Ephemeral Fantasia (PlayStation 2) Walkthrough Document written by PyroFalkon (pyrofalkon@hotmail.com) Current version: 2.3a Last update: 1 November 2003 +---------------+ |+-------------+| ||LATEST UPDATE|| |+-------------+| +---------------+ v2.3a (1 November 2003) It\'s been nearly a year, but unfortunately my site is down for the count. Luckily, IGN has decided to host my FAQs too, so it\'s all good. A new copyright notice is the only change. +-------------------+ |+-----------------+| ||TABLE OF CONTENTS|| |+-----------------+| +-------------------+ 1. Intro a. The Golden Rules of RPGs 2. Walkthrough 3. Blacksmith shops 4. Mini-games a. Music b. The Drinking Game c. Musical Dominos 5. Unconfirmed Information 6. Confirmed Information 7. Version History 8. Copyright Info 9. Contact Info +----------+ |+--------+| ||1. INTRO|| |+--------+| +----------+ I would like to start by saying that IGN.com, GameSpot, and other reviews didn\'t do this game justice. While it has its problems (most of which slap you in the face right off the bat), I think it\'s much better than it\'s being given credit for. Okay, that\'s off my chest. I played about an hour into the game, then I realized, \"Hey! I could do an FAQ about this! Woo hoo!\" So I started the game over, and I wrote as I played. I\'m going to assume you\'ve read the manual at least enough to know how to walk and all that basic stuff. After the end of this tiny section, I jump into the game, so if you want character bios, this isn\'t the place, although I\'ll offer my own comments about personalities and such along the way. For example, if there\'s something particularly stupid in the diaglogue, I\'ll make a note of it. Feel free to submit your own! This FAQ is designed to take you from the very beginning to the very end in 52 game days. There are spoilers all over the place, including plot lines, so don\'t say I didn\'t warn you. One thing I pride myself on is making complete, accurate, and detailed instructions on how to get from point A to point B. I can\'t stand FAQs that simply say, \"You need to be here, so go here and follow the path.\" Well, that path may have a million intersections, and I don\'t like getting lost. If you ever do get lost, e-mail me and I\'ll make sure to fix the directions for the next update. I used Bodi Anderson\'s FAQ on this game (also available at GameFAQs) as a reference, although his is for the Japanese version. My strategy may differ from yours. If you have anything to add, by all means e-mail it my way. This game is EXTREMELY non-linear after day 5, so you can do most of what I did in a different order and still be okay. If you have a better suggestion of how to do things, e-mail it to me, and I may put it in the next update. You\'ll get credit where it\'s due, yada yada. Enough of that, it\'s game time! +----------------------------+ |1a. The Golden Rules of RPGs| +----------------------------+ Three simple rules that dictate play in any and all role-playing games. Read \'em, memorize \'em, and practice \'em. 1. Talk to everybody. 2. Explore everything. 3. Search everywhere. +----------------+ |+--------------+| ||2. WALKTHROUGH|| |+--------------+| +----------------+ +-----+ |Intro| +-----+ Let\'s see... eject button... disc in... loading up... yay! Title screen! Okay, if you\'re a fan of the Final Fantasy series (or, really, any other RPG series out there), I recommend you head to the options, then choose Battle Config, then turn off Command Memory. This has the same effect as the Cursor Memory option of FF games, and I don\'t really like it. Then again, if you do, by all means leave it. Choosing start... now loading... wow! Shakespeare! So there\'s this boat in the ocean. It looks small enough to fit inside my living room. Okay, our orange-haired hero is riding this boat and heading to Pandule Island. He wakes up as a seaman tells him the island is just over the bend. Apparently, he\'s been asked to write this happy song for a royal wedding. Pattimo, the lute that our hero has on his back, starts talking (maybe our hero got a really bad case of motion sickness; I know that when I do, the ship itself starts talking back to me). Pattimo makes some off-hand (is that off-string?) comment about our hero getting too distracted by women, and that he really should try to behave on Pandule. Yeah, right, I can already see where this is heading. The ship lands; our hero disembarks, and is told he\'ll be picked up in six days. Sounds like a plan. After that, you get manual control, but as you walk south, you\'ll be forced into another automatic converation with seaman Kyte, some jabroni that\'s holding a swordfish. Moments later (while still in automatic control), you run into Royal Guard Rummy, a strawberry blond who apparently doesn\'t like wearing too much. Gotta love anime. Anyway, you finally get to name your hero... The default name is Mouse? Blech... Oh well, I always stick with defaults. No one named Pyro will be running around this island, I can tell you that. (The game zooms in on Rummy here. It\'s funny, when you look at anyone straight on, their nose seems to disappear.) Apparently, Rummy is Mouse\'s guide on the island. She\'ll lead you to the inn while talking, and everything is still in auto control. She gives you a bit of info about the island, like the fact that there\'s only 400 people there, and that everyone is going nutty with preperations for the wedding. As they continue, you learn that Sir Xelpherpolis is marrying the princess, which does sound like a pretty darn important event. Immediately after, Pattimo makes a comment about Rummy\'s breasts (which, I\'m sure you\'ve noticed, have been merrily bouncing this whole time). Man, games have changed in the past decade. Rummy and Mouse make their way to the inn, and Rummy shows Mouse to the room. She says that she\'ll escort you to the palace at 5 PM, but you\'re free wander the city while you wait. She then leaves, and Pattimo and Mouse again strike up a conversation. That thing makes me nervous, but apparently Rummy makes IT nervous. It wonders whether Rummy has a private adgenda, and warns you not to let your guard down. Then it reveals that apparently Mouse is not only a good musician, but a thief as well. With the island in chaos over the event, swiping valuables should be no big challenge, in theory. Then, the inn keeper pops into your room and talks your ears off. He finally goes away, indirectly giving you a piece of map (accessed by hitting the Select button). Finally, you get freedom. +-----+ |Day 1| +-----+ Off the bat, search the other two rooms carefully for items. You get your first chance to save when you exit the inn; from what I can tell, you can save anytime you\'re not in a building or dungeon. I would just like to state for the record that I love \"save anywhere, anytime\" games. Hmm... it seems that every house has at least one item to swipe. Not too bad. Just make sure to search every nook and cranny inside the houses if you enter them. The townspeople don\'t have anything too important to say, but Golden Rule #1 still holds merit. Quotable quote #1: \"Drinkers always want to drink. They just want to always be drinking!\" ~Aldon\'s Brother Anyway, explore to your heart\'s content. Make mental notes and directions so you can get to the mall and Pubilc Office whenever you need to. The former lets you buy items and weapon upgrades for Mouse, and latter is a source of money soon, which I\'ll explain in a second. At 5 PM, Rummy finds you no matter where you are and escorts you to the palace, making automatic control kick in again. You and Rummy meet General Bagoth at the palace doors. Sir Xelpherpolis is waiting for everyone, so you\'re led to his throne room. (He looks like a nicer version of Sephiroth from Final Fantasy 7, I notice.) He talks a bit, giving everyone a bit of Mouse\'s past and reputation. He repeats his request that Mouse write and perform a song for the wedding, knowing full well that 5 days is a bit unreasonable. After agreeing to perform (you\'re forced into it), Xelpherpolis -- you know what, I\'m going to call him Xel from now on -- Xel declares you a friend and offers to pay you 100,000 gold once the wedding is done with. He pays you 10% in advance now. Just then, Princess Loreille enters the scene. She\'s the chick on the front cover of the game, and she, like Rummy, thinks clothes are out of style and skin is in, and I\'m certainly not complaining. For some reason, I have this thing for anime chicks with that aqua-colored hair. Bah, I still think Rummy is hotter. Um, ahem, anyway... Mouse is completely overcome by Loreille\'s beauty and drops Pattimo on the ground. Loreille silently picks it up for Mouse, then hands it to them. As they both hold it, Mouse is inspired for his song. Now, I\'m gong to interject here and explain how this lute-playing thing works, because I don\'t think the game did a good enough job at it. First off, hit select to bring up options, and choose controller type. Four buttons will be used, but you\'ll need extremely nimble fingers. Still, I recommend the default control type. Anyway, the way this works... see those three vertical columns on the left? As the song plays, lines (the measures of the song) will scroll up from the bottom, and sections will be colored. What you have to do is hold the correct button matching the section. Then, as the color lines up with the colored bar near the top of the column, you hit the pick button. For example, the first note is colored red. So you\'d hold L2, lighting up that entire column. As the note hits the red bar near the top, you would hit Circle to pluck the guitar and make the note. Of course, that\'s all under the type-A control scheme. Your buttons may vary. Watch out for the very last note since you\'ll need to hold all three buttons at once, which is a weird task in the type-C and type-D schemes. Man, if only Rummy and Bagoth are clapping, they\'re sure making a lot of noise. Anyway, don\'t worry if you totally bomb this on your first attempt (I certainly did), because you can practice anytime afterwards. However, if you do exceptionally poorly, Xel will take back some of his advance. Do exceptionally well, and he\'ll give you a small raise. After the impromptu performance, an angry Rummy escorts Mouse out of the palace. She\'s a bit jealous of Loreille... I thought it was because my crappy performance. You get your manual control back, and now you can practice the song anytime you wish by accessing Pattimo through the item screen. Anyway, now you can explore the city again. Remember I told you to keep the location of the Public Office in mind? To get your advance, head to the Public Office building on your map and talk to Cofotober, the guy on the east wall. Now that you have some money, it\'s time to go shopping. Exit the building and go southwest a little to the intersection, then take the west path. The road is linear if you ignore all the buildings. The road will turn south, then it will turn west again. After it makes that west turn, a building will be on the south side of the road. Enter; this is where you can buy Antidotes and other status-restoring potions. Don\'t worry about buying anything now, but make sure you remember where this building is. You\'ll need a bunch of Antidotes eventually. After that, I recommend you buy Live Berries (northwest building of the mall) and upgrade Mouse\'s weapon once (south-central building of the mall). Although the weapon is a high priority, those antidotes and Live Berries are a little more important at the moment. After you have your stuff, keep on exploring. Start where you left off and keep pillaging the poor people. If you get antsy and want to hurry to the next event, head back to the inn and check your bed. You can sleep and advance the clock there by a few hours. +-----+ |Day 2| +-----+ At either midnight (if you stayed up) or when you wake up, Pattimo will suggest that you head to the palace. You\'re forced into it, but you don\'t have to worry about walking there since you\'re teleported automatically. You begin at the entrance of the palace, so move around and get a feel for the place. Eventually, you\'ll want to head to the throne room. It\'s on the second floor, and stairs are provided toward the northwestern corner of the first floor. In the throne room, Pattimo and Mouse look around but find nothing to steal. Pattimo suggests that you \"look over there,\" although it doesn\'t tell you what exactly \"there\" is. On the north end of the throne room, you can head east or west, though you won\'t get anywhere important if you go east. When you finally do head through the northwest door, follow the extremely linear path to Loreille\'s bedroom. You automatically walk out onto her balcony to find her staring out at the starry sky. Pattimo starts talking out loud, and it notices that Loreille doesn\'t seem to care that Mouse just broke into the room (or the fact that the thing is talking at all). For the first time, Loreille speaks, and calls the island paradise a prison. Hmm... She then walks away, and Pattimo tells Mouse that they should leave. That seemed rather pointless. You\'re deposited at the castle entrance at the base of her tower, and you can go back in... You can\'t talk to Loreille any more, though. I hate it when they keep secrets from me. Anyway, you get freedom, so go exploring. Quotable quote #2: \"People who take things are thieves.\" ~from a piece of paper inside a treasure box in the NE part of town At a hair before 6 AM (again assuming you stayed up and explored), you\'re thrown back to your room. The innkeeper whishes you good morning, then tells you that the Holy Gem ceremony is happening today. Pattimo suggests you go. Sounds like a plan. At the beach where the event supposedly will take place, all is quiet and empty with no one in sight. Well, not until Mouse looks over to his right, anyway. Standing in the water is Rummy, wearing even less than normal. She says that the ceremony starts at 8 AM and is held a bit north of where you\'re now standing. She then decides to escort you, which just makes the day that much better. As you head north, you enter your first fight. Rummy is strong enough to kill it herself, but she\'ll comment on how strong Mouse is whether he actually did anything. I\'m interjecting here again. Now that battles come into play, I want to talk about the styles (or stances, as I call them). Before and during each fight, you can select what stance you want your fighters to take: offensive, defensive, or balanced. Offensive gives you more attack, but you take more damage. Defensive does the opposite, and balanced lies somewhere in between. Through most of these early stages of the game, I recommend a balanced stance, although you can probably get away with an offensive stance, especially if you\'re packing plenty of Live Berries to heal HP. You can pick up a D.H. Egg in a treasure box on the west end of beach (head down to the Confirmed Information for more about D.H. Eggs, but reailze that there are a million spoilers in that section). Within a few seconds, it will be time for the Holy Gem Ceremony, and you\'ll be transported there automatically. Some weird funky magic happens as mummies do pelvic dances, and eventually the Holy Gem appears after Loreille, who is looking absolutely stoned, passes out. It\'s times like this that you just stare at a game and say \"Oookaaayyy...