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Baten Kaitos: Eternal Wings And The Lost Ocean - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Baten Kaitos: Eternal Wings And The Lost Ocean - Strategy Guide (Page 01).

Baten Kaitos: Eternal Wings and the Lost Ocean FAQ/Walkthrough
Version 0.3 - 05 January 2005
By darienkd - Please refer to Section IX for legal information

a)-- Table of Contents--

a) Table of Contents
b) Current Status

I) Introduction
II) The Characters
III) Combat Mechanics
IV) Walkthrough: Disc One
     i) Sadal Suud Frontier
     ii) Diadem
     iii) Anuenue
     iv) Mira and the Path of Souls <--(Walkthrough Progress Indicator)
V) Walkthrough: Disc Two
     i) Alfard
     ii) Regrouping and Wazn
     iii) Onward and Downward
     iv) Loose Ends
     v) Cor Hydrae and Beyond
VI) Magnopaedia
VII) Special Combos
VIII) Collection Subquests
     i) Star Map
     ii) Quzman's Family Tree
     iii) Animals for Wazn
IX) Legals

Appendix A) Mathematical Proof for Castle Elnath


*------------------------------------------------------------------------------

b)--Current Status--

     The current status of this guide is "shaping up well." What exactly does
that mean? There is only one section that is currently without information -
Section V (Disc Two Walkthrough). The Disc One Walkthrough is underway, but far
from complete - it covers Sadal Suud comprehensively. The Magnopaedia presently
has information for most of the game's 1022 Magnus, and the number is
increasing steadily. 44 out 141 Special Combos are currently listed. The
remaining sections - on the characters and mechanics - are in final form,
though they will be added to and expanded should new information come to light,
or pending suggestions.
     This document is being actively worked on at present, so expect updates to
be rapid. If I don't have the information you need, chances are I will soon. If
you absolutely can't wait for that, feel free to contact me, though I can't
promise a response, and it is possible that I don't currently have the answer.
This guide will shortly contain all the information I have about this game, but
presently is a work in progress. I have every intention of making this the most
complete, detailed guide to be found on the internet.
     Thanks to everyone who sent feedback or suggestions; if you sent
particular information, rest assured that it was not ignored; a combination of
technical difficulties and single-minded devotion to shaping up the walkthrough
have simply delayed my organising and incorporating proposed additions. But it
is coming.

     Progress has been steady; work was begun on 26 November 2004.

     Changelog:

     v0 (11-26-04): Work began with Magnopaedia. Expanded from there.
     v0.1 (12-06-04): First public release. Walkthrough of Sadal Suud complete.
          Sections I, II, III, and IX complete.
     v0.2 (01-03-05): Walkthrough of Diadem complete. Updated Magnopaedia,
          Special Combos, and Subquests. Added Appendix A.
     v0.3 (01-05-05): Walkthorough of Anuenue complete. Updated Magnopaedia,
          Special Combos, and Subquests. Slight formatting changes.

*------------------------------------------------------------------------------

I)--Introduction--

     Baten Kaitos: Eternal Wings and the Lost Ocean is an RPG with a twist: a
rather unique card-based battle system. This system makes the combat much more
fast-paced than in most RPGs, as you never know exactly what you'll be able to
do on any given turn, and you don't get much time to decide. Indeed, the game
is much more active in many respects than RPGs tend to be these days; it's
about 60 hours long, and there's a lot of action and a relatively small amount
of cinematic and screen text. And with 1022 different items, there's enough to
keep even the most fanatical treasure-hunter interested.
     The purpose of this guide is to provide information that players of the
game may find useful or interesting; I fully intend to keep representation of
information found in the manual to a minimum. As such, this guide will be of
the most use to people who are already familiar with the way Baten Kaitos is
played, and have an understanding of the terms and mechanics involved. Please
note that this guide contains a rather heavy quantity of spoilers, and, as that
may reduce some people's enjoyment of the game, please judge accordingly before
proceeding.
     So, without further ado, let's get this going.

*------------------------------------------------------------------------------

II)--The Characters--

     --Kalas--

     Kalas is the most balanced of the characters. All of his stats compare
favourably to those of the other characters, and there are no outstanding
weaknesses.His primary weapon type - the sword - is available in all six
elements, with a good proportion of normal-type weapons also, and a decent
number of them have status effects. Also, Kalas can use most of his weapons for
defense, substantially increasing his versatility and reducing the amount of
armour needed in his deck. He can use most of the heavy armour, shields, and
helms, and, for most of the game, is the character who can use Guardian Spirit
attacks (see section III for more details).

