Tales Of Eternia - Strategy Guide (Page 01)
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Tales of Eternia FAQ/Walkthrough for the Sony Playstation by Zhou Tai An (kain@pacific.net.sg) Version 1.1 This is STILL a VERY preliminary version. Only the first parts of the walkthrough have been done, very little system information has been added etc. Expect a lot more and better updates in future. This FAQ right now is basically announcing to people that one is being worked on, it should be pretty damn good when it's done, and help will be appreciated. ^_^ As regards translations, it's the same as all my other FAQs - I will only be doing summaries for the most part, and I will only translate what I deem to be well, worth translating. (Which is basically everything except townsperson dialogue, actually.) ****** Notes : 1) All Face Chats are basically the characters telling you what to do next - useless since you have my guide. ^_^ 2) When I say "same stuff" in Item Shops, I mean the basic list of things you can buy in the first town. If anything new shows up, I will record it. 3) Explanations, lists and stuff are AFTER the walkthrough - check the Contents. ****** Some ramblings before I begin...feel free to skip this if you want, it's just me talking. ^_^ (Before anyone else sends me mail, the Tales series WAS made by Tri-Ace. Although their name is hard to find, they DID aid the Namco people in making the games...in fact, I think they did the majority of the work. So I still consider all of them Tri-Ace games. I mean, how many people know the Phantasy Star and Lunar series of games were made NOT by Sega, but Studio Alex? Same deal.) --- First off, let me start by saying this - I love Tri-Ace. Not love as in "I'm going to marry you" sort of way (though that should be immediately obvious) but love in a "this company produces kick-ass games, they rock" kinda way. And they do. To use a rather picturesque analogy, when my loyalty to Square faltered due to their harsh betrayal, in the long years without good RPGs - they appeared, like a shining light in the darkness. Because yes, I'm actually going to say it (even though I know I will get flamed) - I don't like Square. Once, they were good. Once, their games were everything a gamer desired - graphics, story, music, gameplay and even considerable replay value. Once, they created art where people saw only bits and pixels. They were the heroes, fighting valiantly on in a land where lousy games abounded. Then, Square was pure. Square was holy. How the mighty have fallen. Now, they have sold their artistic talent for money. They hire Tetsuo Nomuras instead of Yoshitaka Amanos (yes, I know Amano still does work for them, but he doesn't have as active a creative hand in the process as before) They produce games with flashy graphics, hoping that they will save them from the dismal lack of story. Their gameplay suffers, becoming ridiculously easy and utilizing weird systems. Even the king of aural bliss, Nobuo Uematsu, no longer evokes the same power as before. (Before you start going ballistic on me, let me say a few things...the piece above is written in that way mainly to keep the flow of the words going. I'll be the first to admit that Square HAS produced quality games in the past few years...but sadly few (Vagrant Story and FFT come to mind) So while you can take what I say with a pinch of salt, remember that I actually believe most of it.) So there I was, bereft of good games to play. Der Langrisser had been satisfying - had been excellent, actually, giving me a look into a good solid, tradtional game. Xenogear's story appeased me for some time. There were some other games which had promise. But I needed more. A great game is like a fine wine...it must be savored, enjoyed. And like any connisseour, I was searching for that rare beverage - that elusive elixer. Then I found it. It was an old game. In fact, it was a remake of a Super Famicom game, but it was considered a classic even then. Standard but pretty graphics, a catchy score, cool gameplay...it was with the realization of it's innovative combat system that it dawned upon me. This was a good game. Then I played somemore. I heard the voice acting, and the funny scenes, and more of the story. No, this was a great game. Well, it was Tales of Phantasia, and it was the game which introduced me to Tri-Ace. It wasn't a revolutionary game...heck, it didn't really that that many new aspects in it. It didn't have super-crisp movies, or a classical soundtrack, or anything really that cool. What it was was an old-school RPG made especially well, and it quickly became one of my favorite games. So began my search for Tri-Ace games. I quickly discovered, along with my newfound respect, things to dislike about them as well. As you play more games, you eventually grow more precise and in some ways finicky...their plot wasn't always good. They sometimes did really weird things with the games. They occasionally needed some graphics and music work. But their characterization was excellent, their voice casting was superb, and most importantly - they were fun. I accepted their faults, and moved on. Then came Valkyrie Profile, and I was converted. I consider that game the single best PSX