Don't have to wait in line at Legislation Center
    � Article 666 - Turns off monster encounters in city
    � Article 659 - Turns off all guards (can't be sent to jail)
    � Article 703 - Allows passage to the Signet Sphere

 -------------------

 So, the Legislation Center is the first stop. There are guards patrolling the
 area around here, and if you're caught, you'll be sent to jail (which isn't
 so bad, because a [FLASH HALL] and [200G] can be found there). Luckily, this
 place is pretty easy to avoid. Guards travel in a set route, with treasure
 chest niches and teleports being the safe spots. The blue entrances connect
 to each other, so if you lure the guard near, enter that door to reappear away
 from it, often near the next teleport. Pretty simple stuff. A [FROZEN JET] and
 [BURNING WAVE] can be found around here; the last teleport goes to the center.

 Article 640 is applied, so if you don't follow order, you'll be ignored. Stand
 in the line all the laptos are in and wait behind the small laser-beam thing
 until it's your turn. When asked if you're submitting a bill, answer no; when
 asked if it's a law revision, answer yes. Choose to amend Article 703, which
 allows passage to the Signet Sphere. Once you've done that, backtrack or get
 caught by a guard to return to the main intersection.

 --

 Law Factory time! Choose to go there and there's another teleport/guard puzzle
 to sit through. If you want the [SPECTRAL FLASH], wait for it to go as far
 from your initial teleporter as possible and make a mad dash to the item. That
 is the only way to squeeze in and get it, sadly. Second puzzle is ridiculously
 easy. Lure the guard towards you and, when it gets near enough, take the door
 to slip behind it. Get that [RAINBOW DRESS] before doing so, though. Third
 puzzle has the next teleport right near, but there's a [NIGHT RAID] by taking
 the blue door. Fourth and last puzzle? Stand near the blue door nearest the
 entry teleporter, lure the guard lapto near, and slip through to the chest;
 getting the exit outta there is basically the same.

 At the Law Factory proper, talk to the lapto in front of the computer. If you
 did the part at the legislation center correctly, a [LAW OUTPUT] key item is
 given over for whatever amendment you want to change (hopefully 703). Now it
 is off to the Law Launcher -- return to square one whatever way you choose.

 --

 The puzzles before the Law Launcher are pretty bland, as there is ample time
 and room to move and get the treasures; to boot, they are double the blue
 doors to get the treasures. Speaking of which, a [DOWN BURST], [SPIRIT CLOAK],
 and [GRAVITY GRABBER] are found here. Upon reaching the Law Launcher's main
 area, submit the Law Output that was recieved prior and get the law changed.
 And, that's all there is to it! 

 --

 Back where Coolon is, inspect the Guide Lapto 00 that blocks the way to the
 Signet Sphere teleport to learn the law has been changed. Select the Great
 Court as the destination, save once there, and approach the Signet Sphere to
 find some bosses... If you're fond of Miranda, include her as she'll be nice
 to have here. Either way, stick a Talisman on your most valuable person and
 a Destone Amulet as well (if you want) -- Selebus can inflict petrification
 rarely.

 .----------------.-----------.----------------.-----------------------------.
 | Kubila         | HP: ~4500 | ELEMENT: Dark  | ---                         |
 | Vector         | HP: ~3500 | ELEMENT: Dark  | ---                         |
 | Selebus        | HP: ~3000 | ELEMENT: Dark  | ---                         |
 '----------------'-----------'----------------'-----------------------------'

  Man, this battle can be annoying. The worst is Kubila, who has an instadeath
  attack, but runner-up is Selebus who can cure all of her allies -- and the
  first target, as her HP is crappiest. She also uses a light-beam attack that
  can inflict ~600 on all allies at worst, and does it often! There's also a
  thing where she makes Vector grow way larger... o_O  It's a good idea to use
  a Speed Down on her, as she may be doing the most damage early on. Crack out
  an early Rose Storm, but don't transform everyone -- you may need to use
  item healing/reviving. Powerful d-additions work well on taking out Selebus,
  and when she's gone, concentrate on Kubila. He's got an instadeath attack
  that should be feared, but often doesn't use it -- instead he does an tech
  that hits all (~600), uses a few thunder-element attack items, or physically
  attacks for ~300. Deal a bit of damage and give the Psyche Bomb X to a good
  mage -- it can do almost 1600 to Kubila and 2300+ to Vector! Beware, because
  the person who deals the deathblow to Kubila will get hit with his instadeath
  attack! Vector is a piece of crap in his small form, and if Selebus changed
  him into a massive form, he'll use his eat-'n'-chew attack (single-target)
  repeatedly -- pretty weak, especially to physical attacks. 300G + 12000 EXP
  received upon winning.

 After kickin' some executioner tail, proceed to the Signet Sphere room. See
 the scene and return to Coolon's area. The lapto near there says the martial
 law has been relaxed but Article 410 prevents the teleporter from going to
 Mayfil. Coolon can't make it there, so you'll have to change the law and re-
 -write Article 410 to open the way. Think of it as a goodbye present from
 this wonderfully convoluted city... =(

_______________________________________________________________________________
�������������������������������������������������������������������������������
47) Death City Mayfil                                                    [WK47]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Active Ring        * Destone Amulet   | * Loner Knight       | 0 (50/50) |
 | * Bravery Amulet     * Magic Ego Bell   | * Hyper Skeleton     |-----------'
 | * Healing Rain       * Spectral Flash   | * Human Hunter       |
 | * Poison Guard       * Stun Guard       | * Undead             |
 | * Panic Guard                           | * Specter            |
 '-----------------------------------------'----------------------'
            _____
           |HEAL7|
           |_ _ _|
        _ _| |_| |___ _________           
       | |_         _|     SAVE|
       |_|_   ___  |  ������|��
           |_|   |_|_      |�|  _
            |   |    |     |�| |2|--------.        [LEGEND]
            |   | 6  |     |5|  �         |
          _|�|_  ����  _   |_|-DIVINE     |          1 - Poison Guard
         | SAVE|    .-|3|  |_| DRAGON     |          2 - Stun Guard
         |    8|    |  �    |  SPIRIT     |          3 - Panic Guard
          �|_|�     |  ____|�|_           |          4 - Active Ring
         ___|__     | |  ______|          |          5 - Destone Amulet
        | BOSS |    | |_|     |           |          6 - Bravery Amulet
         ���|��     | | |    |�|          |          7 - Magic Ego Bell
           |�|      | | |    |�|          |          8 - Healing Rain
           |9|      | |4|    |_|-REGOLE'S |          9 - Spectral Flash
          _|_|__    |  �     |_|  SPIRIT  |
         |SIGNET|   '-----.   |           |
          ������         |�|_|�|          |
                         |1 _  |          |
                         |_| |_|          |
                          '---+-----------'
                             |�|
                             |�|-FEYRBRAND'S SPIRIT
                             |_|
                             |_|
                             |_|-TELEPORTER/ENTER

 Surprisingly, Mayfil is the easiest of the three cities to go through, with
 barely any diversions. As you peer at the map, you may see rooms where some
 dragons' spirits are listed. You can fight these as optional bosses; however,
 once you initiate a fight, you CANNOT flee -- do not bump into them unless you
 want to put up a fight.

 In the first teleport area, look for a 'hidden path' that stretches out to
 a [POISON GUARD] chest and two teleports, both leading to their own separate
 treasures further up -- a [STUN GUARD] and [PANIC GUARD]. Get back on the main
 path when done.

 In the room after Regole's spirit, part of the path leading to the third
 teleporter is 'hidden' -- when you try to enter onto it, it will light up and
 you can proceed. The walkway opens into nowhere where these paths are, so it
 isn't hard to find them. Take the one near there back a screen or so to where
 a [ACTIVE RING] is. Backtrack and continue into the Divine Dragon's room. His
 spirit guards a [DESTONE AMULET], which is a piece of crap reason to tango
 with him right now. Keep going until you enter a weird room where lights rise
 up and 'pop' on the floor, which is invisible. Here is the layout:


              |�����|
              |_ _ _|
         _ _ _|X|_|X|_ _ _ _           The lights that rise and 'pop' will
        |_|_|_|X|_|X|X|X|_|_|          indicate where the real path is. When
     ___|_|_|X|X|_|_|_|X|X|X|          they 'pop' and turn red, there is room
    |  _XX|_|X|_|_|_|_|_|_|X|_ ____    to walk beneath; if not, it's an open
    | | |X|_|X|_|_|_|_|_|_|X X|    |   hole. You can go one step at a time and
    | | |X|X|X|_|_|_|_|_|_|_|_|HEAL|   wait for the lights to guide you, or
    |_| |_|_|_|_|_|_|_|_|X|X X|____|   look at the map to the right which can
EXIT-'  |_|_|_|_|_|_|_|_|X|_|�         aid you as well.
        |_|_|_|_|_|_|_|X|X|_|
        |_|_|_|X|_|X|X|X|_|_|          One room has a healing point and a nice
        | |X| | |_|X| | | | |          [MAGIC EGO BELL] as well, but there's
         � � � �|   |� � � �           really no fancy tricks if you play it
                ENTER                  safe. The western teleporter (south on
                                       the gigantic map) leads further inside.

 The party meets a familiar spirit soon inside by the save point room. After
 talking with it, get the [HEALING RAIN] and save. Equip any anti-confusion
 accessories or equipment you have for the upcoming bosses in the next room
 (Panic Guard, Rainbow Earring, Phoenix Plume, etc.).

 .-----------------.----------.----------------.-----------------------------.
 | Lavitz's Spirit | HP: 5000 | ELEMENT: Earth | DROPS: Halberd              |
 '-----------------'----------'----------------'-----------------------------'

  This battle is kinda storyline-related, and the aim is to kill that thing
  attached to the back of Lavitz. When prompted, choose to "Talk to him"; it
  makes him turn around in a daze, exposing the weird thing on his back. It's
  actually pretty weak and physical damage comes easily. However, it can slap
  all characters with Confused status, which makes recovery a pain most of the
  time (sometimes it doesn't use this attack). Attacking Lavitz physically is
  a stupid idea as it deals 0 damage; just defend until the next chance to
  "Talk to him" appears. This minimizes damage from Lavitz, who rarely attacks
  physically. Use a Speed Down if you want, but any party Lv. 30+ can probably
  demolish this guy before his third turn comes. No G/EXP awarded...

 The second part of this battle happens when the 'thing' inside of our friend
 emerges to cross swords.

 .----------------.-----------.----------------.-----------------------------.
 | Zackwell       | HP: ~8000 | ELEMENT: Dark  | DROPS: Healing Rain         |
 '----------------'-----------'----------------'-----------------------------'

  Zackwell...is slow, especially with a Speed Down to help and a fast character
  or two continuously wail on him. So what's up his sleeve? He's got a firetype
  attack on a single character and a physical attack -- both of which he uses
  most often. However, he can also 'sink' into the floor and take 0 damage from
  ally attacks. Simply defend when he's in this state, as it usually takes 3
  turns to return to normal. If you're getting the idea that this fight's bland
  as heck, you're right. Because of the single-targeting and nonexistant usage
  of addition counters, it's up to the player how s/he wants to proceed. Not
  even a reason to use Rose Storm, for once -- Defending pretty much does all
  the healing necessary. 300G + 12000 EXP awarded overall [NOTE: Healing Rain
  and Halberd are not guaranteed drops! Also, for those who find an EXP-screen
  glitch here, not transforming into a Dragoon seems to remedy the problem as
  it may have in the 2nd Lenus fight.]

 The way forward is now open, so save it before getting into the road of souls
 ahead. [NOTE: IF YOU GO UP THIS YOU CAN NEVER RETURN TO PREVIOUS PLACES EVER]
 Up the beam of light is a [SPECTRAL FLASH], leading to the Signet Sphere. A
 few scenes take place and Coolon -- who couldn't approach Mayfil before for
 some reason!!! -- now takes the people to the final destination...

