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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter E » Ephemeral Fantasia - Strategy Guide (Page 02)

Ephemeral Fantasia - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Ephemeral Fantasia - Strategy Guide (Page 02).

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|
+------+

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