Ephemeral Fantasia - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Ephemeral Fantasia - Strategy Guide (Page 03).
Today is short. At 6 PM, get to the castle and go to Ano's room. He'll be
sitting at his table where you left him two days ago. Talk to him, and he'll
tell you to leave him alone. Choose the option to talk to him, and he'll get
more ticked. He angrily throws his pen into the table, breaking it. Aw, what a
shame...
Mouse hands over the gold pen that you've received awhile ago. He wonders how
you could have known his pen would break (I'd like to see Mouse try to explain
my FAQ). Ano then fully understands about the time thing, and he sees a time
demon. You engage it; it's nothing you can't take out.
Once the battle is over, Ano is kneeling and panting. (Why? It's not like he
did anything during the fight!) He shakes hands with Mouse, and you have a new
ally! Only five more to complete the roster! Ano's weak, like all the
newcomers, so you may want to level him. His weapon, the Book of Magic, doesn't
need to be upgraded.
Oh, another thing about Ano. Hopefully you got the Monster Chart from the dude
in the gym back on Day 4. Up till now, the enemies in the book have been mere
shadows with no information. However, now that you have Ano, you can start
filling in the gaps.
Might as well practice it for a bit now. Put Ano in the party and check his
skill list. His second skill is Chart. When used in battle, you'll see an
enemy's dimensions (for no reason), but more importantly you see its HP, MP,
and any elemental strengths and weaknesses. Once charted, you can access the
information anytime in the Monster Chart. You obviously can't permanently chart
bosses, but you can still use the move in battle to get their info.
Anyway, there's nothing more you need to do, so you could just sleep away the
rest of the night. Just be sure to deposit your items and money first!
+------+
|Day 26|
+------+
You awaken on the shore, as usual. Ano welcomes you and flips a bit about
Pattimo being able to talk. Add him or not, doesn't matter.
As you walk along the cobblestone road, notice that Kyte isn't standing there
like he normally is. There's a guy with blue hair and wearing a green vest
standing there instead. Talk to him, and you'll trigger a cutscene. Pattimo
realizes that something's amiss. Time to go find our friend.
Make a quick stop at Claire's shop to rearrange your party and get your cash
and items. Definitely put Rummy in your party, because we're going to end up
making life easy on your feet and time now. This is going to be a LONG trip, so
stock up on healing items if you don't already have them. Don't worry, you'll
only have to run this far once, I promise. Ready? Let's go!
Leave the city from the southern entrance, heading yet again to the trail maze.
When you reach the first intersection, go west. At the next, go east. At the
next, north. At the next, north again. You'll cross a familiar bridge if you're
going the right way. At the next, east. At the next, east a second time.
You'll know you're on the right path if you pass a small house. Inside here is
a woman who will max out the party's HP and MP, sorta like an inn in typical
RPGs. This is a good place to save, too. On the little desk inside the building
is a piece of map. Grab it.
From the building, head east. You'll be on the western gate of the swamp. It's
time to get a little stinky.
Once in the swamp, take the first east when the dock splits. Take the east dock
when you reach the little island. When that short dock splits, both ways head
to treasure, including a map piece (friggin' helpful in here). Grab the booty,
then head back the way you came. If you take the north dock on the island, you
can grab a Super Live Berry if you wish. Either way, head back to the first
dock split and take the north path.
After the dock winds around a bit, you'll come to another split. Take the one
that heads northeast. At the next little island, head north, and you'll get
another piece of map. Keep moving along the dock to pick up a few more items at
the dead end, then head back to the island and take the east dock this time.
The dock will wind around a bit, but you'll finally be free of the swamp. Talk
to the soldier standing by the gate, and he'll give you a piece of map. Hit
Select to take a look at it for a moment. See the path that exits east near the
northeast corner? That's where you want to go. Follow the line of trees as the
path curves back south. Stay along the trees, and just keep heading south. You
may want to rotate the camera 180-degrees here because the trees obscure a
treasure box that contains a piece of map. Like all map pieces, you'll want
this one.
The path will curve slightly east and back south, but the trees will be your
guide the whole way. Eventually, you should step on a brown dirt path. It leads
south into more white rocks. At the first intersection, head west. Within a
moment, you'll leave the little area and enter another forest. The path here is
linear for awhile. Keep an eye out for a little pile of blue flowers on the
ground, which marks an intersection in the path. Take the southeast route here.