\" After the ceremony, General Bagoth talks to Mouse and asks him to be at the palace in the afternoon. Don\'t worry, like usual, you\'ll be transported there automatically when the time comes. Rummy, the ever curious one, wants to know what\'s going on, but doesn\'t stick around to pry. You\'re left alone with the talking banjo again, and you\'re given freedom to explore the forest. Explore it at your leisure, and make sure to level up as much as possible. Ignore Pattimo\'s request to head back to the inn; fighting is more important. After the cutscenes, run south a bit, then turn west into the grassy plain. Keep heading southwest until you find a sign post in the middle of the plain, then head north to the farmers\' house. In the house, you can find another map piece, this one for your immediate area in the forest, in the little bookshelf by the beds. (There\'s another set of houses nearby to the east, but they don\'t contain any map piece.) At 11:30, Pattimo warns that you probably shouldn\'t go to the palace, but realizes that you\'re going to go anyway. At 1 PM, Pattimo says that it\'s time to go talk to the general, and you\'re teleported there automatically. At the palace, you find Rummy in one of her really ticked off moods again. (\"Unfortunately, I\'ll be escorting you,\" she says. It\'s not unfortunate to me!) She escorts you to Bagoth\'s chambers anyway, where he greets you happily. He asks Rummy to fetch the two of you drinks, then mentions how she\'s always angry at everything. Bagoth leads Mouse to a different room before Rummy gets back, leaving her even more angry than how she started. Bagoth confides in you that he\'s been sensing evil approaching the island, and he asks if you think he\'s crazy. I answered yes, because I\'m mean like that. He leaves you alone, giving you freedom to explore, and Pattimo suggests we get the heck off the island. Well, we shouldn\'t do anything that rash yet... so for now, let\'s explore the castle. Within a few steps of leaving the little area, you\'re attacked. Pattimo wonders aloud what the creature is, but lets it pass. I assure you that all the enemies in this place are realatively easy, as long as you avoid the offensive stance since you\'ll take mediocre amounts of damage. I just stayed balanced and performed well. Anyway, now you can explore the castle. The paths are generally linear, but you could get lost. The shortest route to the exit from your starting position is to head west, go down the stairs, follow the hallway around, north at the next intersection, go down those stairs, then just said straight south. However, I stick around a bit, grabbing items and talking everyone, not to mention leveling up. Of course, it\'s up to you. If you head through the east path closest to the palace entrance, then enter the room on the east edge, one of the soldiers there will give you a map piece. It\'s not that detailed, but hey, it\'s something. At precisely 5 PM, Rummy appears out of nowhere no matter where you are. She invites you to join her at the restaurant in town at 7:30 PM and provides you with a map. Unlike the events so far, you are NOT teleported there automatically when the time comes. If you\'re on the other side of the palace, you need to hurry to the exit to get to the restaurant in time. I would suggest that you save, just in case you don\'t make it and need to do a second attempt. I timed that it takes 1 hour and 10 minutes to get from the castle entrance to the restaurant if you run full speed, don\'t make wrong turns, and don\'t talk to anybody. Therefore, the absolute latest you can leave the palace is at 6:20, and that\'s cutting it close. If you get there early, I\'d suggest practicing the song. Practice makes perfect, as the saying goes. Okay, here\'s how to get to the restaurant. Exit the castle, then cut through the town square. Exit the square from the southwestern exit, then head north immediately (like you\'re going to the Public Office). Turn east at the next entrance and pass under the bridge, then take the first north. Go up the little ramp, then head east (the only way you can). After the next section loads, keep going east. The road will end and turn north, then give you another intersection. Go north, then turn east when you come to the next T-section. You\'ll pass a little well on the north side of the road, and the next building you see is the restaurant. (Double-check your map to find the exact place.) In any event, once you\'re in the restaurant and 7:30 rolls around, Rummy appears at a table. You sit with her, dine, and can ask her questions about Loreille, Xel, the wedding, or Rummy herself. If you want the most information, choose Loreille last and choose the others repeatedly until she starts repeating herself. Once you\'re ready to continue (or if you\'re in a hurry to just get on with it), ask her about Loreille twice to trigger the next event. Rummy gets rather mad again and walks out to the balcony, where Mouse follows her. There\'s a short dialogue exchanged, then Rummy leaves. It\'s 8 PM, and you again have the freedom to explore. You may want to get the piece of map on the east side of town. It\'s held by a peace-keeping officer inside the church, which is two buildings south of the restuarant. Things are getting a little creepy on the island, so let\'s take Pattimo\'s suggestion of getting out of here (just humor me). Once you get the map piece, exit the church and head east. Cross the stone bridge and follow the road around as it eventually heads south. At the intersection, keep going south, and you\'ll go down a small ramp. You\'ll be on some dirt in an area behind some houses if you\'re on the right track. Cut west between the buildings until you find the cobblestone road, then turn south. This road is linear for a long while before giving you an intersection. At it, go west, then keep following the road north. At the next intersection, go west down the little ramp. At the next intersection, go south. Yet again the road become extremely linear. Take the west turn when you get to the T-section, and you\'ll be back at the harbor that you started the whole adventure on. Keep going west, and you\'ll enter automatic control. Mouse sees a guy sleeping on the job, so he sneaks past him and heads to a little red rowboat. Mouse heads out to see, thinking about things, and Pattimo notices that the boat didn\'t get very far before turning around. Loreille\'s words about the island being a prison come back to haunt Mouse. He decides to just head back to island, and you\'re given manual control. +-----+ |Day 3| +-----+ It\'s now 6 AM, and we need to book it back to the inn. From the harbor, go east, and take the north path at the intersection. The cobblestone road is linear for a long time, then you reach a familiar T-section. Go north here, then turn west when the cobblestone road shortly ends. Wind your way through all the tents and everything, and you\'ll eventually cross a stone bridge. Keep going west through the mall and town square, then head north as if you\'re heading to the Public Office. Go east, pass under the bridge, and jump into the inn just beside you. Talk to Rinna\'s father from across the desk. He mentions that the bandits are active, so the town is a bit dangerous at night. After a few more warnings, Rinna, the innkeeper\'s daughter, pops up from nowhere and offers to give you a tour of the island. Go for it. She\'ll show you several places in the town, then take you to her \"special place\" (it\'s an area in the forest, you sick pervert!). There, you\'ll have to perform the song for her. You don\'t get or lose anything no matter how well you do, but it\'s nice to have a high score and to hear Rinna\'s applause. After the song, the Holy Crown Ceremony commences near the clearing. Rinna leads Mouse to it. The mummies do more of their pelvic dances, Loreille passes out again, and a gold crown appears on the pedestal. After that, you get to explore and fight in the forest. Rinna will assist you in fights, but be careful with her, because she\'s a total wussie. You may want to keep her in a defensive stance; she\'s not all that strong on offense anyway. I mean, just how much damage CAN you do with a mop? By the way, immediately after you get manual control back, head northeast. In a treasure box there obscured slightly by the trees will be a map piece. You should also head back to Rinna\'s special place to grab the treasure box you saw when you performing the song for her. Hit Select to bring up the map piece you just got. Her special place is that little clearing in the southeast corner of the map. Anyway, run around the forest leveling up until 4 PM when you\'ll be teleported automatically back to the inn. Rinna departs to get ready for the Dancing Ceremony, and the innkeeper says that your presence is requested at the castle for the wedding reception, but it\'s not for a few hours. You\'re free to do as you please. At 6 PM, it starts raining, but dancers appear in the town square along with a bunch of people anyway. The citizens have some nifty things to say, some of which is of course totally pointless. However, you\'re still not due at the castle for another hour, so just explore or relax. When 7 PM rolls around, a Lady of the Court will appear and teleport you to the palace automatically. There, Xel publicly thanks everyone for supporting him, then summons Loreille to appear in her wedding dress. (Isn\'t that bad luck?) She is, of course, stunning, although she has one funky hat. Unfortunately, the party is crashed by bandits, led by their leader, Gallhint. During the battle, Loreille says that the whole thing is staged and that Xel would win by stabbing the leader in the chest. It happens that way exactly, with the stab accompanied by a fountain of blood. Xel reveals for apparently no reason that he\'s actually controlling the people on the island, and everyone eventually forgets their identity to act how Xel himself chooses. In other words, not only does Xel LOOK like Sephiroth, he\'s just as evil. You\'re left to wander around on your own. +-----+ |Day 4| +-----+ At just a hair before 6 AM, you\'re thrown into a cutscene with Ano, the magic scientist. He makes a comment about the Sacred Sword, and then the scene cuts again to Xel and Loreille on her balcony. We find out a bit more just how detestable Xel is. After that, the scene changes back to Mouse, wherever you were standing when the scenes started, and you\'re free to explore again. At some point in the morning, if you head to the castle, you\'ll trigger an event. Xel more or less threatens you, although he does it in such a way that you can\'t just bash him over the head with Pattimo, although that would certainly be a nice option right now. Anyway, Ano pops up, informing Xel of a few problems with the Sacred Sword because the Demon Reactor is having issues. Ano leaves after making his report, and Xel invites you to dinner with him that night since it\'ll be the only chance you have to see all the treasures up close and personal. He says that the dinner in the castle is as 8 PM, and then he leaves you in peace to wander everywhere again. Immediately, go west along the path past plants. You\'ll pass Loreille\'s tower, and after you take a few more steps, you\'ll see the princess herself in a cutscene. She dismisses her aides and is left alone with Mouse. She asks you what you want from her, and either choice more or less produces the same answer. Either way, she basically says that Xel can\'t be stopped, and we\'re all screwed. We\'ll see about that! You\'re free to wander around again now, and there\'s a quick stop we need to make. From the castle, go south so you cross the long bridge and fly down the stairs. Bear west around the town square, then go north as soon as you can (as if you\'re going to the Public Office). Turn east and keep running, going PAST the inn. At the end of the road to the north side is a gray stone building. Enter this, then talk to the guy in the back of the room. He\'ll thank you for being a tourist, then he\'ll give you a Monster Chart, accessible through the Item menu. This is a record of the monsters you\'ve fought, although it\'s pretty darn empty at the moment. You won\'t be able to get more info for the monsters for a long time, but I\'ll mention it when we get there. Now you\'re free to do as you please until 7:30 PM, when a nameless royal guard will appear and escort you to the palace automatically for the dinner. Rummy is there to serve drinks, but Xel senses something and takes Loreille\'s drink away from her, then orders Rummy to drink it herself. Rummy tosses the blue glass away, which bursts into flames (that\'s some powerful stuff). Rummy is taken away for her attempted murder, although Xel doesn\'t seem too concerned. Loreille isn\'t pleased, but Xel insists that everyone is going to end up being his puppets. What a nice guy! An explosion in the Demon Reactor sends Mouse scurrying to the scene. Many are dead, including Geneal Bagoth. He managed to save the Sacred Sword though, so it\'s not all bad... Although, he was a nice guy. Pity we couldn\'t get him on our side. You have freedom, and you can even walk into the building that just exploded. However, there\'s nothing inside the building except for enemies. Then again, you could always hunt around here to gain a few levels and some money. As always, it\'s up to you. +-----+ |Day 5| +-----+ At about 6 AM, you get a cut scene of Xel, happy that this is the day of his wedding. Immediately after, you get control of Mouse again. Sometime between noon and 6 PM, head to the castle. Take the little stone road that goes west right before the first planter. Walk on the grass near the tower, and Pattimo will make an off-hand comment about being under Loreille\'s room. Freeze, then go to your Items list. Whip out Pattimo and play Impression, the only song you have. No matter how you do, a short dialogue will go between Mouse and Loreille, and you\'ll get a new song, Love Grow! (It doesn\'t SAY you got it, but if you go to Pattimo through the Item screen, you\'ll see that it\'s there.) Don\'t take a step, immediately play the new song. You\'ll get ANOTHER cut scene with Loreille, who tosses down a flower. Now you\'re free to explore until 8 PM, when a scene in the town square is shown. The dancers keep dancing, and fireworks light the sky as the cloth on the statue finally comes off to reveal a stupid large stony version of Xel. That guy\'s ego is so huge, I\'m not sure how his head fits on his body. Anyway, you\'re again free to explore until 10 till 9, when Pattimo says that it\'s time to give Xel a new present. The wedding gets underway, with Loreille not looking too pleased about the whole thing. The crowd happily applauds at everything as a spotlight falls on Mouse. Here, you have to perform a new song called Eternal Love, which is similar to but much longer than the original Impression. I absolutely bombed my first attempt. Here was my score: Rank: D Great: 96 Good: 61 Bad: 81 Max Combo: 37 Score: 1610400 The crowd applauds for you, no matter how badly you did. As Mouse goes up to shake Xel\'s hand, the former sees his chance and pulls his sword out. However, Xel is too quick, and he grabs the Sacred Sword to block, completely warding the attack. A few words are exchanged, and the guards come rushing while the crowd becomes panicked. Loreille tries to cheer you on, but Xel says that it\'s too late to fight. Mouse and Loreille look around to see everything frozen. A fight commences between you and Xel, but it\'s a fixed fight that you WILL lose. Don\'t fret, it\'s part of the storyline. Anyway, you see the island getting washed over with Xel\'s evil magic as Mouse gets frozen himself. The screen goes black for a moment. When it clears, Mouse is... on the boat that had dropped him off??? He\'s told that he\'s arrived at his destination, and is thrown off onto the docks. The boat disappears in a haze as it sails away. Things are getting weird. +-----+ |Day 6| +-----+ Just like last time, seaman Kyte talks to you after a few seconds. The conversation proceeds exactly as it had in day 1. Pattimo and Mouse realize what\'s going on with the time, though Mouse plays along as if it had none of this happened before. Rummy comes up, bouncing all the way, and repeats what she said the first time through. As Pattimo points out, everything that happened on the first day is simply repeating