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Finishing the Bounties and Errands

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Added:

Items

Sage's Secret x5

Healing Rain Gem

Sapdragon Ticket

Healing Tear Gem

Purifying Pulse Gem

First up, there's one last treasure to be obtained. Just visit any of the Retreat Representatives at the Familiar Retreats, and he'll reward you with [SAGE'S SECRET x5], a [HEALING TEAR GEM], a [HEALING RAIN GEM], a [PURIFYING PULSE GEM], and a [SAPDRAGON TICKET]!

Next, know that there are "new" Familiars that you can obtain! They're actually the same named familiars that you've encountered before.... but defeating the White Witch made their yoo-hoo's GOOOOOOLLLLLLD..... er... well, technically that's true, but they are ALL completely gold now. They are higher-leveled, stronger, drop different items, and have different items to steal, so they may be worth looking into. Here's where they are:

Deep Dark Wood - Duck-Billed Bopper, Teeny Bopper, Unibopper

Ding Dong Well - Sharper-Parper, Shonky-Honker

Golden Grove - Hierophant, Inphant, Psychophant, Triumphant

Old Smoky - Dragette, Draggle

The Tombstone Trail - Honky-Tonker, Tokotoko, Trumpy-Pumper

Glittering Grotto - Dragamuffin

Vault of Tears - Toko

Miasma Marshes - Gobfather, Hog-Goblin

Nevermore - Docotoko, Gobforsaken, Gobspeed

Ivory Tower - Tokotocold

When you're ready to finish up the Errands / Bounties, then get started below.

Errands / Bounties

Errand #069 - The Runaway Fairies

Errand #070 - The Greatest Treasure

Errand #075 - Fierce Creatures

Errand #078 - The Master Alchemist

Errand #085 - Notes from the Center

Errand #132 - Totally Tidy Tools

Errand #134 - Order of Illusion

Errand #136 - Great-Great-Grandsage

Bounty #113 - King of the Deep

Bounty #114 - Shellshocked!

Bounty #115 - A Legend Appears

Bounty #133 - Scorching Songstress

Bounty #135 - Grave of the Sailors

Bounty #137 - Incredible Ulk

Bounty #138 - Warbird of Prey

Errand #131 - The Conductor (start)

Bounty #116 - Wood You Believe It

Bounty #117 - A Twist in the Tail

Bounty #118 - A Return to Arms

Bounty #119 - Back and Unabashed

Bounty #120 - Ready to Blow

Bounty #121 - Stomach Trouble

Bounty #122 - Whole Hog

Bounty #123 - Losing Your Wick

Bounty #124 - Breathing Fire Again

Bounty #125 - Shedding A Skin

Bounty #126 - Walking the Plank

Bounty #127 - A Loyal Howl

Bounty #128 - Heart of Darkness

Bounty #129 - Reckless Soldier

Bounty #130 - Loyal Queen

Errand #131 - The Conductor (finish)

Errand #069 - The Runaway Fairies

Description: A fairy in Golden Grove is anxiously waiting for his friends to return after they fled the forest.

Goal: Agree to look for his missing friends.

Unlock Requirement: Complete Errand #053.

Stamps: 10 Rewards: Kaleidostones x2, 5000 G

Formulae: 076, 109

Make your way to the southern exit of the Golden Grove, where you'll find the fairy from before, except this time, he wants your help in finding his friends and telling them the forest is safe again. He has five friends to find, and you have to find them one at a time, then come back and talk to him again to find out where the next one is.

Skull Mountain. Travel there, then head south down the mountain. The fairy is hiding behind the wooden fence behind the second red flag to the south.

The Vault of Tears. Travel there, then go inside. Travel north to the first fork, then go west. As the path curves from west to north, check the cell against the left wall to find another fairy. If you look at your map, it's just west of the magic seal to the north.

Motorville. (HOW?) In any case, cast Gateway, then go directly south, turning right to Phil's workshop as you get to it to find the next one.

Abandoned Mine. Travel to Hamelin, then fly east over the Mountains with Tengri, landing on the open area near the ocean that leads up to the Abandoned Mine. The fairy is inside near the skeleton to the far north.

Forest Glade on Jack Frost's Playground. Travel to Yule, then fly southeast, having Tengri drop you off near the center of the island. Enter the Forest Glade in the dead center of it, then talk to the last fairy in here to return with your task completed. You'll get your reward, as well as two new formulae.

Errand #070 - The Greatest Treasure

Description: A young boy in Castaway Cove has found a pirate's treasure map, and is keen to investigate the locations marked on it.

Goal: Offer to investigate the locations on the map.