game in all of creation. I literally cannot find anything bad to say about that game. With VP, Tri-Ace had broken new ground and created a solid, great RPG all in one, deserving of respect and accolades. I had finally found another company to follow. So that's basically the reason for this FAQ. I didn't really like Tales of Destiny (Yume de Aru You ni is NICE, though) but Eternia promises to be good...and so, in homage to this great company, I'm going to write this FAQ. Of course, it's primarily for all you gamers out there who need help, but my love for Tri-Ace is also a factor. And now, I have talked long enough and will begin. Thank you for reading. ^_^ ****** Opening Prologue (I couldn't get everything because the words were scrolling a bit fast...excuse any errors.) When you start, you hear a conversation between a girl and an old man in some strange language with a strange ship in the background, and the old man tells her to be careful on her journey. She reassures him cheerfully, but as she leaves, he remarks sadly that whatever happens after this is out of his control. ****** Then, we switch to a boy walking down the path, then meeting his friend at the top of a tower. Farah (the girl) tells Rid (your hero) that the sky looks strange and that something might fall from Celestia. Rid brushes it away carelessly and they chat awhile before there is a flash of bright light and when the screen clears, the tower is smashed and Farah runs off to check out whatever fell from the sky despite Rid saying that it isn't safe. Go down two screens and pick up a pair of spectacles and a wood shield, then head left two screens to get an apple gummy. Go right to continue the story and follow the blue animal to a broken down thing. Rid wonders who (they don't understand the girl's speech) and what is everything until the 'spaceship' starts to glow and blows up soon after. The girl still cannot be understood, but she hugs Rid and Farah makes a couple of comments about the fact that she seems to like him. A flustered Rid then brings her to the villages elder, who tells them to leave her be...and not let her stay in the village as she will bring disater. His prophecy comes true, as a guy soon blows up the wall in order to get to the girl but you fight him and fend him off. The elder says that the girl will make a tradegy of the past come about again, and that she must go away. Farah says that she will accede to his wishes, as long as she is alowed to go along with the girl. The elser tells her to do as she wishes, and Rid, pissed with everybody, follows Farah. At Farah's house, Farah wants to take to girl to Keel (not the head of SEELE in EVA ^_^) because she believes that he will know her language and be able to talk to her. The girl, however, calls Rid "fuiburiru" (it's the only word she can say) and hugs him again, communicating her desire to be with him, and he complains that his name is NOT "fuiburiru." Farah then says that having a cute girl like him is a good thing that many would want, but he declines this 'honour.' Then, they set out. In the first house on the left, search the pink pig and you will meet "the mysterious cook, Wonder Chef!" who will teach you how to make Sandwiches - you need bread, lettuce and cheese. Search Rid's basement to find a Lens, and the bookshelf at the second floor of the elder's house for the Collector's Book. Finally, the armor in the item shop will yield the Wonder Chef, who will teach you Omelette Rice. Talk to the townpeople and you will find out that the place you ewant to go to is to the west. Before that, search the door of the house that you can't enter (at the entrance of the village) to find another Lens. When crossing the bridge, introductions are made despite the obvious language barrier. The girls name turns out to be "Meredy" and her pet is "Kyuki." Farah then says foolishly, "Maybe we don't have to see Keel anymore.. we quite understand each other!" But this optimistic view is stumped when Meredy starts talking in long sentences of gibberish again. A bit further down the road is Regles Dojo, which you can enter to buy weapons and armor, but Farah won't let Rid join it (according to him, he doesn't want to join anyway). However, searching the second floor of the inn lets you find the Wonder Chef again, who will this time teach you Meat Stew. Next to that is Regles Hill, which the gate to is locked. Head down a bit more and you'll find the Lashuan River Bridge, which in unfortunately covered by rocks further down, making travel to Mintz impossible, to Farah's dismay. Rid thinks you should stay for a night whereas Farah thinks they should find another way across. Their discussion is interrupted by a movie of a large eye materializing in the sky and projecting some sort of energy around itself. The people there tell you it's another manifestation of the Plane of Olbas, and advise you to head back to the Dojo to ask the master there for help on getting to Mintz. Farah thanks them happily and they leave, but not before the l! ast kid there (Paolo) expresses some interest in her... Before you leave the bridge, you'll have another discussion where they wonder where Meredy is from (and she gets the "Travelling Artist?" Appellation) They