itself. It\'s at this point that I thank Konami for putting in the fast forward button to speed the cutscenes. The only real difference is that Mouse cuts off Pattimo before it finishes its comment about Rummy\'s breasts. Ah well, at least she doesn\'t walk away as mad this time. Once she escorts you to your room at the inn and leaves, Pattimo updates you on the situation. It explains it better than I ever could. In short, you need to start your journey early and prevent little mistakes the islanders make. Your reward will be additional people on your side who manage to remember everything, in theory. (Of course, in theory, you were supposed to leave the island yesterday, and you weren\'t supposed to be attacked by a ruthless evil guy.) By the way, any item you had at the end of Day 5 is gone (aside from equippable items and map pieces), but any that you\'ve swiped from houses are back in their drawers or cupboards or wherever. You are free to explore the place until 5 PM, when again Rummy will come for you and teleport you to the castle to meet with Xel for the \"first\" time. This time, Mouse doesn\'t drop Pattimo when Loreille appears, but the conversation happens as if nothing changed. She touches hands with Mouse, and he plays. Here, you can select which song you want to play. I go with Impression since, you know, it\'s the easiest of the three. If you\'ve been practicing, you should be able to absolutely tear up the song. Don\'t forget to collect your advance at the Public Office. +-----+ |Day 7| +-----+ It seems that now you\'re on full exploration mode. You need to find some allies and get stronger so you can fight Xel. Sounds like a good idea. Let\'s see, the first thing that happened after day 1 is... *scrolls up his FAQ* ... Pattimo suggested that you go to the castle. Well, nothing happened there except that Loreille called you a prisoner of the island. I doubt we can recruit her, so let\'s pass on that. The next event was... Ah! It was the whole Holy Gem Ceremony! We met up with Rummy, who then took us to the event. Since we know that she\'s going swimming, maybe we can beat her to the beach. Make sure to stock up on Live Berries and Antidotes before heading out, you\'ll need them. For the first time, you\'ll encounter enemies that can poison you. The poison status sticks after a battle, but it only damages you when you\'re actually fighting. Every few seconds, a chunk of your HP is taken, but the game won\'t tell you how much. If you get poisoned (maybe that should be, WHEN you get poisoned), always try to do quick attacks. If you\'re in the middle of a long attack, HP will still be taken away during the animation, and it can be a total killer, so be careful. You\'ll need to get to the beach by 6 AM. I timed that I could make it in about 3 hours (remember, battles don\'t take game time), so you\'ll need to leave no later than 3 AM. To get to the beach from the city, you need to take a path as east as possible. Head to the inn, it\'s a good starting point. From there, go west, and take the first path north up the little ramp. Follow that road as east as possible. Eventually, you\'ll have to take a short turn to end up going east again. If you\'re heading the right way, you\'ll cross the river on a stone bridge. The road will come to an end, and it\'ll turn south. Go ahead and head south with it, turning east at the little garden. Now here, instead of following the road, keep going east behind the building. A tiny path will be there that will lead you into the forest. This is around the area where you saw the Holy Crown Ceremony, but you\'re still a bit away from the beach. Follow the dirt trail south, around the bend, and east. When you come to an intersection, head east, then follow the dirt path north. Keep an eye out for a small dirt path on the east edge of the forest: that\'s what you want to head to. After that, follow the dirt path as northeast as you can. You\'ll eventually stumble onto a piece of map in a treasure box! Keep heading northeast, following along the coastline of the river. You\'ll be able to recognize the exact part of the beach by a small pile of brown rocks (where Rummy hid behind to change clothes). Once you make it, chill for awhile or fight around to get some money. Those weapon upgrades are expensive! At 6 AM, Rummy will appear there. Mouse explains what\'s going on, but Rummy doesn\'t believe him, not that I can blame her. (\"So, uh, the time is doing the thing like in the movie Groundhog Day. No really, it is!\") She gets ticked off, changes clothes, then says that she\'ll escort you to the ceremony anyway. There\'s no period of fighting this time, you are teleported immediately. You watch the Holy Gem Ceremony again, and General Bagoth again comes to ask you if you\'d speak to him at the castle. Rummy promises to pick you up after noon again. Just like on Day 2, at exactly 1 PM you\'ll be teleported to the castle automatically. There\'s no new dialogue until the General asks you whether you think he\'s crazy. This time, I chose \"No.\" Mouse goes through the trouble of explaining things to Bagoth, but the General doesn\'t believe him. Pattimo suggests that you show him proof, like foretelling something that will happen in the next few days. Sounds good, keep it in mind. (I just had a chilling thought... does this mean that a talking guitar is the brains behind the good guys? That\'s not too reassuring.) You\'re free to wander around the castle. At 5 PM, whether you\'re in the castle or not, Rummy will appear and give you the invitation to dinner that night at 7:30. Again, you won\'t be teleported automatically, so get there early. The dinner goes a little different this time, with Rummy getting absolutely drunk off her cute little butt, and she poses a question to you: whether you think she\'s attractive, especially compared to the Princess. How can you say that those gorgeous green eyes are unattractive? I can\'t, I\'ll tell you! The problem is, Rummy doesn\'t believe it. Bah. Rummy passes out moments later, and Mouse does the gentleman thing, walking her (well, practically carrying her) to her house. A short cut scene ensues, and when it finished, almost 12 hours passed. Remember where Rummy\'s house is, I use it as a reference point several more times. Anyway, once she\'s home, Rummy softly says (once Mouse has left), that if he really can tell what\'s going to happen in the future, he should stop her from doing what she\'s planning. Well, we know she\'s going to try to explode Loreille. It will fail, but she doesn\'t know that yet. Keep that in mind, we can prepare to do it later this week. +-----+ |Day 8| +-----+ Since you\'re this close to the fish store, you can easily get another map piece if you have at least 1000 gold. Across the street from Rummy\'s house, slightly north, is the fish store. Enter it, then take the stairs on the east side of the building to get to the sunny beach. Head south until you see a narrow building with a blue awning. Now, somewhere along the wall hidden by the blue awning is the door. It took me a few seconds to find it the first time, but I assure you that there\'s a door there. Enter, and talk to the man behind the counter. Choose Buy, then immediately cancel, and he\'ll offer to sell you the map piece for 1000. (\"Free map piece, no purchase necessary! Well, except for the map piece.\") Grab it. Okay, on the first week that we were here, Rinna managed to talk us into a date this day. Maybe we can free her from the spell (since we already know she\'s an ally due to the bit of fighting we did in the forest), so book it back to the inn. From the fish store, head north, go around the little fenced-in grass, and you\'ll soon find the road that goes to the Public Office and the inn. Talk to Rinna\'s father from across the desk like you did last time. Mouse looks a little stoned as he listens... maybe he\'s still a bit tipsy from last night? As before, Rinna pops up and wants another date. Accept, and follow her as she takes you on a tour through the island again (don\'t you love the fast-forward button?). Things get a little different once you get to her special place though... instead of playing Impression, you have to deal with a new song called Woods Energy. THIS SONG IS FRIGGIN\' HARD. Here\'s my first attempt... WOODS ENERGY Rank: D Great: 33 Good: 26 Bad: 103 Max Combo: 13 Score: 416,300 As you can see, I blew it. Big time. Good thing she\'s a naive girl, or she would have taken that mop and broke it over my head. Anyway, the Holy Crown Ceremony commences, and you\'re forced to watch it. Hurry and finish checking out the mummies\' strip routines, then get ready to run (as if you wouldn\'t run from mummies doing strip routines in the first place). Okay, with Rinna in tow, let\'s go check on Rummy, see if she\'s sobered up yet. Hit select to bring up your map. As you can see, you\'ll have to go south, then west, then southwest, then north, then west. Do so. Once you\'re back in town, go west, then south. You\'ll head down a small ramp, and the road ends. Turn west here. Cut between the buildings, then go north when you hit the cobblestone road. Keep going west at the intersection, then go west around the buildings when the road ends. You\'re on the right path if you cross a crappy wooden bridge and you find yourself in the mall. From here, so southwest after you cut west through the mall and town square. Head south, and the second building on the west side is Rummy\'s. Approach her door, and you\'ll eavesdrop on her planning something. Creepy... although we already know what she\'s going to do. At least we know that she\'s still planning it, and she wants us to stop her, but we can\'t do a thing until tomorrow. Keep it in mind, however. Okay, you\'re taken back to the inn automatically at 4 PM like last time. You are once again invited to the castle for the wedding reception, but this time there\'s no escort to the castle. To get the cutscene, you have to be on the castle courtyard (the area between the bridge and the front door) at 7:45. Sephiroth -- er, Xel -- appears for the party, and it\'s crashed again by the bandits. One death later, Xel more or less admits that he knows Mouse is aware of the time loop, but brags that Mouse can\'t do anything about it. Xel seems even more evil than Sephiroth, but his taste in clothing is far worse. +-----+ |Day 9| +-----+ Since we know that Rummy is going to try something tonight at the dinner that will won\'t be very healthy to her, let\'s go try to warn her ahead of time. After noon, head to the castle. Rummy\'s room is on the floor below you. Take the first path west, and bear west when the path turns north and splits into two. Take those stairs down, then follow the path east. At the intersection, head east until you smack into a wall. Take a quick hop south, then another path east. You\'ll encounter another set of stairs, but that\'s not the target. The room that\'s just east of the stairs is Rummy\'s room. Head in there and talk to her. She\'ll leave you, and leave three items on her table at the same time. Save the game, then check out the piece of paper. Hmm... apparently, her homemade bomb can be nulled with a Nightmare Root. Now check out the flower and stone, and you\'ll engage in a fight. This monster is called Jaylamu. He\'s strong, but he\'s awfully slow, so you shouldn\'t have any problems if you have some Live Berries in reserve. Beat him to get the Root. If only all quests are this easy. The dinner occurs at 8 PM, remember, so you\'ll need to get to the kitchen before then. Simply reverse the directions I gave you to go back to the stairs, but don\'t take them. The kitchen is right across from them. Talk to the chefs, and you\'ll find that you\'ll need to come back between 7 and 8. I suggest that you just fight around in the hall until the appointed time. Either way, go back into the kitchen when the time comes and talk to the chefs. They\'ll tell you that the glasses with the wine are \"over there,\" or by the shelves toward the west end of the room. Save the game, then check the glasses, and you\'ll be asked which glass the Princess was given. Choose the Blue one, and you\'ll engage in another fight with Jaylamu, albeit without arms. Take him out like before. Afterwards, you\'ll be automatically taken to the banquet. The scene starts the same way, with the drinks being served. When Xel orders Rummy to drink the now-unpoisoned wine, however, Mouse volunteers himself. He takes a drink, much to Rummy\'s scare, but because the bomb has been defused, he simply hands the glass back with a smile. He then sits back down and starts eating, oblivious to everything, reminding me a bit of Shaggy from Scooby Doo. With no reason to toss her in a dungeon, Xel just resumes the dinner and lets Rummy be. The scene breaks to after the banquet. Rummy stops Mouse in the hall and asks how he knew about the poison. Pattimo decides to make himself known now and answers for him. Mouse lays a hand affectionately on Rummy\'s shoulder, and POOF! You get a new party member! Finally, battles AREN\'T solo! Now that you have a second member, I need to tell you something that may break your heart and/or annoy the snot out of you. Remember that you can upgrade your weapon at blacksmith shops? The problem is that every character has their own shop. Yeah, it bites... I\'ll put a list at the end of the FAQ to tell you where they are, but I\'ll also put it here in the walkthrough. Rummy\'s is the southwest building of the group of six in the village mall, near the one for Mouse. Now, didn\'t it annoy you that you lost all your items after the time warp? Let\'s prevent that from happening next time! Save the game if you haven\'t recently, and then get the heck out of the castle. From the starting point, head south and bear east, and follow the path around west and north to take the stairs down. Step west a bit, then just run south, and you\'ll be free of the castle. Then, head all the way south until you\'re down the stairs. Immediately head east, go north around the mall, and cross the wooden bridge. Keep going east until you find the gray cobblestone road and head south. Follow the road as it bends southeast, and turn west at the intersection. Go down the little hill, then immedately go into the gray building just to the south. This is the village bar. Talk to the woman at the bar, the one with blue hair. This is Claire, the famous watchmaker everyone in the world has been talking about. After speaking with her, talk to the girl at the far west edge, behind the counter. Buy a drink for 200G, then talk to Claire again. You\'ll pass the drink to her, making her happy. One conversation later, you now have access to her watch shop. +------+ |Day 10| +------+ Mess around or sleep until 6 AM. After that, we should go check out the watch shop. A good starting point is the statue in the center of the town square, so head there. From it, take the road in the southwest corner of the square, then turn west at the intersection. Keep following the road west, and you\'ll eventually slam into the watch shop\'s door. Once you enter, Claire will greet you. Go ahead and check things out, then leave anytime. As you do, she\'ll stop you and give you a premonition that you\'ll be involved with something big (well, gee whiz, ya think so?). Pattimo then talks, and Claire doesn\'t seem too surprised. What\'s more surprising to her is Mouse\'s knowledge of what\'s really going down on the island. She managed to accept it as the truth though. As Claire and Mouse touch hands, WHAM! you\'ve got a brand spakin\' new hottie on your side! Your party is now three-strong, but let\'s not leave just yet. Enter the watch shop again, and Claire will take you to the basement. She\'ll show you a safe that she dubs the Time Vault, since items inside it don\'t get destroyed when the time loops! The vault works like a bank. Deposit everything that you know won\'t be carried over, including all your money. Claire will also unlock the second floor door, in effect letting you quickly scale the wall. Between the safe and the second door, Claire is a real time saver! (I know the pun was stupid. I write stupid puns, it\'s what I do.) You can store up to 5 item types in the vault, and as many of that type as you want (for example, you can shove 99 Live Berries in there). I suggest that you take your new gals to the castle or forest and get them trained for battle. Every experience point counts. By the way, the smith shop for Claire is two buildings to the west of the restaurant where you dined with Rummy. Don\'t fight for more than a few hours though, because you\'ll want to have plenty of time to go deposit your items and money in the Time Vault. After that, there won\'t be much time left, so go ahead and chill until 10 till 9, when the wedding occurs. You\'ll be taken to it automatically, if you so desire. Go to it, run through the drill, and don\'t worry about getting killed. Of course, you may be asking, \"Why should I bother fighting if I\'m going to lose?