The path will curve around and eventually go west. Keep following it, and
you'll finally enter a tiny town, the Woodcutter's Village. Take a breath, you
earned it.
If you've hurried through this day, you'll probably be in the village around
the evening. Hang around until night falls, and go into the house closest to
the lift at the south side of town. Inside is a guy named Moricorne. Talk to
him and he'll give you a piece of map for the area. Gotta love map pieces.
Since we can't do anything else around here for today, it's time to get a
technique that will save you time. Hopefully, you took my suggestion and placed
Rummy in your party. Battle and battle and battle, and have Rummy use her Hard
Punch until she learns Hi-Kick. Once she does, use it until it hits level 5,
and you'll get Diving Kick. If Rummy uses that one a few times, Mouse will
learn a move called Power Jump.
Power Jump is the answer to your silent prayers. It allows you to instantly
transport to any place that you've managed to collect a map piece for! To use
this happy power, go to the status screen for Mouse. It's sitting there on the
menu as an option, sort of like Rinna's Change command. Using it will hack 100
HP off of Mouse, but one Live Berry will take care of that.
Anyway, hang around the Woodcutter's Village until the sun rises again, or
level up, or something. It may be a long wait if you decide to be idle, but
either way, you need to be in this village in the day time.
+----------+
|Days 27-30|
+----------+
In the morning in the Woodcutter's Village, head to the lift. Look for a guy
just to the west of it wearing orange. This guy's name is Reyan, and he has a
mission for you. Talk to him, and he'll ask you to go get the parts to repair
the lift. Agree to do so, then get back to the blacksmith shop that upgrades
Mouse's sword. Hopefully, you know Power Jump so you can instantly teleport
there. Otherwise, you'll have to walk. Simply talk to the woman behind the
counter, and she'll hand over what you need, once you pay her 1000G.
Head back to the Woodcutter's Village and talk to Reyan again. You'll hand over
the parts and get a crappy D.H. Egg for payment. Ah well, at least the lift is
going to work again. After that, walk to the lift and look for a big guy named
Varely. Talk to him, and he'll thank you for fixing the lift by giving you a
new song, entitled Celestial Road. It's real short, and real easy. Here's my
first score...
Rank: B
Great: 20
Good: 9
Bad: 1
Max Combo: 15
Score: 1,900,000
Now, I'm going to assume that you picked up both pieces of map that were in the
swamp. Hit Select to check out your map, which is probably half-done by now. As
you can see, the word "Swamp" is on two map tiles, split across the center.
Click the map sqaure that shows the top half of the word. You can see two
islands and a bunch of docks, but also a trail through the forest. That trail
is your next target, but make sure you have at least 11,000 G and a lot of Live
Berries before proceeding. We're going to get Kyte back!
Since you have the map, you can Power Jump over there if you have it.
Otherwise, you'll have to leave the Woodcutter's Village and wind your way back
to the swamp. Either way, get to that trail in the forest. Follow it, and
you'll come to a village on the beach that SEEMS abandoned. However, if you
explore the town and houses, you may see shadows around. If you check them,
they will talk to you. Hmm...
Once you're done exploring, head to the northeast corner of the city. You'll
find a huge, hollow tree. Stand before it and play your new song, Celestial
Road. Doing so will make a huge beam of light shoot out of the tree, and it
will open up. Walk into the tree, and you'll be moved to a pale area that is
the real village! It's a floating island, hovering miles above the planet!
If you arrive in the evening, there will be a little boy next to the tree when
you appear. If you arrive earlier, he'll be on the southeast side of town.
Either way, he serves as a shop for items, but he has something more important.
Talk to him, and after you exit the shop menu, he'll offer to sell you a map
piece for 1000G. I don't think I need to tell you whether you should buy it.
Head to the building in the southwest corner of the village. Inside is the
village leader, who explains that his people are not effected by the time loop
Xel has done. However, he is powerless to do anything about it, and doesn't
like meddling in the affairs of humans anyway.
Make sure you talk to every single person in the city (there are eight
citizens, some of whom are in houses). Note that you don't have to talk to
anyone who is invisible back on the planet. Also, make sure you go to the well
in the center of town and check it. Pattimo will see the view and comment on
it.
Once all the eight people have been spoken to and the well has been checked, go
back near the tree entrance. Just south of the tree is a building with a
run-down shed beside it. Enter here, and talk to the old guy. He'll offer to
let you ride the falcon for 10,000 G. Go ahead and accept, you'll be making
back your money FAST.