discuss somemore, and Rid wonders what is "fuiburiru," which appears to be the only word she knows. The moment you get inside the dojo, eight martial artists attack you and you must fight them off alone. The dojo master thinks that Rid is here to learn from him, but Farah clears up the misnderstanding. (The dojo master knows Farah.) She explains everything, including their desire to reach Mintz to help Meredy. The Dojo master gives you a healing technique to help you get to Mintz, and Paolo offers to accompany you there. (As his blush probably means, he likes Farah.) In the next room, a guy will ask you if you want to fight against him, and choose the first option to fight. The next few rooms teach you advanced fighting techniques, and you will get the book of Manual. Search the third room for a Lens, too. The last room is Paolo's room. Enter, and he proceeds to explain some stuff to you about Craymel Gauges - basically, if you have one like him, you are a Spirit Crystal Wielder. (A mage, in normal terms.) Before you leave, check the box in his room for a Lens. Head to the Lashuan River Bridge and the bridge there to find Paolo. He will use his power to calm the waters and incidentally chants in the same language that Meredy speaks. You'll also find out that Paolo is Farah's senior in the dojo. And now it's time to play a mini-game! The controls for this one are simple enough - steer the raft with the directional buttons and increase speed with the Circle one. Note that you will be unable to steer much when increasing speed, though. Finally, you reach Mintz. Rid comments that it will be hard to find Keel in this mass of people, but Farah retorts that since he's a childhood friend, it'll be easy to spot him...maybe. ^_^ The flower in the university cafeteria hides the Wonder Chef, who will teach you how to make Hamburgers this time. Head left to the main part of the university and from there to the right. Farah will meet an old friend of hers (I missed most of this part because I wasn't concentrating, sorry) and then, you can head up to play Craymel Ball! Here are the rules : To actually play, you pick the first option, then the second, then the first. You can select either Rid (topmost choice), Farah (middle choice), or Meredy (bottommost choice). There is no noticable difference in their playing styles. The aim of the game here is to get your opponent run over by the big ball. You need three hits to win one round, and vice versa. At the start of the game, several coloured (pink or blue) triangles will appear at different places. Pick one up and your cokour will be that color, and if your opponent picks up the same colour as you your colour will change to the opposite colour. (Example :- if you picked up a pink crystal, and you're pink, and your opponent picks up a pink crystal too, you'll change to blue.) The ball will eventually turn to pink or blue, and then we can truly start! If the ball is the same colour as you, pressing on the circle button will shoot it away from you, if t is a different colour, pressing the button will draw it to you. Note that after you press the button, you will have no colour and must collect a coloured crystal again. Also, the ball might change colour suddenly and bash you when you want it to go away. There are two strategies to this game - one where, you change to the same colour and blast the ball away and into your opponent, the other where you are of a different colour, go near to your enemy, and draw the ball to you before running away so that it hits your emeny and not you (tthis is a harder strategy.) >From there, go back and head left to eventually get to Mintz University. They try to find Keel...the clerk asks some questions, to which Rid gives normal replies which get them nowhere until Farah takes charge of things and says that they are family of Keel's and have to bring him back because of a family accident. ^_^ Meredy suddenly jumps on the desk, causing a scene and making Rid and Farah beat a hasty retreat. If you continue up to the second-top floor, and enter the left door, you can reach a staple of the Tales series games...the quiz game! Here, they will ask you questions from Tales of Destiny, Phantasia, and Eternia. I'll be working on correct answers and will hopefully have a full list for you after I'm done with it. Entering all the other rooms gets you some funny scenes, which unfortunately I am too busy to translate. Back down on the bottom floor, enter the left room. Farah will head in to ask about Keel and tell them to wait...however, Meredy runs into the room and somehow causes all the machines there to go haywire. The school head comes in and tells them all to get out, along with the person Farah was talking to, Keel's friend named Sanc. After some discussion, you find out a few things : 1. Keel is on study leave in the mountains somewhere because his theory on the collapse of the world met with stern opposition from the principal and most of the faculty. 2. Spirit Crystal Wielders speak the same language (Melnicus) that Meredy does, but they only speak a high variant of it used for spells, and cannot use it to communicate normally. 