_______________________________________________________________________________
�������������������������������������������������������������������������������
48) The Divine Tree                                                      [WK48]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Silver DG Armor    * Phoenix Plume    | * Manticore          | 0 (50/50) |
 '-----------------------------------------| * Slug               |-----------'
                                           | * Potbelly           |
                                           | * Cute Cat           |
      __ ____ ______________               | * Mountain Ape       |
     |__|BOSS|_______   SAVE|              '----------------------'
         ����       _| |����
              |����|___|    Remember, if you save here, you cannot return to
              | |��         the world map or do any extra stuffs. Just so you
              | |-HEAL      know what you're getting into. ^____^
            __|2|
           |____|   |���\   Anyway, the path is very straightforward. Keep an
              |  ___|_|) )  eye out in the 2nd area for a small sparkle which,
              '-|_______/   when inspected, is a [PHOENIX PLUME]! At the very
                    |^|     end of the twisty path, Rose suggests jumping into
                    |�|_    a tendril that goes further up the tree. Arriving
                    |_  |   further up the trunk, inspec the sparkle to get a
                      | |   [SILVER DG ARMOR] for Miranda.
                     _|�|
                    |  _|   Continue 'round the bend a little further until
                    | |     a savepoint is found. Use its services and equip
                    |�|     someone with a Talisman (anti-OHKO) for the next
                    |1|     boss. Try to get your Dragoon powers maxed out as
                    | |     well, since those forms are massively helpful.
                    |�|
               SAVE-|_|     The caterpillar from before attacks when you try
                   ENTER    to enter down the path...

 .----------------.-----------.----------------.-----------------------------.
 | Caterpillar    | HP: ~6000 | ELEMENT: ----- | Moon Serenade               |
 | Pupa           | HP: ~2600 | ELEMENT: ----- | Sun Rhapsody                |
 | Imago          | HP: 12000 | ELEMENT: ----- | Healing Rain                |
 '----------------'-----------'----------------'-----------------------------'

  This is a pretty weird boss, in that it 'evolves' during battle -- obviously
  all three targets are not present at once. It's like a metamorphosis taking
  place -- Caterpillar becomes Pupa becomes Imago (Butterfly). That's the order
  of fighting at least.

  The Caterpillar has decent physical capabilities, able to attack single
  characters normally (~400-600) and inflict damage + poison as well. I also
  saw a yellow mist attack, stunning anyone it happens to hit. The best
  way to get through these is to have your healer use Rainbow Breath [etc.] to
  remove it -- don't waste your Dragoon forms this early. So, it's a two-trick
  pony pretty much. Luckily, it's DEF isn't too great and hard-hitting attacks
  can do 500+ each. When enough damage is done, it changes into a 'Pupa'. This
  form has no attacks, so there's no strategy involved. CRUSH D'PUPA FOOLZ! Oh
  and don't forget to heal up at this time (Defend-heal, etc.).

  Imago's the most difficult form of the three, and it has a penchant for a
  bunch of status-effect attacks. Dragoon form is a safe refuge here -- 5-hit
  d-additions can do almost 900+, I warrant. The Speed Down/Power Down still
  helps overall, though. When it does physically wail on someone, it's either
  a laser-type attack (magic-type) or a smack -- neither does incredible dmg,
  really, at least not enough to KO someone. Imago CAN use an instant death
  attack, and that's really what you have to watch out for. Miranda is nice to
  bring along for this reason, although you may not see it at all. Physically
  killing Imago isn't that hard either, whether it's d-additions or not. 300G
  and 13000 EXP awarded upon defeat.

 Backtrack and save afterwards. Then, continue on until Dart's rousing speech.
 The way into the last destination is right there, in that stream shooter...

_______________________________________________________________________________
�������������������������������������������������������������������������������
49) The Moon That Never Sets                                             [WK49]
_______________________________________________________________________________
�|�����������������������������������������|����������������������|�����������|
 | ITEMS:                                  | ENEMIES:             | STARDUST  |
 |                                         |                      |           |
 | * Frozen Jet         * Down Burst       | * Swift Dragon       | 0 (50/50) |
 | * 200G               * Spectral Flash   | * Unicorn            |-----------'
 | * Flash Hall         * Gold DG Armor    | * Roulette Face      |
 | * Night Raid         * Burning Wave     | * Triceratops        |
 | * Gold Dragon DS     * Gravity Grabber  | * Air Combat         |
 | * Detonate Arrow     * Divine Dragon DS | * Trap Plant         |
 | * Dragon Buster                         | * Psyche Druid       |
 '-----------------------------------------| * Mad Skull          |
                            Miranda's      '----------------------'
                                Path
                                   \_
                    ___ ___        |_|
                   |  _|_  |      /  |
           Enter   |  1| | |__ __/ | |
            \__ __ |_|�  |____|____| |_
            |__|__|-'          | |    2|
                               | |�����
                               | |  Haschel's Path
  .-------------------------.  |_|  /  ____
  |                          \_| |_/  [BOSS]
  |                     SAVE-|3 4 5|----|_|---------------------.
  |                   CLINIC-|SHOPS|    | |_______              |
  |          Albert's        | INN |    |  _____  |             |
  |              Path         �|_|�     | |_    | |   _______   |
  | Kongol's       \_/�|_|�����   ��|   |  _|---| |--|__   __|  |
  |     Path       [BOSS_|          |   |_|     | |     |_|     |
  |   ______\_____ __\_| |______   _|   | |___  |�|      '------'
  |  |67BOSS|_   _|__| _ __     |_|     |_   8| | |
  |   ������  |_|   \_|_|_ |_ __| |       |_|�  | |
  '------------'  .-|___|____|____|   ____| |___| |
                  |   '--------------|______|9    |
                  |                      /   �����
                  |                   Rose's Path
 Meru's Path      |
(____ _|���|      |   #################################################
|BOSS|_  | |      |   # 1 - Frozen Jet           7 - Gold DG Armor    #
(����  | | |      |   # 2 - Down Burst           8 - Night Raid       #
 \     |_  |      |   # 3 - 200G                 9 - Burning Wave     #
  \      |_|------'   # 4 - Spectral Flash      10 - Gravity Grabber  #
   \                  # 5 - Flash Hall          11 - Detonate Arrow   #
  To Core             # 6 - Gold Dragon DS      12 - Divine Dragon DS #
  of Moon             #                         13 - Dragon Buster    #
  _(_________         #################################################
 |10 11 12 13|
  �����������

 Enter a little ways and the party will be 'transported' into a forest area.
 There's a [FROZEN JET] here on a small offshoot path; go north when done. In
 the wintry setting, Miranda runs off to check something, and she'll end up in
 a boss battle alone. You may want to give her good HP-boosting equipment ahead
 of time, if possible.

 .----------------.-----------.----------------.-----------------------------.
 | Death Rose     | HP: ~2000 | ELEMENT: ----- | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  Like the Lavitz battle, this is driven by a plot point rather than mindless
  skull-bashin'. Dragoon transformations are not usable here (huh?), but it's
  not necessary anyway as the boss will be defeated at the end whether or not
  Miranda expends its HP. Death Rose has a couple weak physical attacks and an
  HP-draining attack as well, but none of these should do over 200 damage. Do
  a few attacks and some storyline scenes will play out when the flower petals
  open. Miranda should be able to get in two consecutive attacks quite often,
  so healing isn't that much of a problem in-between. When the face inside of
  the petals asks to be forgiven, choose "I'll forgive you." and the battle's
  over. (If you don't choose this, the battle continues until Miranda does.)
  6000 EXP awarded.

 Continue down the winter path until ending up in...a Serdian building!? What
 the heck? Well, there is a shop, clinic, inn...the whole kit and caboodle, to
 be sure. A portion involving Haschel is coming up, so buy him the Violet DG
 Armor & Destroyer Mace for better effect. Follow into the mirror where that
 girl went to find the "land of the Minitos." Check a house for [200G] and go
 south to a [SPECTRAL FLASH] chest. Keep following the rocky path south until
 Haschel meets his, uh, dream girl.

 .----------------.-----------.----------------.-----------------------------.
 | Claire         | HP: ~2500 | ELEMENT: Thndr | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  Another one-on-one battle, this time with only Haschel fighting. Dragoon
  transformation is still off the table, so it's fist v. fist! Use the Speed
  Down on Claire as she's rather quick; not that much power to back it up,
  though. Her attacks will do ~250 if you've properly equipped the old guy.
  Use the Power Down/Material Shield if you need to buy a little more time.
  After the first storyline scene, Claire brings Haschel's HP down to one --
  recuperate immediately after this. In fact, she uses it a few times during
  the battle. Use Healing Breezes to counter the 'Four-Gods-Destruction' and
  wait for more scenes to play out. Haschel's 5-Ring Shattering is probably
  the best way to go about this, or Hex Hammer if you have it -- Claire does
  not seem to counter any attacks, I've noticed. Eventually, a prompt will
  ask Haschel a question -- say "Mind's eye, awaken!" to end the battle. 6000
  EXP upon defeat.

 Get the [FLASH HALL] further down the hall before returning to the 'Bale of
 20 Years Past'. Stockpile on healing items and save before going out the front
 door a guard blocked previously. A gate is guarded here, so take the stairs.
 Rose's vassal dragon will show up and everyone jumps out of the way -- this
 separates everyone into two groups, with Rose/Dart in their own group. Kongol
 will have to face his own boss after a short walk with Albert's party.

 .----------------.-----------.----------------.-----------------------------.
 | Indora         | HP: ~2500 | ELEMENT: Earth | DROPS: Indora's Axe         |
 '----------------'-----------'----------------'-----------------------------'

  Like before, Dragoon transformations are off-limits and Kongol has to fight
  this Giganto alone. But, since his opponent is a Giganto, this also means
  that Kongol's physical defense should make him an equal opponent -- magical
  attacks aren't too great even when they show up. As for attacks, Indora will
  strike physically (~200) and do a special pillar-throw attack (~400) which's
  magical-type. If Kongol doesn't complete his addition, he'll be rebuffed for
  about ~100 damage...but that shouldn't happen. Unlike the other one-on-one
  fights, story relevance isn't pertinent here -- just bash away and make sure
  to Defend-heal when needed, to save on items. A Psyche Bomb X can do quite a
  bit of help here, even in Kongol's clumsy hands. 6000 EXP received.

 After this battle, Kongol will receive the [GOLD DRAGON DS] if he does not
 have it already. Enter the small hallway behind Indora to get into the not-
 -so-unfamiliar treasury room. Raise the gate on the [GOLD DG ARMOR] for our
 lovely Kongol! Return to the area before Indora's room and look on the left
 side of the screen -- another vortex awaits in the water. This returns all to
 the area where Claire was; return to Bale from there. The view changes over
 to Dart and Rose at this time.

 ---

 Up the path, after the 'Psuedo Dragon' scene,' get a [NIGHT RAID] sitting in
 a box. Watch out for Triceratops enemies -- they're fast and can inflict a
 powerful attack + stun. If your party isn't in good shape, it's game over!
 Anyway, two screens north of the pseudo dragon area, there's a long path that
 wraps around until that hatchery area, where a [BURNING WAVE] is found. Back
 to that area two screens north, keep going north (:p) until Rose has to take
 a page outta history... Equip the Dark DG Armor on Rose and the Darkness
 Stone on Dart, if possible.

 .----------------.-----------.----------------.-----------------------------.
 | Michael        | HP: ~1000 | ELEMENT: Dark  | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  No Dragoon Transformations...again... ;__;

  This battle is simutaneously _LONG_ and also easy for Rose, if you've gotten
  the Dark DG Armor for her (it makes her immune to dark-elem attacks). Dart,
  who joins this battle, will not have that great of a time. First off, this
  vassal dragon Michael is immune to all attacks; however, attacking him's the
  only way to initiate story scenes. This dude's fairly fast, so use a Magic
  Shield & Speed Down (in that order) to help make this a bit easier to take.
  Michael has one powerful dark-elem attack on all allies (~1500 for Dart at
  worst; 0 for Rose at best) and a sorta-weak physical attack, single-target
  (~500). If you're struggling, have one person Defend and one attack to keep
  up some survival tactics. Personally, I had Dart in perpetual Defend-dom,
  and just allowed Rose to soak up the attacks; she would also heal when it
  was needed. There are four storyline scenes to initiate, with the last the
  clincher -- pick "Tell Dart the blind spot." However, this doesn't complete
  the battle just yet. You have to wait (ugh!) until Michael uses his black
  laser superattack, which makes a target "Michael (Core)" appear the next
  turn. It has horrible DEF so two attacks should kill it outright (or just
  use the Psyche Bomb X). The battle ends after that. 12000 EXP received.