A putry blue falcon will take Mouse far from the main island. You'll be
delivered to a tiny island west of the village. Unfortunately, your allies are
not with you, you'll be doing this mission alone. Head northwest from your
landing location to find a stone building. This is the entrance of what
arguably wins the award for the Most Annoying Dungeon In The History Of Gaming.
It's relatively easy, but it's large, complex, and full of enemies. The first
two aren't that serious in and of themselves, but most of your battles will be
AT LEAST 6-on-1, and you don't get much experience at all (1 to 3 points per
enemy). So, you have a bunch of worthless fights in the biggest dungeon in the
universe; talk about boredom. The only good thing with so many fights is the
large amount of money you're going to earn.
Let's worry about that later though. This dungeon is by far one of the complex
pieces of architecture in any game known to man. Several other FAQs advise that
you make a map, and I advise that as well. However, I will provide you with
directions, so use my words and, if you wish, your map together.
Let me start by saying that this dungeon, complex though it is, is very linear
in the sense that you will end up having to explore pretty much every inch of
it anyway. Don't worry about missing any chests, because you'll see them all.
Finally, I *highly* recommend that you set the camera to the overhead
perspective. It makes calling directions a million times easier, and that way
no chest or landmark will be obscured by a wall.
All right. This dungeon has several floors, and you start at about the
south-central part of the first floor. From the entrance, head east, the only
way you can. The path turns north, then splits into three paths: south bearing
east, north bearing east, and north bearing west (straight ahead). Call this
area Point A, we'll be back here in a moment. For now, head north bearing west,
and the path will soon turn west.
Keep going west, ignoring the first intersection. At the end of the hallway,
the path takes a tiny turn south before splitting into another intersection.
Head west from here. You'll pass three hallways leading south, and each one
leads to a dead end with a treasure chest. Grab what loot you want, but don't
forget to keep moving west once you retreat from the dead end.
Eventually, the hallway will turn south (the fourth south, if you're counting
the number after you initially turned). This one does not lead to a dead end,
so keep going. After going south a bit, it will then turn back west. There will
be three hallways leading north, all of which have dead ends, but two of which
have treasure. Keep heading west once you have your fill.
The path will turn north, then turn west again. You'll encounter a turn to the
south, but it leads to a dead end with a box. Head west again, and the path
will split into two, letting you choose north or south. This area is a circle,
but your target is more south, so go that way. After a moment, the path will
break west; keep following it.
When the hall finally bends north again, you'll see a stone tablet in the
corner. This is the first of four tablets that are scattered around the first
floor. Check it, and you'll discover a switch. Go ahead and press it. There's
some treasure just north of your current location, but other than that there's
nothing else in this area.
Once the switch is pressed and you have your treasure, head back east. I
assumed you've explored all the dead ends, so you can skip those on your return
trip. Get back to Point A, then turn south bearing east. There is another stone
tablet waiting for you. Check and press, then head north bearing east. You're
done with the southern half of floor one for the rest of this dungeon.
Go north from the southeast tablet (the one you just messed with), and your
path will be quite linear. You'll be pretty much forced to turn west, so go
ahead and do so. The path becomes a four-way intersection, with you coming from
the east, stairs to the west, and more hallways north and south. There is a
single treasure if you take the north path, but you can entirely ignore it if
you wish. To continue smacking switches, go south.
The path will turn west shortly. Keep following it, and you'll find another
three-way intersection. This small area is a bit complex, so read carefully. Go
north, and skip the the first intersection you come to, which leads to a dead
end. Take the next opportunity west. Keep going west, and you should be dumped
into a room that's just a hair larger than the hall sizes so far. Bear SLIGHTLY
west and go north.
You'll know you're on the right path if the hall turns east. The first east
leads to a box at a dead end. Grab it if you wish, then go north. You should
enter a VAST room. In the very center is a stone tablet, but not one of the
four you need to mess with. Check it if you like, though, and you'll get a
"scary" message.
Leave the large room via the east path. The hall splits into a four-way
intersection. Go north, then east at the end. Keep going east and you'll find a
turn south that leads to a dead end with a box. GRAB THIS ITEM: it's an
equipable item called Spiritual Protection that prevents you from falling
asleep. Keep moving east and go down the turn that can lead you south to get
you another item. After that, go back north, and head north at the
intersection. At the end of this little hallway is the third stone tablet with
the switch. See the staircase on the other side of the wall? We'll be heading
there eventually, but don't go exploring for it yet.