Stamps: 10 Rewards: Evil Eyes x2, 5000 G

Formulae: 051, 056, 068, 125

In Castaway Cove, make your way over to just outside the Cat's Cradle and talk to the little boy. He's found a treasure map, and wants you to find the treasures since his mom won't let him. There are seven places marked on the map, and as we'll find out, each one pinpoints the location of one of the stone tablets we've come across several times in our journey. You can talk to the people in town if you want regarding the locations, or you can just read along right here:

Shipwreck Shore - Fly northeast of the Vault of Tears to the dead-end on a high point surrounded by the sea. It's north of where the Sea Cow is docked, and north of the wreckage there. (3B)

Bungler's Bay - Fly directly south of Old Smoky. It's on the southeastern corner of the island. (73)

The Barrens - Fly south of Skull Mountain / west of the northern entrance of Golden Grove. It's a small section of land near the ocean to the southeast of where the Sea Cow is docked. The tablet is southwest of the waterfall to the north. (5A)

Tiny Tim - Fly southwest of Yule; it's the top of the two isles to the southwest of the Winter Wonderlands. It's on the center of the island, almost under the overhanging cliffs to the northeast. (1K)

Swan Island - Fly northeast of The Deep Dark Wood to Swan Island. The tablet is on the eastern side of the island. (4L)

Billy Goat's Bluff - Fly northwest just a tad from Perdida. It's at the dead-end of the path that you could've taken had you docked your ship on the west coast of Autumnia. There's a forage point nearby. (6I)

No Longer Mine - Fly south-southeast of Hamelin to No Longer Mine isle. Land on the westernmost part of the island, then go south and across the thin bridge to find the stone here. (2U)

Return to Castaway Cove after discovering the six sets of letters, and the boy will wonder if you can decipher it all for him. If you put it all in alphanumeric order, you get this... which if you put the second character under the first, you get this...

"1K2U3B4L5A6I73" ---> "1234567" / "KUBLAI3"

So enter "KUBLAI3", which stands for Kublai Khan the Third! Make your way to the Iron Wyvern and talk to Kublai on the western side of the ship. He'll tell you the tell on Kublai Khan the Third, who'll tell you of one last treasure in the depths of a forest on an island that no ship could reach. Travel to the Tombstone Trail, then fly on Tengri to the northeast. Have him drop you off in the center of The Broken Crown, then examine the monument and use 'Rejuvenate' to bring the text back.

Once you've read it, return to Castaway Cove and talk to the boy one last time to end this mini adventure. You'll receive a bunch of formulae in addition to the usual treasure for completion.

Errand #075 - Fierce Creatures

Description: Derwin has moved on to Ding Dong Dell in search of more creature data.

Goal: Agree to help Derwin with his research.

Unlock Requirement: Complete Errand #075.

Stamps: 8

Rewards: Lumberwood Ticket, Relixx Ticket, Dinoceros Ticket, 8000 G

Enemies: #312 - Grubby Fug, #320 - Auric Collum, #332 - Shellmet

In Ding Dong Dell, you'll find Derwin once again, this time on the north side of town by the fountain. However, instead of catching some Familiars for him, he would like you to get rid of some dangerous ones. Fair enough! There are three to dispose of:

1) Grubby Fug on Jack Frost's playground. Equip your Blazing Blades and fire-dealing equipment, then fly southeast of Yule, landing on the center of the island to deal with the brute. After defeating him, Derwin will appear and give you your next target.

2) Auric Collum on the Genie's Steps (southeast of the Shimmering Sands). Equip your Bluster Blades and storm-dealing equipment, then fly directly west of The Vault of Tears, on the highest point of the plateaus here. He has quite a high defense, so be sure to heal throughout the battle, as it will probably take longer than the last. Afterward, Derwin appears again and give you your next target.

3) Shellmet on No Longer Mine isle, the first island south of Autumnia. Fly south-southeast of Hamelin and land in the center of the island for take on the last of the beasties. He's just about as difficult as the last; while he doesn't have any weaknesses, he defenses aren't nearly as high, so buff up your party and just let out a barrage of physical attacks. As long as you keep your party healed, you'll be fine. After this one, Derwin will be finished with you and give you your reward.

Errand #078 - The Master Alchemist

Description: An old man who inhabits a cave atop the Genie's Steps says he is willing to teach you some advanced alchemical techniques.

Goal: Learn alchemical techniques from the Alchemist.

Stamps: 7

Rewards: Troll's Tears x2, Glowstones x2, 5000 G

Formulae: 060, 084, 094, 097, 127, 130

Remember the Alchemist's Cave? It's the cave just to the north on the right side of the plateaus as you go from the grassy area of the Castaway Cove area into the Shimmering Sands. Pay a visit to the alchemist in here, and he wants to teach you some REAL alchemy!

However, what he asks you to make is no walk in the park. First, he asks that you make a Demon's Ax, then once you've made that, he wants you to make it into a War God's Ax! Well, here's what you need to make them, and where to go to obtain them.

Demon's Ax

Grand Ax - Purchase in Perdida for 14500 G.

Black Wings x 2 - If you fought a lot in the Spring Isles, you more than likely already have them. If not, the easiest place to get these are to get both the Relixx and/or the Eggyptian enemies around Ara Memoriae to drop them, or to have Swaine swipe them with his Mugshot. (The Sharp-Hooter in Ivory Tower also carries them.)

Tachestone x 3 - There's a few places where we can get these, but I recommend going back to The Ivory Tower. Both the Tokotocold and the Honky-Tonker in the Ivory Tower have these, so have Swaine steal them or try to get the baddies to drop them. (Other places you can get them: Puss in Boats, whom you can encounter in the sea around Nazcaä; Burly Hurly, whom you can find running around Perdida; Bone Brigadier, who is still haunting Nevermore.)