     --Xelha--

     Xelha is very fast, with average scores in the other stat categories. Her
primary weapons are spells, and all six elements are represented equally among
them. She has no normal-type attacks, however, and none of her attacks is
capable of inflicting a status effect. Xelha has difficulty with defense, since
her armour is weak compared to Kalas' and she cannot defend with weapons. Xelha
is the character who uses Guardian Spirit attacks when Kalas is out of the
party.

     --Gibari--

     Gibari has a lot of attack and a lot of vitality, but is by far the
slowest of the characters. His primary weapon is the oar, which comes in all
six elements, though with wind and water being more common than the others.
There are also a good number of normal-type oars, and, like Kalas, Gibari can
use his weapons for defense, and they frequently have status effects. Gibari
can wear the heaviest armour, though not some of the lighter armour, and can
use shields and helms.

     --Lyude--

     Lyude, like Kalas, has very balanced stats, with no major weaknesses. His
primary weapon type is the horn, which comes only in light, dark, and normal.
Not one of Lyude's weapons can cause a status condition or be used for defense.
Lyude can wear most of the heavy armour and helms, but can use only light
shields.

     --Savyna--

     Savyna has high speed and attack, but low defense and vitality. also,
Savyna has the shortest attack animations, meaning that you have less time for
choosing your next card to attack with than you would with any other character.
Her primary weapon is the glove, which is available in fire, water, and normal.
Exactly one of them can be used for defense, though a good number have status
effects. Savyna can wear medium armour and shields, along with a good
representation of hoods.

     --Mizuti--

     The Great Mizuti is much like Xelha, though with a lot more defense and a
lot less agility. Mizuti attacks with spells - exactly the same spells used by
Xelha, which means that, for most of the game, you probably won't have enough
spell cards to use both of them in your party at the same time. Unlike Xelha,
however, Mizuti has a few normal-type attacks, in her first three finishing
moves. Mizuti uses exactly the same selection of robes and hoods that Xelha
wears.

*------------------------------------------------------------------------------

III)--Combat Mechanics

     Combat in Baten Kaitos is a matter of playing cards. Every character has
Deck Size, Hand Size, ComboMax, and Initial Time stats that are dependent on
his Class Level, and are the same for every character at a given level. The
others are relatively obvious, but the ComboMax stat determines how many cards
you can play in one attack action. Defense is not dependent on this; In a
defense action, you can play as many cards as the attacker played against you.

     --Attacking--

     As your class level increases, your hand size increases, which means more
options at any given point. Unfortunately, it means more cards to scroll
through, and your time is limited. It also extends the length of one combo, but
also decreases the amount of time you have to choose your first card. Overall,
increasing your class level is highly beneficial for your offense, as it means
longer combos (and larger combo bonuses!). But bear in mind that the game will
become more hectic and require more quick thinking as you raise class levels.

     The first confusing thing about the weapon stats is that the elemental
power of a weapon is not in ADDITION to its normal listed power, but a part of
it. So the Ray of Truth (ATK 48, Light 29), for example, will do 29 Light and
19 Normal damage (modified by Kalas' ATK stat), not 29 Light and 48 Normal.
     Then there's that peculiar "combo" number. That is simply the earliest
point in your offensive combo that this card may be played. For example: our
trusty Ray of Truth is Combo 2. That means you CANNOT play the Ray as the first
card in an attack - it will be greyed out. After you've already played a card,
it will light up and be playable. Obviously, then, cards with lower combo
numbers have more versatility, since they can be played sooner in a turn.
Nothing sucks as badly as looking at your hand and seeing nine late-combo
weapons. Trust me; I know.
     What if you have all invalid cards? Can you play one? Yes and no. You can
play it to get it out of your hand, but it will have no effect whatsoever.
Furthermore, your attack combo ends *immediately* as soon as you play an
illegal card. No matter your ComboMax stat, you are done playing cards.

     The elements of your weapons are in matched pairs: Fire and Water, Light
and Dark, Time and Wind. No attack can do damage of two opposing types at the
same time; they cancel each other out. What does that mean in practical terms?
Say you attack with a Death Pendulum (ATK 108, Chrono 65) and a Void Phantom
(ATK 225, Wind 135) in the same action (we're ignoring Kalas' attack power for
the purposes of this illustration). The 65 Chrono and the 135 Wind will cancel
out, leaving a net 70 Wind (and, of course, 0 Chrono). However, the Normal
damage of the two weapons will NOT cancel out - the final power of this attack
will be 70 Wind and 133 Normal.
     Sometimes it can be a good idea to play cards of opposing elements in the
same action. Ignoring the case in which the monster resists 100% of both
elements, sometimes the benefit from increasing a long combo can outweigh the
reduced base damage. This is more true, obviously, of weapons with a better
ratio of Normal damage to Elemental damage.