\" One word: abilities. Just because you don\'t get experience points doesn\'t mean you won\'t learn new abilities. Take the pain, it\'s good for ya, and you won\'t get a game over, I promise. +------+ |Day 11| +------+ Most of the intro is chopped away. The scene opens with you already standing on the dock. The gorgeous Claire welcomes you, and she follows you when you\'re taken to the inn (although you don\'t actually have to watch that this time). You, Claire, and Pattimo will relax in the room, trying to figure out what to do. Mouse hears something outside the room and investigates, finding only a mop. Apparently, Rinna overheard the conversation. Hmm... well, I\'m pretty sure we know of at least one more possible ally. Once Mouse heads downstairs, Rinna says hi, but runs the heck away. Talk to her father from across the counter, and you\'ll be told that she took off. You can\'t do anything more for her now, so let\'s get some other allies. For the next one on your list, you need to throw Claire out of your party. Go to the menu screen, then choose Status. Select Claire, then Remove From Party. Don\'t worry, she\'s back in her shop, waiting for you when you need her. Head west from the inn and north up the little ramp. Head east, then north at the next main interseciton, and go up THIS small ramp. From here, follow the road west, ignoring the intersections. You\'ll pass under the long bridge if you\'re heading the right way. Eventually, you\'ll encounter a small park. Go west through it, and you\'ll see a little shrine with a stone bird. Go northwest from there, and you\'ll see a little dirt path in the woods. Follow it as it bends south, and you\'ll eventually encounter a house. This is the home of Plosi, an artist who is going to paint a portrait of the Princess as a wedding gift. Plosi\'s protrait of the princess would probably be very beautiful, if not for the fact that Plosi seems to want to paint her in her bra and panties (as if she doesn\'t show that much skin in the first place). Mouse was going to leave at that point, but Plosi pleads with him to bring a young girl to him to \"refresh his memory what a young girl\'s skin looks like.\" We know two young girls, don\'t we? I\'m going to choose Rummy since, you know, I think she\'s hotter. You can find her in her room in the castle, and you can find Claire in her shop. Choose either one, and put her into your party. Take your partner through the paths again, and head to Plosi\'s house. Plosi then jumps your chosen model, who then goes to town on his sorry butt, and not in the good way. As Plosi licks his wounds, Pattimo and he make a deal with your model as an unwilling partner. Take whomever you chose back to Plosi\'s house between 6 AM and 9 AM on the third day of the week, or Day 13 by now. I\'ll remind you of it when we get that far. For now, we can\'t do a thing until tomorrow. Pick up the other girl again if you wish, then mess around until 5 PM. Rummy will escort you to the castle as usual. Go through the motions as you\'ve done twice before, although you won\'t have to play the song this time. You still get your advance of 10,000, however, back at the public office. After that, don\'t forget to withdraw your items and money from the Time Vault. You\'ll need them, you know. +------+ |Day 12| +------+ Nothing important happens today. Just level up if you wish; as I said, those weapon upgrades are expensive. +------+ |Day 13| +------+ This is going to be a busy day. Remember, you promised to deliver either Rummy or Claire to Plosi this morning. Make sure your chosen hottie is in your party, then head to his house. Once the time rolls around (6 to 9 AM), you\'ll have to boot the third person out of your party if you haven\'t already; just you and the chosen model should be under your control. Head inside and watch magic being made, or something. Once the painting is done, Mouse gets the wise idea to disguise himself as Plosi\'s assistant. That way, they can get into the interior of the castle. Immediately, you are attacked. No problem, though, just fight hard. Plosi is a wuss, but he can serve as a healer. The fight shows Plosi that you are telling the truth about the time loop, which is cool. He may be a bigger perv than I am (which is something), but that\'s one less person who is absorbed by Xel\'s magic. The scene continues to the princess\'s room. She dismisses all her aides because she can see through Mouse\'s disguise. He tosses it away while Loreille asks him why he bothers resisting the time loop. Plosi understands that her threatening attitude is mostly because she cares deeply about him, turning the game down the romance road. Mouse and Loreille hold hands, with the latter wishing luck to the former. The scene cuts away to the outside. Plosi and Mouse leave, with Plosi agreeing to help you, if for no other reason than to pick up chicks. Perhaps he thinks the castle is a nightclub, I dunno. Anyway, as the two shake hands, Plosi gets taken out of the time loop. You now have four party members, although Plosi has no way to directly attack at the moment. He also doesn\'t have a blacksmith shop, since his weapon (a paintbrush, of all things) only has one level. There\'s no time to take a break, though. Quickly head to Claire\'s shop for a new happy item, one which will make your life so much easier. First, she tells you that you can now store up to 10 item types in the vault, doubling its capacity. Second, and most importantly, Claire shows you a floor mirror that can teleport any inactive party member to you. Now, you don\'t have to run around and hunt down your allies! We\'re getting into the fancy crap now! Anyway, grab the two people you trust most, then head to the inn. We\'re not heading to the wedding reception tonight, we have another ally to get! Once inside, stand in front of the counter across from Rinna\'s father, and just chill. At exactly 7 PM, he\'ll tell you that Rinna still hasn\'t showed. Mouse and Pattimo now figure out what happened. Thinking back to your first meeting with her, you know that she has a favorite place in the forest, so she\'s probably there. You\'ll need to hurry, so you may want to save right now in case you have to make another attempt. Remember how to get there? From the inn, head west, then turn south at the Public Office, then head east through the town square toward the mall, just like you did to get to the pub for Claire. This time, though, bear to the north of the mall, not the south. You\'ll cross a crappy looking wooden bridge if you\'re on the right path. Keep heading east, and you\'ll the cobblestone road. At the south-or-east intersection, take the east route, going up the little ramp. Follow the road as it makes a sharp turn south. Look for the gray building with a big brown bottle on the east side of the road. Go behind this building and keep heading east. You\'ll see another small ramp going north here that you need to take. Follow that road and turn east when the road goes in that direction. Immediately after, the road turns south. Again ignore the turn and KEEP GOING EAST past the buildings. You\'ll be in the forest on a light brown dirt path. Turn south, and go ALL the way south. Turn east into the trees; this is where Rinna took you when you played the song for her. Pattimo will hear Rinna scream. She\'s surrounded by baddies (including those pelvic mummies) who want to re-educate her on how time works on the island. Mouse steps in, and a fight ensues. Slaughter the Phoenix Masks first, they go down easily. Once the ox dude is alone, he\'s a piece of cake. You may not even need to heal anyone at that point. Just use your strongest attacks, and he\'ll fall in no time. The mask chips away to reveal a hideous beast named Grantus who decides to take his leave. Let him go, there will be other times to slaughter him. For now, we have to check on Rinna. She apologizes for running away, but explains how afraid she was. Mouse plays a song to calm her (you don\'t have to play it), and Rinna feels better. As she leans on Mouse\'s shoulder, the spell breaks. You won\'t be able to use her for a little while, but don\'t fret, she\'s safe. Anyway, Mouse delivers the sleeping Rinna back to the inn automatically, saving you a trip. She is put to bed, and the day ends. +------+ |Day 14| +------+ With four characters already on your roster, today is more or less pointless. You could use it to gain your people\'s skills, or upgrade weapons, or get money, or heck, you could just sleep the day away. +------+ |Day 15| +------+ Because Rinna is asleep for now, recovering from the whole Grantus ordeal, her dancing spot is taken by a little blond girl like the other four. Pity, I wanted to see Rummy do some dancing... Anyway, there\'s nothing to do today either. However, make sure that you\'ve deposited all your items and money in the Time Vault before continuing. You don\'t want to lose all your stuff, do you? You are given the option to crash the wedding again to attack Xel. It\'s up to you whether you want to, and again you will lose, but if you want one more chance to gain some abilities (or to play the song), then go for it. +------+ |Day 16| +------+ The beginning of week 4. Gettin\' tired yet? This time, we\'re greeted by Rinna. She recognizes Mouse off the bat, so we know that she\'s cured of the spell. Rinna asks to be a part of the group now. Who could say no to that cute face? Accept, and you\'ll now find that your party has grown to 5 total. Trust me, she\'ll now be stronger than Mighty Mop Girl. Well, sorta. If you look at Rinna through the Skill screen from the menu, you\'ll see that she still only has one skill, Spring Cleaning. However, you should also notice that a fifth option has suddenly been added under the Skill list. It\'s called \"Change.\" Click it, and Rinna turns into RindRinna. She now wears the same attire that she had on when she was dancing, although to me it looks likes she\'s a super hero with blue bunny ears, or something. (This is like Sailor Moon Syndrome: \"That\'s a good disguise, adding those things in your hair! I can\'t recognize you at all!\") As RindRinna, she is much stronger, and has a nice healing spell. Rinna, by the way, has no blacksmith shop. Both she and her alterego have weapons with only one level. Anyway, let\'s see. With only four characters recruited (not including Mouse), we only have one-third of the roster. Let\'s start getting more! You can now recruit Kyte, the seaman who welcomes you the first (and sixth) day of your visit. This is a multi-step process, but everything has a beginning. Since you\'re on the harbor already, you can see the target building. From your starting position with Rinna, go west, and a bit south. That stone building with the rowboat is Kyte\'s house, and we need to get there tonight. Go in now, though, to get some treasures, if you desire. Okay, the first thing you need to do now is get your items and money. You may want to put in Rinna and whoever of the remaining three are the least powerful to do some leveling up. Just be sure you\'re done by 6 PM, because you need to get to Kyte\'s house between 6 PM and 10 PM. All right, fast forward to 6 PM. Here\'s how to get to Kyte\'s place from the town square. Bear south and go east through the mall, then cross the stone bridge into the bazaar area. Keep heading east until you find the cobblestone road that you\'re probably very familiar with by now. Head south along it, and south again at the intersection. The path is pretty much linear then, until you come to a T-section. Head west there until you go into the building at the very western tip of the harbor, the building the with the rowboat on the roof. When you enter it, you\'ll be thrown into a short cutscene, followed by a musical interlude with a brand new and pretty tough song, although it\'s not nearly as bad as Woods Energy. Of course, I still bombed my first attempt. Here was my first score... Rank: D Great: 47 Good: 35 Bad: 104 Max Combo: 15 Score: 587,200 Regardless of the outcome of the song, you get a round of applause from the drunks. Kyte will offer you his own special drink, which seems to be about 250 proof from everybody\'s reactions to it. Well, say yes to drinking it anyway. Mouse gets smashed, but hey, Kyte\'s your friend now. In addition, you now get the new song permanently, Call From Sea. This is the hard one you just dealt with, and it can now be accessed anytime through Pattimo from the Item screen. Kyte helps Mouse out of the building, saying that he\'ll be there for you anytime you need him... well, except the 4th day of the week. You can\'t do anything more with Kyte just yet, so now that the hellish song is over with, you can relax your fingers a moment. All right, if you look at the party, you\'ll see that your allies are all remotely weak. Sure, maybe two or three that you\'ve constantly used are a threat, but in general, everyone is a total wussie. We need some big guns, and since we\'ve done as much as we can with Kyte for now, we should find another target. Remember back when we told General Bagoth the truth, Pattimo said we should use proof? Let\'s give him some! +------+ |Day 17| +------+ In order to talk to General Bagoth at all, we have to agree to meet with him on the second day of the week. The place where we make the agreement is at the Holy Gem Ceremony, just after it happens. Let\'s head there now. You have to get there before 8 AM. Remember how to get there? If you do, skip the next two paragraphs. From Kyte\'s place, head east, and turn north at the intersection, heading back into town. The path is linear for awhile. At the next intersection (when the cobblestone road stops if you keep going north), go east. Head up the small ramp, then go northwest. You\'ll soon hit a T-section, and you need to head east. You\'ll go up another small ramp if you\'re heading the right way. When the road goes south, go east behind the first building on the east side of the road. There\'s a small ramp there that you need to take. Go north on the ramp, then turn east as soon as you can. Keep going east and you\'ll encounter the dirt path that leads to the forest. Once you\'re in the forest, go south along the white dirt path. The path will eventually wind around and do a U-turn, ending up heading northeast. Stay on it, then head east when you hit the intersection. Shortly after the intersection, the path will turn north. You may see a path going east (you took if when you beat Rummy to the beach), but ignore it. Go north, and you\'ll be out of the forest maze. Once you\'re clear of that part of the forest, head east a bit, then north across the bridge. Head northeast past the forest clearing until you get to the beach. You\'ll probably be right around the shrine already; if not, it\'s probably a bit north of you. Fight around