3. Based on Meredy's speech, clothing and etc, Sanc thinks that she might be an Imperial Spirit Crystal Wielder...but why would one of them be here? You then leave to find Keel and get to the bottom of the mystery. Meredy also gets the "High-Level Spirit Mage?" Appellation. Go south of Mintz to find the Mintz Crags. In the first screen, if you move the boulders to where the flashing ones are (you can push and pull with the Circle button) you'll stop the monsters coming out. Do the same thing in the next screen, and don't forget the chests and bags. Once through, you'll be at Keel's mountain cabin. Upon entering, no one will be in...suddenly, Keel appears and gives a terribly technical explanation about his theory and what he is doing, until he realises that you're not from Mintz at all. Farah then greets him joyfully, and Rid less so...anyway, later on, he is able to understand a little bit of Meredy's speech, but not enough to know what is going on. However, you do get the world explained to you - the sphere of Eternia is divided into Celestia above, and Inferia below and is divided by the Plane of Olbas. Meredy coming from Celestia (they understand that much) causes some confusion, because according to the old records, everyone from Celestia is violent, inhumane and consumes human flesh. Meredy also manages to communicate to them about a massive explosion which will come about if something is not done. After your story is told, Keel lets you look into his telescope and points out a black object in the sky, coming ever closer to Inferia...he says that this is why Meredy came to warn them - the destruction of the world is imminent. Keel then agrees to come along to bring you to someone who is an expert in Meredy's language, despite the fact that it is obvious that he and Rid do not get along. On the path down later when he gets tired, you learn more about his motivations - he wants to reinstate himself in the school by proving that his theory of world collapse (supported by Meredy, living evidence) is valid. Rid doesn't think much of that as he views it as a selfish goal, but Keel insists that he's just searching for the truth. Before you leave the cabin, search around (I forgot where) to find another Lens somewhere. Head to the end of the peninsula and you'll come across the Cave of Lost Hope. A merchant will appear and warn you about the Eggbears in there, which killed his companion. Buy supplies from him and then head on inside. Halfway through, you'll fight your first "boss" - a single Eggbear, which Rid and Keel have to fight with alone. It should be simple, especially if Rid has gotten Raijinken and Kogahazan; just use them repeatedly and it will die in no time. You then get a flashback from the past...an Eggbear is chasing the three of them, and Keel falls down, crying. Farah is about to fight it when Rid fires an arrow and draws it away, leaving Farah and Keel crying. (Well, I guess the stress got to her too.) Later on, while Rid wants to skin the Eggbear for food, Keel disagrees with him, giving another technical explanation about why it's flesh cannot be stored for too long. Farah manages to break up the argument, but not before Rid and Keel's dislike for each other has been made quite clear. Make your way to the Tree Village of Morl and all the way up. You will meet Keel's teacher, who hands them a set of earrings which will apparently let them understand Meredy's speech. It doesn't seem to work, though, and Meredy runs off. Chase her (take the vine leading downwards) and you'll eventually meet your first boss. Now this guy is slightly tough. It's two worst attacks are producing a swarm of bees and rushing towards you...there's nothing much you can do about the latter, but if you use a few well-placed Kogahazans you should be able to deal with the former without too much difficulty. If you're really having trouble, gain a few levels first (increase your Slash and Thrust until Rid is able to use more skills) then come back. After the fight, you amazingly can understand Meredy now, even if it takes some time for Rid to cotton on. ^_^ Keel takes the opportunity to question her (rather roughly, though) about various things, including the stone that she wears...he goes a bit too far and gets pushed back by her. They then settle down a bit and Farah asks Meredy if there is any way to prevent the catatrosphe - what Meredy calls the "Grand Fall" - that will destroy the world. According to her, there is - using her Celestian Craymel Gauge, she will get a Great Crystal Spirit to enter it, thereby stopping the Fall. Keel is initially distrustful, saying that Great Spirits will not enter just any Gauge, but the fact that hers has different materials than his own finally convinces him, and he tells the rest to head back to his teacher since he knows where the Spirits can be found. Meredy is excited that Keel is actually helping her, but the latter gets angry and says that he's only coming along because he! is searching for the truth. Back at Keel's teacher's house, he examines her Craymel Gauge and says that what they propose can be done...but they need a Great Spirit first. To aid their quest, he teaches Farah the Antidote skill, gives you a World Map AND tells you where to find a Great Spirit - in the River of Great Spirits. (Quite