War God's Ax

Demon's Ax - Well, you just made it... hopefully you didn't sell it...

Kaleidostone x 5 - This one (and the next) are extremely tough to get, so good luck. One of the following "golden" enemies will have a RARE shot of dropping it, so take your pick. I recommend the Golden Tokotocold in The Ivory Tower so you can grind for EXP against the normal Tokotocolds while you're at it:

- Ivory Tower - Golden Tokotocold (Rare Drop)

- Miasma Marshes - Golden Gobfather (Rare Drop)

- Glittering Grotto - Golden Bedraggle (Rare Drop / Rare Steal)

Scroll of Truth x5 - Same as above, all are very rare to get. Pick your favorite location; I had more luck in the Tombstone Trail for some reason.

- Miasma Marshes - Golden Hog-Goblin (Rare Drop)

- Tombstone Trail - Golden Honky Tonker (Rare Steal)

- Vault of Tears - Golden Toko (Rare Drop)

(Fast forward 60 hours)... Once you have all of those and you've made them for the Alchemist, you'll receive your prizes, as well as several more formulae!

You can earn two more formulae by bringing him items as well, once you've completed your original task. Complete the Solosseum's Rank A to obtain a Heart of the Muse, then show it to him to earn formula #127. Complete Bounty #122 to receive a Cad's Clasp from the boss, then show it to him to earn formula #130.

Errand #085 - Notes from the Center

Description: A man visiting Ding Dong Dell is rather flustered after misplacing his bally diary. However could this have happened?

Goal: Calmly agree to look for the missing diary yet again.

Unlock Requirement: Complete Errand #084.

Stamps: 10 Rewards: Angel's Wings x2, 5000 G

Items: Wizard King's Secret, Traveler's Diary,Star-Eater's Fang

Formulae: 088, 093

In Ding Dong Dell, talk to the man outside of the Cat's Cradle to... ugh, find his missing diary once again. FOR THE LAST TIME! Leave Ding Dong Dell, then start walking directly southwest for an orange and yellow set of trees quite a ways east of the Golden Grove (which appears to be roughly halfway between the Golden Grove and the beach where the Sea Cow is docked.) If you go through the trees, you'll find a path that wasn't there until now, so follow the path a long while until you wind up at a hidden forest glade in the Southern Summerlands.

There's some treasure here, so open the purple chest to your right first to find a [WIZARD KING'S SECRET], then make your way to about the center of the area, just to the east of a large mushroom, and you should see an exclamation point appear over Oliver's head. Examine the ground to find the [TRAVELER'S DIARY], then go to the dead-end to the west and check out the vantage point here to open the green chest for a [STAR-EATER'S FANG].

Before going back to Ding Dong Dell... notice the large door here to the north. Talk to the... bunny (?) here, who will introduce himself as "The Conductor." Talk to him and agree to undertake his task to unlock a whole new set of errands... that we'll take on later. (See errand #131.)

For now, once you've at least started that errand and have the diary in hand, return to Ding Dong Dell and claim your prizes and extra formulae.

Errand #132 - Totally Tidy Tools

Description: Smiley and Surly need some ideas for new weapons to attract customers to their shop.

Goal: Agree to help Smiley and Surly.

Stamps: 0

Rewards: Blossom of the Bard, Pretty Parasol, 10000 G

Formulae: 131

On the Iron Wyvern, talk to Surly, and he'll want you to go look for new weapon ideas for him. Agree, then Travel to The Fairyground to get started. Your first idea will come from the large fairy watching the comedy show to the northeast: the soppy slapstick. Next, head far north and talk to the Fairy Godmother for the second idea: the lullaby lance.

Finally, you need to go back... inside the Fairy Godmother, so... once you climb down the ladder, head east to magically be back in. Go out into the hallway and enter the far left room with the sunflower on it. Check the slide at the top of the room to find the last idea: the flawed claws.

Leave the Fairy Godmother's insides the way you came (luckily you don't have to be "born again") and return to the Iron Wyvern. Give the ideas to Surly, but Smiley needs one more idea, so for it, use 'Gateway' and go to Oliver's House in Motorville. Go into the kitchen beside the stairs and check beside the sink to get the last idea: Mom's favorite pan.

Return to the Iron Wyvern one last time and talk to Surly to end this task. In addition to normal Rewards and even an extra formula, you can now buy those goofy weapons from the boys themselves!

.——————————————————————————————..——————————————————————————————.

Smiley 'n' Surly's (continued)

============================================================

29700 G Hero's Sword 27000 G Knight's Armor

54000 G Soppy Slapstick 25200 G Robe of Restoration

27900 G Kiss of Death 20700 G Diva's Mantle

34200 G Crystal Spear 19800 G Shiny Shield

54000 G Lullaby Lance

36000 G Ogre King's Ax 16200 G Nix Gnashers

54000 G Mom's Favorite Pan '——————————————————————————————'

34200 G Werewolf Claws

54000 G Flawed Claws

'——————————————————————————————'

Errand #134 - Order of Illusion

Description: The knights who appeared in The Ivory Tower are ghosts who were once charged with protecting Queen Cassiopeia.

Goal: Agree to listen to the knights' request.