 After Rose regains her composure, backtrack a screen and take the cave-like
 entrance that's blue with light. At the t-crossing (as we used to call it in
 my neck of the woods), take the exit diagonal from the entrance to return to
 Bale. Save, stock up on healing items once again, and go into the square. 
 Talk with the gate guards to be let into Doel's chamber, where Albert takes
 up arms against his uncle...

 .----------------.-----------.----------------.-----------------------------.
 | Dark Doel      | HP: ~1500 | ELEMENT: Thndr | ---                         |
 | Light Sword    | HP: ~1000 | ELEMENT: Thndr | ---                         |
 | Shadow Blade   | HP: ~1000 | ELEMENT: Thndr | ---                         |
 '----------------'-----------'----------------'-----------------------------'

  The Light Sword/Shadow Blade must be destroyed first before Dark Doel can
  be targeted. If you wanna be sly, use the Psyche Bomb X immediately and 
  boost to kill both targets immediately; otherwise, you'll have to waste a
  little time on them individually. The swords only attack individually (~150)
  per turn, while Doel has a weakling magical-based attack (~300) he uses on
  occasion. Although, the second time I fought this battle, Doel doesn't even
  get an attack in. When all three parts are gone, the battle ends. 6000 EXP
  fo' you!

 After Albert's portion, save in Bale and go down the square's stairs. Upon
 reaching the area where Michael knocked everyone off the path, an continue
 into a cloudy screen. Equip Meru with a Therapy Ring/Dragon Shield before
 entering the palace steps on the upper-left part of the walkway...

 .----------------.-----------.----------------.-----------------------------.
 | Archangel      | HP: ~3000 | ELEMENT: Light | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  This battle is rather easy with the Therapy Ring, which plays off Meru's
  great speed to heal most of her wounds away. Archangel has a physical attack
  (~150), a Spectral Hall ripoff (~550), and a superattack (HP -> 1) to deal
  with. The latter is a sweet angel-'n'-elephant attack, but is only a small
  change-up from the Haschel/Claire fight. Use a Healing Fog or Defend-heal
  until your HP is above killing range (~600). Use the Psyche Bomb X to deal
  over 1500+ damage when boosted 200%, also. The battle ends when the last
  story scene is completed, where Meru tells the Archangel to get lost. 6000
  EXP received upon defeat.

 With the Archangel down, take the beam of light it was standing in (after
 saving, if you want) up to, uh, the "digital world." The Core of the Moon!

 ---

 Get a [GRAVITY GRABBER] in the screen beyond the entrance, and save in the
 one beyond there. There's a boss in the adjacent room...

 .-----------------.-----------.----------------.----------------------------.
 | S Virage (Arm)  | HP:  3000 | ELEMENT: ----- | DROPS: ---                 |
 | S Virage (Body) | HP: 15000 | ELEMENT: ----- | DROPS: ---                 |
 | S Virage (Head) | HP: 10000 | ELEMENT: ----- | DROPS: ---                 |
 '-----------------'-----------'----------------'----------------------------'

  Although this battle isn't far off from the virage in the Forbidden Land, it
  is almost the same battle, just with no time limit to xplosion! Its defense
  isn't that great, and like always, defeating the Head or Body kills the foe
  entirely. So, the rundown of attacks? A beam shooter (~250 to all), a debris
  dropper (~500 to all), a powerful asteroid-belt thing (~1000+ at max,
  magic-type), and a tendril thing from the arm on a single target (~300dmg).
  The latter is the one to watch out for; everything else is a fly-flick
  compared to it. So, you can expect to use Rose Storm and help make a nice
  damage cushion here. Being in Dragoon form really helps play off its rather
  mushy DEF, even if regular additions are sufficient (Hammer Spin = 400 dmg;
  Crush Dance = 800!). Lucky for everyone, the Virage's parts are all rather
  slow, and with a fast person like Meru around to help with upkeep, it is a
  cinch to remove damage. D-additions work the best and, since there's no bad
  attacks like instadeath or status effects, no deviations from the attack
  plan need to be made. Just beware of its death-counter attack which can do
  ~600 to all allies, less if you're in Dragoon form. 300G + 15000 EXP upon
  its defeat.

 Follow the purple haze to a save point near a [DETONATE ARROW], a weapon for
 Miranda which can attack all enemies! Head into the moon's core up the road
 to find ANOTHER boss! Equip the Red DG Armor beforehand, and the Red-Eye
 Stone on any poor MDF characters.

 .----------------.-----------.----------------.-----------------------------.
 | Zieg Feld      | HP: 12000 | ELEMENT: Fire  | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  If Dart equipped his DG armor, he'll take 0 damage from any fire-elemental
  attacks being used. Since Dart can't use his Dragoon transformation, this
  is very important!!! To start, you may want to change the camera angle so
  that the addition squares don't blend into the background a lot; this can
  unduly mess the sequence up. Dart can still be a powerhouse with physical
  attacks thanks to a cruddy DEF Zieg has; even people like Meru can make
  their mark. The boss has a d-addition and all Dart's Dragoon magic skills,
  with the Red-Eye Dragon being the worst (~1800 to all); otherwise, the rest
  does ~500-700 to single targets. You'll want to erect Rose Storm to help
  cut down on some of the damage, definitely. I might be wrong on this, but
  Zieg's pattern of magic seems to be Final Burst -> Flame Shot -> Red-Eye
  Dragon, with random d-additions in-between. When he uses Flame Shot, that's
  the time to (re-)erect Rose Storm! It helps to use a Power Down right away,
  also, as this also diminishes his DEF power further! Use Healing Rains [etc]
  when needed, but really, a Rose Storm now and then and powerful physical
  (d-)additions are all that's needed if you're physically fit (fully-learned
  Crush Dance, Rod Typhoon, etc.). When his life's half gone, Zieg Feld starts
  to try and counterattack during additions, so keep an eye out! 400G + 20000
  EXP for the great win!

 After some scenes, Dart gets the [DIVINE DRAGON DS] and [DRAGON BUSTER]. You
 can return to save if you want; Rose can equip Lloyd's weapon. Everyone's also
 healed for some reason. Dart now has the 'Divine DS Cannon/Ball' skills in his
 dragoon form now. When ready to commence the last fight, approach the boss,
 pick your party, and kick some rear-end!

 ############################################################################
 NOTE: Divine Dragon D-additions are often as powerful as the D-magic. Try to
       rely on those [former] as much as possible, if you can. Both inflict
       over 1000+ at full power, so...yeah. I cannot stress enough how great
       these attacks will be as main damage-dealers!!!!!!!!!!!!!!!!!!!!!!!!!!
 ############################################################################

 .----------------.-----------.----------------.-----------------------------.
 | Tentacle x 4   | HP: ~2000 | ELEMENT: ----- | ---                         |
 | Melbu Frahma   | HP: ~9000 | ELEMENT: ----- | ---                         |
 '----------------'-----------'----------------'-----------------------------'

  This first form can quickly become annoying as each Tentacle gets its own
  attack. Immediately kick out the jams with the Psyche Bomb X or any other
  great attack item and take them out; save your Dragoon magic, though. The
  main boss' DEF is 'alright' and his speed's pretty sub-par. Transform into
  the Divine Dragoon and use d-additions -or- the Divine DS Cannon attack to
  inflict much damage (1000+/per); these should be your main forms of attack
  as Dart. Melbu's pretty powerful even in this main form. He uses 1-target
  attack items (opposite element) and a triple-Virage attack, both doing 
  upwards of 1000+ at maximum. Rose Storm is recommended, like always. Also,
  if an addition screws up or misses, Melbu repels the attacker for approx.
  ~250 damage. [There's also an attack where he levitates a person and hits
  them with sleep/stunned. It wears off after a turn, though.]

  When 9000-10000 damage has been done, Melbu changes into our 'middle' child
  of the final boss... (Note: the indicator on Melbu will still be 'blue' so
  don't wait for it to change colors to know when the transformation comes.)

 .----------------.-----------.----------------.-----------------------------.
 | Melbu Frahma   | HP: 10000 | ELEMENT: ----- | DROPS:
 '----------------'-----------'----------------'-----------------------------'

  This form's got a bit more improved DEF/MDF, but not by much, if physical
  attacks are your main method of damage. Melbu's got a new laser-strike tech
  (~100-375), a Divine DS Cannon ripoff (~1200, single), and an imprisonment
  ability that 'steals' an ally for awhile and prevents him/her from being
  active in battle, or being healed for that matter. Attacking Melbu Frahma
  when an ally is sucked inside will eventually make that ally return, though
  s/he will crash into someone else and deal damage to both of them (~800).
  I've noticed that that laser-strike tech also seems to be more damaging when
  the background is all gray-scaled. o_O

  After about 10000 damage, or enough time passes, the next form emerges.

 .----------------.-----------.----------------.-----------------------------.
 | Bomb Star      | HP: ~3000 | ELEMENT: ----- | DROPS: ---                  |
 | Melbu Frahma   | HP: 10000 | ELEMENT: ----- | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  Ah, the third stage. Melbu's got a physical strike (~400), a planetary tech
  we saw on the first form (~1400 to all, max), a heat mist (~800 to all, max)
  a Bomb Star shooter (~700, single), a random Command Blocker attack, and a
  fire-elemental moon-dropper attack on all allies (about ~1200 at worst). The
  Bomb Stars are targets that line up, but don't bother attacking them -- they
  are used in an attack that suicides them each on everyone (for about ~200)
  so don't waste any d-magic or time trying to kill them. If you need to drink
  a Moon Serenade, go for it. Keep a Rose Storm's halve-all effect up as much
  as possible, which combats the predisposition to use single-target attacks.
  It's really quite manageable if you stay in Dragoon form a lot, seriously!
  You'll also notice that Melbu changes the background to reflect the day and
  night. Nighttime is when his most damaging attacks are used (involving the
  stars, bomb shooters, etc.) while the daylight brings out the crappy types,
  like physical attacks and the heat mist. Tolerable, probably. When enough
  damage has been dealt, or enough time has passed, Frahma turns into his
  last form, the 7th generation...

 .----------------.-----------.----------------.-----------------------------.
 | Melbu Frahma   | HP: 12000 | ELEMENT: ----- | DROPS: ---                  |
 '----------------'-----------'----------------'-----------------------------'

  This last form can mimic the "Dragon Block Staff" effect by powering down
  Dragoon forms, although only when its tail is tucked inside it. You can
  circumvent the effect by avoiding d-additions and offensive d-magic, and
  using healing/defensive maneuvers. If you have 5 tranformations in you or
  something, it's a deathwish to transform in the powered-down state! Don't
  do it or you'll take way more dmg. Otherwise, its best atk items (~1000 to
  all, max) angel-summoner attack (~1200, single), and tornado suck-up tech
  (~700 all, max) are about the only other useful attack it gets off.
  D-additions're good to go as long as the staff effect is not being used,
  although regular additions are fine as well. I might be wrong, but his
  power seems to grow more when he's in critical HP (red counter). Keep Rose
  Storm up at all times during this state, or your overconfidence may get the
  better of you! Make sure to waste any of those items you were saving (like
  Healing Rains?) if you need them, as they'll prove useful and, hey, might
  as well use 'em. One more thing: the 'Monster' enemies it summons can slap
  someone with instadeath upon defeat (random)! Be prepared to use an Angel's
  Prayer or d-magic to counter the effect. [NOTE: The Monsters can use a tech
  called 'Impersonating' which replaces an ally in battle. When their turn
  comes up, a 'Special' option is available. This seems to restore all HP to
  allies and does not use up replaced ally's SP levels!!! This effect wears
  off after about three turns...sadly.]