From the third stone tablet, head south, then west. Keep moving until you're
back at the huge room. Once there, take the path that's in the northwestern
corner. That path leads north and makes sharp turn east. It will then curve
back north and smack into a T-section. Take this path west. At the end of the
hallway is the final stone tablet. Check it, press the switch, and turn south.
You'll go into a small room with a little pool of water. Check that, and you'll
be given full HP and MP along with the chance to save. Do so, you've earned it.
All four tablets have now been checked and their switches pressed. Remember the
first staircase? You need to get back there. From the fourth tablet, head east
and take the first turn south. Follow that path south, and as it curves west
and south. You'll be back at the friggin' large room. Exit it via the south
path, and keep heading south until the path breaks west a moment before going
south again. You should shortly be back at the tiny room. Go east of that, then
turn south. Ignore the turn west and keep going south. Take the turn east as
soon as you can, and the staircase should come into view.
Once down the staircase, the path becomes linear for about half a second, then
splits north and south. Go south and follow it as it wraps around east. Take
the stairs that the path leads to. Here, you'll be on a very linear path that
goes west, north, east, north, and west. At the end is a treasure chest. It
doesn't contain treasure, but it does contain a switch. (Yes, more switches.)
Press it, then retrace your steps up the stairs.
As you come to the intersection again, head north this time. The path ends up
going west a moment, then it splits. Take the path leading north and follow it
as it turns east, south, and west. Take the stairs at the end of the hall, and
you'll be taken to another extremely linear path. This one takes you west, then
south, then east. There, will be a treasure chest with another switch. Press
this one too, and again retrace your steps back up the stairs.
Go back to the intersection that you were a few seconds ago, but this time go
west. After a moment, the path splits yet again, asking you to choose north or
south. Go north, and take the stairs. For the third time in a row, you'll be
dropped onto an area that features a short, linear path to a chest. Go ahead
and pop it, hit the switch, and retrace your steps.
Back at the intersection, so south and take those stairs. You'll be thrown onto
a fourth path similiar to the other three. Nail the final switch, and the
screen and Dual Shock will give you a signal that all four are pressed. You're
done with switches! Retrace your steps back to the intersection. It's time to
go back to the first floor.
Retrace your way east, east again at the intersection, south as the hall turns,
and east at that intersection too. Take those stairs back to the first floor.
You should be standing at a familiar four-way intersection. Go south and move
along as the path turns west. This should be looking familiar. Go north at the
intersection, then take the second west. You'll run into the small room yet
again. Go north, and you should wind up in the big room again. Again take the
northwest path and follow it north, then east, then north again. You'll soon be
at the T-section. If your health is low, or you want to save, I'd suggest going
west back to the pool. Once you're ready, go east from this T-section. The path
is quite linear, although it splits twice to dead ends with treasure chests. At
the end of the hallway is the second set of stairs that you saw from across the
wall when you messed with the third tablet. Now it's time to explore this part.
Go down the stairs and you'll be delivered to a small, linear hallway. All it
does is go south, then west, then south again. At the end is another set of
stairs. Take them. You'll again be taken to a very linear path. This one goes
east, south, and west to more stairs. The next path goes west, north, east,
south, west, north, and east to another staircase. Take that one and you'll be
on another path that's almost entirely linear as well. Go south, then west,
then south, then west again. The first turn north leads to a dead end, although
it has a treasure box. Keep going west, and the hall bends north, then west,
then north, then east, then north. Another set of stairs greets you. We're
almost there, just hold on a bit longer!
Take the stairs and you'll be on another linear path. This one goes west, bends
south, turns west, turns south and snakes around a bit, turns east, then south,
then east, then north, then west, then north again. You should be in a room
with a huge tile with a picture of the sun on it. Step on that, and you'll be
teleported.
This is the last floor. Go east, take the first turn south, then follow that
around until you hit a T-section. Go east from there.
You'll see Kyte on the ground wrapped up by tentacles. Talk to him, and you'll
save him from suffication, then engage a boss. You'll be facing two zombies,
both of which can be taken out by one or two Jump Slashes by Mouse. You'll have
Kyte as an ally for this, but he can really only serve as a healer (although he
can do that very well). Just keep up the pressure against the boss once the
zombies are down, it will fall before too long.