Stamps: 0

Rewards: Nazcaän Longsword, Nazcaän Armor, Nazcaän Helm, 10000 G

Enemies: #313 - Magimech, #314 - Manic Magimech, #316 - Magimech Master

From the Iron Wyvern, fly east into The Ivory Tower. Make your way north to the Waystone, and you'll find some Nazcaän soldiers. Talk to the captain, Caph, and he'll request your assistance. Remember the robots we've seen in pieces throughout the game? Well, apparently they've now come back to life, so we need to find them once again and dismantle them for good. Here's where they all are:

Golden Grove - From the northern entrance, make your way south, then east, north, and west to the dead-end with the first soldier.

Old Smoky - From the entrance, just follow the path north, then north at the fork to find the next soldier.

Tombstone Trail - At the second Waystone halfway up the map is a shack; the third soldier is hanging around there.

Glittering Grotto - On the lower section of the Grotto, in the open area just southwest of the Waystone south of where you fought the boss.

Once you've obliterated the four, return to The Ivory Tower and report to Caph. You'll now be charged with taking out three more, except this time, they're the stronger Magimech Masters. Leave the Ivory Tower, then make your way to Nazcaä. Save before each fight, then take out the three:

Located just south of Ara Memoriae.

Located to the far north of Ara Memoriae.

Located just west of the southeastern landing point on the island.

Once those three are taken out, return to The Ivory Tower one last time, but before you do anything, SAVE and RECOVER at the Waystone. When you're ready, talk to Caph, which will lead to a tough fight; this time, it's against one Manic Magimech and TWO Magimech Masters... AT ONCE! For this battle, you'll want to switch to Esther; use her to boost your party's defense and attack, then focus on healing, as the Magimechs will be dishing out damage quick enough to where you wouldn't want to trust Esther on her own.

Errand #136 - Great-Great-Grandsage

Description: A sagely looking ghost has been waiting at the Ara Memoriae. It seems he has something important to say.

Goal: Listen to what Horace has to say.

Unlock Requirement: Completed all of Horace's previous puzzles

Stamps: 0

Rewards: Mirror of Truth, 10000 G

Formulae: 132, 133, 134

In Ara Memoriae, go to the far north and talk to Horace; he has a long story to tell you about himself, Nazcaä, and Cassiopeia, but it will take place over several locations and with several riddles. Here are the locations and answers:

Ara Memoriae - To the far north. ("Mornstar")

Tombstone Trail - At the very end of the path to the far north. ("Aapep")

The Vault of Tears - The room where you fought the boss to the northwest.

("Pea") The Glittering Grotto - To the north on the top section. ("Bring Hope") The Ivory Tower - At the very end of the tower, before the final boss. ("Wizard's Companion")

Once you've completed all of this and have your new formulae, be sure to crate the Sky Tree Wand for Oliver!

Bounty #113 - King of the Deep

Description: The legendary "King of the Deep" has made an appearance! This beast has caused enough suffering - it must be defeated!

Last Seen: In the Hermit's Shell Lagoon (Southwestern Spring Isles)

Stamps: 10

Rewards: Dragon King's Claws, 4000 G

Enemies: #307 - Prince of Whales

Your target is hanging out in the water by Hermit's Shell. However, it must be reached by boat, so board the Sea Cow from Castaway Cove and travel far west to encounter the Prince of Whales! Have your Bluster Blades and other storm-inflicting weapons equipped, and have your Drongo-based familiar blast away with its strongest storm tricks to dispose of this one quickly.

Bounty #114 - Shellshocked!

Description: The legendary shellshocker has appeared, and Autumnia is under threat! Time to deal with this torrid turtle once and for all!

Last Seen: Clifftop East of the Pig Iron Plain (Autumnia)

Stamps: 10

Rewards: Light Relief Gem, 4000 G

Enemies: #331 - Shellshocker

Your target is east of Hamelin, so Travel there, then hop on Tengri. Fly over the mountains to the east and drop your party off on the path leading up to the mine near the edge of the ocean; the Shellshocker will be walking up and down the path here. He's not weak to anything, so buff up your strongest Familiars is you can, then let loose. If by chance he decides to boost his Magic Defense with Bracer, then switch to your stronger magical familiars or Oliver himself and barrage him with spells.

Bounty #115 - A Legend Appears

Description: A mysterious and malevolent creature has appeared on Solitary Isle. Besting it will not be easy, but it must be done!

Last Seen: On Solitary Isle (Southwest of Teeheeti)

Stamps: 10

Rewards: Celestial Sword, 4000 G

Enemies: #319 - Ionic Collum

Your target is on Solitary Isle, so Travel to The Fairyground, then fly just to your southwest, having him drop you off to take on the Ionic Collum. As with the fight against the Prince of Whales, get your Bluster Blades and Storm-inflicting equipment out while having your Drongo-based familiar blast away. He has pretty high defenses, so it may take a while to take him down. Just be sure to stay healed as the battle goes on.

Bounty #133 - Scorching Songstress

Description: Some people have reported hearing some unsettling singing in the foothills of Old Smoky... Go and investigate!