     So how is damage figured? First, the total power of all attacks involved
is added together (but still kept separate by element). Next, the total defense
of all defenses played is subtracted from that, element by element. After
defense is figured, any weaknesses and resistances are applied, and the damage
is de-elementalised and merged into one number. After that, any healing effect
is applied. Finally, any combo bonus is applied, and the resulting sum is the
damage done. Sort of complicated, yeah; the most important part from the
player's point of view is that combo bonuses are the LAST thing to be applied,
and therefore the monster has all possible chances to trivialise the damage
before your Final Straight Sunset can make it huge. Most notably, if you were
thinking of sneakily slipping the Broken Earth Sphere into your attack to try
for the Sunset, keep in mind that the 1000 HP heal effect will be applied to
all the damage you do with the other eight cards AFTER all defense and
resistances, but BEFORE the bonus. You're almost always better off just taking
the regular 8 straight.

     So how do those combos work, anyhow? If ALL the cards played in one action
are in matched pairs or one long sequence, you'll get a damage bonus. The size
of the bonus ranges from a trivial 10% for one pair up to an amazing 306% for
The Final Straight Sunset (straight 9 to 1). Straights are worth more than
sets, and a few large sets will be worth more than several small sets. But if
you have even one card played that doesn't fit a set or straight, or one
illegal card, you get no bonuses for anything you played. So consider
carefully. Sometimes (often, in the late game) it's worth not playing your
maximum hand size in order to preserve a large combo bonus. You have to figure
the damage you'll gain from adding another attack against the damage you'd get
from the bonus. And you have to do it quickly; the game won't wait for you.
Hey, you'll get the hang of it.

     --Finishing Moves--

     Every character has nine "finishing moves" ("arcane spells" for Xelha and
Mizuti). Each character's are different. As the numbers increase, so does the
power (and the combo number - level nine finishers are Combo 7!). As a rule (as
long as you take the old finishers out of your deck as they become obsolete),
these attacks do much more damage than your normal attacks. But they must be
the last card you play. If you play one before you reach your ComboMax, it will
end your attack turn immediately. They are useful, and powerful, but don't
include too many in your deck, because you'll start to run out of options if
all you have is finishers. Three is probably plenty.

     --Guardian Spirit Attacks--

     Every so often, you may notice that one of your cards will change into a
different card during battle! If this happens, it is always on the last card
of the turn - so if you don't play all the way to your ComboMax, there is no
chance that one will appear. These magically appearing attacks are called
Guardian Spirit Attacks, and they are seriously powerful. But they do have a
few drawbacks.

     First of all, there is one attack for each element (no Normal-type spirit
attack), and whichever one you get will be totally random. It pays no attention
to what your target is weak or strong against, or to what elements you've
already played, or to what numbers you need to extend your combo. Whatever
comes up comes up, and, if you can't use it, that's just too bad.
     The second associated drawback is that you have no say over which card
gets replaced with the spirit attack. It may replace a card that would have
helped you much more - a strong finisher of the right element, say. Losing Lord
of the Wind to Lingering Time when you're already played eight wind attacks is
NOT fun.

     So how can you determine when these will show up? Well, you can try to
keep up a good relationship with your characters. They talk to you
periodically; if you say the right things and maintain a good partnership, you
will see more spirit attacks. Also, most of the time, the only character who
can have spirit attacks is Kalas; the exception is while Kalas is out of your
party - during that time, Xelha gets them. Beyond that, you can't do much. I've
never seen a spirit attack appear when my target is a party member, but I also
don't often play healing items until my ComboMax. So it may be possible.