Now the entire dungeon is caving in, and you have to do the Metroid thing.
You'll have four game hours to exit the place, although if you're good you can
make it out in two. Remember, since battles take no game time, all you have to
worry about is your path. I'll help you out by giving you the directions you
should choose at intersections, as well as landmarks to help you. If you've
been making a map so far, you should already see the best way. Ready? Here we
go.
West, north, east, teleporter.
Linear path that goes south, east, south, west, north, west, north, snakes a
bit, east, north, curves east, south, stairs.
South, west, south, east, south, east, skip the intersection, north, east,
north, northwest, stairs.
East, north, west, stairs.
North, east, north, stairs.
West, south, west, north, west. Here you can go west to the pool, but you don't
need to. South, curves west, south, skip, east into the big room. Exit out the
south way, and you'll be at the small room. Go east, south, skip, east, north.
That should bring you to the four-way intersection with the stairs just to the
west. Go east, south, west, south, west, and you'll see the exit. Get the heck
outta there.
Kyte and Mouse will take some heavy breaths, something I joined them in after
that run. They decide to take the birds back to land, and when they get back to
the main island, Rummy will greet them. She hugs Mouse happily, something Kyte
and I are a tad jealous of.
Pattimo and Mouse realize that the falcons can get back to the mainland (that
is, not just Pandule Island). They decide to tie messages around their ankles
and send them to Mouse's partners in crime. You have the chance to name them,
but as usual I stick with the default names, Beak and Fang. After they birds
fly away, Kyte gives you two pieces of map, letting you Power Jump back to that
dungeon any time you want. There's a plot hole: the thing caved in, but you can
go back? Whatever.
Anyway, that's over and done with. You've now got Kyte back as an option for
the party whenever you want. You're done for this week, but you should have
large sums of money after that dungeon (I made over 70,000 G). This would be a
good time to upgrage weapons and buy items. Remember to store everything in the
Time Vault before advancing the week, and you'll be all set.
+------+
|Day 31|
+------+
So we've been in Pandule for a month. We've come a long way. We're not done
yet, but we're getting there.
Okay, get your items and money, along with two allies, as normal, then make
your way to the inn. After noon, talk to Rinna's dad from across his desk.
You'll receive an item called a Gift from the Palace. Immediately head upstairs
to your room. The moment you enter, a little cutscene will take place. Turns
out that the gift is a broken watch from Loreille. We know where we should go
with a broken watch, don't we?
Talk to Claire in her shop and she'll examine the watch. It's of high quality,
quite a nice little item. She'll take it from you to repair it. This does not
make her unavailable; you can still have her in the party if you so desire.
Now, Power Jump your way over to the Woodcutter's Village. Exit the village
immediately and go along the forest path as it curves north. It will curve west
after a moment, then curve north again. You'll then be on a familiar dirt trail
among some white rocks. At the intersection, go east.
From here, the path is quite linear. At the first intersection that you come
to, the southern path leads to a house where you can pay 500G to be healed.
Also inside is a piece of map; just search her bookshelves to find it. When
you're ready, take the path that leads east. Skip the next intersection and
keep following the road as it slowly curves around east toward north. As you
enter the Dark Forest, you'll be confronted by a few thieves. You'll engage
them; don't worry, they have the strength of buttered toast.
After shredding them, their leader, Gallhint, appears to condemn his people for
fighting a battle they couldn't win. Recognize him? He's the one whom Xel kills
week after week at the wedding reception. Gallhint has the intelligence to
notice that Mouse is a thief as well. He wouldn't make too shabby of an ally,
would he?
While it's rude to scoff at Gallhint's plea to avoid the forest, we need to
tell him about the time loop. Go ahead and move forward. At the intersection of
the path, go northeast. When you get to the white stones, go east. You'll
encounter a rather small white wall with an arch. Inside that wall is
Gallhint's fortress. Go in, talk to everyone, explore, yada yada. Inside
Gallhint's room is a piece of map in one of his dresser drawers. Go ahead and
grab it, Gallhint doesn't mind. There's also a mini-game here, which I address
in the mini-game section.
Once you're done here, then you are free for the rest of the day. Level up,
maybe win some money from your new mini-game, or just sleep the day off.
+------+
|Day 32|
+------+
Nothin'. Just sleep.