Last Seen: In the Smoky Mountains (Summerlands)

Stamps: 0

Rewards: Glowstone x3, 5000 G

Enemies: #304 - Magmadiva

Your target is just south of Old Smoky, so Travel there, then walk down the path a bit to find the Magmadiva. As with the other singing lava lady hunts, this one is weak to water, and isn't very strong. Stay healed and blast her with your water tricks.

Bounty #135 - Grave of the Sailors

Description: A sea monster known for its voracious appetite has made an appearance... You must restore peace to the oceans!

Last Seen: Near the Spindle (Eastern Autumnia)

Stamps: 0

Rewards: Evil Eye x3, 5000 G

Enemies: #308 - Lone Shark

Your target is swimming around the Spindle, so since it's in the water, you will need the Sea Cow once again. Depart from the south beach of Hamelin, then head east and north around Autumnia until you spot the Lone Shark. Strangely enough, he's weak to Fire, so equip those Blazing Blades you got in Yule and light him up, using your Familiars' fire tricks as well. He's quite a bit more dangerous than the last few bounties, so keep an eye on your HP throughout the battle, as it'll go from full to empty in a matter of seconds.

Bounty #137 - Incredible Ulk

Description: Ulk are usually docile creatures, but one of them has started attacking people. Someone must put a stop to this!

Last Seen: On the Giant's Tabletops (Summerlands)

Stamps: 0

Rewards: Troll's Tears x3, 5000 G

Enemies: #333 - Ulk

Your target is northwest of The Deep Dark Wood, so Travel there (save and recover at the Waystone inside to be safe), then have Tengri drop you off on the northern or western side of the lake there to find the Ulk. The big moosey doesn't have any weaknesses, so buff yourself up and sick your strong Familiars onto him. He hits hard, so be sure to keep an eye on your party's health, as Esther can't always keep up with it.

Bounty #138 - Warbird of Prey

Description: Merchants are complaining of having their goods stolen by a giant crow. Someone needs to teach it a lesson!

Last Seen: On Swan Island (North of the Summerlands)

Stamps: 0 Rewards: Angel's Wings x3, 5000 G

Enemies: #334 - Warbird

Your target is northeast of The Deep Dark Wood on Swan Island, so fly on over to the beach of the largest island there and have Tengri drop you off to meet the Warbird! As with the Ulk, he has no weaknesses, so buff up your party and go at him. This time though, you may want to take control of Esther and focus on healing yourself and let the AI do the damage. The Warbird also loves to use Amnesia to Nix your party, so controlling Esther and using her Chant song to keep your party Nix-less. Oh, and yes, it likes to steal your guilders, so end the bird's life quickly before you're broke.

Errand #131 - The Conductor

Description: The Conductor is in a forest to the south of Ding Dong Dell, and has something important to tell you.

Goal: Agree to help him - if you want to know the truth...

Stamps: 0 Rewards: ---

Items: Philmobile Key

To find Errand #131, you must start Errand #085 - Notes from the Center. The man outside of the Cat's Cradle in Ding Dong Dell lost his diary again, and agreeing to help him will open a new area. From Ding Dong Dell, go ahead and start walking directly southwest for an orange and yellow set of trees quite a ways east of the Golden Grove (which appears to be roughly halfway between the Golden Grove and the beach where the Sea Cow is docked.) If you go through the trees, you'll find a path that wasn't there until now, so follow the path a long while until you wind up at a hidden forest glade in the Southern Summerlands.

You'll see a large door here to the north, as well as a strange looking bunny. He introduces himself as "The Conductor"; talk to him and agree to undertake his task to unlock a whole new set of errands. It starts with Bounty #116 (shown below), and ends with Bounty #130. Each of these bounties are re-fights of bosses that you've already beaten in the past, except that they're a lot stronger than before. Most of them can be handled quite easily; if you need assistance, read further below.

Once you complete Bounty #'s 116-120, you'll need to cash in on the Bounty Rewards, then return to the Forest Glade and talk to The Conductor once again, who will give you another set of Bounties to take on.

Once you complete Bounty #'s 121-128, you'll need to cash in on the Bounty Rewards, then return to the Forest Glade and talk to The Conductor once again, who will give you yet another lone Bounty to complete.

Once you complete Bounty #'s 129, you'll need to cash in on the Bounty reward, then return to the Forest Glade and talk to The Conductor once again, who will give you your last Bounty.

Complete Bounty #130, then return to The Conductor one last time, who will allow you to continue through the large door to take on The Guardian of Worlds, the game's secret boss. More details for fighting the boss can be seen in section [WLK-8.4].

After the battle, talk to The Conductor to the north, then proceed through the door to the north to wind up in Motorville. Chase after The Conductor and talk to him whenever he stops. Eventually, once you get to Leila's, head inside and talk to him again, then exit once you're done.

Watch the scenes that follow and continue talking to The Conductor along the way, and you'll eventually receive the PHILMOBILE 2000, and with it, the [PHILMOBILE KEY]. This will finally bring the last errand to a close. Feel free to drive the Philmobile wherever you can normally walk; just press the DOWN button to "summon" it.

Bounty #116 - Wood You Believe It

Description: A black orb has appeared near the Whispering Waterfalls, sending the local wildlife into a frenzy. Go and investigate!

Unlock Requirement: Start Errand #131.