the shrine to gain cash and experience if you wish, but make sure you\'re standing near the shrine\'s entrance at 8 AM, when the ceremony comences. Watch the mummies do their Chipendale impressions, then Bagoth will come up, etc. You know the drill. At 1 PM, you\'ll be automatically taken to General Bagoth in the castle. Make sure that you answer \"No\" when he asks you whether he\'s crazy. You\'ll go through the process of explaining things to him again. Leave the area by going down the west hallway near the south end of the room. Continue through the short hall north and head down the stairs. Follow the hall as long as it\'s linear, then turn north at the intersection and head down those stairs. Head south, then turn west as soon as you can. Take the FIRST north path, the one that takes you to a room (instead of the stairs), then go through the doors on the north wall. This room is where two of Ano the magic scientist\'s assistants are researching things. Talk to them both, then enter the room on the west edge of the previous room. Inside this room is Ano himself, sitting on a table and reading a book. Talk to him, then exit the room. Pattimo voices the plan. Head back the way you came, but turn south at the intersection to exit the castle. Turn east after you pass the planter furthest from the castle, and follow that path around to the back of the castle. Talk to Jailson, the old dude who\'s wearing blue that\'s standing by the huge flower. Take a step toward the flower, and you will engage it. Rip it apart like you know you can. Check on the fallen Jailson to pickpocket his key. You would think that the guard that\'s standing two feet away would arrest Mouse or something, but whatever. Go back into the castle through the main entrance now, and turn east immediately. Follow the hall as it turns north. Jailson\'s room will be the first door to your west side. Enter the room (the key will activate automatically), then check the dresser in the very southwest corner to get Jailson\'s clothes. Go back the way you came, and head west toward Ano\'s room again. When you\'re in the room BEFORE Ano\'s room, go to your items list and select Jailson\'s Clothes. Mouse pulls a Mission Impossible and goes into Ano\'s room alone looking like a perfect clone. The cutscene is automatic, and Mouse walks away with the Reactor Key. Yay! You don\'t have any chance to rest though, because we\'re going to get Kyte! Remember where the harbor is? Starting at the town square, head east (bearing south), cross the stone bridge, east to the cobblestone road, south, follow the road south until the intersection, west. Just to the north of the road are a few rowboats. Kyte will be standing there examining things. YOU HAVE TO GET HERE BEFORE 6 PM. It may be tight, but you can make it as long as you left the castle by 5 PM. (Don\'t worry if you miss, you can get Kyte later.) Talk to him, and he\'ll ask if you need his help. Answer in the affirmative, and he\'ll join your party, although this is only a temporary thing for now. After you take a few steps, you\'ll engage in a fight with some real wussies. Kyte has low defense so he may take some damage, but don\'t worry about it too much. If he doesn\'t survive, no problem, he\'ll be alive once the battle is over. Afterwards, Pattimo makes himself known and tries to explain what\'s going to Kyte. The sailor has as much trust as he has hair on his head (i.e., none). He says that he needs to see these time demons for himself. No problem, the castle is only a short jaunt away. Once you get there, Kyte refuses to use the front door, but no matter. Head around the east path, the one you took to find Jailson. See the door on the castle wall? Enter. A fight will ensue after the cut scene. These are the same demons you\'ve been fighting all game, so rip them apart. After the battle, Kyte finally believes you. Mouse and he shake hands, and WHAM BAM THANK YOU BALD MAN you\'ve got your next ally! His weapon is all the way up to its highest level, so he doesn\'t get a blacksmith shop. Remember, Kyte\'s going to be behind everyone else at this point as far as power goes, but there\'s nothing more to do this day, so you may want to just go somewhere and level him up. All right, no more for today. +------+ |Day 18| +------+ If you failed to get Kyte last night, you can get him today. Just talk to him sometime before 6 PM, and you\'ll go through the same motions. If you DID get Kyte, then this day is pointless as far as the story goes. Just level up Kyte and the rest of them. Other than that, there\'s nothing specific you have to do today. You\'ve been working hard for 17 days, so you deserve a little break. There is a mini-game that you have access to, and you can win six map pieces by playing! All right, first, deposit all items in the Time Vault, but keep your money. Remove Claire from your party if she\'s in it, too. Then, from the town square, head east bearing north around the mall, then cross the wooden bridge. Keep going east until you find the gray cobblestone road and head south. Follow the road as it bends southeast, and turn west at the intersection. Go down the little hill, then immedately go into the gray building just to the south. This is the village bar where you met Claire, remember? Claire is inside, and she\'s drinking away. Talk to the girl in red and black behind the counter, and you\'ll pay 100 G to play the drinking game. For your first six wins against Claire, you\'ll get a map piece for a remote location of the island. All wins after six net you Phoenix Potions, which are VERY helpful. For tips on playing the mini-game, consult my Mini-game section near the bottom of my FAQ. +------+ |Day 19| +------+ You\'re free until 8 PM... or rather, the event happens at 8 PM. All you have to do is make sure that you\'re at the right place at the right time. I would recommend that you have one of your strongest people and one of your weakest with you. This way, you won\'t get bored standing in one place, since you can level up the wussie while you wait. But of course, it\'s up to you. Head to the castle, but head west at the first planter. Follow the path around until you see two doors. Go into the open door and climb the set of stairs all the way to the top. There, you\'ll encounter a locked door. Just make sure you\'re standing there at 8 PM to trigger the event. Bagoth will appear by the door and greet you. Mouse tells him about the reactor explosion, and Bagoth volunteers the party to investigate. Once inside, Pattimo explains what\'s going on. Bagoth and Mouse find some enemies, and the general orders an attack. Your party of three engages the enemies and is surrounded, but you should have little trouble. The enemies all heal with fire attacks, making Plosi\'s Hidden Talent and Rummy\'s Hard Punch and magic attacks worthless, though Kyte\'s water spells and Plosi\'s thunder spells will do it. Once the battle is finished, the reactor cools and doesn\'t explode. As Bagoth touches Mouse\'s hand in thanks, the spell breaks, and the general is now on your side. The pair leave the reactor and celebrate their victory with the piddly soldiers and Ano. Mouse gives the Reactor Key back to Ano, and the cutscene ends. As normal, I suggest subbing out whatever two people you have and subbing in the newbie (Bagoth in this case) and perhaps your weakest member of the others. And also as normal, it\'s entirely up to you. If you do plan on using Bagoth, you may want to upgrade his weapon a time or two. His blacksmith shop is south of Rummy\'s house. Take the second west turn and you\'ll see a large brown building on the south side of the road, and the entrance faces north. Anyway, it\'s getting late, and there\'s not much you can do for the rest of today. Good night and sleep tight, or good night and happy leveling-up, whatever you choose to do. +------+ |Day 20| +------+ Nothing at all to do today, but make sure you shove your items and money in the Time Vault before proceeding. +----------+ |Days 21-22| +----------+ You\'re greeted on the harbor by Kyte... but... but he\'s going through the same speech. Aw, damnit, did I miss a step? ...Wait a second, that part of his speech was different. Grr, he was just screwing with me... I\'ll kick him. Well anyway, you\'ve got Kyte... Nothing to do for the first two days this week, except for withdrawing the items and money. Take this lull in the game to level up and get some gold, and try to level up Rummy\'s and Bagoth\'s weapons if you haven\'t already. You\'ll need their strength soon. +------+ |Day 23| +------+ It\'s time to start the process of getting Ano the Magic Dragon... er, Scientist. Make sure you have Rummy AND Bagoth in your party, then head to Ano\'s room. Remember where it is? Head into the castle, take the first west, then the first north, then the doors to the west. He\'ll appear there at noon, and due to how long this is going to take you, you\'ll want to MAKE SURE that you\'re in there before him. When he appears, talk to him, and Mouse will explain what\'s going. Ano looks at him like a sack of wet dirt, then goes on giving a mathematical reason it can\'t happen. Go ahead and talk to him again if you wish. Once he dismisses you, enter the room beside his (the one with his researchers). Talk to the one in the corner, and he\'ll make mention of Ano\'s special happy pen, the gold feather thingy. Since we like getting stuff, I say we get one of those pens! Besides, it may come in handy later (hint, hint...). Keep Bagoth and Rummy in the party, then exit the castle and hurry toward Rummy\'s house. From there, run south and take the second road that turns west. Run west along there, passing Bagoth\'s blacksmith shop (unless you want to upgrade his weapon right now), and keep following the road. It will turn north, then you\'ll go west up a little ramp, and then turn south again. Follow that road, and about halfway down you\'ll see a shop on the east side of the road with a gold feather sign. Enter here. The merchant says that it will take weeks to get the right feather for the pen, which is more time than we have due to the loop. Pattimo wisely suggests we get the feather ourselves. It\'s time to take a field trip out of town. Make sure that run button is being held down the whole way. Exit the shop and go back the way you came. When you get to the T-section, head south. Keep bearing east as the road slightly bends in that direction. When the road ends, walk between the buildings and turn west. You\'ll see a crappy road made of bricks and dirt. Follow the trail south and west. Speak to the guard, and he\'ll let you leave the town. Follow the dirt trail as it winds west. The first treasure box you encounter has a map piece, thankfully. You\'ll encounter some rather strong enemies, but you\'ll get some nice experience and gold from them. You shouldn\'t have too much trouble if you have plenty of recovery items with you. You DID remember to withdraw them two days ago, right? The trail is extremely linear until you reach the second road sign. Take the west path and follow it; make sure to grab the treasure chest to get a piece of map. The path is linear for awhile, and then you\'ll encounter another road sign with an accompanying intersection. REMEMBER THIS INTERSECTION (call it Point A if you need to). Go north and follow the road as it curves west. You\'ll soon find another intersection; choose south, and you\'ll enter the Forest of Hope. If you thought those directions were confusing, trust me, it gets worse. You may want to save right now, because it\'s REAL easy to get lost in the forest since there are paths everywhere. Keep heading south at all intersections, and you should end up curving southeast. Keep going east and you\'ll immediately find an intersection, giving you the choice between east and south. Head east again, and you\'ll be forced to choose north or south after a few steps. Go south; you\'ll know you\'re on the path if you find a clearing with a treasure chest containing 10 gold. From this clearing, go south, and follow the path as it bends west. Keep going west and you\'ll shortly be on the white sands of the shore. From this shore, head south, and bear east. Re-enter the forest as soon as you can, and you\'ll be right on the doorstep of a village. Talk to everyone around the village. You\'ll find out that the golden bird shows up at night at the graveyard. Oy, it\'s a long way back... but the trip will be worth it, right? Reverse your directions to exit the forest, obviously. Now you get a lot of time on your hands. You\'ll need to be in the graveyard after midnight, but you have nothing to do until then. You could just go to the graveyard now and wait, or you can do something else if you please. It\'s up to you. Just be sure to have both Rummy and Bagoth in your party when you\'re set. When you\'re ready to go to the graveyard, be it now or later, you\'ll have another small maze to deal with. Remember the intersection at which you went north to get to the forest (called Point A)? Go there, but this time, take the east path, and you\'ll hit another intersection after a few steps. Take this one north. More trail, and another intersection. Take this one west. Talk to the guard, and he\'ll let you in. Trace your way west through the graveyard and you\'ll find a building with a treasure chest beside it to the south. Be careful here, you may get into a fight with the undead. They\'re quite strong defensively, and you\'ll have to rely on offensive magic to beat them. Anyway, grab the contents of the chest, then enter the building. Talk to the guy in there for a piece of map, then rob him blind if you wish. +------+ |Day 24| +------+ At midnight, the golden bird will appear and fly around, then land on a branch north of the building, just at the coast of the river. Check it, and you\'ll engage it. It\'s pretty strong defensively, but it\'s nothing you need to be afraid of. After you layeth the smacketh down on its candy bootah, you\'ll win the Gold Feather. Exit the graveyard and turn south down the dirt road. At the next intersection, turn west, then south. This should be looking REAL familiar. Take the next intersection south, and follow the linear trail back to town. Cut between the buildings again to get back on the road, and take the road north. Head back to the pen shop (remember the way?) and talk to the clerk. You\'ll automatically hand over the pen, and you\'ll be told to come back in 6 hours. Blow off those 6 hours any way you wish, then go back to get the pen. You can\'t do any more for Ano at the moment, but there\'s stuff to do for others you haven\'t met yet. Leave the pen shop and get ready to run. Alter your party any way you wish, but make sure that Kyte is NOT in the active party. Head back to the trail that leads out of the town. Yes, we\'re going back to the maze of rocks. At the east-west intersection, go west. At the next one, east. At the next one, north. At the next one, north again. You\'ll cross a bridge if you\'re on the right path. At the next intersection, go east. At the next, north. You\'ll come to the coast and enter a cutscene in which Kyte is already standing there. The two of you watch a ship rise from the water. It looks like it\'s been through a few tornados of Wizard of Oz quality. The ship\'s name is Matilda, and it used to be Kyte\'s. He tells a tale of his ship being attacked by a sea monster. He was the only survivor, and wonders why the monsters were so strong. He has resolve to figure everything out though, since he\'s free of the time spell. After the scene ends, go north on the beach. Poke around and you\'ll find a chest with a map piece. After that, you\'re free to do whatever you want. There\'s nothing more to do today until tomorrow evening. +------+ |Day 25| +------+ Today is short. At 6 PM, get to the castle and go to Ano\'s room. He\'ll be sitting at his table where you left him two days ago. Talk to