     --Defending--

     There is precisely one thing that's hard about defense: often (read: most
of the time) you won't move quickly enough to play your first defense card.
Many monsters, especially in the mid-to-late game, give you only about one
second to play your first card before it's too late, and that's not enough
time. So take advantage of the fact that the game opposes your total defense
against the monster's total offense; you don't HAVE to block every strike if
the defenses you play are good enough.
     You will get as many defense actions as your opponent takes attack
actions, regardless of your class level. To be considered, of course, is the
combo number on any given defense. *Most* actual defense cards are Combo 1; all
weapons, however, are at least Combo 2 if they can be used for defense at all.
Unlike offense, however, your defensive turn does NOT end if you play an
illegal card. That card does nothing, and you will be unable to get any combo
bonuses, but you may continue playing cards. So you can use defense as an
opportunity to get unwanted cards out of your hand (if, say, you're setting up
for a special combo), or, if you have no defenses, you can throw things away
and hope that you draw one.

     Elements on defense can be slightly confusing. The gist of it is, you want
to play cards of the OPPOSITE element from the attack being used against you.
So to stop Fire damage, play Water cards. And so on. If you should happen to
play cards of opposing elements, they will cancel out, just like on offense, so
be careful. Of course, the Normal defense will not cancel, so feel free to play
armour of opposing elements if you're just playing it for the Normal defense.

     Combos on defense can seem a lot less powerful than on offense, but that's
just because the numbers are smaller. Don't be fooled. Defensive combos
obviously can't ever go higher than 100%, and the highest I've seen is in the
high eighties. But defensive combos are *very* important. The reason is: there
are six different elements involved in the damage process, and you can't really
count on always having the right defense. If you want to fiddle with your decks
between every battle, you can tune them pretty sharply, but it's still never a
guarantee. And if you don't draw any Water cards, you'll take full damage from
any Fire attack, no matter how much Normal defense you pile up. The solution is
combo bonuses. If you can't block the type of damage it's doing, just focus on
stringing together the longest, most impressive combo you can. That's almost as
good, really.

     The other thing to watch out for is your resistances. There are eight
different status effects, and each character has eight resistances to
correspond. The catch is, they're all zero unless you modify them. One way to
do this is through equipment - each piece of equipment has resistance levels
associated with it. The other way is by playing cards on your defensive turn
that give you resistance bonuses. So if you notice a lot of a particular status
attack where you are, fill your decks with cards that grant bonuses to resist
that attack.
     And, no, raising your Death resist to 100 does NOT make that character
unkillable. It just means no instant-death attacks will work. If your HP goes
to zero, you're still dead. Sorry.

     --Other Cards--

     There are a lot of cards available that neither deal nor reduce damage,
and don't affect your resists. Almost all of them are played on your offensive
turn. They range in effect from healing to stat modification to taking pictures
of things to "can be used when attacking, but nothing happens." The most
important thing to realise about these cards is that they are not used up when
they are played. So with proper amounts of healing cards in your decks, you
should have no problem keeping your HP up without exhausting your supply of
Shish Kebabs and such.
     The next most important thing to realise is that you will never be able to
do anything in combat that isn't the result of playing a card. So if you want
to be able to escape from battle, make sure you have cards that do that. If you
want to be able to bring people back to life during battle, you need cards that
let you - you can't use those Wheat Crackers while you're fighting.

     Why would you ever play a card that "can be used but does nothing?" There
are a few possible reasons. The most important is that such cards are
frequently part of special combos. In addition, if you're searching for weapons
or trying to extend a combo, such a card, though it does nothing, does not end
your attack turn nor does it break a combo (provided the number fits, of
course). There have been plenty of long combos I've played with a Large Teamug
right in the middle.

*------------------------------------------------------------------------------

IV)--Walkthrough: Disc One--

     Once you select your name and sex, the game begins in earnest. There is
some narration to sit through, however.

     i)--Sadal Suud Frontier--

     Note that the Shawras found throughout this area have a chance of dropping
the Star Map fragment Vela (395).

               --Kalas' Inventory--
               Short Sword (1) x6
               Saber (2) x3
               Long Sword (3)
               Ice Dagger (4)
               Leather Jacket (100) x2
               Ice Armor (101)
               Power Helmet (140)
               Buckler (180)
               Round Shield (181)
               Camera 1 (230)
               Green Bananas (634)
               Bamboo Shoot (781)
               Aged Buckle (444)
               Shish Kebab (Small) (504) x2
               Shish Kebab (Medium) (505)
               Wheat Crackers (521)

     Note that the last three are Use Magnus. This is the only time a character
will join your party with Use Magnus. After you gain control of Kalas, look
around the house. You can pick up a Shish Kebab (Small) in the leftmost box at
the bottom edge. Larikush himself doesn't have much to say at this point, but
his assistant can provide you with useful information about basic gameplay. So
talk to her if you need to know that. Once you're done with that, step out into
the village.