Last Seen: In the Deep Dark Wood (Summerlands)

Stamps: 0

Rewards: Harrowfang, 2500 G

Enemies: #336 - Fury of the Forest

This is a rehash of the Guardian of the Woods fight, so travel to The Deep Dark Wood and make your way to the boss area to find a black orb, which will make you fight the Fury of the Forest!

As with the Guardian of the Woods, make sure to defend whenever he's about to use Windfall, then barrage him and go for the gold glim to make him pay. In the meantime, normal attacks from your Familiars will do fine. Make sure to keep an eye on your HP though, as his attacks are actually pretty strong. He shouldn't give you much trouble... he's too slow.

Bounty #117 - A Twist in the Tail

Description: The mice in Ding Dong Dell have been especially troublesome of late. Go and find out what's going on!

Unlock Requirement: Start Errand #131.

Last Seen: In Ding Dong Well (Summerlands)

Stamps: 0

Rewards: Starspun Tunic, 2500 G

Enemies: #338 - Dickory Dock

This is a rehash of the Hickory Dock fight, so travel to Ding Dong Dell and head down to the Ding Dong Well, making your way to the boss area to find a black orb, which will make you fight Dickory Dock!

As with Hickory Dock, this guy will use his Tailspin to confuse you; use All-Out Defense and Defend yourself to try and minimize the chances for the status effect, or use your Thumbelemur to avoid it altogether. He'll use Mousefire as well; when it backfires on him, make him pay, hopefully getting a gold glim and firing him up. Again, normal attacks from your strongest Familiars will suffice, and you'll most likely not even have to heal.

Bounty #118 - A Return to Arms

Description: Something strange is happening to the forest... Could it be related to the black orb that has appeared near the spring?

Unlock Requirement: Start Errand #131.

Last Seen: In Golden Grove (Summerlands)

Stamps: 0

Rewards: Shiny Shield, 2750 G

Enemies: #340 - Badiataur

This is a rehash of the Gladiataur fight, so travel to the Golden Grove and enter from the south. From there, you'll find a black orb in front of you, which will make you fight the Badiataur!

As with the Gladiataur, you'll want keep your distance, casting your strongest storm-based spells and tricks to whittle down his HP. When you see Savage Swipe, whomever he is targeting, control them and move them out of the way, as it does major damage. As for his Everblade, it's still strong, but not as much as Savage Swipe, so issue an All-Out Defense and Defend against it.

Also as before, he'll eventually get ticked, throw his sword and shield, and start charging you. Again, stay out of his way, stay healed, and deal damage from a distance. Headlong Rush can put you in a really bad spot, so be sure to issue an All-Out Defense for this as well.

Bounty #119 - Back and Unabashed

Description: An eerie black orb has appeared in the Temple of Trials. Go and investigate it!

Unlock Requirement: Start Errand #131.

Last Seen: In the Temple of Trials (Summerlands)

Stamps: 0

Rewards: Sorcerer's Soul, 3000 G

Enemies: #343 - Smashura

This is a rehash of the Bashura fight, so travel to The Temple of Trials and examine the black orb behind Solomon, which will make you fight Smashura!

He's actually pretty pathetic compared to his earlier counterpart. Buff up your party, then issue an All-Out attack and just beat the life out of him. His Devastation attack does a decent amount of damage to your party; don't worry about defending against it, but be sure that your party has a decent amount of health afterward. Bash (or smash) away at him, hopefully canceling an attack and giving you a chance at a gold glim.

Bounty #120 - Ready to Blow

Description: Old Smoky is rumbling again... Could it be something to do with the black orb that has appeared near its summit...?

Unlock Requirement: Start Errand #131.

Last Seen: On Top of Old Smoky (Summerlands)

Stamps: 0

Rewards: Griffin's Talons, 3250 G

Enemies: #345 - Vulcaan

This is a rehash of the Moltaan fight, so travel to Old Smoky and make your way to the boss area to find a black orb, which will make you fight Vulcaan!

As with Moltaan, try to get behind him and attack his tail, doing as much physical damage as you can, as quickly as you can. Being behind him, you should avoid the majority of his attacks, so keep whacking away at him, hopefully cancelling an attack and getting a gold glim.

When you see his Volcanic Roar or Tail Flail coming, be sure issue an All- Out Defense command, and afterward, help Esther heal if necessary, as they will both do quite a bit of damage.

Bounty #121 - Stomach Trouble

Description: The Fairy Godmother is unwell - maybe it was something she ate? Someone should go in and have a look...

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: In Mummy's Tummy (Teeheeti)

Stamps: 0

Rewards: Glorious Lance, 3500 G

Enemies: #350 - Imperial Jelly, #351 - Jelly Teen

This is a rehash of the Royal Jelly fight, so travel to the Fairyground, make your way to the east of the Fairy Godmother to be back inside her. A black orb is to the east of the rooms, which will make you fight the Imperial Jelly if you check it out!

As with the Royal Jelly, it's weak to fire, so if you have the Blazing Blades still, go ahead and equip them and let them deal with the Jelly. If you have a familiar that also have fire tricks, then let it wreak havoc as well, but the majority of your damage should be coming from physical attacks.