+----------+
|Days 33-35|
+----------+
Today, and the rest of the week, is short. After noon, Power Jump over to
Gallhint's fortress. Enter his little house, and you'll get a cutscene.
Apparently, Gallhint is quite aware of what's going on already, and he's simply
willingly died since this all began. He also thinks that no one can defeat Xel.
We'll just see about that!
Anyway, he blows you off, and you have nothing else to do for the rest of this
week. You may want to play the drinking game with Claire to get those map
pieces if you haven't already, or you may want to level up, or... well, you
know the drill by now.
+------+
|Day 36|
+------+
Nothing happens, but grab your items and money, along with two good party
members.
+------+
|Day 37|
+------+
Do what you want to during the morning, but make sure you're in the city at 1
PM. Then, Rinna's father (or Rinna herself) will appear and tell you that
you've got a beautiful but tough guest in the lobby of the inn. Could it be
Rummy? We'll see; the thing teleports you there automatically.
Rats, it's only Zenne, Gallhint's girlfriend. Well, maybe she'll have something
interesting to say. She seems ticked off at Mouse for something, but the two go
outside to talk.
Remember that Zenne overheard the conversation between Mouse and Gallhint?
Apparently, that slightly jarred her memory, and she knows that something will
happen to Gallhint. She pleas for Mouse's help, saying that only Mouse can save
him since the two men are so alike. She then takes her leave, expecting you to
do something about it. I hate being the hero, I'm expected to do everything.
Anyway, immediately Power Jump over to Gallhint's fortress. Gallhint will be
there to greet you, and to choke your neck while yelling at your face. Sheesh,
some people get snippy during time loops. Gallhint explains how he was suckered
into coming to the island in the first place. Apparently, the plot initally
went that every single thief was killed. However, it hurt Gallhint so much that
he bargained with Xel, and only he was killed so the others were spared. That's
why he doesn't mind dying week after week.
Mouse starts walking away. When Gallhint challenges him, Pattimo throws in a
bit of reverse psychology. The two also know the main rule of acting ("Leave
them wanting more!"), and they leave just as Gallhint takes in Pattimo's words.
Zenne talks to Gallhint, pretty much damning herself for bringing her plea to
Mouse. Gallhint smacks her (which doesn't seem too Gallhint-like from her
reaction), and she decides to leave to prepare for the attack which always
happens on the third day. Gallhint slams his head into the wall, angry at
himself for his cowardice. If he gets tired, I would be more than happy to slam
his head into the wall for him.
You then get manual control. There's nothing else to do today, but get ready
for tomorrow. Some neat stuff is going to happen!
+------+
|Day 38|
+------+
All right, so we didn't convince him initially, and he became an unmitigated
ass when we tried it on Zenne's request. Perhaps we should go try to talk to
him again. Remember, today is the middle of the week, when the bandits attack
Xel. Even though we haven't been there in some time, we should drop by the
wedding reception. Hopefully Gallhint will listen to us this time.
Do what you wish in the morning and afternoon, but make sure you're standing on
the castle grounds at 7:45 PM. You'll be taken to the familiar scene of the
wedding reception. We see Loreille in her wedding dress and funky hat, and the
bandits attack... yawn... Gallhint runs up to attack Xel, ready to die yet
again. Guess we'll have to try again next week.
But wait! Gallhint attacks! He's not laying down like he always does! He's
actually fighting Xel! Woo hoo!
Rummy and Mouse join him to fight, and you'll then engage Xelpherpolis himself.
This one is NOT a fixed fight! Xel is kinda tough, but he's nothing you
shouldn't be able to handle. Besides, he can be paralyzed, so use Rummy's
Scissor Kick if you have it, or just use Mouse's Duet. Since Gallhint is
probably the weakest among the three, let him heal the other two as they fight.
Woo hoo! He's down! You beat the game! Gallhint celebrates! Rummy has a
beautiful, happy smile! Time for the credits, right?
...Hmm, looks like we all celebrated too soon. Xel turns into a... a something.
He then declares himself the island's god. Told ya he had a big ego.
Then he says that the reason people manage to revive after the time loops is
because the damage is only physical. However, if they're killed by Time Magic,
they're destroyed entirely. To prove his point, Xel kills one of Gallhint's
friends. Then, he teleports higher and kills another one. And another one.
And... Zenne.