him, and he\'ll tell you to leave him alone. Choose the option to talk to him, and he\'ll get more ticked. He angrily throws his pen into the table, breaking it. Aw, what a shame... Mouse hands over the gold pen that you\'ve received awhile ago. He wonders how you could have known his pen would break (I\'d like to see Mouse try to explain my FAQ). Ano then fully understands about the time thing, and he sees a time demon. You engage it; it\'s nothing you can\'t take out. Once the battle is over, Ano is kneeling and panting. (Why? It\'s not like he did anything during the fight!) He shakes hands with Mouse, and you have a new ally! Only five more to complete the roster! Ano\'s weak, like all the newcomers, so you may want to level him. His weapon, the Book of Magic, doesn\'t need to be upgraded. Oh, another thing about Ano. Hopefully you got the Monster Chart from the dude in the gym back on Day 4. Up till now, the enemies in the book have been mere shadows with no information. However, now that you have Ano, you can start filling in the gaps. Might as well practice it for a bit now. Put Ano in the party and check his skill list. His second skill is Chart. When used in battle, you\'ll see an enemy\'s dimensions (for no reason), but more importantly you see its HP, MP, and any elemental strengths and weaknesses. Once charted, you can access the information anytime in the Monster Chart. You obviously can\'t permanently chart bosses, but you can still use the move in battle to get their info. Anyway, there\'s nothing more you need to do, so you could just sleep away the rest of the night. Just be sure to deposit your items and money first! +------+ |Day 26| +------+ You awaken on the shore, as usual. Ano welcomes you and flips a bit about Pattimo being able to talk. Add him or not, doesn\'t matter. As you walk along the cobblestone road, notice that Kyte isn\'t standing there like he normally is. There\'s a guy with blue hair and wearing a green vest standing there instead. Talk to him, and you\'ll trigger a cutscene. Pattimo realizes that something\'s amiss. Time to go find our friend. Make a quick stop at Claire\'s shop to rearrange your party and get your cash and items. Definitely put Rummy in your party, because we\'re going to end up making life easy on your feet and time now. This is going to be a LONG trip, so stock up on healing items if you don\'t already have them. Don\'t worry, you\'ll only have to run this far once, I promise. Ready? Let\'s go! Leave the city from the southern entrance, heading yet again to the trail maze. When you reach the first intersection, go west. At the next, go east. At the next, north. At the next, north again. You\'ll cross a familiar bridge if you\'re going the right way. At the next, east. At the next, east a second time. You\'ll know you\'re on the right path if you pass a small house. Inside here is a woman who will max out the party\'s HP and MP, sorta like an inn in typical RPGs. This is a good place to save, too. On the little desk inside the building is a piece of map. Grab it. From the building, head east. You\'ll be on the western gate of the swamp. It\'s time to get a little stinky. Once in the swamp, take the first east when the dock splits. Take the east dock when you reach the little island. When that short dock splits, both ways head to treasure, including a map piece (friggin\' helpful in here). Grab the booty, then head back the way you came. If you take the north dock on the island, you can grab a Super Live Berry if you wish. Either way, head back to the first dock split and take the north path. After the dock winds around a bit, you\'ll come to another split. Take the one that heads northeast. At the next little island, head north, and you\'ll get another piece of map. Keep moving along the dock to pick up a few more items at the dead end, then head back to the island and take the east dock this time. The dock will wind around a bit, but you\'ll finally be free of the swamp. Talk to the soldier standing by the gate, and he\'ll give you a piece of map. Hit Select to take a look at it for a moment. See the path that exits east near the northeast corner? That\'s where you want to go. Follow the line of trees as the path curves back south. Stay along the trees, and just keep heading south. You may want to rotate the camera 180-degrees here because the trees obscure a treasure box that contains a piece of map. Like all map pieces, you\'ll want this one. The path will curve slightly east and back south, but the trees will be your guide the whole way. Eventually, you should step on a brown dirt path. It leads south into more white rocks. At the first intersection, head west. Within a moment, you\'ll leave the little area and enter another forest. The path here is linear for awhile. Keep an eye out for a little pile of blue flowers on the ground, which marks an intersection in the path. Take the southeast route here. The path will curve around and eventually go west. Keep following it, and you\'ll finally enter a tiny town, the Woodcutter\'s Village. Take a breath, you earned it. If you\'ve hurried through this day, you\'ll probably be in the village around the evening. Hang around until night falls, and go into the house closest to the lift at the south side of town. Inside is a guy named Moricorne. Talk to him and he\'ll give you a piece of map for the area. Gotta love map pieces. Since we can\'t do anything else around here for today, it\'s time to get a technique that will save you time. Hopefully, you took my suggestion and placed Rummy in your party. Battle and battle and battle, and have Rummy use her Hard Punch until she learns Hi-Kick. Once she does, use it until it hits level 5, and you\'ll get Diving Kick. If Rummy uses that one a few times, Mouse will learn a move called Power Jump. Power Jump is the answer to your silent prayers. It allows you to instantly transport to any place that you\'ve managed to collect a map piece for! To use this happy power, go to the status screen for Mouse. It\'s sitting there on the menu as an option, sort of like Rinna\'s Change command. Using it will hack 100 HP off of Mouse, but one Live Berry will take care of that. Anyway, hang around the Woodcutter\'s Village until the sun rises again, or level up, or something. It may be a long wait if you decide to be idle, but either way, you need to be in this village in the day time. +----------+ |Days 27-30| +----------+ In the morning in the Woodcutter\'s Village, head to the lift. Look for a guy just to the west of it wearing orange. This guy\'s name is Reyan, and he has a mission for you. Talk to him, and he\'ll ask you to go get the parts to repair the lift. Agree to do so, then get back to the blacksmith shop that upgrades Mouse\'s sword. Hopefully, you know Power Jump so you can instantly teleport there. Otherwise, you\'ll have to walk. Simply talk to the woman behind the counter, and she\'ll hand over what you need, once you pay her 1000G. Head back to the Woodcutter\'s Village and talk to Reyan again. You\'ll hand over the parts and get a crappy D.H. Egg for payment. Ah well, at least the lift is going to work again. After that, walk to the lift and look for a big guy named Varely. Talk to him, and he\'ll thank you for fixing the lift by giving you a new song, entitled Celestial Road. It\'s real short, and real easy. Here\'s my first score... Rank: B Great: 20 Good: 9 Bad: 1 Max Combo: 15 Score: 1,900,000 Now, I\'m going to assume that you picked up both pieces of map that were in the swamp. Hit Select to check out your map, which is probably half-done by now. As you can see, the word \"Swamp\" is on two map tiles, split across the center. Click the map sqaure that shows the top half of the word. You can see two islands and a bunch of docks, but also a trail through the forest. That trail is your next target, but make sure you have at least 11,000 G and a lot of Live Berries before proceeding. We\'re going to get Kyte back! Since you have the map, you can Power Jump over there if you have it. Otherwise, you\'ll have to leave the Woodcutter\'s Village and wind your way back to the swamp. Either way, get to that trail in the forest. Follow it, and you\'ll come to a village on the beach that SEEMS abandoned. However, if you explore the town and houses, you may see shadows around. If you check them, they will talk to you. Hmm... Once you\'re done exploring, head to the northeast corner of the city. You\'ll find a huge, hollow tree. Stand before it and play your new song, Celestial Road. Doing so will make a huge beam of light shoot out of the tree, and it will open up. Walk into the tree, and you\'ll be moved to a pale area that is the real village! It\'s a floating island, hovering miles above the planet! If you arrive in the evening, there will be a little boy next to the tree when you appear. If you arrive earlier, he\'ll be on the southeast side of town. Either way, he serves as a shop for items, but he has something more important. Talk to him, and after you exit the shop menu, he\'ll offer to sell you a map piece for 1000G. I don\'t think I need to tell you whether you should buy it. Head to the building in the southwest corner of the village. Inside is the village leader, who explains that his people are not effected by the time loop Xel has done. However, he is powerless to do anything about it, and doesn\'t like meddling in the affairs of humans anyway. Make sure you talk to every single person in the city (there are eight citizens, some of whom are in houses). Note that you don\'t have to talk to anyone who is invisible back on the planet. Also, make sure you go to the well in the center of town and check it. Pattimo will see the view and comment on it. Once all the eight people have been spoken to and the well has been checked, go back near the tree entrance. Just south of the tree is a building with a run-down shed beside it. Enter here, and talk to the old guy. He\'ll offer to let you ride the falcon for 10,000 G. Go ahead and accept, you\'ll be making back your money FAST. A putry blue falcon will take Mouse far from the main island. You\'ll be delivered to a tiny island west of the village. Unfortunately, your allies are not with you, you\'ll be doing this mission alone. Head northwest from your landing location to find a stone building. This is the entrance of what arguably wins the award for the Most Annoying Dungeon In The History Of Gaming. It\'s relatively easy, but it\'s large, complex, and full of enemies. The first two aren\'t that serious in and of themselves, but most of your battles will be AT LEAST 6-on-1, and you don\'t get much experience at all (1 to 3 points per enemy). So, you have a bunch of worthless fights in the biggest dungeon in the universe; talk about boredom. The only good thing with so many fights is the large amount of money you\'re going to earn. Let\'s worry about that later though. This dungeon is by far one of the complex pieces of architecture in any game known to man. Several other FAQs advise that you make a map, and I advise that as well. However, I will provide you with directions, so use my words and, if you wish, your map together. Let me start by saying that this dungeon, complex though it is, is very linear in the sense that you will end up having to explore pretty much every inch of it anyway. Don\'t worry about missing any chests, because you\'ll see them all. Finally, I *highly* recommend that you set the camera to the overhead perspective. It makes calling directions a million times easier, and that way no chest or landmark will be obscured by a wall. All right. This dungeon has several floors, and you start at about the south-central part of the first floor. From the entrance, head east, the only way you can. The path turns north, then splits into three paths: south bearing east, north bearing east, and north bearing west (straight ahead). Call this area Point A, we\'ll be back here in a moment. For now, head north bearing west, and the path will soon turn west. Keep going west, ignoring the first intersection. At the end of the hallway, the path takes a tiny turn south before splitting into another intersection. Head west from here. You\'ll pass three hallways leading south, and each one leads to a dead end with a treasure chest. Grab what loot you want, but don\'t forget to keep moving west once you retreat from the dead end. Eventually, the hallway will turn south (the fourth south, if you\'re counting the number after you initially turned). This one does not lead to a dead end, so keep going. After going south a bit, it will then turn back west. There will be three hallways leading north, all of which have dead ends, but two of which have treasure. Keep heading west once you have your fill. The path will turn north, then turn west again. You\'ll encounter a turn to the south, but it leads to a dead end with a box. Head west again, and the path will split into two, letting you choose north or south. This area is a circle, but your target is more south, so go that way. After a moment, the path will break west; keep following it. When the hall finally bends north again, you\'ll see a stone tablet in the corner. This is the first of four tablets that are scattered around the first floor. Check it, and you\'ll discover a switch. Go ahead and press it. There\'s some treasure just north of your current location, but other than that there\'s nothing else in this area. Once the switch is pressed and you have your treasure, head back east. I assumed you\'ve explored all the dead ends, so you can skip those on your return trip. Get back to Point A, then turn south bearing east. There is another stone tablet waiting for you. Check and press, then head north bearing east. You\'re done with the southern half of floor one for the rest of this dungeon. Go north from the southeast tablet (the one you just messed with), and your path will be quite linear. You\'ll be pretty much forced to turn west, so go ahead and do so. The path becomes a four-way intersection, with you coming from the east, stairs to the west, and more hallways north and south. There is a single treasure if you take the north path, but you can entirely ignore it if you wish. To continue smacking switches, go south. The path will turn west shortly. Keep following it, and you\'ll find another three-way intersection. This small area is a bit complex, so read carefully. Go north, and skip the the first intersection you come to, which leads to a dead end. Take the next opportunity west. Keep going west, and you should be dumped into a room that\'s just a hair larger than the hall sizes so far. Bear SLIGHTLY west and go north. You\'ll know you\'re on the right path if the hall turns east. The first east leads to a box at a dead end. Grab it if you wish, then go north. You should enter a VAST room. In the very center is a stone tablet, but not one of the four you need to mess with. Check it if you like, though, and you\'ll get a \"scary\" message. Leave the large room via the east path. The hall splits into a four-way intersection. Go north, then east at the end. Keep going east and you\'ll find a turn south that leads to a dead end with a box. GRAB THIS ITEM: it\'s an equipable item called Spiritual Protection that prevents you from falling asleep. Keep moving east and go down the turn that can lead you south to get you another item. After that, go back north, and head north at the intersection. At the end of this little hallway is the third stone tablet with the switch. See the staircase on the other side of the wall? We\'ll be heading there eventually, but don\'t go exploring for it yet. From the third stone tablet, head south, then west. Keep moving until you\'re back at the huge room. Once there, take the path that\'s in the northwestern corner. That path leads north and makes sharp turn east. It will then curve back north and smack into a T-section. Take this path west. At