          --Cebalrai Village--
          Important NPCs: Larikush, Maynee
          Normal Magnus: Shish Kebab (Small) (504)
                         Shish Kebab (Medium) (505)
                         Fire Burst Lv 1 (239)
                         Dark Flare Lv 1 (242)
                         Ice Dagger (4)
                         Shampoo (698)
          Quest Magnus: Blank Magnus (972) x4
                        Explosives (1015)
                        Mountain Apple (1000)
                        Pow Milk (977)
                        Stoked Flame (975)
          Valuables: Maynee's Pendant
          Star Map Pieces: Puppis (396)
          Quzman's Relatives: Surayj
          Animals:
          Shop: Bamboo Shoot (781) - 160G
                Wheat Crackers (521) - 300G
                Long Sword (3) x2 - 200G
                Safety Hood (160) - 40G
                Shish Kebab (Small) (504) x2 - 30G

     The first screen of the village contains nothing of importance yet except
for the game's first save point. Save if you like, then proceed to the left to
the next screen. The building directly above Kalas is the stable; there's
nothing to do in there right now. On the lower right is the shop. The building
directly above the shop has features of interest - talking to the old lady will
get you a Shish Kebab (Medium), and searching the lower dresser you'll find a
Dark Flare Lv 1 that Kalas can't use, but which will be helpful soon. Once you
get those, enter the top building - the Mayor's house. In here, you'll find a
Fire Burst Lv 1 in the stone shelf next to the bookshelf. There's nothing else
of importance here, so talk to the Mayor and get going.
     Your last stop here in Cebalrai is to talk to the girl in pink standing
near the exit. After that scene is over, leave the village, and head for
Moonguile Forest (over the Mayor's protests).

          --Moonguile Forest--
          Important NPCs:
          Normal Magnus: Voice 1 (233)
                         Leather Hat (161)
                         Bamboo Shoot (781)
                         Flame Sword (5)
                         Fire Burst Lv 1 (239)
                         Ice Dagger (4)
                         Escape (229)
          Quest Magnus: Pristine Water (973)
                        Dead Bluebird (1008)
          Valuables:
          Star Map Pieces:
          Quzman's Relatives: Hawqal
          Animals:
          Monsters: Shawra (HP ~14, attacks Normal, Wind -30%, 2 XP)
                    Unuk (HP ~25, attacks Normal/Fire, Water +30%,
                         Fire -30%, 4 XP)
                    Saber Dragon (See detail)
                    Lord of the Spring (See detail)

     Destroy the Shawras, collect the Voice 1, and head up. The first thing
you'll see on the next screen is a man sitting against a log. He'll give you
combat advice if you talk to him. Head up to find an Unuk. Ignore the treasure
on the other side of the log - you can't get it yet. Follow the shoreline north
of the Unuk to find a Shawra and a Leather Hat that Kalas can't equip. On the
other side of the stream are two Shawras - past the South one is a Bamboo Shoot
that you may want. Head past the north Shawra to continue on.
     What's that noise? The Saber Dragon is attacking the girl! Though, really,
it's mostly pulverising her buddy armour. Kalas to the rescue! Time for your
first boss fight!

               --Boss: Saber Dragon--
               HP: ~240
               Weaknesses: Water (80%)
               Resistances: Fire (80%)
               Attack Types: Normal, Fire
               XP: 40
               Drops: Blue Storm (275), Fire Burst Lv 1 (239), Draco (394)

     After disposing of the Saber Dragon (No big challenge, really), We get the
first hint of sexual tension between Kalas and "girl," whose name is now
revealed to be Xelha. After lengthy chatter, Xelha will join the party.

               --Xelha's Inventory--
               Fire Burst Lv 1 (239) x2
               Aqua Burst Lv 1 (240) x5
               Light Flare Lv 1 (241) x3
               Dark Flare Lv 1 (242)
               Leather Vest (120) x 2
               Heat Robe (121)
               Leather Hat (161)
               Bananas (635)
               Green Bananas (634)
               Voice 1 (233)
               Dance of Light (284)
               Bamboo Shoot (781)
               Fancy Anklet (454)

     Change Xelha's deck around to suit your needs, then head north into the
next area. You'll find yourself in a twisting room with a sign you can't read.
Ignore it for now. Head between those arches, fight the Shawra, and collect the
Flame Sword. You'll want it for the next boss battle. Head back out and take
the path to the north. Go through the Shawra and the Unuk, and get the
Fire Burst Lv 1. You'll want that for the boss, too. To continue, head to the
west. You'll have to swing south around the big clump of trees and then up
north, where there's another Shawra. Once that's done, head through the arch to
the red flower and save. There's another boss immediately to the north. Equip
as much fire stuff as you have, and then get ready. Head north, watch the text,
and then:

               --Boss: Lord of the Spring--
               HP: ~300
               Weaknesses: Fire (80%)
               Resistances: Water (80%)
               Attack Types: Normal, Water
               XP: --
               Drops: Scale Buckle (445), Wild Strawberry (371)

     The only real hardship you'll face fighting the God of Sog is that Xelha
has exactly one piece of fire-elemental armour and Kalas has none. So you'll be
taking the majority of that water damage. Fortunately, it's not very much, and
his staying power leaves much to be desired. You shouldn't have any more
trouble with this guy than you did with the Saber Dragon. After some spooky
foreshadowing and an encounter with the ubiquitous Empire, you'll find yourself
back in Cebalrai, and without that treasure you've been eyeing that's right
next to the spring. You'll have to go back for it.
     Back in Cebalrai, you're in trouble. The mayor gets mad at Kalas and
banishes him from the village! Fortunately, that doesn't actually have any
effect on Kalas' ability to enter the village. What it amounts to is the mayor
will bitch at you if you talk to him. So there's that.
     Once you level up, go talk to Larikush. He'll give you four blank Magnus,
and tell you to get him an apple. They're in the barrels right outside his
house. Bring one back, and he'll give you an Ice Dagger. Take the Explosives
and go. Head to the stable and get two Pow Milk, then to the mayor's house and
get a Stoked Flame. Head to the other house and give the girl one of the milks,
and she'll give you a Star Map piece. Talk to Maynee - the purple-looking girl
by the village exit - and she'll give you Maynee's Pendant. Then go back to
Moonguile.

     Make your way to the log with the treasure behind it. You'll be prompted
for a Quest Magnus. Use the Stoked Flame. The log will burn away, and you'll
have a clear shot at the Ice Dagger behind it. Head back up to where you fought
the Lord of the Spring, ignoring the birdcatcher for now. Take the Escape and
then approach the spring itself to get two Pristine Water. Head back to the
south, and use the Pristine Water on the dirty sign. It will become readable.
The sign is a very minor hint about an event *much* later in the game, but
isn't important beyond that. Talk to the birdcatcher now. Agree to help him.
Basically, head north like you're going back to the spring, but don't actually
change areas. Then turn around and head back. That should about do it. Return
to him, and he'll give you the dubious privilege of taking some Dead Bluebirds.
I know, I know, you probably feel kinda like a dick right now, but you have to
do it. Take a Bluebird and head toward Nunki Valley.

          --Nunki Valley--
          Important NPCs:
          Normal Magnus: Flame Shield (182)
                         Frozen Shield (183)
                         Secret Recipe 1 (753)
          Quest Magnus: Pristine Water (973)
          Valuables: Rainbow Spider's Web
          Star Map Pieces:
          Quzman's Relatives:
          Animals:
          Monsters: Shawra (HP ~14, attacks Normal, Wind -30%, 2XP)
                    Unuk (HP ~25, attacks Normal/Fire, Water +30%,
                         Fire -30%, 4XP)
                    Doomer (HP 36-45, attacks Normal/Fire, Water + 100%,
                         Fire -100%, 7XP)
                    Nunkirantula (See details)

     Head straight north through the first Unuk and jump across the water. Jump
west to the ledge. Follow it all the way south to an Unuk and a Flame Shield.
Head back to the entrance and climb the log to the west platform. There's a
Shawra and a Frozen Shield to the south, and a Shawra and an exit to the north.
Get the treasure and go.
     Approach the pile of rubble and use the Explosives. It will be destroyed.
So will the one on the other side of the river. Fight the Unuk and head up and
around to a few more Unuks. Once they're disposed of, you can continue
northeast to the next area, or hop some stones and fight a Unuk if you want to
talk to the guy on the other side of the river. He doesn't say anything
interesting, but this is your only chance if you want to do it.
     On the next screen, you'll be confronted by a pair of Doomers. You've
never seen these before. They're tougher than anything you've encountered
previously, but nothing you can't handle. Take 'em out. You can talk to the
waterfall guy, but there's not much point to that yet. So go around behind him
and get the Secret Recipe 1. This is a dead-end, so you'll have to head back to
the previous area, hop across the stones, and go northeast from there now. If
you don't have a Pristine Water with you, you can get one from the pool here.
     On the other side of the waterfall room, now, you'll notice a man sitting
on the ground. He'll give you combat advice if you need it. Failing that, head
up the ladder, carve through the Doomers, and you're all done here for now.
     As soon as you leave Nunki valley, defy common sense and return to
Cebalrai. Get one more Pow Milk. Then continue on to Pherkad.