Gallhint's love takes a fatal shot from Xel's magic. She says a few final
words, then disappears from Gallhint's arms.
Gallhint charges Xel, but is nailed by a magic blast and disappears as well.
Rummy finally gets a backbone and tells Xel off, although he just laughs at
her. After a few words are exchanged, Rummy is nailed by the same magic blast
that made Gallhint disappear. Xel challenges you to follow her. Go for it.
+-----+
|Day ?|
+-----+
Mouse trips out, and he wakes up in a house with Rummy standing beside him. The
two are a couple, and she tells him that he promised to take her out today. You
then get a close-up of Rummy's face, which is very cute, aside from the fact
that her nose is missing. Ah well, I'd take her.
Anyway, Rummy says that Mouse also promised to marry her. Geez, talk about a
Twilight Zone deal. Speaking of that, check out the clock: the day is ?, and
the time is frozen at 3 PM. Weird... Talk to her if you wish, then exit the
house. The two walk down the street talking about "last year, when Xel married
Loreille." She says that she dreams of getting married, and really wants to
marry him. This is just so cute and sweet, I may just vomit. (You know, I just
noticed that while they're walking, you get a slow-mo of Rummy's bouncing
boobs. This is Baywatch all over again.)
Anyway, you get back your manual control. You movement is pretty limited
because Rummy won't let you leave the city. Still, there's some nifty stuff to
see here, and you can enter an easy fighting tournament. Go for it!
From where you're standing, go a bit south, then west, then north (as if you're
heading to the inn). Keep going east past the inn and run to the end of the
road. The big building (marked Gymnasium on your map) is your target. Go in
using the first floor entrance and talk to the old guy in green and brown. He's
the one who gave you your monster chart forever ago.
You'll engage in several battles, gauntlet style... that is, no time to heal
between each. You shouldn't have a single problem though, all the enemies are
pussycats. Cap 'em all, and your reward is a romantic scene of Rummy and Mouse
(and Pattimo, oddly; I'd leave him at home). They watch fireworks light up the
night sky, and Rummy wants a kiss. Mouse just gives her one on her forehead.
Wussie; I'd give her tongue.
Ahem. Anyway, two seconds later, you wake up again, as if the previous day
never happend. Weird, huh? This is bizarro world, all right.
You can do a couple more things on the island here. I assume that I've missed
some stuff, so if you know of anymore info, please e-mail me. I'll list what
you can do here, but remember: you can skip it ALL if you want to.
***********
Go to the Public Office and talk to the guy near the desk. He'll offer to play
ANY song from the game! That includes ALL the songs you can play with Pattimo!
You can actually hear how they're supposed to go if you keep screwing up! If
you're like me and run your sound through a computer, you can take this time to
just start ripping songs all over the place.
By the way, head into the Etc... catagory. Notice that there are three songs
for the Epilogue... in other words, there's at least three endings to the game.
***********
Go to the harbor where you arrived on the island to take on a guy in a swimming
race. By tapping X, you swim, and the quicker you tap, the quicker you move.
You need to get between every pair of flags, making sure to do a 180` about
halfway through the course. Now, it's REALLY HARD to actually beat this guy,
because he gets a big boost at the end.
However, there's a HUGE trick to this!!! I know this is going to sound like a
BS code, but trust me, I tested this myself. The more times you play the song
Call From Sea on Pattimo, the faster the bar fills during the race, and the
longer you can carry that speed! If you keep losing, just stand there and play
the song over and over and over and over again, then try him.
For the effort, you get a stupid D.H. Egg, and a dislocated right elbow. You
can keep taking him on for additional rewards, but it's nothing too fantastic.
***********
Whenever you're ready to leave this weird place, go to Claire's shop. Check the
Time Vault and you'll find the Princess's watch, the one she sent to the inn as
a present for you. Withdraw it from the Vault, and you'll get a cutscene.
Apparently, Claire's got it all fixed now. As Mouse looks at the name engraved
on the watch (Loreille), he remembers everything the way it really is, and he
is teleported back to the real world.
Mouse wakes up on a beach near Rummy and Pattimo. Rummy is still out, so Mouse
walks over and gently shakes her awake, at which time you get a good view of
her sexy butt. She's not too pleased about being woken up, though, since she
truly enjoyed her dream with Mouse. She admits that though the world was fake,
being a dream and all, her feelings were not. You'll then be prompted to
comfort her, or just ignore it all. I chose to comfort her beacuse... well, you
know why by now. Rummy gets slightly embarrassed, but she's more than happy.