It has some rather strong normal attacks, so keep an eye on your HP, just in case Esther needs some help. When it uses its Baby Shower trick, quickly rush in and attack it furiously to get it to drop the gold glim, so you can blast it with Burning Heart. To take care of all of the Jelly Teens, cast Astra repeatedly until they (and the momma) are taken care of.

Bounty #122 - Whole Hog

Description: A strange black orb is floating in the main hall of the Porcine Palace... This probably isn't a good sign. Go and investigate!

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: In the Porcine Palace (Hamelin, Autumnia)

Stamps: 0

Rewards: Knight's Armor, 3750 G

Enemies: #353 - Porco Rosso

This is a rehash of the Porco Grosso fight, so travel to Hamelin, then make your way into the palace to the main hallway, where you'll see another black orb. Check it out to fight the Porco Rosso!

As with the last two Porco fights, this mechanical beast is weak to storm, so let your Drongo-based familiar have fun with its storm spells for some decent damage. Strong Familiars with the Bluster Blades equipped will also be able to do quite a bit of damage.

Keep an eye on your HP, and the attacks the Porco does; its Gammon Cannon will DEVASTATE one character in your party, so if you see it coming, Defend and order an All-Out Defense. Other than that, its attacks aren't very threatening, so just chip away at its HP until it finally falls.

TIP: Don't forget to take the Cad's Clasp to the Master Alchemist (north of Castaway Cove in the Alchemist's Cave.) Doing so will net you formula #130. This can only be done if you completed Errand #078.

Bounty #123 - Losing Your Wick

Description: A black orb has appeared on the Tombstone Trail, and a voice can be heard coming from it... Go and investigate!

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: On the Tombstone Trail (Autumnia)

Stamps: 0

Rewards: Diva's Mantle, 4000 G

Enemies: #355 - Candelabracadaver

This is a rehash of the Candelabracadabra fight, so travel to the Tombstone trail, then make your way to the very end of the area where you fought the boss before. Check out the black orb here to fight the Candelabracadaver!

As with the Candelabracadabra, even though it's weak to light, you'll be better off buffing your Familiars and taking a direct assault approach, that way you'll have a better shot of cancelling his attacks and taking him out before he can do too much damage. If you want to play it safe, feel free to stay on the edge of the battlefield and cast Astra Repeatedly for major damage.

It can inflict Blindness with Snuff Out, but your Familiars should be leveled high enough to where their accuracy is still decent enough to keep attacking instead of taking the time to cure the blindness. Boo! on the other hand can inflict curse, so you'll want Esther to remedy that quickly. Wacko Lantern is somewhat powerful, so if you see it coming, take a quick break from attacking and choose to use Defend / All-Out Defense!

Bounty #124 - Breathing Fire Again

Description: An ominous-looking black orb has appeared on Skull Mountain. Go and investigate it right away!

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: Northern Skull Mountain (Summerlands)

Stamps: 0

Rewards: Ogre King's Ax, 4250 G

Enemies: #357 - Golden Dragon

This is a rehash of the Red Dragon fight, so travel to Skull Mountain, then check out the black orb just to the south of the entrance. You'll have to fight the Golden Dragon!

As with the Red Dragon, it will cast Dragon Scales to boost its magic defense. However, there are no quick tricks to dealing massive damage this time, so boost your Familiars' strength and attack normally.

Defense-wise, ALL of his attacks will do MAJOR damage to your party, and if ou get caught in the line of fire of his Dragonbreath, you can watch your HP disappear just like that. Make sure to use Defend and All-Out Defense whenever you see either Dragonbreath or Firestream coming.

Bounty #125 - Shedding A Skin

Description: A black orb has appeared in the Vault of Tears, driving the resident creatures wild... Go and investigate!

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: In the Vault of Tears (Summerlands)

Stamps: 0

Rewards: Sorceress's Robes, 4500 G

Enemies: #360 - Mehen

This is a rehash of the Aapep fight, so travel to The Vault of Tears, then make your way to the boss area to find another black orb. Check it out, and you'll have to fight Mehen!

Unlike with Aapep, Burden ISN'T something you want to use in this fight; instead, focus on blasting him with Astra from the edge of the field while your other party members deal with him up front. Death Rattle will inflict curse, just like before, but since you're using magic primarily, it should not affect you in the least. Black Bolt and Serpent Strike will do a decent amount of damage though, so keep an eye on your party's HP, just in case Esther needs some assistance.

If firing off magic bores you, then feel free to rush in and attack; just be ready to heal more often.

Bounty #126 - Walking the Plank

Description: A black orb has appeared on the north of this island, and laughter can be heard coming from within. Go and investigate!

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: Near the Broken Crown (Northeastern Autumnia)

Stamps: 0

Rewards: Nix Gnashers, 4750 G

Enemies: #363 - Commodore Crossbones

This is a rehash of the Cap'n Crossbones fight, so travel to The Tombstone Trail, then hop on Tengri and make your way northeast to the Broken Crown isle. Check out the black orb on the northern part of the island to fight Commodore Crossbones!

As with the Cap'n, he'll Plunder your HP, which will swipe a decent amount of damage. Swashbuckler is a bit more dangerous; if you see it, just back away, since it's a range attack affecting those that are surrounding him. His physical attacks may not seem strong, but when he gets a chain of them going, it can deal quite a bit of hurt.