a helpful old geezer, hmm?) He also has some parting words for Keel - he tells him that in order to become a great scholar, he must study that which cannot be learnt...most of this goes over the latter's head, though. The fireplace in his house hides another Lens, and the safe in the second floor will become the Wonder Chef, who teaches you Fruit Juice. Search the food shop to find him again and get him to teach you Sour Salad. Head upwards and walk through the forest to get to the river. (You will be walking on its banks for quite a long time, but the river itself is surrounded by a cluster of stones and noticably small.) Don't miss the Feather Robe in the first screen, it leads you to a chest. In the next screen go past the log and get the chest at the bottom. Then head around the edge of the lake and get the blue chest containing an Iron Wrist. Then continue until you enter a cave, where a voice will comment that it is good that you have come so far. It is Undine, and Keel asks if the Grand Fall will really occur, but Undine says that she will have nothing to do with humans and gives no concrete answers. Rid and party try and persuade her to enter the Craymel Gauge, but she tells them that she must see their worth and invites them to fight the spirits deeper inside the cave. Continue right to enter. The enemies in this area are pretty difficult, so level up a bit before you enter. You will also be fighting Undine soon, so be sure to stock up on healing supplies. Explore fully the next few screens to get all the chests - despite what it looks like, all of them can be gotten if you search for hidden paths and passageways all around. Finally, near the Load Point, you'll have your first 100%, true-blue (the plant doesn't count) boss battle against Undine. Boy is she tough for a first boss. ^_^ In addition to having lots of HP, the main problem with her is that both her beam attack and spear thrusts grant her periods of invincibility in which you can't do anything. I suggest you get Keel and Meredy to stay far away from her, casting spells to aid you, while Rid and Farah do most of the work. Set Farah's expenditure of TP on healing spells to 5 to ensure that she keeps you healthy. When either the beam or thrust is released, you can usually see it coming (watch for the glow around her) so get Rid to jump - Farah will be hit, but you can't help that. Try for short combo strings in between her attacks. If you fail, go out and level up again before coming back...I was Level 22 when I finally beat her. Once beaten, Undine will enter the Craymel Gauge and you'll be able to use and summon her in combat. (Read the Craymel Gauge section for more information about this.) The party talks about what to do next - Keel suggests that since getting all the Great Spirits will not be an easy task, they should report the matter of the Great Fall to the king himself. Head down from the river to the forest below, which you couldn't enter before even if you tried. (Now this is the part where my friend was playing the game and neglected to write down what was happening, the result of which is that I forgot most of it. I will write what I remember, though.) In the first screen in the forest, head left (there is a passage) to get a pair of Iron Arms for Farah. There isn't much else of note here, so it doesn't matter if you miss a few chests. The puzzle here can be solved by getting the statues (Light and Darkness, Order and Chaos) to face each other. Once that's done, you have to go around killing all the zombie enemies. You should be out of there and on your way soon. Upon entering the capital Inferia, Rid and Farah remark on how big it is. Keel tells Meredy not to act out of place as she is from Celestia and the Celestians are thought to have brought a great disaster upon the world a long time ago. Meredy disagrees, but Rid and Farah convince her to stay quiet. In one of the houses, a girl tries to flirt with Keel, commenting on how good he looks, but the boy is too embarrassed to make any moves in return. (This scene is not a plot device, it is just very funny... And BOTH Meredy and Farah get angry when she goes out the door saying "I'll be going for now, my prince.") When, you get to the castle, Keel tries to gain entry by saying that a matter that endangers the whole world has arisen but the guards laugh at him and push him away. You leave, and Meredy asks some questions and it turns out that though they are not barbaric, Celestians have no king. They then enter the observatory to get some proof about the Great Fall. You enter the observatory, but a guy stops you and Keel says that he must use the telescope at all costs. Even though proof is given, the guy throws it away and says hat there have bewen no changes in the stars since. After they are chased away, the curator of the observatory comes out and remarks upon how noisy it is has been, while looking at the papers Keel brought...Keel himself, once outside, thinks that they should go to the chruch on the east side of town to tell their story. At the chruch, Keel repeats this message, and they try and convinvce the priest, who appears to believe them at first but then says that they should be taken for qurestioning and the guards