By the way, if you DON'T comfort her, her in-battle reliability resets to ZERO.
So, uh... comfort her, darn it.
Once the scene is over, it's Day 39.
+----------+
|Days 39-40|
+----------+
The moment you get control, Power Jump yourself to the inn. The moment you
enter, Rinna greets you and says that there's someone waiting for you in your
room. Sounds good, let's see who it is...
DAMN! The moment we get in, we're attacked with a big dude with a bigger sword!
Sheesh, of all the nerve...
Well, Mouse, being the cool guy (or whatever) that he his, manages to avoid
death. Pattimo greets the stranger as Beak. Apparently, the Golden Three greet
each other by trying to kill one another. Great friends! Beak offers his
services, and Rinna falls for him, so far as to even say the word "kewl," which
has got to be a first in gaming history. This island just gets weirder and
weirder.
Beak is now an active party member. His blacksmith shop is the same one as
Mouse's, but even before upgrades, he's one seriously powerful addition to the
team. Add that to the fact that he has a free healing skill and more hit points
than most or all of the rest, and you've got one extremely versatile person. By
the way, if you notice, his resting place is the bed you've been using to sleep
time away. From now on, if you want to rest, use the bed closest to the door of
your room.
There's nothing to do for the rest of the week. If you've been blitzing through
the game, you really need to do some leveling up here. All your people,
especially the rookie, will need some strength in the coming days.
+----------+
|Days 41-42|
+----------+
We're one step closer to ending Xel's reign of terror once and for all.
After the time loops, Ano greets you and tells you that there's an emergency.
He takes you to the reactor and shows you the Sacred Sword that has been used
in the wedding ceremonies. Ano flips out a bit, and you get a cutscene of the
baddies.
Then, the WHOLE party appears in Mouse's room. Ano explains that Xel had his
little cohorts wipe the memories of the islanders clean when it came to the
treasures. No one knows where the ceremonies will be now. Several question why
he bothered changing anything.
Ano suggests that Xel has allowed your group of heroes to live because he
doesn't think they can do anything. So when he made this change in the plot, he
unintentionally revealed a possible weakness: perhaps that once we possess the
Holy Gem, Holy Crown, and Sacred Sword, we could stop this bloody time loop.
This is only a theory though, but since it's the only plan we have, it's worth
a shot. It's time to see where those treasures are hidden.
As the party files out of the room, Ano tells you that he cannot fight in any
battles since he needs to do some research and get some evidence to support
this theory. This is fine by me, since he was a pretty worthless fighter
anyway. He tosses you a dagger, the weapon that Gallhint used. You're then
prompted to choose your party. I suggest getting two people you're VERY
comfortable with, especially if one (or both) is a healer. If RindRinna is at a
decently high level, I seriously recommend you take her with you.
After that, you're kicked to outside the inn. Save it if you desire, and head
to Claire's shop to get your money and items. Next, go to Ano's room in the
castle... you know, in the northwest corner of the first floor. Talk to him,
and he'll say that he wishes he had someone he could talk to about things.
All right, exit the castle, then Power Jump the heck over to Gallhint's little
fortress. Head all the way north through this forest. You'll get to a white
sandy beach. Go northeast, following the trees, and you'll pass a little pile
of rocks. Around that is a chest with a piece of map. From the box, go north a
bit, then head northwest, and you'll see a little path leading north into the
mountains.
The enemies in this dungeon are decently tough. This is a pretty good place to
level, especially if you've been blitzing the game so far. On the other hand,
if you've can slaughter enemies in here without thinking, then your party is
extremely powerful and very well on its way to blasting Xel to heck.
This map can be very long or very short, depending on how much treasure you
want. See, unlike the Most Annoying Dungeon in the History of Gaming, you won't
just be walking past every treasure box. I'll list the short way for you here.
If you want to explore, go for it, just make sure to make a map as you go.
This is how to get immediately through it, ignoring all boxes. From the
entrance, go up the tiny ramp just to the west. The ramp goes south, but the
path it connects to goes west and bends north. Follow it, and at the
intersection, turn east. You'll soon hit another intersection; go north up the
ramp. Go northwest here, and you should encounter a wooden bridge. Cross it,
and follow that path all the way west. After going up the tiny ramp, head
north.
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