          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 Enjoy the ending videos and credits, if the game doesn't freeze up first. ^_^
                                                     ________________________
____________________________________________________/ VII. APPENDICES [PPN1] |_
�������������������������������������������������������������������������������
SHOP LIST                                                                [SHPL]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 01) Forest...............................................................SH01
 02) Hellena Prison.......................................................SH02
 03) Indels Castle Capital Bale...........................................SH03
 04) Volcano Villude......................................................SH04
 05) Commercial Town of Lohan.............................................SH05
 06) Hellena Prison II....................................................SH06
 07) Black Castle at Kazas................................................SH07
 08) Twin Castle in Fletz.................................................SH08
 09) Donau the Flower City................................................SH09
 10) The Queen Fury.......................................................SH10
 11) City of Fueno........................................................SH11
 12) Furni the Water City.................................................SH12
 13) Crystal Palace at Deningrad..........................................SH13
 14) Forest of Winglies...................................................SH14
 15) Kashua Glacier.......................................................SH15
 16) Capital Vellweb......................................................SH16
 17) Spring Breath Town Ulara.............................................SH17
 18) Outland Village Rouge................................................SH18
 19) Law City Zenebatos...................................................SH19
 20) TMTNS................................................................SH20

------------------------------------------------------------
01) Forest                                            [SH01]
------------------------------------------------------------

ITEM SHOP:

Healing Potion         10
Body Purifier          10
Burn Out               10
Charm Potion            4

------------------------------------------------------------
02) Hellena Prison                                    [SH02]
------------------------------------------------------------

ITEM SHOP:

Healing Potion         10
Angel's Prayer         30
Spark Net              10

------------------------------------------------------------
03) Indels Castle Capital Bale                        [SH03]
------------------------------------------------------------

WEAPON SHOP:                  ITEM SHOP:

Bastard Sword          60     Healing Potion          10
Sparkle Arrow          50     Angel's Prayer          30
Scale Armor            50     Mind Purifier           20
Leather Jacket         50     Body Purifier           10
Sallet                 40     Spear Frost             10
Poison Guard          200     Meteor Fall             20
Panic Guard           300     Charm Potion            04
Stun Guard            200
Bravery Amulet        300
Knight Shield         200

------------------------------------------------------------
04) Volcano Villude                                   [SH04]
------------------------------------------------------------

Healing Potion         10
Sun Rhapsody           50
Angel's Prayer         30
Mind Purifier          20
Body Purifier          10
Dancing Ray            20
Pellet                 10

------------------------------------------------------------
05) Commercial Town of Lohan                          [SH05]
------------------------------------------------------------

*uses tickets as currency

WEAPON SHOP:                  ITEM SHOP:

Lance                 100     Healing Potion          10
Cape                   60     Sun Rhapsody            50
Legend Casque       10000     Angel's Prayer          30
Active Ring           200     Mind Purifier           20
Protector             200     Body Purifier           10
Panic Guard           200     Spinning Gale           10
Power Wrist           200     Gushing Magma           20
Wargod Calling       1000     Charm Potion            04
Phantom Shield      10000
Dragon Shield        5000     ARENA TICKET SHOP
Angel Scarf          5000     1 Ticket                15
Ultimate Wargod     10000     5 Tickets               60
                              10 Tickets             100
*ARENA TICKET EXCHANGE:

Spirit Potion          20
Total Vanishing        40
Healing Rain           60

------------------------------------------------------------
06) Hellena Prison (II)                               [SH06]
------------------------------------------------------------

Healing Potion         10
Sun Rhapsody           50
Angel's Prayer         30
Mind Purifier          20
Midnight Terror        20
Thunderbolt            20

------------------------------------------------------------
07) Black Castle at Kazas                             [SH07]
------------------------------------------------------------

Heat Blade            150     SECRET WEAPON SHOP (FORT)
Long Bow              150
Armet                 100     Fake Power Wrist       100
Iron Kneepiece        100     Fake Shield            100

SECRET ITEM SHOP (FORT)       BLACK CASTLE ITEM SHOP

Healing Potion         10     Healing Potion         10
Sun Rhapsody           50     Sun Rhapsody           50
Angel's Prayer         30     Mind Purifier          20
Dark Mist              10     Body Purifier          10
Fatal Blizzard         20     Spear Frost            10
                              Meteor Fall            20
                              Charm Potion            4

------------------------------------------------------------
08) Twin Castle in Fletz                              [SH08]
------------------------------------------------------------

WEAPON SHOP                  JEWELRY SHOP

Shadow Cutter         200    Ruby Ring             1000
Chain Mail            150    Sapphire Pin          1000
Soft Boots            100    Emerald Earring       1000
Poison Guard          200    Platinum Collar       1000
Active Ring           200
Protector             200    ITEM SHOP
Panic Guard           300
Stun Guard            200    Healing Potion          10
Bravery Amulet        300    Healing Breeze          50
Magic Ego Bell        300    Sun Rhapsody            50
Power Wrist           200    Angel's Prayer          30
Knight Shield         200    Mind Purifier           20
Wargod Calling       1000    Body Purifier           10
                             Trans Light             10
                             Black Rain              20
                             Charm Potion             4

------------------------------------------------------------
09) Donau the Flower City                             [SH09]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Potion         10    Silver Vest           150
Sun Rhapsody           50    Tiara                 150
Angel's Prayer         30
Mind Purifier          20
Body Purifier          10
Rave Twister           20

------------------------------------------------------------
10) The Queen Fury                                    [SH10]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Potion         10    Glaive                250
Healing Breeze         50    Beast Fang            250
Angel's Prayer         30    Warrior Dress         150
Mind Purifier          20    Stun Guard            200
Body Purifier          10    Magic Ego Bell        300
Trans Light            10
Dancing Ray            20

------------------------------------------------------------
11) City of Fueno                                     [SH11]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Potion         10    Falchion              250
Healing Breeze         50    Bemusing Arrow        250
Sun Rhapsody           50    Morning Star          250
Angel's Prayer         30    Plate Mail            200
Mind Purifier          20    Sparkle Dress         200
Charm Potion            4    Knight Helm           150
Burn Out               10
Gushing Magma          20

------------------------------------------------------------
12) Furni the Water City                              [SH12]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog            30    Dancing Dagger        300
Sun Rhapsody           50    Giganto Helm          200
Angel's Prayer         30    Combat Shoes          150
Depetrifier            30    Destone Amulet        400
Thunderbolt            20    Attack Badge          1000
                             Elude Cloak           300

------------------------------------------------------------
13) Crystal Palace at Deningrad                       [SH13]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog            30    Tomahawk              300
Healing Breeze         50    Spear of Terror       300
Sun Rhapsody           50    Diamond Claw          300
Angel's Prayer         30    Breast Plate          250
Depetrifier            30    Master's Vest         250
Mind Purifier          20    Soul Headband         200
Spark Net              10    Jeweled Crown         200
Thunderbolt            20    Stardust Boots        150
Charm Potion            4    Protector             200
                             Bravery Amulet        300
                             Destone Amulet        400
                             Armor of Legend       10000

------------------------------------------------------------
14) Forest of Winglies                                [SH14]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog            30    War Hammer            300
Sun Rhapsody           50    Magical Ring          600
Healing Breeze         50    Spiritual Ring        600
Angel's Prayer         30    Spirit Cloak          300
Mind Purifier          20
Body Purifier          10
Dark Mist              10
Black Rain             20

------------------------------------------------------------
15) Kashua Glacier                                    [SH15]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog            30    Mind Crush            350
Healing Breeze         50    Battle Axe            350
Sun Rhapsody           50    Flamberge             350
Angel's Prayer         30    Virulent Arrow        350
Body Purifier          10    Saint Armor           300
Charm Potion            4    Robe                  300
                             Guard Badge          1000

------------------------------------------------------------
16) Capital Vellweb                                   [SH16]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog           30     Partisan             400
Healing Breeze        50     Heavy Mace           400
Sun Rhapsody          50     Giganto Armor        400
Angel's Prayer        30     Energy Girdle        300
Mind Purifier         20     Giganto Ring        1000
Body Purifier         10
Charm Potion           4

------------------------------------------------------------
17) Spring Breath Town Ulara                          [SH17]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog           30     Fairy Sword          400
Healing Breeze        50     Arrow of Force       500
Sun Rhapsody          50     Thunder Fist         450
Angel's Prayer        30     Magical Greaves      300
Charm Potion           4     Magical Ring         600
Panic Bell            20     Spiritual Ring       600
Stunning Hammer       20     Elude Cloak          300
Poison Needle         20     Spirit Cloak         300
Midnight Terror       20     Sage's Cloak         600
Attack Ball          100
Recovery Ball        100

------------------------------------------------------------
18) Outland Village Rouge                             [SH18]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog           30     Attack Badge         1000
Healing Breeze        50     Guard Badge          1000
Sun Rhapsody          50     Gigantos Ring        1000
Angel's Prayer        30
Mind Purifier         20
Body Purifier         10
Panic Bell            20

------------------------------------------------------------
19) Law City Zenebatos                                [SH19]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog           30     Great Axe             400
Sun Rhapsody          50     Gladius               400
Healing Breeze        50     Red DG Armor          800
Angel's Prayer        30     Jade DG Armor         800
Depetrifier           30     Dark DG Armor         800
Mind Purifier         20     Blue DG Armor         800
Body Purifier         10     Panic Guard           300
Charm Potion           4     Bravery Amulet        300
                             Destone Amulet        400

------------------------------------------------------------
20) The Moon That Never Sets                          [SH20]
------------------------------------------------------------

ITEM SHOP                    WEAPON SHOP

Healing Fog           30     Claymore              500
Healing Breeze        50     Halberd               500
Sun Rhapsody          50     Basher                500
Angel's Prayer        30     Destroyer Mace        500
Depetrifier           30     Red DG Armor          800
Mind Purifier         20     Jade DG Armor         800
Body Purifier         10     Gold DG Armor         800
Panic Bell            20     Violet DG Armor       800
Poison Needle         20     Silver DG Armor       800
                             Dark DG Armor         800
                             Blue DG Armor         800
                             Magical Ring          600
                             Spiritual Ring        600
                             Attack Badge         1000
                             Guard Badge          1000
                             Giganto Ring         1000

_______________________________________________________________________________
�������������������������������������������������������������������������������
ADDITIONS                                                                [ADTS]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Additions are the 'meat and potatoes' of battle, and are the physical attacks
 available via the ATTACK option. SP and/or DMG% rise when 20 additions are
 completed correctly. All characters' last addition, their most powerful, will
 become available when all previous additions have been mastered (i.e. Lv. 5).