capturn then. The captain of the guards (a man named Roein) says that they must be killed for spreading such lies about the destruction of the world. After some hurried discussion, the part decides to follow Keel's advice and let themselves be captured because at least they will get an audience with the king before that. However, the audience turns out to be in an underground cell in front of the king. Keel tries again to explain the situation, and since the king cannot decide, both the princess and queen argue, with the latter winning and ordering Roien to flood you all. It looks like a bad situation...Keel makes the most of it by telling them to make peace with themselves and die happily (^_^) but Farah manages to find a plug, which Rid pulls...it turns out that he doesn't really need to, since the curator Zoshimos from the observatory read Keel's papers and wanted to talk to him about his theories. They both agree that the two worlds are closer to each other than before, and leave to investigate it - the rest of the party, meanwhile, are free to roam about the castle for a while. If you enter the princess's room (first door on the left) Roien will throw you out, so there's nothing to be done there. Continue down until you get to your rooms, which turn out to be more spacious then you thought...Meredy likes the beds, she thinks they're soft and comfy. ^_^ Roien is still on his high horse, however, and warns you to behave yourself in the castle or he will really give you the death sentence. Anyway, Rid slumps on the bed and thinks that it's all over...with the king convinced by Keel and Zoshimos that the Grand Fall is a reality, something will be done to stop it and their work will end. (Little does he know the game has barely started. ^_^) Somewhere in the castle's second floor (I forgot again) there is another Lens. We switch to Keel and Zoshimos working on the telescope for a while, then back to Rid and Co. Farah doesn't agree with Rid's assessment of the situation, because they have one more thing to do - get Meredy back home. Rid wants to sleep and though Meredy wants them all to sleep together (^_^) Farah gets flustered, emphatically says no and drags her to the next room. We then see Keel getting to look in the telescope...Zoshimos asks him how he managed to come up with the theory. He's about to tell him about Meredy when he catches himself and says that it was a sudden revelation. Allendy, the princess, pays you all a surprise visit - Roien is as rude as ever, but Meredy appears to get off to a good start by saying that she's prettier than the church's stained glass. You receive a summons to see the king, so head back up. The princess says that she wants to talk to you, but Roien says that he'll protect her no matter what (his words have a slight romantic connotation) and will not let you see her. Everyone wonders what the princess wanted to see you about, and then you leave to see the king. The king announces that there is going to be a national disaster, but instead you are told that it is a plot by the Celestians to ruin their world. The king readies the armies for war, and Keel asks what is the meaning of this but Zoshimos says that to be a good researcher he must overcome some boundaries (i.e., play dirty) and explains that the Brigde of Light discovered yb a man named Baril 30 years ago is going to be used as a pass between this world and Celestia. You leave the castle and Roien gives a you ship's pass, and wants Keel to stay for a minute. Farah says that in order to prevent war, they should do what they wanted to do (get all the Great Spirits to enter Meredy's gauge). Go out of the captital and walk west to reach the harbour (it might be a little north too....) and you'll be let in and you walk upwards to get to the boat. You board, but it turns out that Keel isn't going with you because Zoshimos wants him to work wth him and that has always been his dream. Farah, despite saying that he is helping with the war effort, lets him go since she doesn't want to get in his way. The squid in the food shop here reveals once again, the Wonder Chef, who will teach you Fish Stew. Onboard the ship, they talk about Keel and Meredy is sad that Keel is now sorta like her enemy, but Farah comforts her by telling her that Keel just wants to know a lot of new things and is not fighting her. Rid acts pretty weird but Farah and Meredy can't get any answers out of him either. There's not much to do at Barol Harbor - if you want the chests, you're going to have to pay the guy. Get the Kite Shield for 4000, but forget about the helmet. A box on the ship has a Lens and the bottommost box hides - you guessed it - the Wonder Chef, who teaches you a dish which name I cannot translate yet. ^_^ (Well, it contains squid.) When you get to the town, you see a man beating up a boy and Farah rushes to help him and tells the man off. After the man has been beaten up, he says that the boy was actually a thief and Farah is very flustered. The man starts threatening her but a merchant-looking guy named Reis threatens him with all sorts of legal punishments. Farah then gets the Appellation "Hotheaded" You treat Reis to lunch at the tarvern, and learn that he is a travelling