          --Pherkad--
          Important NPCs: Palolo III, Quzman, Rodolfo
          Normal Magnus: Dark Flare Lv 2 (248)
                         Shish Kebab (Medium) (505)
                         Pine Tree (621)
                         Fire Burst Lv 2 (245)
                         Ice Dagger (4)
                         Shadow Wings (276)
                         Chain Mail (103)
                         Wind Blow Lv 1 (244)
                         Voice 2 (234)
                         Mink Coat (123)
          Quest Magnus: Nameless Flower (1014)
                        Pebble (986)
                        Mountain Apple Wine (1013)
                        Stoked Flame (975)
                        Weak Flame (976)
                        Family Tree (1021)
                        Popular Pickup Line (967)
                        Stagnant Water (974)
                        Mountain Apple (1000)
          Valuables: Guestroom Key
          Star Map Pieces: Pyxis (398), Aquarius (397)
          Quzman's Relatives: Quzman, Taymiya, Sabin, Rushd, Sallam
          Animals:
          Shop: Shish Kebab (Small) (504) x5 - 30G
                Wheat Crackers (521) x2 - 300G
                Flame Sword (5) x2 - 250G
                Chain Mail (103) - 120G
                Light Flare Lv 1 (241) x2 - 230G
                Wind Blow Lv 1 (244) - 260G
                Mink Coat (123) - 350G
                Bananas (635) - 180G
                Chunk of Ice (606) - 100G
          Monsters: Imperial Soldier (HP ~70, attacks Normal/Fire, Fire - 20%,
                         Water + 20%, 11XP)
                    Giacomo (See details)

     As soon as you enter Pherkad, head to the flower bed you can see on the
right and water it. Take the Nameless Flower. After that, look for an old lady
who periodically walks down the street. Talk to her to get a Dark Flare Lv 2.
Talk to the girls by the entrance to get the Star Map piece Pyxis. You can give
the complaining girl a Mountain Apple if you want, but she'll just give you a
Pebble, and you don't need that. The building on the left is the bar; you'll be
able to get Mountain Apple Wine here later in the game, but there's nothing of
importance in there now. There's a Shish Kebab (Medium) on the far-right
bookshelf in the first house on the right, though. Take it, then take the right
passage directly above that house.
     There's a blue flower here, and a shop in the upper-right. Get what use of
them you can. That's all there is out here right now, so head back in and go to
the next house up on the right. There's a Pine Tree in the potted plant on the
south wall. You can also get a Stoked Flame in here if for some reason you want
one. Head out and up to the next screen.
     The house on the right is Quzman's. Enter, and you'll be able to start the
second collection subquest - he'll task you with finding his relatives,
scattered all over the world. He'll give you the Family Tree and explain what
you have to do. Aside from Quzman and Taymiya, who are in the house, if you
head back to the docks you can get three more right away. Sallam is the
blueberry-looking boy running around. Talk to him and he'll sign. Rushd is
sitting on the wall. Give her that Dead Bluebird you picked up and she'll sign.
Once Rushd signs, her father Sabin (standing next to her) will, as well. You
can go back to Quzman's and talk to them if you want, but there's nothing to do
there except get a Weak Flame if for some reason you want that.
     Next, head north to the manor.The guards won't let you in. After the scene
with Palolo III, head south two screens and go back into the lower-right house.
Talk to Palolo for a while, then go back to Nunki Valley and prepare for a boss
fight.

     Nunki valley's exactly how you left it. The man in the waterfall is a
relative of Quzman's, but he won't sign yet, so don't bother. He'll be a while.
Head south one screen, and jump across the stones to where the Nunkirantula is.
He's hard to miss. Oh, and grab a Pristine Water while you're here. Then put on
your best Fire-type gear, and get ready for:

               --Boss: Nunkirantula--
               HP: ~350
               Weaknesses: Fire (50%), Wind (30%)
               Resistances: Water (50%)
               Attack Types: Normal, Water
               XP: 130
               Drops: Duel Sword (6), Light Flare Lv 2 (247)