 Also, if you wonder why someone has such a large gap between their first and
 second additions, remember to factor in the level people join at! It's really
 not that far. =p

     _____________________________________________________________________
     ���������������������������������������������������������������������
                              DART 'S ADDITIONS
     _____________________________________________________________________
     ���������������������������������������������������������������������

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - DOUBLE SLASH     SP |   35 |   35 |   35 |   35 |   35 |
             - 1 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 150% | 157% | 165% | 180% | 202% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - VOLCANO          SP |   20 |   24 |   28 |   32 |   35 |
             - 3 Addition        |------+------+------+------+------|
             - Learn: LV2   DMG% | 200% | 210% | 220% | 230% | 250% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
           - BURNING RUSH        |------+------+------+------+------|
             - 2 Addition     SP |   30 |   45 |   60 |   75 |  102 |
             - Learn: LV8        |------+------+------+------+------|
                            DMG% | 150% | 150% | 150% | 150% | 150% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Crush Dance      SP |   50 |   60 |   75 |   95 |  100 |
             - 4 Addition        |------+------+------+------+------|
             - Learn: L15   DMG% | 150% | 172% | 195% | 217% | 250% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Madness Hero     SP |   60 |   90 |  120 |  150 |  205 |
             - 5 Addition        |------+------+------+------+------|
             - Learn: L22   DMG% | 100% | 100% | 100% | 100% | 100% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Moon Strike      SP |   20 |   20 |   20 |   20 |   20 |
             - X Addition        |------+------+------+------+------|
             - Learn: L29   DMG% | 200% | 240% | 280% | 320% | 350% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Blazing Dynamo   SP |  100 |  110 |  120 |  130 |  150 |
             - 7 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 250% | 300% | 350% | 400% | 450% |
                                 '------'------'------'------'------'

     _____________________________________________________________________
     ���������������������������������������������������������������������
                         LAVITZ AND ALBERT'S ADDITIONS
     _____________________________________________________________________
     ���������������������������������������������������������������������

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - HARPOON          SP |   35 |   38 |   42 |   45 |   50 |
             - 1 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 100% | 110% | 120% | 130% | 150% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - SPINNING CANE    SP |   35 |   35 |   35 |   35 |   35 |
             - 2 Addition        |------+------+------+------+------|
             - Learn: Lv5   DMG% | 100% | 125% | 150% | 175% | 200% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - ROD TYPHOON      SP |   30 |   45 |   60 |   75 |  100 |
             - 4 Addition        |------+------+------+------+------|
             - Learn: Lv7   DMG% | 150% | 162% | 174% | 186% | 202% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
           - Gust of Wind Dance  | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
                              SP |   35 |   35 |   35 |   35 |   35 |
             - 6 Addition        |------+------+------+------+------|
             - Learn: L11   DMG% | 200% | 240% | 280% | 320% | 350% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Flower Storm     SP |   60 |   90 |  120 |  150 |  202 |
             - X Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 300% | 324% | 348% | 372% | 405% |
                                 '------'------'------'------'------'

     _____________________________________________________________________
     ���������������������������������������������������������������������
                               ROSE'S ADDITIONS
     _____________________________________________________________________
     ���������������������������������������������������������������������

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Whip Smack       SP |   35 |   35 |   35 |   35 |   35 |
             - 1 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 100% | 125% | 150% | 175% | 200% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - More & More      SP |   30 |   45 |   60 |   75 |  102 |
             - 2 Addition        |------+------+------+------+------|
             - Learn: L14   DMG% | 150% | 150% | 150% | 150% | 150% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Hard Blade       SP |   35 |   35 |   35 |   35 |   35 |
             - 5 Addition        |------+------+------+------+------|
             - Learn: L19   DMG% | 100% | 150% | 200% | 250% | 300% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Demon's Dance    SP |  100 |  100 |  100 |  100 |  100 |
             - 7 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 200% | 280% | 360% | 440% | 500% |
                                 '------'------'------'------'------'

     _____________________________________________________________________
     ���������������������������������������������������������������������
                             HASCHEL'S ADDITIONS
     _____________________________________________________________________
     ���������������������������������������������������������������������

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Double Punch     SP |   35 |   38 |   42 |   45 |   50 |
             - 1 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 100% | 110% | 120% | 130% | 150% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Flurry of Styx   SP |   20 |   20 |   20 |   20 |   20 |
             - 2 Addition        |------+------+------+------+------|
             - Learn: L14   DMG% | 150% | 162% | 174% | 186% | 202% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Summon 4 Gods    SP |   50 |   60 |   75 |   86 |  100 |
             - 3 Addition        |------+------+------+------+------|
             - Learn: L18   DMG% | 100% | 100% | 100% | 100% | 100% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
          - 5 Ring Shattering SP |   35 |   35 |   40 |   45 |   50 |
             - 5 Addition        |------+------+------+------+------|
             - Learn: L22   DMG% | 150% | 187% | 225% | 262% | 300% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Hex Hammer       SP |   15 |   15 |   15 |   15 |   15 |
             - 6 Addition        |------+------+------+------+------|
             - Learn: L27   DMG% | 200% | 250% | 300% | 350% | 400% | 
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Omni Sweep       SP |   50 |   75 |  100 |  125 |  150 |
             - 7 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 300% | 345% | 390% | 435% | 501% |
                                 '------'------'------'------'------'

     _____________________________________________________________________
     ���������������������������������������������������������������������
                               MERU'S ADDITIONS
     _____________________________________________________________________
     ���������������������������������������������������������������������

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Double Smack     SP |   20 |   24 |   28 |   32 |   34 |
             - 1 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 100% | 110% | 120% | 130% | 150% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Hammer Spin      SP |   35 |   43 |   51 |   59 |   70 |
             - 3 Addition        |------+------+------+------+------|
             - Learn: L21   DMG% | 150% | 162% | 174% | 186% | 202% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Cool Boogie      SP |   60 |   90 |  120 |  150 |  200 |
             - 4 Addition        |------+------+------+------+------|
             - Learn: L26   DMG% | 100% | 100% | 100% | 100% | 100% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Cat's Cradle     SP |   20 |   20 |   20 |   20 |   20 |
             - 5 Addition        |------+------+------+------+------|
             - Learn: L30   DMG% | 150% | 195% | 240% | 285% | 351% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Perky Step       SP |  100 |  100 |  100 |  100 |  100 |
             - 7 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 200% | 300% | 400% | 500% | 600% |
                                 '------'------'------'------'------'

     _____________________________________________________________________
     ���������������������������������������������������������������������
                              KONGOL'S ADDITIONS
     _____________________________________________________________________
     ���������������������������������������������������������������������

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Pursuit          SP |   35 |   38 |   42 |   45 |   50 |
             - 1 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 100% | 110% | 120% | 130% | 150% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Inferno          SP |   20 |   20 |   20 |   20 |   20 |
             - 3 Addition        |------+------+------+------+------|
             - Learn: L23   DMG% | 100% | 125% | 150% | 175% | 200% |
                                 '------'------'------'------'------'

                                 .------.------.------.------.------.
                                 | LV 1 | LV 2 | LV 3 | LV 4 | LV 5 |
                                 |------+------+------+------+------|
           - Bone Crush       SP |  100 |  100 |  100 |  100 |  100 |
             - 3 Addition        |------+------+------+------+------|
             - Learn: ---   DMG% | 200% | 220% | 240% | 260% | 300% |
                                 '------'------'------'------'------'

_______________________________________________________________________________
�������������������������������������������������������������������������������
DRAGOON MAGIC                                                            [DRGM]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Dragoon Magic is the specialty abilities that the characters learn once they
 have obtained their dragoon spirit. More skills are learned by accumulating
 SP, but only the Golden Dragoon/Divine Dragoon have less than the normal four
 skills max.

DART

 .----------------.-------.--------------------------------------------------.
 | Flame Shot     | 10 MP | 50% Fire-elemental attack on single target       |
 | Explosion      | 20 MP | 25% Fire-elemental attack on all targets         |
 | Final Burst    | 30 MP | 75% Fire-elemental attack on single target       |
 | Red-Eye Dragon | 80 MP | 175% Fire-elemental attack on all targets        | 
 '----------------'-------'--------------------------------------------------'

ROSE

 .-----------------.-------.-------------------------------------------------.
 | Astral Drain    | 10 MP | 25% Dark-elem HP-drain attack on single target  |
 | Death Dimension | 20 MP | 25% Dark-elem damage on all + 'Fear' status     |
 | Demon's Gate    | 30 MP | May kill all/some enemies instantly             |
 | Dark Dragon     | 80 MP | 100% Dark-elem damage on single target          |
 '-----------------'-------'-------------------------------------------------'

  * - Astral Drain heals all allies for one-third the damage dealt

LAVITZ/ALBERT

 .---------------.-------.---------------------------------------------------.
 | Wing Blaster  | 10 MP | 25% Wind-elem damage on all enemies               |
 | Rose Storm    | 20 MP | Halves all damage dealt to allies for three turns |
 | Gaspless      | 30 MP | 75% Wind-elem damage on single target             |
 | Jade Dragon   | 80 MP | 75% Wind-elem damage to all enemies               |
 '---------------'-------'---------------------------------------------------'

SHANA/MIRANDA

 .---------------------.-------.---------------------------------------------.
 | Moon Light          | 10 MP | 100% HP/Status/KO recovery on single target |
 | Star Children       | 20 MP | 25% Light-elem damage on all enemies        |
 | Gates of Heaven     | 30 MP | 100% HP/Status/KO recovery on all allies    |
 | White Silver Dragon | 80 MP | 100% Light-elem damage on all enemies       |
 '---------------------'-------'---------------------------------------------'

  * - White Silver Dragon's secondary effect also HEALS all allies!

HASCHEL

 .---------------.-------.---------------------------------------------------.
 | Atomic Mind   | 10 MP | 50% Thunder-elem damage to single target          |
 | Thunder Kid   | 20 MP | 65% Thunder-elem damage to single target          |
 | Thunder God   | 30 MP | 75% Thunder-elem damage to single target          |
 | Violet Dragon | 80 MP | 100% Thunder-elem damage to single target         |
 '---------------'-------'---------------------------------------------------'

MERU

 .-----------------.-------.-------------------------------------------------.
 | Freezing Ring   | 10 MP | 50% Water-elem damage on single target          |
 | Rainbow Breath  | 20 MP | Allies healed 50% of max HP + status recovery   |
 | Diamond Dust    | 30 MP | 50% Water-elem damage to all targets            |
 | Blue Sea Dragon | 80 MP | 100% Water-elem damage to single target         |
 '-----------------'-------'-------------------------------------------------'

KONGOL

 .---------------.-------.---------------------------------------------------.
 | Grand Stream  | 10 MP | 25% Earth-elem damage to all enemies              |
 | Meteor Strike | 20 MP | 50% Earth-elem damage to all enemies              |
 | Golden Dragon | 80 MP | 100% Earth-elem damage to all enemies             |
 '---------------'-------'---------------------------------------------------'

"DIVINE DRAGOON"

 .------------------.-------.------------------------------------------------.
 | Divine DG Ball   | 50 MP | 50% Non-elem damage to all targets             |
 | Divine DG Cannon | 50 MP | 100% Non-elem damage to single target          |
 '------------------'-------'------------------------------------------------'

  * - Unlike the other Dragoon magics, the Divine Dragoon starts with both of
      the two spells and learns no others.

_______________________________________________________________________________
�������������������������������������������������������������������������������
EQUIPMENT LIST                                                           [EQPL]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Pretty straightforward, if you know what the stats mean. About the 'USEDBY?'
 column, though -- this shows who can equip what. 'DRLSHMK' stands for each of
 the main characters names:

.-------------------.
| [D]art            |  Each letter displayed signifies that person (and/or the
| [R]ose            |  person who has the same skills, in Lavitz/Shana's case)
| [L]avitz / Albert |  can equip that piece of item. Some stuff is specific to
| [S]hana / Miranda |  a certain character, like 'Rose's Hair Band' or 'Lion
| [M]eru            |  Fur'.
| [K]ongol          |
'-------------------'  Hope that clears stuff up.