merchant, which is why his knowledge of the law is so good. He also asks if Farah has always been so short-tempered. Rid says yes, and proceeds to recount a whole lot of past experiences, until Farah is pissed with him. Reis then brings out a valuable pot and reveals that he's been to the Wind Spirit cave and asks you for 50,000 gold to lead you there. Select the second option and he'll let you go with him for free. At the top of the bar is another Wonder Chef who tells you how to make Steak. The accessory shop has another Lens somewhere, and a bed in the inn nets you Wonder Chef again, who teaches you Grantan. When you meet Reis at the inn later, Meredy hugs Reis and that same light that Rid had appears and Meredy says that he has a "fuiburiru" too. Head down to the cave. In the cave, you have to step on the holes when air is coming out of them, if not nothing will happen. Check the poles in the first part of the cave to get Reis to string a rope between them. The rest of it should be pretty easy, except the section with two chests...be sure to take the top route, because the other two will cause you to fall back down. Be sure to get all the chests in the cave. Right at the end, you'll meet your next Great Spirit, Sylph. In true RPG fashion, he too wants to test your mettle, and you'll end up fighting him. While not as cheap as Undine because of his lack of invincibility frames, he's nevertheless still quite a challenge. You'll have to continue to stick to short combos since after about the fourth hit, he will teleport back into the air and you'll have to hit him down again. Use jumping attacks and moves like Kogarenzan (if you have it) to make things easier. Besides that, always stay to his back - his Air Thrust will still hit you, but not his arrow attack, which is more damaging. After beating him, he will join you like Undine. Desert Town Shambal --- Armor and Weapon Shops (Heat Up and Hot Shot) Dao Blade 4400 Crescent Axe 2200 Halberd 3800 Pretty Horagai 3160 Gem Rod 3200 Ring Mail 3500 Cross Helm 3600 Gold Crest 3560 Kite Shield 4000 --- Item Shop (Running Water) Same stuff --- Inn 240 Gold While camping, Reis talks to Farah about various things...he later on makes a comment about her "running away" from something, to which Farah heatedly disagrees, saying she's not scared about anything, except perhaps dead slugs. ^_^ They continue to talk for a bit until Reis apologises for his comment and they both go to sleep. You'll have another camping scene later in the cave, in which Keel is forced to rest because he's too tired. He makes comments about how pathetic he is, but both Farah and Meredy disagree, saying that he's made something of himself with his research. Keel then says that Farah has always been very kind, helping other people out...but makes a last remark which almost gets him in trouble. ^_^ Against Salamander, keep in mind that the only area affected by your blows is his chest, not the flames below, so go for attacks like Hiensoukyaku and Kogarenzan in order to hit him effectively - if not, your attacks will miss completely. Despite having a powerful rushing attack which momentarily stuns, this guy is pretty easy because he can't avoid your attacks the way Sylph and Undine could. Once he kicks the bucket, Undine will appear and restrain him so he can be placed in a Craymel Gauge, since he won't listen to you. First option is Keel, second Meredy. Suddenly, all the spirits will combine and the Spirit of Light, Rem, will appear. He's the most powerful of the three, but he will not help you because he says that humans have to solve by themselves the problems they created...Keel asks how can the Grand Fall have been created by humans, but Rem does not answer and instead gives you the Sorcerer Ring, telling you to use it to pass the Bridge of Light. Despite Keel's pleas to stay to explain, he then disappears, and the rest of the Spirits return to their respective Gauges. Go back to the doors you couldn't open and use the Ring to open all of them - you'll have to fight some monsters, but you'll get treasures, among them another Lens. Back on your way out of the cave, Keel will ask Meredy forcefully about whether she knew about the Grand Fall being the work of humans or not. It turns out it was the work of a man named Baril, who is the like the equivalent of the king in Celestia. Keel gets angry and asks Meredy why she kept quiet about this information until now, but Meredy replies pleadingly that she didn't know how to explain it properly and was afraid - but they should believe her, because it's the truth. There is some more discussion until Rid, in a rare moment of insight, asks Meredy if all Celestians share the same physical charisteristics (skin color etc) as she does...yes, she replies, all but Baril. Rid then asks the group to remember the name of the person who found the Bridge of Light. Guess who? ^_^ Keel can't believe that an Inferian would do such a thing...Farah also reassures Meredy that she believes her. Rid says to an ecstatic Meredy that he'll accompany her until they find the Bridge of ! Light, but there's no special meaning in his doing so. As to where the Bridge is, Keel, our resident scholar, tells them that he saw the Bridge at Farose Church using the Imperial Observatory, earning a rare bit of respect from Rid. He also says that he's only doing to determine the cause of the Grand Fall with his own eyes. (However, he's sweating when he's saying this...