the end of the hallway is the final stone tablet. Check it, press the switch, and turn south. You\'ll go into a small room with a little pool of water. Check that, and you\'ll be given full HP and MP along with the chance to save. Do so, you\'ve earned it. All four tablets have now been checked and their switches pressed. Remember the first staircase? You need to get back there. From the fourth tablet, head east and take the first turn south. Follow that path south, and as it curves west and south. You\'ll be back at the friggin\' large room. Exit it via the south path, and keep heading south until the path breaks west a moment before going south again. You should shortly be back at the tiny room. Go east of that, then turn south. Ignore the turn west and keep going south. Take the turn east as soon as you can, and the staircase should come into view. Once down the staircase, the path becomes linear for about half a second, then splits north and south. Go south and follow it as it wraps around east. Take the stairs that the path leads to. Here, you\'ll be on a very linear path that goes west, north, east, north, and west. At the end is a treasure chest. It doesn\'t contain treasure, but it does contain a switch. (Yes, more switches.) Press it, then retrace your steps up the stairs. As you come to the intersection again, head north this time. The path ends up going west a moment, then it splits. Take the path leading north and follow it as it turns east, south, and west. Take the stairs at the end of the hall, and you\'ll be taken to another extremely linear path. This one takes you west, then south, then east. There, will be a treasure chest with another switch. Press this one too, and again retrace your steps back up the stairs. Go back to the intersection that you were a few seconds ago, but this time go west. After a moment, the path splits yet again, asking you to choose north or south. Go north, and take the stairs. For the third time in a row, you\'ll be dropped onto an area that features a short, linear path to a chest. Go ahead and pop it, hit the switch, and retrace your steps. Back at the intersection, so south and take those stairs. You\'ll be thrown onto a fourth path similiar to the other three. Nail the final switch, and the screen and Dual Shock will give you a signal that all four are pressed. You\'re done with switches! Retrace your steps back to the intersection. It\'s time to go back to the first floor. Retrace your way east, east again at the intersection, south as the hall turns, and east at that intersection too. Take those stairs back to the first floor. You should be standing at a familiar four-way intersection. Go south and move along as the path turns west. This should be looking familiar. Go north at the intersection, then take the second west. You\'ll run into the small room yet again. Go north, and you should wind up in the big room again. Again take the northwest path and follow it north, then east, then north again. You\'ll soon be at the T-section. If your health is low, or you want to save, I\'d suggest going west back to the pool. Once you\'re ready, go east from this T-section. The path is quite linear, although it splits twice to dead ends with treasure chests. At the end of the hallway is the second set of stairs that you saw from across the wall when you messed with the third tablet. Now it\'s time to explore this part. Go down the stairs and you\'ll be delivered to a small, linear hallway. All it does is go south, then west, then south again. At the end is another set of stairs. Take them. You\'ll again be taken to a very linear path. This one goes east, south, and west to more stairs. The next path goes west, north, east, south, west, north, and east to another staircase. Take that one and you\'ll be on another path that\'s almost entirely linear as well. Go south, then west, then south, then west again. The first turn north leads to a dead end, although it has a treasure box. Keep going west, and the hall bends north, then west, then north, then east, then north. Another set of stairs greets you. We\'re almost there, just hold on a bit longer! Take the stairs and you\'ll be on another linear path. This one goes west, bends south, turns west, turns south and snakes around a bit, turns east, then south, then east, then north, then west, then north again. You should be in a room with a huge tile with a picture of the sun on it. Step on that, and you\'ll be teleported. This is the last floor. Go east, take the first turn south, then follow that around until you hit a T-section. Go east from there. You\'ll see Kyte on the ground wrapped up by tentacles. Talk to him, and you\'ll save him from suffication, then engage a boss. You\'ll be facing two zombies, both of which can be taken out by one or two Jump Slashes by Mouse. You\'ll have Kyte as an ally for this, but he can really only serve as a healer (although he can do that very well). Just keep up the pressure against the boss once the zombies are down, it will fall before too long. Now the entire dungeon is caving in, and you have to do the Metroid thing. You\'ll have four game hours to exit the place, although if you\'re good you can make it out in two. Remember, since battles take no game time, all you have to worry about is your path. I\'ll help you out by giving you the directions you should choose at intersections, as well as landmarks to help you. If you\'ve been making a map so far, you should already see the best way. Ready? Here we go. West, north, east, teleporter. Linear path that goes south, east, south, west, north, west, north, snakes a bit, east, north, curves east, south, stairs. South, west, south, east, south, east, skip the intersection, north, east, north, northwest, stairs. East, north, west, stairs. North, east, north, stairs. West, south, west, north, west. Here you can go west to the pool, but you don\'t need to. South, curves west, south, skip, east into the big room. Exit out the south way, and you\'ll be at the small room. Go east, south, skip, east, north. That should bring you to the four-way intersection with the stairs just to the west. Go east, south, west, south, west, and you\'ll see the exit. Get the heck outta there. Kyte and Mouse will take some heavy breaths, something I joined them in after that run. They decide to take the birds back to land, and when they get back to the main island, Rummy will greet them. She hugs Mouse happily, something Kyte and I are a tad jealous of. Pattimo and Mouse realize that the falcons can get back to the mainland (that is, not just Pandule Island). They decide to tie messages around their ankles and send them to Mouse\'s partners in crime. You have the chance to name them, but as usual I stick with the default names, Beak and Fang. After they birds fly away, Kyte gives you two pieces of map, letting you Power Jump back to that dungeon any time you want. There\'s a plot hole: the thing caved in, but you can go back? Whatever. Anyway, that\'s over and done with. You\'ve now got Kyte back as an option for the party whenever you want. You\'re done for this week, but you should have large sums of money after that dungeon (I made over 70,000 G). This would be a good time to upgrage weapons and buy items. Remember to store everything in the Time Vault before advancing the week, and you\'ll be all set. +------+ |Day 31| +------+ So we\'ve been in Pandule for a month. We\'ve come a long way. We\'re not done yet, but we\'re getting there. Okay, get your items and money, along with two allies, as normal, then make your way to the inn. After noon, talk to Rinna\'s dad from across his desk. You\'ll receive an item called a Gift from the Palace. Immediately head upstairs to your room. The moment you enter, a little cutscene will take place. Turns out that the gift is a broken watch from Loreille. We know where we should go with a broken watch, don\'t we? Talk to Claire in her shop and she\'ll examine the watch. It\'s of high quality, quite a nice little item. She\'ll take it from you to repair it. This does not make her unavailable; you can still have her in the party if you so desire. Now, Power Jump your way over to the Woodcutter\'s Village. Exit the village immediately and go along the forest path as it curves north. It will curve west after a moment, then curve north again. You\'ll then be on a familiar dirt trail among some white rocks. At the intersection, go east. From here, the path is quite linear. At the first intersection that you come to, the southern path leads to a house where you can pay 500G to be healed. Also inside is a piece of map; just search her bookshelves to find it. When you\'re ready, take the path that leads east. Skip the next intersection and keep following the road as it slowly curves around east toward north. As you enter the Dark Forest, you\'ll be confronted by a few thieves. You\'ll engage them; don\'t worry, they have the strength of buttered toast. After shredding them, their leader, Gallhint, appears to condemn his people for fighting a battle they couldn\'t win. Recognize him? He\'s the one whom Xel kills week after week at the wedding reception. Gallhint has the intelligence to notice that Mouse is a thief as well. He wouldn\'t make too shabby of an ally, would he? While it\'s rude to scoff at Gallhint\'s plea to avoid the forest, we need to tell him about the time loop. Go ahead and move forward. At the intersection of the path, go northeast. When you get to the white stones, go east. You\'ll encounter a rather small white wall with an arch. Inside that wall is Gallhint\'s fortress. Go in, talk to everyone, explore, yada yada. Inside Gallhint\'s room is a piece of map in one of his dresser drawers. Go ahead and grab it, Gallhint doesn\'t mind. There\'s also a mini-game here, which I address in the mini-game section. Once you\'re done here, then you are free for the rest of the day. Level up, maybe win some money from your new mini-game, or just sleep the day off. +------+ |Day 32| +------+ Nothin\'. Just sleep. +----------+ |Days 33-35| +----------+ Today, and the rest of the week, is short. After noon, Power Jump over to Gallhint\'s fortress. Enter his little house, and you\'ll get a cutscene. Apparently, Gallhint is quite aware of what\'s going on already, and he\'s simply willingly died since this all began. He also thinks that no one can defeat Xel. We\'ll just see about that! Anyway, he blows you off, and you have nothing else to do for the rest of this week. You may want to play the drinking game with Claire to get those map pieces if you haven\'t already, or you may want to level up, or... well, you know the drill by now. +------+ |Day 36| +------+ Nothing happens, but grab your items and money, along with two good party members. +------+ |Day 37| +------+ Do what you want to during the morning, but make sure you\'re in the city at 1 PM. Then, Rinna\'s father (or Rinna herself) will appear and tell you that you\'ve got a beautiful but tough guest in the lobby of the inn. Could it be Rummy? We\'ll see; the thing teleports you there automatically. Rats, it\'s only Zenne, Gallhint\'s girlfriend. Well, maybe she\'ll have something interesting to say. She seems ticked off at Mouse for something, but the two go outside to talk. Remember that Zenne overheard the conversation between Mouse and Gallhint? Apparently, that slightly jarred her memory, and she knows that something will happen to Gallhint. She pleas for Mouse\'s help, saying that only Mouse can save him since the two men are so alike. She then takes her leave, expecting you to do something about it. I hate being the hero, I\'m expected to do everything. Anyway, immediately Power Jump over to Gallhint\'s fortress. Gallhint will be there to greet you, and to choke your neck while yelling at your face. Sheesh, some people get snippy during time loops. Gallhint explains how he was suckered into coming to the island in the first place. Apparently, the plot initally went that every single thief was killed. However, it hurt Gallhint so much that he bargained with Xel, and only he was killed so the others were spared. That\'s why he doesn\'t mind dying week after week. Mouse starts walking away. When Gallhint challenges him, Pattimo throws in a bit of reverse psychology. The two also know the main rule of acting (\"Leave them wanting more!\"), and they leave just as Gallhint takes in Pattimo\'s words. Zenne talks to Gallhint, pretty much damning herself for bringing her plea to Mouse. Gallhint smacks her (which doesn\'t seem too Gallhint-like from her reaction), and she decides to leave to prepare for the attack which always happens on the third day. Gallhint slams his head into the wall, angry at himself for his cowardice. If he gets tired, I would be more than happy to slam his head into the wall for him. You then get manual control. There\'s nothing else to do today, but get ready for tomorrow. Some neat stuff is going to happen! +------+ |Day 38| +------+ All right, so we didn\'t convince him initially, and he became an unmitigated ass when we tried it on Zenne\'s request. Perhaps we should go try to talk to him again. Remember, today is the middle of the week, when the bandits attack Xel. Even though we haven\'t been there in some time, we should drop by the wedding reception. Hopefully Gallhint will listen to us this time. Do what you wish in the morning and afternoon, but make sure you\'re standing on the castle grounds at 7:45 PM. You\'ll be taken to the familiar scene of the wedding reception. We see Loreille in her wedding dress and funky hat, and the bandits attack... yawn... Gallhint runs up to attack Xel, ready to die yet again. Guess we\'ll have to try again next week. But wait! Gallhint attacks! He\'s not laying down like he always does! He\'s actually fighting Xel! Woo hoo! Rummy and Mouse join him to fight, and you\'ll then engage Xelpherpolis himself. This one is NOT a fixed fight! Xel is kinda tough, but he\'s nothing you shouldn\'t be able to handle. Besides, he can be paralyzed, so use Rummy\'s Scissor Kick if you have it, or just use Mouse\'s Duet. Since Gallhint is probably the weakest among the three, let him heal the other two as they fight. Woo hoo! He\'s down! You beat the game! Gallhint celebrates! Rummy has a beautiful, happy smile! Time for the credits, right? ...Hmm, looks like we all celebrated too soon. Xel turns into a... a something. He then declares himself the island\'s god. Told ya he had a big ego. Then he says that the reason people manage to revive after the time loops is because the damage is only physical. However, if they\'re killed by Time Magic, they\'re destroyed entirely. To prove his point, Xel kills one of Gallhint\'s friends. Then, he teleports higher and kills another one. And another one. And... Zenne. Gallhint\'s love takes a fatal shot from Xel\'s magic. She says a few final words, then disappears from Gallhint\'s arms. Gallhint charges Xel, but is nailed by a magic blast and disappears as well. Rummy finally gets a backbone and tells Xel off, although he just laughs at her. After a few words are exchanged, Rummy is nailed by the same magic blast that made Gallhint disappear. Xel challenges you to follow her. Go for it. +-----+ |Day ?| +-----+ Mouse trips out, and he wakes up in a house with Rummy standing beside him. The two are a couple, and she tells him that he promised to take her out today. You then get a close-up of Rummy\'s face, which is very cute, aside from the fact that her nose is missing. Ah well, I\'d take her. Anyway, Rummy says that Mouse also promised to marry her. Geez, talk about a Twilight Zone deal. Speaking of that, check out the clock: the day is ?, and the time is frozen at 3 PM. Weird... Talk to her if you wish, then exit the house. The two walk down the street talking about \"last year, when Xel married Loreille.