.------------------.------.---------------------------------------------------.
| WEAPON NAME      |  PWR | EFFECT                                            |
|------------------+------+---------------------------------------------------|
| Broad Sword      |  +02 |                                                   |
| Bastard Sword    |  +07 |                                                   |
| Heat Blade       |  +18 | Weapon attacks become fire-elemental              |
| Falchion         |  +26 |                                                   |
| Mind Crush       |  +34 | Confuses enemy with a given probability           |
| Fairy Sword      |  +39 | Gives 50% more SP during Additions                |
| Claymore         |  +44 |                                                   |
| Soul Eater       |  +75 | Incurs damage equal to 10% of max HP per turn     |
|------------------+------+---------------------------------------------------|
| Rapier           |  +13 |                                                   |
| Demon Stiletto   |  +18 | Frightens enemy with a given probability          |
| Shadow Cutter    |  +24 | Weapon attacks become darkness-elemental          |
| Dancing Dagger   |  +30 |                                                   |
| Flamberge        |  +35 | Stuns enemy with a given probability              |
| Gladius          |  +40 | Instantly kills enemy with a given probability    |
| Dragon Buster    | +100 |                                                   |
|------------------+------+---------------------------------------------------|
| Short Bow        |  +03 |                                                   |
| Sparkle Arrow    |  +09 | Weapon attacks become light-elemental             |
| Long Bow         |  +18 | A-HIT +10%                                        |
| Bemusing Arrow   |  +24 | Confuses enemy with a given probability           |
| Virulent Arrow   |  +30 | Poisons enemy with a given probability            |
| Arrow of Force   |  +40 | Gives 50% more SP during Additions                |
| Detonate Arrow   |  +50 | Physical attacks will damage all enemies          |
|------------------+------+---------------------------------------------------|
| Spear            |  +04 |                                                   |
| Lance            |  +19 |                                                   |
| Twister Glaive   |  +28 | Weapon attacks become wind-elemental              |
| Glaive           |  +37 |                                                   |
| Spear of Terror  |  +45 | Frightens enemy with a given probability          |
| Partisan         |  +56 |                                                   |
| Halberd          |  +65 |                                                   |
|------------------+------+---------------------------------------------------|
| Iron Knuckle     |  +20 |                                                   |
| Beast Fang       |  +31 | Stuns enemy with a given probability              |
| Diamond Claw     |  +37 |                                                   |
| Brass Knuckle    |  +43 | Instantly kills enemy with a given probability    |
| Thunder Fist     |  +49 | Weapon attacks become thunder-elemental           |
| Destroyer Mace   |  +55 | As HP lowers, weapon becomes more powerful        |
|------------------+------+---------------------------------------------------|
| Axe              |  +45 |                                                   |
| Tomahawk         |  +59 |                                                   |
| Battle Axe       |  +67 |                                                   |
| Great Axe        |  +79 | Stuns enemy with a given probability              |
| Indora's Axe     |  +88 | Instantly kills enemy with a given probability    |
|------------------+------+---------------------------------------------------|
| Mace             |  +15 |                                                   |
| Pretty Hammer    |  +15 | Additions give twice as much SP                   |
| Morning Star     |  +20 |                                                   |
| War Hammer       |  +25 |                                                   |
| Heavy Mace       |  +30 | Stuns enemy with a given probability              |
| Basher           |  +40 |                                                   |
'------------------'------'---------------------------------------------------'

.------------------.------.------.---------.----------------------------------.
| ARMOR NAME       |  DEF |  MDF | USEDBY? | EFFECT                           |
|------------------+------+------+---------+----------------------------------|
| Angel Robe       | +  0 | +  0 |    S M  | May automatically revive from KO |
| Leather Armor    | +  2 | +  2 | D L     |                                  |
| Clothes          | +  4 | +  5 |  R S M  |                                  |
| Leather Jacket   | +  7 | + 12 |  R S M  |                                  |
| Scale Armor      | +  8 | +  8 | D L     |                                  |
| Disciple Vest    | + 13 | +  8 |     H   |                                  |
| Silver Vest      | + 13 | + 17 |  R S M  | A-AV +10%                        |
| Sparkle Dress    | + 19 | + 45 |  R S M  | Physical damage gives +20 SP     |
| Chain Mail       | + 20 | + 24 | D L     |                                  |
| Robe             | + 25 | + 35 |  R S M  | Magical damage gives +20 SP      |
| Warrior Dress    | + 25 | + 23 |     H   | A-AV +10%                        |
| Plate Mail       | + 27 | + 20 | D L     |                                  |
| Silver DG Armor  | + 27 | + 80 |    S    | Nullify light-based attacks      |
| Master's Vest    | + 30 | + 29 |     H   | Physical damage gives +20 SP     |
| Blue DG Armor    | + 30 | + 54 |      M  | Nullify water-based attacks      |
| Rainbow Dress    | + 32 | + 55 |  R S M  | Prevent Stun/Poison/Armblocking  |
| Saint Armor      | + 34 | + 34 | D L     | Physical damage gives +20 SP     |
| Armor of Yore    | + 35 | + 35 | D L   K | Prevent Stun/Poison/Armblocking  |
| Energy Girdle    | + 37 | + 26 |     H   | Gives 50% more SP in Additions   |
| Satori Vest      | + 40 | + 31 |     H   | Prevent Stun/Poison/Armblocking  |
| Red DG Armor     | + 40 | + 41 | D       | Nullify fire-based attacks       |
| Dark DG Armor    | + 41 | + 42 |  R      | Nullify dark-based attacks       |
| Violet DG Armor  | + 45 | + 40 |     H   | Nullify thunder-based attacks    |
| Lion Fur         | + 46 | + 20 |       K |                                  |
| Jade DG Armor    | + 54 | + 27 |   L     | Nullify wind-based attacks       |
| Breast Plate     | + 59 | + 14 |       K |                                  |
| Giganto Armor    | + 75 | + 25 |       K | Physical damage gives +20 SP     |
| Gold DG Armor    | + 88 | + 23 |       K | Nullify earth-based attacks      |
| Armor of Legend  | +127 | +  0 | DRLSHMK |                                  |
'------------------'------'------'---------'----------------------------------'

 * Note: Lavitz/Albert & Shana/Miranda can equip the same things.

.------------------.------.------.------.---------.---------------------------.
| HEADGEAR NAME    |  DEF |  MAT |  MDF | USEDBY? | EFFECT                    |
|------------------+------+------+------+---------+---------------------------|
| Bandana          |      | +  3 |      | D L H K |                           |
| Felt Hat         |      | +  5 |      |  R S M  |                           |
| Sallet           |      | +  8 |      | D L H K | A-HIT +10%                |
| Giganto Helm     | + 10 | + 14 | +  5 |       K | Magic damage gives +20 SP |
| Cape             |      | + 17 |      |  R S M  |                           |
| Armet            |      | + 23 | +  5 | D L H K |                           |
| Soul Headband    | +  5 | + 25 | +  5 |     H   | Magic damage gives +20 SP |
| Tiara            | +  5 | + 29 |      |  R S M  | M-HIT +10%                |
| Phoenix Plume    |      | + 30 | + 10 | DRLSHMK | Block Bwt/Cnfu/Fear/Dsprt |
| Rose's Hair Band |      | + 36 |      |  R      | Prevents Instant Death    |
| Knight Helm      | +  5 | + 37 |      | D L     | Magic damage gives +20 SP |
| Jeweled Crown    |      | + 42 | +  5 |  R S M  | Magic damage gives +20 SP |
| Dragon Helm      | + 10 | + 50 |      | DRLSHMK | Max HP +50%               |
| Magical Hat      |      | + 50 | + 10 | DRLSHMK | Max MP +50%               |
| Legend Casque    |      | + 50 | +127 | DRLSHMK | M-AV +50%                 |
'------------------'------'------'------'---------'---------------------------'

.------------------.------.------.---------.----------------------------------.
| FOOTWEAR NAME    |  DEF |  MDF | USEDBY? | EFFECT                           |
|------------------+------+------+---------+----------------------------------|
| Leather Shoes    |      |      |  R S M  |                                  |
| Leather Boots    |      |      | D L H K |                                  |
| Bandit's Shoes   |      |      | D L H K | +20 SPEED                        |
| Dancer's Shoes   |      |      |  R S M  | +20 SPEED                        |
| Magical Greaves  |      |      | DRLSHMK | A-EV +5%, M-AV +5%               |
| Soft Boots       | +  5 |      |  R S M  |                                  |
| Stardust Boots   | +  5 |      |  R S M  | M-AV +5%                         |
| Iron Kneepiece   | +  5 |      | D L H K |                                  |
| Combat Shoes     | +  5 |      | D L H K | A-EV +5%                         |
'------------------'------'------'---------'----------------------------------'

.------------------.---------.---------.---------.----------------------------.
| ACCESSORY NAME   | RAISES  | RAISES  | USEDBY? | EFFECT                     |
|------------------+---------+---------+---------+----------------------------|
| Bracelet         |         |         | DRLSHMK |                            |
| Fake Power Wrist | +05 AT  |         | DRLSHMK |                            |
| Power Wrist      | +10 AT  |         | DRLSHMK |                            |
| Fake Shield      |         | + 5 DF  | DRLSHMK |                            |
| Knight Shield    |         | +10 DF  | DRLSHMK |                            |
| Gigantos Ring    | +20 AT  | +20 DF  | DRLSHMK |                            |
| Attack Badge     | +20 AT  | +20 MAT | DRLSHMK |                            |
| Magical Ring     |         | +30 MAT | DRLSHMK |                            |
| Guard Badge      | +20 DF  | +20 MDF | DRLSHMK |                            |
| Spiritual Ring   |         | +30 MDF | DRLSHMK |                            |
| Dancer's Ring    | +20 SPD |         |  R S M  |                            |
| Bandit's Ring    | +20 SPD |         | D L H K |                            |
| Active Ring      |         |         | DRLSHMK | Prevents Dispirited        |
| Bravery Amulet   |         |         | DRLSHMK | Prevents Fear              |
| Destone Amulet   |         |         | DRLSHMK | Prevents Petrification     |
| Magic Ego Bell   |         |         | DRLSHMK | Prevents Bewitched         |
| Panic Guard      |         |         | DRLSHMK | Prevents Confused          |
| Poison Guard     |         |         | DRLSHMK | Prevents Poison            |
| Protector        |         |         | DRLSHMK | Prevents Arm Blocking      |
| Rainbow Earring  |         |         | DRLSHMK | Block all status (but OHKO ]
| Stun Guard       |         |         | DRLSHMK | Prevents Stunned           |
| Talisman         |         |         | DRLSHMK | Prevents Instant Death     |
| Elude Cloak      |         |         | DRLSHMK | P-AV +20%                  |
| Spirit Cloak     |         |         | DRLSHMK | M-AV +20%                  |
| Sage's Cloak     |         |         | DRLSHMK | P-AV +20, M-AV +20%        |
| Amulet           |         |         | DRLSHMK | Doubles maximum MP         |
| Physical Ring    |         |         | DRLSHMK | Maximum HP +50%            |
| Spirit Ring      |         |         | DRLSHMK | +20 SP per turn            |
| Wargod's Sash    |         |         | DRLSHMK | Gained SP +50%             |
| Mage Ring        |         |         | DRLSHMK | Regain 1/10 max MP per trn |
| Therapy Ring     |         |         | DRLSHMK | Regain 1/10 max HP per trn |
| Wargod's Amulet  |         |         | DRLSHMK | A-HIT +20%, M-HIT +20%     |
| Holy Ankh        |         |         | DRLSHMK | May auto-revive from KO    |
| Ruby Ring        |         |         | DRLSHMK | Magic damage gives +10 SP  |
| Sapphire Pin     |         |         | DRLSHMK | Magic damage gives +10 MP  |
| Emerald Earring  |         |         | DRLSHMK | Phys. damage gives +10 SP  |
| Platinum Collar  |         |         | DRLSHMK | Phys. damage gives +10 MP  |
| Angel Scarf      |         |         | DRLSHMK | Halves magical damage      |
| Dragon Shield    |         |         | DRLSHMK | Halves physical damage     |
| Phantom Shield   |         |         | DRLSHMK | Halves all damage types    |
| Red-Eye Stone    |         |         | DRLSHMK | Halves fire-type damage    |
| Darkness Stone   |         |         | DRLSHMK | Halves dark-type damage    |
| Silver Stone     |         |         | DRLSHMK | Halves light-type damage   |
| Jade Stone       |         |         | DRLSHMK | Halves wind-type damage    |
| Blue Sea Stone   |         |         | DRLSHMK | Halves water-type damage   |
| Golden Stone     |         |         | DRLSHMK | Halves earth-type damage   |
| Violet Stone     |         |         | DRLSHMK | Halves thunder-type damage |
| Wargod Calling   |         |         | DRL HMK | Autoaddition; Half DMG/SP  |
| Ultimate Wargod  |         |         | DRL HMK | Autoaddition at full power |
'------------------'---------'---------'---------'----------------------------'

_______________________________________________________________________________
�������������������������������������������������������������������������������
STAR DUST FINDER                                                         [STDF]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Have you found any yet? Stardust, that is. It's a wondrous item found sitting
 in fireplaces, barrels, stacks of junk... Not too useful on its own, but one
 mother trying to help her sick daughter will trade great items for every ten
 Dart forks over. The sidequest can start in the first town and ends sometime
 on Disc 4. Once you arrive at the dungeon past Death City Mayfil, the quest's
 unable to be completed; however, until then, EVERY SINGLE STARDUST is able to
 be found! Here's how to snag 'em all!        ���������������������

 But first, here's a list of Martel's locations per disc.