^_^) Meredy says that she really likes all of them (obviously a heartfelt gesture of thanks) and you continue on. Farose Church Item Shop (Traveler's Supplier) Same stuff Fortune-teller Farose Church is located in the center of Inferia, the highest mountains there. (Check the map, it's the last town you haven't explored.) In the church, go left into the room and find a Lens in the closet there. The right room has a fortune-teller, but I haven't discovered what she does yet. Answering all the priest's questions correctly also doesn't have any effect as far as I know. Head back into the left room and you'll go to bed. Another talking scene. Farah will ask Meredy about Celestia, and she tells her it's much different from Inferia - the wind doesn't blow, and it's dark and full of machines. Keel cannot believe that their technology can be better (despite the evidence of Meredy's flying machine) - Rid, on the other hand, can't believe that really want to go to Celestia, but the others are quite set on it; he finally goes to sleep in frustration. ^_^ Outside again, the priest will teach Farah another healing skill. Go on up the mountain. Halfway through, a rockslide will occur, separating the party. You'll now lose Farah temporarily, which is Not a Good Thing. Be sure to head back to the church and stock up on Gummies - you'll need them, as the climb is very long and you'll meet plenty of enemies. Later on, you'll discover that Farah has met up with Reis again (whom she sees in a flashback, strangely) and you agree to meet at the top. On the way, Reis will ask Farah why she bothers to do all this - travel the world, try to assemble all the Spirits, even risk her life going against the king. Farah thinks that maybe she might be a strange person...Reis says that she might be, but he has an interest in her anyway. (No, this is not a romantic line.) Camping scene! Keel and Meredy remark about how silent Rid has become since Farah is not with them, and Keel talks about Reis a bit. Then he starts wondering about whether Farah needs a more adult-thinking person and how it's late for her to have a romantic relationship with someone, leading Rid to get quite angry. ^_^ Another scene with Farah and Reis walking together. This time he asks her whether her meeting with Meredy was simply chance, and why she believed her so easily. Farah says that she had a good reason, but Reis goes on to talk about the nature of belief and trust. Farah then asks him who HE believes in, and Reis says his mother, who passed on when he was young...Farah asks about her, but Reis thinks he's talking about worthless things and the two continue on. Now you'll have to get Kyuki to let down all the ropes for you. The first option makes him look around for ropes and travel left and right. Second, travel forwards. Third, look for other routes. (This is just a rough summation, I might be a bit off.) At the top, you will finally meet up with Farah and Reis again. Keel thanks him for taking care of her, and then says they should travel on without him, since he's not involved in their affairs. Meredy and Farah disagree, but Reis thinks he should go off...but not before he tells Farah he thinks they will meet again. Fire the Sorcerer Ring at the door and you will be able to enter. When you enter, you summon the Spirit of Light, Rem, and he makes the bridge of Light appear. Before you can go to Celestia, Reis emerges from behind a pillar and reveals that he is actually a high-ranking night from Inferia, and he must stop you. He also reveals that actually Keel has been working for the observatory and is spying on you, but Rid and Farah are more inclined to want to fight Reis and not Keel. Reis is not a terribly tough opponent. Sure, he has some good skills, but has no way of avoiding a sustained barrage of attacks. Simply surround him and let loose with whatever you have. The team will quickly rush into the Bridge of Light afterwards and you'll be in Celestia. (And incidentally, the second disc.) Once you reach Celestia, Keel will be escastic and say that Meredy is REALLY a Celestian. Meredy is pissed off and asks if he just realised it, but Keel explains that he'd had no real proof (he didn't see the spaceship, remember?) He also talks about how the sky, wind and entire world are different from his own. Meredy suggests you all go to the place that she was born, and assures Rid and Co. that no one will mind them being Inferians. As they leave, Farah is strangely quiet and Rid asks her if she is okay, to which she replies with her usual cheerful comments. Aimen Weapon and Armor Shop (Paps Aimen) Sor Saber 8000 War Hammer 9000 Bardische 8400 Gradius 8400 Silver Knuckle 7600 Ruby Wand 7200 Splint Mail 8000 Anbark Cloak 7800 Crystal Robe 4200 Duel Helm 5000 Striped Ribbon 5200 Fain Shield 6000 Food Shop (Fudou Aimen) Bread 60 Rice 100 Cheese 60 Milk 50 Tusk Meat 150 Lettuce 60 Cabbage 60 Cucumber 50 Tomato 80 Banana 50 Kiwi 80 Amango 80 White Sodei 60
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