\" She says that she dreams of getting married, and really wants to marry him. This is just so cute and sweet, I may just vomit. (You know, I just noticed that while they\'re walking, you get a slow-mo of Rummy\'s bouncing boobs. This is Baywatch all over again.) Anyway, you get back your manual control. You movement is pretty limited because Rummy won\'t let you leave the city. Still, there\'s some nifty stuff to see here, and you can enter an easy fighting tournament. Go for it! From where you\'re standing, go a bit south, then west, then north (as if you\'re heading to the inn). Keep going east past the inn and run to the end of the road. The big building (marked Gymnasium on your map) is your target. Go in using the first floor entrance and talk to the old guy in green and brown. He\'s the one who gave you your monster chart forever ago. You\'ll engage in several battles, gauntlet style... that is, no time to heal between each. You shouldn\'t have a single problem though, all the enemies are pussycats. Cap \'em all, and your reward is a romantic scene of Rummy and Mouse (and Pattimo, oddly; I\'d leave him at home). They watch fireworks light up the night sky, and Rummy wants a kiss. Mouse just gives her one on her forehead. Wussie; I\'d give her tongue. Ahem. Anyway, two seconds later, you wake up again, as if the previous day never happend. Weird, huh? This is bizarro world, all right. You can do a couple more things on the island here. I assume that I\'ve missed some stuff, so if you know of anymore info, please e-mail me. I\'ll list what you can do here, but remember: you can skip it ALL if you want to. *********** Go to the Public Office and talk to the guy near the desk. He\'ll offer to play ANY song from the game! That includes ALL the songs you can play with Pattimo! You can actually hear how they\'re supposed to go if you keep screwing up! If you\'re like me and run your sound through a computer, you can take this time to just start ripping songs all over the place. By the way, head into the Etc... catagory. Notice that there are three songs for the Epilogue... in other words, there\'s at least three endings to the game. *********** Go to the harbor where you arrived on the island to take on a guy in a swimming race. By tapping X, you swim, and the quicker you tap, the quicker you move. You need to get between every pair of flags, making sure to do a 180` about halfway through the course. Now, it\'s REALLY HARD to actually beat this guy, because he gets a big boost at the end. However, there\'s a HUGE trick to this!!! I know this is going to sound like a BS code, but trust me, I tested this myself. The more times you play the song Call From Sea on Pattimo, the faster the bar fills during the race, and the longer you can carry that speed! If you keep losing, just stand there and play the song over and over and over and over again, then try him. For the effort, you get a stupid D.H. Egg, and a dislocated right elbow. You can keep taking him on for additional rewards, but it\'s nothing too fantastic. *********** Whenever you\'re ready to leave this weird place, go to Claire\'s shop. Check the Time Vault and you\'ll find the Princess\'s watch, the one she sent to the inn as a present for you. Withdraw it from the Vault, and you\'ll get a cutscene. Apparently, Claire\'s got it all fixed now. As Mouse looks at the name engraved on the watch (Loreille), he remembers everything the way it really is, and he is teleported back to the real world. Mouse wakes up on a beach near Rummy and Pattimo. Rummy is still out, so Mouse walks over and gently shakes her awake, at which time you get a good view of her sexy butt. She\'s not too pleased about being woken up, though, since she truly enjoyed her dream with Mouse. She admits that though the world was fake, being a dream and all, her feelings were not. You\'ll then be prompted to comfort her, or just ignore it all. I chose to comfort her beacuse... well, you know why by now. Rummy gets slightly embarrassed, but she\'s more than happy. By the way, if you DON\'T comfort her, her in-battle reliability resets to ZERO. So, uh... comfort her, darn it. Once the scene is over, it\'s Day 39. +----------+ |Days 39-40| +----------+ The moment you get control, Power Jump yourself to the inn. The moment you enter, Rinna greets you and says that there\'s someone waiting for you in your room. Sounds good, let\'s see who it is... DAMN! The moment we get in, we\'re attacked with a big dude with a bigger sword! Sheesh, of all the nerve... Well, Mouse, being the cool guy (or whatever) that he his, manages to avoid death. Pattimo greets the stranger as Beak. Apparently, the Golden Three greet each other by trying to kill one another. Great friends! Beak offers his services, and Rinna falls for him, so far as to even say the word \"kewl,\" which has got to be a first in gaming history. This island just gets weirder and weirder. Beak is now an active party member. His blacksmith shop is the same one as Mouse\'s, but even before upgrades, he\'s one seriously powerful addition to the team. Add that to the fact that he has a free healing skill and more hit points than most or all of the rest, and you\'ve got one extremely versatile person. By the way, if you notice, his resting place is the bed you\'ve been using to sleep time away. From now on, if you want to rest, use the bed closest to the door of your room. There\'s nothing to do for the rest of the week. If you\'ve been blitzing through the game, you really need to do some leveling up here. All your people, especially the rookie, will need some strength in the coming days. +----------+ |Days 41-42| +----------+ We\'re one step closer to ending Xel\'s reign of terror once and for all. After the time loops, Ano greets you and tells you that there\'s an emergency. He takes you to the reactor and shows you the Sacred Sword that has been used in the wedding ceremonies. Ano flips out a bit, and you get a cutscene of the baddies. Then, the WHOLE party appears in Mouse\'s room. Ano explains that Xel had his little cohorts wipe the memories of the islanders clean when it came to the treasures. No one knows where the ceremonies will be now. Several question why he bothered changing anything. Ano suggests that Xel has allowed your group of heroes to live because he doesn\'t think they can do anything. So when he made this change in the plot, he unintentionally revealed a possible weakness: perhaps that once we possess the Holy Gem, Holy Crown, and Sacred Sword, we could stop this bloody time loop. This is only a theory though, but since it\'s the only plan we have, it\'s worth a shot. It\'s time to see where those treasures are hidden. As the party files out of the room, Ano tells you that he cannot fight in any battles since he needs to do some research and get some evidence to support this theory. This is fine by me, since he was a pretty worthless fighter anyway. He tosses you a dagger, the weapon that Gallhint used. You\'re then prompted to choose your party. I suggest getting two people you\'re VERY comfortable with, especially if one (or both) is a healer. If RindRinna is at a decently high level, I seriously recommend you take her with you. After that, you\'re kicked to outside the inn. Save it if you desire, and head to Claire\'s shop to get your money and items. Next, go to Ano\'s room in the castle... you know, in the northwest corner of the first floor. Talk to him, and he\'ll say that he wishes he had someone he could talk to about things. All right, exit the castle, then Power Jump the heck over to Gallhint\'s little fortress. Head all the way north through this forest. You\'ll get to a white sandy beach. Go northeast, following the trees, and you\'ll pass a little pile of rocks. Around that is a chest with a piece of map. From the box, go north a bit, then head northwest, and you\'ll see a little path leading north into the mountains. The enemies in this dungeon are decently tough. This is a pretty good place to level, especially if you\'ve been blitzing the game so far. On the other hand, if you\'ve can slaughter enemies in here without thinking, then your party is extremely powerful and very well on its way to blasting Xel to heck. This map can be very long or very short, depending on how much treasure you want. See, unlike the Most Annoying Dungeon in the History of Gaming, you won\'t just be walking past every treasure box. I\'ll list the short way for you here. If you want to explore, go for it, just make sure to make a map as you go. This is how to get immediately through it, ignoring all boxes. From the entrance, go up the tiny ramp just to the west. The ramp goes south, but the path it connects to goes west and bends north. Follow it, and at the intersection, turn east. You\'ll soon hit another intersection; go north up the ramp. Go northwest here, and you should encounter a wooden bridge. Cross it, and follow that path all the way west. After going up the tiny ramp, head north. Go north once the next part of the dungeon loads. When you see the next little ramp, go down it, then head northeast. You\'ll smack into a wall that has another little ramp. Go up it, then head east. You should see another wooden bridge. Cross that, and go south. At the east-west intersection, turn east. You should cross UNDER yet another bridge if you\'re on the right track. From here, the path is linear to the exit. Head north once you get out. The path is linear, but make sure you pick up each box. One of them contains a map piece, making this trip worlds easier in the future. Although this should probably go without saying, you may have to rotate the camera to actually see the boxes, as most of them are obscured by the trees. Anyway, keep going north, and you\'ll encounter a hut with a 200-year-old person who calls herself the Ugly Hag, and, weirdly enough, she wants you to call her that too. Whatever. Talk to her twice, and you\'ll ask for the Book of Spirits that Ano needs. However, she wants you to do her a favor before she gives it up. I\'m getting downright sick of favors, but we need that book. Sigh. I want to interject here to make a couple slams against her dialogue (hey, if she allows herself to be called \"Hag,\" she\'ll allow me to insult her). Why does she call the book the \"S. Encyclodpedia\"? I understand if that\'s how it appears in your item list, but does any human use abbreviations in speech? \"America\'s document for basic human rights is the B. of R.!\" Also, she says \"Even though the girls are sisters, they don\'t get along.\" Maybe it\'s just me, but in my experience, siblings never get along... maybe being 200 years old has washed her brain away. Anyway, onto the favor. Apparently, she has four daughters spread throughout the land. They\'re pretty, and they\'re always arguing about which is the prettiest. The hag volunteers you to play pagent judge and oggle all four, then report back to her to rank them. Well, at least this favor doesn\'t involve stupid monsters trying to break your face, but it does involve a lot of traveling. Of course, it\'s MUCH easier since you got Power Jump for Mouse. You DID get Power Jump, didn\'t you? All right, the first one is close to Gallhint\'s Fortress. Remember, we passed her house on the way to confront Gallhint for the first time. The map piece you need to jump to is in the center of the right edge. The woman there is the second daughter of the hag. She\'s named Almeria, and she calls herself the sexiest. We\'ve already passed the second one also. Her house just west of the western gate of the swamp; we stayed there to heal on that really long walk to the the Woodcutter\'s Village, remember? PJ to the map piece that has the bottom half of the word \"Coastline\" in \"Northern Coastline.\" Once you arrive, head into the only building in that area (check the map if you need directions). This is Lupinus, the third daughter of the hag. She says that she has the nicest skin of the four. Okay, time to get the two you probably haven\'t seen yet. PJ over to the map square that\'s east of the swamp. It has the words \"of Illusion\" of \"Forest of Illusion.\" Go northeast along the line of trees. When the next section of the world loads, go slightly southeast. After a few steps, go straight east. You should slam into the next house. Inside here is Lilac, the oldest daughter and the one with the most beautiful eyes. Raid her bedside tables for a piece of map. The last daughter is in the middle of one of the many forests. PJ to the square that has the graveyard, the one with most of the word \"Wilderness.\" Take a look at the map piece for a moment. See near the western edge, there\'s a path leading south into the forest? That\'s your target. Once you\'re in the forest, head south, and keep heading south at all intersections that give you a choice. You\'ll eventually bump into a T-section. Go west here, and you\'ll find yourself on white sands that should look familiar. Go south, bearing east along the tree line. Turn east when you can, and you\'ll find yourself in the Hunter\'s Village that you visited forever ago. Go out the northeast path of the village and head north. Keep going north at every intersection, and eventually the path will bend west. Take it, and keep going west. You\'ll bump into the last witch\'s house. Inside here is Helenum, the youngest daughter and the thinnest. Raid this one\'s beside tables too for a piece of map. Now that we have all the daughters\' names (and the pieces of map in their houses), hit the Select button for a moment, then hit X. This is living proof how far you\'ve come in the game. All those colored sections, with just a few still blue and white, attest that you\'ve been around awhile. Kinda calming, huh? Anyway, exit Helenum\'s house and PJ back to the map piece in the very northeast corner. Follow the path north back to the Ugly Hag\'s house. Talk to her, answer \"Yes\" to her grammatically incorrect question, and she\'ll ask you to rank the four in the order that you think of their beauty. Now, the order you choose is up to you, but remember that the names are case-sensitive, and only perfect spelling will get you through. Their names again are Almeria (sexiest), Lupinus (best skin), Lilac (best eyes), and Helenum (thinnest). Once you give her your ranking, she\'ll turn over the Spirit Encyclopedia. Talk to her again, and she\'ll become a shop with some potent healing items. Also, she\'ll offer to sell you a map piece for 1000G. With the book in hand, PJ over to the castle. Run to Ano\'s room and talk to him to hand him the book. He takes a brief glance, then tells you to come back the next day, by which time he should have finised his research. Cool, we\'re getting somewhere. +----------+ |Days 43-44| +----------+ 24 hours after you gave Ano the book, he\'s managed to figure out everything he needs to know. After his explanation of everything, he gives you back the book and becomes another option for your party. He\'s probably a bit behind in level by now, so you may not to bother with him. Also, put Rummy in your party for now. You may remove her later if you desire, this will just save a step. The three treasures are being kept in three separate dungeons. To get to the first one, PJ to the map square just east of the swamp (the one with \"Illusion\"). Follow the line of trees north along the west side, and you\'ll soon see a little stone arch that marks a path not on your map. SAVE THE GAME, then go in, and follow it as it goes west and turns north. You\'ll eventually bump into a big blue wall. Pattimo decides to use the bomb potion that Rummy used to try to kill Loreille in the first days. She says that she buried it near her house. Blast. Go to Rummy\'s house and follow her yard around until you\'re near her bedsheet that she has hanging in the southeast corner. Check the wall around there to find the Strong Gunpowder. Since you\'re right near Claire\'s shop, go in and double-check your party. You\'re about to encounter some EXTREMELY strong enemies, so you