 DISC 1 -> Bale, in a house near where Lavitz' mother lives
 DISC 2 -> Fletz, in the cafe (after events at The Barrens)
 DISC 3 -> Deningrad's entrance (after events at Mountain of Mortal Dragon)
 DISC 4 -> Rouge, in one of the resting areas

 .-----.----------------------.----------------------------------------------.
 | NO. | LOCATION             | SPECIFIC WHEREABOUTS                         |
 |-----+----------------------+----------------------------------------------|
 | #01 | Seles                | On one of the gravestones                    |
 |-----+----------------------+----------------------------------------------|
 | #02 | Bale                 | Lavitz' house's kitchen (post-tour)          |
 |-----+----------------------+----------------------------------------------|
 | #03 | Bale                 | Street near Lavitz' house, in a well         |
 |-----+----------------------+----------------------------------------------|
 | #04 | Bale                 | Weapon shop's polearm bin                    |
 |-----+----------------------+----------------------------------------------|
 | #05 | Bale                 | Indels Castle, in the blacksmith's kiln      |
 |-----+----------------------+----------------------------------------------|
 | #06 | Bale                 | Area right below throne room, NW corner      |
 |-----+----------------------+----------------------------------------------|
 | #07 | Bale                 | In Indels Castle, reach the basement level   |
 |     |                      | via some ladders and turn a crankwheel that  |
 |     |                      | unlocks access to a boat. In town, buy booze |
 |     |                      | (at the bar) for the drunk in the sewers to  |
 |     |                      | get him out of the way. Follow to the boat,  |
 |     |                      | take a ride, and jump off at the doorway as  |
 |     |                      | prompted. Search the northern floor.         |
 |-----+----------------------+----------------------------------------------|
 | #08 | Hoax                 | House left of the inn, downstairs fireplace  |
 |-----+----------------------+----------------------------------------------|
 | #09 | Hoax                 | Lantern SW of where Kaiser is standing       |
 |-----+----------------------+----------------------------------------------|
 | #10 | Marshland            | Inside the 7th Division's fort, near a bed   |
 |-----+----------------------+----------------------------------------------|
 | #11 | Lohan                | Entrance screen, jar by Basil soldier        |
 |-----+----------------------+----------------------------------------------|
 | #12 | Lohan                | Dabas' antique shop, top-level suit of armor |
 |-----+----------------------+----------------------------------------------|
 | #13 | Lohan                | Screen before arena, by guinea pig cage      |
 |-----+----------------------+----------------------------------------------|
 | #14 | Lohan                | In screen with inn entrance, take left door  |
 |     |                      | by bridge and secret passage in bookcase. It |
 |     |                      | leaders to the Star Dust in a lower furnace. |
 |-----+----------------------+----------------------------------------------|
 | #15 | Kazas                | Pile of boxes in mercenary guild's attic     |
 |-----+----------------------+----------------------------------------------|
 | #16 | Kazas                | Room across from m. guild; in some barrels   |
 |-----+----------------------+----------------------------------------------|
 | #17 | Kazas                | Weapon shop, in shelf by the counter         |
 |-----+----------------------+----------------------------------------------|
 | #18 | Kazas                | Slum fort shop area; in a bunch of pots      |
 |-----+----------------------+----------------------------------------------|
 | #19 | Kazas                | Slum fort shop area; pots by leftmost path   |
 |-----+----------------------+----------------------------------------------|
 | #20 | Kazas                | Slum fort, highest room; search the bookcase |
 |-----+----------------------+----------------------------------------------|
 | #21 | Fletz                | Weapon shop; crate with maces, swords, etc.  |
 |-----+----------------------+----------------------------------------------|
 | #22 | Fletz                | Bar hallway, by a bunch of wine barrels      |
 |-----+----------------------+----------------------------------------------|
 | #23 | Fletz                | Near church; small bldg. w/ barrels at base  |
 |-----+----------------------+----------------------------------------------|
 | #24 | Fletz                | Jewelry Shop, check the pulsating yellow orb |
 |-----+----------------------+----------------------------------------------|
 | #25 | Fletz                | Item Shop, near the huge wooden object-thing |
 |-----+----------------------+----------------------------------------------|
 | #26 | Donau                | Entrance screen, bird-fountanesque pool      |
 |-----+----------------------+----------------------------------------------|
 | #27 | Donau                | Mayor's house, in the kitchen water basin    |
 |-----+----------------------+----------------------------------------------|
 | #28 | Twin Castle at Fletz | Entrance screen, check right warrior statue  |
 |-----+----------------------+----------------------------------------------|
 | #29 | Twin Castle at Fletz | Inside purple-doored room at Moon Tower base |
 |-----+----------------------+----------------------------------------------|
 | #30 | Home of Giganto      | In Gehrich's room, check the right torch     |
 |-----+----------------------+----------------------------------------------|
 | #31 | The Queen Fury       | Where Kongol stands, inspect lantern         |
 |-----+----------------------+----------------------------------------------|
 | #32 | The Queen Fury       | Area before the kitchen; check SW pipe       |
 |-----+----------------------+----------------------------------------------|
 | #33 | Lidiera              | In biggest house's backroom shelf            |
 |-----+----------------------+----------------------------------------------|
 | #34 | Fueno                | Hotel, barrels beneath stairs                |
 |-----+----------------------+----------------------------------------------|
 | #35 | Fueno                | Clinic entrance, check the painting          |
 |-----+----------------------+----------------------------------------------|
 | #36 | Furni                | In house near Queen Fury dock; dead-end room |
 |-----+----------------------+----------------------------------------------|
 | #37 | Furni                | In Teo's house, open slide gate and go down; |
 |     |                      | it's in a snowglobe thing at the bottom.     |
 |-----+----------------------+----------------------------------------------|
 | #38 | Neet                 | In first screen, check unlit lamp-lantern    |
 |-----+----------------------+----------------------------------------------|
 | #39 | Forest of Winglies   | Guaraha's room, upper-right corner           |
 |-----+----------------------+----------------------------------------------|
 | #40 | Forest of Winglies   | Lower part of area where Bardel 1st shows up |
 |     |                      | ; search by teleport                         |
 |-----+----------------------+----------------------------------------------|
 | #41 | Deningrad            | Check the entrance to Shana's old room       |
 |-----+----------------------+----------------------------------------------|
 | #42 | Deningrad            | Check throneroom's blocked east entrance     |
 |-----+----------------------+----------------------------------------------|
 | #43 | Deningrad            | 2nd-floor of clinic, by a wire spool         |
 |-----+----------------------+----------------------------------------------|
 | #44 | Deningrad            | Town entrance, red mat by weapon/item shop   |
 |-----+----------------------+----------------------------------------------|
 | #45 | Deningrad            | Town entrance, red mat by weapon/item shop   |
 |-----+----------------------+----------------------------------------------|
 | #46 | Vellweb              | In Dragoon Tower, room above entrance; altar |
 |-----+----------------------+----------------------------------------------|
 | #47 | Ulara                | Savepoint area; by rose-covered fountain     |
 |-----+----------------------+----------------------------------------------|
 | #48 | Ulara                | Weapon shop area, by a large pottery jar     |
 |-----+----------------------+----------------------------------------------|
 | #49 | Ulara                | Fountain area w/ living flowers; check 'em   |
 |-----+----------------------+----------------------------------------------|
 | #50 | Rouge                | In room outside of Martel's area; check pot  |
 '-----'----------------------'----------------------------------------------'

 Now, as said, Martel gives a specialty item per 10 Star Dust given, making a
 total of five possible (duh?). All are accessories, and they are:

 .----.-----------------.----------------------------------------------------.
 | #1 | Physical Ring   | Increases maximum HP by 50%                        |
 | #2 | Amulet          | Increases maximum MP by 100%                       |
 | #3 | Wargod's Sash   | Increases addition SP by 50% (per hit, not total)  |
 | #4 | Rainbow Earring | Protects all abnormal statuses (except instadeath) |
 | #5 | Vanishing Stone | Key item used in the Faust sidequest               |
 '----'-----------------'----------------------------------------------------'

 This sidequest must be completed to do the Flanvel Tower sidequest involving
 Faust, of course.

_______________________________________________________________________________
�������������������������������������������������������������������������������
REPEATABLE ITEMS                                                         [RPTB]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Repeatable items are items that do not deplete from the inventory when used,
 for better or worse (you can 'waste' a lot of that 32 item space with these).
 Most have specific functions that will help the party along, and some are
 very nice for, say, killing monsters that flee. ALL OF THE FOLLOWING ITEMS
 CAN BE USED ONCE PER BATTLE.

 I'll list them in order of appearance.

 .-----------------.-----------------------.---------------------------------.
 | ITEM            | FOUND                 | OBTAIN                          |
 |-----------------+-----------------------+---------------------------------|
 | Magic Sig Stone | Marshland             | Use the boat to get into a 2nd  |
 |                 |                       | screen. On a tree, in a crate.  |
 |-----------------+-----------------------+---------------------------------|
 | Pandemonium     | Hellena Prison        | When you come here after events |
 |                 |                       | in Lohan, enter screen left of  |
 |                 |                       | merchant's room and take a lift |
 |                 |                       | to a many-passaged room. Follow |
 |                 |                       | the leftmost passage a ways.    |
 |-----------------+-----------------------+---------------------------------|
 | Material Shield | Black Castle at Kazas | In room right before Kongol is  |
 |                 |                       | fought, go up incline and look  |
 |                 |                       | by ledge. It's obscured by the  |
 |                 |                       | pillar, so it's hard to find.   |
 |-----------------+-----------------------+---------------------------------|
 | Speed Up        | Valley of C. Gravity  | Past the front gate, in a chest |
 |                 |                       | in plain sight.                 |
 |-----------------+-----------------------+---------------------------------|
 | Power Up        | Royal Capital Kadessa | At savepoint area, hop on the   |
 |                 |                       | teleporter and go that route.   |
 |                 |                       | Past the area with the guarded  |
 |                 |                       | door is an expanse with moving  |
 |                 |                       | rocks. One moves high up to the |
 |                 |                       | chest; it's the first rock you  |
 |                 |                       | see, actually.                  |
 |-----------------+-----------------------+---------------------------------|
 | Speed Down      | Mountain of M. Dragon | In screen after savepoint, look |
 |                 |                       | south of the Body Purifier. The |
 |                 |                       | ledge obscures its crate...     |
 |-----------------+-----------------------+---------------------------------|
 | Magic Shield    | Snowfield             | At signpost, slide down via its |
 |                 |                       | left side. When prompted, push  |
 |                 |                       | x-button at 1st/3rd/4th icons,  |
 |                 |                       | and Dart will bump into it.     |
 |-----------------+-----------------------+---------------------------------|
 | Smoke Ball      | Fort Magrad           | Defeat Polter Armor/Sword/Helm  |
 |                 |                       | bosses, located at Fort Magrad. |
 |-----------------+-----------------------+---------------------------------|
 | Power Down      | The Death Frontier    | At 2nd Oasis, go north, west,   |
 |                 |                       | then north two more screens to  |
 |                 |                       | find its chest.                 |
 |-----------------+-----------------------+---------------------------------|
 | Psyche Bomb X   | Magical City Aglis    | When Savan gives challenges to  |
 |                 |                       | all Dragoons, answer them all   |
 |                 |                       | satisfactorily. Savan gives the |
 |                 |                       | item two rooms down, then.      |
 '-----------------'-----------------------'---------------------------------'

 Out of all the items, only the Pandemonium, Material Shield, and Psyche Bomb
 X are permanently missable. All others can be obtained at any time before
 advancing to the dungeon past Death City Mayfil. Now, for item effects:

 .-----------------.---------------------------------------------------------.
 | ITEM            | EFFECT                                                  |
 |-----------------+---------------------------------------------------------|
 | Magic Sig Stone | Prevents an enemy from taking action for three turns    |
 |-----------------+---------------------------------------------------------|
 | Pandemonium     | Makes one enemy attack specific ally three times        |
 |-----------------+---------------------------------------------------------|
 | Material Shield | Prevents three physical-type attacks on one character   |
 |-----------------+---------------------------------------------------------|
 | Speed Up        | Doubles agility on one character for three turns        |
 |-----------------+---------------------------------------------------------|
 | Power Up        | Increases strength (x1.5?) on ally for three turns      |
 |-----------------+---------------------------------------------------------|
 | Speed Down      | Halves agility on an enemy for three turns              |
 |-----------------+---------------------------------------------------------|
 | Magic Shield    | Prevents three magical-type attacks on one character    |
 |-----------------+---------------------------------------------------------|
 | Smoke Ball      | Escape from minor battle 100% of the time               |
 |-----------------+---------------------------------------------------------|
 | Power Down      | Halves enemy attack and defensive abilities for 3 turns |
 |-----------------+---------------------------------------------------------|
 | Psyche Bomb X   | Non-elemental damage on all enemies                     |
 '-----------------'---------------------------------------------------------'

_______________________________________________________________________________
�������������������������������������������������������������������������������
DRAGOON TOWER SIDEQUEST                                                  [DTSD]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 This sidequest involves the Dragoon Tower in Capital Vellweb, and can only be
 done on Disc 4, after receiving Coolon at Zenebatos. You'll have to backtrack
 to Deningrad and then to Vellweb from there as the 'wings of Savan' cannot
 get there (lame, I know). Here's a map of Vellweb:

   .-----------------------------------------.
   | Bellzac    Damia                        |
   |     |       _/       Syuveil    Kanzas  |
   |    |�| |�| |_|_         /     _  \      |
   |    |�| |�| |_  |__|�| |�|    | | |�|    |
   |    | | | |   |  __ �| |�|____|�| |�|    | 
   |   _| |_| |_ _| |  | |_|__   ___|_| |_   |
   '--|_________|___|  |___|______________|--'
                                   |   ___
                                   '--|_  |-SAVE/HEAL    ___
                                       _| |_ __         |   |
                                   .--|_____|_ |  ____ _| |_/__
                           _   _   |          ||_|  __|______  |
                  _  |�|  |3| |E|  |           |__  |___ |1| | |
                 |2|_|�|__|�| |N|  |             |_|SHOP| �  | |
                 |�|_   __  | |D|  |                ����___ _|�|
                  �  | |  |_|_|_|  |                  /�___|___|
                     |�|_ |_____|  |                 ( (___
                     |___|---------'                  \____|-ENTER

 In the save room, Shirley can appear and heal you, at least the first time.
 After that, you'll have to run by the initial entrance to get another taste
 of the residual healing power of Shirley. Either way, you'll want to save
 after each successful battle.

 OVERALL TIPS:

  - Come into battle with maxed-out SP gauges
  - Visit Shirley's residual energy for free healing
  - Equip Physical Ring/Amulet to augment HP & MP values
  - The Psyche Bomb X often deals some easy damage in a fix

 There are four Dragoon souls anchored to this world by Shirley, so it's up to
 the player which to tackle first. I suggest Damia or Syuveil as the first
 re-kill. ^___^

 .----------------.-----------.----------------.-----------------------------.
 | Syuveil        | HP: ~6000 | ELEMENT: Wind  | DROPS: Jade Stone           |
 '----------------'-----------'----------------'-----------------------------'

  MY PARTY: Dart, Albert, Meru

  Syuveil does everything Albert does, except Rose Storm, which really makes
  this battle simpler. He's physically strong but the chink in his armor is,
  of course, his magic defense. Do a Rose Storm of your own and railroad him
  with gems like Final Burst, Freezing Ring, etc. -- not that difficult a
  strategy. On Syuveil's side, Gaspless does about ~900, Wing Blaster's
  about ~300 to all, and Jade Dragon is around ~900+ to all. Kongol can
  really clean house here if you can chance his presence...Syuveil's defense
  isn't that decent. On the overview, his speed is slightly above par and so
  is his evade...he no Kanzas, though (see upcoming fight). I did notice the
  addition counterattacks were rather brutal, over 500+...dunno if this is
  attributable to just him or all the Dragoons. Just keep Rose Storm up now
  and then to blow this tumbleweed outta town. 300G + 6000 EXP awarded.

 .----------------.-----------.----------------.-----------------------------.
 | Damia          | HP: ~6000 | ELEMENT: Water | DROPS: Blue Sea Stone       |
 '----------------'-----------'----------------'-----------------------------'

  MY PARTY: Dart, Albert, Meru

  If you're smart, you'll come into this battle with maxed-out SP gauges so
  Dart can immediately start chipping away with d-additions. Damia is, well,
  lightning quick. If you fought any other Dragoons before this, you may've
  experience them getting consecutive turns every so often -- this is normal
  for Damia, however! Like Meru, she excels at magical offensive/defense and
  is poor against physical attacks. Erect a Rose Storm barrier and toss a
  Speed Down for an early edge -- her high magical ability can really damage
  Dart (Freezing Ring can do 1500+ non-Rose Storm!). Luckily, Damia doesn't
  kick out the Rainbow Breaths. Physical attacks are the key! Try to include
  someone fast (Meru?) to even out Damia's excessive speed, or you may find
  her deep-sixing you in a watery grave right quick. She seems to use mostly
  single-target magics, though, I've noticed. 300G + 6000 EXP awarded.

 .----------------.-----------.----------------.-----------------------------.
 | Kanzas         | HP: ~6000 | ELEMENT: Thndr | DROPS: Violet Stone         |
 '----------------'-----------'----------------'-----------------------------'

  MY PARTY: Dart, Albert, Meru

  This guy's a Haschel clone, average in defense/attack...BUT HIS SPEED AND
  P-AV IS AWESOME!!! He can pack a punch even with 'average' stuff, with
  his d-addition doing ~900 to Meru (for reference). He's also thunder-type
  which means there's no opposite element to play off of. Atomic Mind should
  do around ~300 and Thunder God ~1000; since they're all single-target, it's
  not too frightening a portrait. Crush Dance/Rod Typhoon could do about 1000
  per round (Kanzas' defense isn't that great), and Meru kicked out some Cool
  Boogies for 200 SP per round. Feel free to Rose Storm here, although there
  shouldn't be that much chaos if you include an equally-or-better fast ally
  like Meru/Haschel. Physical additions won't steer you wrong, although you
  may as well do d-additions if possible to minimize what mediocre damage
  Kanzas doles out. If luck's on your side, you can get off additions and go
  forward in Dragoon transformations; if it's not on your side, you get Miss
  messages constantly and Kanzas gets his turn in. I'll tell you now, that
  'Speed Down' repeatable item is great here, and really wedges a nice chunk
  of turns for your party to get their bearings with. It doesn't last long,
  though, so make the best of it. 300G + 6000 EXP awarded.

 .----------------.------------.----------------.----------------------------.
 | Belzac         | HP: ~16000 | ELEMENT: Earth | DROPS: Golden Stone        |
 '----------------'------------'----------------'----------------------------'

  MY PARTY: Dart, Albert, Meru

  Bellzac is similar to Kongol in that he's pure physical offense but sucks
  in magic potency/defense. And, that's his weakness. This makes all of his
  magic attacks pretty lame -- nearly all of his magical attacks will amount
  to ~500 damage to all party members. But, his strong point is indeed a VERY
  strong point. Any unit hit with his d-addition will suffer 1000+ damage w/o
  much fluctuation. But, Belzac isn't the quickest kid on the block, and with
  Rose Storm erected, it's not a difficult trial to completely pummel this
  guy with magical attacks. The Psyche Bomb X can do 2000+, while d-magic's
  not a complete waste in any respect as long as you go for 50% types. 'Cause
  of the mean offense Belzac can bring, don't stick a bunch of wussy-defense
  characters in with Dart if you can help it. Miranda/Meru can still be great
  for offense here, but don't play the odds too hard, now. >_>  If you're over
  Lv. 30 and have a D'LV of 5 on your party, ALL magics should probably do in
  upwards of 1000...I had Gaspless do ~2500! Use a Power Down to help weaken
  his defenses a little, and pill-pop a Moon Serenade if needed (maybe not).
  If you need extra help, give Albert [etc.] an Amulet to double their MP and
  REALLY go to town, gangster-style. 300G + 6000 EXP awarded.

 ---

 There's no final reward for releasing the Dragoon's souls. Enjoy the EXP!

_______________________________________________________________________________
�������������������������������������������������������������������������������
VIII. THANKS & CONTRIBUTIONS                                             [THXS]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 Gotta give a shout-out to:

 - CJayC, for hosting all of the junk I write
 - Bytendar, for information on Article 666 in Zenebatos
 - Sam Girgenti for information on Article 595/559 in Zenebatos
 - worldends08 for reminding me of a phantom double Sun Rhapsody @ D Frontier
 - EmPleh, for being a staunch LoD defender in the face of Chrono Crossdom!
 - The rest of the LoD GameFAQs board for being a pack of cool cats
 - Legendary666 for a correction to Greham/Feyrbrand's element & drop
 - moonnight, for finding out what Caterpillar's yellow mist attack does
 - Nick Calderon for the Zackwell EXP-screen glitch tip
 - Robert Lo, for Dark Doel's element & boss element correction
 - Blackdakhma, for an equipment correction pre-Lenus 1
 - Maryo Jako, for an extra Healing Potion in Limestone Cave
 - Nameless Mofo, for several equipment corrections
 - Ben Furtick for a tip in Valley of Corrupted Gravity
 - Jimmy Andrews, for a Windigo correction
 - Robert Lo, for a Violet Stone correction
 - Chrono Cross, for being a staunch defender in the face of LoDragoonism!
 - Widespread Panic, which I chiefly listened to when writing this stuff >:P
 - You, the reader, for being the ultimate casbah-rocker and readin' this...!

 No contributions yet, but if you have something to say, drop me an e-mail...
 I'll be doing the Faust junk and equipment lists very soon...probably maybe.

_______________________________________________________________________________
�������������������������������������������������������������������������������
IX. FREQUENTLY ASKED QUESTIONS                                           [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������

[Q] - My game freezes up at the Lenus battle! How do I get past!? ;___;
[A] - There are two methods that seem to be surefire bypasses to the freezeup
      in that battle. The first involves playing the battle on a working PS1
      console, which should give no hitches. The second is to abstain from
      using Dragoon transformations within the battle (on anyone). I've done
      both myself at some point or another, so they'll work.

[Q] - What's Dabas' Shiny Bag? I didn't get it!
[A] - In the Japanese version of the game, there was a minigame involving our
      favorite Lohan antiques-dealer Dabas. The reward for completion was his
      shiny bag which doubled the player's item size, which is normally at 32
      capacity for NA players. There is no way to get this in non-Japanese
      releases.

[Q] - I revisited Seles on Disc 2/3 and got Good/Bad Vibrations? Huh?
[A] - The Good/Bad Vibrations "obtained" are not really items, and as such
      will not appear in the goods/item list. They're just Shana's parents'
      sentiments. Don't be confused!

_______________________________________________________________________________
�������������������������������������������������������������������������������
X. UPDATES & LEGALITY                                                    [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 08-02-07 ------------------------------------+ Added to GameFAQs
                                              + Walkthrough 100%

 08-03-07 ------------------------------------+ Added Equipment List
                                              + Added Repeatable Item Section

 08-06-07 ------------------------------------+ Error corrections / updatez

 08-17-07 ------------------------------------+ Updated Additions section ^__^

 02-15-07 ------------------------------------+ Updated Zenebatos section
 02-18-07 ------------------------------------+ Updated Zenebatos section
 09-30-08 ------------------------------------+ Updated Valley of C.G. section
 02-06-09 ------------------------------------+ Updated Death Frontier map
 02-13-09 ------------------------------------+ Updated Nest of Dragon stuff

This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

  � Gametalk.com                       � cheatcc.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Supercheats.com
  � Honestgamers.com
  � Chaptercheats.com
  � Cavesofnarshe.com
                  
                  E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
AND I KNOW SHE'S               Document � Shotgunnova 1997-2007 (and countin'!)
REACHED MY HEART             The Legend of Dragoon namesake � respective owners
IN THIN AIR...                                    E N D   O F   D O C U M E N T