You'll want to use the same strategy as you did with Mehen; stay on the edge of the field, casting Astra for major damage while the other two do the dirty work, making sure that their health doesn't drop. Keep on wailing away at him until he's dead... er... living... er... I don't know. Vanquished, I guess.

Bounty #127 - A Loyal Howl

Description: A black orb has appeared in the Glittering Grotto, and an eerie howl can be heard coming from within. Go and investigate!

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: In the Glittering Grotto (Winter Isles)

Stamps: 0

Rewards: Dragon King's Claws, 5000 G

Enemies: #365 - Cerborealis

This is a rehash of the Cerboreas fight, so travel to The Glittering Grotto, then make your way to the very end of the area where you fought the boss before. Check out the black orb here to fight the Cerborealis!

This is the first of the re-fights that you'll probably either have trouble with or will have to keep on your toes the entire fight. He doesn't have a weak spot to fire that Cerboreas had, and he's too quick to stand idly by to cast spells at the whole time, so you'll need to go the route of physical attacks. Your best bet would be to use tank-type Familiars that have very high Defense stats, that way you can go toe-to-toe with the Cerborealis without having to heal your HP every ten seconds. While doing that, go ahead and buff your party up to increase the damage output.

Not much can be done about his attacks; he's very quick and will hurt you in a heartbeat, so be sure to stay healed. Hopefully your direct assault will be able to cancel them before they're unleashed.

Bounty #128 - Heart of Darkness

Description: The path from Perdida to the Miasma Marshes has opened up again... Go and find out what's going on.

Unlock Requirement: Complete Errand #'s 116-120, then return to The Conductor to have him give you the next set.

Last Seen: In the Miasma Marshes (Autumnia)

Stamps: 0

Rewards: Enigma Armor, 5500 G

Enemies: #370 - Bileheart

This is a rehash of the Vileheart fight, so travel to Perdida, then go into the town and exit to the north to be back at the Miasma Marshes! Levitate your way to the open area at the end to find another black orb, and thus, the next boss: Bileheart!

As with Vileheart, your main concern is the Viledriver. EVERY time you see it coming, use Defend and All-Out Defense to minimize the damage. His other attacks are nothing compared to it, so in the meantime, buff your party and deal out physical attack as usual, since he's somewhat resistant to magic. You were probably more likely to have a problem with Cerborealis than you will with Bileheart. As always, stay healed.

Bounty #129 - Reckless Soldier

Description: The path across the Miasma Marshes to Nevermore seems to be clear... Find out what's going on!

Unlock Requirement: Complete Errand #'s 121-128, then return to The Conductor to have him give you this one.

Last Seen: In Nevermore (Autumnia)

Stamps: 0

Rewards: Celestial Sword, 6000 G

Enemies: #372 - Knight Terror

This is a rehash of the Eternal Knight fight, so travel to Perdida once again, then go into the town and exit to the north to be back at the Miasma Marshes, levitating all the way through the entire marshes past where you just fought. You'll eventually wind up at Nevermore; from there, make your way to the boss area at the end to find another black orb, and thus, the next boss: Knight Terror!

This will be your toughest boss yet; if you have them, bring your Familiars that have high defenses so you can try for a direct assault. Each of his attacks are pretty powerful, and even though he moves pretty slow, standing idly by and casting spells isn't ideal, especially when you see his Onslaught coming. DEFEND and use All-Out Defense at all costs then!

As for the rest of the battle, keep a close eye on your HP while keeping your HP near max, and work on interchanging your strongest physical-based tricks and regular attacks until you can finally wake up from this... Knight Terror... (*groan*)

Bounty #130 - Loyal Queen

Description: A new black orb has materialized, and it looks more ominous than any before it... It must be investigated, and soon.

Unlock Requirement: Complete Errand #129, then return to The Conductor to have him give you the last one.

Last Seen: On the Ara Memoriae (Nazcaä)

Stamps: 0 Rewards: Star Eater's Fang, 7000 G

Enemies: #383 - Zodiarchangel, #384 - Dominion

This is a rehash of the final boss fight, and it will be just as tough as it was before. Travel to Ara Memoriae, then approach the black orb near the center to take on the Zodiarchangel!

Start off by getting rid of the four Dominions floating around by using spells like Astra and tricks like Earsplitter. Once they're out of the way, just focus on buffing your party and using strong tricks to take out large chunks of HP at once from the big baddie.

Chaos is just as nasty as you remember it, so use Defend and All-Out Defense when you see it coming. It hits hard all around, so plan on spending every other turn using a Sprite Dew to keep your party's HP up, since there's no way that Esther will be able to keep up.

With all of the above tasks completed, you're ready to finish Errand #131. Since it's not for the faint of heart, it gets its own section just ahead.

 
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Table of ContentsClose
  • S1: Entering Another World
  • S2: The Southern Summerlands
  • S3: The Sparkling Seas
  • S4: Southern Autumnia
  • S5: Search for the Magicstones
  • S6: The Dark Djinn
  • S7: Wrath of the White Witch
  • Post Completion
  • Items and Equipment
  • Characters and Familiars
  • Errands and Bounties
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