     The Nunkirantula is tougher than anything you've seen yet. In fact, he
might actually give you some trouble. He has decent water attacks, and good
defense, which he can raise using the Hardening Wax ability. His attacks are
also rapid; you may miss defense opportunities if you're still getting
accustomed to the gameplay.
     Once the Nunkirantula is no more, head back to Pherkad. You should have a
Pressed Flower by now. If you do, give it to the girl by the flower bed in
exchange for a Popular Pickup Line. You can only get this particular instance
of the Pickup Line once, so don't throw it away. Before you go following
Palolo, enter the top-right house - the one with the painting. Talk to the
woman and give her the Pristine Water. She'll give you Aquarius.
     Enter Palolo's hideout. Pilulu, on the left, can give you advanced battle
advice, if you want. Failing that, talk to Palolo. He'll sneak you into the
mansion via the well.

     Important bit about the Mansion: you can come and go as you please, using
the secret passage, *until* you've been to the roof. Once you go up to the
roof of the Mansion, you won't be able to get back in for a LONG time. So make
sure everything you want to do in the Mansion is done before going up there.
That being said, the Mansion itself has a lot of stuff to do. You can get Weak
Flame in the entryway, but don't. You don't need it. Head up the steps into the
hall, and you get to tangle with some Imperial soldiers! They're not too bad,
as long as you equip all your Water armour instead of that Fire stuff you used
on the Nunkirantula.
     If you timed it right, you should have a Pow Milk Yogurt and a Pow Milk
Cheese now. If you do, head up the stairs on the right immediately. You can use
them both in the room up here. The woman walking around will give you a Fire
Burst Lv 2 in exchange for the Yogurt, and the woman standing at the counter is
Al-athir, one of Quzman's relatives. That's all there is here, so stop by the
blue flower and go back down the stairs.
     The first room at the base of the stairs has two Imperial Soldiers and
some Stagnant Water and Nameless Flowers in it. Kill the Soldiers, but ignore
the Water and Flowers. There's also an Ice Dagger in the desk between the beds.
     The next room over is locked. Skip it for now. The one following contains
a maid who gives you information, a monkey that doesn't do anything yet, more
Flowers and Water, and the Shadow Wings Magnus. Make sure you get that. The
last room over is locked, so head up the stairs.
     Take out the guards, grab the Chain Mail, and enter the room. Take the
Wind Blow Lv 1 and the Guestroom Key. Watch the scene with Rodolfo, then leave
and go back down the stairs. The first locked room you'll come to contains
Aljeemo. Give him Maynee's Pendant and he'll give you Voice 2. There's a Mink
Coat in the desk, and the typical Stagnant Water and Nameless Flowers.
     The other room is where Xelha is. After the dialogue, she rejoins your
party. You can also find a Shrike Statue and Chronos Blow 1 here, along with
the Water and Flowers. Head up the stairs to the right, stop to level Xelha up,
and then proceed to the roof.

     Once on the roof, Kalas and Xelha will chase Giacomo onto the Goldoba, and
the boss battle will begin:

               --Boss: Giacomo--
               HP: ~800
               Weaknesses: Water (30%), Light (30%)
               Resistances: Dark (30%), Fire (30%)
               Attack Types: Normal, Fire, Dark
               XP: --
               Drops: Sparkle of Life (285), Chronos Blow 1 (243)

     Giacomo can be tough, because he can take two actions every turn and you
can't defend against the dark yet. Like the Lord of the Spring, though, he
doesn't have much staying power. Keep plugging away and he'll be down pretty
quickly.
     After the fight, Giacomo blows Kalas and Xelha back off the deck of the
Goldoba. They are automatically run out of the Mansion. That treasure on the
roof? It's a teaser. You won't be getting that for a *long* time.

     It's time to wrap things up before we press onward. Once you leave Sadal
Suud, you won't be able to come back for a long time, so do what you need to
do. You should leave Sadal Suud with the Popular Pickup Line, some Pow Milk, 
and a Mountain Apple, which you can now get from the man at the fruit cart in
Pherkad. Before you leave, though, there are two more members of Quzman's
family to get: Surayj is in the Stable in Cebalrai, and Hawqal is the bird-
catcher in Moonguile Forest. You can get them now, or wait until later - it
doesn't really make much difference. But make sure you stop by Cebalrai long
enough to get the Shampoo from Maynee.

     When you're all done, get on the liner to Diadem, Land of the Clouds, and
part two of the walkthrough.

     *-------------------------------------------------------------------------

     ii)--Diadem, Land of the Clouds--

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